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Author’s Note 1: A Brief Introduction

This thread is based off a rather extensive world-building project I’ve been working on for quite a while now. Geography, history, religion, culture, etc. I have it all. Needless to say, this thread is rather long. So, as I don’t wish to waste anyone’s time, I will explain the basic concept here, so that you can decide for yourself whether you wish to read on or not. I am looking for a group high fantasy action-adventure type RP. In this, your characters would be the main characters, and I am the world. What do I mean by that? All characters outside of yours will be written by me, and I do not have a main character. Rather, I will be all npc characters. Your characters have free choice- I have a basic idea of a plot and will be guiding the RP along, but it will change based on your character’s decisions. So, if that sounds interesting, by all means, go ahead and read on!
Introduction

In the beginning there was only darkness. For ages and ages, it existed alone, and everything was dark, and quiet, and peaceful. And then the light appeared, just a small spark amidst the sea of blackness, but it grew and grew. And the darkness hated the light, and it sought to destroy it. But the light was strong, and it continued to grow. For ages and ages they battled, equally matched. But eventually as the light grew, it gained the upper hand and beat back the dark. But it did not destroy the dark, for light does not destroy- rather it creates. And so it bound the darkness and locked it away. And it created the stars of the sky, guardians to watch over the darkness, forever ensuring it did not escape its prison.

Then, with the darkness subdued, the light began creating. It brought into being the world, called Erhi, and shaped every hill and valley by hand, with tender, loving care, as a mother would treat her child. It created all manner of creatures, great and small, to inhabit the world it had created. It created guardians, each of whom was tasked to look after certain things, to nurture and care for the world that the light had created. And it created the four strongest guardians to oversee the lesser guardians. And finally, the light was satisfied with the world it had created, and it withdrew, falling into a deep sleep, entrusting its creation to the guardians.

For a time, the guardians did their duty, protecting the land and all who dwelt in it, and all was well. But as time passed, the bonds that held back the darkness began to weaken. As much as the darkness hated the light, it hated the world it had created even more, because it knew that the world was precious to the light, and so it yearned to destroy Erhi, but it could not escape its prison. But that did not mean that the dark was powerless. It began whispering in the ears of the four guardians the light had created last. And their hearts were turned against the others, and they began to hate each other. And each of them began gathering members of the lesser races, who had begun to worship the guardians as gods. They gathered their followers into armies, and they went to war with each other. And one by one, the lesser guardians began to side with their chosen among the four, and they rallied their followers to join in the armies. And these wars, which would later be known as the God Wars, raged for generations, and not one corner of the world was spared from the terrible bloodshed.

And even in its sleep, the light sensed the turmoil that raged across the world it so dearly loved, and it was troubled. It dreamed of another guardian, more powerful than the four, who would be able to put an end to the fighting. And so it happened, and the one that the light had dreamed of came into being, and the four feared her. But she knew that while she was stronger than each of them on her own, if they allied against her, she would be powerless against them. And she, in her cunning, saw that she needed to ensure that the four remained enemies. She used their animosity against them, and they were banished to the heavens, forbidden from directly interfering with the world. But she allowed them to communicate with their followers, and they continued to work against each other in secret, not realizing that she knew. And so, they continued to hate and plot against each other, instead of allying against her. And the wars that had raged unchecked for so long finally ceased. And while the four continued to covertly scheme against each other, she took over the role the four should have filled, and looked after the world.

And finally all was well, as it had been meant to be, for many generations. But now, it seems that the period of relative peace may be coming to an end. For the fifth guardian has been silent for many years now, and the four have grown ever bolder in their moves against each other. And recently, the stars in the sky, so constant and unchanging in their watchfulness, have begun vanishing, one by one. And the people have begun to whisper. They fear that the shadow of bloodshed is coming, and the era of the second God Wars is upon them. And they fear that once the stars vanish, the darkness will break free and its rage will consume the world until once again it is all that is left.

It is in these troubled times that our story begins. It is then that an unlikely hero has a mysterious dream, of the world consumed by flame and sea and storm, and there is a mysterious voice, telling them to journey to the ruins of an ancient temple, once devoted to the worship of the light itself. And for whatever their reason, be it concern for the world, the potential for great rewards, or just simply curiosity, they obey the voice and set out. But upon reaching the temple, they discover that they were not alone in being called there. Who is the mysterious girl waiting for them? For what purpose were they called? And where will this journey lead them? But I cannot answer those questions, my friends, as they have not yet come to pass, for this story is, as of yet, unwritten.


Author’s Note 2: What’s With the Author’s Notes?

I’m sure that anyone who has gotten to this point is probably pondering that question- what is with the author’s notes? After all, isn’t this all written by you, the author? Yes, yes it is all written by me. However, in case you haven’t noticed, the rest of the post is in character. And now I’m sure you’re wondering- in character? What character? There is no character for you to be in! Ah, but there is. Notice the direct dialogue at the end of my introduction (“But I cannot answer those questions…”)? Yep, that’s not me talking- it’s the narrator of the story. And yes, the narrator is an actual character who will feature in the story. And the rest of the post will be written as a sort of guide book for the world I have created. So these author’s notes that I’ve included are the only out of character parts, which is why they exist.


Author’s Note 3: The Importance of Reading

I hope that those of you who reach this point are interested in this RP, in which case, the next several sections have plenty of detailed information about the land, its gods, and its inhabitants. I don’t by any means expect you to be experts on this information if you want to join the RP, but I do ask that you read through it all at least once, because it will all be relevant throughout the RP. So if you post here saying you want to have a character whose mother was an elf and whose father was half orc and half human, and who wields a spear, uses a crossbow, and can use fire magic, I will politely but firmly tell you “no.” I’m sure you’re probably wondering what is wrong with that character type, and my response is simple- if you actually read the rest of this post, you’ll figure that out without any trouble.

Gods and Goddesses

Main God(desse)s:
Aster: God of the earth, titled the Earth Shaker. He is associated with fertile soil, growing things, and
earthquakes. The fae followed him during the God Wars.
Kalyon: God of the sky, also known as the Bringer of Storms. He is associated with the wind and weather.
The Seraphi and Aurae followed him during the God Wars.
Lumeria: Goddess of balance, law, order, and justice. It was she who put an end to the God Wars.
Pelae: Goddess of fire, also called the Inferno. She is associated with volcanoes and material wealth below
the earth’s surface. The dwarves, trolls, and daemons followed her during the God Wars.
Zerya: Goddess of the sea, she is called the Tempest. She is associated with the ocean, tsunamis, and
cyclones. The Merfolk and Laguna followed her during the God Wars.

Minor Deities:
Amitnka: Goddess of wild creatures
Araen: God of agriculture
Azmadine: Goddess of music
Beniiya: Goddess of revenge
Celthwe: Goddess of literature and poetry
Daynonia: Goddess of travel
Friedel: God of thieves
Josina: Goddess of love
Januneshi: God of disease
Kaonji: God of luck
Kaum: God of war
Nukhu: God of trade
Saehaun: God of blacksmithing and metalwork
Saemae: Goddess of destruction
Shakhbir: God of death
Tayeunia: Goddess of wild beasts
Wyther: God of famine
Zashia: Goddess of misfortune

Author’s Note 4: Taking Sides

Yes, the gods and goddesses will play an important role in the story. They truly do exist, and they can take physical form to interact with the world. While they do not die from natural causes, they can be killed in battle, although that is not an easy thing to do. And as a bit of a hint as to what the RP will hold, it will eventually compel the heroes to take the side of one of the five main gods. Which one is completely up to you, so you may want to think of it as the story progresses.

Races

Aurae: The aurae are slightly smaller than humans, and very slender. Well suited to high altitudes, they are typically found living in the mountains and hills. They are for the most part a peaceful race, preferring to keep to themselves. They are generally inclined toward magic, and a wide range of abilities can be found even among the smallest of communities. During the God Wars, they sided with Kalyon, god of the sky.

Daemons: Daemons are very varied in appearance. Some appear human, while others have various non-human characteristics. It is fairly common for them to have horns or wings. They are traditionally found near the volcanoes scattered about the Hadrin mountains. They worship fire, believing that they themselves were formed from it. They are very magically inclined. During the God Wars, they sided with Pelae, goddess of fire.

Dwarves: Dwarves appear as shorter versions of humans, with five feet being extremely tall for them. They live underground, digging entire cities inside of mountains or beneath plains and forests. They dig deep to mine metals and gemstones from within the earth, and they are excellent metalworkers and jewelers. Very rarely is a dwarf able to perform magic, and tend toward melee combat styles. During the God Wars, they sided with Pelae, goddess of fire.

Fae: Fae are typically taller, stronger, and faster than the average human. With pointed ears and elongated canine teeth, they are a more violent race. They tend to live in heavily forested areas, staying close to the earth. They often form clan-like groups with strict rules and harsh penalties for breaking those rules. Those outside of cities often live a hunter-gatherer lifestyle, and the use of ranged weapons among them is extremely common. During the God Wars, they sided with Aster, god of the earth.

Humans: Easily the most populous of races, humans can be found just about everywhere. They are a very varied species, with many differing strengths and abilities. However, what is by far the humans’ greatest strength is their resilience and ability to adapt to different environments and situations. Because they are so scattered and diverse, they did not take one side during the God Wars. Rather, different groups chose to side with different gods.

Laguna: Smaller than the average human, the laguna are mostly human in appearance, with the exception of their webbed fingers and toes. They can hold their breath for a long period of time under water. They often live along the coastline, and their primary occupations are fishing, sailing, and trading. They are a very proud people, and while for the most part peaceful, they will attack if they feel as though they’ve been insulted. During the God Wars they sided with Zerya, goddess of the sea.

Merfolk: Most merfolk live in underwater cities along the coastline, as they are able to breath underwater. They are human in appearance from the waist up, but from the waist down they have a scaled tail. They can leave the water, and on doing so their tail changes into legs. However, they are easily distinguished because their legs still retain scales. They are generally a peaceful people, and are somewhat magically inclined. During the God Wars, they sided with Zerya, goddess of the sea.

Seraphi: The seraphi are similar in appearance to humans, with one major difference- they have bird-like wings. They can fly, and often live in small family groups, often settling in high places, although more and more of them have moved toward mingling with other races. They are not very magically inclined, instead preferring ranged or melee weapons. During the God Wars, they sided with Kalyon, god of the sky.

Trolls: While humanoid in appearance, trolls are extremely tall, often over seven feet, and are usually heavily built and well muscled. They are very war-like, and very rarely mingle with other races. They are often lacking in intelligence, relying on brute force in most scenarios. Often they live in natural caves or other such formations that provide protection from the elements, although they will build shelter if they must. During the God Wars, they sided with Pelae, goddess of fire.


Author’s Note 5: Character Races

Your characters can be any of these nine races. In fact, if you want, they can even belong to two races. For example, a character could have a seraph mother and a laguna father. Or a fae mother and a father who was half fae and half troll. Or they could be human, but at some point had a daemon ancestor and some of those traits show up in your character. I really don’t care, as long as there are a maximum of two races. Yeah, remember my example of a no-go character from earlier? I bet you’re starting to understand that now… Also, the inclinations of your character’s race do not affect what abilities they can have later on. For example, just because your character in a seraph, a race that is not magically inclined, does not mean that they cannot use magic abilities. Race and abilities are completely independent when choosing your character. These distinctions mainly serve to help you know what to expect when meeting npcs of that race.

Geography

Map%201_zpsximuu1uf.jpg

Author’s Note 6: Maps are Awesome!
Ahem. I know the map above is pretty small, and hard to read. I have the image saved to a photo hosting site, and so if you want to see a larger version, you can click here

You like my map? Yeah? Well, I have to say I’m quite pleased with how it turned out myself. However, in the interest of full disclosure, I did not make it entirely on my own. I used a site called Inkarnate. It’s still in a beta testing phase, but it’s very easy to use, and it produces some great results. So if you’re interested in creating a map of your own for whatever reason, I highly recommend the site. Also, since the map is saved on the site and I can edit it at any time, it is what can be referred to as a living document. I will edit it periodically to add any locations the characters visit, or mark the sites of important events so you can track the characters’ progress in real time.


Aeria: Aeria is the northernmost nation in Erhi. Ruled from its capital of Valyrin by a seraphi counsel, the majority of this kingdom is made up of seraphi, aurae, and humans. The Cellaedrine mountains are where the majority of Erhi’s aurae population is located, and there are several dwarven strongholds running throughout the range. It is not a particularly powerful kingdom, but the mountain range along its border and the storms that ravage its coastline for most of the year protect it from outside attack.
  • Alarera- Small city built on the Kyrin lake, near the edge of the Verel forest. It ='s main industry is from lumber, and it is a stopping place for travelers and merchants heading to Aeria's capital.
  • Lyneleane- This small town in located at the base the most commonly pass, the Pyrinis pass, through the Cellaedrine mountains. There are other passes, but they are all more dangerous, and thus not commonly used. The town caters to travelers across the mountains, selling necessary supplies and offering guides to lead groups safely through the mountains.
  • Natori- Dwarven stronghold located along the edge of the Cellaedrine mountains.

Behaid: This small and heavily forested island nation is inhabited almost exclusively by fae. Multiple attempts to conquer the island have been made by various other kingdoms, but they all end in failure, as the fae are ferocious in defending their home. Although they discourage travelers, they trade with Lemnon to purchase any supplies they may need.
  • Huriopa- The only major city in Behaid, this is a trading port where goods are brought in from Lemnon.

Ironhumiir: This southern kingdom is a desolate and harsh place to live. The Hadrin mountains are populated by daemons, and the open plains that cover most of its land area are inhabited by trolls. The troll general, both a military and political leader, rules with an iron fist from the capital of Erelon. This war-like nation is constantly launching attacks against its resource rich neighbor, the kingdom of Udelle. To the very south of the kingdom lies the Trazbir desert. Most of those who have attempted to cross the desert have had to abandon the attempt and turn back, or risk dying in the barren wasteland. Those who do not turn back never return at all.
  • Elyonira- This city, build on the slopes of Mount Harathon, the largest volcano in the region, is a ceremonial city where the daemons gather to worship Pelae.
  • Rahmay- This town is a military stronghold where the bulk of Ironhumiir's army is located. It is where many of the attacks against Udelle are launched from.
  • Zalaju- This city, located along the edge of the Trazbir desert, is a lawless town of criminals. All kinds of illegal activity occurs here, and those who are wanted for crimes in various nations flee here to avoid arrest.

Keasia: This kingdom, ruled by a king from the capital of Manilla, is populated mostly by humans. A war-like nation, it is constantly embroiled in wars with its neighboring kingdoms, Sugudohr and Thelaste, as well as periodic attempts to conquer Behaid.
  • Amyni- This city is known for two distinctions. First, it is known for its skilled craftsmen, especially in woodworking and carpentry. Secondly, it has a large temple devoted to Kaum, the god of war, and many warriors and military leaders make pilgrimages here to worship him.
  • Mexel- This underwater city along Keasia's coast is known for its fishing industry. It also trades with the underwater cities along Lemnon's coast,
    and many goods pass into the country through this city.

Lemnon: This peaceful nation is the biggest trading power in the world. Extremely wealthy and with the largest and most advanced ships, their sailors sail all across the known world, trading in every type of goods imaginable. In times of war, however, they can convert their merchant fleet into a naval force when needed, and they are widely viewed as the rulers of the seas. The coasts are heavily populated, especially by merfolk and laguna, but the interior is only sparsely populated. They are ruled by a powerful merchant counsel based in the capital, Port Tyris.
  • Casea- This is the largest and most influential of the underwater cities. It considers itself independent from any land kingdom, and is ruled by its own counsel. This view often brings them into conflict with Lemnon, whose coast it is located along.
  • Fyri- This underwater city is devoted almost entirely to trade, especially when it comes to seafood and pearls. They cultivate seaweed farms, and have pens where they trap and raise fish.
  • Kwanki- This city is locatedd along the border of Lemnon and the recently formed Maltis. It is a source of contention among the two nations, and they are constantly fighting over who it belongs to.

Maltis: This tiny nation is located on the same landmass as the much more powerful Lemnon. It was once a part of the other nation, but they broke away after a bloody civil war. They also engage mostly in trade and fishing, but not nearly as much as their neighbor. It is mostly made up of small coastal settlements, and lacks any type of centralized government.
  • Shimiti- This is the largest city in Maltis. It is ruled over by a powerful pirate lord, who is the one who encouraged Maltis to break away from Lemnon. He and the other pirates prey on trade ships across all the known seas, making sea voyages dangerous.

Sugudohr: This kingdom is ruled by a powerful dwarven king, whose seat of power is the city of Elyona, carved out of the foothills of the Iresmon mountains. This kingdom produces some of the finest weapons and armor in the known world. It is involved in constant battles with its two neighbors, Keasia and Thelaste. Although they have the advantage in arms and armor, their smaller military levels the playing field with the other two nations, leaving all three evenly matched.
  • Doliash- This city is devoted to the worship of Saehaun, god of blacksmithing and metalworking, and is known for the many talented metalworkers who live and work here.

Thelaste: The third of the warring nations, this mostly human kingdom is militarily the weakest of the three. However, in order to avoid being conquered by its neighbors, the king of this nation, who rules from the capital of Molinka, made an alliance with the king of Ironhumiir. They sent them troll and daemon soldiers to fight for the kingdom, which in return has to pay hefty tributes to Ironhumiir to fund their own war efforts.
  • Kazil- This city is home to one of the most prestigious magic institutes in the known world. Students come from all corners on the world to be taught in their chosen magic discipline.

Udelle: This is the largest kingdom in Erhi. It is rich in natural resources, and has a very powerful military. And that military is constantly defending against attacks from their southern neighbor, Ironhumiir. Their population is very diverse, ruled by a human queen from the capital of Talnor.
  • Bharmar- This dwarven stronghold is along the Celladrine mountains. Rumors speak of tunnels dug all the way beneath the perilous mountains to the other side, saving those who live here from the dangerous trek across the range. But those who live here discourage visitors, so if such a route does exist, it is known only to the city's inhabitants.
  • Paresh- This underwater city is the only one of any size located in the Braonan Sea. The inhabitant are loyal to the ruler of Udelle, and their spies watch the coast where Udelle meets Ironhumiir, warning when the other warlike kingdom launches attacks across the border.
  • Tazarnes- This is Udelle's main trading city, and the Rashdi river is wide enough that ships can sail all the way up it to the port city. It also has a large military encampment on the other side of the river to defend against attacks from the nation's neighbors to the south.
  • Vyasan- This city is devoted to higher learning. It teaches, among other things, medicine, law, and the humanities. It also has a strong affiliation with Celthwe, goddess of literature and poetry, as well as Azmadine, goddess of music, and some of the most talented bards and writers can be found here.
  • Zarae- This underwater city is best known for its ornate temple dedicated to Zerya, goddess of the sea, and is a popular pilgrimage site for merfolk, who come seek guidance from the goddess, for there is a supposed oracle located here.

Combat Classifications

Author’s Note 7: Combat and Your Character

It is probably unnecessary for me to say this, but seeing as how this is an adventure RP, there will be fighting, so your character must be prepared. So, they must have at least one combat skill. The combat skills that are available will be listed below. Your character will have one main combat skill, and they may also have up to two secondary skill. However, keep in mind that, as is logical, if a character has secondary skills, their main skill will be weaker than that of another character with the same main skill and no secondary skills. There are some skills that may only be practiced as a main skill- this will be specified in the description. And there are some skills that are not only main-only, but cannot have secondary skills, which will also be specified. There are three possible combat styles: melee, range, and magic. Between your main and secondary skills, you can have skills in up to two of these combat areas, but you cannot use all three. So secondaries can be either in the same style as the main, or in one different style. Remember my explanation of a non-allowed character earlier? Guess how many combat styles that character used.

Melee Styles:
Assassin: Assassins typically wear little to no armor. They rely on surprise, and typically use small weapons such as knives and short swords.
Berserker: These fearsome fighters wield heavy weaponry such as battle axes and broadswords. They typically only wear light armor.
Brawler: These lightly armored warriors fight with short swords, knives, steel claws or knuckles, and their bare hands.
Knight: These warriors are heavily armored. They often fight on horseback, and use heavy weaponry such as lances, maces, battle axes, and broadswords. *Main Only*
Paladin: These warriors fight in a similar style to knights. However, the title of paladin is only granted to those who complete rigid training. As such, the title carries with it a great deal of prestige and respect. *Main Only, No Secondaries*

Range Styles:
Crossbowman: These rangers use a crossbow. This weapon requires less training than a longbow or shortbow. It is a slow weapon to fire, but it inflicts heavy damage and is accurate for mid- to long distances.
Dart Thrower: This type of ranger throw darts. These small weapons don’t inflict much immediate damage and are only effective over short ranges, but they are fast and are often poisoned to inflict long-term damage. Those who focus mainly on this skill can learn to use an atlatl or blowpipe to increase the range and damage of their darts.
Knife Thrower: These rangers use can throw knives. They are only accurate over short distances, but they inflict very heavy damage.
Longbowman: These range warriors use a longbow. This is a medium speed weapon, which deals heavy damage and is accurate over long distances. *Main Only*
Shortbowman: This type of ranger uses a shortbow. It is a fast weapon, but inflicts less damage than a longbow or crossbow, and is only accurate over shorter distances.

Magic Styles:
Aeromancer: These types of magic users can control the air, using it to knock over enemies or block attacks. Skilled users who focus mainly on this art can even deprive enemies of the air they need to breath.
Geomancer: These magic users manipulate the earth. They can reshape the ground to their will.
Healer: These mages can heal their allies, but not themselves. Most can only heal minor injuries, or lessen the severity of more serious injuries. However, those who focus mainly on this magic can heal more serious injuries, and those who focus solely on this magic can even gain the ability to not just heal injuries, but transfer those injuries to their enemies.
Hydromancer: These mages use water-based magic. They can not only create their own water, but can also manipulate it into specific forms. These attacks do not inflict as much damage as others, but it is an incredibly versatile type of magic.
Necromancer: These magic users can summon and control dead beings, and use them for everything from attacking enemies, blocking attacks, and even menial tasks. *Main Only, No Secondaries*
Pyromancer: These mages use fire-based attacks, creating their own fire. This inflicts heavy damage, but has very low defense applications.
Shadowmancer: These types of magic users use magic based on darkness. It is a purely destructive magic, often involving making objects or creatures simply cease to exist. It is a forbidden magic, and by the agreement of all governments, anyone caught practicing it will be executed. *Main Only*
Shape-Shifter: These mages can take on an animal form in order to fight. If they focus mainly on this magic, some can even master multiple animal forms, and those who focus only on this magic can learn to take on not only multiple animal forms, but the forms of higher races as well.
Thaumaturge: These mages can summon the power of storms. They can use wind, rain, hail, and lightning to attack their enemies. *Main Only, No Secondaries*

Final Notes

Author's Note 8: RP Style

This RP will be a forum style RP. There are no dice rolls and other such things. You are free to decide how your character uses their abilities, as long as it fits within their combat classification. This will be a group RP. Whether a small group or large group depends on how much interest I get. As of now, I am planning on creating a group for this RP to take place in. This RP will include violence and war, so by applying to join you are acknowledging that you are okay with that! I also ask that all characters are 18+. Romance in terms of flirting and/or expressing feelings for each other is allowed. Anything more detailed is not, per site rules. Remember, this is not posted in the adults only section! And finally, please keep swearing to a minimum, as there are plenty of people who are not comfortable reading it.

Edit: I have now created a group for this RP, which can be found here


Author’s Note 9: Putting it All Together

Now that you understand the geography, gods, races, abilities, and RP style, it’s time to put your character together. So, for that, here’s a form for you to use when creating your character:

Name:
Age:
Gender:
Race:
Appearance: (Can be an image or a written description)
Main Skill:
Secondary Skill(s): (Optional)
Personality: (Doesn’t have to be too detailed, but at least have something)
Backstory: (Optional)

Anyhow, that's all the information you get for the moment. So, anyone interested?
Magic 70%
Magic is fairly common. Players and NPCs important to the tale may have it. Mistborn.
Technology 20%
Iron age
Combat 70%
More combat than not. The setting may be at war, and the characters will likely get involved whether or not they seek it out.

Details: Freeform, adjustable length posts, long-term RP partner preferred.

Name: Roy Severias
Age: 19
Gender: Male
Race: Human
Appearance: smash4-roy.png
Main Skill: Berserker
Secondary Skill(s): Pyromancer

Personality: Cool, calm, and collected. Roy has a kind, calm demeanor. But, he's brutally honest and can sometimes come off a bit ruder than intended. He rarely lies and will more than often say what's on his mind. He doesn't take much thought into people's opinions of another person, he prefers to judge them with his own eyes. He's got a strange sense of humor. Despite his honesty, he's got extreme trouble trying to make advances on a person he loves. He is incredibly dense, and will almost never notice a person's advances on him, which also troubles the man's romance game. He will almost always be seen with a piece of candy in his mouth.

Backstory: Roy is a young warrior, hailing from the land of Udelle. His father was a knight in the military, training his son in the art of swordsmanship from a young age. Roy was trained from the time he was old enough to wield a sword--just four years old--until his father passed away just ten years later. The years of intense, military styled training has given Roy high skill with his sword. His father was killed during a civil unrest in Roy's hometown. Upon his father's death, Roy was given the man's signature sword, the Blazer. At just fourteen years old, he began to train with the new weapon and managed to unlock its unique, fire based powers. At seventeen years old, Roy discovered for a way to power up his sword even further. He left his hometown and started traveling the world in hopes of finding the Diamond of the Phoenix, this will power up his sword to extreme levels. It was his father's goal, and he wishes to complete it for him. Currently, his mother's whereabouts--or if she's even alive--is unknown. He also wishes to find his mother in the future.
Sukaretto Topic Starter

Character look good! You're more than welcome to join!
Sukaretto Topic Starter

Still looking for participants! We currently have two characters, but I'm hoping to get at least one more before we get things started.
Name: Ruby Rose
Age: 16
Race: crescent Rose
Appearance: cant find one search up ruby rose Anime
Main skill: secret
Secondary skill: crescent Rose
Personality: very shy and always in the shadows
Backstory: she had issues with her past and very secretive about it.
Sukaretto Topic Starter

Hey there! I'm glad you're interested in the RP! However, I'm afraid there are a couple of issues with your character.

First of all, the race must be either one of the nine listed in the introductory post, or a mixture of any two out of the nine.

Any main and secondary skills your character has must be disclosed in the character form, and must be picked from the list provided in the main post.

And finally, I totally understand not being able to find good pictures for the character you have in mind- I have the same problem myself at times, which is why I did not require a picture be included with the form. However, if you do not have a picture, I would request that you have at least a basic written description so we can understand what your character looks like.

That being said, as long as you're willing to add at least a little more detail to your character, I would love to have you participate in the RP. And if you have any questions or would like more information about anything, you're more than welcome to message me, and I would be glad to help you with whatever issues you may have.
I think I've been waiting for this game. The amount of information given and the more traditional DnD style has raised my hype levels sufficiently, dare I say a bit more than that. I hope I can live up to the high bar set here.

Edit: Phew. Done and done.

Name: Astraea Auguste
Age: 18
Gender: Female
Race: Aurae
Appearance:
I can not for the life of me find a good portrait shot, but this gets the point across.
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Main Skill: Shadowmancer
Secondary Skill(s): Healing
Personality: Stoic, altruistic, paranoid, malleable, bashful, defeatist. Astrea is not fun at parties. Fine by her, given there is not much to celebrate with the sky's light waning with every passing night. She often stares skyward for long periods of time, pondering concepts she is well aware she has no control over. This dreary demeanor hampers many of her relationships from blossoming into anything more than acquaintanceship.
Backstory:
(Optional Textwall)
Astraea was born on the northeast tip of the Celaedrime Mountains. It was in one of the many mountain-side dwarf fortresses where she was raised, cut off and high above the rest of the world. Not wanting their daughter to be burdened with the laborious life of a miner, her aurae parents trained her in living a life devoted to the gods. Unlike her dwarfish neighbors who had a holy site to Saehuan and Pelae within the labyrinth caverns, Astraea and her aurae fellowship prayed under Aster’s sky. She was mesmerized by the tales of gods and goddesses, learning by heart many of the universal tales before she could even adequately speak. She rose to great prominence in the tightknit community, often being allowed to lead sermons and teach those both old and younger than she of Aster’s divinity. It was a simple life not without end.

With the passing of her 13th year, High Priestess Sinclaire decided it was time she learned the healing arts. Astraea picked it up quickly with great enthusiasm, as she always did given new tasks. It was after only a year’s training that she was assigned a new art. This one, Sinclaire did not name, but Astraea was led to believe it the highest of magic as well as an honor to be taught. The tome used was unlike any she’d read before; Black leather wielding ancient, deteriorating parchment with most their seams sewn to the hardback as though they did not originally belong to the same whole. She read this tome in secret, by her senior’s attentive guidance, unaware of its true nature. The coming Dark feared by all children of Light was said to be a fortune happening. That the fear gained from staring at Aster’s increasingly starless sky was to be used, not locked away. These estrange and vague teachings wore her patience little by little until it eventually gave to curiosity. She had been led to believe all of this to be a sort of higher healing, one that could bring even the most egregiously wounded back from death’s reaping. It came to a surprise, then, when instead of preforming a miracle on a dwarf torn in half by falling debris, that she completely obliterated him. By her hand, the being begging for aid disappeared under the encircling surge of shadows. She did not understand what happened all at once, but it came to everyone else very quickly. Miners, dwarves, aurae, first responding healers just like her, people she’d known her entire life turned on her. She was no longer Astraea. She was a treacherous dark-weaver.

High Priestess Sinclaire was the one to whisk her away from the mob and try for her defense, earning the church of Aster the wrath of the township. It was set ablaze by Pelae’s cleansing flame by the end of the night, with both heathens of Dark locked within. Escape was a matter made simple by the High Priestess’ long ago planning. The dazed Astraea almost didn’t want to escape. She didn't know how it was accomplished, she was much too distracted by the clamorous whispering clouding her thoughts, calling for her to use the S. In the end it was Sinclaire alone who burned, whether if it was for the safety of the unholy grimoire or for the pupil herself, Astraea would be left to wonder for the rest of her days.
Four years were spent on “pilgrimage”. That was the cover she developed travelling south to Udelle, the one she still used to this very day as she hopped from job to job, healing those in need and leaving once she was unneeded. The wanderer Astraea clutches her single tome tightly. She has memorized the healing arts, even if they are stunted and weak, so it’s curious that she carries one at all and even more so that she never unbinds it from the numerous straps. She ponders it herself time to time.
By far, this is one of the most interesting scenarios I have seen in regards to creating RP scenarios. If you haven't had all your slots taken, then by all means, count me in as interested. It definitely stands out as one of the more developed, intricate storylines and definitely has a lot of uniqueness and depth compared to what I see here, and rarely do I find that here. If I may, I will include a character information sheet:

Name: Thurgar Ironfist

Age: 50

Gender: Male

Race: Half-Human, Half-Troll

Appearance: k5N8e2x.png

Main Skill: Geomancer

Secondary Skill(s): Brawler

Personality: https://www.16personalities.com/istp-personality

Backstory:

Abandoned as a child for being the product of a troll soldier of Ironhumiir and a human woman of Thelaste, he was considered an outcast by the very own people that reared him. As a baby, unattended and left to die, he was miraculously saved by a ragtag coalition of dwarf miners, who returned the baby to an underground dwarven keep, where he was raised as a child, with one small issue; his vision, at birth, was tarnished. Blind as a bat, he did rather well, learning his way quickly around the caves, not even needing to be able to see in the dark to find his way around the caverns. Reared in dwarvish language and tongue, he was born under the Dwarvish name, Thurgar Ironfist.

His incredible strength proved useful in mining efforts, being able to literally clear the ways of dark caves without needing to see light. Eventually, his abilities came to fruition and he grew more in tune with his surroundings; a child of the earth, the troll found himself able to manipulate the gaia around him, making him the leader of mining coalitions at an early age. Trained as a child to use his sheer physical strength to overpower others, he became incredibly proficient at one thing; using his hands and feet to not only use as catalysts and channeling for magical abilities, but for sheer raw force as well; at the age of 30, he left the dwarves on a personal conquest seeking strength of both mind and body.

He studied various forms of martial arts from an old hermit grandmaster, becoming his student for the next two decades, becoming a blind master. Despite his troll background, his intelligence leans more toward his human side, but his manners and speech are that of a dwarf's. Naturally speaking dwarvish and common tongue, he finds his best company among men, dwarves, and those who would stand against him into his iron-forged knuckles. He has a strong sense of will and duty that is formed from the very dwarven values he was raised on; brotherhood and camaraderie.
This sounds like crazy fun; I'd love to apply if possible. :)


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Name: Beszrima

Age: 27

Gender: Female

Race: Daemon

Appearance: With pale, fair skin and a slender build, Besz would appear to be quite delicate and defenceless; betrayed only by her cool and calculating gaze. She holds her spindly frame with elegance, quite often fidgeting or picking at something with her well manicured fingernails.

She dons skin tight fabrics of black and burgundy; her trousers tucked neatly into her fine leather boots - their slight heels giving her a posture of feminine grace whilst maintaining a manner of practicality. The well tailored clothes cling to her skinny frame; the subtle shimmer the of silken fabric only enhancing this porcelain doll facade.

Main Skill: Pyromancer
Secondary Skill(s): N/A

Personality: Reserved and graceful, Beszrima acts and speaks with a nearly constant suggestion of a haughty, highbrow attitude - even if this isn't always her intention. She struggles to identify humour, and sarcasm is often lost on her. Despite this, she is an intensely passionate person, and can be quite empathetic despite her cold and distant appearance.

Backstory: The Hadrin mountains have been forever her home; where she has lived amongst her Daemon kin. Wrought from a family that reveled in the conflict of Ironhumiir, her childhood and teenage years consisted of strict discipline and training in the art of pyromancy - to become as close to their goddess, Pelae, as possible.

This constant pressure to become 'divine' to her family began to strain on Beszrima's conscience, and in her early twenties the loss of her mother drove her to abandon her family's ideals and pursue her own spiritual path, away from the mountains that she once called home.
Sukaretto Topic Starter

Accepted, accepted, and accepted. Y'all are all welcome to join in the group. And I think 5 people ought to be enough to get things started, so I'll get the first post up as soon as I can.

However, for anyone reading this who is still interested, fear not! I am still leaving this open, and for a reason. If I get a minimum of two more characters (but preferably at least three), I will start a second RP based on this. That's right- same world, same quest, different characters. And I have no hesitation in saying that it will probably be wildly different from the first RP. Ahem. And yes, in case anyone from the first group so desires, you can apply for the second group, as long as it is with a new character.
I guess I can hope for more people. x3 - Though honestly I wouldn't mind playing some sort of side-character, either. =)

Let me know if anything needs changing!


Name: Risus-Sol
Age: 23
Gender: Male
Race: Seraphi/Daemon

Appearance: Risus stands at 5’11” and weighs just over 150 lbs. He’s somewhat lean but toned from travel and flight and seems to always carry a friendly smile and cheerful demeanor. The most notable thing about the half-breed would probably be the bright blue hair and wings from his Seraphi mother and the curling, sinister set of big-horns protruding from his head which he inherited from his Daemon father. His flesh is mostly fair but he can adopt a tan in warmer months and he seems all but completely devoid of moles or birthmarks. Eyes a mystical shade of bronze observe the world with patience and understanding and even if his longbow is strung it hardly ever makes him seem menacing. He looks the friendly type, the sort one would assume was wise beyond their meager years and capable despite his leanness. He generally allows his hair to grow somewhat long and the longer it grows the more the gradient from his roots to his tips become apparent; shifting from azure blue nearest his scalp to near-black at the longest ends. The horns themselves are a rusty-brown color and extremely durable, slightly large but not at all cumbersome to someone who has had them since birth. His wings are a palette of blue, black and white in complex patterns and are usually carefully folded at his back. Risus tends to dress extremely casually in loose-fitting tunics and slacks though he never wears shoes. He says it makes him feel as though he’s no longer one with the world (even though he does fly quite often). Other than his back-quiver and small traveling pack with essentials he wears a leather belt on which hangs small pouches for herbs and salves and he also tends to carry his unstrung-bow like a staff for walking and shooing serpents away (the string he keeps in another of his belt pouches until it is needed). The only jewelry he wears is a silver chain necklace with a teardrop pendant: a gift from his mother long ago he never takes off. Similarly, a dark metal bangle rings his left wrist, it’s center ornamented with a large, rough-cut topaz: a gift from his father which also never leaves his person. Risus%203_zpskayqns8s.jpg

Main Skill: Longbowman
Secondary Skill(s): Healing and Pyromancy (the Pyromancy is far less practiced)

Personality: Open, friendly, understanding, patient, empathic, eager to help, loyal, charitable, trustworthy, dependable…the list to describe Risus could go on; somewhat garrulous, wants to make friends, loves to teach and be taught, loves to learn and help others learn but above all: he simply wants to help. As a believer of peace and understanding it’s really all he longs to do. His parents instilled the best they could within the half-breed and it appears to have worked. Risus is a pleasant young gentleman that never loses his temper and shows concern for all; big and small. They honestly couldn’t be prouder.

Backstory: Risus was born to a Seraphi mother and a Daemon father and never once in his life has he known unhappiness. Even in the face of despair and darkness, Risus was taught to persevere and overcome. To look at life as though it were a series of challenges to be met and faced with courage and resolve. But they never taught him not to fear, in Epicurean fashion the traveling poets and philosophers urged their only son to grow and learn of all things; good and bad. Life is like a wheel, one which never stops turning. Life, death, joy, sorrow, loss, gain; all are equal parts of this wheel and each will be experienced. Preparing oneself for these trials through art and personal reflection help a being grow and through that growth they learn. To listen and learn is to understand and to understand is the first step towards true peace. This was the philosophy his parents preached, one born from their love for one another as well as their love for their gods. Risus grew amongst love, poetry and experience, traveling with his parents from place to place; sharing their knowledge and ideals, turning heads in some places, gaining scorn in others.

But even as a young child they never tried to hide such things from Risus, he was able to witness firsthand where ignorance flourished and how so many people just wanted something to believe in, gods nor not... He witnessed that joy and sorrow and life and death and loss and gain, through his youth he saw the people his parents spoke to and aided. The lost and forgotten, they wanted so badly for the world to realize there was a place for all beings, no matter their race or religion. The world was a unified life-form, was it not? Then why shouldn’t its people be as well?

Risus would grow to love and appreciate this philosophy, more so even as he continued to travel and took up the mantle of his parent’s ambitions. Like a young acolyte he studied under them both, learning of history and culture and of course: art. Of patience and loneliness and how one copes with loss. Risus learned many things from his parents but nothing so much as the ability to be compassionate. Risus is a peace-maker, a healer; he doesn’t consider himself a warrior despite his talents and prefers speaking and writing much more than making war. War, to Risus, is counter-productive to everything he and his parents stand for; the antitheses to his hopes for true peace. If he can in any way help to perpetuate peace and understanding instead of war then he will, at any cost, do so; even at the risk of his own life.

His parents raised him well, as far as bohemians went, and though he dislikes war he will not hesitate to come to another’s aid. His ideals are strong and his will tempered and there would be very little to shake him from his beliefs. His parents remain proud of him to the current day, both of them still traveling and preaching their thoughts of peace and patience. Risus touches base with them no less than twice a year but for the most part the half-breed travels alone. He most likely would prefer it some other way but he’s devoted to his cause and can’t often stand staying in one place for too long. He’s had a few followers and friends here and there but nothing permanent. No, his art and his ideals are his purpose and for the moment that’s all he’s concerned about.
Sukaretto Topic Starter

Very nice character! I look forward to getting to write with him! Hopefully we'll get some more interest soon.
http://www.rprepository.com/site.php?char=84640

I hope this Fits your requirements!
I love your idea! I'll submit an application on your group page.

Name: Ariadne Baker
Age: 25
Gender: Female
Race: Half Merfolk/Laguna

Appearance: Much like her mother, and not so much like her father, Ariadne has dark, thick, wavy dark brown hair that goes down her back. She also has an olive skin tone with blue hued webbed fingers and toes. In water, she has a tail that is an aqua blue and on land she has legs with the same olive skin tone with a few blue scales along them. The only part of her father that she does have is her emerald green eyes that stand out against her sunkissed skin.

Main Skill: Thaumaturge
Secondary Skills: None
Misc Skill(s): Fast Swimmer (from race), Cooking, Charisma (from interacting with people and younger siblings on a regular basis), First Aid (non-magic)

Personality: Ariadne is charismatic and leaderly but can sometimes come across as being too bossy. She's also the very caring and loving sort and always has the best of intentions in mind, even if she's wrong. She's also very intelligent and witty which could lead to her sounding like a smart ass. She's also very bluntly honest, especially to her closest friends and family.

Backstory: Ariadne grew up in a primarily Laguna run small coastal town which was known for fishing and trade. She lived in her dad's bakery and her mother was gone a lot since she was a high ranked ambassador in a Merfolk city nearby. The regular separation of Ariadne's mother from the rest of the family made for quite a bit of romantic tension between her parents - which resulted in the couple producing seven more children - eight in total.

Ariadne was the oldest of the eight so she was regularly put on caretaking duties and helped raise her siblings. When each child was old enough, they would help their dad in the family bakery. Ariadne had a nice life in the family home with her siblings, dad, and grandmother and it always smelled like fresh baked goods every morning.

Despite mom being gone so much, Ariadne had a close connection with her and spent as much time with her mom as she could. As a teenager when Ariadne realized she had the same magical ability as her mother, her mother began to teach her the ways of magic. Finally when Ariadne was 18, she left with her mother to live in the underwater merfolk city to continue her training. To this day she is now a very gifted and powerful thaumaturge but still loves to return to her home on land for some fresh baked cookies.

Other: Ariadne has younger twin siblings who are 18 named Nikoleta and Nikolaos. She also has several unnamed siblings that will be NPCs since they are underaged. Someone is playing Nikoleta so it'd be cool if I could find someone to play Nikolaos. If I can't, he'll just become a NPC like the rest of the siblings.
Sukaretto Topic Starter

CanadianBacon: I am very glad that you are interested in the RP! However, there are a few elements about your character that do not fit with the RP.

First of all, I know his nationality is listed as German. As this is a created fantasy world, Germany does not exist. You're welcome to keep some German speech and/or customs, but it must be understood that this place of origin does not apply to the RP.

The second are of concern is that he is listed as being a scientist. This world is very much one of magic, so science doesn't really have a place here. I'm afraid that that just wouldn't work in this setting. Especially not since I'm looking for combat-oriented characters who know their way around weapons and/or offensive magic, not a laboratory.

And finally, the third issue- there are no combat classifications listed on the profile. All characters for this RP must have one main combat classification, chosen from the list in my original post, and they may have up to two secondary skills, which would also have to be chosen from the same list.

Now, that being said, if you are willing to make the necessary changes or create a different character to meet those specifications, I would be glad to have you take part in the RP!
I'll help out and give this post a little bump. :) This has been a pretty cool group of people so far. We have two groups, and we're getting close to filling up the second. I think we just need 1-2 more people? But I'm not entirely sure. Great group though!
I'd like to join! Though I haven't made a profile yet... I'll edit this post when I have it!

Edit: I'll... work on the background. But here's what I got.
Final Edit: ALL DONE

Name: Ner
Age: Late teens, early twenties
Gender: Unknown
Race: Human/daemon hybrid
Main Skill: Shadowmancer
Secondary Skill: Assassin (Knife)

Appearance
Brown skin, slim build, scars around hands. Black robe with the hood always up, gloves, leggings, and boots.

gl-84818-1496421993.png

Personality
A dork. That's all you need to know. Well, maybe not EVERYTHING but. They are. A dork.
They are also obsessed fascinated with death, in a way. Likes to collect carved bones and preserve pretty dead animals. Had a pet raven that died, but not really. It still caws and flies around, as feathers and bones. Also, death puns.
They are just really, really nonchalant in the face of "dark, dead" stuff. Weirdly cheery in inappropriate times. Tell them horror stories. They'll like you.
Of COURSE endless destruction isn't what they want, they LIKE their world- death is just beautiful when it comes at its appointed time, is all.
Basically, despite their dark appearance: they're really not.

Backstory
Mother is a daemon necromancer. Father is a human necromancer, who is part of the Umbrage cult that wants to use shadow magic to defeat The Darkness; fight fire with fire, so to speak.
Sukaretto Topic Starter

Looks good! You're more than welcome to join the group!
Is anyone here?
Sukaretto Topic Starter

Yep yep. Definitely still here. We've currently got four characters for group 2, but sign-ups are still open!

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