Reign of Retribution [Character Creation]

Delta

Certified Mind-Blower
Before we get started, this is a mature roleplay and is not intended for immature persons or those that do not mingle well with violence. If beheading giant monsters in the name of friendship does not interest you, or driving the steel of your sword into the neck of a rampaging beastie doesn't make you smile like the battle-crazed maniac I need you to be, I will give you this one simple direction.


Leave now, for this RP was not meant for you, my friend.


You have been warned.


Still here? Fantastic. Let's get this show on the road, shall we?


The Beginning


Somewhere in the vast expanses of the endless and bottomless Uferlos Sea lies the mega island Wahrheit, a sub-continental piece of land made up entirely of rich forests, towering mountains, and flowing grass plains inhabited by our favorite bipedal creatures; humans. The human race was making tremendous progress in all fields of existence, from science and art, to architecture and politics. Although having been what textbooks define as the Seventh Generation of Ascending Existence, or AE 700 (700th recorded year of existence, and each Generation lasted for 100 years) this was known as the First Golden Generation, a year in which all were frolicking jubilantly through the paved roads of their sprawling metropolises. The humans hacked away at rich forests, picked away at towering mountains, and occupied flowing grass plains with their steadily populating cities. The teeter-totter of what was natural and what was man-made was ascending on the man side as nature was plummeting towards the bottom, but since this is a teeter-totter occupied by two; what finds itself on bottom will always push itself back up.


The Beginning of The End


A well-educated scholar who lived in an earlier Generation once made the claim that their continuing weight of constructing perfection will only break the scale of existence. This scholar was cast out as a mongrel and a traitor to his own kind; a monster. One could say the scholar was the first acknowledged monster, which would be ironic, as very shortly after came what would be known as the Day of Ragnarok, when emerged from seemingly nowhere god-like beasts of varying shapes, however, they all shared one common characteristic; colossal sizes. Some of these creatures rose from the Uferlos, as if to trap the humans from an aquatic escape. Others blocked out the sun with wings the size of villages, as if to trap the humans from an air escape. And there were more of this titanic monstrosities that were on land, to face the humans on common ground. The beings floated, hovered, and stood as if unable to do anything else. This frozen moment would forever be burned into the conscious of any man that survived the Strike of Ragnarok. It happened so fast that it seemed as if the two juxtaposed instances melted into a single unit of time. The godly monsters mutilated and defiled the island of Wahrheit with overwhelming aggression and power. Civilians of the metropolises could do very little as from beneath their feet erupted and ascended rocky mountains of proportions never seen or even thought of before. These mountain ranges were soon blanketed with a foreign element that physically ailed those that were unprepared for this alien sensation of searing bitterness; flurries of harsh snow. On another part of the island, the once-shimmering and undulating fields of grass burnt up to rough and unforgiving desert, the riverbeds that formerly channeled rippling fresh water were replaced with bubbling molten lava. An area of the desert was stomped furiously until the terrain was made up of canyons that reached abyssal-depths. Oddly enough, the trees that were chopped down for human purposes seemed to resurrect and multiply, covering a good portion of the island and continuing to tower towards the sky. Half of the titanic forest grew strange moss vegetation and the ground turned into marsh and swampy mush. Riddled throughout this new terrain were the corpses of all those that seemed to bring about the Ending Ages, and also newly spawned monsters of the godly monsters, the Deities, creation that ate these corpses to discover the taste of human death; a succulent flavor that they soon grew to love above all others.


Ragnaroks Aftermath and The Ending Ages


About half of the human population was wiped out during the Strike, and the other half was left to cower in the remnants of their homes, fearing the alien sensation of dread that they would never have dreamed in a million Generations. The survivors flocked to a Golden Generation city that was completely unscathed by the Strike; Fendor, the Regal Port City. As they tried desperately to preserve their existence from the overwhelming beast forces, the Seventh Generation erased the year 700 AE and replaced it with 1 EA, the First Generation of the Ending Age. As the First Generation gave birth to the Second Generation and died off, a spark of "what if" soon erupted into a passionate inferno of hope.


The Rise of The Guilds


The Second Generation mustered up the resources of Fendor and united themselves under what they called the Guild of Fendor. The humans, united under this Guild, took their first steps into the foreign lands that were no longer their own, and braved the terrain and the horrid beasts that inhabited it. Using swords, axes, arrows, and many other surprisingly-innovative creations, the Guild began to successfully fend off the snarling monstrosities and brought back the carcasses of the fallen creatures, which the humans discovered a lot of could be used for armor and food, among other things. As both Fendor and the Guild grew overwhelmingly in population, the humans successfully mapped out New Wahrheit by means of stealthy and swift units united under a branch of the Guild known as the Recon Corps, it was agreed by all that they would begin to populate the different regions, and each region would be governed and protected by a Major Guild. The Major Guild would have three branches at the time of their founding; the Recon Corps, the Lancer Corps, and the Holy Corps.


The Recon Corps' missions involve reconnaissance on know monster hives or packs, and (surreptitiously) on other Guilds in case of suspicious actions.


The Lancer Corps are your heavy-hitting, well-armored bad mofos. Lancer Knights also carry the best technology into battle, and that too varies from Guild to Guild.


The Holy Corps are composed of Priests and Paladins, the Paladins are phenomenal fighters who often can hold out the longest due to their moderate knowledge of healing magic, while the Priests focus on group-healing magic and occasionally a binding/netting spell or two for sticky situations against monsters that come in swarms.


The Major Guilds have ranks; new recruits are known simply as Guild Scrubs, and aren't complete members until they complete a task given to them by their superior. Once completely initiated, the Scrubs are turned into Guild Pages, and are to leave home under the apprenticeship of a Guild Knight or Guild Maiden, which gives them the opportunity to travel the land. Once that is done and their Guild Knight gives them an official approval, the Pages are to make the perilous trek to the Port City of Fendor and become Guild Cadets at the Guild of Fendors Advanced Training Academy. After the Guild Cadets complete the Advanced Training Academy, they are deemed Guild Keim and can choose to either work for the Guild directly, or join any of the three Corps. Direct Guild employment offers more ascension in rank, but is infinitely harder to be raised in status. If promoted, a Guild Keim becomes a Guild Advanced Keim. After that is the esteemed and battle-hardened Guild Knight. Then Guild Quartermaster. The Master Arms-Knight (or Master Arms-Maiden) then picks from the Guild Quartermasters as to who becomes the Guild Sub-Befehl. When the current Master Arms-Knight either retires from their rank or passes away, the Guild Sub-Befehl takes the title of Master Arms-Knight or Master Arms-Maiden. The Masters are often the strongest warriors in the regions, and can certainly whoop his or her entire Guild one-handed. It was also decided that each Major guild would big-brother a Minor Guild, which trains units that are unique to both region and Guild. The Guild of Fendor kept its name and seat as the Major Guild in the Regal Port City, and would be respected as the Father Guild. At the end of every season, these 5 Major Guilds come together in meeting at the Ancient Cathedral in Schnee Palast, this meeting is known as the Gathering of the Major Guild Alliance and is held to share news, provide one another with goods and equipment .Major Guilds and a few villages were successfully managed in every region except for the swampland, which was named the Bog of Bereavement, as all who entered mysteriously never found their way out. As the landscapes varied, so did the humans who inhabited them.


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The Titanic Tree Tops


The Titanic Tree Tops are the towering forests located on the easternmost of New Wahrheit, and hold true to their name. A good amount of the trees reach up and pierce through the clouds, as if to symbolize nature's ascension from previously being cut down in size and glory. The forest floor is an extremely volatile and dangerous place, and it is because of this reason that all of the villages and the Capitol are built upon and around the colossal trunks and massive branches. The villages are well hidden from the dark forest floor, but the villagers are not the only things hiding in the canopies. It is because of this fact that drives the villagers of Titanic Tree Tops to paranoia of outsiders and anything that dwells on the forest floor.


Elfencrown- Elfencrown is the capitol of the human-populated Titanic Tree Tops region, and suspends 61 meters above the forest floor. It boasts a population of several thousand, whom share large wooden huts with one another. Elfencrown, along with the other Tree Top villages, also make use of the inside of the gargantuan tree trunks, where the Town Center and Major Guild both reside to protect them from weather and intruders. The Major Guild is called the Elfen Streik; the precision of their archer units and the stealth of their Recon Corps are both second to none. However, the paranoia that plagues the Tree Top villages keeps them from sending large numbers of people through the Guilding process, and thus the Guild is rather short on members.


Elfentrunk- The second largest village of the Tree Top villages. Elfentrunk is home to Elfen Streik's Minor Guild, which focuses on the training of lurker units, individuals whom specialize in concealing magic that makes them invisible to the naked eye. These lurkers make up the Elfen Streik's Recon Corps, and is a huge factor in Elfen Streik's Recon superiority.


Twigtop- The highest village among the Tree Top villages. Unlike the usual 61 meters above ground, Twigtop soars at a whopping (and paranoid) 122 meters above the forest floor. Villagers use their refined archer skills to hunt the birds and other animals that live on the canopy located around Twigtop. There also aren't as many residents in this village, as not all can live comfortably at this altitude.


Shroudvale- The lowest village among the Tree Top villages. Shroudvale squats at a low 30.5 meters, which makes it more susceptible to predatory ambushes. To counter this, all residents of Shroudvale can use concealing magic of a higher degree, but this has taken a toll on their health, along with living in the darkness of the forest. One could say Shroudvale is in a critical condition.


Blizzard Peak Expanses


Risen from what was Pre-End Ages metropolises, the Blizzard Peak Expanses are the tallest mountain ranges on New Wahrheit, and are caked with layers upon layers of snow. Bitter winds kick up flurries of snow and make them dance methodical and serene numbers before either settling back down to the snow or freeze anything that doesn't have thick blubber or numerous layers of warm clothing. It's actually a very good chance that one can get lost forever if they do not tread carefully across the snowy plains. After awhile, everything in any direction looks plaster white, and if you don't die trying to find your way to somewhere, a pack of Snow Shriekers will happily pick away at your corpse. Caverns made entirely of ice are also hidden beneath the thick snow, and have been known to make excellent shelters for those that miraculously stumble into them. Or things can take a turn for the worse and the cavern you stumble into can already be home to a very irate Snow Goliath, who might be reminded how hungry it is at the time of your unintended arrival.


Schnee Palast- As far as villages go, both Schnee Palast and Flake Village of ruins of the Pre-End Ages cities, and the villagers have restored and built around these buildings, amazing at how durable the structures are, and how elegant they look in the glistening snow. Schnee Palast is the Capitol of the Blizzard Peak Expanses region, and rests on a plateau that spans farther than one can see in any direction. The Blizzard Capitol is built down into the plateau, and is segmented into three pentagonal-shaped districts called Districts (go figure) that are all connected by extremely long flights of stone steps that cut through each corner of the pentagons. The top district is known as the Outer District, contains the greatest percentage of villagers, but is the poorest and also sits on the surface, which makes them susceptible to any and all snow beasties that may be lurking in the blinding storms most commonly referred to as the Death Curtain. Below it is the slightly smaller Inner District, which is where all the markets and shops are located. The Inner District is more often than not the busiest District in Schnee Palast. The lowest and core District is the Central District, which is nothing but Guild training grounds and the large chapel-like Guild itself; Schnee Maiden. Schnee Maiden's guild-members share the closest sense of brotherhood, and are the most battle-hardened and sturdiest of the Major Guilds. To insult ones Guild Brother is to spit in ones face. Their loyalty to one another assures that any squadrons sent out on hunting missions come back almost 100%, and it is because of this that Schnee Maiden is able to boast the lowest fatality rate among the 5 Major Guilds.


[before I go on, I was starting to get pissed because I felt my explanation of Schnee Palast's layout was not sufficient. So here is an enraged and poorly-drawn quick sketch.


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The space in between each pentagon is where buildings go. From the red line to the black is the Outer District, and is approximately 1 kilometer from line to line on all sides. From orange to red is the Inner District, and is half/0.5 of a kilometer. Inside the orange pentagon is where Schnee Maiden is located, and is a fourth of a kilometer. ]


Flake Village- The little brother of Schnee Palast, and holder of Schnee Maiden's Minor Guild, Flake Village is very little other than storage for the Minor Guild's units; the mages. Flake Village is more or less one big training academy to keep those capable of electrocuting themselves and all those around them in an accidental fit of rage from doing just that. Any human unfortunate enough to be born in New Wahrheit that possesses arcane abilities is sent to the Arcane Academy (usually at a young age) to study and gain an understanding of restraining their abnormality and unleashing it for the greater good of mankind. The Academy is a large stone cathedral-looking Guild, and only runs for half a season; in that time the students are turned into Fledgling Mages, where offensive mages are offered excellent positions in the Lancer Corps, illusion-based mages are gobbled up by the Recon Corps, and healing mages are needed in just about every branch, but more often than not work with the Holy Corps.


The Canyons of Eternal Stone


The Canyons of Eternal Stone are a system of deep, rocky valleys that vary in depth from a couple yards to abyssal-tier drops. The not-so-deep winding canyons are sometimes navigated by shallow, trickling streams... until they reach a drop off, of course. Caves riddle the walls of The Canyons of Eternal Stone, and often connect with other cave tunnels to form a stony labyrinth of sorts. Flying above the canyons are ravenous vultures that swoop down on the scuttling lizards, but the bigger birds wouldn't mind descending onto shiny-armored Lancers if the chance ever arose. As for what is inside the canyons and the caves...well you'd be better off not knowing everything that lurks in those dark depths; except for the humans, of course!


Jadetown- The largest and deepest known hole is known as the Absetzen, and spans almost a mile wide. If one were to stand on the edge of this infinite chasm, all they would see is impending nothingness. It is deeper beneath this cloak of void-like darkness lies the Capitol, known as the Gem of the Abyss. Jadetown is a shimmering miners town that consists of intricate tunnel-ways built into every corner of the hole. Metal walkways, shops, and homes suspend over Absetzen, and it is common that glass panels be built into the floors; sometimes its nice to look at nothing, you know. It has been widely acknowledged that only those who have business in Jadetown can navigate the labyrinth of tunnels to reach it, and cannot be done so without a resident guide. If one attempts to find the Gem of the Abyss on their own, they will definitely run into a webbed nest of Dragon Spiders or a hive of Minecrawlers. Other than the Royal Port City of Fendor, Jadetown is the best-guarded and well-defended Capitol in all of New Wahrheit. Jadetown's Guild is the Jade Drills and specialize in technologically-advanced weaponry.


Platin- Platin is the only village in the Canyons other than Jadetown, and the two towns are connected by one large tunnel that spans roughly 80 miles. The tunnel, named Felsen Pfiel, is lit by green lamps that are put in glass boxes and placed into the adjacent rock walls. People, cargo, and other goods are transported to and fro on speedy train-like carts that can travel from one town to the other in about 4 hours. Platin holds the Jade Drill's Minor Guild, which advances in crafting a variety of armors able to withstand different conditions that can't be mimicked anywhere else on the island.


Scorching Plains


The vast desert bares no resemblance to the serene and luscious fields that came before it little more than a hundred years ago. The ground is bone-dry and cracked, fissures in the landscape give the appearance of wounded scars that show evidence of enraged carnage and spite. Along with the fissures are geysers that jut out of the ground like volcanic pimples, and erupt bursts of intense fire that rocket out without notice or hesitation. Dredges in the ground foreshadow the residence of a large monster that seems as though it is capable of swimming through the incredibly-solid ground. The only advice that one can be given when attempting to maneuver the Scorching Plains is to watch your step; for one runs the risk of breaking their foot stepping in a fissure, getting incinerated by a fire-geyser, or stepping on a self-combustible Slidemander. Unlike other regions, the villagers are just as ruthless as the monsters.


Thal'Zim- The Capitol is naught but hundreds of adobe buildings compacted together in rows that sketch out odd symbols from an aerial viewpoint. No Scorching Plains village has any sort of defensive measure, other than the villagers. Within each mud house is a family of Scorch Warriors that would kill each other for the last piece of Meatbug Ragout. The villagers of Scorching Plains are all cutthroats who would rather beat you to death than give you the time of day; and the merciful stroke of a swift death is only granted to one of their own. An outsider will be left to paint the streets that no villager could afford to do themselves. Only the strongest Scorch Warriors reach adulthood, and they are hailed as demi-gods. When a Scorch family has two sons (and they always do) the two boys must challenge one another to a dual. The loser is spared, but is then banished from the village until he can return with the heads of 10 desert monsters; this process is known as the Redemption Ritual. Thal'Zim's Major Guild is the Thal'Blades, the most vicious and unforgiving of any Guild, Thal'Blades boast the highest monster body count as well as the greatest population.


Bedludash & Khal'zar- The two other villages in the Scorching Plains were settled very close together, as to survive without any form of assistance or protection from their Capitol, and hug the base of the Eastern Mountains. Customs, traditions, and battle methods are all identical to that of Thal'zims, and the only thing differentiating these neighboring villages is the Eastern Mountains... and what dwells within them. Under the cover of darkness, when both Bedludash and Khal'zar are settling down for the night, human silhouettes can be seen loitering on the outskirts of the villages. These cloaked beings raid the villages, kidnapping both young children and rations to bring back to their lair. What keeps the bone-crushing Scorch Warriors from slaughtering these kidnappers for stealing property of theirs is that nary a soul knows the whereabouts of the lair located within the Eastern Mountains. What else keeps these people, known as the Supplicants, is their worshiped god, Kalameet. This stone dragon is a being so feared, it has a cult of followers that live to serve it and it alone. Kalameet's incredible intelligence and power has earned him the title of Pseudo-Deity by the Major Guild Alliance. It has been said that the only thing keeping the Supplicants of Kalameet from expanding into the Blizzard Peak Expanses is the presence of its Deities, two godly dragons known as Deutalios and Yggdrasil.


The Royal Port City of Fendor


Ornate banners of vivid red and gold hung on flagpoles and off streetlamps flap about in the sea breeze proudly over the nicely-paved brick roads of The Royal Port City of Fendor, the greatest and most significant Golden Generation relic. Fendor has a bustling population of diligent workers and Guildmembers that help keep the regal city's booming economy intact, by means of hunting monsters on land and at sea, trade routes to other lands we won't bother mentioning, and the small taxes posted on all goods in the other regions. A large percentage of the population have nobility in their blood, and tend to be your snooty folks. However, their wealth makes the city look pretty, so they aren't entirely useless. The Royal Port City of Fendor's Major Guild is simply the Guild of Fendor, and they do more politic and business stuff than actual fighting; serving as the head of the Major Guild Alliance, tax-collecting, trade regulating etc. The Minor Guild is also located in the Royal Port City, and is found at the docks. The Minor Guild is called the Galleon Guild, and is operated by battle-hungry pirates who mainly seek fame and fortune, which is exactly what the most successful crews achieve. However, such an ambitious Guild certainly has their work cut out for them; the Uferlos Sea is home to the largest monstrosities, as well as arguably the most powerful Deities.


The Bog of Bereavement


The deadliest of all the regions of New Wahrheit, the Bog of Bereavement has remained unscathed since 1 EA. Removing the Bog would open up much needed travel and trade routes from Northern Blizzard Peak Expanses and Titanic Tree Tops to the Royal Port City of Fendor. Guild branches from both Elfen Streik and Schnee Maiden set up camps on the outskirts of the Bog. When these troops tried setting fire to the dense vegetation, they watched as the hundreds of torches they threw made contact with the gas-drenched trees, and within seconds the large pillars of fire were sucked up to nothing right before their eyes. What happened days afterwards was even stranger; the Bog opened up. When the troops woke up, they all laid eyes on the wide path that was the only opening ever seen through the impenetrable sinister foliage. Elfen Streik sent their fastest Recon squadron through first, and the camps would expect them back within the day to give the affirmative of a route to Fendor. After a day passed, both Guilds made the fatal error of assuming the Recon squad were resting in Fendor to return with good news and rations, and thus sent the rest of the camp, a combination of Schnee Maiden Lancers and Elfen Streik Recons, down the Bog's path. Once inside, the path split into 4 winding trails; which was the exact number of squadrons that made it to this point. With the dreams of bettering their people, the squads shrugged this predicament off as mere coincidence and marched their separate ways.

  • A squad of Schnee Lancers noted the overabundance of trees laying horizontally in the water as they made their way down the water-logged trail. As time carried on, the group admitted to seeing things that should not be seen in this environment. Horribly ugly things did they see, and their minds slowly started decaying. At one point, each man- having gone starved and delirious- suddenly looked to whom they believed to be their comrades, but instead they saw horridly disfigured monsters. Somewhere along the way, they found the burnt out pine torches they had thrown days before, and raising their newfound weapons in the name of the Brotherhood of Schnee Maiden, they killed one another until one man fell to the ground with a muddy plop. That survivor was then dragged off the trail by a creature that was mistaken for a tree earlier and was responsible for the mental breakdowns of the Schnee Lancers by means of a psychotropic hallucinogenic gas- a Swampshark.
  • A Streik Recon Squadron believed it to be safer if they traveled by darting from tree to tree, as to not be seen on the path. They were making excellent progress when the entire squad was ambushed by a species of monster that perfectly imitate the foliage around them- assassin vines. The entire squadron was strangled and hung, their bodies left dangling above the path.
  • The remaining Schnee Lancer squad simply starved to death, having walked in a large circle until they could no longer move. They did this without realizing it, as their trail was twisted and configured by a force greater than their own.
  • The last remaining Guild squadron, a Recon Streik group, also had their path warped without realizing it. What they came across was the stuff of nightmares; the blood stubs of pine torches stuck out of the necks of the only remaining Schnee Lancer squadron, and the Recon group had to watch their lifeless comrades hang before them. All of sudden, the trees and foliage began to quiver and shift like the slithering movement of intertwining and overlapping snakes, the canopy above them was now blocking out the sky and all was dark. As though it came from the trees itself, the Bog Deity stepped forth, towering over the dreadful Recon corps. It was made up entirely of the nature around it, except for those cold blue dots it had for eyes, and despite being well over 100 feet tall, the being did not make any sound whatsoever. The humans were paralyzed with fear, and could do nothing as the being slowly slithered tentacle-like appendages. As their vision began to fade, and all sound was drained, replaced with the whispering of endlessly different voices that all spoke of one hushed name; Tijikko.


In both Schnee and Elfen territory, it is taboo to speak of the Bog Massacre, which mysteriously managed to reach news in both regions with alarming detail.


The Bestiary


The Bestiary is a recorded documentation of the monsters, and is a must have for all Guildmembers. As the war wages on, enemies evolve and numbers expand, and as such, the Bestiary is in constant need of updates! The concept for the Bestiary was developed not too long ago, and is in its early stages. The book runs a basic template on how to fill out gathered information by you, the Guildmembers! Ran into a beastie you nor anyone else has seen? Jot that sucker down and send it to your local Master Arms-Knight! (PM any monster submissions to Riddle78 or Delta, who will gladly read them and most likely accept them. Make sure to look for your contribution to the good fight, as we most certainly will be! )

Your Master Arms-Knights Riddle78, Xenomorphic, and Delta are working diligently to discover The Deities, and they've spotted almost all of them! Huzzah!


Ocean Deities


Progenitus,Spawnsire of Hydras


Progenitus is the origin of all hydras,and is much like the ultimate specimen of a hydra. It is positively enormous,large enough to be a large island in it's own right. Progenitus has been reported to have over a dozen heads,each mouth filled with crushing,tombstone molars,and there are rumors about how the monster's blood can melt men. The monster's scales are a dazzling rainbow of gold,jet,emerald,ruby,and sapphire,as if challenging all who behold its hide to come claim it.


Progenitus has all of the abilities of its spawn,and then some. When it loses a head,it often grows two in it's place within moments. Ancient legends say Progenitus was born with only a single head. Progenitus has been known to make whirlpools whenever it submerges,and exhale a fogbank so massive it may hide within for months.


Progenitus has been accepted as a fixture and fact of the world,and should be avoided and adapted to,instead of hunted,as millions have lost their lives attempting to slay the beast.


Ocean Deity- The Leviathan


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Habitat: Ocean trenches


Diet: Large bottom-feeding creatures, just about anything that swims over it's trenches


Resemblance: A massive man/eel/fish


Average Size: 300 meters


Behavior: It lives in seclusion, though one day it shall rise to the surface and do battle with fleets of ships. An ambush hunter, sticks to fighting vessels from beneath them.


Skin Type: Most of the Leviathan's body is covered with thin scales, although it's shoulders are plated in a seemingly impenetrable plating.


Skin Tone: The tough plating is a dark blue while the softer skin and scales are a teal shade.


Other:

  • Spending most of his existence slumbering in his treasure-riddled trench, most of the Leviathan's body is covered in barnacles and coral that serve as a sort of body armor to its more sensitive and otherwise unplated areas.
  • Having the ability to bend the water near it, the Leviathan is capable of sending pillars of water to send naval vessels high into the air, where it either emerges from the sea to swallow the ships whole or lets them crash back down into the ocean and drown.
  • It tends to just tear out the bottoms of vessels unnoticed and swims back down to its watery dungeon, letting the boats sink and waiting for any and all treasure to descend into the Lair of the Leviathan.
  • The Leviathan doesn't look to pick a fight with humans, and will only hunt when hunted.


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Dewloren, Hivemind of the Deep


A creature shrouded in mystery, Dewloren is a being on its own level of intelligence. It's sheer size gives it the appearance of a large, floating mountain, nonchalantly floating across the ocean surface at its own pace. However, this only masks the views of the other half of the large deity, which resembles a Sea Jelly. Those who have ever encountered such a large being and managed to see it hunt for food, have reported the large creature to have at least, eight hundred tentacles. Each tentacle lined with barbs the size of mechanical pencils. At times this creature can be seen before massive storms occur, sometimes submerging only to lift ships from water and redirect them away from such storms. The monster itself is protected by a thick layering of rock, barnacles, and coral reefs, which have grown on the top of Dewloren.


Dewloren's barbs are filled with several toxins, each with certain effects. From things like powerful poisons, to debilitating burning from inflamed muscles, Dewloren has ways with dealing against multiple enemies. Each tentacle has an almost, jello-like feeling to it, but it actually has its perks. Tentacles such as Dewloren's, have the ability to regenerate at a tremendous speed, taking a minimum of two days to return back to their original length.


Dewloren has been known to be extremely docile, only attacking when attacked or while hunting. It is also known to sometimes guard the deep trenches where another deity resides, some say protecting people from the disaster of crossing such a beast.


Blizzard Peak Expanses Deities


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Yggdrasil: Tao Annihilator.


Yggdrasil is easily one of the strongest of the Deity monstrosities in terms of both sheer offensive capabilities and cognizance. It is neither a predator, nor is it a prey animal; Yggdrasil simply is. It is composed of three elements, having the ability to harness ice, fire, and lightning. Though it possesses these three, Yggdrasil has the strongest control over Ice, and thus it is most comfortable within the Blizzard Peak Expanses. It's long curved horns have been known to easily smash through massive mountains, and simply spinning its tail can summon gales of bitter-harsh winds.


Despite having these godlike abilities at its disposal, Yggdrasil meditates at the highest points in the Blizzard Peak Expanses, honing its elements for the Day of Reckoning; a Deity-made Prophecy that foreshadows the time in which the Deities will do full-on battle with the humans, who at that point will have wiped out all of the hostile monsters, except for the Deities themselves. When this prophecy takes place, Yggdrasil will not fight in its current form. The Deity will sacrifice its elemental mastery of Ice to unleash its full understanding of Fire and Lightning in the form of two colossal horned dog-like beasts, Mithos the Fire Wissen, and Martel the Lightning Wissen.


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Deutalios, Harbinger of Storms


The origin of this large, flying beast is unknown, some saying that it appeared from the mountains; bringing along with it snow storms that lasted weeks upon end, leaving anything along the mountain sides frozen solid. It is extremely large, so large that its size is incomparable to any natural structure or living thing, some say only being comparable to that of other deities. There are only so many tales of Deutalios that come from those who survive the ice and snow storms it brings along with it. It is said that this creature's feathers glow brightly under the sun's rays, giving off the resemblance of of snow when hit by the sun. There are also rumors that the feathers of this beast are as hard as any type of metal or steel and that its breath can freeze anything that comes in contact with it. Those who had left to capture or challenge Deutalios are reported to never be seen again.


Deutalios's abilities are rather unknown, since those who see this mighty beast leave with their belongings in hand to avoid the coming storms; but some say that it has the ability to attack by shooting out bolt of lightning from its large horn. It has also been reported, that when Deutalios is not sleeping or flying, that it is caught slithering along the snowy regions, hunting for food. Deutalios has also been known to cause snow storms when flapping its wings and ascending into the sky, and can create large glacier-like caverns to rest in by opening it's mouth and exhaling its icy breath, while also slithering in circles.


Deutalios has been widely accepted to many as rather a warning or a force of nature, adapting to the creature's arrival by avoiding it at all costs. Those who are foolish enough to stay and fight have lost their lives to the blistering winds of this mighty creature.


Swamp Deities





Tijikko


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Habitat: Bog of Bereavement


Diet: As it is a being of vegetation, it mainly feeds off of photosynthesis


Average Size: Tijikko is a rather small Deity, being only 40 yards tall and about the length of a coach bus


Behavior: Tijikko is the Guardian of the Bog, and lives only to protect his territory. It trudges through the Bog, providing nourishment for all plant-life under his care. It is basically the janitor of the swamp.


Skin Type: The Guardian of the Bog is made up entirely of sturdy tree roots and vines.


Skin Tone: Its skin is green and gray and brown, also draped with moss.


Other:

  • Tijikko effortlessly patrols the Bog by means of materializing with and through the trees and vegetation, he also uses this as a method of camouflage, although nothing worth hiding from typically survives long enough in the Bog.
  • Rather than simply killing or strangling those that intrude upon the Bog of Bereavement, Tijikko rearranges and shifts the swamp itself so that the intruder(s) eventually get lost and either starves to death or is fed to the many monster denizens of the Bog. Tijikko then sucks the nutrients from their dead bodies to go about and nourish its beloved plants.


Desert Deities





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Thestalos, Scourge of the Desert Wasteland



A creature said to be born of primal rage, Thestalos is one of several apex predators within its region. Its sense of smell is remarkable, being able to smell its prey from yards away. Thestalos is known to be extremely aggressive to any and everything, including other deities. Those who somehow manage to escape this deity’s wrath have reported that it swims fluidly through the sand, much like a shark in water. However, unlike the aquatic species of shark, Thestalos has limbs the bear resemblance to that of a crocodile or alligator and has no gills. Thestalos has scales which bears resemblance to that of rocks, while some scales have a mossy coloring, which are strong enough to help it bore through the ground at impressive speeds.


The roars from this frightening beast are so powerful, that it is said to be able to cause sandstorms. Other reports state that powerful tremors occur quickly before the arrival of this large desert dwelling titan. At time however, Thestalos can be can be seen sunbathing on rocks large enough to support this creature’s immense weight. Also, the most distinguishing feature about Thestalos, are the large pillar-sized dorsal fin spikes, which stick out when boring through the earth.


If tremors are ever felt, it is highly advised that one leave the area immediately, mainly because it may not be nature. Those who fail to leave, have never been seen again.


Forest Deities





Gorefiend,the Blood Gorged Slaughterer



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Gorefiend is the terror of the forests. Those who survive the monster's wrath describe it as the perfect predator; Large enough to be imposing,but small enough to go anywhere. Strong. Fast. Intelligent. Silent.Gorefiend has been seen sprinting at least twice as fast as a panicked horse,lunging dozens of feet to strike,and impaling a man on the far side of a tree trunk.


Gorefiend is a silent stalker. No one has ever heard the creature's approach,and few ever survive the creature's assaults...But they survive. They survive scarred,mutilated,and broken,in mind and body. Experts believe that Gorefiend lets some prey escape,as a means of waging psychological warfare.


Finally,and most horrifying,Gorefiend can render itself invisible by unknown means. No sane person would enter this monster's territory,marked by deep claw marks in trees and rocks,alone,or with an army.


Pseudo-Deities


Kalameet,the One-Eyed Dragon of Calamity



Kalameet is a unique specimen. It is intelligent,far more so than any man,and can speak. It is protected by thick scales of stone,and the creature's head is protected by a single stony crest,with a glowing crimson eye at the center.


Ten times the size of a man,Kalameet is a large beast,and it is fully capable of flight,despite the massive weight of the monster's scales,alone,meaning it is physically strong,as well. However,most disturbingly,Kalameet possesses decidedly magickal abilities. It breathes flames black as a moonless night,which cast an eerie,pale white light,and it is seemingly capable of telekinesis,which seems to take great concentration. It seems to find great sport in telekinetically gabbing a man,hoisting him up to eye level,and wrenching his limbs from their sockets without tearing them off completely,including the neck. The dragon then tosses them aside like a rag doll.


Kalameet,however,has been known to bargain,although they often only serve humans in that Kalameet won't assault them.





Collectors of monster knowledge kinda just threw the rest of the nasties into the ever-expanding other chapter. Your fellow Guildmates that have helped contribute to the Bestiary you see now are Riddle78, EliCarter, Xenomorphic, and Delta. Enjoy!


The 'Dragon Spider'


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Habitat: Dragon Spiders mainly live in large cave systems and thrive in dark environments. This leads them to coming out when the sun has lowered.


Diet: Mainly carnivorous, the Dragon Spider will feast on anything smaller than itself. This includes other Dragon Spiders smaller than it.


Resemblance: Anybody with two sense could see that they bare resemblance to spiders.


Average Size: Newborn Dragon spiders vary in sizes, but can generally be compared to full sized house cats. Over a period of approximately 3 human years, they reach full maturity and size, the males being able to the size of the common day Rhinoceros while the females can reach the size of the usual school bus.


Behavior: Dragon Spiders are rather hostile to all other living things besides other Dragon Spiders.


Skin Type: A type of Chitinous amour covers most of the 'Dragon Spider's' exoskeleton, making the durability bare resemblance to that of the usual car. However, when it comes to rough impacts


Skin Tone: For females, they mainly a type of solid black and red coloring, while the males are a solid black and red.


Other:

  • One can determine the age of a Dragon Spider through the tint in their red/ blue coloring or size.
  • They have an extremely durable webbing which has sadly been proven to resist fires.
  • They have two special glands in their mouths which allow them to breathe fire. In the glands located in the Dragon Spider's left side of their mouth can release a type of flammable venom. The venom's use outside of the body really has no use other than being able to be lit, but when ingested, it can cause partial paralysis. There is also the ability to be blinded if the venom makes contact with one's eyes.
  • A fully matured Dragon Spider's flames can cause up to 4th degree burns.
  • When hungry,Dragon Spiders emit this type of scent which is somewhat reminiscent to the smell of berries. Those foolish enough to follow this smell to the source will no doubt meet their fate.


Swampsharks


Habitat:
Swamps,marshes,dense,old-growth forests. Amphibious.


Diet: Carnivorous,carrion.


Resemblance: Eel,water snake.


Average Size: An ancient oak,minus branches.


Behavior: Solitary,ambush predator.


Skin Type: Hide likened to thick rubber.


Skin Tone: Mimics the local moss and algae covering a downed log.


Swampsharks are solitary marsh predators,and possess amazing strength and a single,very powerful trick. They constantly produce and excrete an extremely powerful psychotropic hallucinogenic gas,causing those who inhale it to hallucinate to the point of being unable to function properly.


Their mouths are made of three-section jaws,arranged radially. Their maws are lined with countless razor-sharp teeth,all curving backwards,pointed into the mouth,so that escape is impossible,should one bite on. Their sense of sight is weak,but their other senses are extremely sensitive to compensate. They are immune to all toxins and poisons.


Their sole vocalization has been likened to a low foghorn. It seems to be a bellow from the beast,as it's held for several seconds.


Minecrawlers


Habitat:
Caves.


Diet: Carnivorous.


Resemblance: Spiders or ants,albino.


Average Size: Buick.


Behavior: Swarmers,hive-clustered.


Skin Type: Chitinous plates,used for high-quality armour.


Skin Tone: White,gray,something between white and tan.


Minecrawlers dwell in caves,and,as the names suggest,mines,once they break into the infested tunnels. They come in ceaseless swarms,clogging the tunnels that lead to their nests,can climb on walls,and,most unsettlingly,produce a venom that they can spit or introduce to the bloodstream via a bite,which can melt flesh within minutes,or melt stone within days.


Their constant chattering and scraping have sent hardened men and women into gibbering fits of madness,and Minecrawlers have also been known to hiss and screech,further perpetuating unfounded rumors of their malicious intelligence. Their venom,however,is valuable,seeing how it can be safely stored in glass,and their plates are extremely durable and light,making for impressive armour.


They strike with their mandibles and forelimbs,which are cruelly barbed and end in vicious points,both easily capable of piercing armour. Even crawler plates.


Bloodflies


Habitat:
Plains,forests,rivers,lakes,ponds...Anywhere outside and temperate,really.


Diet: Omnivorous,carrion.


Resemblance: Some demon spawn of a scorpion and dragonfly.


Average Size: An average human child,without including the stinger and wings.


Behavior: Swarmers.


Skin Type: Chitinous plates.


Skin Tone: Yellows and greens.


Bloodlfies,while squishy,are still major threats to humanity. They are extremely populous,attack in swarms,and possess an extremely flexible stinger,loaded with a potent neurovenom. When they aren't flying faster than an arrow,they crawl on the ground somewhat clumsily.


Thankfully,Bloodflies rely on their venom,and lack any other means of harming a human,though their stingers have been known to pierce chainmail on occasion. Their vocalizations sound like buzzing sighs.


Bush Baby


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Habitat: Bush Babies normally live in forested or regions littered with plant life, where they can blend in perfectly with their surroundings.


Diet: Despite their somewhat large, menacing teeth, Bush Babies are actually Herbivores; guaranteed t only eat berries and other plant life.


Resemblance: They resemble walking bushes with large mouths and beady eyes.


Average Size: Bush Babies are born through a complicated process and are about the size of most breeds of small dog when born. They can reach the size of a human toddler at full maturity.


Behavior: Generally docile until provoked, Bush Babies are peaceful creatures, but are extremely timid when larger creatures are around, taking the chance to run away if possible, or hide. They can form communities with other Bush Babies of up to ten to twenty members. However, they are extremely dull, which means that one who is sneaky enough, can catch them easily off guard.


Skin Type: The underbelly seems more, bark or wood-like and share the same roughness. The back however, varies depending on where Bush Babies are found, as most grow whatever they eat over a certain period of time.


Skin Tone: Rather a type of Green base color on the back, while the under belly remains a type of dull brown color.


Other:

  • Bush Babies emit a type of aroma reminiscent to wet or fresh cut grass.


  • They can see in multiple spectrums of vision, including heat seeking, thermal, and night vision.


Krillizard


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Habitat: Krillizards swarm the ocean and beaches, normally straying from the water to either lay their eggs during the mating season, hunt, or sun bathe.


Diet: Krillizards are omnivorous, feeding on aquatic plant life, while also being bold enough to attack creature much, much larger than themselves if hungry enough. They hunt in pods of approximately 50+ members, which make this possible.


Resemblance: Krill or Shrimp.


Average Size: At full maturity, a Krillizard can reach human sized proportions, some reaching up to 7 feet in length. A Krillizard larva however, is only about the size of a human's pinky finger.


Behavior: Krillizards are considered Apex Predator, with their rough exoskeleton; they can practically fend off against any natural attack. They can also use techniques to coerce certain prey into coming close enough to get the jump on them. Krillizards are generally hostile to creatures other creatures unless they don't put up much of a fight, in which case they no longer view them as a threat. If viewed as a major threat however, they will simply attempt to either intimidate the enemy or will go out on a full scale attack, generally with all members swarming the enemy.


Skin Type: They're bodies are covered in a hard, rough shell. There are absolutely no soft spots besides their eyes.


Skin Tone: They are usually a type of dull red and tan, but in rare instances, there is a blue one.


Other:

  • Krillizards have the ability to mimic the cries or mating calls of other monsters, as a means to intimidate foes or to attract prey.


  • Some Krillizard pods can reach up to 150 members.


Terramite


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Habitat: Terramites build their colonies wherever possible. Swamps, mountains, forests, beaches, cave, etc… They mainly live in colonies of up to several thousand members, located in hives similar to that of a termite mound.


Diet: Terramites are omnivorous, eating just about anything that can get them by. If there is a large carcass located nearby, then they will swarm the dead body until there is nothing left to show that the being ever existed.


Resemblance: Giant Rocks or Termites


Average Size: Terramites vary in size depending on their job, but the Workers (The lowest ranking amongst the hive.) are about, the size of a mid-sized dog. The largest Terramite, can only reach house sized proportions, (Which is the Queen.) and the middle class (The Warriors.) generally reach a size somewhere in between that of the Worker and the Queen.


Behavior: Rather nonchalant, Terramites don’t mind if others are around while they work, whether foraging for food or finding material to build up their mounds. However, when something attacks, the Terramites attack back, swarming as a team till there is no opponent left to worry about or until the opposing creature has retreated.


Skin Type: They are covered by a type of rock-like shell which allows them to bore underground while not worrying about heavier rocks falling on them. They’re flash is their weak spot, as it is very soft, and as so, they try to refrain from fighting by themselves.


Skin Tone: Their rock-like shell varies in color depending on where they are place. For instance, a region rich with Obsidian would mean that the Terramites might have a type of Black shell, while a region rich in Limestone might give their shell the appearance of a type of white or grey color.


Other:

  • Terramites have several different tiers which make up their colonies.
    The Queen: The largest of the colony members, they are approximately three times the size of warrior class Terramites, and have two body segments rather than one. Their legs are much larger to grant their bodies mobility in case it is needed.
  • Warriors: The second largest of the colony members, they are approximately two times larger than the Worker class Terramites. Their bodies are more armored and lined with spikes for better defensive quality. They also have adapted ten, which are two more limbs than any other class of Terramite.
  • Workers: The smallest of the colony, they forage for supplies and build up the most of the colony’s population.




  • If there is a conjoined colony with more than one Queen, than the strongest of them all gain the title of Empress.


  • They can secrete a type of acid-like substance which softens certain, rather inedible objects, which allows them to eat it. This is then stored for building up their hive.


Hydra


Habitat:
Deep and open ocean.


Diet: Carnivorous. Ships are like canned meals.


Resemblance: A multi-headed Loch Ness Monster.


Average Size: They can range anywhere from the size of a small truck to a medium sized ship.


Behavior: Solitary predators. Moderately intelligent. Ambush or shock & awe tactics.


Skin Type: Oily Scales,tough as nails.


Skin Tone: Blues,grays,and greens,reflective of the oceans they inhabit.


Hydras are the progeny of Progenitus,the Spawnsire of Hydras. While nowhere near his size,might,and intelligence,a single hydra can still annihilate small fleets. Their scales serve as effective armour to blunt impacts,such as cannonballs,and oil slicks right off.


They possess impressive regenerative abilities,capable of regrowing even lost heads in a matter of minutes,unless the wound is cauterized,although they cannot grow two heads from one stump. With their impressively long necks,hydras can bite at distant prey,or fire jets of seawater amazing distances,over obstacles,such as islands,with great accuracy. Such jets have been known to saw galleons in half.


Hydras can have anywhere between three and eight heads,and grow more with age.


Snow-Shrieker


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Habitat: Snowy Mountains, roaming the ice plains.


Diet: Cattle, mountain goats, human babies.


Resemblance: Humanoid


Average Size: Only the Alpha in each pack reaches a muscular stature like pictured above, a regular Shrieker typically clocks in at about the size of a teenage human.


Behavior: They attack wandering prey in packs of up to 10


Skin Type: What very little skin they have is thin and and leathery from constant frostbite


Skin Tone: Their skin is white, due to dwelling in blizzards and ice caves.


Other:

  • Snow Shriekers roam in packs in search of cattle and mountain goats that have strayed from the rest of the herd or are not weary of their surroundings.
  • Their inhumanly long claws are fierce from tunneling through the mountainsides to make their homes.
  • Snow Shriekers are blind hunters, and use an echolocation of sorts. The echolocation has two parts to it; an ominous and blood-curdling screech that is audible to humans, and a high-frequency cry that only other packs of Snow Shriekers can understand and process.


Meatbug


Habitat:
Wherever there's filth.


Diet: Carrion. Scavenger. Omnivorous.


Resemblance: Dinnerplate-sized silverfish.


Average Size: At maturity,Meatbugs tend to be about 45 centimeters long and 20 centimeters across.


Behavior: Completely docile. They tend to gather in large colonies,but they pose no direct threat to anything but your food stores.


Skin Type: Chitinous shell


Skin Tone: Meatbugs are solidly gray,through and through.


Meatbugs are vermin. Wherever garbage,refuse,junk or other detritus may be found,Meatbugs can and WILL be found in abundance. They are immune to all disease and parasite,as no disease or parasite can survive their body for more than a few hours. It is unknown why this is,as Meatbugs are very much edible,and their meat is used in numerous dishes,most famously Meatbug Ragout with Rice and Hell Mushrooms.


Assassin Vine


Habitat:
Forests,jungles.


Diet: Carnivorous.


Resemblance: Angler fish.


Average Size: The vine can reach lengths approaching seventy feet. The body can grow to be man-sized.


Behavior: Ambush predator.


Skin Type: Flesh.


Skin Tone: Generally looks identical to a vine.


Assassin Vines are one of the most hated creatures of the world. They are impossible to distinguish from a normal vine,and they assault prey by wrapping their "vine" around the victim's neck and breaking it,before reeling them in.


Assassin Vines are noteworthy of having absolutely NOTHING useful,should someone bag one. As such,people often simply avoid regions of forests where Assassin Vines dwell.


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The Slidemander


Habitat:
Scorching Plains/Desert region


Diet: Rocks, pools of lava.


Resemblance: A horrid crossover of a seal and a salamander.


Average Size: Slidemanders average at about 4 feet in length and 2 feet in width


Behavior: One of the more aggressive monsters in terms of hostility. They live to kamikaze themselves at any and all enemies.


Skin Type: There skin is a bed-rock like material, and is impenetrable.


Skin Tone: The bedrock is dark, and little cracks in their skin ooze lava.


Other:

  • Slidemanders dart across the desert by flinging themselves around with their strong arms and slide around on their bellies at impressive speeds.
  • The only way to kill a Slidemander is to have it kill itself; Either set up a decoy to trick the Slidemander, or shoot its sac of lava.
  • Slidemanders can be catapulted if trick into sliding into the catapult itself, or thrown by fiercer and bigger monsters of the Scorching Plains


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Mammollusc Gigantea (Water Cow)


Habitat: Shorelines, Rivers.


Diet: Omnivorous (Microorganisms)


Average Size: Municipal Truck to the size of a 3 storey building


Behavior: Docile unless provoked


Skin Type: Leathery, soft.


Skin Tone: Ranges from light blue to dark blue. Albino Variants appear gray


These creatures inhabit any body of water they can find, they often travel in herds of up to 5 and are prone to stampeeding when spooked. The largest specimens of this race are often found in deeper parts of the ocean but they are always within five miles of a shoreline. Their meat is rich and fish like and their bones strong, the are most prized for their skin which is tough yet supple and smooth.


Adolescents are often found at the mouths of rivers or within a mile of the shore depending one how large they are. Calfs are often tended to by their large and hostile mothers While the bulls have gone out further into the depths to feed on richer organisms.


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Terranus Molluscus (Claw Clam)Habitat: Deserts, Mountains, Forest floors


Diet: Omnivorous


Average Size:


Behavior: Hostile


Skin Type: Leathery, thin


Skin Tone: Brown


These creatures have adapted to breathing oxygen via lungs that have evolved from their once sea faring ancestors. These creatures are resilient and tenacious, they often mimic antlion's and dig themselves a pit using their one muscular leg and lie in wait for any prey big or small. Their shells are razor sharp and can cut through a human leg, bone and all like a hot knife through butter. They have voracious appetites and discharge excrement constantly while feeding. The mollusc's tongue is soft and is considered a delicacy by many people while it's razor sharp shells are prized amongst all.


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Crocuta Titanus: (Warg)


Habitat:
Blizzard Peak Expanses, Mountain Areas.


Diet: Omnivorous


Average Size: A horse


Behavior: Hostile


Skin Type: Leathery, Furred


Skin Tone: Pink and black


These beasts do not roam in packs, they are solitary hunters, they are hostile to anything and everything including a member of the opposite sex. They are highly territorial and will only brook the presence of potential prey or greater predators. Carrion or no, in the mountains; sustenance is sustenance living or not. It is rare to see to Wargs in one place except during their mating season when a female Warg will fight to suppress her male counterpart long enough to mate with him before leaving as quickly as possible.


Sus Scofa Saliendo (Tree Boar)


Habitat: Titanic Tree Tops


Diet: Insectivore


Average Size: The size of a boar


Behavior: Hostile


Skin Type: Leathery, Furred


Skin Tone: Green.


Their tales are used to store water and sometimes food. Their legs are filled with coil like muscles that afford them a great jumping ability so they can move from tree limb to tree limb. They use their hard hoofs to dig into the boles of trees where they make their homes. Baby Tree Boars are unable to walk until they are at least a year old, by which time they are grown and skilled enough to leap from branch to branch though they will spend another year with their parents before moving on. Their diet largely consists of Blood flies and Meatbugs.


Mud Men


Habitat:
Marshes,forests,and stagnant water.


Diet: Omnivorous.


Average Size: Man-sized.


Behavior: Identical to primitive human society.


Skin Type: Flesh.


Skin Tone: Although it's hard to see under the mud and filth,it's as varied as a normal human's.


Many have spied these shambling creatures. They look like us. They sound like us. But,as many have discovered too late,they are not us. Mud Men are the poor souls who are lost in the Bog of Bereavement,and never returned.


Their minds decayed by constant exposure to Swampshark gas,their bodies twisted and warped by the diseases,parasites,and magics of the Bog,they have become something else entirely. The hostile creatures of the world now see them as kin,but they seem to openly hunt them for sport. They are like savage reflections of ourselves.


The Mud Men,although savage,still speak,and are still more intelligent than most of the creatures of the world. Beyond that,they seem to possess impressive regenerative abilities,might,and sharpened senses. They are extremely dangerous foes,and should always be treated with the utmost caution.


Burrowing Mud Leeches


Habitat: Swamps and shallow, slow-moving rivers.


Diet: Carnivorous


Average Size: A large chicken egg.


Behavior: Normally in a state of perpetual hibernation, when prey presents itself, any mud leeches that detect disturbance in the water, usually up to half a dozen, move in to feed.


Skin Type: Soft, almost gelatinous.


Skin Tone: In drastic variation from pale oranges to gentle greens, and even near-black shades of green or blue.


Other: Mud leeches do not actually intend to kill their prey, at least not immediately, rather, they use it as a sort of proliferation, burrowing into its flesh to lay their multitude of eggs before dying. The neuromuscular narcotics that are exuded through their skin paralyze the victim long enough to unload their precious cargo, releasing hundreds of eggs into their bloodstream. The eggs also release a similar toxin, though not perfectly formed, and it is only once the larvae reach maturity that their toxin blocks the sensory nerves as well, unfortunately they only reach maturity once the victim has been completely consumed over the course of several months. It is usually only about three weeks to a month after the eggs hatch that the host has suffered enough blood-loss and organ damage to actually die, and can feel themselves slowly being eaten alive the entire time.


Needless to say, this is not a preferable way to go.


Spore Creeps


Habitat: Subterranean caverns and tunnels, though occasionally seen in deep woodlands as well.


Diet: Insectovorous


Average Size: About fourteen feet high at the shoulder, and six feet long, though deceptively lightweight.


Behavior: Passive, and almost ponderous, usually meandering their way through cave systems alone until they stumble across suitable food-sources, usually leading to conversions around dragon-spider nests and minecrawler hives.


Skin Type: Tough and rubbery, not unlike normal fungi, though strangely more resilient to piercing and cutting. Large patches on their backs are brightly luminescent, the better to confuse their prey.


Skin Tone: Brown-grey in tone, their backs glow in variations of yellow and green.


Other: Spore creeps do not actually have eyes, nor ears, and in fact only have sense of feeling in the bottoms of their broad, flat feet, feeling the many scrapes and other vibrations that other cave-dwelling creatures make. The lack of sensory organs defend spore creeps from their greatest weapon, besides their cavernous maw that is, preventing them from blinded by their luminescent growths. Once their meals are sufficiently confused and debilitated, spore-creeps open their jaws, which make up the entirety of their lower torso, in fact, their body is simply a large glowing mouth on legs. Once inside a spore creep's mouth, the jaw fuses shut, and simply digests whatever is trapped inside, at which point the creature will continue its endless wandering of the tunnel systems.


Depth Trawlers


Habitat: Deep seas/oceans


Diet: Detritivorous (Bottom Feeders)


Average Size: Approaching 220 tonnes on average, 150 feet in length, depth trawlers are absolutely gargantuan, and appear to be a primary food-source for hydras.


Behavior: Depth trawlers behave similarly to domestic cattle, and don't even attempt to flee for their lives, and in fact hardly seem to notice that they're being eaten alive. Usually almost half of the creatures are gone before they even respond, and not long after, die.


Skin Type: Thick and leathery hides protect depth trawlers from the vast majority of harm, and little short of a hydra seem capable of harming them.


Skin Tone: Deep greys and the occasional green-black make up depth trawler skin tones.


Other: While not aggressive, they are curious, and have been known to accidentally lift ships from the water by raising from beneath them, usually terrifying sailors into thinking that a hydra is attacking them, leading to many jumping overboard, only to be dashed on the broad backs of depth trawlers as they rise above the surface to discover what had passed them over.


Bone Moss


Habitat: Swamps and marshes that are commonly trafficked by humans.


Diet: Photosynthesizers


Average Size: Varying depending on host.


Behavior: Bone moss only grows on the bones of deceased fauna, especially on human remains. In order to spread, bone moss has developed limited sentience, and mobility, which it uses to force the bones of the deceased into movement, constantly prowling the bogs in search of new life to end in order to bring new life for itself.


Skin Type: Thick moss, akin to deer-hide in many ways, though extremely flammable.


Skin Tone: Bone moss varies from off-white shades of blue, to navy blues, making them easily visible if it weren't for the perpetual fog of their habitats.


Other: Bone moss seems to have some sort of ocular organ which cannot be visibly discerned, but they are capable of seeing in the infrared spectrum of light, allowing them to easily track down living prey, though they cannot see one another. When bodies under the control of bone moss eventually find living bodies, or dead ones, they rapidly set to peeling the flesh away from bone with their long-dead fingers in a scrabbling attempt to proliferate.


Serpentes Lacertilia. (Tree Top Snake)


Habitat: Titanic Tree Tops


Diet: Carnivorous.


Average Size: They can grow to be the same size as a real world Anaconda


Behavior: Hostile


Skin Type: Scaled


Skin Tone: Range from dark green to a mottled green and brown.


Snakes are more often legless, this one however sports a pair of arms with opposable thumbs. These creatures are ambush hunters, their green camouflage is most effective. They are indiscriminate hunters, if it has a blood pulse they consider it food. Their arms are deathly strong, full grown adult males can be seen scaling the trunks of trees with their arms alone while the females are afforded greater strength within their elongated bodies. Females will often be found protecting their brood of eggs or hatchlings and will gain sustenance by feeding off tree sap or nearby prey.


Megalonychidae Primigenus (Milk Sloth)


Habitat: Titanic Tree Tops, Marshland (Rare)


Diet: Herbivorous


Average Size: Twice the Size of a normal Sloth


Behavior: Extremely Docile


Skin Type: soft, furred (Brown to Grey, mottled grey/brown variations)


Skin Tone: Pink


The Milk Sloth feeds its young via large milk patches on their chest, even the males of the species will secrete milk when there are young nearby. As far as researchers can tell, these cretures will care for any young that come into contact. It is common to see females swapping their offspring with one another. They often travel in groups of 10 and are extremely docile. They have only one predator since no other creature can survive the poison within their blood. Their milk however can be consumed by any creature so it is common to find a menagerie of creatures feeding from these beasts' milk patches.


Lumbricina Pellicius (Furry Worm)


Habitat: Wherever there are Terramites


Diet: Carnivorous (Terramites)


Average Size: They are a 2cm thick and 2 inches long


Behavior: Intelligent.


Skin Type: Soft, Furred (Purple-Grey)


Skin Tone: brown


These creatures are the natural predator to the Terramites. They devour their prey by burrowing beneath their carapaces before eating the beasts alive. it is common to see one or two Furry Worms on any one Terramite. These beasts are highly intelligent, while small their brains contain as many synapses as a human brain. They are however wholly obsessed with their prey. They lack a culture due to their ingrained obsession. They breed in the soft sediment of the earth, adult Worms that have gorged themselves will often fall from their prey and multiply before hitching yet another ride.


Flagellum Hymenoptera Alpha (Khlystian Wasp King)


Habitat: Titan Tree Tops


Diet: Carnivorous


Average Size: 3 metres from head to tail


Behavior: Intelligent.


Skin Type: Carapaceous


Skin Tone: Grey.


The Khlystian Wasp King roams the deepest part of the Titan Tree Tops, he travels from wasp nest to wasp nest mating with the many queen Khlystian wasps that make their homes in hives scattered about the forest. Guild Hunters often hide when he asses by as he is highly territorial, not even lesser monsters dare cross his path in summer time. It is as yet unknown why he becomes more territorial during the summer. Any other time of the year he can be observed carrying large amounts of pollen from the Siccus flower through the forest.


Flagellum Hymenoptera Omega (Khlystian Wasps)


Habitat: Titan Tree Tops


Diet: Carnivorous


Average Size: 1-2 metres long


Behavior: Docile 3/4 seasons Hostile During Summer


Skin Type: Carapaceous


Skin Tone: Queen Bee (Pink Feelers and horns) Warrior Wasps (Red Feelers and Horns) Worker Wasps (Purple Feelers and Horns)


There are reportedly seven hives scattered Titanic Tree Tops, they are inhabited by these Wasps, generally they are generally docile creatures, having a King that protects them has removed the need to protect themselves. Worker Wasps are born without stingers and Warrior Wasps only become hostile during the summer months.


Magic and Spells


The explanation of magic and the effects they have come from your Guild-brother Ninbiz! If not for his in-depth descriptions, we'd all just be swinging swords. So three cheers to Nin!


Schools of Magic:


Most magical manifestations can be categorised within five definitive schools.


Healing:


The first of these schools is that of Healing. Every guild in New Wahrheit values this school of magic any manifestation that specialises within it. Most prized among healers are those with the strength to cast spells over groups of people as opposed to singular individuals.


Types of Spell:


Flesh Healing:


These spells focus on healing physical wounds, such as; cuts, grazes or even deep gash. Legends tell of healers that could even replace an amputated limb or reattach one, though many mage scholars are skeptical of such abilities.


Detoxifying:


These spells focus on removing the effects of foreign agents within the bodies like poisons or pathogens.


Enhancing:


These spells deal with bolstering the human bodies via magic, some spells can offer bursts of energy in crucial moments, others can momentarily increase; speed, agility, strength or anyone of the five senses.


Medicarum:


These spells deal with the expulsion of sickness and disease, where one cannot find a skilled surgeon or medic one must find a healer with this skill for they can cure the common cold, remove malignant cancerous tumors or prevent deformity in pregnant woman, they are even able to sterilise a man or woman to keep them from having children at all. There are even instances when one of these mages can make a man or woman fertile once more, though this is a rare ability.


Illusion:


This school of magic is generally more appreciated by the Recon Corps of any guild though Illusionists can often be found in the other corps as well but it is not a common sight. This school belongs to those abilities that can change course of light, trick the mind and even sometimes one of a hundred gains the ability to create an entire world by playing with peoples' perceptions. Yet again, those mages who can cast spells over groups are highly prized.


Stealth:


These spells are made to obscure the caster from sight whether by bending the light around them, creating shadows dark enough to shelter from prying eyes. Some spells can even confuse the olfactory system by creating smells, or fooling the ears by manipulating sound. Some magics can even lend their user the ability to blend in completely with their surroundings to the point where their skin changes both colour and texture.


Effect:


These spells are cast not to befuddle the senses but emotion. A mage with a specialty in this area can cast spells that fill their allies to the brim with bravery, or make their foes quiver with fear. Some mages are even able to make their targets fall asleep or retreat out of revulsion. One could even make enemies fight amongst themselves.


Environmental:


These spell change a target's perception of their surroundings, one could create an illusory tree or female krillizard. The applications of these spells are almost unlimited.


Offensive:


This school is reserved for those magics that can wound, maim and kill. There is a subschool in this category meant for defense and those spells are meant to protect, bolster and guard.


Binding:


This school encompasses magics and spells meant to ensnare targets. Magics that specialise solely in this school are rare, often other magics have spells that can bind. This school of magic is largely unappreciated by the guilds as they do not often wish to capture beasts but instead kill them.


Binding:


These spells are generally meant to simply restrict movements, the do not have any secondary abilities. The strongest binding spells can crush the bole of a tree when constricted while others can be so strong they are rumored to be able to bind even a deity.


Sapping:


These spells are often weak and may hold an small animal for a few hours and an exceedingly large one for minutes but their usefulness doesn't lie in their binding ability but that sap the strength of their targets and cost little energy to cost so they are the most often employed. It is very difficult to kill anything with these spells since they do not last long but with continued perseverance one might be able to kill a blood fly.


Traps:


These spells are much like the the webs of spider dragons. Tough and adhesive but they cannot be cast in a hurry, no, these spells are employed by great planners with patience since they require a great deal of preparation.


Enchanting:


This school deals with magics that can bestow magical qualities upon items or weapons, sometimes even food can be enchanted.


Protection:


These spells deal with adding a layer of magical protection upon an item, whether it be armour, clothing or even a chest to prevent theft. Some spells can add protection against magic, damage, poison, rot and sickness. Other spells can increase the endurance of an item to make them last longer.


Effect:


These spells can endow items with a varied range of effects, these spells however only have a limited time of use. An item of food may bestow momentary speed or strength, while for a time an enchanted cloak may provide increased camouflage or even invisibility. Some legends speak of a mage who once created a true cape of invisibility that would hide its wearer indefinitely.


Damage:


These spells are meant for weapons, spells to make swords unnaturally sharp, to make war hammers and maces explode with hidden power at contact with a monster. There are even those who can make weapons as cold as ice that freeze any wound the weapon makes. This school is the hardest to master and requires great amounts of power.


Wilders:


These mages are able to use their magic in ways that defy categorization and are often viewed with suspicion and jealousy.


Now that you've gone back in time to the beginning of the Guild on Monster War, traveled to every region (Even the Bog!), and have visited every Guild and how one operates, as well as viewed the currently discovered monstrosities that seek to destroy all of us; let us jump to the here and now! You now have the opportunity to engage in the conflict yourself! The blood, sweat, and tears you will shed on this journey will be done so not only in the name of your brethren, but also in the name of mankind!


Let's get started, shall we?


Name:


Age:


Rank:


Class:


(What type of Guild fighter are you? Paladin, Warrior, Mage, Priest, Marksman, Craftsman)


Location:


(Where do you start out?)


Guild:


(What guild do you belong to? Some brave souls choose to wander New Wahrheit alone, but many experiences are missed out if you do not join one. It is also sometimes mandatory for one to join a Guild, depending on where they live)


Personality:


Appearance:


History:


(Required. It's not very hard to write about what your life was like up until this point. You can do it, I have faith in you.)


Weapons/Equipment:


Other:


(Primarily quirks that set your character apart. Flaws/Strengths. Weaknesses/Phobias. Y'know, stuff like that)


And that about sums it up for now! This a rough sketch, to test things out and get the general idea out. Things will be changed, edited, and cut out by the time things are through. I'm thinking the actual RP will start maybe Saturday or Sunday. Gives us all time to recruit people, yay~!


and each Generation lasted for 100 year
 
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Name: Izzet the Firemind


Age: 34


Guild and Rank: Advanced Keim of the Jade Drills.


Vocation: Pyromancer,quite likely the only one of his kind.


Personality: Izzet is a jaded Darwinist,thinking that one can only prosper by being able to overcome any obstacle they encounter,single-handed. In a fight,he always looks to perpetuate his own existence,as he knows he's worthless dead. These traits combine to make him seem like an asshole on all accounts,and has few friends. He's only truly happy when he's displaying the dominance of man over beast,which he does with frightening regularity.


Location: A Minecrawler nest in the mines near Jadetown. Alone. He's gonna have him some FUN!

69853483E34D91FE3E42AC417BB759436846803A



Stands five foot ten. His flesh is horribly burned,thanks to his magic. He wears his burns with pride.


The gloves lack palms,and the soles are removable.






dark_souls_pyromancer_by_nero_tbs-d4kfeia.jpg



He is left handed,and his right arm is armoured exactly as shown in this image's forward arm. He also wears a simple mask,as shown,to cover and protect his face. He understands that people are unsettled by his appearance. Doesn't keep him from talking to them barefaced,though. He just laughs at their discomfort.


Weapons: Izzet's sole weapon is primarily for show,but it is still frighteningly effective. It is an estoc,made from a Minecrawler's forelimb. An estoc,to the uninitiated,is a broad rapier (still far more slender than a broadsword) with amazing length. Izzet's estoc clocks in at 110 centimeters;just over a meter in length,giving him amazing reach should he elect to stab something. Due to the weapon's light weight,he can easily wield the weapon with one hand,and he had a lead pommel added to balance the weapon properly.


Aside from that,he keeps a belt of firebombs handy,for when he feels like cooking things without cooking his arm in the process.


Magic: And on that note,we come to Izzet's magic. Izzet is a pyromancer,a mage specializing in fire magic. He believes himself to be the sole pioneer in the field,as he hasn't heard of pyromancers in history,ancient or modern. His magic is seen as unusual,and different. It is looked upon with awe,suspicion,hatred,and fear. It is the magic of primal fury. It is fire.


Izzet's magic is channeled through his arm,and originates from his flesh. As such,as he casts,the more he cooks himself,as evidenced by his burned form. These spells can be simple sparks to Hellish conflagrations,and they all come from him. He prefers to send the magic down his arm,but when pressed,he will send it through a leg,or,in the most dire of circumstances,breathe it. Such a situation has happened a few times,and as such,he sounds like he smoked ten packs a day for ten years.


Armour: Unlike most of his compatriots,Izzet wears barely any armour. His right arm is made of meticulously shaped crawler plates,providing amazing protection for next to no weight,and his knees and toes are similarly armoured. His mask is made from a Minecrawler Soldier's plates protecting the thing's head.


Background: Izzet was born in Jadetown,and his parents were miners. They worked the mines to fuel Jadetown's industry,prosperity,and defenses. They toiled to serve their great city,and were paid well,and given the rations to feed their tiring lives. Izzet was expected to become a miner like his parents,but many felt that his obvious intellect would be wasted in the mines.


For it was true,Izzet was an intellectual. He studied whichever books he got his paws on,and taken a deep interest in magic and swordsmanship. His parents entertained these notions,as they would be handy in the mines,anyways. Especially if they broke into a crawler nest.


Unfortunately,they did so a little too early. While Izzet was receiving his basic education,his parents were at ground zero of a breach,and were the first casualties. But,as the reports said,they taken at least a dozen crawlers each to Hell with them. This grim news galvanized the boy. He knew that Jadetown always needed miners,but he also knew that Minecrawlers would always kill them as quickly as they could replace them.


So,fresh out of school,Izzet joined the Guilds. His background knowledge in magic and swordsmanship made him better suited for the Guilds of other regions,but he was adamant on serving Jadetown. He passed his Advanced courses with flying colours,and it was around this time where he started developing pyromancy. Building on the concepts of both netting and mending,he was able to create spells that made flame. They were deceptively simple,and their power was obviously apparent. But,he could never figure a way to divorce the flames from his flesh before manifestation.


As such,Izzet's family name slowly became forgotten,even by him. Instead,he became the Firemind,a monstrous asset to Jadetown. He was quickly snatched up by the Recon Corps of the Jade Drills,and after single-handedly saving several operations,and saving the Lancer Corps more work than was particularly enjoyed,he was put into the joint Lancer-Recon Commando Corps,an unofficial branch of the Guild,populated by the best of the best,and sent,often alone or in small groups,to do what no one else either can or has the balls to do.


Izzet generally works alone. And his accomplishments are nothing short of legend against the Minecrawlers of the caves.
 
Name:


Renshii Akahero


Age:


25


Rank:


(Former) Guild Keim. (Now)Rogue


Class:


Marksman


Location:


Just on the outskirts of Platim. He stays in a small cave blocked off to outsiders by a wall of ice. But, with it bordering the Blizzard Peak mountains it looks natural for it to have the ice covering the area.


Guild:


Rogue Guild Member once a part of the Jade Drills.


Personality:


Before he lost his mind? He was quiet and a little on the happy side. He didn't say much but always did what he could to help others. Now? The desert heat and it switching back and forth each time he neared his home. As well as being alone for two years have gotten to him. He's that one you want to stay away from if you come in contact with him. Your life may not be safe. Renshii is quite the maniac and enjoys messing with beasts of any kind.


Appearance:


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History:

Renshii, being young never understood the separation of his mother and father so the thoughts of this haunted him for many years, at the time he was four when him and his brother split. Renshii would head with his mother off to her home town. She had taken him in an agreement that they would never meet and neither of them would have to meet again. He had been a quiet child and spent most of his time sparring against others and training dummies he set up himself. Renshii also kept to books learning what he could hoping to remove the memory of leaving his beloved brother. As time progressed and Renshii hit the teenaged years he began to take on an act of thievery for the sake of his love for guns and weapons. He would steal them from merchants and people around the town before being caught by his mother. Once caught by his mother his actions were seized and he was forced to stay in doors most of the time. He would then return to the books only to work on obtaining his knowledge in the beasts residing inside the caves.


As time passed by Renshii would join the Jade Drill team, his love for weapons assisting him in becoming a high ranked officer as he mastered the art of pistols and rifles. Three long years would pass as his title would soon reach that of Guild Keim and trained his own squad. Renshii kept the squad in check and trained them in pistols. He would do his best to keep them as perfect as can be. He ran drills with them, kept them nice and fit. Everything was perfect.


Along the third mission him and his team went on. They would go just outside of the town Platim. Renshii obtained a large egg, he kept it in his bag and away from others until it had finally hatched into a small baby ice dragon. Renshii kept the dragon by his side at all times, through missions and just for fun when wandering about town.


Everything flowed perfectly for an entire year and fit perfectly with life to Renshii. Until one final mission in the squad. That mission had been quite daring as they were asked to clear a small group of dragon spiders that were attempting to make a nest close by. Renshii led the squad perfectly and marked them all to die executing things as well as possible, until one of the members decided they were able to take them alone. Renshii would quickly chase after the squad member only to watch the boy be engulfed by one of the larger ones. The squad would only leave the dragon spiders with the boy and leave everyone aborting the mission.


Two months had gone by since that final mission before Renshii had decided he wasn't fit for a guild if he could not keep his own safe. In this decision he would pack his things up only to leave the town in the middle of the night. He hated this but knew he should not be a part of something he felt he could not protect


Weapons/Equipment:


Two pistols (As advanced as the Jade Drills I think flint lock is most advanced.) And a rifle with a small telescope attached to the top giving it the looks of a makeshift sniper rifle


Other:


Strengths:


He's been out in the desert for years, he knows his way around.


Living out in the desert he has learned how to make traps and set them up where he wants in the desert.


He has a baby pet Ice Dragon named Silver


Weaknesses:


He hates the giant spiders. Not to fond of those things.


He's decent at hand to hand combat but not really good


His dragon being touched. He hates when people mess with or hurt his dragon


Dislikes people, doesn't do perfect in a crowd.


Dragon:


Name:


Silver


Size:


Somewhere between a small dog and a medium sized dog


Age:


Newborn, only been out of the egg for 5 years


Abilities:


Frost Breath? Has the ability to shoot ice out of it's mouth and give a light coat of ice over anything he wishes.


Fireball: Very small, no bigger then a baseball, general use is to make fires for a fire place


Other:


Still working on this sheet @Delta x.x






Name:Jack Morgan


Age:27


Rank:Captain


Class:


Basic Pirate?


Location:


The Sea, somewhere in the middle and heading for the docks.


Guild:


None Yet.


Personality:


Enjoys having fun with people. Messing with them and watching them freak out. When anyone harms anyone on his crew, do be careful of his pistol. He will shoot without notice and drink a bottle of rum while doing it.


Appearance:


465583-1.jpg



History:


Jack Morgan was born as the son of a sailor and a young woman from the town of Lavendale


The town was always filled with pirates of all sorts, naval ships. Just about anything you can


imagine, if it was on a ship it had been to the town. The town of Lavendale was just off the


Western coast of a distant island. It took in resources and traded them right back off for more only


keeping partial sections of the resources for them selves. Jack as a kid always followed his


mother while she worked in the Tavern, he always stood by to listen to the great stories the


pirates told. He loved hearing about the ocean. As he got older he even engaged in conversation


with the pirates, he never had stories to told but enjoyed talking to them hearing about the adventures they would go on. When Jack reached the age of 16 he left Lavendale to travel with a pirate group on a ship known at the time as the great Kurosora, or in english terms blacksky. He worked his way to the title of advisor of the captian. Two years went by before they ran into a larger ship which attacked the ship. They took most of the ship's goods including the gold from each of the pirates, as well as killing the captain. Jack then pushed his attention to the broken boat and fallen crew now taking the status as Captain. After two long years Jack had formed a new crew to mix with the old and a much larger ship naming this one Kuromun. The name came from the name of the last ship, Jack had only changed the name slightly now making it the black moon rather then the black sky. He now sails upon the seas searching for new crew along with obtaining gold and riches of the world.


Weapons/Equipment: Dual flint lock pistols and a dual swords.


Other:






Crew Members:






Henry:


Henry is the assistant of the ship, he runs the boat when


Jack simply doesn't feel like doing so. Henry specializes


in throwing daggers and knives, he is also very well with


acrobatics which gives him an edge when he wishes to hop


between ships when in battle or chasing someone through crowds


His personality is very calm and relaxing he enjoys company and


taking care of another crew member named Squirt.


Appearance:


tumblr_m9gbsiWbHY1rqja8yo1_500.jpg







Squirt:


The youngest of the group, he's only just turned 18 and like


Jack he joined the pirates at a young age, he worked with a angry


chef who threatened to chop off his hand and the captain before


Jack over heard the ruckus and took Squirt with him to clear him


from the angry chef, Squirt is very childish in a sense and


only 5' tall, he's pretty much a loli type person. His speciality is


cooking really and fighting terms, he does pretty good with his


cutting utensils or a pistol


Appearance:


AnimeBlondeGuyForRoleplay.jpg
Black cloth pants, no shoes normally and a light grey cloth shirt.


His hair is a beach blonde colour, giving him the appearance of a young


teen if needed.






Daniel & Hect:


About the dumbest or average pirates you can meet they waste


the money they receive from the captain by spending it


on stupid things, generally a woman for the night.


If they aren't wasting money on women it's being wasted


on alcohol of some sort and food. They specialize in basic


sword fighting and such, nothing really special


Appearance:


hot-anime-anime-boy-blue-hair-Favim.com-500403.jpg



Daniel wears a rad and white striped outfit,


bandanna and a red striped shirt, his pants


are a torn up black cloth. Shaved head and such.


Hect is the same appearance as Daniel yet he wears a


blue outfit rather then a red outfit. They could be


considered twins if they wore the same outfit






Johnny:


The oddest one of the bunch. He sits back and stays away from


everyone if he can. He generally does what he's asked and goes


back to the lower decks to sleep and count his share of gold he never


spends, generally saves it up for new weapons when he needs


them. He specializes in heavy weapons normally a sword but


will settle for an axe or something if need be.


Appearance:


es-jazz1.jpg



His outfit is a basic ripped up black outfit, and no shoes.


His hair is Pretty long when he doesn't decide he wants it cut. When he cuts it, it's generally


as short as you could get when out at sea. He generally carries his broad sword on his back.
 
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@Riddle78 Izzet the Firemind- Accepted! Continue to fight the good fight, trail blazing Ad. Keim!


@Kiro Akira ,
why do you have an Ice Dragon in the Scorching Plains? And why does an Ice creature know Fire magic? o- o
 
Name: Rynn Brauchvich.


Age: 18


Rank: Guild Page.


Class: Warrior.


Location: Schnee Palast.


Guild: Schnee Maidens.


Personality: Brash and uninhibited, with a touch of head-strong. Rynn likes to apply the knowledge she learns in a hands on sort of way. She's easy to read, with obvious body language and a very expressive face. Despite this she's a quick learner and it'll only take one punch (hoping she isn't knocked out) for her to realize that there are fights she can win and fights she cannot. It's easy to make her laugh, easy to make her happy, and very easy to make her upset. Stubbornness, strong opinions, and pride can only get a person but so far, she still thinks with the rash mind of a teenager, so she has plenty to learn, whether she thinks so or not.


Appearance:

light%20women%20dark%20fantasy%20art%20artwork%20bow%20weapon%20archer%20ashe%20the%20frost%20archer%201680x1050%20wallpape_www.wallmay.net_56.jpg

*Rynn is 4'11-5'


*She weighs 108 lbs.


History:





Rynn's life was rough and rumble from the get go, being born in the outer districts of Schnee Palast meant you either got tough or you didn't live. She grew up in a close knit family, her brother and father being her focal points, the anchors. After her mother died, in an incident involving a white-out and a freak attack where a Snow Shrieker killed her mother, alongside the rest of her father's herd. Lack of income and grief hit them hard, her father began to cling to his children, yet despite his best efforts Rynn's brother continued on to join the Schnee Maidens.


After his return Rynn and her father were able to live in the district closer to the Schnee Palast's place of work, with a clear conscious and the world looking a little brighter the family grew. Rynn developed a rather unhealthy rivalry with her brother, sparked by the different sort of affection he received from her father. She got to sit on his lap while he combed her hair, while her brother got to go outside and spar, though his skills far surpassed their herder for a living dad's.


Her brother, feeding into Rynn's competition, often sparred with her, teaching the knobby kneed waif of a seven year old everything he knew, while his guild brothers quickly became fond of the girl's explosive attitudes. It was clear that she excelled with hand-to-hand combat, and was crap with a sword, archery on the other hand was definitely her strong suit. Of course, despite the personal training she got she never felt like she was taken "seriously". Around this time she also happened to meet one of her closest friends, a boy from the church named Alden. She swiftly took the boy "under her wing" and the tiny terrors quickly took hold of Schnee's Palast with hijinks and quirkiness.


Alden was a boy she took an interest in originally because of his background, and the fact the boy rarely left the church, and rumors about his father. The other kids took a great pleasure in teasing him, which she didn't stand for, creaming their faces most of the time. And as she grew to know him they became fast friends, similar enough to get along, but balancing eachother out enough to create a wicked duo. Brawn and Speed.


As Rynn matured her father continued to treat her brother with the respect of a man, something, for some reason, she internally craved, she was fine with the "sweethearts" and tender hugs, but she wanted to be acknowledged for her skill in battle too, not eyed negatively and scolded.


This, combined with the fact that she looked up to her brother, and with a sense of wanting to "pass him" in rank drove her to train hard, often causing her studies to drop. Yet she had a talent, her raw strength, unusual for a woman her size, and a distinct drive to push harder. So throughout her adolescence, when she wasn't drinking with her brother and his friends, or palling around with Alden she was mentally and physically prepping herself.


And with that goal in her mind she convinced Alden to join the guild with her, and she's been working hard to surpass her brother since.


Weapons/Equipment:


Classic Bow and Arrow- Rune markings on arrows allow for them to explode when their target is hit.


Gauntlets- Rune enchanted gauntlets allow for a slightly heavier hit and for flames to dust her knuckles, making for effective fire-boxing.


Other:


Strengths/Weaknesses:


*Rynn's first and foremost greatest strength is her motivation and general sense of pride/justice, though her seemingly unnatural brute strength for a woman her size seems to help this out a lot.


*She excels in archery, and is wicked in hand-to-hand combat, though her height and build put her at an obvious disadvantage.


*She isn't exceptionally fast, other then when she's letting an arrow fly. So she tends to circle around Alden in team combat, picking off enemies from far away and letting him handle those who get close, and in singular combat she'll duck and pick off enemies from a distance, while taking a more direct physical approach when fighting 1x1.


*She has an assortment of minor spells she picked up while hanging around Alden in the church.


Oddities


*She can swallow and hold her alcohol with ease, and has a guilty pleasure of finding pretty jewels to wear, despite being brash and physical in personality.


*She still holds many insecurities of a teenage girl, including those about her sexuality and her appearance and is prone to react on impulse.
 
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Name:


Birth: Baqir “To Rip Open”


Earned name: Aisha “Alive”


Age:


20


Rank:


Advanced Keim


Class:


Warrior


Location:


Thal’Zim; Scorchlands


Guild:


Thal’Blades


Personality:


Aisha is very cold and cruel, nothing less than you would expect from a Thal’Zim who had to fight just to survive.


Appearance:





History:




Aisha’s life can rightfully be considered unbelievable from anyone outside of the Scorchlands. Some have even said she was “born fighting,” which is where she was given her birth name, Baqir, which means “to rip open.” From day one she was born with blood on her hands and responsible for her mother’s death. Many, including her older brothers, told her father, Azim (the Mighty), to kill the babe, slit it’s throat and leave it for the livestock, what mighty warrior had time or lack of shame to waste raising some female? Azim did not listen though, he figured one day he would regret it but for now there had to be something special that could be said of a Thal’Zim that was born of blood, perhaps it was this child’s destiny to survive, if she could. Azim was not the only man to believe so although, anyone who agreed with Azim’s belief’s on the ordeal did not step out to speak it, it was unheard of, defending the life of a mere female.


So, Azim spared the baby, giving her a name to fear and ridicule, mostly the latter. Allowing the baby to live on its birthing day did not begin the tale of an easy life for the young girl by the name of Baqir, if anything; it made it harder than any other Thal’Zim upbringing. Many times throughout the infant’s youngest years she almost died but somehow persevered. When she was old enough to walk, she began to receive daily beatings from her father and brothers. Many times she was left somewhere in her own little puddle of blood to pick herself up and carry on and, she always did. She would often sneak to where she could watch and observe her brother’s combat training and whenever she was caught spying she would be beaten but, it never stopped her from finding time, usually when all was asleep, to train on her own with her brother’s swords. One time, her father caught her, practicing her swings under the moonlight, on the edge of the city. Instead of beating her though, he firmly looked her in the eye and told her that she better make herself great because one day her brothers would kill her, if the harsh conditions of life in Thal’Zim didn’t first and then left, without ever uttering another word about it ever again, that was until one day; the day her brothers were to fight each other.


Baqir had trained for this day and that day was to be the one she proved herself important and something more than the girl who murdered her mother. Just before her brothers could ready their weapons against one another, Baqir stepped out, holding a very crude blade she’d hidden near her training place only a day before and, challenged her brother’s herself. Of course, they laughed but in the end they couldn’t resist the chance to shut the suddenly brave mouth of their younger sister. It was a long battle, Baqir barely defeated her brother’s, leaving herself with broken ribs, a scarred up back and arms, cut open wounds that needed stitches on her legs, a broken nose and busted lip but, she still won. As much as it angered her father to see her sons proven weak against a female he was forced to exile them until they returned with 10 monster heads each. Instead of congratulated for her victory, Baqir was beaten by her father until unconscious but woke up three days later, her wounds tended too and told that she would be joining the Thal’Blades soon, after proper training.


It was the happiest day of her life. Baqir was taken to the Thal’Blades and immediately she shit was beaten out of her the first day but, there was one other female that was a part of the Thal’Blades. She was a burley, grotesque female by the name of Bint-il Hommar (daughter of a Donkey) and she took her under her wing and personally trained, guided and ultimately shaped her into the cruel, blood-thirsty warrior she is today. After years of ridicule and harsh training and almost being completely mangled by beasts some would piss themselves upon facing and, then returning the heads proudly back to her people, she was finally able to earn a new name and was given Aisha which means “Alive,” for the many times she was forced to face death in the eyes and then spit in them.

Weapons/Equipment:




Weapon: A very crude but sharp and deadly short sword that is in the pic.


Armor: The bones of prized kills, she wears the armor like a protective trophy, it usually makes outsiders either uncomfortable or impressed upon inspection.

Other:




Strengths:


-Almost fearless, will willingly step into danger even if it seems completely suicidal, definably a person you want with you one some of the most difficult seeming tasks.


-Hand-to-Hand or, close up combat with a sharp edged weapon. It’s all she really knows, her fists and sword are not just weapons but extensions of herself, of her soul. She is incomplete without her offensive self.


-can withstand a lot of wounds/beatings. I suppose you can say she’s earned a pretty hardened exterior from her upbringing and because of it, she can take a lot of physical damage.


Weaknesses:


-Ranged weapons. Do not ever give Aisha a bow and expect her to shoot anything, all she may end up doing it shooting herself in the foot and that won’t end well for anyone.


-cooking. Trust me, you don’t want whatever she’s made for a meal, it may kill you.


-mines. Believe it or not this fearless warrior may follow whoever she is working with into the darkest depths without a blink but it doesn’t mean her insides aren’t churning with the overwhelming need to get out of the claustrophobic caves and into the hot open air. It’s nothing at all in the mines that makes her even flinch, it’s just the mines themselves.
 
I'd like to note something o-o If your in desert planes. I might know your character, so that may clear things up in the future if I say something about knowing you. I was once in the thal thing and left it :P
 
Maybe but your History kind of confuses me, it's really vague. Are you part of a Guild or were you? You were Thal'Zim? It doesn't say, it just says "Desert Guild" I think you have to be more specific...? I mean, you left Location blank and stuff so Idk enough to have my character form an opinion of you immediately or feel like she could recognize you back.
 
Anything with ( hi ) has white text inside. Highlight to see. Ø are bullets I might change them later, they're kinda weird. But DONE





  • Name: Ronan Valento


    Age: 23(Birthday Soon)


    Rank: Holy Corps. Paladin Knight


    Class: Paladin


    Location: Unknown; currently it is believed he is trying to find the Pseudo deity


    Guild: Guild of Fendor; Holy Corps.




 

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Name: Caeris Vollimane


Age: 23


Rank: Guild Cadet


Class: Mage


Location:


Road to Schnee Palast, 2 days ride from Flake Village 1 day away from his destination.


Guild:


Arcane Academy


Magic:


Rune Magic is among the most common manifestations of magical power in children, as such it is the most versatile of magics, users often become craftsmen or enchanters since rune magic can be inscribed upon many materials from fabrics to metals. It is equally common to see Rune Mages become Priests or Illusionists due to the magic's vast versatility. Rare are Rune Mages with offensive capabilities as the magic itself requires some preparation. Rarer still are those Rune Mages who specialise in binding. In fact Rune Mages skilled in the arts of binding are often overlooked, only those with exceptional talent have ever made a name for themselves, simply because of their diversity.


Caeris was born with rune magic and thus has been gifted with the rare ability of a runespeaker. Most Rune Mages must inscribe runes upon their targets with wands but Caeris is able to simply speak them to create an effect. Due to his inexperience however is only able to speak simple runes like; bind, fall or stop with little effect unless paired with an inscribed item. He retains the some of the Rune Magic Versatility but is not quite so powerful except when using runes of binding and the like.


Personality:


He is a studious young man, resilient and curious. So few things intrigue him as much as the creatures that plague New Wahrheit and mankind. His teachers describe him as great student, they also say that were it not for his obsessive curiosity regarding beasts and to a greater degree 'Deities' he would be a perfect one. Priestess Marie has been quoted saying; "The boy lacks a proper amount of fear, he too daring to be of any use as a healer." While Master Frederic describes him as " A tempestuous scamp, he lacks the necessary discipline required to create Illusions." Following that same line of thought is General Gravus saying "He's too damn flighty to be an offensive mage!! He's of no use to me!"


Appearance:


Runemage_male_by_DavidRapozaArt.jpg



History:


Lives often begin on a person's day of birth but stories begin on 'The Day of First Learning' wherein the main character learns of their heritage, circumstance or fate. Caeris was born with the power of Rune MAgic Running through his veins, a rare event to be sure but one otherwise ignored in the shadow of other more impressive magics. His parents recognised when he was at a young age that he had an unusual ability when it came to Rune Magic. Sometimes items he touched would spring into life for a moment. Despite their urging to the Mage Academy their pleas for special consideration for Caeris was ignored when he could not replicate the phenomena for them so instead he was written off as a low rate mageling and would attend classes like any other normal child.


And thus we come to the time of learning, we find that Caeris is also gifted with a great mind, curious and avaricious for knowledge. He excelled in theory work, his talent with rune magic gave him a grasp over the laws of magic that his teachers could not believe. Despite this however he was plagued as many children are with a bully and the ever present hormonal change that marks the time when a boy transcends into manhood. Lina was her name and she harried him mercilessly with words that tore at his heart, she rallied to her the foulest harem of witches and they assaulted him with magics he could not as yet guard against. Fortunately however, Lina admitted her true feelings for Caeris. He was conflicted to be sure; on one hand she had spent the past few years making his life a living terror but on the other hand he was now old enough to recognise that she was beautiful.


By his day of graduation from the mage academy and promotion to Guild Page he and Lina had come to terms with one another. Lina had admitted she was utterly cruel and vowed she would never act so again and Caeris had forgiven her in lie of his newfound love. But it was not last since they were being sent to different parts of the land. He had been assigned to the city of Schnee Palast while she headed South West to Thal'Zim. They parted ways with a kiss and he left for his journey to Schnee Palast where he would meet his new tutor and begin his guild training in earnest, or at least that's what he had hoped for.


Weapons/Equipment:


A pair of books filled with runes.


A two meter length of silk ribbon.


A birch wand for Rune writing.


A pair of horn hunting knives.


Armour (steel) and clothes (as appears above).
 
@Haley Aisha/Baqir is accepted! You keep knocking down them stereotypes, girlfrand! Show em you don't need no beast! ...In all seriousness, you've seem to come to a perfect understanding of how the Scorch Warriors work, and as so I would like you to be there when questions related to them arrive. xP


@Kiro Akira This isn't typical Earth, Kiro. As such, I would ask that Jack not come from England. Lavendale is perfectly fine, but since its not a village of New Wahrheit, I'd ask that you say its from a different land far away?


@ninbinz Again, my friend, you leave me speechless. You, along with everyone else here, are a valuable asset to both myself and the RP! Mr. Vollimane is accepted, and while I giggled profusely at the comments of his teachers, he's such a unique guy I would gladly accept him under my school of magic * ^* ..You know, if I had one. Which I-uh, you know.. don't.


@EliCarter We discussed alot over Skaip, so you're pretty much in the clear, bud. If this pre-acceptance doesn't suffice, I could always come back and give you a more flashier acceptance xD Here's to friendship, Guild-sister!


@Cressy I wait in eager anticipation for your character! And I thank you for making it very clear you're joining the festivities <3


A VERY COLORFUL IMPORTANT NOTICE THAT I HAVE FORGOTTEN EARLIER. BUT NO MORE!


Two literate, not-"well its 4 sentences so its technically a paragraph" paragraphs are required for each post! With all that everyone has done to chip in, you certainly will have no problem writing about the vivid land I've put you in in hopes of killing you. I hope this doesn't send anyone scattering like Meatbugs in the wind, but rules are rules and I thank you all for understanding! In doing so, you are one step closer to lobbing heads and throwing spells <3
 
Name:


Marlene "Marly" Bunker


Age:


23


Rank:


Guild Scrub


Class:


Illusion Caster/Markswoman


Location:


Shroudvale


Guild:


Elfen Striek Recon Corps


Personality:


As is typical of the treetop regions, Marlene is insular, and often paranoid of outsiders, this is made all the worse by her early life spent in Shroudvale. Preferring to avoid human contact, Marlene often stays silent, especially when pried to speak, and is not above abusing her magic to escape social confrontations.

aithne_full.jpg

Marly is of below average stature, barely above a measly five feet, and is easily mistaken as younger than her true age, which, while she won't say anything of it, irritates her to no end, and within the week, the aggressor will certainly have their response. When on duty, or otherwise outside of town, she binds her hair back to keep it from her eyes.


History:


While Marlene Bunker never practiced with her archery any more than was absolutely necessary, she seemed to keep up with the others well enough, though when it came to running races, or other contests of strength and speed, she was always in the back of the pack, it was in their studies that Marly left the others in the dust, though they really didn't mean much for people in Shroudvale, a life of careful hunting and foraging was more or less what everyone got by on, there was no room for anything else.


Nearly two years ago now, Gorefiend, one of the colossal forest's deities, decided to hunt somewhere outside his norm, right in the middle of their modest little treetop village. The next morning, when Marly had stepped outdoors, there was quite a commotion on the neighbours' properties, on either side of her little shack, the two families on either side of her were torn to ribbons, and strewn about their homes, but she, between the two, was left untouched. Needless to say, paranoia can quickly turn to insanity, and Marlene was brought up on charges of summoning Gorefiend somehow, likely just another way that the twisted abomination enjoyed turning humans on one another. After barely getting out of court without the death penalty, Marly poured herself into training to join a guild, partly to escape her former neighbours turned tormentors, and partly to escape Gorefiend, the incident had not left her quite as untouched as she appeared.


Up until recently, the guild hopeful had trained with the fervor of a woman possessed, shooting targets until her fingers bled, and practicing her illusions until a combination of the mirages and her exhaustion convinced her they were reality, and she collapsed into unconsciousness.


Marlene's fear of Gorefiend set her running on a race that no one had ever won before, and she was a slow runner...


Weapons/Equipment:


Marlene is equipped with a longbow, which, because of her diminutive size, is nearly as long as she is tall, as well as a plethora of arrows used to take down her prey. Besides her bow, Marly also wears well-worn leathers, soft to the touch, though plenty good enough to protect their wearer from abrasion, mostly from her own bowstring. Of course, she also carries three large quivers for the sake of her arrows, dividing them into short, medium, and long-ranging arrows.


While she may be prepared for longer ranged conflicts, Marlene is not equipped to handle a monster once it comes into reach, and instead prefers to rely on her illusions, and her own skills of evasion, to back away and resume firing from a safe distance.


Other:


One of Marly's biggest reasons to join the guild was to get out of Shroudvale, particularly in fear of the previous incident with Gorefiend.


While she wasn't trained much with her magic, Marlene seems to be something of a savant with it, though no matter how good she is with her bow and illusions, it can't entirely make up for her physical shortcomings.


Unfortunately for her, Marlene's height means that she will never be as strong as many other guild members, and her shorter limbs mean that she can't move nearly as quickly either.
 
@heartsteal22 Marlene Bunker is accepted! May your bow and arrows always Streik true! ...On a side note, I thought your balance of strong-points and weaknesses, as well as your motivation and ambition to achieve greater things was almost perfect, and I'm excited to have you among our merry band of misfits!
 



  • Name: Geron Rille Zanitas, the "Wyrmslayer".


    Age: 47 Years.


    Rank: Lancer Commander General


    Class: Elite Warrior


    Location: Unknown (Geron is always on the move, staying at different cottages/small houses he has set up in various regions).


    Guild: The Guild of Fendor


    Personality: A man whose heart is as great as his skill in the art of death, Geron values honor and justice, and views compassion and kindness to be the most important of virtues; virtues he himself rarely displays. Due to his fearsome reputation and his constant movement, few get to know him for the gentle soul he is. Geron rarely speaks, but when he does, those nearby will tend to listen to the wisdow he can provide, and the knowledge he will impart. He will often keep his opinions and actions in reserve, except when it comes to the defense of a child or innocent, at which he can be as impulsive as a pubescent boy.


 
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ethericalAlchemist said:
I think that I'll be joining this! 
Also, what sort of technology exists in this world? 
One more thing, how do people get from city to city?
1) Glad to (possibly) have you on board!


2) As far as technology goes, its your typical medieval-tier weaponry. The Jade Drills, however, are far superior to the rest of New Wahrheit and can use gunpowder, steam, and things of that nature to create impressive feats of science in order to bring down them pesky beasties!


While not entirely "technological", magic runes can be added to items to do different things. Need some extra "unff" to help carry dead bodies? No problem, slap (well actually you need to meticulously draw) some runes on any ole pair of gloves and suddenly you can carry whole stacks of your slaughtered loved ones! Do your otherwise-useless miscellaneous pieces of leather not completely sow up deep claw gashes? Don't you even worry about it, with magic runes, those leather pieces will be like microscopic functioning hospitals! ...So yeah, hope that elaborates.


3) Horses and horse-drawn wagons (or some monster-drawn wagons), walking. 
@Don Valence Geron Rille Zanitas is accepted! The way you wrote and added detail shall be my little Aryan example of how I would like posts to be written; maybe not 9 paragraphs yet, but it goes without question that Zanitas will most definitely be a loved character to drown everyone in masculinity and monster blood. Surely everyone is gonna have all eyes on Geron ;D


@Kiro Akira There are a few problems I'd like to point out that I feel need to be addressed.

  • If a woman were somehow manage to leave Thal'zim, the very last thing she'd want to do is move back. Women are walking baby factories, and those that do not successfully produce 2 sons consecutively are either executed or banished from the village. They are naught but slaves, basically. So why Renshii's mom decided to move back is completely beyond me.
  • I don't think a tribal village would have any means of obtaining proper powder for flintlock pistols, or the know-how on how to operate or reload one. For battle-crazed warriors, precious blood-bath time would be wasted trying to figure out how the pistol works, when they could take the easier, faster, and more trained method and hack away with axes and such.
  • If you could not adapt and hunt like the Scorch Warriors, odds are they would have kicked you out (and quite possibly stoned you to death)
  • Terramites, from what I've gathered from Xeno's entry in the Bestiary, travel,work, and eat in packs of thousands, and not in twos or threes. If the ice dragon were viewed as a meal, it would have been long within seconds, as Xeno quotes, "If there is a large carcass located nearby, then they will swarm the dead body until there is nothing left to show that the being ever existed." While the dragon isn't exactly large, it would be devoured nonetheless.
  • Your other character, Jack, only has a limited amount of time to sign his ship and crew up as a Galleon Guild crew before their treasure seeking and monster hunting in Fendor waters is viewed as a threat.


 
Hello all!


I hope you're just as excited as I am for getting the RP together~! There are still some important issues I need to touch up on and elaborate before we can launch this bad boy, so I ask that you please bear with me for the time being. Don't forget you can submit any beasties that you have to either Riddle78 or myself! So with that being said, I have added a detailed list of magic and spells, courtesy of Ninbiz! Today I'll be spending time working on Guild operations, Master-Arms Knights/Maidens, and what makes each Guild unique and their contribution to the Alliance. (I'll also be working on my CS >.<)


Thanks again, Guild-brethren! Continue to fight the good fight!
 
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Name:


Pandora Belleville


Age:


25


Rank:


Captain


Class:


Pirate


Location:


Royal Port City of Fendor


Guild:


Galleon Guild


Personality:


One would describe her as many things. Arrogant, selfish, slow, lazy, uncaring, greedy and cold. These are all true. Her mind, her desire and her motivation all focus upon herself and the very few she cares for, those being her crew and a few others. What's hers is always hers and forever will be, her stinginess has grown to a point its inhumanely cruel. To get anything off her is a troublesome task that would require planning and lots of it. She cares little for affairs that do not involve her unless there is some type of reward in store for such a task or thing. There was to be some kind of payment for Pandora and her crew to do anything. Slow to anger and often seen with a bottle of rum curled between her fingers she has intelligence that one rarely looks past the rest of her to see and because of this it can be used subtly and without notice. Her decisions often cause trouble and causes the list of her enemies to grow larger. Her words are spoken in riddles or simply make no sense to anyone but herself, only in times of seriousness (what she considers serious) has she ever spoken normally.


Appearance:


image_531408111405024554486.jpg



History:


In a time that she no longer considers her past she was not a woman of the sea's, nor a woman of rum and nights of celebration. No, she was quite normal. No selfishness, no hatred and no riddles. Thankfully no riddles. Pandora was simply a plain woman that was driven to the wide space of the seas for comfort, a action that led her to becoming a pirate and a odd one too.


Pandora was often seen with three others in those days. Ramiro, Elizabeth and Markus. They were her friends, the people who kept her in the normal and plain lifestyle that she long ago adored and wished would never change. Her fingers did not touch the rum she loves so much currently and she hadn't stepped a foot off land. Those were the days she both loved and loathed.



Around the time she had turned eighteen things began to change, slowly and without her knowledge but it built up till it took its toll and crushed Pandora down. Elizabeth, a girl that was curious by nature, often leading the other three in their group to say how it would lead her to death finally came upon something that captured her attention, drawing her in and pulling her away from the three who loved her most.



Elizabeth joined a guild. Till this day Pandora does still not know which one and still does not even care but it was something that caused the girl to remain a object of mystery to the three as she began to be absent more frequently. It was soon, very soon that Ramiro followed after the girl that captured his affection. Then there was two.



A year passed and soon Pandora decided that she would travel. Of course it was with Markus at her side but either way the two began a journey that wouldn't last very long. Over that time, Pandora gained much more experience than she would have ever gained in her home, much more detailed views on the world they lived in. Her horizons broadened and she tried new things. Rum, theft, gambling and holding a weapon between her fingers.



Fingers that went from delicate and soft to rough and calloused ones.



Her new life was much more enjoyable, a style that suited the person behind her sweet masquerade mask. Without even the slightest sound of regret she declared to her last remaining friend how much she enjoyed it, how it brought a smile to her lips that was real and brought feelings of happiness to the surface. Markus hated it. He screamed, shouted and got angry at the fact of how 'un-lady like' it was and how this was just a passing phase.



It wasn't and Pandora knew it well enough to argue her truth.



They split. Pandora heading towards the sea that would soon accompany her and all her strangeness while Markus headed towards the mountains, headed towards the snowy land. Of course, Pandora spent hours lecturing him on what a bad decision it was. They were not the most educated and it was clear the man would get lost and eventually killed yet she was met with resistance and was left alone.



So, alone and strangely without even the slightest care for the man she had called friends since the age of three she spent another three months doing the same as she did before. Gambling with pirates, drinking all she wanted without restrictions to hold her back any longer and most of all she continued to play the role of a thief. Proudly.



Of course, Pandora was eventually caught. Thievery often became a bore when there was no thrill and so she left a necklace, one made of wooden beads with intricate swirls and designs carved into it at the scene of her latest work to see, just to discover how it would feel with danger looming above her. She stole from pirates after all.



Later that night when the pirate crew searched the dark streets she slipped out, her lips parted to laugh as her heart pounded in her chest. The fear that she felt as she tried to escape their gaze was probably the best thing she had did for a long time. So, she grew ambitious and headed towards the pirate's ship.



Her plan worked.



She took control of the ship and some of the minor crew members who quite happily joined her with the hatred for their previous captain looming in their sea loving hearts and set off into the waters that became her favorite place. Pandora became captain despite the fact she was clearly quite the odd choice to run a ship considering her personality.



Till now Pandora has sailed, enjoying the storms, the waves, the misery, the celebration and the times spent pushing her men into the sea. Why she did that is still a mystery, after all a lot of things she did was a mystery to everyone but herself. From meeting other pirates to creating a still growing list of enemies she discarded her previous life to enjoy one that bound her cold heart to the goddess of the sea.



Recently, Pandora and her crew near land, coming closer to their next stop. Closer to setting their feet upon solid land. However, the question still makes her crew curious. Why decide to join a guild? Still, despite the curiosity that drives them into irritating Pandora, they have not found out why and they probably never will.



Weapons/Equipment:


Cutlass. (x2)


52780793.jpg



Dagger (Located on the left thigh)


pirate_dagger_.jpg



Coin purse


il_340x270.391664532_nax5.jpg



Other: (Notes)


- Cleithrophobia (People with cleithrophobia are often fully comfortable entering small areas that they are free to leave at will. The specific focus of this phobia is on being trapped, locked in, or otherwise unable to leave.)


- Habit : Collecting jewellery to add onto the mass around her neck and wrists.


-How she is often seen : More than often if she is seen upon her own ship she will be a sleep anywhere and anytime she feels like it. If not asleep it will be drinking rum.


-Likes : Rum, sleeping, pointy objects, Jewellery and theft.


-Dislikes : Working, Remaining on land to long, getting caught or seen by her enemies, people mentioning her debts(ran from) and people who are far to honest.

 
Name: Llanelli Rodriksson


Age: 17


Rank: Page


Class: Warrior


Location: Schnee Palast


Guild: Schnee Maiden


Personality: Youthfulness is not what one would paste on her as a trait. Far more matured than she should be, mentally anyway, Llanelli is a nihilistic person, and does not hold much to what others believe in. Cool and reserved, she oft takes most of the situation onto consideration first before taking action. She is pragmatic to a fault, and she believes in the old "The sacrifice of many outweighs the few.", and that the loss of lives in these skirmishes is nothing but a statistic to be stuffed on the records. She is not above sacrificing herself for the success of a hunt as well, which sort of explains all those scars on her.


Appearance:

<p><a href="<fileStore.core_Attachment>/monthly_2013_10/Fir.jpg.183ea374e21024fdebb25ce69f225f75.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="8408" src="<fileStore.core_Attachment>/monthly_2013_10/Fir.jpg.183ea374e21024fdebb25ce69f225f75.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Under her tunic, her rather petite physique is scarred by several claw marks across her back and a rather ugly bite mark on her side. She stands at 5'1", and weighs about 104 lbs.
History:


"I see pain in your eyes. Pain that you wish to wreak upon these fiends. Take my hand, girl, if you wish to wield this pain as a blade."


-Warren Blythburgh to Llanelli


I woke up to pieces of wood lying around me, shrapnel everywhere, and to the pain that wreathed my body as I lie, unmoving on the ground. I forget who I am, I forget where I am, and there is a sound very clearly piercing the air. At first, I thought it to be my own scream, but no, I am mute. My breath will not come, and I am unable to voice anything. The pain is growing, but I do not succumb. I decide to drag myself out of what seems to be an upturned carriage to see what the commotion is about, where this screaming is coming from. And then another sound joins in, a yell of pain, this one a male's. I finally manage to drag myself out, my torso leaving a trail of blood from where it was punctured by shrapnel. What greeted me was burned into my retinas unil the day I am put in a coffin and laid to my eternal rest.


A man, middle aged, going by his thinning hairline and his facial build, has his arm in the jaws of some creature that I am unsure of. My memories are blurring, I'm afraid, and I can barely remember much of anything. With a sickening twist, the man's arm was torn off, sinews of his muscles dangling towards the ground as the feature feasted upon it, devouring his flesh, leaving naught but bone and blood and mess everywhere. The man's cries still ring in my ears, intermingled with the female screaming in the background. I continued watching, unable to turn my eyes away from the scene, as the creature lost interest in the arm and began to focus once more on the poor soul. There was a moment when it seemed to decide to spare the man, before it sneered, I swear to all that is holy, the monster sneered and bit into the throat of the man and tore out his oesophagus. From where I was, I recall seeing white amongst red, and I realize it must be his spine. That was indeed quite a deep bite. With no throat to scream with, the man fell silent, his eyes cast upwards, now glazed and expression frozen in an eternal mask of terror and pain, mouth open in a silent shriek, blood pooling around him from both his lost arm and the hole on his neck. An unholy force pulled me outwards, enticed me to drag myself out to further examine the scene. And I saw the source of the female's voice. A pretty lady, raven black hair and eyes of deep purple backed into a tree, watching what should be her husband die at the fangs of the monster. She didn't last long. A swift movement and the monster was soon on her. It's claws dug into her torso and tore it open. Her last gasp escaped her mouth and she fell silent, the siren that woke me up going quiet. Like her beloved, her facial expression was contorted into one of pain and horror, and cast towards the sky. While I admit, I do not recognize these two, I felt a pang in my heart, something twisting at my strings. I sat up, despite my pain, and leaned against the debris and I cried. Imagine, if you will, how my heart stopped beating when the creature's menacing features appeared at the opening that I had seen the gory scene from. I was certain that I was staring at my death there and then, certain that whoever those people were, I would probably meet them at where ever humans went when they died. A snarl rose from the creature as it prepared to leap, and then, nothing.


It slumped dead in front of me, and I, not wishing to stay in the company of a creature, dead or alive, within cramped spaces, crawled out as swiftly as possible. I found the blade of a halberd directed at my neck. The owner, a blonde man with a purple set of possibly armored tunic, regarded me with interest, his effeminate face studying me closely, then looking towards the dead lady behind him. He then gave a barking laugh, almost like an animal, and then told me that I showed pain in my eyes. He told me he could teach me to wield that pain as a blade. I asked him what he meant by pain. I had no recollection of knowing the dead ones in the background. His smirk was horrible, it was as if he enjoyed my confusion, like a wolf watching lost sheep amble in the pastures. He reached into the satchel of his horse and extracted a mirror, and handed it to me. In it, I saw the raven hair of the dead woman, the deep purple eyes that now held no soul within them, staring back at me, except the image was much more youthful, much more of a child.


"Llanelli Eriksdaughter Rodriksson, honestly, I can never feel the pain you felt today, but I can teach you to use this pain, and gave it back tenfold to the monsters that inhabit this earth. Their existence sullies the world we live in, wreaking chaos and havoc everywhere they go. They don't need to exist. You, girl, can help eradicate them once and for all. I offer it one more time, girl, take my hand, and I will teach you how to destroy these fiends. "


I accepted his offer. This is how I became a Page of the Schnee Maidens, a guild which Sir Warren Blythburgh reported to.


Weapons/Equipment:


Katana: A basic, unfurnished katana. Used more of decoration and duelling rather than actual hunting. For some very odd reason, while the hilt is fashioned after a katana, the blade is straight edged and rather than having only one edge, has two, now resembling a mix between a regular sword and a katana. It is made of Damascus steel.


Kampilan : A rather hefty sword meant to deal heavy slashing damage due to the broader tip, allowing for more momentum in a slash. Alternatively, not connecting usually means that the user will go wide, making it quite the double edged.


Diary: A simple leather-bound book, about a quarter filled. She writes her memoirs inside here, along with sketchings of several creatures she has encountered. She is apparently quite well-versed in sketching and writing.


Other:


Having learned under a bloodthirsty mentor who despises humans and monsters alike makes her very distant from her peers. Some of his insanity seems to have brushed onto her, and she innately tries to avoid human contact. While she is an excellent team player and a rather skilled swordsmaiden, her lack of interaction with others dumbs down her ability to work well in teams.


Her greatest strength comes from her speed and skill. Lightly armoured and nimble, her ability to dodge is frightening. Anything short of a lightning bolt is not likely to even graze her. Hence, her confidence to wear extremely light armor.


Her time with her mentor has allowed her knowledge of a beast's weak points and areas where they feel the most pain, which have been explained to her with extremely sadistic means. She does not follow suit, but pays attention in his 'classes' anyway.

 

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Name:


Birth: Gurun Rac'un "Desert Venom"


Chosen: Rack "Destruction"


Age: 24


Rank:


Guild Quartermaster


Class:


Warrior


Location:


Thal'Zim; Scorchlands


Guild:


Thal'Blades


Personality:


Rack is an extremely cunning man, known to poison people well in advance for a kill, and laugh while butchering a man. He takes pride in his kills, though he takes more pride in the tools he uses to accomplish them. He has taken to giving all of his weapons names, and personalities, and is sure to praise each one individually after a kill.


He can sometimes fly into insane rages, in which his usual cunning demeanor goes out the window. There are few people able to pull him from these rages, and as a result he is given a wide birth when visiting the guild hall.


He is known to value blood as if it were more precious than gold, and thus has no qualms about spilling it from any man or beast.


He carries around the skull of his father, and talks to it occasionally. Though the thing never talks back he reacts as if it does, further adding to the suspicions that Rak is in fact certifiably insane.


Appearance:

Max7TrigunM_V8_ch4partB_39.png



(Rak is covered in scars, his back and torso are literally covered in them, and he wears them as if trophies)(He has red eyes, white sunb leached hair and slight stubble, on his face. A tribal tattoo trails down his neck and onto his right shoulder, though it is also interrupted by numerous scars) (FYI he has 2 arms)

History:



Rak was born in the most dire of circumstances, delivered by a mother who was bitten by a sand snake in the midst of labor, he was infected with a small amount of the poison before the umbilical cord could be cut. His mother's throat was slit to spare her the pain of the slow death the sand snake venom would inflict.


From his first moments of life his life would be a struggle, a battle to live. And live he did, despite the venom, and despite his father. His father, did not acknowledge the child after his fourth year of life, deeming the boy to be too weak from the nerve damage inflicted by the poison he moved on to find a new woman to make his own. Gurun lived on despite being alone in the world, scraping food where he could find it, stealing from houses, taking beatings and abuses, and being left to the desert heat unprotected. He'd work wherever he could find it, though those that employed him soon regretted it, and those that trusted him were just as likely to fall victim to the young boys blade then be rewarded by their generosity..


For 4 more years Gurun continued this way, until a tribe elder deemed him a demon, a desert spirit hell bent on the tribe's destruction. Gurun's father was dispatched to end his son, to kill him in a public way so that to ensure no more insurrection. Gurun's father attacked Gurun in the middle of the day, after the boy had made a fresh kill. Knowing the boy would be exhausted from his hunt, the father reasoned he would be no challenge, and easily fall to his blade. Though for good measure the father poisoned his blade generously, ironically with the same snakes venom that birthed Gurun in the first place. The battle did not take long, Gurun was pierced in his upper torso, the blade cut through his liver and the boy seemed to waver a brief moment before his legend was set in motion. As the boy's father hoisted the child in the air by his sword he was shocked to find the boy laughing, and pulling himself deeper into his father's blade. The boy skewered himself, falling down the blade, before slitting his father's throat with a small bone dagger.


The boy was left alone by the tribe, his identity as a sand spirit confirmed in the minds of the village elders. The boy cauterized his wound with a coal he yanked from a fire, before looting his father's corpse and heading out into the desert never to return to the village of his birth. The village watched in horror as the boy fell to the ground, pulling the blade from his torso and walking away as if nothing happened.


The child knew that if he was thought to be a sand spirit then warriors would line up in order to prove themselves by killing him, and so the boy took to the desert. He lived off the land for 4 years, his mind wasting away and his skills growing as he fended off every manner of beast he encountered. Eventually he found his way to Thal'Zim, and quickly found his way into the Tal'Blades at the tender age of 12. The boy spent 4 years here before being sent away with the Recon Corps for a mission that was to last for 2 years.


5 years passed, and the Recon Corps group the boy was sent with still hadn't returned. That was until Gurun arrived, alone covered in dry blood and wielding jagged weapons forged from bone.


As the only survivor of the Recon corps Gurun was showered with food and water, and asked what he had found. The other guild members were shocked to find that Gurun would not respond to his name, and would not talk at all. Rumors began to spread that he was the one who had slaughtered the Recon Group, and that he had only just returned to take advantage of the guilds stores of food and water. For three days Gurun slept, only waking long enough to eat, before once more falling asleep.


This pattern continued until the third night, when Gurun awoke from his nap, he did not head for the dining hall, instead he headed toward the main encampment, and spoke for the first time. "I challenge the Quartermaster" he spoke rather boldly, in a voice so changed from the desert air. At first he was met with laughter, though eventually his request was acknowledged and the quartermaster graced him with his presence.


The battle took no time at all, the giant of a man that called himself the quartermaster, known for his strength and resilience, quickly fell to a series of blows and strikes so unpredictable and savage they made every member of the guild cringe and grin in excitement and horror.


Gurun finished the battle by leaping about and slashing at the man's neck, hacking at his neck as if an axe that hacked at a tree. The guild was shocked to see Gurun was laughing all the while as he danced about, dodging blows and swiping away at the guild masters tendons, leaving his arms and legs useless. By the end of the battle, Gurun finally snapped the previous guild master's head from neck, the bloody head merely holding on by sinew by the time his furry of blows had ended. He smiled as the jugular showered him in blood, and lapped at the fountain that periodically spurt from the man's neck.


The man began to shout Gurun's name though as they did they were immediately silenced, "No, Gurun died in the desert, my name is Rak" he declared profoundly as he kicked the previous guild master's head away as if some mere ball.


Over the next few years Rak would leave the guild periodically, never saying where he was going or what he was doing. Only to return after months or years of journeying the desert wastelands. Every time he'd return to a new upstart claiming to be the new quartermaster and every time he'd slay the new quartermaster brutally and painfully.


In the past year he has taken to staying in Thal'Zim, killing his own men with new and exotic poisons and laughing as he watched the results. He has taken many woman as conquests,(though has done so less frequently, having grown bored with the women of Thal'Zim) and has taken to experimenting with minor doses of poisons to produce highs in his hut.


He is known by other quartermasters to be unpredictable and deadly, just as likely to kill his own men as any beast or other. Though he is unquestionably powerful, willing to take wounds that others wouldn't dream to in order to kill an enemy. In order to taste their blood, or else bathe in it. He is considered the greatest loose cannon in all of the lands, though he is smart and willing to listen to reason, he'd much rather be fighting at any given moment. So far at every Gathering of the Major Guild Alliances, Rak has never failed to kill a Schnee Palast citizen or warrior. In fact at every meeting he invites anyone to challenge him, though few seldom do, he'll take a mere glance as an challenge.


Recently he has taken to watching Aisha's progress with interest, whether he is watching her in order to devise how to best kill her or else to make her his woman is unknown.


Weapons/Equipment:


Rak goes into battle with a number of weapons, though he wears no armor. The first two weapons Rak can be seen wielding are his swords, the one wielded by his left hand is made of bone, is terribly serrated, and is most certainly laced with poison. While the one wielded in his right arm is made of steel, a broadsword he no doubt looted from a kill he made while attending the Gathering of the Major Guilds.


In addition to this Rak also wields a number of knives, that are strapped in a ragged leather bandolier across his chest. These knives are all dipped in various poisons he has acquired throughout the desert.


Rak wears gauntlets made of leather and bone, ending in clawed finger tips. These are not dipped in poison though he has been known to tear a man's eyes out with these very gauntlets, ripping and scratching and his enemies as if a beast.


The Last weapon in Rak's arsenal are his boots, they are actually more like moccasins though beneath the fur with which they are made lie the dagger like quills of red cactuses. These cactus quills are dripping with poisons, and Rak has been known to kick at heavily armed foes, poisoning them only to run from them and watch to his amusement as the poisons take effect.


Rak dresses in nothing else than fur pants, complete with a ragged tail that gives the illusion that Rak is some kind of beast, a ragged bandanna around his head, and a cloak. The cloak is often thrown off during battle, though the fabric is often needed when traversing the sun baked desert in order to avoid sun poisoning.


Other:


Rak's nerves are damaged from early exposure to sand snake venom, meaning that he only feels a fraction of the normal pain threshold of a normal man in some parts of his body, while he feels double or triple the pain in other parts.
 
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Name: Valder Rahkval


Age: 23? He thinks?


Rank: Self-Proclaimed Wandering Magus Extraordinaire


Class: Mage, but for whatever reason, prefers the term "Magus"


Location: Southern Border of the Titanic Treetops, headed towards Shroudvale


Guild: None


Personality: Valder is a rather odd character, to say the least. He marches to the beat of his own drum, or so to speak, and will blatantly ignore someone who tells him to hurry up or slow down. The magic that he utilizes has slowly eaten away at his sanity, and thus can act a little crazy sometimes. Not crazy as in sadistic, murderous psychopath, but crazy as in talking to himself, hallucinating, never answering questions with clear, sensible responses, etc. When left to his own devices, Valder is often found daydreaming or looking for some supposed object of incredible importance. He also has a tendency to misplace his sense of danger, perhaps not even batting an eyelash when confronted with Yggdrasil himself, but recoiling and screaming like a little girl at the sight of an insect. Despite his whimsical and comical nature, he is nonetheless unstable and therefore dangerous to those around him. His unstable magics have also corrupted and deteriorated his sense of touch and eyesight, preferring to hear and smell his way around unfamiliar places. His lack (more or less) of feeling of touch desensitizes him to most pain, unless it is a rather large wound or is inflicted directly through magic use.


Appearance: He looks like this, but the energy in his eyes and hand is green instead of blue, and he has glowing green runic tattoos down his arms and backs of his hands, as well as up his neck and across his left cheek. Also, he wears a black cloak covered in glowing green runes.


open-mouth-gloves-anime-boys-glowing-eyes-x-1358288.jpg



History: Valder wasn't always the confusing, unpredictable, sometimes offensive fellow that he became. No sir...Valder was born into a poor family in the Scorching Plains town of Bedludash. Life was hard, food was scarce, and every day was just Valder and his parents against the elements. Often, the town was attacked by the Supplicants, but Valder and his family managed to protect themselves. He had to learn at a young age how to take care of himself. He learned dirty fighting from the other kids in town, who often tussled and swung fists in the streets and alleys. He learned basic survival from the Scorching Plains wasteland that served as his backyard. He even learned a small bit of magic, from a dusty, tattered tome he had uncovered from beneath a pile of trash and scraps. It wasn't much in terms of knowledge of useful and dangerous magical attacks, but it taught Valder about the flow of energy through the world and through every living thing. If magical energy was a proverbial river, than casting spells was simply swishing a stick around in the water.


One day, the Supplicants attacked in larger numbers than usual. They far outnumbered the defenses of the town, and quickly overran the streets, killing civilians left and right. Before Valder's parents were killed, they ordered a young Valder to run and take shelter in the hidden cellar in their house. From his small chamber of safety, he could only sit and listen as everyone he ever knew and loved was mercilessly slaughtered above him. Once everything had fallen silent, he slowly crept back up to the surface. The town's feeble militia had dwindled by half, and many houses were burned, damaged, or destroyed.


Cursing the Supplicants and their foul master, Valder's anger (as well as a previously untapped magical potential) brought forth a surge of energy from within, causing his eyes to glow with magical light. Discovering his unusually large natural proficiency for magic, he convinced a traveling merchant to let him tag along to the town of Kahl'Zar. When they arrived, he set out and used his parents' savings retrieved from the remnants of his house and bought a special cloak, covered in glowing green runes and enchanted with the power to stretch out strips of its fabric, which were prehensile and could be used for assistance in transportation by foot across dangerous areas, or to fend off attackers. Seizing the cloak in his hands, he vowed to one day make a trip to the lair of Kalameet's Supplicants and avenge his parents, fully aware that he would most likely not return.


After two years of working for merchants to earn money for food and water to last him until he reached the Supplicants, as well as mastering the cloak's unique abilities in his spare time, Valder was finally ready to embark. He packed his things and set out. The trip took scarcely a week, faster than he could ever have hoped to get there on foot. Once he arrived, Valder snuck into the depths of the Supplicant's lair. However, as soon as he caught a glimpse of Kalameet, he came to his senses as to how foolish he had been in coming to that place. Unfortunately, in his panic, his emotions unleashed a burst of magical energy from his body, alerting every Supplicant, and Kalameet, to his location.


Valder does not remember as to how he could possibly have been so lucky as to escape a hoard of Supplicants and a Deity, but he managed to shake them from following him by darting into a long-forgotten chamber, which sealed itself shut behind him. In the center of the room lay a shimmering neon-green crystal, which rested atop a small pillar. A voice seemed to whisper into Valder's mind, coaxing him into approaching the gem. When he did so, the crystal fired out a flurry of neon-green bolts of energy, which struck him on both arms, collarbone, and face. He could feel the power of a long-dead mage transferring into his own body. The voice of the mage in his head told him that it had bound its consciousness to the chamber until someone should enter, upon which the mage would fulfill his wish to pass on his unique magical knowledge, and then he would be at peace. The voice thanked him, and then faded. Valder, the mage's immense magical knowledge overloading his body, blacked out.


Valder lay in that chamber for ten years, his body still aging and somehow sustaining itself, but without Valder's conscious mind to guide it. When he finally awoke, he felt...different. He realized that the places where he had been struck all those years ago by those magic bolts were now covered in rune-like tattoos, which faintly glowed a neon green. Valder discovered that the dead mage's power allowed him to channel his magical potential through the tattoos that now covered most of his upper body, in the form of a neon green energy. However, it was very taxing and exhausting to do so, and it was then that he realized what kind of situation he was really in. All at once, it hit him- his memories, his realization of his ten year coma-like trance, and the unstable yet temptingly powerful magic at his disposal. The combination of all of these revelations colliding at once, combined with the magic that his body contained, warped his mind and twisted his sanity. He was lucky that he wasn't killed, but when the change subsided, Valder's sanity was nearly no longer existant. Seeking to free himself from the chamber that imprisoned him for a decade, he used his miraculously still-intact cloak to bust his way out of the cavern and into eastern mountains.


Realizing the dangerous toll that his new powers took on his body, Valder headed north through the mountains in the direction of the Titanic Treetops, hoping to find a healer powerful enough to cleanse his body of its slowly-dying state.


Weapons/Equipment: Valder's special rune cloak, which can stretch and extend out ribbons of its fabric that can be utilized as auxiliary limbs. The fabric can extend twice as far as Valder's limbs can reach, and, like the cloak itself, are very flexible. The "arms" can be used in combat to help one hold their ground or as extra hands to pummel or ensnare foes. The fabric is mostly resistant to flame, but is not indestructible.


Other: Valder is notably difficult to reason with, except with other insane people. His whimsical nature often leads him (and those who might choose to accompany him) into dangerous situations. Valder's sense of sight and touch are damaged as a result of his immense, unstable magical power, and so a weakness of his is his reliance on smell and hearing more than sight. He isn't blind, he just doesn't see as far or as in-detail as others do, and he doesn't perceive small and/or quick movements as easily. Valder is also easily distracted, and can very quickly lose focus and daydream. 
((Good lord, how many insane characters do we have in this RP? xD ))
 
@UnholyRedemption Pandora Belleville is accepted! Twin cutlasses? Badass. Mayhaps your character and mine will have a dual-sword fight > :D


@Speedwagon Looking good so far, my friend! A cold, rather antisocial person such as Llanelli will be a cool addition, especially to the family-oriented Schnee Maiden Guild! I thank you for stepping out of the norm, and I definitely look forward to roleplaying with you, REO!


@killerlung Gurun Rac'un/Rack is accepted! You've perfectly written how I intend to explain Thal customs. However, at the Gatherings, it forbidden to kill members of other Guilds. Thal'Blades don't give a damn because its in their customs, and in order for someone to become an Outlaw Guildmember and be killed, they have to be reported. Psst, Scorch Warriors don't report eachother. Welcome to the Reign of Retribution!


@The Villain King Valder (which I keep reading as Vader, haha) Rahkvel is accepted! Everything looks fantastic, though I do have one minor request. I like that you included the Supplicants, but I ask that you not easily find them again. The Supplicants are like Jadetown; they can only be found if they want to be found. Also, your cloak resembles Spawn's K7-Leetha, which is friggin' awesome.
 
Name




Eha Mägi

Age




30

Rank




Guild Maiden

Class




Mage


Wilder


As a wilder, she is able to pull from some "invisible" force and bend it into several different forms. Pretty generic usages it for it can include;


Jets, where she focuses the force around her feet and blasts them out to propel her in different directions


Levitation, where she can wrap the force around an object (or objects, depending on intensity, but this will be dangerous) and move it


Blade, where she can harden and compress the force to create a sharp blade to use, typically around her hands or her staff, but she can shape it to other things or make it around other things


Armor, where she hardens and compresses the force around something or someone to create a thick armor that will negate bits of damage delt to something.


This magic is, in a sense, mental, and if she uses it in excess it will put more stress on her mind. Overusage can result in migranes, head trauma, temporary loss in vision, expulsion of blood through the mouth, and (seriously here, if she uses it just that much) death.


Another drawback is that she is unable to use any other type of magic besides rune magic, which she only uses in dire circumstances that require it's use.

Location




Schnee Palast

Guild




Schnee Maiden

Personality




Eha is both reserved and analytical, the cold type of character interested in pooling knowledge and stating facts or opinions based on facts. She barely forms opinions on her own, and as such does not form any sort of initial judgement upon meeting someone. For the most part she is welcoming, but can get on peoples' nerves by seeming like such an emotionless person at the surface and taking refuge in the world of books.

Appearance






Tarutaru22full1513338_zps5143d5f9.jpg


History
Eha was born a Wilder in Flake Village. She was an odd case, with a different type of magical power to use at her disposal. She'd begin using it and knowing of it's presence at the age of 3, using it by a decent-enough level at the age of 6. Her parents, knowing of these powers and how she was using them, sent her off to the local academy, Arcane Academy, to hone her skills at the magic she was best at for the greater good.


Training at the academy wasn't so hard for a child prodigy like her, who was commonly referred to as a "book worm" and "study geek", but with her being unnaturally special the pressure to become something great would affect her in such a way to be more self-reliant and keep-to-herself.


She graduated with flying colors. She took refuge at home for a while and delved in her studies of different types of magic, and when she deemed herself ready (about when she was 16) she ventured towards the "bigger brother" of Flake; Schnee. She had planned to join Schnee Maiden, as they had intently waited for her arrival, after she had completed her studies. And she did so with the intent of gathering information while also aiding in the efforts of her fellow humans. She gone through ranks naturally, with little bits of trouble and soon she arrived to her main destination of being a Guild Maiden. Slowing down from there, she used the extra time to explore and train with several Pages to gather even more information on different types of magic and to gather assortments of equipment to aid in her cause.

Weapons/Equipment




Eha is specially geared with clothing custom-tailored to fit her, and enchanted by a wandering mage who was willing to do so for a certain fee. It, contrary to the visual perspective, gives Eha a lot of durability during battles with beasts.


She also carries around a staff with her, nicknamed "the Staff of Queens", that was also enchanted and aids in her magic cast and manipulation by using it through a medium. Even with this, it still makes it quite dangerous to use her magic in excess.

Other




Strengths


Knowledge of magic [typically offensive magic]


Her own magic


Debates


Weaknesses


Lack of emotional exterior


Lack of variety


Over-analytical
 
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Name:


Finlow "Finn" Sartely


Age:


17


Rank:


Guild Scrub of Schnee Maiden


Class:


Mage


Wilder Specialization


Finlow's Wilder ability is control over his own shadow. He can have it take physical form and have it rise up from the ground, usually forming a formless blob which can then be changed into anything his imagination can think of, but it can only become so much, and the shadow can only extend so far. It can be used as many things, such as a giant "fist", or a nearly impenetrable wall. Also, use of this power will grant him physical fatigue with overuse. In darkness, this power is diminished due to the lack of a physical shadow. He also prefers to use regular elemental magic over his ability so he can last longer during battles.


Location:


Schnee Palast


Guild:


Schnee Maiden


Personality:


Finlow is a very calm person for his rank. He doesn't let bad situations take control of him and make him lose composure, which would put him and his squad mates in danger. He remains focused and clear-minded during a fight. When no monsters are around, he can be a very nice guy if you get past his seemingly cold and unsociable look, watching out for his friends.


Appearance:


Erk.jpg



History:


Finlow was found at the gates of an orphanage just outside Flake Village as a baby in nothing but a blanket with a piece of paper with his name on it. He made many friends growing up at the orphanage, being schooled there as well, learning about the history of the continent he lives on and all the dangerous beasts in the world. He was also taught about the guilds, which he and his friends talked about joining, promising to each other to be in the same unit once they are official Guild Members. Finlow first experienced his magic prowess at the age of 12 when he was busy heading out to Flake Village to buy supplies for the orphanage with another from the house. On their way back, they got caught in a heavy snow-fog and struggled to stick to the path. Suddenly, they heard the howl of a lone warg. The two stopped and looked around, Finn dropping the supplies and pulling out his knife. The warg then suddenly charged at Finn's companion and proceeded to maul at its prey. Finn ran at the warg to try and stab it and scare it away, but it simply knocked him back. As he tried to get up, he reached out at the beast and suddenly his shadow extended and rose up from the ground, creating a solid blackish-gray protrusion and hitting the warg in the side, knocking in down and then scaring it off, but it was too late. His companion was already dead. As the fog cleared up, a freelancer hunter saw Finlow walking toward his dead companion and called to Finlow. The hunter told Finlow that he saw him use magic on the warg, a type of magic that even the hunter hasn't seen, and told him that he will be great as a mage. After a few questiong, Finlow brought the hunter, who carried the body of his dead companion, telling the owner of the orphanage about his power. The owner decided to enroll him in Arcane Academy and help him along with his dream. Finlow studied and practiced hard at the Academy, graduating near the top of his class. He was then sent to Schnee Maiden's Guild base to await further orders as a Scrub.


Weapons/Equipment:

  • Basic Offensive Magic Spellbook (The cover is black with silver lining)
    spellbook.jpg

  • Emergency Knife
    Dagger-ffix-weapon.png



Other:

  • Finlow dislikes being alone, so he always tries to keep a companion with him at all times.
 
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