A Cliché Fantasy Roleplay: Velgen Under Attack

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Ute

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The Story So Far

It's nearing the end of summer and Velgen has been steadily sending shipments of timber, foodstuffs and other supplies to the forts upriver. Similar caravans have been taking the supplies westwards to Kier, but have come under attack by unknown forces. Unable to spare any soldiers to guard the caravans due to skirmishes in the mountains the Kier Duchy has opened a contract for sell-swords and mercenaries to guard these caravans. You have been hired or otherwise brought into the fold of this and have joined a baggage train returning to Velgen from Kier. The baggage train is loaded with quality goods and the merchants fear being ambushed on their return home. It seems that Velgen has recently come into a plethora of problems as well recently and there's plenty of work for anyone willing to do it.





Basic Setting Informationchats-ulthar.jpeg

Duke Alman Kevans commissioned the construction of Velgen 8 years ago intended to supply lumber to his northern campaigns against the goblin and orc incursions. As the intensity of the campaigns dwindled the duke elected to construct a string of mountain forts in the Ironback Mountains to keep the scourge at bay. These newly requisitions forts solidified Velgen as a prime timber supplier and ratified it under the Keir Duchy's authority.

Velgen sits near the southern borders of the Keir Duchy on the edge of a massive forest dubbed The Borderlands Forest. The trees there are centuries old and the wood is uncharacteristically strong. Nearby the Ironback River flows from the north-eastern mountain ranges and has allowed Velgen to quickly send large shipments upriver on barges to supply the fort-lines. On top of this great beasts were rumoured to live in the forests and their fur has fetched a high price among the nobility in the capital city of Keir. Along with the injection of funds from the dukedom Velgen has grown immensely and boasts a population of nearly two thousand inhabitants, with the numbers swelling during the cold months when farmers cannot work their crops.

Most of the buildings in Velgen are made of a half-timber construction with brightly painted wooden shingles. The town center, guards barracks, and the Temple of Killan are all built of stone and are among the largest standing buildings in the village. Cobblestone roads lead to the town square where a large open air market is held daily providing a variety of daily goods and necessities for the woodsman that are the lifeblood of the village. Alleyways are built of packed gravel paths though they're known to become a muddy mess during heavy rainfall.

An hour or so west are the harbours for the barges that bring the timber upriver to the Ironback Mountain Forts. A gathering of warehouses have been constructed here that allow the stockpiling of goods during the winter when the river freezes over. Juxtaposed to the docks and filling in the distance between them and Velgen are the flat grazelands and crops that supply Velgen with wheat, mutton and more.

Gods and Religion

Alliria is the Goddess of Flowers, Poisons, and Birds. She appears as an older woman clad in robes with a bushel filled with flowers and herbs. Sparrows signify her presence and her followers are recognized by the flowers they wear in their hair. During weddings and pregnancies women seeking Alliria's blessings adorn their hair and bedrooms with flowers. It is said that a birds nest on the eaves of a home is a sign that Alliria has blessed the home. The Temple of Alliria is composed of a small wooden home on the western outskirts of Velgen whose inhabitants assist the apothecary in growing and cultivating herbs and other medicines. Outside is a wooden carving of Alliria that is adorned with flowers and herbs year round.

Aegran is the God of Axes, Fire and Deer. He appears as a hunter with a deer at his side and an axe in his hand. His temple sits just outside the village nearest the Borderlands Forest where a large tree was blessed in his name when the village was first settled. A small grove of wild grasses and flowers surround the tree, and a knee high stone wall in turn surrounds the grove. At the center is a steel brazier kept burning at all times. Generally seen as benevolent, Aegran is known to punish those who kill wildlife needlessly and for pleasure or mock nature. His followers seek his blessings for safety by smearing charcoal over their hands before venturing into the forest.

Killan is the God of Death and Respite. Killan appears as an old man bare of any clothing, often posed on stones in paintings and sculptures. Killan isn't a benevolent or harmful being, and instead represents the passage from life to death at the end of a long life. His followers practice burial rights and generally fill in as coffin makers, gravediggers, and cemetery caretakers. There are no blessings associated with Killan in life, but in death a wreath of holly wrapped around both wrists guarantees safe passage to the other world. The Temple of Killan is the oldest of the three temples in Velgen. The temple is shaped as a large circle built of cut stone with large windows on every wall to allow light in. Central to the temple is a small pedestal where the dead are given blessings to safely pass on to death. Behind the temple is a growing cemetery and the communal housing the caretakers have built for themselves.


Character Sheets

You can format these however you want. I'm terrible at making pretty formats so my stuff is going to be pretty straight forward and simple. Just make sure any changes you make still include the basic information. I'm not looking for an account of everything about your character, but I would like to have a good feel for who they are and what they want out of life. If you feel like I'm missing something go ahead and add a header and build on it. If you use magic please include that under abilities or otherwise.



Name
(Feel free to use a picture to help show off)

Biography
Things to consider for this include the below, but don't feel obligated to limit it to these things or to use all of them.
  • Where they were born and in what caste (ie are they a noble, a serf, etc).
  • What their upbringing was like.
  • Any important life events that have had a strong impact on them.
  • Personal goals or what they want out of life.
  • Brief appearance description.
Abilities
Because there will inevitably be a fight or two I'd like a heads up of what things your characters are good at and what they aren't good at. Feel free to add in non-combat aspects as well, such as whether they've got a silver tongue or a knack for telling when someone is lying too because that's also going to come up.

Possessions
Anything important that your character owns. A fancy sword inherited from their family, a horse that hates anyone riding it, and so on. As the story goes on I'm going to assume the characters will have some supplies, but if you want to make note of anything specific here go ahead.
 
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I'm looking forward to Monday. :)
 
Name
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Biography
Ilaryll was born the daughter of quite normal human parents, a carpenter and an innkeeper. The only thing of note about them was the family legend that said her father's seven-times-removed grandmother had been a seeress who had borne a child by an angelic being. No record attests to this and there have been no signs of divine favour among the family, so it was mostly thought of - even by the family members themselves - as a bit of a fairytale. So it came as quite a surprise when the little Ilaryll, upon being bullied as a small girl, screamed and unleashed a burning blue light. Fortunately the town had a temple to the goddess of light and sorrow, Päivätär. The priestess recognised Ilaryll's divine gift and took her in for training.
Ilaryll eventually found her town too small and peaceful for her, as well as perhaps a little complacent. She took her leave of her parents and her mentor, and began wandering the realms, doing what she deems right and getting by on the occasional bounty and the kindness and gratitude of strangers.
Ilaryll isn't quite what most people think of when they hear "angelic". She's neither sweet nor gentle; instead, she's tough, cynical and hard-bitten, as her drive to combat wickedness wherever she finds it has showed her some of the darkest parts of life. She's seen a lot of nasty things, and she has little patience for those who allow themselves to be driven by their baser desires. She's not a prude or an ascetic by any means - far from it, she believes life is meant to be enjoyed - but she understands the line between enjoyment and indulgence, and whether someone's enjoyment means harm for anyone else.
For all that, she does have a certain charm that she isn't shy about using. Her confident bearing and fluid grace make her tall, slender form a compelling sight, whether in the midst of battle or on the floor of a dance hall - and while she generally keeps her own counsel, she has a forceful personality when it's time to speak up.

Abilities
As a spellblade, Ilaryll focuses more on the blade aspect. She's very, very good with her long saber, which she can imbue with a divine, actinic blue light that dazzles and sears her foes. She can also create gentler light effects, and is a competent user of minor magicks.

Possessions
Ilaryll wields Silmacil, a long, saber-like sword with a blade of swirling blue patterned steel. It is particularly attuned to her, which allows her to use it as a spellcasting focus as well as a weapon.