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1001st cycle
The wind snaps the sails taunt as the ship continues to dip and rise upon the turbulent sea known as the Sippoin Sea. It was a rough night for the passengers on the Sea Trekker , but not the worst. In the month-and-a-week long journey they have seen worse; however the current storm was still was not too pleasant. In the end the storms will be worth it when they reach the Newland or as the natives call it Tor’tal.
In the ship’s main cabin was a group of travelers from a small port city in the Old Lands playing a card game called Quincy’s Bluff, which involved a lot of staring, the occasional death threat and allegations about cheating from the losers. As the last match came to the end the Elf, who a touch of the brain fever, was known as Nicholas, “But you could just call him Nick” spoke up,
“Wow that was… great, good match, so where is everyone from?” The group sighed collectively due to the fact that “Nick” has continually asked this question to everybody on the ship and he happens to be short minded. So one by one the future heroes began to retell their stories… again, because it was easier than trying to convince him that everybody has already done so.
Races
Human -As shortest living race in the world they didn't receive much respect and were enslaved by the Anubi in the 247th cycle. This has caused some strain on Anubi-Human relations obviously. Many races still treat them with disrespect. The creatures of mud originate from west of the Khmimend Empire.

Elf -The Elven Folk are probably most the tactful racial group in the world. They have long been at the top of the social food chain until quite recently when the Age of the Anvil came along at the turn of the millennia and the Dwarves took over the disintegrating Elven Empire and exiled the Fair Folk. This has made Tor’tal a great place for refugees! The fair folk began in the region of Khmimend.

Orc -Orcs are a rather ugly, green, and short lived species that have short tempers as well. They often serve in militaries or as mercenaries. While this doesn't mean they aren't smart, they definitely won’t discover a new form of arithmetic. One day cycles back this race came upon the shores of the Glass Bay in hordes never once talking about their homeland.

Dwarf -The current overlords of the known world with a little man complex. Honestly the megalomania was a huge reason for their successful upheaval of the Empire. As a people they are quite good with machines and they are a big reason for technological advances. The Dwarves, as a race, grew up with the Elves and created a sibling rivalry that has lasted throughout the ages.

Hornsman-The natives of Tor’tal, as their name dictates they do have a pair of ram horns upon their head. The natives have something others do not, the ability to cast magic, which have caused fear and distrust, and ethnic cleansings. They are also called warlocks, after the servants of the old gods.

Anubi-The canine-like race has left a big mark on history since they ruled from about 200 to 547. During that time they controlled a large empire and were rather cruel. This group, of sand and stone, rose from the Sidu Desert never looking back at what they did to survive.
The Guilds
The Legionnaires -The Legionnaires formed in the 300th cycle by the Anubi to serve as guardsmen in major cities and to enforce the stringent Anubi laws. Now-a-days they still act as guards, but they help the peasant folk with their issues and disputes. Since the settling of Tor’tal in the 824th cycle they have spread across the major settlements and are on the Dwarven Empire’s payroll. The Current General, in Tor’tal, is the dwarf, Garrius Stonearm.

The Ravashakirr -The Ravashakirr are a sect of warriors that originated from the Old Lands in times past. As the legend says the gods placed their blessing on these holy warriors to eradicate wickedness from the land. One doesn’t join this prestigious group, you are chosen. The warriors are strict and always abide by the Yllerian Code, a set of rules designed to give the Ravashakirr a goal. The Ravashakir is ruled by a council in the Old Lands

The Ailae -The Ailae is a family of thieves, the occasional killers, and a smatter of pickpockets. The Ailae is very different as compared to other guilds because it is ruled by two heads of the guild who each run a family, one is the Alaer the other is the Ailiac, this often lead to conflicting ideas and a splintering guild as a whole. The Elf Jonny runs the Alaer and twin Tommy runs the Ailiac. Currently they both reside in Tor’tal due to legal issues involving the theft of the jewels of the dwarven crown.

The Sorcerer’s Guild -This guild has been existed since the races have known about the process of Scinncraeft, conversing with spirits and making pacts with them, and it is the most feared of all of the guilds. The Sorcerer’s Guild has reluctantly allowed the Hornsmen into their prestigious guild, mostly due to pressure from the Empire. The Grand Sorcerer in Tor’tal is Maraman.
b]The Land of Tor’tal and Other Geographical Information [/b]

You may ask why Tor’tal has never been explored; well for hundreds of cycles the island was covered in thick fog that was unnavigatable until the one day when it dissipated and it existence was known to the old Elven rulers who colonized Tor’tal. Where the colonizers wanted to build they did, even if it meant the displacement of the natives. To be apart from society some of the Hornsman moved to the hidden places of the land, watching and planning to take the land back.

Summerhold-The northernmost and oldest colony is home to severe rainstorms and is often where immigrants flock to due to its proximity to the safe grip of the Empire. The city is run on a tight militaristic schedule and the surrounding villages are often filled with the poor. This is where the Legionnaires’ headquarters are.

Black Keep-This colony was named for the iconic Black Keep, which was built by ancient Hornsmen, and it is where the Sorcerer’s Guild lies, as well as the Ravashakirr’s outpost. The Sorcerers picked this location because the Black Keep attracts the spirits and is generally a magical hotspot. The Ravashakirr picked the location to keep an eye on the ambitious Sorcerer’s Guild. The colony is filled with the poor and some have shanties outside of the city walls.

Heartland -The breadbasket of the colonies is what the Heartland is often called. This area is where the land becomes less tropical and a bit more prairie-like. The actual colony of the Heartland is like a giant farmer’s market, filled with the earthy smells of bread and the metallic smell of animal blood.

Waywrit-The capital city of the colonies is surrounded by tall trees and to the east is the Eleven Peaks, a chain of mountains. It was picked as the capital due to its central location and it is a good stop for merchants making it one of the richest colonies. For those reason the Ailae picked this location to set up business.

Cliffhall-The colony of Cliffhall is located among the cliffs overlooking the colony of Waywrit. Only the hardiest or poorest people live here. Due to its high elevation and harsh landscape it requires food caravans every two months, despite that it the most valuable colony due to its Meil mines, the substance that the Black Hall is made of. It is theorized that is why the spirits flock there, even though when other buildings are constructed out of the mineral spirits seem to flee the area.

Ash View -The smallest of the colonies is Ash View. It is mainly a fishing colony and it situated on the steep shores. The fishermen who live there learned from the natives to create long lines and fish from the cliff. The chain of islands the colony overlooks is uninhabited or so they seem.
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Name: Jesús Martinez
Alias: El Salavador Loco
Gender: Male
Species: Human
Appearance: Appearance
-Weighs 200 lbs.
-6 foot tall
-Covered in various gang tattoos
Age: 26
Role: Commando
Equipment:
- Mark V Hybrid Armor
- Plasma Knife
-Plasma Rifle
-Cartage Pistol
Bio: Jesús Martinez grew up in the Sol System Alliance in the slums of the city New Rhome. His parents worked to the bone to feed Jesús and his brothers and sisters, but the meager food gave Martinez a hunger. Not for food, but for success, power, and for wealth; the easiest way to do this was to join a gang at 15.

For four years Jesús squandered his life and his life doing whatever the boss, "Huesos", and his cardinals asked, advancing in rank, until day he finally hit it big. Martinez and a group of other gang members were picked to assault a rival gang. When they arrived the crew and Jesús in particularly dispatched the crew with ease. Another year flew by full of fighting and death before Jesús was summoned to guard a squad to break into a warehouse and steal plasma knifes that were fresh from the factory. It turned out to be sting operation led by the local gang squad and he surrendered without a fight. At the trial he was faced with two opportunities prison, which would gain his respect, or join the Armed Forces, which would give him a better future. Regretfully he chose prison and there he became even more hardened to the world around him. On the day of his release four years later Jesús realized he no longer wanted to be part of the life anymore. So he walked out.

While every gang is different they all agree on one thing: blood in, blood out. For a year of his life he had to fight off various attacks both physical and mental, since he left his familia, his gang family that is, he lost all respect on the streets. One day he had enough, Martinez needed respect again and he had heard of a group called the Crimson Legion. Jesús tried joining straight up after a visit to the moon that houses New Rhome, Europa. He was denied, for not having enough experience. So Jesús walked away muttering under his breath about experience. For a while Martinez waited and listened, the group of mercenaries casually dropped word about their target, "Huesos". Jesús was astounded, but it made sense, "Huesos" wasn't a good guy. He straightened up and left the bar, from there he went directly to the old hideout where "Huesos" resided carrying only his Cartage Pistol and Plasma knife. Jesús rushed the front doors, killing the enforcers outside, with a few bullets and a knifing. He slashed and shot three more before they could reach their guns and he looted their corpses of ammo and a single grenade. Then Martinez ran through the warehouse hideout using the only tactic he knew. bum rushing, it was effective although he received a bullet wound or two. Soon a bloodstained Jesús Martinez arrived at the boss's door and knocked rather clichey before he whipped the grenade through the window and jumped back down to the first floor. As the explosion sounded he walked back up to what was left of the boss's room and opened the door to confirm his kill. Which, of course, killed him nobody expects a grenade to the window. After looting the office of money he walked down to first floor and waited as he thought, "How's this for experience." As a bewildered group of mercenaries arrived Jesús asked "So when do I get picked up?" and while the group was a little put off about a felon on the team, you can't forget about the mission that was accomplished by one man. When asked about his alias he told them his old gang name "El Salvador Loco" and from there adventures started.
I like writing and what's a better way to gain writing skills with more experienced writers. As a side note I have done this for about three years off-and-on, it was rough in the beginning, anyhow I'm actually quite happy to write again.
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