K
Kate
Guest
Original poster
Hello Iwaku!
It's been a long time since I ran an RP, but I've had this idea for the past week or so and after fleshing it out a bit I want to see if there's interest. You'll have to forgive me if I seem overly vague, it's because I'm trying not to reveal everything at the start. It's also because whilst I've got the ideas, the proper lore hasn't been written and I won't write it up unless I'm sure I've got enough interest. I'm looking for a minimum of four players, at least to an "advanced" standard of writing. There will be some humour, I'm fond of tropes and of poking fun at them, too, so expect a few odd moments throughout. Whilst the writing and detail levels will be serious, there's still room for a bit of fun and humour, so if you're looking for a setting that's constantly dark and laden with angst and suffering, this probably isn't for you.
I've got a lot of curve balls and plot twists in mind for this, hence the mindfuck tag at the top. Don't get too attached to the opening plot below, or the medieval fantasy element, it's not the most defining characteristic of the roleplay, the "mindfuck" one is. I'm going to play around with you, and your character will have to roll with the punches, so if you're overly protective of your characters and don't like being on the back foot, then again, consider this before signing up. I'm not going to ruin your character, but I am going to put them through the wringer and see how they come out on the other side. Expect reality-screwing elements and hopefully some shocking revelations along the way.
All rather standard so far, right?
Now here's the really important part. This is the bit I think people here might struggle with the most.
You will begin the roleplay fulfilling a party role.
This means you'll have abilities relevant to that role, and a certain temperament that I'll define. I will also ascribe to you something of a backstory and a social role within the group. In the very beginning of the roleplay, you may be required to play your character this way... within a few posts, however, you'll be free to do your own thing. As per the true plot details above, your character will feel different after the initial events and they may develop their own personality. If you want to keep playing them the same as they were before, then that's fine too, and your abilities won't change, but just because your character starts out as a refined intellectual doesn't mean that they're staying that way for long. You'll pick the name, race (Human/Elf/Dwarf), appearance, age, gender etc. but as per the plot, your past history might not be your past history after all, so there's no section for that, but a true personality section will be required.
So, I suppose that's everything for now. I appreciate that it's a lot of text, but thanks if you've read this far.
If you are interested in creating a medieval fantasy character and then sending them down a strange, confusing road, just let me know. I want to see four interested people before I start on the sign-up thread.
It's been a long time since I ran an RP, but I've had this idea for the past week or so and after fleshing it out a bit I want to see if there's interest. You'll have to forgive me if I seem overly vague, it's because I'm trying not to reveal everything at the start. It's also because whilst I've got the ideas, the proper lore hasn't been written and I won't write it up unless I'm sure I've got enough interest. I'm looking for a minimum of four players, at least to an "advanced" standard of writing. There will be some humour, I'm fond of tropes and of poking fun at them, too, so expect a few odd moments throughout. Whilst the writing and detail levels will be serious, there's still room for a bit of fun and humour, so if you're looking for a setting that's constantly dark and laden with angst and suffering, this probably isn't for you.
I've got a lot of curve balls and plot twists in mind for this, hence the mindfuck tag at the top. Don't get too attached to the opening plot below, or the medieval fantasy element, it's not the most defining characteristic of the roleplay, the "mindfuck" one is. I'm going to play around with you, and your character will have to roll with the punches, so if you're overly protective of your characters and don't like being on the back foot, then again, consider this before signing up. I'm not going to ruin your character, but I am going to put them through the wringer and see how they come out on the other side. Expect reality-screwing elements and hopefully some shocking revelations along the way.
It begins as a rather typical medieval fantasy plot. Characters, settings, tone and the like are all fairly borrowed from Lord of the Rings, the legends of King Arthur and even Robin Hood. Players will be members of an adventuring party, known collectively as "The Heroes of Tryvallion", who have already carved out their place in the hall of legends for saving the world from certain doom once before by overcoming the twisted necromancer Olgar Gremorius. The group have now come back together to face his former second-in-command, Veddewynn Kaid, who has assumed Gremorius' mantle and has set about completing his former master's work.
The group fulfils many typical fantasy tropes, with each member having a defined role (Wizard, Warrior etc.) serving under a heroic champion of men that carries a legendary sword, imbued with the spirit and power of a majestic green dragon. Their leader is the epitome of a hero, someone always there to save the day and never afraid to fight for what's right and fair, no matter how badly the odds may be stacked against them.
The group fulfils many typical fantasy tropes, with each member having a defined role (Wizard, Warrior etc.) serving under a heroic champion of men that carries a legendary sword, imbued with the spirit and power of a majestic green dragon. Their leader is the epitome of a hero, someone always there to save the day and never afraid to fight for what's right and fair, no matter how badly the odds may be stacked against them.
All rather standard so far, right?
Things get a bit more interesting when, on the approach to Castle Kavarra, the group is beset by some kind of magical storm. There are bright flashes of light and the very fabric of reality warps, but when the moment has passed, the party finds that their noble leader and his mighty sword have disappeared from reality. At first, their thoughts are... strangely void. Surely they should be looking for their leader, who has disappeared with out a trace, shouldn't they?
Without his presence, they find themselves somehow changed... their personalities and beliefs are somewhat different to before, as if the champion was somehow keeping them all in check and without him, they're free from his influence. It dawns on them that their lives up to this point are shrouded in confusion; they each have a past, but it's not something they remember living through, more something they've been told, each one only able to recall a few key details at best, with no "ordinary" memories of their childhood or training. With their pasts now called into question and their minds foggy and confused, the group begins to ponder its place, and just who their leader was. The only one that give them answers is their absent leader, so the group must find him if they are to find their answers.
As they explore their land, they begin to see the cracks appearing in reality. Whatever has happened is bigger than any of them...
Without his presence, they find themselves somehow changed... their personalities and beliefs are somewhat different to before, as if the champion was somehow keeping them all in check and without him, they're free from his influence. It dawns on them that their lives up to this point are shrouded in confusion; they each have a past, but it's not something they remember living through, more something they've been told, each one only able to recall a few key details at best, with no "ordinary" memories of their childhood or training. With their pasts now called into question and their minds foggy and confused, the group begins to ponder its place, and just who their leader was. The only one that give them answers is their absent leader, so the group must find him if they are to find their answers.
As they explore their land, they begin to see the cracks appearing in reality. Whatever has happened is bigger than any of them...
Now here's the really important part. This is the bit I think people here might struggle with the most.
You will begin the roleplay fulfilling a party role.
This means you'll have abilities relevant to that role, and a certain temperament that I'll define. I will also ascribe to you something of a backstory and a social role within the group. In the very beginning of the roleplay, you may be required to play your character this way... within a few posts, however, you'll be free to do your own thing. As per the true plot details above, your character will feel different after the initial events and they may develop their own personality. If you want to keep playing them the same as they were before, then that's fine too, and your abilities won't change, but just because your character starts out as a refined intellectual doesn't mean that they're staying that way for long. You'll pick the name, race (Human/Elf/Dwarf), appearance, age, gender etc. but as per the plot, your past history might not be your past history after all, so there's no section for that, but a true personality section will be required.
The Scout
Abilities: Hunting, tracking, stealth, picking locks, setting and disabling traps
Favoured weapon(s): Longbow, twin short swords
Default personality: A sarcastic loner with a dark sense of humour, the scout often clashes with the rest of the group and picks flaws in any plans put forward. Prone to playing tricks and causing trouble, he's the party lancer and the least heroic member by quite a margin, even if he won't let his friends or the innocent down when he's needed.
Default relationships: Clashes with the party leader, struggles to accept the monk's idealism and appreciates the warrior's propensity for drinking.
The Monk
Abilities: Healing magic, buffing/nerfing spells, protection magic, all from divine sources
Favoured weapon(s): One-handed mace and a shield
Default personality: The monk is surprisingly outspoken, though her voice is relatively quiet. She's the young, spiritual, idealistic member of the group, she always sees the good in people and is the first to offer help to a lost child or a starving beggar. She may not be as bold or as brave as some of the other heroes, but she's never afraid to do the right thing, no matter what the cost. She's quite emotional and can be found brooding if her desire to do good has a negative outcome.
Default relationships: Respects the party leader's righteous spirit and desire to do good, but finds her views completely at odds with those of the scout, leading to clashes between the two.
The Wizard
Abilities: Powerful destructive magic, capable of reading runes and scrolls, fluent in draconic
Favoured weapon(s): Channels magic through his staff, but can use it in melee if necessary
Default personality: Reserved, thoughtful and intelligent, the wizard doesn't speak often, but when he does, people tend to listen. His magical studies have afforded him both respect as an intellectual and wisdom that few can gleam. He's the calmest, most level-headed member of the group, though this sometimes makes him come across as being a bit aloof.
Default relationships: The wizard's calm demeanour allows him to get on well with all members of the party, though he does prefer his own company, as he needs time to meditate each day to recharge his spellcasting mana.
The Warrior
Abilities: Physical prowess, capable of taking a lot of punishment, never gets a hangover
Favoured weapon(s): A large two-handed axe affectionately called "Bleeder" with an extendable handle
Default personality: Loud, boisterous and good-natured, the warrior is always the first into the fray and the last out of the pub. He may lack finesse and book-smarts, but makes up for this by being a shrewd tactician and formidable force in battle. Even without magic, he can deal just as much damage as the wizard, and his temper is legendary, though he only ever unleashes it on this that deserve his wrath.
Default relationships: The warrior trusts in his leader explicitly and is his oldest friend. He has a friendly rivalry with the scout, as the pair both enjoy a drink and share in a lot of banter.
If more than four people are interested then I'll create some additional characters when I make the OOC and sign-up thread. These are simply the characters I have for now, based on the usual four party roles.
Abilities: Hunting, tracking, stealth, picking locks, setting and disabling traps
Favoured weapon(s): Longbow, twin short swords
Default personality: A sarcastic loner with a dark sense of humour, the scout often clashes with the rest of the group and picks flaws in any plans put forward. Prone to playing tricks and causing trouble, he's the party lancer and the least heroic member by quite a margin, even if he won't let his friends or the innocent down when he's needed.
Default relationships: Clashes with the party leader, struggles to accept the monk's idealism and appreciates the warrior's propensity for drinking.
The Monk
Abilities: Healing magic, buffing/nerfing spells, protection magic, all from divine sources
Favoured weapon(s): One-handed mace and a shield
Default personality: The monk is surprisingly outspoken, though her voice is relatively quiet. She's the young, spiritual, idealistic member of the group, she always sees the good in people and is the first to offer help to a lost child or a starving beggar. She may not be as bold or as brave as some of the other heroes, but she's never afraid to do the right thing, no matter what the cost. She's quite emotional and can be found brooding if her desire to do good has a negative outcome.
Default relationships: Respects the party leader's righteous spirit and desire to do good, but finds her views completely at odds with those of the scout, leading to clashes between the two.
The Wizard
Abilities: Powerful destructive magic, capable of reading runes and scrolls, fluent in draconic
Favoured weapon(s): Channels magic through his staff, but can use it in melee if necessary
Default personality: Reserved, thoughtful and intelligent, the wizard doesn't speak often, but when he does, people tend to listen. His magical studies have afforded him both respect as an intellectual and wisdom that few can gleam. He's the calmest, most level-headed member of the group, though this sometimes makes him come across as being a bit aloof.
Default relationships: The wizard's calm demeanour allows him to get on well with all members of the party, though he does prefer his own company, as he needs time to meditate each day to recharge his spellcasting mana.
The Warrior
Abilities: Physical prowess, capable of taking a lot of punishment, never gets a hangover
Favoured weapon(s): A large two-handed axe affectionately called "Bleeder" with an extendable handle
Default personality: Loud, boisterous and good-natured, the warrior is always the first into the fray and the last out of the pub. He may lack finesse and book-smarts, but makes up for this by being a shrewd tactician and formidable force in battle. Even without magic, he can deal just as much damage as the wizard, and his temper is legendary, though he only ever unleashes it on this that deserve his wrath.
Default relationships: The warrior trusts in his leader explicitly and is his oldest friend. He has a friendly rivalry with the scout, as the pair both enjoy a drink and share in a lot of banter.
If more than four people are interested then I'll create some additional characters when I make the OOC and sign-up thread. These are simply the characters I have for now, based on the usual four party roles.
So, I suppose that's everything for now. I appreciate that it's a lot of text, but thanks if you've read this far.
If you are interested in creating a medieval fantasy character and then sending them down a strange, confusing road, just let me know. I want to see four interested people before I start on the sign-up thread.
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