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OOC: The Sandorian Adventures! Swords & Sorcery!

#1 User is offline   Nessa Arandur Icon

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Post icon  Posted 18 March 2009 - 01:20 AM

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Welcome to
The Sandorian Adventures!


:prdg: :prdg: :prdg: :prdg: :prdg:

After some thought and a slow start to recruiting players, I've decided to make this RPG an "Open RPG". That is, there's no direct Game Master, and anybody can join and participate in it without having to follow a set story line. That doesn't mean we can't have a story line, or more than one at the same time if people want. As Achi says, the sky is the limit. ^_^

For those of you who want some sort of storyline to follow, or even just an idea of some background goings-on in the world, the original idea for this RPG still stands for use (located at the bottom of this post). If not, feel free to start posting whatever you wish. All that's required is that you post your character profile in this forum. :D There is info below to help you add flavour to the lands your character visits. I look forward to reading your posts!

Character Profile Template:
:prdb: [b]Name:[/b]
:prdb: [b]Physical Description:[/b]
:prdb: [b]Physical Skills:[/b]
:prdb: [b]Brief History/Bio:[/b]
:prdb: [b]Character Flaws:[/b]
:prdb: [b]Character Strengths:[/b]
:prdb: [b]How your character spent the last week before the RP/story began:[/b]


Here are some maps to whet your appetite for adventure!
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These maps have certain things written under the regional name, usually "Uterine Matriarchy" or something like that. Except in the case of Lothaire and New Sylvanland, just ignore those. While the land is divided into regions, within those regions aren't always unified governmental bodies. Think Conan's "Hyborean Age", when many of the cities and towns were city-states of their own, each with a queen or king and its own militia.

New Sylvanland is a region that was historically invaded by foreigners from across the ocean. They basically beat the local city states of the region into submission and forced their own culture and practices onto the survivors. This happened over a hundred years ago, so while there are still pockets of resistance, the New Sylvanlanders have total control and are not in danger of being overthrown. Add to that the fact that no New Sylvanlanders have been able to contact their homeland in about a century, many believe they are cut off and nobody knows why or how this came to be. No new ships have arrived bearing new settlers, and no ship that sets sail back to Sylvanland is ever seen again - unless it's in pieces, impaled by shoals or washed up on shore.

So New Sylvanland is also matriarchal - the inheritance laws go through the mother - and they are a united country, unlike those surrounding it. It has been unable to stretch its borders because Kadghest, whom it shares a border with, is home to some of the most ferocious fighters in Sandoria, and they are jealous of their territory.

Other points of interest... Hmm. Khorus City is home to the only university in Sandoria. It's a university for both magic and academia. Sanbaya is very empty (being desert-like), which means most of the population is clustered around the coastal regions and river systems in cities and towns that have arisen where the land is arable enough to support them. That doesn't mean there aren't a plethora of tribesmen and dangerous what-have-you riding around in the remote parts. :devil2:


To give you a feel for the flavours of the lands, they are all loosely based on some earth culture. Don't make the mistake of assuming the religions or whatever are the same - just some of the basic aspects of the cultures. The rest you can make as creative as you'd like. :)

:prdg: Lothaire is French-based. The lines of descent are inherited through the mother. Men and women are seen and treated almost as equals, including as warriors or rulers. Women are seen as slightly more important because they are the mothers, and the ones through whom the lineages are passed. While a man might not be sure when a child is his, the woman always knows.

Major Trade Goods:
In:
Wool, cloth, tin, cattle, hides, feeds and fodders, northern furs, luxury items, pitch, tar, rope.
Out: Sweet wines, silk, spices, cheeses, apples, wheat, beef, pork, poultry, seafood, woad (source for making blue dye), glass, luxury goods, weapons and weapon technology (sometimes magical), furs, linen, canvas, salt.


:prdg: Janjing is Chinese-based. The islands nation is ruled by an Emperor. Women and men are not held as equals, which might be one reason why the Emperor is willing to help Roul. Men are warriors and rulers, while women are not permitted such responsible roles. Women can use magic, but it is a strictly defined use of magic that is all about home and hearth, things of "nature", and so forth. Certainly nothing truly powerful or martial (as far as the men know). This doesn't mean that women aren't capable of using the same types of magic as men (if only they were taught), only that women are forced by the dictates of societal tradition, custom, and history to use only the kind seen by men as "non-combative" and/or "non-compulsive".

"Women's magic" being things of "nature", and "home and hearth" still keeps open a lot of very subtle magical skills for women - which, perhaps their men don't know about. It's considered beneath a man's notice to pry into "women's things". Right underneath their noses, their women might harbour skills that could make gardens bloom out of nothing - or cause lianas to trip up a band of attackers while she grew thorn bushes to tear them apart. Embroidering or calligraphy using the blood of an enemy or that of a friend might be their way of weaving spells of mental confusion or powerful, subtle spells of protection. Their herb lore might include a cornucopia of poisons as well as healing herbs. Be creative and subtle. These are not things the women would EVER do in front of their men, for the men, above all, must not know they're capable of these things.

Janjing is largely vegetarian (due to religious beliefs), so meat is rarely imported, though they eat seafood.

Major Trade Goods:
In:
Gold, timber, wheat, soybeans, sorghum (used for fodder), sugar, deer skins, glass, paper, books, coins, textiles.
Out: Major exporter of ores (especially copper and silver, and iron), metalwork (country has greatly skilled metalsmiths), ornaments and vessels made of brass, silk, dyes, tea, incense, spices (e.g. pepper, cinnamon, nutmeg), rice wine, millet, exotic perfumes, porcelain, rice, drugs (e.g. narcotics such as opium or medicines), diamonds, swords, cowry shells, sulphur, jade, whalebone, fish (sardines, skipjack tuna, crab, shrimp, salmon, pollock, squid, clams, mackerel, sea bream, saury, tuna, amberjack), folding fans, oilseed, apples.


:prdg: Baraz is Turkish-based. Comprised of city-states who are bigger on trade than warfare, Baraz is a wealthy land with inhabitants who are also merchants - a canny and ingenious lot who gleefully enjoy one-upping anyone and everyone in trade, especially the Emperor of Janjing.

Major Trade Goods:
In:
Soap, silk, luxury items, spices, fish, lumber, armour, weapons, whalebone.
Out: Heavy fabrics (e.g. knotted carpets), textiles and clothing, silver, iron, wool (highly prized), cotton, Janjing silk, fruits, nuts, cereals, olives, hazelnuts, pulse, citrus, soybeans, chickpeas, sugar beet, tobacco, textiles, ceramics, mastic resin, livestock (especially horses), paper, precious stones.


:prdg: Khorus: is Arabic-based. A land of powerful sorcerers, Khorus has made a name for itself as the learning hub of Sandoria. Academics and magic-users come from near and far to attend the only university in the land. Khorus City is its home, and the City is ruled by the Sorcerer's Council. The rest of Khorus is ruled as city-states, but there is little in-fighting, because the Sorcerer's Council is a powerful force in the country and dislike disorder. They have been known to forcibly bring peace to nearby warring city-states. Their reasoning is not to take over the land - they have no interest in ruling all of Khorus. Their one pursuit is knowledge, and they hate anything that might distract them from that pursuit, or cause others to fail in their search. Women and men are equals, in magic and martial skills.

Major Trade Goods:
In:
Paper, books, Janjing silk, precious stones, wheat, fruit, vegetables, weapons, armour, fish.
Out: Animals, fodder, carpets, satin, chickpeas, copper, iron, naphtha, magical artifacts, paper, and textiles.


:prdg: Kadghest: A land of warriors, Kadghest would have taken over the world had they been interested. Instead, they squabble among themselves, pitting war clan against war clan. The eastern Kadghesti follow the Warrior Goddess Taramis, and her consort, the God Roarban. The western part of Kadghest believes, however, in the Demon Lord Rek and his Demoness Queen Silvak. The two regions are at constant war. The eastern cults are darker and more intolerant of outsiders. The western Kadghesti are merry warriors who love a fight, and a drink, and are happy to let outsiders pass through their borders and live in their cities. Anyone who comes to live in Kadghest learns quickly that the only way to do so successfully is to fully integrate with them, taking on their clothes, customs, holidays, and cultural practices. About the only thing the Kadghesti don't tolerate are strangers trying to subvert or change their culture in any way. They're scornful of the New Sylvanlanders and have pleasant dealing with the Khorosians. Not much happens by way of ocean trade as the eastern Demon cults control that part of Kadghest and do not like any contact with outsiders. The rest of Kadghest is more than happy to participate in overland trade, and will readily join the great Sandorian Caravaneers to protect their cargo until it reaches New Sylvanland. For an eastern Kadghesti, any excuse to fight the cultsmen will do. Men and woman are seen as equal in all ways.

Major Trade Goods:
In:
Spices, textiles, coins, fish, weapons and armour, luxury items.
Out: Amber, flax, cereals, chickpeas, precious stones, pitch, tar, fur, hemp, honey, slaves, tallow, wax, copper, iron, lead, silver, wine, coal, hazelnuts, cherries, figs, apricots, quinces and pomegranates, weapons and armour.


:prdg: New Sylvanland: A little French, a little Elvish. A people who have invaded from across the sea and then been left alone, basically, with no contact to their homeland. When once they thought they might return, now they have become resigned to their situation and have put all their efforts into subjugating the people who inhabited that bit of land before them and making them fit the Sylvanland culture. Not Elvish in the sense of pointy ears and such physical characteristics, but in their pursuit of 'beauty' in all its forms. They renamed every place in New Sylvanland and harshly culled all the "ugly" elements of their new land. Deformed babies are killed and the New Sylvanlanders see nothing immoral about spilling blood to ensure the "beauty" of their new land and the continuance of their culture. They particularly hate the religious practices of other lands, especially those that once belonged to the people they subjugated.

Major Trade Goods:
In:
Wool, cloth, tin, cattle, precious stones, amber, wheat, hides, textiles, furs, rope, luxury items, metallurgy, artwork.
Out: Beef, pork, poultry, fish, dairy products (e.g. cheese), sugar beets, sweet wines, timber, woad (source for making blue dye), coal, luxury goods (e.g. furs, precious stones, glass), linen, canvas, salt.


:prdg: Sanbaya is African-based. Yeah, not very original, sorry. :( But like I said, there's lots of empty space for your own ghoulies or evil cults, etc. Women are prized as the bearers of children. Children mean pretty much everything to the people of Sanbaya, where life is harsh and many don't live past their thirtieth birthday. Women can be warriors, but a woman is seen to be more valuable if she is a mother. For a woman to be a warrior is seen as somewhat unfair to those she fights, because men do not like to kill women. This attitude has made female warriors very scarce in Sanbaya, where the men are always fighting over land. Women are "stolen" from other tribes, but treated very well (if you can say that about one who has been kidnapped). It's simply the way of their world.

Major Trade Goods:
In:
Armour, weapons, lumber, cattle, hides, textiles, silk, cereals, wines, luxury items, cowry shells.
Out: Cotton, gold, ivory, salt, flax, paper, linen, goats, sheep, camels, groundnuts (peanuts), sorghum (used for fodder), millet, gum, sugarcane, cassava (tapioca), mangos, papaya, bananas, melons, sweet potatoes, sesame; sheep, livestock, cocoa beans.



Plot Idea #1:

In the realm of Lothaire, right of succession is uterine - that is, decided through the mother. The land is ruled by the female Regis and her brother (or closest male relative), the Roi. The sister is the head of this arrangement, as the linage descends through her. When a Regis dies and her brother or male relative remains, he is no longer be named Roi, but Regent for the Dauphin (the Regis' heir, who will be the daughter or niece of the Regis) and her Roi. If the Regis has no female children, the line passes to the daughter of her closest female relative by order of eldest.

In the year 1681 KE (Fall of the Kurchan Empire), Lothaire mourned the passing of their beloved Regis Danielle. Her brother, Roi Corin, was immediately pronounced Regent. He turned his attention to training his young niece Alayna. But Corin's own son Roul was unhappy with the traditional method of rulership in Lothaire, and decided to take matters into his own hands. Destined to rule alongside his cousin Alayna, instead Roul waited until she was crowned Regis, and he Roi. Then he murdered her with his bare hands, then his own father, and sought to keep the throne for himself.

Turmoil beset the island nation at the highest levels. Newly demoted to Regent, Roul sought to end the lives of his female relatives, knowing the inheritance laws would always favour them before him. But the Alayna's young cousin - the daughter of Danielle's youngest brother, was spirited away from the capital, Andrion, and taken to a place of safety. Oriane is her name, and her parents escaped with her to the neighbouring nation of Baraz.

The country rose against the ambitious Roul, but his supporters were numerous and powerful. Many of the forces fighting on his behalf were foreign, with the look of those from the Janjing Empire. Roul crowned himself King of Lothaire, and in a strange move, outlawed magic from the land. The Sorcerer's Council, which previously governed and policed magic use, was now employed to create a barrier of non-magic around the island, making it impossible for anybody - allies and enemies alike - to use magic within the boundaries of Lothaire.

Years passed, and Roul has reigned uneasily, settling squabbles and committing mass genocide against his own nobility in his quest to put his own supporters in positions of power and remove all opposition. The only thorn in his side is his missing cousin Oriane, the true heir to the throne. Throughout the years he has pressed for her death, sending all manner of Seekers abroad to track her and kill her. But hidden well away, the Dauphin has grown in stature and knowledge of who she is and what she must regain from her wayward and wicked cousin.

At her coming of age, Oriane was quick to take control, travelling away from her protectors in order to broker an agreement with those whom she sees would be the most help to her - the sorcerers of Khorus, and land ruled by magic and unequalled in power and knowledge. Speaking to them of terrible sorcerous crimes perpetrated by her cousin, she asked their aid to end the suppression of magic Roul has enforced on her people. Her busy spies have reported that her cousin dabbles with foreign gods and dark powers. Only an ancient artefact of power will allow her to break Roul's stranglehold over her people. Horrified by the stories collaborated by their own spies, the Sorcerer's Council agrees.

But the artefact of power is no easy thing to find. The Dominion Jewel is said to be guarded by the Snake-Demon Bakkis, deep in the heart of the desert land to the south, Sanbaya, where heathens and tribesmen kill intruders without compunction.

This quest, to restore the rulership of Lothaire - the Crown of Ivy - to Oriane, will need fighters and sorcerers of the highest calibre and greatest valour...



There you go! Hope that has provided you with some interesting ideas about this world and creating your characters. :D


Character Profiles


For ease of finding them as the OOC gets bigger, here are the current players' character profiles.


Player: Nessa Arandur

Character Name: Torin of Hyria

Physical Description: Thirty years old and six feet tall, Torin is one of the larger women in Hyria, and she uses this to her best advantage. Proportionate in every way, Torin has a mane of copper hair that is her only vanity. Powerfully muscled and lithe as a mountain cat, Torin wears whatever clothing is native to the region where she travels. She wears gold rings in her ears and a leather headband to hold her glorious copper locks away from her face.

Physical Skills: Torin has unparalleled fighting skills with many weapons, such as the sword, shield, bow, staff (throwing and fighting), spear, mace, and axe. Torin has amazing endurance and good general knowledge. Raised as a strategist and tactician, Torin is a natural leader and commands attention simply by being present. She has had experience as a hunter and tracker and has spent the last ten years travelling Sandoria, hiring out herself and her skills to whatever cause she deems worthwhile.

Brief History/Bio: Torin hails from Hyria, the third largest city in Khorus. Despite living in a country where magic and knowledge are so prized, Torin never showed an interest in following her mother's path of magic and priesthood and was raised in the grand tradition of warriors. At the age of fifteen she participated in the Siege of Stygthia and played an integral part in the taking of the mountain town from the crazed Korshem Barbarians.

Character Flaws: Torin’s values lie in whatever will bring her fortune and glory. Some call this selfish and self-serving, and she would be the first to agree. “Why do it,” she would ask, incredulous, “unless you get something out of it?” There is little sense appealing to her sense morality in order to win her to a cause. She can be quite callous in her self-servile attitude, believing the problems of others to be just that – their problems. Unless, of course, something worthwhile is in it for her.

Character Strengths: Despite these flaws, Torin is fiercely loyal to those who are loyal to her. This has won her the hearts of many, and the fear of those in power everywhere, for Torin is not one to aim low in her ambitions, and among the warrior castes of Sandoria her strength and valour are renowned. Totally independent and confident, Torin also loves a good drink and a joke. Her hearty laughter is well known throughout Sandorian taverns.

How your character spent the last week before the RP/story began: A friend and mage from Khorus City hired Torin to find her passage to the Sanbayan city of Junongo. As her friend expects to be there for months, Torin left the friend in the hands of her trusted contacts in that city and took up an offer of employment from Captain Cherry Dianasri of the fast merchant vessel The Fleet Runner.


*****

Player: Raveneye

Character Name: Alathiel de Murihand

Physical Description: True to her Sylvanlander heritage, there is nothing ugly, unrefined, or vulgar in Alathiel’s manner, appearance, or speech. Her shimmering silver-blonde hair is nearly as luminescent as an opal; her eyes are stunning lavender, her stature willow-thin. She speaks in a low, silk-smooth voice and glares with cool disdain. When at her studies in the University (since there’s only one, it doesn’t need a name), she wears the dull flowing robes of the students, the pale blue sash of a Weather Mage, and the dark green sash of an Earth Mage. But when she can shrug out of these ugly garments, she prefers the traditional silk gowns and delicate silver and bejeweled ornamentation of her own people, which she procures at great cost, living so far from New Sylvanland.

Physical Skills: Alathiel studied Earth Magic from a young age under her mother, the Lady of House de Murihand, whose skill with healing and the Earth Touch brought her family fame and fortune. But Alathiel’s own true talent lies in the Ways of the Wind. Her nickname was "Tempest," after her ability to call small storms of rain and wind at an early age. After becoming a student in the University, she also dabbled in the dark arts, secretly, and was trained in the use of the mage staff, a quarterstaff that a sorceress may charge with the life essence of her surroundings, or even of herself, to devastating effect upon her foes.

Brief History/Biography: When Alathiel was 16, her strong-willed mother claimed that she and her House were the next in line as heirs of the governorship of the glorious city of Gemguard. The dispute could not be settled in council, and so the two opposing families resorted to strength of arms and spells.

Queen Alia de Thaeryn, from her seat in Queensjoy, sided with the opposing faction. Alathiel’s mother, along with Alathiel’s older brothers and sisters were captured through treachery and sentenced to a lifetime in a magical prison. Alathiel and a younger brother escaped, running north across the Kadghesti border and now live in exile, forbidden by royal decree from ever returning to New Sylvanland.

Alathiel’s training in the Earth Touch helped her and her brother survive in the wilderness, until a Khorusian mage noted Alathiel’s skill and took her to the University, where she flourished. Her brother, however, took to the streets, where he has risen in the black market sales of forbidden magical items – of which Alathiel makes frequent use. Their deepest desire is to find a way to avenge their indignity and exile upon their mother’s enemies.

Character Strengths: Being solely dedicated to her studies in magic and artifacts, she rose swiftly in renown among her peers at the University, though she is merely 26. Her expertise in certain ancient artifacts is coveted by the scholars of the land. She is single-minded in any task she takes up, driven to achieving her goal at all cost (the drawback being that she has a tendency to push herself and her students to dangerous limits). Related to this, she is independent, methodical, a perfectionist.

Character Flaws: True to her heritage, Alathiel is vain and quickly dislikes or shuns anyone outside her own culture and religion (religion being loyalty to the Sylvanlander Moon Goddess). This leads people to rightly perceive her as haughty and snobbish. She is hot-tempered and self-absorbed. Hiding under this unlikable façade, she is extremely uncertain of the world around her, both b/c of her heritage and the traumatic loss of her family. She closes herself off from friendships, feeling she can’t trust anyone but herself and her elusive brother.

How this character spent her last week before the RPG begins: Alathiel was happily delving into her studies of a particular artifact and seeing to her apprentices’ progress, when she learns of Torin's plan to claim this legendary Dominion Jewel for Oriane. Will not such a jewel help Alathiel and her brother achieve their own purposes?


*****

Player: Whiteknight

Character Name: Mizuke Kyoko Nayamichi

Physical Description: A slender, wiry yet beautiful young woman with straight black hair reaching the middle of her back and piercing blue eyes. She stands a mere five feet, three inches tall. Usually wears practical clothing.

Physical Skills: She has no fighting experience whatsoever, having never needed to hold a weapon. She is more prone to reading and writing and fighting. She prefers reading to violence.

Brief History/Bio: Mizuke is terribly unhappy because her father is a well-known metalsmith in the Janjing Islands and she abhors violence in all forms. Born of a noble family, she does not lack for coin. She wishes to exercise her brain and does so often attending the best schools money can buy in her region. Her older brother (senior by five years) is training to be a diplomat. Her father is rather taken with his status in Janjing society, even though he is only known in the outer circles of influence at the Emperor’s court. Mizuke’s mother is also a woman of steel and bestowed with a quick tongue, something Mizuke has adopted quite liberally.

Character Flaws: Mizuke’s intelligence combined with years around her acid-tongued mother has resulted in her having an extremely clever mouth. She tends to speak before thinking through the consequences of her words. Her inability to swing a sword (or any other weapon for that matter) does not help her melee defensive capabilities.

Character Strengths: Her intelligence. She has a quick mind (even if she isn’t afraid to speak it) and occasionally helps her brother solve problems with his studies. Mizuke recently discovered a talent for magic and is trying to control her burgeoning power. She also notices the attention she receives from the male community and uses her beauty to her advantage.

How your character spent the last week before the RP/story began: Mizuke is trying to develop, control and hide her powers from her family. Her thirst for knowledge is getting the better of her and to make matters worse, her father is considering her ready for marriage to the social butterfly, Ren. The attention of a high-powered suitor close to the Emperor has really made her father see money symbols and influence. She isn’t interested in marriage whatsoever. She is too concerned with the wondrous magic at her fingertips... if only she doesn’t hurt someone with it by accident first!


*****

Player: Reid

Character Name: Ubuntu ("I am because you are")

Physical Description: A young girl, between 14 and 17, Ubuntu stands 5"4' but is clearly not yet fully grown. She has bright green eyes, light chocolate skin, and shoulder length dreadlocks that have ruined her otherwise thick straight black hair, which she hates so has never brushed. She wears a barely-there scrap of leather made from the rare, vicious mountain lion wrapped around her hips as a skirt and tied with a woven leather sash. The modesty of her otherwise bare chest is protected by a necklace made of hundreds of bone beads and seeds threaded through thin leather strings. She has a small sickle tucked into her sash, a jewelled dagger tied to her right ankle with a thong of leather. She has a bow and a quiver of arrows, and a water bottle slung across her back.

Physical Skills: Ubuntu was trained by her mother in the ways of the Sangoma. She can make mooti to heal and to kill, and an call upon her dead ancestors to protect and advise her. Born at an auspicious time, Ubuntu is gifted with the Sight. She can summon demons to do her bidding but at great cost to herself. She has no need of a formal education as anything her enemies know can easily become her own knowledge. She is a skilled archer: an arrow from her bow never misses its mark.

Brief History/Bio: Ubuntu's mother was abducted by a motley group of travellers and forced to serve as their guide through the barren wasteland of the unforgiving desert. They raped her and left her for dead, but she survived and returned to her village. Things returned to normal, but not for long because her mother discovered she was pregnant. After she had given birth to the child she named Ubuntu, the tribe demanded the child's blood to purge the village of its shame. Her mother fled with Ubuntu into the wilderness where they lived together, alone in the wilds, travelling in disguise until Ubuntu reached maturity.

Character Strengths: Ubuntu is calm and quiet, hardly ever uttering a word. She has a great understanding of nature, and can communicate with animals. She is very comfortable with her own company and feels no need of companionship.

Character Weaknesses: Ubuntu dislikes people, but more than that she hates men. All men. She would see a world with out them if she could. She belongs nowhere, has no ties to anything, but this does not worry her. Ubuntu's whole life is fuelled by revenge.

How your character spend the last week before the RP/story began: Ubuntu's one and only attachment to earth and life, her mother, secretly sacrificed herself, giving up her physical body so that she can guide Ubuntu from the spirit world. Ubuntu's visions have announced a group of travellers nearby and she is preparing to meet them.


*****

Player: Dimetrix

Character Name: Jian Wei

Physical Description: Strong and agile. He is muscled but not bulky. His hair is short and black and his eyes are brown. He is good-looking but nothing above average. He wears a red tunic and brown pants fastened with a belt.

Physical Skills: Jian Wei is a master of the 'Ba-Gua Fist' and 'South Shanlin Fist' styles of Janjing Martial Arts. Due to a magical stone embedded inside his chest, Jian has the ability to transfigure his arms and legs to those of a dragon.

Brief History/Bio: Jian Wei is an outlaw. Once a vassal for the Lord Feng Xie, he was deemed a traitor when he pleaded with Feng Xie to stay his hand in the matter of the killing of the last of the Janjing dragons. Once a great race of unparalleled majesty, many dragons were hunted down because there was a belief that consuming the heart of a dragon would grant one immortality and power beyond measure. Of course, the Emperor of Janjing would not allow any but himself to consume the heart of a dragon but many lords did so secretly. Jian Wei lead a battalion of soldiers to subdue the beast and succeeded. He ordered his soldiers to secure the perimeter and await Feng Xie's arrival so that he could be alone with the great beast. Weak and pinned under many ropes, the dragon reasoned with Jian Wei. Jian took pity for the mythical beast that lay dying in front of him, but he could not betray his lord. He decided to reason with Feng Xie but his naivety was met with great anger. Feng Xie immediately ordered the death of Jian Wei on the spot. The dragon would not watch Jian sacrifice himself to save him and so transferred his magical essence into Jian's body. The magical essence crystallized and embedded itself into his chest, giving him a great surge of power. Unable to control it, the magical shockwave pulsed through the land,killing all the men in the area. The emperor has labeled Jian Wei a lord-murderer and placed the largest bounty the country has ever known on his head. Jian has been on the run ever since.

Character Strengths: Jian Wei is very honorable and determined. He is fearless and fights for what he deems is right.

Character Flaws: Jian Wei can be very stubborn and overconfident.

How your character spend the last week before the RP/story began: Jian Wei has been spending the last month hiding in the city of Junongo in the company of thieves and bandits. He rues the life of an outlaw and is undecided on what he would do next.


*****

Player: Music Soul

Character Name: Shiri Cian

Physical Description: Shiri is tall and lean, often with a golden tan from spending so much time outside. She wears her jet black hair medium length and unbound. And no matter what the weather is she will wear a black long coat. Her eyes are a pure brilliant blue although when she is using magic they shift to a grey tone.

Physical Skills: Shiri is excellent on horseback. She is fairly agile and surprisingly strong for how thin she is. With lightning fast reflexes and knowledge of both single and twin blade styles she prides herself on swordsmanship. When fighting with only one sword she is ambidextrous and will switch hands in the middle of an attack. If needed she will use hand to hand, although she uses her feet more than her hands, as well as a stunning number of small knives that she has hidden on her person at all times. While she is a mage she doesn’t often use magic in a fight unless absolutely necessary, although she has no issues with using it for everything else. She claims no element although she has mastered a spell she calls sidestepping, where she steps outside of herself and into the energy of something else, such as the forest, or a bird flying overhead.

Brief History/Bio: Shiri does not often talk about her past, preferring to keep it to herself.

Shiri was born in Lothaire, the 8th daughter of a family that was noble in name but owed far more in debt then they had ever had. When things became truly desperate, to the point where they only had claim to a single mountain cabin. A few months before she turned 16 her mother sold her to outlaws in exchange for enough money to get the remaining family out of debt. After about a month the bandits left her out on a massive rock as bait, thinking her dead. It was there that her magic first appeared, allowing her to escape the pain and intertwine herself with the forest. When a dragon came the bandits thought they had the biggest payday of their life. Shiri got her revenge when the dragon killed every single one.

The dragon sent several people from a village who believed that dragons were one step short of being divine. She spent two years with them before the dragon was killed by a group of dragon hunters and his massive hoard divided among the villagers. Soon after the dragon hunters had a string of bad luck, ending with their ship going down in a storm. Using a portion of that Shiri enrolled in the University. She was enrolled for two years before leaving. Since she has wandering, seemingly without a goal. Her mother, when she found her, was horrified and cast her out of the house, claiming that Shiri was filthy, disgraced, and not fit to be anything, let alone a mage. She conveniently forgot that it was her fault in the first place that Shiri was that way.

Character Flaws: Shiri is distrustful and will rarely open up to someone. She also hates to admit to any weakness, including injuries. She has a love of shiny and valuable objects, and with a combination of stealth, slight of hand, and magic, they often end up in her possession.

Character Strengths: While most might count Shiri’s uncaring act as a weakness it often works more as a strength. She does not get emotions involved in disputes and is not quick to anger. She also doesn’t often give away what she is actually feeling or thinking. Shiri is honorable when it comes to keeping promises and will stand by anyone who she counts as her friends. Shiri believes strongly in not attacking anyone who is unable to defend themselves, and will even out the odds of a fight when she can, even if she doesn’t know who or why the fight is about.

How your character spent the last week before the RP/story began: She spent the last week wandering the coast line and a few port cities and listening to the various tales regarding the present state of the world.

"Vision does not ignite growth. Passion does."

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Currently reading:

"Coming of Wisdom" - by Dave Duncan

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#201 User is offline   Shrilaraune Icon

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Posted 25 August 2010 - 10:36 AM

View Postwhiteknight, on 24 August 2010 - 10:14 AM, said:

Mistress Shrilaraune,

Your portrayal of Mizuke was fine. Do keep in mind that because of where you've left your chapter, I will have to utilise Phedre in some scenes. I'll stick as close to your character bio as possible.

I was hoping you would say that :wink:
"Dictate Consequence...Address the sky a fool." "Watch a rose bush burn."

"And as I sit and listen to my little stick of music..." "It has not rained these forty years."

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