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Andalia: Rise of the Dark King

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nman Since: Mar, 2010
#26: Jul 21st 2013 at 2:23:36 PM

Working on a signup, but I noticed there's no "skills" categorysad

NickTheSwing Since: Aug, 2009
#27: Jul 21st 2013 at 2:51:29 PM

Because it would probably come in handy, I'll add one.

Sign on for this After The End Fantasy RP.
kirant Since: Jul, 2009
#28: Jul 23rd 2013 at 3:27:57 PM

Character all written up, waiting on further interest from others.

MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
#29: Jul 23rd 2013 at 3:39:09 PM

I'm working on my character too.

Would I be able to use a Wild Card who changes sides depending on which personality is dominant?

NickTheSwing Since: Aug, 2009
#30: Jul 23rd 2013 at 4:31:15 PM

[up] Yeah.

[up][up] Looking forward to it.

edited 23rd Jul '13 4:32:09 PM by NickTheSwing

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dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#31: Jul 25th 2013 at 11:52:22 AM

Almost ready. Just have a few more things to add to the bio section.

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#32: Jul 25th 2013 at 10:04:22 PM

Whoops. Double-post.

I don't think I've ever put this much effort into a sign-up sheet.

So, a Knight Errant Blood Knight Combat Sadomasochist Type B Tsundere Lady of War. Who is an elf. But not one of those elves.

...This should be fun.

  • Name: Sir Merina Amonyen*, Knight of the Winter Fox
  • Race: Elf
  • Age: 175
  • Gender: Female
  • Appearance: Sir Amonyen, as she prefers to be called, has auburn hair cut short, even with her jaw line, and green eyes. She has a slender build, which belies her strength. She is taller than the average woman, about on eye level with most men. Typically, she will be seen in her battle armor, a finely forged set of plate mail. The most defining features of the set are its asymmetry, having a smaller pauldron on the right shoulder to permit greater range of motion and substituting a leather bracer for a steel one on the left forearm, its composite breastplate (made of two pieces, overlapping, for additional flexibility and to make it easier to breathe in), and its helmet, which is forged so that the visor, when closed, resembles a fox. Outside of her armor, she tends towards white clothing. And she’ll never be caught dead in a dress except for on special occasions. Not because she doesn’t like them, but because they’re very impractical.
  • Personality: Merina generally comes across as being reserved, though in a gentle way. She hates injustice, and inaction against it just as much. She is polite and dignified, even towards despised adversaries, and offers her foes the opportunity to acquit themselves in a similar manner.
    That said, this personality is somewhere between a genuine one and a façade, having been developed as an answer to her flaws; namely, her aggression and love of combat. Her aggressive impulses have been strengthened by being held back without an outlet for an extended period of time, and she has stopped thinking of them as part of herself to be controlled, and more as an evil to be contained. Inwardly, she refers to them collectively as her “dragon”, and she typically imagines them in such a shape, restrained with chains of star steel. In times of stress, she can almost hear it whispering to her, asking her to let it go, just for a little while, and let it “resolve” the problem for her. In times of anger, she imagines it roaring in fury, straining against its restraints. Gradually, the Dragon has come to represent not only her aggression, but all “negative” or “discouraged” emotions, from selfish impulses to physical attraction, which sometimes leads her to be uncertain exactly what she’s feeling if her self control slips.
  • Bio: Merina was a very combative child. The “games” she and her playmates had were usually more like fights, and many times, everyone would go home with a collection of bruises, scrapes and cuts from their latest “adventure.” Merina was the most athletic of the lot as a whole, and usually came out on top if anyone did. That said, more serious injuries were bound to happen eventually, and when one of her playmates ended up with a dislocated arm, she really didn’t know how to handle it. She felt so guilty, so horrified, that for a long time, she didn’t play with the others, remaining indoors when she would normally be out and about with the others. When the others finally managed to convince her that no real harm had come of it (the injury had been treated promptly and correctly, leaving no permanent damage), she rejoined her friends, albeit more cautiously than before. From then on, she kept a tight control on how she acted, trying to remain calm even with the most extreme emotions raging within her.
    Her love of a good scrap refused to be denied, however, and she found her urges harder and harder to control as her emotions strained against the shackles she attempted to put on them. It was this conflict, a desire for control, and a need for battle, which led to her decision to become a knight. But a wild, independent soul such as hers does not lend itself well to being a knight in service of a person of high standing. Merina rankled at the thought of being beholden to a lord or king of some kind, existing to serve their desires instead of finding her own path, and so took to wandering on her own. As luck would have it, however, she encountered a human, introducing himself as Sir Leonard Corby, who told her of an order of knights with no master outside their own ranks, existing only for battle in service of a righteous cause. Though small in number, and not incredibly prestigious, it was enough for her.
    Sir Amonyen was knighted in the spring of her 110th year, and dubbed “Knight of the spring bear,” in honor of her new entrance into the ranks of the knights. Her title has changed twice over the decades, with “Knight of the summer corn snake” being her second (much to her chagrin), a tribute to her valor and her swiftness in dealing with a group of marauders raiding outlying farms, with her most recent change being “Knight of the winter fox,” denoting her having survived long in her career and her willingness to turn to more guileful means to achieve a goal, when the overt course of action will not do.
    With her commitment to justice, she has as good a reason as any to desire the fall of the so called “Dark King,” and will pursue that goal to whatever end.
  • Items carried: Aside from whatever supplies she expects to need on a typical adventure (dried food, rope, a bedroll), Merina carries a kite shield, emblazoned with a white fox, and a moonstone necklace, formerly her sister’s.
  • Any Magic: Merina, unlike others of her race, specializes in psychic abilities (referred to by her order as “psionics” as their personal short-hand), and largely dispenses with earth based magic. She has no dislike for the magic her people often favor. She simply knows her people are associated with it, and uses that fact to surprise her foes.
  • Weapons: She carries two main weapons; Sovittelija*, “her” sword, and her knife, which is unnamed. Sovittelija is a bastard sword, designed for one or two hands, made of incredibly polished steel and wrapped in black leather (technically speaking, Sovittelija doesn’t “belong” to her, so much as to her order). Along the blade, there are several runes, each with its own particular effect, and each one different from the others, the tradition being for each knight who wields it to add (whether personally or by proxy, usually the latter) another. The first rune, and the first to be added to the blade, causes it to shine white light, effectively making it a torch in dark areas. Whether it shines while in its scabbard is a subject of heated debate amongst her order. The second allows for bursts of energy to be released on demand via a shout of “smite” when the blade is swung. The third and final rune causes the light of the blade to change to a yellow glow when undead are near.
    Her knife is no less fine, but much more mundane (and actually hers). Too long for a dagger, and too thin for a proper short sword, having single edged blade with a golden-hued hilt, her knife has a backwards curve near the end of the blade, coming to a point slightly behind the back edge, making it slightly less suited for stabbing, but slightly more for slashing. Conversely, its hilt has a forward curve near the bottom, to help in fit more comfortably into the palm.
    However, to make the most of her psychic powers, she also carries along an array of daggers, flechettes, and the odd kunai from a few would-be assassins. Typically, she’ll simply “throw” them, but she’s not too proud to sent them whirling around her body in a maelstrom of blades if she needs some breathing room.
  • Skills: As a knight, Sir Amonyen has been trained rigorously in the art of battle, as well as in more courtly matters, such as poetry (which she despises with a burning passion) and dancing (which she loves as much as she hates the former). She knows basic survival skills (hunting, cooking, finding water), and the athleticism that develops over decades of battle training makes her agile and strong. She favors bastard swords, wielding them in one hand, with a shield in the other, under normal circumstances, and she’s quite handy with her knife, as well, though short blades of other styles might throw her off by being balanced differently.
  • Other: Though many would consider "Dame" more fitting, "Sir" is, in fact, her correct title, as her knighthood was bestowed independently of any order of chivalry. Use of the more feminine "Dame" or "Lady" embarrasses her greatly (and typically earns the offender her momentary ire), as she quickly attempts to rectify they error without making a spectacle of herself.

edited 25th Jul '13 10:27:45 PM by dragon573

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#34: Jul 26th 2013 at 7:04:47 AM

Good to be back. Did you notice the Shout-Out to Jarl from The Great Storm?

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
kirant Since: Jul, 2009
#35: Jul 26th 2013 at 2:39:22 PM

I've got to ask: what is the expected strength of these characters?

If there's going to be a focus on combat, I may need to do edits (AKA "pick different OC"))

NickTheSwing Since: Aug, 2009
NickTheSwing Since: Aug, 2009
#37: Jul 27th 2013 at 7:40:15 PM

For Musik:

  • Name:
    • John Doman (plain text)
    • Urgaz Warhammer
    • Merth the Cold
  • Race: Fusion Zombie (Human, Orc, Human)
  • Age (All ages are accurate to when they died)
    • 25
    • 47
    • 59
  • Gender: All male.
  • Appearance: The fusion zombie has an attractive face, with short brown hair and blue eyes (John). Below the neck is slightly different. It's home to a large, muscled green torso, legs and feet, which are all generally covered in scars (Urgaz). From the shoulders spread two muscular arms (John), which end in small, crooked hands, which are slightly charred and burnt (Merth).
  • Personality:
    • John is a poor, cool headed villager from a small town. He's probably the most reasonable of the groups people. However, he is also very adverse to fighting, as he still doesn't really grasp the concept that a) He can't really feel pain, and b) He's fighting with the experience of a trained warrior and a maniacal wizard. He does strive to help the "good guys" though. Usually for free, much to Urgaz's chagrin.
    • Urgaz is a trained Orc warrior, who proudly put down anyone he was paid too. He's also very superstitious, and believes that by collecting a tooth from every enemy he puts down, he can unlock there power. He wears these teeth in a necklace around his neck, and is known to get very annoyed when its ripped off and hiden when he's not in control. He doesn't give a damn who he's fighting as long as he's getting some sort of reward.
    • Merth is your standard evil death wizard in an odd situation. He doesn't want to have to put up with the two morons he shares his body with all the time, and he's likely to remind you of that. A lot. He's also a devout demon worshipper, and is constantly trying to convert John and Urgaz. He's also quite smart. Which is also something he likes to remind people of. He fights for the dark king, whenevers he's actually in control, anyway.
  • Bio:
    • John spent most of his life in a small village farm, doing farm stuff. Fortunately, this made him strong and muscular. Unfortunately, it, along with his good looks, also made him a good choice for the arms and head of a fusion zombie. When Seena the Black came and destroyed his village, those two just happened to be the two parts she picked out. John served as her obedient zombie for a few years, before her control over him was broken, and he, Urgaz and Merth agreed on the first (and last) thing they've ever agreed on, and killed her.
    • Urgaz was a hired mercenary, who made a career out of killing whoever needed killing. He'd worked for demons, kings, sorcerers, priests... This all changed when he was hired by Seena the Black, a dark magician who wanted some rats removed from a cave. The cave actually turned out to be her den, and the rats actually turned out to be an elaborate death trap, from which his torso, legs and feet were extracted. Urgaz served as her obedient zombie for a few years, before her control over him was broken, and he, John and Merth agreed on the first (and last) thing they've ever agreed on, and killed her.
    • Merth was an evil frost magician who spent most of his life falling into second best position behind his mentors daughter (and his first love), Seena the Black. However, he finally decided that enough was enough, and marched into her cave, preparing to give her a piece of his mind (literally. He was a Mage after all). The fight lasted five minutes, in which she burned him to a crisp. Realising she'd gone a bit overboard and wouldn't be able to ressurect him, Seena preserved his hands, and went on the search for other body parts for a fusion zombie. Merth served as her obedient zombie for a few years, before her control over him was broken, and he, Urgaz and John agreed on the first (and last) thing they've ever agreed on, and killed her.
  • Items Carried: The whole "zombie" thing comes with the perk of not really needing supplies or proper bedding. He does usually carry around a necklace of teeth though, if Urgaz is in control. He also wears a simple suit of steel armour, which isn't very easy to move around in. Any free space in the suit is also stuffed with ice, as ever since Seena died, the body has started to slowly decompose.
  • Magic: Merth has given the zombie a great knowledge of ice magic, which he uses to, along with other things, keep the ice in his armor from melting.
  • Weapons: He carries around the Warhammer which Urgaz was named after into battle, along with a short knife from Johns farm, which he uses mostly for show, as, compare ego a Warhammer, it kinda sucks. Urgaz does find it easier to use it to extract teeth with then his bare hands though.
  • Skills: He's a skilled warrior, thanks to Urgaz's background, and is also quite good at magic, and able to understand more of its finer points thanks to Merths knowledge. John also contributes a great knowledge of all things agricultural.

edited 27th Jul '13 7:40:34 PM by NickTheSwing

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kirant Since: Jul, 2009
#38: Jul 27th 2013 at 11:58:56 PM

[up][up]

Character inadequacy is striking me tongue. I mean, my current plans probably wouldn't stand up against a couple of soldiers (basically reading as "fair mage with low constitution") let alone keep up with a super sword and fairly powerful sounding zombie.

So what would be the call there? Re-write or just post and see if I fall behind during fights?

edited 28th Jul '13 12:41:06 AM by kirant

kirant Since: Jul, 2009
#40: Jul 29th 2013 at 11:50:14 PM

Think I'll just swap out characters. It's hard to power up the one I had before, even with the above additional information.

kirant Since: Jul, 2009
#41: Jul 31st 2013 at 10:36:56 AM

Hopefully I missed nothing here tongue

Name: Alie Mac Kenzie

Age: 20

Gender: Female

Race: Human

Appearance: Alie doesn't look like your normal traveller. Honestly, she's someone you'd expect to be running around a castle or working a shop instead of walking the roads of the world. Her lengthy black hair extends down to the small of her back and has a "taken care of" look. Of average height, she would be better of described as having a slender frame, though neither slender nor thick would be an accurate description. Through her grey eyes appear a soul of unassuming calmness. Alie is typically found in travel wear, which includes fine green clothing and black boots covered over with a leather breastplate, bracers, and leggings. On her right side is her blade and typically, she'll keep her possessions in a backpack.

Personality: There always seems to be something going on in the mind Alie. She is continually observing and maintaining the world around her to keep it in line with her goals. To this end, she can be manipulative and demanding at times. And to reach said ends, everything is available in the playbook. Bribery, threats, theft, and possibly even seduction if traditional methods don't work. To Alie, the world works and can be directed to work.

There is also a sense of being always correct in such a mind. Her actions are done by internal judgment of the world and will rarely stop to consider that her judgment is wrong. The emotions of others' can be easily stepped on from this. Because of this, she can be extremely blunt in her comments and can appear stuck up or only looking out for herself, regardless of her actual goal. This is furthered by having her own schedule for everything and anything - if she's late, she's not terribly concerned...unless it impacts her plans. Despite being a friendly person to be around once known, Alie dissociates herself from strangers, even law officials. The law and rule thereof are merely restrictions placed on her and can be ignored when necessary.

Finally, it's important to note that there's nothing stopping her from taking a run at things if she feels compelled to. Quite a mischievous and independent person at heart, if Alie sees something and she's interested in using it, there's virtually nothing that can stop her. Not being told, not having law enforcement on your side, and not putting threats to her. She'll look for a way around all the above and get her way, come hell or high water.

Bio: Born to a military captain and his farmer wife, Alie has been constantly testing her boundaries. Finding herself under fairly strict supervision as a child, she'd look for escape routes or half truths to confuse others and get her way right from the start. It wasn't rare for her to attempt to "jailbreak" her way from the house, even if it meant punishment afterwords. It was there, she was bored, so she simply had to do it. This happened early and often with friends too, where she'd find a way to manipulate or convince someone to get her something despite her legally not being (technically) allowed to find it through use of charm or words.

This spirit kept with her all the way through her childhood, but ran her into some true confrontation as she got older. Wanting to investigate local rumours of corruption, she asked about joining the military, to which the answer was a swift and brutal "no". But Alie's mind was already made; asking her father was simply just a formality. She had already found a false name and bribed her way in. Her search already underway, it all came to an abrupt end when she was spotted by family, which caused an immediate estrangement by her parents, finally tired of her antics.

After concluding her work with the military, Alie decided to walk the world a bit, picking up money and housing through work.

Items carried: Having been estranged from her family fairly quickly, Alie carries what are effectively bare essentials. Currently (not including weapons), she owns a map, some travelling food (and water), a pair of knifes, a makeshift tent and bedroll, and a necklace, the details of which she's careful not letting people know. She'll sometimes carry local goods for the sake of sales in other regions of the world for a little extra money.

Any Magic: Alie has had little professional training in magic and its effects, though she had expressed interest in the elements of water and ice at a young age.

Weapons: Located on the right of her body, Alie's primary weapon is a one handed steel estoc, too thick to really be called a rapier. Brown cloth for a handle, the hilt is circular, protecting the wearer's hand from most attacks from the front. Though the blade is designed for piercing attacks, the edge has been sharpened so it can be used as a slashing weapon, albeit ineffectively due to the unusual balance.

Skills: Given her history of use of numbers used to achieve ends, it would come as no surprise that Alie is a competent salesman and can effectively judge the value and price of objects. Having been (somewhat) trained in the military, she has a comfortable understanding of armours and weapons as well as how to use them with basic efficiency.

It should noted that she can effectively come up with false statements without skipping a beat in conversation.

Other: As should be pretty obvious given her sword is on her right side, Alie is left handed.

Will bring up more as points in the RP if any come up. I find my characters run better when they aren't fully described up front.

edited 31st Jul '13 1:03:13 PM by kirant

NickTheSwing Since: Aug, 2009
#43: Aug 5th 2013 at 9:00:14 PM

Given that my school is finally dealt with, we can begin. We will start tomorrow.

Edit: Checking in first, I am sorry for the delay. Something came up.

Is everyone still here?

edited 7th Aug '13 3:58:12 PM by NickTheSwing

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kirant Since: Jul, 2009
#44: Aug 11th 2013 at 8:05:57 PM

Still here. Waiting around, though I'll be missing at the end of the month for a while.

NickTheSwing Since: Aug, 2009
#45: Aug 11th 2013 at 9:50:43 PM

Another check to see if everyone else is still here. I've had to alter the schedule due to a few...complications.

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Ulqahart Since: Jul, 2013
#46: Aug 12th 2013 at 12:21:26 AM

Interested. I'd just like to get a grasp of the kinda world and what not it is before making a sign up, think I'll go for a wizard/long range weapons/bunch of blowy up stuff and trap stuff so he can run around laughing while killing people with a hood up. Yep. That seems right.

If you are looking for a prize in the box, their is none. Only more cardboard.
MusikMaestro from Ireland Since: Jul, 2012 Relationship Status: Heisenberg unreliable
NickTheSwing Since: Aug, 2009
#48: Aug 12th 2013 at 1:46:21 PM

[up][up] There was actually a previous RP, and I have a whole worldbuilding topic containing notes on my verse's magic, what it can do, and et cetera.

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Dragon573 Sanity not included from Sitting at a bonfire Since: Jun, 2016 Relationship Status: Wishfully thinking
Sanity not included
#49: Aug 12th 2013 at 5:11:57 PM

Still here.

It's kind of funny. Sufficiently advanced stupidity is like sufficiently advanced science; eventually, you find something you can't solve.
NickTheSwing Since: Aug, 2009
#50: Aug 17th 2013 at 9:44:15 PM

Sorry about the wait, but its gotten started. Things had just happened over here.

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