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Thread: The Darkest Journey [OOC]

  1. #1
    Grim Reaper Ashgan's Avatar
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    The Darkest Journey [OOC]



    Once upon a time, there was a grand kingdom that sprawled across the whole of Morwenth, the holy, sacred birth land of mankind. Man back then was beautiful and strong, blessed by the gods and second to none. With ease they made the world their own, crafting grandiose cities from dust, magnificent, spiraling towers from vulgar rock and artful weapons and armors from all the ores of the earth. Before long, man expanded into the unknown: massive ships drifted away from Morwenth against the four winds, armed and ready to colonize and settle on distant lands, and so even the untamed, savage lands beyond the ocean became peaceful and cultivated. Mankind had indeed been a blessing on the world, begotten by the primordial earth itself that men revered as their god. But...

    There was a poison in their hearts. A dark seed that festered and grew and gnawed at their very souls, subtly manipulating their every move. This poison they called Greed. Arrogance. Evil. And so, one day, this infernal seed that had been planted in their hearts since the day they were born came to blossom, and what a horrible, hideous flower did bloom from their bosoms. Mankind watered the fruit of their heart with their very blood, paying the ultimate price so that darkness may triumph. The spiraling towers toppled, and the magnificent cities crumbled one by one, torn apart by weakness, hate and fear.

    Today, only their ruins remain as silent mementos to a world gone by; a world we have never known, and may never get to know. The stars are going out one by one, and the sun has darkened considerably. The living and the dead are losing their minds, void of purpose in this wretched, sundered world. The darkness closes in around you, threatening to finally consume even you. Here, in a world so flooded by dark and hopelessness, a mystical lantern is all that keeps you sane and on the righteous path. Its ghostly light guides you through the frightful twilight of fallen Morwenth. So clutch your hands tightly around it, and press its comforting light against your lifeless heart before it breaks apart.





    The roleplay begins in Velerath, one of the largest somewhat intact ruins of a human city that is located on the western shore of Morwenth. Though most of it has been reduced to rubble, it still provides housing for many undead and even a handful of living. The fallen city plays a vital role as a central hub for many travelers who wish to go anywhere in Morwenth, which should provide you with all the freedom you need in designing your character. Besides pillaging the ruins, there are a few points of interest in Velerath:

    First, there is the Necropolis. Velerath’s grand castle, where royals once lived no doubt, has been refitted into a giant city for the undead; a city within a city, one could say. Undead from all walks of life stalk the decrepit halls from the tallest tower to the deepest pits of the catacombs below. Seated in the darkest chamber of the catacombs is Velerath’s self-imposed, dictatorial ruler: Arch Necromancer Elizier. He is an undead who bears terrible might, with the otherworldly and impossible power to raise the dead at his leisure, and the ability to control fire that blazes as brightly as the sun. With an army of obedient warriors, named the Ashen Guard, he has seized the Necropolis about a century ago, and by extension, the whole of Velerath. They say that the Ashen are branded by a curse of his, and that it can be applied to any undead, turning them into his slaves. Before Elizier came to Velerath, Necropolis was protected by a band of knights known as the Obsidian Guard, but their forces have been driven away, and their leader is being kept under arrest within the castle. With no leader and not enough man power to challenge Elizier or his Ashen Guard, the Obsidian Guard can do little more than hide in the shadows and plot revenge.

    Velerath’s shadow falls onto a steep valley towards the east, and within this valley, there is a place known as The Depths. From the valley’s centre, a gigantic tree sprouts and reaches far into the darkening sky. Seen as a symbol of life in a world consumed by death, its massive branches and colorful leaves were revered and sought by many living that thusly lived in the Depths alongside the undead. There they built their own city, co-existing with Velerath, and the life-giving aura of the tree caused growth everywhere in the valley. Today, the Depths are abandoned and haunted, for when Elizier came, he used his infernal sorcery to burn the divine tree, and the entire valley. Seen from above, all that remains of the Depths is a black stain on the face of Morwenth, although the charred remains of the tree still stand tall, and stubborn weeds keep growing through the blanket of ashes, but Elizier’s fires continue burning even after a hundred years, consuming the remaining houses one by one and making sure nobody lives there ever again.

    Lastly, there are rumors abound of dark, despicable things lurking beneath the city and none that have dared venture into the cisterns have returned to confirm or deny it. Although his power is second only to a god, some claim that even Elizier gets nervous when the darkness below is mentioned.

    ---

    So much for the description of Velerath. All characters should start within the city so that a group can be formed with relative ease. I will not yet unveil the actual purpose, i.e. final goal of the group; rather, I will create an event that is meant to lure the characters into the same spot, spurring interaction and bestowing the characters with purpose IC.



    Spoiler

    Played by Dark Jack


    Spoiler

    Played by Aydan Tenaebra


    Spoiler

    Played by Hymusia


    Spoiler

    Played by Shienvien


    Spoiler

    Played by Durandal


    Spoiler

    Played by Meeky









    T'is not uncommon for Undead to stray from their chosen paths and become lost. All those that once envisioned fighting for a brighter sun, but which have since fallen into apathy and madness, are listed here.


    Spoiler

    Played by Sakuya Izayoi


    Spoiler

    Played by KrimpetyCatcher


    Spoiler

    Played by Hymm


    Spoiler

    Played by majikseb


    Morwenth is a cruel world, and Lady Moonshine's quest is not an easy one. Her noble aspirations demand a great toll from all of her knights, and a select few must give up their very lives for the greater good. Such is the price of salvation...


    Spoiler

    Played by Old Hero


    Finally, the misfit of all sections; dedicated to my closing comments and any other eventualities. First, let me comment on the character sheets. I'd like to express my congratulations to all those who find their name mentioned above for having made it this far and for having done an outstanding job. I still haven't heard from majikseb; and without a character sheet to begin with, I cannot include him. I would also like to say that it was a lot of work to copy-paste those sheets in their original formatting. It may not sound like much, but hunting down every last italic is somewhat tedious, and Old Hero's sheet murdered me with the color codes, italics, fonts, center... xD As you can see, I continued the trend with giving each character a pet name/title from my personal point of view. If anybody thinks I have misjudged their character, feel free to request a change; it's no big issue to alter it.

    For Aydan Tenaebra's character in particular, I was hard pressed to coin a definitive and good-sounding title. There were plenty of alternatives to the one I chose, none of which are necessarily worse. These included Falconer, Pursuer, Stalker, Hawker, Cut-throat, Brigand, Vagabond, Ranger, Sniper, ... If you have any preference yourself, feel invited to change it if you feel it is unfitting.

    Concerning Hymm's character sheet, I would like to point out that it is outdated as of our latest exchange of PMs. I copied the sheet 1:1 like all the others, but the part about the Auzure Prison would need an edit on your part. I also did not include Gertrude, because you get a different Spirit Companion like we agreed. Once you have an updated version, send it to me via PM and I'll update the official sheet accordingly.

    Moving on to a different, more IC-related topic: Language. It's in English, of course, but I wanted to conduct a bit of a personal experiment with TDJ and you guys are invited (but not required, of course) to participate. Namely, I wanted to have some (but not all) characters speak in Archaic English. It adds a certain flair of antique and I would personally like to improve my Archaic English. I've never really used it in writing before, hence why I'd like to start doing so because I actually think it is pretty badass to do it (correctly - i.e. not "Me thinketh thou stinketh"). Generally, all the more haughty, noble, educated or otherwise ancient and nostalgic persons in Morwenth would speak in Archaic, which is the language of old, while regular, or modern English is used by those who have either never learned the old ways, or don't want to or can't understand those. To point out examples, I imagine that Bleeder would be a good example for a modern-English speaker - he is fairly uneducated and ignorant at this point. Trude or Cas on the other hand may be well-versed in Archaic. Ryver is a character who sits on the fence; may have had contact with speakers of Archaic English (Living?), but does not necessarily speak it herself. Anyway, if you think Archaic stinks, don't use it, but I will try to incorporate it into the RP at times.

    I think this is all for now; the RP will begin at some point next week, to be announced. Closing this, I want to sincerely thank everybody once again for supporting me and The Darkest Journey. Thank you!
    Last edited by Ashgan; 02-10-2013 at 10:10 AM.


  2. #2
    That was certainly a fun gander. I'm certainly happy with my character's title - it's basically exactly what I was thinking when I created him. I'm also very happy to touch up on the ol' Archaic. It'll be interesting enough to try and grasp, let alone integrate it into the RP. So yup, definitely keen for that!

    And I'm sure I'm not the only one who's eagerly anticipating the arrival of the IC. Basically, I'm just super excited for this.

  3. #3
    Heroes Can Die Old Hero's Avatar
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    Smells like OOC, my friend!

    And as far as the Archaic touch goes, it'd probably make more sense if Grynn smoke more modern. He is old, but he hardly speaks at all, what with a non-attached head, and will probably be using gestures and symbols more than words. (Though he can speak if it's difficult to get his point across)

    Edit: Happy Easter, everybody!
    Last edited by Old Hero; 04-08-2012 at 09:57 AM.

  4. #4
    Black Rose Warlock Aydan Tenaebra's Avatar
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    Sorry about the difficulty with the title for Ryver. I was actually going to ask "why thug?" until I read your list of ideas you tried to choose from. I must say the idea of "The Stalker" makes me chuckle a bit, but from the looks of your deliberation "The Enigma" seems rather appropriate. Hah. Anyway, in all seriousness I'm fine with it as is if you think it's fitting. I hadn't had too much of a title in mind for her when I created her. Also, I'd be more than happy to sit Ryver on the fence with the Archaic English. I'm rather familiar with it in real life, being that some of my favorite reads include the untranslated works of Shakespeare (both plays and poetry) and The Canterbury Tales of Chaucer. I could certainly put her exposure at well enough to understand and occasionally mock it's speakers in bouts of sarcasm. I look forward to it!

    I'm also eagerly awaiting the IC. Everything sounds fantastic.
    "Ich bin ein Kind der Nacht
    Schlafes bruder ist der Tod
    Ich bin ein Kind der Nacht
    Kommt der Morgen graut es mir"
    -Callejon "Kind der Nacht"

  5. #5
    The Jack of Darkness Dark Jack's Avatar
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    "Bleeder the Slayer"... I like it. I can't help but wonder, though, if there could be some kind of ulterior motive behind this, the same as the characters are listed as The Lady's Brave Knights. Might there be a larger plot in which each of the characters have already been chosen by destiny or some such force? We can only guess.

    I'm looking forward to participating in another of your RPs, Ashgan. And I am quite curious who the characters will turn out to be - Bleeder most of all. I don't know if I should be excited about playing as him, or nervous. I'll go with anxious.

    And soon, our journey shall commence...
    Noun - Jack: (archaic) A knave (a servant or later, a deceitful man). - Wiktionary

    The Dark Vault - characters of mine, both new and old.

    The Tale of Felgon Dragonslayer

  6. #6
    Grim Reaper Ashgan's Avatar
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    Glad you like the title; I had initially called him The Butcher, but decided that Slayer was more awesome, if you care for some trivia. :P


  7. #7
    The Elegant Sakuya Izayoi's Avatar
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    The pyromancer huh? It says everything it needs do doesn't it?

    *Grins cheerfully*

  8. #8
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    My apologies for the unnecessarily long period of time without a response! I was very busy, but now I am fine and am working on my character sheet <3 Shall I just post it in here when it's done?

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    Basics

    Name: Golem
    Gender: Genderless (I will refer to Golem as an “it” or as “ze.”)
    Status: Living [Animated Construct]
    Age: 782 Years
    Class: Grave Golem


    Appearance and Equipment

    Attire and Looks:

    Golem is a massive construct of dirt, corpses and tombstone, though primarily dirt. It is the reanimated remains of a large graveyard, and its form is composed of all of the things that that graveyard originally contained. Because of the large quantity of dirt in its form, it is relatively amorphous and can take many forms. Golem can squeeze down into a space as small as a typical door, or stretch out to the size of a full graveyard, easily over 100 feet in length and width. When taking a more humanoid form, Golem often stands taller than thirty feet. Tombstones line its arms and legs, forming stone plates to ward off physical attacks.

    The most prominent tombstone is a massive cross that juts out of the highest point on its back, and is etched with symbols that can ward off or “dampen” the effects of destructive magic. Although it has no eyes, nose, or facial features, it absorbs sensory information from the area around him through the extension of a simple magic field that originates at the cross-shaped tombstone.

    Weapons: Golem has no standard weapons, though it can use the tombstones that line its body as tools for striking.

    Other Equipment: Except for its tombstones, Golem carries no equipment.

    Sorcery: Yes, though Golem's sorcery is motivated entire by its emotions and wishes.


    Inner Workings

    History:

    The Archmage Mortimer was a wily one, and very skilled at the animation of those things not living. He had mastered sorcery at a level only the greatest of mortals could, but even he would expire eventually. Although Mortimer had the option of sealing his soul into a statue or some similar thing and prolonging his life indefinitely, he had decided not to.

    After the fall of Morwenth, Mortimer looked upon the world and saw only a barren, decrepit land, devoid of purpose. Ancient beyond his years, the exhaustion of life had settled deep into his bones. He lacked the emotional strength necessary to persevere past his own death, and so he allowed himself to pass away.

    But Morwenth was no fool. He knew that the encroaching darkness and the hostile forces set within would only profit if they uncovered the secrets to his art that had buried alongside his corpse. He set up a series of runes to protect his body and secrets. His greatest feat was the establishment of a primitive intelligence within his tombstone – an aura that expanded outward a good radius and would detect those who approached, so that the traps set around his grave could react appropriately.

    Hundreds of years passed. The primitive intelligence had time to think. It thought about many things. It thought about the colors of the sky – the dusky blues and maroon reds and even the grayest of grays. It thought about the ground – its color and texture, the off pebble that sat atop a grave. It thought about the corpses in the ground that had come under its influence – why were they dead?

    That final question was very prominent. What was the difference between dead things and living things? It was hard to understand. Why were some things dead and others not? Such thoughts were at the far border of what this entity could process. How did death even work? Most important of all… Why was the body it was sworn to protect dead?

    Although such thoughts represented an excellent way to pass the time, the entity had a certain keening. A desire for interaction. There was much missing from its existence. It sat alone, pondering, and never interacted with anything but those curious undead that dares make contact with the cross and were completely destroyed as a result, only to be assimilated into the entity’s zone of control.

    So motivated was the entity, and so intense was its desire, that it unconsciously drew upon the latent magic of its deceased creator. The magic manifested in such a way that the entity’s entire zone of control was drawn together into a massive golem, at the heart of which was its creator’s grave.

    The newly animated Golem traveled for a while. Most creatures, living or Undead, sought to avoid it. The massive Golem seemed dangerous, though it was not hostile. One particular Undead, however, found that the Golem was an opportunity waiting to happen. Arch Necromancer Elizier took advantage of the Golem’s curiosity and naivety and promised it many things if it would simply go with Elizier. Lost and uncertain of where else it could go, the Golem complied. It followed Elizier back to the city of Velerath, where Elizier forced the Golem to submit to his wishes through threats and violence.

    Arch Necromancer Elizier has had little need for Golem since bringing him to the city. If times every grew desperate, he could summon Golem. For now, Golem occupies the graveyard outside of the city’s old cathedral. Golem has little fear of Elizier himself, but is absolutely terrified of Elizier's Harbinger, who keeps Golem in a state of emotional distress. Beyond the Harbinger, Golem has little contact with other Undead except for the occasional Undead who is aware of Golem's presence and goes to the graveyard to visit it.

    Personality:

    Golem has an intellectual capacity similar to that of a child with Downs Syndrome. Although it to some degree understands basic reasoning and social queues, it can easily get lost in the shuffle. Being incapable of speech is also extremely limiting. Much of Golems reasoning and thought is directed more toward the concrete details of what it interacts with – what things look and feel like. Texture and color are especially important to Golem, and make up a large portion of its internal dialect.

    Golem is naïve and easily impressionable. It craves attention, whether it be positive or negative, and will sometimes act out in the hopes that Elizier will give it some sort of negative attention. Elizier has never given Golem positive intention, and was the one who named Golem by only ever calling it “Golem.”

    Because of its easily impressionable nature, unless it is being directed to do so, Golem will rarely attack. Golem is very protective of the coffin that sits at its core and the cross-shaped tombstone jutting from its back, and getting near either of them can easily incite Golem to anger or violence.

    Strength/Skills: Golem is extremely strong and not something to be trifled with. Golem can also utilize sorcery, but the effects are chaotic and frequently go beyond what Golem intended. Golem's structure makes it very resilient to most physical attacks, and its field neutralizes many magic attacks, making it so that only potent spellcasters can truly destroy Golem.
    Last edited by majikseb; 04-09-2012 at 07:05 PM.

  10. #10
    Grim Reaper Ashgan's Avatar
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    Ah, glad you still made it; good. You're still in time, so everything's cool. Let's get right down to your character sheet.

    I think it's needless to say that this character is the most exotic by far, being special in all regards. Generally I approve of it, but there's a handful of details left for me to nitpick on, all of which are essentially tied to your interpretation of Sorcery and sorcerous feats. I'll go through them in order that they appeared.

    First, I am not sure if calling it Undead is necessarily accurate. Golem definitely has some kind of soul within it's bosom, but it could just as well be a living soul for all I know. It really depends what exactly Mortimer did (Mind you, deliberately granting something a soul - be it undead or alive - is a ginormous feat that, so far, only Elizier has managed to pull, and he is considered a god. I have an idea for Mortimer, however, and that makes either of these feats plausible. I won't spill those beans, and I don't think Golem would be aware of this anyway). Either could technically work, so whether or not Golem is Living or Undead is just your pick (Both have pros and cons). Closely linked to this is the point in Sorcery. You state that all of its functions base on Sorcery, which is not entirely accurate if we consider that Golem has a soul. As such, most of its functions would actually be based on it's soul, rather than some sorcery (and really, Sorcery is little more than the result of a soul's conversion into something else). Additionally, no regular being can accidentally cast Sorcery; Golem either has control over where it's Soul's power goes or it doesn't. Trude's Discordance Miracle thing can happen analogue to how you intended Golem's Sorcery to work (i.e. triggered by wishes or emotions), but that is perhaps an entirely different thing to Sorcery apart.

    The second thing that I noticed on two occasions in your character sheet is the mention of runes that bind stuff. I can see where you come from, but I never actually confirmed such things to be existent or possible. I've never given runes much thought in relation to the setting, but they sound somewhat implausible due to the fact that Sorcery is considered an instant-reward kind of art, rather than something one can benefit from over an extended period of time, as well as the fact that there is no such thing as an arcane language or runic writing in Morwenth. Fortunately, from my personal view point, the runes you evoked don't seem like they are core parts of the story, and can easily be omitted. Mortimer is Golem's father if you will, so chances are he didn't need runes to bind Golem at all. Elizier also initially convinced him with words and, I imagine, brute firepower; no matter how dull Golem is, I am pretty sure he understands the concept of being detonated while exploding, which is exactly what Elizier would do if it resisted. This means that the bell thing (Jesus, Dark Souls pointers incoming, I'm sure) is kind of obsolete, which is a bit of a shame because I actually thought that was pretty cool. Elizier can brand creatures with a curse that allows him to control them, but I would prefer not to have Golem be branded simply because there is no way to get rid of it short of killing Elizier. Unless that is what you want. :P Elizier also has a Vanguard, Enforcer or Harbinger, depending on how you want to call him. This dude is essentially Elizier's mouth and would probably accompany Golem whenever this one is summoned to a cause. Rather than being bound by runes, Golem is simply coerced into serving because he is being watched by this terrible Harbinger (more details on him in the IC, rather early too). Perhaps the group can free Golem by simply (heh) slaying the Harbinger.

    Other than the points I brought up, I think your character is fine, if very individualistic.


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