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m139
02-17-2014, 08:39 PM
Another Journey (A Parallel Universe to the original Time Caller Saga Bk: 1)
Rated PG-13 for some violence, and some mild language, as well as general end of the world panic.

https://scontent-b-sea.xx.fbcdn.net/hphotos-ash4/t1.0-9/10251967_240722149467623_7278423067431104915_n.jpg
IC (http://role-player.net/forum/showthread.php?t=61026)
What if...

The world hadn't ended
some were still living
but a danger
threatening the survival of all,
had grasped the land

Though many tried,
it could not be stopped
and so, in desperation
the eleven races of Caminus came together
For there was a legend-
told in the histories of this many-cultured planet
of a cure- a bit of magic, almost, in a non magical world

A glimpse of hope in the fading light
-
And so begins the journey.



Humanity, and all similar races, have always shown a will to survive. And to survive, sometimes people will do things they ordinarily would not do. Enemies work together, and complete strangers bond. And so it is on the planet of Caminus, where a new threat has threatened the survival of all.

The eleven known races have carried out their various traditions, fought their various wars and made peace again, with various relations to the others. But now, all of them have gathered together to fight a common enemy: the Plague.

~

Welcome to this roleplay. Anyone may join, so fill out a character sheet!


https://scontent-a-sea.xx.fbcdn.net/hphotos-frc3/t1.0-9/10013913_240722212800950_539891051607115632_n.jpg
https://scontent-a-sea.xx.fbcdn.net/hphotos-prn1/t1.0-9/10246794_240722229467615_3082826478160314997_n.jpg
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The city of Haven is divided in the middle by the river Flumen. Very few people reside in the northern part of the city, and the buildings there are generally empty. However, near the West wall, still on the Northern side, there is a known colony of thieves. Throughout the north are various scavengers.

In the South is where most people live. Like the North, it too is pretty run down. However, there are more wooden structures, more recently built, than in the North.


Credits to Juicer for the original roleplay, as well as the parts that have been copied and pasted from it.
~




Reports have been flying- just today two messengers came in on horseback, requesting our aid. There are confirmed cases of the Plague both in Vale and Fortis. Each day there seems to be more and more. Since no one here has yet been affected, few care of the plight of others. A few have left to go help, but most stay here, thinking it will take care of itself.

However, I cannot shake the feeling that, nomatter how much we ignore it, it will soon affect us all.

It has happened. The first case of the Plauge within the region, in our sister town Hope. Although it is sad, the decision to close the gates has been made. For the first time in decades, Haven is being attacked- and in a way no one ever suspected.

I wish the decision never had to be made. Yet, even with this new precaution, people still fear. Everyone is huddled up, afraid that even the high walls will not keep out this disastrous monstrocity. "Hope is gone." the people whisper. I cannot but think we may be next. Not only that, but the sun seems to be fading faster. It is as if all is coming to an end.

Someone is coming from the vault now, where treasures of ancient literature reside. Maybe they have information. Maybe they have a cure.

They have found it at last. A small scrap of paper, tucked inside some flap of a book. The language looks like some archaic form of Common, barely readable. According to what we can make of it, there is something in Hope. Something that will allow us to continue as a world, as ourselves. So we have begun choosing those who will go to the city.

Who knows what they will find there? Will there be anything at all? It has been days now since anyone has come her from that city. And none of the previous scouts we have sent have come back. Is anything of Hope left? We can only wish so. For the fate of civilization may very well rest on the people whom we are selecting now. If only I was but younger...



In the world of Caminus, the Plague has recently come and devastated the world. It seems to affect people, not in a way so that they die outright, but in a way so that they loose the will to live. First, they stop wanting to do things, then, they stop eating, and slowly, ever so slowly, they fade away into nothing. It is unlike anything anyone has ever seen before.

For this roleplay, we will start with a ceremony in the Haven palace, much like the one in the original TCS roleplay. Then, we will gather supplies in the town and head off to the Hope. Adventures for this roleplay will include an exploration of Haven, a three day(ish) journey to Hope, and exploration in Hope itself. Here we will find out about the greater journey to save the world, the one to the Southern Mountains.

This roleplay is supposed to be a three part deal, because of my weird schedule. This part of the roleplay will last until the end of June. The second part, slated to begin in August if all goes well, will take us to the Southern Mountains. The third part will explore this region.



A note on the Southern Mountains:
Surrounding the top of the world is a double ring of mountains. Although the first ring is inhabitable, few people actually live there. As one approaches the second ring, the vegetation begins to get scrubbier and more sparse until one reaches the shear cliffs of the second ring. There is a waterfall cascading over one side and all know that there is a tunnel that goes into the mountains behind it. The entrance of the tunnel has strange carvings unlike that of any of the known languages. And none that have entered have ever returned.

~


1. There is no magic in this world that the people of it can use. There has never been magic, and all the bad things occurring in conjunction with the blight is thought to be natural, or done by a god or supernatural being.
2. The world was at a Renaissance tech level when the Plague hit. Gunpowder weapons are thus uncommon, and even more so in these times. IT is, however, not unheard of. The primary form of combat is still sword and board.



1. At least a paragraph per post, please
2. Please post at least once a week. More is ok. If for some reason, life happens, please tell me.
3. One character per person
4. Know that your character might die.
5. Please be conscious of your character's abilities. You can be awesome, but don't power play.
6. The rating is PG-13. There are going to be some deaths, but I don't want to hear about every single piece of gut. You may use some bad words, but please honor the occasional restriction.
7. I may add more rules as I see fit.
~


Each player fulfills a role in the party, and as such has certain skills which other party members may not possess. It is the uniqueness of each person which contributes to the whole. No part is more or less important than another. Other abilities will be revealed to each role as the roleplay progresses. If not specifically stated under the role, it is assumed that at the very least all roles know how to use a sword or some weapon at the very least. The ones noted are particularly efficient at fighting.

THE LEADER
The exemplar of charisma, the one who is tasked with keeping the party together and making sure the mission stays on track. The Leader is proficient in all fighting styles and armors, is eloquent and can convince others of their position, and has the ability to rally and coordinate attacks and tasks the group might not otherwise realize needed accomplishing.
Player Character: Masin Tilldra (http://role-player.net/forum/showthread.php?t=56624&p=1952423&viewfull=1#post1952423) - Λrtic (http://role-player.net/forum/member.php?u=29767)



THE WARRIOR
The exemplar of strength, the one whose cleaves through onslaughts and defends their friends to the last. The Warrior is proficient in all martial weaponry and armors and some ranged weapons, can actively adapt and use whatever new weapon they come across, and carry and move an great weights.
Player Character: Balgruuf Von Jaegursson (http://role-player.net/forum/showthread.php?t=56624&p=1922656&viewfull=1#post1922656) - Oak Berbark (http://role-player.net/forum/member.php?u=26897)


THE BRUTE
The exemplar of endurance, the one who never goes down and seems to never be affected by anything. The Brute is proficient in all hand to hand combat and very primitive forms of weapons, can undergo physical traumas which might otherwise kill another, and help others to press on past their own limits when the time calls for it.
Player Character: Rae'ere Kortal (http://role-player.net/forum/showthread.php?t=46192&p=1560059&viewfull=1#post1560059)- Rae'ere Kortal (http://role-player.net/forum/member.php?u=32328)


THE MARKSMAN
The exemplar of dexterity, the one whose aim is always true and whose footwork and agility are unmatched. The Marksman is proficient in all ranged weapons and some martial weaponry but only light armors, has the best vision and senses out of all others, and climb up heights and squeeze into small spaces where others would dare never venture.
Player Character: Etrius Carrae (http://role-player.net/forum/showthread.php?t=56624&p=1915359&viewfull=1#post1915359) - Tibiadeamon555 (http://role-player.net/forum/member.php?u=32724)

THE SNEAK
The exemplar of stealth, the one who goes unseen and strikes from the darkest corners with precision and lethality. The Sneak is proficient with short blades and underhanded weaponry, can blend into the shadows whenever they choose, and can craft poisons and traps to use against unsuspecting targets.
Player Character: Sylvia Nighte (http://role-player.net/forum/showthread.php?t=56624&p=1937734&viewfull=1#post1937734) - Mystyc (http://role-player.net/forum/member.php?u=43039)

THE SCHOLAR
The exemplar of intelligence, the one whose mind is ultimately their greatest weapon. The Scholar can recall any important knowledge or facts necessary, can analyze an enemy and spot its physical weaknesses, and can help to guide and navigate the party when the path may not be clearest.
Player Character: -

THE PRIEST
The exemplar of religion, the one who has a powerful connection with the unseen forces of the world and a strong sense of morality. The Priest has knowledge of the paranormal and spiritual, is an excellent cook, and can say certain prayers and blessings which confer unknown benefits.
Player Character: -

THE HEALER
The exemplar of wisdom, the one who is tasked with keeping the party healthy and tending to the wounds and woes of its members. The Healer is proficient in all healing arts, can determine which flora and fauna are safe to eat, and come sometimes discern that which is not evident to others.
Player Character: -

THE CRAFTSMAN
The exemplar of creation, the one who can make and fix just about anything they've got the tools for as well as produce the finest crafts known to any race. The Craftsman is proficient with in special weapons and armors, can repair any object if they have the right tools, is knowledgeable in the creation of art and many other trinket items.
Player Character: Kimberly Malmute (Kim) (http://role-player.net/forum/showthread.php?t=46192&page=2&p=1558947&viewfull=1#post1558947)- Toon Yoshi (http://role-player.net/forum/member.php?u=30455)

THE BLESSED
The exemplar of luck, this is the one who the party did not know it needed before it had them. The Blessed is relatively ordinary and seems to possess no unique skills. However, they can adapt any other party member's ability to a relatively adequate level and will occasionally come up with rare insights or talents not even they were aware of.
Player Character: Fenor of the Gelin Murrans (http://role-player.net/forum/showthread.php?t=56624&p=1909730&viewfull=1#post1909730)- m139 (http://role-player.net/forum/member.php?u=31628)

~~~~~~

THE EXTRAS (overflow)
Everyone has a purpose, even if it as first hidden. Who knows why these people are so important? Yet there is a reason for each existence, even if not known at first.



~

The Eleven Races
(right now, all races are linked to the original roleplay. If you repost your race, I will re-link it in here.)

The Xeldrias (http://role-player.net/forum/showthread.php?t=56624&p=1952423&viewfull=1#post1952423)
The Humans (http://role-player.net/forum/showthread.php?t=46192&p=1558947&viewfull=1#post1558947)
The Dwarfs (http://role-player.net/forum/showthread.php?t=56624&p=1922656&viewfull=1#post1922656)
The Zendarian (http://role-player.net/forum/showthread.php?t=46192&p=1559826&viewfull=1#post1559826)
The Vorien (http://role-player.net/forum/showthread.php?t=46192&p=1560059&viewfull=1#post1560059)
The Sarien (http://role-player.net/forum/showthread.php?t=46192&p=1560091&viewfull=1#post1560091)
The Shaldrak (http://role-player.net/forum/showthread.php?t=46192&p=1560392&viewfull=1#post1560392)
The Murran (http://role-player.net/forum/showthread.php?t=56624&p=1909730&viewfull=1#post1909730)
The Nekonigen (http://role-player.net/forum/showthread.php?t=46192&p=1561375&viewfull=1#post1561375)
The Falkirnin (http://role-player.net/forum/showthread.php?t=46192&p=1562630&viewfull=1#post1562630)
The Lamorux (http://role-player.net/forum/showthread.php?t=46192&p=1590593&viewfull=1#post1590593)

NOTE: if you were one of the creators of the race, please update your race to include a legend for how to cure this Plauge

All credits to the original creators of each race.

Character Name: Name and titles go here
Age: Within reason
Gender: Male or female or whatever
Race: See above
Profession: What did you do for a living?
Appearance: Description or image both allowed but must be in depth
Personality: How your character views the world, themselves, and the end times
Biography: Two paragraph minimum
Role Applying For: see above


Other notes
Questions? Ask them. Any suggestions? They may not be implemented, but I'll consider.

m139
02-17-2014, 09:27 PM
Character Name: Fenor of the Gelin Murrans

Age: 134

Gender: Male

Race: Murran

Profession: shepherd

Appearance: 4'10, Dark brown hair cut at the shoulders, slightly wavy. Neon green eyes, with ovular pupils. Wears a traditional off white colored tunic, with a light brown fur in a smock like style over it. Wears ankle leather boots. Wears a bracelet with three hoop shaped beads.

Personality: Fenor see himself as being lucky, for he is still alive, despite the raids, as well as mostly peaceful. He will not kill unless attacked first, and, even at that, only when he thinks it necessary. He is wary of others. The world he sees as dying, as more and more fights take place. He sees the Plague as a punishment for the disbelief of the world.

Biography: Fenor grew up in the traditional Murrian way. His father and mother were ordinary tribes people. When he was ninety seven, the camp was raided, and his mother was killed. His father never got over it, and died just before Fenor got engaged; at the time, Fenor was 119. His wife was of the Murran-flns. Unfortunately, before they could get married, his fiance's camp was wiped out. He lived in mourning for a couple of years, and recently found a new girl, Isal, whom he got engaged to less than a year ago.

They were going to get married, but, a few weeks prior to the set date, a messenger from a camp of the Murrans of Olco rode into their camp. He sounded desperate, and told them of the Plauge. The Gelin Murrans, upon hearing this, sent a group down to Fur Trade City to warn the townspeople, and Fenor went with them. When they got there, most laughed the Plauge off, but some believed. Some asked the Murrans to go warn others, since they had horses. The Gelin Murrans, though wary of other cities, at the request of friends, agreed. Plus, those in the other cities were still children of Kaa. Fenor was elected to go to Haven. He hopes his fiance has not succumbed to the Plague, but is uncertain..

Role: Blessed



Race Name: Murran

The Murrans are believed to have come from the mountains in the north, in time before they can remember. After coming down, they lived in the valley for a while, and for a brief time in their history, settled there. During this time they farmed. This place is later known in Murrian history as "The Settlement in the Valley" Their tools during this time included the wheel and the wedge.

After some years, some explorer of another race came into their valley. After learning, over time, enough of each other languages to speak to understand that neither this explorer, nor any the explorer knew, worshiped Kaa, they held a meeting. First , they asked, as well as they could, if he would be willing to return to the promise. However, he said, in rude terms, that their God never existed and that neither he, nor anyone else, ever had nor ever would believe in him. The elders of the Murran then had another meeting. As a result of this meeting, they asked the explorer to leave. But they believed the explorer. So, there still remained what to do if any came into the valley again. The explorer is known in Murrian storytelling as "the first promise-breaker"

After the explorer left, the Murrans still lived in the valley in relative isolation. During this time, they made advances in forging. After the ability to make long poles, a group of Murrans led by Olco the Wise left the valley. There goal was to make sure, that by constantly moving, they'd never be in the same place as many of the non believers. They could always move if they saw new ones. They moved back towards the mountains, and move if they even saw the smoke of a nearby village. During this time, the group was small, as it was mainly surviving on hunting. Its size would increase some with the introduction of sheep and horses. They are usually only seen by travelers. If some traveler comes by and asks for help, they will not refuse the traveler, for after all, they were made by Kaa, and they will care for him until the traveler gets well, or cloth him if he is cold, but they will send the traveler off as soon as possible.

And the rest of the Murrans still lived in the city, every so often hearing from their brothers near the mountains. Sometime later, they saw smoke rising above nearby trees. They sent a scout to see who they were. When the scout returned, he said their were more other races there. A fight broke out between the Murrans in the valley. Some said they should flee to the mountains like those who had followed Olco, and others said they should go and bring a gift to the newcomers, after all, the winter was coming, and, even if they didn't know it, they were made by Kaa and deserved not to freeze to death. The fight ended with another split.

Those who would later be known as the Gelin Murrans (gelin is the Murran word for gift giver or helper) went to the valley and gave them furs. The settlers, who did not understand this gift of kindness (they could not communicate yet with each other) gave them some of their currency. The Murrans assumed this was a gift as well and returned back to their settlement. When they returned, they gave half of what they had gotten to those who had remained in the settlement. That night, those who had not gone into the city planned to return the currency, which they considered to possibly be evil.

The next day, they left early before the others awoke to give back the currency. This gave them the title of Murran-f'lns which translated means, literally, the Murrans of the daybreak, or in other words, the early risers. When they got to the city, they found that, although they managed to give the money back, they just got more stuff. After being unable to give these back, the Murran-f'lns decided to travel towards another smoke stack, in hopes that they could get rid of their newly acquired goods there. However, they just got more junk. This continued on and on, until someone eventually gave them livestock. When they had the livestock, and learned from the others how to eat it, they returned to the valley. They shared their knowledge of what they had learned, and deciding that since they still believed in Kaa, it was possible to live them for small amounts of time. Then, leaving some of the sheep behind and taking equipment, they left. They would now make their living trading and acquire more and more livestock, extra going to the other two clans.

Some of the sheep were taken to the Murran of Olco, who grew in size as more from the valley joined them, and became more nomadic with this more dependable food source. The horses and sheep of this current age are probably some of the hardiest in the country.

As for the people in the valley, they continued to live there in relative peace for a while. Then, suddenly, out of the blue, they were attacked by a race with primitive swords. The Gelin Murrans fled to those of Olco. There, they figured out how to make a sword. Word soon got to the Murran-f'lns and they managed to acquire them through trade. This began the training of swords of the young, so that they could defend if attacked. Once sufficient swords had been made, the forge in was destroyed, and the Murrans of Olco moved again. The Gelin Murrans moved farther up the mountains, sad that their peaceful settlement had been destroyed. However, they remembered the first settlement of other races, and the gift of the shiny circles they had given them. So the next summer, to that same settlements, they brought some extra furs that they had caught during the winter. Again they received gold coins. They gave this money to the Murran-f'lns, who used it to purchase more goods, which led to more sheep and horses. The Gelin Murrans still only trade with this town today, and it 's official name is now "Fur Trade Outpost" (the namers were not very original, they just named what they saw). The Murrans, however, call it something else. When translated into common tongue, it is known as "The Peaceful Town"
In time, of course, the Gelin Murrans learned to speak their language and of course learned the town was trying to buy the furs, but they continued their relationship, and now not only thought of this town as peaceful, but also honest. Fur Trade Outpost eventually became Fur Trade City, and made profit from this exchange.

After this, there history is mainly filled with moving around, and the occasional fight. The Murrans have never started a fight themselves, although they have often been attacked for what they have, as the Murrin-f'lns almost always have some money on them, the Murrans of Olco have some of the best horses in the land, and the Gelin Murrans might have money or furs on them.

In recent history, the attacks have been more frequent, causing a decline in numbers.

A nomadic people, they never had a city, unless you count what was known as The Settlement in the Valley (see history)

There where three major clans: the Murrans of Olco, the Murran-f'lns, and the Gelin Murrans. All of them raise livestock (mostly horses and sheep) for themselves and are friendly toward each other, although they proudly support their own clan.

Each of the three clans differ in how they interact with the other races. Although there is no outright hostility towards other races, the Murrans do feel a need to never remain long with the same ones of them, hence their nomadic lifestyle.

The Murrans of Olco try to avoid any form of contact with other races. Their settlements tend to be closer to the base of the northern mountains. They are the smallest clan, as well as the most rarely seen.

The Murran-f'lns relationship with the other races is that of traders. They are known for collecting oddedties of whatever race's land/kingdom/city/village they are near at the time, then selling them to another race after they move. They are the most traveled of the clans, and their settlements tend to be in the warmer areas, closer to other civilizations. If you have seen a Murran, it was probably one of this clan.

The Gelin Murrans are usually seen by other races only during the summer. They are commonly called "Trapmurs" by the other races, as they only come down from the mountains to sell furs. They do not mind the name.

Murrans are considered to reach full adult hood at the age of one hundred. Most marry between the age of one hundred and one twenty five, although marriages later are okay.

Most marriages take place within the clan, although marriages in between clans are not uncommon. When this happens, the wife joins the clan of the husband. It is not looked down upon. Marriages outside the race, however, is quite uncommon and those that chose to do it are usually avoided after the marriage, so although not formally, they are in a de facto way, banished from the clans, this is true even after their wife/husband dies. Marriage is the only reason a Murran will be seen living in a city.

Changing between clans is not heard of except for marriages. However, visiting in between clans (especially when one has a married sister or married daughter) is quite common. No Murran will ever visit a "banished" Murran.

At the age of three ninety, Murrans are considered an elder, and their judgment is used considering the affairs of the people, such as where to and when to move. There job, as well as the job of those not physically able to do other work, is to teach the history and traditions of their race to those younger then them- that is every one else. This is usually done at the large tent every night, and most Murrians will attend it at least once a week, the younger ones staying and learning it during the week.

The Murrans will always bury the dead, even those of their enemy, for it shows respect to all created by Kaa.

The Murrans have their own language, although they have no name for it. They refer to it as "our language". All Murrans speak their own language amongst themselves, but all have a basic understanding of the Common Tongue, even the Murrans of Olco. Those of the other clans tend to know it better though, the Murrin-f'lins being the most proficient. They have no written language, the most literate (usually only those that deal with trade) of their kind only know slightly more than how to do math on paper.

The Murrans have a monotheistic belief system. They all believe they were "formed of mountain stone" by the Great God of Kaa (Kaa- the word for the heavens in their language) Here is the story they give of the creation of the world, in common tongue:


A long, long, time age, the great God Kaa descended from the heavens and formed with his own hands the world of Caminis. He pinched up mountains, and pressed down vales. He formed it with his hands and placed plants and animals on all the lands. Then, with his spit he formed the oceans. The plants on the ocean were from this spit changes. But not all spit fell into the ocean. Some drops fell on land, and these became the other races. But one drop fell on the Northern Mountains, and from this drop, the Murrans were formed. Kaa instructed all the races to not forget him, for their life had come from him. All the races promised not to, and gave great praise to him n that day. But one by one, the other races forgot the Great God, until only the Murrans remained. They promised they would remember, and so they will

For this reason, the Murran are afraid of remaining too long with another race. They fear that whatever caused them to forget the Great God will make them forget their promise as well.

The Murran have two major religious festivals- one at the winter and the other at the summer solstice. On the summer one, they celebrate the creation of the world, and on the winter one they celebrate their thankfulness that they have been spared from "the most horrible fate" (that is, the fate of having forgotten the promise). The summer one is usually celebrated with song and dance and food, while the winter one is quieter, with an emphasis on story telling.

The Murran are very religious, and incorporate Kaa into their daily life. A common outward sign of this is the Sign of the Promise. It involves using the index finger to draw a circle over ones heart, then drawing a line from the top of the circle to the bottom. The circle is a symbol of the unbroken promise, the line means that it is from Kaa to his people.

All three branches of the Murran are similar in appearance. They are humanoid, although shorter than the average human. Most adults are around 4'10, the tallest only at 5'0 They are also usually stocky in build. Their hair ranges in color from light brown to dark. This hair, on males, is usually down to the shoulders and on women is down to mid-back. They also have thick hair growth on the backs of their hands. Their distinguishing characteristic is their neon green colored eyes, with pupils oval in appearance.

They wear an off white cotton colored tunic, tied around the waist. Over that is a fur smock. The type of fur changes, depending on the season and where they are. This is the layer used for warmth, and the fur tends to be some shade of brown. Gelin Murrans tend to own the most cloths, as they move through different temperature regions. Most go barefoot, although they sometimes wear leather ankle high boots.

Most Murran art is expressed in beaded jewelry, worn around the neck and wrists. The beads are made from dried clay. This is also one of the ways of identifying clanship. The Murrans of Olco wear round beads, those of the Murran-f'lns wear disc-shaped beads, and the beads in Gelin Murran jewelry are hoops.

The Murrans also expresses themselves in song. They have many songs, most of them dealing with their history or their religion. They also have a recorder like instrument, called a Laneela, and an instrument that looks like a lyre with a sound box on the top called a Dureela. Neither is played in or close enough for cities or towns to hear them. However, those that have snuck up on a camp when they have played have called the music "mysterious, mournful, and joyous, all at the same time"

Architecture is pretty limited, considering they are a nomadic people. However, the basic house structure is the same. The houses are square in shape. Each consist of six metal rods, about four feet high, hammered into a rectangular formation approximately six feet by twelve feet. Skins that have been sewn together are stretched above them, and, to get inside, will crawl in and lay down.

In the center of the settlement is the large "house". The poles used to construct this house six feet tall, and are pushed into the ground. The with and length of the house varies, depending on how many people are living in it, and how big the settlement is. This is where the elders live, as well as those physically unable to crawl inside a tent. The nightly lessons are held here too.


A long, long time ago, when all still lived in the valley, but after the first promise breaker had come, one of our kind was sitting at a log. His name was Reffe. He had discovered how to carve things in wood with a metal wedge. At first, he was content with plain shapes, such as poles and spokes for wheels. Soon, however, he tried harder things, like trees and rocks and even images of animals. One day, Reffe said to himself, "I can make the likeness of things, but not the thing itself. But what good is a thing if it only appears to be real and is not? I wish I could make the thing itself."

Reffe was talented, but he had forgotten the goodness of his art in his pride. For in wood carving, one carves to imitate so that Kaa may be praised for the actual thing. Yet Reffe wished to be as Kaa himself, and give life through his sweat.

So Reffe left the valley to climb to the top of the mountain, and from there he wished to ascend to the heavens by the stairs left by Kaa when he returned to the Heavens. In his foolishness, he though that he could attain the power of Kaa by breaking into his home.

But when Reffe touched the first step, the world behind him disapeared, and all that remained was the staircase in the mountain. Reffe, stepped back, scared and frightened by what he had done. The voice of Kaa was then heard by Reffe.

Kaa spoke. "See what you have done? In your foolishness, you have touched the steps out of your time. Do you not know that no one may ascend unless they are dead? By touching it, you have caused the death of the world."

Reffe was afraid, and falling down exclaimed, "Oh Kaa, have mercy on me and your creation! It was truly my own ignorance that caused me to do this. Do not punish all your people!"

Kaa looked down, and, seeing his true repentance, replied, "Very well. I shall take back this punishment from all the earth. See? Even now Caminus exists again as it once was. But there still is punishment. I am banishing you from the valley. You must journey south, and make a home within the mountains I have raised up there. You must remain there forever, for, as a punishment, you shall never die and ascend this staricase."

Reffe imeadiatly thanked Kaa for his great kindness in not destroying his people. Kaa, seeing the now repented Reffe, was gladdened and gave a blessing. "Because of your gladness, I will give you a blessing and take back the eternal punishment. In the center of the mountain rings will be a flower. This flower will heal all people who touch it. For now it must remain in the south. But when the world has need of it, all will come even those who do not believe as of now. Give the flower to this group. Once they have left this valley, the world will be healed, and you, dying may ascend the stairs."

Reffe thanked Kaa, and left for the southern mountains. When he got there, Kaa raised another ring around them. There, even now, Reffe waits until the world has such a sickness that all unite to find the flower.

The average age of a Murran is 400, although there are oral records of some living up to five hundred.

Murrans all have remarkable memories. This is one of the reasons why most of their history is known, or, at least the history that has been passed down in story form

The Murran are very proud of their heritage, especially their religion.

The name Murran means, in their own language, "from Murr" Murr is their name for the mountain they believe they came from. This mountain has no real geographic location, and only exists in myths and stories.

The location of the Settlement of the Valley is considered a place of sadness and mourning by the Murran, and those who visit it visit it as a memorial. It is a tradition to stand outside the valley and throw a flower into it. No Murrans have entered the valley since it was left in their early history.

Froggy
02-18-2014, 12:51 AM
Hey there m! Looks like a great thread you've got going <3

Anyway, just stopping by to drop off a few helpful links :

Here are a few links that will help your game get noticed:

First, why not submit your thread for the Roleplay of the Week (http://role-player.net/forum/showthread.php?t=905)? Every week roleplays are featured in a site-wide message on the main homepage, and if yours is selected members would have access to it from the homepage- how nifty is that?

Second, if you need help with graphics for your RPotW submission, check out our Banner shop! (http://role-player.net/forum/showthread.php?t=18912)-here there are plenty of talented people willing to help out.

Also, the Roleplaying Games Directory (http://role-player.net/forum/showthread.php?t=40645&p=1318649&viewfull=1#post1318649) is one place where people can go to look for new RPs. Try advertising in here?

Another cool way to get your game out is through Staff Siggies (http://role-player.net/forum/showthread.php?t=3975)- when new RPs are posted here, we add them to our signatures so that all members can see.

Finally, why not read a little extra with the RPA Tribune (http://role-player.net/forum/showthread.php?t=18026)?

Good luck and have fun!

Rae'ere Kortal
02-18-2014, 06:33 PM
The Vorien race has been edited to include the Vorien outlook on stopping the plague. I can't tell you how proud it makes me to see something I've created still going so far. Rae'ere is pleased to be a part of this, with you. --- Side note: I am and will always be The Brute. :D

m139
02-18-2014, 09:25 PM
yay! Good to see you back!

Tibiademon555
02-20-2014, 03:22 AM
Might as well join here since the GoB opening is taking so long.

Tibiademon555
02-20-2014, 04:00 AM
Character Name: Etrius Carrae
Age: 19
Gender: Male
Race: Xeldrias
Profession: Thief
Appearance: Since his pale skin would normally make it difficult to sneak around at night, Etrius is shrouded in black. His face shows big, yellow eyes, thick eyebrows, and black hair reaching down the bottom of his neck. His size also helps him with his thieving; short and slim, Etrius is quick and experienced at sneaking. He carries a crossbow as a tool more than a weapon.
Personality: Severely rebellious, Etrius will not follow anyone's orders unless it means his life. He likes to think apart from the group to make his own decisions. Even though he often puts the problems and concerns of others after his own, he wouldn't let anyone die before his sight. Although often rude to strangers, he quickly grows sympathetic with those he has decided to be his allies. Don't leave anything of value on a place where he might reach it. But, then again, finding a place where he can't reach it may be tough.
Biography: Although originally born in the Xeldrias forests, he and his father, Alin, moved to Haven in his late childhood. Like him, his father thieved for a living, so he was trained to sneak and pickpocket since the day he learned to walk without tripping. Etrius has little memory of his mother. His father told him she left because she didn't want to be associated with a criminal, and took Etrius along with her. Alin eventually had him back in his hands when his mother found out she was a victim of the plague, and took her life shortly after. Alin and Etrius moved to Haven for a healthier life and, of course, for better targets. There came a day when Etrius was separated from his father. Alin turned himself in to the authorities after murdering the master of a mansion and, consequently, was executed. Fortunately, nobody in Haven ever found out he had a son. Now living in the empty mansion, Etrius vows to take the place of his father as the master of thieves.
Role Applying For: Marksman

m139
02-20-2014, 08:24 PM
Yay! What more do you need to know about the setting? Think of it something like earth in the middle ages, with scatterings of small villages and a couple of major cities here and there. Your character will begin in the city of Haven, for whatever reason you choose. So,in specific, what do you need to know?

Tibiademon555
02-20-2014, 11:23 PM
Maybe some examples of how people live, what people are doing to fight back the plague, or to find out more about it for some kind of cure.

m139
02-21-2014, 01:51 AM
Examples of how people live: that would be whatever your race does. By the way, I put your race you chose down wrong. It is not "Vados", it is "Xeldrias". But anyway.

You can see that your race is probably isolated somewhere in the forest. Since I do not think the creator of that race is going to play, and I have not actually received anything at all from them, feel free to expand upon what is already written about that race.

As for what others have been doing, well, different people did different things. Probably, some have already tried to go South, or some other place. There has probably also been various religious ceremonies to try to stop it. Rewards for cures and such.

Anything else? Or would you like me to describe these in greater detail?

Tibiademon555
02-21-2014, 02:08 AM
Within a village, do people constantly mourn for the dead, or does each family deal with their deceased, does violence often sprout, or is it usually peaceful, or does this all depend ultimately on which village we're in? If so, then, where will the play be starting?

m139
02-21-2014, 02:52 AM
Play will be started in the city of Haven. For some reason, you are there. Your home village, I'm assuming, is a Xeldrias village. If you wanted and could work it in, your character could live in another town. Go back and click your race sheet. Scroll past the CS to read the racial info. It begins with the "race name" part. Read what it says there. Anything not specified about your race, you can make up.

I'd answer these questions myself, but I did not create the race. You can choose how you want the culture to be within the guidelines already stated. Do you need more info?

Tibiademon555
02-21-2014, 03:26 AM
I see now.

Was Haven also part of the original play? If not, then I apply my previous questions to it. If yes, then just tell me what you know.

m139
02-22-2014, 04:30 PM
Haven is part of the original play, and I can describe that city in a lot more detail.

Haven is a city of mixed races. It contains a large outdoor market, a pretty huge library, and a good sized barracks. It is a city of mixed races, who get along as decently as they can. Think of it as a large, inland trading center, with many roads leading into and out of it. It is a city with high walls, and four major gates, one for each of the cardinal directions. It contains a palace, in which resides the council of rulers.

I could go on, but what else do you need to know about it?

Tibiademon555
02-22-2014, 05:05 PM
This is good enough. Thanks.

Tibiademon555
02-23-2014, 11:24 PM
Alright, I'm done.

Oak Berbark
02-24-2014, 04:01 AM
TADAAAAAAH. Hope you don't mind me redesigning Dwarves :B



Character Name: Balgruuf Von Jaegursson. Fourth son of Snorri, Former 3rd Sword Arm of Clan Jaegursson
Age: 67 (Not even a speck of grey, hmph)
Gender: Male
Race: Dwarf
Profession: Clan Member of Dwarf Jaegursson
Appearance: (General Appearance) (https://0-media-cdn.foolz.us/ffuuka/board/tg/image/1351/90/1351908555053.jpg)
Personality: Balgruuf is like many Dwarves. He'll glare at you across the room, question your reasoning for staring at the angry looking Dwarf, then punch you in the gut. If your still standing he'll start laughing, pat you across the back, and buy you a drink. After that he is your best friend ever, that is until you get him angry again. Expect that to happen every-time you insult Dwarves, steal his money, or call him "Stunty". NEVER call him "Stunty"
Biography: Balgruuf lived his life like any Dwarf within the clan. He learned to fight, learned to smith, and learned to drink. It wasn't until Balgruuf started his career as a warrior that things took off. In his first campaign Balgruuf cut the general's head clean off, winning him much praise and the command of a unit of "Youngbloods". At the head of this unit Balgruuf continued to show his prowess with the blade earning him a spot on the Clan Leader's war council, (much to the grumbles of the elders).

Full of himself and fearing no retribution Balgruuf committed an act most dishonorable in Dwarven warfare; He lead an ambush.

Using a call for a truce as bait Balgruuf lured the enemy clan's leaders into a clearing where he filled them with arrows. Expecting a reward he marched into camp, the enemies' heads in a sack. Shocked at his display The Clan Leader disowned him from the clan and exiled Balgruuf. Unable to find a new clan to take him in Balgruuf went to the mainland with his "Youngbloods" in tow, selling his skills to the highest bidder as a mercenary.

Balgruuf remained a mercenary captain until the plague hit. With business souring Balgruuf became a drunk in some backwater tavern. Eventually the warrior from his clan shambled into the tavern and collapsed in front of Balgruuf. The warrior told Balgruuf of his quest and begged his former clan-mate to continue it for him. With nothing but a nod and a wayward spit, Balgruuf started his quest to find a cure for the plague, regain his honor, and hopefully become a famous ancestor second to the Allfather himself.

Role Applying For: The Warrior





The first Dwarves were said to have been carved out of boulders by the Allfather, a divine ancestor who's appearance always changes to that of the observer's own father. At first the Dwarves obeyed the Allfather as grateful creations, and Dwarves thrived upon their fertile island, building large monuments and cities in the Allfather's glory. It was during this golden age that the Allfather disappeared in a ray of light, leaving his creations leaderless.

Without the omnipotent leadership of The Allfather, the Dwarves dissolved into civil war, their cities and monuments being leveled in the fighting. The island itself seemed to mourn the loss of the Allfather as every year grew colder, and the earth beneath the Dwarves' turned to ice.

In a century the Dwarves had devolved into a medieval level of development, their history and inventions from The Golden Age lost in the fires of war. To this day the clans remain in a constant state of war, only pausing to deal with more immediate threats such as invasions...or plagues.



"To a Dwarf the Clan is their entire world. All men and women from birth are raised to fight in and support the clan's many wars. To show their allegiance a Dwarf adopts the clan's name as his own last name.These clans are always at war with one another. Alliances only lasting as long as convenient, and united empires lasting as long as their first leaders." -From The Writings of of Karl Kleetz, Head of the Norrischa Trading Company


Within a clan are a collection of Dwarven families, related through birth or marriage to one another. A Dwarven Family typically consist of a Mother, Father, and their children. Within Dwarf society men and women are seen as equally competent warriors and workers, the only divisions being in child-rearing: in which a mother is expected to care for the infant and work in the forges, while the father works in the mines.

Starting from birth a Dwarf baby is probably the only Dwarf in the world without responsibilities, of course this all changes the moment the baby can sit up. At this point the baby is expected to be an extra set of hands for the Dwarf's mother as they work the forge's preparing that baby's very first armor and weapons. Once the child can walk they are sent to work in the clan's mines, fields, or herds, (usually the child's choice). By age 7 the child mixes their work with weapons training, the average 10 year old Dwarf able to fire a bow as easily as they can swing a weapon. By the time a boy grows his 16th Beard braid, or a girl her 20th hair braid, they are considered adults within the clan allowed to engage in warfare and marriage.

A Dwarf remains a warrior and lives in the barracks until they have their first child, it is then they are allowed their own household, and the parents become only "part-time" warriors, only one of the parents marching to battle unless in the most desperate times.

Once their beard or hair turns grey the Dwarf becomes a respected elder within the clan and allowed to stand on the clan council. Their duties change from menial labor to education as they train the next generation in the arts of war, their duty only ending in death.

Dwarves worship their ancestors with various levels of reverence. While most families stick to respecting their own ancestors it is not uncommon for extremely successful or inventive Dwarves to become worshiped clan-wide, creating a patchwork pantheon of conquerors and inventors. The only similarity in these pantheons being the Allfather at the head.

Scattered through the Dwarven year are festivals celebrating an ancestor's birthday. These are celebrated based on importance of the ancestor with the least famous having a stick of incense lit at their shrine, and the most famous being celebrated with a day-long festival.

The Dwarven language is considered a guttural one, being compared to the bleating of goats by the most rude of foreigners. The Dwarven alphabet is rather simple, using characters instead of letters, a writing style befit for a warrior people.

Because of their island home Dwarves remain isolated from most civilizations, only the most adventerous and curious ship captains traveling there. Those who do arrive will meet with the island's few fishing clans. Peaceful Dwarves considered crazy for their trust of boats, and primitive for their lack of metalworking. The fishing clans are usually the only contact with the Dwarf race foreigners have, as expeditions inland have ended in financial or deadly failures, due mostly to Dwarven mistrust of outsiders, and their heavy bias towards Dwarven goods.

Dwarves seen in the mainland are often outcasts cast out and unable to find homes in another clan. These Dwarves often settle down as smiths or sell their martial prowess as valued mercenaries.


Dwarves are on average a good deal shorter than the other races of the world, the average dwarf being estimated to be at approximately 4'5"-5'0". They are immensely strong and resilient, with bodies seemingly purpose-built for manual labor, with solidly formed muscles, broad-shoulders and large thick fingered hands that are capable of considerable manual dexterity. This physical toughness allows them to carry heavy loads and endure many hardships and work for long lengths of time without tiring.

Dwarves can live up to 1000 years but often die in battle long before then.

When a Dwarf dies their flesh starts to turn to stone, fully turning within 24-hours unless killed by violent means. If killed by another being the Dwarf instantly turns to stone, their corpse becoming a statue decorated with their clothing and weapons. These statues are a massive bargaining tool in truces as Dwarves often remove the corpse's head to entomb within their shrines, and ensure the Dwarf reaches the afterlife.

Dwarven men are never seen without thick beards, often braided to denote age, and decorated with metal symbols intertwined with their braids. Dwarven women wear their hair in the same style as the men's beards, as female beards are extremely uncommon.

Dwarven casual clothing often consists of a ankle length robe and boots, with a belt wrapped around the Dwarf's waist. For warmth in their cold climate it is not uncommon for the Dwarf to wear a fur coat, or a thick woolen cloak.

Of course as a warrior culture Dwarves are more often seen in their armor which consist of lamellar plates resembling that of our world's Feudal Japanese armor. This armor is custom-made with the Dwarf themselves adding decorations to distinguish themselves from others. It is said a general can know recognize each Dwarf by their helmet alone.

A Dwarf Warrior's equipment always consist of three weapons, all just as uniquely decorated as their armor: The Yari (http://bukeyashikidojo.com/images/Yari.jpg), a long spear used when charging or being charged. Their Longbow (http://gekkoiba.org/images/sihanmato.jpg), which is used by skirmishers and the back ranks. And their side arm, usually an axe (http://api.ning.com/files/BvXH4o6vWJtaYLfxuxqVoYbUb0jLOZrM8YGwSZf5lBbERQGwTb Shjo6G3eHsuSu*0IjDctNWnMPqNujZKQ*i6PWG7y2dkIFa/BeardedAxe.jpg) or sword (http://www.king-cart.com/store/oknight/Shock_Katana.jpg) based on the warrior's preference.

What art the Dwarves have that isn't martial in nature is their jewelry,music and alcohol, each clan having their own version. The Frostpik clan for instance is renowned for their nearly acidic "Stormbrew" alcohol, while the Brungidders have merchants braving the journey just to purchase a single gold bracelet from them, and they say the music of the ClearPeaks can bring the most grizzled Dwarf to tears with joy.

While not considered art Dwarven architecture is said to have a beauty of it's own. All their buildings carved from a single large boulder, and designed like fortresses, with the smallest hovels having hidden larders and arrow slits in the event of a siege. Inside the Dwarven buildings are spartan at best with only stone benches carved into the walls to act as both beds and chairs, a fire-pit at the center, and a smithy in the basement, all other furniture seen as extravagant. Only Clan leaders show their wealth by decorating their throne rooms with trophies and art pieces, usually commemorating a great battle or conquest.




"In mountain sleeps he,
One who hears my plea,
Allfather save me!"
-Dwarven plague victim's mantra

The plague has hit the Dwarves hard. The elders say it is a curse from the Allfather for their constant warfare, others say it is the Allfather cursing them forgetting the ancient traditions.

As the death toll rose each clan sent a represenative to the ancient Dwarven capitol where they agreed to send out a single warrior from each clan into the world, hopefully one of them finding a cure.

With their warriors away all the Dwarves can do now is wait until the end, constantly praying to the ancestors for the Allfather's return, or a divine cure.

Tibiademon555
02-24-2014, 04:46 AM
A guy dressed in gold who doesn't like to get things stolen? Looks like he won't be getting along with Etrius.

Mystress of Shadows
02-24-2014, 05:08 AM
I've got my eye on the Sneak, but I will understand if an original take the slot. If I do get to play her, she is going to be extremely dark and mysterious, but not like a traitor. XD

m139
02-24-2014, 05:14 PM
@Oak Berbark
Thanks for joining again! Your race is great!

@Tibiademon
Your character is accepted! Thanks for joining

@Mystic
Thanks for the interest! Feel free to post a character sheet in the meantime!

Tibiademon555
02-24-2014, 10:14 PM
Don't you worry, theft victims. Etrius will get his face punched in someday.

someday...

m139
02-26-2014, 03:17 AM
The character interactions will surely be interesting...

Rae'ere Kortal
02-26-2014, 06:52 AM
Rae'ere would shake her large wolf-ish head, her yellow eyes glancing around the slowly growing gathering of people, and she would snort once, a great huffing woosh of air through her nose, before she would move one hand to brush against the edge of one of her long and pointed, oxen-like horns. "Rae'ere feel thees ees ginna be an eenterestin tyme, no?"

Tibiademon555
02-26-2014, 11:53 PM
Is that Rae'ere's actual accent?

Rae'ere Kortal
02-28-2014, 05:49 AM
//Indeed. The Vorien are my own created race, as Rae'ere is the original and thus far the only. Don't worry, though. I don't lay it on quite as thick within the role play itself.//

Tibiademon555
03-01-2014, 12:49 AM
Sounds Russian.

Rae'ere Kortal
03-01-2014, 05:19 AM
//Lol. I don't know. I just kind of went with what came to me.//

m139
03-03-2014, 02:55 PM
All roles are now open! Tibia, you may pick a role now, if you so choose.

Mystress of Shadows
03-03-2014, 04:40 PM
Character Name:
Sylvia Nighte
Age:
21
Gender:
Female
Race:
Xeldrias
Profession:
She is a rogue who likes staying in the dark and does what she wants.
http://ts4.mm.bing.net/th?id=HN.608003357261039685&pid=1.7Personality:
She is dark and mysterious, and also very serious. That pretty much sums up what she is like. She believes the world to be regular. There are good sides and bad, and everything in between. She sees her self as an independent, but not a leader. She doesn't try to control others, as long as they don't try to control her. She believes there is a cure somewhere, but she is not sure what it is. This plague took the last of her family, so she will do anything to stop it.
Biography:
Sylvia was the darkest looking of her race with her pale skin and jet black hair and eyes. Also, a bit against the ordinary custom, she always wore black clothing that covered most of her body. Because of this, she was looked down upon in society. To protect her, Sylvia's family took her to Haven were her race wouldn't be so obvious amongst all the humanoid races that reside there. Her mother and father returned to their home amongst the Xeldrias. They were killed on spot when Sylvia was barely seven years old. Since then she had been living with her older brother.

The plague hit them, and her brother was taken when he visited a friend in Hope. Now on her own at age 21, she has taken to roaming the streets as a silent terror herself, stealing and sabotaging anything she wants too. Only once was she caught, but she escaped quickly and without notice. There is now a small bounty on her head, but no one seems to notice the mysterious girl with sticky fingers and a dark mind. Around her neck is a pendant charm that symbolizes family. This is the only thing that she wears jewelry wise, even though she knows her race's traditions.
Role Applying For:
Sneak

m139
03-03-2014, 09:00 PM
Mystyc, you have been accepted!

Mystress of Shadows
03-03-2014, 09:01 PM
WOOHOO!!!!! I got the sneak!

m139
03-05-2014, 01:48 AM
:)
Glad to have you.

Tibiademon555
03-05-2014, 03:07 AM
Unfortunately, I have to write five essays by the end of this week and now someone beat me to THE SNEAK FUCK

Mystress of Shadows
03-05-2014, 03:10 AM
LOL. Sorry.

Tibiademon555
03-05-2014, 03:10 AM
I'll be the marksman.

m139
03-06-2014, 05:08 PM
You are now the marksman!

Tibiademon555
03-07-2014, 02:21 AM
Fine, but I'll be a sneaky marksman

Mystress of Shadows
03-07-2014, 03:29 AM
XD That was my second choice.

Tibiademon555
03-07-2014, 07:40 AM
Nein, I'm the guy with the crossbow.

Rae'ere Kortal
03-08-2014, 03:20 PM
I'm glad to see agreement and not drama, but in all fairness, Tibia did have the bid in for the sneak, originally. I only say something, because I was looking forward to working with the wiley little creature. But hey! Rae'ere's ready to roll. Where are the rest of our originals? -Goes to message people.-

Ragnarok
03-08-2014, 04:41 PM
Hmm...I'll join. I'll probably update my race too...expect a cs soon!

m139
03-11-2014, 04:21 PM
Good to see you back!

Ragnarok
03-11-2014, 05:17 PM
Gimme a few hours! I'll have at least HALF a CS up. XD

m139
03-12-2014, 03:43 AM
Can't wait to see it!

Ragnarok
03-12-2014, 04:18 AM
*12 hours later*

Uh...lol I forgot, didn't I?

Ragnarok
03-12-2014, 03:52 PM
Character Name:

Masin(Mah-seen) Tilldra
Age:

25
Gender:

Male
Race:

Xeldrias
Profession:

Bounty Hunter
http://i1343.photobucket.com/albums/o784/Dark_Xeno/ao-cc-bow-male_zps4bcd8983.png
Personality:


Masin can be Cold and seem Ruthless at times, but when he is not in danger he is kind and cares about his people. He is loyal to those who protect him.

Biography: (It says Vados, but I'm carrying over my older character. I'm too lazy to think up a different character for such an awesome roleplay Idea. XD)


Vados was the only son of a woman who couldn't have been happier than to have a child like him. She loved him with all of her heart, but one day, there was a raid in their small village. Vados was only shy of a year old. His mother rook him and ran into the surrounding forest. Hoping that they wouldn't be followed. After a couple days of running, She saw a small hut in the forest. And Vados had gotten sick. So she decided to take shelter. Ever since, they had been living in that Hut. Vados's mother cured him, and they needed food, so she set out to hunt some of the animals in the forest.

She was an excellent craftsman, and could craft just about anything. She crafted the bow that Vados uses today, and much of his weapons. though sometimes, they need to be fixed or tuned up. When Vados was five, She taught him how to hunt. His mother was an Extraordinary woman with many skills. and Vados learned quickly under her guidance. He Soon surpassed his mothers skills. Her agility, Her Dexterity, Her Strength, her Cunning, everything she would need to survive, Vados learned and surpassed over the years.

At the age of 14, Vados started to venture off farther into the woods as his mom was at home cooking, or sewing some clothes. He came upon a small City. He never told his mother about it because she had told him that Cities are bad. people there aren't nice. but she would have to go into the City a few times for supplies that she could not craft. He went to the city and learned many things. some good, and some...not so good.

One time as he was out, a few bandits had found his home. and his mother. When he came back, he saw her. Dead. They had done some horrible stuff to her, and then killed her. they had also taken some of their belongings. But Vados was a hunter. and a tracker.

Vados set out to find the ones who killed his mother after he had buried her. That was how she said the dead of the Xeldrias were kept. They were buried. He tracked them easily. The Bandits were a loud bunch. there were around 7 of them. Vados handled them quickly. when he came back, he got all of his belongings that he could carry, some food and left the godforsaken hut. Leaving behind his home. he went to the town.

First he needed money, so he learned how to gamble. it was easy for him. but once, he lost and didn't have the amount of money he needed to give to the man. They chased him, and were about to kill him when he was saved by a man named Rayfe. Rayfe and Vados stuck together till Vados was 17. Rayfe was, like Vados, a Xeldrian. Vados trusted Rayfe, And Rayfe trusted Vados. Rayfe was a wise old man, who taught Vados a lot of good stuff. Stuff that still sticks with Vados. Stuff like Justice, Honor, and Truth.

When the Blight started, it seemed that Rayfe had disappeared. Vados is certain Rayfe is still alive and is on a quest to find his mentor.

Role Applying For:

The Leader



Race Name: Xeldrias

History: The Xeldrian race is a small race. not many people live in this Race. You can find some scattered across the world, but the lot of them was wiped out by a raid. The same raid that Vados and his mother were in. But the Xaldrian were a nimble race. they were fast, and strong. Free with the forests and wilds of the world.

Culture: Most Xaldrians lived in villages. some lived in cities. But the Xaldrians all followed one religion.

They were a polytheistic religion. they had believed in two beings. The God of Life, Xadra. and his Sister, the Goddess of Death, Xialda.

The Xaldrian culture included a lot of stuff. Music, literature, games. and a lot of other stuff. They lived in villages, but they had manners. Every Xaldrian child learned how to read and write their language.

Cultural Images: They looked like humans, but were more slim and agile. quieter, and a tad bit stronger. The art that the made was usually necklaces, and tapestries. as well as bangles. In their tribes, Everyone wore something that was made specifically for themselves at birth. something that symbolizes who they are so they never forget their true identity.

Other Information: Xaldrians can mate with other species, but their DNA is more Dominant, thus the child being more Xaldrian than the other race. This is a self-defense mechanism the species had adapted after being close to being wiped out several times in the past. if 2 'hybrid' Xaldrians were to mate, their offspring would be a complete Xaldrian.

Cure: Those few Xaldrians left don't have any idea on how to cure the plague, since they are so far spread apart. But they all have a vague idea around something like this: Xaldrian Legend says Xialda had a human form, And when the body died, It was preserved somewhere secret. No one has been able to find it yet. Her Human form's blood can cure just about any ailment that were to fall on them. (There is a story behind why the legend says this. If you want to hear the story, I'll tell you. XD But for the long version, I'll put it in Creative Corner and send a link.)

m139
03-15-2014, 04:45 PM
Looks good, Artic! I'm going to add you to the accepted list. I just want to ask one thing: can you add a plague cure to your race info?

Ragnarok
03-16-2014, 07:55 AM
I'll think of something.

m139
03-19-2014, 04:21 AM
Thanks.

Ragnarok
03-20-2014, 04:37 AM
And there it is! Got my cure set up.

m139
03-26-2014, 01:40 AM
Nice. Thank you.

Mystress of Shadows
03-26-2014, 01:53 AM
There are still four slots open.

m139
03-29-2014, 01:53 PM
And in its time our year seeking to be renewed is recreated,
So also shall the world of Caminus come into being once more.

So guys, all my piled up work is once more down to a reasonable level, and we should be able to get this things started soon. I am almost finished with a map. Speaking of which, are there any geographical features you would like on it?

Tibiademon555
03-30-2014, 06:17 PM
Do not underestimate the power of life. It will curse you when you least expect it.

Toon Yoshi
04-02-2014, 12:41 AM
I will renew my character. Also, I'd like to be the Crafts(wo)man. Do I have to remake my CS?

m139
04-02-2014, 01:17 AM
You don't have to renew your character. Just please re-post your CS here. Also, if you could add a Plague cure for the humans, please.

To Everyone: I should have the map finished this weekend. If life decides to be manageable, be should be able to start this going on Monday.

Toon Yoshi
04-02-2014, 01:42 AM
I'll do that hopefully tomorrow.

m139
04-02-2014, 01:45 AM
sounds good. I'll mark your spot now.

m139
04-03-2014, 08:03 PM
You, know what, never mind. I'll just link your old character since you have the same spot. Just add a plague cure for the humans when you can, please.

m139
04-07-2014, 04:02 PM
Ok, guys.

I honestly was going to start today, but unfortunately, something came up yesterday.

I just found out I'm probably not going to have access to any source of a reliable internet for a month or more during some of June and possibly part of July.

With that in mind, I could still start this project now, but I want your opinion:
should we wait until July?
Should we start now and put it on hold while I'm gone?
or Should we start now, and someone else lead while I am gone?

What do you guys think?

Tibiademon555
04-07-2014, 09:22 PM
I told you life was capricious.

Mystress of Shadows
04-07-2014, 09:56 PM
If there is someone who is capable of leading it, then I'm for that. Otherwise, I would wait till you come back.

Tibiademon555
04-08-2014, 01:22 AM
Someone who participated in the original play would be ideal.

Ragnarok
04-08-2014, 01:38 AM
I have been in the original of this, So I'll lead if you guys want.

m139
04-08-2014, 02:51 AM
In that case, we might be able to start tomorrow.

The way that this is structured is in a sort of "Choose your own path" way. Depending on the choices you make, and the places you go, you will encounter different things. Some paths, of course, are more dangerous, and you will know the danger level of most paths before you go on them, if you bother to ask the locals. There are some events that are unmarked, but if you pass in the general vicinity of the event, you will trigger it. And, of course, there are a couple of timed events I have planned, too.

But of course, since only a couple of events are actually essential to the plot, and a lot of extra stuff is added too, it should not be too hard to lead for a month. Vice, if you think your up to it, and no one else objects, I think we can get this started within a few days (as long as nothing else happens- yes, you were right, Tibia). So, what do you all think of this?


Oh, the inital maps are up. Key to be added later.

m139
04-12-2014, 03:15 PM
So, Vice, are you willing to take charge of this for about a month? The time period would be from around the 1st or 2nd week of June to the 2nd or 3rd week of July.

Ragnarok
04-12-2014, 06:58 PM
Wait, so we're going to start soon, but in june you're gonna have to leave till july?

m139
04-12-2014, 08:43 PM
Ok, guys.

I honestly was going to start today, but unfortunately, something came up yesterday.

I just found out I'm probably not going to have access to any source of a reliable internet for a month or more during some of June and possibly part of July.

With that in mind, I could still start this project now, but I want your opinion:
should we wait until July?
Should we start now and put it on hold while I'm gone?
or Should we start now, and someone else lead while I am gone?

What do you guys think?

That's what this post was about. I thought you knew. (I hate when important posts happen to be the last one on the page)

We won't start soon if others are against it.

Ragnarok
04-12-2014, 09:27 PM
I'll go with whatever you think best.

Mystress of Shadows
04-12-2014, 10:31 PM
I am ok with waiting a little longer in the first place so hopefully I can sort out a few things with my life. Maybe a week or two and I'll be ready.

m139
04-13-2014, 03:26 AM
Ok, then. We shall wait.

Toon Yoshi
04-14-2014, 01:57 AM
Please don't tell me you were waitingon me! This slipped my mind.

Kim's plague cure:
Kim believes that this was all contagious depression set forth by the Wolf Spirit. The only surefire way she believes she can solve it is to have the last person who has it die. However, she wouldn't completely deny the possibility of a ritual or sacrifice may end the disease. Many people have similar thoughts with various gods.

How's that? I promise this will not happen again!

m139
04-16-2014, 02:12 AM
It's not you, it is me. I'm going to be gone for June, most likely. This week is busy for most as well, so we delayed this another week.

However, after thinking this over, I think it is best if we wait for July. That way, we won't have the awkward gap one month into the game.

m139
04-22-2014, 12:55 AM
Nevermind the previous post, guys.

Turns out, I'm actually going to have internet for all of July (except maybe the last week), but no internet from July until early August.

Therefore, because of this, as well as my plans for my online activity next year, I have decided to start this roleplay next week, either Monday or Tuesday. I will send PMs when the IC is up.

Tibiademon555
04-26-2014, 09:31 PM
My internet suddenly disappeared for two weeks

#thatslife

m139
04-30-2014, 04:37 AM
So I was going to start it this week, but for a combination of factors, including the fact that I am too busy on life to start this week, one of our players is gone for a month, and I'm leaving the month after, I have decided to put this roleplay on hold until August.

When I get back, I will present a shortened version of this roleplay that will not last longer than a little into January, at which point we must either get to a stopping place, or someone else must take this over, as I will be leaving this site for a while.

Rae'ere Kortal
05-01-2014, 12:23 AM
I am ready and willing to start when everyone else is. Just let me know.

Toon Yoshi
05-01-2014, 02:27 AM
I am ready and willing to start when everyone else is. Just let me know.

Me too… my biggest concern, however is this thread possibly dying while you are away… what do we do to avoid that?

m139
05-01-2014, 03:35 PM
Well...

I thought of another idea

(sorry if I seem to be changing things so fast)

I could split this first part up into two parts. We could go just from Haven to Hope from now until June, then start a new roleplay to finish the journey to the mountains in August.

I had something planned for Hope if we chose to go that way, and I can actually make that part bigger. It will take me a bit to re-write the intro, but I will be able to, if you think this is a good idea, to have it up probably before the 18th, depending on life.

What do you guys think?

Toon Yoshi
05-01-2014, 07:36 PM
I can live with that.

Tibiademon555
05-08-2014, 01:39 AM
You should make a list of all the events that would happen in the play so that someone else may keep the plot going in case of an emergency.

Or a similar list with a bunch of filler arcs, to keep the plot at halt while the GM is away without placing the entire RP on hiatus.

m139
05-18-2014, 01:51 AM
That works, if one will lead, and I will consider doing that depending on how this first part goes.


~~~~


Anyways, I have edited the first post to reflect the current plot. The plot has changed, as well as the last journal entry of the elder.

The beginning post is half typed up; we will begin on Monday.

Ragnarok
05-18-2014, 03:03 AM
Alrighty then!

Tibiademon555
05-20-2014, 12:29 AM
Which Monday?

m139
05-20-2014, 01:05 AM
Today Monday. Or maybe early early Tuesday, depending on your timezone. It shall be up from 30m to a few hours. But it will be up today, or at least, my today. I had a busy day and have only gotten back to it now.

Toon Yoshi
05-20-2014, 01:11 AM
Like the "2 hour" long maintenance that took a day?

Tibiademon555
05-20-2014, 08:42 AM
http://stream1.gifsoup.com/view5/2776228/well-we-re-waiting-o.gif

dam nigga wass takin so loung

Ragnarok
05-20-2014, 10:56 AM
Toon O_o XD

Toon Yoshi
05-20-2014, 11:10 AM
Yes, Finis?

m139
05-20-2014, 12:27 PM
sorry guys, my house's modem crashed last night. (talk about bad luck)

So... if nothing else happens....

Expect this up in half an hour. (fingers crossed)

m139
05-20-2014, 01:07 PM
And...

It is up!

Tibiademon555
05-20-2014, 01:24 PM
http://www.lukeshavak.com/wp-content/uploads/2012/04/Homer-Simpson-Woohoo-300x225.gif

Woohoo!

Tibiademon555
05-20-2014, 01:32 PM
…Where?

m139
05-20-2014, 01:40 PM
http://role-player.net/forum/showthread.php?t=61026&p=2054989#post2054989

Tibiademon555
05-20-2014, 07:36 PM
http://www.lukeshavak.com/wp-content/uploads/2012/04/Homer-Simpson-Woohoo-300x225.gif

Woohoo!

Tibiademon555
05-24-2014, 02:15 AM
I guess we'll have to pretend the others were put into a coma if they don't show up.

Mystress of Shadows
05-24-2014, 02:18 AM
Perhaps we should try PMing them?

Oak Berbark
05-24-2014, 02:41 AM
I will get my post up tomorrow morning I swear! Then everyone can look upon my gold ENCRUSTED stunty and go: "heh"

Toon Yoshi
05-24-2014, 03:19 AM
Just to be nice… heh

Mystress of Shadows
05-24-2014, 03:58 AM
Artic (now Finis) and Rae'ere have not posted.

m139
05-24-2014, 04:09 PM
Finis has at least seen it, but as for Rae'ere, she has not been on since mid-month.

Since it is not necessary that everyone gets up, we can continue without them for now. After all, we are not the only ones left in this world. They can join us when they find us.

I am going to post a post describing the upper room later today, since someone is already there. Hopefully I can get up a map of Haven as well. Once that post is up, you all may post in whatever order you wish.

Ragnarok
05-24-2014, 04:23 PM
Yeah, I was busy. I'll try posting today. Need to catch up on all of my roleplays.

Mystress of Shadows
05-24-2014, 04:23 PM
Alright. I can't wait to see how this turns out!

Tibiademon555
05-24-2014, 06:23 PM
I PMed Rae're when the IC wast posted because she told us to inform her about it in her last comment, but there has been no reply.

m139
05-25-2014, 04:12 AM
okay, guys. New post up. It describes the throne room, as well as the general condition of the city. You can interact with anyone in the room if you wish to, or no one at all.

Since the world has not actually ended yet, you may see quite a few npcs. Interact with them as you wish, you get your choice for most of them.

The map of the city is not up yet, but for now, here are the locations:
palace: center
barracks: Northwest
Great Market: East
Great Tower: South
Great Library: slightly southwest of palace

There is a river that runs west to east through the city. Also note that people live all over, although most neighborhoods are race divided.

Tibiademon555
05-25-2014, 04:59 PM
Was the room in decrepit shape since the beginning, or did that only happen after we were knocked out?

Ragnarok
05-25-2014, 05:18 PM
...What is this?

They're Xeldrians! Not Xeldriax, not Xeldrias, Not whatever. XELDRIANS.

Geez.

It so simple.

Get it right.

....XD Sorry, I just had to spaz out about how people were messing up my race. >.>

Tibiademon555
05-25-2014, 05:29 PM
Well, m139 misspelled it, so I just made up 'xeldriax' as the plural.

- - - Updated - - -

Wait a second, YOUR original post in the Time Caller Saga describing the race also says 'xeldrias' (including pronunciation, so it couldn't have been a typo)

And your post for Masin also spells 'xeldrias'

Ragnarok
05-25-2014, 05:32 PM
That's the name of the race, not the people.

Tibiademon555
05-25-2014, 05:36 PM
.........................?

Tibiademon555
05-25-2014, 05:39 PM
Sorry, I just had to spaz out about how people were messing up my race. >.>

http://x2.fjcdn.com/comments/Morgan+Freeman+s+voice+is+more+suited+for+document ary+narration+or+_6cdfde0a073134dc65a93e502ee6bbb9 .png

Ragnarok
05-25-2014, 05:41 PM
Like...

Would you call me an America, or American?

Same concept. Person of America: American.

Person of Xeldrias: Xeldrian.

Tibiademon555
05-25-2014, 05:43 PM
The people of America: American

The race of America: American

I dun geddit

Tibiademon555
05-25-2014, 05:47 PM
Are you trying to say Xeldrias is like the place they live in? But didn't they live in random forest villages around the world?

That also doesn't justify why you placed 'Xeldrias' as the race name in your posts.

Ragnarok
05-25-2014, 05:50 PM
It shares the same idea. Two different things, deriving from one thing. XD

It's complicated. I made this things a long time ago. I don't know what I was thinking. XD

Tibiademon555
05-25-2014, 05:56 PM
You can make up a different plural if you want, but there are already too many people saying 'xeldrias' for the damage to be reversed

oh man look I got a LI'L YELLOW REPUTATION SQUARE

Ragnarok
05-25-2014, 06:00 PM
Gah, alright. YOU GUYS WIN. GEEZ. THEY'RE XELDRIAS NOW. XD

m139
05-26-2014, 03:59 PM
Now that that is settled...

Please note that Hope is a town three days on foot east of here. There used to be constant communication with this town. If you have lived in Haven for a very long time, or are good at geography, you probably know at least that it is a town.

And to an earlier question, this room has been empty for many years.

Tibiademon555
05-30-2014, 01:46 AM
I should draw a HQ Caminus map.

m139
05-30-2014, 03:15 AM
If you want to, go ahead. You can expand on the map as you wish. My colored pencils and I can only go so far.

Speaking of which, map of Haven will be up within a few minutes.

---

And it is up. I will add a more detailed description eventually.

I will try to get another post up tonight... sometime...

---

bleh. my next post will be on Saturday. But you guys can do whatever till then.

Tibiademon555
05-31-2014, 02:20 AM
Rae're has replied. She says she might join in a couple of days.

Tibiademon555
05-31-2014, 02:23 AM
Also, what are those areas that look like brown lakes in the map?

m139
05-31-2014, 01:53 PM
brown lakes are deserts
red lines are major trade paths
swigely lines around part of the river just east of the center of the map represent a canyon
and the yellow-green part just above the forest in the south is marshland.

I think those may be the only confusing things on the map.

m139
06-10-2014, 09:33 PM
I'm going to wait until Thursday real time, but if nothing happens by then, I'm time skipping to the next day in the roleplay.

m139
06-21-2014, 02:55 PM
Hi guys,

I'm thinking of ending this part of the roleplay because
a) this style of gming does not seem to be working- I need to reevaluate it-
b) the next events would take more than one week, and
c) it seems like a good place to stop.

Your thoughts?

Tibiademon555
06-24-2014, 11:01 AM
Yes, I did kind of feel like the characters were being forced to follow the story rather than allowed to create it.

m139
06-26-2014, 08:20 PM
Ok, guys, this is over. Thank you all for your participation in this roleplay. Thank you all for putting up with me as a first time GM. And thank you for your skills and talents.

I hope to start part two in August, and I can say for sure thing will be a little different. In the meantime, feel free to PM me any suggestions or feedback on this part.

I will report this roleplay as finished probably this evening.

Tibiademon555
06-26-2014, 10:05 PM
https://i.chzbgr.com/maxW500/2215459584/h9B06B7E4/