Tyrus Sephiran
Dedicated
Roleplay posts: 142
Age: 42
Physical Description: Blonde, wavy, medium-length hair which is usually tied back in a ponytail with a blue ribbon.
Light blue eyes
6'1"
Clothes and Equipment: Wears a dark blue jacket with shoulder pads over a white dress shirt, black pants, brown leather boots, black gloves, pendant around his neck
Carries a rapier with him along with a defender dagger
6 golden orbs of elven origin with swirls etched into them, given to him by an adventurer years ago that wanted to sell them. At the start of each swirl was a large gem, each orb having its own color. Red, blue, black, green, white, and orange.
Player's online availability : Every Day, noon to 2am eastern us time
Registered: Jun 1, 2015 12:16:03 GMT -8
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Post by Tyrus Sephiran on Dec 2, 2016 19:23:33 GMT -8
Tyrus nods, hand resting on his rapier, "I'm ready."
Tyrus marched into the tunnel with everyone else, not knowing what would await them. This was refreshing being in the military again.
(This post is the end of our turn order.)
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Goraia
Dedicated
Roleplay posts: 316
Registered: Mar 3, 2015 12:43:36 GMT -8
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Post by Goraia on Dec 8, 2016 20:04:48 GMT -8
As the forces entered the tunnel, they'd see that it truly did bore deep within the earth, serving the purpose of digging straight beneath the seemingly impenetrable mountain range and forests that were perpetually draped in mists and would otherwise be a barrier to the world along most Goraia's northern border. The subterranean highway thus had quite the stretch to it, with no end in sight.
It was common knowledge at this point that the tunnel was a long and often cold journey to travelers recently allowed to visit Goraia, cool air howling through the depths, but was a completed project large enough to fit the advances of an army. The slightest bit of magic could be sensed, to those gifted, at the entrance. According to travelers, this served as an enchantment for keeping census, and faithful to the accounts, there would be no change or reaction should they enter. The scant guard postings at the start of the tunnel, where guards were to receive magical alerts, had been abandoned.
So far, nothing had jumped out at them... if anything lurked within, it would be found too far in to be seen by the natural light of the sun or the moon.
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Inspector Zurt
Established
Roleplay posts: 37
Age: 3000 years of storage, only recently activated.
Physical Description: A monster of metal and magic, Zurt's body features countless spikes of razor sharp metal. A slight glow of something can be seen between parts of the metal in his chest area. He moves via numerous metallic tentacles in an almost mesmerizing way. His hands feature long sharp talons on each finger, shaking his hand is not advised.
He is approximately 7 feet tall when in his normal standing position. It should be noted he can fit his body through surprisingly small spaces despite his bulky appearance.
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Clothes and Equipment: Wields a whip which can extend to 15 feet long. It features sharp shards of metal, made of the same thing Zurt himself is made of. It appears to have a life of its own almost, as Zurt can command it to move in any such way he desires.
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Registered: Dec 9, 2015 9:55:31 GMT -8
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Post by Inspector Zurt on Dec 9, 2016 11:36:46 GMT -8
Zurt landed at the exit to the tunnel, along with the other soldiers the Dawn Riders had dropped off, as there didn’t appear to be any resistance. The Inspector would begin having the ground forces that landed start to get in a formation, for even if there were no enemies yet, they were in enemy territory. Lookouts would be set and Zurt would attempt to sense any magic originating from this side of the tunnel.
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Tyrus Sephiran
Dedicated
Roleplay posts: 142
Age: 42
Physical Description: Blonde, wavy, medium-length hair which is usually tied back in a ponytail with a blue ribbon.
Light blue eyes
6'1"
Clothes and Equipment: Wears a dark blue jacket with shoulder pads over a white dress shirt, black pants, brown leather boots, black gloves, pendant around his neck
Carries a rapier with him along with a defender dagger
6 golden orbs of elven origin with swirls etched into them, given to him by an adventurer years ago that wanted to sell them. At the start of each swirl was a large gem, each orb having its own color. Red, blue, black, green, white, and orange.
Player's online availability : Every Day, noon to 2am eastern us time
Registered: Jun 1, 2015 12:16:03 GMT -8
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Post by Tyrus Sephiran on Dec 10, 2016 18:19:51 GMT -8
Tyrus had a torch in hand to help light the way through. The tunnel seemed ominous, but harmless so far.
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Goraia
Dedicated
Roleplay posts: 316
Registered: Mar 3, 2015 12:43:36 GMT -8
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Post by Goraia on Dec 17, 2016 15:08:40 GMT -8
(This marks the seven day period of wait for the next turn. However, it has been observed that not all the players in the post order have gone yet. This is common for our playerbase but unusual for Isra. If this was unintentional, please let us know and we will adjust things accordingly.)
The army marched through the tunnel. It was a very long walk, the kind where the rear of the formation was likely to disappear into the tunnel long before the marching vanguard emerged on the other end. At what seemed to be the halfway point, faint runes etched into the walls could be observed. As with the entirety of the tunnel, faint magic could be detected- the same distant glow of mana that characterized the enchantments present at both ends. Yet there would be little time to reflect on the matter. Once near enough to see, something changed. Like an invisible wind that had snuffed out a flame, the mana - and any use of it within the entirety of the tunnel - vanished. Shut out of reality by some wicked design of the tunnel... and as it happened, a tremendous, roaring cacophony reverberated from both ends of the tunnel, the rumble terminating as the once flowing air began to stale.
While not immediately apparent to those within, the riders at the far end would see the tunnel violently collapse, corresponding with a disappearance of the tunnel's faint enchantments... but no Goraian responders as of yet.
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Emahra Untyrid
Dedicated
Roleplay posts: 276
Age: 158
Physical Description: Like all of the Kehl-Nari Elves, Emahra is tall and of a slender build, standing at 5'10" and covered in the toned muscles that come from a lifetime of training in the way of the sword. Her skin is fair, and she bears the elegant bone structure and pointed ears of the Elvenkind, that lend her a nearly breathtaking beauty. Her hair is long, falling to mid-thigh when unbound, and is a bright, vivid shade of blue, although she habitually wears it bound back into an intricate plait. Her eyes are a rich, liquid amber-gold that that are, much like her expressive facial features, usually filled with whatever she may be thinking or feeling at that moment. While not amply endowed, like many women, she has a respectably-sized bosom, a trim waist, and shapely hips, accentuated by long, graceful legs.
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Clothes and Equipment: Typically, Emahra wears one of two ensembles. The one most commonly seen consists of tight-fitting dark blue breeches that are tucked into a pair of knee-high black leather boots, paired with a black brocade corset, and detached black lace sleeves that cover her arms from just below the shoulder to the base of her fingers, leaving them and her thumbs exposed. All of these items are painstakingly inlaid with runes of protection sewn in magical thread, that make them as strong as armor and spell-resistant. The other outfit is far more casual and lacking in protective enchantments, comprised of a pair of low-slung pants that are tight around the hips and upper thighs, but start to billow out at mid-thigh, to then gather again at the ankle; a sleeveless, midriff-baring top; and a set of comfortable slippers, all made of silky white material that never stains, tears, or wrinkles. These are paired with a sash the same color blue as her hair that she wears wound around her hips. Regardless of her attire, at all times, she wears a slim golden band around her brow that bears a single smooth, teardrop-shaped gem of darkest sapphire; this circlet bears an enchantment similar to the ones inscribed into her normal attire. Whichever set of clothing she isn't wearing at the time makes its home in a plain black pack which she carries, that also houses basic supplies such as a healer's kit and travel rations. She also carries with her at all times the Heirloom Blade of her House, the Blade of Ankiri. Its blade is five feet long, and it bears a hilt of blue leather above a golden crossguard, its pommel inlaid with a deep sapphire blue gem that seems infused with an inner light; at its crossguard is a blue flame, the sigil of House Untyrid. This Blade can be wielded only by one of the blood of House Untyrid, and will burn the hands of anyone else who attempts to wield it, before seeking to return to its owner by whatever means possible. It also has the capability to manipulate the wind and, in trained hands, can create storms of cataclysmic proportions; at the great expense of the one who wields it, it can, under extreme conditions, play with the rules of time.
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Allegiances: Isran Empire
Player's online availability : Evenings. (EST)
Registered: Apr 28, 2016 0:02:46 GMT -8
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Post by Emahra Untyrid on Dec 19, 2016 9:37:47 GMT -8
(It was, in fact, unintentional. I was waiting on the Commodore to post but the player neglected to mention that they had no intention of posting due to IRL issues. Commodore Finch will post when they can, if they haven't posted after the week's time in the future, we'll skip them.)
The sudden lack of mana she could draw into her Blade and rumbling sound at either end of the tunnel drew a frown to Emahra's face. Of course. Their one viable method of passage into this gods-forsaken nation and it was trapped, just as she'd suspected. And with anti-magic in place, she had no way of contacting anyone to let them know what had happened. Not that it would be strictly necessary - the forces at the far end would see the tunnel collapse, not to mention their perpetual watcher, Takhana Veil, would have been observing the situation and was no doubt informing Empress Naoki at that very moment.
"Remain calm. Proceed with haste." Her voice rang out in the tunnel, the order being passed both forward and back. The pace of the column picked up, and as soon as the forward ranks reached the pile of rubble, they halted, cessation of movement rippling back through the ranks. They could hear the forces outside toiling away at trying to clear the cave-in, and began to do the same, carefully shifting rocks out of the entrance and piling them to either side of the tunnel as they worked - half the pikemen and archers outside were casting rocks aside with the assistance of the offensive mages, the defensive ones charging their magic so as to do what they were there to do: Form their defenses from any potential assault.
(Charge 1)
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Tyrus Sephiran
Dedicated
Roleplay posts: 142
Age: 42
Physical Description: Blonde, wavy, medium-length hair which is usually tied back in a ponytail with a blue ribbon.
Light blue eyes
6'1"
Clothes and Equipment: Wears a dark blue jacket with shoulder pads over a white dress shirt, black pants, brown leather boots, black gloves, pendant around his neck
Carries a rapier with him along with a defender dagger
6 golden orbs of elven origin with swirls etched into them, given to him by an adventurer years ago that wanted to sell them. At the start of each swirl was a large gem, each orb having its own color. Red, blue, black, green, white, and orange.
Player's online availability : Every Day, noon to 2am eastern us time
Registered: Jun 1, 2015 12:16:03 GMT -8
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Post by Tyrus Sephiran on Dec 20, 2016 18:51:41 GMT -8
Damn, I was hoping this wouldn't happen. Nobody seems to be hurt, but this will delay our rendezvous.
Tyrus thought as the revelation came that a trap had triggered. The centurion lifted his torch and looked around at his surroundings, the tunnel walls and ceiling.
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Inspector Zurt
Established
Roleplay posts: 37
Age: 3000 years of storage, only recently activated.
Physical Description: A monster of metal and magic, Zurt's body features countless spikes of razor sharp metal. A slight glow of something can be seen between parts of the metal in his chest area. He moves via numerous metallic tentacles in an almost mesmerizing way. His hands feature long sharp talons on each finger, shaking his hand is not advised.
He is approximately 7 feet tall when in his normal standing position. It should be noted he can fit his body through surprisingly small spaces despite his bulky appearance.
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Clothes and Equipment: Wields a whip which can extend to 15 feet long. It features sharp shards of metal, made of the same thing Zurt himself is made of. It appears to have a life of its own almost, as Zurt can command it to move in any such way he desires.
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Registered: Dec 9, 2015 9:55:31 GMT -8
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Post by Inspector Zurt on Dec 26, 2016 8:56:58 GMT -8
As soon as Zurt detected the cave in and realize he could no longer contact those in the tunnel, he would order the troops outside to start clearing the rubble, although leaving plenty on guard duty still in case of an attack while they were trying to clear the cave in. Personally assisting with this process, Zurt began hurling rocks aside with his numerous tentacles. He also began gathering mana in preparation for a fight.
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Elizabeth Finch
Main Character
Roleplay posts: 512
Age: 29
Physical Description: Elizabeth, or Liz, stands at about 5'9", weighing in at about 160lbs, most of it muscle from years of riding and fighting. She has platinum blonde hair, usually tied in a ponytail to fit inside her helmet. Her eyes are a vibrant shade of green that contrasts well with her tanned skin. She would be considered attractive if she ever removed her armor, otherwise her face is the only indication that underneath the iron discipline and plate armor is an attractive woman.
Clothes and Equipment: Liz wears a normal looking set of plate armor that is custom fitted for her specifically, and does not hide her gender. She wields a lance when mounted. Javelins are carried in her mounts saddle. Her mount is a young Griffin by the name of St. George, he is full grown in height, but does not yet have the full mass of a adult griffin. She wears plain clothes when not in armor and her shield bears the symbol of the Dawn Riders on it, and her breastplate bears the symbol of Isra on it. She wears a small necklace with a purple gemstone on it underneath her breastplate, only visible when she she is unarmored. Her sword has the insignia of the midnight sun engraved in the hilt, as it is relatively out of sight and does not violate the military dress code. Her primary weapon is her sword, an ancient Elven artifact passed down by her bloodline. It is wreathed in green lightning when unsheathed and wielded by her, and she has a sunmetal shield that complements it with magical abilities of its own.
Player's online availability : Weekends/Nights EST
Registered: Apr 6, 2016 12:16:13 GMT -8
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Post by Elizabeth Finch on Dec 28, 2016 12:00:49 GMT -8
(Apologies for the disappearance)
Commodore Finch left the removal of the rocks to the Inspector, loaning him a full squad of heavy griffins stripped of armor to aid in the removal of the rubble. Long ropes amd nets went with them to speed up the process. She remained at the front of the tunnel, her remaining forces on extreme alert, patrols of griffins flying by overhead every few seconds.
"Inspector Zurt, let me know as soon as you have located the General."
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Emahra Untyrid
Dedicated
Roleplay posts: 276
Age: 158
Physical Description: Like all of the Kehl-Nari Elves, Emahra is tall and of a slender build, standing at 5'10" and covered in the toned muscles that come from a lifetime of training in the way of the sword. Her skin is fair, and she bears the elegant bone structure and pointed ears of the Elvenkind, that lend her a nearly breathtaking beauty. Her hair is long, falling to mid-thigh when unbound, and is a bright, vivid shade of blue, although she habitually wears it bound back into an intricate plait. Her eyes are a rich, liquid amber-gold that that are, much like her expressive facial features, usually filled with whatever she may be thinking or feeling at that moment. While not amply endowed, like many women, she has a respectably-sized bosom, a trim waist, and shapely hips, accentuated by long, graceful legs.
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Clothes and Equipment: Typically, Emahra wears one of two ensembles. The one most commonly seen consists of tight-fitting dark blue breeches that are tucked into a pair of knee-high black leather boots, paired with a black brocade corset, and detached black lace sleeves that cover her arms from just below the shoulder to the base of her fingers, leaving them and her thumbs exposed. All of these items are painstakingly inlaid with runes of protection sewn in magical thread, that make them as strong as armor and spell-resistant. The other outfit is far more casual and lacking in protective enchantments, comprised of a pair of low-slung pants that are tight around the hips and upper thighs, but start to billow out at mid-thigh, to then gather again at the ankle; a sleeveless, midriff-baring top; and a set of comfortable slippers, all made of silky white material that never stains, tears, or wrinkles. These are paired with a sash the same color blue as her hair that she wears wound around her hips. Regardless of her attire, at all times, she wears a slim golden band around her brow that bears a single smooth, teardrop-shaped gem of darkest sapphire; this circlet bears an enchantment similar to the ones inscribed into her normal attire. Whichever set of clothing she isn't wearing at the time makes its home in a plain black pack which she carries, that also houses basic supplies such as a healer's kit and travel rations. She also carries with her at all times the Heirloom Blade of her House, the Blade of Ankiri. Its blade is five feet long, and it bears a hilt of blue leather above a golden crossguard, its pommel inlaid with a deep sapphire blue gem that seems infused with an inner light; at its crossguard is a blue flame, the sigil of House Untyrid. This Blade can be wielded only by one of the blood of House Untyrid, and will burn the hands of anyone else who attempts to wield it, before seeking to return to its owner by whatever means possible. It also has the capability to manipulate the wind and, in trained hands, can create storms of cataclysmic proportions; at the great expense of the one who wields it, it can, under extreme conditions, play with the rules of time.
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Allegiances: Isran Empire
Player's online availability : Evenings. (EST)
Registered: Apr 28, 2016 0:02:46 GMT -8
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Post by Emahra Untyrid on Jan 18, 2017 11:16:10 GMT -8
(Given it's been three weeks since the last post, as per the rules, we'll be proceeding.)
The apparent lack of hindrance allowed the forces both on the inside and the outside of the tunnel to quickly clear the rubble enough for those trapped within to get outside and join their compatriots. Emahra loitered just outside the entrance, making sure all of her people made it out safely, with a thunderous expression on her face. Such cowardly tactics were reprehensible to her mindset, and she very much looked forward to bringing these Goraian dogs to heel. Once everyone had poured outside, she directed them about their various tasks - mostly preparing defenses and setting up a temporary camp. Then she'd telepathically address Commodore Finch in a calm tone that was edged ever so slightly with sharpness. She was still pretty irritated about the cave-in.
"Report, please. Has there been any sign of opposing forces?"
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Goraia
Dedicated
Roleplay posts: 316
Registered: Mar 3, 2015 12:43:36 GMT -8
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Post by Goraia on Jan 18, 2017 13:14:07 GMT -8
The final, optimized, fully staffed design of the tunnel was meant to further collapse from within upon agitation of the massive boulders that had fallen. With the anti-magic in place, the enchanted trap removed any the artificial forces that helped form the tunnel through the mountains and kept it from collapsing on travelers....
However, mages were supposed to be nearby to ensure that it does or doesn't collapse when required. Yet due to the decrepit state of Goraian administration, the mages had not been given any pay or supervision since the war began, and had since abandoned their posts.
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Elizabeth Finch
Main Character
Roleplay posts: 512
Age: 29
Physical Description: Elizabeth, or Liz, stands at about 5'9", weighing in at about 160lbs, most of it muscle from years of riding and fighting. She has platinum blonde hair, usually tied in a ponytail to fit inside her helmet. Her eyes are a vibrant shade of green that contrasts well with her tanned skin. She would be considered attractive if she ever removed her armor, otherwise her face is the only indication that underneath the iron discipline and plate armor is an attractive woman.
Clothes and Equipment: Liz wears a normal looking set of plate armor that is custom fitted for her specifically, and does not hide her gender. She wields a lance when mounted. Javelins are carried in her mounts saddle. Her mount is a young Griffin by the name of St. George, he is full grown in height, but does not yet have the full mass of a adult griffin. She wears plain clothes when not in armor and her shield bears the symbol of the Dawn Riders on it, and her breastplate bears the symbol of Isra on it. She wears a small necklace with a purple gemstone on it underneath her breastplate, only visible when she she is unarmored. Her sword has the insignia of the midnight sun engraved in the hilt, as it is relatively out of sight and does not violate the military dress code. Her primary weapon is her sword, an ancient Elven artifact passed down by her bloodline. It is wreathed in green lightning when unsheathed and wielded by her, and she has a sunmetal shield that complements it with magical abilities of its own.
Player's online availability : Weekends/Nights EST
Registered: Apr 6, 2016 12:16:13 GMT -8
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Post by Elizabeth Finch on Jan 22, 2017 17:23:24 GMT -8
"None, none what so ever. We should have done this a long time ago. Cowardly bastards."
She said telepathically, her forces on constant alert even as they worked to remove the rubble, not being so foolish as to remove it without having braced it first. A lesson learned first hand at the construction of their fortress in the mountains, several accidents occurring before they learned that lesson. They worked quickly, using the pikes and lances and camp construction material as shoring for the obviously unstable tunnel.
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Emahra Untyrid
Dedicated
Roleplay posts: 276
Age: 158
Physical Description: Like all of the Kehl-Nari Elves, Emahra is tall and of a slender build, standing at 5'10" and covered in the toned muscles that come from a lifetime of training in the way of the sword. Her skin is fair, and she bears the elegant bone structure and pointed ears of the Elvenkind, that lend her a nearly breathtaking beauty. Her hair is long, falling to mid-thigh when unbound, and is a bright, vivid shade of blue, although she habitually wears it bound back into an intricate plait. Her eyes are a rich, liquid amber-gold that that are, much like her expressive facial features, usually filled with whatever she may be thinking or feeling at that moment. While not amply endowed, like many women, she has a respectably-sized bosom, a trim waist, and shapely hips, accentuated by long, graceful legs.
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Clothes and Equipment: Typically, Emahra wears one of two ensembles. The one most commonly seen consists of tight-fitting dark blue breeches that are tucked into a pair of knee-high black leather boots, paired with a black brocade corset, and detached black lace sleeves that cover her arms from just below the shoulder to the base of her fingers, leaving them and her thumbs exposed. All of these items are painstakingly inlaid with runes of protection sewn in magical thread, that make them as strong as armor and spell-resistant. The other outfit is far more casual and lacking in protective enchantments, comprised of a pair of low-slung pants that are tight around the hips and upper thighs, but start to billow out at mid-thigh, to then gather again at the ankle; a sleeveless, midriff-baring top; and a set of comfortable slippers, all made of silky white material that never stains, tears, or wrinkles. These are paired with a sash the same color blue as her hair that she wears wound around her hips. Regardless of her attire, at all times, she wears a slim golden band around her brow that bears a single smooth, teardrop-shaped gem of darkest sapphire; this circlet bears an enchantment similar to the ones inscribed into her normal attire. Whichever set of clothing she isn't wearing at the time makes its home in a plain black pack which she carries, that also houses basic supplies such as a healer's kit and travel rations. She also carries with her at all times the Heirloom Blade of her House, the Blade of Ankiri. Its blade is five feet long, and it bears a hilt of blue leather above a golden crossguard, its pommel inlaid with a deep sapphire blue gem that seems infused with an inner light; at its crossguard is a blue flame, the sigil of House Untyrid. This Blade can be wielded only by one of the blood of House Untyrid, and will burn the hands of anyone else who attempts to wield it, before seeking to return to its owner by whatever means possible. It also has the capability to manipulate the wind and, in trained hands, can create storms of cataclysmic proportions; at the great expense of the one who wields it, it can, under extreme conditions, play with the rules of time.
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Allegiances: Isran Empire
Player's online availability : Evenings. (EST)
Registered: Apr 28, 2016 0:02:46 GMT -8
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Post by Emahra Untyrid on Jan 31, 2017 13:22:40 GMT -8
"..Mildly suspicious. We will set up camp, allow the troops time to recover, and then proceed once we have planned out our next move." This was conveyed to Liz before Ema turned to see if the rest of the troops had made it out of the tunnel. They began to disperse and set up camp at her instruction, before she swung down off her mare's back and began to check the horse - as well as her lupine companion - for injuries.
"Please find Lord Sephiran and Inspector Zurt and inform them I wish to speak with them at their earliest convenience."
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Inspector Zurt
Established
Roleplay posts: 37
Age: 3000 years of storage, only recently activated.
Physical Description: A monster of metal and magic, Zurt's body features countless spikes of razor sharp metal. A slight glow of something can be seen between parts of the metal in his chest area. He moves via numerous metallic tentacles in an almost mesmerizing way. His hands feature long sharp talons on each finger, shaking his hand is not advised.
He is approximately 7 feet tall when in his normal standing position. It should be noted he can fit his body through surprisingly small spaces despite his bulky appearance.
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Clothes and Equipment: Wields a whip which can extend to 15 feet long. It features sharp shards of metal, made of the same thing Zurt himself is made of. It appears to have a life of its own almost, as Zurt can command it to move in any such way he desires.
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Registered: Dec 9, 2015 9:55:31 GMT -8
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Post by Inspector Zurt on Jan 31, 2017 13:53:07 GMT -8
It wouldn’t take long for Inspector Zurt to arrive. Other than the collapse of the tunnel, nothing of note had yet to happen. Zurt was mildly saddened by this, as he had been expecting a fight and was looking forward to sinking his claws into some flesh. For the moment, it appeared such desires wouldn’t be satisfied. Approaching Emahra, Zurt addressed her in his usual metallic voice.
“You are unharmed I hope, Marshal Emahra? The collapse of the tunnel made me expect a fight, but I have yet to see anything else to suggest one.”
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Empress Naoki
Famous
Roleplay posts: 2,238
Physical Description: =========================
Empress Naoki is a curvaceous woman of average height, indeterminate age, and catlike features. Her hair is a dark auburn, often pulled back into a long braid. Her ears are both soft and fluffy, and her tail is never less than perfectly groomed. Amber eyes glisten in the shadows cast by her hair.
Clothes and Equipment: =========================
Naoki's wardrobe is to her as a frame is to a painting. Sometimes embellished with detail to be attractive in its own right, but never the focus. Usually simple but elegant, tightly fitting and highly revealing, used only to frame the beauty within.
Additionally, Naoki is, when clothed, often adorned with a small collection of accessories. She wears an earring, a brilliant cut amethyst, in her right ear. The silver signet ring of Isra is worn on her left pinky, marking her as High Lady of Isra. Directly adjacent, she wears the golden signet ring of The Isran Empire as its Empress. On the inside of her left thigh, there is a tattoo depicting a rose entwined with tentacles.
Allegiances: The Isran Empire
Player's online availability : Excessively often. Timezone: ET (-5)
Registered: Sept 12, 2015 13:02:17 GMT -8
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Post by Empress Naoki on Feb 26, 2017 1:30:34 GMT -8
Though the system of telepathy used by Isran command, High Lady Naoki reaches out to Emahra Untyrid and Elizabeth Finch simultaneously. “ New Birimarde has fallen,” she states bluntly. “ The city has surrendered, and my forces are in the process of pacifying and occupying. As I hear through captured officers, there is no Goraian command. Each commander here was acting individually. That information, combined with what our scouts have to offer, would heavily imply that there is no significant enemy resistance at Stonevale, or indeed, anywhere.” “ This has been confirmed by our scryers and by Grandma, who briefly visited Stonevale and was able to pacify their ‘Orb of Judgement’. As such, Emahra, as soon as you are able, proceed with your forces directly to Stonevale, and seize the city. I imagine that a pair of Dawn Riders will be able to open the gate, after which you ought to be able to march in and pacify things in short order. After you’ve established the occupation and are comfortable leaving it in the hands of your lieutenants, I would ask that you both proceed with haste to New Birimarde, where I will be hosting a meeting aboard The Depravity to decide how we will proceed from this point.”
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Appopo Popolimpapo
Established
Roleplay posts: 34
Physical Description: 1.86 meters tall and onyx black skin. Appopo is a tall Imp.
Clothes and Equipment: Clothes are in avatar picture. Uses the "Polotimpimpapimpopo Wand". This wand is full of dark magic and commanded by voice spells.
Registered: Feb 26, 2017 15:18:53 GMT -8
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Post by Appopo Popolimpapo on Feb 26, 2017 15:34:45 GMT -8
A cloud the size of a bean bag chair with a figure that looked like a dark wizard flew in. His yellow oculars looked below at the people moving about, but Appopo made no attempt to stop because he had no reason to.
"Pip papop apip papop popap pimp papop." Appopo sung to himself while bobbing his head and continuing south.
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Emahra Untyrid
Dedicated
Roleplay posts: 276
Age: 158
Physical Description: Like all of the Kehl-Nari Elves, Emahra is tall and of a slender build, standing at 5'10" and covered in the toned muscles that come from a lifetime of training in the way of the sword. Her skin is fair, and she bears the elegant bone structure and pointed ears of the Elvenkind, that lend her a nearly breathtaking beauty. Her hair is long, falling to mid-thigh when unbound, and is a bright, vivid shade of blue, although she habitually wears it bound back into an intricate plait. Her eyes are a rich, liquid amber-gold that that are, much like her expressive facial features, usually filled with whatever she may be thinking or feeling at that moment. While not amply endowed, like many women, she has a respectably-sized bosom, a trim waist, and shapely hips, accentuated by long, graceful legs.
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Clothes and Equipment: Typically, Emahra wears one of two ensembles. The one most commonly seen consists of tight-fitting dark blue breeches that are tucked into a pair of knee-high black leather boots, paired with a black brocade corset, and detached black lace sleeves that cover her arms from just below the shoulder to the base of her fingers, leaving them and her thumbs exposed. All of these items are painstakingly inlaid with runes of protection sewn in magical thread, that make them as strong as armor and spell-resistant. The other outfit is far more casual and lacking in protective enchantments, comprised of a pair of low-slung pants that are tight around the hips and upper thighs, but start to billow out at mid-thigh, to then gather again at the ankle; a sleeveless, midriff-baring top; and a set of comfortable slippers, all made of silky white material that never stains, tears, or wrinkles. These are paired with a sash the same color blue as her hair that she wears wound around her hips. Regardless of her attire, at all times, she wears a slim golden band around her brow that bears a single smooth, teardrop-shaped gem of darkest sapphire; this circlet bears an enchantment similar to the ones inscribed into her normal attire. Whichever set of clothing she isn't wearing at the time makes its home in a plain black pack which she carries, that also houses basic supplies such as a healer's kit and travel rations. She also carries with her at all times the Heirloom Blade of her House, the Blade of Ankiri. Its blade is five feet long, and it bears a hilt of blue leather above a golden crossguard, its pommel inlaid with a deep sapphire blue gem that seems infused with an inner light; at its crossguard is a blue flame, the sigil of House Untyrid. This Blade can be wielded only by one of the blood of House Untyrid, and will burn the hands of anyone else who attempts to wield it, before seeking to return to its owner by whatever means possible. It also has the capability to manipulate the wind and, in trained hands, can create storms of cataclysmic proportions; at the great expense of the one who wields it, it can, under extreme conditions, play with the rules of time.
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Allegiances: Isran Empire
Player's online availability : Evenings. (EST)
Registered: Apr 28, 2016 0:02:46 GMT -8
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Post by Emahra Untyrid on Feb 26, 2017 17:28:19 GMT -8
"It was more frustrating than alarming, and no one was injured, least of all myself." Came the prompt reply to Zurt. Just as she was preparing to plan out the next stage of their assault, Naoki's words entered her head, and the Marshal froze, her head tilting. That was.. interesting. It explained why they'd faced no opposition. Very interesting indeed. After thinking for a few moments, she responded.
"Understood. I will immediately begin marching on Stonevale." Just as she was about to begin issuing commands, the sword at her hip hummed slightly, and her golden eyes flicked upward. Spotting the flying cloud and its occupant, she quickly addressed Elizabeth Finch.
"Commodore, if you would kindly make certain that individual is not a threat, and then proceed with some of your forces toward Stonevale. I would be appreciative if your Dawn Riders would serve as scouts while we make our way to the city." That done, she turned to Inspector Zurt.
"New Brimiarde has fallen. Abandon the fortifications and form ranks. We march on Stonevale as soon as everyone is prepared." Assured that Zurt would see her orders were passed around and obeyed, Emahra checked only to make sure that Kalas was unharmed and well, and that her mare was fit to travel, then mounted up. As soon as the troops were ready, and Liz had gone ahead with some of her Dawn Riders, the command to move out would be given. And so the stomping of feet would lead them away from the border and toward Stonevale.
<Exit Emahra and all NPC troops>
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Tyrus Sephiran
Dedicated
Roleplay posts: 142
Age: 42
Physical Description: Blonde, wavy, medium-length hair which is usually tied back in a ponytail with a blue ribbon.
Light blue eyes
6'1"
Clothes and Equipment: Wears a dark blue jacket with shoulder pads over a white dress shirt, black pants, brown leather boots, black gloves, pendant around his neck
Carries a rapier with him along with a defender dagger
6 golden orbs of elven origin with swirls etched into them, given to him by an adventurer years ago that wanted to sell them. At the start of each swirl was a large gem, each orb having its own color. Red, blue, black, green, white, and orange.
Player's online availability : Every Day, noon to 2am eastern us time
Registered: Jun 1, 2015 12:16:03 GMT -8
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Post by Tyrus Sephiran on Feb 26, 2017 18:37:58 GMT -8
<Exit Tyrus along with the NPCs>
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Elizabeth Finch
Main Character
Roleplay posts: 512
Age: 29
Physical Description: Elizabeth, or Liz, stands at about 5'9", weighing in at about 160lbs, most of it muscle from years of riding and fighting. She has platinum blonde hair, usually tied in a ponytail to fit inside her helmet. Her eyes are a vibrant shade of green that contrasts well with her tanned skin. She would be considered attractive if she ever removed her armor, otherwise her face is the only indication that underneath the iron discipline and plate armor is an attractive woman.
Clothes and Equipment: Liz wears a normal looking set of plate armor that is custom fitted for her specifically, and does not hide her gender. She wields a lance when mounted. Javelins are carried in her mounts saddle. Her mount is a young Griffin by the name of St. George, he is full grown in height, but does not yet have the full mass of a adult griffin. She wears plain clothes when not in armor and her shield bears the symbol of the Dawn Riders on it, and her breastplate bears the symbol of Isra on it. She wears a small necklace with a purple gemstone on it underneath her breastplate, only visible when she she is unarmored. Her sword has the insignia of the midnight sun engraved in the hilt, as it is relatively out of sight and does not violate the military dress code. Her primary weapon is her sword, an ancient Elven artifact passed down by her bloodline. It is wreathed in green lightning when unsheathed and wielded by her, and she has a sunmetal shield that complements it with magical abilities of its own.
Player's online availability : Weekends/Nights EST
Registered: Apr 6, 2016 12:16:13 GMT -8
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Post by Elizabeth Finch on Feb 27, 2017 10:01:01 GMT -8
Roger that, we'll keep an eye on him to make sure he doesn't interfere.
Liz issued a couple of commands and a squad of Riders formed up to follow the wizard at a distance, they would not interact with him anyway unless he should attempt to approach, harm, or interfere with Isran forces, and would leave once he got a few miles away.
The rest of the Dawn Riders followed their Commodore as she took the lead in proceeding towards Stonevale.
<Exit Liz and the Dawn Riders>
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