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Karrasi
Captain

PostPosted: Tue Jan 23, 2007 4:10 pm


Xeth

Character

Here is the basic character sheet template for making a character, please fill one of these out for each of your characters. Note you can add more fields if you want.

You may have a maximum of two characters in this roleplay.


Writer:

Plot: (The world of Xeth is designed so it new plots and adventures can be added to it and you will be allowed to have two main characters in each story and its up to you if you use the same characters or not, but for now the plot is ‘Xeth: The Pilgrimage of the Gods.’ The other plots will come in the future)

Character:

Race:

Age/Longevity:

Gender:

Occupation:

Alignment:

Personality:

Physical Appearance:

Special Abilities:

Weaknesses: (2 minimum to start)

Physiological Attributes:

Learned Abilities:

Brief History:



Here is a list of the main races in Xeth and their Longevity (how long they can live)
There can only be a max of 2 of each race in the game, so if you see two taken you are not allowed to make another of that race, so post quick biggrin .

1. Humans 80 years (1 taken)
2. Giants - immortal (they do not age or die of old age, though they can be killed) (1 taken)
3. Krypt - 750 years
4. Outcast - 200 years
5. Dragons - 2500 years
6. Orcs - 120 years
7. Ogres - 160 years
8. Dwarves - 500 years
9. Angelic - 150 years (1 taken)
10. Griffons - 500 years
11. Minotaurs - 100 years (2 taken)
12. Centaurs - 100 years
13. Satyrs - 80 years
14. Fae - 150 years (1 taken)
15. Elves - 500 years
16. Dark Elves - 500 years
17. High Elves - 500 years
18. Wood Elves - 500 years (1 taken)
19. Separatists (if a race different than those listed above, to be determined by the creator of the race)
20. Other (to be determined by the creator of the race)

Note this next Section on areas and races is quite long. It is not essential that you read it all but please read the bit concerning where your character has come from and about its race as it will explain a bit of the race's history. Also note that NOT all the races are listed here, only the ones which form an empire, if you wish to play other races you can though they wont be as abundant as the others.

HUMAN IMPERIAL EMPIRE.

Consisting mainly of humans, the Human Imperial Empire is located in the western part of Xeth. It is one of the largest empires in Xeth and used to be one of the most aggressive empires. Lately the empire has taken up more peaceful actions due to a new young emperor, Emperor Baxter IX. The capital city of the Human Imperial Empire is called Tandra; the city is also a gigantic fortress and home to thousands of citizens and soldiers alike. The main palace in Tandra is huge; its spire is the tallest structure in Xeth.

Humans.

Humans are a relatively new race to Xeth. They have not been around as long as some of the other races but are keen to expand and grow. In fact there were not any real empires before the humans made one, until the other races were forced to join together with their own kin to stop the humans from taking over their lands. Soon Xeth was shattered into various empires, which all happened around 1000 years ago. Over the years the humans didn’t conqueror as much land as they first did, as the other races were prepared this time and repelled the attacks. About 100 years ago a final cease fire was called and the humans did not invade anywhere else. Not many humans have seen any outsiders since, as no outsider ventures into the human lands and no human ventures into the outside lands. The new emperor however, is now trying to make peace with the other inhabitants of Xeth and correct mistakes made by his ancestors, but will they accept his proposal?


FROST LANDS OF DURADIA.

The cold wasteland of Duradia sits upon the north pole of Xeth and is a very cold and harsh place where blizzards rage most of the time and it has a longer night than day. No one of any race dare venture there as all who go never come back. There are a few stories of great evil and wolves that walk like men and other creatures of chaos that hunt in the blizzard by picking you off one by one, but there is little truth in these stories and they have become myths only known by a few.

Giants.

A long time ago before the men had fully evolved and the other races were very young, ruled the giants; they were spread over the whole of Xeth flatlands. They were not a peaceful race, in fact they were quite the opposite, as they waged war upon each other and the ancient race of the Krypt. They were tremendous fighters, standing at least 30 feet high on two legs and their physical strength was unmatched, they also have an extremely thick hide, almost like stone which is very difficult to pierce with conventional weapons by those of ordinary strength, however a large being like another giant or a dragon could certainly cause injury. They also had a keen sense of smell. Their fate however is a sad tale.

The Legend of Grudod.

Grudod was the war chieftain and most skilled fighter of his Giant tribe. His tribe had been at war with a nearby tribe for years, both tribes had thousands of giant warriors in each and their skills were equal. Until one unfortunate day the enemy tribe managed to surprise Grudod’s camp. In the fight Grudod and a few of his followers managed to get out but the remainder of his tribe was wiped out by the other. In their escape they found a cave that had not been there before. Grudod and his few followers entered the cave and found one of the four living gods in the cave, but little did they know that it was the God of Anguish.

Grudod plead to the god for justice and revenge. The god agreed to give Grudod and his followers super skill in there weapons and the ability to not be harmed by any weapon until they had killed every last giant in the enemy tribe, but the god would only agree if they agreed to his terms which he kept secret from them. Grudod was so angry that he agreed to the proposal without questioning.

Over the next few years Grudod hunted down the enemy tribe. Some tried to run, but he eventually caught them and killed them all. When he was done killing them his gift disappeared in him and his followers, and he now travelled the land as an outcast and began to notice that the female Giants were dying due to a terrible plague all over the land that only affected the females. Grudod knew treachery when he saw it, and so he tracked down the god cave again and demanded him to tell... to explain. The god answered, ‘But I gave all the males of your kind immortality where you will not die from old age.’, followed by his laughter which was echoed in the mind of every giant on Xeth. Grudod ran to attack the god but was thrown back with a bolt of lightning.

All around Xeth each giant tribe blamed the other tribes for this plague, they fought and fought killing each until there were not too many giants left. But ultimately the survivors decided there was no point in killing each other anymore and so joined together and travelled to The Frost Lands of Duradia to live their eternal lives in exile. No one knows what happened to Grudod. Some say the god killed him, some say the god made him his slave, some say the god took his soul and that on the quietest of nights you can hear him crying faintly for cursing his kin…

MOUNTAINS OF THE KRYPT.

This region is very mountainous and not much life there apart from mountain goats and a lot of Dragons. The mountains are scattered with small high lakes and some vegetation but apart from that it looks very barren. Some of the higher mountains are covered with snow in the southern regions. The mountains are also littered with lots of weird ancient buildings and caves that once belonged to the ancient race of the Krypt; this was once their homeland before they disappeared mysteriously. No one knows what a Krypt looks like in the new world as it’s been so long since they disappeared that there is no record of them, only the remains they left behind.

Dragons.

Dragons used to be scattered all over the land, going were they pleased. Lots of different species in all shapes sizes and colours emerged, but when the great empires began to form the Dragons were forced to unite under one banner and form their own empire. They decided to take control of Mountains of the Krypt, since no one went there and it was only natural for them with the many caves and airspace to live in. It is also a good strategical place to defend for the dragons if any of the other races were to attack. Due to the many different types of dragons they have no distinct features, not even shape as this varies from dragon to dragon, the only thing they have in common is their naturally long life. Dragons grow to an maximum length of about 30 feet long, head to tail. There are a lot of smaller speicies and a few which exceed this size.

MEADOWS OF THE TARGE.

The land is fairly flat with hilly areas; the area also contains rich resources of metal ores and other valuable resources. There is a desert in the north east corner that has its own tribes of Orc’s different from the ones living on the flatland.

Orc’s.

These dark green skinned humanoid warriors are very muscular and stand around 7 feet tall. They are strong and ferocious fighters that don’t give up easily when in a fight. They have managed to keep the humans back when they invaded and lost minimal ground. When the threat of the humans at last calmed down, they decided to clear their rear flank and attacked the Ogres so far that they have pushed them to two pieces of land called the Coasts of the Unworthy. They are still at war with the Ogres and there is a lot of hate between the two races. Some Orc’s live away from the others in the Desert, their traditions are different, and not much is known about the desert dwellers.

COASTS OF THE UNWORTHY.

The Coasts of the Unworthy consist of the two small land masses that stick out from the bottom of Xeth, and the sea around the land masses. The sea around the coasts is very dangerous as it is has very sharp reefs and rocks scattered all around the area.

Ogres.

Not as stupid as one may think, these fifteen foot high warriors are expert in battle craft and siege craft. When they go to war they are said to be one of the most fearsome opponents as they tower over the other humanoid races of Xeth. They are also known for their battle cries. Ogres stand around fifteen foot tall on two legs; they are heavily built and have a slight slouch in their back, while the other features of ogres differs from ogre tribe to ogre tribe.

MOUTAINS OF THE FAITHFUL.

This area is mostly mountain with an area around the mountains. The highest mountain in this area (a lot bigger than Everest) is Xeth which is called the ‘Stairway to the Heavens’. There are also some Krypt ruins dotted around the mountains.

Dwarves.

This short humanoid race has some of the best armour and weapon crafters in all of Xeth and has some of the best armour due to the Divine metal that is mined deep in the earth. Some tribes also live deep in the mountains and rarely see the light of day, while others live outside on the mountains or in the grassland area around the mountains.

VALLEY OF THE POSSESSED.

This valley has many rivers running down it, into the sea. The northern tip of the valley is different from the rest of the valley and is much like the rest of the world.

The Angelic.

These winged humanoids were once human. Many years ago when the race of man was very young a large tribe migrated north east and into the Valley of the Possessed which at the time was known for its magical energies. There they found a cavern in a river that was undiscovered. In the cavern they found the God of Unity, one of the ‘Good’ Living gods (see religion section for more). The God welcomed them and was surprised that they found him; He said he would give them a gift, the gift of the angelic. The only thing he asked for in exchange was for him to remain a secret within the tribe and only those who are worthy will be told were he is, and to become worthy they have to do a task which he told them.

The tribe was overjoyed with the idea of being blessed by a god and agreed. They sealed up the cave and followed the god instructions. To become angelic they had to pray to the god every day. Over the next year as they all did so, they became generally more magical and there bodies started to change slightly as they had better reaction times and instincts. A year later everyone in the tribe started to sprout feathered wings from their backs and soon were capable of flight. This only worked for their tribe and no other, which made them an entirely new race. After all had become truly angelic, all that were born after were also angelic.

Ritual of the Angelic

Many years later when the race of the angelic had become fully established, the god spoke to five of the greatest warriors in the angelic in a dream, he told them to complete the task which he had told them in the past, but only 3 managed to complete the task and were told were the god resides. They travelled to the cave of the god and journeyed into the cave like their ancestors did. He taught them the martial arts of the angelic along with the every weapon styles of the angelic. Three years later the three warriors returned from their time with the god. They had rapidly been taught everything so precisely, that they also came out with angelic armour on which is extremely shiny and varies from shape to shape on each angelic. They taught what the god had told them to the younger generations and in time each of them did the task and visited the god... this was the Ritual of the Angelic. Years latter all the experienced angelic warriors wore the armour of the angelic.

HOME OF THE GRIFF.

This large island is very hilly and has a massive mountain range in the middle of the island. Not much lives on the island anymore, all that there is are miles and miles of huge nests that house the huge Griffins which rule the island. Herds of deer and other edible animals roam the island as they are looked after by the griffins for their food.

Griffins.

These Huge creatures are half lion and half bird; usually looking like an eagle but sometimes it differs between bloodlines. The Griffin warriors were the most feared by the humans as they showed no mercy and destroyed anything that was in their path, and so it was no wonder that the humans made an insult after them... ‘Griff’. In the war, the humans managed to get an edge on the griffins and pushed them back to their Home Island were they have stayed since. Most Griffins dislike, if not hate Humans because of the war in the past. Griffin nests are not like ordinary bird nests, they are like caves made out of trees and lots of mud.

MEADOWS OF THE HOOF.

This land is mostly grazing fields and some hilly lands. Scattered across the whole of the land is mainly hoofed creatures. The main inhabitants are the following:

Minotaur.

These half man/half bull-like creatures stand at least 7 feet high and are very strong warriors as well as good builders. Infact they form the core of the builders in the Meadows of the Hoof, and they build for the other inhabitants there as well.

Satyrs.

They are about 5-6 feet tall and are half man and half beast, they tend to look like goats but it depends upon the each satyr.

Centaurs.

The bottom half looks like that of a horse and the top looks like the chest upwards of a man, they have six limbs all together and some are good marksmen, and some are the fastest race to move on land in all of Xeth.

ISLE OF THE FAE.

This small island is home to the fae (fairies); the island does not have any buildings, it is very natural and said to be a magical place that is looked after by the fae.

Fae.

These small flying magical creatures tend to be very good mages and magicians but they have also been known to be extraordinary melee fighters at times. Fae look humanoid but are only about 12 inches tall (30cm) and have big butterfly-type wings on their back. Fae live in the most natural places like tree trunks, small caves, water, etc.

GRAND ELVEN EMPIRE.

This land spreads across the entire landmass of Xeth and is the biggest empire, this is because the inhabitants shared their lands to make the Grand Elven Empire. The empire stretches across all types of conditions, mountain, forest, meadows, hills, etc.

Elves.

At one time the various Elven races warred with each other, until man came and forced them to join together to repel the humans out of their lands. Now the Elves live together with a tentative peace amongst themselves, and the wood elves. The general race of Elf consists of many sub-species with varying characteristics, personalities and cultures and they lived scattered throughout the Grand Elven Empire. But all the Elven races have magical abilities as a common base and many are woodsmen and hunters; bows are therefore the most used weapon. Mounts are almost never used amongst the Elven races because they move faster and more silently on their own. They are also known for their gleaming, soundless Elven Chain Mails. They generally have a good resistance against magic.

Wood Elves.

Wood Elves live primarily in the woods and are the tallest of the Elven races, standing at 6 foot or taller with varying hair and eye colorings. They prefer a simple life and life gives them the greatest pleasure over anything else. They are also known to be a bit on the wild side and have quite a temper. They generally gravitate toward a more neutral attitude. They live mainly in the massive rain forest located at the bottom of the Grand Elven Empire.

Hills of Glory.

This land is basically very hilly with long stretching valleys in-between the hills. The end of the main mountain range in Xeth also ends in this area. Towards the bottom of the Hills of Glory is a massive marsh land.

High Elves.

They are open and friendly compared to other elves. They are adventurous and travel widely outside their own cities. They might seem a little aloof and arrogant at first, but they know the value of friendship and alliance with other good races. The High Elves are normally a little under 5 and 51/2 feet tall. They are fair skinned, close to the colour of cream with varying hair and eye colorings.
These elves do not put much importance on society. They live as they wish rather then how others want them to. They also are generally good spell crafters and alchemists.

Dark Lands.

This land is constantly in darkness from very dark storm clouds. This is caused by the various geometry around the Dark Lands. Due to the constant darkness, life is adapted to the constant darkness. Plants and trees are very sparsely populated and the animal life seems to live mostly under ground. Everything is adapted to be very dark colours, even the small leafs and branches on the plants and trees.

Dark Elves.

Dark Elves, also called Drow, are one of the only types of life to live on the surface in the dark lands, their eyes are more sensitive to daylight than the other Elven races. They typically stand between 5 and 6 foot tall, with dark grey skin, dark eyes, and white or black hair. The females are no more or less stronger than the males but they tend to be the leaders of the tribes and play a more important role in everyday life that the males. The Dark Elves also tend to have a darker attitude than the other races.

LAND OF THE OUTCAST.

As with the Dark lands this land is under constant shadow from the rain clouds above, it is also a magical void meaning no magic can be cast or used there. This makes it an ideal place for the cursed outcast race.

Outcast.

Outcasts are about 5-6 feet tall and look exactly like three dimensional shadows. They may seem like the ideal thief or assassin but this is not so, as they are a cursed race and were not always shadows.

The criminal gang ‘Shadow Dancers’ and the Legendary Wizard.

During the formation of the great empires a large gang of half-human/half-elves like race formed and eventually became the most notorious criminal presence in all of Xeth. They thrived in the chaos of war, traveling the land as they pleased, murdering, stealing, pillaging, assassinating, anything they wanted to. No one could stop them as they had there own fighting styles which were strange and unique. They also traveled in one big group which gave them strength in numbers. Eventually the gang became very big, full of male, female and children criminals and unbeaten, until one unfortunate raid.

They attacked a small elven town run by a powerful elf mage. They stormed the elven tower and killed and beat every one they could find, critically wounding the elf mage. In his last breath before he died he cursed the ‘Shadow Dancer’ gang, his body turning into a black light before exploding and releasing the dark energy that flew around and hit every last gang member in Xeth. They instantly started to change into a shadow, each and every one of them. The ones that were holding stolen and looted goods seemed to drop the goods on the floor, and when they tried to pick it up they found out there hands passed right through the goods like a ghost. They eventually found they couldn’t pick up anything that was not their's, the only way they could get something was to make it themselves, be given it, or kill and take what they wanted, but this leaded to their next problem. The gang members that were killing the women and children found when they were turned in a shadow they could not kill them, as their blades passed right through them because they had no intent to harm the gang members as they were mostly cowering in the corner in panic and fear. They did find however, that they could kill the remaining guards who were trying to harm them or their fellow friends. They found that the only people they could harm without their intent to harm them first was their own shadow race. Some of the guards managed to strike a couple of the shadows but their weapons passed straight though the shadows. Later they found out that only magic weapons could harm them.

The Gang leader issued the flee signal and the shadows fled off back into the night were they had come from. The leader and a few others stayed behind in the tower and searched desperately for some kind of cure or solution, but they found none. As they began to flee from the town some more elven mages arrived from a neighboring village, notified from an escapee from the town. They blasted all types of negative magic and harmful magic at the fleeing shadows the leader and a few others were hit and were critically harmed, the surviving shadow turned around and looked at the leader shocked as they used to have a resistance against magic being half-elf, but now it seemed they are very vulnerable to it. The surviving member managed to flee and tell the rest what had happened and what he found out. Later it was found out that they are immune to necromancy upon their dead corpses. They also found out that anything they could wear or hold, they could turn in and out of shadow upon will.

The Gang, now leaderless and completely confused were tantalized for years of aimless wonder as they couldn’t do most of the things that they used to love doing before. One by one they got wiped out until they found a spot, a large and mysterious spot of land that was magically void in the dark lands. This was perfect as their weakness to harmful magic and magical weapons couldn’t harm them here. Eventually it came to be called the Land of the Outcast and only the most foolish traveled there. The gang eventually came to be called the Outcasts and quickly were never really mentioned in the history books again. The Outcasts themselves still bred and still trained their young in the weapon styles and fighting ways and aspects of their life before. Eventually their society changed from their old ways of thinking and varies from each outcast. The Outcasts also researched and searched for a cure to their curse and are still searching to this day with no luck…

LAND OF THE GREAT HOUSES.

This large island is quite flat and has the best farming and irrigational land in all of Xeth and it is no wonder farming and cattle growth are the most popular types of business here. There is also a large forest to the south east of the island. The most spectacular land mark here though is the gigantic bridge to the north east. It is the largest bridge ever built and stretches 100-200 miles across the shallow waters to the Valley of the possessed. The bridge is made out of stone and has a lot of interesting carvings on it along with some statues of all the main different races in Xeth, at various long intervals . The bridge is also very old and predates the time of the formation of the great empires.

Separatists.

The separatist empire was formed at the same time as the other empires, but it was formed by a group that was many species, not one. Each and every one of them did not agree with what was happening or the current ideals of their race. They wanted to keep cross races and blend together. They rallied together and convinced many from the main races to join their cause. They then moved onto the island, while many of the previous inhabitants had moved to be with their respective race, with the ones that were left joining with the separatist.

They developed a new system; they did not have a leader so to speak, but many leaders. Five houses were formed, each individual joined a house and 2 leaders were elected from each house and these 10 formed the government. Every 10 years new leaders are elected from each house. These leaders decide on the best course of action and what to do within the separatist empire. At the beginning the houses were slightly race bias, but over the years things have become stable. People are still joining the separatists to this day and they don’t turn many down, though there is an initiation period were people are watched and so on, to make sure they are not abusive.

The Five houses are called, House Lopto, House Tadiath, House Kaxko, House Nelidic and House Huyt. Each has different attitudes which vary over time. When someone joins the separatists they have to choose a house, the houses try to persuade people to join their house, which also varies over time.

RELIGION.

There are many various small religions/beliefs throughout Xeth which are based around The Living Gods.

There are eight Living gods hidden and scattered around the world. Four of the gods are ‘good’ and four are ‘evil’ they all have there own vices and virtues. The four ‘good’ gods are Harmony, Compassion, Unity and Hope. While the four ‘evil’ gods are those of Chaos, Anguish, Lust and Despair. Only a very select few of various races know the location of a god even fewer have actually met or seen a god. No one knows the location of all the gods.

(If you plan to use a god in anyway in a post please contact me and let me give you permission. Gods are PNPC controllable by me and me alone, no one can be a god, if u wish to control one I must give permission first.)
PostPosted: Tue Jan 23, 2007 4:12 pm


Writer: Karrasi

Plot: Xeth: Pilgrimage of the Gods

Character: Mysor

Race: Angelic

Age/Longevity: 24

Gender: Male

Occupation: Angelic Warrior

Alignment: Pure good, Disciple of Unity

Personality: Strong willed and courageous, he will do anything to help out the innocent and to help unite the races. He usually wants to destroy anything he thinks is evil, though he is not stupid and will not charge into a fight if he knows he cannot win.

Physical Appearance: He is about 6”2’ he has large feathery wings out of his back. He wears silver shiny silver plate armor all over his body except his head. His chest piece is shaped mildly to represent chest muscles. He has medium length dark blonde hair.

Special Abilities:
Light: He has the ability to generate light from the palm of his hands, his can control the strength of the light, using it as a torch or he could increase the strength and use it to blind enemies in battle.

Weaknesses:
Unskilled: Other than the ability to make light and use his hammer he is relatively unskilled in combat and magic. If he looses his weapon then he is a lot weaker as he is not skilled at throwing punches or other weapons other than hammers and great hammers ideally.
Stubborn: If he has started a task or quest he will want to finish it all the way through to the end, with or without his companions.
Fire and Dark magic: Fire hurts his wings so he cant fly and Dark magic can be extra effective against him.

Physiological Attributes:
Flight: He can fly with his wings over great distances.
Keen senses: His senses are enhanced slightly above human senses.
Muscular: He is quite muscular and is stronger than the average human.

Learned Abilities:
Great Hammer Mastery: He has mastered the art of swinging his great hammer, using it very efficiently.

Brief History:

Raised in one of the many Angelic villages in the Valley of the possessed. He has been taught as a Disciple of Unity and taught to use Hammer weapons and more importantly the Great Hammer. He is still relatively young and has answered the call for heroes as his first quest, hoping to unite this world.

Karrasi
Captain


Karrasi
Captain

PostPosted: Tue Jan 23, 2007 4:13 pm


Writer: Karrasi

Plot: Xeth: Pilgrimage of the Gods

Character: Kulmob Farscar

Race: Giant

Age/Longevity: over 5000 years old

Gender: Male

Occupation: Exile

Alignment: Neutral

Personality: Quiet, sad and daring. As giants have nothing left to live for, and there are only a few left, Kulmob doesn’t care if he lives or dies, he just wants to find purpose again. He is very experienced with many things after living so long. Some might say he’s “seen it all.”, he has an average intelligence.

Physical Appearance: Just over 30 foot tall, he is a lot like a giant human in appearance, his muscle structure is very big as he is very strong. He wears brown rag like and ancient clothes and some worn out boots.

Special Abilities:
Resistance to cold: He’s developed a resistance to some of the coldest temperatures; because of this he is good at resisting cold magic and surviving in cold climates.

Weaknesses:
Weak spot: He is not completely impenetrable to normal attacks; his eyes are a weak spot.
Lack of speed: He is not really fast so it is possible to dodge some of his attacks.


Physiological Attributes:
Strength: Giants are the strongest race in Xeth.
Smell: Giants have a strong sense of smell.
Tough hide: There skin is extremely tough, like rock. It takes a lot of strength or magic to penetrate.

Learned Abilities:
Experience: He has a lot of experience in many things from different types of weapons to how to survive in the most desolate of places.
Improvisation: He doesn’t carry a weapon; instead he uses the environment to crush his opponents.

Brief History:

Living in Exiles with the other Giants, there race slowly dieing out as they battle the chaotic creatures up in the frost lands. He heard a call for arms from the humans, in order to try make things right he is on his way to the human capital to see what is going to be said.
PostPosted: Tue Jan 23, 2007 4:27 pm


Character by: swinbopadoobop

Name: Markel Swinstaien

Race: Human

Age: 20

Gender: male

Occupation: jobless/fighter sweatdrop

Alignment: non. talk2hand

Personality:
weird, strange reacts badly to those who annoy him. He can often act shyly round others though this often accurse randomly. He has a sarcastic nature and can be dark and moody at times.

Physical Appearance:
6’ 4” tall, slim build, brown shoulder length wavy going on to curly hair. Pale skin almost elf like in tone. Grey blue eyes. He wears clothes that are neutral/earthy in colour in the basic human style, I'm gessing they'ed be made out of cloth he is not spectacular in apperance and there isn't a scrape of leather on him. He carries what looks like a quarter staff with him but it could just as easily be a broom/mop handle
^-^ stressed scream

Special Abilities:
”you don’t want to see me when I’m angry” not a skill as such but Markel goes bezerk when ever an enemy upsets him in any way (its not an instant thing, Markel will just suddenly snap though its more likely to happen if its caused by an enemies attack, I’ll leave it up to the GM to decide when this ability kicks in
^-^)
Random attack: Markel is totally unskilled with his weapon of choice (or any weapon for that matter) for this reason many of his attacks are unpredictable. Markel uses his stick like a club and holds it like a sword so what’s his next attack going to be...........? confused

Weaknesses:
bright light hurts Markel’s eyes more than they would a normal person, sending him staggering in all directions. eek

Being human naturally makes him weaker than other races against most attacks except water because being weak against water based attacks is just silly.

Physiological Attributes:
Scary: randomly turning up in front or behind people and hiding in the dark can often scar/ surprise his fellow man. ninja

Learned Abilities:
Read!: Markel can read, yay!!!!!!! In what ever the basic human language might be.

Brief History: Markel doesn’t have a clue what he did a few days ago let alone what has happened in the past 20 years. All he can remember are the faces of random people, and he is currently hoping that the feeling in his pocket is indeed that of shepherd’s pie
gonk redface

Approved

Swinbopadoobop
Crew


Taddy Tadpole
Vice Captain

PostPosted: Tue Jan 23, 2007 4:29 pm


Character 1 of 2 by Taddy

Character: Mithranda Táranis
Race: Fae
Age: 67
Gender: Female
Occupation: Magician
Alignment: Neutral… doesn’t follow a religion, but admires the Gods Hope and Chaos.

Personality:
Quick tempered and quick witted, Mithranda will always make her thoughts known to anyone and everyone, which often gets her into trouble. However, due mainly to her size, she is afraid of physical violence and fighting, but is perfectly happy to unleash a torrent of spells and verbal abuse when she’s protected by her bigger friends.

Physical Appearance:
26cm tall, and slender with ruby red hair, emerald green eyes and a healthy rosy glow. Her wings shimmer in the light, and when in motion it’s hard to tell whether they’re purple or pink. A stream of golden dust follows her wherever she flies. She wears a traditional Fae robe, in scarlet silk, along with a golden belt which holds her wand and her dagger.

Special Abilities:
Fatal dart - Mithranda has he ability to strike out at her enemies, killing them instantly with her blade before they even have time to blink.

Weaknesses:
Fatal dart; although it’s her special ability, the speed and accuracy involved exhausts Mithranda, leaving her defenceless to physically attack her enemies, but she still has her magic to defend herself if necessary.
Giants: as a tiny Fae, Mithranda cannot defeat any giant. Her magic isn’t powerful enough to defeat them, and her fatal dart attack may as well be a pinprick to a giant.

Physiological Attributes:
Flight; can fly silently and quickly, and at times, such as when she’s using her fury dart attack, she can fly faster than light. Due to her size, she is unable to fly great distances.

Learned Abilities:
Magic - Mithranda has dedicated her life to learning all the spells she can, and practising each to perfection, making her a powerful ally and a deadly foe. However, since she knows so many spells, she sometimes needs a hand in deciding which one to use.

Brief History:
Born and raised on the isle of the fae, by her parents, both of whom were great fae magicians Mithranda left at the age of 50 in order to further her magical abilities on the mainland. She found herself with a band of High Elf Spell crafters, and remained with them ever since.

Approved
PostPosted: Tue Jan 23, 2007 4:30 pm


Character by: swinbopadoobop

Name: Geroff the Bull

Race: Minotaur

Age: 40

Gender: male

Occupation: worrier and part time builder

Alignment: Meadows of the Hoof

Personality:
Some what dim of wit, he can be kind to others if they didn’t run a way from him (I’m pretty sure minotaur s are meant to be scary) xp

Physical Appearance:
From a distance he just looks like a block smudge ninja since both his fur and the skin are as black as the night and his eyes are like obsidian. His body is covered in scares but these are hidden by the blackness, he is 7’8” in height and on top of his head there are long horns as white as bone these are 18 inches a piece (not included on his height). He wears brown leather belts across his body which old on varies bits of metal, shields and old armour to his body. He wears a loin cloth the colour of bleached bone and carries a huge axe like the one in soul calibre (Karrasi will know what I mean) and finally his hooves are also as black as chaos.

Special Abilities:
Bully charge: dramallama when the time calls for it Geroff will just lower his enormous head and just charge the enemy causing massive damage weather it be an enemy trooper or a locked door (just think of him as ram man but in bull form “that’s the biggest thing I ever rammed!”). eek

Weaknesses:
Red: seeing the colour red just screws up Geroff’s brain sending him into a head on charge towards the colour his fell adventurers will have to mess around restraining him if it is against there will for him to charge (e.g. if another adventurer is wearing red for example they won’t want to be charged by Geroff) wahmbulance

He’s covered head to hoof in fur he is going to be slightly more flammable than every one else so Geroff is some weakness to flame based attacks. burning_eyes

Physiological Attributes:
Since he’s a huge bull Geroff causes fear in enemies who are smaller than he is. gonk


Learned Abilities:
Axe man: Geroff has learned to weal his great axe to handed with ease he’s faster than he looks

Build: Geroff has some skills in building (I don’t know what he can build though that’s for Karrasi to decide).
Brief History: Geroff the bull has lived in the Meadows of the Hoof all his life learning to us his axe both to fight and to cut down trees to build what ever it is minotaur build (I have no clue Karrasi give me some help here). He has heard of the wicked man who raises the dead for his own devise ends and it is the Hoof’s will that Geroff and some companions go out and stop this nonsense right now!!!!!!

Approved

Swinbopadoobop
Crew


Taddy Tadpole
Vice Captain

PostPosted: Tue Jan 23, 2007 4:31 pm


Character 2 of 2 by Taddy

Character: Ariané Súrion
Race: Wood Elf
Age: 350
Gender: Female
Occupation: Spell crafter
Alignment: Neutral good, a follower of Harmony.

Personality:
Quiet and shy, Ariané tries to make life as peaceful as she can, with the minimum fuss. This is difficult as Mithranda’s elven guardian, but she still tries her best. Although naturally peaceful, Ariané will fight if she or any of her friends are being threatened.

Physical Appearance:
Ariané has long silky blonde hair and a pale almond shaped face. Her eyes are violet in colour. She dresses in dark blue robes and carries a wooden staff which is nearly as long as she is tall. She stands at 6ft 7. She is also an expert archer, which is to be expected. She carries with her a longbow and quiver of arrows which she keeps as full as she can.

Special Abilities:
Is a master in the art of Healing.
Also uses her magic to repair arrows which have been used, meaning that as long as they are retrieved, she’ll never run out of arrows.

Weaknesses:
Drow: Ariané is scared of this race, because they killed her family. If she sees a Drow, she has a tendency to run away and hide.
Magic: although taught in the ways of the high elf spell crafters, Ariané never wishes to harm anyone with magic, believing it to be an unfair advantage. So without her bow, she is pretty much defenceless.

Physiological Attributes:
As an elf, she’s incredibly light footed, which allows her to silently approach enemies or dangerous places. This also plays a key part in her speed, as she can run at great speeds for miles without slowing or stopping.
All 5 of Ariané’s senses are ultra sensitive, especially her sight. She has the ability to see things which are miles away, and has incredible night vision. This ability helps her to accurately see and/or shoot enemies in the dark or in the distance, before they could even possibly see her. It also helps her aim, meaning she can kill a giant with one arrow.

Brief History:
After a battle between a Drow Family and her own, which left the rest of the Súrion clan dead, Ariané ran away and ended up in the marshlands of the hills of glory, where she was discovered and raised by a family of High Elves. Taught in the ways of a Spell Crafter, when the Mithranda arrived, Ariané was assigned to be her guardian elf.

Approved
PostPosted: Tue Jan 23, 2007 4:44 pm


Writer: Lenatos

Plot: ‘Xeth: The Pilgrimage of the Gods.’

Character: V'ran V'rohk

Race: Seperatist (Great Old One)

Age/Longevity: That is not dead that does forever lie.

Gender: More complex than you could possibly imagine

Occupation: Barber

Alignment: Chaotic Neutral

Personality: V'ran V'rokh follows ancient laws of physics beyond mortal understanding.

Physical Appearance: celaphod body, one glistening eye, wear rudimentary garments out of politeness rther than anything else.

Special Abilities: Hypnotise, Transfix, Can live underwater and in deep space. V'ran has quills disguised underneath his tentacles which can be launched, sending poioned spines toward the enemy, he can also use his tentacles to secrete a paralyzing venom, or a sticky enzyme allowing him to climb any surface or trap any foe. V'ran also projectes the "Glamour" of the old ones, a quirk of science that means no creature of low willpower can see him, his alien physiology does not compute with simple minds and thaerefore the brain block him out to prevent itself going mad, fortunately he can create holograaphic constructs that allow others to interact with him. Silver heals his old onee physiology of it's wounds, although his blood spoils the metal making it useless after first use.

Weaknesses: Eye, is afraid of snakes

Physiological Attributes: Insane

Learned Abilities: Tentacle rape, numerous hypnotic abilities.

Brief History: one of the ancient things that exists beyond our world, came to gaia to become a barber and also start a harem.

Lenatos


Swinbopadoobop
Crew

PostPosted: Tue Jan 23, 2007 4:48 pm


eew scary and some what sickening stare
PostPosted: Tue Jan 23, 2007 5:17 pm


Haha sounds amusing. Though just a few notes first Lenatos. Know that your character is not all powerful.

The seperatists arn't a race they are a collection of races. Saying that so you know, that would be more of an alliance that your race.

How big is he?

Im not likeing the whole outerspace thing in this roleplay, its pure fantasy. Instead you might want to say hes from the sea of shadows, which is a very mysterious sea in the middle of the continent. And instead of holograaphic maybe he mentally projects the image into peoples heads with low willpower.

I dont get the whole ancient laws of physics and beyond mortal understanding things, but your character cna not be immortal(he can be very old). And he must comply to the same physics as everyone else (Thats how physics works, NO one can escape it razz )

Also we are not in a gaia world, we are on Xeth.

Hmm thats all for now smile

EDIT: Will be releasing a Roleplay tomorow where you can create any character you want, no limits, so you can make it stupidly powerful if you want, there you can go and try take over the world or whatever. So sensible (balanced) characters go here, Silly (GOD MOD) characters go there.

Karrasi
Captain


Emilialys

PostPosted: Wed Jan 24, 2007 5:20 pm


Plot: (The world of Xeth is designed so it new plots and adventures can be added to it and you will be allowed to have two main characters in each story and its up to you if you use the same characters or not, but for now the plot is ‘Xeth: The Pilgrimage of the Gods.’ The other plots will come in the future)

Character: Heather Aurban

Race: minotaur

Age/Longevity: 20

Gender: female

Occupation: Aprenice carpenter and warrior

Alignment: meadows of the hoof

Personality: hot headed, stubun, bash and young. at the age were she believes she knows everything and hates being told what we can and can't do. Apart from that she is also very passionate, protective of her friends and family, tries to do good and take care elderly father.

Physical Appearance: runt for a minotaur at 5"3, but with large horns , dark red/brown hair/fur and golden eyes. Has engravings on horns.

Special Abilities: speed-due to being smaller than others of her age is able to move at faster speeds than other minotaur.
sharp spike: her horns are very sharpe and when combined with her spreed and size can be used to gut larger enemies.

Weaknesses: (2 minimum to start) Moving water (rivers, sea etc) chronic fear aswell as not a strong swimmer.
And size - smaller than other minotaurs thus has less strength.

Physiological Attributes: as a minotaur she is stronger than a humun and has a tough hide, has large horns which can be used as weapons and tools.

Learned Abilities: forage: can forage for food easily.
charge: attacking and charging with horns and claws
call of the wild: can listen and track wild beasts.

Brief History: Last child of eldery head carpener, Havor, it was a toubled birth as Heather was born a runt and her mothered died in child birth. Although Heather was a runt (well for a Minotaur) she never let it stop her, the bullies facing her sharped horns. She has been trained as young warrior much to the amusemnet of others in the tribe(tribe? herd?) and carpenter to please her father, who she cared for dearly and has recently passed on. Now she plans to leave her home to start a new life and leave behind her grief, just as long as no one says "your kinda short for a Minotaur".

Approved, You can post smile
PostPosted: Wed Jan 24, 2007 5:39 pm


Ok lets elaborate...

You said: "Know that your character is not all powerful"
I never said my character is all powerful.

"The seperatists arn't a race they are a collection of races. Saying that so you know, that would be more of an alliance that your race. "
I understand this, i merely put seperatist to indicate that the race was not one of those already on the list.

"How big is he? "
Human size

"Im not likeing the whole outerspace thing in this roleplay, its pure fantasy. Instead you might want to say hes from the sea of shadows, which is a very mysterious sea in the middle of the continent. And instead of holograaphic maybe he mentally projects the image into peoples heads with low willpower. "

the terms "Space" and "alien" are used here in a phylisophical context, not a physical context. To say "an alien thing from beyond space" merely implies that he exists beyond the normal universe. Also "Holographic" literally translates as "Light Pictures, so the term is technically correct, although i couldd understand the confusion implicit in it's saturation in sci-fi the terms and concepts of holographics are actually quite old. (I'm an amatuer entomologyst so i pick things like this up)

"your character can not be immortal"
He isn't immortal, merely aged beyond understanding of time.

"he must comply to the same physics as everyone else" Yes he does, it's just that his races understanding of physics is far in advance of humankinds, therefore he is subject to the same laws of physics as everyone else, although they have no un derstanding of them (if you are unreceptive to the idea that there are physical laws outside your understanding you present an entirely arrogant and overtly flawed argument, look at galileo)

"we are not in a gaia world, we are on Xeth."
My mistake, sorry.

Will look forward to the godmod where i can prsent this character in his true lovecraftian power!!

Lenatos


Karrasi
Captain

PostPosted: Thu Jan 25, 2007 9:15 am


Quote:
the terms "Space" and "alien" are used here in a phylisophical context, not a physical context. To say "an alien thing from beyond space" merely implies that he exists beyond the normal universe. Also "Holographic" literally translates as "Light Pictures, so the term is technically correct, although i couldd understand the confusion implicit in it's saturation in sci-fi the terms and concepts of holographics are actually quite old. (I'm an amatuer entomologyst so i pick things like this up)


I still dont like it pat, would prefer if you could say he was from the world of Xeth somehow. Though you can generate light from your body if you want :S How would you like it if i said my D&D character was really an alien from the planet zog which is also in the same solar system as your world you created.

Quote:
"he must comply to the same physics as everyone else" Yes he does, it's just that his races understanding of physics is far in advance of humankinds, therefore he is subject to the same laws of physics as everyone else, although they have no un derstanding of them (if you are unreceptive to the idea that there are physical laws outside your understanding you present an entirely arrogant and overtly flawed argument, look at galileo)


Yes this is true, but this is MY world, i decide what is true and what is not, you do not. If your cahracter has powers other than what is stated, please edit your post and put them in and ill approve or not approve them. Also if you come with a "Law of physics" PM it to me for approval, dont just post it randomly. Like i said my world my rules, by all means we can disscuss it and i may incorporate it. But i have the final word here.

Quote:
"your character can not be immortal"
He isn't immortal, merely aged beyond understanding of time.


You don't know how long the world of Xeth has been about wink
PostPosted: Thu Jan 25, 2007 9:23 am


Emilys character approved and ready for Posting.

Karrasi
Captain


muffinxman
Crew

Dapper Browser

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PostPosted: Sun Jan 28, 2007 8:05 am


Character: shelly

Race: flesh golem

Age/Longevity: depends on the body part - he should last as long as he can hold his limbs together

Gender: male

Occupation: drifter

Alignment: good

Personality: shy, desperate to be accepted by the world of men

Physical Appearance: domokun is sewn together from bits of various dead people and as such is extremely ugly... very large bulky and mishapen

Special Abilities: due to his bulk he is extremely stong, full of stamina and resilliant to harsh weather. Despite his bulk he can hide from others pretty well when he wants to.

Weaknesses: (2 minimum to start) lacks social skills, from being shunned by society. Also he has a tendency to fall apart once in a blue moon, so requires a certain ammount of surgery here and there.

Physiological Attributes: extremely strong and resilliant in comparrison to the humans that that created him

Learned Abilities: can read and farm

Brief History: upon the night of Shelly's creation the creator was repulsed by the thought of what he had created. After fleeing Tandra, the capital city of the humans, the creator dissapeared - leaving behind all his work and belongings in a hope to forget the attrocious crime he had commited. Shelly unnamed and confused wandered into the streets amid screams of terror. He was beated upon and shunned by humans. He too fled the country, in search of the meaning of his existence and to find his 'father'. On his travels he has learnt of nature and survival in the wilderness and upon a short stay hidden at a remote farm learnt to read and observed the workings of a small family as they farmed and lived in love and tranquility. This family too shunned him when he was discovered and since he has dedicated himself to his goal of revenge on his creator.

Approved
Reply
Xeth - Pilgrimage of the Gods

 
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