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Thread: Adventures in Tillgaard: Bewin in Need OOC

  1. #1
    +1 Mace of Mace Sarcor's Avatar
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    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!



    LEGEND
    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):

    MAN
    -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(?).

    SEA ELVES
    -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.

    DWARVES
    -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(?).

    DRAGONS
    - 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
    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!
    Last edited by Sarcor; 01-11-2013 at 12:53 PM.

  2. #2
    The Master Gamer rawkhawk64's Avatar
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    Name: Gary Jaxom [Alias; Real name is not something he discloses to many people]
    Species: Dwarf
    Age(optional): 110
    Sex: Male
    Appearance: Gary stands at three feet and seven inches high, with shoulder length black hair that is cut neatly, but can appear frayed during and after a battle. He wears a black robe with a cowl around it, hiding his facial features most of the time.
    Underneath the robe, he wears black leather armor above a black tunic, and wears black leather pants with a belt going around the waistband. Strapped to the belt on his right-hand side is a pouch for his throwing knives (up to 30 can be held in it). On his left, there is a loop for holding his mace (used when he needs the the damaging power). The scabbards for his short sword and his long knife, his favored weapons for combat, are strapped across his back. For footwear, he wears black boots commonly seen on those adventuring, though his are a bit worn as he hasn't replaced them in about a year.
    On the rare occasion he puts the cowl down outside of battle, one can see that his face is covered with scars and scratches, indicating a life lived fighting. The two most prominent scars that are visible lie on his face and throat. The scar on his face runs from the inside tip of his right eyebrow to the middle of his left cheek; this scar is a deep purple due to the severity of the wound. The scar on his throat runs across his vocal cords, from when he was younger and got into a fight with someone who was harassing a barmaid. To this day, his voice is lower-toned and more gravelly than before.
    The only neat thing about his face is the black goatee that he keeps neatly trimmed. If one were to look into his slate-gray eyes, they would be lucky to see any emotion at all.
    Basic Personality Traits: Gary tends to keep his emotions hidden at all times, but under extreme circumstances, he will let his emotional wall break down. Naturally, he is taciturn, talking to few and making friends with even less. When he is facing down an opponent, he keeps his level, emotionless demeanor unless he gets pissed off. When he gets pissed off, he can fly into an uncontrollable rage, and will even attack team mates when angered, and will refuse to give the reason. As for those that manage to get him in a good mood, they would swear that it was a different person entirely, almost as if there were two personas living in the one body. As for whether or not that is true, no one has been able to determine.
    Brief History: Gary doesn't talk about his past much, and will do what he can to turn the subject away from it. The only thing that is really known about him is that he is a famous blade-for-hire (in other words a mercenary) who rarely fails his missions.
    Last edited by rawkhawk64; 01-11-2013 at 11:09 AM.
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  3. #3
    Senior Member Doppelganger's Avatar
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    Name: Jules Furlon (human)
    Age: 28
    Sex: male
    Appearance: Tall, slim and elegant both in appearance and movement; his smooth skin, silky blonde hair, clear emerald green eyes in a youthful, almost fragile face makes Jules an extremely elvish, even feminine, man. While he doesn't emphasize that characteristic, Jules isn't exactly hiding it either, especially considering his rather minimal and tight attire. Though when it comes to being in a company, he does pick something a little more neutral.
    Basic Personality: Jules is your typical happy-go-lucky thrill seeker. His appearance would have caused him much dismay over the years - because people often take him for a female - if it wasn't for his neglect for other's opinion. He tries to remain who he is in every situation and tries to seize the moment as much as possible.
    Brief hisotry: Ever since he was a young boy, Jules was looking for adventure. Coming from a city near the mountains (the leftmost city beside the green forest mass just below the sea anomaly), Jules fell in love with climbing and he doesn't go anywhere without his trusty grappling hooks. Since now he hasn't done anything noteworthy, though he hopes this adventure might be the breakthrough he's been waiting for - both financially and for the recognition it might bring him as a professional pick-up-my-lost-jewelery guy.
    O'Neill: "So what's your impression of Alar?"
    Teal'c: "That he is concealing something."
    O'Neill: "Like what?"
    Teal'c: "I am unsure... he is concealing it."

  4. #4
    Aren't I lovely? MotherLovely's Avatar
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    My character will be up later today!
    She's a mute fairy, since I've just downloaded sims supernatural and have fallen in love with them *n*

  5. #5
    +1 Mace of Mace Sarcor's Avatar
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    Okay! Doppelganger, hawk, nice characters! Motherlovely, if you can pull off a mute fairy mercenary, I shall be mightily impressed! Honestly!

  6. #6
    The Chosen Fun-Dead Mystyltainn's Avatar
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    Name: Saelus Ta'vore
    Age: 18
    Sex: Male
    Appearance: Saelus is a pale, skinny, and overall sickly-looking young man. Looking to break free of the stereotypical 'mage-like' appearance, he forgoes the heavy robes and huge, pointed hats in favor of his neat, albeit worn, casual suit, complete with shirt and blue long coat, dress pants, and tie. He also has a top hat that he puts on whenever he feels particularly fancy, and he has a monocle that he wears because... reasons. His medium-length, black hair is combed neatly to the side, and is slightly peculiar because no matter what he goes through, no matter what disaster befalls him, his hair is always in that same, neat style.

    Basic Personality: Although he doesn't like being classified as just a 'mage', he's still definitely your typical, irate wizard. Frumpy, and somewhat of a coward, he finds it hard to see people as more than just acquaintances, and would not likely go out of his way to help people in need. Still, when it comes down to it, he would brave most any adventure in his tireless pursuit of knowledge.

    Brief History: Saelus was born in a quiet forest village, to a single mother with a decent amount of wealth. His mother, a great wizard in her own right, was looking for an heir to continue her trade, but, not wanting the burden of keeping with a lover, decided to have a fling with a traveling wanderer. Thus, Saelus was brought into this world. Trained by his mother in the ways of magic, he was instilled with a burning desire for all sorts of knowledge, and, once he was old enough, set out for the world in hopes of satisfying his curiosity. Accepting the quest for the Staff of Nefaris, Saelus expects he will find much he doesn't know about...

    Magic: Saelus has a few simple spells in his repertoire that he can use by focusing his energy through the pendant on his necklace, ranging from weak telekinesis to controlling temperature in small areas. His favorite spells are the ones that allow him to manipulate gravity, and he uses those spells to slow down enemies or empower allies to jump to greater heights, and the likes. To use his more powerful spells, he has to utilize his limited array of magical wands and implements, of which he has three. At the moment, he owns a talisman that strengthens his temperature controlling abilities, making it so that he can freeze the air moisture within an area or make it hot enough to ignite a small blaze. He also has a short, wooden wand that can focus his magical energies and form a small blade of energy around it, though this requires him to make a sacrifice of scraps of metal or metal dust. His final, and most powerful, magical implement is an ancient, dragonbone walking cane that shoots missile-like bursts of energy from the tip that explode into flame upon impact. It's very old, however, and he's not sure how many times he can use it before it gives out, so he tries to use it sparingly.
    Last edited by Mystyltainn; 01-13-2013 at 09:23 PM.

  7. #7
    Senior Member Doppelganger's Avatar
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    OK this might be an odd question, but what do you see as my avatar picture?
    O'Neill: "So what's your impression of Alar?"
    Teal'c: "That he is concealing something."
    O'Neill: "Like what?"
    Teal'c: "I am unsure... he is concealing it."

  8. #8
    Aren't I lovely? MotherLovely's Avatar
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    Name: Klemntyna (Fairy)
    Age: 21
    Sex: female
    Appearance:
    Spoiler

    Klemntyna is roughly six and a half inches tall in her Fairy form. She has a set of beautifully detailed, royal blue, monarch which span around 7 inches across. Her skin is biege-tinted yellow. From her elbow down, her skin has a cherrytree-like texture and her fingers are extremely long compared to those of humans, dwarves and elves. She sports a soft brown bando and a pair of small shorts, made out of the finest silk.
    Basic Personality: Klemntyna is an eccentric young fairy with an undying passion to aid all things green the land of Tillgaard. She has a whimsical behaviour, often unintentionally engaging in odd antics. As all fairies do, Klemntyna communicates using ultrasonic waves. While she can make small sounds, it's physically impossible for the fairy to "talk", she can alter the aura around her to reflect her emotions. Her main method of communication is abstract hand gestures, and exaggerated facial expressions.
    Brief hisotry:

  9. #9
    +1 Mace of Mace Sarcor's Avatar
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    Myst: that is a good character! I just want to know a little more about his magic, since it's a big part of of him being a mercenary and all...
    MotherLovely: A fairy character is interesting, but I will need a plausible (relatively) explanation as to why she is a mercenary, how did she become one and how everyone in Bewin doesn't just want to pin her to a wall and study her xD. Since she's a fairy. In a land where Man is dominant and wary of magic.

    Doppelganger: I see a spinning top o.O
    Last edited by Sarcor; 01-12-2013 at 10:52 AM.

  10. #10
    The Chosen Fun-Dead Mystyltainn's Avatar
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    Ah, kk. I'll try and edit in a section after work.

    EDIT: Finished the section, am I right in assuming humans can still cast a few spells without any external aid? And do tell me if I need to tone anything down a bit, not sure exactly how gimped magic is in this world. XD
    Last edited by Mystyltainn; 01-12-2013 at 09:27 PM.

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