[CS] Juvra, the Eternal Witch

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Gecko
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[CS] Juvra, the Eternal Witch

Post by Gecko » Mon Aug 13, 2018 4:52 am

REQ Thread
OOC Thread
RP Thread




I'm only looking for maybe five or six players maximum. We'll see how things go. And I would prefer if we had only one of each class, but if we have two of something then I'm cool with it. :D

CS
Name:
Age:
Gender:
Race:
Class:
Personality:
Background:
Inventory and Equipment: As long as you don't have a huge amount of stuff and no super OP items, I'm good with whatever
Appearance: Drawn, written, realistic...I really don't care. :P
Extra: If you want to put some special ability or something here, go for it!

If there's anything else you think I should add or take away, let me know! I'll take whatever criticisms y'all got for me. :D




ACCEPTED CHARACTERS:
  1. Adelais Valerian: Druid. Gecko14
  2. Intevar Krisgwyn: Wizard. SaheenTikeerleesh
  3. Terhys: Rogue. mochi
  4. Rathus Kingston: Ranger. Omega
  5. Might add one more.


I've been working on a map, and I thought I should let you guys take a looksie at it. It's not the best, but I've never made one like this before. :P
Juvra, the Eternal Witch (Map)2.jpg
Juvra, the Eternal Witch (Map)2.jpg (359.2 KiB) Viewed 236 times
Key

  • Bright green dashes = Entry points for each nation
  • Brown lines = Common roads
  • Black dashes = Walls
  • Tiny blue dots = Small, unimportant villages
  • Giant black squares = Major towns/cities
  • Giant black circle = Nation capital
  • May be updated.

Bathall is quite possibly the most peaceful out of the three major nations in the area. Its leadership, the High Council, generally welcomes everyone with open arms and is rather notorious for their many second chances. Bathall always is willing to lend a hand to those in need and comes to the aid of the other nations when they are in dire circumstances. With a mixture of peoples from far and wide, Bathall has good representation on their High Council, keeping one member per race on each seat.
As far as military goes, Bathall's is smaller in size but mighty. They are specialized to fight with odds not necessarily in their favor, and surprisingly have won many battles in the past. The army is well-respected by the other nations and is definitely a force to be reckoned with.
Bathall's population is well over a million members total. Many villages are located around the major cities of Bathall. With plenty of farmland and a border to the Kalip Sea, their main exports include agriculture (wheat and corn, mostly) and seafood from the famous Silver Harbor, where only the best fish comes from. Main imports include livestock, weapons, and tea.

  • Bathall (Capital): The center of Bathall itself. This is where the High Council and army reside, and where most of the population lives.
  • Silver Harbor: The place where wealthier people go. It is essentially the wealthiest part of Bathall and is where many nobles live. The main cuisine is, of course, seafood.
  • Ravensborough: A rather shameful part of Bathall that the High Council cannot seem to fix.The only reason why it is on the map is so that people may avoid it unless they really, really need to go.
  • Bellhaven: Simply a nice place to live. It is a dreamy sort of place where people usually go to settle and raise a family. It is also near the borders of Old Arlom and Rosen, so it makes travel easy if business must be taken out of the nation. Many ambassadors live here.
  • The Bazaar: The main attraction of Bathall besides the capital, this is where the roads of many small villages happen to meet, thus causing it to become a popular trading center. This is where many vendors dream of gathering to sell their goods, but there has been a slight increase in crime over the past two years.

(Northern European influences)
  • Harsos
  • Finvik
  • Vadfed
  • Pärpa

When it comes to the leader of the nations, Arlom has definitely proven itself to be just that. Despite its' war-torn past, it has grown to be the definite strongest of the three major nations and will always keep this title. Though it is strong, Arlom is also very proud. It will not admit when it needs help and would rather suffer in silence. With the majority of the population being human, not very many other races are welcomed as warmly as Bathall does.
The people of Arlom blindly follow their king, Odroth Windbasher. Though he is one to live in his old glory days, he does do a decent job at leading Arlom from his throne in Northcross. Odroth proudly leads his army with a shining sword in one hand and a battle-scarred shield in the other. The army is the biggest and strongest in the nations and will eagerly outdo any of them at any time. The Arlom army is the conquering army of the world.
As far as population goes, it is not the largest amount, but a good amount nonetheless. Also over the million mark, they definitely do not come close to Bathall's mixed group. There are several villages located around the major cities, but mostly everyone lives in the cities rather than the villages. Due to the natural borders of trees and the sea, there isn't much room to settle down outside of the cities. As for their exports, Arlom concentrates on weapons, alcohol, and clothing. Their imports include crops, fish, and tea.

  • Northcross: The center of both Arlom and the world. This is where all of the nations gather on diplomatic matters and where people visit most of all to see the history of everything, essentially.
  • More to come.

(Western European influences)
  • Arknes
  • Wolfsbach
  • Innsdorf
  • Courlogne

The remaining evidence of Arlom's Great War.

  • More to come.

(Viking influences)
  • Gnuper
  • Rangarvellir
  • Grimsa

The most isolated of the nations.

  • More to come.

(Southeastern European influences)
  • Nolov
  • Drobelafat
  • Svyetno
  • Kohy
Last edited by Gecko on Sun Sep 02, 2018 8:26 pm, edited 15 times in total.
To quote Hamlet Act III, Scene iii, Line 87..."no."
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Re: [CS] Juvra, the Eternal Witch

Post by Gecko » Mon Aug 13, 2018 5:00 am

CS
Name
:
Adelais Valerian.

Age:
Twenty years old.

Gender:
Female.

Race:
Human.

Class:
Druid.

Personality:
Adelais is very cheerful and sweet, yet somewhat naive and considerably insecure, but her naivete is not to be mistaken for stupidity. Having lived in the forest with not much human interaction in her entire life, she is still rather new to everyday life and people's customs. This often leads to confusion for her and others. She generally doesn't take offense when other people don't understand some odd things she does that resonate her daily routines and blatantly ignores strange looks from others.
Adelais takes friendship very seriously, and is easily distressed when others, especially her friends, argue or fight. She is very much involved with what few friends she may have besides wildlife, attempting to take part in regular activities that everyone else does to the point where she acts as a clingy companion. Her natural connection with plants and animals alike make the druid rather perceptive of other people. Above all, Adelais wishes to be friends with practically everyone she meets and for everyone to get along.

Background:
All that Adelais Valerian has ever remembered is the forest. For all she knows, the forest is the one that created her. Since she was a very small child, the plants and animals have never thought to harm her. They often spoke to her in tongues that she learned to understand over time and then speak for herself in most cases. One specific plant, a tree which was dubbed "Trädmoder," acted as the sole guiding figure in her young life, and Trädmoder loved her child very much. The tree told her stories and taught the girl everything she needed to know to keep the forest safe and allow it to thrive for generations to come. Everything was good and well.

But, of course, something must always take a turn for the worst. When Adelais was only twelve, she was awakened in the middle of the night by the smell of burning wood and the cry of helpless animals. Upon further investigation, the child arrived to the horrifying sight of Trädmoder burning to death in the midst of drunken men and evil bastards. As Trädmoder burned, she begged Adelais to save herself and fight another day, and so she did. Adelais ran with more fear and sorrow than her little heart had ever endured before.

In the years since the tragedy, Adelais has sworn to protect her home and its' inhabitants in Trädmoder's name. She fights religiously against those who litter and destroy the forest, but refuses to bring harm unless the situation calls for it. With such a warm heart, Adelais cannot help but feel a strong sense of compassion for those around her, even though she is surrounded by the very men that killed the closest thing she had to a mother. Knowing that now she cannot live solely off of the forest, Adelais visits the nearby town of Ravenborough to gather supplies she needs. Only on her most recent trip, she was approached by a draconian scholar by the name of Alrak and is promptly offered a job to save what is essentially a world much, much bigger than her own...

Inventory and Equipment:
Adelais is not one for having many items. In a small satchel on her back are two potions (healing and poison resistance), rations and a waterskin. A slot is attached to the satchel to carry her quarterstaff. There are always skins from small animals hanging on her belt as well as a pouch that holds seeds from many different plants.

Appearance:
Adelais1.png
Adelais1.png (1.67 MiB) Viewed 294 times
Adelais is often seen wearing the same clothing as always. She dons a cloak made of wolf's skin on top of a tunic made from strips of cloth she picks up on extremely rare visits to Ravenborough's shops and some trousers that she fitted to her size. After all, it is the best clothing for movement. Covering the druid's feet are wrappings from deer hide tied tightly with strips of vine. Leather straps from a rather small satchel go over her shoulders and across her chest to store the few personal items she possesses.
As for her person, Adelais has a petite frame built purely for speed. Her fingers and palms are calloused from years working the wildlife around her and from training herself to properly utilize her weapon of choice, a quarterstaff. Despite her fragile looks, she is never seen without some sort of bruise on her body, dirt on her face, or twigs in her bright red hair (which is always either braided back or pulled up into a messy ponytail). The young woman doesn't seem to mind in the slightest, however, and rolls right along with her unique style. Of course, nothing can beat the radiant smile she gives or the surprisingly bright twinkle in her dark brown eyes.


Extra:
Adelais knows Draconic, Common, Druidic, and Infernal languages. She also has an ability called Wild Shape, where she can sometimes change her form into a beast she has seen before.
To quote Hamlet Act III, Scene iii, Line 87..."no."
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Re: [CS] Juvra, the Eternal Witch

Post by SaheenTikeerleesh » Wed Aug 15, 2018 4:40 pm

Name: Intevar Krisgwyn

Age: 34

Gender: Male

Race: Elf

Class: Wizard

Personality: Intervar is generally laid back. He doesn't get too involved in anything unless there is some sort of benefit. That or its a threat to himself. He does like to help others though. If there isn't a risk to his life then he has no problem helping anyone for free. Be it a minor healing to an easy fend off of thieves. He has no sense of humor and jokes don't necessarily help him laugh. He hasn't laughed once in his life and that means it is a far sight to see. He loves music and he whistles constantly, especially when he is stressed.

Background: Intevar was born into a family full of magic. Elves being intimate with the phenomenon made it not such a rare sight to see. The only thing was that his family were the best wizards in the area. They mostly kept to themselves and used it to gain a profit. However they would still see the everyday knock of someone in need of something. However, most times they just ignored it. He left the house at an early age and began a new path they didn't want him to pursue. They kept their magic to themselves but he felt the world needed his help. He forced himself to help others against his own personality making him quite known in the area. He had changed his name to get away from the past selfishness he had always known and started a new life.

Inventory and Equipment: Other than the clothes on his back and a staff, he has nothing.
download.png
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Appearance:
Male_elf_portrait.png
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Re: [CS] Juvra, the Eternal Witch

Post by Gecko » Wed Aug 15, 2018 9:13 pm

Looks good!
To quote Hamlet Act III, Scene iii, Line 87..."no."
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Re: [CS] Juvra, the Eternal Witch

Post by mochi » Thu Aug 16, 2018 12:39 am

CS
Name:

Terhys

Age:
At least 23

Gender:
Female

Race:
Tiefling

Class:
Rogue

Personality:
Abrasive, unsocialised, uncharismatic, and selfish, Terhys isn’t exactly known for her charm or her cunning wit. A lifetime of abuse and loneliness has given her a thick skin to all kinds of criticisms, and she cares less about other people’s well-being than she does her own. While she is ultimately a good person, it is buried beneath years of neglect and barriers built to protect herself from being hurt, emotionally and physically. She’s the kind of person who says what she thinks because she doesn’t care about social etiquette and ‘politeness’.

Background:
Terhys was born to uncertain parents of an uncertain heritage, and given up for adoption in a local church, which abhorred her very being. Being a tiefling, she is very clearly of demonic ancestry, however slight, and this was cause for much suspicion and neglect during her childhood years.

As soon as she was old enough, Terhys escaped from her home and took to the streets, growing close out of necessity to a band of similarly outcast street urchins, sleeping in alleyways and stealing from street vendors. Through her late childhood and adolescence, she developed her burglary skills to a fine art, skulking through the shadows like a spectre to steal from any rich fat cats in town. Her skills were uncanny, and most of her peers still held a large amount of mistrust for her. Eventually, she was caught incarcerated for her crimes, though since she was a child she was not held for long despite her demonic lineage.

Upon being freed, Terhys discovered that her ‘friends’ were only conditional, and had fled far from her as soon as possible. In her jaded, bruised soul, she realised that she would never be accepted for who she was, a tiefling, an orphan, a thief, a homeless kid. But with a bit of money, she could make people talk. With a bit of money, people were willing to overlook her ragged clothes and reddish skin - gold, as they say, is the antidote to all ills.

With this in mind, Terhys began to pursue adventuring, and specifically, treasure hunting. Using her skills as a thief, and her home base in an abandoned cathedral, she deftly manoeuvred both mansion and dungeon alike in an effort to find as much treasure as possible and make it big.

Inventory and Equipment:
Terhys is proficient with crossbows and short blades. She owns two hand crossbows, though only usually carries one with her, as well as several daggers hidden on her person so that she is never unarmed. She wears leather armour, though not a full set, both because she can’t afford it and because it would hinder her stealth. Her adventuring gear consists of a small handful of silver pieces, some coiled rope, a tinderbox, thieves tools, a dark, mottled cloak, and a small staff with a hook on one end (for grabbing, not fighting). Whether she’s adventuring or not, Terhys always carries around her pet cockroach, ‘Roachelle’.

Appearance:
Image
Tall, gangly, angular, Terhys looks like a street urchin even from just a first glance. She’s thin and malnourished, yet lithe from a lifetime of activity. Her hair is dark and greasy from lack of care, her skin is pale red, and her eyes are a sickly yellow, and glow in the dark like a cat’s. These are the biggest signs of her infernal ancestry, but she also has small nubs of horns on her forehead, and a thin, useless tail ending in a barbed spade. She tends to walk with a slouch, possibly even having spinal deformities (like scoliosis), and everything about her, from her ears to her chin to her elbows, is sharp and angular. Her clothes are in a sorry state of disrepair, mismatched and ragged and haphazardly patched over the worst of the holes, though often she will wear a thick, shapeless cloak to hide most of her physical ‘deformations’.

Extra:
As a tiefling, Terhys has resistance to fire damage. As a thief, she is naturally good at stealth, treading lightly, disarming traps, and picking locks. She is also incredibly acrobatic, nimbly jumping and climbing across rooftops. While she has some natural affinity for magic, she is still unable to actually cast magic herself and isn’t particularly resistant to it. Terhys is also illiterate, uneducated, and despite her high perception, lacks a lot of intellectual and reasoning capabilities of her peers. In other words, she has high DEX, but low INT and CHA, and mediocre WIS.

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Re: [CS] Juvra, the Eternal Witch

Post by Gecko » Thu Aug 16, 2018 1:11 am

Haha, "Roachelle." I love it. xD I'll put Terhys on the list.
To quote Hamlet Act III, Scene iii, Line 87..."no."
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Re: [CS] Juvra, the Eternal Witch

Post by Omega » Thu Aug 16, 2018 3:03 am

Name: Rathus Kingston

Age: 28

Gender: Male

Race: Human

Class: Ranger
Pet: Wolf hound

Personality: Rath is a gentle giant in every sense of the phrase. He has a kind soul to people he meets and rarely likes to draw his weapon. His wolfhound, Jace, takes a similar stance and only seems fierce when in battle. That is where the two differ in that Rath still seems like his normal self under duress, relaxed and calm. He tends to be quiet with people he has not met, but once he knows who he is talking to he opens up quite well.

Background: Rath came from a small river village only known as a fishing town. Every so often a fur trader would make his way into the town and astonished Rath with stories from his travels. the man also taught Rath how to use a bow at a young age, eventually taking him on a hunt to better hone his skills. This is where he killed a wolf finding that it had a pup with it that was now without family, so Rath took it upon himself to care for the pup, growing into a strong bond. After the hunt he parted ways with the fur trader and continued traveling from town to town selling furs to pay for food and lodge as he toured the countryside with Jace . As Rath grew into his now 6 ft 4 self he needed larger and more powerful bows to match his size. He settled on a nearly 6 foot tall recurve bow to match the strength he gained from hunting and traveling.

Inventory and Equipment: Rath carrys his large bow and quiver usually packed with around 20 arrows, a small boot knife, and a day pack. The day pack usually only holds a bed roll, some dried meat (for him and jace) and a water blatter.

Appearance:
Rath is a tall and well built man. He has golden hair shaved on the sides and slicked back on top. He has dark blue eyes and a soft jawline that makes his face rather kind looking. He often wears a dark green hooded blouse with brown pants and heavy leather boots. He has a leather strap on his right arm to protect it when he releases his bow and a release on his left hand to make more accurate shots. Jace back stands in at about 3 ft 6 and is a lean quick beast. There is no distinct markings in his grey silver coat, and his dark blue eyes that are similar to Rath's aren't anything extremely noticeable.

Come fly with me, the moon shall light our way while the stars guide our path.
<I am Alpha and Omega, the beginning and the end>

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Re: [CS] Juvra, the Eternal Witch

Post by Gecko » Thu Aug 16, 2018 3:46 am

Looks good, I'll add Rath on the list. Also, just a little something for everyone, I'm adding in some world-building so that you know what's going on. It's on this page on the first post. I haven't quite finished it yet and I know it looks ugly, but...meh. :P If you've got some suggestions, I don't mind hearing them out!
To quote Hamlet Act III, Scene iii, Line 87..."no."
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Re: [CS] Juvra, the Eternal Witch

Post by mochi » Thu Aug 16, 2018 5:16 am

How did you make that map?! It looks great!

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Re: [CS] Juvra, the Eternal Witch

Post by Gecko » Thu Aug 16, 2018 11:49 am

Thanks xD I actually made it on an art program called FireAlpaca for a friend a while ago for my first campaign, but it ended up fizzling out. I took that map and started adding my own stuff, so...ta da! :D
To quote Hamlet Act III, Scene iii, Line 87..."no."
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