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Rise of the Xindhi:- OOC, Storylines, Discussions.

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Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Tue Jul 27, 2010 12:22 pm

This role-play takes place during the civil war among the Xindhi, between Queen Scathach and her half brother Otik. You can choose to be in the Queens army as either Xindhi or assume the role of a Talisan mercenary or merchant, or even a Dou'far scout. There will be mature themes, violence and moral choices. A majority of NPCs will be controlled by me. Rise of the Xindhi-In Character

Places in the rise of the Xindhi-

The Dreaming City- city-fortress for the Dreaming Queen Scathach – Darda’s training hall is located in it.

Almar-Sut- city-fortress for the Gothi and Otik the Usurper- the Slave Markets are located in this place. As are the Grand Temple- the Gothi sanctuary. The Citadel is the Paladin’s barracks.

Carbera- a small village north and east of the Dreaming City, ruins are located at one end of the vale that leads deep into the mountains. It is rumored that there are Shu’fasa in these ruins.

Jahnsan- A large port city on the coast. Talisan merchants set out from the caravansary to trade across the Xindhi Lands.

Gray Roost- A fortified town in the hills south of Almar-Sut. It is rumored that the followers of Skuld, the Gray Walkers, reside here and travel the world influencing events with the skills that the trickster God gives them; The Gray Walkers are assassins and fanatics.



Dramatic personae: Rise of the Xindhi.

The Major Races:

The Xindhi- before the change- tall, ruddy-skinned people, who tend to dress in bright colored clothing. They are mostly farmers who live in the harsh northern lands. Their form of government is a monarchy, with a priest caste that advises and advances politics via their mastery of the Aesr (magic). If they have any control of their Aesr, it manifests in their eyes via a myriad of colored energy that swirls and mists around their head.
After the change, they became skeletal beings that sustained themselves via their Aesr.

The Talisa- is a race of dark skinned people, who live on the western continent, and are master traders and merchants. The Talisa are masters of an earth aesr that allows them to draw the earth around their body, encasing it with rocks and earth giving them immense strength and a giant golem like appearance. The Talisa do not manifest their aesr in any other way.

The Talisa and Xindhi can marry and produce children, however the children will only exhibit one or the others aesr not both. There are offshoot civilizations that can trace their lineage to the Xindhi or the Talisa as both races spread everywhere across the world. However, the likelihood of any great manifestation of Aesr is rare and often limited in scope.

The Shu'fasa- is a race of massive beings standing anywhere from 12 feet to 16 feet tall. Their skin is a deep black-gray. They have four massive arms and huge wedge shaped heads with three eyes in a row on the sides of the head. Their teeth are 2-3 inches long and sharp. They have three toed feet and thick squat tails to counter balance them. Their hands are wickedly clawed and able to rip and shred stone or metal with ease. Their form of government is tribal and ruled by a war chief and a shaman. They tend to live in massive caves and along the wildest mountains of the world. They worship Ghoukas. There is no offshoot race related to the Shu'fasa.

The Dou'far- is a race of small, muscular beings standing no taller than 5 feet tall. They have large eyes and ears, feline in appearance. They are seclusive and secretive hardly having any dealings with the other races. Often considered myths they haunt forests. They are covered in a tawny fur and have a tribal like society replete with shamans and each tribe is led by a chieftain. The Dou'far have a unique ability to blend in with their surroundings. Their Aesr manifest as an ability to shape change into an Alphyn. They worship Skuld by the name Dhat-Badan. They cannot inter-marry with any other race.



Religion-

The Xindhi religion has two principles gods- Rhydderch the Shining One and Marva the Shadowed, with Skuld as the third active and most mysterious deity.

Rhydderch the Shining One: Rhydderch is the primary god of the Xindhi and the Talisan. He is a warrior/storm god as well as the teacher of the Aesr to the Gothi and chief god in a pantheon of Xindhi gods. However, to the Talisa he is the supreme god and the other gods regulated to the position of minions and helpers. The Talisa see Marva as the dark tempter who strives to overthrow the Shining one and create Morbas in the world to torment the children of Rhydderch. Rhydderch created the dreaming gate and Marva the nightmare gate.

Skuld is the trickster god(dess?), being able to shape shift and is the god(dess) who most frequently intervenes or interferes with the races of the world. Skuld being a shadowy god has attracted some of the darker elements to his/her call.

Marva the Shadowed One: Marva is the opposite of Rhydderch, being a moon deity. She is also ruler of the Xindhi underworld, Morbas. Marva created the Nightmare gate as the twin of the dreaming gate. Marva seeks to encompass the world in her dark grasp. Her son Ghoukas is her instrument in the world. Marva one is the opposite of Rhydderch; she is the moon goddess, controls all manner of nightmare beasts, and is the harbinger of bad luck and doom, as well as judger of the dead.

Ghoukas the Lord of Nightmares: Ghoukas is a monstrous demi-god who resembles the Shu'fasa, abet a little larger. He stands 20' tall with four extremely powerful arms, along with a long, whip-like tail. Ghoukas is the son of Marva the Shadowed One. Ghoukas commands aspects of the Aesr and seeks to seize the Twin Gates to bring darkness upon the world. The Shu'fasa worship Ghoukas as the supreme god and work to spread his cruel reach in the world.

The Talisa religion is monotheistic, they worship Rhydderch only, and all other gods in the pantheon are servants of the one god. While not worshipping Marva, they do acknowledge her as the opponent and enemy of Rhydderch. While they worship a male deity and his opponent is a female, women are equals and familial lines are through the female. The Talisa do fight amongst themselves for trade routes and exotic sellable items. While not normally war like, some have taken to use their abilities to sell themselves as mercenaries.

The Twin Gates are identical stone gates that allow any who has total mastery of the Aesr to open them in order to travel between worlds. However, Marva devised her gate so once it was open would allow Ghoukas to enter the world to seize the dreaming gate. A sect of the Talisan, called the Guardians of Stone, has sworn to protect and keep the gates safe from any who would open them. They have created the Stones of Change to protect the gates.


Important Personas:

Queen Scathach, the Dreaming Queen: She is the leader of the Xindhi who are rebelling against the power of the Gothi. Scathach is the half-sister to Otik the usurper king backed by the Gothi. Queen Scathach is the first cousin to Rahel Drake and Synjyn Drake.

Prince Otik, the usurper: He is half brother to Scathach, currently seated on the throne as king. He is also the leader of the Paladins of the Order of Pattern, the military order who act on the whims of the Gothi. His seat of power moved from Dun Clendenning, the traditional seat of the king to Almar-Sut the fortress of the Gothi.

Rahel Drake, Grand Master Lady Drake: Rahel is first cousin to Queen Scathach and Prince Otik, and is the sister to Synjyn Drake. Lady Drake is the Grand Master of the Frostfire Knights, a mounted force of nearly 5,000 warriors from the various clans and septs in the eastern highlands where Clan Drake holds sway.

Synjyn Drake, Grand Lord Counselor: Synjyn is the first cousin to Queen Scathach and Prince Otik and is brother to Rahel Drake. As Grand Lord Counselor, Synjyn is the Dreaming Queens primary emissary and adviser in political matters.

Jessi the Aeryn: Jessi is the first of the Aeryn; the Queens own guard and the primary protector of the Queen. Jessi is the first person Scathach taught the Aesr to after she mastered it herself.

Skallagrim the Cughtagh: Skallagrim is the first Cughtagh, the champions of the Queen. He learned the Aesr from Darda the blind Gothi who taught Scathach to master the power of the Aesr. Skallagrim and the Queen are bonded by a unique meshing of their Aesr because of their battle to secure the Twin Gates from Ghoukas.

Darda: Darda is the blind Gothi who mentored Scathach from the time she was a child in the laws and rituals of the Xindhi, preparing her for the throne. When Scathach came to her with the revelation that she had learned some Aesr, Darda agreed to teach her to master the power. Darda is still mentor and close adviser to the Queen.

Hauk: Hauk is brother to Skallagrim and is the general of the Sluagh (The Host) the Queens army that she raised to oppose the Paladins and Gothi. Hauk has developed a close tie to Darda and has taken it upon himself to ensure the old woman's safety.

Lord Melker, Knight Commander of the Paladins of the Order of Pattern: Melker is a mercenary; he is a Talisan who worked his way to power in the army of the Gothi. Melker has tried to shape and control the use of the Paladins by Otik, trying to steer him away from the cruel and often abusive manner in which the Paladins employ their power.

Roles available:

Sluagh- Xindhi the foot soldiers of the Queen. They carry long spears, an axe or long sword and wear leather or chainmail. They have shields and open-faced helmets. The Sluagh do have some Aesr, able to generate plasma bursts, lightning, and having both night vision (100 feet) and far sight (able to see 1000 yards clearly).

Aeryn- Xindhi (Female only) the Queens guard. They carry two-handed swords or maces, wear chainmail and full helms. The Aeryn are well versed in Aesr, able to generate plasma bursts and lighting, having night vision and far sight, as well as levitation, and invisibility. They have the unique ability to generate illusionary images of themselves making it nearly impossible to discern the real Aeryn from the images.

Cughtagh-Xindhi (Male only) the Queens champions. They usually carry long swords and short swords or daggers, able to dual wield them with deadly effect. They wear full chain and most often no helms. The Cughtagh are extremely skilled aesr wielders, able to generate plasma bursts and electricity, able to levitate and fly to some extent. They have far sight and night vision. They can turn invisible, and can generate massive displays of light.

Talisan Mercenary- They wear scale armor or thick leather armor. They carry wickedly curved swords and short stabbing spears. They can transform into the giant golem like stone creatures with immense strength. They are seeking mercenary pay in either side of the Xindhi war or hiring as outriders and bodyguards for Talisan merchants.

Talisan Merchant- They are extremely skilled traders and merchants, with extensive knowledge of different cultures and peoples. They dress in extremely fine clothing and like all Talisan can assume the golem form. They are trying to stay neutral in the war between the Xindhi, seeing both sides as a way to profit.

Gothi Renegade- Xindhi They have switched sides and joined the Dreaming Queen and her rising rebellion. They wear the black robes of the Gothi over their padded armor. They carry staves and short swords. Extremely potent in the aesr they can generate plasma and lightning, able to generate massive electrical storms. They have far sight and night vision as well as able to see through material up to 2 inches thick. Gothi can fly and levitate as well as generate massive fields of energy that can stun creatures in a 20 foot square around them.

Dou'far Scouts- Several of the Dou'far tribes that live in the Deep Woods that cascade down below the Spinebreak Mountains have recognized the evil that the Gothi and Paladins have become. Some of their more daring warriors and shaman left the safety of their woods and joined the Dreaming Queen as scouts for her armies. They can shape change into an Alphyn and tend to shun weapons, but all carry the traditional short stabbing spear of the Dou'far, the Hazak. The Hazak is a representation of the status of the Dou'far within the tribal society and is not used in combat, except ritual combat by Dou'far warriors. They have night vision (100 feet), as well as heightened olfactory and auditory senses able to detect things out to 1000 feet.

Code: Select all
Character Bio: Subject to approval

Name:
Race:
Sex:
Appearance:
Role:
Gear:
Skills:
Anything else you think may be pertinent:


Bestiary: Or some of the more interesting creatures that inhabit the world.

Alphyn: The Alphyn is a large tawny colored feline creature, weighing between 350 and 450 lbs. It has a long tapered snout filled with razor sharp teeth. It has a row of 5-inch horns on each side of its head starting over the eyes. Both sets of legs end in wicked claws that can rend stone easily. The Alphyn is extremely agile and fast in short bursts. They tend to hunt in prides, led by an alpha male.

Amphiptere: The Amphiptere is an onyx colored winged serpent measuring about 24-inches at the maximum length. These apex predators tend to lay in wait in trees or on rocky outcroppings. Their venom is extremely dangerous causing numbness and then paralysis in a matter of minutes.

Basilisk: A nasty serpent like beast hatched from the egg of a cock (rare indeed). These serpent-bodied creatures have the wings, feet, and head of a cock. They are aggressive creatures that spray a noxious cloud that causing paralysis in seconds once inhaled.

Black Worm: The Black Worm is a 30-50 foot long serpent that is multiple shades of black and gray. Much like any constrictor snake the Black Worm tends to wrap around its victim crushing the bones into a messy pulp. The thick wedge shaped heads have five rows of wicked teeth that can rend flesh and snap bones as easily as its muscled body.

Calopus: The Calopus is a large canine animal, standing about 40 inches at the shoulder. The dark mottled fur allows the animal to hide in the thick woods easily. The Calopus hunt in packs. What makes the Calopus dangerous is their ability to generate a large amount of bioelectric energy that they can direct and discharge at prey animals. This wicked energy discharge can reach a distance of 30-feet. This energy can stun or even kill an animal, especially when several in conjunction discharge their energy at the same target.

Chimera: The Chimera is a large feline bodied animal with a massive lion-liked main head. On either side of the thick neck are two other heads, a goat and a viper. The chimera is extremely fast able to reach speeds of 60 miles an hour and can maintain it for up to a minute. The lion head has wickedly sharp teeth that can shred metal. The goat horns are able to pierce two-inches of solid granite. The serpent head spews toxic venom that can blind. Working in conjunction the heads can overwhelm a prey animal in a matter of minutes.

Dragons: Two types of dragons are in the world. The first is the giant, wingless serpent that resides in or around large bodies of water, in pool, caves, or underground. These large beasts span a length of 120-feet and are nearly six-feet thick. These dragons can generate a bio-electric field that allows them to sense a living creature miles away. They can also project this as super-heated plasma to a range of 100 yards away.
The second type of dragon is smaller, winged serpents that have four legs ending in wickedly sharp claws, and long tails almost as long as their bodies. These dragons can fly and are extremely maneuverable. These dragons tend to nest in high mountain ranges. They have extremely accurate vision, equal to a large bird of prey, able to spot a creature on the ground miles away. They also have the ability to generate a massive burst of plasma with a range of 100 yards.

Manitcore: Manticores have a hulking feline body standing nearly 6-feet at the shoulder, with a humanoid head, and wickedly red glowing eyes. Manticores are intelligent and very cruel creatures. Their massive jaws hold three rows of teeth that can shred flesh from bones in a single bite. They are extremely strong capable of 60-foot leaps. Manticores are able to metamorphosis into a tall, lanky humanoid being. In some of the more distant and smaller lands, the Manticores have taken them over as the undisputed ruler, enslaving the populace.
The writer who cares more about words than about characters, action, setting, atmosphere is unlikely to create a vivid and continuous dream; he gets in his own way too much; in his poetic drunkenness, he can't tell the cart- and its cargo- from the horse.
John Gardner



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Re: Rise of the Xindhi:- Interest Check

Tips: 0.00 INK Postby Tigeress on Wed Jul 28, 2010 1:57 am

(This was harder for me then I thought. It shouldn't have been >.<. Anyway Skall, I don't know if im over powering her, as its hard to balance out a non-magic user in your universe. Some the skills also relate more so to her mind frame than actual talents. Just send me info on any suggestions or if you like)

Name: Tynav

Race: Talisan

Sex: Female

Appearance: Tall for a female, she is over 6 feet tall, her body that of a athlete. Long limbs and slightly lacking a figure of most women, she never the less gives off a very "tomboyish" feel. Her body is tattooed with long stripes, almost like some felines fur. These are a deep red and show well on the tanned skin. These tend to make people uncomfortable, until they hear the voice behind it, which is almost humorously flashy and friendly.

Her face is heavily tanned, but not quite as dark as some of the others of her kin. It is a relatively innocent looking sight to behold, with wide blue eyes and cat-like shape, shining with the visage that comes with youth. Wisps of reddish hair trail down over her face in a clumsy manner, slightly tangled and free. A small mouth, capable of a heart rendering frown or a uplifting smile. The same tattoos cover her face, but in long lines that go from the side of her head towards about a inch away from the mouth. Several more on each side curve beside it, steadily going up her face. This causes her to look "different", and sometimes frightening.

Her clothing outside of combat or campaigns is relatively revealing, as she is often wearing light silks of red or perhaps white. Often alluring, it can sometimes be mistaken for some possibly embarrassing vibes. She smells of good perfume. She almost never wears dresses, always slacks and a vest, slightly highlighting function as well as look, as well as further pushing her into a "tomboy" appearance.

Role: Talisan Mercenary in the current employment of the Queen Scathach, the Dreaming Queen. Very low ranked but funded by a family of merchant. Shows a lot of promise despite unorthodox, and heavily individualized, nature.

Gear: Leather armor designed for mobility and can be easily painted to blend into battlefield conditions. With the majority of combat dominated by keen eye sight, and perhaps the ability to "feel" the energy of Aesr with training, Tynav has looked to find a new way to "outsmart" her foes. Metal is detrimental to this, as it shines and is a conductive material. Its weight also makes it much more difficult to switch into necessary positions, such as being prone.

However, due to some simple craftsmanship, heavy metal plates have been added to the fore-arms. Designed for parrying blows like light shields, these are wrapped in leather, so they don't shine. Due to their weight, they make swinging a weapon more forceful or a punch more devastating.

Great Sword: More of a personal preference than a effective weapon, its cumbersome size would almost seem to get in the way of most combat instances. However, Tynav is rather physically robust for a female, and due to her armor choice ect, the massive weapon tends not to get in the way.

The blade comes in a full scabbard to product it from moisture and other possibly damaging features. It also serves a use to prevent it from reflecting light, making it a useful ambush tool, drawing it before charging your opponents. As not a orthodox tactic, it tends to effective because such weapons are considerably effective and limits the advantage of armored opponents usually having over skirmishers.

Hand/Throwing Axes: Large bladed and heavy, these items require considerable skill to throw effectively, but fortunately, the sheer weight of a fairly good throw can cause considerable crushing damage, making them quite effective for taking out armored troops.

When used in melee, they are great hooking weapons and often wielded single offhandedly with the dominate on the great sword, just as a back up plan or throwing weapon as one is charging, or in a pair when the great blade is a relatively useless weapon.


Belts/pack: Every tool is designed to fit on belts that keep out of the way during combat or for easy access. The problem is that they take a very long time to make and considerable time again to put on correctly. However, these have revolutionized combat.

Her pack tends to carry things that most infantry or lower ranks either forget, or don't have the luxury of. Most noticeably survival gear, several cooking supplies, a very good blanket, weapon maintenance gear ect. These keep her strong while other units may be scavenging for food.

Skills: Due to not having the ability to manipulate the earth like almost all Talisan, Tynav has spent her time learning and perfecting other things.

Phyiscal Build: Tougher, stronger, and faster than most people, Tynav had made sure her physical ability is considerable. As this is the only thing she had to rely on other than her wits, daily training is a necessity to keep up her physique. This involves the focus necessary to become skilled at arms.

Cunning: As a soldier, Tynav is strategic and often ruthless. She applies these traits to always trying to outsmart her opponent, thinking as they do. She plans traps and using small amounts of soldiers with uncanny skill, but often becomes slightly overwhelmed with the logistical side of things, and thus prefers to keep things small.

Weaponry: Having a good knowledge of how most weapons work, Tynav is relatively able to adapt to new concepts and use of most things found on the battlefield. It is easy enough for her to perform with some basic skill in most common weapons.

Most importantly, this fuels a interest in learning new things and trying to become creative in weapon manufacturing.

Charismatic: Often likable in some ways, she seems to get along with people easy enough. This causes people to want to befriend her and work with her. That is not what makes a person charismatic, in her belief. Its the ability to use to use this gift to inspire or demoralize others.

This skill is perhaps her greatest strength, as she seems to deeply understand what people fear and what they like quickly, and uses it to suit her fancy.

Fearless/spirtual: Tynav finds a joy in combat that ultimately makes her slightly reckless, but also resilient to the psychological horrors that associate to war. This leads to a belief that she is boundlessly lucky, which also leads to superstition around fortune telling ect.

Lucky: True to her spirituality, perhaps one of the gods have blessed her birth. Tynav tends to live a charmed life. Cards tend to favor her hand, almost so much she has been accused of cheating, and for some reason, arrows have a habit of missing her. Its not full proof, but still... something is odd with this girl.

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Wed Jul 28, 2010 6:20 am

Nice character Tigeress. I will have the In Character linked up in a few moments.

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Re: Rise of the Xindhi:- Interest Check

Tips: 0.00 INK Postby Gabriel_Whist on Wed Jul 28, 2010 6:25 am

Something like this ok?

Name: Korar
Race: Xhindi
Sex: Male
Appearance: Korar is tall, and slender, with white ethereal looking energy swirling from the depths of his eye sockets. He wears a ragged black cloak over close fitting black armor, made from chainmail sections held tight, and still allowing for freedom of movement, by tightly wrapped black cloth wraps, and thick leather belts and straps.
Role: Cughtagh (Assasin/Rogue)
Gear:
- A recurved long bow. It's slightly shorter than most longbows, reaching only to his knees when held straight out. The bow is made of deep, highly oiled, and supple wood of a very dark magohany color. The hand hold is a leather wrapped grip, and a smooth, well worn nitch portrudes in a half arc just above it to rest the arrow on. The bow is sheathed in one compartment of the large pack on his back, buckled down on the left side of his sword sheath. The handle of said sword comes over his left shoulder, and his large quiver of arrows is connected to the sheath as well, a seperate compartment, with the arrows protruding out of it over his right shoulder.
- A straight longsword, with a square guard, and a hand and half length handle. The blade is broad, sharp, and incredibly well balanced. It is roughly the length of his outstretched arm excluding the handle.
- Twin daggers rest on the small of his back with the hand sized curved handles perfectly formed for his grip, and easily within reach. The blades are roughly two feet long, thin, and slightly curved, honed to vicious sharpness on one side.
- He has a large pet Calopus, able to carry his slight weight, that he generally rides when travelling long distances, and also aids him in combat, attacking with him, often from other angles to gain an advantage.
Skills:
-Stealth: Korar doesn't attack his enemies head on, he uses stealth to give himself the element of surprise and strike swiftly, and efficiently. He is less inclined to battles than assassinations, as against lesser opponents the first strike is rarely avoided. When it comes to battle with those of a more even skill level, he still focuses on his stealth and agility to try and gain strategic avantages, and strike as swiftly and unexpectedly as possible. His attack generally have less overt strength, and more calculating power, striking lethally from placement more than sheer strength. He uses his great skill with invisibility as the primary source of his stealth and his main advantage on the battle field. He has also greatly trained his usage of levitation to make his movements silent, capable of great leaps, and landing silently, or even a few inches above the ground with its usage. This also makes him much swifter, and more agile in battle, allowing him to change his postion with incredible speed and reaction time.
-Aim: Korar can pinpoint weak points, even in the dark, from great distances, with his night vision and excellent sight. He has incredible aim, whether shooting arrows, or striking in close with his knives, or even his longsword. His arrows are propelled at great speed through use of his aesyr, creating short lightning blasts to charge the arrow with speed and penetrating power, and his blades edges are often similarly aided, with impossible sharp edges that can cut through flesh and bone. His longsword is harder for him to channel his aesyr through, and he primarily utilizes it in single combat duels of honor, weilding the large blade with the grace of a fencer, using both his natural strength and skill in conjuction with his levitation to help move his arm with greater speed despite the weight of the sword.

Korar's weakness lies in the lower combat strength of his aesyr. While he can still be lethal with his precise usage, he lacks the overwhelming strengths of other Xhindi of his rank, unable to generate very impressive lightning or plasma blasts.

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Wed Jul 28, 2010 6:29 am

Not bad Gabriel, I like the limits you placed upon yourself it allows growth and exploration. Approved.

Rise of the Xindhi-In Character

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Gabriel_Whist on Wed Jul 28, 2010 7:03 am

Cool. Should I post as one of the men with Skallagrim? Perhaps to stealthily take out rear troops without the front noticing, or as a safety net to shoot the Gothi down, but leave him alive, if he runs?

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Wed Jul 28, 2010 7:06 am

Yes. Everyone will be starting from that post. Slowly moving down to try and capture the Gothi. This is a way to get everyone on the same page, get everyone together so that all the characters that start will be acquainted and also put the perspective of what is occurring in context to the role-play.

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Kohananinja on Wed Jul 28, 2010 8:13 pm

Name: Jahara Hakim

Race: Half breed Talisa/Xindhi

Sex: Female

Appearance: Average size for a woman at 5’6, but well toned, Jahara makes up her lack of size with speed and agility. Her skin is dark, though not as much so as her father or brothers, with a distinct ruddy hue. Her hair is long and dark brown, usually tied back in a pony tail, and her eyes are an odd an uncommon shade of dark green. She wears the traditional leather armour of her trade, usually coupled with white cloth when necessary.

Role: Talisan Mercenary

Gear: Twin curved swords and short spear.

Skills: Golem Talisan magic, skill with twin curved swords and spear, speed and agility incorporated in her fighting style.

Anything else you think may be pertinent: Jahara is the youngest member of the Hakim Mercenary family. Her father is the leader, and well known for his efficiency, and brutal retribution if crossed. Her mother in contrast, was a Xindhi slave, given over to her father as payment from a merchant who could not pay his bodyguard fee.

Jahara is also much pickier about the jobs she takes than the rest of her family, who as supposedly β€œneutral” through this civil war, but it is no secret that Jahara is extremely bias in favour of the queen. Perhaps this is due to the fact the slave markets are in Otik’s territory. Jahara also displays a bit more honour when it comes to choosing jobs, unlike the strictly mercenary ethics of her father and twelve brothers.

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Kohananinja
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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Wed Jul 28, 2010 8:57 pm

Nice character Kohananinja, well done please feel free to post in the opening post at the IC. All characters who begin this rp will start off at the scene of the massacre.

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Skallagrim
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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Skallagrim on Thu Jul 29, 2010 8:11 am

Nice post Tigeress, well done. I am sure we can find a mount for you soon enough. LOL.

I think the post order should be GM-me, then Tigeress, Gabriel than Kohananinja and if anyone else wants to join.

Skall

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Re: Rise of the Xindhi:- OOC, Storylines, Discussions.

Tips: 0.00 INK Postby Tigeress on Fri Aug 06, 2010 12:39 am

Lol, yeah, its one of the realizations that only happens when things go wrong. I noticed in a snowy environment, marching a army is difficult enough, let alone no horse ect. :)

Tynav, the vicious walking mercenary: I'll get you! Just stop... riding a moment... dammit.. *huff, puff*

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