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    1. King Tempest 11 yrs ago

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TJbyrum: Sounds somewhat similar to one of my characters, just more proactive I presume. I don't watch game of thrones though so I'm curious to see what the rest of his story is.

My Characters:

TJByrum:
I'm okay with the foreign country character, but other than being a mercenary I see no real way for them to relate to the story so I'm going to scrutinize your character story.

Caste would be the persons standing in terms of affluence. You have serfs who are essentially slaves, freemen who own their own land, lords who own a lot, aristocracy which are the rich essentially, then nobles right up to the king himself. There would also be outlaws or criminals. Essentially a serf would have no sway over a noble and is unlikely to have any weapon other than something makeshift. A noble might have a full suite of armour, a horse and even others riding together with them.

Auxiliary is anything unmentioned that may be good to know about. Such as if you have a seax keeping with the character motif.
Yup.

The physical passive abilities give me an idea of what the characters are capable of doing physically. Essentially you have your three prominent passive strengths, for example the character could be agile, strong, and intimidating. This would reflect in the roleplay as your character being more apt at dodging, dealing stronger blows and scaring enemies in combat. Outside of combat they could force NPC's into helping them or telling them something by intimidating them. They would be able to clamber around through more difficult terrain and move heavy objects and so could tackle an obstacle differently then someone who wasn't agile.

The physical activated abilities can made be without any relation to magic, but can be augmented through it later. If you continue with the same type of character mentioned above, one of their activated abilities may be a battle cry. This would cause hesitation in enemies giving you a great opportunity to strike them down. Later this could be augmented to magic making it much louder and so more effective. Alternatively a heavy guard type ability would allow them to shrug off powerful attacks with little to no harm.

The magic passive abilities are things your character didn't have before that magic has given them. The shortest form of this is buffs and extra good things for the character that aren't necessarily naturally occurring. Fire might not burn them as easily now that they cast fire magic for example. Something such as being able to sense hostility would also fall into here.

Activated magic abilities I don't think I need to explain too much. I'm not going to limit you to three spells. You could throw 'Fire Magic' in there and that would cover fireballs, breathing fire, creating a light in your hand to see in the dark with and more. My intention with this is that there would be power levels associated. Minor fire magic would take one slot, moderate two, and major all three. That being said since I like character progression if you chose minor fire magic later on it may become major, and if you choose major it may become something stronger and you earn other magic abilities as well.
Isn't this next post typically reserved?
BLAMO! OOC and IC Thread!



I feel like I deserve this for getting it done 26 minutes before Sunday.
The Wedding War

Two fiefdoms, Oussard and Fraux, have been embroiled in a bloody war over inheritance for the past three years. The bloodshed has been fierce and immeasurable within those three years and both armies clash together with purpose and intent. Both are similar in culture, wealth, and religion, but long lasting feuds brought them to war after the King pledged to marry his only daughter to Oussard, de facto making them inheritors to the throne. With the overruling kingdom stripped of military might due to external conflict the internal feud was left to sort itself out and the victor would be given the princess's hand in marriage. Dubbed The Wedding War by silver tongued poets both sides vied for strategical gains over the other employing spies, hiring bandits and all sorts of underhanded tricks.

Reports were regularly sent back to both sides until suddenly on a spring day the fronts were quiet. What stories came back sounded of wives tales as they told of an all encompassing mist swallowing up both armies. Any that ventured in were lost forever and both sides were forced to retreat and regroup. The fiefdoms unsure of what to do about the stalemate decided on a shaky truce. Neither would claim the kings daughter until the present threat of the mist was dealt with. For this they employed only the bravest of men, or in lack of, the dimmest, to venture into the mist and bring back answers.
The Fiefdoms

Oussard
Pride people dominate Oussard with voices that will not be lowered. A diverse land they are a central trade hub for the kingdom and hold the largest treasury second only to the King himself. Somewhat of an upstart man, Lord Valier rules from his gilded throne. Though young his council of advisers see great promise in him and nearly had him married into the royal family.

Fraux
A land of rolling plains Fraux is nearly world renown for having the fastest horses in all the land. Ripe with history and bred from conflict the Fraux knights are an indomitable force. Clad in armour and bearing stark white flags they are a fearless force. The lord in command of this swift wind is Sir Amériault. Old and wise he is a plotter and schemer that uses every advantage he has to better his gains and garner more support.



Words

Ha! Yes words! Alright so I made the roleplay and I think I deserve a gold star. I don't know how these things normally throw down on this site so any aid in a direction would be nice, but until then I have some for anyone that wants it.

I threw two factions into this because a war with one seems pointless and I like conflict. So onto your choices! You can grab whichever side you prefer. I intend for our characters to meet up regardless of which side they're on anyway and no it won't be an instant duel to the death. This way we can easily bring in new characters later on and tie them into the story somehow by referencing either side, character back story and so forth. If you want your characters may hail from another fief, even be a small lord of that place, I'm game for it. I'm going to look over every character anyway so I don't foresee it becoming a problem.

I'm not sure how rules work on this site other than be cool like The Fonz. I don't believe I ought to need to remind anyone what they can and can't do so I won't. If something comes up though and it's bothering the crap out of you, this includes the story sucking, tell me so I can try to fix it or at least ameliorate the situation.

Speaking of that, if you're getting bored with this or want to introduce a side story tell me ASAP. I love it when I'm not running the gong show on my own.

BLAMO! Interest Check Thread!
So you more veteran folk seem to have this pinned out as a casual rating roleplay? I'm going to throw up the OOC shortly.

Mr_pink does your signature keep changing?
Basic Character Sheet Template
Basic Information
Name:
Age:
Sex:
Birthplace:
Profession:

Physical Description

Character Story

Equipment – Combat
Weaponry:
  • Primary
  • Secondary
Armour:

Auxiliary:

Abilities – Physical
Passive Ability – Name:
Passive Ability – Name:
Passive Ability – Name:
Activated Ability – Name:
Activated Ability – Name:
Activated Ability – Name:

Abilities – Magical
Passive Ability – Name:
Passive Ability – Name:
Passive Ability – Name:
Activated Ability – Name:
Activated Ability – Name:
Activated Ability – Name:
I apologize for using fancy words. Is that a sincere apology? No, not at all. I will continue to use them when I haven't come back from an IQ lowering army weekend.

And I understand the desire for magic. I like magic a lot. That being said I want the magic to come out in the RP as "Hot damn I can throw fire!" This way I can take characters that aren't just going to kill everything and have some degree of depth or at least attempt to force it on them by giving them magic, or holding back on giving it to them right away. Basically the roleplay is a medieval fantasy story where magic isn't known about yet, and neither are the creatures typically associated with it. If that doesn't get some kind of juice going I'll let the people that are interested hop in and the others can watch if they so desire or play with mud or whatever they do for fun. I don't judge.

Now that I'm done ranting, I'm happy I didn't have to bump this because I was considering it. I'm going to flush out some basic religions, names or important places and things and a somewhat barebones character sheet, because I like them that way, by the end of Sunday seeing as there seems to be some continuing interest in this.
EDIT

I did some reconsidering. Religion is going to be a clone of the Catholicism, Christian whatever one you want so long as the focus is on a single deity having created mankind. Also I may have lied about the character sheet:

BarebonesMyAss said CHARACTER SHEET

Basic Information
Name:
Age:
Sex:
Birthplace:
Profession:

Physical Description

Character Story

Equipment – Combat
Weaponry:
  • Primary
  • Secondary
Armour:

Auxiliary:

Abilities – Physical
Passive Ability – Name:
Passive Ability – Name:
Passive Ability – Name:
Activated Ability – Name:
Activated Ability – Name:
Activated Ability – Name:

Abilities – Magical
Passive Ability – Name:
Passive Ability – Name:
Passive Ability – Name:
Activated Ability – Name:
Activated Ability – Name:
Activated Ability – Name:


Needless to say the whole magical ability and physical activated abilities are kind of guides to what you can do so I can keep track of it. I know I intend to be able to throw some lightning or something magical, so that's what I'll update my character sheet with once I meet some magic. Until then I would personally leave it blank. Now I'm gonna get some French-ish names and try to make an OOC.

POST EDIT

Man a preview button would be stupendous. (fancy word)
I would argue that that is a safe assumption. I'll do some general research about what it impacted from the feudal system to military, but I don't intend for this to be completely historically accurate either so I may exclude some aspects if it progresses the story.
I did some research. Late 14th century is this kind of in between period in the political and economic aspects of privatization of lands, serfdom, and fiefdoms coming under rule again. That's a great starting point. For anyone unaware and interested, essentially men were assigned to a piece of land, rented it and worked it for a lord. Alternatively abandoned land was being sold and men were not serfs, but freemen who owned their own land. Lords, or anyone holding large amounts of land were being brought back under royal rule after an uprising of smaller and smaller lords laid claim to their lands. In the roleplay the warring fiefdoms would be two of the larger ones encompassing the country warranting them enough power to levy some freedoms from the royal rule.
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