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Terravahn - OoC

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Terravahn is a planet not too different from our own, but also differs greatly in comparison to our blue world. Thirteen countries are spread amongst five different continents, one giant continent being centered between the other four. Alh'Vahn, the Capital continent and the largest of the five is the home to six of the thirteen total countries. It is also the trade center of Terravahn and has some of the most majestic constructs throughout the lands. Next is the island continent to the East of Alh'Vahn, Neksihl, roughly a third of the size of the mainland, this continent houses three of the thirteen countries and is renowned for its exotic wildlife and locations. Despite its tropical edges, the center of Neksihl is void of most vegetation and instead is a literal desert wasteland. Now, to the West of Alh'Vahn, is another island continent lush with dense vegetation and wildlife, Elvonar. Two countries make up the continent and produce most of Terravahn's herbs and medicines. Lastly, the sister continent-countries, Sil'Kha to the North and its refined minerals used in the manufacturing of Terravahn's tools and other items, then Yil'Kha to the South and its frigid, mountainous training lands.

As for the populace, Sthvil are the dominant humanoid race, capable of using elemental abilities. An elvish race, split into two classes, also live alongside the Sthvil and are either proficient with the arcane or are world renowned hunters/huntresses., they are called the Yvihn. Then there's the beastial race, taking on attributes of the creatures of the land, varying simply with just a pair of ears or a tail, to a more animalistic appearance with humanoid characteristics, split into their own subspecies, they are referred to as the Khjahn. Lastly, a mysterious race with an unknown history works alongside the world's warriors and hunters, a humanoid creature incapable of basic communication but works as an excellent supporter, the Quin'Thel is what the Ancients deemed them as.

 

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This is a lifestyle, open plot RP with only one planned event. A tournament that takes place once a year between the thirteen colonies and their Sthvil. It is not a mandatory event, but it brings those who participated great honor and the winner receives a rather large reward. Every country hosts its own competition to select a challenger to represent them in the main tournament, so participating in said competition alone is enough to bring your family kind regards.

You are not limited to just one character either, nor are you restricted to just a Sthvil. I'll lay out a list of all the races and go into further detail with them, along with a more in-depth guide to the continents and their countries.

What I ask of you, is I'd like some input for the creatures that roam across the lands, whether they be dangerous or docile is up to you. Feel free to make a basic sheet for these creatures and which continent (if not all of them) they primarily reign from. My suggestion for these creatures is, think of the creatures from Avatar (the blue people, not the airbender) and maybe even ones from the Elder Scrolls series.

Get creative, this RP will be yours just as much as it is mine.

 

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Character Sheets:

 

- Username:

- Character Name:

- Age:

- Gender:

- Race:

- Element:

- Appearance:

- Occupancy:

- History:

- Personality:

- Guild:

- Other:

 

Creature Creation Sheet:

 

- Species Name:

- Species Description:

- Diet:

- Attitude: (Is it docile or aggressive)

- Other:

 

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Since this is the OoC, feel free to use this to come up with your own plot ideas, discuss things to add into the world of Terravahn, and ask me any questions or leave concerns. I'll be adding in more information over time, so feel free to check back whenever to see if there's anything new.

 

*Notice: For most of the Sthvil, I would prefer it if you were a youngling who is just getting acquainted with their abilities. This should help the development process and prolong the RP. It's not necessary, but please give some other suggestions that would make this an enjoyable RP for everyone.

Edited by zakku_uchiha

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Terravahn

 

1. Alh'Vahn: Main continent and holds 6 of the 13 countries, home to most of Terravahn's wildlife.

- Nor

- Ahlv

- Lrim

- Skarh

- Vil

- Rham

2. Neksihl: Eastern continent and a third of the size of the mainland, Neksihl houses some of the most exotic locations across Terravahn. House to 3 of the 13 countries.

- K'Li

- Azil

- Zh'kha

3. Elvonar: Western continent and densely forested, produces most of Terravahn's herbs and medicines. Home to 2 of the 13 countries.

- Feur

- Albahn

4. Sil'Kha: Northernmost continent, it's frigid plains hosts Terravahn's toughest minerals, thus creating some of the most durable constructs and tools. Also doubles as one of the 13 countries.

5. Yil'Kha: Southernmost continent and the sister continent to Sil'Kha, the mountainous terrain provides the training grounds for Terravahn's populace. Also doubles as one of the thirteen countries.

 

Technology:

 

Terravahn is unique in that its primary technological advancements are in communication. Most of the inhabitants reside within constructs either naturally made, such as the large trees in Elvonar that are naturally hollowed out, or use basic resources to construct homes that do not hamper the natural growth or conditions of the flora and fauna around them. Most ships are powered through "green sails," a similar but naturally made variant of our solar panels. There are no vehicles for land or air travel, aside from specified mounts, but mainly adventurers or the Elders are those who travel about the most.

 

Guilds:

 

- Merchant Guild: Primary HQ located within the Capital of Alh'Vahn, they welcome any form of merchant or trader. Smaller locations can be found within the Capitals of the other continents.

- Smithing Guild: Whether you wish to be a blacksmith or a woodsmith, the Smithing Guild is open to anyone who aspires to create useful tools or weapons. Their primary location is within the Capital of Sil'Kha, but smaller establishments are spread throughout the other continents of Terravahn.

- Adventurer's Guild: For those who wish to explore the lands and brave the various beasts of the wilds, the main HQ in Alh'Vahn is always pushing out new bounties for brave adventurers.

- Herbalist Guild: One of the leading guilds in the Elvonar region, many who wish to experiment in medicine or learn more of the plants of Terravahn tend to join one of their branches.

- Enchanter's Guild:

- Mage's Guild:

- Mercenary Guild:

(Will continue to update with new guilds, please feel free to make suggestions.)

Edited by zakku_uchiha

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HUMANOID SENTIENTS:

 

Sthvil: A humanoid race capable of controlling and eventually mastering a base element. As younglings, they look very much like a human and can (if they were on Earth) easily be mistaken as one. Not until they have matured, both physically and with their ability, do they begin to take on changes. Once their skill has reached a certain level, their bodies will begin to take on attributes of their element, Veteran and Elder Sthvil usually appearing like a human variant of their aspect.

 

Yvihn: An elvish-looking race, split into two different roles, Yvhin have been known to be excellent hunters or brilliant magisters. Yet, once they have selected a role, they are incapable of learning the other. Despite these differences in aspects, Yvhin have the same general appearance regardless of their roles, a pair of pointed ears and sharp features. Some have said their females are the most beautiful in the lands and their males are the strongest, but Yvihn are the most docile of the humanoid races even when hunting.

 

Khjahn: Khjahn are a beastial race, broken down further into tribes based on their ancestral aspects. Recordings and ancient paintings indicate they originated from divinely blessed creatures, granted the intelligence they needed to evolve to the point they are at to this day. As for their appearance, not one species is exactly alike, regardless if they came from the same litter or not. Some will take on more aspects of their ancestral lineage while others only have a few. Then there are the few who do not take on any aspects, but receive equal treatment regardless. Most Khjahn are excellent hunters, but many more roam the world either as merchants or as treasure hunters.

 

Quin'Thel: Quin'Thel

Quin'Thel are a unique, humanoid species in that they don't communicate through normal means through each other, rather using a series of hisses or clicks to pass on a message. When around other species, they use a telepathic connection to communicate, but only with those they've deemed trustworthy. A playful and energetic species, most of them make very good companions for adventurers and hunters, their playing backing their dangerous capabilities. Males have a more armored appearance, plates growing down their torsos while the females appear more open.

 

Chi'tk: A humanoid race, standing around 6.5 feet on average. Their bodies seem to be made of translucent whiteish-blue jelly and covered in a rubbery clear membrane. They possess no mouths or other features on their heads, except for two circular eyes that are light blue and glow faintly. Their bodies function similarly to a cell and an insect, with a distributed nervous system, and a series of pseudo-organs placed at random. The Chi'tk are known for their unusual biological weapon in which they vibrate their membrane to either approximate speech, or create harmful sonic bursts. They have been seen carrying swords made of blue, glass-like material that's often found in their territory. Generally friendly and helpful to those they meet, the Chi'tk only show signs of possessiveness and can be territorial at times (they dislike other beings touching their belongings or being within a close proximity). Chi'tk are a hermaphrodite species, with no clear indication as to what sort of gender they are or their breeding procedures. These species can often be found in warm, temperate climates, but usually live within the jungles of Neksihl, shying away from the northern or southern areas as they are rather susceptible to the cold.

 

SENTIENT BEASTS:

 

Du'Khan:

 

BEASTS:

 

RA'ZHUL:

 

- Ra' G'Nak:

(Alh'Vahn)

 

- Nah' Z'Kam:

(Yil'Kha)

 

Element List:

 

- Fire

- Water

- Earth

- Air

- Ice

- Sand

- Metal

- Electricity

- Nature

 

Occupancies: (What your characters specify in in the world of Terravahn)

 

- Blacksmith

- Weaponsmith

- Woodsmith

- Clothier

- Enchanter

- Educator/Teacher

- Geographer

- Trader

- Merchant (Traveling or Shop)

- Hunter

- Adventurer

- Explorer

(More will be added as I think of them. Feel free to make suggestions as well.)

Edited by zakku_uchiha

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Approved Characters:

 

zakku_uchiha:

 

- Username:

- Character Name: Aeon Z'Kam

- Age: 16

- Gender: Female

- Race: Sthvil

- Element: Air

- Appearance:

- Occupancy:

- History:

- Personality:

- Guild:

- Other:

 

- Username:

- Character Name: Varik Thr'Nas

- Age: 57; appears relatively in his late 20s

- Gender: Male

- Race: Khjan

- Element: N/A

- Appearance:

- Occupancy:

- History:

- Personality:

- Guild:

- Other:

 

- Username:

- Character Name: Nel'Thik (pronounced like Nuh - tee - ck); referred to as Nel

- Age: Unknown

- Gender: Female

- Race: Quin'Thel

- Element: N/A

- Appearance: Nel'Thik

- Occupancy: Companion

- History:

- Personality: Like most female Quin'Thel, Nel is very active and playful. Hardly ever shy, she has a tendency to get just a bit too close to random strangers. When angered, it takes quite a bit of effort to calm her down, but she'll hold a grudge for quite some time until the being who provoked her has either proven they are trustworthy or has been... dealt with.

- Guild: Like most Quin'Thel, Nel belongs to a Companion Guild, a branch off the main Mercenary Guild within Alh'Vahn.

- Other: Nel has accompanied Varik for several years, being his chosen companion when he heads out on quests from his guild.

 

Purplespotatoes2:

 

- Username: Purplepotatoes2

- Character Name: Nil Rehtus

- Age: 32

- Gender: Male

- Race: Sthvil

- Element: Electricity

 

- Appearance: Spiky blue hair and bright, neon blue eyes, 6'2 and well built, has blue tinted lightning scars that look almost like tatoos all over his body (Mainly on the arms and legs, but with one significant one across his face.)

 

- Occupation: An adventurer who also belongs to a guild in Yil'Kha

 

- History: With only the master of the guild knowing when and where he was born, All he remembers of his history is living with the guild members, and growing to be a fine element user because of their mentor-ship. Began going on adventures at the age of 17, but returns once a year to compete for the tournament and rejoin with his friends.

 

- Personality: Sarcastic in nature, makes jokes at the worst times possible. He dislikes being told what to do, but also far from bossy himself, preferring a work relation based on trust and cooperation

 

- Other: Lightning quick reflexes, despite being kind of clumsy outside of battle. Fairly powerful on the battlefield, mostly using speed to his advantage. Well known for his participation in the tournament the year before, despite losing in the first round.

 

(If anyone wants to be a travelling companion for Nil, I think it would benefit his character.)

 

babyrodent:

 

- Username: babyrodent

 

- Character Name: Tarle Coiru

 

- Age: 24 years old

 

- Gender: Female

 

- Race: Sthvil

 

- Element: Nature

 

- Appearance: Curly short light brown hair with green streaks, lime green eyes, 5’6” and a bit curvy in the hips, and possesses thin green vine markings wrapping down her arms and reaching to her fingertips.

 

- Occupancy: Explorer

 

- History: Not much is known about her past except that Tarle was born and raised with a love of Terravahn flora and fauna that led her to being brought to the Herbalist Guild.

 

- Personality: Tarle is sweet, loyal, and brave to a fault. She’s not one to argue to someone, but her loyalties are often conflicted against her good nature, thus leaving her to be taken advantage of by others. She is also creative and able to improvise in a tough situation with her abilities.

 

- Guild: Herbalist Guild

 

- Other: Tarle keeps a book of herbs and plants in her bag for when she needs to make something or at least improvise. She also brings vials for collecting herbs and plants for later usage. If there’s one of the things she can’t do, it’s swimming.

 

SUP3RSPAWN3R:

 

- Username: SUP3RSPAWN3R

- Character Name: Hih-Ra-Sar

- Age: 34

- Gender: Hermaphrodite

- Race: Chi'tk

- Element: (Need help on this one. Is it only for Sthvil?)

- Appearance: All Chi'tk share a similar appearance, though his body shape leans more towards light and bony (if Chi'tk had bones). He carries one of the hard crystalline swords of his species at his side, and dresses mainly in heavy dark robes, with a hood that he usually does not wear unless he is trying to be sneaky or it is cold out.

- Occupancy: Explorer

- History: He was asexually divided from a single parent, as with all of his species. He had always felt the need to explore, even from a young mental maturity. When he was fully capable, he set off towards the city to seek adventure and wealth with the Adventurer's Guild.

- Personality: He is rather friendly like most of his species, though he has a space he likes to call "his area" that extends about two feet around him, and around any objects he owns that he isn't carrying on him. He dislikes anyone getting within this imaginary zone without his permission, and will often lash out verbally if someone does violate his territory.

- Guild: Adventurer's guild

- Other:

 

KuroKishi:

 

- Username: KuroKishi

 

- Character Name: Khar'jahn (Kharjo)

 

- Age: 25

 

- Gender: Male

 

- Race: Khjahn

 

- Element: N/A

 

- Appearance: Kharjo is a more standard breed of the well-known Khjahn. He has inherited a multitude of animalistic features from his ancestors which have left him in appearance as a feline humanoid. His cat-like face is intricate with golden eyes set slightly inward, a lengthy nose bridge ending with a soft, dark red nose, a slightly wider white snout and overall smooth fur made up of various grays, blacks and whites. His expression often appears much more serious than his attitude towards the others is.

His figure, standing at around 6'0", is slightly taller than the standard for the mostly agile Khjahn. It's also not athletic, but slightly muscular, which is not seen often in his elusive, cat-like subspecies. His apparent strength, however, is masked by his narrow shoulders and overall casual stance.

To make up for this natural behaviour, he has outfitted himself with intricate dark armor, forged from metals found only in rare quantities along Yil'Kha's shorelines. It does not fully cover him in order to allow him the freedom of movement he has grown used to, but what pieces are attached to him have been protecting him just fine for a long amount of time.

Kharjo

 

- Occupancy: Adventurer/Mercenary

 

- History: Born in the cold territories of Sil'Kha as part of a three-cub litter, Khar'jahn spent the majority of his life within these icy lands. He grew up in a small feline Khjahn settlement situated just near the northern shores of the frozen island. His childhood consisted of playing with the other children of his village, gathering herbs for medicine with his family and travelling with the traders that would often offer rare ingredients, meat or fur at the port market in return for gold and whatever other things they deemed were necessary.

Unlike his twin sisters that stuck with the village, however, Kharjo wished to wander. Life within this village was becoming a very boring experience that was only amplified once he had mastered what was considered mandatory for each tribesman of his clan. Even before he had technically reached adulthood within his community, he was a capable horse rider, hunter, warrior, scavenger and trader.

Seconds after completing the last ritual that now proclaimed he was a fully grown Khjahn, Kharjo dashed off, took what he deemed were bare necessities, clambered onto his trusty steed and then rode off rapidly into the distance before disappearing amidst the white horizon to seek his own fate.

 

- Personality: As a traveler that has been through many journeys with many types of people, Kharjo is sure of one thing - one must stay positive, no matter what one is facing. As such, he is often found in a good mood that does not befit his expression in the slightest.

He is a pleasant individual that speaks exactly the same way his people had taught him. Though mostly simplistic, this method of avoiding complexity and talking calmly has allowed him to quickly calm others and also talk them into something, if the need were to arise. He is also not afraid of trying his luck with jokes, even if they are sometimes lacking in comedic effect or spoken amidst the calamity of a conflict.

During battle, he aims to be an inspiration for others by charging into battle with his worn armor and scarred zweihander. Truth be told, he is afraid just as much as the others would be, but he knows that sitting back would only lead to something worse than what he could get himself into even by charging toward death's embrace itself.

 

- Guild: None for now - though he has considered joining an official mercenary guild, he is currently just a wandering sellsword.

 

- Other: Kharjo is currently on a short visit to his relatives back in Sil'Kha, after which he will return to Alh'Vahn to seek work. Anyone may randomly bump into him at his village, on the road back to Alh'Vahn or

Also, he often picks his future companions based on what company they offer him and how they treat him instead of the size of the pouch of gold they show him beforehand.

 

- Username: KuroKishi

 

- Character Name: ?? (called Tassadar or Tass by most)

 

- Age: ??

 

- Gender: Considered Male

 

- Race: Quin'Thel

 

- Element: N/A

 

- Appearance: Tassadar is a vaguely humanoid Quin'Thel of the unknown void above. His body, though describable as slightly anthropomorphic, is much thinner than an actual human's body - even then, however, it is covered by thick plates that allow him to have the illusion of a bulky build. His skin is a vague chrome gray with a vague blue tint, whilst his limbs and torso are slightly thinner than the average human's. His head, which lacks any visible facial features aside of two eyes, is elongated and sloped backward and ends with strange hair-like tendrils that reach his upper back and are covered with worn, golden rings. Finally, his eyes constantly emit a powerful green glow which can diminish or brighten at any second, depending on his wishes and whims.

What he has chosen to wear are two pauldrons of unknown origin and of what appears to be metal, along with a lone, blood red hooded cloak that shows signs of wear and tear and reaches down to the ground at his heels.

Whilst he does not have much in the ways of clothing, the plates along his upper body and legs allow him to not worry about armor. They are thick enough to block blows and soften strikes with weapons, but are also suprisingly light enough to not limit his movements.

The alien brawler's main weapon of choice is a sac found just around both of his wrists. When in combat, it releases unknown agents that flood through his whole hands and to the tips of his fingers. There, they provide blood to some sharp growths that, once properly oxygenated, turn into stone-hard nails that quickly grow a new cover of hard fiber and use it to create extremely tough, keratin-like material along the spike surface.

 

Tassadar

 

- Occupancy: Mercenary

 

- History: Tassadar first appeared on this planet a few dozen years ago. After being seemingly warped in from his own tribe - a species only vaguely referred to as the Po'tas - he found himself on a strange, lush planet with unknown fauna and flora.

Whilst he was an experienced hunter and warrior back on his own planet, he could only be described as a toddler, trying hard to learn things about its surroundings. His first days were spent in observing silently from the shadows of a nearby cavern and trying to make sense of the shades of color and critters that constantly fluttered in front of his eyes.

One day, the Po'tas woke up and returned to his regime, only to feel something... wrong with his habitat. The strange creatures that inhabited these vast fields of plantlife were awfully loud and were actively fleeing past the small entrance to his cave. Deciding to remain in his hideout, he observed until a whole new species appeared in front of him. Three youngsters suddenly burst out of a bush to his right and came to a grinding halt at the clearing in front of the cave in order to catch their breath and settle down.

Intrigued, Tassadar silently continued to stare at them as they engaged in various types of behaviour he found absolutely confusing. He watched as the three sat down on some of old plant relics and talked for a while, then seemingly split in different directions. Soon, they reappeared with crimson-coated creatures in their hands, then promptly drew some shining rocks from the devices on their backs and hit them together until they somehow created a flame.

Tassadar knew that this species, whilst intriguing, was most certainly behind his own in terms of technological advancements. Deciding he had seen enough for now, he silently emerged from the cavern once the three began to mingle with the charred corpses and prepared his hands, turning the once soft-looking ends into extremely sharp killing weapons.

The three immediately panicked and tried to run. Two of them successfully disappeared into the shrubbery - however, the third, a slightly slimmer version of the species with long hair and sharper features, tripped on one of the many vines and crashed to the ground.

The scared young woman tried to free herself, but could not untie the knot that had forced itself around her ankle. She struggled for air as she turned her body around and gazed at the green spectre that was rapidly approaching her, ready to end her life with a stab of his hands at her head. Closing her eyes and letting the flow of tears slide down her cheeks, she only begged that it would end quickly...

However, suddenly, she heard the strange man stop and became confused. Letting her eyes flutter open, she stared back at the strange thing, which had now drawn a few steps backward and had lifted its hands up to reveal a strange lack of the once sharp tips.

Tassadar was confused - why had he heard her speak? And why had he stopped? Had he not killed others like this before?

He knew, however, that something was wrong. The three he had been observing for so long did not seem to be killers, and this... creature's words only proved that they were afraid of him. Why else would she beg him to end it as quickly as possible?

So, after an awkward session of telepathic communicating with the young woman, Tassadar actually learnt a lot more about the world he was on. These were 'Sthvil', and they were simply hunters that were here to have some fun and catch some more food for their own families.

After the other two 'brave young lads' came back, the three gathered to the side and spoke secretly. A debate of around an hour later, the female approached Tassadar and told him that he could accompany them back to their settlement.

Seeing no other alternative to his already bad situation, he reluctantly agreed.

 

- Personality: Tassadar is very, very silent. He prefers to avoid speaking and, when forced to, keeps his replies mostly short. Also, if he does not wish for his presence to be sensible, he will use methods learnt back on his planet to practically disappear and become intangible for everyone but the ones with the most sensitive ears or eyes.

People that have hired him before have complained mainly (and only) about how silent he is. As most humans seek the company of others during their travels, they are not used to finding someone, only for them to not utter a single word over the course of their entire journey. However, even with that, they have often approved of Tassadar's efficiency in stealth and combat.

Who can blame Tass, though? Anyone that finds himself rather suddenly on a completely new world would also not really trust others.

Thankfully, his time as a mercenary has slightly managed to crack the shell he often keeps around himself. If he finds someone is of his liking, then he may - and, do keep in mind, these probabilities are pretty low - walk up to them and begin a conversation about something. Do not be suprised, however, if his question or theme of speech is something extremely... irrelevant - as a creature of another world, very much unaware of Terravahn's species and especially humans' small talk themes, he may find speaking about a battle as exciting as speaking about a scarab or fly.

 

- Guild: Mercenary Guild situated in Azil of Neksihl;

 

- Other: He's currently wandering through Alh'Vahn, but plans on visiting Elvonar soon.

 

- Username: KuroKishi

 

- Character Name: Rhem Cerwos

 

- Age: 27

 

- Gender: Male

 

- Race: Sthvil

 

- Element: Ice

 

- Appearance: Rhem stands at almost 6'0" and has a mostly athletic build with slightly better devleloped muscles along his arms. He has a pale complexion which does not change easily even under the scorching sun and a gloomy expression on at all times. His eyes, which are set back into his eye sockets and give him a look of tiredness, are a sharp, azure blue, whilst his hair, which reaches just a bit past his ears and is mostly straight, is a raven black color. Strangely, his ears are also a bit more pointy than others. The trait of the Sthvil that has appeared along his body is subtle, but more noticeable in warmer climates - it consists of a strange, cold fog that streams from his eyes and floats to the side. When he moves quicker, it grows thicker and follows him like an interesting trail of gray and white. When in combat, his icy trait also manifests in coatings of dark ice that cover the tips of his fingers and emit an aura of cold and slight fog, along with a powerful azure glow that stems from his iris.

His clothing consists of simple pieces that somehow match up with other parts of his body. For instance, he is currently wearing a dark azure shirt under a black top coat with its sleeves pulled to the elbows, as well as loose, black pants and dark brown leather boots. His forearms are covered by gauntlets which consist of gray leather gloves and metallic armguards that have an intricate design with draconic wing and skin patterns and end a bit more widely at the end toward his elbows.

 

- Occupancy: Adventurer

 

- History: Rhem was born in Yil'Kha to a female Sthvil and a male Yvihn which was probably the reason for his slightly elongated ears. He was born in a small village far to the north, overflooded with people that were trying to break through by mining the rare minerals only found on Yil'Kha but soon realized that they couldn't even live properly in a heated building, let alone somewhere deep within the frigid wastelands.

His early childhood was fine - he grew up in the company of various other children, played often with them and later visited a local school with the intent to continue his education once he had finished the main course from the age of 6 to 14.

However, just before he turned 13, his life was struck by tragedy. Though the city was widely-known for its insane crime rates (mainly because of people barely living by the skin of their teeth through stealing and even murdering), his family had never been affected by such issues. That all changed around a week before his 13th birthday, when two unknown individuals broke into his house at night and silently killed his parents.

Young Rhem woke up sometime during the night to the sound of footsteps in the living room and sleepily stepped out of his room, only to see two strangers digging into the body of both his father and mother. In shock, he could only watch as the two figures drew a few chunks from their bodies and slowly put them into strange boxes. Once they were done, one of the two figures stepped up to him and whispered into his ear. The male quickly told the young boy that he was a father and that his daughter required help he could not recieve in any way other than this crime before giving the child a pat on its head and then walking out with his partner in crime.

On the next morning, a friendly neighbor walked up to their house with the intent to share some fish with them, but strangely found the door was unlocked and slightly ajar. Pushing it open, he found the two dead bodies that were now beginning to decompose, as well as the young Rhem. His eyes were still wide in shock just as they had been hours ago, and there was a large red handprint on the right side of his head.

When someone asks about his story or tries to find it from someone else, all they will most likely learn is how he grew up in northern Alh'Vahn in a small fishing village with his uncle. Granted, this part of the story is still true and it follows just after the tragedy that transpired in Yil'Kha, but he keeps a majority of the details to himself, as his life on the old continent was just as bad as the one he had lived on the frozen wastes.

 

- Personality: Rhem slightly fits the definition of a cold-hearted individual. He is not merciless, nor is he fully emotionless, but he is quite... antisocial. He keeps mostly to himself and avoids speaking with others especially if it is not really necessary or important. He is also very distrustful to even ones that approach him with the warmest of attitudes - however, he is not like this to ones that actually help or save him, as he feels himself indebted to them.

When travelling with others, one can only find him at his tent or somewhere nearby whilst reading literature or arcane texts - he does not really enjoy the company of others and as such refrains from staying near the campsite or gathering with others around the campfire. He hates people that throw around jokes or are too verbal during a battle. Rhem, himself, is extremely quiet and serious during combat. He prefers to get in close-and-personal with his opponents by using close-ranged magic or even touch-based spells against them, but will know exactly when to take a step back, especially if facing something more dangerous that he cannot keep at bay with a combination of hand-to-hand fighting and arcane powers.

 

- Guild: Adventurer's Guild

 

- Other: Strangely, he is not bothered by plans that involve him in any way. It probably is because he thinks of them more as a necessity or improvement of combat, rather than a nuisance or a waste of time, as they also improve the performance and capability of his 'allies'.

As for where he is currently, he is somewhere in Yil'Kha.

Edited by zakku_uchiha

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Actually, metal was one of the original elements I had on the list... it seems I just forgot to put it in when I put up the list. As for sand... I guess I can remove it if everyone thinks it's unnecessary.

 

@SUP3R: The creature creation is for any kind of creature you wish to add into the RP, sentient or not. It could be dangerous beasts, that lurk in the wilds and might pose a slight threat to adventurers and explorers alike, or it could be something docile that is used as a basic food source (like cows and chickens). Also, if you wish to add in some sentient creatures, feel free to post up a sheet for them and I will look it over. If I like it and if the majority of other RPers like it, I'll add it to the list.

Edited by zakku_uchiha

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Made some adjustments to the posts above, please take a look and leave me any feedback.

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I think I might go ahead and make a character soon for this one, also, what about mercenaries or guild based occupations?

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I'm still working on the full details, but yes, mercenaries for hire and guilds are also going to be added into this RP. I'll need to work out the details, but I'll get the info up as soon as I can.

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So, I have another question. What do y'all think of a dice roll or coin flip system for pvp combat?

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- Username: Purplepotatoes2

- Character Name: Nil Rehtus

- Age: 32

- Gender: Male

- Race: Sthvil

- Element: Electricity

 

- Appearance: Spiky blue hair and bright, neon blue eyes, 6'2 and well built, has blue tinted lightning scars that look almost like tatoos all over his body (Mainly on the arms and legs, but with one significant one across his face.)

 

- Occupation: An adventurer who also belongs to a guild in Yil'Kha

 

- History: With only the master of the guild knowing when and where he was born, All he remembers of his history is living with the guild members, and growing to be a fine element user because of their mentor-ship. Began going on adventures at the age of 17, but returns once a year to compete for the tournament and rejoin with his friends.

 

- Personality: Sarcastic in nature, makes jokes at the worst times possible. He dislikes being told what to do, but also far from bossy himself, preferring a work relation based on trust and cooperation

 

- Other: Lightning quick reflexes, despite being kind of clumsy outside of battle. Fairly powerful on the battlefield, mostly using speed to his advantage. Well known for his participation in the tournament the year before, despite losing in the first round.

 

(If anyone wants to be a travelling companion for Nil, I think it would benefit his character.)

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Approved! Keep an eye out on the main pages up top, I'm currently updating the Guilds section and fleshing out other aspects.

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Still in the process of tweaking my species application.

 

I don't particularly like dice roll/coin flip systems. I'd prefer purely text-based/honor system. If someone is being a cheat, you can *whatever* them.

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I understand. I only suggested it, cause the idea I had in mind was each person would flip a coin three times, obviously 2:3 wins, doing that before you actually fight would allow you to discuss how the fight would go, but if you wish to play it out by ear, I'm all for it.

Anyway, looking forward to that sheet and any other suggestions that would make this an enjoyable RP.

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Here's a sentient for you.

 

- Species Name: Chi'tk

- Species Description: The Chi'tk are humanoid, standing at about 6.5 feet on average. Their bodies seem to be made of translucent whiteish-blue jelly, covered in a rubbery clear membrane. They posess no mouths or other features on their heads, except for two circular eyes that are completely light blue and glow slightly. Their bodies function similar to a cell and an insect, with a distributed nervous system, and a series of pseudo-organs placed at random. The Chi'tk are known for their unusual biological weapon. By vibrating their membrane they can either approximate speech, or create harmful sonic bursts. They also can be seen carrying swords made of what seems to be hard blue glass. They are generally rather friendly and helpful to those they meet, but can be a bit possessive and territorial at times (they don't like people touching their stuff or being to close to them physically.) They smell faintly (think of something like the smell of Febreeze). They have no gender distinctions, and are hermaphrodites. They are very susceptible to the cold as well.

- Diet: Omnivore (They eat by breaking down and absorbing organic matter.)

- Attitude: Docile

- Other:

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I accept this. It shall be added to the list later on today (for me) and I look forward to seeing who all would be interested.

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This looks interesting... I'll go ahead and make a character sheet.

 

On the elements, does controlling plant life apply to the element of Earth or Nature?

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Plants would fall under the nature elemental and I look forward to seeing what your sheet looks like.

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Here's my character sheet:

 

- Username: babyrodent

 

- Character Name: Tarle Coiru

 

- Age: 24 years old

 

- Gender: Female

 

- Race: Sthvil

 

- Element: Nature

 

- Appearance: Curly short light brown hair with green streaks, lime green eyes, 5’6” and a bit curvy in the hips, and possesses thin green vine markings wrapping down her arms and reaching to her fingertips.

 

- Occupancy: Explorer

 

- History: Not much is known about her past except that Tarle was born and raised with a love of Terravahn flora and fauna that led her to being brought to the Herbalist Guild.

 

- Personality: Tarle is sweet, loyal, and brave to a fault. She’s not one to argue to someone, but her loyalties are often conflicted against her good nature, thus leaving her to be taken advantage of by others. She is also creative and able to improvise in a tough situation with her abilities.

 

- Guild: Herbalist Guild

 

- Other: Tarle keeps a book of herbs and plants in her bag for when she needs to make something or at least improvise. She also brings vials for collecting herbs and plants for later usage. If there’s one of the things she can’t do, it’s swimming.

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I also have a suggestion for the Herbalist Guild. Is it possible for the Herbalist Guild HQ to be located in Elvonar? It can be either in Feur or Albahn if you want.

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Funny thing is, that is where it's located... I just haven't completed filling in all the details for the guilds yet.

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