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In the Kingdom of our Fathers.
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Topic Started: October 25, 2012, 5:47 am (1,390 Views)
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Achilles
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October 25, 2012, 5:47 am
Post #1
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June 2012 Member of the Month
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On Appenmahk there are several races. There is great debate about who the first sentient race to emerge was. Both the Elves and Wolf people are ancient races. While the Elves indisputably had the writing, the first records of their history, the Wolf people have their own tales and folklore that extend before the elfish historical records. It has long been argued over and is sure to evoke an argument between the two peoples. Next were the Dwarves and Freefolk. Freefolk is used to refer to any group of smaller, free peoples (Gnomes and Halflings mainly). The Oser, a bird people followed them, and finally come the dominion of men.
The Elves of Appenmahk are much like other elves you have no doubt heard about. They are wise and fair beings. They are generally taller than men, 6” on average, lithe but muscular, pointed ears. Certain types of elves are proficient at different tasks. There are the High Elves of Cyrian, wise students of magic and other arcane arts. The Forest Elves are skilled huntsmen, trackers and reside in the wilds of Appenmahk. The Elves of Plain are good with their swords and tracking. Most elves are taller, finer and have a radiant grace about them. They rely on their magic and worship a single all-encompassing god known as the ‘Great One’. They have a complex society based on democracy. A council rules the fate of all elves. Their capital of Hereunder (Er-A-onder) decides everything about elfish life. Laws, customs, punishments, rituals and any other conceivable part of life are all decided upon. Every other elfish city town or outpost follows the example set by this council. This council appoints the leading family to any form of their settlement. If there is a discrepancy that cannot be solved by the direct referral to the laws of the elves, they are sent to the Grand Council, who then decide upon the situation at hand.
The Wolf people, or Lycans as we shall call them, are a clan culture. A Lycan stands on average 7 feet tall. The apex of primal strength and instinct, they capture the ferocity and tenacity of a wolf, in a somewhat humanistic form. Imagine a werewolf, but they do not transform, and are always in the wolfish form. They endured as hunter-gatherers longer than any others. Finally, a great civil war broke out among and the clans and they began to settle down. The Lycans live in city-states with primitive walls and structures, but that is not incentive to attack them. Their clans are more cities than clans; the smallest number around 2000 the bigger number up to 5000. The Lycans live in these city states, with Kings, ruling small empires of Lycan land. The Lycans have major wars every 10 to 15 years, with territory changing hand here and there. This infighting does not mean the Lycans are by any means weakened though. In the event of invaders, Lycans have been known to stop fighting each other, put all tribal disputes down, deal with the invasion, and then continue their own wars. Despite their first come first serve attitude on most aspects, Lycans will protect their fellow men when in need. Each city has a singular Shaman, who can interpret the will of the spirits of the world force. The world force is everything that is. Every tree, rock, bird, stream, animal and gust of wind has a life force of its own and it is that idea that the Lycans worship. Crime and punishment is dealt with on a city basis, if a wanted criminal fled from his home city and lived in a new city, he would be able to live anew life (as long as word of his crime did not reach the ears of his new home).
The Dwarves are the rough people of the mountains and plains. Short, stocky and hairy in three words. There are 4 main dwarven cities. Graven to the northern glaciers, Ritchen in the eastern mountains, Sournguard laid in the western seas, and Darnviern sits in the southern plains. Any dwarven towns outside of these 4 cities lie outside the protection and jurisdiction of the Dwarven quad. The dwarves are in their way the most intelligent. Their cities are marvels of technology and in some cases magic. Being carved into glaciers, underground, into mountains and even built underwater. The dwarves are proficient miners, smiths, engineers and builders. They have created mechanical cranes by the power of steam. A brief description of the 4 dwarf cities as it will give insight into culture and society. Graven is a city in the northern reaches of Appenmahk. It is carved into massive glaciers, and into some smaller glaciers that are tethered to the bigger ones. You must understand the gratuitous size of these glaciers. They are truly gargantuan. It is the city of Graven that mines a precious stone called Parmavil. This stone is found deep in the glaciers, it contains magical properties that the elves use in most of their alchemy, and is thus a great factor in Dwarven-elfish relations. Ritchen, is the mountain city, and capital of the Dwarven cities. It extend for leagues’ underground. It is here a majority of the population lives, and also where the dwarves mine their most precious resource, Mithril. Mithril is the one thing the dwarves do not, and will not trade. It is their fame and the envy of all other. Dwarven creations can last centuries due to its magical and properties. The city Darnviern, in the southern plains, is the smallest city, and holds significance as a trading town. It is mainly used for relations with other governments and other peoples. The final and probably most extraordinary city is Sournguard. Sournguard is a city that resides off the coast of the western shore. It does not reside on an island, or even float on the water. No, Sournguard resides below the water, on the ocean floor. It is impossible to get to without magic or machines. It is here that blueprints are tested, created, rewritten and drafted again. The final point I will touch on with the dwarves is their religion. Dwarves generally do not worship and deity; they value hard work, integrity and honesty and do not personify that into a god. They are not opposed to gods, and they see the merit in worshipping one, but they generally do not worship any.
The freefolk of the world, where to begin. Freefolk consists of the many intelligent races with no central form of government. Gnomes, Halflings and Tieflings are classified as freefolk. None of them have a central government as they very rarely have disputes. Most freefolk integrate into other societies, though an all Halfling/Gnome/Tiefling town, while uncommon, is not totally unheard of. Halflings look the same as any human would with two key differences. The first is that Halflings are much shorter and average a height of 3’ 6”, the second is pointed ears. One last thing separates them from humans, though you wouldn’t see it by just looking at one. They have their own brand of magic. It is not as pronounced as elfish magic, but in some ways just as powerful (they are also wonderful gardeners). Halflings are usually found at home in Human or elfish cities. As JRR Tolkien wrote “You can learn everything there is to know in a few short months, and yet after 100 years, they can still surprise you.” Gnomes, are also very similar to humans, they are also fairly short and average at 3’ 8”. They have slightly rounder heads than a human, and have an affinity for the math’s and sciences. Which puts them right at home with dwarves. Any gnome’s proudest feat is their creation of firesoot, a very primitive form of black powder. The Tiefling is slightly taller and averages at 5’ 6”. The thing that distinguishes Tieflings are their horns and spiked tail. They are magical creatures who are cunning and proud. They usually find home with Lycans, Elves or Humans.
The Oser are a bird people. They stand at 5’ 10” generally and live to be 100 roughly. They are humanoid Birds. They are proficient fliers and hunters. They worship the wind and believe their god, Rahme (ra-may), gave them their wings. They hold all birds sacred and to injure, kill or consume one is a base sin punishable by death. They have several cities, all of which are flying and travel as the wind blows them. The capital is called Hoten-Ka. It is unknown how they are supported, but its assumed magic is involved somehow. They put their faith in priests, and priests rule the cities. They wear their religion on their sleeve, and it can be seen in every aspect of their live. Their religion tells them to be good and fair the wind. Not to discriminate, or judge. To be pure and to help those they can when they can. Some Oser see their ability to fly as a gift and have taken up the sword, becoming proficient and deadly mercenaries. Being that their cities fly however, they have very little need for a military, only occasional scuffles with humans or the dwarven flying balloons. All men and some women are trained to fight, even though they don't have a standing military.
Humans, Appenmahk’s youngest race. They have no claws or fangs. No natural wisdom of the arcane arts or intelligence for math and science. Not taller or stronger the humans would seem to be at quite a disadvantage. The humans of Appenmahk recognize and this and work hard at everything they do. The result is a near perfect society. Through passive Eugenics all humans look like models and are in peak physical condition they can possibly be in. Through hard work they overcome their weaknesses. All humans are honest with their fellow man, just in everything they do, admit when they have made a mistake and the apex of a good person, that is to their fellow humans. When it comes to other races human look at them with distrust, malice and general dislike. They look down on other races, thinking them lazy and squanders of their natural gifts. Their pride for of their accomplishments borders on unhealthy and in many cases goes over the line. Their cities number greatly and they all are utopias, no trash or disease, no crime or corruption.
The Kingdom of Appenmahk
Character Sheet Character Sheet Name: Race: Age: Appearance: Class: I didn’t want to make this class based but oh well, we’ll see how it turns out. You can be basically anything, but if you don’t think most people would know your class, please write a brief description. History: Personality: Weapons & Armour: If it’s not included in the picture Companions: See additional info
Rules 1. The basics, you know god-modding, my word is law all that jazz. 2.Don't be and ass, unless your character demands it, then be a total douche canoe
Additional Information A final thing to know, and I probably could have put this into the long ass paragraph at the beginning but oh well.
Appenmahk is truly massive, the largest continent you can fathom. It holds all life. It encompasses half of the world basically. Having said that, it is home to a great variety of races and species as we have already. All manner of wildlife and unintelligent wildlife is abundant as well. I give you all any creative license you need to come up with whatever you want. Any plant life, its name, what it does and what it looks like it yours to create. Also any creatures, their names what they look like their temperament and all of that.
Ill start you all of by saying this, think of any fantastical creature you've ever heard of read of seen in a movie or have the vaguest idea what it is, it can probably be found somewhere on Appenmahk.
Final point, up above on the CS it says to reference this spoiler for additional information regarding companions. Companions is a pet, mount or battle creature essentially, trained for whatever you want it to. You don't HAVE to have a pet and unless you can think of a good reason your character should I'd ask you don't try to bullshit a reason. Furthermore if you do have a pet please tell what it is and how you got it. I also ask we don't go overboard and say we have an acid breathing ice dragon for a pet. If you really want one though PM me and I think we should be able to work something out.
Characters Marcus Kilidan Marcus Killidan Race:Human Age:28 Appearance: http://drakedragon.deviantart.com/#/d5j2j8q]http://drakedragon.deviantart.com/Class:Wyvern Rider (Also called Draco-Knight) History:Born in the capital city to the Jhirahn family that produced low-level officers, Marcus began life as the second oldest of five siblings. His older brother had the responsibility of eventually becoming the next head of the family, so his parents had few expectations for Marcus except that he not shame the family, while his three younger sisters had the inevitable responsibility of being pawned off to other noble families to form alliances or raise the family’s status. Even so, every member of the family was expected to go through the intensive education that all humans went through. Marcus didn’t find too much of what he learned to be interesting, but he did what was expected of him and did extremely well. It was in the areas of physical activity and, once his potential revealed itself, the study of magic that drew his attention. Of course, while his physical strength and endurance didn’t exceed any other humans, it was in his enthusiasm and his skill that he excelled over his peers. When he completed the compulsory education, Marcus didn’t hesitate for a moment to join the army. His preference for short-range magic and personal enhancements made him ideal, and his enthusiasm encouraged his peers, which made him a natural choice as a captain of his own squad. At the time that he entered into the army, conflict with the Oser had long presented a difficult challenge for the human military. Their natural ability to fly and strike from the air made them difficult to face without a means of flight themselves. To compensate for this, they started taming various kinds of flying mounts in order to even the playing field. The ones most commonly used were the pegasi, followed by griffons and hippogriffs. However, while these three were relatively easy to tame, their physical endurance and toughness, coupled with limited combat potential left something to be desired. Thus, they had long ago begun looking at using wyverns for mounts. Wyverns, being the lesser cousins of True Dragons, were still quite strong and capable of aiding more directly in combat thanks to their acid spitting attack, in addition to their strong jaws, wickedly clawed hind-legs and powerful tails. However, they quickly revealed themselves to be difficult to tame, due to their stubborn nature and short tempers. As such, using them en masse was declared impractical and that they would instead be used in small groups by elite soldiers determined to be capable enough to handle them. Marcus and a number of others were among the soldiers chosen for this task. He had no particular love for heights, but Marcus accepted the post anyway, and became the captain of a squad of seven new wyvern riders, or Draco-Knights as they were also called. They spent many months in training, being prepared for airborne mounted combat, before they were introduced to a clutch of wyverns freshly approaching adulthood. Although they were bred by wyvern tamers, they didn’t respond well to anyone other than them, and as such, the challenge of selecting which one to use as their mount fell upon the squad members to decide. When Marcus surveyed the group of wyverns, he didn’t look for the one with the easiest temperament (for a wyvern at least), but rather, for the most arrogant and prideful. He found his partner the moment he made eye-contact with Aszrith, and declared him as his choice. The breeders warned him that he was their most difficult one, but Marcus was prepared for that. He moved forward towards the creature that was already at least a foot taller than him despite its young age compared to him. When Aszrith made to pounce on him, he dove under his head, wrapped one around his thick neck, gripped the strong muscle of his left wing with the other, Marcus threw his full weight into the creature whose footing was non-existent mid-pounce, and forced him to the side. With his anchored footing and better leverage, he was able to overpower Aszrith long enough to swing him around and throw him onto his back and jump on top of him. An enraged Aszrith tried to chomp at him, but Marcus quickly stopped him by grabbing him by the throat and holding him at bay, though his arm trembled from the effort it took. His other hand aided in keeping him balanced and deflecting or otherwise dodging the strikes from his wings and tail. Finally, after what seemed an eternity of struggling, Aszrith finally stopped thrashing around. Marcus during all of this gained numerous cuts and gashes from his claws and teeth, as well as some bruises and welts from his tail and wings, but he succeeded in forcing the wyvern to submit to him. This inspired his fellow squad members to do their best in taming their own mounts, and by the end of the day, his entire squad was leaving with their own mounts. After several more months spent in training and preparation, Marcus and his team were deployed on the field. They started off patrolling the territories they controlled that were near an area claimed by the Oser. For the first few months, no major incidents occurred. Marcus earned a good rapport with his superiors for his dutiful conduct and dedication to his fellow kinsmen, and for his management of his subordinates. However, this wouldn’t save him from trouble. During one of their routine patrols, one of his squad-members started sniping off birds along the way with his magic. This wasn’t unusual, but still something Marcus had to keep an eye on since they were so close to Oser territory. Unfortunately for Marcus and his squad, a band of Oser hunters spotted what they saw as a profane, evil act from a long ways off with their incredible eye-sight. They set upon the Draco-Knights without hesitation, but before attacking, they called out the soldier responsible and demanded that Marcus hand him over to be executed. Unwilling to hand over one of his subordinates and kinsmen, Marcus refused and a fight broke out immediately. The Oser hunters outnumbered them at least two to one, but Marcus and his squad’s powerful mounts proved to be a good equalizer, enabling him and his squad to defeat and kill the entire Oser band. The victory did not come without cost, however, as Marcus lost four of his squad members and their mounts, while the remaining two and him were all severely injured. They were forced to limp back to the nearest base on foot, their mounts too injured to fly for very long anymore. This was a disaster. As much as his commanders liked him, they could not overlook a mess like this. As such, he was stripped of his title and discharged from the military, the blame for the deaths of his squad-mates and the injuries of the others placed squarely on him, though he was allowed to keep Aszrith, since giving him over to a new rider simply wouldn’t work. At the same time, Marcus faced disownment from his family for his utter failure. He was therefore forbidden from using his true family name anymore, and thus gave himself the new name of Killidan. Still, fighting was what he did, and since he saw few other options, Marcus became a mercenary offering his strength and magic in return for coin to sustain himself. He rarely goes to the capital anymore since he doesn’t want to run into his family, except when business compels him, and he spends much of his time wandering around with no direction or particular goal consciously in mind. Personality:Marcus shares the same extreme pride and general distrust of other races as the rest of his kinsmen, though he makes an effort to hide this. When it comes to Oser, Marcus has little else beyond disdain and hostility to give them and refuses to ever accept work from an Oser client, though he has a grudging respect of their warriors. Halflings and gnomes he tolerates, but he sees them as beneath him. He almost admires the elves’ “wisdom,” if only it didn’t prevent them from seeing their own folly. He has respect for the Dwarves and the Lycans, but as with the rest of his kind, he feels that they should all strive to achieve the same level of perfection that humans have. Due to his past failures, however, Marcus’ enthusiasm for this belief has suffered considerably and left him somewhat jaded, believing that this was a vision for the future unlikely to ever come to fruition. If a member of another race can earn his respect, Marcus is a loyal friend and companion, but it won’t stop him from criticizing faults in them. He is extremely proud of his strength and ability, and anyone that insults or otherwise questions them will find themselves facing his wrath, whether it be from his blade or magic, or from his more passive aggression. If he doesn’t take action right away, he cools down with time… a lot of time, but time nonetheless. He isn’t afraid to flirt if he sees a woman he finds attractive, however he has high standards due to all of his kinsmen being so beautiful. As such, it is a rare event for him to pursue anyone of another race. In combat, Marcus is fearless and will not run if challenged, even if the challenger is stronger than him. If during the match he realizes he is overmatched (which will not happen quickly, as he is also very stubborn), he will grudgingly try to retreat and regroup, though he will not surrender. He would rather die than swallow his pride like that. Weapons & Armor:Visible armor (spaulders, vambraces/gauntlets, and greaves/sabatons). In addition to the halberd in the image, he also carries a Longsword and a few daggers. He’s trained in the use of other melee weapons as well, but those are the only ones he carries. Companions:His companion isn’t a pet, but rather, is the mount on which he travels. He rides on a wyvern, the weaker, more animalistic cousins of True-Dragons that lack forearms and spit acid. His mount is named Aszrith; his leathery scales are colored a reddish brown with a mottled pattern of dark brown along the spine and top of its head. Sephora Wren Name: Sephora “Seph” Wren Race: Human and Oser Age: 27 Appearance: Hawken Heart Her russet hair holds no definite part as she usually just runs her fingers through her long waves. Much to her dismay, instead of normal human hair, it consists of feathers. Her eyes, deep abysses that seems to draw a person in, hold such a dark brown color they are almost black. Her height reaches just over six foot and her build is a muscular one. Her skin is a smooth, medium olive, though her back holds an array of various scars, including parallel lines from which her wings emerge from. Her wings do not reach Oser standards. They are grey with brown, green, and some white in them. The feathers are ruffled and not as well kept. No matter how much she tries to smooth down the top feathers, they continue to frustrate her by sticking out. Her normal attire varies depending on what she can find. Class: Mercenary. However, she is not just a contract killer. She does most any task. If one wishes to locate an item, she would be the one to get in touch with. History: Her mother was an Oser mercenary named Malese Wren sent on a task to elicit information and kill a powerful and influential human called Cratine Fallic. She seduced him and took him to bed. However, two complications appeared. First, they fell in love. Second, she discovered herself to be pregnant. Disgraced from Oser society, she tried to move in with him. However, he feared she would be discovered, and sent her away. Heartbroken, she survived only until she gave birth. She laid the child on the steps of his home and slit her own throat. Cratine discovered her body next to the baby, her index finger in his daughter’s grip. Distraught and depressed, he took the baby in, but refused to let her have his surname. She was kept hidden in a secret room until she was sixteen. It was then that her curiosity for the outside world was too great. At night, she snuck out and found herself in the company of humans her age. She tried to approach them with her wings hidden, but with her feathered hair, she was insulted, threatened, and attacked. She ran away, but not without earning her second set of scars on her back. She ran straight past her father’s home and left town without looking back. She took up odd jobs, doing whatever she could to stay alive. Personality: Sephora is a tough girl with an impenetrable shield of cold. She tries not to let anyone get close to her. She has a complete mistrust of everyone as a result of being hated by every race. She could never be accepted as either an Oser or a human. While she has the façade of not letting anything get to her, she is actually quite self-aware. She hates who she is and wishes she could either be Oser or human instead of both. She finds herself ugly and usually buys makeup with her spare money. For the most part, she is brutal and merciless with her job. However, she has a soft spot for children and refuses to hurt them. She finds the religion of the Oser to be ridiculous and nonsensical. Her beliefs are only what she can prove without a doubt. She also finds the human’s pride to be their downfall. She knows herself to be the lesser being and therefore does not look down on anyone else. Weapons & Armour: Seph wields a mace molded from Mithril that she calls Kindness in the irony that she kills people with kindness. She wears armor fashioned from leather and formed into the style of gladiators. Companions: None Kyliden Maelera Name: Kyliden Maelera Race: Halfling Age: 25 Appearance: http://www.elfwood.com/art/j/o/joconnor/halfling_thief.jpgClass: Thief: Kyliden is very good at sneaking by people, and emptying their pockets and maybe even adding little rotten surprises in their pockets. He also is good at disguising himself as a human child. History: Kyliden was the 7th child to be born in a huge family. The Maelera was a serf family for human nobles for Generations. They were born servants, and they died servants serving the Maelera family. The Halflings under their care inherited the human noble name, but that was because it was easy to track them. There were definitely worst fates in this world. His family was well-fed and sheltered, and treated particularly well, but… Kyliden hated it. There were too many rules. You had to sit and be proper. You had to know so many “useless” skills. The halflings were usually paired with a human child at a young age, and they were the serve that individual until death to them part. Kyliden was stuck with a spoiled brat. “Ky! I`m thirsty!” “Ky! It`s too cold, now heat it up!” “Ky! It`s too hot, make it colder!” “Ky! I`m not thirsty anymore, make me a sandwich!” “Ky! You forgot the ham, do it again!” “Ky, there’ s too much ham and I`m thirsty!” For several years, Kyliden had to endure her screeching, for several years Ky failed to impress that brat; so he left. It was really a spur of the moment thing. He didn`t think beyond: “I`m out of here”. He didn`t look back on it either, even to this day. It was rough at first. He was a noble`s Halfling, and had to be taught everything he knew. He befriended a human thief that mentored him on the art of thievery, and Kyliden was a natural at it. His small stature really made it easy, bump into them, take their coin purse, and vanish into the crowd before they vanish. He was 16 when he ran from the nobleman`s estate. He spent 6 years working the human city. Sneaking into other people`s houses, taking a few pieces of jewelry and using his hard earned money to live. He had a human mentor him the art, but ultimately Kyliden was confident enough to do things on his own. The city offered no challenge. He knew it by heart already… He set off outside the city`s perimeter and into the woods. He had no map, he had no compass… He was really too spontaneous for his own good. He spent a whole year in that forest, only to realize he`s been going in circles. He`s been acting as a bandit of sort. If it was a lone traveller, he`d attack them, if they were several, he`d follow them, and wait until they set up camp, before stealing a few of their belongings. This one was just meant to be another easy target. A lone half-ling wandering the forest; Kyliden, instead, decided that they ought to team up. This happened recently, and they`ve only been traveling together for some time. Personality: Kyliden is a thief. He`s sneaky, he`s cunning and he lies a lot. It`s much easier for him to lie then to say the truth, it all comes naturally to him. He`s very greedy, and loves gold and shiny things. He doesn`t think very highly of the other races, and just sees them as potential targets and victims to have their gold plucked from them. He`s very ambitious, and very sure of himself. His goal is to become someone famous, whose name is known across the land. He avoids direct confrontation as much as he can, preferring to catch them off-guard, and if losing he`s always quick to promises gold and riches, only to run away. He takes things one step at a time, being a bit hedonistic and care-free, though the real word that could describe him is impulsive. He doesn`t really think about the consequences of his actions, and absolutely hates being locked up. He`s a free spirit and not very knowledgeable. Weapons & Armour: Excluding what is in the picture, he does carry around a short bow with a quilt that contains 20 arrows, a backpack that contains the necessary to survive out in the woods, such as a bedroll, a shovel, a small pot, firewood and some food. Companions: Dream`s Halfling Arik-tur Character Sheet Name: Arik-tur Race: Oser Age: 29 Apperance: http://browse.deviantart.com/?q=rito&offset=24#/d2i81lcClass: Royal Guard History: Arik-tur was born in one of the Oser's flying cities. His father was an officer of the law and his mother an artisan, and no siblings. He was raised with very strict laws, but a loving household. His father achieved the equivalent of deputy of the entire city. They had rank, though not prestigious, cause he wasn't the sheriff his father wasn't often recognized for his work, but he did know many important people, and could pull in many favors. With a father in a high rank, he had to do well in school, but he didn't mind he was proud of his dad and wanted to something similar when he got old enough. He joined he police force and applied for a very unique position. To be a tester for new weapons. Oddly shaped, swords, different types of bombs, (mainly stink and smoke, but still effective) and weird bows. Most was chalked up to be useless or unpractical. Things that might be useful, but only if being used by an Oser who was particularly small...or large. They came across something that was quite effective and practical, but was reserved for the Priest's Guard. He eventually tired of weapon testing and signed for the priests guard as he didn't want to quit public service in general. He served and worked his way up till he was the personal body guard for the High Priest. It was at this point that something unfortunate happened. A border skirmish between a band of human wyvren riders and a battalion of Osers. The Oser battalion saw the humans kill a bird, the whole thing ended rather horribly, all of the Oser and most of the humans died to. It was a political disaster. A delegation of the highest priests was sent to the human capitol to figure out what would happen. It was finalized that the captain responsible lost his job, they tried to negotiate that he lost his wyvren to, as he wasn't to be trusted with the sacred gift of flight, the humans insisted he keep it though as it was trained to him an probably couldn't be set free if they tried. The delegation left and was halfway home when they were set upon by a band of mixed mercs. The High Priests managed to get away but the rest were captured, including Arik-tur. Personality: Arik-tur enjoys seeing people be themselves. HE enjoys watching the warriors be warriors, priests be priests and thieves be thieves, and believes no one should be vindicated for who they are, except humans...humans can be vindicated, but that's because humans are pricks. He believes there will be a great war soon because of the human's arrogance and need to push their 'greatness' upon the other races of Appenmahk. He dislike and distrusts humans to the point of not being able to function with one. Other than that though he's pretty accepting of everyone. Given his parents and military service, he's disciplined and can take care of himself, but he still likes to smile when he can. He believes in his people and his religion, he'll help anyone who asks unless its really out of the way, and he might even help if it goes out of the way provided he liked the person. Humans though...not so much. Weapons & Armour: Rough idea of them. Basically they're mechanical claws that fit on the talons and they can then be used to attack ad even block Dantia "Tia" Markan Name: Dantia "Tia" Markan Race: Halfling Age: 22 appearance: Look below at original post until I can find the link.
Class: Bard/Historian; Dantia devotes her life to learning anything and everything she possibly can. History: Tia was the eldest of three children, though her parents fully intend to have more children. Beyond that, her childhood was fairly nondescript. She spent the majority of her early life hiding out in the library, apprenticed to the local historian, learning everything she possibly. When she wasn't in the library, she was at the local taverns, learning from the traveling Bards. She soon found a love for learning, as well as singing. Stories of life and history were her passion, and she devoted her life to learning and sharing them.
It didn't take much longer than her 16th birthday before she left her home, leaving her parents to care for her two younger siblings. She set out with no real destination in mind. She took nothing but her lyre and a small backpack filled mostly with books, her mind full of songs and stories. Personality: Somewhat private, yet friendly, Tia is the type to say little, but listen well. She can learn a lot from just watching and paying attention. She's the sort who can blend into the surroundings, or stand out, depending on what she wanted. Weapons & Armour: Tia's main weapon is her voice, being able to use her bardic abilities. Companions: Traveling partner = Ky Arik Name: Arik; The Masked Mage Race: Elf Age: 227; appears to be in early 20s Appearance: Spoiler: click to toggle Class: Mage History: Arik was, at one time, a member of a fairly high-class elven family. He grew up treated almost as royalty, never having to work for anything. And he hated every minute of it. He's never had a close relationship with his family because of it. He was born in the elven capital, and had lived there for the first thirty years of his life. During that time, he learned much about the concepts of magic. During that time, he also created his Mask, which he has had ever since. Personality: Raised as a noble, Arik is the model of proper. He always knows the most appropriate way to respond to every situation, and will rarely speak his mind. He knows how to pacify a crowd, and is fairly skilled in leading people. He's knowledgeable in many things, and very clever. He notices things that most overlook out of pure ignorance. He's difficult to talk to at times, because he knows a lot, and will make it very obvious. At the same time, he's a good friend, loyal to those who he can trust. the masks and what they do The Mask The Mask Made from the skin of a Greater Elemental, The Mask is the tool through which Arik's magical ability is channeled. There are seven different forms of The Mask, though Arik only has access to six of them at the moment. Only when he masters all seven can he control the raw forms of the elements.
As with all magic items, The Mask has it's limitations. Arik can only use one Mask at a time. The Mask can hold its form as long as the wearer's magical ability can hold. Even so, after reverting to it's normal form, it has a regeneration time of one hour. The magic of The Mask can be accessed by Arik within that time only after the Final Form is unlocked. Mask of Air Mask of Air Arguably the weakest of his forms, the Mask of Air gives him control over the air. Using the mask, he unlocks the part of his mind holding mastery over the Domain of Air. There aren't many spells available through the Air, making it fairly not useful in battle. Spells: Air Walk Wind Wall Mask of Earth Mask of Earth One of Arik's favorite forms, the Mask of Earth gives him control over the earth. Using the mask, he unlocks the part of his mind holding mastery over the Domain of Earth. Earth is somewhat useful in battle, mostly as a defensive tool. Spells: Stone Shape Wall of Stone Wall of Thorn Iron Body Mask of Water Mask of Water Somewhat of a strange ability, the Mask of Water can only be used when in the water. Using the Mask, he unlocks the part of his mind holding mastery over the Domain of Water. Water is mostly an offensive tool. Spells: Water Breathing Ice Whip Drowning Flood Mask of Fire Mask of Fire The Mask of Fire is by far the strongest, and most dangerous of Arik's Masks. Using the Mask, he unlocks the part of his mind within the Domain of Fire. Unlike the others, he is unable to truly control the Element, though he can generally try. Fire is a purely offensive tool. Spells: Burning Hands Wall of Flames Fire Shield Fire Storm Burning Embers Mask of Light Mask of Light The Mask of Light is more of a novelty than an actual weapon. Not made for either offensive or defensive battle, the Mask only has very few benefits. Spells: Blinding Light Candle Mask of Shadows Mask of Shadows Much like the Mask of Light, the Mask of Shadows is mostly harmless. It is also not meant for offensive or defensive battle. Spells: Shadow Curtain Hidden Ghost Bow and Arrows Wooden Recurve Bow Arik carries around a hand-made recurve bow for those situations when his Mask is regenerating. He has a quiver of ten arrows which are also hand-made
armour Armour Arik doesn't wear a lot of armour. His only real armour are his armbands, which are leather. Companions: None Yet Yurdhof Stone-Shield Name Yurdhof Stone-Shield, King of Ritchen. (Jorlon is the name he goes by outside of Ritchen to remain unnoticed by outsiders.) Gender Male Race Dwarf Age Still young by Dwarven standards, Yurdhof is soon approaching the 11th year past the Dwarven age of maturity (50), which in the way humans measure age, would make him 60.
Appearance- What one would notice first of Yurdhof, would be his crimson beard: his pride and joy. Silken and braided, the thick mass of hair is extremely well kempt. The longest, middle braid, hangs to his navel, while two shorter, thinner braids run parallel to the center and stop 2 ½ - 3 inches above his navel. The hair on his head matches his beard in color, texture and length. It is kept back from his face and s held in place by an inch-wide band of green silk embroidered in golden silk with his family’s insignia: the legendary stone shield, used by his ancestor, the legendary Dwarven hero, Herdej Stone-Shield. His face has just begun to show the first signs of wrinkles, those of a man with much responsibility, a furrowed brow and questioning, icy blue eyes.
Short and stocky may be an overused way of describing most Dwarven males, but Yurdhof is definitely no exception. Standing only 4’8” tall, he’s only slightly above average as far as height goes for Dwarven males. Weighing in at a heavily built 175lbs, to state that all of his weight is muscle would be a lie, but a fair amount is and he’s exceptionally strong. Wide shoulders, muscular arms and legs and a low center of gravity make him a force to be reckoned with in combat.
Class: Dwarven Knight. Heavy weapons, heavy armor. Tank like abilities.
Personality- Aside from the typical loud and boisterous attitude associated with most Dwarven men, Yurdhof betters that by backing it with honor and nobility. While he will not turn down mead, or ale, or just about any form of alcohol, he will stand for what he believes in, in the most respectable way possible. That does not mean that it will be deemed respectable by races other than his own, as sometimes the way Dwarves handle their problems can be seen as brash and unnecessary by other races. Willing to fight and die for not only his people, but anyone he deems worthy of the term “friend,” Yurdhof is a fair ruler, and a powerful ally. Anger is not an uncommon emotion in Dwarven culture, and Yurdhof is no exception and will be willing to solve most problems with his fists; or axe if need be. One of his less desirable traits is his weakness for a pretty face and long legs, or simply put: women. “Especially the tall ones!“ (he finds them to be exotic and intriguing) This is made worse tenfold by alcohol and chasing skirts ‘under the influence’ has led him to many compromising situations with women. While on his quest, he maintains that he is a trusted knight of the King of Ritchen.
Weapons & Armour To say his armor is ornate would be somewhat of an understatement. Forged of the best mithril attainable in all of Appenmahk , the armor is light for plate mail since it is forged from mithril, but it offers a high amount of protection; even though it is lighter than most suits of armor, it still reduces his mobility to a degree. He’s not nimble, to say the least. It is a complete suit of armor, from gauntlets, cuirass, grieves and boots. Etched into the plates of the mail are the Stone-Shield’s insignia as well as countless Dwarven runes and symbols. It shines brightly when lit by sunlight and announces his presence like a beacon on the battlefield. Wearing his crown into battle, the ornate helmet serves not only to show his status, but to also protect his head from being smashed open by enemy weapons; the clever battle-oriented culture of Dwarves led to the design of the crown being not only flashy, but functional. It is rarely recognized by anyone outside of Ritchen.
The legendary stone shield of Herdej serves him as it has many kings from the past. Carved by an unknown stone smith from centuries before, it truly is unbreakable; at least to all it has forces experienced. It has certainly saved the lives of many a Man, and Dwarf. It is 3 feet in diameter and amazingly enough only half an inch thick at the center of its concave form, it weighs only 10lbs. Carried on across ones’ back when not used. Possesses no magical abilities per se, but the tools used to carve the incredibly durable shield would have most certainly been enchanted. (The bearer of the shield will break before the shield. It can withstand the strike of a giant’s club, but that is not to say that the arm holding the shield or the body behind it, will be unharmed after flying backwards 50 yards and slamming into a tree.)
Gigasbane (Giant Killer), Dwarven Battleaxe. An axe nearly as long as the Dwarf is tall, the dual headed axe blade is heavy and specifically designed to be able to chop through the ankles of Giants, bringing them to the level of the Dwarves to be finished off with a mighty blow to the head. Needless to say, this design is fatal for just about any foe that is unfortunate enough to be on the receiving end of a blow from the weapon. For full effectiveness, the weapon must be used with both hands. Cannot be wielded effectively one handed.
Dwarven War Pick. Designed as a secondary weapon, the pick is only 2 feet in length with a one foot long curved spike and hammer-head on the reverse side. Originally created as a mining implement, changes in the design made it an offensive weapon capable of penetrating the strongest of armor. Deadly when used against unarmored foes, can still do damage, though reduced, to armored foes. Primary target on an armored foe is the helmet, often the side of the helmet in an attempt to penetrate the skull at the weakest point, the temple.
Companion
Mount- Dire Bighorn Ram
Past- Born the son of the King of Ritchen, Yurdhof was brought up with many expectations to fulfill. While some would view the childhood of Dwarven nobility a harsh and tiring one, for their culture it was a proud and honorable undertaking that would produce the best possible candidates for not only King of Dorvanhalth, but possibly even High King someday.
When first a Dwarven child walks, they do so with tool or weapon in hand and learn what it means to have honor and to stand up for their beliefs and defend those beliefs with skill. That is not to say however, that Dwarven life does not have an ‘enjoyable’ side. Dwarven children begin drinking “child’s beer” almost as soon as they stop nursing from their mother. This builds their tolerance for alcohol and allows them to enjoy what free time they are awarded. They make use of their free time throwing loud, colorful parties not solely for nobility or commoners. When Dwarves of Ritchen throw these parties, all are welcome to partake in the revelry.
Yurdhof led the typical life for Dwarven nobility and was soon becoming a prime candidate to take the throne from his aging father. Soon, a tournament of champions would be held to decide the next King of Ritchen. Yurdhof’s father had chosen his only son to represent his family to maintain their blood right as the royal family of Ritchen. Yurdhof excelled trough the tournament and ultimately won, but the victory was not taken to heart by all of the people of Ritchen. Rumors began to spread that the Stone-Shield family had bribed the other families in order to maintain their rule. Even after Yurdhof had ritually slain his ailing father, granting him a true warriors death, Yurddof’s rule was in question.
Ten years, a short span for Dwarvenkind, had passed and the belief in the new king had not improved by much and time only led to further questioning of the King’s ability. Determined to prove his strength, position, and to defend his and his family’s honor, Yurdhof placed his trusted advisor in temporary control of the kingdom while he set out to fight and slay -as his ancestor had centuries before- a beast of great power and return with proof of overcoming such a daunting task.
Edited by Achilles, December 5, 2012, 5:52 pm.
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Drakedragon
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October 25, 2012, 3:07 pm
Post #2
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Resident
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Getting to work on a character sheet. Should have it done by this afternoon or sometime around then.
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 New signature courtesy of Ryoku
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Achilles
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October 25, 2012, 3:13 pm
Post #3
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June 2012 Member of the Month
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Ok man! and hey I just edited it so make sure to check the updated CS!
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Wackman
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October 26, 2012, 2:50 am
Post #4
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I'd love to make a halfling, but first i was wondering if anyone would be interested in having a halfing sidekick? A short wee lad to keep ye company while on adventure?
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Drakedragon
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October 26, 2012, 6:34 am
Post #5
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| Character Sheet – Marcus Killidan |
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Name: | Marcus Killidan
| | Race: | Human
| | Age: | 28
| | Appearance: | Marcus and Aszrith
| | Class: | Wyvern Rider (Also called Draco-Knight)
| | History: | Born in the capital city to the Jhirahn family that produced low-level officers, Marcus began life as the second oldest of five siblings. His older brother had the responsibility of eventually becoming the next head of the family, so his parents had few expectations for Marcus except that he not shame the family, while his three younger sisters had the inevitable responsibility of being pawned off to other noble families to form alliances or raise the family’s status. Even so, every member of the family was expected to go through the intensive education that all humans went through. Marcus didn’t find too much of what he learned to be interesting, but he did what was expected of him and did extremely well. It was in the areas of physical activity and, once his potential revealed itself, the study of magic that drew his attention. Of course, while his physical strength and endurance didn’t exceed any other humans, it was in his enthusiasm and his skill that he excelled over his peers.
When he completed the compulsory education, Marcus didn’t hesitate for a moment to join the army. His preference for short-range magic and personal enhancements made him ideal, and his enthusiasm encouraged his peers, which made him a natural choice as a captain of his own squad. At the time that he entered into the army, conflict with the Oser had long presented a difficult challenge for the human military. Their natural ability to fly and strike from the air made them difficult to face without a means of flight themselves. To compensate for this, they started taming various kinds of flying mounts in order to even the playing field. The ones most commonly used were the pegasi, followed by griffons and hippogriffs. However, while these three were relatively easy to tame, their physical endurance and toughness, coupled with limited combat potential left something to be desired. Thus, they had long ago begun looking at using wyverns for mounts.
Wyverns, being the lesser cousins of True Dragons, were still quite strong and capable of aiding more directly in combat thanks to their acid spitting attack, in addition to their strong jaws, wickedly clawed hind-legs and powerful tails. However, they quickly revealed themselves to be difficult to tame, due to their stubborn nature and short tempers. As such, using them en masse was declared impractical and that they would instead be used in small groups by elite soldiers determined to be capable enough to handle them.
Marcus and a number of others were among the soldiers chosen for this task. He had no particular love for heights, but Marcus accepted the post anyway, and became the captain of a squad of seven new wyvern riders, or Draco-Knights as they were also called. They spent many months in training, being prepared for airborne mounted combat, before they were introduced to a clutch of wyverns freshly approaching adulthood. Although they were bred by wyvern tamers, they didn’t respond well to anyone other than them, and as such, the challenge of selecting which one to use as their mount fell upon the squad members to decide. When Marcus surveyed the group of wyverns, he didn’t look for the one with the easiest temperament (for a wyvern at least), but rather, for the most arrogant and prideful.
He found his partner the moment he made eye-contact with Aszrith, and declared him as his choice. The breeders warned him that he was their most difficult one, but Marcus was prepared for that. He moved forward towards the creature that was already at least a foot taller than him despite its young age compared to him. When Aszrith made to pounce on him, he dove under his head, wrapped one around his thick neck, gripped the strong muscle of his left wing with the other, Marcus threw his full weight into the creature whose footing was non-existent mid-pounce, and forced him to the side. With his anchored footing and better leverage, he was able to overpower Aszrith long enough to swing him around and throw him onto his back and jump on top of him. An enraged Aszrith tried to chomp at him, but Marcus quickly stopped him by grabbing him by the throat and holding him at bay, though his arm trembled from the effort it took. His other hand aided in keeping him balanced and deflecting or otherwise dodging the strikes from his wings and tail.
Finally, after what seemed an eternity of struggling, Aszrith finally stopped thrashing around. Marcus during all of this gained numerous cuts and gashes from his claws and teeth, as well as some bruises and welts from his tail and wings, but he succeeded in forcing the wyvern to submit to him. This inspired his fellow squad members to do their best in taming their own mounts, and by the end of the day, his entire squad was leaving with their own mounts. After several more months spent in training and preparation, Marcus and his team were deployed on the field. They started off patrolling the territories they controlled that were near an area claimed by the Oser.
For the first few months, no major incidents occurred. Marcus earned a good rapport with his superiors for his dutiful conduct and dedication to his fellow kinsmen, and for his management of his subordinates. However, this wouldn’t save him from trouble. During one of their routine patrols, one of his squad-members started sniping off birds along the way with his magic. This wasn’t unusual, but still something Marcus had to keep an eye on since they were so close to Oser territory.
Unfortunately for Marcus and his squad, a band of Oser hunters spotted what they saw as a profane, evil act from a long ways off with their incredible eye-sight. They set upon the Draco-Knights without hesitation, but before attacking, they called out the soldier responsible and demanded that Marcus hand him over to be executed. Unwilling to hand over one of his subordinates and kinsmen, Marcus refused and a fight broke out immediately. The Oser hunters outnumbered them at least two to one, but Marcus and his squad’s powerful mounts proved to be a good equalizer, enabling him and his squad to defeat and kill the entire Oser band.
The victory did not come without cost, however, as Marcus lost four of his squad members and their mounts, while the remaining two and him were all severely injured. They were forced to limp back to the nearest base on foot, their mounts too injured to fly for very long anymore. This was a disaster. As much as his commanders liked him, they could not overlook a mess like this. As such, he was stripped of his title and discharged from the military, the blame for the deaths of his squad-mates and the injuries of the others placed squarely on him, though he was allowed to keep Aszrith, since giving him over to a new rider simply wouldn’t work.
At the same time, Marcus faced disownment from his family for his utter failure. He was therefore forbidden from using his true family name anymore, and thus gave himself the new name of Killidan. Still, fighting was what he did, and since he saw few other options, Marcus became a mercenary offering his strength and magic in return for coin to sustain himself. He rarely goes to the capital anymore since he doesn’t want to run into his family, except when business compels him, and he spends much of his time wandering around with no direction or particular goal consciously in mind.
| | Personality: | Marcus shares the same extreme pride and general distrust of other races as the rest of his kinsmen, though he makes an effort to hide this. When it comes to Oser, Marcus has little else beyond disdain and hostility to give them and refuses to ever accept work from an Oser client, though he has a grudging respect of their warriors. Halflings and gnomes he tolerates, but he sees them as beneath him. He almost admires the elves’ “wisdom,” if only it didn’t prevent them from seeing their own folly. He has respect for the Dwarves and the Lycans, but as with the rest of his kind, he feels that they should all strive to achieve the same level of perfection that humans have. Due to his past failures, however, Marcus’ enthusiasm for this belief has suffered considerably and left him somewhat jaded, believing that this was a vision for the future unlikely to ever come to fruition. If a member of another race can earn his respect, Marcus is a loyal friend and companion, but it won’t stop him from criticizing faults in them.
He is extremely proud of his strength and ability, and anyone that insults or otherwise questions them will find themselves facing his wrath, whether it be from his blade or magic, or from his more passive aggression. If he doesn’t take action right away, he cools down with time… a lot of time, but time nonetheless. He isn’t afraid to flirt if he sees a woman he finds attractive, however he has high standards due to all of his kinsmen being so beautiful. As such, it is a rare event for him to pursue anyone of another race. In combat, Marcus is fearless and will not run if challenged, even if the challenger is stronger than him. If during the match he realizes he is overmatched (which will not happen quickly, as he is also very stubborn), he will grudgingly try to retreat and regroup, though he will not surrender. He would rather die than swallow his pride like that.
| | Weapons & Armor: | Visible armor (spaulders, vambraces/gauntlets, and greaves/sabatons). In addition to the halberd in the image, he also carries a Longsword and a few daggers. He’s trained in the use of other melee weapons as well, but those are the only ones he carries.
| | Companions: | His companion isn’t a pet, but rather, is the mount on which he travels. He rides on a wyvern, the weaker, more animalistic cousins of True-Dragons that lack forearms and spit acid. His mount is named Aszrith; his leathery scales are colored a reddish brown with a mottled pattern of dark brown along the spine and top of its head.
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 New signature courtesy of Ryoku
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Achilles
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October 26, 2012, 8:18 am
Post #6
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June 2012 Member of the Month
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Wackman, if you cant find someone else, I can the salt to your pepper XD. Or if you like you could make 2 halflings, a kind of merry&pippin schtick.
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Wackman
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October 26, 2012, 11:11 pm
Post #7
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oh yes, Merry and Pippin. Two halfling out adventuring and smoking lots of good herbs and causing mishief
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Drakedragon
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October 26, 2012, 11:23 pm
Post #8
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Resident
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Finished drawing Aszrith, so now they're both ready to see.
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 New signature courtesy of Ryoku
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Achilles
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October 26, 2012, 11:24 pm
Post #9
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June 2012 Member of the Month
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Haha well id be glad to be the other hobbit, but Id have to take another more serious character. By the way, ya'll can have 2 characters. And Drake your character looks good, hes accepted!
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Dream
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October 27, 2012, 7:10 pm
Post #10
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Mew?
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I'd be willing to be your other halfling.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall.
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Wackman
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October 29, 2012, 5:21 pm
Post #11
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Yay! I'll pm ya so we can discuss it a bit
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Dream
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October 29, 2012, 8:08 pm
Post #12
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Mew?
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Dantia "Tia" Marken Name: Dantia "Tia" Markan Race: Halfling Age: 22 appearance Class: Bard/Historian; Dantia devotes her life to learning anything and everything she possibly can. History: Tia was the eldest of three children, though her parents fully intend to have more children. Beyond that, her childhood was fairly nondescript. She spent the majority of her early life hiding out in the library, apprenticed to the local historian, learning everything she possibly. When she wasn't in the library, she was at the local taverns, learning from the traveling Bards. She soon found a love for learning, as well as singing. Stories of life and history were her passion, and she devoted her life to learning and sharing them. It didn't take much longer than her 16th birthday before she left her home, leaving her parents to care for her two younger siblings. She set out with no real destination in mind. She took nothing but her lyre and a small backpack filled mostly with books, her mind full of songs and stories. Personality: Somewhat private, yet friendly, Tia is the type to say little, but listen well. She can learn a lot from just watching and paying attention. She's the sort who can blend into the surroundings, or stand out, depending on what she wanted. Weapons & Armour: Tia's main weapon is her voice, being able to use her bardic abilities. Companions: Traveling partner = Ky
Arik Name: Arik; The Masked Mage Race: Elf Age: 227; appears to be in early 20s Appearance: ArikClass: Mage History: Arik was, at one time, a member of a fairly high-class elven family. He grew up treated almost as royalty, never having to work for anything. And he hated every minute of it. He's never had a close relationship with his family because of it. He was born in the elven capital, and had lived there for the first thirty years of his life. During that time, he learned much about the concepts of magic. During that time, he also created his Mask, which he has had ever since. Personality: Raised as a noble, Arik is the model of proper. He always knows the most appropriate way to respond to every situation, and will rarely speak his mind. He knows how to pacify a crowd, and is fairly skilled in leading people. He's knowledgeable in many things, and very clever. He notices things that most overlook out of pure ignorance. He's difficult to talk to at times, because he knows a lot, and will make it very obvious. At the same time, he's a good friend, loyal to those who he can trust. the masks and what they do The Mask The MaskMade from the skin of a Greater Elemental, The Mask is the tool through which Arik's magical ability is channeled. There are seven different forms of The Mask, though Arik only has access to six of them at the moment. Only when he masters all seven can he control the raw forms of the elements. As with all magic items, The Mask has it's limitations. Arik can only use one Mask at a time. The Mask can hold its form as long as the wearer's magical ability can hold. Even so, after reverting to it's normal form, it has a regeneration time of one hour. The magic of The Mask can be accessed by Arik within that time only after the Final Form is unlocked. Mask of Air Mask of AirArguably the weakest of his forms, the Mask of Air gives him control over the air. Using the mask, he unlocks the part of his mind holding mastery over the Domain of Air. There aren't many spells available through the Air, making it fairly not useful in battle. Spells: Air Walk Wind Wall Mask of Earth Mask of EarthOne of Arik's favorite forms, the Mask of Earth gives him control over the earth. Using the mask, he unlocks the part of his mind holding mastery over the Domain of Earth. Earth is somewhat useful in battle, mostly as a defensive tool. Spells: Stone Shape Wall of Stone Wall of Thorn Iron Body Mask of Water Mask of WaterSomewhat of a strange ability, the Mask of Water can only be used when in the water. Using the Mask, he unlocks the part of his mind holding mastery over the Domain of Water. Water is mostly an offensive tool. Spells: Water Breathing Ice Whip Drowning Flood Mask of Fire Mask of FireThe Mask of Fire is by far the strongest, and most dangerous of Arik's Masks. Using the Mask, he unlocks the part of his mind within the Domain of Fire. Unlike the others, he is unable to truly control the Element, though he can generally try. Fire is a purely offensive tool. Spells: Burning Hands Wall of Flames Fire Shield Fire Storm Burning Embers Mask of Light Mask of LightThe Mask of Light is more of a novelty than an actual weapon. Not made for either offensive or defensive battle, the Mask only has very few benefits. Spells: Blinding Light Candle Mask of Shadows Mask of ShadowsMuch like the Mask of Light, the Mask of Shadows is mostly harmless. It is also not meant for offensive or defensive battle. Spells: Shadow Curtain Hidden Ghost bow and arrows Wooden Recurve BowArik carries around a hand-made recurve bow for those situations when his Mask is regenerating. He has a quiver of ten arrows which are also hand-made armour Arik doesn't wear a lot of armour. His only real armour are his armbands, which are leather.
Companions: None Yet
Edited by Dream, December 4, 2012, 10:06 pm.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall.
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Comix
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October 29, 2012, 10:06 pm
Post #13
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Broken wings Name: Sephora “Seph” Wren Race: Human and Oser Age: 27 Appearance: Hawken Heart Her russet hair holds no definite part as she usually just runs her fingers through her long waves. Much to her dismay, instead of normal human hair, it consists of feathers. Her eyes, deep abysses that seems to draw a person in, hold such a dark brown color they are almost black. Her height reaches just over six foot and her build is a muscular one. Her skin is a smooth, medium olive, though her back holds an array of various scars, including parallel lines from which her wings emerge from. Her wings do not reach Oser standards. They are grey with brown, green, and some white in them. The feathers are ruffled and not as well kept. No matter how much she tries to smooth down the top feathers, they continue to frustrate her by sticking out. Her normal attire varies depending on what she can find. Class: Mercenary. However, she is not just a contract killer. She does most any task. If one wishes to locate an item, she would be the one to get in touch with. History: Her mother was an Oser mercenary named Malese Wren sent on a task to elicit information and kill a powerful and influential human called Cratine Fallic. She seduced him and took him to bed. However, two complications appeared. First, they fell in love. Second, she discovered herself to be pregnant. Disgraced from Oser society, she tried to move in with him. However, he feared she would be discovered, and sent her away. Heartbroken, she survived only until she gave birth. She laid the child on the steps of his home and slit her own throat. Cratine discovered her body next to the baby, her index finger in his daughter’s grip. Distraught and depressed, he took the baby in, but refused to let her have his surname. She was kept hidden in a secret room until she was sixteen. It was then that her curiosity for the outside world was too great. At night, she snuck out and found herself in the company of humans her age. She tried to approach them with her wings hidden, but with her feathered hair, she was insulted, threatened, and attacked. She ran away, but not without earning her second set of scars on her back. She ran straight past her father’s home and left town without looking back. She took up odd jobs, doing whatever she could to stay alive. Personality: Sephora is a tough girl with an impenetrable shield of cold. She tries not to let anyone get close to her. She has a complete mistrust of everyone as a result of being hated by every race. She could never be accepted as either an Oser or a human. While she has the façade of not letting anything get to her, she is actually quite self-aware. She hates who she is and wishes she could either be Oser or human instead of both. She finds herself ugly and usually buys makeup with her spare money. For the most part, she is brutal and merciless with her job. However, she has a soft spot for children and refuses to hurt them. She finds the religion of the Oser to be ridiculous and nonsensical. Her beliefs are only what she can prove without a doubt. She also finds the human’s pride to be their downfall. She knows herself to be the lesser being and therefore does not look down on anyone else. Weapons & Armour: Seph wields a mace molded from Mithril that she calls Kindness in the irony that she kills people with kindness. She wears armor fashioned from leather and formed into the style of gladiators. Companions: None
Edited by Comix, November 5, 2012, 4:42 am.
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Wackman
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October 29, 2012, 10:11 pm
Post #14
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Character Sheet Name: Kyliden Maelera Race: Halfling Age: 25 Appearance: 
Class: Thief: Kyliden is very good at sneaking by people, and emptying their pockets and maybe even adding little rotten surprises in their pockets. He also is good at disguising himself as a human child.
History:
Kyliden was the 7th child to be born in a huge family. The Maelera was a serf family for human nobles for Generations. They were born servants, and they died servants serving the Maelera family. The Halflings under their care inherited the human noble name, but that was because it was easy to track them. There were definitely worst fates in this world. His family was well-fed and sheltered, and treated particularly well, but… Kyliden hated it. There were too many rules. You had to sit and be proper. You had to know so many “useless” skills. The halflings were usually paired with a human child at a young age, and they were the serve that individual until death to them part. Kyliden was stuck with a spoiled brat.
“Ky! I`m thirsty!” “Ky! It`s too cold, now heat it up!” “Ky! It`s too hot, make it colder!” “Ky! I`m not thirsty anymore, make me a sandwich!” “Ky! You forgot the ham, do it again!” “Ky, there’ s too much ham and I`m thirsty!”
For several years, Kyliden had to endure her screeching, for several years Ky failed to impress that brat; so he left. It was really a spur of the moment thing. He didn`t think beyond: “I`m out of here”. He didn`t look back on it either, even to this day. It was rough at first. He was a noble`s Halfling, and had to be taught everything he knew. He befriended a human thief that mentored him on the art of thievery, and Kyliden was a natural at it. His small stature really made it easy, bump into them, take their coin purse, and vanish into the crowd before they vanish.
He was 16 when he ran from the nobleman`s estate. He spent 6 years working the human city. Sneaking into other people`s houses, taking a few pieces of jewelry and using his hard earned money to live. He had a human mentor him the art, but ultimately Kyliden was confident enough to do things on his own. The city offered no challenge. He knew it by heart already… He set off outside the city`s perimeter and into the woods. He had no map, he had no compass… He was really too spontaneous for his own good. He spent a whole year in that forest, only to realize he`s been going in circles.
He`s been acting as a bandit of sort. If it was a lone traveller, he`d attack them, if they were several, he`d follow them, and wait until they set up camp, before stealing a few of their belongings. This one was just meant to be another easy target.
A lone half-ling wandering the forest; Kyliden, instead, decided that they ought to team up. This happened recently, and they`ve only been traveling together for some time.
Personality: Kyliden is a thief. He`s sneaky, he`s cunning and he lies a lot. It`s much easier for him to lie then to say the truth, it all comes naturally to him. He`s very greedy, and loves gold and shiny things. He doesn`t think very highly of the other races, and just sees them as potential targets and victims to have their gold plucked from them. He`s very ambitious, and very sure of himself. His goal is to become someone famous, whose name is known across the land. He avoids direct confrontation as much as he can, preferring to catch them off-guard, and if losing he`s always quick to promises gold and riches, only to run away.
He takes things one step at a time, being a bit hedonistic and care-free, though the real word that could describe him is impulsive. He doesn`t really think about the consequences of his actions, and absolutely hates being locked up. He`s a free spirit and not very knowledgeable.
Weapons & Armour: Excluding what is in the picture, he does carry around a short bow with a quilt that contains 20 arrows, a backpack that contains the necessary to survive out in the woods, such as a bedroll, a shovel, a small pot, firewood and some food.
Companions: Dream`s Halfling
Edited by Wackman, October 29, 2012, 10:12 pm.
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Achilles
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October 30, 2012, 2:04 am
Post #15
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June 2012 Member of the Month
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Comix and Wakman, looking good, you's both be accepted, Dream good looking so far
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Achilles
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November 3, 2012, 6:30 am
Post #16
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June 2012 Member of the Month
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Dont forget about this one people! '
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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SWEET-IRONY
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November 3, 2012, 5:06 pm
Post #17
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Member
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Whipping up a character right now.
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Achilles
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November 4, 2012, 12:17 am
Post #18
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June 2012 Member of the Month
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Arik-tur Character Sheet Name: Arik-tur Race: Oser Age: 29 Apperance: http://browse.deviantart.com/?q=rito&offset=24#/d2i81lcClass: Royal Guard History: Arik-tur was born in one of the Oser's flying cities. His father was an officer of the law and his mother an artisan, and no siblings. He was raised with very strict laws, but a loving household. His father achieved the equivalent of deputy of the entire city. They had rank, though not prestigious, cause he wasn't the sheriff his father wasn't often recognized for his work, but he did know many important people, and could pull in many favors. With a father in a high rank, he had to do well in school, but he didn't mind he was proud of his dad and wanted to something similar when he got old enough. He joined he police force and applied for a very unique position. To be a tester for new weapons. Oddly shaped, swords, different types of bombs, (mainly stink and smoke, but still effective) and weird bows. Most was chalked up to be useless or unpractical. Things that might be useful, but only if being used by an Oser who was particularly small...or large. They came across something that was quite effective and practical, but was reserved for the Priest's Guard. He eventually tired of weapon testing and signed for the priests guard as he didn't want to quit public service in general. He served and worked his way up till he was the personal body guard for the High Priest. It was at this point that something unfortunate happened. A border skirmish between a band of human wyvren riders and a battalion of Osers. The Oser battalion saw the humans kill a bird, the whole thing ended rather horribly, all of the Oser and most of the humans died to. It was a political disaster. A delegation of the highest priests was sent to the human capitol to figure out what would happen. It was finalized that the captain responsible lost his job, they tried to negotiate that he lost his wyvren to, as he wasn't to be trusted with the sacred gift of flight, the humans insisted he keep it though as it was trained to him an probably couldn't be set free if they tried. The delegation left and was halfway home when they were set upon by a band of mixed mercs. The High Priests managed to get away but the rest were captured, including Arik-tur. Personality: Arik-tur enjoys seeing people be themselves. HE enjoys watching the warriors be warriors, priests be priests and thieves be thieves, and believes no one should be vindicated for who they are, except humans...humans can be vindicated, but that's because humans are pricks. He believes there will be a great war soon because of the human's arrogance and need to push their 'greatness' upon the other races of Appenmahk. He dislike and distrusts humans to the point of not being able to function with one. Other than that though he's pretty accepting of everyone. Given his parents and military service, he's disciplined and can take care of himself, but he still likes to smile when he can. He believes in his people and his religion, he'll help anyone who asks unless its really out of the way, and he might even help if it goes out of the way provided he liked the person. Humans though...not so much. Weapons & Armour: Rough idea of them. Basically they're mechanical claws that fit on the talons and they can then be used to attack ad even block swords Battle Claws Companions: None
Edited by Achilles, November 6, 2012, 12:49 am.
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Dream
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November 4, 2012, 1:05 am
Post #19
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Mew?
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i'm workin on it.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall.
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Achilles
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November 5, 2012, 11:45 pm
Post #20
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June 2012 Member of the Month
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Hows that working Dream?
Edit: I added the character's that are finished to the original post, I'm sorry I couldn't get all of the images into them. I'm sorry I the URL's wouldn't work
Edited by Achilles, November 6, 2012, 12:03 am.
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Dream
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November 12, 2012, 9:09 pm
Post #21
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Mew?
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it's comin along pretty well. i should have the characters done today Edit: hey demi...my character's name is Arik. This is gonna get confusing
Edited by Dream, November 12, 2012, 9:18 pm.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall.
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Achilles
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November 13, 2012, 5:09 am
Post #22
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June 2012 Member of the Month
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I'll always address him by his full name
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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Dream
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November 13, 2012, 5:56 am
Post #23
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Mew?
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okay good. just wanted to make sure. 
guess who's characters are doneee!!
Edited by Dream, December 4, 2012, 10:05 pm.
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I'll whisper in your ear, You are mine, and you will never have to be alone. And when I pull you near, You'll know I love you like I never loved anyone. So let me be the one to lift you up, I'll carry you home. 'Cause now I'm here to keep you safe, And to catch you when you fall.
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Enja
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December 4, 2012, 10:38 pm
Post #24
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VIBRATIONS SO GOOD LIKE A SUNKIST!
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OK I'd like to join this rp, but I want to make to characters. If that is ok with you Demi then I'll join, I want to do this to revive my love for the RPING!
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tyrtyrtyrtyrtyrt
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Achilles
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December 4, 2012, 10:41 pm
Post #25
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June 2012 Member of the Month
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yes my cynical friend, you may have two. I trust your ability to handle them both
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Nihil Temptatum, Nihil Potitum
"I wish none of this had ever happened" "So do all who see such times, but that is not for them to decide, all you have to decide is what to do with the time that is given with you"
"Youre ugly" "Youre drunk" "That may be...but tomorrow morning. I'll be sober, and youll still be ugly"
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