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ForeverGinger

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  1. [!] A thick, leather-bound tome is placed in the Library of the Druids, marked with a note labled "Important". The writing in the book appears to have been copied from several scraps of paper, which would explain the short, fragmented style of writing. You skim over several, important looking passages which read:

     

    "-and so, the corruption, insignificant at first, had spread unchecked for generations. This horrid blight grew in strength, leaving crops withered in their fields and entire forests void of life. It was in the midst of this time that the noble Aspects saw it fit to bestow upon our realm a creature to defend and heal in the abscence of the Druii. Cerridwin chose for her purpose the only creature left that could survive nay, thrive in lands touched by this blight. She chose the noble goat. For you see, the disease spread throughout an area, sapping strength from all plant life in the area, all the while sowing seeds of its own. These Blight-Weeds, as they soon became commonly known as, sprouted up in lands afflicted by this pestilence, were tough, prickly stalks with a strong stench prevailing about them-"

     

    "-The unsightly weeds would help strangle the life from other plants in the area. The goats, however, took delight in chewing upon these nusances, freeing the land from their encompassing grip. So, the noble Lady of Harvest siezed one of these magnificent creatures and bestowed upon it a portion of her natural energies. The goat grew untill it was sized roughtly the same as a large warhorse. Its coat retained its usual marble coloring of brown, white and black, but became shiny, lustrious and thickly curled. From its chin spouted a magnificent spot of hair, and from its brow erupted a twisting spiral of pure white bone. This new creature was named the Eincapra-"

     

    "-the Eincapra was gifted with amazing powers because of the Aspect's blessing. Lush grass and wildflowers spouted whenever it trod upon the earth. Minor corruption would flee from it, and the touch of its breath could restore even the sickest of trees to the glory of their youth. However it is known that the Horn of the Eincapra is its conduit to the energies of nature. Without its horn, the mystical beast is nore more than an abnormaly large goat, albeit one with pretty hair. Eincapra live extrodinarily long, and will give birth to only one child upon their deathbed. Therefore, they are a very rare creature. Very few recorded sightings have been legitimitized, and only one Eincapra is know to exist now-"

     

    "-As was earlier stated, the Eincapra's Horn is an extraordiarily powerful object. During the creature's infancy, the horn is short and stubby, but as they grow, Eincapra have been reported bearing horns as long as a man is tall. If given willingly, these bones can be used to make increadibly powerful staffs and wands to aid in Druid Magic. However, if the horn is removed without the consent of the beast, it will release a massive flow of natural energy. The energy can have varied effects, but it will always diffuse into the surrounding area after targeting the one who forcefully remove the horn. Several wanderers have reported sighting of odd statues littering the land in the midst of a lush grove or ripe field. It is theorized that these statues are the remains of those who would remove an Eincapra's horn. "

     

    "-It is known that the Eincapra are extremly proud. One would never consent to be held captive by any, and one should not atempt to mount one except in the most dire of circumstances. Eincapra do not breed as normal goats do. Instead, an Eincapra will carry its child with it until its death, where it will give birth with its final breath-"

     

    d2FgvLr.jpg

    Gaze on in wonder at the majestical gift of the Aspects!

     

     

    OOC Shiznits:

    The Eincapra may be RPed by a horse of the correct coloring, that's up to the person directing the RP to decide.

    Eincapra may NOT be RPed without express permission from one of the "higher up" Druids such as the Head Druid

    Eincapra aren't pets, and they would not consent to being held in captivity

    An Eincapra has the equivilant to Tier 5 Blight Healing with its horn inact

    If you attempt to ride an Eincapra, unless it is ABSOLUTLY necessary, prepare to feel a sharp stabbing sensation in your abdomen.

     

    Edit: Added OOC Shiznits

    Edit: Fixed formatting and other stuffs

  2. Family Name: The Wanderwines

    Distinct Physical Traits: Blue eyes, pale skin, hair in various shades of red and small amounts of facial hair

    Professions: Thieves, Druids and Woodworkers

     

    Prestigous Family Members (You can make some up, just for some depth): Dingo Wanderwine, who stole lots of shinies from the Biggun's and Granpy Wanderwine, who fought in a Biggun' war

    Properness Rating (0-10): 3.14159265359...

  3. [!] A small sheet of paper hangs from the Gimblewood notice board. On it, written in a scrawling hand, is the following message:

     

    Hello Halflings of Gimblewood! As you are reading this, I am busy in my new home writing my newest book. This book will detail all of the families in Gimblewood. Big or small, proper or improper, every family will be recorded here for Newun's to study. Who knows, maybe you'll find some long lost relatives along the way!

     

    Yours Truly,

    Perdric Wanderwine II

     

    [!] Hanging under the notice are many smaller sheets of paper, each bearing the following message:

     

    Please fill out the following form and return it to 1 Hideaway Hollow, the Wanderwine family's new reisdence!

     

    Family Name:

    Distinct Physical Traits:

    Professions:

     

    Prestigous Family Members:

    Properness Rating (0-10):

     

     

     

    Edit: Removed family age from the form

  4. Looking over it later, I can see how people would think this is too close to Druidism. However, Linking is more of an emotional bond between two parties transforming into a mental bond with that specific animal. Druids could Link with an animal, but so could anyone else, as long as they were close enough to their partner.

  5. Have you ever had a pet you really really love? Have you evel felt strange around that animal? Like, a strange bond. Maybe a painful jab when you're far away from them?

     

    Well my friend, you may have formed a Link with that animal. A Link is formed when an animal and a descendant are very close to each other. Not close physically, but that would help, but close emotionally. That emotional bond, if allowed, can form a mental bond between the animal and the descendant, linking them permanently to each other.

     

    When someone is very close to an animal, they may feel a strange calling when in the presence of said pet. This calling feels like a powerful tugging sensation, almost as if the beast is attempting to pull you inside of it. If you accept to follow this pull, you form the beginnings of a Link with this animal, and tie the both of you together forever. A Link is a very odd, disorienting sensation and takes some getting used to when first formed. Many describe a Link as feeling like a sort of spatial awareness, as if their eyes have been opened after being closed. This may seem as a vague description, but everyone experiences a Link in slightly different ways.

     

    When a Link is first formed, it is a very small connection. Bound pairs can not stray far from each other in the beginning and can only communicate via small surges of emotion. As the Link stabilizes and grows, the pairs can move farther away from each other and communicate easily from any distance as if speaking. Some of the closest pairs are able to look through each others eyes and see what the other sees. The pair can strengthen their Link merely by being in each others presence, but this growth can be aided by going through life altering experiences together. The growth of a Link is like a tiny stream growing into a large river, a rush of energy connecting two sources, transporting memories, emotions and sensations from one to the other.

     

    Increasing the strength of your bond is something that happens very gradually. When going from Tier 1 to Tier 2, you will not just jump from one to another. The Link is strengthened over time. For example, before being able to see through each others eyes, you would get flashes from your partners point of view. If one partner is killed, the other will experience insanity-causing pain Tiers One through Three and death for Tiers Four and Five.

     

    Tier 1: You have just responded to the call and have been successfully bound to your animal. Your Link is still small and weak. You can not be out of arms reach of your new partner without experiancing slight discomfort. If your partner is taken more than four meters away from you, you both will feel a sharp, steady pain in your heads. The farther you get from each other, the more painful the feeling becomes. This sensation is not leathal, but it can be an efective interrogation tecnique. The pair can communicate via intense emotions. If one partner dies during this period, the other experiences very intense pain and can potentially go insane.

     

    Tier 2: Your Link is slightly stonger. You are be roughly nine to ten meters apart without experiancing any pain. Any farther and the pain will begin. It will start subtly, a slight headache, but for every meter the two of you are separated, the pain scales tremendously. The feeling is still not lethal, but can drive the pair insane easily. Both can communicate in a rudimentary form, emoting desires and more subtle emotions with each other.

     

    Tier 3: Your Link with your companion is much stronger by now. Your bond can stretch roughly twenty five meters. Pain from being separated still begins subtly, but is much more intense for every meter of separation. The pain can be lethal at this point, but only if the bond is severly overreached, say, double the limit. You can communicate with your partner almost as if you were speaking with them, as long as you have not overeached your bond distance. Your partner is now much more intelligent than ordinary animals and can comprehend specific instructions.

     

    Tier 4: The Link between the two of you is now very strong. You can be separated by fifty meters, but can streach that bond another twenty five meters with only a slight twinge. Any farther though, and the pain will scale almost immedietly and is always lethal. Any pain inflicted on one is felt by the other, but without visible wounds. You both can communicate with images alongside mental commands and the animal can understand spoken languages its partner knows.

     

    Tier 5: The Link between partners is at its strongest. The two can be separated by about one hundred meters, and can travel another seventy five meters with only slight discomfort. After this point, the partners can not communicate with each other and both will experiance extreme pain. After twenty five more meters between them, two hundred meters total, the pair will both die. Any pain inflicted on one will affect the other visible so, cutting one will cut the other in roughly the same place The animal has about the same metal capacity as the owner and is able to think and plan on its own. However, the pair will always stay loyal to each other and one would never even think of betraying the other. By now, the pair can see through each others eyes and experiance what the other is feeling. They can also communicate flawlessly, using a combination of emotion, images and language to convey meaning to each other.

     

    Pros:
    Partners can communicate with each other
    The pair can see through each others eyes at Tier 5
    Partners form a bond with each other only broken by death
    Animal becomes sentient at Tier 3

     

    Cons:
    Intense pain, possibly death when separated
    Sympathetic wounds between the pair at Tier 4

     

    Red Lines (No-Nos):
    Not RPing communication (meditation, zoning out, focusing)
    Not RPing pain and/or death when separated
    Be realistic on distances, you can bend the limits of distance, because they are a bit fuzzy, but do not break them.
    Think carefully before becoming Linked, because in combat and other scenarios, you will have to RP two entities, yourself and your partner

     

    Edit: Fixed colors and tweaked some stuff in Tier 4

  6. Event Planners, MC Names: ForeverGinger

     

    Event Type: Adventure! And maybe a bit of treasure hunting!

     

    Event Date: Sometime in March hopefully, specifics can be worked out later!

     

    Factions/Nations effected by the event: Halflings specificly, but anyone can join if they want to!

     

    Event Location: Gimblewood, right outside Number 4 Shire Street

     

    Summary:

    Perdric, a young Halfling training to become a Druid, was tasked by his mentor, Miss Beth the Snow Druid, to grow a plant and care for it. However, Perdric decided it would be wise to give his plant a small treat, a mug of Roxanne's Riot, the strongest ale known to Halfling kind. After pouring the ale on his tiny beansprout, Perdric's plant grew at a prodigious rate, shooting upwards hundreds of meters every day! The alcohol stimulated the growth stupendously, and before he knew it, the beanstalk had pierced the skys and speared a passing cloud, anchoring it in place! (Don't question my logic!) The young Halfling, recalling stories about another young, adventurous Halfling named Hamfast who climed to the clouds and looted treasure from a giant's castle, gathers his friends and elders to climb this great plant-ladder!

     

    Upon reaching the cloud, the Halflings are met with a giant, ten foot Olog named Mrug-Mog, living in a castle on the cloud! The Olog was sent to live on this cloud by the Skygods as a punishment for some long forgotten crime. The Orc has been living on the cloud in his giant castle, for the castle is sized for one of his considerable height! The main room of the castle is a single room, dominated by a large cooking pot with equally large tables and chairs. The tables are covered in a clutter of plates, large knives, fruits, vegtables and cheeses. In the corner of the castle is a giant bed, made of rough cloth and animal pelts stitched togeather.

     

    Mrug-Mog is not the sharpest knife in the cutlery drawer, but is no slouch with the massive stone club he carries, and he eventually rounds the Hallfings up and brings them to his kitchen. The Halflings are put in a large, wooden cage with a very nice view of the large, boiling stewpot! They are going to be eaten! The Halflings must somehow escape by parkouring out of the cage before Mrug-Mog reaches them! If the Olog reaches the Halflings before all are out, then he will put the remaining Halflings one by one into the stew pot! After escaping, the Halflings must somehow trick the Olog into opening the castle door for them to escape!

     

    Concept Images/Screenshots:

    A concept for the castle

    67Ksizq.jpg

     

    Pretty crude but accurate drawing of Mrug-Mog

    XQ8uKSD.gif

     

     

    Other Information:

    Well, I am not exactly certain of the scale of the build, so a sepreate server is most likely not necesary, but I would welcome it :)

     

    Do you need the Event Team's assistance?: Shure!

     

    If so, do you require actors and/or builders?:

    Builders would be nice, say two or three to work with me, as I'm not a terrible builder!

    An actor to play Mrug-Mog would be super awesome!

  7. The Clockwurk: The compromise between Modern and Fantasy

     

    The Clockwurk would be a playable… well I guess I could call them a race… but really all a Clockwurk  are is the mind/spirit of another creature put into a mechanical body. The Clockwurk were created by the dwarves to extend the lives of older, wiser elders by transferring the brain into a mechanical body via science and magic combined, however any race with the proper knowledge can create these creatures.

     

    The creation of a Clockwurk would be a multi-stage, albeit open ended process. First, you must build a body for the Clockwurk. The body can be of almost any shape, however the body MUST:

    Contain at least one fist-sized chunk of crystal (four pixles) located somewhere on the body exposed to the sun to be seen on the skin.

    Be approximately the size of the character being transplanted. This does not restrict the form the body may take, however the Transplantee would adjust quicker to a body of the same proportions as their original, so you could be a Dwarf sized Kha’  or an Olog sized mechanical Halfling with four arms, but your character would be more comfortable being a Dwarf sized Dwarf or an Elf sized Elf.

    Not have more than four arms. Any more could lead to malfunctions as the Transplantee would not be used to moving any more limbs.

    Have some area for the brain to be located. This does not have to be the head and is not required, but strongly advised, to be shown on the skin.

    Have reasonable weapons, if any, on its body. These are not required, bit if you would like weapons on your body, keep them simple. No massive telescoping cannons or heat seeking missiles. Maybe a hidden-blade style sword or a small wrist crossbow.

    Be built mainly of some type of metal. No full wood Clockwurks or gemstone abominations. Wooden decals and other embellishments are allowed, but the main body and mechanisms must be built of metal.

     

    The crystal in the Clockwurk is the source of its power. This power source must be a type of gemstone, but the type is entirely up to the creator and what they prefer to use. The gemstone must be either mechanically or magically altered to turn sunlight into some type of energy, be it heat, electrical or some other type of power. This gem can power some form of engine or power the Clockwurk directly, the internal mechanisms are left entirely up to the creator as long as they are realistic. As Clockwurks are essentially solar powered and can store us a surplus of energy, lack of sunlight will have some adverse side effects:

    One week of light depravation will cause the Clockwurk to become lethargic and slightly clumsy

    Two weeks of light depravation will cause the Clockwurk to go into an automatic power saving mode. The Clockwurk will move very slowly and make no unnecessary actions.

    At the end of the third lightless week, the Clockwurk will shut down, drawing all power to preserving the brain of the Transplantee. The Clockwurk will remain motionless until it is give access to light.

    By the fourth week, the Clockwurk will run out of power and the brain will die. Sorry, you’re dead!

     

    The final stage of Clockwurk transformation is installing the brain into the finished body. The brain must be removed in one piece and somehow preserved, in any reasonable way, until installation. If they brain is left uninstalled for more than an OOC week, then the brain dies and the Transplantee is permakilled. After installation, the Clockwurk will be disoriented and uncoordinated for a time, as the brain needs time to adjust to its body.

    First Week: The Clockwurk will disoriented and very uncoordinated, as the brain tissue is still attempting to reconnect to the sensory devices in the mechanical body. The person will often have lapses in memory and headaches. Transplantees in a body drastically different from their original, such as a Dwarf brain in the body of an Elf, will experience disorientation and severe uncoordination for a minimum of two weeks.

    Second Week: The Clockwurk will have better adjusted to its new body and will be more coordinated and able to do slightly dexterous tasks such as grasping and holding small items, swinging a sword, screwing in nails and tying simple knots.

    Third Week: The Clockwurk will be fully adjusted to its new body and will be able to do anything it was able to do in its previous body. The lapses in memory will be gone by this time, as the brain has fully connected to the new body (hopefully). If the body is drastically different from the original, the Clockwurk will continue to be clumsy and have minor lapses in memory at times.

     

    Strengths:
    A Clockwurk eventually retains all of its previous memories aside from the occasional lapse of memory.
    Clockwurks can have built in weapons, but these weapons MUST be readied or drawn in RP prior to use
    Clockwurks DO feel pain, just not as the original body would. A Clockwurk’s sense of pain is essentially a status report, and the pain is felt in specific broken mechanisms, allowing the Clockwurk to quickly identify the malfunction.
    Clockwurks are partially immune to electricity, however too much electricity can overload their circuits and short out the body.

     

    Weaknesses:
    A Clockwurk cannot repair itself unless it knows how to. Transforming does not automatically give the Transplantee knowledge of the body and how it works.
    Clockwurks are vulnerable to fire, as the heat can interfere with the internal workings and, if hot enough will melt the metal.
    Clockwurks will short out if they are exposed to water long enough without being waterproofed. If the casing leaks and water gets into the main mechanisms, the Clockwurk can short out and eventually be forced into power save mode to preserve the brain until the machinery dries out.

     

    RP Examples:
    The Dwarf-Clockwurk Aiden Stonehammer (generic right?) has been confronted by an Orc on the road and he is activating his built-in crossbow:
    The giant Olog lumbers closer to the Dwarf machine “Me crush zoulless abomunatin!”
    Aiden Stonehammer’s wrist whirrs slightly as two prongs extend from the end of it, strung together by a thin metallic wire
    The Olog pounds closer, raising a giant club the size of a small tree all the while bellowing “Me keeeel!”
    Aiden levels his wrist crossbow, now fully extended, at the charging Olog, his mechanical face smirking slightly as he nestles a small bolt against the string
    The Olog looms over the small Dwarf automaton, raising his club to crush it.
    Aiden’s fist clenches and his arm bucks as the crossbow fires, the bolt burying itself in the giant’s chest.

     

    Sorry for lack of pics, Imgur was being funky. I have an idea, post a picture of what YOU think a Clockwurk should look like below!

  8. Harsh winter winds howl through the empty streets of Gimblewood, accompanied by a chorus of wolves. Halflings huddle in their beds, cowering beneath the covers as the beasts prowl from house to house scratching on the doors, searching for a way in. As the adults ignore the beasts in hopes they will go away, some younger hobbits peek out their windows. Some swear they have seen a giant wolf among the others, striding among the rest of the pack. Most tales conflict but they all agree on one fact, the wolf is tall, taller than any wolf seen before, with patchy white-grey fur. The Boggle Wolf has returned.

    The Boggle Wolf was nothing but a myth in the old days, a story to tell young ones around a fire on cold winter days. The Boggle Wolf however, is nothing of the sorts. It is a nature spirit, the spirit of winter storms and blizzards. The Boggle has rampaged through Gimblewood as a great blizzard, and now it stalks through the village as a giant wolf. The sunny days of summer and autumn are behind us, and as long as winter rules, it will stay. The spirit demands tribute stolen from it during the golden days of summer, when its power was weak. It hunts in the village, taking as it pleases. Brave Halflings, we must gather as one to confront this ancient spirit. (Sorry for lack of pictures, Imgur was being funny when this was posted)

     

    Info

    Event Name: The Boggle Wolf
    Event Type: Adventure/Meeting
    Date: Delayed to 12/21/14 b/c of issues in contacting ET (Changes will be posted if anything happens)
    Time: 5:00 EST (Changes will be posted if anything happens)
    Meeting Area: Outside the windmill in Gimblewood
    Number of Participants: Preferably 5+
    Leader: Whoever wins the Great Snow War! #MortiknightsFTW
    Event Leader: ForeverGinger (Perdric Wanderwine)

  9. Out-Of-Character Information

    Please do your best to correct spelling and grammatical errors, this is an RP server and writing is the main form of communication!

    What’s your Minecraft Account Name?: ForeverGinger

    How old are you?: 15

    Are you aware the server is PG-13 (You won’t be denied for being under 13): Yessir... or mam...

    Have you applied to this server before? (Please link all past applications): Indeed, I have applied twice before as a crazy dwarf before realizing I am not a huge fan of dwarven roleplay: https://www.lordofthecraft.net/topic/118627-cain-the-alchemist/ (and) https://www.lordofthecraft.net/topic/118729-pending-cain-vialscar-scholar-intelectual-and-madman/

    Have you read and agreed to the rules?: Yes I have.

    What’s the rule you agree with the most?: The fact that people must stay in character.

    Are there any rule(s) that confuse you or don’t make sense?(If so we can help clear it up! You will not be denied for having a question on the rules): Nupe

    How did you find out about Lord of the Craft?: I was serching for a serious roleplay server, and now here I am!

    Definitions

    Feel free to Google the answers or browse our forums, but make sure that you write the reply in your own words, not those of another website or person!



    What is roleplaying?: Roleplaying is taking part in an adventure and acting out diffrent characters. A roleplay environment is usually effected by these characters and their adventures.

    What is metagaming?: Metagaming is using Ooc information or information your character would not normally have access to to effect your roleplay persona and their decisions

    What is powergaming?: Powergaming is often seen in roleplaying when a player does a series of actions without giving others time to react or retaliate.



    In-Character Information

    Character’s name: So'Kyhan (So-Kee-yan)

    Character’s gender: Male

    Character’s race: Kharajyr (Kha'Cheetrah)

    Character’s age: 20

    Biography  (Please make it a decent two paragraphs long. Remember to add server lore, and events that happened to your character so that they don’t contradict history.):
       So'Kyhan lived out his kitten years on Kalos. He was a playful, active Kitten with a bit of a disobedient streak. He would often lead "hunting parties" of other Kittens out into the jungle away from his home village, a small settlement in the jungle by the beaches, and hunt small critters. They would return to the village, triumphant, hauling their prey into the camp to lay at the shrine to Metztli. Often, these ventures would be met with a severe scolding from the elder Kharajyr of the village, but Kyhan's parents were proud of their sons ability as a hunter. As Kyhan grew into his Cub years, he matured in both body and mind durring the voyage to Athera. He continued his hunting ventures on Ohloka, but would often venture out farther than the rest into the thicker jungle.
      One night, at the age of thirteen, Kyhan's father, Do'Warka, took him hunting to help prepare his son for the Trials of Metztil. His mother had taught him the ways of her craft, for she was a skilled fletcher and crafted exceptional bows. Armed with only their claws and a bow and quiver between them, Kyhan and his father ventured out into the deep jungle. As they explored, intent on tracking one of the jungle's many beasts, the father-son team, to their eventual misfortune, discovered the trail of a party of humans slavers, intent on returning to the mainland with a cargo of Kittens in chains. Do'Wraka left the bow with his son and struck the slavers from the trees. They set upon the furious Kharajyr with swords and clubs, slaying him, but only after losing several of their party. After watching his father fall, Kyhan fell into a terrible rage, slaying the two remaining slavers with swift, savage strokes of his claws and teeth.
      Returning to the village with the liberated slaves in tow, Kyhan related the sad news to his mother, Sa'Menzis, and the rest of the village. The village laid his father to rest vith the proper burial rights. After a long period of greiving for his fallen father, Kyhan resumed his studies for the Trials looming in his future with a heavy heart and a crippled soul. For the next two years, Kyhan did nothing but prepare for the trials. He would wander the jungle alone, seeking out the darkest places and the deadliest monsters. Traveling to Ohloka, he began the Trials of Maturity. For The Trial of Crafting, Kyhan was loosed in the jungle carrying nothing but the sparse clothes on his back. Venturing out, he found a stout branch of one of the jungle trees and crafted a bow. Using his mothers teachings and his own claws, he shaped a beautiful weapon. Burned into the wood of the weapon were images of Kyhan's life. His childhood hunting, venturing into the woods, all manner of beasts he met in his travels, his mother and last of, an image of his father finally laid to rest. Returning to the capital, the bow was apraised by the Aelko and determined to be of worth. In the Trial of the Jungle, Kyhan set out into the jungle again. He traveled out until he came across a pig-trail. He braided a stout rope out of vine as he tracked a giant boar to its den and lept upon its back. The giant swine bucked and trashed about as Kyhan held tight to its back. Forcing the rope into its mouth, he fasioned a makeshift halter and broke the wild beast. Triumphantly, he rode into the city mounted on the giant boar and passed with flying colors.
      The Trial of Survival was the most taxing on the son of Do'Warka and Sa'Menzis. Intent on hunting the most impressive beast ever seen in the Trials, he wandered out to the  island's shore and set out in a small fishing coarcle to the mainland.As it would seem, Metztli gifted the young Kha' with an opportunitie to prove himself. After beaching the boat, Kyhan chanced upon one of the Tall Men along the shore. He stealthiyly crept up behind it and lept upon its back, driving it into the water. The second its black flesh touched the salty seawater, the Tall Man let loose a terrifying screech and teleported onto dry land. Kyhan tracked his prey for relentlessly, finally slaying the monster in a close battle by a large lake. In the deamon's final struggle, the Kha' called upon the same rage he was posessed with the day his father died. His eyes tinged blood-red and he lunged on the Enderman. Durring the brutal attack, the savage fiend tore at Kyhan's left eye, blinding him, before he managed to pin it and rip out its throat. He draged the limp figure into his small fishing boat and returned to the island with his prize. Upon his return, he was given several days to recuperate befor the Trial of Faith. He was taken by the Aelkos of Religion to the Temple of Metztli. Staring at his reflection in the Moon Pool, he steeled himself for the task ahead of him. Grasping the dagger, he plundged it into his chest and fell to the ground, his blood pooling onto the temple floor. His visions were scattered and disjointed, but the most memorable moment was when he was lead through his entire life by his fallen father, outlining his flaws and praising his victories. He awoke later, being tended to by the Aelkos, his body in immense pain but his spirit healed by the vision of his father. Kyhan, having passed the Trials, was given the title of So' and became So'Kyhan, intent on training to attain the title of Do' as did his father before him. To gain experiance, So'Kyhan began roaming the land, traveling all over the vast continent of Athera, fighting Orcs, Humans, Dwarves,  and anyone else foolish enough to harass the son of Do'Warka and Sa'Menzis

     

    Personality Traits: So'Kyhan is brash and hot-headed, eager to fight at the smallest slight to his honor. He is also cocky and loves to fight, eager to take on opponents twice his strength and skill to test his limits. The young Kha' has a single-minded determindness, focusing on a single goal and letting nothing distract him or get in his way, unless that distraction is a fight. So'Kyhan is extremly loyal to his friends and extracts terrible revenge on his enemies and people who threaten them, however, if he flies into one of his rages, he has trouble seeing the distinction between friend and foe.

    Ambitions: To train as a warrior and attain the title of Do'

    Strengths/Talents: So'Kyhan is strong and swift. He is skilled with bows due to training with his mother, and is a natural survivalist. When angered or pushed beyond his limits, So'Kyhan can fly into terrible rages, lashing out at friend and foe alike in his bloodlust.

    Weaknesses/Inabilities: So'Kyhan is brash and hotheaded, quick to anger and quick to forgive. He is also slightly cocky, and will pick fights with opponents regardless of their skill, size or strength. When angered, he can fly into an unstopable bloodlust, loosing control and tearing through anything that gets in his way. Kyhan is also blind in one eye, due to a fight with an Enderman, but has learned to cope with it

    Appearance (List the extra details of your characters appearance, IE; height & weight): So'Kyhan is a Kha'Cheetrah with spotted fur. He is lean and sinewy, about 5 1/2 ft in height and weighing roughly 100 lbs. He goes with little clothing, a loincloth to preserve modesty, but wears bracelets woven from plant fibres and dyed blue and gold and is not above taking trophies from slain foes. (As a Ooc note: I will be adding to this skin durring my time on the server, modifying it as my persona goes through life and after great evernts where he would take tokens.)

    Appearance, please provide us a screenshot of your character’s skin (If you need help, see our screenshot guide here): Well... Imgur decided to be derpy when I posted this, so here is a link: http://i.imgur.com/tE0AcsF.png

  10. Out-Of-Character Information

    Please do your best to correct spelling and grammatical errors, this is an RP server and writing is the main form of communication!

    What’s your Minecraft Account Name?: ForeverGinger

    How old are you?: I am 15

    Are you aware the server is PG-13 (You won’t be denied for being under 13): Indeed I am.

    Have you applied to this server before? (Please link all past applications): Well, I emailed my first application to General Inquiries because I was having trouble posting it and was wondering if it was something I had typed, but other than that, no.

    Have you read and agreed to the rules?: Yes I have.

    What’s the rule you agree with the most?: The fact that people must stay in character.

    Are there any rule(s) that confuse you or don’t make sense?(If so we can help clear it up! You will not be denied for having a question on the rules): Nope.

    How did you find out about Lord of the Craft?: I was looking for a decent Roleplay server, and now here I am!

    Definitions

    Feel free to Google the answers or browse our forums, but make sure that you write the reply in your own words, not those of another website or person!

    What is roleplaying?: To act out/perform a role.

    What is metagaming?: Breaking the fourth wall.

    What is powergaming?: Focusing on completing an objective without regard to story, enviroment, or ambiance.

    In-Character Information

    Character’s name: Cain Vialscar, otherwise know as Cain the Scholar

    Character’s gender: Male

    Character’s race: Mountain Dwarf

    Character’s age: Around 40, at least, thats how old he was when the... incident... happened

    Biography  (Please make it a decent two paragraphs long. Remember to add server lore, and events that happened to your character so that they don’t contradict history.):

    Living his childhood in Kal'agnar, Cain was always an inventive child. With no clan or kin, he chose to follow Ograhad down the path of a scholar and became apprentinced to an old dwarven alchemist, Thuro Greenbeard. After a terrible lab accident, a brewing stand laden with rare chemicals upturned on his face and corrupted his flesh. The acidic compound ate away at his face and blinded him in that eye.

    After adopting the clan name Vialscar, Cain wandered the land serching for a cure for his corrupted flesh, venturing through lands of Elves and Men, dark Dwarven cities and soaring Orcish battlegrounds to find a master to instruct him in the ways of alchemy to cure his twisted flesh and broken mind. As he traveled, the acid slowly left his system, leaving its mark on his twisted flesh. The compound by then had corrupted his mind as well as his flesh, leaving him half mad. Important calculations and conversations are interrupted by nonsensical gibbering. Measurments and letters are occasionally ruined by spasm and fits of twitching.

    Personality Traits: Creative and strong, quick to anger and quick to forgive.

    Ambitions: To learn alchemy and find a cure for the corruption in his body

    Strengths/Talents: Very creative, with your standard dwarven strength, Cain prefers to out think opponents but enjoys the occasional fight or scrap. He is very loyal to his friends, and extracts brutal revenge on his enemies.

    Weaknesses/Inabilities: Cain is blind in one eye due to an alchemical accident and prefers to hide his chemical scarring a long beard. He lusts for knowledge in the way some dwarfs lust for gold, hoping one of the documents holds the secret to curing his twisted body and mind. Oh yea... he's just a little bit... erm... crazy...

    Appearance (List the extra details of your characters appearance, IE; height & weight): Cain is of dwarven height, about three and a half feet, with a light build, at least for Dwarves, weighing about 150 lbs. He has thick, bristly red hair and a lush beard that covers his scarred face. He wears an leather apron over a simple, homespun shirt.

    Appearance, please provide us a screenshot of your character’s skin (If you need help, see our screenshot guide here): Well, pics were being derpy, so here the link: http://i.imgur.com/GX6titW.png

     

    One quick question before I go, my friend is currentally writing an application and she was wondering if there is any way to play as a race other than the ones stated on the wiki. They want to be a Faun/Satyr/Goat-Human thing.

  11. Out-Of-Character Information

    Please do your best to correct spelling and grammatical errors, this is an RP server and writing is the main form of communication!

    What’s your Minecraft Account Name?: ForeverGinger

    How old are you?: I am 15

    Are you aware the server is PG-13 (You won’t be denied for being under 13): Indeed I am.

    Have you applied to this server before? (Please link all past applications): Well, I emailed my first application to General Inquiries because I was having trouble posting it and was wondering if it was something I had typed, but other than that, no.

    Have you read and agreed to the rules?: Yes I have.

    What’s the rule you agree with the most?: The fact that people must stay in character.

    Are there any rule(s) that confuse you or don’t make sense?(If so we can help clear it up! You will not be denied for having a question on the rules): Nope.

    How did you find out about Lord of the Craft?: I was looking for a decent Roleplay server, and now here I am!

    Definitions

    Feel free to Google the answers or browse our forums, but make sure that you write the reply in your own words, not those of another website or person!

    What is roleplaying?: To act out/perform a role.

    What is metagaming?: Breaking the fourth wall.

    What is powergaming?: Focusing on completing an objective without regard to story, enviroment, or ambiance.

    In-Character Information

    Character’s name: Cain Torrak, otherwise know as Cain the Alchemist or Cain the Scholar

    Character’s gender: Male

    Character’s race: Dwarf

    Character’s age: Around 20, at least, thats how old he was when the... incident... happened

    Biography  (Please make it a decent two paragraphs long. Remember to add server lore, and events that happened to your character so that they don’t contradict history.):

    Living his childhood in Kal'agnar, Cain was always an inventive child. With no clan or kin, he chose to follow Ograhad down the path of a scholar and began studying alchemy and brews, among other things. After a terrible lab accident, a brewing stand laden with rare chemicals upturned on his face and corrupted his flesh. The acidic compound ate away at his face and blinded him in that eye.
    Cain has wandered the land serching for a cure for his corrupted flesh, venturing through lands of Elves and Men, dark Dwarven cities and soaring Orcish battlegrounds to find ingredients for his cure. As he traveled, the acid slowly left his system, leaving its mark on his twisted flesh. The compound by then had corrupted his mind as well as his flesh, leaving him half mad. Important calculations and conversations are interrupted by nonsensical gibbering. Measurments and letters are occasionally ruined by spasm and fits of twitching.

    Personality Traits: Creative and strong, quick to anger and quick to forgive.

    Ambitions: To find a cure for the corruption in his body

    Strengths/Talents: Very creative, with your standard dwarven strength, Cain prefers to out think opponents but enjoys the occasional fight or scrap. He is very loyal to his friends, and extracts brutal revenge on his enemies.Cain is also a semi-skilled, self-taught alchemist and skilled blacksmith

    Weaknesses/Inabilities: Cain is blind in one eye due to an alchemical accident and prefers to hide his chemical scarring a long beard. He lusts for knowledge in the way some dwarfs lust for gold, hoping one of the documents holds the secret to curing his twisted body and mind. Oh yea... he's just a little bit... erm... crazy...

    Appearance (List the extra details of your characters appearance, IE; height & weight): Cain is of dwarven height, about three and a half feet, with a light build, at least for Dwarves, weighing about 150 lbs. He has thick, bristly orange hair and a lush beard that covers his scarred face. He wears an leather apron over a simple, homespun shirt.

    Appearance, please provide us a screenshot of your character’s skin (If you need help, see our screenshot guide here): Here the link: http://imgur.com/GX6titW

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