We're undergoing a giant revamp! While things may be quiet and will take months of work, the site will be continuing under a sandbox until staff can roll out all the new changes. Join our Discord to catch some sneak peaks! (March 16, 2020)
The Angel Leaders are all meeting to discuss the war. Read about the outcome Here!
Zombies? Undead?! No! What are these things?! They look.... Alive?!
HERE.
A third oracle has died! Aerithe, oracle of Zarkos, died publically in Prerio City square of what many believe to be suffocation.
Read more about it HERE.
Oh no the queen! Head over to the Enkratis packlands to find out what happened HERE.
Disaster has struck at the Shrine of Jackroth! Find out what has happened to both oracle and God HERE.
Draconic Emulation: To become a Dragoon is to recreate yourself in the image of dragons. In doing so, the Dragoon becomes more than what they were, gaining traits reminiscent of dragon-kind. A Dragoon can match a dragon in strength, speed, and durability, potentially even surpassing them as they become stronger. Even their lifespan greatly lengthens, becoming longer the stronger they become, growing ever closer to that of a dragon's. Their very soul becomes that of a dragon's, and they become indistinguishable in all but physical form. Alexander, having become a Dragoon, is more akin to a dragon in a human form, rather than the full human he once was. As he has grown in strength, he has surpassed lower specimens of dragon-kind and is more than able to hold his own against most powerful beings that he faces, including the dragons that he emulates so fondly, as well as those even more powerful than they, however rare such creatures may be.
Draconic Rites: The ritual to become a Dragoon is a ritual of blood, and delves into the manipulation of such. Because of this experience, a Dragoon will always have at least passing knowledge of blood magic and its various rituals and uses, though many decide to delve no further into the practice. Alexander is one of those who sought to deepen this knowledge and has become an accomplished healer because of it, though his methods may differ from more accepted norms. He can use blood magic to replenish his flesh and blood, as well as that of others, and is capable of repairing faults that other arts of healing may not, being no stranger to recreating one's body and soul. He can also use blood magic to strengthen his body and weaponize his blood. He has a general knowledge of the various practices of blood magic and how to perform them, and, through his exposure, is capable of sensing things of or related to those practices, as if able to smell them.
Draconic Blessing: The ritual to make one a Dragoon requires blood, and not just one's own. The ritual requires the blood of a dragon, though Alexander has taken an unusual approach to this. One would usually use the blood of a flying dragon to become a Dragoon attuned with wind and fire, but Alexander instead used the blood of a sea serpent for his transformation, becoming attuned with wind and water. Like other Dragoons, Alexander's magical power is deeply connected to his physical power, enough so that each is tied together and progresses in tandem. At his current power, he can control the elements of wind and water as easily as he breathes, forming and shaping them to his will with a simple thought. Like any other Dragoon, his affinity for wind enables him to fly, jumping from breeze to breeze as if his body itself is a dragon's wing. His connection to water, however, runs much deeper, deeper than is normal for even Dragoons, though not unheard of.
One With Water: Alexander has a deep connection with the element of water, and has become water in a way that few can achieve. He's able to extinguish a mundane fire by being in its presence and simply willing it so, and his very presence seems to exude the force of an ocean's depths. Water has ceased to impede him in any way. He no longer sinks into water unless he wills it, allowing him to treat it as solid ground. Unlike solid ground, however, he cannot be hurt by falling into it. He cannot be crushed by the pressure of water and he can no longer drown. He can move within water much like a sea serpent, flawlessly and with speed few others could match. Even more uncommon among Dragoons, Alexander has evolved his affinity for water into an affinity for ice. That is, he has become so connected to water that he can call forth the merciless cold of an ocean's depths. He can form and shape ice as easily as he does wind and water, and he is exceptionally resistant to cold.
Martial Skill: Alexander is a force to be reckoned with, though the same could be said of any Dragoon. In becoming a Dragoon he gained the raw power of a dragon, and by honing his strength even further he surpassed even that. He has become strong enough that, should they know him, any intelligent dragon would fear his challenge, or at least respect it. He has long since ascended beyond his humanity and could slaughter dozens of human soldiers without pause. He has become afraid of very little, for though there exist beings that could match him in power, those that could easily exceed him are extremely far and few between, and though strong as he is on land or in air, he's even stronger underwater. He fights primarily using his affinity for water and ice, using his affinity for wind mostly for flight and maneuverability, or to control the area around him. He also often utilizes his ability to control his blood, and he's found that he can freeze it to become especially hard.
A Maelstrom Of Blood And Ice: On an average day, Alexander will fight by simply freezing and shattering everything around him, be it an enemy or the very terrain. Pushed further than this, he will resort to a much more developed style using sharpened flows of water and blades made from ice, and often switches between these. Water to ice and ice to water, he's capable of using these elemental affinities and his physical strength to tear apart those who'd challenge him, as well as everything around them, shattering even rock and steel should they get in his way. Though he's more than capable of fighting without water to aide him, as he can form his own, he can be considered more dangerous the more water is around him, as he can control it just as well. Though more rarely, he also uses his blood to fight, freezing and shaping it into various weapons, most often utilizing bladed tendrils or claws. He can even freeze his blood within himself and maintain it for a time.
Inventory:
Bound Armor: Dragoons wear armor, but not just any armor will suffice for those with the might of dragons. Made from pure iron, the armor of a Dragoon is then bonded to them, permanently, through a ritual not unlike that which made the Dragoon in the first place. The armor essentially becomes a piece of the Dragoon's own body, molding itself to their form and changing shape to best suit them, even repairing itself with their magic. So deep is this bond that a Dragoon can recall their armor into the depths of their soul, allowing them to stow it away at will. Bound to a Dragoon's soul as it is, the armor becomes an integral piece of their being. They can control it at will, reshaping it, and its strength is tied to their own, evolving past its limits just as they have. While it can cover a Dragoon's body perfectly, it doesn't impede any of their senses, nor can it suffocate them, though it will impede that which may harm them, be it an excess of light or poison within the air.
Bound Weapon: Much like their armor, a Dragoon's weapon is forged from pure iron before being bound to their very soul, allowing them to stow it away at will within themselves. It grows with its owner's strength, evolving past the natural limits of its materials just as they grow past the natural limits of their body. It shapes itself to their unconscious, becoming ideal to them in both function and design. It becomes an extension of them, and a Dragoon can wield their weapon as naturally as they can move their body. As if refusing the very idea of piercing their flesh, a Dragoon's weapon is so deeply bound to them that it cannot be used to harm them. As if clinging to its owner's body, their weapon will even resist being torn from their grip should they not will it so. A Dragoon's weapon is often used more as a catalyst for their various abilities, and by moving it they can use it as a guide to coax their spirit, enabling them greater control over their magic, both elemental and otherwise.
Appearance: Beneath his armor, Alexander could almost be mistaken for any other thug from the slums of some city. His body bears the scars of many petty confrontations, each just as shallow and meaningless as the last. Standing at over six feet tall with short, black, unkempt hair resting atop an angular face and a perpetual scowl, he looks like the kind of person one would avoid on the street, or at least be more cautious of their coin purse when around. His eyes, however, a piercing ice-blue, display a concentrated fierceness. His posture is unnervingly still, each muscle acting frozen when not in active use. More so than some mere thug, unnaturally dense muscle ripples just beneath his skin with every movement. He walks with an at ease professionalism not found among city lowlives, with a gait only found among seasoned fighters. Even more so than that, he walks as if he's afraid of nothing, more akin to the walk of a battle-hardened immortal than the walk of a soldier.
Personality: Though he has been elevated from his mediocrity, Alexander still carries some traits from a life spent in the streets. He's blunt at times, fairly intimidating, and tends to be irritable. Risen as he is, he no longer feels the need to prove anything to those he views beneath him in both strength and enlightenment. Even so, he still has a very low tolerance for stupidity, and won't shy from using intimidation to get his way, or from enforcing his will with might. Irritable as he can be, however, Alexander isn't rude for the sake of it. Should one show him the respect he believes he is due, he will at least be polite in return. He's cynical, untrusting, quick to anger, and hard to earn the respect of, but he will respect someone he believes deserves it, albeit reluctantly if he does not personally like them. One thing to note is that he has an interest in the strange and exotic, be it items or people, and takes especially kindly to that which is associated with water and the ocean.
History: Alexander was born to a pair of lowlives in the slums of Seliel, and spent all of his early life there. Raised by a community of muggers and petty thieves, he took what he needed to live, and often simply what he wanted. He, like every member of his community, learned to lay low and pick his targets carefully for fear of being beaten by one of the many magical races in the city that could easily best him. That was, however, until he was chosen by his mentor, plucked from the slums he called home and lifted onto a pedestal that few can reach. His mentor molded him into something more, taking him from Seliel to travel the world. He was taught that he was to be the turning point of their lineage, the redeemer, and it would be decades later that he truly understood what that meant. His mentor, having spent more than a thousand years refining their art and having passed it on, retired into the wilds in solitude, leaving Alexander alone to fulfill the destiny given him.
hi there my name is savitar but y'all can call me Sav, well I'm 20 and I am from the mitten state. I'm open to any subject of role play pretty much. But yeah i don't really know what else to say.
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Nicknames: N/A
Age: 22
Gender: Female
Species: Demon/human
Abilities:
Shift!: The druid woman has the ability to shift into different common animals whether they are small or large.
Nature's grip: Large roots protrude from deep within the earth to wrap around her enemy and trap them, rendering them immobilized.
Controlled flame: A small flame forms upon her hand. It can change size at her will. The flame can be used for out of combat activities as well.
Poison Spray: A cloud of poison shoots out from her hand.
Thaumaturgy: A demonic trait that increases her voice like a loud boom, the flames within her vicinity can flicker, change color, or turn off, and the appearance of her eyes can change to a solid white color (let me know if this is an issue so I can remove it)
Appearance: The appearance of Inbis is clearly a combination of her heritage. The demonic blood in her gifted the woman her red skin, devil's tail, and the horn that sits atop her head. Her human nature lays within her facial features that resemble her mother in her youth. Soft green eyes that once held a gentle gaze. Her hair is short, hanging just above her shoulders with a green tint in color. Typically, she stands to be 5'5'' in height while weighing to be 185lb. The woman often wears a cloak to hide her body but underneath wears a dress and black boots laced just a few inches below her knees.
Personality: callous . loyal . protective
There are very little people she would show genuine kindness to. Her callousness has made her a fighter, disregarding people's feelings over her own because they serve to purpose to her. Despite this, the druid is fiercely loyal to her friends. Often fighting for them, whether it be vocally or physically. This makes her protective by nature.
History: Born into a tribe, Inbis was familiar with the feeling of not having a permanent place to call home. The story of her tribe was said to have once nestled deep within a forest long ago. They were happier, her father commented at one point. Her tribe was banished from their home by the druids who coexisted with them. Their lifestyle only brought danger to the forest; unnecessary killings broke out amongst the tribe and the druids of the forest which lead to their banishment. This forced everyone to pack their things and leave. Her mother and father, while young at the time, bide their farewell to the druids for their hospitality and teachings of their ways. The feeling of sympathy tugged at their hearts, they were the few that took an interest in the forest and coaxed their curiosity of the druids and their ways so they presented them a parting gift. The remaining knowledge of being able to communicate with animals.
This was over 15 years ago and they have never seen the druids ever since. Despite this, Remos and Anivari continued the path of the druid while the rest of the tribe remained the same. Bribing, stealing, and fighting to live. After five more years, Inbis was born. She stayed close to her parents as much as possible, showing no interest in the life of stealing and bribery which immediately made her a stranger in the tribe. She did not care. The only thing that captivated her was the forest and its inhabitants. When taking notice of this interest, her parents did the most they could to teach her how she could become a druid, telling them stories of the ones they had met and what their former home was like. This inspired something deep within Inbis, the urge to continue learning to become a better druid and returning her parents to their true home.
As Inbis grew older, she became more in tune with nature and observing animals. The others in her tribe were becoming more active and yearning to leave the tribe; Inbis felt this way too. There was more to learn aside from the information given by her parents. Every time someone would leave for a long period of time and then return, she would grow curious, sometimes even probing them with questions of where they had gone and seen. Eventually, she had to go. Her parents knew this, prepared for the moment of Inbis leaving and even gave her a few things to set her on her path. A weapon and cloak for her protection with a pouch full of gold if she ever needed a place to stay.
Roleplay Sample: The movement of the woman was quick and eager. She was adorned in a cloak that hung just inches above the ground, baring colors and patterns that resembled a starry night of a foreign sky. With such grace that embraced each footstep, the woman made her way toward a particular inn she was recently informed off. “The Dew Drop Inn. How quaint isn’t it?” Her question did not linger in the air but was specifically for her familiar that towed in her footstep. A large Savvanah cat that kept close to his master only meowed loudly in response to the question that was inquired telepathically. A small smirk slowly spread across her lips, delighted that there was finally a chance for them both. She wasted no time to enter, pausing for a moment to quickly survey her surroundings before pressing forward. There was no need to pay them any mind. Simply grab a posting and leave. Her familiar had other plans in mind. He immediately left her side to launch himself onto the bar counter, his attention solely on his master. Once again, he called to her, meowing for her attention as a reminder to sit and rest before continuing their adventure. It was all that was needed to pull her gaze away from the board and muster an exasperated sigh from her lips. Her boots stomped in his direction, grumbling to herself as she took her seat.
Abilities:
Durability: Made with an alloy of meteorite iron and depleted elemental stones, AMG is resistant to many forms of harm. This extends to the manner in which it is made, possessing redundant runes so that it can continue to operate even if most of its form has been destroyed.
Strength: AMG has physical strength greater than that of a human of the same size. It can expend stored vitka to achieve greater strength
Vitka Absorption: This model of golem seems to be able to devour Vitka at a rate that nullifies most forms of magic. If absorbing from a living target, this can be fatal however it must have direct contact with the target and the vitka from a target directly is more difficult to off-gas. It must off-gas the excess vitka. Should it absorb more than it can handle, it will shut down or even detonate. This off gassing process takes longer in vitka rich environments, while in environments where vitka is more scarce it is more efficient.
Artificial Healing: By using excess absorbed vitka, AMG can heal similar to most biological organisms, with similar restrictions.
Appearance: Made out of a lost alloy, it appears to be made out of a steel or iron though the metal appears to be lacking something. This sense of the color being wrong somehow becomes stronger the more magically adept or infused the observer is. It stands at 10 feet tall.
Personality: It as made to guard against magic, it seeks to find a new ward to protect. When AMG finds a suitable ward, it show no regard for the life of any being other than its ward. This leads to it scarring off most of its wards as it tends to overreact.
History: Manufacture location; Classified by the Magocracy
Directive 1: Obey the Creator [High Magos Karamazov]
Last order: "You there, start up and protect... *sounds of immolation*
Directive 2: Ensure safety of charges
Charge 1: Galterla; Status Unkown
Charge 2: Error; Status Unkown
Charge 3: Prince Valtenous; Status Deceased
Charge 23: Unkown; Status Unkown
Directive 3: Destroy the Hegemony of Bornous
Directive 4: Collect intel on the Hegemony of Bornous
Last know location of Hegemony Capital "The Floating Garden"; over Ultier Sea
Abilities:
As a Tarsian, she possesses all the standard powers wielded by one of her clan: the ability to cancel or reverse magic, limited magical resistance, and a near immunity to illusions. While she demonstrates a few other minor skills with magic, they come from magic items she keeps on her person, rather than her own powers.
Her spear has the ability to recall to her so long as there is room for it to fly, though she pretends her magic resistance comes from her spear. The spear also has the ability to fire blasts of basic magic. The crystal ball in the clasp on her shirt has the power to grant limited invisibility, though the faster she moves, the easier she is to see.
Additionally, she is quite physically strong, and has a acrobat's dexterity, giving her a bit of ability at preforming unusual stunts.
Appearance:
At first glance, Eala appears to be an elf with deeply tanned skin, black hair, and blue tattoos on her face. She wears form fitting clothing, of the type favored by acrobats and other performers where flexibility is required, and has her hair braided into one large braid typically tucked over one shoulder. Those eying her more closely, however, will notice the golden tattoos carefully concealed under her clothes, as well as a small crystal ball hidden on a clasp for her shirt, hinting that she may be a kitsune.
Personality:
Normally, she's a friendly and mischievous sort, who loves nothing more than putting on shows, drinking with friends, and swiping trinkets from the arrogant. She is friendly to animals but also happy to bury her nose in a good book.
However, in combat her personality seems to completely change. She stops being carefree, instead becoming a serious and rampaging beastm crushing everything in her way with strength and brutal cunning.
Posted by: Andromeda - 04-12-2020, 12:32 AM - Forum: Games
- Replies (25)
Another raffle! Oh my!
Prizes
TO BE ANNOUNCED
Note: art must be for a character in antarsia.
Now how to get tickets.
1) Post three times in roleplay for 1 ticket this is for 1x1 threads. For any thread with more than two roleplayers its for every 2 posts.
2) Make a character + two posts with that character for 2 tickets
3) You can also do threads in the writing center! Alternate universes and all that but for those threads, it's a bit pricer at 5 posts for 1 ticket. This is to encourage canon roleplay.
4) Staff games! There will be a monthly game with the potential chance to earn up to 10 tickets max!
How to redeem? Post a post on this thread with a tracker of your tickets and the post links for each ticket. I will tally them all up at the end. Use this thread for an example of how to format your post!
How do the prizes work?
Well, this is a quarterly raffle so it's a bit different. Since there are so many prizes you bid on which prize you want for a chance to win. You can win up to two prizes so bid responsibly. I will randomly offer new prizes to use some tickets for during this raffle to bring numbers down! These prizes will not count to the final two prize limit!
Prizes can increase over time so bidding for final prizes will not happen till this is over!
Thread Status: closed
Players involved: commanderhorvat, Achera
Characters involved: Nebula, Lyanna Spiritfell
Setting: West Sleibte, Gathors maw/Naminoishi Mountain range, Wyvern Royal Castle
Time: Mid-afternoon
Weather: Grey and cloudy.
Her royal Majesty, Nebula lay in her roost. It was originally a natural cave with a stunning view that was lost on her but she had been told it could take ones breath away. The vast cavern itself was without any visually appreciable decor. Statues, paintings and things of that ilk severed no purpose to its resident. Instead sets of chimes and pipes set at the mouth of the cave played a constant shifting melody carried by the wind and small gardens with a carefully curated aromas were strewn about the space. In The center of the room, where she currently lay curled in her dragon form, was dug into a amphitheatre-like debate hall, steps suitable for creatures of her size lining the curved sides and a central floor of sand.
As always, her hall was open for any who wished to speak to her and debate existence or any philosophical pursuit, tho like usual, no one had arrived for a while. She passed the time debating with herself and observing the shifts and flows of the Vitka around her. She liked to keep several elemental stone of each variety on hand, making use of her telekinesis to move them to change the flow of Vitka in order to create art pieces only she and a select few could ever percieve.
There are 32 tavern doors, they all look alike. The doors are drawn to the most hidden and lest frequented parts of the world - the ocean as that would flood the tavern
12 of them are guaranteed to be in cities.
If the location of the door becomes to well traveled, the door will move.
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<span style="font-size: 25px; padding: 13% 5%; border: 1px solid; float: left; margin-right: 7px;">Joker</span>The Ringmaster of Mystiques Carnival<p>Age ??<p>Male<p>Demon/Elf<p>
♢<i>'There's next to nothing about him in any information network; none of our informants have gotten close enough to gain anything useful. We don't even have his real name; just that ridiculous moniker that everyone knows him by. Fucking peacock. Not even afraid to blatantly announce he's screwing with us all. What we know is this, he's a hybrid of a conquest demon and elf, old, and powerful. You can tell by those chains; they aren't for show. Born here somewhere in Xira; there's no evidence of any immigration from Katakarthia, probably the product of some wench who couldn't be bothered to care for her brat; he certainly doesn't seem to have anything he truly loves; just himself. To the city, hes the ecentric ringmaster of Mystique's Carnival; yeah that one. From the poor to the royals themselves; they all get a kick out of the exotic and unusual. What they don't know is its just a front to one of the biggest criminal underworld operations in Antarsia. And this fucking joke is one of their head hanchos.'</i>
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♢ appearance
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He is a flamboyant creature, bound in the sins of gluttony and pride. Elven in body, the demonic blood that flows through his veins corrupted what he may have been, conquering, as was its nature. Lean and sinuous, there is a certain beauty to his movements, yet, careless in a way that spoke of a man who was wholey in control. He stands taller than most, never slouching, his head tossed back in fiendish abandon, exposing his throat, barbed smile and hungry eyes watching for those who dared draw close. Enthralling to man and monster alike, he is the sort who wears his charisma as sword and shield, learning the game perhaps not out of expectation, but that of necessity.
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♢ personality
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Selfish - Cruel - Spontaneous - Charismatic - Self-Loathing - Obsessive
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♢ Abilities
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Persuasion: Tethered, binding, it was a trait that bestowed upon him the right of conquest. Born of the demonic lineage that tainted his origins, Joker has an impressive ability to influence others, chaining them to his will and fate.
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Illusions: A masterful artisan, smoke and mirrors, the carnival is a place of tricks and half truths. To cater to the illegal, all the while entertaining the general public, is a result of years of endless training in manipulating the senses, the to the point where what he paints becomes reality, at least, to those experiencing it.
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Dream scape: A greater illusion, one that binds others to a waking dream. To the creatures of the land, Mystiques is a place novel and exotic, shows and fine trinkets to be sampled from around the world; to those of lesser mind; well, it is not a mere rumor that there are some who have been caught in the thrall for <i>years.</i>
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Blood magic: Forbidden, taboo, and yet, an actively practiced avenue. For a man who is beyond caring, he is oh so familiar with the taste of iron upon his tongue, and uses the one thing that is always in abundance amongst patrons and enemies alike.
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Strength: Wiry, he does not appear a strong man, and yet, he like most of his demon kin, are far more powerful then he appears, capable of shattering stone and bending steel with ease.
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Invulnerability: Immortal, he finds his strength in his sin, in conquest. While he fights no great battles like his kin in the eternal war, his is a more subtle approach to gaining their infamous longevity. Wounds as swift to heal, almost as fast as they are laid. His end, lies in defeat.
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