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Kingxana0 Since: Oct, 2011
#1: Nov 9th 2020 at 5:26:54 PM

A thousand years ago the world changed. A massive explosion rocked the world, destroying the previous age and leaving not but some small traces of it. But, in the destruction a new force was unleashed, Magic. From the center of the great explosion a massive spring of pure energy rained upon the world, changing it and rebirthing it. Now Magic flows through all living creatures. Those that came to know the world after the rebirth named the new time

Age of Discovery 0-200 A.B. (After Blast)

  • The Before Men explore and learn of the new world
  • Elves born
  • Dwarves born
  • Fae born
  • Merfolk born
  • Dragons born
  • Magic discovered and harnessed
  • The first Kingdoms rise, aided by magic
Golden Age 200-500 A.B.

  • Humans integrate the knowledge of the Before Men with their magic and create the first machines to run on magic. They are called Magitech
  • Colleges open to teach those with great magic potential how to harness their gifts.
  • Goblins born
  • Merfolk discovered
  • Fae discovered
  • The Kingdoms live in harmony and peace.
  • Near the end of the age Magitech reaches its peak, allowing people to transfer their souls into Clockwork bodies at the cost of their flesh.

The world lived in its peace, drunk on happiness and joy. But then they came, the Shadow Ones, the Demonkin, the Jackals. Shadow creatures spawned from the Point of Origin, where magic first came back to the world. A massive Hive arose and spread out the monsters. They were unkillable, and thirsted for destruction. They spread across the land like a plague.

The Dark Age 500-600 A.B.

  • Jackals begin to systematically destroy everything in their path People flee their Kingdoms, or are washed away by the flood of Jackals that spread from the Hive.
  • The Jackals corrupt forms spread diseases on the winds, killing thousands.
  • Near the end of this age the Hive begins to produce a thick black smoke, covering the skies and blocking out the sun.
  • During this age all races were pushed near extinction, fearing for their lives. The harmony that had once existed was shattered, and fear reigned supreme. But one day from the darkness came a spark of light, Seven great heroes granted powers by the Gods arose and lead the races together against the Jackals. Where they fought Magic and Steel vanquished the Jackals. The flood was pushed back, there was hope once more.

The Age of Heroes 600-655 A.B

  • The Seven arise, band together what remains of the world to march against the Jackals.
  • Years of fighting push the Jackals back to the Badlands and their Hive.
  • The Jackals Hive couldn't be destroyed, by the Seven gave their lives in tribute so that a barrier would cover it. The Threat was at an end.

Age of Rebuilding 655-780 A.B.

  • Seven Kingdoms are created in honor of the heroes
  • The Elven Kingdom among the Trees- Lastram
  • Dwarvern Kingdom built among the Mountains- Stone
  • The Human Kingdom built atop the Grass- Kingskeeper
  • The Clockwork Kingdom built with Iron- Progress
  • The Dragon Kingdom built within Fire- Bristra
  • The Merfolk home crafted under the sea- Atlantis '
  • The Grand Capital Built in the Center- Unity

The Current Age 780-1000

  • The world continues to advance, but kingdoms grow distrustful of each other. Bandits roam the lands along with monsters once kept in check by the alliances between kingdoms. The world has forgotten evil.
  • But evil has not forgotten the world. The Barrier is cracking, and darkness is once more on the rise.
__________________________________________________________________________ Welcome to R.A.H or Redux of the Age of Heroes, in this RP you will become one of the new Seven Heroes chosen by destiny to defeat the evil in the world. Choose your class, your background and other things and then jump into a world of magic and adventure. Classes:
  • Soldier: Masters of melee weapons. Soldiers channel their magic through their bodies and weapons in order to push themselves past their limitations. Soldiers are one of the more accepting of Magitech enhancements due to the strength and versatility provided by magic.
  • Ranger: When it comes to ranged weapons no one can beat a Ranger at it. Quick moving and intelligent, Rangers use their speed and wits to their advantage to stay a step ahead of the enemy. Most Rangers detest close ranged combat, but still know how to fight when it comes to it. Their magic is usually focused on enhancing their bodies or arrows with power. Magitech holds some uses, though most prefer not to be weighed down.
  • Mage: Masters of Magic, both within themselves and in the world. A Mage will spend their entire lives focusing on one area of Magic and might only learn a few spells from another area. Mage Colleges focus around a certain element, studying its uses and how it interacts with the world and people.

  • Fire: Progress and Destruction
  • Earth: Stability and Defense
  • Water: Peace and Erosion
  • Wind: Freedom and Knowledge
  • Light: Understanding of Life and Healing
  • Dark: Understanding of Death and Rebirth

Each mage must channel their Magic through a different device (wand, book, deck of cards, a human skull etc.) in order to most effectively cast their spells. Each Mage at the completion of their training will craft a Grimoire of twenty perfected spells and have one familiar from their domain (fire might have a Phoenix and Wind might have a giant Eagle, if you need help with ideas PM me). If a familiar dies they will take up to three days to reform. As the Mage grows in power the Familiar will grow with them, sometimes gaining minds and spirits of their own, however they will always remain supportive and protective of their Mage. Despite their great power Mages spend most of their lives studying and learning. Their knowledge of the land may be great; but people and physical activities are most likely secondary to them.

  • Alchemist: Masters of Creation. Alchemists use magic in a way different from others, using it to fuse different elements together to create something new, and oftentimes explosive. They create remedies from plants and magic, though they can draw the potential for poison from them as well. They normally fight using a combination of mixtures they have created and a subtle knife to the heart. An Alchemist is most dangerous due to their unpredictability. You can never know what is up an Alchemist’s sleeves. Alchemists are also known to craft Homunculi to aid them. Homunculi are empty shells given life by the Alchemist’s magic, and most often appear to be an animal, though some more odd Alchemists will craft one in human shape. Homunculi are simple creatures, and can only follow easy tasks.

  • Duelist: Masters of the art of Gunplay. The gun is a more recent invention, crafted by Alchemists. Most available guns draw magic from a person’s body to fire out blasts of energy. Those who choose these new weapons are usually cautious, as rapidly firing from these weapons can leave a person drained. The most common types of guns available to Duelists are pistols, rifles, and the powerful blunderbuss.

  • Assassin: Masters of the art of Stealth. These quick fighters rely on staying to the shadows and quick thinking to outwit stronger enemies. They most often use daggers, knives, or some other small weapon. An Assassin most often uses magic to keep themselves hidden from foes until they are ready to land the final blow.

Playable Races:

  • Human- A human, born of the Before Men and granted magic. Compared to other races humans are very middle of the road, not possessing any great genetic skills. They adapt easiest to Magitech and the loss of their magic from its use. Most Clockwork Men were once humans.
  • Dwarves- Short, bearded, and stronger than their short forms would lead anyone to believe, Dwarves most often live among mountainous cities where they mine for materials to trade to others. Dwarves most often have a very strong flow of magic, and their mages are known for being some of the most powerful in terms of pure magical strength.
  • Elves- Tall, beautiful, and most often intelligent; Elves live their lives close to nature and live in tight knit communities from the time they are born until they reach maturity. Then, they are tasked with going out into the world, exploring and discovering themselves until they are ready to settle back into their community to raise their own children. Whereas Dwarves have amazing power in terms of magic, Elves have amazing flexibility, and are the only race known for knowing more than one school of magic.

  • Goblin: Believed to be genetic offshoots of the Dragon race, Goblins are inventive and nomadic people, though they can often be found in cities as well. Most are short in stature, with the tallest only being about four feet tall. Their skin is scaly and most possess tails. Most possess talents in fire magic, and even if they never set foot in a college they can still cast a few tricks with it.

  • Dragon: These great beasts live far away from the other races, preferring their own solitude among their homes. Dragon's who choose to live among other races undergo a transformation ceremony to take on human forms. However their wings, sharp claws, and burning breath stay with them. Dragons and Fae are the only two races that cannot graft magitech into their bodies, as doing so would disrupt the magic flow in their bodies and end up killing them.

  • Fae: A race that is said to have started out with the people closest to the magical fallout after the explosion of magic spread throughout the world. They are eternally beautiful and can grow to maximum human height despite the legends that say they are little folk, they are also known to have wings. Their inner magic is often a match for Dwarves; however, this is a double edged sword. A Fae is almost more magic than flesh and blood, and if they exhaust their magic their physical forms will die and their spirits will be drawn back into the magic that flows through the world. They live wherever they choose, and seem to have no home that they call their own.

  • Merfolk: People mutated by the Blast that gave them the ability to live underwater. Their bodies are normally very humanoid, however some of them take on other fish like attributes. One common sign is the gills around their necks, or the small water orbs that cover them when they walk on land. A Merfolk needs these orbs to walk on land and can only survive about three days without any water, less if it is hot. Due to constant pressure from the ocean Merfolk are much faster on land, able to move at amazing speeds. Merfolk are often accepting of Magitech, as the changes to their bodies are genetic and not magical in nature. Most live in vast underwater cities that are too deep to be reached by the average human.

  • Clockwork People: Once another race these people have forsaken their bodies in favor of a body made completely of Magitech parts. They only have their souls left, contained within a near indestructible orb in the center of their bodies. They became known as Clockwork people because the earliest Magitech worked with gears and sprockets. They can't use magic like a Mage would, but the sheer strength and technological prowess make that a moot point in most situations. They live in the Badlands in a kingdom filled with metal.

Deities Great temples to most deities exist within most cities, with some more worshiped then others. There are some minor gods worshiped here and there, but these are the ones most well known.

The High Gods

  • Amon- God of Sun and Valor
  • Piom- God of Subtly and Wit
  • Chime- Goddess of Music and Art
  • Lucia- Goddess of Death and Rebirth
  • Kran- God of Birds and Mountains
  • Makim- God of Choice and Luck
  • Pakir- Goddess of Pleasure and Joy

The Six Demon Gods

  • Kumika- Goddess of Decay and Pain
  • Stramas- God of Warfare and Violence
  • Strimar- Goddess of Entitlement and Paranoia
  • Ladium- God of Drowning and Burning
  • Grandian- God of Madness and Nightmares
  • Liuna- Goddess of Children and Life

It is said that once the High Gods and Demons Gods were of the same blood; but when the Jackals rose the Demon Gods watched with joy and the High Gods wished to aid humanity. A great war was waged in the heavens and the Demon Gods were cast down to Earth, though they still hold power and are worshiped for their aspects.

The Gods are fickle and rarely answer prayers of common people, but those who show faith in them are known to be granted boons from time to time.

Heroic Marks

Each hero is connected to one of the High Gods by a mark that appears one day on their bodies, where this mark can vary but it will connect back to the nature of the deity that has chosen them to be their hero. This mark also comes with a special magic known as ‘Authority’, which allows those who are marked by it to control one of the two aspects of their deity in some limited form. How this manifests varies however from hero to hero, with some being direct and others working in more subtle ways.

Character Sheet

  • Name:
  • Age:
  • Race:
  • Class:
  • Elemental Affinity: (Mage Only)
  • Weapon(s):
  • Backstory:
  • Personality:
  • Heroic Mark: (Which deity specifically chose them)
  • Appearance: (Picture or description)
  • Life Motto: (A phrase that defines the character in personality or temperament)

Edited by Kingxana0 on Nov 9th 2020 at 5:28:46 AM

kkhohoho Since: May, 2011
#2: Nov 9th 2020 at 6:21:29 PM

Interested.

Question about the clockwork people. Were all the clockwork people made hundreds of years ago, or can new clockwork people stlil be made?

Mindris Mad Scientist from [REDACTED] Since: Dec, 2018
Mad Scientist
#3: Nov 9th 2020 at 6:30:08 PM

I'm also interested. What kind of potions can alchemists make?

Kingxana0 Since: Oct, 2011
#4: Nov 9th 2020 at 6:52:02 PM

@kkhohoho- Clockwork people can still be made to this day, through usually only by other Clockwork people or very skilled Alchemists.

@Mindris- It depends on what they are specifically skilled in, maybe they focus on bombs and acid, or instead focus on healing and strengthening others.

bobbitwormhobbitwyrm Since: Aug, 2020
#5: Nov 9th 2020 at 9:18:17 PM

I am also interested. Would a dark mage be able to use their knowledge of rebirth for polymorph type effects?

Kingxana0 Since: Oct, 2011
#6: Nov 9th 2020 at 9:31:12 PM

@bobbitwormhobbitwyrm My general rule is if you can pitch it well and it doesn't break the story you are in the clear.

AtlasStratus Knight Cheesebeam from Frouphut, 1337 Impossible Avenue Since: Feb, 2016 Relationship Status: In bed with a green-skinned space babe
Knight Cheesebeam
#7: Nov 9th 2020 at 10:47:17 PM

(Possibly stupid) question: does a magical familiar need to be some form of animal? I'm thinking of an Air mage, but a bird familiar feels a bit bland.

Edit for another question: Do things like crossbows, or harpoon guns, or other mechanical-propulsion-ranged weapons exist?

Edited by AtlasStratus on Nov 10th 2020 at 5:08:03 PM

Timers to measure time, thermometers to measure thermomets, mometers to measure mom, and measuring containers to measure measurements.
Kingxana0 Since: Oct, 2011
#8: Nov 10th 2020 at 5:30:47 AM

@Atlas Stratus Familiars can take on near any form, from pixies to other fantastical forms. So long as you don't give yourself something storybreaking it should be fine.

As for your second question yes, through harpoon guns are designed to use magic as the accelerator for the launching process, but the crossbow before any modification is just a crossbow.

Mindris Mad Scientist from [REDACTED] Since: Dec, 2018
Mad Scientist
#9: Nov 10th 2020 at 7:08:12 AM

Is there a specific material homunculi are made of?

CenturyEye Tell Me, Have You Seen the Yellow Sign? from I don't know where the Yith sent me this time... Since: Jan, 2017 Relationship Status: Having tea with Cthulhu
Tell Me, Have You Seen the Yellow Sign?
#10: Nov 10th 2020 at 8:53:33 AM

  • Name: Mireille Mnoss
  • Age: 32
  • Race: Elf
  • Class: Soldier
  • Elemental Affinity: N/A
  • Weapon(s): Mireille's primary weapon is a spetum note  that faintly glows blue with an aura of power. It is quite capable of cutting through things that plain steel cannot. She has a dagger and a whip as sidearms.
    • Mireille's spetum will return to her if lost even if she's not conscious, simply popping up in some random place if she's out. Only her spetum will do that. She forged it by hand in a ritual.
    • While not a weapon, Mireille does possess a simple bicycle.
  • Backstory: The daughter of very intrepid travelers, Mireille gained an appreciation for the world... from her bed and occasionally chair. She watched the world pass her by for years while she struggled to lift even her head under the weight of illness. Sitting up in bed was heavy exercise once upon a time, and though she'd never see it that way, spending the time slowly persuading people around her into telling her tales and supporting her early drills did alot for ability to sway others and practice her own magics. Mireille (unwisely) entered mercenary service almost as soon as she was able note  and, at first, lived largely because she'd become adept in psychometry and telekinesis (often specialized into speeding herself up or slowing opponents or leaping great distances or setting up a telekinetic barrier). Actual skill in athletics and close combat came later.
  • Personality: Mireille is, in simple terms, an unfettered hedonist. By default, Mireille is quite mellow and will first try to get what she wants through charm and persuasion. But she can go to violence without missing a beat and doesn't even try to rationalize or glorify the things she does. Her motivations are very worldly: she fights for prizes and connections. Mireille simply has alot of life to catch up on from the thrill of exploration to tasting and keeping down exotic food.
  • Heroic Mark: Mark of Pakir
  • Appearance: Mireille is hardly imposing to look at. She tremors when trying to sit still and never seems too comfortable with carrying anything heavy. The legacy of her sickly childhood also leaves her lean even after years of training. And even after becoming 'healthy' and mobile, Mireille is strikingly pale, even among elves, with stark white hair and sleepless looking eyes. She keeps herself well, but the circles around her eyes never fade like many wretched markers of that old pestilence. She emulates her patron however, and carries herself as if she owned the world.
  • Life Motto: (A phrase that defines the character in personality or temperament)
    • "Just...thinking of one thing I want right now. And I'll go from there."

Edited by CenturyEye on Nov 10th 2020 at 9:03:00 AM

Look with century eyes... With our backs to the arch And the wreck of our kind We will stare straight ahead For the rest of our lives
Kingxana0 Since: Oct, 2011
#11: Nov 10th 2020 at 9:04:07 AM

@Mindris Depends on what the alchemist desires of them. Defense oriented creations would probably go heavy in steel, while speed or attack focused creations would be built of lighter materials. It's all about what they want to get out if their creation.

@Century Eye Accepted!

bobbitwormhobbitwyrm Since: Aug, 2020
#12: Nov 10th 2020 at 9:15:11 AM

One other question, do we need to list our spells if we are playing a mage?

Mindris Mad Scientist from [REDACTED] Since: Dec, 2018
Mad Scientist
#13: Nov 10th 2020 at 9:40:56 AM

Character Sheet

Name: Dizer

Age: 29

Race: Dragon

Class: Alchemist

Weapon(s):

  • Chucks bottles of various potions, from the acidic to the hallucinogenic
  • Occasionally has his bat homunculi (which he likes to call Nyx) swoop over and bite enemies
  • There is of course also his claws and fire breath.

Backstory: Dizer gained an interest in alchemy from a young age, after finding a book detailing it's various practices. Wanting to find out more, he underwent the transformation ceremony and set out on the road. Now, he tends to wander about, occasionally selling off potions to get money for supplies and food, always looking for his next experiment.

Personality: Bit absent-minded and overly curious. He tends to write everything he learns down, in an attempt to avoid forgetting anything important. He's a bit paranoid of others and prefers to work alone when he can. When in a dangerous situation he will attempt to improvise a way out, frequently without thinking of the consequences.

Heroic Mark: Makim

Appearance: Blue scaled dragon. Wears a cloak with a hood that tends to cover his head. Wears brown gloves which he occasionally lets Nyx hang off of. Carries a bag full of various potions and potion ingredients. Also has a side belt with potions he can chuck out in an emergency.

Life Motto: "Let's just try whatever we think of and hope it works!"

Kingxana0 Since: Oct, 2011
#14: Nov 10th 2020 at 10:06:48 AM

@bobbitwormhobbitwyrm- It is not necessary, simply element and what sorta magic your Mage focuses on. The twenty spells are just a bit of character fluff but not the limit to what someone whose spent their lives mastering magic can do.

@Mindris- Accepted!

kkhohoho Since: May, 2011
#15: Nov 10th 2020 at 10:56:44 AM

  • Name: Ironheart
  • Age: 23
  • Race: Clockwork Person (Formerly Human)
  • Class: Soldier
  • Weapon(s): None. She lets her fists do the talking, relying on raw power and energy over finesse.
  • Backstory: Born on the outskirts of Kingskeeper, Eyron Hart was an ordinary young woman living an ordinary life. She grew up on the family farm, tending the cows and chickens and doing whatever needed doing. It wasn’t easy, nor was it glamorous. But if her parents taught her anything, it was the value of good honest work. And as long as they were together, nothing else mattered. Though that wasn’t exactly true. If there was one thing Eyron loved other than the farm, it was talking a long walk in the woods. She liked helping on the farm, but every now and then, she needed to breathe. There, she could just be.
    • But little did Eyron know the woods were already occupied. An old alchemist lived there, holed up in a small lab far beneath the Earth. He had retreated from the rest of the world, interested in knowledge for knowledge’s sake, and willing to do anything to achieve that end. His latest project was an attempt to create his own clockwork person. He knew of how they were made, and had done as much research as he could. And now, he was ready to make one himself. All he needed was a single soul to transfer into the clockwork shell, and his work would be complete. And he already had a perfect candiate
    • He knew of Eyron. How she spent countless days playing in the woods, skipping and prancing over his lab without even knowing. He knew that other than her parents, she was alone, and would not be missed. Taking to the surface, he waited until she was fast asleep against an oak tree before enchanting her slumber with an alchemical draft. For the next 24 hours, she'd be out like a light. Time enough to complete the process.
    • By the time Eyron came to, the work was done. Her body was sprawled out next to her. A lifeless corpse, staring blankly at the ceiling. She wasn’t sure she was even alive. She couldn’t feel a thing. Even as she willed her body to move, or whatever passed for a body, she couldn’t feel a thing. But she could see. See her shiny metal hand as she raised it in front of her. Her fingers twiddled and twitched, as though they were someone else’s. It was only then that she noticed a small mirror on the table next to her. And she saw all she needed to see. A cold, metal face. Two bright sockets staring back at where her eyes used to be. A thin metal frame, holding everything together like clockwork. It couldn’t be her. She wasn’t some construct. Some thing! But if she wasn't, then what was she?
    • Unable to cope, Eyron smashed the mirror into pieces. She wept and wept. Or would if she could. But the tears never came. This had to have been a dream. But she wasn’t waking up.This was real. And whoever was responsible, she swore to end them. As soon as the alchemist came waltzing in, squealing in joy, she leapt at him, strangling her throat in a blind rage before snapping his neck. It was only after his body hit the floor that what she had done hit her like a sack of bricks. Not only had she murdered a man, but the one person who could have fixed this was dead on the floor. But even then, she wasn’t sure he could. Her corpse was in riggamortus, the early stages of decomposition. How could she inhabit a body that was already dead? For better or worse, she'd dug her own grave.
    • With no answers and no hope, Eyron left the lab in a daze, leaving the woods and the farm for good. She couldn’t bear to face her parents. Not after what had happened. Not after qhR she’d done. She wandered the lands, marching aimlessly for days on end. Not caring about where she was going or where she wound up. A small part of her hoped that perhaps there was a way. A way for her to return to normal. To how things used to be. But even if she could, she wasn’t sure if she deserved it. And so, she continued to wander. Hoping that someday, somehow, it would end. No matter what it took.
  • Personality: Before the transfer, Ironheart was a spirited, plucky, playful, easygoing young woman. She was almost always in a good mood, friendly to just about everyone and full of compassion. If someone had wronged her, she would always turn the other cheek, choosing to forgive and forget. Though if the other party chose not to, or someone was in danger, she’d rush to the rescue.
    • After the transfer, some of that is still true. But it’s been overshadowed by a crushing sense of melancholy. For the last few years, she’s been trapped in a cold, unfeeling body that she's only just gotten used to. She’s tried to hold onto her humanity, even after her moment of weakness. To be the same person she used to be. But whether it was an aftereffect of the transfer or her own growing hopelessness and cynicism, she’s gradually become colder. Harder. More distant. She still tries to be kind, but she’s often more aloof and reserved, only showing her true colours once she’s warmed up to someone or has something to be happy about. But with every day that passes, she loses a little more of herself. She wants to pull herself back. To be who she used to be. But it may not be enough.
  • Heroic Mark: Mark of Lucia, Goddess of Death and Rebirth.
  • Appearance: Clockwork girl.
  • Life Motto: "Even if things don't work out, I'm still gonna try."

Edited by kkhohoho on Nov 13th 2020 at 1:20:59 PM

bobbitwormhobbitwyrm Since: Aug, 2020
#16: Nov 10th 2020 at 2:37:21 PM

Name: Saturn

Age: 30

Race: Dwarf

Class: Mage

Elemental Affinity: Dark

Weapons: Saturn primarily uses his staff, a rod of lead inscribed with dimly lit runic script. Through it he channels the magic of rebirth into effects that warp the body and mind. He primarily employs it to warp the fallen dead into aberrations under his control and to fatally reconfigure the internal anatomy of his foes. More specialized reconfigurations of are possible, but require either practice or take place over a prolonged period of time. In addition to this he is aided by his familiar, a many-colored, cat sized fly that can command small swarms of other insects.

Backstory: Saturn's clan dwelled in the tower known as the Archive of The Heavens a truly massive onyx edifice construucted as a library purposes in the time of the before men. They considered themselves its custodians, reinforcing its crumbling pillars and attemtping to translate what few texts had been preserved. Last in along line of scholars, he was given the very best of educations and soon developed the talent for magic common to his race.

All the inhabitants of his kingdom were expected by society to help in the upkeep of their home, and Saturn utilized his knowledge in the development of a reanimated labor source (the Dwarves of Heaven's Archive are known for their pragmatism, and not for their squeamishness). Finding the field a source of great interest, he soon began to investigate more exotic forms, his inquires having thus far been quite fruitful. Saturn regards the future with an anticipation belying his stoic demeanor.

Personality: Saturn is primarily concerned with the accumulation of knowledge. While very focused towards this end, he possesses a reasonable degree of altruism, and views any discoveries as enriching all of sentient life, not merely himself. He is generally calm and collected, and does not act without careful thought.

Heroic Mark: Lucia (Piom if two heroes can't have the same one)

Appearance: He appears as a stereotypical fantasy dwarf, with long gray hair a large beard, and stocky build, but is dressed in a robe of black with purple and gold detailing. He carries a small bag stuffed with various obscure tomes and is seldom seen without his staff, which appears strangely tall in contrast to his size.

Life Motto: "The life of the mind is the only life at all."

Edited by bobbitwormhobbitwyrm on Nov 10th 2020 at 7:15:49 AM

kkhohoho Since: May, 2011
#17: Nov 10th 2020 at 2:44:32 PM

Can multiple heroes have the same mark, or are they all supposed to have different marks?

AtlasStratus Knight Cheesebeam from Frouphut, 1337 Impossible Avenue Since: Feb, 2016 Relationship Status: In bed with a green-skinned space babe
Knight Cheesebeam
#18: Nov 10th 2020 at 6:24:16 PM

last question I promise: can I have a demon god mark?

Timers to measure time, thermometers to measure thermomets, mometers to measure mom, and measuring containers to measure measurements.
Kingxana0 Since: Oct, 2011
#19: Nov 11th 2020 at 1:27:29 PM

I would prefer that every hero had a separate mark, exceptions can be made if for some crazy reason a bunch of people want to join, but for now with seven different gods we will go first come first serve.

@bobbitwormhobbitwyrm - Accepted but I would appreciate if you used Piom. Thank you so much!

@Atlas Stratus - Nope this is specifically for the High Gods, the Demon Gods aren't much interested in protecting humanity.

kkhohoho Since: May, 2011
Skyzerk Bona-Fide Mastah from Chaldea Since: Apr, 2014 Relationship Status: Maxing my social links
Bona-Fide Mastah
#21: Nov 12th 2020 at 3:36:20 AM

I’ll drop interest here for a time when I’m not at work

AtlasStratus Knight Cheesebeam from Frouphut, 1337 Impossible Avenue Since: Feb, 2016 Relationship Status: In bed with a green-skinned space babe
Knight Cheesebeam
#22: Nov 12th 2020 at 3:38:37 AM

  • Name: Veylian Niara
  • Age: 22
  • Race: Merfolk
  • Class: Ranger
  • Weapon(s):
    • Veylian's usual weapon is a fairly small magitech crossbow. Light enough for one-handed operation, it can load up to three bolts at once and fire in quick succession, but each bolt needs to be manually reloaded. Applying magic into a bolt can alter the bolt's properties, such as scattershot or greater force.
    • In a pinch, she can use the bolts as shanks.
  • Backstory:
    • Veylian, oddly enough, was raised by a free company past the outskirts of Atlantis. Not that she was born there, allegedly one of the members took her in - at times, she jokes that her birth parents saved their gold before their daughter. But, they care for her, and she cares for them - if that's not a family, what is?
    • She was taught the ways of banditry, of opportunism. And yet, a certain doctrine, to only take from those with plenty; their stuff is more valuable anyway, and in quantity. When she took part in her first robbery, there was no more turning back. She relished the thrill, more so than the plunder, of overcoming odds and order. At 18, Veylian departed the company she grew up with, to seek her own fortune.
  • Personality: A very carefree individual with a penchant for levity. She habitually screws with those around her every other day or so, though she is not without her limits; her intention is to get a rise out of the recipients, not to harm in any way. While Veylian does listen to what she's told, her devil-may-care conduct and smug wisecracking does her no favours.
  • Heroic Mark: Kran
  • Appearance: Barbie Doll Anatomy applies.
  • Life Motto: "Steal from the rich, and give to myself."

Timers to measure time, thermometers to measure thermomets, mometers to measure mom, and measuring containers to measure measurements.
dusk0bish Professionally unprofessional. from Somewhere on Earth Since: Jan, 2020 Relationship Status: Browsing the selection
Professionally unprofessional.
#24: Nov 12th 2020 at 7:04:59 AM

Interested. I’ll try to get a character sheet out this weekend or so.

dusk0bish Professionally unprofessional. from Somewhere on Earth Since: Jan, 2020 Relationship Status: Browsing the selection
Professionally unprofessional.
#25: Nov 12th 2020 at 8:27:19 AM

I assume an assassin would have more than just their simple knife/dagger in terms of equipment and wouldn’t solely rely on magic for stealth and sneaking and all that?


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