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Fantasy Rp - Ruins of Innocence

Started by Draven Alcanis, January 13, 2014, 04:16:29 AM

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Cynergi

your post is long. I doubt I can match it, but I will try. I am quite rusty at these Forum RP threads.

HossTheStallion

#16
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.

Draven Alcanis

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?
Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

HossTheStallion

"Don't worry, I'll have that whole thing up by tomorrow. Just wanted to get the profile up."

Draven Alcanis

Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

Cynergi

#20
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)

Draven Alcanis

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.
Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

Draven Alcanis

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.
Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

Cynergi


Draven Alcanis

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?
Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

Cynergi

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.

Draven Alcanis

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.
Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...

HossTheStallion

"You guys can go ahead and continue, his part is over till the next day."

Cynergi

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)


Draven Alcanis

Poetry, Thoughts, and Dreams, May all be born on Dragons Wings

There is no Light without Darkness, No Darkness cast without the light.  One must have the other to keep the balance or all becomes for naught...