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Messages - Mellifluous Magenta

#1
Essyrn / Re: Mishap or Misery [Priss and Senu]
May 07, 2023, 03:44:17 PM
Location: Tavern
Attire: Adventuring Outfit

Taking a seat at one of the empty tables, Priss sipped at her water as she discreetly listened in on the conversations transpiring around her. With her big, expansive ears, the Gobliness could overhear conversations from across the room, with one in particular drawing her attention. Sparing a brief, subtle glance over to the conversation in question, Priss first took note of the aged woman—an appraiser—and her sleeping slave. The woman was someone to remember, not the least for the fact her group would need someone willing to purchase whatever riches they found inside the tomb.

Priss smiled and took another sip of her water. Already, she had found a potential fence.

However, as the conversation increased in volume, the young, malnourished-looking boy the woman was talking to inevitably captured her attention. Priss could hear him, of course, but the Gobliness didn't dare take another glance back towards that area so soon. It was only when the conversation became a scene—at which point everyone inside the tavern not only overheard it, but was also compelled to shift their attention towards the display—did Priss turn her head once more.

Quite simply, the boy was desperate and the woman was angry.

Perfect.
#2
Essyrn / Mishap or Misery [Priss and Senu]
May 06, 2023, 03:22:45 AM
Location: Tavern
Attire: Adventuring Outfit

Things had gotten too hot in Serendipity.

The decision to send a group to Essryn had not been made lightly. After all, the journey had been incredibly risky, necessitating a long, perilous voyage which had taken them through a roiling ocean, a narrow river, and harsh deserts. However, with the sudden uptick in adventurer and mercenary activity in Serendipity, the chief's hand had been forced. Accordingly, a small group of the clan's most capable, reliable, and determined raiders had been assembled to venture to Essryn, where a recently-opened tomb flush with ancient riches had been uncovered.

In spite of the fact that she was the clan's youngest marauder, Priss had been allowed to join them.

From there, it was a race against time. As anticipated, the trip had been long and demanding. Nevertheless, it had passed with all seven raiders alive and healthy, albeit hungry and exhausted. Before long, they had managed to locate an inn within the city. Soon, all of the raiders had full bellies and beds for the night, including Priss herself. However, the diminutive Gobliness was not ready to turn in, just yet.

Quite simply, she wanted to explore.

With a glass of water in hand, Priss made her way back downstairs after getting settled into her room for the night. The short-statured Gobliness wasn't looking for anything in particular. If anything, she wanted to find a local who was familiar with Essryn and the surrounding desert. Anything she could learn would be helpful, especially if it helped her find the tomb her clanmates were looking for.

After all, they were here to make money quickly, preferably without overstaying their welcome.
#3
Guilds / Institute of Animation
May 05, 2023, 12:00:15 AM
1. Organization Name
Institute of Animation
2. Objective
The Institute of Animation is an alchemist's guild specializing in the creation, stewardship, and development of slave homunculi. Homunculi created by the guild are crafted within a laboratory via alchemical means. Their creation is enabled by a number of classified formulas that each birth a different class of homunculi which are specialized for a specific purpose. Most homunculi created by the Institute are rated as servants, who are typically destined to be sold or rented to wealthy clients as house staff. However, other classes of homunculi include various types of mages, warriors, and entertainers. The former two classes are typically sold or rented to military commanders, adventurers, mercenaries, nobles, and other paramilitary clients as slave soldiers or battle mages. As a result, they are generally the most expensive.

While the primary aim of the Institute of Animation is to turn a profit, the guild also supports research in homunculi and alchemy, of which it is often on the bleeding edge.
3. Who may join?
Alchemists, researchers, and scientists. Homunculi created by the Institute of Animation are also considered to be a part of the organization.
4. Organization Location
As the Institute of Animation is on the frontlines of bleeding edge, controversial alchemical research, the Institute maintains two primary locations. Its public-facing base is in the heart of Tirial, Serendipity, within the city of Maestoso. It is here that homunculi slaves are sold and exhibited to potential clients. 

The second base is a subterranean complex placed deep within the Terrin Mountains, just outside of Serendipity's borders. Here, the Institute has sprawling alchemical laboratories where homunculi are grown and birthed in a quasi-industrial fashion. This facility is also where many homunculi are held in stasis.

Finally, there are a number of training and living facilities for homunculi spread throughout Serendipity. For especially promising mage homunculi, they are often trained at one of the many magical colleges and universities in Serendipity, with their tuition covered by the Institute. 
5. Current Members and Ranks
Slave Homunculi: Created by the Institute, homunculi are contracted to serve the organization for a set number of years in the event that they are not purchased directly by a client. Their housing, medical, food, clothing, and other necessities are covered by the Institute.
  • NPCs
Employees: The Institute's employees include alchemists, research-oriented mages, and various skilled professionals.
  • NPCs
6. Additional Information
While the Institute of Animation is often callous and amoral in its research, they are rarely outright brutal or callous towards homunculi. Homunculi are treated as investments. As such, they are fed, trained, and housed in spartan, yet comfortable living facilities. Homunculi also have the chance to earn their freedom with years of service. However, many of the more expensive mage (and sometimes warrior) homunculi are contracted to serve for a decade or more, to recoup on the cost of their creation.
#4
Hello!

I made a goblin bandit/adventurer/raider who I am looking to get started on her first threads. I'd like to do combat-heavy plots, primarily centered around various bandit activities such as grave robbing, raiding caravans, extorting travelers for tolls, raiding villages, demanding ransoms, and various other murderhobo activities. If these sorts of stories interest you, let me know and we can whip something up!

Thanks.
#5
Serendipity / Priss
April 30, 2023, 03:49:42 AM
__________________QUICK STATS
Name
Priss
Age
Young Adult
Gender
Female
Species
Nyxling Goblin
Ethnicity
Serenian
Height
3'10"
Weight
124 Lbs.
Occupation
Raider
Class
Javelineer
Residence
Transient
__________________IN-DEPTH STUFF
Physical Description
A small, diminutive Gobliness, Priss has porcelain alabaster skin and stark white hair, which she typically wears in pigtails, with the hair on her head done in braids. Her visage is triangular and V-shaped in profile, with a sharply-pointed chin, a petite nose, and big, doe-like cyan eyes. She possesses plump and pouty lips, which are often accentuated with glossy cyan lip paint that matches the color of her eyes. Finally, her features are framed by high-arched, sharply-defined black eyebrows.

Characteristic of her species, Priss has large ears, somewhat comparable to those of an elephant.

Physically, Priss is incredibly busty, to such an extent that her breasts are perhaps her most salient feature. These are set in a relatively narrow upper frame, with slender shoulders, a small ribcage, and a thin neck. Almost by necessity, Priss has a very brawny back musculature and thick, muscular arms. She also maintains a strong core, though this is somewhat concealed by a small layer of baby fat which prevents her from having a highly visible abdominal musculature.

As pertaining to her lower body, Priss has big, voluminous hips. This feature is complemented by a gigantic, steatopygian backside and chunky thighs, ripened with equal parts trained muscle and feminine corpulence. These form into shapely calves and delicate feet.
Personality
Priss has a bloodthirsty streak, for she often must kill to survive. And yet, she maintains a fiercely energetic, vivacious character. She has a sickly-sweet nature, capable of making friends with almost anyone. Her energetic personality makes her highly industrious and she seeks to develop skills that might distinguish her in some way, especially if those skills relate to violence. For all of her bloodthirst, she craves to be valued. For this reason, Priss has perfectionist tendencies, creating a powerful desire to achieve uncompromising perfection in everything she sets her mind to.
Abilities
Javelin and Throwing Spear Proficiency: Priss is very proficient at wielding javelins and throwing spears. While she has yet to master javelin and spear throwing, she can reliably hit watermelon-sized targets out to a distance of 35 meters with an amentum javelin.
Athletics: Priss is quite strong and athletic, even if her short stature might suggest otherwise. She has an abundance of upper body strength, allowing her to throw javelins with a surprising amount of power. Due to her long legs, she is also a relatively fast runner in short bursts.
Language: Priss is fluent in Common.
Possessions
Amentum Javelins: Priss typically carries eight javelins while adventuring, raiding, or entering combat. Each javelin has a small amentum attached which not only increases their range and stability in flight, but also enhances their speed and power.
Short Sword
Katar
Leather Outfit (Art Concept from Dark Avenger 3)
Miscellaneous Adventuring and Survival Equipment
Relationships
TBA
History
Born into a tribe of Nyxling Goblins in the Serendipity Riverlands, Priss was raised in a semi-nomadic bandit community, eking out an existence at the edge of civilization via highway robbery, looting, and raiding. Naturally, she learned many of the necessary skills to survive in the Serenian wilderness from her relatives. However, since Priss was born without the gift of magic, she was often overlooked in favor of her older siblings. Nevertheless, the young Priss was always well cared for by her family and tribe.

Unfortunately, Priss's life took a sudden turn when a lone adventurer hired by a minor noble invaded her tribe's home cave, killing everyone inside. She only survived the ordeal by hiding in a deep area of the creek running through the cave. As a result, Priss lost her entire tribe save for her mother and two older sisters, who had been out patrolling during the massacre.

With what was left of the family, Priss's mother decided to move in with a new bandit clan—one primarily composed of humans. It was here that Priss grew into a young adult Gobliness, becoming a raider herself.
__________________THREAD TRACKER
Current Threads
N/A
Complete Threads
N/A