Hidden 3 yrs ago 3 yrs ago Post by PKMNB0Y
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PKMNB0Y Archer Inferno

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The White Inferno had swept across the continent of Strahn centuries ago, dragging everyone within into fire and brimstone as the great city of Velchi had once attempted to harness the power of the Four Protectors to bring its neighbors to its knees. The long-since destroyed ruins left to rot in the sands that consumed the city and the lands around it were left without life were a testament to their folly, and it was said that the nation fell in but a day, leaving those left unscathed to remember them as but a cautionary tale. Of course, with the Protectors having returned to the lands that they held dear, those same people were left to grow prosperous in the wake of that very destruction. Though the people of each nation may have held ambitions of their own, the existence of 'a line that should not be crossed' was firmly etched into their minds.

Of course, with the rise of a nation comes its inevitable decline. The kingdom of Iltana, once reputed for their strength of heart, has grown fat in indulgence, and unrest within its borders only seemed to grow as the years went on. It is at one of the towns near the outskirts of Iltana that the heroes of this journey meet; where it will take them, of course, is yet to be seen...



This RP is intended to accommodate for a small group (~4-5 players, maximum) and intends to pursue a more classic JRPG vibe in terms of both worldview and execution. There are no 'game elements' and no isekai shenanigans to be found here, so if you've come here seeking that... Well, I'd advise you to look elsewhere.

The framework of the world itself is mostly in place, but to try and mimic the feel of exploration, I'm not going to be putting detailed information about the continent up front. As I have said, though, this is a framework, which means that you have some room to go creative with things. As GM, though, I will have the right to veto if I so choose.



The world is inhabited by a great many races, but for the sake of convenience, I'll list the playable ones thus.

  • Humans: Standard fare. They inhabit much of the world, and are about as diverse as they come.
  • Elves: With their lithe bodies and sharp ears, elves seem to be the epitome of alert—and for good reason. Rather than living in the forests or fields, the elves of Strahn instead took to the wintry tundras of the north and, surprisingly enough, the desert sands left in the wake of the White Inferno. Hunters at heart, the elves value skill and talent more than any sort of heritage. This is not to say that they are stuck in their old ways, of course; adopting the recent trend of magitech advancement, however slow, has allowed them to both upgrade their old weaponry and take up new arms entirely.
  • Dwarves: The stout and sturdy dwarves are just as apt to be found dotting the world as humans, though many in Strahn have taken to the coasts and, more recently, the floating island above the western half of the continent. Not content to simply mill about upon the land, dwarves have actually taken to the seas and skies to eke out their own homes on uncharted lands.
  • Dreil/Risho: Fundamentally draconic races, both the Dreihn and the Risho have lizardlike tails, horns, and scales that cover their body. Though the two do share fundamentally similar roots (if taken from a geneological perspective), mistaking one for the other would be rather difficult. On average, the Dreil seem to lean more 'lizard' than 'man', with sharper horns, slit pupils, and more scales to on average when compared to their Risho counterparts; the Risho, in turn, often have deerlike antlers in lieu of the sharper horns that the Dreil grow.
    The Dreil occupy the lands to the northwest of Strahn, making plentiful use of the stone and metals abundant within the land to build themselves up; the Risho, on the other hand, hail from another land entirely, and have only begun to move to Strahn in the last few centuries. There is animosity between the two, of course, but that much is only to be expected.
  • Suryana: A race of giant six-armed humanoids, the Suryana have a reputation for being warlike and savage. Of course, that only really stems from their enemies, who have had the misfortune of drawing their ire in the first place. Though their homeland is firmly situated in the forests of eastern Strahn, the Suryana do often travel the world, be it for pilgrimages or simple adventure. Their six arms obviously make them a force to be reckoned with in physical combat, but having four more arms than most other (sapient) beings makes them surprisingly well suited for more than simply swinging multiple weapons at someone's face.
  • Lucani: With wolflike ears, tails, and defined canines, the Lucani are fierce hunters that have since grown accustomed to (and even thrived in) the tundras to the north of Strahn. Their senses are sharp—strikingly so, in fact—which makes them difficult to evade out in the field. More than a few leave their homelands to stake out their lives elsewhere, be it as mercenaries or otherwise, which in turn leads to their somewhat ruthless and unflattering reputation at times.
  • Jihu: Compared to the similarly-canid Lucani, the Jihu, with their more vulpine ears and tail, look far less rugged and wild. Hailing from the western forests of the continent, the Jihu are seemingly more proficient with the manipulation of mana, be it for actual magic or the usage of delicate tools that require said mana. They are somewhat reclusive compared to the other races on the continent, but the quality of some of the works of craftsmanship they create means that those who succeed in gaining their favor often have a striking amount of sway elsewhere.
  • Automata: The sole remnant of the Velchi (bar the ruins of the city), automata had, at one point in time, looked more like mechanical robots than the more humanoid form they have taken on thus. The fall of Velchi had brought with it the necessity to coexist with those of other races, and with their former masters wiped from existence, the automata had, slowly but surely, grown to slowly replace their weary old parts with those less 'inhuman' to the eyes of others. Of course, these automata slowly began to propagate as well, building new ones to replace those lost to time or injury. Nowadays, they seem somewhere between man and machine, and with no 'masters' to drive them, they have taken to finding their own ways in the world.




Questions? Concerns? Anything else? Feel free to ask. In any case, the form is down below; use it as you see fit.



Additionally, here's a Discord link.
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Hidden 3 yrs ago Post by Sedjwick
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Sounds interesting. I'll get to work on a character soon. I'm thinking Jihu, but I might change my mind.
Hidden 3 yrs ago 3 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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  • Name: Saaral, Son of Chono (aka Saaral Rozhenko)
  • Age: 25
  • Race: Lucani
  • Appearance: Saaral is tall, even for a Lucani, and strikes an imposing, hulking figure. His originally black hair and fur has gone prematurely grey due to his time spent as a slave-soldier, and his body is covered in scars from his many battles. He wears little in the way of armor and clothing, as he has a great tolerance for the cold and prefers to stay as fast and mobile as possible in battle.
  • Personality: Life has not been easy for Saaral, and his personality makes this obvious to most people that talk to him. His mood oscillates between withdrawn and brooding, to brash and aggressive. He is brutally honest, a habit that makes it even harder for him to make friends than his hostile personality already does. He prefers bold, usually violent action over most other options, and takes great pride in his skill at arms, though some part of him wonders if he will ever be good at anything besides killing. His lack of a traditional Lucani upbringing is a sore spot for him, which he usually tries to overcompensate for, and touching on it is the surest way to set off his temper.
  • History: Saaral was born into a traditional Lucani family, a tribe of nomadic hunters that stalked across the great frozen plains of the north. He loped and play-fought with his siblings and cousins and led a blissfully savage childhood until the autumn after his fifth summer. It was then that his tribe had wandered unknowingly close to the expanding northern border of the Dreil kingdom of Vortigern, whereupon his family came under attack by a cohort of Dragon Knights intent on culling the population of savage Lucani. The adult members of Saaral's clan held off the attack long enough for the children to escape with the elders, but Saaral became separated from them in their confusion, and was left alone in the tundra plains.

    He wandered alone for some time, subsisting on carrion and icemelt streams, but winter approached and the tundra would soon be inhospitable to a lone cub. However, he was found and taken in by a separate tribe of human nomads, horse-riders and sheep-herders. An older, childless couple took him in as their own, and after some difficulty, the humans accepted him as one of their own. He was bigger and played rougher than the other children, but his adoptive father sought to temper his aggression by taking him hunting with him and the rest of the tribe's men. At first they tried to get him to hunt from horseback as they did, but Saaral found that he preferred to lope alongside the horses and use his teeth and claws. Life was not always easy, as he missed his original tribe greatly, their fate unknown to him, and there were those among the humans that still treated him as a beast and an outsider. Regardless, he was content for some time.

    Saaral's life changed once again in his fourteenth summer. The Kingdom of Vortigern had been continuously expanding their borders for years, and they appeared on the horizon once more to clear the lands they claimed of undesirables. Older and with the bitter seed of revenge in his heart, Saaral stayed to fight against the Dreil and defend his new family. He fought as hard as any of the grown men of his tribe, but it was not enough, and they were eventually overwhelmed. He learned then what likely became of the tribe of his birth, as they were taken as prisoners to the Dreil. The women, children, and elderly were sent back to the Dreil homeland to be used as laborers, and the men were conscripted into slave armies that the Dreil of Vortigern pitted against the Elves and other civilized races.

    Saaral grew into manhood on the battlefield, fighting against his will in wars he had no stake in. The slave legions were always put into the worst fighting, given the worst equipment, and were essentially used as cannon fodder, and so Saaral was forced to hone his skills quickly to even stay alive. He tried to stay in contact with the men of his tribe, but they were separated by the years and many battles. He encountered other Lucani that the Dreil had forced into bondage, and learned more of his people and heritage from them. On the first full moon of Saaral's twentieth winter, he as well as many other Lucani and slaves of other races staged a revolt that cost many of them their lives, but ultimately won the survivors their freedom.

    Since then, Saaral has traveled Strahn, plying his skills as a warrior in mercenary work, and living off of the land when work was scarce. His upbringing among humans made it easier for him to integrate among them and the other civilized races, but he still holds a deep bitterness in his heart from the many hardships he has suffered. While he has deliberately avoided the burgeoning kingdom of the Dreil, he holds a secret hope in his heart that his tribes, both of them, still survive in some way, and that he might be reunited with his birth or adoptive parents.
  • Abilities/Skills: Saaral is a mighty warrior and a veteran of many battles despite his young age. He is adept in the use of a variety of weapons, including his teeth and claws, as he rarely had his choice of what weapons were available to him during his time as a slave. His fighting style is swift and savage, focused on outmaneuvering his opponent, and overwhelming them with his strength and ferocity. Saaral is a superb outdoorsman and survivalist, capable of stalking and hunting prey, and surviving in the ruthless wilderness as well as any beast. He even retains some knowledge of animal husbandry, tribal medicine, and horsemanship from his time raised by humans.
  • Other: While he understands that most Dreil have nothing to do with what happened to him or his family, and tries to not judge others based on their race, he still has an instinctive dislike of the dragon-people, considers most he meets to be dishonorable and untrustworthy.
Hidden 3 yrs ago 3 yrs ago Post by Kiki is Anxious
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Kiki is Anxious Shy Meme Deliverer

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Hidden 3 yrs ago 3 yrs ago Post by Lugubrious
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Lugubrious Makes the big edits

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Hidden 3 yrs ago 3 yrs ago Post by Obscene Symphony
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Obscene Symphony sea wench

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Hidden 3 yrs ago Post by Pyromania99
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Pyromania99 Double-edged Austerity

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Hidden 3 yrs ago 3 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: "Pyra Kaos"
  • Age: 16
  • Race: Human
  • Appearance: Very short for her age, with shiny black hair, pale skin, and bright red eyes. Her clothing is red, dark orange, and black.
  • Personality: "Pyra Kaos" is bombastic, extremely self-confident, and prone to making up elaborate fantasies about herself. If she can make what she is doing seem as impressive as possible in any way, she will do it, and she frequently brags of her magic being "hotter then the blazing fires from the depths of the netherworld" and "purging all wickedness with the light of vengeance from a heart of destruction". Seen as incredibly eccentric(and something of a nuisance in many circles), her extreme confidence in herself is almost entirely unshakeable as is her affinity for destructive magic. Her specialization is in fire, explosive spells, and over course beams of raw magical energy in the form of lasers, and she takes utter glee in deploying such destruction. Pyra insists there are few who are as capable in such magic as herself, and exhibits an incredibly smug air when she speaks of her capabilities with such spells. There is little that can shake her bombast and confidence. Being embarrassed, however, which is remarkably easy, will quickly undercut her usual attitude. She is prone to becoming depressed if treated as an annoyance(though at the same time she is remarkably adept at getting people to keep her around for at least a little while). Pyra is also quick to become depressed if she loses a challenge of any sort, sometimes to the point of self-castigation. She is also definitely named Pyra Kaos and there is no such person as "Phoebe Valance" for sure.
  • History: Pyra Kaos was born in the heart of the sun itself, to show the world the true power of destruction and purge all wickedness with her dark flames of blinding light and vengeance! ... Or so she's claimed at least once. Needless to say, "Pyra Kaos" is the assumed name of one Phoebe Valance, a prodigy mage and the daughter of the noble Valance family. A problem child from the beginning, prone to wild imaginative scenarios and making dramatic claims about herself, Phoebe was at odds with her family at nearly every turn. This came to a head when she took the name 'Pyra Kaos' and promptly set out trying to join adventurers and other such groups of people, having pursued magical knowledge and persuaded tutors to help her develop a high degree of power to go with her talent.
  • Abilities/Skills: While she may be an eccentric, Pyra's skill with destructive magic can not be understated. Possessing a wide range of spells, from fireballs to combustion to beams of magical destruction, Pyra is only limited by her own frailty. Her mana pool is quite robust, but her body is rather delicate and she easily becomes tired or strained. Still, her capabilities as a mage cannot be understated. Her preferences when it comes to offense are fireballs, small explosive spells, or raining laser blasts down on target. Her spell library is considerably large and almost entirely focused on pure offense, but she seeks even higher levels of explosive power. This just isn't enough for Pyra!
  • Other: Pyra uses an expensive catalyst for her spells, a gift from her older sister and her most prized possession
Hidden 3 yrs ago Post by Sedjwick
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I think I'm gonna have to not join this RP after all. In the first place, I'm insanely busy with school stuff, and also the character I was envisioning probably wouldn't be a good fit with the rest of the characters here. Hope you guys have fun.
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Hidden 3 yrs ago Post by PKMNB0Y
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PKMNB0Y Archer Inferno

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@Dead Cruiser@Kiki is Anxious@Lugubrious@Obscene Symphony@Pyromania99@VitaVitaAR: All accepted.
That is six, though, so we're full up now. Things will be starting momentarily, so please stand by for that, please. Forms in forms tab when you get a chance.
Hidden 3 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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I'll post tomorrow, sorry for the delay!
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