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Illia

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Post by Baal Xoia 6th January 2012, 9:49 am

This is the world of Illia. A wide open world of wonder.


It will be arc based in the mainland, but the islands are mostly for solo rp

The RP is divided into 2 main factions, the light and dark. Each one is further divided into the four tribes that make it up, as the areas, and the one land-bridge between the two. Feel free to move freely from area to area within your faction. The land bridge is always guarded by both sides, and is where most inter-faction fighting takes place. If u have any ideas or anything of that nature, just pm Xoia or Rensaku about it.

It is expected that you should treat your fellow players with all the respect that you wish them to treat you with.

In this game its ok to be evil, but everything has to be PG 13 (or whatever the site rules state) and that metagaming is not allowed. Also the goal of this game is realism. That means that you must eat, sleep, and that you don't find treasure during every stroll through the woods.

Illia is based on the free form system, where you simply type your actions, and respond appropriately. You can only dodge or block if you think that you reasonably could with your current skill levels. Illia is in the paragraph style.

The application will be on the second post. The races on the third post. The skill tree on the fourth. The Character traits on the fifth. The skill leveling and quests will be found on the sixth post. The magic items, special abilities, and evolved races will be found on the seventh post. Background information will be found on the eighth post.


Last edited by Xoia on 6th January 2012, 10:00 am; edited 1 time in total
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Post by Baal Xoia 6th January 2012, 9:51 am

Name:
Male/female:
Appearance:
Background:
Personality:
Race:
Tribe:
Character traits (these dont have to be picked at the beginning.)
Starting skill(s)
Normal:(2 skills)
Racial:(Listed on races page)



Last edited by Xoia on 8th January 2012, 12:06 pm; edited 1 time in total
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Post by Baal Xoia 6th January 2012, 9:52 am

Here is the list of races.

Underneath each is an evolved version of the race. You can evolve your race upon the completion of a quest. However, Evolved races can only be achieved by Completeing a major personal goal (so must line up with your personal story line), and can only be reached in times of great personal turmoil or Serenity. Evolved races get a +1 to the magic of their element.

Human:
the basic race, they have the ability to start with two skills and total at eleven. The additional skill they gain does not have to be within one of their three branches.
Abilities- they have no special abilitys.
Element- they are aligned with no element, and can be members of any tribe, and are more common then the other races.

Evolved:
Sage: Sages are those that attune themselves naturally to All elements. They get a +1 bonus to all magics, and an additional Racial skill, and +2 strength and Speed.



Light;

Dragonkin:
Able to fly, have wings and scales and generally have horns or claws.
Abilities: They have the ability to fly and unarmed +1.
Element: They are aligned with the fire element, can only be members of the fire tribe.

Evolved:
Wyvern: Gains the abililty to breath fire as the magic fire at their current level (number of skills they possess not including racial) This is seperate than they're level of wind magic. They also gain +2 strength, speed, and stamina, and +1 fire.



Gnome:
Small, good at hiding, and generally a good work ethic.
Abilities: Illusion and good at digging. LV 2 Illusion
Element: They are aligned wth the lightning element.

Phantasm: gains the ability to become intangable, able to walk through walls and floors. Also immune to normal physical damage (normal weapons. Magical weapons, explosions and other non-physical releases still hit). Gains +2 speed and stamina and +1 energy.



Dwarf:
Living underneath the ground, and trading valuable ore and weapons for most of their supplies.
Abilities: stamina or crafting lv 2.
Element: They are aligned with the earth element.

Stone-skinned.: Skin becomes Made of stone, adding +2 stamina and strength. Immune to poison and no longer needs to breath, and all weapons are enchanted with minor earth power while being weilded and gains +1 earth.



High Elf:The leaders of the light alliance. While they have no actually athority over the others, they tend to be a bit arrogent.
Abilites: Any divine lv 2 and elf highened senses.
Element: They are alinged with the Light Element.

Lucortus:


Dark;

Dark Elves:
They can see in almost complete darkness. The leaders of the dark alliance. They tend to be a bit distrustion towards others, even allies.
Abilities: Any arcane lv 2, highrened senses and night vision
Element: They are alinged with the Dark element.

Bird-Folk:
The bird folk's name speaks for its self, they can fly for a long period of time, have wings and feathers and often have talons or a beak
Abilities: flight, unarmed +1
Element: They are aligned with the wind element.

Garuda: Gains the abililty to make gusts of wind as the magic wind at their current level (number of skills they possess not including racial). This is seperate than their level of wind magic. They also gain +2 strength, speed, and stamina and +1 wind.


Wood Elves: Skilled in survival, and possessing extensive knowledge of herbs and poisons, and survival in harsh conditions.
Abilities: posion/herbs or survival lv 2 and elven hightened senses
Element: They are alinged with the Nature element.

Dryad: Those with a physical connection to nature, they can shape the nature around them at will
Gains +3 nature, +2 speed and stamina


Mer-folk:
They have both lungs and gills, scales, and webbed toes and fingers while in the water.
Abilities: breathing water, fast swimming, and agility lv 2.
Element: They are aligned with the water element



Last edited by Xoia on 27th January 2012, 12:08 pm; edited 6 times in total
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Post by Baal Xoia 6th January 2012, 9:56 am

prezi.com/cnoywqhwwrqp/skill-tree/

The way that this works is that everyone picks a few areas to specialize in. There are six "branches" that somone can use. Everyone can only pick three branches to pick skills from, besides your race ability and/or skill. You start with one skill and your race skill. Each month, it is possible to learn another skill in the form of a quest. Skills also have different ranks, which can be increased each week. These will be discussed later

The Skill tree works as following. The trunk is what connects you to your three standard skills, Strength, Skill and Magic. From there it connects to two branches for each. There are six branches and out of those six you can only pick three. Ounce you picked your three you move to your final part, the actual skills that you can use. There are five usable skills total in each of them so you should have a total of fifteen but out of the fifteen you can only pick ten, unless you're a human, then you can pick eleven.



The Offensive skills are, One handed, two handed, unarmed, strength, and power attack.

The Defensive skills are, sheild, armor, leadership, Tactics, and stamina.

The Combat skills are. Archery, speed, projectile, dual weild, and combo.

The Non-combat skills are, crafting, poison herb, survival, traps and agility.

The Arcane skills are, light, dark, illusion, summoning, and mind.

The Divine skills are, healing, holy, buff, charm, and defence.


These are the following skills on the skill tree. Each one has a description

Strength How much power you have when you punch, ect.

Offense

One handed: This skill allows you to effectively wield weapons like swords, daggers and so on. With this skill, you can choose to specialize with a particular weapon,
gaining a +1 to skill level with that weapon type, and a -1 to skill
level with any other weapon. This cannot be changed.

Two handed: This skill allows you to effectively wield a two handed weapon, such as a staff, great sword, war hammer, ect. With this skill, you can choose to specialize with a particular weapon,

gaining a +1 to skill level with that weapon type, and a -1 to skill
level with any other weapon. This cannot be changed.


Unarmed: This skill allows you to effectively fight unarmed. Gauntlets, brass knuckles, ect, count under this catagory.

Strength: The general muscular ability for a character, controls how hard one can hit, how much one can lift, ect.

Power attack: Allows you to charge a melee attack for a short amout of time to make the attack stronger. Also allows you to combine with others to make special melee attacks such as "poison strike, armor pierce, fire slash, ect."

Defense

Shield: Allows you to effectively wield shields. Using a shield without this skill imposes a large penalty to any attack, speed, magic, and dodge. At lower levels, small wooden shields can be wielded, and any shield can be used by lv 6 without penalty. Shields can also be used for attacking with, either with a weapon, or by itself.

Armor: Allows you to effectively wear armor. Using armor without this skill imposes a large penalty to any attack, speed, magic, and dodge. At lower levels, Leather can be wielded, and any armor can be used by lv 6 without penalty. Armor can also be used offensively, if it is spiked or studded, either with a weapon, or by itself.

Leadership: This is vital when others are following you. The higher your level, the more willing others are to follow you. Without this skill, those under you are likely to leave or rebell when dificulties arise. This also affects speech and persuasion. However, this skill does not totally affect other characters, and they can choose whatever they want.

Tactics: This allows you to use tactics, both on and off the battlefield. Important if you plan to lead a large force. It allows you to direct the battlefield. it imbunes you with the natural ability to rally troops and intimadate foes. Off the battlefield, it allows the use of stratagy in planning battles.

Stamina: Measures the general toughness of the character, and their energy. The higher level the more damage that they can take and the more magic or special moves they can use before tiring out. However, this skill is dificult to train in.


Skill


Combat

Archery: Allows for the use of bows and arrows. Also increases sight range and exactness, allowing an archer to pick out details from farther away.

Speed: increases the running speed of a character. Also increases the speed of attacks and drawing weapons, ect...

Projectile: Allows a character to effectively use weapons such as throwing knives, rocks, ect...

Dual Wield. Allows the effective use of two weapons at once. Using mutiple weapons allows for more attacks and damage, but is slightly harder to manage, making a -1 to lv in whatever weapon type that you are using. This dissapears at lv 8.

Combo: Allows you to link together moves with weapons, each one getting progressively harder to block, and dealing progressively more damage with each move.

Non-combat

Crafting: allows for the making of just about anything. You can make basics of anything with this skill, but to use it well, you must also have knowedge (put points into) the skill of whatever you want to craft.

Poison/herbs: Gives the character knoledge of herbs and poisons, allowing the making of basic medicines and poisons. Also gives knoledge of plant life in general.

Survival: Allows the character to effectively survive in nature. Gives knowledge of animal life, at higher levels the ability to tame and train animals.

Traps: Allows the use, disarming, and making of traps. This skill can do fairly well without crafting, but works best with it.

Agility: Allows the character to successfully dodge incoming attacks. Also allows deftness of movement, and allows better walking on treacherous terrain.


Magic


Arcane

Light: Allows use of the light element magics. Light, Earth, Fire, and lightning. Allows you to specialise in one of the elements, increasing your level in that by 1, and decreasing all others level by 1.

Dark: Allows use of the Dark element magics. Dark, wind, nature, and water.. Allows you to specialise in one of the elements, increasing your level in that by 1, and decreasing all others level by 1.

Summon: Allows summoning of arcane elementals. Allows summoning of other elementals by combining with other magics.

Illusion. Allows the creating of illusions. Starting at lv 2, illusions do 10% of normal damage of the illusion, and increased by 10% each level.

Mind: Gives the user the ability to control the world with their mind. Telekenesis and Telepathy are the most common types of this.


Divine

Healing: allows the healing of wounds and other conditons.

Buff: allows the user to increase abilitys of others or yourself.

Holy: Allows the use of abilitys such as holy bolt, smite, ect...

Charm: Allows the user to more effectively persuade people. Increases general speech as well. THis ability is passive, and does not need to be cast.

Defense: Allows use of defensive magic, shields, arcane armor, ect...


Last edited by Xoia on 29th January 2012, 4:08 pm; edited 2 times in total
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Post by Baal Xoia 6th January 2012, 9:57 am

Character Traits represent what your character is naturally talented at. Each character can choose two traits. They cannot be selected multiple times unless stated. You must sent your choices to a mod along with the details. They can be chosen at any time.

Strong: +1 strength, bigger physique (taller, broader)
Tough: +1 , bulkier physique (thicker)
Fast: +1 speed, wiry physique (thinner, longer limbs)
Warrior: Add +1 to your specialised weapon lv
Duelest: Gain a +1 specialization bonus to an additional weapon(this can be selected twice)
Marksmen: Gain a +1 to archery and better eyesight
Master Mage: gain a +1 to an additional element within a skill (light or dark)
Sorcerer: gain an additional +1 to a spell specialization.
Archmage: do not take the-1 penalty to spells within a skill you have master mage selected in.
Bound Item: Gain an item that gets stronger as you do
Companion: Start with a loyal follower, friend, employee, ect... (can be selected twice) *update* they have half the number of skills that you do, can obtain up to one ability, start with one character trait, and can level up one skill each week. Include skill updates on your weekly submittions.
Martyr: gain +1 to all holy, when used for another person, -1 to healing and buff for your self
Ability Master: Has 5 free ability slots instead of 3, gets a +1 to ability test, and trains new abilitys faster.
Unique: Can start with an ability instead of a standered skill. This does not take up an ability or skill slot. Only up to a normal ability.


Last edited by Xoia on 13th January 2012, 10:03 am; edited 4 times in total
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Post by Baal Xoia 6th January 2012, 9:57 am

There are two things needed level up a skill, first you need to post about you using your skill. Say you have unarmed as a skill and you want to level it up, you need to post about using your fist and any other part of your body as a weapon until you think you may be able to level it up. Your weapons also need to be leveled up too. After that you need to pm one of the mods about what skill you think you can level up at the end of each week.. If a mod aproves it then you can update your skill's rank. When you pm a mod make shure you tell them what skills you can level up and what skill you will level up next week. New skills start at lv 1 unless stated otherwise and level up until lv 10. Skills advance quickly at levels one and two. Levels three, four, and five take a bit more to level up, six, seven, and eight take a while to advance, and level nine advances quite slowly.



Quests will be given out by mods. We will give you a quest based on what your skills are. Quests will only be given out if we feel that you have progressed with your story enough


Last edited by Xoia on 9th January 2012, 8:31 am; edited 1 time in total
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Post by Baal Xoia 6th January 2012, 9:59 am

There are three types of magic items; enchanted items, mystic items, and bound items.

Enchanted items have been infused with magic by a mage. They have special properties and the magic can be extinguished by a more powerful mage. These can be bought in major cities for large amounts of gold, depending on the lv it is

Mystic items are items that came from the ethreal planes. They have magic of one type in it, and cannot be destroyed. They are more powerful than enchanted items, and can be obtained in a quest instead of gaining a new skill. This must be stated before the quest begins.

Bound items are items that increase in power as the user does, and gain powers as the user. They cannot be destroyed, and can only be obtained by the bound item character trait.

As people develop, they tend to discover things about themselves that they never knew. Power manifests itself in different ways in each person, such as the use of magic, or great physical strength. However, some people manifest power in unique ways, showing special abilitys.

Abilitys are an alternate path to power from the normal skills. Each character can gain up to three abilitys for free, to show their individual nature. More abilitys can be selected at the cost of a skill slot.

To gain an ability, first you must qualify for a quest. Before starting the quest, you must alert the moderator running your quest that you would like an ability instead of a skill as a reward that month. This does not take one of you're skill slots, unless you already have three or more abilitys. This simply means that you will not earn a skill for that month.

Then you must send the information of the ability to the moderator, who will give it a number based on its power, either a 10, 15, 20, or 25. A 10 is a lesser ability, a 15 is a normal ability, a 20 is a greater ability, and a 25 is a master ability. If an ability seems too overpowered, you will be asked to weaken it, or change it.

At the end of the quest, the moderator will do a randomizer test based out of 20 to see if you recieve the ability. You must recieve your number or higher to gain the ability. You will recieve a number boost of how many skills you posses to the number, reflecting the tendancy for stronger power to more easily manifest itself. If you fail the test, you will recieve no reward for the quest, but it does not take up one of your free skill slots.

The ability will not be perfect right away. It will require use over the rest of the month (real time) to use completely. however, this can be normal use, and does not require dedicated training.

Every ability leaves a constantly visable mark on the user, and appears wherever the power comes from. If it comes from the entire body or the mind, there is a large mark on the forehead. Marks cannot be in hard to see places, such as inside the armpit, or behind the knee. When an ability test is failed, it leaves the mark as it would've been, but warped, and the color muted.

Template:
Ability: (name)
Level: (lesser, normal, greater, or master. What you believe it should be (mod's discrection.)
Number: (5, 10, 15, or 20. What you believe it should be (mod's discrection.)
Mark: ( visable mark, mod can tell you to change.)
Powers:( what it can do)
Examples:

Ability: Shield arm
Level: Normal ability
Number: 15
Mark: Large purple circle on forearms
Powers: Ability to form shields of pure force from arms. Shields can be changed to different shapes and sizes, if the user has seen that type of shield. Fatuiges slowly while using. Spikes can be added to shield to attack, and can absorb small amount of physical damage and add to energy. Can be broken, and new shield takes 3 posts to form again.


Last edited by Xoia on 1st June 2012, 12:54 pm; edited 2 times in total
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Post by Guest 6th January 2012, 8:58 pm

Name: Kyana Remnent
Male/female: female
Appearance: 5 foot 5 https://2img.net/h/i302.photobucket.com/albums/nn88/Rising-Archangel2/DarkElfSpear.jpg
Background: Kyana was raised in a family of warriors, she was taught how to fight at a very young age. Seeing that she excelled in unarmed fighting her father trained her harshly in their family dojo until she surpassed him. During a spar, Kyana's father got angry that he was getting beat by his daughter and got to aggressive.

Kyana was forced to kill her father duringthe fight by self defense. She was than exiled from her family due to this incident and has sworn to herself to get stronger to beat every one of her family that were responsible of the injustice.

She had established herself on a island, away from her family to do nothing but train without inturruption. She has turned into a bitter person since she became exiled.

Personality: Psychotic, she says anything on her mind without empathy.
Race: Dark elf
Tribe: Dark
Character traits (these dont have to be picked at the beginning.) fast, warrior.
Starting skill: unarmed lvl 1 combo lvl 1
Racial: illusion lvl 2

 



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Post by Baal Xoia 7th January 2012, 1:03 am

I'm sorry if I didn't clarify this. Tribe is where you are from, which of the nations you live in. As a dark elf, you are from the dark tribe. That is there mostly for the benefit of humans.

You start off with picking only one skill, and you get the skill from your race. For the dark elf, it is any skill in the arcane branch.

However, i was considering changeing it to start the characters off slightly more powerful, with an additional skill and an additional skill level in their racial skill. I am open to feedback on this.

*Update*
The starting is now two starting skills and +1 level to racial skills. This will be reflected on the rules page above.
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Post by Guest 9th January 2012, 12:22 am

Name: Carandir Melwood

Male/female: Male

Appearance:22 years old
http://4.bp.blogspot.com/-iKwW6Lwl0Bw/TsE9gpH6P3I/AAAAAAAAAFU/c9AOihqBWwg/s1600/combat103_woodelf%255B1%255D.png

Background: Carandir always lived in a house outside the town with his father, mother and sister. His father was one of the most famous herbalists of the Nature’s tribe. Ironically he died, poisoned from a potion that was suppose to cure a wound he had. That left Carandir with his mom and his sister. Carandir was independent and wanted to do the same profession as is father. He learnt the hard way; he was testing his potion on small animals he would find outside the village. He was 22 years old when his mom died. By this time, he had learnt a lot of type of poison and knew how to locate any herbs in the forest around the town. The only thing that remained from his father was his bow, Eledhwen, the family heritage, a huge bow with sharp blade attached to it.

Personality: arrogant and very confident in his abilities. He only trust himself

Tribe: nature

Character traits (these dont have to be picked at the beginning.): marksmen, bound item

Starting skill(s)
Normal:(2 skills)Archery lvl 1 , survival lvl 1

Racial: (Listed on races page) Poison/herb lvl 2
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Post by xenolion 10th January 2012, 10:15 pm

Name: Alassia
Male/female: Female
Appearance: Alassia is tall and thin. As far as elves go she is quite plain looking. She has long straight brown hair and green eyes. She typically wears a long simple velvet dress with long sleeves and a v shaped neck. She is not much of a fighter, skilled with her magic.
Background: She comes from a high class family. She only trained in bow and arrow because her parents told her too. She looks down to non elves.
Personality: She is a spoiled brat, arrogant to the core. She is shadowed by a companion who is the only being she treats well besides her sister.
Race: High High Elf
Tribe: light
Character traits: Companion, Sorcerer
Starting skill(s)
Normal:(2 skills) Summon, Mind
Racial: Buff at level 2 please

Let me know if I need to change anything

*Edit* Alassia's companion is a meatshield He is the strong silent type. He is also very good looking, but his relationship with Alassia is strictly platonic. His character trait is warrior.


Last edited by xenolion on 10th January 2012, 11:00 pm; edited 1 time in total
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Post by JerriLeah7 10th January 2012, 10:33 pm

Name: Essentia

Gender: Female

Appearance: Essentia is tall and thin. As far as elves go, however, she is quite plain looking. She has long straight brown hair and green eyes. She typically wears a long simple velvet dress with long sleeves and a v shaped neck. She is not much of a fighter, rather skilled with her magic, instead.

Background: She comes from a high class family. She is trained in using sais and a shortsword, and she is extremely attached to her twin sister, Alassia.

Personality: She is a very shy lady that looks up to her Alassia for guidance. She isn't really decisive and generally looks to her sister for major decisions. She is not, however, a mindless sheep. She makes a choice when necessary and she stands up for herself, because she does not like to be used or walked on.

Race: High High Elf

Tribe: Light

Character traits: Companion, Sorcerer (Her Companion is a personal maid girl that is skilled with grace, speed, and sleight of hand, as well as stealth.)

Starting skill(s)
Normal:(2 skills) Summon, Mind
Racial: Buff at level 2


Last edited by Leah7 on 12th January 2012, 1:12 pm; edited 1 time in total
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Post by Phirron 12th January 2012, 8:49 am

Name: Phirron

Male

Appearance: Tall long flowing sliver hair, sapphire blue eyes with cat like slit pupils that seem to see right into the minds of those who gaze into them, a compact muscular frame built for speed

Background: Ever since he came into his ability with telepathy Phirron has had difficulty controlling what he mentally over heard and he could never tell if the emotions he felt were his or not. As such he he tried everything he could think of to relieve himself of this over load f information and feelings that often gave way into excruciating headaches. That is when he discovered going deep into the woods away from the hub bub of daily life of his kind left him free of it all. He quickly realized he could survive and live on his own out in the woods. So on one of his now common relief trips into the heart of the woods he did not return. He focused on honing his skill with telepathy and learned that he also had telekinetic abilities as well. He studied the ways of the animals and plants of the woods and took on the traits that would best suit him to survive from nature its self. Soon becoming one with the ways of nature in a way no other wood elf had before…

Race: Wood Elf

Tribe: N/A survives in nature

Traits: Fast, and Sorcerer (mind)

Starting skill(s)

Normal: mind lvl 4, poison/herbs lvl

Racial: survival lv 2 and elven heightened senses


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Post by EphPhoenix 12th January 2012, 5:14 pm

Name: Renee Valentine

Male/female: Female

Appearance: Blond shoulder-length hair, green eyes, 5'8, lithe, but toned

Background: Soldier-trained, she has lived her life in constant skirmishes on the border. Her family and village were lost to her at an early age and she's spent her formative years constantly fighting and moving. She's efficient, resourceful, and relentlessly determined.

Personality: Actually kind and sensitive, but hides behind a cold, stoic way of dealing with people

Race: Half-elf

Tribe: Light

Character traits: Warrior Add +1 to your specialised weapon lv
Bound Item Gain an item that gets stronger as you do

Starting skill(s):
Traps
Normal: One handed

Racial: Survival lv 2


Last edited by EphPhoenix on 22nd February 2012, 5:07 pm; edited 2 times in total
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Post by Holsety 12th January 2012, 7:59 pm

Name: Aeshira Thuwed

Male/female: Female

Appearance: 5'3", wiry, thin frame. She has curly silver-white hair which reaches just past her shoulders, blue eyes, red scales in patches all over her body including some on the right side of her face, red horns, and large red wings. Usually seen wearing a white dress.

Background: She has never left her village and is completely unaware of what it's like anywhere else. However, her village has been attacked and she was forced to flee, not knowing the fate of her family and friends. Lost and not knowing where to go, she wanders aimlessly...

Personality: Very friendly and cheery, optimistic, she rarely lets anything get her down.

Race: Dragonkin

Tribe: Fire

Character traits: Sorceror, Fast

Starting skill(s)

Normal: Light magic specializing in fire, Healing

Racial: Unarmed +1 and ability to fly
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Post by Guest 28th January 2012, 11:39 pm

[quote="Xoia"]Name: Percy
Male/female: Female
Appearance: tall skinny. Long dark brown hair huge gray eyes
Background: no one knows anything about her.
Personality: she believes that first impressions counts. She is a strong irl.
Race: Human
Tribe: im sorry....
Character traits (these dont have to be picked at the beginning.) Warrior and Fast
Starting skill(s)
Normal:(2 skills) Xoi has them...
Racial: Irish and Mexica

Help me?
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Post by Vye 30th January 2012, 10:41 pm

Name: Drusus Lara

Male/female: Male

Appearance: 6', Somewhat pale-skinned, Long, periwinkle-dyed hair, Grey eyes, Gills located on his neck and scales covering his arms and legs, Small shark fin on his back, Sharp teeth, often wears the casual t-shirt and loose pants

Background: The day Drusus was born, there was something noticeably odd about him. Instead of the usual webbed hands and feet for a Mer-person, he had a shark fin and serrated teeth. His parents didn't have the same traits, but a gene coming from Drusus' grandfather gave him the odd qualities. After a few years, Drusus picked up how to swim and fell in love with the water. He became known for his fast swimming and his extreme agility underwater. He contributes to his tribe by farming in the waters, collecting food and items worth trading.

Personality: Lighthearted and easygoing. He hardly voices his opinion unless it's necessary

Race: Mer-folk

Tribe: Water

Character traits: Fast, Strong

Starting skill(s)
Normal: Unarmed, Dark magic specializing in water

Racial: Breathing water, fast swimming, and agility at lv 2
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Post by Phirron 4th February 2012, 10:25 pm

Name: Drakthor

Male/female: Male

Appearance: 6’0’’ with shoulder length jet black hair that is highlighted naturally with strands of silver hair. He very broad shouldered with thick coiled muscles and is completely covered from head to toe with black scale that faintly edged with silver making it appear that his scales absorb all light around him. Upon his head he has a pair of silver horns with jet black tips. He is often seen wearing only a pair of light weight black pants letting his scales protect him and opting for the maximum movement possible.

Background: He is from the same village as Aeshira Thuwed and was sent to find her. He is extremely high strung warrior who doesn’t take kindly to any comments that slander the Dragonkin.

Personality: He is one who would rather settle a situation with his fists rather than diplomacy. Also he has very little regard for anyone who slanders/looks down on his race, but to those who he does befriend he is loyal to the point of dying for them.

Race: Dragonkin

Tribe: Fire

Character traits: Strong and Tough

Starting skill(s)

Normal: Unarmed, Strength

Racial: Flying and unarmed +1

(racial unarmed + normal unarmed = level 2 unarmed?)
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Post by Guest 12th April 2012, 8:08 am

Name: Seraphenous Ferrous
Male/female: Male
Appearance: light skinned, silver hair, silver eyes, long hair, 21yrs old
Background:
Personality: slightly "touched"
Race: Human
Tribe:
Character traits Strong, Warrior: Great Axe
Starting skill(s)
Normal:Two handed: Great Axe
Armor
Racial:Light Magic
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Post by Guest 24th April 2012, 2:10 pm

Name: Mr. Nargol Phlem

Male/female: Male

Appearance: A middle aged man with a pot-belly standing at three feet, with thick worry lines across his forehead, and rather thick arms and legs. Has a beaked nose, a protruding square-ish jaw, and bright blue eyes. Usually wears a brown leather sleevless jacket that is always open, a pair of dark blue trousers held up by a leather belt, and pair of sensible leather boots. Always seen dragging a large burlap sack that is much bigger than he is, easily double the size of Nargol.

Background: The Phlem family is a well known line of merchants, famous for there shop selling almost literally anything, or at least trading literally anything. Nargol was raised in this constantly busy and bustling business located in a local trading post, and was all too happy to help out, having a great fascination with the tradesman and merchant way of life, so fascinated in fact, that he decided to become a travelling merchant, wondering around the world selling his wares. After a few years more at the shop, he bought his own stock of wares and began travelling after spending a few more years learning some illusion techniques by a local mage for emergencies. Ever since, he became a travelling merchant, seeking out any opportunity to get his wares handed over for the best price.

Personality: Nargol constantly speaks in third person, referring to everyone by their name and if their name is unknown, by a nickname his creates for them. He has little attachment to any items other than his large burlap sack, as he sells almost anything he finds, or at the very least trades it off, and constantly offers his wares and pushing business on strangers, become quite forceful to get someone to buy something for the best price possible. He treats everyone with general warmth an politness as he considers anyone to be a potential customer, though if threatened tries to talk his way out of things. If the customer in question is a well known thief or criminal, he usually gives them the cold shoulder, and if forced to sell to them, charges triple the usual price. Like many gnomes, Nargol, has good work ethic.

Race: Gnome

Tribe: Lightning

Character traits: None

Starting skill(s):
Normal: Charm (LV1), Agility (LV1)

Racial: Illusionist (LV2).



Is this character alright?
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Post by Rensaku 23rd May 2012, 6:36 pm

Name: Montlei Dongro

Male/female: female

Appearance: 5'1, wears light cloths with deep pockets and long blue hair with light blue eyes, she wears a pendent on her head to help her coop with her mind ability as well as forms a defencive sheild over her, that way she can move along through the world without the minds of others holding her down. She wears a dark blue dress when she's not busy on quests. When she is doing a quest she will wear cloths that are tight to were they don't hang off but not so tight to were it reveals anything.

Background: Montlei cooks for her families bussiness when she is free and also does quests to bring in quick money to help both her and her family, she one day hopes to have people bow down before her because of both her powers and because of her wealth. She lives in a tall building in a clear feild that has walls surrounding it with everyone in her family, people that date back to her great grandma and grampa. She's been in love with weapons dispite her gender and also enjoys cooking too. She also plans to make many friends along her way to power that way she'll have someone to share it with, although she finds it hard due to the way she treats people, their more like pupets than friends. She's always been a mental abuser, she often uses her charm to get what she wants when she cant get it by other means. She does plan to stop doing that when she can as difficult as it is. She grew up with a natural ability to use magic but couldn't understand how it worked, she often found herself restless as she had powers but didn't know what to do with them other than use them to help progress through her quests.

Personality: Kind, caring, resilent, cheerful.

Race: Human

Tribe: Light

Character traits: Bound item, Sorcerer.

Starting skill(s)

Normal:(2 skills) Light magic, Dark magic.

Racial: Mind.
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Post by Guest 2nd June 2012, 9:43 pm

Name: Scaris N'mitris
Male/female: M
Appearance:
Illia D23558e9f2521f5e341b307910e438836f2a7daa
Background: Born to a merchant family, it was just in the blood for him. He had an eye for junk and turning said junk into gold. He really liked to restore old weapons and make them into masterpieces of art and soul. When the family moved, however, so did he, and he made friends so quickly, that he didn't want to leave every time he got to a new place. Fed up with this, they finally left him in a location to start up a "headquarters" for their sales of sorts. This gave Scaris some sense of belonging and he began to hone his skills of craft and even begin to create even more money for their merchant empire.

Now raring for adventure, he began to travel on his own with a bunch of wares to sell.

Personality: Definitely quite eccentric for a salesman. He does like to waste a customer's time with stories and boredom, but otherwise, he's very amiable, MUCH more so to anyone who buys something. A great cook and a good smith is always prepared for anything when it comes to making the sale and he is good at both. He is also very neutral despite his tribal affiliation, because he doesn't really care for the war. War is great for wasting good metal and such without making anything useful.
Race: Human
Tribe: Light, though coin speaks louder than affiliation
Character traits (these dont have to be picked at the beginning.): Ability Master, Bound Item
Starting skill(s)
Normal:(2 skills) Leadership (LV1), Herbs/Poisons (LV1)
Racial:(Listed on races page) Craft (LV2)
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Post by Guest 28th June 2012, 10:34 pm

name: Lokir Homefire

gender: Male

race: dragonkin

apperence: like a dragonkin, black-red eyes,color red, clothes traditinal dragonkin clothing

backstory: my parents were very poor and could not afford to have a child. so when i was born they put me in the woods to die. then kabul, the death knight took me in. he is part of a secret order of death knights who fight predijuce against thier kind.they have a secret underground fortress and a wide variety of charms, weapons, and gold that the order had built up over hundreds of years. recently, our fortress was raided by a group of people who want to eradicate the death knights. they were mostly eradicated but they maneged to steal several charms. me, 16, kabual and vilad were sent to retrieve them.

personality: generally slighty creepy, disturbing, and very inconsistant

skills: unarmed, summoning

abilities: companion, companion

kabul:
skill: sword

vilad:
skill: dark magic


Last edited by Lokir Homefire on 2nd July 2012, 12:17 am; edited 2 times in total
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Post by Guest 30th June 2012, 10:13 pm

Name: Jakov the Ex-Miller
Male/female: Male
Appearance: 31 years of age. Of medium build, strong from work. Dark brown hair, cropped short. Largish hands, callused due to years of milling grain.
Background: Having worked as a miller for years, Jakov (due to bird-folk frequently flying into and damaging his mill) eventually decided that he was bored with civilian life. Following his heart, he took up arms, vowing to destroy the forces of darkness. Jakov seeks revenge on dark-aligned bird-folk, especially those that have trouble navigating, and so teaches himself archery.
Personality: Hardy and confident, Jakov is afflicted with Obsessive-Compulsive Disorder, which proved helpful in making the grain he once milled receive fantastic reviews in local townships. As a result, he is fastidiously clean, will not fire an unsterilized arrow, and must disinfect arrows upon retrieving them. He wears gloves at all times except for when he is washing his hands.
Race: Human
Tribe: Light
Character traits (these dont have to be picked at the beginning.) ETA: Strong, Marksman.
Starting skill(s) Archery, Two-Handed
Normal:(2 skills)
Racial:(Listed on races page) N/A
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Post by Tanuki of Sweets 7th August 2012, 10:21 pm

Name:Remy
Male/female:Male
Appearance:15 years old
Illia Elk
Background:Woken up in a village with amnisa only knowing a few things(Whats given here)and found them selfs in a dark tribe
Personality:Shy,self centerd,gets scared fast,rarely talks to strangers,often talks to self
Race:human
Tribe:dark
Character traits (these dont have to be picked at the beginning.)Fast
Starting skill(s)
Normal:(2 skills)Healing,Charm
Racial:(Listed on races page)Buff Lv2
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