Eien (Sign-Ups Closed For Now)

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I will get a character up after work today then.
 
I suppose that's a valid point. But I'm sure you'll agree that patchwork and all out smithying for combat are quite different. Even the few smiths that still live today (those wonderful people that make katanas from scratch :P) are specialists in just one thing.

Also, before the advent of metalwork, a lot of necessities were just made from wood. Bowels and spoons. Even a shovel. Much cheaper, more common and a renewable resource.
 
To be fair the reason why katana makers are specialists is because they have to fold the steel several times over. Although domestic blacksmiths and weapons smiths usually were separate I have to give you that. They only used the civilian forges in times of need. Hmmm, even in small villages such as these there has to be people who are a bit better off than others. Not greatly of course but some with larger fields and more trees to pick fruit from. Those people might want metal tools as a sign of their dominance over others.. but then again if they were showing off they'd go to the market and just buy it from another village. There's no way to bother with that. The excess of wood coupled by little need for metal works is a bit convincing. I'd say the mist has somehow warped the soil like the trees that you almost need metal to make any progress but that's a bit of a stretch and it intrudes into GM territory. You could say they need to fashion axes to cut down the trees but they could find a way to do without, or they could get them from the mysterious mining village we made up xD I'm almost inclined to admit defeat.
 
Haha... you can't go and do that. The discussion is far too much fun. In the end it all falls on the GM's decision though. Either way some sort of story could be formed to accomodate either a forge or a lack of one. I was just more on the other side because I assumed, wrongly or correctly, that the GM had put thought into it when they made the OOC in the first place.

Sure it would offer some challenges. I mean I roleplayed in a world once that had no animal life, except some migrating birds. Challenging to imagine no oxes to do heavy lifting or no horses to pull carts, but it gives one a way of exercising the imagination.

Since this world is in the furture anyway, even though it's ruined, forging might be quite different. A relic of some kind could mean a different way of melting or forming steel. Imagine a booster rocket or something. :P. So many possibilities.
 
What if the metal used to make all the tools and weapons is scrap metal found from car parts and random pieces from Elysium that are melted down in fire pits? With Sameen (Vansalon's character)'s knowledge of shard usage and magic you could make the argument that shard fragments are used to heat the forge quickly. The remains of shards used in the shrine can be thrown into a fire pit and with a spark creates a roaring inferno that melts the scrap metal down to be forged into farm tools. They'd be absolutely useless in combat so they'd still have to buy weapons made from proper steel somewhere else (making Kinslayer all the more unique since she would have had to get the ore from somewhere else). It all works. There's tons of metal left over from before the mist and costs nothing to the villagers besides some wood which they have an overabundance of and the time to set up a pit to melt it in.
 
Haha, I'm glad you guys find it interesting enough to talk about at this length.

To be honest I didn't put a lot of thought into the jobs </3
It's showing now but I think we can fix it easily enough.
I think the smithing and magic should be intertwined in the village (it may not be so for other places). That helps Vansalon keep his/her character's history relatively intact (I liked it :> )
The smithy would be a remnant from Elysium and I like the idea of transporting metal into the village. Smithing would also help to improve the view of magic in Waldstead, though some might prefer wooden tools even then. I didn't want to use Elysium's magic as the go-to solution for everything but I think it's the most suitable one that'll help keep Vansalon's history intact and explain smithing in the village at the same time. :)

As for the mist's effects on flora/fauna, here's what I thought of:
Trees would be larger and thicker, as depicted in the picture. Some fruits/flowers would retain qualities of the mist (makes people drowsy when eaten/touched) but most would just increase in growth. These would be found at the very top of the trees. It'd be a challenge to find a balance between ones good for eating and ones too exposed to the mist to risk. Lots of moss instead of grass, as the trees block a lot of sunlight. Water is largely unaffected as is soil, as they aren't living things.

Animals adapt to their surroundings but have more fierce temperaments. They would rely on sound and smell more than sight due to the darkness of the woods. Not sure if they'd be larger due to the lack of human interference or smaller because of the lack of food on the ground... deer eat moss, right? And if deer eat moss (there's tons of it) and things like wolves/bears eat deer... still not sure about size.


Another thing I didn't make clear enough (will edit into OOC) concerned Caravanners and their teams.
Each group has around six members. There is more than one group of Caravanners in the village. How the groups are made: One experienced member would be put in with five inexperienced members to train them up. This is different in our RP as far as I know. The reason given would be that the experienced member designated to your group has unexpectedly succumbed to the Mist Sickness/Miasma. Conveniently for the plot, there are no other members available (say they're on a trading route for example).

They'd need to be aware of the caravan itself, should things go wrong and they need to make repairs. Someone would need to be able to drive the bioxen as well.

I thought it'd be unrealistic to have a single group of Caravanners per village so the way it'll work would be for the groups to take shifts between the years to minimize damage taken from the mist. They'd still be busy exporting and importing goods but at least they wouldn't have to take the trek to the mines every single time.

The caravan itself is made from wood and metal. Large enough to house six people and although the Caravanners are resistant to the mist, the flaps would have to be sealed fairly tight. As long as they cover themselves up it should be fine, as the mist reacts more to living things than things like leather/wood/metal. As time goes on the bioxen would grow more and more feral, so time is of an essence.

Thanks for putting up with me so far, I'll definitely make sure to think things through for the IC at least. And @Optimistic Potato, I can't wait to see your CS.
 
I won't be able to make a character, sorry. My internet is down and we aren't sure when we will get it back. Good luck with the rp!
 
Awh. I was hoping for a little optimism in this rp xD
 
That's fine Potato! Good luck in getting your internet back up.
I'll make a character then I suppose, and then I'll make the IC thread. It will probably be up by tomorrow or Thursday.
 
Name: Ernest Donnelly

Age: 56

Gender: Male

Appearance:
1357293041940.jpg
The mist and the stress of being a Caravanner has not aged him well.

Personality: Ernest takes longer than others to react to events. Patient and quiet, he likes to think things through at least twice before deciding on a course of action. This has lead to many tense moments during his career as a Caravanner, something he is not proud of but won't deny. He can be described as weathered and often looks on the bleak side of things. Although he gets very attached to his comrades, Ernest is a seclusive man, disliking talking about his life.

History: Ernest has been a Caravanner for longer than most. He knows the route through the forest like the back of his hand, though things weren't always like that. Ernest became a Caravanner at the age of thirty one, when he broke Waldstead's rules and left for Raem, hoping to find a cure for his daughter who had acquired Miasma. Ernest spent two long years there to no avail and when he returned, his entire life had flipped upside down. His daughter had fallen into a deep sleep and his wife was nowhere to be seen having ventured for Raem as well. Although Ernest has not seen her up till now, a small part of him knows she is alive and well in the city of magic, not dead in the forest like rumors say. Instead of punishing Ernest, the elders of Waldstead decided he would join the Caravanners where he served for twenty years. At first, he was determined to find a cure for the mist like so many before him. Two decades of searching broke his resolve and it ended with Ernest mercy-killing his own daughter. Since then, Ernest has filled the role of the village hermit, choosing to barricade himself in his house. For five years he has shown little of his face to Waldstead.

Skills: His two decades of experience with Caravanning has engraved the many routes into his brain. He is good with the bioxen and caravan itself - they are like extensions of his self. Although in the past he was a quite formidable fighter, although rather brutish, Ernest's old age prevents him from handling a spear as well as he used to. He can still wield one well enough to fell deer but fighting is not really in the equation anymore. His time in Raem has let him tinker with some magic but his area of expertise is in knowledge of the craft, not the craft itself.

Levels of Resistance to the Mist: 2

There's my CS. With Ernest I should be able to GM as well. Working on the IC thread now, halfway through. We will be starting with Caravan Day and all characters will have the chance to prepare for the trip. :)
 
Question @mahigan

Could the others have gone on a couple of trips before? Not together of course, and no where far enough to get any experience doing much. But could they have had a few trips just to break them in on being outside the village and such. I think it'd be a little more efficient if they at least knew how to tie a pack onto the bioxen first before they went off to find the only hope Waldstead has xD
 
Loving the posts guys. Will have mine up tomorrow!
 
Sorry for the low activity guys, was pretty busy these few days.
If it's my turn to post I'll have a post up soon.
 
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