A Crown of Bones

Discussion in 'ROLEPLAY GRAVEYARD' started by Atlas Child, Sep 23, 2015.

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  1. The IC

    A Crown of Bones

    In the beginning there was only The Father, the one god who existed before all else. The one god then looked into the empty void and saw it as hollow and incomplete. He decided all things should have purpose and sought to create one for himself and the void. The Father believed no one should exist without another and so divided himself into two. From his twin halves rose the gods Euros and Meros and their purpose was to give meaning to the void. Together the Brother Gods could see and appreciate things differently, yet neither could see things in their entirety as their father had; they had lost omnipotence. The Brothers agreed that to regain omnipotence they would have to see things through many eyes, and so they began the task of creating the universe and life.

    Meros believed in order and tranquility. He thought the universe, and everything within, should be eternal and never changing. As everything would be created to be perfect so it would remain until the end of time. He claimed himself the god of reason and destiny and that through his him all things have purpose. He believed creation and ruin were the two primal forces of existence, good and evil. To represent this he created angels and demons, agents of creation and destruction respectably. Together their influence would preserve the void in a constant state of equilibrium, to neither grow nor decay.

    Euros desired a physical world, a world of change and rebirth. Nothing would be constant but instead everything would perish to give way to something new. He created the world and the stars and believed nothing should be set in stone. He was the god of chaos, choice, and change. To embody his ideals he created humans, but unlike his brothers creations Euros gave his children the capacity to commit both great good and evil so that they would never be slaves to one or the other.

    When Meros saw what his brother had created he feared human greed and lust for power could lead to the unraveling of everything he and his brother had made. He believed humans, despite their capacity for good, were the reapers of life and he believed his brother was blind to this fault. Meros struck out against humans and nearly consumed their world in a flood of ice and darkness. Angered by his brother's actions, and sympathetic for his creations, Euros sought to protect the lives he had designed. He sacrificed his divinity to build a barrier between realms and fell from his celestial seat as a mortal.

    Meros watched his brother fall but was powerless to stop it. Driven by grief, guilt, and the inability to watch his one brother die, Meros sacrificed his divinity in repentance. He built a bridge that would connect the two realms, the realms of men and spirit, and gave every human a spiritual counterpart so that even their bodies failed and died they would live on in spirit. In this way every human gained a soul and Meros would never truly lose his brother.

    ___ The Inciting Incident ___


    Twenty-four years ago Necromancy was born into the world as Malfear began his rise to power. He began as a mage of the Ivory Tower but was twisted and corrupted by his hunger for power. He believed mages, and those attuned to magic, were successors of Euros and meant to inherit the world as rulers, all other peoples were inferior. He also accused the Archmages, the leaders of the tower, of withholding knowledge of spell-craft to further cement their positions of power. When Malfear's discontent and dark magic was discovered, he and his acolytes fled from the tower into the untamed north. They evaded pursuit from the tower and soon the barbaric tribes of the wildlands came to learn of Malfear's knowledge of resurrection. He could defy death and give the dead life once more, and when the northern barbarians saw this they proclaimed Malfear a god among mortals and rallied behind his banner.

    Once again Malfear led an assault upon the Ivory Tower but this time with an army of savages at his back. His army slaughtered the mages and reduced the tower to a fiery pile of rubble. Only a fistful of people who had survived the onslaught were able to flee safely into the borders of Valeal. Still Malfear gave chase, determined to annihilate anyone who had even been affiliated with the tower, and his barbarian army who had endured years of conquest and persecution from the kingdoms of the South were all too eager to march against civilization. The armies of Valeal resisted gallantly, but were no match for Malfear's forces as the dark tyrant gave life to the fallen by the thousands, and soldiers rose again in the name Malfear as quickly as they fell. It was only when Valeal enlisted the aid of the Gorgon was the undead army driven back. Together the two kingdoms conducted brutal war against the dark army and drove their foes into their rival nations border, the Kingdom of Ferros. Just when victory seemed a hammers blow away, the Gorgon host withdrew from the campaign.

    The king of Gorgon, then Garren Blackwater, was forced to withdraw his forces when he heard word that treacherous nobles had usurped his throne during his absence and slain the royal family. With the advantage lost, the Valean armies stood guard on their borders as Malfear and his host ravaged the Ferronian lands which they had been driven into. When the Ferronian king marched his armies down from their mighty mountains, they stood alone against the undead armies. At great cost Ferros defeated Malfear and his great army, and as the final corpse fell Malfear was proclaimed dead. The war became known as The War of the Blight and in the aftermath of the war tension between the kingdoms and distrust of magic has never been higher.

    Most believe Malfear is dead and only a few of his remaining disciples remain to be hunted. However, their are dark whispers of his return. The Kingdoms have never been more divided and if Malfear's rumored return would prove to be true all the world may fall to his feet.

    The Setting:

    Spoiler


    Gorgon

    (Home to humans and ancestral homeland of the Beastfolk)

    The nation of Gorgon is a seafaring one. Characterized by swamps and forest the terrain is plague ridden and hostile to outsiders. Once home to the beast folk, tribal humans drove out the native occupants and have since created a formidable empire built on the strength of a mighty navy. Because there is so little viable farmland throughout Gorgon most Gorgonites take to the seas to become fishermen and because of this naval expertise is not only common but a point of honor. In Goron society, it isn't uncommon to see naval commanders awarded fiefs for their contributions.

    With the swamplands acting as a natural deterrent against invasion by land the majority of Gorgons military might lies in their navy, whose size rivals that of Kain and Valeal but whose experience is matched by none.
    Gorgon wildlands, more so then perhaps any other of the nations, are notoriously dangerous to travelers. Abound with poisonous plant life, venomous wildlife, and a plethora of predators which stalk the swamps it takes a certain type of individual to brave these lands. While Gorgonites who live closer to the coastal lands are more prone to take up the art of seafaringthose living more inland are faced with the adversities of the swampland on a daily basis, and because of this there are few better suited to thrive in a hostile environment then a ranger born from the Gorgon marshlands.

    Currently King Arminius of House Briar sits on the Gorgon throne, seated in the capital city of Zola. King Arminius only recently rose to power after his betrayal of Garren Blackwater. During the War of The Blight against the necromancer Malfear, the majority of Gorgonite forces were deployed in the conflict. With the king absent from the throne and the majority of the vassals loyal to him engaged in the war against Malfear, House Briar and their conspirators staged a coup in Zola which resulted in Lord Arminius claiming the throne, citing ancient heritage as his claim to the royal throne.

    Upon news of the coup, and the slaughtering of his family, King Garren withdrew his soldiers from the war against Malfear and marched against the newly crowned King Arminius. The armies of the two kings met in a narrow patch of dry-land just east of Castle Highwater. King Arminius came out victorious with the head of King Garren impaled on his great lance. In the years that followed the dynasty of House Blackwater was ruthlessly pursued until their name was survived by only a small number of members from a cadet branch, with the main branch of the family having been entirely exterminated. Today, House Blackwater is only a shell of the former glory it used to be with only a handful of members unfortunate enough to still be alive.

    While House Blackwater rests on the verge of extermination the thirst for revenge has never been stronger. Rumors are fluttering that the remaining Blackwaters are preparing to reclaim the throne. Loyalty runs deep among the Blackwaters and their former vassels, and provided the opportunity the Blackwaters could once again pose a dangerous threat, provided they can stay alive long enough to do so.

    Valeal

    (Home to humans and their ancestral home)

    Where the swamplands of Gorgon end the land begins to giveaway to temperate forests and rolling hills. Vast open fields have not only allowed the population of Valeal to grow to tremendous numbers but have made them masters of the horse. While swamplands in the north and dense forests in the south render the Valean Calvary relatively inert, Valean armies are unmatched in their own lands or in open fields.

    Following the War of the Blight and Malfears defeat, the once subjugated citizens of Southern Valeal have proclaimed independence and have risen armies numbering in the thousands. Furthermore, magic has been looked at in a very negative light in recent years and the issue is growing progressively worse. Recently an order known as Paladins of the Three Graces have gained prominence, and whose sole task is to seek out mages throughout the five kingdoms and kill any who practice outside the branch of Restos. With the King of Valeal preoccupied by the Valarian civil war their power may yet go unchecked. A cold war has begun between the Order and the remnants of the Ivory Tower, with the Order killing mages daily the mages of the tower are in a mad race to find young mages and bring them under their protection before the Order claims them first.

    While Oslo serves as the seat of power for the Ivory Tower during the actual tower's reconstruction, an alarming number of knights pledged to the Order of the Three Graces have begun flocking to the capital in alarming numbers. Unlike the Tower and their mages, the Order is openly willing to pledge their service to a king should they feel it could further their goals. While some mages feel the King of Valeal may soon favor the Order and expel the Towerand their mages, others believe the Order is acting against the wishes of the king since the king himself has begun to call his personnel levies to the capital. There is even fear that the Order has been employed to stage a coup. The only thing that is certain is future peace in the capital is dubious as Knights of the Order grow more brazen by the day.

    Valaria

    [Home to humans]

    The terrain of Valaria is similar to that of Valeal, with the exception of Valaria being far more heavily forested in its eastern reaches. Valaria was an independent kingdom until seventy years ago, when Valean forces invaded and brought the kingdom to its knees. Although Valean rule has continued for some generations, Valarian desire for independence has grown violent. During the War of the Blight, Valaria acted as the battleground for the majority of the war which left the infrastructure of the nation in ruins. Corrupt nobles, poor governance and sky high poverty have pushed the Valarians over the edge, and so finally the great Houses of old Valarian nobility declared a war for independence.

    Currently the Valarians are losing the war thanks to their own in-fighting. There are three factions among the rebels. The first two factions are hosted by Valarian nobility, with each faction claiming their own right to the throne. The third faction is hosted by a mere knight who leads what he calls "The People's Army" which consists mostly of the common men. Ultimately each faction is serving their own interests, and thus far none of three have proved a threat to the Valean armies which march upon them.

    The rebellion has left the land lawless. Mages seeking to escape the Order of the Three Graces in Valeal are flocking to Valaria in droves, and the leaders of the three factions are eager to snatch up able bodied mages who might aid them. Not all of these migrating mages however are quiet so innocent. As the Wild Woods in Northern Valaria have grown twisted and foul dark magic is suspected.

    Ferros
    [Home to Humans and Half-Giants]

    The sons of Ferros are decedents of giants. They build their homes atop the mountain peeks of the Northern Reach.Rain coming in from the ocean is trapped by the mountainside which results in a lush temperate forest, and an area characterized by an abnormal amount of rain. These wet and fertile lands are claimed by Ferros and referred to as the Lowlands by the Ferronians. Settlements in the Lowlands are scarce and far divided with most settlements existing as farming communities, but still the Lowlands are the powerhouse of Ferronian food supply.

    Beyond the wild forests of ferros are the might mountains which the nation is most affiliated with. This first mountain range is named the Stoneguard Mountains, rightly so as throughout many generations armies have marched upon Ferros only to be broken at the feet of the Stoneguard Mountains. The valley formed by the two mountain ranges is dubbed The Violet Valley because the staple food crop of Ferros is grown on terrace farms along the slopes of the mountains, and the crop's purple tinted leaves color the entire valley in a magnificent violet.

    Two bridges run over the valley, the first and larger bridge known as The Heavens Pass connects the two mountain ranges at nearly peak altitude, with the second bridge connecting the ranges at only a few kilometers above the base of the valley. Upon crossing the bridges you'll find yourself on the second Mountain Range named The Peaks. The road leading from Heaven's Pass will bring you to a dip in the mountain range where the land sinks down, forming a bowl enclosed by snowy peaks. This bowl is known as The Cradle and is the location of Ferros' capital city of Tailengram.

    In Ferros Half-Giant culture reigns supreme, with the warrior caste holding most of the power within the kingdom. Ferronian nobility elect a new King or Queen from among the Royal Family, or themselves in the event of a proclamation: Royal rule in Ferros can be challenged by another clan leader. A challenger may call for a Kingsmoot, in which event the challenger presents himself before all of the high houses of Ferros along with three others whom vouche for his leadership. The monarch of Ferros must also call three people to honor them. If the challenger's issue is received favorably by the Kingsmoot then the two claimants, the ruler of Ferros and the challenger, will fight one another for the crown. After the Kingsmoot the loser and thier vouchers are entitled to a funeral. The standing King is entitled to call upon a champion should he himself be too old or unable to fight.

    While Ferros openly practices slavery, as the other kingdoms do, the Half-Giants of Ferros are reluctant to take their own kind as slaves, favoring instead the readily available human or orcish races. Soldiers taken as slaves are often branded and kept at the bottom of the social hierarchy, whose treatment equals that of livestock. This is justified by the strict Ferronian belief that a defeated warrior is the ultimate disgrace upon himself and country. Meanwhile for other captive slaves it is possible to be socially accepted by Ferronian born citizens, though as inferiors.

    At the current time the Lords and Ladies of Ferros are fairly united in their hatred against Valeal and Gorgon, and have been not so secretly funding Valaria throughout the rebellion. Yet even with the Valarian Rebellion raging on Ferros is still recovering from the War of the Blight and reluctant to send military support until one of the three factions vying for control of Valaria become the obvious candidate for support.

    Kain

    [Home to Humans and Orcs. Ancestral home to Orcs]

    The last mountain ranges of the west descend to a rocky basin and give way to the savannah called The Great Expanse, and here the borders of Kain begin. In the Expanse exotic wildlife roams across seas of dry, golden grass and nomadic tribes of orcs migrate with the wet seasons. Pushing further into the Expanse, the golden grass is slowly replaced by the sands of the Golden Sea, where water and wildlife both grow rare. The desert continues for some distance before it is finally fractured by a plethora of rivers which stem from a single great river, all of which flood annually and leave the surrounding lands a lush paradise amidst a scorching land.

    In these fertile lands thrive the human cities of Kain. Similarly to Gorgon, seafarring is the most common occupation. Merchants from across the world over bring rare dyes, jewelry and silks to Kain for trade, while pirates under Kaininite employment bring their own stolen r smuggled goods for sale. Within the cities themselves citizens from all reaches of the globe line the streets, not only men from the Five Kingdoms but men from lands far beyond the great oceans. In the streets of the capital city of Able, slavers exhibit their merchandise under the shadows of colossal monuments matching any marvels found elsewhere in the world.
    While the Orcs tend to mind thier own in the Great Expanse there have been times when great Orc leaders have led thier people to conquest and glory, a memory deeply ingrained in Kaininte culture. Ever fearful of an Orc war-party crossing the dessert, Kain maintains a massive mercenary presence, prepared to buy armies should the need ever arise.





    The Ivory Tower:

    Spoiler


    [The following is mostly applicable to humans only]

    Humans tend to have a natural distrust towards magic. Thus in human society the Ivory Tower was created as a means of controlling and regulating magic. While it is possible to find creatures of other races serving among the Tower's ranks, it is exceedingly rare. Although the Ivory Tower was first created some thousand years ago by a Valean king and his council of mages, it has never since nor ever shall owe fealty to any king. However, now that the Ivory Tower lay in ruin by the hands of Malfear in The War of the Blight the mages of the tower have been given refuge in Oslo, the Valean capital.

    Because magic is such a volatile force, in the days before the Ivory Tower mages were hunted, and as often as mages brought harm unto others either by accident or ill intent, they also destroyed themselves with the magic they did not understand how to harness. The Ivory Tower was built in response to this, to make the lands safer by teaching young mages how to wield their magic and hunting feral mages whom brought harm unto the innocent.

    The Tower operates on its own agenda, separate of the five kingdoms. However, the Tower is guided by the Circle of Magi, or powerful mages who are in charge of the future of the Tower and all of its mages. It is tradition for each nation to select their most knowledgeable mage and send him to the Tower to become an Archmage of the circle, and at any time the Circle of Magi has a single Archmage from each human nation. Upon entering the tower mages abandon all previous loyalties during their time in the service of the tower. Mages under service of the Tower but acting in the interest of any nation is an act punishable by death.

    It is also important to note that during their time in the Tower mages abandon their surnames and the names of their Houses should they come from one. Even the Archmages of the Circle of Magi are not exempt from this rule, as they too have abandoned their surnames. Instead they are known simply as Archmages of the Circle.

    Warden of the Magi (Guardians):

    Youth between ages 13 and 16 who show exceptional skill at swordplay are given the opportunity to join the Wardens of Magi and study at the tower. Once accepted, the child undergoes arduous training for the next five years of his or her life. During their time in training, the child may opt out during the first four years, but during the fifth year the child has agreed to bind his life to the service of the Magi. On the first day of the fifth year the child, now an adult, undergoes a sacred ritual in which the bridge in their souls is severed. As a result the new guardian is gifted an incredible degree of immunity to magic. Unfortunately, some mages believe this process separates the child from their souls.

    Guardians then must swear fealty to the Tower or to a noble family of their home nation. Guardians of the tower are then assigned to a veteran mage or sometimes two, whose duty it is to protect and accompany in the hunt of feral mages, or mages whom use their magic to harm innocents.

    What are Feral Mages? By the Circle's definition, feral mages are mages who use their magic with malicious intent towards any non-combatant. It's a rather slippery slope of a definition, since mages under the command of a king ordered to kill civilians are by definition feral mages, yet often times the circle will refuse to pursue mages such as this since their own label as non-combatants is kept in a delicate balance amongst the kings. Basically, most of the time there is no difference between a feral mage and a mage in the service of a king, except the Circle hunts feral mages, whereas they have to let the latter type of mage walk free.

    Mages of the tower

    Mages are taught how to harness their magic in a way which will not destroy them, and the tower teaches young mages in the arts of Restos and Destros. Similar to the Guardians, mages undergo five years of training within the tower, and are allowed to come and go freely after the first two years, although most mages decide to stay for the remainder of their education. On thier fourth year, the mages may choose to sweat fealty to the Tower, and mages that choose to do so are then taught in the school of Mystos during their final year. Although many outside the circle frown upon the teaching of the branch of Mystos, the Mages of the Tower argue their particular field of work requires them to be knowledgeable in all fields of magic.

    Also unlike the Guardians, mages who complete their training and do not swear fealty to the tower are allowed to freely leave. Many of which do, and put their magic to work as sailors, healers or in the service of whatever lord they chose to pledge fealty to

    When Meros sacrificed his divinity and gave every human a soul, he created a bridge of sorts between our human bodies here in the physical world and our spiritual counterparts in the nether, or the place between heaven and hell. He can use this bridge to draw energy from the nether, and those who know how to wield this energy can turn it into powerful spells and incantations.



    Magic:

    Spoiler


    Magic requires a great deal of concentration to cast, and the weaving of magical energies into a useful spell is not only a learned skill but a dangerous one as well, since losing concentration could result in a spell backfiring on the caster. Casdora recognizes three branches of magic, each with their own schools of discipline.

    Destros

    The following schools fall under the branch of Destros:

    Areos: is the school of control over wind magic. Includes control over lightning at advanced stages.

    Pyros: is the school of control over fire magic.

    Hyrdas: is the school of control over water magic. Includes control over blood at advanced stages.

    Geose: is the school of control over earth magic. Includes control over metal at more advanced stages.


    Restos

    Juvos: is the school of restoring life and healing.

    Fortus: is the school of protective and augmentative magic, ranging from magical barriers, anti-magic shells, or blessings such as night-vision or water-breathing.

    Puras: is the school of expulsion, teaching mages how to expel unwanted magics and even substances from the body, ranging from poison to demon possession. Masters in the art of Purification can even 'seal the bridge' of an unfortunate target, effectively rendering them unable to use magic. The duration of this seal depends on the skill of the user, and can range from a few seconds to the targets entire life. Puras also enables the caster to deal holy damage with thier magic.


    Mystos

    The following schools fall under the branch of Mystos, alternatively called the Branch of Darkness.

    Illius: allows the caster to alter a targets perception of reality and powerful mages can even trap a target within a false fantasy, much like a dream, and much to the Mages of the Tower's chagrin sometimes a target is so entranced by this fantasy they refuse to leave. The charmed victim eventually die from starvation or dehydration if not looked after for the remainder of their life. Effectively Illusion gives the caster control over a targets mind.

    Necros: The manipulation of souls. Includes necromancy, spirit walking, summoning, and demonology.

    Hexus: Allows the caster to perform voodoo or lay curses upon objects or people. This school of magic allows the caster to alter someones body against thier will, such as melding someones feet to the floor or petrifaction.

    Alchas: allows the caster to alter the physical properties of an object, such as turning iron to gold, or even altering their own forms such as turning themselves into animals or the exact image of another person, shape shifting as it's called. Essentially this school of magic allows someone to alter themselves and objects.


    Shades:

    Spoiler

    When a Necromancer passes the Scorpion gate, a soul is expelled from hell to attune the necromancer to the realm of death. These souls are then cast into the realm of the living where they wander for a time before they can materialize into ghastly spirits. These spirits are unaffected by objects from the material world, meaning swords and arrows have no affect on them, neither does most magic save for Puras, which can dematerialize them for a time.

    Shades can then posses the corpses of the dead, or even animals and suits of armor, but a shade cannot posses a living person. When the vessel of a shade is slain the shade is dematerialized for a time but always returns. The longer a shade remains in the physical world, the stronger they become at jumping from vessel to vessel. Even to the point where a shade can effectively jump from vessel to vessel without dematerializing at all, making shades a truly dangerous opponent as long as there is a nearby vessel to posses.

    Shades may or may not retain the memories of their previous lives. Because shades are able to posses corpses, they are often confused with necromancers, and even though shades are born from necromancy they aren't related to it any further than that. Shades can only be killed by an exorcism, which is a specialty of the branch of Puras.

    Some important notes:

    Shades are an enigma throughout the Five Kingdoms. Few people have even heard of a shade, and far less have actually seen one.

    Shades are the byproduct of Necromancy, but are not bound to necromancers and are not undead. They are their own beasts entirely.

    Shades have free will.

    Player characters may not be shades. yet.



    Necromancy:

    Spoiler

    Malfear was the first Necromancer the world had ever seen and during his time in Casdora passed his knowledge to many of his acolytes, some of whom survived the War of the Blight and continue to spread their corrupt knowledge throughout the land. Necromancy slowly consumes the casters mind and in times leaves them mindless and destructive shells of humanity, it should be noted however that some necromancers are unaffected by this decadence. The process by which one becomes a necromancer was chronicled by one such necromancer who retained her mind.

    We saw his power, great and unrelenting. Entire armies laid to waste only to be risen by the Master. His acolytes came to us, his captives of war, with an ultimatum. Join him or serve him. The ones who refused him were killed and their bodies raised again as the mindless servants we've seen a thousand times over. I was the first to submit.The undead surrounded me, but then I saw one different than the others. This one wreaked of death like his kin, but he wore a mask of gold and silver on his face. I remember he struck a dagger into my chest.

    When I awoke, I found myself in a river with water so black I thought a great void laid beneath me. I looked up and I saw a ceiling of white, bright and nearly blinding, yet the light didn't fall on the river around me nor did it illuminate my surroundings. Behind me was a single pale orb and I felt drawn to it like a moth to light. I wanted to touch it, but as I moved closer to it I felt an overwhelming urge to draw no closer.

    'Follow', I heard a voice in my head speak to me. 'Follow' it again repeated. Uncertain, I began to follow the current of the river. After some time, the length of which I do not know, the water was flowing past the back of my knees. It was then that I saw a giant gate, half silver and half gold with the head of a lion carved into the surface. I put my hand on the gate, and despite its massive size, pushed it open with ease.

    I continued with the river. When the river flowed to by waist I realized the ceiling of light had grown closer. Millions of orbs of light gently flowed forward just above my head. In front of me I saw two rivers now, one black and growing cold at my feet, and the other brilliant and warm flowing gently just overhead. Then I came to a gate of pure black with a scorpion engraved on the front. By this point the water was chest deep and every step was a battle against the current. I placed my hand on the gate and struggled to push it open.

    One the other side of the Scorpion gate the two rivers merged and became a lake of dull grey light. The brilliant orbs of light where swirling in its midst and I suddenly felt compelled to grab one. When I did, I felt something odd. Something I can't remember, I only recall that I had never felt such a thing before. I was caught by a sudden whirlpool and nearly dragged to its depths. And the mouth of it all there was another gate. A gate with bars of iron red with heat. The water danced around the gate and seeped between the bars under a blanket of steam. I swam away. Desperately I swam against the current. I swam for my life and narrowly escaped whatever trap the whirlpool had tried to feed me into. When I emerged, I found myself once more standing before the pale orb from the start, with the Lion's Head gate at my back. I entered the orb and was reborn into life with the soul I had carried from the whirlpool; I had become a Necromancer having claimed my first soul.



    Traits:

    Spoiler

    Strength - Improves damage with Melee weaponry.

    - One rank means you can perform some decent strikes. Nothing spectacular but on par with the average soldier.

    - Two ranks mean you can deal some pretty nasty blows, and enemies who aren't trained in defense will struggle to defend against your attacks.

    - Three ranks mean your attacks can completely break through an enemies defense, and only masters of defense can hope to stop your blows.

    Endurance - Improves the amount of damage you can take and how slowly you fatigue. Endurance compliments defense and strength, allowing you to dish out or stop more blows.

    - One rank would put you on par with the average soldier. You've become more accustomed to pain and don't react as aversly. Additionally fights fatigue you less but you'd still need to stop and rest after each fight to fully restore your energy.

    - Two Ranks would mean you could take some real punishment. You could probably fight through a pretty serious wound and provided you haven't been wounded, you recover fully between fights so long as you aren't doing anything too strenuous.

    - Three Ranks would mean you could fight through some grevious wounds with no averse affect (aside from obvious local damage, for instance if your arm is cleaved then you'd only have limited use of it, if at all). Only a fatal blow could put you out of a fight. The only penalties you take to fatigue are through damage received or seriously strenuous tasks outside of combat (such as sprinting in plate mail armor), meaning your body is in such physical peak that striking and defending have marginal impact on your energy.

    Defense - Improves skill with shields, parrying, and armor.

    - Rank one means you've grasped the basics of defense, and you skill is on par with the average soldier.

    - Two ranks reduces the penalties when defending against multiple enemies. It would take someone fairly strong or proficient with their weapon to break through your defenses.

    - Three ranks would mean you've become a master of defense. One on one, it would take a similar master of precision or an incredibly strong individual to break through your defenses. At any rank of dense, however, you are still susceptible to being swarmed.

    Agility - Improves chance to dodge and dictates how nimbly you can move.

    - Rank One means you're fairly agile. You're better at climbing and free running then the average person.

    - Two ranks would mean you are more easily able to navigate through rough terrain, one on one you can out maneuver most opponents. It would take someone equally skilled in defense or precision to pin you down.

    - Three ranks would mean harsh terrain has no adverse effects on you. You can scale buildings and free run with ease, and it would take someone similarly skilled in defense or precision to pin you down.

    Subterfuge - Determines how easily you can accomplish stealth actions, including pickpocketing and lock picking.

    - Rank one means you can pick basic locks if given a minute or two. Unalert enemies are less inclined to notice you and you could swipe a coin purse or two from less perceptive individuals.

    - Two ranks means you could pick through some fairly competent locks, while basic locks can be beaten quickly. You're more capable of noise discipline, meaning you could potentially sneak right up to an unalert foe provided you're careful. You're also fairly competent at slight of hand tricks, being able to make a dagger appear or an item dissapear in your hands. You can also impersonate people fairly well and only under scrutiny will you be exposed.

    - Three ranks means there are very few locks or doors that you cannot break through if given the proper time. Unalert foes are even less likely to notice you, and even foes who are alert will have a difficult time detecting you as long as they aren't already aware of your presence. You are a master of slight of hand and can smuggle anything in or out of anywhere, sometimes even with someone directly observing your actions. Given a week of preparation time, you can forge documents and become anyone, and your disguise will hold up even to the most intense scrutiny.

    Precision - Improves damage with ranged weaponry and allows for more precise striking with melee.

    - Rank one means you have a basic understanding of how to strike weak points and your attacks normally hit their mark.

    - Rank two means you seldom miss your mark, and your attacks are usually only stopped by someone equally skilled in defense or agility. Bad weather has little effect on your ranged weaponry

    - Rank Three means you strike with such precision that your opponents might as well not wear armor. You are such a skilled shot that bad weather has no adverse effects on your aim. Only opponents equally skilled in defense or agility can stop your attacks.

    Power - Improves the strength of your spells.

    - Rank One means you are a novice in your magical schools. You could throw a fireball with pyromancy or control weaker willed opponents with Hexus. While you can perform area of effect spells, at this rank they aren't very powerful.

    - Rank Two means you are an apprentice in your magic schools. You can perform AoE spells and usually affect a small pack of targets with the full effect. Additionally at this rank you gain a very basic competence over specializations such as control over blood, metal, or lighting provided you have unlocked the required school of magic. All of your spells are more effective.

    - Rank three means you are a scholar in your magic schools. You can perform AoE spells that effect small to medium crowds and have full control over your magical schools. There is no spell in your magical school that you cannot perform, and it takes someone with a high resistance to magic to power through your spells.

    Knowledge - Unlocks one school of magic per rank.

    - Self Explanatory.

    Attunement - Improves Magic Resistance, magic sensitivity, as well as the ease of spell casting.

    - At rank one you can counter spell, disable, or break through minor spells. You can also cast a handful of spells before requiring rest, and you can only sustain AoE spells for a flash. There is no set limit to the amount of spells you can perform, as I will govern that in the IC. Just think at this rank you should be frugal with your magical energy.

    - At rank two you can dish out spells for far longer, and usually can push through a couple of encounters before requiring rest. You can sustain AoE for the duration of a fight. Additionally you can counterspell, disable, or break any spells cast with Rank one or lower in Power, and have a chance to do the same with rank two powered spells.

    - At rank three you can cast single target spells all day before requiring rest and can cast two or three very powerful AoE spells a day. Additionally you can sustain an AoE spell for a couple hours (provided you still have the energy left) and can potentially counterspell, disable, or break through any power level three or lower spells.



    Character Sheet:

    Spoiler

    Name:

    Gender:

    Race: (Humans, Orcs, and Half-Giants are native to this setting but you may be any humanoid race you wish.)

    Profession: (Tell me what your character does for a living. This should tie in with your background.)

    Age:

    Nationality: (You may pick one of the Five Kingdoms or you may choose 'Outsider' if you come from outside the five kingdoms.)

    Schools of Magic known: (If you know any)

    Appearance: (Picture or written description. Please no Anime.)

    Biography:

    Traits: (Pick three traits from the spoiler above. You may upgrade one. This is primarily to help you and I both get an idea of what kind of play style your character prefers.)

    Unique Abilities: (As it implies, write two abilities unique to your character)

    Equipment: (Whatever gear you bring with you)


    Starting Points:

    In addition to each character CS, tell me which starting point you'd be interested in your character beginning his/her adventure. You have three choices available, and I want you to put them in order of preference with your most preferred choice coming first.

    1. Your character is helping the Blackwaters reclaim their throne in Gorgon.

    2. Your character is in service to the Ivory Tower and has been sent on an expedition to the untamed north, to look for signs of Malfear's possible return. Or you are a mercenary hired to do the same.

    3. Your character is a freedom fighter in Valaria, fighting in the civil war for the nations independence.

    Rules

    1. I expect you to post at least as often as I do, which will likely be once every two weeks.

    2. You may have up to two characters.

    3. Don't get mad if your character is killed off.

    4. You may only control your character. That means you can't control NPCs, no matter how minor, unless otherwise stated.

    5. I'm going to instate a kind of color system to tell you when you may auto-hit and when you may not. For example, when an engagement begins i'll list the enemies on the top of the post with a kind of Color system assigned to them. Yellow enemies will be foes you may auto-hit while red foes will be more formidable foes, ones you may not auto-hit. For Example:
    Two bandits emerge from the dense fog with crudely crafted spears in hand. They lunge out against the party, thrusting the iron tips of their weapons ferociously. Behind them a third figure moved forward from the mist, gripping an ashen bow and taking aim.

    In this example you may attack and kill the spear men on your turn. You may also attack the bowman but you should leave the attack open ended so that in my next post I will tell you if the attack connects and how much damage is done. My reasoning for doing this is that I hate in some RPs you can't kill a fly without the GM's permission. This system should hopefully tell you which foes you can kill easily so that way you can write your own badass killing blows. As a side note: you can only kill one target per post, if you are killing multiple people in a post you are wrong.

    6. No anime.

    Arslan by King Thonza IV (open)
    Name: Arslan Glodeion

    Gender: Male

    Race: Human

    Profession: Thief

    Age: 23

    Nationality: Valaria

    Schools of Magic known: None

    Appearance: http://paizo.com/image/content/PathfinderTales/PZO8504-Gad.jpg

    Biography: As a young child Arslan was abandoned. He has no memories of his parents. He had to survive on the streets and there he learned the art of thievery. He learned pretty fast that he was very good at persuading people which helped him in his acts of thievery. At the age of 18 he already well known thief in some groups and sometimes even some nobles asked him to steal something for them or gain intelligence of someone. Nowadays he still works as a freelancer.

    Traits: Improved Agility, Subterfuge and Precision

    Unique Abilities: Traps (Knows how to make simple but effective traps) and Persuade (Good at talking in people to do things they would not normally do or tell thing they would are permitted to tell)

    Equipment: Two knives, Shortsword, 20 Lockpicks, 50 Gold coins

    Starting Points:
    1.
    3.
    2.


    Jay Taylor by Silverdawn (open)

    Name: Jay Taylor

    Gender: Male

    Race: Human

    Profession: Mercenary

    Age: 25

    Nationality: Valaria

    Appearance:

    [​IMG]


    Biography: Jay grew up in Valaria in one of the more unruly places and being born one year before the war started wasn't easy either. On his 12th birthday his father taught him and his brother how to use a sword. As Jay grew up he favoured one handed weapons going for a hand cross bow and a rapier.

    When the Valeal forces invaded he, his brother and father all went to fight against them and stand for their home. They like the rest of the forces where pushed back but they fought their hardest, by the end of it Jay was one of the few men left standing. He feared for his life he had watched his father get killed and his brother injured he ran. He left the place that was once his home with the few coin he had and became a mercenary making his own living but always haunted by his past.

    Traits:
    1. Agility I
    2. Strength
    3. Precision

    Unique Abilities:
    1. Extra strike: Jay can do an extra attack with either Hand Crossbow.
    2. Lucky Dodge: Jay has a better chance to dodge from

    Equipment: Rapier, Hand Crossbow, 20 crossbow bolts, leather armour, bag of 30 coins and a rucksack with some food and basic items.

    2
    1
    3



    Justinia Cassiopeia (open)

    Name: Justinia Cassiopeia

    Gender: Female

    Race: Human

    Profession: Assassin

    Age: 26

    Nationality: Gorgon

    Schools of Magic known: Hexus

    Appearance: [​IMG]

    Biography: Justinia was born in the inner half of Gorgon. Growing up more than well aware of the dangerous wildlife that was all around her. Some argued their family was foolish for raising a child in such a place, and one day, these people were proven right. After an encounter with a large crocodile in the swamp, Justinia's father lost her to the dark waters. Lying there in her little basket of a baby carrier, Justinia floated along in the swamp with close to no hope of survival. However, she was found by someone. A hag that lived deep in the heart of the swamp alone. Taking Justinia in she raised for the lost child as her own. As such, Justinia was taught the ways of Hexus that the hag knew, and learned more than a small amount about the poisons and animals that lived in the swamp. After this period, Justinia went out into the world, her pet snakes stowed away with her, and sought a job. Needless to say, a girl who suddenly appeared from the swamps toteing snakes had a rather difficult time getting a job. But after showing a certain 'affinity' for poisons, she was contacted by a circle of assassins seeking her expertise and it wasn't long before she was acting as a full-fledged member of this group.

    Traits: Power, Precision+, Knowledge

    Unique Abilities: Snake Charmer: Justinia prefers to use her snakes instead of weapons, she may also attempt to charm [or in a more basic sense, tame] other snakes she comes across.
    Toxic Affinity: Justinia knows her ways around poisons very well, and is more likely to recognize a poison and it's use.

    Equipment: Cloth Armor, a pair of vipers, 1 dagger, a bottle of antivenom.


    Maia by Orange Juice (open)

    Name: Maia

    Gender: Female

    Race: Human

    Profession: Mage of the Ivory Tower

    Age: 23

    Nationality: Kainite

    Schools of Magic known: Hydras

    Appearance: Maia is somewhat tanned and muscular, believing that magic requires the user to be both mentally and physically fit for the best results. She has light brown hair that is usually pinned up while in the Ivory Tower, and is otherwise a few inches past shoulder length and let loose around her shoulders.
    Show Spoiler




    Biography: Born Maia Argyris, she dropped her surname once she became a mage at the Ivory Tower. She grew up in Kain an active, busy, and social child, talking to anyone who looked interesting, be it a trader, fisherman, or otherwise. It wasn't until a mage visiting from the Ivory Tower remarked that she had a noticeable affinity for magic that her parents began to worry. Because of his remark, they sent her back with him to the Ivory Tower to begin her training, out of both fear and worry from her parents. It was there that she was trained in the art of Destros and Restos, but it was discovered that her talent lay in the art of Hydras, a school of Destros. As a result, after learning the basics of Mystos, Maia decided to focus on honing her power in Hydros.

    Traits:
    Power 2
    Knowledge 1
    Attunement 1

    Unique Abilities:
    Water Finding: As a result of her extended use of Hydras, she knows the direction of the nearest source of fresh water.

    Herbalism: Maia has knowledge of many types of fauna, allowing her to brew potions and tonics for certain effects such as medicine or poison.

    Equipment:
    Robes, a satchel with 45 gold coins, her mother's pendent, and a bag containing a few days' worth of food and a waterskin. Along with her pendent is a simple chain with a topaz pendent. This pendant is actually the blue scrying stone. Colored a brilliant blue, this gemstone allows her to telepathically communicate and even see a person she knows who carries a stone of similar make and color.


    Nyirr Stonewalker by Rain of the Night (open)


    Name: Nyirr Stonewalker
    Gender: Male
    Race: Human
    Profession: Warden of the Magi
    Age: 31

    Nationality: Valaria
    Schools of Magic known: None
    Appearance:
    [​IMG]
    Biography:
    Nyirr was certainly a gifted child in his youth, though not one of intelligence or manipulation in magic. Instead, he was gifted with the shield and a blade. From as young as ten, he was seen as a very prodigious and skilled in wielding the simplest weapons, which was a rarity in its own. Not only that, but it had caught the eyes of the Magi, within the kingdom of Valaria. When he came of age to begin training to become a Warden of the Magi, they took him in and gave him the proper introduction to what was to come of his life. From a rather poor family, this had been a blessing cast upon him from the heavenly skies.

    The training itself had taken a toll on the boy’s life, baring the studies and pain that followed suite. Though, he hadn’t backed off or showed any sign of backing off the past four years. When he became an adult, the ritual was given to him, separating the bridge of his soul… and it truly changed him forever. In those moments, he wasn’t the same. He had become… Distant, reserved in a sense. He didn’t have that drive of his youth, but instead, was a cold wall of a man.

    He served the Tower loyally, aiding whichever mage requested his aid… And boy, were there many. His first few years were supposed to be a build up to more serious, long journeys, but Nyirr was put right into it with a weapon and a shield, going around with veterans to hunt down Feral mages. It had been like so for the past thirteen years, which some mages wonder if the man had lost all sanity. Yet, Nyirr himself to be collected and mindful since the first day he was handed to a mage to protect… And though, in his heart, he wished to return to Valaria to help in the war, his duties were to the Tower and he could not walk away. One day, he would wish to return and aid the people.


    Traits:
    • Strength (Rank I)
    • Endurance (Rank II)
    • Defense (Rank I)

    Unique Abilities:
    • Warden's Immunity: As all Wardens have, Nyirr has a near immunity to all forms of magic.
    • Shield Mastery: His training with the shield has given him a number of combat advantages.

    Equipment:

    Set of Plate Armor
    Heavy Flanged Mace
    Heavy Steel Shield
    Dagger
    Several set of traveling clothes
    Waterskin
    Blue Scrying Orb
     
  2. Name: Arslan Glodeion

    Gender: Male

    Race: Human

    Profession: Thief

    Age: 23

    Nationality: Valaria

    Schools of Magic known: None

    Appearance: http://paizo.com/image/content/PathfinderTales/PZO8504-Gad.jpg

    Biography: As a young child Arslan was abandoned. He has no memories of his parents. He had to survive on the streets and there he learned the art of thievery. He learned pretty fast that he was very good at persuading people which helped him in his acts of thievery. At the age of 18 he already well known thief in some groups and sometimes even some nobles asked him to steal something for them or gain intelligence of someone. Nowadays he still works as a freelancer.

    Traits: Improved Agility, Subterfuge and Precision

    Unique Abilities: Traps (Knows how to make simple but effective traps) and Persuade (Good at talking in people to do things they would not normally do or tell thing they would not be permitted to tell)

    Equipment: Two knives, Shortsword, 20 Lockpicks, 50 Gold coins, Blackwater Contract - A simple piece of parchment rolled in a small wooden container. Regal writing across its surface specify the terms of your service and rewards. You are entitled to fifteen gold per foe killed in service of the Blackwater's provided proof of kill is given, and will be rewarded a sum of fifty gold per month in service. This contract can also be used to deal with specialty vendors throughout the Blackwaters zone of control.

    Starting Points:
    1.
    3.
    2.
     
    #2 King ThonZa IV, Sep 23, 2015
    Last edited: Sep 28, 2015
  3. Name: Jay Taylor

    Gender: Male

    Race: Human

    Profession: Mercenary

    Age: 25

    Nationality: Valaria

    Appearance:

    [​IMG]


    Biography: Jay grew up in Valaria in one of the more unruly places and being born one year before the war started wasn't easy either. On his 12th birthday his father taught him and his brother how to use a sword. As Jay grew up he favoured one handed weapons going for a hand cross bow and a rapier.

    When the Valeal forces invaded he, his brother and father all went to fight against them and stand for their home. They like the rest of the forces where pushed back but they fought their hardest, by the end of it Jay was one of the few men left standing. He feared for his life he had watched his father get killed and his brother injured he ran. He left the place that was once his home with the few coin he had and became a mercenary making his own living but always haunted by his past.

    Traits:
    1. Agility I
    2. Strength
    3. Precision

    Unique Abilities:
    1. Extra strike: Jay can do an extra attack with either Hand Crossbow.
    2. Lucky Dodge: Jay has a better chance to dodge from

    Equipment: Rapier, Hand Crossbow, 20 crossbow bolts, leather armour, bag of 30 coins and a rucksack with some food and basic items.
    Blackwater Contract - A simple piece of parchment rolled in a small wooden container. Regal writing across its surface specify the terms of your service and rewards. You are entitled to fifteen gold per foe killed in service of the Blackwater's provided proof of kill is given, and will be rewarded a sum of fifty gold per month in service. This contract can also be used to deal with specialty vendors throughout the Blackwaters zone of control.

    2
    1
    3
     
    #3 Silverdawn, Sep 23, 2015
    Last edited: Sep 27, 2015
  4. Looks good.

    Still need Bio and don't forget to list your starting point preferences. If you have no preferences you can say that as well. The Extra strike thing with your crossbow is acceptable, but it will likely face steep penalties against tougher opponents.
     
    • Like Like x 1
  5. oh must have accidentally left them out
     
  6. Looks good.

    Don't forget to list all of the starting points in order of preference. The reason for me doing this is because once we get about 3-4 players we are going to begin with the most popular starting point, though it may not be your top pick. Hopefully as more players join I can split you guys into groups and move people around to their desired spots.
     
  7. Put them in order
     
  8. accepted.
     
  9. Name: Nyirr Stonewalker
    Gender: Male
    Race: Human
    Profession: Warden of the Magi
    Age: 31

    Nationality: Valaria
    Schools of Magic known: None
    Appearance:
    [​IMG]
    Biography:
    Nyirr was certainly a gifted child in his youth, though not one of intelligence or manipulation in magic. Instead, he was gifted with the shield and a blade. From as young as ten, he was seen as a very prodigious and skilled in wielding the simplest weapons, which was a rarity in its own. Not only that, but it had caught the eyes of the Magi, within the kingdom of Valaria. When he came of age to begin training to become a Warden of the Magi, they took him in and gave him the proper introduction to what was to come of his life. From a rather poor family, this had been a blessing cast upon him from the heavenly skies.

    The training itself had taken a toll on the boy’s life, baring the studies and pain that followed suite. Though, he hadn’t backed off or showed any sign of backing off the past four years. When he became an adult, the ritual was given to him, separating the bridge of his soul… and it truly changed him forever. In those moments, he wasn’t the same. He had become… Distant, reserved in a sense. He didn’t have that drive of his youth, but instead, was a cold wall of a man.

    He served the Tower loyally, aiding whichever mage requested his aid… And boy, were there many. His first few years were supposed to be a build up to more serious, long journeys, but Nyirr was put right into it with a weapon and a shield, going around with veterans to hunt down Feral mages. It had been like so for the past thirteen years, which some mages wonder if the man had lost all sanity. Yet, Nyirr himself to be collected and mindful since the first day he was handed to a mage to protect… And though, in his heart, he wished to return to Valaria to help in the war, his duties were to the Tower and he could not walk away. One day, he would wish to return and aid the people.


    Traits:
    • Strength (Rank I)
    • Endurance (Rank II)
    • Defense (Rank I)

    Unique Abilities:
    • Warden's Immunity: As all Wardens have, Nyirr has a near immunity to all forms of magic.
    • Shield Mastery: His training with the shield has given him a number of combat advantages.

    Equipment:

    Set of Plate Armor
    Heavy Flanged Mace
    Heavy Steel Shield
    Dagger
    Several set of traveling clothes
    Waterskin
    Blue Scrying Orb


    Starting Point:
    3.
    2.
    1.
     
    #9 Rain of the Night, Sep 25, 2015
    Last edited: Oct 2, 2015
  10. sure.
     
  11. Yay! Give me a bit of time to think over what I want my character to be.
     
  12. After Rain or Cybermoon get their characters up I'm going to start the IC up. As a side note, would a once a week post rate or once every two week post rate work better for you guys?
     
  13. Denied. You forgot to tell me what profession your character is. Aside from being a loner what does she do? She may be a ranger, since that seems to fit the bill of what you are going for. Also, that biography needs to be expanded upon. I've been accepting short Bios but this one crosses the line. The traits are wrong as well. You were supposed to pick three and upgrade only one, so you should have two rank ones and a rank two. Both of those abilities are denied as well. I was hesitant to allow Jay's multi shot, but shooting three arrows at once is too much. As far as the running thing goes, if you want your character to be able to perform really fast dashes like that it would be better to give her a magic item that allows her to do so. A nonmagic human isn't capable of doing things like that without some sort of magical aid.
     
    #14 Atlas Child, Sep 26, 2015
    Last edited by a moderator: Sep 26, 2015
  14. Okay. I think I'll just back out. Too much to do. Thank you.
     
  15. Yeah, sorry it didn't work out.
     

  16. Name: Maia

    Gender: Female

    Race: Human

    Profession: Mage of the Ivory Tower

    Age: 23

    Nationality: Kainite

    Schools of Magic known: Hydras

    Appearance: Maia is somewhat tanned and muscular, believing that magic requires the user to be both mentally and physically fit for the best results. She has light brown hair that is usually pinned up while in the Ivory Tower, and is otherwise a few inches past shoulder length and let loose around her shoulders.
    Show Spoiler
    [​IMG]



    Biography: Born Maia Argyris, she dropped her surname once she became a mage at the Ivory Tower. She grew up in Kain an active, busy, and social child, talking to anyone who looked interesting, be it a trader, fisherman, or otherwise. It wasn't until a mage visiting from the Ivory Tower remarked that she had a noticeable affinity for magic that her parents began to worry. Because of his remark, they sent her back with him to the Ivory Tower to begin her training, out of both fear and worry from her parents. It was there that she was trained in the art of Destros and Restos, but it was discovered that her talent lay in the art of Hydras, a school of Destros. As a result, after learning the basics of Mystos, Maia decided to focus on honing her power in Hydros.

    Traits:
    Power 2
    Knowledge 1
    Attunement 1

    Unique Abilities:
    Water Finding: As a result of her extended use of Hydras, she knows the direction of the nearest source of fresh water.

    Herbalism: Maia has knowledge of many types of flora, allowing her to brew potions and tonics for certain effects such as medicine or poison.

    Equipment:
    Robes, a satchel with 45 gold coins, her mother's pendent, and a bag containing a few days' worth of food and a waterskin. Along with her pendent is a simple chain with a topaz pendent. This pendant is actually the blue scrying stone. Colored a brilliant blue, this gemstone allows her to telepathically communicate and even see a person she knows who carries a stone of similar make and color.

    2
    1
    3

     
    #17 Orange Juice, Sep 27, 2015
    Last edited: Oct 4, 2015
  17. Atlas Child updated A Crown of Bones with a new update entry:

    Updated Trait Descriptions

    Read the rest of this update entry...
     
  18. Looks good. Don't forget you can have two Uniques abilities. Additonally, since you are a mage of the tower and @Rain of the Night is a warden, i'd recommend you guys pair up and try to establish some kind of history with one another.

    @Everyone

    While option two, the venture into the north seems to be the leading choice at the moment, I think your characters will actually be starting in Gorgon, the second most popular. The reasoning for that is, is that when I started this RP I had a large group of players in mind, however now I think this would work better with a smaller more dedicated group. Because of that I'm probably going to close the sign-ups and stick with just four players. Since we'll only be having a single group in the RP I want to start us off with the area I feel as the most potential to be an interesting story.

    @Silverdawn and @King ThonZa IV , since your characters are mercenaries your reason for being in Gorgon is you have been contracted by the Blackwaters, or supporters of the Blackwaters. Rain and Orange, since are are both of the tower your reason for being in Gorgon is to investigate some rather strange occurrences (which will be explained in the first IC post). Your oaths to the tower forbid you from participating in political affairs, so you're likely just joining the main party for safe passage through the dangerous swamps.

    Silverdawn and Thonza, I wanted you to add Blackwater Contract to your inventories.

    Blackwater Contract - A simple piece of parchment rolled in a small wooden container. Regal writing across its surface specify the terms of your service and rewards. You are entitled to fifteen gold per foe killed in service of the Blackwater's provided proof of kill is given, and will be rewarded a sum of fifty gold per month in service. This contract can also be used to deal with specialty vendors throughout the Blackwaters zone of control.

    Rain and Orange, I want you to add Blue Scrying Stone to your inventories.

    Blue Scrying Stone- An enchanted, topaz crystal which can be adorned to jewelry, an object, or simply carried. Colored a brilliant blue, this gemstone will allow you to telepathically communicate and even see a person you know who carries a stone of similar make and color.
     
    • Like Like x 1
  19. Okay sounds good to me
     
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