The Pilgrimage: The Crusade Ablaze

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Geo_&_Bio
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The Pilgrimage: The Crusade Ablaze

#1 Post by Geo_&_Bio »

The RP

Whoa, watch out. All aboard the Text train. If it feels like there is something amiss about it, please let me know and I'll try to get back to you on the feeling.

"Let the dreamer dream, for his illucid trances grants us the enlightenment we need. For we are the slaves of fantasy and we are the rulers of reality. The fire rises in the face of horrors of the underground, trapped in the age of light. The wheel is turning both ways, the spokes clashing and bashing. The Holes of Falwarth are widening and the ends of infinity are closing in. The stream of time is thinning and the fires are dimming. The time of awakening will be upon the world and the enlightenment will be the doom of reality. Let the dreamer dream."~ A chant for I.

The Map of Arkenfall(Warning, an incredibly large version of really bad cartography skills and terrible, terrible handwriting.)

The Story of You:

The world can be a harsh and cruel place, as you might have imagined. Taken from your homes, your work, your very inception, to be dragged, beaten and brutalized, to the unknown and make you play their little game. Your memories are hazy at best, to even try and remember who or what you were was painful, the very attempt to recall the past brings nothing the burning sensation akin to being flayed. Castle Peiromaax was the name of the location, but said location doesn’t exist on any of the maps. There you were, chained up like the rest of the masses, all three thousand of them, and you are but a small glimpse within the crowed, chained and horrified. You all are pushed into a single file line to the Phieler, a large goblet that looks like the perfect man holding, with great pain upon his face, a giant bowl. One by one they slit the throats of all you cattle, blood spewing into the goblet. While you and the others are choking on blood, none have died, all have been marked. You are told repeatedly about the foundations of the world and nothing else. And after the indoctrinations, the beatings, and the ritual, you’re all herded out like a stampede of gazelle fleeing from your lives into the oblivion of the unknown. All three thousand cattle-driven souls fell into the void only to return back to your lives. You wake up from your horrific nightmare, wherever you are. You look around to remind yourself that everything is back to being normal. Once you have felt your neck, you soon realize that you have a tender spot that entrenched itself across your jugular. You look everywhere, but nothing else seems to be out of the ordinary. Nothing except a note within one of your pockets. It reads:

Dear Pilgrim of Parthox,
You have been, unfortunately, selected to be a part of the Great Pilgrimage to the Grand Titan, Parthox, Hero of Mortals. You and your fellow comrades have great but dire expectations; your faith and resolve will be tested. Your contributions to the pilgrimage will either bring forth a new age of enlightenment or your death will refuel the god’s needs. We apologize for this unfortunate end, but we live in a world of desperation. Remember that your blood will be affecting the world as we know it. The pilgrim’s path is as followed:
1.There are Four nodes, Nine Towers, one Belfry and one Goblet to give blood to.
2. As part of the ritual, you have already given blood to the Goblet.
3. 3 of the four nodes, although separate from other nodes, lies with a tower
4. Each tower is the trademark of the land and brings about its very importance
5. Each tower is guarded by an Avatar specifically designed to test pilgrims in their ability to understand what Parthox did for that location.
6. Each node requires a special task given by the node itself
7. The fourth node is the exception, of which none is sure how the node affects the world
8. The Belfry is not on this plane; to find the Belfry, one must dig deep in understanding the universe.
9. You must complete this before we, the Cazador, find you, as your life will also be acceptable as sustenance for Parthox.

With this in mind, we, the Cazador, will be hunting you down. You may be asking why you are being hunted down when you should be conducting a pilgrimage. Not many, if at all, are so willing to give their time to conduct this needed ritual and it can be pretty hard to motivate people into supporting such a god. So in response to this difficult conundrum, our Hero God can receive his substances, with tears of suffering, through the unfortunate act, but legally sanctioned, of ritualistic sacrifice. Seeing how you are now tied with Parthox as his pilgrim, bounded by blood, your death will fuel the Hero god. This achieves an acceptable result as well as an incentive to continue your pilgrimage. As such, since you were forced into this contract, we are utilizing rules to regulate our behavior and set the possible freedoms of your wellbeing. The rules are as follows:

1. We, the Cazador, will be prioritizing the participants by faith in the pilgrimage. We are more likely to attack those off the path than on it.
2. We, The Cazador, must allot yourself 48 hours of recollection time before you head out on your pilgrimage.
3. We, the Cazador, are a sanctioned organization with sanctioned rights. This is a warning to those trying to alert the authorities. Those of authoritative positions will either ignore your plea as instructed, eject your wellbeing out of the city or town for the wellbeing of said city or town, or they will take it upon themselves to strike you down. If you wish to live, stay on the path and stay away from authorities when presenting this complication.
4. You, the hunted, are allowed to fight back against us, the Cazador, in an effort to stay alive. We recommend that you simply conduct the pilgrimage with faith and duty with great haste as we, the Cazador, are known for our hunt and fighting ability.
5. You, the hunted, are allowed, and even encouraged to join each other in a pilgrim group to help your partners and fight off us, the Cazador.
6. This is a path of righteousness and spiritual cleansing.
Now that you know the rules of engagement, Walk the path of destiny and let the hunt begin.

Your Story thus far:
You are a citizen of the Bedaur Empire, where the God Queen holds the lands of Arkenfall and enforces the will of her people. Your home is located in the town of Gutesova, somewhere in the Vrakan plains and nearing the boarder of the cold steppes of Fraurgren. You ran away from your original home, in hopes to bury the past. It seems like you’re not the only one, as others have a similar shady past, but all truly wish to recover and rehabilitate themselves for their dark secrets. Unfortunately now you are being hunted down, and are forced to commit to a journey of a lifetime, for you only have one.

Races: Of Men and Mok

The Race of Men: Conceived by Vuluman, the god of mankind and man beings, they are a race that struggles and survives impending doom to its natural ability.

Human: Also known as Ape folk, they are a social group of persons that are known for their willingness to move, no matter what, and their talent for trade, economics, and restoration. Their belief is that if they stop, they rot and die. Movement is the key to their shamanistic religions, it being that they are tied to the wind and their Wind God. They believe that the Wind God sends their Ancestors to guide the humans in the form of Wind and Weather. So many humans are nomadic creatures that roam the entire continent of Arkenfall. The largest amount of humans together is the Grand Migration, while the second largest gathering of humans is the Vraka knights within the Vrakan Plains. Other humans have been known to wander the world, setting their eyes on an abandon building or settlement and restore it to its once former glory.
Humans have as a racial bonus: large endurance, trade and economics, construction, advanced riding skills and 25% resistance to all attack magic and diseases.

Gornmen: Also known as Wolf folk, Gornmen are also a social like creature, however instead of trying to conglomerate on a large scale as the humans do, the Gornmen tend to live in more segregated societies. However, it is little wonder why Humans and Gornmen are able to get along so well because of their social skills. Their shamanistic beliefs falls more into Spirtualism, where the spirits guides there people through the use of animals, trees and dreams. They use Votono, the Mothertree, a large pine tree of incalculable size, in order to be in tune with the spirit world for purpose of respect and reincarnation. They work collectively for the good of their tribes and are often found in packs. They are taught an extensive knowledge of herbalist skills for healing and skill boosts in order to overcome their environment and other enemies. They are extremely territorial as they believe they are tied to the very land they tread on and are willing to fight tooth and nail to keep it. They live in the dense forests of Perochee forest, where they are proficient in maneuvering through the trees and using the animals to their advantage. They are very skilled in archery and spears in unorthodox ways. They are also displeased with the Framen despite how close they are with each other.
Racial bonus: proficient in guerilla warfare, archery and spears; they are also have a great knowledge of alchemy and herbal skills.

Framan: Also known as Cat Folk, are roughskinned and brutal, as needed be in order to survive the jungles of Okwa’na. They are natural enemies of the Gornmen, despite being so close with each other. They believe in many gods who watch over them in the shape of masks and nature, and utilize their shamans to connect with their gods. They believe that hard work will lead to faith and strength. Their main deity is Prokana, the Hearttree, who is said to give life and protection across the lands. They have tribal systems scattered throughout the entirety of their homeland. Polygamy is considered normal and often encouraged by more powerful men and women. They and the Gornmen share a similar deity that is often considered a devil or a trickster in their religions: The god’s name is unknown, but many just call it FOX, a fox-like demon who tricked the both factions by “making” a Gornman prince and a Framan princess fall in love. They say there is a shrine to the demon trickster on the Gornfra island. Cat Folk are very good at surgical equipment and jungle warfare.
Racial bonus: proficient in guerilla warfare, clubs, chopping weapons and thrown weaponry. They are very skilled in sneaking about and seeing within the darkness.

Slaman: Also known as Lizard Folk, they exist within the swampy lands of the bayou. They are well hardened against diseases and have a natural ability to swim with excellence. They have builds giant ritual structures in order to explain their world and their gods. They are said to be originally the sons and daughters of an ancient fire breathing race that was born from the egg in the sky and then built the heavens with their fire. They build large pyramidal monuments and lizard-like structures in the name of their gods. The Slamen are known to sacrifice their royal blood volunteers in order to pay tribute and respect to the great gods up above. They believe that the gods will return one day and the Slamen rule will the kingdom of earth as their gods rule the kingdom of earth. They have been known for making glass weaponry and armor, which is considered to be rather sharp and hard, but also very brittle and can fracture bits of it when inside an enemy, which causes the body to destroy itself upon the fractured bits.
Racial bonus: 60% resistant to all disease and able to breathe underwater for extensive periods of time. They also have an extensive knowledge of glass weaponry and rebuild such weaponry with ease.

Torlman: Also known as Bird Folk, are naturally a very haughty race. They live within the Cliffs of Rhalla where they are protected by natural strongholds and their flight abilities kept them from harm. This sense of protection has been their source of pride up until the Badaur empire completely demolished their upper strongholds; however, this has yet to truly destroy their sense of pride and empowerment over other races. They are also considered a very delicate race as their bones are hollow and thus too much weight would collapse their entire structure. They would often dress very lightly and wear light metals as a form of protection and wield light weaponry. With their natural flight ability, it would be easy to destroy other races with light and fast attacks, but the Badaur empire overcame their strategy and dominated them. Their tall and imposing rocky outcrops are filled to the brim with magical crystals that allowed their magic to be augmented tremendously. Their crystals are able to absorb both potential and exhausted magical presence in order to store and recycle magical energy. This allows them to expend little magical energy while utilizing spells.
Racial bonuses: Advanced knowledge of crystal magic and crystal based equipment, short flight, and proficient with light armor and light weaponry like sabers and rapiers.

Races of Mok: Conceived by the Taramok, the Outsider god, who wishes to find a new home within the stars. They are known for their magical properties within the world and excel within said realm.

Fafmok: Frost Folk or Frost Elves, are truly an odd race. They live within the harsh and snowy plain of Fraurgren. They are often called hardy or barbaric due to their more traditionalized system of governance, where the strong rules the weak. Fafmoks are known to either utilize boats through rivers and the sea or horses in order to raid villages in the south. Those who are usually ruled over by Jarls are known to use ships, they are known for their celebrations and mead all across the lands; to an outsider, the Frost Elves under Jarls tend to be more civilized in comparison to their more nomadic brothers. Those who are usually under the influence of Noyans are known for their primary usage of horses and are known to raid quite often. They have taken the influence of the human migration and nomadic culture and integrated it with their own gods and beliefs. Both forms of Fafmok are known to harbor great feelings towards storytelling and the act of breathing. They believe that both are as one and that breathing has magical properties, allowing their old and archaic magic to flow against the current of time with their storytelling. In a way, they are one of the younger races, but they display an old soul within them.
Racial Bonuses: 50% resistance to frost, 50% more proficient at cyromancy, and proficient in strength and power.


Tirmok: Fire Folk or Fire Elves, they are also called dwarves; when describing this race of folk, it is truly hard to pin a point on their society and structure. To an outsider, they seem the absolute savage and warmongering. Each bit of the Ashlands is controlled by warlords and will often fight amongst each other for control. However, if one looks closer and deeper, the Tirmok are a very punctual and orderly race that has achieved advanced weaponry and forges. The Tirmok’s natural resources and volcanic furnaces make them masters of metallurgy and the excess of sulfur, carbon, and saltpeter has given them the upper hand in warfare. While many still use swords and arrows, cannons and muskets have been essential to their military as well. Tirmok are known to know the time by the second and considers tardiness an inexcusable offence, at least towards their own kind. They believe in Farvox, the Time god: he who knows of births and deaths, and all events. Their skin is as black as coal, their eyes are either completely red or completely white, and their hair is usually soot black, ashy white, or grey. Their height is slightly smaller than average, if only by a few inches.
Tirmok racial bonuses: 50% resistance to fire, 50% more proficient at pyromancy, and proficient at smithing and metallurgy.

Sturmok: Storm Folk or Storm Elves, are a very proud and self centered race. Born the harsh stormlands of Vhrominstier, they mastered the art of electricity rather quickly. Most, if not all, sturmok are indoctrinated into believing that their race is the most superior race and any form of outside relationships are considered deviant and degenerate to the degree of absolute heresy. It in near impossible to see any Sturmok to be associated with another race as a mating partner and usually will prioritize being near one of their own kind in a community, the only other race that they will even associate with is the Tirmok, if only to tolerate their existence. They are masters at making automatons, however they lack the recourses the Tirmok has when creating metal. They usually have to utilize the iron within their sandy beaches in other to make their swords or blades and often require them to use the folding technique, which is arguable worse that twisting the metal. They often have to suck up their pride and import from the Ashlands in order to receive the metals they need in order to building their electrical towers and automatons. They are quite pale and often known for their long blonde hair, blue eyes, and beautiful appearances. They are also slightly taller than other races by average if only by a few inches, hence why they call the Tirmok dwarves.
Racial stats: 50% resistance to lightning and electrical attacks, 50% proficient in electromancy, and proficient at electrical engineering and automation building.

Valamok: Sand Folk or Sand Elves, are hard to classify as many have argued that the Valamok are actually two races in one. This is noted by the Bone rank structure of their world. Those of royal bones are said to have eyes that glow with green arcane and their skin is pale, as if never having seen the sun in the land of solar oppression. The Nobility bones and below are said to be brown of skin and eyes that are ebony. This could be because Royal bones are not allowed to mix their blood bones with lesser, “weaker” bones, thus keeping the gene within the royal family and not degenerating further, or it could be because the inbreeding and generations of mutations. They say that Sand Elves are proficient with pure arcane, uncorrupted with the environment and used to achieve a better understanding with the magical realm. They ride and build fortresses on giant dune crabs. They are also very good at management due to the need to survive with very frugal resources. They live in the large and dusty lands of Valla-drupas, also known as the Crab Kingdom.
Racial bonuses: proficient at survivability in harsh environments, 25% more proficient than other races in the magical fields, and 50% resistance to all magic damage.

The Badaur: born from the tears of the Badau Badau, god of the Bees and Bee-kin and their relatives. They farm the world at their will and will mix up with world for the good of the entire world.

Badabons: The Bee people of Badaur, Highly industrialized and highly advanced compared to the other races. Possibly the race with the most pride and patriotism, as well as a grand knowledge of large-scale economics, they are considered to be the dominate race of Arkenfall. While they look and often act like bees, their anatomy is a bit different as they appear more mammalian in nature, allowed to procreate with both the males and females without death or super hormone control. Same cannot be said within the Queen’s quarters however, as the queen’s hormones are said to be the most oppressive, forcing females to be virtually infertile and males mindless. The God Queen understands this and has limited the ability to see her unless for emergency reasons and religious reasons. The bee people are high advocates of cross pollination and cultural exchange in order to establish high proficiency and further economical and technological advancement. This makes them rather aggressive towards the Sturmok and the Torlman as both have tendencies to be overtly self-centered and uncaring about other races and cultures; just as well, the bedaur are also concerned with the aggressive acts between the Gornman and the Framan. Their subjects are the Antileons, ant people who are considered mindless and unfeeling drones control by their respective queens, and the Vespadas, wasp people who are brutal and too angry to be controlled without the use of hormones.
Racial bonus: 50% more charismatic, proficient with light, one handed weapons, and proficient with macro-economics.

The Outsiders: From the Badlands, the Land of Rowers, and beyond. These are odd races that entered this realm. The Outlands are considered sparsely populated and sparsely conceived. You may find pockets of life filled with their own city and culture, but it lies within the middle of warped reality. Most outsiders who come to this realm are blown away with amazing amount of information and diversity; they come in order to establish a new life they left behind or was exiled previously.
These races are for you to make if you don’t wish to be one of these races.

The World itself:

The Empire: Born from the will of the Badabons and their glorious god-queen, the empire spans throughout the entirety of the Arkenfall continent. The empire itself, while allows for self-autonomy in certain affairs, has universal laws that are established to promote equality and safety under laws and justice. The very capital of the Empire is the Hive of Badaur.

Badaur: The Capital of the Empire and the seat of the God-Queen herself. Within Badaur’s tallest mountain lies the Hive which appears to look like a beehive on the surface, but its bowls stretch throughout the entire mountainous region. The citizens of Badaur are usually exceptionally rich in terms of material wealth as they accrue recourses and technology from all over the empire into their city in order to become incredibly advanced. Currently, at this time, they are a reflection of the 1920s Europe and America, and most citizens who are not a part of the Badaur are usually blown away by the sheer magnificence of the Hive. The Throne room of the God-Queen consists of the Queen herself, which is hard to exactly pinpoint her true appearance as the pheromones that flood the room often makes the Queen attractive to anyone and everyone, warping the image into something the being can relate to. There has been one person, a human with an great desire for art, that has painted her, but no-one was truly sure that it was her as everyone sees her differently, usually in a desirable way. Surrounding the queen are both the mindless male servants and the infertile and suppressed handmaidens, all of them willingly gave up their freedoms and rights for the honor of serving the Queen. Last is the Queens very own starchild, she who would mount the world once she becomes of age.

Vrakan plains: Smallest of all the regions, it is home to the Vraka Knights and the humans, or at least the part that wished to tie themselves to a land they can call home. The Vrakan plains are ruled by King Victoria van la Etoria of Varaka, fifth of her name, also known as the King of Knights and King of the Plains. Heavy cavalry is their main focus when it comes to military might, choosing the hard and fast punch rather than a war of attrition. Their homeland is a large and massive open plain hardly any life besides the rye in between the towns and the grand Vraka Castle. Vraka Castle is said to be so big, you can ride a cavalry unit upon its very walls. The Vrakans uphold etiquette to a very high standard and are defined by their high value towards honor, respect, and chivalry. The knights often wear bull horned or winged helmets as a way to intimidate the enemy and they often wear a barrage of different colors, usually uniform to that of their house they belong to.

The Great Migration: the largest conglomeration of humans in a single area. They are lead by the Shaman King and his council of shamans, who uses oracle bones to predict the future, commune with spirits and find the next place to move to. Usually attacks on the migration is very rare, if any, as they travel together in the large hoard; however, that doesn’t leave the migration unprotected, it is said that they are protected by an elite form of warriors that travel a great distance from the migration in order to keep a look out. The Migration also has giants that are territorial of their humans, making it terrifying to even attempt to attack. They travel to all provinces in order to trade. The Great Migration, while accepting others in the form of trade, is keen on accepting outsiders into their herd. As such, many people don’t truly understand how the migration actually works.

Rhalla: Home to the Bird folk and the Rhallada cliffs, the capital of the Bird Folk. Rhalla is best known for its extreme cliffs and natural labyrinthian rock formations. It was once nearly impossible to penetrate such defenses; however such beliefs were disillusioned once the Badabons utilized the Vespadas and the Antileons to completely storm the entire Cliffs. The Bird folk fruitless tries to break through Vespada armor but to no avail, the hardend exoskeleton of the Vespada were too much; the Anitleons climbed the cliffs with ease and sacked cities all the way to the top. The Bird Folk had to choice but to surrender. It is still the highlight of Cosmology studies and magical sciences and technological usages. Rhalla is currently under the leadership of the Grand Vizior Arc de Monif, who is leading new magical breakthroughs. At the end of the Cliffs is the Edge of the World, where it literally points into an incredibly large cliff, the bottom masked by clouds.

Antina marshlands: Home to the Lizard folk and the Grand Bayou which flows throughout the entirety of Antina. It is ruled by the great Priest King To-Rhakka, he who talks to the gods and enacts the rite of the covenant with the world he is bound to. He has two associative, the Priest of Gold and the Priest of Bronze, the former rules the economics and peaceful side of the religious acts while the later is militaristic and the more battle hardened priest. The Lizard folk dwell within the large fungus like sphere towns that protrude from the ground that exist within the bayou and act rather imposing towards foreigners. The bayou has no upper or lower region as they all come from and goes towards the Grand Pyramid. The Grand Pyramid is the most highly respected pyramid the Lizard Folk have created and is used as central piece of authority by the Priest King and the realm for politics. There are other pyramids scattered at the end of the bayou to establish royal authority and ancient burial, but nothing is as imposing as the Grand Pyramid.

Perochee: Home to the Gornmen and the Mothertree, the land is booming with forests and nature. To survive, they hunt down animals, farm certain crops, and cultivate certain herbs for religious smoking; they, more often than not, trade with other tribes in order to gather certain goods. They work base off of community over independent strength. As aforementioned, the wolf folk are currently in tribal systems, appointing a chief as head of the tribe and a wise person as their religious leader. They are in a very loose confederacy against the Okwa’na. Current hostilities are on Gornfra island, where the island, by the coast, is being contested by both the wolf folk and the cat folk.
Okwa’na: Home to the Framen and the Hearttree, the land is filled with lush jungles and danger nearly at every corner. To survive, one must be strong and quick of thought as possible death could be in any shape or size. The Cat folk are currently in tribal systems, often with different cultures, religions and systems of trade, however they are all under a confederation against the Perochee. Current hostilities are on Gornfra island, where the island, by the coast, is being contested by both the Wolf Folk and the Cat Folk.

Valla-Drupas Desert: home to the mysterious and strange Sand Elves. The desert is considered one of the more brutal land areas to be in due to their lack of recourses and an overwhelming surplus of sand everywhere. The Sand Elves are known to live in their giant crab structures as protection from the sandstorms that happens ever’ so often. One of the biggest structures is actually three cities in one: The central city known as the Grand City Ra-verda, the body of the Giant Crab; the eastern city known as Esten Fortress Aswan, the right claw of the Giant Crab; and finally, the western city known as Westen Fortress Malpha, the left claw of the Giant Crab. Within the Grand City lie the three Caliphs: Sultan Fath the Mute, Vizier Truuu the Blind, and Emir Morimori the Deaf. The Royal bone soldiers are known to wear official garb to contain their purity and status while others are known to be more decorated as status or scarcely wearing clothing to reduce.

Vhrominstier Stormlands: home to the Illustrious and haughty Storm Elves. The Stormlands is a place of constant barrages of storms and electricity bouncing around. They are a place that values the thought of being the upmost civilized society within the continent. They have been able to utilize the electricity around their realm to be used for public purposes. They were the ones who invented lightbulbs, generators and even automatons to do their bidding. Most, if not all, their weapons and armor is embedded with electrical currents to deal damage and counter attacks made from metal. Their world is a giant corporate conglomeration of businesses that intertwine with each other and exclude foreign aid; they are willing to contest with the Empyerial Trading Company of the Badaur. They are lead by the Storm King Kalmakana of the Gyeordyo Dynasty. Their greatest architecture is the Grand Receptor, which absorbs the electricity within the air and acts as a conductor, it will then proceed to either send electricity to generators or arch them into receivers and travels to other parts of the land. Their buildings are akin to giant mushrooms that are manipulated around the flora.

Fraurgren Tundra: Home to the barbaric and ancient-like Frost Elves. The lands are frozen in an ancient time, slowly moving while the rest of the world continues to advance. It is a place where telling grand stories of heroes and legends comes to life and is considered a sign of respect. They are a very festive bunch in Fraurgren, hosting grand celebrations like none have ever seen. They are sticklers to traditional values and when it comes to prophecies, fate makes no change according to their people. Fraurgren is split between the Jarls of the Tundra and the Noyans of the Steppes, but both are ruled by the Great King, Snowborn Tinju, son of Tanju. Fraurgren believes that might makes right, which is considered barbaric even to the Dwarves of the Ashlands. Their most prized location is the Great Mountain that Breathes, a location that only a few dare take in order to prove their strength.

Vulkhan Ashlands: Also known as the Timelands, it is home to the warring and industrious Dwarves. The Dwarves have no true centralized structure as their home is currently being contested at every possible moment. However, some may say that the strongest of the warring states is the Hulkhanate, those who live in the Fire Mountains and forge monstrous equipment. However, the Hulkanate are, more often than not. selling their equipment to the Empire and the Stormlands. However, two others also hold the same title as the Strongest. The state of the Glokhanate, ancient warrior house that values tradition and chivalry, are known to be the strongest house warrior wise in comparison to the Hulkanate. The other is the Walkhanate, a magical house that comprised of the strongest wizards. There are numerous smaller houses that are currently being battled over the country. The most truly neutral house is the Yolkhanate house, which is a house of councilors to try and establish peace within the warring states; the leader of the House of Yolkhanate is Grand Secretariat Vorna Yol’naka. It received its name the Timelands because of the protruding gears that extend upon the surface of the land. These gears are said to be incredibly large and no-one is certain where they lead to or what purpose they serve; however the Walkhanate house is said to be born from a god-mok who descended into the bowls of the earth and returned to erect a giant massive underground clockwork city and understood the purpose of the earth. Some say that the Ashlands are actually first land to be made and the rest soon followed.

Possible Questions:

-Is there magic and how is it utilized in this particular RP?
Yes, there is magic in the RP and yes it is a commonplace practice and yes additional studies in the fields will be needed in order to achieve higher level of spellery. Magic, as it currently understood, is the process of utilizing an ethereal energy that is stored in a person known as mana. This process can be enhanced with the assistance with Crystals, such as staffs and wands, as a main focus point for magic. Enchanted Books are able to assist the aspiring spell-caster in, audibly, chanting spells in order to conduct magic for their desired purpose if they have the mana to do it. Spells, went learnt properly, are usually mind focused, meaning that one will simply think the spell they need and receive the spell; however, there are occasions that spells will need certain hand gestures or words in order to conjure the magic.

-How is necromancy received in this new world?
It is considered a terrible crime mutilating the peace of the dead and forcing their remains to commit acts against their will. However I will not stop you from playing such a character if you feel a bit evil.

-What type of magic can one utilize and how powerful can we be at the beginning?
Well, except for time spells, the sky is the limit. The power level is arguable and it depends on the situation. Obviously I won’t allow spells that can ravage cities and kill monsters in a giant hit. I will allow those who are adept in one school to be a bit powerful, within good judgment, for instance I will allow a person who only knows of the healing school to have advanced healing magic. If there is a person with many schools under his or her belt, then I would expect inexperience with all the schools.

-What are some of the schools in the magic field?
Evocation: Able to evoke the natural world around you into your will, such as controlling ice, fire, lighting, earth, water, and all that fun stuff.
Abjuration: Able to perform protect, block and banish spells.
Conjuration: Able to conjure monsters and creatures from this realm and other realms to do your bidding.
Enchantment: Able to perform spells that would enhance weapons, armor, teammates and one’s self.
Illusions: Able to alter one’s perception and cast illusions to trick the others
Transmutation: Able to alter things, people, items, and other stuff into a different thing altogether.
Divination: Able to reveal information that others can not readily see with their senses.
Necromancy: Ability to raise the dead, commune and command with spirits, and create or destroy life.
Universal: Not a school, but it tends to be spells that any person from specific schools can learn. Ironically, most are locked from low level wizards and spell casters.

-Is this an open world or more of a story based RP and how will player run stories be affected?
The quest given in the RP is a very linear one. I will allow detours, but I will bring the story back onto the main questline as that is the most important of the stories. If the detours becomes too much, I will send a large force of Cazador huntsmen after you. Don’t let this discourage you from creating any form of player run quest, just keep it brief.

-I want to play my own created race but I don’t know the restrictions nor do I understand the world of the Outside?
Restrictions are basically keep it humanoid and keep the race regularly powered, none of this I am angelic wolf man who plows through demons by punching them into the face, use good judgment. The purpose of the Outside is that it isn’t truly defined and the world is run by city states that exist above the tidal sands whose hue is of the colors of light. Outsiders tend to not know other outsiders and genuinely try to make contact with others within their city states. Most Outsiders are funneled into Arkenfall no matter which direction they choose and they always go through the Bravelands and the Land of the Rowers. When creating your race and your race’s civilization, the civilization that you made has no true history, it would probably just poofed itself into existence.

-Can I be a Vespada or Antileon?
No, only on the basis that the Vespada and the antileon are not truly sentient beings. Vespada are hyperactive rage machines who will rampage through their environment with no true rhyme or reason, it is even said that during mating, the Vespada will brutally eat the other’s head. Vespadas are only controlled through the use of specialized pheromones. The Antileons are completely mindless drones and only serve those who have their queen’s pheromones.

-Is it possible to control one then?
Only if you are a Badabon Keeper, who is trained with a honey staff to influence a Vespada or an Antileon to do thy bidding. Vespadas are probably more useful in a fight. However, I won’t really allow it as a starting item as they are usually only given out as honor mage weapons to the royal mages of the Queen’s court. I will allow the purchase of one or the stealing of one and thus the ability to control a Vespada.

-Is it possible to be a different type of bee person or any other form of insect person?
See Outsiders and tread carefully through the arts as there are some rather undesirable artworks for humanoid insect people.

-I read something about guns in this RP, is it possible to obtain one?
Yes, but guns are not entirely popular, even in the highly industrialized state of Vulkhan and they are not very advanced.

-How powerful will our character be from beginning to the end?
Beginning I am expecting people in rags trying to make a living in a village, people who will then struggle to even hide from their hunters. By the end of the quest, I am expecting great and powerful beings who will need a squad of hunters to even touch them and they will be able to challenge the great power in the mortal realm. This is to build characters throughout the RP story.

-Is there player vs player or is it player vs environment?
Seeing how this is a survival RP, I am going to say PVE as teamwork is necessary for survival. As expected, the Cazador will not be a playable faction as they are the main antagonist of the RP.

-Geo, you fool! You have East and West completely wrong on your map!
I switched it for the sake of fantasy and the labels are actually Esten and Westen.

-Is it possible to change my appearance completely in order to hide from the Cazador?
Yes, but changing appearances changes nothing. You will still be hunted down with ease by the Cazador, you will still bear the scare upon your neck symbolizing that you are a potential sacrifice/pilgrim.

-How does currency work in this game?
The world has two forms of capital that can be established as equal currency. The first would be coins with copper coins, silver coins, and gold coins. 100 coppers equals 1 silver and 100 silver will equal 1 gold. The other form is bank notes, which are useful pieces of paper distributed by banks in order to hand quick and easy payments, using “s” the symbol of the bank note currency. 1s is 1 silver and the notes come in 1s, 5s, 10s, 20s and 100s.

-Are there any other questions that you can come up without spoiling the secrets of the world?
Nope, not at this time; unless you probably can come up with a reasonable question I can answer(which I know some of you will indeed come up with questions) and tell without breaking my spoilers.

Some Questions that were asked of me:

-Are there any hotly debated topics in your world? Necromancy appears to be one, but are there any others that are controversial but have many supporters on both sides?

The hot topics thus far for LORE!:

Religious:
1. Probably the holy authority and legitimacy of the God-Queen as she seems to be the religious figure of the Badabons who are in charge of the continent, however most others seem to have their own legitimacy and religious powers at hand.

2. "Who created the world if the world was found" would be discussed amongst philosophers also comes into mind as most creation stories are the gods creating mortals not the land itself. People would be discussing if the universe was created by all these gods or by some other power itself, or maybe by complete coincidence.

3. "Are the Mok from this universe or from another?" are also discussed as their god wanted to find a new home, but no-one true knows what this means specifically.

Sciences and technology:

1. "Is it right for the Badaur to horde the resources?" Probably one topic to discuss, as some believe that the Badabons are hording the technology and resources to themselves to better their own environment, while others state that the Badabons are enabling peaceful trade amongst the world, yet they do not wish to evolve with the badabons.

2. "Should the Storm elves continue to produce automatons?" Due to politically antagonizing all of the regions, some say that storm elves having automatons weakens the integrity of the empire. Others would argue that the storm elves are producing automatons for luxury over military might.

Magic:

1. necromancy

2. "Should fishing continue?" one of the fastest ways to harvest mana for mana potions is to wring fish of their contents. Some say that since they have been doing it forever, it should stay and it is the fastest way to achieve mana unlike waiting for mana to come up in a sticky situation. Others say that it disrupts the flow of magic and inhumane towards fishes.

3. "To at which what point will magic be too dangerous for normal citizenry to take control and how will it be regulated".

I will also allow reading of books depending on what the players are looking for. For instance, they tell me the genre of what they wish, I present them options, they chose and I give them the material, either abridged or long version, to present the readers. This may also be a part of the controversial topics.

-How do I transmutation and is it possible to transmutation from living to non-living and vice versa?

Its pretty much "apply magic, get results" type of way. However, the current trend of transfiguration is usually living-to-living and nonliving-to-nonliving. For instance, with enough magic I can turn a man into a pig, but I can't turn him into sound or a table or something like that.

-can you animate nonliving things into the semblance of life, but not actually be alive, functioning more like automatons?

It'll probably be some sort of golemancy, which makes constructs out of nonliving materials. So yes.

-Can transmutation be permanent? Also, would a spell like Iron Skin fall under both enchantment and transmutation?

Yes, if powerful enough or with the correct accumulation of the needs of the situation, transmutations can indeed be permanent. Svir the Ashen lamp is one of the prime examples of a permanent Transmutation.

Also, some spells overlap each other sometime and it is up to the schools to dictate who gets what. for instance, Skin of Iron is technicality both Transmutation and Enchanting, but the School of Enchanting dictates that said spell is under their school Because it doesn't really turn skin into iron, but rather enchants the person to have the necessary qualities that resembles the idea of iron rather than the actual iron itself.

-Are scarves and other throat-concealing articles of clothing considered taboo in this world, since it would be considered an attempt to cover up the throat-mark we have?

Hardly, as rituals like this isn't a daily, monthly or even an yearly event and it only happens to a certain amount of people. Concealing ones throat is actually encouraged as it keeps people from unwanted attention. Also, places that are very hard to breath without a breathing apparatus usually has scarfs that wrap around the neck, usually to cover up their mouths when ash storms, sand storms, snow storms, high wind, and so forth is at hand. So it is hard to make something that is essential for individuals in tough climates a taboo because of a very, very rare and unusual ritual. People like the nomadic tribes require such items to brave through the harsh lands of the Westen lands.

What is taboo is showing off said mark, as it implies that you are either a hunted and dangerous person or a cursed individual that will bring hate upon the world, or some other conclusion that may or may not be true.

-What type of Wildlife exists within the world?

I wasn't expecting this type of question and I haven't truly finished the bestiary as I was thinking of expanding it quite a long.
The wildlife is usually as far as the imagination goes with the beings of the world, however they tend to theme themselves towards their respective region to the world.

For instance, Vraka would be of movement, which would naturally be horses, but also gazelle, dogs, elk, hares, wildebeests, and boars.

Fraurgren is focused on voice and loudness of said voice. Their lands would consist of animals that would have a very vocal song, which would be bears, mammoths, and even sky whales that sing across the sky.

The Badaur, the Bayou, and the Ashlands have a heavy insect population acting as their animals. the Ashlands have a large assortment of incests with very, very hard shells made from ash chitin which is design to withstand the lava pools littered all through the volcanic area, while the Bayou is filled with giant swampy insects such as giant mosquito, ticks, slugs, leaches, and so forth.

The desert consists of large crustacean creatures, mainly the crab. The Desert elves usually ride crabs everywhere they go, but there are larger more ferocious creatures within the desert.

The stormlands consist of Drake like creatures and wyverns. No-one is sure why that is the case, but most of the animal population are dragon like creatures, yet they are not dragons themselves.

The Cliffs usually are height based, sheep and rams seem to be the most basic ground animal. Most birds are flying across the Cliffs of Rhalla.

The Forest and Jungles are usual forest and jungle animals(because I didn't think that far ahead, However I will update this part of the lore when the time comes), yet there are some weird and ominous creatures within the jungles and the forests.

Some wilderness hunters:
Probably the bonewolves: Wolves whose heads are skulls infused with magic.
Owlbears: Misshaped creatures affected by the crystals within the Cliffs of Rhalla, giant owls in the shape of a bear.
Scorpio: Large Scorpion like creatures who hunt down their prey mercilessly.



Rules:
1. Standardized forums rules: do not break them.
2. Unwritten, written rules conceived by the RP makers, such as no godmodding and powergamming: don’t break those.
3. No fighting and killing without reason and avoid fighting within reason: this is a game for survival, the environment is the one that is trying to kill you not you guys yourselves. Last thing I want to hear from my RPers is “he said, she said” and having “No you didn’t kick me in the head, I dodged it because of my ninja skills.”
4. I won’t post order, but try to collaborate for large conversations. I don’t want people to get lost in a billion posts about liking icecream or something.
The ending of the words is ALMSIVI.

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Re: The Pilgrimage: The Crusade Ablaze

#2 Post by Geo_&_Bio »

Code: Select all

Character sheet:
[b]Appearance:[/b] try to keep the image small, url the image, or write a well detail description of the character…or both, whatever rocks you boat. 

[b]Name:[/b] Who are you?

[b]Race:[/b] what are you?

[b]Gender:[/b] Male, Female…it?

[b]Equipment:[/b] Your stuff.

[b]Skills:[/b] What are you good at?
[b]
Personality:[/b] What is a broad example of your personality?

[b]History:[/b] Where are you from, what did you do, why did you move to Gutesova?

[b]Miscellaneous:[/b] Other information I have missed or perhaps overlooked.

[b]Theme:[/b] General theme of the character. Try and elude yourself from using “epic” music, but try and reflect how you wish to play the character. 



Character sheet:

Appearance: about 1.709 meters She has a metal collar and metal cuffs that are bound to her neck and her arms.

Name: Wal’nagga the nameless ashen witch.

Race: Human

Gender: Female

Equipment:
-The Bag of Holding: A small enchanted pack upon her hip that allows her to utilize equipment she needs, mostly a mortar and pestle, a great number of vials, and great amount of herbal ingredients for her alchemy potions. It also has 4 pieces of gold, 50 pieces of silver, 20 10s bank notes, and 150 pieces of copper in a chest within the bag. It was a gift from an old friend and it is bigger on the inside.

-Her Ashen Lamp: is its own character.

-Her magical enchanting book which has a crystal within it to help perform magical spells and witchcraft.

Skills: She is very good in terms of magical ability and alchemy.

From the School of Enchanting:
-Fire embedded magic: Allows the spell caster to give weapons a temporary boost in equipment and weapons with fire damage to deal harder hits and reduction to allow the resistance of fire to take effect.

-Skin of Iron: Allows herself or another people to become as thick as iron when this magic takes effect, however the speed of the targeted person will reduce drastically, but they will be hard as a rock. It also reduces fire damage.

From the School of Transmutation:

-Polymorph: Temporarily is able to change the physical aspect of the targeted being for a short time. Wal’Nagga will only use this spell very rarely as it costs quite a lot of mana to produce and it can only be used once per day.

Alchemy: She is very good at alchemy, conducting potions and brews that can curse or cure a great deal within her realm. She has made small healing potions and mana potions to help herself and her people in Gutesova. She also to concoct a brew of one’s desires if she has the right amount of ingredients.

Personality: She tends to sway herself into being a hermit, despite her rather social nature. Every now and then she ends up talking to people and socializing, but then suddenly remembers “something” and heads straight back to disassociating herself. No-one truly knows the reason why, but those who believe in the Walkhanate story created a theory that she is actually hiding from society in order to avoid assassination or worse. There are some in the walkhanate who takes minor covenant abandonment way too seriously. While she tends to be rather sarcastic, she is genuinely well meaning.

History: No one is truly sure who the Witch is or where she came from. Most people in Gutesova have never seen the rumored witch, let alone even know her name. There are many stories about how a crazy old lady in the middle of the woods is haunting the forest, crackling and brewing in order to curse those who trespass. Some say she eats children and have turned men into newts. Those who have taken up trying to figure out the witch have actually concluded a different theory: the story goes that the witch was once a baby who was born from a Shaman lord in one of the Great Migration’s satellite tribe. When she was just a baby, a group of slavers ransacked the tribe, killing the adults and older children and subduing the younger children into custody. The baby was given to one of the Walkhanate slave owners in order to be properly prepared to live a life of servitude. She was bought by Mistress Nagga Wal’Svir and raised her to be a house maiden. The young slave was often beaten by Master Wal’Svir for minor mistakes; however, the Mistress was the one who would treat her with kindness and often backlash against her husband. This would naturally favor her Mistriss over the Master. With due time, the young slave was interested in the magical arts, seeing how the Walkhanate were famous for their magical abilities and large, uncaring structures that would require one knowledge of magic in order to traverse its taunting areas. The Mistress educated the young slave, allowing her to understand the magical world around her. In time the young slave was able to tack an aptitude test which would elevate her from her previous slave status to a more respectable position. However, the mistress would later be deceased and the Master was in control. The Master would fuse the collar and cuffs upon her person, keeping her under the influence of her master. The Master would then establish a contract with the slave: the slave in question will have her obedience key and will be an assistant of Master Wal’Svir and the Wal’Svir family, meaning that the slave in question will become a member of the Walkhanate council if she stays under the influence of the aforementioned family. She agreed and was allowed to be free. She moved up in the ranks until she could go no further with the family. A man from a different, much higher, family, the Wal’Vrok family, offered the woman a much better proposition only if she breaks her covenant and expose her old master for corruption.
She agreed and exposed her old master. However, the Wal’Svir family retaliated and went against her. The Wal’Vrok family were able to smuggle the poor girl out of Vulkhan and into the Vrakan plain. She then lived in the town of Gutesova and became the witch that dwells in the town. At least, that is what the young servant of the witch, “Svir” has stated.
Miscellaneous: Other information I have missed or perhaps overlooked.
Theme: An old folk song of her people in a far off land.

Character sheet:

Appearance: About hand sized and very luminous

Name: Svir the Ashen Lamp of the Ashen Witch.

Race: She was once a storm elf with a knack for thieving, now she is forever, presumably, trapped as a fire fairy. Fire fairies are usually ancient and distant fairies of magical properties that usually cannot communicate with other life forms. Those that are turned into fire fairies, possibly to absolve one’s crime, they have the ability to communicate within their realm of possibility.

Gender: Female

Equipment:
The Magical Lantern: The Lantern is her prison and her shield. It is enchanted so that the ensnared being inside will be trapped within the lantern with no possibility of being let go, unless the ensnarer frees the ensnared with a reversed incantation. The Lantern is also enchanted to be extremely durable and allows the ensnared to conjure magic to attack.

Skills: She used to be a very good thief before turning into what she is now. However, because she is currently in this predicament, she no longer has the ability to commit klepto acts. However, as her new life as a fire fairy, she has gained the ability to evoke fire magic.

Part of the School of Evocation:

-Lumination: The ability to control light up to 20ft unblocked light if concentrated. About 10ft of unblocked light when spread all around. This light can dispel dark spells of certain magical quality; however, powerful and magical darkness can dispel lumination if it pleases.

-Fire spells: The ability evoke fire as a main ability. She can throw fireballs which are her ranged fire attacks and Flame strike which are her magical melee attacks. This allows her to fight back against opponents.

Personality: Sarcastic, rude and sometimes a bit furious, though it maybe because that she is turned into a fire fairy. She used to be haughty and wicked, often belittling people and laughing at their misery. However, after being captured by the great Wal’Nagga, the Ashen witch Westen, her attitude changed dramatically. If asked, she will spout about how furious she is with the witch who put her in this predicament. However, after years and years of servitude and grief, she actually is very fond of her new predicament, seeing it as her own salvation and redemption for her years of thieving, and is very loyal to her new partner, Wal’nagga.

History: Once a blond hair, blue eyed storm elf born in the large city of Trenor, the duke’s city stationed in Vraka, she was raised in the streets and by a pack of thieves and misfits. She was a clever little thief that has robbed people blind for years and years. She has pickpocket people, broke into their houses and stole valuables, and even mugged people. It was considered that she was so above other people and so enraptured with greed that she could steal whatever she wanted to from whoever she wanted to. After performing a protection racket over some of the shops and residents, she was assigned to steal something very important, the crown of the Duke of Trenor. The heist went according to her plan, however, someone tipped off the guards and she was caught. She was thrown into jail, but she was able to escape the prison. She then hid in the far off town of Gutesova, where she tried to amend her way of thievery.
She was resisting her old ways for a good deal of time until she saw some valuables in a nearby house. When she broke in to the house, she noticed an array of weird stuff; despite its abnormal demeanor, she still pillaged the house at her pleasure. It wasn’t until she decided to steal some magical beans that she was caught by the witch. The witch conjured up a strong incantation which then turned the thieving elf into a fairy. The witch then stuffed the fairy into a lamp for the rest of her life. Initially hating the witch, the more she spent time with her, the more she became close friends with her.

Miscellaneous: One may wonder how Svir the thief ended up as a fairy permanently if Wal’nagga could only support a temporary spell. Well, let just say that she acquired help when conducting the spell.

Theme: Clever little thing


The Pilgrims:
1.Wal'nagga and svir by Geo_&_bio
2.Samos Mai'ahl Gol by Inceptionbwaaaa
3.Oalei "Trefor" Ragorma and Lorym "Dowra" Ragorma by Stryder221
4.Ce-Phyl Mala Ysst by The Red Soldier
5.Draven Raskov Fawkes
6.Ta’vril da Kansu (aka Reaper) by TheNewGirl
7.Sei’leith by Nikolai-097
8.Gawain Cadwgan by Myperson54
9.Rosalyn Mai'ahl Gol by InceptionBwaaa
10.Amelia Verdalm by Mrflyingamoeba
The ending of the words is ALMSIVI.

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Re: The Pilgrimage: The Crusade Ablaze

#3 Post by Myperson54 »

... Man, I have to go back to school in a few days, not to mention participating in two forum RPs and two real-world ones... Gah, I'm interested, but so busy. I'll see what I can do. If nothing else, I am interested and impressed with this setting.
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Re: The Pilgrimage: The Crusade Ablaze

#4 Post by InceptionBwaaa »

This is too great to pass up on. Will be creating a player sheet soon.
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Re: The Pilgrimage: The Crusade Ablaze

#5 Post by the red soldier »

Count me in. I will be sending you a PM on a question I have.
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Re: The Pilgrimage: The Crusade Ablaze

#6 Post by InceptionBwaaa »

Pre-approved.

Appearance: A tall bird(9'4, to be exact), with black feathers and a dark gray underbelly. His eyes are a deep forest green, and the tips of his wings glow red. He wears a long, black cloak with the symbol of his clan on the right chest. His beak has a sharp hooked shape, and gleams a shining, seemingly polished black.

Name: Samos Mai'ahl Gol

Race: Torlman

Gender: Male

Equipment:
Evergleam: a small silver scepter that Samos uses as a torch. Its light can pierce through practically any fog, and can be used to briefly stun most foes. To him, it symbolizes the powerful sense of redemption when reanimating a corpse.

Chainblade: a hollow axe-head attached to a long silver-steel chain. The chain can retract into its hilt to fit different lengths(up to three meters), and can be completely retracted to serve as a normal short war axe. However, it serves as his only actual weapon, which makes him rely heavily on magic, even further limiting his skill with the chainblade.

Skills:
School of Necromancy:
Dead Thrall: Ripped straight outta Skyrim, this spell reanimates a corpse to fight beside Samos for a few minutes, retaining about ¾ the expertise in any skill set the dead thrall had before death.

Soul Tear: A spell so powerful and so dangerous that Samos himself has only used it once, and even then, it nearly killed him. Known to backfire on the caster, this spell initiates direct contact between the souls of the caster and the victim in a test of mettle and willpower. The souls rapidly attempt to absorb eachother, with the stronger succeeding. The body of whoever's soul is lost disappears, unknown as to where. The victor's body generally can't handle the extra soul, and rejects both the original and new souls, leaving the body without consciousness.

School of Evocation:
Lightning Bolt: Simple as sticks. Can be concentrated into a larger bolt or into a continuous stream at the cost of more and more mana, with the continuous stream taking the most of any of his magic, aside from Soul Tear.

School of Conjuration:
Familiar: Summons a deceased animal spirit to aid in any task, or just to hang out. The familiar can remain for as long as the caster desires, until it is defeated.

Personality: Samos is not the kind of person you want to share many moments with. Almost always in a foul mood, he does not like other people. He truly is a cold, mean, distant, dark, brooding fiend, though once you are his friend, you are ensured a lifelong bond with him.

History: Samos is from the north"eastern"-most tip of Arkenfall, the town of Radun Cay. He was adopted into a mysterious household, with the family name "Zentorno", though he never accepted the name. He was usually ignored by his adoptive parents, and he began to trap and brutally kill small animals. As a young man of thirteen, he was readily on the path to serial murder when he beat his pet, a cougar cub, to death out of anger. As soon as he had, however, he was bathed in unfathomable sorrow. The cub, he realized, had loved him to the other end of the world and back, and Samos had loved the cub just the same. Whipped into a savage anger, he focused his entire being on forcing life back into his only friend. The result was a half-dead, screaming and scratching body that soon slipped back into death's icy grip. His personal discovery of necromancy led him on another path: he began to reanimate the corpses of animals he killed to do his bidding, be it retrieving an object or attacking someone he particularly disliked. At twenty years of age, his family mysteriously disappeared, and he maintained control of the estate for another 65 years before deciding that he wanted to move to a small town that he could attempt to gain control of. He found it more difficult than expected, as a girl lived there who he could never remove his eyes from. He approached her one day, professing his strange affection. She was flattered, and they began to see each other more often. A year and a half later, the two fell in love. They married, and Samos could attempt to live a normal life... Eventually, he had a child with her, and his life has become devoted to his daughter. A few years later, he experienced that same dream, the dream many others had, and awoke with the same note.

Miscellaneous: Samos is an avid player of the piano and violin.

Theme: This here. Will make more sense after my first post.
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Re: The Pilgrimage: The Crusade Ablaze

#7 Post by LuckyMudman »

This sounds mighty interesting and very well thought through, I'll see into making a proper character.
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Re: The Pilgrimage: The Crusade Ablaze

#8 Post by Stryder221 »

Approved via PM after some editing.



Appearance: Roughly five feet, eight inches tall. Wears a thick black robe in public these days, covering his conspicuous attire.

Name: Oalei Ragorma. Goes by the name "Trefor" nowadays.

Race: Human.

Gender: Male.

Equipment:
-Armor Pieces: Bits of armor to protect from sharp pointy bits, somewhat worn with age and neglect. Consists of steel bracers with fingerless leather gloves (with small studs visible on the knuckles), shoulder-pads, a hardened leather breastplate, and steel boots. However, it was not created with magical defense in mind.

-Vraka Broadsword: An expertly crafted broadsword of Vrakan make. It looks like a large, two-handed longsword at first glance, but one look at the handle is enough to tell it's intended to be wielded in one hand. Apparently designed for armored foes, most of the weight is in the tip of the abnormally heavy blade, making it little more than a sharp club for most people. In other words, it seems to be more useful for hitting than cutting.

-Pack: A fairly large backpack on, well, the back. Stores mostly the essentials, such as food, water, blankets, and other supplies for a long journey.

Skills: He has apparently been trained to fight, and does it well enough whether it be on foot or horseback, armed or unarmed. He has also picked up on a magical trick or two, but with a lack of crystals to focus the magic, it's use is fairly limited.

From the School of Abjuration:

-Silence: Allows the caster to attempt to halt an enemy's use of mana. However, it costs a great deal of mana to be of any use, requires one to be in close proximity to obtain the most optimal results, and even then can be unreliable against experienced magicians.

From the School of Illusion

-Perception Filter: Causes the caster's target to be rendered virtually unnoticeable to most people, directing attention away from the target. One will know something's there, but will unconsciously disregard it as nothing important. However, this spell is easily detectable by experienced magicians, and once one knows it's in effect, the spell will not work on them. It is also rather exhausting to maintain for long periods of time.

Other magics may be learned in his journey.

Personality: Oalei is a nice enough person, if a bit overly cocky and naive. However, recent events were enough to tell him that he was in deep [censored], and that he REALLY shouldn't mess about. While he can be brash and short-tempered, he is a quite reasonable and pragmatic man, a man that is willing to go out of his way to help others in need. However... One may believe he goes TOO far out of his way to help. One must remember that when he sets his mind on a task, he will do just about anything to ensure it is done.

History: Oalei was a human boy born in Trenor, raised by a well-meaning, loving, but fairly poor and otherwise ordinary family. Of smiths. When growing up, it was noted that he had a knack for fighting, and was never afraid of a little hard work or getting his hands dirty. At the age of ten, he'd discovered a lone girl not much older than he was lost in the streets, and believing it was the right thing to do, convinced his family to take her in, though under the agreement that she work her fair share to at least try to keep them fed. Only several days later, the girl revealed her name to be Lorym.

At age 14, he made the decision to attempt to join the Vrakan knights, and was followed by his "sister" Lorym. However, his temperament and attitude kept him from becoming much more than a squire, leading to a good deal of frustration and anger. Several years later, at age 21, with minimal signs of advancement, he left without a word... And immediately regretted it. His actions had him and eventually Lorym, who went after him, labeled a deserter.

They were forced to evacuate from Vraka altogether for a time, and seeked out The Great Migration, where he after some time found them work as bodyguards for a particularly rich trader. After three years, he believed it to be safe to return to the plains once more, the desertion possibly forgotten in favor of more pressing concerns. He set up camp for a few days near the town of Gutesova, intending to find less dangerous work for both of them and maybe have a proper life. Little did he know, that his situation would get far more complicated.

Misc: N/A.

Theme: Not really knightly, but close enough.

--------------------------------------------------------------

Appearance: Standing roughly at an astonishing ten feet tall, she is a giant among humans.

Name: Lorym Ragorma [No blood relation.]. Currently going by the name of Dowra.

Race: Human (with apparent gigantism).

Gender: Female.

Equipment:
-Giant's hammer: A huge battle hammer made specifically for one of her stature. While surprisingly light for it's size, a knight in peak physical condition will still find this massive block of metal on a pole unwieldy, but it goes without saying that generally anything it hits will be pounded to mulch.

-Armor: Less armor than Oalei, but thicker and more durable. It consists of pauldrons, bracers, and boots. That's it.

-Backpack: What it says on the tin, a pack worn on the back. Lorym generally carries the most of their supplies. Food, clothing, shelter, the usual essentials for a journey.

-Cylinders: Strange tubes strapped to both of Lorym's arms. Supposedly of dwarven make, they were designed to combat mages. In order to use this contraption, one must insert a magically infused crystal into a tube, aim, and fire. Depending on what the crystal was infused with, it can have a variety of effects. For example, loading it with a crystal infused with air will cause a great gust of wind powerful enough to send a man flying, and fire will make it act much like a flamethrower. It never really caught on due to a lack of usable ammunition, and being fairly delicate.

Skills: Lorym, having taken training to be a knight, is decent at armed and unarmed combat, aided by immense physical strength. She also has been studying ways to put her cylinders to use, requiring her to learn at least a few spells to make them work.

From the School of Transmutation:

-Mana Crystallization. Allows the caster to attempt to stop a direct magical attack by draining the mana used in it, forcing it to materialize as a crystal (unusable as magical focus) of varying colors. These can either be thrown or loaded into a cylinder. Attempting to crystallize more powerful magic will likely result in a complete drain of the caster's mana.

-Fragmentation. Works in tandem with crystallize. Forces crystallized mana to discharge, which usually results in an explosion of some kind. Results vary widely.

Personality: Lorym isn't that nice of a person, and is quite antisocial; The only person she actually wants to speak to anymore these days is her brother Oalei. Anyone else, she'd just stare unless she was forced into talking somehow. She is blunt, to the point, and pragmatic; There's no messing around whenever she's in charge. One should also beware of sarcasm in her presence.

History: Nobody is really sure who Lorym is or where she's from, not even she really remembers, it's as if the memories are just... Gone. From what little information can be found, she'd been living on the streets of Trenor, abandoned or orphaned most likely, for who knows how long until she came across a kind family who had taken her in off the streets, but only if she could assist them in their work at the forge.

Life was uneventful, but she steadily grew close to the boy she'd taken to calling her brother; They were all but inseparable. As a result, when Oalei left to become a knight, so did she, and when he in a fit of rage deserted, she was sent to bring him back. In hindsight, sending a sister after her brother probably wasn't the best idea... It wasn't as if she hadn't tried. But by the time she had managed to convince Oalei that what he was doing was a REAL bad idea, it was already too late; They were both labeled deserters and were forced to flee.

A few years later. however, and they were... Sort of forgotten. Well, not truly forgotten, but at least now they could come back to the plains with less worry of being arrested on the spot.

Misc: Seems all but immune to the effects of alcohol.

Theme: Family above all else, however cheesy that may sound.
E͎͖̯̱̻͡r̲͇r͢҉͈͚ò͈̹̰̩̺͓̝̘̟̕r̨̡̺̥̲̰͕̭̬:̵͙̦̟̮̖̯̞́͢ ̴̛̞̙͙̠̲̝̟S̵͎̼̖̜̯͕̺͔̀i̶͉̟̝̻͕̺g̢̤͕n̴͈̩̝͓͖̹͕̟͢a͕̺̱͞ț̸̛͓u̢̥̣̣̰̪ͅr̨̠͙̯̣̣̘̠ḛ̡̨̟̗̥̰̱̻ͅ ̻̮̼̥͕̼͉͎u͏͔̳n͏͔͈̭̭͟a̮͕͖̲͕͙͔ͅv̺̦̼̥̭͙a͏҉̦̺̫̯i̝̙̳̜l̴̡̳̥͠a̢̘̬͈͢ͅb̶̶̦͉͙́ḷ̸̙̙̳̩̥́e͔̪̳̦̫͚̪̹ͅ.͖̠̗͔̖̞ͅ

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the red soldier
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Re: The Pilgrimage: The Crusade Ablaze

#9 Post by the red soldier »

Pre accepted

Appearance: Ce-phyl in his natural state is a blob of constantly shifting flesh and bones, the only constant being a general humanoid shape and the face itself. His face, for that matter in his natural state, is eyeless and he always has serrated, jagged fangs for teeth when he smiles, unless imitating someone.

Name: Ce-Phyl Mala Ysst, often simply Ysst.

Race: The Ze-hyst or often called the eyeless.

The Eyeless come from the badlands, where time and reality are warped, even more so from were the Ze-Hyst come from. Not much is known beyond that of where they came from, all else that is known is that they are shape shifters capable of mimicking all known races and seemingly infiltrate any society.

They do not seem to be motivated by anything beyond a comfortable life as none have been known to impersonate anyone of major import, often found as minor nobles or town mayors and the like.

They seem to be motivated to find life that will indulge them in sloth and gluttony, often disappearing at the slightest hints of suspicion and are often blamed for the disappearance of individuals as them replacing said individual for a time then vanishing afterwards themselves. They have been found commonly impersonating children of well off nobility as the lifestyle feeds their basic desires. Aside from general rumors and legends the Ze-hyst are hated and loathed as parasites and cowardly murderers, eating there victims only to take there place in society.

A truth that many know is that they are eyeless in their true forms, what many do not know however is that they cannot replicate eyes, therefore an eyeless that has taken a form with eyes has had to have killed the one he is impersonating and taken his or her eyes.

Gender: Male

Equipment: Simply his white/tan robes which can pass him as a human nomad from a distance.

Skills

-In plain sight: Shifting into any form desirable and imitating said form. Ce-Phyl can imitate anyone at a glance at a basic level and is good at acting "natural" in a manner of speaking. He can even imitate smell when it comes to races that are more dependent on scent then sight.

-Sharpened bone: He can easily defend himself with the bones in his body. If threatened, he can protrude bones from all directions to impale and/or stab with alarming speed. A bony porcupine comes to mind in the worst case scenario. It can also be quite a surprise when one of his arms extends to thrice its normal length with a piece of bone sticking out of it to stab you in a whip like manner.

-A cowards way: Not that he will fight if he can avoid it, Ce-Phyl will always take the cowards way if ever possible, retreating, disappearing and/or vanishing at any and all chance he can get during a fight.

-A tight fit: Due to his shifting nature, Ce-Phyl can literally squeeze himself into holes and cracks, fitting himself in the crack at the bottom of a locked door for example. There is no such thing as a impenetrable vault for Ce-Phyl.

-Bending flesh: As one might surmise, his abilities makes him immune to what one might call flesh wounds or minor wounds. Cutting the skin is nothing when one can simply warp it back whole. A dagger to the heart/brain or any vitals however will kill him just as easily as any living being.

Personality: Cowardly confident. Ce-Phyl simply desires to eat and sleep and not be bothered with anything else. When he imitates someone however, his personality always reflects the one he is imitating so his personality is always shifting.

History: The Eyeless Ce-Phyl, much like all Eyeless, are a virtual unknown, they simply are. Appearing here and disappearing there and simply being non existent if he could make it so. Ce-Phyl has been many things in life, a minor noble here, a lazy town mayor there, an old sick bed ridden woman one time or another, he simply does not remember all the lives he has shortly lived during the many years of his existence. Truth be told he is not even sure he has ever seen someone else of his own species, such is the nature of the Eyeless. Whatever the facts, Ce-Phyl simply wants an existence of laziness and overindulgence of foodstuff and sweets, pleasures of the flesh means nothing to an Eyeless sense their skin does not feel anything, except for devouring said flesh.

Oh yes, that is quite a pleasure, the essence of becoming someone else, replacing him or her whole by, well, eating him or her whole first, the eyes are always such a delicacy after all. But life can be fickle sometimes, strange priests and slitting of throats and odd dream things and being hunted, always the hunting. Not a new situation for Ce-Phyl but this hunter he knows to be formidable and he knows that they could find him giving the time. Certainly with that non mending flesh at his throat, although thankfully he can switch the location of said uncooperative piece of flesh.

Now Ce-Phyl runs for his existence, truly unnerved by this hunt which he cannot simply escape in the shadows from. He will fulfill the quest of these priest and this god so he can go to sleep and eat once more. Such a bother...

Misc: Although always cowardly, there is always en exception to any rule. When an Eyeless grows hungry, it may take some risk to feed itself and it particularly likes feeding on the variety of two legged races of the world.

Also, just to mention, he has no resistance to magic, in fact fire and frost magic can be quite fatal or at the best of circumstances incapacitating, bending around burned flesh is quite painful after all.

Theme: Creeping along... /// So... Hungry...
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Geo_&_Bio
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Re: The Pilgrimage: The Crusade Ablaze

#10 Post by Geo_&_Bio »

Alright, I think I am about to start this. Myperson and Luckymudman, you guys can complete your characters if you so desire and jump right on in. A small group may play out well than a large herd.
The ending of the words is ALMSIVI.

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Lief
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Re: The Pilgrimage: The Crusade Ablaze

#11 Post by Lief »

I'm considering joining, still need to get around to reading everything though.

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TheNewGirl
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Re: The Pilgrimage: The Crusade Ablaze

#12 Post by TheNewGirl »

considering making a character.
"Challenge me, dare me, even defy me. But never underestimate me, for on the back of my horse anything is possible."

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Ranalf
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Re: The Pilgrimage: The Crusade Ablaze

#13 Post by Ranalf »

...It's been a while since a RP here has garnered any of my interest. I'm going to pitch a few ideas to you, Geo, regarding a character idea. ^^
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Delicious.
Cool story.

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Hotep the psychic
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Re: The Pilgrimage: The Crusade Ablaze

#14 Post by Hotep the psychic »

Ugh...I want to make a character so bad but I leave in one month...so sorry not this time.
As an engineer for war, a thief for hire, and a regular guy, one finds similarities to all these occupations in time.

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TheNewGirl
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Re: The Pilgrimage: The Crusade Ablaze

#15 Post by TheNewGirl »

Appearance:
Ta’vril is a rather tall individual with an extremely pale complexion and flaxen, almost colorless hair. Her eyes are a light grey, and it all combines to make her rather unsettling at first, as if she’s not fully within this world. Because she spent a majority of her life traveling in the desert and her skin is rather sensitive to the sun, Ta’vril wears robes and a head scarf made of gauzy, UV-blocking fabric—often her eyes are the only feature people can see of her, though that’s usually enough to unsettle those she comes across. She only owns 3 sets of robes- a white set, a pale gold set, and a silver set. She travels barefoot. Ta’vril wears a lot of jewelry- many rings, bangles up both forearms, several necklaces, a couple anklets, and she has a number of ear piercings. If she ever removes her robes and necklaces, a smooth silver scar can just barely be seen across her throat. While casual passers-by may view her as vain, they were all gifts given to her by families grateful for her services, and she views it as an unforgivable crime to spurn a gift.
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Name:
Ta’vril da Kansu (aka Reaper)

Race:
unknown. Based on her characteristics, she probably has strong valamok heritage with potentially some sturmok blood in her as well.

Gender:
Female

Equipment:
A gourd of water, a carved staff of bone and cherry wood, a divining bowl of willow and a pouch of assorted small bones with carvings (she calls these her story bones, and they are carved with tiny intricate designs. They are bones from the corpses of spirits she has helped “cross over” with whom she shared a particularly close or fond bond), a short single edged knife with bone handle (known as Sei’lith).
She wears the knife and gourd on a cord on her hip, her story bones tucked into an inner pocket of her robes close to her heart, her staff across her back when she’s not using it, and the divining bowl and extra robes go into a simple bag that she wears on her back.

Skills:
School of Necromancy:
Commune with spirits: Ta’vril can speak with spirits, and is unusually sensitive to the spirit world. Particularly strong spirits can call to her without her focusing, while other times she requires much preparation and meditation to hear even the faintest whispers.

Command spirit: Ta’vril can exert her will on spirits and force them to obey her commands. This requires a focus with connection to the spirit, though the strength of that connection depends on the strength of the spirit.

Quench spark: When connected to [read: possessed by] Sei’lith, Ta’vril can use blood as a focus to access and smother the spirit of a living human. This is a power that she would never knowingly use.

School of Evocation:
Water-dowse: Ta’bi can always find water when she needs it, though she can’t always draw it to the surface if it’s too deep underground.

School of Universal Magic:
Calming presence: Ta’vril exudes an aura that calms and comforts grieving families and the souls of the dying, giving all a sense of peace.

Nonmagical Skills:
Endurance: Ta’vril is extremely fit from her nomadic lifestyle and finds it no problem to walk all day or even jog for long periods of time. Her recovery period between bursts of physical exertion is very short—she has gone weeks at a time with only 4-6 hours of sleep between days of endless walking. However, when she decides to stay in a place for a while, she generally spends the first 24-35 hours sleeping or dozing.

Use of the Staff: Ta’vril is passingly handy with her staff. While she prefers nonviolence and absolutely will not kill anyone, she can use her staff to defend herself and has done so on the few occasions that she has been unable to talk her way out of a violent situation.


Personality:
Soft-spoken but intelligent. Compassionate, empathetic. Friendly but introverted. Not a combative character whatsoever—she will always try to talk her way through a situation first, defends herself when necessary, and will never go for a kill. A drifter who yearns for family and a place to settle down.

History:
Ta’vril has lived as a homeless, isolated nomad her entire life. Her earliest memory is of the endless sand and the sun beating harsh against her bare, exposed skin. She has traveled what she imagines is probably every square mile of the desert since that first memory, sometimes alone for months and months, sometimes passing through and staying a day or two in small towns or caravan camps. She has always been able to communicate with spirits, and it was they who kept her alive in her first few years of traveling. Aside from speaking with spirits, offering her services in communities that she comes across (sometimes to disastrous effect, especially in superstitious towns), traveling, and the few instances where she had to defend herself, Ta’vril only has 2 memories of importance. The first is a memory that she doesn’t even aknowledge in her waking life, though sometimes she relives it in her dreams. It’s a memory of pain and horror and it always sits in the dark recesses of her mind, driving her forward and away.
The second is of the early morning. She had woken before dawn and begun her traveling, head uncovered as the sun’s first rays kissed the night-cold sand, and with them the faintest whispers of a nearby spirit. As she drew closer to the spirit’s presence it’s voice grew—a benevolent aura calling for help. While spirits don’t typically speak solely in words, Ta’vril was accustomed to translating the mixture of words, images, and phantom smells and sensations instantaneously. It was a spirit, benevolent but confused and unable to move on because it was, for some reason, attached to an object. Ta’vril had known this to happen before—recently deceased spirits sometimes attach themselves subconsciously to a familiar object in a deep denial of their deaths, and thus prevent themselves from traveling freely to the afterworld. With the spirit’s help, Ta’vril located the item it had bound itself to: a simple bone-handled knife. She reached down to pick it up, intending to use it as a focus by which to release the spirit, but the moment her skin came into contact with the bone blinding pain lanced through her body, her eyes rolled back, and her knuckles whitened as her fingers clenched around the bone handle. She remained that way for approximately five minutes as her soul fended off attacks from a being unlike any spirit she had ever encountered. She rebuffed its attempts to seize control of her. With all her strength Ta’vril flung the malicious entity away from herself, but as she did it stretched and tore at her soul, knocking her out more surely than a blow to the head. She awoke hours later, knowing innately that she had somehow become soul-bound to an evil, malicious creature that would, in every moment of its unsleeping existence, seek to destroy or corrupt her. Eventually she and it made peace. She calls it by the name Sei'lith, and it uses its magic to her ends (usually), though rarely by means she deems acceptable.

Eventually Ta’vril’s travels drew her to the town of Gutesova, where she has lived for almost a full week.

Miscellaneous:
If/when Sei'lith takes posession of Ta'vril, her appearance changes drastically. Her posture becomes aggressive, her eyes darken to black, her veins become visible as a spreading spiderweb of black lines beginning around her eyes and branching out the longer Sei'lith retains control [reference linked due to size]. She also appears to be ringed in a halo of blue flames that inspire cold dread in those who look upon them.

Theme:
The Approaching Night
"Challenge me, dare me, even defy me. But never underestimate me, for on the back of my horse anything is possible."

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