by tooth & claw dragons

where darkness and chaos reign...
Welcome to the land of dragons and elves; demons and death. Here, you may weave tales of all creatures, great and small - magic is found in everything, and many worlds one can explore are open for discovery. By Tooth And Claw Dragons, often shortened to BTACD, is an original high fantasy role-play site with over eighty species and ten solid worlds, fifteen years strong. Freedom of creativity is boundless within the established lore, and member suggestions are not only accepted, but encouraged. We release new content monthly, and are always expanding our wondrous Realms. Come and play with magic, honor the great gods, and beware the balance that governs all...
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BEFORE YOU ASK, YES IT WAS TOTALLY MY FAULT
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JPG

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Jun 13 2018, 02:07 PM
PLAYERS INVOLVED: @JPG @Fyfergrund

SETTING: The Town of Ghero's Folly

WEATHER: Maple Leaf land levels of cold (approximately 15 degrees Fahrenheit).

TIME: 30 days before Current

CHARACTERS INVOLVED: Morgan Roth and Sedna (JPG), Balthazar (Fyfergrund)
Jun 10 2018, 02:55 PM
Name: Sherlotta
Gender: Female
Species:Zirus
Appearance:
With beady eyes like amber gemstones, wide and bright and curiosity, as well as three thin slender sets of spindly arms and a leg-based pair as well as rather rotund bottom, four foot three inch tall Sherlotta is known for flitting from place to place with a bit of whimsy and wonder and a bright smile. Upon her rotund rump is a stinger as well as a second opening to spin web.

She wears a bright red scarf made of her mother's dyed silk interwoven with her own.

Abilities:
Healing Honey: Sherlotta makes her own honey in a mini-hive within Nechesa's nest that she built from scratch, serving as a sort of laboratory/kitchen. The honey must be stored in bottles to prevent from going bad, though they are not temperature sensitive. The honey has a slight reiatsu component to enhance its already potent healing capabilities. It can be applied as a salve as an ointment for wounds or ingested to increase one's immune system or enhance regenerative capability.

Green Thumb: Sherlotta is a natural herbalist, and while she's no scholar, she has a knack for instinctively pointing out what flowers can help with what ailments. In addition, she is good at growing her own herbs – herbs that she stays around, such as the ones she houses within her mini-hive structure, grow faster and yield more – approximately double speed and double yield assuming she's constantly present.

Medical Training: Sherlotta often tends to the wounded of Nechesa's hive – following the medics of hive. She has learned via observation and modeling.

Web: Sherlotta can also weave webs like her mother – she can use her thread for casts and splints, and she can also do light tailoring projects given enough time. Sometimes she uses this power for mischief, such as laying webs for passerbys to walk into. ...she seems to have a knack for catching those with severe arachnophobia.

Stinger: Sherlotta CAN use her stinger for self-defense, though if she does, it's more often by accident. The stinger can be ejected and left in the victim, and is regenerated over the course of a minute. The venom is not potent, and often just leaves the victim extremely nauseous, ultimately non-lethal unless exposed to several long doses.

Hardy Immune System: As a side effect of using some of her own processes to make the honey as well as constantly consuming it, Sherlotta has absorbed a lot of her own healing honey, and is extremely resilient against disease and toxins.

Diplomacy: It's hard to not turn that frown upside down around Sherlotta – her smile and demeanor are infectious. This makes her great for delivering certain messages and invitations, accompanied by a contingent of zirus guards.

Weaknesses:
Little to no Combat Ability: Sherlotta is not keen on fighting, and is prone to fleeing and calling for help rather than using her stinger in self-defense.

Gullible: Sherlotta trusts very easily, and is prone to taking candy from strangers. She makes every effort to NOT see the worst in people, and can be a bit of a pollyana, leaving her vulnerable to being taken advantage of.

Sugar-dependent: Sherlotta is constantly consuming her own treats. It should not surprise anyone if she were supposed to arrive with her nectar, only to have 'etted it'

Background:
Born to Nechesa, Sherlotta never knew her father – a bee zirus who was eaten by Nechesa, as spiders do. Such was normal for zirus. (Sidenote: It was totally because he tried to lay on the cheesy pick up line by calling Nechesa 'bae-bee')

From the getgo, Sherlotta was an odd one. Boundless optimism and endless curiosity were the themes of her childhood. Well loved by both soldier and worker alike, Sherlotta was often a bit of a 'mascot' among other Zirus, and given minor, busywork tasks due to her refusal to sit still with her caretakers, often escaping their vigilant eyes. Tackling all her duties with enthusiasm especially among the sick and wounded, and improving the health of the soldiers with her antics, she quickly became an assistant to the medical drone workers, much to Queen Nechesa's delight.

Now 13 years old, and an apprentice among the medical drone workers, Sherlotta also acts on occasion as an ambassador for Queen Nechesa's hive to handle inter-hive matters as well as that with non-zirus settlements.
Jun 8 2018, 09:19 AM
Name: Jesaria
Species: Shar (Greater Ghost, God Ward of Linath)
Gender: Female
Appearance:
She appeared before the damned and distraught, seeming to walk on a beam of ethereal light, a lady cloaked in wispy white robes, seeming to hang off her limbs, billowing in an unseen wind, golden beads pinning them together.

Cascading locks of pure white flowed down her back all the way down to her knees, with gentle lavender cat-like irises settling upon the vagrant, vengeful spirits, offering them her pale white hand to take them home.

A brilliant glow radiates from her chest...

Abilities:
Spirit-Walk: Jesaria can traverse the veil between the realms of the living and dead at will. Oftentimes, it is to simply call back one of the wayward sheep, and she only leaves for very brief periods.

Dreamwalk: Jesaria also takes a proactive approach to maintaining the balanced flow of the living to the dead, often approaching souls on the verge of doing something awful that cannot be taken back, such as suicide or murder. She will try to reason and convince them to not perform the evil act. Her very presence can soften the edges of nightmares.

Empath: Jesaria can read emotions well by reading souls – this ability can be resisted by those with great control over their own reiatsu/spirit if they so wish.

Shar Magic: Parental Warmth/Mercy: Jesaria rarely unleashes the full power of her shar magic - she sees convincing people via it as unethical. But she unleashes sparks of it in order to return the recipients to a feeling not unlike that of their mother's arms cradling around them. Hypothetically, if she were to unleash the full power at once, she would regress a bloodthirsty killer to a state like a fetus in the warm womb, protected and safe. If she were to do that and lose control, she could risk erasing her own soul.

Healing: Jesaria's healing magic is notable - able to drag someone from the brink of death (NOT RESURRECTION). When the one needing redemption is in an unconscious state, a radiant glow will surround them, and restore them to life. She generally offers this so they can start making amends, making an effort to change their life for the better.

Weaknesses:
Oath of Pacifism: Jesaria does not ever raise a hand in violence. While she understands the necessity of violence at times, she abhors the loss of life, no matter how vile the soul may be. This may bind her hands into not acting to intervene in cases where taking life is the only way.

Bound to Spirit Realm: Jesaria cannot leave the Spirit Realm for long, and sometimes has to cut her visits short due to the well-being of the majority.

Background:
The daughter of a respectable prison warden, Jesaria was always taught to respect others, no matter how vile they were by her father. This was especially impactful given that her father was over one of the most dangerous and deadly prisons in Albronel,

As she grew up, Jesaria was well-loved even by the inmates. Her very presence kept all but the most hardened of prisoners calm and tamed. During some of their last days, she would insist on being the one to cook their last meal and serve it to them.

On the eve of her 18th birthday, Jesaria had deigned to share a piece of cake with one of the most notorious serial killers alive then, Scarsy Jude, who was known for kidnapping young girls, dismembering them, and eating their hearts, believing it granted him magical powers. He had consumed 99, and had one more to go for what he believed to be ultimate power.

Jesaria knelt before Jude to wash his feet, with her guard detail present.

Minutes later, one of the guards stumbled up to her father, an arm missing, and bleeding out. As he died, he told the warden. Jude had done the unthinkable. The 100th heart was his.

The warden summoned Jude before him, and drew his sword, when a brilliant light erupted from over him.

“STOP.”

Jesaria appeared as a ghost, the wound where he tore out her heart shining with a brilliant light. She reminded her father of his oath to justice, to the law, to the rights of men deemed 'evil.'

"Promise me. Promise me you won't forget. Promise me you will do what's right, even for those that have cast aside humanity."

Before her father could answer, the visage faded. And before him was the man who had taken away his daughter.

He brandished his sword, and brought it down upon Jude...embedding it in the wall behind him, fractions of an inch away from his skull. Jude cackled, laughing as her father snarled. No one knows what exactly happened to him.

As far as Jesaria, sometimes an interesting phenomenon happens in some of the worst prisons, where a prisoner will wake up, sobbing, and start turning over a new leaf overnight. They claim to have seen Jesaria, who reaches down to wipe their soul clean of blood, tears, and sin as best she can, with a teary-eyed smile like that of a mother reunited with her lost child.

please note to whoever okays this: also check with Verri for God Ward status, want her blessing
Jun 5 2018, 07:27 PM
Name: Atropina aka “The Widowmaker's Whisper” aka “Widowbite”
Gender: Female
Species: Zirus (Spider)
Appearance: A lusciously curved, lithe-framed 5 foot insectoid form with six slender arm-limbs, as well as chiseled, effeminate legs, even with zirus chitinous plating. Nobles are hooked instantly on her bony extremities and exotic accent – the red mark of a thin red line with a second thick one parting the former on her spinneret rump. Often concealed in various black wrappings and a veil around her mouth, which contained fangs glistening with venom.

Abilities:
Magic: Atropina is skilled with magic, mostly in the arts of darkness and water with blood, mist, and poison sub-manipulation specialties. Able to conceal herself within shadows and mist, she is a hard target to track, and often will employ these in fluid tandem. When she uses them as direct offense, she prefers indirect bolts rather than shots from her limbs.

Runethread: Atropina is able to infuse demonic runes, learned from death shinobi, into her webs and threads, creating guided self-spinning, propagating threads which act as sentient tendrils, with a variety of enchantments, though this often can be draining and cannot be spun in large quantities at will. She is also able to weave these webs into runes as engravings on other objects as typical runeweavers do. She is also able to keep a small supply of runeweb, though in a longer battle she will run through her supply quite quickly, which can take up to two months to replenish. She cannot stockpile more than a month's supply, as it will stretch her reiatsu pool too thin.

These runes often impart abilities like invisibility, tracking, trapping, entangling, sentient thread, and hardening.

Fang Qatars: Atropina's weapon of choice is the Qatar. Her's are built into her arms via a painful procedure – as such, they pierce through the back of her bony humanoid-esque hands in order to protrude. This allows for sudden sneak attacks up close. Atropina laces these with her venom. She is skilled in combat with these, able to block arrows and bolts of magic with ease.

Stinger Crossbow: Atropina's other weapon of choice is a handheld crossbow, which she can quickdraw out of her cloak. Used for ranged strikes for either dissuading pursuers. These bolts are laced with general poison – these bolts cannot inject Atropina's venom, and primarily serve to dissuade attackers and pursuers and harass from afar

Widowmaker Venom: Atropina's venom is less venom and more an interesting form of pseudo-reproduction. Upon a person being laced with the venom from a full two-seconds worth of injection, a man-sized creature will feel feverish within a day. If he is not treated within 48 hours of the injection, he will quickly become weak, and atrophies. At 72 hours, he will start screaming in pain – at 84 hours, the true horror of the venom is revealed, as Atropina's spiderling children will eat the victim from the inside out. These children often die after 30 minutes. She often delivers these via crossbow bolt or via qatar stab – sometimes by kiss.

Spider abilities: Along with runeweaving, Atropina has multiple limbs which she is adept with. In addition, she can walk on her own webbing, and crawl up walls with ease. While she is incapable of biting her victims in the same way, her Qatars make up for that.

Weaknesses:
Code of Honor: Atropina has a few strict rules she holds herself and her allies to. Never kill children, do not kill the infirm (with the exception of the ailment being by one's own hand), cause minimal collateral as possible, never betray a client or their identity.

Physically frail: Atropina herself is frail. If she is hit – a rather difficult feat – she can easily be crippled by moderately strong attacks.

Lacks Brute Force: Atropina has little in the ways of raw, destructive power. Her line of work generally does not require it.

Background:
As a loyal warrior of an abnormally ambitious and warlike Zirus hive bordering on an empire in size, Atropina often acted in quiet on behalf of her hive to strike enemy hives at the heart, often acting as a defector to various other hives, only to disappear with a farewell kiss upon the lips of enemy nobility and leadership.

Back then, she enjoyed what she did. She delighted in being the deliverer of the kiss of death – it was only the hivemind which prevented her from turning upon her own people.

But she was too good at what she did. A united assault by the other hives in the area destroyed her home, killed her queen, and left her for dead.

But if nothing else, she had learned to be a warrior. Even if she had to be her own army.

As she fought to survive, she had much to think about. The course of events that had led to her hive's destruction. She could only blame herself.

She noted that in this world, there were many with a certain popular set of skills. The arts of combat. The arts of killing. They were masters of their crafts.

Yet, there was no one to teach them proper discipline, those that employed the brush of death. They might do the same thing she did.

She rose through the ranks of the once proud Onyx Faction with an intense focus that only the most coldblooded of killers could possess. Now, she is only steps away from reaching her goal. A new proverbial hive, dedicated to perfecting and protecting those that wold pursue the art of death.

Atropina is an honorable, disciplined warrior, on par with Death Kingdom shinobi. While she is a ruthless killer, she has a strict code of honor, which she believes to separate herself and her followers from the truly psychopathic monsters.
May 28 2018, 08:38 PM
PLAYERS INVOLVED: @JPG @Nechesa

SETTING: Greenleaf Forest somewhat north of the Mirasse Swamp, Erurost, Lizzarkyth

WEATHER: Drizzling, thunderstorm

TIME: Current, on the verge of midnight

CHARACTERS INVOLVED: Mura, Mune, and Nechesa
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