Welcome to Lands of Myth and Magic!
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Board Owner: Striker

The Enchanted Desert GM: Striker
Land of Ice and Snow GM: Frosty
Imperium Romanum GM: Wuf
Isle of Mist and Fog GM: Striker
The Four Kingdoms GM: Wuf
Godless Wanderings GM: Striker

OOC Board Moderators:
Striker, Frosty, Wuf

Please respect all members of board staff at all times. Also please remember to respect other players!
Long centuries ago the Gods dwelt on Earth. They commanded their mighty magics and called their chosen people to their sides, creating mighty empires that spread out across the surface of the Earth, each ruling in their own era. For awhile each of the Mighty Gods was content with their Earthly Empire, but one by one they slowly lost interest. Earth, even with it's varied peoples, simply couldn't hold their attention.

As their interest waned, one by one the Old Gods abandoned Earth and their Empires faded and crumbled leaving behind only Myth, Legend, and the ruins and artifacts that have so enriched our histories. But the Old Gods did not simply vanish into obscurity.

Each and every one of the Gods sung about in Earth's Mythologies was driven to seek out a new world, one that held the excitement they had been unable to maintain on Earth. They were successful in their search, each setting their sights on a planet that held an abundance not only of varied peoples, but of magical power as well. Each God was thrilled to find the exact object of their wildest dreams! Imagine their horror and disappointment when they realized each and every one of their fellows who had once inhabited the Earth had made the same discovery, and each and every one had the same wish; to command the full power of all the world's people and magic.

Terrible was the war they wrought upon each other, each faction set against all the others with no less than absolute victory their only goal. Alliances were made and broken. But in the end no one faction could win out above all the others. In their immortal power, the Gods found themselves equals, unable to slay the armies of their enemies, unable to claim the greatest treasure that ever they had beheld.

And so the Old Gods of Earth turned their eyes on this new planet, dividing amongst themselves the people, drawing as many as they could to their worship and rebuilding their empires of old. A new war was about to begin, fought not by the Gods themselves but by the worshipers they ensnared.

Welcome to Lands of Myth and Magic, a world of danger and excitement in which the myths of old come to life once again. Kingdoms ruled by different Gods stand on the verge of war, alliances, betrayals and secret plots run rampant. Heathens that refuse to answer to any one God roam the lands stirring up trouble. No one can be certain what the next day will bring. There is adventure to be found for any who go in search of it!
The Rules:

1) Respect! Please respect other players, please respect the Staff/GMs! Everyone is welcome in Lands of Myth and Magic. If you have an outside problem with someone I ask that you please leave it at the door when you enter. The goal here is for everyone to have FUN!

2) No Godmoding! Lands of Myth and Magic defines Godmoding as any In Character (IC) action that puts another player at an unfair disadvantage and/or seizes control of a character that does not belong to the player making the action. Only a character’s creator can declare their character dead! There will be no forced PC deaths in Lands of Myth and Magic!

3) Plagiarism will not be tolerated. All characters must be originals.

4) Please post a character bio for all characters you wish to make PCs. For more information please read the rules for character creation. Please submit your character in the folder for the section to which you wish them to belong (EG: Norse characters are submitted in the Norse section). Character bios for PCs require approval for continuous play; however, you can begin playing a character while awaiting approval (GMs will try to be prompt). Play testing of a character before writing a bio is welcome. Once a character is approved for the section to which they belong, they are not limited to play in that section only. Characters may travel between the sections. Character approval for the home section stands for all sections of play.

5) Lands of Myth and Magic has a PG 13 rating. Swearing, within moderation, is fine. Due to the PG 13 rating and the terms of service for Invision boards, scenes of sexually explicit nature are not allowed to be posted on the boards. Please use good judgment when it comes to blood and gore; if you aren't sure, post a warning as a subtitle to the thread title.

6) No Spamming and no Flooding. Only regulars have standing permission to share links.

Discipline:
I'm a big fan of the Three Strikes System when it comes to rule breaking. You will receive ONE warning only. Please be aware that the GMs of each individual section reserve the right to make decisions that will affect their section. If my name is not listed as the GM of a section, I will NOT over-rule the section GM, so don't bother asking.

Please remember to have FUN! ^_^

~The Management


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 Kestrel, First Mate of the Twin Moons
Wufti
Posted: Jan 2 2008, 09:35 PM


Peasant


Group: Members
Posts: 30
Member No.: 10
Joined: 22-August 07



Name: Kestrel

Birth Name: Menetnashte

Age: 30

Gender: Male

Race: Human (Egyptian)

Physical Description:

user posted image

In general looks Kestrel is quite typical of a denizen of the desert lands. He has very dark brown skin, black eyes and hair. Unlike many Egyptians, who keep their hair short because of the heat, his is long grown well down his back and because of the conditions it's usually subject to it's heavy and corded. He's taller than the average and is strong of build, though he doesn't quite reach the size of the Northmen. His clothing is, above all else, practical and he prefers neutrals over colorful things. He dresses in a mixture of Midgard and the foggy isles.

Personality: Kestrel is the responsible one, always there to handle the messes left behind in the wake of others. He's observant, taciturn, and reserved most of the time but if you get him in trusted company he opens up. Loyal to whoever he deems the most worthy he is fond of the sea and of travel.

Weapons/Equipment: He does not have many personal effects but he does carry a well crafted blade with him, preferring the style of sword from his homeland, which is exotic in the waters he now sails. He also carries a pair of long daggers.

Special Items: None.

Skills: Kestrel is skilled in navigating by the stars, the piloting of a vessel, and most everything else that makes a ship run smoothly. He's accomplished in the use of a sword and because of his size can generally handle himself in a hand to hand fight, should it come down to that. Other than that, he has a natural knack for organization and the day to day aspect of things.

Abilities:

Sense: Kestrel has the ability to read the world around him. The coming weather is never a surprise to him and out at sea he can often sense when something is coming, even if he can't say exactly what it might be. He can also, to a surprising degree, sound the depth of the water, able to search out reefs and other dangers.

Wind: Stemming from his ties to the weather he can call up a wind, nothing major but he can keep it constant enough so any ship he's on never has to worry about flat calms or doldrums. On rare occasion, he's even been able to call up a small rainstorm though he has no control over it.

History: Kestrel was born in a port city on the banks of the Nile, the furthest point the empire reached to the sea. His father was a fisherman and from the time he was very young he was out on the water, learning the trade. Luckily he was adept at handling the boats and was seemed to have a genuine love for the sea and spent as little time on land as he could manage. He was still in his teens when the Norse raiders took the vessel he was sailing with and carried him off to the frozen North. None of the captives had any exposure to the the frigid climate and some of the others died from the freezing cold alone. Those left, himself included, were sold off into thralldom. He came into the hands of a shipbuilder and working for him eventually learned the language and the art of the strange dragonheaded boats that had carried him to the cold lands. He was content enough in his position and his master was always fair handed with him but the simple fact remained that he longed to be on the ocean, a desire that only grew as time went on.

He worked towards buying his own freedom but his life changed when he met a pirate captain who'd come to port in Midgard. The man hired his master for repairs to his ship and he got to know the captain while he helped with the labor. The night before the pirate was to sail out to sea again he joined him in the local tavern for a drink. Though usually able to hold his liquor well the night became a blur for him at some point and when he woke up the next morning he found himself not in his small room but greeted by the familiar sway of a ship under his feet. He found his pirate captain on deck and when asked about it was told his freedom had been paid for; the man gave him a new name then, the one he goes by to this day. Considering himself in the pirates debt he remained aboard though when he'd finally paid the man back to both of their satisfactions he decided to stay on. He's risen in the ranks over the years and now serves as the infamous Silkfoot Lightvolt's first mate.
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