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| Lost Memories ~ The War of the Seven Blades | OOC; Still accepting characters | |
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| Topic Started: 28 Aug 2008, 01:50 AM (2,396 Views) | |
| DeFalco | 28 Aug 2008, 01:50 AM Post #1 |
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The Ice Queen
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Sign-Ups are still open. If you are interested, PM me or post in this thread to let me know!![]() Sit now, and hear this story. Long ago, this world was inhabited not only by Man, but by the Gods. Without a world or reality to separate humanity from the Divine, the Gods could watch over those within their homeworld directly, and Divine Intervention was far more common, as their powers could aid those in need directly. Societies thrived under the care of the Gods, but as would be shown through the records of History, such peace and prosperity would not last. There were wicked Gods. Devious Gods. Such beings would compromise all that had been built within the world while under the watch of those devoted to the livelihood of mankind, they would tear it all asunder, trample it beneath their feet. Providing for ignorant whelps meant servitude for a being of such power and influence. They would not be brought so low. The soon-to-be-forgotten history of the seven legendary blades was about to begin, thanks to the ambitions of a powerful and tyranical God. But one God could not face many and win alone. He required more and more power, an instrument to be used against them, to cut them down in his path, to tear down the hierarchy of the Divine, so that He may become the one God to rule over all. And so, within the fires of Carn Merioneth, a heated mountain range within the human world which bore an inferno of divine flame, the first Sword was forged. As every creature that lives holds a spark of magic within their soul, the blood of many sacrifices was poured into the blade, their souls silenced and trapped forever within the unbreakable materials used to create this evil weapon. The souls of many had become enslaved within the blade, even those of lesser Gods whom He had decieved and dominated, pouring their Divine essence into this one object, strengthening its power. The sword reeked of death, and He wielded it against the other Gods, using it to destroy their world, the humans they had cared for since time for them had began. With this sword in hand, the God dominated many who swore themselves into His service, either out of fear, or a twisted desire for the rewards to come as His slave. The war was only beginning. As the evil Gods sympathized with the Sword-bearer's cause, the other Gods who presided over all that was good came together to share their counsel with one another, and only one conclusion was made. They would go to war. As shown through the acts of the evil God, however, the others chose to take care with the power they had to acquire. Such massive power was a temptation they could not each risk, else matters only become worse. Some went to defend the helpless, use their powers to heal the wounded, bury the casulties of war. Others met the God and his sword on the battlefield, but with the power He had gathered within his blade, He proved to be a deadly opponent, in the end. Lesser Gods began to ascend, defeated by this evil blade, and the High Gods often tended to wounds of their own. In such a world, they, too, had flesh and blood. The war raged on, but even with His masses of slaves and conquered souls, the wicked God sought more power. His pursuit for such power was, in a sense, His undoing, but it would only give birth to new atrocities. In a moment of irreversible folly, the wicked God trapped his own soul within his sword. Giving the blade the power of a High God, such knowledge, such ambition, the sword was now...complete. It was odd how He had never realized sooner, the need for a strong soul to give the blade life. The numerous souls of so many were weak and pitiful, filling the blade with power, but not enough to truly dominate. Now in the form of a blade, the God within called out for one who might wield it. He would require a body that was strong, yet easy to manipulate. The new sword-wielder came, a mortal man, and as the God required, easy to control. A mortal wielding the power of a God was the last thing the other Gods had wanted. New measures would have to be taken. They, too, would now require tools that could counter the instrument of their enemy. Unfortunately for them, they were too fond of their own existence to trap themselves within a blade, to be used by a mortal. It is here where some of the Gods had stooped low to preserve their own sense of being, simply to require the power necessary to fight back. Six more blades were created to counter the seventh blade, the most wicked. Perhaps another time, I shall tell you of those six Sacred Blades. For now, simply listen of the aftermath, the reason our world is now deprived of the Gods. For one-hundred and fifty years, the Gods fought against one another, blades held in the hands of those whom had them forged to meet the enemy in battle. Many mortals, devoted to their respective Gods and their cause, also trekked the battlefield, which spanned across our world. Many perished at the feet of their beloved God. Those who followed the influence of the wicked blade and its wielder, seduced by the desire to remove their fates from the hands of the Gods and return it to their own, had also fallen, though unlike the righteous who fell with the compassion of their Gods, their death went silently unnoticed. It was one blade that had flown from its sheath that had defeated the wicked blade, for its power, fueled only by a single soul, far out-matched even that of its evil opponent, fueled by the souls of many, and mastered by one. As the evil that had swept across the world was defeated, many rejoiced. Unfortunately... Our world had been left in ruin, thanks to this battle between the Gods, and the struggle for power that had affected us all. True, there were many who thus despised the Gods for what had become of the world, for everything they had struggled to build and maintain. Now, everything had to start anew, from the beginning. Perhaps it was guilt that led them to go, or perhaps they had finally come to the realization that such power was too devestating to leave with us. After starting the process of renewal, after witnessing the bitterness rising within those whom once looked up to them, now faithless, the Gods decided to depart from this world. Where they planned to go, another reality from here, the swords could not follow. Does anyone know what became of the Sacred Blades? Aye, Celestine, the Great Mother of all Dragonkind, created a man with the combined powers of the six High Gods whom had each wielded their own blade into battle. And with this man, the blades would be kept. "The Eternal", some call him, roaming this world forever to keep the blades forged for the Gods safe. It has been so many years since that time, hundreds, perhaps thousands of years. No one would think that the feet of the Gods had once trampled this earth, would they? Faithless, independent, God and Man are now separate, and perhaps each has forgotten of one another. We humans are not as fortunate as those of Dragonblood. What year would it be now? Ah, yes, 'twould be the Year of the Cloud, for the Silver Dragon God Mihr is currently seated on that throne within the scaled cliffs of the Dragon's Spine. In this day, only the Gods of dragons set foot upon this world to watch over their children. I must admit, an old man like myself feels quite envious. 'Tis an odd thing, however, that the Gods of dragons first came to us after the Gods of man had departed from this world, or so ancient documents tell us. Many a time has this old man wished to step before the Gods and speak to them of their divine plan for this world. Perhaps their eyes constantly watch us from the mists of Memoria, guiding and intervening only when absolutely necessary. Perhaps they have simply forgotten us all, forsaking us for a reality where fate is truly in the hands of man, just as so many have sought for centuries. Take care with your wishes and dreams, young ones. What may once appear as freedom and salvation may inevitably lead you down a forsaken path, devoid of that which made your dreams so beautiful. ~ Jecoliah Avelone High Priest of the Holy City of Amanath |
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| DeFalco | 28 Aug 2008, 01:54 AM Post #2 |
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The Ice Queen
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![]() It is a world of fantasy you find yourself within, a time between that which is medieval, and that which is progress. Many centuries have passed since the Gods had gone to war within this world, and in present time, such things have been forgotten, nothing more than old tales written down upon brittle parchment, locked away in library basements to be forgotten by all, save for the old scholars who value such lore. The Gods of man have become intangible beings that exist more within terms of faith as opposed to one's pure belief in the truth. Only the gods of Dragons set foot here, within this world, put in place to oversee the acts of both man and Dragonkind. It is a time of kings and knights, of forbidden magic and corruptible power. A time when a nation's people truly were the heart of it all, and without them, those common folk who grew without luxury and convenience yet make the most of what they have with each passing day, surely each kingdom would crumble. In the beginning, the plot itself may appear rather non-linear. The aim at the start is to display the lives of normal people who come together, and are eventually set on an extraordinary path, to show what changes they may go through in order to be better prepared to face the trials and tribulations ahead of them. Some may be naught more than simple farmers at the start who are overwhelmed with the tasks put before them, with the new dangers they face due to their involvement. Others may be guides or hunters who spend their lives in nature, and thus feel no remorse when leading the party across the land to their destinations. Some may be common street thieves thinking they could uncover new treasures in unfamiliar territories if they only tagged along for awhile. Normal people placed in extraordinary situations. For the world itself, the two largest masses of land on the map each represent one aspect or another; the continent in the west living in the past with their older, more primitive traditions, while the continent to the east moves towards progress, to take their lands out of a dark age and exploit new discoveries and "technological" advancements. The remaining continents or islands are more independent and follow whatever traditions serve them best, whether it be old traditions of the past, or a mixture of old ways and new. The Map of Our World The western continent, housing such kingdoms as An Tir, a capital of trade, and the old ruin of a once prosperous Elven kingdom called Sinai, is what some might call the "Old World". Bearing untamed wilds and forests, this is the land that many Elves call home, and rarely do they leave the old lands, for it is believed this is where the Elves had originated from, and the further they travel away from home, away from ruined Kingdom that was once ruled by their deceased Queen, who looked upon them all as their children, they feel an already-present hole within their souls grow larger. The first capital of Elfkind, known then as Sinai, now rests as a ghostly monument of ancient times, within the northernmost reaches of the continent. It is guarded by dense forests that some say are haunted by those who perished with the great city so many years ago. Since then, the Elves had rebuilt a new capital, leaving the ghosts of their fallen in peace. This new capital, Mayvin, is home to the largest population of Elves, its size and populus seconded by another Elven city known as Aerie, which rests to the far west. Off the western shores of this land mass, across a portion of the blue seas, lies an island chain that is home to the ocean kingdom of Tarsia. Ruled by a warrior king who has seen many battles in his time, Tarsia is noted for its impressive fleet of steam-powered airships, and a powerful army that has defeated many foes in battle. Some might call the king a strict and tyranical ruler, a warmonger whom uses his fleet and unbeatable armies to intimidate other lands so they will maintain their alliances. Married to an Elven princess, descendent of a most sacred bloodline, this king, regardless of his true nature, has been blessed with good fortune in his life, and the small kingdom of Tarsia has become the most wealthy and prosperous kingdom on the map, second only to the Empire on the other side of the world. Due to the nation's wealth, many arrogant Tarsians live lavishly within the large city of Emon, which stretches entirely across the largest island within the kingdom, while those who see less of the land's fortune live on a smaller island to the north in the city of Emi. Between these two islands lies a smaller portion of land, completely surrounded by ocean waves, that houses the great Tarsian castle. Far to the north, above the continent that houses An Tir, lies an icy land that is home to the cold kingdom of Averone, often referred to as the "Winter Kingdom", due to its white and snowy terrain that lasts throughout the year. Ruled by a kind and compassionate king, Averone may not be the most wealthy, decorated in silver and gold as Tarsia may be, but its wealth spawns from the happiness of its people, and the peace they have achieved for their lands. This smaller continent, when compared to the size of the two main land masses on the map, contains the coldest locations on earth, the temperatures dropping well below freezing and some spots fully capable of freezing one solid in a matter of moments. The Ice Fields of Corden, and the trecherous Fallon Mountains, would be such a place. Within the freezing stretches of the Ice Fields, however, lies a Draconian haven known as Cloud Wish. It is one of the Draconian holds located all over the world, dedicated to overseeing the status of all within the lands of Averone. Like Averone, a Draconian hold is close to An Tir as well, within the reaches of the Rinde Mountains, a short mountain range that effectively separates some of An Tir's cities from the dense forests of Elven lands, known simply as Windfall. Some might say, however, that those within the lands of Averone are the closest humans to Dragonkind. Those of Averone believe that mankind are of blood relation to dragons, and that Draconic blood flows within their veins. As though to prove their affinity to the dragon races, a special, perhaps elite group of Averonian knights have harnassed the power of dragons, forming bonds with the creatures, and flying atop their backs into battle. They are the Dragon Riders of Averone. Because of the Averonians' strong bonds to the sacred dragons, many nations would consider themselves foolish to fall away from their good graces, for an army with the power of dragons would be a terrible foe indeed. It was once rumored that the Averonian prince, a high ranking knight, was to be wed with the Tarsian king's youngest daughter, though due to one circumstance or another, the engagement has long-since been cancelled. Averone follows the more medieval traditions of the other kingdoms and cities on its side of the world, bearing a few steam-powered ships of their own, but otherwise refraining to advance with certain magicks and technologies like those kingdoms far to the east. Separating the eastern and western continents, though laying closer to that of the east, lies a massive mountain chain, its tall and trecherous peaks making it not only the tallest chain in the world, but the longest as well, shaped almost like a parcial crescent stretching up and out of the sea. Due to the size of this mountain chain, this is where the most important of Draconian holds is located. Known only as the Eyrie, this hold, resting within the cliffs of the Dragon's Spine, houses those who directly serve the Dragon God during its reign on this world, before it returns to the stars to herald the reign of the next. Currently, the silver Dragon God, known as Mihr, sits upon the throne deep within the Dragon's Spine. Those within the Eyrie, thought only to be Draconian, are the servants and emisseries of the God during their reign, following the wisdom of one whom is always closest to the God. The Dragon Gods, while associated with normal dragons, should never be confused with one another, for a Dragon God of each respective color is what gave birth to the common dragons of the world, the lesser dragons. A Dragon God, in size alone, could dwarf even the most colossal of natural dragons. As frightening as that may seem, it has been rumored that Celestine and Anima, the two opposing dragon beings that first created the whole of Dragonkind, God and all, are so large that their bodies could fully eclipse the sun as they watch from the stars above the world, in their natural size. Celestine, the Great Mother, also called by some Dragonkind as the "Sleeping Star", and Anima, the "Eternal End". The mother and father of all Dragonkind. Draconic lore says that the two had a great battle against one another, long before the fabled "War of the Seven Blades", after Anima had betrayed Celestine and sought to keep her sleeping for eternity in the stars to prolong his own reign over the world. Perhaps it was before a time of man had risen. Anima, defeated by Celestine fell from the stars, a place of ascension, a throne of rest after a long journey. Cast from his throne, there has been no sign of Anima since then, and all but the eldest of dragons have forgotten such a tale, and the name of the self-proclaimed "God King". Though now, even for the youngest dragon, it is known that the Great Mother watches them from the stars above, awaiting the day when she might carry her children upon her back, to fly them across the stars to a new home. Returning to the life of man, the eastern continent, harboring the most progress in magical and technological advancements, is often referred to as the "New World". Few remnants of the old world have passed on to this one, save for the kingdom of Malienydd, forever devoted to the old ways and traditions of their kingdom. Perhaps this is the only kingdom in which an Elf may be seen living quietly among man across the seas that part them from their old lands. Compared to the other kingdoms and cities upon this continent, Malienydd may be the most primitive, as they have no need for technology or airships to send them forward into the future, and they rely on old methods and ceremonies. Like Tarsia, Malienydd is the only kingdom to have a pure priestess known as a Dreamseer, a woman who gives visions straight from the Gods, or so it is said. Directly to the north, separating their lands from the cold sea, is the ancient mountain range known as Carn Merioneth, where it is rumored that the seven Sacred Blades were forged, deep within its fiery depths. Resting within the jagged cliffs of the mountains lies Balor Keep, another Draconian hold. To the southeast lies Dion, a mainly human-populated kingdom with a vast and florishing castle town, and two equally large cities within its domain. Known for its vast army, Dion has kept itself free and independent for many years, and despite nearby struggles for power, they have remained remarkably confident in their lasting independence. To the south of such a kingdom, across the vast Gulf of Cera, lies the Holy City of Amanath, a great city that is the center of religion, said to house even the eldest documents of this world's history, in relation to the Divine. Amanath itself lies on a tiny island within the gulf, closest to the southernmost portion of land that encloses the gulf from the ocean nearby, close to the mouth of the gulf that empties out into the ocean to the west. While the holy city is open to those who seek knowledge and are willing to make the journey there simply to learn, it is also hesitant to release sensative information to the wrong people. Knowledge is power, and power is a corruptible force. Being so close to the Eyrie, which is some distance off of the coast to the west, however, they have hardly any fears about the wrong people venturing into their sacred city. Another Draconian hold, far to the east on a mountain range, is Windy Point, which oversees events on its own side of the land. The last notable location on the eastern continent would be the Empire of Narsil. Farther ahead than any other in terms of magical and technological advancement, the Empire has control of half of the continent, and they seek to expand. The border cities of Dion feel the most pressure from Narsil, though Malienydd has felt alot of tension as well, uncertain if an attack may come when unexpected for the Emperor to sieze control. With the upcoming marriage of Malienydd's heir to his bride, concerns are rising even more of an attempt to take control. With Narsil's ambitions of a world under the rule of one, the Emperor has gathered many of the known mages of the world and seduced them with promises of power to fall into his service. Other than its vast counsil of Mages, Narsil is also well-known for its impressive fleet of magick-powered airships, built of harder materials such as iron or steel, only to be reinforced through magical means. They are nigh indestructable, so unlike the more primitive airships to be found all over the world. Even those of Tarsia, are of a more primitive make. Should a country become under attack by Narsil's fleet, hope would be lost, for their airships are strong, and they attack not only with black powder, but with the magick of Narsil's prestigious and most powerful wizards and sorcerers. The main capital of the Empire, referred to by the Empire's namesake, is a vast city made up of strange structures not built of stone or wood, but of towering skyscrapers made of various metals and components that set the capital well ahead of its time in such a primitive world. Examples of settings similar to that of Narsil can be found in sources such as Lost Odyssey, or the world presented in Final Fantasy XII (mainly as far as airships are concerned). While other smaller masses of land, islands and the like, exist within this world that have not been mentioned yet, this shall be the last. The Kingdom of Flaim, known to some as the "Desert Kingdom", lies across the ocean and east of the Empire. Ruled by a mercenary king, it is a free and untamed land, where the meaning of a man making his own destiny becomes clearer. The mercenary king, fighting battles when he finds the cause worthy, and choosing his foes or allies based on what they have to offer, cares much for his people, and keeps little wealth for himself after a victorious battle. The spoils of war are handed to his people. Most outside of Flaim do not view this man as the honorable king some portray him as. A rogue king, a wild ruffian who lives only for himself, a man who promotes chaos and theft to his own people... It would be easy to believe such claims, considering a very well-known band of pirates is rumored to thrive within the sandy lands of this kingdom. Tantalus, known to be the largest organization of thieves and cutthroats in the world, piloting their small fleet of airships and sea vessels to terrorize both the skies and the oceans across the world. Their tolerated presence within his kingdom have put the mercenary king under much scrutiny over the past few years as he has done nothing to stop this group of pirates from pillaging and plundering far-away lands. Perhaps there is more to this scene than one might originally realize. An intriguing thing that makes up this desert-laden continent, however, is not simply its pirate activity, but the Entress Desert, a place that is rumored to be so hot in temperature, that the sands have long-since become glass. The people of Flaim have developed special protective wear for such a climate, and have built special ships to sail over the glass desert, as the desert itself separates the north part of the kingdom from the south. ![]() Draconians, a race of humanoid dragons that reside within their mountain-top havens and see to the livelihood of mortals. Created specifically by the will of Celestine through the power of her children, the ten Dragon Lords (Gods), the Draconian race was set upon this earth after the great war between the mortal Gods to watch over those that they had left. As the Gods would no longer intervene within the world of mortals, a measure of security was left after they had gone, to care for those now forsaken. While serving as guardians for the world, Draconians typically answer to the call of Celestine, following the will of the Great Mother. Rarely does a Draconian break away from his sacred duty and live independently, though it has happened. Such instances, however, result in banishment from the Draconian holds and the removal of one's family name. In Draconian society, there are both males and female, but both bear obvious differences from one another. Male Draconians are the warriors, bearing their wings and wielding their weapons into battle, typically sharpened polearms, though swords are not incredibly uncommon. While the males serve as the warriors of the race, the physical mediators of sorts, the women lack their wings, yet have a strong affinity to magick. Often serving as the oracles for such a race, female Draconians are cherished and protected within their society. When people pass on, leaving this life for the next, it is thought that one's soul travels to the realm of Memoria. Some say it is where man can rejoin the Gods; that there are beautiful valleys, crystalline lakes, utter perfection. Others say it is what you make it, that everyone who dies creates their own personal Heaven. Others believe it is a place of memory, where the soul does not exist, only the memory of a life ended. In this afterlife, some believe that one may live forever within their fondest memories. If the afterlife is Paradise, then living eternally within the most precious moments of your previous life, seeing the faces of those you care about all around you perhaps would be fitting. Few scholars have come to their own conclusions, stating that Memoria is not the land of an afterlife, but where the Gods reside to catalogue life and circumstance, where they weave the strands of Fate into what must be. Regardless of old documents that claim the Gods left man to their own destinies, there will always be those who believe one's fate will always remain in the hands of the Divine. Despite common belief of this place, Memoria itself is an elusive thing, just as any belief of a Heaven or Hell. As none have truly come back from the dead, there is no way for anyone to truly know if such a place exists. As it is mentioned that all life carries a spark of magick within its soul, not all are capable of tapping into that source to use it in any way. Wizards and the like are rare, and those that are discovered are greedily sought out by the Empire, to provide more and more power for he who seeks to conquer all. And as Magick is a truly destructive force that few can safely retaliate against, there are few who could oppose him, else other means of anti-magical devices are crafted. Because of Narsil's high demand for powerful mages, it is rare to see an independent mage roaming the world, and the mages that are found typically carry ties to the Mages Guild within Narsil, and their alliegiances are never to be questioned. They are a greedy bunch, savoring the power and influence tossed down to them from the scraps of the Emperor's table. Other locations within the world still bear their own mages of sorts, as priests build their temples all over to spread the word of their Gods, which may or may not have bestowed them with a special gift, such as Healing Magick and other powers used for the protection and safety of others. Within certain royal households, powerful spellcasters may be in service to the King and his family, providing them not only with an understanding of the workings of magick, but the wisdom and knowledge derived from such studies. It is not a thing to be taken lightly within this world, for the ability to wield magick is the ability to achieve power, and there are many within this world that seek out much of it. Edited by DeFalco, 28 Dec 2008, 11:04 PM.
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| DeFalco | 28 Aug 2008, 02:05 AM Post #3 |
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The Ice Queen
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![]() The Map again, for your convenience On a separate note, I'm only going to post information of the western part of the map, since that is where we will all be starting out. Unless your character hails from the lands of the Empire or some of the other locations to the east, you won't really need to know much about those locations until travel there is made possible. On the northernmost continent that houses the great winter kingdom of Averone, the larger landmass serves as the site of the Averonian capital, called the same as the kingdom's name. Such a cold region is home mainly to humans and dwarves, though some of the fairer races may come to this place as an escape from the norm. Averone itself is ruled by a kind and just king with only one son, his heir, who also stands in high ranking within the order of their prestigious Dragon Knights. Averone, while resting upon a fairly large mass of land, has only a pair of major cities and a small array of quiet villages scattered across the modestly sized continent. The year-round cold weather makes life difficult for some, but for those whom were born in this place, taking pride in what they believe to be the taint of Dragon's blood within their veins, the common Averonian makes do with what he has available to him, and serves his family and the land with pride. As the Averonians trust the lore that says their people are descended from the Great Mother Celestine, it is natural for them to embrace the draconic races, and therefore half-dragons are also known to reside in these cold lands, being accepted rather than feared and able to live quietly and in peace among others. To the west, over a stretch of freezing waters, lies an uninhabitable mass of land also linked with Averone, the site of the great Ice Fields of Corden. The only people brave enough to make a home in such a land are the tribal societies of ice barbarians, and the Draconians who live far to the north in the mountains, residing in their "hold" known as Cloud Wish. Averonian capital resting on a frigid lake to the south. - Notia: Averone's largest city that rests far to the northeast between the capital and the frigid range of the Fallon Mountains. Home to many Averonian nobles, it is overseen by one of three great houses, a branch family with direct kinship to the Averonian king. The population of Notia is lacking in dwarves, perhaps due to the upscaled lifestyles to be found here, and is more commonly the home for human nobles and wealthy merchants from all walks of life, no matter the slant of their face or the length of their ears. Notia is known for its vast gardens of Averonian flowers, and more specifically their white blush-tipped snow roses, a velvety soft flower that sparkles as though coated in bits of crystallized ice, smelling sweeter and sweeter the colder the air is. - Fellbren: A small city to the southeast of Notia, closer to the coast, Fellbren harbors more commonfolk and a stretch of surprisingly fertile farmland which grows some of Averone's most unique goods. It is also the city in which Averonian chocolate is made, a sweet bearing a rather unique taste when compared to those of other societies, and like most other goods grown from such a cool land, it always feels slightly chilled, no matter the temperature it is found in. - Tanis: A small coastal city, responsible for sending and recieving traffic on both air and sea. While Averone has little need for airships as they have their own fleet of ridable dragons, they welcome those of other countries that find their way to their kingdom, either for business or pleasure. Though, why anyone from the warm lands would seek time in their country, no one really knows. Regardless, Tanis is a bustling city that carries a slightly warmer temperature than the other locations within Averone, mainly due to its location on the southernmost part of the continent. To the near east of Tanis lies the Rance Woods, a cold area filled with native wildlife and Averone's very own circle of Druids who assist in overseeing the land, though they do little to involve themselves with the politics of the nation. Races of every kind can be found within this city as it is most accessable to transportation from other places. Directly to the south of Averone lies a continent perhaps three to four-times its size that serves as the home for the kingdom of An Tir, and the Elven capital of Mayvin. Mayvin serves as the royal capital of the Elves after their first capital, Sinai, fell into ruin ages ago, in a time forgotten by man. Mayvin was built close to the ruin of Sinai on the northernmost part of the continent, shrouded in a dense and ethereal forest that has been the site for many sightings of other Feyborn in the past. Very few non-elves venture into this place, as its current residents remain weary of other races, having seen the results of their aspirations so many times in the world's history. Mayvin itself is a beautiful city of green and white, though for those whom have never set foot within it to see its ethereal beauty with their own two eyes, they could never truly fathom and appreciate it, even if they desperately tried. Since the elves of Mayvin are too weary and cautious of other races, most of their trading is done elsewhere and brought in by merchants, rather than directly handling such business within their own walls. Mayvin castle above the trees - Aerie: The largest city of elves outside of Mayvin, Aerie serves as the elves' center of trade. Resting on the western part of the continent, nearly on the opposite side of the land mass as their capital, perhaps it only serves to add more proof that the main collective of elves have no desire for humans to do their business anywhere near the heart of their homeland. This city is home to what may be called the more relaxed of Elvenkind, those more open to interaction with humans and the other races of the world. Despite this, however, they still loathe to deal with half-orcs and the like, finding their brutish nature repulsive and ill-favored. As most elven locations are, Aerie can be found within a beautiful forest, well-cared for by those who live on that land. This city seems a part of the forest itself in make, as buildings appear as though they are of the trees, and as some of the trees in such a forest seem collosal in size and girth, a hollowed out tree to serve as a series of residences are rather spaceous and unique to the human eye. Aerie is some distance north from a great lake known as the Lake of Isenen, which is rumored to be the nesting grounds of a gold dragon. Aerie by night Smaller elven communities are scattered across the northern reaches of the continent, well away from human lands, one such village being that of Vyr, which rests to the east of Aerie and southwest of Mayvin. To the south of Elven lands lies more land of human and other common races of the territories. Separated from the green Elven lands by the Rinde Mountains, home to the Draconian hold known as Windfall, lies the human kingdom of An Tir to the south. Home to human, halfling, gnome, and perhaps a handful of half-dragon, it is a peaceful place known for its wealthy merchants and fine wares. A smaller kingdom than that of Averone, it focuses mainly on trade and good relations with others, knowing that they are a small in comparrison, and that their militia is hardly worth speaking of. An Tir itself is home to many wealthy merchants and has its own collective of stray street urchins running around to make their lives miserable during market hours. Regardless, the items to be found there are among the best make, and many who are not native to An Tir lands often find the means to import goods back to their own homeland to enjoy the beauty and wonderful craftsmanship to be had. Directly south of the capital along the coast lies the Ainmire Woods, a quiet and dark place that few venture into, as it is rumored to be haunted. Quiet riverside entrance into An Tir - Elestine: A large city to the north of the kingdom's capital, there is not much to say of Elestine save for the fact that it is a large white city housing people from many social statuses and walks of life. As the capital is center of trade, there is very little need to focus on it here, and the city is mainly surrounded by fertile farmlands tended by commonfolk who use their growth to sell during the favorable seasons. Many of the kingdom's produce is dependent on that which is grown from the lands surrounding Elestine. Such a place is also known for the beautiful Guild Hall that is made use by a quiet order of wizards who study magic and history, and teach those able to learn and seeking the life of an apprentice wizard. Very few qualify for such teachings, however, as studies of magic these days are pricey, and only the truly diligent can make it through the difficult lessons provided. Distant view of Elestine - Breven: A large port city, Breven brings in any cargo on its way to the capital by sea. The city itself can be somewhat shady at times, and not the cleanest of places to venture into, especially when you get closer to port. Many taverns can be found here to cater to all of the sailors coming in on their ships with cargo, and there is at least one house of ill-repute that is known of to cater to other desires as well. Only those of higher status would live here who held the obligation of overseeing Breven and applying common law to be upheld by the town guard. It is often a wonder, however, if any of those nobles or the guards recieve coin from any local clusters of thieves known to work the area. Portside view of Breven - Chahelia: While not truly under the rule of An Tir, this little village lies close enough to that kingdom's borders that many often mistake it to be. Located far to the west from the capital towards the other end of the continent and south of the Lake of Isenen, this village is home to those who call themselves simply Chahelian, a gathering of free-spirited people who consider all within the village to be family, despite any lack of bloodties. Such people also do not believe in the bonds of marriage, and are thus free to pursue whomever they choose, whenever they chose. Jealousy is not very much of a common issue here, as a person loved by one was most likely loved by another at some point. Because of the casual love in such a community, it is very common for children to be running freely through the open streets, cared for by the whole community and not just the unwed parents, as to a Chahelian, children are precious. Some pairs within this society remain together all their lives without speaking vows to bind them together, finding the need for such things unnecessary when love is involved. For others, they love freely and their desires can change with the seasons. An outside observer might think of this group of people akin to gypsies due to their free-spirited natures. Despite their questionable take on their own lifestyles, they carry their own traditions that are unbreakable, and those that stray from the common ideal are often outcast. To the west of that large continent lies the island chain that makes up the kingdom of Tarsia, a powerful kingdom despite the overall measure of land it encompasses.Ruled by a strong king, that some might label a tyrant, and his elven queen, Tarsia has the strongest military and airship fleet on the western side of the map, and though peace treaties with other nations have kept them from seeing battle, there is no doubt in the minds of other nations that they are still quite a force to be reckoned with. Despite his power and influence, the king has found his kingdom threatened time and time again by Tantalus, a world-wide thieves guild that is rumored to work out of the not-so-distant kingdom of Flaim. Many attempts of this bold organization of sky and sea pirates on the ocean kingdom seems more directed to the king's youngest daughter, rumored to be a visionary blessed by the goddess Sehanine Moonbow. At one time, this daughter was engaged to the son of the Averonian king, but for unknown reasons, the betrothal was severed. Many assumed that during the instance of one kidnapping, the princess' virtue was compromised, but such things are only rumors spread by the commonfolk. The small Tarsian castle housing the royal family rests on its own chunk of land at the centermost location of the overall kingdom, resting before a beautiful and wide circular fall (like that of Niagara Falls), and seemingly suspended between a triangular break in the center island of the chain by long bridges built over the rather shallow stretch of ocean water between. Once a year, the Lunar Falls before the castle fill and sparkle beneath the light of a full blue moon, marking a half-month's worth of festivities within the kingdom to pay homage to the goddess of the moon, Sehanine Moonbow, who is Tarsia's key deity. The festival itself ends as the light reflecting upon its waters completes the wanning cycle of the full moon and vanishes, letting the waters part once more. Tarsia Castle settled before the spray of the Lunar Falls | A view over the Lunar Falls to the Castle (Just remove the church-type building in the center, as the castle from the first image is in its place, and built upon better/wider foundation.) - Emon: Tarsia's capital city spanning the size of the kingdom's second largest island to the south of Tarsia castle. While Tarsian nobility and the truly wealthy reside on the island surrounding the royal castle, Emon serves as the home for the slightly less wealthy, the vast marketplace, and serves as the site of the few small temples and the main cathedral of Sehanine. The people of Emon live far from poverty, appearing to bear more wealth than the common city of any other kingdom, as its people are dressed in fine clothing, and the wares to be sold are expertly crafted, sometimes gaudy to the eyes of foreigners. Humans and Elves make up most of Emon's population, with Half-Elves also present. Elves so far from home reside in this kingdom as a means to be close to the Elven Queen married to the Tarsian King. Halfings also reside here in numbers, as well as a decent collective of Gnomes, who provide their gemcutting skills and knowledge of finances to aid the overall community in its rich outlook on life. It is rare to see a Dwarf within Tarsia, though there are a small number here who assist in making Tarsian armor and weaponry, though many favor residence within the smaller community of Emi to the north. Homes within Emon, with the Cathedral of Sehanine overlooking. - Emi: Resting on the largest landmass within the island chain of the Tarsian kingdom, Emi is the smaller city in which the lesser folk reside. Fisherman and farmers, boaters and a couple modest smiths... Those within Emi are visibly those of more humble origins, living a more quiet life as opposed to those who live in further luxury within Emon to the south. Not too many Elves reside within Emi, as most would favor the seemingly cultured society within Emon, though the few Dwarves that travel to Tarsian lands would choose the quiet Emi over Emon on any day. Emi rests to the south of a lightly wooded area of trees native to the Tarsian islands that covers about seventy percent of that particular island. To the north near the uppermost point of the landmass lies the Phelan Library, a quiet settlement where many Tarsian scholars reside, studying old documents and books left behind by generations past. It is also in this place where the children of Tarsian nobility are sent at early ages to recieve education, though the old scholars have also been known to take in a few orphans here and there, those without a forseeable future in which they could be swayed to follow the scholarly ways, and preserve the knowledge to be passed down by those before them. Edited by DeFalco, 14 Dec 2008, 11:51 PM.
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| DeFalco | 28 Aug 2008, 02:11 AM Post #4 |
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The Ice Queen
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![]() Ignore at your own risk. It'll be fairly obvious if someone does not read any of the information below and take it to heart. There are no Player Characters to be created with prior knowledge of the seven Sacred Blades, nor of the great battle of the Gods so many years ago. No character shall bear intimate knowledge of the Draconic lifestyle (unless they are of Dragonblood themself), or an understanding of the Draconic hierarchy and the Dragon Lord that oversees the earth from within the secretive depths of the Dragon's Spine. Knowledge of Memoria is also limited, and viewed only as that elusive concept of a Heaven, or twisted somehow into a version of an eternal Hell. Knowledge of Memoria, Dragonic Lore, as well as Magick should only be had by specialists, or those of a specific culture that passes such knowledge down to their children. This knowledge is to be gained by people in the story. What fun is there if your character knows everything at the start? Generic fantasy races apply when choosing the race of your character. Human, Elf, Half-Elf, Dwarf, Halfling, etc. Drow are also native to this world, though most are evil in nature and very few travel the surface world openly with good intentions. Because of the common population of such beings as Dragon and Draconian, Half-Dragons are also a common sight in certain areas around the world, though most are kept at Draconian holds to live amongst those of their blood.While some may feel outcast, living between two worlds depending on their split heritage, other Half-Dragons are welcomed into Draconian societies as fellow children of Celestine. A good portion of Half-Dragons, however, feel easily seduced by others who follow ancient teachings of another God: Anima. Depending on the races chosen for characters, keep the common racial ages in mind during creation. As this story is not intended for child adventurers, I'm setting the lowest playable age (in Human standards) at twenty-one. The aim for this campaign is to focus on characters who are not just leaving the farm to attend their first adventure. Let's see some adults who have some experience already take part in this quest, rather than focus on teenage drama and coming of age. Sometimes the stories of those who have already made a life can be just as interesting as the stories of those youths who are seeking to build one for the first time. At this time, I will not be accepting Draconian or Half-Dragon characters, simply because I would like to see some of the more mundane races chosen first, rather than everyone rushing towards something more "exotic". As mentioned above, there are to be no Player Characters submitted to me whom possess the ability to use Magick. Yes, it is an element within this world, but as any sort of magical ability is far too common these days among PCs within Roleplaying campaigns, it will not be allowed in Seven Blades unless a reason is seen for one to possess it as far as plot purposes. All characters are to start as normal individuals lacking any sort of magical or supernatural enhancements unless I specifically allow otherwise. Telekinetics, Empathy/Telepathy, controlling elements, enchanting, infusing power from an outside source into weapons or attacks, summoning, magical healing, etc., etc., etc. All these and any other magic/supernatural/inhuman abilities are to be avoided when creating your character, as they are meant to be things to aspire to. Only certain playable characters will be allowed such abilities for specific purposes in the story. Your character may be skilled in combat, they may be an intelligent individual who has mastered the art of conversation or manipulation, they may heal by using material components (potions, herbs, medical tools, etc.)... Only those of specific societies may possess other means of normal methods, such as Clerics/Priests/Paladins, blessed with special gifts by the God they've dedicated their lives to serving, as an example. Magic items that enhance one's performance within various aspects of combat and the like are also within this world, but no one shall start with one, and they are to be found within play. The trick is to grow during this story, to achieve skills and abilities that had once been outside of your reach. Rather than being born with gifts, it is time to earn them. Basic character classes also apply during character creation to give your character its own unique set of natural skills or professional benefits, and these classes are taken from the D&D source. Common starting classes allowed in this campaign include: Barbarian, Fighter, Monk, Rogue, and Ranger. As Magick is currently unavailable to starting characters, there is no current access to classes such as Cleric/Paladin, Wizard/Sorcerer, Druid, and Bard (unless the GM decides otherwise for a "special case", or permission is given to play a plot characer of mine that possesses such talents). During the course of the story, such classes may be obtained through the actions of your character and how they go about their pursuits towards their goals, and other known prestige classes within the D&D universe may also be achieved. Your actions in the story will determine what becomes of your character. There will be no "waking up" to discover new powers that were always within you. The quest is to earn the abilities you seek, rather than wait for them to fall into your lap. Special natural traits may be granted to your character, either at the start or during play, that will be determined by your Core-Class. I'm also setting a bar against well-rounded characters. An example of this would be a character in a modern campaign that has powerful martial arts skills, an expert marksman's eye, stealth, perfect first aid training... You might get the idea. A Rogue focuses on stealth and trickery, sleight of hand and disabling devices, setting traps, etc. They aren't going to be a walking tank that dresses in full-plate armor and could stand toe-to-toe with the common Fighter. Rangers bear expert marksmanship, and while some are known to dabble in swordplay, their strength is their archery, and therefore they will also not be a tank. They can match a Rogue in the stealth department if the Ranger is played as a hunter, but this does not mean they have equal ability to pick locks and pockets. The idea of a class is to have your own specific strengths and weaknesses that cause you to rely on another's strength where you otherwise fail, while being able to be counted on for what you may excell in as well. If you want to play a character in which you are skilled in every walk of life, go find another campaign, because I will not accept such characters here. If you have questions about D&D classes and their capabilities, or if you are unfamiliar with the source material, go ahead and ask me about it as we discuss characters through PM, and I'll be more than happy to answer. Standard RP rules apply. No Metagaming/God-Modding, and absolutely no controlling another person's character without their expressed permission. Always remain in character during your posts. This means "Think and act like the character, not like yourself". If I see characters beginning to act odd, and completely unlike the character presented to me, justification for such actions will need to be made, and if that fails, other appropriate measures will be taken to solve the problem. The use of player knowledge is also a no-no, hence the rule against metagaming. If your character knows something, there had better be damn good justification for them having such knowledge. Another thing to be aware of is the subject of inactivity. If a participant goes a certain duration of time without posting, and without a good reason to the GM for their absence, your character will first be NPC'ed to a point, and then removed from the RP. The nature of the character's removal will be dependent on the reliability of that participant, and permanent removal will come in the form of Final Death, in which your character will be gone for good, with no more chances for return. One person cannot be allowed to stand in the way of progress, and the story will move on even if you fail to post in such a way to keep up if enough time has passed. I would prefer it if this campaign did not become the type that moved along by only a single post overall once every week. If you have things to do and will be away for awhile, let it be known so appropriate measures can be taken. One person's sudden inactivity leads to others failing to post as well if they are in direct interaction with said individual, leading the plot to its inevitable demise. If it is known that you will be away for a time, temporary control will be granted if it does not have the potential to fall out of hand. While normally I do not like to set limitations for people, I realize that this campaign doesn't have enough backing it to throw it into the Mature section of the forum. This being said, romance is going to be allowed if it is developed properly between characters, and it can lead to intimacy, but it would be appreciated if such things were kept in vague mention, rather in full detail. Describing intimacy between two lovers can be poetic in nature, rather than blatantly obscene and X-Rated. If anything, leave off such things to only imply what had happened between those characters, as I really do not wish to read about the exchange of bodily fluids or the explicit detail of a character's naked body. I understand that love and physical intimacy are a part of life, but this RP has been put into the Fantasy section for a reason, because it was not meant to focus on such things even though the concepts behind them are allowed. So remember, while intimacy is allowed between characters, let the camera go elsewhere when things start getting hot and heavy. Lastly, character sheets are to be PM'ed directly to me, though if you are still relatively new to the forum and do not have Private Messaging prvileges, just leave a post in this thread to mark your interest, and I'll be happy to work with you. In this campaign, I'd like for all characters will remain generally unknown to others until the first meeting. This gives each person more to discover within their companions throughout the course of the story and removes the chances for conscious or unconscious Metagaming, and prevents "set in stone planning". This is when two or more people plan events out later that may prevent others from playing their characters normally if it means their actions can interfere with the plans made by others. Roleplaying is rolling with the punches, action and reaction. If everyone wants to plan things out to the finest most specfic detail without any possibility of change, then one might as well go write their own story. Moving on, if a person knows nothing of those around them, player included, there is more incentive to interact and ask questions. With this in mind, character sheets will not be posted within this thread at any time, and I'd advise each participant to refrain from sharing their character information with others during the course of the story. The only person involved in this campaign that should know all about your characters is the GM running it. Though I am not against two participants collaborating a history together for their two characters to have some familiarity with one another at the start of the story. Also, in terms of character histories, give as much information as you can. The more information I have, the more rope I have to hang you with. This means that specific plot devices and side-quests can be set into the story for your character's growth alone. Each character should have enough behind them to influence their own unique story arc, which I will inevitably be supplying you with based on the information you give me. For example, mention in a bio of a bitter rivalry may create an NPC antagonist for your character specifically within the plot. A missing loved one may also come back to haunt you. But please, no curses or anything cliche like that, granted you probably can be cursed in one way or another should the proper events come along in the story. If there are speific elements about your character you do not want the GM to meddle with, let it be known in your character sheet, else I will be taking my own creative liberties with the information you give me for plot purposes. Understand this now, and do not complain later when your character gets a few surprises. |
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| DeFalco | 28 Aug 2008, 02:21 AM Post #5 |
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The Ice Queen
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![]() Remember, profiles are to be sent to me via PM unless I've worked out some other method with those unable. And even though I'm the only one who will be seeing your profile, be sure to make it detailed and well-structured, as it may give me some insight on your writing level as well. I'm still looking for advanced people for this campaign as opposed to those who have a tendency to make short posts lacking alot of detail and depth. I'd like to see well-balanced characters that bear flaws and quirks that make them unique. Please stray from Mary Sues and the like, and for the time being, I'll only accept one character per person. The Appearance and Personality fields should be descriptive and at least one full paragraph long of detail. Please, refrain from giving me one-liners with no true detail (ex. "Long hair, tall, brown eyes, leather armor and boots, slender build) etc. Also, if you have ideas for a custom race, please please speak to me about it first. I do not appreciate recieving bios of a certain race that I get absolutely no information on to understand. I would prefer it more, however, if you would stick with the races I've provided in this world specifically. If you have any questions at all, feel free to PM me and we can discuss whatever you need to know. And remember, just because I say that I'd like to see generally normal characters made for this campaign, this does not mean that they cannot be somewhat adventurer worthy. I am merely stating that no one is going to enter the story as an "expert" or legendary warrior of any kind. If anything, the legend is to start here. Name: (First and Last. Choose names fitting for your race, and stray from aliases unless it is absolutely necessary to the character.) Age: (Cannot be younger than 21 in Human years. If you are confused about racial ages, ask. Also, keep in mind that humans in this age are considered "adult" around the age of 16, so by the time they are 21, they aren't still some wet-behind-the-ears youngster with little life experience. By that time, most have established professions and lives.) Race: (Generic D&D races apply: Human, Elf, Halfing, Dwarf, Gnome. At this time, I would appreciate it if people strayed from Half-races, as they are unsurprisingly popular.) Starting Core-Class: (Barbarian, Fighter, Monk, Rogue, Ranger. The classes are just templates for your character's future talents. Barbarians are typically less-intelligent than most people, and it's doubtful they could eventually learn magick. Fighters don't have to start out as Fighters, but it's where their talents will eventually lead them. You may keep this blank if you'd rather have your character start out as entirely normal, and eventually fall into a certain class dependent on their interactions and experiences later on.) Alignment: (Remember to remain true to the alignment you choose. Circumstances may develop which shift alignments in the story, but until then, don't sway too far from this ideal. Click for Alignment info) Profession: (This should give insight and justification for experience and skills, and display your character's place in his/her society. Professions can include: Blacksmith, Guide, Farmer, Tailor, Apothecary, Hunter, etc. This can be just about anything you could think of in which your character could make a living on.) Allegiance/Homeland: (Certain kingdoms provide unique lifestyles. Speak to me in further detail about this if you need a deeper understanding of each society. Characters should start out as residents of the western continent ((An Tir, Aerie, etc.)) If you have a concept from another nation, go ahead and speak to me about it.) Weapon: (For those whom have experience with fighting only, or would require a weapon for their profession. I'd prefer people to stick to a main weapon and a secondary, rather than having a whole arsenal of weapons somewhere on their body. Fantasy/Medieval forms of weaponry apply, no firearms/flintlocks as black powder is not a common item for the standard adventurer. Certain classes also have particular proficiencies, such as a Ranger and their bow, a Rogue and their daggers, etc. Monks typically use unarmed martial arts, thus weapons are not required. Please refrain from making your character a simple barmaid in some backwater village with the ability to wield a Greatsword... Be somewhat believable in your choices, and have good justification for your choice somewhere in the bio. If your character has no skill with combat whatsoever, do not give them a weapon and try to half-ass justification as to why they know how to use it.) Appearance: (Pictures are fine, just give an additional and detailed description of physical traits, at least two paragraphs long; one for physical features, a second for clothing and accessories. A picture cannot speak for a person's height or their common posture, expression, etc. I want to know that those seeking to join can give suitable description when necessary. Also, be sure that your appearance coincides with your race. Most should know what each race looks like, though in this world, Elves are tall and graceful, rather than short and slender.) Personality: (Self-explanatory, and I expect a good paragraph or two of detail. I'm hoping I do not see anything along the lines of "shy and innocent, but with a fiery temper and overprotectiveness of her friends that cause her to retaliate against hostility and kill people with her pinky". If you're shy and innocent, chances are you won't be acting out against ANYONE.) History: (Include as much information as you can, though feel free to leave a few blanks here and there that can be filled in during the story.Every specific detail of their life is not necessary, especially if there are things that you would like to leave to be discovered later on by what the GM provides in the sub-plots. Even though the title of the RP includes the words "Lost Memories", I hope people can actually refrain from giving their characters amnesia or something...) Goals: (Is your character on their own personal quest for truth or to seek out a lost loved one? Does your character want to become the richest merchant in all the land, the best thief in the guild, or become a legendary hunter that slew a Displacer Beast? What you would like to see happen for your character during the story, what character class/level of skill and/or power you're aspiring to achieve, etc. This gives me a basic idea of what each player is looking for in this campaign, and what I could provide for them in the sub-plots. Please keep in mind, however, that certain things that you desire may not happen at all if they conflict with the overall plot.) One final note. Take a look at the length and detail of what has been put into the intro to this campaign setting. Realize now that this is not a campaign for those who still RP using asterisks and one-liners. If you can only punch out one or two barely detailed paragraphs when you post, then please do not join this campaign unless you can do better. I am not bad-mouthing those who do not RP in the advanced sense, but this is an advanced setting with what I hope to be advanced characters, rather than simplistic and cliche characters that have no real depth. If you feel that you cannot keep up with the detail and depth of this campaign, please do not join. I am looking for people who can devote themselves regularly to this scenario without having to worry that some of their posts may be no longer than the size of my signature space. Minimum post length is being set at four detailed and well-structured paragraphs, not including dialogue. Playing a character on its own is important, but so is conveying the situation that character has found themselves in. If it is hard for you to adequately communicate your character to others in lengthy and detailed posts, then I ask that you do not join this campaign and try for another that is a little more lenient to your writing style. Lastly, if you are interested in joining, go ahead and PM me to discuss character possibilities, or make a post within this thread. I cannot assume people are interested unless they speak to me directly, and while I have been told that I intimidate people, I ask that people simply grow a spine and try to reach for that which they want within the moment. If you want to participate, then talk to me. ********** Currently Accepted Participants Male Characters Female Characters - Kaivin (Kersektokiversvex of Windfall) - Gwyn (Essylte Sebine Re Elcritian) - Hiren (Trisstan Mielyr Eilythiea) - Roxanne (Aurora Demetrio) - Selothi Demnevi (Eras Arka'tife) - TheInterloper (Wayji Runnknottin) |
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| Gabriel Zero | 28 Aug 2008, 10:57 PM Post #6 |
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Hell of a roleplay you have here. I wish I could of contacted you sooner. It's not late to start recruiting for it. Perhaps you could create a advertisement I can send out in a mass email. But before we do that , could you advertise this thread here ? : http://role-player.net/topic/250166/1/ |
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| Gabriel Zero | 31 Aug 2008, 06:21 PM Post #7 |
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I added your roleplay to my signature. |
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| DeFalco | 31 Aug 2008, 10:34 PM Post #8 |
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The Ice Queen
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Thanks, GZ. And I know you mentioned something about advertising through mass e-mail, but I almost think I should try to tone down this RP before doing so. As it stands now, I think I might have put my standards just a little too high, so the casual gamer might be a little put off because there's so much involved. Granted, I did put alot of effort into this, as this campaign was originally created as a homebrewed world for tabletop D&D. Guess I was too afraid that someone might come in and ruin it somehow, since I'm still not very familiar with alot of people and their roleplaying methods, etc. I still have high hopes, however, as I've met some nice people here. Doesn't stop me from being ridiculously protective of my campaigns though. lol... Anyways, I said before that the thread was closed to those not participating, but as of now, I think I'll open it to those who have any questions or comments on it. Just, please spare me from the "tl;dr" stuff, as I find it rather rude... |
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| Enrick Darkon | 1 Sep 2008, 11:16 PM Post #9 |
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Member
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Just so you know, this is very extraordinary. You are skilled and I looked forward to writing with you. Expect a Bio within a day. Something of this nature cannot be rushed. |
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| mattie2007 | 1 Sep 2008, 11:57 PM Post #10 |
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Well, this should be an amazing roleplay. I'll whip up a good profile in no time flat. I'm wierd like that.
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| DeFalco | 2 Sep 2008, 12:03 AM Post #11 |
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The Ice Queen
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Glad to see some more interest. Just be sure to PM me the bios for approval, and remember that I promote detail and depth. Not to say one needs to be long-winded, but I am looking for advanced profiles. The casual gamer might be turned away from the amount of detail I'm asking for, but with any luck, those of you who are interested have no problems with writing lengthy posts/character profiles. As I've stated above, this campaign isn't meant to be simple and I won't cater to those who cannot make decent posts that are more than 2-3 paragraphs. Also, if you guys have any questions whatsoever, go ahead and PM me and we can discuss whatever it is you are seeking to understand. I'll give whatever information in necessary for you guys to build the most suitable character for this campaign. On a final note, I do take a look at people's posts from the past to see if I feel they would be suitable for this campaign. If I do not see the level of skill that I'm looking for, chances are that I will not accept you. But, if you are willing to rise to the occassion and put a little more effort into your posts than you have in the past, you may be allowed a place in this campaign. If you can only typically post a single paragraph per post in a campaign, then I don't want you in this one. I said before that the minimum post requirement for this RP is four well-structured and detailed paragraphs, not including dialogue/monologue. This is me being generous, as I normally require more. But I do not see a very great share of advanced RPing going on in the Fantasy section of this forum as it is now. With any luck, this campaign will be one of the few to break the mold and raise the bar just a bit. I will not tolerate short posts, at all. For those who aren't sure what I mean, take a look at some of the RP posts and bios I've made in the past, and then look at your own. Do they even meet each other at least half-way? If not, then it's probably obvious that I won't accept you here. Either way, I'm looking forward to read what you guys come up with. EDIT: Also, for the time being, I think I'd appreciate it if some people created a character that was not from the kingdom of Averone, thanks. If you haven't spoken to me already about an Averonian character, please try to conjure up something from another land. Edited by DeFalco, 2 Sep 2008, 11:35 AM.
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| Gabriel Zero | 3 Sep 2008, 12:14 AM Post #12 |
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I can tell you put a lot of effort into this, I really want to see this get going.
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| Kittenblade | 3 Sep 2008, 06:21 PM Post #13 |
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Newbie
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I really do like this roleplay....are you accepting anyone else, or is it completely closed. |
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| DeFalco | 3 Sep 2008, 09:14 PM Post #14 |
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The Ice Queen
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I'm still accepting bios to review through PM. It appears that you are new, but if you go into Downtown or the Entertainment section, etc., you should get your post count up in no time to PM me. I know it seems like a hassle, but as of now, there's no set starting date for this RP, as I would like to be sure that I have more than just three characters in this campaign, and to have everyone's bio PMed to me rather than posted here helps ensure that people don't start planning heavily with their characters and others. I've had it happen in this past, in which plans were being made between characters before the story even started, and it caused a bit of trouble with others, as they couldn't act accordingly with their own characters because the plans of others were now set in stone between them and didn't allow change or interference. So get to 25 posts so you can PM me, and we can talk about a character. I'll also mention again that this is an Advanced campaign. I'm not sure what type of style you have, but I'll admit that I do have some fairly high standards. |
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| Gabriel Zero | 4 Sep 2008, 01:52 AM Post #15 |
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She can pm you now, because the newbies can pm now.
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| DeFalco | 4 Sep 2008, 02:02 AM Post #16 |
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The Ice Queen
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Really? That's awesome. lol Alright then, Kitten. Just get ahold of me whenever you want through PM, and we can talk about character stuff. Currently, there are only 2 other confirmed characters in this campaign other than myself, so I'm very open at the moment for more participants. |
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| Enrick Darkon | 5 Sep 2008, 10:08 AM Post #17 |
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Member
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Awww, No Averone. Gah, some adjustments must be made then!
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| DeFalco | 5 Sep 2008, 10:22 AM Post #18 |
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The Ice Queen
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>_< Sorry about that. The region just seemed strangely popular with some of the concepts I've gotten in the past, so I was hoping for some more variety in the origins of some of the characters. If you feel that coming from such a land is rather important for your character concept, go ahead and PM me your ideas and we can discuss it in further detail if necessary. If you're fine with shifting nations, however, that works as well. |
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| Enrick Darkon | 5 Sep 2008, 10:35 AM Post #19 |
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Member
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No biggy really, Im drawn to cold placea because I'm from Chicago. Just a little bias on my part really. Expect a pm shortly.
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| Siksta Slathalin | 5 Sep 2008, 08:58 PM Post #20 |
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Roleplaying Saint
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Should I be worried about switcing nations seeing as you saw my char. before you said no Averone and the facts that she's a Snowrunner? |
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Gah, some adjustments must be made then!