In the forested realm of the Elves there are trees that stand taller than any castle, with fields of flowers so vibrant they defy any painter's palette. In the lands of Men, they build sprawling cities like the flow of a river, life and prosperity spilling from it's banks to coat the world with exuberant wonder. The Dwarves nestle grumpily in their mountain homes, polishing ancient monuments built by ancestors made immortal in memory, sitting atop vaults overflowing with the world's riches.
This story has little to do with those places.
Torvelt was a land abandoned by rational creatures long ago. It was a blasted place, a festering stinking one, that the rest of the world rightly forgot and moved on. A line of harsh mountains dominate the land, while the rest is equal parts wasteland and swamp. It is by no means a beautiful place, though some say it has a certain mean charm. For, eventually, some poor souls did decide to live there. They were the outcasts, the criminals, the so-called 'monstrous', and all of them with no other choice. The first king of Torvelt was little more than a bandit chief, but a crafty one at least. He claimed this unwanted place and decreed to the civilized lands, send your unwanted and hated here. In Torvelt, all debts and criminal records were forgotten, so long as one used their second chance wisely.
One hundred and fifty years passed from that time. That ancient contract still exists, welcoming those that need another chance, so long as they are prepared for hard work. Life in Torvelt is anything but easy. It crafts it's people into cunning, resourceful, and tough survivors. They are no stranger to horrible winters, famine, and plague. But now, a strange new malady besets the land of Torvelt, one never seen before...
It began in the villages. In the night, the inhabitants would change, sometimes by the townful and sometimes one by one. The afflicted could be known by the light of their eyes, a pale green glow like luminescent fog leaking from their eyesockets. Their skin would become sallow and all trace of their former selves would be gone. Some would be found outside, staring up at the sky, or huddled on their knees sobbing softly. Most would simply be gone, wandered off into the darkness and never seen again. The plague became known as the Fog, and there has been no cure found.
While the Fog ravaged villages, it had yet to travel to the densely populated area of Torvelt. Particularly, the capital city of Koprust, perhaps the only thing that could be called a city in Torvelt's inhospitable land. Even that bit of comfort was soon stripped away, when the King's own heir disappeared in the night. The only clues left behind were servants striken by Fog, unresponsive.
The next day a decree went out to the people. Assemble in the King's court, those brave enough, for a quest to find the prince and bring him home.
S E T T I N G
T O R V E L T , L A N D O F T H E D A M N E D Compared to other kingdoms, Torvelt may be considered sparsly populated. It has a single city, it's capital of Koprust, and much of the land is uninhabited. Arable land is rare in Torvelt. Much of it's countryside is either stony cliffs, overgrown forest, or marsh. While the mountains at the center of the country are rich in metals, mining them is quite a dangerous occupation. Forester is a more common profession, though not without it's dangers to be sure. The true export of Torvelt is it's mercenaries. While it may not be a beautiful place, it is beloved by those that have survived it's dangers.
K O P R U S T, T H E C A P I T A L C I T Y Wood, stone, and mud are the best words to describe Koprust. It's great walls are made of the wood of Torvalt's ancient forests, palisades of dark hardened lumber stretching for miles. Within is a city of tents, then wooden stores and houses as you grow closer to the center. In the heart of the city, past another set of walls, is a great stone castle that serves as the seat of the royal family. It is an old building, showing cracks in the masonry like the wrinkles of a harsh matron, scowling down on the rest of the city. Koprust is a dangerous place for the complacent, but very rarely murderously so. Crime and punishment is taken seriously in the King's city. Most of Torvelt's citizens are on their second chance already, so a third is rarely given.
K I N G B R A N D T H E B R A V E The king of Torvelt is the latest in a line of royalty spanning centuries back, to the very first bandit chief that united the other roving gangs of the land. They are a notoriously scrupulous family. Their feast hall is plain, their silverware worn, and their clothing practical. In the land of Torvelt, it is both rude and unwise to show off one's wealth. King Brand is respected by his people, both as a warrior and a leader, after his numerous victories against invaders over the years. He does not take the battlefield any longer after suffering a hunting wound, instead raising his son Owen along with his wife Lianna.
T H E W O R L D A T L A R G E Beyond Torvelt's borders, there are countless lands of all sorts. There are elven kingdoms, dwarven mountain holds, sprawling human settlements, and anything else you can imagine. Quite literally, because that's how we will be handling world creation for this roleplay. If you are playing a character that is originally from another land, you will use the History part of your CS to tell us all a little bit about your homeland. Create whatever nation you see in your head, and then together we'll make sure it fits into our ever-evolving setting at large. It doesn't need to be totally formed and fleshed out, just some little details are all we'll need to get started.
M A G I C Arcane magic is a tangible resource of the world, that some people are able to tap into and shape into specific forms through intense study. Even sorcerers that are born with some magical heritage still must train themselves to shape that power into a form to control it. These forms can be seen as arcane words, hand motions, components such as crystals or powders, even a wand is just a form of focusing device to give the magical spells life. Without these things, magical spells cannot be cast at all. At worst, skipping any of these things can result in a surge of unforeseen 'wild' magic, that can leave it's user permanently impaired or dead. It is no mistake that most powerful wizards or sorcerers have decades of study under their belt.
In Torvelt, however, magicians of any sort are quite rare. For one reason, there are no formal colleges or places of study devoted to the arcane. This is simply out of prudence. The majority of Torvelt's residents are warriors without much interest in the field of the arcane, and such arcane colleges are expensive and dangerous. A healthy bit of superstition has cropped up among the commoner populace as well, but not unfounded. A single nefarious wizard can do far more harm than any number of brigands. Those that do practice magic are wise to keep themselves on good behaviour while in Torvelt... at least in public.
Players choosing to play a magic-user will have to complete a few extra steps to character creation. This is just to ensure that everyone understands the added responsibilities of wielding literal magic in the setting.
Sorcerers, Warlocks, Bards and Wizards are all Arcane Spellcaster classes. If playing one of these classes, you'll have to fill out a little extra section of the CS. This section is for selecting your spells.
Druids and Clerics are both Divine Spellcaster classes. If playing one of these classes, you also have to fill out that little extra section that says Magic, with 3 spells to fill out. Be aware that your magic comes from the divine being/nature spirits you worship, and should reflect that connection.
Each character will begin the roleplay with three 'known' spells in their arsenal. These won't be plot-breaking spells, such as calling down meteors or ressurrecting dead people, but still powerful. I'm thinking more akin to shooting a bolt of lightning, turning invisible briefly, or some things along those lines. If you aren't sure, just ask if your idea is alright. If you're familiar with D&D, I'm talking 3rd level spells, basically.
Never use magic to control the actions of other players or NPC's unless given express permission.
C H A R A C T E R S
R A C E S Torvelt is a land with a very strange make-up of peoples, compared to other kingdoms. Where certain beings are despised for being more 'monsterous' than others, they are welcomed in Torvelt as long as they live peacefully and contribute to society.
H U M A N The most numerous species of the realms, possessing no great physical aspects and relatively short-lived, but prone to feats of greatness through sheer determination. Most common.
H A L F - E L F A common pairing, as humans and elves often mingle with one another. Half-elves are largely human, but possessing a fragment of elven longevity and grace, as well as traditionally being more slender. Fairly common.
E L F The People, as some simply call them. Elves are known for being ancient protectors, philosophers, and poets. They live far longer than humans, are unbelievably graceful, and are also quite slow to act or even show emotion. A bit rare.
D W A R F Stalwart miners and warriors of the mountain realms. Dwarves don't live quite as long as elves, but still for multiple human lifetimes. They are short, very stocky, and hairy. Their moods are notoriously dour, but they hold their agreements as sacred. Uncommon.
H A L F L I N G The small folk, humanoid beings usually shorter than a dwarf. They're known for being excellent scouts and sneaks, with large feet and larger appetites. Uncommon.
H A L F - O R C Often the progeny of unfortunate circumstances, half-orcs are tall and muscular humanoids that often struggle with complex human emotions. This doesn't mean they're more prone to violence. They can still be the most valuable of friends. A bit uncommon.
M I N O T A U R Bull-headed, gigantic, and hooved beings that are feared in other realms for their immense strength and hot tempers. Minotaurs are stoic creatures with simple beliefs, until raised to anger. Enraged minotaurs are terrifying forces of nature, rampaging with abandon. Rare.
B I R D F O L K Winged and feathered creatures, that stand with humanoid bodies and bird-like heads. The birdfolk are known by many other names, and have a mystical and secretive culture. They are less resilient than other races, but their agility in the air is dazzling. Quite rare.
T I E F L I N G Those with some measure of demonic heritage in their bloodline may, sometimes, be born as Tieflings. In Tieflings, normally dormant demonblood manifests itself in strangely colored and scaled skin, tails, and even horns. Uncommon.
H A L F - G I A N T Those with a bit of giant's blood in them are, predictably, larger than other humans. They are powerful and tall humanoids, sometimes with oddly colored skin, but this is in exchange for a very slow and simple intelligence. Very rare.
D R A G O N B O R N Imposing humanoid figures, with scaly skin and reptilian heads, the offspring of dragons and men. Some can breathe fire or spit acid, as well as be more resilient to certain things, depending on their heritage. Rare.
C L A S S E S These have absolutely no mechanical aspects to them at all, they are merely for flavor.
B A R B A R I A N A wild warrior with little formal training, but no less dangerous for their intense battle rage and strength. Not uncommon to find in Torvelt.
B A R D A musician of a sort, with such a talent for music that they have crafted it into a unique form of magic. Somewhat uncommon in Torvelt.
C L E R I C A priest, serving any number of deities of the land, calling upon it's blessings and rites to aid others. Somewhat rare in Torvelt. (Create your own deity, will require approval before playing)
D R U I D A person so devoted to the ways of nature that they have abandoned most vestiges of civilization, and serve ancient nature gods or spirits instead. Not totally uncommon in Torvelt.
F I G H T E R A more traditional soldier that has trained ceaselessly with nearly every variety of weapon one may find on the battlefield. Rather common in Torvelt.
M O N K An ascetic warrior, one that trains their body not just for combat but for understanding of one's very limits, often forgoing weaponry altogether. Somewhat rare in Torvelt.
P A L A D I N A crusader, a warrior directly serving a deity and doling out it's wishes with the end of a sword. Somewhat rare in Torvelt. (Create your own deity, will require approval before playing)
R A N G E R A hunter, one more at home in the woods than the city, that is quite adept at the bow and very difficult to spot. Quite common in Torvelt.
R O G U E A thief, a thug, an underhanded ne'er-do-well, a rogue is all manner of sneaky and dishonorable person that uses subterfuge for gain. Quite common in Torvelt.
S O R C E R E R A magic user that harnesses an inborn power of some sort, usually from their bloodline, often volatile by nature. Somewhat rare in Torvelt.
W A R L O C K A magic user that has gained magical power in exchange for contract with some otherworldly being, normally devilish in nature. Uncommon in Torvelt.
W I Z A R D A magic user that has spent many years carefully studying the intricacies of magic in order to cast a wide array of spells. Quite rare in Torvelt.
C H A R A C T E R S H E E T Send your completed character sheet to me in a Private Message, where we will discuss everything. Once I give you approval, then you can post it in the Characters tab.
[center][hider=Image][img]YOUR IMAGE HERE[/img][/hider] [h2]C H A R A C T E R N A M E[/h2] [color=8d8d8d][b]character quote[/b][/color][/center]
[color=DBA901][sub]B A S I C S[/sub][/color][indent][*hr] [sub][color=8d8d8d]NAME[/color][/sub] Full name, include a nickname if applicable
[sub][color=8d8d8d]AGE[/color][/sub] How old are they?
[sub][color=8d8d8d]RACE[/color][/sub] See the Races section under Characters
[sub][color=8d8d8d]CLASS[/color][/sub] Your standard dnd classes apply
[sub][color=8d8d8d]OCCUPATION[/color][/sub] What do they do for a living?
[sub][color=8d8d8d]ORIGINATES FROM[/color][/sub] Location name
[sub][color=8d8d8d]IF OUTSIDE TORVELT[/color][/sub] Describe your place of origin [/indent]
[color=DBA901][sub]P H Y S I C A L A T T R I B U T E S[/sub][/color][indent][*hr] [sub][color=8d8d8d]PHYSICAL DESCRIPTION[/color][/sub] Give me a good paragraph at least, explain it like I couldn't see the cool image you posted above. Keep in mind Torvelt isn't exactly a rich place.
[sub][color=8d8d8d]STRENGTHS[/color][/sub][list] [*] Item A [*] Item B [*] Item C [/list] [sub][color=8d8d8d]WEAKNESSES[/color][/sub][list] [*] Item A [*] Item B [*] Item C [/list] [/indent]
[color=DBA901][sub]P S Y C H O L O G I C A L A T T R I B U T E S[/sub][/color][indent][*hr] [sub][color=8d8d8d]PERSONALITY[/color][/sub] Blah blah
[color=DBA901][sub]S K I L L S[/sub][/color][indent][*hr][color=8d8d8d][i]A listing of skills, such as horseback riding, and natural abilities such as night vision - this also includes any racial edges.[/i][/color]
[color=DBA901][sub]M A G I C[/sub][/color][indent][*hr] (Remove this section, unless playing a spellcaster. See Magic section for details) [sub][color=8d8d8d]SPELL[/color][/sub] Spell description
[color=DBA901][sub]G E A R[/sub][/color][indent][*hr] [sub][color=8d8d8d]ITEMS ON PERSON[/color][/sub][list] [color=8d8d8d][i]Can have as many or as few as you like, mainly 'important' items[/i][/color] [*] Item [*] Item [*] Item [/list] [sub][color=8d8d8d]WEAPONS[/color][/sub][list] [*] Weapon [*] Weapon [*] Weapon [/list][/indent]
[color=DBA901][sub]H I S T O R Y[/sub][/color][indent][*hr] A good 3 or 4 paragraphs would be great. Explain how they ended up in Torvelt, that's what's most important, and also use this area to detail whatever land they came from before ending up in our setting. [/indent]
R U L E S
1. Don't be a dick. This is my first rule for all the roleplays I run, and the most important. Be cool to others and have fun. Still not sure when you're being a dick? Don't worry, I'll let you know.
2. While this is an 18+ rp, that rating will mainly be for violence and some adult themes. Romance is pretty unlikely in this plot, and definitely not a focus.
3. Remember to follow all the normal rules of the Guild, and any RP forum you've been on. I'll be playing the role of GM mainly, which means I'll be controlling several NPC's throughout the course of the story. I'll have full control of their actions. Don't control any characters unless you've been given permission.
4. There will be no posting order, but just trying to give everybody a chance to respond to whats going on before you make more posts and move on. Some people don't post as often as others, that's fine, but we're all trying to make a good story together. When it's time to change scenes, I will make a GM post to move us along.
5. For your character images and face-claims, please avoid anime images. We're going for a bit more realistic style fantasy here, so I'd prefer fantasy art or actual face claims.
Q: Can I play a character of a race that's not on the list? A: Yes, with approval. Just shoot me a PM or post in the OOC.
H A V E N L O F T An ancient and sacred forest to the north, known for being inhabited by elves.
T H A R U M K H O L D U R One of the Mountain Cities in the Dwarven Realm, Tharum Kholdur is a bustling centre of commerce both in and out of Dwarven kind. Falling in line with many of the mountain holds, the structure and architecture is all within the mountain ranging from the very peak to deep mines within the earth. The city's populace is almost entirely Dwarves, with other races being tourists, employees or merchants looking to trade and sell.
S C H O E D C H A L Schoed Chal is a land far removed from Torvelt: a small border country of high, jagged peaks and sheltered, fertile valleys. The Chalin, the people that inhabit this place, are a loose confederation of clans that mostly keep to themselves.
A C H E A The Human Republic of Achea is a loose collection of city states far to the South-West of Torvelt. The climate is hot, and the terrain mountainous, though the people have risen to the challenge of taming such an arid land, becoming famed for their exports of grapes, olives, gold, and marble. The Achean’s stand proud of their achievements, proclaiming that their society is the greatest in all the wide world, pointing to their democracies, philosphies, music and art as evidence of this, though it is whispered in courts around the lands that the prosperous country wouldn’t be half as impressive as it is if it wasn’t for the broken backs of the monstrous slaves it has all been built upon.
C A Z I A R Caziar is a land to the west of Torvelt, notable for its vast expanses of farm land and beautiful lakes. While a small nation, Caziar maintains good relations with all its neighbouring kingdoms. While similar to many other lands in terms of the makeup of races, Caziar is well known for being very religious, worshipping the light deity Amaldi. Anyone who is not part of this religion is viewed as odd and most likely sinister in intent.
S W A O T A N Far to the West of Torvelt lies a region known locally as the Western Wastes. To the people who call it home is known as Swoatan, or "Whispering Sands". Deep within it, protected by the immensity feared by others, is a people who had mastered the art of conserving and channeling the winters short rainfall; cultivating a series of lush green valleys amid tall stone outcroppings carved into palaces and homes.
The people here are of an olive skin colour and exclusively human. Other races can of course be found in the streets but breeding between races is considered taboo and punishable by death.
Hey! So for power level would we be middle-low powered or in DnD games "Lvl 4-6" charas then?
Yep, that's pretty much it. A bit of a low magic setting as well, no one should be starting with magical weapons or artifacts.
Also! I did a dumb and forgot a thing! Everybody please PM your character sheets to me, so we can go over them and make sure everything is right. Once I give you the stamp of approval, then you can post them in the Characters tab. I'll be editing this into the post now.
Working on a character concept, but first one question. Could I play as a Fallen Aasimar as my race? The idea would be that he was a Paladin who did something terrible, falling from grace and becoming an Oathbreaker, before fleeing to Torvelt. Also, do Paladins count as magic users?
If that character doesn't work, my backup idea is a Tiefling Bard.
Working on a character concept, but first one question. Could I play as a Fallen Aasimar as my race? The idea would be that he was a Paladin who did something terrible, falling from grace and becoming an Oathbreaker, before fleeing to Torvelt. Also, do Paladins count as magic users?
If that character doesn't work, my backup idea is a Tiefling Bard.
That all sounds great to me, it's a good reason for him winding up here.
Paladins do not count as magic users for the purposes of this RP, and the same goes for clerics and druids too. You're simply a holy warrior, that might gain some benefits from your god if you pray hard enough. Druids are in the same boat, but rather it's more about how nature reacts to you if you pay it the proper respects. As the GM, it'll be up to my discretion how that manifests through roleplay.
But I promise that good honest roleplaying will always be rewarded, for every player regardless of classes.
So as I'm looking through, I was wondering if I could use a custom class from the DM's Guild as inspiration for my character? Specifically the Pugilist if you're familiar with it at all.
So yeah, thinking of going Monk/Rogue-ish type. Thinking like MMA fighter complete with all the cheapshots, eye-gouging and biting lol
{EDIT} Yeah, nevermind. Just googled Pugilist. Pretty much same deal. Still like to be a Monk type though... hmmmmmmmmmm...
Alright got it! Avian Kensai Assassin!
Owl person merc and would love to branch off from their guild (if there is one) and start her own spy/assassin guild for winged/flying folks! ...if she ever finds the world goes back to normal, that is...
I do like where you guys head's are at. Torvelt is a pretty pugilist friendly kind of setting. There are absolutely arenas and fight clubs all over.
@GingerBoi123 that sounds just fine to me, it fits in well. And these classes are mostly for flavor anyways.
@This Girlie I'm sure there is a presence of both thieves guilds and an order of assassins in Koprust. Old habits die hard. If you would like to go with that, I'll be happy to flesh out whatever this guild is with you throughout the rp.
@This Girlie I'm sure there is a presence of both thieves guilds and an order of assassins in Koprust. Old habits die hard. If you would like to go with that, I'll be happy to flesh out whatever this guild is with you throughout the rp.
Alright well, how about I just start off with just something a bit vague, but fluid enough that it is a working skeleton. I honestly think this Guild should be tertiary to this RP, no need to get all tangled up in world building for it at this stage since this Guild will exist in Far, Far Away.
So anywho, this Guild will be mentioned in her backstory as finally falling apart due to the Coro Fog. But the Guild was already a decade into decline due to several factors (fluid). Her trusted mentor is dead. She trusts no one else in Guild save for 1-3 others(blatant, obvious and cliche yet fluid reasons). But its all she ever knew and she wants to continue the teaching cycle by starting up her own Guild passing to others what she learned as a flying spy/Assassin. But in a more Monastic setting.
Hi. I sent in the 'rough draft' of my character sheet, but I'm not sure if I did it properly. I'm not too familiar with D&D, so I didn't understand certain things. My main question had to do with skills that came with our races. I'm not sure what mine would be as a half-elf. I'm sure you have a lot on your plate with trying to set up the roleplay, but I'd really appreciate it if you could go over my sheet with me, because I'm just having trouble doing it myself.
@This Girlie That's exactly what I was thinking as well. Give me a basic idea that we can run with and flesh out, when we feel like it.
@pinkkoala321 Hey there Pink, I did get your PM and I'm sorry I didn't give you a heads up yet. I thought your sheet looked great, actually, and the one thing you may have missed is that being a half-elf gives you something called Darkvision. Essentially, this is just a skill that lets you see better in the dark. It isn't nightvision, you can't see bright as day, but just better than races without it.
As always, thanks for the questions guys. I'm working on setting up a Discord server now for the thread. I'll let you all know when I get it ready.
Nope. As a pretty severe introvert, I understand if not everybody wants to chat all the time. I do hope we can eventually cultivate the sort of adventuring group feeling of a good DnD table.
So it seems I did a dumb and gave Jeremor the wrong link. Give this one a try. Also if this one doesn't work either I'm creating a new identity and moving to Bermuda.
Hey there guys! It's time for a very important and not at all unforeseen moment...
RULE CHANGE!
So I've been waffling on this for a while, but recently several players asked a good question about how Divine magic was handled. So I'm going to make an edit to the rules about only Sorcerers, Warlocks, Bards and Wizards being magic-users.
If you are playing a Cleric or Druid, you also have access to spells, but they are called Divine magic. In DnD, magic is separated between the Arcane and the Divine. Arcane magic is a seemingly endless supply of power, that can be shaped into spells by anyone with the right knowledge. Divine magic, however, is given to individuals of great devotion by divine beings such as gods, spirits, or even nature itself. The catch to Divine magic is that if you do something to anger these divine beings that give you your power, then they can easily take it away from you. Likewise, the spells you cast are tailored to whatever you worship for your power. A cleric of the god of healing and peace won't be going around throwing fireballs, for example. Make sense?
Just let me know if the new rule is clear enough. As always, you can go to the Discord or shoot me a PM with any questions you might have. Thanks yall.
This looks super interesting, the whole criminal underworld aspect of fantasy is one of my faves and I love the idea of a magical Australia type of kingdom. Expect a PM from me sometime soon!
Looking forward to it guys. I've started work on the first post, so I can have it ready once we have our CS's submitted. If it helps anyone, we will be starting in Koprust, the capital city, as each of your characters gather in the king's hall to be tasked with the quest for the lost prince.