Fortress Konnacht info and OOC thread

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samoht

Sergeant
This is the introduction to the world.  More details to be added later.

A Brief History

Civilization had made its way to all corners of the world.  Great cities, ruled by greater kings and emperors, spanned entire continents.  For a time all races and peoples lived in harmony, but Man is never content.  Soon the drums of war were beating through all the lands and columns of infantry marched behind shining knights and chaos spread across the land.  Army crashed against army, cities burned, entire populations were slaughtered, disease spread, yet the worst was still to come.  The mages of all sides added their magic to the carnage, but a new force emerged that tolled the death knell for the expansive civilizations that thought they could lay claim to the world.  Psionics, people with nigh limitless powers of the mind, emerged as the new super weapons.  Single handedly they made entire cities crumble, caused mountains to rise up from where there had been only plains, and commanded massive armies with simple thoughts.  A cataclysm was wrought upon the cities of civilization and the world was torn asunder.

People, those who were left, fled from the cities that were bathed in blood and sought shelter in the wilderness, anywhere away from the lands being overrun by war and fire.  Bandits, deserters, and the defeated armies preyed upon the refugees.  Soon these bands of brigands joined together and formed larger hordes, no better than barbarians, and they swept across the land murdering, raping, and pillaging what was left of the wealth of the cities.  All the land fell into chaos.  Kings were overthrown, only to be replaced by tyrannical warlords whose only goal was to steal what wealth they could and destroy what they couldn’t take.  The hordes clashed and brought complete self destruction to what was left of the people of the world.  The remnants fled the destruction, splitting into small bands, and tried to eek out survival in the ashes of the world.

Ages passed and wilderness consumed the world.  What had once been great avenues of cities began to sprout trees.  Castles were overgrown with vines, and the buildings were brought down by the growth of new life.  Beasts and creatures replaced the populations that once called these great cities home, and the people of the world nearly vanished from existence.

Yet still the people hung on to life.  Knowledge disappeared as the survivors hid in fear in the ruins.  What weapons and tools were left were used until they were broken or destroyed.  So much time passed that even the memory of metal was lost to most, and the ruins they lived in became mere landscape, the idea of actually inhabiting such structures were almost completely foreign to them.  The survivors found each other and formed tribes, living nomadic lives, hunting through the skeletons of ancient cities, and soon a new religion was formed, led by the druids and shaman that guided the tribes.

Metal, of any kind, in any form, was considered holy.  Weapons and tools were left there by the gods to be found by worthy heirs and to be used to lead the tribes.  Any who find tools and weapons are considered blessed by the gods and worthy to be followed.  Most tools have lost all purpose other than to serve as religious relics and the focal point of the spiritual energies of the few tribes that have access to them.  Chieftains lead the political and military aspects of tribal life, while the druids and shaman direct the spiritual and internal matters of the tribe.

Psionics survived, too, but they have become outcasts and hunted.  No one knows what makes psionic powers manifest themselves in some, but when psionics are discovered they are hated.  At best a psionic will be marked and cast out from their tribes, but often they are brutally killed as an example to others who would dare be born with psionic powers.  However many psionics have been able to survive inside their tribes, using their powers to masquerade as druids and shaman, directing the course and future of their people.

Some cities have also survived, but they are far cries from what they once were.  Cities exist in a constant state of paranoia and fear, for they are still in possession of a great number of metal items, the same items coveted by the nomadic tribes.  Cities keep their locations, amongst the ruins, secret as best they can for they fear the waves of marauding tribes that would surely come to try to take their precious treasures.  Inside the cities some knowledge is still preserved.  They still know how to make metal, although most lack the ability to mine ores, and there are still some cities that possess centers of magical learning.  These cities survive due to iron fisted determination and regimens of paranoid secrecy. But cities exist almost as legend to the tribes.  They have heard stories of giant tents of stone that need never be left, where metal exists in abundance and life is easy, but almost none believe these stories.  Life can never be easy and survival is a day to day task.

The Central Plot

A violent and tyrannical chieftain, calling himself Diotagnet, of a distant tribe of humans, known as the Yarri,  began to dream of controlling the largest tribe in the land, but he knew he needed more than just violent ambition to make his desire a reality.  He sent his scouts out to other tribes to investigate any and all rumors of metal, for if he possessed metal he would possess the will of the gods and none could stand in his way.  In the meantime he began to assimilate the tribes his scouts came across, either violently if they resisted, or peacefully if the tribes realized to resist would mean their destruction.  As luck - or destiny - would have it, one of Diotagnet's scouts discovered a small tribe that had in its possession an ancient, spiked mace that they worshiped and used at the center of all of their ceremonies.  Diotagnet, when informed of the discovery, ordered the mace brought to him and for the entire tribe to be destroyed so that none would know how he came to gain the favor of the gods, save for his most loyal warriors.

From this point on, Diotagnet's forces grew daily, as did his lust for power and metal.  Scattered tribes of goblinoids flocked to his banner, swelling his ranks even further.  They were awed by his might and metal, and formed the most devote of his common warriors.  Many druids and shaman also recognized the wisdom in joining forces with him, and they developed a cult around Diotagnet, calling him a demigod, helping to further bend the will of others to his banner.  He drove his warriors onward, ever searching for even a scrap of metal that he could sew onto his clothes.  Tribes that could not flee before him were either destroyed or brought into his own to swell his ranks with fresh recruits ready to serve one who obviously had favor of the gods.

But as people fled, so word spread of the new terror spreading across the land and tribes began to ally and make themselves ready for war.  But the people were desperate, and sought any form of help they could.  Many tribes sent out their braves young men and women in search of a legendary citadel called Fortress Konnacht.  Most thought of the fortress as no more than a tale to tell small children, but the tribes needed any hope they could get.  And so one by one, adventurers set out in search of Fortress Konnacht, a place rumored to overflow with metal, and inhabited by a strong people who could defeat the hordes of Diotagnet's warriors.

A Bit on Magic

Druids are magic users connected to nature more out of a respect for its power and an appreciation of its usefulness, than out of any sort of spiritual connection.  Druids are adept at making potions and poisons of many sorts.  Druids also craft charms and wards, items that either lend temporary benefits to the user, or offer some sort of protection.  Likewise, druids can construct cursed items that would hinder those who come into contact with them.  All druids are also connected to one of the four natural elements: earth, fire, air, and water.  They are able to manipulate these elements.  A druid connected to earth might be able to cause an avalanche or shape stone like clay, while a druid connected to water could purify water to drink or freeze water to walk across, while a druid connected to air might use wind to deflect an arrow or mask the sound of his approach, and a druid connected to fire could keep a torch burning indefinitely or cause fire to jump and spread quickly.  As might be expected, older and wiser druids are typically much more powerful, with potions being stronger, their charms lasting longer, and their connection to an element much more reliable and powerful.  The potions and charms, wards and curses all require the correct ingredients, so role play it accordingly.  What the ingredients are I will leave up to the writer, but a potion or charm won’t be pulled out of a druid’s back pocket unless they already gathered the materials necessary and constructed it.

Shaman are magic users that are connected to the spiritual aspect of nature.  The most powerful can command plants and animals to do their bidding, while almost all shaman can at least speak to beasts of all sorts.  Shamans also have the power to heal.  Whereas a druid might be able to make a potion, given access to the right materials, a shaman is able to use his spiritual powers to remove the negative energies that make up a sickness or wound.  Naturally older and more experienced shamans are able to heal greater ills and injuries.  Shaman are also natural diplomats, because they are able to feel the energies that a person emits, therefore they are able to innately understand how to best communicate ideas.  This isn’t to say they have powers to control others (only animals) but, in effect, they have very high charisma.  Shaman also, in times of great need, use blood sacrifices to temporarily increase their power.  Animals, or people, can be sacrificed and their energies harnessed to help heal the dying or mortally ill.  Shaman also have affinity to a particular animal, able to harness that animal’s powers.  A shaman with an affinity to a bear can temporarily gain strength, for example, or an affinity to an eagle could grant heightened  eyesight, while affinity to a snake could great lighting reflexes for a time.  Again, older and wiser shamans who have more experience navigating the spiritual world are better able to use their abilities for longer periods of time and to greater effect.

Psionics are telepathically strong, being able to read thoughts, move objects, or influence the thoughts of others, simply by strength of will.  Not all psionics are able to fully use telepathy or telekinesis, yet all psionics are at least able to partially use all abilities.  While an extremely powerful psionic might be able to topple a fortified stone wall, the same psionic might not be able to tell that a small child is lying to him.  Another powerful psionic might be able to take control of a person’s mind and make them think they’re a duck, and still only be able to move a feather a few inches.  Some people are born with psionic powers (and die soon after, slain by their own tribe out of fear and hatred) while others might not discover their psionic abilities until they’re old and feeble.  The strength of the powers, while not tied to age or experience, do drain the user mentally and physically.  A small child might be able to throw boulders, and grown man might only be able to lift an apple, yet the man could juggle apples all day while the child would be exhausted after moving a single boulder.  Some psionics might grow in power over time, while others never get any more powerful than they already are.  There is no rhyme or reason as to why some are more gifted than others, but most psionics keep it hidden, lest they be outcast and hunted down by the fearful and paranoid tribes.  Psionics are rare, and extremely powerful psionics are exceedingly rare, so role play accordingly.

There is other magic in the world, perhaps some of the remaining cities still hold onto the old ways, but for those living in the nomadic and barbaric tribes, these are the three types of magical abilities.

Fauna

Dragons are large, airborne, fire breathing lizards.  While not malevolent, as many legends go, dragons are predatory creatures that also fiercely protect what they perceive as their territory.  Due to the power and long lifespans of dragons, dragons may den in areas that contain treasure.  The treasure isn't protected by the dragons, per se, it is simply a collection of items that have not been touched due to their proximity to the dragon.  Dragon dens, as a result, contain coveted metal.  The dragon dens are hard to come by, however, due to dragons' preferences to live atop tall, ancient towers or in very remote locations.  Dragon dens do not necessarily have any specific type of treasure, or even an abundance of treasure, and there is no guarantee any metal will be found.  While dragons can be spoken to by shamans, even the most powerful shaman can not control the mind of a dragon.  Dragons range in size from large horses to the size of real world school busses.  Dragon scales are difficult to pierce, even with metal weapons.

Behemoths are the general name given to creatures that resemble a woolly rhinoceros the size of a large elephant.  Behemoths are herbivores and generally travel in herds ranging from three to fifty.  They are often hunted for their meat, hides, and very useful bones and ligaments.  They have cautions temperaments, and shy away from most other creatures, but stampede when threatened or frightened.  Attempts have been made to domesticate behemoths, but they have failed, often with disastrous results.

Forest gliders are cold blooded, monkey sized creatures they have a streamlined head to reduce drag, smooth green and brown scales for camouflage, and a flap of skin attached to the forelegs to the hind legs. Mostly relying on fruits to survive, it will sometimes hunt small animals. A bigger prey may be sought out if traveling in a bigger pack. Like its name, it can glide through the air at a surprising speed, enabling it to pounce on prey before the prey is able to react. While slower on the ground, the forest glider is by no means helpless. It has a relatively fast running speed and is able to climb trees at an amazing rate due to its sharp claws. If cornered, the forest glider can more than put up a fight with its fast reactions and sharp claws.  The forest glider emits a high warbling sound alternating with a screech to communicate. It is very curious, very playful, and likes company so they are hardly seen traveling alone. (Courtesy of silencekyo)

Glowfish

size:like a trout

Characteristics;
It is a fresh water fish often seen at night due to the ghostly glow of their body. Spotting them during the day is marginally harder as they still glow faintly. The fish hunts for food by giving out a brilliant multi-hued glow, which attracts insects near the surface of the water, upon which the fish will leap out and consume the unfortunate insect. During the mating season, which is before winter starts and before summer starts, the male fish will give out a pulsing blue glow, which will attract females nearby. Many creatures prey upon this fish, as they are present in most sources of fresh water, and breeds in amazing numbers.(courtesy of silencekyo)

Routhorn

Size: Huge. Average size is as tall as 2 men, and half as wide.

Characteristics:
A huge hulking feathered beast with the foreleg significantly longer and stronger than the hind leg. Has a humanoid face with flattened nose and prominent brows. This beast is feeds mostly on meat, or glowfish whenever meat is not readily available. Armed with vicious claws, it hunts by sneaking up on prey and using a sudden burst of speed to catch and kill the prey (think of a cheetah). Extremely territorial, it will give out a resounding low pitch howl, to challenge any Routhorn on its territory. The feathers on the Routhorn is not for just for show, they also serve as protection, both from attacks and the weather. Being very very resilient, it requires a strong warrior or a strong druid to penetrate it. The feathers of this beast are prized as armors and shields, however, only the strong are able to defeat this mighty beast, so these armors are uncommon. (courtesy of silencekyo)

Races

Humans are... well... human.  They are the most prolific of all races in the world, living and thriving in all environments, whether they live in forests, plains, mountains, or city ruins.  Their lifespan exceeds only that of the goblinoids.  Humans run the gamut of personalities, professions, and passions.  Some humans are evil, violent marauders, while other humans are peaceful craftsmen, and still others might be peaceful but hold no qualms over taking a life if he felt cause was sufficient.  Many motives drive humans, but the one generalization that will hold true for all is that city dwelling humans are cautious bordering on paranoid, while the nomadic and semi-nomadic humans living in the wilds are superstitious.

Elves detailed more in a great post made by Incaaa

Halflings are an offshoot of humans that have come into existence since the great wars that destroyed the world.  Halfling tribes are relatively uncommon.  Halflings, like humans, can have many different personalities and professions, being hunters, craftsmen, warriors, healers, herdsmen and the like.  Halfings are, as the name might suggest, small.  They are typically between three and five feet in height, and slight of build.  However, halflings do have a lifespan considerably longer than that of humans, by a few decades, and halflings also have great dexterity and agility.  Halflings tend to be more curious than humans, and while all sorts of halflings can be found, most tend to be what is considered 'good,' and they rarely produce offspring that could be considered 'evil.'  Halflings have a strong storytelling tradition and much useful information about the surrounding world (locations of places, animal and plant types, survival skills, etc.) is passed on through the best and longest lived storytellers to each generations.  And while physically weaker than most races, halfing druids and shamans are able to typically achieve greater power and skill due to their longer lifespans.

Goblinoid is the term used to describe goblins, orcs, hobgoblins, and the like, and they are a race of dimwitted and quick tempered humanoids.  While not evil, they are easily controlled and manipulated due to their limited intelligence (most are as smart as dumb humans), and they are often seen in the employ of tyrants or evil warlords.  Goblinoids vary greatly in size, shape and strength, but are anywhere from four feet (typical goblin) to seven feet (hobgoblin), with the type known as orcs being most like humans in size.  Goblinoids live short lives, either due to genetics or stupidity, and mostly exist as hunters and can (and will) eat almost any living thing.  They have poor craftsmanship, but they are extremely hardy and resilient, even the smallest are able to shrug off wounds or ills that might cripple a member of another races.  They have excellent senses of smell and sight, and don't mind living in what other races would consider extremely harsh conditions.  While not necessarily aggressive, it is wise to approach groups of goblinoids with caution because they tend to lash out like small, violent children when things don't go their way, and it seems every group of goblinoids has its own, mysterious way of conducting interactions and take offense easily to any behavior outside of their norm.

Various (Common) Materials for Weaponry & Armour (But Not Necessarily All Materials)

Stone: Common uses include knives, arrowheads, axeheads, sling ammunition, & bracers. Armour is not made from this. Common stone types are Granite, Diorite, flint, & clay-slate.

Leather/Hide: Common uses include armour, grips for handles, and many small uses in weaponry such as straps, bracers, & slings.

Wood: Common uses include cheap unflexible armour, weapon handles, bows & arrow shafts, and many other uses. (note: Wood armours are stronger, and more easily obtained by Elves.)

Animal tendon/muscle tissue: Common uses include: Bow strings, reinforcement for bows, armours, and equipments.

Dragon scale: Uncommon; placed in separate category. Very rare armour, not as much as metal though. The hide of a Dragon often reinforced with a fabric or textile, much like lamellar. Provides optimal protection, but you'll have to slay a dragon for it, or worse, slay someone who slew a dragon for it. Sometimes seen giving an extra cutting edge on weapons.

Bone & Horn: Frequently used as arrowheads, light armour, bracers, & knives.

Character application...

Name
Gender:
Age:
Race:
Description:
Occupation:
Weapons:
Equipment:
Bio:

Most recent updates include a bit about magic, and notes on some of the creatures common to this world.
 
List of Characters

Naomi
Name:Naomi
Gender:Female
Age:17
Race:Human
Description:She basically looks like an Asian, with long hair that reaches her shoulder blades and
bright red eyes. She wears a dirty, ragged robe, with a worn rope around her middle that served as a belt.
Occupation:none, she is an outcast due to her psionic abilities.
Weapons:none
Equipment:no real equipments, she only have her clothes, a small pouch tied to the rope that served as a belt and
Bio:Born in a tribe that relies mostly on grains for food, she was at first feared by the tribes for her supposedly "daemonic" eyes.The tribe gradually accepted her as the years go by. Soon she was 10 and was intrigued when she found out that she could somehow reach out without her hand and move objects. Not knowing about psionics(or moving things as she knew it) being taboo, and her not having  many friends, she practiced in solitude, moving objects for training, and lifting/confusing animals for entertainment.
One evening, without thought she moved a spoon to herself during a meal. Needless to say, the family was shocked. Fearing the worse and not wanting anyone to think he was intentionally raising a psionic, her father beat her out to the streets and shouted for all to hear that she was a "daemon" and he was "shocked to finally see through her deceit". Those that heard raised the call and soon the whole tribe was on her, beating her mercilessly in a frenzy. Instinct kicking in, she unconsciously pushed hard at the crowd. The crowd went flying in every direction, resulting in broken bones, and death for some of the more unfortunate. Taking this chance, she ran away from the tribe...
After 7 years of wandering and killing the occasional "witch hunter", her powers grew more powerful. Soon, she decided to look for the legendary Fortress. She doesn't know what she will do when she gets there or even if it does exist, but having a purpose gives her something else to look forward to....

Tejooq Bonislai
Name: Tejooq Bonislai
Gender: Male
Age: 26
Race: Human
Description: Short with brown, scruffy hair reaching almost to his shoulders. He doesn't look it but he is reasonably strong and can take and deliver a solid punch.
Occupation: Spy for the Warlord Diotagnet.
Weapons: Being a spy he doesn't want any obvious weapons to draw attention to himself so he only has a short sword roughly crafted from bone.
Equipment:He has a leather breastplate for when in battle, worn over some padded cloth. But for the majority of the time he has only a tunic and brown drawstring trousers.
Bio: His father was a shaman for one of the tribes first conquered by Diotagnet, but that all happened later. Training to be a shaman had been his entire life due to his fathers status and the bhiselief that the shamans son would have powers, this belief was proved false and it was decided that t was a punishment from the gods and the tribesmen tried to kill him, but the Shaman stopped them, saving his life. The tribesmen decided that dying over it was pointless, and let him live his life. Then Diotagnet sent his army and forcibly took control of their settlement, they resisted and so many were killed, including the Shaman but Tejooq, still an adolescent boy was spared and drafted into Diotagnets army.

It was obvious that he had a talent for scouting, so he was recruited into the specialized scouting corps. His loyalty to Diotagnet was unquestionable, for he felt he owed him his life and wanted to repay him for saving him from the village where he was hated. His training complete he went into enemy settlements and led Diotagnet right to them. He was given increasingly difficult tasks for his commanders felt they could send him anywhere and achieve a victory.

The remaining tribesmen have set out for a rumoured place called Fortress Konnacht, where metal was abundant and the people could resist any attack. This place was a beacon of hope to the tribesmen so he, along with many others, was sent to locate the fortress before the enemy could.

K'hel of the Winter Orchard
Name: K'hel of the Winter Orchard

Gender: Male

Age: A middle-age for an elf, appears as within his late twenties.

Race: Akir Ithari (or Grey Ones, as the vulgar are known to call them.)

Description: A tall frame standing near 6ft 2'', muscles are lithe and thin-lined instead of broad and overly-muscular. A light grey-coloured skin and eyes of obsidian black, dark-black hair that falls into a simple ponytail. A strong, stern face with a long, elegant jawline and nose. Perfectly white teeth.
Occupation:

Weapons: A beautiful spear of dark, weathered wood and tipped with a jet-black stone blade, edged with rare obsidian. A length of tough rope with heavy, rounded stones just larger than the size of a human hand tied to each end. A dark flint blade roughly the size of a human forearm.

Equipment: Baggy dark trousers, an ancient but carefully preserved silk undershirt, a dark-coloured tunic and belt with a few pouches and bags hanging from it. Good, knees length boots and a short-hooded cloak, along with dozens of small charms of jet, amber and obsidian that hang from necklaces, bracelets and strings from him.

Bio: The Akir Ithari were a scattered people, travelling alone or in groups no larger than four or five, and shunning contact with the rest of the world unless needed. K'hel is, or was, no exception. He led the life of a wanderer, meandering through the decades as he wondered after great herds of wild animals or following the path of migrating birds on a whim. His early history is half-remembered, even by himself. His family group, a large one by any standards for his race, taught him the way of the staff and knife over half a century. Eventually the pull of the open wilderness and the boredom of such safety in numbers lured K'hel out of the group and into the wilds.

After his initial, and rather brutal, contact with humanity, the Grey One kept his distance from those he now considered barbarians. Instead simply living in the wilds, giving and taking from the natural world as he needed to continue his existence. After years passed and countless miles were crossed, K'hel had his second significant contact with humanity.

When he had been washing in a stream one morning,  he had not noticed a group of mounted bandits who had taken an interest in him approach. His weapons hidden and too far away to reach, K'hel was beaten. Even a Grey One cannot hope to stand against a dozen violent men with no arms or armour, and so K'hel was knocked to the oblivion of unconciousness and left for dead when the men realised that nothing he had on him was of any earthly value. Coming too, the Akir Ithari awoke wrapped in blankets and bandaged, within a tent that he did not recognise. Trying to rise, both the poor state of his body and a gentle hand prevented him. Turning his gaze to the other person in the small tent, there was a human girl, possibly 19 Summers and beautiful as the Spring. The lass smiled and K'hal felt something stir in his chest, and simply smiled back.

Suffice to say, K'hel stayed with that human group for another five or so decades, and kept closely in contact for another few after those. But after the girl had died, the grey-skinned man left the tribe and dissapeared. The elders of the tribe, who saw him when they were children, still tell his tale occasionally. Some say he must surely be dead, but others remember that he did not age a single day when he walked amongst them. Others say that he wonders te wilderness again, a ageless Grey-One who met a lover and who now watches her race with a deep curiosity.

Axoror "The Chaotic" Surgal
Name: Axoror Surgal ( called The Chaotic by most)

Gender: Male

Age: 30

Race: Human, From The Suragal Tribe

Description: Axoror stands 5,30 feet tall he is blond with gray eyes and a beard. he is musculer and have a rugged appereance. with various scars covering he's body

Occupation: None at the moment

Weapons: a Toothed axe and a bone dirk.

Equipment: A Hardened Leather Armour with a pair of gloves and boots. and a wooden skull cap helmet. he also have a wool undershirt and leather pants.

Bio: Axoror Surgal was born into a tribe that fled before Diotagnet's hordes. He grew up far from the places of he's ancestors in the mountains just beyond Diotagnets grasp. The tribe were a warrior tribe but they knew they would be crushed by Diotagnet had they not fled.

Axoror had left the tribe when he became 18 years of age to wander and explore. during one of he's explorations in an ancient ruin he had found a strange object it was a toothed axe, The axe seemed to be made of obsidian rock but he could not tell it was very hard and sharp though. The moment he touched it he felt powerfull in a strange way.

5 years later He had earned a reputation as a killer and wereever he went chaos followed in he's wake. Now 12 years affter he left the tribe he felt different, changed and powerfull.

Getorix Fal
Name: Getorix Fal

Gender: Male

Age: 24

Race: Human, of the Felimid tribe

Description: 5'10" with shoulder length black hair held behind his head with a thong made of leather.  He is broad of build, but athletic, as would be expected of a skilled hunter.  He wears clothing made of layered hides, and a rope belt where he carries his knives and pouches containing spare javelin heads, leather straps used in construction of javelins, and twine.  He has the confidence of one who has been on many successful hunts, and the calm nerves of one who has faced down the angry charge of a behemoth and lived to speak about it.

Occupation: Hunter

Weapons: two stone tipped javelins slung over his back, an eight inch long saw toothed bone knife, a short broad bladed flint skinning knife, and a weapon with a haft made of hickory and the small horn of a behemoth, often used to finish off wounded animals.

Equipment: Aside from his weapons, his belt is a strong rope wrapped around his waist several times, and a small polished copper spoon worn around his neck on a necklace of wolf teeth.

Bio: Getorix Fal grew up in the nomadic Felimid tribe, following the annual migration patterns of the behemoth herds.  As was expected of all males, he was raised in the ways of the hunter, being taught to track his prey, perhaps for days, and to throw his javelin far and true.  Recent years had been kind to the Felimid tribe, with many successful hunts, and the tribe grew in numbers.  As Getorix grew older he quickly rose to be one of the most skilled hunters in the tribe, and soon he was leading hunts on his own.

On one such hunt, Getorix and his hunters encountered a small band of frightened travelers identifying themselves as the last remaining survivors of a tribe known as the Shelnar.  Getorix led the Shelnar back to where his tribe had temporarily made camp in the ruins of a vast ancient city, and the Shelnar revealed they were refugees fleeing from a warlord known as Diotagnet.  They also made it known that Diotagnet's warriors were on the move and heading in the direction of the Felimid tribe.  The Felimid druids and shamans then ordered all hunting parties to be called back in while they decided what course of action to take.  After days of discussion, the tribe's eldest shaman spoke and made it known he would be conferring with the spirits of nature in hope that the spirits would reveal a champion worthy of seeking out and gaining aid from the fabled Fortress Konnacht.

Days passed and still the elder shaman conferred with the spirits, and with all the hunting parties called in to protect the tribe, the need for food became great.  The hunting parties were sent out to gather potatoes from where they had been planted in years past along the rout the behemoth herds followed annually.  On one such fateful potato gathering expedition, which Getorix hated and felt was beneath him, he was digging a potato out of the ground when his hand touched something in the earth that was hard and did not feel like stone.  Getorix pulled the object out, and then dropped it and fell backwards, shouting to his party to come to him quick, for out of the ground Getorix had pulled out what appeared to be a spoon, not made from bone or wood as spoons should be, but made out of a cold, hard material that was a soft green color.  The whispers started and Getorix heard the word, "metal."  But before anything more could be said, he ordered his foraging party back to camp so they could deliver the discovered item to the druids and shamans.

When they made it back to camp they delivered the spoon directly to the druids and shamans, but it did not take long before word spread like wildfire that Getorix and his party had found metal.  Getorix tried to quiet the rumors, stating that they had only found an herb a druid had desired for a potion, but almost as soon as Getorix began to convince the tribe that nothing was amiss, the elder shaman was pulled from his commune with the spirits and came before the tribe.

"The spirits have shown us a sign," said the elder shaman.  "They have blessed us with... metal!" he shouted and held the spoon up before the tribe.  It was some time before the uproar quieted down and the shaman could continue speaking.  "The spirits have shown us our champion, the one who discovered this metal is the one to find Fortress Konnacht and save our people from Diotagnet!"

Getorix was stunned and was completely unsure as to what to make of this turn of events, but he was soon lifted onto the shoulders of his hunters and carried around the tribe's campsite before he was unceremoniously deposited before his tent and the tribe commenced celebrating their new found favor shown by the spirits.  The shamans sent out envoys to other nearby tribes to communicate the coming threat, and the druids came to speak to Getorix, telling him that first they must charm the metal before they could give it to him and he could start his journey.  That night he steeled himself for the task ahead of him, and he gathered all of the supplies necessary to begin his journey.  The next day they came to him in the morning, giving him the spoon attached to a necklace of wolf teeth.  The spoon had changed color and now, instead of a soft green, it was a bright brown color.  Now armed with divine providence, charmed metal, and a determination to save his people from an impending doom, he set out to find Fortress Konnacht.

Grim
Name: Grim
Gender: Female
Age: Unknown.
Race: Human.
Description: 5' 7" Tall, Green eyes. She wears a cloth wrap over her entire body (Including her face) except when in extreme privacy, she also wears elf-made boots and gloves and never removes them in company.
Occupation: Crusader.
Weapons: A maple long-bow and high-quality bone-tipped arrows and a small bone knife in her boot.
Equipment: A hooded traveling cloak, her personal effects and a small stone pendant which hangs from her left wrist.
Bio: Little is known about Grim, her existence seems to flit in and out of public knowledge.. occasionally she may appear in a settlement or market, though her visits are so sporadic and randomly spread across the countryside that people can never quite remember how long it had been since they saw her.

Tales of a young woman being exiled as a witch and cast into service to a higher power have been speculated to have something to do with the mysterious Grim, she has been given many different names by the various races; Elves call her Vara Du Ilmir which means "The Grey Lady"
Some tribes of humans know her as "The black maiden" and Orcs even have a name for her, though pronouncing it can be an effort. Though none have seen her revealed, nor discovered her reason for staying so covered it is said that she recoils from the touch of others and superstition has grown rapidly around the fact.

Grim's falcon familiar, Wraith.

Hrothmund McKeenfere
Name: Hrothmund McKeenfere (North-western European influence, 'H' in Hrothmund is mostly silent, 'fere' is pronounced English 'fear.')
Gender: Male
Age: 42
Race: Halfling
Description: About four-foot six inches tall.(A meter and a half.) Red haired, has a long beard, looks relatively young compared to a human despite his age. His skin is pale(normal pale.), and his eyes are bright blue.
Occupation: Shaman, hunter, and shepherd.
Weapons: A sling, and a spear-stave. Hrothmund always keeps two small flint or bone spearheads and many granite sling pellets in a pouch on his belt.
Equipment: Mostly leather & hide/fur armour, with various teeth hanging from his necklace.

Bio: Born a son of the McKeen clan; a tribe of semi-nomadic halflings from the frigid north. His family & clan were forced into the service of the tyrant warlord because he thought they would have information on the location of the great fortress, albeit few of them actually had any idea what he was talking about, they were either pressed into his army as scouts, or made to be slaves.
Before this, the McKeenferes were a respected family, hunters and the keepers of the clan's sheep fold. Hrothmund was blessed with the skills of a shaman, and as he aged learned heavily in the areas of healing & animal affinity, particularly wolves & sheep.
Eventually he gained the ability to heal from a distance. The longer the distance, the less effective his ability.
In addition, his wolf affinity allows him to be even more dexterous & fast, and have an acute sense of smell.
(Edit: Forgot to add reason for adventuring.)
Whilst his clan was captured and subjugated, Hrothmund was away from the tribe on a long hunting trip. He came home to find his home, herd, and family missing. He was later told by nearby locals of what had happened. Now he wanders about, living off the land and seeking a way to save his people. Perhaps the locating of this great fortress will set them free.
Daigh
Name: Daigh
Gender: Male
Age:21
Race:Human
Description:Stands about 5'11 with dark brown hair, He has cut it recently, so te result is a mess of hair approximately an inch long, give or take since he had no way of seeing it as he cut it. He is a skinny man, weighing about 144 pounds. He has several scars in various locations about his body. He has a short beard, just as ragged as his hair due to his means of cutting it(slicing with his knife)
Occupation: Wanderer
Weapons: Three javilins with fire hardened points, two small "shaping rocks"(bits of flint he uses to make knew javilins) and  bone dirk useful only for stabbing.
Equipment: Leather Jerkin and bracers form his armor, with a wollen tunic and pants for clothes. His boots are made of hide and have been comfortably broken in. A slingbag holds his firemaking equipment as well as several bits of fruit. His cloak is made of fur, though he cannot tell which animal as he stole it from a corpse he stumbled across. The cloak also doubles as a blanket when the weather is cold.
Bio: Formerly of the the Kaelick tribe, mounted nomads and raiders, Daigh was the son of one of the more prominent raiders. Growing up, he mastered the art of riding the swift horses of his tribe, as well as showing his skills with javilin and knife. HIs childhood companion was Fianait, a young woman his age. It was expected that they would wed come adulthood, and had been betrothed for nearly their whole lives having taken their first steps together, ridden together, and could never best one another in their contests. Then everything went to hell.
When Daigh was 16, a full man in his tribes eyes, and back from a raid to a rival tribe laden with the plunder he would need to purchase Fianait as his own, he met a horrible sight. The villagers not gone raiding had surrounded Fianait, chanting for blood and death. Fianait was a psionic, one of the most hated peoples in all the land. HIs beloved was sentenced to death.
Or so it seemed. Screaming in both terror and anger, Daigh crashed his mount through the press of bodies, pulling Fianait free of the mob, carrying her to safety. An out cast now, along with Fianait, he made all possible speed away from the campsite, lest they were caught and killed.
They wandered, happy in each others company for about two years before a witch hunter killed Fianait. Daigh was gathering gather some berries when he heard the screams. Rushing back to the camp he saw Fianait bleeding her life away on the ground, an arrow in her back. The shooter had emerged from hiding to claim his kill, but found only death from Daigh. Wanting to find death himself, but too proud to take his own life, Daigh ventured through the city of Untergard, finding not only that it was not the cursed place he had grown up believing, but the dwellers there to be both timid and haughty, looking down at his rough furs from behind their metal ornaments. He left shortly after, wandering the lands, waiting for the time when he would not be as quick, as strong or as skilled as he is now and he lost his battle.
Reason for adventuring: Daigh will sometimes stop and camp with other tribes, to trade with them and find where there might be some dangerous beast he could fight. He learned at one visit that not only was his formr tribe destroyed by a fearsome warlord, but also that there was a wonderous place filled with mighty wariors and metal weapons that could defeat this tyrant. Feeling his destiny, in the form of a mighty death if he faced this warlord, he resolved to journey to this Fortress Konnacht, and kill this warlord, or most likely die in the attempt.


Elindhir "Blackwind"
Name: Elindhir "Blackwind"
Gender: female
Age: 32 but she rather looks like 16 or 17
Race: Human, possibly half Lithir Ithari.
Description: Really deep dark green (forest green) eyes. Semi long black as black as midnight
(click to show/hide)
hair. Dark but not black, tanned skin. Kinda childish, playful and innocent appearance. She has a beautiful body with a small scar on her left eyebrow - the only mark that is left of her childhood. She is believed to be half-elf because she looks only half her age and she has the traditional elven hair and eye feats. She almost always walks barefeet
Occupation: Seductress/Survivalist/Half-trained Shaman

Weapons: Various  knives of many shapes and sizes and a short blowgun that is sheeted inside of a belt that is slung over shoulder. Plus a small pouch that holds poisonous darts for the blowgun.
Equipment: A pair of woollen pants and a sleeveless shirt. Light leather body armor. Two belts, one around her waist, the other slung over her shoulder. Long dark mudgreen cloak with a hood that hides her upper face. A scarf that hides the lower part of her face. Satchel filled with survival gear (like ropes, firestones, potions etc.) The cloak could be tightly laced around the wearers body, bringing out all the curves and the perfect figure of the wearer, thus making seducing even easier

Bio: Most of her past is unknown not only for herself but for everyone. The only man who could have held the key of her past is now long dead. She was found in the forest by and elder Shaman of one of the mountain tribes. At first the man chose her to be his apprentice and was a true father to the poor girl. She learned the arts of a shaman and the magic in her was strong. She could command birds with an ease but didn't have so much luck on other species of animals. With them she could only communicate but usually they wouldn't do her bidding.  But as the time went by, and Elindhir grew ever prettier and more mature, her stepfather started abusing her. There was really nothing anyone could have done about that without going against the "law". For that meant disobeying the shaman and that would have meant a sad ending to whoever had been that foolish. So the abusing went on for almost two years. Until one night she decided to change that.

The next mourning the Chief Shaman-her father was found dead in the bottom of a deep valley. It took days for clansmen to retrieve the body of their spiritual leader. But once it was done they were horrified to find their leader stabbed in the back with a bone knife and his face and manhood torn off. The clawing marks weren't like any marks that a mammal would leave and on a closer inspection it was obvious that the deed was done by a bird. After the first shock passed they came to a realization, that only Elindhir could have done that for she was only one who had a strong enough link with birds, especially with ravens, to command them to kill an elder shaman and then rip him to pieces. Nor was it a secret how the shaman had treated his apprentice.

For that Elindhir was beaten bloody and was to be a bloodsacrifce on the next eve. She was hung from an old oak up-side-down. But during the night she was able to escape with the help of ravens. On her way out she also killed two guards by harnessing the power of the raven, with witch she was able to hide in the shadows and strike unexpected. But the tortures and shadows of her past still haunt her. Thus she plays a sinister game... she seduces a male and once he tries to get intimate with her, she kills the poor guy, drinks his blood (to feel the power of him surging through her) and lets birds feast on his body. That has happend to every man ever to get close to her except for one.

Since that day she has been wandering the wilds in search of metal and other rare resources in hope of once being able to great her own clan...

She has an affinity to a raven.
 
Elves

Elves are the most at home in nature of all the races, tall, dark and graceful they are proficient spell casters and treeweavers*
The Elves are immortal and resistant to disease, but their children are few and pregnancy lasts years so their numbers remain small in comparison to other races.
Their race is split into three distinct groups, at birth all elf infants are all the same however either by ancient magic or evolution they quickly acquire traits which decide which Ithari* they become.

Ithari
The three Ithari are the sub-races of the elves, while genetically their parents do not matter and the infants do not inherit their parent’s Ithari, families of elves have been known to be in the same Ithari for generations.

Mitar Ithari (Treeweavers)
Mitar is the Ithari of treeweavers* they are responsible for creating Elven dwellings, weapons and artwork. Mitari are thin, fair skinned and light haired, green eyes are common, as are blue and grey. They are adept at treaweaving and other basic magic.

Lithir Ithari (The Hand)
The most common of the three, Lithiri make up the bulk of Elven war parties, merchants, and farmers. Senior Lithiri have been known to ascend high in Elven society. They are adept at a wide range of magic, some more than others. Mild-skinned and dark haired, the Lithiri are broad shouldered and toughly built, eye color varies.

Akir Ithari (The Grey Ones)
The rarest type of elves; the Akiri are the wildest and most mysterious of their race. Known in legend as great warriors and marksmen with a magical link to the creatures of the land they can communicate with animals without the use of spells. They are tall and graceful, their skin is grey, their eyes dark, and their hair a multitude of colors and it is their physical appearance that has earned them the name of Grey Ones.

Elven Magic
As well as many of the basic magic which humans have become adept at, elves also covet a few ancient skills they've held onto as closely guarded secrets.

Treeweaving

The magic of the Mitar Ithari, treeweaving has been the Elven way of construction since before the great war which destroyed the world of men. By ancient magical connection the Mitar Ithari and some of members of the Akir Ithari can communicate with, and even control the forest around them. An elf may care for a specific tree for many months to procure it's highest quality wood or for it to allow the best quality shelter, however a small offering of water will usually suffice. Elves will never cut or burn a living tree, and so use this magic to create all of their wooden items, and even their homes.

More to be added..
 
I would very much like to either be a druidic character or one of these Grey Ones that have been mentioned, but I realise having the rarest of elves as your first character to sign up might not be a great idea. Which one, druid or grey one, would be better for the rp, as your the creator I reckon its best to ask.  :D
 
Kalnia said:
I would very much like to either be a druidic character or one of these Grey Ones that have been mentioned, but I realise having the rarest of elves as your first character to sign up might not be a great idea. Which one, druid or grey one, would be better for the rp, as your the creator I reckon its best to ask.  :D

I'll tell you what, write of a character bio and if I like it I'll let you be a Grey One. :)

Honestly it would probably be best if most of the characters were human, for now, but if you write of a good character history and explain why your character would care about the plight of humans, I'll accept it.

The central plot is that there is a human warlord who has unified multiple tribes (some by force) and is ravaging the land in search of metal artifacts.  In a last ditch effort to save themselves from the destruction being unleashed by this warlord, some tribes start sending their bravest young men and women in search of a legendary fortress known as Konnacht that is rumored to hold untold wealth in metal.  The story will be about a group of characters who are all searching for this fortress, for various reasons, and happen to team up in an attempt to work together and find the fortress Konnacht.
 
erm. Druidic character sounds like the path i'll go as well. The whole talk to animals things is right up my alley...

Does'n help that my most successful RP character at this point is very much like a Grey one in Calradia.. albeit not being as fair...
 
A_Mustang said:
erm. Druidic character sounds like the path i'll go as well. The whole talk to animals things is right up my alley...

Do it.  My character will probably just be a normal guy with useful survival skills.  Maybe the best hunter in the tribe or something.  I haven't fully decided.  I'll finish up the background later today.  Probably fill in details about the druidic and shamanistic magic, and maybe list a few of the different creatures they have in their world that aren't native to ours, and include a couple different races.
 
silencekyo said:
Post applications now?

You can now, but I did just post a bit about magic, so do read the magic part if you desire a druid/shaman/psionic character.

:D

And I'm still taking suggestions for races, creatures, or any other ideas you'd like to throw my way to make the world richer and more enjoyable to RP in.
 
zollum said:
Just a quick question, when was this world ending war? so I know what kind of ancient artifacts the cities will hold.

Many generations have passed.  About 300 years, I'd say.  And the world, technologically speaking, never evolved past medieval level technology.  Pre-gunpowder.
 
Looks very Promising but i am missing the part about Blood magic  :P

Finding a Crossbow would make you GOD! it would seem so atleast or any other weapon made of steel for that fact.
 
Ok, heres my application. Wonder if people can guess what sort of personality she will have?

Name:Naomi
Gender:Female
Age:17
Race:Human
Description:She basically looks like an Asian, with long hair that reaches her shoulder blades and
bright red eyes. She wears a dirty, ragged robe, with a worn rope around her middle that served as a belt.
Occupation:none, she is an outcast due to her psionic abilities.
Weapons:none
Equipment:no real equipments, she only have her clothes, a small pouch tied to the rope that served as a belt and
Bio:Born in a tribe that relies mostly on grains for food, she was at first feared by the tribes for her supposedly "daemonic" eyes.The tribe gradually accepted her as the years go by. Soon she was 10 and was intrigued when she found out that she could somehow reach out without her hand and move objects. Not knowing about psionics(or moving things as she knew it) being taboo, and her not having  many friends, she practiced in solitude, moving objects for training, and lifting/confusing animals for entertainment.
One evening, without thought she moved a spoon to herself during a meal. Needless to say, the family was shocked. Fearing the worse and not wanting anyone to think he was intentionally raising a psionic, her father beat her out to the streets and shouted for all to hear that she was a "daemon" and he was "shocked to finally see through her deceit". Those that heard raised the call and soon the whole tribe was on her, beating her mercilessly in a frenzy. Instinct kicking in, she unconsciously pushed hard at the crowd. The crowd went flying in every direction, resulting in broken bones, and death for some of the more unfortunate. Taking this chance, she ran away from the tribe...
After 7 years of wandering and killing the occasional "witch hunter", her powers grew more powerful. Soon, she decided to look for the legendary Fortress. She doesn't know what she will do when she gets there or even if it does exist, but having a purpose gives her something else to look forward to....

Meh, done. Anything i need to change/if i am too nooby for you just tell me aight?
 
Something was said about spies/scouts of Diotagnet being allowed so I'll rp that role.

Name: Tejooq Bonislai
Gender: Male
Age: 26
Race: Human
Description: Short with brown, scruffy hair reaching almost to his shoulders. He doesn't look it but he is reasonably strong and can take and deliver a solid punch.
Occupation: Spy for the Warlord Diotagnet.
Weapons: Being a spy he doesn't want any obvious weapons to draw attention to himself so he only has a short sword roughly crafted from bone.
Equipment:He has a leather breastplate for when in battle, worn over some padded cloth. But for the majority of the time he has only a tunic and brown drawstring trousers.
Bio: His father was a shaman for one of the tribes first conquered by Diotagnet, but that all happened later. Training to be a shaman had been his entire life due to his fathers status and the bhiselief that the shamans son would have powers, this belief was proved false and it was decided that t was a punishment from the gods and the tribesmen tried to kill him, but the Shaman stopped them, saving his life. The tribesmen decided that dying over it was pointless, and let him live his life. Then Diotagnet sent his army and forcibly took control of their settlement, they resisted and so many were killed, including the Shaman but Tejooq, still an adolescent boy was spared and drafted into Diotagnets army.

It was obvious that he had a talent for scouting, so he was recruited into the specialized scouting corps. His loyalty to Diotagnet was unquestionable, for he felt he owed him his life and wanted to repay him for saving him from the village where he was hated. His training complete he went into enemy settlements and led Diotagnet right to them. He was given increasingly difficult tasks for his commanders felt they could send him anywhere and achieve a victory.

The remaining tribesmen have set out for a rumoured place called Fortress Konnacht, where metal was abundant and the people could resist any attack. This place was a beacon of hope to the tribesmen so he, along with many others, was sent to locate the fortress before the enemy could.

You like?
 
Name: K'hel of the Winter Orchard

Gender: Male

Age: A middle-age for an elf, appears as within his late twenties.

Race: Akir Ithari (or Grey Ones, as the vulgar are known to call them.)

Description: A tall frame standing near 6ft 2'', muscles are lithe and thin-lined instead of broad and overly-muscular. A light grey-coloured skin and eyes of obsidian black, dark-black hair that falls into a simple ponytail. A strong, stern face with a long, elegant jawline and nose. Perfectly white teeth.
Occupation:

Weapons: A beautiful spear of dark, weathered wood and tipped with a jet-black stone blade, edged with rare obsidian. A length of tough rope with heavy, rounded stones just larger than the size of a human hand tied to each end. A dark flint blade roughly the size of a human forearm.

Equipment: Baggy dark trousers, an ancient but carefully preserved silk undershirt, a dark-coloured tunic and belt with a few pouches and bags hanging from it. Good, knees length boots and a short-hooded cloak, along with dozens of small charms of jet, amber and obsidian that hang from necklaces, bracelets and strings from him.

Bio: The Akir Ithari were a scattered people, travelling alone or in groups no larger than four or five, and shunning contact with the rest of the world unless needed. K'hel is, or was, no exception. He led the life of a wanderer, meandering through the decades as he wondered after great herds of wild animals or following the path of migrating birds on a whim. His early history is half-remembered, even by himself. His family group, a large one by any standards for his race, taught him the way of the staff and knife over half a century. Eventually the pull of the open wilderness and the boredom of such safety in numbers lured K'hel out of the group and into the wilds.

After his initial, and rather brutal, contact with humanity, the Grey One kept his distance from those he now considered barbarians. Instead simply living in the wilds, giving and taking from the natural world as he needed to continue his existence. After years passed and countless miles were crossed, K'hel had his second significant contact with humanity.

When he had been washing in a stream one morning,  he had not noticed a group of mounted bandits who had taken an interest in him approach. His weapons hidden and too far away to reach, K'hel was beaten. Even a Grey One cannot hope to stand against a dozen violent men with no arms or armour, and so K'hel was knocked to the oblivion of unconciousness and left for dead when the men realised that nothing he had on him was of any earthly value. Coming too, the Akir Ithari awoke wrapped in blankets and bandaged, within a tent that he did not recognise. Trying to rise, both the poor state of his body and a gentle hand prevented him. Turning his gaze to the other person in the small tent, there was a human girl, possibly 19 Summers and beautiful as the Spring. The lass smiled and K'hal felt something stir in his chest, and simply smiled back.

Suffice to say, K'hel stayed with that human group for another five or so decades, and kept closely in contact for another few after those. But after the girl had died, the grey-skinned man left the tribe and dissapeared. The elders of the tribe, who saw him when they were children, still tell his tale occasionally. Some say he must surely be dead, but others remember that he did not age a single day when he walked amongst them. Others say that he wonders te wilderness again, a ageless Grey-One who met a lover and who now watches her race with a deep curiosity.

Any good?
 
Meh might aswell try. got some spare time now.

Name: Axoror Surgal ( called The Chaotic by most)

Gender: Male

Age: 30

Race: Human, From The Suragal Tribe

Description: Axoror stands 5,30 feet tall he is blond with gray eyes and a beard. he is musculer and have a rugged appereance. with various scars covering he's body

Occupation: None at the moment

Weapons: a Toothed axe and a bone dirk.

Equipment: A Hardened Leather Armour with a pair of gloves and boots. and a wooden skull cap helmet. he also have a wool undershirt and leather pants.

Bio: Axoror Surgal was born into the Suragal tribe that fled before Diotagnet's hordes. He grew up far from the places of he's ancestors in the mountains just beyond Diotagnets grasp. The tribe were a warrior tribe but they knew they would be crushed by Diotagnet had they not fled.

Axoror had left the tribe when he became 18 years of age to wander and explore. during one of he's explorations in an ancient ruin he had found a strange object it was a toothed axe, The axe seemed to be made of obsidian rock but he could not tell it was very hard and sharp though. The moment he touched it he felt powerfull in a strange way.

5 years later He had earned a reputation as a killer and wereever he went chaos followed in he's wake. Now 12 years affter he left the tribe he felt different, changed and powerfull.


((i dont expect much from this. but meh have to atleast try to know))
 
heh I dont know what your talking about Zollum, your bio is great. I'm just used to writing alot, so normally end up writing too much :)
 
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