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Re: *ELADOR* The Divide

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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 03:35 PM
.::WARNING::. This is a word-wall, and there is a ton of information that you are required/recommended to read.

.::PLEASE::. Do not post until the entire Roleplay has been posted. Thank you! Check the very bottom of each post to determine whether or not more will be posted soon.

●•·Index·•●

"A Game of Faith"
Plotline & History - **REQUIRED

--"Races"
Races - **REQUIRED

--"The Gods"
List of Gods - **RECOMMENDED

--"Godly Artifacts"
Possessions of the Gods - **RECOMMENDED

--"What Can Delphics Do?"
The Delphics' Capabilities - **REQUIRED

--"Notes & Rules"
Notes & Rules - **REQUIRED

--"Godly Characters"
Gods' Personalities/Characteristics - **RECOMMENDED

--"The Geography of Elador"
Geography - **RECOMMENDED

--"Legends & Songs"
Legends and Myths - **OPTIONAL

--"Who Are You?"
Character Sheet - **REQUIRED

--"Adminship"
Admins - **REQUIRED [For Admins]

--"Credentials"
Credits - **RECOMMENDED
__________________________________________________________________

●•·A Game of Faith·•●

No matter how vigorously one might try, fate cannot be altered.

Five years ago, a group of Delphics set out to do a perilous task- pillage Sorindreea, the castle that housed the Overseers, and thieve the Bow of the Seasons that belonged to the Queen Goddess, Eladora. Led by Salthiss, the God of Thieves and Larceny, the Delphics had almost completed their tasks until some reconsidered this whole scheme, and decided it would be best to leave the Bow behind. Thus, allies became rivals and friends became foes. However, they all agreed on one thing- Elador would perish without the gods' attention directed towards their world.

Ironically, it was the Queen's focus that led to the devastation commonly referred to as 'The Divide'. And even more ironically, the Delphics had been doing the opposite of what they had their minds set on doing entirely. Salthiss, as it seems, was Fayne's brilliant disguise all along. While the Delphics were convinced they were saving Elador, Fayne had sent them on a mission that would obliterate it. Everyone had been taken aback by the sudden turn of events, all the same.

The splitting of Elador had weakened the gods tremendously. The Delphics have been seperated, the Giants have been freed, and the Savages' power and control has intensified over the span of these five strenuous years. But a new generation of Delphics has risen. New hope has settled over many Eladorians- hope that the Giants would return to their Hold; hope that the gods would retaliate; hope that the Savages would be crushed underfoot; and hope that Elador will be restored to its original state, prior to the Divide.

A new game of faith has begun.
__________________________________________________________________



●•·Races·•●

.::KEY::. Races that have an✗ are creatures that you cannot create a character based on. They may be pets or NPCs, however.

.::KEY::. Races marked with a ☀ are creatures created by the Savages after The Overseer Siege.

✗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.

✗Great Leapers [Singular - Great Leaper] - Rather large creatures about the size of a small house who jump into the air, often times crashing into trees. This is purposeful, as when the tree breaks, or if it does, they eat the fallen timber. They are rather odd creatures, with multiple eyes on the lower side of their body, and a very streamlined body. Their fur tends to be rather puffy and large when they are young, to protect them from falling too hard, but as they grow, their fur streamlines, and a lot of the fur falls off. Luckily for them, the fur often times slows their fall. They have one mouth at the top of their body, and their fur is usually red, or purple, or strange colours to distinguish them from the forest. They have a long, snaky tongue which comes out after they destroy a tree, to eat the residue, and the branches.

✗Leapers [Singular - Leaper] - Smaller, faster leapers. They usually are very monkey-like, hanging off of trees. Their appearance is similar to the Greater Leapers, but they usually prefer fruit over timber.

✗The Lals [Singular - Lal] - Creatures that roam the land freely. Formless. Faceless. Eyeless they see. Noseless they smell. They are made of pure darkness, and can fly through the land at speeds thought unacheivable. To feed, they take hosts, taking control of their minds, and consuming all they can. If the host fights back, it is a battle of will. However, if the Lal loses this battle, then they become a part of the host, and the host gains many of its abilities and atributes, such as increased speed, and dark skin.

✗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. After the catastrophy struck Elador, these birds were tamed and used as transporters. They could carry both cargo and peope without any difficulty.

Humans [Singular - Human] - These are possibly the oddest creatures on Elador. Humans can never seem to just get along, and allways 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 debatable. 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. They prefer to build their homes and refuges in the trees; there, they have the advantage if they must defend themselves from predators or enemies.

✗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.

Deo-Seechers / Borres [Singular - Deo-Seecher / 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, Deo-Seechers 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. The Kincott Mountains ascend above the clouds; thus, some Deo-Seechers 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.

✗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 volcanos 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 dragons main weakness, but some have already adapted to such climate. The usual age of the dragons is surprisingly short- They lose the ability to breath 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 immortal 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 imagine, 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 obliged to withstand the harsh climates. 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 any malediction. As female dwarves shave, male dwarves let their beards and mustaches grow it; they say that it shields their faces from the cool wisps of air that blow into their caverns. They're eyes are usually thick and bushy, and their noses are 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.

✗Decagar [Singular - Decogor] - Decagar are a species similar to humans with hooves of goats and feathery tails of roosters. These creatures, however, are said to be only legends and only show themselves at a coming disaster. The Decagar can move extremely fast; they also have acute hearing. They are said to be intelligent and able to speak languages of many races. Decagar distance themselves from everyone else for whatever reasons. This includes gods, as well.

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 also act humanish, they can feel, and they have emotions.

✗/☀ Celtess [Singular - Celta] - The Celtess are relatively bat-like creatures that prefer to dwell in the dark regions. They favor small enclosures, and they scarcely leave them, unless their appetites entice them out. They have very large teeth with keen points that they use to dig into the flesh of their prey. Two teeth are so large that they protrude from their notably small mouths, and these are used for defense, as well as intimidating prey and other creatures. They decrease in number each passing day because humans and other races alike feast on their flesh. But, several are born every day, and, thus, they are an abundant race. The Celtess are coated in a thin layer of dark grey fur. Their wings are very broad, and are said to be wider than their bodies, but it's hard to determine that since they fly at such high speeds. When they aren't flying, they are perched on platforms in high, dark areas.

✗/☀ Gattheons [Singular - Gattheon] - The Gattheons are fiery, impulsive brutes that can spark and diminish flames on their fingertips with a flick of the fingers. They generally start fires on instinct when they encounter another creature-- even their own species. But, if they sense that their opposer is dangerous, they will turn and flee. They pillage the corpses and carcasses of their dead foes for food. They were wired to do this, as well as burn their opponents' bodies. Sharp quills protrude from their backs, and horns from their kulls. Their bloodshot eyes portray these creatures as savaging beasts. The beasts' teeth are like daggers. They have a strong build, and their thick fur is of a light shade of brown.

✗/☀ Malenore [Singular - Malen ] - The Malen is an arctic referred beast, associating itself with anything cold. It's appearance is that of a white buck, with strong shimmering antlers atop its head. Its eyes are normally blue, and some tufts of overgrown fur linger on its coat. The Malen is stronger and much bigger than a normal deer, standing at a whopping five feet on all fours and weighing in at close to seven hundred pounds. Its hooves are strong and huge, allowing it to have great agility on ice and snow, making it a feared predator and an easy killer. Although strong and powerful, these creatures aren't the smartest of them all, easy to manipulate with some effort. They are commonly hunted, as well.

✗/☀ Seridiglores [Singular - Seridiglore] - These things are massive. They have the body of a heavily armored, metal grey bear naturally. If you enter an area, and hear some sort of low shriek, then you know to keep quiet. If you do not, then you are in for a tough fight. Their claws are long and sharp, and their hands are shaped like shovel heads. They can charge, but only in one direction before they must stop and alter. However, they are quite hard of seeing: not blind, though. They rely heavily on their senses of smell and hearing to track their prey. They hunt prey of all shapes and sizes, however several die each passing day because of their wreckless hunting. They were actually manipulated by the Overseers to hunt carelessly shortly after their creation to spare hundreds of thousands of lives.

✗/☀ Whispers [Singular - Whisper] - The Whisper is said to have a feline appearance, yet is still more human-like than ever. A Whisper appears to be a middle-aged woman, covered with a coat of fur from head to toe, with strange pointed ears atop their heads. They have sharp teeth and whiskers, along with eyes identical to a cat's. They are stealthy and silent, and use their whispers against you. Usually two or sometimes three will work together, whispering things, trying to confuse their victims to the point of attack with their [also sharp and pointed] claws.

There are general animals (i.e., rabbits, toads, wolves) in Elador as well.
__________________________________________________________________

●•·The Gods·•●

.::Side Notes::.

Overseers;

The superior rulers and creators of Elador. Most of them dwell on an island known as Sorindreea in one of the large masses of water, though some dwell in areas that meet their likings. They are all children of Eladora, although they are those who have not been banished. Several are patrons of Delphics. There are twenty-three Overseers, as listed below.

Minor Gods;

The inferior children of Eladora; she cares for them, all the same. They are not necessarily evil or sinister, though some may lean toward both the Overseers and Savages. They, too, are privileged with the opportunity to live on Sorindreea; some prefer to live off the island. They are, too, patrons of Delphics, but nearly as many as Overseers. There are seven Minor Gods.

The Lost God;

The one god whom 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, 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.

Savages;

The most important thing to be said about the Savages is that they are not neccesarily "evil" or "good", just cast out from the other gods. They were casted out because Eladora viewed them as a threat according to their symbolisms. Many Eladorians have been lead to believe that they are evil by Eladora and the Overseers, but once again, not neccesarily true. However, many of them are gods of abilities we view as destructive, so it was easy for Eladora to convince the Eladorians that they were evil. They are lead by Koltis, their father and their king. In all, there are eight Savages.

Giants;

Fayne's disastrous children that wreak havoc over Elador. It is said that Fayne had always hidden them away at the core of Elador, but most of the gods believe she had developed them shortly after her banishment. Wherever they may be kept, Fayne only releases them when she has the strength to do so. Releasing them consumes an abundant amount of her strength and energy. She is careful to strengthen so that she will have enough to recover. They are admired by the Savages, but despised by the Overseers.

☼ Overseers ☼

Aquatius - God of the Seas and Sea Travel
Ceona - Goddess of Faith and Prospect
Tonica - Goddess of Lost Souls
Espardo - God of Fate and Fortune
Seriana - Goddess of Life
Mornalk - God of Death
Shona - Goddess of the Sun
Monulo - God of the Moon
Tetraal - God of Time
Velnon - Goddess of Knowledge and Strategy
Vorex - God of Strength/Battle Prowess
Alvier - God of Magic
Delilah - Goddess of Order
Eladora - Goddess of Seasons [Queen & Mother of the Gods]
Chronothea - Goddess of Nature
Celestine - Goddess of Beauty
Veqris - God of Ravens and Wisdom
Pren - Goddess of the Animals
Salthiss - God of Thieves and Larceny
Aun - Goddess of Healing and Medicinal Herbs
Faral - Goddess of the Sky
Zhou - God of Kings and Dynasties
Helenia - Goddess of Music

➽ 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

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 - Said to Be the God of Fire, Destruction, and Hatred. Also Known As "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
Cthelunn - God of Corruption and Deceit

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·•●

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.

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.

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.

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.

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.

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, litterally flashes before your eyes. Even if you DO survive, you will likely be permamently scared with the fact that you will ocassionally get flash backs, this commonly makes people very confused. 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.

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 Lance of Blademight - A long, carved spear, with a shaft made out of black wood. It has two heads, on either end of the shaft. One edge of the heads is serrated, the other straight. It will completely decimate any enemies that has the misfortune to get near it. It is said that once cut with this, the cut will never heal, only grow. Only specific plants that can be found in Tolmyr Wood, known as "Godsweed", can cease the expanding wounds; it will take a number of days for the wound to heal. Another god also, or Aun's Vial of Healing, can negate the effects. The staff, in the heat of battle, was said to give Vorex a sudden powerful burst of strength, which would be enough to fell a pack of Roc.

Alvier - The Staff of Magic - This staff balances all magic in Elador, from the smallest charms to the greatest spells. The tendrillar staff has several gems imbued in it. There is nothing left to say about this artifact.

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.

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.

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.

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.

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.

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

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.

Celestine - The True Mirror - This mirror is a rock polished to reflect and its edges are inlaid with copper. The mirror does not display ones 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 represents Celesine's inner beauty.

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 ravens nature, tough for its small form and ever so persistent.

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.

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.

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.

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 opponents 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.

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.

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.

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. The Shryke beak can be substituded with Lal goop though.

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 Zestias 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 discribed 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.

Cthelunn - 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 his worshipper. Only ones with the strongest will can resist this temptation.

• The Sword of Deception - One strike of the 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.
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--More will be posted soon--
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TaiWolf1234 is not online. TaiWolf1234
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08 Jul 2012 03:36 PM
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●•·What Can a Delphic Do?·•●

Aquatius: Aquatius' Delphics may withstand underwater pressure, about twice as much as a regular person. They also have the power to swim extremely quickly in water, 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.

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.

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.

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.

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 diversity has its consequences...

Seriana: Seriana's Delphic obtains the ability to give life and take it. A single touch to a tree will turn it to a Treant. A single touch to another who lives will give them a step ahead of life- death, however, the foe must be significantly weaker or weakened than the Delphic, if they aren't, this will merely kill the Delphic and leave the foe barely scratched. These Delphics are very rare since many abuse this ability.

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.

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 Monulos Delphics ability. During the day, Shonas'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. They will occasionally experience the Time Rush- a surge of energy that allows them to do things beyond measure, such as freezing time itself. But this requires a great amount of energy; it sometimes results in death. Delphics may enter Tetraal's Woodlands as well, without getting snagged by the spell.

Velnon: Velnon's Delphics are very strategic, and clever. They can presume consequences for their actions before-hand, 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. But, they are also commonly dim-witted.

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 also stronger, faster, and greater than those that do not possess his powers.

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 balancing

Eladora: Eladora's Delphics, which numbers are extremely tiny, 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 inefficent to do so, because the quantity of fire, water, or earth is greatly smaller than the energy to make it.

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 likes bold people. If they train enough, they may even have the ability to spit fire. But this commonly is small and requires a bit of 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.

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.

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.

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 obtaining similar characteristics 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.

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.

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

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.

Salthiss: Salthiss' Delphics are very cunning and stealthy. They are usually intelligent and can move swiftly without being caught. Salthiss' Delphics each acquire the ability to see out of eyes apart from their own in which they possess, regardless of who it is. 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.

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.

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.

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. Whether the Delphic wants to use the music to draw their opponents near or force them against their will to do things for the Delphic, that's up to them.

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. In tombs, they are known to be able to converse with the spirit buried in the tomb.

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.

Cthelunn: Cthelunn'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. Cthelunn 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.
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●•·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 an admin. This means you can't control gods, ban/punish RPers, accept or decline character sheets, or forbid any actions taken by characters.

You may be either a Delphic or a regular Eladorian. Delphics each have a patron god; they are created by the gods to protect Elador [abilities are listed above the rules]. Eladorians are simply Elador inhabitants.

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

Please be committed to this RP if you're going to join.

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.

I'm going to give you a choice: You can either make a character sheet, or you can begin to introduce your character throughout the RP. However, if you choose the second option, I still want the character's name included in every post [above, if first person narrative, or in the text if third person narrative]. Also, if you choose the second option you must wait until we are prepared to begin the RP.

This time, you may either be an Overseer/Minor Delphic or a Savage Delphic. The choice is yours.
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●•·Godly Characters·•●

Aquatius: Aquatius acts like the waves at most times, most of the time calm and content, but in three seconds he can be angry and unstable. That is why the gods do everything they can to keep him in a good mood, so he does not start to make the ocean dangerous to the Eladorians.

Lachelle: Lachelle sleeps most of the time, or at least pretends to, because she loves Elador too much and cannot stand to see it split apart. She is often bitter and cynical when she is woken from slumper; but she is in no way hostile, and several of the gods can justify that.

Ceona: Faithful and honest, Ceona always maintains a healthy attitude. She is always bound to her word, and, no matter what predicament she finds herself or others in, she stays optimistic and hopeful. She has always taken an interest in the less fortunate. She wants them to better themselves by maintaining their faith.

Tonica: Tonica is a bit like Aun, manipulative. However she is much more tender and caring than trying to get what she wants in general. But she will still try to negotiate no matter what the task, how big or how small it may be. She will always want something in return.

Espardo: Espardo was a natural gambler. Ever since he was created at the beginning of times he always pinned his faith on things to make his life better. He would always win; or more often than not at least. He could tell a cheat from a mile away and could smell fear from an opponent. This is also portrayed in his fighting style. He always uses high risk high reward tactics in order to make things easier on himself. He is known for his great luck.

Seriana: Seriana appreciates every second of all mortal life, no matter how insignificant it may be. After all, every living soul only gets one chance at life. Seriana often keeps to herself because nobody besides herself quite understands her passion.

Mornalk: Mornalk is dark, grim, and disreputable. He can be at times insensitive, but always shows a soft, unfrigid side during a blue moon. He showed great interest in the fate of Elador; always bringing up his issue: Why is Elador not yet annihilated?

Shona: Shona is rather independent from the other gods, she likes to make decisions on her own. She decides when the sun rises, and when it sets, also deciding when Monulo, the goddess of the moon rises and sets. This makes her more use to acting on her own. In result she usually excludes herself from many godly conversations.

Monulo: Monulo is laid back like Salthiss, seeming to disregard all of the troubles around him when he so pleases. But he does get fired up when Shona decides the sun rises or sets too early or late. He enjoys talking badly about Shona when she upsets him.

Tetraal: Tetraal is, or was, an impulsive, rather impatient man. Although this was the case, he is 'cool' and 'chill' with everything that's happening, or that's going to happen. He is usually confusing, and just likes to pull out insane twists on every story. He knows when events are going to occur, and when exactly to twist the story. On the downside, he tends to flip out when things don't happen his way- which rarely happens- and when someone tries to mess with him.

Velnon: Velnon is one of the much smarter Overseers, not that any of them aren't (except for Vorex, according to her.) She prefers to fight using guerilla tactics, ambushing rather than charging and running straight into the killzone. She can hide nearly anywhere, preparing to strike under-prepared opponents.

Vorex: The gods often denounce Vorex's intelligence, because he has made quite a few careless mistakes. He is strong and enduring, however, and he frequently wins his battles. He can be very headstrong and obstinate.

Alvier: Alvier is known for his single minded ways. He will not quit on one project until it is entirely completed from his single image. He always is focused on a single task. However this can also be a liability because he can't multi-task too often and as a result he has to spend more time perfecting things.

Delilah: Delilah; a name Eladorians use when justice is served. She is a creative thinker, always looking at everything from different angles. She is, however, strict and oppressive in situations to keep whatever balance it is that needs restoration.

Eladora: Eladora is likely the most feared Overseer, considering she is the Queen. She is known for her hostility and short-tempered behavior, and she is rarely acknowledged by the Eladorians. Though Eladora may be often sullen, she is very responsible and mature. She portrays herself as a mother- one who takes action to protect her creations no matter what attitude she has or what her behavior may be.

Xu: Xu is recognized by both his boldness and recklessness. True, he may be bold and confident, but he is often criticized by his siblings for his carelessness and disregard. All the same, his pride motivates Xu to defend himself, even if he is mentally aware he's wrong.

Chronothea: Chronothea is a very modest goddess. She never takes credit for anything, she instead passes it up by awarding Minitri or Seriana with the task she completed, no matter how little they helped or how large her impact was on the project. She shows her love for nature in many ways, perserving and creating it.

Throkna: Throkna always tries to find a deeper meaining in everything, always looking at creations or events the other way. This way, he can think about things more clearly and from another perspective, allowing him to form more complex thoughts and make things more efficient and useful. He is also an admirer of his own creations, and he is not discouraged very easily. If he notices any flaws, he is quick to make a couple alterations to make his inventions flawless.

Osemah: Osemah is an eccentric character. He seems to be always passionless and emotionless. He just "plays the game" so to speak. He does what he's instructed without raising questions. He prefers to go with the flow and cooperate, because he believes that is the path to concord.

Quail: Quail is often moody and ill-natured. Even when he is not present, his behavior can be determined by the strength of the winds. If there only gentle breezes, then he is likely calm and collected. If it's a gale, then he is probably bitter and cross. Quail is also quick with business. He does the most he can to prevent anything unexpected to spring up on him.

Mintri: Mintri loathes trouble in Elador. Her affection for Treants often leads the goddess to make hasty decisions. She almost always thinks of her Treants, and when something threatens their safety she does all she can to protect them. She is extremely passive but is willing to fight if by all means necessary.

Kolor: Kolor is rather bitter. He keeps to himself more often than not, often excluding himself from many conversations. Despite this, he is usually proud of his Delphics. He doesn't like to conversate with lower beings except his own Delphics, but even then he likes to keep things short and to the point.

Celestine: Celestine is often insecure about herself. Despite her elegance and beauty, she seems to be always troubled or worked up over something. It usually concerns her physical appearance; she is never satisfied with her charm and glamour. She is also spiteful and pompous, raising her status above others', even some of the other goddesses'. She always wants what she can't get, never satisfied with what she is able to have.

Veqris: Veqris's attributes would include wisdom, humbleness, and integrity. When questions are raised, Veqris is bound to have the answers. He is always honest, as he believes lies will bring you one step closer to corruption. He doesn't care to make jokes, mainly because he thinks they are a waist of valuable time, time he could be using to work on something much more crucial. He strongly believes in equality among all races, though the gods seem to pay his open-mindedness little to no attention.

Pren: Pren is by far the most harmonious and composed goddess. When warfare is just around the corner, Pren resorts to fleeing or hiding. However, if proven necessary, she will stand her ground and ambush her enemies. Regardless of her status, Pren is capable of many battle strategies, and she can be excessively merciless in combat.

Salthiss: Salthiss is normally calm and collected in situations. He seems to always have high-spirits, but he is most recognized by his great sense of humor. Even in the worst of conditions, he will crack jokes and use sarcasm to lift moods and brighten spirits. Though he can be laid back and humorous, he is also cunning and artful.

Aun: Though she is the Goddess of Healing, Aun normally heals her Delphics only, even more so if their lives are at risk. She is not known to be a tender-hearted Goddess, but rather a puppet-master. Aun prefers to take advantage of both people and situations.

Faral: Like Veqris, Faral is very impartial and unbiased. She looks down on slavery, oppression, and favoritism. She believes everyone should have the privilege to be open and honest without the worries of humiliation or disrespect weighing on their shoulders. Faral is so strongly bound to her beliefs that she does not favor her Delphics or followers over others.

Zhou: Zhou is in every way of the word, rich. He has great charisma and charm, however he is also snobby and is always mocking the less fortunate. He only eats the finest of everything, he will never settle for anything lesser. He finds every way to complain while still keeping his charm.

Helenia: Helenia is known for being mild-mannered and upstanding. She never takes part in any disputes or wars. She usually agrees to whatever terms are enforced by her siblings. Upsetting this goddess, however, could be a rather irrational dilemma.

Ehnemeos: Ehnemeos is insane in every definition of the word. He will always act out of character for the other gods, randomly smiting people he does not care for. He hates things moving along slowly and will do everything he can to speed things along. He will uptake the largest of tasks even if he is sure and convinced he cannot complete them.
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--More will be posted soon--
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 03:41 PM
●•·Locations & Geography of Elador·•●

.::NOTE::. Elador is no longer one large world. It is now hundreds of floating masses of lands that will be referred to as islands throughout this list.

☁The Islands☁

...`The Kincott Islands`...

After the seperation of Elador, these mountains had been torn apart; half was on one island, the other on a seperate island. However, these islands hadn't seperated entirely. To this day, a long thread of the earth connects the two islands. The islands' inhabitants have preserved and protected the thread so that it may be used as a bridge to cross from one island to the other. The lower halves of the mountain ranges have a warmer climate than the upper halves. Many dwarves and Borres have settled on this island, though they prefer the mountains over the few forested regions. Adventurers and explorers regularly visit these islands, and, thus, a sky port was established where Roc and other sources of transportation may land.

-Barcrea: A small, meager village that occupies only a small tribe of Borres. The village sits atop one of the Kincott Mountains on the western island, as the Borres of this village prefer cold climates. Despite its poverty, this village is very artistic. Their artistry is scarcely recognized, all the same, so their crafts are uncommonly noticed. What repels most guests are the consistent diseases that spread through this village like wildfires. It's been known that several of the deceased borres of this particular village were infected by these diseases.

-Gaeric: Home to the sub-species of Borres, Resboren, this vast cave in the cliffside promises cold climates and security. This cave has only two tunnels. One tunnel is leveled with the cave, the main entrance. The second is ascended above the first, and it's primary purpose is for scouting. The city itself is bordered by loominous fortifications as a reinforcement. In each corner of the fortification is an outpost that can fit several individuals. The city is built with conjointed walls; thus there are no alleys. It was essentially established in this fashion to lessen the chances of gang formations or abuse in the city. The houses are notably small, considering Resboren are about half the size of a human. Merchants and traders frequently stop at this city because of its population. The streets are patrolled regularly, and sometimes citizens even loan soldiers money and post them outside their houses during the night.

-Port Galemoor: A prominent sky port developed for all sources of sky transportation, whether it be an airship or some sort of a simple Roc. This port has been proven useful by explorers and adventurers from all over. Because of its fame, many stalls have been set up along the broad boardwalk, and, over a series of years, a town was formed first right alongside the edge of the island, and then a half mile away. The town was relocated after the discovery that the island was eroding. Thus, the townsfolk took this as the golden opportunity to move their town to a more modest, tranquil location.

-North Stonedon: A medium sized town located at the foot of the Kincott mountains. Its buisness is mainly centered around mining and masonry, though it is also known for its skilled blacksmiths. The town is mainly inhabited by dwarves, though there are also many humans as well. North Stonedon majorly exports raw stone, ores, and masonry, and imports wood, food, and clothing.

-Fort Corebrook: A large and imposing fortress made from stone blocks, manned by a force of highly diciplined and militaristic dwarves; Fort Corebrook stands 10 kilometers south to North Stonedon. It lies close to the ruins of South Stonedon and surrounded by a river dried up by the splitting of Elador. The fort's garrison is usually taking out small bands of bandits and hostile adventurers attempting to foolishly attack the fort or raid passing caravans.

...`Osemah's Island`...

This island has lower geography and is more suitable for farming than the other section of the land, as it is only named after the desert, which hasn't been seen in several years.. It has a few surviving rivers and lakes, making it an invaluable area to both control and live in. Osemah's Island is majorly home to elves and humans, parallel to the Kincott Islands. Most interestingly, the south western side of the island used to be a sea, which has been drained by the splitting of Elador, and has left an expansive and intracte system of karst topography (caves and sinkholes). This has made for a popular spot for adventurers to explore, hoping to find some sort of ruins or treasure.

-Port Timber: A large, once busy port city located along the dried up sea, Port Timber is nothing more than an empty shell of it's former self, with only a few still living there. Most of the port was located on solid ground, but other sections were- and still are- located on large support beams that have rotted over the years and have either collapsed or are about to at moment's notice. The port is also a popular spot for looters, though they only reside in the rotting halves of the town, as the citizens still there are more than willing to use violence to keep out intruders.

-Cromshaw: A small, well defended town surrounded by expansive amounts of farmland and a sprawling canal network. Cromshaw's lands are fertile and produce a high amout of crops each year, making it the Osemah's Island's current breadbasket. It exports all kinds of agricultural products and tools, and imports stone, weapons, and wood. It is mainly inhabited by humans. The farmlands are patrolled regularly by a group of militia who scour the area of bandits and other hostiles.

-Oakdour: A large village situated near the middle of Osemah's Island, Oakdour is a dreary place surrounded by thick marshland on the eastern side and a large oak forest on the west. The marsh generates a lot of fog, causing the entire town to require excessive amounts of lighting on the outside. The town is in a relativly safe area, and no one wants to pass either forest without a decent sized force of soldiers or stray off the main roads. However, Oakdour exports *most* of Elador's logs now, but must import many other goods such as food, stone, and tools. Caravans frequently come and go here, but they are usually well guarded as straying off the well beaten track is rumored to have undesorable consequences, with plenty of disapperances to back it up. [Though this is more due to inexperienced caravan drives getting lost in the marshes and looted by bandits or simply nver finding their way back.]

-Fort Fallengrove: A small fortress located near the landbridge connecting the two islands, ne.stled between two thick forests atop a steep hill. Fallengrove is manned by a garrison of deserters from various armies that have marched through the area, as well as those who fled during the dividing of Elador. All attempts to drive them out have been unsucessful, and all it accomplished was the deserters seizing the equipment from the lost soldiers left laying about the hill. From time to time a section of the garrison will set out and raid surrounding villages and caravans. They will aim to surprise adopt people more than attack randomly, and will sell their prisoners to the highest bidder. Lately it has been noticed the garrison has been slowly expanding the fortress, adding new walls and watchtowers around the perimeter, as well as more buildings as their number grows.

..`The Isle of Steel`..

The Isle of Steel is a large, mainly mountainous island with one great city that seem to have remained widely unaffected by the Divide. A cloud of smoke and fog wreathes the island most of the time, making landing there dangerous at the best of times without proper guideance. If one would happen to come here sucessfully, they would find one single, sprawling town filled with all sorts of races from humans to Borres living in a relatively successful harmony together.

-Hollowich: There is only one city on the Isle of Steel, and that is Hollowich. It spans over the mountainous terrain it was built onto, sometimes cutting through and in the rocky cliff faces. Its citizens are devoted to Throkna and quite lively despite the large clouds of smoke that hang in the sky due to the bellows and smokestacks of blacksmiths and forges churning out their pollutants to craft and make use of the secret of advanced steelworking discovered during the rebuilding of the city after the Divide. Hollowich mainly manufactures all sorts of mechanical marvels such as cogs, cables, and an early sort of airship; however it only exports tools as the inhabitents refuse to share their secrets with others, believing it makes them more powerful. It imports food and lumber.

...`Highroost Island`...

Highroost Island is basically the remains of the Valgyrd Wastes and Kaldkar Plains. The Valgyrd Wastes are to the west of the plains; within these woods stand tall Greatpines and the shorter Darkwood Oaks. Traveling through these woods would cost an individual about two to three weeks. These woods are known to be mainly inhabited by Shrykes, though there are quite a few Treants, Great Leapers, and Hob Goblin clans. These woods are vast and dangerous; one would be wise to stray away from these woods if they have no business inside. The eastern side of the island is made up of wide plains and small hills. Before the Divide struck Elador, these plains were coated in thick fog, but, once the island had moved outwards, the fog had wafted off the Kaldkar Plains. The animals that once inhabited these plains still remain, nonetheless, and that would include bison, hedgehogs, gophers, prairie dogs, and a number of wolves. After the Divide, the Kikhriks were conquered after a two-year war, and most were enslaved by the Shrykes, who tore down the societies that belonged to the Kikhriks and founded new cities on the Plains.

-Highroost: Built 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 a five minute's walk away.

-Vainadon: Vainadon is not like any other Shryke city. This city was built inside a capacious sinkhole in the plains that had formed during the Divide. One might claim that it was stupid of the Shrykes to make themselves so vulnerable by living in a sinkhole, but they built their city here for good reason. Trespassers are not likely to spy the city from a distance, and, thus, the Shrykes have the upper-hand. However, in unpredictable situations, the citizens will take to the nearby city, Qavika, through a series of tunnels they dug themselves. The city is not at all clean or free from danger. Deaths are frequent in this city; citizens and slaves perish faster than they can be buried. The city is often polluted and contaminated, and this is mainly because of the fact that they live in the ground. However there are other priniciples that cause the pollution. The city is infested with rodents, and it also has poor sewage lines. There are also public executions each day, though the majority of the city has grown accustomed to this life style.

-Qavika: Qavika is probably the only Shryke settlement that is diverged. While most are cramped and crowded, this settlement is spread out across the plains. Five years ago, an older, matured Shryke led a movement called Skaein. He essentially wanted space, considering all Shryke communities were obligated to be built close together. Accordingly, the Shryke got his wishes and Qavika was founded. The borders stretch on for miles, and it would most likely take a full day to cross from one end of the city to the other. It may seem like a pleasant, civilized city, but slaves are still sold in the Prime Market, and there is said to be a black market beneath the city. Some say the tunnels that connect Qavika to Vainadon also have connections to the black market.

...`Carnel Island`...

Named after the former continent, Carnel Island is probably the most lively, phenomenal island there is. Even after five unbearable years, this island has prospered. This is typically because Chronothea, Goddess of Nature, admired Tolmyr Wood, one of the two forests on the island, more than any other. Aquatius, God of the Sea and Sea Travel, resorted to restoring any lakes and rivers he was capable of after the seas diminished, though he didn't seem to do a very swell job. Tolmyr Wood is a lush, exuberant forest with a variety of races trekking across the forest floor, which would include Ignis Angels, Fey, Elves, Treants, Leapers, Sepherene, and a number of humans. East of the woods is Lake Carnel, and just North of the woods beyond the ruins of Stonerise are Tetraal's Woodlands, once called Gineva's Forest but charmed by Tetraal to trap any trespassers and became known as Tetraal's Woodlands. According to legend, Tetraal's shrine had been burnt. Thus, he punished the culprits by casting a spell on the woodlands that would lose them in time forever. In these woodlands, the present is just a fragment of its victims' imaginations.

-Cydonia: Cydonia used to be a small, poor village on the banks of Lake Carnel, now it is a cesspool of disease and crime, concidering most of the water has drained from the lake now and what is left is putrid and stagnant. Most of the honest folk has fled by now, instead being replaced by human bandits and looters who work together for the common goal of making the lives of everyone else around the village misrable while profiting themselves. All merchants who have half a brain stear clear from this location. The bandits are especially disgusted and hostile towards the elves, especially those of Saabora, as most of them were refugees at one point but were turned away by the elves for being 'diseased' and 'unclean', a point which most other races agree with them on.

-Stonerise Ruins: The city of Stonerise was once a haven for those with peace in their hearts and not violence like most, though the Divide shattered those dreams quicker than the Borres there to produce a fine blade. Their great chapels have long since crumpled, however it has remained faithful even in its current state, providing shelter for those unlucky enough to be caught in the open when night falls.

-Saabora: Despite the conditions of neighboring towns and cities, Saabora, it seems, has prospered through these troubling years. Saabora is inhabited by only elves, since this clan of elves is very prejudice against any other living, breathing species. Even so, this faction of elves is unwilling to permit other elves entrance into their village, believing that any creature that has left or has never been inside this haven is filthy and diseased. The upper half of the village is elevated above the canopy of the oaks, and the lower half is built amongst the thick branches of the trees. The village is made entirely of timber, which is why most of the ironsmiths do their work on the forest floor. The village is connected by a series of ladders and rope bridges.

-Anton: Anton, a lively, active city ne.stled in between Tolmyr Wood and Lake Carnel. This melodious town is thriving with bards and poets. There are also other arts that take place on the crowded streets of this city. Many performers - dancers, magicians, and even fire-eaters - crowd the streets and display their talents as a method of collecting goods. This town has had very few raids or robberies because of the high security. The fortifications are thick and lanky, and patrols are frequent. A number of statues of Helenia are spread throughout the city, honoring the goddess who had given them their talent. Famine is rare in this city because the Tolmyr Wood supplies it with all its necessities. Farmers are forced to raise their livestock outside of the city because of past experiences with diseased cattle and pigs. However, once the meat is proven to be clean, it is sold throughout the city. You could almost say that this city is living in a fantasy, but they are all very well aware of what's become of their homeland.

...`Thenra Major`...

Therna Major is the rest of Eastern Therna area, and the majority of it at that. Like Osemah's Island, it has many surviving lakes and rivers still left, ensuring it is still prospering despite the troubled times, and has even managed to defend its lands again against raiders while rebuilding its villages. The island consists of two popular cities, Rovan and Etaydor. A third city on a seperate, smaller island was linked to this one after the Divide. It was Chronothea's conjury that linked together the two islands by a landbridge. This other island is exceptionally small, consisting of only the village, Ingel. Just West of Etaydor are plains where hunters often go to hunt buffalo. There are particular regions of the island that are avoided because of the Dragons and Gattheons that roam these parts freely.

-Etaydor: Etaydor is a fair sized town that is populated by mostly 'civilized' races such as humans, elves, and dwarves. It is the largest supplier of food for the realm of Elador, with Cromshaw following with a close second, and third in supplying stone for the realm. It is one of the only cities that still exports meat from both bison and woodland creatures.

-Rovan: This city is still one of the richest cities, as it was years ago, with many of its grand temples still standing, along with their expansive archives. It has large marble homes consisting of ten or more rooms. Other buildings such as shops typically have three rooms. It can afford many valuables, something many other cities envy it for. It is largely populated with humans, Sepherene, and Elves; however it also has other setinent races living in it too.

-Ingel: This village 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. The village is protected by a strange mix of wooden and stone walls that tower above all of the neighboring cottages. It remained unto.uched by The Divide other than the crumbling of certain sections of the wall.

...`Savage Sanctuary`...

This cold, barren rock is the most evaded island in the skies. Not too many people venture here, and that is primarily because it's believed to be a shelter of the Savages, and the beasts they conjured up. The island, it seems, is incapable of supporting growth, as well. However, the strangest detail about this island is the climate. Up north lies a dormant volcano where the Savages are believed to be housing. Most of the island is suffering from a harsh winter. Celtess, Gattheons, Seridiglores, Malenore, and Whispers freely roam the terrain, and eat whatever prey they can find, dead or alive. However, most Celtess, Whispers, and Gattheons inhabit deep caverns to escape the cold. Some Gattheons and other fierce creatures shelter themselves inside small town ruins that their kind pillaged a number of years ago.

-Gemedes Coliseum: This massive arena was crafted by the Savages after the Siege of the Overseers to jail Overseer Delphics. These Delphics don't last very long, however. The arena is split into two seperate battlefields by a fairly large iron gate. New competitions are held each day. There are five matches per day The first two matches are one-on-one combat. In the second match, the two winners are matched and must fight a new pair of Delphics. The winners of the second match move on to the third, where they will be matched up with a third Delphic and must battle three other Delphics that have not yet participated in the competition. The winning team of this has a chance to escape, but they must beat Hatrek's shadow itself. Nobody has ever escaped from this place. The battles are very brutal and vulgar, and usually the only spectators are dedicated Savage followers or Savage Delphics.

-Cawn Village Ruins: This small village was not at first pillaged by the brutes that roam this island; the village suffered severely from a landslide that had taken more than a dozen lives and had injured several others. Food was scarce after the landslide, and many villagers died of famine. A number of the remaining villagers - the majority of the village's warriors - deserted the village because of its conditions. Later, Gattheons and Malenore pillaged the village and annihilated any survivors. More and more of these creatures poured into this village, and carved out caves in the boulders from the landslide. These ruins are in critical conditions, and there is no chance at restoring it to its previous state.

-The Bo'Rann Temple: What was once a marvelous and incredible has now become an unstable, life-threatening killzone. This temple was built atop a steep hill in honor of Faral's glorious skies. The temple was visited regularly, and goods were offered to Faral. Some worshippers even made poor attempts to buy Faral's favoritism here. A number of years passed, and the climate turned frigid. Dangerous brutes and beasts approached the temple little by little each passing day. The regular temple visitors took notice of them, and abandoned the temple. Days later, clans of Malenore and Gattheons infiltrated the temple and made a living there. Even some Celtess had begun to settle inside the temple. The Bo'Rann Temple, to this day, is avoided and disregarded at all costs.

...`Sorindreea`...

The eerie, forsaken island Sorindreea is very, very quiescent. During the Divide, the soldiers, guards, and citizens of the Overseers' castle had been sent home by the gods "temporarily." The gods had claimed that they would repair the damage done, but it was only a lie to rid the island of any mortals. The gods knew what was soon to come, and they braced themselves for two years. According to legend, two years after the Divide struck Elador, the Savages and Fayne's Giants infiltrated the castle and scattered the gods. The island of Sorindreea was deserted, and to this day the island remains lifeless and soundless. However, few adventurers have claimed that they could make out Talberon's muffled cries and weeping in the parts of the castle that still stand.
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●•·Legends & Songs·•●

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 crows 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.

Poem of Ehnemeos:

Gold was the word, and silver the sane. In good days of Elador, Peace and bliss. When strode Eladora, harsh in winter. Queen of humble people, honest and true. People loved the God of Wealth, too.
Tongued was the speller of the seasons at this news. With a Hiss! He grew insane.
Long were the days when, gold was the word, and silver was the sane.
Lost in anger, Ehnemeos roams, spilling no tale from Eladora's home.
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●•·Who Are You?·•●

.::NOTE::. Skip this if you choose to introduce your character in the RP

Name--

Age--

Gender--

Race--

Appearance--

Weapon [Is it charmed?]--

Delphic/Eladorian-- [Choose]

Personality--

Patron God/Goddess-- [Delphics Only]

Relations-- [Eladorians Only; Optional]

Biography--
__________________________________________________________________

●•·Adminship·•

The admins include:

-Drow509
-Graulas
-jcarsonw2
-kamikaze123
-gavinfirefox

-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 grammar 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 RP.
_________________________________________________________________

●•·Credentials·•●

I would personally like to acknowledge Graulas, jcarsonw2, Drow509, gavinfirefox, and kamikaze123 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 RP for making this one happen.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 03:42 PM
.::CHANGE OF RULES::.

Everyone is now required to make a CS. My apologies for the confusion and the sudden change of plans.
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evilguy10 is not online. evilguy10
Joined: 03 Mar 2009
Total Posts: 3780
08 Jul 2012 03:46 PM
I'm confused as to which thread I'm supposed to join.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 03:48 PM
This one. Again, I apologize for the confusion. Some words had been blocked, and I stressed myself out trying to find them. I: I just decided to start fresh, and filter those words with periods. :P
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jcarsonw2 is not online. jcarsonw2
Joined: 02 May 2012
Total Posts: 2115
08 Jul 2012 03:48 PM
Name--Derrek Kellmun

Age-- Twenty Seven

Gender-- Male

Race-- Human

Appearance-- Grey/Brown clothing, light skin tone, 5"9, Light build, black hair

Weapon [Is it charmed?]-- Katana, not currently charmed with several bronze throwing daggers.

Delphic/Eladorian-- [Choose] Delphic

Personality-- Sarcastic, curious, quick to the point. (This was so much easier in the last RP)

Patron God/Goddess-- [Delphics Only] Osemah, god of the deserts.

Relations-- [Eladorians Only; Optional]

Biography-- Derrek was created from fine sands in the desert. He has used a Schimitar since he was created. He spent three years getting out and journying to anything he could find. Finally, coming upon Etaydor he was raised as a warrior. At a very young age, Fifteen, he was forced into the Etaydor malitia, and had to switch to the katana to learn additional skills and because the Schimitar isn't an offical weapon of the malitia, so it could not be repaired if it was broke. Before he left for the quest to find the bow he was promoted to Dragoon, so he would have something to come back to... If he came back, ever since then he has been in a coma for the five years since the divide.
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JPFan is not online. JPFan
Joined: 11 Dec 2009
Total Posts: 11110
08 Jul 2012 03:50 PM
(May I create a new Delphic or do I need to stick with my previous one?)
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jcarsonw2 is not online. jcarsonw2
Joined: 02 May 2012
Total Posts: 2115
08 Jul 2012 03:50 PM
(You can do either)
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Drow509 is not online. Drow509
Joined: 16 Aug 2008
Total Posts: 9627
08 Jul 2012 03:54 PM
Name—
Charles Darius Morrow

Age—
Seven-and-thirty summers.

Gender—
Male.

Race—
Hoo-man.

Appearance—
I am only thirty-seven summers, yet I look much older under. My hair is bordering on graying [once it was brown], but it has been pulled back so it stays out of my eyes when I walk- taller and prouder than before. I wear simple dark gray clothing made of canvas and leather under a set of chainmail with a wooly cloak clasped around my throat. My boots are made of a quality material, which lessens the blows of travelling far distances. I also have added a tri-cornered hat to my clothing, which I may switch out for a sturdy full helm if battle arises.

My eyes are a clear, bright blue and my face is rather unremarkable, other than the wrinkles already forming. My skin is a light brown from tanning. I was once blind, but I was healed by my apprentice who you will surely see later, or you may've just seen him. He's come a long way, and I am quite proud of his eagerness to learn.


Weapon [Is it charmed?]—
Currently I wield a longsword taken from the body of a guardsman's body left lying about in Eladora's castle. It has served me well over the years. I do not know if it is enchanted, or just very well made.


Delphic


Personality—
I used to be a hard and impatient man, but after the attempted theft of the Bow of Seasons and constant adventure on the road, I have changed many of my ways. While I retain a reclusive side, I am more friendly than I once was; embracing the role of leadership easily now. Perhaps I will tell you more about that one day, though back to your question. I have no time for injustice or the ignorant, and will become irritated when provoked.


Patron God/Goddess—
Kolor

Biography—
I used to be a wanderer in my early days, a bit of an adventurer but usually straying away from people until I was called to arms by a group of other Delphics to steal the Bow of Seasons. I only aimed to add moral support to this doomed expedition, but things didn’t exactly go according to plan.
Instead I ended up running all around the castle with the bow itself, taking on guardsmen, getting betrayed by both our leader and current apprentice [who didn’t learn under me at the time] and getting chewed out by Eladora herself. Eladora then went into an all-consuming rage and fractured the world, causing the Divide. When we had vacated the epicenter [Eladora’s castle] I in turn chided Lurad [My apprentice] for his actions, but then forgave him as the worst of us can arise in the best.

He later healed my eyes, a gift I am still grateful for, and in return granted him my staff which allowed me eyesight, but heightens that of one with normal vision. He then requested to become my apprentice, a request I accepted. I taught him in the ways of adventuring while on the road, a job so to say, that includes path finding, swordsmanship, and surviving off the land. While we traveled and took up a great number of tasks, my memories that have been long repressed have begun to come back, though they still seem broken, as if the ‘main idea’ is gone. Still, I am grateful to have someone to watch my back and to talk to now, and he has taught me a few things as well.
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 04:01 PM
(DENIED, BOTH OF YOU. No. Accepted. Well, you are automatically accepted. But whatever.)
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Drow509 is not online. Drow509
Joined: 16 Aug 2008
Total Posts: 9627
08 Jul 2012 04:06 PM
((Lol, you actually got me for a second. :p))
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gavinfirefox is not online. gavinfirefox
Joined: 16 Feb 2010
Total Posts: 18440
08 Jul 2012 04:22 PM
Name-- Darcanus

A.ge-- 28 Years of age

Gender-- Male

Race-- Kihkriak

Appearance-- It seems Darcanus has grown, being a little over Nine feet. It is believed to be a gift from Vorex. Darcanus wears Blood Plate which has been fused onto my body. It is dented and scratched and has large spikes in the shoulders. The armor is red and black. He wear a red cape, which is torn up alot at the bottom, with holes and rips through the rest of it. His helmet is large and has two horns coming out the top. It is black with red finishing on the horns and around the eyes, to really make his black eyes stand out. Darcanus is extremely muscled and could easily kill a few Borres with his bear hands.

Weapon [Is it charmed?]-- I carry a large two sided battleaxe, which is charmed so it is thousands of pounds to anyone but myself. It is only weighs about as much as a sword to me. I carry several spears made of pure steel, a whip with the teeth of Dragons embedded in it from past battles. Several swords, and even a Warhammer. He has collected these weapons over time, and are what he cherishes most.

Delphic/Eladorian-- Delphic

Personality-- Darcanus used to be a funny, entertaining yet brutal merciless killer. Now he is just brutal and merciless. He has seen to much even for a warrior like himself. He watched the world crumble and his people become enslaved. Darcanus is now an emotionless being, almost robotic with only really a few goals, get glory, kill, and survive. Darcanus is a cold, heartless being with none of the old Darcanus left. He is not insane, but not exactly sane. He is a true warrior.

Patron God/Goddess-- The Mightly Vorex

Relations-- [Eladorians Only; Optional]

Biography-- Darcanus early in his life was a Warrior, fighting for his people and honor. He even killed a few Dragons in his time. Darcanus was chosen to be Chief of Guard at the castle the bow was hidden in. He sided with the Delphics and killed the Chief of Castle Staff. In the end the bow was left. He saved many soldiers during the split, and was shown pity by the gods and goddesses as he was destined to die without help. He flew home and participated in the war against the Shyrkes, legends and stories were told about him, from his killing of Dragons, the Shyke war, or his life before being Chief of Guard. He now lives in the Savage Sanctuary, living for survival.

[Way worse than my last one, but I am just too lazy.]
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JPFan is not online. JPFan
Joined: 11 Dec 2009
Total Posts: 11110
08 Jul 2012 04:27 PM
(Oohh. I don't think I'll be keeping Nicole, but I'll create a new character.)

Name-- Vinx Effinery

A-ge-- 25

Gender-- Male

Race-- Human

Appearance-- Standing at 5'9 and weighing 121 lbs, he has rich brown hair that goes well with his dark hazel eyes. His skin is apricot/peach, meaning not pale or tan. He wears a black two-piece outfit. The 1st part of the outfit, the top, has a zipper that stops halfway down and large cuffed sleeves, the cuffs being a lighter black color. The 2nd part of the outfit, the bottom, has a lighter black waistband at the top, which makes it as a dividing point, and the rest just normal black pants. His shoes are black as well.

Weapon-- He wields a silver charmed staff which goes well with his Delphic abilities. (He's a Hatrek Delphic) The staff is able to turn to a slick and thin shadow wisp that can slither around and is able to transform into that shadow form at will. The shadow-line is dense enough to cuff people's hands or hold them tight, but may be broken out of by the stronger delphics or species with large strength.

Delphic/Eladorian-- Delphic

Personality-- Loner, quiet, at times sarcastic and pessimistic but not always. He'll never betray anyone unless for a very good reason. He's hydrophobic but will go on boats if very necessary. He's also a very stealthy kleptomaniac, meaning he can pickpocket someone without being caught.

Patron God/Goddess-- Hatrek

Relations-- Err, none, I believe since I'm a delphic.

Biography-- He wasn't there at the incident five yers ago at Sorindreea, though he does know what happened. After being told the story several times, he decided he may as well become one of those people and join in on it, which he did. During his journey, he found the staff that seems to be able to understand him as if it was alive, but it turns out it was just him using his own mind to be able to control the staff. (I don't really know what else to put here.)
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 04:31 PM
(Accepted, JP. You're automatically accepted, by the way Gav.)
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Graulas is not online. Graulas
Joined: 26 Nov 2010
Total Posts: 8634
08 Jul 2012 04:33 PM
(Nice to see you again, JP. I liked Nicole. D;)

(Accepted.)
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TAYtayisGR8 is not online. TAYtayisGR8
Joined: 10 Dec 2010
Total Posts: 5193
08 Jul 2012 04:35 PM
:c
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 04:35 PM
(wuts wong tay-tay D:)
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Graulas is not online. Graulas
Joined: 26 Nov 2010
Total Posts: 8634
08 Jul 2012 04:35 PM
Name: Lurad Rarilwor

Ag.e: Twenty seven

Gender: Male

Race: Human

Appearance: Lurad is a tall, lanky man. He has fair skin, and his soot black hair is cleanly cut. He is high-cheekboned, with a firm mouth and large, deepset eyes. His eyes are a cool, smokey grey. He is dressed in a black linen shirt, narrow black trowsers with a silver-buckled belt, and black leather boots. Over his linen shirt, he wears a long black cloak trimmed with fine silver braiding. The cloak is charmed to turn sword strokes and stop arrows shot from bows.

Weapons: Lurad carries a staff made of birch, a gift he received when he restored Charles sight. The staff can enhance vision. He also carries a elegant dagger with a steel blade about five inches long. It has the image of Aun worked into the hilt. The dagger provides no magical abilities.

Delphic/Eladorian: Delphic

Personality: Lurad is a calm, patient man. He is kind and caring to those close to him. He trust Charles strongly, the five years spent together slowly bonding them to a father-son relationship.

Patron god: Aun; Goddess of Healing and Medicinal Herbs

Biography: His life was dull during his early years. Lurad's first adventure started when he met a band of Delphics wanting to take it in their own hands to fix Elador. He joined them and together they stole the Bow of Seasons. Lurad betrayed the other Delphics and tried to steal the bow for himself. The bow was passed from hand to hand, until it was passed to the owner herself. Eladora went mad and split apart Elador. He was shortly after apprenticed to a Delphic known as Charles. Charles is a brave swordsman; the toughest of Delphics could not match his quickness or skill. Charles drilled rigorous physical training into Lurad: swordcraft, horsemanship, wayfinding, survival skills. He had learned minor aeromancy from a traveling mage. Lurad has even taught Charles a healing charm or two during one of their many voyages across the divided land.
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Ultraelite is not online. Ultraelite
Joined: 07 Dec 2009
Total Posts: 12194
08 Jul 2012 04:37 PM
[That's an epic word wall.. Its a very good RP. But I can't join RPs like this.]
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 04:39 PM
(Thank you, Ultra. And, if you don't mind me asking, why not?)
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Graulas is not online. Graulas
Joined: 26 Nov 2010
Total Posts: 8634
08 Jul 2012 04:40 PM
( Very much appreciated, Ultra.)
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TAYtayisGR8 is not online. TAYtayisGR8
Joined: 10 Dec 2010
Total Posts: 5193
08 Jul 2012 04:43 PM
(It's good, gr8 infact, but I wasn't given creds to feed my bloated gluton for an ego.)
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Ultraelite is not online. Ultraelite
Joined: 07 Dec 2009
Total Posts: 12194
08 Jul 2012 04:44 PM
[I tend to crack whenever I do a role-play like this. I always seem to mess things up. And I don't like messing good role-plays up, that's unfair.]
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TaiWolf1234 is not online. TaiWolf1234
Joined: 16 May 2010
Total Posts: 23207
08 Jul 2012 04:45 PM
(Oh. So sorry Tay. Dx But, for the record, I thought you abandoned the RP for good. .-.)
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