Which role are you most interested in?

  • Coordinator

    Votes: 1 10.0%
  • Scout

    Votes: 2 20.0%
  • Infiltrator

    Votes: 2 20.0%
  • Doctor

    Votes: 0 0.0%
  • Assassin

    Votes: 3 30.0%
  • Warrior

    Votes: 2 20.0%

  • Total voters
    10
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S

Sarokhor

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Original poster
IC Thread: CLOSED SIGNUPS - Sanguine Dirge IC
IC Crack Thread: CLOSED SIGNUPS - Sanguine Dirge IC: The Pilgrim's Respite

It was the 1365th year after the death of the Alorran messiah. A man proclaimed to be a messenger from the gods intended to lead humanity to a life beyond the tyranny and corruption of kings and lords. Beyond the oppression of their government and soldiers... Such treason was not tolerated for long and soon enough the messiah was cornered and he sacrificed himself to save his followers. As the messiah walked the holy halls of Skariskall lit ablaze with godly mystical flames, the soldiers of the king were frozen as the man did not burn but instead spoke of forgiving them for their misguided loyalties and sin. In the end the messiah was struck down by Grand King Amaraan, ruler of all of Alor by the authority of the kings and queens of the territories within the region. The king's blade, a symbol of his rightful status as Grand King, plunged itself into the heart of the messiah and the flames reached out, engulfing both men and consuming them until naught was left but the blade, now cursed inflict the same fiery fate upon any who dared to wield the mantle of king of Alor ever again.

The followers of the messiah fled during the outcry and chaos of such a magical event. These men and women were never seen again in the eyes of the public. As far as the governments and kingdoms of the world were considered they fled into exile never to be heard of again. Yet this was far from the case, they had indeed exiled themselves from public view but only to operate as the shadowy hand of the gods to slowly unravel the corruption under the blessing of the messiah's sacrifice. For since that event there has never been another grand king who claimed ownership over the entire region. And with the blades of the Sanguine Dirge nipping at every scrap of corruption and lordship slowly for over a millennium, the world was changing. The people of Timinster have rallied and ousted their governor due to proof of his sinister love of torturing young children for his enjoyment. With the power of an entire city in uproar the governor and all those loyal to him were driven from the city. Whilst they would have fled to the governor's superior: Baron Higram of Dafeld Tower, and asked for assistance they never made it that far. In the forest before the tower the governor and his soldiers were slain and pinned to the trees as a sign that the citizens of Timinster had the support of the now infamous assassins of the Sanguine Dirge. With the previously hidden group coming forth into the public eye their fight was only just beginning


The story will follow the upcoming conflicts across Alor as the Sanguine Dirge continues their bloody deeds in the name of the gods. The finale should be the elimination of all governments and lordships to deliver the region into a collective democracy as per the will of the gods. Plus a secret twist that leads into a final arc



Your character will fill one of these limited roles in the newest assembled group of the Sanguine Dirge:

Coordinator: The group leader responsible for planning out the method in which the group will complete the mission assigned by the grand master. The coordinator is the only one who receives communications with the grand master. Coordinators should be detail oriented, inspiring, and strategic. Yet they also possess the ability to fight yet not at the same level as an assassin or warrior. The coordinator should rarely involve him/herself in combat operations unless necessary and should focus on commanding and guiding the group

Coordinators passively have the ability to send magical messages to the group using animals. The coordinator can also receive feedback given to the animal verbally by group members. This allows the coordinator to change his plan to fit any changes in the situation and any new information gathered by any group member

Slots: 1 (Filled)


Scout: The scout is a long range character who observes the target and the surrounding environment, reporting any relevant information to the Coordinator. The scout is an expert at recognizing weaknesses in defenses, locating traps and hidden areas, and for taking out isolated and vulnerable targets at a distance. They can also of course support warriors by injuring or killing targets that flank or overwhelm him/her. Their close range skills are very poor in comparison to a warrior or assassin but they make up for it with stealth, range, and athleticism to escape

Scouts passively have keen eyesight far beyond a normal person's ability. Able to zoom in and make out details at over a mile away. This is part of the reason they make great archers with enough practice with a bow or other distance weapons

Slots: 2 (2 Reserved)


Infiltrator: The infiltrator is a master of disarming traps, picking locks, and sabotaging various vital structures. An infiltrator ensures the group can enter, conduct the mission, and leave safely with or without finesse. The infiltrator is a close ranged fighter and uses tools and gadgets to accomplish their objectives. They can be stealthy, bold, magic oriented, or charismatic and can be used for close ranged scouting of an interior. The infiltrator can also serve as a spy if they manage to become involved in the inner works of the target's government. This undercover work is the ultimate source of information and sabotaging essential for the long term goal of eliminating the government

Infiltrators passively have the ability to phase through non-living material when focusing very intensely. This is useful for getting themselves inside neigh impregnable structures to more easily sabotage the defenses, scout, and open the way for the rest of the group

Slots: 2 (1 Reserved, 1 Filled)


Doctor: Being an outlaw group the Dirge needs these characters to treat injuries without drawing the attention of the local government. The doctor also serves as a discreet trader with local businesses for supplies. Food, water, medicine, tools, poisons, ect. The doctor can also use his/her expertise and equipment to create medicine, poisons, or other useful mixtures such as acids or explosives with the proper ingredients. The doctor is not so much a fighter as a support character who helps the group to survive after a battle or helps them to escape if things go poorly during a fight. However the doctor can indeed kill as they have enough knowledge to strike a lethal blow to anyone not paying him/her much mind

Doctors passively gain the ability to sense ailments in a person's body allowing them to more swiftly diagnose and treat or worsen the effects. They can also see and identify residue substances on surfaces. This allows a doctor to be a detective of sorts and piece together an idea of what has happened in an area recently

Slots: (Filled)


Assassin: The assassin is the silent stalker and executor of high value or hard to kill targets. The assassin can stay hidden either stealthily or in plan sight by blending in until they are ready to strike. With expert knowledge in vital points, poisons, and armor weaknesses they strike with calm and deadly precision using the element of surprise to kill their targets before they can fight back. Assassins are also great short or medium range fighters but tend to be poorly armored for sustained combat. As such it is a good idea for an assassin to eliminate only essential targets before fleeing or hiding

Assassins passively gain the ability to blend in with their environment when focusing hard enough. This can allow an assassin to be nearly indistinguishable from the bush they are hiding in or simply unremarkable in the group they are moving in

Slots: (Filled)


Warrior: The warrior is a heavily armed and armored close range character who attacks head on to outlast or skillfully defeat a target. Warriors in the dirge are often used as a distraction for more subtle tactics to work without a hitch, though they are also used when subtly is impossible in a situation. Most warriors can fight multiple opponents at once without much trouble due to armor, training, and the blessing of the gods

Warriors passively gain the ability to see 360 around themselves as far as 10 meters. This allows them to better defend themselves from flanking maneuvers or sneaky ranged attacks. It does take a lot of mental focus though

Slots: 2 (Filled)

Character Bios should follow these guidelines:


Name: (First, Last)


Age: (between 10-30)


Race: (human, elf, orc, ect) [Pretty much all fantasy races you can find. Though I've made all races pretty much equal at a base level. Basically it's just for looks and background. Stereotypes still exist but like most stereotypes they aren't very true. For example Orcs are generally viewed as stupid vicious barbarians by common society but in actuality they can be as smart and sophisticated as any other race]


Sub-race: (if more than one or if one is cursed with Vampirism, Lycanthropy, or Spectralism)


Description: (Written and/or picture) [No real life pics, this is fantasy so keep it artsy or anime]


Role: (Role you wish to play. Call a role that has open slots)


Fighting Style: (Primary and secondary weapons and how your character uses them. This isn't Naruto or Bleach or something else with crazy ass flashsteps and explosions all the time... keep it more like Lord of the Rings Style fighting. Same with magic, keep it small but useful and only usable either on a long cooldown or limited uses per day)


Abilities: (Whatever you can think of that makes your character unique. Be very creative but no Godmodding or incredibly variable powers. Example: if you say you have telekinesis, that means you can move things with your mind. Nothing else, no telekinesis blasts, barriers, telepathy, ect) [Characters between 10-19 have 1 ability. 20-30 get 2]


Strengths: (choose two particular things you can think of that your character is good at) [Keep it reasonable, as in your strength cant be to have reflexes fast enough to dodge or block anything from any direction]


Weaknesses: (Choose things that can be used against your character) [These need to be actual hindrances. Not something like "If you shoot my character through the heel with an arrow he becomes killable... Because who the hell is going to think of doing that to somebody unless they know the person's name is Achilles?!]


History: (lengthy description of your character's life before being recruited to the dirge)



Curses:

Vampirism-

Strengths: Greatly increased Speed/Reflexes/Strength, Retractable claws and fangs, Unaging, Night vision, Fatal Injuries do not kill you, Regeneration (at the cost of consumed blood), 2 extra abilities

Weaknesses: Weak to magic, Water burns, Cannot touch Holy or Blessed locations, Sunlight burns, Can frenzy when starving, must drink half their body weight in blood every 24 hours or becomes weakened


Lycanthropy-

Strengths: Animal senses (night vision, scent tracking, sense danger), Increased strength/reflexes in human form, slow regeneration. Wolf form (super regeneration, greatly increased strength/speed/acrobatics, infectious, large teeth and claws, venomous teeth/claws/blood)

Weaknesses: Silver stops regeneration, hunger increased, loss of control in wolf form


Spectralism-

Strengths: Ghost form (can leave one's body and travel through the realm of death to harm or influence the living without physical danger) Restless (no need to sleep), Fasting (no need to eat or drink), Spirit magic

Weaknesses: Holy magic is fatal. Physical body is vulnerable to possession and is physically defenseless when in Ghost Form. Fatal injuries kill your body leaving you trapped in the death realm until you waste away or twist into madness (in short character death means your character becomes a danger to the group rather than just dying off)



My own main character:

Name: Aloette Viscenna
Age: 19
Race: Human
Sub-race: Vampirism

Description: Aloette was inflicted with vampirism at a young age and thus still looks 12 in appearance. Her brown hair stretches just past her shoulders. Her eyes are chocolate brown just like her hair. She is 129cm tall (4 feet tall) with an aristocratic appearance as far as dress and figure goes. When using her vampiric powers or feeding her eyes take on a red hue and her features change a bit. her hair darkening and her skin paling

spoiled_by_randis.jpg

Role: Infiltrator

Fighting Style: Aloette is small thus she uses this to her advantage to make her opponent underestimate her and strike weaknesses with a slim stiletto dagger. Her backup is a small hickory cudgel she uses with her vampiric strength and speed to break bones or render a foe unconscious in a single strike. Her focus on attacking the joints, groin, and throat makes her great at disabling a foe but not a single strike instant killer most of the time

Abilities: Charm (can use magic to subtly control a person with suggestions/commands), Telekinesis (can control objects with her mind), Illusory Copies (can create controllable copies of herself at a distance of up to 20 meters. 5 copies can be created at most and they cannot interact with living or undead targets)

Strengths: 1) Aloette is a skilled manipulator of people, her charisma lets her talk her way into and out of many situations and further helps her infiltration skills... 2) She is deceptive/sneaky. Her size and age lets her move around nearly unnoticed when she is smart and careful about it

Weaknesses: Her stunted age means her range is short in combat and as an infiltrator she can do little politically. Her undercover work can never be as a government official or anything important

History: Aloette's family is actually distant royalty from the lineage of King Tromor, her father being Geovold the baron of Wawold. They left their royalty behind and sought out the dirge when King Tromor's practices of necromancy affected them directly. When a riot grew out of control in Wawold and the king himself had to get involved Geovold was punished for his inability to resolve the situation. King Tromor cursed his only daughter with vampirism. Seeking a cure and revenge for this monstrous betrayal Geovold took his family and sought out the dirge. They were accepted with open arms and the wealth was a great boon to the cause. Aloette showed great promise in the arts of the Infiltrator and soon enough she learned to control her vampiric urges and use its power to further assist her. This will be Aloette's first official group after 7 years of training



Unfortunately the world map is too big a file to upload here... So here is a link to the map on imgur and I will display it with BB code below but you will definitely need to download it either way and zoom in to be able to read city names and such

Region of Alor

oFMc46d.jpg


Currently accepted characters:

Coordinator:
Elyan ag Mórgwnystrad; 25-year-old Human Male played by Sir Basil

Scouts:
Liandra "Scarlet" Bosch; 20-year-old Human Female played by EmperorsChosen
Mali'Maele Taneashira, 21-year-old Halfling Male played by devil's 4DV0C473

Infiltrators:
Aloette Viscenna; 19-year-old Human/Vampire Female played by Sarokhor
Ghegari Don'orah Greygrim; 26-year-old Half-Orc/Half-Elf Female played by -Vesper-

Doctor:
Harmond Blackwell; 30-year-old Human/Werewolf Male played by -Vesper-

Assassins:
Raven Willow Ashdown; 17-year-old Human/Werecat Female played by neobendium
Mygdos Yakomishe; 22-year-old High Elf/Specter Male played by Yzmael
Kiyoko "Kyo' Sanada; 19-year-old Human/Werewolf Female played by RedArmyShogun

Warriors:
Xarl; 34-year-old Human Male played by Hunter of Shadows
Vera Gambriel; 24-Year-Old Human/Vampire Female played by Akashi
Samuel Grayfon; 17-year-old Half-Elf/Specter Male played by BlueFlameNikku
 
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Well I was just saying at the present time, there are no scouts created, and @EmperorsChosen has been pretty quiet so I'm accounting for the odd chance that they might not check back. In that case we would have zero scouts.
 
I'm still here and still making a scout. As I said, I've been busy and not to expect the character until at least today. Now that I'm freed up I can work on them.
 
I'm still here and still making a scout. As I said, I've been busy and not to expect the character until at least today. Now that I'm freed up I can work on them.
My apologies; my OCD demands that I annoy everyone until I get direct answers... which I apparently lost some pages back. I'm an excitable and easily confused person. :(
 
I stand by 6 + 8 ! :)
Yo! I see Fenris in that list! ...you'd butter play fenris...
I like numbers 2 and 7.
Well I took those in consideration and narrowed down my list for these top contenders. Next to the pictures I put notes of what role I had in mind for them, their race, and sub race if they had one. I removed two that were suggested because they were humans, and kept the human I liked the most out of the three. I have never done a human afflicted with Lycanthropy so I kept them. xD

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Human, Scout or Infiltrator, Lycanthropy

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Elven or Drow, Infiltrator, Vampyrism or Spectralism, Mage

Fenris.600.1693236.jpg
Elven, Spectralism, Infiltrator, Mage

a192d97dc577409581cbe75be82845c6.jpg
Draconian, Spectralism or No subraceM (mage), Scout, infiltrator, or warrior

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Elven or New Race, mixture of tech and mana, Scout

Empew.full.1560931.jpg
Elven, Mage, Scout, no subrace
 
@Vio

Goggles-guy and Fenris is still my favs!

Nugget-buckets... if I had to choose between two though... it might be wiser to go with goggles guy if you want to be an original character, cause I'm gonna get stuck seeing Fenris as who he already is. (but if you're planning to sleep with me, fenris would be the better choice)
 
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@Vio

Goggles-guy and Fenris is still my favs!

Nugget-buckets... if I had to choose between two though... it might be wiser to go with goggles guy if you want to be an original character, cause I'm gonna get stuck seeing Fenris as who he already is. (but if you're planning to sleep with me, fenris would be the better choice)
God you are such a dork.

but your my dork. <3
 
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Found a better quality picture on my 2nd. Anyways will read the other bios after a bath, hopefully that will refresh me, still not sleeping all that well.
 

Ghegari Don'orah Greygrim

AGE
26

RACE
Half-Orc

SUB-RACE
Half-Elf

ROLE
Infiltrator


FIGHTING STYLE
A battle-mage who relies heavily on her blade and brute strength to make up for magical limitations. Her primary weapon of choice is a ranseur, which can be easily wielded as either a spear for melee combat or a staff for casting spells. On her waist she also carries a short sword for swifter exchanges in close quarters. Her orc heritage has taught her to engage the enemy on sight, fast and with force, never giving them a chance to catch their breath or fight back. Being half-elf makes her more agile than the typical orc, allowing her to move quicker as she is light on her feet; a fact that often takes her opponent by surprise. If she feels confident that killing someone off will yield useful results, Ghegari has been known to start the slaughter without waiting for anyone to prepare themselves -- a tactic that works on both her foes and her friends, neither of which are ready to begin battle.


ABILITIES

-Magic (allows the user to manipulate the world's energies in various ways; tangible resources must be used as a catalyst to create a related anomaly; however, the user may draw from their own innate energy to conjure such an anomaly into existence with their will alone, though this method causes greater mental exhaustion; depending on how powerful the desired spell is to cast, the user may become incapacitated shortly afterward by the resulting exertion)

-
Meditative Trance (slip into a focused trance that keeps the mind calm and collected in the midst of battle against all odds; inhibits pain so the user can fight at their full strength, enabling them to ignore the pull of self-preservation and remain undaunted by their opponent's attacks, but it also becomes difficult to detect the severity of any injuries incurred in this state)


STRENGTHS
For practical purposes, Ghegari can carry large or heavy objects with ease, making her the preferred pack mule whenever the Dirge needs to transport their equipment to another location. While not nearly as tough as a true orc, she is considerably stronger than most human men. For political purposes, her status as the Shaman of Shaasara makes her a person of interest to many people in high places; the esoteric tribe she hails from holds great historical significance, as it is the most renown and somewhat mysterious case of orcs and elves co-existing together in a single harmonic clan since ancient times. Smart men see past the prejudice of antiquated stereotypes, to recognize her as a potential ally. Foolish men see her as only a stupid orc, which has it benefits too when she needs to go unnoticed -- afterall, an "uneducated orc" cannot effectively eavesdrop on an intellectual conversation, so tongues tend to wag when they think they're safe to speak in her presence.


WEAKNESSES
Strange as it might be to imagine, Ghegari gets weak in the knees for good-looking men. This orc lady can appreciate a fine piece of meat and might be persuaded to show favoritism towards a handsome face. It doesn't really matter if they are the enemy; she has an inclination to listen to a villain monologue just to let him live a little longer. If a clever man plays his cards right, he could even convince her to spare his life -- much to the dismay of other members of the Dirge. On top of that, Ghegari is often foolhardy and quick to take action without planning ahead completely. She tosses caution to the wind, confident that she can always improvise to salvage any situation -- it's worked for her so far. When it comes to being a mage, magic is the temptation that rules her mind the most; temperance is a virtue she understands but still struggles to obey despite knowing better. Impatience eats away at her, making her wonder why she is so weak... too weak to withstand casting a simple spell... if only she were stronger. Such thoughts can make her lose morale at the worst of times.


HISTORY
Her people have called her a Shaman; she has spoken to spirits, consulted with the dead and driven back dark specters who sought to inhabit members of her tribe. These tales are true, though not nearly as impressive as the stories would like you to believe. Ghegari's reputation precedes the reality of her power. She is merely a mage, not unlike any others you might encounter elsewhere in the world. She is not special; in fact, she believes she is lacking.

Still, people hear of her far and wide, they trek cross vast terrains, come seeking her aid for all manner of things. Although they don't know what she really is, what she really does, they have heard great things about this "Ghegari" -- this "Shaman" -- only made more enchanting by the fact that she has ties to the mystical Shaasaran orcs and elves. It is a romantic ideal that offers them hope when they have nothing else to hang on to.

They don't know that Ghegari cannot help them. These people cry out for change, beg for her to bring them a miracle, and even the young have been brought to lay dying before her feet, but she can do nothing for them. It is not as if her grief is the source of the magic they so desperately seek. Maybe she is selfish for not wanting to take the risk. If she pushed herself a little harder, she doesn't doubt that she could grant them their wish through the strength of her will alone. Though the strain would surely kill her, so she does not want to try.

She watches them die, because she doesn't want to.

She'd never felt so powerless until then.

Magic became both her boon and her bane; it allowed her to do things that others could not, yet did not let her do enough to make a difference. She was tired of serving as a false idol for desperate fools, so she pledged her powers towards a different purpose... that of the Sanguine Dirge, a group that operated in the name of the Gods -- a group that could truly use her talent.
 
Sounds like you need a nice full bottle of rum to help with that
 
@-Vesper-

Oh man! A half orc shaman as an Infiltrator! Kudos to you my friend! The coordinator is going to have to have a sense of humor and creativity to utilize his Infiltrators effectively! A child vampire who draws too little attention and a elf-orc shaman that draws too much! Should be fun! Im genuinely excited lol

Character accepted. Welcome to the Dirge, Sanguine Infiltrator!
 
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o 3 o
Welp. Seems like things have been taken already. xD I'll just scoot on out of here.
 
Yeah i should close the signups. We have a large number already. My apologies friend. Perhaps you would like to participate in another way? I'll send you a PM to discuss it with you if you want
 
Well, with a name like devil's 4DV0C473, I'd offer to let them play a villain lol
 
I like number one as a scout @Vio
 
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It's alright. xD If you already have a full roster, I understand. ... though, I do have a bit of a flair and interest in villains. For now, I think I'll just keep an eye this thread. I'm still trying to figure out how all the things work on this site still.
 
Understood. Well if things gather your interest I could always use you as a villain or one time ally for a special mission
 
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