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Existing Houses and Birthrights
Tweet Topic Started: Dec 13 2013, 06:25 PM (153 Views)
BurningBright Dec 13 2013, 06:25 PM Post #1
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In the land of Orisend, family comes first-especially if that family is actually part of a House. Houses are families whose members are considered nobles. While it is to be expected that most Houses do produce Knights, a Knight does not necessarily belong to a House. The following is a list of existing Houses in Orisend, sorted by country. Also included are their Birthrights-special abilities that Knights of a House are born with. Birthrights vary greatly in ability, but they all have one thing in common-they are unique to their members, and are typically quite powerful. It is notably telling that, among the ruling families in Orisend, or the Greater Houses, each and every one is in possession of a Birthright.

If you create your own House and Birthright, it will be included here. There are more rules about creating each-these rules can be found in the respective templates.

Gerier

Greater House Moulinet - Mirror Vision

Greater House Moulinet is renowned for their wide variety of skills afforded to them by their Birthright, Mirror Sight. Members typically do not have any distinguishing features, other than their eyes, the irises of which are as perfectly reflective as mirrors. Using their Birthright to build a force with such varied abilities that none could stand against them, Greater House Moulinet came to power almost 150 years ago, and has held onto it ever since. The current Lord of House Moulinet, and therefore, of Gerier, is a man named Tierre, a young man capable of using powerful spells from at least five elements-though it is said that he has mimicked hundreds in his lifetime, and it is therefore impossible to know for sure.

Mirror Vision is the Birthright of Greater House Moulinet. Those born to this house are completely unable to learn spells as others do, and are also incapable of creating an entirely new spell. However, it is possible for members to learn any spell, of any element, just by observing it-even the inventions of other people. Because of this, members of House Moulinet do not naturally have their own element attached to their Essence. They can also observe the fighting styles of others and mimic those in the same way. Finally, members of House Moulinet ARE capable of creating new spells-but only those that use already known spells as a basis.
- Learned spells must be rank-appropriate. No 1st Tier spells for an Unbranded Knight.
- If the spell has requirements of some sort, those requirements must be met before the spell can be learned. For this reason, it is impossible to copy spells that use another Birthright as their basis.
- A character cannot mimic a spell if all the spell slots are used up.
- Custom spells CAN be mimicked-but people tend to get defensive about their creations. Be cautious before mimicking a custom spell.
- Mimicking a Nilum spell will change your character's element to Nilum, and your character will suffer all consequences of obtaining that element-including the loss of all other non-Merus spells and elements. Mimicking a Nilum spell is irreversible, and once mimicked, you cannot mimic any elements other than Nilum and Merus.


Kriegal

Greater House Vielfrass - Divine Body

Greater House Vielfrass is famous for their long-lived House members-and for being notoriously hard to kill. Most of this is a result of their Birthright, the Divine Body. Members are typically gruff and unkempt, and regardless of their reputations as warriors, remarkably devoid of scars of any sort. This is a newer Greater House, having only been a ruling house for about 30 years, though they had been trying to rise to power for hundreds-eventually, the tenacity of this House won the struggle for rule. Despite their recent rise to power, this house is ancient. Their current leader is also quite old-Varick is in his late 90s, and though his health is failing him, he has survived every attempt to remove him-despite his age.

The Divine Body is the Birthright of Greater House Vielfrass. The Divine Body is simple-so long as the heart and brain remain stay connected, and so long as neither is damaged, the owner's body will regenerate from any damage, regardless of severity. However, this does not accelerate the healing process, other than the production and coagulation of blood-a limb could take years to regrow, and a cut will take just as long to heal as it will for anyone else. Those who possess this Birthright are not invincible, however-drowning, suffocation, poisoning, disease, old age, thirst, hunger, and a myriad of other conditions can still kill the owner-they simply will not die of injury.
- Again, this Birthright does NOT accelerate healing, other than preventing death via blood loss by continually replenishing blood. If one loses an arm, it will stay lost to your character for years of that character's life.
- Those who have this Birthright are not immune to pain or mental damage suffered from trauma. Yes, they will survive losing all four limbs at once (if they don't starve)-but that does not mean they will be mentally capable of continuing a normal life afterwards.
- To reiterate-a character with this Birthright CAN be killed. They cannot be killed by most injuries, it is true, but they are by no means immortal.
- Damage to the brain or heart will not be recoverable. Additionally, beheading will kill those with this Birthright.


Herebi

Greater House Theban - Venom

Greater House Theban is the ruling house of Herebi. Theban has been the rulers of the desert nation for as long as records can remember-their ability to weaponize nearly every part of their body makes overthrowing them incredibly difficult. The members of House Theban are easy to identify-each has elongated claws where normal people have nails, their canine teeth are sharp and long, and their eyes tend to be an unnatural shade of green. The story of how House Theban rose to power is unclear-it will likely never be known. Their ruler is Abadai, a fearsome man known for his love of torture and incredible cruelty.

The Birthright of Greater House Theban is simply known as Venom. It causes the physical abnormalities of the House members, but also cause a few other effects. If a member of House Theban loses a tooth, a replacement will grow back in just a few days. However, their claws and fangs have another strange ability-they both excrete venom. If the venom gets into the bloodstream of a victim, the area around the wound will numb. Additionally, the victim will experience a painful burning sensation, and their flesh around the wound will fester and rot. These wounds take an incredibly long time to heal, should the victim survive the encounter. Additionally, those of House Theban can even weaponize their pure Essence-their Essence poisons the systems of others. Attempts to absorb Essence from House Members will result in pain and Essence loss equal to the amount that was attempted to absorb, unless the one absorbing was also of this House. The same effect occurs if a House Member transfers their Essence to another-the recipient receives pain and Essence loss equal to the amount transferred. Contacting any spells cast by a House member results in numbness on the body part in question, regardless of the intent of the spell.
- Others with the Venom Birthright are immune to the effects of their Birthright.
- ALL spells cause numbing-even spells meant to support your allies. This ability cannot be turned off without use of other spells.


Salaadi

Greater House Gilsalu - Hidden Spirit

Greater House Gilsalu, like House Theban, have been ruling over their land for countless years. They have always ruled, and likely will always rule. Identifying a member of this House is impossible-they prefer to blend with the crowd, and therefore, it is not possible to know you're speaking to one unless they tell you. True to their nature, their Birthright is also a closely guarded secret-though it is known that they have one, no one outside of the House has ever been able to glean its secrets. All that is known is that the animals of the region seem to protect the interests of the House as much as its members do. The leader of this House, as well as her immediate family, is the only member that is absolutely known to be a member. Her name is Gilaa, and she is never seen without at least five predatory creatures around her.

The Hidden Spirit is the Birthright of House Gilsalu. It allows the members of the Greater House to abandon their bodies and inhabit the body of another living creature. Once inside another's body, they can remain undetected unless they attempt to take control. While being inside a body does not make a member of this House able to read minds, they can experience all of the events the host goes through, allowing for fantastic spying abilities. Creatures can be controlled this way too-though the smarter a creature is, the more difficult the process becomes. Perhaps the greatest advantage of this ability, however, is the ability to dodge death itself at the cost of one's mind. If the body of the user dies while the spirit is away, the spirit may instead inhabit another, still living body. The catch, however, is that the longer one remains outside of his or her body, the less of their identity they keep. It is not unheard of among the House for a spirit to eventually believe it really is whatever it is possessing.
- To control another human, your character must be at least three ranks higher.
- Sentient, magical creatures such as dragons and the like cannot be controlled.
- If not in control, a user can be forcibly expelled once discovered.
- Remaining outside of one's body allows that character to avoid death temporarily. However, the character's sanity will eventually go, and when possessing animals, it is likely that the character will forget that it is human if it has been away from its own body too long.
- A spirit can remain dormant indefinitely unless expelled.
- Control of another body is guaranteed if the other body is unconscious.
- If the body being possessed is killed, so are you. If the body being possessed is injured, the possessor is immediately expelled.


Marshall

Greater House Endstone - Divine Mind

Greater House Endstone rules over Marshall, and has done so for almost two centuries. While its members are not especially powerful, it has proven famously impossible to successfully lay siege to an Endstone fort-hence their name. As they famously insist, to attack their stone walls is to end your war. Members of House Endstone are not easily identified, unless you've lived around them-they are particularly vivacious, and are almost always in exquisite health. The secret to their incredible health is their Birthright, the Divine Mind. The Lord of Endstone is a man named Lord Robert, a robust man who seems to be in his early thirties-though his true age is closer to sixty than fifty! Lord Robert is known as a just, fair lord, who defends his people with every resource he can muster.

The Divine Mind is the Birthright that allows House Endstone such perfect health. Those who possess this Birthright have perfect control over all of their bodies' involuntary functions, should they choose to exert that control. The ability has been underestimated in the past countless times, only for the attacker to discover how difficult it is to lay siege to a castle when the inhabitants can survive on one meal a week, can go from sleeping to fully aware and ready to fight or flee in seconds, can force their wounds to scab immediately, and can expel diseases that would cripple most in only a few days. Total control can be exerted over every involuntary function-many of which are usually exploited during times of war.
- Control is complete to a point. You can control your body temperature; you can keep it where it needs to be no matter the outside environment-but increasing your temperature to 150 degrees fahrenheit is a fantastic way to kill yourself.
- The list of properties you can control is extensive. Keep in mind that while you can control involuntary functions to give yourself an advantage-but you cannot defy the laws of physics.
- Examples of what can be controlled: Speed of digestion, metabolism, heart rate, body temperature, how quickly one's eyes adjust to light and dark, coagulation, immune system, pain, capable of accelerating healing, so on and so forth. If it is not included here, just ask yourself-does your body already do it, and if so, does it do it without your input? If so, you probably have some control over it. If in doubt, ask a staff member.


Drenger

Greater House Odjurr - Bloodrage

Greater House Odjurr rules over Drenger, and is the newest ruling House in Orisend. House Odjurr seemed to come out of nowhere-a decade ago, a family declared that they were now a House-five years later, that House was the ruling House of Drenger. House Odjurr, like so many others in Drenger, is a House of sailors and raiders-this particular house, however, is known for it's ferocity in battle; in fact, it's rumored that their fighters actually get stronger as the battle goes on, despite intentionally taking wounds. Their leader is a beast of a man named Ogmund, who easily stands 7 feet tall, and is known for carrying an axe nearly as large as he is.

The birthright of Greater House Odjurr is a little known birthright called the Bloodrage. When members see blood, be it that of others or of their own, they feel an incredible rage building within them. This is usually accompanied by a physical transformation that may involve growth of horns to either side of their head as well as a change in the hue of their skin. Their skin becomes as tough as leather, and even those with the slightest bodies become frighteningly large. Additionally, even considering their newly enhanced size, they become monstrously strong under the effects of the Bloodrage. Finally, when the Bloodrage is finished, injuries sustained during the fight will close, though user will be extremely exhausted until they've either had enough time to rest or activate the Bloodrage again.
- Use demands seeing blood, be it of the user or of others. The Bloodrage cannot activate in any other way.
- Multiple uses of the Bloodrage without rest will cause extreme exhaustion, which gets worse the more times it is used.
- While wounds close when the Bloodrage ends, they do not completely heal, and can reopen again when too much stress is placed on them.
- On average, users grow 6 inches to a foot, and gain a third of their weight in muscle mass when the transformation occurs. Transformed skin color is up to each user, as is presence and size of horns-however, an individual's transformed state always looks the same, other than possible aging.
- Those under a Bloodrage are usually much stronger, though much slower, than a normal individual with that body shape. The rate, respectively, is 1.5X strength and .75X speed.
- As the name implies, while under the Bloodrage, the user will be in a berserk state of mind. While they can differentiate friend from foe, the user is much more likely to try to cause serious injury or death while under the Bloodrage, and can even be easily provoked to turn on their comrades.


Laoch

Greater House Saigead - Divine Eyes

Greater House Saigead is another old ruling House, though not as old as some. Saigead has been ruling Laoch for over a century, and has been doing so with their incredible archery talent, supplemented by their incredible eyes. It's members are identified by having eyes with abnormally large irises-typically, one cannot see whites within the eyes of the Saigead. Those of Saigead typically travel in pairs, so one can watch the other's blind spot in combat. There is nothing more frustrating for opposing forces than to be shot through the trees hundreds of meters away. The ruler of Saigead is newly risen to the position, and has not had much time to prove himself. His name is Riordan, and all that is known about him is that he is perhaps the greatest archer alive.

The Divine Eyes differ from most Birthrights in that the members are not born capable of accessing all of its secrets, of which this Birthright has many. A master of the Divine Eyes can almost never have his eyes fooled. Because the abilities are so varied, they will be listed below, each as a separate bullet.
- Each of the following abilities requires a 4th Tier Spell Slot. However, none require the use of Essence.
- Telescopic Vision - The owner can zoom in on an object up to 10 times their normal vision's definition.
- X-ray Vision - The owner can see through a single object at a time up to five meters thick.
- Essence Vision - The owner's eyes give color to Essence, allowing the owner to see Essence that would otherwise be suppressed or invisible. This also allows identification of a spell or Knight's elements.
- Rapid Vision - The owner's eyes can track rapid movements, to the point that they can watch an arrow's flight.
- Empathic Vision - The owner's eyes give color over all individuals within the owner's line of sight. The color shows the individual's intent towards the owner (red is violent, blue is helpful, white is informational, grey is ignoring the owner, etc).
- Wide Vision - The owner's peripheral vision is extended to 180 degrees. Peripheral vision is as effective as looking right at an object.
- Heat Vision - The owner's eyes give color to all objects in the owner's line of sight, with warmer colors indicating greater heat.
- Night Vision - The owner's eyes can adjust to the dark, taking even the slightest light and allowing the owner to see in near pitch black.
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