Strange things are happening at a local wizards tower in the middle of nowhere, and a haphazard group of strangers unwittingly bear witness to a prophecy coming true. In fact, it's one of 27 prophecies heralding the end of the world.
Will anyone realize what they've seen? Will they join a quest to save the land from evil?
WHO: Everyone is invited! Character Bios/Pics are not required, but totally encouraged! Post 'em if you got 'em.
WHAT: In our first session a pair of individuals witness something real strange with bones coming to life! Supposedly because of an old wizard that lives in a nearby tower. For this session, strange things are happening at the tower! You do not have to be someone from the first session. This is a high fantasy world, so you can be just about anything! Most people have heard of the "27 prophecies" but almost no one knows what the actual prophecies are.
WHERE: Join us in the 27 PROPHECIES chat room. You'll find the link to our chats in the CHAT tab when it's time to play.
HOW: This is a ACTION SETTING WITH IMPROVISATIONAL GAME MASTERING. That means the object of this roleplay is to interact with other characters, and from those interactions I will create a plot and story around you. There will be action moments, where strange events will happen and your characters will have to work together to resolve it. With this ChaRP "lol random" behaviors are discouraged -- what your character says and does will have in game consequences, so choose wisely!
My roleplays are alwaysNEWBIE FRIENDLY so even if you are terrible at roleplay or have never participated in a ChaRP before, this will be easy for you to get involved in. :D Ask questions, let me know when you need help. I often give tips and direction out of character in the main chat room when people need a little direction.
EASY CHARP TIPS!
Try to show up a good 10 to 15 minutes before the ChaRP is to begin. That way you can read up on any important info, and it makes it easier for your GM to know how to start off the ChaRP when there's a head count.
Don't worry if another player is doing something similar to your idea. DO IT ANYWAY! Similarities and things in common happen in real life too. Everyone also plays differently, so two characters who are both "sweet and shy" will still end up being totally unique people. Two assassins could create a fun and interesting conflict!
Talking to other players about their character before the roleplay is a GREAT way to create connections and background for your own!
Post SHORT AND FAST. Charps are very quick pace and contain a LOT of players. Players can't wait 20 minutes for you to write a wall of text, and if there's too much text they won't be able to read it fast enough and will MISS details. If it takes you longer than two minutes to type your post, you are taking too long and might get lost in the action. This is an exercise in quick and concise writing!
Make sure your character name is mentioned in every post, close to the start of it if possible. This is especially helpful when there's many players, so we know who is playing what character.
Like in Real Life, a character may not be able to acknowledge or notice your character immediately because they are engaged in doing something else. (For example a new character walking in to the room, but the other characters arguing about muffins and do not see them.) Don't get discouraged if you go can't get someone to interact with you right away. Just keep posting and doing actions with your character, or even approach others who also seem to be idle and it WILL happen.
Do not take events in the roleplay personally or assume that bad reactions are because they think you/your character sucks. Everyone is playing a character and reacting to things as their character would!
Name: Sharandula Molchaniye Zoloto Profession: Bandit/Swashbuckler Nickname: Shara Alias: Ceridwyn of the Meadows Alias: The Golden Fox Age: 15 Appearance: Short red hair, blue eyes, short, wiry build, almost always wears a mischievous smirk. Shara dresses in nondescript boys' clothes, usually a billowy shirt and pants, buckskin boots, and a matching waistcoat. When "in action" as the Golden Fox, she also wears a mottled orange-yellow hooded cloak with "fox ears" sewn onto the hood and an orange-yellow scarf wrapped around to hide her face.
Bio: Shara was born into the Zoloto Clan, a nomadic tribe of traders, performers, and providers of dubiously moral services. From her father, she learned the art of the rapier and dagger, how to pick locks and pockets, climbing and parkour, and how to get into and out of tight spaces. From her mother she learned how to cheat at gamble with cards and dice, a few cantrips for the talent of minor sorcery that runs in her family, some tricks of prestidigitation to make her magic seem more powerful than it is, and fortune-telling. From other members of the tribe, she picked up some skill in disguise and smuggling. She is not a master at any of these things, though her level of overconfidence might create that impression among the young and naive.
One day while plying their trades in the port city of Iskandahr, the Zolotos were rounded up in a progrom and confined to a workhouse. Shara narrowly escaped, but her parents didn't. Since then, she has taken up the life of a minor bandit, trying to scrape together enough money to buy her parents' freedom. When she can, she prefers to "rob from the rich to give to the poor," though her actions aren't quite as selfless as that sounds. In return for the occasional bit of help, she gets modest support from marginalized communities, such as places to hide out, and the occasional bit of rumor intel.
So far, she's managed to stay one step ahead of the authorities, and that's just the way she likes it.
A little over a year ago in a town called Rowenfel, it was not gendarmes she needed to stay ahead of, but a soul-eating spirit that was accidentally conjured on Reaper's Night, followed by a plague originating from one of the revelers. Which meant a hasty exit from Rowenfel and its environs was definitely in order.
After a year of hard travel and scraping by, she found her way to the village of Snowdrop Hollow, in time for another holiday festival she hoped would leave her in better straits than the last one.
And it did...sort of. After an encounter with a mysterious old man telling tales of fey magic, she left Snowdrop Hollow with a chest containing equally mysterious items, including a cryptic map. Without a better destination in mind, she followed the map's course, which led through another village. As she drew near this next stop, she passed travelers with warnings of a monster that stalked the town.
Shara does not know exactly what happened after her arrival in that village; she woke up to find herself and a few other adventurers were the only survivors of a massacre. Together, they sought answers, ultimately confronting the shape-shifting monster responsible for the killings. With the death of the creature, the village caught fire, and Shara was forced to flee.
Following the map given to her by the old man, Shara found herself in another isolated village, with a run-down tavern as the only place to find rest and refreshment...
A modest bolt of flame shot from the fingertip of her index finger. It causes only minor damage, but can be enough to ignite flammable materials under suitable conditions.
A cantrip that performs minor repairs to damaged objects, such as fixing a tear or hole in fabric, or a crack in pottery. It cannot be cast more than once on the same object in the same lunar cycle.
This cantrip muffles sound generated by the user for five minutes, offering a moderate boost to stealth. It can be cast once per day.
Shara carries a well-balanced arming sword that is small enough for her to conceal under her cloak, but able to deliver quick cuts and thrusts.
Old Chest: The mysterious old man in Snowdrop Village gave Shara a battered old box containing the map, a strangely elaborate key, and an antique bottle of wine.
Key: Shara does not know what lock this key might open. As with the other items in the chest, she was told that it would come in useful for her quest to free her family, "at just the right moment."
Bottle of wine: The bottle looks valuable, and it does seem to contain wine, but Shara has not opened it.
Cryptic Map: The map looks very old, and it seems to be of the local area, with a course leading through a few of the small villages along the lake, down the river, and up into the mountains. Nothing on it indicated who made it or where it came from. Or even what would be found at the end...