Avatar of Baklava
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  • Old Guild Username: FMAlchemist
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    1. Baklava 12 yrs ago

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Takin' a break.








eh



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@Crazy Doctor Seeing as I haven't said anything about closing the RP, imma gonna say yeah, it's still open.

@NanoFreakV2 No worries, dude. I appreciate the honesty! Best of luck to you!

To everyone else-- yes. The visions are sent out to everyone once the youngest elementos has turned 17.
Since I'm now at 12 people, I'll be creating the OOC soon. Most likely tomorrow or Friday.
Cool beans! Here's the interest check from the casual section- I've posted some extra information there:

roleplayerguild.com/topics/87209-high-..
@Zombehs I'll review your CS a bit more closely on my next break.

I've put together some information about the different locations in Coake. It's not quite finished and a bit rough, but it will be complete (and fully proof-read) soon. Just wanted to throw up what I have so you guys can work with it so please forgive me of any spelling errors:

Frel
A wealthy city located on the eastern peninsula of Coake, Frel has always been most known for it's nonsensical frippery. Nowadays, the people of Frel have somehow found a way to maintain their pride and pomposity in light of the kingdom's tragic circumstances. They have also enjoyed the luxury of being far away from the Realm of Spiritus Raptor and were one of the first cities to surrender when the attack began. In the end, this saved many lives within Frel, but because of this, many harbor contempt for the 'City of Glitter'. That being said, Frel has never been known for it's sturdy military. Jousting tournaments and other such competitions are often held there, but jousting and amazing displays of athletic skill do not always translate so well into bravery and valor in the thick of a bloody war. Nonetheless, this is just a stigma. Of course, not everyone in Frel is like that and despite it's laughable reputation, it's a lovely place to visit (if one can afford) and the only place one can purchase artifacts from other far away kingdoms.

Diedremere
A small, humble village at the base of the mountains, Diedremere is inhabited mostly by farmers, hunters, and miners who make their living by selling their goods to Jeorva and Frel. There is not very much to be said about Diedremere nor the people that live there-- and that's just fine with them.

Inisad
A boggling frustration for many, the name of the island is Inisad, as well as the name of it's capital (if you could call a small stick hut village a capital). The islanders of Inisad seem almost like they're in a world of their own with strange customs and ways of speaking in spite of many past efforts to colonize and 'refine' their way of living. They pay homage to Laureleen, the Goddess of the Aisle who they claim is responsible for cleansing the waters that allow safe passage the mainland to the north, east, and west. They are a people with a deep love and respect for the land.

Jeorva
A wealthy trading town (though not nearly as wealthy as Frel). Jeorva is most known for it's college, sculpting some of the brightest minds in Coake. Jeorva, being located on the trade route to Frel, has always acted as the last stop for many traveling merchants delivering their wares.

Jeorvo
The brother town of Jeorva. The story goes that two wealthy twins set off to seek their fortunes hundreds of years ago and decided to make a competition out of who could found the greatest town. Jeorvo came out as the butt of that joke. Jeorvo is a wealthy fishing town, but instead of cultivating a happy, balanced economy, the wealthy are ridiculously wealthy and the poor are ridiculously poor. The war only made matters worse as the wealthy fled to Frel with their riches and wagons for safety-- leaving the peasants to fend for themselves. Many peasants live in indenturement to the wealthy citizens of the town. The crime rate is also deplorably high.

Periset
A desert fortress inhabited by a sturdy people who are well adapted to the harsh climate in which they live. (more information to come, but for now... think Gerudo Fortress with an equal balance of males and females)

Vevian
Once known for it's magnificent church and for being the starting point of all pilgrimages up into the Wisdom Mountains, Vevian is now a broken city. It sits precariously close to the Realm of Spiritus Raptor and is plagued by frequent visits from orcs and goblins from the sorcerer and sorceress' army. They steal, murder, and rape and the citizens of the town suffer a great deal because of it. Many have tried to leave, but the safe passages through the mountains are all guarded by military outposts occupied with soldiers who would just as soon play a game of darts with their corpses than allow them safe passage. Those who try to avoid the outposts are often rumored to fall victim to the monsters of the mountain.

Xaviar
Once known as the Pearl of King Antony's kingdom, Xaviar's sturdy walls withstood the onslaught of attacks from the evil sorcerer and sorceress during the war-- but, alas-- the inhabitants did not. It is now a haunting place with tall castle walls scorched with dragon fire and the silhouettes of dead of men. Bones and blood litter the grounds. It is the ultimate symbol of how utterly defeated the kingdom of man had been. The few survivors from Xavier escaped to Vevian. Some were rumored to have escaped to the Desert of the Lost, but it is believed that those refugees perished before they ever reached Periset.

The Crimson Sea
Also known as The Shortcut to Death, the Crimson Sea is overflowing with sea monsters of every variety. It envelopes the entire south eastern quadrant, settling just south of Inisad. Not even the sorcerer or sorceress, nor their armies, would dare cross it. (This will be added to the map with the creation of the OOC)

The Wisdom Mountains
Before the war, monks often began their pilgrimage in Vevian, traveling up into the mountains and meditating at the monastery beside the small lake. Very few still make the journey, as they have to get past the military outposts that now obstruct the safe passages up into the mountains. Without the safety of the path, many travelers risk encountering dangerous beasts. Exactly what kind of beasts inhabit the mountains remains a mystery. Very few who encounter such monsters live to tell the tale and survivors are rarely sane.

The Desert of the Lost
The Desert of No Return, the Desert of Death, the Desert of Bones-- it is known by many names throughout Coake, but there one thing about the desert that all citizens of Coake are in agreement about. One does not venture into that desert unless one wants to die.

The Realm of Spiritus Raptor
(More information to come...)
@McHaggis I'll try to reword it so it's a little more clear, but yes. As soon as any one of them turned 17, they're powers kicked in. This is mainly to add some diversity of skill amongst the group. Obviously, the older the character the more experienced they are with their abilities and vice versa.
@McHaggis Very good! Although I can't help but notice there wasn't very much mentioning of him discovering his powers. With him being 25 years old, he has had complete access to his first set of abilities for about 9 years now.

To everyone else, please do not feel rushed or shy about posting your character sheets here. The auditions have not officially started, so now is your chance to throw up a rough draft and ask any questions you may have.
So in other words, I'm going to keep getting this song stuck in my head. It's not really a song you sing unless you're 5 years old. It's one of those songs that apply to only two situations-- preschool or a horror film.
You can post it here for now.
Is "Avveel" pronounced "Ah-veeel" or "Ah-vehl"? I'm suddenly coming to terms with the fact that I've probably been mispronouncing it in my head the whole and it's resulted in me getting the tune for "The Farmer in the Dell" stuck in my head every time I read the title.

"Silent Shadows" by Andreas Rocha


During a time of dragons and monsters, a great evil has consumed the land. An evil sorcerer and sorceress have dominated the country with their massive army of orcs, goblins, and other such bloodthirsty races. Prophecies made by the woodland elves had foretold of such impending chaos centuries before the good King Antony and his only son were slain not but 60 years ago. Their race completely disappeared shortly before the kingdom's fall. However, after years of silence, the elves have been made aware of a new divination, bringing them hope and a reason to resurface in secrecy. Seven humans will be born-- each with a unique gift or talent from the Gods. By forming together and using their powers against the evil sorcerer and sorceress, they shall defeat them and restore the Kingdom to peace.

After patiently biding their time until each of the chosen humans had been born and passed age 17 (at which time their powers will awaken), the elves sent visions to each human using magic. The visions beckoned them to meet in the city of Jeorva, a wealthy merchant town that is far from the Realm of Spritus Raptor, where the evil king and queen abide in the old King's castle, surrounded by their armies and those who have pledged their allegiance.

The world has become a dark place in the presence of such tyranny. Words of good conquering evil and retribution for what's been done are either jokes or the words of mad men. Of course, after 60 years of uncontested rule, coupled with how quickly the kingdom fell after the wicked pair began their conquest, it isn't very hard to see why such a thing as 'hope' would be considered silly at this point. Nonetheless, that is exactly what the vision represents as it whistles through trees, over lakes, and slips silently into the dreams of seven individuals who are fated to save the kingdom of Coake from the unforgiving grasp of corruption once and for all.



The Seven Elementos

Fire/Heat
Has the ability to manipulate flame. Eventually gains the ability to produce their own heat for flame so they donโ€™t have to have it provided by some other source.

Water/Ice
Has the ability to manipulate water. Eventually, gains the ability to freeze water and other numerous objects using water.

Earth/Stone
Has the ability to shift dirt, small rocks, soil, sand, etc. Eventually gains the ability to manipulate large and heavy boulders and other large portions of stone.

Animals/Plants
Has the ability to communicate with mammals, reptiles, and birds. Eventually gains the ability to manipulate plants. (Human's appearance may come with some animal-like qualities)

Wind/Weather
Has the ability to manipulate wind currents. Eventually gains the ability to summon or dispel powerful storms.

Light/Teleportation
Has the ability to heal wounds and create force fields. Eventually gains the ability to teleport over short distances (2 mile radius).

Darkness/Mind Reading
Has the ability to summon powerful weapons from shadows. Such weapons can be wielded by the summoner only. Eventually gains the ability to read the minds of others based on their mental strength (not animals).

*note* The second power, marked by โ€œEventuallyโ€, will eventually be given to all of them. Players will wait until I notify them when it will be appropriate for the character to advance (although I am open to requests and suggestions should the player see an opportune moment for such character development). It will most likely happen during a point in time when they really need it.









Hello, folks! The stars have aligned and I have decided it is time to get my GM cap back on. This is a roleplay with a fairly simple premise. The world is in peril, seven chosen heroes, yatta yatta yatta. I tend to favor simple beginnings, but don't get too comfortable. This will not be your typical light-hearted fairy tale. There is a lot at stake here. Villages are being slaughtered and armies are rising up to vanquish the evil rulers of the land-- and not all of them possess the most noble of causes. This isn't the darkest fantasy RP you could possibly join, but there will be some heavy topics being addressed along the way. Just as a heads up.

Auditions will be held for the 7 roles. Please keep in mind that with roleplays such as these it is crucial that I accrue a group of players who understand the concept of the word 'commitment'. I am flexible and can be very accommodating, but communication is key. Life happens sometimes, but there are few excuses for not being able to shoot me a quick message before you afk. I plan to keep this ball rolling once it gets started and I won't allow anyone to ruin everyone's hard work with made up excuses. If you are not a player who prefers to see roleplays through until the end or communicate to the group if you need to take an extended leave of absence, you are welcome highly encouraged to get the hell out of this thread.

Please let me know if you have any questions. I am open to suggestions as well!





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