You're an interesting species. An interesting mix. You're capable of such beautiful dreams, and such horrible nightmares. You feel so lost, so cut off, so alone, only you're not. See, in all our searching, the only thing we've found that makes the emptiness bearable, is each other. Thanks!
The world of Tessanis has recently had magic return to it after having disappeared for 300 years. With its return, many beings have begun building up power, becoming gods, building forces to combat each other. But many have forgotten when the world first gained magic, in the earliest days of history. They forgot the price that was paid for such powers. They forgot the sleeping enemy that nearly destroyed their realm at the scent of magic. Everyone forgot.
Except the orcs.
Orcs are among the oldest race, having first arisen from the Chenewan Swamps, in the western area of the Tessanis continent. They've long since spread out in the world, intermingled with the many other varied races, made and adapted new cultures. But one thing remained constant, and that is the tale of Gordrik Softhammer, the Orc that led his race into victory against an invasion of fiends that attempted to seize this realm with its abundance of magic.
The warning signs of the previous invasion have returned. The aurora, typically seen in the northern areas, is now seen everywhere in the skies, now in shades of red and purple instead of blues and greens. Mages of all types are experiencing erratic bouts of nausea, headaches, and feelings of dread.
The orcs all know these to be what Gordrik felt in the days leading to the previous invasion attempt. They've begun to convene en masse at Gordrik's Fall, a small plains where the Orc leader single-handedly fought and killed the Archfiend King and Queen, and then died from his wounds, ending the invasion.
Create an Orc character, pray they survive this plot, level up their skills and/or magicks, have fun.
EDIT: While I do mostly want Orc characters, I will allow other races.
Even though magic and fantasy beasts and such exists in this RP world, I want to keep a focus of realism. If your character is a novice mage, they can't destroy an entire army. If your character has no Agility skill, they can't do triple back flips into a face stab. Keep it realistic in a semi-unrealistic setting. The point is for our characters to grow, not start off being amazing.
I'd greatly appreciate about 3 Paragraphs per post. I dont mind mature themes, simply because the world is real. Bad things happen, good things happen, details happen. That said, no violating of the site's rules. So just for clarity's sake, I'll quote them at the end.
Proper grammar and spelling are greatly appreciated. When grammar and spelling are awful it can be terribly distracting for the participating writers. I'm not going to be a stickler for the occasional mistake and such, we are humans after all. I will let you know if your grammar needs to step it up.
Respect each other, and if you can't, take your disagreements to PM. It's why it's there.
You get one character. If your character wants any sentient NPCs to join them (Spouse, child, slave, whatever) that is fine, however, as GM, I also maintain the ability to use them. I've had problems in the past with people abusing companion NPCs. So please don't.
There's no posting order, though I do want at least 1 post from each writer between GM posts, and at least 1 post a week.
If you wish to do collabs (great for tons of dialogue) feel free.
If you have any lore or background questions, please ask here, simply so that everyone can learn from the answer.
Explicit Images, including gifs: no nip-slips, dolphin tits or other permutations of nudity and explicit sex, which includes Japanese anime-style blurred genitalia. (err on the side of caution) Racial/sexual/other epithets: If it's a letter-word, like the n-word, we will ban that. We also have urban dictionary, so we can look up things of this nature. So don't use a derogatory term for another racial group. ex. 'N*gger' 'K*ke' 'Gr**ser.' Advocacy of violence against a gender/sexuality/religion/ethnicity/etc. Smut: This should be obvious, due to problems the Guild has had in the past with Adsense, but this is also a no in the public forums. Griefing: Harassment/Griefing is not allowed, and it's easy to avoid someone if you can't keep your cool with them. Also, if someone tells you to stop PM'ing them, stop immediately. Don't waste our time - Founder's words, but pertinent when if have to keep dealing with an issue over and over again, without any real resolution. This covers any clever ways people might find to disrupt the Guild, particularly as regards to finding ways to get around the above rules.
The Character Sheet
Name: Pretty straight forward, keep the names realistic and orc like. Many orcs tend to take their village name as their surnames, others take their profession. Some may make up their own names after a notable achievement, as well as those that are viewed as failure may only be referred to as names in jest.
Race: Many types of orcs to choose from. I do plan to provide or create, or even allow you writers to help develop these races as we write.
Orc, Standard - Green skin orcs, only slightly larger and bulkier than a human. These are the original orcs, and are among the most common type. Small tusks, no horns. These orcs are spread out and intermingled in nearly all cultures around the world.
Orc, Mountain - Grey-green orcs, much larger than the standard orcs. They are huge and bulky, typically slower. They have large, curved horns, thick, short tusks, and are often covered in huge shags of fur and manes. These orcs are few, living in small, hermetic villages in the mountains. They are typically more passive than their brethren.
Orc, Swamp - Smaller than the standard orc, closer to black with a hint of green in color. They are quicker, their tusks long, curved, often carved to be serrated, to be used in combat. No horns. Sneaky hunters, preferring shadows and stealth in all actions.
Orc, Forest - Tall and lean, these orcs are tall and imposing. Brown-green in color, with pointed horns and small tusks, These are the incredibly aggressive pack hunters, a scourge to most other races.
Orc, City - Roughly the same size as humans, they come in skin tones of tans and pink flesh, tinged with green. These Orcs tend to be the smarter and more artistic of the bunch, creating educated leaders and craftsman.
Orc, Mixed - Mixed traits from two orc parents of differing subraces. Openly accepted, unlike half-orcs. May be teased in jest, rarely ever treated poorly.
Half-Orcs - While legally allowed to live among any orc culture, they are typically viewed with disdain and disgust. Their traits will depend on their parents.
Gender: Male, Female, or Hermaphroditic
Age: All Orcs age at the same rate as humans and elves. Mature and adult in their teens, middle aged in their 30s and 40s, elderly after 50.
Birthplace: I've purposefully not developed a bunch of locations on this side of the continent of Tessanis, so we can develop them in this RP. If you want your character from a village, fine, name it, brief overview. The general location is Chenewan Swamps in the middle of the region, an unnamed forest north of it, a frozen tundra north of that. South of the swamps are the jungles. Due west is ocean, due east is an empire known as New Vircastoria. Just remember only city orcs tend to build cities.
Forest orcs tend to only have roving camps, the rest tend to like villages. Occupation: Pick something. Shouldn't be terribly difficult.
Appearance: Pictures, written descriptions, however you prefer to show off your character. I'm not particular.
Personality: Self Explanatory.
History: If you need assistance in writing a history, just ask. I personally prefer simpler histories, so they can be elaborated upon IC.
These will level up at checkpoints in the quest and at quest completion, as well as allowing for new ones to be learned. The progression goes Novice > Journeyman > Artisan > Master > Grandmaster. I'm fairly flexible as what action falls into which level, and will let you know privately if I feel you're being over or underpowered. A couple of useful links, even if not fleshed out completely. Existing Magicks & Existing Skills.
If you want to have a skill not listed there, simply ask. If you want a magic however, that will require further discussion and development, but shouldn't be an issue so long as it has proper progression and isn't covered under an existing magic.
Languages: Most orcs speak Orcish, which is an older language, using the Dwarven alphabet. Many also speak Common, the most common language around the world. The ancient language is Old Goblinoid. You can have 1 Fluent, 1 Basic, and 1 Broken language. Language
Possessions: Stuff your character has and brings with them. Can also include things like home and pets. Keep it reasonable. No Princesor Barons or other excessively rich people.
Story List: URL - Don't worry about this section yet. This RP will be the only thing to put in there. Shall be used if your character survives this Quest and goes on to join another.
Name: Herk Stonefist
Race: Orc, Standard
Gender: Male
Age: 23
Birthplace: Stonefist Village in the northern Chenewan Swamps
Occupation: Weapons Crafter
Appearance: A stout orc of a deep green, muscles strong from the stone and woodworking he does daily. His arms are scarred from the work, his smile slightly crooked from a mishap with a kobold as a youth. His eyes are red in hue, his head shiny and bald. He tends to wear his work leathers and boots often.
Personality: Herk is very talkative, especially with foreigners and women. He loves learning about the many things outside of his village, but no real desire to leave it to discover them himself. He's not combative or aggressive, but does revel in seeing his weapons excel in the hands of those he feels deserve them. He has a severe sweet tooth and a fear of fire.
History: Herk has lived in the village all his life. He learned how to craft non-metal weapons after it was discovered that he was severely afraid of fire, and couldn't follow in his father's footsteps as a smith. His mother trained him in the art of stone, wood, and bone. He now has his own shop, and has been recently attempting to court a handful of women.
Basically it just shows if your character is a Novice, Journeyman, Artisan, Master, or Grandmaster in their magic or skill. I used to use a number system, but I'm moving away from that to a quest based completion system. Basically if your character makes it through to a certain point in the quest, or finishes, they can move up tiers in magic or skills, to be used in/stronger with for later portions of/quests
Those are the current magicks for this world. I'm open to more assuming they aren't covered by an existing magic. A few of those are blank and half finished, but most are done. One of the reasons I'm running this quest is to help flesh out my wiki, because I do better fleshing things out in writing first.
The character I'm making for this will likely be a Temper Mage.
There will be tiered systems (so your character can get stronger as the quest goes on and for later ones) but I'm removing the points system to make it easier.
The world of Tessanis has recently had magic return to it after having disappeared for 300 years. With its return, many beings have begun building up power, becoming gods, building forces to combat each other. But many have forgotten when the world first gained magic, in the earliest days of history. They forgot the price that was paid for such powers. They forgot the sleeping enemy that nearly destroyed their realm at the scent of magic. Everyone forgot.
Except the orcs.
Orcs are among the oldest race, having first arisen from the Chenewan Swamps, in the western area of the Tessanis continent. They've long since spread out in the world, intermingled with the many other varied races, made and adapted new cultures. But one thing remained constant, and that is the tale of Gordrik Softhammer, the Orc that led his race into victory against an invasion of fiends that attempted to seize this realm with its abundance of magic.
The warning signs of the previous invasion have returned. The aurora, typically seen in the northern areas, is now seen everywhere in the skies, now in shades of red and purple instead of blues and greens. Mages of all types are experiencing erratic bouts of nausea, headaches, and feelings of dread.
The orcs all know these to be what Gordrik felt in the days leading to the previous invasion attempt. They've begun to convene en masse at Gordrik's Fall, a small plains where the Orc leader single-handedly fought and killed the Archfiend King and Queen, and then died from his wounds, ending the invasion.
This RP will be how I develop the many Orc races in my RP world of Tessanis, as well as trying out a less complicated RP system for my world. It will be fairly straightforward in the start, all characters will be a type of Orc, investigating these omens. Danger, combat, magic, etc, will all be present. I'm looking for a few people that can post at least once a week, though more is certainly welcome. This will be a long RP, but it can finish (with great rewards for the characters, should you wish to use them in a later RP within this same world).
Orc, Standard - Green skin orcs, only slightly larger and bulkier than a human. These are the original orcs, and are among the most common type. Small tusks, no horns. These orcs are spread out and intermingled in nearly all cultures around the world.
Orc, Mountain - Grey-green orcs, much larger than the standard orcs. They are huge and bulky, typically slower. They have large, curved horns, thick, short tusks, and are often covered in huge shags of fur and manes. These orcs are few, living in small, hermetic villages in the mountains. They are typically more passive than their brethren.
Orc, Swamp - Smaller than the standard orc, closer to black with a hint of green in color. They are quicker, their tusks long, curved, often carved to be serrated, to be used in combat. No horns. Sneaky hunters, preferring shadows and stealth in all actions.
Orc, Forest - Tall and lean, these orcs are tall and imposing. Brown-green in color, with pointed horns and small tusks, These are the incredibly aggressive pack hunters, a scourge to most other races.
Orc, City - Roughly the same size as humans, they come in skin tones of tans and pink flesh, tinged with green. These Orcs tend to be the smarter and more artistic of the bunch, creating educated leaders and craftsman.
Half-Orcs - While legally allowed to live among any orc culture, they are typically viewed with disdain and disgust. Their traits will depend on their parents.
Looking for those interested, as well as constructive criticism.
Skills Aerobatics: 2 Observation: 2 Wilderness Survival: 1 Drawing: 1 Stealth: 1 Seduction: 5 Negotiation: 2 Elementalism (Fire): 1 Cooking: 1 Socialization: 5 Knowledge: Raffey: The Hard to Understand Foreigner Dibney: Raffey's Auric Beetle The Keremis: People of the Sand The Keremis: From the Auric Desert Auric: Svechwau - Best of Both Deserts Other Auric Language: 1 Offer From Raffey: Visit the Auric Desert Together
Knowledge: Tracking: Yale Deer Prints Drachiathoryx: The Voluptuous Dragonkin Pyresia: The City of Dragons and Dwarves The Gem Deeps: Home of Drow and Spiders Dragons: Can Change into Human Form Other
You're an interesting species. An interesting mix. You're capable of such beautiful dreams, and such horrible nightmares. You feel so lost, so cut off, so alone, only you're not. See, in all our searching, the only thing we've found that makes the emptiness bearable, is each other.
Thanks!
<div style="white-space:pre-wrap;">You're an interesting species. An interesting mix. You're capable of such beautiful dreams, and such horrible nightmares. You feel so lost, so cut off, so alone, only you're not. See, in all our searching, the only thing we've found that makes the emptiness bearable, is each other. <br>Thanks!</div>