Exodus- Escape to the north (Dead)
01-27-2014, 05:00 PM (This post was last modified: 02-14-2015 04:08 PM by Raptarion.)
Post: #1
Exodus- Escape to the north (Dead)
The world, known as Siorra, started out cold. Floating in the dark, with no light. The people suffered, in the cold, and the dark. But the god of the sun took pity on the poor people, and so, sacrificed himself. He sentenced himself to burn for all eternity, so that the people would have light and warmth. But upon setting himself ablaze, he inadvertently created the shades. The shades, born in the shadows created by the sun, we’re hurt by the light. They roamed the world and tormented the people. In an attempt to ease the suffering of the shades, the moon goddess created the night. The rays of the moon and the light of the stars healed the burns of the shades. She hoped that this would be enough to let the shades and the people live in peace.
She was wrong.
The shades, refusing to end their evil ways, were besieged by the gods. The many divines and their servants fought the shades, and drove them into the bowels of the earth.

This story is seen as truth by many. Though the details change, the overall story stays the same. And it is seen as fact all the more, now that the shades have returned. The continent of Rohirn has devolved into a battleground between the servants of the gods, and the shades. Your homeland burns, and you have been forced to flee north, across the ocean to Syrdis, and its many small island nations. This is a land of trade, conflict, danger, and opportunity. You approach the island of Liengrov. This is where your new life begins.

[Image: Click%20for%20map.png]

Before I give you signups, here is some information you may find useful

On the various races of the world
Like most fantasy worlds, there are elves, dwarves, and plenty of other races. Here is some information on them.

Humans- Humans are diverse in their nationalities, and skillsets. Not much to say, save perhaps they aren’t as xenophobic as in most fantasy universes...generally speaking. Bonus: Jack of all trades- You generally have an easier time learning new skills

Elves- Elves can live for several hundred years. Some have been known to live for 500 years, with the help of magic healers and alchemists. However, despite their potential for long lives, many only live a little longer than humans, due to the strong effect magic has on their race. They find magic easier to use than the other races, but they pay the toll in more adverse effects to their body. Elves age much faster when they use magic often. This hasn’t stopped large portions of the population from using magic though.
Bonus: Magic affinity- You tend to find magical skills easier to learn and master

Dwarves- A short people, standing at just under five feet on average. They are known for their underground kingdoms, even though most of them don’t actually live underground, and these “Kingdoms” are hardly as impressive as you might expect. They are also known for the high quality of their craftsmanship. Unlike elven crafts, what they make isn’t usually pretty. But it’s of a very impressive quality given how magic is almost never used.
Bonus: Craftsman- Can create higher quality goods

Goblins- They are a race of albino dwarves who tend to be up to a foot shorter. These are the guys who typically live underground. Besides their pale skin, they also have beady eyes, bat like ears, and large hooked noses. They are not very well received by the other races, including the dwarves. Many dwarven cultures have stories about how the goblins look the way they do because of a divine curse. In fact, many Goblin cultures also have these same stories. Goblins aren’t known for their self esteem.
Bonus: Nocturnal- You can see in all but the blackest pits, as well as having more astute senses altogether

Mao- A cat like race, known for their silver tongues and seafaring nature. They have no country of their own, but there are numerous friendly nations which house communities of Mao. The Mao tend to live as traders, but their works of art are also rather unique, and valuable in many cultures. From wooden sculptures to paintings, a good Mao artist can expect to live a comfortable enough life.
Bonus: Silver tongue- You tend to get better deals, and have an easier time convincing others you are right

Other races
You can’t play as these races, but it is important to know about them.

Dragons- Usually a bit larger than horses, dragons are not the enormous monsters the name might conjure up. But they ARE intelligent, and their ages put even the elves to shame. They tend to live in packs, known as prides, led by an alpha who is larger than the rest of the group. They are sought out by those seeking guidance, for dragons have a reputation for their wisdom, which often strays into a mystic nature. Other than this, dragons are mysterious creatures, and little is known about them.

Trolls- Large humanoid creatures with gray skin standing at 10 feet on average. They come from a strange land known for its tallgrass which hides all sorts of mysterious and dangerous beasts. Some say that those who harm the grass will be besieged and targeted by nature itself. They rarely travel out from their homelands, and are not trusted by most nations.

Druids- Humanoid creatures standing at about 7 feet. They sport antlers, yellow eyes, and protruding mouths. Even more than the trolls, these people are not very well known. Unlike the trolls however, they are very aggressive with their expansion. They live in forests and use magic that is in tune with nature. Wherever they settle, jungles quickly follow. The other nations universally hate them, and the feeling is definitely mutual.

Shades- These creatures have just as much myth surrounding them as fact. Although few have seen a shade and lived, they are often rumored to be beings of shadowy mist, wearing translucent black cloaks. Some variants of shades supposedly take on more bestial forms such as wolves. Their only goal in life (or whatever passes as life for these creatures) is to harm mortals in any way they can.

There are a number of other races, such as Naga, but these races are either rare, or not important right now. If you wish to create your own race, go ahead. Just run it by me first.

On skills
What skills you have is up to you, and is subject to balancing as I see fit. However, it is assumed you start out with the ability to do several tasks without royally fucking it up. You can swing a sword, even if you’re not a swordsman for instance.

On magic
This is a bit complex, but try to keep up.
Let me preface this by saying that the view of magic your character and nation has can vary wildly from fact. Most of these things are known by the more magically atuned elves, but it is always possible for your character to not know jack.

In this universe, magic is powered by something known as the Ley Lines. They are nearly omnipresent, and any mortal creature can tap into this energy, and manipulated to do just about anything. Anything. NOT everything. The limits of magic are non existent, but the limits of the body and mind are very much real. Weather your character knows about the Ley Lines or not is up to you. You can use magic without understanding what powers it.

The nature of these Ley Lines is such that many people will feel them in their life at least once. In fact, at least half of any given population will feel a link to the magical energy in the world at least once. This number is a bit misleading because feeling the energy does not equal knowing what it is, let alone manipulating it. Also, this is only the people who feel it by accident, not those who actively try to tap into it.

When using magic, you are weakening your body, and putting your mind at risk. The damage enacted on both can be lessened with foci, such as wands and staves, made from special wood or other materials with magical properties.

You may be asking, what kind of risk to the mind? Let’s go ahead and say you’re… a necromancer.
You prepare the incantation, let the magic flow through you, reach out to the corpse, and OH GODS YOU CAN SEE BEYOND THE VEIL OF DEATH EVERYTHING IS BLOOD AND DECAY YOU ARE LIFE IN DEATH FIRE IN ICE YOU ARE NOT MEANT TO BE HERE!

That kind of risk to the mind. ALL magic has some level of this effect, and it varies based on the person and spell. But if you decide to use magic, you are expected to roleplay this to a degree. Now, this doesn’t mean you have to be completely insane if you’re a necromancer, but you can’t make your character someone who doesn’t RESPECT the power he/she is using.

As for the effects on the body, mages can typically expect weakened muscles and shorter lifespans. So regular exercise and healthy living are recommended to keep from becoming frail.

Magic is also not a scholarly pursuit. Wielding magic comes from strength of spirit, not strength of mind. You don’t need to study to become a mage (although you still need to practice). You’re more likely to see a mage meditating or doing Yoga than reading a book. Mages tend to learn from more experienced masters, sort of like a trade. Although learning on your own is not unheard of. It’s just that people who learn on their own usually overstep their boundaries and either go insane, or kill themselves.

Mastering magic is not a path that should be taken lightly.

Finally, I encourage you to be creative with the magic you decide to wield. You should tell me what kinds of magic you specialize in. Just remember one thing. Elemental magic (fire frost lighting) is the easiest magic to learn. But it is also the easiest magic to defend against. So don’t be surprised if you come across a lot of people who have shields that block fire and the like.

In fact, you guys can start with items or armor that protects against elemental magic. Why not? That’s how little worth elemental magic has in combat. Get creative with your spells.

Signup sheet
Name: What are you known as?
Race: Human, elf, etc.
Appearance: You don’t really need to go into much detail unless you have some particularly… defining characteristics that NPCs might react to
Nationality: There were many countries on the continent of Rohirn. What were your people known for?
Skills: What is your character particularly good at?
Traits: Each trait starts with 12 points, for a total of 60 points, which you can redistribute at your leisure (but you can’t go below 1 point for your own safety). You can have a maximum of 30 points in each trait. Every point above 20 costs an extra point. You can increase your stats over time by doing things that require you to use your traits (a thief who picks locks often will increase their dexterity, bartering often will increase charisma etc). You can also get points occasionally to put into any one of your traits.
Strength- How much your character can carry, how much force they can put behind attacks, and how much force your character can withstand. Can also help with intimidation.
Endurance- This is more or less your health and stamina stat. Also determines how much damage you resist from physical attacks (although armor is far more important in this regard), as well as how well you you resist the effect magic you cast has on your body.
Willpower- This trait is the most important for magic users. It determines how strong your magic is, and how long you can continue casting magic. At least, without negative repercussions. It will determine how well you resist enemies with mental or seduction based attacks, and slightly increases bartering. It is not as important for characters who don’t plan on using magic, but be careful if you go up against any creatures which can manipulate the weak willed. I’m probably not mean enough to make you lose control of your character, but I’m more than willing to make you take a hit to combat abilities.
Dexterity- The most important talent for rogues, increasing skill with weapons that require more skill to wield, such as rapiers and daggers, as well as making sneaky actions easier. Also increases skill with ranged weapons and helps with complex maneuvers all around. A higher dexterity also increases overall speed, and helps when trying to disarm an opponent. Basically, it’s a skill that shouldn’t be ignored by fighters.
Charisma- This determines how easily you can persuade and manipulate others. What you say is more important in most situations, but without a high charisma, some characters will either disagree with you, or even outright ignore you. On the flip side, if you have a high enough charisma, you have a chance to talk yourself out of pretty much any situation. It’s also an important trait for bartering, and will determine how good a deal you can make.
This is a numerical scale showing you how many points in each skill can accomplish.
Strength
1- You struggle with carrying any sort of weapon or wearing any sort of armor… or heavy clothing
10- You can wear most light armors without a penalty, as well as small shields. You can’t put much force behind your swings, and wielding anything heavier than a rapier makes your moves slow and predictable.
15- Medium armor including partial plate mail and larger shields such as kite shields do not slow you down as much as usual. You can wield some two handed weapons without much difficulty, but heavy war hammers and axes are out of your league.
20- Heavy armor will not slow you down as much anymore, and you can wield tower shields. You can wield warhammers with relative ease. But wielding a warhammer in heavy armor may leave you vulnerable to more dexterous opponents.
25- Your strength is the envy of even the strongest warriors. You wield even the heaviest weapons with almost no penalty. Even some weapons designed for trolls can be wielded effectively.
30- You are almost superhuman, capable of hurling a warhammer one handed. You can punch through walls (well not all walls) you can win arm wrestling matches with trolls (well not all trolls) and you leap tall buildings with a single bound… OK that last one is a lie, but seriously, you can probably bench press barrels of water.
Endurance
1- You tire doing all but the most basic tasks rather quickly. Casting magic of any sort runs the risk of knocking you flat.
10- You manage to get through a battle without losing your breath, but prolonged skirmishes or too much excitement in one day, and you’ll start to slow down. Extensive magic use is ill advised, but you aren’t a complete pushover.
15- Several battles in a day will leave you feeling the burn, but you can handle it with a bit of willpower. You are capable of prolonged spell use without any immediate repercussions, assuming you pace yourself and don’t try anything too powerful.
20- You can fight for the majority of an afternoon if you push yourself a bit. You’ll be sweating like a pig, but at least you won’t be gasping like a fish out of water. You don’t even feel the strain of most standard spells anymore.
25- You can fight all day without much hassle. You can fight for two days even. What’s missing one night of sleep? Unless you attempt to toss a cottage or summon a demigod, you aren’t likely to deal with any physical effects from magic for a good while.
30- You are unstoppable. You practically only sleep out of habit, and it’s unlikely you will ever reach the limits of your stamina.
Willpower
1- You can only do elemental magic without severe risk. And even then it’s a struggle to cast sparks. You are also susceptible to the mental suggestion of a street performer swinging a coin on a string back and forth.
10- You are a somewhat competent mage. You are severely limited in your capabilities, so be careful when trying out anything too large in scope. Most attacks against your mind can be resisted, although you may experience some adverse effects, so keep your wits about you.
15- Magic is something you can say you are familiar with. You can cast many basic spells with ease, and you can dabble with more powerful or unique spells without too much risk… so long as you’re cautious. Mental assaults all but bounce off of you.
20- Powerful magic is something you wield with a fair degree of competence, and even eldrich magic like necromancy is cast without much fear. Mental attacks against you do more harm than good for the assailant most of the time, as you can now sense where the attack is coming from… unless their wills are unnaturally strong.
25- Magic comes as easy to you as breathing. You can wield even powerful spells without much fear of mental backlash. It’s actually a bit of a problem to be this good with magic… it’s easy to get cocky. Mental attacks are immediately countered, and hurt the attacker. Even masters of the mind should fear yours.
30- No one man should have all that power. You’re strong. You are. But at this point, your limits brush against power that no man has touched and lived. Tread lightly.
Dexterity
1- You occasionally trip over your own feet when climbing stairs. You are slow, and are incapable of pulling off any attack more complex than swinging your weapon of choice wildly in the direction of the enemy.
10- You are better at wielding all manner of weapons, able to pull off parrys and able to wield ranged weapons. Most complex maneuvers with your weapons are unable to go too well, but you don’t have to worry about your movements being sluggish unless you’re really weighed down.
15- You are faster than most normal people, and are better at dodging and parrying attacks, as well as disarming and striking vitals. You are also more capable at stealth naturally. Any tasks that require speed or deftness of hands are easier for you, and skills with weapons such as rapiers, daggers, and bows, are better.
20- You are capable of impressive feats of agility. Given a lockpick and a small amount of luck, you can escape your shackles and slip away from the guards before they know you are gone. You can make quite the career as a thief… or maybe an assassin.
25- Your hands are faster than the eye. You laugh at the feeble attempts of slower opponents to hit you. People are dead before they know you are there, and you casually stroll out of cities with the crowns of dukes before it is reported missing.
30- You are only seen if you want to be seen. Only heard if you want to be heard. People like you are where the legends of shadow walkers come from. You can disarm many opponents with ease, hit targets from incredible distances, escape the most secure bonds, detect and disarm any trap, and pick any lock. Woe be to anyone who makes you their enemy.
Charisma
1- You are easily swindled in your deals. If you sold the royal navy’s fleet, you would walk away with 8 bits and a jar of dirt. You also have all the charm of a sick pig.
10- You aren’t exactly the life of the party, nor are you a very shrewd merchant. You don’t make good deals. But you aren’t a complete idiot when it comes to bartering.
15- You are a fairly charming person, and people often feel more comfortable around you. You’re more likely to convince people that you are right. You are somewhat of a novice merchant, and you aren’t one to be easily deceived into a bad deal.
20- You are a very charming person when you want to be. Even nobles lend you their ear when you talk. You are on par with some low level Mao merchants when it comes to bartering.
25- You can match wits with the king, and he won’t even have you beheaded for one upping him! Your skills with communication allows you to defuse virtually any situation. You can negotiate with hostile generals, and talk down a blood thirsty mugger. You also continue to get better deals when you barter.
30- You’ve got charm coming out of your ass. You can insult someone’s mother and spit in their face, and you can still probably talk them into doing what you want… not… not really. But you get what I’m saying. It also goes without saying that you are a ridiculously good merchant, and you could probably get some poor sucker to sell you the royal navy for 8 bits and a jar of dirt.
Equipment: What do you start out with? Probably nothing too impressive.
Bio: What is your life story? What do you aspire towards? Etc.

There are three types of coins. Gold coins, sometimes referred to as sun chips. Silver coins, sometimes referred to as moon chips. And copper coins, which are known as bits.
13 bits to a silver. 6 silver to a gold.

Players
ICan'tGiveCredit as Kluff
Pagan as Prr'mr'x
MQuinny1234 as Arman Gleorn
Solaire as Samson Drake
ianhasdonut as Carter
Fuade as Rho Cicerone
Kevak as Novak Thalvik
01-27-2014, 10:56 PM
Post: #2
RE: Exodus- Escape to the north
Would you hate me if I diverted months worth of gametime towards the production of material wealth? Also, this is me stating interest

Working Name: Anarkismo
01-28-2014, 02:40 AM
Post: #3
RE: Exodus- Escape to the north
What? Like, becoming a trader? That's something you can do, sure.
01-28-2014, 03:57 AM
Post: #4
RE: Exodus- Escape to the north
Is there magic in which one can control the shades? The side-effects would be hilarious.
01-28-2014, 04:30 AM (This post was last modified: 01-28-2014 04:31 AM by Raptarion.)
Post: #5
RE: Exodus- Escape to the north
You can totally control the shades. Of course, this only lasts until their dark corruption all but turns you into one. Humans however can't become proper shades, so instead you become their thrall. This essentially makes the spells that involve controlling the shades spells that make them control you.

This tends to happen a lot with mind control spells of any kind, where the one doing the controlling is at constant risk of losing their identity/go insane. It's something that only someone learning on their own would try. Self taught wizards almost always go insane.

That being said, some people have managed to, with great care and practice, learn to control weak mined individuals for short periods of time, without (overly negative) side effects.
01-28-2014, 05:21 AM (This post was last modified: 01-28-2014 05:30 AM by ICan'tGiveCredit.)
Post: #6
RE: Exodus- Escape to the north
How about I live off of Luck? Is being lucky a non-magical "skill" that I can have? I'd rather be lucky than be a thrall.
01-28-2014, 05:54 AM
Post: #7
RE: Exodus- Escape to the north
Live off of luck? I... don't understand the question... Luck is not a skill either way.
01-28-2014, 08:09 AM (This post was last modified: 03-10-2014 04:46 AM by ICan'tGiveCredit.)
Post: #8
RE: Exodus- Escape to the north
Alright. Shades it is.

Name: Kluff

Race: Goblin

Appearance: Some black aura on your hands. You just say it's "paint" that you got on yourself.

Nationality: In the pits of Myr'Monis, your people have dug and dug and dug for so long that there should be a word for the type of miner that has been digging for so long. This is good, however, because you can tell quartz from diamond and pyrite from... what was the other thing called? Gold? Man, you haven't looked at that in so long, but you'll know it when you see it.

Skills: Shade magic, punching people to death. Mining.

Current Gold: 30

Equipment:
-A set of brass bronze knuckles because Kluff is a cheap-ass and sets them on fire when he's bored (something you can't easily do with brass). Remarkably, they also seem to be a foci...
-A dark cloak to hide your pale skin from the burning sun. Other than killing, the hate of the sun is the only thing you share with the Shades.
Some money. Not sure if it's gold. Some silvers in there. Some looks yellow, don't look like no real good though...
-Food. Or whatever grovel goblins like to call food. It's in a baggy that Kluff keeps with him.
-Two contracts. One is in your hand. You can't read it. You're an idiot. It just lists your target for the month. You gotta get someone to read it without suspicion. The other is in your mind. It is literally a weird symbol that makes it painful as always whenever you try any of the stronger magic.
-box o' matches
-Weird piece 'a coal. Shines like a diamond. Saved my life. Keep it as a good luck chawm.

Bio:
Bah. My life can barely be called a story without making children cry and humans angry. Nevermind the other goblins. Or the elves that want my head on their plate.

It all started with this one elf. Eccentric guy. He was looking for somethin'. Don't know what. I got out of the pits t'see what the hell he was talking about. Looked pretty scared. I threw off my helmet and hit him with it, tryin'a calm him down. That elf... oh damn that elf. Stood stock-still, he did. Got real angry. Blast'd me with SOMETHIN'. Forgot how to read. I backed-up. 'e blasted me again. Forgot what gold looks like. Blast'd, one more time. Forgot what da fuck a human looks like (Those humans are so ugly, dis, dis was the only thing I was grateful for). All da things a basic goblin know, 'e was suckin'em out! I ran, ran back to the pits. Everyone was gone. So then I thought, "what in the gobbledy-gods is he lookin' for?" while I out-ran'im. He couldn't see shite while I 'ad my good senses, so he conjured some white ball thing. Didn' 'elp much. 'Cause then, ohohoho, I found da thing. Or atleast I think I did. I admit I was pretty stressed. Da Ley-Lines may 'ave had somethin' to do with it. Found this piece 'a coal. It spawk'd like a diamond. I thought, "dat don't make no sense". So I threw it at da wizard's 'ead. 'e exploded. I then thought, "wah. What da gob 'appened". Went out to check out da stone. Fuckin' glowing. I thought, "shitshitshit, I hit the BIG TIME!"

Turns out, I did not 'it the big time. I 'it the shit time is what I did. Sold the mine for (can ya believe it) only 10 gold. No one was dere, so I thought, "not gonna work dis hard by my self" but even then, wasn't before long 'fore I found anotha' ugly human. Wealthy guy. Tol' me, "This mine is not worth but a hair on my back!" and tossed me 10 gold, sent in his own goblin slaves to do the dirty work for'em. Fuckin' expensive back hair den? Serves 'im right. Turns out my pals was gone away to lunch (fuckin' long lunch break. Didn't even tell me 'bout it. Bastads). Came back, beat the crap outta the rich guy's goblins. Beat the crap outta rich guy when he came. Killed rich guy, took 'is money and thanked me for bringin' this fat-ass. Tossed me some o' his gold. Anyway, went to some elf, cuz they seem to be smawt about these typsa things. Real weird guy. Said I "could only harness the power by joining the Masters of the Shade" when I showed 'im the rock, so ah said, "Fuck you, if I'm gonna do shade magic, I'll loin to do it myself, no cheap stuff, no thanks". Didn't wanna risk joinin' his cults, am I right? So I put ma head down. Us goblins know about the Ley Lines. Basic crap we gotta use sometimes to get by. Who d'ya think lifts all dose rocks? Puh, not us, buddy. We weak. We get the most magic-y goblin to telekaneesass da biggest rocks for us. Too bad 'e gets 'eadaches sometimes. Lookin' pretty old, too. Swear 'is 25th birthday was only a few months ago. Bu' anyway, I was practicin' shade magic on some dumbo with a big wallet, right? Dawk shadows jumped at me. Didn' know what 'appened next. Passed out. Woke, up, ma hands were glowin' black!

I thought,

"Fuck. See, dis is what I get for tryn'a figure out the shit behind dis rock. Didn' even get any answers too! Stupid shade magic."

Didn' have much choice left did I? Long as everyone knew I 'ad shade magic, I can't stick around with my pals no more. Became a hired murdera. Am pretty valuable, not many dumbos willin' to risk their lives to get control wit da shadows. Bought a cloak, cuz the fuckin' sun burns the shit outta me pale skin. Bought some knuckles (not the expensive stuff). Gotta depend on ma self a bit too, no? 'sides, they're "fo-cheez" or whateva they're called.

Everythin' stawted burnin' one day. The pits. The place where I usually get my contracts got burned down too. Everythin' was burnin'. Everythin' but me.

"Gotta be the shades."

An' I was right. Ma magic was stronga than ever.

But dat was dat. It wasn' safe dere no more. Took what little I 'ad with me (not much). Got a ride on one oh da merchant ships (or as ah like to call'em "merchant shits") to Syrda, da only known safe place to the north.

The killin' business neva stops. Got a new guy to gimme contracts.

Got my target. A rich guy. It's always rich guys. Why oh why do dey gimme the rich guys...

Ma aspiration is to live. And get rid o' these fuckin' shades one day.

Traits

Strength: 15

Endurance: 10

Dexterity: 20

Willpower: 10

Charisma: 5
01-28-2014, 08:33 AM
Post: #9
RE: Exodus- Escape to the north
Maybe I was misleading with what I said earlier. Let me be clear.

The shades are not a force you can control or reason with.

The shades would never attempt to get a mortal to perform any kind of task unless that mortal was completely stripped of their free will. Working for a shade means you are either a slave they torment for their own amusement, or a thrall stripped of all free will.
01-28-2014, 08:40 AM
Post: #10
RE: Exodus- Escape to the north
Would throwing together some kind of martial-artist monk be alright?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
01-28-2014, 08:41 AM
Post: #11
RE: Exodus- Escape to the north
Absolutely.
01-28-2014, 09:30 AM
Post: #12
RE: Exodus- Escape to the north
Suppose I want to build a character that can use a really eccentric field of magic. Would that character have to specifically BE a magic-trained elven supermage, or could I have a merchant that tinkers with her own brand of mysticism in their spare time.
01-28-2014, 09:32 AM (This post was last modified: 03-08-2014 06:18 PM by Pagan.)
Post: #13
RE: Exodus- Escape to the north
Name: Prr'mr'x (Pur-mer-ix)
Race: Mao
Appearance: Black fur, green eyes, with a white spot on his throat and white tufts on the tips of his ears.
Nationality: It no longer matters where he was born, having never lived in a city more than a week.
Skills: Convincing people that a price is reasonable, even when it's above all the competition (or below asking price if buying). It's a premium product you know.
Traits:
Strength- 3
Endurance- 5
Willpower- 7
Dexterity- 5
Charisma- 28
Equipment:
-A beast-of-burden
-A covered cart
-50% of the cart's capacity in goods

-Some Lotsa money (200 gold, 5 silver, 10 bits)
-Travelling clothes
-A dirk
Bio: Very young, his story is not yet told. His parents died, he sold all his worldly possessions, keeping only his best clothes, the blade his father gave him, and now he is on his way to brighter horizons.

Working Name: Anarkismo
01-28-2014, 09:49 AM
Post: #14
RE: Exodus- Escape to the north
It is not required for you to learn under another person, or to be an elf. People who learn on their own tend to end up screwing themselves over sooner or later, but this is not an inevitability. Just a common occurrence.
01-28-2014, 10:30 AM (This post was last modified: 01-29-2014 10:34 AM by The Letter Z.)
Post: #15
RE: Exodus- Escape to the north
Name: Collin De'Santer (Originally Ko'theln De'Santer)

Race: Mao

Appearance: Known for being as well-dressed as possible, and is missing the smallest finger on his left hand. Also, he's hard to miss, as he has fiery red fur. This is the cause of both much ridicule, and many of his nick-names through the years.

Nationality: The Ma'Djrin are a proud, but introverted people. Very rarely will one travel more than 10 miles from their home, so they rely solely on travelling muses and traders to keep up with the times. As a result, these people built quite a rapport with any and all nomads they had contact with, and many travellers welcome the Ma'Djrin with open arms.

Skills: Great Penmanship, a silver tongue, and a magical control of paper, as well as the things on them.

Equipment: Two bottles of ink, unopened, and bought right on the coast.
Ten Sheets of paper.
A well-sharpened steel pen. Its engraved with a map of Walhaven, the city where it was bought.
A novelty letter-opener, shaped like a minature rose, with a sharpened stalk.
A weighted coin. Always lands on heads. For whatever reason, Collin finds that his magic comes easier to him whenever he has the coin pressed into his palm.
Some actual money. Not much, but some.
Salted meat and beer he swept from the ship he travelled on. Enough to last him a few days.
A fine suit he got off some nobleman. Well, it used to be nice. It's seen the road more than a few times, and is showing its age.

Bio: Collin left his Homestead a young lad of 17, tired of the same routine that came with farm life. He was picked up not two miles from his house by a group of travelling merchants. It was from these men he learned good, honest trade, and why to hate it. He took whatever looked like it had value, saddled up a horse, and ran in the Dark. After a long night's ride, he arrived in a small town. He sold the horse, the stolen goods, and bought his way to the city of Walhaven. There, in the shadier parts of the old city, he learned to swindle people, and take what he needed.

He was, of course, very careful to make sure anything and everything he did was entirely legal. It still wasn't honest work, but he was no thief.

One day, while walking through the streets to a meeting in the Rough Ride Pub, he was struck by such a sudden inspiration that he tripped on a discarded broomstick, fell onto his face, and had a finger on his left hand run over by a cart. Later, at home, he found the inspiration still inside his heart, and with it, found he could move the ink on a paper. Of course, he immediatly saw how this could be exploited, and began re-arranging contracts after they'd been signed.

He made a large amount of money, and a large amount of enemies. So, he used what money he had to hop ship and book passage to the land of Syrdis, looking for brighter horizons and heavier purses. It's just his luck that war broke out the day after he left.
01-28-2014, 11:23 AM (This post was last modified: 03-11-2014 09:25 AM by MQuinny1234.)
Post: #16
RE: Exodus- Escape to the north
Name: Arman Gleorn.
Race: Human.
Appearance: Well-built, 5'11 and around in his early 30s with tanned skin. Short brown hair with his fringe pushed up over a black headband with a metal plate hidden inside over his forehead. Quite a few missing teeth and broken noise. His knuckles are visibly enlarged and the entirety of his hands are scarred and coursed. Wears a black karate Gi with numerous patched areas of dark cloth. Wears Geta normally but, when possible, switches to waraji when any fancy or swift footwork is required.
Nationality: Arman's people were mainly known as farmers and exporters of goods. A country with a remarkably peaceful history, plagues and blights rarely troubled their well-toiled lands and sturdy people. The ruling trilogy of the land was the peoples' court, the voices of the merchants and the king. There three forces stabalised each other remarkably well. The people's court made it clear that if the merchants turned to war, they would find no men recruited or food and cloths sent out in support and hence the merchants let the rare power-hungry ruler know that if war broke out, the upper class would find themselves cut off from the luxuries they enjoyed. Arman's land was also known for the orders of martial monks that inhabited the tops of the small mountain range and that he himself was a member of for a while.
Skills: Martial arts, basic sports such as climbing, long-distance running, swimming, acrobatics and athletics etc.
Traits:
Strength- 17
Endurance- 12
Willpower- 10
Dexterity- 15
Charisma- 6
Equipment: Aforementioned clothing.
Length of rope.
Tinderbox.
Three flasks.
A backpack containing sheets and blankets.
A whittling knife.
Basic sewing tools, needle and thread.
2 rolls of cloth to form new wrist wraps.
Bio: From what Arman knows, his mother died in childbirth and his father believed that he couldn't raise Arman and take care of the farm at the same time, so he was left to be raised in the monastery he grew up in. While he was really good at the whole punching, kicking and generally physical part of being a monk, it was generally thought that he didn't have the right temperament for life there. What with how he went out and punched the cherry trees in his spare time. It was lightly hinted by the masters that he should go on a journey to "find himself, how the experience of the world would be good for him and teach him wisdom and patience" and then threw a bunch of warning tales about the dangers and temptations of the outside world until he chose to go. "To totally find himself, yeah."

So, that worked out for both sides and both got to save face.

With that, he just wandered around the place, walking in any old direction.

Up until he heard about the shades issue. Deciding that his normal tactics for dealing with trouble wouldn't work against a supernatural army of shadow creatures, he decided to stop walking and start sailing.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
01-28-2014, 11:46 AM
Post: #17
RE: Exodus- Escape to the north
Name: Thorak Forgeheart
Race: Dwarf (For reals this time)
Appearance: In terms of dwarvern standards, Thorak is very scrawny. He lacks the raw muscles of his dwarvern brethren, often wearing lighter clothes and metals. He also lacks ears, which have been shoddily replaced by metal recreations. The area where said ears used to be is heavily scarred.

Nationality: The Forgeheart clan was housed in Mount Krand, one of the infamous dwarven underground "cities". In reality, the settlement was little more than an overglorified mining camp, filled with ancient mining and smithing families that produced some of the best dwarven arms of the south. The mountain range itself formed underneath a particularly strong layline, with valuable deep ores magnitized upwards into the peaks. It also forced up the shades, and was one of the first settlements to fall upon their return.

Skills: Thorak's clan, the Forgehearts, have passed down the smithing trade throughout their family's history. Every member is taught the art of forging metals, and Thorak is no different. His unique upbringing, however, has extended this craftsmanship skill further into the development of magic focii, be it as arms, armor, or wearable trinkets.

In addition to this, Thorak practices Ripple Magic; a field of magic developed within the silent calm of the underground mines. Ripple Magic involves the manipulation of shockwaves, be it in their amplification or nullification. This is not exclusive to sound, but to any shockwave formed through impact of physical bodies. There are countless practical uses for this field of magic, be it through softening or amplifying sound, to increasing or decreasing the effects of weapon strikes.

Equipment: Though most of his family's priceless arms and armors were lost in the fall of Mount Krand, Thorak bears with him several odds and ends he was able to escape with. Some cheap chainmail, an ancestral forge hammer he would sooner impale himself on than let go of, fur earmuffs, and his hand-crafted boots and gauntlets. Made of a Mythril alloy, they provide the protection of high-grade steel while serving as focusii to his Ripple Magic. The gauntlets also serve as Thorak's primary weapon, as he can apply Ripple Magic to make ordinary punches impact stronger than rolling boulders.


Bio:
Thorak was born particularly attuned to the force emanating from the laylines above Mount Krand. The magic flowing through his veins caused his growth to be severely stunted compared to his brothers, and was almost exiled from the family as a result of his inability to strike metal hard enough. This pressure soon bore fruit to a talent within the echoed mines; the power to manipulate force. Though it started as altering the sounds of miner's picks on rock, it soon bloomed into a unique field of what he would later learn to be Magic.

The power was not without cost, however. Early attempts to manipulate the forces of sound caused Thorak to literally blow his ears apart. Though his hearing healed in time, the scars of his trial did not. This did two things for the dwarf; it caused him to learn respect and caution for his unique art, and started him on the road to crafting artifacts that could endure magical energies better than flesh could. Using the magic-attuned metals within Mount Krand, Thorak was able to create multiple forms of focii, from magic shields to swords that could burst alight with a wizard's unique energies. The sale of these to the magic community brought his family much wealth.

This wealth was not meant to last, however. When the Shades began emerging to the surface, Mount Krand provided both an easy passage and an easily-defended keep. The mines were quickly rushed, and the smithing clans above them were slaughtered soon after. Thorak was the only Forgeheart to escape, having softened the sound of his movements to leave the mountain unheard by its invaders. What was left of his legacy he took north, where he hoped to rebuild his lost trade and forgotten clan.
01-29-2014, 03:39 AM (This post was last modified: 01-29-2014 03:40 AM by ICan'tGiveCredit.)
Post: #18
RE: Exodus- Escape to the north
Edited my app. Shades do not talk and are also insane.
01-29-2014, 04:02 AM
Post: #19
RE: Exodus- Escape to the north
I have already said, in no unclear terms, that the shades are not a force you can reason with or control. This wasn't an invitation to find a way to work around or loophole.

But, even if I actually DID accept this idea that you are in any way affiliated with the shades, your app still has problems. The biggest one being that "Shade magic" tells me jack shit about what the magic does. Is it controlling the shades like you said earlier? Because you can't do that. I'm not going to budge on that fact.
01-29-2014, 04:26 AM (This post was last modified: 01-29-2014 04:57 AM by ICan'tGiveCredit.)
Post: #20
RE: Exodus- Escape to the north
Can he control shadows? Maybe Kluff thinks he's controlling the Shades but it's just people's shadows, and thus, people's physical movements. It helps him punch them (his targets) in the face.
01-29-2014, 05:15 AM
Post: #21
RE: Exodus- Escape to the north
I'd like to apply, but will need to wait a few hours until I'm home. On phone now.
01-29-2014, 05:56 AM
Post: #22
RE: Exodus- Escape to the north
Controlling shadows and controlling people would be two separate types of magic. If you start with both of them, then they will not be as effective as if you had chosen only one of them.
01-29-2014, 06:06 AM (This post was last modified: 01-29-2014 06:18 AM by ICan'tGiveCredit.)
Post: #23
RE: Exodus- Escape to the north
I'll start with both, for insanity ~flavor~
01-29-2014, 10:10 AM (This post was last modified: 04-12-2014 08:37 AM by Solaire.)
Post: #24
RE: Exodus- Escape to the north
Name: Samson Jack

Race: Half-human, Half-Elf. He can learn things better than most races, magic or mundane, but his learning skills fall short when compared to a full-blooded human or elf.

Appearance: Blond hair he keeps cut short, green eyes, and slightly pointed ears are the features most remember when he doesn't risk masking them with his magic. His entire body, except for the face and crotch areas, are covered in small scars.

Nationality: Samson hales from Hammondel, a small port nation that excelled in all kinds of dyes and illusion magic.

Skills: Aside from the Dexterity-based skills, he's competent with magic designed around deceiving what your eyes and ears tell you. He's also picked up a tiny bit of woodcarving from a Mao sailor on the ship north.

Traits:
  • Strength: 10
  • Endurance: 10
  • Willpower: 10
  • Dexterity: 20
  • Charisma: 10
Equipment: Dark (not black) leather armor designed for flexibility over defence, but it's better than nothing. A cloak with a minor resist fire enchantment. Two daggers, one for woodcarving and one for stabbing. A lockpicking set. A tuning fork that acts as a minor foci for audio illusions and a pair of glasses that act as a minor foci for visual illusions.

Bio: Samson grew up on the streets of Port Hammond, the capital of Hammondel. The entire city is one garish mess, with the entire rainbow of dyes, extracted from the extremely colorful Del Lily that only grew in his small country, used for anything from clothing dye to paint to tattoo ink to food coloring. Honestly, it looks like a rainbow vomited everywhere. No order to the color anywhere.

Anyway, Sam was a beggar and pickpocket in Hammondel. He always tried to make sure his targets were too distracted before making a theft, but that didn't help when his hands found the pockets of a veteran Jack (a Jack is someone who does shady work, like smuggling or stealing or forging a letter.) Instead of hauling poor Samson off to the guards though, this man, named John, took the boy under his wing. Sam began training as a proper Jack, which included sneaking, lockpicking, more pickpocketing, dagger fighting, and illusion training. John believed that using real weapons was the only way to really learn how to fight. Mistakes were punished in wounds. The illusion training was a more cautious thing. After all, it's a shame when you put all this work in a protege only for them to lose their minds from improper instruction.

Samson continued his training and worked in the shady Jack business with John up until the Shades attacked and destroyed Hammondel. Sam took off for the Northern Lands on a smuggler's ship whose captain owed Sam and John a few favours. John went some other way. He might have left for the Northern Lands on a different ship, or he may have gone in some other direction. Sam has no way of knowing.

Current Coin: 7 gold, 28 silver, 38 bits
01-29-2014, 11:16 AM
Post: #25
RE: Exodus- Escape to the north
Are shades able to feel Ley Lines as well?
I will write up an app when not on phone.

dC Wrote:donut is A FILTHY TRAITOR unreliable
01-29-2014, 11:21 AM (This post was last modified: 01-29-2014 11:21 AM by Raptarion.)
Post: #26
RE: Exodus- Escape to the north
Shades use magic for sure.

Probably going to add something about shades to the OP. What they look like at least.
01-29-2014, 01:00 PM (This post was last modified: 03-09-2014 08:34 AM by icanhasdonut.)
Post: #27
RE: Exodus- Escape to the north
Name: Carter the Shade-cursed.

Race: Human.

Appearance: He wears moderately dirty clothes, and his dark blue eyes constantly shift back and forth, always on the lookout for danger. He has short, cropped hair, and a scar on his arm.

Nationality: He doesn't even know anymore. After so many cities, it's all fuzzy. He does remember a small village where he used to live.

Traits: Each trait starts with 12 points, for a total of 60 points, which you can redistribute at your leisure (but you can’t go below 1 point for your own safety). You can have a maximum of 30 points in each trait. Every point above 20 costs an extra point. You can increase your stats over time by doing things that require you to use your traits (a thief who picks locks often will increase their dexterity, bartering often will increase charisma etc). You can also get points occasionally to put into any one of your traits.
Strength- 17-He's fairly strong.
Endurance- 18-Having to run for a while makes you stronger
Willpower- 7-Being connected to the Ley-Lines hasn't made him oriented towards willpower.
Dexterity- 13-He's pretty perceptive
Charisma-5: He's not very socially-oriented.

Equipment: Some ill-fitting leather armor, which are clearly not part of the same set.
A partially-rusted sword that still holds together, but is somewhat dull.
A small knife which is in slightly better condition than the sword.
A small pack with some foodstuffs.

Bio: Carter was born in a small village. Since his birth, he's unknowningly been connected to Ley Lines. This leaves him unable to do magic. However, the shades can somehow sense him, and a few will be drawn to him at a time. This has led to misfortune with the shades appearing, and since they have, every city or town Carter has visited has been attacked by the shades. This has led to the moniker of "Shade-cursed". Still not knowing the reason he's followed, Carter has come to seek a new life, away from those blasted shades.

dC Wrote:donut is A FILTHY TRAITOR unreliable
01-29-2014, 01:49 PM
Post: #28
RE: Exodus- Escape to the north
I can't wait for Kluff to scare the crap out of Carter :3
02-03-2014, 06:33 AM
Post: #29
RE: Exodus- Escape to the north
Apps will probably be closing soon. Then we can get along with the first post.

Also, I decided to add the map to the OP. You start out on that small island at the bottom right.
02-03-2014, 08:22 AM
Post: #30
RE: Exodus- Escape to the north
There's quite a few small islands in the bottom right.

I assume it doesn't really matter which one precisely though at this moment?

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
02-05-2014, 09:38 AM
Post: #31
RE: Exodus- Escape to the north
Game will probably start sometime tomorrow.

Before that, here is how currency works.

There are three types of coins. Gold coins, sometimes referred to as sun chips. Silver coins, sometimes referred to as moon chips. And copper coins, which are known as bits.
13 bits to a silver. 6 silver to a gold.

It's 1 silver for a meal. 5 silver for a night at an inn. So a gold even for a night at an inn and a meal. Bits are a rarely haggled over excessively, and are for the most part rounded up to the nearest silver (this is because I don't want to worry about bits too much), with the exception of things like small trinkets and ale. Speaking of which, 6 bits gets you an ale. Sometimes it costs more or less, but I'm rounding these numbers for simplicity.

I'll let you decide how much gold you start out with. Try to balance it based on your starting equipment.
02-05-2014, 10:21 AM (This post was last modified: 02-05-2014 10:27 AM by ICan'tGiveCredit.)
Post: #32
RE: Exodus- Escape to the north
How expensive is equipment though. Like say, Kluff wanted to buy a real pair of brass knuckles that are also focis.

(Also added a box of matches to the equipment because he sets his bronze knuckles on fire in battle because he's an idiot)
02-05-2014, 10:39 AM
Post: #33
RE: Exodus- Escape to the north
Carter probably has about 5 sun bits saved up from his travels.

dC Wrote:donut is A FILTHY TRAITOR unreliable
02-05-2014, 10:42 AM (This post was last modified: 02-05-2014 10:42 AM by Raptarion.)
Post: #34
RE: Exodus- Escape to the north
Price of equipment varies and there is room to haggle.
02-05-2014, 12:41 PM
Post: #35
RE: Exodus- Escape to the north
About 6 Sun Chips, 2 Moon Chips. Not a lot of money, but more than most where he comes from.
02-05-2014, 01:47 PM
Post: #36
RE: Exodus- Escape to the north
My money is put in my application, if it's unreasonable, I can chop it a little.

Working Name: Anarkismo
02-05-2014, 02:41 PM
Post: #37
RE: Exodus- Escape to the north
30 gold. 10 gold he kept from "selling" the mine, and the rest for fulfilling his contracts for what he knows is low pay.
02-06-2014, 05:22 AM
Post: #38
RE: Exodus- Escape to the north
So, I hate to say it, but the game is likely to be delayed for an unknown period of time due to the sudden reappearance of my sanity, and realization that I don't really have the time to run this yet.

I'll inform everyone when I am ready to start this up again.
02-06-2014, 07:40 AM
Post: #39
RE: Exodus- Escape to the north
You should probably get rid of that.

Not the realization, that is, but your sanity mspa
03-08-2014, 05:00 PM
Post: #40
RE: Exodus- Escape to the north
So, it's possible that my sanity is gone away, because I'm going to go ahead and start this. But first, two things.
1. Need a roll call on everyone who is still here (and I will probably send PMs to anyone who doesn't show to double check.)
2. Changed sign ups slightly. Everyone will need to edit their apps accordingly. For the record, these traits are more of a guideline than set rules. But low traits CAN bite you in the ass, and high traits CAN give you good advantages. Here are some examples of what point values let you do what.

Strength
1- You struggle with carrying any sort of weapon or wearing any sort of armor… or heavy clothing
10- You can wear most light armors without a penalty, as well as small shields. You can’t put much force behind your swings, and wielding anything heavier than a rapier makes your moves slow and predictable.
15- Medium armor including partial plate mail and larger shields such as kite shields do not slow you down as much as usual. You can wield some two handed weapons without much difficulty, but heavy war hammers and axes are out of your league.
20- Heavy armor will not slow you down as much anymore, and you can wield tower shields. You can wield warhammers with relative ease. But wielding a warhammer in heavy armor may leave you vulnerable to more dexterous opponents.
25- Your strength is the envy of even the strongest warriors. You wield even the heaviest weapons with almost no penalty. Even some weapons designed for trolls can be wielded effectively.
30- You are almost superhuman, capable of hurling a warhammer one handed. You can punch through walls (well not all walls) you can win arm wrestling matches with trolls (well not all trolls) and you leap tall buildings with a single bound… OK that last one is a lie, but seriously, you can probably bench press barrels of water.
Endurance
1- You tire doing all but the most basic tasks rather quickly. Casting magic of any sort runs the risk of knocking you flat.
10- You manage to get through a battle without losing your breath, but prolonged skirmishes or too much excitement in one day, and you’ll start to slow down. Extensive magic use is ill advised, but you aren’t a complete pushover.
15- Several battles in a day will leave you feeling the burn, but you can handle it with a bit of willpower. You are capable of prolonged spell use without any immediate repercussions, assuming you pace yourself and don’t try anything too powerful.
20- You can fight for the majority of an afternoon if you push yourself a bit. You’ll be sweating like a pig, but at least you won’t be gasping like a fish out of water. You don’t even feel the strain of most standard spells anymore.
25- You can fight all day without much hassle. You can fight for two days even. What’s missing one night of sleep? Unless you attempt to toss a cottage or summon a demigod, you aren’t likely to deal with any physical effects from magic for a good while.
30- You are unstoppable. You practically only sleep out of habit, and it’s unlikely you will ever reach the limits of your stamina.
Willpower
1- You can only do elemental magic without severe risk. And even then it’s a struggle to cast sparks. You are also susceptible to the mental suggestion of a street performer swinging a coin on a string back and forth.
10- You are a somewhat competent mage. You are severely limited in your capabilities, so be careful when trying out anything too large in scope. Most attacks against your mind can be resisted, although you may experience some adverse effects, so keep your wits about you.
15- Magic is something you can say you are familiar with. You can cast many basic spells with ease, and you can dabble with more powerful or unique spells without too much risk… so long as you’re cautious. Mental assaults all but bounce off of you.
20- Powerful magic is something you wield with a fair degree of competence, and even eldrich magic like necromancy is cast without much fear. Mental attacks against you do more harm than good for the assailant most of the time, as you can now sense where the attack is coming from… unless their wills are unnaturally strong.
25- Magic comes as easy to you as breathing. You can wield even powerful spells without much fear of mental backlash. It’s actually a bit of a problem to be this good with magic… it’s easy to get cocky. Mental attacks are immediately countered, and hurt the attacker. Even masters of the mind should fear yours.
30- No one man should have all that power. You’re strong. You are. But at this point, your limits brush against power that no man has touched and lived. Tread lightly.
Dexterity
1- You occasionally trip over your own feet when climbing stairs. You are slow, and are incapable of pulling off any attack more complex than swinging your weapon of choice wildly in the direction of the enemy.
10- You are better at wielding all manner of weapons, able to pull off parrys and able to wield ranged weapons. Most complex maneuvers with your weapons are unable to go too well, but you don’t have to worry about your movements being sluggish unless you’re really weighed down.
15- You are faster than most normal people, and are better at dodging and parrying attacks, as well as disarming and striking vitals. You are also more capable at stealth naturally. Any tasks that require speed or deftness of hands are easier for you, and skills with weapons such as rapiers, daggers, and bows, are better.
20- You are capable of impressive feats of agility. Given a lockpick and a small amount of luck, you can escape your shackles and slip away from the guards before they know you are gone. You can make quite the career as a thief… or maybe an assassin.
25- Your hands are faster than the eye. You laugh at the feeble attempts of slower opponents to hit you. People are dead before they know you are there, and you casually stroll out of cities with the crowns of dukes before it is reported missing.
30- You are only seen if you want to be seen. Only heard if you want to be heard. People like you are where the legends of shadow walkers come from. You can disarm many opponents with ease, hit targets from incredible distances, escape the most secure bonds, detect and disarm any trap, and pick any lock. Woe be to anyone who makes you their enemy.
Charisma
1- You are easily swindled in your deals. If you sold the royal navy’s fleet, you would walk away with 8 bits and a jar of dirt. You also have all the charm of a sick pig.
10- You aren’t exactly the life of the party, nor are you a very shrewd merchant. You don’t make good deals. But you aren’t a complete idiot when it comes to bartering.
15- You are a fairly charming person, and people often feel more comfortable around you. You’re more likely to convince people that you are right. You are somewhat of a novice merchant, and you aren’t one to be easily deceived into a bad deal.
20- You are a very charming person when you want to be. Even nobles lend you their ear when you talk. You are on par with some low level Mao merchants when it comes to bartering.
25- You can match wits with the king, and he won’t even have you beheaded for one upping him! Your skills with communication allows you to defuse virtually any situation. You can negotiate with hostile generals, and talk down a blood thirsty mugger. You also continue to get better deals when you barter.
30- You’ve got charm coming out of your ass. You can insult someone’s mother and spit in their face, and you can still probably talk them into doing what you want… not… not really. But you get what I’m saying. It also goes without saying that you are a ridiculously good merchant, and you could probably get some poor sucker to sell you the royal navy for 8 bits and a jar of dirt.
03-09-2014, 07:31 AM
Post: #41
RE: Exodus- Escape to the north
Are apps still open? And if they are could you clarify for me if we can control player created races?

Woof.
03-09-2014, 07:42 AM
Post: #42
RE: Exodus- Escape to the north
Apps are still open yes (and I'm probably not even going to bother to close them). And you can submit any idea for a race to me and I'll tell you if anything doesn't work. You might even get to assign some sort of power to them (such as being amphibious or more comfortable in certain climates) assuming it's not too obviously overpowered for the character you're playing.
03-09-2014, 08:05 AM
Post: #43
RE: Exodus- Escape to the north
App updated.
03-09-2014, 08:11 AM
Post: #44
RE: Exodus- Escape to the north
I'm still here, and have edited my app to include the traits. :)

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
03-09-2014, 08:35 AM
Post: #45
RE: Exodus- Escape to the north
here and fixed

dC Wrote:donut is A FILTHY TRAITOR unreliable
03-09-2014, 09:32 AM (This post was last modified: 03-09-2014 10:12 PM by Kevak.)
Post: #46
RE: Exodus- Escape to the north
I'll run the race by you first:

Species name: Lunarik (the i sounds like ee)

Racial bio: Created accidentally during the Shade War, they are a species of the night, not necessarily evil or even dark, but most certainly nocturnal and fairly strange to be near. The entire species is nomadic, a itch to move on slowly mounts exponentially the longer they stay in one place, they tend to have weak to powerful spurts of elemental magic, they cannot actively draw on it and it pops up by pure random chance, normally when the itch to travel builds too high, it does not affect their minds as they cannot control it but it is perfectly capable of immolating nearby areas and leaving the Lunarik unharmed or petrifying the Lunarik. It tends to be externally destructive in times of danger and internally destructive in times of peace. They cannot draw upon magic of any sort willingly.

After the age of five, a Lunarik child is considered old enough to travel on his or her own and is abandoned with the tools they will need, Lunarik tend to live around forty years if they magically discharge often but can live nearly as long as elves if they don't stay in the same place for more then a few hours and rarely discharge as a result. Lunarik children are extremely fast learners, they can pick up several languages in a year, they start speaking within a month of birth and can walk on two legs within three months, they tend to be mentally equivalent to an adult human by the age of six. Their learning ability putters out by 10 and they have a hard time picking up new skills after that.

Most Lunarik are either traders or thieves, often they are both as Lunarik have physical itch to learn throughout their lives, even through later it gets much harder. Lunarik have an almost supernatural memory and attention to detail throughout their lives, they can go somewhere once and be able to list off the size and shape of plaster spots on the wall.

They have very little willpower normally and it really doesn't matter to them, they also rarely do anything for any reason other then the fun of it theft is more an exercise in fun and skill then for gathering wealth, same goes for those who trade, money is not the goal. Procuring food is never a problem as their instincts and childhood skills will secure them meals in the wilderness or in a city.

Children are extremely important to Lunarik, if you harm a child, even a non sentient one like a fox kit or a bird chick, and a Lunarik sees you, you are unlikely to survive the night.

Lunarik are extremely accepting of death and it is considered an honor to be eaten by a friend upon death among Lunarik, mind and soul being gone = food.

Appearance: Mostly human in appearance, average hight is 5'6-5'7, eyes tend to have slitted pupils, normally they have claws, ranging from an inch to four inches instead of finger nails, they are purely carnivorous, they can eat other things with no ill effects beyond not really gaining nutrients and they oh so do love sweets, they have what could be described as large wolf ears a tad higher on their heads then where human ears would be. These ears have all the mobility and function you would expect from wolf ears. They also have tails, these tend to be bushy and fluffy and about a third of their height. The tails are entirely prehensile. Their toes tend to have claws similar to their fingers, the claws tend to be 2-6 inches long and are always at least one inch longer then the claws on the hands. Normally Lunarik are slim in build and often it is possible to mistake the males for females. Their eye colors can be any color of the rainbow, usually a combination of several colors and tinted as a whole the shade of their most common magical discharges. Hair also has similar coloration to the eyes. They tend to wear clothing (when they bother with it at all, which is only inside cities) that are effectively a incandescent seizure causing rainbow of color, this was partly inspired by a small group visiting Port Hammond, but was a rising trend among Lunarik beforehand.

Special Traits:
Being creatures of the night they tend to be left undisturbed by other creatures of the night, shades will still kill them but they are lower in priority then other nightly creatures.

In moonlight wounds heal at an accelerated rate dependent on what phase of the moon it is (full moon = x4, new moon = x2, half moon x3).


Now it is actually done, enjoy the text wall, let me know if anything needs changing.

Edit 1: Some grammar fixes.
Edit 2: Fixed a name misspell somewhere in there.

Woof.
03-09-2014, 10:13 AM (This post was last modified: 03-09-2014 10:14 AM by Raptarion.)
Post: #47
RE: Exodus- Escape to the north
The fact that your signature is "Woof." made me giggle after the pseudo werewolf species app.
Your app is fine, but I hope you understand just how much people are going to distrust the Lunarik. If only because your species is what's known as a "Moon aligned."

You see, most species are what's known as sun aligned. Elves, humans, dwarves, mao, even trolls and druids, are all sun aligned. They prefer the day over the night. But goblins and shades? Moon aligned. They work better at night, and in the case of shades, are healed by the moon. You know who else is moon aligned? Vampires. Liches. Revenants. Pretty much everything that is moon aligned is evil or at odds against sun aligned creatures by nature.

And that's just because you heal better in moonlight. But cannibalistic tendencies, the chance of randomly discharged elemental magic, wolf like appearance, and a reputation as thieves? Honestly, it would be a wonder if any city lets them into their walls, and most members of the species have likely faced plenty of hardships as a result of extreme prejudice.

But yeah, the species is fine for the most part. I'll balance the bonuses you've given the species as needed, but being near universally hated is a good balance for the most part.
03-09-2014, 10:21 AM
Post: #48
RE: Exodus- Escape to the north
Yay. We hate your randomly exploding magical guts.

Interesting point though. There's no way you could keep them just as a prisoner.

“One day you wake up and realize the world can be conquered.” - Doctor Impossible
03-09-2014, 11:22 AM (This post was last modified: 03-09-2014 11:29 AM by ICan'tGiveCredit.)
Post: #49
RE: Exodus- Escape to the north
Still interested. Though I won't be able to come on often.
03-09-2014, 01:47 PM
Post: #50
RE: Exodus- Escape to the north
Yes, I was aware they would not be trusted at all, I was sorta going for the kind of rep that Kender have in the Dragonlance Chronicles, just darker and even less well liked, normally cities don't "let" them in they "find" their way in and move on within a day or two before the discharge builds up to a point that it has a chance of killing them or leveling a building.

Also for a clarification on the traveling itch: it is geologically affected, not sight affected or sensory affected in any way, in theory one could board a ship that travels almost nonstop and rarely feel it and never to the point of anything worse then mild sparks or water trembling near them.

My idea of their mindset is also a tad similar to Kender, just darker creepier, even more extroverted, and a willingness to "play" (think hard about what that could mean) with their food if they decide someone should die, they are also perfectly wiling to eat any person's corpse.

MCQuinny, in theory, a traveling merchant could hold one captive if the caravan moved quickly enough. I am sure you can think of why a merchant would do such a thing.

And Rap, I am glad that made you giggle.

I just woke up from a 5 hour catnap so I am going to switch from phone to computer now. (Would you believe me if I told you that I typed the entire species post on my phone? Cause I did, and had only a few grammar errors)

Woof.


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