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TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#1: Oct 29th 2020 at 11:38:24 AM

The Gods are dead. Their corpses lie strewn across the empty Temples of Divinity. The Thrones are empty, unclaimed and discarded. The realms are thrown into chaos, as a new age of strive and war begins. The primordial Titans shake in their slumber, their shackles waning. Should they awake, they will destroy the realms, which are built upon their dormant backs. To make matters worse, demons and monsters spill forth from the void, flocking to bloodshed like moths to the flame.

Order crumbles and the Void claims what cannot prevail. The order of civilization demands a new pantheon. New gods, to uphold the fragile chains of reality and throw back the hordes of darkness. So it has been done before, so it needs to be done again. Cycle upon Cycle...

And so, fighters from across the Realms begin their journey to the Cradle. The birthplace of gods. This ancient, eldritch place is brimming with power and is the only way to reach the Temples of Divinity. The journey, however, is an ardous one. For each contender has to brave the dangers of the shattered remains of former divine worlds. These Shards are populated by the Forgotten, Cursed or simply Abandoned. Each is ruled by a Pretender, a being that failed to become a true god, but was too powerful to return to the mortal realms. To best such beings is a feat worthy of legend and rewards the victor with a piece of their power. As such, as one travels through the shards, one attains more and more divine might.

But even so, this will not be easy. Other contenders might strike at any moment and the Pretenders themselves are powerful, indeed. It may take many generations, before enough heroes reach the Throne to create a new pantheon. And the longer it takes, the more the seams of reality fray.

Time is of the essence, hero. Will you ascend to the Throne? Or will you fall in the Cradle of Gods?


Welcome to this new Battle-RP. This is a game inspired by Warhammer: Age of Sigmar, Divinity 2 and various others high fantasy settings. The aim is to provide a action-packed adventure for the players, who will fight through various stages, evolve their characters and unveil the mysteries behind the Fall of the previous pantheon.

The setting is generally high fantasy, with a lot of freedom for the players to design their own races, cultures and backstories. The Realms are massive in scale and can include any fantasy-culture that you can think of, be it arabian, norse, indian, etc. The only basic rule is that we are staying in the middle-ages technologically speaking. So no guns, cars, spaceships, etc.

You are playing a hero, that has been send to the Cradle of Gods, an ancient, eldritch location between the Realms, that is the only way to the Thrones of the Gods, which now lie empty. Wether your character is doing this out of their own free will, had been forced, chosen by elders or claimed the right by combat, is up to you. They will however team up with other player-characters in order to become the new pantheon.

The focus of this RP will be cinematic action, epic fantasy and mythic threats. Your heroes start out as already being super-powerful by mortal standards and will by the end, hopefully, become truly cosmic powers. You have a lot of freedom to design your characters and powers, just let them be thematic and fit within a fantasy-setting. Also, try to avoid obvious OP-abilities, like time-travel, teleportation and the like. You characters can have magic, but all they do should still fit in your standard heroic power-level. General rule of thumb should be, that you start out as someone able to beat 10-20 fighters on their own.

Here is the link to the Discord-Server. Feel free to join for discussing your character, questions, feedback, etc.


  • Name: Your characters name. This can be both their real name and their nickname/title.

  • Age: Your characters age.

  • Race: Please describe your race here and include some brief backstory/summary, if they are traits to it that don't follow standard fantasy-tropes. For example, should your Blood-Elves be cannibals, this might be a good place to mention it.

  • Appearance: Looks and physical traits of your character, including equipment.

  • Personality: What is your character like? Quirks, likes and dislikes.

  • History: The backstory. Please recount your characters life here. Important are also the reason as to why they have traveled to the Cradle of Gods and what exactly motivates them in general. If you want, you can also describe their civilization here and what their recent history is. That last part is optional, though.

  • Abilities: Describe here what skills, abilities, etc. your character has. This can include everything from fighting-style, to magical abilities all the way to magical trinkets. Everything that describes how your character fights, what he uses and so on.

  • Throne: This is the divine dominion your character wants to claim. Choose one throne of your choosing, be it Death, Storm, War, Light, Darkness, Life, etc. This is the type of god your character aims to become and will influence in what ways his powers will develop later on.


Accepted Characters:

Edited by TheNohen on Apr 18th 2023 at 8:27:25 PM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#2: Oct 29th 2020 at 12:51:59 PM

Interest!

Edited by JumpingFruit on Oct 29th 2020 at 12:52:26 PM

I wear the skin of the Elder Things, having come unto my own.
Booky Since: Sep, 2015
Taco Since: Jan, 2001
#4: Oct 29th 2020 at 8:31:27 PM

  • Name: Thrice-Owned Sword Inscribes The Horizon ("Sword")
  • Age: 26
  • Race: Oni. The Oni are an old species of ogre, unique for being magically talented as well. Raw energy is in their blood just like raw force suffuses their muscles. For the most part they keep to themselves in the dark places of the world, aside from the occasional raid, which has allowed them to develop an intricate, insular culture and pictorial language that runs into a lot of problems when translated—hence Sword's name, which is one character when written. In particular they have turned their magic towards illusions, in order to be left alone until they choose to not be. Their ability to stay hidden and forgotten has also made them excellent in organized crime. The Oni Guildsmen are talented traffickers and shit-kickers, and across the Realms they might not be the strongest gang, but they're certainly the most ubiquitous. Their current leader is an old Oni named Wine.
  • Appearance: A bright red Oni with a pair of short conical horns coming out of her forehead. Wears bandages on her hands, a black buttoned-up coat with gold trim, and black poofy pants with "KILL" written on the butt. Short, spiky hair, stands at about 5'8, and fairly muscular. Always has some sort of pipe, cigar, or joint in her mouth.
  • Personality: Sword is immensely proud of how far she's come now that she's joined the Oni Guilds and put her talents to good use, and she holds onto that at every opportunity. She second-guesses herself under the general umbrella of "intense impulse control" at all times, and looks down on other people who can't do the same—though she also sees it as an opportunity to teach other people. The Guilds also showed her just how important friends and connection are to her, and if she's travelling with the new gods of this world she's not here to make enemies: she's here to give her people a corner in the new world. Fighting is to an end too. She doesn't start a fight without considering exactly what she's going to accomplish with a beating.
  • History: Sword grew up poor, in Oni Guilder territory. She shuffled from orphanage to orphanage, living straight-up homeless for a large stretch of it too, kicked out from nearly every place she stayed for all sorts of reasons. Mostly fighting though; she felt like her blood was full of oil or something, unable to sit still. It went alright for the most part, until she tried to lift a Guildsman's wallet. The man grabbed her wrist, but she only doubled down and headbutted him. It didn't do anything, but the guy, Screw, took her in, liking her spunk. She rose to prominence in the Guilds as a legbreaker and a cleaner for the gangs, a martial artist without peer. When... current events... happened, the Guilds saw an opportunity anywhere but the Cradle. With the world's mightiest heroes and world powers occupied pursuing godhood, the majority of the organization has put in effort towards expanding their operations in the physical realm. Sword thought different, and volunteered to pursue a Throne for the Guilds while they focused on infrastructure; they wouldn't need her anyway.
  • Abilities:
    • Sword, contrary to her name, is an excellent bare-knuckle brawler. Her style most resembles conventional boxing, but incorporates a great deal of improvised strikes and holds she's homebrewed.
    • She never had a knack for much magic, but in part her own vanity led her to learn how to magically construct a convincing body double, capable of being a perfect copy of her able to effect up to two senses at once—visible and audible, or silent but solid, for instance. The dupe can't move far from her, no more than three meters, and past one meter she has to actually focus to move it around.
    • The Hand That Takes: Sword's strength is supreme, able to remove trees and limbs from their moorings with a pull and shatter bone with a strike.
    • The Dark Project: Sword's greed manifests as a drive to steal and make all that exists hers: in the future her worshippers will call that drive The Dark Project. At present she can teleport any loose object she can see into her hands from up to 100 yards away.
    • The second form of The Dark Project reflects the second lesson of the Throne of Greed: to simply take is not enough. To mantle the Throne of Greed is to bear a great and terrible hunger, and to possess the gravity to draw all you desire towards you. Sword possesses a kind of telekinesis that can exclusively be used to physically draw objects she can see towards her as if she was pulling on them with her arms.
    • Godly Fortitude: The hunger of greed will not be stopped by plain arrows of dull metal, produceable in the thousands. Sword is yet more durable and less likely to harm herself from overexertion now.
  • Throne: Treasure, or Greed. Sword wishes to be a saint to all those that would surge up past their station.

Edited by Taco on Jun 20th 2023 at 5:50:38 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
LilyTheLitten The Light That Blinds from Rarepair Hell Since: Apr, 2020 Relationship Status: Above such petty unnecessities
The Light That Blinds
#6: Oct 30th 2020 at 12:47:40 PM

Alright. This will probably need to be edited, but for now, I'm happy with it.

  • Name: Valentin Trémaux (or simply Val)
  • Age: 19
  • Race: Human. A diverse race spread out all over the Realms. Strength: no weaknesses. Weaknes: no strengths.
  • Appearance: This cutie right here. Be careful; looks can be deceiving.
  • Personality: Val is always smiling, incredibly blunt, and has a very morbid sense of humor. He has almost no filter, and always says what he thinks regardless of how others will react. Val is also startlingly cynical, but is rather cheerful in the way he goes about it—he'll laugh and smile and crack jokes about horrible painful death (I did say his sense of humor was morbid), but on the inside, he's certain that whoever he's talking to has ulterior motives. He's also pretty used to blood and gore—he's an assassin, after all.
  • History: Valentin Trémaux was born in Roussons, the City of Eternal Moonlight, and from the moment he was old enough to pick up a weapon, he was trained in using it. His father, Vincent Trémaux, was a member of the Loups Fantômes, a group of assassins who were often hired for political reasons, and he wanted his son to follow in his footsteps. Val's mother objected to the plan, but her complaints were quickly silenced, and Val grew up learning the art of assassination. He was recruited into the Loups Fantômes at seventeen, and spent the next two years taking contracts, killing people, and trying to ignore how much their friends and family grieved. How much they cried.
    • Then came the Fall. While everyone else was busy freaking out, Val entered his superior's office, dropped a resignation note, and disappeared. He was off to the Cradle with no aspirations of fame or fortune—he just wanted people to not cry anymore.
  • Abilities:
    • The Basics: You see that stick with a heart on the end? That's a staff, and Val uses it as his weapon. From awesome stunts straight out of action movies to just whacking people on the head with it, there's no denying that Val is incredibly skilled with it. He is also trained in stealth, several melee weapons, and carries ten types of poisons. Oh, and he's also very fast (but at the same time, very fragile).
    • No Animals Were Harmed In The Conversion of This Attack: With a thought, Val can change any projectile attack aimed towards him into something silly and harmless. A glob of acid becomes a swarm of butterflies, for example. (First Ascension)
    • Enhanced Dexterity: Val can precisely control his movements and muscles. He could, for example, reach through dangerous narrow tunnels, keep perfect balance, or juggle effortlessly without ever tripping or wobbling. He's able to regain balance or bounce back to his feet quickly, and can fight at seemingly impossible angles and positions. (First Ascension)
    • Ascension Gives You Wings: Speaking of butterflies...yeah, Val's second ascension got him a pretty pair of big butterfly wings. Right now, they do little but look pretty, though he can use them to hover for, like...a few seconds. (Second Ascension)
    • Social-Fu: Val can sense emotions from those around him; not just joy, but any emotion. He can't sense the cause of these emotions, but he knows they're there...which makes him very hard to deceive. (Second Ascension)
  • Throne: Joy. Despite his cynical outlook, Val genuinely wants people to be happy, even though he doesn't believe he'll accomplish much.

Edited by LilyTheLitten on Feb 4th 2024 at 3:20:10 AM

"Kept me waiting, haven’t you? Tch. No matter. Dawdle all you’d like. In the end, your defeat remains inevitable."
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#7: Oct 30th 2020 at 1:03:24 PM

[up]Accepted. [tup]

Edited by TheNohen on Oct 30th 2020 at 7:42:50 PM

JumpingFruit An Ordinary Oddball from R'lyeh Since: Feb, 2018 Relationship Status: Having tea with Cthulhu
An Ordinary Oddball
#8: Oct 30th 2020 at 8:48:27 PM

  • Name: Poppy Blake
  • Age: Unknown, somewhere in mid-teens
    • As she was considered cursed, her name and birth date were never entered into her village's records.
  • Race: Human(?)
    • In reality, Poppy is considered a Scion Sorcerer, a human with magic in their heritage due to their ancestors interbreeding with or otherwise obtaining power from magical creatures or gods in the past. Their magic may or may not mesh well with their mortality, leading to those who don't know about their origins to consider them "cursed" and shun them. Poppy is a Scion of Grandfather Vector, a jolly Old God who likes appearing as a handsome, if skeletal, man in his prime who governs disease and death as well as wisdom and stories. Though worshiping him has been outlawed in most places, adherents of his religion believe that the gifts he offers include the capacity for "rebirth," among others.
  • Appearance: Poppy is a short, almost skeletal-looking girl with dark hair and a sunken green left eye. She mostly dresses in dull, sensible clothing with patches lovingly sewn onto them. Most notably, her left hand and lower arm is literally bone with a few desiccated sinews woven through them, a terrible sight to behold—therefore, Poppy covers it up with a long leather glove. Also, she wears an eyepatch embroidered with a single white rose over the scar left behind by her missing right eye. She stands and walks slightly slumped over and often cradles her transformed arm.
  • Personality: Poppy tries to remain cheerful and kind despite the terrible situations that her curse plunges her into. Though she herself is in a bad place, there is no reason why she can't help others. Additionally, she conceals a kind of stubborn pride, and refuses to let anyone else look down on her because of her infirmities. Thus, she often pushes herself beyond her limits, with varying results.
  • History:
    • Poppy was born under what her village elders called "an unlucky star," as she inherited the same hereditary "curse" that killed her father, which gave her magic at a price—the first manifestation of which was subtly sapping away at her mother's life when she was being birthed, killing her mother in the process. Unsure what to do with her, the village elders ultimately decided not to record her birth, fearing that she might bring bad luck.
    • She was bounced around from caretaker to caretaker, with each of them rejecting her because whenever she was around, plants died and people mysteriously sickened. Finally, after Poppy was denied a meal one time too many, her mana was unable to be replenished, leading to her magic trying to consume parts of her body and any living thing around it in order to keep itself stable. This incident caused the degradation of her arm and eye.
    • That was when Poppy decided that she was too terrible of a burden on those around her, stating that she would leave her village and set out to seek godhood so as to better ease the suffering that entropy and decay inevitably brought into the world, as well as to attempt to use her terrible powers for good. She was certain that nobody would weep for her if she perished, and thus began her journey, not even once looking behind her.
  • Abilities:
    • Disciple of Decay: Poppy's magic has low instant stopping power, but can prove dangerous with enough time. It causes things to putrefy, break down, and otherwise degrade over time, which isn't something that most mages consider terribly threatening at first. However, Poppy's magic, when directed towards other magics, immediately starts eating away at them and nullifying them. No matter how powerful the magic, if given enough time, Poppy's magic can weaken it by draining away the mana powering it. If she is consciously directing her power at a target, its efficacy increases. If she absorbs enough mana, she can also use it to heal herself if she has been injured in any way.
      • Poppy was born with a low ability to generate her own mana, but an exceptional ability to store it, leading to her needing to obtain mana from outside sources. Outside sources include food (which, due to being made from things that were formerly alive, contain small amounts of mana), other living beings/mages, and even natural deposits of mana found in the environment (which are usually too potent for normal mages to utilize). In the latter case, Poppy's magic weakens it enough so that she can safely absorb it. If she cannot obtain enough mana to sustain herself, her magic will start consuming her body in an attempt to stabilize itself, leading to her current consumptive "illness."
      • Poppy cannot contract any other ailments other than what she already has, since her magic kills any other organism that attempts to infect her. Likewise, her illness isn't really an illness, it's just her magic causing havoc to her body. The fact that her magic spares the digestive bacteria that's already in her body (keeping Poppy alive) makes one question if her magic is a separate parasitic entity or has a mind of its own if one has knowledge of such things.
    • Rot Apostate (A1): Poppy gains the ability to sense life signs with more accuracy and at a greater range than before. She can determine the condition of wounds and gain an instinctual knowledge of a creature's anatomy by touching it for a few minutes. Following this, she also has the power to perform equivalent exchanges of life force, transferring one being's life energy into another to help them heal faster and ease pain. This is not instant healing, but it can promote the process and prevent complications from arising. If she channels life into a surface where flora and fungi will grow, then she can create small blooms and growths for use in medicine or food. As long as there's life, there's hope, but life cannot come from nothing. If one wants to bring hope, then one must take an equal amount of despair upon oneself. That is the law of the world.
    • Crawling Caducity (A2): All creatures constantly strive to bring themselves closer to their hopes. Sometimes their desires persist even beyond death, passed on to their loved ones. In death and in life, their hopes compel living beings to move, so that as long as hope is alive, life can be considered present. This power allows Poppy to tug on the desires present in all beings so that she may puppeteer them. She may share senses with those being controlled or numb those sensations at the cost of taking up the burden of feeling them herself. It works on a total biomass up to about a dozen people and works better on creatures considered to be pests or vermin, and controlling inanimate or dead things is easier than controlling something alive, because it can be resisted with effort similar to snapping strings puppeteering one's body. Poppy can also puppeteer her own body to a degree, but due to her relative fragility, this will usually be a bad idea.
  • Throne: Hope
  • Misc:
    • Poppy is very good at housework-related chores, including cooking, sewing, washing, cleaning, etc. However, Poppy loves embroidery the most, and can cover stitches with embroidery to make mended tears look like nothing more than ornate decorations.
    • Poppy brought a leather knapsack full of her belongings and a sewing kit on her pilgrimage to the Cradle of Gods, discarding all other fripperies.

Edited by JumpingFruit on Mar 23rd 2023 at 3:53:24 AM

I wear the skin of the Elder Things, having come unto my own.
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#10: Nov 1st 2020 at 5:47:14 AM

A query: would a pirate be allowed in this, assuming flintlocks/other similar early weapons would be barred as well under the no guns thing?

bork
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#11: Nov 1st 2020 at 7:12:53 AM

Pirates existed pretty much since there were ships on the sea. Just wouldn't be your stereotypical caribic pirates. Vikings, for example, are technically pirates.

But to answer the question, yes, pirates are allowed.

Edited by TheNohen on Nov 1st 2020 at 4:13:08 PM

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#12: Nov 1st 2020 at 7:22:42 AM

Brilliant. Would a British style pirate work okay then?

bork
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#13: Nov 1st 2020 at 7:25:56 AM

Sure, depends on what you're going for, obviously. If you want, join the discord and we can discuss further details.

Enirboreh AKA Nixer from the domain of infinite floof. Since: Jul, 2015 Relationship Status: Non-Canon
AKA Nixer
#14: Nov 1st 2020 at 8:54:12 AM

POIRAHT


  • Name: (Captain) Caitlin Jessamine Holloway
  • Age: 29
  • Race: Bog-standard human. Any claims of bestial background in her family lineage are erroneous (and probably sarcastic) at best.
  • Appearance: Her good side. Her bad side. Stands around 6' in height, give or take a few inches. Has a smattering of scars all over her body from her slipups, which she tastefully attempts to cover up with varying success. Her right ear is mutilated into uselessness, which she notably keeps hidden behind her hair. Seems to have a sense of style, and carries herself with a high degree of confidence—on occasion, she'll wear a heavy jacket over the top of her usual attire to combat harsh weather. When casting her magic, the tattoos on her left arm glow an otherworldly blue.
  • Personality: Caitlin likes to think herself fair and courteous, though more often than not she comes across as distant and sardonic with very little ability to hide her inner greed. She possesses an almost deranged spark for danger and adventure, and her superficially refined mannerisms belie a brutality that rears up whenever she's unable to get what she wants—a borderline animalistic rage that gives her the urge to massacre anyone in her path who opposes her. However, for the sake of politeness she's managed to keep this aspect of herself mostly under control, and though she still retains her hatred for letting others take charge she's much more likely to sulk in resignation than lash out in indignant violence. Barring her status as a control freak, Caitlin can be quite pleasurable to be around when relaxed; as a somewhat sillier and fun-loving side comes out whenever downtime is offered to her. Though she prefers practicality over displays of sympathy, she's hardly wicked in her intentions—and as much as her greed can tempt her, she oftentimes finds herself sticking her neck out for whatever allies she's made without even thinking. For the sake of her reputation she considers this irrational and sloppy, but off-record it's clear she has zero intention of breaking this habitual occasional selflessness.
  • History:
    • Originating from a realm where piracy has flourished early, Caitlin initially was born to the Halloran clan in Dh'ireime—one of many floating cities upon the ocean—but after a coup was staged the political upheaval forced the family to flee the city and escape to the only comparatively safer Vanorant. Changing their names, the now so-called Holloways tried their best to work towards a stable lifestyle, with Caitlin's father Jacob working in Vanorant's city guard.
    • However, income was poor and the scope of work was abysmal in Vanorant, and it wasn't long until the family had to take any opportunity they could get (sometimes unlawful) simply to survive. Over time, Caitlin grew to become accustomed and even excited by the prospect of stealing, learning to indulge in taking what she felt was hers despite her family's insistence that it was merely to get by. Admiring the sights of ships passing by during her teenage years, Caitlin began to concoct a plan—convince her guardsman father to train her in the ways of combat for her own self-defense (which was true enough), and once she was experienced enough hijack a ship in order to seek prosperity for her family.
    • Of course, this plan only barely worked. The secondhand training from a lone guardsman meant very little when Caitlin was faced with almost the entire armed forces of Vanorant's home guard, but she'd taken the initiative in hiring out an crew beforehand. Taking the guardsmen by surprise, her cobbled-together crew (mostly consisting of bored and workless drunks from the local tavern) managed to hold the line long enough for the ship to be guided out of port, and after around 20 tense minutes spent trying to shake off their infuriated pursuers the pirates ultimately managed to slip away with only moderate losses. Prideful, they so began their new careers under Caitlin's direction—then amateurish and reckless, but soon to be refined into a truly dangerous leader.
    • The Fall came suddenly and affected all, and as much as Caitlin urged her crew to remain calm there was no disguising the fear and anticipation present after the event. With years of experience now under her belt, some unholy supernatural abilities thanks to the odd accursed relic or two she and her crew had plundered, and only a modest notoriety thanks to her new sense of caution, Caitlin elected to disband her crew and take matters into her own hands—after gifting them each a lucrative share for their service to her, she promised that she'd eventually return to make piracy a much more lucrative task for them all. A sentiment that seems all too familiar for her, and the fact she'd never returned to her original family only serves as a grim reminder of her tendency to abandon others for her greed.
  • Abilities:
    • Swordfighting: Under her father's tutelage, and with plenty of practice training in the seas, Caitlin has become adept with arming swords; more specifically the falchion that she currently wields. She is swift and graceful in her style, yet emphasizes directness and dirty fighting to contrast this—having no reservations in brutalizing her opponents if it means a swifter and more certain death for them. Caitlin has trained herself to be ambidextrous, but her preference remains with her right hand—that and she cannot utilize her magic whilst holding a sword in her left. Caitlin is also athletic, and uses her manoeuvrability in combat to intimidate and throw off her enemies.
    • Black Magic: Amongst coin, spices, sugar, and many other trading commodities, Caitlin and her crew have occasionally stumbled upon relics corrupted with black magic—which they have cautiously taken advantage of, and made sure to use sparingly to avoid painting an even bigger target on their respective backs. Caitlin in particular has imbued several dark spells into the tattoos on her arm, and are as follows:
      • Windblast: A highly concentrated blast of wind strong enough to knock a grown man off of his feet, acting almost akin to a shotgun blast in most scenarios. At the cost of her arm's wellbeing, she can prolong the blast to an extent no more than a second or two longer than normal.
      • Swordcall: The ability to remotely call her falchion back into her grip if she's disarmed (albeit only if she's within visual range), though she has to physically catch it and it has a frightful tendency of picking up speed the longer away it is. It only works so far with her one falchion, as she's magically tied it to the spell.
      • Black Spot: The ability to mark a target with an ominous black spot via physical touch, which is impossible to remove by mundane means and allows Caitlin to track said target for a maximum distance of 70 leagues. The spot itself transfers from her tattoos onto the target's flesh, and as such looks as though it's part of the person's skin when active. Even when the target is out of range of Caitlin's tracking ability, the black spot itches to remind her target of their fate—but while they're in range of her, the black spot will begin to burn painfully, to the point of agony if they get too close to her.
      • Kraken's Reach: A tentacle that can sprout out from Caitlin's tattooed arm with enough strength to pull in human-sized enemies towards her, pull herself up to vantage points it can hook around, and generally be used as a swiping weapon/whip for attacking distant foes. The spell destabilizes when overused (much like her Windblast), and can get ‘stuck’ on occasion—either not manifesting at all or being unable to revert back to normal; most likely paining her in the process. (1st Ascension)
      • Drowned Self: A morbid image of a drowned version of Caitlin; manifested by the real Caitlin vomiting it up from her stomach along with foul-smelling black vomit, and resembling a sodden, bloated corpse with algae hanging off of from in clumps. This disgusting duplicate acts as a temporary, physically limited clone that mindlessly rushes towards the nearest opponent or target; otherwise standing out in the open gormlessly for use as a distraction if not directed. After idling about for too long it'll rot rapidly and collapse into a puddle of black vomit, and if it is killed it'll perish in the exact same way. (1st Ascension)
      • Aragonite Scales: A subdermal layer of tough fish scales that link together and toughen in response to physical impacts. While always active, they can be seen as indents in the skin shortly after Caitlin gets hit in any given location, and while extremely tough they can be eventually broken through by consecutive heavy impacts. The scales heal themselves slowly over time, meaning that so long as Caitlin is careful she can survive extreme trauma while still managing to cling to life. The scales are less effective against magical attacks, however. (2nd Ascension)
      • Abyssal Emissary: A complete physical transformation that Caitlin may undergo after being entirely immersed in water, upon which her skin will slough off and reveal an Abyssal hybrid form beneath. Resembling a cross between a human and an Abyssal Deepfolk from Panthalassa, this form possesses doubled strength and agility, the ability to breathe and swim at great speed underwater, infinite use of black magic, and it also retains Caitlin's aragonite scale layer as an external skin. As the Emissary dries out while on land, Caitlin will slowly turn back to normal—as the water evaporates from its scales, her skin will reform and eventually revert her to her human state. However, so long as she can maintain a constant level of moisture across her form, this form can last for as long as Caitlin wills it to. (2nd Ascension)
  • Throne: The Seven Seas, bitches. Or rather, simply Oceans—Caitlin hopes this will give her dominion over the seas enough to fulfill her promise to her crew, and help pirates such as them succeed in their endeavours against the opposition from the authorities.
  • Misc: Still insists on being called “Captain” even though she's technically only the captain of herself by this point. Has a strong Vanorant accent, which in layman's terms would be classified in the real world as “stupidly British.” Is also an unabashed alcoholic, and less often experiments with smoking exotic psychoactive plants. Her mutilated ear also means she's partially deaf.

Edited by Enirboreh on Feb 24th 2024 at 10:21:19 AM

bork
TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#16: Nov 1st 2020 at 10:42:21 AM

I’ll place interest here for now

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#17: Nov 1st 2020 at 11:13:14 AM

Thank you for that, unfortunately we already have more than enough players, with several character still being written. Still, I appreciate it and when a spot opens, I can notify you. smile

Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#18: Nov 1st 2020 at 1:05:11 PM

Oh, alrighty.

Carry on then. :)

UndyingPhoenix Since: Feb, 2015 Relationship Status: You cannot grasp the true form
#19: Nov 1st 2020 at 1:41:07 PM

  • Name: Shu Masaru, The Incandescent General, Flower Atop The Fire Tree, Dancer-Between-Molten-Rivers, (He has many titles.)

  • Age: 46, though he’s stopped aging

  • Race: Shibito. A reanimated corpse essentially, immune to the feelings of cold, heat and bleeding, and no longer needing to breathe.

  • Appearance: Eternally preserved. He stands at around 5’10”.

  • Personality: Refined, elegant, sophisticated, Masaru is the epitome of excellence for the upper class. He is polite and courteous, appearing warm and friendly as he engages in quiet talks over tea and food. However, beneath the surface, he’s far, far more sinister and dangerous. He sees all matters of competition and achievement as nothing more than a grand game to be played, manipulating pieces as he wishes and doing so with brutal efficiency and intent to win. His wit has an edge of seriousness to it, his words veiling threats and promises alike, and he has a perceptiveness that would put hawks to shame. He is hard to faze, keeping up a poker face in the most dire of situations, somehow being smug yet humble.

  • History: In the Realm of Onogoro, there is a mighty empire known as Nenmonchi, where the uppermost echelons of society are undead, revived to enjoy life everlasting through a process of reanimation wherein they are dipped into a hot, blood-like liquid, instilling new fire into them. Masaru was born in the capital of Yōganohana, built around volcano housing the Roaring Blaze Gate. As naught but a lower nobleman’s child, Masaru saw a military procession marching through the streets of the city, the generals in all their most opulent finery, the respect they earned from the onlookers. He swore to himself that he too would one day be where they are, and began training in earnest.

    • As soon as he was old enough, Masaru entered the legions of Nenmonchi. The first few years, the young recruit barely scraped by, but soon, he grew more skilled as his experiences taught him better. He fought smarter as well as harder, and he quickly rose through the ranks. From lowly soldier at 17, to respected officer at 30, to lieutenant-general at 38, Masaru’s prowess grew from the battlefield, to the war room, to the courts of the Nenmonchi’s highest society. The once plucky, hot-blooded youth looking to earn glory was now a calm, manipulative strategist, moving men across battlefields like pieces in a chess game, looking for the most efficient victory and the joy he got therein.

    • When Yōganohana was captured in a bloody war, Masaru and several other generals fled to the outskirts of the empire. The chain of command scattered and on the verge of being snuffed out, Masaru took charge of every able man and woman who would lend their arms, leading a march towards the capital. Field by field, town by town, they reclaimed their homeland in their charge for their mother city, with force of arms and keen tactics from the mind of their generals. The capital at last in sight, the Nenmonchi army paused and set up camp, planning their next course of action against an entrenched enemy.

    • Masaru came up with the unthinkable stratagem. Their armies would disrupt seismic activity in the area, causing the volcano to erupt and forcing the enemy to leave their fortified position and come to them. The city could be rebuilt from the ashes, whilst the people could not. A worthwhile sacrifice to reclaim their homes at all. Tactics in motion, the volcano blew, and what followed was a battle amid the falling leaves of the city’s peach blossoms, set ablaze, and lava in what would later be called the Battle of Incandescent Petals. They broke through into the city walls, fighting their way up to the grand palace of the emperor at the mountain’s summit. There, amid the blasted halls of rubble caused by the eruption, Masaru dueled the enemy’s commander in the sweltering caldera of flame and ash. The battle raged on, weapon clashing against weapon, until Masaru emerged victorious. His victory was short-lived, the general succumbing to his wounds and being buried in volcanic ash. The city was theirs once more, a victory Masaru brought with his life and many others.

    • For his service, Masaru was given the highest honour, being brought back to life, his body having been preserved in the ash. The war was over, and peace would continue while they rebuilt.. However, life grew boring for the now-promoted Incandescent General. When Masaru heard of the Fall of the old gods, he aspired to play one more game, the grandest game of them all, and obtain the Throne of War.

  • Abilities:

    • Martial Proficiency: Masaru is a skilled, experience soldier, having used many weapons in his lifetime. He favours the spear though, but often prefers to avoid fighting directly at all.

    • Tactical Prowess: Masaru is a masterful tactician, knowing the stratagems of battle and how to make the most effective use of the people and resources under his command. Logistics and troop movement, he has a grasp of it all

    • Manipulation and Charisma: Masaru is as skilled in deception in the court as he is in the war room, knowing how to persuade others to give him what he wants and needs. He knows the customs of the diplomat, the courtesan and the negotiatior.

    • Geographical and Historical Knowledge: Those who fail to learn from history are doomed to repeat it. Masaru has a wide breadth of knowledge on the geography and history of his Realm and others, making good use of them for his plans.

    • Genkaen: Masaru's tachi, forged in the fires of the volcano in Yōganohana. This blade glows faintly with fire in the dark, and small flametongues lick the edge of the blade, sparks left in the wake of its swings.

    • The General's War Table: Masaru can make a large pocket dimension around him, with terrain and features he decides on. Masaru has full awareness of the entire area inside this pocket dimension, being able to look down upon it as if he were surveying a map. In addition, with a shirt incantation, he can create a bubble of his own reality put over a wide area, giving him increased control over the terrain and allowing him to improve the abilities of his allies.

    • Necrotic Fusion: Masaru's wounds unveil squirming tendrils of the crimson ichor that Nenmonchi elites use to revive the dead. These tendrils will grasp onto other dead flesh, whether from Masaru's own detached limbs or the flesh of other dead beings, and tear it off, dragging it towards Masaru and fusing it with his body to heal himself, warping it to maintain his normal appearance.

  • Throne: War, specifically the strategy and tactics side of it.

Edited by UndyingPhoenix on Mar 10th 2023 at 7:24:26 PM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
kkhohoho Since: May, 2011
#21: Nov 1st 2020 at 2:00:19 PM

Interested. Please let me know if a slot opens up.

I will say that closing Sign-ups after three days is a bit suspect.

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#22: Nov 1st 2020 at 10:58:37 PM

It has more to do with the fact, that close to seven players have already joined up and are creating characters. We are missing only two character sheets at this stage, which are already in work.

So, for now this RP is full, since more than seven players would be a bit much for me. There can be expanding of the player-count in the future, depending on how it goes. smile

HilarityEnsues Since: Sep, 2009
#23: Nov 2nd 2020 at 12:40:16 AM

On the off-chance a spot opens up, interest.

kkhohoho Since: May, 2011
#24: Nov 2nd 2020 at 6:20:27 AM

[up][up]I mean, that's fine. But if there was a limit, you should have mentioned it from the start. Hell, I saw this on day one. I was just waiting to see if more people would join up before I committed. And now that they have, you're putting in a lock out of nowhere.

And most people who declared interest didn't even do it in the Sign-ups. It's a disservice to anyone who didn't already join the Discord and know what was going on.

If you'd said any of this from the start, that would be fine. But you didn't, so it feels like a slap in the face.

There are so many things wrong with this.

Edited by kkhohoho on Nov 2nd 2020 at 8:20:50 AM

TheNohen roaming, lurking, arguing from Leipzig, Saxony Since: Feb, 2016 Relationship Status: Complex: I'm real, they are imaginary
roaming, lurking, arguing
#25: Nov 2nd 2020 at 8:41:18 AM

I apologize, this was not the intention. However, I cannot simply say to those who already applied, that they need to go for someone else. I understand your misgivings and in the future, I will put a tracker for applied/pending players.

To be perfectly honest, I had not expected this amount of feedback and sudden player-count, so this caught me a bit off-guard in general. I promise, I will better communicate and organize such things in the future.


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