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  #16  
Old Apr 30th, 2022, 09:49 PM
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Name: Gabriella, Goddess of Beauty, Love, Passion and Sensual fulfillment
Race: Human
Class: 10th level Cleric and 10th level Wizard
Background (of your worshipers): Socialite
Personality Trait: It's important to have good manners even in dire situations
Ideal: Fludity: Position and status are fleeing, as are alliances and rivalries. One must keep an open mind and be ready to adapt to change if they hope to succeed. (Chaotic)
Bond: I come from humble beginnings, but I want to end up on top when all is said and done.
Flaw: I am extremely impatient.
Personality: She's kindly goddess that hates the destruction of any beauty in the world. She is truly loved by her followers and will protect them, known to favor those who are most loyal. She is also one of the most vain entities in the universe , Always enjoying attention and sincere flattery while avoiding the boring. She is a natural flirt with both the beautiful gods and mortals, once she had her fill, she swiftly moved on to other sources of pleasure, unable to stay with one person too long.

Appearance: Appears as a young unearthly beautiful woman in her mid 20's. Dark and wavy hair down past her shoulders, violet eyes and her skin smooth, as if untouched. She mostly appears dressed in only a near-transparent gown of silk or with silky mesh top bra and silk thong with skirt. Otherwise, during important situations, she will wear a robe.
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Portfolio: Beauty, Healing, Love, Lust, Passion
Domain: Life
Influence: During her rein, the people fell in love more, which had pleased the Goddess of Marriage, causing less quarrels. However, it also made the brothels a very profitable business. Now what Gabriella intended, but as long they are happy, she is fine with it. Coincidentally, she gained more followers from the prostitutes as well.

Your symbols:
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Uncommon magic item: Periapt of Wound Closure
Rare magic item: Staff of Healing
Kingdom: (It doesn't have anything to do with your character. I just want you to name and shortly describe one of the kingdoms that exist in this world.) The Byzantine Empire - A country that;s known to accept all. It started a few hundred years ago when refugees came from poor countries and some from war torn country. People who were desperate for a new life. Now, the country if full of many cultures, the Arabians,the Orientals, and the Nyambians, people with dark skin. As well as various races. As long as they behave themselves and respect the rules, they were welcome. Because of various cultures and races, the country had flourish, grown in power quickly, becoming a symbol of what other countries should be. Of course, it's not perfect, no country is, with corrupt politicians in various cities, evil cults, Assassin Guilds and Thieves Guilds, but overall, it's still a great country that has everything for everyone. The King, rules fairly and while he rules the country, he has Counts in various parts of the country, with an amount of land under their protection, keep people safe from bandits and monsters. Along the borders, the King has Barons, protecting their own amount of lands from invasion, becoming the 1st defense.

A landmark or two: Mount Sundabar, easern edge of the Great Glacier, home of the elusive Avarials. Living so high, they life in peace, never bothered by other races.

Celadon Forest, home of the Amazons. Although they trade with others once a month, they prefer to be left alone.

Sample post, describe a typical day of your god: Her typical day is visiting all of her temples, seeing her loyal followers and any new followers. She enjoys watching her worshippers dance under the full moon for her benefit, then watch them celebrate with passion afterwards.

She is a caring god, for she tries to listen to all her followers and grant them boons if they deserve it. Because she is vain, she loves to be the center of attention. She had only once showed her dark side. A high priestess became so enarmed with herself for she was very beautiful, that she had considered herself to be just as beautiful as Gabriella, worse, she wanted others to treat her as such. So Gabriella came before her and put a curse on the priestess. Until the priestess fulfilled her quest, she went from beautiful to ugly.

Enjoying beauty, she at times will visit forests occupied by dryads, for they do their best to beautify their forest as bast as possible. She will favor her most loyal followers, like a bard making of song about her, she will reward them in some way.

She has help in some way or fashion of those that had done their best in regard to beauty. Like helping a human who worked tirelessly to perfect a flower garden, or helping people get together.

Even though she is a god, she will flirt or have short affairs with mortals as well as fellow gods. So because of this, she doesn’t have many enemies, only those that seek to destroy the things of beauty, both living and nonliving.

Since she is for beauty of all life, she is also for healing, for life needs beauty, it also needs life itself.
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Last edited by WildJessi; May 7th, 2022 at 09:27 PM.
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  #17  
Old May 1st, 2022, 03:28 AM
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Quote:
Originally Posted by voodoozombie View Post
Unless I missed it somewhere, what is the application deadline? This sounds really interesting! Almost like a reverse Epic game!
There is no deadline yet.
I will set it, when I receive the game forum.
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  #18  
Old May 1st, 2022, 08:45 PM
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Name: Kaliya
Race: Naga
Class: Warlock: Hexblade. Pact of the Blade.
Background (of your worshippers): Kaliya Cultist (Rakdos Cultist renamed) The cult accepts any member, regardless of social status, race, background or occupation, a good majority being from the entertainment segment of the population. The cult doesn’t discriminate. All are welcomed.

Personality: Kaliya is a very proud, self-confidence, calm and rational being. She is straight forward and gets to the point. She doesn’t like games, especially those of words and has no patience for those who ‘beat around the bush’ instead of just saying what they want or mean to say. Kaliya also takes great interest in her worshipers and frequently visits them in some kind of disguise. She is also protective of her Cult members and won’t hesitate to summon a fiend and turn it loose on those who attempt to harm or destroy her cult. Once in a while, Kaliya will take an interest in one of her worshipers and grant that person the knowledge of Dark Magic in order to help strengthen and further spread her influences throughout the land.

Appearance: Kaliya looks just like a snake and human hybrid. Form the torso down her body is that of a giant snake, with brown and dark red patterns running down the back of the snake body. Her under side is a plain light brown with no markings. From the torso up, her body is that of a beautiful human female. Her hair is long, free flowing, and dark brown in color. Her eyes are a piercing crystal blue that seems to look straight through into ones soul and her skin is dark brown. She wears ornate leather armor and an elaborate head piece with the symbol of a coiled snake on the forehead part of the headband.

Domain: Corruption, Sacrifice, Pain and Dark Magic.
Influence: There is more than one way to corrupt individuals and gain worshipers and that’s by allowing them to become free from their inner inhibitions and to give in to the dark side they possess within themselves. By freely giving themselves over to Kaliya, they become loyal, dedicated worshipers and cult members, willing to do anything for her. And there seems to be no shortage of takers in the offer of a different way of life, an escape, over the ones they have now. The Cult of Kaliya is becoming very popular and is quickly becoming widespread over the land with no signs of slowing down.


Your symbols: The coiled snake.




Uncommon magic item: Gauntlets of Oger Power
Rare magic item: Mantle of Spell Resistance


Kingdom: (It doesn't have anything to do with your character. I just want you to name and shortly describe one of the kingdoms that exist in this world.) Patala-loka
Patala-loka is a kingdom that is part of much larger continent or land mass. It has several natural bounders that surround the Kingdom and has several different types of environments. The northern part of the Kingdom is mountainous while the southern part of the Kingdom is surrounded on three sides by oceans. The center and western coastal area is mostly arid.

To the north is a chain of high mountains, a few that are still volcanically active. At the base of the mountain range is a series of Plateaus and forested valleys. These eventually level off toward the center of the Kingdom and form a great plain of grasses and shrubs that eventually turns into a great desert. This arid region stretches down south until it hits the coastal areas and spreads out to the western side of the Kingdom to the ocean. The southern tip of the Kingdom is surrounded by oceans on three sides and is green with jungles that stretch along the eastern coast lines. There are multiple river systems throughout the Kingdom, many forming wetlands, but lakes are rare.


A landmark or two: (Describe a place or two, that simply exist in this world. Maybe it's a sea of poisonous mist? Maybe it's a forest, where common sense doesn't apply? Maybe it's just a nice-looking mountain.)



The Great Sand Waterfall and the Great Sand River. Located in the western part of the desert, towards it's center, is a large rock formation jetting up from the sand. It reaches up several hundred feet and stretches a few of miles from east to west. The rock formation contains many multi color layers of rock and is simi flat on top. Sand constantly flows over the top and down to the base of the formation. From there, the sand continues to flow southward while the sand along the edges remains motionless, forming a sand river that is has various widths across it. This sand river continues southwest until it reaches the coastal area. There the mouth of the sand river spreads out, forming a delta that feeds into the ocean. With special made barges and boats, the sand river can be navigated like any other water river.



A sample of your post, describe a typical day of your god: (Optional but very welcome)
I'm going to take a chance and skip the sample post since it's optional.
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Last edited by voodoozombie; May 14th, 2022 at 04:34 PM.
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  #19  
Old May 5th, 2022, 07:03 AM
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Just out of curiosity, how will character stats be generated and how will HP we calculated? Or will more details about character creation be explained once the game forum has been approved?
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  #20  
Old May 5th, 2022, 07:51 AM
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Quote:
Originally Posted by voodoozombie View Post
Just out of curiosity, how will character stats be generated and how will HP we calculated? Or will more details about character creation be explained once the game forum has been approved?
As mentioned in the game advertisement, character stats are standard array.
As for HP, we will be using the max at first level and half (rounded up) for all other.
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  #21  
Old May 5th, 2022, 06:39 PM
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Name: Kikra the Untamed

Race: Protector Aasimar

Class: Wild Magic Barbarian 20

Background (of your worshippers):*Outlander. Although Kikra is worshipped by any with a rebellious spirit, including rouges, criminals, folk heroes, and other revolutionaries, her primary worshippers have always been barbarians. Her personal acolytes are Warrior Women who tend to come from the Outlander background. They are variously known as Valkeryies, Amazon's, or Harpies.

Personality:

Kikra is famous for her ferocity and destructive potential. In battle, she is a one woman army, a savage, a madwoman. She is known for her short temper and love of conflict.

In private, Kikra is a jovial and perky young woman. She enjoys music, drinking, dancing, joking, flirting, and art. While it is true that her natural place is on the field of battle, Kikra finds beauty in the simple connections she makes with the people of the Material Plane.

Appearance:

Kikra manifests as a beautiful humanoid woman, standing barely five feet tall, with hair that shimmers an impossible golden color. Her small lithe form seems at odds with her impossible strength. Her eyes are a vibrant blue that glow with arcane light during a frenzy.

She favors simple leather and fur clothing, eschewing armor. She often has various flowers in her hair, favoring morning glories, and sometimes she strings silver bells through her hair which chime as she walks. She wears a cape of red dragon skin.

Domain:Freedom, Rebellion, Barbarians

Influence: Kikra ascended to Godhood during a battle with the great dragon Grolokodroginian. The tyrant dragon had ruled over a huge swath of the northern lands, subjecting dozens of barbarian tribes to his oppressive demands. The two had a tremendous battle that lasted nearly one year and severely scarred the landscape of the northern mountain ranges.

Kikra's victory allowed the barbarian tribes access to the dragon's hoard and great riches, allowing them to build societies and travel across the world. Wherever these barbarian hordes travel, empires crumble.

Her name is invoked by revolutionaries of all stripes, and her legend inspires rebellion in all who hear her tales. Tyrants quake at the rumor of her presence or influence, or whenever her symbol is seen scrawled on public walls.

Your symbols: Kikra's primary symbol is simply ᚦ, a barbarian rune roughly translating to 'chaos'. It is popular because of how convenient it is to graffiti. Other symbols include a lightning bolt breaking chains or a sword with wings behind it.

Uncommon magic item: some kinda lightning sword

Rare magic item: some kind ice sword

Kingdom: Subaecor

A kingdom beneath the ocean, ruled by a mighty merman.

On the floor of the ocean is a great coliseum flashing pink and purple from each column. Massive golden chains tether each column to an island floating hundreds of feet above it, each adorned with towers and cathedrals and shops and homes. Flitting freely from island to island are the residents; mermaids, nymphs, kappas, crocodile-folk, kobolds, selkies, qalupalik, nguruvilu, and stranger creatures besides. Beside them are humans, elves, dwarves, gnomes, hobbits, orcs, and other humanoids, and they are riding on the backs of everything from sharks to jellyfish to sea serpents.

A great spell exists over all of Subaecor, allowing all visitors to breathe,move, and speak freely beneath the waters. It is famous for it's arena which host chariot races and great battles. It exports seafood, salt and other minerals, and generates income through guiding ships across choppy seas and a thriving tourism trade

A landmark or two:

Ryvn the Walled City - a precariously built city, where each building was made pressing g up against each other haphazardly, leaving no room for streets. Instead, the residents have created walkways between buildings by knocking down holes in the walls. The population skews human, Dwarven, and orc, with very few elves. It is known as a city of crime, corruption, and poverty. It is a port city, and the docks are known as a dangerous profession due to terrible working conditions. The city is rife with drugs, gangs, and darker mysteries.

The Swamp Arcana - A miles long swamp hidden deep in a western jungle. When the moon is full, the swamp extends outward, and when it wanes the swamp recedes. A beautiful witch known as the Night Hag rules over the swamp with an iron fist, creeping out at night to steal children from surrounding villages and warp them into hideous monsters under her command. Her ambient arcane energy has seeped into the land, giving rise to such strange creatures as fire breathing crocodiles, flying piranha, bamboons with snakes for arms, and even stranger creatures. It is said that she will trade her secrets in exchange for the virgin blood than fuels her youth and beauty.

The Feywild Cave - A winding cave in the northern mountain ranges, covered year round in thick glittering crystals of ice. A society of fey and ice sprites have intricately carved out a home full of winding tunnels within it, where the dance and feast and lure unwary traveller's in to be lost. The caves extend for miles and miles, some tunnels narrowing to only a few feet, while others are large enough to march a company of horses through.

The fey have tamed a number of arctic creatures to guard their home, including poor bears, yeti, and if you believe the rumors a mighty ice drake.. Many powerful magical items exist within the Feywild Cave, and more than one adventurer has met their doom attempting to extract them

A sample of your post-

Thin and bright rays of moonlight peirce through the thick canopy, illuminating tiny patches of Kikra's skin. She breathes in the warm western air, letting the scents of the jungle overwhelm her. She crouches, unseen, on the branch of a great rubber tree, simply observing.

Beneath her, the Dancing Jaguar tribe is deep in debate. Their tones are harsh, their voices loud, their spears are drawn. They are having the same conversation they have been having for monthes; what is to done about the dwarves.

Some believe in simply letting them cut down the swathes of forrest on the northern edge of their jungle; after all, the dwarves simply need to make a road to travel through, they would disrupt the rest of the ecosystem. Others encouraged war, stalking and ambushing the loggers and then retreating back into their home. Others simply said that the spirit of the forrest would protect them.*

But tonight is different than all other nights. Tonight, the scouts of the Dancing Jaguar tribe have announced that a great force of armored dwarves is hacking through their jungle, coming closer and closer to their home. The dwarves, it was announced, are marching to war.*

Kirkra slides smoothly down the back of the rubber tree, as silent as a python, taking care not to disturb the tribe. She walks unseen through their village, passing their huts and gardens, until she is at the farthest edge, where her keen ears can hear the march of armored feet.

As she prepares to enter the thick forrest, she sees a small girl, barely five years old, staring at her with an expression of cautious awe. In the girl's hand is a crude doll, with long blond hair and a pair of toy swords.

Kikra smiles as she bends to one knee.

"What a pretty doll," she squeaks quietly, her high pitched voice brought to a low whisper. "May I see it?"

Speechless, the girl hands her the doll. Kikra turns it over in her hands for a moment, then removes a small denda leaf and string from her pouch, tying it around the dolls waist to serve as a skirt. She hands the doll back to the child, along with a small stone into which her rune has been carved*

"You will speak for me," she tells the child. "Tell your tribe you have met the spirit of the forrest, Kikra the Untamed. Show them my sign, so they know you speak true. Tell them to remain in their homes and offer me prayer. And by morning, no dwarf shall set foot in your homes again. Will you do this?"

The girl simply stares at her doll, playing with its skirt for a moment. Finally, she finds the courage to meet Kikra's eyes. A look of stoic resolution crosses the shy girls face, and she nods. She will command the will of her elders this night.

"Then I name you Fleet Foot, and I bless you with great swirftness," she says, and the girls eyes widened. "You will one day be a great warrior in my name. Go now Fleet Foot, do not let your courage fail you."

Kikra grins as the girl runs through the village towards her elders, her tiny feet kicking up dust and dirt behind her. Kikra turns to the Forrest, her heart pounding in her chest like a war drum as the familiar battle fury starts to course through her veins.

Last edited by Hobbit; May 6th, 2022 at 12:41 PM.
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  #22  
Old May 6th, 2022, 12:37 PM
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@osmundcinderolt let's be sisters ��
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  #23  
Old May 6th, 2022, 06:50 PM
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Application form
Name: Quidvistus -- Lord of Chaos
Race: Tiefling - Abyssal
Class: Sorcerer

Background (of your worshippers): The mad, the disenfranchised and the desperate. Quidvistus has some clerics and acolytes, but their duties as clergy are secondary to their lives.

Personality: (Chaotic Neutral) Glastisus is mad. Gloriously mad. He is joyful and depressed, friendly and vengeful, loyal and capricious.
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Appearance: Quidvistus appears in many guises. Sometimes the mood strikes him to appear in the guise of an animal, or to take the shape of a tree. Perhaps he feels like a floating wisp or some other ghostly apparition. But most commonly he appears as a smiling, blue skinned Tiefling, with large horns curving outward from his brow.

Domain: Arcana

Influence: There exists in the world, a great rent in the fabric of reality. A place where anything can happen. In the midst of a great plain the ground slowly changes from green grass, to dead and dying scrub grass and weeds and finally to dark gravel. The sky around the pit is always dark and stormy, regardless of whether it is day or night -- though it never rains. And at the centre of this maelstrom is a pit, a chasm deep into the earth that disappears from view. A ghostly light shines from the bottom of this pit. Around the chasm floats spectral lights and wisps. The air feels charged with magic, and in its vicinity anything can happen. It is a place of great boons, and great danger. People have gone there and returned with grand magical items or greatly improved skill, knowledge or power. A great many more people who've gone near have never returned.

This rent in space was created by Quidvistus; one day he decided to appear upon the mortal plain, and this nexus chasm simply grew and grew in the middle of the plain, and out of it the great God of Chaos crawled. And when he had clambered out he simply stood, dusted his hands and strode into the sunset, as though he had no idea he'd just created a tear in the fabric of reality.

Your symbols: a circle with eight arrows radiating outward.

Uncommon magic item: Slippers of Spider Climbing
Rare magic item: *Wabbajack -- At the GM's discretion, I'd like to discuss the use of a homebrew item -- a staff that allows for the casting of a random effect.


Kingdom: Deep in the heart of the hevard swamp lies the 'kingdom' of Rasvestus. Most folk would simply call it a hamlet. A village at most. Several squat huts on stilts poke out of the thick marsh, with the central hall of the King built on a small hill that rises out of the water and reeds.

Landmarks: The Chaos Chasm, as described above.

The Pantheon of the Gods; High atop a mesa there is a temple, a massive stone structure in which there is a hall. And in this hall there are statues. These statues depict the many gods, seated upon their various thrones.

A Sample Post: W.I.P.
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Last edited by ProjectLazarus; May 10th, 2022 at 05:40 PM. Reason: Changed Application
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  #24  
Old May 6th, 2022, 07:52 PM
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BasicsName: Dirge, Heir of the Last Rite
Race: Reborn
Class: Warlock, The Undead


InformationDomain: Death, Strife, Bargains

Background: Any who come face-to-face with their (or others') mortality on a daily basis: knights, brigands, priests, necromancers, guardsmen, assassins, etcetera.

In particular, there is a cult of fatalistic assassins known simply as The Last. They revere death and its shepherd, Dirge. Those whom they slay are done so in varying, ritualistic fashions as an offering to their deathly patron.

Appearance: An elegant black veil pools down over a skeletal crown. Below, dark robes encase a gaunt and pallid figure; a figure whose projected frailty belies the intensity of his aura — a dark and foreboding thing, that; it raises the hackles, draws bumps to the flesh, of any who know the displeasure of being near.

This phantom, this spector, has but two ornaments which adorn the his ensemble: one is a long, moth-eaten cloak cinched by a pin reminiscent of a serpent in uroboros shape. The other is an unassuming amulet in the shape of an eye made of tarnished gold.

Personality: Patient, methodical, inevitable.

Dirge possesses not the grandiose or divine flair many of his counterparts seem to prefer, for his is that of the unassuming and ever-present, of finality and fate, like death itself. He speaks when it is pertinent, most often succinctly, but has been known to wax poetic amongst his peers or most devout of followers.

None are beyond the Dirge's reach. Death comes for all, be they highborn or low, god or mortal, and their sorting from this tightly wound coil is his prerogative.

Those who seek to eschew the natural consequence of life, death, be it for power, vanity, or their own hubris, earn a fate worse than either. They are denied the Dirge's Last Rite, preventing a true death and damning their spirit or corporeal form to eternal undeath.

Influence: While there has always existed, and always will exist, some form of shepherd for the dead or damned, it was only in the last few centuries that sightings of a veiled, black-clad figure known colloquially as the Dirge have gone into historical record. As of late, sightings in or around places of great death and suffering have increased exponentially. Some even claim to have had direct contact.

Stranger than that, the concept of true death - wherein the spirit Is allowed to be shed from the body in order to pass on - has become commonplace. Undeath, a product of being denied one's Last Rite, is considered a divine punishment from the dark heir himself. Spirits left in a decaying mortal shell (or worse, without) are slowly driven to madness until nothing remains of who or what they once were.

A consequence of the harbinger's resurfacing is that of a resurgence in death or doomsday cults. The most prominent of which, being in the former category, is the order of assassins known far and wide as The Last, they who are thought to be heralds of the Dirge.

Symbols: An uroboros, a black veil, skeletal remains, the low hum of a deathknell horn


World ContributionKingdom: Istoval, the City of Masks — Istoval sits on the far edge of one of the main continent's southern-most points, saddled right up along the coast and stretching a mile or two out with its massive seaport. The city itself is a giant, many-tiered ring with both subterranean and skyward levels, all arranged in order of socio-economic class. What makes Istoval unique — or eccentric, most would say — is that masks of the masquerade variety are required to be worn at all times, under threat of fines, incarceration, or even death depending on severity. Naturally, those of means wear luxuriously intricate masks that allow them full anonymity should they so choose, whilst the poor and downtrodden must make due with homemade imitations. The city acts as one of, if not the, largest trading nexus in the known world and is ruled by an official elected by representatives of the grand houses of nobles who reside within the city.

Landmark: The Wandering Headstone — A gigantic tombstone whose inscription is illegible, likely in a language long-since dead, and only fully discernable from far enough away. Its location varies, hence the nickname, and has been found in several different locations throughout the centuries. Some say it’s an omen, others a relic from an ancient past, but all agree that there's more to it than meets the eye.

Any and all attempts to summit the headstone have been met with failure — fatally so. Conversely, for a mile therearound, the land yields bountiful blooms of melancholy beauty, even in its towering shade.


ItemsMagic Items

Rare: Cloak of Displacement
Uncommon: Night Caller

Last edited by Chylopan; May 9th, 2022 at 09:59 AM.
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  #25  
Old May 7th, 2022, 11:28 AM
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BUMP

You know @Hobbit, you aren't the first person to ask being a Sister to Yldreni. Lol. A whole host of wildly different Angels gone astray and separate from one another. Sure why not, like I told the other person in private message, that's all peachy to me. My concept is that as we lose levels, she'll become more lucid to her previous righteous self and perhaps realize her relationships with her former Sisters. Fun idea.
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  #26  
Old May 7th, 2022, 01:27 PM
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Placeholder. Definitely interested.
Kelzitar
Kelzitar
The trickster god
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Name: Commonly known as “Kelzitar - the god-thief.” His mortal name was actually simply Kelz. “Itar” was a title in the forgotten tongue of his people which roughly translates to “man-god.”
Epithets: To his followers, he is known as the "man-god," "the silver-tongued fox," and "the maker of contracts." To others, he is often referred to less kindly as "the god-thief," "the lie-smith," and "the usurper."
Race: Changeling
Class: Bard (Eloquence) 4; Warlock (Archfey) 16
Background:
Prior to ascending to godhood, Kelzitar was the chieftain of a tribe of nomadic gypsies known as the Kharaks, and they became his first people after ascending. For a brief time, the Kharaks flourished under Kelzitar's watch. He treated them less like followers and more like family.

But there came a time when Kelzitar was overthrown and imprisoned by a group of other jealous gods. During his absence, the Kharaks were despised persecuted by the other races, who slaughtered and enslaved them. Those Kharaks who survived were forced to deny or hide their heritage. Many intermingled with the other races until their bloodline was thinned beyond all recognition.

When he returned from his long banishment, Kelzitar could barely find any of the descendants of his original tribe. He has since taken to adopting any number of outcasts, criminals, and nomads: those whom he considers "Kharak in spirit," if not by bloodline.
Appearance:
Kelzitar is a trickster and a deceiver, and as such, he is constantly altering his appearance. Even when in his true form, those who meet him later find it difficult to describe him with any detail, tending to refer to him as “average height, average build; not quite old, but certainly not young either”

In his most common guise, he appears as a human male (though he often takes on the features of whichever race he is interacting with), dressed in the shabby attire of a vagabond. His hair is generally unkempt and his face marked with stubble that never quite forms a full beard.

Despite this, there are a few common features that sometimes appear even when in the most elaborate disguise. Though his hair ranges in color across the spectrum, it always seems to have a faint reddish highlight to it. Likewise, no matter how hard he tries, he can never mask the color of his mismatched eyes: one steel-grey, the other ice-blue.
Personality:
Kelzitar is the consummate trickster. He is extraordinarily clever and takes pleasure in demonstrating his superiority over those he deems more ignorant than himself. He delights in practical jokes, particularly those that target figures of authority to “take them down a notch.” For these reasons, he is despised by many other gods who view him as an insubordinate, disrespectful upstart.

Despite all this, he is a deeply dedicated and caring leader to his people and would do anything in his power to protect them. Unfortunately, during his long absence, his people scattered and dispersed. Having intermingled with other tribes, they have become largely lost to him. As a result, behind the mask he wears of the irreverent fool hides melancholy of a chieftain with no tribe. In the absence of a tribe connected to him by blood, Kelzitar has taken to looking after underdogs and outcasts and he has become a fierce defender of those who have no one else at all.


Godhood
Domain: Trickery
Influence:
Kelzitar was the first mortal to ascend to godhood. He was not the first god. There were many before him. First came the primordial forces of chaos and order, the heavens and the surface. Then there were the gods born directly from the primordial. But these all began their existence as divine beings. Kelzitar was the first creature born to a mortal life who found a way to gain immortality and divine power, and he did so by stealing this power from a primordial being. In doing so, he proved the potential of all mortals to rise above their station and the vulnerability of the gods. For this he is sometimes admired, sometimes feared and despised.

It is sometimes said that Kelzitar is the father of lies. In the beginning, all words were true. Like the magic of true-naming, to say a thing guaranteed that it was so. Kelzitar was the first to separate words from their meaning and make abstractions of them, to be manipulated to the full extent of his imagination. He did more that simply teach man to lie; he taught the words themselves to dissemble.
Symbols: the winking eye, the quill, the two-headed coin

World ContributionKingdom:
right-aligned image
Telduroth, the Floating City: In an age long gone, Telduroth was a bustling center of commerce. The city was perfectly located in a sheltered cove at the confluence of two major rivers and the greater sea. It was once said that all business drank its fill from the waters of Telduroth. Because of its importance to maintaining the economies of several major empires, Telduroth was actually able to maintain its status as an independent city, under the supervision of the Conclave of Guildmasters. With their only interest being the padding of their own purses, the Guildmasters' rule was laissez faire. This freedom and independence made Telduroth a popular destination for outcasts hoping to make their fortune and criminals seeking asylum. Over time, the cities docks expanded out further and further into the waters, with buildings being constructed on top of piers, bridges, and freestanding stilts. Now, while the wealthy Guildmasters still rule the city from palatial estates on the rocky shores, the vast majority of its denizens reside in ramchackle slums that have nearly overtaken the entire bay.
Landmark:
right-aligned image
The Knife's Edge is a range of sharp and jagged mountains that serve as the boundary between East and West. At the center of the range stands Gul-guroth, the Den of Beasts. In ancient times, it was fabled to be a majestic and beautiful peak that towered over all other mountains. At its summit stood the throne of Oros, the cyclopian primordial god of chaos. Here is held court with all the beasts and monsters of the land. However, after Kelzitar tricked Oros and stole his one eye and all the powers it held, Oros flailed out in rage, shattering his throne and the whole mountaintop sanctuary. Gul-guroth remains the tallest mountain at the center of the range, but it is now an ominous and foreboding mount, with craggy cliffs and steep precipices. The throne at the summit has been long abandoned, and Oros has retreated to live within the caverns beneath the mountain.

ItemsMagic Items
Rare: Knaves Eye Patch
Uncommon: Stone of Good Luck

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Last edited by rhaiber; May 14th, 2022 at 10:15 PM.
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  #27  
Old May 7th, 2022, 03:15 PM
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Actually, on second thought I had better not apply. My other games are starting to really pick up now and it wouldn't be a good time to be learning a new system. Ya'll have fun though and good luck to everyone.
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Old May 7th, 2022, 05:04 PM
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uh-oh looks like I've got competition for the death mantle
:P
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Old May 7th, 2022, 05:18 PM
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Quote:
Originally Posted by Nomad240 View Post
uh-oh looks like I've got competition for the death mantle
:P
I apologize. I didn't want to do it, but, alas, I heard the Dirge calling to me...

(I'm not sorry for the pun, however)
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Old May 7th, 2022, 09:28 PM
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my app is done.
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