On the shore of a silent lake sits the village of Rosashire. It has existed here, bordered on two sides by thick forest, for longer than anyone can remember. It is far away from the bustling cities, and seemingly far away from everything.
In the centre of the village, surrounded by old buildings, is a cobbled square. The buildings seem to only be held together by the almost constant restorations. Surrounding the inner buildings are rows of equally ancient houses, and beyond them are farms and the lakeside pier.
In the village square, two figures are talking. One of them is a middle-aged man and the village blacksmith, his name is John Adams. The person he is talking to is a woman of about the age of sixty by the name of Catherine O’Reilly.
“Have you heard? Another one’s vanished” Mr. Adams claimed.
“What?” Ms. O’Reilly said, “Who?”
“Roderick Wilson, Allison’s son” Adams continued.
“Oh, that poor boy. He’s the third one this month”
Welcome to Grove, a mystery roleplay using a stat system based on one from another forum. It is set in the quiet town of Rosashire. You have recently heard rumours about this place, and undoubtedly many of you have only found out about this town’s existence through these rumours. People are vanishing in this town. You may have come here because of this, or you might be just passing through, it’s up to you really.
This world is inhabited by a number of different sentient races. There are several nations in this world, each filled with a variety of different people. These nations have long histories and have warred with each other.
The year is 1742, and the world is in the Georgian era. Homes are lit with candles, muskets have been invented and the industrial revolution is brewing. Electricity exists but remains a scientific curiosity and not something that has been harnessed.
Many of the nations have been busy exploring the vast oceans of this world and explorers are held in high esteem. The oceans provide vital trading routes between major cities and many see them as a source of wealth.
Magic exists in this world, and is used by those who have dedicated their lives to learning to harness its power. It often requires a lot of training, and maybe a bit of innate talent, to be able to cast powerful spells. Anyone can learn minor spells without too much study though. Rituals are used to cast the most powerful spells, and often require ingredients, patience and help from other magic users.
Magical artefacts, regents, potions, charms, alchemical devices, foci, etc. can be used by everyone for whenever they need to cast a spell without having to learn it. However, these devices must be created by those who have trained and can often be quite dangerous. Such items are quite rare.
There are many different schools of magic, each with their own casting techniques, methods of study, sources of power and magical effects.
This roleplay uses a simplified stat system, based on one made by Solawind on the Minecraft Forums. This is mostly used to judge the abilities and power of a character and no rolls will be made, unless you want to do them yourself. The basic stats are:
Strength [STR]: how hard you hit, how much you can lift, etc. Endurance [END]: how much you can withstand, etc. Dexterity [DEX]: how nimble you are, how accurate you are, etc. Intelligence [INT]: how much you know, how mentally strong you are, etc. Magic [MAG]: how well you can conduct mystic forces, etc.
These stats give an idea of what your character can and cannot do. 1 is average, 10 is the maximum during character creation. You get 10 points to begin with.
Abilities detail what it is that your character can do. Examples include spells, training, racial bonuses, etc. When giving your character an ability, please specify what it is, what stats it requires and what it can do.
Each spell takes one skill slot, but related variants of that spell would not need an extra slot. For example, an enchanting skill would include a small number (say, about 3) of related enchantments. However, these enchantments would not be very powerful and the known enchantments would have to be listed.
It is assumed, unless otherwise stated, that your character can use the weapons you give them. A skill related to that weapon means that skills is especially refined and would give an advantage to that weapon’s use.
Each character can have up to one negative ability. This is an ability that hinders your character. If you have this, you can have 2 extra normal abilities.
e.g. Flare (MAG 2+): You can produce a small flame in the palm of your hand
Tracking (DEX 2+, INT 2+): After years of training, you can track animals and people using footprints and the like
Poison Resistance: You are naturally resistant to poison, minor poisons have no effect on you and you recover twice as quickly from all poisons.
Your character’s inventory is what they are carrying with them, it includes potions, money, weapons, food, supplies and anything else you think should be mentioned in the list.
Money in this world works as such: 1 gold piece = 100 silver pieces 1 silver piece = 100 copper pieces
Enchanted gear is available, but expensive. If you include a magical item in your inventory, you have to specify what it is and what it does.
1. No godmodding, metagaming or powergaming 2. Do not make your characters OP 3. Romance is allowed, but don’t go overboard 4. Please obey the word of the moderators 5. Thank you for reading the rules
If you are accepted, could you please put a copy of your application in the "Characters" tab
Name: Race: (Human, Elf, Dwarf, Goblin, etc. Custom races require a description) Age: Gender:
STR: (You get 10 points to start with) END: DEX: INT: MAG:
Name: Leo De Haven Race: Half-Elf Age: 25 Gender: Male
STR: 1 END: 3 DEX: 3 INT: 2 MAG: 1
Abilities: Tracking (DEX 2+, INT 2+): Leo has been trained to navigate and track targets
Scout’s Eye (DEX 3+, INT 2+): After training as a scout, Leo has developed a greater attention to detail. This makes him more accurate and more likely to notice what others don’t.
Agility (DEX 2+, END 2+): Leo moves quickly and quietly
Appearance: Leo is tall, standing at 193cm (6’ 4”). He has straight, dark brown, almost black, hair which which is cut short. His ears are slightly pointed. His almond shaped eyes are a dark, forest green and sit above a thin nose. He has a mischievous smile and a pointed chin. He has a thin, athletic build, he clearly looks like a runner.
He wears a maroon shirt which has sleeves that reach down to his elbow. He wears a grey linen sash that goes from his right shoulder down to his left. On this sash is a messenger’s bag, it is rectangular and is made from leather. His trousers are a dark, ashy grey colour. He wears a leather belt around his waist, on which are the scabbards for his daggers and a cloth pouch. His shoes are a pair of slightly worn boots. He wears a pair of grey cloth gloves. Over all of this is a mottled dark green cloak with a hood.
Biography:
Leo grew up in a city, the city was nowhere near the size of the kingdom’s capital but it was a centre for trade. His mother was an Elf and his father was a human. He had originally been born in a village in the mountains, but his family had decided to move to the city seeking their fortune. They had found this fortune in running an inn, called the Riverwater Inn.
As a child Leo would play in the courtyard of the inn, and when he got a bit older he would help out at the inn, often by helping to clean the place. Even from a young age, it was clear that he was an excellent runner. He would challenge his friends to a race, which he would usually win. He and his friends would pretend to a be guards and fight imaginary monsters with an imaginary blades. As he grew older, his parents encouraged him to apply to join the guards.
The problem was, he was no good at being a guard. It was much different to pretending. However, the captain of the guards did see some promise in the young man. Rather than work as a guard, he was sent to train to become a scout. He trained at the Royal Barracks in the capital.
A couple of years later he was a fully trained scout, although he did not have much field experience. He was trained to use his running skills to gather and carry vital information. He would occasionally carry messages to and from the various cities that dotted the landscape. Of course he had to defend the information he was trusted with. So in addition to relying on his agility to get him out of danger, he learnt to use daggers effectively. When he encountered a situation he couldn’t run from, he had a chance to fight his way out.
Word about the disappearances in Rosashire had reached the ears of captains. It was deemed to be of little interest, but someone had to be sent anyway. Leo was one of the few scouts available at the time and, even though he was still fairly inexperienced, he was selected to go and gather information.
Other:
Leo De Haven - Willowisp323 Markas - Grnmachine Aro Danius - LordofthePies Emma Miller - Total Seymour Von Carstein - Sudkurve
Runic Magic (DEX 2+, MAG 3+): Markas studies Runic Magic. In this magic system, he can write what he wants to have happen in a specially enchanted pen in the Ancient Language, read it aloud, and the words will come off of the paper and cause whatever was written. He has knowledge of basic grammar- "Of", "The", "It", "They", etc., and knows how to structure a sentence, but he is limited in words of real use. The only ones that he knows of that have any sort of use currently are "Move", "Fire", and the terms for time, up to a half hour.
Translate (INT 2+): (Sorry for 'stealing' your skill, Total) Markus knows Common, Elven and a small amount of the Ancient Language. He can translate sentences between these three languages, although with more difficulty to and from the Ancient Language.
Stealth (DEX 3+): Markus is adept at hiding and moving stealthily through locations.
Inventory:
-(Ordinary) Paper -Magic Pen (Holds sentimental value to him as well as magical) -Longbow, Quiver and 25 Arrows -Two daggers -Backpack (Contains two meals worth of food at the moment) -Waterskin (Half-full) -One book detailing the basics of Runic Magic -One book written in the Ancient Language -Leather gloves -3 Silver, 200 Copper.
Appearance:
Without the swords.
Biography: Markus lived with a family seeking to make ends meet. This means that when he was old enough, he helped around the town with oddjobs for money, food or other necessities. His Elven father was concerned about Markus not knowing half of his heritage, but decided that there would be much time for him to meet other Elves once he grew up.
Markus was helping an old mage one day clean out his library. Anything that the mage hadn't already taken for himself off of the shelves was fair game to Markus, and he found a book talking about "Runes". The half-elf was 9 at the time, and didn't fully understand the book, but he knew it had something to do with magic. Markus knew of magic, but he never considered it within his reach until then- after all, anyone can learn a language and write, right?
However, he didn't have the necessary materials or resources to make it happen. The 'magically-attuned writing instrument', or anything enchanted for that matter was far out of reach for a family like his. He kept asking for resources on the Ancient Language described in the book, as well as the writing instrument. Unexpectedly, on his 13th birthday, Markus received a book written entirely in the Ancient Language. Apparently it was in a friend's attic, collecting dust, with no real value to anyone else.
Markus continued to study alongside his jobs, and hoarded his money to get an enchanted writing implement. He slowly learned the basic words and grammar of the language, practicing his pronunciation and handwriting religiously.
When he turned 16, Markus' father expressed a desire for him to meet other Elves. After a long talk with his mother, Markus decided to visit a village of Elves a few weeks away for a time. During the travels, Markus' father instructed him in basic culture for the Elves, and began teaching him Elvish. When they almost arrived, however, Markus was attacked by a bear. He nearly died before his father intervened, killed the bear and rushed them both to the village.
Once Markus was well enough, he engaged in the culture, and decided to take up training in weapons so that he could defend himself, alongside his studies into Runic Magic. Nine years passed in the blink of an eye, Markus never once thinking of home, until he got a letter. His mother was dying.
Markus and his father left that day and made it just in time to see Markus' mother in her last few moments. She'd overworked herself, through illness and injury she labored, all to save up money in order to enchant a pen for him. She gave him that pen, along with all the money she'd saved before she died.
Markus spent a few days reading the book of the Ancient Language, trying to force everything but it from his mind. Eventually the grief was unbearable, and he went- pen in hand- to the nearest enchanter. It wasn't easy handing over his mother's money. But it was what she wanted. What both of them wanted.
He spent the next two years training more, and casting his first spells. His father spent a year in town, before returning to the Elven village. He made sure Markus knew the way, just in case he ever wanted to visit. In the last year he slowly got a growing urge to explore, to jump from his nest and learn about the world. He prepared, and at age 27, set out to explore the world.
Name: Aro Danius Race: Elf Age: 78, Still young for an elf. Gender: Female
STR: 1 END: 2 DEX: 2 INT: 4 MAG: 1
Abilities: (You get 3 to begin with) Nimble Wanderer (She can locate wherever she is by using the places around her, excluding caves. She can also find food, water, and shelter for 3 other people.) Thief (She is adept at sneaking, stealing, and pickpocketing. Her best to "least" best is in that order.)
Inventory: Silver Rapier (Stolen) Dagger Short Bow & 20 Arrows Traveling Backpack: 7 Days Rations Full Water Skin Book ("Dealing With Griffins." (Sentimental)) Money Pouch: 2 Gold (Stolen) 7 Silver 3 Silver (Stolen) 50 Copper 25 Copper (Stolen)
Appearance: Three long claw marks that have yet to fade run along her back. Pale. Never smiles.
Biography: Aro used to be a spoiled, rich child, that was until a con-man took her family's wealth. Her parents had never been good with money management since they've always had more than enough. So when the day came and they lost everything, they didn't know what to do. They sold what little they had left and moved to the slums. Before she left on her own, they did everything they could to scrounge up enough to survive. There was even a point in time when, per request of her parents, Aro became a petty thief. She used to hide in the shadows of the night in her hometown, picking the pockets of those who were brave enough to be out past sunrise. Aro is still used to the thieving lifestyle, even though she doesn't need it. After decades of taking from the rich and giving to herself, she always has enough to get by, especially since her parents passing when she was 19. Aro still sticks around Corundum, searching for anything to line her pockets.
"I have never felt hate like I feel for my father..."
Race
A Dhampir is the offspring a human and a vampire. Key features of the race are as followed:
•They often retain the visual features of their vampire parent depending on the species of vampire. For example a more beastial species of vampire will result in offspring with that beastial appearance.
•In addition to appearance, they will inherit certain abilities of their vampire parent.
•Almost all offspring are a result of a male vampire and female human.
•The thirst is much more manageable and controllable for a dhampir than it is for a pure bred vampire. Animal blood and normal food can sustain them, however they require it in greater volumes than human blood.
•Most dhampir become vampire hunters, often out of a hatred from their father for making them what they are.
•Most will age as a human till 30 at which point they will cease ageing and retain their appearance, effectively becoming immortal.
•Dhampir must consume 1.5x more food than a normal human, 100ml of human blood or 500ml of animal blood on daily basis to keep the hunger at bay. Failure to do so will result in the Dhampir losing total control to their bloodlust, attacking everything and anything in it's way until the hunger is fed.
Age 32
Gender Male
STR: 3 END: 2 DEX: 4 INT: 1 MAG: 0
Abilities [Positive / Negative]
Unnatural Reactions - [DEX 4+] Seymour's father was from a species of vampire called Morgen, a species suited for martial combat. While lacking the strength of more feral species such as Strigoi, they are highly agile. They have exceptional reaction times.
Vampiric Strength - [STR 3+] Seymour is as strong as a very strong human albeit with a frame much more slight than a human of equivilant strength.
Regeneration - [Racial Ability] Small cuts are healed almost instantly. Stab wounds, gunshot wounds and the like heal after several hours. Dismembered limbs can grow back but depending on the point it is severed, takes at least a week.
Bloodsight - [Racial Ability] Bloodsight is the ability to hear nearby heartbeats and within ten metres, able to see the vascular system of that creature. When in range the entire vascular system of the creature appears to glow, giving away their position even in total darkness. Heartbeats can be heard through solid objects such as a building wall while the vascular system can only be seen through clothing. Creatures without circulatory systems or the undead are entirely immune to this.
The Hunger - [Racial Ability] As mentioned in the racial description, Dhampir must consume a certain amount of food, animal blood or human blood per day or risk succumbing to the hunger. If the hunger takes over he will lose all control and become a danger to friend and foe alike.
Survival •x5 Vials of Donated Human Blood •Canteen for Animal Blood [Empty] •20 Metre Rope
Miscellaneous •Mothers Pendant - Glows In Presence of Supernatural Entities With a Range of 5m.
Appearance
Biography Catherine was from the famous Von Carstein family, rich, popular and people who genuinely cared for those in their community. Their mansion sat atop a hill overlooking their township of Old Keep, a bustling and thriving community not far from Rosashire. The township was named after the crumbling keep that it was built around, the stonework construct left with nothing more than two walls and pile of rubble at it's base.
One night the town fell victim to an attack from a riotous mob of undead and vampires who tore the townsfolk apart and raided their stores. By time daylight rose it was shining on smouldering ashes, dried blood and rotting corpses. Many of the people of Old Keep died and not one remained who hadn't lost a loved one. For Catherine her experience was one of the worst, forced to watch her two siblings drunk dry by a vampire known as Caleb the Red. Once finished with her siblings he moved to drink her too, stopping short and subjected her to hours of torment. All that saved Catherine was the approaching sunlight, Caleb leaving her mansion, filling it with laughter.
As the months passed the town rebuilt, covering the damage inflicted upon it. What couldn't be concealed was the internal scars and vivid nightmares that the townsfolk had to deal with every day. Memories of friends and loved ones being taken from them taunted them all. After the night the once welcoming town turned sour and wary of any outsider, particularly non-humans. A wall was soon built and at times of particular worry the guards refuse entry to all but the towns populace. One thing that became evident as the wall was being built, was that Catherine was with child. She spent the remainder of the pregnancy locked away in the mansion, scared of what might happen to her and the child should they learn of it's conception. She knew that the offspring of a human and vampire was not guarenteed to grow up evil and regardless of how it came to pass, it was her child within her.
When the birth finally happened she named the child Seymour after her grandfather. His skin was pale and his ears turned up to points, inherited from his father. He was kept secret from the townsfolk for several years before word eventually made it out. Out of respect to Catherine and her family the town gave her the opportunity to leave with Seymour or to hand him over to them. Catherine's choice was easy and within a few days she was on the road with Seymour.
Years hurried by as Catherine and Seymour travelled around the country, not staying in any particular place longer than necessary. Eventually Catherine found a job working in a village tavern that gave her accomodation and food in lieu of pay. They were welcomed and accepted as residents of the village much like Old Keep once did for strangers. Growing up here gave Seymour a deep respect for the living and how they showed compassion for all living creatures, this is what helped stop him from becoming his father. He worked daily on a farm from a young age, whether in the fields or with the livestock.
When Seymour turned sixteen he became part of the town watch and was trained by a former monster hunter, Isiah. In addition to combat training, Isiah taught Seymour about the many creatures that inhabited the world, covering everything from racial traits to weaknesses. Given the responsibility that would be put upon him it was important he would be able to cope with whatever happened. After completing his training there was a period of calm for several years, until his father returned.
While patrolling in the dark of night Seymour heard cries from the far side of the village, within minutes the air was filled with nothing but screams. Along with the other members of the town watch, Seymour moved from house to house to find flesh torn corpses and horrified relatives inside. Any lingering creatures were swiftly dealt with by blade and fire, the group lucky enough to save some families from suffering any harm. Upon reaching the tavern Seymour and the others were witnesses to a slaughter as people ran in every direction only to be cut down and then feasted upon. In the middle of them all stood a cloaked figure who held his mother by the neck, his face lit by the glowing pendant she wore. Seymour called out to her, the attention of the figure switching to him. The figure revealed a toothy smile, his long fangs reaching over his bottom teeth. "My son..." the figure spoke before turning to Catherine, "Know this human, he will be just like his father."
Seymour charged forward with sword in hand but could only watch as the vampire closed his fist around his mothers neck, crushing her neck instantly. Her body fell in a heap on the floor as the vampire let out a monstrous laugh. Before he was able to speak, Seymour began wildly swinging his sword to cut him down. The vampire dodged the attacks with ease, taunting Seymour with each missed swing and stab. "Join with me...join your father and you can have whatever you want." Seymour's eyes poured with tears as he felt the anger rise within. "Your mother was nothing more than a human, we are much...much more." Seymour let out a bellowing roar, catching his father in the stomach with a solid knee. He followed up with an elbow to the back of his head, driving him into the dirt. As he swung his sword down for a finishing blow he felt his whole body freeze in place, unable to move. His father rose from the dirt, once again laughing in Seymour's face. "I am Caleb the Red...I am your father...You will act like my child or you will find yourself in the same state as that." Caleb gestured at the motionless Catherine, a smile stretching across his mouth. "Anyway...it is time for us to finish our business here..." Caleb swung his fist at Seymour, knocking him unconscious.
When Seymour awoke he found himself to be the only person left alive, even the cattle and sheep had been killed. For several hours Seymour mourned his mother before promising her to claim vengeance for her and those his father had slain. He spent the remainder of the day burying those that he could, leaving his mother till last. He buried her beneath a large oak tree but not before taking her pendant with him, it was all she owned that he could keep with him. Once he had finished his goodbyes he left the village and began the search for his father.
Up to the present day he has worked as a freelance monster hunter, his efficiency earning him a growing reputation in the region. He revelled in protecting the defenseless but it was all to better himself for the time he once again meets his father.
Other Theme
Notable Actions (IC related actions will go here as a record)
@Sudkurve: Your abilities seem somewhat OP, and it looks like there are extra abilities in the description of Dhampir. Please fix this. The rest of your app seems fine.
Send me a PM if you want to discuss your character's abilities
Just so there's a little bit of background on Nuala I have created a CS for her below. I'll expand more as time goes on.
"There is nothing quite like singing in a tavern full of drunken orcs and elves..."
Race Elf
Age 57
Gender Female
STR: 1 END: 1 DEX: 3 INT: 1 MAG: 4
Abilities [Positive / Negative]
Charm - [MAG 4+] Nuala's singing voice is magical and the main source of her power. She is able to charm those who listen to it and get them to do what she wants, although those who are aware of what she is attempting can resist it quite easily. This also works on animals and beasts.
Elemental Manipulation - [MAG 4+] This was one of the first talents that Nuala found she possessed, the ability to create and manipulate the elements.
-Summon Ice: Nuala can freeze a persons limb or create a small scultpture of pure ice. -Summon Fire: She can ignite nearby objects or create a flaming projectile. -Summon Air: She can summon gusts of wind that can make a person struggle to walk or summon a thick fog around her locale.
Barrier - [MAG 4+] Nuala can summon a personal barrier of pure magical energy that can deflect all but the most powerful magic and cannon fire. Prolonged use can result in uncosciousness.
Attire •White Shirt •Black Corset •Dark Green Trouser •Black Knee High Boots •Long Cloak with Thick Fur Collar
Transport •Horse
Miscellaneous •Guitar
Appearance
Biography Nuala was orphaned as a child with her brother Varyn. They were found by hunters who took them back to their home town of Rosashire. While there they were looked after by an old human lady, Victoria, who treated them as her. Due to her age it was difficult for Victoria to provide for the pair and so when they reached their teenage years they were sent out to work. Nuala was sent to work at the Red Lion Tavern with the orc owner, Skarjaw.
For the first few weeks she spent her time cleaning tables, collect tankards and sweeping. However one day while sweeping she began to sing, immediately drawing the attention of everyone in the tavern. Skarjaw soon gave her more money to sing as well as her normal cleaning duties. Since that time she has remained at the Tavern, initially working to provide money for Victoria. After her death Nuala found it difficult to leave the town she had called home for so long and so decided to stay with her brother.
While growing up she discovered that she had an affinity for magic, albeit one she struggled to control. While others in the world were getting the appropriate training in magic Nuala was teaching herself. She would sneak into the nearby forest to try and hone her talents, finding it very difficult to begin with. Things became easier when she began to combine her musical talent with her attempts to conjure magic, finding that the two were entwined in her very being.
Other Theme
Notable Actions (IC related actions will go here as a record)
Regarding NPCs, creating and controlling some NPCs are fine. But I will give responses to any story-related dialogue.
@Sudkurve: I’m a bit hesitant about the Raw Power negative ability. Also, in the Elemental Manipulation ability, what do you mean by “free a person’s limb”?
Referring to the IC: Yes, lets skip to morning. Also, how much money should i pay for a room? I already arranged one in a previous post, but i havent made any changes.
Well... that's a problem. I only had 3 silver to begin, to try and balance my large-ish inventory. Are there cheaper rooms? Can i give myself more money?
@Grnmachine Yeah, that's fine. We can just say that you had the 6 silver needed. Either that or, like Sudkurve said above, Leo or Seymour could cover the cost. Skarjaw could give you a discount for helping the town, it doesn't really matter