Aine - A New RP Thread (OOC)

questing_maiden

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I have decided to try to develop my own roleplay thread. It is not based on any particular story, game or movie, but a general knowledge of mythology and/or faerie stories would be helpful (though not necessary.)

Below I will post the general ideas and back ground behind the story. If you are interested, please post the details of the character you would like to play, including species, gender, strengths and weaknesses, background, and anything else you think relevant. Because this RP is open-ended and is not based on anything else, your possibilities are literally infinite.

The only things I ask are these: that there be no demons/angels/fallen angels (let's not go religious, folks), and that you maintain a general standard of grammar and spelling. Different people may post more or less often, and with more or less length. If you are looking for a fast-paced RP, I (having no life :D) am able to be on nearly every day. If you are looking for a slower pace, you can play a character that requires posting less often, or we can slow it down for you. It all depends on who shows up and how fast those people want to go.

All that said, read the next posts. If you like what you see, please post! This is my first RP, and I am excited to see what we will come up with!


(I am willing to change details if anyone sees a difficulty or an inconsistency in the general background information.)

(Oh, and I get to be the princess, because i said so! :D)

Regards,
questing_maiden
 
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NATION PROFILE- AIN (the Aine)

The Aine are the citizens of the kingdom of Ain, whose capital is Kalabad. They are of many species, including several fey varieties, dryads and naiads, centaurs, dwarves, and others, mostly hominid. They are an ancient civilisation and live harmoniously, with laws including all intelligent creatures as citizens. The vampires who live there have long ceased to be parasites, and now get food from a government programme that requires most citizens to donate blood once a month. They do not drink directly from a source, but from glass phials stored locally.

Their kingdom is a centre of learning, and many young princes of surrounding nations are sent to the great Academy in Kalabad for their education. The music of the Aine is haunting and beautiful, and their literature is thousands of years old. Their medicine and herb knowledge is far beyond that of nearby kingdoms. They are in general an enlightened people, and they dearly love their elderly king and his young daughter. It is by its nature a feudal system, but entailment is illegal, and there are no laws about which species may inherit.

Ain’s laws are fair and just, if occasionally harsh. Capital punishment can only be earned by high treason, murder, or rape, and it is carried out humanely and in private. There are no civil suits, and criminal proceedings are decided by a panel of old judges, each representing his or her species. There are fourteen judges in all, but a judge never serves on a case in which someone of his species is in the dock.

Each citizen is allowed to perform whatever trade he wishes, and their market is a capitalist system with safeguards in place. Though it is not required, species with specialised abilities generally choose a trade within that field: for instance, many Shield Maidens* and centaurs are warriors, and dwarves are often metalworkers or carpenters, while Herb Women** (intelligentsia generally consists of enchanters and enchantresses as well as some noble centaurs. Their carpentry, dwarf-made metalwork, and faerie-wrought glass are the best to be found for a long way.

Ain has no state religion, and any faith is allowed so long as it does not interfere with the rights of others. Sacrifices of intelligent creatures are strictly forbidden, and there are laws to protect dumb animals from cruelty.

Females are generally considered to be equal to men and can achieve knighthood, though they are referred to as ‘knight’ rather than ‘sir’ in such cases.

Most citizens, excepting warriors, generally marry soon after they reach adulthood, and arranged marriages are common. Some species (and Shield Maidens by necessity) intermarry with others, though only Shield Maidens are known to be able to bear offspring of another species. Divorce is not heard of.


*you may know these as Amazons, Valkyrie, or Warrior Maidens
**you probably know these as witches or sorceresses: wrinkled women with great knowledge, of indeterminate age and unknown mortality
 
NATION PROFILE - TALARIA (the Talarines)

The Talarines are a warlike race of subhuman semi-mortals, with armour-plated skin and immense strength. Average size is approximately 215 cm (approximately 7 feet). Weight is typically around 180 kg (approximately 400 lbs). They lay eggs, usually five at a time, and are not quite mammalian. Their women have no breasts, though their general shape is that of a greatly deformed hominid. Their greatest strength is their sheer mass and powerful bodies, and their greatest weakness their nearly nonexistent intellect. They are able to speak, and think themselves quite clever, but always rule from physical strength rather than intellectual capability.

The Talarines come from the nation of Talaria. Their government is controlled by whoever can force his way through, meaning it changes often with bloody coups. Whoever currently rules keeps control through the favour of the military, which makes up most of the population.

The few Talarines who are not warriors are a small percentage of females, who gather food for the entire community (they have no agriculture, and subsist on hunting and stealing from weaker nations) and have young.

Any males incapable of performing as warriors are killed for sport as soon as this becomes apparent. Females who cannot fight well are raped regularly to produce offspring, and are responsible for the food (as noted before.) If someone is injured past the point of fighting, he is killed (again, for sport) by his comrades.

Talaria is a brutal, barbaric nation with much more brawn than brain. Their civilisation grows weaker with every generation due to their policy of using only weak females to breed. Females who fight are never approached sexually and are indeed viewed as males: sometimes they even attempt to rape the weaker women, and believe they have, despite their inability to penetrate. As is obvious, they are not too bright.

Talaria is a semi-nomadic nation as well. Their habit is to destroy whatever kingdoms they come upon, enjoy the spoils, and leave months, years, or even decades later, whenever the leader believes that another location would yield them more spoils. Whatever peoples they do not completely wipe out, they enslave and use for purposes of farming and general amusement. Luckily, they no longer eat any intelligent creatures, because of a superstition that allows them to eat meat only from deer.

They are fond of wine but cannot become drunk, a fact which some clever Talarian discovered hundreds of years ago could work to their advantage. It is now a common ploy to pretend to be drunk and then strike, as it is not widely known that they cannot become inebriated. The Talarians love this trick and think themselves quite clever that they do it, though they do it only from tradition and do not understand why.

They have no religion and are very superstitious. They do not bathe. Their social structure is based completely on physical ability. They do not attempt to copulate with other species. They have no literature or music. The only weapons they use are swords and, only recently, fire cannon, which they stole from a previous victim and have no idea how to make themselves. However, they have it in large quantities and it will be quite a while before they run out.
 
BACKGROUND INFORMATION- the taking of Ain

War has ravaged the kingdom of Ain, lately conquered by the Talarines, a vicious race of semi-mortal warriors. The Talarines have enslaved the people of Ain, and the streets of the capital city are empty in the darkness but for the guards slinking through the night. Fear is what keeps the people in, and they are right to fear. The Telarines are merciless.

The siege on Kalabad, the walled capital city, lasted only one night. During this time great cannons of fire such as had never been seen were shot into the very heart of the city. The longbows of the Aine were no match against this destruction. At dawn, the old king of Ain, with a heavy heart, agreed to negotiate. Three Talarines were let into the city and led into the council chamber high in the castle where the King awaited them. The doors were guarded, and only the king’s closest advisor, an old wise man of indeterminate years, was allowed within. The negotiations continued without ceasing for three days.

The Talarines out beyond the wall were silent.

Aine sentries noted that many had departed. Those who remained were unconcernedly relaxing, playing cards and drinking great quantities of wine, while their three comrades were ensconced within the great castle with the king of Ain. Seeing their indifference, their peaceful demeanour, the Aine relaxed some.

The great funeral pyres reached to the sky as the warriors of Ain gathered the dead. In this sickening attack upon the city, not only knights and warriors had been slain, but also simple blacksmiths and tailors, women and children. All of Kalabad, and indeed all of Ain, lay still in silent grief, awaiting the decision of their king. Only a few guards patrolled the city gates.

It was midday, quiet at the noontime meal, when some observers noted something being flung out of the great window in the same tower as the King’s council chambers. They had only time to nudge their friends to look up when, with a sickening thud, the elderly King’s corpulent body exploded in a bloody heap in the palace courtyard.

At that moment, the armies of Talaria which had pressed themselves close up against the outer wall, unseen by the Aine sentries, burst through the gates and easily overpowered the Aine guard. Shock quickly turned to screaming terror as more and more Talarines flooded into the city. Those who had apparently been inebriated and unconcerned flung off their deception of carelessness and seized their weapons.

It was a massacre. The brutal Talarines, so much larger and stronger than the unsuspecting Aine, seemed to relish the violence, the gushing blood, the terror that they brought. They laughed at the sight of children running and shrieking, and toyed with them before finally running them through. The horror they inspired was not for their strength, not for their overpowering violence and prowess in battle, so much as for the insane glee with which they slaughtered.

The escape tunnels under the city had been filled with running people. The children were passed hand over hand above the crowd, moving even faster than the terrified adults fleeing beneath them.

Few reached the woods at which the mouth of the tunnels ended. Fewer yet, the river and the cave filled with escape rafts. Only a handful made it to the underground fortress beneath the next village.

Within an hour, Kalabad was taken, and with it, all of Ain.
 
Current Situation

The princess of Ain was in the next kingdom over when the Talarines attacked. She heard word and immediately returned, finding destroyed villages and burned crops. She did not go into the main city, but travelled instead to the underground shelter, where she found the population low and dwindling yet more. Her people are scattered throughout the entire kingdom, and her only hope to retake lies in the wit of those within the shelter, and another group. She leads the refugees from this shelter and into the heart of the forest, where a village of Aine went unnoticed by the superstitious Talarines. The story begins as they reach the village.
 
I may have something for this story. However I need to know of magic first.
 
Magic

I may have something for this story. However I need to know of magic first.


To Cats:
Magic is good. I'm not sure what role it will play in the story, but with the types of people living in Ain, it seems a foregone conclusion.


To Everybody:
Anyone who has ideas, even if you're not available to join in the story, please post!

If you would like to join the RP, please post with your character's name, age, species, gender, abilities, flaws, and any background information, as well as anything else you think relevant.

We will need villagers, warriors, wise men/women, the people of the wood... pretty much anything goes. If you really wanted to, you could be a Talarian, I guess... though quite frankly I don't see why you'd want to. Maybe the Talarian king? It's up to you!

Regards,
questing_maiden

...oh, and don't be intimidated by the massive background info. It's unlikely the posts in the story will be anywhere near that long.
 
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People of the wood? Care to define that? And how about a map to help people get their bearings?
 
Wood People & Map

People of the wood? Care to define that? And how about a map to help people get their bearings?

Sorry about that! I mean the people whose village was untouched 'case the Talarians are wimps about dark scary places (like the woods).

As for a map, I can't draw worth crap and I'm not particularly sure of locations myself (just came up with this tonight) but I'll give it my best shot! :D

Map to come!
 
Thanks for clairifying that, QM. As for the map, it really isn't all that necessary, it just helps. If you want to make a map, go right ahead. If you don't, don't.

Another question: is it possible for there to be a character that is a survivor from another kingdom the Talarians raided, who is currently tracking and hunting the Talarians?
 
Well you said a few things that made this character form in my head. But in part I want something to remove your black and white world to some grays. So with out further a due I propose my race.

This is quite large and I may post "Tolen for Dummies", for those who would rather not read the details. In particular since much of this is not common knowledge.

The Tolen race has become one with the definition deception and lies. Once considered the only race to rival the gods in power, the truth has become known and they are recognized for the frail creatures they truly are, the mere equal of the races the once ruled.

It isn't true that Tolen invented magic, nor is it true that they are immortal. Tolen in fact are born of magic a living spell around an object. As for immortal they appear to be since the signs of an aging Tolen are a far cry from those of the aging goblin or elf; it does add to the confusion that they age like the stones of the earth.

The Tolen once ruled as God Kings and God Queens amoung the shorter lived races, such as the humans, Talarines, and even some wood elves. It was with science, be it dwarf machine or human philosophy, that the Tolen met there decline. The Tolen begin to understand in a manner similar to the way the age, slowly. The biggest leaps of knowledge for the race are achieved threw breeding, where by in large each generation is better educated then the last.

How ever breeding is far less simple for the Tolen then the other races. First what has become known as a soul stone must be crafted. (As its considered unethical to do any other step beforehand.) This is often done by four Tolen and takes 2 years of effort similar to being pregnant, although lacking swelling and gender bias. It is entirely possible for a single Tolen take craft the stone but that may take 8 or more years. Once the stone is formed the long part is started. The parents must decide every detail of the off springs physical description and what personalities they wish the off spring to be predisposed to. This process takes a varied number of years but in one case a sole parent who was famous for making quick decisions and never changing his mind, it was accomplished in 2 years. An average single parent takes 4 years and a group of four parents averages about 10 to agree. Finally the ritual of "True Name" must be researched and the magic right prepared, this only takes 1 year. The casting of the individuals true name spell is the final step and it is between 1 day and 1 week depending on the off spring created. (Note only a single parent is needed to cast the spell, although others are often present.)

The resulting off spring has mental knowledge of all that the parents wished, and an innate view of magic that even more magically inclined races have trouble comprehending. Its this knowledge at creation that causes the Tolen to strugle with the rapid marches of science. (As for the rapid advance of magic, Tolen are often heard saying "You didn't know that? At new discoveries." Although they often fell to use discoveries in magic before or even after they are discovered by other races.)

The body of the off spring is what is most noticeable to the other races. Tolen have a physical body comprised out of the soul stone located in there forehead and a magically generated and sustained body reminiscent to race of the parents choice, this magic body is the means of locomotion and manipulation of the solid world for the Tolen, and it comes with one predetermined look and age, and will remain that way till the Tolens death. Its the small stress fractures and the weakening of arcane energy in the soul stone threw which a Tolens age is visible but these are hard to see for non Tolen. The magicly made bodies of a Tolen behaves funny by the acounts of other species. You see a Tolens body will magically regenerate itself as needed, that makes removed limbs very temporary. There body will not have a scar but instead the wound will simply remove itself, (although soul stones can be scratched but its not a simple process,) hair cuts confound the Tolen because when one cuts there hair it simply reappears at proper length a day or two latter. There looks can be altered how ever, first threw clothing and other additions and secondly by tattoos. In short anything added isn't removed threw magic.

The greatest secret among Tolen, known to all of there race and a handful of the wisest among other races, is they could not simply of appeared like other races. Some one at some point had to craft the first Tolen and cast his or her spell.
 
bravo, cats!

Well you said a few things that made this character form in my head. But in part I want something to remove your black and white world to some grays. So with out further a due I propose my race.

This is quite large and I may post "Tolen for Dummies", for those who would rather not read the details. In particular since much of this is not common knowledge.

The Tolen race has become one with the definition deception and lies. Once considered the only race to rival the gods in power, the truth has become known and they are recognized for the frail creatures they truly are, the mere equal of the races the once ruled.

It isn't true that Tolen invented magic, nor is it true that they are immortal. Tolen in fact are born of magic a living spell around an object. As for immortal they appear to be since the signs of an aging Tolen are a far cry from those of the aging goblin or elf; it does add to the confusion that they age like the stones of the earth.

The Tolen once ruled as God Kings and God Queens amoung the shorter lived races, such as the humans, Talarines, and even some wood elves. It was with science, be it dwarf machine or human philosophy, that the Tolen met there decline. The Tolen begin to understand in a manner similar to the way the age, slowly. The biggest leaps of knowledge for the race are achieved threw breeding, where by in large each generation is better educated then the last.

How ever breeding is far less simple for the Tolen then the other races. First what has become known as a soul stone must be crafted. (As its considered unethical to do any other step beforehand.) This is often done by four Tolen and takes 2 years of effort similar to being pregnant, although lacking swelling and gender bias. It is entirely possible for a single Tolen take craft the stone but that may take 8 or more years. Once the stone is formed the long part is started. The parents must decide every detail of the off springs physical description and what personalities they wish the off spring to be predisposed to. This process takes a varied number of years but in one case a sole parent who was famous for making quick decisions and never changing his mind, it was accomplished in 2 years. An average single parent takes 4 years and a group of four parents averages about 10 to agree. Finally the ritual of "True Name" must be researched and the magic right prepared, this only takes 1 year. The casting of the individuals true name spell is the final step and it is between 1 day and 1 week depending on the off spring created. (Note only a single parent is needed to cast the spell, although others are often present.)

The resulting off spring has mental knowledge of all that the parents wished, and an innate view of magic that even more magically inclined races have trouble comprehending. Its this knowledge at creation that causes the Tolen to strugle with the rapid marches of science. (As for the rapid advance of magic, Tolen are often heard saying "You didn't know that? At new discoveries." Although they often fell to use discoveries in magic before or even after they are discovered by other races.)

The body of the off spring is what is most noticeable to the other races. Tolen have a physical body comprised out of the soul stone located in there forehead and a magically generated and sustained body reminiscent to race of the parents choice, this magic body is the means of locomotion and manipulation of the solid world for the Tolen, and it comes with one predetermined look and age, and will remain that way till the Tolens death. Its the small stress fractures and the weakening of arcane energy in the soul stone threw which a Tolens age is visible but these are hard to see for non Tolen. The magicly made bodies of a Tolen behaves funny by the acounts of other species. You see a Tolens body will magically regenerate itself as needed, that makes removed limbs very temporary. There body will not have a scar but instead the wound will simply remove itself, (although soul stones can be scratched but its not a simple process,) hair cuts confound the Tolen because when one cuts there hair it simply reappears at proper length a day or two latter. There looks can be altered how ever, first through clothing and other additions and secondly by tattoos. In short anything added isn't removed threw magic.

The greatest secret among Tolen, known to all of there race and a handful of the wisest among other races, is they could not simply of appeared like other races. Some one at some point had to craft the first Tolen and cast his or her spell.


I really like this idea. I think that the best place to a would be either as a separate nation on whom the Aine call for help, or as a very small minority within Ain itself, perhaps dwellers of the forest in which the last unharmed village lies. Either scenario would allow the Tolen to maintain their mystique, which seems essential to their character as a race. It seems that these would be the wise ones whom no one quite understands but everyone respects and even fears a little for their strange ways.

It would also be interesting to see how the Tolen approached the situation with the Talarines if they had no loss from it themselves. They seem the sort who would listen patiently while the princess told of their plight, and then say, "So what? If you want anything from me, you had better have something to offer me." Even then, being the deceivers they are, they might possibly play both sides.

Of course this is all just speculation, and what each character does is up to the one who plays him. The only thing I think we must determine is the place of the Tolen within the political structure. To what nation do they belong, and if it is other than Ain, what is their kingdom's relationship with Ain? Additionally, how are they viewed by the Aine?
 
Absolutely! (Map on its way)

Thanks for clairifying that, QM. As for the map, it really isn't all that necessary, it just helps. If you want to make a map, go right ahead. If you don't, don't.

Another question: is it possible for there to be a character that is a survivor from another kingdom the Talarians raided, who is currently tracking and hunting the Talarians?

The map will magically appear as soon as my scanner starts magically working again...

And as for the last bit, absolutely! I was toying with this idea myself when I first wrote the descriptions, but I'd forgotten about it. This would be a terrific addition to the cast.
 
The map will magically appear as soon as my scanner starts magically working again...

And as for the last bit, absolutely! I was toying with this idea myself when I first wrote the descriptions, but I'd forgotten about it. This would be a terrific addition to the cast.

Well, I've got a basic framework to use for the character, I just need to flesh it out some. Here's what I've got so far:

Race: Elf
Gender: Male
Height: 5'11"
Description: A ruggedly handsome face, with a scar cutting vertically over his right eye. Black shoulder length hair. Brown eyes. Currently is rather weathered and tired, having been in the wildness for a long time. Cleans up nicely.
Profession: Hunter
Weapons: Two magical blades that are slightly shorter than a katana; short bow.
Specialty: Stealth and speed
Weakness: Not all that strong, thus he relies on his stealth to get close to a target and use surprise to obtain a first stroke kill. If he can't kill on the first blow, he won't attack.

History: Onced lived in the small kingdom of Mori, south of Aine, that was raided and subsequently destroyed by the Talarians. He survived and hid in the woods. He used the woods to observe and raid the Talarians until they pulled out and moved on. He now tracks the Talarians, relying on his stealth to remain undetected and out of sight as he hunts them. He has claimed many Talarian lives, the first twenty of them having been Talarians that were alone. The Talarians have since learned to travel in groups, making them less vulnerable, but they somehow still manage to lose lives. The largest single group of Talarians he's killed was a group of twenty that were chasing after him through some not so scary woods. He picked them off one by one as he led them on a merry chase through the woods. Took him about an hour to kill them all, and by then the remainder were very scared of The Hunter.

His current whereabouts are unknown, but it can be safely assumed that he is somewhere near the Talarians.

Info on Mori elves:
It is told by many an old traveler and storyteller, that the Mori elves, or the Mori Hunters as they are also known as, are among the best hunters in the world. It is also told that the Mori Hunters are a secretive lot, not being very sociable, but polite when they do socialize. It is also rumored that the Mori Hunters would hunt anything…anything…as long as the price was right and there was a good enough reason. This rumor has caused many an unscrupulous rich man to seek out the services of the Mori Hunters, but the rumor has never been confirmed. The rumor was usually accompanied with the phase “You don’t find them, they find you.”

The Mori elves are a type apart from other elves, in many ways. For one, their language is significantly different from that of other elves, with the Mori dialect being more rugged, ancient and/or primitive.

Another difference is that it would be easy to distinguish between the Mori elves and common elves, when they stood next to each other. Mori elves do not have the natural beauty/splendor of other elves; the Mori elves are more rugged, their faces chiseled by a tough existence, but yet they seem to have their own sort of beauty, that of a people that work hard for a living, and it shows. Mori elves are also less…cultured than common elves. If one were to somehow find the settlement of the Mori elves, they would find none of the sculpture or artwork that would be prevalent in other elven dwellings, nor would they find large libraries of books filled with various historical documents and other such “learned” works.

A visitor would instead find a refuge hidden from sight by blending in with the natural environment. It is recorded in the few books that the Mori elves keep, that large armies have walked right on through the home of the Mori elves without ever realizing it. It would take either a highly skilled eye or a very lucky fool to find the hidden homes of the Mori Hunters.

Another difference between Mori elves and other elves is the mentality. Other elves tend to be high minded, looking for knowledge, enlightenment, whatever, while Mori elves are a down to earth people, seeking only things that are practical and may be of use to them.

If a person were to ask a common elf about the Mori elves, they would most likely look at the person as if they had just grown a second head, and split up the intelligence between them. In essence, they would think the person to be completely and utterly stupid to be asking an elf about the lowly Mori. The elf would then probably proceed to walk away, ignoring the question. Some elves would stick around to chastise the questioner; a rare few elves will actually honestly answer the question.

If a person were to ask a Mori elf about common elves, the Mori elf would simply answer the question in a polite manner, and would be brutally honest, especially with their opinion on the high-minded common elves. It would be instantly apparent that there is no love-lose between the Mori elves and other elves.


You know, this background could explain why the Talarians avoid the woods. :D
 
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Map!! (yay!)

Okay, so after finally getting the scanner to work and endless quibbling with the server over size (did you know they count 0.1 KB??), here it is. The qual sucks (made it by the light of the lap top, and i'm no artist at the best of times :D) but maybe this will give you an idea about the general area. I think the right edge might be cut off, but it's supposed to say "next kingdom over- lets call it Cravenland."

Yes, my handwriting sucks, so if you can't read something let me know and I'll translate. :D
 
Hurrah! First new character!

Well, I've got a basic framework to use for the character, I just need to flesh it out some. Here's what I've got so far:

Race: Elf
Gender: Male
Height: 5'11"
Profession: Hunter
Weapons: Two magical blades that are slightly shorter than a katana; short bow.
Specialty: Stealth and speed
Weakness: Not all that strong, thus he relies on his stealth to get close to a target and use surprise to obtain a first stroke kill. If he can't kill on the first blow, he won't attack.

History: Onced lived in a small kingdom that was raided and subsequently destroyed by the Talarians. He survived and hid in the woods. He used the woods to observe and raid the Talarians until they pulled out and moved on. He now tracks the Talarians, relying on his stealth to remain undetected and out of sight as he hunts them. He has claimed many Talarian lives, the first twenty of them having been Talarians that were alone. The Talarians have since learned to travel in groups, making them less vulnerable, but they somehow still manage to lose lives. The largest single group of Talarians he's killed was a group of twenty that were chasing after him through some not so scary woods. He picked them off one by one as he led them on a merry chase through the woods. Took him about an hour to kill them all, and by then the remainder were very scared of The Hunter.


You know, this background could explain why the Talarians avoid the woods. :D

Excellent! I love it! Pick a name and we're good!
 
Excellent! I love it! Pick a name and we're good!

You know, I just got the idea to go nameless. Perhaps seeing the atrocities committed by the Talarians tramatized him in such a way that he forgot his own name, or at least it appears that way. He may end up remembering it at somepoint in the future.

I'm willing to allow whoever he interacts with to choose a name for him. His history implies that he's had little contact with civilized people. Hell, he might even speak a different language than the people of Ain. :D
 
You know, I just got the idea to go nameless. Perhaps seeing the atrocities committed by the Talarians tramatized him in such a way that he forgot his own name, or at least it appears that way. He may end up remembering it at somepoint in the future.

I'm willing to allow whoever he interacts with to choose a name for him. His history implies that he's had little contact with civilized people. Hell, he might even speak a different language than the people of Ain. :D

Works for me! For practical purposes, we can just call him the elf for the moment. My guess is he'll acquire some sort of epithet along the line.

Welcome to Ain! :D
 
Works for me! For practical purposes, we can just call him the elf for the moment. My guess is he'll acquire some sort of epithet along the line.

Welcome to Ain! :D

Sounds good. And thanks for the welcome.

The map is decent by the way. Only problem I have with it is that it is just a tad too small to make out much. But I got the general idea after squinting at it for a little bit. ;)
 
Sounds good. And thanks for the welcome.

The map is decent by the way. Only problem I have with it is that it is just a tad too small to make out much. But I got the general idea after squinting at it for a little bit. ;)

lol I had to keep resizing it because of the attachment guidelines. Seriously, 100 kb is NOTHING.


Now, any more takers? :D *grins hopefully*
 
lol I had to keep resizing it because of the attachment guidelines. Seriously, 100 kb is NOTHING.


Now, any more takers? :D *grins hopefully*

Give it a few more days, a week at the most. A number of the regulars here in the ORP have been scarce the past few days. Some of us regulars are college students, so we have final exams coming up quick. The others are simply busy with real world matters.
 
Character Name: Karesh
Race: Half-Elf
Gender: Female
Height: 5'9" (not as tall as full blood elves due to mixed blood)
Description: Long wavy ebony black hair, deep green eyes and smooth fairish skin. tall and lithe but well muscled.
Personality: Bluntly honest, forthright, witty and intelligent.
Profession: Sorceress
Weapons: Magick, Familiar (not decided which animal yet) 1 Scimitar is necessary
Specialty: War Magick, animal control, acting eg: lulling others into a false sense of security, getting things and information the easy way :) there is a word for that ability however I cant think of it so acting will need to suffice :)
Weakness: Not very good at close range battle as only slightly stronger than average

History: Parents were a magickally powerful elf Mother and a Knight Father. taken from home at a young age to be raised in the Magick Temples (you didnt mention this but maybe as the knights are trained war mages etc could be trained??). Particularly strong in elemental magick but can perform all types very well. When Ain was taken Karesh did what she could but was smuggled out of the city along with other key defenders politicians etc to meet up with the Princess once it was realised she was not in the city and plan the retaking of Ain.

What do you think? Yes? No? :)
 
I am also new here by the way...which i believe is indicated by the virgin under my nick lol
 
I am also new here by the way...which i believe is indicated by the virgin under my nick lol

Welcome to the ORP and Lit, Kalika. It is obvious that you are indeed new due to the fact that you've only put up two posts and the fact you've only joined in perhaps th past few hours, depending upon what part of the world you're in.

If you need any help, feel free to ask. Just a word of warning, though: stay away from the General Board. Most of the guys in there are assholes and will try to convince you that posting photos of yourself is a requirement.
 
Yes well they could try however they wouldnt get very far *smile* thanks for the tips though.

Im actually in Australia, Im guessing most people on here are from the US.

BTW what does the O in ORP stand for? im guessing RP is role play but the o has me stumped. Of course once you mention what it is it will be glaringly obvious and I will feel a fool for asking *laugh*
 
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