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7 yrs ago
Been on this site for about a month now, and only now figuring out how to make a status. Nice.
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Bio

Of all the things I can write, a bio has got to be one of the most difficult.

I'm a writer by trade, and use roleplay as a means of honing my craft while also getting to write about things I genuinely enjoy, and not just the ones that pay the bills. As such, you can expect lengthy, detail-driven posts from me on a semi-regular basis. I love to roleplay, but unfortunately having a life outside the internet means I likely won't be able to respond more than once a day, so keep that in mind if we are roleplaying together!

My RP-based interest are mostly within the realm of fantasy and science fiction, though I am not entirely opposed to more modern settings if I like the idea. But generally, I'm more inclined to participate in a roleplay that exists outside the setting of our own world.

Oh, and I'm also Canadian. So yes, I will be putting the letter U back in words like colour or favourite, where they belong. Deal with it. ;)

Most Recent Posts

Aaaaand finally, the OOC is up! Apologies for the wait, but I really didn't want to post it until I was satisfied. I'll tag everyone that showed some interest in this thread, just to be a pain in the arse and give you all a notification. Hahahah. Hope to see some of you in the game!

roleplayerguild.com/topics/167601-dra…

@Thantos@Keksalot@Kronshi@vietmyke@ELGainsborough@Oni_@Dynamo Frokane
There we go. Had a few issues with posting, but all should be good to go now!
Dragonslayers

The Story Of The Gallowblades




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The Story


For nearly two centuries, the small northern island of Avadon has slowly evolved into a country of considerable significance to the continent of Hathaia. Detached from the rest of the continental landmass and acting as the easternmost country of Hathaia, Avadon has, over the years, developed its own identity, with a culture based heavily on the seas and oceans that surround it. Sailors and fishermen are among some of the most popular career paths for those who call Avadon home, and even those that take up lives on the land tend to rely on the success of those who brave the seas.

However, Avadon’s history is not completely riddled with tales of fearless sea captains and daring trawlers. Before the development of human culture began to overtake the rolling hills of Avadon, great winged reptiles known as arachs called the island home. The creatures, though little in number, sat at the top of the country’s food chain, living long lives in caves at the peaks of Avadon’s tallest mountains. For decades, the arachs put an end to the humans’ early attempts at invading their home, sinking ships before they had a chance to reach land, or wiping out entire armies before they had the opportunity to scale the mountainside.

Cunning as they are, though, the humans found a way. Through an alliance with the buchens – a species of humanoid creatures native to the island – the humans discovered a means of nearly eradicating the arach threat. Using weapons crafted from the horns of unicorns, the humans managed to slay the arachs during their annual hibernation that took place during the cold winter months.

As years passed, the alliance between the humans and the buchens continued to prosper. Together, they built several large cities that scattered the surface of Avadon. Between them, small villages popped up here and there, and a highway was constructed in order to connect the major landmarks of the island. Progress had been made, and it had come at a much faster pace than almost any other country of Hathaia.

However, the arach menace had not come to a complete close. Every now and then, a group of arachs would burst from the depths of their lairs, having been either missed, or forgotten, during the human raids of winters past. Though their numbers had dwindled to minuscule amounts, the massive, green-scaled reptiles still posed a significant threat to the well being of the civilized folk of Avadon. Capable of tearing down entire cities and slaying humans by the hundreds, the domesticated folk of Avadon feared the arachs, and for good reason.

As a means of self-preservation and protection of the future of Avadon, the humans and buchens, alongside anyone else who had immigrated into the well-developed country over the years, formed The Gallowblades – originally a band of warriors and knights trained specifically in the art of slaying arachs. These courageous few would dedicate their lives to the preservation of Avadon, and risk death in the name of their country as they plunged, weapon-first, into battle against the hulking reptiles.

Now, in modern day Avadon, there are chapters of The Gallowblades stationed in every major city, be it the capital city of St. Isaac’s, or the port city of Farr Harbour. The Gllowblades can be found wherever there are people to protect, ready and willing to face off against the seemingly immortal threat of the arachs.

However, it has been nearly 50 years since the last sighting of an arach. Gallowblades, both young and old, have lived their lives without every laying eyes on one of the beasts they have sworn to kill, and are a mere a shadow of what The Gallowblades once were. With numbers of willing recruits dwindling over the years, The Gallowblades have been given the rite of conscription, allowing them to forcibly grow in numbers, even if the wont is no longer there. Alongside this, their ranks are no longer restricted to swordsmen, as was once the case. Now, Gallowblades of all walks of life exist - Some practice the misunderstood art of magic, some avoid the death penalty after lives as criminals, and some even hide from their fate as ex-pirates. These sorts, and more, are what The Gallowblades have become, though one could argue that any and all efforts to exterminate the arachs is a commendable one, regardless of one’s personal history.

Rumours have begun to swell across the country of another family of arachs laying deep beneath the Long Range Mountains in northern Avadon. Word of mouth seems to suggest that eggs have hatched, and the young arachs have matured in underground lairs, feeding on the creatures that dwell beneath the surface. The pale-scaled beasts have allegedly made only a few appearances above ground, but if the rumours are to be believed, they pose a significant threat to the well being of Avadon, and its future.

Recruiting season has begun for The Gallowblades, and with the rumours of these white arachs spreading quickly across the island, veterans among the ranks of The Gallowblades have taken a much more serious approach to their training programs. The people of Avadon are once again looking to The Gallowblades for protection against what could possibly be the return of the infamous creatures.

This is where you come in. You’ve been recruited – by your own free will or not – into the ranks of The Gallowblades. You are stationed in the southernmost city of Belclare, where your chapter of The Gallowblades has only recently been sent word of the rumours. The Long Range Mountains are far to the north of Avadon, a good week long journey for anyone looking to travel from Belclare to the northern city of Allemore without interruption, but your life as a Gallowblade may very well require just that. You have yet to be properly sworn into the ranks, and have only spent a little under a week in your chapter’s guildhouse. You and the rest of the new recruits are soon to begin your training, and wherever your life as a Gallowblade takes you from there is anyone’s guess.

It’s not like you have much of a choice in the matter, anyhow.

-



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Rules


- This is set in a medieval fantasy universe, with a relatively primitive feel, compared to popular settings like those seen in The Elder Scrolls or Dungeons & Dragons (I’m looking at you, Forgotten Realms.) Magic is not nearly as prominent as it tends to be in other places, so things like teleportation, telekinesis, and other such magical workarounds won’t be present. Please keep that in mind, and please remember the basics of magic. If you have questions or concerns, feel free to ask me, I’ll be glad to help!

- No godmodding. Your characters are meant to be run-of-the-mill mercenary types, not all-powerful gods. Frostbite can be just as deadly as a sword.

- Please try and be as detailed as possible, but I understand that real life gets in the way. If you find yourself strapped for time and can’t dedicate the time to the game, just let me/us know. Real life always comes first.

- Settle any beef with another player elsewhere, please.

- One character per player.

- I’d appreciate if you read through the “further reading” section if you’re serious about playing this. It will really help you out in the long run.

Your Character




Your character is, as I mentioned before, a new recruit in the ranks of The Gallowblades. Perhaps they were conscripted after showcasing significant talent with a bow, or maybe they joined willingly in an attempt to avoid the death penalty, or to honour a family steeped in a history as Gallowblades. It’s completely up to you as to how or why your character is in Belclare, serving under The Gallowblades, so be as creative as you want.

As for your character’s class, The Gallowblades recruit anyone, from all walks of life. I haven’t listed any specific classes in an attempt to let your creativity flow, so have fun with it. Be a pirate, or a travelling bard, or a chef for all I care, as long as they have a good reason for being among the ranks of The Galowblades.

Your race is slightly more restricted. I’ve listed nine below that I know I’d be comfortable with, and given them proper societies and whatnot. However, if none of them tickle your fancy, and you want to be something else, just ask. But please ask. Some races or species may already have a different role in Illora, or I may simply prefer that they not exist at all. In the same breath, I’d like to avoid half-races as much as possible. For now, at least.

Here is the character sheet. If you have any questions, feel free to ask, as usual!

-

Name: Anything you want, within reason.

Race: Any of the listed races, or one of your own choice, as long as it’s been approved.

Sex: Pretty self-explanatory. Male or female.

Age: For the sake of simplicity, most races have fairly common lifespans for the most part, and mature at the same rate.

Class: This is up to you, just give a title to the character’s particular skillset.

Appearance: Describe what they look like. Feel free to add pictures throughout the character sheet.

Story: Talk about your character’s past, prsent, and personality, and why they’re a member of The Gallowblades.

Skills:
Major: List their major skills, such as what school(s) they focus on if they’re a wizard, or how they fight if they’re a warrior, or whatever pertains to them as a person.
Minor: List their minor skills. Maybe they have an affinity for the culinary arts, or maybe they have a particular interest in music. Those could also be major skills, depending on the character, though. Just list anything they do as a side-job or a hobby.

Strengths: List their strengths. Does not have to be about their skills, but instead could make note of their exceptional memory or charismatic personality. Whatever they use to get by in day-to-day life.

Weaknesses: Brandon Sanderson once said that weaknesses are much more interesting than strengths (or something like that). Maybe your character has poor eyesight, or poor hand-eye coordination. Maybe they have some rare disease, or maybe they’re just downright dumb. But give them something to remind yourself that they aren’t gods. Just Gallowblades.

Equipment: Provide a brief description of what they carry on their person. Weapons, bedrolls, foodstuffs, you know the drill.

Races


There are hundreds of thousands of creatures, big and small, that call Illora home. However, very few have managed the seemingly impossible feat of coming together as one to create a true identity - a society. A culture.

There are only a few that have managed this accomplishment, and in modern day Illora, those creatures are the ones that reign supreme in almost every aspect of life. They construct large cities, they govern the lives of lesser creatures, they create both peace and war, they retain a sense of right and wrong, and, above all else, they survive.

The following races are available to you as a player. If you wish to play a character of a different race, I’m always open to suggestions, but please run it by me first, as I may have other plans in mind for that species, or they may just simply not fit into the universe.

Also worth noting is that all of these races are capable of being any sort of character, with any sort of lifestyle, personality, or job. What is listed under each race is more of a general outline of the species, and not a strict guideline. If you want your aeoc to be a calm, studious wizard-type that’s never stepped foot in Yupall, or a tuvul barbarian raised by dwarves, by all means, go for it. I want to see creative characters, and I know you’re all capable of creating interesting characters.



















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Other


If you're interested, feel free to discuss characters with me in the OOC section, or via PM if you wish. Then, after I give the go-ahead, post away in the Character Sheet section. Likewise, if you have any questions or concerns regarding this game, or the setting, I'll try and answer them as best as possible, so ask away in the OOC!

If you're very serious about joining, or already have a character approved, I highly advise reading through this following section, titled Further Reading. Although a bit lengthy, it may asnwer some of your questions, especially in regards to magic.

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Further Reading








-

Other than that, I hope to see some interested folk! I look forward to testing your characters against the wrath of the arachs.
@ELGainsborough I know I sound like a broken record here, but it will be up tonight (aka a few hours). I wasn't satisfied with what I had written before, and ended up re-writing the entire thing. I feel like it's much more in depth now, so hopefully it'll be able to answer as many questions as possible when people decide whether or not they want to join. Plus, it has some more races, so that's fun I think.

@Bishop I'm fairly certain those won't be options, for the most part. Teleportation, or any sort of instant travel, is not something I plan to incorporate. In my experience, it opens up way too many loopholes in stories, and I'd rather it just stayed out of the picture entirely.

As for the animals, I will be including a magic school that includes altering the minds of creatures. Though, like any magic, it won't be permanent. It would last a couple hours at most. I also don't plan to include much physical alteration, such as turning invisible, or, as you suggested, adding spikes. I've been considering shapeshifting as a school, but that would ultimately lean more toward characters who want to use the shape of a pre-existing creature, for whatever purpose, like moving faster or something. It would also require vast knowledge of how that creature works, so the person can't just morph all willy-nilly.

That being said, however, if you want to play some sort of hunter, or ranger, or outdoorsy type, I have no qualms with that person having an animal buddy, similar to Drizzt Do'Urden or Minsc from the Forgotten Realms universe.
Duren Ghedic

Late afternoon, Szazah's tent


Duren sat amongst Szazah and the two fellows that had already taken refuge from the rain in the old warlord's temporary abode. Having shared in drink and tale with him in the past, he knew Szazah was a good man, and could only imagine that those he chose to accompany himself with would be of the same sort. Though Duren himself scarcely believed the stories of the shadowwald, his own pride and wanderlust had led him here, where a seemingly new chapter to his relatively lengthy life was about to unfold. Was he nervous? Perhaps, though any signs of such emotions were long drowned in the copious amount of alcohol intake throughout the day.

Though tipsy, the dwarf was able to make out the other folk as they all passed through the tent flaps, one-by-one, as if one cue. His vision slightly damning him in the dimly lit room, he made mental notes of each, keeping track of those that he would likely be trekking through the frozen north with in due time.

Though he had already shared greetings and strong drink with the capybkin - Phinuphus, he was called - and the northerner named Hamelyn, these new faces seemed just as interesting. The first to walk through the flaps was a reptilian sort. A lizardman, perhaps? Duren had seen very few sentient reptiles in his time, and was unfamiliar with the distinctions between species. For now, in Duren's mind at least, the scaled warrior was a lizardman.

Second, came a another human. A patch covered one of his eyes, and his demeanour suggested that he and Duren were about as alike as a glass of cow's milk and a mug of dwarven ale. He seemingly avoided eye contact, and sat well away from the rest of the group, as if his presence was forced rather than voluntary.

Following this man came a hulking figure, whose stature made it so that he hardly fit in the confines of Szazah's average-sized tent, packed as it was becoming as more bodies entered. The man's skin was black as a night's sky, with snow-white hair contrasting against the soot-black surface of his scalp. A drow, no doubt, though the size of this one was almost unnerving, to the point where Duren began to question whether he truly was a drow, or some other such creature that the dwarf had never seen before.

Before he had the chance to question his new companion's heritage, however, a friendly face entered the tent. Galahad's smile was a familiar one to Duren, and his drunken ramblings nearly matched those of the dwarf. A smile formed behind Duren's beard, wide enough to match Galahad's own. It was a good thing to know that Duren would not be among complete strangers on this journey. Nay, in fact, the quest had just become much more intriguing.

"Starting again, lad?" Duren replied to the man of mixed ancestry. "I dinnae know what ye're on about. I'd hafta stop in order t'start again, would I not?" Duren raised his tankard to show that he had, true to his word, not stopped drinking since the duelist last laid eyes on him. Moving over on the makeshift bench which he had seated himself upon, the dwarf patted the wood, motioning for Galahad to join him.

As if the party could not get any more strange, in came a sight to quell any hopes of normality in the group. As Szazah had begun his spiel about the snow elves, a beastkin woman - feline, Duren was sure - strolled into the tent. Over her shoulder was a corpse, and over her eyes were cloth wrappings. The catlike woman slumped the body upon the floor, seemingly under the impression that Szazah would play some sort of role in the future of the carcass. However, to both the surprise of the dwarf and the cougar, the warlord seemed none too interested in the dead man's story. Though the blind woman was apparently not a part of Szazah's plans, she stuck around nonetheless. Had the stories of the journey piqued her interest, or had her lack of sight imprisoned her in Szazah's tent until she was escorted out? Duren was familiar with vision problems, though outright blindness was certainly not something he was envious of.

Nevertheless, Szazah's tent was full, and then some, with bodies of all species and sizes. Duren, in fact, felt rather minuscule amongst folk such as Phinuphus and the drow, who both reached somewhere in the nine-foot range - doubling Duren's four-and-a-half. However, their goal was at least somewhat common, and if they had all, in some way, shape, or form, gained Szazah's trust, then Duren could find no faults in placing his own trust in them as well.

As Szazah spoke of the shadowwald and his goal of finding them, Duren's previous night at the ale tents slowly crept out from the shadows of his memory. Szazah, drunk as he was, regaled Duren's equally drunken ears with stories of an ambitious journey: He hoped to track down the elusive - and possibly non-existant - snow elves. With their knowledge, he hoped to push back the forces of The Apotheosis, and ultimately aid the good folk of Allaria. Having downed more booze that night than he was willing to admit, Duren had drunkenly, and perhaps against his better judgement, offered himself up as a travel companion to Szazah's band. A last minute addition to the motley crew, Duren knew his defensive skills would come in handy against the dangers of the north, though the ultimate goal of the mission left the dwarf rather uneasy, now that he was in a significantly more sober state of mind. He did not believe the tales. If elves did in fact live in the northern reaches, how had they possibly evaded detection for so long? Certainly someone would have come across them at some point, Duren thought.

Alas, he as here. Duren had made a promise to Szazah, and any dwarf worthy of the title always kept his promises, stupid as they may sound to sober ears.

In the same breath, Duren had come to appreciate life as a traveler. Too long had he spent standing at the gates of Bhornbadir, turning away shady dwarves from entering the city. Now, in the later years of his life, he was experiencing more than he had in the entire 45 he spent in his home. Three months he had spent as a member of The Moving after just under two years as a nomad. Now, it seemed, he would be leaving behind the life of a guardsman for a traveling community, to take on the life as a hunter of snow-covered secrets.

It would be a good tale to tell in the taverns, of that he was certain.

Late afternoon, The Moving camp


The rest of his future traveling companions had gone their separate ways after leaving Szazah's tent, likely looking to say their final goodbyes, and prepare for the journey ahead. Surely, a proper traveling pack would be needed, but Duren knew he had a slightly more important task to take care of before leaving. Linda, a young human woman, had shown him nothing short of familial love since his joining of The Moving. She supplied him with drink when his cups were empty, and sweets to get him through the long shifts at The Moving's gates. Some nights, she would sing songs while they drank around the campfire, leaving Duren speechless for the first time in his life. She had, somehow, embedded herself deep within the confines of his old heart in a matter of months. Duren knew this journey would not be the end of him - Abbathor had larger plans for him, yet - but a proper goodbye was in order, at the very least.

Now, the dwarf found himself standing outside her tent. Likely, she was inside, hiding from both the rain and the men who hunted her affection like hungry wolves hunted a lone elk.

Pat. Pat. Pat. Duren's beefy hands beat against the damp flaps of Linda's tent, and rainwater that had built up in the leathery fabric bounced out around it. Rustling from within he tent gave away her position, and, out of curiosity, Duren remained silent.

"Kristoff, I've told you plenty of times, I'm not interested in joining you in your own tent, and I'm certainly not interested in taming the damned snake you claim lives underneath your trousers!" Linda's voice came, muffled by the rain and leather walls of her tent home.

"I told you, Linda, dear," Duren replied, masking his laughter behind a poor mockery of Kristoff's higher-pitched voice. "It's no snake, love, but more of a worm!"

Evidently, Duren's impersonation of Kristoff, a fruit trader that's taken refuge in The Moving, failed to pass any sort of realism test, as Linda's soft hand could be seen pulling away the top corner of the entrance to her tent. Fitting in the triangular opening, her face revealed the source of the laughter Duren heard from behind the walls of the home. Grinning from ear to ear, the young woman opened wide the tent flaps that acted as both an entrance and exit to her abode.

"Get in here, you mad cow," she said between giggles, giving the dwarf a playful nudge as he walked past her and into her single room tent.

The tent smelled both of tobacco and boiled vegetables, and the smoky hue of the room made no effort to mask Linda's bad habits, though Duren was in no position to speak on the subject, with both hefty drinking and smoking habits of his own. The retired guardsman sat on a small stool - perfect for a creature of his stature - and ran his thick fingers through the braids of his obsidian beard.

"Y'know, lass, I'd bet me last gold coin that yer' fumblin' with young Kristoff's emotions plays a part in his poor attempts at beddin' ya," Duren said, chuckling as he replayed the thought of the fruit salesman boasting about his trouser-snake.

"It's hardly my fault that he is so easily swayed into giving away his goods," Linda replied, a sly grin creeping across her face as she took a seat on her makeshift bed, directly across from her dwarven friend. "And before you say a word, I speak strictly about the fruit when I say 'goods.' I'll have nothing to do with anything else he might try to give me."

"Whate'er ye' say, lass," Duren replied, sharing a chuckle or two with Linda, who, much like Duren himself, joined The Moving to pursue dreams of traveling Allaria.

"So what brings you here, hm? I would have thought you would be down to the ale tents, deep in your cups by now," Linda spoke once more, eyeing Duren up and down, and taking particular note of the armour he still wore, despite his shift at the gates ending nearly an hour ago by now.

With the topic at hand coming so abruptly, Duren's grin quickly faded behind his thick facial hair. Though he had known Linda for only a short while when compared to the amount of time he had spent living, he had grown fond of the woman, and she of him. He did not particularly anticipate saying goodbye, though he hoped it would not be a final one.

"Aye, the ale tents sound much more appealing, t'be quite honest with ye'," Duren replied, switching his focus from Linda's youthful face to the floor of her tent. "I went t'visit old Szazah at 'is tent jus' now. Th' ramblin's you talked about earlier, 'bout the snow elves an' all tha', seem to have piqued ol' drunk Duren's interest." A smile formed on Duren's face once more, though this time, it came as a mood enhancer rather than a direct result of laughter.

"I'll be headin' out wit' ol' Szazah. Th' fool seems t'think them elves is real, an' even got a odd few folk convinced th' same. I figure there be more t'the world that I needa see a'fore I take me seat in Abbathor's hall, an' I dinnae want ta' see Szazah an' 'is gang o' misfits gettin' mauled by an angry polar bear," Duren continued, clearly trying his best to keep spirits as high as possible. "I'm goin' wit' 'em. We be leavin' soon enough. 'E wants us t'meet 'im in tree hours."

For several moments, Duren's words were met with silence. He could not muster the strength to meet Linda's gaze, which he felt burning into the top of his half-shaven scalp. Instead, he drank, slowly, from the flask he had attached to the loop of his belt, as he continued to watch the floor, like he were anticipating it to move.

Then, above the patters of rain on the roof of Linda's tent, the dwarf heard a loud sigh.

"You old fool," came Linda's voice, low and difficult to make out. Duren could hear the disappointment prevalent in her tone, and it hit him harder than any steel weapon could ever have.

"Both of you. Szazah and yourself, two old fools chasing tales of elves that don't even exist! And for what? Pride? The north is dangerous, Duren, more dangerous than any meadow you skipped through on your way here," Linda continued. Her voice seemed to grow more and more audible with every word, and her disappointment changed quickly to anger, and then worry. "You're going to get yourself killed, you boneheaded bufffoon. What's the matter with The Moving? It's safe, at the very least. Much safer than whatever band of drunks Szazah has convinced to follow him."

Duren, finally, managed to pull his head up once more. His eyes met the gaze of Linda's, tear-filled as they were. She sat, leaning forward, fumbling with another plum that she tossed back and forth between her fair hands. Behind them, her long, auburn hair served as a backdrop to the fruit as it hung loosely from her head, and bounced ever so lightly with the movement of her forearms.

Duren opened his mouth, but could not speak, as Linda's own words had won the race to fill the silence.

"I thought dwarves were loyal to their home? Happy to remain in one place? Whatever became of you, that you take on adventures to faraway lands, chasing creatures that exist only in the night-time stories of parents laying their children to bed?"

"Aye, loyal we be," Duren said, interjecting Linda's sad rambling with the sound of his own voice. "I made a promise, ye' see. I promised th' man I'd be th' one t'guard 'is party. Drunk or no, a proper dwarf keeps 'is promises. Always. Me own loyalty can only remain in one place at a time, an' fer' now, that place be within that promise. I dinnae espect ye' t'unnerstand, 'tis a dwarf thing, but I would nay leave Th' Movin' without a proper goodbye. Yer' a smart lass, I know ye'll be fine without ol' Duren."

Duren's voice, calm as it was, did well to mask his own disappointment with his decision to leave The Moving. He had grown fond of the small community over the months, but he knew himself better than anyone, and he knew that, had he abandoned his promise and stayed with The Moving, he would never experience a restful sleep again.

His words were met with silence once more. The dwarf wished more than anything that Linda would speak, and cut him off, as she was known to do. The silence felt as though it were a knife, slicing into his plump ears with every second that passed. The two were close, and Duren's vision was well enough that he could see the distraught that had overtaken Linda's gaze. The tears welled up, and had begun to slide down her cheek, falling from her chin, and landing on the floor. Had the rain not been making such a racket on the tent's roof, Duren was sure the hefty teardrop would have been audible through the silence in the room.

"If you dwarves are so keen on your promises, then promise me this, Duren," Linda said, finally breaking the painful second silence with her trembling voice. "When your party finally realizes they've been chasing children's tales, you will come back. Escort the fools to wherever they must go, but promise me that this will not be the last time we share words."

To this, Duren simply nodded. His beard bounced, and the some rainwater that had collected in his hair dripped from his forehead with the movement of his skull.

"Aye, lass," he said, smiling again in an attempt to keep his own tears in his eye sockets. "I promise. Ye'll see me ugly mug a'fore long."

With that, Linda stood. Duren knew she was angry, and Duren knew she all but agreed with his decision. Linda, however, knew that the dwarven way still held strong with the old dwarf. As little as she understood his loyalty to promises, she was well aware that any attempts to keep him here would be futile. Dwarves were odd creatures, and their loyalty to anycause, big or small, was as important as their own livelihoods. This, she knew. No matter how painful the knowledge was.

The two embraced in a hug. Though Linda stood a good foot and then some above Duren, the locking of two bodies felt as natural as if she were embracing a member of her own blood. Such physical shows of affection were a rarity in dwarven culture - even dwarves in wedlock would rarely embrace one another in such a way. Save, of course, for the drunken sex that dwarves had somehow become worldly renowned for.

However, Duren returned the hug, squeezing his friend tightly for several minutes. He felt her plant a light kiss on his forehead, and with that, knew the anger she felt had subsided.

"Jus' remember, lass," Duren said, speaking only loud enough for the human to hear above the patters of rain. "A dwarf never falls back on 'is promise."

Late afternoon, Duren's tent


Having traversed the lands of Allaria for just under two years prior to joining The Moving, Duren had become accustomed to the life of a nomad. He knew the importance of pockets, and had purchased a bag specifically designed for such a lifestyle during a stop in a small village just south of Bhornbadir, inhabited solely by beastkin that looked to have beaver ancestors. The bag was built for someone of his own stature, with pockets in every nook and cranny of the leathery kit, and then pockets sewn atop those pockets again.

The rucksack had served him well. It fit snugly over or under his armour, depending on the environment, and had never once leaked when he had failed to properly cork a bottle of booze. Evidently, the beaverkin were masters of the craft.

Inside his bag, he had placed what he considered the essentials for such a journey. The main pouch held blankets, a pillow, and a relatively small sheet of leather and fur, which could easily serve as a makeshift tent for a creature of his size. His larger companions, namely Phinuphus and the large drow, would likely require about four sheets of the same size, he thought to himself, chuckling at the thought of the capybkin attempting to shield himself from the snow underneath the dwarf's small portable tent. In the same pouch, Duren had managed to stuff in some light clothing, for days when his armour would serve no proper purpose.

The smaller pockets, which adorned the front and sides of the beavercrafted bag, were filled with bottles and foodstuffs, enough for him to survive a significantly lengthy journey, though he knew he would not be the only one eating the non-perishable food. The bottles, however, he was happy to keep to himself. Homebrew filled almost every one, save for a couple that had been topped with water. He was still a living creature, after all, and contrary to popular belief, dwarves were incapable of surviving solely on alcohol.

With some boxes of matches, bags of tobacco and a pipe, as well as a small survival kit - complete with bandages, a knife, and some other things Duren was unfamiliar with, the bag had been filled. Duren felt confident with his pack, and a proud smile formed on his face as he looked down at the brown leather bag.

This was a perfect time to get drunk.

Late afternoon, The Moving camp north gate


With his armour strapped tightly to his body, his rucksack and shield slung over his back, and his grand-pappy's waraxe hooked to his hip, Duren confidently strode through the small traveling community. His familiar grin warmed the faces of those he passed, despite the otherwise menacing garb he was sporting. A lighthearted wave and a warm hello is all it took to remind the folk of The Moving that the dwarf was far from dangerous.

Danger, however, was something the friendly people were still all too familiar with, and today was no exception. Off in the distance, Duren could hear shouting, seemingly coming from one of the main entrances to the town. His eyesight abandoned him, however, and the blurred shapes off in the distance seemed about as familiar to him as any of the other folk he encountered on his daily strides through town.

The clanging of metal boots against the rocky pathways of The Moving, however, was a sound Duren could not misplace.

The sound of guard's boots came up behind him, assuring the dwarf that the shouting he heard was not just a light argument, but was in fact a threat to the safety of The Moving.

"Duren, just in time," came a voice from above the sound of steel greaves clinking against one another. The familiar voice was Airic's - the guard that had taken over his shift at the entrance. Behind him were two other guardsmen, likely from stationary shifts from within the marketplace.

"We've reports of a possibly nasty encounter up at the north gate. Someone has a bone to pick with those bald fellows, by the sounds of it. Knocked one of the Sons of Blood with a rock, apparently," Airic said to Duren, who listened to the story intently. The two shared a short bout of laughter at the thought of the egotistical gang leader being beaten across his shiny skullcap with a stone. "If there's any truth to the reports, I'd say that's our rock-slinging 'hero' down there on his horse. We're going to go quell the situation, if you're up for a shouting match."

Duren took very few things in life too seriously. However, his duties as a guard and protector, were one of those few. Although he was leaving behind the life of a guard once more, he still felt a responsibility for the protection of The Moving. If this gang was causing trouble, or if this rock-slinger was making a fuss, whatever the story may be, he wanted to put an end to it. It was his job.

Was.

Nevertheless, the dwarf followed closely behind the three guardsmen. Their tall, human legs meant that keeping up their pace was a little more difficult than they may have thought, but at this point, Duren was used to it.

Before long, the three guards, alongside ex-guard Duren, arrived at the scene. Close enough for Duren's sight to prove useful once more, he was taken aback by the sight before him. Standing on one side, was a group of six. Each bore no hair on their head, and their expressions suggested they weren't in the brightest of moods. The other side of the show, however, is what Duren found most intriguing. Standing alongside a horse was one of the fellows from Szazah's tent - the one who had isolated himself from the rest. Standing alongside him, then, was the lizardman and the cougarwoman, both of which had also taken refuge inside Szazah's tent. Duren knew that at least two of these three would be accompanying him on the quest to find the shadowwald, if, of course, this debacle did not send the works of them to the jailhouse.

Surprised by the display, Duren stood next to his fellow guardsmen - Airic, and the other two that had not provided their names. Now, the scene had gone from a two-way argument, to a standoff between three significantly different groups.

"Alright, everyone, calm down," said Airic, clearly unamused by the scene. He had yet to draw his sword, and Duren hoped it would not come to that. "Go your own ways, now. Ain't no need for this to turn into a shitshow."

Despite a seemingly common goal, Duren had no proper allegiance to the eye-patched fellow, nor his reptilian and feline friends. Neither did he feel a need to side with the bald fellows, ugly as they were. Instead, he stood firmly among his own peers.

"Y'ain't gonna be travelin' anywhere wit' ol' Szazah if ye' get yerselves locked up," Duren shouted, following Airic's demands for the two groups. "Put yer' weapons down, all o' ye', an' none of ye' will 'ave t'spend th'week caged up like a circus animal." The dwarf's eyes darted between the two groups. He hoped his easygoing demeanour in Szazah's tent had not given the fellow adventurers the impression that he was one to ignore the law.

If it had, they will soon find out just how serious Duren took his loyalty to his home. Bhornbadir, The Moving, or the road. All were his home, now.

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Summary: Drunken dwarf prepares for a new journey, says goodbye to a pal, and gets caught up in one last guard-related duty.
@Keksalot Apologies for the delay. I'll be writing an OOC tonight, so I'm sure any further magic-related questions will be answered there. I'll go as in-depth as I can into the magic system then.

As for a divination-based mage - I don't have any issues with divination magic at its base. Not sure I like the idea of continent-wide scrying, but a shorter distance would be fine. Perhaps a couple hundred kilometres. Same goes for the bird idea - at its base, it's a cool idea, but it would have to be limited by time and distance. Remember, magic is largely unexplored and hardly as refined as it is in other medieval fantasy settings such as The Forgotten Realms, Tamriel, or Thedas. It could be considered very primitive when compared to those.

That being said, I'm always open to ideas. If you're interested in the RP, feel free to shoot me a list of what you'd like to see your character do, magic-wise, and we can figure out a happy balance. That goes for anyone with any character, really. Haha.

Since the OOC will be up tonight, I'll tag those that have shown interest, just to give them a notification. Muahaha. @ELGainsborough@Thantos@vietmyke@Oni_@Kronshi
@Keksalot Hey man, no one's forcing you to take part in this. If you don't like the rules, you don't have to play. Hahaha.

That being said, I don't think I've made wizards "pitifully weak." I just don't let them become stupidly powerful. I think someone being able to shoot a burst of flames from the palms of their hands is pretty powerful in and of itself. I mean, what could possibly be dangerous to a wizard if they have the ability to heal all their wounds, resurrect the dead, shoot things with lightning, and control their foes' minds all in the run of a day? Not much. I want the world this this takes place in to be genuinely dangerous because nature itself is dangerous, not "because magic." The ability to alter the world around you with unknown powers should be a unique and possibly deadly ability, and I don't want just any average Joe to be able to use it. I don't want chef Jordon Hamsay at the local inn to be able to light up his meals with his fingertip, but I do want the great sage who's studied the arcane his whole life to be able to cast and control man-made fire.

Don't get me wrong, I love wizards and magic in fantasy, but I also like there to be a hint of realism to my fantasy settings (I know, I know.)

As I said in other posts, I'm tired of seeing wizards be these insanely powerful people in almost every fantasy universe. It just never made much logical sense to me that some 22-year-old orphan can burn his enemies alive while also deflecting incoming arrows with his sword, just because he's a main character.

This is a low-magic setting, if you need a name for it. Think of Conan the Barbarian, for example. Magic exists, but it's very unhinged, unpredictable, and can't be used regularly. If that's not up your alley, you do you my guy. This probably wouldn't be the roleplay for you, in that case. I totally encourage players who want to use a magical character, but, like I said before, I don't want that character to be able to just cast his way around everything I throw at them. It's a balance thing. In the same breath, if someone is thinking of playing 18-year-old Joe Blow who wield a hammer the size of a tree in one hand, I wouldn't be accepting that, either.

As for your notion that I just want to have monsters for the sake of having monsters, that's not the case, either. I explained that mana exists in the air, and that it can somehow seep out into the world. Unicorns wouldn't necessarily be magical beings, but a breed of wild horse that evolved over time due to some exposure to raw mana. The arachs, which play a major role here, aren't your steretypical dragon. They don't breathe fire, or any typical fantasy trope. They're just really big, dangerous reptiles.

There's just as much incentive to play a wizard here as there is to play a warrior. In fact, I'd argue that there's not as much incentive to play a warrior over a mage in other settings, because of how limitless magic is. Why be a regular thief when ou can just study a book or two and turn yourself invisible? Why be a regular warrior when you can take a week off, and learn to magically buff yourself up, no training required? Those are the things I want to avoid. I want this world to feel like something you can actually live in, and feel how dangerous a medieval world actually is, even with access to magic.
@ELGainsborough Writing it up this evening/tonight after work! I'll post in here when it's up, no worries.
@Thantos Awesome! Glad to see you're interested. I'm thinking I might write up an OOC tomorrow, if all goes well and work stays out of my spare time. Hahaha.
Just as a quick follow-up to that, for anyone wishing to play a wizard, I guess the most important thing to remember is that magic itself is not a completely understood aspect of the world. Your character can't possibly know everything there is to know, and failure is bound to happen, just like a warrior's sword is bound to miss. I want the world to feel dangerous - if someone breaks a leg, then they may be out of commission entirely, because a wizard's spells aren't going to be able to mend that. If a group finds themselves lost in a tundra, then that's going to be detrimental to their journey, because the wizard isn't going to be able to just summon up some better temperatures whenever someone feels a little cold.

I totally encourage anyone who wants to take on a magic-user, but I also don't want that character to become the be-all-end-all, as I've seen far too often in other roleplays I've been a part of.
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