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    Default The Fellowship: Abandon (Sign Ups)

    The Fellowship
    Abandon

    By Crystal Tears and Pichu Luver

    Arakan’s history is long and dark, throughout the ages many things have been lost to the seasons and the very soil you walk on.

    The world once shook from the might of magic and men, with wars tearing scars into the land and obliterating civilizations.

    A millennium has passed since that time, and the world’s wars are now fought in shadow. The Order of Nabrius Guardians vies for control of the population. Slowly their influence spreads northwards, and with it, fear and belittling of the peoples.

    Yet a war cannot be without two sides. The Fellowship, an organization of assassins formed long ago in the north, fights for freedom. In the secluded mountains of Calahein, the fortress of Eden is built into the face of the tallest mountain. It is there new assassins are trained, and where the Matriarch guides her brethren against the shrouded Chancellor, leader of the Guardians.

    Welcome to the Fellowship.

    Bound by a solemn vow of allegiance, you fight for freedom.

    You hunt from the shadows and darkness, watching and waiting for the precise moment. To strike, to steal, to threaten; whatever is needed you do. The average person knows nothing of this war for their freedom, and they never will.


    Your creed is thus:

    Seek the truth, liberty for all.


    You follow these tenets:

    Slay not the innocent.

    Hide in plain sight.

    Never compromise the Fellowship.


    1) This RPG is different than the others; you will receive PMs regarding your target. You are then responsible for posting a response that follows the basic instructions of your PM or ‘scroll’ with your target. Depending on your accuracy to the orders and your characters own skill and personality, you will be rewarded.
    2) It is possible to get a scroll targeting another player; however, this scroll will never say to actually kill the opponent. Rather, the player, when they feel it is appropriate, will post their attack on the opposing player. The opposing player will have 24 hours from that initial post to respond with their defense. If no response is given, the target loses, and is punished for such a loss, and the attacker is rewarded. If the target defends his or her self, neither player is rewarded or reprimanded. Remember: assassins must always be on their guard.
    3) You can be any race you would like, the only rules is your species must be humanoid and not too ridiculous. Arakan is home to many species, however, every race other than Human are small in number. Also, when it comes to elves, please PM me with your idea. I have some plans for that particular race.
    4) There are three ranks: Novice, Apprentice, Journeyman. These are assigned by me, below is an example of a contract scroll, you must PM me your take of it (it doesn’t have to be long), and from there I will judge it and decide your ranking. Novices are not permitted to leave Eden unless on special order, they must study and answer scrolls that usually target other players or certain scenarios. Apprentices are just beginning in the field, they are often assigned to Journeymen who will assist them in their studies and watch over them on contracts. Journeymen are the standard assassin, they sometimes has apprentices assigned to them and get increasingly difficult contracts in hopes of becoming promoted to Master.

    Assassin,
    Monte has betrayed the Fellowship.
    Traitors must be dealt with, swiftly.
    Resolve the issue before he leaves Eden.
    It must be simple, clean and quiet.


    The World: Arakan is comparably the size of Tolkien’s Middle-Earth. Nabrius is to the south, and is the home of the Guardians, so the most southern regions of Arakan will have a definite Guardian feel. The far north of Arakan is sparsely populated; the only notable thing is the Calahein and the Fortress of Eden within the mountains. To the east is a boiling volcanic wasteland known as the Scar, which is far too toxic and unforgiving to support life. Old elven ruins are scattered throughout the magma and brimstone. To the northwest is a collection of five lakes, each a slightly different colour of blue, called the Sylantos Lakes. While they vary in size they are all perfectly circular, and they are bordered by an old growth forest up to the mountains. Arakan is home to odd geological formations and old world ruins all around. It is really up to your imagination what you can find.

    Arakan has had a bad experience with magic and witchcraft, magic itself is taboo and not many practice it. For that reason mages are rare, and none have been seen in a long time.

    Navinath, the ruined city of the Arcana-Elvuun, is to the east, bordering on the Scar.

    More places will be added if/when people create them.


    Name:
    Age:
    Nothing ridiculous, you can’t be a great assassin as a child for example. The max age is 400.
    Gender:
    Race:
    You can create the race you which to play, but please note that the most common race is humanity. If you part of another race, you’re population is significantly less than humanity.
    Rank: Do not fill this out. When you PMing me the RP sample, you may request what rank you would like (Novice, Apprentice, Journeyman).
    Origin: This is where in Arakan you’re from. Feel free to make it up.
    Personality:
    Appearance:
    Somewhere, the falcon sigil of the Fellowship must be seen. It doesn’t have to be obvious, but it must be there. The Guardians do not know the symbol of the Fellowship, so don’t worry about it giving you away.
    Chosen Weapon: Everyone has a hidden blade, much like the ones in the Assassin’s Creed game. Past that, your preferred weapon is whatever you would like, but let’s not have too many of a certain weapon. Technology wise, I would compare it to World of Warcraft. Magic does not play a large role in this game, so if you have a staff, do NOT expect to be flinging fireballs and the like. Magic in Arakan is closer to Lord of the Rings.
    History: Well? Explain yourself. As little or as much as you’d like.
    Relationships:
    Other:




    Name: Ashlara Stormfang

    Age: 231

    Gender: Female

    Race: Ashlara is an Arcana-Elvuun – commonly called the Arcane Elf, a type of Elf heavily influenced by old world magic. Genetic traits for her race are astounding beauty, blond hair, glowing eyes, long pointed ears and a youthful appearance. A lesser known trait of her race is their need for pure mythraal mist: a rare type of liquid infused with the ‘taint’ of old elven magic. The Arcane Elves are a dying race, with only a few ‘true bloods’ left, if it wasn’t for their immortality to age, they would have died out centuries ago. Arcane Elves are often distrusted and hated for their blatant use of magic; they’re the only race notable for ignoring the taboo and unwritten laws regarding practicing the arcane arts.

    Rank: Matriarch

    Origin: Navinath – the Arcane Elf home city, its fallen into ruins after have a millennia ago. Since then, it has gotten worse, though it retains its beauty, no one can help but notice it looks like old world ruins guarded by enchanted golems and rather reclusive, agitated elves. Many races are absolutely forbidden from entering Navinath, for fear of another crusade against the hated magic-users.

    Personality: Ashlara is the youngest recorded true blood of the Arcane Elves. She seems to have retained some of their notably hated personality quirks: she’s reclusive, often choosing to hide in her study or her quarters rather than mill about with the other assassins. She’s secretive, her intentions are never clear. She’s very intuitive, quick-witted, persuasive and charming. Despite her reclusiveness, Ashlara is not by any means shy, she’s not afraid of interaction or confrontation. She’s charismatic, proud, and confident in her abilities. Any weaknesses she has, she hides. She also notably hates humans with a fiery passion, so her normal controlled temper can flare at humans presenting her with ignorance or plain stupidity. Otherwise these traits just result in sarcasm and mild annoyance.

    Appearance: Ashlara Stormfang holds true to her races most notable trait: beauty. She has light golden hair, with fair skin. Her body is lithe and athletic, with seemingly no scars on it; this is a result from drinking mythraal, where it will heal superficial wounds and keep the body looking pristine. Her eyes glow a bright red color.

    Ashlara doesn’t wear the typical white robes of the Journeymen, Apprentices or Novices. Her armor is a charcoal black, with silver engravings and accents. Her breast plate simply holds her bosom, and provides no protection for her exposed collar bone area, lower chest and abdomen. She has shoulder plates in the design of falcon’s head, with a slightly curved horn rising from either bird’s forehead. Spawning underneath them are white tail feathers from some sort of bird. Her gauntlets are slimmer them most, and the fingers have a slight sharpened, curving point to them, perhaps for close encounters. Her pants are leather, fitting rather tight; on the sides of them are criss-crossing stitching of silver cord. Her boots have a riding boot look to them, and have charcoal protective armor plates strapped onto them usually. The final part of her mission or presentation attire is a crimson cloak with silver embroidery and trimming, the hood, which she usually dawns, has slits in it to accommodate her long ears. The cloak itself has a beautiful sigil of a falcon on it, the symbol of the Fellowship.

    When she’s not in this attire, she wears a simple white cloth tide around her breasts and similar pants to her armor gear and the same points, a long necklace with an orange stone pedant on it, a signet ring she uses to seal contract scrolls and to sign things.

    Chosen Weapon: Ashlara’s own hidden blade is a bit crueler in appearance then others. With smaller teeth on the blade’s edge, it’s not really meant for a clean kill but a rather painful one. Her bow, which is her speciality, is a family heirloom for centuries. It’s upper and lower limbs look like a dragon’s wing (covered in scales of black and ‘skin’ of red), the middle portion containing the riser, handle and shelf are far more elegant and traditional: a dark wood with silver etching that turns to the dark red and black of the ‘dragon’s wings’, though most of the center of the bow is hidden behind a small shield with the crest of Navinath: a dragon made of red and gold, the curving point of the ‘shield’ covered both Ashlara’s bow hand and the tip of the drawn arrow.

    History: Ashlara Stormfang comes from a long line of devoted Arcane Elf mages. Most of her line was killed in purges past, or even assassinated, but whether it was ordered by the Fellowship or just a hired killer from the south is unknown. Ashlara has one brother, someone who has chosen to live in the south and send her coded messages about the Guardians activities. Ashlara joined the Fellowship after her father’s brutal murder at the hands of what she believes was Guardian loyalists. She was 164 at the time, and was skilled at combat already. Though she rose quickly through ranks, she sat at the rank of Master for a long while until the death of Umbada Ros, an old Satyr who had been Primearch for years. At the age of 220 she assumed control of the Fellowship and has been guiding the order ever since. Though not as kind as Umbada, Ashlara is fair.

    She has only just recently returned to Eden, having travelled back to Navinath via Waystone on personal matters. She had been gone for the better half of year, giving orders and receiving information via scrolls, letters and other discrete forms of communication. She won’t discuss why she left, just that she’s returned and the matter has been dealt with.

    Before she was part of the order, Ashlara was a Ranger for Navinath. Rangers are used to gather intelligence for the Arcane Elves regarding other species and politics.

    Relationships: Friends with Karen, good friends with Crowley - sometimes asking his advice on matters, and technically owns Dia.

    Other: Ashlara has a pet falcon named Volt, Volt is notorious for keeping an eye on the other assassins. He’s also known to cause problems for novices and apprentices at times, often making their tasks more difficult then they should be. He’s pure black, with violet eyes.
    Last edited by Crystal Tears; 13th December 2011 at 01:27 PM.


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