Welcome Guest [Log In] [Register]
Welcome to Imythess, the border between dreams and reality. We hope you enjoy your visit.

Imythess is a creative writing board where you narrate the story of a character in the medieval land of Imythess, on the planet Chaon. Each topic is an opportunity for your character to interact with the world and its peoples by cooperatively writing pieces of a story with other members, one post at a time. We call this role-playing, because you assume the identity of your character as if it were your own.

In order to play, you must register an account for each character you would like to write about, and begin their tale by filling out their basic profile information: Race (human, elf, demon, etc.), class (warrior, mage, etc.), physical appearance, and any other personal details you would like to describe. You are also encouraged to come up with some background history information for what your character's life has been like up to the point at which their story in Imythess begins.

There is no approval process or application required to join, so long as you follow the rules then you are free to write whatever character details you choose. Registration is simple, fast, and completely free.


Create a character now!


If you're already a member, you can log into your account below:


Username:   Password:
Reply
Aiden
Topic Started: Thu May 7, 2009 11:38 pm (1,899 Views)
swordhunter
Member Avatar


Recently Purchased / Received / Won (click to toggle)


Name: Aiden
Gender: Male
Race: Wood Elf
Class: Warrior
Alignment: Chaotic Good
Element: Fire
Secondary Element: Lightning
Age: 125 (looks to be about mid-20s or so)
Height: 6'3”
Weight: 187 lbs

Flaw: Stubborn

Personality: Aiden is cheerful and easy to get along with while around friends, but he immediately turns silent and grim when alone or angry. Aidan is slow to anger but has been known to have a vicious temper. However, despite these drawbacks, Aidan is able to see the good in almost any situation and in most people. He can be witty, sarcastic...even rude to a point, but prefers to be polite for the most part.


Current Spells:

Posted Image - Fireball
Creates a great orb of fire in your hand which you can launch at a target opponent

Posted Image - Dispell Magic
Makes one opponents spell fail

Posted Image - Summon Fire Elemental
Summons a creature from the Elemental Plane of Fire

Posted Image - Flame Weapon
Makes your weapon burn with red-hot flames that do not harm you

Posted Image - Fire Lash
A long whip-like fire tendril is conjured and the caster can attack with it like a whip

Posted Image - Flash Burst
Creates a great flash of searing light and a loud boom accompanies, both temporarily blinding and deafening those in the vicinity of the burst

Posted Image - Fire Storm
Creates a great storm of fire (Epic)

Posted Image - Demon Fire
Creates a potent magical fire that spreads quickly and can not be put out by casual means. The fire is abnormal hot and becomes even more so as it grows. Water is often evaporated before it can get to the fire. This strange fire spreads so quickly that strong winds are more likely to hasten its spread than put it out. The fire even remains five minutes after it has burnt all of its fuel into nothing but ash. (Epic)

Posted Image - Firestrike
Creates a great pillar of fire from the sky, burning all opponents in a 10 foot circle.

Posted Image - Greater Heal
Heals major and serious wounds, but can harm the undead

Posted Image - Ignite
Caster can cast this spell and one nearby target bursts into extremely hot flames

Posted Image - Ring of Fire
A high wall of flames surrounds the caster in a 20 foot radius trapping everyone and everything inside the circle and keeping those outside it out.

Posted Image -Lifewalk
Within a 30 yard radius, plantlife will begin to grow at the caster's feet and in their presence. They grow more quickly the closer they are to the caster, speed generally decreasing with distance.

Posted Image - Haste
Makes your or target move much faster then normal


Posted Image - Anti-Magic Field
Creates a 10x10 foot circle where no magic works (including the caster's) for up to 30 minutes.

Posted Image - Dimension Door
An improved version of blink that allows you to teleport you anywhere in visual range, even if its far away and it only seems fuzzy, you can still teleport there, but if you do, you just may hit a tree.

Posted Image - Draconic Might-Makes you stronger than even the spell Bulls Strength giving you the strength of dragons.

Posted Image - Burden of Faith
Burden of Faith covers the caster in thick chains of physically indestructible white energy. These chains hinder most movement and make it almost impossible to take any actions. Up to 3 targets are also affected by these chains which link all of the affected together. Those airborne when the spell takes effect are pulled directly to the ground. This spell lasts for up to 5 minutes or until dispelled/recalled by the caster.

Posted Image – Ebon Eyes
You can see through all types of darkness, including magic darkness.

Posted Image – Globe of Darkness
Creates a globe of darkness which can be up to 10x10 foot in radius or smaller as the caster sees fit. This is a magical darkness and only those with the spell Ebon Eyes can see through it. (This includes the caster).

Posted Image - Shield of Faith
Creates a shield of energy like the Shield spell, but instead of magical energy, it creates a shield of holy power.

Posted Image - Celestial Choir
The voices of an angelic choir can be heard from above when this magic is invoked. Those of evil or neutral alignment suffer from decreased morale and cannot fight and cast spells as effectively as normal. Those of good alignment tend to fall asleep if allowed to listen for any decent amount of time. The choir may affect up to seven targets at once, chosen by the caster, within range of sight during the invocation of the spell.

Posted Image - Moment of Silence
This holy magic extends the same power as the Sanctuary spell, but affects a wider area. Those within 100 yards of the caster suddenly lose the ability to aggress on any other being or be attacked in return. This spells lasts up to 10 minutes and cannot be broken early unless dispelled or the original caster begins to attack another being.

Posted Image - Slow Time
Slows time for a short period. Does not affect the caster.

Posted Image - Wall of Ooze
Summons a large wall of slime in front of the caster, which, aside from blocking attacks of a magical nature, will stop weapons upon impact and pull them inside its gooey confines, rendering them useless.

Posted Image - Sinkhole
Creates a sinkhole which slowly expands. The ground falls away, consuming structures, plant life, and creatures. Those caught in the growing hole are trapped while debris continues to rain inward, and they likely take damage from the falling materials.

Posted Image
Magma Quake
The ground shakes and splits, opening a great crevasse full of magma. The ground closes once the spell is dispelled or expires.

Posted Image
White Hole
When cast, a large, spiraling, white rift opens in the sky. It draws in any and all healing spells that are cast after it is used until it has absorbed at least five spells, or until the caster wishes it to stop. Once the spells are absorbed, it collapses in on itself, releasing all of the stored-up energy in a regenerative ray at one selected area. The power of the beam depends on the power of the spells absorbed.

Posted Image
Halt Undead
Makes undead creatures freeze for a short time.

Posted Image
Dry Season
This spell raises the temperature in the area and leeches the moisture from the air, making extended physical activities, such as fighting, unbearable. The efficacy of fire spells is raised in this environment, and other weather-altering spells are canceled.

Posted Image
Chain Lightning
You can generate a bolt of electricity that can leap from your hands to a target and then from target to target, affecting up to 6 targets. The first target cannot be more than 15 feet away and additional targets must be within 10 feet of the last target.

Posted Image
Meteor Bombardment
Many flaming, rock-sized meteors fall from the sky.
Edited by Ozan, Fri Mar 29, 2013 11:38 pm.
Offline Profile Quote To Top
 
swordhunter
Member Avatar


Weapons and Equipment

Posted Image - Tournament Voucher

Posted Image - Cutter
A massive sword with and extremely sharp blade. It is able to cut through solid stone with ease. But due to its massive size it is hard to use and wield.

Posted Image - Pale Ice Sword
A longsword crafted from hardened ice using specialized techniques from the far north. The ice is as hard as steel and holds an edge just as well. Its most useful property is its translucence; it is almost completely invisible, which can make it difficult to predict and counter in combat. The only trace of its presence is a slight blue tinge that betrays its dimensions, although it will become easier to see if it gets bloody. The blade chills any foe that it strikes, dealing extra cold damage.

Posted Image - Gauntlets of Howling Gale
These gauntlets are crafted of steel, tempered in a mage's ice. They count as unarmed weapons, and as such can only take weapon enchantments. Striking the target with an open palm will knock them back, summoning the power of icy winds to carry them several feet backwards. Closing your hand and pulling it close to your body will summon the winds to drag your target back. The winds are cold enough to deal mild cold damage.


Posted Image - Cold Blooded Staff
A serpentine ice spirit has been sealed in the body of this gnarled staff, causing unthawing ice to form in its folds and cracks. Using this staff as a focus adds cold damage to all your spells. Tapping the Cold-Blooded Staff twice on the ground releases the magical seals that keep the spirit contained. The ice spirit is long and massive, able to strike at opponents up to 30 feet away with its fangs, but its tail is permanently anchored to the staff. The Cold-Blooded Staff cannot be used as a focus when the ice spirit is released.

Posted Image - Imp Beans (Gummy rats: Putrid tasting candy that have been bewitch to give any unfortunate taster a long rat-like tail and eerie green glowing eyes.)

Posted Image - Crampons (Armor Add-On)
A pair of steel traction devices that fasten to the soles of your boots. While wearing them you can walk easily on ice or other slippery surfaces, but you become slightly slower due to their weight. Requires boots.

Posted Image - Balefire Jackal
A canine native to the gloomy and peril-wrought city of Balefire. This magical creature exists in a semi-illusional state; its movements appear shaky and broken. Unlucky individuals on Balefire's abandoned streets find the jackal to be much faster than the average dog, with expertise in quickly pouncing and biting at vital locations often before it is even seen by its prey. Coupled with the shifting image it projects that makes it hard to accurately target, it is a nasty encounter in an alley. This animal counts as Medium and a Canine.

Posted Image - Goodie Bag
The first card is the Birthday Wish Gift Card, which will grant your wish for 1 item from the following birthday events from this year. You must post in the Sales Counter to use your card and state which item you're receiving (with a link to the topic it came from).
Original Topic listing



Posted Image - Joer Personal Airship
Joer Personal Airships are repurposed rowboats, equipped with a small balloon for lift and a small gust engine. The craft is sturdy thanks to Joer Industry's attachment of structural metal supports and plating the keel with steel, and all it needs to fly is a fire beneath the balloon. The personal airship carries enough supplies for a week out in the wilderness. While it has no siege slots, it is easily packed and loaded onto a larger ship.

Posted Image -- Valentine's Paper Heart, Posted Image -- Exploding Pebbles, Posted Image -- Medusa's Tears

Posted Image - Cold Box

Posted Image - Lan de Yue Jia
A sword crafted under the moon Lan de Yue. This sword seems to glow with a tint of blue, the blade thin and sharp and the hilt laced with silver. This blade is enchanted with star magic and was crafted by the star elves who very rarely share their power. This sword is able to cast Starlight Web, which traps an opponent in a cage that can not be broken through. This can be cast around three times a day. Lan Blade

Posted Image - Longsword

Posted Image - Cloak

Posted Image - Anniversary Buckler
This shield is crafted from the finest metals by the Dwarves in the deep cities, and will never dent or show signs of battle.

Posted Image - Aufdein Korso's Coin
This coin looks like any other silver coin, other than the head's side of the item has a water drop on it instead of one of the leaders of Imythess. When placed on a person in some way, a small rain cloud will follow the person about while continually raining down on them, dampening their day. While this will mostly have a psychological effect on the enemy, it will dampen any fire spells cast near or by the individual holding the coin.

Posted Image - Living Soot

Seemingly just a bag of endless soot, but one who knows the correct phrase can animate thrown soot into a snake-like form. The serpent is neither truly living nor undead and is immune to both healing and necromancy. The serpent is as intelligent as any other snake, but not as durable. The serpent's body burns hotly and is immune to fire and heat, but crumples to mere ash with any other form of attack. The snake never really dies, though, and is brought back ever time you animate soot, but that also means only one snake can be made out of the endless soot at a time.

Posted Image - Gust Fan
This item looks like a regular fan that folds out with artistic scriptures. The fan is made of a fine, plated titanium capable of cutting one's opponents. It can create a cool breeze from just a flick of the wrist, or on command the fan can create a gust of wind that will push most lighter enemies back a foot or two.

Posted Image - Masterwork Bracers

Posted Image - Lightning Blade (equipped with Returning enchantment)
Can cast Summon Lightning at the masters will Named Tosen

Posted Image - Holy Broadsword (equipped with Returning and Ghost Touch enchantments)
A blade made and favored by paladins. It is touched with holy magic but is not nearly as powerful as an Angelic Sword. named Geist

Posted Image - Miniature Rocking Horse
Carved by a skilled artisan, this wooden horse can fit in the palm of your hand and slip unseen into your pocket. But with it, you may summon a mighty steed to your side. When dismissed, the horse changes back into the wooden miniature.

Ghost in a Lantern--This is a fun thing, because, inside the lantern, is a ghost. When you light the lantern up, set it on a rock, or anything else to set it on, and slowly, a ghost would drift out of it, and take hold of the lantern, then carry it where ever you need it to.

Posted Image - Arcane Rune
This mark allows the bearer to store one spell inside of it, whether that is an Epic or a non-Epic spell. Aiden's tattoo holds the spell Draconic Might

Armistice
Posted Image


A necklace that offers resistance to damage and negative status effects so long as the wearer neither intends nor performs harmful or malicious action. In addition, when aforementioned conditions are met, others find it harder to act malicious against the wearer.

Posted Image - Alchemical Golem
This creature is a living fusion of metal, flesh, and alchemy. Powered by liquid gold and plated with heavy armor, this golem is a dangerous close combatant. The creature can freely shed its armor to gain speed. Once per topic the golem can spray an adhesive from its mouth, tangling up its target's feet. This medium creature is considered a Construct and a Feline.

Posted Image - Medal of Honor
A shining medal showing you fought the horrors of Olis'inth's terrible project. Former or current slaves will treat you as a hero if you present this medallion.

Posted Image - Angelic Blade
Forged by angels in Celestia, only the good may hold this weapon. It is very powerful against evil beings and is full of raw holy power. named Engel
Edited by swordhunter, Tue Jan 29, 2013 2:34 pm.
Offline Profile Quote To Top
 
swordhunter
Member Avatar


Feats and Abilities

Group Combat

Lightning Reflexes
You can move very quickly with very short notice.

Silent Spell
You cast a spell without having to speak.

Fast Recovery
You know how to roll with damage and recover from blows more quickly than most.

Endurance
Your body has been honed to take more abuse than most. You can be beaten severely and stay conscious much longer than those without this feat.

Quick Draw
In less than a blink of an eye, you can draw an item and be prepared to use it. This includes weapons.

Still Spell
You cast a spell without having to make any gestures.

Combat Casting
You can cast spells in the heat of combat and not leave yourself open to easy attack.

Deflect Arrow
Using your weapon, or sometimes your bare fists (especially in the case of a hand-to-hand expert), you can move quickly enough to deflect arrows targeted at you or somewhere nearby.

Two-Weapon Fighting
The difficult ability of wielding two weapons at once comes easily to you. A Master of Two-Weapon Fighting is a veritable whirlwind of flashing steel in battle.


Skill Levels

Blade skill--Master level
Your skill with a blade and how well you know how to use one. Whether it be a short dagger or a large claymore.

Unarmed fighting--Novice level
Your most powerful weapons are your bare fists. You know where to plant punches and kicks better than some fighters.

Knowledge (Arcana) - Master level
This skill shows how much you know about magic and the way it works. Also useful in identifying spells.

Acrobatics - Expert level
Dictates how well you can keep your balance, jump, and tumble about. A very useful skill for the dexterous in combat.

Brawl - Novice level
You are good at fighting in close quarters, with nothing but your bare hands or small weapons such as a dagger. A Master of Brawl seems to have a sixth sense while in hand-to-hand combat and knows just when to dodge and block blows.
Edited by swordhunter, Fri Dec 28, 2012 3:19 pm.
Offline Profile Quote To Top
 
swordhunter
Member Avatar


Past Threads

Encroaching Evil Finished
Demons and abduction
The Trick is on Me
Halls of Horror (inactive)
Lurking in the Night
A rp, at an inn
Hunting a Lead
A nights rest stop
Mourir aux marécage (finished)
The Ruby (inactive)
Resting For a Bit (inactive)
Heroes and Bandits
Trailing Death
Chasing a fiend
Betwixt a Rock and Death
Encounter
The Caring Room
Continuation of a Journey
Woes of the Guardian
Sea Adventure
Splash
Stampede
Morning Meditation

High Stakes
The Soothing Light--Shan
Believe in Nothing (inactive)
Persistence is Key--Rimmon
Dec 2011
Blasphemous Intentions
Edited by swordhunter, Thu Jan 5, 2012 9:59 pm.
Offline Profile Quote To Top
 
swordhunter
Member Avatar


Training and Prestige Classes
Posted Image--Infernos
Level 1
~ Inner Fire: All fire spells become more powerful.
An "inner fire" is sparked within the Infernos. Their skin becomes a little warm to the touch as if they have a fever. The Infernos themselves do not feel a change. A pail, flickering light can be seen in the Infernos' eyes, much like that of the smallest flame.

Level 2
~ Minor Pyrokinetics: The Infernos are now able to effect pre-existing fires to a small degree. This means changing the size in small ways and directing it in what direction it would travel, though at the speed it normally would burn.

~ Sweltering Heat: Infernos can raise the temperature in a 30 foot radius to an almost scorching heat.
At this level, the Infernos can no longer sweat, nor do they need to. Outside sources of heat do not affect them greatly at all. Their body temperature rises a little more, to the point where they are actually radiating heat. The gain control over their temperature at this level as well, able to decrease it to normal, or increase it to slightly radiating. The glow in their eyes increases now, appearing to be more like a campfire flame.

Level 3
~ Fire Immunity: The Infernos no longer suffer injuries from non-magical fire. They can also withstand greater amounts of heat without fatigue.

~ Claws of Flame: The Infernos can cover his arms and hands in fire. At his hands, the fire takes on the shape of clawed hands, giving the Infernos a hand-to-hand combat spell.

Level Four
~Greater Pyrokinetics: Control over pre-existing flame is almost utter at this point. They can now affect the temperature of objects by touching them, but only mildly.

~Smoke Servant: A Servant from the Elemental Plane of Fire is summoned. This servant can follow simple instructions as it floats about and can cast both spark and fireball. Normal physical attacks are weak against it, but a strong wind will make it vanish.


Level Five
~True Fire Immunity: All fire, magical or otherwise, has lost all effect on the Infernos now. They can quite literally stand in the center of a volcano and not know the difference. Their body temperature can cause minor burn wounds if touched, though it can be raised or lowered at will.

~Plane Shift: By either walking into a fire larger then the Inferno is, or by appearing to spontaneously combust, the Infernos can create temporary passage into the Elemental Plane of fire. In order to return they can either go to Therab the Volcano of appear from a fire larger then they are.

Pulsing Flame: Waves of heat and flame pulse out from the Infernos in two second waves. These spread out at maximum strength to a 25 foot radius (or 15 paces) around the Infernos. At that point they begin to dwindle and die down. Everything within the radius is severely burnt and pushed away from the Infernos. This spell takes a great toll upon the Infernos and draws a great deal of it's power from the inner flame. It's strength is at it's highest for about a minute when it is first used, then it rapidly falls. It may be used multiple times, but to return to full power, the Infernos must wait for a day. If this spell is allowed to dwindle until it's user cannot hold it anymore, they lose all other Infernos spells and abilities for a day until their fire has had time to rest.




Celestial Bound (Celestial Infused)
Posted Image

The Celestial Infused are mortals who have been deemed worthy by the beings of the Celestial heavens of being agents of good in times of peril. Each Infused's soul is bonded with a Celestial who then lives inside of him or her. As the chosen mortal performs good deeds, the bonded Celestial grants the infused with more of its powers. All of those who are given this highest of honors receive a holy mark, an icon of glory that is a graphic representation of the blessings of the celestial and the divine powers it serves.

There is a wide variety of Celestial Infused, each with their own unique powers, depending on the celestial they are bonded to.


Level One
* Celestial Bond: You form a contractual bond with a Celestial for holy strength. Celestials are often attracted the great acts of good will. Celestials frown passing up a chance to do a good deed and often will temporarily withhold powers as punishment.
* Celestial Marking: You also receive a mark like a tattoo. It is a powerful glyph encoded into the Infused's flesh. Typical icons are runes in the Celestial tongue, the holy symbol of a deity, or another word or emblem of righteous power. With the mark you always have an aura around you like the spell Bless. It is visible in all forms, though clothing may hide it.

Minor Physical Change: Seraph: Your eyes turn red, with the appearance of a blazing fire inside them.


Level Two

* Celestial Power:
Seraph: You can cause holy power to surround your weapons, spells, and special attacks. This causes them to be more harmful against the forces of evil and chaos, while being less effective against those of good and lawful alignment.

Hearth Fire - You can empower your fire spells with Hearth Fire, making them harmful to evil beings that are normally immune to fire. Fire spells augmented by this ability are treated liked the spell Heal when cast on good beings.


Level Three

* Holy Magic Empowerment:
Any spells cast from the Cleric’s Hand shop become twice as strong as normal.
Seraph: You grow four wings of celestial fire and can fly with them. They cannot be harmed save for by unholy energy, ice, acid, or water, all of which may temporarily destroy them. The wings aren’t physical, but can heal others slightly by touching them. Evil beings touched by the wings do not get healed, but receive light burns from the celestial fire.

Level Four

* Celestial Infusion: Your contractual bond moves one step further and the Celestial fuses itself with you. The bond between your souls is so great that you are now resistant to spells and abilities that effect your soul. At this point, you are considered an Aasimar, if you were not one already, and are affected by spells and abilities as if you were a Celestial. Additionally, you can no longer own any evil spells. (Evil spells are defined as spells that adversely affect those of the good alignment or beneficially affect those of the evil alignment.)

Seraph: You become immune to fire as well as fear and depression spells, abilities, and effects. You also gain a weakness to acid spells, abilities, and effects. You can never gain immunity to acid by any means.

Level Five

* Unerring Assay: With a mere glance, you can detect the alignment of an individual within 60 feet. No abilities can mislead or hide the being's alignment from you.
* Celestial Ability II: Seraph: Hearth Glow - You can surround a touched target in a purifying fire. The target is made immune to poison, fear, and depression. Toxins are purged from the target’s body and the target is instilled with hope and courage. The flames last as long as you desire so long as the target says within 50 feet. You may only have two targets enchanted in this manner at a time.

Level Six

* Divine Aura: Most evil beings detecting your alignment find your aura to be frighteningly overwhelming and are stunned and dazed for a few seconds. Abyssal Infused are immune to this ability.
* Spirit Swap: You call the Celestial that is bound to your soul and become a full Celestial as you give it control of your body. Your body becomes stronger and faster and your holy spells become stronger as well. This effect lasts for about 30 seconds (5 combat posts), after which you regain control of your body. Your body returns to normal and your non-holy abilities and skills are considerably drained until you have at least an hour to rest.

Seraph: Heavenly Blaze - Once per day, you may call forth an explosion of heavenly fire. Evil beings and non-good foes are harmed by the blaze while others are healed and enchanted with hearth glow. The effect only lasts less than a minute.
Edited by swordhunter, Mon Dec 24, 2012 4:38 pm.
Offline Profile Quote To Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Character Descriptions · Next Topic »
Reply

Top RP SitesVote for Imythess at Top Site List Planet
Top Site Lists
Misty Woods created by Helena & Cory of ZNR