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Arcelenon

PostPosted: Mon Jun 05, 2006 6:49 pm


Welcome to the land of Eberron, where magic is as technology and vast lands play host to wild races. This game focuses on the land of Khorvaire, a versatile continent ruled by termoil in years of late, and the location of the ancient Great Kingdom of Galifar.

This is a time of opportunity and adventure. The lost treasures of forgotten civilisations are only beginning to be recovered. Untold wealth and powerful artifacts can be gained, assuming one can get past the deadly guardians and cunning traps that protect them. Crime lords and corruptpriests clash in the cities, Spies, courtiers and assassins battle with swords and words in the courts of Khorvaire. Mad wizards, ancient demons and sinister cults pursue deadly schemes that could threaten Eberron itself. This is a time when new heroes must arise to replace those slain in the Last War, to find a way to restore light and hope to the people of Khorvaire.
PostPosted: Mon Jun 05, 2006 6:54 pm


A Brief History

The nations of Khorvaire were once the part of a Great Kingdom of legend: the mighty kingdom of Galifar. When King Jarot - the last of the Great Kings - died, his five sons, each in command of one of the five nations that composed the kingdom, refused to bow to tradition. Instead of allowing the eldest son to take the crown, the siblings rallied their vassals and individually vied to take control of the kingdom. Over time, this decades-long conflict became known as the Last War, for everyone imagined that when it finally ended, the taste for bloodshed and battle would be wiped from the face of Khorvaire.

The Last War continued for more then a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as animosities and alliances shifted like the wind. In time, other nations formed as deals were made anc opportunities presented themselves. Two years ago, after 102 years of fighting, the leaders of the recognized nations of Khorvaire(Which now numbered 12) met at the ancient capital of Galifar to draft a peace. With the signing of the Treaty of Thronehold, the Last War came to an end.

Today, the nations of Khorvaire seek to rebuild and prosper as the new peace spreads across the land. While technically at peace, the nations continue to vie for economic and political supremacy. Minor skirmishes break out every so often, especially in the more remote sections of the continent and on the most hotly contested borders. Espionage and sabotage are the preferred method of diplomacy, since the nations engage in trade and discussion in public while working intreagues and double-crosses in the shadows.

Reference Points

The current time system, YK, is reconed to be the year sense the founding of Galifar's kingdom, or the Year of the Kingdoms - YK.

The current year is 998 YK.

The oldest historical records come from 10 million years ago, when it is believed that Demons ruled all of Eberron.

Arcelenon


Arcelenon

PostPosted: Mon Jun 05, 2006 6:57 pm


Races

Humans: Humans, a relatively young race, are the dominant race of Khorvaire.

Changelings: Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of Dopplegangers(Shape-shifting monsters) and humans, eventually becoming a seperate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppleganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to the potential.

Dwarves: Dwarves are natural miners and smiths, and they control most of the precious metals found naturally across all of Khorvaire. Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.

Elves: Many elves are regal and aloof, concerned with plans that cover the sweep of centuries, not the petty day-to-day affairs that occumpy the thoughts of other races. A few elves are rather more down-to-earth: The elves of the less powerful houses have lived among humans and other short-lived races for centuries and have adjusted their sense of time to accommodate, and the elves of Valenar have rejected many of the old ways of their kind in order to take a more active and expansionist place in the world.

Gnomes: Gnomes harbor a thirst for knowledge that can only be described as lust. They believe that every piece of information, no matter how trivial, may someday have value. Combined with a meticulous discipline, this love of knowledge makes gnomes superb librarians, accountants, bards and alchemists, but this attitude has a sinister side as well. The same talents that make an accomplished bard can produce a skilled spy, and gnome society is filled with webs of intrigue and blackmail that often pass completely unnoticed by human eyes. Like the dwarves, the gnomes have no history of empire-building, but their talents for diplomacy and espionage have allowed them to maintain their independence throughout the history of Khorvaire. In addition to their skill as alchemists, gnomes have mastered the art of elemental binding, which they use to power the ships and other vessels they construct in the dry docks and shipyards across Khorvaire.

Half-Elves: Half-elves are common in Khorvaire. Half-Elves can be as haughty as elves, though they are more able to work comfortably with humans. A few half-elves, fascinated with death and the practices of thir Aerenal ancestors, become accomplished necromancers. Others favor their human heritage more strongly, to the point of blending almost invisibly into human society. While the majority of half-elves belong to their own distinct race, elves an dhumans throughout Khorvaire still intermingle and occasionally produce offspring.

Half-Orcs: Half-orcs are rare in Khorvaire, since humans and orcs never have lived in particularly close proximity. In the small, scattered human communities of the Shadow Marches, however, half-orcs are more common, and they can also be found in the western parts of the Eldeen Reaches and Droaam. The orcs of the Shadow Marches live much as the humans do: It is a rustic life, to be sure, but a far cry from their existance as ruthless barbarian hordes in the distant past. Half-orcs are just as civilized as the humans of the reigon, and often look almost human despite their size and strength.

Halflings: In their homeland, halflings are nomads who ride domesticated dogs across the wide plains. The heritage of the nomad also serves more urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers and criminals. The tribal nomads of the plains can sometimes be found in the cities, but often the halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.

Shifters: Shifters, sometimes called "the weretouched," are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape, but can take on animalistic features - a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity.

Warforged: Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each sucessive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature - living constructs. Warforged are renowned for their combat prowess, their size and their single-minded focus. They make steadfast allies and fearsome enemies. Earlier warforged modles are true constructs; some of these remnants of the Last War come in monstrous varieties, such as Titans. The signing of the Treaty of Thronehold had all Warforged freed from their status as property, and gave them the right to be people of thier own - something that not all Warforged can truly comprehend.
PostPosted: Mon Jun 05, 2006 6:58 pm


Profiles

The profile format is simple. Just fill it out and send it to me. Please note that the profile only contains what is required. Feel free to add more if you want to. Please PM all profiles to me.

[b]Name:[/b]
[b]Age:[/b] Make sense with it; a 12-year-old being a super-master magician isn't going to fly. Please note that all Warforged must be older then 2 years and younger then 33 years, as they weren't invented until 33 years ago and the Creation Forges were shut down with the signing of the Treaty of Thronehold.
[b]Race:[/b]
[b]Weapon/Armor:[/b] A brief description and any powers it may have.
[b]Powers:[/b] Magic and supernatural abilities.
[b]Biography:[/b] Optional
[b]Description:[/b] NOT optional. Pics are fine.


Arcelenon
Name: None
Age: 18
Race: Warforged
Weapon/Armor: The lesser of his two expansions is his adamantine body, which was grafted to him at his creation. Not only does the natural armor grant him increased defensive capabilities, but also carries enchantments to make him completely immune to the elements. However, it is his sword that is the true prize. Heavy enchantments put vast powers on the blade. It is intelligent, able to speak verbally and communicate with its wielder telepathically. It can see one hundred and twenty feet, even in absolute darkness, is unable to be blinded and has the ability to hear normally. Its edge is kept magically sharp, and being made out of enchanted adamantine makes it completely unbreakable. It has vast knowledge of evil creatures, both real and mythical. But those are only the beginning of its powers. It is able to repair broken objects at will and able to produce a bolt of lightning hot enough to dry a small lake completely. It has a cause to serve this particular unnamed Warforged, and will slowly kill anybody else that tries to wield it over the course of a week.
Powers: None
Biography: From his emergance from the Creation Forge, this Warforged was to be something special. He was trained and toned from the get-go in the service of Breland, for he was to be more then 'just' a warforged. This one was to be special, a part of an elite special unit designed to carry out black ops missions for king and country, putting the crown of old Gallifar on the Breland Monarch's crown. Not only that, but it was to lead and command this unit on the field, an unusually specialised field indeed.

He was put through basic training just like any other Warforged, 'playing' wargames with his brother warforged to learn the basics of combat. However, 'Wargame' is hardely the proper term to describe it. The Warforged threw all they had at each other in real combat with real weapons, wizards and mages standing by with repairing spells at the ready. Many Warforged were greviously injured in these 'Wargames,' and still others were so badly damaged that they had to be disposed of, but none were mourned, for they were merely property.

It was durring these wargames that this Warforged felt his first emotions. They were simple: he knew the pride and joy that came with victory and the shame that came with defeat. He learned determination to win more victories, and desire to improve himself to obtain that goal. He learned to wield any weapon with stunning proficiency and how to best destroy any target, be they metal or flesh or something entirely different.

And then, he was told of his selection for training in an elite special unit. At the same time, he accidentally learned that he was to be its leader. It was then that this Warforged became truly able to define the emotion of Pride.

The next emotion he felt was kinship. It was a feeling that came to him during his training as a set unit, without alliances constantly shifting and changeing. He learned trust as he grew closer to his comrades, and learned what it meant to be trusted and even counted on. He learned discretion and wisdom as his team's 'Wargames' got more and more complex, and he saw the importance of skill over might for the first time.

And then came the time when the Warforged first saw battle. For the first time, it saw death and was forced to realise its own mortality. For the first time, it felt grief at the loss of a brother. For the first time, it felt hate for the enemies that took him from it. And, most importantly, for the first time, it felt fear for its own life.

For sixteen years, the war dragged out. The Warforged fought for its masters tirelessly, facing enemies in every one of the other eleven countries. It learned distrust as the allies of one mission shifted sides and became enemies in the next. It learned disgust at the horrid projects that he was both infiltrating and covering up. For the first time, it realised that not all people were allies or enemies, and it saw first hand the pain that the taking of life could bring.

And then, as if out of nowhere, the Treaty of Thronehold was signed. As the mortal troops on the battlefield scattered, the Warforged and his unit stood firm, gazing across the battlefield at enemies who did the same. For days they stood there, just staring at one another, awaiting the order to attack and trained to stand ground until the order was given. Eventually, a human commander came to the field and ordered them to disperse, and for the first time, the Warforged was forced to think farther ahead then the next battle. It became a wanderer, moving from town to town in search of a place to fit in to a land that was without war, having known nothing but battle its whole life.

Two years later, the Warforged has yet to find a place to settle.
Description:
User Image - Blocked by "Display Image" Settings. Click to show.


kikiera
True Name: Karaleigh
Nickname: Kara
Assassin Name: Phaedra
Age: 17
Race: Changeling
Weapon/Armor: Weapons of choice are poison, daggers, and razors. She will occasionally arm herself more fully with other assorted weapons as she sees fit to complete a mission.
Powers: An aspiring changeling. Her powers are very strong considering her age. She can change all the aspects of her body and nearly her gender. With her many faces Karaleigh can act in any fashion she wishes, allowing her to blend successfully into whoever she needs to be. Kara will not willingly show her true form. Only when rendered unconscious will anyone ever have a glimpse of her actual appearance.
Biography: Most of the life she remembers revolves around bloodshed, but this is typical of any changeling. As a young girl, around age seven, a war band raided her home and stole as many young changelings as they could, killing all others. She was one of the taken. They trained those they felt possessed acceptable shape shifting abilities, killing off all the unsuitable ones. Training her, she was taught to follow orders. Her powers grew stronger as they sent her on various missions to gather information or steal something valuable. After some time her captors trusted her and her abilities enough to send her as an assassin. The mission was very successful. She began to take on more and more difficult jobs, some that sent her from her captive land, Droaam, to Karrnath tracking down and killing her targets. Before long she had acquired quite a reputation, with the reputation she came to a shocking realization, she was more powerful than her captors. At age fifteen she had fought back her freedom and was given the title of Mercenary under the name of Phaedra, her birth name soon to be forgotten.
Description: User Image

Arcelenon


Arcelenon

PostPosted: Mon Jun 05, 2006 7:01 pm


Territory

Aundair: One of the five nations originally founded by the human settlers of Khorvaire, Andunair has a rich tradition of cities dedicated to knowledge and education while the areas outside the cities are known for agriculture. Rich farmlands, pastoral forests and excellent vinyards abound. Though the borders have changed many times over the centuries, the nation has carried the name of Audinair since 32 YK.

Breland: One of the five original nations founded by the human settlers of Khorvaire, Breland mixes a proud agricultural tradition with a more urban and industrial outlook, especially in its massive cities. As with the othre Five Nations, Breland's borders have fluctuated over time. It was named for King Galifar I's daughter, Brey, in the year 32 YK.

Darguun: In ages past, hobgoblins and other goblinoids controlled Khorvaire. Over the course of thousands of years a host of goblinoid nations rose and fell. The greatest civilisation of this age, the Hobgoblin Empire of Dhakaan, bred goblins and bugbears as slaves and warriors. The ancient empire has returned in a weaker, less influential form, in the new nation of Darguun.

The Demon Wastes: North of the Eldeen Reaches, life gradually seeps out of the earth. Lush forests fade to a broad tableland of dried soil and cracked rock. Further north, the elevation rises into the bleak chain of mountains known as the Shadowcrags, then drops dramatically. The land beyond, a highland plateau, is broken into badlands, a network of canyons and a mesas that forms an atural labyrinth leading out to a plain of blackened sand and volcanic glass. This is the Demon Wastes - the last remnants of the rakshasa civilization that ruled Khorvaire millions of years before the rise of goblinoids or humans. Amid the ruins so old that they barely resemble the buildings they once were, fiendish creatures search for fresh blood while ancient forces watch from the shadows. In this realm of death and desolation, long-forgotten treasures and primeval secrets hide in the blasted wastes.

Doraam: A mere two decades ago, Doraam was a part of Breland, but while the maps reflected this claim, few Brelish lived in the western barrens beyond the Graywall Mountains. The place has always been dangerous, a haven for monsters of all sorts, and the land was never easy to work or hunt. A few brave settlers tried to tame the land over the years, but none of them ever met with much luck. As the Last War wore on, monster warbands became more aggressive, striking at Breland either at the behest of warring nations or for their own spoils of war. In 987 YK, King Boranel of Breland evacuated the few remaining Brelish and declared the land west of the Graywall sealed off limits. In that same year, a trio of liches declared the sovereignty of the new nation of Droaam.

The Eldeen Reaches: The Eldeen Reaches cover the northwestern reigon of Khorvaire to the Shadowcrag Mountains. The eastern Reaches feature fertile plains and rolling hills, but dense forests cover the majority of the nation. These forests house some of the most primeval trees on the continent, ancient growths that have survived the rise and fall of empires and witnessed the arrival of humans on the shores of Khorvaire. The forces of magic permeate these woods, and strange beasts and mischievous fey roam the land. Many dangers also lurk in the deep woods, and the humanooids who make their homes in these forests don't always take kindly to visitors.

Karrnath: Of the five nations originally founded by the human settlers of Khorvaire, Karrnath has the strongest military tradition. Famous as the birthplace of Galifar himself, the great king who unified the five nations, the nation consists of lush forests, fertile plains and extensive waterways flowing from snow-covered mountaintops to the sea. Once, the borders of Karrnath included most of the land east of the Scions Sound, covering what is now the Mror Holds, the Talenta Plains, Q'barra and the Lhazaar Principalities. Today, the nation stretches from the Scions Sound and the Cyre River on the west to the Ironroot Mountains in the east, and from Karrn Bay in the north to the start of the Talenta Plains in the south. The nation's name has not changed since the ancient days before the founding of the Five Nations, when Karrn the Conqueror not only established the country that still bears his name but also tried to conquer and unite all of Khorvaire under his rule. Centuries later it was another Karrn, one of King Galifar's sons, who rededicated the nation to himself in 32 YK, the same year when the Five Nations officiallly adopted the names of Galifar's five eldest children.

Lhazaar Principalities: A loose confederacy of pirate lords, sea barons and merchant princes controls the area east of the Hoarfrost Mountains. This strip of the continent's eastern shore, along with the chain of islands that wraps around the coast and extends north into the Bitter Sea, makes up the region known as the Lhazaar Principalities. Named for the near-mythic explorer who lead the humans to Khorvaire some three thousand years ago, the Lhazaar Principalities have always been grouped together - even though th eindividual princes rarely see themselves as part of a greater whole.

The Mournland: Once, Cyre shone more brightly then any of its sibling nations in the kingdom of Galifar. The Last War took a toll on the nation and its citizens, slowly toppling its many achievements as it became the battleground on which the armies of Karrnath and Thane and Breland crashed. Finally, disaster struck. No one knows if the catastrophe was caused by a weapon from an enemy nation or a doomsday device of Cyre's own design. The cataclysm may have been deliberate; it may have been an accident. In the end, the result was the same. Beautiful Cyre, jewel of Galifar's vast holdings, exploded in a blast of arcane power the likes of which hadn't been seen since the ruin of Xen'drik forty thousand years before. On the Day of Mourning in 994 YK, Cyre dissapeared. Now the region that was once Cyre goes by a different, darker name. Now it is simply called the Mournland.

The Mror Holds: For thousands of years, blood ran like water through the cracks and crevices of the Ironroot Mountains. When the barbaric dwarves weren't killing one another, they struggled against the Jhorash'tar orcs and other vicious creatures that lurked in the depths of the great mountains. Then, in the early days of the kingdom of Galifar, the great king gave his son Karrn the lands east of Scions Sound to govern and tame. A united dwarf nation might have resisted the Galifar expansion, but the feuding clans were too weak to challenge Karrn and his forces. The smiths and masons of the dwarves have learned much over the last thousand years, and the mountain fortresses of the Mror Lords are said to be impregnable. The dwarves, however, have little intrest in conquest. The power of the Holds is iron and gold - and it is on this field of craftmanship that they battle one another in modern times.

Q'barra: The frontier nation of Q'barra, settled within the past seventy years and recognized by the Treaty of Thronehold, remains a dangerous, unstable place. Even so, more then a hundred thousand settlers call it home and fight to keep it, despite the troubles and dangers that surround them.

The Shadow Marches: Commonly, the reigon known as the Shadow Marches conjures images of a fetid backwater where illiterate humans mingle with orcs and other foul creatures, and participate in strange rites by the light of the moons. These immages are accurate - to a point. A desolate land of swamps and moors, the Shadow Marches have been orc territory for more then thirty thousand years. The region has suffered through a terrible war against the daelkyr that scarred the land, stranded horrible creatures in the shadows and divided the orc tribes. The daelkyr were eventually defeated, but the schisms caused by the war remain.

The Talenta Plains: The Talenta Plains spread out to the east from Karrnath and the Mournland, reaching for the mountains of Ironroot and Endworld. This flat tableau of rugged grassland gives way to the punishing head and sand of the Blade Desert before rising into forlorn peaks and crumbling cliffsides of the Endworld Mountains. Across this vast expanse, herds of buffalo run wild, and halflings wander in nomadic tribes. The halflings control a terriotry bordered by Karrnath, the Mror Holds, Q'barra, Valenar and the Mournland. Every year, the Blade Desert seems to creep farther into the grasslands, but as long as life can be squeezed from the plains, the Talenta halfling tribes will survive.

Thrane: The spirit of the Sliver Flame took hold of the hearts and souls of the people of Thrane seven hundred years ago, and this religious fervor remains the driving force behind the nation. Thrane was one of the original Five Nations founded by the human settlers of Khorvaire; the culture and heritage of the region goes back millennia. It was absorbed into the Kingdom of Galifar and remained a pillar of that celebrated kingdom for almost a thousand years. While the rest of the Five Nations followed the tenets of the Sovereign Host, a new religion found life in Thrane before spreading far and wide across Khorvaire. In the wake of the Last War, Thrane stands as a thecracy devoted to the Silver Flame.

Valenar: Ten thousand years ago, the elves of Aerenal established a settlement on the southern shore of Khorvaire. Initially, the hobgoblin emperor was pleased to have a center for trade with the elves, but over the next century this relationship soured and turned to war. The elves could not match the numbers of the goblinoids and were driven back to Aerenal. War between the empires continued sporadically over the next few centuries. Ultimately, both hobgoblin and elf agreed to respect the current borders - the elves would hold their island continent, and the hobgoblins would continue to dominate the mainland.

Zilargo: The gnomes of Horvaire have lived in the area known as Zilargo for thousands of years. Situated between the Howling Peaks and the Seawall Mountains, the gnomes have thrived despite incursions by and conflicts with goblinoids, kobolds, and humans. They have always managed to maintain their independence, winning battles with words tha tthey could never win with swords. After Galifar established his kingdom, he eventually set his sights on Zilargo. The gnomes met his forces in the valley north of Dragonroost and immediately surrendered. During the negotiations, the gnomes became an independent province within the kingdom. Galifar left in victory, and the gnomes secured a safe place in the new kingdom - all without spilling a drop of blood. Relying on wisdom and cunning, along with elemental-bound items and illusions, gnomes can be surprisingly dangerous opponents.

A HUGE map of Khorvaire
PostPosted: Mon Jun 05, 2006 9:31 pm


Rules

Guild and Gaia rules are to be followed at all times. All players are to use common sense, and I will ban you from this RP if I see fit to do it. I will institute more rules as necessary.

Arcelenon


Arcelenon

PostPosted: Mon Jun 12, 2006 12:31 am


The Warforged stood atop a hill, longsword at one side, short sword at the other, b*****d sword and shield across his back, dagger at his leg and a bag of supplies at his waistline. He looked down at the lights in the town below him, the magical orbs that illuminated the streets at night casting an eerie glow all about the city. In all his wandering days, the Warforged had never left Breland. For some reason, the idea had never sat well with him. It was almost like doing so would be the betrayal of the crown, and that was one thing he would rather die then do.

He thought as he looked down at the lowly light streets. He wondered about the past, recalling old allies and dear friends. He thought to his own future, and how he could ever fit in with a population that couldn't trust him. Many of his old allies had settled into towns and gotten jobs as armorsmiths, blacksmiths, construction workers, gemcutters and mercenaries, using the skills they had gained in the Last War to do menial jobs, trying to immitate the species around them in an attempt to blend with their society.

The Warforged was one of the few of his kind that had yet to do something with his life so far. He was determined to put that to an end. And so, it was with determination that he headed down into the city streets.

Several minutes of deep contemplation later had the Warforged passing through the town gates. He stepped as lightly as a four-hundred pound construct can, trying his best to stay out of everybody's way. He passed several streets before he made a right turn, seemingly at random. He passed the North Tower, where the Lightning Rail stopped in this town, and into an all-too-familiar network of back-streets and alleyways.

He had come to this place often to escape the hustle and bustle of life on the streets, and to evade the often accusing glances of passer-by's. This night was different from every other, however, for a woman's scream was heard in the distance. As was usually the case for him, curiosity got the better of the Warforged, and he went to investigate the scene.

He arrived on it failry quickly. The old feeling of disgust rose in him at what he saw. He was looking at five men - criminals, judging by their attire - had backed a poor woman into a corner. She was violently shaking with fear at the very sight of them, and yet they continued advancing with callous smirks on their faces. Normally, The Warforged would have been sitting back to observe the human behavior, wondering if he would fit in with either of these two groups. This time was different, for this woman had the coat of arms of the Brelish Royal Family on her dress and necklase.

A deafening roar escaped the Warforged, forcing the dangerous-looking men to turn their attention to him. His mechanical legs crashed forward, the dagger at his calf drawn in an instant and thrown squarely into the first unsuspecting brigand's chest. The longsword and short sword were in his hands in an instant, and he went about engaging and dispatching them one by one, as the ideal situation would have had it.

These criminals were smarter then they looked, though and all did not go as planned. The first of the brigands was engaged singly, and it was only a matter of a few seconds before the Warforged had blocked and parried a blow, driven his enemy's weapon up high and struck beneath it, severing his spine and dropping him cold. The next two were on him as soon as he had dispatched the first, and he was driven back to his heels just fending off their attacks. As is always the case, the brigands took advantage of the opportunity, and it wasn't long before he was surrounded on all sides.

It was time for a change of plans. As fast as most people register a change in an enemy's stance or movements, the Warforged had already acted on it, sheathing his two primary weapons and drawing his b*****d Sword. Holding the mighty weapon in both hands, he slashed violently outward, cleaving through two of them in a single blow. It was no accident that the blow also broke through one of their swords and another of their shields, for this b*****d sword was the enchanted weapon he had been given during his command in the War.

As the other two looked in awe at the single vicious attack, the Warforged turned from them. Frightened, they turned and began to run. But, these men had attacked Brelish associates, and running was not to be an option for them. Holding the weapon in his right hand, the Warforged raised the sword high above his head and spoke a single word almost so quietly as to be inaudible. Lightning blazed fourth from the blade's grip, striking the ground at the retreating mugger's feet. The flash of light was gone in a second, leaving a scorched road and two pairs of boots where just before there were whole people.

The night had turned out to be eventful early on after all, but the Warforged still had a task to do. Not even waiting for a responce from this woman, the Warforged sheathed his magical blade and began walking out of the alleyway.

[RP is now open]
PostPosted: Thu Jun 15, 2006 4:46 pm


[ Message temporarily off-line ]

Willadean
Captain


whiteflamingo29

PostPosted: Wed Aug 09, 2006 1:43 pm


Can I join?
PostPosted: Sun Aug 13, 2006 1:47 pm


(You have to pm Arc.)

Willadean
Captain


Arcelenon

PostPosted: Fri Oct 06, 2006 6:27 pm


((I'm SOOOO sorry that I've been gone for such a horribly long time! I promise I won't take such a hugely long break from this place again! I couldn't be discriminate when I cleared out my mailbox, so all you people who had characters submitted to me, I'll add you to my character list if you re-submit your profiles to me. Sorry again!))

The Warforged hadn't been given a mission in a long time. Of course, he didn't need to be told twice what his mission was. One of his superiors had just been killed. He would need to capture the assassin, or else bring her head back on a silver platter. He started by approaching the Brelish noble's corpse and looking to the wound on her neck. He was an experienced soldeir who had known nothing but war for his whole life. He had no trouble discerning the cause of death, which was clearly not the wound itself. Poison. He stepped forward to where the woman had dissapeared into the shadows. It wasn't the first time he'd been told to track an assassin - and a damn good one - down. He was on her trail in only a few more minutes.
PostPosted: Fri Oct 13, 2006 3:55 pm


Phaedra merged in between the groups of people, changing her appearance at every turn. She was well aware that the Warforged was following her. She was also aware that if she entered a duel with her predator she was sure to fail. Instead she needed to find a way to make sure the Warforged wasn’t given the chance to attack her outright. Something that, in itself was nearly impossible. She needed to run until the Warforged simply lost track of her. But there was nowhere for her to run to. Returning to her employer isn’t just not an option, but if she were to return with an enemy on her tail, her employer himself would kill her.

Blue eyes, brown hair, past the market.

Green eyes, blonde hair, past the inn.

Brown eyes, brown hair, past the tavern.

She would keep to the busy streets, taking paths she knew well, and changing her appearance at every given opportunity. That was all she could hope for.

Willadean
Captain


Arcelenon

PostPosted: Tue Oct 17, 2006 7:41 am


He sighed - or would have, had he lungs - as he continued on the trail. Several thoughts swam about in his head, not least among them the possibility that the assassinw as already gone from the city. Another of the possibilities was that the assassin was a changeling, as many assassins were these days. If that were the case, then his own recollection of the girl's appearance was already useless. Not only that, but he would have no idea what to look for when he saw her again.

The crowd parted before him as the nearly seven-foot-tall semiconstruct walked through it. He ignored the fear in some eyes, the hate in others, the sympathy in still others and the mild neglect from the rest. He'd learned to stop caring a long time ago, when he'd first come back to the world from the War, and never had let these things get to him again. He had tracked the girl into this grouping of people, but here the trail was starting to run ever thinner and thinner. If this kept up, he would lose the girl before long...
PostPosted: Wed Oct 18, 2006 8:46 pm


It wasn’t that she was particularly afraid to die. That useless fear was beaten out of her long ago, but it was the fact that if the Warforged were to succeed in killing her, she would have lost. All her battles, all her pain, everything she had strived to achieve would be gone. She had worked so hard to create a name for herself, and to erase the name and face she had been given. Another thing that kept her walking casually quick through the busy streets was that if the Warforged killed her, he would see her true face, something she had vowed no living thing would ever see.

But he was gaining on her.

The closer he came, the harder it was to run without being noticed. The idiots blocking her path all slowed or stopped to stare. She needed a plan, something better than changing her face and running, she was certain the Warforged was smart enough to take into account that she might be a changeling. She needed to change into something he wouldn’t expect, something he couldn’t attack. Being a civilian wasn’t going to draw a bold enough line.

There was a barracks nearby, an insignificant one, but still excuse enough for a common soldier to be on his way to the Tavern.

Brown eyes, brown hair, brown skin, masculine. Easy enough, but would it work.?

Willadean
Captain


Arcelenon

PostPosted: Tue Oct 24, 2006 7:01 am


As he walked through the crowd, he caught a rather curious sight. It was true that a changeling could shift their face, hair, eyes, even their body build and apparent gender, to suit the occasion. One thing they could not do, however, was to change their clothing, a tallent they had lost when they had first evolved from dopplegangers. Therefore, when the Warforged saw the muscular man heading for the tavern, it raised quite a few questions in his mind. Sure, there were all manner of strange people in Khorvaire and somebody may well have been a cross-dresser, but considdering the circumstances, the suspition in the Warforged's mind was too great to ignore. And so he changed up his course to chase after this odd man - if he was indeed a man - at a casual pace seeming himself to be headed for the tavern.
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