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    1. TipsyonTea 5 yrs ago

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Double posted
She'd forgotten he was a lancer. Oleda blinked as Mercutio's weapon clanged against the top of the counter, giving him a pained look as she debated whether to help. She had the discretion at least to look elsewhere, peeking over the top of the wooden desk as she waited for the copper to right himself.

The roots grasping their way around the edge of the gateway began to twine at the top of the arch. Curling into patterns reflective of the nebulous energy. Oleda's shoulders sloped at the sight, anticipating an end to the chaos. Only to shoot right back up as the draconian raised his voice beside her.

She shot him a look. The clunky armour seemed too large for the small space behind the counter. Though he'd managed to unlatch his weapons and wisely had them to the side, held at the ready.

"...it's less of a rule, she said, a little louder than usual to be heard over the wind. She glanced back at the portal, one arm slung over the counter as she fumbled around for something beneath the shelves. "The energy stabilises eventually. It's a bit like-"

The high-pitched keen that had been filling the hall cut off. Oleda stopped, her head ringing in the absence of the sound. Items began to clatter to the ground in a series of thuds and cracks. The wind subsided, replaced with heavy silence enough to hear her own heartbeat. As quickly as the chaos began, it had ended.

The witch relaxed, her hand falling on the book she needed amongst the bottles and scrolls and dried out ingredients. "It's a bit like a wound," she said again, filling the empty air. The surface of the dungeon hummed, seeming content. "It's destructive at first, but it stems the bleeding on its own given time."

With the chaos tamed it was easier to see the extent of the damage on the guild. Oleda's explanation faltered at the sight of the scoured walls and upturned floorboards. Their newest visitor stood just inside the doors, the sharp taper of his ears alerting her to his nature.

She sighed, rising to her feet. The initial forming of dungeons was hardly the worst thing about them. "Anyway," she said, addressing the new arrival. "Who are you exactly?"
Oleda stared at chaos in front of her. Unsure what to tackle first. Unsure if interfering would make it better or worse.

White knuckles remained clamped down on the loose papers over the desk. She knew theoretically she should pull them out of the storm and under the counter where they'd be safe. Yet she was stumped. Not willing to accept it... Grey blue took in the thrashing winds with a tight-lipped expression. The mismatched wooden boards cracked with roots. The banners as one ripped from its hinges and snagged on a table-

"H-hello, Lady Oleda."

Ah. The witch blinked. A voice she hadn't heard approach over the roaring winds.

She realised her mistake a second late. Her hand had lifted a fraction off the papers and like a great flock of sparrows the air tore them from beneath her palm— twisting and swooping towards the murky surface of the dungeon. Oleda watched as they disappeared with soundless ripples, looking as if she'd bitten a lime. Please tell me those weren't important.

Ah, but they would be. It was her fault for leaving them out, really. She should know by now misfortune followed the guild like an overzealous cat.

"Umm, is that supposed to be here?"

The coppery echo was distinct, dragging her back from thoughts of past catastrophes before she could measure how they compared to now. Her eyes snapped to the fins of the lancer's helm, though the sound of his voice alerted her first to who it was. "Merc-" she said. Her gaze noted the armful of items, dark gloves clutching books and loose rubble against his chestplate. He glanced between her and the howling rift. Eyes shifting beneath the circles of his visor.

"Oh." The question caught up with her head and she blinked, glancing towards the heart of the destruction. Roots had begun curling upwards, weaving around each other as they followed the boundry of the energy. "I'm assuming you mean the incarnation of chaos over there..." A stray mug came whistling towards them, narrowly avoiding Oleda's head. The witch paused her gesture, continuing a little faintly. "-not really, no."

Though it really depends on the interpretation of 'meant'. She was sure the world meant for it to be there, whether because the guild was so charged with magic or the universe hated their guts. But as far as plans for the day went, dealing with an interdimensional rift had not been on the agenda, no.

The lancer's stance caught her attention as Oleda dragged her eyes from the chaos. Her brow creased, watching his finicky gaze beneath the visor. The blue glint of scales were somewhat visible around his eyes, reminding her she had yet to see anything more than the rounded helm he wore. "I guess this is your first time seeing a dungeon form," she said.

It wasn't unusual. People usually found dungeons—if they found them at all—after the initial opening and the boundry had been established. Or the destruction drew their attention and by the time they arrived it had become stable. Field researchers tended to encounter them the most, as they were often at the site of magic infused phenomena.

Oleda was not a field researcher. But she had, on occasion, been known to dabble with waystones. It was uncommon knowledge that breaking a waystone could trigger a dungeon forming. After all, as far as anyone knew they worked by warping through the rift.

Long story short, she no longer brought waystones anywhere near her room.

The sound of the guild doors brought a new element to the scene and for one, dreadful moment Oleda feared the force had been strong enough to tear the wood from its hinges.

"This is probably a bad time to ask about joining the Guild, but do you need help with anything?" The stranger's voice seemed to carry across the wind.

"Uh, it's under control!" Oleda called back. As if spiteful of her words a stray piece of wood came spinning towards the two. She squawked, ducking under the counter and pulling Mercutio with her. "I'd stay back! It'll be like this until it forms a proper boundary!"
Hey all! Sorry the first post was quite rushed, some stuff came up and I preferred to put out something over nothing. I'll be on tonight to reply and hopefully explain the situation in more detail.
Oleda

The guild was empty as violet shadows faded to the rising dawn. Red had just begun to touch the rim of the horizon, trees rustling in the soft light. Birds slowly awoke, beginning their twittering. Oleda's expression was etched into a scowl.

Within the guild, chaos reigned.

The witch stood at the top of the stairs, a bundle of scrolls clutched to her chest. The requests for new supplies, somehow, lost urgency in face of the violent mass of energy currently tearing the guild apart. The deep, distinctive violet of the Rift swirled at the edges, alerting her to the cause. And vines, or perhaps roots crawled from inside the mirror like surface to crack through the wooden floorbards.

From her vintage point she could make out the indistinct colours of a forest, or perhaps a bog. Strange lights within the image threw off her guess.

Oleda sighed, stomping down the stairs with no small degree of frustration. The air roared around her, swallowing sound itself as she dumped her scrolls beneath the guild desk. It's too early for this.

Her hand landed on a nearby stack of papers as the potion holding it down toppled to the floor. The two banners either side of the hall twisted in the air, threatening to rip from their hinges. Oleda spared it all a pained look, settling into the chair behind the counter. There were various things that needed to be tied down, but until help arrived there wasn't much she could do. It's seriously too early for this.

Urgent

A dungeon has appeared in the guild hall. Assist Oleda with investigating and dealing with any threats.
Between the Kingdom of Dawn and a neighbouring village lies a signpost, and a path.
[The Adventurer's Guild]

It's a little off the beaten track, but few in the kingdom could mistake where it lies. A group of adventurers known for their audacity as much as their strength--their oddities as much as their kindnesses.

Members join for many reasons. Renown, profits, or companions to fight with. It's said whatever you're seeking is possible beneath the guild emblem.

Whether you find it is up to you.



Welcome

This is an open world, adventure style rp. There are a few rules regarding character creation, but race, magic, and the history of the land are free to build upon (within reason).

Currently looking to accept three or so players to start. Decisions will be based off character sheets; not necessarily first come first serve.

@Beetlebug is my collaborator in this, and credit for the affinity symbols go to him.

Rules:
1. RESPECT THE LORE.
- Specifically, the histories and explanations people create throughout the rp.
- Do not change something without first discussing it with them.
2. Do not timeskip quests—though things like walking and sleeping are fine.
3. Main characters are to be a part of the guild or intending to join.
- Cannon fodder enemies are fine.
- Ask if you have an idea for an antagonist.
4. Unless you are Platinum or Mythril rank, you cannot do a quest solo.
5. If your character is discovered to have killed someone without sanction, they will be tried for murder by the kingdom.
- The Adventurer's Guild are responsible for 'upholding the peace' (though they have a reputation for being troublemakers). Any actions that disrupt the general public will damage the guild's reputation.


The Kingdom of Dawn



Guilds:
The Adventurer's: Best known for wreaking havoc wherever its members try to help. It was founded by the original Guildmaster as a way to avoid restrictions on abilities placed by the royal guard, and has been a thorn in the nobility's side ever since.

Shops: N/A

Other:
The Royal Guard: Serve the rulers of the kingdom, as well as keep peace within the general public. -Dislike the troublemaking Adventurers.
The final decision will be up soon. Beetlebug is finishing it now. Thank you everyone for all your patience.
For anyone who isn't chosen, it doesn't mean you can't reapply in future. Once the rp is started and has more of a flow, it'll be easier to bring new characters in. Though as before it will be a selection process.

@Dead Cruiser
The dark and light affinities are vague, apologies for that. The light affinity works by granting miracles--one per character. Most commonly it is light related attacks, but it can be the more elusive healing. Rebirth is a rare trait unique to the Palis.
The moon is more of a trickster, and grants blessings. These abilities are rarely offensive in nature, being able to fade from view or see in dim light. As with light magic healing is also possible.
- There are cases of miracles and blessings being able to strengthen an attribute, but only during their corresponding day and night.
- Any ability granted by these two affinities works according to how present the Sun or Moon is.
- If you have a unique miracle or blessing, then offensive dark or light attacks are not possible. It is either or.
Regarding a dhampir, I'm not sure if there's anything that suits much. A character that survives by killing others would be hard to make out as anything but an antagonist.

@Pyromaniacwolf
Disease would most certainly be a forbidden ability. Perhaps a dark affinity, with a blessing that involves the ability to heal disease, but not normal injuries.
Nope! As far as characters are concerned, the Rift is a mystery. Most of the general population hardly know it exists, even if they hear about the mysterious dungeons that sometimes appear.
The Rift has always existed. There are various recounts throughout history that point to tears in the Rift being the source; ancient artifacts that aren't from any known culture.
Cursed timezones why are you all awake now. Gahh. Well, update on lore. May as well tell you about an important aspect of the world: The Rift.

General Info

The Rift is a realm of energy that exists between lands. Some consider it the original source of magic. Some theorise it is the final resting place for all. Regardless, very little is known for sure.

The existence of the rift is only known through what people called 'dungeons'. Passageways that appear seemingly at random throughout the world, and lead to lands of completely different types. Many adventurers risk their lives searching for rarities to bring back.

In reality, 'Dungeons' are tears in the rift. Without an energy source they will close on their own after a week or so (trapping whoever may be on the other side). However, those that don't, and are left to grow steadily bigger, may eventually form what are known as Ravines. Permanent scars that warp the land in unpredictable ways.

Darkwood Ravine

The only confirmed instance of a Ravine. As you travel deeper and deeper into the main forest, the energy of the Rift becomes apparent. Creatures are darker. More ethereal. The trees become larger, and animals appear of ancient and monolithic size.
If one strays far enough, they may realise there is no end to the forest. But by that point they have lost all chance of making it out.

Deep Sea Ravine

Some researchers believe a Ravine may have formed in the trenches along the ocean floor. Most likely below the ever stormy waters of the Southern Seas. If it does indeed exist, it may well be the source of the monstrous sea creatures roaming the depths.
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