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 Keros Divided (OOC)

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Akira
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PostSubject: Keros Divided (OOC)   Sat Dec 22, 2012 12:45 am

Keros Divided


Hello all. Some of you are probably familiar with a certain character of mine from an RP called Color. Well I've decided to make an RP based around his histroy in a realm known as Keros, a world full of magic and wonder. Now I've placed it in the science fiction section because the sfs gets more attention than the fantasy section. However I might move it back at a later date.

This also means I will be shutting down Slayers, I can't have too many RPs at once and this is very similar to Slayers in a few aspects, except technology and science is allowed. So basically, here's the story...


The Story

Keros is another dimension, another universe full of mystical realms and beautiful lands. Keros was once a peaceful land, it still is really, but something terrible has happened...

Something dark that slithers throughout, that poisons the people, that hides in the shadows has risen... Something of pure evil has been born, has come from the darkness and into the light... The Darkness, a mass of dark magic that consumes anything it comes into contact with has risen from its sleep. Nobody knows what the Darkness really is, or how it came to be. Some think it has simply always been. Others say it was made by an entity...

The Darkness has children made of black slime that possess magic. Their leader is one of these monsters who controls the Darkness and makes it grow, his name is Mallis. Mallis is a powerful tyrant with powers unlike anything imaginable. He consumes all he can in order to survive. His children, the Minions need life in order to live. They must eat and harvest life in order to survive. Mallis must consume universes to keep his Minions living and right now he is consuming Keros and making it his personal playground. Can you stop him?

The Great Peacekeepers have began to fall. Their empire was a great force of peace in the realm. They kept order and balance, now their entire empire has fallen under seige to the Darkness and few of their warriors remain.

There are rumors of a Chosen One with the power to defeat Mallis. But exactly who can stop this threat? Who can do this? Who is the Chosen One? How will this person know they are the one? It will all be answered soon enough. The Ancients left behind a secret chasm in a temple hidden far away. In it they left prophecies and instructions. Some instructions were shattered by robbers and scattered all over the land as well as the one thing that has the power to destroy Mallis...

The Immortals were a race of powerful spellcasters and magic using creatures. They came in all shapes and forms. Mallis is an Immortal. Immortals are rumored to live forever unless killed by very powerful magic. Mallis killed off many Immortals, yet many still survive. You can play as an Immortal and take down Mallis!

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The Prophecy...

As blue is day... As black is night...
The Power of The Chosen One will bring light...

From the clouds a light will shine
And from its grace a newborn entity will whine
A day of blood will pass and go...

A day of peace, forever known...

The Darkness, perish it shall--for they have no wisdom in making their fray
Mallis, the conquerer he is... But all must fade away in time...

The sands of defeat shall whipe him away...
They shall make him wither and die and decay...

Why lose hope, the end is near!
Don't give up, keep fighting dear...

The Chosen One will rise and Mallis will fall, who will be then to maul?
All will kneal before peace, Keros will be save and all will see light...
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The Elders have evaded the Darkness and are heading towards their secret santuary temple to hide. Their only hope is that the Chosen One will find them and they will tell them what to do.

Queen Riltha, the queen of the northern worlds of Keros has been destroyed by the Darkness and her kingdom is in ruin. Mallis is consuming everything and the Grand Council of The Universe has been shattered. These were beings of science and technology, they had great wealth and fortune and tried to bring to Keros new days of peace. Yet now their entire works seem to have been in vain... Only a few of the council members remain.

It has been discovered that Gloom is actually a part of Keros. The Slayers have risen to defend the realm from Mallis, but they are at the moment being overpowered. Can you stop this madness?


________________________________________________________________________________________________

So basically, you're going to enter a character. Now, I know how sucky it can be to be forced into playing as a good guy and being forced into choosing a certain side, so I'm going to allow you to enter characters that are bad guys too! But these bad guys must either be rogues or minions of Mallis.

This is pretty similar to Color or Slayers, so just stick with similar storylines and such. If you want a character from Color to come into this RP, you can have them accidentally pushed into Keros by the Darkness. Occassionally the Darkness does cause temporarily, minor leakages between the universes, but it only lasts a few seconds so get your characters in quick!

Here's the character sheet:


Character Sheet

Name:

Gender:

Age:

Creature: (if a Minion of Mallis, just put "Minion" here)

Appearance:

Personality:

History:

Magic/Powers/Abilities:

Other: Type "Keros" here if you've read the rules.

____________________________________________________________________________

Rules

-Forum guidelines apply
-No flaming, trolling, spamming, etc.
-No arguing or harassing
-No sexual references
-Mild language only.
-Keep all characters original and from your own imagination, no ripoffs or things from other franchises unless from something related to this story.




Last edited by DarkLord999 on Mon Dec 24, 2012 12:08 am; edited 5 times in total
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Akira
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PostSubject: Re: Keros Divided (OOC)   Sat Dec 22, 2012 12:46 am

Accepted Characters


-ViperaUnion

Name: Pyrena
Gender: Female
Age: 15
Creature: Fire Elemental

Appearance: Pyrena has two forms at her disposal, an elemental form and a humanoid form. Her humanoid form is beautiful, yet captures the deadly aura that is associated with fire. When humanoid, she stands at about 5’6” tall, with an incredibly thin, delicate figure. Her skin, while incredibly smooth, has the appearance of melted basalt, a dark grey stone, filled with cracks that glow with a red-hot light, as though one were looking at a molten lake. Her entire body appears to be covered in markings reminiscent of a zebra’s, and is incorporated much like the molten cracks. Overall, she appears to be living magma contained in a shell of stone, the fire inside being barely contained, and visible through cracks and markings. Her face, while somewhat human, has sharp angles, and is oval in shape, with tiger-like markings, rather than zebra-like ones. Her markings highlight her eyes, which are a smoldering red, with round pupils that appear to reveal the depths of fire within, and are filled with white-hot lava. This gives the appearance of her pupils containing tiny suns, with flame-like offshoots. Her hair appears to be not like normal hair, but like the hood of a cobra, the molten cracks becoming more pronounced and forming a scale-like pattern, along with a spectacle pattern. The hood tapers off at her collarbones, and merges with what appears to be her clothing. Her clothing seems to consist of a ruffled shirt made from what appears to be glowing creamy-yellow feathers, attached to her body only by her neck, beneath a short coat that goes down to her ribs with long sleeves, made of black scales with glowing red-orange patterns. This outfit is rather modest, although it shows part of her shoulders and allows people to see her back if her coat is removed. Although she appears to be wearing a kind of black skirt, they are actually slacks that provide a skirt-like illusion, without inhibiting movement. The bottoms of these slacks are slightly singed in appearance, with red edges, as though the fabric were burning. Her hands are like a human’s, however, she possesses six digits on each hand instead of five, the extra digit being next to the pinkie. On rare occasions, when incredibly angry or irritated, Pyrena’s entire body will glow, like a hot piece of metal heated by flames.

When in her elemental form, Pyrena appears to be like a kind of demonic zebra, although the roar-like sound she produces suggests a horse. Her build is similar to the Percheron horse breed, being well-muscled, yet surprisingly agile, although the beautiful curve of the neck, or crest, is reminiscent of an Arabian horse. Her skin, like her humanoid form, is a dark basalt color, with glowing red-hot zebra and tiger-like markings and cracks all over her body. Her eyes, while now shaped like a horses, are relatively unchanged, still with solid red corneas and irises, with glowing yellow-white pupils that send flame-like offshoots into the eye. Instead of a mane, her cobra-like hood, with the spectacle pattern, still remains, and is accented by the curve of her crest. Her face, while still somewhat equestrian, is more like that of a moray eel in shape, with a powerful jaw. When she opens her mouth to bite, the inside of her throat and mouth glow, as though she contains a powerful fire within. Her needle-like teeth are razor-sharp and are white-hot, and her tongue glows similarly. Instead of a horse-like tail, her tail is more like a lizard’s, and can be swung with considerable force. Her hooves have teeth-like ridges running down them, and four finger-like appendages in the hollows, tipped with sharp claws. Using these, she is capable of scaling up walls. On her back she possesses a pair of bat-like wings, much like a Pegasus, with a glowing scale pattern that suggests a dragon. There is a solid glowing spot of skin where her esophagus is, and it fades when reaching her collar or the base of her jaw. This flares up when she is about to breathe fire. Much like her humanoid form, when angry, she may glow like a hot piece of metal.

Personality: Pyrena possesses a terribly foul, ornery temper that is incredibly off-putting to others. This is often worsened by the fact that she is a very moody person, with a rather unpredictable nature. Most of the time, she is very harsh and blunt with people, not hesitating to snap at them if bothered. She is also very callous, being insensitive to the feelings of others, and unable to sympathize with most people. She has a dry sense of humor, and hates to be told jokes or riddles that she does not understand, quickly becoming aggravated. Pyrena is incredibly irritable, and her hot temper makes it easy to place her in a negative mood. She may not always openly display her aggression, but passive-aggressive behavior is indicated by a lack of reliability and a typical cold treatment towards others. She prefers to command others, rather than follow leaders, and seldom follows orders willingly.
Despite her general toxic personality, Pyrena actually possesses a different side to her personality that she often keeps hidden from others. These aspects manifest in different ways, namely her difficulty in making eye contact with others, and often her hatred of being controlled as a whole. Pyrena often keeps her true emotions bottled up inside, and as such, has a lot of instability involved. She is often very lonely, and isolates herself from others. She loves the great power she possesses, and the fact that almost all the time she feels warm, as though wrapped in a blanket, however, there are also things she hates. She hates that people cannot be too close to her without being burned, and the fact that she cannot get wet without screaming in pain. She cannot truly enjoy being outside, due to the risk of a storm rolling in. Often, she hides her fears and sadness with a thick veil of anger, although once someone knows her they are capable of seeing through it. It is very difficult to understand her, however, due to her lack of willingness to let anyone know who she is.

History: Pyrena was born as the child of a Lightning Elemental and an Earth Elemental. For the first few days of her life after her birth, or hatching, as she came from an egg, she appeared to take after her mother in appearance, but after her father in powers. Like her mother, she was reptilian in appearance, and possessed a cobra-like hood. However, like her father, she occasionally discharged a few bolts of electricity. For a while, her parents believed Pyrena would be a Lightning Elemental, but after about a month, a change occurred. Like most elementals, her mind began to develop at an accelerated rate, as did her powers. What her parents didn’t expect, was for her powers to dramatically alter. Her lightning became scorching flames, and her blood turned to fire. Her parents were unable to touch her for fear of being burned. After this, it was confirmed by a powerful Medicine Man, that Pyrena was not a Lightning Elemental, but in fact a Fire Elemental, and thus represented an element far more hazardous than lightning or earth. It was during this time that Pyrena had received her name, as her parents had wanted to wait to see what their child would be like when she developed a personality. The family lived for about a year after the discovery, before one day Pyrena, now physically five years old, but only three in reality, set her family’s home on fire by accident. Despite their great power, her parents perished in the flames, and ashamed, Pyrena ran away, eventually coming to a volcano that was uninhabited by any other creature, and deciding to live her life in solitude.

However, despite this, Pyrena’s pain concentrated into something more toxic, and became veiled with deep anger. In her own inability to contain her suffering, Pyrena lashed out at any traveler that came too close to the volcano, as well as people from a small nearby village that got too close, although she never attacked the town or burned the fields themselves. Sometimes, at night, during the new moon, when it was the darkest, Pyrena would wander through the village, looking sadly at windows and seeing families inside, sound asleep. It is this habit that has caused the village to order everyone inside by sunset, for fear that she is coming to hurt someone, although her intentions are misunderstood.

Magic/Powers/Abilities: Pyrena is a very powerful Fire Elemental with control of all things related to fire or lava. She can summon blistering flames at will, hot enough to melt most materials, and can breathe powerful plumes of fire, even controlling whether or not it creates an explosion. Her skin itself is an incredibly high temperature, making touching her without protection dangerous, as it can cause a severe burn. Pyrena can come in contact with burning materials and even molten lava, and remain unharmed, although the shock from explosions can still hurt her, even though she will still not receive a burn. When in her elemental form, Pyrena can run incredibly fast, and her powerful hooves allow her to kick and stomp with incredible force. Her tail can also be swung hard enough to smack like a solid bat, additionally leaving a burn. Pyrena’s hooves allow her to stick to cave walls and ceilings, and her wings grant her the power to fly, like a bat-winged Pegasus. However, despite all her abilities, Pyrena is incredibly weak when faced against water. Even a small drop burns like acid, and if she gets wet, it can be fatal. She can also be prevented from fighting if there are storm clouds involved.

Other: Keros

Name: Warrain
Gender: Male
Age: 16
Creature: Water Elemental

Appearance: Warrain in appearance is vaguely humanoid, standing upright on two legs, but for the most part, he looks like a giant fish. He stands at about 5’7” tall, with a lean-muscled form, although he is not as muscular as an adult. His legs are bent much like a dog’s or otters, possessing two joints instead of one at the knee. His arms and hands are similar to a human’s, however, the fingers are shaped differently, being longer than normal, and formed so that the index finger is longer than the middle one. His feet are shaped like a human’s, but the toes are longer and more finger-like, being flexible, and having webbing between them. Warrain possesses a thick tail that seems to merge perfectly with his torso, much in the manner of a sea lion. His face is somewhat toad-like, with large eyes and a thick lower jaw. On the back of his neck he has a pointy fin, and he has a larger, semi-circle shaped fin on his back directly behind it. His gills are hidden by seamless flaps on his neck. Warrain’s coloration strongly resembles that of a Mandarin Dragonet fish. He is an even mixture of a bright, metallic blue and orange. The two colors form a swirly, psychedelic pattern, which is made bolder by bold black lines that separate the two colors. This pattern covers Warrain’s back, arms, chest, legs, his entire tail, and the top part of his head and face. It also extends to the fins on his tail, neck, and back, which are rimmed on the edges completely with blue. However, upon reaching the fins on his hands and the scales on the lower part of his face, the orange turns bright neon yellow, but the blue edges on the fins remains. His eyelids are black, which highlight his bright orange irises, which ring dark round pupils. His teeth are oblique and serrated and similar to a tiger shark’s, being attached to the gums rather than fixed to the jaw, therefore, Warrain can lose teeth quite quickly, although the grow back at amazing speed. Warrain has three rows of teeth. His skin is always wet and slimy, and he smells strongly of brine.

Personality: Warrain is a very sweet-tempered person, embodying a large number of virtues that make him seem more like a gentle guardian spirit, rather than a Water Elemental. He has great temperance, being slow to anger, yet quick to show mercy to even the most hated foe. He also has a powerful sense of justice, believing that even if he does not wish to fight, he is obligated to do so if the opponent has wronged others and must be stopped. In addition to his great moral values, Warrain is often truthful, seldom telling lies to others, and telling the truth if asked to do so. It is for this reason that he often warns those he speaks with that he cannot keep secrets or tell lies if he is asked by another to disclose the truth. However, as a result, he is often left out of most ‘big secrets’, because people are aware that he will not be able to keep them. Warrain, despite being unable to keep secrets, can be very selfless, often giving up most of his own personal desires and needs to assist others, even if they may not deserve it. He is also a good listener, willing to hear about other’s problems. It is for this reason that Warrain is sometimes viewed as not having a single evil bone in his body, although Warrain knows there is no such thing as being perfectly good.

Despite all the good things that Warrain does for others, he often neglects his own needs when they need to be taken care of. Warrain seldom receives anything in return for his good deeds, although he does not ask for them. Often, those he helps are obligated to help him in return, as it is only fair that they return his kindness. However, many people are often selfish, and as a result, often think only about themselves and their own problems, neglecting the fact that there is another nearby who is in need of their concern. As a result, Warrain often may feel overwhelmed, or suffer from severe anxiety, wondering how he can juggle his obligations to others and simply ‘be there’ for them. It is often worsened by the fact that it seems nobody else cares if he himself suffers, and it hurts him deeply, as he feels alone most of the time. In reality, all Warrain wants is to know that he has someone to be there for him, so he won’t feel alone anymore.

History: A long time ago, a large blue egg was left sitting in the hollow of an open stone clam, which was held in the grip of a gigantic statue of a fish man, the stone pearl having been removed long ago, for whatever reason. The statue, located in a chamber deep within the Abyssal Ruins, was surrounded by a large, deep pool of water, many of the rooms in the ruins still being filled with air, albeit with perhaps an inch of water coating the floors. The room was illuminated by glowing blue crystals, casting a mysterious light throughout. It was here, in this ruined place, that the egg hatched, and Warrain was born. Being only about five inches in length, and still underdeveloped, Warrain tumbled out of the egg, mostly blind, and fell into the pool of water that surrounded the statue. Here, he spent many of his years, catching and eating raw fish, until he was physically and mentally developed enough to leave. For much of his time, Warren wandered through the ruins, unable to find a way out in the maze-like place, sometimes walking between chambers, and sometimes swimming through completely submerged locations. Eventually, he discovered a way out, in a tunnel that led out of the ruins, and to the surface, where for the first time ever, he discovered what the sun looked like.

It was also here, that Warrain met the first sapient beings in his entire life. Being mentally and physically ten years old, Warrain was smart, but was truly terrified of them, unable to speak any language, and only capable of strange, alien squealing noises. The strangers he encountered, a turtle woman and a seaweed man, husband and wife, who had been traveling, attempted to teach him how to speak and communicate, deciding to stay at the beach until he could. Eventually, after two years, Warrain learned how to speak, and was also able to tell how old he was, judging his age, strangely, by memories of the tides, and how the moon affected them. When Warrain had learned all he needed to know, the couple left, deciding to return home to their own beach, which was very far away. Warrain, with nothing left to keep him on the surface, returned to the Abyssal Ruins, where he was the only known inhabitant. Only now, instead of remaining there, he often surfaced on nights of the full moon to eat fish in the coral reefs.
Little did Warrain know that a small dock town a distance away knew when the Water Elemental came out of the sea, and that they often wondered what he was, although they were not afraid of him. They eventually decided, that after one witnessed him killing a shark that had been lingering in their waters, that he was a Water Spirit that protected the village, not getting an impression too far from the truth. Warrain was not a spirit, but he was a Water Elemental, and a very powerful one, at that. Since then, people have secretly watched him hunting sharks and fish through the windows of their dock huts, proud of their guardian.

Magic/Powers/Abilities: Being a Water Elemental, Warrain is very powerful regarding Oceans, Rivers, Streams, Ponds, Lakes, and even small puddles. No matter where Warrain is, he is always capable of finding a source of water, like a living divining rod, and is able to draw power from it. Warrain can shoot powerful streams of water from his mouth at high pressure, causing quite a deal of damage, and is also able to cause thicker clouds to form in the sky, eventually creating a rain storm, although he cannot conjure lightning or powerful winds. He can control water in any form, whether ice, vapor, or a liquid. He can freeze opponents by lowering the temperature of the water, or make dense fog to hide himself, or even boil water to scald victims. He cannot alter the temperature of anything else, however. Warrain can also breathe underwater, and also on land, although he heavily dislikes dry air, and high temperatures, despite being able to boil water himself.

Despite his powers, Warrain is incredibly weak regarding fire, as it can easily burn him, despite his wet, scaly skin, and its heat makes finding water difficult, despite the simple fact that water can extinguish fire. Wood and Grass elements can also hurt him, as plants sap water through their roots, draining his power. Normal Earth, however, such as rock and stone, can make Warrain more powerful, as stone can filter water to make it more pure. The kind of water Warrain uses also affects him. The water that he can shoot from his mouth is incredibly pure, and thus, not conductive of electricity. However, water that is found everywhere else, often has other things mixed in, and is thus capable of conducting electricity. Warrain has an incredible fear of lightning and electricity, due to being zapped on multiple occasions while swimming in the ocean during a storm.

Other: Keros

-MataRahi

Name: Rag

Age: 361

Gender: She (neuter)

Faction: Neutral

Element: Nature

Appearance: At first glance, Rag appears to be a combination of something one would find in the deepest, darkest pits of a bucket of muck gathered from an area of equal depth and lighting in the Bayou and something from a nightmare you had last year that you still remember a bit too vividly.

Appearance-wise, Rag is about 5’11”, and would be half a foot taller if it weren’t for her abominable posture – her spine is crooked from an incident with a crocodile in her younger days. Her long, incredibly unkempt hair is pitch black and sports an impressive variety of tangles, beads, braids, bits of string, and several species of arthropod. Her blinded eyes are a pure, milky white and her mouth has been sewed shut with spiders’ silk, which has been spun into incredibly strong threads in accordance with an ancient technique that a select few still practice. Additionally, Rag’s skull has been punctured with several dozen iron pins, creating an assortment of bald spots.

Her skin color is difficult to determine. Clearly, it was naturally very dark, but whatever parts of Rag are not covered in scars and burns have been tattooed with the likenesses of forgotten deities and decorated with ceremonial paint. She has three out of four fingers on her right hand and two on her left, every one of them stripped of fingernail. Her toes have been similarly mutilated.

Rag wears as many of her namesakes as she can find, sewing them together to create patchwork garments. She wears necklaces made of crocodile teeth, shrunken heads, and worse things. Her rings are decorated with stolen gemstones and the bones of animals many thought to be extinct.

She has an extreme resistance to physical pain built up by years of mutilating rituals. The scars, burns, and execrable tattoos are only part of the torture Rag has enjoyed over the decades. In her younger years, she regularly ingested a fear toxin created from mixing certain hallucinogenic mushrooms with the territory marking fluid of various night animals – as such, she does not scare easily. A ritual of servitude to her Chosen God of War and Nature has rendered her genderless – her reproductive organs and all associated body parts were scorched into disuse and ripped out long ago.

Personality: Rag hates all other people with a passion, if a subdued passion, and will not deal with them unless doing so directly contributes to their severe misfortune. As such, she only shows her head in modern society to snatch babies or lure city children into the swamp she calls home, where she crucifies and tortures them, partaking of their brain fluids to receive boons from her otherworldly masters.

When not in the company of others, Rag is dangerously intelligent, as she must be to avoid being detected by any terrestrial authority that would put an end to her activities.

Her voice, muffled by her patched maw, is a rasping moan that seems to emanate from everywhere except Rag. Her senses of sound and smell are especially keen.

Conclusively, Rag is intelligent, sadistic, masochistic, hermetic, naturalistic, cruel, and superstitious. Her major fault is the belief that her beloved Chosen Gods will protect her against all enemies, so long as she continues to please them with sacrifice after sacrifice, ritual after ritual, obscene concession after obscene concession.

Biography: Jumbled,poorlywrittenwalloftextincoming.

Rag was raised by her father in a small, gulf coast town. At a young age, she learned of her father’s heritage by means of a journal he kept locked up in the attic. He was one of the final remaining members of a tribal cult which was rumored to reside in the swamp outside town and had fled to the city with his daughter to give her a better life. Fed up with this life, as well as with her father, she began to study the tribe’s rituals and practice them herself. When her father learned of this, he became furious, striking her. Rag fled into the swamp and was discovered by the Moa Witch Doctor, who brought her to back to his village. Her father, in pursuit, was captured by one of the few remaining Moa warriors. Rag was given a ritual club and instructed to kill him, found that she could not, and bludgeoned the frail Witch Doctor instead, killing him. The warriors killed her father and beat her, severely, into unconsciousness. With no witchdoctor, and her having been the last female line of their race, they did not kill her but instead kept her a prisoner for many years. It was during this time of having gruesome rituals enacted upon her, of being mutilated, raped, and beaten to near-death only to be revived for more torture that Rag forgot her name and assumed her current moniker. In her dreams, she was visited frequently by her future Chosen God of War and Life, who told her that it was her destiny to take her former’s place as the Last Witch Doctor of the Moa. Whilst her body suffered, Rag’s mind plotted and calculated, until eventually she was able to kill the first, weakest Warrior when they were alone by having laced her saliva with a hallucinogenic extract and spitting into his eyes. Of course, during this time she suffered the effects as well, but was able to push aside the monstrosities to beat the Warrior’s brains out with his own club. She painted the Vengeful Sign of her Chosen God on her abdomen with his blood, forbidding the other two Warriors from killing her for fear of retaliation. She killed the second Warrior by training venomous snakes to hide in her clothes, then attack as the man came to rape her that night. The third Warrior, the strongest and most cautious, she tried multiple times to kill but was outwitted and humiliated further each time. Finally, she prayed to her Chosen God for assistance, who rejected her and prophesied her death and eternal post-mortem torture if she could not fulfill her destiny. For the next few weeks, Rag gathered thorns from any plants she could find, hiding them in the only place she could – inside herself. She swallowed each thorn, drinking little and eating less for fear of excreting the things. She collected stingers from venomous wasps, which numbed the skin, and stored these in her mouth, being careful not to bite them. On the night of the Ritual of Fire and Eternal Servitude, she regurgitated all of these thorns, picking them from her vomit and sticking them into her hands. She took the wasp stingers and ground them to a fine paste, storing the venom in her mouth. When the Warrior came for her that night, she was quick to gouge out his eyes with her newly-clawed hands. When he roared and advanced upon her, she spat upon him with the numbing venom. As he grasped her and began to beat her, she positioned herself in such a way that she collapsed directly into the roaring ceremonial pyre. Blinded by rage and the thorns in his eyes, numbed by the venom and his boundless anger, the Warrior charged in after Rag and beat and abused her, unaware of his searing flesh. Rag, fueled by adrenaline from the unbearable pain and her imminent victory, displayed a sudden burst of strength and forced the Warrior’s head into the coals, stuffing hot ashes down his throat. In this way she was able to asphyxiate him, as gradually the venom took greater effect and his muscles lapsed, and as the body burned, she removed herself from the flames and pronounced herself the Last Witch Doctor of the Moa.

She lived in the swamp for many decades afterwards, continuing the Moan traditions.

Renown Powers/Abilities: Most obviously, Rag exhibits incredible strength and speed – especially for one so ancient – and possesses a remarkable tolerance for pain, as she barely feels all but the most stimulating of injuries. This is not to say that she is not hurt by such injuries, and can not be killed, only that she can forge through them with unnatural ease.

Making excellent use of a tribal war club similar to the Irish Shillelagh, decorated with beads and paints, Rag is capable of landing disproportionately powerful strikes to her seemingly frail form. Additionally, she carries a small jar of Spit of Poison, fond of a fighting tactic similar to the Zulu’s.

Though not well versed in magical practices, Rag’s incredible closeness with nature grants her seemingly inexplicable abilities; through tried-and-true practices and perceptions, she can easily survive and navigate in harsh environments, perhaps even turning her surroundings against her opponents in indirect ways.



____________________________________________________________________________________________________________

-Maxx Toron

Name: Grank the Great
Age: 500 (young for a Golem)
Gender: it (assumed to be male)

Faction: Neutral
Element: Nature/magic (earth magic)
Appearance:



Grank stands at about ten feet tall and weighs about a half ton. he is made out of rune essence, a material that can hold magic energy. The material feels soft and can easily be molded and shaped, like clay. Depending on the kind of rock the floating island he's on is made of, he changes colors like so:

quartz: glass-colored
lava rock: red or black
stone: grey or white
marble: black
sandstone/sand: tan
bloodstone: blood red or orange
crystal: blue, purple, red, white, orange, or yellow depending on the sort of crystal.

Personality: Grank is quiet and wise. He loves to teach others and as patient with them. He trains his magic a lot, and spends most of his time training, meditating, or forming other Rune Guardians out of the essence in his cave. He is extremely slow-moving and methodical, planning each of his moves accordingly. In combat, though, he still thinks methodically, but moves with the speed of a cheetah, making him like fighting Yoda mixed with a MMA fightier mixed with a Navy SEAL.. He is very smart as well, and knows the entire history of Gloom.

Biography: Grank was born five hundred years ago in a lab under the Wizard's tower in the kingdom of Vaynor (a floating island kingdom, which I will describe for the geography section later). The wizard who made him's name was Morty. Morty was a Grey wizard, who believed in peace and order through knowledge and wisdom. He taught Grank all of these, making him the methodical, wise being that he is today. After a while, though, Grank grew too big thanks to the energy from the tower's power beam, which made him grow. He was sent to a cave on the cliff side of the island of Vaynor. It was known as the Cave of Wonders, and contained all of the rune essence that the wizards used. They put Grank there to guard it.

It was the saddest day of Morty's life. He missed his artificial son dearly and visited him every day until he became archmage of the tower, after which he visited weekly. Grank absorbed everything Morty said and when his master died, he was crushed. He filled the void in his life by making himself a small group of other rune guardians out of the essence that his cave was made out of. He began to teach them Morty's wisdom and now runs a wizard school for all creatures in the Cave of Wonders.

Powers/abilities: Grank is an extremely powerful magical being. His mastery of earth magic, weathered by his long years on Gloom has made him a master of the element. He is powerful enough to move entire islands and can teleport. He also has the power to imbue rune essence with magical energy and shape them into Rune guardians. He has made about fifty, all of which train in his subterranean magic school. None of them are nearly as powerful as he is though. He can absorb magic as well, making him immune to it.

One drawback is that Grank has never been on the surface, and it terrifies him. he is afraid of going to the surface, and so has put thoughts of it out of his mind. Another drawback is that Grank is made of Rune essence, a material that is like modeling clay in that it is easy to sculpt and model. This makes him vulnerable to swords/sharp objects. Also, any weapon thrust into him takes on magical properties.
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Name: Mellenus the Grey
Age: 389
Gender: it (though assumed to be female)

Appearance:




Mellenus is about seven feet tall and weighs 1000 lbs. She is a rune guardian, and is made entirely of rune essence.

Personality: Mellenus is wise and calm like Grank. She is very curious and can be found lost in deep though at times, not moving at all. She is faster than her mentor Grank, but not as powerful either. She is very intelligent and loves to read. When not guarding the cave of Wonders, she can be found in the Wizard Tower Library, reading.

Bio: Mellenus was the first guardian ever made by Grank. He accidentally misshapened her head while he was making her. he was crushed, and was going to throw her away, but hadn't the heart to kill his creation. This was the best decision he ever made. Mellenus' misshapen head made her exceptionally bright and she quickly absorbed knowledge from her mentor. One day, she asked him if she could go to the surface, which he begrudgingly granted. She traveled for a year with a trader on a flying ship, after which went to the surface. The experience opened her horizons to the amazing world in which she lived in. When she returned to Vaynor, she became a magic teacher to the increasing number of rune guardians, after which retiring to guard the Cave thanks to a group of dark wizards who tried to steal Essence from it.

Powers/Abilities: Being a Rune guardian, Mellenus is a powerful wizard and can absorb magical damage. She is skilled at defensive magic, and can create walls of invisible magic energy to block people's paths. She is very protective of the cave of Wonders, and only lets people in if they pass a test to see if they are evil or not. They who fail the test are teleported far away. being a rune guardian, she also can be easily penetrated with a sword or sharp object, despite her magical immunity.

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Name: 50% Mitch

Age: 100 (though his mental age is 17)

Gender: male

Element: Death

Faction: Slayer


Appearance:



50% Mitch stands at about 4'5" and weights 100 pounds. He is half zombie on his right side, and half machine on his left, thanks to an accident many years ago. he normally has a silver sickle hanging from a scabbard in his belt. he walks with a bit of a gimp and speaks with a British accent.

Personality: 50% Mitch is a laid back, fun-loving zombie. I mean, what do you have to worry about when you're dead? He is very courageous and persistent, as he believes himself to be indestructible, like most teenagers. This is because he died when he was a teenager, so he never matured. This causes him to be very immature and insecure at times. He is a bit of a comical bully, and will make fun of others, causing him to be rather unpopular among the Slayers. He is extremely insecure about what he is, which causes this bullying. Nobody wants to hang around half a zombie.

Bio: 100% Mitch was born in the Heart kingdom many years ago, before it's downfall. When he was twelve, his mother was murdered by Krell the Despicable, a shadow beast who was known to murder women and children. Mitch and his father fled Heart and boarded a flying ship, which took them to Vaynor. At this time, Vaynor's human population was diminishing quickly due to some odd magical plague. This plague claimed 100% Mitch's father's life. Hurt and alone, 100% Mitch became a cabin boy on a flying pirate ship.

One day, when he was seventeen, 100% Mitch was walking on the deck of the pirate ship when a rouge wind blew him off the side. As he fell, he grabbed onto the ship's anchor for dear life and held on tight. The captain tried to turn in order to rescue 100% Mitch, but it was too late. 100% Mitch was thrown through the air on the anchor and crashed into some sharp rocks off of the coast of Ronyav, which shorn him clean in half. 50% Mitch was pulled up and taken to a Necromancer on Ronyav, who built him a left half out of the wood of the Ashenwood tree, a strong tree that grows on the volcanic slopes of Ronyav that is resistant to damage and fireproof. 50% Mitch left Ronyav and went to the surface to explore the world.

One day, 50% Mitch was walking through the Icelands when he found a large silver sickle frozen in a block of ice, with only the handle sticking out. Mitch used his powerful robotic hand to pull the sickle out of the ice block. Little did he know that the sickle was one of the only weapons in existence that could harm Runepurgers (more on them later). 50% Mitch journeyed to Vaynor, where he learned firstly that all of the humans had died and secondly that the sickle was the legendary weapon Petraruptor, one of the few weapons in existence that could kill Runepurgers. 50% Mitch then learned that the magical plague that killed his father and all of the humans on Vaynor was actually dark magic from the Runepurgers on Ronyav. Angered and craving revenge 50% Mitch gathered his old pirate crew and sailed to Ronyav. When they arrived on the volcanic island, 50% Mitch used the ship's cannons to distract the Runepurgers (as cannonballs can kill Runepurgers) and killed their king Jadel. The Runepurgers came after him and he slew them mercilessly, killing nearly 200 of the behemoths. He fled the island, most of his pirate crew dead, and returned to Vaynor, where his dead crewmates were re-animated by a necromancer Rune Guardian. Nowadays, 50% Mitch and his zombie pirate crew hang out in the Dead Head inn, one of the few places left on Vaynor where humans (or humanoids in the case of the zombies) can be found.

Powers/abilities: 50% Mitch is a force to be reckoned with. Firstly, he commands a crew of zombie pirates which can only be killed with magic. Their ship, the Bonefish, has cannons on both sides of the ship, which fire cannonballs soaked in ectoplasma, allowing them to bypass magical defenses. The one problem with having a crew of zombie pirates, though, is that the pirates' yearning for brains sometimes cause them to mutiny and not cooperate, so every once in a while, 50% Mitch needs to sail the crew to an island and let them go nuts and eat brains. 50% Mitch doesn't eat brains himself, but they do.

Then there's 50% Mitch himself, who is quite the adversary. 50% Mitch's body is immune to melee damage and can only be harmed by magic. His wooden side is fireproof, being made of Ashenwood, and a special magic spell keeps his right side from catching fire as well. His blade, Petraruptor, is the only weapon known to be able to hurt Runepurgers, and it can slice through most armor as well. He can only be killed with magic.

name: Ravencloak
Gender: male
Age: 506
creature: elf

Appearance: Ravencloak is an old man on the last leg of his journey. He is maybe 4'8" and is hunched over normally. He is maybe 120 pounds. His skin is wrinkled and brown from the years. He has an extremely long, white beard and his hair is just as unkempt. His eyes are a crystal blue and emanate purity, and he has a long, crooked nose. The most interesting thing about the man is his long hooded cloak, which is made of raven feathers. He always wears it, and it covers his eyes and nose, making it hard to see them. He walks with a long, gnarled root for a walking stick.

Personality: Ravencloak is a wise old man. Senile; maybe. Mad barking dog crazy; perhaps, but still wise as an owl. He has a great wealth of knowledge about the world, and doesn't make many mistakes. He is great with puzzles and speaks in riddles most of the time just to get people to think, though he will eventually soften up on people who he's friendly with. He goes across problems with a relative coolness and a slow, methodical mindset, making no riddle or puzzle difficult for him.He is very merciful, though, and will always allow an opponent the chance to surrender or flee and he will rarely kill any enemy. he only stuns them (mostly) to protect himself or others. he's also began to go a bit senile and loopy, and will often forget things or get lost in thoughts and daydreams.

Abilities: Ravencloak is a VERY powerful wizard. He is the sage (spiritual leader) of the elves. He is the master of air magic, and can summon powerful gusts of wind strong enough to fell any enemy, though his peaceful nature prevents him from normally doing this. His true power, though, lies in his defensive magic. He can use his powers to cast magical barriers that protect his allies from damage for a limited time, though he is still vulnerable during this time. He is also a master of herblore (potion-making) and can make virtually any potion you can think of. These combined make him a potent ally without him ever striking a blow. One drawback, though, is that Ravencloak is so old and frail that he can't take much damage, is useless with melee weapons, and offensive magic (like his magical gusts) drain a lot of energy from him. After using a powerful attack, he normally becomes exhausted for a period of time until he can build up more energy. As a side note, he can transform into a raven, though he cannot cast magic during this time.

Also, Ravencloak keeps an enchanted silver flute with him at all times, when played, it allows him to control certain small animals like birds and rodents (kinda like the Pied Piper) to do his bidding. It doesn't work on large animals or reptiles, though, nor does it work on other characters.

history: Ravencloak was born a long time ago, long before any other current being was even thought of. He was born to a world of chaos; the forest elves were at war with the shades, the reincarnated spirits of warriors killed by elf magic. For most of his life, Ravencloak hid deep in the Enchanted Forest, where he lived peacefully and became a master potions-maker. But, about 200 years ago, the shade wars finally ended and elves began to move about freely once more. Ravencloak figured that he would take this time as a good opportunity to do what he'd always wanted to do as a boy; explore the world. He traveled to every single nook and cranny in Keros over that 200 years span, where he learned how to perfect his defensive magics which serve him so well today. However, about halfway through his trip, Ravencloak's body began to quit on him, and he nearly died had he not have been taken to a very powerful healer who bathed him in a well of blessed water. However, soon after, it was found out that Ravencloak weakened again when he left the water. It seemed as if the elderly explorer would never finish his quest. But that was not to be so, for the healer went and caught some ravens, who's feathers were woven into a thick, heavy cloak, which was then bathed in the magic well. Raven feathers absorb magic, you see, so as long as Ravencloak wears the cloak, he will remain immortal. However, the moment that he takes it off, he will die. Because of this, he had special binding curses put on the cloak so that only he or an entire team of fully-trained master wizards with enough magic to slay a field of dragons could remover it.

Other: keros


name: Colneth Gilorneth
gender: female
age: 17
species: elf

appearance:
(courtesy of vynthallas on Devianart)

Colneth stands at about 4'3" if that and weighs maybe 80 pounds. She is strong and lean but flexible and graceful as well, thansk to her elf magic. Her bow has a blue bowstring that has been enchanted with the same waters that Ravencloak's cloak is blessed in. She also carries two long hunting knives in case shooting things with magic arrows gets boring.

personality: Colneth is Ravencloak's great niece and apprentice. She loves her uncle dearly, though, not unlike her fiery red hair, Colneth can easily be angered and is very headstrong and reckless. She is very impatient, though gets on herself when she loses her temper. She wants to change, however, and is usually extremely apologetic after blowing a fuse. Despite her teenaged will for autonomy, Colneth becomes easily attached to people and if youare good to her, he will be loyal to you always. She is very forgiving as well, which, in the words of the Tale of Despereaux, is the most powerful emotion. She can always sympathize and always forgive, though forgetting she is still working on. Despite her relatively attractive clothing, she is extremely chaste and modest. If you start hitting on her, you're going to get an arrow through your neck.

powers: This girl...never runs out of arrows. Yes, I just used a meme to describe Colneth's powers. For those overly analytical people out there wondering where her quiver is, however, stop looking because she doesn't have one. Her elf bow is blessed in the waters of the Sacred Well, and it produces it's own magical arrows when the bow is strung back. The arrows appear to be made out of either crystal or frozen sacred water. They fly at twice the speed of a normal arrow, are nearly twice as strong, and can track enemies (I mean, she's a midget with a bow in an rp of monsters. She needs something to look forward to). However, Colneth's bow only works if her intentions are pure. She can't use it for vengeance or for evil. If she does, the bowstring shatters and the bow becomes nothing more than a slightly magical stick of wood. However there's a trade-off here; For the bow to break, Colneth must know that her intentions are not pure, ei, she must understand that what she's doing is wrong. It's like how the church says that to sin you need to have done the thing udner your own power and you need to have known that it was wrong. If These two things are not present, then the bow will remain useable, though the crystal arrows will weaken and become only as strong as a normal arrow. Also, being a nature elf, Colneth has some limited powers over nature. She can talk to animals, make flowers bloom, and cause plant growth to speed up.

Also, she travels with a black panther. Though he's not the strongest thing, he is adept at hunting down prey for dinner and for attacking small, unarmed foes, though his claws and teeth do nothing against an armored enemy.


history: Colneth was born in the Enchanted Forest seventeen years ago. her parents were poor elves, and were unable to give her much education, causing her to become the village troublemaker. Eventually, she became such a bother that she was exiled from her village and he family was shunned by the people. She walked a long way to try and find help, but there was none to be found. Until, one fateful day, she was chased down by a panther. It chased her through the woods, scratching and clawing her badly every time it got close enough. With every scratch, Colneth felt another sin that she had committed; another bad thing she had done. By the time she had jumped off of the cliff, she had one claw mark for every wrongdoing she'd ever done. Luckily, our story doesn't end here. Colneth and the panther plummeted into the Sacred Well, where both of them were healed of their wounds and the panther began to follow Colneth. This was when her bow gained its powers. There she met her great uncle Ravencloak, who saw that Colneth was indeed sorry for her sins and wanted to make things better. He's been traveling and mentoring her ever since.

other: keros

if this last one goes over the character limit, ignore it, though I'd really like it if all three could be accepted, as I think they'll really add a lot of drama to the rp, having two sisters both driven to kill each other.

name: Agareth the Bloodchiller
gender: female
age: 22
species: minion (elf)

appearance:
This minus the lion

Agareth is 4'5" and weighs maybe 85 pounds. She wields a staff made of a badly-burnt dragon's spine with a burning skull atop it, making her look very BA.

personality: Agareth is Colneth's evil twin. She is everything bad about Colneth but worse. She has no temper for anything or anyone but Mallis, and their relationship is...strained, at best. She does what she wants and she gets what she wants and if you get in her way, God help you. She is impulsive and angry at the world, like it did something bad to her. She holds grudges forever, and doesn't forgive, unlike Colneth. Speaking of which, she has an undying hatred for Ravencloak's young apprentice, and will literally do anything for her head on a platter. See the history section for more on this.

powers: Agareth is a blood/fire elf, though is more proficient at fire magic. Her skin is hot to the touch and holding her for a long time will leave you with nasty burns. On the battlefield, Agareth can summon deadly clouds of burning hot gasses that melt any armor and burn any defense to ashes. She doesn't lose very much. Also, Agareth has a very basic grasp of blood magic, and can use it to heal herself. However, Agareth still has many weaknesses. Firstly, her own hot-headedness sometimes clouds her thinking, making her act rashly or impetuously. Secondly, she believes that she knows more about blood magic than she actually does, so will at times try to use it in combat and end up nearly dead after boiling her own blood. Thirdly, her powers are so strong and her patience so thin that she has trouble controlling the fire at times. This happened before, and she became so deathly afraid of it that she will not go anywhere near her self-projected limit unless she absolutely has to.

history: Now for the good part. Agareth is Colneth's big sister. In the beginning, Agareth prayed for a little sister to play with and promised Chorevoun (the Elf goddess) that she would love and cherish her baby sister always. Without her knowledge, Chorevoun made a pact with Agareth, which made it so that if she ever stopped loving her baby sister, she would become so obsessed with destroying her that she'd spend all her life trying to do it. Well, when Colneth was exiled and her family shunned, Agareth was thrown out of her beloved magic school that she had worked so hard to get to. She became angry with Chorevoun and Colneth, and her mind slowly began to slip. She soon left the village and found the immortal known as Mallis, who took her in on account of her sheer usefulness. Ever since she joined Mallis, Agareth has used her powers to burn away the forests of the world, in an attempt to flush Ravencloak and Colneth out of hiding. Enchanted trees don't burn, though, so she might be trying for quite a while.

other: keros.






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PostSubject: Re: Keros Divided (OOC)   Sat Dec 22, 2012 12:46 am

reserved

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PostSubject: Re: Keros Divided (OOC)   Sat Dec 22, 2012 12:46 am

reserved

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PostSubject: Re: Keros Divided (OOC)   Sat Dec 22, 2012 11:44 pm

hey grox this looks interesting. I may change my mind about quitting RPing just for this. I just want to know wear the other mentioned RPs are so i can look at them and get a general idea as to what kind of RP this is gonna be.
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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 1:34 am

Here's Color:

http://forum.spore.com/jforum/posts/list/79187.page

Slayers is in the Fantasy OOC section, should be the first one on the list.

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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 4:59 am

Might add 50% Mitch here cuz he's awesome.

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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 5:01 am

Awesome!

I really did enjoy 50% Mitch, he sounded really awesome and a purely unique character!

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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 10:49 pm

Hey Grox. I'm working on a character. But If you need help with creating a geography or map I might be of assistance. I have some fairly impressive Map Drawing skills.
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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 11:40 pm

Nice! I'd love that.

Keros is mainly a giant blob of split up worlds. Kinda similar to the worlds in Spyro games and Skylanders. That's really how you should picture the landscapes. Here's a few examples of what Spyro landscapes look like:

Quote :





I've found this universe to be very similar to Skylanders/Spyro and Epic Mickey, if you've ever played those games. The villains in this story are really similar to the blotlings and slime monster thingys in Epic Mickey, except a lot more magical.


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PostSubject: Re: Keros Divided (OOC)   Sun Dec 23, 2012 11:59 pm

I am somewhat curious by this point, but I have many questions. It is implied that the RP allows magical abilities, but how dramatic? Because I don't want to make a magical character/creature, and then discover that she doesn't fit.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:05 am

I will allow some REALLY powerful magic types in this RP. Even magic types that might be considered godmoddy, as long as it's defeatable and blockable.

So yeah, magic is allowed as is science, technology and lasers and watnot. I figured people like God-mod would enjoy that. Wink

I'm not that picky with how magical your character is or the powers that they possess. Because to be honest, with how powerful I've made the Darkness there's going to have to be a lot of really powerful spells being cast.

Themes for this RP are similar to something like Spyro as I've stated before. Don't think of the magic to be similar to something like Lord of the Rings or Harry Potter, it's not realistic or human-like, like that.

It doesnt have many monsters from real fantasy, mostly made up creatures and things like that.

Out of curiosity, what kind of character were you planning on entering?

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:08 am

One that controls fire, sort of like a girl that can turn into a burning horse...It's inspired by Minecraft Nightmares and by this brief scene in ghost rider with the skeleton horse leaving hoofprints of flames...also, can you remove the pictures or shrink them down? it's making it hard to read posts.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:10 am

Yeah, that would fit in well. However if she's human, it might not work out that well considering a human-like character is well away from environments that would be suiting to a human. This world is mostly otherworldly, nonhuman things, however I will most definatly allow humans.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:13 am

So maybe just humanoid, then? Because I didn't envision a normal-looking girl.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:16 am

Ah yes that would work. As long as it is pretty nonhuman looking it should fit in very, very well. I'd like to move this RP to a nonhuman otherworldly destination.

As far as how your character looks in nonhuman looks, I'm not picky at all.
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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:19 am

...Well, she won't have a particular species. I'm going to say she was a normal (Insert something humanoid that exists in the RP) that got infused with some sort of magical energy while in a volcano that turned her into what she is.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:21 am

The thing is, there's not many species at all. Like, you could have a fishwoman give birth to a grass monster if the father was a tree person. It's basically anything you imagine. Doesn't have to make much sense at all.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:28 am

Okay, then, but she's going to be a very ill-tempered person, so don't be surprised if people keep their distance from the volcano. I'll work on a sheet.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:31 am

Sounds awesome! Very Happy

Can't wait!

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:46 am

Again, she'll have a humanoid form and some other form that's horse-like and really fast...now how to make a horse stick to the walls of lava tunnels?

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 12:53 am

Yes, of course.

Well... other than using simple magic I don't know how you'd get a horse to stick to the walls of a volcano.

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PostSubject: Re: Keros Divided (OOC)   Mon Dec 24, 2012 1:16 am

Well, it doesn't have to be all magical, I was thinking the shape of the hoof with really strong finger-like appendages in the hollow part, but then that might not be much of a horse hoof. All I really want is to capture the strength a horse possesses in its stature, but the reason for keeping the hooves is that if it had actual feet, but the legs were still equine, then it would be somewhat strange.

Name: Pyrena
Gender: Female
Age: 15
Creature: Fire Elemental

Appearance: Pyrena has two forms at her disposal, an elemental form and a humanoid form. Her humanoid form is beautiful, yet captures the deadly aura that is associated with fire. When humanoid, she stands at about 5’6” tall, with an incredibly thin, delicate figure. Her skin, while incredibly smooth, has the appearance of melted basalt, a dark grey stone, filled with cracks that glow with a red-hot light, as though one were looking at a molten lake. Her entire body appears to be covered in markings reminiscent of a zebra’s, and is incorporated much like the molten cracks. Overall, she appears to be living magma contained in a shell of stone, the fire inside being barely contained, and visible through cracks and markings. Her face, while somewhat human, has sharp angles, and is oval in shape, with tiger-like markings, rather than zebra-like ones. Her markings highlight her eyes, which are a smoldering red, with round pupils that appear to reveal the depths of fire within, and are filled with white-hot lava. This gives the appearance of her pupils containing tiny suns, with flame-like offshoots. Her hair appears to be not like normal hair, but like the hood of a cobra, the molten cracks becoming more pronounced and forming a scale-like pattern, along with a spectacle pattern. The hood tapers off at her collarbones, and merges with what appears to be her clothing. Her clothing seems to consist of a ruffled shirt made from what appears to be glowing creamy-yellow feathers, attached to her body only by her neck, beneath a short coat that goes down to her ribs with long sleeves, made of black scales with glowing red-orange patterns. This outfit is rather modest, although it shows part of her shoulders and allows people to see her back if her coat is removed. Although she appears to be wearing a kind of black skirt, they are actually slacks that provide a skirt-like illusion, without inhibiting movement. The bottoms of these slacks are slightly singed in appearance, with red edges, as though the fabric were burning. Her hands are like a human’s, however, she possesses six digits on each hand instead of five, the extra digit being next to the pinkie. On rare occasions, when incredibly angry or irritated, Pyrena’s entire body will glow, like a hot piece of metal heated by flames.

When in her elemental form, Pyrena appears to be like a kind of demonic zebra, although the roar-like sound she produces suggests a horse. Her build is similar to the Percheron horse breed, being well-muscled, yet surprisingly agile, although the beautiful curve of the neck, or crest, is reminiscent of an Arabian horse. Her skin, like her humanoid form, is a dark basalt color, with glowing red-hot zebra and tiger-like markings and cracks all over her body. Her eyes, while now shaped like a horses, are relatively unchanged, still with solid red corneas and irises, with glowing yellow-white pupils that send flame-like offshoots into the eye. Instead of a mane, her cobra-like hood, with the spectacle pattern, still remains, and is accented by the curve of her crest. Her face, while still somewhat equestrian, is more like that of a moray eel in shape, with a powerful jaw. When she opens her mouth to bite, the inside of her throat and mouth glow, as though she contains a powerful fire within. Her needle-like teeth are razor-sharp and are white-hot, and her tongue glows similarly. Instead of a horse-like tail, her tail is more like a lizard’s, and can be swung with considerable force. Her hooves have teeth-like ridges running down them, and four finger-like appendages in the hollows, tipped with sharp claws. Using these, she is capable of scaling up walls. On her back she possesses a pair of bat-like wings, much like a Pegasus, with a glowing scale pattern that suggests a dragon. There is a solid glowing spot of skin where her esophagus is, and it fades when reaching her collar or the base of her jaw. This flares up when she is about to breathe fire. Much like her humanoid form, when angry, she may glow like a hot piece of metal.

Personality: Pyrena possesses a terribly foul, ornery temper that is incredibly off-putting to others. This is often worsened by the fact that she is a very moody person, with a rather unpredictable nature. Most of the time, she is very harsh and blunt with people, not hesitating to snap at them if bothered. She is also very callous, being insensitive to the feelings of others, and unable to sympathize with most people. She has a dry sense of humor, and hates to be told jokes or riddles that she does not understand, quickly becoming aggravated. Pyrena is incredibly irritable, and her hot temper makes it easy to place her in a negative mood. She may not always openly display her aggression, but passive-aggressive behavior is indicated by a lack of reliability and a typical cold treatment towards others. She prefers to command others, rather than follow leaders, and seldom follows orders willingly.
Despite her general toxic personality, Pyrena actually possesses a different side to her personality that she often keeps hidden from others. These aspects manifest in different ways, namely her difficulty in making eye contact with others, and often her hatred of being controlled as a whole. Pyrena often keeps her true emotions bottled up inside, and as such, has a lot of instability involved. She is often very lonely, and isolates herself from others. She loves the great power she possesses, and the fact that almost all the time she feels warm, as though wrapped in a blanket, however, there are also things she hates. She hates that people cannot be too close to her without being burned, and the fact that she cannot get wet without screaming in pain. She cannot truly enjoy being outside, due to the risk of a storm rolling in. Often, she hides her fears and sadness with a thick veil of anger, although once someone knows her they are capable of seeing through it. It is very difficult to understand her, however, due to her lack of willingness to let anyone know who she is.

History: Pyrena was born as the child of a Lightning Elemental and an Earth Elemental. For the first few days of her life after her birth, or hatching, as she came from an egg, she appeared to take after her mother in appearance, but after her father in powers. Like her mother, she was reptilian in appearance, and possessed a cobra-like hood. However, like her father, she occasionally discharged a few bolts of electricity. For a while, her parents believed Pyrena would be a Lightning Elemental, but after about a month, a change occurred. Like most elementals, her mind began to develop at an accelerated rate, as did her powers. What her parents didn’t expect, was for her powers to dramatically alter. Her lightning became scorching flames, and her blood turned to fire. Her parents were unable to touch her for fear of being burned. After this, it was confirmed by a powerful Medicine Man, that Pyrena was not a Lightning Elemental, but in fact a Fire Elemental, and thus represented an element far more hazardous than lightning or earth. It was during this time that Pyrena had received her name, as her parents had wanted to wait to see what their child would be like when she developed a personality. The family lived for about a year after the discovery, before one day Pyrena, now physically five years old, but only three in reality, set her family’s home on fire by accident. Despite their great power, her parents perished in the flames, and ashamed, Pyrena ran away, eventually coming to a volcano that was uninhabited by any other creature, and deciding to live her life in solitude.

However, despite this, Pyrena’s pain concentrated into something more toxic, and became veiled with deep anger. In her own inability to contain her suffering, Pyrena lashed out at any traveler that came too close to the volcano, as well as people from a small nearby village that got too close, although she never attacked the town or burned the fields themselves. Sometimes, at night, during the new moon, when it was the darkest, Pyrena would wander through the village, looking sadly at windows and seeing families inside, sound asleep. It is this habit that has caused the village to order everyone inside by sunset, for fear that she is coming to hurt someone, although her intentions are misunderstood.

Magic/Powers/Abilities: Pyrena is a very powerful Fire Elemental with control of all things related to fire or lava. She can summon blistering flames at will, hot enough to melt most materials, and can breathe powerful plumes of fire, even controlling whether or not it creates an explosion. Her skin itself is an incredibly high temperature, making touching her without protection dangerous, as it can cause a severe burn. Pyrena can come in contact with burning materials and even molten lava, and remain unharmed, although the shock from explosions can still hurt her, even though she will still not receive a burn. When in her elemental form, Pyrena can run incredibly fast, and her powerful hooves allow her to kick and stomp with incredible force. Her tail can also be swung hard enough to smack like a solid bat, additionally leaving a burn. Pyrena’s hooves allow her to stick to cave walls and ceilings, and her wings grant her the power to fly, like a bat-winged Pegasus. However, despite all her abilities, Pyrena is incredibly weak when faced against water. Even a small drop burns like acid, and if she gets wet, it can be fatal. She can also be prevented from fighting if there are storm clouds involved.

Other: Keros

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PostSubject: Re: Keros Divided (OOC)   Tue Dec 25, 2012 5:13 pm

Very nice! Accepted!

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PostSubject: Re: Keros Divided (OOC)   Tue Dec 25, 2012 5:42 pm

Yeah, she's pretty powerful, but it's balanced because the fact that she can probably cause things to catch fire unintentionally, along with her severe weakness to water, makes her disadvantaged.

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