Saving the Fringe (Mixed-playstyle Fantasy) [OOC/Sign-ups]

Lazzamore

WAAAAAAAAAA-
full

We live on the fringe of Dandorra, out beyond where the sane man dwells in mediocrity. We live in untamed lands, bordered east by Ezmaria, where Ezmar Khan rules with an iron fist. South of us are the mighty Swordlands: impossible, vertical mountains, a wonder of our world. North is the 'Westerly Sea', and to our west... No one knows. Wilderness as far as the living have traveled.

Chances are you come from Sunu-Ra, the only port city nearby for miles. Host to a number of adventurers, outskirt guilds and strange religions, the city is the best hope for taming these lands. Not that the land wants to be tamed, mind you: out there are monster tribes and fey as numerous as any nation of man or other cohort in the heartlands.

Maybe your here as the forerunner of salvation; maybe you know the way. And maybe the blasted fools of more 'civilized' parts called you a Heretic for it. Or maybe you ARE the salvation, maybe you just need a bit more power to show the folks back home that submission is a virtue. Maybe your salvation in the Uknown itself; And getting lost in the untamed wilderness and, therefor, truly living, is what the gods made you for. Heck, you might even be here to stop our 'salvation', as one of our monsters or a wild spirit in the woods.

Well, whatever it is, one things certain: Your accomplishing nothing while standing around!


Saving the Fringe is a mixed-playstyle RP; in it we will be playing as either Characters or small Factions, (whichever strikes your fancy) on the fringe border of the 'civilized' world of Dandorra. You may choose to be one of countless races of 'monsters', a Fey (which can manifest as nigh any magical being) an adventurer or a whole colony, tribe, anything.

Individual characters can be a bit more powerful off the start then those that make up our small factions, for balance. Anyone can feel free to describe parts of the world as they make their characters; I'll have a map I update as I learn about your additions to track this world. What's in our blurb above is all we have decided about this world.

Feel free to post your characters and Factions using the Sheets and Guidelines below:
Faction Sheet
Name:
Type:
(Religious, Municipal, Corporate, etc... What would best describe what your group is?)
Effective Demographics: (List any major races and professions, and a rough idea of how many of each. Most factions won’t have more than 10,000 people, we are mostly looking for colonies, militias, tribes etc... Not whole nations. In some cases, you may be an extension of a larger group, in that case only list your controlled, effective numbers you have at your personal disposal.)
Location: (describe your faction or colonies locale, territory and surroundings)
History: (Use at least two (short) paragraphs to cover how and by whom your faction came to be)
Heraldry: (Symbols used to identify your faction. Just a pic is sufficient, though either a pic or description will work.)
Leaders: (Who runs you faction? In the case of a religion, list your mortal leader as well as your deity.)
Other Important persons: (Optional. List any or all below using the below fields as a suggestion for each one’s sheet.)
Name
Race
Short Description
Character Sheet
Name:
Race:
(What ethnicity/creature is your character?)
Home: (Describe the place and territory in which your character lives/spends most of their time, and that is visible on a map. This is entirely optional.)
Biography: (Give a brief (1 or more complete paragraphs) description of your character’s motivation and important backstory information you know.)
Description: (Either two sentences or at least one picture, both are fine.)
Flaws: (List atleast 2 traits (however minor/major) that could ONLY be considered weaknesses)
Strengths: (List at least 1 trait that is their greatest advantage in any part of their life.)
 
Hm... If they are human, then I'd caution against making them children. (That is, younger than 18) unless you think you can play them in a way that makes sense. I guess what I'm saying is: If you want to play a young character that's fine with me, just make sure they are still realistic (Y'know, don't try to bring in 'Shaggy and Scooby-doo' when the rest of us are something like 'Lord of the Rings' characters).
 
Name: Brazos Mercenary Company
Type: Autocratic mercenary group operating a moderately sized municipality
Effective Demographics:
The Brazos Mercenary Company operates out of the colony of New Korum. New Korum is comprised of roughly 14,000 people of varying professions.
By Race:
78% Human
11% Elvish
7% Dwarven
1% Orc
3% Other Races totaling less than 1% of the population
By Profession:
~4,200 farmers
~4,900 fishermen
~2,000 dedicated soldiers
~900 construction and carpentry workers
~600 skilled craftsmen
~500 other skilled professionals (businessmen, clergy, administration, etc.)
~800 unemployed and other unskilled professionals

The Brazos Mercenary Company, however, does not control all of these individuals. While it comprises almost 12,000 individuals in total, only 4,000 are in the western lands.
Brazos Company Makeup:
~2,500 soldiers in the New Korum region.
~600 support personnel on payroll (smiths, horse breeders, laborers, etc.)
~400 naval personnel across 11 ships, 2 of which are warships.
~500 other personnel and soldiers scattered throughout the western region.

Location: New Korum is located on the coast in a deep water harbor. Sheltered by cliffs and situated farther west and in wilder lands than Sinu-Ra, New Korum was a city constructed to act as a strategic launching point farther into the western lands. With access to plenty of timber, the city is intended to begin construction of large vessels and sturdy docks to further expeditions into the west. A small river runs near the city, emptying into the harbor. Outside the city's palisades lie a collection of farms that, when combined with the fishing industry, are sufficient to feed the townsfolk.
History:
The Brazos Mercenary Company started as a small group fighting in almost any and almost every conflict in Ezmaria for the better part of a hundred years. Led by several wise individuals over the course of its history, the "Band of Brazos", as it was originally called, grew to the size of a small army. Having found itself in a prolonged period of peace, the Brazos Company set its sights west.

The Brazos Mercenary Company was hired by the merchant investors of New Korum to defend the city during it's construction, and act as a garrison and army until construction of the city could complete, at which point the city would presumably be able to defend itself. The Brazos Mercenaries, already a veteran company, invested a large portion of their wealth into wresting control from the previous shareholders.

In control of New Korum, the efforts to construct a viable frontier city with a functional deep-water harbor and drydocks proceeded slowly, over budget and behind schedule. Portions of the company were moved over permanently, and began to seek out active work in other areas of the frontier. Offices were established in Sinu-Ra and other large colonies and towns, and the company began to gradually expand more and more into the region.
Heraldry: A symmetrical banner of five vertical stripes. A clean white, followed by a thin bar of red, a thick one of black, then red and white again.
Leaders: Asmos Smokereign, Human, Current leader of the company. Currently in Ezmaria dealing with domestic affairs.
Carrik Steelmender, Human, General Administrator of New Korum.
Gorn Seaworth, Dwarf, Admiral of the Company's fleet.

Name: Captain Lanfire, the Jackal
Race:
Half-Elf, Age 37
Home: Currently resides in New Korum.
Biography: Lanfire the Jackal joined the Brazos Company as a way to escape the slums of his hometown. After some years in the company, he was offered the opprotunity to be among the first to settle and defend New Korum. Curious about the world beyond Ezmaria, he gladly accepted. While there, his level headed decision making and agreeable personality afforded him the rank of Captain, answering only to General Administrator Carrik Steelmender. Still his reliability and experience in the frontier gave him an edge over the other captains, and maintains a degree of seniority over the other captains, despite his relative youth.
Description:
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Flaw: Strictly Professional - The majority of Lanfire's early adulthood has been spent within a strict, professional mercenary environment. His inept in personal situations, and maintains few personal contacts. Much of this stems from his childhood in the slums, as well. He had no close friends, and no family that he knew of, evidenced by his surname. Emotionally, he is extremely isolated.
Flaw: Unsalted At Sea - Lanfire has fairly extreme sea sickness. Coordinated motion becomes difficult, as does retaining his lunch.
Flaw: Just Short Of An Eyepatch - After an encounter with a fey with particularly bright magic abilities, Lanfire was rendered mostly blind in his left eye. It looks fine, and focuses the same as his left, but it has proved troubling in fights. As far as he is aware, no one other than the one fey who blinded him should be aware of his partial blindness.
Flaw: Cons Of A Street Education - Lanfire still struggles to read more complex documents. Legalese is the biggest issue, though he is capable of reading most of the papers he is presented with.
Strength: Adaptive Mind - Lanfire is a very quick learner, and finds himself quick to adjust to most situations.
Strength: Quick Hands - A holdover from his early days that served him well as he aged, Lanfire excels with manual tasks requiring dexterity.
 
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It took me a bit longer than expected, but here's my faction and some characters.

Faction (Anyone can join!)
Name: Fey’Doriin kor Yordella (They who stride the trees.)
Type: Religious Nomads
Effective Demographics: Elves, Fey, Wargs, Wolves, and various hybrids. Smaller populations of other creatures exist. Some 9,000 total have been estimated.
-30% Elves
-25% Fey
-17% Wargs/Wolves
-12% Elf-Fey hybrids
-8% Were-Creatures
-8% Other Creatures

-3,579 Hunters*
-3,328 Gatherers*
-329 Master Craftsmen
-641 Rangers
-947 Children
-52 Infirm
-123 Druids
-1 the Druid
*Hunters and Gatherers often do more beyond find food. They make up much of the Fey’Doriin kor Yordella’s fighting force and often work as mild craftsmen or apprentices to Master Craftsmen who produce anything from clothes to weapons to textiles.
Location:
South and West from Sinu-Ra. Only some few ten miles, but heading south with great speed towards the mountains. Few know why, for now, but there is rumor of a ruin. A city that spans a region of the low mountains at the edge of the Swordlands. Both under and above the ground. It’s walls, crumbling but still standing, form a barrier that few dare to climb. The only hole is a single gate, still standing and oddly pristine in condition, standing closed. The ancient whispers name this a cursed city. A dread city. Those who entire are foolish, glory-seeking, purifiers, or desiring its power.
History:
The Fey’Doriin kor Yordella, or merely the Fey’Doriin, trace their origins far back into the history of their trees. They wander up and down the forest, stewards and protectors of their forest. Ferocious protectors. Wild as their land, they’ll utilize many methods to drive unwanted guests from their land from simple bow and blade, to turning the land against them. Trees that once produced healthy fruit, turn to poison, docile animals turn violent or into spies. The Fey’Doriin will keep their lands and people protected at any blood price.
However, the exact opposite is true for any welcome guest. Celebration is thrown for them and every bounty they have to offer is shared. They welcome the welcome as if a traveler who has been gone for years. The return of a family member, once estranged, but now forgiven and home. A passionate people through and through who wander the forests at will, claiming wherever they stay as their own, but never staying anywhere for long.
Ancient history suggests that they were once a small nation. A city-state that existed on the edge of the Swordlands. But due to their pride, and perhaps a few dark rituals, they fell into ruin. The Fey’Doriin will make no comment one way or another as to if this is true, but merely claim to not know. Which, for most of them, is true.
Most recent history has shown a people enraged. With the coming of these “adventurers.” These “settlers.” These “tamers.” Has brought about conflict and chaos with them. Even accidental for, when the initial landing came, the settlers felled many trees, great and small, to build their initial homes. Tragically, they chopped down a tree of their old leader, the Druid Dryad Len’Sha while the tribe was away west. So quickly did it happen that they could do nothing to stop it, nothing to prepare for it, and with no tree nearby could hold Len’Sha’s spirit and magical might, she died, horribly and painfully. Enraged, the young Elf Druidess Kairin, new leader and guide to the Fey’Doriin, takes her people towards the Swordlands and the ruins that lie upon them while dispatching several envoys both to the settlers and other tribes. Demanding recompense from the former and support for vengeance from the latter.
Heraldry:
Such few banners that can be found show a green and purple backdrop with a silver bramble of thorns. Written below the thorns are, in silver as well, words declaring “Never Trod Upon.”
Religion:
The people of the Fey’Doriin worship a pantheon of deities and potent spirits who commune with the one titled Druid or Druidess. There may be many druids across the land, but there is only one Druid to the Fey’Doriin. A being who has come into contact and, to some degree, has forged a bond with one or many of the Pantheon deities. The spirits fade into and out of memory, but some remain constant. People honor the Pantheon by trying to commune with the spirits and seek to do their will. This differs from the Druid in that there is no sort of magical bond or tie that seems to channel part of the essence of the deity.
Kor: The wolf. Protector of night and harbinger of death. A spirit of hunting and completion. The hardest to heed.
Cauna: The robin. Heral of spring. Leader of celebrations. A spirit of joy and song. The easiest to heed.
Gorendon: The dragon. Leadership and prideful. Power incarnate. The most dangerous to heed. King of the Pantheon.
Thallion: The fox. Trickster of the Patheon. The most foolish to heed.
Bandor: The stag. Leader of heart and home. Family and simple wisdoms. The wisest to heed.
Kuari: The trout. Helper in birth and the one that leads into an through the flow of life. The most complicated to heed.
Leaders:
Druidess Kairin Shial’Kot, Elf-Dryad hybrid, see characters
1st Ranger Yowena, Elf-Fey hybrid, Field commander of the Fey’Doriin’s military arm and leads their people in battle
Other Important Persons:
Ranger Durdast Era’Moss, Werewolf-Elf, see characters
Lillend Tei, Fairy, Companion to Durdast and planned speaker of Kairin’s ultimatum.
Isador Vor’Tian, Fey, Speaker to the other tribes across the land and will deliver Kairin’s plea


Characters:
Name:
Druidess Kairin Shial’Kot
Race: Elf-Dryad with pale tan skin, bright green eyes, green hair, and various deep green and brown tattoos of vines and branches that crisscross her body along with what life grows from her.
Home: SW of Sinu-Ra in the forests that range to the Swordlands.
Biography: At the young age of 52, she took leadership of the Fey’Doriin. Young, brash, hotheaded, she leads her people through the woodlands with brooding plans as to the vengeance that she feels she must extract upon the coming settlers for the death of Len’Sha. It was that death that triggered her bond with Gorendon. He imbued the power of rage and flames into the woman to supplement her natural strength in mind and magic. Southwards, southwards she leads them to the ancient ruins. Why? Many guess, none wish to believe. Kairin is leading her people to the ruins of Rhon’To’Yon. The remains of the city at the base of the Swordlands. There she hopes to revive the ancient, fell magic of her people. Magic she’ll use to defend her home and people while extracting vengeance, no matter the cost. And what a cost it is for, upon wielding such magics, she, the Fey’Doriin, her homeland, and any who come to willingly follow her will be twisted into abominable forms of themselves. Horrors to inflict upon the people who dare settle in owned land as if no one lived there. Who had the gall, the pride, to think, no, imagine they had some sort of right to it.
Her demand is simple, but also a decently clever ploy. The leaders of these various groups of settlers must come forth and submit themselves to a moot of the tribes of the land that will discuss how they will come to exist together and to exact justice for the wrongs that have been done to the native inhabitants. Furthermore, by merely agreeing to meet on Kairin’s terms, she already gains the advantage in the talks. Lastly, should there be any foul play, she’ll have all the cause she needs to work to wipe out the settlers. Kairin’s envoys are on there way, winging to both tribes and groups of settlers. Should she be ignored, then she will follow through in her designs and use the ancient magics.
Description:
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Flaw: Angered Beyond Reason – From the tragedy, or murder, of Len’Sha, there can be only be the demanded recompense or vengeance. She will hear no alternative and stop at nothing less.
Flaw: Cannot be Concealed – Her bond with the lord of the Pantheon gives her raw power, but it cannot be hidden. Her passage is obvious as the noonday sun in an unclouded sky.
Strength: Power of the Pantheon – At the same time, the bond that connects her also allows her to severely twist the land to her emotional state to protect her people. Her joy sends all the land she travels in bloom. Her despair leaves it wilting behind her. Kairin’s anger twists the forests into a horror. Haven of ferocious creatures and poisoned brambles with trees that murmur and plot darkly at any who enter their shadow.
Name: Durdast Era’Moss
Race: Werewolf Elf
Home: SW of Sinu-Ra in the forests that range to the Swordlands.
Biography: A solid 157 years old, Durdast Era’Moss has served with distinction for the Fey’Doriin as a ranger of their people. His father passed some seventy years ago. A werewolf and victim to the decay of time. His mother, Fysha Era’Moss is alive and well within the Fey’Doriin. An elf of age and stature who works to weave tapestries within her large caravan of a family. See, Durdast has six siblings, half siblings really, twenty-four nieces and nephews, and an exponentially growing number of other extended family members. To understand this, one must know that Fysha is several millennia old and has continuously married various mortal creatures ever since she arrived from the west to the Fey’Doriin. For each person she marries, she has one child. Eventually, her husband dies, Fysha mourns properly, then eventually marries again. To say that she doesn’t love her spouses is a lie. It would be more apt to say that she loved them for different reasons. Every child of hers has followed a different lifestyle, helping to make them radically different from each other, but Fysha helps keep them woven together and harmonious. Never letting her family emotionally drift away from each other. An Era’Moss family reunion is a sight to behold. It is rumored and believed that Fysha’s children have inherited her immortality. It is certain that her elder children have well outlived what would be natural for hybrids.
Durdast is the youngest of her children and wildest of them. Happiest when he is ranging, he takes great pains to work to be out in the relative solitude of the forest, even as a youth. It was during one of these excursions away from the family caravan that he found his longtime friend and partner, Lillend Tei. A fairy of kindred spirit, the duo sought out every secret the forest had to hid, be it strange bugs under rocks or being able to shoot the smallest apple on a tree. The two have remained close, despite him becoming a ranger and warrior and she turning to being a druid and guide.
Description:
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Flaw:
Mental and Emotional Scar – A traumatizing even has happened in Durdast’s past that still haunts him. Occaisonally, he gets panic attacks that can strike from nowhere and cripple his ability to do, well, anything productive. Despite the fact that he refuses to speak about it, he seems oddly weary of enclosed spaces.
Flaw: Dangerous Transformation – Perhaps Durdast’s greatest continuous source of self-anger and shame, is that, when he transforms into his wolf form, he becomes completely feral. Liable to attack anyone around him and hunt down those his beast form would consider prey and food. They only one who can help Durdast keep his mind is his longtime friend and partner, Lillend Tei.
Flaw: Illiterate – Cannot read or write.
Strength: Clever Responder – Durdast is known for his quick mind and flexible nature that allows him to adapt to most any nonsocial situation he finds himself in.
 
Name: The Order of the Tattersouls
Type: A Knightly Order in command of a city and several nearby outposts.
Effective Demographics: Roughly 10000~ Individuals
By Race
-~48% Tattersouls: Tattersouls are the risen corpses of people who have died. The oldest of which are naught but bleached skeletons, while the youngest can simply be freshly risen bodies.
-~33% Human
-~10% Elves
-~8% Orcs
-~1% various other races
By Profession
- ~4800 Dedicated Soldiers: The entire group is known as the Legion, which is split into two equal companies. Each year or so one company is active, going around the lands protecting trade routes, killing monsters and weeding out bandits while the other company rearms, resupplies, recruit and protects Tattersoul territories.
~240 Knights: The most elite warriors of the Tattersouls. They are mounted on heavily armored undead horses, armed with long slashing Rhomphaias and armored in a coat of plate.
~480 Mounted Squires: Mounted Squires are the light infantry of the Tattersoul Order. They are mounted on unarmored undead horses for extra speed and are armed with falchions and kite shields. They are armored with heavy lemellar sets.
~720 Heavy Infantry: The Heavy Infantry are veterans of at least 10 deployments. They have fought dozens of men, monsters and beasts alike with extreme efficiency and skill. They are rewarded with lemellar armor and carry a pair of one-handed axes to slash and rend flesh and armor in equal fashion.
~1200 Crossbowmen: Tattersouls who are armed to long ranged soldiers armored with mail hauberk and carrying with crossbows, a buckler and a stashing dagger.
~1920 Light Infantry: The lowest ranking and usually the most freshly raised Tattersouls. The light infantry are armored with mail hauberks and are armed with slashing falx swords in order to sever limbs and decapitate enemies.
- ~1100 Miners: Miners tirelessly work in metal mines in order to produce the raw metals needed to make the weapons and armor for the legions.
- ~900 Lumberjacks: Lumberjacks march into the woods and forests to gather raw wood for arrows, structures and weapons.
- ~900 Blacksmiths: Blacksmiths build all the weapons and armor used by the legions as well as most of the tools used by the miners, lumberjacks, crafters and farmers.
- ~700 Crafters: Crafters make the crossbows and the bolts used in the Legion,but they also build new structures, make new roads, make carts and wagons for use by all.
-~1400 Farmers: The Farmers produce all the food for the living people of the Legion. They do not usually have to deal with monsters or bandits attacking the harvests as the Tattersouls. They primarily farm potatoes, corn, wheat and gourds as well as cows for milk, leather, and beef and chickens for feathers, eggs and meat.
-~100 Liches: Liches are Tattersouls who have experience in the old arts of Arn. They primarily focus on the art of raising the dead and manipulating the life force of living beings in order to harm or heal their allies.
-~100 Agents: Agents are organic citizens who goes around looking for large clusters of Undead or monsters, and pick up slayer contracts from surrounding and far off towns to clear up their problems
Location: The Tattersouls main settlement exists within a bleak monster infested forest. The settlement consists of a moderately sized castle, ruined and ravaged by time but has since been patched up with new brick and mortar by her undead inhabitants. The castle is known as Castle Mortem. The location is constantly covered with light clouds and is surrounded in a moderately thick forests.
History: The Tattersouls were knights and their retinues from centuries ago, buried in vast tombs and graves hidden underground. This land was once a burial ground for the heroes and knights of an ancient empire known as Arn, a land known for their reverence for the living dead and the dying, seeing as their first death as simply a way to start their second life, a life free of pain and troubles of the mortal life. In case of times of great distress, Arn's greatest knights, heroes and soldiers were buried in a great catacomb underground to come out and save their kin, but they were never called upon as it was not a great evil or grand monster that destroyed Arn, but a great natural disaster, as the stars themselves fell to earth destroying the original kingdom and turning the once thriving kingdom into a destroyed and barren waste.

The buried heroes were left untouched by the falling stars and it was only by the discovery of a necromancer who wished to raise these dead heroes to conquer the lands that these slumbering warriors managed to conduct the rituals to rouse the knights, once wearing carefully maintained gleaming armor but has now rotted into mummified cadavers dawning rusted iron and carrying broken swords. The necromancer rose the sleeping dead, but instead of resurrecting an army of loyal and mindless undead, the mage had raised an army of stalward knights who were at first confused by the loss of their kingdom, but they had bigger issues to worry about first as their remembered the purpose why they were buried. First they slew the necromancer who had stolen their rituals and after raising the rest of their kin, took up arms and began a vast crusade, spreading from their tomb and liberating the surrounding towns from bandit, eldritch creatures and tribal monsters. At first their interactions with the towns were brief as they weren't exactly welcome due to their undead apperance but as the decades rolled by, and they began to help out and save more and more towns, the were eventually tolerated, and a few more decades went on and they were soon accepted into general society, at least in their immediate area. The Tattersouls continue their goodwill and relief efforts for war refugees and protect cities and towns from dangers ranging from bandit tribes to roving monsters. To keep their numbers up, it is common for the old and dying to travel into the Tattersoul's territories to seek immortality or do good after they have died by offering their bodies as new warriors for the Tattersoul Legions.
Heraldry: The Tattersouls run two banners, one for each company, but the have the same themes and the same general imagery. The 1st company Heraldry is that of a corpse holding a shield and blowing a horn on a grey flag while fire rages in front of it. The 2nd company Heraldry is that of a corpse carrying a red beating heart and guarding it from a pair of feral wolves on a grey flag. The general Heraldry is a corpse with their arms outstretched on top a hill with the sun rising behind it.
Leaders: Lord Almer Dran. Almer is one of the few remaining first Tattersouls. A skeleton really with bleached white bones wearing ornate steel plate armor adorn with gold trimming. He carries a two handed Rhomphaia and covers his head with a helmet in the shape of a wolve's head. Almer is a knight who remembers the time of Arn and he wishes to return to those times. A time of honor, strength and unity. He is the very definition of those words as he is a very honorable man who has centuries of combat experience and never throws away his men for needless reasons. He worships the old Arn gods, that is Amma the Maker, who breathes life into all things, Roor the Killer, who takes the lives of all those who lived, and Neen the curator, who gathers the souls of those who died and stores them so that they may be one day be brought back as the venerable dead.
 
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Hope I'm not too late!

Name:Inias
Race: Human
Home: Inias is a native of the Swordlands and was raised at a hidden mountain temple compound dedicated to the goddess Edione.
Biography: An orphaned child Inias was raised by a sect who dedicate their lives to the worship of the gods of the Ethereal Realm. He was born with dark black hair however on a stormy night a great bolt of lightning struck the boy in a courtyard. He was in a coma for three days and over that time his hair turned a silvery-white color. Shortly after he began to feel her presence, her will, and the ethereal flame flowed through his veins. He was brought before the temple elders in a ritual where he channeled her voice the voice of Edione. "I have chosen this child as my Oracle, Train him, and know that my will flows through the boy. He will be a light in the dark he will defend the gateway between our realms and cast out darkest threats." Following this the boy collapsed into coma for an additional four days and remained in a weakened state for another week following. this incident (Use of more ethereal power or directly channeling Edione drains Inias energy and can be fatal if overused.) Following this, the boy was trained for years in education, combat, and ethereal magic. At the Age of 23 on a calm summers night, Inias heard her voice, instructing him to leave the temple and follow her will to the north. Gathering his gear, a horse and supplies from the sect he has set off on his quest to carry out the will of Edione. (My first post will cover this in more detail)
Description:
214a78c4db6f65025d4b9125a6d6af5b.jpg

Strengths: Apostle of ,Edione, Goddess Of The Afterlife/Wielder of the Ethereral Flame - Inias is the Vessel of the Goddess Edione and blessed his blood runs with Ether, a white holt plasma from another realm that he can call forth and use in a variety of ways. (I'll list a few abilities soon on those.)
Flaw: Bound- As an apostle he is bound to the will of his goddess and is unable to act contrary to her wishes.
Flaw: Inexperienced- Though he has extensive training given his status Inias spent most of his life inside the temple compound and has little real-world experience.
 
Name: Brigo Firnos (Bree-Go, Fear-nose)
Race: Emolyn
Home: Normally resides in small towns where he can go mostly unnoticed, moving constantly due to the fact that he would rather not be discovered by any of his more deadly brothers and sisters
Biography: Brigo was born as the Emolyn of Honor, gaining strength and magic power the more he felt the overwhelming power and feeling of Hope itself. Brigo is well known among the Emolyn people as a morally good entity, driven by the honor of not only himself, but of all who make the choice to follow him. Oftentimes he pushes away potential allies, afraid that he could possibly put them in a position where they find themselves in mortal danger against enemies they cannot hope to defeat or challenges they cannot overcome. When he does have enough trust to allow someone to follow him into peace or war, he often becomes heavily bonded to them and treats them as the brother or sister that he had never been given the chance to have growing up.
Description:
6bce918772f3561f4296dc2611c0c2cd.jpg

Brigo is roughly 8 feet tall with a graceful stature, often wearing robes or armor to cover his golden, porcelain textured skin. This however doesn't make him hard to find. The giant of a man has features that are smooth and graceful, betraying him as a fey being, from eyes to fingernails. Brigo and all other Emolyn have similar anatomy to a human.
Flaws: Inhuman size-due to his abnormal size he can easily be found simply by asking where the tallest man in the village is.
Absence of Hope-When there is no hope to be drawn from for his powers he is often useless magic wise.
Strengths: Ability to draw magic energy from Hope. Unusual strength for a seemingly normal person (2x more to be precise, but only when pulling magic energy from his emotion.)

An incredibly ancient race that draw magic power or energy from an action or emotion around them in the environment (Fear, Death, Love, Joy, Hope, Light, Darkness, Sadness, almost anything imaginable) In physical form they look like every other person. Except for their colored, porcelain-like skin and unnatural height.

Abilities:
Shape-shifting-Animal and True Form limited, very physically draining

True Form-Become a cloud of colored smoke on command, does not stop physical damage if any part of the cloud is hit, if they are hit they are forced to transform into physical form immediately. Their movement speed is increased when they are a cloud. (Color based on above emotions actions and Emotions [in order] (Crimson, Dark Grey, Pink, Yellow, Gold, White, Black, Deep Blue, etc.)) Low physical drain.

Memory Search-When coming in physical contact with a person the Emolyn can choose to hijack their memories and replay specific memories that allow them to gain power. (Memories only accessible based on corresponding type of Emolyn). Low physical drain.
 
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I done it. Now onto the IC thread!

Faction Sheet
Name:
The True Fist
Type: Warband united under a Tribal Patriarch, known as Nogunhir the Evershadowed.
Effective Demographics: About 7,000 bandits and barbarians total, with 2,000 slaves and followers in total, and finally the 78 wives* of Nogunhir, whom make up the administration of their unit (see ‘leaders’). This does not count the numerous monster villages giving tribute of food and supplies to the Fist in exchange for protection and favor.
Most soldiers in the Fist are Orcs or Half-Orcs from the Fringe, due to the high frequency of them being descendant or direct children of Nogunir himself, but Nogunhir openly accepts Heartlanders as well as monster tribes among his ranks (after they prove worthy of his trust, of course).
Location: Nogunhir is a maniac warlord who commands a barbaric group of warriors known as the “True Fist”. Their Territory is a range of hills known as the “Teeth of Vorheimal”, which is mostly jagged rock outcroppings and woodland scenery dotted with forgotten ruins and the True Fist’s grizzly trophies. It stretches from Copper Beach (which lies on the north-western most corner of the charted Fringe) south for about 50 miles.
History: 250 years ago, Nogunhir was a Fell-knight under the tutelage of an aspiring Lich named Vorgrum. Vorgrum employed many tribes of Orcs, but merely 18 of their greatest warlords rose to the rank of Fell-knight, and together they challenged the Eastern empires. Nogunhir was first to see the would-be-lich’s weakness. Nogunhir betrayed the lich and sabotaged the war as he wished not to be ruled by Vorgrum due to his to-date unknown ‘weaknesses’.
But Vorgrum’s story of betrayal would not end there; All 18 of his orcish knights would eventually turn on the lich, until finally Vorgrum died in the battle of the Sunua plain in present-day Ezmaria, cornered by the union of heartlandic powers with his army of only himself.
For the next two-and-a-half centuries Nogunhir would extend his life unnaturally with his Primal dark magic, and retreated west where his warband rules the Teeth of Vorheimal with a tyrannical grip.
Heraldry: The knights of the True Fist will often carry a replica of Nogunhir’s personal banner (a solid black ribbon, with no emblem) with a short flail head attached to the bottom. The ‘official’ banner of the True Fist differs by ‘Knight’, which in this case is a freelance barbarian raider of sorts. There are over a thousand knights in Nogunhir’s militia, each with a personal emblem, still a few things are common about all banners: The background is always a single long, black ribbon, and hanging from it is always the knight’s great trophies of his career, which currently can never be more then 17 (Nogunhir has 18, and he is always to have the most, using his own as a standard by which one measures a trophy as suitably impressive.)
Leaders: Fell-king Nogunhir the Evershadowed rules the True fist in a way akin to a father might his family, or perhaps more like a cult-prophet would his following. *At his side, Nogunhirs second-in-command is always his Harem of trusted wives. To be a wife or concubine of the fell-king is more of a status then a romantic relationship, though one or two might strike the orc’s fancy to build such a bond with, most bare the title as a status symbol and political office among the warband. The Harem acts as Nogunhir’s hand-selected judges and officers, governing the thousands of warriors who serve Nogunhir.
Other Important persons:
Fell-Queen O’kilhees, Siren Female, Nogunhir’s favorite wife
Bogrokk, Half-troll male, Nogunhirs eldest living son
Talok, Orc male, Nogunhir’s youngest son
Ly’olhid, half-siren Female, Nogunhir’s eldest daughter (and O’kilhees’ only child)

Name:
Fell-King Nogunhir the Evershadowed
Race: Orc
Home: Hall of Vorziel, Nogunhir’s castle. A rough-hewn mess of stones and timbers made from ancient cliffside ruins that the True Fist repaired as their headquarters.
Biography: Nogunhir was a simple warlord, his Orc ‘Fist’ ruling part of the area now claimed for New Korum nearly 250 years ago. When Vorgrum selected him as a fell knight apprentice in his rise to power, Nogunhir was honored to aid in the creation of a new Lich. The Unfortunate realization that Vorgrum could not handle the power of Lich-hood put a damper on his early career, as he was forced to betray Vorgrum.
Nogunhir has seen the decline of his race in past centuries, but remains proud (or arrogant) enough to believe the True Fist shall always endure as a bastion of true Orcish nature; Orcs being warriors without compromise.
Description:
7991009b5505479ac8dea482cad56124--dark-creatures-fantasy-creatures.jpg

Flaws:
Truly Arrogant – Nogunhir truly believes he is stronger then he really is, and though he is in fact quite powerful his followers are well aware of his arrogance and must go out of their way to protect him from this growing problem.
Fell Dependence – Nogunhir cannot go without his fell magic to survive. He’s come to need it like water and food.
Strengths: Fell Magic – Nogunhir is a master of dark primal magic, he can throw bolts of pain and illness and cast spells of strength and health. He uses it primarily to strengthen himself to live long past his natural lifespan.

Name:
Shasven Woder
Race: Human
Home: Hall of Vorziel
Biography: Shasven hails from Sunu-ra as an immigrant from the more northerly lands of ‘the Frostpale’. His parents died from illness on the boat that took infant Shasven to Sunu-ra, ironically from the plague from which they were fleeing.
Orphan Shasven grew up firstly in the streets and secondly in the fields as a slave. His adolescence saw his bartered away to a village of Trolls, who eventually struck harder times and payed Nogunhir the young man as a slave tribute. Shasven could then learn to fight and proved a competent bandit and warrior for his monsterous overlords.
Today shasven is a believer that Humanity and its cohorts are the proper Ruling class of the world, not that he would admit it to his warlike monster-peers. No, he merely aims to prove it; Nogunhir weakens and Shasven and the few humans around him belong in a place of power for the True Fist to survive the coming storm of the colonizers. Shasven believes Nogunhir’s rhetoric, but with the added tenant that he is destined to out-strip his oppressors.
Description:
river_bandit_by_milonasdionisis-da3qs9h.jpg

Flaws:
Weak temperament – Shasven is emotionally scarred and easy to anger.
Zealot – On top of this, Shasven use little to know logical thinking in his views on the world and makes judgements primarily on his emotional state (which rapidly changes). To successfully alter his worldview is a feat indeed.
Strengths: Physical Prowess – As a human who must keep up with the raw power of literal giants, Shasven is a mighty warrior, almost unmatched in skill and determination. After all, if he slowed down he would likely be killed.
 
I'm going to have a few busy days ahead of me starting tomorrow so don't wait up for me on posts I'll drop Inias in a bit later after that Initial post I just did.
 
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