Fallen Feathers (ReBoot) Now Open!

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"Since the dawn of man, it has been said that in the begining their were two.

The Raven: God of death, despair, lies, disease, and war. The Raven was darkness. The Raven was death. The Raven was corruption.

The Hawk: God of strength, honor, courage, peace, truth, and all that is good in this world. The Hawk was light. The Hawk was hope. The Hawk was noble.

For years, the two brother gods fought day after day, their sweat and blood mixing to make the ocean. They fought night after night, their scraps of skin creating the land and beings upon it. After years and years of the nonstop battle- the Hawk ended the war, and did and all out attack on the Raven. The wounded Raven managed to escape and flew across the world dropping it's feathers, and creating the demons of the world."

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The Fallen Feathers:

The First Feather-
Lord Magma
The first feather of the Raven drifted down through a mountain range, and into the worlds largest volcano. The darkness of the Raven melted and mended with the melted metal and formed Lord Magma, Father of Despair. He is king of fire, heat, lava, destruction, and the center of the world.
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The Second Feather-
Senra and her daughter, Srini

The second feather was caught in a gust of wind, sending it gliding through a cave, and into a large cobweb, where the spider was going to feast upon its fresh catch, a scorpion. The feathers disease quickly corrupted the web, and it changed the spider and scorpion to Lady Senra, Mother of Mystery and Srini, Daughter of Chaos. Senra is queen of spiders, decay, disease, and toxin. Srini became the princess of scorpions, caverns, insects and durability.
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The Third Feather-
The Triplets Lunar, Stella, and Savage
The third feather drifted down into a wolves den, landing on three wolf pups. The Raven's corruption did it's job, and corrupted the three cubs, and soon the pups turned, becoming Lunar, Stella, and Savage, the Triplets of Night. Lunar, Stella, and Savage became Lords of predators, betrayal, hunger, and night.
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The Fourth Feather-
Lord Kosmar, Lord of Deception
It is uncertain how this feather came about, but Lord Kosmar came about around the time of feathers. He appears in dreams and nightmares, and is rumored to live in a Limbo of sorts, a dream world between life and death.
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The Fifth Feather-
Alamar, Ruler of the Sea

The fifth feather flew down into the ocean, and into the water. The water came to life, a quickly a cyclone was formed. The giant cyclone lasted for a second, but managed to pull in a man and several aquatic animals. The high winds and dark magic caused Alamar, Ruler of Sea. Alamar is the king of the ocean, rivers, sea monsters, fish, and cyclones.
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The Sixth Feather-
Past Elven King, Lord Spiritus
The six feather was burried inside an Elven kings tomb, and soon reserected him, making him a pawn of the raven. The dark powers of death were granted to him, and he became a necromancer of sorts, and rose an army in the name of the Raven.
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The Final Feather-
Queen Caelum, the Lady Dragon

Caelum is unsure to be the last feather or not, but appeared during the times of the Raven. Perhaps she was a lovely maiden with a dragon tooth necklace, or perhaps it was a dragon who just at a maiden. We will never know. She is seen as the Queen of Dragons, the Sky, Ruins, Treasure, and the Sun.
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Races

The continent is home to several races, each special in their own way.

Elves
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High Councilman Roaras
A common race in the forest of Elineshire, the Elves of the continent tend to be light skinned, and each fairly tall, and rarly short. They tend to be more intune with nature than the other races, and more "honest" aswell.

Dwarves
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Clan Chief Icars
A proud, short race of people resembling humans. The dwarves of the continent are common in the Northern, Eastern, and Western lands, but very rare in the Elinshire forest and Orc Jungles. Their skin tends to be more tanner in the North and West, but lighter in the East. You'll never see a sad dwarf with a pint of ale and his weapon of choice.
Dwarves age just like humans.

Humans
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King Sternfire
The humans are by far the most diverse race, looks and personality wise. They are common across all the lands, but the Southern Jungles.
Humans age just like they do nowadays.
Crocdilians
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War Chief Reeeen

Another diverse race, the Crocdilians can be as short as a dwarf, or larger than an orc. As skinny as a elf, or as fat as a human! They are rare in all the lands, but more common in the top of the Southern Jungles. Often aggresive, Crocdilians are close allies to the Orc Tribes. Crocdilians are natural swimmers, are resistant to poison, and their scaley hid makes great armor.
Crocdilians have a doubled life span than humans.

Ratzerl (Ratzi)
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High Guard Nadaz

Nearly hunted to extiction, once founded by the other races, the Ratzi were seen as animals, savage, and barbaric. For decades, the Ratzi held off the Elves, Humans, Orcs, and Crocdilians, with only minor help from the neutral dwarves. As the war ended, the Ratzi were no longer seen as animals, but are still looked down upon. They make their home in the mountains with the Iron Rock Dwarves, and most make their living as miners, pirates, bandits, gem traders, or assassins.

Orcs
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Grand Shaman Kerok

The orcs, a war faring tribal nation. Like the Ratzi, they were thought to be animals and savages, but soon negations with the Crocdilians discovered more, and soon the world knew that orcs could be intelligent, but mostly war faring. The hail in their southern jungles.

NON PLAYABLE RACES

Giants
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Often seen in tribes in mountains or rarely the hills, Giants are thought of to be Lord Magma's creation. Peace treaties arn't an option, and if they want something they'll take it by force, and kill your afterwards.

Undead
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The undead. Soldiers of the Lord Spiritus. There is no hope for these pawns, and not one contains a mind.

Fae of the Forest
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Fae, a nearly completely extinct race of extremely magic understanding society. They resemble elves or humans with wings, their wings varying from insects, to birds. The Fae race is extremely magic sensitive, and due to their vast understanding and power with magic, they were greatly feared. Several of the races banded together and fought the race, discovering enhanced version of their basic magic. The Fae, devastated by the war retreated from the main land and to small islands. Though the Fae are now accepted in most societies, they choose to distance themselves from the other races, and if they do go to the main lands, they come in disguise.

 
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Amavia:

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Drawn by Peregrine - Don't run off with it without my permission.

Northern Badlands, goldenrod
A sweeping, hilled plains that covers much of the norther part of Amavia, the Northern Badlands are home to the Barbaric tribes, loose gatherings of people who survive day to day off the land around them. Several streams are fed by the northern reaches of the mountains, but only a few feet away the soil turns thin and rocky, suitable only for the growth of the native grasses. Those who are not accepted in the Nations of Amavia will be able to survive in the Badlands, but, beware, the roving tribes of Barbarians are always looking for more slaves, and those who cannot prove their own strength will quickly find themselves bound to a new master.

The Deadlands, yellow
Far to the north, where the Badlands draw close to touching the sea, the hills fall away and the ground becomes flat and dead. Long ago, when the Fallen Feathers were still new to the world, Lord Spiritus and Lady Senra came to the north, and together laid waste to the land. Life withered, leaving nothing but cracked soil, and corruption sunk into the land, staining all water that touches it green and deadly. And on the Northernmost peak of Amavia, the ruins of a long forgotten city sit crumbling, and soaked in putrefaction Those who stray too far north from the Badlands will find themselves tainted by this same corruption, and will never return to tell the tale.


Iron Rock, silver

Covering almost all of Amavia's range of mountains, the dwarvish country of Iron Rock dug itself into the mountains, building cities out of rock and ice. Spreading all the way from the Southern Jungles to the Northern Badlands, Iron Rock covers almost all of the eastern portion of the world.

Run by a council of some of the most respected Dwarvish Families in the country, families spread out all across the Nation, Iron Rock prides itself on thriving in some of the most rugged conditions known to Amavia. Carving a living from the very mountain itself, Iron Rock boasts of technologies in smithing and engineering otherwise unheard of in the world. Yet the lack of fertile ground binds Iron Rock to Sarok, who trades food for metals and weaponry.

To the north, where the Dwarven Cities become lost to the snow and jagged pathways, the Dragon Queen Caelum perches on the crags, surveying her domain. And may all who fall under her vision flee, for she is swift as the wind that whistles between the peaks.

To the west, where the mountains of Iron Rock peer over both Elinshire and the Northern Badlands, Lord Magma watches from his fiery abode, and spits in rage at the heavens, filling the air with ash.

Silver Falls, royalblue
The capital of Iron Rock, Silver Falls rests in the ravine between the two peaks of the tallest mountain in the world. This mighty fortress is the seat of the Council, and was carved from the very mountain itself. Those who live in the high reaches of Silver Falls, where the world falls away below them, are the Lords of their kind, masters in whatever craft they have chosen to pursue. Those who live below complete the city, working on those tasks which the other dwarves do not deign to touch. The path up to Silver Falls, if traversed by foot, is deadly, but a giant gondola transports people and supplies up to the city in safety. But should an antagonistic force somehow work its way up the path without the aid of the gondola, they would find the city surrounded by massive walls, impervious to any attack by man, while the people inside wait for the cold wind to wipe away the force that stands against them.

Every shop, tavern, and home is carved into the mountain itself, and all of these dwellings are connected by a massive system of pipes, which brings up heat from deep within the earth, and pumps it to the surface.


Plague's Folly, royalblue
Once known as Snow Fort, this once-grand city overlooked the forests of Elinshire and protected the Midwestern border of Iron Rock. However, when the Lady Dragon flew down from her northern perch, Snow Fort was one of the first casualties.

The city fought valiantly against the Dragon Queen, but soon Lord Kosmar drifted his way into the fray. Whispering dark promises into the ears of sleeping dwarves, the city soon found itself turning against itself even as the attacks of the Fallen Feathers grew stronger. The captain of Snow Fort was the worst touched by the whispers of Kosmar, and he became convinced that the Fallen Feathers were there, not to destroy them, but to bring them to enlightenment. Renaming himself Plague, he brought those still loyal to him to bear against the survivors of Snow Fort, and brought the city to its knees from within. And so the city became known as Plague's Folly, for it is said when the Captain realized what he had done he fell to his knees in shame and cried out his folly for the world to hear, before being struck down by Caelum herself.

Those who survived the final onslaught understood that the city was lost, and fled underground in a desperate attempt to survive. Now, Plague's Folly is home to the tattered denizens of society who prefer to dwell in darkness, and do not mind the sight of a leering skull peering out from the darkness, where a once-mighty soldier me this downfall.


Wolf Cavern, royalblue
The largest mining town in the world, Wolf Cavern spreads miles underground, and the entire city is buried within the mountains itself. Rick with veins of every metal in the world, the miners of Wolf Cavern are constantly digging deeper and further to uncover more of the untold riches waiting within. The city is tight and dark, with so many winding passageways and tunnels that anyone who is not intimately familiar with the place will certainly become lost in its seemingly neverending passageways. There is a close camaraderie among all of the miners of Wolf Cavern, for the work they do is neither easy nor safe, and sometimes a friendly hand is all that will save an incautious Dwarf or Ratzerl from death. Because of that, outsiders are mostly ignored; accepted as a necessary part of the trade that keeps the city alive, but shunned because they cannot understand life within the Caverns.

On the peak above the main entrance to Wolf Cavern, a small, secondary cit has grown, which houses the merchants and nobles who thrive making a living off of the labor of the miners. Unlike the Caverns, houses up there are spacious and finely furnished, and those who live there do not have to breathe in the constant pollution of rock dust.


Storm Port, royalblue
The guardian city of the two massive rivers that flow out of Iron Rock, Storm Port is a harbor town, that spreads up the two rivers and out into the Eastern Bay itself. Due to the difficult nature of travel through the mountain itself, all trade in Iron Rock, either incoming or outgoing, must be shipped along the rivers, either to or from one of the many passes that lead to its hidden cities. Storm Port has become one of the wealthiest cities in the world, and merchants from every country flock to make sure the have a place within it.

Duke Olinbough, one of the members of the Council, watches over the city with a greedy eye, always ready to cut a deal for the right price. In many ways, Storm Port is outside of the control of Iron Rock, but just as Iron Rock would flounder without Storm Port, so does Storm Port rely upon the goods of Iron Rock to build fortifications, ships, and feed the abundant lifestyles of those who dwell within the city's walls. In exchange for being mostly left alone, and therefore free to make a profit wherever possible, Duke Olinbough has struck many bargains with some of the wealthiest people in the world, making sure that, should they hear rumors about the state of the city, they would choose to discount the information as just that; rumors.


Marble Cliff, royalblue
Guarding one of the only easy passes to cross from Sarok to the Eastern Bay, almost all trade that comes into Iron Rock from the south passes through its gates. The city spreads all the way up over the pass and down onto the other side, where it boasts the second largest port in the world. The goods that were received from Sarok or Elinshire are then placed onto boats, which travel up through the bay to Storm Port. One of the most inter-racial towns in all of Iron Rock, any person who arrives at the city's walls is free to enter from dawn until dusk, and, for a small fee, any merchant can set up a table from which to sell his wares. Due to this almost complete nutrality, Marble Cliff is a city that is often used as the seat of negotiations between the different countries. However, should the cit ever find itself under attack, do not believe it is without defenses, for the city has its own secret weaponry, as well as a merchant army standing by to defend it.

Lord Edinron, another member of the Iron Rock Council, manages the city with a surprisingly fair hand, settling disputes between wronged parties every day. However, when he dies, his son is posed to inherit, and many view this transition with some fear. Lord Edinron's son was raised with every expense and care, and his greedy heart knows no bounds. Yet the just Lord Edinron will hear no words against his only heir, and the citizens of Marble Rock can only hope that his son will gain some sense in the years to come.


Elinshire, lightgreen
Surrounding one tall mountain, the forests of elinshire spread over much of the middle section of Amamvia. Elinshire is the home of the elves, a nation built within the forest and as a part of the forest itself. Isolated and aloof from its neighbors, Elinshire survives from the bounty of the forest. Even though Elinshire does not possess a large standing army, the other nations are wary of ever offending the elves. Not only would the green mages turn the very forest itself against any invaders, Elinshire is known to possess some of the most skilled assassins in the world, trained in secret over the early years of an elf's exceptionally long life. In many ways, the assassins of Elinshire have been promoted to more of a legend than a true fighting force, and the fear of them is often more than enough to cow a potential opponent.

Elinshire is led by the Council of the Wise, a group of elves as ancient as they are knowledgable. The Council makes all decisions for the country, ranging from simple matters of agriculture to complex political and social conflicts. Based in the capital city of Elinshire, the buildings that house the Council of the Wise is the most well-protected place in the country. All assassins within the country are trained at the bequest of the Council, and will spend much of their training in the city of Elinshire. This ensures, when they leave for the real world, the assassins will be bound by loyalty to the Council, and will not be tempted to consider betrayal for coin.

In the northeastern reaches of the forest, where the mountains grow tall enough to begin to peek over the trees, Senra, the spider queen, spins her web of corruption that mutates all life that draws near.

Elinshire, teal
The capital city of Elinshire, named after the forest itself, Elinshire is the hub of all activity in the forest. Soaring up the side of the mountain, clinging to the cliffs like a plant itself, the city of Elinshire is dusted by the mist of the many waterfalls that surround it. At the top of the city rests the home of the Council of the Wise, protected from weather and invasion alike. Just below it the beautiful houses of the city nobels rest in among the trees.

Only the very lowest portions of Elinshire, at the foot of the mountain and constantly overlooked by the rest of the city, can those who are not citizens of the city reside overnight. Protective of their secrets, any visiting diplomats, no matter how noted, will spend their nights at the foot of the mountain, forced to hike up and down to meet with the Council. Secure in their position, the Council does not worry about offending those who might deserve respect. Anyone who is found in the city proper after nightfall and is not allowed to be there will quickly have an example made of them.


Simlirr, teal
The Northern Temple, Simlirr is the final place of refuge for any traveler before crossing over into the Northern Badlands. Although many do not wish to use that particular service, Simlirr is still visited by many travelers, for it protects one of the last shrines of the Hawk left in the world. Guarded day and night by a retinue of priests trained in both combat and worship, Simlirr has managed to stay strong against the invasions of the Spider Queen.

However, the number of travelers has steadily fallen over the years, as anyone who chooses to stay will be drawn into the fight, should a battle break out while they are present. Yet the desire to stand before a shrine of their god tempts many who consider themselves fit enough to survive the attacks. Simlirr survives off of the blessings of the Hawk, and the gold that travelers bring in, which allows the priests to get the food and water even they need to survive, as the forest begins to wither around them.


Kamisel, teal

Resting on the slopes of Eagle Mountain, Kamisel is one of the most spread out civilian dwelling places present in Elinshire. Because the population allowed to dwell in each location is limited, due to the impact that all people naturally have on the environment, and the elves desire to perfectly preserve the forest they call home, the houses available within the forests quickly began to become limited.


One genius architect came up with the plan to create the city of Kamisel, which, instead of existing within the forest, would exist above the forest, growing out of the mountain that passed above the forest. At first many rejected the idea, believing that elves belonged in the forest, not above it, but as the available houses grew more and more expensive those who could not afford otherwise began to travel to Kamisel to find a home. They soon found themselves enchanted by its elegant grace, for even though Kamisel resided above the forest it felt like a very extension of the forest itself. With the help of those earliest settlers, the city expanded both in size and beauty, and many elves found their very words stolen from their mouths, as they became enticed by its community, views, and natural grace.


Now most of the elven population can claim to reside within or have a house in Kamisel. The wealthy have summer homes, picturesque manors that overlook the forest they love, and even some of the members of the Council of the Wise have purchased land within the city. It is one of the only elvish cities that welcomes all settlers, and humans, dwarves, and even orcs and ratzi can be found living cohabitant with the elves.


Arnefel, teal
The Port City of Elinshire, Arnefel sits on the banks of the Southern Lake. Much like Storm Port, Arnefel is the major trade city of Elinshire. However, the forest nation is much more secluded from Sarok and Iron Rock than Iron Rock is from Sarok, due to the fact that almost everything the nation needs to flourish can be found within its own borders. However, some trade still occurs between the nations, and this trade, almost exclusively, passes through Arnefel.

Arnefel, like most cities in Elinshire, dwells in two layers. Those who live off the lake and work among the city live on the forest floor. However, those with the money and influence of the forest city exist high within the branches of the giant trees that grow on the edge of the lake. These tree dwellings are connected by sturdy bridges, with which the branches of the many trees have interwoven, making the whole upper reaches of the city seem a part of the very forest itself.

Arnefel is also the major fishing town in Elinshire, and every day fleets of boats head out into the lakes to net the fish which swim below the surface. Unlike West Bay, which fishes with abandon, the fleets of Elinshire fish in harmony with nature, ensuring that the precious swimmers will be there for all the generations to come.


Sarok, brown
The Dwarven and Human Empire of Sarok dwells in the small forests and rolling plains between the forests of Elinshire and the Southern Jungle. Thriving in some of the most fertile soil in the land, Sarok is an expansionsit empire, eager to grow without bounds. However, bordered on the north by Elinshire and kept in check with the threat of their assassins, bordered to the East by the high mountains of the southern reaches of Iron Rock, trapped to the West by the ocean, and unable to spread south into the untamable jungle, the people of Sarok have had to grow inward, and the populations within cities have grown drastically. However, the fertile climate and the minds of the greatest human scholars have worked together to ensure that there is enough resources for all.

But Sarok is burdened by the harshest financial divide in Amavia, and while the rich thrive in lavish wealth, the poor band together in slums, and search through the refuse cast aside by those more fortunate to make a living. As the population continues to grow and the productivity of Sarok skyrockets from the plans of fertile minds, the divide between the rich and poor grows greater. The slums sprawl outwards, forced to contain ever more people, while the rich rise above the grounds in great manors, and forget the plights of those less fortunate.

Sarok is lead by the great King Sternfire, a human warrior of great renown. Sternfire rose to claim the throne due to the battles with the Fallen Feathers, and he understands the plights of the poor far better than any of the others in the court. He works to find a way to improve their lives, but is frequently blocked by the most influential nobles, who are happy to thrive above the rest and see their wealth continue to grow. And Sternfire must deal with the need to constantly increase Sarok's ability to produce food, for not only does his own ever growing population rely on the output, but the weapons and metal used to finance his own army comes from trade with Iron Rock. He must also work to try and find ways to open negotiations with Elinshire, which retreats further into the relative security of its own borders, and something must fall between the cracks.

In the forest near the border with Iron Rock, the Triplets of the Night slaver in bestial rage, eyes hungrily tracing the comings and goings of the people who pass too close to their forest home. And all fear the haunting chorus of their howls, and lock their doors to protect themselves from the wild hunt.

On the border with Elinshire, where the forest falls away to plains, Lord Spiritus roams the shadows, an army of unthinking, unfeeling, undead minions following in his wake and leaving devastation behind.

Dragon's Gate, tan
The capital city of Sarok, Dragon's Gate is a city that towers above the plains that surround it. Resting in the junction of the two mighty rivers that flow through the Sarok plains, one coming from the Southern Lake in Elinshire, the other from the mountains of Iron Rock, Dragon's Gate truly is the heart of the plains nation.

Here is the seat of King Sternfire, and his fortress rests at the height of the city, holding not only himself and his council, but the military base of Sarok as well. And from the fortress people span out in all directions, covering so great an area that it is near impossible to cross the whole city in one day. While order to the streets may be sustained in the paths around the fortress, any remains of order is quickly lost the farther away from the hub of the city you travel. And, on the outskirts of town, the slums live in close huddles, and the pathways between them constantly shift as new temporary dwellings rise and fall.

Just as the fortress of Dragon's Gate is one of the greatest buildings known to mankind, so is the slums of Dragon's Gate the worst known. People huddle together in misery, attempting to survive in any way they can, and can only ever dream of the opulence that surrounds the wealthy every moment of their waking lives.


Oak Village, tan
A relatively small village compared to the massive homes of humanity that can be found on the plains of Sarok, Oak Village survives off of the lumber that surrounds it, and the patronage of the people who pass through its city. Here it is impossible to travel ten feet without encountering a merchant, either set up in an established shop, or briefly residing in one of the street vendor's stalls, and many taverns gleam invitingly from street corners, inviting the weary traveler to rest his head and partake in some of the fine, or not so fine, ale and wine that can, for the right price, be purchased.

Unbeknownst to its inhabitants, a network of tunnels spreads out from Oak Village, leading to many points in the continent of Amalia. This humble city is where our grand adventure shall begin.


West Bay, tan
A magnificent port city, West Bay, as its name would imply, rests on the western coast of Sarok, overlooking one of the great bays. Here the fleets of Sarok wait in silence for when they will be called upon, and countless fishing vessels head far out into the sea, bringing back massive catches of some of the seafood considered the greatest delicacies in the world. Occasionally, a venturer, determine dhe will be the first to find success, will embark out into the empty ocean, destined to return empty hearted and broke, or to be crushed by the sea waves and to never return at all.

Almost all who live here make their living from the sea in one way or another. The greatest shipwrights in the world are certain to be found within the walls of West Bay, as are all those who make their living bringing seafood to those who do not wish to go and acquire it themselves. Bound to the edges of the ocean, West Bay is long and low, protected from the raging storms that sometimes come in from the water and attempt to blow the whole city away.

West Bay is one of the only cities in the world that can enter into trade negotiations with Elinshire, for the elves, limited to their rivers and the Southern Lake, consider any type of fish a great delicacy.


Rosewall, tan
Once upon a time, the village of Rosewall was a grand Elvish town, Claitas. However, as the forest slowly retreated from the plains, the city was left exposed at the edge of the forest. Even as the forest retreated the elves who inhabited the city fled, leaving it abandoned. The citizens of Sarok, always eager to find a new start, and create for themselves a better life, swarmed to the city, taking over the old buildings, and rebuilding them in a fashion traditional to the slums of Sarok. Anything that could be found that was of use was put to use. The grand trees that still stood around the village were put to the axe, and soon the city sat in a clearing among the trees.

Now, Rosewall is a city like almost every other in the nation. Those who dwell there rise early in the morning to tend to their fields or other crafts, returning when the sun sets for a little bit of evening revelry before going to sleep and repeating the process the next day. However, the city of Rosewall is still somewhat contested by the Council of the Wise, and is a point of bitterness between the two nations. But the citizens of Rosewall are uncaring of the problems they create, and do their best not to bother the elvish graves that can still be found around the city.


White Valley Fort, tan
One of the largest milaitry establishments in Sarok except for Dragon's Gate itself, White Valley Fort is a military city, a place where soldiers who are not needed on the field come for basic training, and the middle ranking generals, not influential enough to make a home in Dragon's Gate, plan their strategies.

Surrounded by some of the sturdiest walls in the plains, and crafted from many tons of stone quarried deep within Iron Rock mountains, White Valley Fort is an almost unbreachable garrison. Sitting on a rise, its many watchtowers can see for countless miles in all directions, and should the gates that allow entry to the city be locked down, it would take great mechanical behemoths to break through. Add that to the archer's slits that pepper the walls, and the pots of burning pitch which can be readily prepared should the fort come under siege, and the city is well protected from any invaders. Add that to the massive amounts of space within the walls, and the copious supplies of food stored away within it, and White Valley Fort is ready to garrison all of the villages south of the river.

All who dwell within the walls of the Fort during peacetime are, in one way or another, connected to the operations of the Sarok military. Be they cooks, blacksmiths, generals, or soldiers, all serve a useful purpose within the walls, and all are ready at a moments notice to pick up blades and defend their home.


Highdale Bridge, tan
One of the stranger cities within the kingdom of Sarok, the city of Highdale Bridge was originally exactly what its name implies; a bridge. However, as more and more people found it necessary to cross the river with massive caravans, taking supplies to be traded in the city of Marble Cliff, the bridge became more and more commonly used.

As is natural in any place where people frequently pass, a city began to grow up around Highdale Bridge, shops, taverns, inns, and other vendors arising both on the Iron Rock and Dragon's Gate side of the bridge. But as the bridge continued to expand to meet the needs of the ever increasing caravans, the city began to spread onto the bridge itself, where all travelers would be forced to listen to the cries of the sellers. Responding to the new clutter on the bridge, the supports were spread out once more, nearly doubling the width of the bridge. But as the space available on the bridge grew, so did the number of shops present on it.

Now it is almost impossible to distinguish where the shore ends and the bridge begins in many places, except for the change of the sound as wagon wheels pass from solid earth to stone with empty space beneath it. The massive bridge, so wide across a traveler would be hard pressed to see from one side to the other even without the shops blocking the view, needs constant maintenance to make sure that the bridge stays aloft when the old supports are gradually worn away by the neverending flow of the river.


Southern Jungles, darkgreen
The mighty southern jungle bursts suddenly from the plains of Sarok, and spreads as an untamable force over the entirely of the southern peninsula of Amavia. Even the ever-growing nature of Sarok cannot plumb its depths. The Southern Jungles is the home of the orcs, who live in many tribes joined together under their current High Chief, Iron Tusk.

The forests pose many dangers to those who would dare wander into the jungle unprepared. Even the Fallen Feathers have chosen to stay away from these lands, for they are wild and untamed. THe orcs are a natural reflection of the land they inhabit, for even though the jungle is rich with everything a person would need to survive, that same richness allows everything to grow, and most of it does not wish to share.

Here also does the last stronghold of the Crocodilians stand, where even the people who planned to prosecute them to the ends of the earth could not follow with their armies. For the jungle would not be disturbed or uprooted from its hold on the land.







Fang Root Cave, lime
The temple of the Crocodilians, and the last true stronghold of their race, the buildings of the Fang Root Cave soar high above the forest floor in jagged steps. But the true marvel of this ancient city lies not above the ground but below it, in the massive, naturally formed caverns, eroded by millennia into caverns that even the dwarves would not dare touch, for fear of destroying its perfect beauty.

But the dwarves, nor any other species other than the Crocodilians themselves, will ever be allowed to see these marvels of natural beauty, for it is a certain death sentence for any who are unwelcome to set foot into these caves. Prisoners will be held for a few days, before being executed in various methods. However, the Fang Root Cave has many exits, many of which are guarded, but just as many of which are not.


Iron Tusk Fortress, lime
An ancient fortress, created by an unknown people, Iron Tusk Fortress was settled by High Chief Iron Tusk, and named in his honor.

Now the fortress once more rings with the war chants of the orcs, who use it as a base for all of their many operations. When Iron Tusk is defeated by a younger orc it is almost certain that the new High Chief will take over the temple and name it in his own honor, as was done by Iron Tusk himself.

Once, however, the orcs would not have dared approach this ancient temple. It was believed to be cursed, and deadly to all who drew near. One young orc, determined to prove his worth to the tribes that shunned them, came to the fortress and was said to have defeated the monster that dwelled within. Upon his successful return from the Fortress, he was named the first High Chief, and ruled until he was defeated by a new young orc. And so the cycle continues until the Fortress is finally completely eroded away by the plant life that slowly consumes it.
 
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Magic Basics, yellow
Magic in Amavia is the ability of a person to project their will into the world without necessarily first impacting it with his or her physical body, thorugh the use of a caster's energy. However, willpower alone is not enough for magic to happen. All magic is an amplification of something in the world that already exists. The most common examples of these are the elemental magics, taking a flame or a rock and altering or amplifying it to serve the will of the caster. However, with the correct creativity and focus, magic can be expanded far beyond the limits of elemental magic.


Definition of Terms, yellow
Magic- The act of causing a change on something within Amavia that already exists, either enhancing or altering it.

Will- A measure of the casters desire to have a change happen.

Energy- A measure of the caster's ability to complete a change. This is usually a far more finite resource than Will.


Use and Limits of Magic, yellow
So long as a person is of suitable intelligence and is able to maintain focus for a period of time, it is possible for anyone in Amavia to use basic magics. All magic starts with the element or object that the caster intends to change. After that, the energy of the caster will be used to create a temporary change on something. Most of the effort in using magic comes from the initial change. Once the change has been made, it takes a negligible amount of energy to maintain it.

The will of the caster does not affect how much of a change can be made to the starting object. That is entirely dependant upon the caster's energy. Willpower affects how much energy needs to be used to make a change. The greater the caster's will, the less energy a certain change will take. So long as a caster's will remains constant, so will the amount of energy needed remain constant. Should a caster enhance a candle flame to the size of a campfire and then leave it for three days, the energy needed to double the size of that camp fire would be the exact same as the amount needed to enhance the flame to the size of a campfire. In other words, it would have taken the same amount of energy to take it immediately to double the size of the campfire right at the beginning as it does to break it up. The difference is that the caster has time to regain energy if the casting is broken into two pieces. It is also possible that the caster may have a greater will to complete the second half of the spell after the break, and the second half of the spell would then take less energy. The longer a spell takes the less of an impact it will have on the caster.

The primary limitation to magic, assuming that the caster has enough will and energy to complete the magic, is that any amplification or change is always directly connected to the object from which it was based. Therefore, even if a massive fire spell was burning down the town, as soon as the candle from which it was based was blown out, all of the magiced fire would vanish. The burn damage would still remain, but any flame would be gone. This would include any heat within coals created from the fire. Only the charcoal would remain. However, under the right circumstances, this can prove to be a benefit. Should it start to rain over that flaming town, the magiced fire would be unaffected so long as the original candle flame was unaffected. No magic can affect the original object from which it came. While the fire from a candle flame will be amplified, the same flame will remain on the candle. It will not leave the candle. However, other magic can affect the object from which a different spell originated.

All magic is able to affect other magic. So while natural rain may not affect a magicked fire, should someone take a cup of water and flood it over the town, the fire would be affected. Whose magic remains is directly dependant upon the will and energy of the two casters. Where the water meets the fire both fire and water will vanish. However, the fire and water that remains can once more be amplified to cover the lost magic. Therefore, the caster with the greater will does not need to use as much energy to recreate the lost magic. Ultimately, though, the magic that permanently vanishes belongs to the caster who runs out of energy first.

Be warned. The body needs energy to continue to function. It is possible to drain it really low and still be able to eventually recover. However, should all energy vanish from the body, the caster will be killed.

Luckily, it is possible for one person to "transfer" their energy to another caster. This is not a direct transfer, but is rather one caster amplifying the energy of another caster using their own energy. The first caster can then use this amplified energy as though it was their own energy, and, when the amplification of the second caster comes to an end, the energy with which they began will still remain. The amplification of someone's energy works just as any other magic would, and it follows the same rules of will and energy. Only scholars ever really explain this, though, and most people just think of it as a "transfer."


~NOTES~, yellow
There can be some alteration to magic, but it always retains its base identity. Water magic can be made to look like a square or a sphere, but it can never be a rock. It can be made as hard or dense as a rock, but it will still be water.

When magic is initially being cast, the caster needs to be within site of the base object from which the magic is being created. However, once the magic reaches a state where it will be constant, and therefore only using negligible energy, it is possible for the caster to leave their magic and have it still exist, even if they go to the far side of the continent. All they need is enough will to maintain the spell, because providing that small, small amount of energy takes conscious effort. A very small conscious effort, but conscious effort none the less.


Creative Uses of Magic, yellow
Elemental magic may be the most common form of magic, but it most certainly is not the only form of magic. So long as something exists, it can be used as magic. This can be less thought of concepts like light, weather, or heat, but can also be things from the body like movement, sight, sound, pain, or even appearance. The only limit to magic is the creativity of the caster.

However! It is not possible for a single caster to use every, or even many, types of magic. Just like everything done in the world, magic is a skill that must be trained from practice. Otherwise, the attempt will be abstract at best, entirely uncontrollable at worst. A person who dedicates their life to magic may be able to learn advanced control over two or three types. But it would take a real genius to master more. It may be possible to be able to grasp the basics of many forms of magic, but the time required to do that would mean that none of these types could ever reach mastery.


Addressing a Few Specific Types of Magic, yellow
Healing: Because all of the effects of magic are temporary, healing magics are quite rare, and are very misunderstood. A healer does not need a large supply of energy, because the change affected is very small, relegated to the wounded person's body. However, a healer must have a massive will, because until the wound has time to heal naturally the healer must maintain the magic. Should they lose the spell, the effects of the magic would vanish, leaving the person once more wounded. However, as the true flesh of a person replaces the magicked flesh, the healer will need to maintain less and less of their spell.

Illusion: A magic entirely based upon the sight of its caster, illusion magics take a base from the sight of the caster, and then manipulate that vision so that others can see it, and believe it is there. However, illusion magics are very hard to work without extensive practice. Because so many people rely on sight in everyday life, even a small inconsistency will cause people to stop believing in the illusion. Therefore, all illusions must contain a great deal of detail. While it is nearly impossible to run out of energy due to illusion magic because most changes are minor, willpower may come in short supply. The other thing is, should the sight of a caster be blocked for more than a couple seconds, be it sleep, a blindfold, or all light sources suddenly vanishing, any and all illusion spells will be dispersed just as fire magic would be if the candle was blown out. It is not possible to cast illusion magic from the sight of another, it must come from the caster.

Shapeshifting: A very tricky form of magic, it basically involves duplicating the body of something else, and then inhabiting that body. However, the main danger of this is that it leaves the true body unguarded and unattended. It will continue to function so long as it is cared for, but the owner of the body is not there to care for it. Should the body that the magic was based upon be killed, the magicked body would fail, and the will of the caster would return to its own body. Should the caster's body have died between the time of the shift to the time of the return of the caster, the will is left without a home, resulting in death. Some people have been known to use shapeshifting to escape for death for a time, but the caster will be unable to create a new body from someone else without first returning to their true body, which is dead and can no longer accept their will.

Necromancy: A relatively easy form of magic, all necromancy needs to work is a deceased body. Massive armies of the dead can be assembled with very little use of energy, because, unless they are "killed" and need to be put back together, they are only ever maintained. However, each undead is a new piece of magic, so therefore a large army will require a massive will to maintain. What makes necromancy so feared is the ease of changing it into something that can control the living. The general principle is the same, the only difference is that the necromancer needs to be able to overpower the will of the one being controlled.

"Good" and "Evil": Magic is neutral. It is only ever the caster who determines whether it is good or evil. Someone could use light magic to kill, while another could use shadow magic to protect. However, it is generally accepted that any magic that manipulates or impacts another person without their permission is "evil."

"Hexes": A rare and tricky form of magic, hexes take both will and energy to maintain, because they are constantly enacting a change, if only a small change. Shaping the magic into some sort of apparently normal object, the magic none the less continues to enact a change, which is the "hex" itself. The caster can also not stray too far from the hex, for while the object will continue to exist, if the caster goes too far the change will cease to happen, rendering the "hex" itself nonexistent.


At first glimpse, this magic system may seem really complicated, but if that is the case, please PM me. I'll be glad to answer your individual questions. I did this to keep magic from becoming the "end all, be all." If we are stuck underground in a cave with no light, a roleplay with normal magic would have someone cast a light spell, and now there is light. Great. Problem solved. However, in this story there cannot be light unless there is already even a tiny bit of light. So now you have to get creative.

However, I did not want to have someone have a unique and brilliant idea for a magic ability, and then have it crushed by this system. Or be apparently crushed. So I'll work with you on this, and together I am sure we can come up with a way to get your idea to fit into what I've made. Just PM me and ask. I don't bite. At least, not out of character.
 
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Notable Things:

Trial for Orc-Hood

Granted by the Chief of the Orc Forests, it consists of a series of harsh trials to prove a non-orc's right to enter into the land of the tribes and be treated with the same courtesy of a pure-blooded Orc. It is the only way for an enslaved person to once more become a free person. Those who bear the mark of success are bound by the laws of orc custom when on orcish territory, but are also protected by its laws.

The trials can continue past the point of freedom for a slave, to the point where a non-orc can command immediate respect from lower ranking Orcs. These trials are often deadly if failed, yet once won they need never be repeated. It is possible to attain a rank only a few steps below the High Chief himself, although those who have succeeded can be counted on one hand.


The Lords

One of the largest crime syndicates in the world, run by dwarven leaders and spreading over both the territories of Sarok and Iron Rock, and through the Elinshire so as to maintain a connection between the two countries. The Lords are the leaders of the underworld, and have been using the continuing chaos of the Creatures of Hell to spread their influence. They are working to find a way to control the leaders of the world, or, if they cannot find a way to control them, replace them.
While their tactics are underhanded, The Lords are very handy ally to have, as high ranking members in their organization can command respect from almost any underground organization that has managed to spring up in the cracks and gaps they left behind.


The Guild

An underground organization of mages, dedicated to some of the more... dangerous and esoteric forms of magic. It is said that, for the right cost, the Guild can do anything. But the costs are as dangerous as the rewards are great, since the Guild does not accept physical forms of currency.

The Guild has been divided up into many factions, all of which have only a little to do with each other. There have been many times where the Guild has come very close to breaking up into countless different groups, but the threat against them from all of the legal forms of law enforcement keep them banded together, as one part of the Guild can call upon another part should they come under threat. Should they actually fall apart, the many different portions of the Guild would almost certainly be crushed within a year.


Knights Errant

A group of knights, warriors, and other combatants who have decided to dedicate their lives to the fight against the Creatures of Hell for the good of the world in general, rather than their own person country. They roam the land in large groups, dispensing aid wherever it is needed, and living primarily off of the generosity of the local people. Their numbers are constantly in flux as they frequently gain new members, but their job is also incredibly risky and has a high death toll.


Harbingers of Dawn

A fanatic group, convinced that the darkness in the human soul is what is giving power to the Creatures of Hell. They believe that the only way to save the world is to obliterate all of the evil in the world, and they believe that if you do not subscribe to their policies it is better to kill you than let you continue to "feed the Hellspawn". Pretty much to be avoided at all costs. Luckily they are a very small group, that only really has any power in the city of Dragon's Gate.


The Craftsmen

A loose organization that is responsible for maintaining the different craftsmen across the civilized countries. It does not really have much power, but is rather a support system for all forms of craftsmen. However, you need to be able to demonstrate "mastery" in your skill before you will be able to join. The marks of the Craftsmen is a fairly powerful symbol for a shop, as it means your craft is the top of its group.


The Road

A traveling band of entertainers, comprised of all the races present in the world. Like Earth Gypsies, they are a close-knit band, and always take care of each other. Unlike Gypsies, the Road is also has a network of homes, healers, craftsmen, and the like, who will take in, supply, or care for anyone who is also a member of the Road. The Road is generally frowned upon by most regular forms of government, so it is hidden from those who do not know about it. After all, the Road is perfectly in place to get anyone out of any situation without being detected. The Road does not align with any government or religion, and is therefore a threat. The only way for someone who is not born into it to become a member is for that person to save the life of someone who is a member. This binds the two of them together, whether the saved person likes it or not, and the debt can either be repaid by returning that person a service equal to twice their life, or bringing them into the Road. However, the punishment for breaking the rules of the Road (related to secrecy and hospitality) is very harsh, and can be acted out by any other member. That is why it is a very rare occasion for those who are not born into it to enter the Road, because, without the indoctrination from childhood, the potential to break the rules is a lot greater, and that terrifies those who have grown up in the culture.


Warriors of the Damned

A cult that originated in the Barbaric Northlands, and has been growing in power simply through the force of fear. A small group of med and women, after facing a horrific defeat at the hands of an opposing tribe, were not longer able to believe that the God of Light cared for them, or even existed. They turned to the First Hell Creature, Lord Magma, looking for a new way of life. Over the generations the Warriors of the Damned have perfected their technique, and now they rampage across the Northern Badlands, destroying anyone who gets in the way. Those who do not submit and join their cult are tortured to death, as practice for the new acolytes. So far, the governments in all three of the Civilized States have been ignoring the plight steadily growing to the north, not believing that it will ever pose a threat. However, the Damned fully intend to gain enough manpower to invade the southern states, and continue their rampage of terror.

The Warriors of the Damned have a very harsh induction process, often involving the torture and subsequent death of a loved one. However, their expectations on their own members are just as stringent, and no one who is a long-term member of the cult will come away without signs of self-inflicted torture.


the Lunar Priestesses.

Similar to the Warriors of the Damned, the Lunar Priest follow the hell goddess Stella. As the names suggest, the Priestesses are made up of women. The cult of magic using manics hail from the Barbaric North, prowling on the tribes, travelers, and even the small settlements. They mastered the arts of hexes and blood magic, both outlawed in the majority in the Eastern, Central, and Western lands. Some say they are from the same tribe as the Warriors of the Damned, but wanted a different creature, other than the harsh Lord Magma. It is a mystery how they have stayed alive so long, they not letting outsiders in alive. Some say they gain more members by birth, and others say by more...magical means.

the Widows

A large all female assassin group, the Widows, also know as the Black Widows, hide in the shadows of all the lands. Founded by a mysterious woman, the Widows see most men as evil and brutish monsters, and decided to eradicate them. One coin at a time. The woman take up positions all around the continent, as bar hostesses, private "entertainers" and some even seeking refuge in other groups. They gain they contracts threw messages, and kill their target quickly and efficiently, but in their down time choose which man they want to kill weekly.

the Sharp Scales


Another assassin group, they are made up of Crocdilians, and mainly work in the forest and jungles, but even go as for north as the Deadlands to complete a task. A much more loud approach to assassinations, the Sharp Scales go all out to kill their target, even wiping out entire towns to get to a target with brute force. All these Crocdilians seek are coins, and if you can provide them even more, then you just may keep your life.


the Blights Rodents


The final major assassin group in the lands, they are made up of Ratzi. Coming straight from Plagues Folly, they work the entire continent for work. They are more of a mixture in terms of assassination, but often use poison to clear out entire rooms just to kill a single man.

 
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General Information:

Our story begins in Oak Village, a small foresting city in Sarok. We are drawn from it for different reasons, some seeking a new homes, others seeking the easiest way to find some coin. A dark storm cloud hangs over the village, yet the night air seems calm.

Rules:

1.) Respect the rules of the forum.
2.) Have Fun!
3.) No killing other characters without their
consent.
4.) No g'moding or metagaming.

5.) Do NOT have a Nonplayable race, but one of you knows the acceptation ;D
6.) Respect the other RPers, me, and the Co-Gm @Peregrine
7.) Make sure you THANK Peregrine!
8.) You have a limit of three characters.
9.) Only 8-10 RPer's will be aloud to be active in the RP at a time...If you wish to be in at a later date incase people drop out, or die off, please PM me your character sheet, and let me know :D

Special Thanks:

My first thank you goes to my friend, and Co-GM Peregrine. This roleplay wouldn't be have as detailed, amazing, and not near complete without her. Her amazing drawing skills, planning, ideas, and suggestions help complete this idea of a roleplay.

My second thanks goes to you, the RPers, to being interested in the roleplay, I have been dying to have a good detailed roleplay like this, and with you guys it came true.

My final thank you goes to From Software, who's games helped me think of ideas and made me love fantasy themed games like I do.

Character Sheet:

(Picture or Description)

Name:
Age:
Gender:
Race:
"Class": (What would you call yourself?)
Weaponry: (Include Magic)

Bio: (Recommended, but not required)
Nation:
Groups: (Any group?)
Personality:

IC: https://www.iwakuroleplay.com/threads/fallen-feathers.48691/
 
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Accepted Characters:

Lonewolf888978​


Lonewolf888978​



Peregrine​



Yaoi Master Gavin​



Verin​



Immortal Sin​



Immortal Sin​



Incubus Prince​



lynzy​



Princess of the Teacup​




Deceased Characters:
 
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big_thumb_0f505367be0fda32389ade162ec11dc2.jpg

Keeeen's posture usually makes him seem shorter, a 7'2 when he is hunched over. Standing straight, Keeeen stands an amazing 7'8.


Name:
Ex-War Chief Keeeen

Age:
74 (25 in human years)

Gender:
Male

Race:
Crocdilian

"Class":
Swordsman

Weaponry:

Curved Great Sword:
Keeeen's curved sword is wielded by most with two hands, but due to his strength and size it is much more common for him to hold it in one.

Gauntlet Claw:
A piece of metal with two sharp points used to stab, disarm, and rip opponents. The thick end that guards the knuckles, protect from sword and axe edges.

Twin-Blade:
Normally carried upon his back, his Twin-Blade is a two sided spear, and is a very fast weapon in the hands of a master.

Bio:

Born half-brother to Reeen, the current Head War Chief to the Crocdilian people, Keeeen was supposed to protect the ruler with his half-brother, but fate didn't agree with it. His opponents framed him for necromancy, which is extremely forbidden in Crocdilan lands. The city turned on its soon to be Royal Guard master and drove him out. Reeen has tried to get a plea with the people, and his ruler, to accept his brother back into their society, but to no anvil.
Now Keeen roams the land, waiting for the moment he can return home to his brother, to his people, and to his royal life.

Personality:
Keeeen is often seen as aggressive and headstrong, his bite much worse than his bark....quite literally. He is often cold towards other races, except elves which he has a soft spot for. He is very protective of his friends and belongings, and wont hesitate to kill.


 
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I'll be reprising my role If I can.



Name: Jarenyth Seiglinde
Age: 196. By human standards, he looks about 23.
Race: Elf
Nation: None. He holds no nation as his own and has no ties with anyone.
Class: Arcanic Assassin - While no slouch with a dagger or sword, the arcanic assassin prefers to use precision attack spells for his assassinations.
Weapon: A katana with a vein of semi-paralytic poison within that can be forced out. An assortment of daggers hidden on his person.
Magic: Precision Attack Magic

Precision Attack Magic is a subtype of destructive magic. While not as destructive or ostentation as pure destructive magic, it is much easier to control and use. It generally consists of rays, beams and arrows that can be used at a distance. The rest of it consists of short-range attacks that function like weapons. Elementally, it crosses all borders from acid to electricity but it takes a lot of effort and practice to master them. Since he is self-taught, he lacks much of the training and versatility that would be available to those who are.

His majour specialty is Light magic and his minour specialties are Poison and Shadow.

Bio : Jarenyth Seiglinde is a man without home, without family and without morals. Orphaned at a very young age in one of the outer reaches of Elinshire, he was found by a trio of assassins on the way back from a contract. Normally they would simply have left the babe where they found him but it was a unique opportunity for the Assassin's Corps within the Lords to create what they thought would be the perfect assassin, most of the others within the faction having come to it as adults.

He was brought back and raised around blood and death, becoming completely desensitized to both and never developing a moral compass. A natural with a blade, it was his precision that made him such a formidable force - at the age of fourteen he was able to throw a dagger 300 feet with perfect accuracy. The lack of magic within the Assassins meant that his gift of magic was not discovered until he reached the age of 84.

It was a particularly difficult mission for him: the target was well guarded and the house he was in was well fortified, having been tipped off about a possible assassination attempt some weeks ago. As far as he could find, there was only a single vantage point that gave him a view of the target's vitals but between the guards and fortifications, it was impossible to strike with any blade and the likelihood of an arrow passing it was very low. Contemplating his actions, he idly pointed his finger at the opening and simply imagined a ray of light firing - the idea of such an easy method just a fantasy at the time. When a silvery ray of light coalesced from the moonlight and shot from his finger through the night to slay the target, he was startled but not so much to be caught.

Following this was a series of experimentation to discover the extent of his power. While limited, it had a number of useful effects, strangely all of them meant for killing. The sheer killing force of such spells when aimed at vitals made them uniquely applicable for his contracts and word of the "Spellslayer" began to get around, of victims struck down obviously by magic but of a sort of ungodly precision that made anyone with something to hide fear for their own lives. Rumours of the Spellslayer abound, most of them never even close to the truth but each time he hears a new one, a strange smile always graces his face.


Groups: The Lords - Assassin Corps

Personality: Raised from infancy to be the perfect assassin, Seiglinde is without any sense of empathy at all; he is unable to feel what others do. He cannot feel sorrow for his actions nor does he feel guilt; to him killing is simply what he does and he's good at it. Strangely enough, like the rest of the Assassins, he has a sense of humour though his humour leans more towards the sadistic and the profane, the macabre and the malicious.
 
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Name: Círdan Ancalimë

Description: Cirdan is slightly under average height for his race, and is also slightly more heavily set. He has shaved off his hair, leaving only a fine brown stubble behind. He is dark skinned for an elf , coming close to the color of an Egyptian or Indian, in our world. Cirdan is primarily defined by two features, both of which relate primarily to his skin. The first is that he is covered in scars, some fine and some very heavy. The second one is that he has been tattooed many times, mostly in different tribal patterns. These are primarily on his arms and torso, although there are a couple on his face. His most notable scar is something that looks like claw-marks that cross over his face from his right temple to the left side of his jaw. These have damaged both of his eyes, leaving them covered in a cloudy white film. For an elf , Cirdan is incredibly heavy set and muscular. He is still lighter on his feet than most human, dwarf, or orc opponents, but he applies a strange mixture of light and heavy movements in his combat. Yet most of his muscle is dense rather than bulky, giving him a deceptively thin frame underneath his clothes. This has given him an advantage over many attackers, who expect to be able to bowl him over with ease, and find themselves instead confronted by something more similar to a rock wall. Cirdan customly wears a modest combination of light pants and long sleeved shirt, usually in shades of brown. He wears tall, well worn boots suitable for long distance travel, and also often has a hat nearby. He is also always seen wearing a sash of various colors that binds around his waist. If he is not wearing it, Cirdan is, to the best of his ability, never far from a large, military style rucksack that rides on his hips and over his shoulders.

Age: 283. Physically, he would look about twenty eight.

Race: Elf

Nation: Wanderer. Comes closest to calling the Orc Jungles home, but only because he is most familiar with the lay of the land. It has been many decades since he has spent any length of time in Elinshire.

"Class": Monk

Weapon: Cirdan is familiar with almost all forms of weapons, although he is most experienced with pole weapons like the glaive, bo staff, and naginata. He is, of course, also familiar with a bow, but he would rather fight with a mid range weapon like a sword, especially in close combat. As a monk, though, his most deadly weapon, naturally, is his own body. Cirdan does not travel with many weapons. He keeps a dagger in his boot, as well as a set of double bladed and spiked brass knuckles in his bag. But, if in combat, he will often choose to disarm his opponent of his or her weapon and use that instead.

Magic : Cirdan's magic is a rare and almost completely unpracticed form of body magic, which he learned after losing his sight. This magic is based in the slow development of the body's natural rhythms over long periods of time, therefore taking very little of the user's will and energy. This magic slowly amplifies his ability to tap into the physical potential that is normally unreached, most notably the "sixth sense" which allows him to sense the presence of things around him, and allows him to navigate the world despite his blindness.


Despite having been so dedicated to the practices of illusion magic in his youth, Cirdan can no longer practice illusions because he cannot see, and therefore has no "base" from which to build.

For a brief time, in an effort to regain his sight, Cirdan studied shapeshifting. However, by the time he mastered it sufficiently to shift into a new form, he had come to accept his blindness, and the magic that allowed him to counter it. After that point he did not practice, but in a serious situation he may be able to work some shapeshifting magic.

Bio: Círdan Ancalimë was born into a semi-noble Elvish family that had been serving as top spy- assassins for the Council of the Wise for many generations. From the moment of his birth, Cirdan was trained in the arts of deception and assassination. He became just as at home in the fancy rules of high society as he was in the dirty slums. He was praised for his incredible talent in illusion magic, and was expected to go on to become one of the greatest assassins in the past millenium. Yet there was something in Cirdan that hated the dishonesty and the deceptiveness of the life of an assassin and a spy. And the longer he worked and the better he became, the more he found himself hating himself and that for which he stood.

He started slipping out of his house in the middle of the night, getting past guards and his own family without detection. Impressed at his ability, and trusting to their "golden child" his family, consisting of parents, older and younger sister, uncle and aunt, and their two male children, chose not to try and keep him in the house. Cirdan would make his way to the quarters where foreigners, those not of elvish descent who wished to visit the capital city, would stay. He frequently wound up in brawls outside of some of the taverns, and would receive a very solid thrashing, as he knew nothing about how to fight without killing.

One night, a group of dwarves ganged up on him, completely wasted and determined to beat the life out of him. He was saved by a human warrior, who took him away and tended to his wounds. Cirdan found himself frequently returning to the warrior while he was in town, a large, friendly man named Aaron, and Aaron, suspecting nothing about his new friend, gladly set about teaching him the ways of a warrior. And in the honest, forward combat of a warrior, Cirdan took the first step towards his true calling.

His focus on his lesson as an assassin quickly deteriorated, while his skill as a warrior grew. His family, starting to become suspicious, eventually found out about the man meeting with their son, and set about killing him. Cirdan's little sister found him and told him about what was happening the night of the attack, and Cirdan raced away to try and save his friend. He arrived too late to protect Aaron, although the warrior had succeeded in killing a couple of the assassins who had been sent. Cirdan violently confronted his family that night, and left the next morning dead to everyone there, except for his little sister, who he would contact again after about a century. That night in his 43rd year of life would be the last he saw of his family.

Cirdan fled the woods of the Elinshire, disgusted by his former home, and wandered his way through the known lands. Allowed to be himself and himself alone, he rapidly fell into the rhythms of a monk, roaming from the Northern Badlands to the Orc Jungles. He faced many experiences over the next fifty years, and would have died several times over if not for the aid of some unexpected allies. He lost his eyesight to a pair of tiger claws wielded by a rogue barbarian, before finding a temple and monastery, where he lived and studied for seventy years, until the monks there told him that they had no more to teach him, and he would have to find his own path to continue learning.

Cirdan set out across the land once more, roaming the land, finding new allies and new enemies over the next hundred years. Now, he finds himself drawn to a small village, for unknown reasons. :)

Personality: After all his years of life combined with his training, Cirdan is a very stable soul. Not much takes him by surprise, nor can much get a rise out of him. He is used to taking abuse for his way of life, especially from other elves, but it is his only true love, and nothing will get him to abandon it.

At the same time, Cirdan is a very passionate ally. He is quick to trust, and, despite his strong independence, works very well in a team. He learned the value of having someone to watch his back many times, and tends to actively seek out companions if one does not find him. He would willingly sacrifice himself for his allies if that was the only option, but he also believes that there is always another option. Because of that attitude, and also because of his past, one of the only things that Cirdan will never forgive is betrayal for the benefit of oneself.

Additional Information: One of the tattoos on Cirdan's face is the mark of the Trial of Orc-Hood. Back when he was adventuring, before he mostly lost his sight and found the temple, Cirdan was an Orc slave. He won the Trial of Orc-Hood, and later came back. His tattoos mark him with the skill of a low level Orc Chief. Cirdan is also a member of the Road, although he does not use his connections often.
 
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Name: Strath Thorntail
Age: Human Equivalent = 23
Gender: Male
Race: Ratzerl
"Class": Warrior/ Spell Blade?
Appearance: Standing apart from many of the Ratzerl, Strath has always been different from the other younglings. Firstly, he was nearly half a head larger than most, with shoulders that weren't nearly so narrow. His fur is a charcoal black, with streaks of an ash gray on his stomach, face, and arms. He managed to convince a blacksmith he knew to create armor for his wiry frame, making him a bizarre sight outside of the corridors of Wolf Cavern. However, he has the same green eyes, that glow slightly in the darkness and allow him better night vision.
Weaponry: Small piece of metal found in the mines of Wolf Cavern and a shield, combined with earth elemental magic.
Bio: Growing up among the dwarves was easier for Strath than one would otherwise expect. More similar to them than to his own kind, his parents forced him out on his own when he was small to make his own way in the world. However, lucky for him, he was found by pair of dwarves. Taking him in, the miners taught him as their own son, and were proud of the piece of good they'd done. Growing up with the community of the dwarven miners, he learned the ideals of strength, courage, and resiliency.

Among the company of miners, there was an old dwarf that possessed the magic of the earth. Sensing a similar calling in the young rat, he took him on and taught him some of what he knew. However, he was killed in a mine fire when someone decided to dispose of a broken pipe in the middle of a shaft, not realizing a spark still lived in it.

Forward several years, and Strath had been given the assignment of guarding a caravan destined for human lands. However, the convoy was attacked en route by servants of the feathers, leaving the young rat for dead. Managing to slip away from those that were disposing of the wreckage and bodies, Strath found himself, alone in human lands. Remembering that a small village was nearby, he began heading that way, armor dented and scored and body cut and bruised.

Personality: Strath is different from most Ratzerl, growing up among dwarf miners. He learned some of their stubbornness and love for good company, and is a very stalwart companion. However, his pride is easily hurt, causing him to lash out at those who would mock him and possibly bystanders. He is happier with groups than he is alone, though, so be usually finds a way to cope.
 
Alright, I don't see anything wrong in particular....What do you think of the CS's @Peregrine ??
 
Verin is good, although he still needs to edit in or let me know if he has any connections to notable groups. I'm just finishing up with Gavin, but as soon as he edits his character sheet he'll be accepted as well.

So, once the edits are done, we will have two more accepted characters!
 
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Name: Abel Noir

Age: 19

Race: Human

Nation: Currently Sarok

Class: Elemental Performer – Elemental Performers are some of the rarest forms of entertainers in the world. These amazing performers use the four basic elements of earth, fire, water and air to enhance and improve their entertainment. Elemental Performers can only manipulate the four basic elements (any more would make them something else) and aren't much for violence, but will not hesitate to defend themselves and those close to him.

Elemental Performers are amazing entertainers, easily attracting and keeping the attention of large groups of people. Elemental Dancers' magic, when using multiple elements at one time, can drain the performer relatively quicker than normal, despite their will. Casting with multiple elements while dancing around can tire out many people quickly.

Although they can do so, they rarely use their magic to fight or to cause harm of any type to any creature, choosing/hoping to only have to use it for entertainment.

Weapon: None

Magic: Basic(1) Elemental Manipulation

Bio: N/A

Personality: Abel is a nice and kind young man, often helping people and even dancing for them if they have helped him. He hates having to accept help from people, but this happens a lot because of the toll his magic takes on him. He doesn't want to hurt anyone as much as possible, so he never uses his magic in any way other than dancing.

Creatures are another story. He's fine with animals, but show him some creepy crawly and he freaks out and does everytghing to destroy it.

-----

(1) Basic here means the four basic elements.
(2) He is a member of the road
 
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Name:
Name:

Brother Kwah

Age:

52

Gender:

Male

Race:

Human

"Class":

Priest, Paladin, Prophet of the Hawk.

Weaponry:

A sword
His heavy iron shield.
Holy Magic- Used to heal and protect, counter dark magics, and harm evil creatures. (uses light)

Nation:

Sarok

Personality:
Calm and Serious
 
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To say this orc is 'massive' is quite an understatement. His greenish-gray skin is scarred and calloused from head to toe. And he has several tribal tattoos as well. His arms are as big, thick and muscly and comparable in size to some human heads. His ears are some what long and pointed, he has a scraggly beard which he scratches with his long nails of his meaty fingers, out of habit. Just as fearsome as his sheer build-- his under-bite with two noticeably large tusk-like canines that jut up to his surprisingly small nose and his his scared eye orbits.

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If his size didn't scare you enough, his weapon would seemingly be grateful in causing you to be unnerved. A massive 6 foot long "bearded" axe. Most men couldn't lift this damn thing, let alone swing it around like they were going for a pinata. The blades been purposefully 'chipped" so that it doesn't make a clean cut--so much gouge and tear you apart


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(I'm leaving this open for now.)

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Ruthgar can be known to be surprisingly...intelligent for an Orc. Can be. That doesn't mean he always offers up intellectual advice when he's ripping you apart. But when he does give insight, its from the mind of a skilled hunter of all things. Beast and man. He follows his leaders orders without hesitation or exception. If IronTusk says "kill" he asks "What, where, and how". If the leader says let them pass--they had better know how grateful he is. While definitely a diligent member of the tribe, Ruthgar loves to fight. Even for an Orc his yearning to punch, kick, bash, hack, or even bite out the throats of his enemies--is a bit more so than most. But he's not entirely an animal. He can be quite lewd towards women he likes. But what Orc can't be? He also enjoys training youth in fighting--often participating in wrestling matches where he is clearly out numbered. It gives them the feeling of attacking something much bigger--which he generally is.


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A dutiful, and skillful man who is both highly trained in body and mind. Rin, or as most know him by his family name Ayakashi for there are only a few that he allows to call him Rin the utmost being his commander. He extremely disciplined Few have walked away from confrontation with this man, unless he allowed it to happen. He beheads fallen foes and presents them--often several at a time to his commander. Some would see this as barbaric, others an honorable offering of a decidedly defeated foe.

Bushidō or "Way of the Warrior" is a term of common usage as of the late 19th century. It describes a uniquely Japanese code of conduct adhered to by samurai since time immemorial, and loosely analogous to Western concepts of chivalry. Bushido encompasses a system of moral principles. It embodies a code of daily living for the samurai. Those instructed in the code are expected to discipline themselves according to it. The seven principles of budo are:

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Correct judgment or procedure for the resolution of righteousness. "To die when it is right to die, to strike when it is right to strike."


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A virtue only in the cause of righteousness. Death for an unworthy cause was termed a dog"s death. "It is true courage to live when it is right to live, and to die only when it is right to die."

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Love, affection for others, sympathy and nobility of feeling are regarded as the highest attributes of the soul. "Benevolence brings under its sway whatever hinder its power just as water subdues fire."

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A poor virtue if it is actuated only by a fear of offending good taste. Rather it should stem from a sympathetic regard for the feeling of others. "In its highest form politeness approaches love."

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"Truthfulness." Lying was deemed cowardly, and it was regarded as dishonorable. Indeed the word of a samurai guaranteed the truthfulness of an assertion. No oath is necessary. "Propriety carried beyond bounds becomes a lie."

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A vivid consciousness of personal dignity and worth is implicit in the word honor. "Dishonor is like a scar on a tree which time, instead of effacing only helps to enlarge.

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Only in the code of chivalrous honor does loyalty assume importance. In the conflict between loyalty and affection the code never wavers from the choice of loyalty. "A samurai was obliged to appeal to the intelligence and conscience of his sovereign by demonstrating the sincerity of his words with the shedding of his own blood."


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The katana is characterized by its distinctive appearance: a curved, slender, single-edged blade with a circular or squared guard and long grip to accommodate two hands.

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The wakizashi was used as a backup or auxiliary sword; it was also used for close quarters fighting, to behead a defeated opponent. The wakizashi being worn together with the katana was the official sign that the wearer was a samurai or swordsman. It is decorated the same as the katana it is paired with.

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The tantō was designed primarily as a stabbing weapon, but the edge can be used for slashing as well. Tantōs were also used to commit Seppuku, a ritualized suicide given on the behest of ones lord

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Kanabō Kanabō and the other related types of these club like weapons were constructed out of heavy wood, or made entirely from iron, with iron spikes or studs on one end. one purpose of the kanabō type of weapons was to smash enemies' armor, bones and the legs of their warhorses. The art of utilizing this cumbersome weapon, consisted of a mastery of both balance and strength; it required great skill to recover from a miss with the heavy club, which could leave a wielder open to a counter-attack.

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Naginata can be used to batter, stab or hook an opponent', but due to their relatively balanced center of mass, are often spun and turned to proscribe a large radius of reach. The curved blade makes for an effective tool for cutting due to the increased length of cutting surface. In the hands of a skilled practitioner, one 5-foot (1.5 m) tall wielder could conceivably cover and attack in 484 square feet (45 square meters) of open, level ground with a 5-foot (1.5 m) shaft, 3-foot (0.9 m) blade, 3-foot (0.9 m) reach.

Naginatas were often used by foot soldiers to create space on the battlefield. They have several situational advantages over a sword. Their reach was longer, allowing the wielder to keep out of reach of his opponent. The long shaft offered it more leverage in comparison to the hilt of the katana, enabling the naginata to cut more efficiently. The weight of the weapon gave power to strikes and cuts, even though the weight of the weapon is usually thought of as a disadvantage. The weight at the end of the shaft and the shaft itself can be used both offensively and defensively. Swords, on the other hand, can be used to attack faster, have longer cutting edges (and therefore more striking surface and less area to grab), and were able to be more precisely controlled in the hands of an experienced swordsman.
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The Yumi was an important weapon of the samurai warrior. The Samurai bows are of impressive thickness, and they are constructed of a combination of bamboo and other woods. There are four types of bows; long bows, half bows, small bows and short bows. The hankyū Ayakashi uses is five feet long and their structure it is different than that of the long bows. The half bow is thinner than the long bow and its bowstring is attached to the side of the bow that is bent. The bowstring of the long bow is attached to the side opposite the bend. The grip of the half bow is located almost at the middle, a little lower than the center. It is covered by leather.

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Accepted Immortal!
Now time to work on my Dwarf character
 
I don't see anything in there that conflicts with any given information, so "accepted." But those texts... shiny, wave-ry.... Hard to read... especially on a black background.
 
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