Hidden 5 yrs ago 5 yrs ago Post by Tachi
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The town of Ironridge started as a dwarven mining settlement in the country of Rhun. However, it gained wider attention in recent times, with the discovery of Aetherite, a crystal with incredible magical properties. As more miners are needed to meet demand for Aetherite and mages from the College of Whitehill visit to study the crystal formations, the town flourished. However, this attention has brought its share of problems.

Fortunately, this means there's no shortage of work for aspiring adventurers. Whether scholars and trains to and from the town require protection, miners dug too deep and uncovered goblin tunnels or other subterranean beasts or roving bandits stealing supplies, there's almost always something for them to do.

Which brings us to our band of heroes, a recently established group who have made a name for themselves around town. Since setting up their small base of operations, the party have found fairly regular work. Recently, a servant of the family that runs the mines approached the group to ask for their assistance on their employer’s behalf.



This RP will take place in the world of Vaira, which has the technology levels you’d expect from a medieval fantasy world, with some exceptions. Thanks to the discovery of Aetherite, magically fueled trains and airships were developed and some artificers have begun experimenting with it as a power source for golems and other constructs.

Vaira is a world where gods exist and walked the planet up until roughly 300 years ago, when they vanished after the catastrophic War of the Divines. There are locations around the world which bear the mark of these clashes and the gods' exodus, some are holy sites where great temples stand to honour their sacrifice while others are inhospitable hells overrun by creatures from another plane.

Some people whose parents or ancestors spent a large amount of time in these areas are changed by the magical energies they contain, these people are known as planetouched. The exact traits vary, but they all have different skin and/or hair colour. They also tend to have traits similar to the plane's elementals, angels or demons. However, these changes also go beyond physical appearance, with their personalities being influenced and abilities related to their planes often developing. Planetouched tend to pass their mutations on to their children.

In the aftermath of the War of the Divines, diminutive humanoids began appearing on the surface, forced from their subterranean homes. These gnomes stand roughly 4 foot tall as adults and have an overall childlike appearance. They have large jewels on their foreheads and appear to have rocky protrusions along their jawlines and on the backs of their pointed ears. Their legs appear to be made of stone from the knee down and end with 3 large toes. The gnomes are naturally gifted with geomancy.

Aside from this, the standard fantasy races are around. Humans are jacks of all trade and the most widespread race. Dwarves are stout, fond of beer and gold and perform most of their magic through runic inscriptions. Elves come in high, dark and wood varieties. Orcs aren't all evil and their culture's value on physical strength, as well as their innate bulk tends to lend itself to martial professions. Halflings are often adventurous, making excellent thieves and rogues due to their diminutive size.




Name:
Race:
Appearance:
Class:
Abilities:
Equipment:
Personality:
Backstory:
Other:
Hidden 5 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Interest!
Hidden 5 yrs ago Post by Lucius Cypher
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I might be biting off more than I can chew taking up another RP, but to hell with it. You have my axe!
Hidden 5 yrs ago Post by Lucius Cypher
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Name: Dormic Strongheart
Race: Human
Appearance:


Dormic is a large rotund man, with the size and strength suitable for a warrior despite his devotion to his faith. Born with a wretched face he often masks his appearance knowing how ghastly he looks. His body is also covered with sores and scars that he must treat everyday to ease his pain, and so whenever possible he would prefer to be fully covered up to spare himself and anyone else the disgust and horror his appearance can grant.

His armor was specifically commissioned to accommodate both physical protection and his unusual shape and size. Built for comfort, as long as he isn’t doing anything too strenuous he is perfectly comfortable wearing his armor at all times, to protect himself as well as others.

Class: Cleric
Abilities:

Guardian of Innocents - Clerics may not always commit to crusades but they must still learn to protect their flock from threats. Thanks to this Dormic is proficient with a few simplistic weapons such as staves, clubs, and maces, and used his immesense endurance to learn how to handle heavy shields and heavier armor, so he could better serve as a bulwark against evil.

Disciple of Life - While clerics are often known for their healing abilities, Dormic takes it a step further as he has devoted himself to the divine domain of life and healing, allowing for all his magical and mundane healing to be far more effective than most others.

Orison - As a cleric has access to magic formally called orisons, but more commonly referred to as spells. While a cleric have many orisons to choose from, the energy it takes to do so is taxing in ways not even one as physical strong as Dormic can repeat continuously. Some spells however are easier to use than others and do not take up much energy, though their effectiveness is proportionally lesser as well.



Equipment:
Stone Cross Staff - Dormics primary weapon and symbol of his faith, this stone tipped staff is more akin to a hammer than a simple staff, but still it is a humble weapon originally meant to only guide his flock, and only occasionally slay the wolves. Capable of crushing bone and armor with equal ease.

Commandment Shield - A massive stone shield etched with Dormic’s commandments and teachings. Made out of dwarven runestone it is far more sturdy than one might imagine rock to be.

Iron Plate Armor - A reward for many years of good service, Dormic protects himself and others within this suit of iron armor, fitted for his unusual size and shape. While intimidating by virtue of its fearsome and unusual appearance it’s pratically casual wear for the cleric. Though he generally only dones the harness and padding of the armor for his day-to-day living, and changes into the full regelia when it is needed. Tends to keep the helmet on though.

Healers Kit - A box containing bandages, medicine, salves, and other components to provide various forms of aid to others. Not magical by any means but often suffice to deal with all manners of injuries and infections short of curses.

Silver Rosary - A symbol of Dormic’s faith he wears openly around his neck. It depicts the icon of the god of life, healing, and protection.

Scripture - An iron clad (and literally iron bound) book of faith related to Dormic’s deity, such as the god’s tale, code of conduct, and many other important information related to his faith. Dormic currently has the IV Jarmmel Edition, which is somewhat unusual as most of his faith use the VII Ayria Edition, but they’re effectively the same sans a few grammar and translations. He has his name etched on the inside of the cover with a polite request to return if lost.

Personality: Despite his fearsome size and appearance, Dormic is quite shy and self-conscious about his looks and statue. He tends to linger in the background wishing to appease others through servitude, and tries his best to keep his own desires in check less he fall and become a horrid man again. Among his friends Dormic is often one of the first to volunteer to preform a task even if he’s ill suited to do so, and generally among the first to put themselves in front of the enemy. Among his enemies Dormic shows a perplexing combination of mercy, understanding, but also ruthless brutality. He always offers the enemy a chance to surrender but by no means does he come in peace once he wields his staff and dons his plate. Despite being a bashful person in his social life, when it comes to combat and adventure he is of stalwart heart and almost fanatical devotion.

Backstory: Dormic was born with a blessing and a curse. When he emerged from his mother’s womb, the doctor and midwives knew he would grow into a big, strong man. For the humble peasants who were his parents they would have wished for nothing more. But not barely a year after his birth came the curse. For some reason despite growing fat and generally being a hearty young baby, he was plagued with sores that oozed pus and caused him a great amount of pain. His parents tried everything to aid their son, from questionable medicine to expensive magical treatments. For many years they tried to ensure their boy would live, and even through the pain he did much to assist his family on their farm.

But by the time he was eight years old, it was simply too much for them. Two bad harvests made it impossible for the family to continue to pay for Dormic’s increasinly painful ailments, with no magic seemingly capable of handling his strange affliction. So they had to give him up. They went to town to sell their harvest, and they left without Dormic. He was only eight years old.

With no practical knowledge and no skills to rely on, all Dormic had was his strength. And it wasn’t long before a combination of desperation and loneliness had him join a gang of orphans and violent youths. They picked on Dormic at first until he managed to bloody a few of them despite his lack of fighting skill, and so he participated in their activities. Robbing houses and merchant stalls, getting into fights with other children, even some grave robbing. Dormic didn’t have a taste for any of it but he had to, as they were the only people who were willing and able to accept and he’ll him.

But that didn’t mean they liked him. Two years with this gang and Dormic was abandoned once again. They made the mistake of trying to steal golden icons from a small temple; they only saw a few priests tend to it and they were still young, so they entered at night to get away with valuable treasure. But as soon as they grabbed the treasure the doors shut tight; Dormic’s own strength could not move them. The others fled by climbing out of the windows but Dormic wasn’t nearly agile enough to follow them. Five minutes later and the town guard opened the doors to find Dormic trapped and the statues stolen.

Despite being only ten years old, Dormic’s extreme growth made him look like an adult. They jailed him as one too; despite his nervous blubbering and attempts to convince them he was only a child they simply thought he was dim witted and sent him to a prison with other harden criminals. It was here that Dormic thought he would meet his end. Here there were men bigger and stronger than him, with more wit and cunning to take advantage of his naivety. He worried what he had to do to survive or if he would even survive at all. But there was one saving grace.

A priestess who held a mass once a week. Protected by Paladins she would preach to the prisoners to convince them to confess and repent for their sins. Unlike the guards and prisoners who’s dark scowls and rough features scared Dormic, this priestess has a certain air about her that was both dominating yet comforting. He quickly came to these masses to listen to her preach about her lord and deity, and when possible spoke to the priestess. It was thanks to her that Dormic found a way out from this prison and found the light.

Instead of twenty years in prison Dormic was sent to work for the church. His great frame made him useful, but what allowed him to improve was his willingness to help others and learn. Many within the church did not fear him for his size and appearance and instead nurtured him. Even when his wounds wound act up they taught Dormic how to grow and make his own medicine so he could finally start to heal himself. For many years he devoted himself to the church and was even allowed to learn Magic’s and combat for their priests and Paladins, having shown his dedication to his god.

Many years would pass as Dormic makes a name for himself. He would use his strength often andfor righteous causes this time; sent out on missionary trips to assist the poor and downtrodden. Either by making wooden and stone homes, teaching the children, he defeating bandits. During these times he made a name for himself: Dormic the Strong Heart. Soon he would receive a request to accompany some missionaries to a bustling town called Ironridge. He would protect them to the town and assist however possible, eventually joining with a group of adventures to help protect the town and let it prosper.

Other: Dormic is technically still carrying out his twenty year sentence for robbing the temple of its golden icons, which is also why he must remain in contact with his church to ensure that he did not flee from his crimes. He wanders to the Mother Superior of his church, following her commands and assisting her however she desires. Fortunately she’s quite understanding if the adventures need for Dormic and allows him to accompany them so long as their actions are righteous. Dormic occasionally does actual cleric work including accounting and scribing books.
Hidden 5 yrs ago Post by Tachi
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Tachi

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Looks fine to me. Accepted.
Hidden 5 yrs ago Post by Lucius Cypher
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Awesome. I'll post up my CS in the CS tab then.
Hidden 5 yrs ago Post by DTHar
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DTHar

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Interested!!
Shall I apply a character?
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