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[RPG] Ryn�r�n and Kh�r�th: The Lost Relics
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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostThu Jul 21, 2005 4:43 pm    [RPG] Ryn�r�n and Kh�r�th: The Lost Relics

Welcome to the lands of Ryn�r�n and Kh�r�th. They are two continents filled with lush forests, high mountains, crystal clear rivers, lakes, and streams, and a variety of races. Some of these races live in peace with one and other. They help eachother through hard times and trade with eachother. They respect the cultures of others and in turn the others respect their cultures. This is not the way with all species though. There is still much termoil in the lands. Powers rising and falling, wars being fought and others brewing. It is a land of much history. How will you write you page in the books?

There are 17 species that inhabit this land. Choose wisely.

Thyrak (Warriors)



Th�ryli��s


Realm Info
Race: Thyrak(The Warriors)
Homeland: The Kingdom of Aelairion
Capital City: Therylious
Leader: King Traken Elrahir XII
Population: 200 000
Military: Very Powerful
Army Size: 36 000
Currency: The Hythen
National Animal: The Wolf


General Info

Average Height: 6�3�
Average Weight: 230 lbs
Strength: Powerful
Speed: Very fast
Intelligence: Genius
Species: Humanoid
Class: Warrior
Religion: Enfalism
Religious Leader: Archbishop Jukaryn
Weapon of Choice: The Long Sword.
Basic Description: Thyrak usually have brown eyes. They consider green eyes a sign of strength as all the heroes of the realm had green eyes. They are well built and very strong. They are a warrior race. Their past is a violent one, involved in many battles and wars. They are the wealthiest race in Rynaren. They are the main military force in �The Great Alliance�. The Thyrak army is one of almost unmatched power. They can often be quite arrogant but other times can be very hospitable. They are a very noble and intelligent species that are constantly advancing and growing. Honour is the fuel that drives them. They are very closely related to Men, which is described in the timeline.



Zhynn





Realm Info

Race: Zhynn
Homeland:
Capital City: Qui�Thake
Leader: The Order (Lord Zakarallas as their representative)
Population: 60 000
Military: Small but strong
Army Size: 10 000
Currency: Truan
National Animal: The Jaguar

General Info

Average Height: 6�7�
Average Weight: 240 lbs
Strength: Massive
Speed: Very fast and quick.
Intelligence: Intelligent
Species: Humanoid/Unknown
Class: Assassin
Religion: Lorantasism
Religious Leader: The Order (Lord Zakarallas as their representative)
Weapon of Choice: Flail, Claws, 2 Handed Sword.
Basic Description: These are very mysterious beings. They are an assassin order. Bred to kill. They are not seen much and many dare not to enter into their lands for fear of death. Rumour being they kill for no reason, which isn�t really true, though they don�t take kindly to outsiders. They are very large and very strong but despite their size, are incredibly stealthy. The Order rules over one branch with a dictatorship rule. They will not talk to the public and have a representative name Zakarallas speak for them.


Men






Realm Info

Race: Men
Homeland: Ronaro, Banorat
Capital City:
Leader: King Calen Herend (Ronaro), King Erlien Porrathos (Banorat)
Population: 210 000 (Ronaro) 160 000 (Banorat)
Military: 20 000 (Ronaro) 18 000 (Banorat)
Army Size: Powerful (both)
Currency: Farlen (both)
National Animal: The Eagle (Ronaro) Black Bear (Banorat)


General Info

Average Height: 6�0�
Average Weight: 190 lbs
Strength: Very Strong
Speed: Fast
Intelligence: Genius
Species: Humanoid
Class: Peasant (Fighter when need be)
Religion: Duende
Religious Leader: The Cardinal Riylieu
Weapon of Choice: Long Sword.
Basic Description: Men are one of the most dominant species population wise besides Orcs, who are breeding 90% of the time. Many of them live a peasant life of farming. Others own simple shops of clothes, food, items leather, and jewellery. Many are into blacksmithing though for the large armies that the Kingdoms of Man have. Men have split into 2 nations. Ronar and Banorat. The relations between the two is not the greatest and they bicker occasionally. Men are very closely related to the Thyrak, which is shown in the timeline.



Elves



Irienshri



Realm Info

Race: Elves
Homeland: L��r�nthi�
Capital City: Irienshri
Leader: Lord Revweir
Population: 130 000
Military: Moderate
Army Size: 19 000
Currency: Tehan
National Animal: Silver Fox


General Info

Average Height: 6�1�
Average Weight: 180 lbs
Strength: Strong
Speed: Very fast
Intelligence: Genius
Species: Elf
Class: Archers
Religion: Judethism
Religious Leader: Lord Lanith
Weapon of Choice: Long bow, Hunter�s bow. Silver arrows. Long Sword
Basic Description: The Elves are a very graceful and noble race. They�re and intelligence species that have mastered several forms of magic, such as spells to do with nature, enchanting and healing. They are caught in a war with their cousins, the Drow (Dark Elves). It is a war that has lasted for years and years. Elves hail form Laerenthia though many travelled to the continent of Kharath and settled in Anarak. A small portion of this still remains in Elf control, though for the most part, it is controlled by the Drow.


Drow



Farnaloth



Realm Info

Race: Drow
Homeland: Anarak
Capital City: Farnaloth
Leader: Judicator Eryinoth
Population: 23 000
Military: Strong
Army Size: 12 000
Currency: Jurn
National Animal: Giant Spider


General Info

Average Height: 6�2�
Average Weight: 200 lbs
Strength: Average
Speed: Extreme
Intelligence: Genius
Species: Elf (Dark)
Class: Archers
Religion: Harlorn
Religious Leader: Lord Telnisian
Weapon of Choice: Long bow, Hunter�s bow. Silver arrows. Long Sword
Basic Description: Several Elves delved into the black arts of magic and were seduced by them. They were transformed as their fair skin went dark grey with a purple tint; their blonde hair went green and their hearts black. They are generally a bit bigger than Elves and have more magic revolving around power and war. They believe that they must unleash the dark arts upon their cousins. They feel that their leaders are oppressing them by not allowing them to feel and experience all that can be wielded through the dark arts. All those who condemn the dark arts are inferior and should be eradicated.



Orcs





Realm Info

Race: Orcs
Homeland: Nuirams
Capital City: Ognil
Leader: Lord UhJurjk The Disgusting.
Population: 250 000
Military: All-Consuming
Army Size: 100 000
Currency: Khurjj
National Animal: None


General Info

Average Height: 5�4�
Average Weight: 150 lbs
Strength: Average
Speed: Average
Intelligence: Below Average
Species: Orc
Class: Evil fighters
Religion: Fhuurfhar
Religious Leader: High Councillor Ghafjah
Weapon of Choice: Sword, axe, bow.
Basic Description: Orcs aren�t very big creatures, and aren�t very fast. They have an average strength and aren�t very intelligent. No one is quite sure where the Orcs came from but it is assumed that they came up from the land beyond, the Southern most regions of Kharath. They are disgusting creatures whose sole desire is to conquer all land. They breed incredibly quickly, which is how they accomplish anything, for they are not the greatest fighters. Their numbers are just much larger than anyone elses.


Minotaurs






Realm Info

Race: Minataurs
Homeland: Kaar
Capital City: Messirneth
Leader: Alpha Hurnuth
Population: 50 000
Military: 2 500
Army Size: Small
Currency: Junce
National Animal: Bull


General Info

Average Height: 8�2�
Average Weight: 1000 lbs
Strength: Massive
Speed: Very Fast
Intelligence: Above Average
Species: Bull/Man
Class: Fighter
Religion: Kenoramin
Religious Leader: Beta Kenethor
Weapon of Choice: Battle Axe
Basic Description: Minotaurs are a very large and powerful species. They occupy the lands of Kaar along with the Centaurs in a peaceful harmony. The Minotaurs have not been in very many wars but have had incredible success in the ones they have been in. Their forces may be small, but if the need arises, more Minotaurs will answer the call to arms. They are noble and try to be peaceful and live a normal life. They do not see that they should use their power to topple other nations and believe that they have a right to exist aswell.


Centaurs




Realm Info

Race: Centaur
Homeland: Kaar
Capital City: Messirneth
Leader: Alpha Hurnuth
Population: 48 000
Military: 2 000
Army Size: Small
Currency: Junce
National Animal: Bull


General Info

Average Height: 7�2�
Average Weight: 760 lbs
Strength: Very strong
Speed: Extremly fast at running, less so at combat with human-like torso.
Intelligence: Above Average
Species: Horse/man
Class: Fighter
Religion: Kenoramin
Religious Leader: Beta Kenethor
Weapon of Choice: 2 handed sword, spear.
Basic Description: These half horse, half man creatures share a natoin with the Minotaurs, whom they live in peace and harmony with. They both share the same culture, which they made up hundreds of years ago. They are a peaceful race unless provoked, then they will fight to the death to save their lands and culture. They, much like the Minotaurs, believe all creatures have a right to life.


Wizards





Realm Info

Race: Wizard
Homeland: Leurna, Unamed Island
Capital City: Thylandra
Leader: Vhehanil The Powerful
Population: Unknown
Military: Unknown
Army Size: Unknown
Currency: The Wizards don�t use money in their own culture. They will sell healing potions and herbs for money to buy in other nations though.
National Animal: The White Dragon (Only 1 ever)

General Info

Average Height: 6�1�
Average Weight: 180 lbs
Strength: Average physically, extremely powerful magically if well trained.
Speed: Quick.
Intelligence: Almost All-Knowing
Species: Wizard/Sorcerer
Class: Mage.
Religion: Wilhelman
Religious Leader: Vhehanil The Powerful
Weapon of Choice: Magical Staff, Magic
Basic Description: Not a lot is known about the origins of the Wizards. No one really knows what their race is either. They occupy a tower-city within the protection of Leurna and its circle of mountains and forests. They generally side with species that have good intentions rather than dark ones. Some call them the Guardians of the world. Others think they are simply old men who know several mind tricks.

Undead





Realm Info

Race: Undead
Homeland: Brakra
Capital City: Rhuelak
Leader: Jarmalus The Reviver
Population: Unknown
Military: Powerful
Army Size: Unknown
Currency: None
National Animal: Tortured Soul


General Info

Average Height: 5�8�
Average Weight: 150 lbs
Strength: Varies depending on how or what creatures is resurrected.
Speed: Varies depending on how or what creatures is resurrected
Intelligence: Varies depending on how or what creatures is resurrected
Species: Various races resurrected
Class: Undead Fighter
Religion: None
Religious Leader: None
Weapon of Choice: Sword.
Basic Description: The undead are a race of being resurrected from the fallen of this land. The Wizard Jarmalus Is a very powerful wizard. He believed that he should be in control of the Wizards� Council. His craving for power led him to the study of the Dark Arts. His power grew and the council recognized him as a threat and disbanded him and stranded him on Brakra. At this point it was too late. It is believe that he first introduced the Drow to the Dark Arts before being stranded on the island. His craving for power never died. By the time he was expelled he had learned most about the Dark Arts. He began raising skeletons to do his biddings. Later as he got stronger in his necromancy he began raising corpses and even demons from other dimensions. The undead came to existence. Cities in Brakra have been built and there have been sightings of boats coming from that direction.


Dwarves





Realm Info

Race: Dwarves
Homeland: Theerakal
Capital City: Mohrak
Leader: Gunahr The Brave
Population: 170 000
Military: Strong
Army Size: 21 000
Currency: Guhn
National Animal: Mountain Lion


General Info

Average Height: 4�5�
Average Weight: 160 lbs
Strength: Very Strong
Speed: Quick
Intelligence: Above Average
Species: Short human
Class: Fighter / miner
Religion: Ghouran
Religious Leader: Douar The Mighty
Weapon of Choice: Large Axe
Basic Description: Though Dwarves are short, they are very strong, spending a lot of their time mining in the mountains has built up the muscle mass of these beings. They are very rich due to all of the ors they mine and sell and the magnificent armours and weapons that they make. They are a brave species that will fight if needed.

Dragons





Realm Info

Race: Dragon
Homeland: None
Capital City: None
Leader: Shaavt The Scalding
Population: Unknown
Military: None
Army Size: None
Currency: None
National Animal: None


General Info

Average Height: 20�3�
Average Weight: 1500 lbs
Strength: Powerful
Speed: Lightning fast
Intelligence: Varies. (Some very intelligent, while others dumb as a brick)
Species: Lizard
Class: Animal
Religion: None
Religious Leader: None
Weapon of Choice: Fire
Basic Description: The Dragons can spew fire from their mouths to kill their prey, or simply catch them with their large claws. They are difficult to kill due to the hard scales that cover their body. There are some, which are very intelligent and may speak several languages. There are others, which are simply like animals. Much of the time, even the intelligent ones will pretend to be stupid.


Valyrians






Realm Info

Race: Valyrians
Homeland: Caradruhs
Capital City: Stur Stanthir
Leader: King Laerarh Targaryen XVI
Population: 160 000
Military: Powerful
Army Size: 26 000
Currency: Gold
National Animal: Dragon


General Info

Average Height: 6�2�
Average Weight: 210 lbs
Strength: Very Strong
Speed: Very Fast
Intelligence: Genius
Species: Dragon blooded men
Class: Warrior Race
Religion: Fenathasism
Religious Leader: Bishop Drake XVI
Weapon of Choice: The Long Sword
Basic Description: The Valyrians are dragon-blooded men. They believe that dragons are the courage of men, removed from the weak bodies. Their entire culture worships the dragons that live just beyond the mountains. The Dragons will not attack them as they can smell the blood of dragons running through their veins. They are a powerful species that have been confined due to the island that they live on. They know of the outside world, but choose not to interact with such beings. Their hair is always a silver-ish one and their eyes are either violet or blue.


Faeries





Realm Info

Race: Faeries
Homeland: Ikranis
Capital City: Tinitas
Leader: Queen Linitha
Population: 22 000
Military: Almost none existant
Army Size: 1 000
Currency: Yino
National Animal: Butterfly


General Info

Average Height: 3'0"
Average Weight: 75 lbs
Strength: Feeble
Speed: Incredibly fast
Intelligence: Average
Species: Insect / Wood Elf
Class: Mage
Religion: Nature
Religious Leader: Lord Yerah
Weapon of Choice: Magic
Basic Description: Fairies are very small creatures that inhabit the remote island of Ikranis. For the most part they have been left alone, wishing to remain out of the affairs of the outside world and its violence. Fairies are very peaceful creatures that can harness the spiritual powers of nature and convert them to magic. This makes them very powerful despite their small stature and passive nature. What would they be able to accomplish if they were transformed much like the Elves to the Drow?


Juar




Realm Info

Race: Juar
Homeland: Sarenia
Capital City: Szerobh
Leader: Queen Seyral
Population: 114 000
Military: Strong
Army Size: 17 000
Currency: lokri
National Animal: Black Panther

General Info

Average Height: 6�8�
Average Weight: 250 lbs
Strength: Very strong
Speed: Lightning quick
Intelligence: Average
Species: Cat
Class: Assassin
Religion: Schashlevi
Religious Leader: 1st Schastor Rwakwa
Weapon of Choice: Claws, Katana, Bo Staff.
Basic Description: This feline race is a race of elegance and danger combined. Their traditions seem to all be about prestige therefore all the towns attempt to be the cleanest and the nicest. This spreads into the homes of the race with their beautiful decorations. All towns and homes though have blocked off rooms for their rituals, such as sacrifices and eating life prey at certain times. Do not let the cleanliness of this race deceive you. They are incredibly dangerous and are some of the most skilled hand-to-hand fighters, and assassins in the land. They rival that of the Zhynn, their archenemies. Their claws are razor sharp and incredibly durable, being used as a weapon often, despite the fact they have longer metallic claws as weapons as well. Their quick reflexes and keen senses make them an admirable opponent.

Yurbak



Realm Info

Race: Yurbak
Homeland: Ghernk
Capital City: Klataks
Leader: Emperor Zakraws
Population: 165 000
Military: Strong
Army Size: 17 000
Currency: Pol
National Animal: Chameleon

General Info

Average Height: 5�10�
Average Weight: 170lbs
Strength: Average
Speed: Very fast
Intelligence: Above Average
Species: Chameleon/Lizard
Class: Fighter
Religion: Jarnathus
Religious Leader: Lord Trencet
Weapon of Choice: Double Short Swords, raptor-like claw on foot, blade attached to tail.
Basic Description: These people are rather neutral. They do not ally themselves with anyone but they also do not try to make enemies. Unfortunately for them, others such as the Drow have made themselves their enemies through relentless attacks. The Yurbak are very agile and quick. The majority of the population lives in the areas near or in/on the mountains and forest. There are some however that will living in open land. They are another species that make good assassins due to their speed and chameleon origin that allows them to change the colour of their skin if need be. They are not generally aggressive, but do not tend to like outsiders. They are currently engaged in several battles with the Drow and with Orcs passing through a small passage made through the mountains.


Wopens



Realm Info

Race: Wopens
Homeland: Enalin
Capital City: Reneken
Leader: Grand Chief Ragra
Population: 115 000
Military: Very Strong
Army Size: 14 000
Currency: Triia
National Animal: Grizzly Bear

General Info

Average Height: 8�2�
Average Weight: 430 lbs
Strength:Massive
Speed: Slow
Intelligence: Intelligent
Species: Bear/Monkey/ Humanoid
Class: Warrior
Religion: Oomba
Religious Leader: Oomba Chief Wakacha
Weapon of Choice: Large Club, Battle Axe
Basic Description: The Wopens are incredibly large and powerful. Standing over 8 feet tall, these creatures can cause considerable enough damage with just their fists and feet alone, let alone the large clubs and axes most of them use. They used to be the kindest species in the lands until they were plagued by attack after attack from the Drow and the Humans from Banorat who made the mistake of thinking the Wopen�s were just large animals without sentients. They are now generally less trusting of other species, though still show their great kindness to those they do trust. Despite their appearance of being just animals, they are incredibly intelligent beings. Their intelligence matches that of the Humans, being the smartest of all animal-like creatures.

Eiranians



Realm Info

Race: Eiranians
Homeland: Unknown
Capital City: Unknown
Leader: Unknown
Population: Unknown
Military: Unknown
Army Size: Unknown
Currency: Unknown
National Animal: Unknown

General Info

Average Height: Unknown
Average Weight: Unknown
Strength: Unknown
Speed: Lightning
Intelligence: Very Intelligent
Species: Ghost-like / Humanoid
Class: Apperation / Humanoid
Religion: Unknown
Religious Leader: Unknown
Weapon of Choice: Long Sword
Basic Description: Almost nothing of this species is known. They are ghost like apparitions that appear randomly. Normally it is to give a piece of advice to a group or a random traveller. Sometimes they�ll even be so bold as to appear in front of a King. They may manifest themselves into this world, but it takes a moment, sometimes a few moments. After they have done it, they are incredibly fatigued and will need to rest. They prefer to sleep after doing it, though in times of great emergency, they will sit down for a few minutes to catch their breath. Of course they will be exhausted while doing it and the second they are done whatever needs to be done they will sleep for a long time. They are an incredibly intelligent race and have proven on rare occasions that they are quite skilled with a long sword. They tend to aid those whose intentions are good rather than evil, but there are exceptions.


The Map



Last edited by Valathous on Thu Aug 18, 2005 7:24 pm; edited 18 times in total


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostThu Jul 21, 2005 4:44 pm    

The lands known as Ryn�r�n and Kh�r�th were created millions of years ago. It was created by a group of Gods, 12 (or 13, depending on whether the Eiranians came from a God or another dimension) Gods to be exact. Not all of these Gods liked each other though and created species to combat the beautiful creations of the others. The most notable God who created a species to combat the others is Nurak who created the Orcs and the Trolls in the land of Nuirams. All 12 (13?) of the Gods joined together to create the race of the Wizards to be their representatives on this planet and to watch over the species. There is a Wizard council, composed of 1 Wizard representing each God, and then lesser Wizards who roam the lands giving aid and advice to those who need it, or intervene if it is the will of the council. The species began to grow and evolve into civilizations. There were minor skirmishes between the species during the evolution and building of Kingdoms but nothing to the scale of what was about to become.
These are the recorded events of documented history taken from the Great Archives from the Great City of Therylious is the Kingdom of ��l�iri�n.

Before this time there were several wars of Kingdoms trying to set the boundaries. At the time, there was a species call the D�n�t� were not very united as a species and their Kingdom suffered greatly. They used to inhabit what is now R�n�r� but there was a civil war amongst themselves. They split into two groups, the Thyrak and Men. Men forced the Thyrak out and to the South into Inkr�n. The two groups placed their most prominent generals as their monarchs and denounced the royal bloodline of the D�n�t�. Some of these people did not choose sides but believed they were more powerful as the original species. They maintained that culture deep within the forests of R�n�r� in both the East and West. Some decided to maintain the traditions within Inkr�n aswell to assure that it remained alive in both the lands of Men and Thyrak and that one-day they would re-unite and be strong. The royal bloodline of the D�n�t� were some of these people that went into hiding to one day re-emerge and try to unite the two species. Most believe that the royal bloodline died.

The years start off in 1347 of the second age. First age being the developing ages from 0 to 879.

1347: The Kingdoms and civilizations have been finished. The borders set, but for how long, it is not known. There is much tension between the civilizations in Ryn�r�n, believing their Kingdoms should have received land that another Kingdom possesses. It is different from in Kh�r�th, where there is lots of room for the few civilizations that live there. The Kingdoms are as follows.

The Continent of Rynaren

-The Kingdom of Inkr�n (Later to be ��l�iri�n) (Thyrak)
-The Kingdom of L��r�nthi� (Elves)
-The Kingdom of Th��r�k�l (Dwarves)
-The Kingdom of S�r�ni� (Juar)
-The Kingdom of K��r (Minataurs / Centaurs)
-The Kingdom of R�n�r� (Human)
-The Kingdom of C�r�dr�hs (Valyrian)


The Continent of Kharath

-The Kingdom of Shr�� (Zhynn)
-The Kingdom of �n�lin (Wopens)
-The Kingdom of Gh�rnk (Yurbak)
-The Kingdom of L��rn� (Wizards)
-The Kingdom of N�ir�ms (Orcs / Trolls)

For several years these great Kingdoms attempted to live in harmony despite the boundaries that they did not like. The most advanced species at this point in Rynaren were the Thyrak, followed by Dwarves, then Men, then Elves. The other species were developing at a much slower rate, as they did not have the same amount of resources as these 4. In Kharath, the most advanced were the Wizards of course, being the representatives of the Gods, followed by the Zhynn, the Yurbak, the Wopens then lastly Orcs and Trolls who had not done much besides build themselves mud huts and kill eachother.

1394

- The number of Dwarves begins to increase exponentially along with their mining and weapons creation with bronze.
- The Juar send several small groups into L��r�nthi�, slaughtering a few Elven villages near the border. The Juar quickly set up residence in those villages.
- The Elves retaliate, sending in hidden archers who barrage the villages but do not manage to reclaim them; they are forced to retreat as the Juar set fire to the trees.

1395

- The Dwarves, who control the majority of the Mid-South of Rynaren begin to move into the small Kingdom of Inkr�n, occupied by the Thyrak due to the vast mountain ranges with resources possessed by the Thyrak.
- The Thyrak, who have discovered this iron, begin to replace all their bronze weaponry and armour with the stronger iron.
- King Tralis Karnak of the Inkr�n and Prince Haren Ithlan of L��r�nthi� meet to discuss their current dilemmas with the Juar and the Dwarves. An alliance is formed.
- The Thyrak supply the Elves with iron tips for arrows, weapons and armour to combat the Juar, rather than simply the bows they have (Due to the lack of mountains in L��r�nthi� to acquire ores). The Elves supply the Thyrak with wood for arrows and bows so they don�t have to cut down the few forests they have, along with teaching them more sound medical practices for healing their wounded from battle.
- The Dwarves occupy several towns in Inkr�n. This occupation does not last long as the forces of Inkr�n arrive shortly after and slaughter the small Dwarven force situated there.
- The Dwarves send another force through the mountain pass to Inkr�n. The Thyrak slaughter them once again in an ambush through the mountain pass.
- Dwarves decide it is time to declare war rather than simply calling it an occupation. Dwarf//Thyrak war officially starts.


1396

- Thyrak begin fortifying their capitol by reinforcing the structure and adding more guards.
- Thyrak begin a mass recruiting campaign. Many join the military to protect the lands for Dwarven oppression.
- Juar begin to break Elven defences.
- Elves fall back and reinforce defences farther back.
- Several divisions of Thyrak Warriors are transferred to L��r�nthi� to aid the Elves but a Dwarven force that was sent around the mountains intercepts the Thyrak force. A large battle that lasts for several weeks ensues as each force turns nearby villages into bases.
- Elves face many losses. Juar ravaging their lines. They are pushed back to the river.
- Elves use this to their advantage and line up all their archers all the way along the river. Barrages of arrows slaughter the Juar forces that approach the river.
- Dwarves begin sending wave after wave of forces to Inkr�n.
- Thyrak begin pulling all forces back, and then hide them in the forest near the capitol, Velinthir.

1397

- Most Thyrak forces are situated within Velinthir and the forests near it.
- The forces battling with the Dwarves near L��r�nthi� pull back during the night to go to their designated area after orders are received. Their hiding location is the forest near the river. A fresh stock of bows and arrows will be waiting for them there.
- Juar continue to fail to pass Elven archer blockade at the river.
- Juar decide to halt the attacks to cross the river. They have acquired the most valuable locations of L��r�nthi� and for what they�d gain from below the river is not worth the death toll.
- The Juar move up and commence plans to march into Th��r�k�l.
- Dwarves begin marching their forces to Velinthir to begin the siege.
- Dwarves from the North reach Velinthir.
- Dwarves arriving from the West end from the previous battle in the villages march towards Velinthir but never arrive. They walk close to the trees bordering the lake where the Thyrak archers shoot them down from the forest, killing many and confusing the rest. A group of Thyrak, armed with swords, emerge from the forest and cut down the rest of the scrambling Dwarves.
- Dwarves already at Velinthir begin firing catapults at Velinthir and approaching with siege towers.
- Thyrak forces behind walls in position, the forces hidden from the West and North advance, along with a large force hidden in the town of F�rk�n, to the East.
- Elves begin to muster what forces they have left other than the river defence, to try and reclaim some of their land.
- Dwarves break gates to Velinthir and enter the city. Archers and swordsmen behind the gate repel the Dwarves from entering.
- Dwarves manage to enter into the courtyard of the castle.
- Thyrak continue to pull back and back into the depths of the castle.
- Several factions of the Dwarf army stay outside of the castle.
- The Thyrak forces that left from their hiding places arrive at Velinthir. They surround the forces outside of the castle.
- Thyrak inside Velinthir close all of the gates and block off all doorways to different areas and levels, which are separated by large metal gates and thick wooden doors. They also block off all staircases. Archers begin to fill up the entire upper level while the Dwarves are stuck underneath.
- The archers open fire from the upper level looking down at the trapped Dwarves. A barrage of arrows slaughters them. Some of the Dwarves manage to take cover. They are dealt with quickly as Thyrak Warriors emerge from inside the stores and homes near the Dwarves.
- The Thyrak outside of Velinthir attack the remaining Dwarven forces. The battle lasts for many days. Thyrak have archers stand on the wall ready to fire should the need arise.
- The Thyrak outnumber the Dwarves greatly after several days of battle. The Dwarven Commander is capture and the rest of the Dwarves arrested. The Dwarf Commander is executed in front of his army. The few that remain in the army are forced to work the mines.

1398

- The Thyrak begin to repair their war-torn nation along with recruiting as many more individuals for the army that they can allow.
- Blacksmiths are working even hard than when the Dwarves were attacking.
- Elves begin their march to reclaim their lands from the Juar.
- The Juar, unaware of the Elves� movement, march into Th��r�k�l after hearing of the Dwarves� defeat and huge reduction in forces.
- The Juar begin to slaughter Dwarf villages and move deep within the nation, unchallenged.
- The Elves cross the river at night with their force. They are wearing armour and baring weapons made from ores supplied by the Thyrak.
- Elves encounter the first Juar settlement. It is dealt with quietly as thousands of arrows rain into the village killing all of them.
- Men of R�n�r� begin expanding their military and making more weapons. They fear the Minataurs and Centaurs, despite no aggression being shown.
- Elves continue on to the next several settlements, slaughtering the Juar with barrages of arrows and skilled combat with new blades.
- Dwarves begin to mobilize their secondary army on the Juar forces.
- Dwarven forces met with Juar forces in a bloody battle.

1399

- The Valyrians on the Northern most reaches of the Island of C�r�dr�hs begin building their military and weapons.
- The Valyrians begin to send small parties to explore the lands and assess any threats before moving further south.
- The Elves at this point have reclaimed about half of what was taken to them.
- The Juar forces that have engaged the Dwarves soon retreats at the news of the Elves.
- As the Juar make their way back into L��r�nthi�, the Elves continue to work their way up.
- The Elves make it to the border of L��r�nthi� and Th��r�k�l before the Juar. They fire at the Juar the second they are in range from the forest. The Juar are no long a problem. The Elves fully reclaim their lands and set up defences at the border of S�r�ni�.
- Men in R�n�r� begin to spread out throughout their lands and place villages all over.
- The Thyrak begin to mobilize their army up into Th��r�k�l. They split into three forces. One goes up through the mountains, one goes up just West of the mountains and the third goes in through L��r�nthi�.
- The Thyrak forces begin to take prisoners and kill any resistance as they plow through villages in the Dwarven lands.
- What remain of the Dwarven forces from the Juar battle retreat to the capitol. They are no match in their condition to challenge the Thyrak.
- The Thyrak continue deeper into the Dwarven lands, until they reach the edge of the forest. They stop and offer the Dwarves a chance to surrender. The Thyrak have no desire to attack the well-fortified mountain capitol of the Dwarves. They do not say this though. They call it an act of mercy to differentiate themselves from the brutality that the Dwarves showed.
- The Dwarves accept the terms of surrender and the Thyrak stop moving up into Dwarven lands. It made no difference though as they took 60% of them and much of the resources.

1400

- Many races have a festival for the turn of the century.
- The Thyrak begin to set up a protected border from the now diminished Dwarven power. The border includes several guarded outposts and checkpoints. The same is done along the Juar border. The Elven border is left open for easy access, though there still is some surveillance incase the Dwarves or Juar try to come in through L��r�nthi�.
- The Wopens and the Yurbak get into a disagreement over how much of the fresh water belongs to each in the River of Palen. It is the only fresh-water supply to that region of Kharath. Rightfully, the river belongs to the Wopens, but there is nowhere else of the Yurbak in the Northern areas of Gh�rnk to get water.
- The Wopens and the Yurback get into a small fight over the water, which soon escalates, as there was no clear winner.
- The Valyrians encounter another native species of the island. They stem off a branch of Man that travelled to the island before the rest of Men progressed. While the Men of R�n�r� continued to progress socially and economically, these Men on C�r�dr�hs stayed the same.
- The Valyrians begin to attack the villages of these natives of the Southern areas.
- The natives put up a resistance to the Valyrians but are not very successful, as they do not have armour or weapons as strong as the Valyrians.
- The Yurbak send a small force into �n�lin to try and take part of the River of Palen by force. The Wopens resist and force the Yurbak out of �n�lin.
- The Men of R�n�r� encounter the Minataurs and the Centaurs. The meeting is a peaceful one and fears of Men are relieved as they find out the two animal species simply want to live in peace and have no intentions to attack R�n�r�.
- The Valyrians successfully take over the entire island of C�r�dr�hs as they take out most of the major villages of the Men. Some factions of resistance remain hidden but the island belongs to the Valyrians.
- The Zhynn try expanding downwards to L��rn�. They enter the lands and find most of it is empty save for several villages and a large tower situated in the centre of a forest. They begin to attack the villages to claim the possessions.
- The Wizards of the tower come out of the forest and kill the Zhynn expansion force with ease.
- The Zhynn try attacking again with a stealthier and larger group. They too are slain. The Zhynn decide not to attack anymore.
- The Yurbak are forced to abandon their lands of the North because they have no access to water and are dying. The Wopens move in and begin digging trenches for the river to flow down into.

1401

- Wizard Council sends several Wizards to wander the lands and try to maintain order within the species.
- Wopens and Yurbak meet to talk after the death of the Yurbak Emperor and his son came to power. The Yurbak and the Wopens settle their differences and the Yurbak are allowed to move back into the lands as long as Wopens living there may remain. A joint Wopen and Yurbak council will govern that area.

1407

- The Juar send a small force into K��r. They encounter the Centaurs and Minataurs. They test their strength only to be slaughtered against the might of the two large animal/humanoid species. They decide not to bother attacking again.
- Men went South to explore other nations in Ryn�r�n. They do not meet the Dwarves as they were all inside the mountains, recuperating still. They do however encounter the Juar, Elves and Thyrak.
- The meeting between the Elves, Thyrak and Men is productive and peaceful. The Men and Thyrak forgive eachother for the civil war of the past but establish that they are two different species.

1408

- The Thyrak establish themselves as �The Kingdom of ��l�iri�n�.

1454

- Many of the species have developed boats by this time and begin exploring the waters.
- The Elves locate the uninhabited island of Br�kr� and begin using one half as a prison and the other as a burial ground. Other races are free to place prisoners or dead on the island.
- The Thyrak locate the islands of Sw�ene and Ikr�nis that are inhabited by a small race of magical beings with wings called Faeries. They live in cities in the trees and are peaceful. The meeting was peaceful.
- The Thyrak also travel to the continent of Kh�r�th and end up in the Wizard�s land of L��rn�. They encounter some Wizards who seemed rather mysterious It was yet another peaceful meeting. Several Wizards returned to the continent of Ryn�r�n with the Thyrak and began exploring.
- The Thyrak discover Nythor metal and begin to craft with it.
- Men set sail and end up on the continent of Kh�r�th. They encounter the Zhynn. The meeting is violent and the men retreat back to the boat.
- Man�s encounter with the Juar is a bloody one. The Juar attack the small party and slaughter most of it. Several manage to escape to L��r�nthi� and are healed.
- The Men return to their nation and inform the King. The King sends another group with a messanger of the King asking for peace and an apology. The group is attacked as well. Men declare war on the Juar.
- Men begin to send forces down to S�r�ni�.
- The Juar set up defences at their borders as informants find out about Men�s armies coming down.
- Men reach S�r�ni� and engage the Juar forces that were waiting for them. The battle rages for many days with breaks at night to rest.
- The Juar eventually defeat the first of Men�s forces.
- As Men prepare to send their second force, their lands are attacked by surprise by the Juar forces.

1456

- The Juar forces push Men further back into R�n�r�.
- The Wizard Jarmalus begins learning dark arts behind the backs of the other Wizards after reading a book about it he found in the old archives. He was tempted by the power and believed it would help him overthrow Vhehanil.
- The Juar move deeper into R�n�r� as the extremely agile cat-like race slaughters another of Men�s forces.
- Men manage to get a foothold as two of their forces merge and march on the Juar. The forces meet and a large battle follows. The men defeat the Juar force but with many casualties.
- Scouts report more Juar marching on R�n�r�. A messenger is sent to ��l�iri�n to ask for help.
- The Juar force reaches R�n�r� and lays siege to the city of �th�li�n.
- Men start off well, holding the city using archers and trebuchets to kill the Juar. The Juar manage to break through the front doors though and begin to pour in. The Forces at �th�li�n hold off the advancing Juar in the first courtyard for a day before needing to fall back into the next level. Many of the forces of R�n�r� are busy in battles elsewhere in the nation and can�t afford to move to �th�li�n. Several of these forces are battling the Juar in S�r�ni� still.
- The city of �th�li�n is in ruins as the catapults have struck many of the citadels, towers and spires. The lower level is in flames and littered with bodies. It is divided into two sections. The Juar side and Men�s side.
- The Juar lay a massive attack on Men�s side of �th�li�n and manage to enter it.
- The mounted armies of ��l�iri�n led by King Elrahir arrive at the city of �th�li�n and the Knights engage the Juar forces outside of the city.
- The Knights of ��l�iri�n prove to be more powerful than the Juar forces.
- The foot soldiers and archers of ��l�iri�n arrive at �th�li�n several days later and go straight to entering the city as the mounted knights continue the battle outside the city walls.
- The foot soldiers come up from behind the Juar forces and attack. The Juar are slaughtered by the massive amount of fully armoured Knights with tower shields and sharp swords.
- The battle at �th�li�n ends in victory.
- The Thyrak aid the Men in reclaiming all of their lost land.
- The Thyrak and Men march to S�r�ni�. They forces arrive about 11 days later and lay waste to the outer defences of the Juar.
- The armies of Men and the Thyrak enter S�r�ni� and take small forces prisoner.
- The forces mach on the capital, which is a small castle in the middle of the largest forest.
- The Juar surrender before the siege starts.
- The Men and Thyrak work out the terms of surrender for the Juar. They accept the terms. The terms were not generous but not very harsh either.

1457

- A time of peace begins in Ryn�r�n.

1485

- Nations in Ryn�r�n are prospering.
- Nation in Kh�r�th are doing well. The Zhynn emerged as the most powerful but the Orcs are starting to prove to be a handful with their large numbers starting to attack.
- The Orcs attack with wave after wave on the Zhynn lands of Shr��. The Zhynn hold them off with their skilled finesse at fighting but their numbers are much lower than the Orcs.
- The Wizard Jarmalus crosses the sea with some Orcs that he has secretly allied with. He passes through the Thyrak lands and enters L��r�nthi�.
- Jarmalus begins to talk with several of the younger Elves dealing with magic and begins to teach them the ways of the dark arts. Some of them begin to follow him closely and within months fall victim to Jarmalus. The Elves discover this and banish those now twisted Elves, and Jarmalus to the island of Br�kr�. The Elves use their magic to try and contain Jarmalus. (Jarmalus has about 3000 Elves with him).
- Jarmalus has his twisted Elves build him a boat as he destroys the spell cast by the Elves to contain him. The spell is destroyed.
- A boat is built within 3 weeks and Jarmalus and the Elves escape. They end up at Kh�r�th and travel to F�lr�dhir Forest.
- The dark Elves begin to populate the forest without the knowledge of the Wopens, Zhynn or Yurbak.
- Men from the city of Ithildir� begin crossing the sea. The encounter the Zhynn and start fighting. The Zhynn do not like any visitors in their lands. Men simply retaliate.
- Men send many boats of soldiers over the seas and force the Zhynn back to the river. They get a foothold and quickly begin setting up makeshift defensive buildings at the river along with a castle by the lake.

1487

- The Zhynn have been pushed back to the marshes, their military presence low from constant onslaughts from the larger forces of men. While a single Zhynn warrior is more powerful than a Man, the numbers men possess greatly tilts the scale in their favour.
- The Zhynn cease their attacks.
- Men set up their capitol by the lake as they improve upon the castle they had quickly built. The land becomes known as B�n�r�t. They set up a separate monarchy from the one in �th�li�n, R�n�r� as they felt since all of the soldiers came from Ithildir� and they had been fighting for 4 years whilst those of �th�li�n rebuilt and celebrated their previous victory, then they should not have to listen to them. Many from Ithildir� immigrate.
- The Orcs start sending small parties across the seas. They had given up attacking Shr�� for the moment. They not wanted to explore new lands.
- The Orcs spoke with various races, speaking of peace and diplomacy. They claimed they were simply explorers who were cursed with an ill-favoured look that lost the trust of many who judged on appearances. Many of the races accepted this and did not kill the Orcs.

1517

- The Wizards learn of Jarmalus and his Dark Elves who have adopted the name �Drow� rather than Elves.
- The Drow now have a much larger population than was originally thought. The bred rapidly and several had returned to L��r�nthi� and converted more Elves. They used magic and arrows to force the Yurbak and the Wopens further into their lands. They claim a large piece of land, mostly forest and name it �n�r�k.
- The Elves send part of the military through B�n�r�t and take a ferry to �n�lin. They then procees to the East-most part of �n�lin and set up a military presence in a pact with the Wopens. They begin to attack the Drow to try and end their corrupt existence, in a war that will last for ages.
- The Wizards send several of their kind to F�lr�dhir Forest. They find Jarmmalus and engage him. Jarmalus had grown in strength and killed several of the Wizards before finally being defeated. He was once again placed on the island of Br�kr�. The Wizards placed a stronger incantation to keep him bound to the island than the Elves had put on last time he was banished.
- Jarmalus realizes that he will not be able to leave the island unless the Wizard�s council was destroyed. He begins using his dark arts to the fullest. He learns to raise the dead�.

1532

-The Orcs set their sights on the Kingdom of ��l�iri�n with all of its lush trees, mineral rich mountains, fresh water and riches.
-The Orc armies begin to build the boats necessary to cross the ocean to Ryn�r�n and place them at the coast of L��rn�. The Thyrak still believe they are the peaceful species to be pitied for their ill-favoured looks, along with every other species but the Zhynn and the Wizards. The Wizards knew little about the encounters or the oncoming forces though. Once again, war is brewing in this violent world. Elves and Wopens against the Drow. Men won�t be able to hold the Zhynn down forever, they will rise soon once more in Kh�r�th. Jarmalus raises his army of the dead. The Juar are bitter as they always were. Orcs will soon sail to ��l�iri�n.


Last edited by Valathous on Fri Aug 26, 2005 11:38 pm; edited 5 times in total


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostThu Jul 21, 2005 4:44 pm    

Classes

Warrior: Very skilled in close combat with swords and axes. They have some skill with a bow. Warriors are very strong and courageous. They have good leadership skills, good strength and speed, and are often somewhat devout.

Paladin: Branch of fighter. Very well balanced. Can use healing and divine magic to some extent. They are noble and moralistic. They are the most devout fighters, fighting with the strength of their gods. They are well trained with one handed weapons and shields.

Sorcerer: Theyhave the ability to use any form of magic that they train in. They are often the most powerful beings, being able to control elemental, mental and other forms of magic. They must train for many years to become powerful though, and each spell much be researched. They are weak against the divine, spiritual powers. (Wizards only)

Thief: Thieves are exactly that, thieves. They steal what they can, have skills in picking locks, pick pocketing, shoplifting and break and enter. They are often stealthy, sly and have good methods of persuasion. The have some skills with light blades such as rapiers and daggers, or bows.

Archer: Archers have almost perfect accuracy with a bow and arrow. They have some skills with a short sword, but usually have amazing visual acuity.

Cleric: Clerics are religious warriors, more-so religious than they are warriors unlike the Paladin. They are skilled with a staff or a short sword. They usually wear light armour with a robe overtop. They have the ability to heal themselves and others and use some divine power of their Gods.

Scout: Scouts are usually people of smaller stature and build. They are usually very fast and have great visual acuity and hearing. They must be very courageous to be able to stay near the enemy alone, or in a small group. Most are trained with a short sword, a bow, or a mace.

Barbarian: Like warriors, but all about muscle. They are slow and not exceptionally bright much of the time, though there is the rare intellectual. They have no magical skills but posses strength beyond belief. They usually use 2 handed swords, which can be used with one hand, or large axes.

Ranger: Rangers are those who are incredible trackers. They have a mix of skills with swords, bows and a basic comprehension of some magic. Their senses are usually very well in-tuned with nature and their surroundings.

Druid: Druids are people of nature. They do not like civilization and cities. They use weapons and armour only directly from nature (no metal). They have powerful magic drawn from nature. They often have several animal companions and can speak with them. The most powerful of druids are said to be able to change into a certain animal. (Only one)

Monk: Powerful hand-to-hand fighter and religious devout. Draws on holy power, like the Cleric. Uses no weapon other than a staff or hands.

Assassin: Assassins are the stealthiest of them all and deadly with martial arts. They can blend in with their surroundings and can sneak up on most to try and go for the kill. They usually use hand claws, a long sword or 2 short swords.

Mages: They tend to study magic as their primary source of education and power but are much less powerful than a Sorcerer. They tend to only be able to study one form of magic to its fullest or several forms to a much less powerful extent as their power is spread out.

Necromancers: These are the highly trained followers of Jarmalus. Either a corpse that has been risen for a long time, or a corrupt Drow that followed Jarmalus rather than remaining with its people. They have the ability to cast several harmful spells, but the majority of their power lies in raising the dead.

Amazons: These are typically women, though there are some exceptions. They train in the art of hunting using bows and spears. They are quite skilled and quite aggressive.


Religions

Religion: Enfalism
Leader: Archbishop Jukaryn
Primary Species: Thyrak
Description: The belief that the God, Aerlyius, gifted them with strength, courage and honour. The belief is that they must use these gifts to prove themselves as true warriors, worthy of an afterlife. The Thyrak worship the same God the race of Men do. No doubt a result of both of them stemming from the same race. That is where the similarities in Religion ends. The Thyrak deeply believe that the God, Aerlyius, has green eyes. A sign of strength for them. The race of men don't believe in giving the Aerlyius a physical descriptions and disagree with the Thyrak heavily on that. On the other hand, Men believe that great prophets were sent to aid them or lead them. The Thyrak don't believe in the idea of Aerlyius directly influencing the races, but only guiding them. Both sides find it difficult to agree on such matters. The Thyrak have a symbol to represent their faith. It is an emerald stone. The green emphasises the purity of the God's eyes. They believe that the Emerald stones were made from the tears of Aerlyius and wear it as a sign of devotion. They believe he sheds a tear everytime one of the Thyrak die and don't have an honorouble death. Some of the extremists within the Religion believe that those with green eyes will have a seat at the table in the afterlife right next to Aerlyius himself.

Religion: Lorantasism
Leader: The Order (Lord Zakarallas as their representative)
Primary Species: Zhynn
Description: Their God, Jawaya fought a war against Drakar but he was far too weak. Jawaya was banished into a lush Jungle. What would one day be Qui�Thake. There he discovered a beautiful Jaguar who was strong and fast. He made a pact with the creature. He would endow all of her children with his divine essance, if she would offer her strength and prowess in battle. She agreed and he poured his pure divinity into her womb, and she gave her strength and prowess in return. The result turned him into half animal. He swiftly defeated his enemy. As his first act of ruler of the world, he created the Zhynn. They are a secret people. So many do not know that story and simply believe them to worship the animal. They believed the Jaguars, endowed with the divinity of their God, gave them many of their attributes. They are slightly fanatical when it comes to their love of the divine animal. They offer sacrifices to the them and will brutally torture all who do not worship the animal. For them a piece of their God is in each and every one of the Jaguars. Other species who follow must go through intense training to gain the speed and stealth needed. They are the hunters of the land.

Religion: Duende
Leader: Cardinal Riylieu
Primary Species: Men
Description: Arolieas is the God of the race of Men. Many believe that the God of the Thyrak, Aerlyius, is the same God. Both sides disagree, but don�t find it offensive. The Thyrak believe that their God has piercing Green eyes. The race of Men do not believe in giving God an actual physical depiction in any way. They believe it is not their place and until god reveals himself, then they would show depictions. Another difference is they believe that certain Men through history, has had contact with God. They give these men the titles of Mayen(Which translates to Prophet or Saint) The most popular Mayen is prince Argile Theneel, son of Luras. He spoke to God and gained the insight that the race of Men would one day be faced with a coming evil. This prophecy has stuck within the Dejalas(church, temple, mosque) for centuries. Men look towards the day for the Prophecy to ring true. Because some Men believe paradise lays after the great evil passes, while other Men believe that the evil may not pass, but rather consume the souls of all that is living�


Religion: Judethism
Leader: Lord Lanith
Primary Species: Elves
Description: Judeth is the God of eternal youth. He grants the elves unusually long life spans, where once they have reached their mature physical appearance, do not age again until 5 years before their death at the age of 2000. Those who follow Judeth are also granted the aim of Judeth, the eyes, the ears, and the speed of Judeth. Judeth gives specific Elves and followers the ability to heal others.

Religion: Harlorn
Leader: Lord Telnisian
Primary Species: Drow
Description: This is the belief that there is a God, Falucian, who is all-powerful in the Dark arts. He sends emissaries down to the lands to try and teach these powers to the people. The Dark Arts promises power beyond ones imagination if the will of Falucian is followed. It is believed that the emissary is the Wizard, Jarmalus.

Religion: Fhuurfhar
Leader: High Councillor Ghafjah
Primary Species: Orcs/Trolls
Description: The Orcs believe that their God, Nurak, was outcast by all of the other Gods. For this he created a warlike species to conquer all of the others to bring retribution for the humiliation they caused him. They believe that while the other Gods wasted time trying to make beautiful creatures, Nurak put his efforts into making them be able to reproduce quicker for larger armies, and for strength.

Religion: Kenoramin
Leader: Beta Kenethor
Primary Species: Minataurs/Centaurs
Description: These creatures hail to Kenethak. Kenethak was a creature with attributes from every single creature that exists on Hythklar. They believe that Kenethak chose the attributes, which he thought would best suit a species, and created the perfect species. The Minataurs and Centaurs are generally peaceful and believe that Kenethak did not want them to fight, knowing they would crush all inferior beings. The rule of Kenethak is to live in harmony with creatures unless threatened. Other species that follow this religion will believe their form is the perfect one but will still live in harmony.

Religion: Wilhelman
Leader: Vhehanil The Powerful
Primary Species: Wizards (Only Wizards)
Description: Wizards follow the religion of Wilhelman. They believe that Wilhelm placed them on this land to observe the other races develop. They believe that they are the safe keepers of the land, the guardians of the weak, and the preservers of balance. They believe Wilhelm gave them unmatchable power with magic to be able to defeat any race that it going to greatly tip the scales of power, peace, prosperity and development of the land.

Religion: Ghouran
Leader: Douar The Mighty
Primary Species: The Dwarves
Description: They praise Ghouran the Adventurer. They believe that Ghouran was a God who explored the realms of the higher plains and discovered mountains. He decided that they were the best place to live for the safety, the architecture that can be created and all of the minerals. They must praise him and offer precious stones once every 6 months.

Religion: Fenathasism
Leader: Bishop Drake XVI
Primary Species: Valyrians
Description: Valyrians believe in Fenathasism. This is the God, Fwaerk. They believe that they were given the blood of Dragons to give them the courage and the strength of the powerful creatures. The believe that it gives them purity and superiority to those who�s blood is simply of their family and not of a noble creature. They believe with the strength of the dragon, they will rise above all those who are impure. All impure bloods will bow before the Valyrians.

Religion: Nature
Leader: Lord Yerah
Primary Species: Faeries (And any species where the character is a Druid)
Description: They have the ability to talk to the plants and animals of the forests. They believe that nature should exist in a peaceful harmony and that all evil should be cleansed from the soul with a wave of crystal cold water. They believe that if you meditate long enough, you go to a higher place, and become nature. You can hear Nature all over Hythklar and even beyond. You not only speak to Nature you are Nature.

Skills

Choose how skill your character is from 1 to 10 in this area. 10 being the highest. Do not over-do it and make your character a God because I reserve the right to edit any I feel are unfair.

Weapons Skills

Sword:
Axe:
Archery:
Mace:
Dagger:

Magic Skills

Fire:
Water:
Earth:
Air:
Mental:
Divine:
Black:
Enchanting:
Healing:

Thieving Skills

Pick Pocket:
Lock Picking:
Stealth:
Persuasion:
Small Item:
Large Item:
Disarm Trap:

Intelligence Skills

Common Sense:
Wisdom:
Military Tactics:
Research:
Ingenuity:


----------------------------------------------------------------------------------

The Setup

Character Name
Char Picture

Played By:
Age:
Sex:
Race:
Class:
Possition In Society:
Equipment:
Biography:
Skills List:


The Current Plots

This RPG will be done in ages. Unless a character can find something in their journeys to alter the affect of time, time will progress and characters will age. This could mean that eventually your character may die of old age. In which case you can simply write another one, possibly a son or daughter of your previous character or a completely different one. There will be artifacts that could change this though for people who despise this idea.

Main Plot

Back in the early ages, before time was being recorded by the species, there was another that inhabited these lands. They were a very wise and very powerful species whose knowledge of magic could bewilder even some of the Wizards, who many think could be a branch of this species who remained behind to keep the world in balance in their absence. They were master crafters, crafting weapons, armour and jewellery. They also had a habit of enchanting the items that they created. The species created a certain set though that surpassed all expectations. The one who possessed all the pieces of this set of items would gain power beyond any man�s comprehension. They were called �Ithisian�s Pride� in honour of a great warrior of this strange species that fell in battle. They contained armour, a helmet, a sword, a shield, a belt, a ring, an amulet, gloves, boots and bracers. The creators felt that the power was too great for any one man to possess. Should someone collect all of these items the results could be catastrophic, for absolute power corrupts. Therefore these items were scattered throughout the lands and protected by creatures of unknown sorts, incantations, and well-hidden locations.

Word how now reached the ears of the Wizards that there are those among the Drow and Orc ranks who have learned of this history and are seeking the sets. This would tip the balance of any war that was occurring and could cause several more with an obvious outcome if one of them were to acquire all of the pieces. The Wizards sent forth messagers. They were to roam through the lands and find members to form a group, a party, a fellowship that could track down and locate these pieces in secret to keep them safe from the hands of the Drow and Orcs, or even worse, the dabbling Jarmalus. These adventurers would have to be strong of heart, soul and body. Each with a unique skill to add to make the fellowship all the stronger in all areas. They must also have the power to overcome any desire for power, for if the fellowship succeeds, they would have most of the pieces for the set. They must not have a member that double crosses and steals them.

Sub-Plots

1) The Orc army is currently planning an attack on the Thyrak.
2) Jarmalus is slowly raising an army of the dead with his dark magics.
3) The Drow and Elves battle constantly in the East.

The Rules

1) PM me a bio, do not post it.
2) You must be able to make long, quality posts with descriptions.
3) No godmodding.
4) Enemies are not going to be popping out of every nook and cranny, so don't post like they are.
5) I reserve the right to not accept anyone I don't think is capable of RPGing in the style I desire. I also reserve the right to expell those from my RPG that I do not like.


Last edited by Valathous on Sun Jul 24, 2005 11:54 pm; edited 10 times in total


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostThu Jul 21, 2005 4:44 pm    

Biographies

V�l�th��s �yrith�r



Played By: Valathous
Age: 107 (Born in 1425)
Sex: Male
Race: D�n�t� (Thyrak)
Class: Ranger
Position In Society: Wanderer
Equipment: A long sword (heirloom of his family dating back to when they were on the D�n�t� throne, the King's sword: Ethysious), a bow with arrows, 2 hunting knives, vampaces, Ranger's outfit, hooded cape.
Biography: V�l�th��s �yrith�r is one of the few remaining D�n�t� of Ryn�r�n, though to others he appears to be a Thyrak. He stands 6'2" with a moderate build (though he is stronger than he appears) with long brown hair and emerald green eyes. He was born in a small town hidden within the forests of ��l�iri�n. He is a decended of the ancient bloodline of the D�n�t�, the species that Men and Thyrak called themselves before their separation. He was raised in the woods by his parents and trained in the arts of sword mastery and archery. While his aim with a bow can be deadly, to those who know him, he is the most proficient swordsman alive. He is an incredibly talented tracker who sees the most subtle of clues of his quarry. To add to his skill of tracking, he is stealthy, able to keep out of site if he so wishes. Between the ages of 24 and 31 he roamed the lands of Ryn�r�n, learning the languages of different species, learning the lands and visiting many of the larger cities from time to time. At age 32, with war at Man's doorstep with the Juar, V�l�th��s felt obligated to help one of his mother species. He was in ��l�iri�n at the time and joined up with their army. He fought in the battle of �th�li�n and the victory in S�r�ni� where he caught the eye of many for his skills in combat though no one knew of his origins. As quickly as he had appeared for the war, he dissapeared after it. He wandered the lands once more, exploring regions he had missed. He would travel to pubs in many towns, listening to the local gossip. Many eyed his mysterious in the towns for his ill-favoured looks and curious solitude. He would listen to stories from several tables away though didn't tend to participate in many discussions. It was information he wanted. One day in his travellings he incountered a Wizard who he had a lengthy chat with. The Wizards were well aware of the D�n�t� and wished to keep the last remaining villages and wanderers alive. They also knew of V�l�th��s' heritage but that did not concern them for the time being. They were more concerned in finding and ear that would listen to them. The Wizard brought news that of the violent Orcs. The Orcs had tricked all of the species of Ryn�r�n into believing that they were peaceful and often abused in fear of them because of their horrid appearances. The races pitied them and believed that some of the Wizards were part of this racist. V�l�th��s found out the Wizards were right when his was attacked by a small wandering group looking for food. He survived the ordeal but his family did not. He vowed to kill any Orcs that should cross his path. When Men crossed the sea and fought in the war against the Zhynn, V�l�th��s once again felt compelled to aid. He crossed the sea and helped push the Zhynn back across the river before deciding to return after Men gained a strong upper hand. V�l�th��s is now 107 (Men's life-span being 262, Thyrak's 328 and a D�n�t�'s often around 657) and he is still wandering the lands as mysterious as ever. He pays visits to the cities where he has come to be known as "The Wanderer" despite the fact that there are other Rangers that wander. He has tried to tell of the Orcs' true evil but has found no one who will listen to him. He is both wise and strong. He can be friendly and compassionate or one whom you would not wish to face. His family home is still found in the forest of ��l�iri�n but he does not return often as it brings harsh memories. He refers to all of Ryn�r�n as his home and will sleep in the woods unless there are none. In that case he will sleep in a hidden area of the land or find a pub that rents rooms.

Skills List

Weapons Skills

Sword: 11 (I know I said 10 is the highest but this is my RPG so I dont care )
Axe: 4
Archery: 8
Mace: 6
Knife/Dagger: 10

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 5

Thieving Skills

Pick Pocket: 5
Lock Picking: 4
Stealth: 10
Persuasion: 5
Small Item: 5
Large Item: 2
Disarm Trap: 7

Intelligence Skills

Common Sense: 8
Wisdom: 9
Military Tactics: 8
Research: 5
Ingenuity: 9

-------------------------------------------------------------------------------------

Arnathus Kalvaryne, Lord of the Eastfold



Played By: Valathous
Age: 66 (Born in 1466)
Sex: Male
Race: Men
Class: Warrior
Possition In Society: Fourth Marshal of the Eastfold Cavalry of B�n�r�t
Equipment: Spear, Longsword, Custom Round shield, Custom Armour, Custom Helmet, Vambraces.
Biography: Arnathus led a regular childhood in R�n�r� as did most. He was not alive for the great war against the Juar and not much of his family had participated in it as it was held mostly against the men of the southern reaches. They had not called for aid and for the most part, the Northern and Southern reaches kept to themselves. When Arnathus was 18 he joined the military and at 19 went across the sea. He and the rest of the army engaged the hostile Zhynn. Arnathus fought courageously and well, earning a reputation for his skill with a blade and his throwing arm with a spear. It is said that no man can throw farther, harder, or more accurately than he. While mounted on a horse with a sword, it is said impossibly to bring him down. He rose quickly through the ranks due to his bravery, military smarts, skill and dedication, (along with deaths of superior officers). He is now the highly respected Fourth Marshal of the Eastfold Cavalry and leads many mounted troops across the land to patrol the borders for Zhynn activity. Lately he has had to deal with more than just Zhynn, as Drow have begun to emerge. Arnathus has a very commanding presence and is very well respected among the men of B�n�r�t. He is one of the greatest warriors of the Kingdom and his cavalry is marked with the flag of a horse for identification. His family is shortly to be given their own house. He is often viewed as arrogant and quite often will revert to sarcasm but is very noble and proud none the less.

Weapons Skills

Sword: 10
Axe: 2
Archery: 3
Mace: 4
Dagger: 6
Spear: 10

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 2
Lock Picking: 2
Stealth: 4
Persuasion: 5
Small Item: 2
Large Item: 1
Disarm Trap: 2

Intelligence Skills

Common Sense: 7
Wisdom: 5
Military Tactics: 10
Research: 6
Ingenuity: 8


------------------------------------------------------------------------------------

Borimir Donathais



Played By: Omet'Ikilan
Age: 80
Sex: Male
Race: Thyrak
Class: Fighter
Position In Society: Ex-Captain of the City Guard, Mercenary
Equipment: Bastard Sword with gold edging, Large Steel Buckler, Citidel Guards Armour with dark green cape.
Biography: Born into a family of high esteem, in the Thyrak capital city Th�ryli��s. After his basic education was complete he joined to the Borimir joined the Thyrak Military and quickly rose throught the ranks and became one of the youngest Captains of the City guard in history. On leave when he was 67 he was with his family travelling through the elven lands, showing his brother, sister and withering mother and father the sights and wonders of the elven cities, on the Elven borders his convoy was ambushed by a small group of orcs, the orcs slaughtered his family and left Borimir for dead in the river. Borimir floated back to the Elven city of Irienshri, the elves found his body and brought him back to health, when he told his story to the elves they scarcley believed him, thinking that it was probably a group of Drow and it was Borimir's shock of the attack and loosing his parents, brother and sister in a vicious attack. He went back to Th�ryli��s and tried to spread his story but it was not believed. At the age of 70 when he was believed to be clinically insane due to his obsession with spreading word to hate the orcs he was discharged from the army and was givin a substantial lump sum of money and lands on the Elven borders. He lived on the lands for 2 years and then split his land in two and gave it to his 2 daughters, he also gave them his fortune and then dissapeared for 6 years. In 1530 he met the man Valathous and instantly grew fond of him, believing him to be a wise and battle ready man, and liked the man even more for his loathing of the Orcs. Borimir, being a mercenary gave his word to Valathous to fight in his service whenever his services were needed. Borimir has faught in battles for many races including the Thyrak and Men, he has also been a diplomatic figure for the race of Men.

Skills List

Weapons Skills

Sword: 10
Axe: 5
Archery: 0
Mace: 1
Knife/Dagger: 0

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 0
Lock Picking: 0
Stealth: 8
Persuasion: 10
Small Item: 0
Large Item: 6
Disarm Trap: 0

Intelligence Skills

Common Sense: 8
Wisdom: 8
Military Tactics: 10
Research: 4
Ingenuity: 9

-------------------------------------------------------------------------------

����d�n �r�m�ll���



Played By: Founder
Age: 706(Exact date is unknown)
Sex: Male
Race: Elf
Class: Archer
Position In Society: Royalty
Equipment: Long bow. Silver arrows. Two short swords.
Biography: ����d�n �r�m�ll��� is a distant relative to Lord Revweir, leader of the Elves. He stands at 6'4, but is very slim. His father was very devoted to the Elvish God, Judeth. His last name means "servant of God". He was raised with peaceful ideals and learned peaceful magic skills. ����d�n promotes peace, but knows that sometimes there can not be peace without war. He trained how to fight with weapons, but tries to not use them. His father was killed by the Juar in a war. ����d�n fought in the war, but never stopped with his devotion to Religion. Often he would pray for strength before a battle. The war eventually ends with Juar and peace returns. ����d�n witnessed the corruption of some elves by Jarmalus. He was tempted by the Dark Mage, but resisted him and his ways. Unfortunetly many Elves left with Jarmalus, including ����d�n'sister. He remained in his kingdom in sadness and wept for nearly a century. He is also devoted to the lands and seeks to preserve them. He hates the Orcs and their perversion of the lands. ����d�n does not harbor any animosity towards the race of Men or Thyrak. ����d�n was attacked by two Drow in the outskirts of the Kingdom. One of the Drow was the sister of ����d�n. He killed her, but felt overjoyed. He felt in death, she would be free. ����d�n often sings in pure Elvish and even brought a traveler from the West to tears with his music. ����d�n traveled across both great continents, but never directly interefered or exposed himself to another race. He met with a Wizard who told him to return to the Elf lands immediatly. He warned the Elf that great evil crossed these dark lands. The Elf remained with him for the rest of the night gaining knowledge. The old Wizard was impressed with his love for nature and taught him certain magic spells. In the morning, ����d�n immeditaly left and sought refuge in the Kingdom of Men. His interest in all Religions allowed him to learn about the race of Men's Religion. He took great interest in the part of the coming of evil. He returned to his home and has since never left. ����d�n's past history in the ages of old are unknown, save for himself. He did little in the participation of war, but has seen much.


Skills List:

Weapons Skills

Sword: 6
Axe: 2
Archery: 10
Mace: 2
Dagger: 7

Magic Skills

Fire: 0
Water: 6
Earth: 8
Air: 6
Mental: 6
Divine: 9
Black: 0
Enchanting: 2
Healing: 8

Thieving Skills

Pick Pocket: 4
Lock Picking: 4
Stealth: 7
Persuasion: 7
Small Item: 2
Large Item: 3
Disarm Trap: 2

Intelligence Skills

Common Sense: 7
Wisdom: 9
Military Tactics: 0
Research: 6
Ingenuity: 5

------------------------------------------------------------------------------

Rhaegar Targaryen



Played By: Captain Dappet
Age: 26
Sex: Male
Race: Valyrian
Class: Warrior
Position In Society: Prince, heir to the Valyrian Iron Throne.
Equipment: Two-Handed sword, short sword, an armour made out of black Valyrian steel, with red decorations. A red three-headed dragon made out of red jewels decorate his chestplate. He also brings a crossbow with him.
Biography: Rhaegar Targaryen is the eldest son of Laerarh, the King the Valyrians. He is ruthless and cruel to other, inferior races, but among his fellow Valyrians he is polite and courteous.

Not long ago, the Prince and his younger brother Viserys set out on a Crusade to rid their home island of the native tribes of men who still remain. Rhaegar claimed that since these men have resisted enslavery by the great Valyrian Legions, there are no other options than to exterminate them.

Through doing this, the Valyrian people and the nobles alike cheered Rhaegar as a hero. Rhaegar is a firm believer of Valyrian superiority, like the vast majority of the Valyrian population

Rhaegar is a great leader, a commanding presence, and an excellent swordsman. He can sometimes come across as arrogant, but that really depends on who he speaks to.

Rhaegar appears to respect his father very much, but this is but a well-constructed facade. Rhaegar wishes his father dead, so that he can succeed him, but he does not have heart to have his own father killed, though he certainly has the means to have it done.

He is known to hang his prisoners in nearby trees after battles.

Skills List

Weapons Skills

Sword: 10
Axe: 7
Archery: 5
Mace: 4
Knife/Dagger: 3

Magic Skills

Fire: 5
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 0
Lock Picking: 0
Stealth: 0
Persuasion: 8
Small Item: 0
Large Item: 0
Disarm Trap: 0

Intelligence Skills

Common Sense: 7
Wisdom: 3
Military Tactics: 8
Research: 0
Ingenuity: 6

------------------------------------------------------------------------------

W�rth�g The Conquerer



Played By: Founder
Age: Unknown(Exact date is unknown)
Sex: Male
Race: Orc
Class: Barbarian
Position In Society: General
Equipment: A massive Mace, Hunter's Bow with thick arrows, Flimsy armor
Biography: W�rth�g has killed more Men, Zhynn, and Thyrak than many Orcs combined. He is one of the biggest Orcs to date and while he may not be brilliant, he is smarter than the average Orc. Many believe that the Orcs are just a pitiful species cursed with an ill-favored look. If they saw W�rth�g, they would know that they aren't are weak and pitiful as they make themselves out to be. He lusts for battle and blood. But he never loses control like many of the other Orcs in battle. He was made General because of his amazing ability to strategise and achieve victories. In a battle against the Zhynn, he discovered an Obsidian Stone obelisk. It wasn't made by the Zhynn, but very close to a village of theirs. W�rth�g discovered that it was magically enchanted by Demonic Magic. W�rth�g called for the Shaman to find a way to utilise its magic. The Shaman discovered that they could be magically protected against Light and Nature magic by using it. He enchanted W�rth�g and his troops. W�rth�g oversees the building of the boats that will lead them across the river. W�rth�g ordered the tearing down of a forest to gain more wood. A Faerie had been inside of that forest. It was unknown why she was so far away from her Island. She tried to combat the Orcs using nature. The plants, trees, and animals rose up against them. W�rth�g grew furious and led a campaign against nature itself. He ordered the animals be hunted, the trees cut down, and everything else set fire to. It was agressive and although many Orcs had been killed, they did prevail against the tiny forest. Finally the Orcs discovered the tiny Faerie which was causing them so much grief. W�rth�g was not affected by her magic thanks to the Obelisk. That is not to say, she did not cause great harm to him and his soldiers. Many of them were killed or turned into something unnatural. W�rth�g managed to kill it and desecrate the body. It is said, that the Elves and Faeries felt her death through the nature itself. W�rth�g left the forest in ruins and continued on with building of the boats and the future plans of WAR.

Skills List:

Weapons Skills

Sword: 7
Axe: 8
Archery: 7
Mace: 10
Dagger: 7

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 1
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 0
Lock Picking: 0
Stealth: 0
Persuasion: 2
Small Item: 0
Large Item: 0
Disarm Trap: 7

Intelligence Skills

Common Sense: 6
Wisdom: 4
Military Tactics: 9
Research: 5
Ingenuity: 8

-------------------------------------------------------------------------------

Tilion Stormcrow the White



Played By: Lord Borg
Age: Timeless
Sex: Male
Race: Wizard
Class: Sorcerer
Position In Society: Wanderer
Equipment: Wizard Staff, Robes
Biography: Tilion Was around before time began. He watched the formation of time, the formation of the lands, and the formation of life. Tilion was chosen to observe the lands, and warned never to directly interfere. For countless centuries, Tilion roamed the lands, watching as they rose and fell. He watched the pattern repeat it self many times. Tilion continued to roam the lands in present day. One day, he ran into and met Valathous, a decedent of the Denate bloodline. Tilion watched the bloodline closely over the years, making sure never to interfere until know, when a chance meeting allowed him to know Valathous. Tilion met another member of royalty. An Elf named ����d�n �r�m�ll���. The Elf was exploring the lands, but did not understand the rising evil that slowly spread. He counseled the Elf to return to his homeland and prepare the Elves for the coming of war. Before he left, he taught the Elf Earth magic. When the Wizard Jarmalus fell into the black magic, Tilion answered the Wizard Councils call and joined the group that eventually locked Jarmalus on an island.

Skills List:

Weapons Skills

Sword: 3
Axe: 0
Archery: 0
Mace: 0
Dagger: 2

Magic Skills

Fire: 10
Water: 8
Earth: 7
Air: 8
Mental: 10
Divine: 8
Black: 0
Enchanting: 10
Healing: 8

Thieving Skills

Pick Pocket: 0
Lock Picking: 0
Stealth: 8
Persuasion: 10
Small Item: 0
Large Item: 0
Disarm Trap: 7

Intelligence Skills

Common Sense: 9
Wisdom: 10
Military Tactics: 6
Research: 10
Ingenuity: 9

-----------------------------------------------------------------------------------

Kendra Fairstone

Played By: Hitchhiker
Age: 16
Sex: Female
Race: Human
Class: Druid (unknown)
Position In Society: Social outcast
Equipment:
Biography: Kendra grew up in a small village in the Kingdom of R�n�r�. Her mother died when she was six, and she never knew her father, so she became a street orphan. Even as a child she could see "things," things that weren't really there, and she also felt a strong attraction to nature. Both of these sensations became stronger as she reached puberty, the former starting to invade her dreams, mostly as nightmares. As a result, Kendra is most likely mad, although she occasionally has cogent moments. Most call her "touched by the gods."

Skills List

Weapons Skills

Sword: 0
Axe: 0
Archery: 0
Mace: 0
Knife/Dagger: 6

Magic Skills
(Kendra is untrained and doesn't even know she's a Druid, however, so she doesn't have a full grasp of her abilities. Her actual grasp of magic is instinctive and unreliable.)

Fire: 2
Water: 3
Earth: 3-5
Air: 3
Mental: 0
Divine: 5
Black: 0
Enchanting: 0
Healing: 5

Thieving Skills

Pick Pocket: 10
Lock Picking: 10
Stealth: 9
Persuasion: 9
Small Item: 9
Large Item: 5
Disarm Trap: 5

Intelligence Skills

Common Sense: 2
Wisdom: 2.5
Military Tactics: 0
Research: 0
Ingenuity: 8-9

-------------------------------------------------------------------------------

NoB



Username: Exalya
Race: Faerie
Height: 3'0"
Weight: 73 lbs
Religion: Nature
Class: Mage/Cleric
Position In Society: Protector
Rank: Commander
Bio: NoB, at little more than 300 years old, is one of the youngest Commanders the Protectors have ever been graced with. Being raised in the capital city, sheltered from hardship, NoB became an extremely religious member of society. Her home was a large, very tight-nit community�so much, that she barely recalled her parents as being her primary caretakers. She apprenticed to the spiritual leader for much of her life, learning peaceful ways. She joined with the Protectors, her wish being to preserve the way of life her people enjoyed. She became well-acquainted with the queen, and is now one of the most highly trusted among her people. Her integrity is her greatest virtue. For this reason, the protection of her people has become her sole responsibility.

Weapons Skills

Sword: N/A
Axe: N/A
Archery: N/A
Mace: N/A
Dagger: N/A

Magic Skills

Fire: 2
Water: 8
Earth: 2
Air: 5
Mental: 7
Divine: 3
Black: 0
Enchanting: 4
Healing: 10

Thieving Skills

Pick Pocket: 0
Lock Picking: 0
Stealth: 8
Persuasion: 0
Small Item: 0
Large Item: 0
Disarm Trap: 0

Intelligence Skills

Common Sense: 8
Wisdom: 10
Military Tactics: 5
Research: 7
Ingenuity: 9

-------------------------------------------------------------------------------

Hanthellion Solomir



Username: Republican_Man
Race: Men
Height: 5'9.5"
Weight: 185 lbs
Religion: None. "There's nothing that controls my destiny. It's all a bunch of tricks and nonesense."
Class: Mix (Mercanary)
Position In Society: Mercanary
Rank: None
Bio: Hanthellion Solomir was raised not by Men, but by Wopens. His parents had been travelers of distant lands, and met the Wopens in their journeys. The Wopens came to trust Leon and Leia Solomir--to trust them with their lives. However, just after the fourth celebration of the birth of Hanthellion--nicknamed Han by some--Leon and Leia were killed in an attack by a group of raiding foreigners. The Wopen female Lagra took it upon herself to raise the young Man until he was ready to go off on his own. At the age of 19, Hanthellion and his best friend, the Wopen Chagra, left for who-knows-where, as mercanaries. Doing jobs for others--mostly the smuggling of contraband and the participation in groups of Men and others in raids and battles--Hanthellion is now 28 and finds himself in the midst of travels beyond his imagination...

Weapons Skills

Sword: 7
Axe: 1
Archery: 6
Mace: 0
Dagger: 3

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 6
Lock Picking: 6
Stealth: 8
Persuasion: 3
Small Item: 3
Large Item: 3
Disarm Trap: 3

Intelligence Skills

Common Sense: 6
Wisdom: 2
Military Tactics: 1
Research: 0
Ingenuity: 8

---------------------------------------------------------------------------------

Chagra the Wopen



Username: Republican_Man
Race: Wopen
Height: 8�2�
Weight: 432 lbs
Religion: Oomba
Class: Warrior/Paladin
Position In Society: Mercanary
Rank: Officer in the Wopen Army
Bio: Born to the Wopens, Chagra was a mere 25 years old when Hanthellioin's parents were killed. He took it upon himself to help his mother raise the young child, and befriended him when he turned 15. When he was 30 and Solomir was 19, the two friends set out for a journey to the outside, and as they retrieved a greater distance from the Wopen villages became mercanaries, which is their present occupation. He can tear a person's arms out if he wished, and is strong-minded and willful, as well as very loyal to those he trusts.

Weapons Skills

Sword: 2
Axe: 8
Archery: 7
Mace: 0
Dagger: 0

Magic Skills

Fire: 0
Water: 0
Earth: 0
Air: 0
Mental: 0
Divine: 0
Black: 0
Enchanting: 0
Healing: 0

Thieving Skills

Pick Pocket: 6
Lock Picking: 6
Stealth: 4
Persuasion: 9 (by fear)
Small Item: 3
Large Item: 1
Disarm Trap: 4

Intelligence Skills

Common Sense: 6
Wisdom: 5
Military Tactics: 4
Research: 0
Ingenuity: 6

-------------------------------------------------------------------------------

Abraxis the White



Played By: Sonic74205
Age: 467
Sex: Male
Race: Wizard
Class: Sorcerer
Position In Society: Wandering Wizard
Equipment: Wizard Staff, Robes, Short Sword, Pouch
Biography: Abraxis has been around for many years. He has experience alot in his lifetime but throughtout everything, he has stuck to what he believed in and stayed truthfull to that. Peace. All he wanted was peace, wherever he went he always tried to bring peace. He would always go around exploring and tries to be look like a normal wanderer before he can get a chance to asses the situation in the area he is in and find out who he can realy trust. He has no time for evil, he will not deal with anyone working towards something dark and horrible. The only time he will deal with it is when he is fighting against it or protecting something from it. His ambition is to bring peace.

Skills List:

Weapons Skills

Sword: 2
Axe: 0
Archery: 0
Mace: 0
Dagger: 2

Magic Skills

Fire: 4
Water: 10
Earth: 7
Air: 8
Mental: 10
Divine: 4
Black: 0
Enchanting: 3
Healing: 8

Thieving Skills

Pick Pocket: 2
Lock Picking: 3
Stealth: 8
Persuasion: 10
Small Item: 3
Large Item: 0
Disarm Trap: 7

Intelligence Skills

Common Sense: 9
Wisdom: 10
Military Tactics: 5
Research: 10
Ingenuity: 8

-----------------------------------------------------------------------------------

Lanelakiltris Zanelis
Nickname: Lana



Played by: LanariaRayton
Age: 31
Sex: Female
Race: Zyhnn/ unknown
Class: Assassin
Position in society: 1st daughter and heir to Lord Zakarallas, and a ranking member of The Order�s Jaguars.
Equipment: a Pair of sais, pair of daggers, grappling hook, lock picking tools.
Biography: Lana was the only child that Lord Zakarallas was able to sire before a accident robbed him of the ability to sire more children. So he was forced to declare Lana his heir, even though of her impure blood. Lana never knew her mother, all she knows of her mother is that her mother was of fair skin. A woman who had foolish went into Zhynn territory and became a slave. Her mother died in childbirth. Those children born of slaves usually become slaves themselves but Lana situation was extreme, and even though she was named heir she was still looked down upon by the Zhynn. Over the years, as she grew up she started asserting herself into the Zhynn society by becoming one of the best assassins. Her rigorous training and keen mind brought her to the attention of The Order and her father. Who until then had ignored her. On her 26th birthday she took the Qaui� Jaguline. The test of the Jaguar. Those who successfully complete the test are brought into The Order�s Jaguars. Those people who are considered the best of the best are in The jaguars. They are considered the backbone and might behind The order. A week after she had turned 26 Lana had become a member of The jaguars.


Skills:

Sword: 9
Axe: 1
Archery: 4
Mace: 1
Dagger: 10

Fire:
Water:
Earth:
Air:
Mental:
Divine:
Black:
Enchanting:
Healing:

Pick Pocket: 6
Lock Picking: 8
Stealth: 9
Persuasion: 6
Small item: 6
Large item: 6
Disarm trap: 9

Common Sense: 8
Wisdom: 7
Military Tactics: 5
Research:7
Ingenuity: 8






You may start posting.


Last edited by Valathous on Tue Oct 11, 2005 9:47 pm; edited 22 times in total


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostSat Jul 23, 2005 2:57 am    

You may start PMing me bios now if you want to join! Feel free to be more than one character if you want. Please, please, please no people who will only post 1 line or godmod. I want this to be with people who will not pull enemies out of no where. The RPG is not finished, but the information that is missing isnt all that crutial for the beginning of the RPG, so it will start shortly!

Hope some of you join and have fun!!

(This message will be deleted in a few days. I just wanted to bump it up to the top so people can see they can join now. )


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostMon Jul 25, 2005 1:19 am    

Shadows were and are such lovely things, aren't they? They can be used for many things such as telling time, entertainment, inducing fear, or a personal favourite of his, stealth. Dressed in the right clothes, one can get losts in the shadows for hours without anyone being able to spot them or notice them. He is also quite fond of ambient noises to mute out the slightest sounds he makes while moving from one shadow to the next. It was here on the borders of the village of Rockford where one would find this particular Ranger. It was a small town, maybe several hundred rock and stone houses peering over a ledge that looked straight down upon the main road through town. Many of the houses were old and shanty but quite cosy, especially to those who dwelled in them. The windows in the front of the houses were in the middle of the first story but as they went further back on the house one would find the houses actually dug into the side of the hill they were built on, making the windows level with the ground. It was a great way for expanding ones house, builting into the land. There were enough trees around with a forest right on the border of the town to be able to build supports and rooms beneath the earth. The gardens outside the houses were nothing to fancy. Some small troughs on the windowsills with a small assortment of various flowers and some shrubs. Most of the shops and businesses of the people within the town were on the main road and the others were on little side roads that branched off of the cobblestone and onto dirt roads. The town had stayed relitively the same size for about a hundred years and its primary attraction to wanderers was an Inn near the center that servered a fine beer, or so they say. The various streetfront stores would include the local blacksmith, the bread shops with the savory aroma of fresh cooked bread. The farmers market was one of the popular street level areas. Fresh vegetables placed in baskets on the side of the street, in small pavillions, or on a horse drawn carriage that turned into a counter. A person could either pay in the currencies of Ryn�r�n or simply by bartering. Many of the people within this small town knew eachother and would certainly recognize those who were not from the town. These were sometimes many, being a village near the borders of both L��r�nthi� and Th��r�k�l. Elves and Dwarves often ventured through the down and would stop for a drink at the local inn, which was named "The Peaceful Corner". This of course referred to the peaceful borders between the Thyrak, Elves and even the Dwarves since the end of the war. Men would too stop by occassionally. The three outside species would bring tales from their lands to share with the people of the village, which delighted them greatly, almost as much as they enjoyed the songs.

The was where V�l�th��s �yrith�r was to spend the night. The guard at the closed doors of the wall that surrounded the town was distracted by a small group of Dwarves passing through late at night. They were of course allowed to enter, but V�l�th��s felt he might have a bit more difficulty with his shaggy facade and solitude. He climbed the wall and jumped to the other side during the moment the guard spent talking with the Dwarves. He landed quietly just infront of several shrubs and stood up. He placed his hood over his head and wrapped his cloak around himself as he walked behind several of the shops before making his way to the main road. This was to avoid being spotting by the gate guard. He passed several of the townsfolk who eyed him curiously as they passed, pulling horses along with them or baskets of vegetables or even a tray of meat. The cobblestone road was in moderate condition. Nothing compared to the ruggedness of a forest floor with its entwining roots bulging out of every possible nook and cranny. V�l�th��s reached the inn several moments later and stepped in. There was a bell above the door with a flat metal piece sticking down. The door struck it and the bell rang to alert the owner of the arrival of a customer. The inn was owned by man by the name of Ruttigar Burliman. He was a short, plump man with a rather read face. The hair on his head was thinning leaving him with a large bald spot on the top with hair going around his head. He head a thick mustache that attached to his equally thick sideburns that unlike his hair, seemed only to grow thicker with age.

"Good evenin', Sir. How may I be of service?" the innkeeper asked.

"I would like to spend the night, if you would. I care not much for the pleasentries of the room. Anything will do," replied the Ranger.

"Of course, Sir. And how will you be payin'?" he asked. He tended to give most the benefit of the doubt and charge them the day they left but old Burliman didn't like the looks and demeanour in the voice of this fellow. He had come to the inn many times before but never asked to stay. He usually just sat in the bar for several hours and then went on his way.

"In Hythen's," he replied, without proper etiquette.

"Will you be wantin' to sup tonight or simply the room? If you fancy ale there is always the bar, which I know you are all too familiar with," he asked politely as ever, ignoring V�l�th��s' lack of manners.

"Just the room," replying once more to the question with a direct answer.

"That will be 24 Hythens for the night, Sir, if you will," Burliman said, giving the Ranger one of the smaller, cheaper rooms.

V�l�th��s paid the Hythens and received the key to the room. He placed it in his pocket and wandered over to the bar, pushing past several people to reach his usual table whenever he came. He sat down and extended his legs. A waitress came by and asked if he desired anything. He ordered himself one of the inn's famous ales and paid the waitress. She brought it over several moments later.


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tomparis
Stooge Three


Joined: 25 Jun 2001
Posts: 5964
Location: At your computer, hacking your files.

PostMon Jul 25, 2005 3:13 am    

*Nashan trudged along the road. It was raining. He looked down at his mud-stained clothing. His tabard, which had once proudly shwon the crest of his family, was muddy and tarnished His axe's vibrant silver had been dulled to a metallic grey. Nashan looked up the road. It led into the mountains. There was a small speck of light that was rapidly growing. It was there that he would take shelter. He reached the town limits. He recognized this place. This had been one of the first towns he had come by. He was nearing Messirneth. One small child was in the street. Nashan had no idea why. The child looked up, then became excited. He ran into the nearest house, then a few minutes later came back out, with what Nashan guessed were his parents in tow. Nashan overheard the small child talking excitedly.

"See! I told you that he was here! I told you!"

*Nashan smirked, then passed the house. He nodded to the two older Minotaurs, then headed to the local inn, the Golden Hoof. As soon as he walked in, the innkeeper looked up.*

"Ah! Sir Grimtotem! So good to see you! What can I do for you."

*Nashan grunted something imperceptably.*

"I'm sorry, what was that?" the innkeeper asked.

"Please, call me Nashan. I'll take a room and a meal. The meal I'll have down here, then I'll retire to my room. Alert me only for an extremely important emergency." Nashan replied.

"Ah. Yes. That will be 44 junce."

*Nashan pulled out a small pouch, and counted out the money. He then dropped it on the counter, then moved off to a table, one close to the stairs. After about 15 minutes, his meal was brought out. Nashan quickly ate it, then headed up to his room.*



-------signature-------

tomparis: The artist formerly known as the "Forum Nerd."

99.9% sure I'm not a zombie.

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Founder
Dominion Leader


Joined: 21 Jun 2004
Posts: 12755
Location: Gamma Quadrant

PostMon Jul 25, 2005 4:10 am    

-L��r�nthi�, Irienshri-

����d�n �r�m�ll��� could sense that evil grew with every drop of sand that poured through the hour glass of time. A foul stench filled the air throughout the Kingdom of Irienshri. Its very smell poisoned the pure air in which they breathed. Every Elf within its borders knew that darkness grew from it. Their senses were heightened and attuned to nature. Evil often announced its presence in subtle ways, just as the night does to the day. ����d�n walked through the beautiful Elvish kingdom. He was dressed in modest Elvish clothing, but to many races it would be too beautiful to wear even for a King. His clothes appeared to be made of light itself. It gave a white glow and illuminated anything near him. ����d�n crossed a small bridge which lay over sparkling clear water. Darkness covered the sky and the stars were lit like bright torches. He stopped and stared at his reflection in the blue water. ����d�n saw himself smile when he heard several Elves singing. Their music calmed his heavily burdended soul. The song was actually a prayer to their God. They asked for peace and protection against darkness. Their soft voices carried and nearby Kingdoms can hear them faintly. ����d�n closed his eyes and whispered the song in a quiet voice. He began to walk away, while continuing to sing. His soft steps did not crush the grass under his feet. The Elves had been praying without pause for weeks. The land had recently been perverted by some unknown evil. ����d�n's heart was pained by the blatant assault on nature. He knew that the hour of shadow was at hand. A large white horse drank from the flowing river. He approached it quietly and gently ran his slender fingers through the long mane. The horse gave him memories of the old Wizard he had met. He was robed in all white and had a flowing beard of the same color. The Wizard, Tilion Stormcrow the White, warned the young Elf against exploring the wilds. Darkness often sought out chances to consume purity. ����d�n called the old Wizard, L��sc��s, his Elvish name. He told the young Elf to return to his homeland and warn the Elves. ����d�n quickly rode back and consulted his family. He was a distant relative to the leader of the Elves, Lord Revweir. He quickly ordered emissaries to outlying Elvish colonies to warn them. He had Irienshri fortified in preparation of an attack. The Elvish Lord sent ambassadors to the kingdoms of Thyrak and Men, but it accomplished very little. After the brunt assaul on a forest, the Elves knew that something evil was looming close by....

-Coast of L��rn�-

W�rth�g The Conquerer slowly paced along the rocky coast of L��rn�. His black eyes stared at the seemingly peaceful land across the ocean, Ryn�r�n. It was a great distance away, but the strong Orc knew it was there. He had a task to accomplish before the crossing of the ocean. His scouts reported that a Dragon was located near the forest the Orcs had destroyed. It was not very large, but it was not intelligent either. A powerful, but unwise creature. W�rth�g wanted the animal captured for himself. He would ride it into battle against the Thyrak. They would watch as their doom came from the ground and the sky. He growled at an Orc who passed him. Orcs were rushing back and forth carrying lumber. The boats were nearly completed and the army was on the move. Everythin was falling into place. He just needed the capture of the Dragon to seal the call to war. A small Orc, with a missing eye, slowly made his way to W�rth�g. It was weary of simply approaching the large Orc. W�rth�g had a reputation for being easily angered. W�rth�g noticed the Orc following him step by step. His back quickly became his front and a large muscular arm shot out towards it's neck. The small Orc cried out in fear. W�rth�g thick fingers tightened around the neck and he had the urge to snap it. He noticed the missing eye on the Orc and recalled that he was one of the scouts that reported the Dragon's location. He let him go and towered over him. He grinned revealing all black and yellow, but very sharp teeth.

"What news do you bring me of my prey?" He interrogated.

The Ord cowered in fear and avoided looking W�rth�g in the eyes. It fumbled with a tiny dagger holster on his belt.

"M-my lord," He mumbled, "T-the Dragon has been found, but it has foiled our attempts in capturing it..."

W�rth�g let out a piercing roar that literally echoed throughout the coast.

"Fool of an Orc!" He yelled, "The creature must not be allowed to flee or I will kill you myself!"

He stared into the now open field in front of the coat. A large forest had spread across the land, but it was now stumps pf ancient trees and burned grass. The corpse of animals were strewn out everywhere.

"Show me where this Dragon is!" He ordered, "For I, W�rth�g, will subdue it to my will and my will alone!"

The Orc nodded his wrinkeled head many times. It turn and ran in the direction of the Dragon, while slowly being followed by W�rth�g. They crossed nearly three miles of desecrated land until the roar of a Dragon was heard. W�rth�g roared back in excitement. His slow pace turned into a light run. His large feet carried him up a hill, where the Orc had stopped. W�rth�g stood at the top and saw why he had stopped. A large Dragon, with red scales, was fighting several Orcs. It was smaller than most Dragons, but still big enough to cause damaged and instill fear in the hearts of Thyrak and Men. It was being held down and prevented from flying by heavy nets that lay on it's large frame. The head and long neck, however, was not so imprisoned as the body. An Orc slowly approached it and stabbed at the head. The Dragon cried out in pain at the same time W�rth�g cried out in anger. He had commanded that the Orcs not damage it. The Orc General pulled out his bow and yanked a thick arrow from his quiver. He aimed and fired at the foolish Orc who disobeyed orders. The arrow spiraled through the air and shot right into the Orc's bloated head. The Orc's turned around to see where the accurate arrow appeared from. This act caused them to not notice the Dragon open its mouth and spew out fire. The Orcs jumped out of the way, but several of them had been caught by the flames. They dashed about in a mad frenzy to expel the flames, but to no avail. Their burnt corpses dropped to the dead land with a heavy thud. W�rth�g laughed loudly and approached the Dragon slowly. Its large eyes stared at him, but it made no move to attack. In fact, the Dragon's posture became more relaxed, but still slightly alert. W�rth�g had no armor on to protect against the Dragon's fiery breath, except weak metal. He had been stabbed by swords, maces, and daggers and shot by arrows but nothing has ever killed him. His tough hide become stronger with every piercing. He slowly approached the mammoth animal and his eyes met it's eyes. He could see that there was no intelligence there, simply instinct. Often instinct was easier to control than intelligence. W�rth�g did not let the Dragon smell fear of any kind on him. He took another step, his foot pushing deep into the soft soil. The Dragon could sense a kindred spirit in W�rth�g. Both were savage animals and neither exuberated fear. It could sense he was unlike his ilk that had trapped the powerful creature there. W�rth�g pulled out his sword and swung towards the Dragon. The Dragon pulled back in surprise and found that he had not cut it, but cut the restraints. The Dragon flew up and hovered off the ground. It didn't fly away though. It stared into W�rth�g's dark eyes. It could smell his black heart. It didn't skip a beat in fear. Something drew the Dragon to him, just as he was drawn to it. W�rth�g wondered if the Demonic enchanment on him was somehow affecting the Dragon. He could feel the Dragon was not like the others, but somehow tainted in darkness as well. Perhaps contact with the same Demonic obelisk? The Dragon landed gently and bowed its head to him. The Orcs stared in amazement, but kept a safe distance. W�rth�g leaped onto the Dragon as much as his powerful frame would allow. He looked down at the Orc soldiers. They appeared insignificant from his perspective. He held his sword forward at them and roared. The Dragon cried out and flew forward. It tossed the Orcs away and it flew into the sky, carrying the Orc General upon its back. W�rth�g craved the moment, when he would look down at the kingdom of the Thyrak and burn it to the ground...


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Omet'Ikilan
Jem'hadar First


Joined: 28 Jul 2004
Posts: 2045
Location: Bridge of Jem'Hadar Ship

PostMon Jul 25, 2005 8:32 pm    

"LEAVE THEM BE!!" Borimir shouted

He tossed in his bed.

[img]http://www.bikereader.com/solo/orcs.jpg[img]

"YOU CURSED, FOUL CREATURES" he cried in agony swinging his sword at the creature, cleaving the legs off one. He heard a cry from behind him.

He jerked violently.

There was the sound of a bow string tightening, then the twang of the string releasing, then the whistiling of the arrow...then a sting in his chest

[img]http://www.warofthering.net/quintessential/decipher_cards/034_gondorwillseeitdone_tn.jpg[img]

He stumbles back and looks at the arrow,...he turned his head and saw his baby sister's head cleaved in half....his father's body full of arrows, being desicrated by the orcs. His Brother swinging his Bastard Sword through an orc. His mother...being ravaged. Borimir charged at the orcs on his mothers corps, he took another arrow to the back and fell over he saw his brother get stabbed in the chest by a sword and the back by a dagger. Borimir got to a knee and threw his sword at and orc, an orc picked up his brothers sword and attacked Borimir, he dodged and the orc lunged off the cliff. A Massive orc walked up to Borimir and pushed him off the cliff into the water he could see the water getting closer...closer...

An instant before he hit he sprung awake in his bed, a cold sweat on his face, breathless...he could feel his heart beating a river of red in his chest. He rolled and sat at the edge of his bed and looked at the table in his room. His sword sat upon it, or his brothers sword rather...the elves had found it near his body on the river. He pulled the sword out and looked at the golden edging, then sheathed it again.

After getting dressed in his leathers he walked downstairs, sword swaying at his hip...he looked around the bar of the inn and saw a dark hooded figure in the corner sitting at his usual table.... instead of wondering over and talking to the man...Borimir baught an ale and sat at the table across from him...knowing Valathous may not be in the mood for conversation....


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Hitchhiker
Rear Admiral


Joined: 11 Aug 2004
Posts: 3514
Location: Ontario, Canada

PostMon Jul 25, 2005 11:19 pm    

L�yn, large village on the R�n�r�-K��r Border

Death whispered through the night to Kendra, its message sent on the swift winds of twilight as the sun sank behind the horizon. She stumbled through thick brush along the edge of the village, skirts swirling about her legs and snagging on thistles. A parallel stream gurgled beside her as she made her way across a meadow.

Kendra was lost. She had wandered away from the village after stealing a brooch from a wealthy traveller. The larceny had been easy, but keeping her prize was difficult when almost every other urchin outweighed you. Her only escape lay in hiding until they had passed and quickly getting rid of her prize in return for coin. Most of the urchins pawned their items at one of the few local shops. The proprietors seldom questioned the methods in acquiring such trinkets.

In her wanderings, however, They visited. Kendra had tried to ignore Them, but as always, They were persistent until she listened. And in listening, she stumbled out of the village and followed the gurgling stream, intent on Their message rather than finding a place to sleep for the night. These blackouts scared Kendra more than They Themselves, sometimes she thought. They had been with her all her life, but each day They grew stronger, faster, as if Their message was something important and urgent. Kendra tried to ignore Them, but it was difficult if not impossible.

She heard shouts in the distance, and thought she could make out light. By the gods, it was a fire! Kendra approached slowly, creeping up through the brush. Five men were camped about it, decked out in riding gear with light armor near them. There was a spot for a sixth, and it occurred to Kendra to briefly wonder where the sixth rider was, before something hit her on the back of the head.

As she passed out, she had a flitting realization where the sixth rider had been.


Last edited by Hitchhiker on Mon Jul 25, 2005 11:34 pm; edited 1 time in total


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostMon Jul 25, 2005 11:24 pm    

As V�l�th��s sat in his wooden chair in the corner table of the pub, he took a short sip of his savoury ale and looked about the room. The interior was made of wood. There were several beams and pillars holding up the upper level of the inn, passing right through the bar area and into the ground. From them hung exquisitely designed lanterns with flowers openning up to a center of flame or dragons spraying their fiery mist: these obviously with candles on the interior to give off some light. They amount of light that they actually gave off though was very minimal and V�l�th��s just assumed they were there for decoration. The main source of light was the large roaring bon-fire located in the center of the room. There were several benches and chairs lined up around it on one half. The other half was closed off for a walkway that led to the kitchen. Burliman would not only use this fire for light but to warm his cold guests and to cook meat from which it hung from 2 metal poles that hung down from an overhanging hut. The walkway led to this hut. Burliman would accend the stairs and lower the polls with the meat on it. There was an employee in the hut aswell who would turn the meat using a long metal crank that reach into the hut through a hole. There was currently a small pig being cooked over the open flame and many stared at it intently, awaiting the moment that it would be ready and they could purchase their share. The bar counted stood about 5 feet high with high wooden stools for people to sit on. The clean glasses were stored under the counter and Burliman ran back and forth between the beneith of the counter and the large barrel of draft ale located in the center of the square, inner pavillian of the inn. The bar was crowded and most of the tables seemed to be filled by various people. V�l�th��s drew something from inside his cloak. It was a long wooden pipe. He pulled out a bag that contained some pipe-weed from the North. Northern Kindle, it was called. He pilled his pipe then reached up and opened up one of the intricate lanterns and placed the pipe inside. The flame lit the rich leaves. He withdrew the pipe and close the lantern. He placed the pipe in his mouth and held onto it and he took several quick puffs, then continued his surveillence of the room.



Inns and pubs were wonderful places quite often for information, as long as you know what you are listening for to pick up key words. It was could be difficult to pick things up though in the loud environment of the bar section of the inn. There was the senseless ramblings of the local drunk, Vernal Humfheaver. Though some were indeed his senseless ramblings, there were other times a person would be able to get quite an entertaining story from this old man. He was currently talking about the time there was an upheaval in the town because the local farmers raised their prices by a quarter Hythen per pound claiming it was harder to keep them alive due to an influx in vermin. Vernal of course made it quite clear that he thought that was a load of rubbish and he of course did something about it. That something of course landed him in the local jailhouse for the weekend as Vernal had placed several vegetable eating insects into the farmers basket while pretending to look at some to purchase.

More interestingly, there was a group of Dwarves seated at one of the 8 seated oat tables.
"Queer tales I' been hearing from the Elves. About darkness, what have you, in the forest. They say somethings a' comin', but they dared not share it with me! It's all that magic I tells' ya! it's gettin' to their heads!"
The conversation went on for some time and V�l�th��s listened quite intently. It seemed that the Dwarve had been in the Elven country recently and in fact was just on his return journey home. The Elves seemed to be pained and their heart's troubled of some distant danger. The Dwarve continued his ranting on how many Elves were not in their right minds most of the time anyways, dabbelling with the magics of the elements. "That ought to be left to the Wizards, I tell you! Not these folk who think they're so wise and fair!"

V�l�th��s then caught a faint shriek from the upper level, one of the rooms.

"LEAVE THEM BE!!"
"YOU CURSED, FOUL CREATURES"


After his attention turned back to the Dwarves and Vernal Humfheaver for several moments, he noticed a large Thyrak man decend from the stairs. He had a large bastard sword at his hip that swayed heavily with each of his powerful strides. The man was Borimir Donathais, a retired Captain of the Thyrak army. A skilled warrior in combat who had endured a hardship very similar to V�l�th��s involving Orcs and family.

The man had ordered an ale and sat at the table across from him. V�l�th��s took a long drag on his pipe, the embers lighting up his shrouded visage.

"Your sleep seems to be filled with troubled thoughts, young Borimir," V�l�th��s said to the man, without shifting his position. Borimir was not a really a young man at all at age 80, but was still 27 years younger than V�l�th��s.


Last edited by Valathous on Tue Jul 26, 2005 10:15 pm; edited 1 time in total


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Lord Borg
Fleet Admiral


Joined: 27 May 2003
Posts: 11214
Location: Vulcan Capital City, Vulcan

PostTue Jul 26, 2005 12:33 am    

Tilion Stormcrow the white, a wizard, who observed the lands was on a wizards boat. It was headed for the land of the Thyrak. In the interest of peace, King Traken Elrahir XII must know what is going on. Tilion's mind went back over the last few days, to refresh him self, to prepare to talk to the king.

It was a few days ago, about three. Tilion was already in the wizard boat, heading for the land of Thyrak, to let them know of the Drow, and their quest for the Lost Relic Items. This was very bad for everyone involved if they found the relics, as he couldn't directly interfere, he decieded that someone that could must know. Durning his journy, he found an encampment of Orcs, who were biulding what look like boats. He allowed him self to hear them speak, and heard of plans to INVADE the Thyrak land. Tilion knew they to, were after the Relic items. this ment that the Thyrak's would have their hands full. Tilion had the wizard boat press on, the orcs would still get there, but not for a bit, as they had to compleatly construct the boats.

Tilion's mind came back to the present, what mortals would call the present anyways. The wizard's boat was arriveing near it's location. The wizard left the boat, and headed for the castle. It would be about a 30 minute walk. The wizard decieded to talke in the country side, allowing him to walk, and see everything. The life, the colors, the sight. All of it.[/i]


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Omet'Ikilan
Jem'hadar First


Joined: 28 Jul 2004
Posts: 2045
Location: Bridge of Jem'Hadar Ship

PostTue Jul 26, 2005 2:40 pm    

I hear Valathous' voice ring out in its powerfull tone. I take a long drink of my ale and rise to my feet and approach his table.

"Aye, my friend...it has been 10 seasons. Yet the pain feels as great as the eve it happend." I feel the words eb out of my throat,...strugling to hold the tone at its norm. "But, they are my own petty problems. Tell me, old man" I say with a sly smile. "What great deeds bring you here?"


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostTue Jul 26, 2005 10:50 pm    

V�l�th��s could understand the way Borimir felt. He too, felt the pain still of his family's slaughter. Unlike Borimir though, V�l�th��s had managed to lock it deep within him, down in the depths of his heart and soul. He did not often dream about them. He dared not to think about them, letting it creep back into his mind. Instead he would tell himself that his family was with Aerlyius now, sitting at his table, drinking the ale of the God and listening to his songs that would sooth their battered souls.

V�l�th��s sighed at Borimir. What great deeds had brought him here? The desire for ale and rest on a bed for once. Great deeds indeed. V�l�th��s grew angry inside, not at Borimir, but himself.

"Great deeds? What great deeds have brought me here?" V�l�th��s restated coldly. "What great deeds have I done? 107 years I have live on this world. What have I done that is so great? Helped a traveller here and there, fought in wars but what great deeds have I done for my kind? What have I done that will change the way of the future for the better? What have I done that history will remember where my name shall seem to ring out from the scrolls as one reads in awe?!" His tone had changed from cold to almost a whispering scream. It then returned to its normal calmness. "I have accomplished no great deeds. Nothing that will match up to some of my kin. Great deeds have not brought me here. Ale and a pillow have brought me here."


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Lord Borg
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Joined: 27 May 2003
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Location: Vulcan Capital City, Vulcan

PostTue Jul 26, 2005 11:06 pm    

Tilion had finaly arrived at the castle. It took some doing, but he finaly convinced the guards to let him in, as he had a matter of great importance to discuse with the King. Tilion went into the thron chamber, and respectfuly spoke to the King.

"King Traken Elrahir III, I must discuse a matter of great importance with you. It cocerns the safty and the peace that the people of the Thyrak land now enjoy."


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Arellia
The Quiet One


Joined: 23 Jan 2003
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Location: Dallas, TX

PostTue Jul 26, 2005 11:50 pm    

NoB was rather fond of the night. Being who and what she was, this didn't happen to be the norm. Most Faeries she knew of were partial to mornings...they liked the burning light of the sun, the warmth and comfort of being able to see and be seen. The Commander of their army, however, liked the darkest of nights, preferably moonless, though she welcomed the presence of the full moon this evening in unknown territory.

Being so far from Tinitas was unusual for her. The journey had been pleasant enough, all trees and such, the kind of things a Faerie likes. She had flown majorly at night since she was by herself. She reveled in the ecstasy, the feeling of the starlight on her skin, so much more fulfilling than the sun. She perched on a branch of the outlying forest. It was an uninhabited tree, unlike a great many of the ones closer to the town. Her ametheyist eyes scanned the town quickly. She could pick out the Inn, the light of candles warming the windows. There were few people in the streets, which was well enough. Her with her pigment-splattered wings and silvery-purple hair, standing a whopping 3 feet tall would be either run over or gawked at. (Or, perhaps, run over and then gawked at, depending on circumstance) Her slender fingers ran over the leathery bag slung over her shoulder. She'd been travelling for weeks with only the most simple of supplies. One night in a safe place would be a welcome change.

She glided down from her branch and caught and upcurrent, soaring quietly over the town, her feet mere inches above the rooftops. Flight, the most freeing of experiences...she loved every second of it. It was one of a few reasons that she'd made the choice to leave her home. It had taken some begging. Queen Linitha was far older than she, a wise woman, who disliked the idea of leaving their little island. NoB, on the other hand, yearned for contact with the outside world. Their greatest Mages could feel conflict and plots stirring out amongst the other races, but all were too timid to investigate it. NoB had always been daring, moreso than the rest of her kind--hence her chosen proffession. The army was painfully small. When NoB asked to leave with ten other scouts, she was denied. It was only when she volunteered to go alone that Linitha gave her idea credence.

So, NoB flew alone. Not that anyone back home truly understood how dangerous that was.

NoB's feet hit the cobblestones outside the pub enterance. She was yet to feel any symptom of fatigue, and resolved to remain in the pub for a while, hopefully out of sight, if that were possible. She took a deep breath, drawing a soft, brown cloak over her shoulders and flipped up her hood. With any luck, no one would realize what she was. She opened the door with practiced caution, growling low in her throat when she had to stand on tip-toe to reach the knob. The room was relatively dark, with a few interesting people within. She noted two men in lively conversation over in one corner, and began inching towards a corresponding corner in which to sit. The innkeeper caught her first, and she stifled a groan.

"'Evenin', madam."

NoB licked her lips and leaned back against the wall opposite the large man, feeling her wings tighten closer to her body under her cloak. "Hello." Her voice was of the softest, suede feel. The already kind man melted a little at the sound, as most non-Fae did.

"Is there something you'll be needin'?"

"Perhaps later." NoB shrunk back a little in her cloak, "A glass of water would be nice."

The man raised an eyebrow. "Water?"

"Yes."

He nodded curtly, and gave her what she asked. She dropped a Yino on the table, took the water, and scurried off into a table in the corner. She wasn't going to wait around for the innkeeper to ask questions. It wasn't worth it. Her precious water in hand, she folded her legs under her in the vastly oversized chair and took to watching the various beings in the room, her eyes drifting instinctively to the two men who seemed vigorously engaged, and most importantly, of greatest entertainment value to the little Faerie.


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Hitchhiker
Rear Admiral


Joined: 11 Aug 2004
Posts: 3514
Location: Ontario, Canada

PostWed Jul 27, 2005 1:51 am    

Kendra awoke when the sun had graced the land with his presence. The back of her head throbbed from where the rider had ungraciously knocked her unconscious, and she tried to reach and feel for a bump, only to find that her hands were bound. She sat astride a horse, behind one of the riders, as they covered open ground in the morning cool.

The rider behind them was the first to notice that she was conscious. "Hey, Berin," he volunteered. "She's awake."

The rider in front of her, Berin, twisted in his saddle to confirm this statement. "Aye, so she is, Kaspar. What do we do with this trollop?"

Unconscious, Kendra had not been able to witness the six riders' discussion on the subject of herself. They had just been passing through the area, and had not expected to find anyone wandering this far out, but the secret of their presence was paramount. With this in mind, they had to figure out a way to get rid of her, and quickly.

"Shhh," ordered the lead rider. At least a head taller than the other five, his was a commanding presence. With a ragged outward appearance, his body bore the signs of many battles. Scars lined his face and the other exposed parts of his body, while one eye was covered by a battered leather eye patch. This man was definitely someone who knew their way around a battlefield.

"Two and two make four," blurted Kendra. She did not really want to say it, it just happened.

Berin twisted again to frown. "Say that again?"

"The sun and the moon, together. Helios, father of light. Chickens are cheap at the marketplace, farmers are greedy today."

Kaspar let loose a raucous laugh. "Seems like we've made a mistake. This'un's mad. Whoever'd bother to listen to her wouldn't believe her tale of our passing." He laughed again, the type of laugh meant to reassure rather than from genuine amusement.

The one-eyed leader shushed them again, holding a gauntleted finger to his lips. The party came to a sudden stop, and it felt dark even though the sun was well above the horizon now. Clouds gathered to the west, threatening rain, but this was not the riders' concern.

One-Eye took out a tight tube of stretched sheepskin and opened it, tipping the contents--a worn scroll--into his large hand. Carefully replacing the tube on his belt, he unrolled the scroll and looked at it with exactly one critical eye, often glancing up at the horizon as if checking a map. "It moves," was all he said.

But they understood. It moved, and the Messengers moved with it.


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Omet'Ikilan
Jem'hadar First


Joined: 28 Jul 2004
Posts: 2045
Location: Bridge of Jem'Hadar Ship

PostWed Jul 27, 2005 2:26 am    

Borimir looked at his friend, Completly speachless. The duo sat in darkness for a few minutes.

"Great deeds are not always measured by great men and outstanding acheivments." Borimir said his eyes closed. "Tell me, you say you help a peasant here and there, to that peasant, you may be Aerlyius himslef. By fighting a war or two, you may have been that last bit of force that army needed to stop suffering, to make so many others lives safe." I take a small sip of my ale. "You are who you make yourself to be, You act the part of a great man, and a great man you shall be. As for your kin, to hell with them. You have a great deal many years left to fulfill your purpose. You just have to choose, when the time comes, to choose to be a great man" I notice the changes in Valathous' expressions, I stop and think. "But, for tonite, in this tavern, You are man, and you shall drink to your hearts content,and tell me stories of your travels, and then you can put your head to your pillow and sleep."



-------signature-------

Founder wrote:
"Praise be to Allah! We will a great party with many fireworks and the smoke will eradicate the life within all bodies!"


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostWed Jul 27, 2005 7:04 pm    

~The Peaceful Corner Inn~

V�l�th��s listened intently to Borimir. For all the problems he had since the loss of his family, he still had the heart to lift the spirits of others. V�l�th��s respected him greatly. He reached over and placed his hand on his shoulder firmly and nodded his head with a smirk.

"You're a good man, Borimir, and are probably right as usual. You are one of the wisest and kindest men I know," V�l�th��s said graciously to Borimir. "It was a sad day for the Thyrak army when Captain Borimir retired."

V�l�th��s slouched back into his chair, releasing the grip on Borimir's shoulders. His attention turned to a small figure his eyes had caught walk into the bar while Borimir was talking to him. She was in a dark cloak and seemed to be farely short, like a young child though her cloaked face, from what he could tell, was not that of a child. V�l�th��s took a sip of his ale and took another long drag at his pipe before returning his attention to Borimir.


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Arellia
The Quiet One


Joined: 23 Jan 2003
Posts: 4425
Location: Dallas, TX

PostWed Jul 27, 2005 7:20 pm    

NoB perked an eyebrow when the calmer man's eyes passed over her form. Momentarily, she considered relinquishing the cloak, but thought better of it. Quietly, she sipped on her water. It wasn't nearly as pure as the drink she would normally recieve back in Tinitas, but it was still refreshing. She inched over on her chair, listening to the men spout pointless wisdom, hoping for the merest taste of something more useful.

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Omet'Ikilan
Jem'hadar First


Joined: 28 Jul 2004
Posts: 2045
Location: Bridge of Jem'Hadar Ship

PostThu Jul 28, 2005 4:53 pm    

I look behind me at the figure Valathous was watching, and was about to say something when the bartender tapped me on the shoulder and whispered into my ear.

"Borimir, their is a wheatered man outside wishing to talk to you he says he has job for you" I look at the bartender with a raised eye and look back at Valathous.

"I appologize my friend, but this is buisness, I shall return here in a few hours, I will speak with you then" I rise and go to my room quickly and put my armour on, and my dark green cape as I walk down the stairs I look at Valathous and scan the room and exit to the outside, where I see a tall dark man lookin at me from across the street, he was old and had a rather long grey beard, I approach him.


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Arellia
The Quiet One


Joined: 23 Jan 2003
Posts: 4425
Location: Dallas, TX

PostThu Jul 28, 2005 5:12 pm    

NoB calmly watched the man apparently named 'Borimir' walk out the door. She casually took another gulp of water and set the emptied mug on the table. Long days of travelling had made her long for contact with another being; any other being of mild intrigue. With a measured stride, she took up at a table not more than a meter or two from the man who remained. She eyed him a moment before she trusted herself to speak, fingers steepled primly on the table. Her voice slipped from beneath her cloak, such a low tone that was almost inaudible. "I hope you don't mind my presence."

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Republican_Man
STV's Premier Conservative


Joined: 26 Mar 2004
Posts: 14823
Location: Classified

PostThu Jul 28, 2005 6:24 pm    

Hanthellion Solomir and Chagra [the Wopen]
Location: T�ris Tavern (a location for

Hanthellion Solomir, a Man who was raised by Wopens when his parents died, was now the most trusted non-Wopen to the Wopens. His companion and best friend, Chagra--over two feet talller than him--followed him everywhere, and was his loyal partner in his mercanary (particularly smuggling) dealings. They were closer than friends--they were like brothers, despite their great difference in age. Hanthellion Solomir, knicknamed Han, Solo, or just called Solomir by some, could not speak Wopen, as almost no non-Wopen could, however he easily understood the Wopen language. The same went for Chagra--like most Wopens, he could not speak the language of Men, however he understood it with ease.
The team entered the entrance to the tavern, Solomir first, dressed in his clothes of brown
, Chagra second, wearing his ceremonial Wopen battle armor.
All who glimpsed the team of two enter the tavern then glared at them. It was rare that the men, elves, and other species--even Orcs--saw a Wopen. Han and Chagra sat at a table at the end of the room. The human partner said, "What would you like, Chagra? I don't think they'll have Wopen ceremonial drinks. Want an ale?"
Chagra barked a "no." He wanted nothing. "Alright," Solomir replied. "Suit yourself." And he went to get a drink.
Upon his return Chagra barked something. He had overheard an Orc and a D�n�t� talking, to Hanthellion's shock--an Orc and a D�n�t� talking? All who were here were rogues anyways, so it made no difference.
Han asked, "What is it, Chagra?" And the Wopen barked in response, "The Orc and D�n�t� talking there. They talk of hearing of an ancient battle set including armour, a helmet, a sword, and a shield, created by some powerful ancients. These items could..."
"Give the person who holds them great power and prestige," Hanthellion finished. "Yeah, I've heard this one. I don't believe it."
The D�n�t� turned, overhearing their discussion. "You don't believe this tale?" he said quietly, nearing the pair. "You are a fool not to believe it. It is rumoured that these items were spread around the regions, and that one of them may have even been found."
"Let's say that I believe you," Solomir said as he stood up and walked towards the behind of the chair that the D�n�t� had just sat in. "How much would these pieces be worth?"
"Oh..." the other responded, "quite a lot. Quite a lot."
Hanthellion considered this for a moment. Hm. A large sum of money... "Is there any idea," he began, "where these items are?"
"No. No, there is not. Not that I know of, anyways. And I'm sure that that Orc knows not of it either." He then stood up and walked away.
"You hear that, Chagra?" Solomir said. "That could get us a lot of money. We could pay off Theylaron and get that death threat off our heads." Chagra barked his agreement--but reminded him to be cautious. The two began to leave, but the Wopen was cut off and they were both blocked off by a Man.
"Going somewhere, Solomir?" asked the man. "I'm ready to kill you. Unless you have the currency for me."
"Your threats are hollow. They do not scare me, Ferimar," Solomir snapped as he backed into a chair. "You may be pointing that bow at me, but it'll do you no good. I don't have the money, and I wouldn't give it to the likes of you anyways."
"Then I'll kill you. I'll be rich. I could buy my own village with the money Theylaron would give me." Theylaron was the leader of a small kingdom, known by few outside of it, and had a great bounty on the death of Solomir. The one who killed him would get a great deal of money in return.
Solomir just laughed. "So long, Solomir." He readied his weapon, but Hanthellion had his own bow, and he fired it at the other Man before he would be dead. It hit Ferimar in the heart, and he collapsed to the ground.
"Let's go, Chagra," Hanthellion said as he put his bow back on his belt. As the team left he popped a coin to the bartender. "Sorry about the mess," he said, and left.

Outside the two walked away from the Tavern, going in no particular direction. "So, then, Chagra," Solomir said. "It looks like we can't get away from this Theylaron situation. Let's find these rumoured items and become richer than we could ever have possibly imagined. Think who would buy this from us."
The Man's Wopen companion smiled in response and nodded. They then left for a new journey...



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"Rights are only as good as the willingness of some to exercise responsibility for those rights- Fmr. Colorado Senate Pres. John Andrews

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Captain Dappet
Forum Revolutionist


Joined: 06 Feb 2002
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Location: On my supersonic rocket ship.

PostThu Jul 28, 2005 7:09 pm    

The Island of Caradruhs, the Mid-Southern Regions

Prince Rhaegar Targaryen was concerned.

He looked at the pile of Valyrian dead, and then at the pile of dead natives. Whilst the latter pile was signifigantly bigger, Rhaegar was not pleased.

Some losses were to be expected, but this was outrageous. He glanced at his army. Peasants. He grunted in dissappointment. He needed real soldiers, not conscripts.

He noticed his brother, Prince Viserys Targaryen, riding up to him.
"You look concerned, my brother" Viserys stated with a voice that sounded like a loud whisper. Viserys was much smaller than Rhaegar, not as muscular. He had a shifty appearance,and his silver blonde hair hung down in his face. His face was thin and hard, and his violet eyes reflected both intelligence and cruelty.
"Yes, Viserys" Rhaegar replied, with a much deeper and respectable voice and tone than his brother. "I fear we may be losing to many men. They're too weak. Mere peasants" he said.

Viserys and Rhaegar were very different from eachother - complete opposites.
Rhaegar was a muscular man, he had a posture that gave him respect among his soldiers and incited fear in his foes. Viserys' posture looked more like that of a common thief. If he had not been wearing his armour with the royal crest on his breastplate, he could've passed for a thief or a beggar. Only one thing was the same about these two men, however: Their violet eyes both reflected the same cruelty and disgust for the lesser races.

Viserys smirked at Rhaegar's concerns.
"But, Rhaegar, my brother, the more dead, the more honour you will recieve in the capitol. They'll think these...half-sentients" Viserys spat the last out with disgust "Are actually dangerous to us"
"What know you of honour, Viserys?" Rhaegar said calmly "You're right, but I'm not about to waste these people's lives like you would've done"
Viserys shook his head "You're hopeless, Rhaegar. But" he shrugged "You're in charge"

The shifty Valyrian Prince then pointed at a group of prisoners, their eyes wide open in fear of their silver-haired attackers.
"What of them?" Viserys asked.
Rhaegar turned his violet eyes to a bunch of dead trees nearby.
"Hang them" he said, with no emotion.
Viserys smiled devilishly and bowed, then rode over to the prisoners and started shouting orders to soldiers.

Rhaegar sat on his black horse overlooking the execution.
Under screams of terror, anger and cries of mercy the prisoners were taken to the trees and hanged one by one by Valyrian Knights.

The Valyrians left after that, marching further South in sunset, the red light of the dying sun shone on what they left behind - hundreds of dead and gravely wounded, a village burned to the ground, and dozens hanged. Men, women and children alike.


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Valathous
The Canadian, eh


Joined: 31 Aug 2002
Posts: 19074
Location: Centre Bell

PostThu Jul 28, 2005 9:35 pm    

~The Peaceful Corner Inn~

V�l�th��s gave Borimir a nod as the man got up and left the table to go about his business. V�l�th��s finished the rest of his ale and gently placed the mug on the table. He raised his hand and waved at the busy-bodied woman running from table to table for it was difficult to get past the crowd around Burliman's counter. She acknowledged him and would bring him another ale. V�l�th��s position was much the same as it had been since he arrived at the inn. The only time it changed was take a sip of his drink and when he had the grip of Borimir's shoulder. About half his pipe-weed was finished at this point, still enough for a while longer. He took another long drag of the curved wooden pipe. His attention returned to the little being as she moved to a table much closer to his, not more than a meter or two away. V�l�th��s eyes stayed fixed upon her even as she spoke in an almost inaudible tone, almost a faint whisper. The cloak was still wrapped firmly about her. There was only one species that V�l�th��s knew of with such a small stature, if in fact she was not a child. But that would remain to be seen. V�l�th��s had not explored the deep reaches of Kh�r�th to know if there were other small statured beings, and therefore he could be wrong.

"While curious as to the motive behind wishing to seat yourself closer to one such as myself," he began in a slightly raspy whisper, "I do not sense any reason to be bother by your presence."

~The Hall of King Elrahir. Kingdom of ��l�iri�n~

The hall was large and open. It was bright unlike the counterpart of the old capitol in Inkr�n, which was much darker. The hall had hard marble floors of various light colours mixing in with eachother looking like slight wisps of cloud on the floor. The walls had white and gold pillars going up the sides of the walls with carvings ingraved into the soft, cold, gold of the various battles of the Thyrak people. At the very top of each of these pillars were two large, green emeralds in several clouds, which were formed by silver plates in the gold. These emeralds signified the green eyes of the God, ��rlyi�s, staring down at the battlefield, blessing the Thyrak army to victory. On the walls were beautiful oil and watercolours paintings of battles that seemed lifelike. If one stared at them for long enough, it is said the the cries of battle and the sounds of swords clashing could be heard. The pillars that stretched up from the floor reached up and curved at a rounded ceiling. The pillars crossed with those from the other side of the room and the bent downwards like sharp stalactites of gold. Between each of the reinforcing pillars on the ceiling where more paints done on the ceiling itself rather than canvas. Some were of peaceful encounters such as those with the Elves. The dark blue of the evening, the sun faintly seen through a light mist in the background, was orange but range out clearly through the land sending beams of light in various directions. One illuminated the King of the Thyrak at the time and the King of the Elves as extended arms to eachother peacefully. Others were The battles with the Dwarves, the Thyrak banner caught high in the breeze as the armies forced the retreated Dwarves back beyond the mountains of ��r�ks. And another was the sun caught high in the mid-days sun without a cloud to be seen. Its reflection could be seen in the aqua coloured water of the bay and both the rays from the sun and its refection on the water seemed to point to the city of Th�ryli��s. About the room were various statues of old Kings. Some in battle poses, some rearing up upon horses and other with the tip of the sword pointing to the ground while both hands clasped the hilt of the sword at chest level. Each bore a real battle helmet of a King. Feathers and wings were shaped out of metal and pertruded from the helmets. carvings in the metal appeared to make them as lifelike as the animals parts as well. There was always an emeral located at the rim of the helm in the center of the front to signify ��rlyi�s.

King Traken Elrahir sat in his green-cushioned, marble throne with golden arm rests with the heads of snarling wolves jutting from the ends. Wolves were the animals of ��rlyi�s and the Thyrak people. Next to the throne lay a live wolf, completely silver with a thick coat of fur, laying on soft pillows. Elrahir was a large man, broad in the shoulders with a strong face that could chill the hearts of any enemy but warm the heart of any mistress or young child if happy. Upon his head sat a crown. It appeared to be almost identical to the base of the King's battle helmets that could be seen on the various statues about the room. The King's garb was light and heavenly blue and seemed to lift the spirits of others who saw its splender in colour. The seems were laced with thin lines of gold and silver and the cuff-links we small green emeralds to once again symbolize their God.

"Rumours spread from the Elves of dark times, men and women's hearts seem to falter as of late, the elegance of the sun's shine seems diminished and a Wizard appears before me," King Elrahir said, to himself though his powerful voice seemed to echo through the hall from his throne. "I greet the with honour, master Wizard, to my hall."


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