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Posted: Sun Jul 23, 2006 7:23 pm
Date: Yazarl, 3rd Luyar, Poriday. Hour 8 (1 SD). Bozliph: 2857 AWW.
In a world of various cultures of varying technologies and varying religions and traditions, there exist two major powers: Magic, spoken incantations which produce an effect, and technology, natural objects worked into devices which can do multiple things. The magic is referred to as Mantras, or Mantra for a single incantation. Technology and Matras are engaged in war often, and times of peace are not only short, but there is always another war between them elsewhere.
People who make a living normally depend on one or both of these powers, though both existing together is rare. Those who use mantras are unable to tutor others in the ways, only help them find out combinations, as the mantras are different for each individual. This means that while for one person TAU can mean earth, for another it can mean TWO, MANY, LARGE, or a large amount of different effects. The only two constants are for expencive and inexpensive, and even those are different for different cultures, meaning that when cultures are mixed the mantras are completely unpredictable.
The vast number of jobs that exist are mainly of just a few: Warrior, one who uses melee technology; Magician, one who uses mantras and studies them deeply; Scholars, those who study many things; Near-combatants, those who use technology that is normally short ranged, but often farther than melee; Gunsmen, those who use technology that can be used at a far range; Snipers, those who use technology to use weapons from a great distance, often to avoid being detected; and an un-named job which powerfully combines mantras and technology.
Some places can be of low technology and lack mantras completely, while the same goes for high technology, and there is also another ability, though not considered a power such as mantras or technology, known as alchemy. Alchemy can be seperate from the two powers, used with one, or even be a combination of both, but is used through the sacrifice of objects. The main job using this ability is an alchemist, and is the only one actually considered a job.
Note: You might have to wait for everybody to post before you can be active again, due to the specific time meter. 60 minutes can be spent before a character must wait to act further. If they try to do an action that goes over the sixtey minute mark, they can only start it, and some time will be spent in the following hour. Check the inframe for more info on this.
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Posted: Sun Jul 23, 2006 8:01 pm
Jobs/Classes Information
Warrior: Use technology that is for melee combat. This can range to sharpened sticks all the way up to plasm blades. They do not have much power to use mantras, but can still use a little, though many don't use any at all.
Magician: Use mantras in their job. In wars, some use only offensive mantras to fight, some use only defensive mantras as medics and to boost allies, and some do both. In non-combat life, they can use this to start a fire in the fire-place, water crops, keep a lake fed, ward off monsters and wild animals, enchant equipment, and the sort. These people aren't very good in physical combat, but have a lot of power to use mantras with.
Scholar: Studying subjects, whether it be just a few or a large variety. They often go into seperate regions than those who don't study so much, so that they may share their knowledge with those who can actually understanding them. Some possess knowledge with the normal mind cannot handle, or which allows them to do things that aren't even known even in imagination, or things that cannot be done by non-scholars. In a form, they possess 'arcane' technology, magic, and/or even alchemy. While not normally great in any specific power, they are good at those they do possess. Often times they are better in one power than the others.
Close-combatant: Often using technology to attack nearby enemies, but sometimes using alchemy or even (more commonly) mantras. They often are far enough to avoid warriors attacks, unless the warrior moves quickly enough compared to this combatant's speed or can use something of a higher range than a simple sword. These people use things in the forms of flame-throwers, spears, slings, sling-shots, throwing tools, and pole-armed weapons, though those with pole-arm weapons can be considered warriors.
Gunsman: These combatants don't necessarily use guns, but rather long ranged weapons such as pistols, cannons, tanks, catapults, lower lasers, and other weapons of the sort. Often they don't use mantras, but might use some to enchant an object to do so. It is VERY rare that they use alchemy to produce the weapons or projectiles, but still possible.
Snipers: Use weapons from an even longer range than most gunsmen. Sometimes they do this to avoid being seen, but sometimes they do this to reach when at ranks further back. Some cannons are used for such use, normally using mantras or uncommonly alchemy to allow it to do such. Other than that, they mainly use stronger lasers, or even remote controlled missiles. They commonly use mantras and commonly don't, often using mantras with the said cannons. They rarely use alchemy save with the cannons, as said.
???: These people are more often than not highly advanced scholars. Other than San'jansthouk, the city of welcoming, they live only in cities with only others of their kind or advanced scholars (who aren't always of this job). They are powerful in mantras and/or technology, often times combining them. They commonly use alchemy, as they are one of the few people to have found out how to properly use it. Even though they commonly use alchemy, they aren't normally as skilled or knowledged in the arts as alchemists.
Alchemist: Odd people, these are. They have varying forms of magic requiring most of the time no incantation. They use technology more often then mantras, but still not nearly as much as just plain out sacrificing objects using only things of nature, rather than inventions or mantras. Most of these people live in their own regions, seperate from others, and most of the others live in San'jansthouk. A few live in Tizouk'unk, the city of magitech, and very little live in other cities.
Technomage: Rare folk who use a combination of magic and technology. It's hard to tell which parts are magic and which parts are technology. These people only live in San'jansthouk and Tizouk'unk. Note: People of any of these jobs can live as hermits, or a small collection of just a few homes.
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Posted: Sun Jul 23, 2006 8:24 pm
Important Places
Uhshoovit: The star Phoyizha revolves around.
Phoyizha: Fourth planet from the star Uhshoovit, the only known planet inhabited by sentient beings (Where the RP takes place in).
San'jansthouk (City): This city is known as the City of Welcoming, because they welcome people of all sorts and welcome peace to new nations, though they're always on guard in the case of terrorists or wars.
Tizouk'unk (City): The City of Magitech. People living here live in peace between mantras and technology. This city possesses the strongest magitech of the two cities (Tizouk'unk and San'jansthouk) possessing it.
Prisoner Bars (Mountain range): A mountain range made up of very steep mountains, most with flat tops, looking similiar to bars or pipes. Some homes have been built atop these mountains for protection, though most consider themselves as not being a city. Some buildings are built atop several peaks, since many are about the same height. The hotels here are famous for the great view, but many rest stops are built along the way up because of the long climb. There are several elevators, but they cost a lot to use, and the teleporters cost even more. A natural field prevents the use of teleportation, magical levitation and flight, and a few other magics, except for in the few spots where the teleporters were built. Not many search for spots they can teleport from, because it brings great pain if the location they try to warp from is blocked. Trying to warp into this field will just result in failure.
Tears of Gods (lake): A beautiful lake nearby the Prisoner Bars in the shape of tear drops and eyes, connected through underground passages. This is the only known location where Merfolk still live, and it is dangers for any to visit because of monsters inhabiting it.
City of the Tears: Nobody other than the inhabitants know the actual name of this city, and those who hear it cannot remember it because it is too difficult to understand. Because of this, only in folk-lore and tomes here is is said the real name. This city is under the Tears of God, which is why it is named the City of the Tears. The inhabitants are almost completely merfolk, because in these waters artificial gills, even those permenant elsewhere, don't last long. Those who leave or enter ward off the monsters using amulets made from a material found only in this city, and the amulets won't work for anybody but the wearer, no matter how close they are, unless they're somehow within a traveler. 'Passangers' who are in somebody entering the waters without the will of the one's they are inside will actually be warped outside the body to nearby the lake. A mini-spell will also be dispelled, no matter how powerful.
Higher Planes: Higher planes are often spiritual realms, or places ruled over by higher beings, often times gods or goddesses. Many serve as a land of an afterlife.
White Haven (Higher Plane): A place of afterlife for those who serve the god who rules over it, this is for the good. Inhabitants can choose to work or not, though if they just spoil themselves there they get sent to Dark Haven where they must do some work.
Dark Haven (Higher Plane): A place of afterlife for those who worship the same god who rules over the White Haven, but for those who commit sins according to the religion. Unlike Christianity of Earth's religions, this isn't a place where they are tortured, though it does have a devil like ruler. Those who end up here serve him in doing tasks he asks of them. And unlike Hades, these tasks may be hard, but aren't impossible. Sometimes he takes a large group into White Haven to help construct things there. All inhabitants must do some form of work. Vacations to White Haven for some time to those who work hard enough.
Gardey Phole (Higher Plane): A place for farmers to spend time farming. Most are here in afterlife, but some are brought here by their god, whichever it may be. Gardens and ranches are all throughout this realm, and it's size is seemingly infinate. Farmers and ranchers can group together how they want if they agree with it, or they can work alone. Those who die here often stay here in their spiritual life.
Hewins Yon (Higher Plane/planet?): Ruled by a counsil of 'blessed ones' who have ascended to higher beings, this place serves mainly as a place for the living who manage to get here. Mantras are locked off in this realm, but magic comes into play. Two of the counsil are the spirits of Doracin, the only proof other than books that there once was a race known as Doracin. It is believed it is these two who allow residents of this realm to use magic. The doracin spirits are brother and sister. This place, other than that it has magic instead of mantras, is similar to the world of Phoyizha. It might be another world somewhere, but is vastly unexplored. It is definitely much bigger than Phoyizha is.
Kinsir Thi'runsha (Higher Plane): Ruled by the Queen, Jayn Soleih, and the King, Gohtis Sogihey, this place serves as a heaven for mainly Kilthari and Rasakatchi and those who lived with them. Jayn and Gohtis are not related or married, they are just both rulers.
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Posted: Sun Jul 23, 2006 8:51 pm
RacesHuman: The most common race, they breath oxygen and are capable of being adept at any of the main jobs. Merfolk: There are various forms of merfolk, but all are capable of breathing hydrogendioxide (H2O/water) unless cursed. A: These merfolk have serpentine bodies, with arms. Some call these 'Naga', those most are wise enough not to, as it tends to anger most of this kind. Have blue/green scales. Their eyes are always of light colors, such as cyan. B: These merfolk have a serpentine lower half of the body, with no legs, but the upper half is human or elven-shaped. Some believe these people might be the offspring of evolved offspring of the result of a cross-breed between humans and merfolk type A, and it might very well be for atleast some of them. C: These merfolk are similiar to type A, but have legs. D: Cross-breed of type C and A, these may have no legs, one leg (extremely rare), or two legs, but always have red scales. Sometimes they have dark eyes. It is unknown why they have red scales or sometimes have dark eyes. E: These are humanoid/elven people who simiply have aquatic-creature attributes, like gills and webbed feet and hands. Sometimes offspring between two normal humans are mutants and if such happens will be considered this race.
Some offspring born underwater of any of these merfolk can not breath oxygen, though normally it seems to be a certain people-offspring of two who can breath oxygen should be able to breath oxygen as well, though there are some mutants.
Elves: Similiar to humans, these people are of two breeds. One is slightly taller than humans, while another about three-fourths the height of an average human. Both have pointed ears and most have light hair, and can easily take care of their hair as well. They don't have enhanced senses like those in fairy-tails, but are more adept with mantras than humans. Kilthari: A bipedal-sentient person who has features of a cat, such as fur, the nose, the ears, and the tail. They normally don't have whiskers. They don't always have a cat-like nose, though. These people are normally weaker physically than even elves, but more intelligent, providing better scholars, and more adept at mantras. There are a few who are very muscular and strong, but these are servents/bodyguards because of their lack of intelligence. The muscular breed is also horrible with mantras. Cross-breeding with any other race is illigal in all regions, and thus cross-breeds are outcasts along with their parents. Rasakatchi: A bipedal-sentient person who has the features of a cat, such as fur, ears, and a tail. They sometimes, but not always, have a cat like nose as well. Basically, they're like Kilthari, only they have very little power to use mantras, but are almost intelligent as the fragile kilthari, and as strong as the muscular. Cross-breeding with any other race is illigal in all regions, and thus cross-breeds are outcasts along with their parents. Doracin: Another bipedal-sentient race. Their appearance is similar to that of a dragon, but have an average of 7.5 foot height, and a build of a muscular human. Their neck is around a foot tall by itself. They are covered in scales of varying colors, though only one or two colors. The second color is mainly either white, or a pale version of the first color, and mainly only covers the from the bottom of their 'snout,' along the front of their neck, and their chest. These creatures were known to have had magic powers without having to incant the spell, but primarily just the element represented by the first color of their scales.The red colored races are extinct-Or atleast thought to be. Orange ones are endangered.
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Posted: Sun Jul 23, 2006 8:55 pm
Join Form and Rules PM all join forms to me, please. Be sure to list everything stated, unless said opitional. Quote: Name: Race: Job: Home: (Town or region located at) Personality (optional): Bio: (optional): Prized possessions:
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Posted: Sun Jul 23, 2006 9:11 pm
Character ListStrokend Name: Denrik Daikh Race: Human Job: Scholar Home: Inn on Prison Bars ( Traveler) Personality: Welcoming, though cautious. Bio: Having lost his parents to monsters when 4, his godparents took him in and moved to a home on Prison Bars. When he was 8, his godmother died. When he turned 15, he left his godfather to start travelling, but always has a room reserved at the inn his godfather founded three years later. Prized Possessions: Flute, tome. Strokend Name: Faunith Daikh Race: Merfolk E Job: Ex-Warrior Home: Daikh Inn (on Prison Bars) Personality: Cautious, welcoming Bio: Adopted Denrik when he was four years old. Four years later, Faunith's wife died, and ten years later he founded the Daikh Inn. A month after he founded the inn, his house burned down by unknown causes. Prized Possessions: Picture of Tiana Daikh, pen Hyatt Name: Mahro Florus Race: Kilthari Job: Magician Home: Parents' house in San'jansthouk Personality: Quiet, introverted, but with a secret lust for power; friendly, loving, but with the capability to become cold and cruel Bio: Mahro grew up in a nurturing and open-minded home, the son of two Scholars. He thought their pure knowledge useless, and threw himself entirely into studying mantras and all their possible uses. Prized possessions: An enchanted ebony kris, family heirloom enchanted to make its glass blade as hard as steel; a small book that is being filled with his notes on mantras Kyphe Name: Juney Race: Merfolk B Job: Gunsman Home: City Of Tears Personality (optional): Juney is full of passion; her personality is largely made up of extremes. She is at heart a good person, but often she seems otherwise. She tends to be very flirtatious, arrogant, and moody. Bio: (optional): Her mother was human and her father was of the race Merfolk A. After about four years of raising Juney and being shunned by many of the humans she met, her mother went to visit the father in The City Of Tears just long enough to drop the toddler into his lap and run off. Her father, who had already started a family with another of his own kind, welcomed her and raised her with his new wife as one of their own. When she turned 14, they told her about her true mother. Angered and confused, she left home a year later to find the woman who had abandoned her. Having been fascinated by guns her entire life, Juney blends the knowledge of mantras learned from her stepmother with her use of firearms. Prized possessions: heavily enchanted handgun, rainbow-coloured scarf made by stepmother Sormani Name: Sindred Niromes (Pronounced Sin-dread Near-Oh-Mehs) Race: Merfolk E Job: Technomage Home: He has a series of underground tunnels a few miles outside of the City of Magitech that he uses as a home when he's not visiting Tizouk'unk for supplies. Personality (optional): He is kind, but stern, and doesn't take insults very well. He is primarily an inventor, and his personality reflects it. He is forgiving in most cases, but when he does hold a grudge, it lasts for years. He is almost always calm-looking, but is also extremely vigilant, since he is not well-liked by a small group of Magic-users known as the "Society of Frein," who are based in Tizouk'unk, and oppose Sindred openly. Despite his loose, laid-back attitude, he is always looking to make sure that his allies are not double-crossing him. Bio: (optional): He was born in the City of Tears, and has only heard the name once. Because of the sights he saw when he was a child, he respects the water and the life it gives, and while he creates machines that could be used for war, his philosophy is that he is helping to win the wars by uniting Mantras and Technology, since he uses both. He learned about Mantras when he lived in the City of Tears, and when he left to see the world above, he used the magic that he learned to make his underground home. For twenty years after he left the City at the age of fourteen, he has tried again-and-again to find some sort of tome that lists the true name of the City of Tears, and in the process, has started researching a number of different subjects, including the very unnderstudied field of clockwork machinery. Though incapable of using alchemy, he respects those who do, and meets with alchemists often to trade new forms of technology for their inventions. He uses Mantras often in his personal life, though he knows very little destructive magic. He often mixes Technology and Mantras when he makes a new invention, which gained him the attention -and the hatred- of the Society of Frein. Prized possessions: He carries a handheld pistol of his own design that looks quite rustic due to its clockwork form. However, it is a powerful weapon and uses bullets infused with alchemy and Mantras, and fires projectiles that burn the victim. He gets many articles of his clothing from alchemists, due to his innability to cast mantras capable of enchanting items. His tan shirt and blue pants are infused with an alchemical reagent that gives the wearer the ability to teleport almost anywhere, aside from barriers, and allows him to travel in and out of his home. He wears an amulet from the City of Tears, and almost always carries around the blueprints of some sort of new invention when he comes to Tizouk'unk. ??? Name: Guun'thyronazak Race: ??? Job: ??? Home: Tears of the Gods?? Bio: The Godly Beast of Tears, known as Guun'thyronazak, is a thing of legend. The problem is, are these legends real, or simple folklore?
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Posted: Mon Jul 24, 2006 1:33 pm
Gods & Goddesses
Jayn Soleih: Goddess of the Kilthari. "The Queen is more compassionant than the King, and shows more interest in non-violent things. It is she who takes a greater liking to the studies of magic."
Gohtis Sogihey: God of the Rasakatchi. "The King is the organizer of events of battles and wars. He designs the training courses and is too busy watching jousting tournaments to take time to study the art of magic, but shows intelligent otherwise."
Incomplete.
Other Creatures
Yoblin: A creature that stands about three and a half feet normally due to hunching, but standing straight upright they stand about seven feet tall. Genetics can determine if they have three or four eyes, four eyes being dominant; genetics also determine skin color, 50% chance (Cc) dark violet, 25% (cc) dark blue, and 25% (CC) chance of being dark green. Their faces are covered in short hair, which is either black or brown. Their legs, unlike humans and elves, who have two sections, have three sections, which allows them to get out of certain situations more easily. The Yoblin's feet have three claws, which are around half a foot long. Their hands have seven fingers, two of which are thumbs, both on the same side. Each finger has a claw that is only half as long as the toe-claws, except the thumbs, which only have inch long claws. A Yoblin's eyes don't open very much, but their eye is a dark blue with a small pupil. They have a flat nose, which barely sticks out and is basically invisible under the face-hair. Their ears are just small holes in the head and are also covered by the hair. Some will eat humans, elves, kilthari, and rasakatchi, while others won't. It seems the majority are the former sort.
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Posted: Mon Jul 24, 2006 1:34 pm
StatisticsDenrik Daikh Mantra Power: --/55 Life Force: --/78 Equipment: Scholar's Garment {1}; Research Tome {3}; Warrior Boots {1}; Flute? {?} Faunith Daikh Mantra Power: --/30 Life Force: ---/185 Equipment: Iron Plate Armor {5}; Iron Sword {5}; Warrior Boots {4}; Iron Helmet {3}; Note Paper {1} Mahro Florus Mantra Power: ---/100 Life Force: --/40 Equipment: Magician's Garment {1}; Mantra Notebook {2}; Magician's Shoes {1}; Ebony Kris {?+} Juney ??? Mantra Power: --/55 Life Force: --/80 Equipment: Pistol {1+3}; Gunman's Chest Leather {1}; Rainbow Scarf {Warm 1}; Notebook {2} Sindred Niromes Mantra Power: ---/90 Life Force: --/90 Equipment: CW Pistol {3} {Fire}; Transporter Garments {1}; Blueprints Binder {1}; Notebook {1}; T&M Boots {1} {Spe 3}; CoT Amulet
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Posted: Mon Jul 24, 2006 1:36 pm
Other Places
Glotaboon: First moon of Phoyizha, the closer of the two. It lacks atmosphere.
Goraphoon: Second moon of Phoyizha, further than Glotaboon. It has an atmosphere, but not the kind that is inhabitable by humans. The plants are purple instead of green, and the animals are unlike any on Phoyizha.
Korgizath: The fifth planet from the star, also inhabitable. No sentient lifeforms known present.
Yibsihugh: The moon of Korgizath, it is, too, inhabitable, only with the effects of a high altitude. Only plants and feline-like creatures seem to be present, but it is hard to see due to clouds that are covering the moon often.
Daikh Inn: The cheapest inn on the Prisoner Bars, 5 goabits for one night, every luyar stayed there is another 5 gobits. (When one luyar passes the fee is 10 goabits)
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Posted: Mon Jul 24, 2006 1:38 pm
Subjects of Matter
Space: Although Phoyizha has technology greater than Earth's, they cannot achieve space travel yet. Mainly, it is a fear that something would happen if they try to. It is rumored that once before when it was attempted, the space shuttle blew up due to unknown causes, even though every test the space organization showed it was capable of space travel.
Guun'thyronazak: A legendary beast that is said to live in different lakes, though no story has been proven to be true. The more common folk-lore speak of it living in the Tears of the Gods. Almost every myth says it is a gigantic serpent-like beast, bigger than even the largest known creatures. It is similar to Earth's legends of the Loch Ness Monster, only much bigger.
Goabit (Goabits): A form of cash. The equivlent of 250 Ounaz.
Ouna (Ounaz): A form of cash. 250 Ounaz is the equivlent of one Goabit.
Yaqsa (Yaqsa): A form of cash. Only wealthy have this form of cash-One is worth 1,000,000 Goabits.
Salary: Minimum wage is 625 Ounaz.
Calendar: 1 day is 28 hours. 8 days is one Luyar, similar to Earth's week, only one day longer. 5 Luyars is one Tholeek, except for the Tholeek 'Farlishan,' which is only 3 Luyars. There are 15 Tholeeks in one Bozliph, which is exactly one revolution around the star. That means 584 days in one revolution.
Tholeeks: Gaphish, Taphigud, Lopsifan, Farlishan, Lorig'hai, Unasthat, Yazarl, Eminsou, Bripish, Zipsipsoy, Roa'doazop, Carquig, Oritaque, Aborik, Porsatir.
Days: Forday, Linday, Unithday, Yorisday, Kitiday, Poriday, Hozday, Finday.
Clock: Although 'Com. Time' is most commonly used (hours 1-2 cool , some clocks, like grandfather clocks, use the divided time. The divided time is divided into four sections of 7 hours. The section names, in order, are FD, SD, TD, and LD. It is very rare for one to have a 14 hour clock, as they have to be hand made to do that.
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Posted: Fri Aug 11, 2006 6:47 pm
Important linksThe inframe for the RP can be found here: here.
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Posted: Fri Aug 11, 2006 7:19 pm
Denrik walked out from the hallway of Daikh Inn, to the counter where his godfather was working behind. He had his traveler's gear on and was looking through his wallet.
Denrik sighed. "Seem to have lost the sword again..."
"Not in the normal places?" Faunith asked as he looked through the list of recent clients.
"No, I even searched the whole room. Can't find it anywhere."
"You haven't seen Gorege C. around lately, have you? He never checked out yet I haven't seen him for two days."
"No, father," Denrik replied. He pulled out some goabits and handed them to Faunith. "Here's my rent. Oh well, I suppose I'll just use my flute.
"I still don't understand that thing, you never tell me what it does."
"It's a secret only the unfortunate learn, father."
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Posted: Sat Aug 12, 2006 1:08 am
Sindred Niromes did not, by any means, look exceptionally powerful as he walked down the long streets of Tizouk'unk. However, he tried to keep a low profile, considering the hatred of almost every anti-technological faction in the city. Considering he was in the City of Magitech, it rarely presented any problem. However, one particular guild had gained enough strength to present a threat.
The Society of Frein had almost four hundred members, and it seemed like each of them had been assigned the duty to get in Sindred's way. He was had never been attacked, but he had been blackmailed, threatened, stolen from, and had even seen the Alchemists he worked with run out of the city.
However, today didn't seem like it seemed like it posed such problems. Thw streets did, however, seem like they were fairly empty. He did, of course, know that this boded very badly. He had never been attacked by the Society of Frein, but he had seen wild animals mysteriously set loose in the streets that he walked.
Sindred stood five feet, nine inches tall, and wore clothing that was rather unexceptional to those that couldn't recognize the work of a skilled enchantress. His brown cloth pants were worn, but they were not torn, and they, along with his white shirt, allowed him to travel into his home- a labyrinthine set of tunnels a few miles out of Tizouk'unk. He had a plain leather belt with no enchantments, but the pistol holstered on it was one-of-a-kind.
It had a rustic steel frame, with clockwork wheels cranking silently inside. It didn't look like much, but the bullets that he used were infused with an enchantment that burned the victim. Once a month, he replenished his store, since he tended to run into a lot of vicious animals when he traveled to the city.
He was headed toward the house of the enchantress that had infused his clothes, and his bullets, with the spells that they wielded, and he held the blueprint for a rather exceptional device in his right hand.
He found the mansion fairly quickly. He was breathing through his nose so as not to give any emotions away. His eyes were looking directly ahead, and they would stay that way. If he was going to look at something, he'd have to turn his head. He knew the enchantress well, but they had fun in taking every chance to take a deal that they knew was unfair to the other.
He took two steps, and a fairly deep female voice reached his ears from just inside the door he had come through.
"Hello, Sindred. Do you have the blueprints?"
"That depends, Serena," he said it with as little emotion as possible, though a little bit of humor could be caught in his tone, "on whether or not you have the bullets and payment."
"And whether or not I have those," she replied, "depends on how well this device will work."
Sindred continued walking, and he could hear the footsteps of Serena close behind him. The room had absolutely no decorations, and it was the only room of the mansion he had ever seen. The walls were unpainted, but was still well-built enough to keep unwanted pests out.
He sat on one "side" of a round table, and a tall, lithe form sat down on the chair opposite him. While the table was extremely well-lit, the chair, as well as Serena's face, were shrouded in darkness. He laid the blueprints out and explained the device.
"These are the designs for a new machine that is capable of knocking down something as big as a golem. They are cheap, so if you have enough, you could probably even wage war on any major city, despite the fact that I doubt you will. As an Alchemical enchantress, Serena, you could probably give one of these devices the ability to burn down a building and destroy itself, leaving no evidence. However, this is standard clockwork design, so I'll spare you all but the major details. This unit stands around four feet tall, but is fairly wide, allowing for balance. The steel frame protects from weaker guns, though artillery will bring one of these down in an instant. The arms are slower than I expected, but I couldn't make them faster without making the unit three times as expensive. Is it to your liking?"
"I suppose... The bullets are in broken crate in the alleyway between this building, and the house to the right. The tome that you seek is in the Prisoner Bars. You could probably get there in a few hours if you take one of the copies of the Rider that you gave me. You designed it, so you may-as-well get to use it. You'll find the Rider near the bullets."
Within a matter of moments, Sindred had left, procured the bullets, and mounted a "Rider," which was one of his more creative inventions. Transportion was fairly slow, so he invented an eight-legged machine with two bars on either side that allowed for steering that could reach speeds of nearly ninety miles per hour. He had hoped that it would be used for the good of the world, but Serena had kept the design for her own personal use, and very few others got to use it.
He had made it out of Tizouk'unk in a matter of seconds, and was already tearing through the distance between him an answer. He had searched all his life for a tome containing the true name of the City of Tears, where he was born. He had his own reasons for not going back to the city and finding it there, and tomes containing the actual name were rather difficult to find. He wanted to get it before anyone else.
And at his speed, he'd be there much more quickly than if he had been walking on foot. Serena, however, was not nearly as trustworthy as Sindred thought. He realized exactly what had happened when, after nearly thirty miles of travel, the "reins" of the Rider sparked. He didn't care that he was going seventy miles an hour- he jumped off, only seconds before the Rider burst into flame...
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Posted: Thu Aug 24, 2006 8:15 pm
ALERT
Victim: Sindred Niromes
After a small meal, it was time for some rest. It was no good wasting energy when there's no sufficient meal to get, so conserving energy was the best thing to do. A few hours passed in rest, but then a loud sound struck it's ears. It's eyes burst open and it jolted up, it's hunched body looking around.
It was a Yoblin, a creature that if stood up straight would be seven feet tall on average, but usually was hunched, so it only stood about three and a half feet tall. It stool on two feet, with a three section leg (unlike humans who only have two sections) that aloud it to wind out of certain situations. It had long legs, with three claws on it, about six inches long each. The eyelids didn't open much, but Yoblins had dark blue eyes with a small pupil. They had three or four eyes (based on genetics, four eyes were more common), this one had three. The ears were just small holes in the head, and it had a sort of black hair that covers the whole head, so the ears weren't even visible. The skin could be dark green, dark blue, or dark purple, this one was dark blue. The arms were slightly scratched up, and the hands, which normally has seven fingers, two of the seven thumbs, were missing a few fingers. The left hand was missing the lower thumb and the center finger, the right hand missing the upper thumb and two other fingers on the edge were missing as well. All the claws were intact on the left hand, but all were chipped or completely broken on the right hand, a sign that this was an aged Yoblin.
It crept slowly around, pinpointing the point of origin of the sound. It found that it came from the left of it's small hideout and decided to check it out. Smoke from a fire was rising through the air, and from behind a bunch of trees, it appeared to be a broken metal device. Humans commonly made such things and blew them up due to malfunctions. Elves didn't blow them up as often, and the cat persons rarely ever did. Sniffing around with it's hidden nose, it picked up the scent of a person of civilization-which meant either an elf, a human, or a cat person. Most likely a human.
It crept out from the cluster of trees, and saw that it was indeed a human, who seemed to have been blown from the crash and was seemed to be injured, though unaffected by the explosion. Persons often were able to provide a great meal, whether or not they were the meal themselves.
Go to the inframe and speak your actions there
Denrik
After paying his foster father, Denrik sat at a seat for a bit and examined the current guests. A few merfolk (Type B) seemed to be staying, as they have been for about three weeks, but neither Denrik nor Faunith knew how long they would be staying for. One of Denrik's colleagues was there, studying her notes. Her pet cat was beside her, just resting. There were two elves speaking to eachother, and several people who appeared to be human.
The scholar looked up shortly after she heard Denrik and his foster father stopped talking. "Well, morning to you, Denrik," she greeted him.
"Good morning, Vena," Denrik replied.
Vena Morophin had dark blonde hair that fell slightly below her shoulders, and had red irises. She wore glasses, though they were actually fake, as she didn't need to use glasses at all. She wore a black cape with a blue trim, with a green shirt and gray jeans.
"Lost your sword again?" she asked. Her cat, Jay, lifted his head and yawned.
"Unfortunately," Denrik pointed out, and sighed. "Searched my whole room yet couldn't find it. Also, Gorege is gone again, it seems. I wouldn't be suprised if that trouble-maker took my sword. Atleast my father charges at the start of each week spent here."
"Well, are you headed out to travel again? I could join along with you, I'm curious as to what is to be found at your next destination. You have seemed to have found interesting things before."
"It may just be useful to have somebody with an actual weapon. My flute isn't exactly the best thing to use in all situations."
Vena used a plasim pistol, which used a pack of small energy cells. She didn't have to change it very often, because the energy cells would recharge with solar energy via a device that stored solar energy and could be plugged into the gun.
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