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Post by debauchedsloth on Jan 13, 2016 1:51:48 GMT
OOC Thread, open game, for a D&D-eque high-fantasy game. Make your own character, post their bio and get ready to rumble. I'm mostly doing this to re-learn RP'ing. Multiple characters encouraged but you can just play with one if you want. Plot:
In the Southern Steppe, semi-nomadic barbarian warriors have thrived for hundreds of years. The land was their home and livelihood, provided rich soil to farm grain and large grass lands to feed livestock, particularly their horses.The barbarians of the steppe are horse-people, traveling to better pastures with the seasons and fighting with unbeatable skill and strength on horseback. But the livelihood of the barbarian tribes is threatened. Death rates have risen as season after season the harvests grow more and more scarce. The once plentiful harvests and pastures now have dried up into barely fruitful brown fields. As the population declines, the large northern Ruvenian Republic expands into the southern steppe lands, setting up trade routes along the rivers that run through the steppes and warring with the nomads, conquering tribe after tribe and enslaving the steppe peoples. Although the barbarians fight to keep their land and way of life, their strength and numbers are not nearly what they once were. Rumours have spread from tribe to tribe of huntsmen travelling to the western Vogol Forests who never return. Some claim to have seen bright lights and ghostly figures riding on horseback through the trees, resulting in rumours of the Wild Huntsmen and ghostly curses placed on the steppe barbarians. Others believe it to be a ploy of the Ruvenians, playing on barbarian superstitions to scare them away from the valuable steppe lands. While some of the tribes have fled eastwards to begin a new life away from the constant warring with the Ruvenians, starvation, and ghostly hauntings, other tribes have pushed forwards in the fight to preserve their homeland. Some have even reached out to races and peoples familiar with the supernatural to clear the forests of the Huntsmen. Ruvenians:
The Ruvenians are a developed republic north of the steppe lands. Originally they began as nomadic huntsmen, but have developed massive fortresses and cities as they have conquered neighbouring lands to expand their hunting and mining operations. Currently, the Ruvenians are the foremost traders of furs, salt, and coal and hope to consolidate and expand the boarders of the republic and become a foremost realm power. Ruvenians refer to the people of the republic, and while originally they were exclusively human, the expansion of the empire has led to Ruvenians consisting of all kinds of races. Neighbouring Lands:The Ruvenian Republic's expansion is not exclusive to the nomadic humans of the southern steppes. The southern steppes boarder many mountainous regions where subterranean dwarves, drow, trolls and orcs reside. Furthermore, the Southern Steppe is populated by dwarven barbarians and other races. Expansion in all directions has threatened the way of life of many other races and peoples. such as the elves in the Vogol Forest, giants in the far mountain ranges, and many more. These neighbouring lands have launched wars of their own, while some have been decimated and only scattered communities remain. Many of these scattered communities and neighbouring lands have attempted to band together with the Southern Steppe nomads. However, historical memory and cultural differences have cause substantial infighting, resulting in these alliances becoming weak, strenuous, and temporary. Re: Making Characters
Your character can be literally anything you want, but try to think Dungeons and Dragons, medieval-ish fantasy. Some ideas for races: - Human
- Elf
- Dwarf
- Drow/Dark Elf
- Half-Elf
- Giant
- Halfling
- Orc
- Lycanthrope
(But if you want to choose another one or make up your own, be my guest!) Some ideas for class:
- Barbarian
- Cleric
- Bard
- Sorcerer
- Paladin
- Monk
- Ranger
- Fighter
- Warlock
- Wizard
- Druid
- Average Joe (peasant, farmer, trader, academic ect, ect,)
(There's a bunch more but that's the general idea). You can play as a Ruvenian, barbarian, mercenary, traveller, anything under the sun really. But please no God-type characters. If you'd like to join up but need help coming up with a character that can fit into the story, go ahead and send me a message and I can help if you need it! If you really want to play a lead bad-guy on the side of the Ruvenians, just send me a message and I can give you a low-down on the plot twists/evil plans of the Ruvenians I have in mind and we can work together! Characters:(TBA) I'm going to post my character bios in a little bit once their done, but I'll be playing a human steppe barbarian and maybe a elf druid, depends on how many people are going to play.
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Post by HungryHunter on Jan 13, 2016 5:38:03 GMT
With a barbarian, you'll want a cleric I imagine. That and something else for sure. I'll figure out just what I want to do over time, just know that I'm in!
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Post by Kuma on Jan 13, 2016 13:15:32 GMT
I'll play with an aging swashbuckler, formerly a member of a nobility house, a "Zorro" - Archetype who got cinical about the world after failing to protect his town from a corrupt governor. He is around 40 years old and isn't as fast with the sword as he was on his prime, but is faster with his wits and tongue. He disguises as a travelling ministrel and bard, but he had some outings as a pirate for a couple of years and as robin-hoodinesque bandit. Each time he failed on his purpose so now he contents with travelling, meeting new places, eating new foods and doing some mercenary work on the side.
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Post by HungryHunter on Jan 15, 2016 1:10:53 GMT
Alright, it took some time to properly figure out what I want to do. A drow cleric, shaped by his underground roots. Resources are scarce where there's no sun, so the group always shares what it has and wars with outsiders. He's aboveground for the first time and exiled from his clan and so will quickly accept the adventuring group as his new clan. Not sure who he could be a cleric OF though, as the world's gods are uncertain, but that will influence the rest of his personality.
The other is a giant fighter, journeying from the north. He's tired of the wars there and seeks peace in the fields as a shepherd, but cannot find it with the expansion of Ruvenian Republic. Its only reluctantly he's going back to war against them.
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Post by debauchedsloth on Jan 16, 2016 0:35:26 GMT
Heyo sorry for the delay, I was working on a research report on oil oligarchs. Here is my character, and you can use this as a template for making your own if you want, but it's straight forward.
Name: Ulrik Gender: Male Race: Human Class: Barbarian Alignment: Steppe Barbarians Age: 25
Background: Ulrik has lived on the steppes his whole life, trained from a young age to be a skilled warrior and horse back rider. His clan was decimated by a Ruvenian skrimish as a young child, and was raised by a brother clan, The Blue Waters Band, which follows on of the major steppe rivers north and south depending on the seasons. However, returning to their northern residence has grown more difficult each year as the Ruvenians raid the nomads more and more as they push southwards. Ulrik has joined the growing army of warriors from across the steppe to fight against the Ruvenians, and has begun to lead his own band in battle against the Ruvenians.
Appearance: Ulrik stands at 6' 2', and is athletically built. His hair is black and his eyes are hazel. He dresses in the skins and hides of the steppe animals, and carries long, slightly curved sabre. His horse, Argmak, is a bay sire just above 15 hands tall.
Attacks & Abilities: Ulrik's attacks are typically sword based, and predominantly slashing rather than stabbing. He fights on both horseback and foot, though favours horseback swordsmanship. He is also skilled with bows and arrows, especially when hunting, though favours the sword.
Rage - As a barbarian, Ulrik is invigorated by battle and utilizes his rage as strength. In intense battle with high emotions and high stakes, his people, him included, are known to fight fiercely and wildly and can ignore injuries, never loosing strength or skill in battle until death (of either the enemy or himself).
Trample - Argmak is also trained for battle and can stomp and trample enemies it's size or smaller.
Steppe Knowledge - Having lived on the steppes his whole life Ulrik know the terrain, ecosystem, and people of the steppes every well.
Animal Knowledge - Ulrik is extremely familiar with animals and has an affinity for them. Most animals like him and he can non-verbally communicate with them very well.
I might edit this in the next coming days because I need to run to school now and it's not tip-top shape.
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Post by Kuma on Jan 16, 2016 15:23:55 GMT
Name: Garret Van Schwarzstein Gender: Male Race: Human Class: Swashbuckler/Bard Alignment: Chaotic Neutral Age: 39
Background Once a wide eyed idealist, the youngest son of a noble house, Garret fought valiantly against his brother, the governor of the town, under the guise of the Silver Dragon, a hero for some, criminal for others. But his efforts were thwarted and the village he protected died out in the hands of his older brother and his lackeys who bleed out the peasants with exorbitant taxes to sustain their decadent lifestyle. Garret killed his brother in the ruins of the village, took his sword and left town.
He tried to bring his brand of justice to the forests and the high seas, but he failed again, incapable of protecting everybody. He grew more cynical with age and his failures didn’t help at all. Now he travels through the lands looking for a cause to fight and a place to die, hiding this desperation under the façade of a charming wondering bard going from city to city listening, learning, fighting and surviving
Appearance Garret is a 6’0’’ man with carefully combed red hair sprinkled with white. He has blue eyes and a neatly trimmed beard around his mouth that ends in a curved end down his chin. He is slender yet somewhat muscular, the body of an acrobat, even with his age. He has a constant smirk on his face and a sad spark on his eyes. He usually wears the attire of a travelling bard, with a decorated jacket, a white shirt and somewhat baggy pants with leather straps holding the waist. He uses black leather booths and the rest of his outfit is blue and silver. He carries a couple of daggers, on inside each boot; a heavily decorated rapier hangs on his belt, a small crossbow behind his waist and a lute hanging besides his backpack.
Attacks & Abilities Garret is a sly and agile combatant, more focused on defense and taking advantage of the enemy strength than using his own. His right knee is kind of rickety, after he received a crossbow bolt on his years as a pirate, making it difficult for him to move when he is in very low temperatures.
·Riposte Garret uses the enemy attack as a starting point for a counter-attack, putting a soft guard and allowing the force of the attack to propel his blade back and with a twist of the wrist he redirects it forward adding the enemy power to his own. ·Master of Improvisation
Garret is proficient with improvised weaponry, adding flair and utility to any kind of object he can grasp as well detecting objects on his surroundings that could help him, like the support of a chandelier or an escape route through a window to a store roof.
·Bardic Knowledge Garret posses knowledge about myths and legends like any Bard good enough on his trade, that also translate in knowledge of the world and its workings, like political and cultural differences, knowledge he needs to perform in different parts of the world.
·Stealth Garret is well versed in the art of stealth, more out of necessity than actual focus on the task, he learnt how to move silently in the night, hideout until the enemies are gone and pick locks and pockets with ease. All important skills if you had intercourse with the daughter of a noble and need to flee the city before his men kill you.
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Post by retrias on Jan 16, 2016 19:11:51 GMT
Name: Dirk Westerth Gender: Male Race: Human Class: Blackguard/Former Paladin Alignment: Lawful Evil Age: 29 Background Dirks family have served the temple in his homeland , until of course Dirk Westerth got into fight with one of the more prominent priest. While Dirks action was morally right as a result, as he ended the rather corrupt church ,they are also against the god tenets to his Paladins. Dirk fell and was exiled to never return to his homeland...... He never likes that place anyway.
Now Dirk serves as a follower of a god like before , in this case his god is named "Wealth". Taking into adventures across lands he amass wealth but still would want more, he turns his attention to the Ruvenians , he knows enough of this kind of thing, where there is trouble, there must be money to be made somewhere
Appearance Dirk is a rather muscled man, with a stereotypical body like that of a gallant knight in a picture book. Dirk is rather tall for the people of his country standing straight at around 180 cm, with a white hair that notes him to those who know as the Paladin of his god , and red eyes to tell that yes he has fallen rather deeply. He wears a rather ornate form of armor originating from his country carrying a tower shield on his back and a thick looking club with a single bladed edge and a spike on top. Dirk arrived in Ruvenia carrying little of his possesion with the reasoning that he can transport more lootings this way, all he carries were basic adventuring needs that he stuff on his bag
Attack and Abilities Dirk faces all attack from face front , thinking that with his skill he has no need of trickery and cowardice, his rather high ammount of physical capability and his training made him a great fighter in single combat , although of course it also made him stands out alot in a group fight
Stone Fort Stance Dirk uses his training to become an impassable wall ,taking attacks with his large towering shield and drag the enemy to a battle of attrition.
Smite X Dirk have come to a realisation that his Smite Undead ability is a glorified combat knowledge of a decisive blow to an undead. in his adventures he have learnt that if he learn the same knowledge against various creatures, he can just scream "SMITE ORC" and it approximately would almost be the same
Adventuring knowledge due to his adventures involving mostly killing monsters and looting their hoard , Dirk posses knowledge of various monster types, this ranges from combat relevant information to useless tidbit trivia, he also know enough of the customs of the land he is in to seem polite
Known Loyalty Most of lawful evil person in the world have known that Dirk while brash, loud and evil will always try to follow the contract he is currently on to the rule and would never actually sell out his employee unless they renege on the spirit of the contract, his reasoning being " I am Dirk, I am lawful and evil"
(Dirks contract is left at the GM discretion , it just have to come from a lawful evil character or at least Lawful morally questionable and promise loads of money)
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Post by Colt of Personality on Jan 18, 2016 1:57:46 GMT
I would seeing you back Supes and would join this but I will not be the one to slow down your first RP back. So I will have to pass for now but I have thought about what kind of character i would make. Most likely a Lycan Ranger.
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Post by debauchedsloth on Jan 18, 2016 22:07:51 GMT
I would seeing you back Supes and would join this but I will not be the one to slow down your first RP back. So I will have to pass for now but I have thought about what kind of character i would make. Most likely a Lycan Ranger. AHH NO JOIN ME JOIN US. I don't suspect it will be a fast moving RP in terms of frequency of posting, so I wouldn't worry about that. THE POWER TEAM MUST RE-UNITE
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Post by Colt of Personality on Jan 19, 2016 0:00:06 GMT
Lol we will unite soon (and we are the Monster Trio) Maybe I will join this I don't know though like i said i don't want to hold you up.
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Post by debauchedsloth on Jan 19, 2016 1:06:06 GMT
No worries! It's totally up to you! (Although I think you're the bomb and should join!)
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Post by Colt of Personality on Jan 19, 2016 2:26:12 GMT
Lol i haven't been the bomb recently though maybe a dull bomb.
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Post by debauchedsloth on Jan 19, 2016 3:15:26 GMT
BUT AS THE MIGHT TRIO THERE IS MORE DYNAMITE=THE BIGGEST OF BOMBS
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Post by HungryHunter on Jan 19, 2016 4:26:18 GMT
Name: Distmer Gender: Woman Race: Drow Class: Cleric Alignment: Neutral Good Age: 19
Background:
Growing up underground requires absolute trust in everybody you rely upon for food. This is your clan, who you will hunt with and survive with. Everything outside the clan is an enemy. So when you heal an outsider, the only thing that comes of it is you become an enemy of the clan. Distmer followed the outsider she healed to the surface and now follows her lead in adapting to this new world.
Appearance:
Distmer grew up even lankier than the average elf due to poor nutrition, but upon discovering the surface, she has stuffed herself enough to gain some meat. Regardless, her features are gaunt, with sunken in blue eyes and a hatchet of a nose. As a result of living underground, her skin is so pale it's translucent, and her hair is similarly pigmentless, feathery and white.
Distmer wears the warm furs of giant bats, although she now seeks something more fitting for a land with sun. In battle, she wields a bone club with a stone axehead at the end and uses the scale of some great beast of the deep as a shield. She carries a small amulet round her neck, a dark grey granite disk with garnets forming a red sun on its surface, held by an iron chain.
Attacks & Abilities:
Distmer hides behind her shield, letting that and her thick hides take her hits. She prefers to be safe while she heals and buffs her allies with the power of Aisil, god of light.
Dark Survivor Distmer spent most of her life underground, and as such is amazing at finding her way in the dark and even battling without sight. This also includes knowledge of the sorts of dangers that tend to hide in pitch black conditions.
Flare Distmer can summon the light of Aisil through her amulet, although her control isn't the best. She can't use it like a torch or candle. Instead, a blinding torrent of light bursts forth. The glare can rob sight from those who look into it, especially Distmer herself with her large eyes, leaving it to her team to handle the incapacitated threat. This can even cause harm to creatures that prefer the dark, including Distmer herself, who suffers from sunburns whenever she calls it forth.
Healing While its focus is light, Aisil can offer a healing glow. Currently, this extends to broken bones and deep cuts, but even this much will leave a scar.
Scavenged Knowledge Many strange items end up underground, whether because a merchant took a badly thought out shortcut or because some beast drug it to its lair. Much of this is writing, something a little scavenger will always be drawn to. As a result, Distmer has basic knowledge of several languages and little tidbits of knowledge from every corner of the land.
Name: Dolun Gender: Woman Race: Giant Class: Fighter Alignment: Neutral Age: 73
Background:
Even at her age (middle aged for a giant), Dolun cannot remember a time her clan has not been at war. It doesn't matter whether it's with other giants, trolls, or, most recently, the Ruvenians, Dolun has lost her taste for it. After a battle where an arrow took her eye, she decided she had enough and left. Chased as a deserter, she hid in an underground passageway through the mountains. Her injuries got the better of her there and she collapsed, only surviving because a drow clan happened upon her. Most wanted to finish her off and scavenge her belongings. But a lone cleric among the group insisted upon treating her, even threatening violence to defend her. The others left her there as a traitor.
When Dolun recovered, Distmer lead her out of the passage. Realizing the young drow was now alone, Dolun invited her along against her better wisdom. Searching for a place of peace became much harder with an inquisitive drow pestering her at every moment and getting them unnecessary attention when being a giant manages to not be a problem. Dolun isn't sure where she's going now, but it's far away if there is to be any rest for her there.
Appearance:
Dolun stands at a mighty 12 feet tall, broad body cloaked in chainmail topped off with heavy furs, dyed in vibrant colors that shine through the layer of dirt on them. Her dark face is covered entirely by a helmet with eye holes reminiscent of an owl. Underneath, her hair is cropped short, braided into a few short sprouts in back. She has a square jaw marked with a scar and another scar over her left eye, squinted shut permanently. Short tusks jut from her lower jaw. Her muscular arms hold a massive broadsword in battle.
Attacks & Abilities:
Dolun is a mighty and skilled warrior. Against foes her own size, she can hold her own with the best, stunning foes with pommel strikes to prep them for a proper stab through an opening in their armor. Against smaller ones, the force she delivers through the flat of her blade alone can prove deadly.
Giant Stature Dolun's size grants her strength and makes her difficult to seriously injure, especially in her armor. This comes with the disadvantage of not being able to handle small objects, but overall, the strength to toss around boulders is a plus.
Rock Toss With a sword as a main weapon, Dolun would have some problems against ranged opponents too far to slice if it weren't for her strength. So long as something with some heft is lying around, she can handle this, tossing rocks, small trees, or anything else lying around.
Giant Slayer Dolun is experienced in taking down monsters of her own size or larger, a necessary skill in the mountains.
Mountaineer Dolun has extensive experience in mountain environments, having grown up in them. She's a better climber than her looks would suggest, and has skills to handle high altitude climates, knowing how to find food and remain warm.
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Post by debauchedsloth on Jan 21, 2016 6:39:20 GMT
Awesome! Unless anyone has any qualms, I'll probably write up the first post tomorrow or Friday, and we can get the game started!
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Post by Colt of Personality on Jan 21, 2016 19:48:05 GMT
Hmmm interesting I was going to make a character to try and balance out the group but i don;t know what that would be now.
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Post by HungryHunter on Jan 22, 2016 0:48:11 GMT
Hmmm interesting I was going to make a character to try and balance out the group but i don;t know what that would be now. We don't have any full magic users.
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Post by retrias on Jan 22, 2016 16:40:30 GMT
There are plenty of archetype you can go on for this kind of party
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Post by HungryHunter on Jan 22, 2016 22:18:23 GMT
Hmmm interesting I was going to make a character to try and balance out the group but i don;t know what that would be now. We don't have any full magic users. Unless you count Druids. I don't know if that's what Druids do. But a wizard, sorcerer, shaman, or rogue would be good additions. Or a Ranger. We're missing ranged skills.
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Post by Kuma on Jan 23, 2016 13:45:57 GMT
We don't have any full magic users. Unless you count Druids. I don't know if that's what Druids do. But a wizard, sorcerer, shaman, or rogue would be good additions. Or a Ranger. We're missing ranged skills. Druids usually are healers with support spellcasting.... Or as a friend likes to call them Wizards that area really into Greenpeace In theory Clerics are full magic users, only they use Divine Magic rather than Arcane
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