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Thread: The Adventure OOC

  1. #1
    Shield of the Guild Huscarl's Avatar
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    The Adventure OOC

    Welcome to the Adventure!

    THE GAME IS FULL


    In this game, you will play as one of the characters in the usual adventurer's gang. You may choose to play as a human, or as a fantasy race if you wish, and you may choose the profession of your character. You don't have to go for the standard DnD team; this game will try to simulate a reality rather than a... well, game, and as such you don't have to min-max the group. You can have a group of all-fighters, or a party of magi if you wish.

    Now, even though this game is labeled "fantasy", it will still be pretty "low" in that regard. There is only one kind of elf, called elf, and there are no silly shadow-whatnots and other-dimensional beings. The setting will be very low-tech as well; no advanced assassins-creed crossbows, no stupid Cloud greatswords. Check out the European iron age and viking age for inspiration. Also, no anime characters. They're out.

    More info on the fiction below!

    Playable Races

    Humans - The humans of this game will be heavily influenced by the actual people of western europe during the iron- and viking age. Mostly by the vikings, actually. They're the most widespread sentient species, having built settlements pretty much all over the land. Farms, villages and small towns are pretty common. Castles and big cities are quite rare.

    Elves - Elves are humanoid creatures with pointy ears. They live very long lives and have a strong connection to nature. The elves have always been the protectors of what's good and right. They live in settlements built in the largest trees, located in the hearts of the biggest forests. These cities are well hidden and quite rare.

    Dwarves - The dwarves are short, humanoid creatures. They are quite reclusive and live in great halls built in the mountains. Dwarves are talented craftsmen, and it's said that armor made by dwarves never breaks, and swords never grow dull. The dwarves are infamously greedy and superstitious. It's tradition for dwarven men to grow and shape a big beard. Dwarven women are expected to take care of their hair in the same fashion.

    Halflings - Halflings are a species of short humanoid creatures with pointy ears and hairy feet. Most halflings live in small secluded villages scattered about the countryside, but some have taken up residense in human towns or cities. Halflings are famous for their great appetite and natural green thumb.

    Bear in mind that these are the stereotypes of each race. There are individuals that stray from the stereotype.

    Orcs will not be a playable race. They're monsters and savages of the underworld, more often than not serving some evil warlord or sorcerer. There are other fantasy beings out there in the forests, fields and mountains, but I'm not going to go into detail about them unless I have to.

    Magic

    Magic is the skill with which a person alters reality to their will. It is increadibly difficult to master practitioners are very, very rare. Magic is taught in three stages, or levels: First by word, then by gesture, and lastly by mind. Most magicians never make it beyond the use of word. A few powerful sorcerers make it to the second level, only needing to use gestures to channel their power. A legendary few master magi have attained the third level of understanding, being able to use nothing but their mind to cast spells. Magic is very dangerous and demands a terrible toll of the person using it. It can be anything from a shortened lifespan to demonic possession. Mages are treated with a mixture of respect, fear and, in some places, hate, wherever they travel. Magic, and in particular which spells are used, is highly individual. A mage will know and follow the style of his/her master and will seldom learn anything else. Magic has to be taught to people by someone other than themselves, no mage is self-taught.

    Religion

    There are two deities worshipped by the sentient beings in this game.
    Father Sky is the god of fire and wind and resides in the heavens above. The father is part of everything, according to his worshippers, and is always surrounded by a multitude of spirits and celestial beings when depicted. Everything has a soul and there's a lesser god for everything; forests, mountains, rivers, even phenomenons like fire and thunder has a god. The father is the great shepherd. Worshippers of the Father believes that people are born with a distinct personality and destiny, and that all should strive to be that and nothing else. When worshippers of the father die, they're burned so they can join their god in heaven.
    Mother Earth is the goddes of earth and water. She's the mother of all things and is, according to her worshippers, the only one true deity. She's the goddess of life and fertility, the one who gives life to animals and plants alike. But she's also the goddess of war and death. She's often depicted with a baby in one hand, and a sword in the other. Worshippers of the Mother believes that there is both good and evil in all beings, and that one should strive to balance these forces by doing deeds of both. When worshippers of the Mother die, they're buried in the earth so that they might reach their goddess in her earthen halls in the underworld.

    World

    We will begin in a small settlement. From there we will move on and thus expand the world. I might even draw us a map once a few locations have been visited. I'll refrain from posting a large world description, though. Use your imagination and reason when deciding where your character's from and what kind of place they grew up in. Think western and northern europe during the viking age. We will be playing on a continent roughly the same size of europe. There's one big landmass surrounded by both big and small islands. The terrain is mixed, featuring everything from plains, highlands, mountains, rivers, lakes and great forests. The humans are the most widespread people, essentially covering most of the landmass with different kingdoms. The halflings live either with the humans or in their own secluded settlements. The dwarves live in their great mountain halls. The elves live in the forests.

    My idea for a plot was to toss you into a tavern in a small settlement, get you going with some rumors and stuff, and then let the game unfold itself.

    Interested? Questions? Go ahead and ask. Quite a few questions have already been answered in the Interest Check. Click the link below and skip to page 2 of the discussion if you want to read them. Link: http://roleplayerguild.com/showthrea...asy-game/page2

    Character Sheet!
    Name: character name
    Age: character age
    Gender: male/female
    Race: human/elf/dwarf/halfling
    Profession: what your character worked as prior to becoming an adventurer
    Appearance: picture and/or description (no anime pics allowed)
    Background: short character bio
    Personality: character habits and morality
    Pros: character strengths
    Cons: character weaknesses
    Equipment: clothing, weapons, armor, etc

    Cast
    Kolmadi, played by Aarkaine
    Azrael, played by Werther
    Rygar, played by Azena
    Afgar Stone-Slab, played by WittyReferance
    Cyrus Metzi, played by RangingWolf
    Thrymlur Kolbeinarson, played by Ellri
    Vísla Gudmundson, player byHuscarl




    Looking forward to playing with you!
    Last edited by Huscarl; 12-16-2012 at 06:54 PM.
    Less talking, more gaming!

    Current games:
    Arcanum - Tenebris Ostium
    http://roleplayerguild.com/showthrea...ris-Ostium-OOC

  2. #2
    Celestial Avenger
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    Name:
    Kolmadi
    Age:
    40
    Gender:
    Male
    Race:
    Dwarf
    Profession:
    Armourer
    Appearance:
    http://warhammeronlinenews.files.wor...nbreaker01.jpg
    Background:
    Been an armourer most of his life, has made his own weapons and armour when he had time. He has never had a return on items he has made.
    Personality:
    Always cleaning the armour/weapons he has made. Grooming his long, bright red hair and beard. Morality- If it suits him and wont get him arrested/caught, he's up for it. Is generally quiet, listening to all sides before making a decision.
    Pros:
    Strong and Tough, Self-Reliant
    Cons:
    Short Temper, Stubborn
    Equipment:
    Full Plate Dwarven Plate, Dwarven Warhammer and Crossbow, Round Dwarven Shield. Adventuring gear (food, tent, bedroll, waterskin etc)
    Last edited by Aarkaine; 12-15-2012 at 05:43 AM.

  3. #3
    Senior Member Werther's Avatar
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    Azrael, the middle one, amongst his fellow elvish rangers.

    Name
    :
    Azrael
    Age:
    29
    Gender:
    Male
    Race:
    Elf
    Profession
    :
    Azrael is both ranger and woodsman.
    Appearance:
    Stands 1.79m. Has very long, braided blond hair. Green eyes, cold look upon his eyes. Wears darkly colored clothes, armor is apparent under the robes. Striking facial complexion, considered beautiful by fellow elves.
    Background:
    Born to high ranking elven noble, Azrael had good childhood until his father went missing under mysterious circumstances and rumors that Azrael was half-elvish began to circulate. It was great shame for high noble to be half elvish. He was treated bad and other elves laughed at him, even the rumors were false and he was clearly, elven. He swore that he will be menace to them and that he will make their lives a misery and left well protected and hidden elvish city. His father had taught him how to use bow and sword and he started to travel the forests. He went from one place to another, forging his persona and manipulating with people he needed, managing to join up ranger clan. Trough the years he became more and more skilled with bow and eventually returned to his birthplace to revisit his home. He took everything he had and also took every single clue and went on to find his father.
    And... he never forgot his statement quite few years ago and actually did quite some things while he was in town.
    Personality:
    Believes himself being a noble and acts like one. Treats common elves with degrading attitude. Being full of confidence on outside, hides few complexes he gained during his childhood and teen years. Is used to being loner and tends to steer away from general populace. Very vengeful and never forgets wrongdoings; holds long grudges. Tends to use people and achieve his goals trough any means. Composed and very intelligent. Generally considered evil, but in lawful sense.

    Pros:
    Self reliant, quick to act. Is very skillful with his bow and can take care of himself out in the wilds. Knows how to fight with swords and knifes. When determined, will achieve anything trough any means. Some may find him very reliable and competent.
    Cons:
    Can be obsessive in his goals and do more self harm than good. Isn't able to make long term relationships and tends to distrust people, which sometimes forces him to do everything solely by himself. Some people tend to become hateful to him, because of his noble attitude. When angry, speaks out everything he thinks about the person. Has problems with the law.
    Equipment:

    • long, grey robe with cape which hides his face well,
    • leather armor under his robes,
    • elvish longbow,
    • two steel short-swords,
    • quiver of arrows,
    • light bag under his robe, mainly consisting of papers and other types of writings,
    • 2 days rations.
    Last edited by Werther; 12-15-2012 at 06:55 AM.
    Midway in our lifes, I astray
    from the straight road and woke to find myself in the dark wood.

  4. #4
    N7 Spec Ops Azena's Avatar
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    Name: Rygar
    Age: 36
    Gender: male
    Race: dwarf
    Profession: Inquisitor
    Appearance:
    -- I know, but this is how I've described Rygar for years and now that there's a picture for him, I couldn't resist
    Background: Rygar was found on the doorstep of the Church of Mother Earth in the Dwarven Kingdom of Rock Peak and was taken into their care. He spent his life growing up learning the traditions and honor of the Dwarven people, which fascinated him far more than the teachings of Mother Earth. This leads many to believe he was the son of a poor miner, or someone working closely with the stone. He was given the choice of donning the sacred beliefs of Mother Earth as a cleric or to strike out into the world as an inquisitor for his people. He of course, choose the latter, relishing the opportunity to see the world and learn the place his people had in it. Countless adventures into dangerous ruins and heart pounding hunts after powerful beasts and dangerous people made his life as exciting as he could have hoped. He has been at it for nearly 25 years and loves each and every expedition.

    He has made many friends in his travels and has a place to call home in nearly every town, usually just at the taverns for being such a loyal customer. The only thing he cherishes more than the adventure, is a tall pint of ale and the merry company of the hearty townsfolk. Currently, Rygar has been sent out by the church to track down and bring to justice a dwarf that has been accused of murder and fled rather than face the charges. Normally, a job that would be passed to another, but given that the victim was a member of the church and a good friend, he volunteered for the hunt and has eagerly set out.
    Personality: Rygar is courageous, rarely ever backing down from a fight unless it's clear there is a better option. He has always been loyal to the few that he has called friends and tends to stick to his teachings from the church. This causes him to have little care for death. He doesn't like to kill, but believes it is fate that puts you in the way of his blade and holds no remorse for the lives he takes. Like most dwarves, he has a distrust for Humans and Elves and a hatred for Orcs. Never able to turn a blind eye to injustice, his conscience has often landed him in trouble, but his skill with a blade is enough to get him out. An opinionated and fun-loving Dwarf, those that know him have nothing but kind things to say...mostly.
    Pros: Skilled swordsman and fair bowman. Knowledgeable of lore around the land. Hardy stature allows strength when needed. Ties with church grant some improved status in Dwarven culture. Knowledgeable of mechanics and traps.
    Cons: Generally not trusted among humans and elves. Solitary status can make him an outcast to his people. Short stature limits mobility and hardy physique makes sneaking difficult. Not great in political situations.
    Equipment: Wears what's in the appearance. He wields a bow and arrow and a longsword for when things get close. He has an amulet around his neck that is a symbol of his church and is supposed to ward off dark magic. Otherwise, just basic adventuring supplies, tent, rations, etc.

  5. #5
    Shield of the Guild Huscarl's Avatar
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    @Aarkaine: I'm fine with your dwarf being an armorer, and that he uses his own goods, but it strikes me as odd that a person with no military experience should choose to wear full plate armor. It is very difficult and uncomfortable to manouver in, and takes years of practise to get familiar with. Plate armor is also extremely expensive, smith or not. Might I suggest a more simplistic armor, like a chain shirt and an open metal helmet? Or an explanation as to why your dwarf wears such extraordinary protection?
    Less talking, more gaming!

    Current games:
    Arcanum - Tenebris Ostium
    http://roleplayerguild.com/showthrea...ris-Ostium-OOC

  6. #6
    ಠ_ರೃ WittyReference's Avatar
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    Birth Name: Afgar Stone-Slab
    Bestowed Title: King Afgar the Parch'd
    Gender: Male
    Race: Dwarf
    Profession: Dwarven King
    Age: 78
    Appearance:

    Personality: King Afgar is notorious in the dwarven city of Felhamir as a ruthless cutthroat, but is secretly frightened by the expanse of the topside world. In an unknown land where everything is larger than him, he relies on his loyal troops Garret Flogged-Bottom, Muldun Half-Step, and Frunt Clod-Hopper.


    History: Born a common Dwarf in Felhamir, Afgar Stone-Slab was just another miner. He toiled diligently most of his life to bring in what little he could. Day in and day out he swung pick to ore alongside his brothers and father. More miners meant more ore. More ore meant more food for their family.

    This went on for nearly thirty years until his father became too feeble to work. Afgar and his brothers worked twice as hard to cover their father's load, but soon the Foreman caught on. Afgar pleaded with the man, begged that he allow them to continue to do their father's work.

    There was pity in the Foreman's eyes when he told them others needed the food just as much as them. Afgar resigned quietly to his fate and returned home, sorrow in his chest. He trodded home, told his family, and went to bed hungry.

    The next morning Afgar awoke to the sounds of chaos. In the night his brothers had slain the Foreman and absconded with as much ore and supplies as they could carry. With his brothers long gone, Afgar was wanted in their stead.

    What happened next has been revised many times over. Some stories say Afgar killed near fifty men before fleeing Felhamir. Some say a hundred. The truth is, Afgar ran. He grabbed his pick, and ran. That's not to say there wasn't resistance; murder has a way of bringing out the worst in people.

    It wasn't long before Felhamir's namesakes, the Fellhammers caught up to Afgar, brandishing their trademark mauls. The sight of such imposing odds must have triggered something in Afgar as he heaved his pick of thirty years at his assailants, driving the rusty pike deep into the chest of a high ranking member of the Fellhammers.

    In the confusion, the soldiers broke rank and gave chase. Armed with nothing, Afgar ran. He ran beyond the boundries of Felhamir. He ran beyond all he had known. He ran into the caves, where no one dared to tread.

    And there he stayed. For six months, in the dark, dank caverns; living off mice and insects, anything he could feel around for. He even tried eating rocks at one point, giving him his now legendary chipped grin.

    One night, or was it day? So hard to tell. One /something/ a torch appeared in the distance. As it drew closer, Afgar knew it had to be the Fellhammers. They had caught him. Scrambling to his feet and scrounging for any rock large enough to throw he was stopped by a familiar voice.

    "Afgar?"

    It was Garret! He had worked next to him for nearly thirty years, he'd know that tub of lard's voice anywhere!

    "Yes! Its me! By the Stone, its me!"

    Overjoyed to see his friend, and simply to have someone to speak to besides his rodent remains, he ran towards the torch. After a long embrace Garret told the tale of what had happened during Afgar's absence. The miners saw the vengeance on the heartless Foreman and the valiant stand Afgar took against the Fellhammers as a catalyst for a coup.

    There was much blood and death, fire and disease, but overtime the commoners had won. Now, it seemed only right that they be led by the Bravest of them all, Afgar! With no where else to go, Afgar decided to go along with the charade and became Baron of the Wretched, Lord of the Hungry, King of the Parch'd.

    Soon, with no real law, Afgar's word /became/ law. He instructed his subjects to scour the rest of the caves for new mining sites, as that's all he ever knew. While on an excursion, one of his men found a veritable Treasury! Gold, jewels, diamonds, all manner of shiny trinkets and baubles! Surely, this had been what they were looking for all along! Afgar be praised!
    ~~~~~~~~~~~~~~~~~~~~~~~
    Taking only his closest friends, Afgar has made a voyage topside to discover the source of the wealth his people found as it has recently run low and requires re-acquisition.

    Pros: While meek in nature, he commands the undying loyalty of a militant band of Dwarves, large volumes of wealth and power, and the security of an isolated empire.

    Cons:Terrified of his own shadow, let alone the outside world. If word of his deceit reached Dwarven ears, the entirety of Felhamir would be tossed into chaos and turmoil. Essentially, Afgar has all the power in the world underground, but on the surface here he is but a child.

    Equipment: Many weapons and suits of armour have been crafted for him, but with no threats to his kingdom, he has given them all to his most loyal of subjects. He prefers his blue workers tunic and "The Pick," a golden duplicate of the one he used to strike down the Fellhammers.

    - - - Updated - - -

    I hope I've done a suitable job explaining that, while at first glance this character seems OP as all get out, in reality he can't call any of his troops as they would find out he doesn't know where the gold came from, he wears only a jerkin and carries a pick, and his last line of defence are three bumbling drunks he keeps close as they're his closest friends.

  7. #7
    Shield of the Guild Huscarl's Avatar
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    @WittyReferance: WTF, no? :P Did you seriously think you could play as a dwarven king? Does that sound like a member of the classical adventurors gang? I'm sorry, but this character is not acceptable.

    @Azena and Werther: Accepted.
    Less talking, more gaming!

    Current games:
    Arcanum - Tenebris Ostium
    http://roleplayerguild.com/showthrea...ris-Ostium-OOC

  8. #8
    ಠ_ರೃ WittyReference's Avatar
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    You mean a Dwarf who sets out to acquire riches, trusting in the merit of his own kind and distrusting the outside world isn't stereotypical enough for you?

    Seriously though, what seems to be the problem? He has motive to adventure out of his safety cave, he is inexperienced in everything topside, he's no different than any other character fresh off the block.

  9. #9
    Celestial Avenger
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    i can now yes, that was done via phone hense not much detail

    reason for armour- military smith, travelled with an army for a time making and repairing weapons as needed, hense his own full plate as such

  10. #10
    ಠ_ರೃ WittyReference's Avatar
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    I apologize if I'm confused, but the RP itself has little to no narrative or driving force; I figured it would be predominately player driven and as such a conflicted character with ambitions of his own becomes necessary.

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