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MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#1: May 28th 2013 at 4:17:35 AM

Interest Check!

World Building Thread!

Discussion Thread!


On the small moon of Artedon, trouble is brewing. To the south, the Goblins rage a seemingly endless war against the Ogres, pushing the Ogres up north, directly into the human lands. The humans, never one to take a threat lying down, pushed back, raging war agains the Ogres on the northern front. The Ogres had no choice but to push east, a great sea lying to their west, and their enemies to the north and south. However, the east was far from tranquil. There, the Elves and Dwarves pushed forward, advancing against the humans.

Alliances were struck, Ogres siding with humans, Goblins siding with Elves and Dwarves, only for it all to break down, and the sides to swap, with Goblins and Humans fighting against the Elves, Dwarves and Ogres. This switching continued for years, lasting almost a lifetime before a ceasefire to this war was called. Five years were given, and if an agreement couldn't be reached by then, then the wars were to continue. Those five years have elapsed, and no agreement has been reached. None of the factions have been able to recuperate their resources, and so, in a last ditch effort to stop the war, the Otium Counsel was made up, combining delegates from all over Artedon, great soldiers and pompous nobles alike. As the races flocked to Mistbay, an island considered neutral ground, mercanaries and theives also poured in, trying to grasp fame or make a quick buck.

Before the counsel was to meet, it was decided that throwing a group of high ups with highly strung tension, waiting to unleash war, who had never met each other into the same room and expecting them to resolve things was foolish, and it was decided they would hold an event that came to be known as the Otium Ball, to try and encourage the nobles to get along.

As Nobles sail in their opulent boats towards Mistbay, with Mercanaries and Soldiers of Fortune looking for a job on their tales, and cruel theives sneaking around somewhere behind, it is clear that the Otium Ball will be more than just a meet and greet, potentially influencing the entire council. One thing is for sure though. Whatever happens, Artedons future will be molded heavily by these events.

What impact will you have?


Hello, and welcome to the Legend of Artedon! I'm your host, Musik Maestro (Just Musik will do though)!At first we'll be looking at the events that transpire at the Otium Conference and Ball, but we'll eventually be moving on from that.

Without further ado, I present the sign-up sheets:

  • Name:
  • Race: Elf, Dwarf, Human, Ogre, Goblins (please read the Worldbuilding thread first).
  • Gender:
  • Appearance:
  • Age:
  • Personality:
  • Bio: Include why they're at the Ball at the end please!
  • Equipment:
  • Abilities: Anything special about your character? Can they use magic?

So, there you go. Good luck!

Rules: The standard forum rules apply. No god-modding and no auto hitting other players (NPC's are fair game though). Also, if you want an Anti-Magic weapon, PM me about it. We already have enough as it is, so, unless you have a good reason for your character to have one, you aren't getting it.

Character List:

edited 8th Jun '13 3:49:18 PM by MusikMaestro

TheNobody Since: Jan, 2011
#2: May 31st 2013 at 7:16:35 AM

Here's a character idea that I wanted to use. It was originally for a different RP, but I think it can be easily modified to fit.

This character sheet is not final

Name: Andre d'Abri

Age: 25

Gender: Male.

Species / Class: Human / Noble.

Appearance: Andre is dark-haired, bright-eyed, tall and handsome. He usually wears sturdy pants, a sleeveless vest over a silk shirt, and a stylish capelet. His smile is cheerful, and his sideburns are manly.

Personality: Andre's primary desire is to enjoy life, and let others enjoy it as much as they can. He appreciates beauty in everything, be it a pretty face, a catchy song, a tasty meal or a shiny gem. And so, if some people are rich and others are poor, he takes this as unfair. So he takes the money from those who have too much... And spends them on food and women.

Andre likes attention and adrenaline. That's why, whenever he can, he makes his burglaries flashy, with dozens of guards chasing him and lots of spectators. Every such chase is a performance, with songs, and acrobatics, and sleight-of-hand tricks and occasional fireworks. But behind the facade of reckless bravado, Andre is careful and patient - before the performances, he spends a few nights tampering with traps, planning his route, preparing his tricks, and often stealing whatever he wants even before the raid. And even if things go not as planned, he thinks good on his feet.

Outside of his "performances", Andre is pleasant with men, charming with women, and gets along with most people. He can tell good stories, knows many songs, and sometimes even composes them on the spot. Although, he's often too loud, keeps flirting with women even if they don't appreciate it, and his singing gets annoying after some time.

There are two treasures that Andre respects so much, that he'll never willingly take one - one is a person's life, the other is a girl's virginity. Married women are fair game, though.

Skills: Andre is a good acrobat, an excellent entertainer, can mimic voices quite well, and knows many tricks. He can also bypass most locks and traps, both magical and mechanical. He can also slip from ropes or shackles with relative ease. Andre knows fencing just enough to defend himself and make a good show, and is good at improvised fighting (that is, with chairs, tablecloths, chandeliers, etc). His tactics is mainly distracting and tripping opponents until he can run away. Occasionally, when Andre finds a magical item, he can guess how to use it with no manual.

Assets: To put a good show, one has to have good equipment. In this regard, Andre is well-prepared. His clothes have numerous hidden pockets to quickly pull out the stuff he needs, and he owns a good number of simple magical items. They might be expencive, but hey, did you think he spends all the money he steals on girls?

  • Magical stuff: one Animated Rope; a pair of Climbing Boots; a Capelet of Gliding; an enchanted lens to study magical traps and locks; a wand to tamper with them; a neckkercheif that can disguise him as any person he'd seen; a deck of cards that can fly and return; a Ring of Alarms (basically, an alarm clock); and the Orator's Cane, which can make his voice louder.

  • Mundane stuff: three silken ropes, usually tied around his waist; a deck of worn playing cards, possibly marked; two sets of lockpicks, each hidden in a different place; a small but sharp folding knife; loaded dice; non-loaded dice; and a shell-game set.

  • Mechanical and alchemical stuff: smoke bombs; firecrackers; a music box; and some gadgets.

Bio: The youngest son of a poor noble, wanted to spend money but didn't have any.

The bio will be modified as appropriate. I have to add that most of those magical items are low-level, and anyone who knows magic professionally should be able to negate their effect. I hope, not instantly, though.

As for his motivation to appear at the ball... Well, even if there's nothing worth stealing, or if it's guarded too well for him, he'd still get to put on a show in front of important foreigners.

edited 3rd Jun '13 2:45:38 AM by TheNobody

Rather than smart, I'd prefer to be wise. It would let me be silly more often.
MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#3: May 31st 2013 at 8:29:01 AM

Just a few things:

  • Would you mind terribly putting it into the format at the top of the page? Just to help keep everyone's Have the same layout and make navigation easier.
  • I presume he dresses up with a mask or such when performing? If he's a famous noble, then he can't really run about stealing things completely undisguised.
  • Buff your bio. There's way too little there.
  • That thing about finding a magic item is to be strictly trial and error. I don't want him picking up something and instantly knowing how to use it, ok?
  • He seems a bit OP. Maybe change it so instead of being this awesome magician, theif and entertainer while also being a good fighter, he's a hopeless fighter?
  • You mention Alchemical ingredients, but, being Human, he wouldn't be capable of alchemy.
  • Animated ropes are a bit much. The only sentient magical constructions are Dwarves, and a none sentient Magic Rope sounds really useless.
  • What enchantment do the climbing boots have?
  • The Capelet of Gliding, how long does the effect last for? Can he glide upwards freely? Does he need to be in the air already to activate the effect?
  • Surely an Enchated lock pick would be better than a regular lock-pick and a wand? It would kill two birds with one stone, after all.
  • The Neckerchief is way too much. Maybe it just lowers perception of him, so people are less likely to find his face remarkable or interesting?
  • The Cards are a bit contrived, as what's the point? Unless the enchantment makes them move at Mach speed, they wouldn't do much damage, and if they did, they'd hurt his hand when they returned. What's more, it seems like something that you'd need actual magic to use, and your character already has enough enchanted objects, so I'd say drop this one.

Everything else is good, and the above stuff is just tiny nitpicking.

TheNobody Since: Jan, 2011
#4: May 31st 2013 at 12:03:40 PM

Everything else is good, and the above stuff is just tiny nitpicking.
Twelve points, dood! It's not tiny nitpicking, it's full-out debugging. I was actually expecting that. The character was made for a different setting, after all.

Would you mind terribly putting it into the format at the top of the page? Just to help keep everyone's Have the same layout and make navigation easier.
Roger. I will do it when the rest of the profile is fine.

I presume he dresses up with a mask or such when performing? If he's a famous noble, then he can't really run about stealing things completely undisguised.
Naturally. He was (supposed to be) an obscure n-th son of a noble originally, but for this RP he must be a famous one if he wants to get access to the party.

Buff your bio. There's way too little there.
It's work in progress. It will be expanded after I ask a handful more questions.

That thing about finding a magic item is to be strictly trial and error. I don't want him picking up something and instantly knowing how to use it, ok?
Sure. If it tells you something, he has an equivalent of 3 ranks in Use Magic Device. Out of 20 maximum.

He seems a bit OP. Maybe change it so instead of being this awesome magician, theif and entertainer while also being a good fighter, he's a hopeless fighter?
He is a hopeless fighter. He only knows how to swing the sword so it would look flashy. Against a dedicated fighter... Well, he will just run, preferably in the direction of the traps he set up earlier.

And his magical awesomeness is supposed to be of the "sleigh of hand" variety. His playing cards have more magic than Andre himself.

You mention Alchemical ingredients, but, being Human, he wouldn't be capable of alchemy.
No... Would he be able to use already-primed (colored) smoke bombs and firecrackers? Both "explode on impact" and "timed fuse" variety?

Animated ropes are a bit much. The only sentient magical constructions are Dwarves, and a none sentient Magic Rope sounds really useless.
It's not sentient, just a magical equivalent to a grappling-hook-pistol. Something with this effect. I can drop it without a problem, though.

What enchantment do the climbing boots have?
They stick to surfaces. If it is sloped less than 45 degrees, they can support Andre's weight. If it is over 45 degrees, but less than vertical, he'll be slowly slipping down, but won't lose traction. Roof-walking is impossible, but when jumping across a ceiling or such, these boots do give more traction than normal footwear. Slightly.

Oh, and they will stick only if it is a slippery and solid surface. Like polished marble. If it's not solid (like oil; or ice, which is slippery because it forms a thin water coating under one's feet), then they won't work.

The Capelet of Gliding, how long does the effect last for? Can he glide upwards freely? Does he need to be in the air already to activate the effect?
It's a short cape (I'm thinking mid-thighs) that can open and stiffen to form a small glider. No powers beyond that. Active five minutes or until a command to close is given.

Surely an Enchated lock pick would be better than a regular lock-pick and a wand? It would kill two birds with one stone, after all.
An enchanted lock-pick would be cool, but: a) The wand is more cool-looking, and the runes don't need to be that small, which lowers the price a bit. b) Mundane lock-picks aren't detected by people or traps that sense magic, especially if they are sewn into underwear or hidden in a hollowed-out shoe heel.

The Neckerchief is way too much. Maybe it just lowers perception of him, so people are less likely to find his face remarkable or interesting?
If he wears a mask, he doesn't need the neckerchief. I think I'll leave it out.

The Cards are a bit contrived, as what's the point? Unless the enchantment makes them move at Mach speed, they wouldn't do much damage, and if they did, they'd hurt his hand when they returned. What's more, it seems like something that you'd need actual magic to use, and your character already has enough enchanted objects, so I'd say drop this one.
Well, the cards were supposed to be the trademark calling card and the basic distraction tool. When thrown, they fly in a predetermined arc (which can be adjusted slightly by throwing with more or less strength). If there are, say, ten guards chasing Andre, and he throws five cards, then this means five guards are now trying to swat the bright, colorful cards away from their face, and only five other guards are now chasing him. Unless the five guards that stopped (even for just a moment) are in their way.

Also, when people are looking at the flying cards, they aren't looking at Andre's hands. Which means he can pull assorted stuff out of his sleeves, and people are going to think he's actually using real magic. Which, in turn, means that Andre cannot be the Masked Thief, even if they are the same height and have the same hair color, because Andre cannot use magic, and the Masked Thief just made a fireball but

.

In other words, I'm willing to drop other stuff, but not the cards.

edited 31st May '13 12:09:47 PM by TheNobody

Rather than smart, I'd prefer to be wise. It would let me be silly more often.
MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#5: May 31st 2013 at 12:19:15 PM

The cards can stay then, but he can't control them. They just fly towards people's faces, and block their vision. Is that what you were going for?

How about the rope has multiple sigils on it, and pressing them gives a different effect? One for wrapping up, one for extending, stuff like that.

The boots seem cool enough, and I'm happy for you to keep them.

The Mask would probably be best if it was dropped.

Also: Was your character based on the Masked Gentleman from Layton?

NickTheSwing Since: Aug, 2009
#6: May 31st 2013 at 1:08:25 PM

  • Name: Johnson Viandas
  • Race: Human
  • Gender: Male
  • Appearance: A very scruffy looking teenage boy, Johnson looks like he's currently in between being a cute boy and being a handsome young man. While he's quite muscular, he's still limited by how young he is. He wears a grey cuirass, grey gauntlets, spherical shoulder guards, a fauld at the waist, leather pants and armored boots. Under his upper body armor, he wears a tunic. He is rather pale, and has bright green eyes and black hair that looks like its seriously in need of a comb.
  • Age: 15
  • Personality: He is a very curt young man, rather brusque and darkly sarcastic, having a witty, irreverent personality that makes jokes at almost anything. He enjoys fighting, and if there's nothing else to do, he'll separate himself from the group to practice. It seems he uses curses a lot, and this combined with his violent behaviour is used by him to try to show people that he's dark, dangerous and bad to be around. While he's flippant and seemingly cold, he acts cruel in order to be kind at some times. Despite this, once he has committed to something and given his word on the matter, he will absolutely follow it to the end. And heaven help you if you lied to or deceived someone you made a promise to while he's nearby. And once he's decided he likes someone, mostly a girl, he'll go to surprising lengths for them. He is still very much a teenage boy, though, so he can get himself distracted very easily and generally can be strangely awkward at times. He does have a few berserk buttons, namely; people hurting someone he's pledged help to ("D-Don't make any mistakes, I-I just need you to pay me. Honest!"), people talking about destiny, or even the barest mention of his father.
  • Bio: Johnson is a rather up-and-coming little mercenary, having joined "the trade" after having been found by "someone I don't like talking about". Apparently, he used to be a noble son, until he saw something in the depths of his father's castle that made him run away from home, and he managed to impress that "someone" by fighting off some bandits on his own for a good while with some tricks. He learned swordsmanship from this person, and eventually split off for reasons he doesn't talk about. He then found Blackiron Triangle in a town, with a man shouting that he dared anyone to try to pull it out of the ground and that it was an "enchanted sword". He pulled it out and has wielded it ever since. He has since joined a new mercenary troop, and was hired to help with security at the ball.
  • Equipment:
    • Blackiron Triangle: It resembles, well, a black triangular blade with a very sharp edge, which emerges from what looks like a flat, metallic black octogon, a long handle emerging from this as well. Blackiron Triangle is an enchanted weapon, in that it seems other magic recoils from it and cannot touch the sword.
    • The Grey Knight's Armor: This armor is pretty tough.
  • Abilities: For the most part, he's a Badass Normal. For the most part.

edited 31st May '13 1:09:12 PM by NickTheSwing

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MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#7: May 31st 2013 at 1:11:59 PM

[up] Accepted.

I'm just wondering: How is a teenage boy able to wield such a large sword? tongue

NickTheSwing Since: Aug, 2009
#8: May 31st 2013 at 1:47:04 PM

Essentially, he trained exclusively to use two handed swords. Even so, Blackiron Triangle is so ridiculously heavy, and requires so much exertion by him, he usually has to go to a healer afterwards due to a lot of pulled and stressed muscles.

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MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#9: May 31st 2013 at 1:53:40 PM

Woah.

You guys hear that? We're gonna need a healer!

NickTheSwing Since: Aug, 2009
#10: May 31st 2013 at 10:53:40 PM

That aside, Musik, what kind of mythology and religious specifics are there?

Like, in the religion of humans, that of elves, and that of dwarves and so on.

Are there any dark figures, any themes of a hero's journey, or any symbols?

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TheNobody Since: Jan, 2011
#11: Jun 1st 2013 at 5:38:43 AM

The cards can stay then, but he can't control them. They just fly towards people's faces, and block their vision. Is that what you were going for?
They just fly, and won't block people's vision if Andre doesn't aim at people's faces. The magic is there to make them fly like a boomerang, and make them return when people swat them away.

The bottom two pictures show what I want.

How about the rope has multiple sigils on it, and pressing them gives a different effect? One for wrapping up, one for extending, stuff like that.
Cool!

The Mask would probably be best if it was dropped.
So, I'm not using the magical neckerchief, but instead a plain cloth mask, like so?

The boots seem cool enough, and I'm happy for you to keep them.
Thanks. So, what else can he keep? Just so I could put V -s and X -s in front of items:

The boots;

The rope;

The cards;

The cape;

The cane;

The lens;

The ring;

Sonic Screwdriver Lock-pick Wand;

Smoke Bombs.

Also: Was your character based on the Masked Gentleman from Layton?
Un-nope.

edited 1st Jun '13 5:39:03 AM by TheNobody

Rather than smart, I'd prefer to be wise. It would let me be silly more often.
MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#12: Jun 1st 2013 at 6:13:12 AM

[up][up] Yep! Some of Artedon's previous Legends will be added at a later date.

[up] Thats fine, but a better mask would be needed. Unless he only robs a place if he's absolutely sure no one would recognise him there.

MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#13: Jun 2nd 2013 at 1:50:36 PM

So, hey, I've uploaded one of Artedons legends to the Worldbuilding page.

Find it here.

Hey, Nick, do you want to write a Wolrd Building piece about the Black Iron Triangle?

Also: Nobody, are you ever gonna get around to reformatting your sign-up?

Yeti0 I'm actually a Sloth. Since: Mar, 2013
I'm actually a Sloth.
#15: Jun 2nd 2013 at 8:15:08 PM

I think this is what i'm gonna go with.

  • Name: Argor Tholden
  • Race: Ogre
  • Gender: Male
  • Appearance: Argor is your typical ogre, 10' Tall, Green Skin, Black Hair, the only abnormality being his Large Upward pointing Tusks. He generally wears a Brown Leather Vest over a Simple White Cotton Shirt with Brown Pants.
  • Age: 39
  • Personality: Argor is a very Serious individual with a heart of stone. He always focuses on the task at hand without much regard to anything else. Argor does not get along well with other ogres and tends to get along better with, Surprisingly, Elves. Maybe because they provide more stimulating conversation.
  • Bio: Argor was born in a quiet little colony... He didn't like it and got into many fights with other ogres. When not fighting with other ogres he would learn how to smith from the blacksmiths. He showed remarkable ability with Smithing and eventually everyone in the world took notice of his craftsmanship. Argor left his quiet colony (after many fights with his fellow ogres) for other lands and in his travels met an alchemist. The alchemist asked Argor if he would like to learn how to make even better weapons. Argor said yes and the alchemist brought him to the crystal isle. Under the tutelage of the alchemist he learned Creation magic and became a magical weaponsmith. While not a noble he is famous and managed to obtain an invitation to the Otium Ball.
  • Equipment:
    • Argors Mace: A Mace built with his own two hands. One swing of this mace could render a normal person unconscious for days.
    • Argors potions: A Pack of Potions meant for Pouring into ones gullet to Produce Powerful effects.
  • Abilities:
    • Argor is Proficient in both Creation Magic and Smithing.
    • Argor Knows how to use a mace (Most likely because of the fights he would get into.)
    • Argor is smarter than the average Ogre... which isn't much of an achievement considering every other ogre is dumber than a pile of rocks.

edited 3rd Jun '13 9:17:53 PM by Yeti0

MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#16: Jun 3rd 2013 at 1:39:17 AM

[up] Firstly, he's way too young. He managed to master smithing, alchemy, and become world famous in 20 years? Surely it would make more sense if he was older.

Also: You never mentioned him visiting the Crystal Isle, so I don't see how he would have learned magic.

AkenJizo Whalecard from Under da sea Since: Jan, 2012 Relationship Status: Showing feelings of an almost human nature
Whalecard
#17: Jun 3rd 2013 at 3:48:38 AM

Name: Uther Velran

Race: Human

Gender: Male

Appearance: Uther looks slightly older than he is, the stresses of war bringing a few more lines to his face than are natural. He has brown hair and a small beard, as well as green eyes. He has two mirrored scars going down vertically over his eyes. He is rather muscular from the constant traveling and fighting in steel plate armor, and he maintains it with a rigorous training regimen. He wears a complete set white plate armor (sans helmet, which he only wears in battle), as well as a cape with a fur neckline (though he only wears said cape on formal occasions).

Age: 37

Profession: Paladin/Champion

Personality: Uther tries to be kind, quick with a smile and a helping hand. Despite this, if someone becomes his enemy, he will strike them down without mercy or hesitation. Though he fought on the front lines during the war, he doesn't hold all that much ill will towards his "former" opponents. Uther holds the concepts of honor, respect, and duty in very high regard, and he doesn't appreciate those who besmirch these principles. Uther believes that loyalty goes beyond unthinking obedience, and will question his superiors if he believes they are either mistaken or wretched.

Bio: Uther first encountered the reality of war when he was a squire, often secretly observing the battles the knight he learned under took part in. After he obtained his own knighthood, Uther remained one of the faceless Elite Mooks of his regiment until his was 25. His first claim to fame was challenging and defeating an elvish champion, though that duel gave him his two facial scars. However, because he allowed the elf to return to his people alive (minus an arm), he gained the nickname "Soft Steel" amongst his fellow knights, acknowledging his accomplishment while looking down on his perceived weak stomach.

Uther spent the next 4 years fighting on the elvish front, always facing his enemy from the front lines. When he was 29, he met Lord Varius. Lord Varius was the then wielder of the Aegis and the Talon, but it was common opinion that he didn't deserve them. A sadistic man, Varius often ordered his troops to capture as many of the enemy alive as they could so he could torture them to death later. After several weeks of enduring the mans leadership, Uthers good will simply couldn't take any more of the mans cruelty. He challenged and slew Varius in single combat. While the killing of a superior would normally have Uther on the chopping block, the fact that it had been a duel and the fact that absolutely no one liked Varius allowed him to not only escape punishment, but also gave him the chance to join the ranks of the paladins on the condition the he prove himself to be exceptional in the coming years. This act changed his standing in the eyes of his fellow knights, for both good and bad. On the one hand, when they called him "Soft Steel", they now referred to his steel will behind his kind words. On the other hand, a knight is never supposed to kill a lord for any reason, and Uther had to suffer constant scrutiny from his compatriots.

With this goal now set, Uther devoted himself to the cause anew. If he were a paladin, he would be in a better position to make sure men like Varius couldn't abuse their power. He rose to the task with aplomb, cutting a swath into the elvish ranks whenever he took the field. He was accepted into the paladins ranks a year before the war ended, and was gifted the very armaments that Varius once wielded. With them in hand, he became a terror on the battlefield for the elves, sometimes going so far as to have a one man rampage, cutting his way through their ranks and striking down their commanding officer himself.

When the war ended a year later, Uther was brought to the paladins headquarters and trained in the ways of politics. Also, as paladins were minor nobles in their own right, he was awarded some land of his own (he mostly leaves things to his very capable staff, as he is away a great deal). After this training was complete, Uther spent the next few years being passed around from lord to lord, both getting to know them and so they could show off their shiny new guest to their friends.

When the Otium Council was decided, he was selected as one of the paladins representatives for the ball. It was hoped that his less racist and entitled approach to things might help that much more with smoothing things along with the other races.

Equipment:

  • The Aegis and The Talon: An enchanted steel shield and sword pair, each capable of cancelling out combat magic. The Aegis has the image of two white wings superimposed over a sun emblazoned on it.
  • Angels Glory: An armor set made specifically to invoke the image of a classical white knight, and the standard armor of a paladin. It has no special properties beyond being exceptionally well made.

Abilities: As a paladin, Uther has been trained in all forms of melee combat that the Kingdom has access to, as well as archery. However, by personal choice, he has focused most of his combat training in swordsmanship. He has also been trained in politics and and horseback riding, though he much prefers to spend time with his fellow paladins than in the horrifically passive-aggressive ballrooms of the high lords.

(This was made at 3:45 a.m., so I'm sorry if it sucks. Tell me what I need to change and it'll be done ASAP. Also, I put paladin/champion because I wasn't sure if paladins acted as champions as well, or if that was a separate thingy altogether.)

edited 3rd Jun '13 3:50:37 AM by AkenJizo

"Allow me to show you how a real whale does battle!"
MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#18: Jun 3rd 2013 at 4:04:42 AM

[up] Thats fine, and pretty good for 3:45 am.

Also, for future reference: Could we stop with the Anti-Magic swords please? The two that have then at the moment are fine, but it's getting a bit out of hand. From now on, if you want an Anti Magic sword, run it by me first.

NickTheSwing Since: Aug, 2009
#19: Jun 3rd 2013 at 12:55:27 PM

Yeah, uh, Blackiron Triangle had an entire legend devoted to why its like that, and its supposed to be pretty unique.

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MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#20: Jun 3rd 2013 at 1:10:25 PM

Yeah, I already said you two were fine. Although, if Aken wants he can write a Worldbuilding piece about Aegis and Talon.

NickTheSwing Since: Aug, 2009
#21: Jun 3rd 2013 at 1:48:37 PM

Ah, erm, alright. Sorry, I had just woken up, and was slightly irritable.

edited 3rd Jun '13 2:24:21 PM by NickTheSwing

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MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#22: Jun 3rd 2013 at 4:29:10 PM

Nah, it's fine. Also: I realise that I haven't stated something pretty important yet. This RP takes place in the year 352 G. That will be expanded upon later, in an Artedon history post.

TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#23: Jun 3rd 2013 at 8:47:49 PM

Name: Rellik The Disgraced

Race: Human

Gender: Female

Appearance: Rellik is a twenty nine year old Woman of medium build, however, she is still extremely strong, she has messy brown hair and eyes. The Right Side of her face is covered with a brand in the shape of twisting thorns, and her right eye is milky white and blind. she wears tattered leather clot shes with the right sleeve ripped off, and armor over her left arm. her right arm is missing under the elbow and wrapped in bandages, a sign from her time in the army.She Does Not Like Shoes

Age: 29

Personality: Rellik is gruff, sarcastic, crude and unladylike.She enjoys battle and will often get into barfights, She is a Combat Pragmatist.

Bio: Rellik was once part of a barbarian tribe from the North, Rellik was a powerful and proud warrior, known for her strategic abilities. Rellik returned from war to hear her wife tell her that a high ranking noble had raped her, blind with rage Rellik slaughtered the noble only to find that her wife had fallen in love with her brother and wanted her out of the picture. Rellik was only saved from death when the Chieftan, who's son Rellik saved a few months ago, instead gave her the mark of shame and exiled him. Hearing of the ball, she now works as a Mercenary. And has come to the ball looking for battle, and a job.

Equipment: Rellik weilds Fleischer, a Zweihander which she wields with one easily, she weilds it with suprising speed and power.

Salve-Rellik has a pack of salve and bandages to apply to her wounds.

She also carries food and money

Abilities:

Rellik is strong, durable and agile, more then able to compensate for her disabilities, she is an extremely skilled swordswoman able to meet almost anyone is blade combat. Rellik, like many else of her group is from the cold north, Rellik is unaffected by cold.

edited 6th Jun '13 5:36:58 PM by TroyandHawk

Good to be back
Yeti0 I'm actually a Sloth. Since: Mar, 2013
I'm actually a Sloth.
#24: Jun 3rd 2013 at 9:18:22 PM

Okay I think I fixed my character.

nman Since: Mar, 2010
#25: Jun 3rd 2013 at 9:48:03 PM

  • Name: Dr. None Moonraven
  • Race: Elf
  • Gender: Female
  • Appearance: Hello
  • Age: 27
  • Personality: Energetic, quirky, enthusiastic, and loves her job. Almost always positive, happy and upbeat - sometimes unnaturally so. Also appreciates jokes and pranks and just being goofy in general. She'll often play dumb because she finds it entertaining when she asks a question that stumps someone trying to impress her with how much they know.
  • Bio: Arator Moonraven was an adventurer who went on many exploits, once kissed a princess (he doesn't tell that story around his wife), and at one point had magical equipment that made him the envy of most of his circles of friends, enjoys telling tales about his past. His last adventure, though, takes the cake. He was looting a warlock's tower when the old bastard turned out to not be as dead as he thought. In "killing" the warlock, Arator had already had his sword of lightning turned into a toothpick, his daggers that could cut through anything cursed to be mere magical trinkets, his featherfall boots weighed him down like lead, and his cloak of invisibility had a bad case of creating a pillar of highly visible smoke when worn - and this son of a bitch still wanted more. He used all of his remaining magic and life force, and the years of energy he had stored in the tower to give him a curse. "May none of your descendants be born with a strong heart", he said with his dying breath. Dear old dad wasn't much to let some evil jackass magician dictate his life, and just named his firstborn "None", causing the curse to wind up being converted into a blessing that worked its magic and went away. Though all of his magical treasures had been ruined, and now locked in a trunk or on his hearth, with his last curse the warlock had inadvertently given him what he considered his greatest treasure of all, his daughter, whome he loves very much, and does not regret losing his former glory for a single second.
    From the moment she was born she had great talent in creation magic, and when old enough went on to study medicine, graduating with top marks. She wanted to help soldiers, and trained additionally to be a field medic for the front lines, after which she gave aid not only to the elves directly, but eventually to mercenary bands that would hire her. After one battle, she tended to the wounds of a heavily injured Ogre cavalry commander despite most others being too tired or scared, and out of gratitude he gave her his own elephant, Dashpacer Chaosmark - which she immediately gave a cutesy name, "Peanut", and made him her own packmule.
    Now she's at the Otium Ball because of her medical expertise and wide knowledge of surgery and poisons(because you just know that as long as there's more than one person in a room, someone's gonna want to kill someone else). And she doesn't charge as much as most of her competitors.
  • Equipment:
    • On her person, she's got her father's pair of daggers on her thighs for self defense* a relatively light and agile dress with some leather armor covering her vital organs, and a backpack with first-aid supplies - most importantly, a water flask. Hydration is key.
    • Peanut: A loyal elephant she got as a gift from a grateful ogre. Aside from carrying her clothes and stuff, Peanut acts as her mobile hospital, and carries a rolled-up medical tent, a few small fold-out beds and stretchers, medical instruments and supplies, and virtually every type of common apothecary supply (restoratives, potions, antidotes, herbs, etc ). She named him Peanut because it's his favorite treat, and there's a few bags of the beans in the saddlebags for special occasions, and he's always plotting ways to get her to reward him with them. The ogre-sized saddle on the top was changed to a bench that could fit a few people.
  • Abilities:
    • Is a doctor that is especially talented when it comes to surgery or poison.
    • While not a front-line fighter, she is skilled in the elf martial art of Bark Agam, which emphasizes dodging and evasive moves with either a dagger or bare fist, as well as efficiency in stopping threats. This, combined with her surgical precision, also makes her a good knife thrower if the need to entertain a crowd ever arises.
    • Creation Magic: She has tremendous command of Creation Magic giving her all sorts of druid utility spells, and can brew up all manner of medicines and antidotes.

If you want more stuff for the game's history, and don't find my stuff boring, I can totally make up all sorts of shit about her dad if needed. I imagine him in his youth as like, a noble with a monocle and top hat going around on adventures for the hell of it.

edited 4th Jun '13 12:41:45 AM by nman


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