The_City

This character is mostly for fantasy settings; having a fun time in a group roleplay. Despite as "hardcore" as it sounds; there are no dice rolls or anything. I don't mind solo roleplays; just prefer them to be good. I prefer there not to be a focus on sexual/vorish play; but not unheard of. If you mess up against a sewer dragon; it's going to eat you. If it has time, rape you first. Just don't make it every turn. Just to note; players can be preds though as long as their is a good reason. Like being a Sikorn is probably enough.

Facts
Name: The City, the Ancient name is Gral'ton, but most call it the City Now
Population: 500 Million
Government: Monarchy
Leader: The King
Army: 1 Million Soldiers, 1.5 million logistics and support soldiers
Sections: Wards, with larger areas named Townships. Governed by elected councils, though ultimately answering to the King
Majority Race: Human
Next Minority: Metalite
Other Represented: All other races
Economy: Dominating


The city is a massive wonder to behold to the average citizen of the world. Massive towers constructed not by and for wizards, but for the average man by the average man dot the area. Apartments they are called. And that is but one of the wonders that the city provides. In a fanasty world, a city like this seems out of place. Between evil dragons (Not all are evil mind you, just most) and rampaging ogres one might assume such a thing could never grow. But this is the home of the wordsmiths. Their wards keep all but the stupidest or bravest monster from attacking the city. And those that do must be cleaned up by sanitation workers, not the city guard. They also keep the city lit, alive with activity, assures that none of the buildings fall over. In short, the guild of wordsmiths keeps the city running. Yet almost none one sees these fleeting creatures of the night; more stealthy than some of the best theives of the city aligned with a unique magic of their own. Only the king of the city himself knows anything much at all about this creature.

You are not them. You are the strange, different type of adventurers who have come to make thier home and living here. Killing undead, scouting the sewers, stealing from the citizens... sort of all in an honest days work. There's always tasks needing to be done, ranging from crawling through abadoned complexes and the deep sewers, to more above ground and less than legal missions. There'll always be missions available. Just create a character with me at anytime and we'll discuss making a character for the RP. Then I'll gather a group and make a mission for you guys.

I'll be doing campaigns now days. I've got some in mind and just ask me about them. I'll post them eventually on the profile.

Basics...

Humans: Most of the citizens of the city is human. This is primarily because the original kingdom that the city enveloped was the human kingdom. Humans are intelligent and fair well with magic, while having an average agility but thier muscles are not something that most take pride in. The exception are those from other kingdoms of the north, in which case intelligence and muscles are reverse.

Anthros: While thier seeming size and species run the gamit, overall they tend to be truely average at the end of the day. Nothing is at fault and nothing is in great bonus either though. Most kingdoms outside of the city tend to be based around a specific species of anthro.

Ikorn: Shadow Dwelling reptiles of the jungles and swamps of the equatorial region, these creatures are either much like a snake, or... more like a anthromorphic salamander creature. The ones of the first variety cannot excel to be thieves; indeed they tend to not be very agile at all, but they are natural fonts for spells and they added stability of the tail make them quite strong in battle. The other kind are very agile and combined with an affinity for shadow magic, more than make up for their physical weakness. The snake ones are often called Sikorns as a short hand. These creatures appear to be some sort of dragon spawn; some having hard scaling rather than soft gray skin; along with powerful ridges. Their potent connection with magic seems to suggest this as well.

Orcs: Oh, the orc. Strong of body, weak of mind. They often work long hours in the city, but they are accepted here. Though thier position in socity is hardly something to be of envy. They are not bad folk though and civilization and tempered most of the worst of orcs personality. They are still regarded poorly somewhat, the green skinned fellows. Their strength of body also somewhat lends them towards speed as well.

Elves: Plain and simple, avoid the city unless they are more of the thieving type than the average elf. The fewness of parks in teh city and the sheer size of it intimdates the secretive elves. They tend to have glass bones, but thier agility and quicknes with magic are made up for it. However, do not mistake thier power with magic for intelligence.

Dwarves: Are reclusive creatures, who have moved their home far from the ancestoral mountains that they once were from. They instead dwell in a clockwork city that floats at the sea. It is called the Citadel, slowly making a circuit around the ports of the world to pick up supplies, trade, and do various other things. This city is an obvious wonder of technology, even moreso than the city, but MUCH, much smaller. Citadel spends its longest time docked on the city itself, having a special port for its three lunar cycle stay. Dwarves are often refered to as Clock elves, having elven ears and the height, but bronze skin, the preference towards facial hair, and their technologic bent making them far less whatever elven ancestory they have.

Dragons: While the normal one trying to fly into the city is usually gibbed, the more intelligent ones assure to get the anthromorphizing rune applied to them before entering. This makes them much smaller and weaker thier normal. While thier forceful personalities make them at odds with the average person, they still maintain at least a modicrum of thier physical power at seven feet tall, as well as magical. Some complain about a loss of intelligence however.

Wela: These are blue skinned sentients of the depths. They rarely interact with the surfacers and thier small size often makes them a target of things, ranging from 3-4 feet. They are skilled with magic and relatively peaceful creatures overall; but most of the things of thier world are purely for underwater use. It makes them even more unlikely to appear, but there's always those with adventurerous spirits or those down on thier luck that move to the surface. They have long ears, big pointy teeth, and a carnivorous diet. Yes, the most peaceful race are carnivores.

Wytches: A Wytch is an infection of a creature, turning it into something else's vessel. Unlike the Mutualistic nature of shadow possession, whoever is infected by Wytch magic has had thier soul cleared out. However a witch doesn't need to infect a sentient; often infecting a creature of the wild and then mutating it to a humanoid useable level. And it always makes it female; but they have no male removal agent. Originally male creatures become herms. Thier eyes are always either gray (Lawful infusion), Green (Chaotic Infusion), Black (Dark Infusion), white (Light Infusion.) And tend to follow thier alignment closely.




Alignments-----------------------
These are just here to give an idea of what the universe here thinks like and what they consider important; no need to proscribe heavily to them.

Light Lawful-The Light is masculine, strong and heavy handed. There's very little subtly to the light, but this also makes it not-keen to lie. A heavy handed individual tends to be the Light walkers, and those of the lawful side focus on what the law is then what thier hearts tell them. While they may ache sometimes to do what's right or wrong, they see the world as needing the laws given to it. Element-Metal

Darkness Lawful-The Dark is subtle, quick, and feminine. They tend to be willing to lie and manipulate for thier greater goals; even if they are good-hearted individuals. They also seem to treat everything as two sides of the same coin. Lawful types tend to manipulate the law some, but they mostly feel its there for a reason and will do what they can to uphold it. Element-Death

Neutral Lawful-The Law, and that's all there is. They do not see differences for light and darkness, and they use a mediation between the two to mete out thier methods. In most extreme cases, they see people as nothing as pieces in a great machine. However most do not fall into that and have hearts of good and evil to consider as well, but most all thier love of law override other things; even moreso than light, even if they may subvert the law to uphold it. Element-Stone and Sod

Light Neutral-Neutral to the powers that may be and pure chaos, they fight against neither and instead focus on the light. THey see things in black and while; themselves right and those not like them wrong. They are often crusaders, some going as far to seek to purge those who do not believe thier ways... the liars, the hiders, those who do not seek the truth. While many of them are too harsh to be considered good, they WILL equate the light with goodness no matter how soft they are on it. Element-Fire

Neutral-Purity of nothing, a sort of none-belief state. These people believe in nothing, and not even themselves. Very few can truely hold such a position for long on anything, only nature itself can express this indifference. Element-Nature

Neutral Darkness-The Light of this side only believe in the light, while the discerning nature of darkness due to the very essence of darkness being of subtly and mystery. They tend to judge between all factors to come to a decision what is right and wrong for them. Some are self serving, some see the greater good. They often make excellent judges, for being able to see beyond the law. Element-Truth

Chaotic Lights- They dislike the trappings of the law, living by thier own standards. They do not have the harsh nature of the neutrals though, feeling it improper to impose thier ideals onto someone else due to thier ideals of chaos alongside the light. Some may preach, some may go, but most are just boastful adventurers who seek glory and fame, but avoid civilizations trappings or at least its rules as much as possible. Element-Spirit

Neutral Chaotic-They seek disorder where it may be found and often cause a little mixups to cause disorder. They may selflessly do something to cause this disruption, or perhaps do something violent. They are not insane though; some even may come across as methodical. They just simply see order as something to be brought apart; and they understand it takes something surgical to do that, to create a true anarchy. They understand it may also take more than one person... Element-Water, Moon.

Darkness of Chaos-They do not like the law. They like the shadow. They do not like the guard, they like the friend. They flirt in the darkness, avoiding rules and regulations often while breaking them by the mutlitude. These tend to be the domain of both Rogues and Theives; of both villian and Robin Hood. Element-Shadow


Quickstart Character Sheet! PUB me these or just put them in your profile if you are playing... makes it easier to keep track of things. The character sheet is for those who want to modify or change their character to meet the setting. This is required to fit into a group roleplay that I do enjoy doing with this alt.

Name:
Race:
Age:
Profession:

Appearence: (Undressed; just naked)
Equipped Appearence: (With all their gear)
Inventory: (If everything is not shown with Equipped, say it here and where he stores it. At home, in a backpack, up his ass?)

Biography: (Optional; but certainly welcome.)
Home Region: (They a foreigner to this city? the continent? The world?)
 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Magic Always/Love
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Never/Dislike
Whisper Always/Love
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Never/Dislike