Freshly remodeled, the Game Tavern serves as your place to go to participate in roleplay or gaming threads with other members of the forum.

A Price in Blood ((OOC)) (Closed)

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 13, 2009 4:49 pm

PC Character List

Sword Goddess wrote:Image

Name: Salora Dalsey
Race: Human
Gender: Female
Diety: Zeethus
Physical Description: Approximately 5'7 and adorned in a violet naval officer's long coat.
Abilities: Training in command and battle tactics involving naval strategy. A background in deceptive arts and interrogation tactics. An expert swordsman who utilizes an Einhander style of swordplay involving graceful strokes and wind based combat arts.
Equipment: A larger variation of traditional sabers, with matching basket-hilt style guard. The weapon is designed to be used with either one, or two hands - based entirely upon the users preference and training, much like a bastard sword (hand and a half sword).
Occupation: Laerzia Naval Captain and intelligence officer; currently in operation as a spy after the recent and concerning events involving Corus.
Age: 25
Origin: Kingdom of Laerzia

Bio:

Born out of wedlock, the bastard daughter of adultery between high born nobles already bound by the bonds of marriage. It was a miracle she managed to survive the womb let alone prosper in the face of a scenario which could have ultimately meant her death to save face. However noble blood is noble blood, and the child was spared to be raised as the daughter of her mother's husband, an influential and elderly count who was simply pleased to finally be given an heir, so the deception remained unquestioned.

Salora's birth into a noble family left little time for adventure or exploration during her strict and educational upbringing. The constant regime of mathematics, history, science and commerce did not flourish any ambitions of exploration and adventure - she did not possess those innocent child naivetes like day dreams, and fantasies about the future. Instead she had been taught to be a perceptive, and capable woman who did not put faith in chance, but rather build her own success.

To this affect, after the completion of her formal home studies she was inducted into the Naval Officer Academy with the full support and backing of her father. Upon graduation she was promoted to the rank of Ensign and assigned her first posting on board the Laerzia Destroyer "Marlen", where she distinguished herself as an exceptional officer. Over the course of her career she has been descirbed as being almost amoral, understanding and practical but firm and protective of her subordinates.

In current years she has been promoted to the rank of captain and posted to the Warship "Impervia" though with recent issues in Corus the office of naval intelligence has sent her to the nation in hopes of gaining deeper insight into the troubling internal affairs.



Ganurath wrote:Name: Baxa of Escorus
Race: Human
Gender: Male
Physical Description: Baxa stands at about five and a half feet, and his weight varies anywhere from one hundred and forty pounds to one hundred and seventy, depending on his most recent work in experimentation in the darker forms of magic. He wears dark gray cloth pants and loosely wrapped bandages on his arms, but other than that everything from the neck down is covered in leather: gloves, boots, a iron-buckled belt, and a high-collar leather vest buttoned up to his adam's apple. His head appears to be shaven clean as well as his face, and his eyes are both bloodshot and brown. If he were to remove his bandages in public, a mix of red tatooes, scars, and brands would be found on his arms.
Abilities: Baxa specializes in necromancy, but knows enough about the demon arts to both banish and summon demons, although he can't raise any safeguards in the latter case beyond the threat of death if the demon disobeys. He can also wield his dirk with modest proficiency. His necromancy spells include the ability to convert his life force and his mana freely, a weak healing spell he uses to seal ritual cuts and minor injuries, a spell that lets him transfer (preferably drain) life force through sustained physical contact (about a year per second,) a spell that lets him transfer (preferably drain) mana at range (the further the target, the more mana it costs to link,) the ability to speak with a dead body at the cost of a drop of blood per question, and a spell that lets him turn blood he recently shed into a red haze centered on him, slowly eating anyone within who's blood wasn't offered in its creation. The last one isn't enough to kill before the victim gets out, but when they do get it (and while they're in it) they will relearn what pain means.
Equipment: Baxa keeps a dirk in a sheath on his belt, with a coinpurse tied to his belt on the opposite hip.
Occupation: Up until about five years ago a necromancer, presently dabbling in demonology and mercenary work.
Age: 23
Origin: Son of immigrants from Mar-Yinis to Corus

Bio: Baxa was born in Mar-Yinis, but it was only due to his pregnancy that his parents delayed their decision to emigrate to Corus. His parents had both studied necromancy in secret for reasons that they had never explained to Baxa, and the rise of Ruscellious gave them incentive to flee to where they could learn freely. Upon arriving in Escorus, they found an environment that, while dangerous in its nature, they felt would be appropriate to raise their son in so that he would accept the dark arts more readily in his life.

Their plan proved to be more successful than they had anticipated, as upon his thirteenth birthday he insisted upon learning the fundamentals of necromancy. They readily agreeded, starting him off with a weak healing spell to learn basic spellcasting technique and so he could address the self-destructive elements of the lore. As the years passed, he was taught more spells, the pace kept slow by his parents to ensure that it didn't have an adverse impact on his puberty or behavior.

Upon his turning eighteen, however, he insisted upon learning how to animate the dead. His parents insisted that he was too young to wield such power effectively, and he left their home in a rage. After making some coin doing work at an inn at the edge of Escorus, he made his way for the eastern foothills to do mercenary work, perhaps pick up some independant spellwork. Through this, and in some cases the spending of coin, he acquired his dirk, demonic spells, and the blood mist spell.

With conflict in the continent escalacting beyond anyone's control, perhaps save that of Vosmalez, Baxa the mercenary necromancer has been up and down Corus seeking and finding work.



blackshade10 wrote:Name: Arkaid Siegfried
Race: He is a Seeker, a bipedal-Quadpedal race of creatures that resemble humans with several differences. For one, they don’t eat, drink, or sleep. They have ash-gray skin. They are highly adept at swimming and jumping. Has an unusual electric current running through their bloodstream. Tailed creatures. Long lived.
Gender: Male
Physical Description: Shaggy white hair that ends mid-back. Hair the slightly covers the eyes. Gray skin. He wears a pair of dark red cargo pants, a long loose sleeved black shirt under a black t-shirt. Black and white shoes. He stands at about 5'11".
Abilities: Dark Prowler

Arkaid is among the elite class of his race, having the ability to harness the odd electric current running through his veins. With his power, he gains the ability to control electricity, improve his physical capabilities through a massive adrenaline rush, and actually control blood itself. Using his powers he can solidify blood in various forms, regardless of whether or not he’s touching it, as well as change the chemical make-up, making the blood acidic or poisonous.

This is not without trade-off, as using the power to physically grow stronger; those who are not masters lose some reason, logic, and overall common sense. Their appearance also changes, taking on darker violet tinted skin, glowing and sparking eyes, fanged mouths, and claws. In more extreme cases when the adrenaline is pumped to incredible pressures, the body begins to magically bleed from hundreds of pores throughout the body, often burning what’s around it if the power is not controlled. Arkaid is immune to his own powers. A multitude of other powers are known, varying from person to person.


Equipment: Compass, wallet, flint, various other needed items for traveling. Dagger, but prefers claws to fight and uses dagger to cut fruit and meat.
Occupation: Mercenary, Demon-hunter
Age: 143, however age has slowed progression to appear roughly 20.
Origin: Luencia
Bio: Arkaid was born as a resident of Luencia, raised by his family in a company of mercenaries. He was raised as a fighter and a sell-sword, but one with morals. He was taught to never take a job that didn’t sit right with his own conscious, and to not become a common brigand.

Arkaid spent much of his life among the company, learning how to fight, bargain, and live. When he grew to an adult, he set out on his own, finding his own jobs and gaining experience. Most recently, he has caught numerous jobs slaying minor demons and destroying various undead.

All in all, Arkaid is a man who lives for the next day and enjoys small comforts of life. His personality is laid-back and somewhat flirty. He has a business face, and is polite and respectful when the situation calls for it.



FSEffect wrote:Image

Name: Alatariel Ancalimë
Race: Plane touched, half demon, half angel
Gender: Female
Physical Description: Medium height (5’9-10), light skinned, large white wings, shoulder length brunette hair, light golden eyes, slight white aura that changes to reddish black when angry. Steel scale armour covering torso, and above the knee with lighter leather armour underneath. She wields dual straight steel broadswords, a small steel hunting knife, and a small wooden pole (for poking and hiking).
Abilities: Short range flight (less than 200 metres and not very fast), dual wield melee combat, minor body morphing (right arm)
Spell/ Spell like abilities:

Wind shield- Whirlwind surrounds Ala deflecting most missiles, most of the time
Charged blades- Air friction causes blades to be electrically charged, causing lightning damage
Blinding aura- Her glowing aura radiates with an intense glow, blinding nearby foes. Can only be used once a day, and cannot be used with Demonic flames.
Demonic flames- demonic arm is set on fire temporarily causing fire damage to anything it hits, or touches. Causes her to tire out when flame extinguishes and cannot be used with blinding aura.

Occupation: Ex Mercenary, Wanderer
Age: 30
Origin: Cast away from another plane
Bio:
Alatariel was born from a rare joining of an angel, and a demon. Her mother, a minor angel for Zeethus, was to slay a demon that had lay waste to one of the God’s temples. However the demon was already bound by runes when she arrives. The demon claims he was summoned there, and that in the ensuing chaos had accidentally slain the summoner. The herald found something deeply charismatic about the demon as he made his case, and agreed to release him. Upon release, the demon pledged his eternal gratitude and love to the angel, and had suggested that they stay in the mortal realm together for eternity. This did not last as the demon after only days of being released attempted to abandon her, but the feeling of betrayal was so strong in the angel that she sought him, and a month later, finally did what she was originally tasked to do. For her crime she was now banished to the mortal realm, and has found that she was also pregnant with the demon’s child. When she gave birth she left her newborn child to a human family in a small town in Laerzia before disappearing forever.
The child was named Alatariel, and she was seen by many as a gift from the Gods, due to her angelic appearance. Word had spread, as she got older, and people from other towns had often visited to see the miracle. Alatariel however eventually grew tired of the attention, and had decided to leave the town when she was 18. She fled to a larger city, and had taken up the job of a mercenary for several years. From her first battle she discovered a darker side to her, one that came from the demon part of her heritage. Her right arm morph to something that resembles a demon’s claw when she is in the heat of combat. Over time she manages to control it, and is now able to morph it at will. This came in handy when intimidating someone, as being diplomatic sometimes fails. Being with a mercenary group she had become a little brasher, and her calm demeanour doesn’t last long when someone annoys her. Still, she was the sort to smile more than frown, and she was welcomed at any tavern in the city (of course she has flown about drunk, more than once in some of her heavier drinking sessions). As time passed by she developed a sense of wanderlust, and she grew tired of playing the guardsman for merchants, and nobles (who want a piece of eyecandy in their roster). She eventually quits the mercenary company she was working, for and packed up her life in a few bags and left. For 2 years she wandered the land, going across civilizations and expanses of wilderness, and has even gained a pet hawk in the process. She eventually entered Corus, drawn partially by an otherworldly desire to investigate the recent rumblings in the country.



Pariel wrote:Name:Leo Errant
Alias: Malphas
Race:Human
Gender:Male
Physical Description: A vigorous, lean man of modest height and frame, Malphas is as energetic as he denotes. He usually wears travelling-weary boots, trousers, shirt, gloves of a creamy color fabric, a belt with various pouches and a longsword hilt in a casual travelling manner. He has a maelstrom tattoed just in the middle of the forehead in a deep blue color. He wears his black, mostly unkept hair cut short due to convenience, and his brown eyes are often covered by some sort of smoked-glass protective goggles. He is also often seen with a rather prominent backpack.

Abilities: Malphas has a rather diverse jack-of-trades skill, mostly focused on pulling through tight situations. His swordplay is passable and so is his assorted magic lore, which includes resourceful but not very potent on its own tricks such as light, illusions, explosive runes, shields, very limited levitation in mid air. Malphas greatest asset is perhaps his cunning and insight of the workings of outworldly things, which makes him pretty much fearless and cunning when facing out of the norm threats, but a complete buffoon in common social interactions as his vision of reality is a bit warped.

Equipment: As any adventuring errant, Leo has a big backpack with assorted gear such as a modest bedroll, rope, flintstone...the necessary gear for survival outside cities. He often carries a reactive or a scroll or two with enchantments alongside his personal diary. Unlike most adventurers, Leo's cloths are made of a special, enchanted fabric, called planeswalker cloth, who grants comfort even in the extreme temperatures range . It is still far from weapon and elemental-attack proof either. He also wears a runic breastplate under the jacket, enchanted to have a modest degree of resistance to offensive magic. He also has smoked goggles to protect his eyes from debris, harsh light and fire. Likewise, he wears a matching runic longsword, with another modest enchantment designed to be modestly useful at cutting enemies with magical defenses. Finally, he wears a sort of "mystic compass" watch that points his position in the myriad of planes that is the existence. (Sadly It doesn't point where in the nine blazes one is in the respective plane)

Occupation:Planewalker. (Some say Plane Wanker)
Age:22
Origin: Escorus
Bio: Born in a slum of Escorus to a family of humble artisans, Leo was orphaned at age 8 when an streak of disease killed both his parents. Resigning to street urchin life, he sought refuge in the tales of his imagination. Tales of fantasy and might where he was the prince dueling the dragon, living for the joy of the adventure and for the ultimate prize of the princess. For two years he languished, scrubbing whatever food he could from others' charity and scraps, the belief that one day, the fairy tales would become real soothing his abated, sad heart. And then, one day, without knowing, part of it came. Some of the usual street thugs were picking on an oddly dressed man, whose gear and clothes were in no way what one would see usually. After a short exchange of wits, the thugs decided to rob him. Less than minutes after, one of them was sneezing uncontrollably, and the other battling faerie, bizarre lights with no apparent source. The kid saw eyes wide, how the grunts received a beating from the odd-looking man, with a self-confidence and style he could have only ever dreamed. Against any restraint and common sense he rushed towards him, and looking into his aging face he claimed: "Oh mighty prince take me with you!"

The man laughed so loud it was creepy, but young Leo kept begging. With his amusement finally in check the man knelt to the height of the kid, and he explained he was a mere traveller, who did errands for money. Still, that didn't made Leo go back, insisting that any traveller should have an squire to help him, specially one as awesome as what he just saw. After a brief exchange in which the man concluded that he was an orphan that nobody was ever paying attention to, he accepted the offer from the kid, if only out of amusement. The name of this man was Flauros.

Leo's tutelage under Flauros proved to be the most enlightening experience of his life. Flauros was a wizard of some sort, but not a traditional, candle burning and book devouring one. One could say it was a summoner, but in reverse. He was a planewalker, one of few who out of extreme wanderlust, greed or knowledge thirst, go beyond the bounds of existence to another worlds. Flauros educated the child in the ways of the planewalker, and even tutored him to weave the spark of magic he found within the boy. And needless to say, both of you enjoyed a good dose of adventure, from the most relaxing trade on heavenly fields, to the nightmarish walks of the hellish planes, the burning wastelands of fire planes, or the never-ending seas of the plane of water. And then, when Leo celebrated his 22th birthday on quite possibly the weirdest place of all, a small planewalker camp situated in the middle of the Hells, Flauros announced that he was too old to be an squire anymore. Renaming him Malphas, he bid farewell to the boy, claiming he was free to fly on his own and with a vague promise of "meeting again, sometime, somewhere".

The planewalker Malphas, decided then to revisit his homeworld, and his home city, Escorus, but the whirlwind of events of recent might make him reconsider to prolongate the duration of his stance...



Selkie wrote:
Name: Aethyr’aron
Race: Half Elf Vampire
Gender: Male
Age: 65

Physical Description
Hair Color: Black
Hair Style: Long, wavy, pulled back in a half ponytail.
Eye Color: Sea glass green.
Skin Tone: Pale to light skin.

Abilities
Skills: Acrobatics, Blade song, Dual Wielding

Equipment
Weapons: Dual, Ethereal Blades
Armor: Studded Leather
Clothing: Dark, cloth and leather. He wears a dark cloak to shield sun-sensitive eyes and skin from bright light.

Occupation: Blade Singer
The Blade Singer’s swords are a spiritual extension of his or her soul. In order to achieve this connection the swords are actually infused with the soul essences of a pair of ethereal beings during their forging. With the acceptance of a blade or a pair of blades, the wielder becomes spiritually contracted by the swords themselves with the task of conquering a particular adversary or of closing any unfinished business the beings may have left untended to before passing into the ether. Forged using magic and ether, the blades are then cured in the blood of the Singer to whom they are being presented, sealing the bond between Spirit, Singer and Sword.

The bond enables the Singer the ability to seemingly conjure the blades from thin air or to banish them again during certain feats that require acrobatic skill (or in other situations where their presence might be a detriment.) Through the swords, the ethereal beings bound to them are able to communicate or advise the Blade Singer via thoughts or mind’s eye images.

The Singer is extensively trained in combat acrobatics and in Blade Song, the ability to cast minor spells during battle by chanting a specific set of musical incantations.

Place of Origin: Corus
Bio:
The birth of Aethyr’aron was as unplanned as could possibly ever occur. The female elf that had carried him during her pregnancy had not known that she was with child when she was drained of blood by the vampires that had attempted to turn her. She’d only been intended to be given as a gift to their master, a thrall that he could amuse himself with from time to time. It was their master’s decision and his alone, whether the maid would become a full vampire after some length in his service.

When they returned to the master with their prize on the night of Aethyr’aron’s birth, and presented their gift, the master knew right away what they had unwittingly accomplished. In his anger, he killed the elf and cut the runt from her womb, lifting it high above the heads of his underlings as evidence to them of his displeasure. They had created an abomination. The babe was alive, but the blood that coursed through his young veins was touched, ever so slightly, by the stain of the undead.

The master would have crushed Aethyr’aron within his powerful grasp had he not faced the child toward himself and looked into its eyes. There was no strong will to live staring back at the vampire, a hallmark of the living, but there was a sense of craving and an incomprehensible yearning that the master understood as something kindred to himself.

If only out of morbid curiosity, the vampire spared the babe. He had it deposited alongside a wagon trail that ran outside one of the small villages near to his lair. It was upon this trail that Aethyr’aron was discovered by a wandering bard, a human who raised him and taught him the art of Blade Singing by day while the vampires who created him watched him inquisitively during the nights while he slept.

After the passing of his caretaker and mentor, Aethyr’aron continued to work as a bard, performing in street festivals and taking the occasional assignment as prescribed by the entities that possess his blades. He eventually became gainfully employed by a wealthy Madame from Luencia who required an escort for herself and her courtesan charges. They were en route to an establishment that their benefactor was setting up in Corus.

It was along the road to Corus that his darker cousins made themselves known to him, one evening late into the Spring season. Apparently, the Bladesinger’s vampire kin had decided that sixty-some odd years were quite long enough for him to have explored his Elvin individuality. They were compelled to throw him a lavish homecoming party, one at which squealing women, and his induction into the family, were the primary focuses of the night’s entertainment.

The Madame and the women under her employ had just retired to their tents and Aethyr was relaxing by the glowing embers of a dying fire. His colleague during this venture, an older mercenary soldier from Luencia, had momentarily slipped off into the brush to relieve himself. He returned shortly thereafter, but his head rolled into sight without its trunk. Aethyr’aron swept aside the ladies’ loose tent cover to discover a small gathering of undead diners, and that a special place of honor had been set just for him at the head of the table. Although the Bladesinger did his utmost to dispatch as many of the creatures that had destroyed his latest source of income, he had not anticipated that his own weapons would refuse to participate in the fighting. It was only at their silent insistence that Aethyr would accept the unbelievable tale of his birth, especially after it had been described to him upon his own restraint by those who had been adversaries only seconds before.

Like a child refusing a spoonful of foul medication, the Bladesinger made every effort to resist the draught of mortal blood that was forcefully poured down his throat that evening. He resisted a similar course the night following while in the care of his cousins. He did so again the night after that. With time, however, the bard’s resistance eventually gave way to grudging acceptance. It was rather disappointing to the brood when Aethyr’aron became remorseful after slaying his first innocent. Rather than endure his obstinacy, the vampires released him back out into the world of the living to fend for himself, hoping that his lust for blood would grow in time and that he would eventually learn to behave in the way a proper vampire should.




thatguyvex wrote:Name: Wilheim Reignguard
Race: Human
Gender: Male
Age: 26
Origin: Formerly of the kingdom of Laerzia
Occupation: Wandering knight

Image

Physical Description: Wilheim is not a overtly tall man, modest in height at around 5' 8", but with broad shoulders and a straight frame that makes him seem taller than he actually is. His body is lean and toned from a lifestyle that requires continuous physical work. Scars aplenty line his body, both chest, back, arms and legs, a simple byproduct of a life spent engaging in many battles. The most prominent of these scars is the series of ragged lash scars across his back. His skin is tanned lightly. His face is angled and hard, with narrow features and sharp hazel eyes. His hair is dark and he lets it grow long down his back. For clothing he wears a once elegant uniform of a Laerzia military officer, though all rank insignia or coat of arms dictating family affiliation have been removed. The uniform consists of a tight light violet leather jerkin worn under a large dark red overcoat with a high collar and black trimming around the sides, arm cuffs, and shoulders. A pair of white leather belts go around both jerkin and coat to keep the coat from flailing out. Black trousers and knee high black leather boots complete the outfit. He wears his sword at his left him, a well crafted military blade that has an elegant golden basket style hilt and guard, a small blue gem built into the pommel.

Abilities: Wilheim is a expert swordsman and skilled tactician, having served in the military for most of his life. He has all the skills of a professional officer and soldier, thought admittedly little else. While being well learned, having come from a noble family, and having picked up many useful bits of knowledge as a traveler after his exile, it is obvious his main specialty in skills lies in the arena of combat.

Magi Blade Arts
The origin of Magi Blade Arts is not as well documented as some of the other schools of magic that are more prominent in the world, but scholars have records showing warriors making use of these esoteric martial skills as far back as eight hundred years ago, with the oldest recorded Blade Artist being a dark skinned elf who according to myth hailed from a land so far to the north that it was encased in ice and snow year round. This elf's name was simply Lo'var, and modern Blade Artists owe their knowledge to him, who in his travels took twelve pupils of varying races across the globe and taught each one a specific school of the Magi Blade Arts that in turn have been passed down the centuries since then.

Magi Blade Arts are, at their core, the manipulation of mana in conjunction with a specially crafted foci blade to achieve specific affects. Numerous schools exist that focus on different techniques that fall under similar categories such as element manipulation, strengthening the body, creating illusions, ect. The thing that ties all these schools together is the fact that each style of combat requires a blade to not only focus the mana of the user, but to create the necessary katas and glyph that take that mana from formless energy and shape it into a specific potent affect.

Each "School" of which today there are well over thirty, consists of roughly a dozen Blade Arts. Each Blade Art, while differing from one another in intended affect, has a different kata and corresponding glyph or series of glyphs that must be traced in the air with the blade while focusing one's mana through the blade to create the Blade Art. Because of the often complex nature of these combined techniques, which are known as the "maneuvers" among Blade Artists, they are designed to be usable in combat as defensive methods, often incorporating dodges and paries into their form so that Blade Artists can perform the maneuvers for their Blade Arts in mid-battle. It takes a great deal of training to learn one and equal amounts of daily practice to maintain the knowledge of even a few Blade Arts. As such even skilled Blade Artists usually only know a limited number of Blade Arts, and then usually only from one or two Schools. This means that while the world may have hundreds of practicing Blade Artists, it is unlikely that any two will have the exact same set of Blade Arts unless they were both trained by the same master.

Casting Blade Arts of course requires mana, which drains the user with each use. Some Blade Arts are meant for attack and hence create a one time affect and equal mana drain, while others are designed for lasting over a duration, draining mana gradually until the user ends the Art. Though the names of Schools vary widely and have many different arenas of focus, Blade Arts can all fall into the basic following categories:

Assault Arts
These Blade Arts are used to generate a specific one time attack. Usually this can range from anything from simply making the blade sharper, or creating an extended field of force to grant reach, to more complex attacks such as throwing bursts of flame or other elements from the blade or causing the blade to literally drink the blood of any foe it cuts. The variety is endless, but the basics remain the same; one time affect designed to harm the enemy and a corresponding mana drain on the user.

Booster Arts
This category of Blade Arts revolves around creating either one time or duration affects that increase or otherwise enhance the natural abilities of the Blade Artist or granting them new abilities altogether. Examples including increasing physical strength, short bursts of inhuman speed, producing iron-like skin, enhancing the senses, boosting ones natural healing process, inducing rage-like mental trances, ect. Anything that essentially makes a Blade Artist more capable at the cost of mana is a Booster Art.

Manipulation Arts
Deceptively deadly, Manipulation Arts do not create direct attacks or enhance the user, but instead affect the environment around them in some manner. These can either be one shot affects or last over a duration, but Manipulation Arts tend to do things like create banks of fog, flashes of light, call forth false images, heating the ground or turning it to ice, so on and so forth. If it somehow alters or otherwise creates an affect in the environment around the Blade Artist that neither directly attacks nor makes them stronger, it can be considered an Manipulation Art.

Wilheim's Blade Arts
Wilheim has trained in Blade Arts since he was a young man, and while not at the level of a master, he is an experienced Blade Artist who could be considered skilled if not overly remarkable. He has learned six Blade Arts, which is a high number for one his age. Four of these arts are from his family's Crimson Grass School, and hence focus on wind manipulation. The other two were learned after his exile from other Blade Artists whom he convinced to train him. His Blade Arts are as follows:

With the Red Wind You Shall Walk - This is the most basic Blade Art taught by the Crimson Grass School, a Booster Art designed to grant inhuman grace and fluid movement to the user. The speed of the user is not increased so much as their sense of awareness and ballance is sharpened, the mana upon activation used to naturally stimulate the adrenal glands and re-calibrate a person's sense of equilibrium so that performing even delicate or difficult movements become second nature. In this state Wilheim could balance upon a tightrope while running across it, slide through a hail of arrows, or otherwise perform feats of dexterity otherwise unreachable but conventional standards. When activated he has enough mana to maintain the Art for roughly five minutes. However if he is using other Blade Arts each use will subsequently reduce his overall mana capacity and lessen the length of time he can maintain this Art.

The Red Wind Flows as Blood - Often the second Blade Art learned by practitioners of the Crimson Grass School, this Blade Art is an Assault Art designed to generate a single cutting burst of wind. Upon completion of the maneuver, mana is focused along the edge of the foci blade, which then draws in and compresses the air around the edge. This compressed air is then released at high velocity upon a final swing, which then flies out to cut through objects before it. The Blade Art is potent but is only useful against lightly armored or unarmored opponents. A metal shield or someone clad in metal armor could absorb the blow, though there would still be some kinetic force from the attack. The range of the Blade Art varies from user to user, but Wilheim's skill allows him to send this attack up to thirty meters and skill have killing power behind it.

None Pass the Red Gates - A useful Manipulation Art for defense, making quick escapes, or simply breaking up an enemy formation. The sweeping gestures of the maneuvers for this Blade Art gradually create a swirling wind that culminates as the mana gathers the air currents together and in a final sweep creates an arc of intense flowing wind currents so densely packed as to be able to bar all by the strongest of persons or attacks from getting through. The wall of wind forms a concave circle, usually around twenty feet long and half that high, though Wilheim can channel more mana to either boost the size to almost double that or reduce the mana to make the wall smaller.

Clear the Red Stained Fields - This Assault type Blade Art was actually created by Wilheim himself, his contribution to his family's Crimson Grass School, and one of the few new Arts created in the School in the past generation. The maneuver for this Art involves rapidly twirling the blade, gathering a large amount of surrounding air currents around the blade and focusing them upon the tip. Then the blade quickly traces the activation glyph and is slammed into the ground on the tip where all the air has gathered. The result is a concussive burst of wind with the user at a calm epicenter. The bust is so strong that it can throw a armored human a dozen or more feet. Wilheim created this Blade Art after he'd barely survived an encounter with a large number of opponents in a closed in alley and come to the conclusion that having a way to deal with multiple foes simultaneously would be worth the sacrifice in mana needed to create such a potent effect.

Far Chain - A interesting Manipulation Blade Art learned from the Hir-Solata School, taught to him by a Mar-Yinis mercenary who Wilheim worked with for a time. The Blade Art creates a spectral spiked chain around the blade itself, a construct formed of mana shaped into protoplasm, the specialty of the Hir-Solata School. Once created the chain serves two functions; one it can act as a secondary weapon, either to lash or trip opponents. The second function, and its primary use, is as a grappling device. The chain possesses semi-autonomous movement and can grasp onto ledges, branches, or any other object, and then shorten itself upon mental command to pull the user to the new location. In certain situations this is highly useful for added mobility. As a duration effect the Blade Art of course drains mana over time, allowing Wilheim to maintain it for about eight minutes.

Heart Revenant - An Assault Blade Art only recently learned while traveling through the land of Corus, this is Wilheim's most potent Blade Art, but also the most costly, and one he'll only consider using under circumstances most dire. How he learned it is a secret he tells none, but the truth is that in a land ruled by necromancy the dead themselves have things to teach...to those willing to pay the price for such knowledge. This Blade Art uses not only mana, but a portion of the users actual blood and life force, along with all the moisture avaliable in the air, to create a large jagged coating of black ice over the blade. This new form of the blade is charged with necrotic energy as the mana takes the life force from the user and inverts it. The black ice is harder than steel and sharp enough to cut through stone as if it were paper. On top of that the necrotic energy that burns through the blade freezes any surface it comes into contact with. As potent as this ability is its downside is immediately obvious, as Wilheim's own life force is rapidly consumed by the Blade Art. Even using Heart Revenant for a short time, even a matter of seconds, can shave years off of his lifespan.

Bio: The noble family of Reignguard has served the royalty of Laerzia for nearly two centuries, with a history of producing military officers of exceptional quality and loyalty to the throne. It was into this family that Wilheim was born and raised, the third son of the current lord and lady. From the moment he was old enough to begin understanding language he was indoctrinated into the traditions of the family. Dedication to the throne and to the family, a will to excel in all martial disciplines, stalwart adherence to the codes of chivalry and honor, and the ideal of serving the great kingdom of Laerzia in all ways even in the sacrifice of one's life in its defense. These were the things he was taught alongside his siblings, elder and later younger, as he grew. He was taught by a stream of tutors and house servants, his actual mother and father only rarely able to attend to their own children as a result of their many duties in running house affairs. However this did not bother the young Wilheim as he had his brothers and sisters to keep him company and he was throughly taught at that young age that a noble's duty came before all other concerns, including personal feelings.

At the age of eight he was considered old enough to begin thorough training in the Reignguard's particular specialty of combat; the Crimson Grass Magi Blade Art School. The house's founding was the result of the fame of this Blade Art School, Wilheim's forefathers having established the school within the kingdom in a time when Laerzia had great need for new techniques for warfare. It was because the Crimson Grass School opened its doors to teach a large number of willing pupils, rather than maintain an exclusive number of students, that the school thrived and the royal family recognized the Reignguard's efforts and rewarded it with noble status. Since then the Crimson Grass School was not only open to commoners and normal soldiery, but it was tradition for all members of the Reignguard family itself to at least be taught the basics of the schools techniques. In Wilheim's case, learning was more than just a formality of tradition, but a necessity due to the fact that he would inevitably join the Laerzia Military Academy as well to serve as an officer in the kingdom's army.

In the school he learned quickly, though he was soon surpassed in skill by his elder sister Svaetla and his elder brother Irving. A friendly rivalry formed between these three particular siblings which lasted all through their teens, and grew into close bonds. Though he cared for all his family, Wilheim became particularly close to Irving and Svaetla, always admiring their talent and doing his best to keep up with them. When the time for them to leave the Crimson Grass School Wilheim had the three of them form a oath that day, that regardless of where their lives took them from then on that they would return home one day and tell each other of all the things they'd seen and learned. The next day Wilheim departed for the capital and the Academy to learn the ways of being an officer, while Irving departed for a secret location in the north to learn the arts of creating foci blades for Magi Blade Arts, while Svaetla joined the Laerzia Royal Knights.

Wilheim's time in the Laerzia Military Academy was a difficult one as he was in store for several rude surprises. The first was that, while his family had been granted noble title and was respected within their home region, in the high-life of the capital the nobles of family's with far longer standing traditions looked down upon what they called "low-bloods", or nobles who were considered to be of minor houses. The second surprise was the sheer cutthroat nature of the Academy's classes, policies, and methods. While chivalry was a standard among his family, it was obvious that in the real wars the kingdom fought such notions as protecting civilians on either side of a conflict, or allowing a beaten foe to surrender, were considered 'quaint' at best and 'incompetent' at worst. Wilheim was forced to swallow his pride and accept many new lessons he could not disagree more with and deal with the company of those whose attitudes did not sit well with him. His hot-blooded nature led him to more than one disciplinary action to be taken towards him.

One student in particular stood out among the crowd to make Wilheim's time at the Academy memorably...unpleasant.

Reona Antionel. The eldest daughter of the Antionel family, whose lineage was second only to the royal family itself, was everything Wilheim had come to dislike about the so called 'high-bloods' of the Laerzia nobility. She was arrogant beyond compare, absolutely confident in her superiority over others, and with little to no control over a temper that was cold and revealed a ruthless nature. Those who did not obey her commands were usually dealt with in horrid manners, never life-threatening but in the vein of creating public humiliation or performing beatings in the night from the many lackeys under her direction. Wilheim himself was the target of such attacks, and did his best to fend them off while also attempting to protect other unfortunate students that became the target of Reona's attentions. Little could be done about the matter as Reona's status more than protected her from reprisal from the faculty.

Graduating from the Academy was a feat in patience and stamina more than academic achievement for Wilheim. Despite the unfortunate events that had transpired there he was infinitely glad for the experience as he realized he would need every inch of that patience to survive working in the kingdom's military. His first assignment was as a deputy commander of a regiment in the kingdom's East Army under the command of a man named Rowland Gutalm. Despite Wilheim's initial fears that too many officers in the army would be like the nobles he'd countered at the Academy, it became apparent that the Academy graduates only made up a small portion of the actual command structure in the kingdom armies, as many old veterans still held command positions and had long since had the arrogance of their youth beaten out of them by the realities of war. Still, Rowland was a strict man and a strong supporter of the ruthless military tactics taught at the Academy, though he was fair to his own troops and more than a competent leader. Wilheim took the opportunity to learn as much as he could from the older soldier while also gain insight on the life of ordinary soldiers. His time in that regiment was his first real opportunity to talk to those of common birth without as much of a social barrier in the way. Officer or not, he too was a soldier, and he soon learned a very simple truth of life; nobility had little to do with blood. The common soldiers were brave, admirable individuals he came to learn, and he saw in them qualities of nobility that was often found wanting from those he'd worked with at the Academy.

Wilheim's first experiences with true combat occurred with this regiment; at first dealing with bands of brigands who plagued the forests of the eastern realms of the kingdom, and later in more open battle in the form of skirmishes with Mar-Yinis troops along the boarder. Though taken slightly off guard by the actual brutal nature of real warfare Wilheim distinguished himself on the battlefield. He went out of his way to become familiar with the soldiers entrusted to his command and to set their safety as a high priority, which while earning him some measure of respect from the soldierly did little to impress his superiors. Regardless his skill in battle and his overall competence gradually earned him a higher position to command of his own regiment within the East Army. He instilled his own beliefs and ideals of chivalry and honor into this regiment, a unit that consisted entirely of peasant class soldiery with him as the only one of noble blood, though he treated none within his unit with any less respect that he would members of his own family. In time the regiment became known somewhat derisively among some circles as the Peasant Knights, as the regiment truly did after a time start to style itself after its commander's strict code of conduct and often behaved more like a small army of wandering knights than a regiment of the kingdom's army.

It would be this belief in chivalry and tendency towards taking actions in lieu of orders from his superiors to conduct what he believed to be honorable actions that would lead to Wilheim's undoing and eventual exile from the kingdom.

During a campaign in the far southeast boarder between Laerzia and Mar-Yinis, when Wilheim was twenty four years old and now a four year veteran of the kingdom army, he met with an old acquaintance he had hoped to never see again. Reona Antionel. She in her own ambitious way had risen to command of the East Army's elite brigade of calvary, a unit called the Gold Lances. The operation was to conduct a series of raids against alleged Mar-Yinis forward camps that had been conducting raids on Laerzia farming communities in the region, and Wilheim's unit was assigned to Reona's calvary brigade as a support unit for the Gold Lances in routing out the Mar-Yinis raiders. Almost immediately there was tension between the two units, whose ideals at that point could not be more different. The Gold Lances were true elitists, almost all consisting of nobles or those at least in good with noble families, and held their commander's tendency towards utter ruthlessness. This clashed poorly with Wilheim's regiment and their belief in following the rules of chivalry. Of course Wilheim had his own difficulties with dealing with Reona once more, though it took a turn he was utterly unprepared for. As it turned out Reona in a twisted sort of way had taken an interest in Wilheim, one of the few people back at the Academy who had stood his ground against her, albeit in her mind rather futilely. Though she maintained a polite air of friendliness and comradely words when in view of their troops, in times when she was able to get Wilheim alone she made more than one advance, often aggressively.

Avoiding these attentions was something like trying to avoid a dangerous predator, but Wilheim mostly managed to matters focused on the task at hand, which was dealing with the so-called raiders. This, as it would be discovered, was a falsehood. There were no raiders in the region they were assigned, only several logging camps established by Mar-Yinis civilians. However Reona did not hesitate in ordering her Gold Lances to engage and destroy one of these logging camps when they were discovered. When Wilheim learned of this he immediately confronted her on the matter, to which she casually replied that her orders were clear and that they were to eliminate all Mar-Yinis presence from the area, civilian or not. Flabbergasted and unwilling to accept the slaughter of civilians, Wilheim made it clear in no uncertain terms that he could not allow for further action and demanded that they withdraw from the area until the matter could be sorted out with East Army command. However Reona had no intention of going against her orders, and it was even further clear to Wilheim that she was enjoying the notion of destroying further logging camps, saying it gave her and her troops good exercise and practice.

The following day when the Gold Lances mobilized for another attack, this time upon caravans of Mar-Yinis civilians fleeing their homes, the calvary force was blocked by Wilheim's regiment. Despite the fact that he was aware his troops would follow his lead if he called for a charge, he had no intention of sacrificing his soldiers when both outnumbered and outmatched by the more elite and heavily armored calvary of the Gold Lances. Instead he provoked Reona into accepting a duel; if he lost he would surrender himself to the kingdom's justice for treason, but if he won then she would pull her troops back and make no further move against the Mar-Yinis civilians. He knew Reona well enough to understand her pride would not allow her to dismiss the challenge, and he was not disappointed when she accepted with every inch of confidence.

Unfortunately for Wilheim it was confidence well vested. Reona was no simple opponent, and even against Wilheim's Magi Blade Arts she held a power of her own to match it; alchemy. The Antionel family had over countless generations perfected an ancient art of combining different herbs and plants to produce substances whose attributes were beyond conventional understanding, capable of altering a person's very biological nature to become more than human. As the eldest daughter of the family she'd been privy to the very best of the family's research results for years, potions that gave her physical strength and speed that no normal human could match and vials of liquid that could produce fire to melt steel or flashes of light as bright as the sun. Unprepared for such ability, which she had certainly never demonstrated at the Academy, Wilheim was caught unprepared for Reona's ability. Though it was a hard fought battle, to his shame he was defeated. To his horror and regret, the following events would be things Wilheim would never be able to erase from his mind. Unwilling to allow their commander to be taken prisoner his own regiment went against his orders and attempted to rescue him, charing the Gold Lances. The resulting slaughter was brief, though to their credit the Peasant Knights fought well and accounted for nearly a fourth of the calvary brigade's numbers before the last one fell to gold tipped lances. Though it was a small consolation at that point, the duel and battle had both proven enough of a distraction to allow the civilians time to flee the area and Reona was far too interested in getting Wilheim back to the capital to be bothered with pursuing them.

The following months were akin to being tossed into the depths of hell for Wilheim. He was paraded through a court in the capital which was obviously under the influence of the Antionel family, and spent most of the time either being forced to listen to an ever growing list of charges against his character that only partially had anything to do with his actual insubordination or locked away in a cell. He was not allowed to see any of his own family and he worried what might happen to them as a result of his actions. He began to silently curse his sense of chivalry which had caused him to act so prideful, costing his men their lives and possibly damaging his family's reputation beyond repair. During this time, he was visited by Reona, who made him an offer with eyes like a hawk looks upon a mouse. If he agreed to renounce his family name and pledge loyalty to the Antionel family as a soldier in their service then they would ensure all charges against him were cleared and that his family would suffer no ill effect from the public scandal the affair would cause. If he refused the best he could look froward to was a quick and painless execution. Despite having lost a great deal of his sense of pride, he simply couldn't bring himself to accept; he knew this woman far too well to trust her word let alone place himself under her care as a servant of her family. He politely refused, knowing that by the traditions of Laerzia if he was publicly executed then that at least would absolve his family and any further involvement or responsibility in the matter. Reona left the matter at that with a simple shrug, as if his response had been expected.

That night, hanging in irons from the wall and awaiting the final day of court that would declare his guilt and punishment, Wilheim was shocked to discover the door burst open and two masked figures enter. In a blur he was dragged from his cell and hurried along corridors filled with unconscious guards. Hurried into a side alley and mounted upon a horse, Wilheim was too dazed to even ask who these people were or what was happening as he was hurried out of the city. Only when hours had passed and they were miles from the capital's walls did they stop and Wilheim managed the breath to ask who his rescuers where. His eyes widened when the masks ere removed and he saw his brother Irving and his sister Svaetla. But how had they managed to get into the prisons within the capital so easily, without any keys or knowing the guard schedule? Svaetla explained that weeks ago when word had reached her and Irving of his situation they had come gone returned home to try and petition for his release, but the Reignguard's family hands were tied by court politics, unable to do anything. They'd then gone to the capital with the mad idea of trying to find a way to free Wilheim themselves, but had run into a block when it became obvious they had no way of dealing with the security...that was when a strange woman in a dark cloak had approached them and offered the very keys and information on guard rotation to allow them to perform this rescue. The woman had told them that all they had to do in exchange for this help was bring Wilheim to the boarder of the country and release him with his belongings, telling him to only return to Laeriza only if he was "willing to accept the offer".

The only conclusion was that Reona, weeks before even giving Wilheim the offer, had forseen his refusal and had set up his brother and sister to rescue him and take him to the Laeriza boarder. Instead of death, it would be exile, only to return if he would be willing to bend his knee to Reona Antionel and serve her family...and by proxy, her. The absurdness of the situation almost floored him, but what choice did he have? With a heavy air did the three siblings part once more, Wilheim to the south and to foreign lands, and Irving and Svaetla back home before anyone became suspicious. Though it seemed impossible he'd ever to able to fulfill it, Wilheim renewed his promise to his dear brother and sister to meet them once more, someday.

Since then Wilheim Reignguard has traveled southward across the continent, a wanderer searching for purpose. He knows he cannot return to Laeriza unless he is either willing to accept Reona's offer, or has the power and strength needed to avoid her grasp. In traveling he has made his way by doing all manner of work, from manual labor to selling his blade to any cause he feels is righteous. Though not nearly as absorbed in his previous ideals of honor and chivalry he still exudes the aura of a knightly warrior, polite and courteous to others and willing still to try and right wrongs and fight injustice. Its the only way he really knows how to live. At this point there is no tell where his wanderings may lead him.
Last edited by Kitab Al'Ibar on Wed May 13, 2009 5:16 pm, edited 4 times in total.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 13, 2009 4:50 pm

Friendly NPC list

Kitab Al'Ibar wrote:Image

Name: Ezekiel
Race: Imp
Gender: Male
Description: See the picture, he is about 3-4 feet tall.
Abilities: Some control of fire and manipulation of darkness, limited flight.
Equipment: Ezekiel carries a backpack specially tailored not to interfere with his wings inside which he keeps a variety of odds and ends, which combined with his pockets and a belt with various pouches he has plenty of places to stash goods pickpocketed from unwary people. He also has an assortment of daggers stashed amongst his person, with a few exotic poisons in the rare event that an 'unfortunate situation' arrises.
Occupation: Ex wizards 'pet', Ex Thief/smuggler, Ex 'Innkeeper'.
Age: Unknown.
Origin: Summoned from another plane by a wizard to serve as its menial labourer.

Bio:
Ezekiel had lived many years as a lowly peon in the demonis underworld, but life was good, he had scraped together a small hoard of collectibles and fared better than most of his kind, being able to outwit and influence some of the larger and slower-witted denizens of his plane.

It was much to his distress when he was wrenched one day from this life to the tower of a clearly inept demonologist and compelled by magic to do this fool's bidding. It took him mere days to find ways around the enchantments placed upon him, but he was still bound to the wizard and so was forced to bide his time, waiting to discover a way to free himself and learning about the realm he was now in. Over the following weeks he scoured the demonologist’s home and devoured all knowledge he could gain from the wizard’s books, eventually succeeding in freeing himself and repaying his servitude by stealing everything valuable he could carry before making haste to a nearby town.

The people there were unnerved by his appearance, but reason and occasionally force allowed him to pawn off several of the items, but he kept his stay brief as his sneaky and opportunistic habits quickly left him on the wrong side of the law. It was an experience that would be repeated far too often for his liking, after all, he was only lessening the weight weary travellers carried by removing the ‘heavy burden’ of their coin purses.

Ezekiel soon tired of that life though, he was wanted in many areas as a thief, scoundrel or smuggler and after the opening of Corus borders he made his way there, tempted by the supposed tolerance. Quickly established himself in a border city, he built an inn and began legally robbing money from his patrons by charging extortionate prices. It was not long though before he began to play his part in facilitating smuggling between Corus and the Luencian merchants. Unfortunately, with the recent change in power he felt it prudent to move out of the public light, fearing reprisals he sold the inn and left, roaming the countryside of Corus plying his less than legal trade wherever he could.
Last edited by Kitab Al'Ibar on Wed May 13, 2009 5:05 pm, edited 1 time in total.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 13, 2009 4:52 pm

*Reserved for Enemy NPC List*
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Ganurath » Wed May 13, 2009 5:02 pm

I wonder which list Kray will be on.
Ganurath
Vel'akar
 
Posts: 2127
Joined: Wed Mar 15, 2006 1:39 am
Location: The Rift
Clan: Vloz'ress

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 13, 2009 5:09 pm

Ganurath wrote:I wonder which list Kray will be on.


Thats for me to know and you to find out. He won't be going up at the moment anyhow. ;)

Also, I can honestly say i've never run afoul of this before:

Forum wrote:Your message contains 60009 characters. The maximum number of allowed characters is 60000.


Hence why Ezekiel is now an NPC. XD
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby blackshade10 » Wed May 13, 2009 5:12 pm

Kitab Al'Ibar wrote:
Ganurath wrote:I wonder which list Kray will be on.


Thats for me to know and you to find out. He won't be going up at the moment anyhow. ;)

Also, I can honestly say i've never run afoul of this before:

Forum wrote:Your message contains 60009 characters. The maximum number of allowed characters is 60000.


Hence why Ezekiel is now an NPC. XD



That's new. o_O

Will Ezekiel be staying with the group or will he be a passer by NPC?
User avatar
blackshade10
Dark Chibi Demon
 
Posts: 6413
Joined: Mon Jul 21, 2008 12:10 am
Location: Ashie Cleavage, plotting war against those of the Zala cleavage.
Clan: Sullisin'rune

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 13, 2009 5:26 pm

blackshade10 wrote:That's new. o_O

Will Ezekiel be staying with the group or will he be a passer by NPC?


For the most part Ezekiel is my character and link to the group. This may be subject to change, i have the start of the story planned out and the overarching storyline, but a significant part is still not set it stone and will vary depending on people actions.

For the moment, he's here to stay and if he does dissapear he will likely return. XD
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby blackshade10 » Wed May 13, 2009 5:28 pm

Kitab Al'Ibar wrote:
blackshade10 wrote:That's new. o_O

Will Ezekiel be staying with the group or will he be a passer by NPC?


For the most part Ezekiel is my character and link to the group. This may be subject to change, i have the start of the story planned out and the overarching storyline, but a significant part is still not set it stone and will vary depending on people actions.

For the moment, he's here to stay and if he does dissapear he will likely return. XD



*stops writing plans for his demise*

Er... Yea... Right...

XD
User avatar
blackshade10
Dark Chibi Demon
 
Posts: 6413
Joined: Mon Jul 21, 2008 12:10 am
Location: Ashie Cleavage, plotting war against those of the Zala cleavage.
Clan: Sullisin'rune

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Mon May 18, 2009 9:29 pm

Feel free to make your introductions and lay down any questions you have. I would like to get this part finished with soon so we can move onto the start of the story itself! ;)

All things considered though, I'm on my last few weeks of uni and all my deadlines are stacking up, i'll be online and will be responding as much as i can, if all goes well it should move pretty quickly, but we will see. Bad timing. *doh*

Expect this fight to be interesting. ;)

If i get a chance, would people like me to post up a bit more about the worldsetting so how all the wild races, undead factions and other groups fit into the tribal and political structure? It's all neatly organised in my head anyway so it wouldn't take long to get down.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby blackshade10 » Mon May 18, 2009 9:48 pm

Kitab Al'Ibar wrote:Feel free to make your introductions and lay down any questions you have. I would like to get this part finished with soon so we can move onto the start of the story itself! ;)

All things considered though, I'm on my last few weeks of uni and all my deadlines are stacking up, i'll be online and will be responding as much as i can, if all goes well it should move pretty quickly, but we will see. Bad timing. *doh*

Expect this fight to be interesting. ;)

If i get a chance, would people like me to post up a bit more about the worldsetting so how all the wild races, undead factions and other groups fit into the tribal and political structure? It's all neatly organised in my head anyway so it wouldn't take long to get down.



I would greatly appreciate that!
User avatar
blackshade10
Dark Chibi Demon
 
Posts: 6413
Joined: Mon Jul 21, 2008 12:10 am
Location: Ashie Cleavage, plotting war against those of the Zala cleavage.
Clan: Sullisin'rune

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Tue May 19, 2009 3:34 pm

Ok then, since i offered and you asked, Worldsetting will be forthcoming, I'll be releasing them in sections and will compile them into one of my other posts on this page to keep page 3 as the reference page - Though it now occurs to me that in some newspapers in the UK, page 3 is for other things. ^^;

This world setting is for the player to refer to, for the character, if they would legitimately know this information, then they are welcome to use it, but even Ezekiel won't know all of it.

So, Part 1:
The Tribal Set Up:

In the mountains of Corus the Ogres through their physical and magical strength have long held dominance, operating in villages of varying sizes with powerful chieftains. Villages were rarely isolated and worked together to form larger communities with the most capable chieftain being the leader. The Ogres specialise in shamanistic/druidic magic, elemental magic is also not uncommon. Very few Ogres learn necromancy and even fewer practice demonology. They are respected by the other mountain races – apart from the lizardfolk – and are often called upon to sort squabbles or stop fights.

Historically, large scale efforts to purge the mountains have been met by a moderately united front held together by the Ogres, therefore a lot of the wild races will come to the aid of, or even give their lives for Ogres, both within the mountains and in the Corus lowlands.

The second great power in the mountains are the tribes of Lizardfolk, while not as large or powerful as the ogres, they are still taller than the average human. They live predominantly underground near geothermal sources where they build large cities. The greatest of these is Escama, which acts as the heart of their culture. This is not to say they are united by any means. Each tribe of Lizardfolk differs in behaviour and tradition, but they are amongst the most ambitious and aggressive of the races, favouring necromancy and destructive magic to aid in the ruthless slaughter of their opponents. They have long been in open competition with the Ogres for control, but have been thwarted at every turn. The recent changes in Corus have tipped the balance in their favour, but their approach to controlling the other races is through power and fear. They too have helped defend the mountains, but other races fight alongside them knowing that the consequence of refusing to do so is death.

Other races have long since accepted their place in the pecking order. The various tribes – trolls, orcs, goblins, kobolds, etc – occupy areas based on preference of habitat and strength; they will often fight each for land and resources, with the Ogre’s intervening if things get too serious. There are human and dwarven settlements in the mountains, but they are few and far between, only those willing to fight for their place ever last long in the mountains.

---------------------------------------------

Next up is the current Political heirarchy in Corus. After that will be a brief overview of the other countries and then a fourth section on Corus under Ruscellious.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Wed May 20, 2009 8:30 pm

You lucky people, i'm currently churning through my work quicker than expected, so here is Part 2 of my worldsetting. You will also get a bonus section on the inner workings of 'Hell' in this setting focusing on how demons gain power - this is predominatly for backstory, but it might come up later depending on how things play out. ;)

The reasoning behind me putting a lot of these up is so that i can avoid long descriptions within the RP itself later on and they can be used in the meantime by players and characters if the need arises. I do hate having to post several times in a row, though it seems i'm doing it a lot in this thread. ^^;

------------------------------------------------------------------

The Current political set up:
The seat of power for Corus lies in a large fort built into the side of one of the mountains of Corus, this fortress is the heart of the capitol city Escorus, which is split into various rings, the fortress itself, the inner limits house the mansions of the rich and powerful, as well as the temple district dedicated to various gods, though some of these have since been repurposed by the cult of Vosmalez as shrines. The outer limits house the middle classes and service guilds. Beyond the walls is an urban sprawl containing its own areas of afluence and shanties.

Vosmalez himself is the ruler of Corus, a powerful human demonologist when he took the throne four years earlier, his powers have only grown since, with his appearance haven changed subtly and malevolently since, suggesting dark dealings with the demons he summons. The majority of his actions are not seen directly, his edicts are enforced through the unquestioning obedience of the cults and his loyal council members.

In a similar theme to the council of Ruscellious he appointed 4 of his trusted aides to act as the leaders of various communities. Representing the cults a powerful priestess, a follower of Seraxis was chosen, Enza has helped spread the cult rapidly and established it as a powerful force within Corus. For the wild races, Krarst, a Lizardman chieftain representing one of the largest war bands currently affiliated with Corus was ‘elected’. The last two seats were granted to the two dominant schools of magic: The infamous Demonologist Revilious and his counterpart, the dread Necromancer Lothius, their titles earned from years of experimentation and attempts at empire building before they settled in Corus to spread their ‘wisdom’ – protected from reprisal by Vosmalez influence and their own political sway.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Thu May 28, 2009 10:52 am

Gan, the bartender gave Sword's character her key when she first asked for a room shortly after she entered. So the bartender doesn't have a key to give you and it would be slightly out of character for him to do so.

Just thought i should remind you if you wanted to edit your post so you have a differant reason for following her, or else the bartender is just going to give you a funny look, think you've had too much to drink and kindly suggest you leave the girl alone and retire to your room. ^^;

Apart from that, now that my work is over i'll get the other background bits written up shortly and can devote time to pushing the story forward, though many of you seem comfortable to interact with eachother. I was hoping to get the Ogre fight out of the way first as there will be plenty of time for character development later under differant situations, no worries though, enjoy yourselves for the moment.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

Re: A Price in Blood ((OOC)) (Closed)

Postby Ganurath » Thu May 28, 2009 8:47 pm

Post editted. I suppose through the eyes of someone like our planeswalking friend who has no ranks in Sense Motive, Baxa is looking like a creepy stalker.
Ganurath
Vel'akar
 
Posts: 2127
Joined: Wed Mar 15, 2006 1:39 am
Location: The Rift
Clan: Vloz'ress

Re: A Price in Blood ((OOC)) (Closed)

Postby Kitab Al'Ibar » Thu May 28, 2009 9:51 pm

As promised, the next set of descriptions have come up, so here you have a small introduction to each of the other countries and referance to a key character from each who may play a role in the RP, depending on events and what final decisions I make.

Feel free to make use of the information in these if they are relevant to your character and do ask any questions on here or by PM if you want to know something.

--------------------------------------------

The Other Countries:
Laerzia
The kingdom of Laerzia is a sprawling landscape of rolling hills dotted with large towns and operates on a feudal heirarchy. Broadly the country can be split into two areas: The militaristic north, and the relatively peaceful south. The king and many members of the royal family – along with a large number of nobles – lead the armies in the north in their conquest of other realms. The south was entrusted to the Kings brother, but a few years ago he contracted a wasting illness and has long been bedridden. Without another male heir to take over the court, princess Mienna, eldest unmarried daughter of the King has long been acting behind the scenes, acting as the ‘voice’ of her uncle, but his involvement was minimal, she had long been the true wielder of power in the south, this made her resented by many in the courts and attempts on her life were not uncommon.
She rules with a silken fist, maintaining the careful balance between the various factions, keeping the borders and seas watched and protected against the restless armies of Mar-Yinis and the armies of the north supplied without sacrificing the well being of the common people, but those who cross her soon learn that she is a force to be reckoned with. She has learnt to keep a watchful eye on the spoilt nobles and knows ways of reining them in when she needs to, but they have their uses if they are kept on a short leash. The border of Corus is watched by her forces with growing disquiet, Ruscellious had visited the castle when she was younger and she had fond memories of the unusual man, therefore she had long suspected Vosmalez regime and encouraged the forces under her influence to send handpicked spies and observers into these foreign lands.

--------------------------------------------

Luencia
Luencia is not a country itself so many as a collection of city-states and provinces with their own organisations and militia or mercenary forces aligned in the interests of preserving common freedom and trade. The political structure is in premise quite simple, each city-state elects a representative who acts on behalf of their interests. The council is supposedly among equals, though the individual city-states vary in size, wealth and power, to maintain order a ‘first amongst equals’ is elected, usually an individual believed to be impartial and who gains great influence over the others, but does not control his own province. This post is currently held by the self styled ‘Merchant Prince’ Horatio, a rich maverick whose origins are unknown, but who has established himself well, playing all factions meticulously.

--------------------------------------------

Mar-Yinis
The rulers of Mar-Yinis are a shady group who have not appeared on the main land, preferring instead to remain in the security of their island nation instead of braving the seas to take command of the beachhead themselves. When they first arrived, the Yinians cut a swath of conquest across the land, but their advance was quickly halted to the north by the Laerzians, to the south by the fledgling merchant states and they retreated from Corus to limit their borders as they struggled to defend on two large fronts.
Trade arrangements were made with Luencian states halted the conflict to the south, and gradually allowed a greater influx of troops, but Laerzia had stepped up its naval presence to combat the Mar-Yinis forces and cut off their supply lines, thus making the sending of reinforcements a slow and costly process. Mar-Yinis has not stopped it’s efforts, it has instead been consolidating power and biding their time until they are ready to strike.
The current Reagent of the Mar-Yinis beachhead is Garus, a hard man who rose through the ranks of soldiers to become a famous general due to his actions halting an Laerzian counter-offensive in its tracks. He is more used to commanding armies and fleets than politics, but he is flanked by a cadre of advisors who keep him from making mistakes and he runs the country efficiently, if a little heavy-handedly.
Kitab Al'Ibar
Vel'akar
 
Posts: 1310
Joined: Wed May 14, 2008 8:37 pm
Location: Brighton (U.K)

PreviousNext

Return to Game Tavern

Who is online

Users browsing this forum: No registered users and 1 guest