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RogueKazimeras Vice Captain
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Posted: Mon Jan 21, 2008 6:46 pm
TABLE OF CONTENTS
1. Table of Contents < --- You are here 2. History, Setting 3. Races 4. Character Creation and Accepted Characters 5. Story Thus Far
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Posted: Tue Jan 22, 2008 7:15 pm
HISTORY
Long ago, when the first kingdoms were created, the elders of the vampire, demon and werewolf clans met, and together, putting aside their petty hatred that they had harbored since the dawn of their respective kinds, forged a treaty that would ensure everlasting peace between the two races.
But before that, there were the vampires, the werewolves, the demons, and of course, the hunters. Of all of these, the hunters were superior only by numbers, and the others were stretched thin and plagued with enemies, besieged from all sides.
Now the treaty is still in place, five hundred years later, but the peace is held grudgingly and many on all sides fear it will soon be broken by the new, brash youths that are emerging with their own visions of an ultimate race.
The human Hunters and their church stand ever vigilant, ever aware of the presence of these three 'Devil-spawned' races. However with the lack of out-in-the-open wars between these races, the number of Hunters with actual field experience is dwindling with age. However, the church rigorously trains their Hunters, and they are not to be trifled with.
SETTING
Upon the island continent of Greynam, five kingdoms rule. All are united under one church, though each ruler seeks to control the church in their province. This however is irrelevant, as this does not change the role of the church, which has always been providing salvation and protection to the kingdom's citizens (those who are not excommunicated).
Long before these kingdoms were created, humanity lived in fear of the demons, the werewolves, and the vampires, who fought not only for the control of the humans, but of each other as well. Now, the tables have turned.
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RogueKazimeras Vice Captain
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RogueKazimeras Vice Captain
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Posted: Tue Jan 22, 2008 8:37 pm
RACES
Humans - They breed like rabbits and are resourceful. Humans possess marginal aptitude in the realms of physical and magical combat (this varies from human to human, and those who excel in these fields are often suspected of being one of the other races), but one thing is for certain: wounds last for days and weeks upon humans. Humans have no regenerative property and therefore must rely on cumbersome armor and shields to protect them from lasting harm. As far as magic goes, humans can use all types, but those who dare to practice shadow magics are either excommunicated and hunted just like vampires, werewolves and demons, or hide in the shadows and hope to remain undiscovered.
NOTE: All of the below races are referred to as the "other" races, and are ageless. While they do develop and mature up to a certain point after birth (all of the below races can breed), halting the aging process at around 25-35 years of age (development and maturing proceeds at a 'human' rate until it halts).
Vampires - Vampires require the blood of others to survive. Rumored to be the first of the 'other' races, no pureblooded vampire exists today. Most vampires today are fractions of purebloods, most ranging from three-fourths pure to half being the most common. As such, these half-vampires (called vampires simply because there are no more purebloods) are no longer susceptible to the sun, nor are they completely destroyed by the presence of profoundly holy objects. Also, note that vampires are not turned. Those bitten by vampires and drained of their blood die, period. There is no coming back for them. Vampires (purebloods) are created through an ancient and long-forgotten dark ritual that takes immense magical power and skill to perform, as well as a willing vessel. While the latter exists, no mage or wizard, vampire or otherwise, has existed for centuries. Vampires can mate and do so frequently, and the production of vampires is much more efficient as such. Vampires are vulnerable to fire and holy magic, and as such cannot use those schools of magic. However, vampires are prone to use ice and shadow magic. Vampires also have the highest regenerative rate of any of the other races, and are slightly vulnerable to holy objects. No specific material is harmful to them.
NOTE: A vampire that goes too long without blood is considered to be 'fallen.' They will become weaker than a normal vampire (still stronger than a human) and gradually slip into insanity. However fallen vampires are generally hunted down by their own kind. If a fallen vampire does not receive blood within the first week of becoming fallen, then the transformation cannot be reversed. The primary reason fallen vampires are hunted by other vampires is due to the vampire belief that becoming fallen is a sign of weakness, and that fallen vampires drink blood indiscriminately, even from other vampires.
Werewolves - Werewolves are often referred to as mutts or dogs to anyone who despises them. These creatures however are often complex and cunning, as well as deadly. Werewolves have three forms. The first and foremost of these forms would be their human form. This they maintain almost all the time, as it is the most easily accessible form available to them. The secondary form would be that of the wolf itself. This form is primarily used for travel, hunting, tracking, and sometimes even in combat, depending on the werewolf. The third and 'ultimate' form a werewolf has would be that of the half-wolf monstrosity, the lumbering, muscled, hulking monster people typically think of when they think of werewolves. This form, called the Wolfkin, is not a form that werewolves can assume through force of will, no matter what age they may be. Werewolves only assume the Wolfkin form under extreme duress. The transformation of a werewolf is at first predictable. The very first turning of a werewolf, after being bitten, will occur on the next full moon. However, the newly-turned werewolf will find countless animal instincts to combat, and through meditation and focus, the werewolf can eventually gain control over the transformation process. Such practice allows a werewolf to maintain their possessions even while in other forms (at first, the transformation utterly destroys all clothing and causes possessions held upon the person to fall off or be otherwise ruined), allowing convenience of not being nude and unarmed when shifting out of wolf form. Werewolves, however, are always vulnerable to silver. Wounds made with a silver implement regenerate slower, and often cause werewolves to become slightly dizzy or nauseated (depending on the amount of silver that entered the bloodstream). If significant amounts of silver enter the bloodstream, a werewolf's system will accumulate the silver into the stomach and evacuate it, generally via vomiting. If not, the silver generally becomes assimilated into the werewolf's system and the pain ceases. If large amounts of silver enter the bloodstream in quick succession, it can kill a werewolf. A werewolf's physical prowess, however, is above and beyond that of the strongest vampire, and their regenerative qualities rank higher than that of demons. However, werewolves are the least skilled in magical combat, but are the only 'other' race capable of wielding holy magic (those who do, however, are often Ex-Hunters). Werewolves are not forbidden racially from any form of magic, though most find themselves relatively unskilled with such abilities.
NOTE: A werewolf who rejects his 'wolf side' can become clinically insane. This is incurable, and is known as becoming Feral. Feral werewolves, either through fear or through lack of will, are overcome by their feral instincts as a wolf, and are often found traversing forests and other vacant areas, hunting like their non-human cousins. Feral werewolves spend most of their time in wolf form, and are often hunted by their normal brethren simply because of the danger they pose to their race.
Demons - Demons are a race that were arguably the last to arrive upon the continent of Greynam. Demons are a cruel lot, though they have calmed down recently. They are often disoriented after breaking through the planar barriers, arriving upon this plane. Also, note that a demon has much greater power within the confines of Hell itself, and much of that power is drained and lost during the transit from Hell to this plane. However, demons are still a force to be reckoned with. They, like werewolves, have multiple forms. Their demonic form is rarely seen, this is a last-ditch effort which would allow them their natural weapons (such as claws, teeth, etc.) that they may have in their natural form. However they often maintain a human form that they can willingly assume without any sort of penalty. They lose no physical prowess save for their natural weapons, and as such generally carry human implements of war, just to not attract attention. The magical abilities of demons far surpass that of any vampire, and are fond of all elements, save for holy magic, which is forbidden to them by their very nature. Demons are physically stronger than vampires but are still weak compared to werewolves, and demons have the worst regenerative properties of all three other races.
NOTE: Sometimes, the transition from Hell to this plane can be disturbing to a demon. In rare cases, some demons have been known to develop a sort of conscience, and become disturbed at the acts some of their brethren may perform. When this happens, it is not uncommon for the demon, in the guise of a human, to join up with the church and hunt demons as any other hunter would. These demons call themselves the 'Redeemed,' and a 'redeemed' demon is often exterminated with extreme prejudice if discovered by another demon who is not 'redeemed.'
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Posted: Wed Jan 30, 2008 7:16 pm
CHARACTER CREATION Follow this format and PM it to me. [b]Character Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Affiliation:[/b] (Just because you're a certain race doesn't mean your loyalties are with them. This is particularly for Redeemed demons, but it can also denote a lack (or presence) of racial patriotism, if you will) [b]History:[/b] (Keep in mind that the 'other' races are immortal unless killed. They'll have seen much more than anyone else) [b]Appearance/Personality:[/b] (Lumped together for convenience) [b]Equipment:[/b] (Mainly weaponry, but other tools can be included with this as well) [b]Element:[/b] (For magic users. If you have more than one element, I'm going to expect that one hit will literally break you. In fifteen pieces. Also, describe to the degree which your character has mastered their element. Magic users that spend time studying have less time on the battlefield, make sure you take that into account while roleplaying) [b]Other Abilities/Talents:[/b] (Keep things balanced and reasonable, as best you can. Being uber is ok, because everyone here should be uber. That's what makes it fun. Just don't play god, k?) ACCEPTED CHARACTERS Humans2 slots remaining Vampires2 slots remaining WerewolvesValenarrDeMirro Character Name: Damion Wilder Age: Apparent age is 27, real age is closer to 200. Gender: Male Race: Werewolf Affiliation: Damion is more or less a self-serving individual, but feels connected still to his werewolf kin. History: Damion, as a human, was once a hunter. In particular, Damion specialized in the extermination of werewolves and vampires, wherever they surfaced. It was during one of these nights, where he stood face-to-face with a vampire, crossbow at the ready to kill it, when his partner, Gregor, turned into a wolf and bit him on the arm, dragging him into the foliage while the vampire escaped. Gregor wound up dead at the hands of Damion, but nevertheless Damion became a werewolf. Since werewolves are not harmed by holy magic or objects, Damion convinced himself that he had not fallen out of grace, and still retains some of the disciplines that he learned as a hunter of The Others. Damion has never sired a werewolf, but he has, in rare circumstances, been known to turn others. Typically this is done in order to keep someone from dying, the bite meant to bestow upon them the immortality and regeneration inherent with the state of being a werewolf. Appearance/Personality: Damion still looks the part of a hunter. His eyes shine a dark jade and his hair is long, kept in a ponytail, and is dark brown. Damion features a muscular build but is still relatively thin, hinting at his preference for speed over strength. He wears both of his weapons on his back, which is generally covered with a cloak, generally brown or black. His pants are cloth that have leather patches in certain areas to allow for mobility and moderate protection. His chest, however, is guarded by a leather-and-chain piece that covers his entire torso, down to his elbow. The rest of his forearm is covered by metal bracers. Damion still retains most of his hunter disciplines and logic, but he is outgrowing them. He still views vampires and demons as 'unholy' but also feels that it is no longer his duty to exterminate these creatures, especially ever since he learned of the truce, which weakened his views on the Other races. Unholy creatures, he reasoned, should not be capable of even comprehending the term 'truce' or 'peace.' Equipment: Damion's weapon of choice is a silver-edged b*****d sword, which he can use with either one hand or both. The sword is engraved with holy runes that read "Erlosung", or Salvation, which is the sword's name. He also carries a crossbow, which is carried across the scabbard of his sword, forming an X on his back. Other than that he carries a small quiver of crossbow bolts on his hip, concealed under his cloak, though he rarely fires more than one shot. Element: Holy. During Hunter training it is customary for a hunter to learn a few methods of manipulating holy magic. However Damion was never too impressive with this skill, but becoming a werewolf has not diminished this ability. He has the ability to launch a small sphere of holy energy from his hand, which nevertheless can prove lethal to vampires and demons. Other than that, he can do little with his ability in magic. Other Abilities/Talents: Damion is a decent shot with his crossbow, but prefers face-to-face melee combat, which he has mastered. His holy magic is a bit of a trump card or something to simply surprise an opponent, since it is rare enough seeing any of the Other races using holy magic. Damion is otherwise a good tracker and a good problem-solver, and some would describe him as a natural-born leader. Scarlet Lys Character Name: Arabelle DeSoto, “Ara” for short Age: A newborn werewolf, Ara was 19 in human terms before being turned Gender: Female Race: Werewolf Affiliation: Arabelle still considers herself a human amidst her self-confusion and mental chaos; therefore, she sides with them even while amongst any sort of pack or fellow wolf. History: Arabelle lived in a ramshackle area prior to her being turned with her pagan mother and dying grandmother. As they were among the impoverished of the people, Arabelle spent her days either scavenging for food or assisting in the Church with odd jobs that leaned towards the dirty side, as only men were given significant positions; cleaning the premises, tending to the peasants and sickly, routine, monotonous work which she both despised and felt enslaved to. Such a job brought her modest family into extreme paranoia, as they underwent pagan rituals in their home amidst the flow of extremism of the Church, and Arabelle was always warned never to give away her background for fear of interrogation and execution. She didn’t have to, though; a rat within the church, a lowly altar boy who she had known for only a few days saw the exposed ritual tattoos on her neck and tried to force himself sexually upon her. When she denied his advances, he threatened to tell the priests of her true background—and, after taking advantage of the fearful, ashamed girl, he did just that. Arabelle’s family was immediately “purged,” her frail grandmother killed on the spot and her mother seized to be hung. Arabelle herself struggled to flee in wild fear of execution or punishment, yet was caught and seized nearby the woods in which she had been meaning to hide. Ara, however, was not to be executed formally, as she was a child “defiled” and deemed impure; instead she was stabbed several times and bound by rope, wrists and ankles, and flung into the depths of the forest to die. Terrified and fading in and out of consciousness, Ara was severely weak and expecting her death to come at any moment…when a seemingly wild wolf crossed her path and hovered over her trembling, bound and frightened frame. Perhaps it had taken sympathy upon the girl, or wished to end her misery; as it bit her she lost consciousness and thought herself dead, until awakening the following morning, freed of her bindings and overwhelmed by a ferocious, bestial instinct. It didn’t help that the bite wound was still gorily imprinted against her skin, and the girl found herself encompassed in raw fear, rage, confusion, and bestial hostility. She was filled with pain, and, looking down, found quite the shock; she was transforming, spontaneously, suddenly, her body shifting into that of some sort of creature, her bones snapping and shifting, her body encompassed in pure fire…and she had no way to stop it. Consumed by fear, the girl found herself screaming in terror, even more fearful and disoriented than before…and as she fully transformed into a wolf, desperately searching, running, tearing apart the forest around her for some sort of way out of this horrific nightmare of hers, or perhaps a cruel afterlife given to her by the God of the Church who deemed her a sinful wretch. She found herself naked and cold, dirty and lying against the twigs and soil of the forest—and so the girl became a terrified shadow of her former reckless and rebellious self, resorting to hiding and pillaging the nearest shacks and homes for clothing when transforming, never truly knowing what was wrong with her, deciding it was some sort of damnation within her afterlife, struggling to fight off the overwhelming dog-like instincts that overpowered her day after day, becoming pale and withdrawn from lack of human contact, as well as extremely paranoid, hostile, and untrusting. Appearance/Personality: Arabelle has the appearance of a young woman, though one whose features are clearly wild and frayed in response to her recent turning. Her auburn hair falls to her shoulders against her ivory-skinned frame, almond-shaped brown eyes nearly as dark, yet constantly marred by either an expression of fright or hostility. Her eyes are feline-like against her hollow, high cheekbones, pointed chin and full lips. The woman’s figure is slim, lithe and relatively modest at 5’5’’, taller than some yet dwarfed by others. She uses her somewhat small frame to her advantage in wolf form, as she is naturally nimble and quick-footed, although as a relatively new wolf she has no complete control over her quickness and prefers brute, unstrategized force. As having been somewhat of a proud pagan in her former human years, Arabelle is adorned in many decorative wear; rows of amber bangles on both forearms, a rope necklace of rare shells and various jewels for their supposed healing qualities, and two scar-like, black tattoos across either side of her neck, barely touching one another, as well as other identical tattoos across her back and calves. She wears a form-fitting brown “tunic”-like dress towards her knees with a low collar, now scratched and torn in several places, as well as black leather ankle boots. Usually, Arabelle covers herself with a plain brown cloak when traveling. Arabelle is intimidating and vicious in wolf form, not due to any particular strength on her part, yet due to her lack of self-control and savage instincts. As she is a hot-headed and fearful youth she has no idea how to restrain or properly comport her newfound powers and transformation, especially when still denying her wolf form and struggling to hang onto the disintegrating vestiges of her humanity. In wolf form, her fur is a deep red with traces of black, as if to make out the pattern of tattoos upon her human form. Equipment: Ara carries two simple daggers strapped to either side of a belt around her waist, as she does not own any more possessions after being attacked. Element: Fire. No other element could fit Ara’s hot-headed and rash personality than the occasional fire which she uses to attack enemies or anyone who appears threatening and too close to her for comfort. Her powers are extremely limited to only a fireball, yet when she does wield her magic it is quite unexpected unless cornered; you never know what will set her off. Other Abilities/Talents: When in better control of her transformations and judgment, Ara is quite nimble and quick-footed in battle and quick to think when in a tight situation. Her fighting is eventually tactical rather than savagely offensive, although at first she is blindly offensive without giving much thought to what she is doing. Werewolves are now full. Make something else 3nodding Demons2 slots remaining NOTE: Population limits are subject to change. However I want to keep this balanced so we don't have an overabundance of a certain race (because that makes it boring as hell). Also I want to keep this relatively small and focused, as we're going to be forming something resembling parties. So take into account who you want on your side...)
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RogueKazimeras Vice Captain
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RogueKazimeras Vice Captain
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Posted: Wed Jan 30, 2008 7:23 pm
STORY THUS FAR The peace treaty, once intact, is now jeopardized. Dead demons, humans, vampires, and werewolves are turning up all over the place, all showing evidence to foul play from all sides. The elders of the other races, together out of contact for five hundred years, have reconvened to address this disturbing situation. No side claims responsibility. Every side blames the other. Things are falling apart. It is then that the werewolf elder Wilhelm Godfrey decides to rouse a group of capable individuals, each with their own unique talents, to investigate these murders. It is suspected that a rebel group of some race is instigating this, though there are other possibilities as well. The story begins when our unlikely heroes are gathered at the subterranean Hall of Elders after receiving a letter sheathed in a black envelope. The Hall of Elders is in western Greynam, deep below the earth. It is there our heroes gather, and meet face-to-face for perhaps the first time...
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