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9 mos ago
Current Arguing over petty details at times of dimensional emergency was a familiar wizardly trait.
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9 mos ago
It's my birthday! I wish you all an excellent day!
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9 mos ago
A wizard never had friends, at least not friends who were wizards. It needed a different word. Ah yes, that was it. Enemies. But a very different class of enemies. Gentlemen.
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9 mos ago
It takes more than a bit of magic and someone being blown to smoke in front of him to put a wizard off his food.
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10 mos ago
A wizard without a hat was just a sad man with a suspicious taste in clothes.
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Most Recent Posts

@MrSkimobile Why MrSkimobile, I do declare! :D

I just got this setting in my mind, you know, wanting to explore it. And what better way to do that than with strangers on the internet friends?

Looking forward to seeing your CS!



Ah, gather 'round, young ones, and let me spin you a yarn from the days of my youth, when the Westerlands were a tapestry of untamed wilderness and bustling towns, and of the spirit of adventure that once thrived like wildfire.

My tale begins as I, a brash and wide-eyed wanderer, set out with a motley band of companions to find Lewen-Lar - the fabled Stargem, a precious stone said to possess the light of the very stars that fell from the heavens. Among these companions were Thurs, a dwarven smith whose hammer could shape winds as well as metal; Simbel, an elven mage with a laughter like the spring rain; and Jaren, a human warrior poet whose words and words could soothe savage beasts or stir hearts to courage.

Our journey led us through the twisting paths of the Sylvan Forests, under the shadowed boughs where the light danced with the darkness. Simbel taught us to speak in whispers to the trees, and they whispered back, guiding our steps. Thurs found rare ores in the roots of the ancient woods, and at night by the fire, he forged tokens of friendship for each of us, binding us together.

We scaled the frost-kissed peaks of the Boreal Mountains, where the wind told tales of ages past. Jarens voice wrestled with the howling blizzards, and each note he sang seemed to stave off the cold, drawing us closer around the fire, our laughter a beacon in the frozen night. Here, in the heart of winters realm, we learned the warmth of camaraderie against the cold of the world.

In the depths of the Underworld caverns, our path was lit not by Simbels magic, nor by the glint of Thurs forged metal, but by the glow of the friendship that had kindled among us. We never did find Lewen-Lar, but as we emerged from the darkness into the light of dawn, with empty hands but full hearts, we realized the truth of our quest.

You see, my young friends, the treasure we sought wasn't buried under earth or hidden in the starlit sky. It was woven through the very journey we undertook, in the tales we gathered and the bonds we forged. The Westerlands have changed, the old paths overgrown and the memories dimmed, but remember this: it’s not the destination that forges a wanderer's spirit; it’s the journey itself, and the companions who walk it with you.

So cherish these stories, for as long as the paths wind and the stars shine, the journey is never truly over.



Welcome to Westerland Tales!

In this game we take on the roles of a group of adventurers who goes on a quest which will take them from one end to the other of the Westerlands, a sprawling realm of diverse kingdoms and cultures. But - and here's the kicker - the main quest will not be the focus of the game. One thing that has always stood out to me about good RPGs are the companion quests. They flesh out the world, develop the characters, and give more meaning to the events of the rest of the game, sometimes to the point of becoming more important than the main quest itself. That is what I strive to create with this game: a fun and meaningful way to explore our characters and their relations with a typical epic adventure as the backdrop.

To accomplish this, I've thought up an idea that I find intruiging. I will not be the sole GM of the game. Instead, we will all take turns being the storyteller. When creating your character, you will also get the chance to create a place in the Westerlands where your character has history. It could be a bustling city, a dark forest or an ancient ruin; whatever it is, your character has business there, and it happens to be along the way of our journey. When we get to that place, your character becomes the protagonist - and you, the GM. I want all of you to have a lot of creative freedom in this process, within the framework of my setting of course.

When applying, post your character in the thread as usual for evaluation. At the same time, send me a PM detailing the place and the business your character has there, and we'll discuss it!

As for the tone and feel of the game, I like to keep it fun and light hearted on the surface, but more complex and possibly dark when you go a little deeper.

A few guidelines for character creation:


  • You will use and fill out the provided CS. You may tweak the formatting if you wish.
  • You will stick with fantasy races, either the usual ones or something more exotic. Nothing stupid, though.
  • You will create a typical hero or likeable anti-hero; chaotic evil monsters or full on psychopaths are not what I’m looking for.
  • Your character will be of a considerable power-level, but nothing stupid. Could it take on a band of bandits and prevail? Not a problem. Could it solo a dragon? Not a chance.

A Little Lore




Character Sheet Template


Rules for Posting

There is one general rule that all players of the game must adhere to, and that is the Hierarchy of Content. Every post and actions within said post should strive to uphold this hierarchy. It goes as follows:


  • The Story comes first. Try to keep your post in line with where the story is right now, and where it is going. Don't post a development that breaks with the story, like one-shotting an apparent Big Bad or going off on an own adventure. Be smart. And, if you're uncertain as how to proceed, just ask. We can discuss it in the OOC.
  • The Group comes second. This isn't a one man show. We're collaborating a story here, so let's try to make sure that everybody has fun and gets something out of it. Our characters might turn into rivals, and perhaps even fight, but we as players should always strive to find solutions that work well for the group. Bear in mind that the group needs to prioritize the story.
  • The Character comes last. Stay in character. What would it do, given the current circumstance? Remember, you're not playing yourself. Your character might have moral inclinations and goals that differ from your own. Use this to your and your fellow players advantage. Don't, however, go against the group. And don't go against the story.

If you follow this hierarchy, there should be no problems. You will have lots of freedom in this game; I will try to interfere as little as possible. My role as general GM will be to introduce you to the quest and help the GM of the current arc, but I don't want you looking to me for every NPC interaction or story development. Again, if you're unsure, just ask and we'll discuss it. Most NPCs are free game to do with as you wish. The more important ones will be obvious, and may require a bit more finesse in dealing with. That will generally be up to the GM of the current arc, however. If your character acts against another PC, however, the rules are slighty different. You may not control other PC characters. Instead, you must describe a) what your character tries to do to them and b) what it hopes to accomplish with that action. It is up to the other player to decide how their character reacts. Remember the hierarchy.

I expect every player to contribute a minimum of 1 post per week. If you know that you're going to miss the mark, I expect you to communicate this in the OOC. An unannounced absence of two weeks will result in forfeiting the character, which will be written out of the game by the GM. Similarly, if a player wants to, or has to, opt out of the game for any reason, I would strongly like to encourage making a final post in which the character is written out of the game, lest I have to do it for you. If you are the GM of the current arc and have to drop out, I will assume control of the story until it's the next players turn to mantle GMhood.

Interested? Great! Let me know below, and apply with a character!
@MrSkimobile Good questions! The aforementioned situation was discussed via PM before he posted, so it didn't come out of the blue.

I guess that as long as you stay in the same "scene" you're free to be creative with your posts. I will come along on regular intervals and introduce new elements or threats, or to time skip in case of journeys, etc. If you have an idea but are unsure if it would work, you can always ask me here in the OOC or via PM. Does that answer your question?
@BigPapaBelial That depends... There are always bigger bads, my friend ;)

In the Belly of the Beast


The Warden remains in the center of the room, motionless. A few of you speak to her, but if she notices, she gives no sign. once you've all awakened, she stars to speak. Her voice cannot be properly described. It sounds like the ice cracking beneath your feet, like the blade rasping against your ribs, like your home burning in the night. Most of all, it sounds like something not of this world. You can understand the words, somehow, but you know deep down that they aren't uttered in any tongue you speak. Other than fear, perhaps.

To the near east lies the land of Sulfrey, the Warden says, a rich and powerful land, ruled by the God-King Ael-Gol who is a loved as he is feared. Sulfrey has long acted as the bulwark of the east, putting a stop to the raids and invasions of the barbarian hordes from beyond the edges of civilization. They have been very successful in this, and have because of it enjoyed a long and lasting peace with the Westerlands.

Images flash before your eyes; armies of knights with horned helmets, vast cities centered around pyramidesque temples, throngs of people cheering and raising their hands to the sky as a procession passes through the streets, a horned knight riding on a great winged lizard routing a horde of primitive barbarian warriors, and the lastly, an image of a tall and slender man in a beautiful golden mask. The man is both wonderful and terrible to behold; the sort of entity that would and could make you die for it. The face of the mask is locked in an eternal half-smile, and there are no slits for the eyes, but the hairs on your neck starts to stand up as you realize that he is looking at you, that he knows and waits, and that he smiles with anticipation.

The problem is, however, the Warden continues, that they have become too successful. Too powerful. The easterling hordes are all but spent at this point, humbled by the forces of Sulfrey. Many barbarians have taken up worship of this false god and are spreading the faith further still. It will not be long until its influence finds its way westward, and with it, armies of horned knights. The King has decreed that this cannot be allowed to continue. I have been tasked with solving the situation, and so, I am tasking you.

Suddenly, the Warden turns to face you. The very motion is unpleasant, as if she suddenly snaps from one position to the next with a strange resistance to the fluidity of the turn as if reality tries but fails to hold her in place. She doesn't approach you, but somehow it seems like she is getting closer. Her eyes - those bottomless pits of horrid darkness - stare right at you, into you, through you. When she contiues speaking, you notice that her lips aren't moving. The sound of her voice comes from within. She's in your mind!

Your mission is threefold, the Wardens voice whispers in your mind, There are advance agents already in place in Sulfrey. We have however not heard from them for over a month. Their last known place of residence is the Golden Chalice, a tavern in the city of Malasta. Your first mission is to make rendezvouz with the agents. They are three in total; Tristana, Yorleif and Nashur. Your second mission is to learn of their findings and plans, and enact them. If you suspect that any or all of them have been in any way compromized, you are to kill them. Your third and final mission is to infiltrate the court of the false God-King and slay Ael-Gol.

The visions flood your mind once more; three shadowy figures, one female and two male, her hair a telltale red, his face carrying a telltale scar; upset and uprisings in the streets, confusion and mass panic, a burning pyramid or temple; a splendorous hall devoid of life, except... He is there and the hairs on your neck starts to stand up as you realize that he is looking at you, that he knows and waits, and that he smiles with anticipation.

You are all enemies of the Kingdom, the Warden concludes, Monsters, villains, traitors... Blackguards, all. You have been chosen, because noone will believe you work for the King. You have been chosen, because noone will care if you die. Do your best, or do your worst - it matters not. Know only that you will do what I have said. That is all.

An eerie silence settles in the room, the moments stretching into seconds, or minutes, or hours. It is hard to tell. Then a rumbling begins - quiet at first, but deafening within moments. It is as if a mountain topples over, as if a river of rocks flows through the room. You can't think for the noise, can't speak. Then suddenly, something impossible occurs. The walls starts to move, folding and slithering and breaking apart. The room collapses in on itself, and it is all you can not to scream as your doom comes crashing down on you. The Warden remains motionless in the center of the room, but you could have sworn she was smiling.





Out of the Ashes...


Darkness.

You are awake.

You are alive.

You must break free.

Open your eyes.


Your eyelids snap open. The light blinds you, but your eyes soon adjust themselves. You are no longer in the Maw. You can feel the soft caress of the wind on your skin, feel the warmth of the sun on your face. You are in a field of tall grass. In the distance is a great forest, and beyond, high mountains. There is a river somewhere nearby; you can hear the water running. It is in the evening, just before dusk. The sun has not yet set, but is about to. Free. You are finally free. You do not understand why or how, or where, but there you are. You take a deep breath, savoring the scent of the grass and the clean crispness of the air.

Then you see them.

The Warden is nowhere to be found, but the others are. Monsters, creatures and other entities. Unknown factors. Certainly threats. Memory comes back to you; you are not free at all. Something impossible is demanded of you. Something that most likely will get you killed. And the only help you'll get are these villains, these... Blackguards. And you don't even know who, or what, they are.

Seems like you're going on an adventure. What a joy.
@Vertigo Cool beans, I can with that! I'll get on it right away.
@Vertigo Excellent, accepted! Now, if you could find the time to toss up an intro in the game thread, I'd be grateful. I'd like to get the story moving :)
@Vertigo I'm going to want to move the story along within a day or so. Do you think you'll be able to squeeze an intro in until then?

Out of the Ashes...


Thuk Meuch-Tok sat atop his steed and looked out into the distance. They were still quite a ways ahead, but he could see them now; a band of easterling raiders, stealing across the plain like a plague. Or at least what was left of them. He and his warriors had been pursuing them for over a week since they had intercepted them near the border. Hoping to sneak across for some fun and games, no doubt. Well, fun and games it had been all right. But not for the raiders. They had put up a good fight at first, but their primitive weapons and uncivilized ways of warfare had been no match for the Sulfreyan knights. Before long they had broken and ran off, presumably thinking they could outrun the heavy riders. Thuk had entertained the thought of sparing some of them for interrogation, or to take some of them as slaves to be sacrificed in the glory of Ael-Gol atop the pyramids of Galgat, but had decided against it. It was heads on spears for the lot of them. Damned savages.

True, it had taken him some time to find them. Say one thing for the barbarians, they know the lay of the land. They had been smart, keeping to thickets and hidden caves, covering their tracks impressively. It had been chance that brought them out into the light at last. Chance and their poor morale. He had simply passed overhead, and the mere sight of the wyvern had made some of them lose it and take off in a panic, no doubt gunning for what they hoped was beter ground. Or they were just running wild. They weren't much better than animals anyway, these barbarians.

Ordering his men to start persuing and eventually charge, Thuk gave his wyvern a sharp smack with the butt of the spear and took flight. The great winged reptile hissed menacingly, but did as it was instructed. He had trained it well. Once airborne, it stretched its long neck, a full ten feet of serpentine scales and spikes, its wings beating like war drums on the wind. The tail, along with its lethal barbed stinger, flowed elegantly behind, subtly steering its path through the sky. They were marvellous creatures, wyverns, but ugly. Or terrifying.

Having gained some ground on the fleeing raiders, his two dozen horned knights following behind, he spotted something peculiar further ahead. The barbarians were about to scale a ridge, and beyond it - not yet visible to the landlocked - was a strange gathering of... individuals. Some small, some big, and was that an actual Frost Giant? Thuk was surprised, to put it mildly, but soon shook the sensation. Whatever they were, they were too strange. A group like that belonged in a funny tavern yarn, not on his border. He didn't know who they were and what they were doing there, but it didn't matter. It would have to be heads on spears for the lot of them too.

Having seen all he had to, Thuk circled back to his knights. He would lead the charge coming in low, as was the custom. Let the barbarians and the strangers fight it out first. He and his knights could handle the leftovers.



...And into the Fire


You hear them before you see them. There's a rumble on the wind, and then the distant warcries of bloodthirsty raiders. They spill over a ridge to the east, still some distance away, but closing fast. Easterlings. Barbarians. Two score perhaps, maybe less, maybe more. Some mounted, others on foot. All armed, that you are certain of, and possibly dangerous. They're coming your way, too. Just your luck.

A quick scan of the landscape leaves few options. There's a hill a bit further north, and a small thicket a ways south. The west offers nothing but rolling grasslands for miles upon miles, a poor deal for anyone looking for an escape or an advantage. A fight seems inevitable. Death, a possibility. But... are those really war cries? There's something off about the way the barbarians move, the way they sound. The band moves in your direction, yes... But are they coming for you? Then again, do you have the luxury of doubt, with potentially fifty or so murderous savages seemingly bearing down on you.

Time to think fast, or maybe not think at all. Sometimes, instinct is the voice of reason. Then again... Sometimes it definitively isn't.
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