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Posted: Tue Jul 03, 2007 4:31 pm
Aranor: Scarred Lands An Aranoran RP Introduction:Where to begin... Aranor is a fantasy world, literally a planet, of my own imagination. This RP will take place on a single, large continent, and possibly (although it's unlikely) nearby islands. The world is still open for expansion, allowing for the creation of races and magic elements not listed below. The technology is basically medieval/feudal, with a few odd exceptions (mostly inventions by the Blue Tail Clan). Suffice to know there are no guns, robots, phones, computers, TVs, cars, etc. This RP takes place 1000 years after a war; there is a country in the north, but the south (the "Old Country") is still scarred by war. However, this scarred land is beginning to heal, and also seems to have quite a bit of appeal as a wild land for explorers and adventurers all. Make no mistake, it's still quite dangerous. As for the thousand years...time moves very slowly on Aranor, as far as technology, resettlement, even population increase, because several races either live a very long time or are completely immortal to age. The thousand years mean that most people don't still have vivid memories, but it's not yet forgotten. Table of Contents1.Title/Intro/ToC 2.Rules 3.Geography and History of Aranor 4.Aranor's Races 5.Aranor's Magic 6.Monsters 7.Application Form 8.Character Listing 9.Reserved Post I 10.Reserved Post II
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Posted: Tue Jul 03, 2007 5:31 pm
2.Rules 1.Obey Gaia's Rules 2.Obey this Guild's Rules 3.I don't require you to write a paragraph every post or any such nonsense, but I'd prefer a bit of literacy. No <|24ZY |_337 T/-L|<, okay? 4.To join this RP, PM me a profile (from the application below) and wait for my response. It'll probably be either "yes" or "edit a few things", rarely if ever do I say no. 5.No godmodding. There are many definitions of the word, but this is the one I choose: Raising one's self or one's character to the status of a god in the world of the roleplay, thereby giving one's self or one's character the ability to do absolutely anything, including using other people's characters as if it were one's own and assuming that one's character always hits with an attack, etc. no matter what.* 6. In order to prove that you read the rules, please put the word "Impeth" as the title. 7.You may have up to seven characters, as long as you do not resort to RPing exclusively with yourself. It's still counted a single character if a Neshobe has two souls, however, as the second is automatically subordinate to the first (except in the case of defects, although it still doesn't matter that much.)
*--The "monster" clause: Any monsters are considered the property of whoever they happen to be fighting at the time. Monsters appear to be defeated, it's a narrative fact. Therefore, there is no potential for godmodding when concerning monsters. Nonetheless, it's important to be somewhat realistic. Your character is not an overly-powerful god, and will mess up and/or get injured every once in awhile.
I, Xindaris, reserve the right to change, edit, remove from, add to, nuke, shoot at, slice to pieces, decapitate, or otherwise mess with these rules at any time without notification.
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Posted: Tue Jul 03, 2007 5:44 pm
3.Geography and History of Aranor Time on Aranor moves very slowly, as does technology, for most races are either immortal to age or live for a very long time. So if I were to say 'a very long time ago', I would MEAN a VERY long time, ago. Anyway... A thousand years ago, dragons inhabited the known continent of Aranor and most people lived in the southern edge of the continent. But then the dragons became arrogant, believing that the humanoid, smaller creatures existed only to do their bidding. At around that time, a Silver Neshobe was born; her name was Rithara (Shining Star), and like most of her color she was born to bring the world through a time of great strife. At last the dragons and humanoids could no longer get along, and it led to an all-out war. The humanoids created the Dragoons, and the dragons created seven "Sins", as they were called, from humans to do their own bidding. These "Sins" still walk the world of Aranor, but it is rare for any of them to make their presence known. They were and are quite powerful, and much speculation is made as to why they are in hiding. Once the war had ended, the southern area of the continent was devastated and scarred. The humanoids, the victors, moved north while the remaining dragons flew away, disappearing to who-knew-where. They founded a country, and as she had been killed in the final battle to defeat the dragons, named it after Rithara. The country of Rithara, as per some designs laid out by the person before her death, is divided into many provinces, one for each race excluding the Neshoba, for they are wild and prefer to be nomadic, the Fylenis, for they are rare and elusive, the Satyrs, for their numbers are few and believed to be scattered, and the mysterious Ekim. If a new race is added during the course of this RP, it will be 'assumed' that that race also has a province within Rithara unless otherwise stated. Each province is almost self-governing, but technically the king or queen of the human province rules over them all. The king or queen is chosen by the parents, based on not age but wisdom and leading ability, and for a longer time than can be counted the royalty of Rithara has been just and peaceable. Also, each province has an 'advisor', chosen by the province's own ways (popular-vote election, battle royale, you name it...), to the king or queen, whose ideas and advice he or she is required to at least listen to; the council of advisors, if a two-thirds majority is reached, has the right to overturn a decision of the king or queen that they feel is wrong. The lower area of the continent is still a scarred land, open to many explorers, adventurers, and risk-takers, as well as more than a few hiding criminals.
Neshoban Government: Neshoba use a form of governing that seems 'strange' to humans, or at least the Clans other than Blue Tail do. It is similar in structure to the way that true wolves are, however it's more complex. (Neshoba don't always reside in groups, in fact many are wanderers, but this is for those who choose to live in large groups.) The highest level of organization for them is the Camp. The Chieftan, or High Alpha, chosen by the Clan's own standards, leads it. Under that there are several Packs, each of which is lead by an Alpha (of course) and with each member having a particular purpose socially and in hunts. The status of any Neshobe can change if she or he proves her or himself in the way that the Neshoba use. There are honors among Neshoba, but rank is not set in place or limited by anything like birth, gender, or such, except for being from a different Clan or a crossbreed. It is true, however, that wilder clans such as Shadow Fang tend to have females that are stronger and more dominant in attitude than males, while less wild clans simply have the two genders equally powerful; also, a Neshobe will tend to put the female before the male in the way that we put the male before the female in the real world (for example: "she or he" rather than "he or she"; "she" for short if the person's gender is unknown).
Choneiji: Pronounced KOH-neh-GEE. Choneiji are extremely special members of Shadow Fang Clan, who are capable of seeing the future. They are responsible for naming almost every Neshobe born to date. "Choneiji" is a title, the only "second name" that a Neshobe could possibly have. The greatest of the Choneiji is Ichoneiji (that's the only name he/she has), and also the oldest. Six of the Choneiji live with one Clan each; Ichoneiji lives with Shadow Fang. The seventh, also the youngest, just wanders the world, gaining experience. They are highly respected, in fact almost religiously so, by all Neshoba and even most other humanoid races. For a non-Neshobe to be given a Neshoban title by a Choneiji is either a great or terrible thing for a person, depending on the name's meaning. The Choneiji are a mysterious group; matched in enigma by only the Fylenis.
Languages: Every race has its own language that is commonly used by those of that race. The human language is also called "Common," because nearly everyone knows it and, well, it's commonly spoken. (The human language isn't English, but in this RP it will be translated to it, and no other language will be without special notation.) Neshoba actually have two languages. The "first" one is instinctively known and spoken from birth by Neshoba, and is unlearnable by anything but a Neshobe because it involves noises that require one's vocal organs to be wolf-like in structure. The "second" one is that which is used in naming Neshoba, which can be learned by others but is really only useful for interpreting names. Fylenis, by the way that their bodies are structured, cannot actually "speak" any language but their own, which basically sounds like a lot of cat noises to anyone else. However, they can cause the minds of those around them to "understand" what they're saying in the language of the listener, or simply communicate telepathically by Psychic magic. (Of course, the reverse is true; they can also interpret the mental "sounds" that are directly behind one's speech, and thus understand any language as well.)
In this RP, <> indicates that spoken word is in 'first' Neshoban, as there is no typeable expressions for what it actually sounds like. Neshoban uses the same word for "cat" and "Fylenis," the same word for "wolf" and "Neshobe", and also the same word for any kind of humanoid other than Fylenis or Neshobe. If it's capitalized ('Cat' as opposed to 'cat'), then you know it's talking about a person rather than an animal. Specific names don't exist in Neshoban language. Therefore, physical or psychological descriptions have to suffice to refer to people or monsters (e.g. "elephant spider" is a Daora).
Verbal Map: Rithara, the north country, is as stated above divided into provinces. I don't know what all of the provinces are, because races are still allowed to be added, but I do know the four near the south border. On the west-south border is the great forest in which the elves live. On the east-south is the vast, still-rich dwarven mountains. North of the dwarves is a great swampland full of lakes, rivers, and other various waterways in which the merpeople love to live. West of the merfolk and north of the elves is the great desert, where the orcs live. The human province, most of which is either farmland or great cities, is near the center of the country, and the only purely inland province in the entirety of Rithara.
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Posted: Tue Jul 03, 2007 5:45 pm
4.Aranor’s RacesFirst thing’s first, keep in mind that this doesn’t have to be the only races that there are on Aranor. Anyone who wants to may send in a race application and it’ll probably be approved. The application looks like this: [b](Race Name):[/b](detailed description of race) And the subrace form is very similar: [b](race name)---[/b][i](Subrace Name):[/i](detailed description of subrace) Of course, replace the things in () with that which they describe. Keep in mind that “detailed” is a fairly fluent word here, you don’t have to be super-literate to come up with a race. HOWEVER, if you make a race you must also make a character of that race to justify its existence. By the way: It's VERY important to note that a cross between two races is NOT a different race, nor is it a sub-race. See below, the section titled "Crossbreeding" in this same post. The currently listed races and subraces: 1.Humans:The shortest-lived mortal beings. The average life expectancy of a human is about 80 years old on Aranor. They look similar to Earth’s humans, but may have some traits that would be impossible for Earth humans (e.g. blue hair, red eyes). Humans are capable of learning magic over the course of many years (though it’s not really worth it), but it isn’t their main magical capability. Humans are actually able to act as magical “sponges”, absorbing magic throughout all of their lives until they cast one of three spells using all of it. The first transfers all magic to another being (usually a being that naturally can use magic such as an elf), the second targets a single enemy with all of the human’s magic to harm it, and the third uses all of the human’s absorbed magic on healing another person instantly, even from the point of death (as long is it was VERY recent and not due to age or disease). If a human does not use up this magic, it is transferred evenly to his/her descendants and remains stored until it is, even across hundreds of generations. [TAB]A.Dragoon Descendants:During the war against the dragons, the Neshoba blessed six humans with the ability to actually learn Neshoban magic from that particular clan. They were commonly known as the “dragoons”, or dragon slayers. The dragoon’s hair and eye color is the same as the clan he or she can use magic from. However, they were still mortal and they died, leaving descendants with the same ability. As long as a descendant of a dragoon is purely human, he or she is still capable of learning Neshoban magic. (Also, the white dragoon’s descendants are the royal line of the country of Rithara, and according to permanent law may only marry pure humans to remain a part of it) [TAB]B.Sins:Beings made by dragons long ago from humans, as a countermeasure to the creation of Dragoons. There are only seven of them, each with a particular name and Sin which they are capable of great powers related to (e.g. Envy, Wrath, Pride). At present they are in hiding, for unknown reasons. 2.Merpeople:Amphibious mortal beings sometimes referred to as “mermaids and mermen” or “merfolk.” They have the ability to breathe both under and above water, and shift between finlike lower bodies and almost-but-not-quite human ones (although the latter is very uncomfortable). They require fresh or swamp water to live in, therefore they do not inhabit the sea. Merpeople have an average life expectancy of about 160, and age about half as fast as humans do. They are capable of becoming about as proficient as elves, but most merfolk choose to learn a type of magic that will work well underwater (including but not limited to water, electricity, and sound; excluding fire). 3.Orcs:Mortal beings; also known as “greenskins”. They resemble green-skinned humans with tall ears, but have a tribal form of civilization and clothing. The average life expectancy of an orc is around 270 years on Aranor, and age is a very important part of rank. It’s extremely common for an older orcish male to have a bald head and some form of a beard. Orcs are capable of expressing magic by channeling it through weapons (including bare fists). Unfortunately, the orcs are generally sexist toward females: They are expected to do no more than look good and do housework. Every generation has some rebels, of course, but a majority of warrior orcs are male. 4.Eagle Folk:Mortal beings who are extremely prideful and reclusive. They are the only known race of flying humanoids. An eagle person generally looks like an extremely strong human with wings from the back; they are capable of hiding the wings but few ever do. Among eagle folk, females are generally fair in the human part of appearance but with rough-looking feathers, and males are generally rough in human appearance but with extremely “beautiful” feathers. In addition, males are usually fairly submissive to females. The average life expectancy of an Eagle man or woman is around 390 years on Aranor, through which they remain fairly youthful in appearance (mid-twenties or so, it depends on the specific person). Eagle folk are perfectly capable of learning magic, but few bother to, believing that physical strength and flight will be all they need. 5.Dwarves:Mortal but long-lived beings named particularly for their shortness. Male dwarves usually brag about their beards, at which females will occasionally scoff. The average life expectancy of a dwarf is around 550 years on Aranor. Dwarven males usually remain around 40-50 years old in appearance (except their beards), and females around late twenties to mid thirties. Dwarves are capable of channeling magic through the act of forging weapons and armor, which is why it isn’t necessary to have an elf present to make enchanted equipment (although it helps). 6.Elves:Immortal race of Aranor. Every elf is born with the ability to use one particular type of magic (see the section on Aranor’s magic) by will, and they can also learn other types of magic with relative ease. Elves retain a youthful appearance and a fairly slender figure throughout their lives. 7.Neshoba:Immortal people descended from wolves. Appear to be humans with extremely unusual bone structure and a wolf's tail and ears. Eye and fur/hair color is always the same. All Neshoba are capable of a werewolf form at night and some of the day, the transformation into which is involuntary on full moons. Those over the age of 666 possess two souls, the second one to appear subordinate to the first but still a different person in his or her self. When both souls are in full agreement of a heightened emotion or need, a Neshobe is capable of a “Two Souls Form”, which is more powerful than both normal and werewolf form but takes up a lot of energy. What exactly the Two Souls Form looks like, and what advantages it has over both normal and werewolf form, depends on the Clan. Neshoba use forms of magic that are impossible for Elves and non-Dragoon humans. Neshoba of all clans grow in a particular way. They are treated as pups until they go through a mystic process which makes them an adult. It's known as the "Geinerin", or "awakening." It always takes place on a full moon, around age 19-31 depending partially on the Clan. The Neshobe goes into a trancelike state and has to be spoken with by another Neshobe, who is recommended to be older and of the same Clan but neither is absolutely necessary. The one that's in a trance follows a conversation loop, which the other has to break in order for him or her to become an 'adult'. If Geinerin is failed, neither Neshobe is looked down upon, and it can be tried again on the next full moon. The conversation between the two, whether or not it succeeds, is absolutely private. Until a Neshobe undergoes Geinerin, he or she is looked at as no more than a puppy, and an attachment to the parents. Afterward, there is a celebration and a shift of roles from "child" to "adult" that seems strangely abrupt to those of other races (although to them it is perfectly natural). Neshoba are divided into seven Clans that define their fur/eye color, magical ability, general physical appearance, and usual way of thinking: TABA.Shadow Fang:Believed to be the earliest of the Clans to evolve from wolves. They have brown fur and eyes; and generally a strong build, although their agility is not to be underestimated. They are capable of one spell per, of Demonic nature. They have a very tribal culture, and choose their leaders by who can defeat who in all-out combat. Most have a fairly serious, adult outlook on life. Their claws are between six and nine inches long at full growth. Their Two Souls Form is that of a huge, demonic wolf, which is faster and stronger than either usual form, and capable of a second, much more powerful spell (only in that form). Their opposite is Yellow Moon. TABB.Blue Tail:The closest clan to being human. Unlike any other Clan, they have omnivorous teeth and are neither stronger nor faster than humans are, although better balanced. Their claws are only about a half-inch at longest. They have blue fur and eyes. All Blue Tail Neshoba are capable of two particular spells: one which is able to tell them the exact condition of a certain area on another being's body; and another which can both put out fires and heal wounds to an extent. In addition to that each has an individual spell that has to do with either healing or water. One born of this clan is characteristically smart or kind, and very rarely both or neither. Their culture is a much less greed-based version of human culture, with democratically elected leaders. Their Two Souls form appears to be a weakened version of the normal form, but it is actually much faster: Fast enough to see the rest of the world in a sort of ‘slow motion’, and to think out whatever the next move may be. Their opposite is Red Claw. TABC.White Grass:This clan has white-colored fur and eyes, but other than that their exact appearance is indiscernible. That is because those of this clan are capable of shapeshifting to any mammal, including most demi-humans, however they always have a white tail and are not capable of cross-gender transformation. In addition to shapeshifting, each member of this clan is capable of one spell of plant-related magic. Those of this clan usually enjoy messing with people, and are sometimes vain about their appearance [being able to change it at will].White Grass have a semi-tribal culture that bases its leadership on who the better trickster is. Their Two Souls Form is not actually a form, but the gaining of an ability: They become capable of transforming into a huge or unusually powerful creature of their choice (which they could not ordinarily turn into). Their opposite is Black Earth. TABD.Black Earth:This clan is first and foremost exceptionally strong, far stronger than even the Shadow Fang clan is, but also considerably slower. Their claws are between three and four inches at full growth. They are capable of ground-related magic, one spell per, and have pitch-black eyes and fur. They are characteristically a bit greedy, rather headstrong, and sometimes slower to pick up on things than others are. Nonetheless, they are often very courageous. Their culture is tribal, and bases their leadership on physical strength alone. They have a Two Souls Form that looks like the werewolf form, only larger, and is capable of about three or four times the strength of either usual form. Their opposite is White Grass. TABE.Red Claw:This clan is strong, but not as strong as Shadow Fang; they are also agile, but not quite as agile as Yellow Moon. Their claws are between five and six inches long. They are capable of two spells each of intensely powerful fire magic. They are known to be easily angered but are otherwise generally friendly and trustworthy folk. Their culture is somewhere between being tribal and human-like, and their leadership is based on magic capability. Their second soul form is a wolf the approximate size of a werewolf, larger than their normal form but smaller than Shadow Fang’s demon form; it has fur that is nothing but fire, and is capable of throwing the fire as it sees fit. Their opposite is Blue Tail. TABF.Yellow Moon:This clan is exceptionally fast, built agilely and usually wiry in appearance. They have yellow fur and eyes, and usually act very childish and hyper. Their magic is, literally, light spells, one per person. Their Two Souls Form looks like a shining version of normal form, which is much faster and somewhat stronger than either normal form; the light emitting from this form has a weakening effect on anything that attacks them, and a strengthening effect on those who help them. Their opposite is Shadow Fang. TABG.The Silver Clan:The legendary clan; there is only one alive every ten millennia or so. It’s next to impossible for one of the Silver Clan to have a second soul, and so the Two Souls Form is unknown. They have no real opposite. 8.Fylenis:Extremely rare and endangered race of 'cat-people.' Their natural form looks like a large cat that walks on two legs. They are also capable of changing to a more human-like form, or at least appearing to. The Fylenis are the only race that is capable of magic that manipulates the mind. They can only speak in cat noises, but can make it sound as if they are speaking any language by making those they speak to think they hear it in their own language. The Fylenis are endangered because in the past they were hunted down by Neshoba, and have now become an extremely secretive and mystic race. Oddly enough, they don’t seem to hold much of a grudge for the wolf-people. 9.Satyrs:A seemingly rare immortal race, but that rareness is because most of them are total cowards. Satyrs are people with long goat-like horns, long semi-furry ears, shaggy beards, short, stubby tails, and a fur-covered lower body with two hooves. They were hunted, a long time ago, by both the Neshoba and the Fylenis, and the only form of defense they could muster was that of cowardice. They will act afraid around anyone, especially if they resemble a Neshobe, Ekim, or Fylenis, and if the response is unfriendly, immediately gore and usually kill the person with their sharpened horns. Saytrs all have manes on their faces--even the females, which can be slightly confusing--and walk with gait that uses each hoof twice in a row: clip-clip,clop-clop,clip-clip,clop-clop. 10.Ekim: Ekims are basically medium height lizard-people with red scales and a thin, wiry stature. They, like many other races, are secretive. Their community is tribal, with a Shaman or elder and all the others that follow his or her leadership. Ekims are careful about where they choose to live, usually choosing the most secluded location and oft times go for centuries without being discovered. If discovered they usually leave within a year to find a new home. The other races of the world worry them with their war-like ways and as most Ekims just want a peaceful existence of simple life, they avoid the belligerent other races like the plague. In regards to magic, an Ekim is completely original. While it can access the elements of magic ((only one per Ekim and the element color is the color of the sail that goes from the top of its head down its back.)), its use of them is different from any other race. Ekim’s use the magic of SoulForge, the creation of an item or weapon from the slightly more solid aspect of their souls. Unlike other creatures whose souls are formless, Ekim’s have an Edged Soul…a soul born with a specific edge and shape. That shape becomes their weapon. A soulforge weapon can be summoned and dismissed at will, but should the weapon ever break…the Ekim it belongs to will die. As an Ekim grows older and experiences more of life, its soulforge grows stronger with its sword. What may have once been a simple weapon with minor abilities can become legendary weapons of unseen proportions. An Ekim’s repertoire of spells is really the ability of its weapon. The weapon itself shares a sentience and bond with the Ekim so stolen weapons are easily tracked and found. Should an Ekim be killed while his or her Soulforge is materialized, the weapon will remain as it is an Ekim’s soul. [Ekim were invented by Ronan_Shade] Crossbreeding:If you want to have a character that is some part one race, and some part another, that’s fine with me. The condition is, on Aranor a cross between two races always results in some form of physical, mental, or magical defect in order to balance the advantage of having some form of the powers and abilities of two different races. An example of each respectively: a person might have been born without a left hand; a person might have constant emotional instability; a person may be incapable of controlling when their magic is cast. Also note, the seven Neshoban Clans are far enough 'apart' from each other that a cross between two different ones results in the same sort of defect as well as an unusual hair color. (Just think--White Grass+Red Claw=...)
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Posted: Tue Jul 03, 2007 5:49 pm
5.Aranor’s Magic Up until and throughout the war with the dragons, the magic of Aranor was ambient, existent in the air everywhere--to regain magic, one had only to rest for a short while. But then it suddenly started dwindling, and the citizens still don’t know why. (The actual reason? Dragons are the source of magic, but nobody knows that, nor will they for a long, long time on Aranor.) By now there is still ambient magic, but not enough to be sufficient. Therefore, small groups of Elves and Neshobe(see races section) have used (and are using) their collective abilities to build magical wells all over the continent, which can be drunk from to regain one’s supply of magic. However, the water in the wells does not contain the magic in it, but simply act as a medium through which it may be channeled to the drinker’s body (in other words, one couldn’t put the water from such a well in a vial and expect it to do anything if they drink it later, except act as normal water...well, maybe a little cleaner, but that's not much help). At the present time of Aranor, the wells may be considered infinite supplies.
How magic is naturally expressed depends on the race, but all races except the Neshoba, Ekim, and Fylenis are capable of learning “Elvish” magic (in different ways, see the races section for details). Elvish magic is divided into light, which protects, heals, etc., and dark, which hurts, poisons, and prevents healing. Every element is divided into the two, and a magic type is the combination of light or dark and the element. The presently known elements are: 1.Electricity:Self-explanatory; uses electricity. 2.Ground:Uses dirt, rocks, mud, etc. 3.Water:Uses liquid; because all races are made mostly of water this element is often associated with healing magic. 4.Plant:Uses and alters living plants. 5.Sound:Can create and alter sound waves, and with practice even form them into “solid” objects such as walls, shields, weapons, etc. An interesting use of this element is to actually make music out of thin air. 6.Shadow:The control of shadows, in a very literal sense. Able to move shadows away from where they would normally go and use them as either weapons("dark") or shields("light"). 7.Fire:Creation and control of combustion energy, fire. Light fire gives light, warmth, protection, energy, cooking heat, and cannot even singe a person’s clothing; dark fire does the opposite, being highly volatile and destructive.
There are also two special types of magic: 1.Psychic:Only usable by the Fylenis; affects the mind of living creatures. 2.Transformation:There have only been (and will only be) two elves born with the ability to use transformation magic. They are brothers, twins, said to have been born sometime near the beginning of Aranor’s existence. One is capable of “light” magic, which affects himself; he is able to turn into absolutely anything (including the opposite gender). By this time he has completely forgotten his “true” form (the one he was born in) and simply uses those of other people. The other brother is capable of “dark” magic, which is able to change others into anything he wishes. The odd thing with his magic is, if he changes a humanoid to a different humanoid race, and then that humanoid has children, the children are racially the same as if the humanoid had remained what he or she was before being changed.
If you want to add an element, just put the name of it and what it does after the profile of a character who uses it.
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Posted: Tue Jul 03, 2007 5:51 pm
6.Monsters Monsters are a common and constant threat to life on Aranor, requiring all who travel abroad to have some sort of fighting capability. At the present time of the RP, their numbers are fairly large in both north and south, the north diminishing due to colonization and the south increasing because of the ruins. So what exactly is a monster on Aranor? Monsters are literally crosses of two or more different animals, with a horrid smell and constant aggression toward anything intelligent. Where they came from and what their purpose is remains completely unknown. Currently 'known' monsters (roleplay out a new kind appearing for me to add it to this list): 1.Impeth-Humanoid but very thin and animalistic; faces of jackals, oblong ears that stick out from their heads, and short claws from all four limbs as well as sharp teeth. One of the weaker and very common sorts, but when they fight in large packs they are to be feared. 2.Dog-head-Grizzly bear body with a dog's head; it has a vertical jaw within the normal horizontal one, and can scream very high-pitched like a banshee. If its blood mingles with that of another being, it causes the being to become temporarily paralyzed in some parts of the body. 3.Daora-Rare creature that has a spider's body, but an elephant's size. Its exoskeleton is so hard that it cannot be cut or pierced, but brittle enough that parts of it will shatter with sudden blunt force. 4.Monkzon-Gorilla's body, cat claws; its saliva is known to cause unusual hair growth where it contacts with skin. 5.Lost Soul-Lost souls are an “exception”, they aren’t exactly monsters but most are just as unfriendly. They can look like anything—a creature, a person, or even an actual monster—but they always look like about half-dead. A lost soul, as the name implies, has at least one soul trapped somewhere in the body, and if that area is sufficiently injured the soul is set free. If all of the souls in a lost soul creature are set free, it disintegrates. Only a Choneiji is capable of “seeing” where the souls are. 6.Retim-Bipedal and covered entirely with fur like tigers, orange with black stripes; muzzles and tails likewise. Forelegs like human arms, with hands and long, thin, bony fingers on the end of each. Hind feet were built like bird feet with five talons apiece. Have the ability to use minor dark fire magic; really hate getting wet.
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Posted: Tue Jul 03, 2007 5:59 pm
7.Application FormRead, obey, and then DELETE everything in parentheses. [b]Name:[/b](Neshoban names should be in the second version of Neshoban (see above), with the meaning in ()s, which should refer to some important point of their appearance, character, past, present, and/or future. Other races could also have a Neshoban name (though that wouldn't be the only one), if there's some particular reason.) [b]Gender:[/b]("Male" or "Female"; no quotes) [b]Race:[/b](Explained above in great detail) [b]Age:[/b](Yeah, that's obvious too.) [b]Magic:[/b](Neshobe: Describe spell(s), each spell has a simplistic name; Anything else: what kind of magic the character uses.) [b]Weapon of Choice:[/b](Everyone needs [i]some[/i]thing to fend off those monsters!) [b]Appearance:[/b](Should make sense with everything above here; IF your character is a crossbreed push enter and add [b]Defect:[/b] and say what the person's defect is.) [b]Personality:[/b](Should make some sense with everything above here, though you're certainly allowed to take some liberties.) [b]Relationships:[/b](Leave this field blank; I'll update it myself as I can based on how the RP's action goes.)
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Posted: Tue Jul 03, 2007 6:04 pm
8.Character ListingSimple Listing by owner (name, race, relationships):Xindaris:1.Verozann / Kazogenir Shadow Fang Neshobe Annoyed by Je-Nomo-Ri2.Je-Nomo-Ri Blue Tail Neshobe (1/2), Elf (1/2) Won't stop following Verozann around for some reason...Ultimate_Freak:1.Kashi Elf (technically; could look like and have the abilities of anything) ---2.Sekar Elf Has met Verozann and Je-Nomo-Ri.Complex Listing ("So-and-so wrote" means that "So-and-so owns the character):Xindaris Name:Verozann (Gambler of Fate) / Kazogenir (Owner of Power); also called "Vero" and "Kazo" or "VeroKazo" for short. Gender:Male Race:Shadow Fang Neshobe (Two souls; the first is listed first above) Age:700 Magic:Normal-Chaotic Rage: Can have just about any and every effect; often negative, but when it's good, it's REALLY good. Second Soul Form-Soul Crush: Essentially destroys the entire being of many enemies (targeted by the caster), often disintegrating their entire bodies; injures the caster badly. Weapon of Choice:Claws Appearance:Tall, strong, tan-looking; a fairly typical-looking Neshobe. He has a fur pattern that is darker brown on the outside and lighter brown in the inside or underside. Wears a pair of loose pants which just below the calf in the more human form and are somewhat tight in the werewolf form. Personality:Verozann is somewhat easygoing for his kind; he enjoys wagering on odd things; however, he will not go out of his way just to seem friendly or be liked. He is usually somewhat calm, even in a situation where most would panic, which seems to have been picked up from wagering a little too much and losing in his earlier years. Kazogenir is comparatively serious, a bit of a military genius. Being the second soul, he is automatically subordinate to Verozann, and this frustrates him sometimes. Relationships:Annoyed by Je-Nomo-Ri. Xindaris Name:Je-Nomo-Ri (Little Elf Girl); all of the three names separated by dashes are her nicknames (Je, Nomo, or Ri) Gender:Female Race:Half Blue Tail Neshobe; Half Elf Age:592 Magic:Blue Tail: Heal, Diagnose; no "personal" spell. Elf: Dark Water. Weapon of Choice:Carries around an enchanted purse-like bag full of an infinite number of little metallic throwing stars (They disappear 24 hours after being thrown). Appearance:She looks exceptionally young, only around fifteen or sixteen by human standards, despite what her actual age is. She has sky-blue fur on her ears and tail, but other than that simply looks like an elf with hair and eyes of the same color. She wears a pearl-colored, simplistic dress and carries the handbag full of stars. Defects:She only has the two standard Blue Tail spells; her appearance is something like a stunted growth, but not quite. She has none of the usual benefits of strength and agility that even a Blue Tail Neshobe would have, and normal fingernails and teeth rather than claws and sharper ones. Sometimes her elf magic will backfire and either hit herself or an ally rather than the intended target. Personality:She tends to act how she looks--like a kid. She isn't a ditz, certainly, but can be very hyperactive and irritating. She is also rather deviously intelligent, often using her own exterior nature to confuse enemies or give them a false sense of security. Relationships:Won't stop following Verozann around for some reason... Ultimate_Freak Name:Kashi Gender:Male Race:Elf Age:Thousands of years old Magic:Transformation/light Weapon of Choice:Bow/arrows Appearance:Depends on what form he's in. Personality:An optomist, Kashi's mind often seems to be somewhere else. Despite this, he can be very down-to-earth when he needs to be. Relationships:Twin brother, Sekar Ultimate_Freak Name:Sekar Gender:Male Race:Elf Age:Thousands of years old Magic:Transformation/dark Weapon of Choice:Knife Appearance:Tall and dark skinned, Sekar has a mess of curly, shoulder-length, black hair. His eyes eyes are a murky green color that many claim to be blue when seen in a certain light. Personality: Sekar is very down to earth. However, unlike his brother, he is often surly and pessimistic. Relationships:Twin brother, Kashi
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Posted: Tue Jul 03, 2007 6:05 pm
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Posted: Tue Jul 03, 2007 6:06 pm
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Posted: Thu Jul 05, 2007 1:04 pm
((To prove this is completely open, I will now post the first IC post...)) "Why are you still following me around?" said Verozann, clearly annoyed by this point. "'Cause I'm lost, 'member?" "Why didn't you ask for directions at the last twelve towns we came to?" "I like being lost." "Errgh..."
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