Adventures in Tillgaard: Bewin in Need OOC
A new hired sword looking for adventure? An old, grizzled veteran going out with one last hurrah? A noble who thinks they can fight like those in myth and legend but totally overestimate their abilities? Then this is the venture for you! Welcome, one and all! To the Adventures in Tillgaard: Bewin in Need. This roleplay is for bold men and women willing to sally forth and gain dominance over the unknown!
The people who declared their interest in the interest check gain precendence in being accepted on board because of constraint reasons.
Now, let me explain the setting, give you all a good and proper backdrop(as well as sixteen other appendices that will be linked at the bottom of this page that go through the world's history [haha that's rough]). Also, I am going to be using a world that I have already developed to the point of having a map with landmarks and such, so in that way the roleplay shall be limited in the amount of land and water we use. However! Anything else is up for grabs, I have not really come up with annals of history concerning this land (disregard the previous comment in parentheses).
The land of Tillgaard, a region of mostly Men, is experiencing an arms agreement, if you will, between the different kingdoms. The King of Bewin is in a tough situation, just coming out of a gruesome war, his army reduced to fresh recruits and maimed knights. In order to preserve...order (and his rule), the King has distracted the populace with a quest to seek the fabled staff of Nefarsis, an artifact rumored to make whoever possesses it a mighty ruler indeed. With this taking the attention of the population, the King is now training his troops to bolster his forces, and secure his western front against the Kingdom of Antedil. The reward will be negotiated at the end of the quest, but a whopping five thousand gold pieces shall be paid up front (split between the adventurers of course. The treasury isn't THAT big) for provisions and anything else that is needed.
The land Bewin occupies is a precious territory simply because of the fact that it controls a narrow strait which bypasses the pesky Sea Elvish blockade that has been set up post-war. The Sea Elves, coming from across the northern waters from somewhere (some murmur that from the depths of the Nether), have continually harassed and have generally been a giant pain in the arse for most kingdoms of Man in recent years. The Steward of Antedil's closest councilors have been whispering in his ear that to combat the Sea Elves, 'great action' must be taken...what this may entail is so far unknown, but the King of Bewin has spies that still operate in Antedil so he has heard this bit of troubling news.
Where you come in, dear fellows, is that you shall be people of all shapes and sizes that are quite interested in this pleasant distraction of a quest, whether you are fueled by monetary vices, grandiose visions of heroism or simply looking for a fight. The King has decreed that all who want to partake in his request are to gather in Bewin as soon as possible to set off on this journey!
Pointy things= Mountains
Orange Dots= Human cities, villages
Orange Dots with Red X's= Hostile toward Bewin
(From South to North/East to West:, Bewin, Antedil, Crossdok, Dregaard)
Light Gray Dots= Dwarf Fortresses and outposts that have been abandoned
Light Orange Line= Main Road
Gray Areas= Deadlands
Red Dots and Lines= Ruins
Almost Black Blue areas= Hostile Waters
Green swirlies= Forests
Red swirlies= Dead Forests
Cyclone thingie in the Bay= Strange phenomenon which has always been there, rendering the bay completely useless for any trade whatsoever
Purple Dots= Sea Elf floating fortresses.
Purple Dashed Line= Sea Elf blockade
I have said there are many races in Tillgaard, but here are the main ones (these descriptions talk about magic and such as well):
-Feeble to no magic at all. Heavily rely on external sources.
-Must be from the various orange dots (cities/villages). Please specify exactly where, because due to political ties, there might be conflicts of interest in character *wink*
-NOT friends with the Sea Elves. Most Men hate and shun them.
- Most are unaware of the Dwarves' existence.
-Maximum life span: 80(?).
-Very powerful in magic. Power to "create" objects.
-MUST be from naval ships off the coast of mainland (either side is fine, though most would have trouble coming in from the Northeast due to very hostile waters)
-Elves are hated by humans and vice versa, though the youngest generation doesn't know exactly why.
-A major faction of Elves were exiled from their home forest in the neighboring peninsula, forcing them to be without a home, thus had to make a living out at sea. These are the Sea Elves.
-Their magic works very weirdly in the eyes of Men.
-Friends of Dwarves, though no one has seen a Dwarf in years.
-Maximum life span: 250.
-Only hail from mountain ranges.
-No one (be it any race) has heard from the underground fortresses of the Dwarven empire in years, underneath the eastern mountains.
- Maximum life span: 200(?).
- No one really knows about them. Records indicate they did exist at some point.
- Most magical artifacts are made from dragonbone but since the way to craft new ones has been lost, all magic artifacts are ancient indeed.
Magic is limited only by the player's character ( and their racial traits), meaning you will have to make sacrifices between physical strength and mental strength.
Magic relies on willpower, if you cannot maintain concentration, your spell cast will fail. Incantations are required, as well as sacrifices. Scrolls need to be written, memorization needs to be employed and incredible will needs to be invested.
Magic with other races is different. Sea Elves primarily use magic to dissipate storms or create favorable winds to speed their ships along. They also have to use crafted items to utilize and control the flow of magic properly. Though there have been a few which do not need such aides...they have faded into history however.
Magic with Man relies heavily on items. Crafted tools are usually very important and rarely break. The art of crafting new artifacts that can control the stream of magic has been lost, rendering the remaining items to be priceless in their value. Spell casting is limited to the type of item and how much power was put into it at the time of inception, meaning some artifacts are now useless unless forged again into something new.
I know this is a great deal to drop on people, but this is the Advanced section after all and I was hoping for people to bear with me. I am using part of the land that I have utilized in my previous roleplay. I will be playing a NPC characters as well as a character myself!
Here is the character sheet:
Name: It could be a nickname if you want to be that stranger with a mysterious past!
Race/Species: kind of important!
Age(optional): Mysterious past!
Sex: NOT Gender, if you so desire.
Appearance: A few words on how your character looks, a picture can be complementary.
Basic Personality Traits: This is important due to character interaction(yay!).
Brief History: This also doesn't have to be extensive. Mercenaries aren't hired with a full autobiography in their hands after all.
And that's that! Find adventure! Discover lost treasures! Seize the fantastical day!