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Wolfsin

Norindul Lore Master
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FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. Primarily Prefer Male
Genres
FANTASY! I need strong plot points to strive. I need open world sand box. I need things that keep me challenged and indulge me as a writer.

~Aristara~
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~Historical Introduction~

No one remembers it. The way the fire nursed the shadows and darkness enveloped the world. Nor how dragons tore through the skies, while on the land below mighty catapults were slung to the sky. Powerful magic was used to quell the threat of the ancients and Seven kings came together to stand before the darkness that threatened to consume everything. No one remembers these days, but everyone knows of them. After all it is the pinnacle to the world now.

The great darkness was pushed back and the kings sealed it away within a hidden vessel; shattered and spread throughout the land. What was left was called the Fissure; A scrack in the earth of which no mortal man hoped to tread. The event changed the world forever. From here the Kings took up thrones and raised high kingdoms. And soon, mortal sins claimed them. Darkness was gone now but even the light was not safe. War soon consumed the land, and with it tragedy. The Dragons vanished from the world and humanity was left to destroy itself. This is the tale that Scholars will tell, but Scholars who only look for fact in the mysteries of fantasy will never tell of the champions that fought and died for the cause; or the wars of arbitration that broke out. Many do not know of the truths the world has hidden in its bosom and those that do will not so easily tell of mans faults. For mankind has never truly known responsibility for itself.

With time and practice civilization would find its peaks. Cities were born from fire and ash. Covenants would emerge from ideas about the past, and they would be forged in agreements of blood. The age of honor faded with the last breath of the old kings, and their sons and daughters took up the mantle, forging their own selfish ideals upon the world. Yes the world was changing now, and from its heart it cried out... It called for a champion...

"I wonder.. when all is lost and the world is forced to realize its faults... Who will it be that walks the bloody way, paves their path in death, and betrayal... Who will it be that saves this... truly godless land"

~References~

This is a story that is heavily inspired by Darksouls (The Game's) lore. That being said it is not a carbon copy, and the story itself is completely my own. The concept is that right now there are Five kingdoms left; Out of the original seven. Most of them are at war, or in hiding. The players will have a choice to which kingdom they were born into, and will be allowed a chance to seek out truths of this world. The plot to the story will reveal itself quickly but it is only the bare bones of what is really going on. I strongly suggest for people to fully indulge into this world and its lore. As said before there will be concepts that I have taken from the Darksouls lore. In example for those that know it I took the gritty feel of the world of Lordran As my example of the state of the world Aristara is in. This is designed to be a fantasy roleplay with interesting characters, and dark pasts. Please note that the first chapter is completed already but that does not mean that anyone joining will be ANY LESS important. With each new chapter comes another opening for characters to write themselves into this massive unique story.

Elements that will be involved in this roleplay are as followed-

Mystery, Fantasy, Magic, Dragons, Mythical races, Racism, Sexual themes, Romance, Combat, Politics, Religious themes, Conspiracy, Dark Themes, Gore, Gritty Themes, betrayal, Character/Npc Death, Heroic Themes, Lore.

~MAP~
XXX​

Common Races~

Humans- Humans are seen as the failure of God. Mankind is the pinnacle of aspiration, and a greedy and neutral race with the ability to adapt to whatever situation they come across given time and effort. Humans are the leading race throughout the whole of Aristara. Humans do best in truly any role, and most are also hybrid to their predecessors. This means that many humans have arcane bloodlines which make them.... not so human. Human's by far are the easiest race to place in this world.

Best Class Type: Any. They are adaptable.

Elven Kind- The elves too many would be considered one of the few ancient races. They have a sacred bond with Aristara, and for ages they have developed magic and sorcery. They have also had their hand in the creation of covenants whom pledge protection over the great trees. However their greatest faith is what many would call heresy. Elves worship the dragons of old, and hold a great disdain for the kingdom of Barigot for their 'cruel' slaughter over dragon kind. In appearance, elves appear very slightly dragon-like. They have lithe bodies, pointed ears, and their eyes are often very strange colors. Every elf has a very pronounced bone structure, and very sharp looking canines that only emphasize the appearance of the dragon more. Elves tend to remain very secluded in their forests, but they spare nothing in their hatred for the Kingdom of Barigot, nor their disdain for the Holy Kingdom across the Divided sea.

Best Class Types: Ranger, Rogues, Duelists, Mage, Druid, and Hunter.

Dwarves- Dwarves are lesser versions of man. They are stout and rigid looking men that embody the greed and pride of mankind. Many dwarves seal themselves within great vaults of steel and Iron; filled with treasure. The dwarves are masters of invention, and they have personally developed a machine process that uses ashen powder from the scorched lands in order to create powerful bombs that combust into grand flames used in combustion and the creation of grand flames. Taking the power from dragons blood the dwarves will stop at nothing to further their ashen flame inventions. They will create stronger and stronger weapons to combat anyone who dare intrude upon them and think to take their treasure. Many of the dwarves have fallen, though it remains a mystery as to how. The greed of dwarves know no bounds however, and as long as even one of them yet breathes they will continue developing their crude machinations. Dwarves hate almost all of the other races, however they have a strong fondness for the witches in the shadow wood and often procreate with them... and share... ideas.

Best Class Types: Warrior, Knight, Vanguard, Monk, Cleric, Tech, and Alchemist

Witches- The Witches are creatures said to have been cursed by the fall of the darkness. Their blood holds the power of the Noctus Arcana, and as such they are said to be able to produce powerful hexes and deathly curses. The witches are said to be a reclusive race but recently they have stepped beyond the Darkwood to pursue the fall of man that their Dark father, as they call him; once desired. Witches are powerful mages at their very nature, and will often seek out the most forbidden of ancient secrets. Witches are hated in high society, and for those that are seen in society at all, it is often without clothes. Many view witches as an exotic sexual adventure and often capture them and sell them off in brothels. Most male witches are considered Much more powerful and killed on the spot for being what some would call a 'warlock.' However witches have becomes incredibly good at blending into this racist, cruel society. Most wont know that they are sleeping with a witch until its too late, and by then I can promise you that they wont care...

Best Class Types: Mage, Rogue, Huntress, Ranger, Druid, and Alchemst.

Sentinels- Sentinels are the perfect example of armor crafted by angels, to rule without body or blood. Infused by the will of gods Sentinels need nothing of sustenance for they have no mortal body. Their armor is timeless and only the taint of rust can slow their form. Sentinels can wield weapons of sizes much larger than that of a normal human proficiently. The race of Sentinel is a mystery for even the greatest of scholars, as their very existence is defiance of what is known. They have no soul or body, and only by the life breathed into their armor are they bound to this world. To kill a Sentinel one must destroy it completely. Most Sentinel are feared for what they are, and thus they are left alone. Only in certain cases will they be put to service of a kingdom, and most Sentinel would gladly accept such an offer over a life of loneliness. A life of servitude is a much better option than searching forever to find the reason that you exist.

Best Class Types: Warrior, Knight, Paladin.

The Deathless- A race of those that linger between functioning in life and falling into insanity. No one knows why the deathless people are as they are. The darkness having receded into the fissure is one theory of course. When the darkness was defeated it filled the fissure where the great dark citadel hanging from a cliff was consumed, and the denizens were then cursed to this life; to linger between life and death. Many see the deathless people as abominations, or cursed souls that are pitiful. Others see them as scourge on this land which must before annihilated at all costs. Following a great purge of their people a pact was made in which the deathless people would be allowed to live so long as they stayed within the lands of the fissure. This did not stop the deathless people from spreading past their given boundaries over time however. Covered in rags, and hiding their rotted decrepit corpse like flesh the deathless hide among society as outcasts and vagabonds. Many do not dare draw attention to themselves, for fear of the Paladin order, and other such organizations that share a hatred for their race. Many deathless however fail in their pursuits... and their hope fails them. When a deathless is without hope and their mind leaves them they become vile monstrous zombie like creatures that only seek to devour and destroy anything in their path. This is the fear of the deathless each and every single night when they tuck into their beds... for falling to the darkness is truly terrifying to even the dead.

Best Class Types: Rogue, Assassin, Bards, Mages.

(Other races may be suggested but this is list for my races that drastically effect the world currently. Talk to me about additional races)

Kingdoms~

The Holy kingdom of Aunryha-
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The Kingdom is a holy citadel that was built upon a beautiful lake. At its center is a large castle where the High King Dagamur sits on his throne. Surrounding this grand citadel are mighty fortresses and towers to home the six Arch-Barons of Aunryha. The Barons control their own military, but are all dedicated to the faith, and in the countries governed by the high king; the faith rules supreme. Anyone who does not worship is either lost... or a heathen. The governing force is the Arch bishop; whom acts as grand adviser to the King himself. Claiming to hear the words of god the Archbishop moves the country to his will and has turned the mainland of Aunrhya into a holy land that has no tolerance for anyone that challenges the faith. Aunryha's baron lords each have one military general that command their personal armies. This general is one of the seven pillars, or members of the Paladin Order of Light. Stay tuned for an extensive history on Aunryha in a later journal.

The Kingdom of Barigot-
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This kingdom is ruled by two human brothers, the Elder King Ryas, and the younger King Tirias. The kingdom is rooted within great mountains beyond the ashen land in where the Dragons fell. This point was claimed by them to prove their great victory against the dragons of old. The kingdom is a three tiered fortress that rest atop a mountain. Upon every edge to the octagon shaped outer wall there is a statue of one of the great generals that helped in slaying the dragons. Within the city there are sects of worship that create followers and direct bloodlines from each of the great generals. Societal roles are chosen based on the bloodline and physical and mental aptitude of the being in question. They use this system in order to achieve a maximum efficiency within their society. Everyone has a job within the kingdom. This system was imposed by the younger brother Tirias as he is the much more studious of the two. Ryas is a warrior as heart and often handles anything to do with military. Despite the fact that Tirias proposed such a unique and efficient system; it is Ryas that receives the love of the people while Tirias is forever scorned for a decision he made in his past. Ryas does his best to quell this distrust but none are willing to forget the betrayal of young King Tirias. (An extended History of Barigot will be available in an upcoming Journal for this RP)

V'reich't-
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Shroud in the grand trees of old, said to be planted when once the Giants walked this world is now home to the last of the elven race. Lead by the Dying king Amidas, There is a great debate as to who is more suited to be the heir of the old king. Currently the two vying for royalty are the princess sisters Lariaht, and Seraluna. Which leaves great discontent among many of the elves in the home land.

Dor' Adyran-
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Deep within the Cragurn mountains of old lies a technical masterpiece forged with grand traps and hidden deep within an endless desert that borders the great fissure. The Dwarves hold their three larges vaults within this grand kingdom. Though many would say that though this is the largest it is still quite difficult to say what happened to the six remaining great Dwarf families, and few know what occurred under the great earth.

The Ashen Keep-
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Said to reside deep within the walls of the fissure is a black citadel where the Deathless are offered a great sanctuary. Not much is known of this keep only that none unwelcome have ever returned from the depths of the fissure.

The Lost Kingdoms~

The Risen land of the Angels-
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Upon the first age after the darkness their was a great series of powerful islands with seven grand citadels that sat upon each of the islands floating upon the sky at the center of the world. Stories have been manipulated and no one knows or would tell of what really happened to fall the fall of the angels but the kingdoms one day fell and created a dark hell zone beneath to curse and mark the fall of divinity as a sin by mankind. To this days the broken citadels can still be found within the Fallen lands.

The Dark Hollow-
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Deep within the Darkwood their once was a series of underground tunnels a network within a dark guardian, A deep tree as it was called protected the witches and let them nurture their dark arts within their own home. Only shreds of the tree and the collapsed networks remain now. The Kingdom of Aunryha having lead a merciless crusade into the Darkwood; they set the great dark tree ablaze and watched as the forest was scarred, calling it divine punishment for the witches being of the dark. The war that erupted from this still rages on today.

(These are the prominent kingdoms throughout the main lore. This is not the only kingdoms that existed in this world, not by a long shot but through exploration those secrets will reveal themselves.)

Covenants~

The Paladin Order of Light- This is a group of warriors that have pledged themselves against the darkness. Regardless of morality involved they will slay those of darkness without mercilessly, this includes and thing that the church deems to be of darkness. They are an elite force and take a great deal of training to join.

The Spinners- A cult lead by the witches dark shamans they are vengeance filled spirits that seek out the death of the light and those that once scorned them. Longing to bring back their dark father whom they call... Noceris they seek to corrupt the heart of man and preach the darkness wherever they can.

The Order- Lead by a man shroud in black and gold, and wearing a silver mask The Order seeks to maintain balance within the world. They are neutral and only fight if necessary, often acting more as spies and an intelligence/political agency that anything. They seek to divert wars and end wars that appear, for fear of creating another fissure in the world through mans sins.

The Ring of Assassins- As the name suggest it is a cult of assassins that take on objective missions to gain coin or favor. The Ring is comprised of nine Assassins with unique and powerful skills in their art of war. Only by killing one of the assassins may one join the Ring... but the perks involved... well you decide if its worth you taking on a dealer of death.

Scholars of Fangiela- The Scholars are a cultist group of researchers and magicians whom worship the Goddess Fangiela an embodiment of magic and the arcana throughout the world. They are artifact seekers and their greatest goal is to achieve great power and become closer to their Goddess.

The Arcane Magic of Aristara~

Aristara is a world forsaken by Gods that once loved it. As such essence of their pressence stillr emains to be collected upon the air. Every breath you take contains the mana used in casting a spell however only certain people may see and even harness this essence. The more powerful the spell, the more taxing the the reservoire of mana needed. It is a basic concept of magic in many fantasy storylines however I hope to break this down even further.

While it is not impossible to cast Sorceries, Hexes, Mancy, Aura forms, Transmutations, Divinations, etc... by hand, it is incredibly impractical, which has made magic a large money drove in the world of Aristara. catalysts taken from ancient trees of old, or powerful gems stones deep within the earth have become the usable weapon that harnesses, focuses and even fires off power spells with far less stress to the worlds outer being. Yes, when casting by hand the magic is also at its more powerful, but it is also most devestating to the world while used in this form. Every single spell used rips away from the veil that protects Aristara from monstrosities, and the world can only heal itself fast enough. Catalyst magic damage will heal much faster than raw magic.

Casters do not simply pluck their energy to fuel spells from the air around them however. Devotion, meditation, and saccrifice are required in order to summon and shape the power of the arcane into what you desire. For many casters they cling to patrons, or nameless entities that embody the arcane by animal form. Witches are most familiar with this method, though some also draw from those they see as gods. Going into that, Gods are nameless creatures that no one can compleely remember, and although there have been monstrous fossils recovered from the ashlands it is still only through specualtion and blinded faith that many castaers connect themselves to the arcane. Finally Meditation is study, it is a focussed state of enlightenment which for the weaker mind may drive one to insanity. There is a limit to everything and meditation is no different. These focuses allow one to past through a gate that connects this world and to the outer layer where mana exists in the flow.

Types of Arcana-

Sorcery- The most common type of Arcana, is a sorcery. Sorcery at its very anture is to take the mana one can find and shape it into a creative form. Many use this to replicate natural elements and create fire, or to shape the earth as needed for a shield. Some might create mist or use the mana to distort the senses of another creating illusions. Spells of this time have the capability of being cast at their rawest form but they also serve to eliminate the barrier between Aristara and monsters the most. To break it down, any elemental type of spell falls under the field of either sorcery of hexes. This type of spell is cast best through a catalyst of some sort and is the most common form of arcana.

Hexes- Hexes are what many would consider to be the dark branded magic, and well they are not completely wrong. The magic of hexes is drawn by the power left over by the darkness that swelled Aristara. Curses, Witch fire, Dark Pyromancy, Shape shifting, Misfortunes, Blights, and Boons all resonate out of hexing. Corrupt mana is harnessed to create powerful and evestating spells often with intent of murder, or the over all ruination of anothers life. This is the most hated form of Arcana, and on the eastern continent it is completely outlawed.

Mancy- Taken from the control of another is a spell type that considers natural things and bends them to its will. The most common form of mancy is the tampering of the dead. Necromancy. Through heavy focus and sccrifice many powerful casters have taken both sorcery and hexes into their study to create a power that might surpass and control death. This however is not the only version of mancy. Mancy can control the state of metal, and many confuse it with the idea of alchemy. They are not wrong. Mancy is the more magical form of alchemy but still requires quite a scientific understanding to perform. Bombs are created through mancy, Runes, the change of substance and control of another natural force upon Aristara. Mancy is used in commanding the world and bending it to your will. Very few understand the absolute intricacys of mancy.

Aura Forms- Often passed between the bloodlines Aura is a force that is naturally always there. By creating auras you give yourself permanent or even temporary buffs that have specific effects. For example. The Angelic Bloodline creates an aura around its host that makes it so that the living may never lie to her. This is just one example as Auras are often blessings man created to allow for warriors to reach new heights of power. Some may turn undead that come close to them, others may create a state of calm around them. The possibilities for these Arcane blessings are endless however it takes a strong understanding of the arcane, a bloodline, or a very lucky encounter to acquire such blessings.

Transmutations- The change of something by means of spell and understanding. Many consider this magic to be specific to hexing but that is only by its most negative nature. Yes a Witch might be able to turn another into a frog, but someone who has truly mastered and understands the art of transmutation might be able to change more than just people. They are often powerful builders, and architects useful with their power to shape anything to anything. This also makes them very versatile casters however, and from nothing they can have exactly what they might need. Plaw to dagger, Broom to spear. Or vice versa. Transmutation specialists are rare and very valuable to the world.

Divinations- Through a powerful foresight and understanding those who practice the art of divination through the arcana are often aware of everything. They create powerful sensory spells which allow them to scry and monitor everything around them. Often kings will keep a divination mage to themselves in order to have complete control over their kingdom and to never be caught off guard. The price for such intrusive uses of their abilities however is that a Diviner loses their eyesight. This is only the first of many consequences however. Loss of hearing, taste... humanity. This is because Divination is absolute. it is never wrong... and so it cheats the games of the Gods. Using divination for practical things, such as your own safety or to avoid small dangers does not have the same cost. With divination one can say easily "with great power comes great responsibility."

Of course as was hinted above there are many other magics to the world of Aristara within the realm of Arcana. Simply they are just waiting for you to discover them, create them, or for me to include them. A caster is one who aaks many questions, and seeks hard answers... I expect no different of my players. Ask and you shall recieve... at least over time.

The Faith of Aristara~

As stated many times Aristara is a world forsaken by Gods, however not so completely as many would perceive. None know why it is that Gods left this place so long ago but one thing is certain; they did not depart without leaving their mark on Aristara. Great monuments can still be found of faceless Giants. Men who stood nine feet tall and walked the very ground that humans and all sorts of other races now walked. For those who understand this in faith they have come to the realization that the Gods did not forsake Aristara, they passed it on... Mankind inherited the kingdom of the Gods. This is the cornerstone for which most of the faith is derived.

Faith without power in a world like this is however... nothing. And so mighty champions were picked to devote themselves to Gods they might never know. Religious beliefs were created by those strong enough to overcome the shunning of the Gods. The faith of Aunryha is what most would consider blind. They do not name their God, but they believe his word is absolute, and that it was by his divine mercy that the First true king of the Holy city was granted three beautiful Angel daughters. Obsessive of the divinity granted to him the faith became the one and other truth that the people of Aunryha could ever accept, and God was absolute.

In other kingdoms while Gods are still nameless many have associated them to what they desire most. Harvest, Moon, War for those it suits. A God by 'name' was created for each and every woe that mankind suffered. This lead to the difference that caused a great and terrible war between those arcane practitioners and the great divine crusaders. Where those of Arcane have accepted their magic to come from devotion to the outer circle surrounding Aristara; Crusaders were blinded by the power they'd been given by their 'Gods' mages called them on this ane challenged their faith to assume that the power they'd attained was nothing more than a new brand of arcane power... and so they fought, and so they still fight.

It was not until the darkness manifest that this war came to a sudden end and only minor skirmishes of faith and devotion still exist. The divine grew more and more powerful reaching into the power granted to them by Gods and before long their minds were corrupted to believe themselves Gods' chosen. It inflated their ego and soon edged them to believe that anyone who did not believe the same was a heritic and deserved only death so that God may judge them. Not all practitioners of the faith believed this but the crusade began with the hunting of witches, and the burning of the Dark hollow. Now three different sects of the faithful still exist upon Aristara.

The Three Sects of the Faithful-

Crusaders- The Crusaders are those that would militarize the word of their faith in order to purge the faithless from this world. They are radical in the worst of ways and follow the word of "God" to the end. Many crusders exist on the Eastern continent rather than the rest of Aristara.

Clerics- While crusaders use the power granted to them by the Gods to cull the faithless, Clerics use this power granted to them, by healing the weak and helping to fight the blight. Some may consider them a different brand of crusader, but their only enemy are are the deathless and by a twisted understanding they feel their purge over the cursed deathless is an act of mercy. They see their holy purge as an act of kindness. The Clerics can be found anywhere, and are considered as genuinely good people with a twisted idea of justice.

The Silent- Many of the faith have chosen to side with neither side in the divine word of God. Though they may follow and have faith they use their powers for their own causes, and silently worship the gods they believe in. They are not weaker than the others for their devotion is real, and their faith still absolute. They just refuse to pretend that Gods without mouths would speak to them. And as such they are the most level headed.

The Magic of Faith-

Where arcane has many types of spells magic comrpised of faith does not. Many of the spells are resolved with light, a powerful light that cleanses darkness. Others are protective, through shields of force that might deflect powerful arcane magic, hexes or otherwise. Although a shared magic with arcane is that of Aura Forms. Blessings granted are given by the Gods in this case that act the same as those of the Arcane. A few examples of common Faithful spells are as followed. Holy fire, Magic barrier, Bolts of light, Cleansing, Calling of the Celestial, Divine protection. This is just a few as these spells are virtually endless and are quite powerful in smiting the wicked, or healing the weak. The magic of the faith is used towards the complete purpose of its wielder and the will of the God they follow, in collaboration. To this end Divine magic is granted rather than learned.

As a final note on this for those specializing in the Faith I will be giving you a broad spectrum in which your magic will encompass. You are not so versatile as those of the arcane however you are just as powerful if not more so. For many arcane spells are weakened by the power of the Gods.


Character Sheet~

Name/Surname- (The Full name you go by)
Titles- (Any title received in service or through your efforts.)
Gender-
Race-
(if a cross breed between races let me know and we will figure it out.)
Age- (If you have questions regarding what ages would be appropriate then ask me.)

Kingdom Born- (Which kingdom were you born into?)
Origin- (What does that birth matter to the kingdom?)

Kingdom Served- (You are welcome to not serve any Kingdom if you wish In which case just put "rogue" in this selection)
Current Occupation- (Include rank, or level at which you perform your occupation)

Covenant One-
Covenant Two-


Magic Bloodline- (Dragon, Angel, Ancient, Witch, Dark, Deathless, Wolf, Spider, Serpent, Phoenix)

(Appearance Picture)
Hair color- (If a color other than the normal colors then pure white is acceptable otherwise very dark and dulled versions of blues, reds, and even greens if race applies.)
Complexion-(Blemishes, Freckles, Scars, or burn marks.)
Skin tone- (Believable Skin tones of the human pallete.)
Eye color- (Can have heterochromia if you have a magical bloodline)
Facial Hair- (Outlandish styles are acceptable thought higher positions of authority should be more trimmed and refined.)
Body Hair- (Leg, torso, arm, back.. etc)
Musculature- (All noticeable muscle Is the character sculpted or of vague muscle tone?)
Body Shape- (Hefty?, Light? Trim? Stocky?)
Height-
Weight-
Breast Size- (Not necessary, just fun if you wish to fill it out to provide further detail.)
Waist Size- (Not necessary just fun if you wish to fill it out to provide further detail.)
Tattoos/warpaint- (As explained, try to stay fair to the lore and time period)
Details- (Anything else I may have missed that you want us to know)


(Anyone is allowed to write their appearance as one well written paragraph that covers all of this if they so wish, If possible i always would like a picture to go above the description)

(Personality Brief)

or

View- (How does your character feel about everything around them?)
Code- (What does your character live by?)
Introvert/Extrovert-
bearing- (How does your character present themselves to others?)
Depth- (How is your character when he does not have to show bearing?)
Fears- (What is your character afraid of?)
Desires- (What does your character want?)
Secrets- (What skeletons does your character hide?
Faults- (Where do your character suffer? What are they lacking in?)
Strengths- (What is your character good at?)


Weapons of Choice- (Great Sword, Sword and Shield, Duel wield axes, Whatever one wishes to primarily use.)
Secondary Weapon- (A secondary weapon for a character to turn to. Be practical to some extent)
Hidden Weapons- (Any weapon easily concealed and pulled with ease.)
Ranged Weapons- (Bows, Cross bows, Javelin, Bolas, slings, Throwing Knives, etc)

Magical Catalyst- (Staff, Wand, Talisman, Holy Symbol, or Ring used to cast forth your magic.)
Magical Artifact- (Special artifact with imbued properties of magic and mystery)
Tome- (Powerful works of time and magic that are imbued with specific spells. Only truly researched and devote magicians may use these powerful books)

Armor- (full Detailed description of the armor you wear. If you have nothing particular you will fill this in later when you obtain some.)

Sigil- (Symbol you wear to represent who you are or what you serve.)
Cloak- (A cloak you wear to veil your appearance and or just be fashionable.)

Basic Gear- (Any needed traveling gear that you have. I will take what you write here into consideration to your survival, but remember the larger your bag the harder to carry with you.)

Stat bar~ (To explain this, the numbers ultimately will not matter in reality. What they are used for is the spread of ability. it allows me to gauge just what type of character you are. For my own personal classification.)

(30 Points to allocate if you choose to start as a fresh influence to this world and wish for the world to build you.)
(60 Points to allocate if you are journeyman in your occupation of a upcoming warrior)
(120 Points to allocate If you are a well versed warrior or ranked soldier/artisan or crafter)

Vitality- (How healthy are you? Hp so to speak for your players that want to be hefty and Tanky.)
Endurance- (How much you can bear while wearing heavier armor, as well as the stamina your character has)
Wit- (The Level of intervention your character has, and their ability to create and invent things)
Strength- (How hard do you hit? How much can you lift? Then what sort of weapons do you wield?)
Dexterity- (How agile are you? Your accuracy with a ranged weapon? and ability to wield quicker weapons properly.)
Intelligence- (This plays a factor into artisan trades as well as sorcery, and magic as a whole. How versed are you in your art or research?)
Faith- (How Faithful are you to your deity from which you draw power? Are you protected from curses and dark magic?)
Luck- (Are you one that cheats death? Do you randomly find things, or find yourself in favorable situations while gambling with life?"

Skills- (What Skills and abilities does your character possess?)

Magic Studied- (Spells that you have crafted or learned to make use of in practical ways?)

Affinity in magic- (Where does your magical prowess come from?)

Hobbies- (What do you do in your free time?)

Signature Abilities- (What abilities or talents/attacks do you use that are personal to you at the time?)

Transformations- (There will be a separate page all together for transformations to fill out so that both forms have their own character sheet so to speak.)

Background~ (Write your background based on the lore and make it thurough. The background should highlight critical moments in your characters life as well as explain the lineage from which they come. Be detailed and creative so long as you stay within boundaries, or ask to stretch them.)

~Rules~

1. Be respectful Out of character with your fellow writers. In character nothing is to be taken offensively, there will be morbid and cruel themes in this roleplay.. remember this is roleplay not real life.

2. I expect an intermediate level of writing; bare minimal for this. I look for you to truly take this world by the horns and use the information I provide to create powerful and meaningful posts. I wish to impose a minimal of two paragraphs per post.

3. There is a soft requirement of one post per week. This applies for each character you play in this roleplay. I understand life, but if you don't come to me and talk to me about why you can't post WELL BEFORE due date then I will NOT understand and you will be kicked. Inactivity is a killer for roleplays and I will not allow it to kill this one. Even if its a new game out that you want to binge play for a week I MIGHT understand. Talk to me please.

4. If you are not enjoying this roleplay I suggest you come to me to see if we can fix problems you might be having. If not then I do not want you to force yourself to stay if you are not enjoying yourself. That being said all final decisions are mine and mine alone. Once my final decision has been made it will not be contested anymore.

5. All combat is subject to the players involved you may either fight it out using an actual T1 system or you can have a predetermined outcome. I only ask that you come to me prior so that I know what has been decided and everything is fair. I will have a "story trumps rules" format for this roleplay. However I will not use story to kill anyone's character without first consulting with them.

6. Do not bring outside lore into this without predetermining it with me. I take a lot of time to write out the concepts for this world id appreciate it not being muddled without my permission.

7. You can create your own groups/kingdoms... you can create things and go beyond what the world has to offer for power so long as it is discussed and you assertively work towards those goals.

8. Be creative and have fun. Try your best to never let a post you write be boring or uneventful. This is a treacherous world with crazy lore and you will always have ability to write it as such. I look forward to seeing your creations.​

Cast~

Tirian Bladefell
Vexalya D'croix
Errol Iossa
Xanthe Liliana Selwyn
Jet
Alina Gaea Morgenstern
Kirtah Junir
Roderick Den'aria
Ulysses Dogma
Sehranna Mirri

Signature~

This is a work that I have created from various lore and personal ideas. I may eventually use this for the writing of a book and so I wish nothing to be used in professional writing from this roleplay unless agreed upon by me. Thank you for taking the time to read and I look forward to writing with you.

In character LInk
OPEN SIGNUPS - Aristara The Godless lands

Wolfsin~
 
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  • Name/Surname- Alina Gaea Morgenstern
    Titles- The Swift Shadow
    Gender- Female
    Race-
    Deathless
    Age- 52: was 15 when cursed

    Kingdom Born- Near The Ashen Keep, in a small farming village
    Origin- Low-Born

    Kingdom Served- Rogue
    Current Occupation- Spy/Thief

    Covenant One- N/A
    Covenant Two- N/A
  • tumblr_obm2cbjpE61v9pr3so1_500.jpg

    Hair color- Dull silver
    Complexion- At random parts of her body, there are large, bruise-like coloration's in blue and purple.
    Skin tone- Underneath the bandages, her skin tone is a sickly-looking gray
    Eye color- Copper color
    Facial Hair- None
    Body Hair- The only hair grows on her head and eyebrows
    Musculature- Very light muscles from traveling and sneaking about
    Body Shape- Light and slender, almost anorexic
    Height- 4 feet 8 inches
    Weight- She lost a lot of weight with the curse and so weighs maybe around 80 pounds
    Tattoos/warpaint- N/A
    Details- Those bandages (as seen in the above picture) cover her entire body. She gets very paranoid when people get too close to them. There is a rip above where her mouth is, allowing her to speak and eat without removing the bandages. It has also been noted that she does not wear shoes yet she shows no sign of pain at walking barefoot every where.
  • View- As much as she would like to distance herself from the problems of those around her, her kind and caring nature forces her to help those in need. While she does steal, most of the things she stole, she gives to people she sees in need. “We must all face the choice between what is right and what is easy.”
    Code-
    Though the world may strive to bring her down, do not lose hope. “Happiness can be found even in the darkest of times, when one only remembers to turn on the light.”
    Introvert/Extrovert- A definite Introvert. “It takes a great deal of courage to stand up to your enemies, but a great deal more to stand up to your friends.”
    Bearing-
    She prefers to stick to the shadows and remain unseen if all possible. If she is seen however, she tries to show courage and bravery.
    Depth- Reserved, quiet. She doesn't speak very much.
    Fears- Of being found out as the monster she is.
    Desires- To be human again and have a family.
    Secrets- Her curse. To walk a line between life and death. She hides it with bandages.
    Faults- The loneliness of the last 37 years becomes too much for her at times and she finds herself drawing closer to humans than is safe. She has almost been discovered for what she is a couple of times.
    Strengths- She is fairly nimble and quick on her feet. She is an excellent climber and can run swiftly if the need presents itself. She has taught herself how to move silently and without being seen. And because of her curse, she doe not feel temperature or pain, nor can she die by normal means. The
    only thing that can kill her is through holy magics. Nor does she need food or sleep.
 
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[BCOLOR=transparent]Name/Surname-[/BCOLOR][BCOLOR=#000000] Cardon Hasten[/BCOLOR]
[BCOLOR=transparent]Titles- [/BCOLOR][BCOLOR=transparent]The Butcher[/BCOLOR]
[BCOLOR=transparent]Gender- Male[/BCOLOR]
[BCOLOR=transparent]Race- Undead[/BCOLOR]
[BCOLOR=transparent]Age-[/BCOLOR][BCOLOR=transparent] Unknown[/BCOLOR]


[BCOLOR=transparent]Kingdom Born- Originally Barigot[/BCOLOR]
[BCOLOR=transparent]Origin- [/BCOLOR][BCOLOR=transparent](What does that birth matter to the kingdom?)[/BCOLOR]


[BCOLOR=transparent]Kingdom Served-[/BCOLOR][BCOLOR=transparent] Served in Barigot in his previous life[/BCOLOR]
[BCOLOR=transparent]Current Occupation-[/BCOLOR][BCOLOR=transparent] Hired sword, mercenary, serial killer on the side[/BCOLOR]


[BCOLOR=transparent]Covenant One- None[/BCOLOR]
[BCOLOR=transparent]Covenant Two-[/BCOLOR]


[BCOLOR=transparent]Magic Bloodline- None that he knows of[/BCOLOR]

[BCOLOR=transparent](Appearance Picture)[/BCOLOR]
[BCOLOR=transparent]chrisbjors_undead_by_chrisbjors-d7bywmj.jpg [/BCOLOR]
[BCOLOR=transparent]Hair color- White[/BCOLOR]
[BCOLOR=transparent]Complexion-Wrinkley[/BCOLOR]
[BCOLOR=transparent]Skin tone- Rotted [/BCOLOR]
[BCOLOR=transparent]Eye color- Blue[/BCOLOR]
[BCOLOR=transparent]Facial Hair- None [/BCOLOR]
[BCOLOR=transparent]Body Hair- None [/BCOLOR]
[BCOLOR=transparent]Musculature- (All noticeable muscle Is the character sculpted or of vague muscle tone?)[/BCOLOR]
[BCOLOR=transparent]Body Shape- Muscular [/BCOLOR]
[BCOLOR=transparent]Height- 5’10[/BCOLOR]
[BCOLOR=transparent]Weight- 200[/BCOLOR]
[BCOLOR=transparent]Tattoos/warpaint- None[/BCOLOR]
[BCOLOR=transparent]Details- (Anything else I may have missed that you want us to know)[/BCOLOR]



[BCOLOR=transparent](Personality Brief)[/BCOLOR]
[BCOLOR=transparent]Cardon is an interesting individual. He was always a social outcast, so he rarely talks to most people, unless someone else talked to him first. Whenever he does talk, his tone sounded as if he’s thinking of something else, something big he’s planning. What does he do when he’s not talking? He’ll be watching everyone, as if judging everyone around him. Once he deems you unworthy or a hindrance, he will take you somewhere private, and kill you with his machete. [/BCOLOR]


[BCOLOR=transparent]A common conversation Cardon was involved are about his machete. Cardon would sound cheerful and proud of his one of a kind weapon. He even named it Jespar, for an unknown reason. He often sharpens the blade whenever he’s not in transit or in combat. From time to time, he would mutter something to the machete, normally asking questions to it. He would deny him even doing so whenever someone interrupted him. [/BCOLOR]

[BCOLOR=transparent]Weapons of Choice-[/BCOLOR][BCOLOR=transparent] Great Machete [/BCOLOR]
[BCOLOR=transparent]yhorms_great_machete.png [/BCOLOR]
[BCOLOR=transparent]Secondary Weapon-[/BCOLOR][BCOLOR=transparent] Large Knife he rarely uses[/BCOLOR]
[BCOLOR=transparent]Hidden Weapons-[/BCOLOR][BCOLOR=transparent] None[/BCOLOR]
[BCOLOR=transparent]Ranged Weapons-[/BCOLOR][BCOLOR=transparent] Stun grenades like devices he uses to stuns people[/BCOLOR]


[BCOLOR=transparent]Magical Catalyst-[/BCOLOR][BCOLOR=transparent] None[/BCOLOR]
[BCOLOR=transparent]Magical Artifact-[/BCOLOR][BCOLOR=transparent] None[/BCOLOR]
[BCOLOR=transparent]Tome-[/BCOLOR][BCOLOR=transparent] None[/BCOLOR]


[BCOLOR=transparent]Armor-[/BCOLOR][BCOLOR=transparent] Old knight armor[/BCOLOR]
[BCOLOR=transparent]Fallen knight set.jpg [/BCOLOR]


[BCOLOR=transparent]Sigil- [/BCOLOR][BCOLOR=transparent]Carries a silver coin that one side is a skull, the other shows a broken sword, a coin that was made for traveling undead[/BCOLOR]
[BCOLOR=transparent]Cloak- [/BCOLOR][BCOLOR=transparent]The cloak on his armor is the same that was with his armor the day that he got it so long ago.[/BCOLOR]


[BCOLOR=transparent]Basic Gear-[/BCOLOR]
  1. [BCOLOR=transparent][BCOLOR=transparent]Box of Matches[/BCOLOR][/BCOLOR]
  2. [BCOLOR=transparent][BCOLOR=transparent]Fifty feet of rope[/BCOLOR][/BCOLOR]
  3. [BCOLOR=transparent][BCOLOR=transparent]Sharpening stones[/BCOLOR][/BCOLOR]
  4. [BCOLOR=transparent][BCOLOR=transparent]Coin purse[/BCOLOR][/BCOLOR]
  5. [BCOLOR=transparent][BCOLOR=transparent]A torch[/BCOLOR][/BCOLOR]
  6. [BCOLOR=transparent][BCOLOR=transparent]A blanket[/BCOLOR][/BCOLOR]

[BCOLOR=transparent]Stat bar~[/BCOLOR][BCOLOR=transparent] (To explain this, the numbers ultimately will not matter in reality. What they are used for is the spread of ability. it allows me to gauge just what type of character you are. For my own personal classification.)[/BCOLOR]

[BCOLOR=transparent](30 Points to allocate if you choose to start as a fresh influence to this world and wish for the world to build you.)[/BCOLOR]
[BCOLOR=transparent](60 Points to allocate if you are journeyman in your occupation of a upcoming warrior)[/BCOLOR]
[BCOLOR=transparent](120 Points to allocate If you are a well versed warrior or ranked soldier/artisan or crafter)[/BCOLOR]

[BCOLOR=transparent]Vitality-[/BCOLOR][BCOLOR=transparent] 20[/BCOLOR]
[BCOLOR=transparent]Endurance- [/BCOLOR][BCOLOR=transparent]25[/BCOLOR]
[BCOLOR=transparent]Wit-[/BCOLOR][BCOLOR=transparent] 5[/BCOLOR]
[BCOLOR=transparent]Strength-[/BCOLOR][BCOLOR=transparent] 40[/BCOLOR]
[BCOLOR=transparent]Dexterity-[/BCOLOR][BCOLOR=transparent] 10[/BCOLOR]
[BCOLOR=transparent]Intelligence-[/BCOLOR][BCOLOR=transparent] 5[/BCOLOR]
[BCOLOR=transparent]Faith-[/BCOLOR][BCOLOR=transparent] 5[/BCOLOR]
[BCOLOR=transparent]Luck-[/BCOLOR][BCOLOR=transparent] 10[/BCOLOR]


[BCOLOR=transparent]Skills-[/BCOLOR][BCOLOR=transparent] Extremely strong, a fantastic liar when he want’s to be, know’s how to wield most massive weapons[/BCOLOR]

[BCOLOR=transparent]Magic Studied-[/BCOLOR][BCOLOR=transparent] His whole bloodline are not magical, but that never meant that none of tried to gain some magical power[/BCOLOR]

[BCOLOR=transparent]Affinity in magic-[/BCOLOR][BCOLOR=transparent] Again, he knows of no magical in his blood[/BCOLOR]

[BCOLOR=transparent]Hobbies-[/BCOLOR][BCOLOR=transparent] sharpening his blades[/BCOLOR]

[BCOLOR=transparent]Signature Abilities-[/BCOLOR]
[BCOLOR=transparent]
[/BCOLOR]

[BCOLOR=transparent]Transformations-[/BCOLOR][BCOLOR=transparent] (There will be a separate page all together for transformations to fill out so that both forms have their own character sheet so to speak.)[/BCOLOR]

[BCOLOR=transparent]Background~[/BCOLOR][BCOLOR=transparent] (Write your background based on the lore and make it thurough. The background should highlight critical moments in your characters life as well as explain the lineage from which they come. Be detailed and creative so long as you stay within boundaries, or ask to stretch them.)[/BCOLOR]
[BCOLOR=transparent]WIP))[/BCOLOR]
 
I will be without internet until Wednesday, until then I cant give any reply to messages or posts because of internet loss.
 
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Slots still open?
 
@Hunter of Shadows

Our GM Wolf is still out of commission I believe but should be back soon. I'm not a Co-GM or anything like that but I'm pretty sure that the RP is still accepting. (:
 
Aye, I'd also like to throw in my interest of this story as well once the GM returns.
 
Rp is still accepting yes. Sorry for the wait both of you guys. Please send me a pm with a general idea of what you're looking to do so we can work it out. Beyond that make sure to read the rules and all the info available on the front of this page. Thanks =)

@BlueFlameNikku @Hunter of Shadows
 
Please tell me this is still alive... PLEASE
I actually wanted to post something on here before and I thought I put it on watched but now I stumbled upon it again so I'll try and drop a CS

Im probably going to make this the 4th and final RP that I join but im still on the hunt lol
 
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Please tell me this is still alive... PLEASE
I actually wanted to post something on here before and I thought I put it on watched but now I stumbled upon it again so I'll try and drop a CS

Im probably going to make this the 4th and final RP that I join but im still on the hunt lol
WE ARE STILL ALIVE AND KICKING! Unfortunately (and I can speak for myself with this) some of us have been rather busy > - <" because of this, some may take a while to reply, but I know Wolfy is more than happy to allow another player. Try sending him a PM just to make sure of it!
 
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Yeah we have a convo set up :D
 
I've decided, don't count me out of this just yet if there's still room, I need to fully read over some more stuff before I decide
 
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As said before Definitely accepting members. Just let me know via pm what people are thinking so I can work it into the story.
 
Got room for another? And could I possibly be given a quick run-down of what's happened sofar so I can work a character in?
 
Definitely Send me a Pm and we can discuss whenever both of us have time.
 
Name/Surname- Kirtah Junir (KEER-tah Yoo-nyir)
Titles- The Wayward Heretic, Freespirit, Pathmaker.
Gender- Male
Race- Human
Age- 36

Kingdom Born- Barigot
Origin- Nothing, anymore.

Kingdom Served- Rogue
Current Occupation- Wanderer

Covenant One- None
Covenant Two-

Magic Bloodline- Phoenix, Deathless

Winterbound Warrior.jpg

Hair color- Dark brown, shaved.
Complexion- Scars and some burns on his head, face, chest, and forearms
Skin tone- Pale
Eye color- A slightly lighter brown than his hair
Facial Hair- A rugged and warm-looking beard
Body Hair- Moderate, on his legs, chest, and arms.
Musculature- Very well toned, great strength evident in the biceps, pecs, and thighs.
Body Shape- Hefty, with not too much body fat. The beginnings of malnourishment are present.
Height- 5'6"
Weight- 170lbs
Tattoos/warpaint- A tattoo of seven outward-pointing triangles arranged in a circle like a sun on the left pectoral, the same tattoo on the back of the left hand.



(Personality Brief)
View- Practical: Everything serves it's purpose in the web of life. Sometimes that purpose is to die.
Code- "Die on your feet, rather than live kneeling."
Introvert/Extrovert- Extrovert
bearing- He's a cocky shit, but knows what's over his head.
Depth- He's still a cocky shit, but still knows not to make trouble where none is needed. He cares about people, but never enough that he gets too attatched. Love, to him, is a weakness that can be exploited. Any weakness a wanderer like him has is liable to get him killed.
Fears- Dying like a coward, not being in control of his own destiny
Desires- To travel the kingdoms, to find a purpose in his living, and to die like a warrior
Secrets- He's considered a heretic in Aunryha for a number of reasons. Most of which he can't even tell you.
Faults- He gets his nose into business it doesn't belong in far too often, bringing him troubles he has no need for.
Strengths- Superb warrior, excellent Pyromancer


Weapons of Choice-
Remnant.jpg Crafted by him for both the chopping of wood, and of flesh.
Secondary Weapon-
Darkhallow Blade.jpg
The sword of a fallen Deathless foe he claimed as a prize. It radiates a dark and unsettling energy, seemingly warped by the same magic that causes the Deathless to arise.
Hidden Weapons-
Copperguard Dagger.jpg
A small dagger just a little shorter than his forearm, for "last resort" experiences. Given to him by the man who taught him to survive. Kept on his upper right thigh, beneath the fur kilt.
Ranged Weapons- None

Magical Catalyst- A small, iron band ring on his left middle finger.
Magical Artifact- None
Tome- None

Armor- He wears a steel plate cuirass, held together by leather straps, under which he wears a long-sleeved chain mail shirt, with a self-made pelt shirt under that. Steel pauldrons guard his shoulders. His vambraces are made of vert tough leather, lined with fur underneath. His legs are covered by cotton pants, and leather armor. He wears boots made of thick hide and the same kind of pelts his shirt is made of. The pelt kilt is mostly for show, but it also helps keep him warm in winter.

Sigil- The sun tattoo he bears on his chest and hand. It is a personal sigil, representing his ability to wield fire and lack of allegience; the empty center symbolizes his bonds to no one, the seven points symbolizing each of the five kingdoms and the two fallen kingdoms.
Cloak- A simple hooded grey cloak he sometimes wears over his armor to help guard against the elements.

Basic Gear- Leather water flask, a few pounds of dry meat (like jerky), a skinning knife, and a wood flute.

Stat bar~

Vitality- 20 (He can take a few hits, but is by no means invincible.)
Endurance- 20 (He's not one to tire easy, or relent from a fight.)
Wit- 12 (Just enough to have forged his axe, and build basic survival things.)
Strength- 20 (He wields an axe all the time, and a sword in the other hand most of the time. He's got a bit of bulk.)
Dexterity- 17 (He can wield a longsword, can't he?)
Intelligence- 16 (It takes a keen intellect to throw fire as a means of attack and have it not hurt you.)
Faith- 4 (He's a heretic for a reason.)
Luck- 11 (He gets by.)

Skills- He is a seasoned combatant, knows how to set traps, hunt, cook, and dry meat for travel, which plants are helpful and which will harm, and how to tell if a man is a friend, foe, or con.

Magic Studied- He trained himself the use of pyromancy, the art of summoning flame and using it as a weapon and tool.

Affinity in magic- It comes from his Phoenix bloodline, though he is unaware of this.

Hobbies- Flute playing

Signature Abilities- He's fond of using his axe to parry an attack, stepping forward to entwine and trap the opponents arm with his own, then grabbing their face as he ignites his pyromancy flame and burns their face to disfigure and blind them to make them easier to strike down. He's also been known to strike with his axe, forcing an opponent to dodge backwards, which he uses as an opportunity to step forward and, using the momentum of the axe, spin swiftly and deliver a backhand cut with his sword.

Transformations- Should he die while he is on fire, or because of fire, the unique mix of his Phoenix and Deathless bloodlines cause him not to rise from the ashes as a child, as his phoenix blood would have it, but as a Deathless. He is unaware of this.

Background~ The Junir family resided in a lonesome shack too close to the Fissure for many's comfort, but they appreciated the solitude. The blood of the Phoenix was strong in their family, and they had escaped the Kingdom of Barigot years ago to escape any repercussions that may have come of this information. Some time during their life in this new home they conceived a child. A son was born. Kirtah, named after his great grandfather, was the brightest joy in his parent's life, as are most children to their own. All was well, but there was something wrong with the boy. His aura was strange and dark, warped by the close proximity to the Fissure. He seemed otherwise fine, so his parents worried none for him.

Living close to the Fissure had it's dangers, however. Kirtah was no more than a year old when his family's home was set upon by roaming feral Deathless. His father fought to protect them, but he could only do so much. The man bought time for his wife and child to escape, saying a brief goodbye to both. His mother made haste to the outskirts of Barigot as his father stayed to keep the Deathless off their trail. The only memories Kirtah has of his father is his agonized screaming in the distance as his mother's tears fell on him, and later stories of him told by his mother.

Dirty, starving, hopeless, they made it to the gates of Barigot, and secured a future for themselves as servants of the guard captain, who pitied the boy and desired the mother. His childhood was not kind to him, and the Captain was not kind to his mother. He would often beat and rape her, and she could do nothing, lest he kill her and abandon the boy, or treat him just as cruelly. The boy became older. As a teenager, he watched his mother pass of disease. Enraged, anguished, orphaned, his hands ignited into flame. He hardly even realized what he was doing, what had happened, until he was blinking at the inferno in front of him, the captain's home set ablaze while the man slept. Fearing punishment, he ran, taking the back alleys to avoid detection by the guard. He fled the city, and went once more into the wilderness.

After blindly wandering for a few days, a kindhearted traveler met the lad, and decided to help the boy. He trained Kirtah in the arts of war, and survival. He spent the next few years under the man's tutelage, learning the ways of the wild. He learned to survive. He learned what it meant to be a wild spirit. He learned of honor, of the warrior's way. Of what it meant to accept the blade before submission. To embrace death as an inevitability. To be free of even destiny's chains.

The man taught him some basic smithing as well, on the rare occasions they wandered into a town. It was in one such town, and the age of seventeen, that he forged Remnant, as well as his iron ring. After quite some time, the man and Kirtah, now well experienced and eager to strike out on his own, parted ways. Before leaving him, the man gave Kittah a dagger- something to remember him by. Kittah thanked him for everything, and walked away to tread his own path.

He spent many years in the wilds, simply surviving, and fighting off beasts and bandits alike. Over time, he trained himself to use his pyromancy, and slowly imbued his ring with fire magics that made it easier to cast his own. At some point he managed to find his way back to his family's old cabin, rotted and overtaken with vegetation. The bones of his father awaited him there. As did the undead who slew him. As Kittah drew closer, the feral thing lifted it's gaze to him. The stench of decay singed Kittah's nostrils. The Deathless warrior roared, and charged sword raised. Kittah drew his axe, and prepared to fight for his life.

The creature lunged at him, and Kirtah parried with Remnant, striking the monster's head with his free fist as it passed by him. It turned quickly, and tried to struck again, missing the survivalist by inches as Kirtah backed out of the way just in time. He sidestepped another swipe and planted the blade of his axe deep in the Deathless' side, yanking it free. It seemed almost completely unhindered by the blow. In the moment of Kirtah's stupor, the Deathless struck at him again, his reflexes saving him from all but a glancing blow to the arm. Though he could still move it, a numbness began to spread outward through the limb. Again and again they clashed. Each strike Kirtah landed seemed to do nothing. He was careful not to let the undead beast land any more blows.

It charged one last time, striking downward. Kittah parried, stepping in, grabbing it's arm, and igniting the pyromancy flame in his left hand. He gripped the monster's face, pouring all his rage, his pain, into the flame, burning away what was left of its head, charring the bone, cooking it's brain, and luckily killing it. He let the corpse fall, and collapsed beside it, numbed and exhausted. He claimed the thing's sword as his own, noting the name etched in the pommel: Darkhallow.

More confident in his abilities and still hungry for adventure, Kirtah Junir set off again.

EDIT: Found a better picture for the axe.
 
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ATTENTION!

Alright. Once the huge maintenance that is coming is over this rp will continue full boar. I have work so I will do what I can to make my schedule work with this. Those that do not reply within the first week after the maintenance is done will be kicked from this rp. In addition please make sure all character sheets are done by this time. I will only accept valid excuses presented to me directly before this maintenance is over. Thank you all. In my free time seldom it may be I will finish the map and get some write ups on magic and the over all rp written up. I may also start writing lore directly for this world so that you can read it and maybe find inspiration to direct your characters. Thanks guys and look forward to writing with you all after the maintenance.

Wolfsin~
 
I added a LOT of information on Magic, and Faith to the Front page of this rp. Please go take a look. Ill be updating the front page a lot within the next few days.
 
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Hi again. Iwaku is back up now. What that means is by this time next week. (End of Monday next week) I need to hear from people in the rp. If your character is stuck due to another person, then you will not be punished for that only the person holding others up would be. However do not get confused and if you aren't sure what to do with your character contact me. I will work you through it. As I stated above anyone who does not reach out in one way or another to let me know whats up will be kicked from this rp. For this to work we need communication and collaboration. Lets do it guys.

GM.
Wolfsin~
 
WIP

Kaathe Klujhar

Titles-
Grand Witch

Gender-
Male

Race-
Witch

Age-
23 birthday soon (celebration event!)

Kingdom Born-
The Dark Hollow (Not sure if considered a kingdom)

Origin-
He was born from previous members of the Spinners and was taken into the group from birth. He is the youngest of the Grand Witches.

Kingdom Served-
The Dark Hollow (Not sure if considered a kingdom)

Current Occupation-
Grand Warlock

Main Covenant-
The Spinners

Magic Bloodline-
Witch
Details:
Will never be attacked by animals and can understand them
Climate does not bother Kaathe
Natural affinity for Hexes
Blood is poisonous
Entrancing gaze, which makes him quite hard to deny and not be influenced by him or believe him.

Pixiv.Fantasia%3A.Fallen.Kings.full.1711135.jpg
Hair color- White
Complexion- Flawless
Skin tone- Pale white skin
Eye color- Black
Facial Hair- None
Body Hair- Very little
Musculature- Well defined (Imagine someone who does kalisthetics and cardio often)
Body Shape- Average
Height- 5'9
Weight- 160
Details- Ears are not pointy like in the picture, the faces are similar though. Can be easily classified as a witch due to his appearance but he isn't really afraid to show himself off since what he mainly does now is to spread the message of the Spinners and his Dark Father's teachings ,as well as kill or convert those whom embrace the light and common citizens/people. He keeps a cloak in hand if he needs to conceal himself.


Personality-
Kaathe is an obsessive person, if he becomes attracted to something/one or dedicated to something/one he will show incredible dedication and tenacity, although it does become obsession with time. Which is one of the reasons why he is respected as a vocal leader within the spinners, despite his age. He will put an unnatural amount of effort towards that person or thing in order to achieve what he wants or get who he wants, in other words, he's willing to do anything. He sees those that do not follow his father's teachings or ignorant to them as simply blinded by the light and in need of guidance. He looks at those whom follow the light and willingly ignore Necrosis's gifts with pity, as they are beneath beasts to him, to actively deny Necrosis is nothing but heresy punishable by death. He is a ruthless, a sadist, manipulative, and an all around zealot/extremist. The way he acts shows clear insanity, making light of even the most gruesome of topics and laughing hysterically at any given moment, he is quite the nutcase.

More Info

View-
He follows the beliefs of the Spinners, and sees the world in an inadequate state. He believes it to be repulsive at the moment and wants to spread the beliefs of his covenant and the wise teachings of Noceris.

Code-
"If it is the word of mine Father, then I shall fufill"

Introvert/Extrovert-
Extrovert

Bearing-
Rather overbearing presence and tenacity. He could easily influence the weak willed and weak minded to do his bidding. Not afraid to speak of himself or his accomplishments.

Depth-
He is constantly plotting, he is truly committed to his cause. The deeper he becomes engrossed in darkness and the power of Necrosis the more his sanity and moral compass suffer, he will eventually become a zealot with unbreakable will. The ultimate servant to the Dark father and unable to be influenced by others.

Fears-
Is weary of the light but not afraid of it, if anything were to scare him it would be being cast away by his group and deemed not worthy of his dark father. Basically failing the covenent and necrosis etc.

Desires-
For his Dark Father's wish and dream to become a reality, and enter a new age of darkness. To continue to become more reknown and more powerful. He also wishes to become a sort of prophet to his Father, he believes his faith and dedication to the cause greater than even the matrons. He wishes to be only directly under Noceris himself.

Secrets-
Deep down inside him there is a small wish that he has, he wants to kill the matrons of the spinners and become the highest position in the hierarchy to feel truly directly beneath his Dark Father and wishes to be fully engrossed by him(Vessel). Tortures and manipulates common citizens, people of faith etc. into joining the spinners, this is mostly a secret to those opposing him. That he is also a recruiter in the many chaotic cities, it is quite easy to manipulate people in dire times.

Faults-
- No mano a mano combat prowess
- Loud with his beliefs and stating his identity, aka could get him into trouble with the wrong crowd.
- I mean he is becoming more of a maniac as every second passes, eventually he won't be able to reason even with those in the spinners.
- His absolute devotion to necrosis could be the end of him
- Soft spot for hot grills (rawr hehe xD) (jk kill me.)


Strengths-
- Magic/Dark Arts/Talented in Magic
- Influencing others aka Silver Tongue
- A good fighter, plays to his strengths and is tactical.
- His absolute devotion to necrosis can also be a strength since he would do anything if it's in the name of necrosis and for the good of the cause, so it's basically really good motivation fuel and could get him through dire mental situations


Weapons of Choice-
Hexes- As said in the OP

Aura of a Witch: If aggravated enough the forces of nature may suddenly try to go against his opponent, although not in a very large scale. Animals attack the opponent, the wind may blow against them, plants may coil around their feet and attempt to trip them etc. Nuisances for sure.


Sorcery- Ability to manipulate mana at will proficiently.

Studying Mancy- Knows Pyromancy decently due to of course being able to use dark fire with hexes but Necromancy has become his main focus at the moment, he has become obsessed with this topic so on his free time he will attempt to study and learn more. Soon enough he will be able to fight with these.

Secondary Weapon- Long sword that remains sheathed on his left hip. A simply blade with an adorned hilt, the hilt is a mixture of gold and black coils wrapping around it.


Hidden Weapons- His magic is the hidden part I guess, I don't think people could identify a magic user with their naked eye.

Magical Catalyst-

-Grand Spinner's Staff: A staff granted to those of high standing in the Spinners, he tries to keep it concealed for the most part as he only uses it for heavy spell casting and certain combat spells.

-Rings on several of his fingers: His normal catalysts for Sorcery and certain hexes, they output magic at a faster rate than his staff because of the amount of rings he has. Although there are two "rings" that are made of black leather which are permanently attached to his right and left index fingers. These are more potent catalysts of his that focus on powerful hex and sorcery casting. He cannot use them together with his other catalysts because they do not synergize in terms of power and purpose.

-Can self cast but of course not a common thing.

Magical Artifact-
Idol of Necrosis: An idol given to Grand Witches after their nomination, it is simply a tool to channel energy during Rituals dedicated to Necrosis or gain power.

Tome-
He is working on it

Armor-
None, only robes and his dress clothes, regular clothes, and Spinners Uniform and robes.

Sigil-
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Cloak-
Similar style to what is in the picture except pure black and a hood.

Basic Gear-
If he needs to

He carries a pouch with things he'll collect in his adventures really.
Has a carving knife
Some trinkets
An assortment of berries
Water Flask
His books and spinners books
Basic survival things.


Stat bar~
Vitality- 10
Endurance- 20
Wit- 5
Strength- 10
Dexterity- 10
Intelligence- 30
Faith- 30 (Not sure if it counts for Dark Father but I can remap if doesn't)
Luck- 5


Skills-
Stated above
Can run fast


Magic Studied-
Stated above

Affinity in magic-
Most of his magic comes from his own studies but also he is blessed with power by following Necrosis diligently.

He has a natural affinity with Hexes making it his best field.

Hobbies-
PRAYING TO THE DARK LORD
Reading
Studying the art
Conning/Tricking/Torturing/Murdering etc.


Signature Abilities-

Petrifying Gaze- He can use a curse that renders another person immobile, although he has to initially touch them with his palm, and then maintain eye contact with said person. He uses it usually for torture but it can be used in other situations like intimidation, when people lose physical control of themselves they tend to not be too happy. On the initial touch people will feel a bit of a chill.

Chains of the Abyss- Can reproduce the feeling of someone being dragged to the floor violently and being constricted/choked. He usually does this from a curse (With the previous conditions) or his favorite is using an illusory mist with sorcery when either being chased or against someone unaware and having this happen.

Projectile Magic- Usually to defend himself from afar he will have several sharp blades of mana appear around him and be launched at whoever is trying to fight him. If they hit each will have a different effect, some may cause blight, others may explode in a small burst of witch fire/dark fire etc.


Guardians-
As a grand witch Kaathe has two Guardians by his side or at least watching over him usually if in public. Their sole duty is to fight for Kaathe initially and protect their leader. Kaathe being one of the more active and danger seeking leaders his Guardians are some of the best at disengaging and nullifying with threats.
(Will list my own if no one wants to try playing 1)


Background~
((Early Life))


Although Kaathe considers his true inception was when he first learned of Necrosis and began to worship him. He did have a mother and father like any other child, his childhood could be considered as a rather tragic one. His mother was caught an illness during the ends of her pregnancy and died giving birth to Kaathe, Kaathe's mother and father were both rogues, having been discovered as witches within kingdom walls. They both had ran and eventually crossed paths as fellow fugitives of Aunryha nearing the Dark Hollow. Eventually, feelings would bloom between the frail man and the woman with pure white hair, proof that love may come to those in even the most dire of situations. For a year or so the father and mother of Kaathe had remained in solitude, Vendrick and June (the parents) would hunt and trade with black markets situated on the outskirts of the Hollow.

Soon enough the couple were expecting a child and had made the preparations for such event, having fixed up an abandoned cabin that was hidden away by hills and trees, when a new member of their family came another left. The father was devastated ,a crippling depression took control of him, he felt truly alone in the world even his new child. Vendrick had always been a weak man, not fit to deal with surprises or heavy labor, it was hard enough for him to hunt or even be remotely helpful. He wasn't as strong as his lover and would never be, so once he lost his support he crumbled. But he found a new purpose and meaning soon after, raising Kaathe.

Quickly after the burial of his lover, he made it his mission to find a wet nurse in order to feed his newborn child. He had remembered the black market and conveniently managed to find business with one. He would leave his child with the nurse for most of the time and then leave to find any work he could, be it selling the game he would managed to hunt, mining, animal care. Any job the man could find, he would take, in order to keep himself from going mad and to also keep Kaathe alive. Vendrick had begun to grow as a person, and would eventually be deemed strong even. He stayed away from the place he buried June at, to avoid the thoughts that would cripple him mentally, although guilt would eventually overcome him.

((Kaathe's Inception))


Around a decade or so passed and the Warlock Vendrick could now fit in to society normally, he found a new home on the outskirts of Barigot and more work than before. His previous sharp features and fair complexion were riddle with some scars, cracked lips, and dirt. He kept his face sullied in order to hide his features though, he does not wish to risk anyone finding out when he enters cities and populated areas. Vendrick walked with a slouch and his life had no changed very much, although the work was not as needed. He would often hunt and be able to feed his young, silent boy. Vendrick never really understood what his child would think of, he would always seem very distant to him, a painful reminder of June almost with how similar she and the boy looked. Vendrick had learned pyromancy over the years and assisted some jobs that seemed open minded with it, mostly those with shadier company involved.

That shady company would instil a fear in Vendrick that he had never before experienced. On the second day of winter, Vendrick returned to his small home to find that his son was missing and the place had been robbed. He also found a note that insisted he return to the Dark Hollow and that they would find him once he did so. However... Vendrick was a weak man, at the thought of his child now being gone, he laughed. He felt a burden being lift from his shoulders and the cruel reminder of June was now gone. This event would eventually turn Vendrick into a deathless later in his life, where he would meet Kaathe once again and stare at him in awe from a far and soon after, die pitifully as a crazed undead. A death without much meaning, a life without much meaning, a cowardly and pitiful existence in the very end.

Vendrick was truly weak.

When Kaathe was taken he didn't feel much remorse towards his kidnappers, he had been mostly imprisoned in that small house for most of his life and the only face he would see was that of his depressed and decrepit father. Kaathe stayed silent for most of his childhood, his father sometimes wondered if the boy was mute but in reality Kaathe found little point in communicating with his father and would instead ask for books once in a while to keep himself entertained or play around the small house. He wasn't too literate due to the lack of communication but he could do all of the things in a basic manner.


When he was kidnapped he also remained silent and did not struggle, at one point he simply walked with the kidnappers and wasn't carried. They were rather amused by the spectacle and seeming fearlessness of the child and decided to introduce him to Necrosis while they were at it. This was the very first thing that Kaathe became interested in and he was overjoyed by it. The kidnappers, whom were members of the Spinners had been aware of Vendrick's origins and him being a witch and wished to recruit him once they learned of his pyromancy. However they sensed potential in Vendrick's child and time went on, and saw his talent bloom.

Kaathe was introduced to the organization and most of his members when he joined, being the youngest he did feel uneasy about it, but his tenacity kept him going over time. His determination to learn and grow more was noticed by most of the members and he alone drove the members around him further more. A young child with no experience with any magic and having been taken from his Father, studying and embracing Necrosis. Kaathe became living proof of the "power of Necrosis" and was an idol among the covenant, he was referenced many times by recruiters and was raised taught by a Grand Witch and raised within the covenant. Years passed and recognition became respect and admiration rapidly, he gained his status as a Grand Witch at 20 and cemented himself as one of the strongest and youngest in the covenant. He held rituals and hearings often, and as time went by he would become more and more engrossed in the teachings and the mentality of a child of darkness.

Kaathe began his missions and recruiting within cities at 17, he would do whatever the Spinner's would task him and eventually gained the freedom to leave and do what he deemed fit when he became a Grand Witch at 19. He would recruit those with potential to join and inspire them with his moving ceremonies and rituals, and kill those who posed a threat against his beloved covenant and Necrosis. His father quickly became a distant memory, like a memory of stepping on a cockroach, a meaningless thought that would be forever forgotten. Kaathe did not have any father aside from Necrosis, Necrosis was his name giver, birth giver, and wise teacher.

As Kaathe continued to grow and learn more his mind would deteriorate more and more, he had begun to participate in Rituals that would require things such as blood, possession, sacrifices (human and animal) in order to engross himself in the lovely gifts of power and affinity from his father. He would kill several men and women in order to use their entrails for his Rituals, a bloody sacrifice that would continue to make him more powerful as a Warlock. Those unwilling to join him would most likely be killed by him.

Which brings us to a couple of weeks before the current time, where Kaathe seeks to become a vessel for Necrosis secretly and continues to wreck havoc for the Spinners and on his own time as well. He wishes to advance the Spinner's goals foremost, to take the back to the Dark Hollow and then to continue to corrupt the Holy Lands in order to bring a new age, an Age of Darkness, for his All Father Necrosis.




 
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