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TOPIC | [Private][OOC] Guild of the Broken
Guild of the Broken


Greetings adventurers! Do you ever feel like you need a fresh start? Are you from Oríen’s darker side, or perhaps you haven’t felt quite the same since your last adventuring partner died? Are you full of guilt over those lives you couldn’t save? Perhaps you’ve been charged for the damage you caused by those that did live? Either way, no matter what haunts your life, the Guild of the Broken is the perfect place to go.

When you first join the Guild, you’ll be assigned a random adventuring partner from the rest of our newbies. Sorry for those that like to adventure alone, it’s simply not an option here at the Guild. Once you and your partner have settled down, you’ll be sent on a series of increasingly hard adventures. While they may seem random, such as fetching a certain artifact or slaying a certain monster, you’ll be relieved to know they're far from it, and there’s a very good system in place that organizes all of your adventures, and that they all happen for a very good reason.

In exchange for your services to the Guild, you’ll be provided with free food, housing, and medical services for as long as you stay with us. If you really need it, we’ll also arrange a second identity for you, allowing you to avoid the punishments of your former life. Rise high enough through our ranks, and you might even be paid!

While we pride ourselves on being a very open and accepting adventurer’s guild, we still have a few basic ground rules:

1: All recruits must have a Blessing. While this rule may seem very harsh, we can assure you we have a reason for it. And besides, we don’t want run-of-the-mill dirt stinking up the place, now do we?

2: All recruits must be adults. Like every guild, the Guild of the Broken is not allowed to hire minors. Humans must be over 18, and elves must be over 25.

3: Betrayal is a punishable offense. Giving the Guild’s secret info away to the Guild of the Stars? Before you do, you should know that giving away our secrets will lead to a very painful (And fully legal) death. Next time you tell the Guildmaster of the Stars what we served for breakfast, it is well within our rights to kill you.

Now that that’s all settled, we really hope to see you at the Guild in the near future. You can find us at 1050 Main Avenue, Oríen.
May the Weaver guide you!

-Guildmaster of the Broken

*The Guild of the Broken is not held liable for any injury, criminal charges, or deaths that may occur during one of its commissions. You signed those contracts, but I bet you didn’t read them*
Guild of the Broken


Greetings adventurers! Do you ever feel like you need a fresh start? Are you from Oríen’s darker side, or perhaps you haven’t felt quite the same since your last adventuring partner died? Are you full of guilt over those lives you couldn’t save? Perhaps you’ve been charged for the damage you caused by those that did live? Either way, no matter what haunts your life, the Guild of the Broken is the perfect place to go.

When you first join the Guild, you’ll be assigned a random adventuring partner from the rest of our newbies. Sorry for those that like to adventure alone, it’s simply not an option here at the Guild. Once you and your partner have settled down, you’ll be sent on a series of increasingly hard adventures. While they may seem random, such as fetching a certain artifact or slaying a certain monster, you’ll be relieved to know they're far from it, and there’s a very good system in place that organizes all of your adventures, and that they all happen for a very good reason.

In exchange for your services to the Guild, you’ll be provided with free food, housing, and medical services for as long as you stay with us. If you really need it, we’ll also arrange a second identity for you, allowing you to avoid the punishments of your former life. Rise high enough through our ranks, and you might even be paid!

While we pride ourselves on being a very open and accepting adventurer’s guild, we still have a few basic ground rules:

1: All recruits must have a Blessing. While this rule may seem very harsh, we can assure you we have a reason for it. And besides, we don’t want run-of-the-mill dirt stinking up the place, now do we?

2: All recruits must be adults. Like every guild, the Guild of the Broken is not allowed to hire minors. Humans must be over 18, and elves must be over 25.

3: Betrayal is a punishable offense. Giving the Guild’s secret info away to the Guild of the Stars? Before you do, you should know that giving away our secrets will lead to a very painful (And fully legal) death. Next time you tell the Guildmaster of the Stars what we served for breakfast, it is well within our rights to kill you.

Now that that’s all settled, we really hope to see you at the Guild in the near future. You can find us at 1050 Main Avenue, Oríen.
May the Weaver guide you!

-Guildmaster of the Broken

*The Guild of the Broken is not held liable for any injury, criminal charges, or deaths that may occur during one of its commissions. You signed those contracts, but I bet you didn’t read them*
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Everoth


Everoth is a vast region, with a diverse climate ranging from forests to jungles. While Everoth has very advanced magical technology, it’s still not the safest region, as vast hordes of monsters wander the lands and never seem to go extinct. A few of the main regions and landmarks of Everoth are listed below.


Oríen: Everoth’s capital. Located in the center of the Region, the mighty Windborne river runs through it. Oríen is a sprawling metropolis mainly inhabited by the very rich and the very poor. Known for its huge buildings and stunning architecture, Oríen’s skyline is a sight to behold.
The Greatwood: The massive forest that covers most of central Everoth. While much of the Greatwood has been explored, it’s still largely uninhabited, and within its depths, many lost things lie. It’s also one of the most dangerous areas in Everoth, as many monsters have been known to hide within it.
The Skypeak: The tallest mountain in Everoth. Located where the two mountain ranges that make up Everoth’s northern border meet, the mighty Skypeak is said to be an entrance to the Heavens. While no mortal has ever managed to scale it and survive, that doesn’t stop hundreds from trying each year.
The Shattered Jungle: A giant jungle in southern Everoth. While almost as large as its cousin, the Greatwood, the Shattered Jungle is perhaps the safest part of Everoth. Named for the way it “shatters” into many, smaller jungles along its borders, the Shattered Jungle and all its inhabitants are protected by Marrow, the God of Nature, who allows almost no evil to enter its boundaries. But even that doesn’t stop there from being ancient horrors that lie within the Shattered Jungle.
The Frontier: The large desert that makes up most of southwest Everoth. Vastly uninhabited, only those who are either looking for something or being searched for enter the frontier. While there have been many attempts to settle the Frontier, they all seem to end disastrously, letting the desert remain how it is: a frontier. However, throughout the region lie various ruins and tombs, said to hold mighty treasures.
Prince’s Forest: A small forest near the Greatwood with distinctive, pink-leaved trees. While once said to be a part of the Greatwood, some calamity in the distant past (perhaps caused by the prince for which the forest is named) separated it from its parent and warped the magical energy within. While seemingly a haven, it’s actually a deadly place, filled with monsters and watched over by five guardians: the Chimera, the Hydra, the Manticore, the Darkbeast, and the Worldback. These five monsters were alive when the Prince’s Forest was created, and were changed by the strange magic that made the forest.
The Races

Humans: A hardy race, created by the Gods Noctriel and Aaris. Humans tend to be good at both magic and fighting. While human society tends to move quicker than that of the other races, it also experiences a lot more in-fighting than that of the elves, although not nearly as much as that of the dragons. Some legends state that humans are Noctriel and Aaris’ attempt at re-creating the elves, although some stories also say it was the other way around.
Elves: More graceful than the humans, the long-lived elves were created by the Gods Raolin and Anveron. Elves tend to be very good fighters, with incredibly strong mages being rarer among them. Elves usually live about four times as long as humans, although some have lived to become over a thousand years old.
Dragons: The mighty dragons are strange creatures. Not created by any God, the dragons came about during Everoth’s creation, made from the essence of the Gods’ magic. Powerful magic is common among the dragons, and the strongest mages tend to come from their kind. Dragonkind is split in half, some dragons being kind and noble creatures, and others being as wicked as the monsters that their divine birth makes them different from.
Monsters: Not a true race, the wicked monsters are manifestations of true evil. While some monsters are as smart as humans and elves, the fact that no god created or even helped create them makes them different from the rest of all other living things in Everoth. Monsters come in many shapes and forms, and there are even some that have no corporal form at all.
Magic

A gift from the gods, every mortal is born with magic, although the strength of it varies wildly. While some are born with enough magic to destroy empires, others are born with little more than a trickle, making it a struggle to do things as simple as lift small objects. There are two different kinds of magic, although they tend to blend into one another. One type of magic is quick, often released by thinking. Most offensive magic is of this type, not requiring any preparation or incantations. This type of magic is quick and instinctive, and one can do most simple actions using it. The second type is more akin to rituals, taking prep time and usually certain materials. While the first type of magic is easy to command and control, this type of magic is much more complex. Spells can’t just be cast, they need to be created properly by someone. It may take hundreds of attempts to successfully create a working spell. While this type of magic is much harder, it can do many great things that the first type of magic can’t. Every person has different colors for their magic, usually one or two. If you exceed your limit for casting spells, you will likely die.
Adventurers

Adventurers are travelers who take requests from people in need or adventurers guilds, usually killing monsters. There are two general types of adventurers, one type using magic and another type using weapons. Most groups of adventurers tend to consist of one or two of each.

Mages: Mages are adventurers who tend to fight using magic. While they are usually handy with a blade, most of the time their attacks are spells. There are multiple types of mages, some being healers, and some types specializing in a certain kind of elemental magic.
Fighters: Fighters tend to shy towards weapons in combat. While most are at least decent mages, they mostly use weapons. Most fighters use swords, but some use maces, bows, hammers, axes, and other weapons.
The Gods

Ten gods watch over the vast region of Everoth. Older than time itself, they made the world and all things in it. While in recent times they have had less contact with the mortal realm, every once in a blue moon they make an appearance. Perhaps the most distinctive feature of each god is the mask they wear, each one with unique markings on it.

The Weaver: The Goddess of Fate who breathed life into the gods. Often referred to as the All Mother, she has a quiet, caring personality and treats her children protectively, like a mother should. Despite her warm attitude, her large, spider-like body makes her rather intimidating. Named for her job of literally weaving Fate using her needle-like legs and Fatethread, a glowing silk she can produce using magic.
Memphi: The God of Magic. Known to be a trickster, Memphi is known for creating powerful heroes only to enjoy watching them get killed. He’s disliked by most of his siblings. His signature weapon is a large needle made from an unknown metal. It’s actually part of one of the Weaver’s legs, which he stole from her when the world was young. His mask may be the most unsettling of all the gods, appearing to look almost like a smiling face.
Rasgoth: The one-armed God of Fire and Ice. The most skilled blacksmith in all existence, the swords Rasgoth creates are the mightiest weapons in the multiverse. While he maintains a cold, gruff exterior, he’s actually fiercely protective of all his siblings, save Memphi. He lost his arm during a quarrel with his sister Noctriel.
Marrow: The God of Nature. Marrow is a gentle soul who cares more about the mortal races than most of the other gods. Even though he doesn’t interact much among mortals, those born within the Shattered Jungle have his protection, even if not his Blessing.
Selkaire: The Goddess of Water. Known for her kindness, Selkaire is also the patron god of the dragons. All throughout Everoth’s summer months, there are festivals honoring her. She’s also the Goddess of Music, and the best bards have her Blessing.
Anveron: The God of the Sun. A quiet, stoic god who is the exact opposite of his brother Raolin. Anveron is often considered to be the god who has created the most heroes, and is likely the best warrior in all existence, even among the gods. He created the elves alongside Raolin, giving them their signature strength.
Raolin: The God of the Moon. While most of the other gods in their true forms appear to be young adults, Raolin looks and acts like a child. Young and playful, he always sees the bright side of things. With the help of Anveron, he created the elves, letting them live much longer than humans.
Noctriel: The Goddess of Justice and Vengeance. The saying “justice is blind” comes from the fact that Noctriel’s mask is entirely devoid of markings, save for a large crack running down its center. While almost always calm on the outside, when angered, Noctriel’s wrath is that of the Gods. Noctriel and her sister Aaris created humans.
Aaris: The Goddess of War. Aaris is rather spunky and arrogant, with a tendency to refuse to surrender, even if her situation is hopeless. Aaris is very smart although she doesn't always show it. While she’s an incredible warrior, she’s never quite managed to defeat Anveron, which has become a point of tension between the two gods.
Riift: The God of Death. There are many legends about Riift, about why they’re mute, about why their mask is broken in half, and where the half of it is, about if they were even created by the Weaver at all. The most common stories say that Riift wasn’t made right, and that instead of being alive when they were first created, they were made empty, and that the Weaver tried to bring them back to life but didn’t quite succeed. There have been no Blessings given by Riift in known history.
Blessings

Very Rarely, one of the Gods Blesses a newborn child, giving them enhanced magic abilities and an incredible destiny. While some gods Bless more people than others, Anveron having Blessed the most and Riift having never even Blessed one, anybody with a Blessing will almost undoubtedly grow to become one of the most powerful people in Everoth. While a Blessing’s effects are different in each individual case, they usually have something to do with what god the Blessing came from.

Deities


Not quite gods and not quite mortals, deities are born when two or more gods directly create a lifeform, whether intentionally or unintentionally. There are many deities that wander the land, varying widely in strength and appearance. To date, there have been no known deities created by all the gods, though it is speculated that there was one created when the world was young. Like the gods, each deity has their own mask. These masks are the source of the deities’ power, and each one has its own unique markings, though some deities have chosen to hide their masks in other forms when they are not in use. Deities can live forever unless killed by unnatural means, some being thousands of years old. Some deities have chosen to blend in with mortals, trying to live normal lives, while others rule over parts of Everoth.

Calciax: The Lord of the Sea, for whom the Calcian Ocean is named for. Created by Riift and Selkaire in a battle that shaped the land that eventually became the ocean, he is perhaps the most well known deity. Calciax is a strange, reclusive creature who rarely ever ventures out of his lair. He is one of the few beings that can bring the dead back to life, and experiments with the corpses of those who drown in the ocean, replacing their body parts with those of various sea creatures before bringing them back to life. He is said to be creating an army of these strange people for if the day ever comes when the Gods decide to abandon mortalkind.
Magmis: The Lady of the Flames, created by Rasgoth and Memphi, Magmis is one of the many deities who has decided to live amongst mortals. Somewhat famous throughout Oríen, beneath Magmis’ youthful appearance and snarky personality is an entity older than most of the buildings in the city she calls home. Magmis is Rasgoth’s unofficial assistant, usually doing most of his business amongst mortals for him.
Eagalus: The Lord of the Sky, created by Anveron and Noctriel. Eagalus’s true form is that of a large, bipedal bird with snow white feathers. The deities' chosen scout, he eternally patrols the skies above Everoth, watching for any signs of threats. Eagalus is very fast, able to cover great distances in short amounts of time. While Eagalus rarely interacts with mortalkind, he is always watching it.
Brandish: A flawed recreation of the Almighty Justice. Created by Noctriel and Aaris during a long ago battle, Brandish is skilled at law, but has one fatal flaw: He believes that all are guilty of something, and there is no such thing as innocence. This view on the world has led the Lord of Knives to become a very cold, suspicious person, unable to open up or trust anybody. He is the sworn rival of Ius, the Lord of Will, as their views contrast on such a fundamental level that the two argue over even the smallest things.
Ius: Ius, the Lord of Will, was created during the conflict between Noctriel and Rasgoth when the God of Fire lost his arm. He is a flawed recreation of the Almighty Justices who believes that none are truly guilty of the crimes they commit. His belief stems from his creation, as the battle he was born from started because Noctriel fell in love with one guilty of heinous crimes. He fights for even the most forsaken of criminals, and is a passionate, outspoken soul. While he and Brandish are sworn enemies and fight over whos’ stance is correct, Ius secretly enjoys having Brandish as his rival, and he could even go as far to call it a strange form of friendship.
Dicentis: The Lord of the Song, though sometimes known as the Lord of the Wind, created by Raolin and Selkaire. Though he goes by many names and titles, Dicentis is the true name of the wandering bard who is often seen in one of Everoth’s many taverns and bars. Created by Raolin and Selkaire, The Lord of the Song (Sometimes known as the Lord of the Wind), carries his mask with him in the form of an instrument that can take whatever form he wills it to. It’s said that Dicentis can control thoughts and emotions with his songs, making him a dangerous enemy and an even more dangerous ally. Shady even at the best of times.
Luni: Luni, the Lady of the Stars, created by Memphi and Raolin. Despite being one of the older and more powerful deities, Luni doesn’t enjoy showing off her powers, preferring to try and live a normal life amongst mortals. For the past few centuries, Luni has served as a diplomat between the elves and the dragons of the Northern Mountains, often working alongside Tesseract, the Lady of the Storm. Luni prefers to appear as a strange looking creature with dark blue fur and a scaled head, possibly mimicking the form of an ancient race created by the God of Magic.
Tesserac: The Lady of the Storm, created by Aaris and Marrow. Tesseract is the ruler of the Northern Mountains, though not of the dragons that live upon them. Tesseract is as cold and unforgiving as the land she calls home, though she is far from evil. While Tesseract prefers not to get involved in divine politics, she is trying her best to end the war that has plagued the Northern Mountains for centuries. The Lady of the Storm is a fierce warrior, capable of bringing down blizzards and squalls upon her enemies.
Everoth


Everoth is a vast region, with a diverse climate ranging from forests to jungles. While Everoth has very advanced magical technology, it’s still not the safest region, as vast hordes of monsters wander the lands and never seem to go extinct. A few of the main regions and landmarks of Everoth are listed below.


Oríen: Everoth’s capital. Located in the center of the Region, the mighty Windborne river runs through it. Oríen is a sprawling metropolis mainly inhabited by the very rich and the very poor. Known for its huge buildings and stunning architecture, Oríen’s skyline is a sight to behold.
The Greatwood: The massive forest that covers most of central Everoth. While much of the Greatwood has been explored, it’s still largely uninhabited, and within its depths, many lost things lie. It’s also one of the most dangerous areas in Everoth, as many monsters have been known to hide within it.
The Skypeak: The tallest mountain in Everoth. Located where the two mountain ranges that make up Everoth’s northern border meet, the mighty Skypeak is said to be an entrance to the Heavens. While no mortal has ever managed to scale it and survive, that doesn’t stop hundreds from trying each year.
The Shattered Jungle: A giant jungle in southern Everoth. While almost as large as its cousin, the Greatwood, the Shattered Jungle is perhaps the safest part of Everoth. Named for the way it “shatters” into many, smaller jungles along its borders, the Shattered Jungle and all its inhabitants are protected by Marrow, the God of Nature, who allows almost no evil to enter its boundaries. But even that doesn’t stop there from being ancient horrors that lie within the Shattered Jungle.
The Frontier: The large desert that makes up most of southwest Everoth. Vastly uninhabited, only those who are either looking for something or being searched for enter the frontier. While there have been many attempts to settle the Frontier, they all seem to end disastrously, letting the desert remain how it is: a frontier. However, throughout the region lie various ruins and tombs, said to hold mighty treasures.
Prince’s Forest: A small forest near the Greatwood with distinctive, pink-leaved trees. While once said to be a part of the Greatwood, some calamity in the distant past (perhaps caused by the prince for which the forest is named) separated it from its parent and warped the magical energy within. While seemingly a haven, it’s actually a deadly place, filled with monsters and watched over by five guardians: the Chimera, the Hydra, the Manticore, the Darkbeast, and the Worldback. These five monsters were alive when the Prince’s Forest was created, and were changed by the strange magic that made the forest.
The Races

Humans: A hardy race, created by the Gods Noctriel and Aaris. Humans tend to be good at both magic and fighting. While human society tends to move quicker than that of the other races, it also experiences a lot more in-fighting than that of the elves, although not nearly as much as that of the dragons. Some legends state that humans are Noctriel and Aaris’ attempt at re-creating the elves, although some stories also say it was the other way around.
Elves: More graceful than the humans, the long-lived elves were created by the Gods Raolin and Anveron. Elves tend to be very good fighters, with incredibly strong mages being rarer among them. Elves usually live about four times as long as humans, although some have lived to become over a thousand years old.
Dragons: The mighty dragons are strange creatures. Not created by any God, the dragons came about during Everoth’s creation, made from the essence of the Gods’ magic. Powerful magic is common among the dragons, and the strongest mages tend to come from their kind. Dragonkind is split in half, some dragons being kind and noble creatures, and others being as wicked as the monsters that their divine birth makes them different from.
Monsters: Not a true race, the wicked monsters are manifestations of true evil. While some monsters are as smart as humans and elves, the fact that no god created or even helped create them makes them different from the rest of all other living things in Everoth. Monsters come in many shapes and forms, and there are even some that have no corporal form at all.
Magic

A gift from the gods, every mortal is born with magic, although the strength of it varies wildly. While some are born with enough magic to destroy empires, others are born with little more than a trickle, making it a struggle to do things as simple as lift small objects. There are two different kinds of magic, although they tend to blend into one another. One type of magic is quick, often released by thinking. Most offensive magic is of this type, not requiring any preparation or incantations. This type of magic is quick and instinctive, and one can do most simple actions using it. The second type is more akin to rituals, taking prep time and usually certain materials. While the first type of magic is easy to command and control, this type of magic is much more complex. Spells can’t just be cast, they need to be created properly by someone. It may take hundreds of attempts to successfully create a working spell. While this type of magic is much harder, it can do many great things that the first type of magic can’t. Every person has different colors for their magic, usually one or two. If you exceed your limit for casting spells, you will likely die.
Adventurers

Adventurers are travelers who take requests from people in need or adventurers guilds, usually killing monsters. There are two general types of adventurers, one type using magic and another type using weapons. Most groups of adventurers tend to consist of one or two of each.

Mages: Mages are adventurers who tend to fight using magic. While they are usually handy with a blade, most of the time their attacks are spells. There are multiple types of mages, some being healers, and some types specializing in a certain kind of elemental magic.
Fighters: Fighters tend to shy towards weapons in combat. While most are at least decent mages, they mostly use weapons. Most fighters use swords, but some use maces, bows, hammers, axes, and other weapons.
The Gods

Ten gods watch over the vast region of Everoth. Older than time itself, they made the world and all things in it. While in recent times they have had less contact with the mortal realm, every once in a blue moon they make an appearance. Perhaps the most distinctive feature of each god is the mask they wear, each one with unique markings on it.

The Weaver: The Goddess of Fate who breathed life into the gods. Often referred to as the All Mother, she has a quiet, caring personality and treats her children protectively, like a mother should. Despite her warm attitude, her large, spider-like body makes her rather intimidating. Named for her job of literally weaving Fate using her needle-like legs and Fatethread, a glowing silk she can produce using magic.
Memphi: The God of Magic. Known to be a trickster, Memphi is known for creating powerful heroes only to enjoy watching them get killed. He’s disliked by most of his siblings. His signature weapon is a large needle made from an unknown metal. It’s actually part of one of the Weaver’s legs, which he stole from her when the world was young. His mask may be the most unsettling of all the gods, appearing to look almost like a smiling face.
Rasgoth: The one-armed God of Fire and Ice. The most skilled blacksmith in all existence, the swords Rasgoth creates are the mightiest weapons in the multiverse. While he maintains a cold, gruff exterior, he’s actually fiercely protective of all his siblings, save Memphi. He lost his arm during a quarrel with his sister Noctriel.
Marrow: The God of Nature. Marrow is a gentle soul who cares more about the mortal races than most of the other gods. Even though he doesn’t interact much among mortals, those born within the Shattered Jungle have his protection, even if not his Blessing.
Selkaire: The Goddess of Water. Known for her kindness, Selkaire is also the patron god of the dragons. All throughout Everoth’s summer months, there are festivals honoring her. She’s also the Goddess of Music, and the best bards have her Blessing.
Anveron: The God of the Sun. A quiet, stoic god who is the exact opposite of his brother Raolin. Anveron is often considered to be the god who has created the most heroes, and is likely the best warrior in all existence, even among the gods. He created the elves alongside Raolin, giving them their signature strength.
Raolin: The God of the Moon. While most of the other gods in their true forms appear to be young adults, Raolin looks and acts like a child. Young and playful, he always sees the bright side of things. With the help of Anveron, he created the elves, letting them live much longer than humans.
Noctriel: The Goddess of Justice and Vengeance. The saying “justice is blind” comes from the fact that Noctriel’s mask is entirely devoid of markings, save for a large crack running down its center. While almost always calm on the outside, when angered, Noctriel’s wrath is that of the Gods. Noctriel and her sister Aaris created humans.
Aaris: The Goddess of War. Aaris is rather spunky and arrogant, with a tendency to refuse to surrender, even if her situation is hopeless. Aaris is very smart although she doesn't always show it. While she’s an incredible warrior, she’s never quite managed to defeat Anveron, which has become a point of tension between the two gods.
Riift: The God of Death. There are many legends about Riift, about why they’re mute, about why their mask is broken in half, and where the half of it is, about if they were even created by the Weaver at all. The most common stories say that Riift wasn’t made right, and that instead of being alive when they were first created, they were made empty, and that the Weaver tried to bring them back to life but didn’t quite succeed. There have been no Blessings given by Riift in known history.
Blessings

Very Rarely, one of the Gods Blesses a newborn child, giving them enhanced magic abilities and an incredible destiny. While some gods Bless more people than others, Anveron having Blessed the most and Riift having never even Blessed one, anybody with a Blessing will almost undoubtedly grow to become one of the most powerful people in Everoth. While a Blessing’s effects are different in each individual case, they usually have something to do with what god the Blessing came from.

Deities


Not quite gods and not quite mortals, deities are born when two or more gods directly create a lifeform, whether intentionally or unintentionally. There are many deities that wander the land, varying widely in strength and appearance. To date, there have been no known deities created by all the gods, though it is speculated that there was one created when the world was young. Like the gods, each deity has their own mask. These masks are the source of the deities’ power, and each one has its own unique markings, though some deities have chosen to hide their masks in other forms when they are not in use. Deities can live forever unless killed by unnatural means, some being thousands of years old. Some deities have chosen to blend in with mortals, trying to live normal lives, while others rule over parts of Everoth.

Calciax: The Lord of the Sea, for whom the Calcian Ocean is named for. Created by Riift and Selkaire in a battle that shaped the land that eventually became the ocean, he is perhaps the most well known deity. Calciax is a strange, reclusive creature who rarely ever ventures out of his lair. He is one of the few beings that can bring the dead back to life, and experiments with the corpses of those who drown in the ocean, replacing their body parts with those of various sea creatures before bringing them back to life. He is said to be creating an army of these strange people for if the day ever comes when the Gods decide to abandon mortalkind.
Magmis: The Lady of the Flames, created by Rasgoth and Memphi, Magmis is one of the many deities who has decided to live amongst mortals. Somewhat famous throughout Oríen, beneath Magmis’ youthful appearance and snarky personality is an entity older than most of the buildings in the city she calls home. Magmis is Rasgoth’s unofficial assistant, usually doing most of his business amongst mortals for him.
Eagalus: The Lord of the Sky, created by Anveron and Noctriel. Eagalus’s true form is that of a large, bipedal bird with snow white feathers. The deities' chosen scout, he eternally patrols the skies above Everoth, watching for any signs of threats. Eagalus is very fast, able to cover great distances in short amounts of time. While Eagalus rarely interacts with mortalkind, he is always watching it.
Brandish: A flawed recreation of the Almighty Justice. Created by Noctriel and Aaris during a long ago battle, Brandish is skilled at law, but has one fatal flaw: He believes that all are guilty of something, and there is no such thing as innocence. This view on the world has led the Lord of Knives to become a very cold, suspicious person, unable to open up or trust anybody. He is the sworn rival of Ius, the Lord of Will, as their views contrast on such a fundamental level that the two argue over even the smallest things.
Ius: Ius, the Lord of Will, was created during the conflict between Noctriel and Rasgoth when the God of Fire lost his arm. He is a flawed recreation of the Almighty Justices who believes that none are truly guilty of the crimes they commit. His belief stems from his creation, as the battle he was born from started because Noctriel fell in love with one guilty of heinous crimes. He fights for even the most forsaken of criminals, and is a passionate, outspoken soul. While he and Brandish are sworn enemies and fight over whos’ stance is correct, Ius secretly enjoys having Brandish as his rival, and he could even go as far to call it a strange form of friendship.
Dicentis: The Lord of the Song, though sometimes known as the Lord of the Wind, created by Raolin and Selkaire. Though he goes by many names and titles, Dicentis is the true name of the wandering bard who is often seen in one of Everoth’s many taverns and bars. Created by Raolin and Selkaire, The Lord of the Song (Sometimes known as the Lord of the Wind), carries his mask with him in the form of an instrument that can take whatever form he wills it to. It’s said that Dicentis can control thoughts and emotions with his songs, making him a dangerous enemy and an even more dangerous ally. Shady even at the best of times.
Luni: Luni, the Lady of the Stars, created by Memphi and Raolin. Despite being one of the older and more powerful deities, Luni doesn’t enjoy showing off her powers, preferring to try and live a normal life amongst mortals. For the past few centuries, Luni has served as a diplomat between the elves and the dragons of the Northern Mountains, often working alongside Tesseract, the Lady of the Storm. Luni prefers to appear as a strange looking creature with dark blue fur and a scaled head, possibly mimicking the form of an ancient race created by the God of Magic.
Tesserac: The Lady of the Storm, created by Aaris and Marrow. Tesseract is the ruler of the Northern Mountains, though not of the dragons that live upon them. Tesseract is as cold and unforgiving as the land she calls home, though she is far from evil. While Tesseract prefers not to get involved in divine politics, she is trying her best to end the war that has plagued the Northern Mountains for centuries. The Lady of the Storm is a fierce warrior, capable of bringing down blizzards and squalls upon her enemies.
52014.png
I U S
he/she | fr +3
avatar dragon | about me
@TicciTuna

Excuse the wall of text. Phew, this took a long time, glad I'm finished. Anyways, here's the character sheet.

Race:
Age:
Pronouns:
Sexuality:
Class (Mage or Fighter?):
Abilities:
Magic Colors:
Blessing (Which god Blessed them?):
Appearance:
Personality:
Strengths:
Weaknesses:
Backstory:
Other:
@TicciTuna

Excuse the wall of text. Phew, this took a long time, glad I'm finished. Anyways, here's the character sheet.

Race:
Age:
Pronouns:
Sexuality:
Class (Mage or Fighter?):
Abilities:
Magic Colors:
Blessing (Which god Blessed them?):
Appearance:
Personality:
Strengths:
Weaknesses:
Backstory:
Other:
52014.png
I U S
he/she | fr +3
avatar dragon | about me
Name: Adrian Osair
Nicknames: Prefers to just be called Osair
Race: Elf
Age: Mid-Twenties in elf years
Pronouns: He/Him
Sexuality: Asexual
Class: Fighter
Abilities: While he only has normal, weakish magic, Osair is an incredibly skilled swordsman, perhaps one of the best in Everoth. He also has a strange sword made of a dark reddish metal with a single, faintly glowing jewel in its pommel that he can seemingly summon out of nowhere.
Magic Colors: Gold/Light Yellow
Blessing: Anveron
Appearance: Osair is a thin but well built elf of average height (5'9). He has short, white-blonde hair, pale skin, and warm brown eyes. While he doesn’t have the rough look of an adventurer, if one looks a little closer, they’ll see the scars on his body, mostly removed by magic, but still there, almost as if he wanted to erase them, but didn’t want to forget them. While Osair doesn’t have any particular clothes he prefers, usually wearing the practical clothes of an adventurer, he does have a suit of gleaming armor made of a reddish metal similar to that of his sword that he dons every once in a while. Osair’s appearance is somewhat of an oddity among the elves, seeing as most of them have white hair or, like the rest of Osair’s family, dark hair, giving Osair a distinct look and making him easily recognizable, even if one doesn’t know him.
Personality: Osair is a quiet, stoic person. While he’s not exactly shy, he doesn’t like attention and dislikes parties. He is very polite to those he doesn’t know, and is never directly rude, but to those who meet him for the first time he seems pretty bland. Osair is very hard to upset, and usually feels more guilty than angry when people are rude. Osair is fiercely protective of the people he cares about, and would much rather get hurt himself than watch his loved ones come to harm. Beneath his stoic, solemn exterior is a quiet, kind person who tries not to let his strange past define him, but hasn’t quite escaped it.
Strengths: Very good with a sword, very polite and knows how to interact with upper class people.
Weaknesses: Useless with magic and pretty much any other weapon besides a sword.
Backstory: Osair was born to a very rich family in the midst of a scandal. Despite being Blessed by Anveron, most of Osair’s family either hated or ignored him. He never knew who his father was, although his mother spent most of her fortune trying to find him. After his mother died, Osair was taken in by his wealthy grandmother for a short time before leaving to go to a prestigious academy. Upon graduating, he and his best friend became adventurers, becoming rather famous in a short time. During the course of his adventures, he found a sword made by Rasgoth in the heart of the Greatwood. Using it, he and his partner slew many beasts. However, on Osair’s final adventure, which was meant to be simple and safe, the mighty dragon Agoreth appeared, threatening a small village. Osair and his partner fought and killed the beast, however, in the midst of the battle, Osair’s partner was slain. In the five years since then, Osair has wandered around Everoth, doing odd jobs. When he found the Guild of the Broken, he decided to join, having nothing better to do with his life.`
Other: Is disliked by a lot of people because they think he's a spoiled rich brat; he's not very rich, nor does he act spoiled, but people still think it.
Somewhat famous, although widely forgotten about by the world at large. After his partner died, Osair has mainly been staying away from the spotlight.


Name: Adrian Osair
Nicknames: Prefers to just be called Osair
Race: Elf
Age: Mid-Twenties in elf years
Pronouns: He/Him
Sexuality: Asexual
Class: Fighter
Abilities: While he only has normal, weakish magic, Osair is an incredibly skilled swordsman, perhaps one of the best in Everoth. He also has a strange sword made of a dark reddish metal with a single, faintly glowing jewel in its pommel that he can seemingly summon out of nowhere.
Magic Colors: Gold/Light Yellow
Blessing: Anveron
Appearance: Osair is a thin but well built elf of average height (5'9). He has short, white-blonde hair, pale skin, and warm brown eyes. While he doesn’t have the rough look of an adventurer, if one looks a little closer, they’ll see the scars on his body, mostly removed by magic, but still there, almost as if he wanted to erase them, but didn’t want to forget them. While Osair doesn’t have any particular clothes he prefers, usually wearing the practical clothes of an adventurer, he does have a suit of gleaming armor made of a reddish metal similar to that of his sword that he dons every once in a while. Osair’s appearance is somewhat of an oddity among the elves, seeing as most of them have white hair or, like the rest of Osair’s family, dark hair, giving Osair a distinct look and making him easily recognizable, even if one doesn’t know him.
Personality: Osair is a quiet, stoic person. While he’s not exactly shy, he doesn’t like attention and dislikes parties. He is very polite to those he doesn’t know, and is never directly rude, but to those who meet him for the first time he seems pretty bland. Osair is very hard to upset, and usually feels more guilty than angry when people are rude. Osair is fiercely protective of the people he cares about, and would much rather get hurt himself than watch his loved ones come to harm. Beneath his stoic, solemn exterior is a quiet, kind person who tries not to let his strange past define him, but hasn’t quite escaped it.
Strengths: Very good with a sword, very polite and knows how to interact with upper class people.
Weaknesses: Useless with magic and pretty much any other weapon besides a sword.
Backstory: Osair was born to a very rich family in the midst of a scandal. Despite being Blessed by Anveron, most of Osair’s family either hated or ignored him. He never knew who his father was, although his mother spent most of her fortune trying to find him. After his mother died, Osair was taken in by his wealthy grandmother for a short time before leaving to go to a prestigious academy. Upon graduating, he and his best friend became adventurers, becoming rather famous in a short time. During the course of his adventures, he found a sword made by Rasgoth in the heart of the Greatwood. Using it, he and his partner slew many beasts. However, on Osair’s final adventure, which was meant to be simple and safe, the mighty dragon Agoreth appeared, threatening a small village. Osair and his partner fought and killed the beast, however, in the midst of the battle, Osair’s partner was slain. In the five years since then, Osair has wandered around Everoth, doing odd jobs. When he found the Guild of the Broken, he decided to join, having nothing better to do with his life.`
Other: Is disliked by a lot of people because they think he's a spoiled rich brat; he's not very rich, nor does he act spoiled, but people still think it.
Somewhat famous, although widely forgotten about by the world at large. After his partner died, Osair has mainly been staying away from the spotlight.


52014.png
I U S
he/she | fr +3
avatar dragon | about me
Whoa look it’s a thing
Guild of the Broken Character Sheet
Still a WIP because I don’t read things over
The backstory part is terribly written don’t read it just don’t
Name: Dyne
Race: Human
Age: 20
Pronouns: He/They
Sexuality: Pansexual
Class: Mage
Abilities: Though Dyne acts like the stereotypical fighter, he surprisingly relies on magic. He isn’t awful at hand to hand combat but he’s nowhere near good enough to rely on in most situations.
Magic Colors: Red and Grey
Blessing: Memphi
Appearance: Stands at 5.11 with medium length brown hair which he often keeps in a short ponytail. Dyne is seen wearing various types of clothing or in short whatever’s cheapest.
Here’s some bad art because I don’t feel like writing this

Personality: Dyne is often described as arrogant or self centered by others as he often runs head on into battle with no regard for those around him. Though in reality, he is trying his best to prove himself as a useful ally. Dyne is rather guarded to new individuals, though to those who stay around him long enough, he becomes a friendly and reliable ally.

Strengths: When it comes to battle, Dyne is quick both mentally and physically. Often making quick work of his opponents. Once setting his eyes on a long term goal, he rarely gives up on it. Dyne also has a knack of noticing thing others usually wouldn’t, allowing him to figure out things based on evidence most would look over.

Weaknesses: His misfortune is his greatest weakness, though his selflessness comes at a close second. He has the constant fear of being alone, so when finding someone he deems trustworthy, he spends a good amount of energy trying to please them. He is easily manipulated due to this. Though he is fairly intelligent, he often forgets about the facts when faced with his own emotions.

Backstory: Dyne has seemed to have an unfortunate case of bad luck that always affected both him and those around him. It wasn’t a surprise therefore when he was informed of the fact that he was blessed by the god Memphi. Though most of his cases of bad luck could be called coincidence, the fact that they only seemed to happen around him made the towns residents believe otherwise. Though most disliked him, they still allowed Dyne a place to stay. It wasn’t until a monster had found it’s way into the small town killing one and injuring 3, that he was truly acknowledged as a problem. The attack along with the terrible events that seemed to happen around him and him only resulted in his exile, with nothing but the clothiers on his back. He found himself wandering Everoth, traveling from one place to another due to the unwelcome coincidences that followed him everywhere he went. During his travels, he spent much of his time practicing one of the only things he was good at, that being his magic, and the rest of his time exploring the lands around him. Something someone with luck such as his shouldn’t be doing. It was during one of these explorations that the little luck he had seemed to run out, as he received a near fatal injury during his travels near the Greatwood that in his situation, was a death sentence. Though even the god who seemed to truly be against him his entire life had mercy, or perhaps they just believed that an injury cased by tripping over a large branch would to be a boring way to go, as by sheer luck, he was able to find his way out of the forest without meeting a single monster. During his recovery, he learned of the Guild of the Broken, to which he quickly signed up for as soon as he was fully healed. Though traveling with a partner hadn’t worked out so far, the idea of free food and housing made joining to good to pass up, resulting in his recruitment.

Other: Dyne is quite poor, though he refuses to admit this himself. Instead he often tries using “creative solutions” to get what he wants without paying. Whether that be by making it himself, giving up on the item, or just stealing it.
Dyne is terrible at coming up with with comebacks. He just never seems to be able to come up with anything to say in the moment, though of course as soon as the moments over, he comes up with a perfect witty remark, leaving him in a bad mood for the rest of the day.
Whenever his bad luck is brought up, Dyne often denies it or begins a shouting match with whoever brought it up, though it’s obvious he’s just in denial.
Dyne has grown a hatred towards Memphi over the years due to the fact that the god was basically the reason he would never live a normal life. Though he still can’t deny that the abilities he was given do prove useful, so he keeps his mouth shut.
He was given the name Felix when he was born, though due to the irony of the name, he quickly came up with a new one for himself once exiled from his town

Whoa look it’s a thing
Guild of the Broken Character Sheet
Still a WIP because I don’t read things over
The backstory part is terribly written don’t read it just don’t
Name: Dyne
Race: Human
Age: 20
Pronouns: He/They
Sexuality: Pansexual
Class: Mage
Abilities: Though Dyne acts like the stereotypical fighter, he surprisingly relies on magic. He isn’t awful at hand to hand combat but he’s nowhere near good enough to rely on in most situations.
Magic Colors: Red and Grey
Blessing: Memphi
Appearance: Stands at 5.11 with medium length brown hair which he often keeps in a short ponytail. Dyne is seen wearing various types of clothing or in short whatever’s cheapest.
Here’s some bad art because I don’t feel like writing this

Personality: Dyne is often described as arrogant or self centered by others as he often runs head on into battle with no regard for those around him. Though in reality, he is trying his best to prove himself as a useful ally. Dyne is rather guarded to new individuals, though to those who stay around him long enough, he becomes a friendly and reliable ally.

Strengths: When it comes to battle, Dyne is quick both mentally and physically. Often making quick work of his opponents. Once setting his eyes on a long term goal, he rarely gives up on it. Dyne also has a knack of noticing thing others usually wouldn’t, allowing him to figure out things based on evidence most would look over.

Weaknesses: His misfortune is his greatest weakness, though his selflessness comes at a close second. He has the constant fear of being alone, so when finding someone he deems trustworthy, he spends a good amount of energy trying to please them. He is easily manipulated due to this. Though he is fairly intelligent, he often forgets about the facts when faced with his own emotions.

Backstory: Dyne has seemed to have an unfortunate case of bad luck that always affected both him and those around him. It wasn’t a surprise therefore when he was informed of the fact that he was blessed by the god Memphi. Though most of his cases of bad luck could be called coincidence, the fact that they only seemed to happen around him made the towns residents believe otherwise. Though most disliked him, they still allowed Dyne a place to stay. It wasn’t until a monster had found it’s way into the small town killing one and injuring 3, that he was truly acknowledged as a problem. The attack along with the terrible events that seemed to happen around him and him only resulted in his exile, with nothing but the clothiers on his back. He found himself wandering Everoth, traveling from one place to another due to the unwelcome coincidences that followed him everywhere he went. During his travels, he spent much of his time practicing one of the only things he was good at, that being his magic, and the rest of his time exploring the lands around him. Something someone with luck such as his shouldn’t be doing. It was during one of these explorations that the little luck he had seemed to run out, as he received a near fatal injury during his travels near the Greatwood that in his situation, was a death sentence. Though even the god who seemed to truly be against him his entire life had mercy, or perhaps they just believed that an injury cased by tripping over a large branch would to be a boring way to go, as by sheer luck, he was able to find his way out of the forest without meeting a single monster. During his recovery, he learned of the Guild of the Broken, to which he quickly signed up for as soon as he was fully healed. Though traveling with a partner hadn’t worked out so far, the idea of free food and housing made joining to good to pass up, resulting in his recruitment.

Other: Dyne is quite poor, though he refuses to admit this himself. Instead he often tries using “creative solutions” to get what he wants without paying. Whether that be by making it himself, giving up on the item, or just stealing it.
Dyne is terrible at coming up with with comebacks. He just never seems to be able to come up with anything to say in the moment, though of course as soon as the moments over, he comes up with a perfect witty remark, leaving him in a bad mood for the rest of the day.
Whenever his bad luck is brought up, Dyne often denies it or begins a shouting match with whoever brought it up, though it’s obvious he’s just in denial.
Dyne has grown a hatred towards Memphi over the years due to the fact that the god was basically the reason he would never live a normal life. Though he still can’t deny that the abilities he was given do prove useful, so he keeps his mouth shut.
He was given the name Felix when he was born, though due to the irony of the name, he quickly came up with a new one for himself once exiled from his town

Also Res
Also Res
@TicciTuna


I added a small bit about the Prince’s Forest.
@TicciTuna


I added a small bit about the Prince’s Forest.
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I U S
he/she | fr +3
avatar dragon | about me
@CaIamity

To make it easier to access this thread, could you add a link to the ooc on the rp thread?
@CaIamity

To make it easier to access this thread, could you add a link to the ooc on the rp thread?
@TicciTuna

Yeah, sorry. I forgot.
@TicciTuna

Yeah, sorry. I forgot.
52014.png
I U S
he/she | fr +3
avatar dragon | about me
@TicciTuna

Added a big new section to the lore. I don't have time to post on the thread right now, but you should probably give it a read. I'm likely going to add more to it in the future, but it is a start. It's at the bottom of the big lore section.
@TicciTuna

Added a big new section to the lore. I don't have time to post on the thread right now, but you should probably give it a read. I'm likely going to add more to it in the future, but it is a start. It's at the bottom of the big lore section.
52014.png
I U S
he/she | fr +3
avatar dragon | about me