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Posted: Sun Jul 29, 2007 3:07 pm
An Aranoran RP Owned By Xindaris In the Blue Haven Cafe’ Guild First of all, Aranor is a world of my (Xindaris’) creative invention. It is a fantasy world, medieval/feudal in time-appearance, and very definitely not Earth (although its climate is very similar). It only has two continents, and this RP will focus on just one of them, the one filled with magic beings. Some of the races are typical, some of them are very original, and you are allowed to add any race that doesn’t resemble any of the existing ones too much. I’ve used this world for several previous RPs, but it is still basically a work in progress. Any additions to races and magic will be both appreciated and likely used later. It is very much a world in its own right, with its own history, mythology, races, and beliefs. No references to Earth astrologically or geologically will be allowed (although dirt/ground could be called “earth”, this is not quite the same), since this is not Earth and the people are oblivious to Earth. No calling Common speech “English”, or saying “what on Earth”, or that sort of thing. I guess “what on Aranor” would be a valid expression, though. Table of Contents: 1.Title/Intro/ToC 2.Rules 3.Aranor’s Races 4.Aranor’s Magic 5.Monsters 6.Geography and History of Aranor 7.Character Application Form 8.Character Listing 9.Reserved Post 1 10.Reserved Post 2
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Posted: Sun Jul 29, 2007 3:10 pm
2.Rules 1.Obey Gaia's Rules 2.Obey this Guild's Rules 3.I don't require you to write a paragraph every post or any such nonsense, but I'd prefer a bit of literacy. No <|24ZY |_337 T/-L|<, okay? 4.To join this RP, PM me a profile (from the application below) and wait for my response. It'll probably be either "yes" or "edit a few things", rarely if ever do I say no. 5.No godmodding. There are many definitions of the word, but this is the one I choose: Raising one's self or one's character to the status of a god in the world of the roleplay, thereby giving one's self or one's character the ability to do absolutely anything, including using other people's characters as if it were one's own and assuming that one's character always hits with an attack, etc. no matter what.* 6. In order to prove that you read the rules, please put "WolfSpeak" as the title. 7.You may have up to seven characters, as long as you do not resort to RPing exclusively with yourself. It's still counted a single character if a Neshobe has two souls, however, as the second is automatically subordinate to the first (except in the case of defects, although it still doesn't matter that much.)
*--The "monster" clause: Any monsters are considered the property of whoever they happen to be fighting at the time. Monsters appear to be defeated, it's a narrative fact. Therefore, there is no potential for godmodding when concerning monsters. Nonetheless, it's important to be somewhat realistic. Your character is not an overly-powerful god, and will mess up and/or get injured every once in awhile.
I, Xindaris, reserve the right to change, edit, remove from, add to, burn, throw alcohol at, stab in the heart, decapitate, or otherwise do something to these rules at any time without notification. I probably won’t, or will tell you anyway, though.
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Posted: Sun Jul 29, 2007 3:11 pm
3.Aranor’s RacesFirst thing’s first, keep in mind that this doesn’t have to be the only races that there are on Aranor. Anyone who wants to may send in a race application and it’ll probably be approved. The application looks like this: [b](Race Name):[/b](detailed description of race) And the subrace form is very similar: [b](race name)---[/b][i](Subrace Name):[/i](detailed description of subrace) Of course, replace the things in () with that which they describe. Keep in mind that “detailed” is a fairly fluent word here, you don’t have to be super-literate to come up with a race. HOWEVER, if you make a race you must also make a character at least partially of that race to justify its existence. The currently listed races and subraces: 1.Humans:The shortest-lived mortal beings. The average life expectancy of a human is about 80 years old on Aranor. They look similar to Earth’s humans, but may have some traits that would be impossible for Earth humans (e.g. blue hair, red eyes). Humans are capable of learning magic over the course of many years (though it’s not really worth it), but it isn’t their main magical capability. Humans are actually able to act as magical “sponges”, absorbing magic throughout all of their lives until they cast one of three spells using all of it. The first transfers all magic to another being (usually a being that naturally can use magic such as an elf), the second targets a single enemy with all of the human’s magic to harm it, and the third uses all of the human’s absorbed magic on healing another person instantly, even from the point of death (as long is it was VERY recent and not due to age or disease). If a human does not use up this magic, it is transferred evenly to his/her descendants and remains stored until it is, even across hundreds of generations. [TAB]A.Dragoon Descendants:During the war against the dragons, the Neshoba blessed six humans with the ability to actually learn Neshoban magic from that particular clan. They were commonly known as the “dragoons”, or dragon slayers. The dragoon’s hair and eye color is the same as the clan he or she can use magic from. However, they were still mortal and they died, leaving descendants with the same ability. As long as a descendant of a dragoon is purely human, he or she is still capable of learning Neshoban magic. (Also, the white dragoon’s descendants are the royal line of the country of Rithara, and according to permanent law may only marry pure humans to remain a part of it; Ardania’s royalty is by the same token the black dragoon’s descendants). [TAB]B.Sins:Beings made by dragons long ago from humans, as a countermeasure to the creation of Dragoons. There are only seven of them, each with a particular name and Sin which they are capable of great powers related to (e.g. Envy, Wrath, Pride). At present they are in hiding, for unknown reasons. 2.Merpeople:Amphibious mortal beings sometimes referred to as “mermaids and mermen” or “merfolk.” They have the ability to breathe both under and above water, and shift between finlike lower bodies and pretty much human ones (although the latter is pale-skinned and recognizable as not human). They prefer fresh or swamp water to live in, therefore they do not inhabit the sea. Merpeople have an average life expectancy of about 160, and age about half as fast as humans do. They are capable of becoming about as proficient as elves in magic, but most merfolk choose to learn a type of magic that will work well underwater (including but not limited to water, electricity, and sound; excluding fire). 3.Orcs:Mortal beings; also known as “greenskins”. They resemble green-skinned humans with tall ears, but have a tribal form of civilization and clothing. The average life expectancy of an orc is around 270 years on Aranor, and age is a very important part of rank. It’s extremely common for an older orcish male to have a bald head and some form of a beard; meanwhile females generally continue to appear youthful and generally fair through all of their age. Orcs are capable of expressing magic by channeling it through weapons (including bare fists). Unfortunately, the orcs are generally sexist toward females: They are expected to do no more than look good and do housework. Every generation has some rebels, of course, but a majority of warrior orcs are male. 4.Eagle Folk:Mortal beings who are extremely prideful and reclusive. They are the only known race of flying humanoids. An eagle person generally looks like an extremely strong human with wings from the back; they are capable of hiding the wings but few ever do. Among eagle folk, females are generally fair in the human part of appearance but with rough-looking feathers, and males are generally rough in human appearance but with extremely “beautiful” feathers. In addition, males are usually fairly submissive to females. The average life expectancy of an Eagle man or woman is around 390 years on Aranor, through which they remain fairly youthful in appearance (mid-twenties or so, it depends on the specific person). Eagle folk are perfectly capable of learning magic, but few bother to, believing that physical strength and flight will be all they need. 5.Dwarves:Mortal but long-lived beings named particularly for their shortness. Male dwarves usually brag about their beards, at which females will occasionally scoff. The average life expectancy of a dwarf is around 550 years on Aranor. Dwarven males usually remain around 40-50 years old in appearance (except their beards), and females around late twenties to mid thirties. Dwarves are capable of channeling magic through the act of forging weapons and armor, which is why it isn’t necessary to have an elf present to make enchanted equipment (although it helps). 6.Elves:Immortal race of Aranor. Every elf is born with the ability to use one particular type of magic (see the section on Aranor’s magic) by will, and they can also learn other types of magic with relative ease. Elves retain a youthful appearance and a fairly slender figure throughout their lives. 7.Neshoba:Immortal people descended from wolves. Appear to be humans with extremely unusual bone structure and a wolf's tail and ears. Eye and fur/hair color is always the same. All Neshoba are capable of a werewolf form at night and some of the day, the transformation into which is involuntary on full moons. Those over the age of 666 possess two souls, the second one to appear subordinate to the first but still a different person in his or her self. When both souls are in full agreement of a heightened emotion or need, a Neshobe is capable of a “Two Souls Form”, which is more powerful than both normal and werewolf form but takes up a lot of energy. What exactly the Two Souls Form looks like, and what advantages it has over both normal and werewolf form, depends on the Clan. Neshoba use forms of magic that are impossible for Elves and non-Dragoon humans. Neshoba of all clans grow in a particular way. They are treated as pups until they go through a mystic process which makes them an adult. It's known as the "Geinerin", or "awakening." It always takes place on a full moon, around age 19-31 depending partially on the Clan. The Neshobe goes into a trancelike state and has to be spoken with by another Neshobe, who is recommended to be older and of the same Clan but neither is absolutely necessary. The one that's in a trance follows a conversation loop, which the other has to break in order for him or her to become an 'adult'. If Geinerin is failed, neither Neshobe is looked down upon, and it can be tried again on the next full moon. The conversation between the two, whether or not it succeeds, is absolutely private. Until a Neshobe undergoes Geinerin, he or she is looked at as no more than a puppy, and an attachment to the parents. Afterward, there is a celebration and a shift of roles from "child" to "adult" that seems strangely abrupt to those of other races (although to them it is perfectly natural). Neshoba are divided into seven Clans that define their fur/eye color, magical ability, general physical appearance, and usual way of thinking: TABA.Shadow Fang:Believed to be the earliest of the Clans to evolve from wolves. They have brown fur and eyes; and generally a strong build, although their agility is not to be underestimated. They are capable of one spell per, of Demonic nature. They have a very tribal culture, and choose their leaders by who can defeat who in all-out combat. Most have a fairly serious, adult outlook on life. Their claws are between six and nine inches long at full growth. Their Two Souls Form is that of a huge, demonic wolf, which is faster and stronger than either usual form, and capable of a second, much more powerful spell (only in that form). Their opposite is Yellow Moon. TABB.Blue Tail:The closest clan to being human. Unlike any other Clan, they have omnivorous teeth and are neither stronger nor faster than humans are, although better balanced. Their claws are only about a half-inch at longest. They have blue fur and eyes. All Blue Tail Neshoba are capable of two particular spells: one which is able to tell them the exact condition of a certain area on another being's body; and another which can both put out fires and heal wounds to an extent. In addition to that each has an individual spell that has to do with either healing or water. One born of this clan is characteristically smart or kind, and very rarely both or neither. Their culture is a much less greed-based version of human culture, with democratically elected leaders. Their Two Souls form appears to be a weakened version of the normal form, but it is actually much faster: Fast enough to see the rest of the world in a sort of ‘slow motion’, and to think out whatever the next move may be. Their opposite is Red Claw. TABC.White Grass:This clan has white-colored fur and eyes, but other than that their exact appearance is indiscernible. That is because those of this clan are capable of shapeshifting to any mammal, including most demi-humans, however they always have a white tail and are not capable of cross-gender transformation. In addition to shapeshifting, each member of this clan is capable of one spell of plant-related magic. Those of this clan usually enjoy messing with people, and are sometimes vain about their appearance [being able to change it at will].White Grass have a semi-tribal culture that bases its leadership on who the better trickster is. Their Two Souls Form is not actually a form, but the gaining of an ability: They become capable of transforming into a huge or unusually powerful creature of their choice (which they could not ordinarily turn into). Their opposite is Black Earth. TABD.Black Earth:This clan is first and foremost exceptionally strong, far stronger than even the Shadow Fang clan is, but also considerably slower. Their claws are between three and four inches at full growth. They are capable of ground-related magic, one spell per, and have pitch-black eyes and fur. They are characteristically a bit greedy, rather headstrong, and sometimes slower to pick up on things than others are. Nonetheless, they are often very courageous. Their culture is tribal, and bases their leadership on physical strength alone. They have a Two Souls Form that looks like the werewolf form, only larger, and is capable of about three or four times the strength of either usual form. Their opposite is White Grass. TABE.Red Claw:This clan is strong, but not as strong as Shadow Fang; they are also agile, but not quite as agile as Yellow Moon. Their claws are between five and six inches long. They are capable of two spells each of intensely powerful fire magic. They are known to be easily angered but are otherwise generally friendly and trustworthy folk. Their culture is somewhere between being tribal and human-like, and their leadership is based on magic capability. Their second soul form is a wolf the approximate size of a werewolf, larger than their normal form but smaller than Shadow Fang’s demon form; it has fur that is nothing but fire, and is capable of throwing the fire as it sees fit. Their opposite is Blue Tail. TABF.Yellow Moon:This clan is exceptionally fast, built agilely and usually wiry in appearance. They have yellow fur and eyes, and usually act very childish and hyper. Their magic is, literally, light spells, one per person. Their Two Souls Form looks like a shining version of normal form, which is much faster and somewhat stronger than either normal form; the light emitting from this form has a weakening effect on anything that attacks them, and a strengthening effect on those who help them. Their opposite is Shadow Fang. TABG.The Silver Clan:The legendary clan; there is only one alive every ten millennia or so. It’s next to impossible for one of the Silver Clan to have a second soul, and so the Two Souls Form is unknown. They have no real opposite. (At the moment, no silver will be accepted). 8.Fylenis:Extremely rare and endangered race of 'cat-people.' Their natural form looks like a large cat that walks on two legs. They are also capable of changing to a more human-like form, or at least appearing to. The Fylenis are the only race that is capable of magic that manipulates the mind. They can only speak in cat noises, but can make it sound as if they are speaking any language by making those they speak to think they hear it in their own language. The Fylenis are endangered because in the past they were hunted down by Neshoba, and have now become an extremely secretive and mystic race. Oddly enough, they don’t seem to hold much of a grudge for the wolf-people. 9.Satyrs:A seemingly rare immortal race, but that rareness is because most of them are total cowards. Satyrs are people with long goat-like horns, long semi-furry ears, shaggy beards, short, stubby tails, and a fur-covered lower body with two hooves. They were hunted, a long time ago, by both the Neshoba and the Fylenis, and the only form of defense they could muster was that of cowardice. They will act afraid around anyone, especially if they resemble a Neshobe, Ekim, or Fylenis, and if the response is unfriendly, immediately gore and usually kill the person with their sharpened horns. Saytrs all have manes on their faces--even the females, which can be slightly confusing--and walk with gait that uses each hoof twice in a row: clip-clip,clop-clop,clip-clip,clop-clop. 10.Ekim: Ekims are basically medium height lizard-people with red scales and a thin, wiry stature. They, like many other races, are secretive. Their community is tribal, with a Shaman or elder and all the others that follow his or her leadership. Ekims are careful about where they choose to live, usually choosing the most secluded location and oft times go for centuries without being discovered. If discovered they usually leave within a year to find a new home. The other races of the world worry them with their war-like ways and as most Ekims just want a peaceful existence of simple life, they avoid the belligerent other races like the plague. In regards to magic, an Ekim is completely original. While it can access the elements of magic (only one per Ekim and the element color is the color of the sail that goes from the top of its head down its back.), its use of them is different from any other race. Ekim’s use the magic of SoulForge, the creation of an item or weapon from the slightly more solid aspect of their souls. Unlike other creatures whose souls are formless, Ekim’s have an Edged Soul…a soul born with a specific edge and shape. That shape becomes their weapon. A soulforge weapon can be summoned and dismissed at will, but should the weapon ever break…the Ekim it belongs to will die. As an Ekim grows older and experiences more of life, its soulforge grows stronger with its sword. What may have once been a simple weapon with minor abilities can become legendary weapons of unseen proportions. An Ekim’s repertoire of spells is really the ability of its weapon. The weapon itself shares a sentience and bond with the Ekim so stolen weapons are easily tracked and found. Should an Ekim be killed while his or her Soulforge is materialized, the weapon will remain as it is an Ekim’s soul. [Ekim were invented by Ronan_Shade] Crossbreeding:If you want to have a character that is some part one race, and some part another, that’s fine with me. The condition is, on Aranor a cross between two races always results in some form of physical, mental, or magical defect in order to balance the advantage of having some form of the powers and abilities of two different races. An example of each respectively: a person might have been born without a left hand; a person might have constant emotional instability; a person may be incapable of controlling when their magic is cast. Also note, the seven Neshoban Clans are far enough 'apart' from each other that a cross between two different ones results in the same sort of defect as well as an unusual hair color. (Just think--White Grass+Red Claw=...)
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Posted: Sun Jul 29, 2007 3:13 pm
4.Aranor’s Magic Up until and throughout the war with the dragons, the magic of Aranor was ambient, existent in the air everywhere. But then it suddenly started dwindling, and the citizens still don’t know why. (The actual reason? Dragons are the source of magic, but nobody knows that, nor will they for a long, long time on Aranor.) By now there is no ambient magic left. Small groups of Elves and Neshoba (see races section) have used their collective abilities to build magical wells all over the continent, which can be drunk from to regain one’s supply of magic. However, the water in the wells does not contain the magic in it, but simply act as a medium through which it may be channeled to the drinker’s body (in other words, one couldn’t put the water from such a well in a vial and expect it to do anything if they drink it later, except act as normal water). At the present time of Aranor, the wells may be considered infinite supplies.
How magic is naturally expressed depends on the race, but all races except the Neshoba, Ekim, and Fylenis are capable of learning “Elvish” magic (in different ways, see the races section for details). Elvish magic is divided into light, which protects, heals, etc., and dark, which hurts, poisons, and prevents healing. Every element is divided into the two, and a magic type is the combination of light or dark and the element. The presently known elements are: 1.Electricity:Self-explanatory; uses electricity. 2.Ground:Uses dirt, rocks, mud, etc. 3.Water:Uses liquid; because all races are made mostly of water this element is often associated with healing magic. 4.Plant:Uses and alters living plants. 5.Sound:Can create and alter sound waves, and with practice even form them into “solid” objects such as walls, shields, weapons, etc. An interesting use of this element is to actually make music out of thin air. 6.Shadow:The control of shadows, in a very literal sense. Able to move shadows away from where they would normally go and use them as either weapons("dark") or shields("light"). 7.Fire:Creation and control of combustion energy, fire. Light fire gives light, warmth, protection, energy, cooking heat, and cannot even singe a person’s clothing; dark fire does the opposite, being highly volatile and destructive.
There are also two special types of magic: 1.Psychic:Only usable by the Fylenis; affects the mind of living creatures. 2.Transformation:There have only been (and will only be) two elves born with the ability to use transformation magic. They are brothers, twins, said to have been born sometime near the beginning of Aranor’s existence. One is capable of “light” magic, which affects himself; he is able to turn into absolutely anything (including the opposite gender). By this time he has completely forgotten his “true” form (the one he was born in) and simply uses those of other people. The other brother is capable of “dark” magic, which is able to change others into anything he wishes. The odd thing with his magic is, if he changes a humanoid to a different humanoid race, and then that humanoid has children, the children are racially the same as if the humanoid had remained what he or she was before being changed.
If you want to add an element, just put the name of it and what it does after the profile of a character who uses it.
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Posted: Sun Jul 29, 2007 3:15 pm
5.Monsters Monsters are a common and constant threat to life on Aranor, requiring all who travel abroad to have some sort of fighting capability. At the present time of the RP, their numbers are fairly large in both north and south, the north diminishing due to colonization and the south increasing because of the ruins. So what exactly is a monster on Aranor? Monsters are literally crosses of two or more different animals, with a horrid smell and constant aggression toward anything intelligent. Where they came from and what their purpose is remains completely unknown. Currently 'known' monsters (roleplay out a new kind appearing for me to add it to this list): 1.Impeth-Humanoid but very thin and animalistic; faces of jackals, oblong ears that stick out from their heads, and short claws from all four limbs as well as sharp teeth. One of the weaker and very common sorts, but when they fight in large packs they are to be feared. 2.Dog-head-Grizzly bear body with a dog's head; it has a vertical jaw within the normal horizontal one, and can scream very high-pitched like a banshee. If its blood mingles with that of another being, it causes the being to become temporarily paralyzed in some parts of the body. 3.Daora-Rare creature that has a spider's body, but an elephant's size. Its exoskeleton is so hard that it cannot be cut or pierced, but brittle enough that parts of it will shatter with sudden blunt force. 4.Monkzon-Gorilla's body, cat claws; its saliva is known to cause unusual hair growth where it contacts with skin. 5.Lost Soul-Lost souls are an “exception”, they aren’t exactly monsters but most are just as unfriendly. They can look like anything—a creature, a person, or even an actual monster—but they always look like about half-dead. A lost soul, as the name implies, has at least one soul trapped somewhere in the body, and if that area is sufficiently injured the soul is set free. If all of the souls in a lost soul creature are set free, it disintegrates. Only a Choneiji is capable of “seeing” where the souls are. 6.Retim- They're bipedal and covered entirely with fur like tigers, orange with black stripes; and have muzzles and tails likewise. Forelegs look like human arms, with hands and long, thin, bony fingers on the end of each. Hind feet are built like bird feet with five talons apiece. Retim have the ability to use minor dark fire magic, and really hate getting wet. 7.Bako-Silver-scaled amphibious monsters which are dangerous both on land and in water. They have webbed feet, frills between the arms and body, smaller frills that surrounded their necks, and five-fingered hands with sharp claws on the end. They can swim as fast as merfolk and run half as fast as humans. However, if one doesn't have sufficient moisture around it or in it, it will shrivel up and become quite weak.
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Posted: Sun Jul 29, 2007 3:17 pm
6.Geography and History of Aranor Time on Aranor moves very slowly, as does technology, for most races are either immortal to age or live for a very long time. So when I say 'a very long time ago', I MEAN a VERY long time, ago. So... A very long time ago, dragons once inhabited the known area Aranor and most people lived in the southern edge of the continent. But then the dragons became arrogant, believing that the humanoid, smaller creatures existed only to do their bidding. At around that time, a Silver Neshobe was born; her name was Rithara (Shining Star), and like most of her color she was born to bring the world through a time of great strife. At last the dragons and humanoids could no longer get along, and it led to an all-out war. The humanoids created the Dragoons, and the dragons created seven "Sins", as they were called, from humans to do their own bidding. These "Sins" still walk the world of Aranor, but it is rare for any of them to make their presence known. They were and are quite powerful, and much speculation is made as to why they are in hiding, and where. Once the war had ended, the southern area of the continent was devastated and scarred. The humanoids, the victors, moved north while the remaining dragons flew away, disappearing to who-knew-where. They founded a country, and as she had been killed in the final battle to defeat the dragons, named it after Rithara. Rithara is divided into many provinces, one for each race excluding the Neshoba, for they are wild and prefer to be nomadic, the Fylenis, for they are rare and elusive, and the Satyrs, for their numbers are few and believed to be scattered. If a new race is added during the course of this RP, it will be 'assumed' that that race also has a province within Rithara unless otherwise stated. Each province is almost self-governing, but technically the king or queen of the human province rules over them all. The king or queen is chosen by the parents, based on not age but wisdom, and for a longer time than can be counted the royalty of Rithara has always been just and peaceable. Also, each province has an 'advisor', chosen by the province's own ways, to the king or queen, whose ideas and advice he or she is required to at least listen to; the council of advisors, with a two-thirds majority, has the right to overturn a decision of the king that they feel is wrong. By now, the southern part of the continent (although it is still somewhat injured) has been formed into a fairly loose kingdom known as Ardania, under a line of humans that are descendants of the Black Earth Dragoon. Very little of its claimed area is actually settled, except for the area nearby the castle. Most of its unmoving residents are older explorers and vagabonds who have decided to settle down and rest; however some are recently formed nobility who have attained large sums of money by raiding old treasure stores that nobody else dared venture into, and some are simply living as commoners, finding it enjoyably peaceful after such a long time of wandering.
Neshoban Government: Neshoba use a form of governing that seems 'strange' to humans, or at least the Camps other than Blue Tail do. It is similar in structure to the way that true wolves are, however it's more complex. (Neshoba don't always reside in groups, in fact many are wanderers, but this is for those who choose to live in large groups.) The highest level of organization for them is the Camp. The Chieftan, or High Alpha, chosen by the Clan's own standards, leads it. Under that there are several Packs, each of which is lead by an Alpha (of course) and with each member having a particular purpose socially and in hunts. The status of any Neshobe can change if he or she proves him or herself in the way that the Neshoba use. There are honors among Neshoba, but rank is not set in place or limited by anything like birth, gender, or such, except for being from a different Clan or a crossbreed. It is true, however, that wilder clans such as Shadow Fang tend to have females that are stronger and more dominant in attitude than males, while less wild clans simply have the two genders equally powerful. Not all Neshoba live under their own form of government; many choose to live as lone-wolf nomads or with only a few around, not necessarily of the same Clan; while some choose to settle in the cities of other races, the most notable group that often does this is crossbreeds or couples of different Clans.
Choneiji: Pronounced KOH-neh-GEE. Choneiji are extremely special members of Shadow Fang Clan, who are capable of seeing the future. They are responsible for naming almost every Neshobe born to date. "Choneiji" is a title, the only "second name" that a Neshobe could possibly have. The greatest of the Choneiji is Ichoneiji (that's the only name he/she has), and also the oldest. Six of the Choneiji live with one Clan each; Ichoneiji lives with Shadow Fang. The seventh, also the youngest, just wanders the world, gaining experience. They are highly respected, in fact almost religiously so, by all Neshoba and even most other humanoid races. For a non-Neshobe to be given a Neshoban title by a Choneiji is either a great or terrible thing for a person, depending on the name's meaning. The Choneiji are a mysterious group; matched in enigma by only the Fylenis.
Languages: Every race has its own language that is commonly used by those of that race. The human language is usually called "Common," because nearly everyone knows it and, well, it's commonly spoken. Neshoba actually have two languages. The "first" one is instinctively known and spoken from birth by Neshoba, and is unlearnable by anything but a Neshobe because it involves noises that are wolf-like in structure. The "second" one is that which is used in naming Neshoba, which can be learned by others but is really only useful for interpreting names. Fylenis, by the way that their bodies are structured, cannot actually "speak" any language but their own, which basically sounds like a lot of cat noises to anyone else. However, they can cause the minds of those around them to "understand" what they're saying in the language of the listener, or simply communicate telepathically by Psychic magic.
In this RP, <> indicates that spoken word is in 'first' Neshoban, as there is no typable expressions for what it actually sounds like. Neshoban uses the same word for "cat" and "Fylenis," the same word for "wolf" and "Neshobe", and also the same word for any kind of humanoid other than Fylenis or Neshobe. If it's capitalized ('Cat' as opposed to 'cat'), then you know it's talking about a person rather than an animal. The names of monsters and proper nouns don't exist in Neshoban language. Therefore, physical or psychological descriptions have to suffice to refer to many things.
Verbal Map: Rithara, the north country, is as stated above divided into provinces. I don't know what all of the provinces are, because races are still allowed to be added, but I do know the four near the south border. On the west-south border is the great forest in which the elves live. On the east-south is the vast, still-rich dwarven mountains. North of the dwarves is a great swampland full of lakes, rivers, and other various waterways in which most of the merpeople live. West of the merfolk and north of the elves is the great desert, where orcs live. The human province, most of which is either farmland or great cities, is near the center of the country, and the only purely inland province in the entirety of Rithara. Ardania’s claimed area is about the same as Rithara’s, however it is of course much unsettled. The castle and main settlements of Ardania at present are in the heart of the land, where an old castle from before the war with dragons was found and fixed up, along with a few other older manors and the like.
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Posted: Sun Jul 29, 2007 3:21 pm
7.Character Application Form:Read, obey, and then DELETE everything in parentheses. [b]Name:[/b](Neshoban names should be in the second version of Neshoban (see above), with the meaning in ()s, which should refer to some important point of their appearance, character, past, present, and/or future. Other races could also have a Neshoban name (though that wouldn't be the only one), if there's some particular reason.) [b]Gender:[/b]("Male" or "Female"; no quotes) [b]Race:[/b](Explained above in great detail) [b]Age:[/b](Yeah, that's obvious too.) [b]Magic:[/b](Neshobe: Describe spell(s), each spell has a simplistic name; Anything else: what kind of magic the character uses.) [b]Weapon of Choice:[/b](Everyone needs SOMEthing to fend off those monsters!) [b]Appearance:[/b](Should make sense with everything above here; IF your character is a crossbreed push enter and add [b]Defect:[/b] and say what the person's defect is.) [b]Personality:[/b](Should make some sense with everything above here, though you're certainly allowed to take some liberties.) [b]Relationships:[/b](Leave this field blank; I'll update it myself as I can based on how the RP's action goes.)
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Posted: Sun Jul 29, 2007 3:57 pm
8.Character ListingSimple Listing by owner (name, race, relationships):Xindaris:Xin-Kain (zen-cane) (Dark Trickster) Neshobe; Half White Grass/Half Shadow Fang Spontaneously traveling with AldinAldrin Merman Spontaneously traveling with Xin-KainKana Elf ------- Complex Listing ("So-and-so wrote" means that "So-and-so owns the character):Xindaris Name:Xin-Kain (zen-cane) (Dark Trickster) Gender:Male Race:Neshobe; Half White Grass/Half Shadow Fang Age:663 Magic:Demon Weed- Uproot any kind of plant from the ground (such as grass) and change it into a "demon weed", which when eaten causes enhanced strength and agility but an erratic personality and perception change for a few minutes or so before wearing off. Weapon of Choice:His own claws. Appearance:He is about the size and strength of a slightly stronger-than-average Shadow Fang, and has short, unkempt hair that is pure white in the middle and half as much on either side that is dark brown. His left eye is white, and his right eye is brown likewise. His ears have brown on the area nearer to the head and white near the tips; his tail has white on the underside. His full werewolf form has white in those areas and on what would be the underside if he were walking on four legs. He's wearing a pair of tan pants that appear to have been too long and therefore torn apart near his ankles, and a short-sleeved shirt that probably used to be white, but has several old stains of blood and various food and drink. The shirt is just long enough that his tail pushes it up. He's capable of shifting anywhere between a normal Neshoban form and a fully werewolf form, and also able to shift to a form without the tail and ears, which therefore appears human. He can also shift his claws and teeth so that they aren't sharp. Defect:Unlike a full White Grass, he is only capable of shifting in a very limited range of forms (although they include something that most other Neshoba are not capable of). See appearance. Personality:He's very serious in nature, but really a prankster and trickster at heart. He'll take well to a good drink or wager every once in awhile, but has a strange knowledge of exactly when to stop, when his luck (or someone else's) is just about to run out. Relationships:Spontaneously traveling with Aldin Xindaris Name:Aldrin Gender:Male Race:Merman Age:42 (looks around 21) Magic:He is, surprisingly enough, a master with both light and dark fire magic. He often uses his own liquor as fuel, making for particularly interesting shows of flame. Notably, when he uses dark fire it's very likely he'll burn himself. Weapon of Choice:He carries three stone-wrought bottles, usually all about half-full, and is very skilled at using them as blunt weapons. They're far more likely to crack the skull of a monster than to break themselves. He is also an extremely good with just his fists, but only when sufficiently drunk. Appearance:He's very pale-skinned, appearing somewhat odd in the bone structure of his legs and feet. He has sea-green eyes and hair (go figure), and a bit of a parched look to him most of the time. He wears a loose-fitting short-sleeve gray shirt and blue pants with a belt on them. The belt has his three stone bottles on it, two on his left and one on his right. One of them might contain water... Personality:Strange as they come. Aldrin is addicted to alcohol, but it seems to not even affect him normally. If anything, he seems smarter and wiser when he is completely drunk, as well as a better fighter. He's generally amiable, a friendly trickster and gambler. Relationships:Spontaneously traveling with Xin-Kain kimonopompom Name: Kana Gender:Female Race:Elf Age: 600 (Looks 17 by human standards) Magic:Light Water Weapon of Choice: A sapphire blue metal staff. It can also double as many things. Appearance:KanaPersonality: Kana's pretty much a peaceful person. She hardly ever gets mad or flustered. She's also very shy. She was the only one in her clan to be born with both pink hair and the ability to use water magic. This resulted in much teasing when she was younger. The teasing has caused her to become a bit of an introvert, constantly afraid of being hurt. Relationships: Xindaris Name:??? (He's forgotten what his name really is. Generally called the Doppleganger, or Dop for short; or if taking on a 'part' the name is the same as the person he/she pretends to be.) Gender:Whatever it looks to be. Born male, but it doesn't matter anymore. Race:Whatever it looks to be. Born an elf, but it doesn't matter anymore. Age:At least fifty millenniums Magic:Light Transformation--Changes self to imitate all aspects (including magic) of other people and creatures. Weapon of Choice:Depends on form Appearance:Depends on form. Will be described whenever a new form is used. Personality:Smart and experienced, yet still with a youthful spark that generally keeps a cheerful tone. An excellent actor, capable of taking on fully the part of people who never really existed, but look just like people who did, or people who lived but died and nobody knows it yet. Relationships:Indebted to Kana and Kain.
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Posted: Sun Jul 29, 2007 7:03 pm
9.Reserved Post 1 Um...nothing. Just a reserved post, in case I decide to tag on another "official" post.
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Posted: Sun Jul 29, 2007 7:05 pm
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Posted: Sun Jul 29, 2007 7:54 pm
Xin-Kain was walking along a path. The day was overcast, summer, not quite night but afternoon. On either side of him was forest. After awhile he noticed a pale-looking man sitting off on the side, apparently resting. "Hello there," he said. "Hi there, bark," he said, getting up. "Excuse me?" "What, bark? It's appropriate, isn't it? In a forest, and a dog, eh?" "Absolutely not. My name is Xin-Kain. And what, could I call you fishman?" He knew the race by the smell by now. "No, because my name is Aldin, Kain." "If you're getting up I suppose you're through resting? I could stand to travel with someone for awhile." "So could I, I suppose. Where you going?" "Nowhere important." "Good, let's go."
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Posted: Thu Aug 02, 2007 6:25 pm
Kana was walking along a pathway. Her staff was over her shoulders and she was humming softly to herself. She had just avoided battling a few indeterminate monsters and was quite happy about it. She was also in her own little world. She walked right by two men withouth even realizing they were there.
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Posted: Thu Aug 02, 2007 6:50 pm
Aldrin whistled at the girl when she was a little bit ahead of them. "'Ey beautiful, where ya goin?" he called after. "That's no way to treat a woman," said Kain, ribbing him slightly. "Say, not proper to a wolf? Never heard of that." ((Neshoba (at least, the wilder clans) are female-oriented the way humans in the real world were (not are) male-oriented. For example, they would use "she" as the default for an unknown gender rather than "he". Mostly because a female is bigger and stronger and could kick a male's butt.))
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Posted: Thu Aug 02, 2007 7:21 pm
"Everyone's entitled to their own opinion, gentlemen." Kana said, stopping to turn around. "But I do not appreciate being whistled at. It seems very undignified for someone of my age." she stated as she approached the two men. "I'm Kana. How do you do?"
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Posted: Thu Aug 02, 2007 7:27 pm
Xin-Kain said, "I'm well myself." "Do? I do fire. Like this?" He made a short burst of (non-harmful) flame in his hand, appearing to throw it straight at a tree. It bounced off and went to the ground, where it dissipated. "And obviously he's well but none too wise. My name is Xin-Kain, good to meet you." Aldrin spelled his name out with fire (backwards so she could read it) in the air.
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