Epic Fantasy Adventure? (Interest check for a long term RP)

Started by Primarch, December 26, 2019, 10:50:11 AM

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Primarch



I am looking to start an RP based around the the classic grand adventure. Perhaps the party has been given some noble (if desperate and perilous!) Quest that see's them travel far and wide, passing through all manner of haunted mine, enchanted village and living forests. My personal basis for this is largely Dungeons & Dragons but as I hope for the input from many others I suspect a very wide number of sources of inspiration to be involved. It is quite obviously intended to be a long-term RP so ideal for players that are interested in kicking off the new year with an ambitious project.

To assist running this game I intend to recruit at least one but ideally two co-GMs, so anyone interested in free to contact me.

Do I need to familiar with any particular fantasy setting?
No, this will be a 'original' setting we create to suit our needs. I very much consider this to be a collaborative narrative with all players involved chipping in to some extent so we can all enjoy a rich, vibrant world.

Will you be 'GMing' the story?
To an extent. This is a collaborative narrative and anyone who wishes to participate will be expected to contribute to the overall experience. I will set up a Discord chat which we can use it to keep contact, plot events, organise and world build but I will not be dedicated strictly to GMing as I also wish to play in the setting. I intend to recruit at least one, ideally two co-GMs to assist with pushing the narrative and helping with plots events. 

Who can I play as?
Take your pick! Someone likely to be a wandering party of adventurers, humans, dwarves, elves are the classic but we're hardly limited.

The game will likely have several threads going at once, or at least two. One featuring our noble band on the quest or traveling the lonely road. This would be our main 'plot' thread, dedicating to moving the narrative along in one way or another. I believe we should also have a thread dedicated to downtime, which may just be the party at camp between journeys. Of course E allows use to have I believe 2 threads per player so ideally we'll have 8+/10+ to work with and do as we like.     

~~~
Character sheets & further details will be provided upon suitable expression of interest
Questions, Comments & suggestions are welcome.

Join the Discord >>HERE<<

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[b]Additional Details[/b]


For those still interested in joining and developing characters. Based on discussion in the Discord group the following should be kept in mind for the setting:

  • The setting should now be considered a low to moderate fantasy.
  • While characters can have magic it is not a setting where magic items are common. Gods exist but any appearances on the physical plane are exceptionally rare, instead they operate through priests, paladins, clerics & similar.
  • At this time we are not accepting living automatons (such as the Warforged) or extra-planar characters (including angels, demons/devils). This will not affect characters already submitted for review.
  • The plot set up be found below, players are expected to keep it in mind when generating a character so ensure they can take part. If it does not make sense for your character to be involved, you may need to reconsider your character.

Plot intro
The group is assembled by King Aemon. Some time ago his Chief Wizard departed to investigate promising rumours of recently unearthed ancient palace, potentially a source of promising lore. Most recently Aemon received a hastily written letter advising him the Wizard had been investigating the site and translating local findings. What he discovered was no palace but a prison-tomb. More specifically, he believed it to be the tomb of the First Necromancer. A legendary Sorcerer-Warlord who's war for dominion was so devastating its embedded to the legends & history of every society that writes its history down, and the oral traditions of many others. The Wizard's letter was highly paranoid and made many references to a sensation of being watched constantly and made it quite clear he feared for his life. His expedition, he wrote, would be ended immediately. He alone stayed back to try and re-seal the tomb and sent everyone else home. Few survived the perilous journey.

Unfortunately this prison-tomb is in a very distant land. It is logistically impossible to send an army and so the King has assembled a band of adventurers, knowing full well they will move more easily and with their varied skills will be able to tackle the very varied & many dangers they will encounter along the way. The ultimate objectives being, discover the fate of the Wizard (and hopefully bring him home safely) and confirm the threat of the the First Necromancer & his tomb and if required stop whatever primordial evil exists in the place.

TheBlackThrone

While I like the idea of the old dungeon crawler RP, if it's a system game, then that'll be a deal-breaker for me. I prefer freedom/freeform.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Primarch

Oh total freeform! I have no interest in a system game.


Xurtan

Tentatively interested. Complete freeform tends to be a flop for fantasy, in my experience. E in particular often has issues when there's a lack of structure, though at least to some degree that'll just come down to the player base.

What all are you thinking as far as the world and such, currently? Smut content? Light hearted, dark? There's a lot that a specific tone can lend to a game, one way or the other. Obviously something doesn't need to be broody all the time, but there's a wealth of difference between 'The people are slaves to elven masters, and as the elven magisters drain the world of its life for their own power, a few desperate souls seek to change the tide - no matter the cost.' and 'Cowboy Bebop the Adventuring Group, plucky characters that stumble from one issue to the next, whether it's a dog in a well that turns out to have found a book of magic (or possibly is the local wizard), to a possessed teddy bear'.

xPeachyPuff

I'm just coming back off a big break, but I've been wanting a D&D style adventure for a while (without the system for writing on E, though I play with the system as well outside of E.)

But yes, mark me as interested c:

Cuchulainn

I am in a similar boat to the above just returning but would also be interested

Primarch

Quote from: StryxRiver on December 26, 2019, 12:09:57 PM
Color me interested! :D

Excellent!

Quote from: Xurtan on December 26, 2019, 12:23:55 PM
Tentatively interested. Complete freeform tends to be a flop for fantasy, in my experience. E in particular often has issues when there's a lack of structure, though at least to some degree that'll just come down to the player base.

What all are you thinking as far as the world and such, currently? Smut content? Light hearted, dark? There's a lot that a specific tone can lend to a game, one way or the other. Obviously something doesn't need to be broody all the time, but there's a wealth of difference between 'The people are slaves to elven masters, and as the elven magisters drain the world of its life for their own power, a few desperate souls seek to change the tide - no matter the cost.' and 'Cowboy Bebop the Adventuring Group, plucky characters that stumble from one issue to the next, whether it's a dog in a well that turns out to have found a book of magic (or possibly is the local wizard), to a possessed teddy bear'.

At this time I'd rather avoid grimdark but otherwise I'm going to try keep the tone flexible, certainly however once a group is assembled we can hammer down some details. In my experience any time I set up a game every second person wants to change something to suit themselves anyway. Might as well just get the group first and build the game around the group.

Quote from: xPeachyPuff on December 26, 2019, 03:50:56 PM
I'm just coming back off a big break, but I've been wanting a D&D style adventure for a while (without the system for writing on E, though I play with the system as well outside of E.)

But yes, mark me as interested c:

Quote from: Cuchulainn on December 26, 2019, 03:53:42 PM
I am in a similar boat to the above just returning but would also be interested

Excellent! Seems we have a few interested souls. I might wait until tomorrow and then put up a basic character sheet so we can at least start fleshing out what sort of characters we would like to play. Or set up a Discord where we can do a little world building. No rush right now, I'm sure most people are getting over Christmas & preparing for the New Year. I know I am.

Carly

if this is freeform i am very interested.

will the pictures of characters be photo-realistic or anime ?


Carly

by the way i love the hydra animation in the first post !

What I love about sword and sorcery is that the atmosphere is more amazing than other themes  - and then there is the treasure !

TerribleTira

Quote from: Carly on December 26, 2019, 06:34:18 PM
by the way i love the hydra animation in the first post !

What I love about sword and sorcery is that the atmosphere is more amazing than other themes  - and then there is the treasure !

Is it Sword and Sorcery? Or is it High Fantasy? I don't think they actually said which

TheBlackThrone

The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Vandren

Possibly interested.

Quote from: Carly on December 26, 2019, 06:34:18 PM
by the way i love the hydra animation in the first post !

D&D's rendition of Tiamat.  :)
"Life is growth.  If we stop growing, technically and spiritually, we are as good as dead." -Morihei Ueshiba, O-Sensei

Primarch

Quote from: Carly on December 26, 2019, 05:27:13 PM
if this is freeform i am very interested.

will the pictures of characters be photo-realistic or anime ?

I generally avoid anime myself.

Quote from: TerribleTira on December 26, 2019, 05:46:54 PM
Also, I'm only interested if it's freeform. But that seems to be the general consensus, anyhow. ;-)

I have zero interest in a system game, so freeform indeed.

Quote from: TheBlackThrone on December 26, 2019, 10:18:56 PM
I'm having ideas for a tank-y type.  ;D

Sounds good to me!

Quote from: Vandren on December 27, 2019, 10:58:12 AM
Possibly interested.

Good stuff.

I won't get the chance to set up the Discord tonight but I'll aim for it tomorrow. In the meantime any further suggestions/questions are welcome. Those of you who have a character coming together please use this format: 


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Most of it should be simple enough, race/class is typical stuff. 'Specialities' is where you can put down their chief skills such as "archery/fire magic/lockpicking" personality should be simple enough. History I appreciate might be awkward as we've not built the world yet, if there are any personal bits you want to include now you can add to it after a little worldbuilding. Relationships leave blank until the other characters are formed, then plot amongst each other and we can all work out what we think of each other (IC, obviously). Additional details is exactly that, anything you would like to make sure we know. Its bullet point, a line or two with each bullet please. No need for a novel, lets keep it simple!

TerribleTira

#15


    Character: Khaida Jael Morrigan, "Wyrmbane"
    Player: TerribleTira


    Race: Human
    Age: 26
    Orientation: Straight
    Weight: 128 lbs.
    Height: 5' 3''
    Hair: Brown-red
    Eyes: Blue


    Class: Dragonslayer
    Specialties:

    • Tracking/hunting (Expert)
    • Wayfaring (Expert)
    • Foraging (Moderate)
    • Spear Proficiency (Expert)
    • Sword Proficiency (Moderate)
    • Med Armor Proficiency (Expert)
    • Light Armor Proficiency (Expert)
    • Bow Proficiency (Moderate)
    • Animal Husbandry (Practiced)
    • Wound Dressing (Practiced)
    • Cooking (Novice)


    Personality:
    𝓒old and distant seems to be the general disposition Khaida lends out to even her closer comrades. Outside of the remnants of her family, there are very, very few that have seen a warm side of the young dragonslayer. Most of this can be attributed to her coping with constant loss of familiar faces over the years. The life of a slayer is precarious, and those who rush headlong into the vocation are often the first to lose it. Khaida has seen the face of death manifested as a constant element in her life. And its hovering presence has rendered the young woman with a grim countenance.


    History:
    𝓚haida is a dragon slayer, and a prominent member of the Fang Breaker Guild. The Fang Breaker Guild is an organization of dragon slayers that is small, and finicky about their membership. However, Khaida years ago proved her admission into their fold. Hers is the function of Lancer, the primary aggressor in a team of slayers.

    Born on Maelgor, Khaida's parents were among the first wave of settlers to venture out into the newly discovered frontier. Her family sought a new life on the new continent. Preceded by three brothers and a sister, Khaida was the youngest of her siblings. Her family settled in the colony of Marhawk, a coastal town that saw much influx from the old world coming to Maelgor. Her family were fishers by trade, and quickly built themselves a sustainable living by working the generous waters in the surrounding bay. Marhawk had been several years established, and was generally considered to be a safe and well-guarded colony. However, that security would be shaken to its fundament the day a large pod of hydra swam in and attacked the docks. They destroyed several ships and boats before being warded off by the town guard, killing and injuring dozens of the colonists before they left. Among the casualties were Khaida's father and brothers. They had been offloading their catch of the afternoon when the creatures attacked. Khaida was five years old at the time. Her mother, Jerren, was left to care for Khaida and her older sister, Faellis. They struggled over the next decade, selling off much of what they had in order to make ends meet. There were many nights when they went to bed cold and hungry, and the sorrow of their lost kindred haunted their dreams.

    Vengeance had long festered in the minds of the children left of the Morrigan family. Feallis and Khaida often daydreamed of joining up with the hardened hunters, fantasizing of bringing back to Marhawk the piled bodies of the reptilian scourge. Faellis, being more level-headed and domestic minded, eventually left these thoughts as a childhood folly. Khaida however, had set her mind to join up with a group of dragon slayers. One day, in her sixteenth year of age, she decided to attempt to sign herself up with anyone that would take her in. Having no experience in the trade, she was tentatively taken on as a cook. Disappointed in her role, but glad to at least have her foot upon the crimson path of a slayer, Khaida left her family in Marhawk. She had taken her first steps to her goal of retribution. It was not until nearly a year later that she returned, much to the surprise and relief of her mother and sister. Khaida now had some experience and tutelage passed down to her by the other hunters. The group had returned from a long journey that interwove the various other colonies and outposts in Maelgor. They brought their spoils of the field to each town or fortification, as they took on new requests and gathered information on encroaching, draconic threats. Khaida herself had already assisted in four significant kills, and had earned herself a heavy pouch of coin. She bestowed a goodly portion of this to her family in Marhawk, staying with them a bit before heading out once again. Khaida now has but only one smoldering ambition, to gut the life of every last dragon that walks, flies, or swims in the realm of Maelgor. She will attain her goal, or die trying.

    Within the ranks of slayers, Khaida tolerates much from others. She sees any that seek to snuff out draconian life as an ally, regardless of their disposition or background. However, one thing she cannot bring herself to fully accept are the Rider class of slayers. She despises their Wyvern mounts, and would just as soon kill them and eat their flesh before calling on them for help. Most guild members in familiarity to Khaida are already privy to her intolerance to the troupe type, and give a professional courtesy to new members about her agitated disposition.

    Though she has been of age to find a suitor for years, Khaida has made little in the progress of love. Such devotion has she put into her fevered pursuit of the dragons, that the young slayer has developed little in the element of intimate correspondence. That is not to say however, that she it utterly inexperienced. A girl has needs, afterall. Khaida has cuddled up to four men in her lifetime, not all of them human. Unfortunately, she is difficult to bear in terms of relationships. At length, none of her to-be suitors could tolerate Khaida's incessant need to hunt and kill. Her rise to fame as a dragon slayer has been at the cost of her capacity for human connection, and she sees her fellow slayers more akin to favored tools of the trade, than as possible beaus.


    Relationships/Connections:
    TBA


    Additional Details:

    Gear:
    Weapons:

    • Astral Iron Slayer's Lance (Spear x3)
      Astral Iron


      137 years ago, a star (meteor) fell from the heavens to land on Obsoul. It buried itself deep in the earth, only to be sought out and prospected shortly after by the mining crews of the industrious dwarves. As it turns out, stars are made of iron! Astral Iron is the ore that is mined from the Nathaar Crater. The ferrous rock is shipped all over Obsoul to those willing to pay its steep cost. The Dwarves adamantly decline offers of exclusive contracts for their ore, and sell it freely to anyone that can pay for it. The grey-skinned miners make it a point to give every buyer an equal opportunity to purchase from them. Thus, they will not supply huge shipments to outfit entire regiments. There is more demand for the ore than they can meet with supply, so the dwarves are in no danger of losing business.

      Shipping to Maelgor is no exception. The iron has unique properties that make it exceedingly effective against the dragons that plague that land. However, crossing the vast Torric Ocean can take months, and the trip is known to be hazardous. Some freighters never make it to shore. Needless to say, Astral Iron weapons are a prized commodity among dragon slayers. But because of their price and difficulty of attainment, they are hardly a common sight.

      It should also be noted that this celestial ore is irradiated. In small amounts, Astral Iron is not dangerous. Owners, and merchants of the weapons and armor made form the metal are (usually) in no danger from this peculiar property. However, the danger of the mines are another story. The Dwarves that work in the Nathaar mines cannot do so for more than six months before starting to suffer from the adverse effects of radiation poisoning.

    • Silvered Short Sword
    • Iron Dagger
    • Hunting Bow
    • Quiver of Arrows (x24)

    Armor:

    • Leather/Plated Mail Armor
    • Signet Pauldron (Left Shoulder)

    Other:

    • Travel pack with general trail items (Bedroll, flint, hatchet, rations, coin purse, clothes, etc.)
    • Pack Animal (Mule, usually)


    Quirks:
    • -Superstitious-
    There are only three blacksmiths that Khaida trusts to forge her iron spears. Someone who hunts dragons as avidly as this Lancer goes through a lot of broken spears. It's inevitable. However, she is very superstitious about where she gets them from, and how they are made. In all the colonies and fortified outposts, she has only ever met three such individuals that can forge her weapons to her specified need.

    • -Oral fixation-
    Khaida is always chewing on something, or has some object placed between her lips (not a sexual cue). This can be anything from jerked meat (seriously, not trying to be sexual here), to a cut of cord. A favored item of hers to gnaw upon is a chitinous back scale taken from larger dragons.

    • -Unabashed-
    Perhaps it came from living out in the field for so long, perhaps it was from being in the constant company of so many men. Whatever the reason, Khaida has a very tomboyish demeanor. She spits, cusses, and does not exhibit traditionally ladylike qualities. Such is the environment of her profession. She also frequently regards her own nakedness as mundane and commonplace, unclothing herself and even rinsing in rivers and streams alongside her male brethren of the hunt.

    • -Goblin Affinity-
    Having had plenty of exposure to goblins, Khaida has grown a certain proclivity to their race. She enjoys their company as fellow hunters, and has even slept with one such male. Khaida is familiar with their general culture, and speaks a broken dialect of their common tongue.

    • -Damaged-
    Khaida's body is riddled with scars and blemishes from traumas past. All these serve to remind Khaida of her faltering, and she does her best not to repeat them. The most visibly obvious of her damages to onlookers are:
    † Burns on the back of her neck from a drakaur's breath of fire
    † A horizontal cut across her nose and cheek from a Wyvern's wing-talon
    † A visible limp caused from a deep Hydra's bite into her right thigh


    Likes:

    • Hunting Dragons/Monsters
    • Killing Dragons/Monsters
    • Getting paid
    • Acquiring better gear
    • Earning reputation for her guild

    Dislikes:

    • Long and dreary travel time
    • Skimp rations
    • Hot weather
    • Bickering/disorganized parties
    • Over-planning
    • Clinginess
    • Futas/Herms
    • Effeminate Males

    Fears:

    • Loss of her remaining family
    • Becoming crippled indefinitely
    • Emotional attachment
    • Liches and other major undead
    • Deep Water/Cannot swim
    • Becoming Pregnant

    Hates:

    • Dragons (duh!)
    • Lesser draconians (they are dragons, too!)
    • Cowards, liars, and thieves
    • Drawn out conversations
    • Incessantly touchy men (or women)
    • Wasting time, being held back by weak party members
    • Dragon Riders



    [/list]

    TerribleTira

    I hope you dont mind that I added the Height, Weight, Orientation, and coloration fields into the Basic Info at the beginning. Seemed to be missing that

    StryxRiver


    TerribleTira

    #18
    Quote from: StryxRiver on December 27, 2019, 05:14:27 PM
    Tira, I LOVE that portrait. :D She's cute!

    It's art-bashed. I took a pic, framed it, changed the colors, and added scarring to match what I have defined in her bio

    Carly

    Character: Ura (her real name is unpronounceable)
    Player:Carly


    Race: Demoness. A minor type of Demon called the Lukrans.
    Gender: Female
    Class: Sorceress
    Age: 345 (looks like a beautiful 18 yo woman in human years)
    Height: 6 foot 3 inches
    Weight: 50 kg (110 pounds)
    Hair Color: Black (long with loose waves)
    Eye Color: Gold
    Orientation:Bisexual



    Specialties:

    • Telekinesis (Master): Ura has impeccable control and power over the physical world with telekinesis. Using it however exhausts her just as fighting exhausts warriors, regardless, from combat to utility, telekinesis is a formidable force, however prolonged use can render her unconscious. In long fights, her use generally is supplemental to others efforts, using it as attacks of opportunity on enemies or preventing critical and fatal blows on allies.
    • Knowledge Arcana (Master): Long hours in the library and countless hours being tutored by masters has made her very well versed in the world of magic, at a cost to being quite clueless on other issues.
    • Break Enchantment (Expert): Be it a normal enchantment or a curse, Ura has remarkable talents at breaking them, if it is her desire
    • Detect/Read Magic (Expert): Ura can detect magic at a 100 foot radius, be it enchanted objects, cursed landscapes, magical creatures, spell effects or anything in-between. Furthermore she can read almost all magic that is written in any form, even ancient magic.
    • Identify/Understand Magic item or Enchantment(Expert): Ura is gifted with understanding all things enchantment related, the magic doesn't have to be written in runes or the likes for her to fathom its purpose, its activation and weaknesses.
    • Read/Speak Modern Languages (Expert): Over two hundred years of study has made Ura versed in almost all known modern languages.
    • Read/Speak Ancient Languages (Adept): Even though Ura has studied ancient languages for over two centuries, there is conflicting references and poor quality texts on the subject, limiting her ability to master them. Still she is better at it than most scholars and sages.
    • Horse Riding / Handling (Adept): Many long days traveling between libraries has made Ura quite adept at horse riding and horse care.
    • Armed Combat:Dagger (Novice): Although Ura has been trained in the use of the dagger, she doesn't train regularly, preferring to focus on keeping her magic skills sharp.
    • Unarmed Combat (Novice): Although Ura has been trained in the use of unarmed combat, she doesn't train regularly, preferring to focus on keeping her magic skills sharp



    Personality:

    • Cautious
    • Aware
    • Thorough
    • Polite
    • Generous
    • Calm



    History:

    • Ura was a single child raised by two loving Lukran parents that owned an Arcane Bookstore in the City of Nuln called the Night's Boon. It was by her parents hand she learned to read and write away from the hatred of other races. Exposure to Arcane books also helped her develop magical theory at a young age.
    • After a sheltered childhood, her parents paid for her to attend the Magical Academy of Lesserword  when she was 103 years old. It was there she refined abilities in Telekinesis as well as Enchantments. She also acquired enemies who wished to rid the world of her kind. Although she received a mixed reception from those attending, she was a stellar student and did get private tutorship from Archmages, much to some other students disgust. Ura graduated from the academy after 15 years and spent another 25 years in post graduate studies focusing on researching Enchantments and Magical items. She wrote several Arcane books on the subjects and is well known to the mages of Lesserword.
    • For the last 200 years Ura has moved from library to library studying languages of the world, both modern and ancient, and is considered a highly reliable translator, and charges a lot for her translation services, as well as help in breaking curses and enchantments.



    Relationships/Connections:



    Additional Details:

    Racial Traits:
    Biological Advantages

    • Dark Vision: Ura can see in the dark as well as others can see during daylight hours. Dark vision at night or when its dark makes everything look like its in twilight.
    • Extended Youth: Ura does not age like most races do, her body keeps the appearance of a beautiful 18-20 yo (in human years) woman until her lifespan is over (or she has an unnatural death). Natural lifespan of her kin is typically 1000 years.
    • Scentless: Her body does not produce any odor
    • Perfect Healing: Wounds do not disfigure, maim, scar or blemish when healed
    • Unnatural Beauty: Most Lukrans are uncannily beautiful, especially the women, Ura more than most
    • Demonic Grace: Lukran woman are uncannily graceful, similar to high elves in their movements
    Biological Disadvantages

    • Vulnerability to Holy/Blessed Attacks: Those with divine attacks can be immune to her magic if they are powerful enough.
      Veteran Knights that are divinely powered are Ura's nemesis.
    • Divine Healing does damage to Ura and is very painful for Ura to experience
    • Fragile Form: Lukran women are not robust and take one half the injuries a human woman can handle before they are incapacitated
    Social Disadvantages

    • Widespread Racial Distrust/Hatred: Many people despise Demons of all kinds and try and short change them when possible or worse.
    • Hunted by Faction: Disciples of Arn (see below)
    • Hunted by Faction: Kingdom of Herlom (see below)


    Physical Description:

    Ura is 6 foot three inches tall with log thin legs, weighing 50 kg, with perky b cup breasts, a thin waist and an hourglass body, she is remarkably feminine. Even her feet, toes, hands and fingers are thin and feminine. With large eyes, fine chiselled features, long wavy raven colored hair, natural red rose colored lips, bright golden irises and perfect pale skin, Ura is a sight to behold and has turned heads due to her beauty as much as she has for being a demoness. Those that don't hate demonesses would typically be attracted to her, if they like regal forms in women. She is well spoken and has demonic grace and elegance all the while having perfect posture making her come over as a higher station than what she actually is. This can be a turn off for some, as demons have tried to lord it over others in the past, and that didn't turn out well for anyone.

    Lukran's have a very similar physique and facial structure to each other, making identifying them as a type of demon quiet easy for those in the know. Unlike most other demons, Ura can not shape change or shift her appearance. Because she is hunted by those that have a detailed description of her, she often travels with her hood covering her face, especially so when she is trying to pay for goods or services.




    Personality in detail:

    Being hated by many people that despise even minor demons for what  their kin did in the past has made Ura very cautious when it comes to dealing with others she has not met before. Many times she has traveled alone and has met with unprovoked hostilities from groups that thought they could overwhelm her despite her wearing robes of a academy sorceress. Even if she isn't hated by another some still want nothing to do with her in fear of being associated with a demon and have a similar hatred turn on them. Many she has met charge her a lot more for goods and services. As a result Ura is often on guard but has learned that being calm and not responding to insults is the best way to avoid conflict. In an attempt to get on peoples good side, Ura has learned to be polite and generous when she can afford it.

    She has a melodic voice that is deeper than one would expect considering her slight form.



    Background and History in Detail


    It is a myth that Demons are damned and damn the souls of others, although it is a widespread belief. This may be true of SOME demons, especially greater demons, but not all demons. The minor demonkin sub race, the Lukrans , are a race made by a different god to most, the God Lukra, who believed in creating challenges for people to overcome in order to improve themselves. As a result many of her kin turned to evil, but not Ura. Most demon's long lifespans enabled demonkin to master many skills which makes them considerably more versatile and powerful compared to your average folk and are often feared because of which. Many Lukrans choose strategy, tactics, warfare while others choose summoning, seduction, charm and suggestion magic if they have the gift.

    Just over one thousand years ago, the great Minor Demon Wars occurred and lasted for over a hundred years. Although minor demons are not common, their influence had grown and a concerted effort was made to unify and take over the known world. It was a bitter battle with horrible losses to the other known races. Nevertheless the minor demonkin eventually lost, loosing their homeland to the very races they warred against, even still, resentment, distrust and open hostility towards all demons is still rampart in many places to this day. Ura has chosen a different path to most of her kind and wants to improve the light Lukrans are seen in. Ura has shunned the typical path of the sorceress for Lukrans, that being charm related magic due to how much the talents were distrusted, and instead mastered Telekinesis initially before studying magical enchantments and languages.

    When Ura was very young, only 103, she was accepted into the great Magical Academy of Lesserword where she spent many grueling years learning the art of magic from some of the best mages alive. Her talent with Telekinises was second to none and although her skills with it developed so did jealousy of another mage that despised the attention and private tutorship a demoness got from the masters. The mage that hated her most was Prince Alfred of Herlom, Herlom being a small but rich nation that was ruled by a King that would do anything for his son. The King of Herlom listened to the Princes thoughts about Ura and gave an order for her to be killed on sight to all the standing army and guard. Furthermore he gave the Disciples of Arn 10,000 gold for her capture. The Disciples being a well known faction for hunting demons. The prince and King have died a long time ago, but they did pass down their desire to their descendants who still rule the land. The kingdom of Herlom and the Disciples of Arn hunt her to this day.

    For the past 200 years, while trying to keep a low profile, Ura has moved from library to library, both arcane and mundane, studying magic and languages while providing translations to those rich enough to pay for it. Although talent in Telekinesis is common among sorcerers, her talent at breaking enchantments is very rare and highly sort after, and has provided her a growing good reputation that helps others think of her as a positive influence for people. Many students of magic create enchantments with undesired effects, needing Ura's paid services to correct. Furthermore those with curses don't have many options available to them and also seek our Ura for a solution - her services being a lot cheaper than divine intervention that some clerics offer (peasants and homeless people she helps for free). Being a race that many hate or distrust has caused Ura to charge a lot less for her magical and academic services, furthermore being a demoness has made others charge more for tutorship. As a result, even though Ura should be more wealthy than what she is, she has found herself with possessions and gold of that of an average merchant.

    Having a growing good reputation among the academic and magical community while trying to stick clear of those that hunt her is a difficult juggling act, one luckily enough she has been successful with so far.

    Ura has done her best to avoid those hunting her, and desperately seeks a means to not have to always be afraid of their aims.



    Equipment


    • Black Velvet Hooded Sorceress robes (Enchanted) These robes are gifted to the graduates of the academy of Lesserword. The Robes themselves are water proof and fireproof (however they do not prevent the wearer from injury due to excessive heat), they stay forever clean and do not snag, catch, wear or crease, they keep the wearer clean and at room temperature in most weather, and as an additional benefit, the robes repel vermin.
    • Backpack: Currently it carries water and food to last her two weeks, a travel ink-well flask and quills, as well as an array of matching scroll/map cases containing 100 x blank parchment pages and assorted maps of varies degrees of accuracy and quality.
    • Black Fine Silk Tunic (under robes) and matching fine silk panties and socks
    • Black Thick Silk Leggings
    • Black Leather Riding boots
    • Black Soft Leather Gloves
    • Black Leather Gem Pouch: Containing assorted gems with a total value of 300 gold pieces
    • Black Leather Coin Pouch: Containing assorted coins totaling a value of 50 gold pieces
    • Black-tinted Stainless Steel Dagger (in Black Leather Sheath)
    • Black Sturdy Leather Belt (that has attached dagger sheath, coin pouch and gem pouch)
    • Black Light Warhorse named "Coal": With black reins, bit and brittle, black leather saddle and saddle bags (Saddle bags containing standard adventuring gear, a horse care and grooming kit, 10 spare horseshoes (and 100 steel horseshoe tacks, plus light hammer and pliers) as well as horse feed for 2 weeks)




    Juggtacular

    SFW image of child saying 'You son of a bitch, I'm in.' No images of underage characters. - Staff

    TerribleTira

    Edited for some typos, and added some extra fears.

    Also, nice character, Carly :)

    Can't wait to see what everyone else puts up

    Carly

    thanks TerribleTira

    your character is awesome too. I noticed you have a pack animal but not a riding horse. does your character walk while it carries your stuff ?

    xPeachyPuff

    Thinking of a Dryad Druid character who has been separated from her clan for one reason or another (still in thought about it) without much experience with civilisation or differences outside her sheltered tribe.
    These are the images that I've found have inspired me for my character :D

    Spoiler: Click to Show/Hide

       - Elven form                        - Half Form                         - Full Dryad Form

    Carly