Hidden 10 yrs ago Post by Epsir
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We have relocated to Free! If you are interested in joining the thread, here is its link: Tower of Prospect


Deep in the southern sea, where the winds grew dormant, laid the forgotten land of Pomria. A tear drop shaped isle, massive in size but home to a relatively small country named for the land it was the sole inhabitant of. The land was unremarkable, with it's broad northern end composed of marshy lowlands stretching between a series of natural harbors. Most of Pomria's cities laid along the coast, with the heavily forested southern half of the continent left mostly untouched. The rest of the world, for the most part, ignored Pomria. It stood as the only stop in a mostly untraveled swath of sea, picking up commerce and trade in small bouts whenever the trade routes crossing it came into popularity. Only a handful of explorers and scouts ever came to the land, most were turned away by the melancholy of its fog covered fields and largely empty forests. Whenever they came, they always left empty handed: Nothing to report but the continued growth of a nation few people had ever heard of. One such expedition was not as fortunately uneventful as the others. From the deck of a ship, the party witnessed a cataclysm along a sparsely populated length of shore in northwestern Pomria.

A brilliant light burned away the fields and forests all at once, leaving nothing but cinders and smoke as the light died with the land. The clouds were singed out of the sky, leaving nothing but a pure field of blue and a monolith of eddying, swirling gray that denied the sun. As the acrid plume of burned life drifted up towards the heavens and dissipated it left behind a slender, bleached-bone white pillar that stretched into the sky, with no end in sight. From its base sprang a dense, fog blanketed jungle which crept across the ashen waste surrounding the column. By the time the scouts that had first laid eyes upon the spectacle from the sea ventured upriver to the site, the barrier jungle had grown beyond the bounds of the initial devastation, turning aside the terrain to replace the world with labyrinthine wilderness. Over the next few days, cities and towns vacated to flee the growing forest, and it was only when the growth had consumed what could have passed for a small country that it began to slow. The afflicted land of Pomria, considered by many barely more than an overgrown island, became a legend in the brief time it took word to travel overseas. Few believed the ridiculous tale of the blighted country, of the tower, but soon the first intrepid expeditions sent had come home to tell that the rumors were true. They brought with them samples of the bizarre flora and fauna that thrived within the new world. Academics, collectors, and merchants all turned their heads to the mysteries being pulled from the jungle, and the governments came hot on their heels as the empires of the world vied for the authority to research and exploit the gargantuan black market for artifacts of what came to be known as Bauchan Forest. Then followed the tales of vile abominations lurking within the forest, an expedition which disappeared without a trace inside the wilderness, and the attacks on villages in the area. The wildlife that seemed to spawn around the tower became known for its aggressiveness, but what worried foreigner and Pomrian alike were the creatures no one knew about. Many vague but similar accounts of monsters that hunted any who dared enter the woods made their way around. Pomria reacted first, forming the Containment Corps of Pomria, allegedly under the supervision and training of several foreign powers, a military agency devoted to combating the spread of the forest and protecting the surrounding lands from whatever terrors laid within, with what little power sword and spear gave against a forest. No story was enough to keep the curious away, however. People succumbed to the allure of the unknown, and possibility.

The hired hands of collectors, the scientists, the traders, the soldiers, the explorers, the vagrants and the desperate flocked to Pomria. They sought everything. Knowledge, power, wealth and more were all rumored to be laying in wait for anyone with the luck and the talent to snatch it up. Anything was possibly out there in the jungle because no one yet knew anything about it. Pomria had dispatched what military the secluded nation had in an effort to contain the spread of the bizarre woodland, never to explore it. One point, occupying a natural harbor and sitting along the only river running into the forest, became a rendezvous for the people coming to see the tower. As the only permanent settlement among the garrisons ringing the forest, it was referred to mainly as the perimeter city. Part military outpost used by the Containment Corps, part resting place used by explorers and travelers, and part market for those supplying the expeditions and selling off the materials and knowledge extracted from the jungle, Perimeter City became the gateway to Bauchan Forest. Everyone had their own use for the forest, some differing dream they chased, but common among any faction at Perimeter was the desire to reach the tower first. The massive structure that dominated the horizon, the indicator of the forest's epicenter. No one had gotten close enough to even identify the material it was made of, much less its actual size, and as with the forest itself rumors of its purpose ran wild. The token of a god, a free wish, treasures to make a king blush, perhaps nothing at all, there were as many explanations as people making way for Pomria to be among the first to face the jungle.
Welcome to the thread. This is sort of an oddball mix-match of ideas that I felt would make for some fun RP scenarios. The IC intro is not up yet because I like to groom it depending on the characters we get. However, as for what to expect, if you do not want to start already at the city or somewhere else, the default introduction will take place on a boat arriving at Perimeter City. Always feel free to PM me with any questions or ideas you have, or just post them here directly.

Rules
1: No autohitting/killing, godmodding, powerplay, that sort of general roleplay thing. Not everybody gets along, but please have respect for your fellow roleplayers.
2: Actions have consequences. I will not outright kill characters, no rocks falling here, but I do believe in having a little danger.
3: Please contact me if you are going to disappear for a long time or say something in the OOC if you're skipping in post order. I always like to know if I should be posting or waiting for someone's turn and I am sure others do as well.

Player and Character List
Name / Page / Owner
Crom Vastil / 1 / Drowsy Pangolin
Lyandra d'Argonne / 1 / Sightles

Character Sheet Guideline
Note: This is a guideline, not a format. If you would like to modify the format, please do so. My only requirements are that the character is defined enough that we all have an idea of who and what they are.

Name:
Age:
Gender:

Race:

Appearance/Clothing:

Weapons/Belongings:

Personality:

History:
Hidden 10 yrs ago Post by DrowsyPangolin
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Name: Crom Vastil

Age: 36

Gender: Male

Appearance: Crom's overall appearance is a bit haggard, a far cry from the triumphant knight that once bore his name. He's relatively tall, standing a few inches over six feet in height, and has a strong, muscular frame with broad shoulders. His skin is neither exceptionally tan nor pale, and is littered with a number of scars from years of military service. His eyes are a light blue-grey, and seem to carry a certain disillusionment behind them, despite his generally warm demeanor. His hair is sandy blonde and somewhat unkempt, nearly reaching his shoulders. A few streaks of grey line the mop, signs of intense stress over the years. He has strong facial features, and he nearly always has a slight stubble.

Crom's clothing is appropriate for a wanderer, and it shows the wear of his travels. He wears a long duster made of a tough dark brown leather, sporting tattered edges and a number of holes from lack of maintenance. The coat fastens with three buttons at his mid torso. Beneath the duster, he wears a soft, white, long-sleeved shirt that bears a number of stains. Over the shirt he wears a thick vest of woven black fabric. The vest fastens with a row of tarnished silver buttons running up its center At his waist is a belt of black leather that carries the sheathe for his sword, as well as his flask and a few other items of importance. His pants are made of a tough black fabric and are tucked into a pair of rugged boots, obviously meant to stand up to the rigors of constant travel. The leather they are crafted from seems battered, but still sturdy enough.

Crom often wears a wide-brimmed hat made of brown felt. The hat has a few cuts in the edges of it's brim and has a sea-green feather tucked in the band. Like the rest of his clothing, the hat obviously has seen quite a bit of abuse, though it still holds its form.

Weapons/Belongings: Crom's primary weapon is the only memento left from his time as the Captain of Esterl's Royal Guard. Every knight of Esterl has a personal blade fashioned in their honor. Crom's sword, Kingfisher, is an excellent example of the pride Esterlian blacksmiths take in their work. It is a bit longer than the average longsword, but the blade is extremely thin, only slightly wider than a rapier. Despite this, both edges are razor sharp, though it still is primarily a thrusting weapon. The blade is made of tempered Esterlian steel, forged through a process known only to the blacksmiths of the island nation. The weapon has a sweeping guard that partially covers the user's hand. The guard is made of silver, that Crom keeps polished despite the disrepair of his other belongings. The guard bears an engraving of a bird with a serpent hanging from it's mouth. The hilt of the weapon is made of what seems to be whalebone, and has a smooth, polished surface. The pommel of the weapon has a small sapphire set in it's base.

The sheathe of the weapon is made of a light wood, ornamented with silver and whalebone. A small silver plate near the mouth of the scabbard bears the same insignia as Kingfisher's guard. Crom's only other weapon is a small dagger with a double-edged blade roughly seven inches in length. The hilt is made of a dark wood, with a crossguard made of silver. The pommel is a small orb made of the same silver.

Outside of his weapons and clothing, Crom's personal items are few and far between. He keeps a large flask fastened at his hip, a vessel that is almost always filled with the most foul-smelling and intoxicating beverages imaginable. The flask is simple in appearance, seemingly made of brass, though the metal has faced quite a bit of tarnish. It is sealed with a cork.

Crom also carries a silver locket with him. The necklace seems to have been crafted by masterful hands, and appears to be very expensive. The exterior is engraved with a insignia resembling a flame, and the interior bears a portrait of a young woman. Crom keeps the locket hidden away, and is quiet about it's origins.

Personality: Crom, in general, seems quite friendly, if a bit gruff. He is not quick to judge others, and tends to make friends wherever he goes. He drinks almost constantly, keeping multiple flasks of the most intoxicating drinks on him at any given time. Despite his constant alcohol consumption, he rarely actually appears drunk, probably a side effect of how long his habit has persisted. Beneath the surface, Crom hides the image of a broken man, a disillusioned soldier who has lost everything he ever had. There is a deep-rooted depression that dwells within the former Captain, a sadness that he keeps tucked deep beneath his amiable exterior. If a situation comes to blows, Crom's extensive military training becomes prevalent. He fights with a combination of near unparalleled swordsmanship and barfight brutality. Opponents are usually shocked by the mixture of finesse and brute force. Crom does not particularly like taking lives, but will if the need arises.

History: Crom was once the Captain of the Royal Guard in Esterl, an island nation to the north. He outperformed his peers in nearly every facet of combat, and gained many distinguished honors as a soldier before his ascension to the Royal Guard. All this prestige fell apart however, when his personal failings led to the assassination of the nation's royal family. Crom was exiled for his blunder, and stripped of all rank and property. His honor broken beyond repair, the swordsman became a wandering vagrant, taking odd mercenary jobs when he could find them and developing a taste for strong drink. His travels eventually led him to Pomria. What exactly he seeks in the jungle is unknown, perhaps even to the man himself. Maybe he seeks some kind of redemption, perhaps an adventure to distract him from his failures, or perhaps he just seeks a place to die.
Hidden 10 yrs ago Post by Epsir
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Accepted, welcome aboard.
Hidden 10 yrs ago Post by Sightles
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Name: Lyandra d'Argonne
Age: 31
Gender: Female

Clothing: Lyandra's standard outfit is composed of quite the exquisite tastes, due to her life enjoying such fortunes. She wears a black velvet vest, with a white dress shirt. Accompanying the nice outfit, she typically wears a black, neat tie. Lyandra also wears nearly skin tight white pants, pressed and always appear to be fresh from the iron. The one oddity to her outfit is her choice of shoe wear. Despite her very aristocratic taste in clothes, she opts to wear commoner shoes, though a decent set of commoners shoes.

When not dressing for formal occasions, Lyandra will most likely be wearing her 'combat' outfit. Lyandra armored winged greaves that reach to her knee. The greaves are dressed with fine silver markings, and seemed to have never seen the light of actual combat, giving their shiny look and even more intricate visage. Along with the greaves, Lyandra also opts for a light, agile breastplate piece, that more than meets the demands Lyandra has. The breastplate, as the greaves, is marked in delicate silver markings, along with the seemingly unscratched surface of the armor. Under the breastplate and greaves, Lyandra wears a black leotard, to allow her maximum mobility, without worrying about loose clothing. As a type of flare to her normally unpronounced outfit, Lyandra wears a red cape that reaches down to her rear, fully covering her back. The clasp of the cape is adorned with two crossed rapiers, signifying the wearer of the cape to be a royal duelist. To prevent any type of harm coming to her knuckles, or palms, Lyandra wears fingerless padded leather gloves that help immensely with her grip, and her ability to use her parrying dagger without harming herself.

Appearance: Lyandra has the body of a filled out younger woman, that has not seen years of stress and combat, leading many to believe her age is closer to 20, than it is to 31. a very soft face, lending more to the aristocratic features one would see in a wealthy person. Although soft, the face is starting to show small signs of aging, and stress, no doubt from Lyandra's long career as a professional duelist. Her supple hazelnut skin remains young appearing, giving the distinction the woman had just entered her mid-twenties, instead of her early thirties, and betrays the life long experience she had gathered. Usually tied in a bun, Lyandra's raven black hair is one of her more defining features, especially in contrast to her normal outfits. Lyandra will almost never take her hair out of it's small bun, as to keep the hair out of her face, given it's natural wavy texture. Lyandra's eyes are another feature that stick out amongst her appearance. Lyandra's eyes are nearly lime-colored, producing a very piercing green stare, even with Lyandra is attempting to show compassion, or empathy.

Weapons: Lyandra is typically seen with at least two different weapons, a straight sword, and a parrying dagger, which she uses almost always in conjunction, and has trained with since her first start as a duelist. The straight sword is made from a type of metal that gives the blade a milky appearance, almost as white as marble. The sword itself evokes imagery that relates to a high standing noble, or lord. The hand guard, which almost completely eclipses the wielder's hand, is also extremely intricate, with swords imprinted into the intricate hand guard. The sword itself appears to be fresh from the forge, with no marks on the blade, or hand guard that indicate extended use.

Lyandra's parrying dagger is just as intricate as her straight sword, bearing the same milky blade, along with swords imprinted into the cross guard, and hilt, of the small dagger. The dagger, unlike the armor or straight sword, shows signs of extreme use, with small notches on parts of the weapon, along with somewhat of a dull color to the entire item itself. These small imperfections, however, obviously have no impairment on the weapons actually performance, as the signs of extended use do not go farther than surface deep.

Personality: Lyandra's personality is a far cry from her line of work, and career achievements. The normal professional duelist are portrayed as silent, stoic, and disciplined warriors, who fight to the end for their lords. Lyandra, on the other hand, is shy, and often shuns social interaction. This, coupled with her lack of social experience, makes he quite the creature to observe as she stumbles and tumbles through most social conversations. Despite her social ineptitude, Lyandra has a high sense of personal honor, and holds her self to an ever increasing standard. This ever increasing bar makes Lyandra's potential nearly immeasurable. Even in her current age, the duelist shows signs that she is constantly improving her already deadly ability. The curious thing about Lyandra is her ability to trigger a switch in her head whenever faced with a duel, or danger. The switch in Lyandra's head flips the woman from shy and lonesome traveler, to unrepentant, blood stained warrior. Lyandra often does her best to ignore this dark side of her, but knows it is a necessity in order to make killing, and her job, easier, least she be plagued by the death rattles, and final words, of her victims. During the switch, Lyandra is nearly completely silent, very observant, and merciless. While she does not appear to enjoy taking the life of those that she faces, it does not appear as if the event causes her any discomfort.

History: Lyandra grew up to a wealthy family on a fair away continent known as Terris. The continent is dominated by an entity known as the Golden Empire, which acts as the governmental body of the union of 17 nations, in which make up the Golden Empire's borders. The Golden Empire is known as an entity with unparallelled social, and economical, stability, along with the largest military, and most well-funded, in the world. Despite this, The Golden Empire is a extremely isolationist country, preferring to focus on keeping it's mighty empire on top of everything, rather than risking anything by meddling with foreign powers. This policy reflects on it's citizens, which are often prefer privacy, and xenophobic behaviors, to exploring or breaking any sort of mold. Lyandra's family was amongst the landed elites of the capital. The access to nearly unlimited amounts of funds lended Lyandra a helping hand in any endeavor she chose. The d'Argonne family was known as a family that supplied well-trained members of the family to the Golden Empire to serve as outstanding officers. Born a female, Lyandra was unable to serve any type of front line duty for the Golden Empire, leading her family to select an unorthodox choice for the young girl. Lyandra was to serve as the champion for the d'Argonne family, and for any lord who would pay a large sum of wealth. Starting at the age of 9, the normal age for most professional duelist, Lyandra began her journey as a aristocratic duelist. Commencing her first actual duel at the young age of 14, she won against a older and stronger opponent very handedly. For many years, Lyandra acted as the champion for many important houses in the Golden Empire, including the royal family, eventually earning the title 'The Blade', bestowed onto Lyandra at the age of 24. Lyandra served as the catalyst for even foreign disputes that the Golden Empire had. With an amazing feat of taking part in well over 200 duels, Lyandra had never been defeated. Now, at the age of 31, Lyandra has chosen to mark out her own path, and to break from the norm for her. Taking up her dueling weapons and labeling herself as an adventurer, Lyandra left the Golden Empire, in order to chase the mysteries of the Bauchan Forest, and find something that had evaded her most of her life. True adventure.
Hidden 10 yrs ago Post by Epsir
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Also accepted! Hopefully with a few more bios we can get everything rolling.
Hidden 10 yrs ago Post by Sightles
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Awesome, thanks. When will you make the opening post?
Hidden 10 yrs ago Post by Epsir
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Ideally after we get another player or hopefully a few. That said, in the worst case scenario I won't let the thread set for too long.
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