Goblin Slayer

Cwispy

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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

  • 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.

  • 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:
    1. Evocation
    2. Transmutation
    3. Enchantment
    4. Alteration
    5. Conjuration
    6. Illusion
    Necromancy is a school of magic, but study of such dark arts requires tutelage under some unholy creature. So no. Your characters don't know Necromancy. They probably don't even know of it. Yet.

    Willpower: This is the attribute for the zealous or foolishly brave. Proficiencies in this category include divine magic, morale, courage, self-discipline.

  • Adventurer Registration
    This 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 Picture
    Our 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 Picture
    You 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
    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.

  • 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.
    1. Embrace the narrative and setting.
    2. Collaborate to make things fun and interesting.
    3. 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.
    4. Unsolicited criticism becomes less constructive. Respect other players boundaries.
    5. Be thoughtful with your characters. There is a reason why people don't like straight edge lords- they haven't been thought through.
    6. We are all responsible for the quality of the roleplay. Keep that in mind while making an application, and after it's been accepted.
    7. Work with me and I'll work with you.
    8. 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:
    1. Refer to me when in doubt. My aim is to be fair.
    2. I reserve the right to kick anyone out of the roleplay.
    3. You gotta have Discord.
    4. Be mindful of your fellow players.
    5. Be active in the OOC.

    Roleplay Rules:
    1. Must it even be said? No godmodding.
    2. 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.
    3. Fade-to-black for 18+. Ain't happening' in the roleplay.



    IC Posting Rules:
    1. 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.
    2. Proofread what you write, at least once.
    3. 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.
    4. 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.
    tenor.gif
    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:
    1. I write a post. 3 goblins have beset a single fighter character who is good with a sword and shield.
    2. The player gets the first action, because goblins are slower and lack the element of surprise.
    3. 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!"
    4. Sounds good. I deliberate.
    5. 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.
    6. His reset into a defensive posture is successful.
    7. The player essentially posts numbers five and six.
    8. 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.
    9. I post number 8.
    10. We go back and forth like this until combat is over.

 
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CS template credit to darkflames13

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APPEARANCE
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Cas is a handsome young man, a bit weather-worn from his time as a hunter. He is of average height, 5' 6" and weighs roughly 137 lbs. His hair is a dark brown with eyes of a similar color. His hair is a bit longer, the length to his shoulders, but he tends to keep it put up so it stays out of his face. He has a moderately sparse beard and mustache, which he claims he keeps trimmed but the truth of the matter is that he can't grow one any longer than he has. While Cas is a half-elf, he looks very much human. The only indication to his heritage is a slight point to his ears.

Full image here.


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PERSONAL
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Motivation: To make his own way in life, protecting those around him who cannot protect themselves.

Bonds: He is bonded to his father first and foremost, despite going against his wishes; his creed is one of treating nature with respect, and despises the wanton destruction of wildlife.

Ideals: To have humanity live in harmony with the natural world, even if it means giving up some luxuries.

Flaws: Because he never had much need of it, Caspian enjoys money and the things that can be bought with it a little too much, often buying stupid things that have no use.
Caspian is deathly terrified of small spaces, and will require intense coaxing or intimidation to enter any space that he cannot safely stand and spread his arms to his sides and above him.


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BACKGROUND
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Cas was born to a pureblood elf woman and a human man. Once he was born, his mother left the two to go back to her people. She promised she would return one day, but she never did. Caspian's father, Hector, was a woodsman who taught Cas the ways of surviving in the forest, including how to properly hunt and cut trees, but also that to continue living they had to give the forest something back. This often led to seasons of replanting seeds and feeding the animals of the wood.

Among other woodland skills, Cas was also taught to garden and farm, to not only take from the forest but to grow their own food as well. He was taught foraging, skinning, cooking, etc. He became rather self-sufficient with his father, but yearned for more. The thought of adventuring life appealed to him. He wanted to make his way in life, to become a protector of those weaker. He began to teach himself to fight, against his father's wishes. He then set off to the city, hoping to become an official adventurer.


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STATISTICS
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Class Name: Huntsman
Favored Attributes: Agility, Intelligence
Attribute Penalty: Strength
Proficiencies:
  • Shortbow- Using a bow for shooting at things. Hasn't been in a real battle.
  • Foraging- Collecting edible plants and medicinal herbs. His best skill.
  • Tracking- Finding trails via footprints, disturbed brush, snagged clothing or fur, etc.

Perk: Low-Light Vision, can see twice as far as humans in dim light.


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INVENTORY
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EQUIPMENT

Wooden Shortbow: A simple bow used for hunting, it was bought from travelling merchants the pair met on the road a few years back. It is well-loved, definitely not new, but still sturdy. The bowstring is made of deer sinew. Caspian has a total of 20 simple arrows in a basic leather quiver.

Iron Handaxe: Used for chopping away underbrush, this axe is not made for fighting. It is balanced for work, not battle. The blade is chipped in places and it needs a sharpening. The handle is covered in a soft leather that has been darkened from the oils in Caspian's skin.

Hunting Knife: A tool, not a weapon. Perhaps useful in a pinch, but this knife's main purpose is to cut hide from flesh and to cut meat to properly prepare it. Sharp, but not for fighting. The handle is a dark, hard wood.

Hide Armor: Armor crafted by his father, made from various hides. The armor is patchwork, made mostly to stop a charging buck, not a weapon. Definitely not master craftsmanship, it was made for survival not appearances. It is older, some of the pieces beginning to come apart at the seams. Caspian keeps it together by clumsily sewing it back together with sinew when needed.
ADVENTURER PACK

Rations: Food that Caspian has brought from home, as well as some that he has foraged on his way to the city. The rest he has bought with what little money he had. Has enough for probably 4 days.

Hemp Rope: Worn hemp rope that Caspian brought from home. It is bloodstained in places, from stringing up deer. He has 15 feet.

Tinderbox: A small wooden box containing his flint and steel, as well as some dried grasses, shredded cloth, and bits of paper for lighting fires. Contains a 2 ounce bottle of kerosene to help start fires, but not enough to fill a lantern.

Fur Blanket: A blanket made from rabbit furs. Warm and comfortable, though a bit matted and damaged from years of use. Just big enough for him.

Waterskin: A leather waterskin filled with a few days worth of clean water. It is a simple skin, one he would take with him on hunting trips.

Pouch of Medicinal Plants: While these plants cannot be used to cure any poisons or heal a wound like divine magic can, Caspian carries some various plants than can help with some minor ills like nausea, stomach cramping, headaches, etc.

CASPIAN
LOCKWOOD


Nicknames:
Cas
Aliases:
None


Age:
20
Race:
Half-Elf


Gender:
Male
Sexuality:
Heterosexual


Rank:
Porcelain
x
Color:
#585814



playlist:


The Hooded Man
Peter Gundry


Moonsong
Adrian von Ziegler


Wild Woods
Brandon Fiechter


Hero's Journey
BrunuhVille
 
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Personal Info


Name: Acacia

Age (between 16-20): 18

Appearance (image is fine):

(Ignore the super cool armor. That'll be part of her promotion if she gets that far)

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Race: Human

Background: Acacia lived peacefully (or as peacefully as she could) with her retired Bronze Adventurer mother and current Bronze Adventurer father and helped run a trade post at the heart of Alexandria. Her parents were part of the expedition of Alexandria 20 years ago, and were both on the front lines. Her father was a knight, full armor and all and her mother a spearwoman.

Due to her skin being exposed, her mother's leg was severely injured and stripped her of her ability to walk properly, forcing her early retirement. Her father still Adventures, and stresses the importance of full body armor at all times.

He taught her how to properly wield a sword so that she could defend herself in case of monsters, bandits, or whatever type of enemy that came that day. Her parents disciplined Acacia body, mind, and spirit, unintentionally making her believe that following in her parents' footsteps was the only path she could take.

Motivation: Acacia hopes to become someone others can look up to by becoming the best possible Adventurer she can be. She is also doing this because it feels like this is her obligation to her parents and her past relatives who took the same path.

Underneath those main motivations, money is also a reason. She hopes the life of an Adventurer will allow her to keep the lifestyle she is accustomed to.


Bonds: Bonded to other Adventurers; or in this case, retired Adventurers

Ideals: She wants to fit the ideals of what it means to be strong. To also become the role model to others as her father is to a handful of beginner Adventurers

Flaws: Perfectionist, Excessive fear of failure, A need to fulfill expectations from other people that isn't actually there.



Class Info


Class name: Sword Swinger

Favored Attributes: Strength, Endurance

Proficiencies: Heavy sword experience, Heavy armor experience (Her dad was a knight. She wore his armor to get used to the weight), Heavy shield training

Equipment: Broadsword; Good condition, Clad leather armor; Good condition, Small round shield; Okay condition

Adventurer Pack: Rations, 1 Dagger strapped against her calf (For emergency situations only, such as being disarmed. Don't need another Warrior situation), 2 small bottles of health potions/tonics (Kept the number so I can keep track myself), 1 roll of bandages


Perk:

Acacia holds a scroll of Divine Intervention gifted to her by her parents. The scroll is set to teleport the user from their current location back to the Guild.

It is a one time use emergency exit that can only be used on one person.

She will not nor has she told anyone about the scroll, since she saw no reason to. Acacia also worries that someone in her party will blab about it to the wrong person and cause issues.


Rank: Porcelain
 
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Lucaru "Luca" Rosu

OVERVIEW
Rank:
Porcelain
Class:
Spear-wielder


Age:
18
Race:
High Elf


Gender:
Male
Sexuality:
Homosexual







APPEARANCE
A lithe Elf with red streaks in his feathery brown hair. Luca's perky nose, fanged mouth, and dark feline eyes exude a resting mischievous face. Aside from his notably streaked hair and pointed ears, Luca is distinguishable by the beauty mark under the left corner of his mouth. Tends to wear slim, inexpensive clothing and black boots underneath the crimson cloak sashed around his waist. Has a coupled jewelry talismans to attract luck, but their magic seems more placebo than real. Typical of Elves, Luca doesn't don much in the way of armor when adventuring as he values his ability to run and dodge over taking hits. Does possess a single plated gauntlet for parries and strikes, as well as a leather hip bag and left glove.

PERSONAL
Motivations: Building the caravan's funds so they can afford protection for their journey into the Frontier, and to explore without his kin attached at the hip.

Bonds: Bound to his gypsy clan above all others -- not to say the Rosu typically have much love for outsiders -- and hesitantly the Twin-God Gemini, whose destination for Luca's people has yet to be identified.

Ideals: As all Rosu would say, to live independently as a freefolk. An ideal ingrained within ever since their bondage and subsequent never-ending flight.

Flaws: A combination of flair and twirls color his spear-fighting, a quirk originating from his people's love of dance. Certainly a streetside spectacle, but its practicality is rather dubious. Likewise, Luca's impish nature toward outsiders as well as his lack of personal space certainly lends itself to Rosu stereotypes.

BACKGROUND
Kin of the eccentric Elven clan Rosu, a gypsy caravan. Unlike most High Elves, Rosu Elves are nomadic; a result of their original pilgrimage away from enslavement. Further, Rosu Elves' intake of meat and hunting -- alongside adherence to their patron Twin-God Gemini -- gives them an ill, rascally reputation among most High Elves. Lucaru, one of Rosu's youngest, was caravan-raised which made him very familial and feeling crowded. Taking to the role of hunter-trapper for alone time with cord and spear, which he became adept with after a few years.

The Rosu caravan itself had been following their Flame-Seers' visions and finally arrived at Alexandria's south-west forest. They've started building a sizable amount of gold off their Seers by offering fortunes to hopeful adventures in exchange for coin, in the name of the Twin-God of course. The caravan's own fortune has them marked for a path further into the frontier wilds in search of who knows what, but their god Gemini has yet to lead them astray. While the Seers tell fortunes, scavengers scavenge, and the dancers dance, Luca has elected to join the Adventuring Guild to do his part and bolster the caravan's funds so they might, eventually, safely follow the dangerous path the Twin-God has set...

STATISTICS
Class Name: Spear-wielder
Attributes: Agility, Willpower
Proficiencies:

  • Hand Projectiles: as a knife juggler, pebble slinger, and spear hunter, Luca's ability to nail someone wherever he pleases with whatever he pleases is rather uncanny.
  • Staff Weapons: started with a tree branch and worked his way up to mesmerizing pole dances. Not that kind of pole dancing.
  • Gemini Prayers: Characteristic of all Rosu Elves is their connection to the Twin-God Gemini. It's mostly just memorizing a few words.

Perk:
Twin-God's Sight, Can ask a Fire-Seer of his caravan for fortunes on coming adventures (x1 free dodge or hint per adventure).


INVENTORY
EQUIPMENT
Elven Spear: A comparatively decorative weapon refurbished over the years. It's wider blade allows for slashing as well as throws and thrusts, and has a couple notches on the staff for attaching cord. As with all gypsy possessions, it has been well cared for.
Throwing Daggers: Short blades with a curved edge, the multitools of Luca's arsenal intended for slinging, stabbing, skinning, and a few other S's.
Plated Gauntlet: Originally a trophy acquired from the remains of someone who'd been harassing the Rosu. The fingertips have been filed to points that it could pass as a caestus or actual claw, but its stronger aspect is its makeshift use as a parrying shield. That's the idea, anyway.
ADVENTURER PACK
  • Ropecord
  • Health Potions
  • Matches
  • Oil Flask
  • Rations
  • Bandages
 
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Name: Hanako Kathoey
Age: 19
Race: Human

Background: Hanako was born and raised on a farm, growing up with little more to do than tending to fields and animals, though she long dreamed of being a brave heroine, saving princesses and slaying hoards of monsters single handedly.
As such she secretly began training with her father's old sword.
Eventually she had a falling out with her family over an arranged marriage with a neighbor she thoroughly detested and ran away, carrying coin and supplies she had stocked up over the years.

Motivation: Hanako travels due to a childhood dream of seeing the world and vanquishing evil, for the most part anyway... She would also like to make enough money to buy food and pretty things...

Bonds: After fleeing her family farm Hanako isn't particularly close to anyone, and never was very faithful.

Ideals: Hanako wishes to be like all the heroes she was told about in stories by her family, slaying evil and working for the sake of good, never backing down when someone needs help.

Flaws:
Fear of water: Hanako never saw large bodies of water on her farm, and is terrified of anything more than a tub full.
Uneducated: Hanako knows little about the world outside of farming, and can often come off as stupid to those around her.

Class Name: Armed Farmer

Favored Attributes: Strength, Agility

Proficiencies: One Handed Swords, Light Armor, Small Shields.

Equipment:
Father's Old Sword: A sword that used to belong to her father, it is spotted with rust and the blade is somewhat dull and chipped.

Leather Armor: A cheap, crude set of armor sloppily sewn together by Hanako out of scrap leather and worn out clothing.

Wooden Buckler: A cheap disc of wood intended for training, newly purchased but nothing special.

Adventurer Pack:
Rope 50ft: This is an adventurer thing right?
Needle and Thread: Good for sewing up worn out clothes!
Clean Rags: Almost as Good as a Bandage!
Rations: Made em Myself!
Torch: Fire is my Friend...
Flint and Steel: As above
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Dunryd, Son of Gunryd
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Age (between 16-20): 17

Appearance: Despite his dwarven heritage Dunryd doesn't seem to have inherited his fathers stout and short frame, rather he looks like any other human. His black hair was inherited from his father, owing a single sliver of dark red in his bangs to his mother. His eyes are grayish blue like the surface of a frozen lake. Another gift from his mother.
He often dresses in his novitiate garb, wearing the signature red shirt and black pants with some simple black boots. An emblem of flame loosely dangles around his neck at all times, symbolizing the First Fires and ideals of Morn. When he suits up for combat he pulls a chain shirt over his red shirt, and slings a leather strap over his shoulder and a belt around his waist. Both bear the same symbol of his medallion embossed in the leather.

Race: Half Dwarf

Background: Dunryd was a novitiate in the First Fires before he sought to become an adventurer. He kept the fires burning day and night while studying the myths of the Five Adventurer Patrons- especially Morn. Most novitiates of Morn are expected to become adventurers, traveling the trodden path of the legendary hero. Assuming they have filled their duty to Morn during their career as an adventurer, they then retire to priesthood, keeping the fires lit and training fledgling novitiates.
When asked, Dunryd makes a side note of his father- despite the fact his father Gunryd led the expedition into the Frontier- and instead tells folk about his beloved mother, Shield Maiden Eydis, the Silver Adventurer who gave her life defending the city against the orc hordes. A statue of her was erected in the Forum in her honor.


Motivation: Dunryd seeks riches like his father, glory like his mother, and power like Morn.

Bonds: The Guild, The City, the Register Clerk, the temple priests, and a handful of other citizens he's intimately connected with.

Ideals: Dunryd fundamentally believes in the importance of Alexandria as a city in the frontier. He would die defending her. Being a novitiate of Morn, however, means that he fundamentally believes that there are beings so great and powerful they look upon mortals like men look upon ants... and that it's the right of the mortal to steal this power for himself.

Flaws: Refuses to accept favors from his father. It's probably a pride thing.

Class name: Novitiate

Favored Attributes: Willpower, Strength

Proficiencies: Sacred Oath to Morn, Warhammers, Medium Armor

Divine Incantations
Sacred Flame: The symbol of Morn appears on an enemy and then bursts into flame. 2/per day
Banishing Bonfire: This incantation can be used to light some kindling to make a fire. Creates a 30ft radius that monsters cannot enter. Stays lit for 1 hour. 1/per day

Equipment: Warhammer [One handed, Used], Black Cloak (frayed and worn), Single Knife (rusted), Chain Shirt, Holy Symbol of Morn

Adventurer Pack: Hammer, 5 pitons, a coil of hemp rope (50ft), a chord of wood, a tinderbox, 2 days rations

Perk: Thief of Morn:
This is a power tied to the legend of Morn. Dunryd can use it himself or bestow it upon another. It allows the use to steal a power from a greater being. Morn and his siblings used the power to steal the elements and magic back from the gods before they could sever its connection to mortals.
But would it be wise to steal tainted power from demon sovereigns and the incarnations of evil?


Rank: Porcelain
 
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We are looking for more players! We have up to 3 open slots :D
 
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