A rather poorly designed OOC but an OOC none the less. Once we get several more applications in and I'm done working on my own sheet, I'll get started on the first IC post.
Sir Gormun Vlandt, Captain of 3rd Platoon of the Vigilants and 2nd in Command of Hightower
Character Summary
Name:Gormun Hectarious Vlandt Aliases:Stone Wall Age:42 Gender: Male
Appearance
Height:5β9 Weight:208lbs~ Build:Gormun is a muscular man though compact. He looks nothing like a bodybuilder but seemingly has the strength of one. Eyes:Blue Hair:Brown Skin Tone:Tanned white Tattoos/Scars/Piercings: None
Psychology
Loyal * Honest
Personality: Sir Gormun is a bold man who has always aimed to positions beyond the class he has been born into. Years of experience have hardened him to the world yet that has not made him unkind. Rather, Gormun seeks to help as many people as he can but knows the reality of the situation may limit how much help he can provide and how much damage it may cause to one person for choosing to help someone else. He has never been one to give up as is shown by his rise to a captain of the Vigilants.
History
History: Gormun Vlandt, born of Patricia Illimund and Corbin Vlandt, was the middle child of his family and due to inherit next to nothing from his Fatherβs blacksmith business. Though having shown signs of being a good salesman and, having been a key figure in the running of his Fatherβs business, Gormun didnβt want to live the life of a salesman. Instead, the young boy struck out at the age of 16 and moved to the city of Hightower where he joined the guards of the city, eventually gaining the confidence to enlist in the military of Aurelion. His early years of the military were rather lackluster, more focused on being an envoy between the captains of platoons rather than actual combat.
After years of running messages, carrying supplies, and watching over stalls for vendors, Gormun finally saw action during a raid from Havarth. Battle was shocking to him, hardly being able to stand his own against the seasoned warriors from Havarth. Despite losing fifty of the near two hundred soldiers left in Hightower, Aurelion hardly won the battle. The raiders had left with nearly all the stores of valuables, including furs, and only five dead. Gormun fell upon his ideals to help rebuild the damaged Hightower, working with the people of the city to build fortifications. He slowly worked up the ranks of his company until the day a Vigilant commander took over the city. He admired the man of power, even going so far to assume the manβs first name as his middle name, and joined the Vigilants. Since then, he has been working across the entire of the Hightower area and down into the territory of Rilla.
Extras
Character Quote: "By my hand and that of the my Lord, we shall protect and serve."
Lord Commander Arthur Vendam, Leader of the Vigilants and Lord of Nibben
Character Summary
Name:Arthur Wilhelm Vendam Aliases:The Valiant. Age:67 Gender: Male
Appearance
Height:5β11 Weight:224lbs~ Build:Arthur, despite his old age, is still very much muscular though he hasnβt seen combat in a long time. Eyes:Hazel Hair:Brown Skin Tone:Nordic white Tattoos/Scars/Piercings: None
Psychology
Loyal * Zealous
Personality:The cause of the Vigilants is what drives Arthur, it is what pushes him along the path he has gone through thus far. He devotes every waking hour he has to the ideals which he based the Vigilants off of, never straying from the past lest he be tempted by the darker ideals of his subordinates who fight for money and will kill if not paid. Always the optimist, Arthur has believed in the good of people and will fight for such a belief. To him, thieves can become normal citizens, murderers can fight for their people as much as they fight each other, and outcasts can integrate.
Yet, his illness has kept him in Nibben Castle since it struck him, leaving him bedridden or hardly able to walk without help at most. Though, that hasnβt stopped him from addressing his soldiers as well as he can. He fights against his illness to talk to the people, to give them hope, and to prove that nothing will stop him.
History
History:Arthur was born a noble, brought into the world with a constant silver spoon in his mouth. His mother coddled him, his father shut down his grandiose ideas of honor from the stories of Knights, and his own brothers pushed him around. He was given the teaching that any noble would have been; being shown how to read and write, how to ride a horse, and how to use a dagger to protect himself. But that life was not one he wanted to live. He wanted to be like the Knights of old, men who fought for honor and the good of the people. Arthur, despite his Fatherβs scolding and denial of him as an heir, joined up with a travelling few knights as a squire. He spent his first few years with them doing menial tasks, buckling on their armor for them and maintaining their equipment while doing physical training. It wasnβt until he was sixteen that he was even given the right to wield a sword in mock combat.
Years passed by, rather uneventful as they were even though he learned much from them, as the young Arthur was molded into a man by the knights he travelled with. His very world was changed by his decision has be became more in tune with the world and the way of the people around him. Combat with bandits had taught him quite a bit and fighting off raiders from Havarth had taught him even more. Then the cataclysm happened and his very world was torn apart. The monsters which came from the thin veil left torn open had brought the world into chaos. Arthur was lost at first, unsure what to do in his new world, until he saw the plight of the people who had been attacked by the monsters. Thus, the young Arthur struck out to establish the Vigilants with fellow soldiers looking to help the people. It took over a year to gather the forces necessary to fight off the monsters, but Arthur was diligent in his duty to bring them together. It was not until he heard of the death of his parents and siblings, the singular exception of this being his sister whom he had never met, at the hand of monsters that he gave the Vigilants his former home and now inherited castle as a base of operations.
Extras
Character Quote: "We fight for the people, to protect and serve for them, and die for them. It is our honour to fight against the monsters for them."
Scribe Darathor Howlin of DrΓΆneholm
Character Summary
Name: Darathor Magnus of House Howlin Aliases:The Scribe, Old Man Age:62 Gender:Male
Appearance
Height: 4β4 Weight: 206~lbs Build:Darathor is a stocky dwarf, a mixture of both muscle and fat. Though, in his case, mostly fat. Eyes:Grey Hair:Brown Skin Tone:Slightly tanned and dirty white. Tattoos/Scars/Piercings:None
Psychology
Know-it-all * Boisterous
Personality:Darathor is your typical dwarf, loud and lively with a love for women, mead, andβ¦ knowledge. Unlike other dwarves, Darathor hails from a family of scribes who have long kept the history of their people, the city of DrΓΆnholm, and the Surface. His love for knowledge is so vast and left so unsatiated that it has long been said that he, and by association those of his family, are said to lust for books more than women. Adventure had never tickled Darathorβs fancy, though the allure of knowledge was far too entrancing to let the idea of being attacked by a random bandit stop him.
Aurelious, Vinderfvall, Ishiak-Cour-Rath, the name of this land varies between the three kingdoms which inhabit it. To the far north, the proud warriors of Havarth rule a land of frost and ice. In the deep south, the mystical and reclusive traders of Cour-Rath strive to conquer a land of fire and dire heat. In between then are those of the line of Jain, the mages and warriors of Aurelion Empire who seek peace, knowledge and, above all else, wealth. Long have these kingdoms warred against each other, if one could call the small raids against each other wars that is. Yet, despite their differences, they have all lived in relative peace. That is, until the coming of the third era, the Runic Age as it has come to be called, when the cataclysmic event known simply as the Crossing happened.
As the skies darkened and the eclipse began on the eve of the third era, nobody knew that it would harold such darkness, such destruction of the world as they knew it. The land shook and split, plumes of blue flame rising from under and eventually subsiding as the crystalline structure of large purple monoliths rose from them. They stood there as if watching the very existence of the land, the lives of the people. Eventually, everybody grew use to them. That is when the sightings of beasts began. Horrifying amalgamations of what magic could make stumbled through the countrysides, swam in the seas, and flew through the skies like birds. Some were peaceful, seeking nothing but a home in the foreign lands, and others more violent seeking nothing but bloodshed and a fresh corpse to feed off of.
Years have gone by since then and fear has grown in the heart of commoners, their lives facing the potential end any day they venture out to harvest of tend theirs fields. Though their name varies, there are those who seek to help the commoners and have since become known as the Vigilants. Men and women from all over join, throwing themselves at monsters faster and stronger than they are with hopes of destroying them. Then, there are those who do it for the money. A small tithe to be paid for whoever can kill monsters for the Vigilants. Whoever you may be, the land is yours. Fight for the people, for wealth, or for glory. Travel the lands or learn the secrets of the monoliths. Make what you will of the world for it is yours to explore. But beware adventurer for out there are secrets that even the most weather of men and women donβt know and a storm is brewing.
The Aurelion Empire
Aurelion, the peacekeeper of Vindervall and home to the Vigilants. A land of golden wheat and emerald trees, of seas of azure and mountains of snow. The people of Aurelion are varied in sizes and shapes, though the majority of its population is humans. Aurelion is most known for the large standing army it has at all times, though it rarely is ever used for anything other than intimidation, as well as the architecture which makes it stand out from the landscape. Many citizens of Aurelion worship the singular god Jain, the being who created Vindervall for his children, the humans, and sacrificed his powers in order to stabilize the plane which it exists on.
Havarth
The frozen wastes of the northern lands are home to many strong men and women, born of the cold and hardened by the ice. These people are united under the banner of Havarth, though independent to the most part. The thanes rule over the man holds scattered across their lands and only answer to one authority higher than themselves, the High King. Many of the men and women of Havarth are equal in a sense, all trained to protect themselves. Havarthians are hunters, warriors, and fishers alike and are known for raiding the coast of Aurelion, though only during a season determined by both kings.
Cour-Rath
Cour-Rath, the jeweled kingdom of the desert and home to the most merchants and mages of all the countries. The land of golden sand is rich in deposits of gems and mines for gold and silver but has recently been struggling to deal with the beasts which disrupt their trade routes. As such, theyβve taken to hiring the local Gorgas in hopes of protecting their trade routes. Few know what lies beyond the deserts of Cour-Rath and fewer know how the Rathians had gotten there in the first place. All that is know is that Cour-Rath has put the most work into researching the monoliths so far.
The Vigilants
The Vigilants, established around twenty years after the Cataclysm, are an order of warriors and mages who protect and serve the people of Vindervall. Despite being established for the βGoodβ of the people, the Vigilants fight monsters for money more often than simply helping others. Many members of the Vigilants are former mercenaries looking for a favourable name to work under or simply bandits looking for a more steady flow of cash. Those who entered to be βheroesβ are an often forgotten minority and rarely are recognized in higher positions than a Captain. The higher ups of the Vigilants gather at the Castle of Niben twice a year.
The Followers of Vazim
The Followers are, for better or for worse, the leading researchers into the monoliths and monsters. It is unknown what drives the mages, which make up the majority of the followers, to research the monoliths though their more cult like status seems to bring about the belief that a man named Vazim has ordered them to do as such. How members are recruited are doubly unknown though many are seemingly taken from academies for magic or the Vigilants themselves.
Races
Races will be listed here as they are submitted. Races such as Humans, Elves, Dwarves, and Orcs are self explanatory and thus donβt need to be written.
The Gorgas
Appearance
Height: 9-18 ft Weight: 805-1,234 lbs Physical Description: The Gorgas are a massive race of humanoid reptiles closely resembling that of their draconic ancestors. It is debatable whether to consider them true dragons, regardless they have many similar traits. Gorgas are hulking figures and are easily mistaken for monsters. They have two feet and four arms, with the second pair being modified wings. They have a medium-length and flexible neck as well as a saurian, draconic head that varies with its shape and features such as a narrow or wide snout, a variety or lack of horns, frills, etc. Their scales are large and diamond shape or plate shape, and have a variety of scale colors such as blue, black, green, and red. However the scales on their chest and underneath their tail and arms are pale-white and soft. Additionally, they will often have a keratin barbed tail as a sort of biological spear. Their doesn't appear to be any sexual dimorphism between males and females.
The Gorgas, like their ancestors, have a natural affinity to fire. They cannot be burned by any degree of heat and can breath jets of flames from their mouth. Despite their size their wings are strong enough to support sustained flight. Their scales, except for the paler sections, are almost as durable as iron making their hide hard to damage. And as expected these creatures are savagely strong, the average adult could easily lift a boulder or bend a weakened iron blade with its jaws and teeth. Lastly, The Gorgas are age-wise immortal, as while they still age past maturity their has never been a recorded case of a Gorgas dying naturally. They also take a long time to mature, a Gorgas will not grow from adolescence into adult-hood until around a century, one of the many factors for the reason of their low population. While the average size is around 9 ft for adults, the eldest of Gorgas have been able to grow slowly and up to 18 ft.
History and Culture
History: The Gorgas have roamed mostly between the Cour-Rath and Jain territories, favoring the extreme heat temperatures as ideal to their cold-blooded ectotherm nature. They are to this day far more primitive then other races, living in nomadic tribes based upon family factions. The few that have settled areas have claimed volcanic peaks as their home. While they have been mostly reclusive, in modern times the Gorgas race is at the threat of near-extinction due to numerous factors of their past. Family feuds were strong between ties, leading them to engage in warfare with their own kind in brutal and tribal battles. Feuds often occurred over ill-manners, territorial behavior, and other primeval aggression. What would start for a minor insult between two tribes could easily turn into generations of warfare. A disease nicknamed Dragonsbane, a virus that only infects Gorgas and possibly other dragon related creatures has become widespread a few hundred years ago. This virus infects through contact, especially when blood is spilled, a common issue for the battle-loving Gorgas. The disease slowly drains their vitality and even their ability to breathe flames, until they eventually die of hypothermia-like symptoms and fatigue. Infected individuals will have much paler coloration in the scales and have difficulty in shedding their skin, as well as having glossy white eyes and having a weaker or non-existing fire breath. The disease usually kills a Gorgas between 2 to 5 years, and their is no known cure or treatment, especially due to their primitive understandings. Lastly, it is difficult for the Gorgas to grow into adulthood due to how long it takes, and they do not reproduce often despite their indefinitely long lifespans. Origins: It is uncertain of where they came from exactly, but they are without a doubt related to dragons in one way or another, if they are not actual dragons themselves. Their existence as been around even at the earliest known times of the kingdom's recorded history. The Gorgas do not record much of their history, so they themselves do not have a clear answer either. Culture: The Gorgas culture largely reflects that of a honorable warrior with family ties and equal respect. It is in their very nature, their instinct, to fight. However they despise violence without warrant, as well as any other dishonorable acts. The ideal Gorgas is one of true honor and courtesy that could rival a knight's code. Including but not limiting to, respecting other warriors, respect to the dead, respecting of family members as well as complete loyalty, fair duels and fights to settle disputes, etc. They do not fear death, but do not wish to fail their family name under any circumstances. While the Gorgas also enjoy precious metals and relics, they ostracize those that are greedy over it. Such treasures should be earned through honorable combat or a reward for their valiance, not from thievery or other similar circumstances. While there are plenty of Gorgas that have disobeyed and dissented from their family tribes, most still retain these Morales with valiance. Their religion is that of a dragon god, Kilgarrah, who they claim is their creator. Aside from paying homage through sacrifices of meats and metal, they are not religiously fervent. Aside from their monstrous appearance, the Gorgas are also viewed as monsters due to their cannibalistic tendencies. The Gorgas love the flesh of racial creatures, be it humans, orcs, or their own kin. Many Gorgas that defeat another in combat will often 'honor' their fallen foe by consuming the corpse, and making an effigy of whatever is left of that corpse, usually bone, to honor them. Like their draconic ancestors, The Gorgas seldom interact with other races. In the few instances that have, they have either reacted as savage hunters and warriors for the chance of tasting their flesh, or instead peaceful attempts of interaction and whatever diplomacy a small individual Gorgas Tribe could provide, with little success.
Places of Importance
The head of the Vigilants reside in the castle situated between the mountain ranges north of Emperorβs Retreat. Almost unassailable from the North and South, the positioning of the Castle is stated to have been one of the greatest decisions of the creator and current leader of the Vigilants, Arthur Wilhelm Vendam. Though the force of soldiers are very small at the castle, mostly being maintained by a small standing force of one thousand foot soldiers and a couple hundred mages, the Castle is often host to at least one full company of the Vigilants preparing defenses and maintaining the Castle for the Bi-annual meeting.
[color=6ecff6][i][center]Though we will not be rolling dice for feats, this will give a base line to run off of for your character. Max for any stat is 20, average is 10. You have 75 stat point to assign between the six stats. [/center][/i][/color]
[h3][b][i][color=6ecff6][center]Physical Attributes[/center][/color][/i][/b][/h3] [b][color=6ecff6]Height:[/color][/b] [b][color=6ecff6]Weight:[/color][/b] [b][color=6ecff6]Build:[/color][/b] [b][color=6ecff6]Eyes:[/color][/b] [b][color=6ecff6]Hair:[/color][/b] [b][color=6ecff6]Skin Tone:[/color][/b] [b][color=6ecff6]Tattoos/Scars/Piercings:[/color][/b] [b][color=6ecff6]Day To Day Attire:[/color][/b] [b][color=6ecff6]Strengths:[/color][/b] Max of 3[list][*][*][*][/list] [b][color=6ecff6]Weaknesses:[/color][/b] Minimal of 3[list][*][*][*][/list]
[b][color=6ecff6]Sexuality:[/color][/b] [b][color=6ecff6]Relationship Status:[/color][/b] [b][color=6ecff6]Personality:[/color][/b] Minimal 2 paragraphs [b][color=6ecff6]Habits:[/color][/b] Minimal 2 [list][*][*][/list] [b][color=6ecff6]Hobbies:[/color][/b] At least 1 [b][color=6ecff6]Fears:[/color][/b] 3 real fears that make your character unhinged [list][*][*][*][/list] [b][color=6ecff6]Likes:[/color][/b] 6 minimal[list][*][*][*][*][*][*][/list] [b][color=6ecff6]Dislikes:[/color][/b] 6 minimal[list][*][*][*][*][*][*][/list]
[h3][b][i][color=6ecff6][center]Skills[/center][/color][/i][/b][/h3] [color=6ecff6][i][center]A listing of skills, such as horseback riding, and natural abilities, such as night vision - this also includes any racial edges[/center][/i][/color]
[h3][b][i][color=6ecff6][center]Magic[/center][/color][/i][/b][/h3] [color=6ecff6][i][center]A listing of spells, their descriptions - casting times, elements needed to cast, expected damage, any draw packs to casting[/center][/i][/color] [list] [*] [b][color=6ecff6]Spell:[/color][/b] Description [*] [b][color=6ecff6]Spell:[/color][/b] Description [*] [b][color=6ecff6]Spell:[/color][/b] Description [*] [b][color=6ecff6]Spell:[/color][/b] Description [*] [b][color=6ecff6]Spell:[/color][/b] Description [*] [b][color=6ecff6]Spell:[/color][/b] Description [/list] [h3][b][i][color=6ecff6][center]Possessions[/center][/color][/i][/b][/h3]
[b][color=6ecff6]Possessions Generally On Person:[/color][/b] Clothing, coin purse, money, etc [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Weapons:[/color][/b] Personal weapons, no magically enhanced items [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Armor:[/color][/b] Base armor only, no magically enhanced items [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Animals:[/color][/b] Have a horse or bird? [list] [*] [b][color=6ecff6]Animal:[/color][/b] Description [/list] [b][color=6ecff6]Pack Contents:[/color][/b] What do you carry in you pack when traveling [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Magical Items:[/color][/b] [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Potions:[/color][/b] Premade or prepurchased potions [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list] [b][color=6ecff6]Creation Materials:[/color][/b] Anything used to brew potions or for alchemy [list] [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [*] [b][color=6ecff6]Item:[/color][/b] Description [/list]
[h3][b][i][color=6ecff6][center]History[/center][/color][/i][/b][/h3] [b][color=6ecff6]Parents:[/color][/b] Alive/Dead/Known/Relationship With? [b][color=6ecff6]Siblings:[/color][/b] Any/Birth Order/Relationship With? [b][color=6ecff6]Childhood:[/color][/b] Anything notable? [b][color=6ecff6]Adulthood:[/color][/b] Anything notable? [b][color=6ecff6]Special Moments:[/color][/b] Things that stick out in you characters mind most often [b][color=6ecff6]Current Events:[/color][/b] What brings you here? What were you most recently up to? What's a character like you doing in an rp like this?
[h3][b][i][color=6ecff6][center]Extras[/center][/color][/i][/b][/h3] [b][color=6ecff6]Character Quote:[/color][/b] Something they say a lot or live by [b][color=6ecff6]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=6ecff6]Aura Color:[/color][/b] Are they a fiery red that burns everything around them or a soft soothing blue? Or any other color for that matter. [b][color=6ecff6]Scent:[/color][/b] Hound just sniffed your clothing to track you, what would it smell like? [b][color=6ecff6]Anything Else:[/color][/b]
[h3][b][i][color=6ecff6][center]Appearance[/center][/color][/i][/b][/h3] [b][color=6ecff6]Height:[/color][/b] [b][color=6ecff6]Weight:[/color][/b] [b][color=6ecff6]Build:[/color][/b] [b][color=6ecff6]Eyes:[/color][/b] [b][color=6ecff6]Hair:[/color][/b] [b][color=6ecff6]Skin Tone:[/color][/b] [b][color=6ecff6]Tattoos/Scars/Piercings:[/color][/b] Only put what is visible with their current clothing on
[h3][b][i][color=6ecff6][center]History and Culture[/center][/color][/i][/b][/h3] [b][color=6ecff6]History:[/color][/b] [b][color=6ecff6]Origins:[/color][/b] [b][color=6ecff6]Culture:[/color][/b]
Rules for Making Characters: 1. Characters should be between the ages of 16 and 50. Why the low age and high age limitations you ask? Simple, this is a setting where the character's make their choice via their own experience. Those who are young will not be expected to be the best fighters and those who are old will be more veteran fighters for the Vigilants or more well versed in the world. 2. Character equipment should be logical. If your character was a former farmer's son, they aren't likely to have a full set of plate armor unless it is one given to them by the Vigilants. 3. Magic is limited to two types currently though extra types are up to discussion. The idea is to keep magic minimal as it is a skill that one both must be born with and learn over time to become better at. The types of magic are as follows: Runes and Elemental.
Runes are use for protection or setting up a perimeter. The longer a rune is active and the more runes which are active, the more strain it puts on the caster mentally. Most trained mages can manage close to 10 runes at one time though it puts strain on their focus and leaves them more prone to falling in physical combat.
Elemental magic is very simple in comparison to runic magic. Many mages are taught the basics of how to perform basic elemental magic for combat while rune magic is focused on to help the Vigilants and commoners. Those with training beyond basics can create fire from thin air, though not able to do as such with moist air or targets, and can even go as far as create barriers of stone. Elemental magic is not a constant drain on the focus of a caster but instead taps into their ability pull ether from the Void.
4. NPCs are not necessary but they make the world feel alive. Feel free to make them whenever you wish though they may not make an appearance in the RP until later if at all. The only exemption to this is when an NPC specifically travels with a PC.
5. The world map is as follows:
It is suggested to open in a new tab and zoom in so as to see the places better. A brief explanation is as follows. The south of the land is that of the Cour-Rathi, their capital is that of Ael Saharia. North and East of them are the Aurelions and their capital of Emperor's Retreat. To the far North and beyond many of the mountains are the Havarthians and their hold of Bear Hall. Plan accordingly if you character is from these regions for the humans, elves, and orcs vary in shapes and sizes accordingly. If you've read this far, put Vardenvall in the extras part of the CS.
6. All CSs are to be posted here, in the OOC(When it is done being made), or sent in a PM. If you need help with a CS, send me a PM or ask about it. Nearly everything about the world is open for discussion and character lor
Monsters
Any beast created by players will be placed here. If one wishes to create a monster, simply provide a description of the creature, a name, and a picture if needed. The description should include the size, feeding habits, fighting style, whether it is smart or not, and where it normally lives at.
Accepted, always loved characters whose morals are both good and evil in a way.
-Snip-
Acceppted, a well made character.
@Mag Lev Should firebreathing be considered a skill or magic ability since its a racial trait?
Since it is considered a racial trait, I'd say it is a skill.
@Mag LevHello! I just saw this and am very keen on hopping in. I'm going to assume that players have a degree of free reign in terms of their backstory and the places they come from. Say my character lived in one of the minuscule towns on the map, do I have the freedom to create the history, culture, demographic, etc. of that town?
Yeah, you've got freedom for pretty much designing the entire town.
It is a good character and would be accepted were it not for the 50 pounds of gold. If a single gold coin in this world weighs around about 1 ounce, give or take a few decimals, then he has over 900 gold coins. In this Vardenvall, he'd have enough money to buy whatever he needs for years. I'd suggest tuning down the amount of coins to around 100 and make most of it copper.
To explain, an average person would have 10 points in each area. They would thus be nothing special. Every point above 10 in one skill adds to how 'above average' they are. Essentially, if you put 10 points in each skill, you have 15 to advance your character even more in select skills.
Height: 9-18 ft Weight: 805-1,234 lbs Physical Description: The Gorgas are a massive race of humanoid reptiles closely resembling that of their draconic ancestors. It is debatable whether to consider them true dragons, regardless they have many similar traits. Gorgas are hulking figures and are easily mistaken for monsters. They have two feet and four arms, with the second pair being modified wings. They have a medium-length and flexible neck as well as a saurian, draconic head that varies with its shape and features such as a narrow or wide snout, a variety or lack of horns, frills, etc. Their scales are large and diamond shape or plate shape, and have a variety of scale colors such as blue, black, green, and red. However the scales on their chest and underneath their tail and arms are pale-white and soft. Additionally, they will often have a keratin barbed tail as a sort of biological spear. Their doesn't appear to be any sexual dimorphism between males and females.
The Gorgas, like their ancestors, have a natural affinity to fire. They cannot be burned by any degree of heat and can breath jets of flames from their mouth. Despite their size their wings are strong enough to support sustained flight. Their scales, except for the paler sections, are almost as durable as iron making their hide hard to damage. And as expected these creatures are savagely strong, the average adult could easily lift a boulder or bend a weakened iron blade with its jaws and teeth. Lastly, The Gorgas are age-wise immortal, as while they still age past maturity their has never been a recorded case of a Gorgas dying naturally. They also take a long time to mature, a Gorgas will not grow from adolescence into adult-hood until around a century, one of the many factors for the reason of their low population. While the average size is around 9 ft for adults, the eldest of Gorgas have been able to grow slowly and up to 18 ft.
History and Culture
History: The Gorgas have roamed mostly between the Cour-Rath and Jain territories, favoring the extreme heat temperatures as ideal to their cold-blooded ectotherm nature. They are to this day far more primitive then other races, living in nomadic tribes based upon family factions. The few that have settled areas have claimed volcanic peaks as their home. While they have been mostly reclusive, in modern times the Gorgas race is at the threat of near-extinction due to numerous factors of their past. Family feuds were strong between ties, leading them to engage in warfare with their own kind in brutal and tribal battles. Feuds often occurred over ill-manners, territorial behavior, and other primeval aggression. What would start for a minor insult between two tribes could easily turn into generations of warfare. A disease nicknamed Dragonsbane, a virus that only infects Gorgas and possibly other dragon related creatures has become widespread a few hundred years ago. This virus infects through contact, especially when blood is spilled, a common issue for the battle-loving Gorgas. The disease slowly drains their vitality and even their ability to breathe flames, until they eventually die of hypothermia-like symptoms and fatigue. Infected individuals will have much paler coloration in the scales and have difficulty in shedding their skin, as well as having glossy white eyes and having a weaker or non-existing fire breath. The disease usually kills a Gorgas between 2 to 5 years, and their is no known cure or treatment, especially due to their primitive understandings. Lastly, it is difficult for the Gorgas to grow into adulthood due to how long it takes, and they do not reproduce often despite their indefinitely long lifespans. Origins: It is uncertain of where they came from exactly, but they are without a doubt related to dragons in one way or another, if they are not actual dragons themselves. Their existence as been around even at the earliest known times of the kingdom's recorded history. The Gorgas do not record much of their history, so they themselves do not have a clear answer either. Culture: The Gorgas culture largely reflects that of a honorable warrior with family ties and equal respect. It is in their very nature, their instinct, to fight. However they despise violence without warrant, as well as any other dishonorable acts. The ideal Gorgas is one of true honor and courtesy that could rival a knight's code. Including but not limiting to, respecting other warriors, respect to the dead, respecting of family members as well as complete loyalty, fair duels and fights to settle disputes, etc. They do not fear death, but do not wish to fail their family name under any circumstances. While the Gorgas also enjoy precious metals and relics, they ostracize those that are greedy over it. Such treasures should be earned through honorable combat or a reward for their valiance, not from thievery or other similar circumstances. While there are plenty of Gorgas that have disobeyed and dissented from their family tribes, most still retain these Morales with valiance. Their religion is that of a dragon god, Kilgarrah, who they claim is their creator. Aside from paying homage through sacrifices of meats and metal, they are not religiously fervent. Aside from their monstrous appearance, the Gorgas are also viewed as monsters due to their cannibalistic tendencies. The Gorgas love the flesh of racial creatures, be it humans, orcs, or their own kin. Many Gorgas that defeat another in combat will often 'honor' their fallen foe by consuming the corpse, and making an effigy of whatever is left of that corpse, usually bone, to honor them. Like their draconic ancestors, The Gorgas seldom interact with other races. In the few instances that have, they have either reacted as savage hunters and warriors for the chance of tasting their flesh, or instead peaceful attempts of interaction and whatever diplomacy a small individual Gorgas Tribe could provide, with little success.
The sheet is good. A character from this race would be interesting to see, though they would face heavy persecution by any common person no matter their good work for destroying beasts. It'd also be more difficult for them to survive north of the Aurelion Empire due to their cold-blooded nature.
Regarding this @Mag Lev, I'll fill a full sheet if it's necessary but I feel like explaining every little tidbit of a character's life and personality leaves nothing to the imagination, and therefore kills a lot of suspense/tension when other players are dealing with him.
Let me know how lenient you are or aren't on this point.
Pretty lenient in fact, so long as one follows the basic outline of a character and fulfills the writing requirements there in, I'll take it into consideration when reviewing the sheets. Not everything needs to be filled out and some is more so for show than anything else really.