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The Chosen: RP Hardcore Mode (OOC/Not Accepting/PG-16)


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IC

 

"You have been Chosen"

 

As you hear these words your thoughts immediately turn towards the myths. A prophecy that states that, when the world needs them most, 9 heroes will be chosen by the Elemental Spirits to fight evil itself. In the form of Demon Gates hidden throughout the land. Wicked contraptions that connect the world of Fantalius to the Demon Realm. For the past two-hundred years Fantalius has been dying. Monsters, evil humanoids, and worse have control of the land. The common folk are forced to cower in their cities, traveling only by protected caravans. While adventurers can travel as long as they keep their wit about them, it's a constant struggle against death just to make it to the next city. However you, and 8 others, have been given a chance, and a destiny. If you take it upon yourself it is guaranteed to be an adventure full of risk. However if you succeed in destroying the Demon Gates and bringing peace back to Fantalius you will be hailed as heroes.

You are The Chosen. Now step forward, brave adventurers, and embrace your destiny!

 

[spoiler=What is this?]More or less it's a Fantasy RP based in the more traditional ideas of fantasy. Dungeons and Dragons, Dragonlance, etc etc. Your characters will generally focus on either magic or physical skills, though each Chosen will have at least a small amount of magic due to the Spirits. Mixed is possible, but also rare.

The RP will be, as the title suggests, Hardcore. This does not mean you need to be the best writers, or the most detailed. However it does mean that if your character messes up enough they can and will die.

That's right. Character death will be a very real risk. And you can bet I will be sending challenges your way. Nothing insurmountable, but certainly not going to be winning fights easily.

 

 

[spoiler=Races]There are several common races of Fantalius. However several more minor races exist among the people. The common races are as follows:

 

Human: Generally fairly sturdy, potential for great strength, balanced all around. This is the most common of the races, and many leaders tend to be Humans. They often have very strong morals and are loyal to their causes. Reaches adulthood at 16 years.

 

Elf: Smaller than humans but with more vitality, a sick Elf is a rare sight. They are long living compared to the other races, living 10 years on average for every 1 human year. They count 200 as “adult". Generally more conservative than the other races.

 

Orc: Naturally strong, this is a race of warrior people. Proud and determined is the common traits among their kind. Larger than humans, but on average less intelligent and with less varied skills. They are called barbarians by most of the other races, however they often have great connection to the world. They age at a quarter faster rate than Humans. For instance a 12 year old Orc would be 15 in human terms.

 

Draken: A rare and elusive race, Draken are a reptilian race who are said to have dragon blood in them. Are around the same size as Orcs. Naturally connected to one of the elements, Draken have the ability to breath some sort of magical attack related to their natural element. Though they struggle with most forms of magic beyond this. Their scales tend to be a color associated with one of the elements. They have the best instincts of all the races, and live about half long as Elves. Though they grow to maturity much quicker, reaching adulthood at 50 years. (Note: If you chose to be a Draken I will be especially harsh on judging your character.)

 

Halfling: A race of small folk, not exactly height of Humans, despite the name. They usually stand at around 4 feet tall, however. They are often very social, adventure loving, and liberal folk. They have high potential for learning new skills and are quite nimble. They age at the same rate as Humans but they reach adulthood at 14.

 

Dwarf: A sturdy and squat race, similar in height to Haflings but much wider. They tend to be a very stubborn race and the men sport long beards with pride. Even the women have some facial hair at times. They are rumored to have founded Fire magic, though they aren’t very adapt with magic usually. They age at a third the rate of Humans and consider 90 years old to be “true" adulthood.

 

Auran: Thought to be somewhat related to Draken. Auran are a tall race whose skin takes on various shades related to the elements. They have strong connection to magic and are said to be the most naturally talented in magic. It’s said that they used to be more common, and were key to forming the initial connection the world had with Spirits. They are sensitive to magic and can become ill in the presence of tainted magic. Auran can choose to stop physically aging after 30 years of life, however otherwise age the same as a Human. (Note: Same with Draken, will be harsh with judging Auran characters)

 

Lycan: A race of people who transform into powerful human-animal hybrids. They tend to lurk on the outskirts of society, and can be quite aggressive if provoked. They struggle with containing their animal side and are thus not allowed to stay for long in any city. Not much is known about them, however it's theorized they were created by man years ago. When not in hybrid form they are slightly stronger than Humans, but this strength increases greatly once transformed. (Note: Not allowed for PCs)

 

Vampire: A parasitic race that need to feed on blood of other races to survive. If allowed to drain a body completely the victim will rise as a Vampire. They are strong and fast, though not as much as a Lycan’s hybrid form. They are treated even less friendly than Lycans and are not allowed near a city without being watched constantly. Immortal, but killable. They become sick if exposed to sunlight. (Note: Not allowed for PCs)

 

Other: Other races are possible, if you talk to me about it, but will not be allowed often.
All of this isn’t set in stone though, variations are possible. This is more/less a guideline.

 

[spoiler=Spirits and Elements]The Spirits come from a separate realm, connected to the Mortal Realm. In the beginning it is thought that the Spirits created life in the world and they are generally treated with respect. In their Realm they tend to mix and mingle freely, moving about without any limits. Magic is a natural ability some in the Mortal Realm have. They use the power of these Spirits to shape the world and cast spells. However should they fail in the casting, or get interrupted, there is risk of the magic back-firing on the caster.
Each Spirit can take many different appearances when interacting with mortals. From a regular person, to a winged human, to a pile of rocks. They tend to vary from 1 to 6 feet in height. They cannot interact with anyone besides fellow spirits or Chosen. However they can become visible or invisible at will.
They have a special interaction with their specific Chosen. They can be “absorbed" temporarily to give boosts to abilities, unique magic spells, or a special weapon, among other effects.
There are 9 Elements of magic in Fantalius and they are as follows:

Earth: The power of the earth itself, pulling strength from rocks and ground. Generally focuses on protection and defense. Common abilities include forming walls and toughening the body.

 

Wind: The power of whipping wind.  Generally focuses on movement and travel. Flight, transportation, etc. Common abilities include gusts of wind, and short range teleportation.

 

Water: The power of raging water. Also has to do with movement, however it’s a much less focused magic as it deals with other aspects as well. Including illusion and minor healing, specifically regeneration.

 

Fire: The power of blazing flames. Focuses on pure destruction. The simplest of the elements, but also the most difficult to control.

 

Thunder: The power of storms and energy. Another destructive magic. However it’s a more focused form, though one that can backfire dangerously. It also deals with enhancing the body’s abilities, and various electrical applications.

 

Ice: The power of chilling ice. The third and most subtle of destruction magic. Its a slower, more delicate, kind of power. Dealing in freezing and wide-spread attacks as opposed to the the other elements. However many who wield ice have found unusual ways to use this power.

 

Light: The holy power of light. A magic said to be linked to the mysterious Gods of the land, who are thought to exist, and created the world and its Spirits, but are otherwise unknown. It deals with healing and protection. Its healing is more powerful than waters, and its protection is weaker than earth’s, less solid.

 

Dark: The power of consuming darkness. A rare form of magic that is usually subtle in application. It often deals with necromancy and curses, weakening the enemy and using their own bodies against them. Shadows and hiding is another aspect of this magic.

 

Nature: The unrelenting power of nature. One of the more broad elements. It deals with animals and plants. Controlling, summoning, and manipulating them but without destroying nature in the process.

All elements have potential for offensive presence. The specifics can depend on how each element is interpreted. Flinging rocks for Earth, icicle spikes for Ice, so on and so forth.
As with Race keep in mind that things aren’t set in stone with how these work. This is more a guideline.

 

 

[spoiler=The World]Fantalius is a world that once was a great kingdom of magical power, supposedly connected deeply to the Spirits. However the creation of the Demon Gates by a sect of evil mages caused a rift. Which led to the connection between Spirits and Mortals to be severed. The Council is a group that represent the various major cities of Fantalius that live in the Mage Tower and attempt to protect the land as best they can. Unfortunately this often is just a preventative measure. Providing rewards for adventurers, hiring them for quests, and most often having them protect travelers.

There are many various kinds of monsters, and barbaric humanoids, across the land that threaten travelers and adventures alike.

The various islands are mostly connected through great bridges created long ago. However these are often under attack and the guards are constantly at risk of death. If these bridges fall it could become much more difficult for the people of the various islands to get supplies from each other. Which could spell the end for Fantalius.

 

[spoiler=Map and Info]Please note my map making skills is subpar. This is just to get a basic idea.

http://i.imgur.com/66AUoje.png

The cities of Fantalius are all similar in how they’re set up. Large walls protecting them, with separation between homes, shops, and other buildings. They tend to have a somewhat grim feel about them, except in certain areas. This is due to how locked tight they tend to be.

The below are the major cities of the region. There are more smaller cities and towns throughout most of the islands but these are the best known and the most important.

A. The Bor Mountains. Named after the Orcish word for “Snow” it’s a simple but apt name. The entire island is covered in snow, to the point where it’s hard to travel across it. Snowstorms start up frequently and the people there have learned to tell when one is about to start.
The mountains themselves are known to be dangerous, and the home to many especially violent monsters. The people who live there are several hardy barbarian tribes who are often at war with each other. It’s said that there is an ancient dragon somewhere in the mountains. Supposedly was the homeland of the Orcs many years ago.

B. The Restless Marsh. The majority of the island is covered in the swamp called the “Restless Marsh”. It’s a massive area of wetland that has huge, twisted, trees covering it. It’s difficult to travel due to the swampy land, and many are forced to move along the roots of the trees which stick up out of the ground. It’s filled with many dangerous creatures, many of which seem to be strange hybrids and otherwise magically altered beasts. It is said a group of druids and witches make their home here, but most avoid it. The bridge connecting it to Bor has been unattended for years.

1. Izlaton. The only actual city on the island. It’s more fortified than almost any other city, the walls are high and regularly watched. In fact the guards seem almost overzealous at their jobs, and many of them go without sleep. The only purpose it seems to serve is to provide a safe haven between islands.

C. Solarus Desert. The island is mostly covered in a large and unrelenting desert. There seems to be some kind of strange magic that makes it day at all times. Thus the sun is constantly beating down on the denizens of the desert. Once you leave the desert this stops so it’s theorized that it’s some kind of curse. If it weren’t for the fact that the desert is full of magical gems that can be used to power spells and magic items it would be abandoned. Nothing but monsters live in the desert, however bandits have taken up residence near the massive lake that provides the only source of water.

1. Sol. The “sole” city near the Solarus Desert. It’s an odd city in that it not only has a wall, but a roof. A large, wooden, structure covered in a tarp that keeps out heat was created to keep the city in the shade and hide from the unrelenting sun. However this is dangerous at times as it makes it harder to spot attacks. The inside is a surprisingly lively place, with many musicians and street performers. However it is also home to some thieves that prey on those who aren’t paying attention.

D. Blagos. The entire island is covered in mountains. Paths were carved out many hundreds years ago but they are often in disrepair. Small settlements and cities are scattered among the caves in the mountains, and tend to be nothing more than large caverns. Flying monsters reign supreme here and people cannot stay on the paths for long without being beset by them. However there are important minerals in the mountains that is needed for building, and so the two major cities were devised to make a safe place for miners to do their work.
The giant volcano in the middle of the island, called “The Doombringer” by the locals always seems at risk of erupting. Though it has never done so in all of recorded history. Locals treat it with borderline worship levels of awe, nonetheless.

1. Helmfirth. A city of proud and determined workers. Helmfirth is well guarded and the people seem to be extremely stern and unhappy with travelers. However it’s often thought of as the city with the strongest guards. They expect people to earn their keep, and focus on keeping the mines, which are accessed through a tunnel inside the town, open and operational.

2. Millstone. As opposed to Helmfirth, Millstone is utterly passive. They don’t keep much of a watch, and only do the bare minimum of work. It’s a surprise to most that it even stays in tact but they seem none too worried about the dangerous outside their flimsy wall.

E. Bresa. A plainsland with rivers crossing all over the island. These rivers are ample fishing ground and Bresa provides a good portion of the food that the rest of Fantalius eats. Because of this many powerful mages are employed to keep the fishers safe. Because the rivers are a double-edged sword of sorts. While it provides quick transport and food, it’s also full of dangerous water monsters that often fight the residents for the fish. There are legends that somewhere deep under the water is a great treasure, but it has never been found before.

1. Peats. A wholly unremarkable city. Only notable for the position near the bridge and the size relative to the other cities in Bresa. Is also the headquarters for the leader of the mages that protect Bresa.

2. Stanlow. Named after the master shipwright, Stan. Stanlow is the city that builds most of the boats of Fantalius. It has the highest and strongest walls of any city in Bresa. It’s also the smelliest, always smelling of fish no matter where you go. A relatively small forest of trees is just to the south of Stanlow, one that is kept growing with Nature magic.

3. Wolfden. The last of the three larger cities of Bresa. It’s named thusly because of the strange guardians they employ. The people have found a way to tame the vicious Mer-wolves that populate the area and use these animals to guard their city. Their city has the weakest walls, as they tend to rely on the wolves to keep them safe.

F. Flomest. The entire island is covered from one end to the other in trees. In fact even the bridges are partially overrun with vegetation. It is a wild and untamed wilderness and many wild animals make it home. Beyond that are plentiful bestial monsters that are often referred to as the “true kings of the forest”. They have some measure of magical ability but are more or less unintelligent animals. It’s said that an especially territorial group of lycan makes Flomest their home. However attempts to get rid of them have always ended in failure.
There is much magic in this forest and adventurers have often found themselves bewitched and confused by various natural magics.

1. The city in the heart of the forest has no official name. And is only referred to as “The Forest”when asked by the residents. Who are a large number of extremely xenophobic elves. If you try and pass from one end of the forest to the other you will find yourself stopped by these elves. They seem to be adamant about no one crossing their territory and are said to have the best archers in the world at ready to slay trespassers.

G. Qresa. The name is a butchered attempt at Elvish from the first settlers. It’s meant to mean “Golden land” but instead translates to “Dung Heap”. Which is almost more fitting. As Qresa is a land of farmers. The land is perfect for growing crops and grow crops the people of Qresa do well. Unfortunately they are often attacked and raided so they need a steady stream of guards. Even with this often a farm will be overrun and new ones will need to take its place. The massive lake in the middle is somewhat of an enigma. No one has ever actually entered it, and returned. A massive mist covers the water and makes vision over a few feet impossible.

1. Larnwick. A strange city. But also a totally average city. There seems to be nothing unique about Larnwick in the slightest, besides being larger than average. However it is disturbingly similar to Wicklarn. As in, everything is in the same place, and all the people look identical. Yet the people of Larnwick claim that they’re totally different and that nothing is unusual.

2. Shell. A city no one knows about. It’s walls are not manned, there is no sign of life. Yet every attempt to enter the city is halted by some unknown means. If you get close enough you can hear noises from inside, but nothing else. No gate is on the walls, and anyone traveling above will report an empty field with a single squat building in the middle.

3. Wicklarn. A strange city. But also a totally average city. There seems to be nothing unique about Wicklarn in the slightest, besides being larger than average. However it is disturbingly similar to Larnwick. As in, everything is in the same place, and all the people look identical. Yet the people of Wicklarn claim that they’re totally different and that nothing is unusual.

4. Myyrka. Myyrka is a refreshingly normal city. It’s large, the largest in Oresa, and quite lively. In that there are many many traders of various goods, and a theater that holds plays and events. However the people are extremely paranoid about the lake, and refuse to talk about it. They warm people of leaving the inlet of land that the city rests on, to avoid the lake. Most of the farms exist nearby, though there are some farther away. None get too close to the lake, however.

H. Oebrushire. Those of Oebrushire are very proud of their name, and will be angered if you pronounce it wrong. The problem arises in that the northern and southern half pronounce it differently. The island is surrounded by a massive mountain, which keeps out most would be invaders. In fact it’s more or less free of monsters. However the hilly land inside is a warzone. The two cities are constantly battling, and anyone who find themselves outside of the main cities are free game for the warriors of either side, as they’ll assume you are from the other side.

1. Kelna. Pronounces the island “Oh-Bruh-Shire”. They are a startlingly civil and regulated people. They have rituals for every hour that is observed by everyone. This can change and when it is, a letter is delivered to every household with the schedule. They only get riled up when you try to say anything positive about the other side of the island, or if you refuse to follow their strict rules.

2. Coombe. Pronounces the island “Ooo-Broo-Shire”. A city full of savages who love to behave without regard to their fellow man. However they seem to be extremely close to one another, despite the brawls and insults that are flung. They will only lose their cool when you speak positively about the other side of the island, or if you try to stop them from having fun, or refuse to participate in their current activity.

I. Haven. The central island of Fantalius. They have the safest and most well protected cities of the land. It is here that supplies from the other islands are brought, and distrubuted to the rest. It’s the home of the Mage Tower, and the Council, and is generally regarded as a holy land. Sadly even this place is not without its dangers and many monsters of all kinds roam the land between cities. It is said a corrupted Celestial roams the land and slays any who cross its path.

1. The Mage Tower. As it says, the Mage Tower is a massive tower dedicated to mages. The lower floors are a school, which grows more advanced as you go to higher floors. The ground floor is the room people go when they must speak with the council, and also holds the Templar, an order of magic-knights that protect the Council. Every Draken with any magical talent become Templar once they reach the age of adulthood. The top floor is where the Council meets, and is only accessible by being brought there by a Council member.

2. Kalmaniemi. The city of Auran. A place that has been around since the beginning of time, according to rumors. It’s unique in that it has no walls. But a magical barrier keeps out all evil creatures. It’s home to every Kalmaniemi who has not been sent elsewhere on a pilgrimage to bring back magical artifacts. It holds a massive library with the history of the world, and many other things, as well as a shrine to the Spirits.

3. Naporia. The largest city on Fantalius. It holds the training grounds for soldiers and adventurers. Thousands live within the city, and it’s patrolled regularly to make sure its safe. Its slums are often raided at seeming random, and its people dragged off. However it’s claimed this is to keep the rest of the civilians safe. And given how many people live there, it’s not questioned. A powerful archmage rules the city with an iron fist. The sewers are often avoided by guards, except to block it off when searching for criminals on the surface.

J. Dusk. A land of the dead. Not even Dark mages go to this place. A powerful warding spell keeps people away, and no bridge connects it to the rest of the islands. The only knowledge people have of it is the forest of burned trees that greet the few travelers who attempted to land there.

 

 

[spoiler=What I expect From You]This will be a more hardcore RP, and I expect people to be able to be okay with losing a fight, and even a character, if they take wrong/stupid actions too much at the wrong time. I won't be going around killing people willy nilly but you have to understand this isn't an RP where you're superhumans. Above average, perhaps, but not epic level.

I also expect you to be able to work with me on things. Be it something related to your character, or simply talking to me about what is wanted in a fight.

Something to note that for the most part beyond a few actions if you want to write more in a fight, feel free to ask me what the outcome of a certain action will be. However if you ask, and I answer, you must do said action. No asking to get an idea of what would happen just to avoid a screw up. Except in possible specific cases.

 

[spoiler=Application Skeleton]Please Spoiler the whole thing, plus put spoilers where asked at least, and anywhere else you feel necessary. Feel free to fancy it up if you feel like it but make sure to include all information.
It’s important to keep in mind your characters will only be somewhat above average. Meaning you’d be able to fight several soldiers on your own if you were smart and careful but most likely would need to rest and heal afterwards.

Name: What’re you called? Feel free to add nickname.
Age: Don’t be too far under adulthood, however any age above that is fine. Just remember an old person will have some difficulties physically.
Gender: You know what this is.
Race: See the Race section. Ask if other race is desired.
Element: See the Spirits/Elements section. If you want an element another RPer wants as well you will either have to compete or work it out with them. Again, only one of each Element.

Appearance: Spoiler this. Either an image or a paragraph of description. Make sure I can get a clear idea what the character looks like. Add height and weight and any differences between image and actual character, if there’s an image.
Personality: Spoiler this. Two paragraphs minimum. That’d be about 8-10 lines or so.
Biography: Spoiler this. Two paragraphs minimum. Again about 8-10 lines. However if you can explain everything well enough in a single paragraph I will allow it. Make sure to explain how they met their Spirit. All the Spirits came to the Chosen between one week and one day ago, appearing out of thin air and telling them who they were, and to make contact with them to seal the partnership.
 

Spoiler this section of three as "Skills and Equipment"
Combat Skills: What strengths does your character have? If magic, what is their primary type of magic? What do the excel at? What kinds of weapons do they wield? Remember that most will focus either on magic or martial mainly. Any specific types of spells?
Non-Combat Skills: Things like fishing, tracking, lock picking, and other such things go here. Don’t go overboard.
Equipment: What does your character have for equipment. Weapons, some potions, armor, etc. You will be provided with basic equipment at least.

Other: Anything else goes here.

 

Spoiler all of this as "Spirit Information"
Name: Spirits don’t have their own name. Your character gave them this when they became Chosen.
Appearance: Spoiler this. What form do they take? Keep in mind this form is usually incorporeal to all but the Chosen and other Spirits. Either an image or a paragraph of description. Include height, somewhere around 1-6 feet tall.
Personality: Spoiler this. What does the Spirit act like? Upon entering the Mortal Realm, spirits gain a mind and will of their own and develop somewhat simplistic personalities. Only one paragraph needed.
Transfered Skill: What skill/ability do they grant to their Chosen when they merge with them? It’s usually minor, a boost to physical abilities, a new spell, or weapon, etc.
Personal Skill: Spirits can do minor things on their own. Including small scale spells, and attacks.
Other: Anything else you want to add?

 

[spoiler=Accepted Applications]Chosen of Nature: Anastacia, Nai

Chosen of Fire: Reinaan, Andx

Chosen of Light: Kha, Renegade

Chosen of Earth: Ryia, Skaia

Chosen of Dark: Ayden, Cherz

Chosen of Water: Keres, Cow

Chosen of Wind: Qali, Aix

Chosen of Thunder: Lindow, Hollow

Chosen of Ice: Gilly, Sethera

 

 

And as mentioned it would be limited acceptance. Only 8 others will be chosen (I will fill out the last Chosen myself after the rest are picked). But don't let that scare you. It will be a time and quality based choice on my part. If you write a character that's really amazing you'll likely get a slot early but other than that I will review all of them best I can to find the ones that work the best.
This doesn't mean super long and detailed either. Something short but understandable and well made is perfectly great.

There can only be ONE character for each Element.

 

 

Equipment

 

Days IC: 8

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So what i'm seeing here is a non anime based, non dark/apocalyptic fantasy rp. Yes my life could use more of this in it. Color me curious.

Well it's somewhat dark. The world is full of monsters and such, people have been pushed to stay in their cities for the most part.

But very not anime based.

Also omg doggie. *pets*

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It's not like I want to express interest in anything you made. Baka. 

 

Heh, time to play, dear Mooer. My eyes are upon this RP.

 

If there's a Dark element, I do already has a budding scheme...

 

Interested! I've been wanting to see something like this for awhile. 

 

So what i'm seeing here is a non anime based, non dark/apocalyptic fantasy rp. Yes my life could use more of this in it. Color me curious.

 

Sure, I'll join in on the fantasy fun. Count me interested.

 

Schedule will probably be freeing up soon, so I think I'll express my interest here.

 

DK would like to express his interest in this RP.

As someone mentioned to me via Skype they were interested....

Welcome to OOC mode!

I won't be here tomorrow so any questions will have to wait till Monday unless you get a hold of me soon.

Skaia can confirm how long/late I worked on this so if I missed anything or anything doesn't make sense feel free to mention it.

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OH, SURE. The one race that got me scheming is tagged as 'not for PCs'.

 

'grumbles about the disallowing of Lycan PCs'

Sowwy Tayla they fall under OP. You'll understand eventually. ;)

 

Also a general announcement for clarity.

Generally Spirits chose someone based on different parameters. The Spirits always watch the world. It could be an action, or a personality trait, or something of that sort, that made them feel the Chosen is the right...choice.

Basically it doesn't have to be something amazing they did, it could be as simple as a personality trait that made a connection with the Spirit.

Many reasons are possible. Just keep in mind the power level limit and go for it. I'll say if something is too far out.

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[spoiler=cray cray]


Personal Information


Name: Qali Kvallen

Age: 278

Gender: Female

Race: Elf

Element: Wind


[spoiler=Appearance]Picture: http://touch.pixiv.net/member_illust.php?mode=medium&illust_id=56582106

Qali is on the tall side for an elf at 5'6", letting her stand not too short of humans. She is blessed in terms of looks and figure which is a shame to many because of her eccentric personality.

 

 


[spoiler=Personality]"Occam's Razor" and "Burden of Proof" do not exist in Qali's dictionary. Her vibrant imagination leads her to draw wild(ly inaccurate) conclusions about even the most mundane of things, constructing entire libraries worth of fictitious lore (that often contradict each other because she has rather poor memory). The fact that she has a tendency to overthink and refuses to listen to others does not help. This has lead her to spend the last century essentially chasing rainbows and hunting unicorns while doing odd jobs and picking pockets for money and not giving a single funk what others think. She does not truly believe in her fantasies, but she has strong aversion to realism and the mundane, thinking it boring and beneath her. When she was Chosen, the only response she had was "Of course!" and took initiative to travel towards the Mage Tower.

 

Despite her loud, energetic, and outgoing nature, Qali is highly socially dysfunctional; her small talk generally involves either poking her nose into highly personal matters or topics like the next appearance of the "Great Minotaur Lord Moomoo of the Apocalypse" (the name and title changes every time), and she gives little thought to concepts such as personal space or faux pas. However, while she approaches others easily, she does not give her trust easily, and she would rather take initiative to be the betrayer than the betrayed.

 

Taking self-preservation as a priority, she has become used to having to steal or sacrifice others for survival, such as by using others as bait to escape. Unless she was truly desperate though, she avoids killing innocents with her own hands.

 

In uncomfortable situations, Qali is noticeably more obnoxious and loud with her fantastical lies.

 


[spoiler=Biography]Qali's father left on a journey, something related to the Spirits which Qali was too young to understand at the time, and never returned. Her mother, on the other hand, died when monsters attacked during a short excursion while Qali was saved just in time by a passing adventurer.

 

Although their acquaintance lasted a mere few days after Qali became an orphan, that adventurer became a key figure in Qali's life. He was imprisoned, but due to the grace of saving young Qali's life during the monster attack he was not executed or driven out immediately. He was a marvelous storyteller; whether his stories had any basis in reality at all was questionable, but the tales he told inspired Qali deeply. As a sort of coping mechanism of a grieving orphaned child, Qali began escaping into her fantasies and imagine having those sort of grand adventures herself. Her delusional nature ended up alienating her from her kin, and when she was one hundred and fourty-seven years old, she decided to leave on her own.

 

Of course, if you actually asked Qali, she'd spin some fantastical origin story that would differ each time she told it. However, each story would mention her being saved from some horrific danger by a passing sage, homage to the adventurer who saved her life.

 

Qali met her Spirit while rotting away in a prison cell. She had gotten caught after stealing the heirloom of some noble, not realizing the artifact had a tracking mechanism on it. With the newfound ability of the Wind Spirit, she was able to escape her cell with ease.

 


[spoiler=Skills/Equipment]


[spoiler=Combat Skills]Qali favors ranged weapons to strike her enemies down before she has a chance to be hurt. She is an excellent shot with most ranged weaponry in Fantalius, with her primary weapon being the longbow, like the rest of the elves. She is able to fire three arrows in quick succession by holding the other two arrows in her hand while she fires before having to retrive more from her quiver.

 

Long times spent in shady places, however, has also honed her skills at dirty fighting both unarmed and with a knife.

 


[spoiler=Other Skills]Iron Stomach: The ability to eat and digest nigh anything remotely edible, even her own nightmarish cooking.

 

Pickpocketing: Careful not to accidentally bump into her or you may find yourself missing one of your valuables.

 

Survival Skills: Qali has all the skills necessary to surviving alone in the wilderness, hunting, fishing, etc.

 


[spoiler=Inventory]Yew Longbow: A very well-crafted longbow of elvish make which Qali puts much love into maintaining it. It has been with her for over a century now, but still works like new.

 

Quiver: Slung across the back and contains 50 arrows.

 

Sling: A lethal weapon for back-up. Useful because it doesn't really run out of ammo.

 

Dagger: Very useful in a variety of situations and can be wielded in close combat. Well used, but well maintained.

 

Vial of Basilisk Venom: Extremely rare and potent venom which Qali uses to poison arrows against enemies that she cannot take down with her bow alone. The venom reacts upon contact with blood and petrifies the area around the wound. She harvested the venom herself two decades ago in an encounter that costed the lives of 90% of the caravan she was travelling with and it is running out. She has enough for approximately four more shots.

 

 


[spoiler=Other]Qali is an awful cook and is the only one capable of surviving her own cooking. She also sings horribly off-key when she has the impulse to sing. Do not sing around her or she will join you.

 


 


[spoiler=Spirit Information]Name: Baal Mercurius, the Grand Fury of the Wind

[spoiler=Appearance]An ethereal parrot made of light, as seen in Qali's picture. He is about a foot long.

[spoiler=Personality]Baal is an archetypal Gandalf. A wise old sage full of wisdom and sagacity. Old, wizened, and yet capable of seeing the world with a child's delight. His enjoyments are journeys and seeing others grow. A very kind and helpful soul, he tends to spout aphorisms and give advice when needed. However, he tends to be rather stubborn and often finds himself lacking the energy to keep up with Qali's ramblings.

 

Freedom is what he values the most.

[spoiler=Transferred Skill]Short ranged teleportation. Instantaneous. Must have destination in sight. Cooldown of 10 seconds. Can only travel 70 meters in a ten minute period.

[spoiler=Personal Skill]Can divide into three smaller birds and interact with the world. If one body is killed, a day is needed to regenerate.

 

 

 


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[spoiler=Kha]

6e6TlG3.png

"Rest now, brother. Your fight is over."


Personal Information


Name: Khadba Dulaga Eldrison 

Age: 35

Gender: Male

Race: Orc

Element: Light


[spoiler=Appearance]

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Massively built, standing at 6'9" and weighing in at over 300 lbs, Kha is unmistakably an orc. Around his neck he wears several religious symbols, not particularly to any one god but primarily devoted to the spirits and the power they once brought to the land. He isn't much one for clothing, as his large frame doesn't lend itself well to maintaining any type of fiber and having armor made for someone his size has always been well outside of his economical reach. Staying modest with a type of tribal kilt and makeshift breeches, he forgoes a tunic, even in battle. He also lugs around a giant two handed sword, a weapon much too large for anyone but a member of his race to wield.  

 

 


[spoiler=Personality]

Contrary to what is often thought of an orc, Kha has quite a gentle soul. He does not relish for the gongs of war or to feel the warm blood of his enemies drip from his hands. As a bred warrior he has never shirked from battle, but he has just never particularly enjoyed it either. In Kha's mind it comes down to this: there is nothing wrong with death, nothing even wrong with killing or violence. However, there is something wrong with needless death and violence and that is where Kha finds that many are not able to make the distinction. 

 

Defined by his morals, Kha lives by a code of what he deems to be good and bad. A true idealist, he sees the world through a lens of everything he would like it to be. Of course he recognizes that this is something that can never truly be achieved, be it is also something that can never be given up on. And while one would never venture as far to call an orc intelligent, it doesn't mean they can't be wise. Dedicated and thoughtful, Kha has an almost sage-like quality about him and while it doesn't say much, among his tribe he is considered to be a bit of an academic. 

 

Kha holds dear to the teachings of his religion, helping him to cope with a lot of loss in his life. Over the course of the years he suffered the death of his parents, his adoptive mother, and countless friends. He mourns their passing silently and internalizes much of his grief, knowing that cycle of life must continue. However, all of those emotions are haphazardly bottle-capped into his religious practices and when they become questioned, he becomes unhinged. 

 

 


[spoiler=Biography]

Kha was raised in conflict. As an orc one is raised to be a fighter, it is only natural. However this mentality was only worsened because he grew up on the island of Oebrushire, a worn-torn region that is constantly in conflict. Belonging to the Eldris tribe, a group of orcish people that reside in Coombe that have a faith centered around battle and death. At one time, the faith was more about honor and the cyclical movement through life however it became more perverted over time as the two cities began to war with one another. Now the Eldris tribe is one of the main fighting forces for Coombe and the foundation of the faith has been almost completed abandoned. 

 

Kha never accepted this newer belief. Even though it was ingrained in his belief well before he was born, he fortunately had a teacher that did not share those same convictions. Kha's den mother, an individual that is assigned to look after an orcish child who's parents are killed in combat, taught him the roots of the Eldris faith. 

 

As a member of the tribe, Kha was a bit of an outsider because of his less than lustful approach for battle but still widely respected because he was one of very few healers in the tribe.

 

A few days ago, during a battle with a siege force from Kelna, he was taking care of a grievously wounded tribesmen and things were not going well. He was preparing the final rites for the orc to pass into his next life when a small sprite appeared to him. Explaining to him that they were a spirit and could help Kha save the lives of many, they sealed their partnership, allowing Kha to save the life of his tribesman, the first of many. 

 

 

 


[spoiler=Skills & Equipment]

[spoiler=Combat Skills]

Brute Strength: Able to lift grown men over his head and stop a charging horse with a well-placed fist, Kha's arms are a weapon in and of themselves. This type of strength makes him a bit of a lumbering oaf on the short term but his stamina is practically unparalleled and when he digs in deep, his leg muscles can give you a good run for your money. 

Hack-n-Slash-n-Block(?): Without any real finesse Kha can cleave entire warriors in two with the weaponry he is packing. No real training given or needed. His massive strength allows him to swing his massive sword around with ease, catching most opponents with a decisive hit before the fight is really underway. Due to the swords large size he is also able to block with the flat of the blade, however, this requires much more skill and isn't something he necessarily depends on in a fight, but it is handy to have in his back pocket. 

 

 


[spoiler=Other Skills]

Healer: Trained in first aid and herbal remedies, Kha is one of the only healers in his tribe.

Speaker for the Dead: Trained in the basic art of orcish burial practices Kha can prepare the bodies of those lost in battle for the afterlife. (This also gives him the authority to officiate weddings!)

 

 


[spoiler=Inventory]

Spiritual Talismans: Worn around his neck, they carry no special enchantment except to provide Kha with a perceived closer connection with his faith. They also aid in burial and wedding ceremonies.

First Aid Supplies: Kha is always prepared for battle injuries, keeping basic bandaging and salves on hand.

Derg-veras Mora: The large sword that Kha carries around with him. For most it would be categorized as a two-handed sword(or even a two and a half), but for orcs it is a one and a half-handed sword, providing him a large enough weapon that he can grasp it with both hands and crash through most defenses or utilize it one handed if the situation demands it. (Derg-veras Mora is an old Orcish idiom that loosely translates to 'May death take you kindly.' It was usually said before and after bloody battles as a sign of respect for the departed.)

 

 

 

 


Other Information:

> Kha's den mother was accidentally killed by Coombe soldiers when they saw her tending to fallen Kelna soldiers. 

> Kha loves it when people refer to him by his full name but knows that most of the other races, especially humans will not make that effort. 

> Kha believes he has spoken with ghosts on more than one occasion.  


 

 


[spoiler=Spirit Information]


"I guess it could've been worse...could've been a Halfling..."


Name: Kal'bri

Element: Light


[spoiler=Appearance]

webmaster-FairyLight_Lights_full_2251_10

Kal'bri has quite the spritely appearance. Smaller than most spirits that appear on the material plane, Kal'bri is only 5 inches tall. Composed of consolidated blue and white light, she takes the form of a young, ethereal woman with the most angelic and serene of features.

 

 

 


[spoiler=Personality]

Kal'bri is a racist. There is really no other way to say it. One might think that as a spirit of light that she would embody compassion or understanding, but that couldn't be further from the truth. There is a reason that her name means 'purity'. Without much logic to ground her racism in, her beliefs change constantly. Though she is pretty steadfast in the idea that the Auran are the best race and that Halflings aren't really worth her times. 

 

Perhaps the only thing that supersedes these ideals is respect and/or offerings being paid to her. Kal'bri needs to feel important and will immediately take a liking to a person if she feels they respect spirits, especially if they respect her.  

 

 


[spoiler=Transferred Skill]

Grace: A spell that heals physical wounds that can be seen and touched by the caster. It does not cure diseases or powerful toxins but it does fend off against infection in wounds. Likewise, this spell is incapable of growing back severed limbs and healing grievous wounds. If used too often over a short span of time this spell becomes less effective.

 

 


[spoiler=Personal Skill]

Flight: Kal'bri is capable of levitating/flying.

Purify: In essence, this spell is able to eliminate both toxins and disease found in a target. If the spell is used on an inanimate object, so long as the toxin or pathogen it was laced with was of the Mortal Realm, it should be completed eliminated. However, if the spell is used on a living subject, cases become more circumstantial. Usually the spell will stop the spread of the disease/poison, but eliminating it from the body depends on how potent it is and how strong the body actually is.  

Guidance: A spell that creates a number of bright lights that can be used as lanterns or as distractions. Kal'bri can control how bright they are. 

 

 


Other Information:


> Kal'bri usually rides around on Kha's shoulder.

 

 


 

 

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So, I really like the sound of both Draken and Auran. I also think I could come up with a pretty cool race. And then of course there is Dwarfs.

 

I'M SO TORN! D:

 

Also, post reserved for my impending application.

 

Second also, if we are allowed to call dibs, I would like to call Ice please.

 

[spoiler=WIP]Name: Stoakley Silvervein
Age: 117
Gender: Male
Race: Dwarf
Element: Ice
Appearance: [spoiler=Stoakley] 4'9", 212lbs

400px-Dwarfmmxlegacy.jpg

 

[spoiler=Personality]...

 

[spoiler=Biograpahy]...

 

 

[spoiler=Skills and Equipment]
Combat Skills: Stoakley is a well built Dwarf, with plenty of strength. All of his muscles are built up from his military training, years in the mine, and years in the forge. He's capable of running in full armor while lifting a shield nearly as wide as he is. His military training as also made him an excellent warrior, capable of turning the hefty shield in time to block and attack while expertly swinging his axe.

He's also learned a bit of magic. But by bit, I mean one simple spell. And it's something Dwarfs generally wouldn't consider learning. He can cover areas the size of his shield in ice by simply touching them.

 

Non-Combat Skills: Mining, smithing, building.

 

Equipment: One handed axe, shield the size of his body, and armor that covers him from the neck down. He also packs a small dagger on his waist and two health potions.

 

 

[spoiler=Spirit Information]
Name: Spirits don’t have their own name. Your character gave them this when they became Chosen.
Appearance: Spoiler this. What form do they take? Keep in mind this form is usually incorporeal to all but the Chosen and other Spirits. Either an image or a paragraph of description. Include height, somewhere around 1-6 feet tall.
Personality: Spoiler this. What does the Spirit act like? Upon entering the Mortal Realm, spirits gain a mind and will of their own and develop somewhat simplistic personalities. Only one paragraph needed.
Transferred Skill: What skill/ability do they grant to their Chosen when they merge with them? It’s usually minor, a boost to physical abilities, a new spell, or weapon, etc.
Personal Skill: Spirits can do minor things on their own. Including small scale spells, and attacks.
Other: Anything else you want to add?

 

 

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No real reason to call dibs as if your app doesn't cut it then not gonna get picked anyway.

Though it does at least let people who are indecisive know what people are planning to do.

 

Of course Aix has an Elf. I'll have to think about the range of that but so far nothing stands out as red flag.

What's the venom do exactly? Just poison?

 

*sees Kha* Oh thank god a legit Orc. 7'3" probably a tad too tall. 7 foot is likely about the limit.

Gotta love the spirit thing though. Orc's are the second most spiritual race here, even if it's usually a bit different than the normal idea of spiritual XD

 

Also for those who want more info on the races culture/whatever, I don't have a lot written down but I can answer almost any question (and work with you all on things).

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One thing that I noticed is that there wasn't a place solely devoted to the orcs. Like the mountains were rumored to be their homeland long ago, so is that where they are largely located? Or have they mostly dispersed now? The image I have of orcs right now is that they are widely dispersed, kind of clumped together in tribal units across different islands in and near large cities. 

 

*sees Kha* Oh thank god a legit Orc. 7'3" probably a tad too tall. 7 foot is likely about the limit.

Gotta love the spirit thing though. Orc's are the second most spiritual race here, even if it's usually a bit different than the normal idea of spiritual XD

 

Noted, I'll edit his height. I'm glad you enjoy the character so far. 

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One thing that I noticed is that there wasn't a place solely devoted to the orcs. Like the mountains were rumored to be their homeland long ago, so is that where they are largely located? Or have they mostly dispersed now? The image I have of orcs right now is that they are widely dispersed, kind of clumped together in tribal units across different islands in and near large cities. 

 

 

Noted, I'll edit his height. I'm glad you enjoy the character so far. 

You're correct. They exist in more of the wild areas besides the forest island but other than that they're scattered about.

To be honest besides the elves of the forest there aren't many places devoted solely to one race. Maybe more in some places but that's it.

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