Hidden 7 yrs ago Post by Nib
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<Snipped quote by Ink Blood>

Awesome :) Meh, Elves are okay but the Nosferyte race resonates with me the most.


They did with me too. My original concept was a Nosferyte swordmaster. Now, I'm divided between him and a treasure hunter concept I'm toying with.
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Hidden 7 yrs ago Post by Hallion
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<Snipped quote by Hallion>
They did with me too. My original concept was a Nosferyte swordmaster. Now, I'm divided between him and a treasure hunter concept I'm toying with.


I love RPing a creature who, from the outside they appear to be a demigod and perfect in every way, but on the inside they wage a war everyday to keep from spiraling further out of control. And I love @Tyler's version of the "vampire", where there are similarities, but also a terrible burden to go along with it...
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Hidden 7 yrs ago Post by Nib
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@Hallion as do I. I talked to Tyler about my two concepts to aid in my decision. If anyone else here would like to see both my concepts and help me with the decision between them, I certainly wouldn't say no to the help.
Hidden 7 yrs ago Post by Marx
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I'd be up to see your ideas, Inky.
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Hidden 7 yrs ago Post by Hallion
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Curious...do you think the Nosferyte would have their dwellings either underground or in the mountainside? Or would that conflict with the dwarves who might live in that region?

Also, Nosferyte are limited to the frigit temperatures, right? I mean they could travel anywhere provided the had sufficient cover from the sun?
Hidden 7 yrs ago Post by Nib
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@Hallion Are you talking about the feral population of the Nosferytes? If so, Tyler said the non-feral Nosferytes are unaware of the growing population of ferals in the mountains. Other than that, I don't believe they have an actual society as they go completely animalistic once they become feral.
As far as them traveling, I went off the assumption as long as they protect their fair skin from the sun they would be fine. Tyler had no objections to me going off that assumption.
Hidden 7 yrs ago 7 yrs ago Post by Tyler
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Woah, I'm really pleased to see a resurgence of interest and activity in the roleplay. I had almost resigned myself to the fact that it would probably need to go on the backburner thanks to the interference of the site's downtime disrupting momentum; but I'm really glad to see everything begin to coagulate again. Let's get started...

You know what, I'm going to come out and say that I'm interested in this RP. While I work on a CS, I do have a few questions. What kind of limits are there on the knowledge and usage of magic? Would someone need to attend the Wizards' Tower to be able to learn magic, or could they learn it on their own? Does the energy for using magic typically come from the magic-user?

Glad for your interest. I'm aware that I've not adequately covered magic in the world guide; it's been discussed with other players, both this time around and in previous incarnations. It's something I've been working on with particular attention lately; and something that I hope will be added soon. For now, I can only apologise - but we can still discuss any questions you have, and I'm sure other players will vouch for my willingness to go into detail.

You've already highlighted the general foundation of magic in Tyrrania with two words you've used in your question: 'knowledge' and 'magic'. Magic is the general practice of utilising the Arcana, which is understood as a force that runs through all things. Anyone can use this as long as they know how; it doesn't matter how they learned. The Wizard's Tower is naturally the best place to learn magic, because they have a tried-and-tested curriculum, taught by some of the best mages in the land. Plus, as the hub of all magical research in Tyrrania and the home of the largest magical library, they have the best resources. But someone could learn magic from anyone who already knows it, provided they themselves are competent enough. (This is the tricky bit which most often delays my write-up; essentially, magic is scalable in relation to the spellcaster's level of magical practice. Someone who trains fire magic often is going to find it easier to learn new fire spells; similarly, one can't learn to create a firestorm if they have not first learned to throw a fireball, etc.)

Of course, there's also the good-old fashioned method of picking up a book and teaching oneself. Unless you're a Dwarf - Dwarves can't cast magic.

Hope this was useful. Feel free to PM me with further questions! And I would also like to reassure everyone that the Magic chapter of the worldguide is most definitely on its way.

I've been craving a medieval/fantasy RP for ever, so I'm def in if there's still room...

I assume that the races listed under the Chars tab are the ones we pick from?


Curious...do you think the Nosferyte would have their dwellings either underground or in the mountainside? Or would that conflict with the dwarves who might live in that region?

Also, Nosferyte are limited to the frigit temperatures, right? I mean they could travel anywhere provided the had sufficient cover from the sun?

Glad for your interest. There's most definitely still room; and yes, the playable races are Human, Dwarf and Nosferyte.

The Nosferytes live in great gothic towers in their stone city on Rotsanger. You can read more about this in the worldguide; look for Steinplatz. The more wealth and influence a Nosferyte house has, the taller their tower. The exiled Nosferytes (Ferals, or Fallen) live on the barren plains of Vastoria; they often wander for weeks at a time in search of blood, but they have also established a central nest or hive of sorts. This is housed in an expansive network of tunnels within Mount Blut, accessible through many caverns up and down the mountainside. These tunnels were there before the Ferals arrived, and they don't connect to the subterranean city of New Kelda. If anything, Mount Blut is more a roost in which the Ferals gather to sleep during the day.

The Nosferyte's merely prefer cold climates; it's what they're used to. Even on Rotsanger they are known to wrap up warm in furs and hide. They aren't inherently sensitive to light, either; but it would naturally take them some time to adjust from the freezing, dark-skied Rotsanger to the bright and warm mainland. They might find the sun exceptionally blinding, or that it burns their fair skin more easily, but they certainly won't burst into flames if they're exposed to sunlight.

(Similarly, you won't ward them off with garlic, running water, silver crucifixes and the like. They aren't vampires. But a stake through the heart would finish off just about anyone..!)

--

Again, I'm really pleased to see renewed interest in this. @Vaelin150, @Marx, @Superboy, @Ink Blood and anyone else I may have missed or who is yet to submit a sheet. I'll be reading (and in some cases re-reading) everything that's been submitted so far, and contacting you all via PM to discuss your characters further. I love what I'm seeing!

Hidden 7 yrs ago Post by Hallion
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@Tyler For what its worth, you have a really solid story and lore here so I for one look forward to joining this. You've obviously worked very hard on this and seem to genuinely take pride in your work, and i respect that. It'll take me some time to get a CS together, but I'm definitely in...
Hidden 7 yrs ago Post by Hallion
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So...let's discuss Wraithtown and its current state.

I'm outlining ideas for my Nosferyte, and after being/raised in Rotsanger, etc she eventually decides to leave (secretly) and takes a ship, which is diverted by a terrible storm, and shipwrecks on the shores of Wraithtown.

Based on the Geography section:
Many years later, the residents of Wraithtown live in isolation in order to protect outsiders from the monsters they become. This solitude has been aided by the appearance of the Broadmarsh, and Wraithtown has been largely forgotten about.


So does that mean people still live there, but don't associate with anyone outside of the town borders? Do they turn into "werebeasts" every night or only certain nights? And what are Broadmarsh? Is that what's missing in the Beastiary? O.o
Hidden 7 yrs ago 7 yrs ago Post by Tyler
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@Tyler For what its worth, you have a really solid story and lore here so I for one look forward to joining this. You've obviously worked very hard on this and seem to genuinely take pride in your work, and i respect that. It'll take me some time to get a CS together, but I'm definitely in...

Thank you! I continue to work on Tyrrania even in periods where I'm not actively involved in the world of roleplay. It's a passion project for me, so I'm really glad when that comes through and people enjoy the world I'm building. There's no better reward for me than seeing people really take to the world and engage with it. I find that the characters people make for stories set in Tyrrania are always so interesting... So seeing them take life is really rewarding, and I can't wait to see everyone in action!

So...let's discuss Wraithtown and its current state.

I'm outlining ideas for my Nosferyte, and after being/raised in Rotsanger, etc she eventually decides to leave (secretly) and takes a ship, which is diverted by a terrible storm, and shipwrecks on the shores of Wraithtown.

Based on the Geography section:
<Snipped quote>

So does that mean people still live there, but don't associate with anyone outside of the town borders? Do they turn into "werebeasts" every night or only certain nights? And what are Broadmarsh? Is that what's missing in the Beastiary? O.o


Wraithtown is still occupied, for certain. They originally isolated themselves so as to protect others from their curse, having seen their neighbouring towns and villages slaughtered by the beasts they become at night. They closed their port, ceased all external trade and closed the town gates to visitors. At the time, the curse of Wraithtown was big news, with every inn and tavern playing host to talk of werewolves and such. Independent mages and chemists headed to Wraithtown with the intent to study and cure their affliction, but none returned; the King himself had little interest in sending official aid. As the years passed and the Broadmarsh began to appear, Wraithtown became even more detached from the rest of Tyrrania, and it has now effectively fallen off the map.

The residents of Wraithtown turn into werewolves each night, from sunset to sunrise. Naturally, they spend longer periods of time as beasts during the Winter, when nights are longer.

The Bestiary will grow and update along with the story; think of it as a Pokedex of sorts, that will document the creatures our characters confront. The Broadmarsh refers not to a species, but to a region:

"Once part of the lush forests of Blith, Broadmarsh is the name now given to the putrid swamp which has overtaken much of the land. Very little is known of the swamp or why it appeared; but it continues to grow each year, and some fear it may spread and ruin Amorynthia, similarly to the Great Drought of Tumeken. Attempting to venture into Broadmarsh means near-certain death; if one is not lost in the rotting woodlands or swallowed by the thick pools of mud, then the various goblins, orks and other bog-dwellers are sure to finish off the unprepared adventurer." (from the World Guide)

Hidden 7 yrs ago Post by Hallion
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The Broadmarsh refers not to a species, but to a region:


*facepalm* Sorry, clearly I missed that entry in the Geo :/

But thank you for the info :)
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@Tyler, do you think it possible that Lord Drachall had several wives and/or "companions"? It certainly wouldnt be unheard of, lol.

I ask, because my character story idea revolved around Drachall having many children (lets say a couple of dozen) and he would have had more if several of the females had not miscarried. So my character was a "godsend" when finally birthed, but also the last and youngest of all the fledglings.
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@Tyler, do you think it possible that Lord Drachall had several wives and/or "companions"? It certainly wouldnt be unheard of, lol.

I ask, because my character story idea revolved around Drachall having many children (lets say a couple of dozen) and he would have had more if several of the females had not miscarried. So my character was a "godsend" when finally birthed, but also the last and youngest of all the fledglings.

Yep, this seems both possible and likely. The Nosferyte houses are similar to mafia families, and they assert themselves through wealth and number.
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<Snipped quote by Hallion>
Yep, this seems both possible and likely. The Nosferyte houses are similar to mafia families, and they assert themselves through wealth and number.


Aside from House Drachall, how many houses are there currently?

Also, are there any settlements outside of Steinplatz? Whether known or otherwise?
Hidden 7 yrs ago Post by Tyler
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<Snipped quote by Tyler>

Aside from House Drachall, how many houses are there currently?

Also, are there any settlements outside of Steinplatz? Whether known or otherwise?


There are lots; though it's not something I ever felt the need to define myself. Drachall is part of the worlds canon because of the way it dwarves the others in size and power; the other houses are for the players to create, in the same way they would a Human or Dwarven family.

There are no other known settlements on Rotsanger; the terrain is too unsuitable. This is a lot of what keeps the lesser houses in Steinplatz under the rule of Drachall, rather than leaving and starting their own settlement. Steinplatz has been the home is Nosferytes for as long as there have been Nosferytes on Tyrrania, and that's unlikely to change.
Hidden 7 yrs ago Post by Garet
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@Tyler Great, thank you for the answers!

Hmm, having trouble deciding between three different kinds of characters... Would anyone want to see a ranger-type person, a rancher/homesteader, or an artisan-type person?
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I'd go for artisan, @Garet, since that could be an interesting character to read about :)
Hidden 7 yrs ago Post by Nib
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@Garet, I was leaning towards artisan myself.
Hidden 7 yrs ago Post by Supermaxx
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https://www.roleplayerguild.com/posts/4597114 @Tyler Finished up my CS! Lemme know what you think. If there appears to be anything wrong with the history, lemme know. I tried to avoid using any sort of solid dates or times, but it couldn't be completely avoided.
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@Tyler Great, thank you for the answers!

Hmm, having trouble deciding between three different kinds of characters... Would anyone want to see a ranger-type person, a rancher/homesteader, or an artisan-type person?

I'd be inclined to merge the first two ideas. A rancher is quite an interesting character trait within this kind of story, but I think it's also very viable for a rancher to be skilled with a bow (for protecting livestock). A humble farmboy who happens to develop into a fearsome archer in order to defend his father's livestock has a certain appeal to me...

I'm sure if you go with the artisan it will also be fabulous. I just found the first two more immediately interesting.

https://www.roleplayerguild.com/posts/4597114 @Tyler Finished up my CS! Lemme know what you think. If there appears to be anything wrong with the history, lemme know. I tried to avoid using any sort of solid dates or times, but it couldn't be completely avoided.

You've done a stellar job enacting on what we discussed via PM (and quickly, too!) I'm really happy for Gash to join the party; you can post his sheet in the character thread when you see fit.

Welcome aboard, Cap'n!
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