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Posted: Tue Jun 03, 2008 7:47 pm
The Story Sandares is an ancient land that stretches from the Aleturlor Sea (sometimes called the Eastern Sea) to the Desert Wastes beyond the Echao Mountains. From the Tsinc Mahk Swamp and Haunted Forests of Treblad in the South to the Twilight Woods in the north. The heart of it is made up of the Kanefthali Plains, and the people here are many, and varied. They practice magic here, along with the standard Renaissance Fantasy professions. The humans here are governed by the Good King D'Arsier and his wife, the Queen Seraphina. Also by the Sages of the magic, who the king uses as his advisors and counselors when he needs them.
In the land of Sandares there are two kinds of magic: The Magic of Light, Life and Order, and the Magic of Dark, Death, and Chaos. These are two halves of a whole, and they hold each other in balance, as they have done since the beginning of time. However, a new threat looms on the horizon. Laying across the Desert Wastes, hundreds of miles away is the land of Neufo, a land of struggle and warfare, a complete opposite of Sandares. Their fierce Army is headed by their general, Ad'var Serry, A madman with a lust to be king. It is his intention to claim Sandares for his own, and he has already taken Szandzi Village, and now has his eye on Little Olaedihoo. Oh, Look! A map!
Will King D’Arsier and the sages be able to stop Serry? Or will Sandares be ravaged by the lunatic? ((Please note that this is a re-do of the thread Swords and Sorcery, and that anyone who had a character there may transfer it here, or make up a new character, without having to re-apply. If you want to transfer your character, PM me saying so, and if you want a new character, send me a profile without a writing sample))
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Posted: Tue Jun 03, 2008 8:01 pm
The Magic The components of Chaos Magic are: [Energy] - Sometime referred to as 'shadow' magic, Energy Magic allows the user to transform energy at will. They can give life to inanimate object, like shadows, and common spells include cloaking spells, conversing with shadows, and animating objects. Powerful illusions can be created with this magic, but unlike Spirit Magic, these illusions 'exist' in the real world. It's one of the more strenuous magics to master.
[Spirit] - Spirit Magic is a largely psychological magic as it influences the minds of those it touches (i.e. the illusions it creates exist only in the mind). Use this magic carefully as it often will backfire on the user if inexpertly handled. Common spells include mind reading, the inducement of illusions, and sending 'impressions' (think Jedi Mind Trick). The glamours and mezmors used by the Faerie is this type of magic.
[Time] -This is the ability to influence time. Must be handled carefully and apprentices to this magic are trained on a one on one basis, and by a master or Sage only. Anyone attempting to change history must get approval by unanimous decision by Council of Sages. Common spells include time travel, slowing or speeding time, and divination spells. No beings are aligned with time as all move through it in the same manner. Those who are trained in the art of Time Magic are watched carefully by the council as it is considered the most dangerous magic and thorough background checks are made before one is allowed to train. Many users of this magic study history and family lines. ((You must Audition to study this branch of magic))
[Space] - This is not space as in outer space. This is space as in location. Common spells include teleportation (although most inexperienced teleporters feel strong nausea), viewing people/animals/objects in other locations, tracking people/animals/objects, and divining the location of people/animals/objects. Unicorns have a natural ability in this area as most can teleport instantly to any location they've been to or anyplace that has been described in an accurate and detailed manner. The components of Light Magic are: {Earth} -Earth magic focuses on Stability and Control. Practitioners of this magic generally have wood or stone shaping abilities, the ability to communicate with plants and animals, and the ability to sense disease or disability. These skills make them excellent trackers, healers and caretakers of plants or animals. Some study Space magic to enhance their tracking abilities.
{Air} - Air Magic focuses on Balance and Proportion. Those who study this branch are skilled in healing and weather magic. This is the most commonly learned magic for those who wish to set up private practices in their home towns. Many who study this magic obtain the skill of flight and can talk with avians.
{Fire} - Fire Magic focuses on Duality and Power. Fire magic is a two sided magic. Just as Fire can be both beneficial and harmful, the magic that bears it's name too can be plied for either creation or destruction. Many blacksmiths either are or employ Fire Journeymen. Fire magic can be used to aide healers, but cannot be used to heal itself, because it will often kill or seriously maim the patient. Those who practice fire magic are often emotional, aggressive, and/or over-eager. The destructive side of fire magic is often seen from those who give in to anger or aggression. Often practitioners of fire magic are permanently inebriated to alleviate some of these symptoms, but their enhanced metabolism gives them an unequaled propensity for alcohol consumption. Creatures aligned with fire are dragons, phoenix, fire elementals and most demons.
{Water} -Water Magic focuses on Patience and Fluidity. Water Magikers tend to be nearly as prone to duality as those of Fire magic. On the one hand they can be as calm as the sea on a clear day, and at other times they are as fierce as a sudden squall. Merfolk, kelpies and some subspecies of Fae are aligned with this element and some common uses of this magic are creating water, the changing of water to other substances, giving one's self or others gills and predicting and lightly influencing the weather. Better weather control is available to those who also study Air magic. Drowning spells are a common combat application as is magically induced dehydration. ~~~The Structure of Magic Halls~~~ Apprentice: These are the beginners. Most are between the ages of 8 and 12, though it's not uncommon for them to be older or younger. The older ones are usually those who have already mastered another branch of magic. Apprentices live in their respective Magic Halls for training. Journeyman: The youngest age for Journeyman is 13, since anyone younger is thought not mature enough for the responsibility. Most Journeyman are wanderers, getting practical experience of the magic they've studied for so long on their way to progressing to Master. Some, however, are content to remain Journeymen for the remainder of their lives. Fire Journeymen are in demand at smithies, and Air Journeymen at healing houses. Water Journeymen can get a job almost anywhere, especially during a drought, and Earth Journeymen are sought after by lumber crews, to help them replace the trees they cut. Master: Most who attain the status of Master are content to return to their home villages and set up their own businesses utilizing their magical talents. There are a select few, however, that prefer to continue their studies in hopes of becoming Sages. The age range is pretty wide, as you can take the test to become a master after five years as a journeyman, although there have been exceptions to this rule in the past. Sage: Each Magic and each of the components have a Sage, The best person in the world at that Magic. Sages are chosen from among the masters at the time of the last Sage's death. Dark Magic is more chaotic than Light Magic which is almost military in it's structure, although the basic system of Apprentice, Journeyman, Master, and Sage is still there.. Side note: There are those who can use magic, but have not been formally trained. These are known as Madwands. Those who use music to invoke their magic are called Spell-Singers.
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Posted: Tue Jun 03, 2008 8:08 pm
The Races Centaur-Human/horse hybrid, Great archers. Very terse toward humans, have a delicate alliance with the Elves. They generally live for 1000 years. Dragons-Some consider dragons to be shifters as most posses both a draconic and a humanoid form. Dragons consider themselves a race apart and many will never use their human form or converse with humanoids as they find it degrading. Any dragon who does talk with humanoids is often either an outlaw, extremely simple-minded or simply.....odd. Average lifespan is about ten to twenty thousand years. Dragons can crossbreed with all other humanoids except unicorns. Drow-Much like elves, except with darker coloring and their magic is largely Shadow-type. Same lifespan as elves Elves-Pointed ears, Magic is usually Earth-type. They usually like to live in small villages far from human settlements, and try to avoid contact with all other races. As far as one can tell they're immortal, although they may be murdered. Half-dragon-The offspring born of a human (or other creature) and dragon. Usually appear to be rather human, but with draconic features. They can be subtle, or pronounced(Subtle: draconic eyes, slightly iridescent skin, Pronounced: Scales, sharp teeth, draconic head). They tend to have the ability to breathe fire, like their draconic parent, and they have a similarly proud attitude. Dragons are reluctantly willing to be in the company of half dragons, and humanoids consider the trait to be sacred, a gift, or omen. They are not as long-lived as their draconic parent, lasting only 2-3 thousand years. Half-Elf (or Half-Human)-Slightly pointed or elongated ears. Most are formed by union of human and elf, they have green eyes like their elven parents. Those begat by two Half-Elves may have human colored eyes. Half-Elves make excellent diplomats, magic-users (though most are users of Chaos Magic.) and Minstrels. 700-900 years is common (they seem to age only 1 year for every 10) Human-Averaging between 5 or 6 ft. in height with males larger than the female. Humans differ in coloring according to heritage. 70 years is the usual life span although ones with magical powers can live MUCH longer Kelpies- These are water demons usually bound to protect one river, lake or other freshwater source. They have three forms, human, horse and water forms. The water form is commonly called the 'third' form. In the third form, kelpies can still move and grasp objects. Shape-shifters-this encompasses both those born with the ability to change forms, like Lycans, and those who do not have a choice called Were-Creatures. The first group are those born possessing two forms (and only two), one animal and one human. In most cases they are considered a split from the human race. Most have a demi, or half form, in which they exhibit characteristics of the animal they shift into on a humanoid frame. Unicorns are not shifters because they retain their horn in every form and they usually have a third form that is an animal. Kelpies are not shifters because they can become water. Were-Creatures-these are creatures who are not born able to shift. Wereism is spread in a similar manner to Vampirism in that the victims are bitten, however, were-creatures do not drink blood and were-creatures only shift when the moon is in the right position. Were-creatures do not retain human logic or reason when they transform and often do not remember transforming at all. It is possible for someone to be unaware that they are a were-creature. *Addendum: Very rarely, a human is born with the ability to change shape any number of times, and assume any form. These too could be included in this category.* Unicorn-Most have two forms Human and Unicorn, in any form they retain their horn (it's smaller if their human) and their coloring (eyes, hair, clothing) They live in herds and can play their horn like an instrument, but only in Unicorn form. Some develop an individual third form. (usually an animal) But this takes a lot of talent. Even when in Human form they cannot cross-breed with humanoids (no half-unicorns). Unicorns generally live for about 500 years. Vampire-Pale skin, elongated canines and usually only appear at night. Some are known as Daywalkers which means that they can appear during the day (daywalkers are extremely rare). Vampires are immortal, but they can be murdered. Vampires do not reproduce naturally, and only increase in numbers by a very special and difficult process which includes draining the vampire-to-be to almost the point of death, then letting them drink from the 'siring' Vampire. Almost any race can become a vampire, however, most of them were human, since becoming a vampire takes away any special abilities (shape-shifting ect.) that you had while you were alive. Were-creatures cannot become vampires, and vampires cannot become were-creatures.
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Posted: Tue Jun 03, 2008 8:13 pm
The Commandments 1. Thou shalt not be any licensed character. This is an independent story. No crossover! However, using the IMAGE of an existing character for description purposes is acceptable. i.e., no one can play Sephiroth from FF7, but your character can look like him.
2. Thou shalt keep swearing to a minimum. I don't want to page through posts full of nasty language, and I doubt others will either. If you don't have anything better to post, think longer.
3. Thou shalt not be n00bishly invincible. Anyone familiar with the term 'God-moding' will know that this is what I am trying to prevent. Do not make your character super invincible with no possible weakness to be found. Every creature no matter how grand or magnificent has some spot of vulnerability. Also, when engaging in combat, give the other guy a chance (and, if your character is a Journeyman, don't expect to win fights against Masters and Sages). I’m trying to develop a dice system. Bear with me until then…
4. Thou shalt attempt to be vaguely literate. This means third person, past tense. It means, you are pleased to be checking your spelling before you post. It means no chat speak, 1337, or other internet slang in IC posts. Most importantly, it means Be Clear Who You Are Playing If You Have More Than One Character. The limit is two. The best way to be sure we know which character you are is to post each one in a different color. However white, yellow and cyan are not allowed. Also, be kind to our friends with laptops. Itsy-bitsy fonts are annoying.
5. Thou shalt follow the prescribed method to submit your Bio. Please PM bios to me (titled: 'Counterweight'). I will add them to the Approved Character list, and that way we won't wind up with new people's profiles in the middle of our RP. Once I approve your character, feel free to jump right in. Also, the writing sample just has to show me that you’re capable of coherent thought, it's nothing to be scared of.
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Posted: Tue Jun 03, 2008 8:18 pm
The Skeleton [b]Username:[/b]
[b]Character Name:[/b]
[b]Age:[/b]
[b]Level[/b] (Journeyman, Master, Sage, Madwand, or Non-magical)
[b]Specialty[/b] (Magic Users only)
[b]Race:[/b]
[b]Physical Description:[/b](a picture is fine, but please link it so you don't stretch the page.)
[b]Strengths:[/b]
[b]Weaknessess:[/b](Please note the plural)
[b] History:[/b]
[b] Writing Sample:[/b] The Needed Roles Striked means taken, Italic means on hold
Sage of Light(Human) Sage of Chaos(Half-Dragon) Sage of Fire(Human) Sage of Earth(Elf) Sage of Water(Kelpie) Sage of Air(Dragon) Sage of Energy(Drow) Sage of Time(Human) Sage of Spirit(Elf) Sage of Space(Half-Elf) Queen Seraphina(Elf) Ad'var Serry(Human)
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Posted: Tue Jun 03, 2008 8:32 pm
The Accepted Characters SandaresUsername: Smorgasmorgan Character Name: Queen Seraphina Age: 5,000 but she appears to be in her late twenties Level Non-magical Race: Elf Physical Description: She has golden curls and of course, her eyes are green. Her face is not quite as angular as elves normally are, but it's clear that she is fully elven by the slant of her eyes and the length of her ears. Her frame is athletic, and she prefers the elven style of clothing, though she will wear the human style to special events for the kingdom. Strengths: Her family is her major strength. She is competent with a bow, and has cursory knowledge of Earth magic, although magic never interested her much. Weaknessess:Except for a little Earth magic, which she employs in the Palace gardens, She does not use magic. Also, she is deathly afraid of heights. History: Born to the brother of the old elf queen, Seraphina was brought up with the same training as her cousin, the prince (now King). However, at the tender age of 700, she decided to eschew the learning of magic, since that never really appealed to her. She married her first husband, a human noble by the name of Lord D'Ketanny, when she was 3,000. He died after they had been married for 60 years. She swore she'd never marry again. That is, until she met D'Arsier. They were married about ten years ago, and they presently have two children, a six year old son, Joqril and a four year old daughter, Liliri. Her marriage to D'Arsier forged a tremulous alliance between humans and centaurs. They have stopped being openly hostile to each other, and the Centaurs have agreed to fight against Nuefo forces, but there is still resentment there. ~~~~~~~~~~~~~~~~~~~~ Username: Smorgasmorgan
Character Name: Salamander Smith
Age:19
Level: Sage
Specialty: Fire
Race: Human
Physical Description: Long, wild, red hair and brown eyes Over a tall, lanky frame. He prefers to wear casual clothes, because he dislikes the attention he gets as a Sage. His skin is tan, since he spends most of his time in the Fire Magic Hall on Unsicher Isle. He has quite a few scars and old burn marks.
Strengths: Since he became a master of Fire Magic, he has not suffered so much as a sun burn. His quickened metabolism not only keeps him fit, but it also heals him at an accelerated rate. Unfortunately, this quickened healing usually creates scars, since there is almost no time to prepare the wound. Also, he's never been sick for more that about six hours, since his body is so hot, it's as if he's constantly running a fever. 1. Fire (Sage) 2. Air (Master) 3. Space (Journeyman)
Weaknesses: He has a bit of a drinking problem, though the accelerated metabolism granted him by Fire Magic keeps him from getting drunk, and from damaging his liver. He's also a big flirt, and a bit of a womanizer. Also, he has an unpredictable temperment, and he has a short fuse.
History: Salamander is the son of Peregrine and Pyra Smith. His father was the blacksmith in a town near Treblad, and his mother was a gifted Fire Journeyman that elected to get married and help at her husband's forge. Salamander began his apprenticeship at the Fire Magic Hall intending to help his parents. However, while he was away, his village was pillaged, by what was assumed to be drow. No one is quite sure why the town was decimated however, since there were no known survivors. Presently, Gunadae has begun the resoration process, since it is the birthplace of a Sage.
To deal with his grief, Salamander studied Fire Magic with a matchless ferocity, sometimes even studying Air and Space Magic too. He worked hard and became the youngest Fire Sage in history. He has a vendetta against the drow. He hasn't been back to the area around Treblad since his family's funerals, despite the restoration efforts. It was also at this time that he found Hephastios, his phoenix familiar. Hephastios is the one thing Sal can count on, and him and Heph have a very close relationship. ~~~~~~~~~~~~~~~~~~~~Username: Elesariin
Character Name: Ethine
Age: Very young by the measures of her kind; no more than 1,000
Level Sage
Specialty Spirit
Race: Elf
Physical Description: Without any illusions to disguise her, Ethine is as tall as most men but unnaturally slender, with slight curves, fine bones, and long legs, but what would look unhealthy on a human woman looks natural on her. Her skin is moon pale, but never seems to burn, and she has long, silky silvery-blonde hair that falls to just above the backs of her knees. Her face is unnervingly beautiful, with enormous silver eyes, stunning to the point that most men aren't so much attracted as terrified.
Not that she often appears as she is outside the Twilight Woods. Other elves are forced to put up with gawking and other annoyances; Ethine simply glamors herself to appear as a human. She can look like anyone at all, but she usually chooses to be a young woman of about 16. As this girl she is vertically challenged and slim, her hair is the color of straw, her face and arms are pale and lightly freckled, and her eyes are plain old grey. She's pretty enough, certainly, but overwhelming would be the last word you would use to describe her, which is the point.
Strengths: Supernaturally fast reflexes, unusually good swords woman (compensates for her lack of strength with the aforementioned). 1. Spirit (Sage) 2. Water (Master) 3. Energy (Apprentice)
Weaknessess: She's very delicate, with fine bones that most people could crush without trying, so even though she's preternaturally graceful and has excellent stamina, most find her a trying companion to travel with. Once she's down, she's down. She's also not strong at all.
Not, of course, that she would expect anyone to ask her to carry anything at all. Her pride is really her main weakness; like most of her kind, she thinks herself a head above everyone else in everything, and has no problem with acting on this, or even pointing it out to the inferiors themselves.
History:Ethine was born to an important Elven Lord, and has had everything handed to her on a platter her whole life. Her natural gift in illusionary magic made becoming the Sage relatively easy, and gaining power over water was hardly less so. The only thing was.... well, recently she's gotten a bit... bored. Not that this is particularly unusual. Nothing charming a mortal into doing something idiotic can't fix, but... If Ethine didn't know better, she'd almost call it wanderlust. Ah, well. It will certainly pass.
Other: 1: She does badly against chemicals and other pollutants. 2. She hates being underground. As in loathes with a passion. She will not go under ground. Ever. Period. Under no circumstances. If someone were to stick her underground, she'd probably have a mental breakdown. ~~~~~~~~~~~~~~~~~~~~Username: kittengrl39 Character Name: Taki Age: 14 Level: Madwand at level of Journeyman, Spell-singer Specialty: Spirit, some Energy Race: Human Physical Description: Pale-skinned and slim. Short. No real muscles to speak of. Teal hair cut short around his ears. Dark eyes. A laughing countenance. Most often dresses in a loose shirt and pants with a brown cloak. Always has a silver flute somewhere on his person. Strengths: resilient, sense of humor, self-sufficient Weaknesses: seeing people get hurt (especially families), physical fighting, nice guys History: Taki was born in a small village near Szandzi to a very large family. With no father, every child pulled their weight helping with the farm. Although Taki wanted to be a musician, he had scant time to practice. He got on with his life as best he could. When Taki was 11, his village was attacked. Various species ransacked the town and burned everything they could get their hands on. Taki’s entire family was killed, and he himself suffered an injury to his throat that left him unable to speak. While Taki was recovering, he discovered that while he couldn’t speak, he could still play his flute. Taki tapped into his previously undiscovered magical powers to use his music to ‘speak’ for him. He spent two years searching for his sister, who he thought might have survived the attack. Unfortunately, he discovered that she had also been killed soon after the raid. Taki recently regained his voice during an incident he won’t talk about. He learned to play the lute and has wandering the country as a traveling minstrel. He is strongly opposed to Ad’var Serry, suspecting him to be the mastermind behind the attack on his village. Other: Yes, the kid is gay. Sometimes you just know early on. He’s not flamboyant about it, though. Taki’s hair color is the result of an ill-mixed potion taken for a cold when he was little. After the flustered healer turned him crimson, striped, and purple trying to get him back to normal, Taki said he’d rather just have weird hair. ~~~~~~~~~~~~~~~~~~~~ Username: NoiseInTheShadows
Character Name: Astor Snow
Age: 25
Level: Sage
Specialty: Space
Race: Half-elf
Physical Description: Astor inherited her emerald eyes and pointed ears from her mother, but not much else. She is rather short, but what she lacks in that category, she more than makes up for in strength and speed. Sturdy yet lithe, she is underestimated all too often, but she rather enjoys proving people wrong. She usually keeps her long, brown hair tied back from her striking but not classically beautiful face, unintentionally enhancing what she has going for her.
Strengths: Astor is strong for her size, fast, and can wield a sword better than anyone would expect from her. She is also an excellent tracker due to her combination of Earth and Space magics. 1. Space (sage) 2. Earth (Journeyman) 3. Energy (Journeyman)
Weaknesses: Since she has recently been travelling for her journeymanships, she never becomes attached to anyone, which often turns people away thinking that she is cold. She is also often rather proud and stubborn, refusing to change her mind until someone shows her that her way is utterly and irrevocably wrong.
History: Born to an elfin mother and a human father who both had political aspirations, it was hoped that Astor would be able to forge a kind of peace between centaurs and humans because of her elfin blood. Her parents were understandably let down when it turned out that Astor had a natural gift for Space magic. When she was five years old, she was at the dinner table with her family, thinking about how much she couldn't wait to be in her room playing with a new toy. Before anyone knew what was giong on, Astor found herself in her room mere moments after having that thought. Her father nearly had a heart attack when he saw his daughter disappear before his eyes, but Astor's frightened and exhilirated cries of "Mommy! Daddy!" told him that she hadn't gone far, and everyone breathed a sigh of relief.
Needless to say, Astor was shipped off to an apprenticeship in Space magic almost immediately. She studied there for eight years, but that was only because it took her eight years to become thirteen years old. Had the rules been different, she could have become a journeyman after four years, but she was content to ensure that she knew the exact ins and outs of the training that was offered at the Hall, and waited for the traditional thirteenth birthday. Once that rolled around, she entered the journeyman phase of her training, travelling and learning her craft from the masters that she could find.
At eighteen, Astor took the test for the mastery of Space magic, and passed with flying colors. She continued her study in space magic, and also began to dabble in Earth and Energy magic and has since reached the level of journeyman in both. She only recently became the space sage when the last one unexpectedly died, but she feels that she is up to the challenge. ~~~~~~~~~~~~~~~~~~~~Username: MiharuAikou
Character Name: Sahara Hiller
Age: 18
Level: Sage
Specialty: Time
Race: Human
Physical Description: Sahara has long, sleek black hair and blue eyes. She is fair and slightly freckled and has a mysterious air around her. She is slim and petite. Sahara is always covered with a cloak.
Strengths: Sahara runs very fast, and she has an exceptional resistance against magical attacks. She has studied other branches of magic: 1. Time (Sage) 2. Space (Master) 3. Earth (Master)
Weaknesses: Her study of Time Magic has caused her to be very fragile towards physical attacks, and she tends to be too much of an introvert.
History: Sahara's father had been the Sage of Time for as long as she could remember, and growing up with the influence of the said magic, she grew very interested in studying it. Her father had disapproved of her decision, but Sahara went for it anyway. The rest of the council had approved of her studying Time Magic, however, much to his chagrin. Sahara studied Time Magic, as well as Space and Earth Magic, far away from her home, and towards the end of her studies, she was surprised by a letter from home. She was told that her father suddenly died, having succumbed to a fatal illness. However, all clues point to Adv'ar Serry as her father's murderer, and Sahara vows to join the fight against Serry. ~~~~~~~~~~~~~~~~~~~~ Username: MiharuAikou
Character Name: Vancione Brixell
Age: 21
Level: Sage
Specialty: Light
Race: Human
Physical Description: Vancione has long, wavy brown hair and soft gray eyes. She is fair-skinned, owing to the fact that she has power over light. She is of just the right height, and is slim, making for a beautiful build. She usually wears a tight white robe.
Strengths: Vancione is very skilled in stealth, charisma and singing.
Weaknesses: Vancione trusts other people very easily and can become sensitive and too headstrong.
History: Vancione had long been predicted to be the Sage of Light, owing to her early skill in magic. This gift, however, led to the consequence of her always being visited by nightmares of everything in her life being destroyed before her very eyes. She lived in silent fear for the first few years of her life. Aside from her natural gift, this fear was also what drove her to study Light Magic; she wanted to prevent this vision from ever happening.
During the siege of the Szandzi village many years later, Vancione and her parents escaped. However, in the midst of the confusion, they wound up in the place where Adv'ar Serry and his army were, and Vancione's parents were killed. However, it was all she could do for her family. When her parents were killed, she was wounded, and some of her blood was left on the battlefield, and some had stained her parents. She was then inexplicably cursed to be bound to her enemy forever, and thus, she cannot kill her parents' muderer, Adv'ar Serry himself. Now, having failed to defend her home, all she can do is to try and restore peace in her land. ~~~~~~~~~~~~~~~~~~~~Username:Lord Melvin
Character Name:Drakarth Gilinduil
Age: 10,000 yrs
Race:Dragon
Level: Sage
Specialty: Air
Physical Description: Dragon form Human form.
His eyes are bright green and his voice is calm and level.
Strengths: As a Dragon, he can breath fire, his scales can defect most attacks, and he can break almost any defense. As a humanoid, he can cast fire and air spells. He is also an accomplished swordsman. He seeks to learn the other lights magics to complete his magic arenal. 1. Air (sage) 2. Fire (Master)
Weaknessess: Light attacks will hurt him a lot (any form), he has no scales under his wings and he is vulnerable to anything as a human.
History: Drakarth was born in the high mountains far across the Desert Wastes. He left his cleft at 100yrs as a ritual of adulthood. However, when he returned many years later, he found that his kin had been hunted to extinction. He left the caves of his birth and traveled to the human kingdoms. There, he learned the ways of fire and air. But before he could finish his training, word got out he was one of the legendary Black Dragons, and he was forced to flee. Chance brought him to the kingdom of King D'Arsier, where he continues to reside today.
other: Drakarth has a certain dislike for races other than dragon, and tends to keep away from them. ~~~~~~~~~~~~~~~~~~~~Username: Smorgasmorgan
Character Name: Serilis DeMora
Age: 187
Level Sage
Specialty Earth
Race: Centaur
Physical Description: Lightly tanned human half with platinum blode hair, and a palomino horse coat. Horse lines reminicent of Welsh horse.Serilis
Strengths: Earth magic, excellent archer. Has the ability to communicate with plants and animals. Has advanced wood and stone shaping abilities. 1. Earth (sage) 2. Air (master) 3. Energy (Journeyman)
Weaknessess: A bit reckless due to her youth; a little naieve. Of course, this has the upside of her not sharing her races predjudices concerning humans and others. Extremely soft-hearted.
History: Was left on the doorstep of the Earth magic hall as an infant. One of the Journeymen, a half-elf woman named Serena, took her in as her own, but left her at the Hall during her wanderings. Serilis is named for Serena's deceased sister. As she grew she picked up Earth magic. Eventually, she joined Serena on the road, and she and her foster mother took their Mastery tests on the same day. Serilis passed with flying colors, as did Serena, however, Serena soon fell ill, and nothing semed to help.
As Serena's illness grew worse, Serilis abandoned Earth Magic for Air, and earned her Journeymanship in order to master the healing magic of Air. Unfortunately, she was too late, because by the time she got back, Serena was gone. Since then, Serelis has tried her best to live up to everything Serena taught her, and she has begun serching for Serena's family, who she's never met, as Serena estranged herself from them in her youth. All she has to go on are the bits and pieces from Serena's stories and her own name. ~~~~~~~~~~~~~~~~~~~~ User name: Deje rah Character Name:Izen Raynor Age:15 Level Madwand Specialty Fire/Energy Race:shape-shifter(lizard) Physical Description:Izen has long, black untidy hair. His clothing, a white lace up shirt, a fine green silk coat and some black slacks, has gotten worn down over time. Strengths:fire magic-destructive, Energy stealth, pickpocketing. he also has an affinity for daggers and throwing knives. The voice in his head knows a few spells, but keeps silent most of the time. Weaknesses:varying levels of sanity, self confident being mad wand, he has no idea how to cast most spells, and just stumbles onto them accidentally. cant stand spirit magic. History: Izen went insane after exposer to a backfired spirit spell 3 years ago. In a fit of madness, he murdered his entire family and destroyed his home village impulsively, using magic accidentally. when He came back to consciousness later, he was surprised to find himself drenched in blood in the burning wreckage. then he remembered what happened and set out looking for a competent sage, any sage, to heal his mind. Exactly one year ago, he found some. Sal and Ethine where in the process of healing Izen when they were interrupted by two simultaneous attempts on Izen's life, He escaped only partially healed. Izen fled to a fairground, where the sages caught up with him and were interrupted by yet another assignation attempt, which Izen barely escaped. He has been in hiding since,gradually going insane again. ~~~~~~~~~~~~~~~~~~~~ User NameDreams In A Rain Drop
Character Name: Yue Abhra
Age: lost count, unknown
Level Sage
Specialty Water
Race: Half-Kelpie/Half-Human
Physical Description: She has deep crimson eyes and white locks that gleam different colors depending on the light.
Yue with her everyday outfit on. (Please pretend there are slightly pointed ears.)
Yue in her horse form. (Minus the green serpents in the mane.)
Strengths: The water is her domain, she can move through the water in supernatural speeds, even for a Kelpie. She can dwell on land for long periods of time and stay moist, unlike most Kelpie. When she is really interested in something, she will set her whole mind and body to it. 1) Water-Sage 2) Air-master 3) Spirit-Apprentice
Weaknesses: Her Kelpie blood drives her into a chaotic frenzy for blood when she sights or smells it. She also has strong urges to lure humans to the bottom of the lake when in her horse form and absorb their life-force. Even though she can dwell on land longer than most of her kind, she still needs to remoisten her self back in a huge body of freshwater once in a while. Her head is also always in the clouds, dreaming. She loves her sleep and spends most of her time doing so, leaving her vulnerable to attacks. She is also very easy to trick in the heart, for she is easily wooed.
History: Her father, a Kelpie, fell in love with a woman villager(Human) and had a affair. He contained himself from his natural bloodlust, not only because of the peace treaty between the Kingdom and his kind, but also because he loved her. The women gave birth to a female child, which was quite rare for Kelpies. They both took turns to raise their child, which they named Yue. She grew in both of her parent's worlds and grew up dedicating her self to water magic, which interested her immensely.
Around the time she became a journeyman of water magic, her mother grew ill. She stopped her studies in water magic and took up air to find a cure for her mother. The medicine at the time was not only expensive, but also not very effective. Other air magic users all said that her mother was doomed to death. The current air sage was not yet around, and with time not on Yue's side, her mother died before she could find a cure. Yue dropped air magic at the level of journeyman and took on spirit magic and created illusions of her mother for herself and father. Her father committed suicide within a year, leaving Yue by her self. She returned back to her water magic studies to escape from her depression. Decades later, through her studies, she had become one of the most fearsome of her kind and took hold of the sage title over water.
One day, she saved a child from drowning in her horse form. The child was injured and the scent of blood not only drove her mind in lust, but it also lured out others of her kind. She pushed back them back and raced towards a nearby healing house. She stayed up all night to watch over the child being healed by an air master. Unfortunately, the child did not make it past dawn and left Yue with past memories of her mother. She took up air magic again, dedicated to the healing properties of it.
In these current times, with warfare fast approaching, she takes up the weather attributes of air and combines it with her water magic. She is tired of seeing people die in front of her and does not wish for blood shed in her home. She swears her loyalty under King D'Arsier, ready for the dark times looming over the horizons of the Desert Wastes. ~~~~~~~~~~~~~~~~~~~~Username: Resgil Character Name: Malakite Draconas Age: 30 Level Sage Specialty Chaos Race:Half-dragon Physical Description: MalakiteStrengths: He is particularly gifted in spirit magic and can create illusions with little more than a wave of his hand. His wings are very tough and can block most non-magical attacks. Weaknessess: Detests talking about his past, preferring to keep it hidden. He isn't a very good melee combatant. He is also quite sensitive about his appearance, and is a sucker for a pretty face. History: Malakite's mother died in childbirth, leaving only his father to raise him. He lived out his childhood among the dragons and was generally liked by his peers. At the age of 20 he started to grow curious about how humans lived and decided to leave his home. He found humans to be a superstitious lot and became a drifter, moving from town to town living off the kindness of strangers. Until he was attacked by a group of religious fanatics thinking he was an ill omen. He was saved when a master of space magic Teleported him to the chaos magic hall. After years of diligent study he was finally granted the title of Sage. ~~~~~~~~~~~~~~~~~~~~ Username: Reyl Duskfire
Character Name: Maluit Oussett
Age: 1373
Level: Sage
Specialty: Energy
Race: Drow
Physical Description: The manipulation of energy has taken it's toll on her appearance. While her face retains the image of a once youthful beauty, her very dark bluish tinted skin has began to droop and sag. Her eyes, a rare misty yellow shade, do not seem as bright and lively as they would have when she was just a beginning magician. Her body still looks the same -- mostly. She is a little heavier than she was as a young drow, but still maintains some of her past build. Her hair falls loosely in silvery-white strands, cropped neatly around the base of her neck. The shorter hair supports her long oval face shape better than long, flowing hair.
Her attire usually includes dresses that have a very airy look and feel to them. She doesn't prefer any particular color over others, but does tend to stick to the lighter end of the spectrum. Her right ear is pierced nearly up to the point -- five piercing in all. She usually wears a hoop style in the lowest one while just studs for the rest.
Strengths: Maluit relies mainly on her magical skills for tasks. She has devoted her life to the study and practice of the properties of energy magic. She has not really done much more except dabble in other forms of magic, though she could be considered a master of space magic, making her sometimes capable of going unnoticed.
Weaknesses: Her devotion to her magic studies since a young age have made her not so agile -- you won't see her jumping out of the way of a fast swinging blade. She is also quick to cast judgment on others and formulate opinions and decisions, which doesn't usually make her friends.
History: Maluit knew from a very young age that she was intended to practice magic. She began "playing" with it as a young child, often amusing the younger children in her village with simple shadow tricks, and this is what drew her into the love of magic.
She left to live in the magic hall and begin her apprenticeship at the age of eleven. She was amazing at the beginning -- quickly learning and mastering the simpler spells. She took the exam to become a journeyman in energy magic at 13, where she passed amazingly well. However, this is where her success began to unravel. The skill that came so naturally to her began to get harder, and more difficult for her to master without trying. She became very determined to not fall behind, and this was when she grew up, so to speak. Devoting herself to her studies left very little time for friendships or fun, and the wisps of youth began to slip away. She didn't feel adequate enough until 25 to attempt to become a master. The fear of failure was always a thought in the back of her mind, and even today taunts her.
After attaining master, she continued studying in hope to become a sage. However, it was during this time that she picked up space magic, as well. Though it was oddly difficult for her, she stayed with it for a time but eventually returned to her love. She took up the role of a teacher, instructing the new young apprentices while she continued her education as well. After nearly 500 years since her birth, the current sage passed on, and she was the one chosen to be the next. ~~~~~~~~~~~~~~~~~~~~NeufoUsername:Deje rah
Character Name:Ad'var Serry
Age:27
LevelNon-magical
Race:human
Physical Description:here
Strengths: Serry is an excellent warrior, trained to be able to use any and all weapons efficiently. he prefers to use a scythe and a long sword. His training also included combat against magical beings. He is also General of the Neufo.
Weaknesses: Serry cannot stand magic. Despite the Empress's insistence, he does not have a body guard.
History:Starting at the age of seven, Serry trained to be a member of the Neufo Elite guard, and by the age of thirteen had been named commander of his own squadron of soldiers. Two years later, he was promoted into the Imperial Guard. He was the only survivor of the guard after the first of many assignation attempts on the Empress's life. He was named to be the Empress's personal body guard, then her top General, and led the Imperial Army to unify all of the western continent under Neufo control. He has now been ordered to cross the desert waste to expand the Imperial rule. ~~~~~~~~~~~~~~~~~~~~
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Posted: Tue Jun 03, 2008 8:35 pm
News and Updates 03JUN08: Applications begin.20JUN08: No further Elf or Half-Elf characters, please. Branch out and try some of the other races.05JUL08: FAQ added
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Posted: Tue Jun 03, 2008 8:36 pm
The FAQ What do you mean by writing sample?I just want to see you write to check that you appreciate the generally accepted guidelines of spelling and grammar. It doesn’t have to be fancy (or even long), just coherent. Does it have to be related to the roleplay?Absolutely not. Although if it is, you’ll earn brownie points. So, what is it Sages do?Not only are they the most accomplished magician in their specialized branch of study, making them responsible for the education and well-being of their apprentices, but they are also part of the king’s counsel. It’s their job to protect the kingdom, and as Sages they take an oath to do whatever’s best for Sandares. How many different magics can I use?Well, that depends on a couple of things. First of all, think about your character’s age. Most halls won’t take children younger than eight, unless they’re exceptionally talented. You have to be at least thirteen to be a journeyman. You can become a master after about three years, although five is recommended. If you are an apprentice, you cannot actively study another magic. This is because apprentices live at the magic halls in which they are apprenticing (except for those who are Sages of another magic). So really, if you’re using the usual age range of 19-25 years, then three or four is the practical limit. You have weird place names.Okay. Well, that’s not really a question is it? Anyway, yes, I have an odd sense of humor (I blame my dad, a man who loves Monty Python and those laffy-taffy jokes), and it’s reflected in the names of towns and stuff. If you want the reasoning behind it, Click Here. Can my character use magic that’s not listed here?Wait, there’s magic I haven’t listed!? Well, if you can make it fit into one of the existing branches, you can use it. Telepathy falls under Sprit magic, by the way, and under no circumstances can it be overheard. Teleporting and Telekinesis are part of Space magic. Fire, Water, Wind, and Earth are pretty straightforward. Why can’t Sages use magic on each other?This is a rule imposed to avoid a magician’s war. The thing is, that no Sage, nor anyone under their power, can use magic directly on another Sage. This means that not only can’t Sages attack one another, they can’t trick each other with magic, or heal each other. Indirect magic on the other hand, like magically eavesdropping on a whole room that a Sage happens to be in, or causing the ceiling above a Sage’s head to magically cave in, will work. Does Sandares have an army?Not really. It hasn’t been at war in few hundred thousand years. Ever since the individual countries that made it up became combined. The army has become mostly ceremonial nowadays, guarding important places like the Magic Halls and the Imperial Palace, and only numbers about fifty thousand, although, with the Nuefo situation, it will soon be increasing it’s numbers. How does the monarchy work?Each race has a chance to hold the throne for a period of at least two hundred years, but not exceeding five hundred. The order runs thus: Humans (including Shifters), Elves, Dragons, Centaurs, Unicorns, Vampires, and Drow. Currently it is the one-hundred twenty-ninth year in the human reign, under King D’Arsier, a good and fair king. Each race has differing methods for determining the monarch, but the humans hold to the tradition of families. The eldest child of the human ruler, male or female, will become the next ruler.
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Posted: Wed Jun 04, 2008 5:51 pm
((I really need people to play sages before we can begin.))
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Posted: Thu Jun 05, 2008 3:10 pm
((I'll be the Sage of Air.))
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Posted: Thu Jun 05, 2008 11:56 pm
(( heart heart heart OMG I'm just so excited to begin RPing! heart heart heart ))
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Posted: Fri Jun 06, 2008 7:39 pm
(Amen! I want to get going again.)
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Posted: Sat Jun 07, 2008 9:31 am
Only four slots left, then we can start.
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Posted: Sat Jun 07, 2008 10:46 pm
((Only one word I can say, and it is my SoA, my current catchphrase: AWESOME!))
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Posted: Sun Jun 08, 2008 3:02 pm
((One slot filled... only a few more to go... hoozah!))
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