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Kidd said
Shit shit shit, Darrow scares me. I don't think Corrine is going to last long. XD


Hes not all that bad, hes actually a teddy bear. A big, murderous, terrifying....Actually I see your point.
Again, that makes sense.
Name: Karnog the Unbound

Race: Orsimer

Age: 24

Appearance: A big, mean son of a dog. Karnog reaches 6'8 and about 212 pounds of pure, orcy rage and with a mug to match. By orc standards he would be considered handsome, but to everyone else he is intimidating, with a shaved head, large tusks and a pair of dark, piercing eyes. Other than that, Karnog is covered in scars from his countless battles.

Five major skills: Two handed Weapons, Unarmed, Heavy Armor, Forging, Speech craft (For intimidation)

Five minor skills: Medium Armor, One Handed Weapons, Staffs, Alchemy, Archery

Class name: Blood Rager

Birthsign: The Warrior

Brief history: Since the day he was born, Karnog has always been...special. He was born on the 8th of windfall, under the sign of the warrior, and with the death of his mother due to birth complications lead to all three criteria to be met. At that moment, Malacath himself blessed the wriggling babe with the power of the blood rage. Much like an orcs natural berserk rage, Karnog could strike with more force than any man and shrug off deadly blows, but his real gift kicks in once he is near deaths door and the ash pits are in sight. Karnog will violently reject his well earned prize and come back from the brink, stronger than ever. Surprisingly this isn't what put him in jail. After he had come of age, Karnog went on a journey with no real destination and one day accidentally killed a farmers chicken. Since he didn't have the coin to pay of the bounty, he was put into the jail house to wait out his sentence. It was here that the other inmates decided to mess with the new guy, one thing lead to another and faster than you can say deadra, Karnog was slapped with the crime of "Violent dismemberment with common household furniture" and was shipped off into the arena.
That makes sense.
This looks awesome, I'm gonna keep tabs on this while I make a character sheet. Any place specific I should post it or is this a good spot?
I'm pretty interested. Perhaps Wrath?
I'm thinking of having an Ogryn bone 'ead. Is that all right?
Waking up to a face full of fur was a normal occurrence in the Cava'Dom, or cave home. With a groan and a push, Darrow lifted Math'Ura's arm off of him and stood up, popping several joints in the process. With a lazy gait, Darrow walked through the twisting tunnels of the Cava'Dom, making lefts and rights in a pattern that only made sense to him. After several minutes of this he made his way to the hot spring located and the bottom of the maze of tunnels and began to strip down.

After the bath Darrow went into the "kitchen" which was mostly filled with salted meats and whatever other food that he could scavenge off of the soldiers. Settling with some seal meat and a couple biscuits, Darrow started get dressed to go outside and "acquire" some more supplies. Donning his armor and arming himself with his ancestral bone axes, Darrow left Math'Ura with a note written on the wall. Stepping outside of the Cava'Dom, Darrow took a deep breath through his nose and detected a foul stench towards the west. It was like a perfume or cologne, mixed with metal and a false sense of superiority. It was the smell of the soldiers of Alaman. As he had heard from other soldiers he had hunted before, The Rattler was on the prowl, and he wont leave without a body.
Name: Darrow "The Rattler" Greiv-Heart

Age:19

Gender: Male

Appearance: Incredibly large for his age, Darrow reaches up to 6'8 and has a body toned through years of fighting to survive. While in no way unattractive, Darrow won't win any beauty contest and in fact has scars all over his body. Most of these scars are form one battle or another but several were made intentionally by him, to honor his people. The first is a facial scar that labels him a griev heart, two symmetrical slashes that start just below each eye and ends just above the chin and outside the sides of the lips. His second totem scar is a bear paw on his chest, over the heart. This means that Darrow is the host of a bear guardian. Lastly is his warrior totem. These scars are on the back of each hand and look like stars. Darrow keeps his hair short, only about 2 inches and tries to shave regularly but he can't gain a true clean shave until he can get his hands on a decent razor. As a consequence he always has stubble of varying degrees.

Personality: Big, Tough, and alone. Darrow tries to keep up the image of a stoic barbarian, like his people, but years of living with only his guardian has left Darrow without much social interaction and barley knows the standard language of the kingdom, instead relying mostly on his native tongue. However as the last speaker of it, he is forced to learn the foreign tongue just to say hi. With all this isolation he does not know how to responsibly deal with emotions and is quick to act on them, sometimes leading to large regrets. Even so, Darrow is still warrior of the Greiv Hearts and will act and fight accordingly, which means fighting with the honor that the kingdom does not. With all this negativity comes some happiness however, Darrow loves his homeland and meeting new people, granted if they aren't trying to kill him. Other than that, the one thing he likes the most is painting the caves, telling the stories his people cannot.

Bio: Secret. Darrow was born to the Griev Heart warrior tribe located in the northern arctics. As all children born with a guardian, kingdom soldiers soon burst into the village and demanded that they hand over Darrow, however due to the influence of the kingdom just reaching the village the soldiers were not well liked to begin with and with this provocation Darrow's father slew the detachment of soldiers by himself. ln retaliation, when more soldiers came they burnt the village and killed every one. Everyone except Darrow himself and his father, who took him away once his mother died of birth complications. Since then, his father has trained him how to hunt and fight as a Griev Heart. To always feel sorrow for the loss of life but also rejoice, for you are either taking the soul to the all father or damning the unworthy into the Darsha, the sorrow crags. However, recently soldiers of the kingdom have set up a forward base in the north, to watch over the remaining tribes after the event which became to be known as the "Grief of the North Men" indecent. Soon after the base was set up, Darrow's father became ill and decided it was his time to join his brothers and sisters in the halls of the All Father, after leaving Darrow his ancestral axes, he left and fought with the soldiers, eventually dying. Since then, Darrow has been in a one man war against the soldiers stationed there, even having them nickname him "The Rattler" because of the bone armor he wears into battle.

Weapon of choice: Two ancestral bone axes. Said to have been made from the bones of an ancient beast, these axes may not be sharp, but they are able to break bones and coupled with Darrow's unnatural strength, are able to utterly pulverize bones and faces. He also carries with him several throwing spears.

Guardian CS

Name: Math'Ura, in the language of the kingdom it roughly translates to "Mother Bear.

Gender: Female

Type of Animal: A polar bear

Appearance: Like Darrow, Math'Ura is huge, reaching 6'7 on all fours and almost double that once she stands on her hind legs. She has no outstanding features besides a burst of blond fur on her forelocks and chest.

Personality: Math'Ura is, for all intents and purposes, a mama bear. She is fiercely protective of Darrow both from outside threats and from himself. Talking him out of doing more reckless attacks and calming him down when he gets agitated. She speaks with a motherly tone of voice and likes to nuzzle and cuddle, also she has a penchant for eating her enemies. However this all pales in comparison to her true purpose for Darrow, for sixteen years all Darrow knew was the harsh, but equally loving treatment of his father. When he finally trusted Math'Ura completely, Darrow found himself with a mother, something he didn't know he needed.
Nation Name: Katharsis
Flag: http://www.sacredwiki.org/images/thumb/e/ee/Flag_lizardmen_banner.png/97px-Flag_lizardmen_banner.png
Region on map: http://devons-fun-box.tumblr.com/day/2014/05/29/
Capital: Turoc
Capital Population: ~1,000,000
Other Major Settlements: N/A
Population: 4,500,000
Racial demographics: Citizenship is exclusively Lizard folk, but delegates, ambassadors and their retinue of defenders can be seen in the major cities: Magloc, religious grounds and Navloc, greatest exploration hub.

Social dynamics: As a whole: Cannibalism is not a taboo and is even part of religious practice to eat fallen enemies and comrades. Respect for the elder scales and distinguished lizard folk. Death is not highly feared. Theft of golden tablets and anyone tampering with the birthing pits will bring massive outrage and swift death for the perpetrators.

High Scales: The elite of the Lizard folk, They make up the priestesses and war chiefs of the nation. With that they take traditions and etiquette very seriously, and will feel the most outrage if a birthing pit is tampered with or if a golden scale tablet is stolen.

Low Scales: The bulk of the population, the low scales are the commoners of the Lizard Folk. Unlike other splinters of the line, the low scales are not very different from their high scale cousins and share many of the same sentiments.

Dusk Scales: A larger, more war specialized sub species of Lizard Folk, the dusk scales are the most primitive of the lizard folk and more likely to eat outsiders than the rest. Dusk scales respect physical strength more than anything and will generally act submissive to anyone they perceive as their greater. Will not hesitate to eat dead enemies or allies.

Wyrd Scales: Another specialized group of lizard folk. The wyrd scales are, as the name implies, weird. While the priestesses work the magic through their sigils and staffs, the wyrd scales channel it through their very bodies. As effective as it is, the strain on their bodies is tremendous and very few make it passed their first decade. Because of this, many are insane and what effects one may not effect the other.

Poison Scales: While the other lizard men pride themselves on strength and courage, the poison scales take pride in their stealth and poisons. Considered an asset by many of the high scales for their ability to look past their pride and do whatever it takes to get a job done, this sentiment ends with most of the other sub groups who think them cowardly and treacherous. While it is true that poison scales will run and lie to get out of a sticky situation, they would never betray one of their own and they take "No honor among thieves" as an insult.

Fashion: Mostly loin cloths and bone jewelry, but the more prestigious a lizard man gets, the more intracet his outfits become. Adding gold and jewels along the way.
Calendar: Fallow a sun/moon cycle, with 13 cycles equal to one year.
Art: Wall carvings, tablet scriptures, and dances.
Law: Due to a heavily ingrained sense of belonging in each caste, their is little crime. Most laws are aimed towards outsiders.
1. Do not tamper with birthing pits.
2. Do not steal Golden scale tablets.
3. Basic no theft, murder, and destruction of property.
Education: A hatching is taken from the birthing pit and put into a work caste, which teaches them what they will need to know for their future.
Lanuages: Ancient Lacerta, higher castes will know the common tongues.
Religious beliefs: The lizard folk believe in a single god and its children.
Suloc: Bringer of light and fire, when the earth was new and dark the lizard men were left blind. Once Suloc arrived he showed them the way of sight and fire. In thirteen days he taught the first high scales how to lead and gifted them with his children to greater teach them. Afterwards he became one with the sky and has been the sun ever since.

Melar: Eldest sun of Suloc, he taught the first high priestess how to commune with Suloc and use his power. Before he left he gave the Priestesses the Golden Scale tablet and added his blood to the birthing pits, creating the wyrd scales.

Frasta: The only daughter of Suloc, she taught the lizard folk the gift of dance for it not only pleased the lizard folk, but also Suloc himself.

Grimdoc: The youngest son of Suloc, he taught the lizard folk how to fight and craft, anything from weapons of war to great art, for destruction and creation are one side of the same coin. As he left he gave them the gift of the forge and added his blood to the birthing pits, giving rise to the dusk scales.

Yaraz: The shadow of the sun. Yaraz was not born of Suloc, but as he ascended from the land he did not need his shadow to watch over him and instead told it to watch the young lizard folk. As a lizard man dies, Yaraz will come for him and give his life light to the sun, in the process becoming one with Suloc. Many think that the poison scales came from Yaraz, but like him they were always there, watching and protecting.

Type of Government: Part aristocracy, but less from hereditary right and more for skill in that group. EX: the supreme war chief is a high scale who has distinguished himself as a better general than the others, but the other war chiefs act as advisers and field generals.
Influence and relations: While incredibly old as a society, they are just know spreading out and as a result hold little influence or relations.
Important People:
Supreme War Chief Grimloc
High Pristess Sunloc
Dark Talon Jasalis
Wyrd Wizard Muloc

Trading and tax: amongst themselves, there is a barter system but towards outsiders they use gold, which they have an over abundance of.
Major industries: War, mining and meat.
Major Associations: N/A
Currency: As stated above their is little actual currency, but when dealing with outsiders they usually give gold in its rawest form equal to what its worth.

Military -
Total army: 180,000
Low Scale warriors: 120,600
- 90,450 warriors
- 30,150 bowmen
Dusk Scale warriors: 59,400
War beasts: 120 Garloc, giant war beast native to the south of lizard folk territory. Used as troop transport.
240 Arlans, flying reptiles found in the mountains. Used as harassment units and message carriers.
60 Mortoks, Devastating land predators that can smash anything less than castle walls. Only true siege weapons they have.

Magic: Only used in the direst of situations a general can requisition a group of priestesses dedicated to the burning aspect of Suloc or if truly desperate, can order a coven of wyrd scales into battle. Which would bring much death to both sides.

Landscape: Marshy swamp land, full of bugs and deadly plant life.
Wildlife: Mostly reptilian, with bipedal Darlans and flighty Arlans making the majority of the lifestock found. However be wary of rouge Mortoks and Grimlocs. Very few can stand in their way.
Notable places: Sulocs Ascension. A large, burnt crater towards the south of Magloc. Holds religious meaning towards many lizard folk and pilgrimages are common.

History: History is not a priority for the lizard folk and so they do not record it.
Strengths: Larger than most other species. With low scales reaching anywhere between 6 to 7 feet and the dusk scales reaching 9 to 10. Resistance to many diseases. Consumption of corpses. Dulled pain receptors and natural armor. Long lived lives, with some of the oldest several centuries old.
Weaknesses: Slow birth rate. Weak martial armies, relying mostly on guerrilla tactics rather on full out war. Cold.

Name: Larcerna or Lizard folk
Classification: player controlled
Appearance
- High Scales: Tall, reaching anywhere between 8 to 9 feet in height, the scales of a high scale are bright colors leaning towards the red spectrum. Males will have in addition to horns, a plum of feathers that starts at the upper forehead and ends at the back of the neck. Females will also have these feathers but they will be larger and more vibrant and alluring.
- Low Scales: Tall, reaching between 6 to 7 feet, the scales of the low scales will typically be earthy, from browns to dull greens. The males will not have the plumage seen in the high scales nor the large horns, but it is not uncommon for them to have small horns
- Dusk Scales: Very tall, reaching 9 to 10 feet in height. These brutes are exclusively male, with large, broad, and muscled limbs. They are characterized by their dark, almost black scales and their growth of horns along the body, mostly centered down the back and tail, on the elbows, and in between the knuckles.
- Poison Scales: By far the most "normal" looking of the lizard folk, only reaching anywhere between 5 to 6 feet. they lack the digitirade legs of their brethren and the large scales, instead having smaller, finer scales that give the illusion of skin if looked at from a distance. Another oddity is that they lack the muzzle of their kind, only the fact that their eyes are more like reptiles than mammals, also the fact that they have no nose, but instead to slits where a nose should be. Because of these bodily differences from their more reptilian kinsmen, they are as good as the lizard folk will ever get to as a perfect spy.
-Wyrd Scales: No two wyrd scale is the same, with the erratic magic that courses through their very body changing them each differently. However there are two similarities shared by each. Firstly their is their color, each is a bright shade of blue with black crawling around at almost all times. Secondly there are two large pieces of bone that stick out of their backs, which is the focal point of their magic.
Shared traits: Males have horns, females do not. Digitirade legs. Long, thick tales. Sharp claws and teeth. reptile like mussels and eyes. The only real difference between genders is that females are more "human like" in general appearance. Which means that they are slender and short, even having paler skin then their male counterparts.
Natural abilities: Being reptiles they have much tougher skin then the softer mammals, giving them natural body armor. Since they live in a swamp, they have naturally gained a resistance to most diseases found on the planet. Thanks to their thick, powerful tales, the lizard folk are natural swimmers and can hold their breaths for at least 45 minutes if they stay still.

Lifespan: Every lizard folk below the high scales can grow to be about 128 years before old age takes them. However the high scales themselves can live several centuries and still be considered young.
Relations with other races: Fairly new, they haven't had much reason to hate or love any race besides its own. However they are still cautious of this new world.
History: Lizard folk do not keep history for they believe it a waste of time. What they know is passed down from generations of other, older lizard men. While they have been around for centuries, it is only now that they break their isolationist bonds and explore what the world has to offer.
Preferred occupations: Hunter, crafter, warrior, dancer.
Famous people: Current leaders.
Strengths: Above average strength and resistance to both damage and disease.
Weaknesses: Cold climates and crafty people, they haven't had to deal with liers and are not used to them.
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