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Greiger May 10th, 2013 1:53 PM

Adlania : The Land of Change [M] (OOC)
Adlania : The Land of Change [M] (OOC)

IC thread

"Yes dear students, the world changes constantly. Look around you! Look up in the sky… then down to the ground. Look at the trees and small animals scampering about. Every single soul changes the world. Some change it for the better… some for the worse. Some even make decisions they think will aid the world… but end up causing more harm than good. Remember students… weigh each consequence, both good and bad, from every action less you end up causing evil instead of good."

Adlania… ah yes. A region that has been an ally of the Protectorate for about seven hundred years. Adlania relies on the Protectorate to protect its borders and in turn they provide the Protectorate with their abundant natural resources. Mines filled to the brim with rich mineral veins, food that cannot be grown elsewhere, and the mana crystal sites that empower magical weapons.

Adlania is filled to the brim with all sorts of races native to the region and those that come from other places beyond the mountains. There are cities, fortresses, ruins from earlier dynasties, and many more places that dot the landscape. While some of these places have already been explored by brave adventurers others retain their secrets for that lucky group of adventurers to find… and lo and behold! I see four brave adventurers in front of me today! You four have been called to the city of Whilevale. There is a troublesome Goblin force that have been using guerrilla tactics to destroy buildings and kill the livestock. You may have heard about the job through rumors, seen a bill about the job on a job board in another town, or perhaps you were just passing through and thought it worth your time to lend a hand.

You four… I sense a power within you four… a power to change the world however you see fit, but first one thing must be addressed… who are you?

Who indeed are you?

A powerful question this is. Be deciding the person you want to be you can set a path for yourself. Are you a thief who travels in darkness? A bard that enjoys the company of crowds? A warrior who fights for his god? These questions are important to every person who lives in Aldania and the rest of the world, but for now focus on identifying yourself. Here is a template to help you…

Name: (What is your name?)
Race: (What race are you? Please look in the races section)
Gender: (Male or female or in the case of Umbrans, neither?)
Class: (What class are you? Please look in the classes section)
Personality: (Each and every soul perceives the world differently. Many times this perception causes wildly different personalities to develop. There are those that quite content with living a boring life and only participating in events here and there. Some work to be the best they can be. Others live to appease gods, yet others work from the shadows to cause harm and injury on others. Anything from how you interact with others, to how you act when alone can be written here.)
History: (Quite an expansive area this can be. Many are very open about their history, often recollecting memories from childhood and focusing in depth in dramatic events that shook their world. Others tend to stay more reserved and keep parts of their history to themselves, opting to let loose a few details here and there. No matter what type of person you are you are required to at least give two detailed paragraphs. Hm… if you need some help I can point out some topics to fill in this area. Perhaps discussing your parents? Your friends? Maybe talking about your education, different journeys you have undertaken, or even how you came to be the person you are today.)
Skills: (What skills do you possess? Fill in this area as so: Name of the skill you wish to have - Number of ranks in the skill. For instance: Swords - 2.)

Why no appearance you ask? Well, simply enough I find writing appearances to be rather boring. Instead as your stories begin what you shall do is discuss your appearance in your opening post. Describe your clothes, hair, eye color, etc. But that shall wait for the first posts of this story.

Now… you wondering how you fill some of this template out. What exactly is class? What races are available? Well continue further down and you shall find out these answers quite easily.


There are many races that reside in Adlania. As stated before there are those that have lived in the region for hundreds upon hundreds of years and those that come as immigrants. Each have benefits and disadvantages, but despite that each has their own role in the world.


Basic appearance

The Avians are quite a unique race in that they are the one of the few races that can achieve flight without relying on magic. An average Avian stands at an diminutive 4'8". Being at such a short height allows Avians to have less weight on their bodies allows them to achieve flight much easier and stay in the air for long periods of time, depending on how well trained they are in flying. There are some Avians who gain so much weight that they are unable to fly about and instead serve as guards and perform basic duties that must be performed on land. Most Avians will work out their upper body daily so it is not uncommon to see an Avian that has a muscular physique.

An Avian possess wings on their back that are just a bit longer than their arm span. They have clawed feet that only have three long toes. They have a beck on their face and their eyes are able to key in on objects far away. They are covered in feathers that can be various shades of different colors.


Avians have a unique view considering law and order. Whenever a crime is committed in Avian territory guards will of course arrest those that are considered suspects and will use a method that is considered greatly controversial to the other races. Instead of conducting a trial to determine guilt or innocence Avian courts will instead rely on psionic magics and will ask whether the suspects wish to open their minds to allow the authorities to view their thoughts and feelings at the time of the crime and determine whether or not they are responsible for the crime. Those that open their minds obviously have nothing to hide, correct? Those who are hesitant to open their minds or downright object to the viewing obviously have something to hide and are no doubt guilty of the crime.

The authorities turn a deaf ear to those that complain on accounts of privacy and instead consider it an excuse. If a criminal cannot be discovered among the suspects who have not opened their minds then the Avian authorities will consider it in the best interest of the public to send all of the suspects to jail. No need to accidentally release a murderer or thief back into public right?

Once an individual is considered a criminal in the Avian justice system every single right they previously had completely disappears. Avians have no jails in their cities, instead they will use psionic magic on newly convicted criminals to enslave their minds. These enslaved individuals are often employed to keep a city clean, to act as guards, or do whatever else the city needs help doing. This enslavement lasts for as long as they are sentenced for their crime. Once the sentence is completed then the criminal will have his mind freed and allowed to regain all of his rights once more, though the harsh punishment is usually enough to deter wrong doers from their territory and cities.


Basic Appearance

The Chiptorians stand at the same height as an Avian, 4' 8". Chiptorians are covered in various shades of black or gray fur and like Avians posses wings on their backs. Chiptorians are more diverse than Avians in that they are a part of different 'families'. Depending on their heritage Chiptorians have different dietary requirements. The Chiptorians have three different families, those born who eat fruit, those who eat insects, and those that dine on blood. Regardless of their sources of nutrition it is often difficult to tell the three types apart from each other mainly because they all look so similar. Their facial structures often resemble those of foxes with an elongated snout. Some will have large ears that will aid in hearing distant sounds and some will have normal sized ears. The most prominent feature that can tell apart the different Chiptorians are by examining one's teeth. Blunt teeth often indicate a fruit eater or a insect eater while those with sharp teeth will indicate a blood drinker.


For some time the Chiptorians have been at war with each other. The two clans at war are known as the Nature Givers and the Bloodthirsters. The chief reason for the war considers that of a prophesy which claims that one of the clans will inherit the ancient home that all Chiptorians hail from, The Great Tree located in the Lush Valley. Both sides have been able to interpret that the language used in the prophesy claims that the war will only end when one clan emerges victorious from the war. Of course this translates truly to killing each and every member of the opposing clan until they yield their right to The Great Tree. Neither side has yet yielded so the war continues on. The Great Tree is the only place where no fighting takes place since all Chiptorians consider it a holy place that cannot be covered in their blood. Any that do spill blood in the tree are considered heretics and are banished from The Great Tree for life. Since it is required to fly to be able to get inside of The Great Tree heretics will have their wings cut off to ensure they can never return. Those that do end up branded as heretics often commit suicide immediately after their wings are taken or choose to push through a very difficult life where they will be forever cut off from all other Chiptorians.

The clans themselves have different lifestyles. The Nature Givers are focused to ensuring that a balance is kept in the world. They believe that whenever something evil happens in the world than an equally good act happens somewhere as well. For instance, if there is a great loss of life then in another part of the world there will be a great gain of life. The Nature Bearers consider the forests their homes and will only use whatever nature gives them to survive. Because of this Nature Bearers wear little else than loincloths skinned from dead animals in the forest. For weapons they will use knives fashioned from bones or wooden staffs whittled from tree branches. Some Nature Bearers will also wear a necklace of acorns so that whenever they travel around the world they will be able to plant a new life in places devoid of life. While a majority of the Nature Givers consist of insect and fruit eaters there are those few blood feeders that leave the Bloodthirster clan to join with the Nature Givers.

The Bloodthirster clan consider themselves more civilized than the Nature Givers. Bloodthristers tend to live in cities and towns and will wear various types of clothing that other races wear. Just like the Avians the Bloodthirsters cannot be weighted too heavily with armor or such to achieve flight. These city Chiptorians form societies to satisfy their need for blood. Bloodthirsters are able to feed on each other and there are those that the societies have befriended who often offer up their own blood to satisfy their diet. Bloodthirsters excel with using bladed weapons and many are considered master swordsmen.

No matter which clan one talks to, one must make certain to never use the word 'bat' in front of any Chiptorian. Many consider it a grave insult and it has been recorded that Bloodthirsters will challenge the offender right on the spot to a sword duel.



Lizans are reptilian humanoids who have evolved to survive in heated environments, such as the Mibido desert. Lizans possess a reptilian vestige, possess ear holes, have a long tail that will whip around behind them, have sharp carnivorous teeth, and claws on their hands and feet. Lizans also possess a coat of scales that cover their entire body and can be shades of different colors. There have been lizans who have blue, pnk, brown, green, and even white scales.


Lizans originally hailed from the Mibido desert where they would form tribes to survive the desert's heat. The life in the desert was a harsh one since many poisonous animals live in the area and the lack of water usually caused many Lizans to die if they ever wandered from the tribe, thus the Lizans began to migrate out of the desert to the plains and late on, to the cities that the other races had established. Lizans gained a reputation for being excellent blacksmiths since they could withstand a forge's heat and even able to handle searing hot materials. Even though they are free from the desert the Lizans still keep some of their old traditions. One such tradition is known as the Survival of the Young. Young Lizans are sent into the desert to be exposed to be exposed to the various poisons and gain a resistance to them as well as to see how long they are able to survive while aiding each other.

The ritual is considered… barbaric to the other races but the Lizans hold to their traditions stead fast. Every so often during these trials a young Lizan will receive a vision from the gods and will be marked as a shaman of the tribe. These shamans are powerful magic users among the LIzans and often find themselves acting as healers for their people. Usually these shamans are taken by the Magic Society to be trained in the magical arts.



Humans look essentially the same as they do in our world, so go wild here!


Humans do not hail from this land. The first humans were recorded as arriving in Adlania two hundred years ago. They arrived in boats near the Bakluk Plains. When it was discovered that a new race had arrived in the region representatives from the other races all gathered to discuss this new development and decided to send representatives to this strange race. The humans were wary of these strange races… and by wary I mean used their strange weapons to attack the representatives from a distance. Taking this as an act of war the Avians attempted to send in their air forces to shoot down these strange creatures from above, but the Umbrans intervened and though a difficult three days of negotiating managed to calm the Humans down. It seemed that the Humans had been driven from their old homeland by various enemies and had drifted around the oceans until finally coming to this new land. It was a difficult process for this race to become accustomed to the other 'alien' races that inhabited Adlania… and they still haven't become accustomed to it. Humans have built their own towns and cities, mainly to have their privacy from the other races. Though there are those cities that do open up their gates for anyone a majority only allow humans inside. Humans have a bit of a technological edge on the other races, already knowing how to manufacture guns, though these weapons function and look like weapons manufactured in the 1700s.

While most humans never leave the cities there are those that will head out to view the other places of this world. These unique humans are usually the only ones who are able to get past their prejudices and are able to form tight bonds with members of other races.



Umbrans have a deep pure black color to their skin that helps them to hide in dark places. Due to their homes being established in caverns and the underground tunnel system that spans over all of Adlania they need the dark skin to be able to hide from underground threats. Umbrans have no mouth as well, instead they are able to speak to others using their minds, though unlike telepathy Umbrans can only voice speak to those who are in a close distance and are unable to 'shout' to others who are out of range. They also have no ears… or eyes. Instead they rely on their telepathic senses to 'feel' for any life nearby. While they are capable of 'seeing' things like buildings or swords or such their senses are keyed for identifying living individuals. Because of this Umbrans are unable to be blinded. With the lack of a mouth Umbrans do not intake nutrition like the other races and instead are able to hide in shadows to rest and become healthy once more. Whenever an Umbran hides in a shadow belonging to a individual the shadow tends to… weigh a bit more.

Umbrans have a humanoid physique and are about as tall as the average Human. They have clawed hands as well. Oh… and they have no genders. That is right, Umbrans are rather neutral in gender and with their male build many of them are referred to as males by the other races. Umbrans do not reproduce the same way as the other races do due to their… lack of equipment.


Umbrans have lived in the underground for quite some time. In certain tunnels they have built cities of their own with their capital lying right in the middle of their primary trade route. Umbrans tend to go into work as merchants simply due to the huge profit they are guaranteed to make. Unlike other merchants who have to travel across water, deserts, and other uninhabited areas with a risk of death Umbrans instead move back and forth between the tunnels they live in. These tunnels connect to most of the major cities up top, but the true ability that makes an Umbran a more reliable merchant is their shadow running technique. Talented Umbrans are able to merge into connecting shadows and 'run' between them to their destination. Since the Umbran is in a shadow the entire time they are constantly regenerating from any fatigue they experience in their run, thus being able to cover more distance than any other race could cover in a single day. Umbrans have a major trade house in a majority of cities, save for human ones, where they will present goods to the general public and let anyone place down a bet for the goods. Apart from that business Umbrans also own and operate many small business in towns where common goods can be bought by the traveling adventurer or the stay at home wife.

It is rumored that Umbrans also have a secret society known as the Shadow Assassins, a small group of Umbrans who are contracted to assassinate various targets across Adlania. These supposed Assassins have never been caught and Umbran officials dictate that this so called secret organization is only the result of rumors and paranoia. It is also unknown how Umbrans are exactly able to reproduce. To this day no one other than an Umbran understands how the process works and the Umbrans are far from telling the other races about it.



A Musus looks vaguely like a humanoid mouse. They have whiskers along their face, two large round shaped ears, a long pink tail that protrudes from his backside, and a long muzzle with a powerful noise. Most Mususes will spot a slender body that is covered in fur that can be colored various shades of white, grey, or black. They sport small sharp teeth.


Musi will stay in their home villages that dot the Bakluk Plains. For the early years of their life a Musus will not be allowed to leave the village, instead they will be instructed by their various teachers about the different sins that occupy the world. They are taught how to remain chaste, responsible, honest, and how to fight against the corruption of the world. Once the Musus reaches the age of 21 they are able to make a choice. Leave the village, allowed to return whenever they wish or to stay in the village. As can be expected many Musi are more than giddy to pack up some traveling items and gladly head to the nearest city. It is quite a culture shock to these individuals when they discover the 'sins' that have taken over the cities. Greed, lust, dishonesty. After a few days many of the Musi end up packing up and heading back home… though there are those that quickly embrace the outside life. Instead of the robes they would wear in their hometown, they start wearing pants and shirts. They may still keep a tight hold onto the virtues taught to them by their elders, but they see nothing wrong with also dabbling here and there in the city life.

Musi have knowledge of martial arts in order to restrain foes and to ensure their survival without having to resort to using weapons. Those Musi who murder another will never be welcomed into any Musus settlement for the rest of his life.


Note: Starting skill points are free simply because your character would already have some experience with their class.


Historians, story tellers, and professors. Bards are the very few who become entrenched in ancient tales, historical reenactments of kings long since dead, and have a wide wealth of knowledge on the happenings in the world today. Bards tend to cluster around universities and taverns, more than happy to sing of tales ages since past. If one is not certain if a rumor holds truth or fact to it, a bard will usually be able to clear up the confusion. Even though the more proficient bards are known to be musically talented, some bards refrain from carrying around instruments. Instead they impart knowledge with simple words. Some bards are trained tour guides for cities and will walk newcomers around explaining the history and significance of certain areas and buildings. Bards also know tales of the various creatures that inhabit the dark areas of the world. By gazing upon a creature or area a bard will be able to use his or her bardic lore to determine what the structure or creature is. Bards also have a mastery over the ancient languages and are able to decode the words found on ancient ruins or on magical artifacts. Bards can also go the diplomatic route as they can act as ambassadors for the different races.

Starting skill points: Bardic lore - 2, Bluff - 2, Diplomacy - 2.


Mercenaries are trained in the ways of weapons. Often times mercenaries are the by product of those who have finished up their military service, but some are actually poor and down trodden who have taught themselves how to use a weapon or two efficiently enough to kill before they themselves are killed. Mercenaries have differing skills depending on their background. Some know how to wield pole arms due to being a farmer, others know how to effectively wear heavy armor when they served as a guard to a very important ambassador, yet others will be trained in diplomacy to break up fights and prevent conflict from happening.

Starting skill points: One weapon skill of your choice - 2, Heavy or Light armor skill - 2.


A monk is a balanced individual who excels in using martial arts to not kill their enemies, but rather knock them unconscious or render them immobile. Monks look upon life as a sacred gift that should never be taken away save in the most gravest of circumstances. Many Musi are trained from birth to become monks and it is from their teachings in the cities that other races now have those that practice the monk's lifestyle. Monks by nature are pacifists, only fighting if their life or the life of another is in danger of being extinguished. Monks have trained their bodies to the point where they require less substance to live off of and swear to live a life where they will never eat the meat of another living being.

Starting skill points: Martial arts - 2, Survival - 2, Climb or Swim - 2.


Paladins are individuals who are capable of casting magic, but also wield a weapon in combat. Paladins need not be entirely good, there are those that seek to use their combat and magic skills to kill indiscriminately and cause chaos throughout the land. Although Paladins are both a mercenary and a mage combined, they in turn are less effective in both areas since they must devote time and training to both set of skills. Paladins are not required to serve a god.

Starting skill points: One magical skill of your choice - 2, one weapon skill of your choice - 2.


Rogues are those that stay in the shadows and use them to accomplish their goals. Everything from a thief to an assassin are considered rogues. These individuals seek to be in the background and have their name never be known. A good rogue will remain anonymous throughout his entire life, even his closest relatives will be unable to learn of his true nature. Rogues sometimes go solo, but many times rogues are a part of some group that will give them benefits by evading guards or by offering illegal merchandise for the rogue to use. A rogue has many contacts in their home city and if there are multiple chapters of the same group in different cities then the rogue can expect to have a much easier time hiding out in those cities.

Starting skill points: Stealth - 2, Daggers or thrown weapons - 2, Pickpocket or lockpicking - 2.


Mages are individuals who have been born with the ability to wield magic. For the most part each mage is able to wield magic in different ways due to magic operating on the creativity on the individual (See the Magic section for more information.) as well as relying on how well trained the magic user is. Most mages will wear the robes of the Magic Society to inform anyone they come across of their magical status. Those that wear the robes and do not belong to the Society are usually fined and can be jailed for some time depending in which territory the law breaker is caught. Mages aren't required to join the Society, but they are required to follow the rules the Society lays down.

Starting skill points: Two magical skills of your choice - 2 to each, magical devices - 2.


Rangers are individuals who are very attuned to nature. Though they lack magic Rangers know about the various animals that wander in the forest and are able to form bond with them. A Ranger is always accompanied with an animal companion, common ones include wolves, foxes, birds, snakes, dogs, and small cats. A Ranger is able to give commands to his animal companion such as attacking in battle and relies on them to watch their back or act as a warning system whenever the animal senses a disturbing presence approaching.

Starting skill points: Bow and arrows - 2, Perception - 2, Survival - 2. Starts with one of the following animals: Wolf, Bird, Snake, Dog. Starting animal can only perform basic actions such as biting a foe or bringing something to his ranger companion.


You can have as many skills as you wish, though there is a cost to leveling skills up and buying them. Each skill costs one skill point at the very beginning to gain the skill. If you have no points in a skill then you don't have that skill. Don't have the daggers skill? You can use daggers… you just will be more liable to hit nothing at all and will have a higher chance of accidentally stabling yourself. No points in stealth means that you won't be able to hide from enemies at all.

There is a maximum of ten ranks you can put into each individual skill. For ranks 1-3 it only costs one skill point to upgrade. For ranks 4-7 it costs two points each. For ranks 8-10 it costs three points each. For ranks nine and ten you are unable to put ranks until you get in touch with a master trainer in a city who can train you to become batter in that skill, though it costs gold to get the skill that high. Once play starts you can upgrade skills as you see fit, though to get started on a new skill you must use three skill points to buy into that skill, from there the standard upgrade rules apply.

Each player is allowed a free twenty skills right at the beginning of the game. As quests are completed you will gain skill points to use, though there are other ways to get extra points (i.e. making an extremely fabulous post, using unique methods to get the quest done, etc.).

Physical Skills

Stealth - Determines how hard it is for enemies to discover your presence in an area. By having higher stealth you can avoid enemy detection and hide much easier in the shadows.
Flying (For Avians and Chiptorians only) - Higher ranks allow you to stay in the air for longer periods of time and fly further without the need for a break. Start with a rank of one at the start for free.
Shields - Higher ranks allows you to use a shield more effectively.
Heavy Armor - Higher ranks allow you to use heavy armor more effectively and to maneuver better in it.
Light Armor - Higher ranks allow you to use heavy armor more effectively and to maneuver better in it.
Martial Arts - Higher ranks allow you to use more powerful attacks and damage opponents more. Higher ranks will also unlock unique abilities to use.
Climb - Higher ranks allow you to keep a better grip and will let you use more surfaces to climb on.
Swim - Higher ranks let you swim faster and for longer periods of time.
Shadow Meld (Umbrans only) - Able to merge into a shadow much faster and increases the rate of healing while in a shadow. Start with a rank of one at the start for free.

Magical Skills

Psionics - The magic of the mind. Mages are able to place illusions in another's mind, alter another's perception, or even take control of another's mind. Higher ranks allow more spells to be cast and for longer intervals.
Terology - The magic of the earth. Mages are able to manipulate the elements of fire, water, earth, and wind. Higher ranks allow more spells to be cast and for longer intervals.
Demonology - The magic of demons. Mages are able to summon demons from other planes of existence. Higher ranks allow more powerful demons to be summoned and kept for longer intervals.
Luxology - The magic of light. Mages are able to conjure light and use holy magic to heal others or cause damage to demons. Higher ranks allow more spells to be cast and for longer intervals. (This magic is harmful toward Umbrans.)
Tenebriology - The magic of darkness. Mages are able to create darkness and use unholy magic to damage others or cause corruption. Higher ranks allow more spells to be cast and for longer intervals. (This magic is beneficial toward Umbrans.)

Weapon Skills

Swords - Higher ranks allow one to use swords more efficiently.
Maces - Higher ranks allow one to use maces more efficiently.
Daggers - Higher ranks allow one to use daggers more efficiently
Bow and Arrows - Higher ranks allow one to use bow and arrows more efficiently.
Polearms - Higher ranks allow one to use pole arms more efficiently.
Thrown Weapons - Higher ranks allow one to use thrown weapons more efficiently.
General weapon knowledge - Allows one to use all weapons, though they are less effectively than those that have specialize knowledge when wielding them and thus dish out less damage.

Intelligence Skills

Magical Devices - Allows one to find out what a magical device does and allow them to use it. Higher ranks allows one to control a device more effectively and find out more about the device.
Bluff - Allows one to bluff to another for any situation.
Intimidation - Allows one to intimidate another for any situation.
Diplomacy - Allows one to use diplomacy for any situation.
Pickpocket - Allows one to attempt to pickpocket another for an item.
Lockpicking - Allows one to try and pick a lock with the appropriate tools.
Perception - Allows one to see small objects or find traps easier.
Medicine - Allows one to use medical substances to heal others.
Survival - Allows one to try and use the surrounding environment to find food or shelter.
Bardic Lore (For Bards only) - Allows a bard to learn about knowledge relating to weaknesses of enemies or learn about the culture and history of different regions. Very useful for when it is considered death to shake a hand at the wrong time.
Willpower - Allows one to have resistance to effects that would take control of his body or attempt to have him perform a certain action.

Magic System

Magic in Adlania works very differently from other kinds of fantasy universes. There are no spells to memorize, no books to carry around or read, and no materials to carry around. The magic system is only limited by the player's imagination. Pretty much if you want to do anything from create a small fire, to causing an earthquake, to even causing water to form tendrils, all of that is possible. The higher in rank you raise your magic skills the more spells you can do and the more outrageous they can be. At low ranks you can shoot out flames, perhaps make a small illusion here or there. If you say… try to make a fire tornado with a low skill of Terology, say it's a one, then it could form for a second before the stress of doing something that requires so much power overcomes your body and you end up having your heart explode. However higher levels of magic lets you do whatever you wish. It should be noted however that there are consequences. If say you do cause a tsunami, the Magic Society will be on you.

The Magic Society governs the laws regarding magic and how magic should be used. Go killing people and they will send The Void after you. The Void is a group of very experienced individuals who were born under the blue moon that appears in Adlania every ten years. The strange thing about these individuals is the fact that no magic can affect them. Instead they absorb any mana thrown at them and it gives them a boost to their bodies as well. Any and all magic flows into them and is consumed. Even magical artifacts will have the magic drained by them. Those who spend too much time in their presence will eventually have all of their mana drained. They bring in still alive mages to face any judgement by the Society… which is usually death, so magic users, you abuse your power too much this is the fate that awaits you.

It should be noted that if you joined the Society you would have been trained a bit under a tutor for a certain school. If you did train under a tutor you can head back to you tutor later in the rp and perhaps get a free skill point or two in your magic section. Robes range from various colors depending on the taste of the mage but all robes will have a hood and a yellow badge on the chest that contains a halo contained in a square, the symbol of the Magic Society.


Save for the human cities, the cities in Adlania all have similar buildings. There are guilds you can explore to find work. There are job boards you can browse to find local jobs that pay gold. There are also religious centers giving dedication to the various gods. As you explore towns and cities there areas will be shown and you will have your chance to explore them.


There are many gods throughout Adlania. Worship is usually the same for all, simply bowing before an altar and praying to the god in question. The gods themselves are never allowed to be crafted in a mortal form, instead each altar holds a white ball with only the name on the alter differentiating the altars.

Tasha - The goddess of nature. Mostly served by the Nature Bearers Tasha watches over the forests and those that live in them.
Delinus - The god of death. While he is not evil, Delinus simply makes sure that those that die end up dying as painlessly as possible. He decides whether those who have died go to paradise, or purgatory.
Tyra - The goddess of life. Tyra is responsible for creating the different souls that inhabit mortal forms.
Lirol - The god of of war. Lirol is responsible for imparting the knowledge of weapon making and war onto mortal minds.
Greeta - The god of magic. Greeta is the god responsible for bringing magic into the world and allowing mortals to wield it.


What clothing DO Adlanians wear? Well… it think of medieval clothing if you will. If it has a medieval look to it then it is quite alright in my book.


It's crappy cause I want it to be crappy! Anyways...

Cities with a triangle are capital cities, cities with a dot are towns, cities not shown are so small that they really don't have that many services to offer.

The arches near the major cities are entrances into the underground and are the locations of all the Umbran cities.

Avian Cities:

Chiptorian Cities:
Perrow - Location of the Magic Society's headquarters and college

Mussi Cities:

Umbran Cities (Hidden underground):
Tubscus (Capital) - Near Tarus
Rythas - Near Mercy
Eques - Near Perrow

Human Cities:

Keep your friends close… your enemies closer dear students. For even evil can hide among allies.

No matter what, you can make your character however you want! A bloodthirster Chiptorian doesn't need to wield a sword if the player does not want them to! Keep that in mind.

While dealing with the goblins is just a starting point for you adventurers the story can go however you all wish. Want to help take down a large bandit clan and improve life in a certain part of Adlania? Then go ahead and do it. Want to kill a mayor and cause chaos in a city? Then go ahead. Want to cause nations to war against each other? You can try that too! Each action has a consequence and as you all move along the story will move around you. There is a main story plot, though depending on how you react to events surrounding it and the to the main plot itself then the rp will end in a certain way. There will be endings for the characters that participated so do not worry there!

There is also the fact that in this rp, there are consequences! That means if you die in here, you die. Period. There is no reviving, no magic that can bring your soul back from the dead. Dead is dead. Piss off the guards? Yeah, you'll be put in jail.


1) SU acceptance will be based on quality, not on who is here first. So if you want a reservation and then someone comes along and makes a totally awesome SU that trumps yours, well they get the spot.
2) I require all rpers to be active, you keep us waiting and I may just have to kill your character off… though only if the excuse isn't anything spectacular.
3) I am the Master of this game, I will be the NPCs, situations, and anything else that either aids or tries to kill the characters. My word is final. If you have anything to argue about come and talk to me.
4) Only four players will be allowed into this rp.
4) No godmodding
5) No bunnying without permission.
6) You can only enter one character.
7) When your character dies, if he or she does, then you are free to make another character and have them brought in around roughly the same level as the other characters or you can choose to depart and let another enter the rp.
8) While this is a mature rp there will only be a certain level I will let the mature theme go before you can't go any further. That means while stuff like kissing or perhaps showing a darker side of your character is possible I won't have details of sexual acts or of how you gruesomely murder a child or such. You can IMPLY sex if you wish, but with gory details keep it to a minimum. Something akin to 'The sword sliced through his neck, cutting his head off' is an example of what I am looking for, not 'The sword sliced through his neck causing massive amounts of blood to splatter over everyone and coat them to the brim'.
9) Be creative!
10) Have fun!

Jönne May 11th, 2013 3:41 PM


*wait for it*


Awesome, let's do this. Tomorrow.

Xilfer May 11th, 2013 4:18 PM

Whuuuuuuuut? An RP with mah name on it? What a coincidence! Don't mind if I do.

Do I even have to say it? Reserve.

Greiger May 11th, 2013 4:27 PM

@Xilfer and Ray Maverick: Both of you are reserved. Show me great SUs you two.

Necrum May 11th, 2013 4:36 PM

I wanna be a bird... I mean Bard! XD


Greiger May 11th, 2013 5:12 PM

Very well Necrum, you are reserved as well.

SV May 11th, 2013 7:28 PM

Name: Narr Effeld

Race: Musus

Gender: Male

Class: Monk

Personality: Narr is a very peculiar fellow. He is unlike many other Musi, even those who do choose to leave their city upon their 21st birthday. Because of the specific occurrences that Narr was exposed to as an lad, he had developed a dwarfed view of the nature of certain things. In many ways, he is still somewhat like a child, never truly understanding the difference between what is truly right and what is truly wrong. Prior to the event with the brothers (see history), he generally believed everything that came out of the mouths of the Musi teachers was true. After the brothers, he didn't see it that way. His ideals developed from looking at the two separate conflicting ways of doing things, and taking what he thought was right from both of them. However, he mostly relied on what he wanted to do, rather than what others told him to do.

That said, Narr is a generally happy Musi. He isn't overly optimistic or ecstatically jubilant. He simply goes through life fairly content with his lifestyle and his decisions. It was probably his monk training that has restrained this nature inside of him, though it only partially succeeded as Narr does have some tendency to get excited, especially if it involves something he really wants to do, like treasure hunting, mercenary work, or banditry. He doesn't often take to heart what others say or thinks about him, nor does he generally like to make opinions about others. As he believes he is his own man (Musi man), so to are everyone else free to do as they please. As long as their interests do not conflict, they have no problems.

Narr has a complicated moral compass. He has no problems with killing, especially in self-defense. He feels killing is simply another part of life, and in some cases, another part of the job he has to do. Thus, he often won't give a second thought if he ever needed to kill somebody without mercy, especially during a job where it might be required. This isn't because he is evil. Because of his persona he developed growing up, he merely doesn't view killing as a sin. This is the same for other acts that society generally finds appalling or morally heinous. In fact, there is very little, if anything at all, that Narr would be unwilling to do, or stand for others to do. If such acts occurred around, Narr would be generally fine with it. Lying, cheating, stealing, killing, etc, are all terms that aren't on Narr's 'bad' radar. In fact, the only thing that he really detests is when others try to prevent him from going after his goal, his mission. In this case, it would be one of the few examples where he can also sympathize with others in a similar position. However, besides that, Narr generally doesn't care about others or their problems. Sob stories have not much affect on him, even if he somehow were the cause. He is sometimes quite polite though, something else he had picked up from Musi culture, but that politeness may also come up in somewhat inappropriate ways. As in one example in which he caused a poor family the destruction of their house. The mother cried as her home was destroyed, wondering what she was going to do to feed her family and live, and Narr merely replied with, "You'll get over it. Have a nice day!" He would say with a bright smile, and be on his way. Again, he does this not to make fun of the family in their situation of despair, but rather instead because he doesn't truly understand the extent of their situation to begin with, nor does he really want to understand.

Narr enjoys adventure. He loves to go to new places and experience new things. He wouldn't mind trying almost anything at least once, as he has done much in the past. He particularly enjoys mercenary work, bodyguard service, banditry and piracy. However, perhaps the most enjoyable hobby he has is treasure hunting, finding lost items of value, or recover them from others (theft) for personal use, or to sell. He still searches everyday for his biggest payout, one he vowed he would one day find.

History: Like many other Musi of Adlania, Narr was confined to the village of his birth, in Detem. His parents had elected to stay in the town once they had reached their age of decision, and thus were content to grow up their entire lives living in the city. His father and mother both became teachers themselves, instructing the young of the degree of sins that the world of Adlania have. Though they never turned out to be Narr's teachers, they still displayed that discipline in their fields and in their home. There was never much talk about what Narr's decision would be once he would reach 21, but there was constant implication by his parents that they expected him to elect to remain in Detem, and perhaps continue the tradition of becoming a teacher to instruct the next generation.

Yet even from an early age, Narr was certain he didn't want this to be his fate. He wasn't sure why, but the constant instruction and teaching that was taught to him never truly kicked in. He would retain certain things that they would teach, but for some reason, his brain was somehow designed to think differently. There was a constant notion for him to secretly believe that most of what they would tell him just wasn't true. They told him to be responsible, yet he didn't feel he had any obligation to do so. They told him to be chaste...and he truly had no intention. They told him to fight against the corruption of the world, yet he didn't know if the world truly had anything that he could outright label as corrupt. They told him to be honest, yet his entire persona he put up with them was a lie. He told them what they wanted to hear, just so he could get through the days without getting into too much trouble. There were some situations and occurrences that did happen that were probably avoidable, mostly early on when he was still experimenting with his true feelings. However, as time passed, he got to grips with his own beliefs, and hid those from others. He did a fairly good job, until it was time for him leave Detem at 21, and thus he did, never intending to return.

But it could be entirely impossible for Narr to have suddenly developed such a trait as to have this outright defiance. No, it didn't just develop entirely out of nowhere. In fact, there was a rather significant event that has happened when he was around 11 years old. On night, Narr heard rustling from outside when everyone else was asleep. He traveled outside, following the noise, knowing if he was caught snooping around the village at this late hour, he would have gotten in trouble. But the noise he was hearing almost felt like it was drawing him to it. The source took him a bit outside the city, to a campfire set up nearby. There, two human children sat. It was the first time (and until 21, the last time) that he had ever seen a human. They were orphans, having run away from their orphanage, and they were brothers. There was the younger, Jisen, who was about 13. Then there was his older brother, Maxiell, who was around 16 at the time. At first, Narr was afraid of the two, but as they began to talk to him, his anxiety dropped. Narr soon found himself having quite a long conversation with the two brothers, the topics of all different areas. Narr spoke a bit about his own lifestyle in his village, but he was most interested in hearing about the outside world. As the brothers described it, the land was wondrous and full of adventure. They had only left their orphanage
a year prior, but had already been to many places. As they put it, they were adventurers, looking to find the mysteries and secrets the lands hold. They had to steal on occasions to survive, and had a few run-ins with the law, but their life was a free one. Narr was extremely interested in what they had to say. The tales they told were as if they were from a storybook. If any of it were exaggerated, Narr didn't care. It was one of the most entertaining nights he had.

The brothers mentioned something specific they were looking for along their travels as well. They handed Narr a book, entitled, "The Legend of the Dread King. In it, it detailed the story of a pirate who had terrorized Adlania, particularly in the Bertam Sea long ago, known as the Dread King. It was said that he had plundered the riches of a thousand cities, that he had garnered wealth of unimaginable proportions. It was also written in the book that when the man died, or retired, the details were unclear, he his his treasure somewhere in the land of Adlania. The brothers were off to find his treasure, even if many doubt that it even exists. As a present to Narr, the two gave him the book. Although very young, Narr promised the brothers that when he was old enough, he would leave and find the legendary treasure of the Dread King.

The night ended, and the boys were no longer at the site the following day when Narr examined. In fact, Narr never saw them again after that. However, he kept the book they gave him, reading it constantly in secret on late nights, while imagining traveling around to find such a thing. It was ultimately this book, and the encounter with the brothers, that had changed Narr and developed his view. He no longer saw how other Musi did. He didn't want to be like them. This he also promised to himself. So when the time came of his 21st birthday, Narr made the unexpected (by his parents) decision to leave Detem. He carried little with him in his possession, besides a pair of robes, some basic necessities, and the book he had gotten a decade earlier. To the day, no matter how silly it would have sounded, he intended to keep his promise, and try to find the Dread King's treasure. That would be his goal, what he would strive and live for.

Narr would begin his travels through the land, first going to human settlements, before going beyond that. He knew only about the lands what the brothers had told him, so nothing could prepare him for what he encountered, though he was still probably more prepared than other Musi, having been exposed to at least a bit. Still, as the months passed, he soon would adapt to a certain lifestyle on the road. Narr would pick up things along the way, including how to use a weapon, in his case a pair of swords he would use in fighting. He would take jobs whenever he can, mostly work as a help on farms, or a blacksmith. However, as time passed and his outlook evolved, he also took more fighting-centered jobs, like that of a guard, an escort, a mercenary, and even a bandit/pirate. Nothing was off limits for Narr to do, as long as it got him paid along the way. If others would have asked him, he would do what he wanted just for the heck of it. Partly, that was true, but in secrecy, he still continued to search for the treasure that few believe existed, a promise he made that he intended to fulfill, even if it turned out to take him his entire life to find.


Willpower- 1
Swords- 6
Martial Arts- 4 (6 Monk Skill Bonus)
Climb- 4
Swim- 2 (4 with Skill Bonus)
Perception- 2
Survival- 0 (2 with bonus)
Stealth- 1

Greiger May 11th, 2013 7:45 PM

And SV is also reserved, remember potential rpers that you can still ask for a reservation. For the next five days I will not be accepting SUs, only reservations. Those that do complete SUs within the time frame will be considered for positions in the rp. Remember, get those SUs in and let them have style!

Xilfer May 12th, 2013 6:49 AM

Style, eh? I'll show you style.

Name: Abraham "Abe" Soule
Age: 24
Race: Umbran
Gender: Neither...or both? (Generally referred to as Male)
Class: Mage

Personality: Most of the time, Abe prefers the company of himself, and nobody else. He thinks on things, sometimes things as philosophical as the meaning of life and the reality of existence itself, often, and does not like to be disturbed during these moments. In fact, he hates it. Abe is normally a calm individual, and is not easily angered. He is not the most witty, nor the most physically powerful, but he is very intelligent, most often being able to work his way around problems calmly and with a cleared state of mind. As per the Mage's code of conduct, he never uses magic to harm others except if his or someone else's life is threatened.

Abe can be somewhat mysterious and enigmatic at times, preferring to keep to himself and not speaking unless he has to. He has a rather strange habit of appearing behind someone and making a slight noise to alert them of his presence, often startling them in the process. Although he usually is a rather solitary person, he has a great respect for all the species, with no sense of prejudice whatsoever, and will never hesitate to help those in need.

Abe also has a burning passion for magic, realizing that it is his calling and that he was born to conjure it. Although it is not apparent at first, Abe has an incredible imagination to match his intelligence, and has a great appreciation for art and literature. However, he prefers to keep this lighter version of him locked away behind an enigmatic exterior. Under a pseudonym, he has published many books that reflect his thoughts, such as The Mystery of Magic and A Philosopher's Guide to the Meaning of Life. These works are a testament to his true capability.

Abe also has a burning ambition, and only one goal is not enough to feed the fires of his desire. His main desire is to become a great Mage, better than anyone of the Magic Society. Although his ambition burns bright, he never lets it influence his actions. He knows that he must work hard to achieve his goals, and that the easy path is not an option. His ambition is what compelled him to study hard at the academy, and what compelled him to train hard and join the Magic Society.

Despite the fact that he's Umbran, he cannot help but somewhat resent his species. His entire life, he has wished to be able to actually see and hear the world around him, not simply detect everything with his mental sense. While his position as an Umbran does give him a psychic advantage over other races, it also makes it so that he cannot stand too much exposure to sunlight, especially after the terrible disease he had when he was a child. His entire life, he has always wondered what it would be like to have what others called a 'face.'

History: Abe Soule is a strange case indeed. He was originally born to a travelling merchant whose name is long forgotten. The young Abe travelled with his father in the underground tunnel network for several months, only coming to the surface to trade with other merchants. Until one day, the baby Abe somehow set fire to his father's merchandise through what appeared to be magic. Horrified that his son had turned everything he had to ash, he cast the young Umbran out into the streets of Vega. Abe surely would have died in a matter of days, if he had not been found by a Lizan woman named Mofita two days later. As it was, the young mother Mofita had lost her child in the Survival of the Young ritual only days before. Depressed with the loss of her own child, she took Abe to an inn to inquire who this young Umbran might belong to. Of course, no matter how much she asked around, the Umbran did not appear to belong to anyone, so she decided to keep it as her own. Mofita and her husband, Crago, a blacksmith, raised Abe for several years, naming him after their lost son Jurido. During this time, they discovered Abe's strange tendency to generate flames out of nowhere. Sometimes he would only generate small sparks, other times he would be able to light a candle, after which he appeared completely exhausted. Mofita and Crago took Abe to see a Lizan shaman, who declared that Abe had considerable magical abilities locked away within him.

As he grew up to the age of a toddler, Abe's parents would often bring him to see the shaman, who would help him harness the magical power within him. What began as small sparks of fire evolved into miniature fireballs and even a stream of flame, though Abe was obviously very exhausted after these attempts. Around the age of four, Abe fell terribly ill, and after further inspection from the shaman, it was found that the source of the illness was actually underexposure to shadow, or essentially starvation. Mofita and Crago had forgotten that Abe was still an Umbran; he needed the darkness to survive. He had been spending so much time with the shaman, practising magic, that he had been away from the shadows for too long, not to mention the extreme exhaustion that came with training. His parents took him underground, to Tubscus, the capital city of his species, the Umbrans. Umbran doctors worked on his condition for several days, and were eventually able to save him from starvation by leaving him in absolute darkness for several days. Unfortunately, conditions on the surface were not suitable for an Umbran, so Mofita and Crago were faced with a choice: relocate to the Umbran city, where it would most likely be too cold for Lizans such as them, or hand Abe over to the Umbrans in order to keep him in the shadows. They chose the latter. After saying goodbye to Abe, a depressed Mofita and Crago returned to their home above ground, while Abe stayed with his kin.

Abe, initially upset at the departure of his parents, and not understanding why they had left him, was rather reclusive. His new Umbran guardians weren't so fond of him, either, since his skin had become white in some areas. This skin mutation was caused by the sickness, and by years of exposure to light. It was something he would live with until the end of his days. It really caught most Umbrans off-guard, and some would even call him a human because the white colour of his skin resembled the beige colour of theirs.

Then, another chance encounter. A powerful Mage of the Magic Society named Ygreg Silvarian encountered the young, lonely Abe Soule during his stay in Tubscus. He had originally come in search of a rogue Mage, but what he found was quite different. Abe hadn't seen another Mage other than the shaman from two years ago, so he was naturally interested in the robed stranger when he came across him in the street. The Mage sensed the magical prowess of Abe among the crowd of Umbrans, at first suspecting it was his rogue Mage, but then realizing it was something entirely different. Abe approached Ygreg, and he instantly knelt down to Abe's own height. Surprisingly, it was revealed that he was a human. Ygreg explained to Abe that he was gifted, and that he should not wither away in the underground. Abe's guardians heartily agreed to be rid of Abe, so Ygreg quickly took him back to the surface, to be trained in the arts of magic.

Ygreg took the role of Abe's guardian next, and, realising he had no name other than Jurido, he renamed him Abraham Soule. Abe was sent off to a Magic School for the Gifted, where he learned to harness the skills of a Mage. Along with help from his tutor at the school, he also received daily training from Ygreg himself. Ygreg and the Master Tutor of the school, named Selvich, were good friends, so when Ygreg had to leave for a mission the Magic Society had assigned him, Selvich would take care of Abe until he returned. At one point, Selvich even referred to Abe as a prodigy, especially considering that he was Umbran, and it was highly unusual for them to develop an affinity to magic. After he graduated the school, he also attended the Magic Society college.

Trained for all of his childhood and adolescence, a twenty year old Abe returned to Vega. There, he attempted to locate his old parents, Mofita and Crago, simply to assure them that he had turned out fine. He managed to find the shaman with whom he had practised Terology in his early years. The shaman, amazed to see how his former pupil had turned out, directed them to Mofita's home, but commented that "You will not like what you find."

Indeed, Abe didn't. When he found Mofita, although she was overjoyed to see him, he discovered that Crago had died a few months ago, and that Mofita had gone into withdrawal with her infant son, Hoffa. As if that wasn't bad enough, there were also financial matters; with Crago gone, Mofita couldn't take care of herself and her son. Abe began scouring the local job boards for jobs to do, offering to keep the Lizan woman and her baby afloat with the gold he got from the work.

Abe continued this for a few months, showering Mofita in gold as much as he could, and he became accustomed to the routine. However, at one point, Mofita decided enough was enough. She couldn't stand watching her son work away while she reaped the benefits. She encouraged him to do what he had always wanted to do: join the Magic Society. Train harder, become a brilliant Mage. She told him that they could manage, though she knew this was a lie. Reluctantly, Abe left the city and his family, in search of his future.

After four more years of dedicated hard work and training, the Magic Society accepted the young prodigy into their ranks, and Abe became one of the youngest Mages to enter the Society, at age 24. Of course, compared to the other Mages of the Society, he was still a novice. He took it upon himself to become stronger than all of them. To show them what he was truly capable of.


Terology - 4
Tenebriology - 4
Psionics - 3
Magical Devices - 2
Shadow Meld - 3
Stealth - 3
Intimidation - 2
Willpower - 2
Diplomacy - 2

Jönne May 12th, 2013 7:35 AM

Name: He has no birth name, though he has created multiple alias throughout his lifetime which he uses to conceal his true self. Vesper is his traveling alias, so let's go with that for now.
Race: Human
Gender: Male
Personality: As an adolescent, Vesper was a passionate and stubborn rogue with guts, lots of curiosity and an unusual respect for the shadows and dark. As he was given to a temple who worship the god of Delinus, the god of death, this trait of his was appreciated. The path he was required to follow put him through exercise, both of the mind and body, and immense training in the arts of stealth, espionage, sabotage and assassination. His once passionate and wild nature has become a cold and restrained one, and through the image he projects through his profession as an assassin, people often misunderstand him as harsh, or even heartless and unemotional. But that is merely an illusion of the multiple personalities he has to fake to get by. Some disguises of his involve him being kind, but it does not mean he truly is. His approach at things render him ruthless and cunning thus bringing a dark tone to his illustration; he is focused around his own survival, more than anything. He is also overly practical. If something is of no use to him, sentimental or not, it must be discarded.

The training he received in the temple of Delinus did not only touch him externally, like it does to most of his peers, who tend to believe that a life is a simple, odd happening which they can snap with the sharp edge of a blade, or fade it away with a few drops of poison. Over the years, he has developed a philosophy of his own that he follows strictly. His philosophy is that every life form, as small as it may be, can affect history, even has the possibility of changing the whole world. In the temple of Delinus, he grew to believe that death is a gift, which must be delivered as painlessly as possible. In that sense, he does not believe he does people harm by killing them; on the contrary, he thinks he does them good by sending them to the god of death to judge them, before they can further sin in their lives.

Over the years of his commitment to the duties of an assassin, he gained the respect of the temple he served in, and along with his accomplishments came his reputation of a deadly assassin. All that was left from his once overly stubborn spirit was an unshakable determination, a dedication to his tasks that made him unrivaled amongst his peers. The people he contacted had now gotten used to his constant seriousness and immense understanding of a situation, which he acquired through studying it thoroughly. Once he had set his eyes on a target, he would be entirely focused to just that, and he would often be too absorbed to keep some time for himself. As for the way he treated people, it got him known as a tremendously calm and cold blooded person. That was true, to some extent - being calm and restless had proven a great asset to his job, as he was easily able to improvise, despite an operation being a single misstep away from falling apart.

Vesper is mainly the reticent type of person, although the way he acts heavily depends on what kind of person he pretends to be (somebody not named Vesper). When he is being... Vesper, he speaks quickly and only when required to, while he puts thought into his brief speech. He is rather intense, practical and realistic. His words are often blunt, straightforward and as sharp as his blades and their effects as intoxicating as the poisons they are coated with. When around those he considers allies, he prefers to keep a distance as he is often not quite fond of company - he is always quiet and acts collected around them, while on constant guard. He can be deemed subtle; this trait he had ever since he was a child, and he was always mistaken for a bashful person, though he is not. In large companies, he often keeps a shadowy, silent vigil, until he speaks his mind and reminds everyone of his presence. As he is by nature solitary, he keeps things to himself and shows little to no emotions. Serious and solemn as he mostly is, he rarely laughs or exclaims; his voice isn't hushed, but intense, yet discreet. He generally treats a person discreetly, thinking whatever they do, whatever their beliefs are, whatever power they have assumed, is a personal characteristic of theirs, in which he has no access or right to judge, and therefore he will keep his thoughts and opinion about it to himself. He holds warriors, sorcerers and believers in high regard, as honor is something he values; despite him absolutely disregarding it when it comes to his own job.


As a human child born on the road, Vesper was tossed in the steps of a temple of Delinus, the god of death. The monks and priests there took him in, out of pity. Without a mother to nurse him, it seemed likely that he would die, but he did not; the temple received his survival as an omen from their god. As they believed that every one of us manages his own life as they learn to from the start, until death comes, they decided to build an assassin, who would give the gift of death to the enemies of the temple. He never received a true name, only used alias to do quests in the city for the priests. They taught him that death is a gift that prevents men from sinning further simply by living, and he has that philosophy carved deep into him. He was trained in stealth, espionage, sabotage and assassination in a very early age, by a scholar and assassin that served the temple, namely Master Hammet. Later in his childhood, Master Hammet started sending him on quests to towns.

Vesper worked under the cover of many alias, sinking into the societies and learning their secrets. He made many friends that way, providing him with every illegal merchandise he could get his hands on, and performing as a hire-for-gold killer. Being successful multiple times earned him a reputation, though, and if his name was not known (as he changed it often), his face was. The temple entitled him officially as an assassin of theirs, giving him the black robe that concealed his every characteristic.

Master Hammet from the temple sent him to give the gift of death to a High Priest of Tyra, the goddess of life, who had recently established a post in the nearby town. Vesper questioned, at first, his objective, but then he conceded it was the right thing to do. The High Priest preached that life had a different meaning than that Delinus gave it, and while Vesper himself did not mind what others wanted to believe, he knew the priests and monks of the temple would take offense from the collision of ideologies. When he sneaked inside the High Priest's chambers, he found out the main reason to why Master Hammet wanted the High Priest dead: he was planning on building a temple close to theirs. Vesper decided to leave a threatening note on the priest's pillow, commanding him to leave town for the sake of him. Sparing him proved to be a grave mistake on his part, one that would teach him a fine lesson. The High Priest hired bodyguards that would stay with him at all times, while other men scouted the area for suspicious looking people, making his assassination seemingly impossible. He built a temple for Tyra, where he was supposedly chanting the goddess, but the sacrifices he earned from believers he took for himself. Gold, food, everything - after watching him for a time, Vesper figured it was all going to his chambers inside the temple.

Vesper disguised himself as a nobleman and went to the temple of Tyra. There, he sacrificed a luscious red apple. Two days later, the High Priest died of heart attack, or so it seemed.

The temple decided that it was time for him to travel and carry out their orders further away; and so he travelled.

Stealth - 6 (7 Skill Points)
Daggers - 5 (5 Skill Points)
Thrown Weapons -1
Climb - 1
Swim - 1
Pickpocket - 3
Lockpicking - 1
Magical Devices - 1
Survival - 1
Bluff - 1

lacoste May 12th, 2013 11:33 AM

I'm very interested in this, I assume all races develop at the same rate and are about the same in terms of life-expectancy?

EDIT: Not done yet, but let me know what you think so far:

Name: Jasper Finch

Race: Avian

Gender: Male

Class: Rogue

As a young child, Jasper was always somewhat of a trouble child and a thrill-seeker. This is what led him to start robbing in the first place, and is, in his mind, a hereditary trait from his father. He was always very protective of his mother and brother, however. He felt like it was his duty to do so, because, since his dad was sent 'away' when he was six, he had always been the man of the house. This, of course, made him mature much more quickly than many of his peers, and turned him into the kind of individual you could describe as "street-smart"; he knew the ins and outs through the slums of Tarus.

However, he then spent a great deal of his life in an "absent" state. He is twenty-five years old, and he spent two-fifths of that time as a subservient thrall. Jasper's consciousness may be back, but the world has changed. He doesn't know where his family is; he is disoriented, confused, angry, and reluctant to interact with others. However, he has the scroll. The scroll is everything to him, it is his link to the past, to the world, and it reminds him that he belongs here. Although he is steadfast to find any clues as to the whereabouts of his family, he becomes incredibly nervous around other Avians, who may recognize him as a thrall.
Jasper was born under what many would call "unfortunate circumstances". He lived with his mother, an overweight (aka disabled) Avian with no means to work and his younger brother, Jaden. He also saw his father a lot; he was a well-known thief, which, in his line of work, was a bad thing. Captured by Avian authorities, his robberies, it was found out, accounted for a lifetime of community service. Service he, considering his hardiness, probably continues to serve…

For the majority of his childhood, Jasper assumed he'd have to go down the rogue's path as well. His habit began pettily; he'd steal a candy or hold on to a pen "on accident", but quickly, he found himself able to feed his family based only on his skill. Then it happened. He had staked out this man's place for weeks. He was a mage, from the Society, and in his senescence, he'd become unwary prey for Jasper. Jasper would do his chores, his groceries, he would walk him, and here and there, he'd find compensation. A ring of peridot and garnet, a necklace of corundum; beauty and power that resulted in a bit of financial gain every time one slipped into Jasper's hand.

One day, Jasper found a scroll in the man's place. Knowing that scrolls can be pretty damn expensive depending on what they do, he took it, stashed it, and never went back. A week later, authorities stopped him while on the search for a murderer. Although Jasper was able to prove his innocence of this crime, his petty thievery earned him ten years of community service, like his dad. He was fifteen at the time, upon coming out of his mental enslavement, he realized that his brother and mother had moved away, so he went and collected his only possession, the scroll, and determined to get as far away from any Avian settlement flew to human lands.

However, he couldn't sell the scroll. He had paid so dearly because of it… and it seemed to cause a sentimental link to the object. Curious as to the nature of the scroll, he opened it, and his life changed forever. This particular scroll contained a poem, that when read out loud summoned the trickster demon, Pan; a satyr with crimson-colored skin, and dark red hair. Pan, knowing how to entice the young Avian, struck a deal with Jasper; a deal Jasper may live to one-day regret; yet, the promise of strength has the power to entice any individual in Adlania. For now, Pan allows Jasper to summon him when he's needed, and that's all Jasper needs.
  • Demonology - 4
  • Magical Devices - 2
  • Diplomacy - 1
  • Willpower - 3
  • Lockpicking - 2
  • Pickpocket - 3
  • Stealth - 3
  • Flying - 3
  • Daggers - 2
  • Bluff - 3

Greiger May 13th, 2013 9:36 AM

So then, I have been at work making a map for the region, for everyone still editing histories and such, once I put the map down you can mark down locations as to where you were born, etc. The map will include institutions that everyone knows about, aka the mage's society headquarters and school, major cities, and small towns that are well known. What will not be shown on the map are hidden towns that are very very small, dungeons, or other places that are only rumors or such. Once I get it up either today or tomorrow feel free to look over the region.

@Lacoste Unfortunately demons do not work that way in this book. What the scroll could do in terms of demons is summon one to your location and if you aren't strong enough to control it, it very well could strike a deal with him to impart him the gift of magic if he offered a part of his soul or something else irreplaceable to him, such as the memories of his family or such. Or, you can keep the price he paid a secret and PM it to me. There is no definitive book of demons, but there are books about demons so if you could change that part in your history that would be swell.

Xilfer May 13th, 2013 3:39 PM

Alright, finished my SU. Check it out, Greigs.

Greiger May 14th, 2013 12:33 PM

Hey all! I just put up Le Map, so see it and even though it's crappy, it's good enough to at least slightly make out the names. :P Anyways, if you guys want to edit history go ahead!

Greiger May 15th, 2013 1:23 PM

Remember all, tomorrow night I will shut down reservations and start judging SUs, so make sure to finish them up.

Xilfer May 15th, 2013 1:34 PM

Alright, edited to include names of places in the History. Also, out of curiosity, in which city will the RP start, if any?

Necrum May 15th, 2013 4:01 PM

Name: Haze

Race: Human

Gender: Male

Class: Bard

Personality: Haze is a secretive individual, who collects the stories of others, and recites them for the amusement of others. He seeks out the scandals of great leaders, and reveals them to the masses in song, making him seem to some, a hero. To others he is not as welcome. His tendency to pick at your deepest insecurities makes him most unlikeable when met one on one. But, if there is a hint of corruption you can guarantee he will sniff it out and reveal it.
He travels everywhere with his lute, never removing it from around his body, usually carried on his back. Those who have tried to steal it have not been successful. Most feeling the sting of cold steel as a result. Even if he was against brutes who would try to steal it from him, he would not let go, even to his last breath if need be.
His penance for getting into trouble has led him to cover his face at all times, never revealing his true nature to anyone. No one can say for certain why he does what he does, but ultimately it doesn't matter. Because what he does makes then world better.

History: On occasion, on the right night, you can hear Haze recite the tale of his childhood. How much of it is true is unknown. Sitting around a fire, if you happen to meet him, he will begin to play, a slow, soft tune of great sadness.

"I was born to a family of nomads. We never really had a place to call home. We would just wander from town to town, playing songs for people, to make our food. But as time went by, and my father, the best lute player the land has ever seen, took ill. He couldn't continue to play, and so the people lost interest. I took the lead while my father as ill, but try as I might I could never match him. One day, a great lord came down to our camp, after hearing that we had arrived. My father was his favorite musician. But when my father refused to play, he was outraged. He demanded with all the power his lungs could produce, that my father play. But he simply refused every time he asked. The lord sent a messenger for days, asking if my father would play, and every time, he refused. Eventually, the lord became fed up with my father's constant refusal, and so ordered his guards to come in the night and massacre my family. The blood was everywhere. And my sisters..." Haze would stop playing his lute at this point. He would collapse to the ground with his hands on his face. instead of his normally calm tone he would begin to scream at the top of his lungs! "Dear god my sisters! The things done to them, with my father's body, lifeless on the ground, and my mother cowering in fear in the corner while all I can do... is watch, from within a small chest I could just barely fit into. As the sun began to rise, the guards set fire to my tent, to leave no evidence. I took up my father's lute and ran, ran far away. I eventually returned to the town. Many years later, after I learned." Haze jumps up, and begins to play voraciously on his lute, "I took to the streets of that town! And I revealed what had been done to my father! As the mob incited, I led them to the home of the lord, and we broke down his wall and we took the justice my father deserved!" Haze sits back down, and returns to that same, sad tune he began with. "But it didn't bring any of them back. It didn't help me feel any better. That monster got what he deserved, but I knew there was more out there. And so, here I am. Traveling from place to place, just as my family did, revealing the secrets, and righting the wrongs..."

Bardic lore - 4
Bluff - 5
Diplomacy - 2
Dagger - 4
Stealth - 3
Light Armor - 2
Survival - 2

Greiger May 16th, 2013 9:47 AM

Remember all, at midnight my time I'll cut off sign off and start judging, so get your SUs all nice and tidy.

lacoste May 16th, 2013 8:45 PM

Edited my SU, hope I'm on time! >.<

Greiger May 17th, 2013 5:43 AM

Alright, I'll be going over the SUs and deciding on several factors. Details, interesting back stories or personalities, etc. will be major factors to this. Once I have figured out who the spots go to, if there are any left over, then SUs can still be completed, this time it'll be who is done with theirs first. So if one spot is leftover then whoever finishes the next SU will be allowed in, of course if your SU doesn't hold up then it may be rejected. Let the grading begin!

So... I have made my decisions. I have read over each and every SU and thus I have chosen the four individuals I believe have the best qualities in their SUs.


Slot 1

Belongs to Supervegeta. Not only was his SU very well detailed, but also had a twist on the concept of a monk. It is intriguing to see a monk that could have such a childish personality and view of the world. Unlike most monks who are wish beyond their years and seek to lean all that they can about balance and such. The back story is also supporting a good goal, to find this place spoken about in a book and giving a well supported reason for his character to travel around.

Therefore Narr Effeld, the Musus monk is accepted!

Slot 2

Belongs to Xilfer123. His character looks like a standard mage, but it's the back story that really hit me hard. A Umbran found by those who could not understand his physiology and ended up looking like a freak because of it. His need to seek out his roots and to find those who did care for him. Realistically he cares for others, but also looks to become more powerful, to show others what he is capable of doing.

Due to the realistic nature of the portrayal Abraham "Abe" Soule, the Umbran mage is accepted!

Slot 3

Belongs to Ray Maverick. The premise of his story is different from the other SUs. The topping is that he is also a human, and pretty rare around the rest of Pragul. Not only was he taught how to honor Delinus, but also was given a more... gentle push into Adlania society. Unlike many humans who have to work to understand Adlanians and their gods and such he's already in the loop. Like Xilfer's and Supervegeta's his SU was brimming with details.

Therefore "Vesper" ... if that is his real name, the Human rogue is accepted!

Slot 4

Now for this last spot it was a close tie. Both Lacoste's and NecrumWarrior's SUs were about the same size so I decided to read both SUs and compare the material in them. Truth of the matter is... that I liked Lacoste's SU just a bit more. While NecrumWarrior's SU is unique in that he is a traveling human bard who's family was killed while he was young... it just felt too cliche to me. Nothing against you Necrum, but when I read Lacoste's SU and compared it to everyone else's, it seemed to embrace an unique idea. I find it fascinating to have a avian who has felt betrayed by his own people and has had a good chunk of his life spent being forced to serve as a slave to be more compelling.

Therefore Jasper Finch, the Avian rogue is accepted!

To those not accepted, do not be discouraged. Try again next time and take this lesson to heart.

Now, for those accepted, I will be writing up the IC post. Everything you will need to know about the city such as the name, location, and such will be in that post. In the meantime, think about how to introduce your character. Think about the appearance they will have, etc. If you need help with deciding clothing or armor or such then feel free to PM me. If you want to, you guys can even discuss via PM with each other whether your characters would have already met while in the town. I will give this much to help you along, the town is desperate for help, so desperate that if any of you have been staying there you have been getting free room and board at the inn which is only one story tall and really isn't the best looking inn around. There is a pub there as well where the meeting will be taking place. Apart from that there are only a few houses scattered about and a general store that sells s**ty items, but for cheap prices.

Decide for yourselves in your opening post how you arrive there, how you found out about the job, etc.

Necrum May 17th, 2013 10:28 AM

Well thanks anyway. I was really looking forward to this, but I guess it's not meant to be. See ya maybe on the next one.

Jönne May 17th, 2013 2:11 PM

Hoo, boy, can't wait for this to start. The whole idea is delicious!

Xilfer May 17th, 2013 2:21 PM

Well, I had a hand in it too. When I said this RP had my name on it, I wasn't kidding. My name is literally on this RP.

lacoste May 18th, 2013 10:53 AM

I'm very glad you liked my SU Greiger! :)

I can't wait for this to start!

Greiger May 20th, 2013 11:02 PM

Alright all, I have just submitted the IC thread, so when that gets accepted read it over and then you can do one or more of the following:

1) Interact with the NPCs I have set up. Pretty much I have set up a base personality for them, but you can have them act however you wish. Just make sure you stay consistent, say if someone meets a NPC and has them act well mannered, but when you meet him you decide he acts evil or such. Don't do that, make sure it is consistent.

2) Interact with each other. Maybe you two have rooms next to each other? Perhaps you have already met while waiting for the day of the meeting? You can do joint posts if you wish.

3) Discuss appearance since this is the first time we'll be seeing your characters. Talk about what items they use to travel with, talk about clothing or color of fur or feathers or such. Do they have scars? What color eyes do they have?

4) Go to where the meet up is taking place and find the quest giver in the tavern to find out what exactly it is you need to do with these goblins.

What you may not do:

1) Have suddenly lucky things happen. AKA: Unicorn appears out of nowhere and you are best friends with it and you come across a genies that grants you three wishes! Nothing spontaneous like this.

2) Have the scenery change. I described what the scenery looks like, if it's suddenly sunny outside or the building are all perfect looking then it is against continuity.

Apart from that, those are just ideas. If you want to try doing something else then feel free to do so! If you feel as if I might have a problem with it then PM it to me! Nothing wrong with asking the GM.

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