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Sephiryan Empires [Sign Up/Discussion]; Fantasy Coming of the Long Winter
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Topic Started: Feb 22 2014, 06:20 PM (3,008 Views)
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Kayurin
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Feb 22 2014, 06:20 PM
Post #1
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Sword Master and Wizard Extraordinaire
- Posts:
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Sephiryan Empires
The Forgotten Manuscripts
***
”The Time came for us to learn our world was going to be filled by white and cold, when the winds chilled our bones and we finally understood why in the ancient texts they were named Heralds of the Neverending Winter. The Time came for the Great Cities of Karadias, Elderheaven, Tokaria, Urdvorg and Hammerhelm, jewels of our continent to lose their shine and warmth, their streets, palaces and towers becoming cold and haunted by what looked the pale ghosts of their former denizens. The Time came for all of the Elves to learn how their kin had lived in Everwhite, for the Mer-People to face their ancient fears and for the Dwarves to choose between cruel reality or a fate worse than death. The Time came for everyone to look at what had been forbidden and scorned, in hope to change the fate of our world.
And, yet, when the Time came for our World to change forever, we refused to die like Summer did.”
-Richen Gardnver, Elder of the Council
Prologue Notes:
Sephirya is a small continent, surrounded by oceans and placed far, far, away from the biggest Demuria. Yet ships had always traveled between the two places trading goods and people between them. That at least until around seven decades before the events of the RP are going to unfold. Words of a large scale civil war raging over Demuria reached back to the smaller continent and it took little before its denizen realized that the ships they had sent for trading purposes weren't going to come back. With good chances being destroyed by raiders trying to prevent one of the two factions to get supplies that were unique to Sephirya's enviroment.
As the Sephiryan people watched for multiple small Demurian fleets to leave for the continent at war, wondering about their fate, the decision was choosen about not sending any more ship toward the war ravaged continent. Stories told that the small fleets, even if really bad equipped for battle, did war to each other once out of the Sephiryan Navy's sight, pieces of wooden wreckages appearing later on the shores. The most unsettling thing was that no one in Sephirya knew what the Civil War had been all about, as apparently everyone that left for Demuria refused to disclose their motives in doing so. From what the Council managed to gather later, every embassy leader from the countries of the Demurian continent proposed to their people to return without disclosing anything and leaving the ultimate choice to be made while in the darkness about the true motives behind the decision.
Time passed and everything turned normal. The Demurian people that had choosen to stay back in Sephirya became fully integrated with the other groups and while they kept the tradition from their homelands, no problem really rose due to their origins beside the occasional small brawl in the early days of their co-existance. With no signs of ships coming back from Demuria the people started to forget about their cousins on the distant continent and only few brave, or foolish, merchants sailed toward it, against all the advices from everyone else. Needless to say, they did never returned. After thirty years since the fleets departure no one really cared anymore about Demuria, not even the ones that once were tied with it by bonds of family and blood.
However, other issues reached for the attention of the Sephiryan's communities leaders. It started slowly, hard to notice, but as every year that passed each Winter was getting colder and colder and the each Summers paler and dimmer. The first decade was only a feeling, the second a suspect, by the third crops and livestock started to get slightly affected by the change of weather. Farmers could still sustain the population, but abundance was becoming a rare sight on many tables. By that point rumors started to spread about the coming of a Eternal Winter supposed to cover everything in white. At first people started to take these talks as jokes, but in the end common sense made the commoners at least consider about taking extra care when managing storages. While the scholars made fun of their fears.
Common folk's wisdom was what saved the royalty from starving when suddenly the first brutal waves of cold came to the continent. And yet it was just a temporary solution. For each year that passed the climate was getting colder and colder in a quicker way than before. Meat started to become a luxury so were becoming the fruits of summer. Root type foods started to become the standard guests on the commoner's tables and at times even at feasts hosted by nobles. And the people near the sea who was thinking they were lucky enough to be still able to sustain themselves with fishing had to face some harsh reality.
The seas around Sephirya's coasts had become less and less populated as the Homarids, a race of semi-sentient crab-like beings migrated from the dept of the ocean where they lived to warmer places, moving war to the Mer-people communities and forcing them ultimately to retreat toward the continent's coasts, soon followed by the Homarid's hosts. Unable to reproduce quick enough, the fishes population got decimated by the savage hunt the three groups gave them. Their numbers decreasing caused skirmishes to happen between the three parties, even between land dwellers and Mer-People which were formally allied against the Homarids.
By that point, scholars started to look at Magic as a way to solve their problems. The first of them being the Elves with their successful experiment to hybridate livestock and fungi-life using some long lost lore from their past. Porks or Cow Fungi being started to be herded in Havenwood, the gigantic Forest-Nation home of the Autumn Elves and some specimen of these creatures had been delivered to allied countries as the elves believed that keeping the resource only for themselves was only to attire the anger and jelousy from other countries. It wasn't really like ordinary meat, but no one felt to complain about this.
Following the Homarids' problem, the Orcish tribes living on the mountain placed in the nothern part of the continent started to abandon them, moving toward the warmer plains as hunts and gathering had become too difficoult to sustain their population. While at first the Orcs had no desire about battle and were only looking for a warmer place where to live, the distrust and prejudices of the plains folk moved the latter to attack on sight, fearing the Orcish tribe had set on a conquest war. Soldiers had been mobilized and while no army officially took a stand, small battlegroups started to raid the Orcish encampments, thus leading them to raid the farms back conflicts escalating until a sort of truce had been signed, ending up in cold relationships where both parties fear the other faction is going to raise military strenght before finally performing the surprise attack that would turn the conflict into all-out-war.
At the notice that goblins were following the Orcish tribes, the Dwarves almost completely retired themselves from the Continent's life and the vast majority of them returned to their ancestral strongholds, built under the few isolated mountain in the southern part of the plains the Orcs moved in. The few ones that remained in the Confederation's cities refused to provide more details, but continued nonetheless to offer their services as master craftsmen and military artisans. The rest of the races anyway didn't failed to notice that the delivery of metals and military equipments from the Dwarven Strongholds had suddenly decreased in quantity and quality as they were preparing to join the war as well.
At current time some decades had been passed since the events told above, making so around seventy or eighty years from the Demurian Exodus. Snow in summer is a common occurrance but somewhat the seasons kept going on. The Confederation Cities are slowly becoming cold and desolated and few of the many farms that had been built all over the continent are still functional. The Winter and Summer Elves broke their long isolationism and envoys from both kingdoms travel the roads while rumors about strange creatures haunting the deepest parts of Havenwood can be heard. The Mer-People colonized the system of caves present in the rocky coastal area of Sephirya, even creating new one with the help of the Summer Elves' magic. The Dwarves had fortified themselves in their Strongholds, rumors spreading about them leaving at night to butcher isolated Goblins' caravans or settlement despite the Councils' attempt to mend the wound between the factions stationed in the Plains. A new religion, the cult of Thouralh, is spreading amongst the inhabitants of the Confederation's cities, its priests promising the return of warmer climates and the help of Thouralh's divine servants to the devouts worshipping him. They were so convincing that the Black Knights of Urdvorg renamed themselves Order of the Onyx Hand and fully welcomed the cult as part of their Mysteries.
Despite the Council trying to find a solution for all these troubles, things looks pretty grim for the future...
The Continent of Sephirya:
Note: I did some work about a map, but since my scanner decided to die you guys need to wait for me to buy a new one or find a friend that would help with the issue.
Sephirya is a relatively small continent that deserve such a status mostly for being alone in the middle of the ocean rather than for extension. Mountains are scattered around all its surface, but beside the large range on the very northern part of the continent known as Frozen Fangs, the rest of them are just isolated peaks or group of small ones. The vast majority of the surface is made of hills, sometimes greeny of grass, sometimes covered in forests with the biggest plain areas being the one close to the Frozen Fangs usually referred as the Plains and Havenwood forest. Rivers and Lakes are present in good quantity and evenly distribuited over the whole territory. Small islands are conventiently placed all around the coasts at different distances but there are only two ones of considerable size. One being Everwhite in the northwest part of the continent, far away from the coasts, and the other Goldenglade on the southwest of Sephirya, relatively close to the continent.
The wildlife can be feral but not extremely dangerous. Wolves, Bears and the occasionally angered Boar are the most common peril the traveler are going to face, while stronger and more majestic creatures like Griffins, Unicorns and the sort keeps themselves usually away from populated areas. The exception being Dragons which are told having forged an alliance with the Elven-folks. It's almost unheard of aggression of mythological creatures to civilized settlements and in the few recorded case it was about beasts being enslaved and used as mounts by some random Lord or Knight. Needles to say that the area where these beasts live are filled with the bones of the fools that believed taming such creatures was something for everyone to achieve.
Before the coming of the cold, the climate was similar to the one on the western part of Europe. The northern part being colder but southern had a warmer climate and was pretty indicated to grow plantations that needed such a warmth to develop. Now it's cold enough that the northern mountains are permanently covered in snow each month of the year and snow has reached parts of the continent that never had seen it before. The trees in the orchards are still alive, but rarely they manage to bring fruit, awakening from their slumber only for new leaves and flowers to sprout on their branches. Wildlife had somewhat adapted to the new enviroment but it hadn't been neither easy or cheap and many species population had been dramatically reduced. Harsh winds blows on the continent, bringing freezing promises coming from the mountains. Summer fleeting snowings aren't uncommon and winter had been recently made mostly of one snowstorm after another.
From a political point of view, the continent could be seen just like a big confederation of small city-states each one ruled by a lord that reports to the Council that resides in Akasha, home of the administrative life of the Confederation. Skirmishes are still present between neighbour communities but they never escalate too much in fear of the Council sending a detachment from one of the two military orders under their command to pacify the situation. Especially the former Black Knights had always a bad name for being pretty drastic in their interventions. Havenwood, Everwhite and Goldenglade are normally considered not part of the confederation, but the Autum Elves kept strong relationship with the humans so that they are considered de facto part of it. A similar thing goes for the Mer-People and the Dwarves which had been granted large embassyes in the cities surrounding Akasha.
Religion and temple are presents, but since the Gods are told never listening to human prayers, the temples and celebrations are built more around the concept of natural cycle and high moral concepts rather than about celebrating this of that God. Only exception being the Cult of Thoural which anyway doesn't have any temple and gathers privately to celebrate its mysteries. Overall, people will make the occasional good fortune gesture, mutter something for some God to hear, but not really believe into it.
Laws are issued and maintained independently by each other city state, but isn't uncommon for a wanted criminal in one of them to be considered unwelcome guest in the neighbour ones and sometimes even being apprehended and sent for judgment in the city where the crimes had been commited if said crimes are particularly cruel. After all if someone started to kill random children in one town, nothing would prevent him from doing so in the next one too. The sudden coming of the cold had forced the judges to get a new take on Death Penalty and Jail. If someone is considered reedemable, then either a fine or forced labors are what expect him but otherwise criminals should be ready to say goodbye to their lives as there are no resources to keep them idly in jails.
Magic is usually allowed and never frowned upon as long it doesn't bother anyone. Even animating corpses is allowed as long the corpses aren't obtained illegally or their sight wont scare the others. Especially in the last years it was surprising to figure out how many people would sell their family members' corpses or even promise their own for the future, only to get money enough to get a decent meal for the ones still alive. Exception are Elves and Dwarves that will openly frown upon the pratice and go lenghts to deliver punishment on anyone fool enough to raise a corpse coming from one of these two races.
Races
Normally playable Races:
These are the races people can play normally, since there is no setting restrictions for them to be commonly seen around.
Humans: They're your average humans, with a life expectation of around 80 – 100 years, they come in all the flavors we're used to see and makes up for the greatest part of the continent populations. Even if Sephirya is pretty much similar to the northern part of Europe multiple communities born by people that settled on the continent coming from Demuria are still present even after the Exodus and they keep their traditions and costumes alive. Despite that, Demuria resembles to Eurasia and Africa during middle age, so some south american populations and Australian ones wouldn't really fit with the setting. For everything else, Players are free to pick anything and come at me for explanations or defining details.
Elves: Pretty tall, slender and generally tolkienesque in appearance, they divide themselves in Winter, Autumn and Summer clans which share the general appearance but differ over some physical traits. Winter elves are taller, paler and slender compared to the other two clans, generally with black or white hair and dark eyes. Summer ones have amber colored skin, brown or golden hair, more well rounded and sensual bodies and generally clear eyes. Finally Autumn one have a more tanned complexion, reddish or reddish-brown hair, eyes of all the shades of green and grey and a more muscolar build. A fourth term, Spring Elves had been originally created to indicate the children of Summer and Winter Elves weddings, children who shared traits from both parents and is now used to indicate any mixed heritage looking Elf. The culture is pretty different between the clans, with the Winter ones being more contemplative and detached, the Summer Elves joyful and willing to help anyone and the Spring one somewhat practical and hard to gain the trust from. Elves matures exactly as men do, but are known to not suffer from the passing of time once they reach the age of 30 or 40 years old, resistant to common illnesses they're still affected by some diseases specific to their races and have the lowest birthrate of all the known races.
Dwarves: Sturdy, muscolar and not really tall the Dwarves divide themselves in three big chastes, being the Gold, Bronze and Iron Clans. This is more a social distinction rather than a racial set of characteristics, a distinction based on how much wealth and skills in the trade a certain family can show. Families are pretty important in Dwarven culture and the young are expected to follow into their elders traditions, taking after their activities and passing down the secrets of the craft. The only way to follow a different path is to join another family through wedding and, while usually there wont be hard feelings, in such cases the old family completely stops considering the one who left as a relative turning him or her into a close friend. Dwarves are long lived and can walk on earth for around 300 years, the members of the royal house had been said to even reach 500 in some cases. Their skins can go from a strong tan to bronze and even almost black, their hair usually show brownish and dark colors, with the occasional blonde family or white ones. Despite the commoners' jokes about it, female Dwarves have no beard and they're slightly slender than the male counterpart.
Sylvanids: Sylvanids are usually confused for Autumns Elves, despite their nature becomes evident on a closer inspection. With good looking slender humanoid bodies and sap flowing into their blood vessels, they are hybrids between the animal and vegetal kingdoms, able to grow bark on their normally soft skin to protect themselves or extend vines and roots from their fingers to take nourishment from the Earth itself. Rather than having a culture of their own, Sylvanids share the one of the Elves they live with, be them either the Summer or Autumn ones as the two races lived together since the begin of times. With their normal humanoid body the Sylvanids had always attracted humans attentions and interests, especially the female specimen who ended up being called Driads and stealing the heart of many adventurer that wandered around the borders of Havenwood. The ones coming from Goldenglade are even more seductive and impish, able to bloom flowers in their hair and make most men fall through their pheromone scent.
Complicated to play Races:
Races that have some troubles to be properly played in the setting, both for political or biological reasons.
Mer-People: They're a species of humanoids with bodies adapted to live in salt water. While they're not half fishes\half humanoids, the signs of their adaptation to the sea are well evident on their skin multicolored motif and the fins on their legs, arms and sometimes shoulders. Mer-People lack any sort of modesty and are often seen showing their usually slender an well shaped bodies to whoever cared to look at them, they're mammals and known for taking often humans, and sometimes elven, lovers and their Pool of Pleasures are fairly renowed in Tokaria for what they have to offer to the visitors. Once living in their beautiful capital of Tideria, they had been exiled from it, the ruins of the city working now as hatching halls for the Homarids and now the Mer-People are refugees, trying to find a new place to settle on. On a gameplay note, the only problem with them is that they're totally unable to function properly on ground. Some of them are carried around in giant bowls like Dune's navigators but it's easy to understand it's pretty limitating.
Not really playable Races:
The ones you can't really play as main characters but I'd allow as NPCs.
Orcs: Orcs are beings with greenish skin and a strong, feral, build. Pretty strong and close to nature, they're seen as primitive by many of the other races due to their hunters\gatherers and nomadic behaviour. Despite that, they're not as stupid as they're portrayed since Orcish culture is advanced enough to value concepts as honor and clan brotherhood on the same level as brute strenght. True, any sort of issue inside the tribe is resolved through ceremonial duels that sometimes end up with the death of one or both duelists but said duels are always fought without underhand tricks and the losers, when surviving, are usually willing to accept the other part was right. Orcs totally lack the concept of territory and their free roaming spirit had been cause for many conflicts with the human Cities built on the Plains.
Goblins: A race of small humanoid beings, almost tall as dwarves but with frail and weak bodies due to poor nutrition and care about their bodies. It's said that to see the true color on a goblin's skin, one should bathe it in acid or use a year worth stock of soap but it's usually an exaggeration. Goblins' skin for the record is a pale and totally unhealthy yellow. They live following the Orcish tribes, bartering the greenish humanoids' protection with the fruits of their weird ingenuity. Because despite the goblins being not totally right with their heads, they have an instinctive knack for technology that allows them to build and design technological wonders like portable forges and building any sort of weaponry from scrap metals or other poor resources. Goblins are also known for being able to produce a sort of rip-off version of Dwarven Steel, not as powerful as the original due to the poor resources and tools they're forced to use but superior in many ways to human steel. Due to the difficoulty related over aquiring the required materials, weapons of such steel are rare and seen only in the hands of chiefs and wealthy families, but every member of the self called civilized races fears the day when Orcs will decide to settle in the mountains and start mining. Goblin Steel seems also to be the reason behind Dwarven hate toward the skinny creatures, but inquiring a Dwarf about the issue is usually a bad choice.
Magic:
Magic is a widely common practice amongst every race but the Dwarves which instead prefers the safer process of channeling power through runes. Despite the common misconceptions though Magic follows specific laws and has its own limitations, it allows poeple to channel a great amount of energies to spectacular effects but doesn't for miracles. The most common way to employ it is through channeling Mana, an element present in the world's atmosphere, and alter its properties in the form of any other material. It's possible to bring out flames, summon rain or even create walls of stones accordly to one's specific attitude. As said, there are rules and while things like wounds cannot magically healed just wishing so, the energies and potential can be used in any field to improve the results. Elves are known to be master of the winds energies, each of the three clan traditionally learning about using another element as well, Water for the Winter Elves, Fire for the Summer ones and for the Autumn Clan is Earth and Plant-shaping. Mer People are the absolute rulers of Water forces while the Shamanistic Orks are known for the ability to channel energies through their bodies. Humans have no specific field, but they have learned and mastered the art of performing Magic Rituals, ceremonies that while being slower and more complex than regular altering of Mana allows for channeling more of it and obtain wider results. Rituals combine Rune Magic and Channeling Magic and many of them are ancient and blindly followed by their practictioner for fears of bringing up catastrophes if something is done wrong. And yet both in Tokaria and Urdvorg, scholars are willing to experiment with them, altering the original forms in hope to find new results and uses for them.
Rules of Conduct
Rather than post a series of Rules I'd rather advice you about reading the site general ones and explain the specific approach I'm going to have to the RP.
The game is going to be mostly sandbox-ish, the only thing that will happen without a doubt are some starting events over the course of a year on the continent of Sephirya. We're going to have a full cycle of Autumn (Prologue) -> Winter -> Spring -> Summer -> Autumn -> Winter (Epilogue) during which the events will unfold.
The characters will have free reins over how to approach said events, I'll be around for advices but I'm warning you guys in advance there isn't a bad or right way to do things. Your choices will shape how the plot will evolve in the following events.
As said before I'm going to allow you as many characters you'd like to play, should them be either main cast members or side-story ones for RP experimentations of new roles you want to try but not sure about how they'll work out. I'm not going to be pushy or greedy on your time, but since we know each other, I'd prefer to be informed if things are getting busy\troublesome rather than getting silence dead times.
Sign Up Form Credits and many thanks to Amshee\Zubenel for the help with it. - Code:
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[big][big][center][b]Name:[/b] (self-explanatory)[/center][/big][/big] [b]Age:[/b] (some races live considerably longer than others, refer to the race section) [b]Gender:[/b] (Should be easy enough to check) [b]Place of origin:[/b] (Where did your character come from?) [b]Race:[/b] (Human, Elf, Dwarf, and Sylvanid, refer to race section for their subtypes, Merfolk or Orcs, please ask first) [b]Appearance:[/b] (How we look, of course! Pictures welcome) [b]Personality:[/b] (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) [b]Miscellaneous:[/b] (if your character has any possessions you may list them here.) [b]Recent History:[/b] (What your character has been doing in the recent past and how it pertains to current events)
[big][big][center][b]Additional[/b][/center][/big][/big]
[b]Weapon(s):[/b] (What does your character normally fight with?) [b]Fighting style:[/b] (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) [b]Magic proficiency:[/b] (Anything from domestic kitchen spells to full on war magic.)
Dramatis Personae
Aura Rhonwen - Shine Dorian Qi - Shine Gavis Juralin - Zubenel Gwathor Sengar - Puwa Kol Daucus - HushedEi Raelinniel Solostaran - Shine Xia Daucus - HushedEi Yevinel Isindil - Kayurin
Famous People
Meruel Rahim al-Heydar Aliana Gardnver Richen Gardnver
Work In Progress
Summer Elf Knight - Puwa (?)
Credits:
To Zubenel for the awesome banners and images.
Edited by Scruffy, Apr 25 2016, 09:11 PM.
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Kayurin
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Feb 22 2014, 06:20 PM
Post #2
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Sword Master and Wizard Extraordinaire
- Posts:
- 946
- Group:
- GM Directors
- Member
- #15
- Joined:
- Jul 21, 2012
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The Book of Life
Creatures and Plants in Sephirya
***
Dragon
Dragons are large, sentient, being of reptilian nature that can be longer more than 30 meters from head to tails. Their horned heads deliver a mixture of fear, majestic and wisdom feelings, their large wings allow them so gracefully soar in the sky and their fore-legs possess manipulators that allows them to handle objects with a certain degree of skill and care. Dragons are long lived, usually wise and they consider themselves the oldest species of the world. Sephirya's ones seems to keep a particular feeling of prideful superiority over their Demurian brethern but for reasons they wouldn't unveal. Legends, stories almost losts even amongst the Elven, say that Sephirya was once home of the Draconic Empire, but how it went into oblivion and if it really existed is now lost in the midst of times.
Dragons deserve the name of Magic Creatures more than every other one as they heart are Mana Furnaces. A Dragon living heart absorbs mana and multiplicates it, something that had lead scholars to pose many questions about how such creatures are related to the existence of magic in the world. This phenomenon though takes many of the Dragon energies, it cannot be avoided, and is thus the cause for the Dragons' slumbering now that the climate had gotten colder and colder as they cannot produce enough energy to transform the Mana and keep their bodies warm. In more normal condition, such characteristic is at the base of the Draconic Breath, where they unleash Mana altered in the form of fire and Ice. While they could die of violent death, no Dragon has be known to die out of age, but it's well known that once they grow too old they leave for a mysterious location.
Since long times Dragons had been allies with Elves, offering their strenght in defending the elven kingdoms and even allowing some choosen ones to ride them. The reasons behind such an alliance are lost in time, with prolly only the Dragons reminding these. The elves are nonetheless more than happy about the alliance and the opportunity to share their knowledges with their draconic allies. While the Dragons prefer to rely on the help of their Knights partners to deal with the humanoid population, isn't unheard of some of the older Dragons having traveled up to Akasha to confer with the Council of the Races.
Drake
Drakes are reptilian beings that are related to Dragons in the same way one could say humans are related to monkey, two different evolutionary lines that share lot in common. While lacking sentience, their bigger cousins powerful bodies and magic related abilities, Drakes are pretty intelligent as a species, with their own social organization and able to learn to understand some advanced commands. Drakes are naturally carnivorous, but trained ones can be thaught to eat almost anything edible. A Drake's body is similar to a smaller Dragon's one, slender and relatively quicker, able to both soar the skies or quickly travel on ground on their four legs. Lacking the Mana Furnaces that the true Dragons' Hearts are, Drakes are unable to breath fire or use any magical ability at all, but at the same time the coming of the cold is hindering them way less than their more powerful cousins. For their abilities to travel easily on almost any type of enviroment, Drakes are the choosen mounts of Autumn Elves best cavalry.
Homarid
Homarids are the crustacean, armored and predatory equivalent of bees. They're a species of beings coming on various sizes from humanoid to larger with a thick carapace and a hivemind lead by a queen. Living on the depths of the ocean they were once a minor threat to the Mer-People that many times tried to exterminate them with no success until the recent events brought to the queens to die and the new ones to set up their hives on warmer places. Being born on a defenceless and weak larva form known as Camarids, they can take on different shapes and forms going from the sturdy and heavy armored warriors to the builders and nurse subspecies with their collective hivemind allowing the Camarids to quickly evolve into the proper form to replace the casualties. This was the reason for the Mer-People being unable to eradicate them. A formidable opponent in the sea, the Homarids are way easier to handle should them come out of the waters but they're known to do it only in rare occasions. Not really aggressive toward Mer People or any other sentient race of Sephiryan continent their presence, together with the Mer-People and the inhabitants of the coastal cities is taking an heavy toll on the fishes population in the coastal areas of Sephirya.
Pegasus
(Pl. Pegasi) Pegasi are are a little smaller than their more common equine cousins, and their bodies are far lighter, allowing their wings to bear them in easy flight. With wingspans ranging up to eight or nine metres for a fully-grown pegasus stallion, the pegasus is known for being fleet both of foot and of wing. Pegasi may be found in the wild in herds, though are uncommon, and are shy beasts by nature, their primary instinct being to flee upon encountering any other living creatures. However, if their ire is provoked, they can become highly aggressive, particularly the stallions, and their wings and hooves are powerful enough to shatter bones.
For centuries a special subspecies of pegasi, easily identified by their snow-white coats and slightly smaller stature, have been cultivated by the Karadian White Knights for military purposes, primary scouting and reconnaissance. These pegasi are as docile as their wild counterparts, requiring much patience to train them from their naturally flighty behaviour to become battle steeds. They provide an irreplaceable means of transport for getting between two points as swiftly as possible, though in battle they are large targets who are easily susceptible to arrows and other long-range attacks, therefore relying heavily upon their own manoeuvrability and their rider's protective spells to guard against being taken down by missiles. Aside from being used as mounts, pegasi also are invaluable due to their long, straight wing-feathers providing fletching for some of the finest quality arrows in Sephirya.
Porkus
(Pl.: Porkii) Porkii are a recent creation of Autumn Elves' ingenuity to solve the problem of raising livestock with the recent cooling of the climate. The name comes from the union of Pork and Fungus and yes, they're basically that. Hybrid forms between the fungine and suine realms. A Porkus is defintely not a cute being, it's shape and color irregular and strange looking, the eyes being randomly placed on it's head and random fungine caps growing on his body. But appearances can fool and for start Porkii's meat has a delicious mixture of bacon and mushroom's flavors. (The consistency sadly comes from the latter...) Like for pigs, little or nothing goes to waste on them, with an almost complete lack of organs every bit of meat is good to be served. Bones have a wooden-like consistence and can be used either to sustain fires or to craft decorative items. Porkii lacks teeth due to their peculiar way of sustainment wich includes feeding on mud and working like earthworms do. Sadly the species reproduces itself on sporification, which means that even if Porkus Farms have some sort of Spore-Catching devices, part of these spores end up traveling the word. Something that had lead to random appearances of these specimen in various parts of the continent and other problems.
Rammsteed
A Rammsteed is the Camel equivalent for the Orcish culture. Not really easy to ride, these horse-sized goat-like beings are able to walk safely and sound through any sort of mountain path, even with the extra load of a rider and luggage, turning them into the perfect mount for the nomadic Orcs who had mastered through the centuries the difficoult ard of Rammesteeds riding. Females are as big and strong as males are, with a strong and nutritive milk that is one of the key components of Orcish diet. Their meat isn't the most tender or delicious around and Orcs are not really keen on killing their faithful mounts, but on the need said meat is pretty nutritive and the skins are warm and light at the same time. A various amount of tools can be made from Rammsteeds' horns and bones, the most famous being the Orcish Bow, not as precise and long ranged like Elven ones but having power equal to a crossbow to balance the lack of precision and range. Needless to say, said horns are powerful tools on the heads of a living Rammsteed as well making the mounts as dangerous as their riders in a battle. Wild Rammsteeds are sometimes game for the nomadic human tribes living in the area of the Plain bordering with the Frozen Fangs.
Thornid
Thornids are carnivorous plants able to crawl on the ground and climb above trees that display behaviours and abilities similar to Arachnids ones. They're composed by a main bulb that sprouts numerous thorned vines, roots and beautiful flowers similar to roses on top. The vines works as locomotion limbs for plant to move and climb on trees with the creature placing itself on a branch, while the flowers emanate a sweet scent that lures the prey. Once said prey touch one of the almost invisible spider-silk like filaments that the bulb can produce whil in hunting mode, the Thornid lets itself fall on the poor prey, using the vines to coil it and stabbing the roots inside the body releasing a powerful paralysis toxin inside the victim and starting to drain the blood as nourishment. Once a Thornid catches a prey this way, their behaviour becomes more like any other plant, the flower turning into luscious red apple-like fruits waiting for a creature to eat them so that the new seeds can be scattered and proliferate. Thornids' fruits are as much sweet to the taste as nutrient for anyone who would hate them, but given the specific requirements to grow them, not everyone would appreciate the idea of cultivating it. Many legends had been born around figures of the past involved with Thornids' fruits.
Whurgholf
(Pl.: Whurgholves) Strange carrion feeding creatures that live in the wild, uncolonized, areas between the Frozen Fangs and the Plains, Whurgholves have long limbs with multiple joints and every each specimen has a different appearance from the others thanks to their ability to assimilate the bones of their preys inside their bodies to evolve. A whurgholf is born as a weak, small, creature which feels nothing but the istincts about crawling on ground and devouring any corpse they found, for small they can be. An instinct that will stay forever for the creature and the reason behind mothers of this species always abandoning their spawn once given birth to them. As time passes and the spawn feeds, features assimilated from their meal will start appearing on the body until the creatures becomes strong enough to actively go on the hunt. At some point the growth and urge to feed will stop and by then the Whurgholf will transform into a lazy being willing only to wait for the mating season, sustain himself or chase away any being trying to invade his territory. Luckily many Whurgholves die at young age, before feeding enough to become dangerous but, nonetheless, every member of the sentient races on Sephirya will try to kill any specimen they could manage to bring down so to keep their numbers in check.
Wyvern
Wyverns are powerful creatures that seems Draconic in origin with multiple peculiar traits coming from other species like the taurine horns, poisonous spikes on the end of their tails and other minor physical details. It shall be noted that Scholars consider Wyverns not being true Draconics. Unlike Dragons and Drakes' hard hide, they have bone-like segments of armor to protect their bodies and, unlike the true draconics again, they walk semi-erect on the hind-legs due to a lack of any sort of fore-legs and ability to do so with the wings. Their flight isn't as elegant and fast like the Draconics but it allows them to soar the skyes nonetheless thus turning them into vicious predators anyway.
Scholars all agree that Wyverns aren't a natural occurrence in life, they are considered strangely succesful Chimerae that are able to breed. This is somewhat supported by the Dragons acting close and reserved about these creatures' origin. While not hating them on sight, a Dragon will avoid Wyverns and their territory as much as he can. Partly due to being disturbed of their presence, partly because the bigger ones can be a challenge even for the most powerful Dragons to fight. It's unknow how happens for them to grow larger or not, but some cases in history had records of specimen that grow bigger than true dragons. Confusion about Wyverns' life is ever present due to every project to raise them in captivity has failed and it's completely impossible to reach for their breeding grounds as no one knows where they exactly are.
History speaks also of Wyvern riders, people that usually through powerful constraint were able to ride such creatures in battle, not a small feature giving how wild Wyverns reject any form of conventional taming. It is said that to train a Wyvern as a mount dark magic is involved, but at the same times Orcs have legends of their own where the creatures mystically acted as if they offered themselves to some orcish hero. Such Orcs are considered paragon of the race and a reminder of the blessing the Frozen Fang had bestowed upon their kins.
Credits:
To Shiney for the Peggies.
Edited by Kayurin, Apr 29 2014, 12:15 PM.
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Kayurin
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Feb 22 2014, 06:21 PM
Post #3
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Sword Master and Wizard Extraordinaire
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Northern Lights
Notable Personalities in Sephirya
***
Richen Gardnver, Elder of the Council
Name: Richen Augustus Gardnver Age: Looks in his late 50s, rumors says him being way older. Gender: Male. Place of origin: City Kingdom of Icarya. Race: Human. Appearance: With his 190 centimeters, white hair and well-fit build, Richen gives the impression of a very mature and athletic man who has never be seen without his trusty eyeglasses. His expression manages to look both stern and gentle at the same time and his voice is strong and firm. Unlike the other council members, all about fancy and extravagant clothes, Richen favors instead simple, sometime rustic, ones that follow the fashion of Icarya. Personality: Richen is a calm and composed man with a lot of patience and the will to explain things many, many, times. A man that a first glance resembles nothing about the leader of the Confederation Council. A man that despite the gentle appearance has enough strenght of will to take and carry on the most painful decision if it's for the good of the community. Few people managed to anger him, even fewer didn't regretted that from the bottom of their hearts as while Richen isn't the strongest warrior or most powerful mage around, he has a sharp tongue and an even sharper mind that would allow him to psychologically destroy anyone mining the basis of their self confidence. It's said that he once led to suicide one member of the opposition, something he's not really proud about and doesn't like to speak of. Normally, anyway, he's looks and acts like a meek man always willing to listen and teach. Needless to say he is a man of very strict moral principles. Miscellaneous: (if your character has any possessions you may list them here.) Known History: Richen has been born in Icarya, a small city kingdom known for its chivalrous take on life. Every child of Icarya dreamed at least once to become a Stronghold Knight and every one of them attempted to join their ranks. Everyone but Richen, whom in turn believed that it was not Strenght what was needed to make the world a better place but knowledge. Not even magical ones, but more mundane ones, knowledges about plants, animals, stars and math. In a world where Magic allowed to trascend certain limits and swords could decide the life and death of many people, Richen Augustus Gardnver decided to become a scholar and spread education as much as he could.
His parents weren't all too keen on this and it was on is own that a young Richen traveled to Tokaria and did many types of jobs there to pay for his scholarship. But his sacrifices and determination paid well and before his thirties, he was already a lecturer on the Math Department and a well known eminence in several other fields. When the climate started to change, Richen was amongst one of the people that worried the most and he held several conferences to warn the political leaders about. Scorned and laughed at in the beginning, when it turned out he was right, the masses threatened a revolt if he wasn't to be set in charge of leading the Council. Something Richen wasn't really keen about but in the end he was forced to accept due to Vox Populi, Vox Dei.
[To be continued]
Additional
Weapon(s): (What does your character normally fight with?) Fighting style: (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) Magic proficiency: (Anything from domestic kitchen spells to full on war magic.)
Meruel, Mermaid Princess
Name: Meruel
Age: 27
Gender: Definetely Female.
Place of origin: Tideria
Race: Mer-People
Appearance: Meruel appears to the sight as a beautiful Mer-Girl with slender and curvy lines. While not being the most beautiful amongst her people, she is definetely above the norm and her emerald eyes, a rarity amongst Mer-People, and exotic traits can be alluring to the most. She has no issue on covering her pale blue fair skin and is always seen wearing just some jewelry. She keeps her long greenish and bluish hair usually free, with pearls and jewels weaved into them. While not really tall, the princess has pretty long legs which she consider one of her feminine merits together with a pretty generous bosom.
Personality: Meruel is a carefree and cheerful young woman who often acts like one adolescent of her kin. A childish behavior that originates due her own way for running away from the early loss of both his parents and good part of the Royal Clan at the hands of the Homarids during their invasion of Tidaria and chase on the Mer-People. A sort of mask that washed away the bossy and spoiled Princess who had seen better days turning her into something entirely different. Despite that, Meruel is somewhat mature and considerate enough to understand she has no talent or right for leadership right now. A good heart at bottom, she is known for never turning away any plead for hospitality coming from anyone, as she learned on her own skin the meaning of being alone and homeless.
Miscellaneous: (if your character has any possessions you may list them here.)
Known History: Born in the Royal Clan of Tidaria she lived a spoiled life in luxury and awe, she visited the continent with her parents, making aquaintance with the rulers of the various nations and their offspring. Despite being pretty spoiled and bossy with their children she managed to show a considerate and mature side to their parents, effectively leading every adult into believing she was a properly raised and polite little girl, thus increasing her fun. A fun that until the Homarids started their systematic attacks upon the realms of the Mer-People. In the wars that followed the princess lost both parents, two brothers and many of the other clan members saved some handmaiden tasked to bring her to safety in Tokaria. To cope with her loss she just decided to enjoy life day by day, making plenty use of the riches available to her Clan to grant herself a gorgeous lifestyle. While many of the other rulers at first saw this as a sign of an utterly lack of care toward her subjects her true actions became evident later on. By now Meruel is the emblem of the Mer-People, her gorgeous lifestyle serves to the purpose of reminding her kind and all the other races that the Mer-People may have lost their ancestral lands but are no exiles without pride or riches.
Additional
Weapon(s): (What does your character normally fight with?) Fighting style: (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) Magic proficiency: (Anything from domestic kitchen spells to full on war magic.)
Rahim al-Heydar, al-Fayruz Prince
Name: (self-explanatory) Age: (some races live considerably longer than others, refer to the race section) Gender: (Should be easy enough to check) Place of origin: (Where did your character come from?) Race: (Human, Elf, Dwarf, and Sylvanid, refer to race section for their subtypes, Merfolk or Orcs, please ask first) Appearance: (How we look, of course! Pictures welcome) Personality: (How you are at the start, mostly. Keep in mind this isn't static, and may very well be changed by the game.) Miscellaneous: (if your character has any possessions you may list them here.) Recent History: (What your character has been doing in the recent past and how it pertains to current events)
Additional
Weapon(s): (What does your character normally fight with?) Fighting style: (Disciplined militant? Street brawler? Martial arts or even more of a magic user?) Magic proficiency: (Anything from domestic kitchen spells to full on war magic.)
You may notice there is no sign up for right now, I'll add it later tomorrow or tonight my side of the world.
Sign Up form online, feel free to come at me for questions...
There is also a small bestiary, if lucky it may get even some nice additions...
Edited by Kayurin, Apr 29 2014, 12:49 PM.
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Zubenel
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Feb 25 2014, 11:55 AM
Post #4
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Gavin Juralin, Winter Elf Investigator Name: Gavin Juralin
Age: Appears middle-aged, though is considerably older Gender: Male
Place of origin: Icarya
Race: Elf, Winter
Appearance:
Personality: Extremely observant, calculating and precise. Gavin is always looking at his surroundings and taking notes on what people do or say. Due to this, he isn't the most talkative of men, however he can give lengthy explanations if needed. He seems aloof and cold, but those who know him realize this is simply the devotion he puts into his occupation and his craft, and nothing personal.
In fact... it seems he has no true personal life to speak of outside of his brother.
Miscellaneous: A long white wool coat and clothing more reminiscent of modern human fashion from Icarya.
Recent History: (What your character has been doing in the recent past and how it pertains to current events)
Additional
Weapon(s): Twin Runed Flint-lock Revolvers
Fighting style: Each barrel of his pistols carries a different Rune, allowing for a different sort of shot and spell. Charging them and casting them are similar to the methods of a normal mage, however his tools are more fitting for his abilities.
Magic proficiency: A strange form of nearly undetectable colorless 'white' magic. It's used more for utility and support than outright damage.
NPC : Lilac Lilac Age: 36 Gender: Female Place of origin: Elderhaven Race: Human
Appearance: WIP
History: WIP
NPC : Memnon MemnonAge: 45 Gender: Male Place of origin: Icarya Race: Human Appearance:  Memnon is an older man with a dusky complexion. Old battle scars decorate his body, weaving in like a tapestry telling the story of his life. He covers himself up from head to toe to avoid unintentionally frightening others with his disfigurements, which has also limited his use in battle. History: WIP
Edited by Zubenel, Aug 5 2016, 04:20 PM.
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Shine
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Feb 25 2014, 02:38 PM
Post #5
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This is gonna take a while... bear with me q:
Raelinniel Solostaran Name: Raelinniel of the House Solostaran
Age: 23
Gender: Female
Place of origin: Goldenglade
Race: Summer Elf
Appearance: Rae's looks are in keeping with the traditional Solostaran look, with a fair complexion, bright sky blue eyes and dark honey-blonde hair which lies, perfectly straight, down to her hips. Her eyes are always dancing with energy, which together with the smile that plays across her lips, forms an outward manifestation of the postive energy within her person. She keeps her hair tied in a simple half up, half down manner, with two ends from either side twisted together into a small tail. Her dress is that one would expect of an elven lady, though her posture and bearing aren't quite what her parents wish they could be.
Personality: Rae is a cheerful and chirpy young summer elf who is always bubbling with optimism, enthusiasm, and seemingly boundless energy. Friendly and warm to those she meets, Rae always has time to spare to help out those in need and is trusting of strangers, though her inexperience with the world outside contributes to her naïveté. Playful and quick-witted, she's the type of elf around whom there's never a dull moment.
On the other hand, her privileged upbringing made her a somewhat spoiled young lady who can be a little over-entitled. Proud and wilful, she dislikes obeying the wishes of others (save for the occasions in which she was going to comply anyway) and has a tendency to sulk when she doesn't get her own way. Such tendencies are correlated with her status in the Solostaran family as the youngest child, as is her yearning to prove herself to the rest of the world.
Unlike the rest of her kind, she is a little graceless and clumsy (much to the despair of her parents) with little regard for tradition and courtesies, and her disobedience often leads her into scrapes, but she bounces through life with a smile on her face and lives without regrets.
Miscellaneous: (if your character has any possessions you may list them here.)
Recent History: As the flighty, wayward youngest Solostaran daughter, with a reputation for not being the most responsible of elven maidens, Rae has spent her life up to now living in a carefree manner. Undaunted by the changes threatened by her life as she knows it, Rae has been finding life at home more and more dull with everyone growing more concerned about and focusing increasing amounts of attention on the inevitably oncoming winter.
Boredom was soon replaced by shock, as Rae found out that her family have been orchestrating a marriage for her in an effort to strengthen ties with their Winter cousins. Such a decision naturally alienated the wilful young elven lady, who immediately abhorred the idea of being wedded to some stranger, who she envisioned as being cold, silent, dark and utterly unfun to be around. Tantrums failed to stir sympathy for her; nor did sobbing, or locking herself in her room and refusing to eat for days. Eventually, she relented, though she's been sulking ever since.
In a bid to delay, and perhaps even hatch some plan of escaping, the doom spelled out for her by her familial obligations, Rae jumped at the chance to represent her family at the next elf enclave gathering to be held at Elderhaven. Accompanied by a select few members of her family's guard, Rae has journeyed to the city of Elderhaven.
Additional
Weapon(s): Rae's primary physical weapon is a sturdy yew longbow, which she carries along with an accompanying quiver full of shafts everywhere. The shafts she can construct herself in a pinch, assuming she has the correct materials, although the arrows she fletches herself are nowhere near in quality to the ones she purchases from dedicated fletchers.
Fighting style: Rae practised archery as a hobby since her youth, and is a fairly able markswoman, although her inexperience with shooting moving foes is telling. Being somewhat frail and easily overpowered, Rae's true strengths are in fighting at a distance, although her sharp reflexes and magical talent allow her to fend off attackers at close range as well. She supplements her arrows with fiery spells, using a mix of magical and physical firepower to batter at her enemy's defences. She's also a little hot-headed in battle, often fighting without a strategy or solid plan but relying on her mixed strengths to pull through.
Magic proficiency: As is typical of Summer Elves, Rae is skilled at magics pertaining the the element of fire, able to conjure and control fireballs and small flames (her abilities will doubtlessly increase with experience), the fire that she commands being a bright orange in colour. Her secondary element is in wind, though she finds the element a lot more slippery and difficult to master. She has, however, little knowledge of ritualistic magic, and her use of magic is primarily instinctive rather than well-trained, albeit powerful.
Dorian Qi Name: Dorian Qi
Age: 22
Gender: Male
Place of origin: Tokaria
Race: Human
Appearance: Dorian's dark hair, olive skin and exotic features easily betray his half-Demurian heritage, though his accent marks him as one who was raised in Yaoxi'an all of his life, equipped with an edge of Tokarian. Possessing sharp, intelligent light brown eyes which are capable of holding a piercing gaze, he tends to slouch which makes him appear a little smaller than his height of 5'10”. He keeps his hair on the short side, wearing it swept to the side in a somewhat unkempt fashion, reflecting his disinterest in his own physical appearance. In a similar vein, he prefers to wear comfortable clothing over anything particularly fashionable, especially when travelling.
Personality: Dorian is a quiet and contemplative young man who is keen to explore and travel the world. He can be a little shy and distrustful, preferring to stay out of the limelight and observe others from the sidelines. A champion of rational thinking, he does his best to be as logical and objective as possible, although he can occasionally be a ltitle lacking in the common sense department. He is, however, a well-intentioned young man, and in his naivete can often be a little idealistic. The pursuit of knowledge is a driving passion of his, as is the thrill of solving problems and mysteries.
Miscellaneous: Dorian is accompanied everywhere by his faithful stallion Arran.
Recent History: Some years ago, Dorian began his studies in magical theory at the University of Tokaria, leaving his hometown of Yaoxi'an along with Arran, a young colt who'd been Dorian's best friend for a number of years, to journey across Sephyirya with the intention of being the first in his family to obtain a degree at the prestigious University. There he developed his passion for learning, the environment nurturing his naturally inquisitive mind and turning him onto the path of a scholar.
During a particular intensive study session at the University Library, he became acquainted with one Gavin Juralin, a winter elf detective whose line of work intrigued Dorian, its use of rationality and creative thinking to solve mysteries appealing to the young student immediately. Soon after, the two formed a partnership, with Dorian employing his abilities, particularly those in the realm of magical knowledge, to help Gav out from time to time, and earning a little extra cash on the side to finance his education. He found the work not only intellectually challenging, but also allowed him an insight into the minds and lives of other people, a learning experience which he cherished.
Dorian and Arran have recently travelled to Elderhaven along with Gavin in order to question the representatives from House Solostaran on the murder of one of their household.
Additional
Weapon(s): Dorian doesn't fight unless he can help it, and probably won't be carrying any weapons since he doesn't know how to use them...
Fighting style: If forced to fight, Dorian is absolutely useless in physical combat against anyone who actually knows how to fight, but his spells can come in handy. He often uses his magical abilities defensively or supportively rather than attacking directly, and prefers to stay a healthy distance away from the action, a feat made much easier with Arran's fleet-footedness. However, he himself can be a rather slow caster, a weakness mitigated by his knowledge of powerful spells.
Magic proficiency: Dorian is an accomplished mage, having studied magical theory keenly throughout his life. He's capable of a range of spells, primarily in the element of wind, although he has knowledge of basic spells across all of the elements. He's also quite adept at detecting the use of magic, and in identifying the magical signature of its users, a talent which lent itself well to his partnership with Gav.
Auriane Rhonwen Name: Auriane 'Aura' Rhonwen Age: 28
Gender: Female
Place of origin: Karadias
Race: Human
Appearance: With a respectable height of 5'10” and a relaxed demeanour, Aura tends to exude calm authority around her. Her curly brunette hair, the same shade as her eyes, is usually worn up in a plait or a bun, though when down it reaches halfway down her back. Her body is of an average build though fairly curvaceous, a fact which even the silver armour she usually dons can't hide. In keeping with the traditions of the White Knights of which she is a member, the clothes she wears are mostly white, matching the coat of her beloved pegasus Sigrun.
Personality: A calm, composed young woman, Aura possesses a strong big-sister type instinct, and feels a strong need to protect those weaker than herself. Patient and understanding, she is warm-hearted and despises the idea of violence for its own sake, though will be the first to volunteer her life for a cause in which she believes. She is driven and focussed, and always polite, but won't hesitate to question decisions that she believes are unjust. Above all, her priority is the protection of her beloved city of Karadias, and the citizens thereof.
Miscellaneous: As a scout of the Order of the Karadian White Knights, Aura possesses the traditional silver armour, healthy supply of lances and javelins, and of course her pegasus mare Sigrun.
Recent History: With her father a dedicated member of the Order who'd devoted his entire life to serving the city, Aura was raised to follow in his footsteps. From an early age she was groomed to enter the service, and soon found her talent in befriending the gentle pegasi bred by the White Knights for scouting, excelling in aerial combat and the use of the lance. Along with several other recruits, including one Karyn Roderick, Aura trained and studied and practiced until she was admitted into the Order as a fully fledged Knight. In the process, her class grew extremely close, and Aura developed a tight bond with Karyn in particular.
Rising through the ranks as any bright, driven and talented young people in the Order are wont to do, Aura's class enjoyed their lives happily, keeping the peace of Karadias. But drama and scandal struck, when Karyn was accused of killing (someone) and exiled. (and then more stuff happened)
Additional
Weapon(s): Aura prefers to wield lances and spears in combat, although she's had a little training with a sword before.
Fighting style: Having trained with Sigrun as a member of the White Knights since an early age, Aura is skilled at combat both on ground and in the sky, although she vastly prefers fighting from atop Sigrun's back than on foot. A disciplined knight well versed in fighting in formation or alone, Aura and Sigrun often swoop down to strike ground foes in a hit-and-run style, or spar with other aerial adversaries. Aura can also throw javelins with deadly accuracy, a useful skill in situations when she feels getting too close is dangerous, or to land a surprising first strike against an unprepared target.
Magic proficiency: Aura knows some protective and shielding spells, but nothing too potent. She can channel her mana to create white spherical bubble-like shields which can deflect arrows and weaker magical projectiles, but that's about as far as it goes.
Edited by Shine, Jul 12 2016, 03:40 PM.
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Puwa
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Feb 26 2014, 10:14 PM
Post #6
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WIP like the others.
Autumn Elf Drake RiderGwathon Sengar Name: Gwathon Sengar Age: Appears 40, Actually 160 Gender: Male Place of origin: The city of Brethil in the Forest-Nation. Race: Autumn Elf Appearance: Tall for even an elf, Gwathon stands 6'10" tall and weighs in at an impressive 220 lbs. He is athletic in build, and criss-crossed with scars from the beasts of the Forest-Nation that he has sparred with in his life. He remains clean-shaven, being unable to grow a proper beard, and keeps his auburn hair braided tight to his scalp. His eyes are predominantly a deep green, with flecks of grey and amber scattered throughout. He dresses in tanned leather armor, with little decoration. His tanned nut-brown skin is tattooed in woad designs. Personality: Gwathon is no longer in his youth, and doesn't suffer fools well. He's a serious fellow, made as such by his life-or-death struggles in the wild lands of the Forest-Nation as much as his detachment from his fellow kin. Not one to settle down anytime, Gwathon is restless and must needs be on the move at all times. He is more likely to show his appreciation and loyalty with a wry smile than a loud guffaw. Miscellaneous: Above and beyond his wargear, Gwathon never travels without the essentials- sleeping roll, tent, fire kit, etc. His other noteworthy possession is a reed flute that he enjoys playing at nighttime. Recent History: Gwathon was born to a family of elves who were known for their animal husbandry skills. He grew up around the stags and falcons that the Nobles used in their hunts, coming to prefer their company to that of his kin. He displayed a talent for hunting, using an intuitive understanding of Nature magic to aid him. When it came time for him to prove his adulthood, Gwathon embarked on a month-long hunt. He returned triumphant carrying a still-living, incredibly rare white hart. For this, his personal heraldry was updated to incorporate the sign of the White Hart.
When it came time for him to choose a profession, Gwathon felt drawn to the lure of the military. He studied archery, swordsmanship and the art of the spear. In each he practiced hard until he was known for his skill. When he reached 40 autumns of age, he was gifted the opportunity to join the Drake Riders. He scaled one of the massive Ironbark trees in the depths of the forest, and returned with a bevy of scars - and the egg of a drake. She hatched, a mottled brown creature with bright amber eyes. He named her Galenasseth, and raised her.
Gwathon has been a Drake Rider for nearly a century now, doing various work for the Forest-Nation as well as mercenary work. With the onset of the change in climate in Sephirya, he has taken to studying the magics of Nature and her works, in order to find ways to help his Draconic charge survives, and perhaps even thrive, in the coming Winter.
Additional
Weapon(s): Gwathon is proficient in the use of the longbow, the longsword and the spear. Fighting style: Gwathon fights as he has been trained, using his weapons for their specific role. Longbow at range and on the move, the spear when the enemy closes or he requires reach, and the longsword when he is in his opponent's immediate space. He does not use armor or shield, instead favoring mounted combat and his own agility to avoid damage. Magic proficiency: Gwathons' magic focuses arounds enhancing both himself and Galenasseth, including healing spells. He also uses some spells to commune with plant and animal life, but nothing approaching a war caster.
Edited by Puwa, Mar 23 2014, 07:44 PM.
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Kayurin
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Feb 27 2014, 11:29 PM
Post #7
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Sword Master and Wizard Extraordinaire
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- Jul 21, 2012
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Habemus Banners.
Credits to Zubenel for the awesomeness of them.
The works on the bestiary and info threads are still going on, added a new place, probably in these days I'm going to add Draconic Creatures.
If any of you guys is willing to submit a creature concept or a base idea for me to develop it further, let me know...
Edited by Kayurin, Feb 27 2014, 11:30 PM.
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Kayurin
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Mar 1 2014, 07:57 PM
Post #8
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Sword Master and Wizard Extraordinaire
- Posts:
- 946
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- GM Directors
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- Jul 21, 2012
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Places of Interest
Places of Interest:
The whole continent is covered by both artificial and natural wateways that allow the use of small ships for traveling faster than the regular roads would allow. For the biggest caravans though the old way is still the most convenient one and the well maintained roads, together with a great number of fortified and trading posts makes for land traveling to be safe and comfortable. The Council provides the foundings to mantain the bigger ones, while each single City provide to pay for the smaller ones that connect it with the neighbour ones sharing the expenses with them. The Dwarven had crafted a system of underground tunnels that connect each stronghold with the others, placing stairs that would lead to fortified outposts on the surface all over the path. A similar thing had been done by the Mer-People whom built an underground system of tunnels flooded with salt water that allowed them to reach every City that allowed them to build one of their enclaves within their walls. Everyone calls it the Coral Road due to the fluorescent corals that had been placed around to bring light amongst the darkness. While Havenwood has smaller paths crossing the forest.
As said, Sephirya is covered by multiple city-states, rather than having nations or kingdoms, so an exhaustive compendium of them is hard to compile. Beside the cities there are plenty of farm, more or less isolated, where livestock was once raised and then brought to the cities to be turned into meat. Small village had been built at times near trading post on really busy roads, but by now they had all become deserted. The biggest cities usually share some common traits like having fortified walls and a decent amount of farms outside them. These cities are usually built following Sephirya's architectonic style, but there are some exceptions, mainly built by dwarves or, at times, by the people from Demora. These latter ones are usually exotic in appearance and costumes with merchants, adventurers and everyone with much free time on their hands considering them as interesting destinations. It's not unheard that the lord of a City-State would visit one of these for a change of pace and some fun activities like exotic substances and company.
Here is a list of the most famous cities and places:
Akasha: Home of the Council Halls, more than a city is an hub of administrative facilities. Libraries, offices, meeting halls. Akasha is entirely populated by politicians and people tasked to support them. Nonetheless there are also plenty of museum and other places where the continent's history and culture can be preserved. While every Race had contributed to building it, the main influence about its style and architecture comes from the Winter Elves before they retired themselves into seclusion, making it a sight to behold because only Everwhite has been told being able to rival with Akasha's white marble towers. The High Guard, a group formed by the best veterans from the Confederation, protects and guards the streets and very few people had managed to commit a crime there and avoid punishment.
The Five Stars: While these Cities are technically just districts parts of Akasha and surrounding it, their extension and distance from each other makes them look almost like indipenendent cities, especially if one takes in consideration the great differences they have in architecture, style and population. Each of them had been built to house an enclave at it's center and then commercial and administrative activities started to be developed around it until with the passing of the decades they turned out on becoming full fledged cities. In some of them is possible to see the touch of the races that contribuited to build them, in others it's less evident but them all had been the fruit of a communal effort. While they are not the oldest settlement on the continent, they date anyway from the founding of the Confederation having actually been completed before Akasha itself had, turning them into some of the most important historical places of the continent.
Elderhaven: Built to be home for the Autumn Elves enclave, Elderhaven is also know as the Verdant City or the City of Gardens due to the great amount of parks, flowerbeds and even orchards present on it due to the Elves overseeing the works since when it was first founded. Streets and buildings had been finely adorned with exquisite decorations fruit of the best elven craftmanship and even now, during daytime, the city is able to convey a warm autumn feeling with his shades of dark red and green while at night it becomes a stage for dreams to walk on eaerh with its streets lightened by faerie fires and the performers coming out to share their dreams with the crowd. Home to many jewel-craft artisans and laboratories, Elderhaven is known to produce the finest jewelry of the Confederation, rivaled in beauty and skills only by the artisans from Everwhite or the Dwarven Strongholds. And still, in the city is told to be a certain place where Winter Elves from Everwhite and Gold Dwarves from the Stronghold of Balindor create beautiful items of majestic splendor. With his walls covered by ever-red ivy, beautiful fountains offering crystalline water, multiple flowerbeds and trees offering their comfort all around, Elderhaven is the most serene and tranquil of the Five Stars, making easy to understand why it's a favorite destination for artists to live in and people to come if in search of a place where being able to forget about the worries of a more fleeting life.
Karadias: Built under the guidance of Lord Angus Droftstovl to be home for the Knightly Order he had been tasked to create and train, Karadias was given an unusual appearance due to both Angus and his brother Roland's love for the Game of Chess. The whole architecture, statues that adorned it, gargoyles placed on the bastions of the highest towers had been inspired by the pieces of the board, built entirely with snow-like marble it wasn't a surprise when people started to address it as the White Tower and the Order stationed there becoming known as the White Knights. To stay true to the name the adminstrative personnel of Karadias would traditionally go lenghts to preserve the pristine conditions of the City. The Guards are known to instruct all the incoming visitors about the harsh reprimands and fines that are bestowed on whoever intentionally litters or ruin anything. Due to the unique appearance and the majestic feeling of purity, the city attracted the interest of people who ended up building temples all around the central point offered by the Knights' castle, turning Karadias into a religious center where ceremonies would be held on behalf of everyone that asked for. It's common for ever the poorest of people living close enough to hold their weddings in one of the many Temples surrounding the Castle, as no one would charge a coin for the service as long they're polite and respectful of the place. Due to many of the temples' guardians being usually also well versed in the arts of healing, Karadias had gained a reputation as well for being one of the two most popular places for whom are seeking healings together with the universities of Tokaria.
Urdvorg: Twin city to Karadias with which it shares the Chess themed inspiration, Urdvorg had been build though with black onyx stones so to bring out feelings related to the black pieces of the chessboards. Due to the vibe the color gave out, the artisans went for a much darker version of the style used on Karadias, and while on the White Tower the sculptures and art gives out a feeling of majesty and calm, for the Black one, claws and bat wings on the gargoyles and the menacing appearance of the knights' statues give out a more fearful and mysterious vibe, something that picked many wizards' interest and had them build their schools and towers around the Black Knight's castle, just as the priests did with the White's one. Unlike Karadias, Urdvorg is usually avoided by the common folks and the only one daring to venture in the depths of its streets are talented youngsters wanting to become wizardry students, experienced wizards looking to trade informations with their colleagues, the members of the Order of Onyx hands and shady traders said to bring the mages the materials they need for their experiments and practices. No common merchant would dare, or actually like, to venture to bring supplies and there are few places to eat and rest in the city. Nonetheless, despite the bad rumors about it, there are no recorded istances of visitors having any sort of problem after a visit to the city.
Tokaria: A dual city, built above and under the salt waters of an artificial lake connected to the Coral Road, Tokaria had been built to be both the home for the Mer-People Enclave and the Sephiryan University district. It's there that the most promising and talented minds gather both to learn and to teach, while under the water's surface, the Mer-People dance with the waves, charming people with their exotic beauty and costumes. As expected for a center where the youth gathers, Tokaria is filled as well with recreational locals where it's easy to find any kind of pleasure one could be looking after, from the most conventional to the more rare and unusual. So, even with its really traditional architecture, Tokaria is considered the most exotic of all the Five Stars, a place where students of every Race could be found, a place where any sort of wonder could be seen. Chimeraes and other magical beings can be seen flying above its towers, swim in the waters and walk in the streets. They're usually magically altered beings made for attraction and amusement rather than the scarier three headed monsters associated with the same name.
Hammerhelm: Home to the Dwarven Enclave and almost entirely populated by them, Hammerhelm is on a stark contrast with all of the other Cities for how essential its architecture looks. Decorations and adornments are minimal, used mostly to display the skill of a certain laboratory rather than to enhance the appearance of the place. The buildings are squared and built usually with red or maroon materials, be them bricks or stones, with an impressive set of artificial water courses and aqueducts so that every factory and laboratory could access to the precious resource. Laboratories that produce finely jewelry and even better weapons and armors, the Dwarves of Hammerhelm being the ones supplying the two Knigthly Orders armouries. Numerous beer-houses are present on all the city's streets and districts for the workers to visit them after a long day of hard work, in accord with dwarven traditions. It's considered somewhat sad that despite the great quality of the local breweries, few people outside the city known about how awesome Hammerhelm beer is. While no one had officially admitted or denied it, it's rumored that Hammerfell too had been connected via some secret tunnels through the same web that connects the Dwarven Strongholds.
Havenwood: The Forest-Nation of the Autumn Elves, Havenwood is basically a huge forest that the Elves had turned into their home, fortress and greatest city on the continent. Tree-benders had shaped the plants making houses, orchards and farms out of them. Fortresses had been created with the same technique, hidden ontop of the secolar oaks and ironwood trees. Faerie fires lighten the houses or the many pathways during night or when the latter dwelve too deep in the forest, where Nature finally overtakes even Elven Magic. Raising in height even above the taller trees is the mountain known as Dragonkeep wihich the Elves had carved to host their last resort fortress together with mines to extract the little iron they can gather from their territory to not being forced to totally import it and be home for their Forest Drakes, a breed of draconic creatures that had been artificially mutated through magic to be slender, faster and lose the ability to breath fire or anything. Pale imitation of the true Dragons that Winter and Summer Elves uses in desperate wartimes, but still fearsome mounts that the humans and the other races wont never been able to obtain in such numbers and quality. Mounts perfectly able to move through the forest without being hindered by it and being usually at the advantage in a fight. As if Drakes and Elven warriors weren't enough, the Forest is also home to the Sylvanid, a race of beings that share traits with both the animal and vegetal realms, close allies with the Elves, it's thanks to them as well that no one even dares to attack the Forest Kingdom. Havenwood is a sight to behold and despite the Autumn Elves actually encouraging people to visit, the aura of mystery and detachment that comes from anything related to the Elven People is enough to discourage everyone but the most brave or curious to take the voyage.
Everwhite: Located on a large island on the north-west of the main continent, the Kingdom Everwhite is the place where the Winter Elves secluded themselves in an isolation that lasted centuries and had been broke only due to the recent events. The island had always been subjected to a cold enviroment, Summer being something unknown to its denizens who in turn used magic and common knowledges to make their lives comfortable. Majestic palaces of marble and granite had been built to house the noble families and even the commoners in the kingdom live a life that would be considered almost as good as royalty by any outsider, thanks to the elemental servants doing the most of the hard work. Farmers are meant only to oversee their assigned structures, artisans are valued and selling on the continent even a single one of their masterpiece, could almost grant a comfortable life for some decades. Fitting to the climate and to days being shorter than nights in the northern parts of Sephirya and of the world in general, Everwhite people favors colors like white, silver and the dark blue of the night for their buildings and adornments. The island is also filled with many hot springs that the elves had turned either in places of enjoyement or channeled so to bring a warm addition to their homes. Like Dragonkeep, the highest peak called Dragoncradle had been turned into a place for the fearsome Frost Dragons of the north to live, these majestic beings the greatest military assessment for the northern elves empire.
Goldenglade: The larger island on the continent, Goldenglade is located south-west of the continent, home of the Summer Elves the kingdom is, for appearance, climate, and mood, the exact opposite of Everwhite. In a place where it was basically always summer, the Elves had built houses that had no roofs, letting the tree branches to replace these, using the large leaves to protect them from the rain. Unlike the northern island, the Summer Elves' one is a place that inspire joy and happiness compared to the contemplative majesty of the snow covered kingdom. There are no gardens, but orchards where everyone is allowed to take what they desire, the fragrance of sweet wines flows through the streets together with the music of artists that perform during day and night endlessly. At least until the coming of the long winters it was a paradise and, even now, the Summer Elves are struggling to keep it going. Like for their autumn cousins, Sylvanids protect their borders but the ones living there are said to be beautiful, with living flowers between their hair, slender bodies and a seductive fragrance coming from them. As expected, their higher peak, named Dragonguard had been turned into home for their Flamebreath Dragons, the other branch of the True Dragons who had sealed a deal with the Elven kin. Right now Goldenglade is sort of a shadow of its true former glory but, even so, still a sight to behold.
Balindor: Also known as the Seat of the King Balindor is the archetype and paragon for every other Dwarven Stronghold on the continent, ancestral residence for their High King. Completely built inside the mountain that ultimately took the name after the settlement, Balindor is a breath-taking underground city. Its halls are lighten by thousands of lamps, a master-crafted system of pipes allowing them to be always filled with scented oils. Gold and gemstones adorn the pillars and archways placed everywhere. Laboratories and foundries had been built deep down, where the dwarven had digged enough to reach for the fires of the earth, fires that now warms their houses and keeps their furnaces alive. Whole halls are destined to the livestock or the giant fungine plantations that make up for the most part of the dwarvens' diet, while terraces on the surface are destined to the growth of the cereals used to make bread and beers. Even now, beautifully crafted crystal walls had been built around these fields so that the denizens of Balindor could sustain themselves. Breweries, beer-houses and public houses are present everywhere so that the visitors could feel welcomed once passing through the gigantic bronze and golden doors that seal the entrances to the underground kingdom. Every other dwarven stronghold is pretty similar to Balindor, the only difference being the riches used to adorn streets and halls, riches that are definetely more abundant on the Seat of the King. The only exception to this rule being Harthwind, which is know for being the only Stronghold facing the sea and has a vast underground hall where the Dwarven fleet is stored and ships depart for the island of Thirbardin, only place in Sephirya where the Ur metal can be extract. In the deepest halls of every Stronghold, armies of automated golems wait in slumber for the moment they'd be activated to protect it. The secret to build and infuse life to them is the most well guarded one and it's the only thing that even the Elves hadn't managed to achieve.
al-Fayruz: The Turquoise a portual town founded by settlers from the denizens of the Great Desert in Demuria and named like that due to their amusement over the verdant scenery of Sephirya. With its arabic themed architecture and many exotic wonders, al-Fayruz is considered one of the wonders of the continent, rivaling and usually surpassing Tokaria for the sheer amount of visitors the city receives, visitors in search of pleasures and excitements. Once lively with activities related to the port, the Demuria Exodus seemed to be foretelling the decline of the city. Against all the expectations though, the people living there refused to give up and they switched their focuses from naval activities to the raising of Demuria's desert horses, a specific breed of noble steeds that while not really suited for armored cavalry are perfect for explorers, skirmisher and wealthy nobles. They also started to distribute the beverage known as Qahwa, black, strong and usually served warm, creating great fields to place the plants producing the beans needed to make it and ending up having a great success over that.
Yaoxi'an: Distant Peace, is another city founded by settlers coming from the Demurian empire of Kithan. The name comes from the cease fire agreement between the members of the various warring clans while on Sephiryan ground. Once prosperous, Yaoxi'an had been abandoned by many of his denizen as they left to cross the ocean and return to their homeland. The ones that decided to remain where only the silk farmers and the artisans that knew how to produce the fabric for which the city was pretty famous. The architecture areminds of the chinese Three Kingdom's Era while the clothing of its denizen shows some concession to Sephirya's own fashion style. Until the coming of the cold winters, Yaoxi'an managed to prosper thanks to the trading of silk products and visitors coming to visit the exotic restaurants and places of pleasure. The coming of the cold started to cause many deaths in the silk worm population before they could even start making their cocoon, thus causing a great damage to the Silk Industry. By the present days, few Silk-Farms are still present in the fields around the town and even less artisans able to produce the precious fabric. Many of the buildings have been transformed in tea-houses or pleasure-houses, restaurant and such activities, the few denizens of the city trying to make a living out of nobles visiting the place for a vacation.
The City-States: They're all similar to each other and yet unique in their own ways so that an accurate description of all of them is impossible. Generally there is a central castle, residence of a lord able to mantain a small military around which people in search of protection started to build houses, farms and laboratories at first and finally walls to protect the settlement. The farms are usually kept outside the walls and the architecture is generally traditional even if some touches coming from a specific race could be seen here and there in some specific issues. It's fairly welcomed if the players would want to create or at least give a rough draft of some specific town they would like to be born into, or I can draft something based on their ideas.
Icarya: Known as the Marble City and built on the southern border of the Plains, Icarya is a relatively small and prosperous city-state with a long military tradition and a pretty high moral attitude amongst its citizens. Crime isn't unknown or unheard of, but the heavy punishments inflicted on whoever breaks the laws are enough to discourage most of the Icaryan to take the easy way. Surrounded by enough small farms to raise all the necessary to sustain its population and protected by high wall made of white pink-ish marble, Icarya appears to the outsider as a majestic stronghold that dominates the small hill where it has been built. And Stronghold Knights is the name of the armed force which members acts as army or Civic Guard and Judges in times of peace. To join their ranks is the dream of every child of the city-state and as long there is will to learn and to work for the community well-being, there are no social discrimination about the members background. Trade with other cities is a minor part of Icaryan's economy, so there is just a small number of luxury shops, many of the activities being simple ones making the City not really the ideal place to visit on a trip. At the same time, though, Icarya is amongst the best places to live in if one can feel satisfied with simple commodities and everyday's small pleasures.
Edited by Kayurin, Mar 10 2014, 09:10 PM.
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Kayurin
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Mar 1 2014, 08:10 PM
Post #9
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Sword Master and Wizard Extraordinaire
- Posts:
- 946
- Group:
- GM Directors
- Member
- #15
- Joined:
- Jul 21, 2012
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Used too many characters, on the main thread, so I had to move the place of interests down...
Positive note: I may do some work to give them a nice look like in the bestiary.
Negative note: I hope people wont be scared by the sheer amount of info I'm providing...
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Kayurin
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Mar 6 2014, 10:04 PM
Post #10
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Sword Master and Wizard Extraordinaire
- Posts:
- 946
- Group:
- GM Directors
- Member
- #15
- Joined:
- Jul 21, 2012
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Yevinel Isindil, Winter Elf Bladesinger / Elindel, Traveling Minstrel
Name: Yevinel of the House Isindil
Age: 25
Gender: Male
Place of origin: Tirin Niquetil, Elven Kingdom of Everwhite.
Race: Winter Elf
Appearance: Yevinel is a tall and slender winter elf, dark hair with a midnight sky blue-ish shade frame his visage with snow-like pale skin and delicate and distant looking traits. Almost 190 cms tall, his frame seems frame as just slightly outlined muscles, giving him a more feline appearance than the bulky build of human warriors. His eyes share a lighter shade of the midnight blue one in his hair and looks like they're lacking a pupil, giving him the appearance and expression of someone that's blind, something that helps to exalt his detached appearance, making him look like someone not of this world even amongst Winter Elves. His picks on clothes are all about elegant and monochrome ones, usually all black with silver embroidements, favoring long scarves or capes. His movements are usually slow and carefully choosen to express grace and elegance, and his voice a musical whisper usually hard to hear in the crowds.
Personality: Fitting to his distant and day-dreaming expression, Yev looks like a detached average Winter Elf at first sight. While this is partially true, the young Winter Elf doesn't share all the other traits of his kin. Despite his appearance he can be pretty inquisitive and curious about the rest of the world, a trait for which his half-brother Gavin is somewhat responsible with his interest and stories about human culture. Not really willing to intrude or push himself with his questions, Yev can become pretty relentless with them if granted the permission to inquire. Hardly the signs of his interest will make their way to change his expression, but his questions will be precise and pertaining.
At heart Yevinel is a pacifist and an dreamer who'd prefer to stay alone playing his lute and reading books, but events of the past made him learn and understand that he couldn't run and hide from what he was. Gentle and kind, Yev doesn't really likes to show that side of his character to others, partially due to innate shyness, partially in fear of ending up in his House disapproval, something this that made him turning out pretty insecure about his social skills, unlike the most of Winter Elves. Due to all of these factors, Yev is somewhat of a socially awkward elf who prefers to stay alone and is, instead, forced by family duties to attend too many gatherings for his tastes.
Being a Prince of House Isindil also made him wonder if things in life had come to him thanks to his efforts or had been granted to him thanks to his rank. A wonder that had turned into fear due to some whispers he overheard from older elves in the court. Unable to deny himself that he had been able to reach for some things only thanks to his status, Yev turned out becoming somewhat insecure about showing his own skills, as he fears people won't accept them as fruits of his determination and effort but just something he got due to his status.
Like all Elves he loves Music and Arts and his own life seems to be an expression of such a love. He also cares deeply about his parents and his step-brother Gav, which he can feel close even if somewhat hard to read at times. Gav's mother is a special case, as Yev had always considered her a sort of second mother, especially because she took up the task of teaching him during the winters she used to spend at the Isindil's residence. Thanks to his half-brother's influence, Yevinel developed a taste for some dishes of human's cooking, especially the noodles ones coming from Yaoxi'an with their warming effect.
Miscellaneous: (if your character has any possessions you may list them here.)
Recent History: With the coming of the Cold, the Dragons starting to grow sleepy and the Homarids attacks on the coastal areas, the Winter Elves had been forced to re-think about their isolationist policies. Every house of Everwhite had sent emissaries to Akasha and Elderhaven, being the Heir for House Isindil, Yev had been choosen to attend with the escort of the most powerful allies of his Noble House, the Dragon known as Silverwing. The proud and powerful Draconic being managed to persuade the House Elders and the young elf into riding him for the trip rather than using a ship as they had planned. It turned out that the Elder Dragon somewhat understimated the effect of the new climate and the pair had been forced to an emergency landing near to the Autumn Elves Kingdom of Havenwood. An emergency landing that ended up with Yev not really unscathed while the Dragon being wounded both in body and pride.
As soon as his body could allow him to make the trip, Yevinel had been sent to Elderhaven for a convalescence period where he had been reached by Gavin. While the Elders were planning to inform him about his arranged marriage with a Summer Elf maiden, the incident and other circumstances made them decide to postpone said announcement until better times. Currently Yev is enjoying his convalescence in Elderhaven under the courtesy name of Elindel and acting as a traveling Minstrel to avoid too much attentions toward his person.
Additional
Weapon(s): Twin Elven Longswords
Fighting style: Bladesong swordsmanship. An Elven fighting school that blends magic, swordsmanship and musical skills into a unique style of combat. It's a style that focus on quick movements to evade and quick attacks to slowly but steadly reduce the enemies' combat prowness until the Bladesinger is able to deliver the fatal blow. Very effective when one on one or in a duel or against a large beast, the style loses great part of its offensive capabilities against groups of multiple opponents while still retaining part of the defensive ones.
Amongst the many, existing Schools of Bladesinging, Yev's specific one is the Whirlwind Raven one, which focus on the use of twin blades and magic to channel elemental energies in the blades or to boost the bladesinger's speed and agility. The name Bladesong, comes from the musical-like sounds the Bladesingers use to help themselves to use magic in place of the, usually busy wielding weapons, hands.
Magic proficiency: Peculiar. Yevinel has issues controlling the channeled mana, or even keeping it stable for anything but the simplest spells. At the same time, though, he can freely change energy properties while casting or even after the spells have been casted.
Edited by Kayurin, Aug 28 2016, 06:06 AM.
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