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A general roleplay guild with emphasis on improving RPers. 

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Kendessa

PostPosted: Mon Jan 18, 2010 3:40 pm


I Summon Thee, Demons!


High upon a tower in the secluded world of Ahret, a ritual is taking place. This ritual had been Sealed for many millennia, but not even the tightest seals always keep (or fresh for that matter). Time caused it to weaken, and finally the forbidden magicks that nearly tore Ahret asunder have been rekindled.

There stands the cloaked figure, hunched over a large archaic glyph, muttering and chanting while sprinkling an ungodly concoction.

A flicker. A flash. The demon summoning ritual has just begun…

But what will come through?



You decide.
 
PostPosted: Mon Jan 18, 2010 3:45 pm


Table of Contents


1. Announcements
2. Premise and Setting
3. Rules
4. Profile Information
5. Accepted Profiles
6. Noteworthy Non-Play Characters
7. Reserved



"...Come into my parlour said the spider to the fly..."
 

Kendessa


Kendessa

PostPosted: Mon Jan 18, 2010 3:48 pm


~ANNOUNCEMENTS~



*03/08/2010, 12:26 pm PST - Updates in Rules and Premise.
*02/10/2010, 3:34 pm PST - Thread is officially open. All BUMPS and OOC comments predating the opening of the thread are being deleted.
*02/08/2010, 2:01 pm PST - Opening post will be posted tomorrow, on the 10th, which also means that the thread will be officially open. I will allow one more week from tomorrow (so up until the 16th 17th of February) for new players to join. If after a week this does not pan out, either I will fill in the void, or allow players who already joined to add a second character.
*01/30/2010, 9:27 pm PST - 3 out of 5 character slots filled. Roleplay will start regardless of the roster being full by the 9th of February. It will start sooner if we get two more players. Oh yes, and I had a safe trip.
*01/18/2010, 4:29 pm PST - Profiles are now being accepted. HOWEVER, this role play will not start until February, as I will be out of town from the 22nd to the 30th.
*01/18/2010, 3:46 pm PST - Thread is created.

"Hear ye, hear ye..."
PostPosted: Mon Jan 18, 2010 3:58 pm


PREMISE
What You Need to Know


A portal is being opened into the world of Ahret, and through it five beings (controlled by you, the players!) SHALL arrive. However, they may not necessarily be evil, and they may not necessarily be powerful, but by the by, according to vague terminology they will be demons. [Demons - any creature not of their world]

This is where your characters step in. They will be plucked from whatever world they are from and tossed into the world of Ahret. This means you can be almost anything you like. I will, of course, issue a few restrictions. However, for the most part feel free to use a character of a home-grown race. Feel free to use a pre-existing character from another role-play. Feel free to make a character exclusive to this role play. If you really wanted to, you could play as yourself, but I wouldnt advise it. Just because the ritual is a demon summoning ritual does not mean your characters needs to be a typical evil hellspawn demon. In fact, I discourage it.

I will be starting with four open slots for characters. It says five beings shall enter the world, but one of them will be controlled by me. If things get along well after getting our five characters going, I will re-open applications for further demons to be hurled into this world.


Lastly, I wish to make clear that this roleplay will have a beginning and an end. I do not wish to make it drag on forever and ever. I don't know that an end will be reached, but it is my hope that it will.

"...I don't think we're in Kansas anymore..."


SETTING

The World of Arhet

ATTENTION: This is just for those who'd like to know the world their characters are stepping into. It is not mandatory to read all this to roleplay here, as none of your characters will have any knowledge of the place anyway.

The world of Ahret is fairly small, spanning over two continents. One large continent has three of the five kingdoms. This continent is called Icarema. It has the Kingdom Acanad to its North, Asu in the middle spanning from the eastern and western coasts, and Xecomi to the south. A smaller continent is surrounded by many islands of different sizes. The continent is known as Salaturiasa. The mainland is occupied by the Kingdom of Lezalnad, while most of the islands encompass Pinzupag.

The Tower in which you will be entering this world by means of is on a tiny island not far from the coast of Lezalnad, one of the few islands not arbitrated to Pinzupag. The climate is temperate and surprisingly dry for an island.

The inhabitants of Ahret are all humanoid. They have bull-like horns, desaturated, almost gray skin tones and long tails that end in bony prongs. They average at about 190 cm (approximately 6'3") tall, and have broad shoulders. Of course there are minor differences between the different ethnicity's of Ahretians.
-The Pinzu have golden skin instead of gray skin, and are smaller.
-The Lezites of Lezalnad have an obscure feature that sets them apart; they have two opposable thumbs on each hand.
-The Xecoman are known for being darker in skin and hair, and are nocturnal.
-The Asuin and Acanadin are physically indistinguishable from each other, but hate being mistaken for each other. The only difference is in attitude and body language, the Asuin being more aggressive while the Acanadin are relaxed.

Ahret is primitive in regards to technology and culture, most of it being in a medieval setting. Pinzu is where the most practical technology can be found. Asuin has the best war technology. Acanad is ahead in agriculture. Lezalnad is well-rounded. Xecomi is the most primitive, and is also the most uncivilized.

Flora and Fauna aren't much different from that of Earth-like worlds, although much more limited. You may find a robin, but you won't find a semipalmated plover. There are also a few dire or mythical creatures, but that will be revealed as it becomes relevant.


More setting on the world will be unveiled (and thusly added here or in subsequent posts) as more of the world is discovered.  

Kendessa


Kendessa

PostPosted: Mon Jan 18, 2010 4:05 pm


Rules

-My word is absolute. I am the authority here. I may change the rules as I see fit.
-Follow the Gaia Terms of Service. Violation of this will warrant a report to the moderators.
-Do not god-mode*. Do not meta-game.*
-Violence and romance are fine, but do keep the content pg-16 or under.
-Do not post your profile into the thread. Instead, PM it to me with the subject "I Summon Thee" and then your character's name.
-If I feel a character is too powerful, too unbalanced, or too vague, I may PM you with suggested changes, or simply clarify things before deciding to accept it.
-I expect literate role play. This does not mean you have to write a novella each post. It means you have a solid command of the language and adequately explain what your character is doing.
-Please distinguish OOC remarks. Some typical ways is surrounding comments in (()), {{}}, [[]], etc. I welcome OOC chatter, but if it gets out of hand, I shall have to restrict it.
-Feel free to PM me with questions, but put the name of the RP in your subject somewhere.
-Please do not post pictures that will stretch the page.
-Please try to post frequently. If you know you'll be away, let me know ahead of time, and we'll try to work out a reason for your character's lack of participation. (more detail on this further down)
-Do not give me a reason to add more rules to this list.

* God-Mode = God moding is to assume omnipotence in a role play by always having your character's actions succeed, all undesirable actions of other characters fail, or to take control of another character in your post.
* Meta-game = To meta-game is to use OOC knowledge in character, or to base your character's actions on what you think will benefit you best, rather than on how your character would honestly respond.


ABOUT MIA : If you don't post for a week without notifying me of your absence, I will send you a PM. If two more weeks pass by without a post or a responce explaining yourself, I will take control of your character for as long as necessary until I find a way to remove them from the picture, either by death, trap, getting lost, or relocated.
IF YOU WISH TO LEAVE THE RP - PM me. We'll work out what to do about your character to keep things neat and tidy.

Have a nice day.  
PostPosted: Mon Jan 18, 2010 4:19 pm


! PROFILE INFORMATION !
Time to Make Your Character


Please use the following Profile Skeleton for your character. Copy and paste the following and fill it out. A further explanation of what I expect out of each field will be below. Also at the end of this post I will add restrictions.


[b]Name:[/b]
[b]Race:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Skills:[/b]
[b]Traits:[/b]
[b]Powers:[/b]
[b]Background:[/b]
[b]Extra:[/b]


Name: Your characters full and REAL name. Any nicknames or aliases are to be put in quotations between first and last name. If for some reason your character does not have a last name, then just put alternate names after the first, just still use quotations.
Race: What is your character. If it's a race you made up I expect you to give an explanation in the Extra category.
Age: How many years your character has existed. If your character is 1012 years old but looks 16, just put 1012 here. The fact that they look 16 can go under the appearance section.
Appearance: Give a brief description of your character. Things to be included: height, build, hair colour (if applicable), eye colour, gender, and any additional features. Pictures are fine so long as they are not too large - but I will not post them directly into the thread. I'll likely link them.
Skills: What has your character worked hard at to learn or do with finesse? Can your character cook? Sew? Deliver inspiring speeches? Repair? Make medicine? Use a sword? Detect lies through other people's tells? Anything that can be learned by anyone through concerted effort goes here.
Traits: This is some sort of inherent advantage, flaw, or extreme personality trait. Is your character observant? Is your character exceptionally stubborn? Does your character have a handicap? Is your character exceptionally healthy? Does your character have a phobia? How about allergies? Does your character have a good intuition?
Powers: Alright, this is what super-human things your character can do. Cast magic, fly, read minds, regenerate limbs, morph and the like. I expect you to define your powers, including their limitations.
Background: I don't need a novel, but I expect you to go over the significant occurrences of your character's life up to this point. What was their childhood like? How did they develop? What key events shaped who they are today?

Extra: Here is where you'd put extra information that doesn't fit into the above. If you made up a race, give further details about them here. If you have a powerful character and wish to justify it, do it here. If you can think of anything else relevant that didn't fit into above categories, put it here.

Restrictions

-No Gods, or demi gods, or deva, or titans, or other extraordinarily powerful beings capable of creating, reshaping, or destroying worlds or significantly changing the fates of mortals.
-Immortality is fine so long as it means the character cannot die from age or other natural causes. It is NOT fine if it means the character is nigh impossible to kill.
-No characters from an existing fandom or published work. (This means no Edward Cullen, No Inuyasha, no Jean Grey, no Aerith, no Rincewind, and certainly no Bugs Bunny)
-No incorporeal characters (no ghosts or shadows or anything that can't be touched).
-Original races are fine, but I expect an additional summary on top of your profile of what the race is like in terms of description, abilities/powers, and traits.
-Only one character per player is allowed. Do not try to apply for twins as your 'one' character.
-No one with the ability to open portals into other words, or shift between worlds. Or if you have this ability, be advised you will lose it upon entering Ahret.  

Kendessa


Kendessa

PostPosted: Mon Jan 18, 2010 4:27 pm


Accepted Profiles
Beings Being Summoned


Kendessa

Name: Talmaya Naveh
Race: Rishonguf
Age: 34
Appearance: Reaching a height of 169 cm (roughly 5'6"-5'7"), Talmaya is an easy woman to pick out in a crowd due to her unfeminine height. Her hair is a dull, dark blue which frames a tanned face. Sea green eyes peer out from an encasement of slightly wrinkled flesh, owing to her age and harsh living conditions. She is well toned, but not outright muscular. However this is rarely seen due to the fact she usually is draped in loose, flowing clothes and a large light-coloured cloak on top of it all. She often wears a veil over her nose and mouth. On her forehead is a blue glyph of sorts which represents her powers as one who wields the element of water.

Skills:
-Knowledge of Medicinal Herbs (Specializes in Desert remedies)
-Water Divining (without aid of powers: see below)
-Bilingual (Native language and English Equivalent)
-Preparing Provisions (Drying, Salting, or otherwise preserving meats and fruits)
-Reading and Writing
-Desert Survival

Traits:
-Robust
-Graceful
-Judgmental
-Bitter
-Practical

Powers: Elemental Control (Water) - Talmaya has the ability to control water in the environment, or to exchange her own energy to conjure up magical water. Conjured water can take on offensive or healing properties. The offensive property is making the water acidic to cause painful stinging or burning on the skin of her opponents, used to cause blindness when directed at eyes, or to make it oxidize materials it comes in contact with at an accelerated rate (such as causing iron to rust). The healing effects is to rejuvenate expended energy, leaving the target refreshed ((this also restores magic/mana/energy for other magic casters)) and lucid((removes confusion, grogginess, fatigue etc)). Conjured water evaporates three times quicker than natural water. It also is more conductive to other magic, so dousing the target in conjured magic before casting another spell will raise its effectiveness. Furthermore, Talmaya can breathe under water.

Background: Talmaya was born into a small village in the desert. Her people were an ancient race, cast to the less habitable ends of the Earth, but capable of surviving due to their ability to command the elements. Most of her people could call upon the forces of sand and fire, but a few, such as her family line, were blessed with life-giving water. The Naveh family, whose name had come to mean oasis, were responsible for the nourishment of the people. Not only did they provide water when their small oasis dried up, but were trained as healers and often turned to for comfort. They were a revered and respected family. It was this respect that came to be Talmaya's disadvantage.

Talmaya, like her older siblings, was taught basic medicine, manual water divining (finding water without use of powers), meal preparation, and the coveted skill of reading and writing along with the 'New Language' spoken by the Mesandri, Angels, and Demons of her world. However, since parchment was scarce, often times she'd be taught and practice by writing in the sand. Being privileged and looked towards caused Talmaya to become arrogant and vain in her youth. She was quick to judge, and offered little comfort to anyone who came to her with more than just physical needs. Her second oldest sister, Adva, was her opposite. She was shy and gentle, and oftentimes the source of reprimand for being foolish and sentimental. She was even disdained as being wasteful, for giving some goat's milk to an injured Arigen Fox. Their way would have been to mercifully kill the fox, skin it, cook its meat, and grind its bones to use as fertilizer. Wanting not the ostracism of her sister, and already being revered, Talmaya became quickly cold and utilitarian.

Talmaya's aloof personality did not stop a match from being made for her. At the age of sixteen she was wed to a man of the sand. However, she was allowed to keep her name since there was much more value to it than yet another man who commanded the rocks and soils. Talmaya felt slighted at being married to such an ordinary man, but her pride held her in her place, and she served her husband dutifully. Years passed and her older siblings had children, but this didn't phase her. She was younger, and her time would come. However, upon turning 30, she became a disgrace and was deemed unfit to bear children. Talmaya spent a year secretly trying every little wives' tale to get pregnant to no avail. Salt to the wound was her husband taking on a concubine who quickly bore him a son. It seemed absurd that a woman who commanded the waters, which often were symbolic of fertility, to be barren. Completely devastated, Talmaya finally began to open her eyes to the error of her ways, believing that pride and arrogance had dried her womb, as it did her compassion.

Talmaya has spent the last three years trying to overcome her judgmental attitude and severe demeanor. However, she's made little progress and often botches attempts to be kind. Although made humble by these events, she also harbors much bitterness that weighs down her progress.

Extra: The Rishonguf, as one might gather from Talmaya's powers and history, are a people who are physically indistinguishable from humans other than a marking on their forehead that depicts an element. The Rishonguf control one of 9 elements, which are also paired with an attribute of creation: Light/Life, Dark/Death, Fire/Spirit, Water/Time, Wind/Space, Earth/Body, Lightning/Mind, Ice/Change, and Nature/Nature. The marking on Talmaya's forehead may disappear when she is strained, very ill, or mortally injured.


Nekochild08
Name: Rena Hikari
Race: Wind Fairy
Age:9

Appearance: Petite body, stands at about 3'7''. A female, she weighs roughly 45 pounds. Rena has long, pink hair that falls down to her waist and blue eyes. She comes from a primitive forest so she wears a fur dress made from the pelt of a local beast, similar to a wolf. What makes her class of fairy unique is the small horn found on the center of her forehead, which is very hard, and can puncture most hides with ease, though since Rena is small and still young, she can't use it effectively.

Skills:
- Animal Speak
- Cooking
- Fishing
- Tracking

Traits:
- Curious
- Naive
- Fast learner
- Friendly
- Achluophobia (Fear of the dark)

Powers: Elemental Control (Wind): Rena can control the wind using the natural magic that flows through the veins of all Wind Fairies. Because of her young age, she can only control a small amount of wind at a time, and even then her powers are still unstable and undeveloped. Though the risk of a dangerous backlash is fairly low, if she loses control of the wind, the result could be as minor as a small gust of wind or it could violently result in an uncontrollable tornado. She is doing her best everyday to practice and gain control over her powers.

Background: Rena's home is a large forest on an as of yet undiscovered planet called Roak. There, the most of the natural inhabitants of the planet peacefully coexisted with each other and war was a foreign word. She was raised by fellow Wind Fairies and as she grew, she became more and more curious of the world around her, so she began to explore her forest home as much as possible. Her parents taught her all of the necessary skills to survive such as hunting, fishing, cooking, and how to find edible food sources by using clues left by other animals. The Wind Fairies were gifted with the ability to control the winds, and with it they protected themselves from natural predators and the older fairies were even able to control various aspects of the weather.

Rena's powers have yet to fully blossom, so while she can still manipulate a small piece of air nearby, she can't perform higher techniques such as calling in a tornado or using the winds up high to move rain clouds towards or away from her. While she was growing, the other fairies noticed she had a unique talent. She could communicate with the other beasts that lived in the forest and through them, she could find out where most of the predators were, the best places to find food, and where all of the dangerous spots in the forest were.

Rena has a moderate fear of the dark, which is troublesome in a world where electricity only exists in the form of lightning, and it's too dangerous to have a fire when a small mistake could bring disaster to the forest. To get through the nights, she would often ask the local fireflies to hover around her while she fell asleep and because she was always kind to them, they would always accept.

Extra: Rena is very cheerful and friendly, but because she is young, she is still very naive and can be easily tricked into almost anything if the person makes her think they are a friend. Because her planet is primitive and technology hadn't developed past making shelters out of nature, she doesn't know about higher technology, or even the fact that those shiny things up in the sky at night are actually other stars with other planets with life on them.


Jokerman-EXE
Name: Joe Simpson
Race: Human - Resurrected
Age: 45
Appearance: Tall, dark, and still handsome, Joe's age does not factor into his appearance as he is so infused with magical energy. He retains his appearance from when he was around 30, other than a few scars and extras from his exploits.

Speaking of extras, Joe's right eye is actually just a ball of white fire, small enough to fit into his eye socket, that allows him to detect and pinpoint other magical signatures with natural ease. There is a small, moon-shaped scar between his eyes.

Joe wears a suit of ornate silver-and-gold armor with a large glass ball in the chestpiece; the glass is a mana battery that contains huge amounts of energy. If he's not wearing that, Joe favors dark-colored clothing that is not too loose but not too tight, allowing freedom of movement.
Skills:
- Leadership
- Quick thinking
- Accelerated learning
- Swordsmanship (See Extra)
Traits:
- Devoted
- Just
- Intense
- Can be easily manipulated
Powers:
- Elementalism: Joe is skilled at using all four elements in any combination.
- Healing: Joe can heal himself and others at a highly accelerated rate.
- Channeling: Joe is the avatar of the Djinn Consul, Iblis, and can use Iblis' power to strengthen himself by taking on his Avatar form: a being of pure white fire, about eight feet in height. This boosts all of his other powers as well.
Background: Basic Overview.
Extra: Joe is foremost a leader and a soldier, and once given a mission will devote himself to its conclusion. He is not easily swayed away from his objective, but due to his intensity, those that know how can take advantage of him.

He is also equipped with the magical sword, the Saint's Saber, that was forged for him by the greatest enchanter of Joe's time. Coupled with his formidable sword skills, this enables Joe to focus his power much more effectively. He carries the Saber and the mana armor with him at all times, so they come with him when he is summoned.


Neptune Bride


Name: Krisafia "Krisa" Tharin
Race: Neko (leopard girl)
Age: 27
Appearance: When on her hind feet, stands nearly 7', when on all fours, closer to 3'. She weighs about 260 pounds, but it's mostly muscle and fur. More feline than human, her body is covered in a thick coat of white and pale gray fur with jet black rosettes (leopard spots), blue eyes, and black tips on her tail and ears. Her head is completely feline, her torso having the structure of a human, but the build of a cat, her limbs mostly cat-like, but modified enough to let her walk upright and somewhat use her front paws for hands. She has sharp fangs and claws that are very efficient weapons when needed.
Skills:
-keen senses
-survival skills
-human speech
Traits:
-independent
-loyal
-foul tempered
Powers: Elemental control(ice/snow)- Like most of her kind, Krisa was taught from an early age how to fight. But when she was little more than a cub, others began noticing that Krisa wasn't your normal leopard. Whenever she would get upset or worked up, a mini snow and ice storm would start. The more worked up she got, the stronger it became, but as soon as she was settled, it would be gone.

When she became older, she started trying to learn to control this ability. It took her a long time to be able to grasp how it worked, but once she discovered the secret, she was able to train herself to harness the strength. Now, she can manipulate it to create anything from a gentle flurry to a complete white out. She can cause ice storms that will shut down an entire town or make a a small skating pond.

Over the last few years, she has been trying to refine her ability try and be able to create things out of ice, like swords or daggers, but so far she only has moderate success.
Background: Krisa was raised in a small village far to the north, well away from the prying eyes of most of the other inhabitants of her world. But that didn't mean they were alone in their frozen kingdom. The leopards ruled the area, and to maintain this control, they learned from a young age to be warriors.

Krisa was excited to start learning how to be a fighter. She loved to play fight with the other cubs, and she was very good at it. But sometimes she would loose, and when that happened, she would become angry. When she became angry, storms would start to rage.

Eventually, the others began to realize that it was Krisa creating these freak weather phenomenon. While her parents, friends and a large part of her clan were supportive, many others feared her. They saw her as a freak and worried that either she would bring a curse on them or turn on them herself and destroy them. Thankfully, she had enough support that she wasn't banished, but she was forced to the outskirts of the clan. Because of this, she has developed a rather independent nature and doesn't care much for authority figures.

Since then she has been trying to prove her worth to the clan. It's been a long hard road, but she's slowly succeeding. There are still those who dislike her, but she has proven her loyalty to the clan several times.
Extra: Leopards don't normally speak any language that humans would understand, but Krisa has learned their language very well.

Though she doesn't care for assumed authority figures, she will acknowledge that of those who earn her respect.


Jacior
Name: Darasuji Nomentanerim Dolcarin Feenshijasin Macor "Daras"
Race: Moanterion
Age: 362
Appearance: Daras’ appearance closely resembles what the anthropomorphic version of the Earth armadillo would look like. Standing at 3’ 6” on his hind legs, Daras is easily among the tallest of his race. Daras has dark brown chitinous plates running from just behind his eyes to the tip of his tail, this covers all of his back and the top half of his tail and runs down the top half of his arms to just behind the wrists. The plates are smooth to the touch and overlap, forming ridges. The rest of his body is covered with fairly dark brown fur. Daras’ tail, two inches in radius at the thinnest point (the tip), is long even by the standards of his race, it could easily wrap around his body three times over. His tail counts for almost two-thirds of his not insubstantial weight. Daras‘ thick forearms end in hands with six big, black, dexterous claws, which surprisingly each have 3 joints that can lock, forming a seamless claw.
Skills:
Metallurgy: All Moanterion’s are trained in the art of metal-craft.
Rune-Lore: Daras has studied many of the runic languages from many planes of existence, and thus speaks many languages that most people can’t.
Mining: From a very young age Moanterion’s spend their days mining the enormous underground complexes that make up their cities, and as such recognize the inherent flaws in stone and stonework. They also have a healthy interest for rare metals and gems, bringing out their full potential in very small amounts of time.
Martial Fighting: Most of Daras’ race spend their downtime honing their fighting skills. Daras’ is the youngest master of Herion-Domage (The prominent martial style, using claws and tail) in the history of the thirty-two cities that make up the Moanterion race.
Music: Daras can play what humans would refer to as a flute or recorder.
Traits:
Practical
Pack-rat
Obsessive
Blunt (Straight-forward)
Powers:
Elemental control – Earth: Moanterion’s are the only of their dimension to utilize earth based spells, whether this is some kind of limitation or not is still debated. The average Moanterion can shape (down to the finest detail) 4 cubic feet of earth-aligned material for every fifty years of their lives. Earth aligned materials consist of earth, rock, sand, minerals, gems and jewels, metal, mud and if working in concert with a fire caster, lava. One exception to this ability is worked metal or stone, for a Moanterion’s ability to affect these materials, they must be in contact with them.
Digestion: Moanterion’s can digest all known materials and receive nutrients from them, this has led many Moanterion’s to eating exclusively hard things which can bolster the already effective shielding that nature provided them. Unfortunately this has also led to the eating of almost twice their bodyweight daily.
Magical Resistance: Moanterion’s, while more than adept at earth-based magic, are incapable of performing any other variety of magic. They also are incredibly resistant to outside magical influence, including offensive, defensive, supportive, and healing magic. This excludes magic that causes physical movement (telekinesis to throw things, etc.).
Spines: Daras can flex muscles that lie below his shell and cause spines to emerge from between the ridges in the plates, these spines can be releases and selective volleys, spines lost in this manner take between 8 and 12 hours to grow back.
Background: Daras was born to one of the lowest caste’s of workers in the Moanterion’s capital city of Mal-Hadur. However when the length of his tail was discovered, he was taken from the caste and elevated to the caste of what would be the equivalent of the highest royalty. Daras has no knowledge that his actual genetic family is from a low caste. Daras spent many of his days studying the Runes of the Universe, a kind of all inclusive language primer for inter-planar travel. Much of Daras’ time was consumed either studying this rather gargantuan tome, practicing Herion-Domage, in the mines or studying them in general. Daras has been trained in diplomacy, which had he remained in his home dimension, would have been his primary role, a representative of his race in a grand inter-planar council.
Extra:
Daras is part of a specific genetic line that has the ability to grow and utilize the spines depicted above.
All Moanterion names have at least five parts.
Daras is one of few musically gifted Moanterion’s, who enjoy music but just can’t play (normally).
The length of a Moanterion’s tail dictates their cast and breeding, The longer the tail the better your genetics are.
Their tails are completely flexible, they can use them for fine manipulation, and are often used for day to day mundane things. Their tails are also the strongest part of their bodies, able to lift five times the weight they can carry with their arms (Daras’ tail can easily move half a ton of weight).
More than half of all Moanterion’s are colorblind. Daras is not.



"You have passed this test, but a greater one yet has still to come"
 
PostPosted: Mon Jan 18, 2010 4:28 pm


Noteworthy Non-Player Characters
Because You Got To Have NPC's!


As NPC's I have generated show up here, I will list them and learned facts about them.

~Cloaked Figure/Summoner~
Name: Merasha
Race: Ahren
Description: A woman that is that appears to be roughly 180 cm (roughly 5'10"). Appears to be female. Has gray skin, small horns, black hair, and brown eyes. She is quite plump.
Notes: The summoner responsible for bringing beings from other worlds into the world of Arhet. She is an incompetent spell caster who used shortcuts to cast her spell, from within a tower of a prison.

"Welcome to [insert city name here].
Allow me to provide you with useless background
information that a my identical twin across the town
will also share with you, word for word."
 

Kendessa


Kendessa

PostPosted: Tue Jan 19, 2010 1:18 pm


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08 Level 0 - The Red Zone (archive)

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