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Aragon

Jarl of House Draconis
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per day
  2. One post per day
  3. 1-3 posts per week
Online Availability
Variable
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Male
Genres
Fantasy, Scifi, Romance, Yaoi, Furry
[BCOLOR=#000000]Welcome! I am known as the Arbiter, and this is my story. The Great War has destroyed a great deal, and sent many to the void. I have been sent by the Council of the Ancients to level the balance, and attempt to bring peace. The Council has granted me powers to do as I must, and I shall. As such, I have decided to change a few things, and we will correct the ills the war has laid upon all races. [/BCOLOR]

[BCOLOR=#000000]What part will you play? Who will you be? What house will you join and do honor to? Let's find out![/BCOLOR]

[BCOLOR=#000000]Ilkarian Lore[/BCOLOR]
[BCOLOR=#000000]The Great War[/BCOLOR]


[BCOLOR=#000000]Click here to get a copy of the official map.[/BCOLOR]

[BCOLOR=#000000]As is the case with most war, legend can become expanded until it is no longer believable or even logical. This devastating thirty year war began with a senseless drunken act by one lone dwarf, that escalated into so much more than anyone could have predicted or foretold. The legend became something much more than the mere misunderstanding that actually occurred but the true events are as follows.[/BCOLOR]

[BCOLOR=#000000]Garrick Ericksson, as many of his race, was a talented stone mason. He had carved many stone walls, houses and even carved statues. He received a commission to make a statue of a man's wife and he was transporting the large piece of granite which would become the life-sized statue from The Dorn mountains to the plains of Moran where the family in question resided. He had met the family just before the noon hour and assured them work would begin on the morrow, explaining that he had to arrange accommodations and get settled that day.[/BCOLOR]

[BCOLOR=#000000]He set out therefore to find a good pint of ale and enjoy the rest of his day in his particular style. He happened upon a bar that, to his delight and joy, had imported dwarven ale. He drank and sang for quite a while, and then left the bar and made his way to what his drunken eyes and mind thought was the brothel. Instead, it was the local trading post and there were people of every race and tongue assembled to make purchases. He saw a woman in a beautiful flowing yellow gown, and whistled as he neared and gave her behind an affectionate tweaking. Sadly for Garrick, the woman in question was the wife of a well respected General of the Larmen, and the man was not amused and neither was his mortified wife.[/BCOLOR]

[BCOLOR=#000000]This simple drunken misunderstanding had every person within that trading post arguing, and then before long throwing punches, and before it ended the general's wife was dead. The lines had been drawn, elves and dwarves against the orcs and the humans. The Humans feeling the need to revenge the general's loss, and the Orcs joining simply because the one at fault had been a dwarf. The Elves siding with the Dwarves feeling the whole matter was completely accidental and not willing to see an entire race massacred over one drunken man's mistake.[/BCOLOR]

[BCOLOR=#000000]This grew into the most feverishly fought war the land had ever seen. Spanning all races and regions and lasting for thirty years. The brunt of the fighting took place at the foot of the Dorn mountains along a nine mile stretch of land that is now called the Field of Blood, where to this day nothing grows because it is so full of magic and the blood of the fallen. Most make a wide path around the area as a result.[/BCOLOR]

[BCOLOR=#000000]The Ancient Ones looked on for those thirty years and then they sent The Arbiter. They imbued him with power such as the lands had never seen before, and would likely never see again. The Commanding generals of each army were transported against their will to a secluded ridge on mount Dorn. There he gave them the grave news the Ancient ones had sent him to deliver, that they were in grave danger of completely eliminating their races by destroying the very lands they all needed to survive. This got their attention and the Arbiter was able to negotiate a cease fire agreement that every General signed. This has brought the new order, and new parliamentary body called The Hegemony, and the selection process for the Emperor of Ilkaria.[/BCOLOR]

[BCOLOR=#000000]The Hegemony[/BCOLOR]

[BCOLOR=#000000]This governing body is composed of members sent by each race. Each race elects five Most Honorable Delegates, from among esteemed members of each race, depending on rules that each race sets up. These Delegates along with their families, form the Ancient and Noble Houses of the Hegemony. Each House nominates one of their Delegates to be Lord Delegate. These nominees are then moved to an antechamber to wait while the entire Hegemony votes whether to "retain" or "deny" each nominee for the position of Lord Delegate, which is the Legal head of the House, and thus, the highest ranking official for his or her people. Any members denied are then returned to the Delegate position, and the process is repeated, until a suitable candidate is found. The Arbiter then must vet each of the retained Delegates to determine whether the Ancients accept that person. Using a magical device similar to a crown, but having enormous magical properties, he sets the device upon the head of the Candidate. If the candidate is accepted, the clear jewel in the crown will glow brightly with a blue-tinted light. If the candidate is not accepted, the jewel will turn black until the crown is removed. The denied candidate is told that he is not accepted, and he returns to the Position of Delegate again, and the process begins again. [/BCOLOR]

[BCOLOR=#000000]A simpler process is used to determine the Emperor of the Land of Ilkaria. The Houses nominate one member (either delegate or non-delegate) to stand for election to the title of Emperor. A similar crown with three gems are used, and each nominee is tested in the same way. If all elected delegates are denied, the arbiter subjects every member of every house to the test. Anyone who is accepted at that point will be the Emperor. If no one is found among the houses, the Arbiter will begin a quest to find a worthy one to take the title of Emperor.[/BCOLOR]

[BCOLOR=#000000]In this way, Ilkaria will have the best people to run this land. [/BCOLOR]

[BCOLOR=#000000]The Races[/BCOLOR]

The Berkak

Of stone they were born, and are masters of stone and iron working. Often called Dwarves, this proud race are the second longest living race on the planet, short of the elven races, living up to 1000 years. They place honorable action and combat most highly, and are among the fiercely loyal to house, crown, and the Arbiter.

They are a physically small people, who favor enchanted swords, axes, and hammers to projectile weaponry. The name of the race is the same as the house, and means, "Arm of Stone".

The Ferregard

Once a race that conquered many lands, but stopped once they encountered the Berkak, The Ferregard inhabit the snowy mountains north of the Dwarven Dorn mountains. Often called "Orcs" by other races, The Ferregard are a strong military society, favoring projectile weapons over all else, the bigger, the better.

They are often seen in full military garb, and value honor and strength and honor in battle above all else. They also are very strict about bloodline. The people, land, and house all have the name "Ferregard", which means "house of iron".

[BCOLOR=#000000]The Valena[/BCOLOR]

[BCOLOR=#000000]Of all the sentient beings in Ilkaria, none have more ability in magic than the High Elves, which call themselves Ek Valena, or "The People". Represented in the Hegemony by the Ancient and Noble House of Vaelena, they were born of magic itself, being a creation of a bored Ancient, and they are first and foremost dedicated to magic. They aren't religious, seeing magic as a science in its own right, and have written scientific tomes to explain why and how it works. Part of an elf's training as he or she matures is how to utilize all aspects of magic, and how to identify races and individuals based on the "taste" of the magic surrounding them, as well as what is left after magic has been done. The only real way for an elf to die is for said elf to be killed. Death by old age simply isn't a factor.[/BCOLOR]

[BCOLOR=#000000]These beings possess the stereotypical white/blonde hair, usually long, angular but smooth features, fine lines, whipcord musculature, and often sharp and agile tongues, which are known to cause... problems. There are occasionally exceptions to this rule, though. In most situations, though, they temper that snarky nature, and opt for a formal way of speaking. Often, elves make excellent ambassadors, even between two races that aren't elven.[/BCOLOR]

[BCOLOR=#000000]They eschew racism and bigotry, and tend to have the most open-minded people. They prefer magic over technology, but are willing to enchant technology and imbue the tech with magical effects normally unobtainable. Often these enchanted items are sold for good profit to the elves.[/BCOLOR]

[BCOLOR=#000000]The Valena make their homes deep in the Forest of Ayela, within the trunks of massive trees magically grown into the shapes required to give all comforts of home. A bit decadent, the elves seem to use magic for most tasks, and it shows in the incredible variety of magical plants and animals that permeate the forest.[/BCOLOR]

[BCOLOR=#000000]The Jabari[/BCOLOR]

[BCOLOR=#000000]The Jabari (whose house is called The Most Ancient and Noble House of the Jabari) are an elven race that have the innate ability to shift into an animal that matches their spirit-animal, which they find after long self-searching quests. They live in the tops of the great house trees of the forest, and make their "nests" there, as well as move through the tops of the trees to get places quickly.[/BCOLOR]

[BCOLOR=#000000]Having a slightly superstitious nature, they typically avoid most large technology, simply because "It doesn't seem right". Small technology, however, isn't considered bad. Jabari are the unequivocal masters of the hunt, due to the shape-shifting ability. They are able to live with any type of elven race, and are sometimes found prowling around Drow cities without impedance.[/BCOLOR]

[BCOLOR=#000000]They are, despite a usually slight appearance, fierce fighters. Some Jabari, after incredible amounts of training are able to stop a shift just enough so that they create an anthropomorphic version of their animal form, called their "two-legs" form. [/BCOLOR]

[BCOLOR=#000000]Humans[/BCOLOR]

[BCOLOR=#000000]The Humans of Ilkaria are represented by the Ancient and Noble House of Laren, and are primarily found on the Plain of Moran. Though some humans have left their homelands in the west and joined themselves to the various other races, most of their race have remained in the plains and along the Yal Kunik oceanfront. They live in a series of interlocking cityscapes that are easily traversed by horseback, cycling, or on foot. The buildings are ornately detailed and this carries over to the interior as well. They take great pride in their achievements in this regard and everyone works together to ensure the cities remain vital and free of trash and vagrancy. [/BCOLOR]

[BCOLOR=#000000]Priding themselves on being the most advanced technologically of all the races, they have a well trained armed force that makes use of zeppelins and zep-gliders. The glider airmen use rapid fire crossbows, and the foot armies use rifles with bayonets. They are bordered on three sides by other races and so have felt the need to have a well armed and trained army at the ready at all times. This force is called the Larmen and to be part of it is considered a high honor.[/BCOLOR]

[BCOLOR=#000000]They are also accepting magic into their culture in the way of purchased enchanted items or potions for healing. They have not embraced their own personal magical abilities, but they would be able to become adept if they were to study. Thus far, they have been content to purchase magic from the elves primarily, and see technology as the best path to their future successes. [/BCOLOR]

[BCOLOR=#000000]Humans dwell in family groups and are within that group a tight knit unit. These units can often include extended family if the dwelling is large enough. They are however not as concerned about those outside that small unit, and have been known to cause the downfall of others to achieve personal goals. Greed is a vice universally attributed to Humans, though not all are so single minded on attaining wealth. They can be unscrupulous, but most common folks are working and building a family and are basically honest. [/BCOLOR]

[BCOLOR=#000000]There is no universally practiced religion anymore within the lands or the House of Laren, though there are pockets of people who do believe in the ancient gods and do them homage. The coming of technology and advancement took their need of the ancient's gifts from their minds and so they rely on that rather than on prayers and offerings. Those who do still believe see a great downfall and danger to their culture in this 'falling away' and are very opinionated and vocal in their opinions of the present course of their society.[/BCOLOR]

[BCOLOR=#000000]The Drow[/BCOLOR]

[BCOLOR=#000000]The Drow are a tribe of elves that lives primarily underground, beneath the Forest of Ayela. They are represented by the House of Aedairin which being interpreted is "Singers of the Dark Waters". They dwell in large underground cities that are literally carved into the rock formations beneath the surface. These carved homes are very intricately made and form a vast maze of interlocking hamlets and groups, that consist of family groups and extended family. They are usually surrounding an underground lake since they have magical affinity to water, and are often highly sought in other states to create running water indoors, especially by Humans. [/BCOLOR]

[BCOLOR=#000000]Because they spend the vast majority of their time underground, they have excellent night vision and at times their eyes even have the red sheen similar to a cat in the dark. Their skin tends to be dark but not black as is their hair. They are graceful and strong for their size from the ward work of carving into the solid rock to forge their homes. They have over the years developed retractable claws that are strong enough to cut into stone and carve decorative designs into it as well. In this way their homes are unique and represent their individuality. [/BCOLOR]

[BCOLOR=#000000]The do have some technology taken from the Humans which provides a few amenities. Like the other elvin races, they prefer to use magic to achieve their goals, and advance their race and society. They are mostly an organic peoples though, preferring to live as one with their surroundings.[/BCOLOR]

[BCOLOR=#000000]The Drow still believe in the ancients and give offerings. They also have a form of worship involving dancing in a shallow pool of water as they chant a beautiful and hypnotic song of praise and delight in the ancients. This is a highly private personal act that most do not even share with their family, as it is considered a holy sacrament and usually done in a time of great blessing, such as the birth of a child or grandchild, or great need, such as sickness or injury. They also have a shared dance that is performed in the time of death of a member of the family. [/BCOLOR]

[BCOLOR=#000000]Filling out your character sheet: Things to remember[/BCOLOR]

[BCOLOR=#000000]The Land of Ilkaria is large, but very isolated, because as far as any of its inhabitants are concerned, there are no other lands on their planet. All that can be seen from any coast is water. So, the people that live on this continent are, for better or worse dependent upon each other for survival, despite the fact that the Great War and the situation that led to it, are the cause of great social upheaval, as well as a great deal of racial and political tension.[/BCOLOR]

[BCOLOR=#000000]The following races are herein listed and described.[/BCOLOR]

[BCOLOR=#000000]Note on Inter-house adoption: If your character is of one race and is adopted by another, please follow this rule: Orcs adopt only humans, but give no voting rights to humans. Humans adopt elves, and dwarves, but not orcs, reasons unknown. Dwarves adopt humans and elves, but not orcs, because of past wars. Elves will adopt anyone, if they feel the need to do so. [/BCOLOR]

[BCOLOR=#000000]The Laren:[/BCOLOR][BCOLOR=#000000] This is your stereotypical human, with a life span of about 80 standard years. A Laren (please use the word Laren in both singular and plural senses) is marked by having the following traits: A love for technology, a tendency toward greed, strength of character, complex understanding of honor, loyalty to family bonds, fear of what is different. The human house is known as Laren, which means "The Landsmiths".[/BCOLOR]

[BCOLOR=#000000]The Berkak:[/BCOLOR][BCOLOR=#000000] The Dwarvish people are among the longest living beings on the planet. They live close to 1000 standard years. They are the People of the Stone, and believe that they were created from the stone. They are masters of stone and metal, and create some of the most beautiful buildings in the world. In fact, the Hegemony Assembly Hall and the Royal Palace are both built by the Dwarves. They call themselves the Berkak, but most do not recognize that name, unless they are of the race, or adopted by that race. A Berkak will stand only as high as the average human's hips. The males are usually bearded, and aren't considered adults until their two-hundredth birthday. The Berkak use their race name as their house name, and it means "Arm of Stone".[/BCOLOR]

[BCOLOR=#000000]The Ferregard: [/BCOLOR][BCOLOR=#000000]Orcs are an honor-bound society that see war and violence as a benefit to their society. Eschewing magic, for the most part, they make the most powerful war machines on the planet, but hate flying and the machines that do so. They are the only race that is dependent upon bloodlines in their race, meaning that only an orc can vote in the Ferregardian House. They do adopt from among the humans, but those so adopted are known as Ferren. Ferren are not slaves, and ARE often family. They simply do not have a say in the politics of Ferregard. The Ferregard usually stand around seven feet tall, and weigh three hundred or so pounds. You will never see a fat orc. The house and Territory are called Ferregard, which means "House of Iron".[/BCOLOR]

[BCOLOR=#000000]The Elves[/BCOLOR]
[BCOLOR=#000000]The three races of elves are marked by the fact that despite their differences, they are closely (and fiercely) allied with each other. All Elven races come from (and most live IN) the Forest of Ayela, in the Southern part of the continent. [/BCOLOR]

[BCOLOR=#000000]The Valena:[/BCOLOR][BCOLOR=#000000] This race is your stereotypical High Elf. This race is marked by "The Science of Magic", and they believe that if you can do it with magic, you should. They are tall, as a rule, and usually possess aquiline features, with fine, but full white hair. There has rarely been a fat Valena. They tend toward sarcasm and wordplay, but are usually respectful, if the same courtesy is extended to them. They aren't particularly religious or superstitious, but some pockets of Worship of the Ancients do exist. The Valena house is known as Vaelena, meaning, "The Assembled People".[/BCOLOR]

[BCOLOR=#000000]The Jabari: [/BCOLOR][BCOLOR=#000000]This race of elves is marked by an ability to shift between their base form (that of what might be called a "Wood Elf", having fair features, with dark hair) to an animal that is the same as their spirit animal, which must be found through meditation and Soul-Questing, which must be taught from a very young age. They aren't as tall as the Valena, but are just as Aquiline. Some do get slightly overweight. They are known as Masters of the Hunt, much the the consternation of the Ferregard. The Royal House is known as Jabari, which means "Courage".[/BCOLOR]

[BCOLOR=#000000]The Aedairin:[/BCOLOR][BCOLOR=#000000] Often called Drow or Dark Elves by the human bards and writers, the Aedairin are not in any way evil, despite the connotations of the word "dark". They are marked by a deep brown color, angular features, black, straight hair, and cat-like, red eyes that see easily in the dark. They are not as tall as the Valena, but are about the height of humans. There are no fat Aedairin. They live underground, and are masters of the working of water. They have retractable claws that can carve stone without use of tools, and are often fierce in battle. They build magnificent underground cities, lit with magic. Very spiritual beings, they are often seen singing and dancing, but they hide their true ritual within their homes and holy places. They use their race name as their house name, and it means "Singers of the Dark Waters"[/BCOLOR]

[BCOLOR=#000000]---[/BCOLOR]

[BCOLOR=#000000]Rules:[/BCOLOR][BCOLOR=#000000] Select your race. You must choose from the six races listed above. You will be issued a rank, and you must fight for the votes of your house to make your way to the highest positions of power in the Empire. After choosing your race, be aware that Dwarves use the naming conventions that one might find in the Nordic countries of our own world. For instance, a male dwarf named Garreck who had a father named Erik would be called Garreck Eriksson. Similarly, a female dwarf named Isold whose mother was called Hilde would have the name of Isold Hildesdottir. All other races are fairly similar to the humans, in that a family name is used for every member. So, you must choose a name that meets that criteria.[/BCOLOR]

[BCOLOR=#000000]Next, choose weapons. If you use projectile weaponry, choose whether to use enchanted weapons, or standard. No orc would use enchanted weaponry. Humans can use either type, but prefer enchanted, when they can afford it. [/BCOLOR]

[BCOLOR=#000000]Next, choose powers. If you are an orc, you will not use magic. If you are an Elf, you will prefer magic and enchanted items to projectile weapons. You may also use swords. Be sensible. Choose a power, but don't try to be overpowered.[/BCOLOR]

[BCOLOR=#000000]Next, decide on your character's history and temperament.[/BCOLOR]

[BCOLOR=#000000]Then, fill out the following character sheet, being descriptive where necessary. You may create up to two characters. You may not select the Arbiter. That character is reserved.[/BCOLOR]

[BCOLOR=#000000]Character Name: (What is your character name?)[/BCOLOR]

[BCOLOR=#000000]Character Race: (Use the names provided: Loran, Aedairin, Valena, Ferregard, Jabari, and Berkak)[/BCOLOR]

[BCOLOR=#000000]Character Gender: (Self explanatory, genderless or non-binary characters welcome)[/BCOLOR]

[BCOLOR=#000000]Character Age: (Self-explanatory)[/BCOLOR]

[BCOLOR=#000000]Character Powers: (If your character uses magic, select a category, such as mind-magic, battle-magic, magi-crafting)[/BCOLOR]

[BCOLOR=#000000]Character's Weapon Loadout: (Following the rules laid out previously, select a weapon that matches what your race prefers)[/BCOLOR]

[BCOLOR=#000000]Character Temperament: (Be descriptive. Minimum 2 paragraphs)[/BCOLOR]

[BCOLOR=#000000]Character History: (Be descriptive. Minimum 2 paragraphs)[/BCOLOR]

[BCOLOR=#000000]Thank you for your interest in The Houses of Ilkaria. We hope you will enjoy this.[/BCOLOR]

[BCOLOR=#000000]Here's the link for the Ongoing RP![/BCOLOR]
 
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BIO AND JUMPIN - Houses of Ilkaria: A Steampunk Fantasy

This space is reserved for Answering FAQ and will be updated as necessary.

Tech Level - We are playing a low level technology story. There are rifles and handguns, but think early 1800's. There are transportation zeppelins for each House, with the Laren having a bit more, since they fully embrace the technological thrust in their culture.

House delegations: If you wish your character to be part of the delegation, please post (We encourage you to be part of the delegates to add tot he political thrust of the story) according to the race intro provided on the IC thread.

Any NPC characters that are already mentioned in the IC thread can be used by any member of that race to push your post along as needed. You may not control another race's NPC...sorry.

ALSO: Though the Arbiter is immortal and is very powerful, he is not God and will not be played as such.
 
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[BCOLOR=#000000]Character Name: The Arbiter (Given name, Mikael Durya)[/BCOLOR]

[BCOLOR=#000000]Character Race: Arbiter (Appears to be Valena)[/BCOLOR]

[BCOLOR=#000000]Character Gender: Male[/BCOLOR]

[BCOLOR=#000000]Character Age: Ageless[/BCOLOR]

[BCOLOR=#000000]Character Powers: Varying, given his powers by the High Council, powers match the need.[/BCOLOR]

[BCOLOR=#000000]Character's Weapon Loadout: Carries a pair of daggers, enchanted with an ever-sharp spell, and a no-break charm[/BCOLOR]

[BCOLOR=#000000]Character Temperament: Generally calm, but very firm, and sometimes can be seen as harsh, if crossed. Has a particular love for food cooked over open flame.[/BCOLOR]

He despises bigotry, and works continually to rectify it, sometimes to the exclusion of more... pressing... issues, as it were. He knows that he isn't perfect, but he is ardently dedicated to the task he has been sent to do. That said, he has no intention of returning to the Council of Ancients once his task has been completed. He wants to stay in the land of Ilkaria, and has acquired an island home to insure that he will stay. Fact is, though he is incredibly lonely. He sees the happy families, and wants one for himself.

[BCOLOR=#000000]Character History: The Arbiter is a being that, for better or worse, has always existed. His powers came at the behest of the Ancients, and he was tasked by the Ancients to rectify the Great War, whether his presence was wanted or not.[/BCOLOR]

[BCOLOR=#000000]To Ilkaria he comes, and he intends to make the war, and its effects, history.[/BCOLOR]
 
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Garrick Ericksson

250

4'1" 180 lbs.

Berkak

Weapons: Magically imbued Iron Battleaxe for combat that adds an ice touch to his blows and also adds to the strength of the blow (Adding on average 30% to his actual strength), carries a hunting knife, pickax, hammer and chisel.

Magic: He does not wield magic but instead buys potions and imbued artifacts.

Temperament: Garrick is a stoic and solitary kind of man. His life before the was was one of joy, celebration and revelry. He enjoyed a good reputation and was fairly wealthy from the sales of his sculptures around the world but, his drunkenness had been the cause of the great war. That has been the complete change in his life, manner and focus in the years of carnage and death that followed.

The Garrick that exists today is a man of focus, not given to alcohol at all..ever, he still sculpts, but does not charge for his creations. They are an outpouring of his soul in an attempt to right the great wrong that he has committed. He seeks every opportunity for atonement he can find, and will do anything for anyone at any time as a result. He does not believe he CAN atone, but he intends to work until he dies in the attempt. He is overjoyed at the cease fire, and sees it as a new beginning for the land, and a means move forward in peace once again.

Bio: As seen in the Tale of the great war, he was indeed the cause of the war. He watched as the skirmish within the trading post raged out of control and he was even to blame for the death of the woman. He'd attempted to block a blow headed her way but in his drunkenness had tripped and instead of blocking the blow had actually watched as his great-ax had sliced deep into her abdomen. The sight of her blood had instantly sobered him and he's never touched strong drink since. The image of her face haunts him to this day.

He had been living in seclusion at the foot of the Dorn mountains, trying to use his gifts to create beauty instead of the destruction that his single act had caused. He has carved elaborate temples and statues of the ancients and has built many monuments to them that are standing in various locations around Ilkaria. It is his belief that a return to the old ways of the ancients is the only way back to peace. He feels it necessary to return to his people in the wake of the cease fire to repair the damage he's done. Whether they accept him or not, he plans to be part of the restoration. He is ready for the opposition, but determined to repair the breech.
 
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Kylessa Yeldove

Appears 25ish but is actually 350

5'10" 155 lbs.

Jabari

Weapons: She is very proficient with the longbow.

Magic: She trains daily to use magic as a means to enhance her skills at hunting and tracking, and so focuses on both mind and battle magic. (Ex. Far sight, Augmented hearing, True shot, camouflage, and others)

Temperament: Kylessa is strong willed and free spirited. She defies tradition by refusing to settle and mate and take her place within society. She has a strong sense of self, and often chooses a solitary path rather than compromise her own plans and ambitions. She has no desire at this time for a family, and trains daily to keep her mind and body agile and alert.

Her main goal at this point in time is to gain respect within the Jabari, through accomplishments and performance. Her hunting and tracking skills are unparalleled. She is both intelligent and resourceful. She ahs never attempted to learn something that she did not through study, dedication and sheer stubbornness eventually conquer and master.

She is a white leopard in animal form, and has mastered the two legged partial shift, though she seldom uses it. When in cat form, she is single minded and can be viscous.

Bio: Kylessa is the daughter of the Jabari elder Yeldove House. her father is Delsaren Yeldove and her mother Jastra Yeldove. They are both highly respected within the Jabari for their keen minds, wisdom and skills in arbitration and diplomacy. As the only child of the two, she was expected to follow in their path and become another voice of peace and reason, but she chose to find her own path, and not follow so closely the one leveled before her by her parents.

She studied faithfully and excelled at everything she put her hand to learn, and so ehr parents have allowed her the freedom to find her way. She is still seeking out that path, but with the cease fire sees a new opportunity to find another path for herself. She has petitioned her parents to be among the guards that will watch over those who are chosen to travel to the crowning of the future Emperor.
 
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Renn Jorell

Appears 30 is actually 450

6'3" 210 lbs.

Aedairin

Weapons: Throwing knife, Longbow

Magic: Water affinity, mind magic with a healing focus

Temperament: Renn is a healer and artist. he's widely sought after for his intricate carvings and personal touches he can add to a home, as well as for his healing abilities. he's very patient and has a calming smooth baritone voice that helps people relax when he treats them. He also uses singing to aid in healing as well. He is strong and toned, from the work he does carving and helping to dig homes for his fellow Drow.

Renn is also gifted with keen sight and has a way with animals as well. His calm almost unflappable manner is calming and allows those he comes in contact with to form a feeling of trust relatively quickly.

Bio: Renn is a solitary man since his parents were killed during trip to a trading post for supplies at the very beginning of the great war. From a youth he was interested in art and healing and studied both with equal fervency. He has been highly sought after in both fields, for his intricate carvings and his adept healing abilities. He was worked nearly to exhaustion more than once during the great war, but he could not ever turn away anyone in need of healing.

He has been resting since the cease fire, attempting to regain his strength, but he has been called to serve as the head of his house in the absence of his father. He has reluctantly agreed, to preserve his father's name and honor, but he is not thrilled about it in any way. He is hoping that they will decide against ending him as part of the 5 member delegation.


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Character Name: Aylina Rosebud

Character Race: Valena Elf Warrior

Gender: Female

Age: 260

Weapons: Long sword, Staff.

Character Powers: An ability to control/manipulate air and fire, cannot control other elements. Has strong magic in other areas: especially spell crafting. However, magic drains her energy fairly quickly.


History: Aylina Rosebud was born in a very grand house, surrounded by servants, butlers, guards, and private tutors. She lost her mother at a young age, and her father was barely ever home. She spends her days training for battle with a favorite guard, Jetham, using swords, but also unafraid to use her high magic abilities. She's very easy-going for the most part. She has her moments when she's fierce, however, especially in battle, then she's all business, using a combination of both magic and weapons. She was brought up more by servants and guards than her father, who stayed gone more than he was home, which suited her need for exploring and independent streak that only grew as she aged. Now an adult, she was often in the woods, looking for adventures, exploring every inch of the woods, especially near rivers or streams. She became very good at magic of most kinds except healing. That was beyond her limit, and certain mind-tricks didn't interest her either.
She felt bad for this dwarf, this…. Garrick Ericksson, who'd caused the war in the first place, but really …. It had escalated unnecessarily. Surely he had to live with such horrible guilt in his soul now, not just his heart. It made her wonder at the complexity of life; how one small event could trigger an entire 30 year war, but surely at the end, there could possibly be some sort of action taken to stop it… couldn't there?
 
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I have a few ideas, and will probably create both. My question lies in appearances: Are the orcs stereotypical orcs in appearance?
 
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Yes, but wearing military garb, and not a single one of them will be fat.


I have a few ideas, and will probably create both. My question lies in appearances: Are the orcs stereotypical orcs in appearance?
 
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[BCOLOR=#000000]Character Name: Torna Yunickson[/BCOLOR]

[BCOLOR=#000000]Character Race: Berkak[/BCOLOR]

[BCOLOR=#000000]Character Gender: Male[/BCOLOR]

[BCOLOR=#000000]Character Age: 370[/BCOLOR]

[BCOLOR=#000000]Character Powers: One of the few dwarven mages still left, Torna specializes in weapon enchanting and in psychokinesis, using the stones as weapons, through shape manipulation and propulsion[/BCOLOR]

[BCOLOR=#000000]Character's Weapon Loadout: He carries a pair of enchanted hand axes at his sides and one two-handed hammer enchanted with force-tripling and strength rebuilding spells[/BCOLOR]

[BCOLOR=#000000]Character Temperament: Torna is strong-willed, but open-minded. He loves pranks, jokes, and parties, but is dedicated to maintaining honor. He is against the reasonings for the war, ever vocal in opposition.[/BCOLOR]

He is sometimes brash, when he speaks of things that amuse him, often falling into huge guffaws of laughter at silly puns and wordplay, but he is serious as need arises.

[BCOLOR=#000000]Character History: Born into the Ancient Belnak clan of Berkak, he rose to the rank of War Chief in his 300th year. He has led is clan through the war by staying out of it. He fought the political battles that were necessary, keeping his and his clan's honor intact. [/BCOLOR]

[BCOLOR=#000000]He knew Garrick Ericksson prior to the war, and longs to see his friend happy again. To that end, his clan has sent him to the Hegemony. He seeks the end of this war, and will do what is needed to make sure war doesn't return.[/BCOLOR]
 
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Magana Dreambreaker

Race: Ferregard (Orc)

Gender: Female

Weapon: Fortified fist weapons (brass knuckles, katars), and experimental grenades

Items: She wears a mask and headphone-esque structure to protect her mouth and hearing from residual grenade fallout.

Personality: Purpose driven and strong-willed, Magana is not someone who is easily swayed in opinion. Years of discipline has made her a defender of the Ferregard people through and through. Any slight to her people's name or reputation if often met with a show of strength, which may not be the best for upholding peace in the eyes of other races. However, her demeanor and absolute faith in her people is the perfect icon of what the Ferregard stand for.

Because of her narrow-minded philosophy, she has a harder time recognizing other races as anything but a threat. She won't be hostile unless provoked. Growing up in a warlike society that resolves their conflicts with duels, she has a hard time adapting from that mindset. She has to constantly remind herself that peace is in the best interest of her people.

History: Born in the matriarchal village of Go'Dek located in northeast Ferregard, Magana was chosen with a small group of newborn females to be groomed into Honor Guards, representatives of the village with extreme prowess and strength. Put to the test from birth, she had been hardened through various brutal techniques including exposure to the elements without food at as young as one year old. They tested her for years, in various trials of strength, stamina, willpower, honor, and survivability.

Several of the girls failed, leaving only her and one other the title of Honor Guard, being the first females to claim that title. As such, their duty is to protect and demonstrate the strength of Go'Dek through duels and honor-driven acts. Their prowess soon became recognized, and Magana was chosen to represent the entirety of eastern Ferregard and challenge all from the southernlands who dare break the cease-fire, while her sister Honor Guard stay behind and watch over the village.

 
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"The silver tongue and iron arm."

Character Name: Edwin Ames

Character Race: Loran

Character Gender: Male

Character Age: 31

Character Powers: Enchanted goggles. Grants him a variety of vision modes such as night-vision, and seeing movement out to 50 feet. Though only one can be active at a time

Character's Weapon Load-out: Makes use a a military saber and pistol, along with a small custom-made repeating crossbow (the bolts aren't powerful but they are poisoned), and a sword-breaker.

Character Temperament: Edwin comes off as a generally joyful fellow, if slightly uncaring. Most discourse bores him as he's used to people taking ages to say what they really mean. When his patience runs out though Edwin becomes quite brash and brutally honest.

In combat he is calculating, looking to end most fights with a single blow. Most of his style relies on tricky and speed, typically one hand is kept behind his back where his pistol is holstered and his crossbow is clipped.

Character History: Edwin was a street rat one of the few orphans to lose his family. Fortunately for him the desire for a strong military caused him to be taken into a Military Boarding School when he was 11 years old. Growing him he was completely devoted to the idea of service. At the age of 14 he was placed into an Officers Academy and graduated top of his class at 18 years old. Given a commission of a squad Edwin became a field commander patrolling the boarder of his country.

Because of his admirable service Edwin quickly rose through the ranks of the military. But soon it was realized that while a stellar military man, Edwin could sure his country far better as a diplomat. So, while maintaining his rank but transferring his service Edwin was briefly trained in other cultures before being put to work.

A few years later, Edwin was chosen to be a representative of his race in the upcoming delegation.
 
Aragon wishes me to inform you all that you should please reply in the IC as members of your House at the meeting to decide upon your delegates. If you wish to be one of those delegate (PLEASE PLEASE) state your candidacy in the post. THANK YOU everyone! Such a great group we have!
 
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Character Name: Buras Garethson

Character Race: Berkak

Character Gender: Male

Character Age: 400

Character Powers: Perhaps the last smith to use magic alongside his own muscle, Buras excels in enchanting magic, often with the assistance of runes, and shaping magic. Only really works if he can lay his hands on the item in question, so not very practical while in combat.

Character's Weapon Loadout: Buras is not a fighter, but he has an array of hammers that are meant to be used in forging. However, they are just as effective in combat if not more so, a skull commonly being much weaker then any metal he's worked with aside from gold.

Character Temperament: Buras Garethson is what most would call scatter brained. Often flitting from one idea to the next, it is hard for any one topic to catch his interest for any amount of time. But once a topic has caught his attention and he has begun work on it, his smithing background shines through. Sitting with extreme patience and examining what he has decided from all angles to determine the best solution, or working at a fevered pace to lay as many hammer blows on the hot piece of metal as he can before having to shove the piece back into the fire to reheat. Of course, not everything can be applied to smithing, he does like to think the opposite though.

And for his age, where most dwarves slow down and rely on the tried and true ways of doing things, he's constantly questioning. Not everything, mind you, an axe will cut down a tree much faster then a sword no matter what's doing the swinging, but things that aren't so common sense. In fact he's gone to the Drow cities once or twice, not during the war of course he was much to busy then, to marvel at their stone cities and wonder at how he can mimic their work in his own.

Character History: Buras started life as most would expect someone like him to start it, he was born into a family of smiths. His father was a smith, and his father's father, and his father's father's father, and so on and so forth for as far back as they care to look. It is the birth right and duty of all male children of his family to be smiths, he just had the added benefit of being gifted with a magical touch, metaphorically and literally speaking.

Other smiths from all across the land came to watch him work, his beard just beginning to grow in when it first started. And they all marveled at the ease with which he worked the hot metal. From swords, rather simple things to do really, to even the most decorative and ornate piece, paper weight or jewelry, he seemed to easily mold the metal into what he wanted.

But one day a rune smith, the fabled and revered smiths that worked hand in hand with magic to forge their pieces, arrived without the usual fanfare that one would expect when a rune smith arrived and visited this prodigal smith at work. He watched as Buras worked several pieces for costumers, weapons or decorative pieces, silently. He did not say a word, and left without adding anything.

The next day Buras was "asked" to attend to the rune smith himself as he worked in the city. And what Buras experienced would show him what little he truly knew of smithing. The rune smiths forge was a maelstrom of magic all focused on one piece of metal. The blows of the rune smith's hammer left more of an impact then what Buras could have done in ten. And at times the metal even seemed to bend without the persuasion of the hammer, such was the power of the smith.

And on that day, before he left the rune smith's forge, he made sure that he would become their apprentice. And sure enough, he was reluctantly accepted as the apprentice. Centuries later, he is where he is at now, a smith known the world over for his skill in the forge and for the quality of his work as well as is want for improvement. It is perhaps this want that drove the Berkak kind to nominate him as a member of the delegation. And like so many years before, he was "asked" to be a member of the delegation. And while he had much better things to do, he had heard a lot about the Loran's flying machines, he graciously agreed to join.​
 
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Character Name: Buras Garethson

Character Race: Berkak

Character Gender: Male

Character Age: 400

Character Powers: Perhaps the last smith to use magic alongside his own muscle, Buras excels in enchanting magic, often with the assistance of runes, and shaping magic. Only really works if he can lay his hands on the item in question, so not very practical while in combat.

Character's Weapon Loadout: Buras is not a fighter, but he has an array of hammers that are meant to be used in forging. However, they are just as effective in combat if not more so, a skull commonly being much weaker then any metal he's worked with aside from gold.

Character Temperament: Buras Garethson is what most would call scatter brained. Often flitting from one idea to the next, it is hard for any one topic to catch his interest for any amount of time. But once a topic has caught his attention and he has begun work on it, his smithing background shines through. Sitting with extreme patience and examining what he has decided from all angles to determine the best solution, or working at a fevered pace to lay as many hammer blows on the hot piece of metal as he can before having to shove the piece back into the fire to reheat. Of course, not everything can be applied to smithing, he does like to think the opposite though.

And for his age, where most dwarves slow down and rely on the tried and true ways of doing things, he's constantly questioning. Not everything, mind you, an axe will cut down a tree much faster then a sword no matter what's doing the swinging, but things that aren't so common sense. In fact he's gone to the Drow cities once or twice, not during the war of course he was much to busy then, to marvel at their stone cities and wonder at how he can mimic their work in his own.

Character History: (Be descriptive. Minimum 2 paragraphs)​
Does he enchant during the forging process or after? This would determine the effectiveness of his enchants.
 
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