Fog of Torvelt
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.
Two hundred 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.
Setting
Torvelt, Land of the Damned
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.
Koprust, The Capital City
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 masonwork 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.
King Brand the Brave
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.
Characters
Classes
(These have absolutely no mechanical aspects to them at all, they are merely for flavor)
Barbarian- A wild warrior with little formal training, but no less dangerous for their intense battle rage and strength. Not uncommon to find in Torvelt.
Bard- 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.
Cleric- A priest, serving any number of dieties of the land, calling upon it's blessings and rites to aid others. Somewhat rare in Torvelt. (Create your own diety, will require approval before playing)
Druid- 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.
Fighter- A more traditional soldier that has trained ceaselessly with nearly every variety of weapon one may find on the battlefield. Rather common in Torvelt.
Monk- 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.
Paladin- A crusader, a warrior directly serving a diety and doling out it's wishes with the end of a sword. Somewhat rare in Torvelt. (Create your own diety, will require approval before playing)
Ranger- 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.
Rogue- 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.
Sorcerer- A magic user that harnesses an inborn power of some sort, usually from their bloodline, often volatile by nature. Somewhat rare in Torvelt.
Warlock- A magic user that has gained magical power in exchange for contract with some otherworldly being, normally devilish in nature. Uncommon in Torvelt.
Wizard- A magic user that has spent many years carefully studying the intracicies of magic in order to cast a wide array of spells. Quite rare in Torvelt.
Magic
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 unforseen '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 Magic-user 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.-
- 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.
Races
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.
Human- 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.
Half-Elf- 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.
Elf- 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.
Dwarf- 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.
Halfling- 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.
Half-Orc- 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.
Minotaur- 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.
Birdfolk- 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.
Tiefling- 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.
Half-Giant- 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.
Dragonborn- 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.
Rules
-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.
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.
Two hundred 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.
Setting
Torvelt, Land of the Damned
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.
Koprust, The Capital City
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 masonwork 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.
King Brand the Brave
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.
Characters
Classes
(These have absolutely no mechanical aspects to them at all, they are merely for flavor)
Barbarian- A wild warrior with little formal training, but no less dangerous for their intense battle rage and strength. Not uncommon to find in Torvelt.
Bard- 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.
Cleric- A priest, serving any number of dieties of the land, calling upon it's blessings and rites to aid others. Somewhat rare in Torvelt. (Create your own diety, will require approval before playing)
Druid- 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.
Fighter- A more traditional soldier that has trained ceaselessly with nearly every variety of weapon one may find on the battlefield. Rather common in Torvelt.
Monk- 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.
Paladin- A crusader, a warrior directly serving a diety and doling out it's wishes with the end of a sword. Somewhat rare in Torvelt. (Create your own diety, will require approval before playing)
Ranger- 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.
Rogue- 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.
Sorcerer- A magic user that harnesses an inborn power of some sort, usually from their bloodline, often volatile by nature. Somewhat rare in Torvelt.
Warlock- A magic user that has gained magical power in exchange for contract with some otherworldly being, normally devilish in nature. Uncommon in Torvelt.
Wizard- A magic user that has spent many years carefully studying the intracicies of magic in order to cast a wide array of spells. Quite rare in Torvelt.
Magic
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 unforseen '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 Magic-user 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.-
- 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.
Races
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.
Human- 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.
Half-Elf- 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.
Elf- 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.
Dwarf- 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.
Halfling- 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.
Half-Orc- 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.
Minotaur- 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.
Birdfolk- 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.
Tiefling- 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.
Half-Giant- 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.
Dragonborn- 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.
Rules
-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.