Hidden 7 yrs ago 7 yrs ago Post by SmileyJaws
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SmileyJaws

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Banner by @Altered Tundra ages ago, thanks.


The Hallows Inn


You find yourself sprinting, as fast as you can, pushing every muscle in your body to the limit. The dirt track in front of you, so bogged down by rain water has become nothing more than a sludge path of sodden muck. With every step you feel as if your boots are about to be pulled from your feet. Thin, black gnarled branches of long dead trees pinch and tear at your clothes and skin, but you ignore the pain other than a wince after each painful lash. The rain is pouring and your soaked clothing weighs you down, you feel as if at any minute, your fatigue will overcome you and you will succumb to being yet another victim of the Drakenwald, in common tongue, the Dragon's Wood. For the longest time now, your only light source has been that of the moon where it manages to penetrate through the crowded tree-tops, whose dead branches are like crippled arms clawing at the sky, begging for freedom.

Suddenly, thunder rumbles and now consistent flashes of lightning offer you glimpses of what lies ahead, allowing you to maneuver around thorns and branches as sharp as a good sword. However, with each flash of lightning paranoia grows on you, fingering at the deepest parts of your brain. What was at first a hunch that you were being watched is now visuals, whether or not they are hallucinations, deep red eyes watching you through the trees, waiting for you to fall, or make a mistake before the pounce. Thunk you hit the ground hard as you trip over something, struggling to turn onto your back you see it was a rope, tied between the bases of two trees. Your hunch proved to be right, someone or something is hunting and you are their prey. About to give in, you lie back and feel the muck molding to your shape, opening your eyes you see something that almost beings your heart to a stop. Hung from a thick branch, is a skeleton, a long dead victim of whatever it is that resides in this place. Strangely enough this gives you the power to keep going. Bringing yourself to your feet you turn on your heels and once again begin to make haste. You don't know where you are going but anywhere is better than this place. Seconds turn into minutes, which in turn feel like hours as you find you are hopelessly lost. But, something catches your eye, a light coming from between two trees, this is not like any light you have seen in a long time, this is natural daylight. You make one final dart for the light, you can feel your hunter is right behind you. You run and you run and you run.

Thunk. Once again you hit the ground, but this time the fall is not as bad, you open your eyes to see that you came crashing through a final line of trees and landed in a clearing of lush, green grass. Strangely enough, as you look up at the sky, you can see the sun hovering directly overhead, a small ball in the sky. You squint as it hurts your eyes, but you cannot look away knowing that only moments ago you'd seen the moon, it was as if, you'd stumbled into a different time. Bringing yourself around, you see that there is a building ahead of you, it appears to be some sort of resting place, an inn. Beside it lies the forge of a blacksmith. Coming to your feet, you walk towards the building and upon reaching the door, push it open and stumble inside, dragging in muck and dripping water all over the oak floor. Eyes from all over the large open room fall you, you catch a pretty maiden standing on the stairs. Time seems to freeze for a moment, only to be started again by a voice.

"Another wanderer? This is the third this week, at this rate, we're soon going to run out of rooms... Welcome to the Hallows Inn! Lazarus, at your service."


The Hallows Inn is situated in the middle of a clearing in a forest known as the Drakenwald. The Drakenwald has never been fully mapped but is known to be the largest woods in the chartered World. The exact location of the clearing in relation to the forest is also unknown as all who have come across The Hallows Inn have done so by accident, often after days, if not weeks of being lost in the vast expanse of the Drakenwald.

The owner of the inn is a man who goes by the name Lazarus. Nobody knows his exact age, only that he has been at the inn for centuries, some rumors say that he was born in the Drakenwald and has never been outside its borders, others say that Lazarus is an entity of the forest that cannot leave, a Dryad of sorts. What is definitely known is that all weary wanderers who come across the Hallows Inn are offered refuge until they decide it is time to move on, if at all.




Rules


Yeah, well all hate them but got to have them, not too many though.

1. All guild rules apply.
2. GM and co-GMs word are final when the need arises, arguments that will spam up the thread should be taken to PM.
3. Flaming - PMs. Seriously, the rest of us have no interest in your petty spat over who cybered the RPs very own Xena - speaking of...
4. Romance is fine, even encouraged if that's your thing but listen, smut and other material of the sort is also to be taken to PM. While I can't stop you I encourage you to be over 18 and if not, not to get involved in any odd stuff you shouldn't be related to this thread.
5. Rivalry or conflict between characters is to be kept between characters or out of the thread, thanks.
6. Include 'Fuck your rules' in the other section of your character sheet after any additional information you wish to add.
7. Oh, no anime - thanks.
8. Don't be an eejit and have fun.




The Grounds


When exactly the inn was engineered, within one of the more accommodating glades of the Drakenwald, is unknown. However, when Lazarus took the building under his care it had all but fallen to ruin. In the beginning, an old Elvish friend Sceolan (who later went on to become king of a distant land) erected magical wards in the form of stones, obelisks as tall as a man that seemingly glow with an almost invisible aura. A powerful presence can be felt by the more attuned to the arcane when close by. For centuries now they have kept the beasts, ghouls and other creatures of the woods at bay - all who arrive at the inn are safe within it's boundaries. While the Drakenwald itself is not as dangerous during the day and you are far less likely to run across unwarranted company, it is still heavily advised adventurer's don't stray too far from the inn as to get lost, or the dryads and nymphs will be the least of your problems.

The inn itself sits towards the southern end of the clearing with Toradh's (a former master Dwarven blacksmith) humble forge and hut close by. One of the most noted things about the inn by travelers and residents is the fine finish on any work they present the Dwarf with. Rumor has it his tools are enchanted relics from a far off land and guide his hand and mind in work. Others will tell you while the tools are certainly magical and aid him in some way - his skill has been proven in legend long before he arrived at the Hallows. Some men, foolish or brave, have ventured from the safety of home into the woods to get something crafted by Toradh, many more have died in place - their corpses once littering the undergrowth now reclaimed by nature.

A newer edition to the grounds is a hot springs behind the main building. Welcomed by nearly all patrons - a place to relax under the night sky surrounded by the trees, stars and good company can never go amiss.

A few miles north of the inn are a series of three clearings, forming as much a crescent shape as imaginable with the eye. Three ponds, that could nearly be called small lakes with near crystal clear water. Nymphs are said to inhabit the lake and surrounding area, remarkably these are not your typical creatures that have been noted to inhabit other parts of the Drakenwald and in fact have granted the wishes of men and sometimes women who have come to them from the inn and offered an appropriate tiding.

Adventurers, patrons and residents have all shared stories both wondrous and harrowing of spots in the woods and anyone who decides to explore will be sure to have their own stories to tell around a fire with good mead. Be wary however of the living forest and make sure to be able to always find your way back to the safety of the Hallows.




Characters

The role-play is following a traditional-fantasy style, at least for the time being, so it would be appreciated if we kept our characters in this genre in relation to race, class etc. Feel free to spruce up the appearance of your CS with coding if you wish, magic should be included in the weapons or other section depending on it's use.

Magic:

Low Magic - uses natural objects from the world around you, different to elemental although for the sake of the role-play we'll include elemental magic under low.

High Magic - encompasses a wide variety of complex rituals, spells or incantations to perform the desired action/conjuration etc.

Folk Magic - magical practices that is usually practiced by peasantry or those considered commoners, often influenced by superstition it has however proven it's worth in matters of healing, dispelling curses or casting them to curing blighted crops, among all other sorts of things. Sometimes folk magic incorporates religious practices and beliefs, where as other times it has its own set of traditions.

When writing about your characters magical abilities, remember to include where they acquired them in the history section- innate ability, enchanted relic, curse, study? Any other questions about what can or can't be included should be sent to me in PM or addressed in the ooc; I'll try to be accommodating to reasonable requests - note many will fit into the above categories and should be rationalized with common sense or fantasy logic. You don't have to write an essay.

Name:
Age:
Race:
Gender:
Sexuality:
Class:

Appearance: (Pictures are preferred)
Weapon(s):
Armor:

Personal Trinkets: (If any)
Short History:
Other:


Hidden 7 yrs ago 7 yrs ago Post by Hawlin
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Hawlin The Jaded

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(First draft and subject to change)
Hidden 7 yrs ago Post by SmileyJaws
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SmileyJaws

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@Hawlin Hey, first draft looks ok. I'll accept it upon review when it's completed, just in reference to the art for your characters appearance. While I like illustrated character art for a CS, I'm not looking for anime/manga pictures, they take away from it for me. Sorry.
Hidden 7 yrs ago 7 yrs ago Post by Hawlin
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There, pics taken out.
The draft stuff was mostly if there were any issues.
Hidden 7 yrs ago Post by Ardiax
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Ardiax Your local and loveable villain.

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Expect a mysterious and shady cloaked Dark Elf with High Magic and an enchanted sword from me.
Hidden 7 yrs ago Post by SmileyJaws
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@Hawlin Ok, thanks. Is this still a first draft as indicated at the bottom of your post? If so, I'll wait until it is completed before you move it into the character tab. Everything looks fine, maybe throw in some cons to your characters power, just to balance it out - laws of magic, yadda, yadda.
Hidden 7 yrs ago 7 yrs ago Post by SmileyJaws
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@Ardiax Oops, didn't see your post, looking forward to reading the sheet!

EDIT: @Hawlin Sorry, did not see you had posted about the draft notice either. In that case, accepted. Feel free to add your character to the appropriate tab, after seeing about some restrictions or drawbacks to the magic.
Hidden 7 yrs ago Post by Hawlin
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Edited in Mana burn.
Luci is more a divine caster than arcane, and his deity isn't a fan of having it's powers abused.
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Hidden 7 yrs ago Post by Ardiax
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Ardiax Your local and loveable villain.

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Here we are...

Name: Valmont Marthar

Age: 37

Race: Drow/Dark Elf

Gender: Male

Sexuality: Technically Heterosexual, though he has sworn abstinence.

Class: Black Mage; a practicer of the darker side of magic and arcane arts, including necromancy, profane rituals and spells, sinister alchemy formulas and recipes, and wicked illusion and conjuration spells.

Appearance


Weapon(s)


Armor: Padded black leather armor that includes bracers, shin guards, and breast padding that he wears over the long flowing black robe that adorns his gray skinned figure.

Personal Trinkets


Short History

Hidden 7 yrs ago Post by Corporal Lance
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Corporal Lance Devil Dog

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I'm fairly interested in this, I like the "sit-down at the tavern" kind of RP premise. Even if it's sorta forced cuz there's nowhere to go.

I was looking to play a young Wizard that only knows a couple cantrips and knows A LOT about talking a big game to make himself sound amazing. That sound alright?
Hidden 7 yrs ago 7 yrs ago Post by SmileyJaws
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@Ardiax Accepted, add it to the character tab.

@Corporal Lance That sounds fine, post a character sheet for review anyway. Looking forward to reading it. There may also be opportunity to charter parts of the Drakenwald as the rp progresses, it's basically country sized - despite being a woodland. I doubt however characters will be leaving the woods without leaving the role-play, however. Maybe at some point.
Hidden 7 yrs ago 7 yrs ago Post by Gentlemanvaultboy
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Name: Set-forth-with-the-Sun-at-thy-back Gorum.
Age: 46
Race: Human
Gender: Female
Sexuality: Hetero
Class: Paladin

Appearance:

Out of armor: An average height but muscular human woman. Her skin is the color and texture of brown leather, and what was once long flowing blond hair is just starting to wither and show the grey of her age. She could never have been called a beautiful woman, with an abnormally long nose and features sharp enough to poke an eye out, but the trials of her life have chiseled her face into something that could be called handsome. Her body is covered in evidence of old injuries. Among the more notable of her scars are a small clean one down the middle of her chin, a long jagged one going all the way down her right arm, and what looks worryingly like a bite mark that wraps around her entire left thigh.

Weapon(s):
Halberd of Elim - One of the holy weapons forged and consecrated by the church of Elim for its paladins, each one is capable of channeling the goddesses power through it in response to holy chants spoken by the paladin. When this happens the weapon emits a radiant light that inflicts harm on any evil creature of the dark.

Halo of the Sun - The holy symbol of the Church, displayed on the paladins armor behind the helmet. The more ornate the halo, the more venerable the paladin in crowns. In response to similar holy chants as used to alight the halberd the halo can also channel Elim power to cleanse dark magic, heal wounds, or shield people from harm with Elims holy light. Greater halos grant access to even greater power and are only entrusted to the mightiest of the order.

Armor:

Blessed Armor of Elim - Standard armor bestowed on Paladins on mission, consecrated by the church of Elim to resist black magic and curses. Strong, sturdy and warm to the touch even in freezing conditions, Paladins take great care to keep their armor in tip top condition not only because it could save their lives but because they are the projection of Elims will in the mortal plane and their garb should strive to shine as brightly as she.

Personal Trinkets:

-A pair of simple gold rings worn on a necklace around her neck.

-The Book of Radiance, the holy text of Elim in condensed form.

-A journal.

-A small sack filled with precious blood rubies.

-A satchel of food, containing an unopened bottle of Glimmering Spring wine from her homeland.

-The broken pieces of an extremely ornate Halo of the Sun.



Other:

-Greets the sun every morning with an hour of stretching, prayer, and breathing exercises.

-Is still a remarkable dancer from her priesthood training, but was never any good at singing.

-Fuck your rules.
Hidden 7 yrs ago Post by NobodiesHero
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NobodiesHero The Organization XIII Member That Never Was

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This looks super interesting. I've done an RP like this before. I'll be adding in a female character to the mix to balance things out.
Hidden 7 yrs ago 7 yrs ago Post by shagranoz
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Name: Saen

Age: 20

Gender: Female

Race: Lamia

Sexuality: Lesbian

Class: Spellsword

Has a black cobra hood.

Weapon: A three-foot-long straight sword made of mithril. It's stronger and sharper than an ordinary sword, but otherwise has no magical properties

Armor: Leather armor on her human bits, unarmored on her snake half.

Personal trinkets: none

History: Saen is a wandering mage from a faraway desert. Many lamia live a nomadic lifestyle, traveling to find work where they can, and Saen is no exception. Being a mage makes it a little easier, but she isn't a strong spellcaster. She's stopping at the inn for a few days to rest, but if she can find permanent employment, she just might stay.

Other: Saen's magic tends to be best at mental spells: telepathy, illusion, that sort of thing. She can't control minds, but she can influence them. She also has a venomous bite.

Fuck your rules.
Hidden 7 yrs ago Post by Corporal Lance
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Corporal Lance Devil Dog

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So the character I was gonna make was pretty similar to @Ardiax's character in terms of ability and I don't wanna step on any toes, so I'll go for something else.

Imma make a Gnome Arcane Trickster when I get home, nobody's representin' the Rogue or the wee folk yet.
Hidden 7 yrs ago Post by Hawlin
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Hawlin The Jaded

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@Corporal Lance
#WeeFolkHype

:P
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Hidden 7 yrs ago 7 yrs ago Post by Corporal Lance
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Corporal Lance Devil Dog

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Character time!















--Edited because I wrote this up at work where I can't access RPG and didn't realize I ripped off a good amount of someone else's trinkets. :/
Hidden 7 yrs ago 7 yrs ago Post by NobodiesHero
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NobodiesHero The Organization XIII Member That Never Was

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Done! Hope you like her.

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Hidden 7 yrs ago Post by CollectorOfMyst
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*clicks the subscribe button*

I'll get to making a sheet, if you'll have me. Just need to figure out what direction I want to go in...
Hidden 7 yrs ago 7 yrs ago Post by Cherrywitch
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Cherrywitch Fufufu~

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Hope it's okay...?
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