Jump to content

Search the Community

Showing results for tags 'rp'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Streets of Dalaran
    • The Violet Citadel
    • Krasus' Landing
    • Like Clockwork!
    • The Suggestions Box
    • The Bug Box
  • The Broken Isles
    • Meredil
    • Deliverance Point
    • Nar'thalas Academy
    • Lor'lathil
    • Tinker Town
  • The Archives
    • The Codex of Memories
    • Spark of Imagination
    • The Epsilon Translocator
  • Russian
    • Аметистовая цитадель
    • Академия Нар'таласа
    • Лор'латил
  • forums_forum_29

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



About Me

Found 5 results

  1. Teizu ----------- Race: Vulpera Class: Shaman (Enhancement and Elemental dual-spec) Age: 25 (Born 15 Years after the Dark Portal opened) Nickname(s): Tei, Tezzi, Tez Titles: Councilor of Elements of Vol'dun - Gender: Male Affiliation(s): The Voldunai, The Horde, The Elemental Circle (Vol'dun's Shaman faction), The Earthen Ring, Dragonscale Expedition Relationship Status: Engaged (Elrah Snowpelt) Alignment: Lawful Good Status: Alive Weaknesses: Decay, extreme cold, wearing very heavy armour Strengths: Spirit, heat resistance, agility, speed Family: Elrah - Fiancée (Alive) Vathiss - Elder Brother (Adoptive, alive) Radosho - Father (Deceased) Milleya - Mother (Deceased) Unknown Sibling (Deceased) Unknown Sibling (Deceased) Vazrei - Brother (Alive) History Summary Teizu was born in the harsh, unforgiving desert of Vol'dun, in north-western Zandalar, within the Abandoned Burrows. He had 3 siblings, two of which were unfortunately lost to the Sethrak's warfare, alongside his mother and father, whom was a very accomplished Shaman, Sage, and Mystic of his people during his prime. Teizu managed to evade slavery until his adolesence, in which he was acquired by a Sethrak mage of lower nobility named Sohrab, whom would use him to mine ores, test spells on, and test weaponry on, resulting in permanent scarring over most his body. But, Teizu was quick and clever, a renowned trait amongst his race, and was elusive, breaking free of his chains to return to his caravan as often as he could, though he spent more time enslaved than he did free. His role in the caravan was a scavenger and alchemist. As a result of this turnaround, Sohrab freed Teizu and the two would go to adventure together, Teizu's tendency to forgive, perhaps considered a weakness by some, allowing him to be content with adventuring with the Sethrak. For the most part, they stayed in Vol'dun, Sohrab protecting Teizu from any Faithless oppressors, and them mostly staying within the Terrace of the Devoted in western Vol'dun, a safe haven of the Devoted Sethrak, whom Teizu had a harm time trusting. To him, the only Sethrak he had seen at the time who he could verify was largely benevolent was his newfound friend Sohrab. At this time, Teizu found himself fighting with whatever he could lay his hands on, largely throwing knives and daggers, working with self-brewed poisons, mostly made from Sethrak venom glands. The Fourth War descended to Azeroth, and brought its wreckage to the shores of Zandalar, even reaching to Vol'dun as the Alliance would lay siege to the Vulpera, burning their caravans, meanwhile the Horde would be liberating Vulpera. The Alliance's part in the war does not sit well with Teizu to this day. Though he has quelled his desire for vengeance, it is still very much there, and should a Fifth War break out, Teizu will enlist to enact justice upon the Alliance for their crimes against his kin. Exodus from Vol'dun During the period of the war around the time of the Rise of Aszhara, Sohrab and Teizu would escape the conflicts, the Vulpera having seen enough, before it tore his heart asunder. After much sailing, they would find themselves on a tropical island inhabited by a colony of mainly Zandalari, alongside Vulpera and Sethrak. This colony called themselves 'Zandalar Forever', with Teizu and Sohrab joining them. It was here where Teizu would meet Vathiss, a Sethrak of whom he was wary and distrusting of at first, but would become close friends, brothers, and allies in the future. Teizu would remain here for several months, until Sohrab and Teizu would depart from the island in pursuit of new adventures. Joining the Horde Roughly around the time of N'Zoth's liberation and assault on Azeroth, Teizu would join many of his kin in joining the Horde. For him, this was not only find friends, but also to pay the Horde back for freeing so many of his kin, as well as being officially opposed to the Alliance. He would later meet the many races of the Horde, and see that he most certainly belonged to this faction, given that they are all the "misfits" of the world, much like his people in the eyes of many, as he would soon learn. Sethralia Teizu, no later than a week after getting his bearings in his new faction's capital city, realized and understood that needed currency, so he would ask around for work, and was sent to Uldum to help deal with the incursion of the Black Empire upon the desert. While here, he would happen upon a settlement of very familiar symbols and people. Sethrak and Vulpera. He entered the settlement, curious as to what the natives of his home were doing here, and happened upon his old friend Vathiss, whom was an ambassador to the settlement and its people, a direct underling of the Chief Mizark, a former soldier of the Faithless Empire. He learned that the purpose of this settlement was to expand the presence of Vol'dun's people into the mainland of Azeroth. He agreed to help them, having a natural affinity to his people. His bond between himself and Vathiss became much stronger, much more concrete, and it was here, in this all too foreign, yet all too familiar desert, where they would consider eachother brothers going forward. The pledge to help Sethralia did not take away his allegience to the Horde, though, and as he was ranked Commander of the settlement and its forces by the Chief, he found it difficult to balance the two, given his convictions towards the Horde and against the Alliance, yet, he managed, and it became easier and easier as the months went on. Conflicts came, went, and the settlement was destroyed. Sethralia moved themselves back to Vol'dun towards the end of the Visions of N'Zoth, renaming themselves the Caravan of Sethralia, a homage to the settlement they once built and resided in. Teizu stayed with them, in the Terrace of the Devoted where they based. During this time, Teizu set down his daggers and became a Shaman through rigorous trials, determination, and guidance from both a Vulpera, and the Orc Shamans of Orgrimmar. Around this time is when he met Elrah, whom he would enter a relationship with until she would later mysteriously disappear for nearly 5 years, presumed dead. The sky shattered, and the armies of hell itself rained down upon Azeroth as the Caravan of Sethralia moved to a small port village in Vol'dun. Teizu faught valiantly against the Undead alongside his comrades, as they returned to the Terrace of the Devoted, and later Shatterstone Harbour. Their presence in Vol'dun ending with the slaying of a vile San'layn Blood Prince, named Valvidron. The next three years were relatively peaceful for the world at large, yet Vol'dun had its fair share of conflicts, as is natural, as it grew and continued to grow, the Caravan he belonged to rising rapidly to power in the undivided land, establishing itself, under the grace, wisdom, and leadership of Keeper Vorrik and Vathiss working hand and hand, rebuilding Shatterstone Harbour as well as many other areas. For the next chunk of time, Sethralia dealt with the armies of the reincarnated Hakkar, though weaker, as well as the Blood God himself. By this time, Teizu had become a well accomplished Shaman, like his father, and he felt content with this, and closer to his father than ever. As the peace ended, and the mythical Dragon Isles awakened, Teizu's mysteriously disappeared ex, Elrah, returned to Vol'dun, having apologized for leaving abruptly and without communication, and they returned to their relationship, and are now engaged. The Elements roared their fury upon Azeroth, Teizu grew concerned, worried, and saddened, constantly working with the Elements to quell their rage and defeat these .. 'Primalists' that invaded his homeland, as well as other regions of Azeroth. Teizu, during one of his many visits to his capital city, heard that an expedition was being gathered to journey to these 'Dragon Isles', and his thirst for adventure, exploration, treasure-finding, as well as his kinship with a select few Dragons he has met, compelled him to not only help lead Sethralia as the Councilor of Shamanism, but join the Dragonscale Expedition and explore here and there as well. The Modern Voldunai Acknowledging that the name Sethralia no longer served the nation's needs, Vorrik quietly reinstated the name of the Voldunai, including now anyone who chose to make their home in this mostly neutral land. Teizu continues his work of walking with the Elements, aiding the Horde, and leading the Voldunai as their Councilor of Shamanism. Where will his story go from here? Time will tell.. Personality: Teizu is a kind, affectionate, empathetic, determined, and adventurous creature. He has an affinity for exploration, treasure-hunting, perhaps a slight hoarding tendency. However, like everyone, he has his vices as well. He has a slight addictive personality, and due to his preferred nature to try to be pacifistic when possible, when his hand is forced, it is all systems go, though this could be seen as a virtue. He can be seen as adaptive, easy to adapt to new environments, people, languages once learned, and cultures. Appearance: Teizu is covered in fluffy, well-kept, and thick red fur, of which some is black in striped patterns on many parts of his body, most notably his head, ears, neck, arms, legs, and torso. His freedom has allowed him to not be confined to stereotypical Vulperan armour, though whatever he wears, it is always crafted to be practical for desert use, no matter its material, nor aesthetic inspiration. His eyes are a bright, brilliant blue, and he has a small tuft of extra fur on the top of his head. He seems to prefer to wear pants over robes or kilts, but can be seen wearing all three, given circumstance. He stands at roughly 3' tall, he is slim, yet toned. The Vulpera, as expected, has a long, fluffy tail. In addition to his red fur and black stripes, he has paler, nearly white parts of fur on many portions of his body. His body is covered in many scars, mostly slash-like, though a few patches of burnt away fur do exist, though they are covered by other fur. His ears are very long, among some of the longest Vulperan ears that can be found, and the right one has three silver hoops. And this ends Teizu's profile, a more in depth profile compared to what can be found in discord servers and TRP. Thanks for reading, PLEASE leave thoughts and constructive criticism. This will be updated to reflect any story changes that occur, or appearance changes.
  2. The Voldunai The Voldunai, once a coalition of misfits and scavengers, joining arms against the armies of the Sethrak Empire, now after the fall of Emperor Korthek, have united further, even including the remaining Sethrak whom of which have renounced their loyalties to the fallen Emperor, and the Tortollan, for the future of the wasteland they call their home. ----------- The Voldunai has been running since late 2019, starting as a small settlement of Sethrak and Vulpera in Uldum, called Sethralia, who sought to expand their peoples into the rest of the world of Azeroth. However, during the invasion of N'Zoth, they returned to Vol'dun after their encampment was destroyed by the forces of the Old God. During this time, we made a temporary move to another server, to use Vol'dun. However, given circumstances, we returned to Epsilon and made our adventures in Vol'dun using Uldum as a stand in. The guild has grown massively since, both in players, stories, and phase additions, with 300+ players in the guild and discord. We do have additions to lore to make Vulpera and Sethrak more RPable, to give fuel for more interesting characters and stories, whilst trying to not escape the bounds of what is currently established by Blizzard too much. The guild is, naturally, centered around continuing the story of Vol'dun Post-BfA, our take on a window into what may have happened with it if Blizzard continued that story, yet other races are allowed as well, with the honour system of common sense. We encourage creative freedom, with common sense encouraged as the law of the land. As it stands, the phase is based in Shatterstone Harbour, rebuilt after the Alliance disbanded it after the Fourth War, but the entire phase is open, built, and filled to the brim with NPCs and interactable tidbits. ----------- Features: - Frequent host periods - DMed quests, events, world bosses, and world events! - Survival themes while steering away from being a full-on survival phase. - A welcoming community, striving to be free of judgment, drama, and bigotry. - Player housing within reason, through applications - Player markets, through Officer intervention - A constantly changing and progressive, open world, desert setting, obviously, nestled in Vol'dun. - Ability to acquire pets or mounts through RP or IC vendors. - A resource system. - Fast travel wagons to various destinations. - Shaman, Druid, and Mage class halls. - Joinable factions such as the Shatterstone Guards, the Elemental Circle, the Sethraliss Circle, and the Ministry of Magic. - A player ran council, lead by Chancellor Vathiss and Keeper Vorrik. - An IC historical museum detailing events occurring in Vol'dun since the end of BfA. - Encouraged exploration. - Sand ----------- Other Info - Timeline Info: Our phase exists in the present day timeline (10.0), and sits in a timeline where Talanji deemed Vol'dun its own nation, and retains a very close allyship with it. However, the Zandalari still send their criminals to Vol'dun. - We have a Discord, which is highly reccomended, if not required, due to it containing all the info you need to get started, rules, events, and community! Join it here: https://discord.gg/kDMxMvupct - We have a "living" document, that includes all the homebrew and tidbits we have added to make the worldbuilding feel more alive. Check it out here! Created by myself, Vathiss, and Equilibrium: https://docs.google.com/document/d/1NAlzmhlV4DFEe8rR265Rtim0uKstUxd-8_xEyqzZRIo/edit#
  3. For RP purposes, it would be great if we could have like designated areas within a phase where someone is allowed to build/spawn. For example, being able to designate an house and/or around an house by example a plot designated to a 'limited builder' number. At the same time it would be great if those designated plots could as well be handed out by a npc, from which a player needs to talk to, to specify which from available plots they want to build. This would be great to expand 24/7 and/or active RP's/guild RP's. Couple of examples: Town/kingdom RP Design the inside of your home. Design garden/porch etc. Shop keepers designing and updating visual inventory during calm moments Governors (appointees) having bigger build ratio plot or access to all plots in set area ... Guild RP phases Design the inside of your home. Build up defences if getting stationed somewhere Assigning officers to build up outposts with a platoon (as well builders) Inviting other guild to partake in guild wars, build up defences prior to battle Spawning enemy/friendly npc's prior to battle ... Adventure/GM RP Set designated rest locations, upon arrival make rest location more comfy Upon clearing a location/level of enemies, being able to build/spawn Builders RP/Contest Assign plot to builders to either build their location or show off their skills Potential features: Objects whitelist/blacklist NPC's whitelist/blacklist Object/npc build limit Plot License timer option NPC giving out build licence to plots With taken plots being removed or greyed/red out of list Phase officers giving out build/spawn licence to plots Combined plot area section license I'm sure some of you can think as well of even more features and use case for this.
  4. Join the discord of the guild for more information! - https://discord.gg/AvXCqJMWBW Our requirements: -Know our lore -Be religous( to vrykul gods, titans) -Respect to hierarchy Background of the tribe. The Tribe has been founded by the two ancient humans who was the against of the King Ymiron’s decisions. 15,000 years before , the King Ymiron ordered to kill all human children. But Njord didn’t agree with the orders and decide to run away with his human twins, Freyr and Freyja. Njord was one of the best warriors of the King. All Dragonflayer clan alarmed to kill Njord and his twins. Njord and his two children stayed without food already days... The main reason was run away from the clan. Njord had seen kids are getting starving. He decided to hunt but first hided kids next to tall grasses. Njord went to hunt. He successfully hunted North Deer. Skinned it quickly and rolled its skin. Started to carry those things to his kids. He was close to place where did he left kids. Vrykul wolves have found them and alerted more clan members to come. Njord took out his axe and attacked to the wolf. Dire Wolf wounded his chest and tried to bite his throat. After 10 minutes the fight still was continiue. Njord knocked down while holding the wolf’s neck. Unluckly his belt blade removed by itself during wrestling with wolf. When Njord knocked down the belt blade entered his liver. Njord screamed as hell. He raged for a moment. Roared against the face of the dire wolf and took out the knife out of his liver and cur wolf’s head. He wrapped his stomach, took kids and started to run more away. Njord started to lose his power hour after hour... He moved under the tree lit the fire for keep kids warm. After an hour during the midnight wolf howls heard. Njord had no power to fight anymore. Howls started to be loud. One of the wolves appeared behind the shadows asinjuried. Njord helped the injuried wolf and shared food with him. After eating wolf slowly closed his eyes and slept. Njord kissed his kids and lean to the tree. He slowly lose his focus and slept...forever. The sun has risen for a new day. The wolf came slowly to Njord and sniffed him. Njord's skin was white, so his body glistened in the sunlight. The wolf realized that he was dead. After she checked her own wounds, she started walking towards the crying babies. They were defenseless and orphans. The wolf took the children and took them to her territory, as if it were the reward for the favor that was done to her. The mother wolf started raising Freyr, Freyja and their own children in one place. She was feeding the children from her own milk. One day, the mother wolf, who goes hunting, sees the frozen body of Njord. She comes up to him, starts to howl and makes sounds similar to crying sounds. Some Vrykul hunters, who have heard this nearby, come towards the sound. The sight they saw when they arrived surprised them. A great wolf was crying, lying across the frozen body of the Njord. Vrykul hunters began to follow the wolf. After entering a mountain-top cave, Vrykul hunters hid out of sight in the area. The Vrykul hunters were very surprised when they saw that a 2-3 year old male boy came out with the mother wolf from the cave. The mother was playing with the wolf-boy and treating him as if he was her own baby. His clothes were torn and worn. Vrykul hunters believed these children were the warriors who would prophesy to come to their rescue. They did not share this information with other clans and started bringing food in front of the cave every day. Before Njord ran away with the children, he had planted a note on the inside of their clothes with their names and who their father was, and for what reason escaped with them. Vrykul hunters had turned this cave into a temple. They were bringing food and praying to their gods. Freyr and Freyja are now grown up under these conditions. Freyr and Freyja were very strong and large compared to other human children. Vrykul hunters attributed it to being the wolf's children. Freyr and Freyja continued to live in the cave. Old Vrykul hunters would come there every day and train them. The mother wolf was not aggressive towards them because they were feeding her too. Freyr and Freyja had found the note on their clothes. Now they knew their name and who their father was. But they thought their mother was still a wolf. This was partly because the Vrykul hunters worshiped them. Now Freyr and Freyja had become a very strong young warrior. The old Vrykul hunters were telling them about their civilization and what they had to be made to human children, but that they were different from other children. The elders believed they were the true children of the titans. One day, Freyr found the dead body of the old mother wolf in the cave. This upset them deeply. Together with the other wolf brothers, they buried the mother wolf's body. Days, months and years passed ... Freyr and Freyja twins founded their own tribe by taking the human children they found and the Vrykul brothers who wanted to be with them. This tribe was founded to unite against all danger to human children. Believing that Freyr and Freyja were the children of the titan wolf, the tribe grew day by day. They were detecting and attacking Vrykul villages that were suffering human children. The twins were trying to find out who their father was and who really were their ancestors. Many lives were given on this road, but still not found ... Their tribe was named the Titan Kin tribe. Those who heard their names were frightened, afraid ...
  5. "Of such great powers or beings there may be conceivably a survival… a survival of a hugely remote period when… consciousness was manifested, perhaps, in shapes and forms long since withdrawn before the tide of advancing humanity… forms of which poetry and legend alone have caught a flying memory and called them gods, monsters, mythical beings of all sorts and kinds…" - Algernon Blackwood Dear Dr. Oliver, I hope, for a better sake, that this note not find you so easily. I haven't the time to say much, so it is best I get straight to it. There's something terribly wrong with the world, isn't there? Death, war, strife, all broad things, surely, but not what I am discussing here. Beyond the veil of perception lies things inexplicable. Something so vast that it boggles the mind, and even the thought of understanding pounds on the brain like a drum. This note is not an invitation, but a warning. The pursuit of knowledge is a gambit, and sometimes things better lay unsolved. Please, if you could, make haste to the countryside. The city has already fallen yet the denizens not know it yet. A terrible plague of the mind has settled in over them and an ancient power sits atop their spires but their mind neglects its existence. The invisible menace. Pack your bags and leave, for I fear a second longer in the city's walls may drive the most sensible to madness. Oh dear Doctor, time has already run out. I'm afraid the sleeping giant is awake now, and his mirrors shine their gaze on the town. He's awake. - Your good friend, Matthew Tendring ================================================================ Effigies of the Great Dark This little project of mine is an idea I've wanted to explore for a very long time. I've gone through phases of interest between projects, and something I find I consistently return to - for the sake of how it thrills me - is horror. Specifically, cosmic or psychological horror. It isn't filled with gore, vicious enemies, or serial killers; No, none of that. The theme I want to capture is dread, insignificance, and haplessness. I'm not here to bully your characters, maim them, or really focus much on physical trauma - it's all mental, and the core aspect I want to capture is this feeling of loss of understanding. This is a Lovecraftian project. This isn't for everyone, and that's fine. I want the opportunity to craft an interesting, thrilling phase that can entertain the player(s) and the DM, and I think Lovecraft themes offer the freedom and creative room to do just that. I can't say exactly where it will take place, if the lore will be WoW's or something else, but the underlying basis is: horror, creativity, Call of Cthulhu RPG-esque, and mystery. I am very flexible with characters, and once I can get a more solid understanding of setting/lore, I can start refining what I am looking for in terms of characters. (I'm probably not going to whip out an old god for this, though, just saying. It'll be much more traditional 'there's something in my closet' kind of spooky.) If you're interested, or have questions, totally shoot it my way! I have a Discord and you can also reply to this thread if you want (there's the slightest chance I won't see it, but I'll try and keep tabs on this page.) Discord: o,,o#9976 The stars align; Elune be with you.