D
Dusty Trails
Guest
Original poster
From the Torchbearer roleplaying game, which this is inspired by.Torchbearer Rulebook said:"This is a grim land. Summers are short. Winters are long. The towns are overcrowded. Food is expensive. Guilds control trade. Nobility control the taxes. Priests pray for our damned souls.
Out there, beyond those walls, are beasts, bogies, monsters. They inhabit the forests, live under the fields, dwell in the ruins of our burned-out fortresses. They kidnap the lone wanderer, harry our caravans, and when they are bold, they attack our towns.
This land is wild, untamable, and in it we struggle to survive. We who thought we could conquer it, subjugate it—we are guests here, our days numbered.
Our forebears succeeded in wedging a toehold—a small point of light in a vast, weird darkness. Their hubris led them to believe they had won, that victory was inevitable. But they were wrong. The forests fought back. The mountains rebelled. The seas heaved in protest. Things issued forth from crevices and caves; the foam and fire spat forth a writhing, crawling answer to our fathers' "conquest." We fought them. We banished them. We flung spell and prayer at them. But they came like a creeping tide, forcing us steadily back.
So now most of us crowd into our walled towns and make do with what's been given to us. Some hardy folk brave the long nights and, far behind our defenses, work the soil at dawn. A few of us—those with nothing left—take up torch and sword and stride forth into the dark wilds.
For underneath the roots are the ruins of those who came before us. Layers of foolhardy civilizations crumbling atop one another like corpses. Each thought they could conquer this land. Each failed.
But in failure, they left us hope. They left us gold, artifacts, secrets, knowledge. Those brave or foolish enough to bring back these treasures are richly rewarded. Those successful enough can even can rise above their station.
Thus, we can become heroes. ...if we survive."
So in this roleplay, we're taking on the roles of adventurers, though not really in the heroic sense of the word. Adventuring isn't exactly your dream job, and you're mostly doing it because you're desperate. Maybe your family had too many kids and left you to fend to yourself, maybe they're dead, maybe it's something else. The point is, you're not the most well-off fellow. You don't want to be the slave of some nobleman, and the churches might've given you a holy symbol and some bread before telling you to go out and preach or something. You scrounged together what little money you could and bought some gear: rations, weapons, armor, tools, supplies. Here you are at the town gates after meeting in the local inn, ready to head out.
For now, let's start off with the basic fantasy races (humans, elves, dwarves, halflings, etc. Stuff you'd find in a Tolkien novel or a D&D Rulebook.)), though there may be opportunities for other races later. Remember that you're by no means rich, so you'll have some pretty crappy starting equipment, even a warrior will probably have leather armor at best. Anyways, jump in and Have fun!
You can find the IC thread over here.
~The Party~
Player | Name | Gender | Age | Class |
Inquisitor Dust | Markus | Male | 19 | Fighter |
Blue jay | Colette | Female | 20 | White Mage |
Boss Frost | Toma | Male | 19 | Thief |
Raitoningu | Serei | Female | 16 | Multiclass |
AAB | Pieter | Male | 23 | Tailor |
Kriodine | Trae | Male | 16 | Drow |
Bitterblue | Emma | Female | 17 | Fighter |
Our band of adventurers, fresh from whatever life they've lived in the City, are preparing to visit an old fort at the edge of the woods. Supposedly there is an untouched stash of treasure beneath the fort. What dangers could possibly await them?
Last edited by a moderator: