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Re: *ELADOR* Veil of Darkness

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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:09 PM
*PLEASE DO NOT POST UNTIL ALL SECTIONS OF THIS RP HAVE BEEN POSTED. THANK YOU.*

---

●•·Index·•●

"Shadow of Our Past" -- NECESSARY
(Introduction/Plot)

"The Gods" -- NECESSARY
(List of gods)

"Godly Artifacts" -- OPTIONAL
(Artifacts and treasures of the gods)

"What Can Delphics Do?" -- NECESSARY
(Abilities and advantages of Delphics)

"Races" -- NECESSARY
(Races present in Elador)

"The Map, Locations & Geography of Elador" -- NECESSARY
(Geography of Elador)

"Lore" -- OPTIONAL
(Lore and myths)

"Who Are You?" -- NECESSARY
(Character sheet)

"Adminship" -- OPTIONAL
(Admins and their power)

"Credentials" -- OPTIONAL
(Credits)
___________________________________________________________________

●•·Shadow of Our Past·•●

The Council House of the Overseers was a brilliant and marvelous structure that glowed with godly power. The domed ceiling filtered in the sun's radiance, splashing the center of the council room with a ray of sunlight, where a polished gold sun dial sat upon a marble dais. Flanking the walls were colossal white marble chairs, upon which the thirteen Overseers were seated.

"What Elador needs is an additional hour of daylight," a young beautiful woman with sun-kissed skin was saying. "The planet thrives off my rays!"

"And the seas thrive off my moon, Shona," countered a gentleman with particularly dark skin. "Aquatius can justify that."

"That will be enough, Shona, Monulo," intervened a woman in a glorious white gown who appeared to be in her mid-fourties. She was situated in the mid seat, with twelve gods on either side of her. "We are not here to feud over the hours of daylight--"

"My Queen!" a new voice cut in. The goddess raised her chin to the double doors at the opposite end of the room, where a short, stocky figure dressed in a stark white tunic bent down to his knees. "You have a guest."

"Greetings, Eladora."

A thin, lofty figure with obsidian black hair and darkened skin strolled into the council room with his arms crossed behind his back. His dark robes dragged across the floor, and with each step, an echo resonated through the chamber as a hushed silence fell over the Overseers. His eyes were completely and utterly black- dark shadows that seemed to engulf any that they perceived in empty darkness. "I have longed for this encounter since the day you imprisoned me, along with my brothers and sisters."

"Hatrek," the head goddess hissed. A chill ran down the spines of the congregated gods and goddesses at the mention of his name. Some stiffened in their seats and dared not make eye contact with the Savage, while others leaned forward and locked eyes with him defiantly. "How did you--"

"Escape?" the Savage suggested. "It was simple, really."

"What compelled you to come here first?" Eladora inquired. "That is foolery."

"First?" Hatrek leaned back his head and laughed, though it was a hollow laugh, void of any genuine amusement. "I have been out of your imprisonment for a decade now."

Another silence fell over the council room as the gods processed this alarming news.

"And I paid this visit to deliver you a warning message. We 'Savages' are getting exasperated. Eladora, you have crossed a line you should not have, and now you must atone for your errors. Heed my words, Your Grace- The king is coming home, and this time he will not be denied his throne."

---

From every region of Elador, Tetraal has called together Delphics of all patron gods and goddesses (aside from the Savages), guiding them to a remote clearing in Tetraal's Woodlands. The clearing was bare, with the exception of few tree stumps and a glistening pond with numerous cattails growing on its banks.

The assembled group of Delphics were at first skeptical as to why the clearing was vacant. But as they pondered where Tetraal could possibly be, the pond began to ripple. The Delphics drew closer to the pond to examine it, and all at once they were dragged into the small body of water by the abundant cattails.

The experience was nothing short of disorienting. The visitors found themselves being tugged deeper into the impractical depths of the pond by an invisible force. The light of the sun faded into the darkness until they were altogether swamped in pitch black.

They could feel their bodies rotating until they imagined they were upside down- but how is that probable when they rose out of the body of water right side up? Even more alarming was the fact that they were entirely dry, as if they had imagined their submergence in the pond.

But the change of setting was no imagination. As the Delphics recovered themselves and took in their bearings, their heart missed a beat and a gasp escaped their throats. No longer were they in a lush forest on a bright, radiant afternoon- rather, they were in a dead forest that sat below a body of grey clouds, of which wholly concealed the sun. The pond was a murky basin of water that appeared as natural as it had been only moments before.

Where ever they might have been, they were for certain that it was not their home- or, at least, it was not the home they knew. With no other alternative, the Delphics ventured into the unfamiliar world of destruction and ruin.

__________________________________________________________________

●•·The Gods·•●

☼ Overseers ☼

Eladora - Goddess of the Seasons [Queen & Mother of the Gods]
Niris - Eladora's Nature in Winter *
Emeir - Eladora's Nature in Spring *
Seryl - Eladora's Nature in Summer *
Nalano - Eladora's Nature in Autumn *
Delilah - Goddess of Order
Velnon - Goddess of Knowledge and Strategy
Vorex - God of Strength and Battle Prowess
Tonica - Goddess of Lost Souls
Seriana - Goddess of Life
Mornalk - God of Death
Shona - Goddess of the Sun
Monulo - God of the Moon
Tetraal - God of Time
Aquatius - God of the Seas and Sea Travel
Chronothea - Goddess of Nature
Zhou - God of Kings and Dynasties

* - Eladora's four personalities: Niris, Eladora's bitter days; Emeir, Eladora's recovery; Seryl, Eladora's tranquil days; Nalano, Eladora's rekindling of her indignation. These personalities are the result of Koltis's betrayal.

➽ Minor Gods ➽

Quail - God of Winds and Breezes
Mintri - Goddess of the Treants
Kolor- God of Fog and Solitude
Throkna - God of Machines and Constructs
Xu - God of Dragons
Osemah - God of Deserts
Lachelle - Goddess of Dreams and Deep Slumbers
Siaras - Goddess of Pacts and Covenants
Helenia - Goddess of Music
Celestine - Goddess of Beauty
Salthiss - God of Thieves and Larceny
Espardo - God of Fate and Fortune
Perol - God of Messages and Travel
Aun - Goddess of Healing and Medicinal Herbs
Faral - Goddess of the Sky
Ceona - Goddess of Faith and Prospect
Pren - Goddess of the Animals
Veqris - God of Ravens and Wisdom
Alvier - God of Magic
Enel - Goddess of the Home and Family
Deine - Goddess of the Hunt
Seibi - Goddess of the Past *
Noher - God of the Present *
Hesc - God of the Future *

* - The three underlings of the Overseer Tetraal, God of Time.

ϟ The Lost God ϟ

Ehnemeos - Previously the God of Silver & Gold, now the God of Madness

☀The Savages☀

Hatrek- God of Suffering and Shadows
Fordox - God of Frigid Cold and Tombs
Koltis - God of War and Conquest [King & Father of the Gods]
The Forgotten God - God of Fire, Destruction, and Hatred, called "The Flame God" or "The Evil Death"
Zestia - Goddess of Plagues and Diseases
Fayne - Goddess of the Giants and Disasters
Reth - God of Nightmares and Illusions
Inun - God of Corruption and Deceit
Servela - Goddess of Fear and the Unknown
Desil - God of Tyranny and Oppression, called "The Iron Fist"
Vrak - God of Rage and Revenge
Tamare - Goddess of Murder and Crime
Melina - Goddess of Pride and Perfection

ψ The Giants ψ

Sedqen - Giant of Tornadoes and Twisters
Seismic - Giant of Earthquakes and Tremors
Sabal - Giant of Volcanoes and Wildfires
Silco - Giant of Blizzards and Glaciers
Jolt - Giant of Storms and Lightning
Sasic - Giant of Floods and Tsunamis
__________________________________________________________________

●•·Godly Artifacts·•●

Eladora - Bow of the Seasons - A light, wooden bow with a taut, dense string. With this bow comes four arrows, each representing a season: Winter, Summer, Spring and Fall. The Arrow of Winter produces snow, ice and blizzards throughout Elador. The climate will drop tremendously, as well. This arrow represents Eladora's bitterness and discomfort. The Arrow of Summer will increase the temperature incredibly, risking the chance of heat stroke. This arrow represents Eladora's fury and wrath. The Arrow of Spring produces an abundant amount of growth across the span of Elador; the climate will be exceedingly comfortable to most races. This arrow represents Eladora's pleasure and high spirits. The Arrow of Fall will cause the temperature to drop; the leaves upon the trees will turn golden, red, orange & yellow and plummet toward the ground. This arrow represents Eladora's sorrow and heartache.

Delilah - The Warhammer of Order - A heavy, dense, strong mallet used for crushing and abliterating. It is painted red, yellow, and a bit of orange. On contact it will summon a small- yet powerful- explosion. This explosion can even shatter some of the toughest material. The hilt is made of pure godly material. When a victim is shoved with the hilt, the force will be multiplied tenfold, sending a powerful shock backwards.

Velnon - The Leader Gloves - Two black leather gloves with white cuffs. Only leaders are fit for such guidance, the followers will be dazed. These gloves cling to Velnon's own mind and consult her when the Leader is unsure of what to do. This artifact represents Velnon's leadership and strategical mind.

Vorex - The Flail of Valor and Might - A large and powerful weapon, with a heavy ball, covered with large spikes. It can used to disarm, or destroy. Is it said that, when needed, it can turn into a three balled flail. In the heat of battle, it is said to grant Vorex a burst of strength enough to fell a pack of rocs. If one were to be wounded by this heavy weapon and live, they can only be cured by a plant known as "godsweed", found in the expanses of the Tolmyr Wood. Otherwise, they will perish in vain.

Tonica - The Stone of Souls - A seemingly normal rock, but tinged a bit green. Even being near it you can hear the cries of the lost souls. Tonica uses this rock to communicate to them; she wears it on a necklace she keeps around her neck. This rock can also be used to guide souls- it gives off a dim light that will lure the lost souls to Tonica.

Seriana - The Sword of Life - This sword does the exact opposite of what normal swords do. As normal swords harm, this one heals. Not as much as Aun's healing vial, but it can do one thing it can't - bring the dead back to life. This sword is only used when Seriana is a hundred percent certain that the one who died did not die because of his or her own choices, intelligence, or personallity. The sword looks as if it is gold, but is actually steel with a tinge of yellow, green lines wrap around the blade. The handle is made out of leather wrapped around a piece of wood.

Note: Once revived, if the person dies again they may not be revived again.

Mornalk - The Staff of Death - This staff is only used for necromancy rather than combat magic. This staff can instantly reanimate anything. Anything reanimated by this staff will do the holders's bidding. The staff's appearence is dead, green oakwood with an ape's skull on top.

Shona - The Orb of Light - A large, white crystal orb infused with a large amount of sunlight, making it blinding for a average human to look at. This orb floats about, and can be used as a weapon, using the sunlight as a beam. If you were to get hit by it, and survive, you might find the Sun brighter than before, and you might be running away from the dark a lot.

Monulo - The Lunar Lance - A light, strong spear. It looks like a white, shiny spear with some carvings of the moon on it. When thrown it seems as a sliver of light, something you want, so you remain where you stand and await its travel to you. The spear can be thrown at the speed of the holder, the holders faith in Monulo.

Tetraal - The Axe of Time - A large, steel axe with the might of Time itself. The slicing side of the axe has a small clock in it, mostly for cosmetics. When hit with the axe, your life literally flashes before your eyes. Even if you do survive, you will likely be permamently scarred with the occurrence of frequent flash backs. This commonly makes people very skeptical. The axe is mostly royal blue, but also has some touches of royal purple. The slicing side is naturally steel, but has some hints of red. The sides of the clock is also red. The axe itself seems to move faster then any other weapon.

Aquatius - Trident of the Waves - A powerful, sapphire trident used to call the waves of the sea, and skewer the toughest enemies. Three pongs stand on the tip of the artifact with barbs on the edges. It symbolizes Aquatius's undoubted powers over the sea, showing him as a god of very high integrity.

Chronothea - Wreath of Rebirth - A wreath intangled with leaves and flowers strangely resembling Chronothea. Once hung on a tree, this artifact can reserve the nature around it. If hung on a tree in a forest, that forest will brim with life until the Wreath is removed. When it is removed, it will turn to a dead wasteland that not even Chronothea could bring nature to.

Zhou - The Crown of the Lost King - It is said that the crown is made from previous kings' crowns. It grants it's wearer the power of speechcraft, seducery, and illusion, it is said they can convince almost anyone to do anything.

Quail - The Zephyr Dagger - A beautiful, double sided blade about six inches long, a short crosspiece of the same smooth metal, and a handle of maplewood. The maplewood is inlaid with silver wires, forming Quail as an angel, with wings upraised. It can be mistaken as a nobleman's kitchen knife, but when in use, it portrays abundant power; power that only a god can possess. The two edges have different purposes: One side can summon winds of tremendous power. The other edge can stop any force of wind, natural or forced by a god. This dagger can represent Quail's violent temper as well as his tenderness.

Mintri - Spear of the Treants - A legendary staff, the shaft has said to be made of Treant wood itself, but this is unlikely. The tip is made of pure, enchanted steel. This spear can cut through armor as though it were butter and automatically returns to Mintri whenever she so pleases, making this weapon extremely flexible. The spear can even block elemental attacks if she deflects them accurately.

Kolor - The Lantern of the Fog - A light source that cannot be extinguished unless through a godly force, it automatically clears all the fog in the area, it is also much better at lighting things up than other items. The appearence is as if a normal lantern, glass mostly making it up, a lit candle in the middle, a latch on top for carrying- however- the light given off by this lantern is golden instead of yellow.

Throkna - The Inventions -

• Puppet of Throkna - A wooden puppet held together with metal hooks at the joints. The Puppet has the strength and speed of a god, but he has not will of his own. It is as tall to the knees of a man and as wide as a bundle of sticks. It can be issued any command and it will follow it. Build a castle? Puppet of Throkna can do that! This artifact represents Throkna's power to work above all other thoughts.

• The Gear of Life - A large, blue crystal gear, with a piece of dark green jade in the middle of itself, shaped like a heart inside a soul. This crucial component is used for the creation of Clockwork Minions, and is locked somewhere in or on the Earth, in a disclosed location that even the other gods can't try to find it, or even guess where it is.

Xu - The Mace of the Dragon's Flames - An intensely hot mace forged into the shape of a dragon's head. The glossy, crimson red head is portrayed as a dragon preparing to emanate a burst of flames and a draft of heat. From the head protrudes sharpened spikes. These spikes will scorch and sear its victims on contact. The victims will continue to burn until they cool off in a body of water. The flames will envelope them entirely - thus, risking death - within a matter of minutes. If the victims don't reach water quick enough, their body will wither like a flame doused with water.

Osemah - The Pipe of Black Blizzards - A bronze flute that seems like an everyday flute, but when played, it summons a large sandstorm that can be used for battle, transportation, or even blinding opponents. It is roughly four inches long, one inch wide.

Lachelle - The Dream Mirror - A basic mirror, with a deep purple border around it, and some intricate designs of wisps. Lachelle may view any individuals' dream - even a god's - and bring into reality if she so desires. Likewise, she is permitted entrance into anyone's dream through this mirror. The mirror is not at all heavy.

Siaras - The Chain of Binding - The Chain of Binding is not a physical artifact, but rather a magical and mental connection between Siaras and any she holds a contract with. This connection binds others to the contract, in most cases constricting them from breaking it. In rare cases, someone will manage to break free from Siaras's will, but the goddess will know regardless.

Helenia -The Lute of Embrace - The Lute of Embrace is an enchanted lute that spellbounds those that listen and entices them near. It wills its victims to do things that Helenia wants done. The influential music gives Helenia a sense of strength and power over mortal beings, but she is careful not to take advantage of this.

Celestine - The True Mirror - This mirror is rock polished with edges that are inlaid with copper. The mirror does not display one's physical appearance, but rather their true appearance, their soul. Whoever glances at this mirror will be overtaken with who they are, what they are. Only a follower of Celestine could handle such a truth.

This mirror is a reflection on Celestine's inner being.

Salthiss - The Entities of Twilight -

• The Blade of Lightbane: A simple carved staff, nothing more than a stick with designs on it to most people. However, this is an illusion. When the staff is brought into darkness, natural or unnatural, it will transform into a sword made of fell metals, coloured black, and with a curving blade, a metre or two long atleast, engraved with the same carvings as the staff. It is said, whilst the Blade is transforming into it's sword form, nearby people will be overcome with a sense of dread and death.

• The Cloak of Lightbane: A simple, hooded cloak, constructed out of black silk, with leggings made of the same material. It also has a mask, carved with designs, similar to those on the Blade of Lightbane. The cloak, however, is only like this in light, and when brought into darkness, natural or unnatural, is transformed into a suit of armour, made of strange black material. The chestplate and leggings are all metal, carved with the same designs. The arms of this armour are made out of black chainmail from the elbow to the wrist, where it forms into black metal gloves, with hooked fingers. It is impossible to remove this armour, until one steps into the light, where it is made into a cloak again.

Note - You must be wearing the Cloak and have the Blade in your hands before you go into darkness for them to take effect.

Espardo - The Aspects of Fortune -

• The Seed of Sight - This seed, when eaten, gives the comsumer temporary powers to see into the past, present, and future, and even in other parts of the world. The seeds are grown from Espardo's Tree of the Fruits of Fate. The tree only disperses a seed once every six months.

• The Clover of Fortune - A dark green, genuine four-leaf clover that provides good luck to anyone who obtains it. If the Clover is burned, its possessor will be burdened with unfortunate luck. It is commonly sought out by followers of Espardo. Espardo had intended to give only specific individuals this clover, but he cannot prevent it from being stolen by or given to someone else. Not even Espardo can tame luck itself.

Perol - The Scribe's Scroll - This eternal scroll has been used by Perol quite often to send messages to his brethren. The scroll is a coffee-colored parchment made from animal hide that is said to deliver the message scrawled on the parchment to whomever the scribe envisions. After the message has been sent, the ink will fade, as though the scroll had never been used.

Aun - The Vial of Healing - As the stories go, this vial will never run out; it has eternal use. The vial can cure any poisons, heal all cuts and scars, and disinfect even the most severe of infections. For the wound to be unhealable, it would either have to be very dark- or very godly. The Vial is made of pure, gold water from Aun's own springs in her homelands.

Ceona - The Faithful Dagger - A dagger with the metal of iron and a handle of rosewood. The wood is laced with strings of gold and ingraved into the metal is the word 'Faith'. The Faithful Dagger can keep anyone's mind on hope. But beware, this artifact can give you false hope just as much as it gives you actual faith.

Faral - The Staff of the Sky - It is said that this staff bears the might of the sky itself, and can summon the weight of the sky on an opponent's head. Its appearence is a regular Oakwood staff, but on the shaft are carvings of clouds. The staff is also painted blue, but the carving is painted snow white.

Pren - The Call of the Wild - Rather than most gods, Pren's artifact isn't a real artifact- But it most certainly is a possession. In her thoughts, she can summon any sort of animal anytime she so pleases. The creature will always act kindly towards her and her allies, no matter how normally vicious, untamed or destructive they may be.

Veqris - The Raven's Talon - A ridged, steel knife with an insignificantly curved, saffron hilt deliberately contrived to resemble a raven's leg. The blade is roughly six inches long; the three-inch long "talons" coil around the blade. It was said to be crafted out of ravens' feathers, though only a handful of Eladorians believe such a tale. This artifact may turn into a raven itself when thrown, hitting the target with ease and precise accuracy. The knife represents a raven's nature, tough for its small form and ever so persistent.

Alvier - The Staff of Magic - This staff balances all magic in Elador, from the smallest charms to the greatest spells. The tendrillar, oak wood staff has several gems imbued in it that glisten in the light of Shona's sun. The colors of the gems range from blue to orange to green to red.

Enel - The Shield of Salvation - A circular bronze shield with a serrated rim that can be used in offense just as well as defense. In the center of the shield is a blue-tinted gem that grants the shield the power to deflect almost any form of magic. Engraved into the shield are illustrations depicting the house and family- a string of human beings, beginning with a father and ending with a toddler; a garden in front of a house with a woman stooped over, busy harvesting; and a man lifting a child into the air, with a ray of sunlight beating down on them.

Deine - The Longbow of Hawking - A light-colored longbow made of yew wood that a thick, taut string. The Goddess of the Hunt is also equipped with a quiver made of animal hide, consisting of a dozen birch wood arrows. While Deine already has sufficient accuracy, this longbow enhances her precision and accuracy remarkably. With this bow and her strength, she seldom misses a target

Seibi; Noher; Hesc - The Pendant of Elapsing Age - A three-part pendant that is relatively shaped like an ear of corn. The upper portion of the pendant - in this case, the "corn" - is melded from pure gold, symbolizing the present day, or the "golden age". Gold, the mineral of highest value in Elador, is symbolic of the present, which is treasured most by both the gods and the Eladorians. This portion belongs to Noher. The lower left portion of the pendant - the left half of the "corn stalk" - is melded from copper, symbolizing the past. Copper was the earliest mineral created in Elador, and is thus symbolic of the past. This portion belongs to Seibi. The lower right portion of the pendant - the right half of the "corn stalk" - is melded from silver, symbolizing the future. Silver is a material that is predicted to become more common in the future, and is thus symbolic of the future. When pieced together, this pendant gives the possessor the power to teleport to and from the past, present and future.

Ehnemeos - The Lost Relics -

• The Mad Blade: A red and dark blade with patterns on it that constantly swirl. It is said that any who are touched by this blade and survive will forever bear a small part of Ehnemeos' madness. The blade itself is about a foot longer then a greatsword. It can turn even the most sane mad.

• The Coin of Wealth: A coin with intricate patterns of gold and silver. It is said that whatever it touches will turn to gold and silver. The coin itself has what appears to be a map of Elador on it, with some golden indents inset into it, over areas where wealth is in a high amount. On occasions these indents move depending on where this wealth moves.

Hatrek - The Shadow of Chaos - Like Pren's "Call of the Wild" Hatrek's possesion really isn't a possesion at all. Rather, The Shadow of Chaos is a living Shadow, loyal only to Hatrek and Koltis, but more-so to Hatrek. The Shadow of Chaos is practically a slave and does what ever Hatrek commands it to do. It is an expert swordsman, a perfect shot with a bow, and a great assasin. The shadow itself is completely intangible, it goes through walls at will and is pure black.

Fordox - Antiquities of Imprisonment -

• The Frost Sword of Eternal Bane - This sword is incredibly sharp and never shatters, even though it is extremely brittle. The sword freezes any water it touches and turns vapor into pure water before freezing into ice, blood is chilled quickly as the blade hits bare skin. As the legend goes, this sword was not forged; it froze from special material in Elador's forbidden Southern Under Seas Arctic. The sword looks like ice, but water is stored inside. If it is shaken well, the water inside swishes about, one of Fordox's activities to pass time. As well, it amuses Fordox. This expresses Fordox's delight in capturing entities.

• The Talisman of Solitude - The Talisman of Solitude is an ancient crystal infused with Fordox's icy powers. When this talisman is placed on somebody, that person will be transported to a dungeon. Usually when Fordox gets the time, he will visit the dungeon and brainwash the entombed person and bend them to his own will. If necessary, he will even tempt his captives to give in through torture.

Koltis- The Mace of Dread - This mace is an amazing weapon of chaos. It is tinged bright red enchanted steel with the power to completely shatter any sort of weapon; this makes this tool naturally heavy and difficult to use, even for Koltis himself. This mace has been legend to even kill an entire army with one sweep. Much less a single opponent. When this weapon is unsheathed people have known to kill themselves out of fear.

The Forgotten God - The Torch of Woe - The Torch of Woe is a legendary weapon that was said to have been made from the finest flint in all of Elador, from the top of the Deathhills. This torch can light even water on fire, melt the thickest armor and destroy entire forests. The fire can be immediately stopped with a simple alchemy combination though, a Feyn's dark heart with a tinge of Shryke beak.

Zestia - The Plagues of Eternity -

• The Staff of Epidemic - This staff has been entuned with the most gut wrenching terrible diseases. Only her own followers are immune. Most of these diseases often end in death or more often than not turning the sick into her most devout worshippers without any thought of betrayal.

• The Stench of Death - Instead of just breath, this gruesome stench irridates from Zestia's own body, practically bleeding from every opening; the smell can even cause minor tumors and cavities and hives all over the body for the ones with low immunities. However this stench is mostly just an entrance or a distraction while fighting unless you are around it too often. To give you an idea how it smells, imagine rotting apples that have been placed in a pasture for several years mixed with sundried raisins and a pinch of radish, topped with a basket full of rotting onions and garlic.

Reth - The Scepter of Illusions - This scepter has been described by many as a pure illusion, possibly not even real, just a manifestation of Reth's power. This scepter is purple with gold writing across it. Anybody that even catches sight of this weapon is immediately mesmerized under the illusion that they are practically fighting themselves.

Inun - The Betraying Entities -

• The Necklace of Corruption - Even the aura of this necklace gives illusions of betrayal. Incentitives and reasons, getting too close will instantly defile your mind and force you against your will to become Inun's servant. Only ones with the strongest will can resist this temptation, but those are few and far between. The necklace is shaped like a crown, though the four spikes that protrude from the top are dented- a frank representation of corruption. The centerbead of the necklace is an illustration of a hand gripping a gold coin, indicating that Inun can corrupt someone even through wealth.

• The Sword of Deception - One strike of this sword, and it will bend victims to his will- that is to say, if it doesn't permanently kill them. But, if an Aun Delphic were to heal the scar or wound left behind by the sword, then the victim will no longer be held against his will. The sword has the basic appearance of a longsword made of bronze, but do not be deceived by its simple appearance- it has unimaginable power.

Servela - The Mask of Bane - On its own, the Mask of Bane still takes on an unnerving appearance. A sickening pale-gray face with sunken, beady little eyes, high cheekbones, and thin lips. It is bordered with cold, iron black hooked blades that twist and tangle like a thornbush. When used in combat, the mask takes on the appearance of the thing that scares its victim most. This throws them into a state of panic and the wielder can slay them.

Desil - The Instruments of Oppression -

• The Slavedriver - This whip is an augmentation of pure cruelty and slavery. The large black whip, embedded with a ruby handle, has streaks of red running along the end of it, which is said to be the blood of all who have fallen before a tyrant. With each crack of the whip, the screams and cries of all who have been slaved and felt it's red hot pain echo like whispers in the wind. This creation radiates power and fear, and with a single hit, causes one to lose their will, strength and defiance. The stronger, more defiant or strong-willed you are, the less it will affect you, though even gods have fallen before this tool of pure evil.

• The Dictators Blade - A curved weapon, a sword of unbreaking might. It's blade glistens black, it's handle crismon red. This is the blade of the Dictators, those who ruled by fear and power alone. It is said to give Desil the power to rule with an iron fist.

Vrak - The Whip of Vehement - A long whip at least ten feet long, the Whip of Vehement is simple, with a cold black handle and sharp blade. Fire spirals up around it. When it makes contact with a foe, they will be hit with sudden and uncontrollable rage, running around and attacking just about anything like a diseased animal. While this could be a double-edged sword, it makes the victim unable to control themselves and easy to take out.

Tamare - The Oblivion Lance - The Oblivion Lance- A five feet long lance with two bloodstained blades at the end. Although this is the embodiment of murder and brutality, there's more to it than that. At the base of the blades is a string of skulls from both humans and animals, then a few small flags illustrating many forms of pain and murder- stabbing and robbery, posioning, suffocation, warfare, and so on. The traditional forms of chaos and brutality. Not only this, but the spear inflicts all the forms of pain. The blade feels both sharp and heavy, like a bruise and a cut, broken bones and bruised organs. And although the death is almost instantaneous, it's rumored to be the most physically painful way to die in this world.

Melina - The Egotist's Blade - A double-edged shortsword with very sharp and clean edges. While is possesses the physical strength of a regular blade, it damages the victim's spirit and confidence greatly. The wielder has no handle to grip, and is forced to grip the golden half of the blade when they fight. The more they attack their opponent with the purple end, the less spirit and confidence their enemy has, not to mention physical injuries. However, not only does the blade cut the hand of the wielder, but it absorbs the confidence of their enemy and twists it into arrogance. In other words, the more they fight, the more narcissistic and vain they become.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
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07 Sep 2013 09:12 PM
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●•·What Can a Delphic Do?·•●

Eladora: Eladora's Delphics, whose numbers are extremely small, have the ability to control elements in very small amounts, for a lot of energy. They can create water with their bare hands as long as they have energy to do so. They can also make fire and earth. It's usually inefficient to do so, because the quantity of fire, water, or earth is greatly smaller than the energy to make it.

Delilah: Delilah's Delphics are clearly righteous and creative thinkers. They can tell right from wrong more easily and are difficult to swindle or trick. They can solve problems more easily, as well. They are capable of countering chaos with order, which could mean restoring damaged objects or areas, or summoning a magical binding to bind their foes. However, restoring larger damage or binding larger and more powerful foes can consume their energy severely.

Velnon: Velnon's Delphics are very strategic, and clever. They can presume consequences for their actions before-hand, and thus they establish a plan that will likely be efficient. They contain an abundant amount of wisdom.

Vorex: Vorex's Delphics have great valor and pride, and are commonly war heroes who did numerous, great deeds. They have large amounts of strength and power, and some have been known to crush steel with their bare hands. Such strength is dangerous, though, if one were to lose his temper.

Tonica: Tonica's Delphics gain the ability to see the souls of the lost and the living. The Delphic is destined to help the lost above all, but they can manipulate the soul for their own uses before they rescue it of course.

Seriana: Seriana's Delphics are gifted with the ability to give life- but with a deathly cost. These Delphics can exchange their life for someone else's, but not if their souls have long since passed. It is said that Delphics that make this sacrifice are granted entrance to paradise in their afterlives by Seriana's close sibling, Mornalk. These Delphics are also granted minor healing abilities, though even this will sap their energy rapidly.

Mornalk: Mornalk's Delphics may communicate with the deceased. They can even summon them provided they are close enough. The summoned dead either look like skeletons, rotting corpses, or misty ghosts. Unfortunately, this also requres quite a deal of energy, although it is worth it. Mornalk's Delphics must also keep the dead in line with strict orders and limited freedoms because some souls are dangerous and malevolent. If given the opportunity, these souls would likely kill their summoner.

Shona: Shona's Delphics have the power to create light shrouds over their area, blinding and making for a quick strike; though it can be countered by Monulo's Delphics' ability. During the day, Shona's Delphics are semi-transparent, the sun seeping through their being making them like an angel of Shona.

Monulo: Monulo's Delphics have the power to create dark shrouds over their area, blinding and making for a quick escape; though it can be countered by Shona's Delphics' ability. They have the ability to remain unseen at night, the moonlight shrounding their apperance.

Tetraal: Tetraal's Delphics may slow time to their advantage, which often occurs in battle. But this requires a great deal of energy. In rare cases, exerting too much energy to slow time can result in death. Delphics may enter Tetraal's Woodlands as well, without getting snagged by the spell.

Aquatius: Aquatius' Delphics may withstand underwater pressure, about twice as much as a regular person. They also have the power to swim swiftly through water, and they can hold their breath underwater about twice as long too. They may generate waves, as well, but the larger the wave, the lesser their energy.

Chronothea: Chronothea's Delphics may bend the will of nature- they may cause abundant amounts of growth, control the animals within the confinements of nature, and will the pools of water to rise or fall, or target a victim.

Zhou: Zhou's Delphics naturally have improved speechcraft and leadership qualities; they are usually royalty or nobles, as Zhou doesn't bother with the common people. These Delphics have an air of power around them, respecting them is as natural as breathing.

Quail: Quail's Delphics have the ability to control wind; they manipulate as they wish, but not to the point of angering Quail. The strengh of Quail's lended power measures to enough wind to tear stones from a castle wall.

Mintri: Mintri's Delphics may summon Mintri's treants; they have access to Mintri's Circle at all times. With Mintri's permission, they may will the treants to fight with them, though it's very unlikely that Mintri will allow it.

Kolor: Kolor's Delphics may thicken fog, or create it at any time of day. They often keep to themselves, having developed similar behaviors to Kolor. Delphic's of Kolor are able to wrap the fog around themselves, remaining unseen to others and in a state of absolute solitude to the world.

Throkna: Throkna's Delphics obtain a mind of ideas: the knowledge of tools and what they do. They obtain the ambition to work on projects. This power is not taken lightly and is sought out by many, for this person could build a castle fit for a god.

Xu: Xu's Delphics may communicate with dragons, and may even tame them if they are bold enough, which they most likely are as Xu favors the bold and relenting. If they train enough, they may even have the ability to spit fire. But this commonly is small and requires a bit of energy.

Osemah: Osemah's Delphics may create sandstorms and are adept to surviving in the desert. These select breed of Delphics are quick and strong, traits common to the dwellors of the desert. The Delphics of Osemah are even able to turn themselves into grains of sand, trusting the wind to guide them to their destination. This can prove fatal if there is a strong draft or the Delphic loses his or her will to hold together.

Lachelle: Lachelle's Delphics are talented at entering others' dreams, only observing however; but they can gain valuable information this way. They cannot directly interact with anyone within a dream. They also have the ability to induce people into sleep, but it's extremely light and the crack of a twig could arouse them.

Siaras - Siaras's Delphics can bend the will of other entities. They often use this form of magic against those who refuse to uphold their end of a bargain. The strong-willed can nullify the magic, however, especially Celestine's Delphics. These Delphics will sometimes even use this magic against the fauna of Elador.

Helenia: Like her lute, Helenia's Delphics are capable of alluring victims nearby with their instruments. It's not the instrument that gives them potential, however. If another person were to obtain this instrument, it would be useless unless they have their mind set on playing ordinary music. The gift is within the Delphics. Whistling or humming can substitute as an instrument, as well.

Celestine: Celestine's Delphic will have beauty that only Celestine could match. They can use it to manipulate others, shine like only a god, and make any mundane mind a slave under their control.

Salthiss: Salthiss' Delphics are very cunning and stealthy. They are moderately intelligent and can maneuver swiftly.. Salthiss' Delphics each acquire the ability to see through the eyes of others. It takes deep concentration to see out of another's eyes, and the slightest distraction can blur the whole vision. This is convenient in the art of scouting, spying or thieving, and it's used frequently by these Delphics. They must be in close range to their victims for this to work effectively.

Espardo: Espardo's Delphics have the ability to see into the future, but only a few seconds. They can also see others fates, but this requires a great deal of energy. Thus, the Delphics are privileged with the opportunity to change fate, though every alteration has its consequences...

Perol: Perol's Delphics are naturally telepathic. They can read and even channel and send thoughts. However, because telepathy is so well known in Elador, many people are careful to guard their minds against prying Perol Delphics. A lot of these Delphics develop head-aches from trying to pry into stable minds; these head-aches can temporarily thwart their telepathy.

Aun: Aun's Delphics have powerful healing magic, but are also very educated in medicinal herbs and know how to cease bleeding, and patch wounds without magical aid. Delphics of Aun have such a magnificent ability to heal a large mass of people, as well. Although, they may soon take on the illnesses and injuries of their patients. This involves considerable pain and major consumption of energy, thus, it is often these delphics die if they are not careful enough.

Faral: Faral's Delphics have the power to withstand the lack of air high up in the atmosphere, and they can also walk on clouds as though it were solid ground. With deep concentration, they may will the cloud to take them in any direction they'd like. Levitation is another advantage of these Delphics.

Ceona: Ceona's Delphic may give another faith in something- possibly faith that it will snow or a god will visit them while they sleep. Considering Ceona is capable of taking and giving faith, the Delphics may do this as well. They may impair an individuals' faith, such as faith in survival, or faith in another individual.

Pren: Pren's Delphics may summon and communicate with animals. However, it's unlikely that they will be successful when regarding other races. Pren Delphics are given the ability to transform into the animal they most resemble for a limited time.

Veqris: Veqris' Delphics are sage and wise, usually outsmarting opponents before they even begin fighting. They also have the ability to communicate with and call on ravens to assist them while fighting.

Alvier: Alvier's Delphics are gifted with the power of magic; even harder spells which would take months, they could learn it in about two weeks. Their spells are quite effective, and diverse. These Delphics are, in fact, the only known magicians in Elador.

Enel: Enel, the protector of the house, has blessed her Delphics with the power to create magical barriers that can reflect other magic. These barriers can also hold off foes for a limited time. Although, whether by brute strength or strong forms of magic, these barriers can be broken. The strength of the barrier depends strongly on the strength of will of a Delphic, and his or her experience.

Deine: Deine's Delphics are natural hunters. They have such sharp accuracy that they are, without a trace of doubt, the most proficient hunters in Elador. However, they are most experienced in long-ranged combat and lack procifiency in close combat. Their arrows are said to be enchanted by their patron goddess

Seibi: Seibi's Delphics are able to briefly look into the past of a particular area. The scenes of the past depend on where the Delphic stands. There are several liabilities to this power granted by the patron goddess. Firstly, looking further into the past will drain the Delphic of his or her energy more rapidly. Secondly, lingering in the past too long can result in dire consequences, such as getting drawn into the past permanently, unless rescued by a Noher Delphic.

Noher: Like Tetraal's Delphics, Noher's Delphics can manipulate time. However, these Delphics have only one particular ability, and this ability is beyond measure. Noher's Delphics can temporarily freeze time, though with a price. When their time (albeit it's currently frozen) runs out, they are more than likely to lose their consciousness for no more than two hours. Noher's Delphics are also capable of delivering Seibi and Hesc Delphics to the present if they have lost themselves in the past or future.

Hesc: Hesc's Delphics are able to briefly look into the future of a particular area. Like with Seibi's Delphics, the scenes of the future depend on where the Delphic stands. With this power comes some disadvantages. The further one looks into the future, the quicker their energy is consumed. These Delphics, too, can become too absorbed in the future and find themselves trapped unless delivered to the present by one of Noher's Delphics.

Ehnemeos: Ehnemeos' Delphics are naturally insane when he transfers his power upon them. They are unperdictable and crazy. They have the ability to even turn people insane, proven that they aren't very mentally stable.

Hatrek: Hatrek's Delphics have an ability to feel one's suffering, and can also 'blend with the shadows', literally. Being the Delphic of a god of Shadows, they have the ability to follow persons by being their shadow.

Fordox: Fordox's Delphics are able to withstand the coldest of temperatures, and most are known to be able to also be hidden in tombs, without air for a week. They are known to be able to converse with spirits. Also, they may create a thin layer of frost on any object by simply blowing on it. However, this only numbs another individual.

Koltis: Koltis' Delphics are known to be influential people, able to hoard up people, and boost their morales, by a mere speech. They are also naturally stronger and better at combat than other delphics, known for destroying many unprepared delphics at once.

The Forgotten God: Flame, hate, and fury. Delphics of the Forgotten God possess such aspects. Because of this, they are better off alone, and are able to intimidate people, so much that they would cower in fear in their flaming hate. Their speeches decrease morales, their glares bring fear, their yells bring destruction. The stronger of these Delphics can withstand pure flame on them, with only the effect of a second degree burn in the worst places.

Zestia: Zestia's Delphics are a little invulnerable to diseases, and, although this is the case, most are known to give off different kinds of diseases when they want to. They also have an ability to spread plagues. However, the stronger the plague, the stronger the delphic must be. These delphics are known for weaker, younger plants to die in their wake, turning a dark black before doing so. Many of them are also known to carry diseases, even though they are immune. Alot of them also carry the same stench as Zestia, however only a handful can even come close to her's.

Fayne: Fayne's Delphics naturally have a tall stature. They have a negative attitude and can summon disasters; the stronger and longer the storm the stronger the Delphic must be, and sometimes wicked storms can even kill the Delphics. These particular Delphics are extremely determined on goals and will stop at nothing to complete them.

Reth: Reth's Delphics are natural mesmerers at creating illusions and confusing people, They have the qualities of Reth herself, deceptive, tricky, and difficult to fool, alot of them mainly use illusion magic and avoid direct combat, usually making their opponents wear themselves out before delievering the final blow.

Inun: Inun's Delphics have a very influential voice. They are very capable of deceiving others, though it takes deep concentration and the right words to do so. Those that have had excessive training are even capable of corrupting individuals. Even so, it takes an abundant amount of concentration. Inun Delphics are all created or born with the same mark on their foreheads- an upside-down, thick crescent moon with a small flame inside. The flame symbolizes corruption, that spreads like a fire. The crescent moon symbolizes deceit; the night is normally cold, yet the flame contradicts this intellect.

Servela: Servela's Delphics can sense and recognize fear, unraveling the unknown. With this knowledge, these Delphics can possibly manipulate others or hold them against their will. However, this "sixth sense" can prove to be burdensome, as some Delphics occasionally develop the fears they sense.

Desil: Desil's Delphics are, in essence, the counter-opposites of Melina's. While Melina's Delphics build up spirits, these Delphics break them down. They have an air of supremacy and intimidation. Some of these Delphics have even enslaved normal Eladorians or other Delphics.

Vrak: Vrak's Delphics can summon and manipulate fire. Their performance with fire is greater than that of an Alvier Delphic, but only when they are provoked. Consequently, while their performance may be excellent, their self-control is wavering, and their sentiment on who is

Tamare: Tamare's Delphics can absorb or exhaust the life or energy from a plant, a weak-willed creature, or a substinence. They can, for example, ruin a garden or a food supply. However, their attempts to perform this ability are often met with a counter-reaction from creatures with strong wills.

Melina: Melina's Delphics are manipulative creatures that can give others pride and charisma, and build up their confidence. Melina's Delphics are complicated individuals that serve a complicated patron goddess. While they can endow others with pride and boost their self-esteem, they could just as easily give them too much pride, ergo corrupting them. They can pride in themselves too much, as well, often causing their own annihilation. These Delphics are criticized by some, and pitied by others- it's all a matter of perspective on what "pride" truly means, really.
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●•·Races·•●

.::KEY::. Races that have an✗ are unsentient or non-playable creatures. You may not base a character off of any of them.

✗Ignis Angels [Singular - Ignis Angel] - Thin fur-coated moth-like creatures with broad wings that appear scorched and tattered. They have no mouths, but, instead, contain atennae upon their head, through which they eat. Having the inability to speak, they have the power to talk within their mind to others, even to different species. They are frankly the size of a fairy, and they are generally male. Their thin, slightly prickly coffee-colored fur is exposed everywhere but around their waist. Ignis Angels wear a cloth around their waists only. Their eyes are narrow slits that are usually a dark shade of blue or a bright shade of green. These creatures dominate the element of fire. They normally build nests at the mouth of an inactive volcano, where they absorb the heat, but some often build nests in meadows where they can freely absorb the Sun's heat.

✗Roc [Singular - Roc] - The roc are a race of large birds- said to be the ancestors of the Shrykes. These bird are pretty large, about half the size of dragons. They can fly at pretty large speeds, but usually, they steal animals from farmers, making their bounty high for any adventurer. They are usually blue or purple, but sometimes green and pink. They have yellow talons- no matter what normal color they are. The talons are huge and are exceptionally sharp. They can easily cut through iron, and tear through flesh.

Humans [Singular - Human] - These are possibly the oddest creatures on Elador. Humans can never seem to just get along, and always tend to fight within themselves. Humans also follow one person, no matter how unfit for the job the person is, or how rude. They base their leaders off of birth, and they often times force their own to work, without giving them anything. Humans also love killing and death. For their amusment, what they commonly do is dress up their own people in thick heavy armor under the sun, making them ride uncomfortable beasts, and watch as they slice each other to bits with unwieldy weapons. They are quite a diverse race, they have people with charred, blackened skin, and fair skin, people who are quite heavy, and people whos abdominals are like stone. Oddly, humans are also the craftiest, and are the most devout worshipers of the gods.

Elves [Singular - Elf] - Sentient creatures comparable to humans. Elves have a similar form, but their ears are pointed, and their skin is naturally paler. They are said to be oftenly tranquil and patient, though that is subjective. There are those who thirst for war and bloodshed, and there are those who confine themselves within the limits of a forest, isolating them from the rest of the world. They live in clans, usually according to their relations with previous leaders. Once a leader has passed, their son or daughter will usually inherit the father's leadership. Their life spans range from forty three to ninety two years. These creatures excel in the arts of hunting, fishing and sometimes fighting. Most use bows & arrows, knives or spears, though a handful of elves wield swords.

✗Fey [Singular - Feyn] - The Fey, some of the darkest cretins in all the land. They lure and captivate their prey, and put them under their trance. If the Fey decide they are strong enough, they will force them to do said bidding, if not, they devour them whole. Fey come in many sizes and colors. They are naturally two inches tall, although some grow to be three inches. Their skin is generally pale. However, when they use their charm on their prey, they have no particular color. Their forms shimmer and gleam until their prey is within their reach. They then return to their normal forms, which is still artistic, but they're wicked, wrathful creatures, as prescribed by venturers. Individuals are advised to stray away from Fey, or areas that may contain them, such as lush forests, or overgrown ponds. Their wings are broad and semi-transparent, but they are very light; thus, Fey can fly swiftly and quickly.

Shrykes [Singular - Shryke] - Creatures resembling flightless bird creatures, with sharp, tearing beaks and talons. They are usually nomadic, setting up camps in the trees wherever there are slaves and food to be found, and moving on once the area is plundered. They are usually six or seven feet tall, and most are athletic and well built. Their plumage is usually blue, purple, or green in colour, although some have black or white feathers instead. The Shrykes are a warrior race, with a severe hatred of Goblins. When a Shryke dies in combat, the closest Shrykes will strip him or her of their armour and weapons, and burn the body. When they have killed a foe, they will tear out the heart, or remove the head, to ensure that their enemy is truly dead. Shrykes usually keep to their territory, the Valgyrd Wastes, which consist of many large, but dangerous forests, but can be found anywhere acting as assassins and mercenaries. They worship Koltis, god of War and Conquest, Vorex, god of Strength and Battle Prowess, and Mornalk, god of Death, building shrines to them in the form of statues, made out of the bones of their dead foes.

Kikhriks [Singular - Kihkriak] - These pale barbarians are considered the best warriors in Elador, masters with the axe. Their skin is completely white, like paper, and their eyes are black, like coals.Their leaders are their strongest warriors, and are heavily tattood. These leaders are called "Bikosbiz", and it is said a single Bikosbiz can change the tide of a battle. Tattoos are a sign of power, often times the more tattoos you had, the more respected you are, and the better warrior you are. These people arent exactly the best craftsmen, but they know the secret to making "Blood plate" which is one of the strongest, but crudest armors out there. "Bikosbiz" and high ranking Kikhriks often time have their armor melted into their skin. The more people Kikhriks kill, the longer they live. These people are masters at raiding most towns and locations, though there are only a few that escaped their raids, namely settlements underground, or high in the mountains. Kikhriks differ from other races because of their enhanced vision. They reside in the Kaldkor Plains because of this mentality- they may see through the fog clearer than any other races.

Borres [Borre] - Massive, bulky figures with thick, durable tusks roughly ten inches long. They generally reside in the Kincott Mountains on account of its frequent blizzards and cold climate. Deo-Seechers withstand cold climates, but these climates have effectually converted their skin tones to a dark shade of blue. Their bulbous eyes vary from blue, to red, to a violet color. Normally, Borres are born with tusks curved upward, but there are quite a few whose tusks are curved downward. They call them the Vesskurs; they are given their own title on account of their rarity. They wear garments woven from animal hides, and their layers vary. On average, Borres stand at a height of six-seven feet. The Kincott Mountains ascend above the clouds; thus, some Borres build their cottages and shelters above the mass of clouds to shield themselves from foreigners. They only leave the clouds in parties, and they try to keep these parties to a minimum, so they may leave and return their shelter above the clouds without hinting where they reside. Since they basically live at the peaks, they can only build a number of homes on each mountain. Bridges connect most of the mountains, including those that consist of shrines to Faral, the goddess of the Sky.

Resboren [Singular - Resboron] - Tall, lanky creatures with skinny, short tusks about four inches long. Similar to their Borre cousins, they have bulbous eyes ranging from blue, red, and violet. However, this breed have grown under their shells to the point it's a liability, so they have removed it entirely. They have also become more agile and smaller. They usually inhabit dark caves or caverns, as they have clearer vision in the dark, which is why many questions are raised when the Resboren claim they are a sub-species of Borres. The Resboren are typically six-seven feet tall, maybe a few inches shorter than the average Borre.

✗Treants [Singular - Treant] - Sacred creatures of the goddess Mintri. Treants are creatures that have the ability to become very tree-like, but also be able to shift into a more bipedal form, but still retaining traits of a tree. Treants need water, but not food, just like their normal tree counterpart. Treants have a larger lifespan than a normal tree - one-hundred and fifty human years. Treants were created when Minitri took the vessel of a tree and bound it with the soul of an animal. Their appearance is typically tree like. They live anywhere trees normally would, but only one in eight trees are a Treant. They often gather at Mintri's Circle to consult with one another on a particular issue. They are notably wise and peaceful, which is why they are admired.

✗Dragons [Singular - Dragon] - Sacred animals of the god "Xu". As the legend goes, Xu created dragons from volcanic rock, deep in the volcanoes of Elador. Dragons have the power to unleash huge gusts of flame, often causing forest fires. Dragons also have the ability to launch into the air, and even fly. Though dragons are true death bringers, they are occasionally very calm and gentle. Dragons can usually be found at the top of mountains, where they like to roost, away from any danger or civilization. They can withstand most climate- other than ice, which is the dragon's main weakness, but some have already adapted to such climate. The usual age of the dragons is surprisingly short- They lose the ability to breathe fire at the age of eighteen human years, and often die at around twenty to twenty-four.

Kachinas [Singular - Kachina] - Creatures who were once human, but now are beings resurrected by Pren. They are animal-headed spirits with a human torso and limbs. The animal-head depends on what they were like in they're past life, such as someone stubborn would possibly be a Kachina with a head of a bull or someone loyal would have a dog head. These creatures are eternal (unless they are killed) with little interest but to worship Pren or to gain more knowledge. Kachinas are not hostile, except when it comes to Pren; for Pren means everything. They regularly pray to the god, worshipping her in times of need, consulting her on advice as if without her, they would be a headless chicken. The Kachina are nomadic and they are scarcely seen as a group, for they tend to get hotheaded while talking of Pren; opinons are always different amongst thier kind. They also highly respect Pren's Delphics, almost always trying to please her.

Sepherene [Singular - Sepherin] - Elegant, graceful and ghostly feminine creatures. They typically reside in ponds or small streams. When they are created from beads of water, they are unaware of the world outside their pond until they leave it. They speak a language that other races cannot interpret. They are created in Chronothea's image, although, once they leave their ponds, they are prohibited from returning. Chronothea had done this to preserve her ponds, and keep them pure. Sepherene are considered impure and murky outcasts when they leave their ponds. Once gone, they lose all consciousness of the ponds, and their sisters. They also lose knowledge of their former language, and begin to speak English. As they tread further away - as they typically do - their memories seep from their minds, and, within moments, they can no longer recall what they have done or where they have been in the past. However, their beauty remains; they are also capable of respiring under water, regardless of its depth. Others may recognize them as Sepherene, but they themselves can't recall who they are, or what they are for that matter. Sometimes, they presume they are humans or elves.

Bakul [Singular - Baku] - Baku are a sub-species of elves, though they are cursed and their intelligence dimmed. They were created by Lachelle, and had gotten corrupted anonymously by someone, who she suspects to be one of the other gods. They are rumored to eat not on plants, but instead on the pleasant dreams and horrifying nightmares others may have. If desperate, Bakul may even resort to feasting upon they're own dreams, but in most occasions, it doesn't really happen. Sometimes, in very rare cases, the corrupted Bakul may not lose their intelligence, and recive a twisted ego, and a personality, in which they trick humans to give them their food (dreams and nightmares) and end up killing them as the cost of their job. As complicated as it seems, the Bakul find a way to do that action, regardless of their intelligence. Most of them reside in the Dream-World, in where they usually reside, and wait until nightime, and they go and eat dreams. Most of their victims, if they don't get tricked, don't remember anything about the day before too. If a Bakul leaves in the day, they start losing their minds, and becoming insane, making them a little bit stronger than they usually are, but their attacks always, usually miss. Most of them are usually overly hyper.

Dwarves [Singular - Dwarf] - Short, plump figures that prefer to live in the Kincott Mountains, where they are immune to the harsh climates and isolated from others. They inhabit anthropomorphic caverns carved into the framework of the Kincott Mountains, where they mine for riches and treasures. These tribes of dwarves are very superstitious; they will believe in almost any malediction. While female dwarves shave, male dwarves let their beards and mustaches grow out; they say that it shields their faces from the cool wisps of air that blow into their caverns. Their eyebrows are usually thick and bushy, and their noses are often cherry red. Few wear armour - those that fight to defend their tribes are those that wear the armour - and the rest wear clothing woven from thick fabrics that they purchase from nearby cities. Since visits are rare for dwarves, they are very welcoming, and offer hospitality to those few guests that come by their mines. Dwarves are typically five to six feet tall.

Gnomes [Singular - Gnome] - The bright thinkers and tinkerers of Elador. They are behind some of the modern brilliant contraptions and inventions, such as the water mill. It is rumored that they are blessed by Throkna himself with the inventive and imaginative minds they possess. Gnomes commonly devote their lives to designing, constructing and improving upon their inventions and projects, though a handful of them choose to follow the path of magic, and some even consider blending the two natures to create the phenomenon known as "magitek", or technology powered by magic and sorcery. Gnomes are short and stocky like the dwarves, standing at an average height of four feet. Their skin tone is naturally a light shade of brown, and their hair is typically a faded golden color. Gnomes are known to have light green or dark blue irises. The women are known to grow out and style their hair, while the men generally keep theirs shoulder-length or shorter. Gnomes prefer to wear loose clothing, silky clothing with an array of color. Some wear simply sandals on their feet, while most prefer to remain barefoot. a gnome's eyes are set apart a few centimeters more than a human's, and their noses are smaller as well. Gnomes are born with human ears, but as they age their ears grow longer and more edged at the tip like an elf's.

Clockwork Minion [Singular - Clockwork Minion] - Minions are a synthetic species of humans made by Throkna. They commonly look like normal humans, but on their back they have a single keyhole, indentifying they are actually Minions. Minions were made in an effort to make a perfect race, one where there was no fighting and such. Naturally, it failed. Several Minions became defective and turned against the world. Minions are made by human insides, replaced by mechanical parts such as gears. Where the human heart usually is located, lies the gear of life. A powerful artifact only owned by Throkna himself. However, many defective minions have tried to steal it from him to convert humanity into minions themselves... minions usually live where-ever normal humans do. They always try to say they are actually humans, but in the inside, they will always know they aren't. Contrary to popular belief, Minions behave similarly to a human and feel emotion.

Arielk: The Arielk are an ancient race, raised with many tales of gods and mythology. Because of this, they are deeply religious and proud, going to great lengths to follow the gods and make them content. They have very strong beliefs, morals, and natural loyalty. As a result, they are the ideal servants of Gods and Protectors of the People. However, they have trouble adjusting to change and like to preserve their culture and beliefs, and try to be perfect 'heroes'. They see many things in black or white- nothing in between, nothing but good or evil, meaning they would not take pity on a starving thief or sympathize with a blasphemous peasant, but punish them accordingly. They see themselves as "traditional heroes", and can be very mechanical and stubborn when it comes to their beliefs. The Arielk are known for being tall and physically strong, with a long face, deep eyes, and golden mane stretching down their back and turning into a tail. They are much like lions, but seem to have a "gentler" and more flat face and humanoid structure. Long antlers like that of a deer or elk protrude from the top of their heads. They usually use traditional blades, hammers, and so on, and will wear belts and packs. A female Arielk, while slimmer and more feminine, has a similar smooth face and her mane is more like a woman's hair, kept in a braid or ponytail, it does not actually turn into a tail. While only male deers have antlers, female lions have small horns, Their homeland is found in the Wilderland Plains, situated between the Etaydor and Kincott Mountains, where they feel a connection to the Gods and a sense of free will. They will, however, leave and go on adventures to serve the Gods and protect the people of Elador.

There are general animals (i.e., rabbits, toads, wolves) in Elador as well.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:13 PM
__________________________________________________________________

●•·The Map, Locations & Geography of Elador·•●

The map: http: //i.im gur.com/QG 1j90q.png (remove all spaces)

●Thenra - The North-western country of Elador; consists of Etaydor, Rovan, Highroost, the Valgyrd Wastes, Kaldkar Plains, the Wilderland Plains and the Kincott Mountains. Thenra is the largest of the two regions, and frequent raids and murders occur here. There are several village ruins in this region, and some are inhabited by crooks, outlaws and savage creatures. According to history, Thenra was colonized by a human called Osesius Lemmington, who conquered its original inhabitants and founded the capital city of Rovan.

Etaydor - North-east Thenra, this city specializes in mining and supplying food for the other lands, a settlement of fair quality. They mostly hunt woodland creatures, but also go west to the plains to hunt buffalo. The buildings are constructed of stone to withstand serious conditions. Having built their city just outside the forest, the few trees scattered across the plains provide little cover for them. Remarkably, though, raids are infrequent here, and that may be because they've distanced themselves from most cities.

Rovan - South-east Thenra. This city offers several occupations, and they are skilled in many areas, but it's quite apparent that they are best at constructing temples. Having no particular patron god, their temples are dedicated to various Overseers and few minor gods. Out of all the cities, Rovan is easily the richest. They have large, marble houses consisting of ten or more rooms. Their buildings are commonly three rooms. The city can afford many valuables, something other cities envy for. This city is generally populated with humans, - merchants, artisans , performers, nobles, and ordinary citizens - Sepherene and Elves. However, there are portions of most sentient races.

Highroost - Western Thenra, on the border of the Valgyrd Wastes and the western plains. Highroost is the only Shryke city that does not constantly move and travel. It acts as a border crossing area for anyone stupid enough to enter the Wastes, or lucky enough to leave. Those who attempt to cross the border without paying, or trust their luck entering the Wastes through an unpopulated area, will meet their end at the point of a freshly sharpened lance, or in the gut of a Shryke High Guard's battle Roc. Highroost is mainly built, elevated, in Greatpine trees, but has two large ramps, one leading from the city into the Wastes, and the other leading into the plains. Located in the center of the city is a large arena, for Roc jousting and various sporting events, and a large slave market was built about five minutes walk away.

Valgyrd Wastes - The Valgyrd Wastes is not a wasteland, but is instead a wonderful, but savage and dangerous forest. From the center, they stretch for a week's journey on foot in every direction. The trees are mostly the tall Greatpines, which can grow up to thirty or more feet tall, and the shorter Blackwood Oaks. Many carnivorous species live here, including wild Roc and Fey. The only known population of human intelligence are the Shrykes, Treants, and a handful of Hob Goblin clans. The Wastes are located in western Thenra.

Kaldkar Plains - Western Thenra. Vast plains coated in thick blankets of fog. Bison frequently graze the edges of the plains, where there is little to no fog. Kikhrik are sheltered in the interior of the fog. They have the upper-hand in the fog because of their sharper and clearer vision. Commonly, prying wanderers will breeze into the fog, but never return. The plains also contain hedgehogs, gophers and prairie dogs at the edges. A wolf or two have been spotted, though not many adapt to these plains.

Wilderland Plains - Located in northern Thenra, just east of the Kincott Mountains, these vast plains and grasslands are home to a large population of Arielk. The towns of Etaydor and Rovan are situated on these plains, as well. Bison and wild horses often graze these fields, and mountain goats and coyotes can be spotted at the base of the Deathhills. Some people have even claimed to hear or spot the dark silhouette of a dragon from the peaks of the Deathhills. At night, the Wilderland Plains are lighted by hundreds of lightning bugs.

The Kincott Mountains - Located in North-west Thenra. These mountains are fairly high, but not nearly as high as the Deathhills. The lower half of the mountain has warm climates, thus many races and animals reside there. The upper half, however, is frozen over year-round. Only the Borres reside in these skyscrapers that reach above the clouds. At the top of these mountains, Borres build their homes above the clouds, and worship their goddess Faral. Dwarven tribes have often built mines on the mountains, though some are abandoned; some are still occupied to this day. They are regularly built where the two climates meet- half-way up the mountain.

●Carnel - The South-eatern country of Elador; consists of Tetraal's Woodlands, Cydonia, Stonerise, Ingel and Tolmyr Wood. Carnel is often known for its more civilized residents, though that is debatable. As written by scribes, Carnel was colonized by a human by the name of Thiausteus Brimmes, whom had been led by the gods to conquer this South-eastern region of Elador. Some say he acquired Veqris' wisdom, others say he's acquired Vorex's strength and battle prowess. Whatever he might have obtained, it had assisted him in his triumphant success.

Tetraal's Woodlands - Timeless, boundless woodlands-- boundless within the woodlands, anyways. According to historians, Tetraal had casted a spell on these woodlands - which were once called Gineva's Forest - to punish a band of outlaws who'd burned his shrine. Since this spell had been casted, nobody's returned from these woodlands, seeing as how they are evidently lost in time. Many witnesses have described the woodlands as dark and menacing. They said that they have seen people wander into these woodlands; moments after their disappearances, they appear at the edge of the woodlands as youthful or elder people before their forms fade. Not once has an individual escaped from these woodlands. They are in the northern region of Carnel, the South-eastern country of Elador.

Cydonia - South-west Carnel. This city mainly excels in the art of fishing. Most of their homes are on boardwalks on the water, but a few are built on the banks. Mostly, the land buildings are carpenters or crafters, and sometimes merchants. They are overall poor, and their huts are relatively small; and for this reason, some families live in separate houses.

Stonerise - North-east Carnel. This city is fairly populated with Borres that prefer to live outside of the Kincott Mountains. They build fairly decent monasteries to their beloved god, Faral. They are also fairly good at blacksmithing, as most weapons are exported from Stonerise. Surprisingly enough, Stonerise citizens are pretty peaceful; they always try to be passive when confronted with a problem and believe killing is the last thing that should be done.

Ingel - Northern Carnel. This town is named for its population of Ignis Angels that commonly build their nests in the city limits. The humans, Sepherene, dwarves, elves, and Clockwork Minions that reside in this city have even built statues of Ignis Angels, in honor of their beloved creatures. Their patron goddess is Helenia, Goddess of Music. The melodious and sweet songs drifting through the streets can only belong to the bards and musicians that dwell in Ingel. Various other arts inspired by Helenia's gift of music are present here as well, such as dancing, poetry, and crafting. Farmland surrounds the town, where most of Elador's agricultural needs are met. The village is protected by massive walls that tower above all of the neighboring cottages.

Tolmyr Wood - Lush, exuberant woodlands that are home to a variety of races, including Ignis Angels, Fey, Elves, Leapers, a couple humans, Treants and pond-full of Sheperene as well as the rare lone Sheperene who have not yet left the confinements of the woods but instead cling to the desperate faint memory of the ponds. It is believed that Mintri's Circle is located in the midst of these woods, but nobody - in spite of those whom Mintri allows entrance - has ever discovered her circle. Most of the Sepherene ponds are located here as well, though some can be found in smaller forests. Lastly, these woods are often mistakened for Chronothea's habitat. Not a soul has ever witnessed her in these woodlands, though some claim they have. It is still unknown whether Chronothea resides in these woods or not. Individuals try to settle the dispute by searching for her in the Tolmyr Wood, all the same. These woods are located in the eastern region of Carnel.

●Osemah's Desert - North-western region of Thenra; consists of Qilrian and Avqanii. A large, barren desert with the exception of a couple towns and villages spread across the dunes. There are also a lot of nomads present in the desert, most of which are Shrykes or humans. Like in Thenra, crime is abundant in Osemah's Desert. Grave robbing is a popular form of crime, as there are many hidden tombs and catacombs stocked with riches beneath the sifting sands of the desert.

Qilrian - A prospering city near the north-western border of Osemah's Desert. The city is built around an oasis, with houses and public buildings made from solid reddish-brown clay. Qilrian is well known for its bright thinkers and inventors, as well as its abundant population of natural artists. You are likely to find at least one pottery and porcelain stand beneath a tent on every block. Monuments depicting the God of the Desert, Osemah, are constructed around the borders of the city, just outside the fortifications encircling Qilrian, believed to protect them from disaster, such as a severe sandstorm.

Avqanii - The ruins of a once prosperous city at the central point of the desert. Some suggest the city fell because of its location, inferring that they could not unite their allies in time before their defenses were broken and their invaders laid waste to their city. What remains of Avqanii are dilapidated structures that were once their homes and a single black flag with an image of a flute - The Pipe of Black Blizzards - billowing in the wind above the rooftops of the city. Avqanii is thought to be abandoned, but nomads and outcasts often reside in this city if they've nowhere else to go. It is rumored that there is a crypt beneath the city, in which an ancient king of Houron (an earlier name for Osemah's Desert) is buried along with his wealth. Not many look for it, however, for fear of succumbing to the curse that is mentioned often.

The Deathhills - Border of Carnel and Thenra, the dangerous mountains lie toward the east. They are said to have the highest peaks in all of Elador- none know exactly how high they are. At the peaks lay various dragon nests, as confirmed by nomads and travelers, usually not very close to each other. They are very hostile and attack unprovoked, or so the supposed witnesses say. Some other people believe these are sacred places to the sky goddess, Faral. Some Borres have claimed to climb the mountains on account of her requests, though it is not believed by many. Some devoted worshippers think that this mountain range is the sacred home of Xu, the God of Dragons. Every person that has a recorded attempt to try to scale them has died on the way up.

Dream-World - A vast void, only accessible through a special warp hole only made by Bakul, or a human-made portal, created by an eccentric stone mined in some specific mines, called Dreamstone, or Holystone for some reason. Also, to use the artificial portal, you have to light it up with something, or throw a bucket of water in it, making a portal wierdly. The Dream-World itself is a purple void with broken, floating remains of what used to be a continent, with a purple tint in it. There is also a tower in this void, furnished with tables, a theater, and some stairs heading in different directions, defying gravity. You have to wear a charm made of Dreamstone to stay awake in this world, since there is a pink mist that will put any creature, despite a Bakul, into a deep slumber instantly, as well.

*Please note that there are various other towns, villages, lakes, rivers and forests throughout Elador.
__________________________________________________________________

●•·Lore·•●

Whispered Blessing of the Ignis Angels:

Blessed creatures,
You are given this soothing song;
Streched across the years,
Its soft, quiet notes buried deep
In your heart and soul

So listen, a monster awakes
It will be fully grown and nourished
It will be beautiful, sleek, and knowing
Its two eyes will open, one silver, one gold;
Then, blessed creatures, it will fight for you
For freedom and peace
For this monster is no enemy:
It is your truest friend.

Whispered Curse of the Ignis Angels:

Cursed creatures,
You are given this frightening song;
Silent through the years
Its strong, loud notes seeping deep
In your heart and soul

So listen, a monster awakes
It will be fully grown and nourished
It will be hideous, dull, and angry
Its two eyes will open, one silver, one gold;
Then, cursed creatures, it will harm you
For slavery and chaos
For this monster is no friend:
It is your worst enemy.

Talberon, Lady of the Burdened Crows:

"Let my burden befall you..."

Talberon was said to be Celestine's "mirror image". Celestine had formed her out of crow feathers, ensuing receiving Chronothea's consent. By-and-by, Celestine took note of Talberon's boundless flaws, and thought her to be too dull. She then banished Talberon, whom she had admired at first. Talberon, with each passing day, could not sustain a life of her own. As angry as she was, she could not acquire strength to avenge herself. She tried consulting with Celestine, but Celestine was too stubborn and bitter to listen. Thereafter, she released her wrath; withdrawn from her body, a swarm of crows enveloped Celestine, corroding her beauty and charm. But, fortunately for Celestine, her siblings saved her from destruction. She thus released her wrath upon Talberon; Talberon responded by fleeing, but she did not let an opportunity slip by that would infuriate her artisan. With her flock of winged demons, she sought out the most elegant, charming women, and vigorously tortured them, and sabotaged their charm and beauty. This had only amassed Celestine's wrath. Talberon withdrew from the public, and went into hiding for seventy-two years. Celestine sought her out for half of these years, but she did not find her until fourty years after the search. She found her withered corpse, and set her aflames. It is not known how she had died; the gods themselves couldn't interpret how. Some assume the crows had turned on her. Others assume Celestine is held reliable for her anonymous death. Whatever may have killed her, Eladorians fear the grim crows that perch on tree limbs in the darkest regions of Elador.

Sebastian, Man of the Fiery Moths:

Ignis Angels clouded around the man, silently chanting by the sunlight. The voices could not be heard by anyone else; the voices only entering the mind of the man they were chanting them for.
"What... what is happening, my moth-like friends?" said the inquiring Sebastian. "Are you performing a ritual of some sorts?"
The angels answered him with more chants. Sebastian felt a slight prickle on his skin that grew across his entire body. The fur that the Ignis Angels were coated in now coated his skin. The tattered wings the Ignis Angels carried on they're back now protruded from Sebastian's own.
The chanting ceased and Sebastian stood with an air of power. An onlooker passing by would look at him no longer as a human, but now as a large Ignis Angel.
Sebastian later went on with life, aiding the Fire Moths with many tasks. It was said he could use fire at will, call Ignis Angels to aid him, and most significantly, being able to talk to the moths and they back. People called ones such as him being 'Ignis-Hands'. The legend says that he was accepted by the moth-like creatures and given certain abilities to help them when the angels were incapable of doing so themselves.

The Lost God;

The Lost God is the one god who is now lost and alone. Some time ago, Ehnemeos had been the god of wealth, but his growing reputation with the Eladorians scared Eladora. Eladora took action, and on a day known as the Darkening, the goddess imprisoned him and tortured him. He somehow managed to escape, but when he escaped, he was crazy. He took the title of the God of Madness. However, the Eladorians still respect and honor him. He holds many secrets, but he has not once confessed anything, and he made a vow that he would never share his secrets with anyone who doesn't yet know of them. Also, after Eladora tortured him, he has grown significantly more powerful, and would match an Overseer in terms of power.
__________________________________________________________________

●•·Who Are You?·•●

Name--

Age--

Gender--

Race--

Appearance--

Weapon [Is it charmed?]--

Personality--

Patron God/Goddess-- [Delphics Only]

Biography--
__________________________________________________________________

●•·Notes & Rules·•●

Godmodding is forbidden, as well as ubering, random teleportation, acknowledgement of every post, bragging, boasting, trolling, spamming, whines, complaints, taking advantage of privileges, and, finally, begging.

You may not be immortal. Delphics are just beings but with characteristics similar to the gods'. Eladorians are only inhabitants of Elador.

If you're RPing in first person, PLEASE include the name of your character in each post.

Obey the admins and myself. If you have any questions concerning the RP, feel free to ask one of us for details, or anyone who has an answer for that matter.

You may be a Savage Delphic, but you will have to be one from the alternate universe that our characters are sent to.
__________________________________________________________________

●•·Adminship·•●

The admins include:

-gavinfirefox
-AbCatchem

-Admins, you may:

-Accept character sheets (Please read them fully before accepting.)

-Decline character sheets (Again, read them thoroughly; don't decline them because of minor flaws such as one or two grammatical mistakes)

-Control gods *on occasions* (Don't go overboard, and pulverize characters at random)

-Apply punishments to those with a lesser rank (I trust that you all will be responsible, and only apply punishments if it's necessary; if you're unsure of the situation, then we'll consult as a group, and take a vote.)

I, TaiWolf1234, am the founder of this role-play.
_________________________________________________________________

●•·Credentials·•●

I would personally like to acknowledge gavinfirefox and AbCatchem for their help and support in the establishment of this new RP. I would also like to thank each and every RPer in the previous RPs for making this one happen.
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UltimateFroob is not online. UltimateFroob
Joined: 10 Mar 2013
Total Posts: 2129
07 Sep 2013 09:18 PM
This is so ridiculously long, I'm not even gonna try understanding it.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:19 PM
Done. You may now feel free to post (but keep it relevant please).
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:21 PM
That's okay, Froob. The advantage of lengthy RPs is that they weed out the rushed, inexperienced RPers.
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LNG257 is not online. LNG257
Joined: 13 Jun 2012
Total Posts: 11767
07 Sep 2013 09:24 PM
Seriously, this is TL;DR for so many people I am not even going to try to make a comparison.
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sgtextremeALT is not online. sgtextremeALT
Joined: 06 Mar 2012
Total Posts: 1049
07 Sep 2013 09:26 PM
Very detailed RP....Will probably join.
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wasabimasta is not online. wasabimasta
Joined: 01 Dec 2010
Total Posts: 857
07 Sep 2013 09:28 PM
(My god, the length of this RP is so long, it may as well make the little gnomes dwarves, and trollsof RP weep. Also yeah, count me in.)
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awesome234 is not online. awesome234
Joined: 01 May 2009
Total Posts: 18217
07 Sep 2013 09:29 PM
i dont want tai

you broke my head

-Smile, it scares people...-
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UltimateFroob is not online. UltimateFroob
Joined: 10 Mar 2013
Total Posts: 2129
07 Sep 2013 09:29 PM
It's not that I'm not an inexperienced RPer, its just I refuse to read for an hour about an RP i probably won't be taking part in for more than a week when i can play a game like Skyrim: The Elder Scrolls and get a very similar experience, but better due to the addition of visuals.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:31 PM
(Heh, yeah. A lot of this information was copied from the original. Anyway, good to see some people are interested.

@LNG- Well, keep in mind that not ALL of this information is necessary. Some of it you may want to refer to during the course of the RP, and other sub-sections of that first post will have no relevance to the RP. I specified what needs to be read in the index.)
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LNG257 is not online. LNG257
Joined: 13 Jun 2012
Total Posts: 11767
07 Sep 2013 09:31 PM
I'm pretty sure this one roleplay has more characters in it than there are threads in the roleplay forum...
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UltimateFroob is not online. UltimateFroob
Joined: 10 Mar 2013
Total Posts: 2129
07 Sep 2013 09:32 PM
Besides, The best RPs leave out chunks of story so there can be epic twists.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:34 PM
(@UltimateFroob- I wasn't necessarily addressing you when I said that; I don't doubt that you're an experienced RPer. However, the length of this RP will help me fish out the RPers that [I hope] will be committed to it. And this experience will be far different from that of Skyrim. You can take my word for it.)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:37 PM
(Okay, well, I understand if you're not interested. But I kindly request that you leave it be so I can attract more attention. Thank you.)
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wasabimasta is not online. wasabimasta
Joined: 01 Dec 2010
Total Posts: 857
07 Sep 2013 09:37 PM
(I would like to address again, the enormity and size of this freaking thread, my god. How many writing steroids did you pump into this thing?!)
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UltimateFroob is not online. UltimateFroob
Joined: 10 Mar 2013
Total Posts: 2129
07 Sep 2013 09:40 PM
I like it so far, but i lose focus easily due to ADHD. i started playing darts after i finished reading 'Minor Gods'.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:42 PM
(@Wasabi- Haha, I know. The original RP - which is what this one is mostly composed of - took some 6-7 collaborators to complete. Anyway, I'll probably make a CS tomorrow. But I'll still be on for a bit longer tonight, in case anyone wants to post their CS tonight.)
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wasabimasta is not online. wasabimasta
Joined: 01 Dec 2010
Total Posts: 857
07 Sep 2013 09:44 PM
(Well, I'm definitely not posting my CS today, because of having to read ALL of this, as I am entitled to do because of my curiosity, and the ISRPs I promised to make for a bunch of people)
(But seriously though, is this SIZE even LEGAL?!)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 09:46 PM
(@Wasabi- Apparently not, because it wouldn't let me post it all at once. I had to break it down into three separate posts. Heh.)
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Afrikaisi is not online. Afrikaisi
Joined: 31 Oct 2010
Total Posts: 7141
07 Sep 2013 10:35 PM
(Holy crap... This is the most wonderful most detailed RP I've ever seen! If only there were more RPs were like this! Is this original?)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 10:38 PM
(Thanks, Afrikaisi! And yes, the universe of Elador was created by several collaborators and me.)
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Afrikaisi is not online. Afrikaisi
Joined: 31 Oct 2010
Total Posts: 7141
07 Sep 2013 10:41 PM
(I hope this is successful, it deserves to be! And I'll try to type up a CS tomorrow :) )
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
07 Sep 2013 10:42 PM
(Haha, okay.)
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