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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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I hope not to lose you, but I do understand how these things go. So just keep me informed friend. I hope the best for you.
 
Just checking in over here, haven't had much to post, but certainly didn't want folks to think I had up and vanished on them.
 
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Thank you for checking in bud. I appreciate that.

Also I am still searching for two Co-GM's Anyone in the roleplay may apply just send me a pm about it. Just letting everyone know.
 
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So I'm back, and I've decided to not go fully into hiatus but to stay with this RP since I still have some interest for it and it just seems like the most fun. But I may not be super active, I'll get something written up today hopefully. Don't want my inactivity to be a contributor in killing an RP.
 
Its getting a little slow guys. Try to keep up posting. If you have problems or need guidance on how to proceed with your character, or what you might want to do, then reach out to me.. I am more than happy to answer question. Thanks guys, and remember its YOU who keeps this rp alive.
 
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Just to let everyone know

@Wizzy The Wizard

Is on Hiatus for the time being. i will npc his character as necessary.

@BearEnthusiast

Has left this rp due to a busy schedule... Ill deal with that as necessary.

If anyone else is leaving I need to know like now.. So i can keep plans in order.
 
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So, all I have left to do is her history. These usually take me a bit, though. Especially with how unfamiliar I am with the lore. I admit I already took a couple liberties, and for that, I am sorry. I'm about to post her as a WIP, I hope that's okay.
 
Name/Surname-
Sehrana Mirri

Titles-
None

Gender-

Female

Race-

Human

Age-

19

Kingdom Born-
None

Origin-
None

Kingdom Served-
Rogue

Current Occupation-

Hunter

Covenant One-
None

Covenant Two-

None

Magic Bloodline-
None

6a2f9c28a9e350dee9eee117fccab448_zpshwpkrap9.jpg


Hair color-
Dark Black

Complexion-
Mostly clear, a few scars resembling bites and scratches, sometimes fairly dirty due to the wilderness.

Skin tone-
Dark Skinned

Eye color-
Dark Brown

Facial Hair-
None

Body Hair-

Almost Bare.

Musculature-
Well Muscled and Toned. Highly Athletic.

Body Shape-
Lithe and Athletic

Height-
5'4"

Weight-
115 lbs.

Breast Size-
36"

Medium C, Perky and Usually Visible while in the wilderness.

Waist Size-
26"

Tattoos/warpaint-
Sometimes wears various paints, usually whites, reds, and yellows. Runic Tattoos along arms, resembles a tribal style.

Details-
N/a


(Personality)

Views-
The world is connected. Each tree, each spring, every living creature.
Those who harm nature are like a sickness, and must be cured.
Everyone is entitled to basic needs, however, the world has only one use for those who cannot sustain themselves; food.
Faith is worthless.

Code-
Protect the wild at any cost.

Bring back to light what once was lost.
Be prepared to kill without remorse.
Never share our power's source.
Return any kindness ever shown.
Defend the children until grown.
Show the weak how to be strong.
Stop to listen to nature's song.

Introvert/Extrovert-
More so Introverted. She doesn't speak much.

Bearing-

Sehrana often comes across as a savage, shunning virtually everything that she deems unnatural. She is also seen as a simpleton due to her ignorance of many more modern things. Still, if anything, she radiates confidence, primal superiority, and a sort of regal posture.

Depth-
Although she distrusts most people, she is curious of them. In fact, she is a genuinely and generally curious kind of person. Sehrana is often uncertain of herself and uncomfortable when around other people, and especially when in cities and villages. She misses her master, and would rarely admit when she is vulnerable, due to her near constant need to hide even the smallest of weaknesses.

Fears-
Losing the Wild.
Being Caged.
Fire.
Never Discovering her Master's Killer.

Desires-
To find the lost runes her master spoke of in his tales.
To restore the lost wild places of the world.
To protect the remaining wild places.
To avenge her master.

Secrets-
None. Sehrana doesn't believe in lies or secrets.

Faults-

Illiterate
Doesn't understand most languages
Speaks little
Doesn't understand people well
Brash and aggressive

Strengths-
Hunting
Spear Fighting
Knife Fighting
Animal Handling
Physical Strong
Agile and Acrobatic
Highly Accurate with Spears and Knives
Dangerous Unarmed Combatant
Druidic Rune Magic
Shape-Shifting


Weapons of Choice-
Spears and Claws

Secondary Weapon-

Knives and Teeth

Hidden Weapons-
None

Ranged Weapons-

Spears and Knives

Magical Catalyst-
Talisman containing a powerful rune stone.

Magical Artifact-

Tooth of the Great Bear

Armor-
Sehrana doesn't wear armor. She only wears plain cloth or the skins of animals.

Sigil-
None

Cloak-

None

Basic Gear-
Small satchel containing dried meat and medicinal herbs.

Stat bar~

Vitality-
10

Endurance-

10

Wit-

5

Strength-

10

Dexterity-

10

Intelligence-

10

Faith-

0

Luck-

5

Skills-
Hunting
Spear Fighting
Knife Fighting
Animal Handling
Acrobatics
Natural Medicine
Druidic Rune Magic
Shape-Shifting

Magic Studied-
Various runes that allow Sehrana to create or manipulate water, alter and enhance plant-life, Summoning wildlife, etc...
Additionally, Sehrana can Shape-Shift into various animals, particularly Big Cats and, of course a bear. If she chooses, she can use a partial version and simply alter a select few parts, taking on animalistic traits. This usually includes claws, sharpened teeth, altered eyes, and enhanced senses.

Affinity in magic-
Druidic magic is powerful and versatile. Most forms utilize special runes carved onto objects, and sometimes into skin as scars or Tattoos. Typically druidic magic revolves around nature and the elements. The magic itself was believed to have been created by an ancient Covenant of druids that persist to this day, hiding out in the wilds, leaving clues of their magics and secrets for future druids to learn. Others speculate that the world itself, nature has power, and, can grant that power to those it deems worthy.

Hobbies-
Playing with animals
Singing
Training
Dancing

Signature Abilities-
Sehrana likes to employ her magics and especially her Shape-Shifting into her combat style. She uses Acrobatic maneuvers and feints to trip up her foes, then strike them down with as few blows as possible.

One such method is to throw a Spear to catch a foe off guard, immediately moving in and dropping low to the ground. From there she shifts into a jaguar and latches onto an opponent's vulnerable area, usually an ankle, and trips the victim while also severely wounding them. Finally, she goes for the throat and finishes the job.

Transformations-
Jaguar
Panther
Lynx
Lion
Bear
Constrictor
Hawk
Mouse
Wolf
"Domesticated" Dog
"Domesticated" Cat
________ (Locked)
__________(Locked)

Background~
Sehrana was born on the road, belonging to no particular kingdom or cast. Her parents were both wealthy merchants that made their living as travellers, bringing their wares to those who most needed or wanted them. This brought them through smaller and more poor villages and towns more often than the major cities of the world. Even though as a young child she knew full well that she was more fortunate than those around her. Yet, most of the caravan's customers loved her being around, seeing her as a sort of member of their own families.

Even as a very young child, Sehrana was highly adventurous, often branching off from the caravan to explore the nearby areas. She would wander into the woods and play with any animals that were brave enough to approach her. While many would have been afraid, Sehrana had always felt like she belonged on the outskirts of society. Every opportunity she had, Sehrana would venture off to explore.

During one such adventure, she discovered a great cave, the entrance enormous and dark, with intricate carvings and etchings on the outside of the cave. She imagined that there were more inside, but halted her exploration when she noticed the intense totem just inside the cave. The strange object filled her with fear, seeking to exude an aura of malice. However, what finally set her back to her parents was the pair of intense yellow eyes within the cave that seemed to be staring at her.

Upon returning to her parents, she had been gone longer than usual, and they finally gave into their fear, no longer allowing her to explore without remaining in eyesight. Nonetheless, she still did her best to explore the world around her whenever possible. Sehrana one day became annoyed by her metaphorical binds, and moved out further from the caravan than she ever had. Somehow, Sehrana had found her way back to the cave she had discovered as far back as a year prior. This time, however, it was like she was being called to. Some force beyond her comprehension was urging her to enter. A strange but beautiful song.

The glowing eyes from before didn't even seem frightening this time. In fact, Sehrana could swear that the feeling was actually coming from whatever the creature was. As she neared it, the features began to come into focus. The beast was massive, resembling a bear that made the average bear look like a stuffed toy. It's eyes shown brightly through the shadowy cave, betraying a hidden Intelligence. A low deep growl filled the cave, yet the tiny child before it didn't move, enthralled.

The next moment, Sehrana found herself on the way back to the caravan, seemingly missing several minutes. Her consciousness was ripped back into her reality when she noticed the smoke. She broke into a run and came across the terrible scene of the decimated caravan. Bodies littered the area, covered in various kinds of wounds while the burning remains of the wagons created plumes of dark smoke. The young girl collapsed, weeping and crying out for her parents. But, nobody came.

After several hours of searching, she couldn't find them. Sehrana had managed to salvage a handful of supplies before travelling along the road, hoping to survive long enough to reach another village. Unfortunately, after several days, she simply collapsed. The young girl had just about given up hope, when a familiar sound reached her ear. A melodious voice, a harmonious and otherworldly music coming from nearby. So, once again, Sehrana found herself back at the strange cave. This time, however, something was different. Sitting against the outside of the wall was a man, a spear across his lap. He was whistling, apparently creating the music she had been hearing.

When he noticed her, he stopped and smiled at her, a comforting and warm smile. Yet, his eyes were eerily familiar in their intensity, a sort of primal fury to their distinctive amber hue. He asked her if she wanted to survive, to learn how to live among the beasts in the wilderness. Sehrana, both as a last effort to live and as a determined decision to not give up, answered yes. The strange man introduced himself as Ursin, The Great Bear. From then, Sehrana grew up, learning how to hunt and forage for her food, protect herself from the dangers of the world, and to protect the natural habitats of the creatures she had always adored and admired.

It was often a harsh life, with Ursin's lessons being akin to attempted murder or suicidal actions. Sehrana lost count of how many times she was close to death, whether it be from combat, mistakes leading to severe injury, magical mishaps, or even starvation, thirst, or poison. Nonetheless, she survived, becoming an efficient hunter and survivor. She learned much from her master, including how to read and use various druidic runes, opening up a whole new world to her. The young girl quite quickly learned how to enhance herself and alter herself to better fit into the wild world around her, becoming something of a beast herself.

As Sehrana blossomed into a young woman, the changes she had to deal with were a mystery at first. Her master had no shortage of difficulty teaching her what she had to know. What was worse, was that over time, the more she physically matured, the more she noticed his gaze upon her changing or lingering. This was only worsened by the lack of clothing they typically preferred, although she occasionally wore the hides or skins of other beasts she had bested.

When Sehrana reached adulthood, after only a few more weeks of practice and teaching, Ursin sent her on a journey, he claimed it was to test her worth as a survivor and a druid without his presence. But, she always wondered if there was more to it, due to how strangely he had been acting up until then. Regardless of that, she obeyed, venturing deeper into the wilderness. During this time she began encountering people more often, and her curiosity led her to interact with them more. After a few incidents, some dealing with embarrassment and others involving unsavory attempts on her decency that ended in bloodshed, she began wearing skins every time other people were nearby. Although, she would occasionally still slip up.

After a couple of years, Sehrana returned to the cave where she had lived with her master, only to discover he was gone. There was a great deal of blood in the cave, along with the remains of several humans and elves, likely more that she just couldn't decipher. Temporarily wracked with grief and fear for her master's safety, she barely noticed the new rune in the wall. It was her name encrypted as a rune. The rune hid a small cache that contained a single large fang, nearly as long as her forearm. The object radiated a power that was now painfully familiar. She took it, and went out to search for her now missing master.

After months of searching, every sign that she found simply seemed to point to different places and varying tales. It seemed that people were very fond of legends, with the details becoming so contorted that there were more than a few times she thought she had been following different leads for different targets. Eventually, however, Sehrana heard tell of an event that shook her core. A man in a tavern was telling of a beast that was slain recently, a massive monster of a bear that took more than a dozen victims before it was felled.

The story went that it had terrorized people for centuries, slaughtering people who had entered the forest for so long that it had become a beast of legend, with only a small handful of people having seen it and lived. The man claimed that a warrior managed to kill the beast single handedly without suffering more than a single scratch. Apparently, they also feared that it would come back if it's body was left intact, so, they burned the remains immediately after killing it. They even provided a description that almost exactly matched her master's other shape.

In a fit of rage, she attacked the man and demanded as much information about the story, including where it originated and where she could find the warrior who supposedly slew the beast. He barely survived the encounter. So, Sehrana was forbidden from the town as a result, which was fine, she had no intention of returning. From there, she left to continue living her life, while hoping one day to find the man who supposedly slew the man who had saved and raised her.
 
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Wait for wolfsin to reply?
 
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I mean, when I posted here I had just finished her sheet. He and I have mostly spoken in direct messages. Anyway, he said to go head and do an intro. So, there's that. Haha Now, I wait for you guys to post so I have more to read. ^_^
 
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Omg you wrote so much -_- i feel so outdone haha
 
Posting needs to happen guys. Its going on weeks with the 's'

Get it done..
 
Hey am so sorry for keeping you guys for my CS, I'm bvery forgetful. Just please remind me every now and then, okay. If I forget by the end of the day keep reminding me.
 
Your post was fantastic and I will reply to it very soon. im cleaning house of inactive players today.

Then Im moving us along. Those that do not post to what i write in this next week will also be kicked. Im not wanting dead weight.
 
Hey am so sorry for keeping you guys for my CS, I'm bvery forgetful. Just please remind me every now and then, okay. If I forget by the end of the day keep reminding me.
Do your cs please.
 
@Rax Rosetta
@Wizzy The Wizard
@Uneasy Goat
@Azzy

You are all under consideration for being kicked from this rp. Some of you are on Hiatus and such with hope to return but Im going to need to include you soon if at all. You have until tomorrow to get to me and let me know that you wish to continue, and if you are absent after that you will not be given another chance. Communication... helps everything... use it.
 
Just showing up to tell you I'm just still waiting on when it's necessary for my character to show up... I'll be doing the CS right after they arrive at the island.
 
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Everyone besides Azzy on the list above has been kicked. I will be writing to move us along today.
 
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