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Well, I've got to admit that I'm really impressed with the quality of these characters. Thanks to everyone who has submitted one for putting the time and effort into your work.

I'll be keeping applications open for a little longer, but I'm really happy with the characters I have seen and can already see some possibly interesting dynamics forming.

@AtlasRedfox
During their training initiates will have trained under a number of tutors - though naturally spent much more time with those who could teach them their specialised skills. The training may have been in groups on occasion, but will also have involved a lot of one-on-one time and even studying alone.

This mission is considered a 'test' of sorts. This time, the initiates will be accompanied by a single, experienced Witch Hunter whom they have never met before. While the investigation is entirely in the hands of the initiates, the Hunter is there to supervise and take action if something goes particually badly. He is also there to offer insight and answer questions, to the best of his ability.

Thanks for picking up on that's for me - I post from my phone and sometimes don't notice certain mistakes I make.

The colours were essentially just to make the different sections easier to distinguish, as there was a 'wall of text' thing going on. Any living race is absolutely fine if you want to try one of the others out.

I've not gone over any character applications just yet - I'll probably take a peek when I have more time later tonight.
I've posted a full OOC since there was plenty of interest: there's a lot more information on there for anyone curious.

roleplayerguild.com/topics/89974-witch..

(With all the reading there and my obsession for rules, I suspect intrest will drop significantly :p)
Witch Hunter Initiates









Witch Hunters

Witch Hunter: Aldergard

The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes of the land to murderers, kidnappers and lawless scum that lurk in the shadows. While the many people might hold many differing opinions of the shadowy and dark organisation, there is one fact which is consistent in almost every tale told of the Hunters - that their methods and presence are as fearsome and ruthless as their cause is necessary. While most have never seen a true Witch Hunter in person there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.

It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic, after a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as such the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.

Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.

The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in the right battle, this team of magic-seekers is to be dispached under the guidance of obe true Hunter to confirm or deny these outlandish claims, and to help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and indoctrination, and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.

Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.



Welcome to Aldergard.

Since you have read this far, you are clearly at least somewhat interested in the story of Aldergard. This roleplay will be one that focuses on choice, morality and consequence. The history of the land that your character will discover is seeped in darkness and corruption and more often than not there will be no ideal solution to matters that you will face.

You must be prepared to fail. You must be prepared to be defeated. You must be prepared to accept the consequences of your actions in an unfair world.

For this roleplay, I am looking for four to six players / characters. Ideally, I will select characters based mainly on who I feel will best benefit the story - those with potential to experience the world and grow in it. Please understand this before applying - I will not simply accept characters on a 'first come, first served' basis.

I ask that players can write to an appropriate level of coherency in third person. We all make spelling and grammar mistakes from time to time, bt wen u r writn lyk did is no gud sry. Content wise, I ask for a normal post to consist of at least a couple of paragraphs - obviously there is a time and a place for shorter posts but those should be the exception, not the norm.

I also ask that each player posts between once and three times a week - I do not want to have folks getting left behind when they don't have time, but I also don't want to have people constantly waiting on each other. If you are going to be missing for a while, let us know so that we can make arrangements around that. I can check the roleplay semi-regually but might not always have time to reply quickly myself.

Naturally, expect mature themes. If you are sensitive to... well, anything really, you might want to give this a miss. Violence, psychological conflict, horror and anything else that crops up during the story will all be considered fair game. I will always do my best to keep things tasteful and urge others to do the same, but you have been warned.

Yes, these are a lot of rules / requests, but please remember that this is a story that I have thought long and hard about, and I want everyone involved to enjoy being a part of it as much as possible.



Character Sheet

Please be aware that your character is talented, but undeveloped. A blank slate. Quirks, skills and traits can be developed as the story progresses - do not overload your character with absolutely everything you can think of from the start.





Lore

This section serves as a running record of various bits and pieces of Lore known about the land. It may be updated during the RP.




Races of Telathra




I'm not certain: that's one of the things I'm still deciding on. I guess however many feels 'right' but probably about four or five.
Wow, I'm supprised* to see such a positive response! Hope I can answer any questions here...

(Edit - I didn't notice I had written 'supposed' instead of supprised)

What is the truth of magic? Is it really evil, or is that just what people believe?


Well that's... open to interpretation really. One of the points that I'm hoping to explore. It's a lot more than just a tool that can be used by people regardless of their morality though - there is a reason the Witch Hunters exist after all.

Certainly interested. Being a fantasy, I assume at least the normal fantasy races?
Also, is there no such thing as 'miracles'. Holy magic of sorts, or are we essentially the inquisition?


An Inquisition of a sort yes, though the Witch Hunters are based off a less grand concept - Indivituals that are basicly let loose upon the world, with no real power (legally) but commanding fear and a dark kind of respect. They possess a power of their own that is not quite magic and not quite mundane, which even they don't understand. Again, something I want to explore during the story.

As for races, while other races do exist in the universe, they tend to be rare. Think of it this way: Elves are associated with magic, so if magic is eradicated then so are most of the Elves.

I'm certainly intrigued by this.

A query: it mentions each witch hunter as being worth a small army. Do the witch hunters themselves possess some sort of magic or something?


Mentioned this above. But in a word, yes. Kind of. They have powers that develop that aren't quite magic, but at the same time certainly aren't normal. Worth a small army might be an exaggeration depending on exactly what they are fighting - put simply, they can do things that humans simply can't do. Mostly revolving around fighting and stopping magic.
Well... you clicked the link so stay a little while and hear me out, if you will.

I have in my head a very firm setting for a story. I have places, I have people and I have a history - but no story taking place there. I was wanting to put my idea out there and see if there was any interest. To put simply, this roleplay will involve characters being placed in a world with only a very vague goal - where they go, how they deal with the challenges and what impact they have on the world around them is then completely dependant of the actions of the players.

Witch Hunter will involve mostly mystery, exploration and (what I hope will be) deep moral decisions. If I am successful, you will genuinely feel torn over the choices your characters might have to make. A difficult goal, but one I aim to achieve.

Now for those that are still reading, without further ado... please read on.




Witch Hunter: Aldergard

The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes to murderers, kidnappers and lawless scum. While the people's differing opinions of them might be as widely spread as an ocean, two things remain consistent in almost every tale that is told of the Hunters - that they are terrifying in their methods, and necessary is their cause. While most have never seen a true Witch Hunter there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.

It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic. After a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as sucb the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.

Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.

The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in battle, a team of magic-seekers to confirm these outlandish claims and help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.

Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.




Well, there it is. A brief summary. If anyone is interested, I would love to hear it!


Hey folks!

So, this is the greeting section? Well, here I am!

I'm a fairly experienced roleplayer and aspiring author with a huge passion for flawed heroes and character development. A friend of mine recommended I check this place out, then I made an account and... well, you know the rest.

I'm pretty big on fantasy and Sci-fi, getting into a characters mindset and improvisation. Love throwing curveballs in stories, and making players decisions really feel like they have 'weight' behind them. Not so big on cliche overpowered and two dimensional characters, and WAAC players who thing that they need to 'win' at role playing.

I HATE god modding, (bad) Mary Sues (tropes are not inherently bad, folks!) and people who lack common respect. I'm also an egotistical, sociopathic hypocrite. Just getting that out there.

I love to write, and role playing is an awesome outlet for that. It gives me opportunities to write about characters who aren't always the centre of focus: the morally ambiguous that could never be the 'real' heroes in an ordinary story. I love both seeing a character grow strong and watching them crumble to dust under the pressure of a good story. I'm also a big fan of building worlds for these characters to interact with.

So... that's me! Hope to stick around for a while and see what's going on around here. Adios!
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