- Posting Speed
- 1-3 posts per day
- 1-3 posts per week
- Writing Levels
- Adept
- Advanced
Banner created by @Jessica2477
Welcome to the Goblin Slayer RP!!
We currently have three open slots available. PM me if you're interested.
My name is Chile and I am your GM. I have taken liberties with the setting and story of Goblin Slayer as you will see. What I wanted to enshrine, in my stab at this roleplay, is that grim, dark fantasy setting, where adventurers undergo harrowing experiences and are forever changed. And of course- goblins. Lots of goblins ;)
You are adventurers- or at least you want to be. For now, you're little more than peasants with a bit of training and equipment. You seek the professional life of adventure, hoping to win money, fame or glory. Awarded the rank of porcelain you've accepted your first quest with other like-minded adventurers your age. Your first task is to clear out a den of goblins terrorizing a nearby village.
You don't know the horrors that await you.
Discord|IC
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Core Assumptions
The world of this roleplay is built off the following assumptions.
- You begin as a porcelain level adventurer. You are weak and inexperienced. Remember that.
- The world sits at late medieval to early renaissance technology. A few clever inventions may be conjured up along the way ;)
- This roleplay contains dark fantasy elements. Vampires haunt the halls of accursed castles, necromancers bereft of all sanity animate horrifying cadavers cobbled together from the parts of their victims. Devils, werewolves, goblins, and all sorts of monster and beast tear at the fragile bonds that keep civilization intact. Embrace it.
- Most of good gods have left the world. Evil lords rise and it's your job to fight off their foot soldiers and protect the realms. Patron beings still exist and do offer their power to the faithful.
- Magic has not left the world, but its connection has been severely weakened. Only those trained in the arts can wield it.
- The world is changing. As kingdoms war amongst themselves in petty squabbles, the forces of darkness fester in the shadows, growing like rot in a wound.
- Your characters live in a world where information is limited, and the technology to deliver that information is crude and cumbersome. Remember that.
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So you want to be an adventurer?
Adventurers have two faces always. In one light they are heroes vanquishing evil beyond the reach of most mortals, a sign that the gods still have mercy in their hearts; legendary figures on the hearts and minds of the downtrodden who plow fields and raise crops. In another light they are mercenaries, motivated economically by the opportunities only plundering ancient ruins can provide. Entire guilds and leagues of traders follow the footfalls left by adventurers.
But anyways, enough philosophy. What makes an adventurer? Their class, attributes, and equipment. The six attributes are as follows:
Strength: A measure of raw physical ability and athletic prowess. Mostly governs competency with weapon types that require strength to wield well.
Agility: Aptitude in arts that require more finesse, like archery, acrobatics, stealth.
Endurance: A measure of stamina and staving off exhaustion. Proficiencies in this category are heavy and medium armor, wielding large shields.
Intelligence: Mental acuity, powers of deduction, logic and reason; intelligence is very important for survival. Proficiencies that fall in this category are things like knowledge of specific types of lore, ability to make medicines or poisons from plants, or knowledge of making and disarming traps.
Magic: There are six schools within magic that require special training to utilize. If you choose magic as a favored attribute, choose only one school. They are as follows:
- Evocation
- Transmutation
- Enchantment
- Alteration
- Conjuration
- Illusion
Willpower: This is the attribute for the zealous or foolishly brave. Proficiencies in this category include divine magic, morale, courage, self-discipline.
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Adventurer RegistrationThis character sheet is your argument to me as to why you should be accepted into the roleplay. It shows me that you can follow directions, create a coherent character that keeps the genre/setting in mind, and will be fun to work with in crafting a narrative. Thanks!
Please PM your character sheet to my inbox for review.
Name:
Age (between 16-20):
Appearance (image is fine):
Race:
Background: This is what your character did before they decided to become an adventurer, or what their family did. Keep this brief. We don't want your life story.
Motivation: Why does your character want to adventure?
Bonds: Are they bonded to a faith, creed, or maybe even other adventurers?
Ideals: Do they have things they want to live up to?
Flaws: Bits of their character that they and others may find unappealing.Class name: This should evolve over time, so choose something basic.
Favored Attributes: (choose two of these six: Strength, Agility, Endurance, Intelligence, Magic, Willpower)
Proficiencies: Choose three specific proficiencies (weapon type proficiencies, armor proficiencies, magic schools, etc)
Magic Spells (If you've already selected Magic): Create two from your selected school. These are weak spells at first. Once I see the spells you've come up with, I'll determine how many time you can use them in a day.
Divine Incantations (If you've already selected Willpower and you're playing a cleric or paladin type character): Create two that fit your deity. These are weak incantations at first. Once I see the incantations you've come up with, I'll determine how many time you can use them in a day.
Equipment: Remember, you likely won't have very good equipment first. For each piece of weaponry or armor, describe its condition for me.
Adventurer Pack: What type of things do you have in your pack? What tools do you bring for a dungeon? Choose 6 things in limited quantity.
Perk: This would be a tangible boon to your character, that I will in turn impose a disadvantage or condition on you for having. You do not need to take one. And it doesn't have to be based on your characters background. But here is an example that could be conjured from a choice in background: your character comes from a rich family and has silly aspirations of becoming an adventurer despite their parents' wishes. Your family has purchased you good equipment in excellent condition. The disadvantage to this is that you are especially fragile.
Rank: For now you're all porcelain, which means you're fragile. -
The Small PictureOur humble tale begins in the city of Alexandria, sitting like a pearl of culture and civilization out in the frontierland, the unexplored reaches of the west. Supporting Alexandria is a web of surrounding settlements-farming villages, cozy hamlets, small mining towns-all staking their meager lot for the promise of prosperity. Alexandria is the gateway to this region in the world. Despite its relatively small size as a city, Alexandria's Frontiers Guild is one of the largest adventuring hubs on the continent. Begging to be looted is a land ripe with ancient ruins and dungeons.
And of course this frontier is teeming with monsters…
The Big PictureYou live in the world of Eos on the continent of Aemeri, the land of freedom from tyrannical kings across the sea. It is said that this is a place where everyone is welcome... mostly. On Aemeri there are six main principalities, or smaller kingdoms, that sit on the eastern coast; Pennitus, Virginus, Geminus, Percia, Dukeland and New Raventia. They all have their own characteristics and qualities that they've grown around, although the common tongue is one thing that binds them all. Conflict also binds them, whether aiding a foreign war or starting skirmishes here in the homeland- these principalities have not stopped their quarrels that began some time after their settler days.
Other details about Aemeri; the three races most prominent are dwarves, elves and humans, the rest are a minority. Percia, Dukland, and Virginus practice slavery; common slaves are dark elves, humans and halflings. Currently Geminus and New Raventia are engaged in open warfare with Percia, while the other three principalities support one side or another in unofficial capacities. These six principalities are largely monster free, and many of them have even outlawed adventurer guild establishments, forcing it into a black market.
The Districts of Alexandria
Alexandria has four main districts; Gunryd Row, the First Fires, the Bunk, and Gray Wolf Keep.
Gunryd Row
The titular district characterized by the large, two mile road that runs straight through the whole city from east to west, is named after the dwarven entrepreneur/adventurer Gunryd Lockstock. It was Gunryd's unbridled passion for discovery and pursuit of freedom that sent him on an expedition out west nearly 20 years ago. It was him and his caravan that founded the city, and they still run it to this day.
- Alexandria's Frontiers Guild: This is the first building built in Alexandria and the centerpiece of the entire city. It's origins were built into the framework, some of the interior is built from remnants of the old caravans that were used when Alexandria was just a camp, back when better building materials were scarce.
- The Forum: The large plaza with the Frontiers Guild at its center. This is a place where the public congregates regularly, buying from local market stalls, doing official business, or submitting requests to the Frontiers Guild.
- Gattonsvale's Trading Post
- The Queen's Dangly Bits Inn
- Almost every type of artisan that you can think of surrounds the Frontiers Guild.
- Customs offices and official buildings and shit.
The First Fires is a large open air park, located in the northern part of Alexandria, that houses a single temple whose construction balances pragmatism and ornateness. People come from all over in the Frontierland to pay homage to this temple that sits among the tall grasses and large willowy trees. This temple is dedicated to Morn, Son of Sophia, one of five patrons to adventurers.
Inside is a large brazier that sits at the feet of a statue of the Goddess Sophia. The brazier is made from swords welded together, and inside burns an undying flame maintained by the local priests day and night. It is said that this flame was lit on the first day that Alexandria became a city, long before the temple was even built.
The Bunk
This is the residential area of Alexandria. Unlike most cities in any one of the Kingdoms, the Bunk is a very diverse residential area. It's a melting pot of races and culture and each has their own standard of dwelling and architecture. In the Bunk you may happen to walk past any of the following: multiple rows of low slung stone dwellings wrought with heavy iron furnishings, in the style of the dwarves; elven grove homes built into the branches of the massive, grafted boughs of Mother Willow, whose overgrowth is unavoidable in almost all parts of the city; underhill burrows of the hearth and heart halflings; dark elven subterranean dwellings connected by a spider web of labyrinthine tunnels; and the swampy, semi-submerged mud built adobes of the lizardfolk.
Gray Wolf Keep
This is the local militia-run keep built into the wall that surrounds the city, sitting on a hill that looks off to the southwest. Rather than being an edifice dedicated to imposing law and order, the keep is a precautionary safeguard against the monster hordes. Most adventurers rank sapphire and above have obligatory duties at the Keep, but most routine duties are run by a local volunteer militia.
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Player Criteria:
This is what I expect from potential members who want to join the rp, and players who have already had their characters accepted.
- Embrace the narrative and setting.
- Collaborate to make things fun and interesting.
- Treat your writing with care and consideration knowing that the other players will be your audience. Bring your A game and be open to constructive criticism.
- Unsolicited criticism becomes less constructive. Respect other players boundaries.
- Be thoughtful with your characters. There is a reason why people don't like straight edge lords- they haven't been thought through.
- We are all responsible for the quality of the roleplay. Keep that in mind while making an application, and after it's been accepted.
- Work with me and I'll work with you.
- This isn't an exhaustive list of my criteria. If I don't want you apart of the roleplay, well… c'est la vie.
Rules
General Rules:
- Refer to me when in doubt. My aim is to be fair.
- I reserve the right to kick anyone out of the roleplay.
- You gotta have Discord.
- Be mindful of your fellow players.
- Be active in the OOC.
Roleplay Rules:
- Must it even be said? No godmodding.
- Do you best to stay true to your characters. Roleplayers often default to what they, the in real life person, would do. Well that's not roleplaying, right? What Would my Character Do? This is your mantra.
- Fade-to-black for 18+. Ain't happening' in the roleplay.
IC Posting Rules:
- Posting expectations is set at a 2-3 paragraph minimum. Two paragraphs for when you're firing off back and forth, as needed. Three paragraphs and more when the pace slows down.
- Proofread what you write, at least once.
- Post at least once a week. Other than that, obey the flow of traffic. If posting naturally picks up pace and everyone is keeping up, kosher. But if people are getting left behind, I'll step in and put the breaks down.
- Collaborative roleplaying done together in google docs or something else is totally recommended. It's a super fun way to roleplay if people can work it into their schedules.
Dungeon Crawl Rules:
So this is a little different. I'll try to keep it simple and post a little example. All too often in roleplaying, characters become vain power fantasies that players cling to a little more than is good for the roleplay itself. I see this most often in combat as GM's write in combatants that players swat away with ease because their triumph is basically written in.
Welp not in GS roleplay. In the spirit of TTRPG where threat is real and not scripted in, we're gonna do things a little differently. When I write a post, I will not only describe the setting, but I will describe things your character notices, sensations they feel, and smells they smell. In this regard I'm acting like a DM.
And normally in combat during a D&D session, you, the player, tell the DM what you would like to do. Then it's up to the dice gods and the DM. How I arbitrate your successes and failures remains behind the screen and in that sense you are in my hands.
I am fair and ultimately I want you to succeed. I might even save you from your own mistakes.
Once.
But to maintain the mood of the roleplay I need your characters to suffer.
We'll work this out with a combination of OOC deliberation and IC posts.
Example:
- I write a post. 3 goblins have beset a single fighter character who is good with a sword and shield.
- The player gets the first action, because goblins are slower and lack the element of surprise.
- In OOC, player tells me what they want to do. "I'm going to swing my sword at the one nearest to me, then reset into a defensive posture with my shield up!"
- Sounds good. I deliberate.
- The character is good with a sword and shield so his first strike lands a killing blow, since the goblin has no defense. It's skull is split open.
- His reset into a defensive posture is successful.
- The player essentially posts numbers five and six.
- Now I decide that since he's reset, and that was a good idea, when both of the other goblins strike after their buddy died, their blows are deflected by the shield.
- I post number 8.
- We go back and forth like this until combat is over.
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