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| Land of Death | |
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| Topic Started: Jan 25 2010, 07:54 AM (39 Views) | |
| Schneeraubtier | Jan 25 2010, 07:54 AM Post #1 |
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The country of Thay has been under the rule of the red mages for centuries. There are 8 archmages ruling over all others, the masters of Destruction, Enchantment, Divination, Summoning, Illusion, Transfiguration, Warding, and Necromancy. The seat of Necromancy has been filled by the lich Szass Tam since the rule of the red mages began. He has been content in his rule, thwarting any attempts to usurp him in the violent and ever changing hierarchy. Without warning hordes of undead and “rogue” necromancers began terrorizing and slaughtering the people of Thay and it was months before Szass Tam’s involvement was discovered. Szass Tam has come into possession of an ancient tome and in it is a spell that would enable him to reshape the world in his image, one where he is a god. Ever growing hordes of undead roam Thay conquering any last enclaves of life and creating circles of power to gather the energy needed for the spell. The remaining populace are fleeing to neighbouring countries hoping to avoid a fate worse than death, but some still remain hoping to save themselves and their homeland and those privy to the knowledge of Szass Tam’s war are trying everything they can to stop the spell. I forget some of the finer details but that’s pretty much how the plot went. Note: Initially I decided there would be two sides to the RP, that decision has changed. If there were more people maybe it might've worked but there is not. All characters will be on the side of the humans, whether or not they are technically alive. Name: Age: Appearance: * Biography: Personality: Class: ** School: (Mages only) Deity: (Priest only) Abilities: *** *(In the case of some undead these are just notable deformities or such. Any mage character has to have at least one piece of red clothing) ** Mainly in place for the undead. Humans have warrior, mage, or priest. Warriors briefly describe your fighting style. Hybrid classes are possible. ***These are in addition to listed class abilities. Use your imagination but please, stay within reason. Mages list preferred or specialized spells here based on your chosen school. Priests choose some spells based on deity’s power source. This is the class sheet for your undead. If you want to create your own variety all these fields have to be filled out. Generic appearance: Speed: Strength: Size: Intelligence: Class Abilities: Weakness: Origin: Undead classes: (For the sake of RPing they can all speak coherently to each other and to the human characters. Do not question it.) -Dread zombie Generic appearance: A rotting soldier Speed: Matched with human speed Strength: Strong Size: Size of human it was made from Intelligence: Retains tactical reasoning and fighting skills but not much else. Class Abilities: Dependant on abilities while alive but all have rapid healing and the ability to reattach severed arms and legs. Weakness: None, and that is their greatest strength though they can still be defeated with enough hits Origin: These are zombies created from skilled warriors and are the the equal of any seasoned human warrior -Bone Horror Generic appearance: A human skeleton with certain “upgrades”. The skull has been replaced with that of an alligator, the hands with metallic claws, the spine and hip have been modified to support an extra set of legs. The feet have been removed and the joint where the leg connected to the foot has been sharpened. Speed: Superhuman Strength: matched with a humans Size: About 7’ Intelligence: Capable of rational thought but wracked with constant pain it is rarely seen. Class Abilities: They are very fast and can climb on walls and roofs. They can bite with enough force to bend steel. Weakness: While immune to piercing weapons and highly resistant to slashing they are vulnerable to the blunt school of weapons. That is, if someone were to hit them. Origin: It takes three skeletons to make one of these; two human ones and an animal one usually an alligator head but can be whatever happens to be available. The process used to fuse the three leaves an internal war for power over the bone horror body and causes great spiritual anguish. The three are easily suppressed by the magical mind infused by the necromancer. -Ozomos Generic appearance: An amorphous blob. Its colour varies with the necromancer’s choice of closing words in the spell. Speed: Slow Strength: Potential is huge, but the amorphous state it holds prevent it from using it. Size: Big as a car Intelligence: Surprisingly smart Class Abilities: It is a semi-solid highly concentrated strong acid with a pH in the negatives. It can fling small pieces of itself at enemies which explode and scatter acid everywhere. Weakness: It’s slow and vulnerable to magic. Origin: It is a magically animated ball of ooze from the tissues collected from various bodies. A useful application for what was once unused. -Spectre Generic appearance: Unknown, varies based on what the spirit decides it will look like Speed: Fast Strength: Very little Size: Varies Intelligence: As smart as the chained spirit Class Abilities: Flies, moves through walls, its touch ages Weakness: Has no physical form so normal weapons are useless against it. An enchanted weapon or even a simple offensive spell is enough to seriously harm it. Destroying its phylactery kills it. Origin: The necromancer reaches into purgatory for a spirit there unable to pass on but still holding a conection to their former life. A “deal” is made and the spirit is chained to a physical object (a phylactery) from which it projects its spirit image. -Vampire Generic appearance: A pale skinned human Speed: Fast Strength: Strong Size: Average human size Intelligence: 100% sentient Class Abilities: Capable of transforming into smoke and a wolf. They can see without light and are also capable of detecting infared. Drinking blood heals them even fire wounds. When they bite someone they can inject a venom along with their bite creating wither another full vampire or a thrall vampire, one with limited powers that is a slave to the biter. If they want to, that is. Weakness: Prolonged exposure to direct sunlight will weaken them and after enough exposure will ignite them. Falling in a large body of water will also kill them. They must drink blood at least once every 3 days or else they will turn feral and die a few days later but not until they kill everyone they see. Origin: The first vampire was a necromancer who made a pact with an ancient god asking for immortality; this was before the techniques to make oneself a lich were discovered. The god answered his plea but it came with a cost. He would never be allowed out during the day again. Nothing else was mentioned to him. When the bloodlust began taking hold he began unwittingly spreading the curse. He fell off a bridge and died but the curse had spread far by then. Here are the schools/deities for the human characters. Schools: -Divination: The ability to see others and discern events without being there. The school requires great mental focus and those inside tend to have great psychic abilities, enhanced with skills stolen from the destruction school. -Destruction: Standard fireballs and lightning -Transfiguration: Transforming one object into another. Those skilled in this school can transform an entire wooden house into a pool of molten metal. -Warding: Shields and magical defences -Enchanting: Imbuing magic into an object. (Warrior hybrids with this have the best equipment) -Necromancy: The animation and manipulations of dead... stuff? No better... whatchacallit... words there yeah that’s it -Summoning: Summoner’s call forth denizens of the lower planes to do their bidding.(You have free reign over what you summon if you create a summoner. Summoned creatures can have basically anything. Just keep in mind that the more powerful the creature is the more likely it is to break free of your control.) -Illusion: Illusionists weave spells which dazzle and confuse minds. Illusions can kill those with an unprepared mind. If someone belives the illusionary dragon is real the “fire” will kill them. The stupider undead are merely panicked by an illusion. Deities: (Feel free to make up your own if you want there’s no mainstream religion or pantheon) -Silfra, goddess of fire, the sun, and love -Kath, god of darkness, bugs, reptiles, and fear -Meoth, goddess of water and ice -Frelm, god of light, the moon, and nature -Hejamoth, god of truth, justice, and order -Nazoy, goddess of poison, illness, and suffering Name: Scorth (Hilm and Grendal in his former life) Age: 207 Appearance: Looks just like an average bone horror but in its two centuries of undeath it has been “upgraded”. Scorth has an extra set of arms and his leg tips are reinforced with steel. His teeth have an eerie green glow, a byproduct of one of the “upgrades”. Biography: Scorth was once a blacksmith named Gredal Holenth and an acrobat named Hilm Renwald. Two had been close friends since they were children. After a night of heavy drinking the two both collapsed in an alley. When they woke up they were tied to the ground with a necromancer chanting over them. They were the first successful bone horror and the necromancer decided to name her new creation Scorth. After many successful “tests” Scorth became an agent of death to who wronged his master. When his master failed at her attempts to enter lichdom he was freed from control. Scorth tried to establish some semblance of a normal life and memories of a past life drove it to create a forge. Sadly the smoke from the forge attracted many adventurers and he killed them all. Then a descendant of his original master found and enslaved Scorth again. He has served in that family ever since longing for the freedom he once had but unable to do anything. Personality: After 200 years of enslavement and pain all Scorth wants is a friend. He relishes in violence. To ensure the creation wants to kill the spell adds in a brief period of painlessness after a few minutes. Whether this is used in the modern bone horror spell is not clear. He longs for freedom and the company of others. Class: Bone Horror Abilities: Has an extra set of arms and acid breath. I told you to go kill Frazeth, so why have you not gone and done that! Now go! And don't return and he's dead! No matter how often Scorth heard those lines they always sent a fresh spasm of pain through his being. Forgive me master, my mind was elsewhere. I shall return when the deed is done Why must these mages spend evry moment of their lives plotting against others, there are worse fates than death after all. Scorth scurried along, his metallic talons clacking on the stone floors of the tower. Frazeth would be an easy kill, merely a petty thief that messed wit the wrong mage. The sewers were his 2nd home, there he could be at peace with himself away from the demands of his masters. The other undead moving through here were the closest he came to having a friend. He was never allowed sewer freedom enough to strike up even a conversation with the rogue undead living there. Today would be no exception. Scorth climbed out to the surface and onto a roof. A few leaps later and he was at the hovel Frazeth was calling a home. Crawling down into the window Scorth caught sight of his target. Mentally grinning, its hard to so when one has no skin and a crocodile head, he lunged at the sleeping Frazeth severing his wind pipe with one claw, tearing off an arm with another and stuffing Frazeth into his ribcage with is remaining two. Holding his captive still Scorth retreated back in to the sewers. AFter a few minutes the Earth started shaking violently. Something snapped in his mind, which was thankfully pain free for the first time in a long time and Scorth knew he was free. Freedom was at hand. Scorth ran and ran not stopping once lest a necromancer rechain him. There would be time later to finish off Frazeth. ooc: I know this is horribly written I just wanted to get a first post out right away. |
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