• So many newbies lately! Here is a very important PSA about one of our most vital content policies! Read it even if you are an ancient member!
Welcome! You have been invited by PavellumPendulum to join our community. Please click here to register.

Next IC post: which would you prefer? (Those who aren't part of the RP, please don't vote.)

  • Option A - Time to mingle and interact out of combat, then moving onto the morning.

    Votes: 8 61.5%
  • Option B - Timeskip straight to morning. Let's get moving on to the real action ASAP.

    Votes: 2 15.4%
  • I'm just watching this RP and I'm not in this vote, but I like pressing buttons!

    Votes: 3 23.1%

  • Total voters
    13
  • Poll closed .
Status
Not open for further replies.
J

Jakers

Guest
Original poster
A R G E N T
III XI I X VI. IV III I X IV II.

ARGENT is a dark fantasy/apocalyptic RP set within a fragmented, recently ruined world featuring a diverse cast of characters. This thread serves as a compilation of RP information, and a place where players and the GM can plan RP events/chat as they please. All characters belonging to players and the GM can be located in the 'Character Thread' section below.

Additional information (and new tabs entirely) will commonly be edited onto this first post as the RP progresses.

Character Thread | IC Thread

If you are not in this RP, but interested and unsure if there are spots, please PM your name to me. Whilst there are currently no spots available, I will inform you when a player drops out so that you may take their spot instead. You'll be in a 'reserve' column, if you will.



  • The land's two finest and largest cities - Kelda and Abbelest - finished the world's largest and bloodiest war in human history, known as the XII Final War no more than five months ago. With Kelda emerging victorious, King Rhyzen of the Keldian Empire unexpectedly ordered the razing of Abbelest, burning the city down to nothing, and executing Lady Celesse, the ex-leader of the Abbelestian Forces.

    But with this already catastrophic event, came another.

    From nowhere, as the destruction of Abbelest was almost fully complete, something blood-chillingly horrible emerged from the centre of the city. The stench of death - a brown mold coating the streets and walls, twisted and distorted creatures emerging from the muck and unleashing fury on both survivors and lingering Keldian forces alike. This is what is today dubbed the 'corruption' by the masses.

    None lived to tell the tale of what it was that sparked this horrifying twist, and it wasn't the work of the Keldians. With the destroyed town of Abbelest being transformed into an infested pit where abominations spawned and stalked the land for the innocent, the world began to lose all hope. The corruption, from Abbelest, began to slowly spread across the world.

    Many survivors began to lose their minds, with many people moving out of cities near Abbelest for fear of the corruption or creatures coming too close. The city of Kelda was blamed completely for these events, and many across the world came to the gates of Kelda to destroy and bring their fury to the other largest city. King Rhyzen was forced to give up his throne, with most of his forces being slain in the recent events.

    But the King, appalled by what had happened, would not give up there. Using all of his remaining resources, servants, allies, and soldiers, he retreated Kelda to build The Argent Foundation, the name known only by few. Sending messengers across the world to hire skilled individuals, most of which being soldiers, Argent members work tirelessly to rid the world of bandits, cultists, madmen, and outbreaks of corrupted beasts.

    Under the order of Ser Rhyzen, you have decided to become a member of Argent. A place where race, gender, or ideals doesn't matter anymore. A place where there is at least one shared goal. To clean the world of evil, piece-by-piece, and see the world into an era of peace.

    How will you be forgotten or remembered?

    Will you see Argent crumble and the world's downfall? Or the victory of Argent, leading to the world's peace? For it depends on your actions, now, survivor. Godspeed.


  • ABBELEST
    Typical Abbelestians are above-average height and well-built, with olive/tan skin. The looks of an Abbelestian can vary greatly, as many types of people were allowed to settle within its walls.

    Pre-War: Abbelest was once a low, steadfast city of stone and metal - protected by a nigh-impenetrable wall - that considered equality and law the two strongest foundations that held it together. Here, men and women were both considered equal - one of the most surprising and unique ideals for the day and age. It also endorsed wandering foreigners to join them, so long as they pledged allegiance. So long as a citizen provided hard work and firm loyalty to the city, they were provided with a comfortable and robust lifestyle. Because of the encouragement to work hard, Abbelest is a huge manufacturer of steel, weaponry, tools, and building materials, giving rulers a lot of wealth to disperse through the population. Ruled by the strong and fair Lady Celesse, the only ruler in the land, Abbelest had always been considered one of the nicest placest to live, save the occasional squabbles and mild conflicts with the Keldians.

    Present: After falling to the Keldians in the XII Final War, King Rhyzen supposedly ordered the destruction of Abbelest, razing the city to near-nothingness. With survivors fleeing the burning remains, Abbelestians and Keldians alike who were left in the smoking ruins for whatever reason witnessed the transformation of the Abbelest ruins. The area is now the centre of all corruption; a reeking city of brown sludge; a spawn point for corrupted beings, but the interior is generally unknown for the sheer danger of the area. No normal men or women could walk there to have a look and return alive. Abbelest has completely transformed; the most out of all the cities.


    KELDA
    Typical Keldians are tall and handsome/pretty, with tan or light skin, blonde or bright brown hair, and usually blue or green eyes. They are considered majestic as the city of Kelda itself.

    Pre-War: Kelda is the unmissable city of marble, crafted from beautiful stone and rewrition alike to create intricately shaped houses, towers, and pathways. A city of order, progress, and discoveries, the majestic Keldians have by far the highest rate of rewriters in their population, and are strict about who they let in and out. This makes Keldian citizens somewhat exclusive and treasured within their walls. Keldians also feature a strong army force, consisting of various units in heavy armour that use either Rewrition-induced wings for high mobility, or purely destructive Rewrition, making the Keldians a force to be reckoned with. This being said, Keldians have been known for their generosity towards other cities in the past, donating large amounts of wealth, food, and materials to cities and minor towns who encounter shortage. They also send some of their powerful troops for free to help defenceless towns targeted by bandits or rogues, and Kelda is probably one of the main reasons why The Binnes was never successfully pillaged for its vast wealth. Ruled by King Rhyzen

    Present: Put to blame for the transformation of the recent world after King Rhyzen commanded his troops to victory and then to supposedly raze Abbelest, Kelda has become a place of war and conflict between multiple parties with different beliefs. Attacks are common, sabotage is common, and the city is slowly being teared apart by people of all kinds. With most of its military being wiped out as a price for winning the war, there is not much order within the gates of Kelda anymore. Although it's the farthest away from Abbelest, and will be the last to fall victim to the corruption, entering Kelda nowadays would be extremely dangerous. The area has essentially become a zone for a massive free-for-all until order is restored once more.


    BLENNGHAM
    The Blennghammen are muscly, large, and the men hairy. With pale skin, icy-blue eyes, and usually blonde or brown hair, harsh conditions have forged Blennghammen into a tough group of people.

    Pre-War: Blenngham has always been a city that values its power and ability to survive, being located in one of the coldest enviroments in The World. Forging walls from ice, stone, wood, and whatever they could get their hands on, Blenngham was forged from a camp to a city over a large period of time - a feat accomplishable only by dedicated minds, and hard work. Discipline and a tough upbringing are core values of the Blennghammen, with the harshest punishments and one of the hardest lifestyles around. The weak are picked on and usually not helped, left to die. Only the strong survive within the everlasting winter's bite. Being one of the strongest races around, and the city being in such foriegn conditions to the general population, Blenngham has been generally left alone by others cities in terms of help and war. At times of food crisis, however, the Keldians have been there to support them. Other than this, Blenngham is a respected race with an army of iron-minded, greataxe-wielding soldiers that are frightening as monsters to face.

    Present: Blenngham has remained surprisingly unaffected by the recent events, probably the most so out of all the races. Even with the bandit population rising, none dare try to raid a city with such an iron ruler and such powerful people. However, Blenngham is the second closest to the spreading corruption from Abbelest (Drokk being the closest), causing a divide between its population. Some believe they should move out whilst they have the chance, whilst others believe they should stand and fight whatever comes at them as a sign of honor and integrity of their people. It has caused minor conflict within the city, and something bigger may spark eventually, though everything is forcefully kept under control by the leader, Dekk Larghkes, who is a strong believer that citizens should remain within the city instead of fleeing to the hot outside world.


    DROKK
    Short, frail, and pallid or skinned; typically with black hair and brown eyes. Lack of danger and sunlight has made the people of Drokk a frail race compared to most.

    Pre-War: An underground city complex carved into the very hills, Drokk has always been out of harm's way, shutting off their doors to outsiders and bandits, and coming out to the sunlight only for official reasons, or to gather resources not usually gatherable in the underground caves or farms. With no leaders, but instead 'supervisors' that see everything is going smoothly, the people of Drokk signed what's referred to as the 'Eternal Peace & Protection Act' that automatically counts them out of any wars, and makes them untargetable in a war situation, in exchange for them providing all cities with huge amounts of metals, minerals, and resources that are extremely abundant in the hills they've settled in. Intricately carved, well built, and well-supported, whilst the interior of Drokk is damp and dark, Drokken folk live a more comfortable lifestyle than one might think. Drokken people are usually of smart mind, but are usually quiet, cold, and introverted from the lack of action and involvement with other cities. A lot of the Drokken are also easily afraid, and don't like to be disturbed in general. Cities can see this as cowardly; Blenngham in particular.

    Present: Because of their close distance to Abbelest (being the closest to Abbelest of all the cities), the Eternal Peace & Protection Act is not something corrupted monsters have the slightest care for. The corruption slowly creeping up on them, and corrupted beings infilitrating what they thought was an impenetrable defence, the Drokken have been forced to move to the outside world. Because of their frail nature and their unfamiliarity of the surface, a lot of the Drokken easily fell prey to bandits, corrupted beasts, or mother nature for their lack of survival skills outside the caves. The Drokken's society has been completely broken, leaving them devestated and forced to adapt to a new lifestyle entirely. Meeting a Drokken nowadays is considered rare, but the people are generally seen as useless and 'waiting to die', save the powerful rewriters that Drokk sometimes produces.


    MEADOW
    Stocky, bronze/olive-skinned, and usually brown haired and brown-eyed, most Meadowborn are considered quite ugly compared to most races, but are steadfast and hardworking, suited to hard work and tough conditions.

    Pre-War: A large and poor place consisting mostly of wooden and thatch huts, lack of wealth isn't something the people of Meadow consider a weakness, but instead a strength. They take little but what they need from the land, making them an honest, compassionate, and caring race. Specialising in agriculture and forestry, Meadow supplies areas with fresh vegetables, wood products, and other material such as sap and honey to other areas in exchange for trust and protection from bandits. It is run by a 'mayor' who lives just like his kin, though stationed in a more secure area of Meadow. Despite their lack of resources and focus on agriculture, Meadowborn guards are surprisingly effective, using weaponry such as hammers, clubs, and greatswords paired with leather armour to unleash a primitive but effective fighting style that's a deadly surprise for bandits thinking joints of the Meadow are easy to pillage, but the Meadowborn still probably have the weakest army and require reinforcements in larger-scale bandit raids. Because of how nice the 'mayor' and his people actually are, cities have little desire to attack Meadow or involve it in any conflict, however.

    Present: Without protection from other cities, and with the weak nature of Meadow's structures, it has become a playground for bandits, madmen, and arsonists gone rogue by the recent events. Whilst the place has not yet erupted into complete chaos, many have moved out to protect their families, whilst others remain vigilant to keep their trade going. They are quite a way from the corruption, but definitely not in the safe ground. Also, because of the surprisingly high natural talent of some of its citizens (albeit their lower intelligence), a lot of willing Meadowborn have gone on to join Argent. Of all other cities, most volunteer Argent members are Meadowborn, which is a surprising statistic for a land considered peasants by most. However, Meadow is still struggling, and will likely be slowly destroyed or turned to a home for bandit communities in time, with the beloved mayor laying dead in the streets.


    THE BINNES
    Delicate and beautiful, with light skin, average bodies, and blonde shades of hair accompanied by grey eyes, luxurious upbringing has forged the Binnesborn into a somewhat arrogant but very intelligent race.

    Pre-War: A race that has been producers of some of the more expensive and rare materials from the very start, immense wealth from The Binnes was predicted, and their wealth was ever-growing at the time. With a somewhat selfish leader that focused all of his wealth into his city and his city only, Lord Augustus von Brielle, The Binnes holds mansions, well-built and luxurious houses, and gold-trimmed towers that rival Keldian architecture's beauty. With the money to hire the best teachers and the best minds out there, people of The Binnes have grown into what is considered the most intelligent race, creating marvellous paintings, sculptures, wines, and other such things. One of their most unique talents, however, is their inventions. Creating intricate weaponry has led to experimentation amongst some of the highest minds in The Binnes, leading them into the world of mechanics and machinery. Prototypes of ranged weaponry 'far more advanced and powerful than a crossbow', The Binnes is was on route to exciting discoveries, with the city seeming to be in a permanent 'Golden Age' thanks to its care for its citizens, and its citizens only. The military is advanced and strong, but lacking in numbers, therefore not enough to fend off greedy bandits without its hired help from various cities and towns.

    Present: In a land where wealth no longer matters, and where wealth can no longer buy you protection, The Binnes has recently been victim to successful bandit attacks and murders, happy to get their hands on 'the arrogant bastards' at last. Treasuries have been mindlessly robbed from despite money being of a decreasing value nowadays, the once rich and great people have been forced to flee. They're also located quite near Kelda, bringing them in the line of fire of the raging zealots and Keldian-haters that additionally bring out their rage on The Binnes as they pass it. Forced to leave their wealth, technological marvels, and beautiful city behind, lack of outside survival skills has made citizens of The Binnes much more vulnerable then they've ever been.


  • The Argent Foundation contains various facilities and sections that new recruits should get used to after joining. The safe and large area is protected by crude but ever-growing solid stone, spiked walls with archers atop it looking out day by night. A ditch has been dug around the outside of the walls, filled with hardwater, and the only entrance is a quickly built gate from iron scraps, probably made with Rewrition, but solid nonetheless. What's inside these walls, however, should be more to a recruit's interest. All of these places are connected with quickly-dug paths, soon to become roads, within the walls.

    NOTICE BOARD/BRIEFING ROOM
    The notice board should be checked daily, as it contains lists of assignments that are entrusted to certain groups/individuals. For example, if a bandit camp needs clearing out in an area, a commander will decide the group/individual who does it and when. People are expected to respond immediately and group for preparation and explanations in the briefing room at the time written down. Slackers are not appreciated, and lack of response to the notice board's requests will see you quickly ranked down or kicked out of Argent.

    THE TRAINING QUARTER
    Those off duty and not out working will find the majority of their time being used here. With advanced instructors that used to command battles and train troops themselves, technique and strength can be honed with time and effort if one feels they need to. Rewrition can also be practised, though facilities for practising Rewrition are more limited. The main attraction of the area are the various sparring areas, where up to ten one versus one battles can be occurring at once to test each other's skill, settle differences, or test newcomers for their worth. Many doctors are positioned here because of this. Watching these duels is as good as a way to pass the time as being part of one.

    THE LODGING QUARTER
    Everyone needs rest, and the lodging quarter is where to do it if one isn't assigned to night watch. The various lodges aren't exactly luxurious, quickly built from wood, but feature a fireplace and acceptable beds. Each owner's bed features a personal footlocker, and a bit of personal space. Lodges can get cramped thanks to up to twelve people being in a lodge at once, but that's something one will have to get used to. For those who can't bear to be around other people, or would prefer their own space, some tents and bedrolls are also stationed in the area, though lodges are much-preferred by the masses. A common room also sits in this area for eating and socialising, as well as some makeshift 'baths', toilets, and showers. The place is kept clean by prisoners, forcefully.

    THE SMITHING QUARTER
    Weaponry and armour is essential, to say the least. If one finds they need new arms, they can pick up new weaponry here depending on their ranking. Expertly crafted weaponry is reserved for trusted and trained fighters instead. Run by a genius young smith and a few of his helpers, the work here is as honest and well-done as you can get in this day and age. Trusted members can use some of the abundant materials themselves for more comfortable weapon grips, reinforcing armour, etc. Ideas for more intricate weapons and devices should be taken up with the head smith.

    THE AGRICULTURAL QUARTER
    A place combatants will find little interest, this place is merely for growing food, raising cattle, and gathering drinkable water by working-crest individuals. Hot meals are supplied thanks to this sector. Additionally, horses can be stored here within stables where they'll be well-cared for, and there are kennels for dogs or other companions to stay put and be fed whilst the owner is away.


    ANNOUNCEMENT PLATFORM
    If something important is about to go down, someone will be shouting about it here. If people are requested, an attack is incoming, or if a hero has fallen, everyone will be informed due to the platform's placement and the shouter's booming voice. This platform is also used to host special cermonies and events, such as the ranking up of a member, or personal commendations from Commanders and higher forces.

    SUPPLY ROOM
    A self-explanatory building used to stock stone, metal, and other resources for building up the city. Attempting to steal or sabotage from here and getting caught will get you on the gallows easily.

    HOSPITAL
    Run by trained, working-crest medics and healing Rewriters, if one isn't in a critical condition, they'll likely be saved from the clutches of death at the hospital. Minor and major illnesses aren't a long-term problem either, and can usually be fixed. Higher crest members usually receive more premium treatment.

    LOOKOUT'S TOWER
    The highest building within Argent, the lookout's tower is self-explanatory, containing an unknown man who's said to see for miles around, making unstealthy threats well-prepared for.

    PRISON CELLS/THE GALLOWS
    If captured enemies are bought back to Argent, expect them to be dumped in the quickly-built, damp, and generally unappealing prison cells, where they'll either be hanged or reformed depending on the judgement of higher-ranking individuals. Traitors and backstabbers of the foundation that are found out will also be hung here; an occurrence that isn't all that rare.

    THE GRAVEYARD
    A place for fallen heroes, and recovered bodies of Argent members. It's currently small, but expect it to be ever-growing.

    RHYZEN'S QUARTERS
    A building only slightly larger than an average hut, but very well-guarded and secure, it's unknown what's in here. People who have been inside, however, claim it's nothing special, however, and mostly just documents and notes.


  • This serves as a 'tracker' for all of the PC's current rank, kills/captures as of joining Argent, and general condition. Detailed CS's of the characters can be found in the 'Character Thread'. This is designed for PC's only, and does not show the GM's NPC's.

    NAME RANKING COMMENDATIONS KILLS - HUMAN KILLS - OTHER STATUS
    V. GUNGNI ZERO-CREST 0. 0. 0. ALIVE
    S. VALCUN ZERO-CREST 0. 0. 0. ALIVE
    A. KELLAR ZERO-CREST 0. 0. 0. ALIVE
    L. MORDER ZERO-CREST 0. 0. 0. ALIVE
    V. CROIX ZERO-CREST 0. 0. 0. ALIVE
    A. DALNAR ZERO-CREST 0. 0. 0. ALIVE
    B. WALDGEIST ZERO-CREST 0. 0. 0. ALIVE
    T. LUKASS ZERO-CREST 0. 0. 0. ALIVE
    K. RAZGRIZ ZERO-CREST 0. 0. 0. ALIVE
    C. WOLVESBANE ZERO-CREST 0. 0. 0. ALIVE
    SILYAN ZERO-CREST 0. 0. 0. RETIRED
    E. MAYA ZERO-CREST 0. 0. 0. ALIVE
    U. STRATHMOOR ZERO-CREST 0. 0. 0. ALIVE
    A. EIDUNAR ZERO-CREST 0. 0. 0. ALIVE

  • Reminders of completed missions, and how they went down, are put here. This will also be used to commemorate those who have fallen in the line of duty, reminding us of the feats they accomplished before he/she fell.

    COMPLETED MISSIONS

    MISSION 0 - THE FIRST TEST.
    14/14 SUCCEEDED. 14/14 LIVED.

    Recap: Captain Ardus ordered seven sets of one versus ones between the fourteen new Argent members. He also gave orders to fight to incapacitate your opponent, but strictly not to go for lethal blows on your opponent. It turns out that this was not only a test of skill, but also a test to ensure everyone knew self-restraint and could capture instead of kill where neccessary. Seven exciting fights occured, with each member showing enough skill to be given the badge of Argent. No fatal injuries or deaths occured within the spar, though some battlescars were handed out between sparring members.

    GRAVEYARD
    No PC/Met NPC deaths yet!

  • Here, any important events that go through in the IC thread/have recently occured will be noted down, and elaborated in further detail.

    >The XII Final War (5 Months Ago)
    The start to the chaos began when the two largest civilizations settled their ongoing differences and arguments with the largest-scale war ever recorded. King Rhyzen of the majestic and high city of Kelda, waged war against Lady Celessa of the stoneclad and proud city of Abbelest. After an extreme death toll through the bloody war between the two kingdoms, Kelda eventually emerged victorious. Supposedly, King Rhyzen ordered the complete destruction of Abbelest, razing the city to nothingness, and publicly executing Lady Celessa.

    But why had this war even started? What differences did Kelda and Abbelest have that made them argue so frequently in the first place? Surprisingly, this is crucial detail that is not fully known by the general public. Keldians have always known to hate Abbelestians, and vice versa. Between King Rhyzen and Lady Celessa, an unknown spark had been thrown by one side that caused the biggest and bloodiest war in history to occur.

    When it all seemed over, something horrible and unknown spewed from the center of Abbelest, transforming the razed city into one that turned people and seemingly thin air into disgusting monstrosities that wanted to nothing but kill. This was certainly not done by the people of Kelda. They'd wanted it to be over. An unknown force had transformed Abbelest into the corrupted hell it is today, and it's now merely the center of all corruption. As the monstrosities are produced and spread, mould and filth slowly coats the land, centimeter by centimeter, mile by mile, slowly starting to coat the entire world, with Abbelest the very pinnacle of it. Whilst the corruption's spread is very slow, it's extremely threatening, and will take extreme actions to stop. Nobody knows what Abbelest looks like today, as no surviving people have ever got close and lived to tell the tale. But one can only imagine the abomination Abbelest is nowadays.

    As a result of this, everything went to hell. Trade routes had been blocked and destroyed, supplies were no longer needed in certain areas, and innocent people were being killed day by day by vile monsters, some even being transformed into disgusting beings themselves. Everything was, essentially, going to shit. A lot of leaders and general public instantly shifted the blame onto Kelda for all of this, and King Rhyzen was forced to retreat his city (where he would later create Argent, a little-known about organisation), and within the corruption and madness, Kelda was the receiving end of a lot of hate-filled attacks and riots. Some survivors of Abbelest had even trekked all the way across the land to Kelda just to inflict their wrath upon it. A lot of the citizens of Kelda left to go elsewhere for the reasons, hiding and retreating to places like Meadow and Drokk. Whilst the general public don't despise Keldians as much as some do, a portion of the population blame them for everything. Whether this is just, is unknown, as nobody knows how the war even started, or who's 'fault' the war even was.

    In a world of riots, corruption, and people-turned mad or rogue grouping up to pillage and murder, those who are left sane and show skill within this world have been invited to join Argent, the world's last hope. Argent isn't known about by most, but for the innocent who pray for it all to end, crying in their huts or holes, the closest thing to a savior now, even if they don't know it, is Argent.

    >The Letter Delivered to You (Up to 3 Weeks Ago)
    Dear citizen of any province or profession...

    If my messengers have entrusted this letter to you, then you are aware of the stakes of our world. I, Ser Rhyzen, offer for you to join our private group of various professions: the Argent Foundation. You will be part of a force fighting for the freedom of our world - one that will put a permenant end to crime and corruption.

    Our current numbers are low, but growing. We accept a person of any kind with open arms, and the war is behind us. All members of the Argent Foundation are urged to settle their differences about racial upbringings, gender, and of such. All are equal here til' the world is normal once more.

    I will be blunt. You have considered going upon a path that may very well put your life in danger. One that may come to a grisly end. But you will be rewarded and recognized for each successful deed you perform for the Argent Foundation. And when the day and world is back to peace once more, you will be noted down forever in history as a hero of the highest kind.

    We urge that applicants should be trained in some form of combat. Be it magic, blades, or bare-knuckle brawling, any form of fighter is welcomed. Upon arrival to the entrance, we will ensure you are combat-worthy and not of traitorous intent. Attempting to sabotage or hinder the Argent Foundation in any way within your enlistment will be punished by death.

    Should you be accepted, you will be given aught in terms of housing, weaponry, and necessities such as meals for free. In return, we ask of you to instantly respond to any missions we give you, and be prepared to co-operate with other Argent members who may be of various races and professions. And, as previously promised, you will be paid for your troubles.

    The directions to our camp are inscribed on the back of the message. I hope to see you there.
    -Ser Rhyzen, Commander and Leader of the Argent Foundation


  • Stories, collaborations, artwork, player-made towns, or just generally anything player-made related to Argent (that isn't a Character Sheet or already written within the IC thread) will be listed here!

    >BRICK BY BRICK, STORY OF THE STRATHMOOR (By Dec)
    >BLOOD, STEEL, AND FIRE (By Jhuton)

    ISHIAN NOMADS are a loose collection of nomadic tribes that move throughout the most wild places of the known world. They have never gathered in any real cities, instead preferring to stick to their tribal camps and caravans as they move between the more civilized towns and cities of the various other peoples, traveling and visiting wherever they may. While other said peoples may be famous for their skill in crafting, magic, or battle, the Ishian's pride themselves on a very particular set of skills. The taming and control... and slaying of the beasts of the world. Through skill, and the use of a specialized school of Rewriting, they are able to bring some of the most mighty and powerful beasts of the world to heel. The Ishians are famous for using them as mounts, companions, pets, and even beasts of burden. And through their mastery of beasts, they ply a dangerous trade, battling and driving away creatures that may threaten the more civilized nations in trade for whatever they might need. Ishians are large, strong, and unflinchingly brave. Their skin is often olive brown or dark, and their hair curls wildly. Some call them wild and uncivilized, and most Ishians would consider that a compliment. Since the end of the final war the tribes have scattered to the winds, some escaping, some destroyed by the corruption... some though, some have decided to stay and face the madness of the world head on. (Created by players Ferril and Mahariel.)

    THE GRIMDOSH MARAUDERS are a small group of tribes that roam various northern steppes and mountain passes. They are one of the more taller races of the world, similar to the Blenngham in height, and some are as broad as the muscular Abbelestians. With skin ranging from a darker white to a light carmel, and hair ranging from a light brown, to a bright red. Their reluctance to settle in one place often gets them in minor clashes with the Ishian Nomads, who seek the same empty lands as them, causing racial tensions between the two groups. The Grimdosh tribes considered the more civilized people of the world as weaklings, hiding behind walls and bickering with each other for petty reasons. Taking advantage of the war between the two cities of Abbelest and Kelda, the Grimdosh began raiding small towns and farms on either sides, gaining their nick name the Grimdosh Marauders. As the war ended, the Grimdosh retreated back to the wilds. Their relationship between the other races isn't to well, as many see them as barbaric brutes, which is true to some extent. As the corruption came, they were pushed from the wilds to the more civilized areas. Many were wiped out by the creatures in the darkness as they tried to seek shelter in some of the very cities they raided from. The majority were turned away. (Created by lonewolf888978)


 
Last edited by a moderator:
Is suggesting battle plans for later? Like, now's just a time for questions?
Yep. Though you're still welcome to start thinking about battle plans, you don't know what it's going to be like when you get there, and what the enemy is going to be equipped with.
 
Last edited by a moderator:
I'll have a post up sometimes tonight, when I have access to a computer. Sometime.

Don't quote me on that.
 
Vaniela won't be asking any questions.
 
Same here for the 'posting-tonight-but-don't-quote-me-on-it' thing.
 
Sam has no questions, but he needs to get another spear. I'll be posting tonight for the retrieval of a new spear.
 
I failed posting yesterday, but I'll do it tonight. I promise. Maybe. Hopefully.

Don't quote me on it. (That should be my catchphrase. A really crappy one.)
 
Got a post up. I didn't want to control the blacksmith character in case he was only for the GM to control, so I fast forwarded time to just get him the spear.
 
Ill try to get something tonight or tomorrow morning, havent been feeling great.
 
I ended up helping a friend move , so probably tomorrow for me as well.
 
I won't be asking questions, but I for sure will post once we talk tactics.
Celthric has a few ideas :)
 
For some reason, my browser doesn't show the posting box... Which means that I won't be asking any questions this round until we start talking tactics, by which I hope this issue has resolved itself.

If not, prepare for my crappiest posts yet as I struggle to write meaningful things on my phone.
 
I've got a few ideas for tactics as well. Most likely gonna post a question tonight.
 
I'm so sorry I didn't get around to posting today ! Just assume Aatu doesn't have at questions, I suppose ! :(
 
Posting soon. Elodie gonna run for president.
 
So sorry I''ve been so behind. Been having a lot of computer troubles. I'll try to catch up as soon as possible
 
...Oh. Oh I jumped the gun with Sam's post whoops. OTL
 
For this next bit, I need everyone to post something in the OOC. A list of what their character will be taking with them. This is the final step before I'll be taking you straight to the mission.

So, before we go, I'd like you to list all of your character's equipment that they'll be taking with them on the mission. You don't have to add this to the CS, but this'll just be a mandatory thing we do before each mission so I can see consistency in posts, rather than somebody just pulling a Molotov out their ass because they just so happened to 'have it'. You don't have to go into super details on every little trinket and coin they're carrying, I just need a bulletpointed list of stuff your character has that'll I'll keep in mind.

Get used to this prep phase, as we'll be doing it before each mission. If you have doubts of what you should and shouldn't list, I'm right here.

Please list your equipment by the 4th of September. I would say to just instantly post once everyone's posted their equipment, but I'm going to be posting on the 4th regardless of how quick the equipment is put down. I need some time to prepare things such as grids for referencing positions and knowing the environment in the IC post, a list of each of the '20' enemies and how they behave, and so on.

If you'd like to chat with either of the two medics just for something to do and to get to know some potential NPC's, you can message me for a collab, though try and make it so we can do it in one session, preferrably tomorrow (and bear in mind I'm in +-0 GMT time, the latest I stay up till is 2:00am). You can use this turn to have a chat with other PC's, but... all of this is extremely optional, if you just want something to do whilst you wait or if you just want to get to know some characters better.

With all this in mind, remember to post that equipment list, and I hope you're looking forward to the next mission. There are a lot of things that could happen depending on the group's approach, and your actions can revolve how the entire story plays out, little bandit camp mission or not. Cheers!
 
...Oh. Oh I jumped the gun with Sam's post whoops. OTL
No worries man, you haven't jumped the gun at all. Walking out the briefing room once Konnor was done explaining was fine by him, and fine by me also, as Sam got all the crucial information he needed.

Like everyone, just get the equipment list up (that'll feature Sam's shiny new spear) and you're good to go!
 
I'd like to get in another post following yours, @Jakers! It's been a while since I posted, and I'm really sorry about that. Real life has just been sneaking up on me. I'll definitely have a post in before September 4th.
I'll go ahead and list what Aatu is carrying!
  • Sword
    • Aatu carries with him a longsword. It's made of good, solid Binnesteel, and has a bronzed sheen to it. It has a notably broader flatter blade than others from Binnes, and the blacksmith was not likely a Binnesman. It has a narrow-crossguard, which is unadorned. The hilt is treated cowshide with deep green thread-work. The pommel has been carved into a stylized boat, but it mostly exists as a relief. The sword has runes along the side of it, and they are pitted with spots of rust from old blood. Regardless, the blade does not seem brittler because of this. The runes do not mean anything to Aatu, and likely do not mean anything to anyone else.
  • Heavy Armor
    • Aatu has a set of similarly bronzed Binnesteel heavy armor. In general, he only wears the breastplate portion while riding, but carries the rest along with him. His suit consists of; a full suit of mail, with some heavy plated pauldrons, bracers, greaves, with a grand-helm for his head. The grandhelm is relatively simple in make, with some small holes along the side of it for air. It has a slit visor. The bottom of it is angled slightly upwards, indicating that it was made for jousting and cavalary combat, as opposed to infantry. He also has a gambeson with an emblazoned white star on it. Since his fight with Briaes, the star was been slightly stained.
  • Waterskin
    • Aatu carries one, with water in it, on his hip. There are an additional two in his bag, one of which is filled with akavit - the dillweed smelling drink from the Argent stocks. It is very weak akavit, and not particularly tasty.
  • Clothing
    • Aatu has brought with him an exchange of clothes, in addition to his riding clothes. His riding clothes consist of; a light, dark green leather jerkin over a shirt, and light leather riding breeches. He has a heavy brown, woolen, cloak for cold weather. His riding boots are well broken into, but solid. They have spurs on the backs of them, forged in a similar shape as the star on his gambeson. They appear to be made of brass. His additional set of clothes looks much the same. In addition to these articles, he also has packed five or six pairs of gloves, made of thick leather, or lined with fur. None of them are light riding gloves.
  • Trail Rations
    • Aatu has prepared for a two week long journey, at minimum. He carries with him a satchel filled with hard, dark bread that is unlikely to go stale any time soon, as well as a collection of dried fruit and nuts. He has a bit of honey as well, but that has been wrapped away in linens and a plain but study clay jar, to keep it safe and secure along the journey. He has a bit of dried and salted pork as well, but less of that than the other bits of food.
  • Lantern
    • Aatu has a small brass lantern with a bit of lantern oil. It's a relatively uninteresting lantern. However, the bowl where the oil rests in the interior of the lantern can be removed, and replaced with a candle. For this reason, Aatu carries with him a dozen long, beeswax candles that had been dyed a vivid red. He also carries with him in a small leather envelope a flint and tinder. The lantern swings unlit from his horse's saddlebags, but has a handle to be held.
  • Riding Gear
    • Aatu has a solid riding saddle, meant for long distance travel. As well, he has several quilted saddleblankets, made from good quality wool. He has several saddlebags which hold most of his equiptment, as well as most of his horse's food as well. He has a light bridle with a small, easy to manage bit. He rarely puts them on his horse, but he also has a set of blinders, to keep the horse from panicking in combat situations. He has a horse gambeson, which remains folded up within one of the saddlebags. Like the other pieces of equipment, this is embalzoned with a star.
  • Money
    • Aatu mostly has brought small change with him, binneshellers and binnespfennige. The Hellers are worth about half of the Pfennige, and are made of copper. The Pfennige is made of silver. He has about thirty binneshellers left, and about fifteen binnespfennige. He does have a bit of more lavish currency; five thick binnescrosch, silver coins that are worth two and a half binnespfennige. Aatu carries three binnesguldens, worth ten binnescrosch a piece - especially outside of the Binnes, where gold flows less freely. These are hidden on his person. He also has a writ of credit, which announces him as Aatu Eidunar, master of the Eidnasævar Strait. It is emblazoned with the crest of the Binnes' Tenders Guild, and signed by their leader, Bremen am Luther. With the right people, this can net him considerable funds.
  • Pen and Ink
    • Always ready to send letters, Aatu has a hardwood nib pen, painted a bright white, with golden, inlaid stars that run down the length of the wood. The pen is stowed away in a small pine box, where a large container of black ink also sits. There is also a bit of sealing wax, and a signet ring. The signet ring, forged of Binnesteel, has the symbol of a star on it, with an arch intersecting some of its points. There is also included in the writing box a series of scrap parchment leaves. Because they are scrap parchment, many of them have tears and defects, but are enough to write on.
 
Status
Not open for further replies.