Hidden 10 yrs ago Post by BingTheWing
Raw
GM
Avatar of BingTheWing

BingTheWing menace to society

Member Seen 1 yr ago



Interest Check



Welcome to my second roleplay, Estermere - A Medieval Fantasy RP!


Some pointers -

  • I am basing this off the Dungeons and Dragons multiverse. However, I am planning for this to be very generic and opening to those who have not played D&D before or are relatively new to it. Bear in mind there are no d20s, saving throws, modifiers or anything like that here that should be in Tabletop Roleplay.


  • Bear in mind that this is character driven. There is no plot or story over-arcing the whole thing, everything is up to the players to decide. However, I and a co-GM will decide circumstances and the outcome of certain choices, much like a DM does. But you can pretty much make up what you discover. If you’re not sure, PM a GM.


  • Not all of you guys have to be classic adventurers, so we’re not enforcing the ‘classes’ system from DnD. You may describe yourselves that way and act like that certain class, but we haven’t put a special ‘Class’ field in the CS. This is for commoners with minimal combat experience.


  • Besides what I’ve laid out, there isn’t much lore I have created yet. You can be literally from any country, race or culture - but please make sure you are from the Material Plane and are not an angel/pit fiend/OP monster/race.


  • Any questions? Tell them to a GM. This is one of my first RPs. I’m not exactly a perfect GM. Tell me if I’m too strict, too lax, or too whatever. I appreciate and highly encourage constructive feedback.


  • GMs: Chanda and BingTheWing (The former will probably be more active)



    Basic information: (Will probably add more to this)

    Estermere has a population of at least 800. Reasonably big, but not as expansive as Fayport, the coastal Rostguard capital in the west connected to Estermere via the King’s Road.

    Estermere is ruled by Mayor Festwith, a very understanding, slightly plump, and kindly middle-aged man. However, he has served in the Rostguard military during his younger years, and knows how to throw a knife or two. He is undoubtedly loyal to King Dactus the Great, current monarch of Rostguard.

    To the north dug into the Everwinter Mountains is Fullforge Keep. It is a haven for dwarven immigrants and refugees, and is one of Rostguard’s most valuable mining hubs.

    The Red Locks are a prominent thieves’ guild that are extremely jealous over their alleged stash of ill-gotten gold hidden somewhere in the sewers. They are currently the only known thieves’ guild in Estermere after they had sent all the others into hiding. They also lead the monopoly of the underground Estermere slave trade. The leader’s alias is ‘the Lockpick’. Many common thieves consider it an honor to have seen the man(?)’s face. They are notorious for their 'keydaggers', essentially crafted to be lockpick and weapon all in one contraption.

    Small elven treetop villages are not uncommon in Estermerean outskirts. They usually hunt and provide exquisite woodcarvings and pelts of rare animals to Estermere merchants.

    The Jolly Hippogriff: This is one of the more ‘drunken’ taverns, but its generally upbeat tone in the evenings is enough to make a humorless dwarf chuckle. The landlord is Pucket ‘Pucksy’ Alderberry, a fat but rather entertaining man. It is famed among Rostguard jesters and bards for its openness for new entertainment. However, Pucksy is rather troubled by the recent thefts of his ale supplies lately.

    The Captain of the Guard is Selford Ironmaw. He is a very straightforward man blue-scaled dragonborn and dislikes loitering or ‘fuddling about’. He and Mayor Festwith were glorious comrades-in-arms during service in the Rostguard legions and still act like it now, but rumor has it among the common watchmen that he was demoted to his current post due to a shameful act in battle. He rules with a disciplined iron fist among the Estermere Guard. Expect to get a a whipping if you mention the reason why he was put in Estermere.

    The Astronomers’ Guild is mainly composed of anyone who wishes to learn about the stars or just about anything else. It is mainly composed of elves, humans and the occasional dwarf runecarver, but there are mutterings all around of a band of half-orc scholars entering the guild. It serves as the main form of education for the village children for a small fee. The guildmaster is Archmage Berion, a high elf who supposedly had served in the army as a warcaster but had retired due to an injury with his left leg. The guild is also a large supplier of spellbooks and other magic items across Daiar.

    The King’s Road runs through Forest Mither to the neighboring country of Farethras. Estermere is not far away from the Road’s route. It is very wide, is well-guarded and is an excellent place to see all types of people walking to and fro.

    "With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound."
    - D&D 5e Player's Handbook

    Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.

    Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types.

    Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.

    Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers.

    Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.

    Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant.

    Lifestyle Expenses:

    Wretched: 0
    Squalid: 1 sp
    Poor: 2 sp
    Modest - 1 gp
    Comfortable - 2 gp
    Wealthy - 4 gp
    Aristocratic — 10 gp minimum

    Economic information from Player's Handbook 5e.





    Credits go to Chanda for the amazing CS.



    That’s all for today folks. Post your CSes away.

    Hidden 10 yrs ago Post by Metronome
    Raw
    Avatar of Metronome

    Metronome Tick Box

    Member Seen 3 yrs ago

    You know, as the GM, you would typically let your players know that the OOC is up. How else are they going to find it?

    Name: Rhone Valint

    Race: Human - Sudalian

    Race Description:

    Age: 28

    Gender: Male

    Weapons: Maybe a pointy stick that he picks up? His master doesn't exactly trust him with weapons.

    Skills/Abilities: Rhone has been a slave most of his life. His skills consist of the things he was taught and made to do, such as labor, farming, raising animals, and building. He was a field worker. Rhone picked fruit; birthed, raised, and fed livestock; built sheds and shelters around the plantation; and occasionally worked on things inside the house.

    Appearance: Rhone is 5'8" with light brown skin, brown eyes, and black, curly hair. Most often than not, his hair is covered by his head wrap. It's usually messy and unkempt under there. On his chest, Rhone bares the crest of his master: A dragon holding a shield. Once sold, the brand would be marked over and he would receive a new one.
    Rhone is a muscular man, having worked most of his life. His feet are dirty and rough from lacking shoes for many years, and his skin sports scars from occasional beatings.


    Clothing/Armor: Rhone's list of personal belongings is depressingly short. All that's his are the clothes that he wears, which isn't much to begin with. With what is essentially a modest loin clothe wrapped around his waist, and a head wrap to keep sweat from dripping in his eyes, Rhone wears very little. He doesn't own any shoes, gloves, shirts, pants, anything. All that's his is what was allowed to him.

    Backstory:

    Rhone was born in Sudal during a time of prosperity. As a child, he never truly appreciated it. When he was 9, the war began and his people slowly lost everything they had. His family was torn apart, his father killed in battle, his mother taken away, and he snatched up by slave traders. A child wasn't a very valuable slave, but he was old enough to do basic work. Rhone traded hands several times before finally ending up on the plantation, around the age of 20.

    He worked the fields day in and day out, but his master wasn't as bad as some. Rhone would get the occasional whack with a stick if he did something wrong, but it was nothing like taking a whip onto bare flesh as he had done in the past. He slowly grew used to his live there, but never enjoyed it. It wasn't until he met the master's daughter than he became more interested in the farm.

    She was a beautiful young woman, but far out of his league. When he finally got up the nerve to speak to her, she quickly reported it to her father. Rhone was beaten and quickly sold for his bold misconduct. Currently, Rhone finds himself in the slave market at Estermere. He holds little trust for 'pale skinned' people, such as his former masters.
    Hidden 10 yrs ago Post by BingTheWing
    Raw
    GM
    Avatar of BingTheWing

    BingTheWing menace to society

    Member Seen 1 yr ago

    Metronome said You know, as the GM, you would typically let your players know that the OOC is up. How else are they going to find it?


    Again, I am not the most fabulousest GM in the world. IRL stuff is threatening to skin me alive. (It has.) Sorry for the inconvenience.

    Btw, you didn't need to repost your CS here.

    PS: Where do you get those pics of beach dudes?
    Hidden 10 yrs ago Post by Metronome
    Raw
    Avatar of Metronome

    Metronome Tick Box

    Member Seen 3 yrs ago

    Deviantart
    Hidden 10 yrs ago Post by BingTheWing
    Raw
    GM
    Avatar of BingTheWing

    BingTheWing menace to society

    Member Seen 1 yr ago

    @Metronome, I just noticed now. Uh, you forgot to add a lot of CS fields to your own. Mind adding that?
    Hidden 10 yrs ago Post by Metronome
    Raw
    Avatar of Metronome

    Metronome Tick Box

    Member Seen 3 yrs ago

    I took out the ones that don't apply. He has no magic, and he has no inventory.
    Hidden 10 yrs ago Post by The Fated Fallen
    Raw
    Avatar of The Fated Fallen

    The Fated Fallen Doesn't know what to put here

    Member Seen 3 yrs ago

    I'll look into building a CS ASAP, also, Metronome, thank you for putting OOC link into interest check

    Why do you call yourself metronome?
    Hidden 10 yrs ago Post by Metronome
    Raw
    Avatar of Metronome

    Metronome Tick Box

    Member Seen 3 yrs ago

    I keep things in rhythm.
    Hidden 10 yrs ago Post by The Fated Fallen
    Raw
    Avatar of The Fated Fallen

    The Fated Fallen Doesn't know what to put here

    Member Seen 3 yrs ago

    Well that answer was pitch perfect
    Hidden 10 yrs ago Post by BingTheWing
    Raw
    GM
    Avatar of BingTheWing

    BingTheWing menace to society

    Member Seen 1 yr ago

    I might not have enough time to make my own character. Maybe check in occasionally and see how things are going.
    Hidden 10 yrs ago Post by Vec
    Raw
    Avatar of Vec

    Vec Liquid Intelligence

    Member Seen 7 mos ago

    General Information

    Name: Trafalgar Huris
    Gender: Male
    Age:: 20
    Race: Half-Elf


    Weapons

    Trafalgar carries 2 knives strapped on the inside of both of his sleeves in addition to the other 5 he has stored in his pouch. [2+2+5=9 knives]

    Skills/Abilities

    -Adept Hand-To-Hand Combatant-
    Due to his travels, he was forced to learn the hard way that being alone has its shortcomings when it comes to fighting. Due to being in a fair amount of fights, Trafalgar quickly became efficient when it came to using his hands to get his way out of trouble.
    -Expert Marksman-
    Although being a good overall fighter, he especially excels at using all kinds of ranged weapons, his favorite being the throwing knife. His skill and accuracy coupled with his magic, make him a deadly ranged fighter.
    -Novice Spellblade-
    Even among his elven relatives, Trafalgar showed considerable potential when it came to the arcane arts. He is naturally gifted in the use of magic and doesn't need to prepare the spells he uses beforehand. Although he knows some basic spells, he left his home before his training was complete and thus doesn't have complete mastery over them yet.
    -Adept Diplomat-
    Due to traveling alone for so long, Trafalgar became good at convincing people to do his biding.

    Magic

    -Energy Infusion-
    Due to his natural affinity towards magic, Trafalgar is able to channel arcane energy into the weapons he touches, most of the times one of his throwing knives. He is then able to manipulate the energy to what element suits his needs and it functions the same as if were enchanted on the weapon. Currently, Trafalgar is limited to 4 elements; Lightning, Fire, Ice and Air.

    Inventory

    Trafalgar carries with him strapped on his waist a medium-sized leather pouch and keeps all his items there.

    -Ring of Travel-
    A favorite ring of half-elves, humans, and half-lings, this small and plain silver band is set with a single radiant-cut sapphire and decorated with a maze-like pattern engraved into the ring's metal. Often worn on the little finger, the ring grants its wearer the ability to instantly know the direction from her to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater and which is within 20 miles of the wearer.
    -Throwing knives x5-
    -Water canister-
    -10 gold coins-

    Backstory

    The outcome of the sudden romantic encounter of Xandro Huris, an Elf noble and Daila Verde, a human daughter of a wealthy merchant was the little, somewhat pointy eared boy named Trafalgar Huris. Born a Half-Elf, Trafalgar faced a lot of hardships growing up. He was constantly bombarded with all kinds of information about elves and humans, how they behaved and how he was supposed to behave. His parents agreed that they had come together in the heat of the moment and that they didn't mean for him to be born but both of them wanted him as their child. His father wanted him to become the heir to the Huris family and come back with him at Alinor, the capital of the elven kingdom that borders Rostguard. His mother on the other hand wanted him to come to her family and live next to humans, learning their ways in the process. But neither thought about how he felt. For many years his life was oscillating between his human and his elven nature and he hated his parents for that.

    That is why, one day, he decided he had enough. He packed a couple of things he needed, a change of clothes and some money, and left his home in hopes of finding something better to live for. Traveling on his own was hard in the beginning but he got used to it eventually. After traveling around the elven kingdom, he crossed over to Rostguard and arrived at a small town called Estermere.

    Most stuff are here. Will add the rest later cause I'm tired. Done.
    Hidden 10 yrs ago Post by Shard
    Raw
    Avatar of Shard

    Shard

    Member Seen 2 yrs ago

    I'll try to get a character sheet up
    Hidden 10 yrs ago Post by Daird
    Raw

    Daird

    Member Seen 9 yrs ago

    Name: Elena Mullain

    Race: Flamekin

    Racial Details: Hailing from a small volcanic island to the southwest, the flamekin are a race of warriors and, oddly enough, sailors, due to their island heritage. They are known for their ability to transform from a humanoid form to living flame, and anything they are wearing or holding transforms with them. Flamekin are naturally taller and more slender than the average human in their humanoid form, and they grow taller still when they transform.

    Age: 35 (roughly equivalent to 20 in human years)

    Female

    Appearance: Elena is about 6 feet tall, and 160 lbs. She has bright red hair and crimson eyes. She has an ugly-looking brand of three vertical lines on her right shoulder. When she gets angry, a series of runes appears on her body. (Both of these are visible regardless of what form she's in.) Apart from that, she has no defining physical characteristics.

    Clothing: Elena prefers to wear bright clothing, tending towards oranges and yellows. Her usual outfit is a silk shirt and pants, and she doesn't wear armor because it restricts her movement too much. Though she's technically no longer entitled to it, she still wears a grey cloak with the sigil of House Mullain (red phoenix above crossed yellow thunderbolts).

    Weapons: Elena doesn't carry much in the way of weapons, relying on twin daggers in hip pouches.

    Skills: As the tasks Calikox sets for her often require to go weeks outside of civilization, Elena is quite comfortable in the wilderness, able to find food, build shelter and use medicinal plants with skill. She trained herself in these skills. She is also-well trained in the use of her daggers. However, her skill set doesn't translate too well to a large town like Estermere.

    Magic: Apart from her transformation, Elena has several powers as a result of a contract with a spirit. Her strongest skill is naturally pyromancy, but she also has minor telekinetic and telepathic abilities. She's trying to learn more about magic, but it's a struggle to say the least.

    Inventory: Her backpack contains a canteen for water, a small satchel for medicine that's currently empty, and a tome where she writes down whatever she learns about magic. The tome is enchanted, so it automatically opens to whatever information she needs at that time. However, she still has to write down the information first. She currently has one gold coin and two silver coins in money.

    Backstory: The Mullains are one of the most prominent houses in flamekin society, but Elena was cast out for making a pact with a spirit. Three years ago, her mother was stricken with a deadly illness that no healer could cure. In desperation, she made a magical contract with a spirit named Calikox, pledging to serve it for the rest of her life in exchange for her mother's health. The spirit agreed, and gave her magical skills so she could carry out her end of the bargain. The runes that appear when her anger is roused are actually the wording of her contract, written in the language of the spirits. When her family found out, she was branded and banished, forbidden from ever returning to her homeland. Calikox's latest instructions were to head to the Jolly Hippogriff and wait. Wait for what, she doesn't know.
    Hidden 10 yrs ago Post by The Fated Fallen
    Raw
    Avatar of The Fated Fallen

    The Fated Fallen Doesn't know what to put here

    Member Seen 3 yrs ago

    Name: Tirarian Smooth-Tongue

    Race: Gnome

    Race Description: Short, curious, social. Average life-span: 60, Age of maturity: 10

    Age: 19

    Gender: (edit) Female (was Male, but so is everyone else)

    Appearance: Sharp violet eyes (with the left being outlined by a cog tatoo) point out from under dark green eyebrows and unkempt, shoulder length hair (normally kept under a hat). 3' 2'' Tirarian is quite supple and can easily dance out of the way of most attacks, height, Lighter skin with cog tatoos down her spine and over her left eye

    Clothing/Armor: An oversized duster (for someone who is 3 foot 2) underneath is a typical outfit of padded cloth armour. She is laden by multiple satchels and belts with potions attatched. Atop her head is the stereotypical wide brimmed hat with a harpy feather and a small flute through it.

    Weapons: A very heavy crossbow that requires setting up on a stand for Tirrarian, that is even beyond the strength of a normal sized person to wield.(to fire properly she has to set it up. Still can use it non-set up, but hard to aim and almost impossible to reload) because of crossbow needing setting up she often uses a poisoned shortsword which acts like a bastard sword to her.
    A plethora of alchemical arrows, ranging from combustible, to poison cloud to 'deus ex machina' brand. The crossbow is kept on her back while the arrows line the inside of her jacket (hence why it is oversized).
    Several kinds of bombs strapped around her
    A collection of potions in her satchel

    Skills/Abilities: A strong alchemist and a talented tongue
    Sells her potions on a stand in Estermeres market by day, and gets free drinks from Pucket at the good old Jolly Hippogriff by playing her flute at the bar. This arrangement is on shaky ground, however, due to Pucket not making quite enough profit due to recent thefts.
    Known in the criminal underworld as being able to talk the team into and out of any situation

    Not very well trained in combat, carries the oversized crossbow because it was the biggest one she could find
    Flails her mis-sized shortsword around going on the premise of "I only need to cut them several times and they'll go comatose."

    Magic:

    Inventory: (I formatting this by having items on person listed, though she does have a collection of potions at her hideout. Also all in all she is quite weighed down, though Gnomes are tough little people and can carry more don’t expect her to run marathons)
    450 Gold Coins (total, probably only carries 5 around max) (also may increase, not sure how much money buys you but she if fairly well off)
    3 health potions
    2 Energy vials
    1 Clear sight vail
    An accompaniment of conveniently obvious potions I probably forgot
    Considerably rarer better potions back at base
    2 cure-most antidote potions (works for basic poisons and alcohol, but for anything more she would have to create a different potion that would require her crafting it back at her lab)
    1 ‘Apocalypse bringer’ satchel of explosives
    3 grenades
    2 incendiary grenades
    Set of dice

    Backstory: Gnomes in Daiar are generally Nomads, but at an early age Tirarian’s parents moved to Estermere, because of this Tirarian considers herself a Gnome only in appearance. Her father worked as an alchemist apprenticing Tirarian, and Tirarian’s mother worked as a seamstress before leaving the family and Estermere with a trader when Tirarian was 5.
    Tirarian’s father threw her out of the family household at the age of 10, as Tirarian was making wares to sell to criminals. Luckily the nice ‘Coin Rippers’, as the group is called, were there to give her another lab and housing arrangements in order for her to continue plying her trade for them, as well as picking up the occasional job by them
    Lately though he has been having second thoughts about working for criminals all her life, and after not turning up to her father’s funeral is thinking strongly about leaving town and leaving this life behind

    I quickly threw this together, hope to build her more as a character in the actual game
    Hidden 10 yrs ago Post by Yog Sothoth
    Raw

    Yog Sothoth

    Member Seen 5 yrs ago

    Name: Darryn

    Race: Weasel Folk

    Race Description: Weasel Folk, are anthropomorphic weasels that are about the same size as regular humans, but are better built for surviving out in the wild. They are a nomadic type of people who prefer the wilderness on outskirts of Estermere, over the big cities that civilazation has to offer. Because of their inhuman strength and aggressive behavior, many humans call Weasel Folk, barbarians. Despite what people may call them, Weasel Folk are very loyal to one another, and have a great sense of honor when it comes to oaths made to their allies. Their society is made up of clans who settle in their own little towns or settlements, the bigger clans most often create fortified villages. In terms of lifespan, Weasel Folk live to about 85 on average.

    They look like this


    Age: 25

    Gender: male

    Appearance: He is tall and stands at about 6.2 feet. He weighs about 260 pounds, and has reddish brown fur. His eyes are a bright green, and below his right eye, he has a long scar that runs down his cheek. He is very well developed and has strong muscles as well as claws that he can use to help him climb up surfaces, or attack his enemies.

    Clothing/Armor: He wears a dark green cloak, and basic traveling tunic and pants and footwear. He also wears padded leather armor for protection, and while it is not as sturdy as metal armor, it allows him to be fast on his feat.

    Weapons:
    longbow
    two short swords
    one seax
    twelve throwing knives

    Skills/Abilities:
    marksmanship: Darryn is an excellent marksmen and is really skilled with his longbow, he has boasted that he one time shot an enemy who was on horseback at about 400 yards. He is also very good at knife throwing.

    duel swordsmanship: He is very skilled with wielding his two blades, and will not back down from a sword fight when the time comes.

    unarmed combatant: he quite formidable in unarmed combat since it is a style of fighting that his people practice regularly for both war and sport. Darryn has been disciplined to to use his body to take down his foes as quick as possible.

    tracker: he is extremely gifted in the art of tracking, and has been able to track all sorts of animals and people for miles and miles.

    survivor: because of his background with his clan of Weasel Folk, Darryn is incredibly good at surviving in the wilderness, and he is amazingly knowledgeable when it comes to nature and everything in it.

    climber: Darryn is an excellent climber and regularly climbs to the top of extremely tall trees.

    Magic:

    Wild Mana: this is a common form of magic that his people are gifted with, which allows them to channel their inner mana to grant them great physical capabilities. By channeling his mana, Darryn can use it to enhance his strength and senses to the point where he can muscle through enemies and have a big boost in his sensory abilities. All of this allows him to have a very strong reaction time and agility which can be very useful in combat and dangerous situations. Because of the increase in strength, the mana also allows him to jump to very high places like he is almost gliding on the air.

    Inventory:
    a leather pouch with 60 pieces of gold.
    a water flask.
    a back quiver that is made of leather and wolf skin.

    Backstory: Darryn's story is not a very one, it filled with both good times and tragedy. He was born to the Weasel Folk clan known as the Valorin, with four other siblings. The Valorin prided themselves as being among the strongest and most honorable clans among their race. Darryn's parents raised their son and his brothers and sisters to be a great warrior in strength as well as honor. From the day he could walk, his clanmates trained him the ways of a warrior as well as a hunter. Darryn found that the bow&arrow and hunting were his favored tool and occupation. And so he focused his most of time and training on archery and knife throwing, as well as tracking. When he nine years old, Darryn discovered that he was gifted with the ability to use the magic of Wild Mana, which was considered a great sign among his people and he began to train the arts of harnessing the magical power.

    Not long after he turned fourteen, was when tragedy struck his clan and family. His village was attack by human, Orc and elven raiders. In the midst of battle his father was killed an enemy's arrow right to his heart. Darryn wanted to avenge his father's death, but instead only received a deep cut bellow his left eye and he would have been killed by raiding party's leader, had his mother not taken the killing blow for him. With her last words, she told him to take his siblings and run. He tried as best as he could, but his brothers and sisters were killed by arrows. Only he managed to escape, and his clan was decimated. He didn't know how many survivors there were, all he knew was that he was now without his clan and family, which were considered everything to a Weasel Folk. In his terrible grief, Darryn swore revenge on the bastards who took everything from him and he began to train himself even harder in his skills.

    Many years have passed, and now that he is older, Darryn is ready to hunt down the bastards that stole his life from him. As a means to feed himself and keep his weapon supplies well stocked, he works as a ranger and bounty hunter as well as mercenary for gold and silver. But his desire for vengeance burns as fierce as it did the day that his clan and family were destroyed. He is now in Estermere, hoping to either find work, or get a lead on his most desired target, the leader of the raiders who attacked his village. He would kill hundreds of foes to find out the bastards name and location.
    Hidden 10 yrs ago Post by Vec
    Raw
    Avatar of Vec

    Vec Liquid Intelligence

    Member Seen 7 mos ago

    did you just post on the ic ¬.¬
    Hidden 10 yrs ago Post by The Fated Fallen
    Raw
    Avatar of The Fated Fallen

    The Fated Fallen Doesn't know what to put here

    Member Seen 3 yrs ago

    Some random person did. I told them to post here instead
    Hidden 10 yrs ago Post by Feigling
    Raw

    Feigling

    Member Seen 10 yrs ago

    Name: Lucien le Croix
    Age: 123 (24)
    Gender: Male

    Race: Vurkolak

    Appearance: Handsome and young. Dark hair, red eyes. Fairly tall (5' 10") and extremely slender.

    Clothes/Armour: Lucien's clothing is typically quite formal and middle class. Whilst neat and clean, it is far from the finest.

    Weapons:
    Atropos - The Holy Sword of Ostrheinsburg, this silver rapier is steeped in history. It is still as sharp as the day it was forged.

    Dagger - A simple dagger. Useful for stabbing or slashing, nothing really special about it.

    Talisman of the Pure Soul - less a weapon than a charm, this ancient device gives Lucien some resistance to light and dark based magic.

    Skills/Abilities:
    Superior Demonhunting/Witchunting - As a demonhunter, Lucien has studied supernatural creatures like ghosts, demons and angels to great extent, and even has some personal experience with them. If you ever need to learn about such creatures, Lucien's your guy

    Inside Pockets - Lucien keeps his valuables (Keys, ring and money) inside pockets on the inside of his coat, rather than the outside. Good for stopping thieves, bad for getting them out in a hurry.

    Ambidexterous - Lucien can use either hand with ease

    Weakness to magic - Lucien suffers more than normal if struck by magic. Enchantments do not affect him as badly as pure magic but still have greater effect than normal.

    Weapons training - None: He has never officially been trained. Any concept of swordfighting other than "Hit foe with sharp end" is beyond him.

    Magic:
    Exorcism - It's Lucien's job to exorcise demons and aggresive spirits, so it's only natural he'd know how to do it.

    Mermet du Vec - Through any form of contact, clothed or unclothed, Lucien can drain energy - whether magical or stamina - from his victims at will. This process is extremely painful for both parties, but causes no lasting damage on its own.

    Inventory:
    1500 or so total Gold, only carries about 10 at a time.
    Key to De Croix Household
    3x Health potions
    2x Cure illness potions
    Holy water
    Bone charms to help ward away demons
    Ring of the Void - decorative, but valuable. Given to the head of the Le Croix household.

    Backstory: Lucien was born into a refugee caravan escaping homeland troubles. In this caravan, everyone older was "mother" or "father", as they all relied on each other for support, and all the children he played with and talked to were his "brothers" and "sisters". As such, he does not know who his real mother and father were.
    As he got (relatively) older, he eventually left the caravan to live in a city called Ostrheinsberg. He studied the dark arts and purification under the close eye of the priests of the local temple, with hopes of becoming a priest himself, so he could help the ill and misguided.
    But Lucien knew the only way to defeat evil was to understand it entirely. For every healing spell he learned, he learned its curse. For every ritual of light he conducted, he performed its darker cousin. Eventually, he became renowned as something both the angels and demons feared.
    One day, whilst out walking, he came across a public execution. The victim was little more than a child but she had supposedly assaulted officers of the law, placed hexes on other children and threatened to burn down the city.They called her a witch, but Lucien knew the truth. She was possessed.
    Being a monk-in-training, the young Vurkolak stepped forwards and asked to grant the girl her last rites. The executioner accepted, and Lucien went onto the stage. The demon inside the girl spat a string of profanities at the monk as he lay his hand on her exposed belly.
    The effect was immediate. Both monk and child gasped in pain as Lucien performed the Mermet du Vec. The demon inside the girl weakened, its power quickly draining.
    "Now, demon... BEGONE!"
    The crowd gasped as the shadowy aura that surrounded the girl dissapaited. An inhuman roar of agony could be heard as Lucien sent the malevolent spirit back to the other realm. There was silence for a few seconds when it ended.
    It was here, on the hangmans gallows, that Lucien met Rosa, admidst the cheers of the crowds and the grateful tears of the executioner - he did not want to kill a child. Realising she had nothing, he took her in, originally as her mentor, but later as her father.
    The Temple seemed happy with Le Croix's work, but they warned him that a true priest could not have a family, adopted or otherwise. Rather than give up Rosa, Lucien decided not to join the priesthood. There was no hard feelings as he said his goodbyes - the clergy thought it was a wonderful thing he was doing and he knew he couldn't devote himself to both Rosa and the temple. In fact, the high priestess even gave him a holy sword, Atropos and asked that Lucien continued to exorcise demons in the temple's name. He took her words to heart and forged a living out of saving the possessed and executing demons.
    They left Ostreinsberg and began to look for somewhere new, but nowhere seemed right. Eventually, they settled down in Estermere, Rosa now in her teenage years (by human comparison), where the duo live a decent lifestyle due to Lucien's profession.
    Name: Rosa le Croix
    Age: 76 (15)
    Gender: Female
    Race: Cambion

    Appearance: Looks younger than she is. Very attractive by human standards, though more people say she looks "cute" or "pretty" than "beautiful" or "gorgeous". Ginger hair, usually tied into her trademark "drill" pigtails. Bright green eyes. Fairly short (5' 4"). Almost totally flat chested.

    Clothes: Her normal clothes are very scant, typically consisting of some combination of a corset, skirt and thigh-highs.
    However, her formal attire is very different, usually a long dress made from silk. Both styles of clothing are commonly highlighted with roses or pearls and both styles are made from the finest materials.

    Weapons: Blessed Stiletto - A small, silver stiletto blessed by Ostriensburg Priests.

    Skills:
    Cute Charm - Some call her eye candy, others say jailbait. But none can deny Rosa is a very attractive girl.

    Keep it in your Corset - Rosa stores her valuables in her corset, bodice or bra. It stops most thieves from trying to take them, but looks a little strange when she takes them out

    Street Rat - Rosa lived her entire life in squalor, and quickly learned how to survive with nothing. Rosa is a fast runner, expert climber and decent pickpocket

    Street Fighting - With Rosa, anything goes. She knows how to use concealed and improvised weapons, but is an expert with a knife or stiletto. She's also fairly skilled with her hands, but better with a knife

    Apprentice Demonhunter: Learning from Lucien has its perks. Whilst her personal experience is limited at best, she knows most things about supernatural creatures on paper.

    Nyctophobic: Rosa has an extreme fear of the dark. She can't stand being in a dark room without either a lamp or trusted adult. Any dark-based spells also have a Fear effect on Rosa, even if the spell itself is beneficial. The longer she's kept in darkness, the more distressed she becomes

    Too Trusting: Rosa would happily get into the back of a stranger's wagon if promised candy, and tends to trust people most others would stay away from.

    Magic:
    Lamashu's Blessing - Lamashu, Demon of Lust, once controlled Rosa. Rosa is capable of learning Demonic magic at a far faster rate than normal, but she is incapable of using or benefitting from Angelic magic

    Lust of Babylon - Demonic magic. Rosa becomes surrounded by flames, increasing Fire and Dark resistance whilst dealing Fire and Dark damage to anyone who gets close. The spell does not discriminate between friends and foes and increases weakness to Light and Water.

    Fall of Gomorrah - Demonic magic. A storm of fiery stones rushes from Rosa's hand to strike the foe.

    Pride of Sodom - Demonic magic. A targeted ally's pain is dulled whilst near Rosa during this spell and their wounds will start to heal quicker.

    Inventory:
    Key to Le Croix House
    Notepad
    Bone Charm
    Some Gold for the Astronomers Guild, where she studies magic.
    Effigy of Lamashu, the demon who possessed her.

    History: Pending
    Name: Vurkolak
    Appearance: Fairly humanoid, though notably paler and thinner. Eye colour is also different, with yellows, reds and purples replace blue, green and brown. They all have a natural aversion to light
    Natural abilities:
    Night vision - all Vurkolaks can see clearly even in absolute darkness. On the other hand, they hate extreme levels of light
    Cold resistance - Vurkolaks feel the cold less than most races
    Hatred to Light - Vurkolaks hate light. Even a sunny summer day can force a Vurkolak to stay indoors.
    Lifespan: About 350 years (Age one year for every five Human years)
    Relations with other races: Like elves, dwarves and gnomes.
    Suspicious of humans and orks
    Hate Demons and Angels
    Affiliation: Many are considered evil for their hatred of light and Angels. However, they are mostly neutral, tending to only get involved in things that affect them personally
    Name: Cambion
    Appearance: Appear as physically attractive humanoids, with pale skin and big eyes. Males are often seen as looking feminine. About a head shorter than humans.
    Abilities: Venom? What Venom? - Cambions have a natural resistance to venoms and poisons. This does not include tranquillisers.
    Lightweight - Cambions are naturally lightweight. They can move faster than humans and walk along weak structures, but are knocked down more easily, sleep for longer if tranquillised or hypnotised and can be lifted up easier.
    Demonic affinity - Cambions and Demons are distantly related. Thus, demons are less likely to attack a Cambion and will deal less damage if they do. On the other hand, Angels take a dislike to Cambions and deal more damage.
    Pacifist - Cambions have a strong distaste for fighting and will avoid it at all costs, unless their or someone they care about's life is on the line
    Lifespan: Up to and over 500 years, if they keep healthy
    Relations to other races: Friendly with Demons and Demonic creatures
    Disliked, but tolerated by Angels
    Affiliation: Considered Evil by some, but most are too naive and friendly to be anything less than Neutral. They can be manipulated easily, though.
    Hidden 10 yrs ago Post by Rainmaker
    Raw

    Rainmaker

    Member Seen 8 yrs ago

    Name: Shork

    Race: Half-Orc

    Age: 41

    Gender: Male

    Appearance: Standing at 6'5", Shork looks rather brutish like most half-orcs do - though he seems to take a little more after his human mother, it doesn't take anything away from the broad, powerful build and muscle mass of his orcish blood. His skin has an evident greenish hue and tusks protrude from his mouth, that along with red eyes making his heritage obvious to anyone who gets as much as a glance of him. Decades of being outside and hunting have left quite a mark on him, leaving his face furrowed and small scars all over his face and arms. Combined with short black hair that has grey streaks already in it and a stubbly beard, he looks exactly like the grizzled middle-aged hunter he is.

    Clothing/Armor: Shork has used the same set of hide armor along with leather breeches and boots for years, and it shows in the many uneven patches where he mended it himself or paid somebody else to do so - his armor was originally of a dark brown colour, but now it has speckles of different shades of brown, grey and black all over it, and the many repairs made it bulge and be baggy in spots, yet still he outright refuses to get it replaced, being so adamant about it that some of the children in Estermere giggle behind his back that he'd die if he were to take it off.
    It serves him well enough for his endeavors though, and it provides him with more mobility that something made of metal might - If the winter gets particularly harsh, he wears a cloak and a hood made of thick furs over his usual attire.

    Weapons: He carries a longbow that he stubbornly keeps in pristine condition, regularly letting it get treated by a bowyer. Though he's usually careful with letting other people touch any of his belongings, he makes an exception for this bow, being implacable about it having to be just perfect. Strapped to his back is a leather quiver where he keeps around twenty arrows (though occasionally packing more, up to fifty, when he goes on longer hunting trips) with goose fletchings, replenished after each hunt. Other than that, the only weapon he has with him is a knife with a handle made of horn and a slightly curved blade on his belt that he uses in emergencies if an animal ever gets too close to him, though he mainly uses it to skin the animals he hunts and to cut up the meat he sells.

    Skills/Abilities: His main skill is hunting, and as such he makes his living mainly by selling carcasses, furs and hides to those who finish processing them, though occasionally he sells them to the general populace as well. As somebody who lives alone and has worked many jobs over the years, he is also somewhat competent in various skills such as basic repair work in regards to his hut, clothing and tools, fishing as well as cooking the meat he keeps for himself. As a hunter, he's also proficient at making traps (although he prefers hunting with a bow) and in the rare cases somebody needs it, serves as a guide and guard for the outskirts of Estermere, all the way up to the Everwinter Mountains if the pay is right, though he refuses to go to Fullforge Keep itself. (this would depend on how far away the Everwinter Mountains really are, it sounded like they are at least somewhat close!) From his youth, he's also adept in fist fights, although he hasn't been in a real one for years.

    Magic: Nope!

    Inventory (not counting what he has in his hut):

    • A backpack filled with things to survive days in the wilderness - a bed roll, a waterskin, a fire striker, rations made of dried meat, and a strong rope.

    • A few torches

    • A cooking kit - a small iron pot and skillet, a wooden bowl, plate and ladle, and small packets of seasonings to provide for himself, stored in the backpack

    • Enough gold coins to live a comfortable life, if not a luxurious one (not sure about how much a gold coin can really buy you)



    Backstory:
    Having been born to a human mother and an orc father and abandoned rather quickly, Shork fended for himself ever since he was old enough to walk. Growing up in the streets of Fayport, he got through his early years by begging and stealing, and when he was old enough, putting his orcish traits and brutish strength to good work operating as a bouncer or enforcer for shadier types and soon participating in 'harder' crimes such as mugging and extortion occasionally, and soon joining a Thieves' Guild in the city. He rose in the ranks rather quickly, though before he could really become a higher-up in it, he got too eager and tried to mug the wrong target - one of the dwarven merchants of Fullforge Keep trying to sell the ore his brothers mined. Easily overwhelmed, he was left to the guard and, not being important enough for the guild to bail him out, he ended up spending years in jail, the experience severely changing his outlook in life and leading to him cutting his ties with any criminal activities.
    After he was released, he still worked odd jobs here and there though trying hard to stay on a more honorable path than before his imprisonment, leading to him working jobs that required little training such as being a deckhand and a bodyguard and soon completing basic military training as well, before settling down helping out an old ranger, learning about the art of hunting, trapping and surviving while hauling the carcasses the old man caught. Happy about being given the opportunity to redeem himself from his earlier deeds, he was equally devastated when the man inevitably died of old age - he spent the rest of his meager earnings to give him a proper funeral before setting out to live in the woods with his mentor's equipment, sharpening his skills and only going to cities, particular Estermere, every now and then to sell his wares, until he had a long heart-to-heart talk with the mayor and allowed himself to settle down there in an old hut. Ever since, he's lived a simple life there, being content with being part of the community even though he's not the most social person. Recently he warmed up and made friends with an Elven woman, going on somewhat regular hunts with her, though she is one of the few he trusts enough to do longer hunting trips with him.

    My backstory is kinda all over the place right now, i'll clean it up later, it's pretty late right now - I might also add some more mundane items to his inventory, but i'll warn people before I do.
    Hidden 10 yrs ago Post by SyrianHamster
    Raw
    Avatar of SyrianHamster

    SyrianHamster

    Member Seen 6 yrs ago

    If you'll have me:

    Name: Gukb (Pronounced as ‘Gub’) Stonebasher

    Race: Goblin

    Race Description: Can elaborate, if anyone is unsure exactly of what a Goblin is.

    Age: 23

    Gender: Male

    Appearance: Gukb stands at a grand 3’6 feet, and like many of his kinsmen, carries a spindly physique. His skin is the colour of dulled emerald, and it is webbed with black veins. His eyes are yellow, and the black pupils appear as vertical slits. His blueish lips contain a wide selection of small but sharp fangs, and should he ever entertain the notion of revealing it, then his reddish tongue will appear forked.

    Clothing/Armor: Gukb wears a very light suit of chainmail over his torso, but his thin arms are bare to allow for flexibility. Underneath this meagre yet vital protection, he wears a vest of boiled leather to give his exposed armpits a second layer of skin, as well as reinforcing the mail’s defensive properties. Unlike most of his less civilised kin, he wears trousers – usually a dark brown, and made from simple woollen cloth. On his feet he wears a pair of well-worn black leather boot, originally made to fit a human child.

    Weapons:

    Gukb uses only two weapons, and is adept in their use.

    Usually found to be slung over his shoulder, is ‘Widowmaker’, his trusty hunting crossbow. The weapon itself is large, designed for adult human usage, and so reloading it in a crisis causes more than just a few problems for him. A small quiver of quarrels are strapped to the crossbow’s underside.

    Secured to his waist by a simple cloth sash is ‘Red Rust’, his beloved short sword. The weapon itself is unremarkable, and dulled with age, but nevertheless Gukb’s small stature and the Red Rust’s paltry appearance should not fool an adversary into confidence.

    Skills/Abilities: Gukb is a Goblin, albeit a civilised one raised by human adoptive parents – if those are the right words for them. This being said, he is used to a life of racial prejudice, where more often than not, he is set upon by a mob for simply walking through a village’s thoroughfare.

    With this in mind, he relies on his ability to sneak quietly in order to obtain most of his food and supplies; it is not uncommon to find Gukb stalking store fronts after dark, as he gauges the routine of the town watch. Some days later, a window will be broken or a door picked, and goods will be missing.

    Magic: Gukb has little love for reading, and even less love for studying. Therefore, he is not much interested in mastering the arcane arts, and has little knowledge of them.

    However, he fears those who do.

    Inventory:

      - Simple pick locks (For easy, to medium every-day locks)
      - Loaf of stale bread.
      - 10 copper coins.
      - Sewing kit.


    Backstory:

    Gukb started his life as any other goblin; pulled screeching from the murky womb of his retching mother. Things rapidly changed from that moment onwards.

    A band of human adventurers, fulfilling a quest concerning the disappearance of a local village’s oxen, stole into the encampment housing Gukb’s clan. Though there were dozens of goblins, all intent on driving off the invaders for better or for worse, they were not enough to overcome the skill and destructive power that the humans wrought upon them.

    Killed to the last, the Grimgob Clan was all but committed to the sparse tomes of goblin heritage; their slayers dutifully looted whatever items they could from the encampment that carried a price, and moved on as quickly as they had come.

    All but Gukb.

    A farmer’s daughter, young and innocent as she was, happened upon the goblin child as she and her father scoured the ruins for anything of value. Not seeing any harm in the poor, screaming creature, she presented it to her father, but he was less forgiving. As he prepared to skewer Gukb with his pitchfork, the young girl picked the helpless baby up and ran.

    Things get a little hazy after that, as the priests of Helm who took Gukb into their protection were reluctant to reveal the girl’s fate, or the lengths she went to, to get him to safety.

    Taught to speak the common tongue, simple mathematics, pleasantries and histories, young Gukb grew up to be like no other of his kin. Civilised, though he seemed, as he grew to adolescence he became unruly; his instincts taking over him as childhood drifted away, and adulthood approached. Mischief became his way, and though he carried not much malice, he was involved in several damaging affairs that embarrassed his priest benefactors.

    Already under pressure from their order for taking a goblin into their mercy, in the first place, the priests of Helm ejected Gukb from their monastery; confused, and met with only smiles of pity of his former ‘fathers’, he was thrown into a world he had been denied the right to prepare for.

    Fair game for every living being bigger than he, Gukb learned to avoid populated areas, and bustling forests full of fauna. He roamed the land, going from one village to the next; killing a cow here, stealing a bag of corn there, murdering his would-be killers elsewhere.

    He became embittered, cold, as his life progressed. Another soul, lost to oblivion.

    Estermere is just another town, like any other, full of opportunities. With nothing but a stale loaf of bread to his name, Gukb is in need of food, and happening upon the settlement has offered him an apt appetiser.
    ↑ Top
    © 2007-2024
    BBCode Cheatsheet