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The Isles of Aradia. (OOC/New Settlers Wecome!)

Where all OOC threads for RPs that will take place within the Worlds of Magic will go.

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Shakey Jake
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The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 01, 2014 3:02 am

The
Isles
of
Aradia

Hello! Thanks for stopping by and taking a look. This RP will be an open world traditional fantasy. It will be a world of our own creation taking inspiration from many different sources. There will be a loose main story, a reason for our main characters to come together, but there will not be a strict plot you have to follow. If you want to make a baker who has never lifted a sword that is fine, if you want to be an Orc who wants to sing and write poetry you can...see where I'm going with this? You can be who you want to be. I don't want to just show wonderful warriors storming castles I want to show a world where the poor people have a daily struggle to live, the rich people have a daily struggle to stay rich, a world where the business of living is daunting. Now lets dig a little deeper....

How open is open?
You will have a long rope but not enough to strangle yourself with. I don't make demands on post length (Though a one liner is grounds for a beating), I don't have a problem with people who can't RP frequently. This is a world here, if you can't post for a week your character can be doing something else or if you are in the middle of action, don't worry and fuss I allow leaps of faith. I am GM but I want input, the world has its foundations but its up to us to fill it up. If you have an idea put it to the people in the OOC. I want a community of people who are willing to work to keep the world alive and interesting.

Creating a Character
You will be free to create as many characters as you feel you can handle. But there are rules, the usual no godmoding stuff of course. Magic will be treated as a thing that requires great learning. Nobody will be a master of necromancy and elemental magic. If you want to play a character with magic you will have to be specific on what type of magic. This applies to all skills to an extent, if you want to play a warrior you can't be a master swordsman and master archer, no, you could be a master swordsman with some archery skill. Each character will get three primary skills. These are the skills that define who your character is, these skills do not have to be based around combat.

Starting Point, Social and Political Issues
A far out Island has been claimed by the senate. Twelve months ago the noble houses sent envoys to the newly captured island to survey the area and to see if it is worth fighting for control of. The envoys were expected back one week ago, all communication with the island has been lost. The senate is mobilising a force to investigate where the envoys have gone and if the island is still in their hands..............

If you do not want to create a noble house then you can instead have a place in another users noble house or some such thing. If you decide to create a noble house then you can also create an Island they have control over.

In Closing....
I have tried to keep this as clear and short as possible, I didn't want to bombard you. I will post a character sheet shortly. This RP is something that will evolve with us, I just run the show, I don't claim to have all the ideas to make the world last but I'm sure together we can come up with a world that can appeal to the more casual RP'er and the more hardcore user. It's hard work to keep an RP alive so only join up if you are willing to pool your creativity to create a world that will last. Feel free to ask any questions!

IC: viewtopic.php?f=16&t=601

Codex: viewtopic.php?f=23&t=505&p=18615#p18615

Census Records: viewtopic.php?f=67&t=672&p=27579#p27579


Character Sheet
Name:(Some characters can go by nicknames, some would be without second names, your call.)
Age:
Race:
Birthplace:(The default birthplace is Everglow city, but if you want your characters born elsewhere within the lands that is fine.)
Appearance:(A write up, or a picture is fine.)
Skills/Talents: (You get three primary skills, and some additional if they are mundane like fishing or if they are directly connected to a primary skill but aren't worth a skill slot. )
Equipment:(Optional. Horse, Weapons, any jewellery of significance)
History/Personality:(Now, some people like to let a history form through RP'ing so feel free to leave this as sparse as you like. But please give an idea of how your character is currently living. Giving an extensive history is totally fine.)
(This is a skeleton CS, if there are categories you wish to add when you are writing up your sheet feel free to make such additions)
Last edited by Shakey Jake on Sun Feb 08, 2015 8:36 pm, edited 12 times in total.
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Shakey Jake
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Re: The Isles of Aradia (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 01, 2014 3:03 am

Dinthalion's Characters.

House Vennet.
The house Vennet controls a portion of northern land ripe with mountains known for dense forests of valuable hardwoods and are the main producers of many of the fine marbles and other coveted stone used in buildings. It is an old and relatively rich house but many also believe it is a house in decline, rife with misfortune and internal conflict. Their main home is located in the city of Briochi. The current patriarch, Freyr Vennet, was the second son of his late parents, his older brother was cast out and disinherited by their father, gossip and speculation still abound as to the true reason why but what is known without doubt is that Freyr hates his brother Joseph. For his part however, Joseph, a known drunk with no children, seems to have no intentions however of trying to take back the lordship. Greater calamity befell the house under Freyr tenure when an illness overtook the estate, killing many of the servants and striking the noble family themselves killing Freyr’s wife and son, leaving him with only a daughter, Rivka. Recently Freyr has announced that Rivka will be his heir, leading to speculation that the disease left Freyr sterile or that his new wife must be barren.

Briochi
The home of the Vennet family. It is not a large city but it is beautiful. It sits in a valley between two mountain before the terrain gets to steep. It is much easier to travel to and from then many of the other cities in the Vennet territory though in the winter the snow can make it impassable. The main streets are all paved in smooth stone and most of the buildings have exteriors of marble or other polished stone. The insides are paneled in expensive woods.

Name: Freyr Vennet
Birthplace: Vennet Manor, Briochi
Age: 42

Skills:
Personality: he has a way of seeming humble and trustworthy

Observation: he is able to read people well and this is part of how he succeeds at politics

Levelheadedness: he can keep calm even in stressful situations

History: Freyr was not expected to be the heir of house Vennet. He was born the second son. Growing up he always resented his older brother Joseph and the favoritism he seemed to receive. Freyr spent his life trying to prove himself and earn approval. He was knighted as a young man and a few years latter given Marina in marriage. It was only a few years after this union that his father announced Freyr would be the heir, that he had displayed himself a calm tempered gentleman while his rash brother had brought nothing but shame. Freyr took the leadership of the house upon his father’s death ten years ago. It has been a life wrought with tragedy. Though he never became terribly ill, he lost his son, his wife whom he loved and almost lost his daughter. He remarried a year after Marina’s death but never took to his new wife.


Name: Rivka Vennet
Birthplace: Vennet Manor, Briochi
Age: 15

Appearance: Rather plain faced with thin dark hair and thin lips. Her skin is olive and her eye are deep brown but they do sparkle when she smiles. She's short and thin but lacking in the way of curves like she hasn't quite finished growing yet.

Skills:
Singing: she has a very lovely voice though learning new songs is difficult for her.

Art: she has some skill at painting.

Personality: she has a sweet, very likeable personality even if she can be a little to outgoing sometimes. Most would think here easy to talk to though some might think she's childish and a little to talkative for a lady.

Lip reading: She has become proficient enough to be able to eavesdrop across a room

History: The first child of Freyr and Marina Vennet. When she was nine the household was struck by a contagious illness. It killed her mother and 5 year old brother. She was sick for months as well. Though she made a recovery it left her with severe hearing loss. She has learned to read lips well and can do well one on one when she is looking at someone or they speak right to her ear. Despite her outgoing nature though she is more comfortable in small groups as large parties can be overwhelming, it is hard for her to distinguish individual voices in a group. Her father has kept this disability quiet and to so has kept her away from Everglow and court for the most part. She has spent most of her youth being educated as a lady and future wife and has poured her heart and soul and dreams into it. About a year ago her father declared her his official heir.



Other significant household members:

Sir Nance Vennet
A cousin of Freyr’s he is trusted with running the home while Freyr is away at the senate. He is well trusted and Rivka is close to him and his wife and daughters as well.

Lady Allana Vennet
Lord Freyr’s second wife. She stays mostly at the manor in Briochi and rarely travels with Freyr. The two do not to get along well, nor do many of the servants like her. Rivka as well dislikes her. It is rumored she and Sir Nance spend a lot of time together when Freyr is in Everglow.

Clarissa Waxheart
A middle aged servant who has served as Rivka’s nurse and maid since her birth.

Vilhelm Streesand
22 years old and Joseph Vennet’s illegitimate son with a servant woman. He is not acknowledged as a son of the family but he knows his heritage. He serves as a trusted servant to Freyr. He is secretly very ambitious and would like to see the house fall so that he could rise up as legitimate leader. He has many quiet allies among the other servants.

Vennet Timeline:

Aprox 36 AE: as Obscura recedes two brothers Quentin and Theo Vennet, and venture out to the mountainous region from which it came. Trapping fur and claiming land.

Aprox 42AE: the Vennet brothers begin to amass a decent wealth from furs and add others to their hunting parties on the lands they claimed, taking a small fee from the sales of each hunter.

Aprox 50 AE: the Vennet corporation begins logging the fine hardwoods of Obscuria

84AE: the Vennets fortune amasses as they supply both wood and stone slabs for the ever expanding city of Everglow and its walls

113 AE: The Vennets are officially welcomed into the senate, finally seen as more then just workers. They organize more like a noble house but To this day though they retain the custom of all men, weather an heir or not spending at least a year or two working in a lumber camp to retain an understanding of the business that got them started.

144 AE The demon wars. Some of the house’s son’s are schooled in the way of knights and soldiers and join the fight. It was soon after this it became customary for any heir to become a knight.

264 AE: The second spreading of Obscura causes severe damage to the family. It becomes hard to transport goods or even log.

305 AE: Their manor is destroyed in an avalange. A majority of the areas citizen’s have fled to Everglow to avoid the cold.

328 AE the house of Vennet is almost destitute, noble in name only

351 AE: the house begins to rebuild itself as Obscura recedes. The promise of good jobs lures many from Everglow’s poorer districts to the Obscura mountains and within a few decades Briochi is rebuilt and the family doing well again.


953 AE: The Vennet family expands their business ventures to include obsidian, agrilite and marble from the mountains. They sell at reasonable prices and begin to earn sales from mainland Aradian businesses.

969 AE: Joeseph Vennet born to Felix and Jaquiline Vennet

972 AE: Freyr Vennet is born

996 AE: Freyr Vennet Marries Marina Kian in a small ceremony. The two soon grow very close.

999 AE: Daughter Rivka born to Freyr and Marina

1003 AE: Son, Tevon born to Freyr and Marina. Felix Vennet disinherits his oldest son as soon as his younger produces an heir.

1005: Sir Felix Vennet dies passing the house to his son Freyr. Joseph does not protest the inheritance or even come to the funeral.

1008 AE: Plague strikes Briochi killing many of its inhabitants both rich and poor. Many believe it a punishment from Aradia for Joseph’s irreverent behavior. Marina and Tevon Vennet both lose their lives.

1009 AE: Rivka takes ill but eventually recovers. The plague finally dissipates. Later that year Freyr remairies.

1014AE: Rivka Vennet is named heir of house Vennet and her father begins to search for a husband for her soon after her 15th birthday
Joseph Vennet
Older brother of Freyr. A rather unfriendly man, he took to drinking and women in his early teens. While Freyr followed the normal acceptable path of knighthood and education, Joseph humiliated the family drinking, sleeping around and fighting. Not long after Freyr was married Joseph was disinherited, supposedly for striking his mother in an argument. He and his wife now live in a family manor on the outskirts of the Vennet territory and oversee a small quarry. He rarely makes an appearance and claims no interest in the family business and hates his brother and his family.
Ursula.
Name: Ursula
Age: 22

Race: human

Birthplace: she isn’t sure

Appearance: Short and thin with a modestly pretty face. She is slightly muscled and has long black hair she wears braided down her back. She dresses in modest simple dresses and often has dirt under her fingernails.

Skills/Talents: Earth magic, particularly skilled in the growing of plants. She is rather powerful and well practiced.

Cooking, a very good cook, she can make good tasting food even out of simple ingredients

Healing, she is beginning to learn to use both the earths warmth and herbs for minor healing but this is not her primary magical skill.

Equipment: An old worn out blonde doll in a purple dress.

History/Personality: Ursula has lived with Mileena as long as she can remember. She does not recall her birth family, her guardian told her she found her as a toddler left in the woods of the wilds, likely abandoned by her parents or even left as some sort of sacrifice. Ursula knows she owes her life to the witch and is grateful and so for the most part behaves obediently. Mileena served as a demanding but skilled teacher, training the girl up in her powers, helping her to gain more mana and skills and Ursula for her part was an attentive student always working and striving hard. She’s never really been one to complain, at least on the outside she’s content merely to complete her chores and lessons. Her greatest pleasure is the large garden she keeps full of a variety of vegetables and flowers, many of which are not native to the wilds. She is a serious girl, there was little place for fun or silliness in her upbringing but she does like to daydream secretly. She strives for perfection, mostly out of deep seated insecurity and a longing to earn her guardian’s affection. The hard work is paying off as she is becoming quite strong in her abilities. But something else is growing in her as well, a loneliness and discontentment, and troubling dreams at night, just glimpses of something, someone, someplace happier.

Doveslove's Characters.

Tala Wa'.
Name: Tala Wa’ (Friends call her Tala, anyone looking for business better call her Wa’ Tala or Tala Wa’)

Age: 100

Race: High/Wood Elf

Birthplace: Somewhere on the Mainland

Appearance:http://fc09.deviantart.net/fs70/i/2014/250/3 ... 7y99wq.png
(I drew this one)

Skills/Talents:
-Animal training: Specialty is horses, but she can train most creatures brought to her.
-Trading(Minor): She has a good basic trading know how, and she knows what the price of her animals and carvings should bring, but her prices also fluctuate depending who she is dealing with.

-Healing: She heals through physical magic arts, though she still hasn’t mastered it and tends to keep the fact hidden from others just so she doesn’t have to go to cities and be mocked by the High Elves there. She started learning healing for her animals.

-Wood working: She has a very long history with wood working, and is very skilled at it, though her best work is probably her staff.
-Archery(Minor): She is not all that great in this field hitting on average 1/2 on her targets, just proficient enough to hunt for herself and the dogs, though you can always tell when she’s hunting, her grumbles of dissatisfaction can be heard for quite a distance.

Equipment: Staff that can be slung into a bow; her favorite horse, who just wears a saddle; her second favorite horse, who carries her tent and camp gear along with her extra supplies; and her wood carving tools(which the smaller items are carried on her person). (Images of most will be posted as well)

History/Personality: Her history is a short one, her mother was a Wood Elf who had the grave misfortune of falling in love with a High Elf, then less than a year after the birth of Tala, mysteriously disappeared into The Wilds, leaving Tala to be raised by her mother’s people. Many think because of this Tala has bad mood swings, making trade with her difficult, but otherwise she tends to be a very easy person to be around.
T'suni Na'.
Name: T’suni Na’

Age: 120

Race: Wood Elf

Birthplace: Somewhere in Silkwood

Appearance: http://i208.photobucket.com/albums/bb12 ... _heise.jpg
(Not my work)

Skills/Talents:
-Archery: He is not perfect, but that’s only because he’s rusty, most of his skill was taught to him by his family’s Master Archer, the rest he has learned from wondering in the woods.
-Tracking(Minor): He is proficient at this, for he needed it to hunt down prey, and Tala’s wondering animals.

-Trading: He is a master trader, after figuring out how to live on his own in the woods he travelled to Everglow to learn if he could survive, preferably thrive, in a city, which he did.

-Leather Craft: He has been working with leather since childhood, and in viewing his final products, it is obvious.

Equipment: Bow & Arrows-Tala made it, though the bow looks nothing like hers. Leather craft tools, 2 horses, one of which normally ends up carrying his extra supplies while the other wears a saddle.

History: He has travelled all the Main Land and has seen a lot of things, and learned even more(He made a point to stop at every library he could, and sometimes they weren’t friendly). After he travelled all he could, he went back to his home on the edge of The Wilds, but when he got there, he was in for a surprise, his home had been taken over by a mix breed(Tala) by Wilds Law. He tried persuading her out of the house, but all he got was a glare, and a dog bite in his rear end. So began the relationship between the two.

Personality: He has a very simple personality, pain equals anger, pleasure equals happiness, he’s that simple on the road or at home, but when in front of strangers he acts, a lot.

Mordrid Moonslash's Characters.


Rory Benington.
Name: Rory Benington
Age: 28
Race: Human
Birthplace: Everglow City - Docks
Job: Co-owner of Rags to Riches and Co-captain of The Lady Luck
Appearance:http://images4.wikia.nocookie.net/valkyriepr ... leth2.jpg
Skills/Talents: Rory has a proficiency for Wind magic, is an adept fencer and has a silver tongue. His skills in fencing and democracy have also helped him develop an amazing sleight of hand.

Equipment: The Lady Luck - Pirate Ship
http://www.walldc.com/wp-content/upload ... tos-41.jpg
Ladies Luck - Rapier

History/Personality: Rory was born on the street, raised by an older brother who is no longer around. Rory was lucky though, and eventually was taken in by a merchant on the docks. An elderly man who owned a small store front, with an assorted past. The man taught Rory two things, how to fence and how to deal with people. During the days, Rory would man the store front, dealing with customers and keeping books. The evenings were spent learning how to fight, training with real swords, feeling real pain. As he reached an age of maturity Rory set out on his own. He hopped aboard the first ship he saw and made for the sea.

The feel of the wind on his face set him free, or as free as he could get on a pirate ship. Rory had hopped aboard the Lady Luck, a pirate ship captained by the gruff dwarf, Arlow. Overtime Rory developed the ability to shift the wind slightly, not realizing the implications. One fateful day, when the boat was stranded Rory was able to conjure a breeze, saving the crew from breaking against the shore. Indebted and seeing an opportunity, Arlow made Rory first mate, giving him more responsibilities and taking advantage of his natural inclination for Wind magics.

Upon docking on his 26th birthday, Rory was greeted by a courier notifying him that his caretaker, the old man, had passed away, leaving him the store front. Rory took advantage of this, making a deal with Arlow. The duo would become co-captains of the Lady Luck, and co-owners of the store front. The goods they plundered while at sea would be sold in the store, at a significant discount from their competitors. The store was rebranded Rags to Riches and has been a success the past two years at the docks. A hefty fee is paid to the city guard to keep the storefront operating at a semi-legal level.
Arlow.
Name: Arlow
Age: 96
Race: Dwarf
Birthplace: Everglow City
Appearance: Arlow stands average height for a dwarf, but is built like a brick house, making him incredibly intimidating despite his height. He is incredibly muscular, and abnormally tan for a dwarf. His skin looks like leather, and his eyes are black as coal. Arlow's hair is as black as his eyes, but his shaggy beard is so often covered in salt from ocean spray that it appears almost white. For clothing Arlow sports a short black trench coat, barechested beneath that. For a belt he wears a length of the ships rope, which supports his baggy linen pants. Fitting the part Arlow also wears a customary pirates hat, and cuffed boots.

Skills/Talents: Arlow is am impressive sailor, an expert in small arms fighting and greedy beyond belief.

Equipment: Arlow co-captains the Lady Luck with Rory (See Rory's CS for picture). Aside from his clothing Arlow has two small warhammers hanging off his hips. One side is a knotched hammer head, while the other narrows into a deadly spike. These serve not only as tools, but also lethal implements in combat. Arlow also carries a varied assortment of knives.

History/Personality: Arlow was a street rat who happened to be in the wrong place at the wrong time. To get himself out of a sticky situation he decided to stow away on a boat. He was caught by the captain, but instead of turn him in the captain turned Arlow into a deck hand. The gruff dwarf soon realized that he was aboard a pirate ship, and as the loot piled in Arlow knew that this was his calling. The treasures they scrounged gleamed in the sun, and the dwarf only desired more.

Years at sea shaped the dwarf into a vessel of pure muscle and greed, ruthless in battle and terse in conversation. Arlow slowly collected his shares of loot until he had enough to buy his own ship, and hire a crew. Since then Arlow has been pirating for a living and causing trouble wherever he goes. Upon meeting Rory, Arlow found a new method of laundering his profits, and smuggling goods, all for increased profit though the store Rags to Riches. The pair may seem unlikely, but they have become a duo to be reckoned with.
Madrigal's Characters.

The Merchant House of Murakawa.
The House of Murakawa is not a noble house in the traditional sense, with ancestral lands carrying their name since centuries past. Rather, the House of Murakawa is a merchant house, a nova riche family which has acquired land and power through shrewd business deals, alliances and--so it is whispered on the street--blackmail, to achieve the same power as the noble houses of Aradia. A recent arrival to the isles of Aradia, Murakawa and his house have invested in several businesses in the city of Everglow, giving them a strong presence on the city streets. Of particular note is the Murakawa Trading Company building along the waterfront, as well as the Oriental Tea House, a small but refined inn and tea house where geisha, shirabyoshi and oiran entertain the wealthy and lordly of the city. It is said some dockworkers save their wages for years just for the privilege of visiting this modest building along the Golden Mile. The private guards of the Tea House however insure only those who show the proper dress, decorum, and of course wealth, may enter.

The House of Murakawa also maintains a small plantation in the Marshlands, a recent acquisition from a smaller merchant who sold his property when he fell on hard times. The plantation is a self-sustaining rice, tobacco and indigo farm. Murakawa’s agents are investigating the feasibility of expanding the farm further in to the Marshlands, though the farm’s low income suggests to some that Murakawa will sell the farm, in spite of the growing popularity of rice in particular among the townsfolk of Everglow. It is speculated among Murakawa’s colleagues in Everglow that he may be interested in opening a sugarcane plantation in the Tropics, though this is mere speculation. His chief interest in the island however are well known to his servitors in the Isles of Aradia--the Silkwood. Where others only see danger and death, the elusive merchant sees a ripe opportunity to acquire a rare commodity indeed, spider silk. Though a risky venture, control of the Silkwoods by Murakawa and his lackeys could provide them a monopoly on a rare material known only to be found in Aradia.
Hideki Murakawa.
Name Hideki Murakawa
Age 32
Race Human
Appearance Murakawa is of a shorter height and stature, being only 5'8 tall and possessing a thin, willowy physique. He has a thin face, with hazel eyes, a short, sharp nose, broad cheeks and short, straight black hair. He usually wears a kimono in a single color (occasionally with embroidery), a fine gasa and sandals. He is also known to carry various other marks of social standing, and is never far from his handsome wooden cane, with its gold and ivory pommel or his platinum pocket watch.
Skills

Ruthless Businessman: Having been raised by a family of successful merchants and started his own business at age nineteen, Murakawa is an accomplished trader, with a considerable number of companies under his thumb. Ever watchful for new opportunities, he uses his massive family fortune, personal connections and business savvy to find new ventures

Cultured: Since his youth, Murakawa has always conducted himself with a level of refinement uncommon even among nobles. Every action he takes, whether great or small, carries itself with a natural physical grace. His considerable wealth allows him to dress in a multitude of fine styles, and his soft, delicate yet firm voice is known to carry many a conversation until late at night. In his spare time, he is known to practice calligraphy, poetry and fencing, and has no small talent in these topics.

Connected: Murakawa’s wealth, culture and products do not end in the marketplace or the drawing room. His rare level of sophistication and personal fortunes have earned the respect of many in high places. He is known as a welcoming host, and frequently spends time with the affluent of society, meeting for mock duels, dinners, parties, balls and the like. He is ever willing to greet the powerful in friendship, winning them over with conversation and gifts, or twisting their arms with a bribe or blackmail.

History Little is known of Murakawa's origins. Among the poor of Tashikana, it is said he was an orphan, who worked as a runner for a messenger agency as a child, before he was found and adopted by a kind merchant family. At age seventeen however, speculation of his past meets fact. He left his home on his birthday, in order to begin his life as a slaver. His first order was from a middling noble, who wanted a young slave he had bought to be trained as a maid. Murakawa scoffed at such a low test of his abilities and used his time instead to educate her, teaching her refinement and culture while only briefly glossing over maidwork. When he returned, the owner was so pleased with Murakawa’s work he married the commoner soon after. This achievement quickly brought Murakawa to the attention of several nobles within Tashikana, beginning his climb to fame.

As his occupation quickly became a success, Murakawa eventually opened his own school and began trading exclusively in slaves of high quality, using them to fuel his movement up the social ladder, as well as to keep an eye on his rivals, business partners, and those in power. Since then, he has chosen to expand his business ventures, leaving much of the operations of his original trade to his many young apprentices. Today, Murakawa owns and operates a considerable force of merchant and fishing ships inherited from his parents, a school for training nobles and slaves, a bank, and numerous plantations and businesses in Tashikana and their trade partners. He is also a known member of the Merchant's Guild, and is rumored to have ties in Tashikana’s court--not all of them willing. Murakawa turns his nose up at the stigma towards slavery as a source of crude labor, exclusively training slaves for the upper class, making them into musicians, artists, wives and entertainers.

Cassandra.
Name Cassandra
Age 24
Race Human
Appearance Cassandra is a fit woman, almost Amazonian in physique, though her body remains lithe and limber enough for sudden bursts of dexterity and agility. Standing 5'10", the brown haired, brown-eyed Cassandra's face usually bears a calm, passive expression, ever eager and willing to listen and obey to the commands of her master. She usually wears a gi ending in a short skirt and leggings, typically with very little embroidery, and sandals or wrappings on her feet. She rarely wears any fine clothes or jewelry, and then only at the behest of her master.
Skills

Martial Arts Master: From a young age, Cassandra was raised by a warrior dojo in Tashikana, to fight as one of the Free People of the Grey Coast. As such, she is an expert martial artist, readily beating individuals with twice her experience, even against armored knights. Though she is trained in the use of most weapons, she is most comfortable with a long red pole.

Absolute Loyalty: Before she was captured and sold on the streets of Tashikana, Cassandra was a defiant proponent of abolitionism in the city-state. Little is known of her time between when she was purchased (at a great discount) by Murakawa and when she reappeared at the head of his private army, but in that time, Murakawa successfully turned one of his greatest potential enemies into a tool who regarded him as a figure of absolute authority. She willingly obeys his every command, showing no sign of remorse even when ordered to kill her former comrades.

History Cassandra was born in the town of Pennester, a small island under the control of one of the northern cities of the Grey Coast. The northern cities were fierce opponents of slavery, believing in the common rule of ordinary citizens. She lived a content life with her mother and father, until she reached the age of eight. Her village was raided by pirates, murdering her family and abducting her. However a sudden storm wrecked their ship on a remote island near Tashikana. The pirates dragged her along for a time, before making camp with their captives. None of the pirates lived to see the morning. A local dojo of shinobi and warriors descended upon the pirates, killing them in their sleep. Having liberated the captives,they directed them to a village nearby to charter a boat home. Cassandra however was impressed at their abilities, and asked to join them.

Her comrades were initially dismissive of her, disregarding her for her age and gender, however this only fueled Cassandra's urge to learn, and by the time she turned nineteen, she was an accomplished martial artist. Yet her proud, defiant spirit still held no mercy for those who had raided her village for slaves. She left with a small group of fellow warriors, intending to form a band of rebels to fight against slavers in Tashikana. She led raids against two major plantations, freeing almost four hundred workers. But her act of compassion won her the hatred of many powerful figures. She was branded a brigand, and a force of soldiers were sent to bring her to justice. She was captured and returned to the city, before being sentenced to a life of perpetual servitude, but she remained defiant, even as she was loaded into the stocks at the slave yard. For six months, she was held in shackles, shouting defiantly to her captors and insulting passersby. Her price dropped, from 2200 kyou to 75, and yet no one wanted her, until she caught the eye of Hideki Murakawa, who had her brought to his villa.

It was almost a year before she saw the sun again, yet when she did, a bizarre change had come over the girl. No more was she defiant, pouring scorn on the slave owners of Tashikana, no more was she crying for the common people to rise against them. Though the fire of her will still burned in her eyes, it had turned from its lofty ideals. She was now compliant, living only to fulfill her new master's whim. Since then, her mixture of competence and unquestionable loyalty has made her a valued pawn of Murakawa's. She serves to train many of his footsoldiers and agents, and often leads the more delicate operations of Murakawa's agents.

Akane.
Name Akane
Age 17
Race Human
Appearance Though descended from the pale-skinned people of the northern cities of the Grey Coast, Akane was born in the city of Tashikana, and conforms to the customs and language of her homeland. As such, the fair-skinned blond-haired, blue-eyed woman is usually dressed in a kimono or work clothes common to Tashikana. She has a penchant for jewelry, and will wear decorative necklaces and hairpieces. The girl is small, only 5'6", but fit for her size, and carries herself with a sense of composure taught by her master. She frequently carries a small club, which she uses to thrash disobedient slaves and to defend herself.
Skills

Slaver: Educated by her master in raising and educating slaves since the age of fifteen, Akane is now beginning to show herself to be a capable slave trainer in her own right.

Educated: Raised by the well-learned Hideki Murakawa himself, Akane is well versed in many topics the commoners of Aradia would be completely ignorant of. Everything from literature and history to science and mathematics has played a part in some course during her time with his household. Though not as cultured as her master, none can claim her to be an ignorant pupil.

Herb Tradesman: The daughter of a poor herbalist, Akane had assisted her mother in gathering herbs and applying them for years prior to becoming Murakawa's apprentice, making her a skilled enough poisoner and herbalist.

HistoryAkane was born and raised in the city of Tashikana, the daughter of an immigrant, who had fled her home when her village realized she was carrying a bastard child. She worked with her mother, selling herbs, which provided a modest living. Yet the girl felt herself drawn to something greater, and quickly grew angry at her life and upbringing. At the age of twelve, she was hurrying home when she accidentally collided with one of the most important men in the city. Hideki Murakawa. Though initially offended, the man's anger soon turned to interest as the girl tried to shout him down. Recognizing the will and passion of the girl, he had her taken home by one ear, before returning the next day to offer her a chance to serve as his apprentice.

She spent the following three years, doing menial chores and learning before Murakawa allowed her to raise her first slave at fifteen. Pleased with the results, Murakawa allowed her into his inner circle. She now operates as a hand of her master. Whether managing his affairs, directing his soldiers or raising slaves, she has devoted herself towards executing his will no matter the situation, in the hopes that one day he will think her worthy of taking his place.

Haatesrit.
Name: “She” is known by many names, most prominently “Haatesrit the Great Ewe” or “Haatesrit the Lily Eater”; however she is known to use several aliases, including ‘Yuriītā Tomoko’ of Tashikana and ‘Lady Anira Brancaleone’ of Aradia.
Age: Unknown; appears to be a young lady in her early twenties
Race: Appears human; in actual fact, she is one of the K’thrannu, a Primordial Elemental from the dawn of the world itself.
Birthplace: The Anir Desert
Appearance: Physically, Haatesrit appears to be a beautiful human woman, easily one of the most beautiful seen even by the most experienced dandy or jaded nobleman. With fair pale skin, an ample bosom, long raven-like hair, sensual curves and a pair of penetrating bright green eyes, she is a fair sight for any man or woman to behold. Frequently dressed in fine silk and ornaments of gold and gems to accentuate her fair appearance, one would not be faulted for claiming her beauty almost supernatural in origin.

In fact, were one to make such a claim, they would be quite correct.

Haatesrit, better known as Lady Anira Brancaleone, may wear a human visage well, but in actual fact, she is as human as the ancient idols that once bore her image, long forgotten by any mortal of this world. She is one of the K’thrannu, one of the primordial spirits that were said to have ruled the earth in ancient times. As such, she can easily shed her human skin, transfiguring herself into one of many possible forms. Few have lived to relate to others the horrific sight of Lady Anira’s transformations. Those that have are held in asylum, incapable of describing what they have witnessed.

Skills/Talents:

Fertility Goddess: Worshiped in ancient times as the desert incarnate, Anira in her prime was renown as a great beast, with mastery over the earth and skies of Anir. Though she has lost much of the power she possessed in ancient times, she remains a powerful being, and has control over local elements of the earth. Stone, soil, sand, wind and fresh water all respond to her command, and can be used to combat those who threaten her. In addition, she can assume her more monstrous form to defend herself. Her idol in ancient times was said to resemble a massive winged manticore, a sea of arms on her belly. However, she can also warp herself into a humanoid version of her idol form. Hunters and woodsmen have been known to eagerly tell stories of a lithe, thin humanoid being, with a great spiked tail, wings, and several arms emerging from her chest wandering through the forests late at night.

Primordial Deity: Anira may appear human, but in actual fact, she is as human as the desert she takes her name from. It is not known when or how exactly she came into being on this world, but the goddess claims to hail from the dawn of the world itself. She is well versed in secret things, even having a strong knowledge of the void. Her unnatural form however makes her unlike any being mentioned in grimoires discussing demons of the void. She is unable to be harmed by most human weapons, requiring silver weapons or magic even to scathe her. She can heal from injuries rapidly, but requires a steady supply of food to fuel the bulk of her abilities. Being an older being, she is unable to eat human food and can only subsist on raw meat. Preferably from human virgins.

Skin Walker: After centuries of presiding over mortals and millennia spent living in their midst, Anira is able to adjust her appearance to that of one of the mortal races, a necessary trait to conceal her true nature. She can assume the form of any mortal--living or dead--she has possessed, making her more adept at imitating humans and High Elves than other races. While sealed within a mortal skin, she cannot be detected by mortals or magic, though powerful demons and their ilk can detect her if they stand in close proximity to her. In addition, if she is in a skin of a race she is unfamiliar with, she will make unnatural movements or sounds, making her easily noticeable if in an unfortunate situation.

Equipment: Lady Anira can typically be seen in fine ornaments and gems when at ease at her estate, usually designed in the style of the ancient civilizations that once lived to the south of the Grey Coast. When out in public, she will wear fine gowns, customary of wealthy Aradians, along with prominent pieces of jewelry. Her favorite piece of jewelry, which she keeps nearby wherever she happens to be staying, is a headpiece, similar to the crowns of the old Pharaohs of that land. She also carries a golden ah’tswr, a ceremonial staff used by the ancient clergy of that land, which she can use to defend herself using a self-taught martial art.

History:

“We are from an older time. A time when water did not flow, but clung to one's hand like glue. A time when flame had no heat, and the wind had no breeze. A time when the earth stood stark and bare to the veiled skies. A time when all darkness was an abyss unto itself. We are the K’thrannu, the Dead Gods. We have awoken from our long sleep, and are possessed by a great hunger. And we are pleased you share our appetite, human.”


In ancient times, Haatesrit was the fertility goddess of the Anir Desert. From her great temple housing her monstrous form, she was worshiped by the locals in the hopes of a prosperous harvest and healthy children. She was by no stretch of the imagination however a merciful goddess. According to the scant records now available to scholars, she was said to ritually devour the wombs of young virgin women or entire newborns before fulfilling the pleas of her followers. And they willingly gave these sacrifices, for good reason. The image of the 200 foot tall Great Ewe, her human face rising above her temple in wrath was a sight the people of Anir were desperate to avoid.
No one quite knows what drove this goddess and so many of her kind from power, but archaeological records claim a mighty figure emerged from the void, a host of his kind at his back, before they exterminated the entirety of the K’thrannu, destroying the bulk of their temples and scattering their followers across the world.

No trace was found of Haatesrit or the K’thrannu for centuries afterwards. Nations rose and grew, the bulk of their people long forgetting the shadow that had cast itself over the world. Small enclaves would gather at forsaken ruins in worship of the K’thrannu, but their worship was long banned, and their followers few in number. All that changed however when an enterprising merchant found a particularly entrancing maiden for sale in the Tashikana marketplace. The woman had been captured by city guardsmen, leading a small cult in its worship of the K’thrannu. Ever eager for a new woman to be placed under his thumb, Hideki Murakawa eagerly purchased the young woman, believing her to be little more than a disobedient nobleman’s daughter.

From the start, it was clear her new master was no ordinary human. Murakawa was different from most of his kind. He was elegant and cunning beyond the wits of most men, certainly. But what made him truly appeal to her was his unending hunger for power and domination. Though he was gentle but firm in his demands, no task he ever asked of his servitors, apprentices or slaves ever seemed enough for him. He was patient and controlled, but beneath this was a thirst for mastery over those around him. A hunger the ancient goddess shared. After several months in his service, she unveiled her true form, confronting him and demanding his loyalty, offering power and wealth in return for his service to her and her brethren. Murakawa readily accepted, using his wealth and influence to protect her followers, and after some years, she became impressed by his display of faith, and offered to make him the avatar of the K’thrannu’s remaining power. Again, Murakawa accepted, his willpower readily containing the surge of ancient strength within his being. After a quiet marriage and a mutual vow to further one another’s goals and schemes, the two parted. Murakawa to return to his estate and holdings in Tashikana, and Tomoko for distant shores.

It was some months later when she encountered a group of Aradian merchants in a port city far to the north, among them a young noblewoman of House Brancaleone. Tomoko joined the lady’s ship, offering what money she had left for a voyage to Aradia, but the journey was not a tranquil one. The ship’s crew soon found themselves ravaged by disease, and the ship eventually ran aground off the northern islands of Aradia. Rescuers from the noble houses soon came upon the ship, finding only a handful of sailors still alive, along with Lady Embrissa Brancaleone. The noble lady claimed she had only narrowly survived her illness, but her friend Lady Tomoko had fallen overboard when the ship crashed amid the rocks. No sign of Lady Tomoko was ever found.

Six months later, Lady Embrissa Brancaleone renamed herself Anira Brancaleone.
Last edited by Shakey Jake on Mon Jan 12, 2015 7:47 pm, edited 16 times in total.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 01, 2014 6:41 am

That sounds fine to me. You should know that an expedition to The Untamed Isle (an island not in the control of the Senate) is about to leave to investigate a missing company of explorers and to see whether an Dark Elfs vision of demons on the Isle is true. Said expedition has been widely publicised around Everglow City so your characters can certain be a part of the expedition if that is what you want. In fact...I should post a recap! Silly me! If you have any question at all do feel free to ask! It isn't easy without other Bio's and a full Codex of info on the world yet but the RP is transitioning to this site so do forgive how things are right now.

Summary of Events Thus Far...
The Everglow festival approaches. The biggest, greatest, grandest event in The Isles. It comes around once every eight years and is marked by four whole days without the sun rising. This event is the most important date in anybodies calender as the city of Everglow explodes with activity. Several noble houses have completed marriage negotiations and lavish weddings are planned for the festival.
A long while ago a new Isle was discovered and envoys from Senate houses were sent to investigate the land. They were to report on resources found there so that the nobles could decide whether they would want to claim the Isle. The return date of the envoys has passed and questions have arisen as to their fate. Meanwhile, a Dark Elf seer has told the Senate of a vision that showed her demons on the Isle preparing for war. These two elements combined has prompted the Senate to mobilize an expedition to The Untamed Isle to see exactly what is going on there.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Creatress » Mon Dec 01, 2014 12:38 pm

Well I'm definitely interested. I'll think of a CS later if that's okay.
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Thanks to Treble for the beautiful sig and avi!

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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 01, 2014 7:34 pm

That is fine by me! Feel free to ask any questions you may have.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by DovesLove » Tue Dec 02, 2014 12:49 pm

WEEEE! It's back up! Haha, sorry am excited :P
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Kind of back, hope to see you all around again!

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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Creatress » Tue Dec 02, 2014 2:35 pm

Do you want me to post a CS in the thread here or PM you?
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Thanks to Treble for the beautiful sig and avi!

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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Tue Dec 02, 2014 7:57 pm

It's probably better to PM it to me then I can pop it straight into the first posts.

Doveslove! Good to see you!
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Thu Dec 04, 2014 7:23 am

Okay guys. I'm going to personally PM all the people who used to be a part of this RP and see if they are in or out. Some of the characters that exist already in this RP will have to be tweaked and such so that things still work. The good news is that if you are new here then these issues of continuity won't hit you at all. Just let me see where everyone is at and then we can take it from there. If you are from the RP on the other site and are worried that something won't work because a user is absent then we can always work something out.

The good news is that the expedition is a great starting point for the RP. It was supposed to be the original starting point but we spend months doing the build up to it ha
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Mordrid Moonslash » Thu Dec 04, 2014 7:40 am

Sounds good to me! Just a heads up ony Rory's CS, some of the links didn't transfer over. Can't wait for this to get up and running.

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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Skummy the Kitty » Thu Dec 04, 2014 9:52 am

Meows I'm lurking the shadows, but here regardless as long as the others are
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by dinthalion » Thu Dec 04, 2014 1:35 pm

I'm here! Ready to go again when the IC gets going.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Sun Dec 07, 2014 12:41 am

Yay! Dinth and Skummy! Miguel/Ironparagon and Ninmast are also in so we get get the ball rolling!
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by IareChris » Mon Dec 08, 2014 3:29 pm

I'm also very interested in joining! Do you guys still have room?
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 08, 2014 9:03 pm

Yep there is plenty of room! Let me know if you need any help or have any questions!
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by IareChris » Mon Dec 08, 2014 9:07 pm

Will do! I'll send my cs via pm.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by DovesLove » Mon Dec 08, 2014 9:08 pm

Oh, I probably need to send you my CS don't I, Jake?
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 08, 2014 9:13 pm

Yep, or I can go and get it if you want.
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by DovesLove » Mon Dec 08, 2014 9:21 pm

I've got it, I'll send it to you in the next 24 hours(gotta get the comp to do it, it's somewhere on my thumbdrive :P)
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Re: The Isles of Aradia. (OOC/New Settlers Wecome!)

Post by Shakey Jake » Mon Dec 08, 2014 9:38 pm

Posted Doveslove! All done!
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