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    1. CreeXLR 11 yrs ago

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10 yrs ago
Current With all the politics and personal crap going on, decided to start a little safe haven for people fileld with salt and vinegar who still retain a sense of humor. facebook.com/SourKnights

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Heart of the Beast



Nobody knows where the titanic beasts known as Azuri came from, but one thing is for sure, they have always been there for as long as this world stood. The first races of the world lived in constant fear of the mighty beasts destroying their tiny lives, and it seemed that this balance would remain unchanged forever. One by one the ancient races perished, by the hand of time, the wrath of gods or the claws of the Beasts. Soon only the crafty Cauhri remained. Hidden in the darkness of the forests and the cold dampness of the caves they were destined to eventually meet the same fate as the one that had befallen the mighty Grato and majestic Fartrey races before them. Or so they thought, anyway. Nobody remembers how many thousands of years ago the first Beastmaster was born – a hero whose name is lost to time, who fought and tamed the first Great Beast. Soon other Beastmasters were born, and finally after an untold number of aeons the world seemingly calmed down.

Or did it?

Using the overwhelming strength of the titanic beasts the Cauhri Beastmasters soon conquered the entirety of the Karadun continent, taming the wild beasts and killing those too wild, eventually building an empire to rival the gods themselves. But great power bears great temptation. As centuries past, the Beastmasters have begun to see themselves as far superior to the normal Cauhri. Their armies and wealth grew at the expense of the lower classes. Eventually they decided that the entire world must belong to them. The eastern continent of Zengar did not stand much of a chance against the overwhelming power of the new Xelith Empire, and was swiftly conquered, despite its massive size. The few lucky enough to escape found their way to the tiny continent of Raveros in the west. Separated from the empire by a violent sea and having no beastmasters of its own it remained relatively safe.

Despite being unable to get their powerful land beasts across the sea, the Xelith Empire still continued to furiously assault Raveros using flying and sea born titans. Forced into an endless war, the kingdoms of Raveros banded together and built a great wall, which lined the entire continent on all sides. However the Empire, convinced of its divine right, never stopped trying to conquer the Walled Kingdom. That assault is still going on even now, a thousand years later.

Alas the wheels of fate have finally begun to grind down on the Empire.

As the war had reached its zenith and thousands of sky and sea born ships besieged the great Walls of Raveros each day, the Xelith Empire found itself fighting an ancient foe on the second front. Two years ago, in a small mountain mining village of Eriur a group of people appeared, wielding the talent of nullomancy for their own sake; and against the Empire. With great ferocity the group of merely five heroes had cut its way through Imperial garrisons and made it to the great city of Sayrn, in the heart of Zengar continent. There, concealed by the millions of inhabitants of all race and ilk, they patiently worked to build up strength and undermine the Empire. All who sought to root them out, be they soldier or marshal – were wiped out. To many in the imperial cities their adventures were but a laughable myth; after all none existed who could train them to such strength.

Well, they were wrong. There was one man. As inevitably as the wind, the news eventually reached the imperial palace – the fearsome group were led by none other than the King of Thieves himself. Arbos Xell – the genius nullomancer who once rivalled even the Emperor himself in power … and who died more than two hundred years ago. Alas it seemed his spirit was back, and was guiding those willing to oppose the Beastmasters’ regime.

Today, unnerved by the resurgence of his ancient nemesis, the Emperor himself authorizes a full scale relocation of troops into Zengar in order to combat the threat and maintain control. The greatest beastmasters of the Imperial Court are being summoned from their war across the ocean; their orders – to cross the Jaw Pass and exterminate Arbos and his disciples at all costs.
Meanwhile in Sayrn, the old spectre is preparing to leave the city and finally, after two years, go on the offensive. One final group of trainees is heading his way – recruited by his disciples from around the two continents. As soon as they are trained and ready – the new group would break through the blockade of Imperial Marshals and set out into the world, signalling the start of a new rebellion.

The year is 1249, and the time of Empire’s judgement is close at hand.




The World




The world of HotB is incredibly expansive and varied. A myriad of lesser races and mythical creatures co-exist in a careful equilibrium. No scholar has ever succeeded in recording all of them and as such, even to this day, new creatures and races are being discovered in the far ends of this massive planet. However the only major race remaining in the world is the Cauhri - humanoid people with dark skin and long ears, pointed back or downwards. Many millenia of survival through hiding in shadows and caves gave them an enhanced sense of hearing and ability to see in the dark. Though in these civilized times precious few have retained those talents. Their main strength however is their quick wit, and ability to adapt. it is thanks to that, that Cauhri are the only major race to have survived to this day. Cauhri have the most balanced affinity for Nullomancy out of all the races of the world.

The industry and lifestyle of the Cauhri revolves entirely around the utilization of Null Crystals, and is as such very different from our world. While on the surface it might appear that the world of HotB is that of a pre-industrial old world level, that is not entirely correct. The presence of null crystals removed the need for certain technologies to be invented or become widespread, such as for example electricity. As a result radio waves were never discovered either, and so on and so forth. On the other hand however, many creations that would be impossible even in modern times were created thanks to the crystals, such as perpetual engines and architectural creations possible only in our imagination. One of the shining examples of that is the great Magna Rail - the city sized train that constantly runs across the continents on an electro-magnetic storm, created by its infinite electricity engine.




The Empire



The Xelith Empire is the foremost authority in the world of HotB, flaunting an overwhelming military, industrial, artistic and technological advantage over their only rival - the Walled Kingdom of Raveros. However its reliance on old world standards of governance lead to it being largely corrupt. With any noble of note completely entangled in the endless war with Raveros, only the most slippery, lame or incapable royals remain on the mainland to govern the provinces. As a result many a decision are made with expected short-sightedness, often resulting in bloodshed. That, coupled with rampant nepotism lead to a brutal authoritarian regime that normal folk have to suffer under. Many rebellions were attempted, but the empire's complete monopoly on nullomancers means they were crushed swiftly and incredibly brutally.

The presence of gods in this worlds also means that the imperial city is incredibly fractured between different sects and chruches - something a skilled con man could potentially exploit as a way to hasten the fall of the golden seat. However one must bear in mind, that even the most slippery of nobles and the most devout of zealots still bear their allegiance to the emperor above any deities.

Within the empire Nullomancers are treated with utmost reverence. Those born into the noble houses of Karudun are given officer positions within the Xelith navy or join the Imperial Marshals. While those brought in from outside are given a choice between becoming housecarls for nobility, or apprenticing under a High Craftsman in order to learn to use nullomancy for the purposes of creation. Those who refuse or show signs of anti-imperial tendencies, however, are either banished to remote regions without training, or executed as an imperial risk.

While the Empire certainly commits a great many atrocities due to incompetent governance, many however still view it as a force for good - brining order, peace and industry to a world where nine times out of ten stepping off the paved road means getting eaten by a chimaera. Something any would-be rebel should perhaps keep in mind.




Null Crystals and Nullomancy




The main element of the world of HotB is undoubtedly the Null Crystals - special minerals with the unique ability to store and release virtually anything. From matter and sounds, to force effects and abstract mechanisms - anything can be stored in a null crystal, as long a set of rules are followed. Crystals range from the tiniest H grade dust, to the most common D grade 1x2cm and to the massive S grade 0.5x2m in size, with many of the most common sizes sold freely by crystal merchants.

All the world's appliances run on crystals - from the stove, to the music player, to the fridge. As such much of the commerce is built around collecting empty crystals and selling charged ones. For example in our world fridges run on electricity - while in the world of HotB they run on a frost crystal. And once the crystal ran out after a week or so - you would take it to a crystal merchant, pay a small amount of coin and exchange your empty crystal for a charged one. Same goes for everything else in the normal household.

Nullomancers are very special people, born with the magical ability to control and recharge null crystals using their own energy. A nullomancer would embed a charged crystal in their body, allowing for the charge to be used repeatedly, instead of running out. With the universal versatility of crystals and the infinite possible charges and combinations available the nullomancers range in power from skilled craftsmen who merely use their talent to create - to absolute godlike monsters who have found ways to extend their lifespan and attained destructive powers beyond those of lesser gods, such as the Emperor for example.

Crystals are incredibly hard and virtually indestructible unless using specialized equipment. Keep that in mind for when someone swings a sword at you - that crystal in your forearm will more than reliably bounce it off!

Below is the reading material pertaining to crystal mechanics and nullomancy, as well as links to several posts from the previous incarnation of this RP for you to see them all in action.





First time using nullomancy, and fighting a nullomancer. 8 posts

Everybody VS Arbos - Showing more advanced control techniques In Character




Pantheon




In the world of HotB gods are not a myth but an acute reality! In the center of the world map you will find a place called The Forbidden Isle - the giant island the size of Australia floating in the air, half a mile above the oceanic void. That place is this world's Olypmus and Valhalla in one. Hundreds of different deities live there, intermingling, scheming, messing around and keeping the world running. Gods of HotB very rarely physically appear in front of mortals - preferring to appear in dreams or as apparitions.

Only one man has ever gone to the Forbidden Isle and returned - I'll let you guess who it was on your own! ..Hint: It's Arbos.

Below is the list of currently written out deities! Pardon the different writing style - each player was welcome to submit their own deity to the pantheon, and this is merely a compilation. All of you are still welcome to come up with your own deities too, just please PM me first so I can make sure it doesn't clash with anything I've got planned!

WARNING: There's a shit ton of them, so feel free to skip anything outside the first 5 (I've put a separator in place for ease of it) - since they're integral to the main plot





Notable NPC's


These are the five original disciples of Arbos. At the start of the story you've been discovered as a nullomancer by one of them (depending on your geographic start point relative Sayrn) trained for two weeks in basics and then sent off to the big city to finish training under the spectre. (If you originate from Venoire mountains north of Sayrn - you were recruited by the rebels, since that area is now controlled by the resistance)














Character Sheet


Please note that the following template is only a guide, not a strict directive, so if you want to add something (or leave something out for some reason) it is your choice. I understand that for some people the character creation is the most interesting part so there is no length limit on any aspect of your character sheet. But if you write more than two paragraphs at 10 lines per point please put it under hider. Enjoy~

  • Name:
  • Gender:
  • Race: Cauhri by default, if you come up with your own race remember to keep it small - within the limit of a single city-state/tribe, no more than 10,000 specimens. Please PM me beforehand.
  • Age:
  • Origin: Geographically will decide who trained you prior to game start (details above in the NPC section) All points of origin will be added to the world map once everyone submitted their characters! :)
  • Personality:
  • Looks:
  • Affinity: If applicable, use the list of pre-made Gods and deities or come up with your own (preferable). As always don't forget to PM me about your deity beforehand.
  • Nullomancer: Yes/No
  • Special ability (if any):
  • Background:
  • Other:


I'll be looking for upper-casual lower-advanced level of posts, so 3-4 paragraphs or so, however if you want to have a conversation with someone IC it's perfectly acceptable to go shorter. Basically do whatever feels right, I'm not strict about it :) ...Though if you're completely shit and don't show any signs of improvement/don't respond to critique I reserve the right to kick you out with a god damn smile on my face.

Alright let's all have some fun! As usual feel free to PM me with any and all questions - I'm always happy to help! Please do let me note if I forgot anything or if you think something needs to be added in here!




Will there be radio towers?
ABout 70% done with the post but gotta run to work now - in the meantime do you guys want me to add a section about more advanced nullomancy techniques, or would you prefer to do that IC?
that's why I'll be able to do it - cause you won't consume every little bit of my attention ;)
Alrighty, with that we should have enough players to start :D I'll be making a proper thread with the extended info within the next day or two, but will have it up before christmas for sure. Don't work out the backstories yet unless you've read the first RP that was linked here earlier! Events of that rp will stay canon and be incorporated into the story of this one when i make the post! :) Other than that feel free to ask me any questions regarding race/nullomancy/setting/empire/technology/cool shit on here, through pm or Skype: creep921 :D

@LordK@Melo@Anndgrim@FantasyChic@White Iris@I Am Player 1@Rekaigan

aaand posted. A bit on the larger side - but I like to do detailed intro posts. Sorry took so long *off to bed*
"Oi, John, get yer ass over here! I found sum'ting!" - The thin, scrawny man cried as he struggled to pull on bits of the big pile of debris at the far end of the cavern.
"Aye? For fock's sake Pim, ther ain no nut'ing o'er there but trash!"
"Just shut yer yammerin' and get over here, I need a a light!"
John sighed, grabbed the rusty lantern and stood up from the campfire. He was a big man in his late thirties, with a club nose and a weary, weathered face. A cheap rusted over shortsword was tucked through the old mouldy rope he wore in place of a belt.

"Aye.. Billy ye watch the pot so soup don' boil out. I'mma go help tha' retarded brother a'yous." - John spat through his teeth to the burly cloaked man who was snoozing on the ground, lit the lantern with the ember from the fire and headed off towards Pim. This day was really going to the wolves. They hoped to find some good loot in the old ruins, but all they found was some scrap and a whole bunch of moulded over rock. And if that wasn't bad enough a blasted rain storm darkened the skies and trapped them in this wet hole of a cave. Tch, ah well. Better than trying to brave the Grey in the dark.

"Aye aye... whad'ya find ya twat?"
"Fock off! And Come come, get tha' light o'er here!" - Pim hissed and waved his hand. John sighed and raised the lantern. As dim as the light from the old thing was, it revealed what looked to be a half-collapsed archway that was further blocked by all kinds of junk blown into the cave by errant winds. A small opening could be seen past the rubble, so John Moved the lantern even closer to let the light in. The moment he did Pim screamed out in glory - inside, despite the thick layer of dust, shined a tall suit of exquisite armour.

"Would ya look at tha'! With tha' ting we's gonna be the best gang on this 'ere road! Haha! I knew tha' map to tis place was worth tha' coin!" - Pim rattled out triumphantly and began ripping at the rubble with renewed vigor.
"Nay, we's no trained to wer tha' kind of armour anyways. Bett'r sell th'ting ta some noble. Get some good coin an' leave tis hole fer good. B'sides, look, the's all kind o' baubles o'er there!" - John moved the lantern a bit revealing a complex menagerie of bronze levers, tubes and plates surrounding the armour.
"Yer'right! Wait up, I can reach one now, methinks!" - Pim scurried up the junk heap and stuck his arm in through the opening. After a few seconds of rummaging about his hand finally found an ornate bronze lever and grabbed on to it. - "Got it!" - Pim exclaimed and yanked on the lever as hard as he could...




Voices? Was that what he heard? Voices in the darkness. Guess the maintenance was over... But why? Why did something felt just so completely and terribly wrong?
With a reserved click the maintenance clamp detached and fell away and suddenly he could see again. Except there wasn't much to gaze at - darkness still surrounded him completely, with the exception of a small opening through which a dim light shone. It was unstable, jumping all over the place, as if coming from a hand held lantern... Yes, that's what it was. He could see two men on the other side. They were tearing at the edges of the darkness - making the opening larger. Perhaps soon it would large enough for him to get th- Him? Who's He? What was his name? What was going on...

The light jumped again and for a brief moment it touched his arm. It was for but a fleeting instant, yet it was enough to make out four letters carved into the steel: Ares.

As soon as He read that word the dim light of the lantern turned blindingly bright. So bright it engulfed the whole world in a sea of white. And out of that white, like an unrelenting mountain stream, in flooded the people, the towns and the hills. Leaf by leaf every tree took its place; brick by brick - every house took its. Note by note the music flowed into his mind. The brass of victory and the choirs of triumph. The golden light of the sun shining high above his town - bathing all in it's warmth. the faces of children and the voice of the Precept... and with that Ares remembered.

With a moan of ageing metal Ares ripped himself free of the remaining restraints and struck out at the darkness that bound him. The force of Ares's kick blew the barricade of rubble away as if it were made of straw, taking the two vagabonds with it. For the first time in a thousand years, Ares stepped out of the shadow of his maintenance room, his metal skin, now free of dust, burning in the campfire's light. Three people jumped up and were circling him, their mouths opening as they talked to one another with terrified expressions. Seems his hearing was not back yet. Let's see if his voice was...

"Filthy scoundrels! The Precepts chambers are off limits to your ilk! Leave at once!" - Ares's voice boomed throughout the cavern. Good, at least he still had that.
The men shouted something to eachother then one of them threw down his lantern, drew his sword high and rushed at Ares
"SO BE IT BANDIT SCUM!" - Ares roared and raised his arm to block the strike. The cheap, rusted metal of the sword cried out in a thin voice and snapped in half on the warforged's forearm. The man stumbled back, shocked. Ares threw a quick glance at the other men - on was entangled in trying to load a sling with some stones off the ground, while the other was fumbling with his cloak, drawing a heavy blacksmith's hammer. Without hesitating Ares stepped in, grabbing the dazed swordsman and raising him in the air high above his head.
"YOU SHOULD'VE LEFT WHEN I TOLD YOU!" - Ares gave one last shout and hurled the swordsman with full strength at the thin man with teh slinghshot. The two men collided and went tumbling into the opposite wall with a meaty sound of cracking bone.

By this point the last man finally got the upper hand on his cloak and drew the hammer - rushing at Ares with a twisted expression on his face. For a moment everything seemed to slow down as Ares examined the man. He was big, for a human. the way his muscles were developed and the way he held that hammer... a Blacksmith it seems. Means he's not used to wielding it in combat... good.
As the third man swung down Ares sidestepped him, coming up on his side. No matter how much muscle one has - a human always has a great weakness. Ares's steel fist struck out with well practised speed - hitting the blacksmith squarely in the jaw. Again there was a sound of bone shattering and the burly man went down.

Ares was now the only one left standing in the cavern. Slowly he walked to its entrance and looked out on the forest that lay before him. Only an occasional rough cut stone overgrown with moss showed any signs of a city that once stood there. Even the steps he used to guard were gone. Inch by inch dread and confusion began overtaking Ares. What could have happened? Just how long was he shut down? He promised the children to continue his story today. Are they... still- Wait. Ares's eyes pierced through the darkness and caught a thin clearing running through the trees - must be a road. He turned around to look at the bandits once more. Little to no clothes. No provisions. Light weaponry. They wouldn't dare go far from civilization so ill prepared. Someone must be near.

Setting his mind firmly, Ares relieved the balcksmith's limp body of his cloak and put it over his shoulders. Seeing no knife in sight, he then picked up the broken sword and used it to crudely slash out a long strip of fabric from the man's pants and tied it several times around his waist like a sash. Gods, I hope this cloth won't smell as bad as they looked. Next - the lantern; glass was mostly broken and it was extinguished, but there was still some oil inside. Good, he might need that eventually. Ares hooked the lantern to his sash, and slid the broken sword in as well beside it. Lastly he picked up the blacksmith's heavy hammer and tucked it in at his other side.

"Well. I'm as ready as I can be. Time to get some answers." - Ares spoke out softly to himself, before kicking the pot of bandits' soup over to put on the campfire and heading out into the blackness of the night.
Name: Ares
Age: N/A
Race: Warforged
As eons pass, stone, steel and man will wither and fade from existence, bound by the law eternal entropy. Alas, memory is no exception to that rule.

Not much remains in the old machine’s mind of the times long forgotten, but glimpses and flashes, and faces long gone. Before the Grey Tide, before Fallion, in times withered and gone him and his kind stood guard. Perhaps he was human once? A warrior that fell and was brought back as a machine? None are alive to answer that question. Only a word etched into his arm: Ares. So that was to be his name.

He remembers battles, the rush of air as his comrades and he formed the tip of the spear – clearing the way for their mortal allies. He remembers great victories filled with glory and the weight of corpses on his back he carried home from devastating losses. But most of all he remembers his town.

Ah yes, the town he guarded from the high steps of the Precept’s academy. The smiling faces of children that would dance about him as he would tell the stories of his long adventures. Their laughter as he easily lifted them into the air. Yes, what better way to retire than as guard in a small, peaceful town?
He was telling them a story of how he once fell off a ship and had to walk along the bottom to the shore, when the Precept called him inside. Some maintenance had to be done on the old joints. Kids tugged at him, pleading to continue the tale, but Precept’s orders are absolute. He remembers promising them to continue tomorrow, and then heading inside. And then he remembers waking up… alone, in a ruin, surrounded by thieves.
A thousand years had passed.
What was this place?
Who were these men?
The Precept?
The kids?...
Were these memories real? Were they truly his? Only one way to answer that - he had to continue his tale…

Appearance:



Ares is a 7ft tall 600 pound metal humanoid, built of steel, stone and materials beyond his knowledge. He once wore the garbs of an ancient city guard, but they turned to dust the moment he started moving. The only things he has with himself are those he took from the thieves that woke him: An old dusty cloak, a blacksmith’s hammer, a rusty sword broken in half and a shattered lantern filled with oil.

Personality: Ares might not remember who he was, but he is a warrior through and through. His outlook on life is seemingly naïve by Fallion standards: Evil never prevails for Justice and Honour will be his sword and shield to protect the innocent. He will not allow injustice to pass in any form and will leap into danger to save the innocent without a single moment’s hesitation, often falling prey to tricks and being taken advantage of by less than scrupulous individuals. He is a man of few words and tends to speak in slightly disjointed sentences, perhaps due to the damage to his memory; however that doesn’t mean he won’t join in an attempt to sing a cheerful song to raise the spirits of those around him. Even if he will most likely fail at it spectacularly. His dedication and determination are beyond words, though it must be said – so is his stubbornness. Ares is decidedly a man of a different era but, perhaps, that is exactly what these dark times need the most.

Skills:
Being a warforged comes with its own benefits: Ares is virtually invulnerable to light physical damage such as daggers, slashing strikes from swords or arrows. However a skilled swordsman or archer could exploit the gaps in his natural armour to deal massive damage or disable him. Heavy blows from blunt weapons can still break his limbs however, and armour piercing weapons such as crossbows and spiked mauls will punch through his metal skin, with the exception of his skull. He has two crystals inside him – one in his chest and one in his head. Destroying the chest crystal will render him immobile – while destroying the one in his head will kill him for good. Thankfully a solid steel skull makes that a difficult task to achieve.

As a warforged he cannot be healed, and any injuries dealt to him must be repaired by a highly skilled blacksmith, which could prove to be troublesome in the world of Fallion. Furthermore he is very vulnerable to elemental magic, electricity in particular will knock him out almost instantly.

As a veteran frontline warrior with the strength of a tank he is an extremely formidable close quarters fighter, particularly adept at using a warhammer and shield. However Warforged’s three clumsy fingers make feats of dexterity next to impossible – as such even tasks like shooting a bow or throwing a knife are beyond him. He’s an exclusively close combat fighter so your best bet would be to fight him from a distance. Plus his metal constitution and extreme weight make shoddy bridges and water his natural enemies.

@Kidd I've got another one of my crew eyeing this RP, so we should have enough to keep active.
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