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The Land of Armeira (Massive Fantasy/Sandbox RP) (Sign-Ups ALWAYS Open)

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Master Mew

Level 7
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armeiralogo.png

A massive, free-form, do-what-you-want-to-do Fantasy Roleplay! As long as you keep it reasonable (no sub-machine guns, obviously - it is Fantasy Genre after all), there are very few limits!

The Plot
Note: The plot will begin to "flesh out" as you add to it! This RP profile will change often as the story evolves.

The Empire of Armeira has enjoyed peace for over 300 years, the home of thriving industry, noble sport, and courageous heroes. Yet recently, beneath the surface, the Koleiros Cult has reformed, and is gathering in the mountain ruins of Koleiros to call forth their 'god', the creature Kolos, the self-proclaimed origin of Chaos. Koleiros prophets have begun to emerge, promising death and destruction in the streets of Armeira's cities, as a new reign of darkness draws nigh.

banner1.png

The Land of Armeira
The Map
mapvs4.jpg
Map Markers
Note: Most locations will be described in detail by YOU, the Roleplayer; feel free to form the world around you as you see fit - use the map and descriptions (when applicable) as guidelines.
1. Tuseid (Major City)
The Capital City of Armeira, the seat of its Government

Guild Halls:
  • Temple
  • Warriors Guild
  • Mages Guild
  • Assassins Guild
  • Royal Guard (Main)
2. Arlok (City)
Guild Halls:
  • Mages Guild (Main)
3. Migaroth (Fort)
Guild Halls:
  • Royal Guard
4. Pithis (Village)
Guild Halls:
  • Assassins Guild (Main)
5. Melaphos (City)
Guild Halls:
  • Warriors Guild
6. Tharleia (Ruins)
7. Harteil (City)
Guild Halls:
  • Warriors Guild
  • Mages Guild
8. Kaliroth (City)
Guild Halls:
  • Mages Guild
9. Peletoth (Major City)
Guild Halls:
  • Warriors Guild (Main)
  • Mages Guild
  • Temple
10. Maritheth (Fort)
Guild Halls:
  • Royal Guard
11. Yoraquet (Village)
Guild Halls:
  • Assassins Guild
12. Ignoret (Temple)
Guild Halls:
  • Temple (Main)
13. Alimbar (Major City)
Guild Halls:
  • Warriors Guild
  • Mages Guild
  • Koleiros Cult
14. Tartheth (Encampment)
Guild Halls:
  • Koleiros Cult
15. Torimeir (City)
Guild Halls:
  • Warriors Guild
16. Koleiros (Ruins)
The mysterious figure Kolos, worshipped by the Koleiros Cult, is believed to reside in these ancient ruins. Misfortune befalls any would-be adventurer who ventures too close.
17. Werak (Village)
Guild Halls:
  • Assassins Guild
18. Arimei (Fort)
Guild Halls:
  • Royal Guard
19. Yorhai (City)
Guild Halls:
  • Mages Guild
20. Talimaeus (Ruins)

Races
Note: These are the three races native to Armeira. You can create your own race if you would like, just remember that if you use a custom race for your character you will have to state where your character lived (a fictional place) prior to coming to Armeira.

Ertai
This human-like race is lean, tan-skinned, and athletic. They excel in endurance, have moderate physical strength, and low magical prowess. They originate from the Plains of Baridae region. They are known for being thoughtful, passionate, and artistic.

Herthar
This heavy-set, dark-skinned, muscular race excels in physical strength, has moderate endurance, and low magical prowess. They originate from the Sorilae Mountains region. They are known for being stubborn, proud, and generally less intelligent than other races.

Alimor
This elf-like, fair-skinned race has excellent magical prowess, moderate endurance, and little physical strength. They originate from the Avimeir Mountains region. They are known for being intelligent, sophisticated, and deep.

Guilds
The Temple
Chief-Priest: Amaru Nastu Machiavelli (acs1903)

Members: Amaru Nastu Machiavelli (Guildmaster)

Description:
The path to enlightenment goes through the Temple. The teachings of the Chief-Priest lead all followers to enlightenment and perhaps even ascension. The followers have a simple goal: Reach enlightenment and ascend to a higher form of being consisting solely of energy and nothing mundane. What makes a Temple Priest or follower?

Concentration. The concentration to spend countless hours meditating and concentrating on the mind. The concentration to spend countless hours reading and gaining knowledge.

Spirituality. One must be spiritual to reach enlightenment.

Freeing the mind. A mind that is restrained can never reach enlightenment.

Knowledge. Knowledge is power, it opens up the path to enlightenment.

Discipline. Disciplining one's self is key in order to meditate and to follow through with abnegation.

If one has these attributes they are deemed worthy to be taught by the Chief-Priest in order to reach enlightenment. They are deemed worthy enough to be devout followers of the three primary Deities of Almira with special focus on Lumen and Zhishi. They strive to reach enlightenment and be granted access to the Great Library and perhaps be a Herald of Light.

It is not easy to be a member of the Temple Guild. The road to enlightenment is hard. Many have tried but failed. Many were not patient enough. Keeping all these in mind, do you have what it takes to reach enlightenment.
The Warriors Guild
Guild Master: (Pending)

Members: None

Description:
Guild Descriptions will be submitted by their respective Guildmasters
The Mages Guild
Guild Master: Ancev Naxes (Mouthful of Pi)

Members: Ancev Naxes (Guildmaster)

Description:
The Order of the Orihalcum Tower, known as simply The Tower or just the Mages Guild, is a group dedicated to educating people in the use of magic, as well as fighting against those who would misuse it. Founded fifty-three years ago by Ancev Naxes, it has deep ties with the government, and it's most elite order, the Ebon Guard, serves on almost equal standing with the Royal Guard. These knights, coated in black armor, are totally immune to magic of all types, and fight to eliminate rogue wizards. They are very mysterious, as they almost never speak, and very few have seen their faces. Nobody even knows where they are recruited from, or if they are even human.
Outside of magical law enforcement, The Tower educates people in the use of magic. While many choose to teach themselves, the academy in their main base, the Orihalcum Tower in Arlok, provides many resources for the budding magic user, a few of which cannot be found anywhere else. However, membership is restricted to the rich, as each student is rather...Costly. As such, guild members typically look down on scholarship students, those rare young men and women who got in for free due to exceptional skill in magic. While most of the members are stereotyped as elitist snobs, and that is partially true, they are mostly good people, and the guild's main goal is to spread knowledge throughout the land and end all irresponsible use of magic.
The Assassins Guild
Guild Master: Tyler Herthbane (tyler212)

Members: Tyler Herthbane (Guildmaster)

Description:
Strike fast. Unseen. Fade Away.

The Motto of any good assassin. We seek turning the tides not but brute force, but though skill and cunning. Few survive after the Guild has it's orders. Those who do will forever look over their shoulders looking for another. The dark is their ally and their greatest among their few. Assassins could take well over a month of watching before finding a perfect time to strike. But time is money and the longer a job takes the less profit the guild and the assassin gets.
The Royal Guard
Guild Master: Emperor Cyros (-Gray-)

Members: Emperor Cyros (Guildmaster)

Description:
Order. Discipline. Honor. These are the defining attributes of the Royal Guard, the keepers of peace between cities and guilds. While most guilds focus on one skill and accept their applicants based off of their strength in that one ability, the Royal Guard is more of an all-around guild.

Now, that's not to say that you can get into the Guard with pathetic skills, as long as they happen to be balanced. Whereas some Guilds accept aspiring members solely for their skills, a good Royal Guard member must be well versed in politics, law, and the sciences as well as skillful. Even after being accepted, applicants are put through a rigorous training schedule to weed out the lazy and pathetic, as well as a series of tests on everything from history to chemistry.

However, if you can make it into the Guard, you deserve a pat on the back, as you are now one of the most skilled fighters in Armeira. The question is: Are you brave enough to even try?
The Koleiros Cult
Guild Master: Zelroth Gravcan (Oblivion)

Members: Zelroth Gravcan (Guildmaster)

Description:
The Koleiros Cult is shrouded in mystery, and is only spoken of in hushed whispers. It is known that they have set up their base of operations within the Koleiros Ruins, and that they worship Kolos, the bringer of destruction, but not much else is known. They have been shown to send people to the Koleiros Ruins, supposedly for tribute to the being.

And some people swear that they blend in with citizens of numerous villages, silently planning a large-scale sabotage, but this has yet to be proven...
Bounty Hunters Guild
Guild Master: (Reserved: Godzillawolf)

Members: N/A

Description:
Bounty Hunting is one of the most dangerous professions in Armeira. Though similar in many ways to Assassins, Bounty Hunters are far less limited in their actions. They typically hunt down wanted criminals for money, but unlike Assassins, they can be hired to bring back their target dead or alive. The guild offers services such as training and weapon equipment, and is far less secretive than assassins. The guild acts as a hub for missions to be sent in and generally acts as a place to the hunters to stay at when not on missions. However, there are strict rules against fights breaking out inside the building itself outside of sparing in designated areas. There's also a research room where information on various criminals and locations a Bounty Hunter might need to go on their missions.

It should be noted that Bounty Hunters are not limited to tracking criminals. Other jobs which they can do are acting as bodyguards or to guard certain locations.

Deities
Note: These characters will be RP'd by Master Mew
Lumen
The chief deity of the primary Armeira religion, the Goddess of Creation and Light. She supposedly created the world and is the supreme force of good. She’s an angelic female entity with eight arms that she supposedly uses to craft new creations. She does watch over the world, but doe not like to intervene on her own unless all else fails. She is believed to send ‘Heralds of Light’, chosen warriors she imbues with her power to deal with great threats in her place, anyone could be chosen to be a Herald of Light, no matter what the past. Lumen’s powers include control over light, the ability to create matter and energy at a whim, and having created the universe. Her Heralds are stronger, faster, and more durable than normal and are given the ‘Armor of the Sun’, glowing white armor far superior to normal mortal armor. She is the ‘tie-breaker’ between Zhishi and Tatakai, both making their argument and her making the choice. She’s also Kelos’ mortal nemesis and the two are constantly trying to foil and defeat the other one.​

Zhishi
Another important God of the primary Armeira religion, the God of Knowledge and Peace. He’s a good and all knowing entity, believed to be the source of all knowledge. His appearance is a massive Asian style dragon coiled around a white orb, which contains the ‘Great Library’, where all knowledge that has, does, and will ever exist is stored. Only one that truly reaches enlightenment and has passed Zhishi’s trials may enter this place. He is all knowing but might do things that are the most efficient instead of that which will benefit all and never acts on instinct. Above all, he wants Peace to reign, and would gladly sacrifice lives for that goal. He also knows all magical skills and can use them to great effect, it is believed any Mage or magic user with his blessing will be near omnipotent. He and Tatakai often argue until Lumen can settle the dispute.​

Tatakai
Another God of the Primary Armeira Religion and closely related to Zhishi. He is the God of War and Instinct. He is as good and omnipresent as his counterpart, but he resembles a samurai-like statue of bronze, with a face that rotates under his helmet to show his different moods, like Kabuki masks. He is believed to give favored warriors support and strength in battle, a warrior blessed by Tatakai is believed to be unstoppable in battle. Tatakai tends to act first and ask questions later, preferring to ‘listen to his gut’ than to his head, but is still the perfect military strategist. He doesn’t believe in reckless war and if there would be a way to spare lives and win the battle, he will try and accomplish it. He and Zhishi argue over whatever issue calls the attention of the Gods, until Lumen decides to break the stalemate or the two, somehow, manage to agree on anything.​

Kolos

The mysterious being worshipped by the Koleiros Cult, said to be the origin of chaos and destruction. Little is known of this dark figure.​

Foreign Deities:
M'unja
Followers: A'liquam

M'unja is the A'liquam God of Creation, Order, and Diplomacy. M'unja acts as a guardian angel over the race, guiding them to prosperity and peace with the creatures around them. M'unja has been said to take on the form of a human with eagle-like features. Specifically, the talons, eyes, and wings of said creature. M'unja does not directly intervene with mortal affairs unless it is truly dire.​

K'zaa
Followers: A'liquam

K'zaa is the A'liquam God of Destruction, Chaos, and War. The antithesis to M'unja, K'zaa attempts to guide the A'liquam on a path paved with carnage and blood. K'zaa takes on a form similar to the A'liquam's beastly form, but is much more beastly, with fur is black as shadows, beady red eyes, three long, curled ram-like horns, as well as four arms, wielding an axe, a warhammer, a longsword, and a spear. K'zaa had sworn an oath to remain tethered to an alternate dimension, but is still able to intervene, however indirectly. He and M'unja have had a history of fighting.​

Taiyo & Tsuki
Followers: Doran

The chief deities of the Doran religion, they’re actually two incarnations of the same entity. Drago’s location on the planet results in a near permanent solar eclipse during the day during the second half of the year, and the moon is not visible during the night of first half. Thus, during the first half of the year, this entity is the Sun God Taiyo, a hotheaded, battle loving, and somewhat childish entity, but also a God of Life and Agriculture, who allows life to flourish. During the latter half of the year, he is the Moon God Tsuki, a calm and collected, magic using entity, but also the God of Death and the Sea, allowing life to decrease on land but flourish in the sea, allowing the Doran to fish, due to the moon‘s effects on the tides. This cycle also follows the life cycle of the Doran, aggressive and battle loving in youth, calm and magic using in adulthood. Taiyo and Tsuki can both communicate at any time, but one of them is dominant depending on which time of year it is. Taiyo’s powers is the power of fire and the ability to control plant life, increase its growth, as well as representing physical power. Tsuki has the powers of gravity and can control water with ease, as well as marine life, and can use vast magical powers. Taiyo is a fiery red and orange Western dragon perched a top of orange glowing sphere, Tsuki is a blue and white dragon of similar type perched on an orb resembling a moon. The two are not jealous deities and have no problem with Doran worshiping other deities along side them, and because of this, most Doran worship them and another religion.​

Iyasu
Followers: Doran

The Doran goddess of Healing, Iyasu is a protective and motherly deity who wants nothing more than to help those around her. Legend has it that she created the subrace of Doran that bares her name to bring healing to Drago. Her form is that of a rather beautiful skunk wearing beeds and having a bright yellow eyes and stomach, a trait she shares with the Doran she blessed. She is a peaceful deity who seeks to avoid violence whenever possible, but on the other hand, is willing to fight if fighting is needed. It is because of this that the skunk is considered a symbol of peace to the Doran. She's notably one of the only mammalian Deities in the Doran Religion, as most are reptilian. She has the ability to assume a mortal form to move among them, and in doing so has vast healing powers. She's also a bit of a trickster and has a habit of cursing wrong doers, particularally those who prey on the defenseless.​

Classes
Barbarian
Violent by trade, you live, and die, by your sword. Or spear. Or club. Or whatever common yet potentially lethal object might be lying around.​
Fighter
A refined, calculated warrior - rigid and disciplined.​
Ranger
A knowledgeable, competent explorer - you know the land of Armeira the back of your hand, and your handy with a blade if need be.​
Sorceror
Specializing in destructive magic, you wouldn't hesitate to turn your opponent into a pile of ashes on a mere whim.​
Wizard
Specializing in benign, often elemental magic, wizards live in harmony with the world around them, viewing magic as commodity not to be used casually, and always for the better of those around them.​
Outlaw
You go your own path, shunning the morals and principals the world attempts to impose upon you - you'll cheat, steal, lie, and kill to achieve your goals if necessary, and you don't care what anyone else thinks of it.​
Noble
An upper-class member of society, you live by your wealth and generally leave the laborious or menial tasks of life to those beneath you.​

Bestiary
Creature: Talyx
Appearance: A panther-like, green and black striped predator with large, bat-like wings.
Talyx.png

Behavior: Ambush Predator - Primarily Nocturnal
Native Region: Avimeir Mountains
Commonality: Rare
Stats:
Strength:
••••••••••
••
Speed:
••••••••••
••••
Stamina:
•••••••••
Evasiveness:
••••••••••
•••
Mana:


Creature: Rotaer
Appearance: A large, dark blue lizard with large, reflective eyes.
rotaer.png

Behavior: Grazing Herbivore
Native Region: Avimeir Mountains
Commonality: Common
Stats:
Strength:
••••••••••
Speed:
•••
Stamina:
••••••••••
••
Evasiveness:
••••
Mana:
•••

Creature: Yarurk
Appearance: A massive, sand-colored serpent
yarurk.png

Behavior: Ambush Predator
Native Region: Plains of Baridae
Commonality: Semi-Rare
Stats:
Strength:
••••••••••
••
Speed:
••••••••••
•••••••
Stamina:
•••••
Evasiveness:
••••••••
Mana:
•••••

Creature: Talik
Appearance: An light-brown, elk-like animal
Behavior: Grazing Herbivore
Native Region: Plains of Baridae
Commonality: Common
Stats:
Strength:
••••••••
Speed:
••••••••••
••
Stamina:
•••••
Evasiveness:
••••••••••
••••
Mana:
••••

Creature: Wyvern
Appearance: Wyvern
wyvern3.png

Behavior: Bold Predator
Native Region: Sorilae Mountains
Commonality: Common
Stats:
Strength:
••••••••••
Speed:
••••••••••
••••••
Stamina:
••••••••••
••
Evasiveness:
•••••••••
Mana:
••••••••••
•••

Creature: Kurtah
Appearance: A dark grey, Mountain Goat-like creature
Behavior: Grazing Herbivore
Native Region: Sorilae Mountains
Commonality: Common
Stats:
Strength:
•••••••
Speed:
•••••••••
Stamina:
••••••••••
••••
Evasiveness:
•••••
Mana:
•••

Creature: Aridak
Appearance: A bipedal, highly intelligent reptile with long, black claws and a spiked, club-like tail
Behavior: Highly Aggressive
Native Region: Tark-Meir Mountains
Commonality: Common
Stats:
Strength:
••••••••••
••••
Speed:
••••••••••
••
Stamina:
••••••
Evasiveness:
••••••••••
•••••••
Mana:
••••••••••

Creature: Dragon
Appearance: Dragon
dragon1.png

Behavior: Territorial Predator
Native Region: Tark-Meir Mountains
Commonality: Semi-Rare
Stats:
Strength:
••••••••••
••••••••••

Speed:
••••••••••
••••••••
Stamina:
••••••••••
••••••••••
••••••
Evasiveness:
••••••••••
•••••
Mana:
••••••••••
••••••••••
•••••••••

Creature: Kraken
Appearance: Kraken
kraken1.png

Behavior: Highly Aggressive Predator
Native Region: Sea of Tuseid
Commonality: Rare
Stats:
Strength:
••••••••••
•••••
Speed:
••••••
Stamina:
••••••••••
••••••••
Evasiveness:
•••••
Mana:
••••

Creature: Kyra
Appearance: A bright green, fanged Sea Serpent
kyra.png

Behavior: Highly Aggressive Predator
Native Region: Sea of Rorost
Commonality: Rare
Stats:
Strength:
••••••••••
•••••••
Speed:
••••••••••
•••••••••
Stamina:
••••••••••
•••
Evasiveness:
••••••••••
••••••••••
•••
Mana:
••••••••••


Creature: Toad Demon
Appearance: A short humanoid usually standing at 2-2.5 feet tall. It has the appearance of a toad twisted into humanoid shape, with bent knees, and disproportionately long arms, ending in three fingered hands. They come in pretty much any color, and have a wide variety of patterns.
Behavior: Toad Demons are weak, cowardly, and exceedingly dimwitted beings. The souls of thieves and murderers, they have been given the form of an extremely weak creature. Doomed to a life of servitude to higher beings, they can be called from their home dimensions by Armeiran sorcerers fairly easily. However, while their saliva can cause a rash, their tongues can stick to most surfaces, and they can digest almost anything they can fit in their mouths, they are physically very weak, and are thus usually used for menial labor. They will work for extremely little, and can easily be bullied into doing most tasks. They have their own croaking language, but can usually understand and speak a little bit of Armeiran, as many of them consider life as the slave of an Armeiran wizard to be better than that serving a demon.
Native Region: Infernal Planes
Commonality: Common on the Infernal Planes, rare in Armeira
Stats:
Strength:

Speed:

Stamina:

Evasiveness:

Mana:


Creature: Batlings
Appearance: These monsters bear the appearance of small, purple, green, indigo, red, or black orbs, with batlike wings attached. They have no eyes, but do have mouths that take up most of their bodies.
Behavior: Created from negative energy, either the ambient energy in the infernal planes, or magical runoff from Destruction magic, these beings are little more than a nuisance. Their only danger is that, when killed, they release about a quart of corrosive green slime, which can dissolve most any organic matter. Since they are fragile, an infestation can be very serious. Their intelligence is barely above that of an insect, though they are, by instinct, friendly to any magic-user whose magic spawned them.
Native Region: Infernal Planes
Commonality: Common - Pretty much everywhere in the infernal planes. Somewhat uncommon in Armeira, though the houses of sorcerors can be easily infested with them, as well as most graveyards. Can also be created intentionally by users of destruction magic.
Stats:
Strength:

Speed:
•••
Stamina:

Evasiveness:
••
Mana:


Creature: Fiend Spider
Appearance: Corrupted by either dark magic or the infernal planes, these spiders are much larger than most. Their spherical bodies are usually a foot long, with a leg-span of up to two feet. Their bodies are usually black, with splotches of dark shades of red, green, and purple. They sport large fangs, dripping with glowing blue venom, and the number of eyes ranges from one large one in the middle of their head, to thousands of tiny ones covering their whole bodies.
Behavior: Mutated by dark energy, these spiders are actually very intelligent, about as much as a monkey. They feel no pain, and thus have an acute fascination with it in other creatures, often capturing mice and spraying them with venom to watch, fascinated, as the creature convulses in pain. They are not necessarily evil, however, they simply don't have the mental capacity for morals. They can be trained to understand human speech fairly easily.
Native Region: Infernal Planes
Commonality: Common on the Infernal Planes, rare in Armeira
Stats:
Strength:
•••
Speed:
••••
Stamina:
••
Evasiveness:
•••
Mana:


Creature: Strigoi
Appearance:They look like normal members of their race, except...Off, somehow. Perhaps it's the fact that they move their joints less, or maybe that they never move their eyes, they always turn the head when they face someone, or simply that the look in their lives lacks the life that exists within a humans, but there's something simply off-putting about them.
Behavior: Batlings seek out graveyards for a reason. They have an instinctual urge to stop being just magical runoff, to become something more substantial. Thus, when enough of them gather, they can take over a corpse, bringing it back to life, their own consciousness combining into a sentient being. The new creature, called a Strigoi, doesn't need to breathe, nor eat or drink. All it needs to keep itself alive is life energy, which it can get most easily from blood, though large amounts of fresh meat will do in a pinch. As long as they get about a pint of blood a day, or eat about half their weight in freshly-killed meat, they can not die, unless they are decapitated, impaled on a wooden pike, then burned to ash. These beings are very similar to most sentient creatures inteelligencewise, except they have little understanding of ethics and morality. It's not that they are evil, simply that they have no understanding of what is good or evil. They do have consciences, though they need to be taught how to understand it. They are also usually extremely immature.
Native Region: Anywhere
Commonality: Rare. Can be created using Destruction Magic.
Stats:
Strength:
[Same as dead creature]
Speed:
[Same as dead creature]
Stamina:
[Same as dead creature]
Evasiveness:
[Same as dead creature]
Mana:
•••••

Creature: Fairy
Appearance:Fairies look like glowing lights, ranging from the size of a grape, to as big as a honeydew melon. They come in a wide variety of colors, and fly using insectile wings.
Behavior: Created by magical runoff from Healing magic, or simply ambient energy from the Celestial Plane, Fairies are annoying pests. They can mimic human speech, though unfortunately, this means they yell words such as "Hey!" and "Listen!"
Every minute or so. They can learn simple commands and tricks, but, aside from as a permanent light source (They require no food, drink, or air) they are totally useless. They do taste good fried, though.
Native Region: Anywhere
Commonality: Common in the Celestial Planes, rare in Armeira. Can be created using Healing Magic.
Stats:
Strength:

Speed:
••
Stamina:

Evasiveness:
••
Mana:
••

Creature: Morn
Appearance: These 7-foot tall, flightless birds roam the volcanic wastes around the Tark-Meir mountains. They have pitch-black feathers, and glowing yellow eyes.
Behavior: They are nocturnal, and combined with the dark nights created by the volcanic ash, their pitch-black feathers provide decent camoflage for ambushing prey. Their glowing yellow eyes are the only things that give them away as they hide in the shadows. When they spot prey, they jump out, and attack with powerful kicks, the scissors-like claws on the end of their tongues, or the rows and rows of needlelike teeth in their beeks. They are also very intelligent, and are trained and ridden as mounts by the Herthar.
Native Region: Tark-Meir Mounts (lower elevations)
Commonality: Common
Stats:
Strength:
•••••••••
Speed:
••••••••••

Stamina:
••••
Evasiveness:
••••
Mana:


Creature: Iyeri
Appearance: They bear a resemblance to very large, circular beetles, the males bearing prominent horns and brightly colored shells, while the females are usually black. They have about a 1.5 foot circumference, and their 10 legs have spikes on them which act as ears.
Behavior: These insectoid animals live underground, coming out to eat mushrooms and the Droul that feed on the ash the volcano spews and mate. They usually ignore everything except Morn, as most creatures cannot pierce their thick shells, which are as hard as steel. Even when the males fight, there is usually very little injury If flipped however, their soft underbellies can be pierced fairly easily. They are sometimes farmed by the Herthar, who occasionally bet on fights between males as a sport, and use the male's shells to make beautiful crafts.
Native Region: Tark-Meir Mounts (lower elevations)
Commonality: Common
Stats:
Strength:
••••
Speed:
•••••••
Stamina:
••••••••••
Evasiveness:
••••
Mana:


Creature: Droul
Appearance: These centipede-like creatures are usually about 8-10 inches long. They come in various hues of red and orange, and have large pincers which can deliver a painful bite. They have many sets of legs, and can move fairly fast.
Behavior: These arthropods burrow through the ash, eating minerals, which allows various flora to grow around the volcano base. Aside from their painful bite, they are harmless. They are often exported to other parts of Armeira to serve as pets.
Native Region: Tark-Meir Mounts (Subterrain)
Commonality: Common
Stats:
Strength:

Speed:
••
Stamina:

Evasiveness:

Mana:


Creature: Achll
Appearance: These insects are often regarded for their beauty, with large, monochrome wings, and antenna topped with glowing lights.
Behavior: The Achll are usually ignored by most other creatures around the Tark-Meir base, due to the fact that they taste really bad. The wings are good fried, however. They feed on flowers that grow in the ashes.
Native Region: Tark-Meir Mounts (lower elevations)
Commonality: Common
Stats:
Strength:

Speed:

Stamina:

Evasiveness:

Mana:


Creature: Ashack
Appearance: These bizarre beings, native to the celestial plane, look like blue tigers. Blue tigers with five-foot long legs, glowing rainbow lights on the tips of their many six-foot long tails, and white orbs with red rings in them for pupils. Their mouths are full of huge, flat teeth, and always stretched into a huge grin, though it's more unsettling than kind.
Behavior:Despite their izarre appearance, Ashack are rather dangerous predators. Wandering the plains, forests, jungles, and mountains of the celestial plane, they chase down prey with great speed, then use the lights on the end of their many extending tails to electrocute prey to death. For flying prey, they can spit bolts of lightning. They do have a weakness: They love jokes. Any joke told to them will leave them convulsing in laughter.
Native Region: Celestial Plane. Can be summoned by Healers, but will kill them if they run out of good jokes, so rogue ones can be found wandering Armeira..
Commonality: Uncommon
Stats:
Strength:
••••••••••
••
Speed:
••••••••••
••••
Stamina:
••••••••••
••
Evasiveness:
••••
Mana:


Creature: Celestial Overlord Snake
Appearance: These collosal snakes are actually quite beautiful. They are unbelievably huge, hundreds of feet in length, and are covered in scales made of various metals, such as iron, rose gold, cobalt, bronze, black bronze, and many more. Their three eyes are colossal diamonds, with one on one side of their head, and two on the other. On their backs, they have thousands of wings made of stained glass. Finally, on their stomaches, they have a gigantic second mouth, right beneath where their head starts.
Behavior: These monsters are very, very greedy. They tunnel deep caverns beneath the celestial plane, forever mining for ores, which they can smelt in their stomachs. They then release the processed metals through their second mouths. They occasionally rise to the surface and devour cities, their digestive systems automatically filtering any minerals worth a reasonable amount out of organic matter. In battle, their crystalline eyes can shoot incredibly destructive beams of light, and they can spit molten metal. They can also shoot razor-sharp feathers made of glass, and, assuming something survives being bitten by their huge emerald fangs, it's doubtful it will be able to survive the lava those fangs inject into them. Finally, they can cause their ribs to extend from their chests and impale foes. Fortunately, they are very rare, with only three existing in the univerese, and can not reproduce.
Native Region: Celestial Plane
Commonality: Extremely Rare
Stats:
Strength:
••••••••••
••••••••••
••••••••••
••••
Speed:
••••••••••
••••••••••
••••••••••
Stamina:
••••••••••
••••••••••
••••••••••
••••••••••
••
Evasiveness:
••••••••••
Mana:
••••••••••
••••••••••
•••

Creature: Niefe
Appearance: These plains-inhabiting, six-legged animals are lithe, yet strong. They usually stand at about five feet tall, and weight about 900 punds each. Their fur is usually a warm color, red being the most common. Their heads look like human skulls with milky-white orbs where eyes would be. These eyes can turn red when the animal is angry. Their legs end in clawed feet, much like a birds. Their tails are segmented, and end with a scythe- or sickle-like blade.
Behavior: These creatures, despite their somewhat disturbing appearance, are actually relatively peaceful grazing herbivores. However, if they are threatened, they can be very dangerous. They buck and slash at enemies with their huge feet, the claws built specifically for slicing open the stomachs of opponenents. The stinger on their tail, on the other hand, contains paralyzing venom. However, as stated, they are peaceful creatures, and usually prefer to run away. They are intelligent enough to be trained.
Native Region: Plains of Baridae - Domesticated by locals and used as mounts.
Commonality: Common
Stats:
Strength:
••••••••
Speed:
•••••••••
Stamina:
•••••••••
Evasiveness:
••••••••••
••••••••••
••••
Mana:


Creature: Johat
Appearance: The first thing many notice about a Johat is it's bizarre appearance: It looks like a single, long length of barbed wire, twisted into something resembling an upright alligator, which walks on five legs, and sports to grasping arms with long, thin claws on the end, made for impaling.
Behavior: The Johat is often feared, as it is a vicious creature. It attacks most things that move, as despite it's thin appearance, it has a voracious appetite for blood. It uses it's claws like a mosquito, stabbing opponents with it and sucking their blood. They never stop eating it, attacking anything alive to suck it's blood. They can, however, be bargained with by trained mages, provided they are assured they will be given blood.
Native Region: Celestial Planes
Commonality: Common on the Celestial Planes, very rare in Armeira
Stats:
Strength:
••••••
Speed:
••••••••••
••••
Stamina:
••••
Evasiveness:
••••••••••
••••••••••
••••
Mana:


Creature: Ormardcha
Appearance: With the appearance of a large, winged jewel, these creatures are renowned for their otherworldly beauty. Their main bodies look like cut gems, usually the size of a basketball, and coming in any color. Some are even multicolored. If one looks closely, one can see that something in the gem appears to move, though it can be dismissed as a trick of the eye. They move with their rainbow, bird-like wings, flying surprisingly gracefully. On their bottom parts, they all have three thin white arms.
Behavior: Ormardcha are peaceful beings found on the celestial plane. They consume minerals, and have been know to steal metal objects left on the groun on occasion. When killed, they crumble into ash, with a tiny orb in the pile, about the size of a pea. These orbs change color depending on the mood of the person holding them.
Native Region: Celestial Planes
Commonality: Common
Stats:
Strength:
••••••
Speed:
••••••••••
••••
Stamina:
••••
Evasiveness:
••••••••••
••••••••••
••••
Mana:


Creature: Irawler
Appearance: These beings vaguely resemble humans from a distance. They have pale skin, and tiny, black eyes, and stand upright. Their heads are slightly larger than most peoples, and they are totally hairless, with no arms, but at night, when the Ruhuir are active, that is difficult to notice. However, when they are attacking prey, they take on their true form. Their necks and bodies extend, and their jaws unhinge, to become a hege maw full of sharp teeth, large enough to easily fit a human head in. Out of their cheeks come a pair of pincers, and their legs extend.
Behavior: Ruhuir are one of the many reasons not to travel Armeira alone at night. They pose as people in need of help, standing there on the road, their silhouettes making them look like normal people. The only thing that would tip off most travellers is their heavily reflective eyes. They weight for travellers to get near, then pounce, tearing them to shreds. They have very slow metabolisms, and can go months on end, waiting on a road, without food. They are fortunately only active at night, hiding in burrows during the day. The one thing they fear is bright light, which blinds their night-accustomed eyes.
Native Region: Plains of Baridae
Commonality: Common
Stats:
Strength:
•••••
Speed:
••••••••
Stamina:
•••••••
Evasiveness:
••••••••••
••
Mana:


Creature: Kindan
Appearance: These beasts are covered in long, soft, rainbow fur, which sparkles. They are very large, each one about four feet and 800 pounds, and look like giant rabbits. Their eyes are segmented, like a fly's. The males all have a large horn jutting from their foreheads.
Behavior: Kindan are grazing beasts that live on the Baridae planes. They are very peaceful, and usually run from fights. They aren't very intelligent, but due to their peaceful nature, they can be farmed for meat and used as pack animals. They usually travel in herds of 6 to 20.
Native Region: Plains of Baridae
Commonality: Common
Stats:
Strength:
••••
Speed:
••••••
Stamina:
•••••••••
Evasiveness:
•••
Mana:


Creature: Ruhuir
Appearance: The main predator of the Ruhuir plains, these giant bugs are quite beautiful. They have chassis colored like rare metals, such as copper or bronze, and large, multicolored, translucent wings. Their eyes sparkle like jewels, and their antenna glow with raibow lights during mating season. They also have long probosci. Their larva are very small, about the size of eggs, and look like glowing maggots.
Behavior: Their beauty, however, belies their vicious nature. They can and will eat anything. Their probosci shoot powerful acid, which melts whatever it's hit with, allowing the Ruhuir to devour it's prey. They can also fly with alarming speed. They travel in packs, with an alpha male or female leading them. They usually live in dark caves, which they sleep in at night, usually having a revolving guard.
Native Region: Plains of Baridae
Commonality: Common
Stats:
Strength:
••••••
Speed:
•••••••••
Stamina:
•••••••••
Evasiveness:
••••••
Mana:


Creature: Cehoda
Appearance: The hulking size of these monsters is very imposing, and their metallic chassis serve to further intimidate their foes. Roughly humanoid in shape, these monsters have no visible features: They look like men coated in rusted, moving iron. They have no visible mouths, but instead glowing red eyes. When they want to eat, they open a mouth on their stomache to devour any animal nearby.
Behavior: These predatory monsters live in the bottom of the sea. They occasionally come up from the bottom to attack beachgoers.
Native Region: Any Sea
Commonality: Uncommon
Stats:
Strength:
•••••••••
Speed:
••
Stamina:
•••••••
Evasiveness:
••••••••••
••
Mana:


Creature: Lalis
Appearance: Resembling balloons, these creatures are quite beautiful. They have spherical, multicolored bodies, with the pattern constantly shifting. On the bottom. they have long, string-like arms.
Behavior: Despite their beauty, however, these monsters are quite dangerous. Their shifting colors have a mesmerizing effect, hypnotizing most animals who gaze at them, and allowing the lalis to extend it's arms and pick them up from the ground to devour them with the circular mouth that opens on the bottom. They can be trained, though it is not easy, and some people even ride them.
Native Region: Skies Above Eastern Armeira
Commonality: Uncommon
Stats:
Strength:
••
Speed:
••
Stamina:
•••
Evasiveness:
••••••••••
•••••
Mana:


Stat Points
Physical Stats
Strength
The more strength a character has, the more damage their physical attacks can deal. Getting too specific here risks ruining the fun, so just play it by ear. Try to be reasonable.
Stamina
Determines carrying capacity, how much they can run before tiring, and other such things. Your Stamina Stat is equal to the number of items you can carry (excluding basics such as your character's clothing).
Speed
The speed with which a character can accomplish physical tasks. i.e. Running, swinging a sword, etc.

Wondering if you can outrun that oncoming Talyx? This is the stat you'll need to be checking.
Agility/Acrobatics
The level of a character's aptitude to perform fancy, ninja-like gymnastics and such. Also affects your ability to successfully evade oncoming attacks. The higher your Agility Stat is in comparison to your opponent's aptitude with whatever weapon it is they're using, the more likely it is that you'll be able to successfully elude them.
Stealth
Your character's ability to accomplish tasks undetected. Characters with a higher Stealth stat are also more prone to detecting the concealed movements of others.

Wondering if you can pick the Emperor's pocket? You might compare his Stealth Stat to yours before you try...
Weapon Stats
Blade
Governs the character's skill with knives, swords, claymores, etc.

Dueling a character with a significantly higher Blade Stat might be a bad idea, etc.
Blunt
Governs a character's skill with maces, warhammers, axes, etc.
Hand-to-Hand
Governs a character's skill with fist-fighting.
Marksman
Governs a character's skill with a bow. Contrast this Stat with your foe's Agility Stat ("Evasiveness" in terms of the Bestiary) when determining the likelihood of landing your shot.
Spellcasting Stats
Magic (Destruction)
Spells from this field deal with death, decay, the Infernal Plane, and other unpleasant things. Users of destruction magic can rip their opponents apart with Telekinesis, strangle foes from afar, and resurrect fallen opponents as undead minions. This school, while not strictly evil, is regarded with suspicion, as it is regarded as unnatural.

Your level in this Stat equals the maximum number of Destruction Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
Magic (Healing)
Healing magic is composed almost entirely of beneficial magic, which comes from the Celestial planes, and some say from the gods themselves. Users of this school can heal allies, summon hammers of light to wield, and fly. Masters of this school are said to be able to, with immense effort, bend time itself, speeding themselves up and slowing foes to a crawl just by pointing at them.

Your level in this Stat equals the maximum number of Healing Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
Magic (Elemental/Nature)
Magic from this school deals with the natural energies flowing throughout Armeira. The elements of earth, water, wind, fire, and lightning are at the beck and call of users of this school. It's masters can call forth bolts of fire, summon mighty wind elementals, and impale foes on spears of ice.
Mana

Your level in this Stat equals the maximum number of Elemental/Nature Spells your character can learn, as well as the Difficulty Level of the spells you can learn.
This defines how much magical energy the user has access to. While the user gets one spell per point invested in a given school, how often they can cast that spell is limited by how many points they have here.

Every spell has a "Mana Cost" listed - your Magic use cannot exceed your character's Mana Level in any given post. (Note that some spells, particularly those with "Persistent Effects," will 'reserve' a portion of your Mana for the duration of the spell.



Weapons and Enchanting
All of the standard Fantasy Genre weapons are at your disposal in Armeira, this includes: Daggers, Short-Swords, Long-Swords, Broad-Swoards, Clubs, Battle-Axes, Maces, Bows, Slingshots, and who knows? I might even be persuaded to allow a crossbow or two.

Remember that it is your responsibility to explain in-character how your character acquired his/her new weapon (they don't just appear, dropping down from the sky in a beam of golden light - well, usually), as well as to PM me and inform me of your character's new inventory item, so I can add it to their Stats (bear in mind that your inventory cannot exceed your Stamina Stat).

On the topic of enchanted weapons: There are no Magical Weapons just "lying around" to be picked up by your character. They must be acquired through one of three avenues: Craft it yourself (requires a Mana Stat of 25), receive it from someone else (who crafted it), or acquire it through a special, GM-sponsored in-game event. Yes, I realize this means there won't be any magical weapons in Armeira for a little while.​

Spellcasting
Custom Spells cannot be created until your character reaches a Mana Level of 15. Until then, your character can acquire and use any Basic Spell (abiding by the rules covered under the "Stats" tab). When you are ready to craft a new spell, PM me detailing the name and effect of the desired Spell, and I'll post the new spell under "Custom Spells," assigning the new spell with a Skill Level and Mana Cost. Your character will be credited with the spell's creation, and other characters can only acquire the spell through your character - the only individual qualified to teach it.

Basic Spells
Magic (Destruction)
  1. Summon Toad Demon
    Effect: Summons a Toad Demon (see Bestiary) to aid you in your endeavors.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  2. Life Siphon
    Effect: Slightly rejuvenates the caster by weakening the target.
    Skill Level: 2
    Mana Cost: 2 (Persistent)
  3. Broken Mirror
    Effect: Splits the damage of the next attack to strike the caster between the foe and the caster.
    Skill Level: 3
    Mana Cost: 2 (Persistent)
  4. Summon Batling
    Effect: Summons a Batling (see Bestiary) to aid you in your endeavors.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  5. Summon Fiend Spider
    Effect: Summons a Fiend Spider (see Bestiary) to aid you in your endeavors.
    Skill Level: 5
    Mana Cost: 4 (Persistent)
  6. Corrosive Aura
    Effect: Coats the subject's weapon in a dark aura that burns things it touches.
    Skill Level: 2
    Mana Cost: 1 (Persistent)
  7. Animate Dead
    Effect: The caster animates a dead body, making it his undead servant.
    Skill Level: 6
    Mana Cost: 2 (Persistent - requires a corpse)
  8. Acid Bolt
    Effect: The caster fires a bolt of green energy, which coats anything it touches in corrosive slime.
    Skill Level: 4
    Mana Cost: 3
  9. Telekinesis
    Effect: Allows the caster to mentally lift inanimate objects.
    Skill Level: 5
    Mana Cost: 4 (Persistent)
  10. Mage Blade
    Effect: Summons a sword made of entropic energy for the caster to wield.
    Skill Level: 3
    Mana Cost: 1 (Persistent)
  11. Spawn Strigoi
    Effect: Summons a swarm of Batlings, then uses them to possess a body, creating a Strigoi (see Bestiary).
    Skill Level: 12
    Mana Cost: 14 (Requires corpse)
  12. Levitate
    Effect: Allows the caster to float in the air.
    Skill Level: 7
    Mana Cost: 5 (Persistent)
  13. Dispel
    Effect: Allows the caster to negate a spell, neutralizing the magical energy.
    Skill Level: 9
    Mana Cost: 5

Magic (Healing)
  1. Heal Abrasion (Self)
    Effect: Heals particularly minor or superficial wounds of the caster.
    Skill Level: 2
    Mana Cost: 2
  2. Heal Abrasion (Other)
    Effect: Heals particularly minor or superficial wounds of the target.
    Skill Level: 2
    Mana Cost: 3
  3. Weak Spell Reflect
    Effect: Reflects a significantly weaker version of the next spell cast on the caster back to where it was cast from.
    Skill Level: 3
    Mana Cost: 2 (Persistent)
  4. Stone Skin
    Effect: Gives the caster's (or target's) skin the texture and hardness of stone, making them less susceptible to damage.
    Skill Level: 4
    Mana Cost: 3 (Persistent)
  5. Paralyze
    Effect: Immobilizes the target.
    Skill Level: 8
    Mana Cost: 5 (Persistent)
  6. Blink
    Effect: Teleports the caster anywhere within their field of vision.
    Skill Level: 7
    Mana Cost: 5
  7. Prescience
    Effect: Gives the caster mild precognition, giving the user a vision of attack just before they land, making it easier to dodge.
    Skill Level: 3
    Mana Cost: 4 (Persistent)
  8. Numb
    Effect: Makes the caster (or target) immune to pain.
    Skill Level: 7
    Mana Cost: 4 (Persistent)
  9. Invisibility
    Effect: Makes the caster (or target) impossible to be seen.
    Skill Level: 10
    Mana Cost: 7 (Persistent)
  10. Sleep (Basic)
    Effect: Makes the target drowsy.
    Skill Level: 5
    Mana Cost: 4
  11. Sleep (Advanced)
    Effect: Causes extreme drowsiness in the target, often resulting in slumber.
    Skill Level: 12
    Mana Cost: 8
  12. Clairvoyance
    Effect: Allows the caster to see through the eyes of another, provided they know something that distinguishes that person from any other (I.e. a unique birthmark, full name, posession of a unique artifact, etc.)
    Skill Level: 7
    Mana Cost: 5 (Persistent)
  13. Mage Eye
    Effect: The caster scribes a rune. As long as the spell lasts, the caster can look through the rune, like a window, at any time.
    Skill Level: 3
    Mana Cost: 1 (Persistent)
  14. Blind
    Effect: Blinds a subject touched by the caster.
    Skill Level: 7
    Mana Cost: 4 (Persistent)
  15. Dancing Lights
    Effect: Summons a multitude of colored lights. They fly around at the caster's will, and can be any size or shape.
    Skill Level: 2
    Mana Cost: 2 (Persistent)
  16. Radiant Aura
    Effect: The caster is surrounded by a painfully bright aura - the exact form of which differs depending on the caster.
    Skill Level: 4
    Mana Cost: 4 (Persistent)
  17. Radiant Burst
    Effect: The caster fires a large beam of energy from their hand. This spells burns most creatures, and is particularly effective against undead targets.
    Skill Level: 9
    Mana Cost: 6
  18. Smite
    Effect: Crafts a weapon from sunlight for the caster to wield.
    Skill Level: 5
    Mana Cost: 3 (Persistent)

Magic (Elemental/Nature)
  1. Flare
    Effect: Sends a small spurt of flames in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  2. Ice Spear
    Effect: Sends a small, sharp chunk of ice in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  3. Spark
    Effect: Sends a low voltage shock in the direction of the target (can be blocked or reflected, but cannot be evaded).
    Skill Level: 3
    Mana Cost: 2
  4. Stone Daggers
    Effect: Sends two small, sharp stone projectiles in the direction of the target.
    Skill Level: 3
    Mana Cost: 2
  5. Gust
    Effect: Sends a short gust of strong wind in the direction of the target.
    Skill Level: 2
    Mana Cost: 1
  6. Sticky Flames
    Effect: Allows the caster to create flames in their hand. This fire sticks to most objects, and will only go out if completely deprived of oxygen.
    Skill Level: 4
    Mana Cost: 6
  7. Stone Pillar
    Effect: Creates a stone pillar to shoot out of the ground or a rock wall, throwing the target or caster skyward.
    Skill Level: 8
    Mana Cost: 5
  8. Animate Stone
    Effect: Brings a stone statue to life to fight for you.
    Skill Level: 10
    Mana Cost: 6 (Persistent - requires statue)
  9. Full Bloom
    Effect: Makes any mundane vegetation grow around the caster at alarming speed.
    Skill Level: 2
    Mana Cost: 1
  10. Flora Purim
    Effect: Makes flowers grow around the caster that neutralize all poisons passing over or through them.
    Skill Level: 4
    Mana Cost: 3 (Persistent)
  11. Pumpkin Bomb
    Effect: Converts any fruit or vegetable into a bomb that explodes either when thrown, or at the utterance of a given command word.
    Skill Level: 6
    Mana Cost: 2
  12. Freeze
    Effect: Cools water the caster touches. The caster can manipulate the shape of the resulting ice at will.
    Skill Level: 4
    Mana Cost: 3
  13. Blizzard
    Effect: Causes a heavy snowstorm, covering the surrounding area in snow.
    Skill Level: 10
    Mana Cost: 7 (Persistent)
  14. Windwalk
    Effect: Allows the caster to fly on the wind.
    Skill Level: 8
    Mana Cost: 6 (Persistent)

Custom Spells
Lumen's Blessing
Effect: Heals a character of all wounds and injuries instantly (One use per day)
School: Healing
Difficulty: 20
Mana Cost: 15
Crafted By: Lumen Herself

The Rules
1. No 'Godmodding'
Don't give your character 'godlike' abilities, such as dodging every attack or 'by chance' stumbling onto whatever item he/she happens to need at that exact moment.​
2. No 'Powerplaying'
Don't control other players' characters or story elements. This includes 'auto-hits' - stating that an attack was successful. Any physical contact during battles/confrontations should be confirmed by the recipient character's controlling-party.​
3. No Excessive 'OOC' Comments
'OOC' (Out-of-Character) comments should be kept to a minimum, as they tend to clog up the Roleplay. Try to keep these discussions in the Sign-Up Thread or designated OOC Thread for your particular Roleplay, assuming it has one.​
4. Respect Your Fellow Roleplayers
This should be obvious.​
5. Follow All Other Rules Instituted By the GM
The GM (Game Master) is in charge of running the Roleplay and maintaining order, so respect them by adhering to their guidelines; if you don't like their policies, find a different Roleplay to join.​

Sign-Up Form
Name: Your character's name
Race: Your character's race (if custom, describe)
Class: Your character's class (if custom, describe)
Home: The map-location your character currently resides at
Guilds: Unless applying for a Specialized Role (see below), Guilds cannot be joined until the RP begins
History: Your character's backstory
RP Sample: An example of your roleplaying capabilities - especially important if applying for a Specialized Role (If you have never roleplayed before, put "N/A") Please wrap in [noparse]
[/noparse] Tags
Specialized Role: The Specialized Role you are applying for (If you are not applying for a Specialized Role, put "N/A")

Specialized Roles
Note: The applications for these roles will be more highly scrutinized, as certain rights, responsibilities, and capabilities come with them.
Emperor of Armeira
Guild Master of the Royal Guard - controls all NPC Royal Guards
Status: Unavailable (Current Character: Emperor Cyros)​

Warriors Guildmaster
Controls all NPC Warriors Guild members
Status: Unavailable (Reserved: Moutful of Pi)​

Mages Guildmaster
Controls all NPC Mages Guild members
Status: Unavailable (Current Character: Ancev Naxes)​

Assassins Guildmaster
Controls all NPC Assassins Guild members
Status: Unavailable (Current Character: Tyler Herthbane)​

Temple Chief-Priest
Controls all NPC Temple members
Status: Unavailable (Current Character: Amaru Nastu Machiavelli)​

Koleiros Chief-Priest (NOT Kolos)
Controls all NPC Koleiros Cult members
Status: Unavailable (Current Character: Zelroth Gravcan)​

Cast of Characters
Note: Character Levels will be determined primarily by a gain of .5 per Real-Life day in which you post a substantial entry in the RP (i.e. at least three complete sentence), and will be kept track of by the GM (feel free to add your level to your profile if you would like, but it is not required and would likely grow tiresome). Levels will primarily affect GM actions in regards to your character. Guildmasters of major guilds have a starting Level of 5, while all other characters will begin at Level 1.

PM Master Mew to apportion Stat Points (1 per Level)

Amaru Nastu Machiavelli
Race: Shakuru
Class: Holy Paladin
Guilds: The Temple (Guildmaster)
Level: 5.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:

Agility/Acrobatics:

Blade:
•••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):
••••
Magic (Elemental/Nature):
••
Mana:
•••
Stealth:


Unapportioned Stat Points: 0​
RP'r: acs1903


Ancev Naxes
Race: Ertai
Class: Spellsword
Guilds: Mages Guild (Guildmaster)
Level: 8
Inventory:
Weapons:
Scythe​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
Weak Spell Reflect
Mage Eye
Heal Abrasion​
Elemental/Nature:
Flare
Full Bloom​
Stats:
Strength:
••
Stamina:
••
Speed:

Agility/Acrobatics:

Blade:
••••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):
•••
Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 3​
RP'r: Mouthful of Pi


Artemis Kreus
Race: Alimor
Class: Mage
Guilds: N/A
Level: 2.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:

Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:
••
Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 0​
RP'r: [URL="http://bmgf.bulbagarden.net/members/23555.html"]Sky Flame Haze[/URL]​


Eliot Nadel
Race: Baridae Alimor
Class: Courier
Guilds: N/A
Level: 4.5
Inventory:
Weapons:
Dagger​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
Heal Abrasion
Dancing Lights​
Elemental/Nature:
Flare
Full Bloom​
Stats:
Strength:

Stamina:
••
Speed:

Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:
••
Marksman:

Magic (Destruction):

Magic (Healing):
••
Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 2​
RP'r: Mouthful of Pi


Emperor Cyros
Race: Ardeir
Class: Emperor
Guilds: Royal Guard (Guildmaster)
Level: 14.5
Inventory:
Weapons:
Scepter​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
Heal Abrasion​
Elemental/Nature:
N/A​
Stats:
Strength:
••••
Stamina:
••••
Speed:

Agility/Acrobatics:
••
Blade:
••••
Blunt:

Hand-to-Hand:

Marksman:
••
Magic (Destruction):

Magic (Healing):
••••••
Magic (Elemental/Nature):

Mana:
•••
Stealth:


Unapportioned Stat Points: 1​
RP'r: -Gray-


Evan Yates
Race: Ertai
Class: Prisoner
Guilds: N/A
Level: 6
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
Summon Batling
Corrosive Aura
Broken Mirror​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:
•••
Stamina:
•••
Speed:

Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:
••
Marksman:

Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):

Mana:
•••
Stealth:


Unapportioned Stat Points: 1​
RP'r: Mouthful of Pi


Felix Exsul
Race: A'liquam
Class: Ranger/Fighter
Guilds: N/A
Level: 1.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:
••
Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:
••
Marksman:
••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:
••

Unapportioned Stat Points: 0​
RP'r: Oblivion


Jay Whyther
Race: Dekria
Class: Ranger
Guilds: N/A
Level: 4
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:
••
Stamina:
•••
Speed:

Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:
••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:


Unapportioned Stat Points: 1​
RP'r: -Gray-


Khula Gravcan
Race: Ertai
Class: Outlaw
Guilds: N/A
Level: 1.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:
••
Stamina:
••
Speed:
••
Agility/Acrobatics:

Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:

Stealth:


Unapportioned Stat Points: 0​
RP'r: Oblivion


Lake Bane
Race: Quikizan
Class: Priest/Ranger
Guilds: N/A
Level: 5
Inventory:
Weapons:
Short Bow​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
Ice Spear​
Stats:
Strength:

Stamina:

Speed:
•••
Agility/Acrobatics:

Blade:
••
Blunt:

Hand-to-Hand:

Marksman:
•••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:
••

Unapportioned Stat Points: 0​
RP'r: buggabo99909


Relic
Race: Doran
Class: Warrior
Guilds: N/A
Level: 3
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:
••
Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):
••
Mana:

Stealth:


Unapportioned Stat Points: 2​
RP'r: Godzillawolf


Sharda Dragon
Race: Alimor
Class: Sorceror
Guilds: N/A
Level: 5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
Life Siphon
Summon Batling
Mage Blade​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:

Speed:
••
Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):
••••
Magic (Healing):

Magic (Elemental/Nature):

Mana:
••••••
Stealth:


Unapportioned Stat Points: 0​
RP'r: buggabo99909


Sora
Race: Doran - Iyasu
Class: Healer
Guilds: N/A
Level: 6.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:

Speed:

Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):
••
Magic (Elemental/Nature):

Mana:
•••
Stealth:


Unapportioned Stat Points: 5​
RP'r: Godzillawolf


Thane
Race: Ertai
Class: Sorceror/Outlaw
Guilds: N/A
Level: 1.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:

Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 0​
RP'r: samedwards


Tyler Herthbane
Race: Alimor
Class: Sorceror/Outlaw
Guilds: Assassins Guild (Guildmaster)
Level: 7
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:

Speed:
••
Agility/Acrobatics:

Blade:
••••
Blunt:

Hand-to-Hand:

Marksman:
••
Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):

Mana:
••
Stealth:
•••

Unapportioned Stat Points: 2​
RP'r: tyler212


Wyrm Drakon
Race: Alimor
Class: Sorceror
Guilds: Mage's Guild
Level: 1
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:
••
Speed:

Agility/Acrobatics:

Blade:

Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:


Unapportioned Stat Points: 0​
RP'r: charizardman


Xavier Fireblade
Race: Alimor
Class: Battlemage
Guilds: N/A
Level: 4
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:

Speed:

Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):

Magic (Healing):

Magic (Elemental/Nature):
••
Mana:
••
Stealth:
••

Unapportioned Stat Points: 3​
RP'r: Hide in Plain Sight


Zelroth Gravcan
Race: Alimor
Class: Sorceror
Guilds: Koleiros Cult (Guildmaster)
Level: 5.5
Inventory:
Weapons:
N/A​
Equipment:
Armor, Alchemical Ingredients, etc.
N/A​
Miscellaneous:
"Weightless" Items, Quest Items, etc. (Does not affect encumbrance)
N/A​
Spells Known:
Destruction:
N/A​
Healing:
N/A​
Elemental/Nature:
N/A​
Stats:
Strength:

Stamina:

Speed:
••
Agility/Acrobatics:
••
Blade:
••
Blunt:

Hand-to-Hand:

Marksman:

Magic (Destruction):
•••
Magic (Healing):

Magic (Elemental/Nature):

Mana:
•••
Stealth:
••

Unapportioned Stat Points: 0​
RP'r: Oblivion


Good luck and happy RP'ing!

Master Mew
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Last edited:
Name: Thane

Race: Ertai

Class: Outlaw/Sorceror, Thane goes his own way and is a capable wielder of destructive magic.

Home: Tuseid

History: Thane was raised in an orphanage in Tuseid, where he was able to watch the streets from his small room in the cramped attic of the orphanage. He was inspired by the wizards he watched down below in the streets, going about their trade and vowed that as soon as he left the orphanage, he would seek out the Mage Guild and ask to join. Not much is known about what happened during his time at the orphanage, however, a child died at the place during Thane's time there and no one was every apprehended or convicted. When Thane left the orphanage he seeked out the Mage Guild and asked to join their ranks. However he was turned down and was sent back out onto the streets. Alone and angry, Thane decided to teach himself the ways of magic, practising sorcery and becoming more and more powerful as he practised the arts. Thane's intentions are unknown but whilst he resides in Turseid, he seems to alienate and warp the people around him into doing his bidding. His presence does not bode well for Armeria.

RP Sample: http://bmgf.bulbagarden.net/f428/bounty-hunters-start-up-113096/

Specialized Role: N/A
 
Name:
Cyros

Race:
Ardeir (Custom)

The Ardeir are extremely similar to humans in anatomy and appearance. However, Ardeir possess extremely well-developed mental skills and excel at strategic thinking. Ardeir make exceptional leaders and teachers, and have high levels of endurance. Despite being useful on most parts of the battlefield due to their amazing thinking skills and above-average stamina, Ardeir are almost totally incapable of destructive magic. However, all Ardeir are born with a small amount of skill in healing magic, but it must be practiced for an extremely long amount of time to grow any more powerful.

Ardeir are native to the Avimeir Mountains and the valleys west of Armeira, although thousands of years ago they migrated here from a frozen wasteland far to the north.

Class:
Emporer of Armeira, formerly an accomplished Paladin. Paladins Are equally adept at healing magic and swordsmanship, although they are agile as well. Paladins are genrally more compassionate than normal knights or mages.

Home:
Tuseid

Guilds:
Royal Guard

History:
Cyros was born in a remote town in the Avimeir Mountains, too small to even be marked on most mainstream maps. The village was really just a few cabins and a cobblestone road, where a group of Ardeir had settled a few years before he was born. Cyros's parents were well-respected, as his father was a member of govenment and his mother was the only teacher at the town's small schoolhouse. In a community where intelligence was everything, these two relatively average jobs went a long way towards making you the leaders of the town. As he grew up, Cyros was taught the basics of strategy, as most Ardeir do.

However, when Cyros was thirteen, a group of outlaws set fire to the town one night, destroying most of the buildings and killing a majority of the town's population, including Cyros's mother and father. With the town destroyed and almost everyone dead, the remaining inhabitants were forced out into the wilderness.

In the three years he lived in the mountains, Cyros learned more about survival and battle tactics than he had over ten years of schooling. At age sixteen, Cyros moved out out of the mountains and into Melaphos, where he joined the Warriors' Guild as a paladin for seven years or so. Upon reaching near-peak physical and mental condition, Cyros relocated once more to Tuesid and got a job in the government.

Over the next few years, Cyros continued in his career until he held the second-highest position in the government, then became Emporer when an assassin hired by some unknown foreigner murdered the previous one. In the years since, Cyros has been working to stamp out the remnants of the Kolerios Cult, as well as establish trading relations with distant lands.

RP Sample:
The skies were an orange canvas, painted black by smears of ash from the still-burning fires. As Cyros watched, these smears condensed into various shapes, as if speaking in a language no one could understand.

One hour. In that small amount of time, Cyros had been ripped from his home and very way of living by one gang of outlaws looking to make a name for themselves. In one hour, he had lost his family and friends, and been forced out of the only home he had ever known.

He had tried, of course. Stayed behind after the worst of the flames had died out, using his limited magic to attempt to heal the wounded. But, alas, none of it had been enough. And now the dozen or so men and women remaining had been driven out into the dangerous mountains to survive on nothing but their wits and whatever they could salvage from the rubble.

In all, Cyros had a woodcutting axe, a crude stone knife, and some old history books that had survived due to being held in an underground storeroom. He had already collected some vines and logs from a nearby forest, and was watching the sunrise from a tall cliff as he skinned a small squirrel for breakfast.

He would live. Cyros knew that, in the recesses of his mind, that eventually he would eventually build a shelter and thrive. Eventually, he would defeat the odds, and eventually his grief would end, and then he'd have to consider what to do with his life.

But for now, he rested.

And waited.

Specialized Role:
Emporer of Armeira​
 
Last edited:
@-Gray-
Approved! You have nine unapportioned Stat Points, PM me at your convenience to apportion them.

Also, as Emperor, you will be acting as the Guildmaster of the Royal Guard - care to PM me a Guild-description when you get the chance?
 
Name: Felix Exsul (His birth name is Ga'jaleez J'kaaz, but he has adopted a new persona.)

Race: Felix is one of the A'liquam, a race that, at first, shows an almost identical appearance as that of humans. Until the moon rises, and night falls on the earth. Then, their appearances change into a creature much more fearsome. Hair sprouts throughout their whole body, and they grow a hound-like snout and ears, wicked claws, and deadly fangs, giving them the appearance of a wolf-like, humanoid beast. They still retain the same mindset as before, but their form makes them much more dangerous. In addition, they crave fighting and killing others. If this crave is not satisfied on any night, the beast will completely overcome them on the following night, destroying any sense of reason and turning them into killing machines until the sun rises once more.

The A'liquam are extremely close to extinction, due to having been relentlessly hunted. In their human form, they have been known for their archery skills. But in their wolf-like form, they become extremely skilled with physical combat, and use stealthy tactics in order to capture their prey. They came from beyond the Sorilae Mountains, an a swampy region that the natives called the Ku'mat Zao.

The A'liquam worship two gods, who signify their two halves. Personifying their human form is M'unja. M'unja is the A'liquam God of Creation, Order, and Diplomacy. M'unja acts as a guardian angel over the race, guiding them to prosperity and peace with the creatures around them. M'unja has been said to take on the form of a human with eagle-like features. Specifically, the talons, eyes, and wings of said creature. M'unja does not directly intervene with mortal affairs unless it is truly dire.

Then, the deity personifying their feral side is K'zaa. K'zaa is the A'liquam God of Destruction, Chaos, and War. The antithesis to M'unja, K'zaa attempts to guide the A'liquam on a path paved with carnage and blood. K'zaa takes on a form similar to the A'liquam's beastly form, but is much more beastly, with fur is black as shadows, beady red eyes, three long, curled ram-like horns, as well as four arms, wielding an axe, a warhammer, a longsword, and a spear. K'zaa had sworn an oath to remain tethered to an alternate dimension, but is still able to intervene, however indirectly. He and M'unja have had a history of fighting.

Class: Ranger/Fighter Hybrid.

Home: None. He's a runner, so he has no real place to call his own. He makes his own encampments as necessary.

Guilds: N/A

History: When Felix had been born, tension was stirring in his home. The people of nearby colonies had attacked the A'liquam on numerous occasions, and the A'liquam were considering waging war. But Felix had a much different mindset than that of the rest of his people. He was quiet, contemplative, and hated the thought of taking innocent lives. He had attempted to make peace, but had quickly realized that, even though he had followers, he was outnumbered by the ones who wanted war.

By the time Felix had reached maturity, his race was dying. Once the dominant predator of their homeland, they were now being hunted relentlessly. Their villages were smoking ruins. Their people were scattered and broken. Instead of trying to defend his homeland, he knew that this battle was one that would end in their destruction, so he fled to the nearby land of Armeira, leaving his people behind. Praying to M'unja for guidance, he hoped he could make a new life. However, his reception in this foreign land was something he was concerned about.

RP Sample:
Felix ran.

For countless days, he ran. He ran from his ruined home, he ran from all he had known, and he ran from the life he once had. He was currently on a path going through the mountains, the sun close to setting. The howl of the wind tore through the air, the snow threatened to stop his feet right in their tracks, and the air was frigid. He quickly came across a group of who he had guessed were hikers. Walking over to them in hopes of assistance, he was glad to have found potential comrades.

How wrong he was. An arrow had barely missed him, and he noticed that it had came from the encampment. That was when he realized. It was a group of bandits. One of them, presumably one of high ranking, walked over to him. "Are you lost?" he asked sardonically, a smirk on his face. "Well, you shouldn't worry, because you aren't going anywhere else."

With that, he lunged at Felix with his longsword, the strike hitting him through the gut, sending him to his knees. The bandits laughed. Felix had not been trained in the ways of combat, so fighting was not his craft. "Did you really think you could hike through these mountains without resistance? Especially when you're this weak?" the chief jeered. "Finish him, boys!"

As the bandits closed in on Felix, the sun had set. In an instant, Felix began acting strangely. He began trembling violently, and his breathing became shuddered. Then, in a flash, Felix let loose a scream of what could be interpreted as agony. Then, he changed. Pale blue fur began sprouting from his skin, claws began to extend from his hands, and his eyes turned a bright yellow color. He gave a feral roar, standing up and setting his sights on the bandits, who were in a state of shock. Felix then broke into a run, using his arms and legs making him look even more wolf-esque.

When the sun would rise on the Sorilae Mountains, it would rise upon an abandoned bandit encampment, the snow stained with blood, and the corpses of the camp's former inhabitants, their eyes open, forever capturing the shock they had when they fought a member of the A'liquam.

Specialized Role:
N/A
 
Oblivion: Accepted!

Incidentally, as no "Home" is listed for your character, where will he be residing at the beginning of Armeira?
 
Could you reserve me a spot as the Temple Chief-Priest, please? I'll have my SU as soon as possible.
 
Sure thing.

EDIT: Also, it is worth noting that I have ERADICATED the limit on the number of characters an RP'r may control.
 
Sign-Up & Referral Incentive
  1. Within the next 48 hours, all new character sign-ups will receive a complimentary Stat-Point.
  2. Additionally, if you refer a user to Armeira (they must mention you in their Sign-Up), each of your characters will receive two (2) Stat-Points.

Note: These incentives are stackable.

Enjoy!

All the Best,
Master Mew
avatar42308_5.gif
 
Name: Ancev Naxes
Race: Ertai. However, his magic has permanently altered his body a bit due to the shear amount he uses it. His teeth are slightly sharper than most, he has red eyes, and if one looks closely, it becomes apparent that his hair is not human hair, but actually many long, thin, black feathers.
Class: Spellsword: Equally skilled in using swords as they are magic, spellswords are very flexible. They mostly wear light armor, as heavier suits make magic more difficult, and rarely use a shield, as they use their weapon-free hand to cast spells. Most of them don't have the time to both learn to use their weapon of choice and magic, so most of them specialize in just one or two schools. In Ein's case, he specializes in Nature and Healing magic.
Home: Arlok
Guilds: Mages Guild
History: Ancev was born in a very small hamlet, unremarkable. His parents were both farmers, and his greatest aspiration was to be a healer, as his mother died. When he was 11, his village was attacked by cultists, who killed his parents and almost everybody. He was saved when members of the royal guard appeared, and drove back the cultists. He was in awe over these heroes, and one of them, a spellsword known as Thane, decided to adopt him. Thane taught him everything he knew, and as soon as he was old enough, Ancev joined the royal guard himself. A year later, a war started. A powerful wizard, from a far off land, known as Yendor, rallied an army of orcs, and was trying to take over the kingdom. Of course, such a cliche evil plan could never be allowed to be carried out, so Ancev went to fight. He killed many a foe, but was eventually captured. He was brought back to Yendor's dungeon of doom, where he was tortured by the wizards of Yendor for imformation. He never let slip a single bit of information, and when the Royal Guard finally made it to the dungeons, he was the one who killed Yendor.
Returning to the kingdom, highly decorated for killing Yendor, Ancev learned that Yendor actually learned magic in the capital. Realizing that the whole war could have been avoided if magic use was monitored, Ancev founded The Order of the Marble Tower, better known as the Mage's Guild, to police and educate magic users everywhere.
RP Sample: http://bmgf.bulbagarden.net/f431/pokemon-hg-ss-roleplay-88288/
Specialized Role: Mages Guild Leader

I'll PM you the guild description soon. Meanwhile, why can't we have characters in the merchant's or craftsmen's guilds?
 
'll PM you the guild description soon. Meanwhile, why can't we have characters in the merchant's or craftsmen's guilds?
Because the Merchants Guild and Craftsmens Guild were both created and maintained by characters from the original Armeira - in other words, they were custom Guilds.

In theory, you could join them, you would just have to create them first. ;-)

Byzantine was the creator of the Merchants Guild, and I'm thinking -Gray- may have created the Craftsmens Guild.

EDIT: @Mouthful of Pi
Approved! You have four unapportioned Stat Points, plus an additional one for signing up during the Incentive, for a total of five unapportioned Stat Points! PM me at your convenience to apportion them.
 
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Name: Amaru Nastu Machiavelli

Race: Shakuru (Custom)

Shakuru are quite similar to humans in terms of anatomy and appearance. They are also brethren of the Ardeir. They are not that physically adequate. They rely on other creatures and their minds to help through physically perilous times. That is why they lay importance to the development of their own minds so they enhance their mental capabilities and develop analytical and strategic minds. This makes them natural born leaders as well. They seek the path to enlightenment and many of them undergo abnegation. They are devout beings who have devoted themselves to reaching enlightenment. As a result, these beings ascend to a higher platform of living. When they fulfill their meditations and reach complete enlightenment, they ascend and become a higher being consisting solely of energy. Once only existing as energy on a higher platform of living, they appear to those who seek help on the path to true enlightenment.

Class: Holy Paladin

Though Shakuru are not strong physically, Nastu is really an exception. He has mastered swordsmanship and he has also mastered the holy roles the Paladins play for they are also healers.

In his old age, he has become the Temple Chief-Priest. Thus, he is devoted to becoming enlightened and fulfilling the orders of the deities. He is also quite spiritual.

Home: 9. Peletoth.

Guilds: Temple

History: Nastu was born in the Tark-Meir Mountains in a village that belonged to the Shakuru. His father was a member of the Warriors Guild and was one of the best fighters the Shakuru ever bred. Thus, Nastu learned his swordsmanship from the best of his tribe. He spent his days as a youngling training to become a fighter and join the Warriors Guild. However, his mother was a priestess at the Temple. When Nastu was not training with his father, he was with his mother. His mother taught him the importance of knowledge and seeking enlightenment. She taught him about ascension. Therefore, he also developed his holy side. Thus, at a young age he had become both skillful with the sword and had training in religion.

As a young Paladin, he spent his days protecting his village and the mountains in general from any sort of enemy. This went on for years and at the age of 41, the Temple Chief-Priest had died. Thus, a new chief-priest was needed. Nastu decided to give up his sword and many of his worldly needs to seek enlightenment and lead first his people and then the rest of Almira to enlightenment. Thus, he went to the capital Tuseid to assume his position as Chief-Priest. It was difficult, however, to get the position as other devout priests were ready to fulfill the position. He, however, was a Shakuru, a special race who could ascend to a higher form of being rather than just die, so he would always be there to guide the chief-priests even when he had ascended. In addition, he was also a natural born leader as a Shakuru. He, also was a warrior so he would be able to protect the Temple at any cost. He was fit to become the chief-priest and he managed to persuade others who wanted to become one and at the conclave, he was chosen to become the Chief-Priest.

Since then, he has spent his days meditating, seeking enlightenment, enhancing his spirituality and knowledge. He has also helped many with their own problems.

RP Sample:

Taken from Pokemon Training Camp.

"Let's try this again. Now use Hone Claws," AC said but again to no avail. His Rufflet just wouldn't listen.

"Alright then, Sky Blue, you start the battle," AC said and his Taillow prepared a wing attack. The attack hit straight on. Black fell down but got back up. He was angry and he wanted to attack Sky Blue. "Now we're talking. Black let's take down Sky Blue, start off with Hone Claws," AC said but his Rufflet wouldn't listen and had different plans. He rushed over to where his Taillow was and began pecking him. His Taillow got angry and prepared an Air Slash attack. He formed a large ball of wind and threw it at Black who was at point-blank range. The attack hit straight on.

"See Black, that's what happens when you don't listen to me. If you want to win, we must work together," AC said. His Rufflet got up and looked at AC. A second or so later, the Rufflet began to cheer. "I'll take that as a 'yes'," AC said, "Then, let's start with Hone Claws and then a Wing Attack of our own." Rufflet's claws glowed and he was surrounded by a Blue aura. His attack and accuracy increased. Then, his wings lit up and Black took flight towards Sky Blue. Even though Sky Blue tried to escape, Black hit and Sky Blue took the damage. "That's it! Now, we're getting down to business," AC said.

--

Venny and Messenger were wandering in the forest.

"So you're the new Pokemon, huh? Messenger, right?" Venny asked.

"Yes, and what is your name?" Messenger asked.

"I'm Venny the Gallade, AC's starter Pokemon," Venny replied, "I don't know how your old trainer treated you, but you are very lucky that AC will be your trainer. He really is great."

"I hope so," Messenger answered.

Nastu was deep in his meditative state. His reiteration of a brief mantra filled the halls of the empty temple. As he took one deep breath after another, he felt the sun rise. He had to address the people of Peletoth who would gather for congregation. He still hadn’t opened his eyes as the sun rays were penetrating the windows of the large temple and bathing the marble floors and columns with sunlight.

Outside, people had come together to listen to the Chief-Priest’s daily sermon. There was murmur amid the crowd as they awaited for the Chief-Priest to greet them. He was late.

Nastu was still deep in a meditative state. He did not want to wake up from the meditative state as his senses were heightened and his mental activity was at its pinnacle. Something had overcome. What had he sensed?

His eyes opened suddenly. They were fixed at the door on the far side of the room, just across Nastu. Three words slipped from his mouth: “Darkness is coming…” With those last words he pulled himself together and stood up. He left his room and walked down the halls of the temple with each step echoing throughout the temple.

A sudden silence fell among the people who had gathered for congregation. They looked up at the balcony and saw the Chief-Priest in his black robes with white silk trims. He had covered his face with his hood and he had his arms open as if he was attempting to hug the entire congregation and shield them from some eminent danger.

Specialized Role: Temple Chief-Priest


Just let me know if anything is wrong and I'll fix it. I'll also PM you the guild description.
 
Hey!

My character, custom race as b efore.

Name: Relic
Race: Doran. The Doran are a race that are similar to dragons in appearance, though how much so depends on age. Young Dorans are humanoid in form, agile, and capable of flight, and have the ability to wield weapons. They also have limited Fire Magic to their name, enough to aid in combat, but nothing spectacular. They are also more aggressive at this stage in their lifecycle, most of them taking roles as bounty hunters or mercenaries, though some simply like to fight. They also emit a musk during this stage that dogs tend to shy away from, as it shows their heighten aggression. Females are less aggressive but still fairly agressive. At around age 50, Doran undergo molting, their equal to puberty, the young Doran may mellow out a bit, but be prone to mood swings as, over the course of a year, they shed their skin multiple times, each time getting more and more dragon like until they fully ‘metamorphose’ into their adult self. Adult Doran are much more peaceful, but are no longer able to stand on two legs, walking on all fours and are typically larger than a horse. Adults lose their agility and ability to wield weapons, but make up for it with thicker skin and a more expanded ability in elemental magic. Doran Adults are easy to get along with and are frequently seen in libraries and places of learning. However, just because a full grown Doran is more peaceful, one should not assume they’re to be messed with, as they can put up a fight if they must and, while no where near as agile as they once could, they can still fly. Doran’s have a deep bond to the Earth and even seem to worship it to an extent, but do not believe so themselves as they have their own religion worshiping the sun and moon, but their deities don't forbid worship of other, non conflicting ones. All Doran have some degree of natural armor, young Doran’s equal to typical armor and adults enough to survive a great deal of punishment, for this reason, few, if any, Doran wear armor.

They’re native to Drago, a mountainous area south of Armeria. Drago's position in the world causes it to experience a unique form of astrology where the moon eclispes the sun constantly for half the year and the moon is not visiable for the other half.
Class: Warrior
Home: Tusied
Guilds: Unless applying for a Specialized Role (see below), Guilds cannot be joined until the RP begins
History: Relic is a 49 year old Doran that is well aware he’ll soon molt into his adult form. Because of this, he wants to make a name for himself as a bounty hunter, but, aware such a role is not a long one given his present age, in fact his musk has already began to decrease. His favored weapons are a pair of wrist mounted knives. He also has two rules when taking assignments, he won’t kill woman or children, and two, fathers with children are off-limits for KILLING but is willing to capture women or fathers if they've got proof of the crime, don‘t tell him this prior, and he reserves the right to break contract.
RP Sample: Do I need one? We've RP'd a lot together by now.
Specialized Role: N/A

I just used the same bio from before with a few tweeks, if that's ok...

The Doran gods:

Taiyo and Tsuki

The chief deities of the Doran religion, they’re actually two incarnations of the same entity. Drago’s location on the planet results in a near permanent solar eclipse during the day during the second half of the year, and the moon is not visible during the night of first half. Thus, during the first half of the year, this entity is the Sun God Taiyo, a hotheaded, battle loving, and somewhat childish entity, but also a God of Life and Agriculture, who allows life to flourish. During the latter half of the year, he is the Moon God Tsuki, a calm and collected, magic using entity, but also the God of Death and the Sea, allowing life to decrease on land but flourish in the sea, allowing the Doran to fish, due to the moon‘s effects on the tides. This cycle also follows the life cycle of the Doran, aggressive and battle loving in youth, calm and magic using in adulthood. Taiyo and Tsuki can both communicate at any time, but one of them is dominant depending on which time of year it is. Taiyo’s powers is the power of fire and the ability to control plant life, increase its growth, as well as representing physical power. Tsuki has the powers of gravity and can control water with ease, as well as marine life, and can use vast magical powers. Taiyo is a fiery red and orange Western dragon perched a top of orange glowing sphere, Tsuki is a blue and white dragon of similar type perched on an orb resembling a moon. The two are not jealous deities and have no problem with Doran worshiping other deities along side them, and because of this, most Doran worship them and another religion.
 
@acs1903
Accepted! You have five (5) unapportioned Stat Points, PM me at your convenience to assign them.

@Godzillawolf
Accepted! You have one (1) unapportioned Stat Point, PM me at your convenience to assign it.
 
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