...

Working on my intro post in between searching for a new image for Shale... I like her image, but it's not what I wanted it to be X_X I have perfect images for their spouse and their family members, but not for them! D: D:
 
Lol my post could have been better.. But I wanted to get it up X-X
 
@Nemaisare We'll say southeast Eriston! The rest of that works perfectly! We'll probably have to tweak some things once your bio is finished, but that's neither here nor there. Looking forward to seeing your new character :D
 
Definitely still WIP

BASICS

  • Cord

  • 29

  • Male

  • Fatan

  • Being short, at 4'11", is something that Cord likes to say gives him a leg up in the world of sneaking through bushes, there's less of him to hide or haul over fallen trees. Of course, it's not exceptionally useful for intimidating predators or reaching those just beyond tiptoe handholds, but there's always something to complain about if he goes looking. Still, he's fit enough to keep up with longer legged folk, with broad shoulders and a sturdy back too, though his muscles aren't readily obvious. He prefers to go barefoot, having gone without for most of his life it isn't much hardship, and doesn't really pay attention to what he wears, beyond that it isn't too brightly coloured. A point that generally isn't a problem, given as his choices of clothing are all so old and faded it's hard to tell what their original colour was.

    Relatively pale, even after a lifetime spent out of doors, Cord still burns in too much sun, but he's used to it, and is covered all over in freckles: face, neck, shoulders, back and arms. He's got lines set around his eyes from squinting and around his mouth from smiling; his nose is crooked but still prominent. And most of his scars are well-healed, or small injuries of no consequence, he's got plenty of old nicks and scratches on his hands, and his feet have a few good cuts across the soles, but nothing major.

    His hair is a very noticeable red, long since teased into ropey dreadlocks and generally left to its own devices, though he does keep it clean. More often than not, he wears five little bells tied into his hair and can usually be heard coming by the tinny notes they make. His beard is the same red colour, most often trimmed close to his chin and cheeks, though if he's spent a long time off on his own, he will leave it to grow out thick and bushy. Cord's eyes are a hazel-green, often a bit overshadowed by his eyebrows, which are the same red as his beard and dreadlocks. His voice is a light tenor, with a clipped cadence that makes his Common a little easier to listen to, if not understand.



PROWESS

  • Rautoth

  • Agility
    Strong and quick, Cord makes a good climber. He has little fear of heights and enjoys a good challenge, though he is by no means an expert, nor comparable to a squirrel. He's got good balance and fast reflexes though, which give him an edge in most any environment.

    Durable
    Being both tough and sturdy makes him an excellent Fatan pack mule, though he's also just as liable to become cantankerous over the ordeal of carting anyone else's goods about(especially if they're not paying well). He has good wind and solid endurance, and while he can't carry the heaviest loads, he can carry up to 40 pounds without complaint when walking, and can keep pace with a trotting horse for a few days carrying only the essentials; provided there are a few rests and sleep is included.

    Alert
    While generally a relaxed individual, Cord has learned to trust his instincts and his senses, the two usually being connected without him realising. So, he's relatively difficult to surprise or catch unawares, and when he says something's wrong, it usually is. He just might not be able to say exactly what. He also has a very good spatial awareness and memory. This, along with his knowledge of cardinal directions, means that he is almost never completely lost, even when in an utterly new area of wilderness. Of course, he might still have no idea where he's going, but he'll at least know how to backtrack.

    Imitation
    With a good ear for sound, he can imitate over 60 different birds and animals, and is often practising when he has the chance.

    Stealth
    While not usually on display, or even easily guessed at given his bells and tendency towards chatter, Cord can move with near complete silence when he wishes. He will muffle the bells if the situation is dire, but is conscious enough of his body's movements that he can generally move without jostling them when he wants to and has the patience to remain still, or move very slowly, in order to avoid detection. He is a very good judge of when to stay still and when to run and when to try bluffing. He is also quite accustomed to keeping a low profile even when not trying to keep hidden, unless he's feeling comfortable in his surroundings.

    Sling
    Having used and practised with a sling since he was small, Cord has reliable aim and fair speed with one. He's not as accurate as a skilled archer, needing at least a fist sized target to be sure of a hit, but he can be standing farther away, out of range of most bows. Of course, the farther away he is standing, the less accurate he is. He is also quite capable of making his own slings to replace any that wear down or break, though he doesn't usually have his preferred material on hand.

    Tracking
    Using the general signs of any passing disturbance, Cord can fairly accurately determine the creatures that are in the area, how long ago they went by, which way they were going, how fast and a rough size estimate. He's good at knowing whether an area is used regularly by anything dangerous, and can pick out discrepancies at a glance. He knows more than a few tricks to hide his own trail, too, and is usually only found when he wants to be.

    Survival
    Rather important for a man of his profession, Cord knows how to live off the land. Besides being able to track people and animals, he is quite adept at catching them too(well, the animals at least). He's best at trapping small game, given as he's usually only feeding himself or a few other people, and knows what signs to look for to figure out the best place to set a snare, and has a few different options for setting those up. He knows which animals are too dangerous to disturb and which ones might make a good meal if nothing else serves. He can catch a fish with his hands or make a fish trap. He knows where to look for tubers and roots and fungi and grubs. He knows which berries are good to eat and when they'll be in season and he knows to make sure more than one animal will eat something he doesn't know before trying it himself. And he's a dab hand at predicting the weather and getting himself in out of the wet before it starts.

  • several slings
    round stones and a few cast bullets
    hunting knife
    small eating knife
    five little bells
    wool cloak
    firepot
    some length of twine
    long rope
    bread and meat



The Person

  • Fatanen Party

  • Boisterous might be a little strong, but Cord is by no means the naturally quiet type. While his usual job, and indeed his lifestyle, is well suited for keeping his own company, he's never shy about joining folks around the fire, sharing some food or a story, advice or quick jokes. In truth, the times he spends alone likely only augment his appreciation of having someone else around to enjoy some banter. He's not so much lonely as tired of hearing himself think. On the other side of the coin, however, he's learned that cities are not for him; even small towns start feeling crowded after a while. The chance to talk and hear other voices is all he really wants; solid walls and everything else that comes along with too many people aren't even close to pleasant. And he's far more at home in the wilds than he is in civilisation, though he's quick to prove he can be just as civilised as anyone else.

    Laidback and cheery, he's a genuinely affable soul with few wants who can see to his own needs. He doesn't ask for much from others beyond giving him a little attention once in a while, listening if it's important and paying him if that's the deal. He does what's asked of him with goodwill when it's asked respectfully and grudging obedience when it's not, but is proud enough to do his job as thoroughly as he knows how, whether or not he likes the person he's working for. He has an easy confidence backed by ready competence and doesn't mind if others aren't so sure of his skill. He'll prove their doubt misplaced by doing faster than he will by talking and is happy enough to dispel any tension with a few jokes at his own expense.

    He has a good sense of humour. He likes to laugh and he doesn't hide his amusement, even if it might get him into trouble. In fact, he doesn't really hide anything about himself. He's an open book if you know what questions to ask. He's an open book even if you don't. He'll happily tell you his life story, his opinion on roasted rabbit over stewed, and his thoughts on the future whether you wanted to know them or not, simply because you are there and can't really escape him. He does have a healthy respect for those above his station though, and anyone he happens to like. If they tell him to shut up, he will, abruptly. Unfortunately, he's not good at staying silent unless the situation calls for it, so, irrepressibly, he will eventually start talking again. He's not easily depressed by bad situations or bad tempers…

  • Cord was ten when the Nogyth were evicted, violently, from their mountain strongholds. He doesn't remember how it started or when he realised what was happening, but he does remember the grimace his father made when the politics were explained. It would ruin trade in the area, and with no trade, there'd be no merchants to guide. There'd been plenty of soldiers coming through though, and somehow more injured leaving. That part of war he understood very quickly, and he didn't think it at all exciting. But they left it all behind, because his family wanted no part in the violence. If the High Queen wanted to fight the Nogyth, let her fight them, his father said, they were going to leave the worst of it behind.

    He'd grown up near the mountains, caught in the foothills and he didn't especially want to leave, but his father was sure that when the Queen won, and there was never any doubt that she would, despite what they all knew of the Nogyth, there would be further changes in taxes and property rules and boundaries. Better to find protection under a lord than risk eviction themselves if the Queen decided she wanted the land they lived on.

    So, they joined the lines of people leaving the warzone, his mother urging them both to make themselves useful with the wounded soldiers, bringing them water, if nothing else, and were lucky that they had only so far to go. The margrave that guarded the roads over the land bridge had plenty of land to look after and gaming rights to protect. It might not have been a sure thing, but he understood their accent and the bells his father wore for what they meant to those that lived near Ushtaway and offered them a place to stay on probation. If Adair could satisfy him as to his abilities to keep poachers off his lands for a year, they could remain as long as they liked, with a steady income, too and the rights to a few of the smaller game animals. Which was better than they might have hoped for anywhere else.

    They settled into the old gamekeeper's cottage and while Mariska turned it into a home, Adair took Cord with him to get to know the lay of the land. He couldn't really hope to oversee all the grounds without help, but Cord already knew a good deal about hunting, he just had to learn the area and how to deal with poachers. Mostly, he was expected to leave them for his dad to deal with, just mark the spot, and then go get him. Well, they weren't infallible, they made a pretty good team, and Lord Winalis was satisfied. So there they stayed.



  • Gilda | Female | 32 | Fatan | Wife
    Deemer | Male | 4 months | Fatan | Son
    Mariska | Female | 48 | Fatan | Mother
    Adair | Male | 49 | Fatan | Father
    Hugh Winalis of Ælroth | Male | 67 | Fatan | Lord
    Sir Alastair Locke | Male| 45 | Calva/Fatan | Old Superior?
 
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==First Page said you were still accepting==

Name:
Adalwolfe Kaumfmeijer [humanoid alias]
Furchtlos [true name]


Age: 396
Gender: Male
Alliance: None
Race: Amlug


Appearance:
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True Form: The word which comes to mind when viewing him in his lizard form is strong. His skin is the color of angry storm clouds but almost appears metallic in texture. Jagged lines and spikes cover his body from claws to wings with the largest spikes being on his head and the tip of his tail. His wings span is just over thirty feet. His tail is almost ten feet in length and attaches to a twelve foot frame. His head swivels about on a four foot neck bringing his total length to around twenty-six feet. His limbs are well developed and muscular making him a vicious beast when on the ground. As a flyer, he is fast and agile but lacks the grace that some of his larger cousin exhibit.


Human Form: Light eyes, pale skin and dark hair accent a decent looking man. He is athletic but not huge. His build plays more towards agility and concise movements as opposed to brute strength or great endurance. He stands six feet tall and weighs around one hundred and ninety pounds. His beard is short and a bit straggly but it seems naturally held in check by good lines. He has strong features and strong hands. One look gives the impression that this man is capable and potentially dangerous.

Class: Pildae

Abilities/Skills:
[I do not plan on having any interaction with his true form so this will simply detail his human abilities.]


General: Agile, quick, good climber, fast runner, sure footed, strong grip, flexible, great balance as well as heightened senses and awareness.

Tactical: Dual wield – daggers, dirks, small axes, small swords, short staffs; Deft Hands – can pick locks, disarm traps, handle delicate procedures; Keen Sight – can see beyond exceptionally well which includes spotting traps, great peripheral vision; Excellent Tracker.

Magic:
Amlugan can all shapeshift. It is a racial magic that is more like a built-in defense mechanism. Turtles can retract their head and limbs, chameleons can take on the color of their surroundings and Amlugan can take the form of a biped. This is something that does not require constant upkeep as long as they are not in the presence of other Amlugan. Hormones within the body and chemicals within the brain all work against an Amlug who is trying to maintain a shift around others of his kind. This requires great skill and is very taxing both physically and mentally.

Shadowmeld1​ – can become a shadow simply by touching an existing shadow
Shadow Walk1​ – can move around within a shadow and do a variety of tasks [making contact with another being breaks the spell]
Shadow Play1​ – can manipulate shadows [expand, contract, move, intensify, etc.]
Shield of Darkness2​ – given time to prep, he can manipulate shadows to deflect an attack
Black Soul3​ – can knit shadows into wounds to heal them [flesh wounds only and not during combat as this requires great concentration. Once 'patched', he cannot use the spell again for 24 hours or else the initial heal will not hold.]


+ Currently learning a new spell where he summons shadows to act as armor. He is also learning a way to manifest shadows as projectiles which would also be poisonous. This is something I plan to roleplay out.

Armor and Weapons:
All armor is comprised of black leather and attached with muffled latches, buckles or hitches.


Traveling: Boots, greaves, gloves, gauntlets, pouldrons [shoulders only], a heavy woven hooded cloak of dark fibers [black, blue, green, brown – this is not plaid as the colors are almost indistinguishable from one another]

Combat: Traveling + breastplate, back plate & hood [one piece]

Weapons: Twin Dragon Scroll Daggers [worn on back waist], Tomahawk [worn on left hip while traveling, worn inverted on back plate during combat], Throwing knives [9 - worn in a thigh band on right leg]
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Gear: Pack containing bed roll, combat armor, wet stone, small grimoire, lightweight cloak with hood, shirt[1], socks [2 pair], pants [1], small sewing kit. Adalwolfe also carries a necklace made of a simple leather cord with a jagged piece of a giant claw. It was given to him by the Elder that sent him on this mission. The fragment was said to belong to one of the first High Elders and is a source of great power to the one who wields it.

Personality: Adalwolfe is quiet but not shy. He tends to let others speak so that he can learn as much as possible about them from their words. He is highly intelligent and a deep thinking but he also has a practical side. He is a master tactician but typically will reserve most of his strategy for himself. He likes to think of everything in terms of how to improve or expedite. He can be sarcastic, rude and even obtuse but this rarely is seen since he tends not to be around the same people for very long. Adalwolfe is curious by nature but not naïve and can be quite ruthless. If it's you or him; it's you.

History:
Amlug lore is mostly speculative. The race comes in many shapes, sizes and colors. Like most creatures, Amlugan live by whatever means satisfy their needs. The larger ones tend to be loners as their massive appetites create little room for friends. The smaller beasts have developed intricate societies that live and hunt together to help ensure their survival against those that might prey upon them. Others which fall in between these two groups may roam in small groups or they may revert to being loners as well.


Furchtlos was raised with several others like him in a small commune of smaller Amlugan. Like wolves, they were vagabonds that roamed wherever their game took them. As the years rambled on, his kin were dwindled down until it was just two. They wandered far and wide as huge beasts would often drop in and plunder their food. The larger specimens of Amlug can travel almost the entire length of their continent in a matter of days.

In a fight over some food, Furchtlos and his companion were beaten by an elder of their kind. Instead of killing and eating them, he offered them a chance for life. The cost of freedom was to perform an errand for the high elder. The two smaller Amlugan were charged with traveling to the land of humans and discover if the rumors were true. The discovery of the second bracelet has unsettled some older members of the Amlugan. If both bracelets were held by the same being, even the mighty lizards would be susceptible to the items' power.

Furchtlos left for one side of the world and his companion for the other. Several things were laid before the two travelers. First, never allude to being an Amlug and remain in human form; always. Second, knowledge of the bracelet and any military forces must be logged so that if the Amlugan must organize, the elders will know how best to do so.

Furchtlos flew in under the cover of fog and night and upon setting foot on the soil has changed into his human form of Adalwolfe. He has been wandering ever since with his heart and mind set on completing his mission and returning home.

Other:
1 = These spells do not require much from Adalwolfe. If he is constantly manipulating shadows and weaving in and out of them he will get a nasty headache.
2​ = This is an intense spell which is why it requires an imbued object. If overdone, the object can poison his mind much like an addictive drug. Ex: Adalwolfe sees a group of bandits approaching and one is armed with a crossbow. In anticipation of the bolt, he prepares the spell by gripping his amulet and reciting an incantation. This allows him to attack a different target first since he has a defense against the ranged weapon.
3​ = This spell physically weakens him which is why it must only be used every 24 hours. Using magic in almost any form after this will put him at risk of mental instability, physical exhaustion or a combination of the two.

 
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Nice! Really like the fight scenes. :) Just have to ask though, I hope I didn't miss it... Where are they at? I'm assuming somewhere in Eriston.
 
@WarriorHeart Hi and awesome to see new faces! Welcome, welcome. I just wanted to let you know, since it will definitely be something that Thought Manifest asks you to change (and so the only thing I can comment on :) ), but the plural of Amlug is Amlugan, not Amlugs. It's a little bit confusing at first, but pretty quick to understand once you've found the notations in the first post.
So you don't have to search back:
Edhil = plural, Edhel = sing.
Fatanen = plural, Fatan = sing.
Nogyth = plural, Nogoth = sing.
Uialien = plural, Uialie = sing.
Calva is the same either way.
You probably didn't need all that, but I figured I could refresh my memory at the same time :)

@Firewombat Teach me how to write fight scenes! That was awesome.
 
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@Trivia Thanks for the heads-up and welcome! I will get right on fixing my oversight. Also, if you have any questions regarding your action posts, I would be more than happy to help you as well.
 
@Trivia @Nemaisare D'aww, y'all are flattering me. But yes - s'all happening close to the Eriston border, far from the main body of the kingdom. Tax collecting is dangerous work.

As for writing out combat - well, I'd love to give any advice, but I haven't any formal training in writing fiction, so I just play it by ear.

One thing I do is act out the fight itself. I perform the steps and actions I want each character in the struggle to take in turn, so I have a sense of how one would best react to the other - and emphasizing how one gains an advantage.

This is turning into a rabbit hole, but what helps with -that-, is knowing a bit about combat choreography and fighting itself. I've done three years of fencing, so I know a bit about that. And I watch a lot of action movies, so I have a sense of how I want a good fight to go.
 
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@Firewombat @WarriorHeart
I try to avoid action posts whenever possible, which probably doesn't help my ability to write them. Practice making perfect and all. But, I think it's just that action sequences and my writing style have never gotten along, so the pacing either gets bogged down in description or starts to sound forced and list-like. That balance is difficult and you hit it on the head, Wombat. :) Formal training in fiction tends to boil down to the best education being reading, writing and constructive criticism. Roleplaying is the perfect informal forum for all of that, so you're in good stead. And clearly, it has worked. :)

When we get to the eventual fighting (I assume there will be fighting because it seems very difficult to avoid in this plot), I may have to come begging for more advice. Or take fencing lessons :) They sound like fun, though I imagine watching a few action movies would be easier and more conducive to procrastinating ;)
 
Best advice I can give you is take the time to be descriptive.

Jed swung at the bandit. <--weak

Jed swung his right fist in an upward arc towards the charging bandit's chin. <--see the difference?

https://www.iwakuroleplay.com/forums/roleplay-institute.89/?prefix_id=265

There are some pretty good combat workshops listed in that link. Having a good knowledge of physics, anatomy and concepts will help.

However, like all things the only way to truly improve is to practice.
 
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Ooh Rainjay, saw your posty too, neglected to say anything because I then got distracted by something... It might have been Megamind. >.> I am far too easily distracted. But I did like! Yissyissyiss, I also just realised that we've got three people in that room who haven't addressed the other two yet, though admittedly, as Nieri arrived first, that makes sense with her. Why did I think I'd mentioned her in my post? I have no idea, I obviously didn't... I might go edit that, or just give it extra notice in my next post, I do not know... But I like Shale, yes I do. :D And her glowiness. That is pretty awesome. Noooot that she's errr, injured, but glowing, I mean, come on! Awesome, right?

@Thought Manifest
I had a thought. It is hardly important and might not even be included even if it does work out. But! The magic in Verdan, is it sort of like a subtle existing everywhere at once force that some people just learn to manipulate, or is it something a little less readily available for everyone, like metal? I ask, because my silly mind went, snrk, what if someone was allergic to magic, and then I had to figure out if that was even feasible. I mean, if it's not a thing you're always being surrounded by, it's entirely possible you might be sensitive to it. Whether or not that is a possible thing, I'm still going to ask if we might have a small rundown of Verdan magic 101 that answers the question of where magic is coming from whenever someone does something magical. Please? No rush for it, just at some point. :D

EDIT: Other question, is the Stegros Memtorm mountain range on Ushtaway's border? Or what actively marks their inland border if it is not the Stegros mountains?
 
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Yeah, I thought Nieri and li'l Truffle ought to get a chance to respond to things before Shale did, considering she entered last. Hence how she somehow managed to just not notice other people in the room xD And I just couldn't resist the concept of the slight glow. Glowwww
 
@Trivia, let's go with Renna! Thank you and @Nemaisare for your speedy help naming the former High Royals of Eriston!

Your post was great! Definitely no need to have worried about whether or not you were doing okay by controlling King Dwennon. I really love all of the descriptions of Ama's treatment and how she's taking it. One thing I thought was super interesting is the amber coating over her wounds. It gave a really cool insight into just how tree-like a Uialie she truly is.


@Rainjay, did you ever find an image that could depict Shale that made you happier?

As for your post, I enjoyed it! I like the descriptions of her wounds, how the "scabs" can be seen through simply because of her biology. It made me shudder a little when I realized she could like... see inside herself, but more from an empathy-pain sort of place than from a place of disgust. Super neat!

So, one thing I guess I didn't really clarify at all... (I'm obviously horrible at clarification which is why I'm glad you guys are all so good about asking questions I never think to answer beforehand.) is that the Council would likely say something along the lines of "We welcome you to our table." to each and every person who is going to be a part of that meeting. Whether or not the characters understand it to mean they can sit down is another thing because the implication that they can sit at the table could definitely be exclusive to Edhil culture if people want it to be that way.


@Firewombat, your post was really fun to read. Battle scenes can be really difficult to write, but I think you pulled off the descriptions really nicely, and I never felt confused about where characters were or what was happening.

I do have a couple of things I want to address. First, it's clear that this is meant to be a memory of something that happened, but I want to say that I hope it wasn't relatively recent. An encounter like that would make Ajani a prisoner of war, and a PoW wouldn't be allowed to go on the mission with the rest of the party. If it wasn't relatively recent, then I'm sure there are things that happened in between that can be explained later to catch the rest of us up on how she's in the party going after the bracelet.

The second thing I want to address is just that I need you to expand your post to include Ajani's being in the meeting to place her in the present time of the RP so we can make sure we keep moving forward. I appreciate it!


@Nemaisare, I'm really excited to see that your Fatan is in the works. I look forward to reading Cord's sheet once it's complete!

I know the magic is something I've probably needed to address for a long time. I am ashamed to say that the longer I've been involved with DEA, the more I realize how incomplete the information is, and parts of me wonder why I didn't just make more complete info before posting it at all. :: weeps ::

Magic is something that simply exists, and while sentient beings need to learn how to tap into the three major sources for magic (living energy, primarily their own but sometimes other living beings' energy; celestial energy from the stars, primarily the sun and often its diffusion over the moon; and earth energy from the core of the planet itself), almost everyone has the capacity to learn if they have the mental acuity for it. How good they are is probably dependent on how hard they're willing to work at it and how intelligent they are. I'm sure there's also some genetic predisposition that is unique to heritage and not to race in much the same way that two very intelligent people in our real world are likely to produce one or more very intelligent children if they choose to reproduce. Not every human is super smart in our world. Not every being in Verdan is going to maintain some elite intelligence.

I guess a good comparison might be academia or even fine arts. A lot of people have some level of good with certain academic areas and maybe suck at others. Some people are naturally good at school, but others have to work their butts off to even get C's. I see magic in Verdan being kinda like that. Some people might be really good. Some might have to struggle more, but most people can learn some level of magic if they want.

I think an allergy to magic is possible in the same way that humans in our world can be allergic to drastic temperature changes (I had to learn how to use an epi pen on my friend who was allergic to cold temperature). Magic fundamentally seems to be a manipulation of what is natural to create an otherwise unnatural effect. I don't see why the ripples of that couldn't set off some negative effects in the bodies of those who are allergic. I imagine it's rare but definitely possible!

What would you like included in my Verdan Magic 101 because I don't imagine it's going to be something I can just slap together in two seconds and call it good. I anticipate some time going into it. >.>;;


@WarriorHeart, yay! Someone decided to take up an Amlug! When I place him into the Accepted Characters section, how would you like me to list his name?

At some point, I'm going to need you to let me know which group he's starting with in the beginning at least. I just need to know which group to stick the character links and which posting group you'll be posting with since there are effectively two.

Even if you don't anticipate having him interact with anyone as anything other than humanoid, you may want to consider figuring out what abilities he has as a full-on dragon because both groups are going to Ushtaway where there are NPC dragons with whom they'll be interacting. There may come a time when he'll need to let go of his shape-shift for a bit.

I'd like to know what kind of limitations his magic has and maybe just a little more detail about what his magic entails. What kind of drain does it have on his energy stores? Is there anything he needs to do to prep himself for doing magic? Is there a time constraint on his abilities? Does his Black Soul ability hinder his body's natural ability to heal? Like... if it's removed, is the wound still fresh, or does the wound heal through the shadow or does the shadow just disappear after enough time has passed? For an example of a potential cause for limitations, I imagine holding onto his shape-shifted self while doing other magics would likely be a challenge. On the My Dark Twin ability, I'd like some limitations. Vahnulitz, who is much older and more experienced with magic in general, created something very similar, and it's had some serious repercussions. Maybe Adalwolfe's shadow self is an illusion that can't interact with the world, maybe there's some serious mental or physical repercussion from making it, or maybe you have an idea for a limitation you'd like to put onto it aside from the time limit, but I would like there to be something more to keep it from being overpowered.

Finally, on the development of his shadow armor and poison shadows, I'd like to have some kind of inclusion of an imbued item or two to make it possible rather than just having it be a spell. Making shadows material instead of just immaterial would probably take not only serious skill but also serious power, and I'd like that reflected in your character.

Everything else seems legit, and I'll be really excited to have you and your character as an addition to this RP once we can work out the minor kinks. =D
 
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@WarriorHeart, yay! Someone decided to take up an Amlug! When I place him into the Accepted Characters section, how would you like me to list his name?

At some point, I'm going to need you to let me know which group he's starting with in the beginning at least. I just need to know which group to stick the character links and which posting group you'll be posting with since there are effectively two.

Even if you don't anticipate having him interact with anyone as anything other than humanoid, you may want to consider figuring out what abilities he has as a full-on dragon because both groups are going to Ushtaway where there are NPC dragons with whom they'll be interacting. There may come a time when he'll need to let go of his shape-shift for a bit.

I'd like to know what kind of limitations his magic has and maybe just a little more detail about what his magic entails. What kind of drain does it have on his energy stores? Is there anything he needs to do to prep himself for doing magic? Is there a time constraint on his abilities? Does his Black Soul ability hinder his body's natural ability to heal? Like... if it's removed, is the wound still fresh, or does the wound heal through the shadow or does the shadow just disappear after enough time has passed? For an example of a potential cause for limitations, I imagine holding onto his shape-shifted self while doing other magics would likely be a challenge. On the My Dark Twin ability, I'd like some limitations. Vahnulitz, who is much older and more experienced with magic in general, created something very similar, and it's had some serious repercussions. Maybe Adalwolfe's shadow self is an illusion that can't interact with the world, maybe there's some serious mental or physical repercussion from making it, or maybe you have an idea for a limitation you'd like to put onto it aside from the time limit, but I would like there to be something more to keep it from being overpowered.

Finally, on the development of his shadow armor and poison shadows, I'd like to have some kind of inclusion of an imbued item or two to make it possible rather than just having it be a spell. Making shadows material instead of just immaterial would probably take not only serious skill but also serious power, and I'd like that reflected in your character.

Everything else seems legit, and I'll be really excited to have you and your character as an addition to this RP once we can work out the minor kinks. =D

I will spend some time and work on the magic stuff for you. I'll probably just drop the Dark Twin since you pointed out some serious flaws in it. I do think an imbued item would be cool! I'll do some digging on that.
 
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@Nemaisare, I realized I forgot to answer your Edit question. Stegros Memtorm is the land border of Ushtaway. However, the parts that directly touch Ushtaway are Amlugan territory. I imagine there have been battles and such between the Amlugan and Nogyth in the distant past which the Nogyth mostly lost and retreated to the more Northwestern parts of the mountains in the area so as to mostly avoid dealings with the Amlugan. I think they've mostly respected whatever agreed-upon/implied borders were set up between the two lands ever since.

@WarriorHeart, sounds fine by me. =D
 
@Thought Manifest I have made some adjustments to his Magic and added a charm to his gear. I am rolling around ideas for laying out his true form abilities and powers but wanted to get the corrections made before I started adding a bunch more to the sheet. Let me know if these changes fit the criteria of what you wanted to see.
 
@Thought Manifest Names are fun :) I've never been very good at coming up with them. Nem tends to be my go-to for help when I get stuck, so I enjoy having to think of some. (They will be re-used at some point.)

And I just thought I would clarify, because I don't think it was as clear as it could have been in my post (or in her sheet, oops), but the amber doesn't actually go over her wounds, just protects the broken edges of her skin. So, if someone were feeling particularly curious, they could actually reach in and touch her muscles without great difficulty aside from the fact that it would be rude and unpleasant and she might instinctively swat at them... But yeah, her inner workings have grown to look animal, but remain relatively plant-like in some regards. So, an open wound doesn't have quite the same amount of oozings (blood, pus, lymph, etc.) and, provided she hasn't been standing about in the rain too much, is actually only about as damp on the inside as a tree. Usually, drier. Her muscles are essentially liana (a woody vine), or look like it. She has to worry more about pine beetles and rotting from damp than bacterial infections (though she might encounter those adapted to plants) because she doesn't have much of what most humans would consider a circulatory system. If she ever did end up with a large enough chunk of skin missing... I suppose it would work the same as with a tree, so long as there is enough xylem and phloem intact to transport nutrients, the parts attached to that bit will survive, but she'd probably have to nap for a millenia or so as there wouldn't be adequate transport to support movement. I don't think I intended to go this in-depth with 'just thought I would clarify...' Sorry. Will have to work out how it is all attached to her digestive system...

Also, I'm loving your take on magic. And feel there's no need to be upset about not having answered questions before posting the information. After all, that's what questions are for. :) So, I have questions about the different sources of magic. Are they accessed differently, or can they even be differentiated? If they can, are certain forms of magic more amenable to the use of one form over the other? Does the source of magic affect the outcome or format of a piece of magic?