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Cloudburst

Guest
Original poster

When the Godflame was first lit, sparks were strewn near and far. These sparks were the Allflames, the incandescent fragments of the Godflame that had warded off the Abyss. Most had faded into the Abyss before they could burn away the darkness, and in the end, only four had remained. The Xaerrat, Faan-Do, Irostine, and Odir Allflames each burned fervently, halting the advance of the Abyss. For a time, there was peace, and the Allflames grew restless in the wake of their victories over the Abyss. Without warning, within them rose a thing unlike any other. Each Allflame had produced forms to contain a portion of its warmth, fearsome dragons with an ember of their Allflame within them and names to match their creators. The Dragons then were granted free reign of the unformed world, and in truth, gave it form and life.
Xaerrat, the firstborn named after the first of Allflames, had created the land itself, and named the world after himself. He then created Humans, animals, and other hosts to call the world home. Faan-Do, the eldest of the twins had created servants for her and her kin in the form of the Lamia, a combination of Human and woefully incomplete dragon much like herself and her sister. Irostine, the second and more clairvoyant twin had succeeded her sister, and created not only the Centaurs, but the Elves, Dwarves and Ryaa as well. Last as always, the youngest of the dragons, Odir, had sought to create life just as his kin did. However, Odir was driven to madness in his search, and as such, his creations were as twisted as his mind. He had created the Daimons, and his sons and daughters had soon smothered him and his ember within themselves.
With the smothering of Odir, the Allflame responsible for his creation flickered at the Abyss, and faltered at the loss of a mere ember. The Abyss then advanced on the four flames and the world they had created. Before the world was touched, the embers of the Allflames consumed by the Abyss had been reawakened, and a new Allflame was forged from within it. It was called the Abyssal Allflame by the three remaining dragons, and this Allflame had not created a dragon to safeguard its ember, but an entire legion of forms called Ayen. Within the Ayen, the Abyssal ember smoldered, and unlike the Daimons, they were able to utilize their gifts to safeguard their Allflame.
That, however, was long ago, when the world had not yet been filled with wonders.
The first wonder was the Slumbering of Dragons, wherein the dragons bearing the embers of Allflames had been put into a slumber to safeguard their flickering flames, for all fire would soon fade. Two false dragons were created to safeguard the flames without dragons, for the Ayen and Daimons were not trusted by the original triptych of dragons. The two artificial dragons were granted the names Viodir and Uiodir, and were made from the smothered remains of Odir, with Viodir slumbering with the Abyssal Allflame and Uiodir slumbering with the Odir Allflame. Only, without embers, Viodir and Uiodir soon succumbed to the embrace of the Abyss.
The second wonder was the flickering of the Five Flames, and the spreading of embers. All fire required ample fuel, save for the Godflame, and Allflames were subject to a slow death without tithe to burn. The Five Flames spread a portion of their embers to their dragons' creations and bid them a message with their gifted warmth. Those chosen to bear an ember within their bosom were known as the Embraced, and Daimons and Ayen were forbade from becoming Embraced, for they already held their embers dear. Embraced would then amass their power, and ultimately offer themselves to the Allflame that had gifted them their power, but not before passing the trials of the dragon watching over in slumber.
Following the first two wonders, numerous and untold wonders followed. Secrets and treasures of the Abyss had been revealed after the first Embraced gave their lives to strengthen the Five Flames, and soon, the lesser of the consumed Allflames had created worlds of their own that had been revealed to the peoples of Xaerrat. The Age of Wonders had truly begun. Each of the seven races of the world had turned their eyes to the wonders that had seeped in from the Abyss, and had braced themselves for a world full of wonder.


Welcome to Xaerrat, a world of both fire and wonders. With the former, the world was forged; with the latter, the world was enlightened. Wonders in untold quantities had began to flow from the Abyss and into the warmth of Xaerrat, where they were soon discovered by adventurers and researchers alike. More had soon come, and Xaerrat was no longer the same world that had once fought against the Abyss and its machinations. The peoples had come to embrace the wonders, most of which were benign discoveries.
However, that was in the beginning.
In more recent events, wonders had become more dynamic and threatening, with the most tame of them only bleeding minor maledictions unto the world. Those that had once flocked to wonders had turned their backs on them in an ode to the dangers they had faced within. Others turned back to the ways of the Five Flames, in hopes that fire would once again cleanse what did not belong. And then there were those that did not care about the danger, be they old hands or new, and still flocked to the wonders that would flow into the world. Souls from both the old and new generations were known by one name across the world.

Aspirants.

Together or lone, they were known for their tenacity and will to go where no mere man or woman dared to go. Only they would have a chance to fully experience what it would mean to be in a world full of wonders.

Greetings and welcome to the Godflame: A World Full of Wonders OOC and signup thread. Here we will discuss the wondrous things about this roleplay, such as the races, wonders themselves, magic, other lore, and any other small tidbits that would allow anyone interested in this to join. Currently, we are still accepting players, though I cannot say for how long. Other than that, be wary of completely related and unannounced chunks of lore and other information, as the rest of the text on this page is likely there only to entertain those that would read it. If one would pay close attention, they would note that this is the same information posted elsewhere, simply moved here, and likely edited. A most excellent strategy of providing information.

Oh yes, by the way, you all shall be controlling Aspirants in their adventures in seeking wonders.

[warning]A short forewarning though. This roleplay does have somewhat strict lore, and not all kinds of characters may be accepted. However, if one is able to manipulate the lore that has been given, some exceptions may be made due to their creativity. This will be rewarded with consideration towards accepting such a character.[/warning]

Playable Races

Humans
Humans were the first race to be created by the eldest of the dragons birthed from an Allflame, and are the eldest of all races on Xaerrat. Due to this, they were the first people to establish themselves and hold the majority of the land whether it be by sheer power or numbers. They are also the most plain of all species, the most iconic thing about them being that they hold the ability to bear a child with most other species if lucky, akin Succubi in that respect. Due to this fact, there are more Half-Human hybrids than there are Half-Succubus hybrids, and such children gain some qualities of the non-Human parent. Humans despite their relatively plain nature, are slightly more pragmatic and hold more concepts as values than the other species, and many of these have seeped into other cultures; values such as marriage, heraldry, romance, and funerals.
Lamia
Lamia were the only race created by Faan-Do, and the second eldest of all races on Xaerrat. They were the second peoples of Xaerrat to establish themselves on the land, but were fervently driven to serve the Five Flames, and thusly could not truly have freedom until the flames had began to fade. Their appearances take the form of a Human torso fused with the lower body of a snake, creatures said to resemble Faan-Do in all of her glory; a Lamia's scales are also covered in a paralyzng poison that can kill if exposed to an open wound. Their other physiological gift is the ability to cocoon and shed the majority of their bodies, effectively allowing them to heal wounds and regenerate lost limbs. However, like the dragon they were molded from, they are susceptible to cold and have an instincual weakness and fear towards entities of the Abyss. They had adopted many of Humanity's policies, but had abandoned the concept of a royal bloodline. Instead, Lamia are overseen by one Emperor or Empress that rules for life, chosen in the process of a grand tournament.
Centaurs
Centuars were the first of four races created by the younger twin of Faan-Do, Irostine. Naturally, they were the third peoples to lay foot on Xaerrat, though unlike the Humans and Lamia, they had no desire to impose upon the world. In truth, they were nomadic, and never had committed to one way of life. Due to such, they cannot be easily summarized unlike the rest of Irostine's creations, though appearance wise they take the form of a Human body melded in place of a horse's neck. Like the other peoples and creatures of Irostine, they possess extreme longevity; as the firstborn, they are immortal, and cease aging after reaching maturity. However, they can only reproduce once in their lives, as all of Irostine's creations carry some flaw to pair with their longevity and gifts.
Elves
Elves are the second creations of Irostine, and like the Centaurs, they had decided not to cultivate the world, for it's natural beauty was all they would need. Where the Lamia had flocked to flame, Elves had inherited the intellectual tendencies of Irostine, and pondered the nature of the Allflames. Fire in the natural world consumed and burned, leaving nothing in it's wake but ash. Due to that discovery, Elves forsook the Allflames, and chose to tend to the world instead. However, some defected and continued to be "Flamekin" as they were called by their more nature-passionate "Greenfey" cousins. Both Flamekin and Greenfey Elves received the gifts that Irostine had granted to them, the gift of longevity and the gift of the Commune- a way to communicate with any form of life. Greenfey Elves use the Commune to communicate with nature, whereas Flamekin use it to communicate with others in more way than vocally. This rift between Elves is even more evident in their appearances. Greenfey generally have deer or ram-like horns that sprout from their heads, where Flamekin do not. Flamekin typically look more Human in a sense, lacking those horns, and unlike their Greenfey cousins, they have adapted to civilization. Both of course have the signature pointed ears of the species. However, all Elves, due to being creations of Irostine, have a downfall. This flaw is that they are the only species susceptible to the Chaos Ember, and can become Drow due to exposure to either this or the Abyss.
Dwarves
Dwarves are the third and most fortunate race created by Irostine. Like the other races and creatures of Irostine, they have longevity, another gift, and a flaw. Their gift was the claivoyance of their dragon, able to see that fire held the key to many great creations, and so they harnessed the power of fire and brought upon a new era for themselves. Seeing furthermore that the world was not ready for such power, they had buried themselves underground, trusting only the Ryaa and other allies to keep the secrets of their technology safe. However, their flaw is that it is impossible for any non-Dwarf to use their technology, so such sacrifice for the greater good of Xaerrat was not needed. Indeed, the short and stocky men and women of the underground had nothing to fear but themselves.
Ryaa
The Ryaa are the final and arguably the most unfortunate of Irostine's creations. They are large, blubbery peoples that look much like a Human that had overindulged themselves at a feast, only, lacking ears and a nose. That, however, was not their Irostinian flaw. Their gift was the ability to survive sacrificing themselves if they were Embraced, as they were made for that purpose. Irostine had forseen the fading of the flames, and created them as reusable kindling. However, their flaw lies within their horns. Many Ryaa grow horns from either the very tops of their heads or their backs, and eventually those horns eventually grow into the heads or bodies of the Ryaa, making their way to their brains or spinal cords where the damage leaves them little more than instinct-driven masses of muscle and fatty tissue. First they had turned to the Elves, which had said that if it was nature's will, it was the fate of the Ryaa. Then, they turned to Humans, who turned them away due to their inborn illness. On their way to the Lamia, they came across the Dwarves, who were willing to help if the Ryaa became their allies. Their saviors had created Spires and Nails, devices that would not only be used in the war against the Drow, but a manipulator of growth that was soon used to skyrocket the food production of the Dwarves. The Dwarves had earned the Ryaa's loyalty and trust, as well as a way to study the ways fire interacted with the very lives it created. Truly, the deal for all deals to be compared to, and it was between the smallest and largest races on the face of Xaerrat.
Daimons and Demons
Daimons were created by the youngest Allflame tended by the youngest of all dragons, Odir, and the last race to be created by a dragon. However, when searching for ways to draw life from fire, Odir had gone insane, and his creations came out as twisted and fragmented as his mind. The Daimons subsequently smothered Odir and his ember while he slept, and claimed it for themselves, as the dragon was clearly incapable of performing his duties. For eons Daimons toiled and attempted to create life, but to no avail until the Abyssal Allflame had let its light push back the Abyss to reveal images of flickering flames in the distance. The Daimons, having no forms due to smothering the ember, plunged into the Abyss and procured a sixth ember- The Chaos Ember. Without a flame, it would quickly fade, so the Daimons put it to good use, and created the Demons.
Demons, born from the twisted fires of the Chaos Ember, were twisted imitations of the creatures that already had existed on Xaerrat. Drow were blackened and twisted visages of Elves. Arachne were imitations of Centaurs, only, horribly perverted and malformed in comparison. Gorgons had held the traits of a Lamia, only, they had a gaze that would turn those unfortunate enough to clap eyes upon it to stone. The Oni were facismiles of larger Dwarves, only, their selfishness was driven by avarice rather than sacrifice. Even the pitifully plain Human form was perverted by the Chaos Ember, and given an insatiable lust along with the wings and horns of a proper dragon, and the name of Succubi and Incubi. Wendigos were formed from the imitations of Ryaa, and were granted forms reminiscent of feral beasts fused with their already massive bodies, with an appetite to match. Finally, Drakes were made in the form of Humans that could transform into facsimiles of dragons, a true show of defiance on part of the Daimons.
Drow
Drow are similar to Elves in the fact that they have pointed ears, horns on occasion, and generally have supernatural longevity. Like Elves they also reject fire, and they are a living contradiction just like what they were molded to mimic. However, their culture could be far from the same. Drow live off of a chaotic structure powered by slave labor and blood. If a Drow can't fight in the war, they are a slave. If they can't slave away, they are put down or at the very least, exiled.
Arachne
Arachne were made to mimic Centuars, and they had only one part correct, that being that their lower bodies are that of a creature with more than two legs. Arachne, as the name would suggest, have not only eight legs, but entire spiders replacing their lower torsos. These spiders are separate entities, and must be broken before an Arachne can have full control of their own bodies. However, having full control has numerous benefits, including access to lethal poisons, strong silk, and unrivaled maneuverability.
Gorgons
Gorgons are similar to Lamia in the ways that their lower bodies are that of a snake, and they have an oil that coats their scales. However, where they differ is that what would be hair atop a head of a Lamia is replaced with a writhing mass of snakes on a Gorgon. Not only that, but Gorgons have an enchanted gaze that can turn people that clap eyes upon them to stone. As such, most Gorgons wear masks or cloaks to hide their faces from those they come to love, for even in death their gaze can and will turn another to stone.
Oni
Oni were supposed to be copies of Dwarves, however, their size and passion was warped by the Chaos Ember. As such, they rival the Ryaa and Wendigos in height, have unruly features such as tusked teeth and exaggerated under bites, and harbor a greed unrivaled by any non-Demon entity. What this greed entails is generally up to them to decide. Whether it is a want for something superficial such as money, or something as dire as the head of a sworn enemy, an Oni will stop at nothing to get what it wants.
Succubi & Incubi
Succubi and Incubi are the most commonly seen Demons on Xaerrat, and for good reason, as they were meant to be mirror images of Humans. In that respect, they look Human to an extent, barring the bat-like wings sprouting from their backs, the goat horns, and spade-shaped tails. Succubi are female, and Incubi are male, a fact that so many overlook when referring to the race. They also harbor an unparalleled lust and need to reproduce, and develop at a much quicker rate than any other race in the world. In addition to this, a child from an Incubus or Succubus will always look like a Succubus or Incubus, only, they will have some of the traits of the other parent. An Arachne-Succubus hybrid would still have a spider for a lower body, a Lamia-Incubus hybrid would still harbor the body of a snake, and a Human-Succubus hybrid would look just like their mother.
Wendigos
Wendigos are what were supposed to be Ryaa, only their forms were twisted by the Chaos Ember and their already feral urges. As a result, Wendigos are barely humanoid, taking bestial qualities such as claws, tails, and some more bizarre ones such as tusks, natural armor, and much more. Wendigos are plagued by an eternal hunger that is only satiated by flesh, be it of the living or the dead. Some of the more apt individuals are able to stave off such tendencies and live a normal life in Bedlam or elsewhere on Xaerrat. However, the truth is that most Wendigos lose their minds to their urges, and roam the lands as feral beasts in search of their next meal.
Drakes
Drakes were created as mockeries of dragons, and take the form of Humans marked in some way that can reveal their true form if provoked. These marks are in truth, scales that appear in patches on their bodies. These scales will always be the color of one of the Allflames the dragons mimicked were meant to protect. Golden scales owe homage to Xaerrat himself, and have his incredible strength in the form of four legs, four wings and a physique that would leave lesser men in awe. Green scales owe their appearance to the mimicry of Faan-Do, and will be more serpentine in appearance due to her influence, and spew green flame that poisons what it does not burn. Blue scales show facsimiles of Irostine, and they too bear serpentine appearances, but have a minor form of mind control and predication. Red scales hold facsimiles of Odir, and allow one's fire and wingless body to mold fire in such a way comparable to that of a master Pyromancer. More rarely, grey scales owe their existence to Viodir and Uiodir, and allow the drake to breath an Abyssal flame much like what lies within the Ayen. However, despite speculation and various attempts, it is impossible for a Drake to have more than one scale color; attempts had led to more frustrated parents than hyper-powerful offspring. Oddly and almost fittingly enough, Drakes can reproduce naturally with Humans, Lamia, Succubi, and Gorgons, though the absolute latter is more rare than a Drake having grey scales.

Demons, like the Daimons and Ayen, had their ember embedded within themselves, and could not become embraced. As such, they were seen as more abominable than the Ayen. The Demons were forced to create a home of their own, to keep themselves safe from the scrutiny of the world. Not all shared that vision. A majority of the Wendigo population had given in to their feral urges and ran in the wilderness as beasts. Most Drow fled underground with their own plans, but were interrupted by the Dwarves and Ryaa, and had entered what seemed to be an eternal war. The rest of the Demons had stayed in Bedlam, though that is not to say that some did not fall prey to their most primal and chaotic urges. Due to rumors and superstition, most Human kingdoms would send their criminals to Bedlam in hopes that they would experience a torturous fate worse than anything humanely possible. However, that was only the case with more feral Demons. It would take years, perhaps even lifetimes, but Demons would one day carve a way into the normality of the world.
Ayen
The Ayen are the last second race to be created without a dragon at the helm of their conception, and the second species owing to an abyssal heritage. Ayen, despite their heritage, have rather tame qualities and appearances. They appear to be purple Humans with androgynous features, ram horns, empty white eyes, and the ember of their Allflame burning brightly somewhere on their body. They were created by the Abyssal Allflame, and their ember smolders within each and every one of them. Due to this, they cannot become embraced, but can lend to the longevity of their flame in the same ways an Embraced would a normal Allflame. Due to this and their lack of reproductive capability, Ayen are rewarded with rebirth if they throw themselves to the Abyssal Allfame, as it helps foster a cycle of feeding the flame and keeping Ayen alive. Like Humans, Ayen had created a sprawling society based off of a royal line, however instead of blood, the "family" is dictated by the ability to manipulate the power that lay within them. This power is something inherently unique to them due to their conception, and is a perversion of a normally sacred art. Abyssal Pyromancy. However, like most things touched by the Abyss, they are shortlived, and rarely live past forty. To counteract this, all Ayen come to the world fully grown and capable creatures.


Magic and Arcanum

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Overview
Magic is defined as the process of manipulating forces beyond the perception of the average mortal mind. On Xaerrat, there are four known forms of magical manipulation. Pyromancy and its variations, Witchcraft, Augury, and Thaumaturgy. Each magic specializes in a different field of use, and each different magic pulls from a different form of power. Some magics can be taught to those with ample skill, but others are simply inborn traits that could or could not be passed on to the next generation. It is in this way that magic is a wonder, for like a wonder, there is still much to learn about it. All known forms of magic require a focus, which is an object or other requisite to allow one to use it. Foci can be used
Pyromancy
Pyromancy is the manipulation of flame by a non-dragon, Ayenni, or Daimonic entity. Manipulation of fire comes naturally to them, and as such, are inclined to embrace the powers that lie within Pyromancy. It, like all magics, require some form of focus, and the focus of a Pyromancer is a magical ember. Such embers can be created via Alchemy, though the most natural ones reside within the Embrace, Ayen, or Demons of all kinds. However, embers, like fire, fade with time. Due to this, embers must be routinely rekindled by those that had created their own, and those with embers within them need not worry about such inconveniences. Their embers do fade, but relight themselves after periods of rest, for fire rests naturally within them.
Abyssal Pyromancy
Abyssal Pyromancy is Pyromancy using an ember touched by the Abyss, and as such the flame burns differently than that of a normal or chaos ember. An Abyssal Pyromancer's ember produces flame darker than any shadow cast on Xaerrat, which is cold to the touch of the user, but burns that which is defined as a target. Due to this, it can be said that Abyssal Pyromancy is more both stronger and more controlled than Chaos or normal Pyromancy, as it only burns what is desired by the user. However, only Ayen may use this without worry. Other Pyromancers must pay prices akin to the Ayen, and find that their wellness would suffer for the use of such an ember. This can be alleviated by use of Augury and Nonurgy, but the Abyss beckons for all that come in contact with it, and the user would surely eventually slip into either nonexistence or insanity. It is rumored that Abyssal Embers made from Alchemy can become Ayen if their Pyromancer dies, and with good reason, for why would the Abyss let a good ember go to waste?
Chaos Pyromancy
Chaos Pyromancy is the product of using an ember touched by chaos, which is a product of the Abyss. However, unlike Abyssal Pyromancy and Abyssal Embers, chaos embers have no fire to call their own. As such, Chaos Pyromancy embers burn dimly when not in use, and rapidly deteriorate. Demons needn't fear this, as the Chaos Ember is a different thing entirely. A chaos ember does however produce a flame fiercer than that of an Abyssal or normal Pyromancer's ember ever could. Unlike normal embers and abyssal embers, chaos embers can only be kindled through using them, and startlingly, through the consumption of other embers.
Witchcraft
Witchcraft is the art of channeling and distilling the essence of the raw Abyss. However, unlike the powers of Abyssal Pyromancy, the magic cast will not eat away at the essence of the user. This is due to the fact that Witchcraft foci are not a part of the caster's essence, but a wand, staff, or other form of rod- be it imbued via Alchemy or Etchcraft. Witches of all kinds use foci of that design, though there are some that go to the extent of imbuing their clothing with such ability to use Witchcraft, especially their hats. Yes, oddly enough, many Witches give life to some kind of inanimate object with their abilities as a kind of test. In truth, Witchcraft is closer to Thaumaturgy than most think. Where Thaumaturgy manipulates the energies of wonders, Witchcraft takes power from the source of wonders, and as such, the effects are very similar. However, Witchcraft allows for more freedom of choice in casting, as Thaumaturgy has limited uses and extreme variation.
Augury
Augury is the bizarre art of manipulating time and portals. How this art came to be is unknown, and is the most akin to wonders of all the magic types. However, it is whispered that Augury was a gift from Irostine, as it bears resemblance to her powers of foresight. In addition to this, it is not certain that one will be able to utilize their power to the fullest extent, for each Augur has differing abilities. Some may be able to manipulate time, others may only be able to manipulate portals, a rare few can manipulate both- the extent of which also depends on the bearer's own innate ability. Augurs require no foci other than spoken chants and somatic movements that they had learned on their own, and just like their spells, each chant and movement is different from Augur to Augur.
Thaumaturgy
Thaumaturgy is the art of manipulating wonders and the forces that come from them. However, the wonders themselves also manipulate the user of such an art, as well as the magic they utilize. It can be compared to a form of locational magic, as the effects vary from wonder to wonder, and from Thaumaturgist and Thaumaturgist. For instance, one may be able to bring life to a statue, and another would possibly outright destroy said statue. In a way, the world itself is the focus of a Thaumaturgist, and as such they are not truly able to understand how their gift works.

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{slide=Arcanum|center}
Overview
Arcanum are defined as magical arts and practices that can be utilized by anyone with the proper materials and requisite skill. Using Arcanum in and of itself is a delicate art, as one flaw can turn one form of Arcanum into another.
Etchcraft
Etchcraft is the art of trapping ambient magic within a carving or other form of object for later use or study. This craft was first brought to Xaerrat by the Dwarves, when they had learned to trap the powers of fire and embers within their structures, and had began a technological path. This craft can seal any form of magic in any object, and it is a favorite of etchsmiths that sell etched weapons. It is a relatively easy to learn craft, and actually is the foundation of all other forms of Arcanum.
Nonurgy
Nonurgy is the practice of cancelling out magics through the use of runes akin to that of Etchcraft, Alchemy, and Theromancy. This is attained by creating a rune of any other kind, and then refusing to imbue it with any power. In essence, this is the first step towards creating an object that is the product of Etchcraft, but due to the applications, it is considered a different art.
Alchemy
Alchemy is the process of using objects imbued via Etchcraft or other magics to temporarily create other objects and potions that hold certain effects. This is achieved by etching runes into both the instruments to make the product as well as the area where the product is made, in the case of potions. In the case of giving objects different qualities, it requires multiple overlapping runes and a keen mind, so much so that it has only been done to create foci for the Witches and Pyromancers of the realms. Due to this, the most common application of Alchemy is making potions.
Theromancy
Theromancy is the rare art of using devices created by etchcraft, and is how Dwarven society became so advanced. Due to its origins, not much is known about this art, save for that it allows the animation of structures without the use of a magical spell.

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Character Sheet

Please do not be afraid to add your own personal flair to the character sheet. I prefer things rather simple, though that is by no means to impose upon your likes. If a certain part does not pertain to said character, remove it. If you wish more, do not hesitate to add more.

Name: What would the world call you?
Aliases: Do you have any other titles?
Age: How long have you walked the earth?
Race: What would you call yourself?
Sex: That is a private affair. Answer as you please.
Appearance: What would you look like, should I ever clap eyes upon you?
History: What had caused you to be on your path?
Goal: What is your path?
Archetype: In a team, what role would you play?
Skills: What skills do you have to show for yourself?
Abilities: What special talents do you have that you could use in battle or otherwise?
Equipment: What would you carry into battle?
Notes: Are there any other bits of information you would like me to know?[/hr][/hr][/hr]

Rules

  • Please follow the rules of this forum, as well as the rules of common decency.
  • The Iwaku rules supersede any rules posted here, and should there ever be a conflict of rules, the rules of the Iwaku as a whole will always take precedence over these rules.
  • Avoid godmoding or metagaming. Those both will get you removed from the RP if it happens more than thrice, or if you are accused of such by a majority of the other players.
    • If there is confusion about whether an action taken is metagaming or godmoding, consult your peers and then the GM.
  • Try to keep things at a T for teen rating. There are kids here darnit!
    • Though the nature of the RP is that of a grand adventure with danger around every corner, please refrain from being overly mature in themes.
    • More mature themes may be explored, but please do not indulge others in excess of these themes. These themes include: sexual actions, torture, abuse of persons or animals, or anything else that could be deemed offensive to the general populace.
  • Maturity and respect are what we have here. Except for when people post when they're inebriated.
    • Please be as mature as possible and show some respect for the other players when speaking in OOC at all times. If any disputes occur that cannot be calmly solved with maturity and respect, instead of fighting, please instead report it to a GM, and watch the magic happen.
  • TPN. Third person narration is the true form of that acronym.
    • You must roleplay in third person. First and second person are acceptable within dialogue only.
    • You may break this rule, and only this rule, but only if you ask nicely before the RP starts. After that you must do so for the entirety of that character's lifespan.
  • Posting Out of Character.
    • If you do ever need to say something in the IC thread that is OOC, please use ((double parentheses)) and tag any people that it applies to.
  • Replying & Roleplaying Requirements.
    • Requirements for replies go as follows:
      • Replies must contain at least five full sentences, consisting of no less than three words each, and follow traditional grammar and writing conventions. The more detailed a post, the more the story can change and advance. One liners only make things harder and make others struggle to find a response. So please, play nice.
      • Combat must be taken in attempts, not straightforward attacks, especially in PvP, if things ever come to that. GM posts shrug off this rule, as GM posts are seen as final.
      • Combat outcomes will be decided upon by many factors, and generally by the judgment of what the GM sees as fitting or correct for the scenario.
      • If talking to someone in character, do not be afraid to tag them so they know, just make sure to refer to the out of character posting rules.
  • GM posts are considered final.
    • GM stands for Game Master/Game Manager, and they should be treated as such. They created the rules, and generally the roleplay itself. Unless general consensus overrules, they are the primary source of rule enforcement and roleplay management.
    • Do not argue with the GM, unless you have everyone else join in too. Consensus will always overthrow the rule of one in this RP, as long as it is done in a peaceful manner.
  • Death and other bad, bad things.
    • Character death is a thing, and can come at any time beyond the first post.
    • Characters may be subject to: blunt force trauma, sharp force trauma, the force trauma, emotional trauma, mental trauma, T for Teen torture, other injuries, disease, bankruptcy, job termination, illness, identity theft, name-calling, death threats and various forms of strenuous activity.
 
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Arc 1: The Witch, The Mire, and The Gambit

Something dwells deep within the Kankrou Mire. Something foul and ancient, wise and powerful, and most importantly inviting. The One Eyed Witch of Kankrou Mire- a witch so inviting that she has invited Aspirants, adventurers, mercenaries, and Embraced alike into her lair to do her bidding and be met with a reward most handsome. Some of those gifted with their invitation find it etched within their minds. Others are visited by strange spectres in the form of a snake. Others still recall other various ways of being contacted, and her promises of fortune, power, and glory to those that would lend her aid. Not all would answer her call, but those that would answer would find both the mires and the witch wanting for more than initially called for. Regardless, they push on, in hopes of either the witch's reward or for their own gain....
 
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Hey~hey~~^^!!

Looks good but like questions:

Does thaumaturgy/witchcraft also allow for elemental manipulations?
Can witches have a linked familiar?
Are elves big like Lord of the Rings or little like Santa elves?
Are there sub-powers of the Commune ability? Like a mental bond with animals?
Can Green Fae Elves bonk things with their heads like big horn sheeps without getting hurt?
Can you use two types of magic or specialize only in one type?

Oh! And soooooo like what is the charries basic premise as Aspirants? Like are we an members of some kind of exploration foundation of some kind?
Or are our charries are a like a bunch of ragtag folks brought together by Fate and become united under that one True Goal! and have to have an awkward meetup and have to learn to trust each other and get over our differences while we go out and try not to get killed by Bad Things?
Or are we like 'The Chosen' of some kind of divine prophesy?

The Boo Girlie just curious and all that^^!!

Thanks ya~!!
 
Ah yes, the inevitable questions. I shall be brief so we both may commit to other tasks afterwards.

Thaumaturgy can manipulate elemental energies, but you must remember that its triggers could possibly cause anything to happen. It is the wildest of all of the magic types. Witchcraft can basically do most things save for Augury, but most effects are temporary at best. They also can summon familiars. For instance, one of the example characters is a witch that has familars that they turn into jewelry when not in use. Think of Witches like sorcerers from D&D, where Thaumaturgists are like wizards, but can only assign spells in certain areas. Casters specializing in more than one kind of magic are generally either extremely gifted or extremely learned. They are not unheard of, and many such individuals have some renown.

Yes, Elves in this are in the image of the Elves circulated via JRR Tolkien. I honestly wanted them to be more akin to Fair Folk of legend, but that's what the Demons are for. Greenfey Elf horns are hardy enough, and grown enough to sustain a blow. The Commune can be used to link to animals.

Alright, for the Aspirants, I'm going to draw a comparison.
Take the premise of Borderlands, but with seemingly unlimited and varied Vaults.

Hopefully those brief answers satisfy your taste for discovery.

*An edit: I had forgotten to add this, but my words on magic for using more than one, it pertained only to Magic. Not Arcanum. Take all of those if you want to be a master smithy, if that is your wish. Just remember the lore on some articles.
 
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Ah yes, the inevitable questions. I shall be brief so we both may commit to other tasks afterwards.

Thaumaturgy can manipulate elemental energies, but you must remember that its triggers could possibly cause anything to happen. It is the wildest of all of the magic types. Witchcraft can basically do most things save for Augury, but most effects are temporary at best. They also can summon familiars. For instance, one of the example characters is a witch that has familars that they turn into jewelry when not in use. Think of Witches like sorcerers from D&D, where Thaumaturgists are like wizards, but can only assign spells in certain areas. Casters specializing in more than one kind of magic are generally either extremely gifted or extremely learned. They are not unheard of, and many such individuals have some renown.

Yes, Elves in this are in the image of the Elves circulated via JRR Tolkien. I honestly wanted them to be more akin to Fair Folk of legend, but that's what the Demons are for. Greenfey Elf horns are hardy enough, and grown enough to sustain a blow. The Commune can be used to link to animals.

Alright, for the Aspirants, I'm going to draw a comparison.
Take the premise of Borderlands, but with seemingly unlimited and varied Vaults.

Hopefully those brief answers satisfy your taste for discovery.

*An edit: I had forgotten to add this, but my words on magic for using more than one, it pertained only to Magic. Not Arcanum. Take all of those if you want to be a master smithy, if that is your wish. Just remember the lore on some articles.
Thanks for answers but I don't gets some of the references. Like I know what D&D is. It's a game with dice and stats!!>,<!! But I don't know how a sorcerer and wizard are different in that dice and stats!! game exactly but I think I get it. Wizards are like Harry Potter and Gandalf and sorcerers are like mutants from X-men; they kinda like are just born with using it? Well that's how it was explained to me :333~

And as for Borderlands and Vaults... like wat? But k, Google is my friend.

And soooooo like as for our charries, are we going with the 'random strangers meet by chance but not so random afterall' kinda' gathering?
 
I'll likely pitch something after I get done with an example character, and it will likely involve that example character calling to all of your characters and other Aspirants.
 
Ah, I thank you for coming to show your like for this idea, and inadvertently helping this thread make it to the top of the list so more people may put their eyes upon it.

That does remind me.

Those of you making characters, you do not have to wait for my example character, for it has been promoted to the status of a plot hook post. The first part likely was already known, but it is always good to communicate.
 
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Name: Amondir

Aliases: Green Dragon, Amon, The Rider

Age: 297, looks 21

Race: Elven, Flamekin

Sex: Male

Appearance:
6 ft 5.6 in, 213 lbs
Elf-Ranger2.jpg


Goal
:
  • To safeguard and protect the innocent from the coming forces of darkness, in hopes of uniting the world.

Archetype:
  • Rogue/Ranger

Skills:
  • Master Bowman- In perfect balance with heightened eyesight, hearing, and reflexes, Amondir pierces his enemies from afar with deadly precision. Trained since childhood Amon has perfect his skills with a bow to a T, able to fire multiple arrows in rapid succession or a maximum of three at once. In balance with his physical prowess, Amon has been able to mark or even kill targets from odd angles--most notably upside down.
  • Master Duelist- As a Ranger, Amondir has trained to be proficient with various weapons such as bows, knives, pole weaponry, swords, and maces. Preferring light weaponry, he is an excellent sword fighter capable of defeating multiple skilled warriors at once through a combination of swordplay and cunning to exploit his enemies weaknesses. It's been said he appears to dance in combat as he slashes arteries and severs other critical points on his foes. In hand to hand combat, Amon uses his exceptional reflexes and hand-eye coordination to easily gain leverage over unarmored opponents using various forms of grapples, precision strikes, or to disarm them. His aggressive skill in battle would earn him the tile of "Green Dragon."
  • Pathfinder- Amon's travels spanning his near three hundred years has let him become familiar with the land of Xaerrat's dangers and majesties, despite there being some regions he has yet to explore. He's most familiar and comfortable in forests and plains, often scouting from the high ground among trees, hilltops, or scaling mountains. Whenever being on the ground is a tactical error or proves no better benefit, he will often use Narunir to scout above from the skies.
  • Herbalist- Amondir is familiar and proficient with numerous herbs, and the practice of herbalism. He can create potent pastes, treats, or potions to improve one's healing process; and keeps an extensive journal with names and locations of each ingredient. He even knows a recipe for a potion that heals any wound, but made from a special berry that grows only once every twenty years.
  • Multilingual- Amon is fluent in Lamia, Centaur, and Ayen dialect; while somewhat proficient in Dwarven and Ryaan.
Abilities:
  • Peak Elven Conditioning- Amondir possesses exceptional strength, endurance, and stamina. He's extremely athletic with unprecedented reflexes and agility in his class. This, combined with training, makes him capable of numerous complex acrobatic maneuvers.
  • Master Marksman- Like any Elf, he posses very keen unmatched eyesight with virtually unerring accuracy. He was trained in his youth with throwing knives, bolas, spears, crossbows, and boomerangs. He now has perfect aim with any aimed or thrown weapon. He can hurtle objects with extreme speed and accuracy, both in direct aim and in complex rebounds/interactions.
  • Expert Tactician- Amondir has shown to be a competent leader and tactician, often working out flanking routes or superiority through guerrilla tactics.
  • Commune- Like any Elf, Amondir has the inborn ability to communicate and link with any form of animal life. He often uses it to determine whether something is sentient or feral, disliking killing a creature if at all avoidable. The commune bond between Amondir and Narunir is exceptionally strong, able to communicate over vast long distances.
  • Paranormal Sensitivity- Amon has a precise sense of paranormal activity from being exposed to it at a young age. While not clairvoyant or psychic like a medium or cleric, he can tell when "something is wrong." He describes it as having a wrenching feeling in his stomach or a rotten flavor on his tongue.
Equipment:
  • Maewon- A bow made from the celestial wood of Cullasson Tree. It has a draw weight of 150 pounds , able to reputedly send an arrow with fatal force over 400 yards or greater. The bow stands at five feet tall with the string made from a single strand of unicorn hair, unbreakable, able to speed an arrow as a "striking blur". The quiver is made from leather decorated with art of vines and roots, with a spare six inch dagger attached to it.
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    • Merilon- Five feet and eight inches of a Celeblasson steel blade, Merilon serves as Amondir's primary weapon in close engagements and uses it with pure expertise. It was given to him by the village shaman, Ansilla, who had it specially made for him, carving a rune symbol in the pommel to enchant the sword to never dull, the metal itself blessed with pure properties that allows it to harm, and possibly kill, specters; namely ghouls, wraiths, and Hyms.f868ae82-2ac5-4da9-bfde-903e1ccda7f0_Thumbnail.PNG
  • Greenfey Leather Armor- Respectively durable and lightweight, the armor is fashioned from the shed skin of a basilisk. Arrows have hard time piercing the armor, if managing to puncture it at all and embedding themselves in the leather or Amon. However it's significantly weak versus spears, swords, axes, or crossbow bolts.
  • Throwing knives- (x4)
  • A Satchel- He has a satchel with extra pockets the contain herbs, trinkets, and jerky.
Personality:
  • Calm and well practiced, Amondir is regarded as "rock solid under pressure" and not arrogant about his exceptional skills as a bowman. Though he is confident in his skill as a marksman, he's reluctant to boast such. Somewhat a loner by nature, Amondir competes only with himself and feels as if he has little time for trivial personality conflicts that impede efficiency. He shows irrepressible cheerfulness throughout his journeys, passing through wastelands or harsh environments without hesitation or complaint. He has a sense of humor even in combat, often poking fun at his opponent to keep them distracted and sloppy. However he does hold a serious side, and is known for using it when the time calls. Amon was close to his family and feels guilty that he was unable to prevent their deaths, but does not let the burden weigh too heavily on his heart and mind.

Biography:
-Amondir is the son of Fendiir, a Flamekin Elf farmer, and Nahlia, a practiced witch. They lived in the Guron Valley, somewhat of a wetland like area with surprising opportunities for cultivation. It was rendered somewhat bare however, due to a lack of merchants and traders wanting to venture through the swamps and wetlands, in fear of monsters and danger. When lack of economy, selling crop and keeping cattle alive, started to affect the family; Nahlia took to demonology and witchcraft desperate to make a change. She applied the trade to summon a single powerful demon to protect the settlement from threats in the bog, so that the residents could cultivate and flourish. The demon agreed to help at the price of blood that he would later claim in the future. For four years the village would have no loss of cattle, healthy crops, and the rise of growth would inspire an increase of trade in the area. Slowly the land would prosper until Fendiir and Nahlia would rise and lead the settlement, becoming lord and lady of the land and fortifying it into a town they'd later name Guron Hold. One year later Amondir would be born, and upon his birth came strange happenings. Villagers would disappear into the bog at and return by dawn. Some experienced night terrors in the middle of the night, while others told talk of something wandering the village at midnight. One night an infant Amondir would encounter the same demon conjured by his mother which she would exorcise from the home that same night. Shortly after, his father would send Amon away to the Faethurin Isles with a merchant who swpre to take the boy and care for them. The demon pursued them in their travel, having attached itself to the young Amon, and killed the merchant.

The demon would then attempt to bind itself within Amondir and posses him, only to be quickly foiled and exorcised by Ansilla, a Greenskin shaman. She would recover the infant and bring her back to her reclusive village of Sídhon in the Faedhinin Wilds, where he would be trained among their elite brotherhood of Rangers and absorb all of their culture while learning some of his own. Due to his brilliance in training, Amon was quickly selected to become a Scout at just seventeen years old and made a name for himself as the village's top defender.

Once he'd reached the pinnacle of his training and ranking within the order, he set out into the world with a few weapons and rations for the Guron Valley where he was told he came from. Along the way, he would become a monster slayer for hire in exchange for coin, housing, information, or other rewarding services. He would do battle against a variety of creatures, including daimons and demons who'd given into their feral nature. However, contracts pertaining to demonic entities, possession, or specters he often accomplished with the help of clerics or peaceful ritualistic means, being a demonic presence can not be physically slain unless certain perimeters and precautions are met.

Within a year's time of leaving his adoptive home, Amondir had found Guron Hold turned into a barren wasteland scorched and turned to ashes. Initially he believe his efforts were all for not, until he discovered the decimated remains of his parent's home. Further exploration of the wasted building revealed a slew of ruined journals with few distinguishable pages and notes, claiming his father had passed a year after Amon's birth, and the demon that haunted him returned to the hold to seek unholy vengeance. Nahlia at the time had been driven mad by the danger and grief, and was working on creating a creature to protect her from the demon using a combination of advanced witchcraft, alchemy with a key component of Drake's blood, and untold sciences in her laboratory beneath the house. There, Amon would engage and face the very demon that stalked him years ago and engaged it in combat o easily succeed and banish it. After he searched around her sizable laboratory, his attention would be drawn to three vats which two of were intact, with the rotted remains of a reptilian looking fetus. The last had been broken with a trail of dried fluid leading from it a secret passage the led into a large wide open cavern on the outskirts of the land. There he discovered his mother's burned, petrified corpse.

Returning to the surface through a massive opening in the cavern, Amondir stumbled upon a field burned barren with a large, red winged beast laying wounded in the center with spears in its back. Amondir at first believed it to be a dragon from it's similarities to descriptions in legends or an overgrown drake. Assuming it to be dead he would take his leave, but later discovered it was alive still but barely. She would beg him to kill her to his refusal, defiant of killing sentient creatures. He would then tend her wounds and spend two weeks nursing her and defending her back to health, the two developing a close relationship with each other over the course. They now venture together as a dynamic duo Xaerrat has never seen before, with Narunir as a well kept secret to most of the world.
Notes:
Height: 10 meters/ 32 ft 9.7 in

Length: 15.24 meters/ 50 ft

Weight: 39 tons/ 78,000 lbs

Abilities:
  • Fire Breath- Narunir like dragons in medieval tales can breathe fire at extreme heats with devastating affects. She produces this flame via chemicals produced in two glands in the back of her mouth on either side of the tongue that when mixed together proves highly combustible. She has proficient control over it, able to focus it into a controlled sliver for lighting campfires and cooking meat, or into powerful explosive gusts that consume whole buildings.
  • Flight- Narunir has shown to an excellent flyer, seeming most natural when airborne. She's been described as flying at blinding speeds, filling the air with scarlet blurs.
  • Intelligence- Despite her roughly accelerated growth, Narunir appears to be a highly evolved and highly intelligent creature. Any knowledge given to her she quickly learns and absorbs within a day's time. When hunting she thinks and acts tactically, sometimes setting up ambushes or stalking from afar and striking without warning when noticing their guard has dropped.
  • Literacy- Narunir knows most of the common language, but often speaks in Elven due to Amondir speaking and teaching it to her.

Narunir is the mutated product of Nahlia's mad dabbling in arcane arts to fend herself from a demon. She was birthed from the vat chamber she was made in a month prior to Amondir learning of his origins. As she grew in her tank Nahlia would often speak and read to her, treating her like an unborn child in place of Amondir who had taken on his own life outside of her influence. This was how Narunir would be able to learn and recall a majority of her vocabulary. She hatched during a storm and wandered into the cavern below Guron where she fed off the marine life in the water and matured for a month before Nahlia discovered her. She would later feed and raise the young Wyvern, and once she fully matured into adulthood, she attempted to warp her mind. This instead twisted Narunir's mind, making her see illusions of demons and monsters. Nahlia was able to see through her use of the commune, but continued despite knowing it was harming the young creature. This flew Narunir into a blind rage and caused her to react violently against the practiced witch, burning her alive. She would then escape the cavern and try to seek help from the residents of Guron hold to their horror and dismay, ensuing a battle. This forced her to strike back, burning the town to the ground into a large scorched crater, but not without suffering severe injury from being brought down by ballista, and pinned by spears.

A week later, Amondir would stumble upon the ruined land and her believing she had died, only to realize she was still hanging on as she begged him for for death. He refused saying he'd never kill a sentient being, and that he could help her. The young Elf would then tend to her wounds and use his knowledge of herbalism to nurse her back to health over a course of two weeks. Within this time, Amondir would often have to defend the area from scavengers or prying eyes to keep Narunir a secret. Sometime during they would have a conversation of where she came from and of her name, of which she didn't have at the time, leading to Amon naming her Narunir.

Over time the two would become close, Narunir becoming deeply emotionally invested Amondir who returned the feeling. As a result, she now goes with him in most ventures, though not always agreeing with them. Her main goal is to keep Amondir safe, even going so far as to jeopardize her presence in the world and causing panic just to defend him. Over time they've learned to become perfectly in sync with one another through the commune ability.

Narunir is approximately the size of a large whale, easily towering over mortal men and beings alike. Ansilla commented her jaws were large enough to swallow an adult Minotaur whole in a single bite. Much like Amondir she is far from shy, albeit for the worst. She is by far the most aggressive of the two of them, easily agitated and quicker to anger much like a juvenile. She is also the first to react to orders from her rider and takes the initiative in confrontations, often taking to the skies and flanking the enemy with streams of fire or striking them with her talons. However, Amondir isn't completely safe from Narunir's anger, often getting into petty arguments or disagreements with each other. This is largely due to her inborn nature of pride and dominance, largely overlooked by her loyalty and friendship with Amon. That said, she is fiercely protective of him, and will fight viciously to defend him, ignoring wounds if needed. Through both the commune and their natural connection she can sense when Amondir is in danger, and when she does, he will rush to his aid.
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I have opted against making an example character, but I will be posting the first plot hook soon. Hopefully other characters will be posted before then. I'll review the lot of them in clusters.
 
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It has been done. Hopefully the plot hook can help those still making their characters make a character that would be interested in such a call.
 
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I hope so too. I'm excited to see where things go from here. Also, I'm glad my character is to your liking, I thought you'd have issues about Narunir, but I'm glad she was accepted.
 
Ah. The only discrepancies I have is that it states somewhere in his skills/abilities that he had been traveling for excess of three hundred years, though his age states he is well below that threshold. Also, what is the nature of this demon mentioned? You must remember, there is a race titled Demon as well, so clarification would be appreciated so confusion can be avoided.
 
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Ah. The only discrepancies I have is that it states somewhere in his skills/abilities that he had been traveling for excess of three hundred years, though his age states he is well below that threshold. Also, what is the nature of this demon mentioned? You must remember, there is a race titled Demon as well, so clarification would be appreciated so confusion can be avoided.

An alteration oversight I need to fix, I'll get right on that. I'll also make a few updates to flush out the demon more. The goal was to make it malevolent, like something you'd see in most poltergeist or most cases of demonic possessions. Essentially think The Conjuring. I'm posting from my phone right now, as I'm away at work, but it will be done.
 
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Excellent. Here's hoping that we get more applications soon, lest this turns into a one on one RP in the group RP section.
 
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So it seems that I will have to push this process by making a character of my own.
 
That could help. I'm surprised those who showed interest haven't come up with anything yet.
 
I am afraid I will be having to take a short leave of absence, as events on my homefront are starkly conflicting with my ability to write. I know not when I would be able to return full-time, but I will at least check in and accept any character sheets that stray in.
 
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