OUR TIME IS NOW || MEDIEVAL FANTASY APPS || CLOSED

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  • seven heroes take a stand,
    to call upon birthright and save the land;
    one and two show might and mettle,
    forever wander, never settle;
    third hunts those in darkness bound,
    in fourth the seventh can be found;
    five and six revel in freedom,
    only allowing their hearts to guide them;
    last comes seven, no kingdom's queen,
    and when all becomes one, peace shall be seen


    For centuries people have sung of the Seven: a group of heroes prophesied to lead the world into peace after a time of great strife. Decades ago it was thought that these heroes had been found, when seven powerful figures aided in quelling a war that threatened the kingdom. A barbarian warrior, a dragon rider, a ruthless assassin, a powerful sorcerer, a benevolent god, a cunning thief, and the king of the kingdom; all came together in the hopes of establishing a long lasting peacetime.


    Yet it seemed that this peace was doomed not to last, for these people - as great as they were - were not the heroes of legend. This soon became apparent when one of their own turned on them, taking advantage of the lax security to lead a legion of dark creatures to the castle of Aurostar, and overthrow the king. The assassin who had once used her uncanny talents for the good of the people now turned them to bending others to her will, and soon the entire kingdom was under her command. With an army of mercenaries and dark creatures at her beck and call, none could stand against her - even her former allies were forced to flee, or pay with their lives.


    A decade has passed since the initial betrayal, and strife has only grown in the land since then. The now-queen has established a seemingly unshakeable grip on the throne, and suppresses the voice of the people in order to lead a regime that will supposedly keep them safe. An army waits upon her every command, and freedom is a thing of the past. Harsh punishments enforce strict rules, and there is no place for kindness in this now-cruel land. 'It's for your own good' is a oft-repeated phrase, though any good intentions the queen may have set out with have long since been abandoned in her desperate attempts to gather more power.


    With such a tyrant ruling the land only the Seven have any chance of restoring peace and freedom to the kingdom of Aurostar. The Seven; children of the former heroes, who must now take up arms to stop the rampage of who used to be one of their own. Their parents may have been betrayed, slaughtered, or chased away, but as long as the Seven survive, hope does too.


    This, is where our story begins.



    PLOT: Our characters are the children of the original seven heroes, and they have come together to combat the dark queen and her totalitarian rule. They come from all walks of life, with the only thing they have in common being the goals of their parents; all tried to keep the peace, and all failed, leaving it up to their children to continue their work.


    We will begin with our characters meeting each other for one reason or another (perhaps they help each other to free a wrongly imprisoned ally, or are all trying to stop the queen's men from ransacking a village). Upon realising their common goal - to dethrone the dark queen and restore peace - they decide to work together, forming a rebellious force of sorts.





    -----



    Roleplay thread: here

  • Did my own cartoonish image, I didn't quite get it how I wanted, but it's the best I could make it!



    FULL NAME: Johnathan Levy Kimbrough
    AGE: 24
    GENDER: Male
    SEXUALITY: Heterosexual
    ROLE: Shield-Bearer
    PERSONALITY: To be completely honest, he doesn't have the most in depth personality or thinking about the world on the surface. He seems a little dopey, and doesn't put much thoughts into many things, he's not certainly not a fan of puzzles or planning things out, unless it comes to a battle, he is quite good at thinking of unorthodox strategies to defeat an enemy force. Despite his outward appearance there are some things he has sat and thought long and hard about, concerning the world and himself in general. Many of these of course have to do with his fighting abilities or perhaps some new strategy, while he can find the inner meaning of something occasionally philosophy is, much like puzzles, not something he's fond of. He has no problem making threats, or hinting at such a thing if it's necessary, but he will not slay an innocent person without a real reason.
    APPEARANCE:With black hair and a notable mark upon the left side of his face, a scar coincidentally slashed down a light pink, salmon colored birth mark. He does not consider himself to be a handsome person, due mostly to the mark, and he has grown used to others staring at the anomaly. His eyes have an odd shade to them, a bizarre looking yellow that throws people off when they first take in his appearance, giving him an almost inhuman look. He stands at six feet four inches, and has the build befitting a warrior such as himself, this combined with his other defining marks has given him an intimidating look.
    HISTORY: Growing up in a more southern area there was not much you could do, so most took off to other lands to be mercenaries or the like. Johnathan did no such thing but remained faithful to his home, working hard to make a living as a mercenary within the land itself after his father had taught him how to fight, before taking off when he was still fairly young. That had left him with his mother, a gentle woman who he looked after as she grew older, setting her up so she could live fairly well before setting out on his own. The scar was gained from a man who attacked him when he was in his teens, despite the fact that the scar makes him seem worse off, he did a fair number on his attacker. He now roams the land doing whatever odd jobs he can, and always regretting the fact that he could never live to up to the glory of his father. He is unsure of whether or not his father is dead, and fine with not knowing. After he left one of his childhood friends, Michael, took care of his mother for him, ensuring that his own income and her own meager funds were enough to keep him and her going.
    RELATIONS: His father, Helgraf, was the original Shield-Bearer, while his mother Gertrude wasn't much, she does the odd job of washing things for the locals or maybe making clothes out of fabrics that are brought to her. He had a friend who he'd left behind when he'd taken off, another young man who less warrior inclined, though Michael is a thing of the past now. He'd never really had a romantic engagement or many other friends, he'd been constantly harassed for the birthmark upon his face.
    SKILLS/ABILITIES: Of course he has a shield, a round buckler he fashioned himself many years ago that has been repaired and improved so many times it looks like a patchwork of wood and steel. Despite it's appearance this shield is extremely effective, and known to break only under intense pressure from an enemy's swing. He keeps a war ax at his side at all times, an item which comes in handy if someone decides they do not agree with him, or if he needs to ensure cooperation with an otherwise uncooperative person.
    STRENGTHS: His instinct like talent in battle, from years of hard practice, and of course his physical strength. He can also come up with odd strategies that seem to work out in the end.
    WEAKNESSES: He is not particularly fast in his leg movement, despite his quick easy swings with his ax. What he has in physical strength he lacks in mental strength, and his strategies, while they do often work out, result often in injuries along the way, especially to himself.
    OTHER: Tadah!

  • <woltlab-metacode data-name="align" data-attributes="WyJjZW50ZXIiXQ=="><p><img src="https://i.gyazo.com/7d4c5a3207e7ec7e68680b65428d9084.png"><br><strong>FULL NAME: <em>Garroth "Bekroft" Trarume</em></strong><br><strong>AGE: </strong><em><strong>25</strong></em><br><strong>GENDER: <em>Male</em></strong><br><strong>SEXUALITY: <em>Bisexual</em></strong><br><strong>ROLE: <em>Shadow's Spawn</em></strong><br><strong>PERSONALITY:</strong><em> <strong>Most would describe Garroth as a person who is out to try and do what is right, and that includes going against duty or personal achievement when he has to, However, he puts on a quiet and an anti-social vibe to him. He is someone who let his feelings drive his actions, and will be quick to snap if provoked. As you would get close to Garroth, He tries his hardest to be a nice person and tries to right what his mother has done wrong. However, he has a ruthless, wicked streak which he got from his mother, and he tries to separate himself from her. He tends to focus on a task at hand, and make sure it is done. </strong></em><br><strong>APPEARANCE: <em>Short blue-ish black hair, deep green eyes, tanned skin, he wears a half-faced mask which is black, he mainly wears it to hide his face from being recognised as the queens son. He wears a large brown hooded cloak, a grey, matted coat with large sleeves, dark brown gloves, black pants, brown boots. He also wears a belt with pouches that holds throwing knifes, a dagger and some smoke bombs.</em></strong><br><strong>HISTORY:</strong><em> <strong>Garroth Bekoft, or his real name is Garroth Trarume; the son of the tyrant Queen and ex-hero, Yiva Trarume and Esmund Trarume. He had a rough but good childhood, due to his mother's training, however he was still loved by both his parents. He looked up to his mother as his hero, believing she was a good person. He enjoyed hearing the tales of the good things that she and the other heros have done. He wanted to be just like her. </strong></em><br><strong><em>However, he notices something is wrong with his parents, they told him it was nothing to be worried about. But he couldn't shake of a feeling that they were planning something. </em></strong><br><strong><em>When the night his mother overthrow the royal and took control of Aurostar, Garroth was shocked at his mother's betrayal. Since that night, Garroth watched as his mother ruled the kingdom with an iron fist. He made it his duty to make up for what she has done.</em></strong><br><strong>RELATIONS: </strong><em><strong>Garroth was is a single child and was born to Yiva Trarume and Esmund Trarume. His mother is an ex-hero and is currently ruling the kingdom with an iron fist, as for his farther Esmund, is the king. </strong></em><br><strong>SKILLS/ABILITIES:<em> As an assassin, he uses a small variation of weaponry; such as daggers, throwing knives and smoke bombs, He knows how to fight using hand to hand combat.</em></strong><br><strong><em>As for magical abilities, he rarely uses them except for an Illusion spell. This type of spell is often used as a getway tactic or a way as an disguise. He knows two dark spells that his mother taught him, nothing too big but only one of them can cause damage, such as a "paralysing spell", for a small amount of time can cause an enemy to be petrified and said foe would be open for an attack, and a spell that is known as "Acid Arrow" which he send a ball of acid at the enemy.</em></strong><br><strong>STRENGTHS: Stealth, Quick on his feet, Good /w small weapons, Hand to Hand combat.</strong><br><strong>WEAKNESSES: His Emotions, Using his magical abilities, Using a sword.</strong><br><strong>OTHER:</strong> <em><strong>Not right now. </strong></em></p></woltlab-metacode>


  • FULL NAME: Raisa Hawthorne
    AGE: 25
    GENDER: Female
    SEXUALITY: Pansexual
    ROLE: Little Rogue
    PERSONALITY: Raisa is much like the voice of reason, always sensible and calm (at least on the outside). She tries to avoid conflict if at all possible, wanting to solve issues with calm conversation or money, but if violence is unavoidable has no issues doing what has to be done. She is considered a loner and would much rather observe everyone from a distance, even if it's fun there having, rather than participating. Claiming "Watching is just like being there but without the hassle." The reason is likely social anxiety. She doesn't do well with large groups of people, unless she's robbing them. She is also the type who ALWAYS have to have a plan. If she doesn't have a plan she gets anxious and slightly paranoid. It's like an OCD of hers she doesn't like not having a plan, and idea of what to do next. Plans are what keep you alive. Kleptomania is another issue with her. Unable to resist shining and valuable things she steals them but usually feels bad after words so gives them to those who actually need it. She has a sort of Robin Hood reputation. This shows her more caring and outgoing side. Although people make her uncomfortable she has a bit of a soft spot for children.
    APPEARANCE: Raisa has medium dark brown hair that reaches her shoulders. Her brown hair makes her eyes stand out. Her 'family' describe her eyes as shiny emeralds. Her body physique makes her seems small and fragile but it makes her quick and nimble if she needs to retreat.
    HISTORY: Raisa was born in a large village near the center of the kingdom. Here in this village the thief's guild she was born into worked out of. Although they have a few bases scattered about the kingdom there main HQ is here because of the large trade markets and plenty of rich people who like to wave their money around. At the young age of 8 Raisa lost her mother to illness so she was raised primarily by her father who taught her everything she needed to know about being a thief. Since her father was the guilds leader she was treated like family. Growing up she used to have this competition with her father. He has this special ring that her mother gave him so she would always try to steal it to prove she was the best thief, she never succeeded however. Her father was the rogue of the original hero's. When they were betrayed her father was killed which is one of the big contributors of her trust issues specifically towards Garroth. She believe history repeats itself. After his death she took over the new guild master. She keeps things running just as her father did but it's becoming more difficult with the queen's tight hold on everything. She keeps things running but business if harder now that she needs to worry about their sanctuary being discovered.
    RELATIONS: The Thief's Guild) They may not be her blood family but she still calls them so. She trust them more then anyone and would do anything to protect them. She does her best to lead them as the guild master and they support her and help all they can.
    Her Father) Her father, Leon Hawthorne, was one of the original seven and someone she greatly admired. Her father was the most important thing to her and after he died she went through a drastic personality change. His death cause her to be untrusting of outsiders and paranoid of everyone she didn't know.
    SKILLS/ABILITIES: As a thief she has silver tongue and golden fingers. She can talk her way out of tight situations. While she has you talking she an use her hands to rob you without you noticing. This makes her good with a bow. She isn't strong so she's good with a bow. She's can out run large opponents and she is nimble/flexible enough to bend her body in many different ways, great for escapes. It's also useful for climbing.
    STRENGTHS: Raisa is talented in long range fighting and can talk her way out of a lot of situations. She is also quite Fast and flexible.
    WEAKNESSES: She gets anxious around large groups of people causing some of her training to waver and for her to get distracted. Paranoia can be healthy but she can be to overly cautious After her father she has hard time trusting outsiders some more then others. Since she's a loner she has a habit of running off on her own and tries to do everything herself causing conflict with other on her team. Although fast she isn't very strong and quite light meaning she can't take a punch like some can.
    OTHER: Sorry it took so long. I got really busy and it took my forever to write this. If you want for me to change anything let me know. (Feel like I'm forgetting something)

  • Accepted! Nice form, no need to apologise for anything.


    I'll give it a few days to try and get the other spots filled, but if there are still spaces left over by that point then I'll probably start the roleplay anyway. We can pick up the other heroes as we go along haha

  • [center][fancypost=border:transparent; width:500px]



    [align=justify]FULL NAME: Marwin Ghislaine
    AGE: 22
    GENDER: Male
    SEXUALITY: Heteroromantic asexual
    ROLE: Seventh of seventh


    APPEARANCE: He's not exactly what you'd call classically attractive, with an angular face, thin lips and a sharp, prominent nose. He's not terribly physically impressive either, standing at 5'8" with lean, ropy muscles. If you asked him, he'd say his best feature is probably his eyes, and he'd be right; they're a rich mahogany colour, large and framed by long dark eyelashes. His blond hair is razor-straight, and he keeps it long and tucked back under his hood.


    RELATIONS: his mother, the legendary sorceress Ailena, and his father, an alchemist named Roderic; this unusual genetic combination of sorcery and alchemy gave Marwin his unusual magical aptitude.


    BIOGRAPHY: Like many powerful magic users, Ailena distanced herself from civilization; when she wasn't adventuring, she and her husband maintained a modest-sized homestead in the foothills of the mountains, and this is where Marwin was raised. It was a stark and beautiful place, with mining outposts and hunting camps the only settlements for many miles.
    As a child, Marwin's contact with other people besides his family was sparse; couriers bringing messages and the occasional trip into town with his father to stock up on supplies. His ability was late to manifest- it first started showing signs of emerging when he was twelve, and less than a month later, from the topmost parapet of the great house, he saw his mother, riding her sorrel horse, tearing across the rocky plain towards home- pursued by a legion of black riders. Lightning bolts were striking from the sky at the black riders, and black fog boiled around them, but they were tireless. He ran down to the gate to meet her, and his father was already there. "Run!" Ailena cried as a volley of fiery arrows from the dark riders set the roof of the manor alight.
    And Marwin ran. He ran to the stable, found his black horse, and took off at a gallop for the mountains.
    Until his dying breath he will curse himself for his cowardice at that moment- never mind the fact that he was only twelve, and a hundred black riders with fiery arrows would be enough to strike fear into the heart of a man twice that age. He took refuge in a hunting camp, where the hunters welcomed him as a fellow wanderer- albeit a bit of a young one. He stayed with them, paralyzed by fear and worry, for a week- and when he finally set off for home, he found the fire still burning, painting a streak of black across the blue mountain sky. The homestead was silent and dead when he got there, the manor house a blackened skeleton. Everywhere the rocks were blackened by scorch marks, and he found dozens of dead men and dead horses littered across the battlefield, but it was clear that the enemy had won the day. Of his parents he found no trace, but he didn't dare venture into the burnt-out shell of his home to search for their bodies. At the gate he found, discarded, his mother's silver and amethyst headband and bracelets, and his father's bronze cloak clasp. These he kept; then, steeling his nerve, he left the ruins of his childhood behind and set out across the plains.
    He did not know the nature of the betrayal that had killed his parents until several months later, when he finally rode into a decent-sized town to find it festooned with an unfamiliar black banner- the same banner as had been carried by the riders with the flaming arrows. An innkeeper told the young wanderer the news he had missed; the Assassin, once a hero of whom his mother had spoken highly, had betrayed her companions and seized control of the kingdom. This was an unthinkable horror to Marwin; the thought of it filled him with anger and hatred. Glass bottles on the shelves around him began to shatter, and he fled into the street, overwhelmed with dismay at the thought that evil could destroy good in such a way. Now it was windows that shattered, and the townspeople, already on edge, chased him out of town.
    He wandered in circles for weeks, and it was only one morning when he opened his eyes and found himself standing on the edge of a cliff when he broke free from his dark cloud of grief. A sudden clarity came to him, with a wisdom beyond his years; if he continued to let his negative emotions control him, he would die, and he would never be able to avenge his parents.
    So Marwin embraced the lifestyle of a wandering mage-monk. He made a strange sight, a boy wrapped in a dark cloak, always stoically stone-faced, sitting in meditative silence on a bench in an inn. He sold his horse and went everywhere on foot, walking through vast stretches of empty wilderness and using the monotonous isolation to train his heart. He turned his mind into a fortress, a bastion of reason and pure, calm serenity that fear could not touch, and when he was alone on the long road he taught himself to use the latent magical powers. This was slow going, but he was determined to master complete control- to him, there was no other option, except not to use magic at all. And this went on.
    His goals are threefold: first and foremost is to achieve perfect grace- to create the ideal state of mind for himself, where anger and grief can never destroy him again. Second is to master sorcery, as his mother would have wanted, to continue her legacy. And third is to avenge his parents by destroying the Assassin who destroyed them. These are life-goals to Marwin; he would sooner die than give up on any of them.
    Within the last few years, he has begun to consider himself to be on a quest, and to that end has begun to wear his tokens- his mother's headband and bracelets, and his father's cloak pin. Otherwise, his life is the same as it has always been. He wanders from town to town in forced poverty, meditating in silence, and plans to continue to do so until he is certain that he is ready.
    And yes, his goals are all personal; he shies away from social interaction and the vulnerability that it inevitably brings. That will have to change soon.


    SKILLS/ABILITIES: Marwin's magical abilities have progressed fairly well, considered that he is completely self-taught. He favours defensive spells and tricks,
    especially since these are the easiest for him to control and thus the ones he has practiced the most. He will only use attack spells in battle if he has no other option. He doesn't look like much, his life of wandering has given him great endurance and a wiry strength that can surprise many- although he's fairly ignorant of the ways of hand-to-hand fighting. He carries an oak staff to focus his power.


    STRENGTHS: Marwin's self-discipline really is as good as it seems; he almost doesn't seem human at times. This means he's got massive pain tolerance, an unbreakable will, and an ability to look at things from a completely objective point of view.


    WEAKNESSES: It's ironic, in a way, that although Marwin believes himself to be conquering fear, all that he's done on his quest is due to fear- fear of fear. Fear almost destroyed him, and though he brought it under control, it still exists somewhere inside him. All an enemy would have to do to completely destroy him would be to somehow bring that fear to the surface. He is disinterested in other people to the point of occasionally appearing callous, but this is simply due to the fact that, despite his excellent control over his own emotions, he simply can't relate to other people's emotions. In short, he lacks empathy.
    And, honestly, other people tend to have a hard time relating to him, too; his cold serenity and intensity can be very intimidating.


    PLOT IDEAS: Marwin definitely needs to learn how to be vulnerable, and that learning process definitely won't be fun for him. Just being around a bunch of people for a long period of time, will go some way towards this, but I think that the thing I mentioned in weakness will have to happen; some villain will have to manipulate him into revealing his fear. It'll mess him up big-time, no doubt, but that fortress of serenity has to come down before he can start learning to balance logic and emotion. I think that's the only way he'll ever unlock all his magical potential; by harnessing his emotions instead of locking them away. Then he might even become more powerful than Ailena was!


    OTHER: *art was made by me. also, I took some liberties with the setting and the character; if you want me to change anything, just let me know! I merged personality and history into biography since Marwin's personality is so tied to his history.