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Topics - Klezmer Gryphon

#21
Plotting Center / A Few Characters in Need of Plots
July 08, 2016, 05:08:34 PM
Right, so.... I've got a few characters here who I've been really feeling a lot of muse for recently, and want to get them into threads! So, without further ado:

Painu Lutri - An honest ferryman who lives by the Ora river in Serendipity. He'll be more than happy to talk your ear off with stories and tall tales if you let him. Also my newest character :)

Isaiah Tasker - A vigilante out in the dunes of the Moraki, this guy absolutely adores slavers... When they're running in terror, that is. Nice enough guy, if you aren't working in the slave trade.

Eyiahad Helvetii - If it's old, dark, and has any chance of having some sort of mystery inside, chances are you'll find Eyiahad exploring it. Alternatively, if he's not busy running away from an angry lich, you can usually find him at a local bar swapping stories and possibly getting into bar fights.

I might add more characters to this later if I feel inspired, but for now, feel free to reply here or PM me if you'd like to plot! ^.^
#22
Rays of sunlight filtered through the boughs and branches of the forest, a gently breeze slowly rocking the canopy of leaves that lined the wide river Ora. Springtime in the Serenian river lands was absolutely beautiful, a sight to behold. It was also ripe time for fishing.

If one followed the eastern riverbank upstream about fifty leagues north of Arca, they'd eventually come across Painu the ferryman's dock and his wattle and daub house next to the shore. The home wasn't a pretty structure, but it did it's job with its thatch roof and mud-covered walls. The dock was pretty standard, if a bit small; wood masts with a planked surface and some rope to tie down the otter-kin's raft with. There was nothing terribly fancy about the entire set up, but for someone alone in the woods, it was home.

It was about noon when Painu's last trip across the river for the morning had finished, with the riverdog's raft finally hitched to the moor with a knot that would impress even the most knowledgeable of sailors. Even though he still had provisions in the box on his raft, he preferred to leave those for any weary travelers who might happen by from the path later in the day, leaving the otter to pull his own food from the calm current under his feet... Not that he minded!

Twitching his whiskers, he disappeared into his home, reemerging a few minutes with a long piece of river cane in one paw and a basket in the other. Plopping down on dock, he pulled out of the basket a length of twine, a hook, and a cork bottle-stopper from his last bottle of mead. A few knots and cuts of the knife later, he had a serviceable fishing pole. While he could have easily dived down into the river and nabbed any old fish, he wasn't in any rush; if someone came by needing to cross the river, he's just take the fishing rod with him. For the moment, though, Painu just sat on the docks, humming an old sea shanty as his cork bobber idly rocked in the current, his tail thumping the beat.
#23
Serendipity / Painu Lutri; Ferryman
July 05, 2016, 06:22:41 PM
__________________QUICK STATS
Name Painu Lutri [PAH-ee-noo LOO-tree]
Age 24
Gender Male   
Species Otter-folk
Ethnicity Serenian
Height 5'3"
Occupation Ferryman
Residence Small dwelling on the banks of the Ora River

__________________IN-DEPTH STUFF

Physical Description
As otter-kin, Painu resembles a humanoid otter, with all the trappings of such; thick brown fur, a long, powerful tail, and a set of large brown eyes. He's right about average height for his kind, with a slim yet toned build typical of swimmers.

Clothing is rather simple for Painu; tweed breeches and a sleeveless green tunic make up the mainstays of his wardrobe, accompanied by a leather belt and a short, curved knife and sheath. Boots and gloves are not his favourite things in the world, because his webbed feet and hands are required for swimming; as such, he usually treads barefoot. 

Personality
Painu is the jolly, talkative sort. Whether he's boistering with some fellows in a bar or chatting with a traveler on his raft, he'll always be looking to swap stories. He's a nice fellow, helpful, too, and doesn't like to see people in distress. However, he's stubborn as a mule and can be a little hot-tempered and impatient when someone pushes his buttons.

Magic/Abilities
Painu isn't one for fancy magic and spells; never had the patience for it. However, he's a good swimmer and a strong one at that: he can haul a full grown man upstream in a rushing tide without issue. Fighting is also in his blood; he's a hardcore brawler, and frequently incorporates his tail into his strikes, tripping up opponents and slapping them silly with a just a flick and a twist.

Relationships

History


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#24
Guilds / The Uthlyn Ring
June 30, 2016, 05:42:23 PM
The Uthlyn Ring

What is it?
The Uthlyn Ring is a clandestine crime ring operating primarily in the cities of Uthlyn and Reajh. Dealing primarily with stolen and prohibited goods and services, the Ring operates in a ruthless fashion, using bribes to entice local authorities and intimidation to get their way. It is not a thieves' guild; there is no leader or governing authority within the Ring, and thus no hierarchy to break... The only rules here are to not get caught and respect your fellow members.

Joining
There is only one way to join the Ring; to know someone in it. If a member feels like someone could be of use and benefit the group, they'll extend an offer to join their "group of friends". Once introduced to the rest of  the organization, the new inductee will have full access to a range of services not available to most.







Member Name | Service(s) Provided
Vadim Lahti Document Forgery

#25
La'marri / Magic and Meditation (Fukurou)
June 29, 2016, 03:56:53 PM
Pippin took in a deep breath as he sat in the center of La'Marri's old temple, closing his eyes as he began to focus on the ambient magical energy found throughout the place. He could feel its power flowing through every inch of his being, in and out of his talons in the same instant, running along his nerves like water follows a canal or a riverbed. Exhaling, the griffon increased his concentration, actively moving energy between his talons. It would take a moment, but soon enough, within his grasp were a sphere of pure magical energy. To most, it would look like the fabric of reality was warping in his grip, but to Pippin... It was an indescribable beauty; a soft, blue glow swirling like a gaseous ball of fire within the grasp of his claws.

Although the griffon had chosen to practice his magic in the old temple that morning in private, Pippin was in a world all his own as he gazed at the blue globe of energy in front of him, and nothing was stopping a stranger from dropping in on what he was doing...
#26
__________________QUICK STATS
Name: Zathàni "Zatha" Únlàza
Age: 17
Gender: Male
Species: Sionhai
Height: 5'3"
Occupation: Odd jobs wherever he can get them.
Residence: Has no home and wanders wherever he pleases.

__________________IN-DEPTH STUFF

Physical Description
Zatha, as his friends call him, is not a tall fellow at 5'3", and could probably use a few inches, but he's not complaining. Aside from that, Zatha is pretty average for a Sionhai; russet fur that fades to black towards his forearms and shins, and a patch of white fur at the end of his tail, complete with orange eyes. Beneath his fur is a rather lithe and toned figure, although he's never considered himself "athletic".

Clothing for Zatha is rather primitive in construction. A simple loincloth and pair of buckskin leggings cover his legs, over which he wears a cotton shirt and rope belt, from which hangs a copper knife and a pouch with several small stones and his sling. With simple wood and rope sandals, his basic daily outfit is complete. For a bit of fashion in his daily wear, Zatha has a bone charm necklace around his neck and a simple straw hat on his head.   

Personality
Zatha is a bit of a cheerful fellow, and isn't one to let tough time get him down. He's attentive and alert to the world around him, which has saved him more than once. The fox is adventurous to the point he might even be considered reckless, and has on more than one occasion tempted fate with his rash actions. Even so, he's not entirely impulse driven, and can be quite the puzzle solver. Zatha also has a reputation for being shrewd and clever with people, and while he is certainly a caring young lad, he is irreverent and sarcastic. A high-spirited freewheeler, he is a born rule-breaker, and while he has the sense to not do anything explicitly illegal, a lot of his antics flirt with that line. With that in mind, Zatha is uncomfortable with large cities and urban life, and although he gets excited when meeting new people, he tends to hesitate when deciding whether or not to talk to a stranger.

Magic/Abilities
Slinging - With skills and accuracy developed from years of practice, if you give Zatha a sling, he can hit just about anything he wants with it. He also is very good at making slings from just about any type of cord, although he prefers plant fibers such as jute or sisal.

Survival - Wandering around has given Zatha a good working knowledge of the lay of the land. He can scavenge, forage, hunt, and cook, as well as perform basic first aid such as bandages, tourniquets and even rudimentary sutures if need be.

Bilingual - Speaks Common and the native Sionhai dialect.

Zatha is also literate, but, while he can read Common, he prefers reading things in his native tongue of Szìagyé.

Relationships
To be added as he is played.

History
Zatha isn't one to talk about his past much. He says it brings up... bad memories. If pressed about it though, he'll reveal a few key things; born into a traditional Sionhai clan in the northern reaches of Connlaoth, he was raised by his uncle after his father was murdered while on a trip through the Kilanthro Mountains at the age of seven. Soon after, his uncle was exiled after a disagreement with the clan leadership, with Zatha being kicked out with him. For the next few years, they lived the life of traveling hobos, taking work wherever they could find it. At the age of fifteen, Zathàni's uncle was imprisoned in Adela after getting in a scuffle with some guards, effectively leaving Zatha to wander on his own.
#27
Plotting Center / Plot ideas for a former slave
May 01, 2016, 08:54:22 AM
So, despite my ongoing lack of creative energy (as mentioned here), I have been itching to get some ideas that I've had for while going. My character Evander has been sitting stagnant for a while, and needs something to do. He is an escaped slave currently begging on the street, and some things I'd like to see happen might be:

Evander, hiding his status as an escaped slave, is looking for a way to support himself. Given his skillset in writing, reading and speaking several languages, he might make a good book keeper.

On the other end of that spectrum, Evander is looking to get out of and as far away as possible from Essyrn. Regardless of whatever job he finds, he finds the culture of slavery in the city repulsive, having been on the receiving end on it.

If you're interested, please send me a PM, since that is arguably the easiest way to get a response from me at this point in time.
#28
Absences/Returns / Running on fumes
April 24, 2016, 08:37:19 PM
For the six months or so, I haven't exactly been as active as I would have liked. My creativity has been basically sapped away by a combination of work, school, and thoughts of graduation and what comes after. I'm not going on hiatus officially, per se, but I would like you guys to know that posts from me have been, and will be few and far between for a while. If you'd like to drop some threads or plots in the works due to this, I completely understand.

Sincerely,

Klez~
#29
La'marri / That Was Rude!
April 13, 2016, 09:03:19 AM
(( @Lyle Sebastielle  ))

The markets of La'Marri were among Pippin's favourite places around town. The vendors were generally friendly and they always seemed to have something new every week. Among his favourite merchants were the sellers of magical tomes and trinkets, none of which he could actually afford, but enjoyed looking at anyway.

At present, the griffon was browsing through a stall filled with books; some of the books were magical, some mundane, all caught his eye in various ways. The merchant, however, wasn't exactly happy with casual browsers, and just watched on with an annoyed look on his face.

"If you're not going to buy anything, go pester someone else, birdy," he said bluntly, shooing the griffon away. Pippin mere rolled his eyes and set down the book he had been skimming through without a second thought. Some people just couldn't stand to let people browse without buying.

Walking away from the the rude bookseller's stand, Pippin paid no heed to the to the crowd in front of him as he silently called the man a wâkadd, running into one of his fellow market-goers with a surprised squawk.

"Tasainiâ wenwþ. Winia hatladw nag," the griffon said, in his surprise reverting to his native dialect of Gwinoddi.
#30
Essyrn / Rashid Nadjezimi - Clan Leader
February 15, 2016, 08:54:52 AM
______________Quick Stats
Name: Rashid Nadjezimi
Age: 26
Species: Morrahlique (Mohraza in their native tongue)
Gender: Male
Height: 5'7"
Occupation: Khaghan of the Söl-Ruhtin
Residence: Id-Êssir

______________In-Depth Stuff

Appearance Description:
A member of the Morrahlique species, Rashid is an anthropomorphic jackal. From head to tail, he is pelted in taupe fur, with his shins and forearms fading to a dark umber. His eyes, unlike the dark brown or burnt orange of most Morrahlique, are a soft shade of tawny gold. Notable things about his appearance are the goatee he keeps, and the notch in his right ear.

Rashid is not one for fancy clothing. Just give him something practical to wear, and he'll be fine with it. That being said, the Khaghan of the Söl-Ruhtin can usually be seen wearing a beige or tan sleeveless tunic, some dark grey trousers, and a pair of leather sandals. Other than that, he often sports a drab green turban on his head, a taupe sash around his waist and a quiver of arrows and horse bow slung over his shoulder.


Personality Description:
Rashid is an enigma to the rest of the clan; he is quiet and contemplative , and doesn't seem entirely at ease with the position of Khaghan. Often preferring to be left alone, he spends a good deal of time in meditation and reflection. As a result, the young Khaghan, while wiser than many his age, is soft spoken and unassertive with his authority, in stark contrast to the strong, unwavering leadership of the previous Khaghan, his mother. That being said, there is still a distinct clout of grief that hangs over Rashid's heart after his mother's passing, and he can become emotionally unstable when placed in a stressful situation, often going from varying shades of anger and sadness before storming off to be alone.

Magic/Abilities:

Archery
Rashid is one of the best shots with a bow in the clan. He can easily split a rod a forty paces, and knock an apple off one's head at fifty. Although he is not a militaristic leader, and uses his skills with a bow primarily as a form of meditation, he will not hesitate to put an arrow between someone's eyes if he is forced to.

Hand-to-hand combat
Trained from his childhood onward in martial arts, as clan tradition dictates, Rashid is a capable fighter, but, like his skills in archery, he primarily uses his skills for meditation and peace of mind.
#31
Guilds / The Söl-Ruhtin Clan
February 11, 2016, 02:38:44 PM
The Söl-Ruhtin Clan

Based in the rocks and crevices of the Moraki Desert, the Söl-Ruhtin clan is a mishmash of Essyrni humans and Morrahlique tribals who make a living through scavenging and banditry. They are one of the older desert clans in the area, stretching back twenty generations, and have earned a reputation as fierce, merciless warriors who cling to the small parcel of land they carved out to call home.

Who may join, and how?

While anyone may technically become part of the Söl-Ruthin, here are really only three ways of joining; being born into it, being recruited because you impress them, or being enslaved after one of their raids. Members born into the clan, and members recruited because of their skill have the full benefits and perks of membership, including a share of looted equipment, warm food and the ability to come and go from the clan's territory as one pleases (so long as notice is given).

Slaves, on the other hand, have very little rights, although unlike those found in Essyrn, they are not forced to wear veils or fight each other in an arena, nor do they belong to one individual; slaves belong to the clan as a whole. Slaves of the Söl-Ruhtin are confined mainly to menial labour and chores, and are treated with decency so long as they do what they are told and don't ask too many questions.

Location
Id-Êssir, an entire town carved into a sandstone canyon face that the Söl-Ruhtin call home. Constructed long before its current inhabitants arrived, the settlement runs many yards along the face of the canyon it is carved into, with buildings built into the wall, and tents nestled into the nooks and crannies. With the Niafi River running through the canyon system, it's inhabitants are insured a steady supply of water, although plant life is scarce among the rocks.

Government & Power Structure

The government of the Söl-Ruhtin clan is a crude representative monarchy, an amalgamation of Essyrni and Morrahlique traditions tempered by the harsh living conditions of the Moraki desert.

Khaghan- The head of the clan, the Khaghan of the Söl-Ruhtin is an inherited position, passed on from parent to child, irrespective of gender or age, and can be either human or Morrahlique. He/She is the executor of the laws of the clan, and is the ultimate arbiter in disputes; they also act as military leader, and lead raids on villages and towns. However, their authority has boundaries; if the current Khaghan is considered weak, abusive with power, or otherwise unfit to rule, the governing council, the Laqrii, may vote to depose them and install a new Khaghan.

The current Khaghan is Rashid Nadjezimi.

The Laqrii- The main governing body of the clan, the Laqrii is composed of nine members, five elected by the general membership of the clan, four appointed by the Khaghan. The council enacts laws, indicts and condemns criminals (with the Khaghan presiding over the trial), and manages the finances of the clan. The five elected positions are voted on every two years, while the four appointed positions are held for the life time of the current Khaghan.

Known Members

Will be updated with a table once people join
#32
Plotting Center / So, I hear you're a healer...
February 03, 2016, 10:31:35 AM
Howdy y'all! Just posting this up here to see if anyone would want to toss one of their characters in with my new character, Pippin, a healer and thaumaturge who lives in La'Marri. He's not the adventuring sort, although you might be able to coax him into some exploring if there's something that might be relevant to his research.
#33
La'marri / Pippin Redfeather- Healer
January 11, 2016, 03:52:07 PM
__________________QUICK STATS
Name Pippin Redfeather (also called Lwitlinikei Swddwinlikainwan in the Gwinoddi language)
Age 20
Gender Male
Species Griffon
Height 2'9" at the shoulder
Occupation Mage- Healer
Residence La'Marri

__________________IN-DEPTH STUFF

Physical Description
Pippin is on the smaller side of average size for a griffon, at 2'9" at the shoulders, and, like most griffons, he has the head, talons, wings and tail feathers of some variety of bird, and the body of a big cat. His feathers are for the most part a deep red, fading to black towards the ends of his wings and tail feathers. The griffon's talons are a dark grey, almost black colour, as is his beak. With all the red in his colouration, it serves to really bring out his eyes, which are a soft, gleaming amber. On his person at almost all times is a pitch black silk scarf wrapped around his neck.

Personality
Pippin is an attentive and dedicated little bird. His energy and curiosity are almost childlike and can make him appear naïve to people that don't know him. However, the griffon is actually quite intelligent and well read; his curiosity stems from a personal thirst for knowledge and learning, although he's not cold and callous about it.  He can also be a bit flirtatious from time to time, and keeps a joking, warm tone in his voice even when times get tough. However, woe be unto the one who makes Pippin mad. He might be a healer, but he knows how to turn a blessing into a curse.

Magic/Abilities
Thaumaturgy:
The study of magic itself, Thaumaturgy allows the user to manipulate magical energy itself as opposed to other schools which use magical energy to manipulate the environment. Practitioners can use magic more efficiently, block or nullify the casting ability of other mages for as long as they can concentrate, and even reverse spells cast against them or others. Pippin himself has decent skill in the art of Thaumaturgy, but he hasn't had a chance to really explore what he can really do with his skills due to moral taboos that he doesn't want to cross.

Line-sight:
Throughout the world, there are invisible veins of magic crisscrossing the surface of the planet, interconnected like a giant river system of magical energy. While all mages will feel an increase in the power and scope of their abilities near these veins, called ley lines, only a few mortals can actually see them and even fewer can tap into them without fancy rituals to use the nigh infinite supply of magical energy. Pippin is one of those rare few who can see and utilise this source of magic without a fancy ritual. This ability also allows him to see magic energy in general, although as this ability is intertwined with his eyesight, walking into a Mordecai field would render him effectively blind. Combined with his skill in Thaumaturgy, Pippin could theoretically cast any spell he wants to when tapped into a ley line.

Restoration:
Despite the enormous amount of power Pippin theoretically possesses, he chooses to avoid more sinister schools of magic such as necromancy or destruction, instead practicing the school of restoration. As a form of magic primarily associated with healing and purity, most of Pippin's spells from this school revolve around healing wounds, curing poisons and venoms, and even warding off the undead. Despite this, he is not defenseless. Through years of research alongside his Thaumaturgy, he has not only mastered the healing of living beings but also how to afflict and maim with his spells; by reversing the intended effect, be it healing a broken bone or patching up an open wound, Pippin can make those injuries worse, or, if there are no injuries to be found, cause agonizing pain.

Relationships




__________________THREAD TRACKER

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#34
Writing / Sonnet for the forgotten creature
January 07, 2016, 09:49:54 AM
Thou art a creature beautiful and fair;
A servant to the gods of ancient lore.
Beast mighty, thou art monarch earth and air;
Object of awe for the peasants of yore.

In thee, find I paradox, fair creature;
Favoured by the gods, but by man reviled;
Trusted guard, yet hoarder of treasure.
What art thou, creature that hath me beguiled?

O, noble beast, wherefore hath time left thee
in the trail of the shy unicorn and
fire of the dragon high and mighty,
confined thee to some long forgotten land?

Despair not, fair creature! Thy name lives on
and, I repeat here, thy name is griffon.




I wrote this sonnet here just this past week as an assignment for my Advanced English class, and normally I'd just chuck assignments in the bin after grades were taken. But, after looking it over, I figured it'd be worth putting it up here for some constructive criticism.

The subject of the poem, if you couldn't tell by the last word of the poem, is a griffon (or gryphon, griffin, or any other of the numerous spellings that have been used). Comments pertaining to meter would be very appreciated, as getting the iambic pentameter right was the hardest thing for me, and I know that there will be errors in there. Anyway, enjoy the poem!
#35
So, report cards came out today, and I'm failing English. Just giving a heads up for those of you I've got threads with that I won't be around very much at all for six weeks or so.
#36
(( @Silvertongue ))

Rain was nothing new to Shamgar. It was just another part of nature, another thing that came and went whenever Fate decided. That didn't make it any less tolerable for the gryphon as his paws and talons trudged through the muddy trail of the mountain path. Thick sheets of water pouring down kept him confined to the ground, each drop that impacted his wings adding just that much more time he'd have to spend  preening and drying his plumage before he'd be airworthy again.

Visibility was nil to none that night. The moon was hiding behind a thick sheet of clouds and the downpour made it seem the world at the moment was wearing a veil to hide itself from him; the only light Shamgar had was the occasional flicker of lightning in the night. The gryphon began to regret not listening to the innkeeper when she said there'd be a bad storm within the next few days, because she was more than right about that. Regardless of how stupid he felt, staying out in the deluge was not an option...

"But where am I going to fi-" he started to wonder, when his talon hit something. Something that felt like a wall. Blink a few times, Shamgar felt around the surface a bit. It was wood! It's a door! he thought. Within seconds he found what felt like a handle, and yanked at it. The sound of old iron hinges groaning confirmed his discovery. The gryphon didn't even care what might be on the other side; the thought of being inside and out of the storm drove him to slip inside and close it behind him.

Shaking the water out of his wings and tail feathers, Shamgar felt the chill of the storm begin to set in. Looking around the structure as much as he could with the poor lighting, he realised one thing immediately: he was in a castle... Or part of a castle, at least. Without any torches or light, there really wasn't a way to tell for sure, even with his sensitive eyes. At least, though, he could make out a few of the furnishings in the chamber: what might have been a couple of tables, a possible fire-pit, and a few old cushions.  Not really concerned about ruining an already ruined décor piece, the gryphon plopped his sopping wet self down on one of the pillows and hoped that he wouldn't wake up with a horrible cold.
#37
Events Plotting / Dungeon crawling!
November 15, 2015, 06:32:38 AM
Recently there have been rumors going around about an old city buried in the Terrin moutians. Rumors of treasure... and of danger. Some say the dead still walk the halls and corridors of their former homes. Could the rumors be true?

Those rumors are the product of my charater Eyiahad posting "help wanted" ads on every inn door he could within twenty miles of these ruins on both sides of the border. He's only one man, and exploring an entire buried city by himself would not be fun, or easy. Too much stuff to look at, too much loot to pick through, and too many zombies to put down. So, he's looking for help. Specifically, he's looking for:


  • Mages (fire and earth prefered)
  • Healers
  • Warriors (or anyone handy with a weapon really)
Now, before you go and sign your character up for this, here's a few things you need to know: firstly, these ruins are dark and filled with skeletons and zombies, and secondly that Eyiahad doesn't care for whiners and complainers. If your character hates the dark, or undead things, or just likes to complain about things, this isn't a plot for them.
#38
Plotting Center / A few ideas
October 10, 2015, 06:29:33 PM
Just some plotting prompts I've come up with at some point or another. Figured I'd share them and see if anyone wanted to help turn one of these into a fun series of threads.

Hyoitian Plague:
A strange plague is sweeping through Hyoite and the surrounding area. The populace is beginning to worry. Some are trying to find a remedy, others are profitting.

Combat Tourney:
The local lord of [insert province/duchy/fife/etc. here] has decided to hold a tournament open to all challengers to find the greatest fighter in their realm. Winner gets twenty acres of land, some money and exemption from taxes for ten years.

Uthlyn Crime Ring/Mafia:
Rumors have been going around about a group of shady guards and business owners that suppposedly are the real power in the the city. Could they have a bit of truth to them?


Dungeon Crawling Galore:
An ancient city has been recently discovered in [insert country or moutain range]. Do you dare wake the dead from the slumber? What treasures lie within?
#39
Absences/Returns / I'M ALIIIIIVE!!!!
September 14, 2015, 02:23:47 PM
I dunno what happened, honestly. One minute I'm ready to get back into posting, and then the next... the unrelenting ocean known as real life dragged me back down. Anyway, I'm back... Hopefully xD Senior year and all, I'm expecting things to get a little crazy, but I will definitely make some time to get back into RPing with y'all again! :)
#40
Questions and Suggestions / Regional armors?
July 03, 2015, 07:22:22 AM
For starters, I want to clarify that I'm not asking about armors for individual wandering warriors. They all have their personal wants and needs when it comes to armor, weapons and such. I'm focusing this question towards the militaries of Le'Raana.

I noticed for a while that there wasn't any information on what sort of armor is considered popular in particular regions of Le'Raana, but I find it hard to believe that a soldier in the Adelan military would be wearing almost the exact same thing as a soldier in the Grand Duke's army, for example. So, my question is:

What kinds of armor are found in the different countries across Le'Raana?*




*Discounting Yoreiq (since warfare is a big no-no there) and Essyrn (since their military is handled primarily by Adela).

@Rhi-Rhi