Aranor--The Hunters

Discussion in 'ROLEPLAY GRAVEYARD' started by Xindaris, Oct 4, 2009.

  1. Aranor--The Hunters

    The Departure.

    Everyone on the continent could see it, all of Aranor. It marked the end of nearly three decades of war. One day, with their greatest weapon defeated, the dragons simply left.
    All of Aranor had been fighting them, their number estimated at around a hundred, but on that day, their numbers were enough to block out the sun. It seemed that many had chosen not to fight, but now all understood that they were no longer wanted.

    Some went toward the sunrise, and some toward the sunset; the important thing was that they were gone. The oppression of the dragons had ended, and everyone rejoiced.

    Their homes of old, in the south of the continent, were now desolate, destroyed by dragons' breath, and the north remained a much-untamed land. The hero of the war, the Neshobe Rithara, set about forming a new country in the north, where the many kinds could live in peace. A human king was chosen, the White Dragoon—one of her lieutenants and closest friends, though not without the approval of the old order—the Council. Each kind was offered a place, a region they favored in the northern lands—for dwarves, the mountains, for elves, a great forest—but the Ekim declined, preferring a life of solitude among their own, and the nomadic Neshoba as well, wishing to roam freely as always. For three years Rithara set about building a new nation out of the scattered peoples, the coalition that had fought the war. Then, one day, she disappeared entirely, and the new king named the country after her.

    Seven more years later..
    It is a bright future that the people look ahead to. But the fledgling country is not without its problems. Monsters—hostile creatures which existed long before the war—now multiply without the dragons to control their number, and some who served the dragons, though offered acquittance, refuse to believe they have left for good and still fight on their behalf. The king of Aranor, as some have taken to calling him, looks for willing warriors, veterans of the war with no other place, to help stabilize the country.

    A small band forms in Arganthra, a thriving city near the center of Rithara, to answer this call...

    (Now Accepting Characters!!)
  2. Character Sheet & Listing

    Character Sheet & Listing

    Read, apply, then delete what is in parentheses:

    [noparse]Name: (if it means something, place the meaning in parentheses following it)
    Gender: (I do hope you can figure this one out...)
    Race: (Refer to races & magic section below for descriptions.)
    Appearance: (if it's a picture, please use a URL or a spoiler so it doesn't stretch the page any.)
    Weapon: (what your character tends to fight with)
    Magic: (the form(s) or spell(s) of magic, if any, that (s)he has or is proficient with)
    Defect: (DELETE this field if your character is not a cross of two or more races. If (s)he is, please refer to the race section on crossbreeding for details.)
    Personality: (general behavioral patterns of your character...)
    Motivation: (why your character intends to join the group of hunters.)
    History: (make it brief and general, please, leaving some things to be discovered in-character)[/noparse]

    Existing Characters:
    (Click link on character name to read full bio)

    Naieda-Blue Tail woman; organizer and leader of the group. Generally seems cold and unfeeling, but capable of logical persuasion of others all the same. [Xindaris]

    Kozche-Young half-Ekim, half-elf who has been told he is half-dragon and treated as a slave through much of his life. Despite this, he is a bit of a crack shot with his Soulforge bow. [TZS]

    Osiris Feleek-Half-elfin veteran of the recent war; skilled and experienced fighter despite his blindness. Capable of sound magic; a polite and calming influence, generally. [Quiet One]

    Garreth Raund-Hunter and cruel keeper of Kozche. Has great hatred for dragons in general; a master with sword and bow. Lives for nothing but drinks and the thrill of the hunt. [TZS]

    Salya Dergrimst-Mostly-human thief with some fire magic. Pulled in by Osiris, in an effort to turn her skills of agility and stealth to more productive use. Moderate amounts of defiant, impulsive, and greedy. [Quiet One]

    (Characters who are not playable, and in some cases no longer around, but influence present events.)

    Rithara-Deceased(?) general-in-chief of the recent war. Organized the new country in the north, which was named after her disappearance in honor of her.

    The King of Aranor-Also known as the White Dragoon. Of the six Dragoon, he was undoubtedly the leader, and when Rithara set up a constitutional monarchy in place of the old system of government, he was named king and the others important nobles. He is well-known for his courage and honesty, and can be spotted in a crowd by his white hair and eyes.

    The Dragoons-Six individuals, each of which was given special powers by one Clan of the Neshoba, appointed specifically as dragon-killers. All were important lieutenants during the war and all were appointed to important positions in the new government afterward.

    The Cat King-Leader of the Fylenis who is said to enforce their ethical and moral code. Declared himself and thus nearly all of his kind an ally of Rithara by proxy during the war, and evidently never showed himself in person.

    Bernard & Gretchen-A mysterious young man...and his cat. (More to be added as events progress)

    Savar-Shadow Fang Neshobe; general during the war. Lost his life, and saved that of all in his division, in the killing of a black dragon, turning what had been a deadly trap into a decisive victory. Naieda's deceased mate.
  3. Races, Magic, Language

    You need not read every detail. If you wish to play a race it is important you know about it, but information on races or magic that you do not intend to play can be considered "fluff" information. I have also added a TL;DR for the races at the end that summarizes all of them for you.

    Each of Aranor's kinds has its own language. Most people can speak the human language, also referred to as Common for this reason. Note that Common is not identical to English, but is considered perfectly translated for the sake of this RP.

    Each race has a slightly different use of magic. Many races are capable of Elfin magic, so named as elves are the most proficient with it. Most magic, especially Elfin, is divided into elements, which are either forms of matter or energy. It is also divided into the aspects of light, which protects, heals, etc., and dark, which hurts, poisons, and prevents healing. The combination of an element and an aspect is referred to as a “type” of magic, which is what anyone who learns elfin magic will learn. The presently known elements are:
    1.Electricity:Self-explanatory; uses electricity.
    2.Ground:Uses dirt, rocks, mud, etc.
    3.Water:Uses liquid; because all races are made mostly of water this element is often associated with healing magic.
    4.Plant:Uses and alters living plants.
    5.Sound:Can create and alter sound waves, and with practice even form them into “solid” objects such as walls, shields, weapons, etc. An interesting use of this element is to actually make music out of thin air.
    6.Shadow:The control of shadows, in a very literal sense. Able to move shadows away from where they would normally go and use them as either weapons("dark") or shields("light").
    7.Fire:Creation and control of combustion energy, fire. Light fire gives light, warmth, protection, energy, cooking heat, and cannot even singe a person’s clothing; dark fire does the opposite, being highly volatile and destructive.
    8.Light:Creation and alteration of physical rays of light; may include reflecting, intensifying, stopping, etc. Distinct from Shadow in that it can only affect shadows indirectly (by choosing whether or not to shine a light on an area), and cannot give shadows physical substance (for that matter, it cannot give light physical substance either).

    More elements may be added as players come up with them.


    1.Humans:The shortest-lived mortal beings. The average life expectancy of a human is about 80 years old on Aranor. They look similar to Earth’s humans, but may have some traits that would be impossible for Earth humans (e.g. blue hair, red eyes). Humans are capable of learning elfin magic over the course of many years (though it’s not really worth it), but it isn’t their main magical capability. Humans are actually able to act as magical “sponges”, absorbing magic throughout all of their lives until they cast one of three spells using all of it. The first transfers all magic to another being (usually a being that naturally can use magic such as an elf), the second targets a single enemy with all of the human’s magic to harm it, and the third uses all of the human’s absorbed magic on healing another person instantly, even from the point of death (as long is it was VERY recent and not due to age or disease). If a human does not use up this magic, it is transferred evenly to his/her descendants and remains stored until it is, even across hundreds of generations. Human language resembles English in structure, and is spoken by most other kinds.

    2.Merpeople:Amphibious mortal beings sometimes referred to as “mermaids and mermen” or “merfolk.” They have the ability to breathe both under and above water, and shift between finlike lower bodies and almost-but-not-quite human ones (although the latter is very uncomfortable). They require fresh or swamp water to live in, therefore they do not inhabit the sea. Merpeople have an average life expectancy of about 160, and age about half as fast as humans do. They are capable of becoming about as proficient as elves in the same form of magic, but most merfolk choose to learn an element of magic that will work well underwater (including but not limited to water, electricity, and sound; excluding fire). Merfolk language is a combination of gargling and “whine” noises which carry well underwater; most other races find these very difficult to imitate.

    3.Orcs:Mortal beings; also known as “greenskins”. They resemble green-skinned humans with tall ears, but have a tribal form of civilization and clothing. The average life expectancy of an orc is around 270 years on Aranor, and age is a very important part of rank. It’s extremely common for an older orcish male to have a bald head and some form of a beard. Orcs are capable of expressing magic by channeling it through weapons (including bare fists). The orcs are a basically chauvinist race: Females are expected to look good, live at home, and handle family affairs. Every generation has some rebels, of course, but a majority of warrior and worker orcs are male. Orcish language is rough and nearly devoid of abstract concepts.

    4.Eagle Folk:Mortal beings who are extremely prideful and reclusive. They are the only known race of flying humanoids. An eagle person generally looks like an extremely strong human with wings from the back; they are capable of hiding the wings but few ever do. Among eagle folk, females are generally fair in the human part of appearance but with rough-looking feathers, and males are generally rough in human appearance but with extremely “beautiful” feathers. Males are usually fairly submissive to females. The average life expectancy of an Eagle man or woman is around 390 years on Aranor, through which they remain fairly youthful in appearance (mid-twenties or so, it depends on the specific person). Eagle folk are perfectly capable of learning elfin magic, but few bother to, believing that physical strength and flight will be all they need.

    5.Dwarves:Mortal but long-lived beings noted particularly for their diminutive height. Male dwarves usually brag about their beards, at which females will occasionally scoff. The average life expectancy of a dwarf is around 550 years on Aranor. Dwarven males usually remain around 40-50 years old in appearance (except their beards), and females around late twenties to mid thirties. Dwarven magic focuses on the creation and enchantment of weapons and armor; they are able to give weapons the properties of elements, or make them last much longer than normal.

    6.Elves:Immortal race of Aranor. Elves retain a youthful appearance and a fairly slender figure throughout their lives. Every elf is born with the ability to use one particular type of magic instinctively, and they can also learn other types through study over time. Elves are more in tune with nature than humans, and generally smaller villages within woods are where their kind gather. Elfin language is fluid and smooth in its sound.

    7.Neshoba:Immortal people descended from wolves. Appear to be humans with extremely unusual bone structure and a wolf's tail and ears. Eye and fur/hair color is always the same. All Neshoba are capable of a werewolf form at night and some of the day, the transformation into which is involuntary on full moons. Those over the age of 666 possess two souls, the second one to appear subordinate to the first but still a different person in his or her self. When both souls are in full agreement of a heightened emotion or need, a Neshobe is capable of a “Two Souls Form”, which is more powerful than both normal and werewolf form but takes up a lot of energy. What exactly the Two Souls Form looks like, and what advantages it has over both normal and werewolf form, depends on the Clan. Neshoban magic is organized differently—each Neshobe can cast between one and three spells (depending on the Clan) which have very specific uses and must be used creatively to be most effective.
    Neshoba actually have two languages. First Neshoban is instinctively known and spoken from birth by Neshoba, involving a combination of canine-associated sounds (growls, barks) that only Neshoban people seem able to produce. The "second" one is that which is used in naming Neshoba, which can be learned by others but is really only useful for interpreting names.

    Neshoban Clans can be considered separate races, as they are genetically, magically, and culturally quite separate from one another. There are seven Clans, six of which can be organized in terms of the 'wildest' to the 'tamest' (amount of difference from human appearance and society):
    TABShadow Fang:Believed to be the earliest of the Clans to evolve from wolves; certainly the wildest. They have brown fur and eyes; and generally a strong build, although their agility is not to be underestimated. They are capable of one spell per, of “shadow” (that is, mischievous, overcomplicated, or self-harming) nature. They have a very tribal culture, and choose their leaders by who wins in an all-out combat. Most have a fairly serious, adult outlook on life. Their claws are between six and nine inches long at full growth. Their Two Souls Form is that of a huge, demonic wolf, which is faster and stronger than either usual form, and capable of a second, much more powerful spell (only in that form). Shadow Fang's opposite is Yellow Moon.
    TABYellow Moon:This clan is exceptionally fast, built agilely and usually wiry in appearance. They have yellow fur and eyes, and usually act very childish and hyper. Their magic is physical light spells, one per person. Their Two Souls Form looks like a shining version of normal form, which is much faster and somewhat stronger than either normal form; the light emitting from this form has a weakening effect on anything that attacks them, and a strengthening effect on those who help them. Yellow Moon's opposite is Shadow Fang.
    TABBlack Earth:This clan is first and foremost exceptionally strong, far stronger than even the Shadow Fang clan is, but also considerably slower. Their claws are between three and four inches at full growth. They are capable of ground-related magic, one spell per, and have pitch-black eyes and fur. They are characteristically a bit greedy, rather headstrong, and sometimes slower to pick up on things than others are. Nonetheless, they are often very courageous. Their culture is tribal, and bases their leadership on physical strength alone. They have a Two Souls Form that looks like the werewolf form, only larger, and is capable of about three or four times the strength of either usual form. Black Earth's opposite is White Grass.
    TABWhite Grass:This clan has white-colored fur and eyes, but other than that their exact appearance is indiscernible. That is because those of this clan are capable of shapeshifting to any mammal, including most demi-humans, however they always have a white tail and are not capable of cross-gender transformation. In addition to shapeshifting, each member of this clan is capable of one spell of plant-related magic. Those of this clan usually enjoy messing with people, and are sometimes vain about their appearance (being able to change it at will). White Grass have a semi-tribal culture that bases its leadership on who the better trickster is. Their Two Souls Form is not actually a form, but the gaining of an ability: They become capable of transforming into a huge or unusually powerful creature of their choice (which they could not ordinarily turn into). White Grass's opposite is Black Earth.
    TABRed Claw:This clan is strong, but not as strong as Shadow Fang; they are also agile, but not quite as agile as Yellow Moon. Their claws are between five and six inches long. They are capable of two spells each of intensely powerful fire magic. They are known to be easily angered but are otherwise generally friendly and trustworthy folk. Their culture is somewhere between being tribal and human-like, and their leadership is based on magic capability. Their second soul form is a wolf the approximate size of a werewolf, larger than their normal form but smaller than Shadow Fang’s demon form; it has fur that is nothing but fire, and is capable of throwing the fire as it sees fit. Red Claw's opposite is Blue Tail.
    TABBlue Tail:The tamest Clan. Unlike any other Clan, they have omnivorous teeth and are neither stronger nor faster than humans are, although better balanced. Their claws are only about a half-inch at longest. They have blue fur and eyes. All Blue Tail Neshoba are capable of two particular spells: one which is able to tell them the exact condition of a certain area on another being's body; and another which can both put out fires and heal wounds to an extent. In addition to that each has an individual spell that has to do with either healing or water. One born of this clan is characteristically smart or kind, and very rarely both or neither. Their culture is a much less greed-based version of human culture, with democratically elected leaders. Their Two Souls form appears to be a weakened version of the normal form, but it is actually much faster: Fast enough to see the rest of the world in a sort of ‘slow motion’, and to think out whatever the next move may be. Blue Tail's opposite is Red Claw.
    TABThe Silver Clan:Rithara, who was born of Blue Tail parents and developed silver fur, is the only known instance of this Clan. She was capable of both her own unique electrical magic and imitating that of all other Clans. It is said that another, similar person will appear in many millennia, during another time of crisis, but for now, no more will appear.

    8.Fylenis:Extremely rare and endangered race of 'cat-people.' Their natural form looks like a large cat that walks on two legs. They are also capable of changing to a more human-like form, or at least appearing to. The Fylenis are the only race that is capable of magic that examines and manipulates the minds of others, and they are capable of no other magic but this. They can only speak in cat noises, but can make it sound as if they are speaking any language by making those they speak to think they hear it in their own language. The Fylenis are endangered because in the past they were hunted down by Neshoba, and have now become an extremely secretive and mystic race. Oddly enough, they don’t seem to hold much of a grudge for the wolf-people. Fylenis have a set of ethical rules regarding the use of their intrinsic magic, which boils down to: Do not kill; do not force; do not unnecessarily pry. This code is upheld by more powerful Fylenis, and especially the purported leader of the race, the "Cat King", and the punishment generally fits the crime.

    9.Satyrs:A seemingly rare immortal race, but that rareness is because most of them are total cowards. Satyrs are people with long goat-like horns, long semi-furry ears, shaggy beards, short, stubby tails, and a fur-covered lower body with two hooves. They were hunted, a long time ago, by both the Neshoba and the Fylenis, and the only form of defense they could muster was that of cowardice. They will act afraid around anyone, especially if they resemble a Neshobe, Ekim, or Fylenis, and if the response is unfriendly, immediately gore and usually kill the person with their sharpened horns. Saytrs all have manes on their faces--even the females, which can be slightly confusing--and walk with gait that uses each hoof twice in a row: clip-clip,clop-clop,clip-clip,clop-clop.

    10.Ekim: Essentially Lizard folk, medium height with scales and a thin, wiry stature. They are quite secretive, preferring to keep to themselves rather than associate with other kinds. They are organized in tribes, a Shaman or elder the leader of each. Most Ekim prefer a peaceful existence, even though this ideal was recently thwarted by their reluctant participation in the war. Still, it seems the intent of most is to avoid the other, more violent races like a plague.
    An Ekim's magic is that of the SoulForge, the possession and use of an item or weapon which essentially is their soul. The Ekim soul is born with a specific shape, which becomes this. It can be summoned and dismissed at will, but if the SoulForge is broken, the Ekim it belongs to dies. The SoulForge becomes stronger as the Ekim matures and trains. The weapon has an element which may be channeled through it by the Ekim, amounting to something similar to elfin magic but without aspects of dark or light; however, the SoulForge is necessary to perform any magic at all. The bond between the SoulForge and its Ekim makes it a very difficult thing to steal; the only way someone of another race could acquire one would be if the Ekim died while it existed.
    [Ekim were invented by Jack Shade]

    Crossbreeding:If you want to have a character that is some part one race, and some part another, that’s fine with me. The condition is that on Aranor a cross between two races always results in some form of physical, mental, or magical defect in order to balance the advantage of having some form of the powers and abilities of two different races. An example of each respectively: a person might have been born without a left hand; a person might have constant emotional instability; a person may be incapable of controlling when their magic is cast.

    Other Notes:
    Have an idea for a new element? Great! Make a character who uses it, and name and describe it for me.
    Have an idea for a new race, unique from all listed here? Great! Use this form to tell me about it, make a character who is of the race, and I'll add it if it's truly unique and workable.
    [noparse](Race Name):(detailed description of race)[/noparse]

    There is one, very special, form of magic, known as transformation. There have only been (and will only be) two elves born with the ability to use transformation magic. They are brothers, twins, said to have been born sometime near the beginning of Aranor’s existence. One is capable of “light” magic, which affects himself; he is able to turn into absolutely anything (including the opposite gender). By this time he has completely forgotten his “true” form (the one he was born in) and simply uses those of other people. The other brother is capable of “dark” magic, which is able to change others into anything he wishes. The odd thing with his magic is, if he changes a humanoid to a different humanoid race, and then that humanoid has children, the children are racially the same as if the humanoid had remained what he or she was before being changed.

    Humans-Like earth's humans, or at least close enough.
    Elves-Pointy-eared, tall, good at magic.
    Merfolk-Water people. Can have fins or legs; need water occasionally to survive.
    Orcs-Green-skinned people who enjoy battles, respect elders, and have little regard for women.
    Eagle folk-Have wings like eagles, are stronger than humans.
    Dwarves-Short, stout, strong people good at mining and making weapons.
    Neshoba-Wolf people, 5 kinds are associated with the elements of fire, water, earth, plant, and light; the 6th kind has spells with strange and complex conditions and effects.
    Fylenis-Mysterious cat-folk (more related to wildcats than domestic ones) with mind-affecting magic.
    Satyrs-Somewhat cowardly people related to goats.
    Ekim-Reclusive reptile-like folk whose souls are weapons.
    Crossbreeds-Two (or more) races in one, with a defect that prevents them from truly being too powerful.
  4. Some Arography, History/Government

    Arography (Aranor geography)
    This is a general idea of the shape of Aranor, graciously provided by megane-kun, and many thanks to him. Some of the geography is also evident, but it may not be entirely accurate on this map.
    The story begins in Arganthra, a city a little bit northwest of the desert (the section with squiggly lines in the north). The capital city is farther north.

    The most important bit of history is fairly outlined in the introduction. Ten years before this RP was the end of a great war, between the many humanoid races (listed above) and dragons. The war lasted at least two and a half decades, and just about everyone was involved. Before said war, most humanoid races lived in the southern less-than-half of the continent, but that area was devastated over the course of the war. Thus, much of the northern land that people live in now is still relatively unexplored. The southern half of the continent used to be ruled mostly by a council which had representatives from some of the many kinds, but was led by the overall leader of each of the Neshoban Clans. The new government has the leaders of several races in command, with the king acting as executive and leader of the armies.
  5. All About Monsters

    Monsters are a common and constant threat to life on Aranor, requiring all who travel abroad to have some sort of fighting capability. Though their numbers have been brought down during the war, in which the dragons used them as weapons, more of them are starting to crop up all over.
    So what exactly is a monster on Aranor? Monsters are literally horrendous crosses of the traits of two or more different animals, with a horrid smell and constant aggression toward anything intelligent. Where they came from and what their purpose is remains completely unknown, though the Sins, the creations and servants of the dragons, have been known to control them from time to time.
    Currently 'known' monsters (roleplay out a new kind appearing for me to add it to this list):

    1.Impeth-Humanoid but very thin and animalistic; faces of jackals, oblong ears that stick out from their heads, and short claws from all four limbs as well as sharp teeth. One of the weaker and very common sorts, but when they fight in large packs they are to be feared.
    2.Dog-head-Grizzly bear body with a dog's head; it has a horizontal jaw within the normal vertical one, and can scream very high-pitched like a banshee. Its blood has been known to cause numbness or fatigue in some people.
    3.Daora-Rare creature that has a spider's body, but an elephant's size. Its exoskeleton is so hard that it cannot be cut or pierced, but brittle enough that parts of it will shatter with sudden blunt force.
    4.Monkzon-Gorilla's body, cat claws; its saliva is known to contain weakening diseases, though nobody has died from a disease yet.
    5.Lost Soul-Lost souls are an “exception”, they aren’t exactly monsters but most are just as unfriendly. They can look like anything—a creature, a person, or even an actual monster—but they always look like about half-dead. A lost soul, as the name implies, has at least one soul trapped somewhere in the body, and if that area is sufficiently injured the soul is set free. If all of the souls in a lost soul creature are set free, it disintegrates. Only a Choneiji is capable of “seeing” where the souls are; without one, it is necessary to destroy the entire body to be sure it's dead. Fortunately, their appearance is somewhat rare.
  6. Character Sheet:

    Name:Naieda (n(eye)-ed-ah; "unmoving waters")
    Race:Neshobe-Blue Tail
    Appearance: Naeida looks fairly thin and plain, and she is a little on the short side. She wears loose, faded-brown clothing that covers nearly all of her skin except for hands, feet, and face. Her skin itself is slightly pale, though probably not for lack of sun. Naeida's eyes are an icy, bright blue and rarely express much. Her ears and tail both begin a dark, navy blue and slowly fade to the same color as her eyes near the tips.
    Weapon:Naieda prefers to use other people as her defense and weapon; when necessary, however, she is good at dodging attacks consistently and knows how to do a lot of damage with little effort unarmed.
    Magic: 3 Blue Tail Spells: Healing, Diagnose, and Calm, which calms down another creature by reducing the biological responses to stress, such as adrenaline; requires physical touch to use.
    Personality: Naieda has a kind of cold, calculating calm. She remains almost entirely detached from people around her, and rarely displays much emotion, though those who get to know her well can pick up on the subtle signals. Rather than asserting dominance, she tends to try to win others over to her own point of view. All the same, she generally considers herself intellectually superior to those around her, and will occasionally insult the intelligence of others without directly meaning to. She is not, however, above sarcasm.
    Motivation:She figures that groups which answer the king's request must have leaders and initiators, and has decided to act in this part. Besides this, she had no real reason not to.
    History: Neida's mate (husband, essentially) was killed early in the recent war; at the time she worked mostly behind the scenes--strategizing, organizing or decoding spy reports, but he had been a warrior on the front lines. They had no children.

  7. [​IMG]

    Wukong Asaki, A.K.A. Noh


    Seishin Village; A remote settlement in the mountains of Japan. Long has it enjoyed peace and harmony, for from ancient times, to the rule of the samurai, to the empire of WW2, to the Japan of now, those in power both feared and found use in the peculiar ability native to the bloodlines of this place:

    Spirit channeling

    With training and the spiritual energy infused into the bloodlines of certain families in the village, those called 'spirit mediums' could call upon the souls of those who had died to take their bodies and walk the earth once more. They were sought to give advice and counsel, to reveal truths only the dead would know, and give loved ones who did not have it for one reason or another the chance for final goodbyes. It was once such family that the girl Asaki was born to. She was trained and taught the ways of her ancestors and excelled, a true prodigy of the art. But there was a restlessness to her. She saw the occasional comings and goings of outsiders who sought the services of the mediums, and their strange attire, vehicles, and mannerisms gave her a fiery curiosity of the outside world. So when tragedy struck the village, she offered to leave her secluded home and set to make it right.

    The elders said no, for she was still young, and had much more training to accomplish before she could be considered a true medium.

    So she just kinda snuck out and went to find it anyways :T

    Age: 19
    Race: Human, mystic bloodline
    street level. Unless she's being possessed by something not street level.
    Hair: brown
    Eyes: Red
    Height: 5'4"

    Intelligent 4
    Strength 2
    Speed 2
    Durability 2
    Fighting Ability 3
    Energy projection 1

    Skills and abilities:

    spirit channeling:

    With concentration,a centered mind, and certain chants, Asaki can call to the soul of a deceased person to take her body and walk among the living again. She must know what the person looked like and their true name. Due to her inexperience, she also requires free access to her hands to help her focus her energies.

    When she is possessed, her body quite literally transforms into one similar to the deceased, with the addendum that it is as healthy as Asakis was when she began her channeling; important, since otherwise she'd keel over on the spot and immediately join the spirit she was trying to bring back. Asaki takes a backseat in her mind when this happens, and no longer has any direct control over what the deceased does. However, she can dismiss a spirit from her body at will, so long as its spiritual energy is not greater than her own. Spirit medium clothing is slightly imbued with spiritual magic, so that it grows or shrinks in turn with the body of the spirit being channeled.

    While spirit channeling is a strange and wonderous ability, it does not come without its limitations and dangers. You cannot channel a soul if it is being channeled by someone else or if it is held by another being (like a demon's contract or something). Moreover, a spirit mediums' body can be possessed by ghosts and evil (or occasional good but just really wants to joyride some living person) spirits easier than a normal persons, due the their attunement to the spiritual world, even when they're not channeling. Most mediums are able to ward themselves to make this moot while they are awake, but they are vulnerable when unconscious or asleep, and will stay possessed till they would awaken from their slumber or recover from whatever made them unconcious

    Basic spiritual magic:

    Mediums are also trained in other methods of using their spiritual energy or interacting with spirits. Master channelers can call spirits to their bidding even without channeling, see through the eyes of ghosts, pull only the memories of the deceased through, and other such powers.... Asaki left before her training was done however, and can't do any of that. She has to rely on written charms for many things, and the only thing she can do without them is banishment.

    Martial arts:

    All spirit mediums are trained in the art of self defense, both to tune the body to be more accepting to spirits and for the occasions when the living would try and threaten them for their power. N

    The Guardian Spirits:

    Over the centuries, the mediums of Seishen Village have encountered many spirits. When one of particular power is encountered, they beseech it to join them as a guardian spirit. In return for offerings made by the villagers, the spirits allow themselves to be bound by divine masks that change the rules of spirit channeling. No longer is the true name or a face required; instead, one must be of one of the medium bloodlines and prove yourself worthy to the spirit. If done, they will tell you their title and chant, so that you may contract them to aide you in the physical world.

    Each Guardian spirit requires a specific offering to be summoned. They are usually very powerful, but they are still their own, unique beings. While they are bound to complete at least one task for the medium that has contracted them, after that anything more is considered a request at best. Moreover, if one does not dismiss them after the first request, you are once again subject to normal rules of spirit channeling in that it is a contest of wills to force them out if they are unwilling. Needless to say, such beings are very willful and full of spiritual energy, so even learned masters can have trouble achieving that. A Novice like Asaki would need hours or even days to kick an unwilling one out.

    That said, Asaki is a prodigy in this when it comes to the Guardian spirits. Many mediums only manage to earn the title and chant of one or two of these spirits, but Asaki has managed to acquire four.
    The Guardian Spirits (open)



    Intelligent 5
    Strength 1
    Speed 2
    Durability 1
    Fighting Ability 2
    Energy projection 6

    Usagi is the spirit of a human mystic from ancient times. He has wide reaching knowledge of all things arcane or strange, and is himself a master of many forms of magic. A quiet and kind soul, he enjoys imparting wisdom on the living.

    Offering: fresh fruit or a secret no one else knows


    Intelligent 4
    Strength 3
    Speed 3
    Durability 3
    Fighting Ability 4
    Energy projection 2

    Kitsune is a mischevious and clever spirit. While she is well equipped for a fight, her true worth lies in her ability to cast illusion and charms upon upon others. But while her illusions affect the world rather than the minds of others, any of her charms or other tricks of the mind only work on those attracted to women. Even without her magic she's cunning however, and more than one medium has been tricked into letting Kitsune take a far longer ride in their body than intended.

    Offering: something sweet or the kiss of another


    Intelligent 4
    Strength 5
    Speed 5
    Durability 5
    Fighting Ability 6
    Energy projection 1

    Tengu is the shrewd, jovial, and violent spirit of war, and the one most commonly channeled by Seishin village when others were foolish enough to attempt to coerce the mediums to do their bidding with force. Whether he is truly one of the old gods of war or simply a spirit who has taken their shape his unknown, but he is a master of combats, from a fight with a single adversary to the tactics of leading an army

    Offering: Something shiny or the blood of the medium.



    Intelligent 1
    Strength 6
    Speed 5
    Durability 6
    Fighting Ability 5
    Energy projection 3

    Oni in an incarnation of destruction and violence given form and a seemingless endless well of anger and hatred. Her lithe and light form hides terrifying physical power, and she can twist and shape the earth to do her bidding. She's not much use unless you really, really need to kick some ass and don't give a damn about the surroundings though. In addition, such is her rage and madness that while she will still follow the first command given, she will not willingly return the body of her host after completing. Hasn't been channeled in well over a hundred years for that exact reason. Whether this has made her even angrier is a question no one really wants to find out the answer to.

    Offering: The blood of another or an ounce of gold

  8. Alright. It's a good character...It's very well written, and none of it is "wrong", so much as not matching with the setting. That's what I'm here for, since I can't expect you to know every detail of the setting.

    -Merfolk are supposed to be able to simply turn their fins into legs; I can't really think of any reason why one would be able to generate clothing while doing so...
    -Similarly, unless she actually...grafted...poisonous blades..onto her false nails...I don't know of any other way for that to work. It may be easier to remove that, as trident skill and two types of magic should be plenty of battle-power as it is.
    -To be perfectly clear, only Neshoba have actual "spells" that their magic is divided into. Other magic-using races can manipulate their elements with relative freedom, though it does require training to begin using them, and more powerful uses drain one physically. An easier description of what I think you're saying would be that she uses 'Dark Lightening' and 'Light Water' types of magic. (A type is an aspect ("light" or "dark") and an element combined; I have this written in the description of elves, which I suppose is the wrong place, so I'm about to move it to the magic section where it makes more sense)
    -There isn't anywhere called "Ostia" on the present existence of the world only knows one continent and a few islands; merfolk are a fairly commonly known race even before the war, and probably not so late to join it. By her age she wasn't quite an adult at the time the war started (roughly 30 years+ ago by the setting of the RP).
    -It should also be noted, for reference, that merfolk are "freshwater fish", where they are fish. They can swim in salt water, but it isn't really good for them.

    Sorry I'm such a nitpick...
  9. no no it's fine haha why do you think i asked you to HELP me :P

    anyways i'm working on a post actually for my RP so i'll come back and try to edit after k?
  10. alright how's this?? fit better?
  11. "She plays a little. He'll probably take playtime to test her or something. He has this thing about experimenting on his children." Harmony frown.
  12. "Mommy has a soul."
  13. "I was... 6 or was it 700." Harmony chuckle.
  14. "He said he would teach me all the things he can do.. but then he left.." Lyra frown.
  15. "You're also one of my princesses."
  16. Sodika:That guy is fine I guess.We're acquaintances that's awesome.
  17. Seems activity has dropped mate...dya want to keep trying or shall I archive this?
  18. Shade, I've PMed the few people who expressed interest in this, and will see if there's a reply the next time I get online (which will likely be next Sunday, plenty of time to send or post a response).

    If there's no interest, I'll ask you at that time to can it.
  19. This still open? It looks really cool!
    Let me know if there's anything i need to tweak. Each time I make a new character I'm trying to do something wildly different. In this case, a character who is emotionally conflicted, as most of my characters in the past have been at peace with their...whatever. Themselves? Their personal identities.

    Name: Kozche
    Gender: Male
    Race: Hybrid Ekim/Elf
    Age: 14
    He dresses to cover the reptilian traces, keeping his tail coiled close even when he moves, but he is very similar to a mermaid in skeletal structure, lacking legs.
    Why he was born this way is as much a mystery as how he was born in the first place. Unlike merfolk though he is incapable of changing his form and not any kind of swimmer. Any other terrain he's fine on. He's actually rather terrified of water.
    Weapon: Soulforge; a bow. Every arrow weakens him, so he makes them count.
    Magic: Shadow Summoning. Uses shadows as tangible things, but only defensively; to hide, to bind, and in direct application to lower temperature, though this is more a side effect than intentional. Being an absence of light, which is heat, shadow is cold.
    Personality: Angry, defensive. He is young and scared and hurting and knows there is no way out for him. Or believes it.
    Motivation: His keeper has offered the boy's service to the kingdom.
    History: An impossibly rare crossbreed between an Elf and a Ekim, his father was killed in the war before he was born and his mother shortly thereafter; he only has the vaguest memories of her. Raised by a cruel if not corrupt bounty hunter, he has been told his whole life that he is an abomination, that his mother was a human raped by a dragon. He has never seen an Ekim, nor known any Elves well enough to decern the truth.
  20. Kozche is very interesting and good.
    I was going to ask about the soulforge's element, but given his magic it's probably the same...and I'd say the leg-tail thing covers the defect, though it wasn't stated as such.
    ((But his hair looks kinda,

    I'll give it a little longer to see if the other people who said they were interested will respond. The RP needs at least 3 characters (including my own) to get started, I think...

    (I know there's three character sheets up, but 4got10 still hasn't responded to my PM at all, so I'm under the impression she's presently unable or else no longer interested.)