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Conquest: Heroes of Arcadia

Kamotz

God of Monsters
Conquest: Heroes of Arcadia
(rated PG-13)

In ancient times, monsters and nightmares ruled the continent of Arcadia. Humanity was stamped down, forced to fight tooth and nail just to survive, or succumb to the darkness and become monsters themselves. Were it not for the heroes humanity might not have prevailed over the darkness, but through their efforts - their determination, hope, and sheer force of will - they were able to turn back the tide and light the way for humanity to thrive across Arcadia.

The continent of Arcadia has been ruled by kings and warlords for hundreds of years. The nobility prospered in this era; using the pretense of "preventing war" to grow in wealth and power, enforcing their will upon the lower classes through private armies and political pressure. Dissenters, and any who spoke out against their oppressive rule, were dealt with swiftly and mercilessly.

The people suffering most were those in the kingdom of Halcyon; ruled over by King Gerard Morgenstern and a noble class drunk with power. Seeking to right the wrongs caused by his father's crass indifference, the king's disgraced bastard son - Ryder Falkenrath - set forward to overthrow his father's reign. Because of his low-born status, he was looked down upon and despised by his siblings and father. It gave him a very different perspective on the suffering of the people in his kingdom.

He used his birth privilege to enroll in the Halcyon Special Military Academy, during which time he was conscripted to engage in conflicts along Halcyon's border. In a particularly brutal encounter that saw most of his Academy class wiped out, Ryder held the line and led the survivors to victory. Credited with protecting the nation, Ryder was named Hero of Halcyon.

Ryder used this new position and status to begin recruiting close friends and loyalists who shared his ideals. With the backing of a few devoted patrons, he finally made his move and led a revolution against his father, later ascending to the throne. And thus began the reign of the Hero King of Halcyon.

Ryder's ascension caused shockwaves throughout the Seven Kingdoms. Across the continent, the nobility began fearing for their positions; if Halcyon's king was willing to reduce the power and privilege of the nobility, what would happen if their own people attempted to do the same? The Empire of Acheron, desperate to stop Ryder's reforms from taking hold within its own borders, and perceiving weakness in Halcyon, staged an attack, but Ryder's leadership and skill in commanding battle led to Acheron's quick defeat.

The furious Ryder set forth and called together the lords of the Seven Kingdoms. Chastising them for their blatant disregard for their people and their seeming eagerness for further bloodshed, he proposed an armistice; one where nations would cease fighting over land and resources and instead work together to raise the standard of living for all their people; where nations need not fear one another but would instead look forward to mutually beneficial cooperation and dialogue. He finally convinced the ruling noble classes that the wars were being fought at too great a cost. Swayed by Ryder's impassioned speech and backed by the cooler heads in the room, the lords signed the Grand Arcadian Treaty. They ended the conflict almost overnight, instituting the "Great Peace."

But peace is easier to win than it is to maintain. Behind the scenes in Halcyon nobles plot against Ryder to regain their power; and in neighboring kingdoms the nobility fears that what happened in Halcyon could happen to them, too. Increased pressure from within and beyond Halcyon’s borders has pushed Ryder to search for more effective ways to maintain the peace. To this end he has tasked his knight and royal guard, Erika Valke, with forming a task group to track down the ancient relics of heroes past to ensure that war never again threatens the entire continent.


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The Seven Kingdoms:

Halcyon Empire - the (current) home of our characters. Located along the southern tip of Arcadia, Halcyon is ruled by the Hero King, Ryder Falkenrath. The empire has recently begun a series of sweeping reforms to improve the lives and living conditions of its populace - not just the nobility. Halcyon is the country of Arcadia where the common people remains strong and safe, sheltered behind Ryder’s leadership from the high walls of Thraben, the largest city of the country.
God’s Eye - a watchtower located atop the highest peak in Halcyon, the surrounding mountainside is highly fortified, allowing the nation to retain tactical superiority over the area. The tower at God’s Eye contains many enchanted rooms, allowing sentries to see miles in all directions.
Krosa - a forest region on the continent Otaria. It is home to various species of large animals, as well as numerous clans of shamans. Halcyon legend also tells of fantastic beasts that inhabit the darker depths of the forests.
Pendelhaven - an ancient city located on an island off the coast of mainland Arcadia. Pendelhaven was captured by Halcyon in a war with Albica. The populace is still split on the issue, with riots calls for secession a common occurrence.
Thune - an old city and religious capital of the empire. Thune is a gathering place for clerics the world over. In Thune, advokists are trained in the mystical arts of banishment and detainment.

Acheron Empire - the historical rival of Halcyon, Acheron is located along the eastern edge of Arcadia. Its capital, Paliano, is located high in the mountains, which serve as shield between its holdings and the rest of Arcadia. The Acherons are half-mythical even within their own time. They are known to be the most feared warriors of Arcadia. They have lived and died by the sword in the name of countless kings, hardening their armies generation after generation by fostering a culture that revolves around perfecting the body and the mind for combat.
Akoum - a city at the head of a river. The surrounding area is a mountainous region where magma glows from crevasses in the earth. Gases occasionally spew from the ground, and around these vents, bizarre trees and plant life have arisen in pockets of weird biome. The region is plagued by geological instability, causing magma geysers to erupt unexpectedly and shards of rock to rain down unexpectedly.
Emeria - The shattered remains of a sky-castle. Acherons believe it was once the home of the goddess of the sky. When the castle was destroyed in a cataclysmic upheaval, the enchantment that protected it was dispelled, and the shattered remnants plummeted from the heavens.
Oran Rief - A gigantic, twisted, ever-expanding twisted reef-rock forest, occupying most of the interior of Acheron.
Stensia - Stensia is where the Acheron nobles under their imperial progenitor, established their ancestral manor and their center of commerce outside of Paliano. Although the progenitor is long dead, the manor is meticulously maintained. Smaller manor homes exist around the castle, but Castle Stensia is the home base from which Stensia's most dominant families conduct their ambitions.
Turntimber - a vast temperate forest on the Acheron interior. Turntimber's famous corkscrew-like trees twist into staggering heights, tracing lazy circles on the sky and providing the inspiration for the woodland's name. Over decades and centuries, the trees bend and twist around invisible spikes of mana like a climbing vine around a pole.

Imperial Rodagand - Rodagand is located in the northernmost reaches of Arcadia. Rodagand is Arcadia’s darkest country, both literally and figuratively, but also the most unexplored and the most legendary. Its valleys range from pasture fields to sinister swamps where dead conifer sink slowly. Its wooded lands, crossed by a dense fog, shows chromatic colors of dark green, purple and gray. Its indigo and black mountains disappear in the clouds, and humans can only imagine are living in their veiled peaks. The sun never seems to get through the colorful clouds in Rodagand. The powers that govern Rodagand, the imperial bloodline, reap the benefits of the isolation in the region. The chain of mountains of Geier Reach that dominates the country, separates the valleys from each other, making them easier to monitor and control. The suffering common people of Rodagand have an irrational home loyalty, but strictly speaking, have few options, they are trapped in the narrow mountain passes of their provinces and attached to their customs and lives of meetings.
Murasa - Rising hundreds of feet high out of the mountain basin is the ruin site known as Tal Terig, or "The Puzzle Tower." One of the most famous sites on the continent, the ruin's exterior is a pillar of seemingly randomly assembled geometric shapes of all sizes - ranging from tiny decorative cubes jutting from the surface to enormous tetrahedrons, making up a significant portion of the structure, twenty feet on a side. The angles and lines of the tower appear to defy the bounds of logic; some have reported headaches and nosebleeds after looking at its surface for short spans of time.

Republic of Albica - Albica is situated just to the south of Halcyon. The country of Albica consists of rolling farmlands surrounded by grasping fingers of dense, dark woods. The woods are reported to hide werewolves, ghosts, and other supernatural menaces, while the farmlands support a hardscrabble rural livelihood for Albica’s civilian populace. For the Albican, life is work. Albicans are farmers, millers, weavers, stonemasons: they are close to the land and must work hard for every meal. This makes them self reliant, pragmatic, and plainspoken. An Albican doesn't purchase tools from the general store; he forges them himself. She doesn't learn arithmetic or memorize the names of royal families; she learns harvest dates and the shapes of edible weeds. He doesn't quote great works of literature; he calls it like he sees it, in his own simple words.
Trokair - A ruin of wood and brick now stands where Albica’s county seat stood. Only a year ago it was a thriving small town of manor houses called Trokair, and you can still find wooden signs among the splintered wood and broken gates that say "Trokair" in cheery paint. But a new name has caught on—a vulgar name, a commoners' name: Hollowhenge.

Orvale Republic - Orvale is nestled on the southeast coast of Arcadia, just alongside Acheron and Halcyon. Orvale is a country of learning, magic, and progress. It is a land of progressive thinkers, pious thaumaturges, and wise oracles. Orvale was born from the defeat of tyranny, and to this day it retains a spirit of the triumph of free thought over brutish force. Orvalians pride themselves on their great temples to the gods, their thaumaturgical academy, their great works of architecture, and for their Reverent Army. The Twelve, a council of philosophers headed by Perisophia, serves as the ruling body of Orvale. Orvale is home to the Dekatia, the legendary academy at Myrinis; the most elite academy for mages on Arcadia.
Valkas - the Ovalian soldiers defend this huge stone bridge with all their might against any who would enter Orvale without permission. Some claim that the massive chasm it spans leads to the Underworld, and that foul creatures emerge from its depths.

Imperial Belmoor - Belmoor is located towards the center of Arcadia along its western edge. Arcadians interested in trade are attracted by Belmoor. This coastal nation is home to a number of small-to-medium port towns, most situated at the mouth of a river that leads further inland. Belmoor’s sloughs, sea mists, and mysteries cloak its commerce and crimes, its populace tends to seek business, secrets, or solitude. The country’s silver sand beaches, punctuated with rocky promontories and sea caves, afford easiest access to its fog-shrouded ocean. Merchant caravans filled the trade routes between the cities of Belmoor, and unscrupulous alchemists and necromancers traffic with sinister items in the underground body market. Many coastal cities of Belmoor are subject to Nebelgast, the salty mist that rises and falls with the tide, rumored to lead hordes of geists from countless shipwrecks.
Kalonia - the foggy, quiet city of Kalonia is where the Nebelgast is most active. The mist almost perpetually covers the town and the nearby swamp. Because of the preternatural activity here, it has repelled some humans, but it has attracted others—namely the skaberen and alchemists who experiment with geist energy. The elite of Kalonia dwell within towers and spires that set this town apart from others of Belmoor, which is why the phrase "the spires of Kalonia" is often used when Belmoorans talk of their southernmost city.
Tidehollow - a community encampment settled near a collection ancient ruins. The influence of the nearby ruins is clear in the architecture of the settlement; the architecture of Tidehollow mimics and incorporates the shapes and glyphs from the stone. Notable is the Tidehollow Conservatory, a small academy which sponsors research of the ruins. Some of the Conservatory's recent research concerns the way that certain types of magic respond best near the ruin fields. Others have studied the architecture, claiming that, far from a simple artistic trend, it may actually represent a deep safety problem for the citizens of Belmoor.

Kingdom of Escas - Escas is located to the southeast. The population consists of craftworkers, shipbuilders, smiths, and traders. The Escian church has ensured a strong presence here to take part in the burgeoning trade and marketplace, but many Escians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from the rest of the continent, they are given a pass from the key players in Escas. Escas’s capital, Gallycea, encompasses a sprawling area on the border between the Nistos Forest and the open chaparral.
Nephalia - one of the largest of Escian cities, Nephalia stands at the mouth of a large lake. The population consists of craft workers, shipbuilders, smiths, and traders. The Halcyon church has a strong presence here to take part in the burgeoning trade and marketplace, but many Nephalians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from Thraben, they are given a pass from the key players in Nephalia.

Arcaea - The island continent of Arcaea is a vast, steep-walled plateau that rises sharply from the sea. Although smaller than the mainland, Arcaea conceals an incredible diversity of environments hidden behind its sheer, stony cliffs. Inland from these cliffs, the land drops off sharply, wreathing Arcaea in an irregular "wall" of mountainous cliffs.
Otaria - the gutted, cratered remains of a massive palace. A great bonfire burns within, marking a place of tradition for the ancient Arcadians.
Xantas - a massive necropolis situated in a sprawling, inland, coastal marsh. Xantas contains the tombs of the the ancient Arcadian kings and queens. It is a pilgrimage site for diabolists and other dark mages.

Northern Wastes - Stark, beautiful, and extreme, the Wastes are a vast, icy tundra. Pelted by storms of ice and wind, its freezing wastes are a breeding ground for natural hazards. Travelers here must contend with brittle ice bridges over rapidly-flowing rivers, predators, and the threat of avalanches across the landscape.
Agadeem - Nestled into the canyons is the Crypt of Agadeem, a natural cavern converted into a burial site. The mouth of the cavern is a huge natural archway lined with innumerable small, etched hedrons. The entrance chamber, called the Crypt Maw, is a cavern the size of a cathedral. It is home to thousands of bats and is believed by some to be haunted by malevolent spirits.
Valakut - the mountain range of the Wastes is actually several small volcanoes connected by bridges of cooled magma. A ring of jagged, volcanic peaks rises from the center of the range, resembling a monarch's crown. The Crown range is home to a number of volcanoes, including Valakut, the Molten Pinnacle, largest and most active peak of the Crown range.

Evos Isle - Near to the northern coast of the Arcadian mainland is Evos Isle. Evos has largely been written off by explorers due to the swirling sea currents that encircle it, but wizards contend that magic of great value and power lurks there. A beam of pure blue light can sometimes be seen shooting straight up out of the island—or down on it from above—leading to strange rumors about the significance of the island. Huge, alien-looking, granite heads loom all around the island, many of them half-buried in the ground, tilting at odd angles. The heads radiate strong magic, but their purpose and history are unknown. Some claim to have heard them speak in forbidding tones, but in a language unknown to modern scholars.

The Skourge - a massive, hive-like structure located deep within the mountains at the center of the continent. The Skourge is home to the Skorn, a strange, primal race of alien creatures.

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Notable People (NPCs):
Ryder Falkenrath - the Hero King of Halcyon and patron of this RP’s mission. Ryder is well loved by his people and his servants. Ryder is a tactical genius and perfectly willing to make sacrifices so the greater good can be accomplished, even if the method is often extreme, though he is frequently troubled when forced to choose between the lesser of two evils.

Jocoul Delacroix - Ryder’s right-hand man and Field Marshal of the Halcyon army. Despite the fact that he is not in complete agreement on many of the tough decisions that Ryder had to make out of necessity, he remains absolutely loyal to Ryder. Jocoul dislikes putting himself in a safe place while others are fighting, and prefers to use his muscles to handle the military side of the country, than to use his head to work out the intricacies of politics, policies, among other stuff.

Felix Lockhart - Ryder’s left hand, Felix is charge of mainly the domestic and administrative affairs of Roland but also holds a military rank of major general. Felix has a reputation of being a philanderer, and this appears to stem partly from his way with dealing with stress from the dissented nobles daily, as well as him holding the belief that military people like him may die any time and should not be involved in a long-term relationship.

Luther Vondrak - a mysterious man that serves Ryder’s will from the shadows, Luther is not one to be trifled with. Luther believes that the only way to attain maximum peace is to unite the whole continent under one rule. He will stop at nothing to achieve his goals with the maximum possible efficiency. Despite his extreme methods, sometimes carried out on autonomy without the knowledge or permission of Ryder, he holds a deep loyalty towards his king, and is willing to risk his life if necessary, to achieve the grander goal of uniting Arcadia under Halcyon.

Sieghard Valke - Erika’s older brother and personal guard to King Ryder. Sieghard is a swordsman of unparalleled skill and power. Sieghard is a mysterious and rarely-seen individual within the king’s court.
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Species:

Humans - by far the most populous race across Arcadia. Humans have established themselves so well, in fact, that most of them are not even aware of other sentient races (having once) existed. Humans have thrived, becoming the dominant species on Arcadia.

The Skorn - a strange race living near the central plane of the continent, no one knows where the Skorn originated or evolved from. Skorn are creatures that share a hive mind, which allows them to share their abilities with other nearby skorn. Skorn have gleaming, gemlike eyes and "hair" more like the squirming tentacles of a jelly-fish or polypod. Many still have a bestial appearance, but a few could generously be considered humanoid. All are covered with chitinous plates that glisten and slide about like oiled pieces of machinery. The creatures use a chittered speech and inhabit “the Skourge” a hive-like structure located high in the mountains.

Other races - various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they’re still around, however, is less certain. More info will be added here as we encounter them.
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Magic:
Magic is a commonly used method of combat; citizens of Arcadia can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. All magic requires mana, the magical energy that powers spells. Mana comes from the land and the world around you. Its use doesn't seem to require any special characteristics on the part of the user, but it does require training and talent. Spellcasters spend years building a connection to the flow of mana, building up personal reserves of it, and honing their abilities to craft spells at a moment’s notice.

Nonetheless, mana is scarce, so spellcasters don't have infinite energy to cast spells. It is also deeply interconnected with the life-force of the world, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. Each country has developed its own style of magic, all of which require a chant unique to that particular spell to activate and most of them have devastating effects once unleashed.

Easily the most common form of magic is that of Sigil or Rune Magic. Practiced spellcasters use their words of invocation to create elaborate runes that call forth their magic and spells. As the mage becomes more experienced, their runes become easier to summon at a moment’s notice; allowing them to add further embellishment to the spell and add to its effect.

Abjuration: the power to protect and heal
Conjuration: the power to transport living and nonliving things.
Divination: the power to gain information.
Enchantment: the power to influence the mind and emotions.
Evocation: the power to control forces of nature and reality for a variety of effects.
Illusions: the power to create illusions.
Necromancy: the power to manipulate the forces of Death.
Transmutation: the power to transform living or nonliving things. In Arcadia, the trasmutation of living things is considered highly controversial; with laws differing from kingdom to kingdom. What remains consistent, however, is the illegality of human trasmutation.

Below are further explanations on some of the more common forms of magic I'm expecting us to use.

Elemental Magic (Evocation):
Elemental magic calls upon the power of the elements for offensive purposes. Elemental magic consists of the four Prime Elements - Air, Water, Earth, and Fire - as well as more advanced elements that often derive from a combination of two or more Primes - Wood, Ice, Steam, Metal, Magma, Lightning, etc. Elemental magic is usually the easiest offensive-type magic to summon, and is usually done so by reciting an invocation to a higher spirit of that element (examples: "I offer up this contract to the Spirit of the Endless Sky" - to create a wind spell. "What I seek is the Fire Within" - to create a fire spell). Each school and style of magic has its own styles of invocation that are usually consistent across its various spell types.

Light/Darkness Magic (Evocation):
Light and Darkness magic exist as two halves of the same coin - one does not exist without the other. They are complementary but clashing entities. Their abilities are usually more nuanced than the generally more straightforward Elemental magic. Both can be used to create illusions and deceptions, solidify into weapons/constructs, and allow for ease of movement. Because this magic is more nuanced, the invocation spells are more intricate (examples: "I implore the Gods Above, to bestow thy servant with the Piercing Light that Drives Away the Darkness" - to create a light spell. "I invoke the name of the Beast Beneath the Mountain, to grant me the Voice of the Void" - to create a darkness spell).

Defensive Magic (Abjuration):
These are simple but effective spells that help defend against either physical or magic-based attacks. While the spell itself consumes very little energy, its prolonged use will quickly cause its caster to tire. The energy consumed is proportional to the energy withstood. Also included in this category is Healing magic.

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Class:
Your class is your career or calling in life. There are as many classes as there are professions and within each class are a myriad of skills and specializations that are entirely up to you. As a general rule, magic usage is rather restricted among non-dedicated mages. A warrior or soldier may know a handful of combat-based spells, but won’t have nearly the proficiency that his or her mage counterpart would.

Soldier: Soldiers are trained combatants who are part of a formal army. They are tough and disciplined, adept at fighting in concert and overwhelming the enemy. Trained extensively in armed combat, most specialize in bladed weapons and polearms. Soldiers acknowledge for their great deeds, honor, and bravery may be recognized as Knights, while soldiers who specialize in duels of valor become recognized Duelists; unparalleled in one-on-one combat. Knights who continue their training and increasing skill may further specialize in continued fighting while part of the military Dragoons or instead may choose to fight for loftier ideals as Paladins. Either way, a Knight’s path lays in serving others before him/herself. On the other hand, duelists who achieve high enough notoriety and numerous victories may eventually become Champions; entrusted by their lords to serve as representatives in conflicts and protect a lord’s interest in their stead.
Advanced Classes: Knight → Paladin/Dragoon
Advanced Classes: Duelist → Champion

Warrior: Warriors are combatants who fight alone or in loose clans and hordes. Unlike soldiers, whose strength is in their numbers, a single warrior is often content to take on the world all by him - or herself. Warriors favor brute strength over cunning, sheer will over tactics. Warriors who end up seeking glory may become famous Gladiators, fighting in the Arenas, or representing their clan in organized combat. On the other hand, warriors who choose only to fight for themselves, looking only for the next battle and further combat become known as Slayers; vicious fighters feared across the land. Finally, those who embrace the warrior’s lifestyle and then choose to follow their own path - to leave behind fame or ferocity and search for warlike perfection - become Ronin: wandering warriors.
Advanced Classes: Slayer/Gladiator/Ronin

Rogue: Rogues are those who live by their wits, using stealth and cunning to make their way in life. Many rogues are notoriously tricky and amoral, as their clever minds and silver tongues give them an advantage over most others; a good rogue can steal the clothes right off an unwitting target's back. Many rogues are skilled with daggers, rapiers, and other light weapons. Those that embrace this as a way of life rather than just a way to make a living are known as Mercenaries, professional soldiers willing to sell their skills to the highest bidder. Furthermore, rogues that choose to offer their skills only to kill are Assassins, professional killers.
Advanced Classes: Assassin/Mercenary

Archer: Archers are combatants who specialize in fighting with bow and arrows. These tend to follow diverging paths; either as the long-distance Marksman - a master of the battlefield and tactics, with unparalleled intuition and a sense of enemy movement; or as an Acrobat - a close-quarters bowman, a fighter skilled in urban and wilderness warfare. Those who surpass both become known as Verdants - elite combatants capable of astounding feats of agility and marksmanship.
Advanced Classes: Marksman/Acrobat → Verdant

Monk: Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. Some monks live their lives in solitude, while others come together in monasteries. Some monks are devoted to a specific faith, while others seek enlightenment away from religion. In time, most monks tend to focus on either the physical or spiritual aspect of their journeys and abilities. Those who focus on the spiritual become known as Mystics while those who focus on the physical become known as Masters. Over the course of their long lives and continuous journey, however, a monk may learn to balance both aspects and transcend their boundaries to become Radiants.
Advanced Classes: Mystic/Master → Radiant

Mage: Mages are masters of channeling mana into powerful spells. They are ubiquitous throughout the continent. Mages come by their powers in different ways:Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some mages come together in huge schools or guilds to pool their resources and train neophytes. Mages have the greatest diversity in their subsets. Mages of faith are known as Clerics. Mages of nature are known as Shamans. Mages of law are known as Advokists. Mages of dark forces are known as Diabolists. Mages devoted to the study of magic are known as Wizards. Mages devoted to discovering methods for transmuting base metals into gold, finding a universal solvent and an elixir of immortality are known as Alchemists. These mages, once becoming proficient may become Sorcerers - masters of the arcane arts who travel the land to hone their abilities; Sages- who impart their knowledge to a select few students; Hermits - elusive individuals who spend their days perfecting spells and are often driven to eccentricity; or Warlocks - powerful spellmasters who gather a devoted coven of followers. Those who achieve full mastery of magic and their chosen course through it become Paragons- the living embodiments of magic and mystical forces.
Advanced Classes: Sorcerer/Sage/Warlock/Hermit → Paragon

Barbarian: Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures. They value ferocity and strength above subtlety and skill in battle. Many barbarians charge into battle in a state of madness, gaining great speed and battle prowess. These are known as Berserkers. Those who remain in the berserker state for too long are permanently changed and warped by the process. They become less-than-human: animalistic Reavers.
Advanced Classes: Berserker → Reaver

Tamer: Tamers are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. Tamers have an affinity for animals and nature and are able to communicate with animals and form beneficial partnerships with them. Some Tamers are part of a formal military organization and may have some skill in combat. Those who specialize in combat are known as Rangers, and may perfect their craft to become a Wildspeaker - one who has complete knowledge of the wilderness and its denizens. Tamers who instead embrace the wild within become known as Huntmasters, and those who rise to the top of the food chain become Alphas - apex predators.
Advanced Classes: Ranger → Wildspeaker
Advanced Classes: Huntmaster → Alpha

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Name:
Age:
Gender:
Class: (Or as close as you can pin it down)
Appearance:
Personality:
History:
Abilities: (Describe the types of spells, summons, and/or powers your character can use)
Equipment: (Any sort of items or artifacts the character carries with him/her)

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Official Rules:
1. No god-modding.
2. Two/three character maximum.
3. Only control your own character unless given permission otherwise by the other character's owner.
4. No killing other OC's without their owner's permission.
5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
8. No making up histories for characters (even NPCs) that aren't your own.
9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal
 
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Kamotz

God of Monsters
Name: Thalia Valke
Age: 27
Gender: Female
Class: Soldier
Appearance: Thalia is rather tall for a woman, standing just over 5-feet, 9-inches (1.8m) tall. She's a deadly beauty, with sharp features: thin lips, a slender nose, and focused hawk-like eyes. Her platinum-blonde hair is long and hangs just past her shoulders in the back. She usually ties the back in a ponytail while allowing the front to hang loose and frame her face. Her eyes are a striking silver-blue.

On the surface, Thalia has a rather slender, succulent physique, with long, smooth legs, curved hips, slim waist, and full breasts. On closer inspection, however, it becomes apparent (sometimes painfully) that Thalia is powerful; ripplingly strong with explosive force. Each muscle, however, is lean: iron-hard and as taught as a bowstring. Because of her frequently-endured magic healing sessions, only the most grievous of wounds leave any trace scars after they've healed. She has a slight tan, though her naturally fair skin doesn't get very dark, despite all the time she spends outdoors.

Thalia is usually seen wearing her combat gear consisting of a base layer of strong, flexible, form-fitting, dark-blue leather armor. A pair of steel vambraces cover both her forearms, while similar greaves provide the same for her calves. Segmented steel armor also covers her shoulders and part of her upper arms, as well as part of her upper torso and chest. The same type of protective armor also covers the outside of her thighs, connected across her waist. Sometimes Thalia completes her ensemble with a hooded dark blue cloak.

Personality: On the outside, Thalia is the epitome of the phrase "cold, hard, b*tch." She takes her family's mandate of aloofness and stoicism very seriously and puts much effort into reigning in her emotions and reactions. At the same time, she shows great passion and loyalty to her king and comrades. She appears cold, frigid even, with her unblinking attitude to most of the horrors she sees around her, and she rarely appears moved or impressed by the plight of others. She is slow to form attachments, but once she does she is fiercely protective of them...in her own purposefully-detached sort of way. If she pays you any attention at all, it means she's actually quite fond of you.

On the inside, however, Thalia is a genuinely good person. Like many, her story is a tragic one of pain and loss, so her desire to protect the little she has is very strong. She also has a soft spot for young children and families devastated by the war. And on very rare occasions she can fly into a vicious rage. Try as she might, she can't seem to rid herself of her rage or her soft spot.

Her pursuit of quelling her emotions and opinions means she doesn't often express them aloud, though that doesn't mean she's without them. She's usually rather indifferent when it comes to someone else's attitude towards her king and comrades so long as they remain civilized in their expressions of those attitudes. She will not allow mass ignorance or paranoia to have the last word, and her quick wit and sharp tongue are more than enough to put anyone in their place without resorting to quick blows and sharp steel. Otherwise, she doesn't really care what kind of looks or whispers are thrown her way; just don't get in her face if you want to keep your dignity.

In terms of men, women, and sex, she understands the appeal, but sees it as something that should be done only when necessary. She finds it repugnant when people stoop to "fornicating like mindless beasts," as she so often puts it. That's not to say she is above such fornication either: she recognizes and understands her body well enough to see to its needs, but "desires" and frivolous "pleasures" are avoided.

History: Thalia was born into a famous and powerful Sword Clan tasked with protecting the king of Halcyon: the Valke Clan. The Falcons of Halcyon. Their bloodline was renowned for its physical capabilities: inhuman strength, speed, and reflexes. From a young age she underwent a tortuous and arduous training regimen. She was pushed passed the limit of peak human physical capability. This training forwent any instruction on the usage of magic and instead focused on how to understand, anticipate, and defeat it.

Thalia made tremendous progress, but was still deemed a disappointment in her parents' eyes. They viewed her elder brother as the perfect specimen, the perfect embodiment of their bloodline. She was unworthy of the Valke name, but her parents deemed her worthy enough to produce a new heir. They believed that if she bore her father's child, the child would be a more suitable and much stronger example of their line. But her brother was having none of it. Sieghard saw their parents for what they really were, and protected his sister. He even went so far as to kill his parents in combat to keep her safe. It was then that Sieghard took over as head of the Valke Clan and began to secretly back Ryder Falkenrath's revolution.

To further ensure Ryder's safety, Sieghard assigned Thalia to him as his public personal guard. From then on, Thalia served as one of Ryder's best and closest friends as well as his personal protector. And even though he insisted that he didn't need one, Thalia protected and saved him more than once.

She never really partook in the bloodshed of the revolution; the emotional scars caused by her parents' betrayal never fully healed, and she blocked herself off from much of what was happening. She chose to focus instead on the responsibilities her brother - the only person who ever cared for her until then - had tasked her with. Despite closing herself off, however, Ryder's kind and good nature eventually began to wear through. Together with his close advisors and trusted friends, Thalia began to understand the value in their camaraderie. She began drifting away from her brother and closer to their group, despite her brother's protests.

After Ryder's revolution, Thalia continued in Ryder's service. She became increasingly aware of the difficulties he faced in maintaining the peace; a far more daunting task than winning the war. Ryder threw himself into the day-to-day running of Halcyon as well as into researching ways to continually improve life in his country. He excused Thalia as his personal guard and instead sent her out into the countryside to search for mystic relics of ages past. While she was able to track down clues and stories, Thalia realized that it was a job for more than one person, and with Ryder's approval and suggestions, she set forth to assemble a team.

Abilities: Thalia is incredibly skilled in the use of a two-handed sword, and moves with inhuman speed and reflexes. Ryder once commented that because mages require time to finish their incantations, it was impossible for them to survive combat with Thalia because of her inhuman speed. Her talents are purely physical, however, making her sword therefore her main weapon. She is not very adept in the arcane arts - primarily because she never bothered committing to her studies. She knows a handful of useful spells - mostly combat-based bolstering and fortification spells, as well as minor self-healing spells.

Equipment: Thalia wields a two-handed sword forged by her family's smith. It is designed to negate and dissipate magic on an intrinsic level.


__________


Name: Lance Donovan
Age: 27
Gender: Male
Class: Warrior
Appearance: Lance is rather tall, standing over six and-a-half feet. He's well built, with broad shoulders and well-defined muscles. His body is powerful but lean, emphasizing muscle tone over muscle size. Indeed, Lance's body looks and feels almost like it was chiseled out of stone or forged from steel. His inherent proclivity for magic means that his body is more resilient, and more resistant to injury and fatigue than a human of similar size and build. Due to the advanced healing he receives from the League and other healers, Lance's injuries are almost non-existent, though he still carries many various-sized scars.

Lance's facial features are strong and defined, almost predatory in nature. He has a thick head of brown-black hair; he's allowed it to grow out on his travels and it now hangs well-past his shoulders; it's now long enough for him to tie back in a low ponytail, though a few loose long strands hang in front of his face. At times, however, he's trimmed his hair to various lengths, even to what might be called a buzz-cut. His hair has a natural healthy sheen and smoothness. His eyes, too, are a deep, dark brown and have been described as "soul piercing."

The most stunning part of Lance's physiology are the intricate and interweaving series of tattoos over his entire body. Most of the time they're hardly noticeable, almost invisible - barely even there. However during states of heightened aggression or extremely arduous use of magic the tattoos become bolder and darker, and even begin to glow red.

When Lance loses control or allows himself to change, his "other" nature manifests different physical characteristics. First and foremost, his hair changes color, turning a blinding platinum, white-gold color. His eyes turn entirely black, while his irises glow a hellish fiery orange-red. His canine teeth on his upper and lower jaw elongate into fangs, and he is able to elongate his fingernails into razor-sharp claws.

Lance doesn’t wear any one outfit all the time, but is known to wear a layer of basic black leather clothes with a high gold-trimmed collared shirt, and a flexible armor chest-plate beneath a black, armor-reinforced, leather trench-coat, with metal plating on the shoulders and forearms. Slits in the lower half of the coat are there to not hinder his flexibility. He wears a pair of leather sword-belts on his waist.

Personality: Lance is a rather unique character. He clearly enjoys his power and its uses; coming from a background in which his defining trait was his weakness, he sees the great power now afforded to him as a blessing.

He is cunning, calculating, and deadly. He's self-serving and selfish. He has dedicated his existence to following his whims, and this easy life of pleasure has brought him detachment and easy confidence. He has become a sort of bon vivant, seeking novelty and new diversions. But despite his fundamentally hedonistic nature, Lance does feel the pull of more lasting concerns, and over his long life this tendency has resulted in an arcane schedule of engagements and forays to far-flung places. As a result Lance is a busy man, traveling frequently to pursue concerns known only to him. Lance always seems to have business elsewhere.

He's become a charmer and a smooth-talker in this time, he has a vicious way with words and a critical eye that combine to make him extremely competent at picking someone apart and deducing what makes them tick. His ability to analyze and dissect people and situations mentally, combined with his physical nature and magic proficiency have made him an incredibly deadly individual.

He plays the stoic as well as anyone, and plays it in earnest. He does, however, have a much more personable and outgoing side, which emerges when he is around those he trusts and respects most. His easy-going side also has a bit of a wild streak, and he's been known to raise a bit of hell from time to time and city to city. Lance relates to others as his playthings, as he's found few beings capable or worthy of gaining his respect. He's found immense pleasure in traveling the continent. Essentially, he's a narcissist, with an "I come first" sort of attitude. This is most apparent in his pursuit of women. He tends to seek out the nearest tavern and beautiful woman (or women if he can swing it). He's the ultimate lady-killer, using his good looks, charisma, charm, and status to win (and subsequently break) the hearts of women everywhere. He's a connoisseur of the one-night-stand and is prone to seducing women of nobility, "just for the challenge." But Lance's eye isn't for power; he appreciates beauty no matter what social class it's found in. He enjoys the perks of his status; especially the free drinks and attention it gets him from women.

Upon going into battle, however, Lance changes completely. He becomes like a machine, unceasing, unflinching, and unrelenting in his mission. He is no longer either stoic or laid-back, but determined and focused. He becomes something else entirely, and it is in this "something else" that his separation from humanity becomes most evident. Lance becomes vicious, ferociously efficient and brutal. In this mindset, it's clear that he's no longer truly human, that he is indeed an inhuman force, and it takes him some time to pull himself back from this state of hyper-awareness and hyper-lethality once his mission is complete.

"Hyper-lethal" is the most appropriate way of describing Lance. His true nature is that of a killer: unflinching determination and hedonism. Within him lurks his "Dark Passenger," a pseudo-aware aspect of his personality. The Passenger drives him to fulfill the Hunger and the Need, the primal urges from deep within.

His revelry, womanizing, and overall hell-raising is actually a useful tool for his decompression, which is likely why the Ryder has continually turned a blind eye towards his behavior, even when it caused him some embarrassment.

History: Lance's first memory is one of complete and utter agony; of awakening screaming in pain; of something ripping over his entire body, searing itself into his skin and bones. Everything was fire. Then there was nothing. Just weightlessness; days of emptiness; complete silence and loneliness. Then pain again. And more fire; more screaming and ripping and searing. But this time, there was something else after. No more loneliness. No more silence. But a single sound; a low chuckle - a whisper. The Passenger. It was there that Lance's Dark Passenger took his first breath, born in fire and blood.

He awoke to find himself not-quite-alone, but confined to a dark cell, where he spent several days waiting and weakening due to lack of food and water. He wasn't there long; soon a representative from the military came and brought him to an orphanage without any explanation. The ten year old boy was concerned, but displayed no signs of fear.

The orphanage took him in, but the darkness was already there. He lashed out angrily and with no .regard for anyone else. He fought with the other children and even with the workers at the orphanage. Not a year later, a soldier and his wife came to the orphanage looking to adopt a child. While they were initially steered away from Lance by the staff there, the soldier recognized something in Lance and adopted him straight away. What the soldier did not reveal, however, was that he was a recruit for a special military establishment called the "Program" looking to find young boys with certain characteristics that they could then mold into the perfectly obedient soldiers or citizens

Lance was brought into the "Program", and subjected to the rigors and difficulties they set up for him and the other recruits. Competition between the "students" was fierce. They were encouraged to hurt, maim, and even kill one another so they might get an extra portion of food that day. They were taught to be cunning and ruthless. They were taught all the arts of combat from the very first day, receiving training with all forms of weaponry and hand-to-hand combat.
The Program itself had suffered serious setbacks. The cruel regimen that the cadets were subjected to was simply too much for most of them. A majority either died from training accidents or committed suicide. Many others were mentally unfit to rejoin active society and were shipped away to other parts of the kingdom. The instructors were looking for anything that might validate the existence of their program, and began conditioning the recruits to use magic. Lance showed a natural (if limited) proficiency and began his training. When Lance was eighteen years old he was immediately removed from the program and sent to the Halcyon Special Military Academy.
Upon entering the academy Lance realized how out of the ordinary he was. He was far more cutthroat than the other students--as a result of his time in the Program. He began to form bonds with his classmates and fellows and did everything he could to fit in, though it was almost completely on a very superficial level. It was there that he developed his outlook on life; he learned how to "enjoy" life, or at least appear as if he did. He developed his "charisma" hoping that it would help him to connect with someone.

It was in the Academy that he first met Ryder Falkenrath, the bastard son of the King and a commoner. He tolerated Ryder's ideals and concepts of a new world, mainly because he found Ryder an amusing and easy person to be around. They forged a friendship, albeit a wary one. Ryder confided in Lance his musings about changing the kingdom, and Lance offered his own, far more pragmatic, views on the subject.

Lance was among the recruits to travel with Ryder to Halcyon's border in the battle that won Ryder his fame. Lance was one of the few survivors and was instrumental in holding the line so Ryder could make his counterattack. Later, as Ryder began to plot his revolution in earnest, he turned to Lance for assistance. Lance accepted and served under Jocoul Delacroix. He thrived on the battlefield, pushed by his commanding officers and the incessant whisper of the Passenger, he became a monster, reveling in the bloodshed.

He found that the more he drew on his magic, the more his body changed. The tattoos on his body that he had known his entire life burned, glowing white-hot. They made him stronger, faster, angrier; they made each enemy's actions slower and easier to predict. Then he too would change, his hair bleached, his eyes blackening. In this state he heard nothing but the voice of the Passenger, nothing but the Need. In this form, all Ryder needed to do was point him in a direction, and Halcyon's White Glint would kill until there was nothing left.

But then...the peace was won. And Lance was left feeling wholly incomplete. Empty, trying to recall the days where he felt useful and had direction. But try as he might, Ryder no longer had much use for the White Glint; trusting others to operate as he once did. And so Lance struck out to the furthest corners of the Empire, searching for answers; for his memories, for amusement, and for a way to sate the hunger of the Passenger. The Need.

What he did not expect, however, was for Thalia Valke to show up three years later looking to recruit him into Ryder's service once again.

Abilities: Lance has an innate aptitude for magic and the manipulation thereof. His spell-casting repertoire is limited to a handful of techniques, but they possess incredible power and versatility. In addition, the tattoos along his body enhance and bolster his mana reserves, allowing him greater stamina when it comes to his magic. These large stores of mana give him much greater physical strength, stamina, and speed; allowing him to compete on an almost-even level with Thalia.

Lance's main proficiency is for lightning (and thunder)-based magic. He is able to wield and manipulate electricity to various degrees, either to start small campfires with a spark; or to atomize an enemy with a blinding bolt. Lightning, like many elemental magics can be both a purifying and corrupting power. It can rend the wicked or cut through the body and sear the soul. Lance is adept in both aspects of its power. On the opposite spectrum, however, he is able to manifest a rare and powerful type of black magic. Sangromancy, the magic of blood, a dark corner of black mana specialization. With this blood magic he can drain the lifeforce of other beings, place curses on enemies, and even possess the minds and bodies of others. One of his favorite methods of attack, however, is to create a "blood shadow", a deep-red shadow that forms around him, and with it, tear his enemies to pieces.

While his magic prowess is certainly significant, it is not the only thing Lance brings to the table. He's very skilled in hand to hand combat, though his chosen weapon is the long sword. Through the physical proficiency provided by his mana stores, he is a dangerous combatant.

Equipment: Lance wields a long sword that has become completely attuned to his own flow of magic. In his normal mind frame, the blade glimmers bright silver, but as soon as he changes, so too does the blade. As the Passenger takes hold, his blade begins to turn black.
 

REAL DADS

Shampoo Thief
Name: Osric Roehrborn
Age: 42
Gender: Male
Class: Rogue

Appearance: Osric is a muscular, physically imposing man. He stands at about 6 foot 1. You can see signs of aging on his face, mostly around his eyes and forehead. He has a full head of dark brown hair that falls short of his shoulders. He usually keeps it loosely slicked back and behind his ears. He has a short but not very neat beard, which is blemished by a vertical scar on his left cheek where the hair doesn’t grow. His skin is a light tone, with some freckles dotting his arms and shoulders. There are a few slash scars that can be found along his appendages, and each one he wears with pride.

He generally wears leather armor on his chest, that is plated together and resembles scales. His arms are protected by tan sleeves covered with light chainmail. He wears brown pants that tuck into his dark, leather boots. He wears a leather belt around his waist where he holds his sword on one side of his hip and a dagger on the other. There is nothing flashy about his wardrobe, and it is all used for practicality.

Personality: Osric has a laid back demeanor about him. He rolls with whatever life throws at him without much complaint, making him easily adaptable to new situations. He has a dark sense of humor, and makes crude jokes often. He is a man without morals, for the right price. He will show no hesitation to kill someone, and doesn’t believe in honor. Rather, he does whatever it takes to get a job done. He values coin above all else, and that is where his loyalty lies.

Osric doesn’t care much for what others think of him. In his line of work, he is often looked down upon. As his many years as a mercenary, he has grown a thick hide. If someone is blatantly rude to him, however, he will knock them on their ***. He is very independent, and has been taking care of himself for many years. He holds no aspirations of marrying and starting a family. Instead, he hopes that once he is too old to fight, he is cut down in combat rather than suffer the mundanity of being old and weak. And until that day, he hopes to make his weight in gold, drink his fill of wine, and visit his share of brothels.

History: Osric was born in Paliano, Acheron, to a working class family. At 15, Osric was arrested for murder, an act he swears was in self defence. He was found guilty, but rather than being incarcerated or executed, he was forced to serve in the Acheron Military. He excelled in combat roles, although he was often looked down on for his fighting techniques, which many more “noble” men considered lacking honor. His fighting style is centered around speed, dodging enemy attacks rather than blocking them. Because of this, he generally shies away from heavy armor and shields. He can study an enemy and locate their weak points and strikes quickly. Since he could best most his challengers in combat, he climbed the ranks of the military. However, he made many enemies among his allies. In his 10th year of service, he was discharged after pissing off the wrong superior.

After leaving the military, Osric had troubles rejoining civilian life. He had no marketable skills outside of combat, and he had difficulty fitting in. He decided to leave Paliano and sell his sword as a mercenary. With all the conflicts plaguing the nation at the time, he had no issue finding work. In his many years, he has worked jobs from the Northern Wastes to Albica. He even fought alongside the rebels in the Halcyon Revolution, hired by one of Ryder Falkenrath’s wealthier supporters.

Once the Great Peace began, Osric found jobs a bit harder to secure. In his search for employment, he found himself in Orvale. Here he encountered a young, wealthy alchemist named Lhara Val’ahar. This young mage, obsessed with knowledge and the perfection of her art, offered to hire Osric as her protection as she travels the realm.

Abilities: Osric is a skilled fighter that relies on swords, knives, and speed. He is quick on his feet, and is able to dodge and sidestep enemies. He analyses his opponents move with precision, finding weak points to strike, or rhythms to exploit. He wears light armor so as not to obstruct his movements or slow him down.

Equipment: Osric wields a steel sword he uses as his main weapon, along with a steel dagger, both strapped to his waist. He travels with a dark brown horse.

***

Name: Lhara Val’ahar
Age: 22
Gender: Female
Class: Mage (Alchemist)

Appearance: Lhara is a slender girl who is about 5 foot 5 tall. She has black, wavy hair that reaches between her shoulders. Her bangs are long and parted in the middle, and often brushed behind her ears. Her skin is a tanned brown, and smooth with no signs of past hardships. Her face is long, and her chin ends in a sharp point. She has dark brown eyes that sometimes appear black, and long, dark eyelashes. She has a kind smile and a youthful glow about her.

Lhara is usually found wearing colorful garbs, her favorite being a deep green. She prefers loose-fitting, flowing shirts of fine fabric that reach midway down her thighs. Under this, she wears tight pants that she tucks into her black leather boots. A large, gold hoop adorns each of her ears. Her long, slender fingers have multiple silver rings decorating them, and she wears various metal bracelets.

Personality: The dark happenings of her past that inspired Lhara to embark on this journey are not reflected much in her personality. She is whimsical, generally chipper person. She has a zest for life, and wants to enjoy it as long as possible. Her feelings are normally worn on her sleeves, but she is able to stay positive most of the time. She is friendly to the people she meets, and believes humanity to be good in nature. Some may chalk this up to naitivity and inexperience in the real world, which is an easy conclusion to come to knowing how young she is and of her luxurious upbringing. She is also loyal to a fault to the people she comes to love and trust.

Lhara is as ambitious as they come. She has a goal, and nothing will stop her from reaching it. She has an unquenchable thirst for knowledge and understanding. She is most interested in the subject of alchemy and immortality, since these are the sciences she is involved in. However, she will not pass up a chance to learn more about nearly any topic. She is a creative thinker, and finds many applicable uses for her abilities outside of academia.

When it comes to violence, Lhara gets squeamish. She hates the thought of having to kill living things, especially other people. In theory, she understands the need to kill before being killed, but when it comes to actually doing the deed she tries to find other solutions. Or she just turns away as Osric does it.

History: Lhara was born into a wealthy family in Myrinis. She was the first child, and she had one younger brother after her. Her father was a sorcerer with great skill. They lived a life of luxury, and she was raised with the help of servants. Her father was a very busy man, but when he had the time he would pass on his alchemical knowledge to Lhara and her brother. Her father’s lessons were her favorite moments of her childhood. When she was not learning from him, she practiced or studied on her own. Lhara and her family were very close, and she loved them very much.

Unfortunately, her parents were not around for long. When Lhara was twelve, her father died of a terrible disease. It killed him slowly, and he was in constant pain. The healers tried everything they had to treat him, but nothing worked. It was horrible to watch the man that raised her deteriorate in front of them when they could do nothing to help. His death hit their family hard. In an act of twisted fate, her mother died just two months later. Her exact cause of death is disputed, but she died in her sleep. Some suspect it was from the heartbreak, others say she was poisoned. Lhara believed it was a mixture of the two.

After their deaths, Lhara and her brother were taken care of by their aunt and uncle until they came of age. Because her brother was the rightful heir, he became lord of their estate. Their life style did not change, but emotionally Lhara was hit hard. It drove her to devote her life to perfecting the art that her father had been teaching her, in order to carry on his legacy. The pain of losing people she loved was something she never wanted to feel again. She was driven to near obsession in a search for immortality.

She spent most of her time reading every book in their family’s library about the topic. She became a very skilled alchemist, building on the skills her father had passed onto her. Immortality was a dream that had never been realized before. Many people had tried, and ultimately failed, in their attempts to evade death. Many alchemists had studied it and recorded their findings. By reading how others had failed, she knew where not to look. Although, she had no idea where to begin.

Then, she encountered a book about the ancient relics used by heroes of the past. They were said to hold immense power. Perhaps, power enough for her to be able to create the key to immortality. Some had theorized this before, but no one had been able to locate the relics. She learned as much as she could about them, reading every book written about them that there was in Myrinis, talking to scholars at the academy, she spared no expense.

She considered herself an expert on the relics. If anyone would be able to find them, surely it would be her. When there was no more she could learn about them in her city, she set out on a journey to find them. Hiring a well traveled sell-sword, she set out from her home confident that once she returned, she would never have to watch another loved one die again.

Abilities: Lhara is a very proficient alchemist and skilled with transmutation, especially for her age. She is very knowledgeable on the subject of alchemy and sorcery, as well as more academic subjects such as history and mythology. She has had almost no training in combat, and thus is pretty incompetent in that field. It was not a necessity in her life before leaving Myrinis. She leaves as much of the fighting as possible to Osric, and he happily obliges.

Equipment: Lhara has with her a small collection of books dealing with alchemy and the ancient relics. In addition to this, she has a kit of many metals and minerals that she uses for her alchemy. She travels with a white and brown splotched horse.
 
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Cobalt XIV

Well-Known Member
Name: Desi Castillo

Age: 24

Gender: Male

Class: Mage (Diabolist)

Appearance:
Desi isn’t incredibly tall, only being six feet tall. He is naturally lean due to his fast metabolism. He can’t take physical hits very well, but he can dodge them if he can notice when they’re coming. He has light brown skin that is clear of blemishes. His hair is wavy, medium length, layered and black. It is well taken care of. He has angular features that strike a balance between elegant and strong. His eyes are a piercing mixture of blue and gray.

Desi invests a great deal in his wardrobe. He prefers to wear various shades of blue, gray and black. He is currently wearing a hooded, navy robe that is typically worn by mages. There is a black belt around his waist to cinch the robe. There are various pouches attached to it. He has a pair of black, leather boots and gloves. Under his robe, he has a pair of gray, cotton trousers and a black shirt. Desi also has a silver circlet that he wears to keep his hair from falling into his face. There are small blue stones embedded in it.

Personality:
Desi is a procurer of knowledge, spending most of his time studying or reading. He even goes into the city to hear the gossip. He sees nothing other than opportunities around him. To him, the world is just a collection of resources that could maximize his potential at solving issues or gaining power. This is why information is so valuable to him. Under certain circumstances, it can be effective. As much as he believes the world is a place of unexplored wonder, he doesn’t deceive himself into avoiding its ugly truths.

Desi prides himself on his ability to typically outsmart his opponents. Strategy is his primary weapon. Equipment and magic are just resources used to accomplish a goal, but he does enjoy practicing magic. He has a natural aptitude to understanding the workings of magic. Desi relies on using trickery and deceit to overcome challenges. This, combined with his willingness to do whatever he deems necessary, makes him an indispensable ally or dangerous adversary.

Desi takes his time when carrying out tasks. He despises foolhardiness, stagnancy and irrationality, particularly when they ruin his excellent plans. These are the times when he asserts control and tries to do damage control, reprimanding those involved.

History:
Desi comes from a poor family. His father a disgraceful drunk. His mother gave Desi away when he was a baby. She wanted him to have a better life than she could. He reluctantly talks about his past when it is mentioned, because he’s focused on making the most of his future.

Desi was raised by a working class family who was trying to save their marriage. The couple was unable to have children, so they took him in. The father felt nothing for Desi, because he was not his biological son. Desi left home at the age of sixteen. He longed to ascend to a better place in life and to live a life full of excitement. On the streets of the city, he did his best to make it. He mingled with unsavory company to make money, committing theft or working as a courier. He became adept at charming others to get what he wanted.

Desi often found himself in awe of magic. It seemed like a nifty skill to have, especially considering how powerful it could be when used. He could do some magic, but nothing spectacular, as he hadn’t received any proper training. Desi often heard rumors and secrets around the city. One in particular was centered on an old mage that lived on the outskirts of the city in an old hut. Many people believed him to be evil, because those who went to visit him came back with their memories scrambled, supposedly. More importantly, he was powerful, and that was all that Desi cared about.

Under the cover of night, Desi sneaked away to find this mage. He discovered a dilapidated shack. The darkness was difficult to navigate, but he found his way to a window. A dim light flickered from within. Desi tried to slide the window open, but it emitted a groan that echoed throughout the area.

“I was expecting you…” an ominous voice called from behind him. Desi whirled around to find a stone faced man with layers of fabric clothing him. The torch that he was holding cast grim shadow across his face. Desi was sure that he wasn’t there before, but the man assured him that he could rest easy.

Desi was invited into the shack. He was wary, but he was certain that he would’ve been dead by now if the man wished for him to be. He asked Desi questions about his aspirations. Desi answered. The mage introduced himself as Masaryn and told Desi that he wasn’t as scary as people depicted him to be. He informed Desi that he was forced out of the city by those who feared what he could do.

Desi requested that Masyn teach him how to wield magic. Masaryn was reluctant to accept him as a student, but he admitted that he saw something in Desi that the others who visited him did not have, ambition. Masaryn revealed that those who came to visit him were nothing more than gawkers sent away with memories wiped clean, so that they couldn’t share what they saw with others. He liked cultivating a sense of mystery to protect himself.

Desi began his studies under Masaryn, learning the basics of magic before plunging into the esoteric and shadowy aspects of it. Masaryn warned him that those who couldn’t handle the power were consumed by it, becoming shells of their former selves, concerned only with death and destruction. However, he believed that Desi could handle this.

After years of training, Desi began to use his skill to make money by going on errands for others and trading information. He did it mostly to explore and cultivate a reputation. After, the Hero King overthrew the nobles, Desi figured that he stood a chance of gaining more influence now that fairness was being enforced. He heard that the king was looking for powerful relics to establish an everlasting peace. He believed that to be a foolish, but noble cause. This intrigued Desi. He offered his services to the king, hoping to learn more about these relics.

Abilities:
Desi always had an interest in magic and soon found that he was a natural at it. Desi is proficient with, enchantment, illusion and divination. He mostly uses necromancy to manipulate the undead when his opponents are resistant to his tricks.

Necromancy: Desi is capable of manipulating the forces of death to reanimate the dead, conjure ghouls and compel the undead to do his bidding. He can siphon life from his targets and transfer it to another.

Enchantment: Desi likes to toy with his enemies' minds. With his enchantment spells, he can manipulate the minds of those with weak enough willpower. This allows him to lull targets to sleep, charm them into listening to his suggestions, enrage them, or paralyze them.

Illusion: Desi mostly uses his illusion spells to deceive people into thinking he looks different. He can’t maintain this facade for long, but it is useful. He can trick enemies into hearing things that aren’t there. He can create a copy of himself that dissipates if it is attacked. He can manipulate the enemy into seeing double of a targeted ally, giving it a chance to miss. He can create small scale items or creatures to trick others as well.

Divination: Desi can use his divination spells to detect anomalies like magic, poison, hidden doors or objects. Dealing with them is a different issue. He can also identify strange items and read unfamiliar languages.

Equipment:
Desi wields an ornate, metal staff. A serpent wraps around the top and holds a black orb in its mouth. The end is shod with metal.
 
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Kamotz

God of Monsters
Other than the fact that his class should read "Mage" your character is good. You can put "Diabolist" in parentheses if you want.
 

Kiruria

La Melancolie Noir
Wow, this RPG looks pretty interesting! So am I to assume that all our characters should be human, and that no other creatures (I had a faery character in mind) or even half-breeds like harpies and centaurs would be allowed either?

Otherwise, I'm considering a mystic with mainly conjuring and transmuting magic, and some divination too. Chiefly among her abilities is transforming into a small dragon, possibly a were-dragon unable to control herself in that form. Would this be plausible for this RPG? (Otherwise, the other character I had in mind is a rogue, somewhat like a mercenary.)
 

Kamotz

God of Monsters
Wow, this RPG looks pretty interesting! So am I to assume that all our characters should be human, and that no other creatures (I had a faery character in mind) or even half-breeds like harpies and centaurs would be allowed either?

Otherwise, I'm considering a mystic with mainly conjuring and transmuting magic, and some divination too. Chiefly among her abilities is transforming into a small dragon, possibly a were-dragon unable to control herself in that form. Would this be plausible for this RPG? (Otherwise, the other character I had in mind is a rogue, somewhat like a mercenary.)

Exactly. Human characters only. As for her transformation abilities; the transformation of most beings is considered highly controversial and most kingdoms have outlawed human transformation altogether.
 

Kamotz

God of Monsters
Posted my sign ups, let me know if there is anything that is inconsistent with your world or anything I need to change

Your characters are accepted! Other than that your first should be a "Rogue" instead of "Mercenary." We'll have chances to advance classes throughout the RPG.
 

Kamotz

God of Monsters
~Big update~

I've edited the "Seven Kingdoms" section to include descriptions of other various locations throughout Arcadia (ie. the starred and noted locations on the map). Enjoy!
 

Kamotz

God of Monsters
So it has been 12 days since I last posted and we're on the same sign-ups. Are you guys good starting with just 3 players // 5 characters?
 

TheCharredDragon

Tis the Hour to Reload
After a long debate I have decided to say that I am planning a sign-up. (Of course if you're willing to let one more in on it) Just a few questions: Is it all roght for a rather ninja-like rogue? (probably a redundant question but I want to be sure) Would non-domestic animals be considered a bad idea and thus banned or something similar? (Like with human transformations) And would talking animals be along those lines?
 
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Kamotz

God of Monsters
After a long debate I have decided to say that I am planning a sign-up. (Of course if you're willing to let one more in on it) Just a few questions: Is it all roght for a rather ninja-like rogue? (probably a redundant question but I want to be sure) Would non-domestic animals be considered a bad idea and thus banned or something similar? (Like with human transformations) And would talking animals be along those lines?

1. Explain what you mean by "ninja-like". Arcadia is really based more on Greco-European styles rather than Japanese. So there's no literal "Ninja" hanging around.

2. What would this non-domestic animal be for? As a pet? Generally the only animals in the RPG will belong to Tamers (and their associated class updates).

3. No talking animals.
 

TheCharredDragon

Tis the Hour to Reload
Huh, I figured as much. When I mean ninja like, I meam his techniques and such would be considered as such in our world but is basically a Rogue class here with some Japanese motifs on his equipment (like a trowel that he uses like kunai).
 

Kamotz

God of Monsters
Huh, I figured as much. When I mean ninja like, I meam his techniques and such would be considered as such in our world but is basically a Rogue class here with some Japanese motifs on his equipment (like a trowel that he uses like kunai).

That's fine. There are throwing knives across all cultures.
 

TheCharredDragon

Tis the Hour to Reload
And I'm finally finished. Can't believe I spent about the same time researching as I did writing... Of course willing to edit it if needed.


Name: Sirnak Fento

Age: 25

Gender: Male

Class: Rogue

Appearance: Sirnak, in short, basically looks like what you wouldn't expect (but realize it makes more sense) from someone who has been trained for stealth. He looks like the average person, only standing at five feet and six inches, which is considerably short for most, but average for his family. His light blue eyes are very apparent with the contrast of his naturally brown skin. His short black hair is usually unkempt mostly because he doesn't bother with it too much having been a stonemason, carpenter and farmer (mostly farmer) at some point when he was younger. Despite his current and former work, he has clear skin and is fresh-faced, the latter mostly from his age, and he has a medium build, although he is a bit skinny.

His attire typically stays the same, mostly because he wishes to travel light. His two grey shirts (one he wears, the other for backup) look very similar to kosode while his brown pants (or trousers--both mean the same thing) look more like knickerbockers that reaches between the halfway point of his knees and ankles. The light brown belt on him looks more like an obi sash and less like a belt, but he considers it a belt since he can carry things with it. On his back is his weather beaten robe (which looks like the typical burgular bag on the bag) which is tied around his neck. He uses it to store his other shirt, pants and "belt", as well as food when he gets some in containers.

Also on his back is his family's arming sword (not a broad sword), passed down from his grandfather, its hilt behind his head. As for footwear, he wears what can be easily called flip-flops today that are light brown in color, but he calls them zori thanks to his family. One more thing to note is that the handles of his gardening trowel and stonemason's hammer on the left and right side of his belt have small iron rings at the end of the handles, which he uses to tie rope on them to make a make-shift kusarigama.

Personality: It isn't surprising to find that you could actually consider Sirnak your "average Joe", even down to how many strangers first meet him. He's about as friendly as the next guy and is willing to answer most questions and such. With that smile usually on his face, most people he meets are surprised to find he's a mercenary, leading him to be amused by some of their reactions. Yes, seriously, he is. (Although I have a feeling some of you might not be so surprised about that)

He clearly has a bubbly attitude and positive outlook on things, with him often pointing the bright side of things, even if they're not quite uplifting. His sense of humor does have him say jokes, typically puns, and doing pranks, but he would usually not be the source of all the jokes in a conversation. He's compassionate as well. Although that compassion can get a little over the top sometimes, with him even being very worried for complete strangers he probably met only a minute ago.

Continuing on, even though he is what is obviously someone not really suited to fights, killing and stealth (well, maybe the stealth part), he has many traits where he is useful in fights, but even better in breaking into places stealthily and sometimes espionage. He is a bit unorthodox in his thinking in that he uses common place items--say, a thin stick and a pebble--to solve problems, since he didn't have access to more specialized items for most of his life, and thus him leading to some idiotic ideas at times since although the items might be able to do it, they might not work as well. Thanks to being a bit of a prankster, he has some enjoyment in tricking people into thinking there's a werewolf in the room or the like, making him somewhat of a sadist in that. But he rarely means harm on others, unless you just happen to be his target.

Speaking of that, he is rather ruthless on his targets (if any), but unlike most mercenaries hired for assasination, he rarely accepts them unless he's absolutely sure that the person in question is not going to make him feel guilty killing them. But here's a little thing: that determination, that stubborness to finish the job, stems from the fact that he lost his family in one of the many invasions during the time when the kingdoms fought each other. So, he usually blindly agrees if you happen to "prove" the target is a killer, and it works better if you say that he or she were merciless to parents and had the children watch their mother and or father die.

But despite all that, he is fiercely protective of those he is loyal. Seriously, if you so much as distress anyone he is loyal to, you'd better be ready for a brawl. That doesn't happen a lot, but it has happened a few times when the victim wasn't fast enough to apologize. He is also very loyal, and, as mentioned, can be a bit stubborn in that way, where he can follow something to the letter, if the time he nearly killed someone who isn't a killer and tried making up to her by staying by her side (who he actually ended up being good friends with). That loyalty mostly comes from the fact that he lost his family and is probably trying to fill the gap in his life.

So, in short, he's your average person who's lost his parents (who hasn't entirely lost his cheerful side and morals) righteous rogue.

History: Born in Albiya, Albica to a farming family, like how he is now, his life was mostly normal for the average commoner, with one tiny bit. Although his parents aren't exactly very skilled, they, along with his father's father, were skilled in fighting like, in what can be described today, ninjas. He wasn't put into rigorous training unlike what most of you might think. Seeing as they were farmers, with his dad doing the blacksmithing while his mom did carpentry besides the farming, he trained himself during his free time with his grandfather.

Over the years, he got close to him through the training. He excelled in sneaking into places and such thanks to his height and relatively thin body. He liked using his training to annoy some of his neighbors when he was still young, but quickly stopped when he finally started helping with the farm at the age of 10. He also learned some carpentry and blacksmithing from his parents, enough to make his own trowel. Again, not much happened in this time--only farming and training--until he was 15 years old.

He and his family were visiting some of their relatives near the south-eastern borders of Halcyon and it was still during the time before Ryder took over the throne so it isn't entirely unexpected, but it still startled many of the inhabitants to find themselves attacked by Acheron forces. The fire; the soldiers; the bodies; the sight of his family being crushed was all he truly remembers from that day because he managed to hide out in under rubble.

After that, you could pretty much say he was scarred and devastated. He couldn't think of much to do except mourn for the death of his family, especially considering his age. He thought of possibly joining the Halcyon military training academy during the time, but then he was taken in by one of his mother's old friend who was a stone mason, which he was grateful for.

For the next 3 years, he lived in Halcyon's capital with the stone mason, who apparently was a swordsmith as well. The man supported Ryder's campaign and tried helping by provided weapons he could. Through this involvement, Sirnak heard about Ryder and wanted to help him in any way he could, wanting his view of peace to come to life. So, in his spare time, he continued his training, having kept a notebook that was his grandfather's notes.

So when he was 18, he decided to work as a mercenary, with his specialty being more covert operations and spying. He made a bit of a name for himself back in Albiya because most of his neighbors thought he was dead (seeing as he didn't come back home) when they heard of people who abused their power get killed by him, saying his ghost has come back for revenge. That was only slightly true in that he only killed those that he considered "evil", but he quelled their rumors when he came along with his caretaker (the stonemason swordsmith) for a business trip.

When Ryder finally took over the throne then later enstilled the "Great Peace", Sirnak has come to admire him and his work for peace and thus, whenever he could, try to contribute to Ryder's vision. So when Thalia was assembling a group to search for ancient relics, he went straight to her and volunteered, even though he doubted he'd be accepted. To his surprise, he was, and now is in the team, although he is still curious on what did Thalia possibly see in him that more skilled assasins and rogues did not.

Abilities: Sirnak, as mentioned many times before, is specialized in stealth and speed and thus has trained himself to be as fast as he can, reaching almost inhuman speeds, but can only run in short bursts. Dodging, on the other hand, is something he relies on heavily and thus is light on his feet and able to maintain speedy dodging (thus having high stamina), due to having no armor whatsoever. Sirnak has rather keen hearing and can navigate well in the dark, but not because he can see in the dark, per se, but rather has trained himself to focus on shapes, sounds, and smell and touch whenever possible.

He hasn't made friends with many mages and thus only really knows how to combat mages and knows no spells whatsoever, and so he relies on his arming sword in battle a lot. With said reliance on the sword, he knows how to wield it well but not on master level. He knows how to use spears, bows, maces and daggers enough to be considered a threat when he gets his hands on them, but does not use it as well as he could if he focused on specializing on one particular weapon. He is, however, rather good in throwing knives and using his make-shift kusarigama (when he ties his trowel and stonemason's hammer together).

Equipment:
-Arming sword
-Custom gardening trowel (it has a thumb-sized ring at the end of the handle)
-Custom stonemason's hammer (same as above)
-2 pieces of rope made of flax fibre: one 3 meters long (which he puts in his belt) and the other being 14 meters long (which is in his "backpack").
-His grandfather's small hardbound notebook.
 
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Kamotz

God of Monsters
Nice signup! You're accepted!

Here is the current list of characters:

Thalia Valke - Soldier
Lance Donovan - Warrior
Osric Roehrborn - Rogue
Lhara Val’ahar - Mage
Desi Castillo - Mage
Sirnak Fento - Rogue

Looks like a good mix of melee, stealth, and magic fighters.
 
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Flame Mistress

Well-Known Member
Hi, I have a few questions about the RP. Firstly, when is the RP planned to get going properly? I'm not sure if I want to join this RP yet (more on that later), but either way my school exams are starting this week and they're only ending in early June, so if the RP started in-between those times I'd probably be too hard-pressed for time to make any meaningful contribution in the RP apart from my sign-up. Secondly, what standard of writing would be expected from the RPers? It's been a while since I've last RPed here, let alone anywhere else, and I know that SPPf RP posts tend to be on the more detailed side, and this RP seems to be on the even more detailed side of that, so I'd just like to know if I could be up to putting that much dedication into each RP post. I think I'd be interested in signing up as an archer, but I think I'll need more time to see if I'm up to it.
 

Kamotz

God of Monsters
I'm currently waiting on confirmation from the first 2 applicants (Shampoo Thief and Cobalt XIV). It was looking like it would be just the 3 of us, but now we have a 4th player.

All things considered I'd like to start sooner rather than later. Strike while the iron is hot and interest is high. I've got a bunch of vacation time coming up (hooray for extra paid time off!) and will have that much more time to dedicate to the RPG. That said, I know that end-of May and beginning-of June is a rough time for RPGs. Always has been. Just like November-December. So I'm willing to wait if that's what people need.
 
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