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Zalsecutter

PostPosted: Sun Jul 01, 2007 7:51 pm


“In the end, all will ride on the final moment.”

A man, dressed in dark robes and cloaks with a concealing his face, is having a meeting with five people.

“Now I want you to take our new recruits to Polaris. Report back to me on their performance.”

The five left quickly and with an un-canny silence. After they left a nearby candle flame turned blue. The man turned and spoke, “The tests on the new recruits, you’ve sent me, will begin shortly.”
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I’m looking for anyone that wants to join in and have fun. Before you decide on your character please read the next few sections.

Ather, a world of wonder and magical paradise, Ather contains many mysteries, lore and history. Ather is made up of seven countries, which are separated by large oceans Solia, Duran, Kruz, Zot, Rioa, Myo, and Vumi. A main form of transportation to each nation is by ship. Like most worlds there are times of peace and strife. Each nation serves a deeper purpose on the surface. Not only to serve for politics, but also to keep the elemental balance between the forces. In Ather’s air is magical energy called mana, giving the people magic heightened power. Scholars say that ancient events in the past caused mana to be released from the soil. The present date is 1134 P.P.D.

Races:

Ather is composed up of a few races.

Humans: They are everywhere and anywhere. Humans make up most of the population in Ather. They can mostly be seen in the seats of power of the nations. Humans excel equally in both magic and the art of combat.

Elves: Elves can be found on every nation, but their main population is on Myo. Elves are currently governing Myo. Elves excel in magic, and prefer to fight from afar in a battle.

Beastfolks: Beastfolks is a strange happening of magic and science. Beastfolks like their name applies are a mixture between Humans (and rare chances Elves) and animals such as a lupine, feline, canine, and ursine. Other animals can be seen, but those are mostly the common ones. Beastfolks mostly live in Solia, Myo, Vumi, Zot, and Kruz. On Zot and Kruz, they are used as slaves and in pit fights. In the two nations the race tends to stay in the desert and wastelands. Bestfolks can use some magic and are capable of using weapons.

Half-elves: aren’t uncommon. But they are discriminated by both Elves and humans. When an Elf and Human are in love nothing can stop them. They have the best of worlds, magic and fighting.

Dwarves: The dwarves mostly live in the mountain regions of Ather. But they can be mostly found on Duran, Kruz, Zot, and Rioa. They aren’t very well in the art of magic, but their fighting prowesses are second to none.
PostPosted: Sun Jul 01, 2007 7:52 pm


Religion (because everyone needs to believe in something):

Ather has three religions, the Cult of Gonsummin, the Order of Irpa, and the Seven of Life. The cult of Gonsummin and the Order of Irpa are currently in middle of a so called holy war. The both groups believe that they are the supreme power of Athean religion. Irpa is the provider of life, and Gonsummin is the watcher of death. The Seven of Life is a group of deities that help the people during hardships. Churches for the Seven of Life are plentiful, but there is a main temple for each deity.

Nations:

Myo nation of water and knowledge, the land is mostly composed up of marshes and a frozen north. The southern portion of the nation is a major string of ports. The port city of Kam is the capital. The nation is governed by an order of druids. The main army of Myo is a grand navy. Deep in the frozen north of Myo lays the temple of Veneficium, deity of water, self control, and sadness. This temple is controlled by the Seven of Life. The temple areas are depleted of mana, no one knows why of this occurrence. One of the largest libraries known to Ather is in a mainland city called Aquie.

Zot nation of shadow and deception, the land is mostly a waste land with some patches of fertile land for farming. The nation was always seen as a war like state. They are governed by a dictatorship rule, the government will disclaim it, but they actually fund the actions of the Zhin. Zot’s army is the most fiercest and ruthless out of the seven nations. Eight generals control the whole army. The capital city is Lunaser. In the Nil Wasteland is the temple for Somnion, deity of desire, darkness, and malice. This temple is controlled by the Seven of Life, and here as well there is no mana in the air. The government doesn’t dare to bother the temple, because if they lose the temple, the people will start to distrust the government, and try to revolt.

Rioa nation of thunder and strength, the land is composed of mountains where the weather just looks like a never ending storm. Although there are rare chances the storm will clear for a week to let sun light through. They grow plants by using an artificial light source that acts as the sun. Rioa research magic in a scientific way, they will try anything new form of magic to help out Ather in any way. The capital city is Thundia, and the nation is run by a leader chosen by the people every two decades. On the mountain peak of Sor the temple of Malakia, deity of lightning, strength, and honor.

Duran nation of justice and wind, the land is composed of a mixture of forests and mountains. They are the first nation to suspend a city only using the wind currents of the mountains. Levia is the capital city that is suspended in mid-air. The nation was run by a benevolent monarchy, all of they has changed once Zous took power. The temple for Libertis, deity of wind, free will, and freedom, is located in the deep forest of Ornato. Here magic is studied and applied like an art form.

Kruz nation of vigilance and earth. The land is mostly desert, and the climate is arid year round. They depend on trade for crops and so they have seven ports located around the country. The southern port is where a lot of criminal activity takes place. The capital city is Gia, and is the southern port. The nation is run by various crime lords that are at a peace. Each crime lord controls a different port town. The various lords’ men, make a makeshift army. Pit fights are also held in the port towns as a form of entertainment. The temple of Gaudion, deity of earth, protection, and challenge seeking, is located in the Cavern of Tolz. The cave is located by an oasis in Valen Desert.

Solia nation of purity and light, the land is perfect for growing crops and still a growing nation. They are seen as the peace keeping mediators between the other nations. The capital city can always see the sun no matter what the time is. The nation is controlled by two senates, a high senate, which can declare war, trade, and finalize laws, and a low senate, which operates the army and propose new laws. The capital city is Solnis. Polaris is a major port town, information and traded goods flow in and out of here. Mizar is also located along the coast with Polaris, the city is known for a strange clock tower that no one really knows who built it. Inside the walls of the tower are lined with strange glyphs and markings. The temple for Miserati, deity of light, repentance, and chivalry, can be found in the Forest of Mirage.

Vumi nation of fire and rage, the land is unable to produce crops due to the volcanic shifts in the center of the nation. Vumi is controlled by a theocracy. The government developed floating islands off shore to grow various plants to sustain life and for people to live on. The capital city is Falem, which is one of the biggest artificial islands the line the out side of the nation. The temple of Fides, deity of rage, fire, determination, can be located on top of a cliff by Forez Volcano.

Zalsecutter


Zalsecutter

PostPosted: Sun Jul 01, 2007 7:53 pm


Nation benefits:

Each nation has a unique ability for the people, only if they are willing to train themselves. (These are only optional and only allowed the one related to your nation. Only humans and Beastfolks are allowed to use these.)

Vumi: The people of Vumi can control fire and its many properties, such as heat, color, and size. But the fire that they control can not be no more then twice their height.

Myo: The people can control water and the many properties, such as temperature, phase of matter, and shape. The amount of water they can control is up to four feet.

Kruz: The people can shape earth to their will. They can turn rock to mud, rock to sand, create small walls, ladders in rock face, and stairwells. Mostly used for defensive purposes.

Duran: The people can melt their bodies into the air streams. Can only be used for short distances.

Solia: The people can bend the light around them, creating either a shield or multiple copies of themselves, limit of three.

Zot: The people can use the shadows around them to defend themselves and for non-deadly attacks.

Rioa: The people can send electric currents through their bodies. Some can even send the electric current to a tip of a sword. The shock can’t be fatal.

Organizations and Factions:

*If you have an idea for a faction. Put it in your sign-up sheet, and describe how it helps or hinders Ather.*

Cult of Gonsummin: This faction follows the teachings of Gonsummin very closely. Everything is to the word, neither translatable nor metaphorical. They practice the ceremonies, rituals, sacrifices, and hymns of Gonsummin’s Blood Book. They carry around water skin pouches to collect the blood of a fallen victim. Humans, Elves, Half-Elves, and Dwarves can follow the cult. They wage wars with the Order of Irpa. The main cathedral for Gonsummin is in Lunaser.

Order of Irpa: This faction lives by the Scores of Irpa. The scores are various writings created by both Irpa and his first few priests. Again this group is highly religious. All races expect Beastfolks can follow the Order.

Seven of Life: This faction follows the teachings of the various deities seven nations, seven deities. Each deity is an embodiment of an emotion and aspect of one’s life. Small churches are vastly spread about, and a main temple is established in an area where no mana is in the air. All races part takes in this religion and faction.

Zhin: is an assassin group that is funded by Zot. They will go after anyone no matter what the price is. Scholars believe that they are to be the new Chriso. The current base of operations is unknown, unless you find out. Then you might be dead the next morning. Most of the members are strong believers in Gonsummin.

Wind’s Fury: is a military group that is part of the Duran army. The Wind’s Fury use wyverns. They are known for their swift aerial strikes and their aerial maneuvers. Zous’ uncle is the grand general of the Wind’s Fury. Squad leaders can be noted for their winged helms.

Red Shelter: is a newly formed group that helps the people in Vumi. What they achieve is the restoration of homes that are being destroyed in the recent volcanic activity. They don’t show any offensive force but have some fighters to protect their base of operations from magma beasts.

Savior: is a group that is trying to shutdown the Zhin. So far they have been successful is stopping some of their movements. Recently they are taking the blame for some of the assassinations. Their bases of operations are on Solia, Duran and Myo.

Earthly Shield: is a mercenary group that will take any job for a price. Their main base of operations is in Kurz’s southern port Gia.

Anor: is a private police force started by the different crime lords in Kruz. It also acts as the local militia for Kruz.

Pit Fighters: as the name implies you’re a pit fighter.

Myoian Navy: this is Myo’s grand navy. Nothing else in the ocean can stand up to this grand navy.

The Templar Knights: This group acts like the police force of Solia. They follow orders from the Senate and only the Senate, mostly from the High Senate. The Knights now know of every ruin location and took most of the treasure they can find. The treasure they found is now in a museum in Solnis.
PostPosted: Sun Jul 01, 2007 7:55 pm


History:

The nature of Ather’s origins is one that is shrouded in mystery. Some say that mana didn’t exist in the air, but in the population of the people. Some say that the seven nations were one large land mass, and there were two other continents. But unfortunately the text, that can help scholars to solve this mystery, can’t be translated. But from that point on, conflicts have sprouted about.

An incident occurred around that time. The year is 1 P.P.D (Phasma Phasmatis Date); The Grand Excommunication was a small period of strife basically. The Cult of Gosummin lashed out at the Beastfolks because the followers of Gonsummin believed that they were a damnation of Ather. Many Beastfolk were killed out of blind belief. After that Beastfolks withdrew themselves from Gonsummin and Irpa, and all moved toward the Seven of Life. This event lasted for about five months.

Shortly a few years after, 13 P.P.D, a war broke out between Vumi and Zot. This was mostly over territory dispute. One of the floating islands that Vumi created was inside the border in Zot. Talks followed after the inhabitants on the island were being harassed by Zot’s army, and soon the talks turned to weapons and warfare. To the aid of Vumi is Duran. They used hot ashes from an active volcano, and brought it over to Zot’s floating armada. Some of the ships burned and they retreated. Zot gave back the island to Vumi. After this Cult and the Order had their first “Holy War”. No results came about, just more blood. Also the discovery of magic.

Two decades passed that event, 33 P.P.D. A group called the Red Palm came to power. Red Palm was a group of sages that brought forth the Magi War. Not much is known about the group only that their ambitions died in a forest in Solia. The Magi War a dispute over how magic should really be used. Governments of the nations actually banded together for the first time and struck down any renegades of the Red Palm. Another “Holy War” erupted. This time a blow was struck. Not to the order or the cult, but to a church of Fides. Vumi and the Seven of Life were deeply angered at the two factions. Their punishment was that the Order and Cult would lose a church in Vumi.

Two hundred and fifty years have past since then, 283 P.P.D. Small conflicts over land and trade have arisen. But at this time something amazing happened. The capital of Duran, Levia, was being suspended in air from the air currents in the mountain. Research in this occurrence started. 300 P.P.D, the discovery of mana in the air. This has became a theory to the origins of Ather, though can't be proven. 301 P.P.D, in the Seven Temples of Life there is no free mana, but magic can be preformed. The theory was altered to include this finding.

1024-1074 P.P.D, was a devastating period for Ather. This period was known as the Dragoon Massacre. All of the dragons in Ather were killed, because the humans and elves feared their power.

Now fifty years ago from the present date, 1084 P.P.D, a group called Chriso came to be. They brought forth the Holy Scare. They wanted supreme control over everyone. They believed that if they controlled the deities then they would control everyone. Their plans were ended abruptly after the group was defeated in Solia. Rumor has it that a small group survived and wants revenge.

Recently, another “Holy War” started, but this time with no provoke involved. Normally it was about what this preached or who said that. This time the Cult attacked a church of Irpa in Zot, for no reason.

Spell Slots: Completely optional!

This is required for everyone. It allows me to keep track what type of spells you use. It also allows me to see if they can be accepted. I don’t want things that can bring back the dead, but you can create an undead minion, or something that can change something on Ather on a grand scale, like creating a new volcano, changing weather patterns. Basically, I don’t want anything considered god-modding. If you have a system of using a spell, such as incantations, moving letters around, or another language, write down the English version of the spell as well in the description.

Spell slots ratio and races:

Humans have 4.

Elves and Half have 5.

BeastFolks have 3.

Dwarves have 2.

You must have two spells (one if Dwarf) that are from your nation.

I will award out more slots as the story progress or when I see fit.

Types of magic (sub-section):

Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, and harm trespassers. If one abjurations spell is active and another one as well. The magical fields interfere with each other and create barely visible energy fluctuations.

Conjuration spells belongs to three sub-schools, Creation, Summoning, and Healing. Creation spell manipulates matter to create an object in the place the caster designates. Healing as the name implies can heal wounds, but comes with a price of discomfort to the caster. Summoning spells instantly brings a creature or an object to a place a caster designate. You can dismiss it and send it back to where it came from.

Enchantment spells affect the minds of others, influencing, controlling their behavior, or giving an object or creature magical properties for a small period of time. Mind control can be used on NPC’s.

Evocation spells manipulate magical energy, mana, to produce a desired end. In effect, they create something out of nothing. Mostly used for offensive purposes.

Illusion spells deceive the senses or minds of others. They can create figments, shadows, phantasms, patterns or glamers. Glamers affect the senses of a target.

Necromancy spells manipulate the power of death, un-life, and the life force. No instant death spells on other players unless they allow it. Side note Necromancy is universal.

Transmutation spells can change the appearance of an object, person, or caster. The effects are only for a short amount of time. This area of magic is universal.

Divination spells can locate an object, a person, a place, or information. There are major restrictions of this magical type. You can’t use scrying to learn the whereabouts of areas and people not known to everyone. So you can look up an island that everyone doesn’t know about.

Description: Here is an example of how they should be done.

Spell name, nation, and type: and whatever it does.

If you have a system, write down the magical incantation or gibberish.

Ex: Fire Ball, fire, evocation: launches a large ball of flame at another other. Felma Labl

Zalsecutter


Zalsecutter

PostPosted: Sun Jul 01, 2007 7:56 pm


Rules:

*This RP is targeting to anyone that wants to join in on a story and have fun. And those that want to learn.

*Describe you character, dont' tell me with the words but show me with them.

*Follow ToS, keep it in the range of PG-13, and no cybering but romance is acceptable.

*No god-modding/cheesy characters and actions. I won’t tolerate both at all. In the sign-up process I’ll have to ask you to change it whatever I found to be conflicting. If it is during game-play, I’ll have to ask you to change the post so it won’t conflict with anyone.

*No killing other player characters, or NPC's unlesss you have their permission.

*You can create NPC's for your character.

*Can't control other characters, unless you are in a conversation or combat and they haven't responded in five days. Then at that time you can end the conversation and combat, without killing the character.

*Be very creative and original.

*If you want to give a constructive criticism, I would enjoy it. As long it isn’t negative in any form.

*PM me you character or any questions you might have.

*Overall have fun.

Sign-up Sheet

Here is the sign-up sheet in which everyone will follow.

Name:
Race:
Nation of Origin:
Age:
Gender:
Religious Icon: (Gonsummin, Irpa, or one of the seven of life. If you want.)
Weapons or items:
Appearance:
Personality:
Bio:
Organization: (in you want to be in any.)


This last part is only if you want to use magic.
Spell Slots:
Spell Explanations:
PostPosted: Sun Jul 01, 2007 7:57 pm


Characters:

Mine:

Name: Zalse Zins.

Nickname: Wind Striker.

Age: 21.

Gender: Male.

Race: Human.

Religious Icon: Libertis.

Nation of Origin: Druan (currently in Solia).

Description: Zalse stands about 5’ 10” and weighs about 150lbs. I’ll start from head to toe. His hair is styled back to the bottom of his neck, and his bangs hang loosely over his forehead. The bangs sag over to the sides because of the small widow’s peak. His hair is a dark brown color with light green highlights. His eye color is a dull green. Zalse wears chain mail shirt armor, underneath a dark blue long sleeve tunic. Over the tunic is a light brown leather vest, with thin metal plating inside the vest. He wears a small metal shoulder pad on his left shoulder. Zalse also wears black cloth gloves; on the back of the right glove is the Zins’ family crest. The crest is an opal in the center of a ring of other various jewels; the other jewels are ruby, emerald, aquamarine, topaz, diamond, amber, obsidian glass, and amethyst. A black scarf is wrapped around his neck; the scarf holds his ten throwing knives. He wears lose dark green legging. His butterfly swords’ sheathes is wrapped around his thighs, and his ninja-to hangs by his waist. By his feet he wears black shin guards, and dark brown boots.

Personality: Zalse is a loyal person all around, even in the face of death. He would drop what he’s doing to help another out. Zalse has a perceptive eye, and pays attention to even the slightest detail. For everyone the works next or under him, Zalse would use every last energy to protect them. He will give out his trust, but will take it back if betrayed. He does develop an older sibling complex with everyone he meets.

Bio: Zalse was born to the royal family of Duran. Two weeks after he was born, his mother left Levia. Zalse’s grandfather, Loze, was watching over Zalse as much as Loze could. Zous also watched over him as well, but as Zous grew older he became jealous. Loze was a retired grand general of Wind’s Fury. So Loze taught Zalse all matters of swordplay and some arts of magic. The king’s retainer, Soltz who is an elf from Myo, educated Zalse on all affairs of Ather and was his magic teacher.

King Alzno, their father, was more impressed with Zalse than the first born. Before the accession ceremony, telling who is next for the throne, Zous committed a crime of deception. The night before an assassin tried to take the kings life. The attempt was pushed away but something remained. A personal item that belongs to Zalse was left behind. The king warned Zalse and changed his mind for the accession ceremony. Zous will instead receive the title. Zalse pleaded to his father that he didn’t do it, Alzno believed Zalse didn’t try to kill him, but Alzno had to so the people that he had control over Zalse. Also, Alzno doesn’t have any proof that Zous committed the crime.

Then a few weeks later another attempt was made and succeeds. That night Zous was made king to stabilize the government. His first act was Zalse’s order of exile. Zous exiled Zalse from Levia and Duran altogether. As Zalse left the castle, he was attacked by members of Zhin. During the night, shadows moved fiercely to find their prey. Zalse was able to lose them when he hides in a tavern on the edge of Levia.

Fleeing Winds was a base for Savior. The commander, Tibe, was ready to kill Zalse for murdering the king. Zalse was able to explain his situation to Tibe. Tibe believed him, but only through reluctance. Zalse joined the ranks of Savior was transferred to Solia, where a main base of Savior is being established. Sulma, Tibe’s cousin, assigned Zalse as the base of command of the outpost in Polaris. He Zalse is head of information tracking and local mission requests in that area.

Organization: Savior, second in command on Solia.

Weapons: Zalse carries around an assortment of weapons. His two butterfly swords are called Monarch. They are called that for the reason that on each blade is a design pattern of monarch wings. He carries around then throwing knives in the shape of arrow heads. He also carries around a ninja-to, but rarely uses it in battle.

Spell slots: 4

Spells:
Rettuc Dinwu "Wind Cutter", evocation, Duran: This spell can create visible blades of wind. Can be used as a projectile attack.
Law Ria, "Air Wall, abjuration, Duran: This spell can create a small personal shield that can deflect most projectile attacks.
Magei Rimorr, "Mirror Image, illusion, Solia: This spell can create up to four copies of its caster. The images follow what ever the caster does.
Nadotor, "Tornado", evocation, Duran: This spell creates a small cyclone in front of the caster.

Rincs
Name: Eleandri Seulanier

Race: Elves

Nation of Origin: Myo / Aquie

Age: 20

Gender: Female

Religious Icon: Veneficium

Weapons or items: She carries a simple dagger with a wooden handle that is intricately decorated with cavings of vines. This dagger is always sheathed and hangs on her belt towards the back and kept away from view. She also owns a necklace that has a white gold bell for a pendant.

Appearance: She is 5'9" tall, with a pale complexion, a lean and lithe body and weighs around 120lbs. Her hair is white and reaches the upper part of her back in length with bangs that reaches her eyes. Usually her hair is kept in a simple ponytail or a braid that is either loose or coiled into a bun. Usually she wears a turtle-necked, long-sleeved, sapphire colored shirt and knee-length, grey skirt with black, knee-high boots. This is usually topped off with a hooded cloak that keeps the cold out.

Personality: Eleandri is friendly, and very soft-spoken. She is polite and does her best to please people around her. She is also kind, almost a pushover. She does not like to fight and keeps it to a minimum, but will use whatever she has should the need arise. She is the kind that gives second and third chances although this has caused her some grief, she still stays true to her nature and has not changed. Because of her temperament, she rarely gets angry and she has never held a grudge against anyone.

Bio: Eleandri was the only child from a middle-class family. When she was 3, she became seriously ill with a sickness that caused her heart to beat erratically and her breathing to become extremely difficult. Because of this she remained indoors for a long period of time, causing her skin to grow pale. The medications she took also caused the loss of her hair color and since then, her hair has grown white. The sickness lifted from her when she was 13, but her body was still weaker than normal children.

Her parents, determined not to have her become weak, made her study in school and practice magic constantly. This was a strain to her, but aways eager to please, she hid her discomfort from her parents and soon, she has grown accustomed to the discomfort and can handle magic fairly well. Her schooling opened her eyes to many books and she has loved reading since then.

Once graduated, she applied and was accepted to work as a librarian in the Library in Aquie, but since then she has gained some ranks and now works to retrieve books from different lands for the library, adding more books to its already grand collection. This is a job that Eleandri does with much pride and she has not failed obtaining a book, yet.


Organization:

Spell Slots: 5
Spell Explanations:

"Impluere" /Healing rain/Conjuration-healing/Myo : Causes a drizzle to rain from Eleandri's hands, and upon falling on an injury heals/speeds up the healing of the injury. (Immediately cures small cuts and bruises but larger injuries requires longer exposure to the spell)

"Fluere Armaturae" /Liquid Armor/Conjuration-summoning/Myo : Summons a bodiless armor made of water and weilds a blade of ice. A small area of anything that the armor touches turns to ice, except Eleandri herself. The armor often leaves footprints made of ice.

"Glacies" /Glacier Dome/Abjurations/Myo : Creates a dome made of clear ice.

"Ageis" /Icicle Barrier/Abjurations/Myo : Creates a protective wall of ice that explodes into a myriad of icicles towards the first person that hits it.

"Refervesco" /Water bubble/Abjurations/Myo : Creates a bubble-shield made of water (not a water-filled bubble) around an object. Whoever touches the outer surface of the shield gets burned by the hot temparature of the surface.

^^ I hope that's ok.


Lady Diandriel
Hello creater of the other Advanced Rp biggrin

Name: Tenjine Moeru (nicknamed Tim)
Race: Quarter Elf (I hope this is alright v.v since she is part elf I shall only give
her four spell slots. If its not alright I shall change it to half elf
but I would prefer to keep her the way she was created)
Nation of Origin: Vumi
Age: 32 (I am going to assume you don't age elves by the thousands o.O since
the original Tim is approximatly 300 years old)
Gender: Female
Religious Icon: Fides
Weapons or items: Tenjina carries an oakwood Staff with a firey Ruby set at its head.
She doesn't require the staff for spell casting, though it does give her
something to concentrate on when casting her unstable firey power. She also carries
a small dagger at her belt, though she prefers not to use it unless absolutly
necessary.
Appearance: Tenjina aged better then most humans due to her half elf mother. As such
she looks young for 32, appearing to be closer to 24. Due to her odd childhood
she grew to have an "I don't care personality." As such she dresses to match her
firey red hair. Her dresses are usually reds or oranges and she wears
heavy gold jewerly. Her eyes are also a deep red, and her appearence completelyu
matches her element.
User Image
Personality: Due to her strange childhood Tenjina became quick to temper. She does not
hesitate to speak her mind and snap at someone, or walk off with a haughty air.
But still she can become quiet and shy at times, when she reminded of how everyones
scorn brought her mother to death.
Bio: Tenjina grew up an orphan amongst a people who would not accept her. Her mother was
a shunned half elf and her father a farmer that worked on the floating islands
of Vumi. A mere five years after her birth her father was killed in a volcanic
shift and her mother later died of grief and scorn. Tenjina was kept alive only by the
grudging good will of the Red Shelter. Even so she was scorned for her strange
heritage, and thusly she dedicated herself to improving her magic.
Organization: (in you want to be in any.) Tenjina joined the Red Shelter as a form
of thanks for their aid in raising her, grudging if it was. She chose to use her
skills as one of the fighters protecting the organizations base from unfriendly
attentions.

This last part is only if you want to use magic.
Spell Slots: 4
Spell Explanations:
Fire Sheild, fire, A flaming ball of fire surrounds the user or the person
they wish to protect, uur turma
Fire Creation, fire, The user is able to create flickering flames at their fingertips and
aim them at enemies, uur vaare
Fire Manupulation, fire, the user is able to manipulate any flame and bed it too
their will, they are also able to douse a flame, uur ruuma

I can't think of another spell at the moment. If I think of another in the future I
shall pm you and let you know ^.^


Nova-Kuchiki
Name: oriniha
Race: Elf
Nation of Origin: Myo
Age: 132(looks 20)
Gender: female
Religious Icon: The Seven Of Life
Weapons or items: A Staff carved out of wood, and bejeweled with sapphires and diamonds
Appearance: User Image (minus the wings)
Personality: oriniha is very outgoing, and loves to make new friends, is willing to do anything for them
Bio: Oriniha has always liked the water and is glad she lives in a places like Myo her and her friends used to play tag by manipulating water and throwing it at each other and the first to get hit was it and the person who was it would try throwing water at someone else, but then they all got to old for that so they started trying more advanced water techniques(sry bout spelling ]: ) but now all her friends she grew up with moved to diffrent islands and she stayed, she visits them quite often but is looking for more people to meet of Myo (o yea her friends moved to the islands of: rioa, duran, and solia)
Organization: Seven of Life

This last part is only if you want to use magic.
Spell Slots: 4
Spell Explanations:
Twaer Gimage"Water Mirage" illusion,Myo: Creates a Mirage of a Water Elemental to distract the foe, the elemental dissapates into the air after 5 mins or any attack, and can be dispelled if the foe has noticed the Mirage and it is dispelled the foe is unable to move for 3 seconds

Heuwing Twaers"Healing Waters" conjucation, healing, myo: Adds a Mystical property to the water that heals any wound it comes in contact with, but cant heal scars, and may cause scars if the wound is deep and big enough

Morae of Twaer"Armor of Water" abjuration myo: Floods the user in a aura of water which will stop and fire attack, and physical attacks(punches kicks ect.) are stopped if they penetrate, but if it is hit with a bolt of lighting it causes serious damage to the user being shielded, and the person who casted the bolt of lightning

Deutak by Twaer "Death by Water", Evocation, myo: At first mist starts to form, blurring vision into a cloudly state, afterwards a loud sound starts to occur as if a wave smashing the ground, then the heavy mist dissapates to reveal a whirpool and a mini hurricane(more like a twister made of water) and they go after the foe

Zalsecutter


Zalsecutter

PostPosted: Sun Jul 01, 2007 7:59 pm


the ignored characters or ones that I find cheezing/god modding one to many times. Basically the banned list.
PostPosted: Sat Jul 07, 2007 12:13 pm


bump

Zalsecutter


folchinator

PostPosted: Sat Jul 07, 2007 2:39 pm


Is this a cause-effect RP? You know, the kind where we, like, roll and such? And we "Attempt" to act, after which you determine our success?
PostPosted: Sun Jul 08, 2007 2:03 pm


Your RP is staying in the main forum because this is an Advanced RP.

MrsMica
Crew


folchinator

PostPosted: Sun Jul 08, 2007 5:21 pm


Wow...congrats!
PostPosted: Mon Jul 09, 2007 10:44 am


Why thank you. I do put a lot of work into my RP's. This RP is all free response. No dice roll or gimicks here.

Zalsecutter


folchinator

PostPosted: Mon Jul 09, 2007 2:16 pm


Oh...never mind, then. I'm a fan of dicey/stat RPs. Thanks, though! Good luck.
PostPosted: Mon Jul 09, 2007 4:15 pm


Yeah, that sort of thing is all about preference, but we can all appreciate the effort that you put into your RP.

-Penden

School Of Dedicated RPers
Captain


folchinator

PostPosted: Mon Jul 09, 2007 4:45 pm


Whoa...wait, PENDEN? In an SDRP body...?


OMG!! HE'S POSSESSED! RUNNNNNN!!!!
Reply
06 General Archives (non-RP inactive threads)

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