Realm of Garrn: The Call of Adventure (OoC and Sign-Ups) OPEN FOR NEW PLAYERS!

mr_pibbs

The One True Pibbles
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Realm of Garrn: The Call of Adventure

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~ IC ~

https://www.iwakuroleplay.com/threads/realm-of-garrn-the-call-to-adventure.54134/


"Sit ye'selves down and I will spin you a tale 'at were long lost t'er this human world.. Tis a tale of epic adventure, grand duels 'n combat in a world o' warcraft, magic, dungeons an' the like. A place chock full o' such mystical things ne'er seen in this world. T' tales began Lon' ago, when t' King of The High Tower, Riley Kyon the First, an' his kin marched on the darkened soil of Depthre in t' final march o' t' Great War. All t' races was united 'gainst t' dark lord. T' King 'ad when all 'o a sudden out come a massive Fire Drake from t' North! T'were a battle to end t' ages, an-

'Poligies lads and lasses, seem's like I got a wee'bit carried away. Now then, where was I? Oh! 'Ere it comes back! I reckon I was startin' t' story way too early, about a hundred years, if'm bein' precise. So, 'ere's how it went: Lon' ago in t' mythical and wondrous land o' Garrn, there was a group o' heroes who set out 'pon a dangerous quest. Their journey took 'em all'round t' continents, across t' sea, through forests and mountains, an' forced then t' overcome many difficult obstacles that threatened their mission. They was guided 'long on their quest by a power th' was said t' long since have vanished from t' world. Through determination an' vigil, t' heroes managed to destroy the evil an' make t' world safe once again.

The tale started out, much like any great tale of adventure does: some'were quiet an' cosy, most likely 'n a tavern o' some kind.. Ah, yes now I remember! 'T were t' town o' Vestial where t' take first began! On a night o' celebration, no less. With the findin' o' a magical artifact, the heroes would meet in t' local tavern and venture out into t' world t' begin their quest!

So, lads and lasses.. Are ye ready t' hear t' greatest tale o' Garrn?"


Hello everybody, Sora here with an always fun idea! Welcome to the Mythical Realm of Garrn, home to all kinds of magical and fantastical creatures, vast regions and landscapes, great ale and pipe weed, but most of all: adventure of the grandest proportions!

The main story of the RP will focus on the group of heroes who venture across the world trying to hopefully seal away a great evil who has returned to threaten the land once again. This is based off a combination of things, such as DnD, WoW, Tolkien's LotR/Hobbit, Forsaken World, and multiple other works of Fantasy, but each element comes forth to collect into one massive bundle of absolute joy and awesomeness. That bundle is Garrn.

Before we can begin, we will need at least 4 people. For your consideration, here are some of the details concerning character creation and the world!

Basics for this RP in Preparation for the OoC:

The standard adventurer's kit includes a backpack, bedroll, flint and steel, belt pouch, 20 torches (4 hours of illumination in total), 10 days of trail rations, 50 feet of rope, and a waterskin. Each person will start with this basic Adventurer's Kit, but you can add onto it. Some examples of things you may choose to add are armour, or skill equipment (lutes, musical instruments, spell books, scrolls, cooking supplies, a map, ect).

In regards to magic, there are many different fields that you can use. Each character can learn magic at any time during the RP, but if you choose to start with it then that's fine. You will be allowed to choose a Primary Magic Type (the one your character is more proficient with and uses more often. This will determine what type of wizard/Mage they are), and/or a Secondary Magic Type (should you wish to have one. This will be a lesser known/used magic type, but at least you'll sleep better at night knowing you have a backup).

Just like with the Magic Types, you are allowed to choose between 2 Different Classes, should you decide to have two. The primary one will be where your character mostly comes from, but the secondary one will give you bonuses that could compliment your primary choice. For example, you may choose to be a "Wizard", but have a secondary class of "Paladin". This would mean you get the healing benefits of a Paladin and allows you to cast additional Arcane Magic on top of your existing magic without taking up a "Magic Type" spot.

1. No GMing. We don't want any Mary-Sues or Gary-Sues
2. Maximum of 3 Active Characters per person. Any more needs approval by a GM
3. Characters can and probably WILL die, but please ASK somebody before you attempt to kill their character rather then just say "Your guy is dead."
4. Keep it PG-13!! Romance and Lovey-Dovey stuff is fine, as well as the occasional innuendo, but take smut scenes to PM, please. Also, violence is allowed, but please don't rip out a guys entrails and hold them above his head while he slowly dies. We're not monsters (although Orcs are known to do that)
5. Some scenes will be time skipped if they drag on too long/get too boring, but most of the time we will RP things through.
6. Most likely at the beginning, your character will join the main group of heroes. If you choose to meet with them later on, let me know so I can create an event that will introduce our characters to one another.
7. Your character is only allowed 2 Magic Types (a Primary and a Secondary) or "God Mod" Powers. Each power MUST have a weakness. That being said, here's a list of "powers" that are considered "GM":

Before I go into this too much, I have something to say about Immortality/Eternal Youth. No character is immortal. They can all die by natural means or if they are killed in battle. However, this rule really only applies to a select few, such as Elves, because they just stop aging normally and can live forever until their light fades away.

Magic/GM Abilities:

• Elemental Control (Fire/Earth/Air/Water Benders. Difference between this and Elemental Abilities is that you CONTROL the elements around you, but you can't generate it with your own magic.)
• Flight
• Healing
• Telepathy
• Telekinesis (moving things with your mind)
• Extreme Disguises (ex. Changing ones voice entirely to imitate somebody else, shape shifting, or even making yourself look exactly like somebody else)
• Coming Back from the Dead/Necromancy (this one will NOT BE ALLOWED UNDER ANY REGULAR CIRCUMSTANCES. I WILL HAVE TO APPROVE THIS IF YOU PLAN ON USING IT, BUT IN GARRN, NECROMANCY IS STRICTLY ILLEGAL).
• Invincibility (unless you're some kind of Jesus character, which won't be allowed, you can die at any time. Now, not-aging physically is one thing, but you're not invincible)
• Multiple Visions (X-Ray, Heat Vision, Sonar, Infared, ect. I'll be lenient with this, but we shouldn't have a problem considering this isn't the X-Men)
• Elemental Abilities (Fire Breath, Ice Breath, shooting Fire from your hands, pretty much anything a wizard normally does. Difference is this GENERATES the magic from your body.)
• Star Power (controlling the stars)
• Summoning (this can be a tricky one. As long as nobody's summoning fire demons or Ifrits, we should be okay. Keep it somewhere in between a pinecone and a Cheetah.)
• Imagination/Growth Magic (ex. Creating things out of thin air, making new life from nothing, basically creating your own world. This will be heavily monitored if its chosen by somebody)
• Transformations/Shape Shifting (if you have different forms like a Werewolf, then that's fine. This applies more so to "I'll turn into a massive dragon and burn down villages on an instants notice" kind of transformations, which I don't allow.)

* Some abilities like Archery or Smithing are already included with some races. Elves are natural archers and know much about the environment (agriculture, things concerning animals, wildlife) and have great agility, Dwarves and Orcs are natural smiths and can appraise almost any artifact or gemstone (plus, they have an amazing talent for having a higher resistance to the effects of alcohol), Draenei and Night Elves are amazing astronomers and study the stars and planets to help them practice their magic, Humans are great merchants and alchemists and can harness many artistic methods such as song or the playing of instruments, Halflings and Goblins are exceptional lockpickers and are great with sneaking or anything to do with being light and hidden, and Fungon's and Draconians know just as much about the natural world as Elves, they are great brawlers and are able to tell where their exact position in the world is thanks to their mythical backgrounds. *

I'll include a list of talents that each race already has in full detail if prompted, but for now just feel free to ask if you have any questions.

Abilities/Skills:

(The following Skills are skills that, depending on your Character's Race and Class(es), you will have from the beginning. Each race and each class variety gives different skills. Think of them as bonus skills, but you'll still have to pick 6 customized skills for your character.)


RACE SKILLS:

Human: Alchemy, Bartering, Bribery, Cooking, Farming.

Elf: Acrobatics, Archery, Climbing, Herbalism, Wildlife.

Dwarf: Mountaineering, Appraisal, Boozing, Battle-Ready, Heavy Weapons.

Halfling: Brewing, Sneak, Move Silently, Negotiation, Diplomacy

Fairy: Area Knowledge, Charm, Breath Control, Hiding, Listen

Orc: Melee Weapons, Blacksmithing, Armorer, Brawler, Sabotage

Goblin: Con, Espionage, Explosives, Lying, Pickpocket

Night Elf: Seduction, Astronomy, Torture, Toxiculture, Survival

Draenei: Mysticism, Astronomy, Sex Appeal, Speak Language, Weaving

Fungon: Ancient History, Wildlife, Speak Language, Religion, Linguistics

Draconian: Hiding, Mysticism, Escape, Counter-Espionage, Melee Weapons


CLASS SKILLS:

Fighter Classes: Brawling, Melee Weapons, Fast-Draw

Magician Classes: Mysticism, Alchemy, Herbology

Rogue Classes: Sneak, Lockpicking, Lip Reading

Cleric Classes: Toxiculture, Medicine, Diagnose

Ranger Classes: Archery, Hunting, Hawking

Rarer Classes: Singing, Music Appreciation, Cooking


CUSTOMIZED SKILLS (Choose 6)

• acrobatics
• agriculture/agronomy
• alchemy
• analysis
• anatomy
• ancient history
• animal anatomy
• animal behavior
• animal disease
• animal evaluation
• animal handling
• animal health
• animal lore
• animal management
• animal nutrition
• animal selection
• animal training
• antiques
• appraisal
• archery
• area knowledge (area)
• armorer
• artifact lore
• astrology
• astronomy
• bargain
• barter
• battle-ready
• blacksmith
• blindfighting
• boating
• bootlicking
• boozing
• botany
• bowyer
• brainwashing
• brawling
• breath control
• brewing
• bribery
• camping/firebuilding
• carpentry
• charm
• climbing
• con
• cooking
• counter-espionage
• counterfeit/identify
• craft/create
• cultures
• dancing
• detect lies (psych)
• diagnose
• diplomacy
• disguise
• diving
• dodge
• escape
• espionage
• etiquette
• evaluate
• explosives
• falconry
• familiarity (subject)
• farming
• fast-draw
• fencing
• first aid
• fishing
• forgery
• handwriting analysis
• hawking
• health sciences
• heavy weapons
• herbalism
• hiding
• history
• hunting
• identify
• impersonation
• intelligence analysis
• intimidation
• jack of all trades
• language
• law
• leadership
• leatherworking
• legends/lore
• linguistics
• lip reading
• listen
• literacy language
• lockpicking
• lying
• marketing
• martial arts
• massage
• melee weapon
• medicine
• merchant
• mining
• mountaineering
• move silently
• musical instrument
• music appreciation
• mysticism
• navigation
• negotiation
• observation
• oceanography
• occult lore
• packing
• persuasion
• philosophy
• pick pocket
• pilot (Aircraft, Boats)
• poetry
• poisons
• prospecting
• public speaking
• quick-draw
• read/write (foreign languages)
• religion
• sabotage
• safecracking
• seafaring
• sewing
• seduction
• sex appeal
• shiphandling
• sign language
• singing
• sleight of hand/prestidigitation
• smuggling
• sneak
• speak language
• spelunking
• spot hidden
• stealth
• storytelling
• strategy
• streetwise
• survival
• tailor/seamstress
• throw
• thrown weapon
• topography
• torture
• toxicology
• tracking
• traps, animal
• traps, combat
• trapcraft
• urban legends
• voice mimicry
• weaponsmith
• weapon lore
• weaving
• wildlife
• woodworking
• writing, professional
• writing, technical
• writing, creative

Adapt: Ability to fit in to social organizations and situations

Alertness: The ability to stay alert without sleep

Analyze: The ability to figure out components, processes, or structure

Astronomy: The study of stars, planets, and other gravitational wells in space

Blade: The ability to effectively use cutting weapons in combat

Bow: The ability to effectively use bow weapons in combat

Brawl: Fighting without weapons in an undisciplined manner.

Brewing: The ability to make beer and wines

Business: The ability to bargain, buy, sell, inventory, bribe, and otherwise use money effectively

Carpentry: The ability to shape wood into useful items

Climbing: The ability to climb walls, cliffs, and trees

Construction The ability to build structures from available components

Convince: The ability to persuade others

Cooking: The ability to cook nutritious and tasty food

Course: The ability to navigate a set path.

Cryptography: The ability to encrypt and decrypt data

Dash: The ability to perform marvellous feats of physical prowess.

Demolition: The ability to effectively set and use explosives

Diagnosis: The ability to identify an injury or disease before attempting a cure

Disguise: The ability to change the outward appearance of some person or thing

Drinking: The ability to consume large quantities of alcohol

Drug: The ability to use and make drugs to cause and cure injury or sensory abnormalities

Entice: The ability to trick others into a course of action

Engrace: The ability to move with grace and style

Evaluate: The ability to quickly assess the value of something

Endear: The ability to make yourself liked and wanted amongst NPC's.

Focus: The ability to concentrate on one thing despite distractions.

Forgery: The ability to convincingly write documents which appear to be genuine, but are not

Goad: The ability to force another into action by insults. The course of the action is not in the goader's control

Gymnastics: The ability to make leaps, somersaults and other such moves with extreme skill

Herbalism: The ability to use plants as medicines and poisons

History: Knowledge of past events

Husbandry: The ability to care for plants and animals

Instruct: The ability to teach others effectively

Intimidate: The ability to bluff and deceive others as to one's true strength

Linguistics: The ability to speak & comprehend languages from basic principles

Leadership: The ability to take command of others, to have others do what you want
them to do by making them want to do it for you

Link: The ability to establish a magical channel or connection between two people places or things

Martial Arts: Weaponless combat system.

Meditation: The ability to keep the mind clear and the body relaxed in difficult circumstances by using special breathing and posture exercises.

Melee: The ability to efficiently use bashing weapons in combat

Minerology: The study of minerals and metals

Music: The ability to express oneself in sound

Negotiate: The ability to sway another to your point of view

Observe: The ability to watch people, data, and objects and notice small discrepancies

Organize: The ability to optimize groups, objects, and work for greatest efficiency

Orient 3D: The ability to always keep one's bearings in a 3 dimensional space

Overdo: The ability to go past your normal limits

Lockpicking: The ability to open locked doors using simple metal tools

Psychology: The ability to understand the hidden drives behind people's actions

React: The ability to avoid a bad situation using physical reflexes

Repair: The ability to fix broken or damaged objects and devices

Research: The ability to find out known information on a given subject

Sell: The ability to convince others that they want what you have

Sleight-of-Hand: The ability to use sleight-of-hand tricks

Snare: The ability to create, set, and disable traps

Sneak: The ability to move quietly and unseen

Stash: The ability to hide things in nooks and crannies or in plain sight

Strategy: The ability to dispose of large forces and plan long range

Streetwise: The ability to find connections, rumors, and general urban survival

Survival: The ability to live off the land

Tactics: The ability to use personnel on hand to best effect

Training: The ability to train animals to do tricks

Treatment: The ability to cure diseases and wounds without surgery

Tracking: The ability to follow a creature or object by noticing signs of its passage

Unarmed: Weaponless combat system taught by the military.

Weather: The ability to predict weather patterns

Writing: The ability to express oneself using the written word

That's pretty much all the ones that I can think of, but I'll update this list if I find any that seem too outlandish. I don't think we'll have an issue with that though, considering this isn't a Superhero RP

8. Post at least 2 paragraph's (10 sentences in both) each time (more is fantastic though)
9. GM posts will be announced (these include plot movers, special events or even the death/introduction of a new character)
10. If you got this far, here's a cookie *hands cookie* Also, include the phrase "Adventure, Ho!" in your "Other" section just so I can tell who's read the rules and who hasn't.
11. Please make PvP combat fair. It really sucks when somebody unleashes their ultimate power and freezes the other person's foot to the floor, then proceed to just punch the crap out of their immobile opponent. In addition, GM moves will NOT be allowed inside PvP combat unless approved/announced in a GM event. There will only be a few exceptions, such as Elemental Powers or Flight.
12. Enjoy the RP to the best of your ability!!

The Fighter Classes: Other Names: Warrior, Soldier. In any game with classes, one of them will always map to the Fighter. The Fighter is the tank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. Compared to the other classes, Fighters tend to be powerful but slow. Variations include:

The Barbarian: Other Names: Berserker. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.

The Knight: Other Names: Cavalier. The Knight is often depicted as a more experienced Fighter. He typically wears better armor, and may be more defensive, as well as being able to employ mounted combat on a steed. In a Lions and Tigers and Humans... Oh, My! setting, he may be a horse himself.

The Swashbuckler: A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.

The Paladin: Other Names: Crusader, Templar, Inquisitornote . The Paladin is a Fighter with a side of Healer, using White Magic to be more defensive; their devotion to their God or Deity gives them various prayers, healing abilities and spells that protect themselves and others. Naturally, they tend to fall under Magic Knight. They are also quite good at laying the smite down on undead, demons and other evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far from Lawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely.

The Samurai: Other Names: Yojimbo, Kensai, Weapon Master, Blademaster, Axemaster, Macemaster, Flailmaster Spearmas- you get the idea. Samurai wear less armor than regular Fighters, which leads them with less defensive abilities. In general, they commonly have access to Ki Attacks, higher damage, and higher speed and mobility. Generally restricted to Asian settings. Because Yojimbo are mercenaries, they may be literally able to spend money to deal more damage.

Warlord: Other Names: General, Tactician, Marshal, Commander. The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle.

Hero: This is the class generally used by RPG protagonists. Although they are definitely a physical class, and sometimes referred to by one of the names of the classes above, they aren't a Mighty Glacier or Stone Wall; in fact, they're much closer to being the Jack of All Stats/Trades. They may gain some magic, and will almost certainly have unique skills. Almost always uses a sword, and possibly a shield.

The Magician Classes: Other Names: Mage, Wizard, Sorcerer, Witch, Warlock, Magi, Magus, Sage, Magician. By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:

The Inherent Gift Magician: Other Names: Sorcerer. This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.

The Theurgist Magician: Other Names: Warlock. The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with a Deal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroy is usually flavored in a darker light - and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually heavily offensive and nasty.

The Vancian Magician: Other Names: Wizard, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.

The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un Equal Rites.

The Blue Mage: Other Names: Mime, Mimic. A magician who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.

The Illusionist Magician: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.

The Nature Magician: Wields power over the natural world, often including elements, animals, and plants.

The Elemental Magician: A specialized Magician who can only use Elemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissors in their setting.

The Druid Magician: A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a worshiper of nature.

The Shamanic Magician: A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and building a Place of Power for yourself. (Although since a story about someone who stays in the same place is likely to get boring, this place may become more or less mobile in practice.)

The Elemental Magician: Usually a subtype of the above, This class(variant) is characterized by an almost exclusive focus on a particular Classical Element. Air, Earth, Fire, or Water, and/or derivatives thereof (Lightning, Plants, Ice, etc...). This can be inborn, a pact/link with an Elemental Embodiment as opposed to a demon, or simply their personal preference.

The Rogue Classes: Other Names: See below. Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lockpicking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be at least one that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. See also The Sneaky Guy. Variations include:

The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.

The Assassin: A more offensive-rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.

The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack with playing cards in lieu of throwing knives.

The Ninja: Generally, the highest tier of Rogue-type classes. The Ninja is a rogue who may have a long list of useful skills. Stealth and backstabbing are universal, but beyond that, it gets hazy. Invisibility, smoke techniques that increases evasion, long-range elemental powers, and sometimes special bonuses to combat like dual-wielding. They also tend to excel at throwing items like shurikens, daggers, and kunai. Often a Game Breaker. May be combined with the Assassin or distinct.

The Pirate: Other Names: Corsair, Privateer, Swashbuckler. Currently a rare variation of the Rogue, but gaining popularity thanks to memetic mutation. The archetype for pirate hasn't really yet set that hard in stone, but in general, a Pirate will use a combination of weaponry instead of specializing - usually being able to switch freely between pistols and swords.

The Scout: Other Names: The Operative. Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are.

The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers from Crystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:

The Priest: Other Names: Healer, White Mage. A squishy dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entities and the undead.

The Battle Priest: A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters.

The Witch Doctor: A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally Monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).

The Templar: Other Names: Inquisitor. Named after the Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another.

The Caster: In some settings, the Cleric will be combined with the Magician to create the Caster. The Caster isn't so much The Red Mage as they are the Squishy Wizard; the physically weak magic user. This character is usually female. Story-wise, they will be in the party because no-one else can use magic. This is more common in modern settings, but some medieval works will still use this class for the heroine.

The Ranger Classes: Other Names: Hunter. Rangers are woodsman skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes.

The Sniper Ranger: This version is totally reliant on archery, but usually does higher damage because of it. May have a variety of status-inflicting arrows to slow or otherwise annoy enemies. Keeps to the back of a battle.

The Bow and Blade Ranger: A version of the ranger that can handle bladed weapons as well, allowing them to defend themselves against approaching enemies or close in for the kill. The most likely Ranger to overlap with the Fighter archetype.
The Beastmaster Ranger: This class specializes in either taking temporary or permanent control of wild animals, and then allowing their pet to rush to the front lines while they support with healing and long-range attacks.

The Dual Wielding Ranger: The Dual Wielding Ranger most famously represented by the famed Drow ranger Drizzt Do'Urden, who uses two melee weapons, though it does predate him by quite some time. Very common in Dungeons & Dragons-based material, but less so elsewhere.

The Trapper Ranger: The Trapper is a character who can lay down various traps in an area that the enemy can walk into, making them vulnerable to ambushes or follow-up attacks.

The Magical Ranger: A version of the ranger who can uses enchanted or Trick Arrow to take advantage of Elemental Rock-Paper-Scissors, or slow down and disable enemies with "net arrows" or "freezing arrows" and the like.

Rarer Class Archetypes: The following character classes appear often but non consistently, depending on the type of world the author is attempting to create. In general, they are often seen as clashing with science fiction or with a European medieval setting in some way (but so do the Samurai and Ninja, above).

Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.

The Bard: The Bard is a class specializing in music. Perhaps understandably, they're butt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack of All Trades.

The Dancer: A rare variation of the Bard, who tend to get the same jokes made, but for dancing instead of music. They tend to do the same things as Bards, too, so perhaps they deserve it. A variant is The Whirling Dervish, who looks to the casual observer like an ordinary dancer but is actually a spinning buzz-saw of slice-and-dice death; she'll give new meaning to Aram Khachaturian's Sabre Dance and have way too much fun doing it.

The Monk: Other Names: Black Belt, Martial Artist, Mystic. The Monk is partway between the Fighter and the Rogue... kind of. They are usually bare-fisted warriors who either eschew weapons entirely or use only martial artsy weapons like nunchucks and staves. They are often Glass Cannons, or if the Knight is a Glass Cannon, they'll be Mighty Glaciers. They often have access to some sort of Ki Attacks and build up attacks. Self-sufficiency is what sets them apart from classes relying on fragile magics, higher powers or expensive items.

The Alchemist: Other Names: Chemist. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together during battle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies.

(More updated bios coming soon! Unless I specifically say so, both genders are allowed to be played with each race, even dwarves.)

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• Humans (or "Men") - Most commonly found creatures. They dominate most of the Realm of Garrn. They are still young as a species in Garrn so they have much they can learn from the other races. They live primarily in small towns or kingdoms across the land, but they tend to stick to regions full of highlands, plains, and rivers. Some have even set up villages on beaches next to a port, or along the borders of forests or mountains. Humans are very well adapted to using magic, but no so much as the Two Elf Types or Draenei. Humans are also masters of alchemy and perfected the practice f magic and science.

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• Elves - Immortal beings who have very strong connections to the natural world and the magic within it. They can harness magic, but prefer more natural and simplistic ways of living. Some prefer living in forests, while others prefer living with humans, Draenei, Fairies, and even Night Elves across the world. They're also not particularly fond of dwarves for reasons concerning their destructive antics towards mountains and past historical disputes.

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• Dwarves - Mountain folk. Dwarves are exceptionally skilled at smithing of any kind and have an extraordinary talent for holding their liquor. They are fierce warriors and fighters, relying on brute strength and the craft of their equipment to aid them in combat. Magic is very rare in dwarves, but they, like all races in the Realm of Garrn, are capable of using it. They dwell mostly in mountains or caves where precious metals can be found, but they also live with other races, working as blacksmiths. They also strongly dislike Elves, but love Night Elves.

dnd_pinup__the_halfling_by_everwho-d4fsd9e.jpg


• Halflings (also referred to as "Little Folk" or "Hobbits") - An extremely docile and peaceful race. Halflings are extremely light on their feet and make for great rouges/burgers/thieves, but also are very well versed in combat thanks to the dwarves. Most of them prefer to be left alone by the "Big World" as they call it and are quite content to just live our their lives without any adventures. They mostly live in pure Halfling towns in holes under the ground, but they are also seen living with humans, elves, dwarves and Draenei. They don't really trust Night Elves and Fairies are like massive, annoying bugs to them.

Fairy_by_Ironshod.jpg


• Fairies - Small, flying mythical creatures who are strong with magic. Fairies tend to be docile and peaceful rather then charge into a fight, swords flailing. When the time for adventure comes, they wind up acting more like guides thanks to their extreme knowledge of the world around them. They are more well versed in the ways of nature then any of the other races and often harness the elemental powers for their own purposes. They can also use magic that allows them to grow from their average 11 inches tall to 5 feet 2 inches, just below most humans. When they grow, however, their wings remain normal sized and they cannot fly. Fairies are said to live primarily with the Elves, Night Elves, and Draenei, but some live alongside Humans and Dwarves in their massive forms.

orc_babe_I_think_by_Nekurai.jpg


• Orcs - Originally Elves who were corrupted by dark magic, Orcs have a history of being violent and aggressive beings. They often pillaged, burned, murdered and all out destroyed anything that came into their path. In the olden days, they, like Goblins, were minions of a darker magic and were set upon the Realm of Garrn with the intent to destroy the land. After the magic's source was destroyed, the Orcs snapped out of their trance and have been trying to fix their mistake ever since. Orcs are brutal warriors, much like Dwarves, but their massive size and body structure gives them an extra edge over their foes. Orcs tend to live in Mountains with the Dwarves or Swamps with the Night Elves, but they are more spread out across the lands and dwell with almost every species, dispite the lingering sense of distrust between them all.

Goblin_by_kabarsa.jpg


• Goblins - Crafty little devils, Goblins are almost as skilled with smithing as the Dwarves. Like Orcs, they were once controlled by dark forces to wreak havoc and destruction upon the Realm of Garrn, but snapped out of their trance once the spell was broken. Goblins mostly tend to dwell in Caves or Mountains, but not with the Dwarves. They, like Halflings, wish to let the world forget about their existence and live their lives undisturbed, but those who live with the other races often seek redemption. Goblins are better with magic then Dwarves, but come nowhere close to the powers of the two types of Elf and the Draenei. They are also skilled warriors like Halflings. Their small stature and quick movement allows them to have an edge over their larger opponents.

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• Night Elves - Unlike their Elvish brothers, Night Elves have much more attachment to magic then they do the natural environment. They are great mages, wizards, prophets and spell casters. They absolutely love dwarves, unlike the Elves. They dwell mostly in villages over swamps or areas where the sun does not often shine, but some are known to live with other races in the plains or mountains. They also sometimes share swamps and bogs with the Orcs and Goblins, but they still look upon the two races with concern for treachery.

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• Draenei - Tall, pale creatures with hoofed feet who's skin colours range from blue to pinkish-purple. They are mostly peaceful creatures and, much like Elves, have a love and respect for the natural world. They, alongside Night Elves, have stronger connections to magic and often become great wielders of it. They use magic to enchant their homes so that it may become more liveable. They dwell mostly with Elves, Halfling's and Night Elves, due to their distrust of Humans, Orcs and Goblins.

Dragon_boy_by_veroro.jpg


• Draconians - Descendants of a mighty race. It has been said in legends and myths that Dragons were the mythical ancestors of Draconians, which would explain a great many things about the race. While they have lizard like characteristics and body parts, Draconians are, for the most part, without wings. It is said that only those who are gifted by the gods will receive wings strong enough to carry them across the land. They are exceptionally strong and are exceptionally skilled with magic. Depending on what particular element they are given by the Drake Goddess, will determine the colour of their scales and their type of magic breath. They have no preferences to what race they live with, but prefer Humans because they share many similarities.

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A "Fungon" is a massive, hulking mythical being often referred to by humans as "Titans" or "Golems". Most of them stand at 12 feet tall, but some grow as large as 30 feet, their heads climbing high above the sky. The Fungon's who grow that large are often referred to as "Eldaar's of Ulagon". Ulagon, according to legend, is the very place where the Fungon race originated. While Fungon's are massive and hulking, they are quite skilled at blending into the environment. The reason behind their skill is the fact that as their lives go on, certain aspects of their home region becomes merged with their bodies (ex. If a Fungon is born near a volcano, its skin will blacken and magma will flow in the cracks of its body, whereas a Fungon born in the forest will develop trees and various plant life in their bodies which small creatures may choose to live in)

Despite the various varieties of Fungon and the obvious differences between them, nearly every last one is respectful to the land they live in. Fungon's are said to be like Dryads, always watching out for their homeland and protecting it with every last bit of their power. The race has no real way of breeding and it is often glossed over in legends, but it has been claimed that two Fungon's who are life mates break various parts off from their body and mold them together to form an infant Fungon. The entire existence of the Fungon's is shrouded in mystery and legend, but so are many things in Garrn. Fungon's can live to be around 10,000 years old, but when it is time for them to leave the earth, they do not die. Instead, Fungon's simply lay down and allow themselves to become part of the earth which they came from, this ending their cycle of life.

While they cannot be mortally wounded by mortal tools such as swords and arrows, Fungon's are exceptionally weak to magic and alchemy. Depending on the variety of Fungon, they are more vulnerable to different magic types (ex. Earthal or Glacial Fungon's > Fire Magic, Magma or Sandstone Fungon's > Water Magic, ect). They can still be harmed by non-magical items, but it would be like jabbing a Rhino with a pointy stick and hoping it would die: eventually you'll make it bleed, but it would probably trample you to death before you can reach that point. Since they are so massive in size, Fungon's theoretically have no need for weapons, but they can harness items such as trees, boulders, or even frigid ice drifts as weapons. Some have even created enormous and lethal blades, shields, and battle axes from rock and precious metals back when Mount Pyromelia was a kworking forge.

Despite supposedly being the longest existing creatures in Garrn alongside the Elves, Fungon's are very rare to come by in the modern world. The chances of meeting a Fungon who hasn't either retreated into the Mountains of Torrunff or devolved back into the earth are 1:100,000,000. Most people seem to forget that Fungon's even existed and tend to ignore the legends, which themselves had been demoted to bedtime stories for children.

~~ Since Fungon's are so rare and are massive, I'll be allowing a maximum of 3 playable ones. There will be a few important NPC Fungon's, as well as the introduction of many more during an important future event, but for now they are still hidden from the world. ~~

(Examples of three different types of Fungon. From left to right: Magma, Earthal, Glacial)

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More races to come! That's just a snippet of the ones we can play as ^^. Tell me if I missed any which you would like to play and I'll write up a quick little thing. These descriptions will also be expanded upon when I get the time to do so.

Reveal yer'self, hero! (Image of Character):

What be yer name, Stranger? (Name):

Be you a lad or a lass? (Gender):

What be yer lineage? (Race): (If you make one up or have one that wasn't covered in the list, then PM me and we'll talk about it)

What be yer area of expertise? (Class): (What is their position in the group? Are they a Fighter, a Bard, a Warrior, a Rogue, ect. Try to keep it varied, so at least one of each class before we get too far into things. You're allowed a Primary Class and a Secondary Class)

Axe or Sword? (Preferred Weapons): (if any. Try to keep it basic stuff, we'll get upgrades as the RP goes on).

Adventurer's Kit Contents (Starting Inventory): (dot jots will do just fine. Max of 6 items, but you can't start with any legendary items or magic artifacts.)

What be yer talents? (Abilities/Skills): (if any. Maximum of 6. Additional ones must be approved by a GM)

Know ye any spells? (Magic): (if any. You're allowed a maximum of two types: a Primary type and a Secondary type. Any more must be approved by the GM)

Tell me yer tale, an' I'll listen (Background): (At least 2 paragraphs, but more is always better ^^)

Is there more to yer tale? (Other): (Include any additional information you want here. Perhaps they're writing a book, or the name of any pets they may have back home/with them on the adventure)

There we are, that wasn't so tedious to get through, now was it?

So, who's ready for an adventure? Sign your name below if you're ready!.. Or, you know, you could just post and tell me you're interested. Either way works ^^

---

Here's my sheet to provide an example of what I'm looking for:

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Hair & Ear Reference
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Due to his half-elvish nature, he tends to tie his ears back with a leather strap when in public, hiding them behind his ears. Aside from being slightly taller then average and having paler skin, you could swear he was human when he tied his ears back.

What be yer name, Stranger?

Mercanor "Merc" Joesen Tiberius

Be you a lad or a lass?

Male

What be yer lineage?

"Half-Elf" (Human Father, Elvish Mother).

What be yer area of expertise?

Primary: Hero

Secondary: Bard

Axe or Sword?

smitty__s_second_sword_by_smitty_tut-d33u6vo.jpg
blank_shield_by_sablehawk-d4aiqaq.jpg
niadh_bow_by_mistergone42-d48a8uk.jpg

Adventurer's Kit Contents:

• Two Instruments: a Lute and a Pipeflute.

• Map of the Realm of Garrn

• Basic Wanderer's Cooking Supplies (a pan, some pots, metal plates and bowls, eating utensils)

• Portrait of his Mother, scrawled on a piece of parchment.

• His journal, which he vows to fill with the tale of his adventures.

• A basic pen and ink system which he utilizes for drawing in maps, orchestrating songs, or writing in his journal.

What be yer talents?

Race Talents:

Human: Alchemy, Bartering, Bribery, Cooking, Farming.

Elf: Acrobatics, Archery, Climbing, Herbalism, Wildlife.

Class Talents:

Hero: Brawling, Melee Weapons, Fast-Draw

Bard: Singing, Music Appreciation, Cooking

Chosen Talents:

• Boozing

• Battle-Ready

• Camping/Firebuilding

• Diplomacy

• Stealth

• First Aid

Know ye any spells?

None

Tell me yer tale, an' I'll listen

In the quiet and peaceful town of Vestial, there lived a man and his wife. They were called the Tiberius', Saan and Xanedria. Saan, the husband, was a human farmer, who some considered to be the best in the Ferrana region. He had built that farmhouse by his own hand, with a song on his lips and a heart full of joy, as well as the love of his darling wife to guide and support him. Xanedria, the wife, was a radiant elvish maiden who was once a handmaiden to the Queen of Woudon City. She was relieved of her service once she married Saan, and as a wedding gift, was given a homestead on the farms of Vestial. The years past, and the wife gave birth to two sons, both twins and almost identical to their father. One day, Saan and Xanderia, with their sons, Gii and Vent, now about 6 years of age, welcomed a fifth member to their family. It was another son, but this one was different from the twins. Mainly due to the fact he had long and pointed ears, pale skin, and his mother's big blue eyes. The final child of Saan Tiberius, Mercanor, was born on the summer solstice, which it was a special time of year for children to be born. It was said throughout legend, that a child born during the solstice would bring good luck to the family he or she belonged to, and would achieve great feats in their life.

Unfortunately, Xanderia died shortly after Mercanor was born, leaving Saan alone to raise the boys and teach them how to read and write, to work on the farm and even to survive on their own. Throughout his life, Mercanor was seen as different from the other village children due to his "condition" was some referred. While his social separation from the other villagers was somewhat unnoticeable, he still received strange looks from people passing by. On occasion, he heard some folk mock his difference behind his back, thinking he could not hear them. Mercanor knew he was different from the other villagers, but never did he think that some would discriminate against him because of his appearance. Mercanor did not know much about his mother, other than the fact other men envied Saan for having the love of a woman so breathtakingly beautiful. Mercanor grew up in the small town of Vestial, a quiet area in the Ferrana region of Garrn, which was almost cut off from the rest of the land. It was located right on the edge of the Droala Mountain Range and bordered the mysterious and dangerous Dire Wood. Always wanting to explore and discover the world, young Mercanor would often dash off through the village in search of Fungon's and Elves, always pretending to go on great adventures. As he got older, however, Mercanor gradually stopped pretending to go on adventures and instead, took to the readings of lore and chronicles of great adventures.

He also studied on the various regions and locations throughout the Realm of Garrn, always discovering something new and interesting about the world he lived in. His one wish is to see the lands in the Realm of Garrn before he dies. Although Mercanor is a farm-boy and grew up not seeing much action, his father was once a guard captain for the King and Queen of the Releg Region. Saan has taught his sons everything he knows, from sword fighting to using maps, to riding horses and even some advanced techniques such as fighting with two blades and using a shield as a weapon. Mercanor also owns a horse named "Enthral" whom he had raised since she was just a pony. They have a strong friendship that nothing can tear apart, not even death. For in death, they will always remain in each other's hearts. Mercanor has a great sense of adventure, often pretending he's a great explorer travelling around the world and journeying through the various regions. He loves his life in Vestial, but secretly, he wishes for a much more exciting life.

Is there more to yer tale?

He owns a horse named Enthral, and has an aptitude for adventure. He often thinks before he acts, but he learns quickly from his mistakes. He also loves hearing tales and legends being told, often listening to the speaker for hours before getting sick of the stories. He also loves to sing and will happily oblige to provide the group with entertainment around the campsite he has just set up.
 
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//dies
OMG yes! You have created the roleplay I have longed for ever since I saw The Hobbit. I'm no good with making RPs so I was lurking in the shadows and waiting for the perfect one and here it is!
EMajyyks
I would LOVE to join.
 
//dies
OMG yes! You have created the roleplay I have longed for ever since I saw The Hobbit. I'm no good with making RPs so I was lurking in the shadows and waiting for the perfect one and here it is!
EMajyyks
I would LOVE to join.

So do you have any questions/comments that you'd like to discuss with me? Any ideas for your character?

Also, here's a map and basic overlay of the regions in the Realm of Garrn. A more detailed synopsis of each region will come later once I finish it or they become relevant, but its just something to help out for now.

MAP

Fantasy_World_Map_01_by_Paramenides_MapStock.png


Regions by Compass Direction:

NORTH EAST: Twaranka

SOUTH EAST: Isles of Exian

NORTH: Plancti Roshan

SOUTH: Vish

NORTHWEST: Morushoa Zenoaha

SOUTHWEST: Oceaneica Island and the Scrouat Zephyr Brook-lands.

WEST: Issei Torul (the Blacklands)
 
I think I will be going with maybe a female elf, but she would have always been really intrigued by magic and alchemy. Instead of being mindful and in touch with the forest she is outgoing and wants to learn about all species and etc. I'm not too sure, but something like that -- just a tough science geek who doesn't mind getting dirty for ingredients.

And I was going to ask about the regions or towns so thank you for answering my telepathical question :P
 
Haha that works! If you wanted a really adept magic user though, I'd recommend a Draenei, but elves are just as good. It really depends on what type of magic you want to wield.

But no problems in terms of the regions! As we enter new towns/villages/cities/locations/regions, I'll include an image of it and a small bio about the place to keep track of inside a setting's thread.
 
I think I just want a type of outcast character, but it won't be like physical differences. She just won't be a normal tree-hugger elf.

Alright alright! Sweet my CS should be up soon. I have to go steal the iPad cause my phone is too small lolz.
 
That's not what I we as getting at but I understand what you mean.

Can't wait to see it! So, who else is interested?
 
Still looking! We've got two character reservations, so who's next to jump aboard the Garrn Express? (CHOO CHOO)
 
Reveal yer'self, hero!:
Galaxycharacter_zpsaa5e364c.jpg

Lilliet is quite small for a fairy, only reaching 6 inches. Her "hair" is actually thorny vines, and what appear to be a petal dress and hat on Lilliet are actually parts of her body. Tearing them would be like tearing a human's skin. The boots and sleeves she made herself.

What be yer name, Stranger?:
Lilliet Flos

Be you a lad or a lass?:
Female

What be yer lineage?:
Fairy

What be yer area of expertise?:
Primary - Nature Magician
Secondary - Scout​

Axe or Sword?:
None

Adventurer's Kit Contents:
Nothing

What be yer talents?:
Race Talents:
Fairy: Area Knowledge, Charm, Breath Control, Hiding, Listen​

Class Talents:
Nature Magician - Mysticism, Alchemy, Herbology
Scout - Sneak, Lockpicking, Lip Reading​

Chosen Talents:
  • Agriculture/Agronomy
  • Escape
  • Move silently
  • React
  • Sewing
  • Survival

Know ye any spells?:
Primary - Elemental Control
Secondary - Growth Magic (more specifically, Lilliet can make plants grow and that's about it)​

Tell me yer tale, an' I'll listen:
Lilliet was born like most flower fairies, from the seed of a magical flower deep within a forest. She wasn't alone, for she had many brothers and sisters who also sprouted from the flowers. Her early years were peaceful, filled with childish games with her siblings and learning to control the nature around her. However, the small fairy soon craved to explore the world she was born into, and set off from the forest to travel the world. It wasn't long before the small fairy learned of the cruelty to be found in Garnn.

It took her a few days to reach the nearby human town, and Lilliet's wings twitched in anticipation. As she entered the town, she flew from window to window, admiring the amazing world of the humans. In her excitement, she failed to notice a bottle engulf her. She looked up in horror to see the face of a human boy staring at her. She pounded on the glass as hard as she could, but to no avail. The bottle was sealed tightly, the holes in the top much too small for her to squeeze through. The child brought Lilliet to his house where he placed her upon his desk. Lilliet tried to use her magic, attempting to break the bottle with a vine, but she was much too young and inexperienced. All she succeeded in doing was tiring herself out.

Days turned to weeks as she sat within the bottle, her body withering from lack of sunlight and water. She would watch with glazed eyes as the boy paraded his friends in to see her, a horrid grin plastered on his face. The fairy begging the boy to release her, but he refused to let his "prize" go. There was nothing the tiny fairy could do but await death. Lilliet felt her life draining away as she closed her eyes for what she thought would be the last time.

However, the small fairy finally had a stroke of luck. The boy, believing the fairy to finally be dead, released her onto the streets where a sparrow picked her up. The bird flew Lilliet far away to Woudon City, where she was found by a kind Elven woman by the name of Xanderia. The elf nursed Lilliet back to health, and the small fairy offered her services to the woman to repay her kindness. And so Lilliet lived with Xanderia, helping the woman whenever she could. It wasn't long before Xanderia fell in love with a human named Saan and planned to live with him. Lilliet begged Xanderia to let her come with, still feeling that she owed the woman much. Finally Xanderia agreed.

Thus another chapter in Lilliet's life began as she accompanied the elf to the town of Vestial. Lilliet kept herself hidden from Saan, for she still didn't trust humans after what had happened to her in the past. Regardless of her feelings towards humans, the fairy would assist her friend's husband when times got rough, using her magic to help the farm when the weather seemed against them. Eventually Xanderia and Saan conceived twins, and Lilliet found herself slowly but surely trusting again in humanity. The boys were taught to respect nature and its beings by their mother, and it gave Lilliet the hope she needed. However, the flower fairy continued to stay a secret, preferring to watch over the family like the fairy godmother she had read in one of their books.

Eventually another child was brought into the world, on the solstice no less. Lilliet was ecstatic to see that the boy had taken after his mother, and found herself favoring him slightly over the twins. However, tragedy struck as Lilliet's friend passed from the world, and the small fairy wept for days. She questioned what to do with her life, for until now it had been merely to assist Xanderia in any way she could. The fairy looked in on the family Xanderia left behind, and as she watched Saan mourn the loss of his wife, Lilliet had her answer. She would take care of the family that her dear friend loved so much.

Hence Lilliet took it upon herself to watch over the boys as best she could. When the family was fast asleep or away from home, Lilliet would clean the house. If the laundry was about to be left out in the rain, the small fairy would whisper within one of their ears, reminding them to bring it in. If they needed firewood, Lilliet would grow a tree just so they could chop it down to stay warm. Lilliet continues these tasked today, doing her best to keep the family safe and out of trouble.

Is there more to yer tale?:
-Though she's a fairy, Lilliet is specifically a flower fairy. She is half plant, and can use photosynthesis to feed herself. However, she needs enough sunlight to do it, so there are times when she still needs to eat physical food. She also still has to drink water like everyone else.

-Lilliet's hair can excrete a paralyzing toxin when she's agitated, but the effects are minimal. When she's her usual size (6'') she can only paralyze someone's hand at best. When she's 4'8'' (her max height), she can paralyze someone's arm. However, they would have to be close enough to hit them with her hair, so it's really only used when someone tries to get "touchy feely" with her when she doesn't want them to.

-Though she is a fairy and loves nature, Lilliet is deathly afraid of herbivores, specifically ones known to eat flowers.

-Lilliet still has a mistrust for Humans, specifically children. She also mistrusts Humans holding any kind of container that she could fit into. Her focus on these people is impressive, and it's hard for them to do anything without her noticing. However, it also means she has a tendency to be oblivious to everything else in such situations.

[rainbow]"Adventure, Ho!"[/rainbow]
 
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Ackity-Ickety Oo! I cast a spell of acceptance upon your sheet!

Welcome to Garrn!
 
I'd like to join, if you're still accepting. I can get a sheet up later when I get home.
 
Sweet! Yeah post when you can ^^
 
elven_ranger_by_Sexforfood.jpg


What be yer name, Stranger?: Harkun Wildwood

Be you a lad or a lass? (Gender): Male

What be yer lineage? (Race): Human

What be yer area of expertise? (Class): Ranger (Primary), Druid (Secondary)

Axe or Sword? (Preferred Weapons): Bow, Bastard Sword

Adventurer's Kit Contents (Starting Inventory):
  • Rations
  • Map Of Garrn
  • Tent
  • Traps
  • Journal of Garrn Wildlife (filled with details on animals and fauna. He adds more exotic ones when he finds them)
  • Talisman

What be yer talents? (Abilities/Skills):
Race Talents:
  • Alchemy
  • Bartering
  • Bribery
  • Cooking
  • Farming
Class Talents:
  • Archery
  • Hunting
  • Hawking
  • Mysticism
  • Alchemy
  • Herbology
Chosen Talents:
  • Bow
  • Climbing
  • Research
  • Sneak
  • Survival
  • Tracking

Know ye any spells? (Magic): Shapeshifting (into animals and trees), Summoning (mostly small animals for scouting)

Tell me yer tale, an' I'll listen (Background):
Harkun Wildwood was the adopted son of a wealthy merchant dynasty. The heads of the family, Hakko and Magery Goldland, were unable to conceive children on their own, so they adopted Harkun from an orphanage. They moved to the Isles of Exian, so that Hakko could oversee the construction of his new pet project. He wanted to colonize the lands, and razed the forests in doing so. The natives were either driven off or killed. They could not retaliate against the Goldland's mercenaries at first, but as they got deeper and deeper into the jungle, they reached the groves of ancient druids. They could not withstand their magic, but the druids never stepped foot outside their grove. Magery begged her husband to just leave the grove and build around it, but something made Harkun's father continue on his little war against the druids.

One night, in the middle of a violent storm, Harkun was taken from his home. The druids sent a ranger to steal him from his bed and take him to the grove in revenge. Harkun was horrified at the loss of his home and family. The druids scared him; their strange, occult ways and their ability to talk with animals unnerved him. The druids themselves were old and withered, but Harkun could feel power emanating from them. At night, when Harkun could not stop his nightmares, he would witness the druid's shadows turn into beasts, and hear their howls and screeches and screams deep into the night. One morning, he heard familiar voices in the cave of the grove. It was his parents, there to strike a deal with the druids. They would stop their attempt to build on their forests in exchange for Harkun. The druids did not accept, because the forest was already dead. Hakko and Magery instead offered anything else the druids wanted, as long as Harkun was safe. The druids accepted, but they were tricked.

Hakko and Magery were turned into animals, forever losing their human form. Magery became a raven, and Hakko became a white stag. Harkun pleaded with the druids to turn his parents back to normal. They would not listen. That was their punishment for desecrating the forest. Harkun offered to do anything for the druids to be able to turn his parents back. They charged him with protecting all of Garrn's nature, and trained him in the arts of the wild. Harkun gained control of Hakko and Magery, and they became bound by spirit. When he finds all the secrets of nature, then he can release the spirits of his parents. Until then, they serve him as companions and servants. Harkun then took upon his name Wildwood

Harkun, although a ranger and druid, holds no particular love for the forest. He only has his powers because he needed them. He is a quiet person, preferring to listen instead of talk. He is patient, but has a bad temper. He does not particularly care for the company of strangers, but he will tolerate them if he finds the need.

Is there more to yer tale? (Other): Adventure, ho!

Is this okay?
 
Yep! Accepted! Just one more and we can begin!
 
Reveal yer'self, hero!:
eddard-ned-stark-1024.jpg

What be yer name, Stranger?:
Starmond Baskkromont

Be you a lad or a lass?: Male

What be yer lineage?: Human

What be yer area of expertise?: Primary: Warlord Secondary: Fighter

Axe or Sword?: Greatsword.

Adventurer's Kit Contents: His greatsword, a lantern with oil, flint and steel, map of Garrn, wine-skin filled with, well, wine; and warm clothing, including a wolf-skin and fur cloak.

What be yer talents?: Leading, fighting, decision making, strategy, tactics, and stewardship.

Know ye any spells?: None.

Tell me yer tale, an' I'll listen: Starmond was the son of Gormond Baskkromont, a great warrior and leader of men. He ruled with a kindness none could match in his mountain fastness of Farstar Spire, atop a great mountain to the north of Garrn. The Baskkromont's were a family that feared not the snows, nor the orcs that came pillaging every now and then. They were the protectors of the mountains. The shield of the commoners. The 'Kings of Mountains and Men'.

Starmond grew up in the shadow of his father. He always wanted to live up to Father's expectations. He trained in axe and sword and shield and spear until he mastered them all.

But even then, that did not stop Mok'tar...

While on an orc hunt, Starmond had left Farstar Spire to chase the savages down. But it was all a trap. Mok'tar the Ravager, an infamous orc chieftain, put the Spire to the sword and torch, taking and enslaving the women and children their and killing the men. All the Baskkromont's heads were placed on spikes atop the spire. Starmond bore witness to this. He swore vengeance that day, and declared that any orc within his reach would die upon his sword, which was his father's and his father's father's.

Since then, he has been wandering the land, seeking men of valor that could help him regain his home and rebuild what once was his, and avenge his family and all those who served under them.

Is there more to yer tale? None.
 
Seems pretty good, but I fear for his safety. No man who even slightly resembles Sean Bean has managed to survive anything longer then 40 minutes after making his appearance :3

Kidding, welcome aboard!
 
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Sweet! Things're looking good!
 
Would healing magic be a magic type or is that a specific class?