We're undergoing a giant revamp! While things may be quiet and will take months of work, the site will be continuing under a sandbox until staff can roll out all the new changes. Join our Discord to catch some sneak peaks! (March 16, 2020)
The Angel Leaders are all meeting to discuss the war. Read about the outcome Here!
Zombies? Undead?! No! What are these things?! They look.... Alive?!
HERE.
A third oracle has died! Aerithe, oracle of Zarkos, died publically in Prerio City square of what many believe to be suffocation.
Read more about it HERE.
Oh no the queen! Head over to the Enkratis packlands to find out what happened HERE.
Disaster has struck at the Shrine of Jackroth! Find out what has happened to both oracle and God HERE.
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<span style="font-size: 27px; padding: 13% 6%; border: 1px solid; float: left; margin-right: 7px;">Koimata</span>Human possessed by Kitsune<p>Age 19 (human) 3,200 (kitsune)<p>(H) 5'5" (W) 110lb<p>Male<p>
♢<i>'Kitsune are cunning creatures, born of trickery and magic. Some, are more nepharious then others. Before Koimata, there was one such individiual, prone to all sorts of mischief; thivery, lies, mayhem. The sort of fox who drew the eyes of the royals, denied his ninth tail soley for not abiding by the rules instilled for peace, the sort who was dubbed incapable of 'rehabilitation.' Hunted, one would think this fox was fated to a miserable end, and yet, he was far too cunning to go silently. He left his body to perish, and chose to instead dwell in the body of a human child, creating a most unusual creature. Not quite kitsune, yet, no longer human, Koimata could hardly even be considered halfbreed. Two souls dwelling within one body, the boy has long forgotten his memories of what came before, what defined the human, and yet, the fox does not reign supreme, living in the solence of his mind whereas the boy is often the facade one would meet in interaction. They know what he is, yet has chosen to leave him to live, if only for the fact that they could not condone an innocent for the actions of another. He wonders, looking for that sense of self he has long been denied, slowly becoming something, someone, completely new.'</i>
<p>
♢ appearance
<p>
A collision of worlds, that place in the middle where two vastly different beings met in equal standing. The fox, pitch as night, and the boy, pale as a waning moon. A strange creature some would say, intrigued by the mix of black and white upon his brow, silken tresses falling to the apex of his hips. Skin nigh translucent to the pulsing blue veins below, eyes as red of polished ruby, a tall, willowy body, caught somewhere in that final cusp of adulthood. A single tail and ears that gave away too much, the markings of his secret 'friend' more oft than not black rather than reversed. For such a flamboyant creature, Koimata clings to more sullen wares, perhaps one last push for his command upon their shared battlefield.
<p>
♢ personality
<p>
<i>Koimata</i>: Shy - Considerate - Dreamy - Naive - Self-depreciating<br>
<i>The Fox</i>: Mischief - Reckless - Promiscuous - Possessive - Untrusting
<p>
♢ Abilities
<p>
<i><center>Though the Fox is an 8 tail, Koimata currently only has access to 1</i></center><p>
Illusions: A novice in the masterful art of the kitsune, Koimata has only just begun to grasp the nature of illussions that possess the senses. He has been shown to be able to take on other forms (child/woman) but can do so only while retaining features that mark him as himself.
<p>
Foxfire: A offensive power, foxfire comes easily to him, pale red wisps he can summon to his will that possess sparks of his essence, giving them pseudo-sentience, acting much like minor familiars. It is not uncommon to see him wandering with wisps present.
<p>
Senses: Far superior to that of man, Koimata is a novice at understanding the vast information he is given through smell, sound, and sight; often overwhelmed he has often seen as absentminded or frightful in crowded places due to sensory overload.
<p>
Agility: By no means a creature of physical prowress, Koimata relies mainly upon his agility and flexibility to evade when conflict arises. He is capable of sneaking in places where others cannot given his slight frame.
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<span style="font-size: 25px; padding: 13% 5%; border: 1px solid; float: left; margin-right: 7px;">T</span>hread status: open
Players involved: Rare, Phessy
Characters involved: Joker, Inbis
Setting: Xira, Mystique Carnival
Time: Current, Sundown
Weather: clear, hot
<br><br>
The streets of Xira had long become a living monster; growing, thriving beneath the careful cultivations of countless generations. Whereas the creatures that called it home changed, Xira was constant, evolving with time, yet, immortal. To most, it was only the facade they ever witnessed; vast, gleaming towers scrapping against the heavens, lush gardens, meticulously-groomed to cater to the elite, and boutiques and sprawling marketplaces, where even the most obscure luxury could be bartered and won. Yet, as all things that grew unrelenting, there was cancer that flourished beneath the surface. It had begun in the dark and forgotten alleys of the old city, so far buried beneath the glamorous surface, it rarely saw daylight. There, where violence, crime, and madness rained.
<p>
<i>It was a place society chose to ignore.</i>
<p>
The sound of footsteps echoed off the dark walls, slick with the stench of mildew and old metal. There was fear in each stuttering breath, gasping as a shadowed figure tore around the claustrophobic halls. Had to escape, couldn't let them catch up. If they did... it was over. Little more then prey, the individual fled, ignoring the hollow, apathetic eyes that tracked their path. It didn't matter if they cried out for aid; none would come.
<p>
<i>Because no one cared what happened in the dark.</i>
<p>
A lone, bare bulb swayed on its chain and a cry rang out, the rhythmic strick of footsteps choked to a halt. They hit the ground. Groaning, their hand reflectively reached down to their calf, coming away wet, their palm black in the feeble light. "No. nononono NO!" Looking behind them, all they saw were approaching shadowed, twisted, contorted monsters. "Please...." The light swayed. The alley was empty again, a bloody stain left on the crumbling stone. Those watching from the windows turned away.
<p>
<hr>
<p>
Sweet incense hung in the air, curling in salacious sweeps amongst the clustered bodies. Beneath the canvas sky, it was warm, muggy in comparison to the summer outside. A fine day in Xira, a shard of the sky above hugged in glass and shimmering light. The sun had set the gleaming city of Xira ablaze, and yet, just as swiftly, night came, a curtain drawing back, ushering in the patrons from the dark into a place of titillating light. They catered to fantasy, wove stories of illusion amongst the mundane existence of trivial gluttony.
<p>
Pale, flat eyes of jade watched from above, breathing in smoke, his palm gliding over silk and smoothed wood. From his perch, the Joker could see them, the glazed awe, the growing lust, hands reaching to touch, lips pressing to cheek as they were tempted by exotic allure. He smiled, a sharp thing of teeth bared, and clicked his claws, and a woman came, her pale mane of blonde like fur beneath his fingers, pressing close, her soft curves stretching out across the lounging length of his body.
<p>
<b>"Bring Inbis here. I would very so much like to talk with her before the show."</b> Stroking her skin, marvelling at the soft silk, he pushed her away. Below, he watched the masses gaze upon exquisite jewels, lovely angel wings decadant in golden chains, shimmering scales of mermaids in their baths of crystal waters, lithe, sinuous curves of elven folk. Performers.</div></div></div>
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For several reasons, I have decided to make a power tiering system of sorts, categorizing characters into one of several tiers of power. This is in no way a list to determine who's better than who, or even who's more powerful than who. The purpose of this list is to categorize characters into types, ranging from characters more akin to regular people to those likened to demigods. Many people enjoy physical conflict in their character's story and this list serves as a guide to those people, allowing them to easily see where other characters stand compared to their own. This does not mean that said conflict needs to be nonsensical or inorganic, however, the list merely acts as a signpost, leaving everything after for you and them to plot out. Aside from physical conflict, many people feel more comfortable roleplaying with characters of similar power to their own. Roleplaying with characters too far above them can make them feel unimportant, and roleplaying with characters too far below them can make them feel like they have nothing to gain. This list also serves as a guide to these people, letting them more easily choose characters within their comfort zone to seek threads with. I have decided to make five tiers of power, representing common people to legendary beings. These tiers are Commonfolk, Adventurer, Chosen, Monster, and Legend. Keep in mind that these tiers apply equally to all characters, so a Legend-tier dragon would be comparable to a Legend-tier human, as well as a Legend-tier anything else.
Commonfolk: Most of these are casual characters. No special powers or strange destinies to fulfill, you'll usually find these characters in more peaceful settings. However, that doesn't necessarily mean that they're any less interesting. Though unlikely to become involved in any world conflict, these characters can have deep and meaningful conflicts of their own and are an excellent choice to tell a story without so much supernatural pizzazz getting in the way. These are essentially normal people in a supernatural world, with all the drama that mortality brings with it.
Adventurer: While for the most part still casual, these characters come closer to pushing the envelope. This is usually the tier where meaningful physical conflict first enters a character's story. Be they a wandering knight or an apprentice mage, these characters have, while perhaps limited, at least some combat ability, whether natural or trained. Most characters of innately magical races will at least fall into this tier unless the character is purposefully designed to be weaker than is normal, as will the vast majority of characters who participate in any meaningful combat.
Chosen: This is the tier where natural limits are first exceeded, and where physical conflict tends to become much more common in a character's story. While characters can get in this tier simply by being of certain magical races, most who get here have done so because they're beyond what is considered normal. Whether it be destiny, responsibility, or some other calling, it is common for characters of this tier to become involved in things greater than just themselves. Though there are still those more powerful, characters of this tier can often majorly influence the world around them.
Monster: These characters are to others what this tier labels them as. Beyond pushing the envelope, these characters have achieved power enough that NPC interaction usually isn't enough to pose a threat to them anymore. When faced with an army, they can still hold their own while surrounded and outnumbered. While characters of lower tiers can very well participate in events, characters in this tier and higher are the ones who usually start and potentially even control them. Very few races can provide free passage to this tier, for it is a tier of those who have surpassed mortal limits.
Legend: Characters of this tier are the pinnacle of a world, and more than a handful existing at a time can threaten to make any conflict between lower-tier characters meaningless. These are the characters who can shape the world around them the easiest, and nearly all of them will be in a position of overarching plot relevance. NPC interaction can very well cease to have any meaning for these characters, making them occasionally frustrating to play. However, they can serve to drive events and overarching plot forward should either stagnate, and they tend to keep a world in order.
Unquantified: This is an extra tier, devoted to characters who, for whatever reason, cannot be placed into another tier. The most common reason for a character to be put into this tier is because they lack detail. Characters seemingly intended to be of Legend-tier but with no logical explanation or coherent reasoning will be placed in this tier, as will characters whose abilities are excessively vague. Characters whose lack of coherent writing makes them hard to understand will very likely be placed in this tier as well. If your character is placed in this tier, please take the time to fix them.
Players Not Participating:
If a character of yours is placed in a tier that you do not agree with, simply leave a post mentioning this and explain why you think they were placed wrongly. Keep in mind that a lack of detail can lead to placement into a tier they were not intended for, and I may ask you to add more detail to a character's abilities if they're too vague to place properly. I highly recommend participation in this tiering system. While it may not help absolutely everyone, it is designed to do absolutely no harm. It provides information and does nothing more. However, for whatever reason, if you are still uncomfortable with having your characters included in this list, simply leave a reply stating so and I will remove them all, adding you to the list of players not participating. Players who I know to be inactive may be placed here temporarily until their return.
In addition to the above guide to characters you may want to thread with, I thought to make a guide on players you may want to thread with, in a basic sense. I'm separating the playstyles of the roleplayers here into three categories based on the general differences in how they like to plot out a story. I thought to do this because I've observed before that players using opposing styles tend to have difficulty threading with one another, at least enjoyably, so this section is to make it easier to find roleplayers of similar style. Please note that no playstyle is superior to another and that each is simply a preferred method of telling a character's story, and also that each is not entirely restrictive, as it is very possible for someone who prefers one of them to occasionally dabble in the others.
Lawful: Roleplayers in this category like to have a story fully outlined before setting off to fulfill it. They most often prefer events to be predetermined, having their characters act out a story already planned and laid out carefully. They will usually prefer to outline a thread beforehand, discussing the beginning, middle, and end, and then have your and their characters play it out accordingly.
Chaotic: Roleplayers in this category like to have a story evolve moment to moment, their characters reacting to whatever stimuli currently affect them. They most often prefer not to plan, throwing their characters into the thick of things, and seeing how things turn out. They will usually prefer to set a starting point and let the natural reactions of their characters play out the story from there.
Neutral: Roleplayers in this category tend to use a bit of both lawful and chaotic tendencies in their stories. They may lay out key plot points beforehand, letting the in-between change naturally as characters interact. Should too much change occur, they may rethink the plot points they have previously set, or work to turn the direction of a thread back on track to fulfill their original plan.
Draconic Emulation: To become a Dragoon is to recreate yourself in the image of dragons. In doing so, the Dragoon becomes more than what they were, gaining traits reminiscent of dragon-kind. A Dragoon can match a dragon in strength, speed, and durability, potentially even surpassing them as they become stronger. Even their lifespan greatly lengthens, becoming longer the stronger they become, growing ever closer to that of a dragon's. Their very soul becomes that of a dragon's, and they become indistinguishable in all but physical form. Alexander, having become a Dragoon, is more akin to a dragon in a human form, rather than the full human he once was. As he has grown in strength, he has surpassed lower specimens of dragon-kind and is more than able to hold his own against most powerful beings that he faces, including the dragons that he emulates so fondly, as well as those even more powerful than they, however rare such creatures may be.
Draconic Rites: The ritual to become a Dragoon is a ritual of blood, and delves into the manipulation of such. Because of this experience, a Dragoon will always have at least passing knowledge of blood magic and its various rituals and uses, though many decide to delve no further into the practice. Alexander is one of those who sought to deepen this knowledge and has become an accomplished healer because of it, though his methods may differ from more accepted norms. He can use blood magic to replenish his flesh and blood, as well as that of others, and is capable of repairing faults that other arts of healing may not, being no stranger to recreating one's body and soul. He can also use blood magic to strengthen his body and weaponize his blood. He has a general knowledge of the various practices of blood magic and how to perform them, and, through his exposure, is capable of sensing things of or related to those practices, as if able to smell them.
Draconic Blessing: The ritual to make one a Dragoon requires blood, and not just one's own. The ritual requires the blood of a dragon, though Alexander has taken an unusual approach to this. One would usually use the blood of a flying dragon to become a Dragoon attuned with wind and fire, but Alexander instead used the blood of a sea serpent for his transformation, becoming attuned with wind and water. Like other Dragoons, Alexander's magical power is deeply connected to his physical power, enough so that each is tied together and progresses in tandem. At his current power, he can control the elements of wind and water as easily as he breathes, forming and shaping them to his will with a simple thought. Like any other Dragoon, his affinity for wind enables him to fly, jumping from breeze to breeze as if his body itself is a dragon's wing. His connection to water, however, runs much deeper, deeper than is normal for even Dragoons, though not unheard of.
One With Water: Alexander has a deep connection with the element of water, and has become water in a way that few can achieve. He's able to extinguish a mundane fire by being in its presence and simply willing it so, and his very presence seems to exude the force of an ocean's depths. Water has ceased to impede him in any way. He no longer sinks into water unless he wills it, allowing him to treat it as solid ground. Unlike solid ground, however, he cannot be hurt by falling into it. He cannot be crushed by the pressure of water and he can no longer drown. He can move within water much like a sea serpent, flawlessly and with speed few others could match. Even more uncommon among Dragoons, Alexander has evolved his affinity for water into an affinity for ice. That is, he has become so connected to water that he can call forth the merciless cold of an ocean's depths. He can form and shape ice as easily as he does wind and water, and he is exceptionally resistant to cold.
Martial Skill: Alexander is a force to be reckoned with, though the same could be said of any Dragoon. In becoming a Dragoon he gained the raw power of a dragon, and by honing his strength even further he surpassed even that. He has become strong enough that, should they know him, any intelligent dragon would fear his challenge, or at least respect it. He has long since ascended beyond his humanity and could slaughter dozens of human soldiers without pause. He has become afraid of very little, for though there exist beings that could match him in power, those that could easily exceed him are extremely far and few between, and though strong as he is on land or in air, he's even stronger underwater. He fights primarily using his affinity for water and ice, using his affinity for wind mostly for flight and maneuverability, or to control the area around him. He also often utilizes his ability to control his blood, and he's found that he can freeze it to become especially hard.
A Maelstrom Of Blood And Ice: On an average day, Alexander will fight by simply freezing and shattering everything around him, be it an enemy or the very terrain. Pushed further than this, he will resort to a much more developed style using sharpened flows of water and blades made from ice, and often switches between these. Water to ice and ice to water, he's capable of using these elemental affinities and his physical strength to tear apart those who'd challenge him, as well as everything around them, shattering even rock and steel should they get in his way. Though he's more than capable of fighting without water to aide him, as he can form his own, he can be considered more dangerous the more water is around him, as he can control it just as well. Though more rarely, he also uses his blood to fight, freezing and shaping it into various weapons, most often utilizing bladed tendrils or claws. He can even freeze his blood within himself and maintain it for a time.
Inventory:
Bound Armor: Dragoons wear armor, but not just any armor will suffice for those with the might of dragons. Made from pure iron, the armor of a Dragoon is then bonded to them, permanently, through a ritual not unlike that which made the Dragoon in the first place. The armor essentially becomes a piece of the Dragoon's own body, molding itself to their form and changing shape to best suit them, even repairing itself with their magic. So deep is this bond that a Dragoon can recall their armor into the depths of their soul, allowing them to stow it away at will. Bound to a Dragoon's soul as it is, the armor becomes an integral piece of their being. They can control it at will, reshaping it, and its strength is tied to their own, evolving past its limits just as they have. While it can cover a Dragoon's body perfectly, it doesn't impede any of their senses, nor can it suffocate them, though it will impede that which may harm them, be it an excess of light or poison within the air.
Bound Weapon: Much like their armor, a Dragoon's weapon is forged from pure iron before being bound to their very soul, allowing them to stow it away at will within themselves. It grows with its owner's strength, evolving past the natural limits of its materials just as they grow past the natural limits of their body. It shapes itself to their unconscious, becoming ideal to them in both function and design. It becomes an extension of them, and a Dragoon can wield their weapon as naturally as they can move their body. As if refusing the very idea of piercing their flesh, a Dragoon's weapon is so deeply bound to them that it cannot be used to harm them. As if clinging to its owner's body, their weapon will even resist being torn from their grip should they not will it so. A Dragoon's weapon is often used more as a catalyst for their various abilities, and by moving it they can use it as a guide to coax their spirit, enabling them greater control over their magic, both elemental and otherwise.
Appearance: Beneath his armor, Alexander could almost be mistaken for any other thug from the slums of some city. His body bears the scars of many petty confrontations, each just as shallow and meaningless as the last. Standing at over six feet tall with short, black, unkempt hair resting atop an angular face and a perpetual scowl, he looks like the kind of person one would avoid on the street, or at least be more cautious of their coin purse when around. His eyes, however, a piercing ice-blue, display a concentrated fierceness. His posture is unnervingly still, each muscle acting frozen when not in active use. More so than some mere thug, unnaturally dense muscle ripples just beneath his skin with every movement. He walks with an at ease professionalism not found among city lowlives, with a gait only found among seasoned fighters. Even more so than that, he walks as if he's afraid of nothing, more akin to the walk of a battle-hardened immortal than the walk of a soldier.
Personality: Though he has been elevated from his mediocrity, Alexander still carries some traits from a life spent in the streets. He's blunt at times, fairly intimidating, and tends to be irritable. Risen as he is, he no longer feels the need to prove anything to those he views beneath him in both strength and enlightenment. Even so, he still has a very low tolerance for stupidity, and won't shy from using intimidation to get his way, or from enforcing his will with might. Irritable as he can be, however, Alexander isn't rude for the sake of it. Should one show him the respect he believes he is due, he will at least be polite in return. He's cynical, untrusting, quick to anger, and hard to earn the respect of, but he will respect someone he believes deserves it, albeit reluctantly if he does not personally like them. One thing to note is that he has an interest in the strange and exotic, be it items or people, and takes especially kindly to that which is associated with water and the ocean.
History: Alexander was born to a pair of lowlives in the slums of Seliel, and spent all of his early life there. Raised by a community of muggers and petty thieves, he took what he needed to live, and often simply what he wanted. He, like every member of his community, learned to lay low and pick his targets carefully for fear of being beaten by one of the many magical races in the city that could easily best him. That was, however, until he was chosen by his mentor, plucked from the slums he called home and lifted onto a pedestal that few can reach. His mentor molded him into something more, taking him from Seliel to travel the world. He was taught that he was to be the turning point of their lineage, the redeemer, and it would be decades later that he truly understood what that meant. His mentor, having spent more than a thousand years refining their art and having passed it on, retired into the wilds in solitude, leaving Alexander alone to fulfill the destiny given him.
hi there my name is savitar but y'all can call me Sav, well I'm 20 and I am from the mitten state. I'm open to any subject of role play pretty much. But yeah i don't really know what else to say.
<div style="width: 500px; padding: 20px 20px 5px 20px; font-family: Times New Roman; word-spacing: 3px; line-height: 15px; font-size: 14px; text-align: justify; letter-spacing: 1px; color: #fffff;">Character's Name:Inbis
Nicknames: N/A
Age: 22
Gender: Female
Species: Demon/human
Abilities:
Shift!: The druid woman has the ability to shift into different common animals whether they are small or large.
Nature's grip: Large roots protrude from deep within the earth to wrap around her enemy and trap them, rendering them immobilized.
Controlled flame: A small flame forms upon her hand. It can change size at her will. The flame can be used for out of combat activities as well.
Poison Spray: A cloud of poison shoots out from her hand.
Thaumaturgy: A demonic trait that increases her voice like a loud boom, the flames within her vicinity can flicker, change color, or turn off, and the appearance of her eyes can change to a solid white color (let me know if this is an issue so I can remove it)
Appearance: The appearance of Inbis is clearly a combination of her heritage. The demonic blood in her gifted the woman her red skin, devil's tail, and the horn that sits atop her head. Her human nature lays within her facial features that resemble her mother in her youth. Soft green eyes that once held a gentle gaze. Her hair is short, hanging just above her shoulders with a green tint in color. Typically, she stands to be 5'5'' in height while weighing to be 185lb. The woman often wears a cloak to hide her body but underneath wears a dress and black boots laced just a few inches below her knees.
Personality: callous . loyal . protective
There are very little people she would show genuine kindness to. Her callousness has made her a fighter, disregarding people's feelings over her own because they serve to purpose to her. Despite this, the druid is fiercely loyal to her friends. Often fighting for them, whether it be vocally or physically. This makes her protective by nature.
History: Born into a tribe, Inbis was familiar with the feeling of not having a permanent place to call home. The story of her tribe was said to have once nestled deep within a forest long ago. They were happier, her father commented at one point. Her tribe was banished from their home by the druids who coexisted with them. Their lifestyle only brought danger to the forest; unnecessary killings broke out amongst the tribe and the druids of the forest which lead to their banishment. This forced everyone to pack their things and leave. Her mother and father, while young at the time, bide their farewell to the druids for their hospitality and teachings of their ways. The feeling of sympathy tugged at their hearts, they were the few that took an interest in the forest and coaxed their curiosity of the druids and their ways so they presented them a parting gift. The remaining knowledge of being able to communicate with animals.
This was over 15 years ago and they have never seen the druids ever since. Despite this, Remos and Anivari continued the path of the druid while the rest of the tribe remained the same. Bribing, stealing, and fighting to live. After five more years, Inbis was born. She stayed close to her parents as much as possible, showing no interest in the life of stealing and bribery which immediately made her a stranger in the tribe. She did not care. The only thing that captivated her was the forest and its inhabitants. When taking notice of this interest, her parents did the most they could to teach her how she could become a druid, telling them stories of the ones they had met and what their former home was like. This inspired something deep within Inbis, the urge to continue learning to become a better druid and returning her parents to their true home.
As Inbis grew older, she became more in tune with nature and observing animals. The others in her tribe were becoming more active and yearning to leave the tribe; Inbis felt this way too. There was more to learn aside from the information given by her parents. Every time someone would leave for a long period of time and then return, she would grow curious, sometimes even probing them with questions of where they had gone and seen. Eventually, she had to go. Her parents knew this, prepared for the moment of Inbis leaving and even gave her a few things to set her on her path. A weapon and cloak for her protection with a pouch full of gold if she ever needed a place to stay.
Roleplay Sample: The movement of the woman was quick and eager. She was adorned in a cloak that hung just inches above the ground, baring colors and patterns that resembled a starry night of a foreign sky. With such grace that embraced each footstep, the woman made her way toward a particular inn she was recently informed off. “The Dew Drop Inn. How quaint isn’t it?” Her question did not linger in the air but was specifically for her familiar that towed in her footstep. A large Savvanah cat that kept close to his master only meowed loudly in response to the question that was inquired telepathically. A small smirk slowly spread across her lips, delighted that there was finally a chance for them both. She wasted no time to enter, pausing for a moment to quickly survey her surroundings before pressing forward. There was no need to pay them any mind. Simply grab a posting and leave. Her familiar had other plans in mind. He immediately left her side to launch himself onto the bar counter, his attention solely on his master. Once again, he called to her, meowing for her attention as a reminder to sit and rest before continuing their adventure. It was all that was needed to pull her gaze away from the board and muster an exasperated sigh from her lips. Her boots stomped in his direction, grumbling to herself as she took her seat.
Abilities:
Durability: Made with an alloy of meteorite iron and depleted elemental stones, AMG is resistant to many forms of harm. This extends to the manner in which it is made, possessing redundant runes so that it can continue to operate even if most of its form has been destroyed.
Strength: AMG has physical strength greater than that of a human of the same size. It can expend stored vitka to achieve greater strength
Vitka Absorption: This model of golem seems to be able to devour Vitka at a rate that nullifies most forms of magic. If absorbing from a living target, this can be fatal however it must have direct contact with the target and the vitka from a target directly is more difficult to off-gas. It must off-gas the excess vitka. Should it absorb more than it can handle, it will shut down or even detonate. This off gassing process takes longer in vitka rich environments, while in environments where vitka is more scarce it is more efficient.
Artificial Healing: By using excess absorbed vitka, AMG can heal similar to most biological organisms, with similar restrictions.
Appearance: Made out of a lost alloy, it appears to be made out of a steel or iron though the metal appears to be lacking something. This sense of the color being wrong somehow becomes stronger the more magically adept or infused the observer is. It stands at 10 feet tall.
Personality: It as made to guard against magic, it seeks to find a new ward to protect. When AMG finds a suitable ward, it show no regard for the life of any being other than its ward. This leads to it scarring off most of its wards as it tends to overreact.
History: Manufacture location; Classified by the Magocracy
Directive 1: Obey the Creator [High Magos Karamazov]
Last order: "You there, start up and protect... *sounds of immolation*
Directive 2: Ensure safety of charges
Charge 1: Galterla; Status Unkown
Charge 2: Error; Status Unkown
Charge 3: Prince Valtenous; Status Deceased
Charge 23: Unkown; Status Unkown
Directive 3: Destroy the Hegemony of Bornous
Directive 4: Collect intel on the Hegemony of Bornous
Last know location of Hegemony Capital "The Floating Garden"; over Ultier Sea
Abilities:
As a Tarsian, she possesses all the standard powers wielded by one of her clan: the ability to cancel or reverse magic, limited magical resistance, and a near immunity to illusions. While she demonstrates a few other minor skills with magic, they come from magic items she keeps on her person, rather than her own powers.
Her spear has the ability to recall to her so long as there is room for it to fly, though she pretends her magic resistance comes from her spear. The spear also has the ability to fire blasts of basic magic. The crystal ball in the clasp on her shirt has the power to grant limited invisibility, though the faster she moves, the easier she is to see.
Additionally, she is quite physically strong, and has a acrobat's dexterity, giving her a bit of ability at preforming unusual stunts.
Appearance:
At first glance, Eala appears to be an elf with deeply tanned skin, black hair, and blue tattoos on her face. She wears form fitting clothing, of the type favored by acrobats and other performers where flexibility is required, and has her hair braided into one large braid typically tucked over one shoulder. Those eying her more closely, however, will notice the golden tattoos carefully concealed under her clothes, as well as a small crystal ball hidden on a clasp for her shirt, hinting that she may be a kitsune.
Personality:
Normally, she's a friendly and mischievous sort, who loves nothing more than putting on shows, drinking with friends, and swiping trinkets from the arrogant. She is friendly to animals but also happy to bury her nose in a good book.
However, in combat her personality seems to completely change. She stops being carefree, instead becoming a serious and rampaging beastm crushing everything in her way with strength and brutal cunning.
Posted by: Andromeda - 04-12-2020, 12:32 AM - Forum: Games
- Replies (22)
Another raffle! Oh my!
Prizes
TO BE ANNOUNCED
Note: art must be for a character in antarsia.
Now how to get tickets.
1) Post three times in roleplay for 1 ticket this is for 1x1 threads. For any thread with more than two roleplayers its for every 2 posts.
2) Make a character + two posts with that character for 2 tickets
3) You can also do threads in the writing center! Alternate universes and all that but for those threads, it's a bit pricer at 5 posts for 1 ticket. This is to encourage canon roleplay.
4) Staff games! There will be a monthly game with the potential chance to earn up to 10 tickets max!
How to redeem? Post a post on this thread with a tracker of your tickets and the post links for each ticket. I will tally them all up at the end. Use this thread for an example of how to format your post!
How do the prizes work?
Well, this is a quarterly raffle so it's a bit different. Since there are so many prizes you bid on which prize you want for a chance to win. You can win up to two prizes so bid responsibly. I will randomly offer new prizes to use some tickets for during this raffle to bring numbers down! These prizes will not count to the final two prize limit!
Prizes can increase over time so bidding for final prizes will not happen till this is over!
Thread Status: closed
Players involved: commanderhorvat, Achera
Characters involved: Nebula, Lyanna Spiritfell
Setting: West Sleibte, Gathors maw/Naminoishi Mountain range, Wyvern Royal Castle
Time: Mid-afternoon
Weather: Grey and cloudy.
Her royal Majesty, Nebula lay in her roost. It was originally a natural cave with a stunning view that was lost on her but she had been told it could take ones breath away. The vast cavern itself was without any visually appreciable decor. Statues, paintings and things of that ilk severed no purpose to its resident. Instead sets of chimes and pipes set at the mouth of the cave played a constant shifting melody carried by the wind and small gardens with a carefully curated aromas were strewn about the space. In The center of the room, where she currently lay curled in her dragon form, was dug into a amphitheatre-like debate hall, steps suitable for creatures of her size lining the curved sides and a central floor of sand.
As always, her hall was open for any who wished to speak to her and debate existence or any philosophical pursuit, tho like usual, no one had arrived for a while. She passed the time debating with herself and observing the shifts and flows of the Vitka around her. She liked to keep several elemental stone of each variety on hand, making use of her telekinesis to move them to change the flow of Vitka in order to create art pieces only she and a select few could ever percieve.