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Liana
Age/Race/Gender: 27 year old female human
Appearance: Light African skin color; stands 5'9, weighs 125 lbs; very slim/lithe build. The top-right side of her head is hairless and burned, as is her right ear; the burn continues down the right side of her face, covering her temple and parts of her right cheek, as well as the top portion of her right eye. She has near-shoulder-length black hair, but she keeps some of it brushed over the right side of her head to cover the burns. She has dark brown eyes, although her right eye is milky-white because it was damaged by fire long ago, rendering her blind.

Armor:
Weaponry
Liana's Bow (and Quiver) - A strong and sturdy bow made specifically for Liana. Liana's blindness in her right eye has caused her left eye to become more dominant, and as a result she is extremely accurate and fires with unbelievable precision.
Dual Daggers
Skillset: Liana is very slim and lithe, so she's not particularly strong. Because of her body size and her stunted peripherals, she tends to try and stay away from close combat as much as possible. Her most obvious talent is her unbelievable accuracy with her bow. Because Liana is blind in her right eye, her left eye has become more dominant, allowing her to see clearer and with better perception than others. She is deadly with the bow, even at long-range, and chooses this as her primary weapon. If she ever does get forced into close combat she uses her dual daggers, which she can utilize with amazing speed and agility. Liana tries to move around as much as possible and not stay situated against one opponent for to long or else they would overpower her. She moves like a swift wind through the battlefield, quickly injuring or mortally wounding her opponents before moving on the next.

History: When Liara was young she was attacked by a gang of criminals who tried to have their way with her. Liana tried to fight them off but was to weak. As a consequence for her struggle, the men shoved her head into a firepit and burned the entire right side of her face, damaging her right eye and rendering it blind.
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I've always wanted to do something like this, but I ain't to knowledgable in the subject. It takes place in an Eastern Asian-inspired continent like China (or maybe an island, like Japan). The setting, culture, weapons, social structure, creatures, etc are all based on Chinese and Japanese things. Inspiration comes from the Era of the Three Kingdoms in China, and the Sengoku Period in Japan.

Story
Backstory:
Nearly a century ago the Jengai (all names pending, these are placeholders) Dynasty united Tochi under one rule. Emperor Jengai was aided by three powerful heroes: Masuto (Master of the War of the Warrior), Khan (Master of the Way of the Shadow), and The White-Eyed Monk (Master of the Way of the Fist. Unfortunately, Khan betrayed his friends and the Emperor in an attempt to rule the land himself; The White-Eyed Monk was severely injured and forced into hiding, and in an ultimate duel atop the Grand Palace, Masuto defeated his old friend Khan, who plunged into the Great Gardens below. Masuto traveled to Mount Senuo, the site of an ancient fortress, only accessible by climbing the One Thousand Steps. Masuto spent many years renovating the fortress, but destroyed the One Thousand Steps. Masuto would spend the rest of his life training students in the fortress...
Present:
You are one of Masuto's students. The only way to get to the top of Mount Senuo is by climbing the dangerous mountain, but by doing this you have proven yourself to be determined and capable. You will start out as nothing, but you will gradually become stronger over time under the guidance of Masuto and his greatest students.

The Way of the Warrior - Used to train great warriors such as Samurai. They usually wear armor, are trained to use many weapons, and are the greatest fighters in the land.
The Way of the Shadow - Used to train assassins such as Ninja. They wear very light armor, are trained to use stealth, and can move unseen in the shadows.
The Way of the Fist - Used to train Monks; they use no armor and no weapons, but instead rely on powerful magic and their own fists for combat.

Chi - Used to unlock more abilities.

Combat Styles
Fast Offensive - Moves quickly, very aggressive.
Powerful Offensive - Takes time to line up perfect attacks, aggressive.
Defensive - Observes opponents, finds weaknesses, utilizes counters.
Average - Very versatile, but not as good as the other styles.

Note: No, this has nothing to do with anime; no I don't watch anime; no I don't like anime.
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Many years ago there lived dozens of warrior-clans in the mystical land of Tochi. These samurai-like warriors trained from a young age in the art of strength, wisdom, and spirituality. They protected the local villages and common-folk from bandits and rivals. They were perhaps the single greatest and wisest warriors the world had ever seen. One of these clans were the Mizumi Samurai.

To the southwest lie another land, Kinsun. Kinsun was a divided land. Warlords vied for power, whole armies clashed, and tens of thousands of people were killed. One of these warlords was Shu Liang, a kind and just man. He marched his armies into Tochi to gather supplies for his people but met with fierce opposition as his armies clashed with the Tochii. Impressed by their skill, the Kinsun warlord invited the Tochii to join his army, promising his empire would forever protect their lands. The warriors agreed and named the great Mizumi prodigy, Katsumoto, as their leader. Kang Xu, who was originally from Kinsun, had been raised by the Mizumi, alongside Katsumoto, and the two were very good friends.

For the next seven years the Tochii warriors proved to be an invaluable asset to Shu Liang's forces. They were instrumental in the creation of the Imperial Empire. Shu Liang became the first emperor of Kinsun. Even after the war, the Tochii warriors continued play an essential role as they protected the emperor, drove back the Steppe Riders, subdued the Cha-Shan, and quelled any sort of rebellious attempts within the empire.

Kang Xu leads an attack on the Imperial Palace. Katsumoto intervenes and the two face each
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Kang Xu led a force of his soldiers into the imperial palace in an effort to abdicate the throne from Shu Liang. At first it seemed successful, but he was forced to face his longtime friend, Wuzhou. After a tense standoff the two friends dueled one another atop the Golden Bridge; Wuzhou was forced to kill friend by impaling him through the heart. Unfortunately, Shu Liang was killed when he risked himself to save Wuzhou. Many Tochii warriors had been slain the conflict.

Wuzhou had been offered to take Shu Liang's place until Shu Tian came of age, but Wuzhou denied the offer and decided to exile himself to Tochi as he felt guilty, once more becoming the Mizumi Master. He is now known as Master Wu and has been training the students there to become Mizumi Samurai. Some of these samurai end up becoming part of the Imperial Tigers.
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A mercenary group comprised primarily of humans. They raided a major government long ago and was notorious. An alliance of this government finally drove them back. The mercenaries were then forced to survive on this new world and developed a new culture. Over time they developed a powerful and well-trained military and were known for their skills in combat. They became mercenaries again, but many also became bodyguards, elite operatives, and even bounty hunters.
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Name: The name of this character. Heroes have unique names, such as 'Alexander the Great', while squads have general names, such as 'Athenian Archers'.
Faction: Which faction this character belongs to.
Type: Whether or not this character is a Hero or a Squad. Heroes are unique individuals with powerful stats and abilities. Squads are usually weaker, but can consist of several individuals.
Description: A short description of the character.
Life: The Hero's Life value. When this Hero takes damage its Life value is reduced. When it hits 0 this Hero is incapacitated until the end of the battle. Squads do not have 'life' and will die as soon as they take damage.
Attack: The character's base attack. When you attack, any dice rolls are added to the base value of the Attack to determine True Attack. So ATTACK = BASE ATTACK + DICE VALUE.
Defense: The character's base defense. When you are attacked, any dice rolls are added to the base value of the Defense to determine True Defense. So DEFENSE = BASE DEFENSE + DICE VALUE.
Special Abilities: A list of this character's special abilities. Special abilities are unique 'game-breaking' skills a character can use. Abilities can cause damage, reinforce defense, provide protective auras for allies, buff allies stats, reduce enemy stats, heal, and so much more. They are suppose to be unique, so come up with anything you want and I will determine if it is okay. The success of some Special Abilities are usually reliant on the d20.

Combat
1. First, choose which character you want to use and then choose which character you want to attack.
2. The Attacker and Defender both roll dice and add the results to their base Attack and Defense respectively. If the Defender ends up with a value equal to or greater than the Attacker then the attack is unsuccessful. If the Attacker ends up with a value greater than the Defender then the attack is successful. Any excess attack points count as direct hits to the Defender's Life.
3. At anytime, when applicable, you may use Special Abilities.
4. When any one Hero's life hits 0 they are incapacitated until the battle is over.

Example
Alexander the Great has 5 Life, 3 Attack, and 4 Defense. Leonidas has 4 Life, 4 Attack, and 4 Defense. Alexander attacks first and rolls a 5 while Leonidas rolls a 2. Alexander's attack is (3+5=)8 while Leonidas' defense is (4+2=)6. Since Alexander rolled a higher value his attack is successful. To determine how much he dealt, subtract the defense from the attack (Alexander's attack=)8 minus (Leonidas' defense=)6 equals 2; so Alexander dealt 2 damage. Leonidas now has 2 Life.

Special Abilities
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The Ravens Guild


The Ravens Guild. Some see them as petty thieves. Some see them as dangerous assassins. They are a seclusive group of well-trained thieves and assassins. No one is quite sure who runs the organization except the Shades. Ah, the Shades; Shades most often work alone, and never together. Not a single individual in the world today could ever hope to match the skill of the Shades. There footsteps are as light as an insect's, and even the shadows seem to embrace them and hide them from visibility. They are the ultimate thieves, the ultimate assassins, and they have struck both fear and paranoia into the hearts of many, and yet they're never seen.

Storyline

The Ravens Guild is not a random organization that simply steals and kills for money. Instead, most of its operations are political.

Ranks

Associate - Associates are newcomers to the guild. They are given no training, no equipment, and usually no advice. If one truly wishes to join the Ravens Guild they must first prove they have some capability. They are usually given jobs by the Ravens, sometimes even help the Ravens in their own operations, but are far to inexperienced or unrecognized for the Shades to rely on them. The guild does not, and will never give out guild-related information or business to the Associates.
Raven - Ravens are experienced members of the guild and make up the vast majority of its members. They began as Associates but have proven themselves to be capable and reliable by their Raven masters and thus promoted. Ravens handle some of the more notable tasks, are trained by the Shades, and given some reliable equipment to improve their abilities. Shades are able to rely on the Ravens enough to trust them with important information, and if a Shade ever needs help with something they generally look to the Ravens.
Shade - Shades are the penultimate thieves and assassins. There skill surpasses all except the Unseen. Shades are small in number, but they don't require a large count due to their skills. Not many Ravens become Shades, and those who do have shown remarkable talent and have been chosen by a group of Shades and then the Unseen determines whether or not they're accepted. Shades are given legendary equipment and are allowed to learn dark abilities to help them in their operations.
The Unseen - Each chapter of the Ravens Guild is headed by the Master Shade, but every Master Shade answers to the Unseen. No one is quite sure who the Unseen is, and it's possible there not a living person but rather an embodiment of something else. The Unseen makes major decisions in the guild and instructs the Shades on what to do and how to do things. When Shades believe a Raven is ready to be promoted the Unseen ultimately determines whether or not they are accepted into the fold of the Shades.
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inHuman


Plot: This is a superhero roleplay, but the characters are not like DC or Marvel. They're much more... subtle. If you've ever seen Watchmen then you know what I'm talking about. They're more 'vigilante' type, fighting crime and other superhumans. There is no such thing as gods (like Thor) and there is no such thing as aliens (like Superman). All characters are, or at least once was human. Many of the characters are inHumans; inHumans are born with innate abilities, much like Mutants from Marvel, but the vast majority of them are not aware of their powers. The inHumans who do learn of their abilities usually keep them hidden and most never even use them, usually out of fear. Many 'superheroes' use their powers to fight street crime, much like a vigilante, while many villains tend to use their powers to further their criminal career or for personal gain, usually posing a major threat to these vigilante superheroes.

There is a secret organization known the Agency, they are the prime antagonists. The Agency takes a special interest in inHumans, and there efforts are often funded by high-level government officials; they are otherwise unheard of. The Agency's greatest asset was an individual known as Subject 6. Subject 6 was an inHuman who did not realize he had powers, but after being injured in a catastrophic explosion he was recovered by the Agency. He was experimented on, brainwashed, and then trained to become the Agency's most prized resource. Subject 6 was sent all over the world on special missions to acquire as any known inHumans for the Agency to continue experimenting on. Subject 6, however has gone rogue...

The beginning of the roleplay will be about Subject 6, now going by the alias of 'Six', as he attempts to form a team of superheroes that will band together to take down the Agency. The Agency on the other hand has managed to form their own team of inHumans, a group of villains who will antagonize Six and his team.

Characters:
Heroes
Six - After being severely injured in a catastrophic explosion, Six was recovered and nursed back to full health by the Agency. He was then trained to become their greatest asset. Resilient to damage, and enhanced with cybernetic implants that gift him almost superhuman speed, agility, strength, and reflexes, Six has proven himself to be a capable combatant. He is a master of martial arts and prefers using an assortment of high-tech weaponry and gadgets to accomplish his goals. Six once worked for the Agency but has recently gone rogue to work against them.

Villains
Red Lady - A mysterious young woman working for the Agency. The Red Lady was trained by Six himself, and the two developed a very close bond, making the confrontations between them even more personal. The Red Veil is extremely agile, tricky, and cunning, employing stealth, poison and clever tricks to confuse and control her opponents.

[Neutral
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Colonies
The New World


Goal
The goal of the game is to construct and maintain a functioning colony in the New World. You will begin with 1 ship, a small group of pioneers, and a small amount of supplies. Your pioneers will use the supplies to construct the basic buildings every colony needs. Over time more pioneers will arrive, newer buildings will be constructed, and the colony will grow into a settlement, and then into a town, and finally into a city. You can fight, trade, and negotiate with other players as well.

Buildings
Warehouse - Warehouses are like harbors. Ships will unload cargo and pioneers here. It is the gateway into your settlement.
House - A house is constructed by pioneers to live in.
Town Center - Town centers are important parts of a colony. They act as the governmental center of the colony and it is where resources are stored.
Market - Markets are where pioneers can sell their goods, and you can tax them for it.
Church - Churchs are important because they provide faith.
Lumberyard
Mason's Guild
Farm
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Six
Occupation: Bounty Hunter, Assassin
Personal: 32 year old human male.
Appearance:

Armor:
Weapons
Dual BlasterCorp X17 Blaster Pistols - Two dual pistols, semi-automatic, good at close-medium range. Holstered on sides.
Strattix High-Powered Fusion Rifle, V7 - Single-shot, high-powered rifle, high recoil, good at far-range. 'Folded' on back.
Mega-Vald Wrist-Rockets - A total of 7 mini wrist-rockets can be inserted into the wrist-holder at a time. Fires small anti-armor missiles. Mounted on left wrist.
EMP Grenades - Orb-shaped grenades that release electromagnetic pulses. Can disrupt or disable electronics in the immediate area, including synthetics. Strapped to belt.
Items
Splicer - Small tool mounted on right wrist. Can emit a short but extremely hot flame that can burn through most metal.
Whipcord - Durable metal-like whip ejected from right wrist. Can act as a binder to bind enemies, or as a rope-like device to swing across gaps. Can be remotely detached, but must then be replaced.
Thrusters - Mounted on the bottom of Six's boots. Can quickly thrust him into the air to reach higher elevations or break falls. Cannot support long-term travel.
Skills and Abilities: Expert tracker, marksman, tactician.

History:
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Factions
Strattix Corporation - The most technologically-advanced faction, and perhaps the richest. They are led by the elusive and mysterious Mr. Strattix. Their weapons are usually priced very high, affordable only by the wealthy. Strattix, however, has a very small selection of weapons. There profits come from the armor and gadgets they sell. They have efficient and well-made Power Armor, as well as expertly-crafted gadgets.
Blastron Industries
MegaFix Arms and Armor

Mercenaries

Locations

Forms of Defense
Power Armor - First developed by Strattix Corporation, but later adopted by other manufacturers, Power Armor is unique in that it provides regenerative shields. If the user takes to much damage they can take cover, wait for the shields to regenerate, and continue fighting as if they were never shot at. Shields, however, cannot last nearly as long as normal Armor can, and once they're down the Power Armor itself can be greatly damaged, sometimes disabling the shields.

Ballistic Weaponry
Energy Weapons
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Setting

Story
Centuries ago you had the Kerini Empire, led by the Kerini race. They were so advanced that their technology allowed them to steamroll everyone else in the galaxy. But they grew to large and their empire was hard to maintain. The Empire eventually crumbled as the other species fought for freedom. These years would come to be known as the Kerini Conquests. With the spread of Kerini technology, the other species rapidly advanced their own scientific discoveries and were able to harness FTL travel, among other things.

Over time the Republic of Corvais would arise. Corvais was a bustling metropolis, and a center for trade in the galaxy. A council was soon formed, and this council was soon aided by powerful factions, and the Republic would soon form from all of this. the Republic then set out to establish colonies and invite other worlds into their fold. As the Republic grew, so did discontent for other factions who wanted to remain independent.

After many years of peace, the galaxy would be thrust into conflict. A terrorist attack on Corvais caused the Republic to immediately brand all rivals as enemies - and the Corvais Wars began. The Republic deployed troops across the galaxy and met with critical success. However, the Federation was quickly formed to resist this engagement and the two major factions waged a short but bloody and destructive war. It finally ended with a peace treaty, which returned all previous possessions to both parties. In a way, the treaty practically implied the war was for nothing.

It has been almost eight years since the war. This is when the RP begins.

Character Rules
I want our characters to be very unique and varied. That's not a requirement, as my character will be very stock and is not unique or varied at all. But I want you to know that your character can be anyone you want them to be. However, saying that can result in characters who could potentially 'break' the RP. I ain't talking about being OP, but I don't want no gargantuan beasts. They don't have to be humanoid... but... well, you should get what I mean. Come up with something and run it by me.

'Magic' is also allowed. Things like the Force, Biotics, and Psionics are very common in sci-fi adventures, and I want you guys to be able to use this sort of stuff. Any sort of power is fine, whether they' cosmic, elemental, or whatever - run it by me.

All characters are required to:
-Have hidden histories. You may reveal some basic stuff, but go ahead and come up with a history but don't tell anyone. The goal is for our own characters to uncover a character's history themselves, that way it'll feel like they're actually bonding.
-The Big Bad has hurt you.

Important Factions
Republic of Corvais - The second-largest faction in the galaxy. They control a little more than 25% of the galaxy. The capital is on the planet Corvais, and they are lead by a delegation of representatives from sovereign planets. They dedicate themselves to the 'economic growth of all planets', but they're also corrupt in some sense. they are very strict and have been known to impose some harsh laws on their citizens, and they have a heavy emphasis on their military - quite possibly the strongest in the entire galaxy.
The Federation - The Federation was formed to resist the growing Republic of Corvais. These factions did not want to abide by Republic laws, but never openly engaged them. When a terrorist attack on Corvais occurred the Republic quickly deployed armed forces throughout the galaxy. Many factions decided to ally together to resist the Republic. Even though the Corvais Wars have ended, the Federation still maintains a loose alliance 'just in case'. In its full strength, they are much larger than the Republic, but not as funded and they can't deploy a formidable, cohesive military like the Republic can.
Kerini Empire - Centuries ago the Kerini Empire nearly conquered the galaxy. They were defeated and gradually diminished, but they've been able to maintain a healthy military. They're also quite capable of defending themselves, but they have not engaged in any sort of large-scale conflicts for a very long time. They are not multi-species, and are run entirely the Kerini race.
Strattix Incorporated - An advanced manufacturing company who creates some of the best technology in the galaxy. From weapons, to armor, to vehicles and mechs - they have some very high-tech items for sale to governments and gangsters alike. It is led by Dax Strattix, CEO of Strattix Inc. They are very shady, mysterious, and secretive.
Blastex Industries - A large weapons manufacturing company who have started to develop powerful military vehicles and mechs. They have factories all over the place and are known to be aggressive, greedy, and dangerous.
MegaFix Arms and Armor - They are not as well-funded or advanced as Strattix Inc. is, but MegaFix is one of the most reliable manufacturers in the galaxy.
Sons of the Black Star - A mercenary gang that inhabits Deadzone. Mostly supplied, hired, and associated with Blastex Industries.
The Matriarchs - An all-female mercenary gang that inhabits Deadzone. They are often funded by Strattix Inc.
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The darkness hinders her vision, but she can feel them around her. The cold air chills her to the bone, but it doesn't bother her. It's quiet, but she can hear the subtle and deft movements of her enemies. There's at least four of them within striking range, maybe three more moving in. She performs a split, falling to the ground as a quick jab flies over her head. She extends both arms out to her side, her palms delivering painful strikes to the guts of two assailants. They let out a short cry and fall to the ground. In a quick maneuver she spins and rises back to her feet, now facing the first attacker who has thrown another jab. She leans to her right, grabs his extended arm with her left hand, then delivers a powerful upward thrust with her right hand, breaking the arm at the elbow. She yells in pain. The fourth opponent behind her manages to grab her around the neck and tries to contain her. She lifts her legs up and slams them downwards, disrupting the balance of the assassin and sending both falling forward. With no constraints she rolls forward, delivering two heel-kicks into the assassins face as she performs the flip.

Four down. Three to go.

Calling upon the powerful magic the Red Laces give her, she summons forth a rope dart. With a flick of her wrist the dart finds its target, slipping through the neck of her target. By this moment the other two are upon her, but her elegant swiftness allows her to dodge their blows, roll to the side, and entangle their ankles with the rope. With a swift upward motion she sends both assassins crashing to the ground. The rope dart vanishes in a red haze and two daggers appear in her hands. It takes one final flick of both wrists to end the lives of the remaining assassins.

She steadies herself, listening. Nothing. Within seconds she vanishes, leaving behind another cold trail for her pursers.
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I'm dozing off, but then I feel her crawl into bed. She slides in close, curling up like she always does. I instinctively roll on my side, wrapping both arms around her. She snuggles in quietly, without a sound, digging her head into my chest and folding her arms around my abdomen. I move one hand up to her head, stroking her soft, blonde hair. It's still damp from her shower, but she's dried it off as much as she could. She breaths slowly, barely moving. She's calm; relaxed; happy; she feels safe. A warm feeling erupts from my heart when I imagine her face in my mind. It's smooth; beautiful; perfect. "Damn," I tell myself, "you did good; you did good." She's mine. My baby girl. My own flesh and blood. I love her and she loves me, it's a mutual feeling, and we both know it. She's mine, all mine. No one can hurt you, no one can touch her, no one can make her feel sad. It's a perfect moment... wrapped up in my arms... warm; comfortable; relaxed; safe.

"Maybe I should try sleeping in my own room tonight, daddy," she says. Her voice is soft and quiet, sweet and innocent, and it weakens me because I know it brings out the sensitive side of me. At first I want to tell her "no," but I can't just blatantly deny her wishes. I close my eyes and hug her tighter before finally letting her go and answering her question:

"Sure, baby girl, do whatever you want to do." She kisses me on my cheek, and even though it's to dark to see I know she's smiling. She tells me "thank you" and walks out of the door, down the hall, to her own room.

It's hard for me to sleep. I know she's there, in her own room, but I can't see her. I can't feel her. I can't hear her. I feel sad, lonely, unsafe. I'm worried, on edge, and I start to stress out. I can't sleep. Not like this. The dark silence in the room would offer anyone else an opportune moment to catch some rest. But not me. I miss her gentle breathing, the warmth of her body, the smooth silkiness of her hair. I miss my daughter, and she's only a few yards down the hall. I can't take it! I need to see her!

I quickly throw the sheets off of my body and head to my door. I opened it and it creaks. Her door is slightly cracked. I push it open... she's not there. The sheets are rambled as if she's been there, but she's not there. Her own room.

Curious, I ramble around the living room. The kitchen. The dining room. No one. Then I hear another creak, but it's not me. It;s the front door. It's open! The wind must have re-opened it! "Ellie," I yell. "Ellie?" Not a sound. I start to panic, my heart races; my breathing out of whack.

"SKEERT!" A loud sound rings in from outside, and I rush out to see what it is. Just a car, speeding off into the night.I yell out "Ellie!" I can hear a yell but I can't make out what it was, but I know it's her! It's my Ellie, my daughter, and she's crying out for me!
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"Sent to prison via employer"
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For centuries the Reman Empire subdued and conquered the other petty kingdoms through the land. But noting lasts forever. Eventually they would dwindle and others would rise to power until finally only the Remes region remained in their possession.

Major Factions
Westmarch - A Kingdom of Men and one of the largest and most advanced. Westmarch was formed after the unification of several other smaller kingdoms in the west, thus the name: Westmarch. It is home to rolling hills, lush forests, pure lakes, castles, knights, and nobles.
Elaria - Elaria is a large forested region in the northeast. The entire region is completely covered in forests, and is where the Elves live. These Elves are a collection of the High Elves, who once ruled the Elven Nation, as well as the native Wood Elves, who offered them refuge after the Elven Nation was destroyed.
Dargonull - A massive city of Dark Elves. Dargonull is perhaps the only place a Dark Elf is accepted, and even then the race generally mistreats one another. Their buildings are made of obsidian stone, and the fires of a nearby lava-pit darken the skies above them. They have remained mostly neutral within their large, black, stone walls.
Skullgrinder's Clans - Goran Skullgrinder, Overchief of the Orc Clans, has managed to form alliances with the trolls, goblins, and ox-men of the Badlands, forming quite a large and formidable army.
Asgeir - A Kingdom of Man, the Varan of Asgeir are tall, strong, nordic folk who value honor, courage, tradition, and bravery. They may not have the largest army, but there warriors are especially skilled in battle and all Varan are taught to fight from a very young age. There armies are a mighty spectacle with their Ki'Gars flying in the winds.
Sulture - A Kingdom of Man located in the far southwest. The arid and barren landscape has molded these people as dark-skinned, cunning, and adaptable folk.

Minor Factions

Races
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Races/Professions
Everyone's character may be one of the following races. However, each race has specific professions they may fulfill that will determine their role both inside and outside of combat.
Human - Humans have controlled lands in the north, the northwest, the west, and the southwest for centuries. From the Varan Warriors in the north to the Knights of Westmarch in the west, and the cunning Assassins of Sulture, Humans are versatile, adaptable, and determined to come out on top of all situations.
Warrior
Knight (Paladin/Templar)
Mage
Assassin
Rogue
Night Elf
Arcane Master
Hunter/Huntress
Vanguard
Scout
Forest Elf
Warrior
Hunter/Huntress
Scout
Forest Medic
Dark Elf
Assassin
Hunter/Huntress
Necromancer
Pyromancer
Orc
Warrior
Berserker
Shaman
Bulor
Warrior
Berserker

Esmysae Lightsinger
Ilyoindae Treewalker
Elnaena Evenwater
Arfailaeth Darkstriker
Nylvaysa Stillshadow
Nytmarnea Blackbreath
Wlethil Greenweaver
Emnelaea Dawnscribe
Lsayura Bladeblade
Aylreath Silverheart
Arsaaedya Shieldflower
Neoyssea Starbow
Mythveercia Shadecaller
Mytsaeleas Mossscribe
Mythnaeallaes Darkwalker
Aralysae Dewlance
Sfenna Stormshade
Lelnaercia Woodforest
Nythfethil Stormdancer
Lyloethis Blackshot
Ilcina Leafsong
Esmenia Stagswift
Caoyna Farbranch
Asnalia Woodmane
Ylaalaes Darkwater
Amheana Blacktree
Fyve'lyn Seathorn
Nytfenya Leafoak
Eleania Fogcrest
Lilhriia Rapidwater
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Ziorii

Singular: Ziori; Plural: Ziorii


Introduction
The Ziori. A seclusive and peaceful yet fierce race. These warrior-folk worship the Lyra, the Moon Goddess. Wearing their Azul's to hide their gnashing maws, the Ziorii are a dangerous race to encounter, and even more so to fight.

Appearance
Digititrade legs, which have 'two knees'.

Culture
Naming Conventions
All Ziorii names begin with a Z. Any Ziori whose name does not start with a Z is not a Ziorii-grown Ziori.
Religion
Azul

History

Notable Ziori
Zimon
Zorik
Zorian
Zoris
Zaran
Zizin
Zinzin
Zixis

Zeena
Zana
Ziara
Zyana
Ziki
Zaza
Zaxar
Zazar
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Beforehand - Toric and Valius are two great warriors. Toric, however, decides to live a simple life to raise his daughter Eva. Valius becomes a Keeper of the North. 11 years later, Valius is the Master of the Keepers of the North and Eva is killed. Sometime or another, Toric is contacted by the Darklord and begins to secretly work for him in order to resurrect his daughter.
The Incident in the North - Chronicles the events when Toric Valgard defeated the Icelord and retrieved Icebreaker with the help of the Keepers of the North, Valius Valgard, his brother, claimed Darksoul and used it to mount the Darklord.
The Many Adventures of Toric Valgard - During this time Toric traveled throughout Mainla in order to root out any potential threats that could possibly hinder the defense of Mainla. He would also travel to all four kingdoms to request help but failed to acquire any sort of help; He did manage to empower an orc warchief who would later prove invaluable in the last battle against the Wraithlord. During this period he defeated a Necromancer working for the Wraithlord who was trying to spread a plageu throughout Mainla.
Journey to Elaria - Toric travels far east to Elaria, where he meets Kar'iah and the two work together to ally the Elves in order to fight off the Wraithlord's armies.
The Shattering - An event when the Wraithlord finally unleashed his wrath on the land of Mainla. Fortunately, many of his assets had already been subdued or defeated by Toric Valgard, which greatly slowed down the process of imminent victory. The Wraithlord would finally be beaten off by the combined alliances of the Beast-folk, the Kingdoms of Man, and the Elarian Elves.
The Rebuilding - The Varan are no longer a race, just a culture of warrior-folk.

Major Characters
Toric Valgard - A former farmer who once shied away from the life of a warrior to become a family man. Toric's older brother, Valius, would later become the Master of the Keepers of the North. Toric's wife dies during childbirth, and his daughter Eva is later killed at age 11; the death of his daughter fuels Toric to begin a seemingly impossible quest which could very well determine the fate of the world.
Valius Valgard - Older brother of Toric who followed the path of the warrior, joining the Keepers of the North. He would later rise in ranks and become the Master of the Keepers of the North, fighitng the endless war with the Icelord.
Eva Valgard - The daughter of Toric Valgard; Eva is half-Varan and half-Reman, as her mother was from Remes. She was killed at age 11. Her death is what fuels Toric to go on an endless quest to bring her back to life.
Ka'riah - An elven huntress who becomes an endearing ally to Toric in his quest.

The Darklord/Sidonis - One of the Lords, rival to the Wraithlord, imprisoned long ago by the Wraithlord and the Icelord. He is rumored to be hidden away within Under Deep, located beneath the city of Remes. He wields a runeblade called Darksoul.
The Icelord/Solicon - One of the Lords, once an ally to the Wraithlord but mostly neutral. His powers helped banish the Darklord into Under Deep. He wields Icebreaker.
The Wraithlord/Vercyx - Brother and rival to the Darklord, extremely evil and chaotic, wanting only destruction. He banished the Darklord with help by the Icelord. He wields Soulrend. He commands an extremely large army in an alternate dimension which he may summon at will. The longer he waits, the larger army he can conjure up.

The Icelands - The frozen lands far north of Asgeir, where the Icelord reigns supreme over his tribal-folk and beasts of snow.
Asgeir/Kingdom of Asgeir - Home of the Varan, located in the north of Mainla. It is cold, mountainous, and dangerous.
Westmarch - Kingdom of Man southwest of Asgeir, on the western portion of Mainla.
Remes - Once the seat of the mighty Reman Empire, located in the west of Mainla.
Sulture - Sultanate located in the south of Mainla.
Elaria - Elven lands located across the sea, to the east of Mainla.
The Badlands - Lands of beast-folk located southeast of Mainla.
The White Sea - Body of water between Asgeir and the Icelands.

Keepers of the North
Jorian Riders
Stormguard
Knights of Westmarch
Sulture Assassins Guild
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Brief History of Argnia
Creation
During this period the world was created by the gods. Not much is known about this period as the gods either disappeared, abandoned the world, or were subdued by another force. This is also when the Shiara became an actual race of divine beings who would later become the Lords.
War of the Lords
The Shiara inhabited much of the known world in Argnia and would fight in countless wars for thousands of years. Little by little the Shiara were being killed off until only a few thousand remained. During this time, Vercyx and Sidonis, two of the most powerful Lords, fought a very long and brutal war. Vercyx, with the help of Solicon, was able to banish Sidonis in a large cavern known as Under Deep, where he would remain for eons. Eventually, these Lords were so drained of power that the Elves were able to rise to power.
Rise of the Elven Nation
When the Shiara had used much of their power, the First Elves rose to power, crushing the armies of the Lords and bringing peace and prosperity to the land. They constructed large cities, discovered new lands, and were very advanced. The Nation would last for thousands of years.
The First Invasion
The First Invasion was onset by the Wraithlord, whose power had returned. He used his power to conjure up a mighty horde of demonic beings to crush the Elves. Fortunately, the Elves were able to fight them off, but at a great cost. The Elves then spent many years writing down a 'prophecy': an approximate date for when the Wraithlord's power would return and he'd come for a second invasion.
Fall of the Elven Nation, The Arcane Wars
After the First Invasion the Elven Nation was extremely weakened. Political tensions also ensued, as some of the Elves wanted to use magic freely, others wanted to police it, and some wanted to use the dark arts such as necromancy. This political tension worsened over time and the Nation folded underneath itself: one one side were the High Elves and on the other side was the Dark Elves. So devastating was the Arcane Wars that the Nation fell, the race of man usurped their lands, and both sides were changed forever. The High Elves would be forced to flee into Elaria, seeking refuge by the Wood Elves who still lived within. The Dark Elves were forced to flee as well, where they'd construct Voltunkund, a city of dark elves.
Rise of Man
The Great Horde
The War of the Four Kingdoms

The Lords of Argnia

Races
Varan - Northerners; tall, fair-skinned, courageous warriors of Asgeir.
Reman - Olive-skinned legionnaries of the Reman Empire.
Weswen - Natives of Westmarch.
Satarian - Dark-skinned thieves of Sulture.

High Elves - Powerful arcane magic.
Wood Elves - Powerful nature/restorative magic.
Dark Elves - Dark, necrotic magic.
Night Elves - Mysterious, cosmic magic.

Orcs - Large, brute green-skinned warriors.
Trolls - Tall, slim, cunning, tribal warriors.
Goblins - Short, skinny cunning gremlins.
Bullors - Large, powerful, cumbersome minotaur-men.
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