V
06-29-2010, 11:02 AM
Rated M for possible violence, coarse language, alcohol reference and possible sex themes.
The Demon's Caravan.
The IC (http://role-player.net/forum/showthread.php?t=4948)
Humanity lives isolated in their towns and small cities spread across the discovered lands. It is too dangerous for them to travel outside the boundaries, unprotected to cross the distance in-between. Even if the trip takes less than a days walk. The Fabled lurk outside ready to attack those who attempt.
The only hope of travel is trust in the Demon's. Powerful beings often in the guise of a human that can stand up to the Fabled. They travel between human settlements as wanderers, some travel as a caravan with humans in service to them. To travel one must be allowed,by the Demon, into one of these caravans. But they seek a price for your protection, however travel is dependent on the will of the Demon. And none other.
Purpose
Your role is to take control of a human in their daily life, however the role play follows a singular demon on his travels of the world. Your character is to be apart of his caravan – whether existing in it before the start of the Role Play, joining it in the opening. This a social RP with a fantasy setting, meaning rather than having lengthy and constant action/ battles – it focus's on your character interactions over a day to day basis. But saying that, there is a very high chance that it may become more action orientated as the story moves forward. The RP is also designed for people to come and go (hopefully stay) if they wish and as such I'm allowing any number of people join (within reason of course) however people can only have one character at a time
Below is a bit of information on the main areas of the RP.
The Demons
The are an old Race, and powerful. They came long before humans, and live for a lot longer. They often take a human guise but it is not their normal body. They are a wandering race, never staying to long in a single location. It is not known what they seek, even to themselves, but it drives them to find purpose. But they are Solitary, Demon's do not travel together as they cannot tolerate the presence of another. Fighting occurs between Demon's if they meet, whether it is words or physical.
It is known that Demon's will not kill family, siblings, parents or children.
Not many Demons are known to exist outside the human realm. But the world is not truly explored, and more Demons are expected to exist in the uncharted.
A demons proper appearance is similar in shape to that of the human one they take. It tall they are a tall demon, if thin they are thin, etc. They have tougher skin, and each demon has a different colour (there are various shades). Some demons hair grows, and thickens. Others grow horns and spikes over their body. Generally they grow more muscular, and grow claws. The change from human to Demon can be quick depending on how they feel.
Each Demon has a Dark Power/ Ability, they are all different to one another. They can be frightening, forceful, subtle or just powerful.
The Caravans
Traveling alongside some Demon's are the Caravans. Made of many horse and carts, they sometimes keep well up to fifty carts, though it is more commonplace for Caravan's of twenty carts to be seen. Travelers are expected to have their own cart – especially if they are taking goods.
To seek passage with a Demon, a human must first approach the Law office in the township. They are then, if a demon is around, allowed to seek an audience with the Demon. It is then up to what they say to be allowed to join. More often than not they must offer a form of payment, whether it be a portion of a Merchants sales at each town they stop at or an item that they have in possession.
Usually the demons have several people that stay with the caravan, some forced to. But most are for positions that help the demon, such as a cook, a person to care for Horses and other animals, a cleaner for the Demons wagons, people to fix things if they break. And anything else the demon wishes for.
At any time one may seek to leave the Caravan, whether in the safe bounds of a city or in the dangers of the outdoors. It is customary to seek farewell by talking to the Demon first. If a person wishes to attend Marketplaces, or other visits in towns, and also wants to continue along with the Caravan it is required (most times) to let the Demon, or one of his Bound followers know this as well.
The Land
This world does not have any real name, save for The Land, but only the names of townships and cities. Often these settlements are broken up in regions such as The South-East or the West or The Centre. Surrounding all these Compass Regional areas is a place know as the Uncharted. At no place in the charted regions are places called 'The Sea' or 'The Ocean', no human knows such a mass of water exists.
Often one refers to each region by the specific terrain.
Wastes to the North, a boggy and wet place where storms are frequent. To the Northeast the bogs turn into more of a forest and The Northwest fades to Woody Hills. Before becoming a mountain range that follows most of the West and the Southwest.
In the South the Mountains eventually give way to more pleasant areas, when compared to the north. The Eastern side of the Charted areas gradually grow from plains to desert at the edge of settlement.
The Humans
Humanity is spread throughout the various settlements across the Charted Lands, and dependent on the Demon's traveling nature for News and Trade. There is no real power base and leadership for the people. But most people follow The Law opposed to either The Sept or the Demons.
Even though people are confined to homes, through the Light Powers of the Sept they have been able to lengthen their protective boundaries to hold at bay the Fabled Creatures. They are able to hunt in local woods and plant small crops or orchids.
The Law was created by Humans to create a peace between the Sept and Demons.
The Sept
A human religion that strongly opposes the Demons. They came about long ago, in an attempt for humans to create their own magic. It succeeded to an extend, however the powers became exclusive to that of the followers of the Sept. It's considered that they use Light powers, which include the protective barriers surrounding each town, healing magics and other defenses.
The Law
The Law was created to serve as a Neutral Faction between the Sept and the Demon's. They are apart of each city and each caravan. The Law could be considered humanities only Army, as it trains in the weapon arts and has strong leadership roles – well in each city that is. They serve as a go between, separating Demons from the religious group whenever they are in town or acting as a barrier for traveling followers of the Sept. They keep guard over prison's involving criminal folk tried under religious or Demon crimes.
The Law has strict rules on neutrality and thus if a person has become to attached to either the Demons or Sept and can no longer be neutral – they are sent into the service of The Sept if they lean towards Demons, or become bound to a Demon if the opposite. For these facts, the Law constantly shifts their people around.
The Fabled
The creatures that lurk beyond the safe bounds of the Sept, and fear the power of Demon's. There are many sorts of these beings, ranging from frailest Goblins to the Monstrous Worms.
Goblins, A weak frail half human half demon creature. They speak a garbled ever changing language and hunt in endless packs. Overwhelming is their strategy.
Dragon-Kin, Drakes and Dragons
Wyverns, A cousin to the Dragon-Kin they strike from the skies and move poorly on the earth. They snatch folk into the air for their own purpose. They can pump poisonous gas into the air via glands.
Great Cats, Mammoth cats twice the size of Lions prowl the lands in search of their food.
Worms, the burrowers and dangerous worms. A quake warns of their coming.
The 'Fabled' Squid, a legend among the fabled is the ship-killer.
Shades, the hide in the shadows and slink about as spies and assassins. Seen as a deep black fog.
Basilisk, Powerful large lizards or snakes that's gaze turns victims to stone or blinds them.
Ghasts, possessed spirits that cause nightmares. Seen as a clear white fog.
Hawklings, Bloodthirsty giant hawks that can crust humans with a single grip of their talons.
Behemoth, Giant powerful beasts of prey. They hunt alone. Double the size of the giant cants, with long manes and tales. Look wolf/cat like.
Scorpius. Man-sized scorpions.
Wolflings, the immortal Pack. Powerful and great wolves.
Rakes, Armored Dogs with vicious venomous fangs.
Salamander, fireling lizards
Man-Eating Trees, for a lack of a better name.
The Serpents, twisted sentient serpents that drag humans below the surface of the water for feed.
To name a few, if you have any ideas....
RP Rules
Follow Forum Rules
Use general RP'ing rules, no GodModding, no Powerplaying, no Using others characters, etc.
Please try to stick to the information given about the world as much as you can. If your unsure or wish for more clarification on issues, just ask.
Have lots of fun.
Character Sheet
Only Human Characters are Playable.
Name
Age
Class, title, or rank
Faction (not exactly what I mean) Either of The Law, The Sept, Neutral (I.E Nothing) or Demon Follower
Description, including height and weight. Clothing etc. (could be an image)
Personality
Weaponry of Preference or description of weapons.
Magic
Other Information.
Short History
Characters and NPC's
The Demon
Berrathorg of age unknown.
In his human guise he appears to be an larger man parallel that of his demon appearance.
Furry dark tinted red hair grows over his leathery grey skin on Berrathorg's back as he regains his demon appearance. The hair on his head grows lengthy and wild but no horns sprout forth from his head. Nor any spikes from his back. But he is heavily muscular and He opts for more of a slouched stance when he is like this
He favors the Axe in battle acting as a berserker to his enemies.
Berrathorg employs a power known by others as the Shade. Often is is mistaken as a subtle or weaker ability than most other Demons. In truth Berrathorg employs it to great strength in protecting himself an those that follow him. The Shade is a mental ability that heightens Berrathorgs perceptions often acting as a warning device for himself.
Acting as a unseen bubble that surrounds the caravan, it may weaken through size. The Demon is able to sense any that enter into this area, though it is uncertain that other Demon's can be perceived this way. The creatures of the Fabled however can be sensed.
Not only is this ability able to sense beings inside this bubble, Berrathorg can affect the mind of others inside this area. Whether it be to send simple messages secretly or watching through the eyes of another. But there are other and more sinister ways of using this magic of the Shade.
Long passages of time can pause in an instant through lengthy conversation. The shade can be used to focus another to create an illusion that is extremely real. Mind blasts of pain can be sent.
((He will be played by me if needing to reply, or advance Plot))
The Demon's Bound Followers
Named after the towns or cities where they became bounded to the Demon's life, these were once people of the Law that betrayed Neutrality in favor of the Sept. If a visiting Demon finds the offending person to be useful they can take them into their caravan. Once a part of the Demon's Caravan they must follow the Demon and do whatever the ask of them.
Sachil (Will be played by me if in need of replying)
The oldest (yet no one knows his age) amongst Berrathorg's Bound followers, and in fact the one who has travelled with the demon for the longest. It is rare to not see Sachil lurking around Berrathorgs caravan. Thats unless he is on an errand or task. Possibly the demons only true friend. His assassin and Envoy, his voice and weapon. Trained in many weapon arts. He appears about 30.
At around average height, perhaps a little smalled than 6ft, Sachil stands without slouching however remains somehow to fade away into his surroundings. His skin is marked with countless white scars from the thousands of fights he's been in with the Fabled. His face appears bony and covered with stubble. His hair is ragged and black.
Sachil generally wears darker coloured clothing to help fade into the background
Aqua (Similar to Sachil, only played if replying is needed)
Much younger than Sachil, she has been apart of Berrathorg's caravan for nearly twenty years. In that time she has barely aged. Unlike Sachil, she is not a weapon of the demons – though she has been trained for battle by Sachil. She is one of Berrathorg's concubines.
Nearly a head shorter than her friend Sachil, Aqua appears as if she was in her mid-twenties. Her skin is free of blemishes but heavily tanned. Aqua is a little petite and delicate looking, hiding that she is far stronger than she appears. Aqua has thick straight brown hair that falls to her shoulders, and equally brown coloured eyes.
Her clothing generally involves tight and revealing corsets with elegant dresses, her clothing is also expensive looking and well crafted. Sh doesn't carry any visible weapons.
Altera, she will be one of my characters. Will write character sheet shortly.
The newest person to be bound, as she has just become apart of his crew she doesn't know what to expect of her.
~
Other NPC's include various caravan folk that work for Berrathorg, mercenaries and others. Any of which can be played.
~~
Current Character List
Celarious - Sek (http://role-player.net/forum/showpost.php?p=253802&postcount=9)
Celarious - Altera (coming soon)
Roan - Giselle (http://role-player.net/forum/showpost.php?p=253436&postcount=2)
Danijel - Rico (http://role-player.net/forum/showpost.php?p=255277&postcount=13)
Oishii - Nikolai (http://role-player.net/forum/showpost.php?p=258066&postcount=21)
Innkeeper - Zenodo (http://role-player.net/forum/showpost.php?p=258159&postcount=22)
The Demon's Caravan.
The IC (http://role-player.net/forum/showthread.php?t=4948)
Humanity lives isolated in their towns and small cities spread across the discovered lands. It is too dangerous for them to travel outside the boundaries, unprotected to cross the distance in-between. Even if the trip takes less than a days walk. The Fabled lurk outside ready to attack those who attempt.
The only hope of travel is trust in the Demon's. Powerful beings often in the guise of a human that can stand up to the Fabled. They travel between human settlements as wanderers, some travel as a caravan with humans in service to them. To travel one must be allowed,by the Demon, into one of these caravans. But they seek a price for your protection, however travel is dependent on the will of the Demon. And none other.
Purpose
Your role is to take control of a human in their daily life, however the role play follows a singular demon on his travels of the world. Your character is to be apart of his caravan – whether existing in it before the start of the Role Play, joining it in the opening. This a social RP with a fantasy setting, meaning rather than having lengthy and constant action/ battles – it focus's on your character interactions over a day to day basis. But saying that, there is a very high chance that it may become more action orientated as the story moves forward. The RP is also designed for people to come and go (hopefully stay) if they wish and as such I'm allowing any number of people join (within reason of course) however people can only have one character at a time
Below is a bit of information on the main areas of the RP.
The Demons
The are an old Race, and powerful. They came long before humans, and live for a lot longer. They often take a human guise but it is not their normal body. They are a wandering race, never staying to long in a single location. It is not known what they seek, even to themselves, but it drives them to find purpose. But they are Solitary, Demon's do not travel together as they cannot tolerate the presence of another. Fighting occurs between Demon's if they meet, whether it is words or physical.
It is known that Demon's will not kill family, siblings, parents or children.
Not many Demons are known to exist outside the human realm. But the world is not truly explored, and more Demons are expected to exist in the uncharted.
A demons proper appearance is similar in shape to that of the human one they take. It tall they are a tall demon, if thin they are thin, etc. They have tougher skin, and each demon has a different colour (there are various shades). Some demons hair grows, and thickens. Others grow horns and spikes over their body. Generally they grow more muscular, and grow claws. The change from human to Demon can be quick depending on how they feel.
Each Demon has a Dark Power/ Ability, they are all different to one another. They can be frightening, forceful, subtle or just powerful.
The Caravans
Traveling alongside some Demon's are the Caravans. Made of many horse and carts, they sometimes keep well up to fifty carts, though it is more commonplace for Caravan's of twenty carts to be seen. Travelers are expected to have their own cart – especially if they are taking goods.
To seek passage with a Demon, a human must first approach the Law office in the township. They are then, if a demon is around, allowed to seek an audience with the Demon. It is then up to what they say to be allowed to join. More often than not they must offer a form of payment, whether it be a portion of a Merchants sales at each town they stop at or an item that they have in possession.
Usually the demons have several people that stay with the caravan, some forced to. But most are for positions that help the demon, such as a cook, a person to care for Horses and other animals, a cleaner for the Demons wagons, people to fix things if they break. And anything else the demon wishes for.
At any time one may seek to leave the Caravan, whether in the safe bounds of a city or in the dangers of the outdoors. It is customary to seek farewell by talking to the Demon first. If a person wishes to attend Marketplaces, or other visits in towns, and also wants to continue along with the Caravan it is required (most times) to let the Demon, or one of his Bound followers know this as well.
The Land
This world does not have any real name, save for The Land, but only the names of townships and cities. Often these settlements are broken up in regions such as The South-East or the West or The Centre. Surrounding all these Compass Regional areas is a place know as the Uncharted. At no place in the charted regions are places called 'The Sea' or 'The Ocean', no human knows such a mass of water exists.
Often one refers to each region by the specific terrain.
Wastes to the North, a boggy and wet place where storms are frequent. To the Northeast the bogs turn into more of a forest and The Northwest fades to Woody Hills. Before becoming a mountain range that follows most of the West and the Southwest.
In the South the Mountains eventually give way to more pleasant areas, when compared to the north. The Eastern side of the Charted areas gradually grow from plains to desert at the edge of settlement.
The Humans
Humanity is spread throughout the various settlements across the Charted Lands, and dependent on the Demon's traveling nature for News and Trade. There is no real power base and leadership for the people. But most people follow The Law opposed to either The Sept or the Demons.
Even though people are confined to homes, through the Light Powers of the Sept they have been able to lengthen their protective boundaries to hold at bay the Fabled Creatures. They are able to hunt in local woods and plant small crops or orchids.
The Law was created by Humans to create a peace between the Sept and Demons.
The Sept
A human religion that strongly opposes the Demons. They came about long ago, in an attempt for humans to create their own magic. It succeeded to an extend, however the powers became exclusive to that of the followers of the Sept. It's considered that they use Light powers, which include the protective barriers surrounding each town, healing magics and other defenses.
The Law
The Law was created to serve as a Neutral Faction between the Sept and the Demon's. They are apart of each city and each caravan. The Law could be considered humanities only Army, as it trains in the weapon arts and has strong leadership roles – well in each city that is. They serve as a go between, separating Demons from the religious group whenever they are in town or acting as a barrier for traveling followers of the Sept. They keep guard over prison's involving criminal folk tried under religious or Demon crimes.
The Law has strict rules on neutrality and thus if a person has become to attached to either the Demons or Sept and can no longer be neutral – they are sent into the service of The Sept if they lean towards Demons, or become bound to a Demon if the opposite. For these facts, the Law constantly shifts their people around.
The Fabled
The creatures that lurk beyond the safe bounds of the Sept, and fear the power of Demon's. There are many sorts of these beings, ranging from frailest Goblins to the Monstrous Worms.
Goblins, A weak frail half human half demon creature. They speak a garbled ever changing language and hunt in endless packs. Overwhelming is their strategy.
Dragon-Kin, Drakes and Dragons
Wyverns, A cousin to the Dragon-Kin they strike from the skies and move poorly on the earth. They snatch folk into the air for their own purpose. They can pump poisonous gas into the air via glands.
Great Cats, Mammoth cats twice the size of Lions prowl the lands in search of their food.
Worms, the burrowers and dangerous worms. A quake warns of their coming.
The 'Fabled' Squid, a legend among the fabled is the ship-killer.
Shades, the hide in the shadows and slink about as spies and assassins. Seen as a deep black fog.
Basilisk, Powerful large lizards or snakes that's gaze turns victims to stone or blinds them.
Ghasts, possessed spirits that cause nightmares. Seen as a clear white fog.
Hawklings, Bloodthirsty giant hawks that can crust humans with a single grip of their talons.
Behemoth, Giant powerful beasts of prey. They hunt alone. Double the size of the giant cants, with long manes and tales. Look wolf/cat like.
Scorpius. Man-sized scorpions.
Wolflings, the immortal Pack. Powerful and great wolves.
Rakes, Armored Dogs with vicious venomous fangs.
Salamander, fireling lizards
Man-Eating Trees, for a lack of a better name.
The Serpents, twisted sentient serpents that drag humans below the surface of the water for feed.
To name a few, if you have any ideas....
RP Rules
Follow Forum Rules
Use general RP'ing rules, no GodModding, no Powerplaying, no Using others characters, etc.
Please try to stick to the information given about the world as much as you can. If your unsure or wish for more clarification on issues, just ask.
Have lots of fun.
Character Sheet
Only Human Characters are Playable.
Name
Age
Class, title, or rank
Faction (not exactly what I mean) Either of The Law, The Sept, Neutral (I.E Nothing) or Demon Follower
Description, including height and weight. Clothing etc. (could be an image)
Personality
Weaponry of Preference or description of weapons.
Magic
Other Information.
Short History
Characters and NPC's
The Demon
Berrathorg of age unknown.
In his human guise he appears to be an larger man parallel that of his demon appearance.
Furry dark tinted red hair grows over his leathery grey skin on Berrathorg's back as he regains his demon appearance. The hair on his head grows lengthy and wild but no horns sprout forth from his head. Nor any spikes from his back. But he is heavily muscular and He opts for more of a slouched stance when he is like this
He favors the Axe in battle acting as a berserker to his enemies.
Berrathorg employs a power known by others as the Shade. Often is is mistaken as a subtle or weaker ability than most other Demons. In truth Berrathorg employs it to great strength in protecting himself an those that follow him. The Shade is a mental ability that heightens Berrathorgs perceptions often acting as a warning device for himself.
Acting as a unseen bubble that surrounds the caravan, it may weaken through size. The Demon is able to sense any that enter into this area, though it is uncertain that other Demon's can be perceived this way. The creatures of the Fabled however can be sensed.
Not only is this ability able to sense beings inside this bubble, Berrathorg can affect the mind of others inside this area. Whether it be to send simple messages secretly or watching through the eyes of another. But there are other and more sinister ways of using this magic of the Shade.
Long passages of time can pause in an instant through lengthy conversation. The shade can be used to focus another to create an illusion that is extremely real. Mind blasts of pain can be sent.
((He will be played by me if needing to reply, or advance Plot))
The Demon's Bound Followers
Named after the towns or cities where they became bounded to the Demon's life, these were once people of the Law that betrayed Neutrality in favor of the Sept. If a visiting Demon finds the offending person to be useful they can take them into their caravan. Once a part of the Demon's Caravan they must follow the Demon and do whatever the ask of them.
Sachil (Will be played by me if in need of replying)
The oldest (yet no one knows his age) amongst Berrathorg's Bound followers, and in fact the one who has travelled with the demon for the longest. It is rare to not see Sachil lurking around Berrathorgs caravan. Thats unless he is on an errand or task. Possibly the demons only true friend. His assassin and Envoy, his voice and weapon. Trained in many weapon arts. He appears about 30.
At around average height, perhaps a little smalled than 6ft, Sachil stands without slouching however remains somehow to fade away into his surroundings. His skin is marked with countless white scars from the thousands of fights he's been in with the Fabled. His face appears bony and covered with stubble. His hair is ragged and black.
Sachil generally wears darker coloured clothing to help fade into the background
Aqua (Similar to Sachil, only played if replying is needed)
Much younger than Sachil, she has been apart of Berrathorg's caravan for nearly twenty years. In that time she has barely aged. Unlike Sachil, she is not a weapon of the demons – though she has been trained for battle by Sachil. She is one of Berrathorg's concubines.
Nearly a head shorter than her friend Sachil, Aqua appears as if she was in her mid-twenties. Her skin is free of blemishes but heavily tanned. Aqua is a little petite and delicate looking, hiding that she is far stronger than she appears. Aqua has thick straight brown hair that falls to her shoulders, and equally brown coloured eyes.
Her clothing generally involves tight and revealing corsets with elegant dresses, her clothing is also expensive looking and well crafted. Sh doesn't carry any visible weapons.
Altera, she will be one of my characters. Will write character sheet shortly.
The newest person to be bound, as she has just become apart of his crew she doesn't know what to expect of her.
~
Other NPC's include various caravan folk that work for Berrathorg, mercenaries and others. Any of which can be played.
~~
Current Character List
Celarious - Sek (http://role-player.net/forum/showpost.php?p=253802&postcount=9)
Celarious - Altera (coming soon)
Roan - Giselle (http://role-player.net/forum/showpost.php?p=253436&postcount=2)
Danijel - Rico (http://role-player.net/forum/showpost.php?p=255277&postcount=13)
Oishii - Nikolai (http://role-player.net/forum/showpost.php?p=258066&postcount=21)
Innkeeper - Zenodo (http://role-player.net/forum/showpost.php?p=258159&postcount=22)