Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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ALWAYS ACCEPTING CHARACTERS, RACES, MAGIC, GUILDS, RELIGIONS, AND CREATURES
RP
The City of Karstberg…

One of the largest cities on the continent of Almara, Karstberg has a huge population. It lies in the warm southeast, where spring and summer are pleasant, and fall and winter are mild. Within, there lay many opportunities, drawing in people by the hundreds. Karstberg is renowned for its vast market district, which has sprung up around the Noble Quarter, a massive ring around the center of the city filled with shops of all kinds. Within that ring is the Noble Quarter itself, the section of the city for the wealthy and the noble. Only the very finest of homes lie in this district. It is here that visiting nobility and even royalty stay, as well. In the very center of the city lies Tessilay Tower, where the Lord Mayor Arlai Tessilay resides. The tower stretches to the skies, visible from almost everywhere in the city.

Outward from the market district, to the west, lays the Theater District. Popularly known as the ‘Dream District’, it is here that elaborate plays are preformed. While they aren’t cheap, the fee to see such plays is not out of the grasp of most citizens of Karstberg. The Dream District also holds the massive Carail Theater. Named for the famous playwright Farthing Carail, the biggest and most elaborate of plays are staged here. The Dream District is filled with the often-eccentric actors and playwrights, who make their homes there as well. To the east, opposite of the Dream District, lays the Guild Quarter. The Guild Quarter is, rather self-explanatorily, home to the various Guilds of Karstberg. Rumor has it that the fabled Thieves’ Guild… does not work out of this district at all, but most official guilds of the city inhabit this district. Neighboring the Guild Quarter is the Temple District, a vast district filled with religious temples and worshippers. It even posts the greatest Temple to Reon in Almara.

Northward, the city’s magic academy resides. Almagest’s Academy of Arcane Arts is a vast building, with a huge library and a massive number of teachers and students. It is equipped perfectly for the study and practice of magic. Some people come from other continents to learn magic at the Academy. To the south lies the Karstberg Port. Airships carrying goods across the country, even across oceans, and here the drop goods and passengers, or pick them up. Within the city also lies the Karstberg Museum, exhibiting artifacts from all across the world.

Surrounding all of this lays residential areas, scattered taverns and inns, shops, and a vast spiderweb of alleys and tunnels. Many of the tunnels lead below…

It’s a well-known fact that a vast network of catacombs occupies the space beneath Karstberg. It is very difficult to guard or monitor this place, and it has come to house various, often dangerous, creatures. Dealings of dubious legality often occur in the catacombs beneath Karstberg…

Surrounding Karstberg is a sturdy wall, built to defend the city from any possible attack. However, it is not the only wall. As the city grows, new walls are constructed, causing Karstberg to have rings of walls moving outwards from the center, expanding larger and larger as more are needed to protect it. The oldest has stood for years upon years, and has never shown one sign of faltering. Beyond is the fields and wilderness of the world outside, a place only for the adventurous to brave.

Welcome to Karstberg.


This is Karstberg, a mostly-freeform fantasy RP taking place in a city known as Karstberg! Here's some ground rules.

The GMs for this RP are Rin and myself.
The setting resembles the late 1700s/early 1800s, or comparable to the Enlightenment era, in technology level. There are some exceptions to this rule, including airships and some steampunk-esque technology. If you want to make some addition to this, it will require approval from either Rin or myself.
Standard fantasy fare, as far as races go, applies. However, you may also make original races. They, too, require GM approval.
The RP is mostly freeform, about all different things that happen in the city of Karstberg. There's no grand plot, just the adventures of all the different characters. While this means the tone may very a great deal, I would like to point out that the setting is generally fairly light and I would like to keep it that way.
As stated, the tone for various events can vary but this is not a dark setting. It is fairly light.
The Thieves' Guild does not exist. Really. It is entirely fictitious. Stop trying to look for it because it doesn't exist. >.> <.<
Be sure to have fun!


Race Guidelines:
Standard Fantasy Races Apply!
Humans are humans. This is pretty straightforward.
Elves are longer-lived the humans, good with magic, very slender and fae, and fairly standard as far as fantasy elves go.
Dwarves are exactly the same as every dwarves ever.
Orcs, however, are more overly boisterous then anything. They’re a bit crude and violent, and because of this somewhat unpopular with the other races, though.
Most other races will be mostly like common descriptions of them.
However, players will be allowed to make their own OC races. These races can basically be anything that the player comes up with, with some exceptions. They can’t be “all chaotic evil”. This isn’t the kind of RP for a race of evil even if there can be conflicts.


Magic Guidelines:
No reality warping, instant death, mind control, or future sight. None of these are good for RP’s. Otherwise magic is freeform.


Guild/Religion Guidelines
Be sensible. Don't go with anything ridiculous, like a guild that couldn’t exist or a religion that worships the sacrifice of sapient beings in the middle of a huge city.


Bios:
Name:
Age:
Gender:
Race:
Appearance:
Profession: (If none, leave blank)
Personality:
Equipment/Weapons:
Abilities:
Brief Backstory:


Races:
Race Name:
Race Description:


Magic:
Magic Name:
Magic Description:


Guilds:
Guild Name:
Guild Head:
Guild Description:


Religions
Religion Name:
Chief Deity:
Religion Description:
Creatures
Creature Name:
Creature Appearance:
Creature Description:


Player Characters:
Emi Demmric
Tanya Palayen
Aoika Mizuko
Lakan Ting
Irishtu Hayle
Aron Aveldon
Amelia Fairfax
Aidan Thuman
Heidi Schwarzwald
Lord Duke
Len Nakiya
Calli Dockson
Kobayashi Hitomi
Callie Clearwater
Adrianna Calabrese

Important NPC's:
Arlai Tessilay
The Not-Head of the Not-Thieves' Guild
Franziska von Ramstein
Grand Magus Morganite Angelwÿche

Races:
Nem
- Race Description: Nem are largely human in appearance. However, there are some important differences. All Nem have black hair, and their eyes are usually red or yellow. In addition, Nem never reach heights beyond 4'0, 3'5 to 3'7 being the average for an adult. They are usually slender, and all Nem are also very, very pale. Nem are best-suited for activity at night, having excellent night vision, but nothing keeps them from activity during they day aside from personal preference. Nem are rather physically fragile in comparison to other races. However, they are quite fast. Nem have a notoriously low alcohol tolerance, due to their small size.
Beastkin(General)
- Race Description: Beastkin is a blanket term for a variety of human-like races with animal traits. They can range from mammalian traits, like cat or wolf beastkin, to races such as squid beastkin.
Beastkin(Squid)
- Race Description: Squid Beastkin are a race native to the distant land of Akitsushima. Living on the costs, they are humanoid with a variety of squid features. Most notable is their tentacle-hair and their "hat". However, they also possess the ability to glow like some species of squid that live in the deep ocean, and regrew severed tentacle hair, as well as breath underwater. As far as their society goes, Squid Beastkin are often fishers or merchants, living in colonies built on rocky coastlines with easy access to the water.
Vampire
- Race Description: "Race" is a bit of a misnomer really, as there is no one definition for the various types of vampire. There are many, wildly varied types out there, all with different origins, innate abilities and weaknesses; really, the only thing most vampires have in common is that they need to feed on blood to survive.
Mermaids
- Race Description: Mermaids are an all-female aquatic race, possessing a fish tail in place of legs. They can breath on land and in water, but they have no easy method of moving outside of the water. Their upper body, and a hidden portion of their lower body, resembles a human body with the exception of their ears, which are larger, and webbed. Their lower body has a "sheath" that extends up and works, oddly, almost like pants, naturally covering embarrassing locations unless pulled down. Below this portion, they have a fish-like tail they use to move about underwater. Mermaids are skilled fishers. As they lack any males in their race, they are capable of reproducing with males of other races, including humans, beastkin, elves, and nem. The offspring are always mermaids, and as mermaids are always female, so are the offspring. A kingdom of mermaids lives near Karstberg, their Queen frequently meeting with the Lord Mayor for diplomatic endeavors.
Beastkin(Fox)
Snow Elves
Dark Elves
High Elves
Pixies


Magic:
Summoning Magic
- Magic Description: Summoning Magic is not one of the easiest thaumaturgical practices. This is largely due to its nature, the piercing of the veil between realities to draw an entity from another dimension. Sibling to the plane of existence that Almara and the rest of the world lies in, this Realm of Summons is not entirely known to even those who specialize in summoning magic, as travel to it is nearly impossible. A being is drawn from this world and bound to the summoner until dismissed, though permanent bindings are possible with more advanced spells.
Face-Off
Necromancy
Healing Magic
Augmentation Magic
Velocity Magic

Guilds:
The Alchemist's Guild
- Guild Head: Franziska von Ramstein
- Guild Description: A guild formed by those who are ever so eager to pursue knowledge, the Alchemist's Guild experiments with a variety of unusual elements found throughout the world. Their goals are creation, transmutation, alteration, the ability to mold the elements that make up the world without the usage of magic. The Alchemist's Guild is housed in a large, dark building, with many pipes leading out of it to vent off smoke from experiments. In fact, it is often renovated due to damage from less stable experimentation.
Warrior's Guild
Gladiator and Charioteer's Guild
Association of World Explorers

Religions:
The Church of Reon, also known as the Church of Lilies.
- Chief Deity: The Sun Goddess Reon, depicted as a small girl with pale blonde hair, fair skin, and green eyes. Her symbol is the Fleur de Lis, as her favored flower is the Lily. Mayon, a Moon Goddess closely connected to Reon, also shares some devotion. Mayon has short, black hair, fair skin, and dark red eyes. She is also taller then Reon. However, the focus is on Reon.
- Religion Description: Devotion to Reon is devotion to the Sun itself. A religion practiced mostly by women, the worship of Reon is practiced by prayers to the sun and an offering of a single fresh-cut lily every day. Temples to Reon are filled with depictions of the Sun Goddess(sometimes together with Mayon), and solstones(a glowing rock) cut into the shape of the sun mounted in the walls or hanging from the ceiling. They are also filled with lilies.
The Church of Mayon, also known the Church of Roses
- Chief Deity: Mayon. In a reversal of the Church of Reon's beliefs, Reon is a secondary deity to Mayon. Mayon's symbol is the rose.
- Religion Description: A sister religion to the Church of Reon, the Church of Mayon is very similar, instead emphasizing Mayon as the chief deity. However, they offer some devotion to Reon as well. Worship includes the sacrifice of roses, but as opposed to the burning lily sacrifice of the Reonites, Mayonites sacrifice roses by casting their petals into cool, flowing water. Mayon temples are filled with cool blue lighting, and they often neighbor Reon temples.
Church of Beltine
Akitsushima Traditional Beliefs

Creatures:
Skywhale
- Creature Appearance: Like this, but in the sky
- Creature Description: Skywhales describe a small number of species of giant, flying mammals. They fly using giant airbladders carried inside their bodies, which allows them to drift through the air. They can siphon gas in and out of their airbladder in order to raise or lower altitude. Skywhales feed and drink through very unique methods. The immense creatures consume whole clouds for moisture, and they feed both by absorbing sunlight and consuming vast swarms of tiny flying creatures. Skywhales are placid creatures by nature, proving to be harmless to airships unless their is a collision. However, they were hunted for a long time for their airbladders, which were used in earlier airship designs in order to provide them with a method of lift. They are also still hunted by some cultures for their meat. Rarely, skywhale calves are sometimes available for purchase, alive. The only natural enemy for adult skywhales are western dragons.
Dragons(Western)
- Creature Appearance: One of several species
- Creature Description: Western Dragons are one of the most feared creatures in the world. Large, intelligent, and dangerous predators, Western Dragons possess extremely hard scales(though there are certain areas on their bodies that are not as well-armored) that make it difficult to inflict harm upon them. They have extremely sharp claws and teeth, allowing them to tear through the flesh of their prey, and even fortified walls. Thankfully, even the most aggressive species tend to stay well away from large settlements(though dwarves are liable to deal with dragons more often then many other races). However, their attacks are often classed as a natural disaster, when they do occur. Dragons are even capable of breathing fire, through a combination of an organ that produces gases and a poorly-understood thaumaturgical process that ignites them. These gases also enable dragons to attain lift even with their massive size. These processes are kept in perfect balance while a dragon is alive. If a dragon is killed, proper measures must be immediately taken or the corpse will explode within seconds of the creature's death. Dragons also exhibit the unusual habit of hording precious metals and gems, often sleeping on vast quantities of horded gold and even laying eggs in them. A dragon's gas-producing organ is prized by alchemists, but due to the dangerous nature of the creatures both before and after death, very few people are willing to attempt to slay one and harvest the organ. Dragons prey upon many creatures, including the mammoths of the far North, and even the massive skywhales.
Kaiser Lizards
- Creature Appearance: An adult Kaiser Lizard
- Creature Description: Kaiser Lizards are large, rare predators most frequently found on the borders between forests and plains. Reaching huge sizes, they are one of the most dangerous land-based predators on Almara. In spite of their size, they can run quickly for short bursts and rapidly outpace smaller or less athletic creatures. Kaiser Lizards are adept ambush predators, lying in wait in forested areas and bursting out of them to attack their prey. These massive predators will feed on anything that they can get their huge, bone-crushing jaws around, though they are more likely to go for larger prey items then smaller ones. Very little is known about the life cycle of Kaiser Lizards, though some reports state that adults have been seen bringing kills back to very young individuals.
Mammoths
- Creature Appearance: A mammoth
- Creature Description: Mammoths are large herbivorous mammals dwelling in the far north. The live in small herds, and roam the tundra feeding on various plants that they find in the wilderness. Their large, hairy bodies retain a great deal of heat, which allows them to live in extremely cold temperatures. While mammoths are not one of the more threatening creatures, they will attack when frightened, or when protecting their young, their large size and tusks making them a formidable threat. Rarely are mammoths seen in regions with warmer temperatures, but their woolly bodies moving in small clusters across the snowy plains are quite a common sight in the far north.
Skyshark
- Creature Appearance: Um... ignore the Pokemon stuff. <.< >.>
- Creature Description: Skysharks are coast-dwelling predators. Similar in appearance to aquatic sharks, they are in fact a very different species, taking flight rather then swimming beneath the waves. Their physical similarity to the ocean-dwellers is simply a trick of nature. Preying on birds and some ground-dwelling animals, skysharks are capable of prolonged periods of flight, using their fins to make rapid directing changes in the air as they fly. Skysharks sometimes gather in small flocks and attack larger flying prey. They can even take out Skywhale calves in flocks like this. The largest flocks can kill even adult Skywhales.
Dire Rat

My Characters:

Name: Emi Demmric
Age: 16
Gender: Female
Race: Nem
Appearance: Black hair, red eyes, very pale skin, dark clothing. She is 3'1.
Profession: Emi is unashamedly a con artist.
Personality: Emi is cheerful, playful, and an utterly brilliant liar. She's also quite friendly, and rather unassuming in appearance. This lends her perfectly to being a con artist. She finds conning people unbelievably fun, though she limits herself to people who can afford it. Emi is a bit greedy when it comes to getting money, or items she can sell, but at the same time she's often extremely loose with the money she gets. She's also very willing to share it with people she knows(provided they know of her conning).
Equipment/Weapons: Emi carries a small knife with her at all times. In addition to this, she usually has a series of fake rings and the like.
Abilities: Brilliant lying, pickpocketing, and generally good stealth and infiltration skills.
Brief Backstory: Emi has no memory of her family, having been abandoned when she was very young. As she grew up, she began to train herself to be a thief and a con artist, and has perfected her skills more and more as she's grown older. At fourteen, she is excellent at deception and fully capable of convincing someone that a wholly fake ring is very real.

Name: Tanya Palayen
Age: 18
Gender: Female
Race: Human
Appearance: Tanya! She is very light-skinned, with purple hair and eyes. Her clothing is red and white, and obviously she's out of her armor here. She is 4'9
Profession: Paladin of Reon
Personality: Tanya is a sarcastic and short-tempered individual. She has nothing but scathing comments for people she dislikes, or people she sees as stupid. Tanya is quick to be irritated and quick to respond to her irritation, sometimes violently. At least when it's violently it's not bad enough to result in any serious injury. She has a sarcastic response to many, many things. Tanya also dislikes that she is rather small, at least to some extent, and has feelings of jealousy towards those who are not so small. In spite of her temper and sarcastic attitude, Tanya firmly believes in protecting those who need it and upholding the law. She seeks to punish all those who do evil to the fullest extent(at least if they are deserving of such treatment). She also has a deep dislike for undead, given that much of her duty is to eliminate dangerous undead. However, she will not harm them unless they give her reason to(or if they're mindless monsters).
Equipment/Weapons: Tanya has a suit of heavy armor, blessed to be much lighter on her then it would appear so that she can move while wearing it in spite of her small frame. She carries two weapons, the Holy Broadsword Helios and the Divine Sledgehammer Goldion. Helios is enchanted to produce bright flames when unsheathed. which is most effective at tearing apart the undead(though fire is pretty effective against a lot of things). It also has a system built into the hilt that allows the blade to vibrate when a button is pressed, allowing it to cut better. Goldion is a heavy warhammer that glows with a divine light, though it lacks any other particular abilities.
Abilities: Tanya is a highly skilled fighter with two-handed weapons. As both of her weapons are two-handed, she may only use one at a time.
Brief Backstory: Tanya is a Paladin of the goddess Reon, sworn to combat evil in her name. Aside from that, she was educated at the "Reon Girls Academy", a religious school for girls created by the Church of Reon. She also underwent combat training under other paladins serving Reon.

Name: Aoika Mizuko
Age: 16
Gender: Female
Race: Beastkin(Squid)
Appearance: "I'll take it ~degeso!"
Profession: Merchant
Personality: Mizuko is a confident and eager girl. She believes, firmly, that she must(and she will) conquer the economy of this new land she has arrived at. Mizuko is somewhat naive and awkward, in spite of her enthusiasm and confidence for what she's trying to do. She is, however, highly intelligent when it comes to business and does her best to offer good prices for both buying and selling. She will eagerly work with just about anyone in order to get them to purchase her wares, or in order to gain something she thinks she'll be able to sell for a good price
Equipment/Weapons: A shop stall, some weapons and basic equipment, and some food. As well as kimono. Lots of kimono.
Abilities: Mizuko can use the tentacles on her head to grab things, and glow, as well as some other squid-like traits. She is also quite capable of speaking this land's most common language(with an accent), though she slips into her native tongue sometimes, and also as a Verbal Tic.
Brief Backstory: The child of a rich merchant family of Akitsushima, Mizuko has been sent far overseas to help spread her family's business in another country in spite of her young age. She was educated in the common language of the land extensively so she would be able to communicate with her customers. Mizuko is something of an unusual sight in Karstberg, as no Squid Beastkin live in Almara.
NPC's:

Name: Arlai Tessilay
Age: 20, though in actuality her physical age is lower then her real age. There are rumors about the reasoning for this.
Gender: Female
Race: Appears human. There are rumors about this, too.
Appearance: The Lord Mayor visiting an orphanage personally, and helping out there.
Profession: Lord Mayor
Personality: Arlai Tessilay is a reserved and quiet individual. She takes things seriously, and one of her utmost concerns is the wellbeing of her city, and of the citizens of her city. All of them. Arlai is an intelligent and well-versed individual, having an extremely good education and an extremely good grasp of politics. However, she isn't the most experienced individual. That said, she firmly believes she can make up for this with her knowledge of politics and of the needs of the citizens themselves. Arlai weathers criticism well, at least publicly. Privately, she becomes softer, and often seeks comfort among those close to her. Nevertheless, she refuses to allow her citizens to be abused.
Equipment/Weapons: Her rapier, a pistol in a box under her desk, and that's about it.
Abilities: Arlai is an incredibly good fencer, able to aptly defeat those she must. She is also very fast, faster then many other human beings.
Brief Backstory: A mysterious figure who just suddenly popped up in the political world of Karstberg one day. No-one knows her true past, but there are several rumors circulating about her. These include rumors that she is not entirely human, or that she has a female lover. At least one of those two is true, or possibly both. Due to her good treatment of her citizens, she enjoys a high approval among the populace. However, some believe she is too young and inexperienced for a position like the Lord Mayor, even though her youthful appearance is deceiving.

Name: Daniella Adelford
Age: 26
Gender: Female
Race: Human
Appearance: "Ohohoho, I think we'll have a lot of fun together."
Profession: Rich and Affluent Member of Society. Not at all the leader of a certain nonexistent thieves' guild. Why, such rumors are simply insulting.
Personality: Dramatic, and easily notable as "hammy", Daniella is the type of person who takes pleasure in everything that she does. Whether it be going to a party, spending time with friends, taking someone she likes out... Daniella is rarely exhibiting anything but joy. She is highly affluent and seems to make it her business to be in every party in the city, even if those parties are taking place on the same night. However, she feels simply insulted that people would rumor her to be connected with that silly fable, the thieves' guild. It's ridiculous. Why would she ever be connected with something that doesn't exist, let alone be the leader of such a organization? It simply boggles the mind! It's rather difficult to offend or anger Daniella, though she will make it very clear if you have succeeded in doing so.
Equipment/Weapons: Daniella certainly does not have a set of knives, a grappling hook, an enchanted glasscutting razor, or anything of the sort. Why ever would she have such things?
Abilities: Daniella most definitely does not know anything about subterfuge and infiltration to the extent of never once being seen, and she definitely does not have any control over the entire nonexistent thieves' guild. She certainly is a capable hand-to-hand fighter, however. She does need some way to defend herself, does she not?
Brief Backstory: Little is known of Daniella's history. She claims to have come from a poor family, and risen due to several extremely lucky breaks in her life. She also certainly did not become a thief who ascended to the leadership position of the thieves' guild for her incredible skill and performance after the death of the original leader, because the thieves' guild isn't real. It's silly to spread such rumors.
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Dblade26

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Name: Lakan Ting

Age: 20

Gender: Male

Race: Human

Appearance: There are many rumors about Lakan Ting's true appearance. Some say Lakan Ting is an old man, others say Lakan Ting is a young child, while some claim Lakan Ting is a beautiful androgynous being. There are even rumors that Lakan Ting has no face or features at all! Few know the truth, for Lakan Ting's magic and masterful acting skills give the Prince of Dreams the ability to look like nearly anyone. The true face known only to a few within the Dream District, that of an almost almost boring, often smiling young man with dark skin, almond-shaped eyes and constantly messy hair, shown only when he truly trusts someone or is at home in the Dream District.

Profession: Actor and general performer

Personality:To Lakan, all the world is a stage, and life is the best possible play. Lakan means this quite literally, as he seems to be under the delusional belief that life operates much like a play and that, as the story's lead actor it is both his right and his sacred duty to see that the show is interesting for whoever might be watching. Lakan generally believes that the best stories are happy stories, and to this end he tries his best to ensure that any problems he encounters are resolved in a nice ending for all involved. Others involved in Lakan's stories are never pawns or extras merely playing bit parts, but precious characters that his cosmic audience should come to know and love before they face whatever final resolution life has in store for them, an end he is not above resorting to trickery to achieve. Thus he may do things as inconsistent as helping a city guard to catch a notorious thief and earn a well deserved promotion only to break the thief out of jail personally should they prove kind and noble or innocent. When not involved in his 'stories' he may occasionally play tricks on the city's inhabitants provided he thinks no great harm will come to those he tricks. Above all, despite his delusions Lakan Ting is a person who loves to make people be happy, whether it be by acting on the Carail theater's stage or on the wider stage of life.

Equipment/Weapons: Lakan posseses numerous sets of clothing and costumes, ranging from filthy beggars rags to dashing suits and flowing eastern robes of fine silk and cloth-of-gold, though he doesn't wear them all at once of course. Being a skilled street performer, Lakan also has numerous props like smoke and flash bombs, small fireworks and lengths of colored ropes and more that he uses to perform tricks as well as in escapes and pranks out in the streets He also often carries two daggers on his person for self defense, usually hidden up his sleeves or inside of his shoes or pant legs, as well as having access to numerous weapons stored by the court, of both the fake variety and authentic ones used for more 'convincing' fight scenes. Though it might not be considered equipment, Lakan's skill as an actor has gained him a considerable amount of wealth as well.

Abilities: Lakan considered one of the most brilliant actors (liars) in the city of Karstberg, being so good at it that he's become known as the Prince of Dreams. acrobatics and free-running, sleight-of hand trickery, contortionist tricks, stage magic, theivery essentials like pick-pocketing, infiltration and general stealth, numerous unarmed martial arts from his distant homeland and armed combat with a variety of weapons. He also has a relatively good singing voice and is a skilled dancer. Most importantly and infamously Lakan Ting is a master of Face-Off, a specific type of shape-shifting magic that allows him to alter his appearance and body type completely, but only within human limits. This means he can range his appearance and body from that of a very frail old man to that of a child in the very springtime of his youth. Aside from the near-limitless potential it gives him as an actor and disguise artist it has some more dangerous applications as well, since in a pinch Lakan can strain himself in order to make his physical abilities match the peak limits of human potential all at once.

Brief Backstory: Lakan Ting hails from a distant land somewhat closer to Akitsushima than it is to Karstberg, where he was given at a the age of five to a troupe of famous traveling actors skilled in the traditional plays and operas of his people. For ten years he toured with them, moving up from a novice errand boy to one of their most skilled prodigies over a ten year period. When Lakan was fifteen the acting troupe came to Karstburg briefly, and Lakan was struck by its' own Dream District, deciding then and there to settle down and make the city his home, fitting in well with the other eccentric actors in the place and knowing no other life but the stage. Since then Lakan, has become something of a popular oddity if not an outright celebrity due to his strange magic and stranger actions.

Magic Name: Face-Off
Magic Description: A magic from Lakan's distant homeland that allows its' users to change their bodies to anything within the limits of the human form. Height, Weight, skin, eye and hair pigmentation and more all become malleable and changeable at the user's discretion. Despite this most practitioners of Face-Off retain an imprinted memory of their original body and appearance that they revert to if unconscious or sleeping, though some true masters can surpass even this limit. Such masters of Face-Off are even capable of pushing their body manipulation to its' very limits, giving them access to the very peak of human physical ability in all aspects, albeit in short bursts. Thus though it is an art popular among actors in Lakan's distant land, it is equally well known as a tool of spies and assassins.
Hidden 10 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Accepted.
Hidden 10 yrs ago Post by Art of Fun
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Art of Fun oh dear

Member Seen 5 yrs ago

Name: Irishtu "the Experi-Mentor" Hayle

Age: Early 30's

Gender: Female

Race: Human (Lich)

Appearance:"The keys to being a successful magician are imagination and self-control. If you lack these qualities, then you will only hurt those around you."

Profession: Professor at Almagest’s Academy of Arcane Arts, Definitely-Not-Evil

Personality: Dour, sinister, scheming, malevolent, chaotic evil - all good ways to describe most liches. Irishtu takes a different approach to (un)life from her fellow brothers-in-magic; while she is by no means the nicest person in Karstberg, she's not the sort to be unnecessarily harsh or cruel to another. In fact, she's absolutely respectful to others in a way which is surprising given she is not only of 'blue blood' but she is also the daughter of one of the worst criminals to plague the underworld of Karstberg. It may very well be the latter fact which has lead to this behaviour; Irishtu is very much aware that she's on thin ice in the city, and does her best to maintain the serious, professional demeanour of a professor to not rouse any unwanted attention. When teaching she has a no-nonsense policy, earning her the prestigious award of "Second Strictest Professor on Campus" from the student body, something she takes a little bit of pride in. She may be tough on her students, but it produces results.

The other side of Irishtu only makes its self known when the eyes of society are no longer upon her, be it a moments reprieve in the staff room or in her own home. At heart, she's a sort of princess, it's how her father raised her and it never really changed. Compliments, gifts, and general attention are her opiate, but only one she'll indulge in with those she trusts. In truth she's actually a very kind person with a lot of affection to give - it just happens that her situation does not allow for it.

Equipment/Weapons: Her obligatory phylactery is hidden away somewhere. She knows exactly what and where it is and intends to leave it there. Can never be too cautious, after all. Outside of that, she has various tomes and grimoires in her ownership which cover a large variety of magical subjects. One such grimoire, De Vermis Mysteriis, was written by her father and supposedly contains some absolutely horrific instructions to spellcasting.

Abilities: Irishtu is competent in most areas of magic with a speciality in Magic Theory and Conceptualization. She is so adept in these two areas that she is credited with the invention of the first 5-Dimensional Hypercube Dungeon Hypothesis, something which was then very quickly declared to never be carried out. As a Lich, her phylactery makes it so that her physical body can reform when 'killed', but that process in its self is time consuming. Her connection with her phylactery can be cut with the appropriate preparations, robbing her of the functional physical immortality it grants. The phylactery its self can be destroyed, killing her instantly.

Brief Backstory: The Hayle family was long considered suspicious by authorities and other noble bloodlines, but it was only in the last generation that it was confirmed that there was actually something wrong with them. In short, they are a family of necromancers who aspire to Lichdom and it was Irishtu's father, Holger Hayle, who achieved it. His new-found power earned him followers in the form of a cult called the Children of the Worm. Holger was responsible for many crimes and atrocities in the underworld, and by the time it was linked back to him he was more than ready for a confrontation. In the end his preparations were for naught, meeting a less than pleasant end at the hands of the law.

For all his heinous acts, Holger could never be called a bad father. He loved his daughter just as much as he did his magic, if not more so. If he could have, he would have given her the world. With the loss of her father, the 13 year old Irishtu found herself thrown into world which despised her for the actions of her father, a cult which looked to her as a sort of prophet, a noble family that was going to lose all its land and a legacy of magic passed down to her. She grew quickly, to say the least. In the first year after her fathers passing, she underwent the transformation into Lichdom, gaining dominion over corpses in the process, to ensure the work of her father did not merely fade into oblivion. After that, she disassociated herself from the Children of the Worm and began working towards redeeming the Hayle name. She has been doing this over the years by becoming a respectable member of Karstberg, and is even now one of the foremost Magic Academics in the city and a reputable professor. Word is that she's even gunning for the position of Headmistress at Almagest’s! Imagine that.

Irishtu Hayle has never used the necromantic abilities Lichdom grants her outside of communing with spirits, but that does not stop the wary gazes and the extra set of eyes that are kept on her - just in case she is a maniacal lich after all.
Magic:
Magic Name: Necromancy
Magic Description: A broad classification of magic which is defined as magic which enables communication with the deceased or the use of deceased as tools or weapons.
Religion:
Religion Name: The Children of the Worm
Chief Deity: Vermis the Writhing God, Master of Transformations
Religion Description: A cult that promises immortality with the coming of their god, Vermis. Those loyal to him and his prophets shall be rewarded, but one must be active to earn this favour. If something is holy then it is to the Children to make it unholy. If there is peace, then there must be chaos. Change is their goal, and it's usually not for the best. The Children are without a doubt a group of criminals who commit crimes in the name of their god. The biggest problem when facing the Children is how entrenched they are in the cities catacombs and sewers - catching them is an issue. As a note, Irishtu does not associate herself with the group despite her fathers connection to them.
Hidden 10 yrs ago Post by Work_U_Dumb
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Religion Name: The Cult of Oryzucism
Chief Deity: Ozry The god of Death, Master of Doom
Religion Description: A cult that promises its followers a holy world in the afterlife filled with there wishes. The ones who are loyal to Ozry are called Ozrylites and will attempt to convert you if they have the chance. If they manage to convert you it is said that in the afterlife you will become one of Ozry's holy warriors. They attempt to destroy everything they can. If something is light it will become darkness.

Name: Frodro Egas
Age: 24
Gender: Male
Race: Elf
Appearance: I am awesome, and the appearnce
Profession: Holy Prophet of The Cult of Oryzucism
Personality: Insane but smart, likes to convert people, Self Proclaimed Son of Ozry.
Equipment/Weapons:
The Crossbow of the Cult: It is a crossbow made of metal. It fires poison tipped arrows.
The Sword of Ozry: This is a sword with a mechanical hilt. It heats up the blade so when he slices/stabs you it also burns you.
Abilities:
The Venom of Ozry: Temporally gives the Sword of Ozry a poison tipped blade
Brief Backstory:
Born and raised on a farm Frodro had a vision from Ozry. It told him to go and learn to fight, then attempt to convert everyone. He then set out to a mountain and trained. After 5 months of hard training he woke up and had another vision. It told him to find the 2 holy weapons and they will give him the powers of poison. Frodro did as follows and managed to find the Sword first. Right when he grabbed it he was jumped by an Ogre and he had to slice through it with the blade. Around 1 week later he found the bow. Once he grabbed the bow he blacked out. He had dreams of what he must do, he will must convert as many people as he can as if he doesn't the world will die in fire and ash. (Note the visions are not true). He walked to Karstberg and set up shop. He started spreading the religion far and wide.
Hidden 10 yrs ago Post by VitaVitaAR
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@Art of Fun: There are both good and bad things about your bio, but I want to wait until my Co-GM is here to discuss them, and she is asleep right now. I'm sorry for the delay.

@Work_U_Dumb: I'm sorry, but I have to decline this bio. I have advised against death cults and the like in the opening post, and I will remain at that post. Anything like the cult you're attempting to introduce would not last long at all given the high density of religious paladins and watchmen in Karstberg. I am also wary due to how the read as a central "villain". There can be bad people in the RP but I do not want a central villainous organization.
Hidden 10 yrs ago Post by evilpooka
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I'm interested. :) Here's my bio:

Bios:
Name: Calli Dockson
Age: 21
Gender: Female
Race: Beastkin (Cat)
Appearance: Human-esque with cat ears and tail. She also has gears, levers, and metal mechanisms for her right arm and leg. In addition to her metal work, she has a steel plate on her head circling her right cat ear. All of her metalwork seems to have an icy blue hue.General idea.

Profession: Steamworks Engineer/Mechanic

Personality: Calli is a bundle of contradictions: she is highly focused yet oblivious; she is bounding with energy yet lethargic; she is astoundingly brilliant yet common senseless. Calli is the absent-minded engineer. She is constantly building or repairing without noticing the rest of the world going on around her. However, from time to time, she'll put down her wrench and go see the city to see what's new in town: new engineers, new merchants, and new toys—new steamworks and gears.

Allies: Stan (NPC), Calli's engineer mentor and garage mate.
Erenat Faire (Player Character), Snow Elf, who put Calli back together with magical constructs; Calli feels immensely indebted to Erenat and will try to help her out whenever possible.
Dr. McKiff (NPC), a local doctor, who also helped put Calli together.

Equipment/Weapons: Calli possesses the tools for engineering and maintaining all varieties of steamworks, from her steamwork prosthetic arm and leg to airships. Equipment is acquired on a job to job basis. She has the basics scrap metal, wires, plugs, gears, washers, etc. to handle minor jobs.

Abilities: Career related skills: expert steamworks repair, metal and steamworks engineering , blueprints reading, basic navigation, good haggling skills. In addition, Calli has a lot of engineer contacts plus the primary doctor who worked on her, who she must visit regularly. Beastkin Abilities: Tumble, low-light vision, and high dexterity.

Brief Backstory: They say that a cat always lands on its feet. And it's true, except between two and five stories where there's not enough distance to react properly. In an unfortunate routine maintenance check on an airship, Calli's suspension cables snapped and sent her ineffectively tumbling towards the stone air dock despite all of her feline intentions of landing on her feet.

Snap. Crackle. The world was dyed red, then black.

Attached to a plethora of cables, medicinal and mechanical, Calli slowly opened her eyes to a familiar, yet alien world. She was in the garage, but she had never seen it look this way: people wearing lab coats, vials of blood, metal pipes, and tubes—so many tubes—passing through her skin. In an effort to move, Calli found herself strapped to the table. A breath away from screaming bloody murder, Calli found a friendly face, Stan, her engineer mentor, and Stan tried to explain the last five weeks of work since Calli’s fall.

Stan explained that the crash had shattered the right side of her body. With the assistance of the a few engineers, a talented doctor, and an expert Snow Elf, the skilled crew managed to put Calli together, more or less. Her right leg and arm have been replaced with gears, levers, and steam mechanisms and brought to life with a touch of Snow Elf magic, turning the new limbs into magical constructs that respond at the speed of thought, just like a normal arm or leg would. The nasty dent in her head was repaired with an elaborate steel plate an engineer designed with the assistance of a mage. No one is exactly sure how Calli's brains stayed inside of her head during the operation… “But you kept breathing, so we figured you’d be okay,” Stan concluded with a smile as he unbuckled Calli from the operation table. “And here you are. Still breathing and okay.”

It's been two years since that event, and Calli loves mechanisms and gears more than ever. Aside from routine monthly checkups by the good doctor, Dr. McKiff, and the snow elf, Erenat Faire, Calli is a normal, half-metal beastkin, and she is more obsessed with steamworks than ever. Before the accident, steamworks and gears were just a hobby for Calli; now, it's her life. Anything that spouts steam or whirls with metallic power calls to Calli. She is driven to be the best engineer of all time (right after her cat nap, of course).
Hidden 10 yrs ago Post by VitaVitaAR
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@Art of Fun: Okay, I'm going to start with what I like about your bio. I like the idea of non-malevolent nercomancer and lich, to start with. There's nothing inherently evil about choosing a method of immortality that doesn't actually hurt anyone and there are applications of necromancy that are perfectly benevolent. I also think using an instructor at the Mage Academy could be pretty interesting.

That said, there are some problems. I'm going to start with pointing out that sapient undead would be immune to necromancy, at least insofar as controlling them goes. That's not so much of a problem though as much as something that needs pointing out. The problems are that, well... I guess this one is more a matter of opinion, but I'm not sure why becoming a lich would make such drastic alterations to your appearance. After all, wouldn't one of the advantages of being a lich be that your body doesn't change? I'd also think that if she didn't want to be seen as attached to the cult she'd probably try not to look so potentially evil. ^^;

As for the cult, I'm going to assume good faith and that they're not much more then any other criminal group, they're just doing it for reasons they believe are religious. That said, I really, really don't want any kind of central villainous group in this and I want to make sure that's not the intent. I also want to make sure they're not too powerful, as the Watch would actively be hunting them down any time they have a chance, though naturally it would be difficult given they hide in the catacombs.

@evilpooka: I'm sorry, but I think you're overestimating the technology in this setting a little bit. ^^; There is some steampunk, but it's mostly in airships and a small number of other things. I don't think it's advanced enough to do as much as you describe it doing. That said, it probably could be used to safely replace a limb, though it would need magical assistance so it doesn't harm the body it's attached to.
Hidden 10 yrs ago Post by Art of Fun
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Thanks for the feedback! But yeah, on the necromancy point, I can see why that's the case and agree entirely. When it came to controlling undead, I was going more for the mindless zombie/skeleton sorts in order to eliminate the issue of potentially controlling player character undead. Her appearance was mostly just me being unable to find a picture I really liked, I guess. I'll browse around some more and try and find something more appropriate.

I'll be sure to do my best to portray the cult that isn't in a way which frames them as a large threat. They're very much intended to be minor in the long run, but very persistent.
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There are plenty of mindless undead in the setting. Maybe necromancers are even employed to help make them easier to destroy? They are harmful when they appear after all. As for the picture, if all else fails I can try and help out.

I'm fine with the cult as long as they're minor and characters don't have to deal with them unless they want to. If anyone makes a watchmen it might even be neat to have criminal groups established.
Hidden 10 yrs ago Post by DELETED324324
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Name: Belroar "The Ghost" Fletcher
Age:24
Gender:Male
Race:Human
Appearance: Walking away with some loot
Profession: Theif (Works outside the thieves guild because guilds are for squares.)

Personality: Belroar is a foul and loud mouthed thief often suffering from the modern vices, women, drink, gambling you name it he's hooked on it. His loud mouthed opinion often gets him in trouble with guards and thugs a like but he always finds his way out of the problem, but there is one thing people can count on him for and that's his seriousness and skill at his job you ask him to steal something for you he will take it for a small sum of money, but he also does his own jobs stealing from whoever he pleases.

Equipment/Weapons:A club for knocking people out,Bow and quiver full of steel arrows,Falchion,smoke bombs and fire works

Abilities:Free running:As a thief Belroar has to move around from place to place he uses free running as a last resort though, Phase walking, Thievery: Belroar has been known to steal just about anything that isn't bolted down for the right price he's made it this far in the world alone so he has to have done something right.

Brief Backstory: Belroar was born in a village outside Karstberg he was left abandoned at some gods temple when he was born there,he spent a big part of his life, when he was old enough to learn they taught him how to be a cleric, but at twelve years of age he decided the cleric life wasn't for him and ran away, he made it to the city of Karstberg by himself and without any money or skills that could be useful (The only useful skill that was taught to him was how to read and write) he was left to begging on the streets.

It took a couple of months of begging and digging through trash cans for food before Belroar had enough. Eyeing a stall with food on it he ran for it taking some bread and cheese for himself, only to be intercepted by a couple of guards and held there, Belroar at that point had given up and accepted his fate of going to prison and his punishment, but then a miracle happened a smoke bomb went flying out of nowhere and the guards were knocked out. Giving Belroar his chance to get away, ducking into a alleyway and leaning against the wall bread and cheese gripped tightly against him Belroar let himself give out a sigh of relief.

Shortly after the scuffle Belroar heard something coming from a roof top and a black clad hooded figure landed in front of him and the figured revealed herself to be a thief for hire and she didn't appreciate Belroar stealing in her section of the city, Belroar figured he was about to die but he didn't feel anything about it he was ready to die his life was pathetic and miserable enough, so he steadied himself and stared the thief in the eyes not backing down when she saw this, she saw something of herself in Belroar and instead offered to teach him, Belroar accepted and threw himself into his studies as a thief under this woman he learned everything he knows now even, phase walking, after 4 years of teaching at age 19 Belroar was ready to go out on his own in the shadowy life of thievery.

Belroar became an accomplished thief in the few years he was running at it even making a name for himself as "The Ghost of Karstberg", or shortened down to "Ghost" this made him arrogant and cocky making him a bit of a loud mouth, while working outside of a guild didn't earn him as much money as he would of hoped he was happy to not be in one, with no rules to follow and no creed to hold him back Belroar was ready for the world.

Magic Name:Phase Walking
Magic Description::A magic taught to him from his mentor essentially allows him to go into another plane of existence that allows him to phase through walls and floors like a ghost but the longer he's in this the more his soul get's imprinted on the plane and if he stays to long even being stuck in the plane in this state he cannot touch or interact with anything in our plane, Belkoar can also encounter other beings and other people who can phase walk on this plane these beings are unknown but have different personality's some are benevolent while some are incredibly aggresive.
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VitaVitaAR said
@evilpooka: I'm sorry, but I think you're overestimating the technology in this setting a little bit. ^^; There is some steampunk, but it's mostly in airships and a small number of other things. I don't think it's advanced enough to do as much as you describe it doing. That said, it probably could be used to safely replace a limb, though it would need magical assistance so it doesn't harm the body it's attached to.


I can help with that. I'm currently in the process of writing up a new race and one of their strengths/discoveries is magical constructs, basically some soft steampunk with huge emphasis on magic.

If evilpooka would like to collaborate, I'm certain we can come up with something to please all parties.
Hidden 10 yrs ago Post by Art of Fun
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Art of Fun oh dear

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Appearance edited!
Hidden 10 yrs ago Post by PrimezTime
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Broken link.
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Okays, um, I'll get to the new bio in a bit. ^^;

For the moment...

@PrimezTime: If they want to work with you on their character, that's perfectly fine.

@Art of Fun: Oh hey Touko!

Anyway, um, my only thing of note is that necromancy should probably be a bit broader but I'm sure that can be assumed. Accepted.
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@Enalais: Okay, I'm sorry, but in its current state your bio isn't acceptable.

The personality is far, far too short and doesn't fill in very much about him. In addition, magic is meant to cover very specific types of magic. Necromancy, for example, is already pretty specific, as is summoning. Covering all of a type of elemental magic is far too broad and shuts out options for other people.

Also, I will point out that male worshippers of Reon are much, much less common then female worshippers of Reon. I'm not saying they don't exist, but there's much less of them.
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Name: Aron Aveldon
Age: 25
Gender: Male
Race: Human
Appearance: A Fine day for Hunt.
Profession: Hunter

Personality: Aron Is a competent hunter who has learned to stay composed during the hunting and not panic if prey is about to get away. He's quite sociable and doesn't show his feelings quite so easily, keeping them well hidden. He may seems like he acts for himself outwardly but deep down he means well for others. He has a habit of teasing other people and entertain them with his hunting stories.

Equipment/Weapons: Longbow, Iron sword, Iron arrows, poisons, hunting dagger, rope, Snare.

Abilities: With hunting several fast or large animals , he has learned to choose his path quickly and move and climb along tree's branches while stalking prey quietly or chasing.Skilled with using poison and bow to imobilize his target from distance or to simply slow down. Also knowing his way around the sword and knife just incase he has to fend off bandits or creatures in the forest. His Cooking skills are average but prefers to eat at taverns and inns, food cooked by others.

Brief Backstory: Aron was raised into Hunting career by his father ever since he was a child. His family lived outside city walls despite it's dangers, but great amount of game to hunt for earning a living. On his 21st birthday he moved into city for better access for wares for his parents. He has take a resident near Guild district and is offering his services for adventures as mercenary too.
Hidden 10 yrs ago Post by VitaVitaAR
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Accepted.
Hidden 10 yrs ago Post by DELETED324324
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just made a new CS couldn't think of anything.
Hidden 10 yrs ago Post by evilpooka
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VitaVitaAR said
.@evilpooka: I'm sorry, but I think you're overestimating the technology in this setting a little bit. ^^; There is some steampunk, but it's mostly in airships and a small number of other things. I don't think it's advanced enough to do as much as you describe it doing. That said, it probably could be used to safely replace a limb, though it would need magical assistance so it doesn't harm the body it's attached to.


Okay. I understand. I just assumed that the airships were wholly powered by steampunk technology. If it's more of a combination of tech and magic, I can understand where my character wouldn't quite fit.

PrimezTime said
I can help with that. I'm currently in the process of writing up a new race and one of their strengths/discoveries is magical constructs, basically some soft steampunk with huge emphasis on magic. If evilpooka would like to collaborate, I'm certain we can come up with something to please all parties.


Sure. :) Sounds like fun. I would love to hear your ideas on a new race that could fix my character concept dilemma.
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