Hidden 10 yrs ago Post by WilsonTurner
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WilsonTurner AKA / OfWindAndRain

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It's Time

A stop-an-apocalypse RP interest check, inspired by Imagine Dragons- It's Time


The History of the Overworld said The world lays in ruins- years and years of hopeless war against Otherwordly demons and armies, where the crushed the world's nations, no matter how powerful. It was not a fact of them being weak- each of the Mainland's nations were powerful, lording over a host of distant overseas colonies under their naval and air power. It's just that the demonic armies of the Otherworld had so many types of demons- types that manipulated minds, breathed fire, or shot ice. They came in all different kinds, and when organized into an army, the combined power was unstoppable. Airships fell out of the sky, their mighty symbolic prowess being swatted out by the Demonic Sky Lizards, or most commonly known as Black Dragons- large, bull-sized creatures that could set an army on fire, or tear through the mightest castle. They were not as big as legend made them to be, but they were still powerful. Ivory claws tinged red with unknown, struck-down foes, bearing black teeth like shortswords, and a spiked tail better than any mace. These were there generals; there telepathy allowed them to give orders from the sky.

Once the Overworld was conquered by those of the Otherworld, all that was left were oppressed, cowering towns and villages, safe inside of their walls for one reason: to keep the playthings fresh. Monsters roamed freely throughout forests, but were strangely absent from any farmer or hunter that was vital to providing for any population of people. They were cruel, the Otherworldly, to surround their prey, and make them fear endlessly with glowing red eyes in the night. The Blacks reclaimed their mountain thrones, and worked with the Six Witches- Hagravens, women whose lust for power go so far to worship to demonic gods and sacrifice their humanity. A dark age descended, with fear running to rampant for crime or for progress to ever take place- people were just surviving, because most people who left to travel elsewhere never arrived, nor returned. Only those who had left closer to dark made it back to the gates in time to be struck down, just as a gruesome example.

Little could be done- no messengers could make it through the forests, no airship could ever fly. No new iron was being forged, for lack of access to the great many Dwarven mines, now empty and only filled with prowling demonic crawlers. The Dwarves had taken the biggest blow- as the underground, entrenched ones, the ones that were the most well-defended, to the point where they were thought invincible at their homes. The Blacks never bothered to try to attack; they had weaponry specifically for bringing down a dragon, especially when a dragon enters the Dwarven tunnels. Traps and claps had been abundant, and yet the Dwarves were completely wiped out, most namely by a single dragon, the biggest Black. It was rumoured he had poison breath, that he gassed the entire mountains in his attempts to kill the Dwarves, and had succeeded in either poisoning them all, or leaving too much for them to ever get clean air. The Dwarven Mountains and the land around it were proof- it was a desolate, lifeless land, of fertile soil where nothing grew, slowly expanding outwards across the continent.

Nothing could be done, nothing could stop the demons. Many of them returned to their Otherworld, for reasons unknown. A variety still lurked, the more powerful already binding slaves to their will and leaving. What could be done? No armies could be raised, no airship could fly, and no catapult could fire at any target. All the enemies had split up and divided the remaining Elves, Humans, and other races to the point where they were all but starving from the isolation.

But, from far, far away, or so they say, a group of heroes arrives! Well, maybe not really heroes, just some really lucky people that are masters in their arts- only a few of them, but with the disorganized demons, no match! And they set out to find an ancient artifact of the Great Gods, to wipe the horror and terror out of the land, and replenish it with new growth, to raise the holy spirits in battles against the undead and demonic. The nations of the Kingdoms may have been destroyed, but their peoples still live. Those who sought to join with the heroes, with stories somehow spread from town to town by unnamed, unknown people, whose faces could not be seen, left to make the journey to the coasts, in an attempt to reach and join up. Many will not make it, maybe none at all, but if they made it to the coast, where it was rumored to be much, much safer due to a demon's dislike for saltwater. These refugee workers, laborers, farmers, and guardsmen want to help, want to free themselves despite the overwhelming fear. Are you a refugee Warrior? Or are you one of the Foreigners, come to help and slay the evil beasts that dwell, and free the land from demonic oppression?


The starting town, where the great foreigners have arrived!

It's Time is a roleplay centered around a group of warriors, craftsmen, or other trades, that set out to try and free the Mainland from the demonic creatures that plagues the land, toying with humans as food and enjoyment. You are a hero, or someone else, that accompanies the main characters across the deep forests of the Overworld, from the salty-rocky coasts to the deep of the mountains, in search of certain, yet unknown, artifact within the Dwarven King's Artifacts Treasury, where the richest hominid- the term for any Elf, human, or other humanoid creature- had lived and bought any and all Artifacts, for whatever the price. Artifacts themselves are gifts of the Gods- they appear from time to time to certain people based on their skills and attributes, or what they might be destined to do. One in particular must be retrieved before anything else can be done.

There will be several 'chapters' that will take place. Whether or not they'll be moved to a different topic or not IF it gets that far is up for debate.
1. The Vast Forest
2. The Desolate Mount-Plains
3. The Dwarven Underground
4. The Ancients' Temple
5. The Purging

Each of the players will receive an Artifact or two throughout the storyline- whether it be an suit of armor, a special knife, an enchanted quiver, or else.

RULES
1. No Powergaming - You know you know, nothing OOC or anything. If someone specifically warns you or something in OOC or somesuch, you can act more or less along those lines, but if someone says that something or the other is their greatest weakness, you will not just happen to know it.
2. No god-moding - You can get hurt. Fighter-based players will be less likely to be injured and kill, while craftsmen or the like are much less likely to take kills and be injured. If you wanna be a natural but never practiced, say so in your app, or PM it to me.
3. No meta-gaming. Honestly, not sure what this is, but DON'T DO IT :C xb
4. Artifacts are rare- only the four Heroes will have them. You can get an Artifact later in the RP.
5. Magic takes down mana, and after that, energy. The more raw energy magic takes out of you, the more your mana pool suffers.
6. Cursing is allowed, but while I don't require you to google old-age curses, do try to keep it more or less in the era. Words like "Bastard" are MUCH more common than the word "Fuck." Yes, you may like the F-word, but it won't match the era very well. Try bloody-hell or something. Or google it, if you want.
7. My word is, more or less, law. You can try to convince me otherwise, but if I decide that the reasons you state aren't good, then my word is still law. However, if several people say yes, and several people say no, you can debate it. Be democratic- if all of you say yes, then sure, unless it's far to far-fetched for realism.
8. Acceptable grammar and spelling is required- more so than other Casual roleplays. I'm a bit of an OCD-type in terms of realism and spelling, and while I can stand it, it DOES bother me- which may lead to me becoming increasingly aggravated. Fair warning.
9. Alright, this is nine.



ACCEPTED CHARACTERS:





Any questions? Suggestions??
Hidden 10 yrs ago Post by Duthguy
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Do you have to know magic to use an enchanted weapon?
Hidden 10 yrs ago Post by WilsonTurner
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No, though enchantments that have fire or some other affect outside the properties types, such as making a sword sharper or more durable, would start drawing on a non-magic user's energy. It wouldn't be much, but an extensive battle would put you at a disadvantage. Enchanted weapons would probably have two or more gems embedded, so that enchantment can draw on the gems instead of the user.
Hidden 10 yrs ago Post by Wormgod
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Name: Ashirah Sarethi
Race: Dark Elf
Age: 200, appears 19-20 physically.
Gender: Female

Abilities: Ashirah is mediocre at using her dagger close-range, and isn't muscular, or even trained in hand-to-hand combat.
Powers: Ashirah thrives in the fields of magic. While she knows some low-level destructive spells, she prefers the arts of healing; helpful alchemical potions, healing spells, and the like. She can heal wounds, dispell harmful effects on herself and others, and prevent harm from coming in the first place. Healing spells have a negative effect on the undead, so she can harm zombies and vampires, if they shall ever appear.
Appearance:
Weapons and/or Tools: Ashirah carries a crappy iron dagger for close-range combat. She also has her alchemical/cooking set (mortar and pestle, alembic, retort, and calcinator. And yes, she does cook food with these as well. The potions are nice, the food is terrible.) Other than that, all she has is money, thick leather alchemy gloves for handling hot and/or dangerous substances, some spices, and many empty pouches meant to carry alchemical ingredients.
Armor or clothing: Ashirah wears a heavy-duty leather traveling set. It doubles as leather armor and allows for a lot of movement.
Mount: Ashirah's priced horse; a grumpy, fat, gray thing named Snow. It hates everyone.

Personality: Ashirah is talkative, humorous, and loves to flirt. Needless to say, she gets annoying pretty quick.
Biography: She is the only daughter of a foreign pawnbroker. Her father trained her in the art of haggling and selling, but she found it very boring. Instead, she spent her time learning the art of healing from the local church. The priestesses there could bring a man back from the dead and did it for free, just for the sake of doing good! Ashirah learned all she could from them, and although she can't bring a man back from the dead, her potions and spells can make it look like she did. After fifty years of learning, Ashirah moved away and set up her apothecary shop in the starting coastland town. She only sold her preventative potions, and healed whomever came in looking in need of healing. Ashirah took on a disturbing number of cases that involved demons. It seems even here, where it's relatively safe, the demons rule.
Rank/Status: Only daughter of a single father, Dark Elf foreigner, apothecary, and healer.
Other:

Say hello to the annoying support! :D Written on my phone, so it might suck.
Hidden 10 yrs ago Post by Duthguy
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Name: Harbolcknaz Krimluk
Race: Orc
Age: 43
Gender: Male

Abilities: Harbolcknaz has great physical strength but lacks the skill and speed for the more complicated to use weapons.
Powers: The only magic he is capable of is powering up gems.
Appearance:

Weapons and/or Tools: As a fighter Harbolcknaz has decided to go with a weapon that is mostly about power. He wields an enchanted war hammer with several emeralds set in the handle to power the earth magic which when activated not only increases its damage but also allows him to shatter armor and bones much more easily. He also carries a javelin he can throw at enemies out of reach of his hammer.
Armor or clothing: Most of his armor namely the gauntlets,shoulder pads, boots, shin and knee leg guards are made of leather rather than metal. Around his chest he wears a thick of fur under the leather for extra protection. The only metal in his armor went to his chest plate and the figures in his belt, and even then he had leather straps wrapped around his his chest plate.
Mount: Selected purely for its size and strength, so while it isn't the most beautiful horse out there, it can carry its rider for long periods of time

Personality: A typical Orc, but while he is easily angered he is by no means stupid. He is also loyal to his allies in battle whether he considers them friends or not.
Biography: While by no means the last survivor of his tribe, he did see many of his friends and all of his family die. Swearing revenge on the demons he left his tribe, taking only his own armor, weapons and mount with him fully expecting to fall to in battle but determined to take down as many demons as he could. Eventually he met up with and joined a group of warriors who shared his goal.
Rank/Status: A wandering fighter who is following the heroes.
Other:
Hidden 10 yrs ago Post by WilsonTurner
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Wormgod said
The potions are nice, the food is terrible

XP

Accepted!
Hidden 10 yrs ago Post by Tyrant from the West
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Click it!

Name: Yusmdall Snow-Face

Race: Human

Age: 34

Gender: Male

Abilities: Experienced warrior, who uses a sword and board. Has experience as a blacksmith and can repair gear.

Powers: N/A

Weapons and/or Tools: Steel Sword and kite shield. As well as his hammer for blacksmithing. However he needs to use someone else's forge and the rest of their tools in order to actually do anything.

Armor or clothing: A set of steel armor. Plus his comfort clothes.

Mount: A large horse that is light-orange in color. Is stubborn and is rather dumb, even by horse standards.

Personality:To be rp'd. But for the most part he is brash, rude, and loud. Craves attention and what it brings, and isn't afraid to get his hands dirty.

Biography: Was once a leader to a small group of bandits up north, that became rather powerful under his reign. He merged with groups that didn't put up major fights, and obliterated those that resisted majorly. Was very flashy with his crew, and would often 'refurnish' any holds of the bandits he had gotten rid of. However, when he was around the age of 32 he was overthrow. What he thought was a handful of disgruntled minions, was actually a fairly powerful group that wanted to uphold a new leader, who would in turn greatly gift those who helped him rise to power. Knowing he wasn't safe, he took his horse and traveled down south, and then just around. Until he encountered the heroes. Then he became the rowdy tag along he is now. He isn't part of the group to be someone who helps save, but rather wants to be part of the exploration and the 'Wow, its the heroes!' part.

Rank/Status: Ex-bandit leader. Not actually one of the four heroes, however he does lie about this.

Other: N/A
Hidden 10 yrs ago Post by WilsonTurner
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Duthguy said
Name: Harbolcknaz Krimluk


Accepted!
However, you might want to change the Rank/Status- the four 'Heroes' were of the four that joined Avalon before he set out across the sea, with craftsmen and the like, to provide aid and relief to the Mainland. So the Heroes are the ones that were on the continent untouched by demons, not on the demon-ridden land.
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O I see, I will change that then. Does that also mean I have to remove the gems/enchantment from his hammer?
Hidden 10 yrs ago Post by Pathfinder
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Name: Lodun Longtooth
Race: Beastman
Age: 32
Gender: Male

Abilities: Lodun is first and foremost a hunter. As such he has a keen eye, a strong arm, an almost supernatural ability to track prey, and a lot of stamina. Beyond that he is a fairly experienced warrior when the need arises and has an extensive knowledge on herbs.

Powers: Doesn't know practical magic but "communes" with nature spirits which allows him to know if there is evil around. Only knows enough fire magic to make a small spark and get a campfire going.

Appearance: Fairly human like in appearance save for his feline face, enlarged canines, claws, and pointed ears. Lodun stands around six foot two and has a compact body with many scars and little fat.

Weapons and/or Tools: When it comes to weapons Lodun has nothing too fancy, a bow and a quiver of arrows, two well maintained daggers, several bolas, and an ancestral club notched with the accomplishments of its forebears. Besides weapons he has many ropes of varying lengths and strengths, various holding bags, many different knives for taking apart successful hunts, a bedroll, a pipe and a bag of pipe weed, and a water skin.

Armor or clothing: Leather armor with many tribal talismans for luck and tribute.

Mount: An strong horse of the name Wold, high stamina and a fair amount of speed.

Personality: Patient, quiet, and stoic. Lodun isn't one to anger easily and tends to talk very little, only saying as much as he needs to and letting many of his actions speak for him. When you get to know him he becomes slightly more talkative and tends to not lie to people.

Biography: Lodun has been a hunter for as long as he can remember which is not all that surprising since he comes from the Longtooths, a tribe renown for its hunters and huntresses. From this background Lodun lived a fairly simple life that consisted of hunting things and telling tales of said hunt. However that changed when the tribe was razed to the ground, killing many of the other members and scattering the rest. This left Lodun alone and angry, culminating in him hunting down and killing the bandits that destroyed his home, his family, and his people. In the end Lodun did not feel satisfied, the dead would remain dead and that would not change. Since then Lodun has traveled the land, hunting and killing evil beings when he finds them while adding to the legend of his family.

Rank/Status: Looking for "The One", the one hunt worthy enough to be notched onto his club.

Other: Does not drink but smokes a lot of pipe weed.
Hidden 10 yrs ago Post by WilsonTurner
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Anyone can have gems and the like in a weapon or something, it's just expensive. Being from a tribe, though, they'd probably have less value. Less time for being vain, aye? Enchantments are fine too- Artifact weapons are the ones that are both unbreakable, and with powerful enchantments. An Artifact warhammer would do much better than anything anyone else crafts, much more well balanced and the like.

So you can either change the rank/status, or you can change the bio to suit a more joining-with-Avalon before going over to the mainland.
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Tyrant from the West said
Postin a spot where i can edit my cs into later 8D this rp sounds pretty fun! I didn't see anything in the interest check about it so i was a little throw off at first. Anyhow, will up the cs when its done.


Yeah, I hadn't bumped it and the last post was several days ago, so that may be why.
Hidden 10 yrs ago Post by Duthguy
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I changed rank to A wandering fighter who is following the heroes.
Hidden 10 yrs ago Post by WilsonTurner
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Duthguy said
I changed rank to A wandering fighter who is following the heroes.


Both you and Worm have been added to the roster!
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Cs is done, hope its ok! If ya need me to change anything i'll try to do so asap.
Hidden 10 yrs ago Post by Wormgod
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Yaaaaaaay! Also, seems Ashirah is one of the younger and older members of the group. Interesting~
Hidden 10 yrs ago Post by WilsonTurner
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Tyrant from the West said
Rank/Status: Ex-bandit leader. Not actually one of the four heroes, however he does lie about this.


Avalon will probably dislike you about that last bit, but will deal with you. More swords equal less focus against him. Accepted! Adding you to the roster.
Hidden 10 yrs ago Post by Tyrant from the West
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Sweet! Thanks 8D

Also quick question, will swearin in the rp be like it is in modern times, or will i have to start googlin stuff? DOn't worry, i don't plan on going overboard, but ya know, just wanna make my guy loud!
Hidden 10 yrs ago Post by Wormgod
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Tyrant from the West said
Sweet! Thanks 8D Also quick question, will swearin in the rp be like it is in modern times, or will i have to start googlin stuff? DOn't worry, i don't plan on going overboard, but ya know, just wanna make my guy loud!


Aye, ye swaggers! (Shakespearian for "dumb peasants who don't know how to walk properly, and are drunk")
Hidden 10 yrs ago Post by WilsonTurner
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Hmm. Try to be realistic- works like f*ck wouldn't be close to being around, but words such as b##tard would be much more likely, ya know?

I'll add in some rules addressing that, and other things.
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