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Post by littlefluffette on May 25, 2014 7:47:29 GMT
Located between the An Mór and Faug-Hal Sea, the Summerlands is a realm known for its warm summers, wet winters, lushes land and plentiful wild life. While the ground is fertile for farming and natural resources are abundant, the warm climate has allowed for disease to easily spread rampant and numerous creatures roam the land. The plentiful herbs and medicinal ingredients have helped curb plagues repeatedly throughout the centuries, but no amount of walls or guards have ever successfully protected a town from hordes of Hell Beasts. This has led to the formation of “Hunting Bands”, groups of locals who traverse the land and kill monsters in turn for gold or goods.
As a career it is considered one of the deadliest. Amongst facing local wild life, those who join any Hunting Bands risks dying at the hands of Hell Beasts and in some cases are likely to come upon the infamous Great Beasts, creatures incapable of being slain by mortal hands. But those capable of killing or protecting others from the dangerous wild life have a greater chance of amassing wealth which could last them for a life time.
But of all of the Hunting Bands, the most well known was An Léim. Whilst they were just a mismatch of varying individuals, wishing to earn some gold through hunting, they never set their sights on simple beasts. They always aimed for the best, the biggest and the deadliest. Many members have been lost and some have theorized that those who had originally formed An Léim are no longer alive today to see it through. But the Hunting Band has held out, always making their mark in some way or another.
In recent months however, their sights have fallen to a goal considered beyond mortal hands. After centuries of simply keep them at by, An Léim wish to slay the Great 3 Beasts; 3 immortal creatures, untouchable by mortal hands, killable by gods only. Despite knowing the task is a foolhardy one, most likely to result in death; those of An Léim continue to search for a way to kill the Great 3.
Their first target; the Corollpheist...
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Post by littlefluffette on May 25, 2014 9:13:49 GMT
The WorldTOWN | LOCATION | DESCRIPTION | Town of Sol
| Castle of the Sun
| The Capital of the Summerlands located just below the domain of the royal family, all trade and travelers pass through here. Though there is no singular race found in this bustling town, many humans come here mainly because the town is difficult to access and is the safest place by far.
| Fómhar | Harvest Lands
| Considered the farming capital of the Summerlands, almost all agriculture is done here with some grazing occurring at the Grey Bluff. Due to the fertile landscape those lords who own land charge heavily for its use, making those farmers who can grow livestock and crops some of the wealthiest citizens. | Lanthir | Úllothon Wood | A tower surrounded by a bustling town, this is where the greatest of elfin populations are located as well as where most of the wood used in the Summerlands is collected. A lot of political dealings and tribal discussions occur in the tower, hence why it is difficult for commoners to enter.
| Tower of Brue
| Lue Forest
| Similarly built to Lanthir, the Tower of Brue is where many fae and faeries conglomerate. Being close to Cua beach, their leading income is fishing as Lue Forest, known for its inherent magic, is a difficult place to hunt in as well as gather wood for building.
| Fort Rinthor
| Rorne River
| Considered the domain of the dwarves, Fort Rinthor is where all of the natural ores can be collected and extracted from the Vangour Mountain Range; there is said to be a path leading to the Neppen Desert over and through the mines, though only employees are allowed into the mountain.
| Fort Bragbuck
| An Mór Sea
| An isolated and almost lawless place, Fort Bragbuck is located on a small island off the coast of Cua Beach. This is where many trolls and orks live. While located by the sea where they fish, the locals rarely interact with the rest of the kingdom and is thus considered a poor place. | Redglass Hold
| Lake Atkug
| A nearly isolated location found upriver from Lake Himel, it is also considered a somewhat lawless place, mostly as a result of dragon attacks thanks to their close proximity with Mount Pellam. Many goblins and werewolves frequent Redglass Hold. | X'on Nuin Settlement
| Neppen Desert
| The only town located in the Neppen Desert, it is still at times debatable if X’on Nuin Settlement and the Neppen Desert are considered part of the Summerlands thanks to the very different culture. Many Neppen come from and live here.
| Swamp Settlements
| Deahe Marshes
| Arguably considered the worst place to live, many monsters and diseases stem from the marshes. However, its bizarre and colourful flora and fauna makes it the best place to sell herbs, potions and cures; hence why many witches and wizards hazard the barely liveable environment for wealth.
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Post by littlefluffette on May 26, 2014 3:25:11 GMT
Monsters Natural Beasts:- From simple creatures like roaming packs of wolves to others which may not appear common like dragons, these creatures are hazardous mostly because locals encroach on their territory or have been selected as food. These creatures even if they may contain magical powers must eat, sleep, breed, can get ill, age, and generally live as a regular animal would. It just happens to be that due to their large sizes, natural abilities and the continuously changing environment, it is inevitable that certain beasts will come upon people and cause problems.
Hell Beasts:- Unlike the natural beasts in the Summerlands, Hell Beasts do not need to sleep, eat, do not breed as far as anyone knows and are not truly indigenous to the Summerlands. Their attacks on locals are as far as anyone can tell, purely out of liking to kill though some theorize that they are from another plane of existence, trying to wipe out other races to take their land. Whoever or whatever they are, Hell Beasts are far more dangerous as they will openly hunt down, chase and slaughter anyone they come upon. A Hell Beast is easy to notice however through their hairlessness, pasty skin, sunken in eyes (if they have any) and their often bony, angular features though some can be rather large
The Three Great Beasts:- Though there are many creatures on the planet which fit into this category, only three are known in the Summerlands. These are creatures, usually large and very powerful, which cannot be killed my mortal hands but are capable of being slain by demi-gods and the One God Am. Often these creatures are kept at bay or easily avoided, but they are nevertheless powerful. Some rumours float around that there is a way to kill a Great Beast through finding a weapon of a god and wielding it; but these weapons are almost as impossible as killing one with a mortal weapon.
The Corollpheist; Corpse Demon; Monster of Flesh
There once lived a little boy and girl who always played at the forest’s edge till dusk, where they would then be called in for supper and then put to bed. They were always told not to go into the forest though especially at night, for the mean and old Corollpheist sat in the darkness, waiting for naughty boys and girls to gobble up… |
Considered at times a creature of legend thanks to the long gaps in which one may not even see the Corollpheist there is little known about where this beast originates. From being rumoured to be a remnant of one of Am’s cycles, wishing for a body of it’s own to a simple force itself, it is a creature built from the bodies of both living and dead beings. Animals and humans alike are its prey, though the larger the Corollpheist grows so too does its hosts need to be larger. Despite being built from corpses and limbs, the creature is highly intelligent through utilizing the brains of its victims to help increase its own thinking capacity. Usually hunters would chip away at the outer later of the creature to keep it in line; knowing that in being too small it could cause little harm. But in recent years thanks to a particularly terrible plague, the Corollpheist has re-emerged and seems to be out of control. Those attached to the Corollpheist are almost never able to return; but some have been rejected by the Corollpheist and found “toxic” against the Corollpheist’s urge for “unity”.The Mountain King; God of the Mountain- The Faceless NameAnd his followers, the Masked OnesThe history books will tell you that before the trolls, orks, and elves ever arrived, no other tribes or races inhabited the land. The truth it, there existed a tribe of beings no longer living today. They existed once though, peacefully inhabiting all regions of the Summerlands. Then when the first settlers arrived, they say they pushed the old tribes back. So far back that they were sent into the caverns of Mount Pellam, left there to rot and starve. Their King, a nameless man today- they say he cast a spell, a spell from old magic- foreign magic, nothing we know of today. They say in his dying breath; “When I awaken, may the mountains move under my wrath!” … |
No one has ever seen the Mountain King. Many in fact believe he is just a legend. But the legend goes that in his final days, as he watched his people die, he used old magic to cast a spell. For eternity he would rest until one day he would awaken, and should he awake the Summerlands would be destroyed- hence why the Dragons live upon the mountain rumoured to be his grave. It is to keep all wanderers from entering and awakening him. Locals consider this story but a silly tale to tell around a campfire, but his denizens, the Masked Ones, are real. They are human shaped and at first sight appear harmless. However, they are immortal creatures, unbreakable, who will pursue all they see. With no face and a crude mask to outline what may have once been their face, they appear at night in groups. Around campfires they talk and wait for locals to stumble upon them. Should anyone meet a Masked One it is suggested they run. Masked Ones pursue relentlessly until daylight, and any who are caught will find themselves part of their ranks. It is impossible to return from being a Masked One. The only way to avoid them is to stay indoors at night, for the Masked Ones cannot enter domains without permission. They will however stay around any home they see, always beckoning in soft voices for locals to join them. In the day they are gone, but one can tell there is a circle of Masked Ones should a “fairy circle” be spotted. Move far away if one is spotted. Shaolithe; Eater of World; World Devourer
There was an old man, who lived on old land; And on this old land there lived an old field. That was filled with old earth, which covered old bones;
Bailteithe, eater of towns.
And the old man he dug, with his old iron shovel; He dug the old earth till he reached the old bones; But found the old bones, were deep in old earth;
Cathrachaithe, eater of cities.
And so the old man dug more with old shovel; Till he hit more old bones, still covered in old flesh; And those old bones and flesh formed a very old creature;
Tailteithe, eater of lands.
| The old man was scared, and dropped the old shovel; To run from old earth, where old bones were found; But old sinew did grab the old man’s weak legs;
Tíorthaithe, eater of countries.
And now the old man, is gone forever; And the old bones are buried deep in the old earth; To hide an old creature who will return anew
Shaolithe, Eater of Worlds. |
Considered a legend as well though feared more than the Mountain king, Shaolithe is described as a massive bird buried under the Summerlands. It is so big that they say it spans nearly the whole of the Summerlands. However, stories claim that Shaolithe may be even bigger than this. This is due to evidence supporting that at some point the Faug-Hal and An Mór Sea were once shallow and there was more land to offer. Whether as big as the Summerlands or bigger, the bird once existed long ago. It was so big that some argue it was not even from their world but rather a gigantic creature which devoured worlds, always traveling to new planes of existence. Wherever it comes from, they say the creature was shot down by all of the archers of the world and removed of its skin and flesh, then buried to keep it from returning. However, old songs carried on from generation to generation claim that the creature is gradually building upon itself, using the corpse of every animal and individual who has been dead and buried to build its body anew.
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Post by littlefluffette on May 26, 2014 9:09:05 GMT
RACES Colour Key
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Humans
Height: 5'0" to 6'1" (152.4 cm to 185.928 cm) Age Limit: 80 - 100 yrs Hair Colours: Natural Colours Eye Colours: Natural Colours Skin Colours: Natural Colours Important Features: N/A Natural Abilities: Resistance to magic and to charms & curses
While there are a large number of humans who inhabit the Summerlands, humans are not indigenous to the land let alone the universe. Rather, they originate from the “Scientific World” on a planet known as “earth”, a separate but connecting realm where magic does not exist and science is the driving force. Many humans who live in the Summerlands are the result of their ancestors from the “Scientific World” stumbling upon rare one-way portals to the Summerlands, though there are always humans appearing in the Summerlands from time to time. Humans posses no magical skills, but as a result are unaffected by magic as well as charms and curses. Humans can inhabit just about anywhere.
Witches & Wizards Height: 5'0" to 6'1" (152.4 cm to 185.928 cm) Age Limit: 300 - 400 yrs Hair Colours: Any Colour Eye Colours: Any Colour Skin Colours: Natural Colours Important Features: N/A Natural Abilities: Can cast magic
Perhaps the most common race in the Summerlands, Witches and Wizards look exactly like Humans save for a few differences. Witches and Wizards, unlike Humans, are the most proficient at using magic such as casting spells with a wave of the hand and an utterance of words. Despite physically looking human, Witches and Wizards are also known to be born with hair and eyes that can vary in colour. While they are capable of magic, they are not able of casting charms and curses. All Witches and Wizards have a "Type", that is a basic style of magic they are proficient in. They are also one of the physically weaker races not built for hard battle. Like Humans, Witches and Wizards can live just about anywhere.
Fae Height: 5'0" to 5'6" (152.4 cm to 170.688 cm) Age Limit: 400 - 500 yrs Hair Colours: Faded Colours of any Type Eye Colours: Any Colour Skin Colours: Natural Colours or Slightly Off Colours (e.g. one could have slightly more purple skin) Important Features: Small Horns; Small pointed ears Natural Abilities: Manipulates one of the four elements
Considered to be the distant cousins of the Faeries, the origins of the Fae is a difficult one to track, though stories tell of their ancient ancestral Faeries mating with another long lost race. Despite their fairy origins, they have lost their wings and the ability to shrink in size. Rather, Fae are most noticeable for the horns which protrude from their foreheads. They are not capable of casting charms and curses like faeries, nor are able to talk to animals. But they can manipulate an element depending on their location and parents, and hold some resistance to said element though unlike the Neppen-Nal, they are not fully resistant to the element they can control. Fae are most common in forests, but they can originate in a number of places.
Faeries Height: Average: 5'0" to 5'10" (152.4 cm to 177.8 cm) || Shrunken; 7.4 inches or 19 cm Age Limit: 300 - 400 yrs Hair Colours: Any Colour Eye Colours: Any Colour Skin Colours: Any Colour Important Features: Smaller pointed ears; Wings Natural Abilities: Can shrink and grow; cast charms or curses; and talk to animals
Sometimes known as the mischief makers of the Summerlands, Faeries are the forest dwelling beings capable of flight. Colourful creatures known for their wings and their ability to shrink and grow in size, they come in a massive array of colours. Faeries are natural charm and curse casters, and are quite capable of talking to animals. Faeries are very susceptible to magic and are one of the physically weakest race. Faeries are extremely common in forests and other locations where there are many animals and wildlife in the area.
Elves Height: 5'2" to 6'2" (158.496 cm to 188.976 cm) Age Limit: 300 - 400 yrs
Elves, perhaps the second most common race, are one of the few oldest races next to the Orks and Trolls. They are often easy to spot with their long, pointed ears, and come in three sub-species, each with different abilities due to their origin of birth. All elves are usually of an average height if a tad taller than humans.
Common Elf Hair Colours: Any Colour Eye Colours: Any Colour Skin Colours: Natural Colours Important Features: Pointed Ears Natural Abilities: Can cast magic, temporarily turn invisible
| The Common Elf can be found just about anywhere, and are known to be skilled fighters and very stealthy. Common Elves can cast magic, as well as become invisible for short periods of time. | Forest Elf Hair Colours: Earthy Colours Eye Colours: Earthy Colours Skin Colours: Earthy Colours Important Features: Pointed Ears Natural Abilities: Can talk to plants, manipulate plants and rocks, and turn invisible
| Wood Elves are often found where trees are plentiful and soil is very fertile. They are masterful plant and earth manipulators and can talk to plants. Like the Common Elf, they can turn invisible temporarily. | Night Elf Hair Colours: Pale Hair Colours Eye Colours: Any Colour Skin Colours: Dark Grey Important Features: Pointed Ears Natural Abilities: Can cast blood magic, can cast curses and blend into darkness | Night Elves are at times considered the greatest deviation from Elves and it has been argued if they really are an elf at all. Known for their dark skin, they are perhaps the only race able to cast “Black/Blood Magic” without requiring a sacrifice. They are also quite capable of cursing others, but lack the ability to turn invisible like Common and Wood Elves. Night Elves make up for this by being able to blend into shadows and darkness. They can be found anywhere, but tend to gather where darkness is common. |
Dwarves Height: 3'10" to 4'10" (116.84 cm to 147.32 cm) Age Limit: 200 - 300 yrs Hair Colours: Natural Colours Eye Colours: Natural Colours Skin Colours: Natural Colours Important Features: Very short; facial hair (which both males and females can have) Natural Abilities: Very strong; is very resilient to physical damage/quick healing; has high intelligence
Very human in appearance save for their height, Dwarves are the third most common race in the Summerlands. They are known to be short and are one of the few races born in the Summerlands that are not capable of any magic. Instead, they are said to be smart, very strong and very resilient, able to build a variety of materials and understand concepts that could be quite foreign to the residents of the Summerlands. While male Dwarves are known to grow beards, not all dwarves have them, and it is common for female Dwarves to grow facial hair as well. Dwarves tend to be found near mountains, but they can live anywhere that offers valuable resources.
Neppen-Nal Height: 6'4" to 7'2" (195.072 cm to 219.456 cm) Age Limit: 900 - 1000 yrs Hair Colours: Natural Colours Eye Colours: Any Colour Skin Colours: Dark Colour; Scales can by any Colour Important Features: Horns (Males have 1 set, females have 2 sets); Tails; Scales; Claws Natural Abilities: Can manipulate, cast and resist fire
Originating from the Neppen Dessert, they have only recently been accepted as part of the Summerlands after twelve centuries of being nomadic. The Neppen-Nal are recognized for their dragon-esque features such as horns, scales, spikes, a tail, and claws. Most females have two sets of horns, while males have only one set. Some say that the Neppen-Nal were once an ancient and intelligent breed of dragon, taking human form whom then lost the ability to return to their natural state. This can be proven by their resistance to fire and the ability to cast and manipulate fire. The Neppen-Nal tend to live in hot locations, but some can be found elsewhere though they tend to try and avoid locations which are too cold for their bodies to handle.
Orks & Trolls
Orks Height: 5'6" to 6'5" (170.688 cm to 198.12 cm) Age Limit: 500 - 600 yrs Hair Colours: Natural Colours Eye Colours: Any Colour Skin Colours: Natural Colours Important Features: Large lower fangs Natural Abilities: Are strong | Trolls Height: 5'8" to 6'8" (176.784 cm to 207.264 cm) Age Limit: 600 - 700 yrs Hair Colours: Earthy Colours Eye Colours: Earthy Colours Skin Colours: Earthy Colours including Red and Blue Important Features: Large lower fangs; is carnivorous Natural Abilities: Extremely strong
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Perhaps the oldest races on the island, Orks and Trolls are sometimes confused to be the same species, due to Orks and Trolls sharing some similar traits. However, they can be different in other ways. Orks look very similar to humans albeit being bigger and with large lower fangs. Trolls on the other hand are very large and bulky, with earthly skin tones including some blue and red ones. Another key difference amongst the two is that Orks are omnivores and Trolls are carnivores. Both are very strong, with Orks being a little quicker on their feet. But both are often not very intelligent and can be seriously harmed by magic. Both are found near swamps and flat, rough terrain.
Goblins Height: 4'5" to 5'4" (137.16 cm to 164.592 cm) Age Limit: 300 - 400 yrs Hair Colours: Natural Colours Eye Colours: Natural Colours Skin Colours: Green Important Features: Large, gnarled ears Natural Abilities: Very fast, are skilled climbers, and are able to cast curses and charms
Goblins, sometimes confused as a distant species of elves, are known as a lesser “monster” race and perhaps the only monster race not known for strength. Goblins come in a wide variety of green shades, the brightness depending on the sunlight they get. Though considered a monster race, they are able to cast charms as well as curses. However, other magic can hurt them. They are also not the strongest race as well, and are common in swamps and forests.
Werewolves Height: 5'0" to 5'6" (152.4 cm to 170.688 cm) Age Limit: 200 - 300 yrs Hair Colours: Natural Eye Colours: Any Colour Skin Colours: Natural Skin Colours Important Features: Canine Eyes; Sharp Claws; Wolf Ears and Tail Natural Abilities: Have heightened senses, can transform into a wolf-human or wolf though they are strongest at a full moons, and are resistant to curses
While the first werewolf was created from a curse, Werewolves today are usually born rather then turning others, and it has been a century since the last werewolf appeared through being cursed. Some question if they can turn others into werewolves anymore, though if it is possible the normal means of being attacked no longer works. Fast and strong, Werewolves can be easily disoriented with magic and charms, though Curses have no affect on them. They can be found anywhere but tend to prefer the wild.
Pixies Height: 7.4 inches or 19 cm Age Limit: 2000 - 3000 Hair Colours: Any Eye Colours: Any Skin Colours: Natural Important Features: Large circular wings, pixie dust produced from the wings, often heavy-set/chubby, large pointed ears Natural Abilities: Can float, have the ability to transform into animals or other races for short periods of time
Thought to be the even naughtier cousins of faeries, pixies are small, chubby, winged beings that live in massive communes and often have multiple mates or families. They are found globally though each group differs in some shape or form depending on their location. While they may appear fairy-like at first, they lack all abilities related to a fairy. They cannot shrink and grow, but they can transform into a human temporarily as well as other animals. How long a pixie can stay in this other form depends greatly on the size and their age, and while they can alter their shape nothing lasts longer than a day- any attempt to do so will exhaust them and they will turn back to normal. They also cannot mimic any special abilities as the animal they are (i.e. if one turns into a dragon, it cannot blow fire). Usually one can spot a pixie in disguise as the colour of their skin, hair and eyes stays consistent in all forms. Pixies also lack the ability to fly naturally often due to their heavier size, so they produce a natural powder known as “pixie dust” which helps them stay a float. While not particularly weak to spells, they are naturally physically weak due to their size.
Note that Summerlands Pixies are colourful in the spring and summer. However their hair and eyes will always turn to grey, and then white as summer transitions into fall and then winter.
HYBRIDS
Sometimes certain individuals will inter-marry with other species, producing hybrids. When a hybrid is formed, often the child takes on key traits of both parents such as hair, skin, eye colour and other traits like ear shape, tail, wings, etc. While many make the mistake of assuming that individuals will mate to form “super children” the reality is that the offspring will inherit only one of their parents abilities; i.e. a half werewolf, half fae child will either manipulate one of the elements, or retain their wolf abilities- they cannot manipulate elements and have wolf abilities.
Here is a list of the viable offspring; those not on the list are either impossible or would lead to miscarriages:
Human ------------- Witch/Wizard Human ------------- Fae Human ------------- Fairy Human ------------- Elf Human ------------- Dwarves Human ------------- Neppen-Nal Human ------------- Orks Human ------------- Goblins Human ------------- Werewolves
| Witch/Wizard ------------- Fae Witch/Wizard ------------- Fairy Witch/Wizard ------------- Elf Witch/Wizard ------------- Dwarves Witch/Wizard ------------- Neppen-Nal Witch/Wizard ------------- Orks Witch/Wizard ------------- Goblins Witch/Wizard ------------- Werewolves
| Fae ------------- Fairy Fae ------------- Elf Fae ------------- Dwarves Fae ------------- Neppen-Nal Fae ------------- Orks Fae ------------- Goblins Fae ------------- Werewolves
| Fairy------------- Elf Fairy ------------- Dwarves Fairy ------------- Neppen-Nal Fairy ------------- Orks Fairy ------------- Goblins Fairy ------------- Werewolves Fairy ------------- Pixies
| Elf ------------- Dwarves Elf ------------- Neppen-Nal Elf ------------- Orks Elf ------------- Goblins Elf ------------- Werewolves
| Dwarves ------------- Neppen-Nal Dwarves ------------- Orks Dwarves ------------- Goblins Dwarves ------------- Werewolves
| Neppen-Nal ------------- Orks Neppen-Nal ------------- Trolls Neppen-Nal ------------- Goblins
| Orks ------------- Trolls Orks ------------- Goblins
| Trolls ------------- Goblins |
PETS
There is a diverse choice of pets for locals to have. Many are simple animals while some are magical. Usually pets come in two types; Carrying Pets and Mounts.
Mounts
- Mounts are are large animals capable of being ridden. Mounts are usually large enough to support a troll, but no bigger.
Giant Turtle Panther Pheonix (rare, difficult to tame) Large Crane Goat Tiger Lion Yak Miniature Elephant Horse Griffon Hippogriff (rare) | Manticore Sabertooth tiger (very rare) Large Red Elk (very rare) Wolf Dire wolf- rare (difficult to tame) Skeletal horse (rare, magic class only) Warhorse Giant Lizard Giant Komodo (very difficult to tame) Giant Peacock Giant Rat (rare, difficult to tame) Bears
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Carrying Pets- Unlike mounts these are small animals that cannot be ridden and are bought for aesthetics or other uses. Some examples are...
Pigmy Dragons FuuFuu Cats Dogs Pigmy Pheonix Owls Birds Pigmy Lizards |
- Though any small, non-deadly animal is capable of being a pet.
If you have a pet in mind that is not on the list, just ask!
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Post by littlefluffette on May 27, 2014 0:38:30 GMT
RULES
- Please follow the Forum Rules
- Clearly no god-modding, auto-healing, instant dodging, auto hitting, and in general no over-powered characters
- Follow the rule of hybrids; no inheritance of powers from both parents and no 3 way hybrids > if you want to try and be a hybrid which is not listed, ask and we can discuss if it is possible
- This is a literate role play so please try to write as much as possible, at least write a minimum of two - three paragraphs.
- We offer only 8 spots for now, 3 characters per person so if you wish to reserve a spot note me, Little Fluffette
- Do not post your profile in the profile section without permission; send it to me first through PM and I’ll confirm if it is good, needs tweaking, etc
- Use the OOC thread for talking, or brackets [[ ]] (( )) if you post something in the RP thread
- If you have any problems with someone in OOC, talk it with them calmly or go to me
- Romance and violence is encouraged; but follow site rules
- I, Lordfluffers, will be controlling the monsters unless you want to control one or have an idea and please, tell me all of your wonderful ideas~ This is a group based adventure, so all sorts of action, misdirection, attack, etc is encouraged
- If you find yourself too busy to post, notify myself or post in the OOC so we know when you will be gone and for how long
- In the end, have fun, enjoy yourselves, and be creative~
CLASSES
Warrior (4 spots left)
- All members in a Hunting Band can fight, however warriors are skilled in close combat
Healer (4 spots left)
- At times when a member in a Hunting Band is injured, it helps to have a doctor or medical expert tag along than try to hold out till they reach the next town
Spell Caster (3 spots left)
- There are times where beasts are weak to magic or members need back up, and spell casters serve this role perfectly
Archer (4 spots left)
- For situations where beasts are difficult or too dangerous to fight up-close, archers are perfect for long distance combat
Tracker (4 spots left)
- There is no point going out to hunt down monsters if no one knows how to find them; Trackers are good hunters and capable of following monsters as well as setting up traps
Merchant/Planners (4 spots left)
- Considered a recent addition, Merchants are member who are great at selling parts of Beasts and haggling for prices; they are also considered the planers and thinkers of the group
PROFILE Sheet
[b]Name:[/b] [b]Age & Birthday:[/b] [b]Gender:[/b] [b]Height & Weight:[/b] [b]Appearance:[/b] (paragraph or image is fine) [b]Abilities:[/b] [b]Job:[/b] [b]Class:[/b] [b]Personality:[/b] [b]History:[/b] [b]Likes & Dislikes:[/b] [b]Items & Tools:[/b] [b]Other:[/b]
The Actors
Little Fluffette .........Urien Taggart --- ---Kyouda ......... Avidan Lasstholeil
Fu2berandom .........
5 spots remaining!
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Post by littlefluffette on May 31, 2014 8:48:07 GMT
Urien TaggartSon of Swamp Witch Luned╓╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╩╖[/i][/font]? As a resident and landowner of the Deahe Marshes the tubby mage knew the landscape well. He could recognize sinkhole from murky waters, differentiate the root of old willows from the slithering of swamp serpents, and avoid the looming gaze of the wide-eyed Dead Eye which dwelled in the hollow of trees. If his vast knowledge of the marshes were not enough, his magic was catered specifically to the marshes and had he stayed, Urien would be given an endless supply of natural resources to control. But out all the way in Fomhar he felt naked. Fields of wheat sprawled for miles and an array of pumpkins, squash, turnips, and more lined the fields, lacking the muddied colours of green and brown which made up his swamp. The only water which one could find were contained in wells and had to be lifted out by bucket. Where he lived the water had to be boiled first and sieved of its impurities, a process not required in the Harvest Lands. Even the clothing seemed peculiar to the rather robust mage who stuck out quite a bit. His skin was eerily pale as was his hair, so white that one could mistaken him for albino if they did not notice the lack of red in his sharp, white irises. His clothes contrasted greatly with his body, donned in a thick black cloak with green trimming and olive trousers. His boots, custom made for the muddy land of the swamps, were still covered in the dry filth. The clearest sign that he was a foreigner in this region of the Kingdom happened to be the strong and clearly pungent smell of soil which emanated from every point of his body. It was a smell that would take years to wash away, though luckily for Urien it was not a particularly awful smell. Not compared to the manure and cow shit which lined the fields, used as a fertilizer. He was still at this very moment pinching his hooked nose, his mouth scrunched into a disgusted sneer. Right now this was just a stopping point to gather materials while the ferry to and from the Town of Sol was still docked at the capital. While they were still on the trail of the Corollpheist, it was clear that they could not break down the barrier of bodies which covered the beast and they would need to find some clue to the whereabouts of this rumoured “weapon of the gods” wherever or whatever it is. Plus, it was rumoured that a swarm of harpies were drawing near the Town of Sol and offering to stand guard and slay them should they pass over would earn them a hefty reward useful to funding their travels. Urien walked along the rows of vegetables and spotted a small pumpkin growing close to the edge. He raised his foot and, without looking to see if anyone was watching, stepping down onto the orange plant. It broken under his size and gave Urien the satisfying squish he was looking for. “This place reeks of shit, we’re not staying here.” He commanded, even though he was merely a wizard who tagged along for one purpose. Urien was to serve as a literal meat shield for the Corollpheist, mostly because the creature found him unpalatable… Urien spat at the ground as he paced, snorted when a local shot a glare at him, and kicked at another vegetable, this time aimed for the local, and after ruining his clean pants the man turned and began to shout at Urien. He cursed up a storm, calling him a vandal, a bastard, disgusting and rude, and Urien with a quick wave of his hand summoned Seam from his sleeve. She climbed out, stood upon his hand hissed angrily at the man. As ordered with a quick gesture to the man’s feet she spat. The man luckily jumped away, for he saw the ground dissolve under the yellow, sizzling liquid. At that he turned and left, either to get a guard or leave before he found himself covered in the acidic liquid. And here some questioned why the Corollpehsit did not want to integrate such a wonderful man into itself.[/font][/ul] ╙╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╦╜
Location: Fomhar With: His team Feeling: Pissy
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