GB.'s Workshop

Discussion in 'THE TEST CHAMBERS' started by GonzoB., Apr 17, 2016.

  1. Peacekeepers of Strongfair Court
    The Kingdom of Brience[​IMG]
    [​IMG]
    [​IMG]
    Explain Brience, Strongfair, and hint at the marauder problem.
    [​IMG]

    The Greatwood, Fae, and Magic pt 1

    Further explain Fae like Dragons and Ents.

    Explain Marauders

    Magic is everything, and everything is magic. Magic is patience. Magic is sorrow. Magic is love on a summer's eve. The Mountains are Magic. Leaves, trees, twigs and sprigs; all magic. Work makes magic, just as does contemplation, laughter, and pain. All aspects of the world, it's substance, it's soul, it is all magic. For example: The bread of a truly talented, skilled, experienced and caring baker is known to be more nutritious, flavorful, and just essentially better than the bread of a baker lacking in even a single one of these traits. It is not just the quality of the ingredients, or the care he puts into his product, or the love he pours into his passion; it is all these things and more that make a truly and literally magical loaf of bread, capable of not only providing unnaturally bountiful sustenance and otherworldly flavor, but also of clearing and strengthening minds, and even purifying some lesser illnesses.
    [​IMG]

    World at Peace, and Yet Still at War
    Stylistic Notes


    Rules

    Character Sheet Template

    Character Sheets

    Name:
    Appearance:
    Age:
    Class:
    Greatwood Mage
    Academy Mage
    Town Mage
    Hedge Mage
    Priest
    Cook
    Sellsword
    Town Guard
    Scholar
    Adventurer
    Spiritkin
    Hedge Knight
    Knight
    Peasant
    Tradesman
    Hunter
    Woodsman
    Tinkerer
    Rake/Seductress
    Talents:​
     
    #1 GonzoB., Apr 17, 2016
    Last edited: May 8, 2016
  2. 1: Druid
    2: Sorcerer
    3: Magic
    4: Spirits/Gods
    5: Important Technology
    6: The Greatwood, Lake Eldrar, and the Mountains of Iron & Gold
    7: Strongfair and Gelrey Keep
    8: Ulfang Tower
    9: Marauders and Other Turmoil
    10: Guidelines for Style and Structure
    11: Other Settlements
     
  3. [​IMG]
    Name: Grand Duke Daumantas Naujokas
    Gender: Male
    Age: 62
    Role: Grand Duke (King)
    Aligned Country: Grand Duchy of Lithuania (Wiki)
    Appearance:
    [​IMG]


    Reputation:
    The people of Lithuania love and respect their ruler. He has led them through turbulent times, and, under his long reign, the country has not only strengthened and solidified it's hold on the traditional centers of Lithuania, but also expanded into new lands. Making pacts with the demons and embracing magic early on, Lithuania long ago made the stark choice of completely abandoning their Christian neighbors in their fight against the otherworldly beasts. This has enriched the country and it's people, but at the expense of relations abroad. As the decades passed, all of Chirstendom began to view the country as a bastion of evil; the one place on earth cruel and corrupt enough to side with the devil himself.

    Grand Duke Naujokas himself is a powerful sorcerer, and his people love him for his institutionalization of magic throughout the realm. No one is persecuted for practicing magic, in fact, it is seen as a great and wonderful gift. Yet, again, his own country is the only place that feels as such, and, throughout the world, the Duke of Demons is spoken of with disgust and disdain. Outside nations trade with him and his people purely out of necessity, the land of Lithuania having spread from the Baltic to the Black Sea, it's borders containing all the cities and trade routes from one to the other. While the arrival of magic and the demons, or "spirits" as the Lithuanians call them, has ultimately been in their favor, and the years since prosperous, the kingdoms of Christ have not been snuffed out by these demons; far from it. Those that have survived are stronger than ever, hardened by conflict and forced into new and more clever ways of life.

    A day of reckoning is sure to soon come; there is not a Lithuanian living that does not fear a crusade on Vilnius.

    Personality:

    Good:
    Liberal & Egalitarian
    Intelligent
    Gregarious
    Scholarly & Cultured
    Generally Kind, Caring & Generous
    Fair & Light Handed Ruler


    Bad:
    Impatient, Stubborn & Pugnacious in Old Age
    Bitterly Resents Old Age and It's Infirmities
    Functioning Alcoholic
    Somewhat Bigoted, Racist & Xenophobic
    Growing Distaste for Diplomacy
    Colludes With Demons, & is Sometimes Bound by Pact to Obey Their Demands


    Likes/Dislikes:
    Likes:
    Discovering New Ways To Improve His Country (Technology, Architecture, Medicine, etc.)
    Fine Cuisine
    Music, Drinking & Kinship
    Lithuanian Beer and Mead, & French Wine
    Mages and Magic
    Intelligence and Inquiry
    Bravery
    The Peasantry and the Innocent
    Soldiers
    His Three Daughters & Heirs


    Dislikes:
    Germans
    Cowards
    Liars
    Rome
    The Christian God
    The Catholic Church
    Catholic Military Orders
    Idiots
    Tyrants


    Religion:
    Baltic Paganism, heavily influenced by the arrival of the demons and revolving around worship of ancestors, heroes and the spirits of nature(demons).


    Skills:
    Diplomacy: Though he once took great delight in it, Daumantas has lost much patience and all love for foreign diplomacy. He is more crass and impatient than is usually required for a smooth parlay.
    Riding, Soldiering and Swordsmanship: The Grand Duke was once a great soldier, but no more. Due to old age and injury, Daumantas has been unable to ride a horse for over twelve years, and has since given up practicing with sword and shield.

    Administration & Logistics: Daumantas has grown his kingdom by exerting careful and deliberate control over important cities, trade routes and resources.
    Brewing: The Duke has been brewing beer and making mead for decades.
    Military Command: Long successful history of military command.
    Sorcery: Grand Duke Naujokas is known far and wide as one of his countries greatest sorcerers, having studied with the demons themselves since he was a boy. As do most Lithuanian mages, Daumantas almost solely relies on combining elements of nature in ritual to has his spells, and therefor his magic is not at all spontaneous. Fresh blood is almost always used as one of the components of these rituals, and, as such, this sort of magic can be unwieldy and even altogether impractical in certain situations.

    Bio:
    Daumantas Naujokas is the second son of Grand Duke Shvarn of Minsk. As second son of the royal family, it was his duty to enter the military. After first graduating from the acacamy, Daumantas served with distinction as a field commander on the western line. Following in the tradition of his family and people, he was also sent at an early age to first discover and then later to hone his aptitude for magic. After many years of practice and study, he had become a proficient sorcerer.

    His elder and only brother had always been prone to illness, and, only two years after receiving the crown from his dying father, he too succumbed to death. And so at the age of thirty four, Daumantas Naujokas was crowned ruler of one of the great nations of the world.


    Country History:
    Though Lithuania officially had it's first Catholic king crowned in 1253, his death later lead to a series of events, a that would firmly establish Lithuania as a pagan nation. This was only reinforced by the coming brutality of the crusades. The Teutonic Order of Knights mercilessly waged total war against the various pagan tribes surrounding Lithuania, until, after half a century, they had wiped them all out. Lithuania stood as the last pagan nation in the world, and the next six decades would play host to one of histories most terrible and brutal wars.


    Then, after over a century of slaughter and conquest, the Teutonic Order was presented with a force so terrible, the Baltic Crusade was recalled within the span of a week. The Hour of Darkness had brought great opportunity for the pagans of Lithuania, and they had seized it wholeheartedly.

    A century and a half later, and Lithuania stands as a hated yet respected anomaly, prosperous and well established as the northwestern center of world trade.
     
    #3 GonzoB., May 3, 2016
    Last edited: May 4, 2016
  4. Magic:
    Aura Casting:
    Saphire
    Emerald
    Ruby

    Alchemy:
    Potions and Other Consumable Concoctions
    Pultices and Other Healing Items
    Incense
    Enchantment and Transmutation


    Arcane Ritual:

    Spirit of Endeavor:
     
    #4 GonzoB., May 16, 2016
    Last edited: May 17, 2016
  5. Schools of Magic

    Spirit of Endeavor
    Powers everything
    Azure Aura of the Soul
    Derives power from strength of mind and spirit
    Spells include Minor Transmutation, Minor Enchantment, Minor Fire and Water Conjuration and Manipulation, Minor Healing and Cleansing, Minor Force and Manipulation

    Viridian Aura of Nature
    Derives power from rare and exceptional natural sources
    Magic includes Potions, incense, and other Consumables, Non Blood Ritual and Sacrifice

    Crimson Blood Ritual
    Derives power from highly ritual sacrifice to various Fae
    Spells consist of Blood Ritual and Blood Concoctions

    Faemagic
    The Fae are the ultimate personification of the Spirit of Endeavor, and stand as the pinnacle of arcane ability​
     
    #5 GonzoB., May 17, 2016
    Last edited: May 18, 2016
  6. The Comrades of Istek

    • [​IMG]
      Image by Djekspek


      Overview:

      The world simmers. Decades of war have given way to a recent era of peace between Rarkonir and her neighbors. The minds of the nobles now focus on trade and the market rather than warfare and the battlefield. Yet, as this new era of promise comes to be, new troubles are proving to be born along with it. Groups of disbanded soldiers turned brigand roam the highways, stemming the flow of the newly invigorated trade routes. The Elves and Naiads of the waters and forests are ever capricious, and the Dwarves of the mountain ever hidden and cloistered, and all act as wildcards the scheme of things. Dragons have always nested upon the crests and crags of the Nomeis, and the forests of the Wasp Jungle, while home to abundance beyond belief, also house beasts both great and terrible. Needless to say; this is a world where high risk abounds, bringing with it either astounding opportunity, or dream crushing defeat.

      For you and a select few others who call the small, boring town of Istek home, the appearance of a poster outside the tavern calling for "brave, adventurous souls" and promising good pay is more than enticing; it's utterly alluring. You step into the tavern, look to the table described in the poster, seeing a wrinkled old man with a large brimmed hat sitting alone, and sit down. And so, your journey begins...

      In this RP, you will be a member of a quintessential "adventuring crew", either taking jobs/bounties, seeking out and slaying powerful monsters, or just questing to discover the unknown. You'll make your way around Rarkonir, facing strange and challenging circumstances. You'll gain fame, fortune, and perhaps even great power along the way. There will be a good possibility of character death, and I'll make the world a pretty hard place to live in(not Darksouls hard, but pretty challenging), but I would also like to give everyone ample opportunity to do awesome stuff that shows off their particular talents. You'll need to use wit, caution and preparation at least as much as martial or arcane ability, if not more.

      The game will focus on your travels and encounters. You will meet interesting people in strange and wonderful places. You will encounter the arcane, and, as your journey progresses, you will find magical items of wondrous power. You will also accumulate great treasure, the nature and power of which being dependent upon your team's choice of adventure. Will you brave the dragon soaked mountains the east, looking for Dwarven treasures of old? Will you face the kingdom's soldiers, turned to marauding and brigandry in time of peace? Perhaps you will explore the woods and waters of the land, looking to uncover both the treasures and the mysteries of the Fae who roam these places...

      Whatever your group decides to do, you will have many and sundry as challenge to overcome, and remember; work as a team. At the beginning of the game, the average soldier is a good deal better trained, equipped and experienced than anyone in your group. Charging in like a fool, or fighting without thinking will most likely get you killed.


      Notes on Gameplay and Style:

      Culture

      In terms of culture, Rarkonir is operates on a seemingly never ending feudal system. The region has been stuck in a perpetual age of darkness for as long as histories record. Misogyny, racism, xenophobia and general bigotry are the status quo, and violence and deceit are the tools de jour for those looking to extricate themselves from the grinding wheel of life. One in a thousand men lives in comfort, usually off the backs of those in despair, and even these lucky men cower in fear at each passing storm, and daren't travel even the "safest" routes without the thickest of guard. The nations surrounding Rarkonir are no better, forever fighting one another in a never ending series of holy wars.

      Life HAS advanced and become more comfortable over the ages, with windmills, more efficient wells and superior metallurgy being just a few of the major technological advancements to have been made in recent memory. Fields produce more than in days past, and famine and disease are much less of a threat. Trade has been a boon to the kingdom for centuries, and, ever since the shutting of the nation, it has served as a buffer zone for the surrounding, warring states. As a result, culture is much more diverse than in other nations, and the Kingdom is enriched with knowledge and items from far and wide. Yet, again, these luxuries mostly serve only those already blessed with generations of wealth and power


      Technology:

      For one reason or another, cannon and powder do not exist in this world. Steel blade and plate have gone a long way without the advent of firearms to usurp their place on the battlefield. Arcane conveniences are few and far between, but their collective effect does serve as minor a force for prosperity.

      Fae Worship:

      The spirits in this game are mostly inspired by Norse and Germanic folklore. For example, elves and dwarves are not "races", but, rather, spirits and embodiments of nature.
      In the Kingdom of Rarkonir, there is no monotheism. Everyone worships either one or a set of many fae, or spirits of nature. As such, there is no establishment of structured, organized religion resembling anything like our world's Abrahamic religions. Instead, worship is more along the lines of ancient Greek polytheism, with essentially a spirit for just about everything. There are fae of the harth, fae of the willow, fae of the western breeze; you name it. There may be certain grouping or clusters with a similar set of traits, or who act as a collective personification of certaint aspects of nature, and these groups may be called such things as "dwarves" or "elves", but these are not hard and fast classifications; they aren't even exactly living beings. All fae are simply representations and personifications of the substance and essence of nature, coalesced from element and ether.


      Difficulty Breakdown:

      Beginning = You kinda suck, and things are hard. Be careful, even sneaky when you need to. play to your team's strengths, and never charge in blind. You're building your character/team in this arc.

      Middle = You are above average, but things are still hard. You'll be getting the hang of working as a team by now, and have some impressive skills and gear gained from your travels, but the world is still an incredibly dangerous place. Running is always a option.

      End = You're awesome and can kick major ass. Still, there are people, places and, especially, magical beasts, that dwarf your power. You will never be the strongest in this world, but together, perhaps, you and your team might just be able to take on even the mightiest of foes.


    • Images by JoakimOlofsson
      The Western Wilds
      [​IMG]
      The Western Wilds
      Wasp Jungle: Home to giants beasts and untamable forest.

      Wayland Peaks: Steepest peaks in the land, rumored to house the armaments of the first kings of Rarkonir.


      Central Rarkonir
      [​IMG]
      Central Rarkonir
      Masrin City: Ancient, sprawling capitol, and metropolitan center of the kingdom.

      Tangon's Rest: Largest temple in the land, complete with 3,417 individual shrines.

      The Forge: Arcane armory of the kingdom.

      Lazy Hills: Home to herdsmen, and breadbasket of Rarkonir


      The Swamps of Sacrifice & the Grown Gate
      [​IMG]
      The Swamps of Sacrifice & the Grown Gate
      The Grown Gate: Magical bulwark of old, and the kingdom's greatest defense.

      The Swamps of Sacrifice: A no man's land ruled by arrogant spirits, and terrorized by those who worship them.

      Tulsak: The northern frontier, a grizzled town of timber and quarry.


      The Northeastern Mountains & Forests
      [​IMG]
      The Northeastern Mountains & Forests
      Morhagen: Rarkonir's great defensible fortress hewn from the homes of both dwarves and elves.

      Silver Acorn Woods: Home of the fair elves and driads.

      Nomei Mountains: Home of the misanthropic dwarves and terrifying dragons.
      Lake Elras: Home the Fae of the lake, the naiads.

      Mines of Uthrum: Built centuries ago with the dwarven assistance, these ore mines are the heart of the Kingdom, providing an abundance of both steel and gold alike.


      The Southern Coast & Lunia Island
      [​IMG]
      The Southern Coast & Lunia Island
      Mantho: Cultural hub and regional center of trade.

      Istek: Small fishing village, and the most peaceful part of the kingdom by far.

      Krom Villiage: Hard scrabble miner's village.

      Montari River: Hard running and wide spanning river of the west.

      Ring of Lumin: Ancient altar to the fae of the sea, and the only place of pilgrimage in Rarkonir able to hold a candle to Tangon's Rest.





    • [​IMG]
      Image by NathanParkArt

      The Rules of Magic:

      The arcane arts encompass many different realms of ability and effect. The fae of the world are the undistputed masters of magic, but, with talent, training and passion, man is more than capable of bending its power to their will. But be careful; magic is a fickle and unkind mistress.

      Magic can do most anything int his RP. The only restrictions will be imposed by your discretion, and the game's karma system. Basically, the sky is the limit as far as what you can do, but be careful; abuse your power, and you will regret it.

      List any spells or arcane abilities in "Ability & Aptitude", and any enchanted items in the appropriate category("Garb", "Weapons", Etc.)


    • Character Sheet Template:
      (Copy and paste this into your Roll20 character sheet to fill out there.)
      Name:
      Age:
      Weight:
      Height:
      Experience & Occupation: (What kind of education, training or life skills do you have? What do you do for a living)
      Ability & Aptitude: (What are you able to do, and how well?)
      Hopes & Dreams: (What do you want to do with your life? Why are you setting out on this journey. What is driving you to embrace adventure?)
      Values, Morality & Worldview: (What do you value, and why?)
      Prejudices: (Any prejudices, either positive or negative?)
      Garb: (What are you wearing? This includes armor, shields, jewelry, or any other thing that is worn.)
      Weapons: (What weapons are you carrying, and which one/ones are your currently wielding?)
      Food, Drink, Smoke, and Other Consumables: (What consumables are you carrying?)
      Misc. Items: (Anything else you are carrying.)
      Delete the explanations within the parenthesis as you fill out your sheet.



      The Inventory and Experience Systems:

      In this RP, there is strong emphasis on your equipment and loot. You are only be able to portray your character as having or using the items listed in your inventory. You will most likely need to change this on your CS each time you post, and even sometimes when other people, especially myself, give you something through our own posts. For example, if you shoot an arrow at something in your post, you need to subtract it from your stash in your CS. Likewise, if you find some loot, you'll need to edit your CS to denote such.

      If you would like to search the environment for something, I ask that you PM me and say what it is you are looking for. I will decide if you are able to find anything, depending both on your abilities as listed in your CS, and the environment. This will essentially serve as a perception/luck/skill check.

      You will also need to add to the other parts of your CS as you progress. For example, if you slay a dragon, you will add a blurb to the "Ability & Aptitude" section of your CS saying as much, and quickly explaining how it changed your ability and performance. I'll let you know when the appropriate time to update is.

      Finally, remember that you will be rewarded for playing thoughtfully, being bold, finding clever ways around obstacles, working as a team, and remaining true to your character concept. This is a very karma heavy roleplay. Put a some effort into it, and you will have a whole lot of fun, and be given a bunch of neat stuff unique to your character. If you abuse the open system, however, you may find yourself slipping off a cliff, or being mauled to death by a magical bear...


    • Rules:


      1: No depictions of sex.
      2: 18+ only.
      3: No PvP.
      4: The GM is God. I will take all wishes & concerns into fair consideration, but my word is final.
      5: Play nice, be constructive, and try to help each other as much as possible. The more you help your team, the more you will be rewarded in game, as the RP gods smile upon magnanimity, and frown upon douchebaggery.
      6: No cheating while updating your CS, obviously.



      Game Time:

      1: Saturdays @ 5:00 Pm GMT-7
      2: Game will last 4-5 Hours
      3:Miss one session without telling us at least an hour in advance and you'll be kicked. Come tardy three times and you'll be kicked.







     
    #6 GonzoB., May 19, 2016
    Last edited: Dec 3, 2016 at 12:56 AM
  7. [​IMG]

    Jonah's Locked Box + Undo Recent Damage x1

    Summon Falling Steel Net x3

    Lairy's Bronze Palisade x1

    Lairy's Iron Cage x2

    Grand Charm Beast x1

    Choking Fog x2

    Greater Thorny Vine Snare x2

    Rain Cloud x2

    Electrocute x2​
     
    #7 GonzoB., Jun 3, 2016
    Last edited: Jun 5, 2016
  8. As I peruse the RPs here on the forums, I notice a severe lack of straight forward fantasy.

    Anyone feel like participating in a somewhat old school party based fantasy adventure?

    I would imagine a group no bigger than six, and no smaller than three, starting as townsfolk from a small settlement. You will be a member of a quintessential "adventuring crew", either taking jobs/bounties, seeking out and slaying powerful monsters, or just questing to discover the unknown. You'll make your way around a relatively small map, facing strange and challenging circumstances. You'll gain fame, fortune, and perhaps even great power along the way. There'll be a good possibility of character death, and I'll make the world a pretty hard place to live in(not Darksouls hard, but pretty challenging), but I would also like to give everyone ample opportunity to do awesome stuff that shows off their particular talents. You'll need to use wit, caution and preparation at least as much as martial or arcane ability, if not more.

    The game will focus on your travels and encounters. You will meet interesting people in strange and wonderful places. You will encounter the arcane, and, as your journey progresses, you will find magical items of wondrous power. You will also accumulate great treasure, the nature and power of which being dependent upon your team's choice of adventure. Will you brave the dragon soaked mountains to the south, looking to plunder the lost cities of old? Will you face the kingdoms soldiers, turned to marauding and brigandry? Perhaps you will explore the Greatwood, looking to uncover both the treasures and the mysteries of the Fae that rule over it. You may even come out the other side relatively unchanged...

    Whatever your group decides to do, you will have many and sundry as challenge to overcome, and remember; work as a team. At the beginning of the game, the average soldier is a good deal better trained, equipped and experienced than anyone in your group. Charging in like a fool, or fighting without thinking will most likely get you killed.

    Handy Breakdown:

    Beginning = You kinda suck, and things are hard. Be careful, even sneaky when you need to. play to your team's strengths, and never charge in blind. You're building your character/team in this arc.

    Middle = You are above average, but things are still hard. You'll be getting the hang of working as a team by now, and have some impressive skills and gear gained from your travels, but the world is still an incredibly dangerous place. Running is always a option.

    End = You're awesome and can kick major ass. Still, there are people, places and, especially, magical beasts, that dwarf your power. You will never be the strongest in this world, but together, perhaps, you and your team might just be able to take on even the mightiest of foes.


    Well, can't wait to get tings started with this; I'm sure there are at least a few people on here who're ready to get down with some old school fantasy RP adventurin'!
     
    #8 GonzoB., Jun 11, 2016
    Last edited: Jun 11, 2016
  9. CS

    Name:
    Appearance:
    Age:
    Weight:
    Height:
    Experience, Aptitude, Occupation & Ability: What have you done, & what have you learned? What are you naturally good at? What do you do for a living? What are you able to do, and how well?
    Hopes and Dreams:
    Values, Morality & Worldview:
    Prejudices:
    Garb:
    Weapons:
    Food:
    Misc. Items:
     
  10. Chapter OneThe Journey Begins

    [​IMG]

    "My name is Kallrin', I am a merchant, and I am in need of some cheap sell-swords..."

    It was a nice enough tavern, despite to slight reek of fish that permeated the town in which it was situated. It was fairly well populated at this time of night, many of the towns men relaxing and blowing off the steam generated by a hard day's work. One table was left bare, though, save for a single elderly man dressed in the garb of the east. As he finally began to bore of waiting for those he had summoned with the poster outside, wondering if any would come at all, a slew of men and women walked in all at once. It would seem that many or most of the aspiring adventurers already knew one another, all but a couple chatting familiarly with one another as they gathered to the table and began sitting.

    The old man wasted no time revealing his intentions, speaking the moment the final ass hit it's chair. "I'll be both quick and blunt. My name is Kallrin', I am a merchant, and I am in need of cheap sell-swords to escort me to Masrin City. I've been cursed to return to a Rarkonir where I am unable to ply my wares. I've never had a trouble in my life making the trip from here to Masrin, but I hear stories that chill my bones, and from sources I'm inclined to believe. So, again, as I said, sell-swords, yes; I need you all to help me get from here to Masrin, WITH my cart intact, of course. I can give you each forty silvers here and now, and a gold piece upon our arrival. I'll even put you up both here and there for a night. So, can I trust you're all..."

    Before he could finish, several of the others had already began agreeing in various ways, one shaking her head vigorously, another slamming his fists on the table in a near violent, yet seemingly joyous, display. Before long, all had taken their silver, and retired to some rooms Kallrin' quickly ordered. Most slept restless, unable to hold back their excitement; tomorrow would be the start of a great and wonderful adventure, to be sure!

    [​IMG]

    "The air was crisp and nature was alive as the party approached the river..."

    The next day, the newly forged group of dissonant novices broke from Istek an hour after dawn, only awake long enough to gather for a quick meal, and then pack for the journey ahead of them. The road to Masrin City wasn't a particularly long one. None were in the Kingdom of Rarkonir, true be told, the realm itself slanting on the small side. No, the journey would not take long, should it be unimpeded; two or so days walk, depending on the pace. But these times are not ones of unimpeded travel. Indeed, they are times of plunder and thievery, as Kallrin' so bluntly pointed out the night before. Yes, it was true; any time spent on these roads was now trouble at the least. And at the worst? Slavery, death, even unending torture. The stories of the terrors abounding on these highways were what led the merchant to hire on the adventurers in the first place, and now, they would all see how true the stories were.

    Hours and hours passed uneventfully, and nearly a third of the journey to Masrin had already been completed. The group decided they would continue on till they reached the Montari River, hoping to break for camp a bit before late evening. The air was crisp and nature was alive as the party approached the river, birds and bugs filling their ears with pleasant noise. Walking in no particular formation and with far too little caution the group was startled and surprised to find, after coming over a hill in the road, a group of surprisingly well armed and armored folks. Most of our adventurers noticed the kings colors upon them, and a few even noticed the more subtle insignias some of them bore. These were soldiers, or at least they had been during the war. It was quickly becoming clear to all but Hull that these were once proud warriors turned brigand; there was even what looked to be a knight among them, dressed in red fineries. True to the assumption, he soon proved to be leading the others, stepping forward to speak to Kallrin'.

    [​IMG]


    Brigands (open)
    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    "Leave th' cart n' yer other supplies an' I'll let ya go on t' Masrin. Otherwise..."

    The man puffed up slightly as he spoke. "Leave th' cart n' yer other supplies an' I'll let ya go on t' Masrin. Otherwise we'll slaughter ya raggedy bunch right now." He was plain enough, reaching for his weapon as he finished, his men following suit a moment later. Kallrin' quickly ran behind the cart to cower, shouting as he went "This is what I'm paying you for! A-at it! Get at it! Go!".
     
    #10 GonzoB., Jul 1, 2016
    Last edited: Jul 2, 2016
  11. "That was just a warning! Leave or more will follow."
    "You want cart, Hull give cart. But fancy hat man only have cheap stuff, you see?"

    "Clear the path now, or we shall clear it ourselves."
    "Don't make us have to kill you..."
    "You lot had better-"
    "Please don't make me waste this poison on you"


    1: Rinata, Eira, Marda, Ronric and Aedan Call out the Knight.
    2: Hull, not noticing this, slaps the mule and sends it and the cart speeding toward the brigands.
    3: The blue guard sends his spear at the mule, killing it instantly., and stopping the cart before it gets too far.
    4: The old soldier tosses his spear to the guard, and unsheathes his sword. He is rushed by Eira, who gets smacked around and loses her sword and even her arm, but gravely wounds the older soldier.
    5: Rinata shoots another arrow at the Knight, but he magically deflects it back and kills Kallrin', spattering the two standing next to him.

    6: Glaive soldier is about to "kill" Eira, but is engaged by Aedan, Marda and Ronric. Ronric is slashed in the leg.
    7: Hull rushes the knight, but in intercepted by the blue guard.
    8: The mage moves behind the knight and summons the bears on the far side of the party. Two of the bears rush the large group, while the eother takes on Rinata.


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    #11 GonzoB., Jul 6, 2016
    Last edited: Jul 11, 2016
  12. Kevin Jackson (Tiger Anthro Cyborg with Super Strength, Agility, Speed, and Durability) M [1]

    Tele-Lie (Radio Manipiuulation) M [6]

    Terror Kill (Able to force the combustion of Anything Within Range of Vision and is then able to telekinetically control said object, Super Strength and Durability, Super Speed and Agility) F [1]

    Launch (Flight/Excelerration Bestowal) F [6]

    Fog Girl (Smoke/Vapor/Gas Physiology, Generation and Manipulation) F [4]

    Battle (Firearm and Vehicle Summoning) M [4]

    Red Glare (Pyrotechnic Manipulation) M [5]

    Ivory (Ivory Consumption Empowerment) F [5]

    The Black Hole (Oxygen Empowerment) M [5]

    Faraday (Copper Manipulation, Electric sensing and combat) F [5]

    Logic (Extremely high intelligence and extensive education coupled with Emotion Negation/Locking) F [4]

    Crepitus (Knuckle Cracking Empowerment (S.A.D.S.)) M [3]

    Magic Sheet (Bioelectric Barrier over a bed sheet) F [5]

    Pageant () F [2]

    Toil () M [2]

    Lear () M [2]

    Lightning Justice () M [4]

    Lightning Lightning () F [6]

    Planar () F [3]

    The Vampire King () M [1]

    The Nine Vampire Queens F [2-6]

    The Alphas [2-4]

    The Betas [2-6]

    Dr. Klevorick () M [N/A]

    Android 47 () F [2]

    Android 30 () F [6]

    Android 32 () M [5]

    Gold Mask () M [4]

    Ursula () F [3]

    Master Tian-Lu () M [1]

    Jose' Griego () M [3]

    Jason Cassegrain M [1]
     
    #14 GonzoB., Sep 2, 2016
    Last edited: Sep 5, 2016
  13. Name: Todd Geller
    Alias: Geller, Pack-Rat
    Gender: Male
    Age: 36
    Height: 6'0"
    Weight: 159
    Personality:
    • Calm:
    • Fairly Gregarious:
    • Mitigated Illness and Depression:
    • Denizen of the Underworld, and Proud of it:
    History: j
    • Your Friendly Neighborhood Drug Dealer: j
    Skills and Education: j

    Powers: "Substance Merging":

    Wall Hide:
    -Wall Hide Glue:

    Wall Slide:

    Sword Catch:

    Appearance: [​IMG]
     
    #15 GonzoB., Sep 11, 2016
    Last edited: Sep 14, 2016
  14. An Antithetical Position: How Many Advocates of Limited Government are Getting it Wrong When it Comes to the Police.

    Scroll through the comment section of the latest video documenting the rampant abuse of authority present within law enforcement and you'll likely be presented with a strange paradox; the comment of a pro-police libertarian. Comments like these, many of which can be found on videos of indisputable abuse that one might come across on a daily basis make it glaringly obvious that many of us lack the philosophical/moral/ethical moorings, historical context, and overall understanding necessary to look at the problem clearly. When even those who openly and vocally subscribe to the principles of liberty find themselves flippantly dismissing the problems of police brutality, excessive force, and general abuse of authority in law enforcement, it serves as a pretty good indicator that the narrative has been thoroughly turned away from the principles upon which the U.S. was founded.

    They're not writing the laws. The politicians are the REAL problem.

    It's strange to me that most of those who say they value individual liberty as a principle can agree that the profession of politician generally attracts a class of people wholly unfit for the monumental task of governance, as its power is so inherently enticing to those who would seek to abuse it, and corrupting to even those who enter the career with altruistic intentions. Yet many of the same people who say this about politicians will tell you that "there are people who suck in every job" when trying to contradict someone who says something negative about the profession of law enforcement officer. Really, I don't see much of a difference. No, not all cops are cruel or ill intentioned. In fact, most of them truly believe that every action they take is for the good of society, and the same could be said about politicians, but the job wields near unassailable authority, and tasks itself with such abhorrent abuse of other people's rights that it's almost impossible to be a good police officer, for the smae reason that finding a politician that can reasonably be reffered to as "good" is like finding a needle in a haystack.

    Police are simply the enforcement arm of the government. It's so strange to me to see self avowed libertarians try to somehow separate the police from government, as if they are any less culpable for the government abuse which they personally act to enforce. If the politicians are violating our rights by writing laws that violate not only the constitution, but our very natural rights, then surely the police force is violating our rights by acting to enforce them.

    If we're going to say that a large, overreaching government is inherently evil, we MUST also say that it's enforcement branch is ALSO inherently so. To do otherwise is to abandon any kind of consistency.
    We're tasking the government with doing increasingly more and more that was historically taken up by the citizen. This includes both self defense and the task of maintaining the security of a given community. We're trading our rights to the government in exchange for some level of ostensible safety, and it is a course of action completely antithetical to the spirit of the nation. Many of our founders wrote that the path to peace is the same as that to prosperity; the path of individual liberty. How can anyone in all seriousness advocate for the virtues of voluntary exchange, only to turn right around and argue that the government is the only possible means of attaining peace and security for the people?

    It's a hard job. We can't judge them because it's hard to do what they are asked to do day in and day out.

    I'll agree with the first part; it IS a hard job. So hard, in fact, is the task of law enforcement in an ever growing centralized state, that I would argue it is a futile endeavor. We're never going to achieve the peace and prosperity that we desire this way. We're asking too much of these people. We're asking that a small group of government employees assume the responsability of protecting everyone in the nation while at the same time enforcing legislation that outright infringes on the rights of those very people.

    Moreover, I don't really care if it's a hard job if it doesn't provide a service worthy of it's funding, much less if it actively serves to diminish our natural rights. Even if your job is the most difficult, dangerous one in existence, if it serves as an active force against liberalism, your career is irredeemable.
    If we want that, government needs to step back and let armed individuals use voluntary interaction and cooperation to personally work toward those goals.

    Every profession has it's "bad apples", idiots, jerks and even crazy people. We can't judge every cop by the actions of a few.

    There are a number of reasons why the comparison between the profession of LEO and every other isn't an apt one. For one, the position of police officer is a government career. Most of us are well aware of the corruption inherent in government agencies. Free from the regulatory influence of the market, abuse of authority, lack of transparency, and general corruption are inevitable. Second, police are ostensibly tasked with protecting the public. Because of this, they have been granted increasingly absurd degrees of leniency. The double standard when it comes to what is and what isn't deemed to be a legitimate use of force, both by the courts and by the public at large, is staggering. Let's say I'm a canvasser, for example, and carried I a pistol with me as I worked. Let's say I went to a person's house to ask them if they wanted to sign my clipboard, had a dog come around the corner at me, and then shot it, saying I literally "feared for my life"; almost no one would argue that I was in the right. All a police officer must do, however, is claim that he did indeed fear for his life, and they will usually get away without any meaningful consequences. Not to mention the instances of police performing no knock raids ON THE WRONG HOUSE, throwing flash-bangs into cribs and beds as families sleep, and nigh countless documented cases where they generally ruin peoples lives due to what would certainly be deemed inexcusable incompetence in any other field of work. The problem is obviously both much different and much worse than the inevitable small percentage of crappy employees that slip through the cracks in any occupation. The problem is both massive and systemic. We've given law enforcement so much power and authority that they've effectively become a separate class of citizen with a set of rules all their own, a fact which not only renders the constitution hopelessly impotent, but effectively strikes our very natural rights from the conversation.

    It's painfully clear that these cases of abuse which we see day in and day out aren't simply the actions of a "few bad apples", but a clear example of government grown out of control. Tasking a group of government employees to beat us all into a submissive state of order under the often arbitrary and sometimes downright cruel rules and dictates of government officials(some of whom aren't even elected) is in no way congruent with the spirit of liberalism upon which this nation was founded. A rightful and rightfully achieved order is most easily obtained by letting people do as they will, and letting the free people find for themselves the best way to secure peace and prosperity.

    Well, there we have it; just a few of the arguments you may see being made by a self proclaimed lover of liberty that render their user completely contradictory. Perhaps some of these commenters think that most people are stupid, and will just muck everything up if you let them. But we all need to trust in the principles of liberty. The evil that can be enacted by a stupid or ill intentioned individual is rarely is ever as potent a threat as that of a collective, especially when said collective is the governing body of a large and influential nation, and it's principles are based on the supposed virtue of the ideology of collectivism itself.