[Sign-Ups] The Realm of the Dead - Reformation

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[R4L]

In the cold depths of space, the remnants of a long-since obliterated planet float. Once a haven for many varied species, all that remains of the original after its destruction by a planet-consuming monstrosity is a roughly pyramid-shaped area of dirt and rock, 250 square meters across its top surface, then gradually thinning until the ground simply stops. If one looks closely, the so-called “top surface” is seen to hold the ruins of a number of buildings upon it, and there is even a mine of some form dug into its interior. Clearly, something, or perhaps many somethings, once lived here, on this decrepit scrap of land… not any more, though. Whatever was here has since moved on, in some impossible way.
There is no real reason that any space-faring travelers would want to come here, save for curiosity value or through random chance; and yet, on this particular day, a traveler has decided to travel back to this location. One with the power to perform miraculous deeds…
I miss my old planet.
A bubble of warped reality, overly massive for what it is at first encasing, forms around the rock. Within, time begins to rewind itself – slowly at first, but faster and faster as the process continues. After a relative while, the rock begins to rebuild itself. Begins to return to the form of a planet. This, surprisingly to anyone who hadn’t seen how fast it had initially been destroyed, takes mere moments, nearly filling the bubble to its entirety with the volume of the planet; but the being controlling the process doesn’t stop there. It keeps going, undoing the progress made upon the planet’s surface by its inhabitants and its landmasses over many millions of years, until finally, life returns to its very origins – a single cell, forged in heat and primordial slime upon fragments of semi-molten rock. There, the being halts its actions, holding the cell and the new-fledged planet around it in suspended animation for a time, simply observing that which preceded all else. As an afterthought, it performed the same process upon the sun the planet once orbited, would now orbit again, so as to ensure that starting conditions were as close to the original as possible.
Things wouldn’t be exactly the same, though. Macroscopic events such as meteor strikes and gravitational pull would be altered or averted; the planet’s own motions might well change, for the better or for the worse. And the being itself would have a hand in everything from the very beginning.
The reformation is complete. Time begins to tick.
Let’s see if I can’t do a better job this time round.

 
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Links to the original games: 1, 2, 3, 4. Warning: The RPing in these is laughably bad.



Welcome to The Realm of the Dead – Reformation. Adapted from the original Realm of the Dead series, with the blessings of its creator, RandomTurtle, this, if all goes well, will mostly be a remake of the first game, although many differences from the original will be present.
Here’s how it goes: the events of the original games still “happened”, but in this continuum, everything went significantly differently than what is presented in the original RPs (and those who survived the planet’s destruction have left the area anyway); hence, everything is being done over by the mysterious reality-bending being seen in the intro. A number of elements will still be present from the originals, such as the races and the existence of certain factions, but otherwise, don’t expect things to have been done over the same as before.

The Realm
The largest unified monarchy on the planet of Detas at this time, and where the majority of the game, if not the whole game, will take place. A population of roughly one and a half billion individuals, split into a few separate notable races, live here, and the landmass itself is roughly as large as North America is in real life; most races use a unified currency, although certain species also utilize their own currency, and general relations between races tend to vary from friendly to somewhat hostile, although the precedence of hostility has been growing in recent years on account of current events. Technologically speaking, the Realm is currently in a slightly-post-medieval rut for development, although many aspects of life, including hygiene and health care, are far better than the norm for this time period due to magical assistance.
For as long as anyone can remember, the royal family of Eltein have ruled over the Realm, expanding its size over countless generations until it could safely be called an empire; in recent times, though, the majority of legitimate rulers have been slain, and power has been taken by a mysterious being, known only as the Dark Lord, and his subordinates. He now seeks to conquer the rest of the planet and attain godhood, and it is rumored that, when all is said and done, he will then destroy the world, and laugh as it happens.

 
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The Races
Human – These guys… we know and love ‘em. Many different shapes and sizes, and colours, and groups and locations, but ultimately very common, numbering around 550,000,000 in total. Not much more to be said here; they tend to be moderately good at whatever task they take upon themselves.
Fish Skan – Humanoids with fish- and amphibian-like features, including oversized black eyes, fins, webbed extremities, and both gills and lungs, as well as scales that tend to range from pure silver to deep blue to sea green. The race as a whole tends to be somewhat xenophobic due to the fishing habits of many of the other species; as a result, nearly 70% of their 300,000,000 population live in one titanic underwater city, named Alanis, with the remaining 30% living both above and below ground in smaller towns and villages. Their physical strength and agility is exquisite, on account of their aquatic features; however, they suffer in terms of dexterity for want of unrestricted phalanges and finer motor control, and those following the path of magic tend to do slightly worse than equivalents from most other species.
Flashnu – Ghostly, androgynous entities with humanoid upper bodies, but wisp-like lower bodies, these strange and apparently genderless beings number 150,000,000, and live in a large series of mostly segregated towns (the few non-Flashnu inhabitants usually being humans or Fish Skans) spanning across the Northern border of the Realm, and most of the Eastern border too. They are possessed of incredible speed (derived from their natural ability to hover above the ground), relatively good magical capabilities, and practical immunity to most physical assaults and/or symptoms of not eating, drinking, breathing, or sleeping due to their makeup, but suffer in terms of strength, stamina, and ability to lift things with their own hands on account of their ethereality. Two major types of Flashnu exist: the large majority of “normal” Flashnu have perfectly white bodies, large eyes of a solid blue colour (plus light grey pupils), and are surrounded by an almost flame-like white aura most of the time; this is accompanied by a 5-7% population of “dark” Flashnu, so-called due to their pitch black body and aura colouration, red eyes, and white pupils; the differentiation between the two groups is a large point of debate and/or in-fighting amongst the race. Other Flashnu with varying colourations of body, aura, eyes and pupils also exist, but these are invariably recessive mutations, and the chance of finding two identically-coloured Flashnu outside the brackets of “normal” and “dark” are practically zero.
Elk – A species that can be described as “a combination of deer, lizard, and human”, these humanoid beings possess deer-like heads and, depending on genetics and gender, antlers of varying sizes, but with four-phalanged hands and feet tipped by claws, and a covering of generally-green reptilian scales with generally-brown fur growing out of them, something that has yet to be questioned for its veracity. They are typically around two or more meters tall, with proportionate bulk to accompany it, and tend to be poor breeders, leading to a relatively low population of just 20,000,000; however, as can be verified by the royal family being entirely composed of Elks, and the Dark Lord himself also being an Elk, they often compose the “upper class” of the societies of the Realm in both status and mindset, backed by their impressive physical and magical abilities, although they severely lack in both agility and speed due to their size and musculature.
Half-Dead – A unique phenomenon exists in this world, where, depending on current magical saturation of an area and a being’s own magical capabilities, it is possible for a given entity’s brain waves to remain functional through passive magical activity, despite the destruction of their body to otherwise unsustainable levels. Thus brings forth the race known as the Half-Dead – a very literal and broad term for the should-be deceased that roam the entirety of Detas, including the Realm. The type of Half-Dead that forms upon a being’s death is highly, though not completely, dependent on the dead being’s original race – humans tend to become zombies and, after sufficient decay, skeletons; Fish Skan usually transform into some form of extremely pretty nymph or satyr, the type depending on location; Flashnu mostly devolve into spirits of some form, usually ghosts, but potentially more dangerous entities depending on the deceased being’s psychological state at the time; and Elks often become demons or angels, dependent on whether or not they are fully aware that they are not necessarily better than the other races (for obvious reasons, demons are significantly more common an encounter than angels). With the exception of angels, most newly-formed Half-Dead lose some degree of sapience and memory, often running on base instinct until their minds reboot to a sufficient extent that they can figure out who they were prior to death; those Half-Dead who regain sapience, however, often form complex societies that somewhat mirror those that they originally came from. At a surprisingly high total population of roughly 500,000,000, but a sapient population of only 100,000,000, all Half-Dead are very effective magicians, due to how they come into being, and possess great stamina, given that the only way to destroy one once it has formed is to damage the “magic brain” that keeps them alive, making the non-sapients excessively dangerous if one is not sufficiently prepared to deal with them; other traits generally depend on what form of Half-Dead a given being becomes. Once again, the type of Half-Dead a being transforms into is heavily, but not completely, dependent on the original race – humans can potentially become demons or angels, Flashnu can transform into nymphs or satyrs, Fish Skan can turn into spirits, and Elks are able to become zombies or skeletons. Also note that a being cannot become a Half-Dead if their mental function is fully obliterated, e.g. if the brain matter is destroyed or otherwise damaged beyond repair, and that non-sapient Half-Dead are very easily manipulated by specific magical impetuses, collectively referred to as necromancy (with the additional note that good necromancers can even create new Half-Dead by pouring appropriate magical energies into a corpse whose mental connections are still intact at the time).
Other Races – Other races, hailing from locations outside the Realm, may also be seen within the borders of the Realm, and nominally non-sapient beasts may be magically granted their sapience through luck or design. For the most part, though, one will not be allowed to play the role of these entities unless a very good reason is given for such, as well as a very good description of the race the person wishes to play as.

 
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Factions
The Dark Empire – What the Dark Lord is attempting to turn the once-neutral Realm into, this faction is one of the largest, for the corruption that has been instilled within the original empire, but also one of the most likely to be perceived as evil, for obvious reasons. Led by the Dark Lord himself, their goal is to conquer the entirety of the Realm for themselves, and then proceed onwards to the rest of Detas; it is also believed that the Dark Lord wishes to obtain godhood, for the sole purpose of destroying the entire planet once he does. Whether or not these rumors are founded in truth remains to be seen. (GM’s Note: Most players should not try to choose this faction as their starting faction. Bad things will eventually happen to them if they do, mostly by the hand of other, more heroic players.)
The Generalized Orthodox Church – A church dedicated to the worship of most of the pantheon of deities that are generally worshiped within the Realm, it was originally created by a well-meaning optimist to bring together the species of the world as one people, although it later developed a militant branch, the Inquisition, to deal with the rare heretic that worshiped any deity that wasn’t in the pantheon. The advent of the Dark Empire split the group into two sects – one embodying the original purpose of the Church, and highly opposed to the Empire’s existence (though many have questioned them with regards to their lack of action to support this statement), and the renamed Dark Inquisition, who have dedicated themselves almost completely to the Dark Lord with a fervor that seems quite insane to those outside the sect itself, and who regularly engage in executions, cruel and unusual tortures, and other such acts in his name.
The Resistance/Rebellion – The first group to overtly stand up against the Dark Empire, the faction possesses two names, one used by they themselves and other anti-Empire groups, and the other by the Dark Empire and their allies; neutral groups tend to vary on this point. They are relatively small at the moment, but are gaining support rapidly, despite consistent Empire attacks to lower their numbers; conservative estimates say they will rival the Empire in power in a few years’ time, or when a sufficiently powerful champion or group of champions sides with them, whichever comes first.
The Fish Skan Alliance – A natural conglomeration of about half of the Fish Skan in the Realm, as well as a small number of other species who want to get away from it all, this faction generally aims simply to make it so that their species is left alone by the other races of the world, and so that their typical food source of fish and other sea-based fauna and flora is not completely destroyed by overfishing; they tend to oppose the Empire if pushed, due to the latter’s desires to conquer everything else, but mostly ignore other factions unless explicitly acted against by them.
Flashnu Racial Groups – Not so much a faction in and of itself, this instead represents the sum total of the various Flashnu groups campaigning for certain racial outcomes within their species, the three largest being the Vocal Majority’s Representatives, aiming to eliminate the “filthy dark Flashnu taint” within their society (recently using the Empire as a footstool for this goal), the Backlash Against Discrimination, representing the dark Flashnu’s perhaps overly violent retaliation against discrimination by groups such as VMR (also using the Empire as a crutch to help themselves), and the Equality Drive, with the goal of equalizing the rights of both normal and dark Flashnu and preventing such discrimination as is currently present (helped by their propensity to not go to the Dark Empire for assistance at all). Also of note is the Reprieve for Other Racial Potentialities, a relatively very small group representing the minority of mutant Flashnu that do not fall under the two main forms, and essentially neutral with regards to pro- or anti-Empire views.
Elk Destruction League – A recently-created, commoner-oriented group originally created as the “Classist Destruction League”, the name and goal was quickly changed when the upper class Elks of the Realm began protesting against the existence of such a league in increasingly violent manners. Their new goal, as might be expected, is to wipe those smug prick Elks completely from the face of Detas, starting with the Realm. Given the high propensity of Realm-based Elks to side with the Dark Empire for the material benefits they gain from it, most members are severely anti-Empire in standing, although exceptions exist in notable number.
Half-Dead Communities – As with the Flashnu racial groups, this is not its own faction, but rather a conglomeration of all societies formed by the sapient Half-Dead of the world; unlike the Flashnu racial groups, they tend to not be explicitly named, instead forming based on what type of Half-Dead comprises their majority, resulting in the three main groupings of Zombie/Skeleton Communities, Nymph/Satyr Communities, and Spirit Communities, the individual members of whom all hold varying levels of allegiance or non-allegiance to the Dark Empire based on personal preference. Notably, angels and demons do not have their own specific communities – angels are usually able to live peaceably with just about any other non-demonic race, and are potential members of any faction other than the Empire, whereas demons usually don’t get along with anybody, including themselves, and a demonic force with a leader powerful and charismatic enough to hold it together would be a major faction in and of itself, although demons occasionally fall under Empire command temporarily so as to destroy things more readily.
Freelancers – A mercenary group composed of many adventurer-esque members, they are willing to perform just about any job that suits them, so long as it pays well. Individual members may object to courses of action specific to themselves, but the faction as a whole owes allegiance only to whoever pays the best.
Other Factions – Other, less notable factions also exist in the Realm, which may be created and elaborated upon by the players if they so wish; however, they shouldn’t expect, as a matter of course, that other players will join a faction they created because they created it.

 
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Worshipped Deities
Rakon, Planetary Representative – Supposedly the creator of Detas and its inhabitants, Rakon is worshiped by many within the Realm, is frequently given respect even by those who don’t, and is often depicted taking the form of various different races, but always wearing greenish-gold robes.
Maria, Goddess of Magic – Often credited as being the reason why the Realm has such a high overall magical concentration, and thus so many mages, Maria is frequently seen as being even more powerful than Rakon, although she isn’t quite as highly-worshiped; she is alternately depicted as taking the forms of a dark-feathered owl, and a female Elk of impressive stature wearing blue and black robes.
Bob, the Bandit Lord – Supposedly the one deity who lives amongst mortals, but has not been identified because he can take the form of anything and anyone, though he supposedly frequents the forms of otter, horse, slime, and shadow, as well as that of human and dark Flashnu; for obvious reasons, he is not heavily worshiped by most beyond the realms of banditry, although he is credited with bringing great luck to those who offer him a token of respect frequently.
Alana, She of the Fish Skan – A deity mostly worshiped by the Fish Skan, as is evident by her name, Alana supposedly watches over all aqueous beings, and is believed to be the reason the four cardinal elements of water, fire, earth and air can co-exist alongside one another without any one element dominating the other three.
Shyf, the Changeling – Noted as being the youngest of the gods, Shyf somewhat ironically represents the Flashnu and their longevity, being believed to have asked Rakon to grant them that favour in exchange for their sense of distinction; Rakon, interpreting “their” as a double-sided cost, apparently took both the Flashnu’s physical gender distinction and Shyf’s own ability to hold one form for very long, such that Shyf is now depicted as flickering between normal and dark Flashnu in their appearances in lore.
Dulbur, Death Eater – The token “evil god” of the pantheon, Dulbur is supposedly the only god who rose to it from mortal status, through the use of life-sacrificing rituals to add to his power until he ascended beyond discernible physical form; as punishment, Rakon and Maria chained him within the oblivion that lay beyond time, to languish forever in self-loathing for what he had done. Actual worship of this interpretation of him is very rare, existing only in minor sects or the death cults that sprang up in the wake of the Dark Empire; he is usually depicted as a titanic Elk, with the arms and legs of a human, and in particularly blasphemous cases, even the same green-gold robes possessed by Rakon. Notably, the Half-Dead of the Realm tend to interpret his existence very differently indeed – whilst he is still a massive Elk with human limbs who started as a mortal, Half-Dead worshipers mostly believe that he ascended far more peacefully than other races would have it, and was then accepted by the other gods, who allowed him to sustain the life energies of those who died by transforming them into the Half-Dead who exist today.

 
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Sign-Up Form
Name: Character name.
Age: Character age. Theoretically, anything within reason is possible for the given species – humans live to an average of 80 years, Fish Skan to an average of 100, and Elks to an average of 135 years, whilst Flashnu can potentially survive for 1000 years or even longer (though they tend to die of other causes, such as disease and murder, well before old age ever catches up with them, hence “survive” rather than “live”). Half-Dead are technically immortal, given their already pseudo-deceased status; normally, though, a sapient Half-Dead will have been dead and instinct-following for at least a century beforehand.
Gender: Physical gender. Male or female for most species, but Flashnu are genderless by the standards of other species, and a homebrew species may also differ from the male/female archetype. Yes, it’s possible to use specialist magic to attain a hermaphroditic, intersexed, sexless, or otherwise trans-gendered form; no, you the players cannot have this for your character (unless it’s specifically a racial trait, and then I’m going to be rather suspicious of your motives).
Race: Pick one from the list, including Half-Dead sub-types, or come up with your own if you really think you have a good idea that I’ll accept from you.
Appearance: Describe your character’s physical appearance and clothing. This should be congruent with their race and position in life respectively, although relatively minor variants of the basic body types are acceptable, and it should be noted that Half-Dead possess many different forms.
Faction: Again, pick factions from the list given, or come up with your own. Note that your character can be a member of more than one faction at a time, but being a member of two factions with mutually exclusive goals, e.g. the Dark Empire and the Resistance/Rebellion, is not suggested, as it will end poorly for you. You may also choose to not be in a faction at all, in which case, just put “None” in this section.
Class: Basically just flavour here, but describe your character’s would-be “adventurer class” in as much detail as you feel is necessary. Square pegs can fit into round holes – for instance, an Elk can be a Rogue, and a Flashnu can be a Fighter – but generally, it’s not advisable to try to justify this. Also, one class per character. Don’t be smart with me and try to multiclass.
Signature Magic: A sub-section of class, if your character has magic, you should specify a rough outline of what they can do with their magic under normal circumstances, i.e. average-level magical field, no magic boosts from someone else, etc.. This can obviously be ignored if your character does not possess magic.
Biography: A short biography of your character’s life before the events of this game. Note that “short” does not mean “one or two sentences”; try to put some effort into it.
Other: Other details regarding your character, if relevant.

Signed Players
1. Jarl Frea the Mighty (Pa1 Po7)
2. Drac Lamures (Pa1 Po9)
3. Aurold Loring (Pa1 Po11)
4. Nicholas Alma Langrisser (Pa1 Po12)
5. Lexa Amadeus-Troy (Pa1 Po13)
6. Mega Z (Pa2 Po4)
7. Marius Embelus (Pa2 Po5)
8. Kiruox Opheim, the Indomitable (Pa2 Po10)
9. Azorel Blintz (Pa3 Po6)
10. Lynx (Pa3 Po21)

X. Wai Zi

Also needed
Dark Lord’s Second-in-Command and the GM’s co-host: Icarus of the Blood (Pa1 Po24)

 
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Name: Jarl Frea the Mighty
Age: 523
Gender: Male
Race: Demon
Appearance: 6 feet tall, with black wings, and red robes, he usually carries a sword around on his back, and has a belt with several openings to place equipment in.
Faction: Freelancers [Do~ūmuseibāzu]
Class: Swordsmage: A user of swords, and an expert at blades, he knows, and is adept at, a fair amount of magic, all of it battle magic, the majority of it focused on making him and his swordplay more effective.
Biography: So you really want to hear about me? Ok then. I was born 523 years ago, in the north. I belonged to a small kingdom, called themselves the nords, and I was appointed as a noble. I was a human, though surprisingly now I’m a demon, kinda odd, but I’m one of the kind of people who would end up being an exception. So, long story short, I got my own tracts of land, was close to starting a rebellion, when I got killed in a giant battle, in an all out war against an empire to our west, I believe they were called the Swandians. Well, it doesn’t really matter, they’re both destroyed now, and most traces gone. So I was 35 when I died, wandered around like a monster for 212 years, and I’ve been sentient for 247 years, and been sorta wandering around the place, a standalone mercenary. 20 years ago I founded my own guild, named it Do~ūmuseibāzu, gathered some people, seen a few die, seen a few join in with me, mostly halfdeads, but I there’s been a couple of Flashnu, couple of humans, couple of Fish Skan, pretty much a mixing pot of all species on the planet, wandering in and out. That’s pretty much it, just keeping on this adventure, and it looks like it’s gonna keep going on for a long, long, time.
Signature Magic:
Blur: A spell that increases the users speed varying on the amount of mana used.
Force: A spell that increases the users strength varying on the amount of mana used.
Elemental Swords: A spell that alters the composition of the wielders sword, and adds the powers of an element. This costs a moderate amount of mana to initiate, and the amount of mana it costs to maintain is negligible, so it should stay in it’s elemental form unless the user is unconscious, disables it voluntarily, has it disrupted with other spells, or is completely drained of mana.
Summoning Charm: Not a spell in the literal sense, but the sword used by Jarl Frea is enchanted with a summoning charm that allows the user to summon the sword to it’s sheath, using such a small amount of mana, that it can be used unless the user is unconscious, has it disabled to other spells, or is completely drained of mana. This does not include summons which span over one mile in length, in which case it will cost slightly more mana the farther away Jarl Frea is.
Invisible Armor: Using a moderate amount of mana, Jarl Frea can create a magical set of armor defending himself from magical and physical damage by a large amount.
Minor Healing: Along with battle magic, Jarl Frea knows a small amount of healing magic, being able to use it to heal bruises and cuts, along with minor ailments. The amount of mana used is small, though it’s usually used to heal more then one cut or bruise, so it adds up.
Invisibility: Using a gigantic amount of his mana, Jarl Frea can use invisibility. This is used when he needs to withdraw from battles, and will drain all his mana within 90 seconds. When invisibility is used, it will make anything the user chooses, that is touching him, invisible. This does not increase the amount of mana needed for use.
God of Worship: Dulbur

 
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is rp? roll? etc?

 
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Name: Drac Lamures
Age: 19
Gender: Male
Race: Human
Appearance: Drac always wears the same bright sea foam white unzipped hoodie which has faded to a light gray over the years of abuse to the hoodie. Underneath is normally a tee-shirt of a dark color, normally a dark/rain cloud gray or a pure black shirt, usually without a design. Loose dark blue jeans are tied to his body with a black belt. Drac has wispy blonde hair that hangs into his eyes and down to his shoulders with minescual to no facial hair, his regular green eyes tie together his clean, soft complexion. A black hexagon with very sharp corners is what seems to be tattooed onto his stomach, almost exactly in the middle of it with very short curved lines that protrude out of the outer corners, the curved lines are very basic and look just as if they were tentacles.
Faction: Freelancers
Class: Mage
Signature Magic: Drac works with mostly two types of magic, Electricity and Darkness. Though an awkward combination, Drac feels the most comfortable when performing either the two. Drac is known for two of his most popular magic, Drac forces a ball of electricity, half of the ball is positively charged while the other half is negatively charged, keeping the two charges apart he throws the ball into his enemies. When Drac feels its appropriate, Drac puts the two Charges together causing a moderate static shock, the shock occasionally stuns/blinds the enemy temporarily.
Drac is also known for his Shadows, his whole dark energy revolves around his and others Shadow. Whether its him slipping into the darkness and traveling the world as a shadow or if its his shadow holding onto the enemy dragging them down under slowly, though most, if not all entities, quickly get rejected by the realm and forced out back onto Earths soil. Drac is also known for his shadow coming alive, Drac’s shadow takes the form of a menacing beast of chaos and appears onto Earths ground with a fine link between the shadows and Earth.
Biography: Drac grew up in a very harsh yet calm forest, he learned much there, like very basic survival, small amounts of hand to hand combat, and tending minor wounds such as scrapes and bruises. At the age of 10, his father gave him his bejeweled sword that always had a particular twinkle.. his father died a gruesome death alongside his mother and sister, they were beheaded before his eyes. The image of death struck him, forever burned into his mind the images of his family.. he holds onto his sword as a memory from the past, a memory from the only person he can and will ever trust. Drac was expected to live as an adult at the age 10, providing food, shelter, and most importantly keeping himself alive form whatever beasts lurk at night. The images of blood and death constantly fill his mind ever since the slaughtering of his family. Drac was taken from his tree shelter he had built in the forest not too many years later by a man wearing a blackout mask. Drac awoken, stretched out on a wooden table, stitches on his side and blood soaking into the table. Drac left with his life though with a mysterious hexagonal shape marked onto his stomach. Though he found the mark to be hindering, Drac also discovers that the mark grows as he exhausts his energy leaving him more exhausted and weak as the seal grows larger.
Other: The mark stated above grows larger in size as his energy lowers (From being tired, using any magical energies, or simply pushing himself too hard). The larger the mark is, the more tired/slow/weak Drac becomes.

Originally posted by ilovekirby12:

is rp? roll? etc?

This game is a RP

 
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Name: Mortimer von Vernichtung

Age: 345 years

Gender: Born as a male.

Race: Half-Dead: Human skeleton

Appareance: Mortimer is a 5’9 (Roughly 175 cm) tall skeleton. He has deliberately washed off the remaining chunks of rotten meat on his bones, as some friends advised him to as it was “too smelly”. He also has a cut on his skull, specifically above his left eye socket. He wears a frock suit, with a light grey shirt and dark blue bowtie, trousers, shoes and coat. He also has a black top hat with a white band and can sometimes be seen with a tobacco pipe, although he cannot smoke. He also has a black oak cane with a white skull at the top.

Faction: None, he’s a lone mercenary, although he’s often hired by the Rebellion

Class: Trickster – Mortimer would be a mage focusing on black magic, specifically the kind that can be used to manipulate people, both directly with magic and indirectly via stimules, like illusions, sounds or alike. If he ever needs to face combat, he would usually use crow-shaped magical projectiles at the enemy, or just smack them with the cane. He tends to avoid direct combat, often escaping from the fights.

Biography: Mortimer, as far as he remembers, was born in a rich, noble family as Adalwulf Skritner. He lived happily as a typical spoiled brat, sometimes taking lessons of magic, until the age of 23, when a mercenary group kidnapped him to get his father’s money. His father, loving his position more than his son, declined, resulting on Adalwulf to be murdered. The mercenaries dropped the body on a swamp outside the Realm.
Unknown to them, the swamp’s magic field was heavily saturated due to the many other bodies that where there, most of them of beings that where somewhat capable of doing magic and a few that where skilled magicians. Although Adalwulf didn’t know much about spells and related stuff, it was enough to make him “resurrect” as a zombie. The following 150 years are mostly a blurry, repetitive memory, often involving grey-matter, guts and red.
He who was previously Adalwulf “woke up” when he found himself eating the body of who could’ve been his grandchild. After some minutes of confusion and finishing the meal, he said to himself that he had enough of living in a muddy swamp and he went back to the realm. He would’ve been kicked out for indecency, as he had no clothes, if he didn’t encountered a group of thieves. They where pillaging a rich-looking man who had wandered too far into the foggy woods trying to find his pet, namely, a dog named Spike. Seeing how the thieves plundered everything from the noble, Adalwulf decided that he would try that kind of job too, in order to gain a name and reputation. After many years of working, Adalwulf managed to get a bit of that, calling himself Mortimer von Vernichtung and working as a mercenary specialized on negotiations, manipulations and, sometimes, plundering.

Other: Mortimer likes drama. Most people just call him “Mort”. He also tends to give himself a title when introducing himself.

 
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Name: Aurold Loring

Age: 200

Race: Flashnu

Gender: Genderless

Appearance: Aurold is a translucent Flashnu who appears no older than 20. Aurold has long silver hair and the generic blue eyes regular seen in their species. His/Her flame like aura has a slight silver discoloration. S/he covers their pale white upper half with an off-white button up shirt and a silver vest.

Faction: The Forum of Scholars: A conglomeration of magically inclined sentient beings who gather together to create, learn, teach, observe, record and preserve magic in all it’s forms. The forum does their utmost best to remain neutral in large scale conflicts but when it is absolutely necessary for them to pick a side they make the choice democratically by taking a vote among all members of the forum.

Class: Archsage: A user of many different types of magic. Essentially the Fire emblem class of the same name only without the need to constantly carry Magic Tomes and Staves.
Signature magic: Aurolds signature magics are Healing and Light magics. Being trained in the art of healing magic from an early age s/he is able to perform feats that an average healer would find impossible such as healing people over long distances or completely eradicating any trace of illness in a person. S/he took a liking to light magic because of it’s many different uses. Some examples of what s/he can do with light magic include rendering him/herself temporarily invisible and temporarily blinding opponents.

Biography: Aurold comes from a long line of upper class Flashnu famous for being healers and physicians. Aurold’s parents worked hard to make sure their spawn grew up knowing the healing magics that their family was famous for hoping that they would follow in their footsteps… and for the most part they did. The only exception was Aurold who left his/her hometown at the age of 30 in search of something else to do besides healing others. About a year into her/his travels s/he came upon a forum made up of a variety of races of sentient beings using magics of multiple varieties and was immediately entranced by the group. Never before had s/he seen such amazing magics as the ones these forum goers used. Aurold decided then and there that s/he would devote his/her life to mastering as many of these magics as s/he could. S/he later learned that this conglomeration was known as the Forum of Scholars and that the group was constantly growing and that they constantly sent scholars to travel around the world and return with any new magical knowledge they have come across to the forum. Aurold spent the next 169 years apprenticed to several mages of differing age, ability and race. Now for the first time in 169 years Aurold has decided to leave the forum in search of new magical powers and knowledge.

Other: Aurold often spends his/her spare time memorizing magic texts, incantations, recipes and spells. S/He often can be caught reading aloud from texts or reciting things that s/he has learned.

 
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Name: Nicholas Alma Langrisser
Age: 22
Gender: Male
Race: Human
Appearance: With a slim body, he stands a little over 6 feet tall. Smooth white hair covers the top of the eyes to nape of his neck, with the occasional stray hair that pops out. His left eye is dull blue, and the other eye is covered by an eyepatch. Small, very faint scars can be seen on exposed skin.
He can be seen wearing a white longsleeved shirt, a simple black vest, long black pants and simple black loafers commonly when he is not performing, otherwise he is seen in a single garmet with a checkered black and white design. A basic black satchel holds his set other set of clothes.
Faction: None
Class: Spellsword
Signature Magic: A dabbler in a few magics, but mostly studied utility magic that can help do jobs everyday. This magic can used to produce lights to provide light, small flames to light candles and dry flames, produce small wind gusts to clean objects, ect.
Can cast a few simple healing spells to mend scratches, burns and scars, but little more. One other magic group he focused abit on was magic that created illusions. He could create small items in thin air, but they do not last long.
Biography: Being born into the relatively wealthy Langrisser family, a name passed down for generations. The family was known to be picky about lineage, and would often only produce one or two heirs.
Nicholas was, to nobody’s surprise, an only child and sole heir to the fortune. He was made to study various texts relating to history, economics and swordplay, but never actually paid any attention to the texts if they did not relate war – a subject he was vastly interested in. He often found tomes of magic lying inbetween the previous texts. He would often manage to perform the spell, be it make a make a simple floating light source, or make a tiny flame from his hand.
One day, though, he found a dusty scroll, saying little but promicing to eliminate anything that stood in it way. He was trying to perfect it one night, when his family members were asleep, which was when he usually practices magic, when he uttered a single wrong word, and was knocked out, When he awoke, he found that everything was gone. His family, his house and the entire town was leveled. He lost sight in his right eye, white hair, scars over most of his body, and lost entire sections of his memory.
He started to wander around, from town to town, doing simple parlor tricks with the magic he could remember, and fight the occasional bandit with a sword he managed to buy.
Other: He can remember some of the spells he used to have as time goes on, but right now only remembers simple ones. Also, he does remember some tactics from the war texts, but again, most are gone. (I will make his actions more tactical once he starts remembering some spells.)

 
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Name: Lexa Amadeus-Troy

Age: 21

Gender: Female

Race: Human

Appearance: Average height and weight with a slight built. Somewhat tanned skin, dark-brown hair, and blue-green eyes passed on from her biological mother. Lexa has a large facial scar originating at the bridge of her nose—it cuts down diagonally across her left cheek and ends just below her jawline. Her clothes consist of brown fitted pants, grey (and somewhat worn) tall leather boots, a black sleeveless top, and an equally dark scarf which alternates between being loosely worn around her neck and expertly tied around her waist. Lexa has numerous ear piercings adorned with silver pieces. She wears no other jewelry due to her lack of status.

Faction: The Dark Empire

Class: Assassin. Lexa is quite agile and is a self-proclaimed expert in the art of free-running. Her knowledge of how to physically kill a being greatly ranges in variety, but unfortunately she’s not as good with spirits.

Biography: Born to simple townspeople, Lexa never knew the hardship of less-than-ideal living conditions until recently. She was adopted by the royal family after her mother passed away due to birth complications. Sadly, her father committed suicide when he found out about his wife’s pregnancy. What drove him to take such drastic action remains a mystery, but it can be assumed that his mental instability was the cause of it. With no known relatives around, the royal family took it upon themselves to adopt the baby girl after they were fed up with requests from the local doctor to take action. Growing up, Lexa lived the ideal life and was considered nothing less than perfect by those around her, but upon her 13th birthday she felt she was old enough to wander too far from the perimeter without the usual guards assigned to her. In a matter of hours, her physical and spiritual innocence were ripped from her very core. This vile act forever changed her for the worst. The change was noticed immediately upon her return, and although she did not speak a word of her experience with anyone whom she regularly communicated with, her tainted heart was enough to get her kicked out of what had been her home for the past 16 years. She was considered an adult by that point, but she was given enough money to live comfortably on her own. Lexa spent the next 3-4 years being that one citizen who everyone loathed. One cold winter night, she was left for dead after her two-story home was ransacked by a gang of angry neighbours. Miraculously, she survived the ordeal, and she decided it was best to start fresh at a new location. After settling down once more in a faraway town, Lexa found it impossible to keep up the good girl charade and soon joined The Dark Empire after being pursued by her lover.

Other: Lexa is, to say the least, a genius in the subject of natural sciences. She also has somewhat of a passion for languages but never really pursued such education. Unlike many others around her, Lexa doesn’t really worship any one deity due to the lack of evidence on their existence. Given the circumstances of her past, she is sure that there isn’t a higher being.

 
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Originally posted by ilovekirby12:

is rp? roll? etc?

Parsed RP, mostly – you give an action, I’ll give a response, though this formula may change slightly over time, or be different from the outset depending on whether or not the players would rather not play the game in that manner.

Also, forgot to mention earlier: you can choose to not be in a faction at all, if you so desire. This information will be added to the post sets above.

EDIT: Alsoalso, I need a co-host who can act as the Dark Lord’s second-in-command. Anyone up for it?

 
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EDIT: Alsoalso, I need a co-host who can act as the Dark Lord’s second-in-command. Anyone up for it?

Me potentially?

 
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Originally posted by RandomTurtle:

EDIT: Alsoalso, I need a co-host who can act as the Dark Lord’s second-in-command. Anyone up for it?

Me potentially?

Well… potentially, yes, but I haven’t seen you host many games recently, so I don’t have much to go on. My suggestion to anyone (not just you, RT) who has designs on the co-host spot would be to make both a PC and CHC, and then if you don’t get the co-host spot, you can still play as a normal player. In relation to that, I’d like to note that, since the co-host’s character is the Dark Lord’s second-in-command, any co-host character is automatically aligned with the Dark Empire, and will have excessive trouble with just about everyone, Dark Empire included, if they decide to randomly defect from the Dark Empire and subsequently try to join another faction, although this was probably obvious from the outset.

 
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If it’s needed, I can try to make the CH character

 
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Made character.

 
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Made mine also.

 
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My character is complete.

 
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All characters accepted so far, but overfrost, you need to describe the Forum of Scholars with a bit more detail than you have so far. Also, because someone asked for clarification on this privately, a Half-Dead typically looks more similar to its progenitor species than anything else, leading to the logical conclusion that the majority of nymphs and satyrs look similar to Fish Skan, whilst angels and demons (if bodily alteration has not rendered either of these inapplicable) tend to look similar to Elks; if a living species becomes a type of Half-Dead that isn’t typical for it, they will tend to look more similar to their previous form than to the species that typically spawns that type of Half-Dead – for instance, as the only PC example thus far, Jarl Frea the demon looks more like a human than an Elk, because he was originally a human before dying. And speaking of things relating to BLOODYRAIN

[Now is Freelancers just a term about groups of mercenaries that operate separately, or is it one giant group of mercs? If it’s the latter, would it be possible to run part of a small guild maintaining 20 or so people? If not, I’d change my faction to the guild name, or scrap the idea if necessary.]

The Freelancers is a single mercenary group. To clarify why this is: technically, normal mercenary groups are illegal in the Realm, given the tendency of anyone with the job description of “mercenary” to actually be some form of raider or assassin, but the Freelancers are large and legitimate enough to avoid drawing ire as a whole, although individuals in the faction who commit otherwise illegal deeds such as raiding are certainly not exempt from punishment. Should you wish to make your own mercenary group, take note that if it draws the bad kind of attention to itself, investigations will definitely take place.

Originally posted by Behemoth542:

If it’s needed, I can try to make the CH character

As I said before, anyone can apply for the position of co-host if they want; however, in case you don’t get the position, you should also make a regular player character, to minimize disappointment if you don’t get the position (in your case, Behe, you already have a PC in place, so it’d just be a matter of making the assistant).

 
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I find myself wondering whether I was in the original.
If so then I think I should sign up.

Does the thread for the original still exist as a thread?

 
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Originally posted by kingzak13:

I find myself wondering whether I was in the original.
If so then I think I should sign up.

Does the thread for the original still exist as a thread?

You were in the original games, and I can probably link to those if people want to see how terribad we were at RPing back then.

 
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Ok, I guess I’ll make a Co-Host character, if no one is gonna do it.


Name: Icarus of the Blood

Age: 158 years

Gender: Male

Race: Human Half-Dead: Wraith (A ghost highly proficient with magic. Their prescense can be noted by an opressing aura of pain, hate, cold, fear and/or sorrow, depending on the wraith’s current emotional state. They’re intangible, thus they can pass through any object, making most solid weapons useless unless they’re properly enchanted. They can enter the body of another being and possess it if it’s weak-willed. When they enter a being, they can scan it to learn something from it, although it takes some time. They can be expelled if the “host” is strong enough. They’re born from insane beings or an insatiable bloodlust. They’ve all got a “core”, which may vary from wraith to wraith)

Appearance: Icarus’ body is a dark red, slightly transluscent mist, which gets more dense the closer it is to the center. There’s an ethereal, pitch black, icosahedron shaped gem on the center, roughly 3 cm wide. Icarus can make the fog take different forms, and move the core (The stone) accordingly.

Faction: The Dark Empire

Class: [Insert Class name here{Dark Vice-president(?)}]: Icarus can perform a variety of spells of almost all categories, focusing on dark spells, curses and blood rituals. One of Icarus’ special traits is that he “feeds” on blood to increase his power. This leads to the mist growing bigger.
Signature Magic: Icarus can control blood and alter it’s state between gas, liquid and solid. However, he cannot control it while it’s inside a living being. This ability proves useful when making blood ritual circles for different propouses. Icarus itself is also an expert on dark magic, but is able to use other magic skillfully if it’s needed

Biography: Icarus’ full name is unknown. He was a feared mage across the whole realm, known for collecting the blood of his dead enemies for rituals to make himself stronger and extend his life. He lived 126 years thanks to these rituals, but they had to be renewed to keep his longevity and strength. Only the collective effort and sacrifice of many brave heroes was enough to take him down. His past is unknown to everyone.
Flash foward to 22 years before this moment, when his soul was resurrected as a wraith by the current Dark Lord to serve as his minion. Since then, Icarus has scaled through the ranks until he became the second-in-comand of the tyrant.

Other: Icarus tends to roam on the remains of a battle, consuming the blood of the fallen. His voice has an unnatural echo, although he doesn’t talks too much. He’s also a sadist. He doesn’t worship any god


Hope this is not too OP

 
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That, Behemoth, is great. Icarus will certainly make a good dark assistant if nobody else steps up; just remember that co-host duties fall to you if I’m not around, and all will likely be well. Incidentally, to all players, I’ve decided to alter the sign-up sheet slightly, and add in a “signature magic” section to the Class part of the sheet; basically, if your character is capable of magic, just put in a rough outline of what your character is capable of under normal circumstances. This evidently isn’t applicable to those characters without magic, so non-mages such as Lexa can ignore that bit.

EDIT: You know what? I should probably add a list of worshipped deities to the lore too. And if anyone else can think of something I should add, tell me, and I’ll see if that can be added.