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General Roleplay => Roleplay Discussion => Topic started by: Draven Alcanis on January 13, 2014, 04:16:29 AM

Title: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 13, 2014, 04:16:29 AM
A continent shrouded in mists and mysticism, the people of Farium are hesitant of any magick that isn't sourced from the five gods and their priests in the temples.  While the High King hasn't outlawed other forms of magick or their practitioners, there are no formal schools, and most who are well versed in the thaumaturge arts keep to themselves, with only a few in service to nobles scattered across the land.

The Priests look down on those who practice such arts, but rather than openly speak out against those whose powers come from other sources, they keep their preaching and prayers to the benefits of serving the gods and the temples whom represent them.  As much as the commoner's pray to and accept the guidance of the temples, there are those who silently hope and fear the legends of six beings, the Avalar, might be true.

Legends tell of mortals who have either been cursed or blessed by being bound to powerful elemental beings, driven to return balance to the world.  At times they were said to cause mass destruction, turning the very world against the people that lived in castles, nigh unstoppable by armies.  Other legends have them as being saviors and able to protect commoner and king alike from threats mundane and magickal in nature.  Shunned and in some cases silently respected, there is no way to tell how someone will react should they encounter one of the Avalar.

Storyline is simple, choose to be whatever you will.  Avalars seem to be chosen at random, though they only appear when the balance of the world needs to be restored or a threat manifests that requires their abilities to confront.

While some magick users may have familiars, the Avalar's power comes directly from the elemental that bonds with them, giving a measure of control/immunity to that particular force of nature.  The elementals themselves take on a physical form that may or may not include animal traits as well as features that could hint at which primal force they are linked to (the smell of rain and ozone for one linked to the air and storms, small flames and the smell or sulpher, etc.).
The main reason why Avalar's are feared however is due to their ability to merge with the elementals to form a single towering entity, but only at the up most need.

Aside from the average fantasy beings and races, there is a section of the country that is bordered by a ring of cloud shrouded mountains.  Beyond them is a place where wild/primal forces of nature manifest into similar entities.  More than one arrogant king and sorcerer/priest has tried to cage and control them on occasion. 

Let me know your thoughts.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 14, 2014, 01:16:58 AM
Uhmmmmmm.....ok.....who are these gods first off? I may have a character I can use if this goes anywhere though I am not sure what types of magic you speak of. Hmm......seems interesting.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 14, 2014, 06:09:23 AM
There is one god for each season, each of them also associated with an element and other 'domains' (I was going to leave their creation and idea's/concepts up to players who might have an interest in being a priest or templar knight to one of them.  The fifth one (since there are only four seasons), is considered to be a 'They' rather than an individual.  Tu'alla Deity of spirit, balance, and healing, usually represented as a white golden humanoid figure, left side feminine, right side masculine, ringed with a triple halo representing the mind/body/and spirit respectively.  In Farium, there is also rumor of a sixth god, but the priests are loathed to contemplate such an entity, which might upset the balance of the five.

God or Goddess of Winter (Air)
God or Goddess of Spring (Water)
God or Goddess of Summer (Fire)
God or Goddess of Fall (Earth)
(To be created at a later time or by another person interested in the rp).

The two main magics are those who have a divine/unhallowed link (Priests or warlocks (Those who commune with demons)), arcane (Drawing mana/magick from the world around them or from within).  The primal elemental magics are the most difficult to control, except for the Avalars, though it does take a toll of both the mortals and their elemental companions.

What is your character concept, Cynergi?
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 15, 2014, 12:17:56 AM
https://charahub.com/character/173597/Elita-Primrose (https://charahub.com/character/173597/Elita-Primrose)
An old, old, old character I used to play waaaaay back in the day. I am not too sure where she'd really fit in here though. Not really a Priest nor a Knight. Her basic concept was more towards a "Cleric" type than either of those.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 15, 2014, 02:31:20 AM
Priests and Clerics are much the same, though the main difference is that one (The priests) usually don't manifest any form of divine magic, or if they do, it is not that strong.  Clerics are those who are gifted or who are earnest in their prayers and the gods have assented to granting their requests.  Most commoners simply use the title priest as meaning either or.

I like the concept of Elita, though her being a Unicorn would make her rare and treasured by the temple (depending on the one she chose to follow) or if she was a wandering cleric.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 15, 2014, 04:16:05 AM
That is basically the "base" version of the character. The original if you will I could probably tweak her a bit. My main fursona could also work though it would take more than a tweaking to make that work being she is a Hybrid species....might just stick with Elita as that would be less work
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 15, 2014, 04:26:04 AM
The choice is yours, but once you have an idea of what you'd like her to be, or if you wish to use your main fursona (or both), let me know and the thread can get started.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 16, 2014, 12:02:25 AM
Name: Elita Primrose
Nickname: Eli (Elly)
Species: Unicorn
Gender: Female
Age: 25 years
Family: Primrose/Thunderhoof
Class: Priestess
Alignment: Good

Physical Description:
Elita is as white a driven snow and stand at 5'6" tall. She weighs a scant 115lbs. She has a very long Rose Pink colored mane that falls down to the base of her tail. Her tail is roughly 1/2 the length of her body and ends in a large tuft of rose pose hair like her mane. The eye color matches her mane and tail tuft exactly. Upon her forehead is a large golden horn about a foot in length and tapers evenly from it's base to the tip. Her hooves are of the same color as the horn. Her entire body is lithe with long,toned/muscular legs.

Backstory:
Elita Primrose is the daughter of Elara Primrose, the Grand Priestess of her herd (tribe), and the Herd Leader, Wynstar Thunderhoof. Her Herd (tribe) is known simply as The Plains Thunderhooves and dwell in the Far Northern Plains' capital of Penny Falls. As such she is often represented as a "Princees" though she openly denies this status and title. Upon the eve of her 21st year her father began to insist the Elita be given the chance to venture out on her own into the world where she would learn of it's ways and of other culltures. This was done against the will of her mother who felt Elita was not yet ready to strike out on her own. Wynstar felt that Elita would better learn how to be "Queen" one day by learning of the world around her and her people as well as strengthen her already impressive magical ability. After much careful consideration Elita decided to stirke out into the world on her father's insistance. This happens on the day of her 22nd year after much preparation and training from both her father and mother.

Strengths/Weaknesses:
Elita is a very strong magic user specializing in healing and defensive/protection spells. her abilities are greatly boosted due to her being a magical creature. She possesses average fighting skill and is comfortable with a long sword. She tends to be weak against Dark/Black magic and cannot attack using her own magic. Elita has slightly below average strength and is not skilled in unarmed combat. She is best suited for support roles.

God/Goddess:
Elita is a Priestess in the service of Karea The Goddess Of Winter (Air)
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 16, 2014, 02:34:42 AM
Very well done, and accepted.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 16, 2014, 03:03:51 AM
I was not sure exactly how to create a "god" so I just generalized. I did forget to mention that Karea does have Templar Knights. It is just that they are just not allowed weapons inside the temple buildings. The Temples are sacred ground and mortal blades are strictly forbidden past the thresholds.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 16, 2014, 03:19:19 AM
ok.  Well Karea is a Goddess of mainly the Wind/Sky and healing.  Are there any other traits that she has?  Other associations that might be linked with the element of air (knowledge, logic, a particular season,  clairvoyance/clairaudiance, a favored weapon her clerics and knights might have, etc)?

are you able to describe her temples as well?  do the architects make use of building materials so that the wind is able to 'sing' or cause other things to happen to make sure Karea's presence is noted by those who enter them?
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 17, 2014, 12:09:18 AM
Karea Goddess Of Winter (Air)

Karea is the "first born" daughter of Tu'alla and one of the eldest of the four gods. When she was given chance to choose a form she refused. Karea was a free spirit and wished to remain that way seeing any form she would have chosen as a form of restraint. Upon seeing this Tu'alla became very concerned and angry with her. Karea simply refused to stay put making it very difficult for Tu'alla to give her any form. Karea descended from the heavens to wash across the still barren mold of the world causing such a commotion as she did that inspiration struck Tu'alla. Seeing her move so freely and without limit he created the winds and the skies then giving her absolute domain over them so, in some sense, she was finally given form alongside function. Karea took to her new domain with great joy and reckless abandonment making the skies the deepest Azure and fluffiest clouds she could muster. Seeing this Tu'alla then created all manner of flying creatures to inhabit Karea's lush domain to keep the goddess happy and occupied. Karea is tasked with controlling the changing winds and weather patterns in order to maintain a natural balance in the world. This task is one she does take very seriously even though she tends to make it more of a game than a job.  Her favorite season is winter. This is a time of renewal and rebirth. Karea's loves to whip up the snow and coat the lands in a pure white layer. She takes great pride in making the snowflakes different from one another. Here her presence is the most noticeable as she blankets the lands in a chilly wind whipping up everything from that little nip in the air to glorious blizzards that bury the lands in fresh snow. Sending wintry chill to freeze the lakes and rivers and creating a winery wonderland. Even after she must allow the winter to subside Karea remains ever present in the spring, summer, and autumn seasons blowing warming or cooling breezes and changing the weather pattern in the skies to allow for sun and rain to visit the lands.

Karea (Kar-ee-a) The Goddess Of Winter (Air). Karea is as formless and as infinite as the winds that she holds domain over. She is devout to her followers blessing them with great magic and abilities as long as they remain devoted to her ways. She is just and benevolent and will always make sure you weather the storm. To those who oppose her she is fickle and will take joy in causing all kinds of mayhem and trouble though she often refrains from killing any living creature even if she is very capable of doing so. Karea will never appear in any physical form of her own opting, instead, to channel her presence through her own followers. (usually through a Grand Priestess such as Elita's mother) Her followers must always remain pure of heart and duty carrying her word across the lands. Her priests/priestesses are Healers of great skill and ability. Karea does not allow any form of weapon within the walls of her temples and may well be the only of the Gods to do so. At best she is very enigmatic and sporadic in her methods and ways.

I work in ways deep
Ever present
Always moving
I work in ways dramatic
With thunder and lightning
Sweeping and uprooting
I work in ways subtle
Pushing and prodding
Wearing and tearing
I swirl you and twirl you
I splatter you and scatter you
I shock you and rock you
I clear the way for what is to come
I can be slight or stupendous
Brief or long lasting
Up roaring or uprising
What I can't be is ignored

Temples:
Karea's Temple are often of simple design and there is no real amount of uniformity to them. They are often as sporadic in appearance as the goddess, herself in nature, tends to be. The only similarity in their design is the high archways in the ceiling that allow even the slightest of breezes to whistle or "sing" throughout the temple itself. Because Karea, herself, has no form there are no statues or effigies found inside or outside the temple only simple, elegant symbols that represent the wind in gold outlined with silver are seen on the walls and even up in the high archways. The Temples themselves are often located along the Northern, Southern, Eastern, or Western borders of the city as an example of which ever of the four winds that city/town/village is most associated with. These temples are also often known to have aviaries meant to house flying creatures of all manner. Priests/Priestesses may decorate their temple with wind chimes or even small windmills to make them more recognizable and appealing to the goddess. Weapons, of any form, are strictly forbidden with the walls of any temple. Those who try to sneak weapons in are often met with powerful ward spells that will cast the offender from the temple by transporting them back out. It should be noted that these spells can transport the offender ANYWHERE in the world with any kind of warning though they will never be in any real danger. (Say being transported into a volcano or something will never happen).

Ranks within the temple order:
Follower - these are the worshipers who come to temple seeking wisdom and help from the goddess.

Servant -  Like the Follower. These are worshipers who devote their time and effort into supporting the temple by giving donations and volunteering their time to serve the temple in roles such as Cook, Maid, Stable hands, Bookkeepers, Greeters, etc, etc, etc.

Devout - Serve as Deacons and local spiritual leaders for small villages and settlements. They are responsible for aiding Priests/Priestesses in the day to day task of running a temple.

Pilgrims - The first in the order of Priesthood. Pilgrims are responsible for venturing out into the world to further spread the teachings of the temple to those who have no temple to attend/worship at. They travel far and wide seeking those who wish Karea's blessings.
Priest/Priestess - Leaders of local Temples. They see to the day-to day business of their respective temple and commune daily with Karea for guidance and blessing.

Grand Priests/Priestesses - with the Kingdoms are the world they are the leaders of the largest temples located in the city and they are the overseers of those temple located across an entire kingdom. They mainly act as advisors and spiritual leaders to kings and queens.


Templar Knights:

Clerics - Non-combat members of the Knighthood. They are many healers or serve support roles such a liaisons with the regular city or town garrisons. They usually wear light armors like padded leather and wield maces or even battle axes.

Knights Errant - lowest ranking combative rank. Serving as simple soldiers. They are normally equipped with chain mail or light plate armor that bears Karea's symbol and short swords, long swords, spears, pikes, or other forms of simple weapons. Archers and scouts also fall into this rank as well as Knights Blessed.

Knights Blessed - Like the knights they are soldiers, but higher in rank serving as Sergeants or Garrison Commanders. Equipped with Plate Mail Armor and Shields that bear the symbol of Karea.

Paladins - Officers in the Templar Knights. These are field commanders who operate with garrisons often between several towns or cities.

Guardians -  Highest ranking members of the Templar Knights. They act as Chief Commanding officers for large city garrisons. The wear Heavy Plate armor and can wield any weapon of their choosing. These weapons are blessed by the temples and can have various magic effects bound to them making them powerful. These guys answer only to the Grand Priest/Priestess.




Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 17, 2014, 04:34:27 AM
Excellent!.

Here's the main character I'll be using, and then hopefully tomorrow we can get the thread started.

Name: Sethis
Race: Human
Age:  Appears to be 19 years old (Unknown in truth)
Height: 5'7"
Weight: 160 lbs
Build: Slight/athletic
Hair: Pitch black shoulder length.
Eyes: left ice blue, right eye golden with a violet pupil shaped in a starburst pattern.

Clothing: Black dyed leathers and grey wool tunic that have seen better days (torn, somewhat stained and patched in places.  Knee high well worn traveling boots of soft leather, and a deep leather cowl/mantle that he uses to hide his face.

Profession: None
Magick: Avalar (Dark/Void Element)

Personality:  Very quiet and calm, not given to jumping to angry conclusions or assumptions.  Sethis prefers to watch and observe others from the shadows or corners of the room, listening intently to any conversations before making any remarks.  Five years of living on the streets and traveling as a 'vagabond' have made him more than a little distrustful of others; large crowds being the worst, even though its easy to move amongst them without being noticed.  Those who are les fortunate than the average peasant he attempts to help when he can, standing up for them against any who would prey on their misfortune, sometimes with lethal results.

History:  Cannot remember anything before the time he woke up in the burned out remains of a farm.  The timbers were blackened from rot and burns, the farm looking as though it had been abandoned for some time.  The skeletal remains of two adults were also amongst the remains, but without any surviving items worth noting, Sethis's interest was vague at best.  His Avalar companion however made herself aware quickly and also asked that he give the dead a proper burial.  Though a being seemed to be shaped of the starry night sky with eyes of blue fire, Sethis didn't feel fear or unease at her presence or request.

Since then, he's been traveling the roads, living from one day to the next, working briefly on farms and other villages for a supper and warm bed before moving on.  He has no idea of his purpose, or what keeps him moving, only that an unspoken instinct warns of the dangers of remaining in one place for too long.
The few he has helped, directly react with either fear or gratitude (sometimes both) though all refrain from making open mention of the unusual young man when their paths part.

Avalar Companion: Nyxis
Element: Dark/Void
Size: Medium
Appearance:  Serpentine Humanoid.  Lower torso is long slender and snake like, the upper torso resembling that of a humanoid being with slightly feminine characteristics.  The number of tendril like arms seems to vary from one moment to the next (between two and six), each ending in delicate five fingered taloned hands.  The head is slender and angular (somewhat like a raptors) though tapering to a sharper point.  Nyxis's eyes gleam with a cold blue fire, also shifting in number depending on her mood which can be mercurial at best.  Her body seems to be made from a substance taken right from a midnight sky, the outline of which wavers at night, or gathers shadows in brightly lit area's.

If she manifests amongst people in a crowded city or town (because she is bored and wants to see the sights and wonders to be offered), she chooses to appear as a black woman with platinum blond hair tightly braided to her scalp and flowing down to her mid back, and bright blue eyes.  Physical build is somewhat a balance between buxom and athletic, and her clothing is usually scant enough to draw more than a few stares while being functional and accenting her beauty.


Personality:  Ranges from being somewhat of a sultry seductress to a stern mother attitude when she things that Sethis isn't doing what he can to stand up for himself.  She views him as being far too aloof and shy for his own good and her actions sometimes tend to get him in trouble.  Though for all of that, she loves and will do whatever it takes to protect Sethis and keep him safe from harm. 

Abilities: The powers of the void can be chaotic at the best of times, the swirling dark energy from which all else was spawned and created allows Sethis and Nyxis to have a wide variety of options for both combat and everyday life.  Drawing shadows to manifest tools and other items, illusions, and even making portals to move from one place to another are within the realm of what they are capable of.  Most devastating though is their ability to draw out a targets nightmares and make them manifest, causing their own shadows to rise up against them and leave nothing remain of the encounter.
Sethis dislikes using his abilities for combat but can be a most daunting opponent when forced to do so.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on January 17, 2014, 05:41:31 PM
"Is this open to join?"
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 18, 2014, 04:19:53 AM
it is, as long as you are able to post a character concept in this thread and hash things over, I don't see any issue.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 18, 2014, 02:42:23 PM
your post is long. I doubt I can match it, but I will try. I am quite rusty at these Forum RP threads.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on January 18, 2014, 08:03:50 PM
Name: Cerek Hawthorn
Nickname: The Tree That Defied the Fire
Species: Horse
Gender: Male
Age: 38 Years
Family: House Hawthorn
Class:  Forge-Master, and business man.
Alignment: Neutral.

Physical Description:
Cerek stands at 6'7", his fur a rather standard tan with naught but a dash of white on his neck. Weighing in at near 300 pounds, he bares the body of a warrior, even if a warrior that is getting on in years. His mane is now a rather charcoal black, though some would claim it another color in his younger years. However the story is that the soot from his years before the forge had turned it to it's current hue. His eyes are just a simple green, if a bit hazel. The most notable parts of his body are ones that have been seared black by the brands that those who follow the God of Summer Zaharr must endure should they wish to progress in rank before the forge, along with the many burns that cover his forearms through his years evoking the fire to bathe the iron.

Backstory:
The middle child of Endrin Hawthorn, Cerek was always between attending events for his elder brother who was next in line as head of House Hawthorn or ceremonies to celebrate his younger brother's strive in the scholarly world. This allowed him to grow as he chose, never bustled to schooling or being groomed to lead, Cerek was free to spend his free time as he saw fit. So the the boy spent most of his time in the work shops of the followers of Zaharr, much to his parents displeasure. You see as heads of the Hawthorn house, the Hawthorn family was not to express favoritism towards one temple or another as to leave each in equal standing to the House. Not to say that others of the House were limited in their pursuit of a God, however the head family was to keep their neutrality. This led to many arguments, along with several of the House's enemies calling for the other temples to abandon House Hawthorn for their involvement. However, even through his father and mother pushing him to leave his life in the Temple behind him Cerek made no effort to obey their pleas.

Over the years, when Cerek was the tender age of 18, tension started to build between the Houses that ruled over the Bannoran. Which was a large stretch of land, mostly planes and lakes that was some of the best farm land to be had. With tensions rising, and the threat of civil war upon the Bannoran, Cerek's two brothers planned an act of espionage to swing favor to their side. The pair had hired the services of an assassin guild, thinking that if the head of the opposing Houses was silenced then the heads would be cooled and diplomacy would succeed. However that was not to be the case, as the attempt on their targets life failed. Not only did it fail, the would be assassin also had the letter of intent with the seal of House Hawthorn upon it. It was a complete political debacle when the letter was presented in the Landsmeet, that House Hawthorn was using underhanded tactics to try and secure their power. It could not stand, the Hawthorn family could not lose it's place of power in the Bannoran. So the family, including Cerek, decided it was for the best that the middle son would be the one held responsible for the political maneuver.  With that, Cerek was exiled from his House, losing all title, power, and his name was stricken from the family records. Cerek was finally free from the hold of his station, free to pursue his own life. He joined the temple of Zaharr, able to join the ranks of their blacksmiths.

The years passed, and Cerek could not have been happier. He spent his days in front of his forge in the main temple of Zaharr in the Bannoran, whiling away his time trying to perfect his skills. Late nights were common for the boy, working tirelessly turning out weapons and armor. However fate would push him else where, as the Bannoran devolved into civil war after the tension that had existed for years finally erupted. During these bloody times, not even the temples of the God's were safe. Bandits, soldiers, and looters alike were found attacking the various temples around the land. So with the threat becoming apparent, Cerek threw his lot in with the guard that protected The Fire God's temples. It was a time of mixed feelings for Cerek, as some of the men he now had to fight were among those that he grew to knew in his House.

At age 24, the civil war had finally ended. Several Houses of the Bannoran were now obliterated, all blood heirs now laying dead. So peace returned, and Cerek was happy to lay down his sword. Finally before the forge once more, his work returned to him. However, a new fire burned in him. Seeing just how important quality weapons and armor were, he needed to strive. He would no longer stand to just finish a shower, a breastplate, a shield, for it was not the best he could make then it might cost a man his life. He saw it in battle, a shoddy sword unable to deliver the killing blow, a shield that failed it's carrier, armor that gave far too easily. It burned him like no fire ever could, the though of something he made failing to save someone's life. However, this was not all that the war had given Cerek. No, for now he had a son. He had fallen in love with a priestess from another temple. It was something that he enjoyed during the lull of battle, to have someone waiting for him when he returned. However it was little lived, as she died in childbirth. With his heart broken, Cerek took his son Serin with him as he returned to his life at the temple to be raised in his father's world. This too was not to last long. Cerek's younger brother had come to temple, bearing the news that with the civil war over Cerek could once more return to House Hawthorn. His name would be added to the family tree once more, and his position restored. Cerek however could not take the offer given to him, he simply could not return to that world. He did however have a favor to ask of his brother, to take his son and make sure the boy was brought up in their father's house.

Age 30, with many years before the forge Cerek had reached the rank of ForgeMaster among the smiths of Zaharr. It was not a position to be taken lightly, as to become a ForgeMaster means to do something of not among the smiths. Something that was something that benefited the Temples as a whole. Though years of experimentation, trial and failure, and research, Cerek had learned how to graft metal to skin. It was not the simple act of hammering metal to skin, it was a complex art of runes, magic, and skill with shaping. How they knew it worked? Cerek's own hands were his final test subject. First his left, and then his right, through pain, fire, and magic his hands were fused to iron. They mirrored the look of gauntlets, however the moved as if they were nothing but simple gauntlets. To prove that the process was complete, Cerek delved his hands straight into the heart of his own forge. There he held them for all to see, these was no pain, no smell of burning flesh, nothing. He pulled his hands from the burning inferno, nothing but white hot metal were the horse's hands. Thanks to the magic infused with the metal itself, it stopped the iron itself from melting or other wise warping from constant application to heat. The temple heads were amazed by this, it would allow master smiths to attain a perfection with their own work as of yet unheard of. With no fear of the fire, they could set the metals to higher temperatures for unequaled perfection in it's shaping and tempering. Research would continue on Cerek's part however, there could be so much more done with this.

Age 38, the life of a ForgeMaster had been a tough one for Cerek. His responsibilities were no longer to his forge, also to those that protect the temples. Now he was to help lead those that bore a sword in the name of Zaharr, in training as well as in battle. ForgeMasters were icons of inspired valor upon the field of battle, seeing those who's name were spoke with reverence in the temples along side them before the enemy drove men to feats of heroism. Cerek's name was held in high regard even among the ForgeMasters, as now all ForgeMasters were required to don the "Hands of the Forge" that Cerek had brought to creation 8 years prior. So, between his research that is yet unknown, and being brought to battle in the name of Zaharr, he spends his time infront of his old forge and anvil. Shaping weapons and armor for those that fight, and need to survive.

Strengths/Weaknesses:
Cerek uses little magic, only the fire magic that his Hands of the Forge allow him to use. He is very much a close combat specialist, only using his iron hands to fight with leaving him very open to ranged attacks. He is very large of build, making him a target to those that fight against him. However this allows him to take far more punishment then normal, combined with his ability to grab weapons with his hands during combat and his massive strength he is one to be incredibly effective at close ranges. Weak against water magic in the fact it nullifies his ability to use his fire magic.

God/Goddess:
Cerek is a ForgeMaster in the name of Zaharr, God of Summer, Patron of the Forge.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 19, 2014, 03:22:14 AM
Sounds good, Hoss.  Are you able to describe the temples of Zaharr in a little more detail?  As to what an average temple might look like?
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on January 19, 2014, 03:35:35 AM
"Don't worry, I'll have that whole thing up by tomorrow. Just wanted to get the profile up."
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 19, 2014, 03:59:15 AM
Sounds good!
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 21, 2014, 12:03:32 AM
Elita Primrose equipment list.

Perrine's Padded armor - A simple looking suit of Padded leather armor. It is white in color and appears to be exceptionally well maintained. Upon the breast is Karea's symbol. Three wavy lines in gold with silver outline. Aside from being very durable and light the armor has no magical abilities nor effects on it.

Traveling Cloak - A heavy, brown leather cloak  designed to be worn over Leather Armor as well as hide Elita's form from plain site. It adds a little extra protection when worn with armor, but boasts no other Magical effects or enchantments.

Wooden Staff - Yeah. It's Wood and about 4'5" in length. Good for walking and maybe smacking people with. Normally remain strapped to her pack when not in use.

Canteens - two of them that can store about a day's worth of water each. The are sliver in color wrapped in brown leather to help them stay cool. Usually stored in her pack.

Rations -  Dried fruit and bread. Usually enough for three to fours days tops. Stored in her pack in small bags made of burlap.

Herbs - Elita carries various herbs with her. They can be used to season food or even create a minor healing potion on the fly with enough time and effort

Clothing - enough for three days travel. Mainly just unmentionables some pants and shirts to wear under her armor along with a towel or two for bathing.

Elder's Edge - Elita's Long Sword. Elita's one and only weapon. Unlike the rest of her gear this sword is magical and quite powerful. The exact history of the sword and it's ties to Elita's family were lost long ago. It appears to be a simple looking long sword with a black leather handle. The blade, hilt, and pommel are steel though the metal is flawless looking. Outwardly a simple looking weapon, however, once drawn from it's sheath the blade emits a screaming sound and the blade with take on a white hot glow  burning the air around it drawing in the smoke to swirl about the length of the blade. The scream will become near deafening and the sword's glow intensifies. It is capable of cleaving it's of it's opponents in half with a single swing and will instantly cauterize any wound as it cuts. For as powerful as it is the sword has a couple of major drawbacks. The first is that it cannot kill nor injure an unarmed opponent or anyone who posses no threat to Elita. If used against such it will simply pass right through them without so much as a scratch. The second is that it drains Elita's ethereal energies quite quickly and will leave her completely unconscious if used for more than a few minutes. Elder's Edge can only be wielded by one of Wynstar Thunderhoof's bloodline

(if the sword is too much just say the word and I can just make it a fancy name for the weapon)
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 21, 2014, 05:14:39 AM
Interesting...almost sounds like someone's been playing The Darkness 2.  *Grins a little*  Sounds good, though you might want to extend the allotted time it can be used just a little.  Not all fights are going to be short and sweet.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 25, 2014, 04:50:19 PM
Name: Varia Sand-step
Race: Amarell (Armadillo folk)
Age:  27 years
Height: 4'3"
Weight:  80lbs
Build: Athletic (unless she has her armored back plates active)
Hair: None.
Eyes: Jade Green.
Skin: Coppery and slightly bumpy with the presence of thicker armored plates starting on her nose, and traveling up, over and down her back to the tip of her tail.  The armored plates are a deeper bronze brown in color and far stronger than they appear.

Clothing: Lightly woven sand colored robe that covers the main body, and forms a skirt at the waist, the sides of which are slit to allow maximum mobility.  Smaller 'sleeves' with flaring bottoms conceal her arms, the same color as the rest of the dress, but with a few hidden pockets near the wrists and leather bands that hold it to her forearms.  She doesn't bother with sandals since her feet and palms have thicker skin than most not only from her racial heritage but her journey from the desert.  Varia also wears a thin leather mantle with hood to help protect her eyes from the bright light of day and from other weather conditions, a small silk cloth wrapped around her neck that can be raised at a moments notice to form a veil to keep dust and sand out of her nose and mouth.

Profession:  Monk/Healer.
Magick: Earth based and almost on a level with a cleric, but working in a slightly different manner than most. 

Personality:  Calm and reserved, she never the less has a compassionate nature and gentle sense of humor.  Despite her diminutive size, her peoples training in the martial arts allows her to stand up to opponents nearly twice her size, or avoid confrontation all together.

History:  Varia comes from a people who live in the southern deserts, reached only by sea or across a rocky inhospitable land bridge known as the Shrieking Road, due to the rock formations and how the wind sounds when passing through them.  Generations of the armadillo folk have learned patience and balance by living in the arid inhospitable dunes.  The sandstorms that can sweep out of nowhere are seen as tests, a form of challenge from spirits of the earth and air as to the worthiness of the Amarell to channel the energies for healing, contemplation, and defense of their homes in times of war.

Gifted with long talons on their hands, they are just as dangerous with them as they are with the monastic weapons they have developed over hundreds of years, each meant to emulate an aspect of desert life.

When a youth reaches eighteen years of age, they are sent on one last right of passage.  A journey from which they cannot return before five years have passed.  Those who do return after that time are respected and more often than not, considered for positions of leadership in their communities when the time comes to replace an elder.

Those who are gone longer than five years are silently revered, thought to be either dead, or have found true wisdom by traveling longer than the rite of passage demanded, especially if they have returned.
Varia's path was chosen by the elder shaman of her community, which indicated she had a purpose to fulfill in the lands to the north, across the land bridge.  A destiny that would lead to the blessing of her people, or the ruin of all lands, even the world itself if she failed to make the journey.

It took her a year just to reach the northern continent, and almost upon arrival, encountered a being who claimed to have been waiting for her for a very long time.  Accepting it as part of her trial, she agreed to the pact offered, and unwittingly becoming an Avalar of Earth.  Since then she has traveled the lands, offering her aid as a healer where needed, and seeking some kind of sign as to what she was meant to do.

Avalar Companion: Erron
Element: Earth
Size: Large
Appearance:  Six legged reptilian made from gemstones, rock, and plants wrapped in and around it.  Two gleaming amber eyes can be unsettling since Erron doesn't seem to blink, at least not as often as other lizard like creatures.  Broad bodies and broad headed, his head is crowned by seven horns or rough jagged gemstones, curved forward almost like a bulls at different angles.  Standing roughly twice the size and breadth of an adult rhino, Errons strength derives not only from his physical size but the connection he has to his own element.

Personality:  Quiet and very protective of Varia, he is sometimes prone to acting before thinking things through, though by no means is he a rampaging beast.  Patient and relentless, he remembers all slights, insults, and wrongs committed against Varia, intending to 'set things right' should those same individuals be encountered again.

Abilities: Manipulation of various forms of earth (soil, gemstones, metals), and sometimes plants, but those are difficult at best of times.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 25, 2014, 10:10:01 PM
Kinda tempted to use Perrine now.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 26, 2014, 03:00:08 AM
How so, Cynergi?  And do you mean having Perrine encounter the group on the road or the other character I've kind of mocked up and added here?
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on January 26, 2014, 04:20:01 PM
Good question. She could easily encounter the group at some point or encounter the other somewhere along the line. She could even have encountered the group of enemies we had though I think they have a greater purpose than being just some chance encounter.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on January 26, 2014, 05:00:08 PM
They do, and the group would probably have little trouble dealing with your paladin should she encounter the slaug and their riders.  It is up to you, Cynergi.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on January 26, 2014, 11:27:31 PM
"You guys can go ahead and continue, his part is over till the next day."
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 01, 2014, 04:00:18 AM
Name: Perrine
Nickname: "Pi"
Species: Equine (Thoroughbred)
Gender: Female
Age: 25
Class: Paladin
Family: Stricken from record. (no known last name)
Alignment: Good

Physical Description:
She is an Ash grey color with Jet black Mane and tail. Her mane comes down to the middle of her back with the tail being of the same length. She is roughly 6 feet at the ears and her measurements are B:34 W:25 H:35. Eyes are a deep blue. Her hooves are the same color as her mane and tail.

Backstory:
Not much is known about Perrine's Family outside of growing up in a small lumber town called Thistle wood. Thistle wood lies about one day's ride north of Penny Falls on the southern borders of The Forest Of Green Glade. When Perrine was about 3 years old the town fell under attack from a raiding party camped out in the forest. It was only due to a contingent of Templar Knights, Led by Paladin Balius, nearby that the raiders were drawn off. This was not, however, before most of the town's residents had been badly injured or killed. Among them had been Perrine's father. Her mother had perished in Balius' arms from injuries she sustained from protecting Perrine. The survivor's were taken to the city of Penny Falls to seek refuge and healing. It was here that Elara Primrose, Elita's mother, came to meet Perrine for the first time. Karea, The Goddess Of Winter And Air, visited a vision upon Elara eluding to the fact that Perrine was destined to stand by Elita's side in coming years. Upon receiving this vision Elara decided to adopt Perrine as a Templar Knight. She was remanded to the care of Baluis who then raised and mentored the child as his own even coming to love and regard her as such. Working within the temple from a young age Perrine and Elita grew up together becoming life long friends. Perrine has trained alongside Balius most of her life not only to join Karea's Templar Knights, but to also take Baluis' place as Paladin. She is currently serving the Four Winds Temple as a Paladin.

Strengths/Weaknesses:
Perrine is an expert swordsman and excels with short swords, glaives, and large daggers. She is also quite skilled with a bow or crossbow weapon. She cannot use magic, however, and seems to be somewhat resistant to it. Being a Thoroughbred horse grants Perrine a great deal of raw speed on foot, but only over short distances when not encumbered by heavy armor or gear. That more she has to wear or carry the shorter her running distance is. Perrine is nearly fearless in the face of danger. Even more so when Elita is involved, but she can sometimes get in over her head. She does her best to remain calm in any situation and will willingly throw herself in the line of fire to protect friends and loved ones.

God/Goddess:
Perrine is a Paladin in the service of Karea The Goddess Of Winter (Air)

Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 01, 2014, 04:12:16 AM
Looks good, Cynergi.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on February 01, 2014, 05:36:04 AM
"I will post tomorrow, as I have had to re-type the same thing a good 5 times now to try and post only to have something stop me and erase my entire post. I am a tad frustrated and will handle this tomorrow."
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 01, 2014, 06:06:12 AM
ugh.  Ok man.  Please take it easy and have a good night!
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: HossTheStallion on February 03, 2014, 04:54:00 PM
"Hey, due to a whole mess of time constraints my lag in posting will be a constant thing. So, I suppose I should bow out of it at this point so you two can continue the story. Sorry about that, but I hate holding up progress."
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 03, 2014, 11:46:25 PM
The solution is simple:

1.Read the previous posts in the thread.

2. Use a program like Microsoft Works Word Processor to type up a post at your leisure.

3. Copy/Paste the Post when you are ready.

There are only 3 people playing so far. It isn't like you are holding up 5-10 people trying to RP here. There doesn't seem to be any rush as we haven't really progressed all that far to begin with, Hoss.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 04, 2014, 06:04:36 AM
Don't worry about delays, Hoss.  Cynergi and I are patient (at least that's what I've gathered from her above post).  we look forward to your next  post man, please take care and I hope that things are well.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 04, 2014, 12:41:26 PM
It isn't that I am patient. I am, but I am also very busy in RL. The way I described is easier for me cause I don't have to log in and automatically crank out a post. I can check in, read the previous posts, work on mine when I get the chance and then post it when it is done.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 09, 2014, 11:40:58 PM
I suppose we can assume that Hoss has no further interest in posting at this point.....
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 10, 2014, 04:25:25 AM
*Nods slowly*  Unfortunately, I agree.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 11, 2014, 02:53:59 AM
Hmmmmm......well that kind of throws off what I was planning for Perrine at this point. I am gonna have to rethink this a tad. Hopefully I will have something to post for tomorrow.......
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 11, 2014, 05:04:12 AM
Sorry...Just thought it would work well for Perrine to have another character to interact with, unless you were planning on having Elita's mother teleport the knight to her daughters side?  I can change the post.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 11, 2014, 11:20:02 PM
I was referring to Hoss' leaving the RP
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 12, 2014, 03:10:24 AM
Sorry, didn't realize that.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 13, 2014, 05:50:55 PM
"Trying to put up a big front to hide the screaming little foal running around looking for mommy." I giggled when I wrote that part. Elita is such an annoying little thing though, isn't she? XD
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 13, 2014, 09:39:43 PM
There are moments when she's frustrating to deal with, but at least she's not a air headed ditsy foal more concerned about her appearance and protocol than a dangerous situation. *Grins a little*
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 15, 2014, 01:52:38 PM
Sorry if it seems I am working on Perrine a lot more than Elita, but she has to "catch up" so I need her to move along faster than Elita is.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Draven Alcanis on February 16, 2014, 01:38:54 AM
No worries.
Title: Re: Fantasy Rp - Ruins of Innocence
Post by: Cynergi on February 18, 2014, 12:25:04 PM
"daddy's girl" lol. You hit the nail right on the head. That is exactly what I was going for with Elita. Figured out Perrine yet?