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LordCowCow

Of Magic and Dungeons [OOC/PG-16/Accepting]

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9 hours ago, Aix said:

How would conjuring weapons and armor work? Would it be costly? I'm thinking about a character that conjures a full plate of armor to wear and weapons. Eventually when they get better maybe conjure an armored horse as well or a nightmare.

Conjuring actual armor would be considered ineffective by some but its doable

Do note wearing full armor would make casting other magic harder

I assume this would be a hybrid?

But yes conjuring armor and a mount is certainly possible.

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53 minutes ago, Aix said:

How and how much does armor affect casting?

Think of mages as snobby elitists, at least the upper crust of them, basically they'd think "Why not just use magical protection instead". Not saying it's something bad to do but just a note for character stuff. : )

As for how much, depends how much armor you have. Think about it as "mana" being directly tied to energy and wearing armor naturally drains energy as is. So it's harder to focus and gather the energy needed.

btw if you want to be in the discord let me know

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All you need is money

Spoiler

 

Name:  Lana
Age: 19
Gender: Female
Race: Human 
Appearance

Spoiler

 

TSVELQb.jpg

5'8. 170 lbs. Her axe is a lot more simple looking and not spiked at the end. 

 

Personality

Spoiler

 

Lana is a hard working girl, seemingly always looking for odd jobs to take on and putting in the effort to see them through to the end. Lana is not fond of hard work, nor while not disliking it doesn't build her life around pleasing others. She is, instead, a big fan of money. Lana believes that money is really the only thing that separates the common folk from the nobles and as a result, the difference between farm life and one of luxury. And so, she lives by the motto of work now, fun later. If she works hard in the present, she will be able to live a lazy life later in life. No matter how much she might have to complain about the present. 

Outside of her avarice, Lana is a sociable enough girl, not particularly outgoing nor a loner. Very straightforward in how she talks, it's clear that Lana isn't entirely cultured. She lacks tact and the expected respect of those who are higher than her in status, though more so out of naivety then actual spite. She is as well not that good of a liar, generally wearing her intent on her face. 

 

Biography

Spoiler

 

Born to a family of farmers, Lana grew up doing as she was told and helped around the house. Her life was quiet and she was for the most part content with it, until she was asked to go to the local market alongside her father. While there, Lana was able to glimpse just into what the wide world had to offer. And she found out that there was a lot more that she wanted then what she knew about. Of course, her family wasn't rich, far from it, and there were only a limited things that they could actually get. But, that didn't stop Lana from wanting. And want she did. 

The girl continued to want more than what her family got for her. But she learned that in order to get more, she needed to make money, and the only way to make money was to work more. So, Lana decided to go and take up odd jobs to make some, and while at first pleased to have some of her own to spend she quickly realized this was simply not enough to get all that she wanted. Asking her parents how she could get enough money to never have to work again, they simply joked that she would've had to have been born a noble. Naturally, she was discouraged as this was not the case, and had learned that if nothing ever changed she would basically be born and die a farm girl.

Eventually she learned of the Dungeon and the legend surrounding it. And she learned that it was in fact the greatest "get rich quick" scheme to ever exist. Infatuated by the idea of becoming an adventurer as a means to get rich, Lana told her parents of her hair brained scheme. Naturally, they were against the idea of sending their untrained unequipped daughter to the most dangerous place that adventurers flocked too. Met with a roadblock of money yet again, Lana was not deterred and in fact had her belief in money only strengthened as she began to work harder and harder to gain all of the things that she needed. After a great deal of time and work, she had finally managed to buy not only the proper equipment to fight, but also lessons on how to fight and a ticket to Froura. Though her parents had still been against the idea, with her having basically bought everything herself they could do little to actually stop her. And so, with an axe on her back and her spirits high, Lana made her way to conquer the dungeon. 

 

 

 

Combat Info

Spoiler

 

Experience Level: Average 

Magic Level:  None  
Non-Combat Skills: Farming, Herding, Fishing, BOX LIFTING 

Magic Schools: None 
Combat Style:  Very simple. In general, Lana simply runs at her opponent and swings her greataxe at them. Not stupid at fighting, she tends to keep herself as the maximum range for each swing and if an opponent gets in close she will either strike them with the butt of her greataxe or switch to her hand axe. She is also proficient in throwing her hand axes. Not entirely trained in it but she is also not afraid of just punching someone sometimes. 
Equipment:

  • Greataxe 
  • Hand Axe x2 
  • Leather Armor 
  • Dagger

 

 

 

Other:

 

 

Edited by Skaia

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27 minutes ago, Skaia said:

All you need is money

  Hide contents

 

Name:  Lana
Age: 19
Gender: Female
Race: Human 
Appearance

  Hide contents

 

TSVELQb.jpg

5'8. 170 lbs. Her axe is a lot more simple looking and not spiked at the end.  

 

Personality

  Hide contents

 

Lana is a hard working girl, seemingly always looking for odd jobs to take on and putting in the effort to see them through to the end. Lana is not fond of hard work, nor while not disliking it doesn't build her life around pleasing others. She is, instead, a big fan of money. Lana believes that money is really the only thing that separates the common folk from the nobles and as a result, the difference between farm life and one of luxury. And so, she lives by the motto of work now, fun later. If she works hard in the present, she will be able to live a lazy life later in life. No matter how much she might have to complain about the present. 

Outside of her avarice, Lana is a sociable enough girl, not particularly outgoing nor a loner. Very straightforward in how she talks, it's clear that Lana isn't entirely cultured. She lacks tact and the expected respect of those who are higher than her in status, though more so out of naivety then actual spite. She is as well not that good of a liar, generally wearing her intent on her face. 

 

Biography

  Hide contents

 

Born to a family of farmers, Lana grew up doing as she was told and helped around the house. Her life was quiet and she was for the most part content with it, until she was asked to go to the local market alongside her father. While there, Lana was able to glimpse just into what the wide world had to offer. And she found out that there was a lot more that she wanted then what she knew about. Of course, her family wasn't rich, far from it, and there were only a limited things that they could actually get. But, that didn't stop Lana from wanting. And want she did. 

The girl continued to want more than what her family got for her. But she learned that in order to get more, she needed to make money, and the only way to make money was to work more. So, Lana decided to go and take up odd jobs to make some, and while at first pleased to have some of her own to spend she quickly realized this was simply not enough to get all that she wanted. Asking her parents how she could get enough money to never have to work again, they simply joked that she would've had to have been born a noble. Naturally, she was discouraged as this was not the case, and had learned that if nothing ever changed she would basically be born and die a farm girl.

Eventually she learned of the Dungeon and the legend surrounding it. And she learned that it was in fact the greatest "get rich quick" scheme to ever exist. Infatuated by the idea of becoming an adventurer as a means to get rich, Lana told her parents of her hair brained scheme. Naturally, they were against the idea of sending their untrained unequipped daughter to the most dangerous place that adventurers flocked too. Met with a roadblock of money yet again, Lana was not deterred and in fact had her belief in money only strengthened as she began to work harder and harder to gain all of the things that she needed. After a great deal of time and work, she had finally managed to buy not only the proper equipment to fight, but also lessons on how to fight and a ticket to Froura. Though her parents had still been against the idea, with her having basically bought everything herself they could do little to actually stop her. And so, with an axe on her back and her spirits high, Lana made her way to conquer the dungeon. 

 

 

 

Combat Info

  Hide contents

 

Experience Level: Amateur 

Magic Level:  None  
Non-Combat Skills: Farming, Herding, Fishing, BOX LIFTING 

Magic Schools: None 
Combat Style:  Very simple. In general, Lana simply runs at her opponent and swings her greataxe at them. Not stupid at fighting, she tends to keep herself as the maximum range for each swing and if an opponent gets in close she will either strike them with the butt of her greataxe or switch to her hand axe. She is also proficient in throwing her hand axes. Not entirely trained in it but she is also not afraid of just punching someone sometimes. 
Equipment:

  • Greataxe 
  • Hand Axe x2 
  • Leather Armor 
  • Dagger

 

 

 

Other:

 

 

Hm hm. Accepted. Third for acceptance got!

Which means that....I shall be putting up the IC on likely Sunday. That doesn't mean people can't still join even after I start it though. It shouldn't be hard to work people in.

Having said that those who posted interest but not an app yet are...

@MetalSonic @Aix @ChampionZero

So if you wanna get them in before I post the IC should get to that.

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It's been a bit since I've RP'd on a forum. But the DnD influence on this has me interested. 

Sergei

 
 
 
 
 
 
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Name: Sergei Allagi

Age: 31

Gender: Male

Race: Human

Appearance: [link] (6'3", 240lbs, jacked as all hell and is covered in tattoos that serve as an arcane focus for transmutation spells)

Personality:

 
 
 
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Spoiler
 
 
 
 

Despite his imposing presence, Sergei is remiss to berate or bully another person. While he tries to stay out of trouble, he is incapable of watching another person get mistreated and will leap to the defense of the helpless. Ultimately, Sergei wants to do right by other people and is unlikely to indulge any selfish or underhanded action. Sergei has a quiet confidence and resolute demeanor that could be mistaken as arrogance if judged at the surface level. He is aware of how intimidating his appearance can be but only wields it when he feels his hand has been forced. In truth, he is simply an introspective person that is often hesitant to share his opinion outright.

Sergei has a quiet appreciation for the beauty of life and is quick to find the humor in just about anything, especially if he's had a few tankards of ale. Though one may not guess it, Sergei is a sentimental person who's feelings can be easily wounded. This is especially true in matters of deception or betrayal. Sergei is a man of few mysteries, what you see is what you get, and so he doesn't appreciate people that will not extend the same courtesy. That said, Sergei is typically quick to forgive and is eager to offer redemption to those that seek it.

Perhaps his biggest insecurity is rooted in feeling insignificant. Growing up in the shadow of the major branch of the Allagi family, Sergei has spent the majority of his life internalizing the idea that he is somehow lesser than the more affluent members of the family. This isn't to say that he seeks to raise his social status or is in the pursuit of fame or wealth, but rather that he envies the way that the more affluent members of the city seem to be born with a purpose. Sergei wants to understand what he is supposed to be doing and what his purpose is. And secretly, maybe he wants to feel seen as someone of worth.

TL;DR: all these muscles and the biggest of them is his heart~

 

Biography:

 
 
 
 
 
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Spoiler
 
 
 
1
 
 
 
1
 
 
 
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Sergei was born into the minor branch of the Allagi family. He grew up within the city, never knowing much of the illustrious life that the major families led. That isn't to say that his family struggled or went without, because they didn't. However, Sergei always found himself staring at the large Allagi mansion at the edge of the city. The words of his parents would come to him, how they spoke with such vitriol and contempt for the major family. He never could find it within himself to muster the same malice, but he did always wish to be a part of their world.

Sergei was the oldest of four children. His parents, Mecek (his father) and Mara (his mother), owned and ran a decently popular tavern close to the center of the city. The Miraculous Act. They were known for turning water into various wines, ales, and liquors right before their patrons' eyes with the help of transmutation magic.

As the eldest, Sergei was usually assigned the task of watching after his younger siblings. He would feed, change, and take care of the rest of them while his parents tended to the tavern's patrons. When finally they were all old to look after themselves, they were put to work in helping manage the needs of The Miraculous Act. In the process, they were schooled in the properties of transmutation magic that their parents knew. They were taught the tricks and the trades of the business. Running the tavern kept the whole family fairly busy but Sergei never could escape the sense that he was supposed to do more than pour drinks and break up bar fights. 

Sergei was 19 when, enticed by the idea of heroics and doing good, he first started mercenary work. He didn't use his full name and often hid his identity entirely. It was his way of escaping the expectations and responsibilities he had grown embittered towards. He loved his family, truly he did. However, he wanted a shot at being his own person.

He took protection details, hunted down minor criminals, and did what he could to make a difference. All the while, he began to hone his martial and magical abilities. He learned through trial and error. Which really means, he learned by having the shit kicked out of him on more than one occasion. However, with the tutelage of fellow mercenaries and a good number of beatings, Sergei did start to learn how to make use of sizable build. 

Sergei had hardly been doing mercenary work for a year before his family found out what he was doing. They weren't pleased, to say the least. They had less to say about the work itself and more about how he had shirked his responsibilities to his family and how he had kept it a secret. The divide between Sergei and his family only grew as he continued to take jobs. 

And, as his skills grew, so to did the contracts. He began to work more closely with well-known mercenary guilds and even the Machi family. He began to venture into The Dungeon, joining expeditions in search of The Spark. The rumored artifact of unknown power occupied much of his thoughts. He didn't have much use for the actual power, but he hoped, or perhaps fantasized is a better word, that it could answer a few questions for him: Who was he and what was he supposed to do?

 

Experience Level: Experienced

Magic Level: Hybrid

Non-Combat Skills: hugs, heart-to-heart conversations, turning water to wine

 

Magic Schools: Transmutation

Combat Style: Sergei fulfills the role of the bruiser. He augments his physical abilities through transmutation magic. He is capable of making himself faster, stronger, and more durable than the typical fighter. He is not indestructible or infallible by any means, but he is able to take a lot more physical punishment than the typical adventurer and will often interpose himself between his allies and the enemy. He has limited familiarity with using weapons and prefers to punch, grapple, and kick his enemies.

Inventory:

  • Leathers, intended merely to keep Sergei warm and less as protective armor
  • a seax knife, a very large knife or perhaps a small sword, the blade is thick and has several notches in it that are useful for catching the fine edge of typical swords
  • a boomerang
  • 30ft of hempen rope
  • a canteen, for water
  • a flask, for liquor 
  • rations

 

I took some liberties with this application, so I apologize if I pushed the world-building in a direction that you weren't planning. I am obviously happy to edit and change things that don't quite fit. Let me know how I can improve the character. I'll be keeping up to date on events in the IC as well. 

EDIT: made some pretty significant tweaks to Sergei's backstory...which is to say that I completely rewrote it! However, I think this version of the character better fits into the world. Also fleshed out the personality a bit. Let me know what else can be done to improve him.

Edited by Ren✧

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51 minutes ago, Ren✧ said:

It's been a bit since I've RP'd on a forum. But the DnD influence on this has me interested. 

Sergei

Spoiler
 
 
 
 
2
  Hide contents

Name: Sergei

Age: 31

Gender: Male

Race: Human

Appearance: [link] (6'3", 240lbs, jacked as all hell and is covered in tattoos of interlocking arcane runes)

Personality:

Spoiler
 
 
 
 
  Hide contents

Despite his imposing presence, Sergei is remiss to berate or bully another person. He is, however, staunch in his morals and is quick to step in for a worthy cause. Sergei has a quiet confidence and resolute demeanor that could be mistaken as arrogance if judged at the surface level. He is aware of how intimidating his appearance can be but only wields it when he feels his hand has been forced. In truth, he is simply an introspective person that is often hesitant to share his opinion outright.

Sergei has a quiet appreciation for the beauty of life and is quick to find the humor in just about anything, especially if he's had a few tankards of ale. Though one may not guess it, Sergei is a sentimental person who's feelings can be easily wounded. This is especially true in matters of deception or betrayal. Sergei is a man of few mysteries, what you see is what you get, and so he doesn't appreciate people that will not extend the same courtesy. That said, Sergei is typically quick to forgive and is eager to offer redemption to those that seek it.

He has a fascination with the ocean, partly because the scenery that he grew up around was vastly different but also because of how the immensity of it reminds him of how small he is. Sergei is prone to existential pondering and is wondering what his place in the world is.

TL;DR: all these muscles and the biggest of them is his heart~

Biography:

Spoiler
 
 
 
1
 
 
 
1
  Hide contents

Sergei and his parents were not originally from Katochos. He spent the first 8 years of his life in the dry prairie lands to the east in the nation of D'yo Torren. They were a humble family. Sergei's father was a leatherworker and brought in enough coin to support the family's needs. His mother was a hunter; she kept food on the table and pelts drying on the rack. It wasn't until Sergei's younger brother had turned 4 that the family decided to move westward to Katochos. While their home in D'yo Torren was enough for the small family, Sergei's parents sought a better life and more opportunity for their kids.

They traveled for several months before they ended up in Froura. The growing city and allure of The Spark that supposedly sat within the infamous Dungeon marked the end of the family's migration. They set up shop in Froura and Sergei began to grow up.

As he entered adolescence, Sergei was often ostracized from other kids because he was a foreigner. However, once he started to truly grow into his sizable stature the bullying he had been experiencing ended pretty dramatically. Still, Sergei was lonely. Which is why he jumped at the oppo
rtunity to apprentice under the tutelage of The Arcanite Brotherhood, a mercenary guild under the leadership of the Machi family.

The Brotherhood trained him in the ways of combat and began to educate him on the complexities of magic. While Sergei studied combat with many different kinds of weapons, he preferred to fight with his bare hands, making him stand out once again as a bit of an oddity. In his studies of magic, Sergei took to abjuration and he developed a knack for pinpointing weaknesses in spells and enchantments that would lead him to learn how to dispel such magics.

The guild was known for their fully initiated members who bore enchantments not on their swords or armor, but upon their skin. Due to a partnership with a branch of the Thelgo family, complex arcane enhancements are bequeathed unto members of The Brotherhood via a painful magical ritual that the guild member undergoes during their final initiation. 

Sergei was 22 when he went through his final initiation and entered the ranks of The Arcanite Brotherhood. Prior to achieving status as a full-fledged member, Sergei had primarily worked protection detail for some minor families and handled tracking down criminals that had some sizable bounties on their head. However, after undergoing the ritual he was contracted out by the Mellontikos family to accompany a group of explorers into The Dungeon. 

His first excursion into The Dungeon was short-lived. They made it only to the second level before one of the group's party members became grievously wounded and Sergei led the group back to the surface. The second time he was contracted out to explore The Dungeon, he did so with a more experienced group of mercenaries. They were tasked with mapping the upper levels and cataloging arcane anomalies that they found. Still, the group only went to the third level before turning back. 

His time spent in The Dungeon has made Sergei curious about the mysteries that The Dungeon holds.  Specifically, he spends a lot of his time now thinking about The Spark and what its existence could be mean for all of Spitha if it were ever uncovered. 

 

Experience Level: Experienced

Magic Level: Hybrid

Non-Combat Skills: Tracking, hugs, really good at directions, dispelling magical wards/effects

 

Magic Schools: Abjuration

Combat Style: Sergei fulfills the role of the bruiser. He is a bare-knuckled brawler that is quick to overpower enemies with his immense size and strength. Sergei's strength, durability, and physical prowess has been enhanced by the enchantments that have been woven into his body. He is not indestructible or infallible by any means, but he is able to take a lot more physical punishment than the typical adventurer and will often interpose himself between his allies and the enemy. His experience with using magic in the heat of combat is limited, especially considering his focus is dispelling magic, however, he is able to manifest simple warding spells and arcane shields in a pinch. 

Inventory:

  • Leathers, intended merely to keep Sergei warm and less as protective armor
  • a seax knife, a very large knife or perhaps a small sword, the blade is thick and has several notches in it that are useful for catching the fine edge of typical swords
  • a boomerang
  • maps that Sergei has of the first three floors of The Dungeon that he drew himself. A few notes about his previous excursions in The Dungeon.
    • blank parchment and charcoal that will be used to continue mapping The Dungeon
  • 30ft of hempen rope
  • a canteen, for water
  • a flask, for liquor 

 

I took some liberties with this application, so I apologize if I pushed the world-building in a direction that you weren't planning. I am obviously happy to edit and change things that don't quite fit. Let me know how I can improve the character. I'll be keeping up to date on events in the IC as well. 

Well now, are you who I think you are?

Anyway...hmm, I know this is your first foray back but I gotta say there's a few issues here. Not with the writing for the most part but just stuff that would need to be adjusted cause it assumes a lot. This isn't reprimanding but just informing.
Oh but first it says stuff like "staunch in his morals" and "quick to step in for a worthy cause" but unsure what that means for him.
I'm not sure I see a reason to create another country for him, since being from another country is barely part of his app.
The Machi family don't really touch magic except for occasional usage, a dedicated group of magic users is unlikely to be not part of another family. And overall I'm not entirely sure him being a Hybrid works for him. Doesn't seem much reason for it. Especially as he focuses mostly on combat and his enchantment from others (which is another thing, that would be something somewhat pricey to get done)
Also the Dungeon itself. I shoulda been clearer and I did mention this in chat but basically it's more of a tower than dungeon. In that especially the first chunk of floors are not much more than large rooms.

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On 12/7/2019 at 10:49 PM, LordCowCow said:

Name: Alexander
Age: 28
Gender: Male
Race: Human

Appearence:

Spoiler

Brown hair cut short with slightly untrimmed beard. 5"7, 160 lbs. Fit and lean.

 
Personality:

Spoiler

A mercenary through and through Alexander has two sides to him when on and off the mission. On a job he is serious, ruthless, and merciless when confronted with foes, off of it he can be as friendly as any other and prone to displays of affection when ever he overindulges in alcohol (which is often). Besides that he is has few standards he holds himself to beside always finishing the job, never leave a comrade behind, and never breaking a promise. Deep down he deeply misses his family and comrades he had in his lords army and tends to latch onto those he fights with. 


Biography:

Spoiler

 

The youngest son of a farmer and weaver in some nameless village, Alexander was put to work young tending animals and crops, and learning to make a repair clothes with his mother. A stunted boy he often, along with the rest of his family, struggled to get enough to eat and he often went with out to make sure his younger sisters would be able to eat. He grew into a man and at the age of 15 began to wonder about marrying a local girl, or leaving for a city that choice however would be made for him when a noble lord came to the village one day to press a force of men into service. 

Being the youngest in his family he chose to volunteer so that his brothers could stay and he along with a dozen others from his village went with him. Getting basic training from some of his fellows did nothing to prepare him for his first battle, the screaming and death, shook him to the core but some how he made it out, he even got a shiny spear to replace his hoe. He would fight in a dozen more battles taking his shield and armor off more dead friends and foes. He served for about 2 years before one day something changed, his lords army was smashed and their leader was killed rather then reforming with the rest of the army he simply walked away 

After that he bounced around from mercenary, to guard, to bandit, and back again having come to grips with that fact he would probably never be able to return home he traveled. Eventually he heard tales of a city, a spark, and a dungeon, with little to lose he saved up the money for the trip and left to find riches, glory, or death. 

 

Experience Level: average
Magic Level: None
Non-combat Skills: basic cooking skills, knows how to maintain weapons and armor as well as stitch clothes, Barter. 

Magic Schools: N/A.
Combat style: spear in one hand, tower shield in the other Alexander is a wall in combat forcing enemies back, he fights defensively and tries to take control of much of the battle field as possible. When forced to engage at range has basic skill with a crossbow   
Equipment: Chain mail armor over leathers meant for warmth, Spear and Tower shield, short sword as backup weapon, travel pack with bedroll, cooking supplies, rope, water canteen, crossbow and quiver with 30 bolts

 

 

Edited by zhaas101

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2 hours ago, zhaas101 said:

 

For future reference, no need to quote me when making an app, makes it a bit trickier to respond.

I know this is your first RP here so I hope I don't come off as harsh here.

Alright so...first, I know I didn't give a more specific amount for appearance but that's a bit barebones there, hard to get an idea of how they look. Not major issue but a bit more details would help.
Similar for personality that I can't be entirely sure...what kind of person they are. If I'm getting it right...Serious in combat, generally friendly out of it (idk for sure what that friendliness entails), drinks and gets overly friendly (I like this bit) but that's about it. It's not a bad start just somewhat basic and doesn't give me a sense of who they are.
This gets further confused cause the Bio seems to be something that would shape the personality a certain way but it doesn't seem to have done so. And in general the bio seems kinda...it's odd. A ton of major events seemed to have just happened and it almost feels detached from everything else.

Overall, let's see, generally what I like is when the Bio and personality work with each other. The stuff he went through connects to what he's like now and what he's like affects how his history unfolds. For instance did being overly friendly at times cause him issues in the lord's army. And did his traumatic first fight make him act certain ways? Things like that can really connect the two. At the moment they feel like they don't link together. Almost two different people.

Also, for more specific lore stuff, which might help. The lords of the land are people in major families who generally either control some area or some trade of sort. A family who owns a large ship building company or one who controls an area of land with farmers could be a couple examples. The lord you mention sounds like they'd be one who has control over a plot of land where multiple farming villages exist. And in that case most likely the conscripts would have been pulled for something like barbarians/raiders who wanted to take the land. In which case the lord dying would mean that the land might've gotten taken over by barbarians or another lord. It could even to this day be contested land with multiple families wanting it or it could've been destroyed by the raiders overtime. Also another note for lore stuff is fights between families would rarely turn to army vs army in this world. Just some ideas/examples/information that could be used to flesh things out a bit more.

Hopefully that helps and doesn't feel too lecture-y.

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12 hours ago, LordCowCow said:

Well now, are you who I think you are?

Anyway...hmm, I know this is your first foray back but I gotta say there's a few issues here. Not with the writing for the most part but just stuff that would need to be adjusted cause it assumes a lot. This isn't reprimanding but just informing.
Oh but first it says stuff like "staunch in his morals" and "quick to step in for a worthy cause" but unsure what that means for him.
I'm not sure I see a reason to create another country for him, since being from another country is barely part of his app.
The Machi family don't really touch magic except for occasional usage, a dedicated group of magic users is unlikely to be not part of another family. And overall I'm not entirely sure him being a Hybrid works for him. Doesn't seem much reason for it. Especially as he focuses mostly on combat and his enchantment from others (which is another thing, that would be something somewhat pricey to get done)
Also the Dungeon itself. I shoulda been clearer and I did mention this in chat but basically it's more of a tower than dungeon. In that especially the first chunk of floors are not much more than large rooms.

I am who you think I am. Good to see you, Cowcow.

I had a feeling I was taking a few too many liberties here. Might scrap the character and start over. Thank you for the feedback! 

EDIT: Can you give me a little more information on the role the church plays in the city? I know it says that they are more subtle about their magic but does that mean that they have weaker magic? And since the Theos family enters The Dungeon on a fairly regular basis, what would be a reasonable floor for one of the family members to have ventured to? Would they be familiar with the early levels of The Dungeon and the dangers inside?

Edited by Ren✧

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6 hours ago, Ren✧ said:

I am who you think I am. Good to see you, Cowcow.

I had a feeling I was taking a few too many liberties here. Might scrap the character and start over. Thank you for the feedback! 

EDIT: Can you give me a little more information on the role the church plays in the city? I know it says that they are more subtle about their magic but does that mean that they have weaker magic? And since the Theos family enters The Dungeon on a fairly regular basis, what would be a reasonable floor for one of the family members to have ventured to? Would they be familiar with the early levels of The Dungeon and the dangers inside?

Hiiiiiiiii. Do you have discord? Could add you to this rp chat.

Anyway....well you don't have to scrap them ?

But to answer. They don't have weaker magic no. Wide variety of skill levels for martial and magical. They just think magic shouldn't be openly flaunted when "not necessary"

The interesting tging about the dungeon is since everyone is trying to beat it as it were lot of people are secretive about what's inside. So it depends on the individuals skill level and who they went with.

That being said I've been debating having the dungeon change up a bit when people enter it a second time. Since after a few apps mention it I realised that there could be people who got 10, 20, etc levels down and for the RP not sure if it's better to keep it unknown or if it's better to let some have knowledge to sorta plan for things.

Basically it's something I'll have to figure out more concrete after getting some thoughts on it.

 

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1 hour ago, LordCowCow said:

Hiiiiiiiii. Do you have discord? Could add you to this rp chat.

Anyway....well you don't have to scrap them ?

But to answer. They don't have weaker magic no. Wide variety of skill levels for martial and magical. They just think magic shouldn't be openly flaunted when "not necessary"

The interesting tging about the dungeon is since everyone is trying to beat it as it were lot of people are secretive about what's inside. So it depends on the individuals skill level and who they went with.

That being said I've been debating having the dungeon change up a bit when people enter it a second time. Since after a few apps mention it I realised that there could be people who got 10, 20, etc levels down and for the RP not sure if it's better to keep it unknown or if it's better to let some have knowledge to sorta plan for things.

Basically it's something I'll have to figure out more concrete after getting some thoughts on it.

 

Right now I am looking at the composition of the party and it looks like there is a fullcaster and two non-casters accepted, which has me hesitant to create another martial character in case we need the magic! I do love my soft brute tho~

Yes! I have a discord but I am not too familiar with it. Will send you the info!

 

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On 12/25/2019 at 8:58 PM, Ren✧ said:

It's been a bit since I've RP'd on a forum. But the DnD influence on this has me interested. 

Sergei

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Name: Sergei Allagi

Age: 31

Gender: Male

Race: Human

Appearance: [link] (6'3", 240lbs, jacked as all hell and is covered in tattoos that serve as an arcane focus for transmutation spells)

Personality:

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Despite his imposing presence, Sergei is remiss to berate or bully another person. While he tries to stay out of trouble, he is incapable of watching another person get mistreated and will leap to the defense of the helpless. Ultimately, Sergei wants to do right by other people and is unlikely to indulge any selfish or underhanded action. Sergei has a quiet confidence and resolute demeanor that could be mistaken as arrogance if judged at the surface level. He is aware of how intimidating his appearance can be but only wields it when he feels his hand has been forced. In truth, he is simply an introspective person that is often hesitant to share his opinion outright.

Sergei has a quiet appreciation for the beauty of life and is quick to find the humor in just about anything, especially if he's had a few tankards of ale. Though one may not guess it, Sergei is a sentimental person who's feelings can be easily wounded. This is especially true in matters of deception or betrayal. Sergei is a man of few mysteries, what you see is what you get, and so he doesn't appreciate people that will not extend the same courtesy. That said, Sergei is typically quick to forgive and is eager to offer redemption to those that seek it.

Perhaps his biggest insecurity is rooted in feeling insignificant. Growing up in the shadow of the major branch of the Allagi family, Sergei has spent the majority of his life internalizing the idea that he is somehow lesser than the more affluent members of the family. This isn't to say that he seeks to raise his social status or is in the pursuit of fame or wealth, but rather that he envies the way that the more affluent members of the city seem to be born with a purpose. Sergei wants to understand what he is supposed to be doing and what his purpose is. And secretly, maybe he wants to feel seen as someone of worth.

TL;DR: all these muscles and the biggest of them is his heart~

 

Biography:

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Sergei was born into the minor branch of the Allagi family. He grew up within the city, never knowing much of the illustrious life that the major families led. That isn't to say that his family struggled or went without, because they didn't. However, Sergei always found himself staring at the large Allagi mansion at the edge of the city. The words of his parents would come to him, how they spoke with such vitriol and contempt for the major family. He never could find it within himself to muster the same malice, but he did always wish to be a part of their world.

Sergei was the oldest of four children. His parents, Mecek (his father) and Mara (his mother), owned and ran a decently popular tavern close to the center of the city. The Miraculous Act. They were known for turning water into various wines, ales, and liquors right before their patrons' eyes with the help of transmutation magic.

As the eldest, Sergei was usually assigned the task of watching after his younger siblings. He would feed, change, and take care of the rest of them while his parents tended to the tavern's patrons. When finally they were all old to look after themselves, they were put to work in helping manage the needs of The Miraculous Act. In the process, they were schooled in the properties of transmutation magic that their parents knew. They were taught the tricks and the trades of the business. Running the tavern kept the whole family fairly busy but Sergei never could escape the sense that he was supposed to do more than pour drinks and break up bar fights. 

Sergei was 19 when, enticed by the idea of heroics and doing good, he first started mercenary work. He didn't use his full name and often hid his identity entirely. It was his way of escaping the expectations and responsibilities he had grown embittered towards. He loved his family, truly he did. However, he wanted a shot at being his own person.

He took protection details, hunted down minor criminals, and did what he could to make a difference. All the while, he began to hone his martial and magical abilities. He learned through trial and error. Which really means, he learned by having the shit kicked out of him on more than one occasion. However, with the tutelage of fellow mercenaries and a good number of beatings, Sergei did start to learn how to make use of sizable build. 

Sergei had hardly been doing mercenary work for a year before his family found out what he was doing. They weren't pleased, to say the least. They had less to say about the work itself and more about how he had shirked his responsibilities to his family and how he had kept it a secret. The divide between Sergei and his family only grew as he continued to take jobs. 

And, as his skills grew, so to did the contracts. He began to work more closely with well-known mercenary guilds and even the Machi family. He began to venture into The Dungeon, joining expeditions in search of The Spark. The rumored artifact of unknown power occupied much of his thoughts. He didn't have much use for the actual power, but he hoped, or perhaps fantasized is a better word, that it could answer a few questions for him: Who was he and what was he supposed to do?

 

Experience Level: Experienced

Magic Level: Hybrid

Non-Combat Skills: hugs, heart-to-heart conversations, turning water to wine

 

Magic Schools: Transmutation

Combat Style: Sergei fulfills the role of the bruiser. He augments his physical abilities through transmutation magic. He is capable of making himself faster, stronger, and more durable than the typical fighter. He is not indestructible or infallible by any means, but he is able to take a lot more physical punishment than the typical adventurer and will often interpose himself between his allies and the enemy. He has limited familiarity with using weapons and prefers to punch, grapple, and kick his enemies.

Inventory:

  • Leathers, intended merely to keep Sergei warm and less as protective armor
  • a seax knife, a very large knife or perhaps a small sword, the blade is thick and has several notches in it that are useful for catching the fine edge of typical swords
  • a boomerang
  • 30ft of hempen rope
  • a canteen, for water
  • a flask, for liquor 
  • rations

 

I took some liberties with this application, so I apologize if I pushed the world-building in a direction that you weren't planning. I am obviously happy to edit and change things that don't quite fit. Let me know how I can improve the character. I'll be keeping up to date on events in the IC as well. 

EDIT: made some pretty significant tweaks to Sergei's backstory...which is to say that I completely rewrote it! However, I think this version of the character better fits into the world. Also fleshed out the personality a bit. Let me know what else can be done to improve him.

Accepted.

Just a thing to note is that from your description his family was likely one of the minorest of minor members of the family lol. Just something to keep in mind while you do posts.

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Decided to make two different versions of the app for fun. There's the boring, shorter version and the not-so-boring, but longer version. The boring version comes first.

Application

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"Taking into account your current level of ability, factoring in the mana constant, multiplying by the number of opponents, then applying your tactics to other potential combat scenarios... My calculations indicate failure upon encountering threat level 2,564."


Personal Information

Name: Sia

Age: 20

Gender: Female

Race: Devil

Appearance

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Credit: Nak with small edits done by me

HT: 5'3"
WT: 107 lbs

Sia would already be considered exotic with her yellow skin, green hair with blue ends, and purple eyes, but her pointed ears and black horns put her firmly into the category of Devil. She wears a white dress with a black dress over it, thigh-highs, and a pair of open-topped boots. The clothing is of decent make, but not to the point one would mistake her as a noble. Her posture is sloppy unless casting spells, in which case her back becomes ramrod stiff. Her expression is usually one of boredom, unless knowledge is involved, in which case she becomes surprisingly animated.

Personality

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Sia is a practical person in all matters except one: her love of knowledge. While she initially saw it as a means to an end, it has become the end-goal for her. Her love of it is so great she will even risk her life just to know a little bit more, which makes her a bit of a safety hazard at times. 

She endeavors to be seen as a neutral, unbiased observer. As she says, “I am a scholar first, a Devil second, and anything else third.” Upon meeting another academic, whether they are a noble human or a kobold savage, she will treat them with enthusiasm she reserves only for those she believes share her love of learning. She treats most non-academics with boredom, often becoming impatient with what she considers "inane questions that are nothing but a waste of time." To that end, she hates explaining herself.

However, with all else being equal, Sia prefers the company of non-humans to humans, and commoners to nobles, as they are less likely to treat her with contempt. In fact, she holds some level of prejudice against human beings, especially human nobles and mages, for abetting the current societal status quo that has shaped much of her life, though she struggles to not let it affect any decisions she makes. She also has a certain disregard for authority due to her experiences, though she acknowledges its necessity for maintaining order.

Sia dislikes speaking about past discrimination or her past as an orphan, seeing them as pointless matters to dwell on. Because of that, she often comes across as unsympathetic to fellow non-humans, and some may even accuse her of trying to whitewash her past in an effort to fit in. However, she bears a certain amount of empathy toward orphans and street urchins, though she will not readily admit this to anybody.

She is largely disinterested in things that aren’t related to knowledge, and as an individual, tends toward the cerebral over the emotional. She also does not see the point in mincing words or dancing around the subject. While some of this is due to her natural personality, her past plays a part as well, as neither emotions nor kindness would fill her belly or provide her with a place to sleep for the night. To that end, she looks upon handouts and acts of kindness with suspicion, believing that there must be some sort of "catch" or hidden motive, since most people rely on trade or theft to survive.

While Sia is not one to act on gratitude or grudges actively, and often ignores discriminatory behavior initially, as a numbers person, she keeps track of how others have acted toward her, and how often. This often influences her willingness to go out of her way for those people. If a person goes past her normal tolerance threshold, she will not act aggressively, but rather passive-aggressively. She will not attack them, but she will not help them either, leaving them to suffer or die when they need her aid most. On the flip side, she will perform her duties admirably for those who have not gone beyond that threshold.

Biography

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For as long as Sia’s known, she’s been living on the streets. She has hazy recollections of a large dining room filled with children in gray clothes eating bowls of gray gruel and a human woman with her equally gray hair tied in a bun shouting unintelligibly as she pointed at the door, but those memories seem almost disconnected from everything afterward. Of living curled up in alleyways, out of sight for her own safety, scavenging for every scrap.

However, this all changed when she overheard somebody teaching a child their letters and numbers in the nice house next to the apple tree she sometimes picked apples from. Curious, she climbed the tree and peeked through the branches at the open window, listening in and following along with the lessons. This became a daily habit for her, compelled with these glimpses into a heretofore unknown world.

It didn’t take long for the girl to realize the larger benefits of reading. Now, she could read that those long orange things that a market stall sold were “carrots,” and that they had a set “price,” which explained why people slapped her hand away when she tried to take them before. The cost was paid in gold--those coins people carried--and if she had gold, then she could get food without having to scavenge or steal. And those people who had gold? They received it from their jobs, jobs which they had obtained through connections, skills, or knowledge. And since she didn’t have connections or skills, she would have to rely on knowledge, which would also pave the way to learning skills. Basically, knowledge was the key to survival.

Little by little, the Devil found ways to increase her livelihood. First, she got a job helping to mind a market stall. Her ability to read and count money set her apart from the rest of the street urchins, despite her lineage. With the money she earned, she was able to purchase food, but more importantly, books. Books through which she learned more, and through that knowledge, obtained better employment. On free days, she would visit the library, and has almost memorized everything she’s seen in there. On and on it went, until the day she discovered the book on magic.

Though the book claimed she would have little success at learning magic, she found that it was quite the opposite. Choosing to specialize in “divination” because of its purpose--the obtainment of knowledge, she finally chose a name for herself--Sia, taken from "seer." An observer of the world and one who could, in time, predict its future with their knowledge, whether through magic or calculations.

Since then, Sia made her living through selling her magical skills--acting as a magical detector, identifying items people have found in dungeons, translating ancient texts, and more. However, these actions drew the negative attention of the municipal authorities such as the Mellontikos Family and the Church. She was tossed in jail several times for "disrupting the delicate balance of magical trade" and "turning magic into a profit-mongering scheme." When they finally took her books away after realizing she had been smuggling them into her jail cell, Sia quit her job and took up another--that of an information broker, exchanging gold or knowledge for her own.

Now, she has recently earned enough to afford a small house. Its main usage is storage, as she has come to prioritize knowledge over creature comforts. Her growing obsession with knowledge has also prompted her to explore the Dungeon, a place she found far too risky to venture before. She has already entered it once, accompanying a group to the fifth level with the stipulation that she identify anything she found in there and provide magical support free of charge. Though they appreciated her knowledge of kobold behavior, they did not appreciate her lineage nor her tactless way of speaking.

Things came to a head when she refused to help the leader after he made some particularly bigoted remarks. Thus, upon leaving the Dungeon, they went their separate ways. It was fortunate that the man was unable to walk on his own after the monster attack, or he would’ve likely attacked her in turn for her disobedience to a "superior being." As it was, her walk out of the Dungeon was a lesson in patience, though she learned quite a few new insults, so it wasn’t a total loss.

Despite these experiences, Sia still desires to enter the Dungeon, for she knows that there must be countless discoveries awaiting her within those walls…

 

Dungeoneering Information

Experience Level: Beginner

Magic Level: Pure

Non-combat Skills: Gathering information. Nothing else, unless a propensity for learning and an ability to recite random trivia count as skills.

Magic Schools: Divination and Conjuration

Combat style: Sia stays in the back and supports the group with her magic. She also will act as an advisor when necessary, shouting out what she knows and the best way to go about defeating the enemy.

Equipment

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  • Staff with spikes on both ends
  • Spellbook
  • Spell component pouch
  • Money Pouch
  • Bag
  • Inkpen
  • Inkwell
  • Parchment Pages
  • Rations
  • Waterskin

 

Other

  • Main Theme, Battle Theme
  • Sia's manner of speaking gives the impression that she has come from privilege, but it is merely a product of the vast amount of time she has spent poring over academic writings. The most obvious sign of her less-than-entitled upbringing is that she will sometimes mispronounce words she has never heard spoken out loud.
  • Sia's main association with being touched by others is negative due to her past experiences as a street urchin, so she shies away from physical contact, especially on the ears or horns.
  • Due to her past as a street urchin, Sia is a hoarder, reluctant to throw things away or waste anything. Unless stopped, she will even eat food that has gone bad. She also carries food with her at all times. Having experienced starvation, she is not keen on going through that again.

 

Application - Interview Style

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Introduction

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All right, I need you to put in your statistics down here. Name, age, that sort of thing.

As you will. Name: Sia. Age: 20. Gender: Female. Race: Devil. Anything else?

No last name?

While my mannerisms may allude to a privileged upbringing, rest assured that my blood is as common as yours, perhaps a bit “muddier” since I am a mutated human being.

That’s true. So you’re the lowest of the low, then?

As seen from a societal framework, yes.

 

Appearance

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What is your height and weight?

The last I measured my height was approximately 5’3.2” and my weight was 107.5 lbs. As that was in the morning, I imagine my height has gone down by about a third of an inch and my weight has gone up by an incremental amount.

What do you look like?

As I have already attached my portrait, this question has an air of facetiousness to it. Far be it from me to spoil your caper, however. My skin color is what you would label as apricot or yellow, my hair is green with blue tips. Do not ask why. I imagine it to be a similar phenomenon to how one’s hair will lighten at the ends due to a build-up of minerals and the effect of the sun. As I am a mutated human being, it could very well be that my Devil lineage has caused an inverse effect. I shall have to research this more thoroughly.

Ahem! Continue describing yourself, please.

Oh, yes. Eyes: Purple. Clothes: A sleeveless white collared dress with a long-sleeved black dress I wear over it. I also wear long tights that go up to my thighs and black open-top dress boots. Metal clips help keep the clothing together as well as protect my more vulnerable areas--for example, my throat and chest.

Do you have anything else?

Recently, I ordered a staff to wield in battle. It has spikes on the end for defensive purposes should my magical abilities fail. I also keep my spellbook on hand.

What about your heritage?

Ah, that. Yes, I am a Devil. I have pointed ears and horns. It behooves me to say that if you take umbrage with my race, we shall be done with this exchange here and now.

Well, no, for what you’ll be doing, it doesn’t matter if you’re a mutated human or not.

 

Personality

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So, what are you like? Mannerisms, personality, that sort of thing.

What an odd question. Can you really in so brief a timeframe encompass the entirety of a person’s identity? There is some debate on the matter of what influences the psyche more--nature or nurture? I, for one, believe it must be--

Please, keep it brief!

Ah, you wish for an abstract. My apologies for the misunderstanding. In that case, I shall be succinct. As you may have discerned from previous questions, I am one who possesses an academic nature. As in, I throw myself into areas of study that do not fall under the category of applied or vocational, though I am interested in those as well. However, my body is not suited for martial pursuits, and thus I have found my niche in learning. It matters not what I learn, simply that I learn it! Learning is, after all, the core of humanity and the other sentient races. Though animals are capable of learning, it is not to the extent of a--

Okay, okay! Anything else?

I believe that is all if we wish to keep this conversation under a specific word-count.

Well, how do you feel about humans? Or even other races?

You wish to branch from the psychological to the political? Very well. I, for one, believe in the supremacy of academia over all else. If one is a true scholar, I shall not shun them, no matter their race. However, if you put a human next to another race, say, an Orc, with their intelligence levels and academic applications as a constant between them, I should prefer to speak with the Orc, simply for the lesser probability of meeting with hostility should I open conversation with them. And to compare a noble versus a commoner, I should choose the commoner, for the very same reason. However, I find that the ratio of interest in academics is increased in nobles by a factor of three, so with that in mind, I--

I got it. Let’s move on.

 

Biography

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Okay, describe your life experiences--and please, for the love of God, keep it brief!

While I do not appreciate the melodramatics, I shall endeavor to "cut the fat," as you will. My life began, I suspect, in an orphanage.

You suspect?

I cannot say for sure, due to childhood amnesia. There are scattered memories--a large dining room filled with children wearing gray eating bowls of gray gruel and a human woman with gray hair tied in a bun.

That’s a lot of gray.

I suspect that is why I remember it at all. One is more inclined to remember instances with heightened emotion or thought. Then, I believe I had much the same view as yours.

Okay, well that sounds like an orphanage, anyway.

Indeed. Afterward, I believe I must have been "cut loose." Most of my memories are of living in the back alleyways of Froura, keeping away from others, lest I be beaten and my food taken.

Well, what’d you expect, being a mutated human? Better than what you lot deserve, by far.

Nothing more. After all, that is all I knew. Though if you continue to make comments of an incendiary nature, I shall have to cut this interview short.

Fine. Continue.

At one point, I learned my letters and numbers.

Hang on? How’d that happen?

I was just getting to that. There was a nice house two-story house with an apple tree in its yard. I often visited that tree to pick apples, though I often did it under the cover of darkness. One day, I overheard a woman telling a young boy that they were going to “start your lessons in reading, writing,  and mathematics.”

So you eavesdropped. I should’ve expected as much from--

Ahem. It was the best decision of my life, though I found the boy’s pace a bit lethargic for my liking.

Are you implying you’re more intelligent than an actual human then?

If you wish to take that from my words, then very well. Truthfully, I believe it to be a matter of motivation more than anything. You see, even then, I found learning held a sort of fascination for me. Though listening to the lessons was time spent not resting or scavenging, it was a window to another world that I had never seen before. And then, when the lessons finished, I was able to apply that knowledge to my own life. Stalls which before had been covered with an illegible scrawl could now be read as selling carrots for one gold apiece. I now knew why I got in trouble for taking food--it was because I didn’t give them money in exchange. Everything has a price, you see.

Okay, so you could read. But you still didn’t have money. So how’d you get to where you are now?

Knowledge, of course. It all comes back to that. I knew how to read, write--using sticks in the dirt--and calculate. This set me apart from other street urchins, giving me opportunities to be assigned odd-jobs. I didn’t earn much, but I made enough to get by. And then, I made enough to buy extras. Books, scrolls, things like that. I learned more this way, but I also listened when people talked, and watched them when they demonstrated their skills. Through this, I grasped the basic theoretical principles behind many things, and got better-paying jobs. Eventually, I even came across a book on magic. Apparently a nobleman had pawned it for money and never returned for it.

So that’s how you became a mage?

Yes. I also came across spell books and scrolls, but that first book was the key to it all. It taught me how to read the language of magic. Though it also said non-humans were unlikely to be successful in magic, I am living proof of the falsity of that hypothesis. Or at least, I am an outlier, though I would like to believe otherwise.

I was warned you’ve been arrested multiple times. What’s that for?

Ah, that. You see, after learning magic, specifically divination--what better school to specialize in than one dedicated to the pursuit of knowledge, after all--I sold my services as a diviner to any who asked. Simple things, like detecting magical presences, identifying magical items, translating ancient texts.

Ah, simple things. Right.

Quite. However, certain interested parties--

I can think of two off the bat. The Mellontikos Family and the Church, right?

Correct. They disliked my activities and found ways to hamper me at every corner. I was thrown into jail multiple times for reasons such as "disrupting the delicate balance of magical trade" and "turning magic into a profit-mongering scheme."

Pretty talk for "you’re a competitor and we don’t like what you’re doing."

Indeed. I was fine with it for a time, but when they took away my book--

They gave you a book? In jail?!

No. I brought it myself.

Fwaaah, I see. Okay, next?

I started another job, this one as an...information broker, of sorts. Exchanging knowledge and information for money or information. Through this, I became wealthy enough to afford a small house, which I have used to store my scrolls and tomes.

From rags to riches. Or at least, to a comfortable life. So with that...why do you want to enter the Dungeon?

Are you not fascinated by its structure? A labyrinth with many floors, the layout changing a little each time a group enters, restricting parties to a certain size limit as well. The mana involved must be astronomical. Not to mention, the plethora of flora and fauna within. I believe there must be species in there that are endemic to the place, in which case my only opportunity to study them would be in the Dungeon itself. And the geological makeup!

Uhh, so you’re not interested in money? Or fame? Glory? What about the Spark?

Of course I am interested in the Spark, but the probability of it actually existing is around 0.35%. We have only hearsay as proof, and though many of the great families believe such, I pride myself on facts and consistencies.

 

Combat Abilities and Skills

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What’s your experience level? Magic level? Any non-combat skills?

I am a beginner, though I have plenty of theoretical experience. I am a pure magic-user, and my non-combat skills are academic in nature. I am a quick learner, though less so when it comes to applied methods. I am also skilled at gathering information for the purpose of--

So basically, you’re useless outside of your knowledge and magic. Got it.

...If you must see it that way.

Well, what about your magic school? Anything you’d like to tell us about how you fight? What about your equipment?

You seem to enjoy asking questions which have already been answered, but I digress. I specialize in Divination, though I recently took up Conjuration as preparation for entering the Dungeon. I have not had enough experience to say what my combat style would be, but I believe it would be long-ranged magical support. I already mentioned this, but I have a staff and a spellbook, as well as my outfit. I also keep a backpack with necessities inside and a money pouch.

 

Conclusion

Spoiler

Anything else you have to say for yourself?

By that, do you mean insignificant trivia? In which case, I can expound. My manner of speaking is deceptive when considering my actual--

Okay, okay. Please, just shut up. Anyway, I’ve made my decision. We’re headed to the fifth floor, and you can join us as far as that, maybe more if you learn to keep your bloody trap shut. You keep to your end of the deal and let us know if we come across anything you know about. Anything that’s useful, mind you. I’m not interested in hearing about the mating habits of kobolds.

Well, they’re actually quite fascinating, bearing a striking similarity to what the scholar Huffman has claimed to be their distant and more infamous--

Not. Interested.

Ahem. My mistake. I look forward to your continued collaboration.

Uh-huh. Somehow I don't see that happening.

 

Also a fun link to a D&D 3.5 character sheet. Because why not?

Character Sheet

Edited by Waluigi

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4 minutes ago, FourEyesIsAFish said:

Now this is something right up my alley. Time to find the discord link

I don't give the link till the app, at least first draft, is made usually but once you put an app up I'll message ya!

If you have questions you can message me any time

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So my current idea is a kobold (humans with wet noses, whiskers, and digigrade feet) who acts as an occultist from pathfinder, with different objects bringing associated with different types of magic.

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18 minutes ago, FourEyesIsAFish said:

So my current idea is a kobold (humans with wet noses, whiskers, and digigrade feet) who acts as an occultist from pathfinder, with different objects bringing associated with different types of magic.

Kobolds were a monster people fought in the dungeon so they're established as monster race already. As for the latter, that's not really how magic works in this world. Magic items exist but they'd need to have gotten them from other people and bought them.

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12 minutes ago, LordCowCow said:

Kobolds were a monster people fought in the dungeon so they're established as monster race already. As for the latter, that's not really how magic works in this world. Magic items exist but they'd need to have gotten them from other people and bought them.

Notes taken. I would have her objects work as foci, with each one associated with a school of magic. Otherwise, her magic will be metal-themed.

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You know what, please give me some feedback. I've been working on this for almost a month off and on, and I feel like if I continue to work on it in the way that I have been, I will still be working on this by 2021, so please, if you will, tell me how many things I have to fix.

Spoiler

Name: Syric Barrow, of the Crypt Keepers.
Age: 22
Gender: Male
Race: Half-Elf

Appearance:

Spoiler

Syric is about 5'6", with short copper blond hair and pale green eyes. He's lean, skinny, and pale, wearing a basic black robe emblazoned with a seven pointed star inside a circle. He only has a right arm, however on the stub of his left arm he wears a black iron band. He wears black boots and white wool socks.


Personality: 

Spoiler

Syric is an ambitious student of the arcane, known for his whit and politeness in almost every situation. He treats everyone equally and gives them the respect each person deserves, even if they don't reciprocate. He hears people out, even if they are speaking complete nonsense. After all, you never know when some words that don't make sense right now might be of use later.

Syric, for being raised as a warrior, is quite scholarly. He always keeps some text on him for a free moment. He happily trades the money he saves from the Crypt Keepers to get a look at some nobles libraries, taking a lot of prodding to do so. He has earned the trust of many minor noble families, due to his honesty and trustworthiness. He has earned many places of study around town, thanks to his honor, and the services he offers to people.

It's this combination of factors that give him a sort of charm, though Syric doesn't understand why. He attracts people of all kinds from around town to meet him, elves being the most common. He likes this attention, giving him a chance to meet new people and gain new pieces of information. He does find the company of some nobles to be less than nice, with all the insults they call him, "Half-Breed" being the most common. He lets it slide, knowing that saying something about it will cause more problems than it solves.

Syric doesn't like using his more manipulative magic outside of the battlefield. He finds it's usage wrong, especially charming someone. He feels like it's subverting the entire purpose of being polite and ruins relationships with other people. He feels the same when others use it too. He doesn't like surprises, so he is very cautious in dark rooms and rooms with only one entrance/exit. The last time he did that was when he lost most of his arm.


Biography: 

Spoiler

Syric did not have a solid childhood. Both his parents died before he could meet them, so some of his first memories are with his uncle. Syric's uncle was very sketchy. He would meet less than savory people in his home, didn't allow his nephew out of his room after sundown, and had very creepy items scattered about the house. It was a relatively nice home, his uncle doing pretty well for himself. He make his living selling cursed items outside of the noble's eyes. At least, out of most people's eyes. Other than that,

But then, Syric's uncle got too greedy. Too many people in a similar time frame died of the same type of curse, and that lead back to Syric's uncle. The Crypt Keepers were hired to investigate, being experts in curse magic, but they didn't even get to apprehend him, he killing himself with poison. The Crypt Keepers turned in all of the cursed items into the Knights, and then adopted Syric at the age of 7, planning on training him in the arts of fighting almost any type of creature.

Syric was trained in the arts of spells and swords, but his bladesmanship was not good. His magical potential, on the other hand, was large, able cast powerful spells at a young age, though lacking in the endurance department. He continued to improve and improve. He was 15 when he entered the Dungeon for the first time, and was sent with some Veteran's. This was a test to see how far he had come. Not far enough. His left arm, above his elbow, got clawed off by some lizard creature, and from that day on, he lived with one arm and a nub.

This didn't stop him, though. He went further to become a very talented spellcaster. He once defeated three of his contemporaries at the same time in a practice fight. And now, he's looking to enter the Dungeon once more, to prove his advancement since the last time he entered it's halls, but he doesn't want to it alone for safety reasons, and doesn't want to go into the dungeon with his siblings in arms, because most of the people able to go with him are inexperienced, and the people who are experience are busy. So, Syric is hoping to find a group to go into the Dungeon with.


Syric's 'family':

Spoiler

Syric is a member of a group known as the Crypt Keepers, a specialty mercenary group branching out here only 70 years ago. They adopt children with potential talent of Necromancy and train them as mercenaries. All members take the name Barrow, though it is more of a title for the sibling -in-arms. This branch is currently being lead by a man named Delvid Barrow, who is know as "The Channeler" for his ability to channel powerful purifying light into his hands. They are seeing more and more business, as they have started to build a reputation for efficient work and honorable practices.

Experience Level: Experienced. 
Magic Level: Pure
Non-combat Skills: Stealth, Potion Making, Poetry, 

Magic Schools: Necromancy, Enchantment
Combat style: Syric is a mid field controller. He is a skilled wielder of curse and paralyzing spells, and while not his focus, his negative energy spells do the job when big hits are needed. Syric is a practical caster, not wasting time on intricate unnecessary movements, moving just enough to cast the spells. However, this pragmatism isn't for show. It is because while a potent spellcaster, Syric doesn't have a large mana pool to back it up. He doesn't have the endurance to keep up in most situations, and while his draining spells certainly help, they can only go so far.

The main physical appearance between all the spells Syric casts is the creation of a seven pointed star inside a circle. This appears in his hand, under his foes, and around them. In his more energy based spells, they appear as black spheres void of color, until they explode outward with whatever effects the spell had.  His more subtle mind affecting spells turn the effected's pupils black with a seven pointed star in them.

Equipment:

Spoiler

Black Iron Armband

A rope

A waterskin filled with vinegar

A notebook

A bag of random herbs

Empty potion bottles

A potion of Silence: A potion that renders the drinker completely silent, including sounds the drinker makes due to movements and magic, though prevents magic that requires spoken words to cast.

A potion of Invisibility: A potion that renders the drinker invisible to the naked eye, and works for 10 minutes, until that person attacks or uses magic. Syric's panic option, combined with the potion of Silence.

A waterskin filled with water

A bag of trinkets from Syric's past, including one of his mother's earrings (a gold painted iron earring), a book about potions (thanks dad), a broken mirror, a ring with a skull on it (thanks uncle), and a small box Syric refuses to open, containing the last gift he ever obtained from his uncle.

A scroll from a library, discussing the mechanics of magical shadows.

Trivia

Spoiler

Syric uses his nub arm in daily life, hanging a basket off of it to carry more, etc. He doesn't like it when others touch it.

If he runs out of energy for magic, he is not afraid to get physical, despite being not good in melee range. If Syric feels backed into a corner, we will break one of his potion bottles and use it as a weapon.

Syric's opinion of his long dead uncle is a conflicting one. Sure, he was most definitely evil and was very strict, however, he was family, and did care about him to some extent. And besides, he did leave behind an item that may be important to his future.

Syric doesn't have a ton of work given to him by the Crypt Keepers, because most of the jobs they get require endurance, something Syric lacks, so he is mostly left to his own devices, excepting the potion they have him brew. He currently has a small home nearby the HQ. A normal day for Syric starts by going over to find work, doing the one minor task they give him, train for a bit, walk around the town and talk with people, go to one of the many libraries open to him, work on potions and try not to have it blow up, and finally, sleep.

 

Edited by JellisOP

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4 hours ago, JellisOP said:

You know what, please give me some feedback. I've been working on this for almost a month off and on, and I feel like if I continue to work on it in the way that I have been, I will still be working on this by 2021, so please, if you will, tell me how many things I have to fix.

  Hide contents

Name: Syric Barrow, of the Crypt Keepers.
Age: 22
Gender: Male
Race: Half-Elf

Appearance:

  Hide contents

Syric is about 5'6", with short copper blond hair and pale green eyes. He's lean, skinny, and pale, wears a basic black robe emblazoned with a crushed skull. He only has a right arm, however on the stub of his left arm he wears a black iron band. He wears black boots and white wool socks.


Personality: 

  Reveal hidden contents


Biography: 

  Reveal hidden contents


Syric's 'family':

  Reveal hidden contents

Experience Level: Experienced. 
Magic Level: Pure
Non-combat Skills: Stealth, Potion Making, Poetry, Magical Crafting

Magic Schools: Necromancy, Enchantment
Combat style: Syric is a mid field controller. He generally tries to keep people away from him

Spells and Abilities

Equipment:

  Reveal hidden contents

Trivia

  Reveal hidden contents

Random Piece of Poetry I wrote for no reason

  Reveal hidden contents

 

The Church would probably not hire the Crypt Keepers. They have their own people for that or would get help from the Ptoma family if anything else. They're more likely to be wary of them due to their distrust of people using magic outside of their jurisdiction and are also protective of the Dungeon, thinking it divine in nature, so they'd hesitate to hire anyone to go inside it. Also I'm unsure about having them based in the city simply because of how this particular city operates. They wouldn't really have a ton of work if they kept themselves to the city.

Remember you don't need to limit yourself to "this specific magic is what he uses" he'd have access to whatever spells falls under the categories he knows.

That said. Darkness would be more Evocation and making it into a physical form would fall under that too I think. Though it's odd since evocation isn't physical but Conjuration doesn't entirely feel right either.
Removing curses would be Abjuration, since as said in OP " Abjuration: Spells that block, protect, or banish. Can be used for dispelling other magic. ".
And restoring life sounds incredibly overpowered for this setting.

Also I'm worried cause we have 3 (maybe 4) people only atm and one of them does enchanting already so concerned about overlap when there's literally only one other magic user to overlap with.

I don't really have any problem with the app besides mechanical/setting issues though.

OH also remember that non-humans have a bit more trouble getting talented in magic so keep that in mind. It's not impossible for them but they do have to struggle a bit more.

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Posted (edited)

The Pirate That Does Everything

Spoiler

yarrr.png

"Look, laws are great and all, but they just aren't for me."

Name: Robin
Age: 24
Gender: Female
Race: Human

Appearance:

Spoiler

Rolando.full.2009557_waifu2x_art_noise0_

art by

Height: 5'1"

Personality:

Spoiler

Robin's loyalty is first and foremost to herself. If she follows orders from someone else that conflict with her personal choices, it's either because she decided it's the better option than trying to disobey, or otherwise because she's rather fond of whoever's handing out the order. So, what are her choices, then? Robin is motivated by money and freedom above all else, and has no real interest in actual treasure since it can be hard to sell. Living life wild and free, bound by nothing more than her own whims and interests, is precisely how she wants to live, and it's how she encourages others to live, too. As such, while she's got no shortage of complaints about the circumstances of being back in Froura, the Dungeon has been a particular fixation of hers lately. How does it work? Is the Spark even real, and if it is, is it as powerful as everyone says? A fascinating mystery like that is hard for Robin to ignore!

Not only is Robin equipped with a sharp wit, but she loves to use it to toy with others. Conversations are her favorite playground, using clever words to fluster and get a rise out of whoever's taken her latest flight of fancy. She never means any real harm of course; if she wanted to do someone harm, it's more likely that Robin would avoid talking to them at all. In the event that one gets some alcohol in her system - which she'll most likely do herself anyway - it won't be long before one discovers Robin's most prominent qualities become even more pronounced when drunk. Her whims become seemingly random, complete with wild mood swings (luckily she's a generally cheery sort, especially when drunk), lack of an indoor voice, and zero filter between her brain and the rest of her. Robin typically swears off alcohol when the inevitable hangover rears its ugly head, but anyone who knows Robin should expect her to go back on that sooner rather than later.

Biography:

Spoiler

Although native to Froura, Robin hasn't been there in quite some time. Her parents were fish merchants, and not very good ones either. Whatever profit could be scrounged together generally went right back into acquiring more stock to pay off loans taken to get the shop set up in the first place. When that wasn't good enough anymore, Robin's family began selling like it was going out of style. Half off on all stock. Buy one, get one. They tried anything to come out on top of the competition. With more failures, circumstances grew more dire, and so did the measures taken to try and get back on track. Soon, a lovely house near the docks with a spectacular ocean view went up for sale. That sold fast, but it just wasn't enough. Then a property belonging to some bumbling fish merchants was available for purchase near the docks, used for business. When even that failed to cut it, Robin's faith in her family plummeted to zero.

Robin was never particularly attached to her parents, and when she learned they couldn't even get themselves back afloat properly, she had cast out any ideas of ever seeing eye to eye with them. Rather than continuing to suffer this farce, Robin fled in the dead of night, sneaking aboard a ship resting in Froura for the night. A ship that, in turn, was raided by pirates. At this point, Robin had two options before her. Stay with the legitimate sailors, who planned to take her home next time they were in Froura, or take up the pirate's life with a crew who cared not where she was from or what her story was, as long as she could pull her weight. The choice was clear.

Since she was still a child - no older than ten - when she first set foot on a pirate ship, Robin was put to simple tasks. Until the crew landed at a foreign - pirate-friendly - port town, dropping her off and leaving her care in the hands of a retired pirate who had some say in local matters. Robin and this pirate - known to the locals as Captain Redhand due to his affinity for throwing fireballs at enemy ships by means of magic - hit it off immediately. From Redhand, Robin got the structure, parental guidance, and financial stability her life in Froura could never provide. In return, Redhand had a second chance to make up for the daughter he regretted leaving behind, as well as a pupil to instruct in his real passion: Evocation. While she grasped the basics and could do some amount of fire magic by the time she was old enough to take the high seas herself, it wasn't her strong suit, nor did she have nearly the passion Redhand did for the art. No, her strong suit was another important skill she learned at port.

How to use a flintlock pistol.

Firearms were Robin's true calling, as many agreed. But fighting alone does not a pirate make, especially in a business where the goal is to AVOID fighting as much as possible. So, she was educated in a number of other useful skills for the pirate's life. Fixing damages to the ships or the people on them was the main focus of her education, and between this, her years of half-hearted study in magic, and her firing practice, Robin grew up from a destitute runaway to a young woman with quite the diverse skillset. Once she was old enough to take to the high seas, Robin was eager to give back to the port that had provided a new life for her. As soon as she heard a crew had an opening, Robin jumped on it, taking to the high seas with the first crew that would take her. The next six years of her life were the most successful time of her life. Six years of plunder, making amounts of money that your garden-variety sailor or fishmonger could only dream of. Robin, for one, had a tendency to hoard her wealth. In a few years' time, she had plundered enough to never have to take up the risks of piracy again.

So she didn't.

Instead, Robin turned her attention toward treasure hunting. The first few voyages, run with the aid of hired crewmates, were either busts or didn't have particularly interesting treasures after all. The most interesting thing Robin's treasure hunting career had landed her was a flintlock designed to use magic as well as bullets. A flintlock that hasn't left her side since she found it. Soon, rumors of interesting treasures petered out, with other crews already taking off to try and claim them; crews she didn't want to risk a conflict with. With interesting rumors drying out, Robin reluctantly turned her attention back to Froura, and the greatest treasure of them all. The Spark.

With something like that, she could... well, there was no telling what she could do! Sure, the risk was great, but the reward was the legendary artifact. So, Robin hired a ship for a one-way trip to Froura, and has only landed a few days ago. Since landing, she's immediately taken to scoping out a new crew to work with in her quest for the Spark, living it up in the local inns in the meantime.

Combat Info:

Spoiler

Experience Level: Experienced (Pistols only)
Magic Level: Hybrid
Non-Combat Skills: First aid, carpentry, cooking, sleight of hand
Magic Schools: Evocation
Combat Style:
Robin prefers to stay back in a fight, using her pistols and spells to take an enemy down before they can get close enough to pose a threat to her. As a general rule, she tries to conserve her limited bullets in a fight and save them for important shots, instead preferring to shoot spells rather than precious bullets. Up close, however, Robin is a dirty fighter, plain and simple, and she'll do just about anything to win or at least get the enemy off of her.

Equipment:
Flintlock pistol (x4). Each pistol can be shot once before needing to be reloaded, which takes too long to be practical in the middle of a fight.

Runelock pistol (x1). Aside from the black paint job, its appearance is quite similar to Robin's other guns. What really sets it apart is it enchantments, which are designed to let the gun function as a focal point for magic. In effect, this lets Robin fire her Evocation spells out of the gun. Good thing too, since she has trouble aiming her spells otherwise. This gun never leaves her person.

Other:

Spoiler

Typically tries to avoid eating seafood when she can.

Has never lost a game of darts in her life.

 

 

Edited by yui

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16 hours ago, yui said:

The Pirate That Does Everything

  Reveal hidden contents

 

And with the edit, consider them...accepted

Welcome to the dungeon, we've got fun and games

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Jukebox Hero

Spoiler

"Music is the greatest force. Those who hear it's melody, bend and turn in time with it's notes, as it even changes their disposition."

Personal Information
Name: Ziun Castir
Age: 27
Gender: Male
Race: Human
Appearance:

Spoiler

c9bbbca0a4cca0fef65a8bbbfb7374bb.jpg

Height: 5'9"

Personality:

Spoiler

Ziun is quite the character, in a good way mind you, but a character nonetheless. He is quite the gentleman and a smooth talker, specifically with the ladies, and respectful to those older and much wiser than he. He is always willing to lend a hand any way he can in most given situations, and when those aren't good enough, he's more than willing to lend his musical talents and even his voice. Most of these things are just due to him being a bard and was taught by both his parents and the Bards College to be quite the respectable gentleman, but he just finds it to be his personality and nothing more.

As a bard, Ziun is a lover of music and poetry and will often mention this in some sort of lament, to reflect on how great they are. He also goes to great lengths to dedicate every song he plays to either a certain lady he's had the pleasure of meeting or his number one "the Goddess of Poetry and Music". Though he's working on keeping that to himself rather than constantly announcing it...namely cause he realizes that could be quite annoying in the long run.

In combat, well...he's not a frontliner at all. With his Illusion magic, he'd prefer to get by undetected and avoid fighting in general. Regardless, he also has the capabilities to buff his allies up in the realm of the Bardic songs he's learned, allowing these two spells to come in handy if necessary.

Biography:

Spoiler

"All great melodies begin with the first note. So allow me to weave you the melody that is my story…"

Ziun Castir was born in the city known as Cheron, a quaint little place to live...but honestly it wasn't much. To Ziun, it was nothing but a haven for thieves and vile acts, and he and his family was stuck in the middle of it as a family of blacksmiths. Not only did this job help them, but it also hurt them, seeing as some patrons wouldn't pay and would say: "the prices is that you got out with your lives in tact!". A horrid thought to say the least, but it was an honest job so to speak...but unlike his father, Ziun didn't care for the life of a blacksmith...no, his heart belonged to the music.

The dreams of him being a musician and bard were always told to his parents, but of course, it never sat well with his father. Nevertheless, sooner or later, Ziun convinced him to finally allow him to follow his passion and dream, to which his father had no choice whatsoever than to oblige. This is when he took his first steps into the world of the Bards College, more specifically, the Bards College of Glamour in a place known as Steelhorn. Here, he would learn how to put his love for music into a career whilst even learning more about the magic he had the aptitude in: illusion.

It wasn't long before Ziun found a way to get to Steelhorn to apply for the Bards College and immediately was enrolled and was told he had potential by a unique teacher he didn't expect, an Elf: Jhaan. Despite being an Elf and practically having no magical aptitude, Jhaan was brought in due to him having the love of music, and because of the love that Ziun had for the art, he took the young man under his wing and taught him what it truly meant to be a bard and to follow where the music leads him. While Jhaan taught him the way of music, Ziun learned from his human instructors how to properly use his illusion magic. While some look at it as something horrid and heinous, Ziun learned during his time that a bard can utilize the illusion magic to suit his needs for the telling of a story...truly something that a bard could use properly.

Sooner or later Ziun, while taking to Jhaan's teachings and even the lessons on the magical aptitude, he finally learned enough to move on in search for his own music, to make his own tales of grandeur. Upon his departure, Jhaan handed him his favorite lute, as a parting and gift of friendship. Ziun took the gift humbly before leaving Steelhorn and began his own adventures as a bard.

It's been about six months since his departure of the Bards College and Ziun now has a new target in mind: a certain city with a certain magical dungeon. A time to find his own music within this dungeon...stories to be told...who wouldn't want this opportunity?

Combat Information:

Spoiler

Experience Level: Average
Magic Level: Hybrid
Non-Combat Skills: Musician, Songwriter, Virtuoso,
Magic Schools: Illusion
Combat Style:
Combat? What do you mean combat? For all intents and purposes, Ziun doesn't do physical combat at all. Is it because he doesn't know how to fight? Not at all, not at all. He's very proficient in using his rapier that he carries around him, however, the bard himself prefers to avoid conflict and confrontation if at all possible. This is where his Illusion Magic comes into play. By utilizing an illusion made for a situation, Ziun can easily trick those around him in order to evade and avoid a scuffle.

Equipment:

  • Light Armor - It's light...it's armor...what more do you want?
  • Lute - Ziun's go to instrument, one he is the most proficient at using. This lute is dear to him as his teacher at the Bard College presented this to him during his graduation.
  • Elegant Melody - A rapier that Ziun carries with him on his left side. When the situation calls for it, he'll use it, but normally it's there just for decoration.

Songs Played:

Spoiler

These are the songs that Ziun has gathered either during his time at the Bards College or during his travels from home, and the story they tell through the music is also presented (more to come):

  • The Song of the Golden Dragon: An instrumental song that lets the listeners envision a village that would be terrorized by a dragon adorned in golden scales. However, through this song, a brave knight challenges the accursed beast in order to free the village. Through the melody, it becomes clearer and clearer that the true hero of this story is actually the golden dragon, who is the sole guardian of the village and that this is being retold by the wicked knight who laid to waste the majestic beast for his own gains.
  • Return to Me Under the Tree: An instrumental song that tells the story of two young lovers, sitting under an apple tree, when the young man tells the young girl he'll be leaving on a small quest and he'll be gone for a bit. However, he makes the promise that he'll return to her and marry her. They promise to meet once more under this tree's shade and the young man leaves. The young girl comes every single day to wait under the apple tree, in hopes that he'll return, it goes on for quite some time. Two years passed and the girl stopped waiting under the tree for a bit of time, but out of the blue one day, she decided to return to that hill. When she returns, she sees someone waiting for her under the apple tree: the man she loved had returned. With an embrace, they reunite and marry underneath the shade of the tree.
  • Sand Through the Hourglass: An instrumental song that can only be truly brought to life by the use of a piano. It tells the story of a man's last minutes. Through these last minutes of his life, he can see his past unfold before him. His youthful days, the ones where he was a happier child, up to the point where his life took a different turn. During his adolescent years, the man became one that was a rebel, a troublemaker. And upon one day in his life, before he finally found happiness, he was confronted by a stranger in a cloak that was as black as night. From this stranger, he was given an hourglass, with quite a bit of sand going through it. Some was normal, but the current set that fell was black, just as his soul. After this was handed to him, the stranger was gone. This hourglass was his life and it reflected this oh too well. The man finally found happiness within a woman and the sand turned normal once more and remained that way for a number of years. However, like the sand that fell through the hourglass, things began to change. As the song continues, the man would lose his wife and fall into despair, making the sand once more turn black like his soul. All the things he did after that, drinking to forget, gambling away everything...nothing changed his hourglass sand back to normal. As his life finally arrived to where he was now, he would finally look once more at the hourglass. The man began to regret everything in his life and wished for his sand to just become normal once more, and to pass from this life as a good man. Soon he was met with a familiar figure, the stranger who handed him this hourglass all those years ago now stood before him. This stranger would move and take the hourglass in his bony hands and sigh. "I gave you this to make sure you did the right thing...all I can see is that you are truly rotten to the core", the stranger said, before watching the last few drops of sand fall through the hourglass and with it, the man would draw his last breath. Once the man left from this mortal coil, the stranger flipped the hourglass over and left...to find another to hand their hourglass to.

Miscellaneous Information
Ziun's Theme | Battle Theme

  • Ziun's text color is #ff0033.
  • Ziun is a massive remake and rework of another Bard character I had worked on before, Ebxes Hymn, a Tiefling Bard that would've and could've appeared in Zai's RP "The Maw".
  •  

 

Edited by Chaos Sonic

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      IC
      Welcome aboard the Janissary! Don't mind how old the ship looks; it is that old, but you'd be hard-pressed to find a more reliable ship. This here is an independent cargo ship, and you are part of its crew. What's that mean, you may wonder? Well, if you fancy the idea of adventuring across the stars, visiting far-off planets and meeting exotic peoples, all while turning a pretty penny in the freighter business and most definitely picking up some odd jobs on the side for extra cash, this just might be the job for you! Let's be honest with each other, you probably aren't enough of a thrill-seeker to be a bounty hunter or a pirate or something fancy like that, or else you wouldn't have signed up to work on a cargo ship, but as far as normal civilian jobs go, this is about as adventrous as you could possibly hope for!
      Now, notice how I said independent cargo ship. We don't answer to the Consortium, or the Senate, or anyone else! We take jobs shipping cargo if we want to take the job, and honestly a good crew is hard to find in this line of work, so we'll make sure you're well taken care of here. And that means your input matters. We aren't about to try and drill into Orad Mus and find out what's under its surface, or try to single-handedly end the golden age of space piracy, but if enough of the crew wants to take or avoid a job within reason, that job's what we're doing. This isn't the story of the Galactic Union's finest heroes, or of spies trying to figure out what the hell those Sarvatti bastards are up to this time, or even of pirates raiding innocent vessels. No, this is just the story of a rusty old cargo ship and the group of spacefaring normies who live in it, and you're a key part of it just like everyone else on this ship.
      Rules:
      Database:
      App Format:
      Accepted Apps:
       
    • By LordCowCow
      "You have been Chosen"
      As you hear these words your thoughts immediately turn towards the myths. A prophecy that states that, when the world needs them most, 9 heroes will be chosen by the Elemental Spirits to fight evil itself. In the form of Demon Gates hidden throughout the land. Wicked contraptions that connect the world of Fantalius to the Demon Realm. For the past two-hundred years Fantalius has been dying. Monsters, evil humanoids, and worse have control of the land. The common folk are forced to cower in their cities, traveling only by protected caravans. While adventurers can travel as long as they keep their wit about them, it's a constant struggle against death just to make it to the next city. However you, and 8 others, have been given a chance, and a destiny. If you take it upon yourself it is guaranteed to be an adventure full of risk. However if you succeed in destroying the Demon Gates and bringing peace back to Fantalius you will be hailed as heroes.
      You are The Chosen. Now step forward, brave adventurers, and embrace your destiny!
      Rules
      What is this?
      Races
      Spirits and Elements
      The World
      Map and Info
      What I expect from you
      Application Format
      Accepted Applications
      And as mentioned it would be limited acceptance. Only 8 others will be chosen (I will fill out the last Chosen myself after the rest are picked). But don't let that scare you. It will be a time and quality based choice on my part. If you write a character that's really amazing you'll likely get a slot early but other than that I will review all of them best I can to find the ones that work the best.
      This doesn't mean super long and detailed either. Something short but understandable and well made is perfectly great.
      There can only be ONE character for each Element.
      Unofficial Theme
      Equipment
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