Adlania : The Land of Change [M] (OOC)
Adlania : The Land of Change [M] (OOC)
"Yes dear students, the world changes constantly. Look around you! Look up in the sky… then down to the ground. Look at the trees and small animals scampering about. Every single soul changes the world. Some change it for the better… some for the worse. Some even make decisions they think will aid the world… but end up causing more harm than good. Remember students… weigh each consequence, both good and bad, from every action less you end up causing evil instead of good."
Adlania… ah yes. A region that has been an ally of the Protectorate for about seven hundred years. Adlania relies on the Protectorate to protect its borders and in turn they provide the Protectorate with their abundant natural resources. Mines filled to the brim with rich mineral veins, food that cannot be grown elsewhere, and the mana crystal sites that empower magical weapons.
Adlania is filled to the brim with all sorts of races native to the region and those that come from other places beyond the mountains. There are cities, fortresses, ruins from earlier dynasties, and many more places that dot the landscape. While some of these places have already been explored by brave adventurers others retain their secrets for that lucky group of adventurers to find… and lo and behold! I see four brave adventurers in front of me today! You four have been called to the city of Whilevale. There is a troublesome Goblin force that have been using guerrilla tactics to destroy buildings and kill the livestock. You may have heard about the job through rumors, seen a bill about the job on a job board in another town, or perhaps you were just passing through and thought it worth your time to lend a hand.
You four… I sense a power within you four… a power to change the world however you see fit, but first one thing must be addressed… who are you?
Who indeed are you?
A powerful question this is. Be deciding the person you want to be you can set a path for yourself. Are you a thief who travels in darkness? A bard that enjoys the company of crowds? A warrior who fights for his god? These questions are important to every person who lives in Aldania and the rest of the world, but for now focus on identifying yourself. Here is a template to help you…
Why no appearance you ask? Well, simply enough I find writing appearances to be rather boring. Instead as your stories begin what you shall do is discuss your appearance in your opening post. Describe your clothes, hair, eye color, etc. But that shall wait for the first posts of this story.
Now… you wondering how you fill some of this template out. What exactly is class? What races are available? Well continue further down and you shall find out these answers quite easily.
Keep your friends close… your enemies closer dear students. For even evil can hide among allies.
HUGE HUGE NOTE!!! No matter what, you can make your character however you want! A bloodthirster Chiptorian doesn't need to wield a sword if the player does not want them to! Keep that in mind.
While dealing with the goblins is just a starting point for you adventurers the story can go however you all wish. Want to help take down a large bandit clan and improve life in a certain part of Adlania? Then go ahead and do it. Want to kill a mayor and cause chaos in a city? Then go ahead. Want to cause nations to war against each other? You can try that too! Each action has a consequence and as you all move along the story will move around you. There is a main story plot, though depending on how you react to events surrounding it and the to the main plot itself then the rp will end in a certain way. There will be endings for the characters that participated so do not worry there!
There is also the fact that in this rp, there are consequences! That means if you die in here, you die. Period. There is no reviving, no magic that can bring your soul back from the dead. Dead is dead. Piss off the guards? Yeah, you'll be put in jail.
1) SU acceptance will be based on quality, not on who is here first. So if you want a reservation and then someone comes along and makes a totally awesome SU that trumps yours, well they get the spot.
2) I require all rpers to be active, you keep us waiting and I may just have to kill your character off… though only if the excuse isn't anything spectacular.
3) I am the Master of this game, I will be the NPCs, situations, and anything else that either aids or tries to kill the characters. My word is final. If you have anything to argue about come and talk to me.
4) Only four players will be allowed into this rp.
4) No godmodding
5) No bunnying without permission.
6) You can only enter one character.
7) When your character dies, if he or she does, then you are free to make another character and have them brought in around roughly the same level as the other characters or you can choose to depart and let another enter the rp.
8) While this is a mature rp there will only be a certain level I will let the mature theme go before you can't go any further. That means while stuff like kissing or perhaps showing a darker side of your character is possible I won't have details of sexual acts or of how you gruesomely murder a child or such. You can IMPLY sex if you wish, but with gory details keep it to a minimum. Something akin to 'The sword sliced through his neck, cutting his head off' is an example of what I am looking for, not 'The sword sliced through his neck causing massive amounts of blood to splatter over everyone and coat them to the brim'.
9) Be creative!
10) Have fun!
*wait for it*
Awesome, let's do this. Tomorrow.
Whuuuuuuuut? An RP with mah name on it? What a coincidence! Don't mind if I do.
Do I even have to say it? Reserve.
@Xilfer and Ray Maverick: Both of you are reserved. Show me great SUs you two.
I wanna be a bird... I mean Bard! XD
Very well Necrum, you are reserved as well.
Name: Narr Effeld
Personality: Narr is a very peculiar fellow. He is unlike many other Musi, even those who do choose to leave their city upon their 21st birthday. Because of the specific occurrences that Narr was exposed to as an lad, he had developed a dwarfed view of the nature of certain things. In many ways, he is still somewhat like a child, never truly understanding the difference between what is truly right and what is truly wrong. Prior to the event with the brothers (see history), he generally believed everything that came out of the mouths of the Musi teachers was true. After the brothers, he didn't see it that way. His ideals developed from looking at the two separate conflicting ways of doing things, and taking what he thought was right from both of them. However, he mostly relied on what he wanted to do, rather than what others told him to do.
That said, Narr is a generally happy Musi. He isn't overly optimistic or ecstatically jubilant. He simply goes through life fairly content with his lifestyle and his decisions. It was probably his monk training that has restrained this nature inside of him, though it only partially succeeded as Narr does have some tendency to get excited, especially if it involves something he really wants to do, like treasure hunting, mercenary work, or banditry. He doesn't often take to heart what others say or thinks about him, nor does he generally like to make opinions about others. As he believes he is his own man (Musi man), so to are everyone else free to do as they please. As long as their interests do not conflict, they have no problems.
Narr has a complicated moral compass. He has no problems with killing, especially in self-defense. He feels killing is simply another part of life, and in some cases, another part of the job he has to do. Thus, he often won't give a second thought if he ever needed to kill somebody without mercy, especially during a job where it might be required. This isn't because he is evil. Because of his persona he developed growing up, he merely doesn't view killing as a sin. This is the same for other acts that society generally finds appalling or morally heinous. In fact, there is very little, if anything at all, that Narr would be unwilling to do, or stand for others to do. If such acts occurred around, Narr would be generally fine with it. Lying, cheating, stealing, killing, etc, are all terms that aren't on Narr's 'bad' radar. In fact, the only thing that he really detests is when others try to prevent him from going after his goal, his mission. In this case, it would be one of the few examples where he can also sympathize with others in a similar position. However, besides that, Narr generally doesn't care about others or their problems. Sob stories have not much affect on him, even if he somehow were the cause. He is sometimes quite polite though, something else he had picked up from Musi culture, but that politeness may also come up in somewhat inappropriate ways. As in one example in which he caused a poor family the destruction of their house. The mother cried as her home was destroyed, wondering what she was going to do to feed her family and live, and Narr merely replied with, "You'll get over it. Have a nice day!" He would say with a bright smile, and be on his way. Again, he does this not to make fun of the family in their situation of despair, but rather instead because he doesn't truly understand the extent of their situation to begin with, nor does he really want to understand.
Narr enjoys adventure. He loves to go to new places and experience new things. He wouldn't mind trying almost anything at least once, as he has done much in the past. He particularly enjoys mercenary work, bodyguard service, banditry and piracy. However, perhaps the most enjoyable hobby he has is treasure hunting, finding lost items of value, or recover them from others (theft) for personal use, or to sell. He still searches everyday for his biggest payout, one he vowed he would one day find.
History: Like many other Musi of Adlania, Narr was confined to the village of his birth, in Detem. His parents had elected to stay in the town once they had reached their age of decision, and thus were content to grow up their entire lives living in the city. His father and mother both became teachers themselves, instructing the young of the degree of sins that the world of Adlania have. Though they never turned out to be Narr's teachers, they still displayed that discipline in their fields and in their home. There was never much talk about what Narr's decision would be once he would reach 21, but there was constant implication by his parents that they expected him to elect to remain in Detem, and perhaps continue the tradition of becoming a teacher to instruct the next generation.
Yet even from an early age, Narr was certain he didn't want this to be his fate. He wasn't sure why, but the constant instruction and teaching that was taught to him never truly kicked in. He would retain certain things that they would teach, but for some reason, his brain was somehow designed to think differently. There was a constant notion for him to secretly believe that most of what they would tell him just wasn't true. They told him to be responsible, yet he didn't feel he had any obligation to do so. They told him to be chaste...and he truly had no intention. They told him to fight against the corruption of the world, yet he didn't know if the world truly had anything that he could outright label as corrupt. They told him to be honest, yet his entire persona he put up with them was a lie. He told them what they wanted to hear, just so he could get through the days without getting into too much trouble. There were some situations and occurrences that did happen that were probably avoidable, mostly early on when he was still experimenting with his true feelings. However, as time passed, he got to grips with his own beliefs, and hid those from others. He did a fairly good job, until it was time for him leave Detem at 21, and thus he did, never intending to return.
But it could be entirely impossible for Narr to have suddenly developed such a trait as to have this outright defiance. No, it didn't just develop entirely out of nowhere. In fact, there was a rather significant event that has happened when he was around 11 years old. On night, Narr heard rustling from outside when everyone else was asleep. He traveled outside, following the noise, knowing if he was caught snooping around the village at this late hour, he would have gotten in trouble. But the noise he was hearing almost felt like it was drawing him to it. The source took him a bit outside the city, to a campfire set up nearby. There, two human children sat. It was the first time (and until 21, the last time) that he had ever seen a human. They were orphans, having run away from their orphanage, and they were brothers. There was the younger, Jisen, who was about 13. Then there was his older brother, Maxiell, who was around 16 at the time. At first, Narr was afraid of the two, but as they began to talk to him, his anxiety dropped. Narr soon found himself having quite a long conversation with the two brothers, the topics of all different areas. Narr spoke a bit about his own lifestyle in his village, but he was most interested in hearing about the outside world. As the brothers described it, the land was wondrous and full of adventure. They had only left their orphanage
a year prior, but had already been to many places. As they put it, they were adventurers, looking to find the mysteries and secrets the lands hold. They had to steal on occasions to survive, and had a few run-ins with the law, but their life was a free one. Narr was extremely interested in what they had to say. The tales they told were as if they were from a storybook. If any of it were exaggerated, Narr didn't care. It was one of the most entertaining nights he had.
The brothers mentioned something specific they were looking for along their travels as well. They handed Narr a book, entitled, "The Legend of the Dread King. In it, it detailed the story of a pirate who had terrorized Adlania, particularly in the Bertam Sea long ago, known as the Dread King. It was said that he had plundered the riches of a thousand cities, that he had garnered wealth of unimaginable proportions. It was also written in the book that when the man died, or retired, the details were unclear, he his his treasure somewhere in the land of Adlania. The brothers were off to find his treasure, even if many doubt that it even exists. As a present to Narr, the two gave him the book. Although very young, Narr promised the brothers that when he was old enough, he would leave and find the legendary treasure of the Dread King.
The night ended, and the boys were no longer at the site the following day when Narr examined. In fact, Narr never saw them again after that. However, he kept the book they gave him, reading it constantly in secret on late nights, while imagining traveling around to find such a thing. It was ultimately this book, and the encounter with the brothers, that had changed Narr and developed his view. He no longer saw how other Musi did. He didn't want to be like them. This he also promised to himself. So when the time came of his 21st birthday, Narr made the unexpected (by his parents) decision to leave Detem. He carried little with him in his possession, besides a pair of robes, some basic necessities, and the book he had gotten a decade earlier. To the day, no matter how silly it would have sounded, he intended to keep his promise, and try to find the Dread King's treasure. That would be his goal, what he would strive and live for.
Narr would begin his travels through the land, first going to human settlements, before going beyond that. He knew only about the lands what the brothers had told him, so nothing could prepare him for what he encountered, though he was still probably more prepared than other Musi, having been exposed to at least a bit. Still, as the months passed, he soon would adapt to a certain lifestyle on the road. Narr would pick up things along the way, including how to use a weapon, in his case a pair of swords he would use in fighting. He would take jobs whenever he can, mostly work as a help on farms, or a blacksmith. However, as time passed and his outlook evolved, he also took more fighting-centered jobs, like that of a guard, an escort, a mercenary, and even a bandit/pirate. Nothing was off limits for Narr to do, as long as it got him paid along the way. If others would have asked him, he would do what he wanted just for the heck of it. Partly, that was true, but in secrecy, he still continued to search for the treasure that few believe existed, a promise he made that he intended to fulfill, even if it turned out to take him his entire life to find.
Martial Arts- 4 (6 Monk Skill Bonus)
Swim- 2 (4 with Skill Bonus)
Survival- 0 (2 with bonus)
And SV is also reserved, remember potential rpers that you can still ask for a reservation. For the next five days I will not be accepting SUs, only reservations. Those that do complete SUs within the time frame will be considered for positions in the rp. Remember, get those SUs in and let them have style!
Style, eh? I'll show you style.
Name: Abraham "Abe" Soule
Gender: Neither...or both? (Generally referred to as Male)
Personality: Most of the time, Abe prefers the company of himself, and nobody else. He thinks on things, sometimes things as philosophical as the meaning of life and the reality of existence itself, often, and does not like to be disturbed during these moments. In fact, he hates it. Abe is normally a calm individual, and is not easily angered. He is not the most witty, nor the most physically powerful, but he is very intelligent, most often being able to work his way around problems calmly and with a cleared state of mind. As per the Mage's code of conduct, he never uses magic to harm others except if his or someone else's life is threatened.
Abe can be somewhat mysterious and enigmatic at times, preferring to keep to himself and not speaking unless he has to. He has a rather strange habit of appearing behind someone and making a slight noise to alert them of his presence, often startling them in the process. Although he usually is a rather solitary person, he has a great respect for all the species, with no sense of prejudice whatsoever, and will never hesitate to help those in need.
Abe also has a burning passion for magic, realizing that it is his calling and that he was born to conjure it. Although it is not apparent at first, Abe has an incredible imagination to match his intelligence, and has a great appreciation for art and literature. However, he prefers to keep this lighter version of him locked away behind an enigmatic exterior. Under a pseudonym, he has published many books that reflect his thoughts, such as The Mystery of Magic and A Philosopher's Guide to the Meaning of Life. These works are a testament to his true capability.
Abe also has a burning ambition, and only one goal is not enough to feed the fires of his desire. His main desire is to become a great Mage, better than anyone of the Magic Society. Although his ambition burns bright, he never lets it influence his actions. He knows that he must work hard to achieve his goals, and that the easy path is not an option. His ambition is what compelled him to study hard at the academy, and what compelled him to train hard and join the Magic Society.
Despite the fact that he's Umbran, he cannot help but somewhat resent his species. His entire life, he has wished to be able to actually see and hear the world around him, not simply detect everything with his mental sense. While his position as an Umbran does give him a psychic advantage over other races, it also makes it so that he cannot stand too much exposure to sunlight, especially after the terrible disease he had when he was a child. His entire life, he has always wondered what it would be like to have what others called a 'face.'
History: Abe Soule is a strange case indeed. He was originally born to a travelling merchant whose name is long forgotten. The young Abe travelled with his father in the underground tunnel network for several months, only coming to the surface to trade with other merchants. Until one day, the baby Abe somehow set fire to his father's merchandise through what appeared to be magic. Horrified that his son had turned everything he had to ash, he cast the young Umbran out into the streets of Vega. Abe surely would have died in a matter of days, if he had not been found by a Lizan woman named Mofita two days later. As it was, the young mother Mofita had lost her child in the Survival of the Young ritual only days before. Depressed with the loss of her own child, she took Abe to an inn to inquire who this young Umbran might belong to. Of course, no matter how much she asked around, the Umbran did not appear to belong to anyone, so she decided to keep it as her own. Mofita and her husband, Crago, a blacksmith, raised Abe for several years, naming him after their lost son Jurido. During this time, they discovered Abe's strange tendency to generate flames out of nowhere. Sometimes he would only generate small sparks, other times he would be able to light a candle, after which he appeared completely exhausted. Mofita and Crago took Abe to see a Lizan shaman, who declared that Abe had considerable magical abilities locked away within him.
As he grew up to the age of a toddler, Abe's parents would often bring him to see the shaman, who would help him harness the magical power within him. What began as small sparks of fire evolved into miniature fireballs and even a stream of flame, though Abe was obviously very exhausted after these attempts. Around the age of four, Abe fell terribly ill, and after further inspection from the shaman, it was found that the source of the illness was actually underexposure to shadow, or essentially starvation. Mofita and Crago had forgotten that Abe was still an Umbran; he needed the darkness to survive. He had been spending so much time with the shaman, practising magic, that he had been away from the shadows for too long, not to mention the extreme exhaustion that came with training. His parents took him underground, to Tubscus, the capital city of his species, the Umbrans. Umbran doctors worked on his condition for several days, and were eventually able to save him from starvation by leaving him in absolute darkness for several days. Unfortunately, conditions on the surface were not suitable for an Umbran, so Mofita and Crago were faced with a choice: relocate to the Umbran city, where it would most likely be too cold for Lizans such as them, or hand Abe over to the Umbrans in order to keep him in the shadows. They chose the latter. After saying goodbye to Abe, a depressed Mofita and Crago returned to their home above ground, while Abe stayed with his kin.
Abe, initially upset at the departure of his parents, and not understanding why they had left him, was rather reclusive. His new Umbran guardians weren't so fond of him, either, since his skin had become white in some areas. This skin mutation was caused by the sickness, and by years of exposure to light. It was something he would live with until the end of his days. It really caught most Umbrans off-guard, and some would even call him a human because the white colour of his skin resembled the beige colour of theirs.
Then, another chance encounter. A powerful Mage of the Magic Society named Ygreg Silvarian encountered the young, lonely Abe Soule during his stay in Tubscus. He had originally come in search of a rogue Mage, but what he found was quite different. Abe hadn't seen another Mage other than the shaman from two years ago, so he was naturally interested in the robed stranger when he came across him in the street. The Mage sensed the magical prowess of Abe among the crowd of Umbrans, at first suspecting it was his rogue Mage, but then realizing it was something entirely different. Abe approached Ygreg, and he instantly knelt down to Abe's own height. Surprisingly, it was revealed that he was a human. Ygreg explained to Abe that he was gifted, and that he should not wither away in the underground. Abe's guardians heartily agreed to be rid of Abe, so Ygreg quickly took him back to the surface, to be trained in the arts of magic.
Ygreg took the role of Abe's guardian next, and, realising he had no name other than Jurido, he renamed him Abraham Soule. Abe was sent off to a Magic School for the Gifted, where he learned to harness the skills of a Mage. Along with help from his tutor at the school, he also received daily training from Ygreg himself. Ygreg and the Master Tutor of the school, named Selvich, were good friends, so when Ygreg had to leave for a mission the Magic Society had assigned him, Selvich would take care of Abe until he returned. At one point, Selvich even referred to Abe as a prodigy, especially considering that he was Umbran, and it was highly unusual for them to develop an affinity to magic. After he graduated the school, he also attended the Magic Society college.
Trained for all of his childhood and adolescence, a twenty year old Abe returned to Vega. There, he attempted to locate his old parents, Mofita and Crago, simply to assure them that he had turned out fine. He managed to find the shaman with whom he had practised Terology in his early years. The shaman, amazed to see how his former pupil had turned out, directed them to Mofita's home, but commented that "You will not like what you find."
Indeed, Abe didn't. When he found Mofita, although she was overjoyed to see him, he discovered that Crago had died a few months ago, and that Mofita had gone into withdrawal with her infant son, Hoffa. As if that wasn't bad enough, there were also financial matters; with Crago gone, Mofita couldn't take care of herself and her son. Abe began scouring the local job boards for jobs to do, offering to keep the Lizan woman and her baby afloat with the gold he got from the work.
Abe continued this for a few months, showering Mofita in gold as much as he could, and he became accustomed to the routine. However, at one point, Mofita decided enough was enough. She couldn't stand watching her son work away while she reaped the benefits. She encouraged him to do what he had always wanted to do: join the Magic Society. Train harder, become a brilliant Mage. She told him that they could manage, though she knew this was a lie. Reluctantly, Abe left the city and his family, in search of his future.
After four more years of dedicated hard work and training, the Magic Society accepted the young prodigy into their ranks, and Abe became one of the youngest Mages to enter the Society, at age 24. Of course, compared to the other Mages of the Society, he was still a novice. He took it upon himself to become stronger than all of them. To show them what he was truly capable of.
Terology - 4
Tenebriology - 4
Psionics - 3
Magical Devices - 2
Shadow Meld - 3
Stealth - 3
Intimidation - 2
Willpower - 2
Diplomacy - 2
Name: He has no birth name, though he has created multiple alias throughout his lifetime which he uses to conceal his true self. Vesper is his traveling alias, so let's go with that for now.
Personality: As an adolescent, Vesper was a passionate and stubborn rogue with guts, lots of curiosity and an unusual respect for the shadows and dark. As he was given to a temple who worship the god of Delinus, the god of death, this trait of his was appreciated. The path he was required to follow put him through exercise, both of the mind and body, and immense training in the arts of stealth, espionage, sabotage and assassination. His once passionate and wild nature has become a cold and restrained one, and through the image he projects through his profession as an assassin, people often misunderstand him as harsh, or even heartless and unemotional. But that is merely an illusion of the multiple personalities he has to fake to get by. Some disguises of his involve him being kind, but it does not mean he truly is. His approach at things render him ruthless and cunning thus bringing a dark tone to his illustration; he is focused around his own survival, more than anything. He is also overly practical. If something is of no use to him, sentimental or not, it must be discarded.
The training he received in the temple of Delinus did not only touch him externally, like it does to most of his peers, who tend to believe that a life is a simple, odd happening which they can snap with the sharp edge of a blade, or fade it away with a few drops of poison. Over the years, he has developed a philosophy of his own that he follows strictly. His philosophy is that every life form, as small as it may be, can affect history, even has the possibility of changing the whole world. In the temple of Delinus, he grew to believe that death is a gift, which must be delivered as painlessly as possible. In that sense, he does not believe he does people harm by killing them; on the contrary, he thinks he does them good by sending them to the god of death to judge them, before they can further sin in their lives.
Over the years of his commitment to the duties of an assassin, he gained the respect of the temple he served in, and along with his accomplishments came his reputation of a deadly assassin. All that was left from his once overly stubborn spirit was an unshakable determination, a dedication to his tasks that made him unrivaled amongst his peers. The people he contacted had now gotten used to his constant seriousness and immense understanding of a situation, which he acquired through studying it thoroughly. Once he had set his eyes on a target, he would be entirely focused to just that, and he would often be too absorbed to keep some time for himself. As for the way he treated people, it got him known as a tremendously calm and cold blooded person. That was true, to some extent - being calm and restless had proven a great asset to his job, as he was easily able to improvise, despite an operation being a single misstep away from falling apart.
Vesper is mainly the reticent type of person, although the way he acts heavily depends on what kind of person he pretends to be (somebody not named Vesper). When he is being... Vesper, he speaks quickly and only when required to, while he puts thought into his brief speech. He is rather intense, practical and realistic. His words are often blunt, straightforward and as sharp as his blades and their effects as intoxicating as the poisons they are coated with. When around those he considers allies, he prefers to keep a distance as he is often not quite fond of company - he is always quiet and acts collected around them, while on constant guard. He can be deemed subtle; this trait he had ever since he was a child, and he was always mistaken for a bashful person, though he is not. In large companies, he often keeps a shadowy, silent vigil, until he speaks his mind and reminds everyone of his presence. As he is by nature solitary, he keeps things to himself and shows little to no emotions. Serious and solemn as he mostly is, he rarely laughs or exclaims; his voice isn't hushed, but intense, yet discreet. He generally treats a person discreetly, thinking whatever they do, whatever their beliefs are, whatever power they have assumed, is a personal characteristic of theirs, in which he has no access or right to judge, and therefore he will keep his thoughts and opinion about it to himself. He holds warriors, sorcerers and believers in high regard, as honor is something he values; despite him absolutely disregarding it when it comes to his own job.
As a human child born on the road, Vesper was tossed in the steps of a temple of Delinus, the god of death. The monks and priests there took him in, out of pity. Without a mother to nurse him, it seemed likely that he would die, but he did not; the temple received his survival as an omen from their god. As they believed that every one of us manages his own life as they learn to from the start, until death comes, they decided to build an assassin, who would give the gift of death to the enemies of the temple. He never received a true name, only used alias to do quests in the city for the priests. They taught him that death is a gift that prevents men from sinning further simply by living, and he has that philosophy carved deep into him. He was trained in stealth, espionage, sabotage and assassination in a very early age, by a scholar and assassin that served the temple, namely Master Hammet. Later in his childhood, Master Hammet started sending him on quests to towns.
Vesper worked under the cover of many alias, sinking into the societies and learning their secrets. He made many friends that way, providing him with every illegal merchandise he could get his hands on, and performing as a hire-for-gold killer. Being successful multiple times earned him a reputation, though, and if his name was not known (as he changed it often), his face was. The temple entitled him officially as an assassin of theirs, giving him the black robe that concealed his every characteristic.
Master Hammet from the temple sent him to give the gift of death to a High Priest of Tyra, the goddess of life, who had recently established a post in the nearby town. Vesper questioned, at first, his objective, but then he conceded it was the right thing to do. The High Priest preached that life had a different meaning than that Delinus gave it, and while Vesper himself did not mind what others wanted to believe, he knew the priests and monks of the temple would take offense from the collision of ideologies. When he sneaked inside the High Priest's chambers, he found out the main reason to why Master Hammet wanted the High Priest dead: he was planning on building a temple close to theirs. Vesper decided to leave a threatening note on the priest's pillow, commanding him to leave town for the sake of him. Sparing him proved to be a grave mistake on his part, one that would teach him a fine lesson. The High Priest hired bodyguards that would stay with him at all times, while other men scouted the area for suspicious looking people, making his assassination seemingly impossible. He built a temple for Tyra, where he was supposedly chanting the goddess, but the sacrifices he earned from believers he took for himself. Gold, food, everything - after watching him for a time, Vesper figured it was all going to his chambers inside the temple.
Vesper disguised himself as a nobleman and went to the temple of Tyra. There, he sacrificed a luscious red apple. Two days later, the High Priest died of heart attack, or so it seemed.
The temple decided that it was time for him to travel and carry out their orders further away; and so he travelled.
Stealth - 6 (7 Skill Points)
Daggers - 5 (5 Skill Points)
Thrown Weapons -1
Climb - 1
Swim - 1
Pickpocket - 3
Lockpicking - 1
Magical Devices - 1
Survival - 1
Bluff - 1
I'm very interested in this, I assume all races develop at the same rate and are about the same in terms of life-expectancy?
EDIT: Not done yet, but let me know what you think so far:
So then, I have been at work making a map for the region, for everyone still editing histories and such, once I put the map down you can mark down locations as to where you were born, etc. The map will include institutions that everyone knows about, aka the mage's society headquarters and school, major cities, and small towns that are well known. What will not be shown on the map are hidden towns that are very very small, dungeons, or other places that are only rumors or such. Once I get it up either today or tomorrow feel free to look over the region.
@Lacoste Unfortunately demons do not work that way in this book. What the scroll could do in terms of demons is summon one to your location and if you aren't strong enough to control it, it very well could strike a deal with him to impart him the gift of magic if he offered a part of his soul or something else irreplaceable to him, such as the memories of his family or such. Or, you can keep the price he paid a secret and PM it to me. There is no definitive book of demons, but there are books about demons so if you could change that part in your history that would be swell.
Alright, finished my SU. Check it out, Greigs.
Hey all! I just put up Le Map, so see it and even though it's crappy, it's good enough to at least slightly make out the names. :P Anyways, if you guys want to edit history go ahead!
Remember all, tomorrow night I will shut down reservations and start judging SUs, so make sure to finish them up.
Alright, edited to include names of places in the History. Also, out of curiosity, in which city will the RP start, if any?
Personality: Haze is a secretive individual, who collects the stories of others, and recites them for the amusement of others. He seeks out the scandals of great leaders, and reveals them to the masses in song, making him seem to some, a hero. To others he is not as welcome. His tendency to pick at your deepest insecurities makes him most unlikeable when met one on one. But, if there is a hint of corruption you can guarantee he will sniff it out and reveal it.
He travels everywhere with his lute, never removing it from around his body, usually carried on his back. Those who have tried to steal it have not been successful. Most feeling the sting of cold steel as a result. Even if he was against brutes who would try to steal it from him, he would not let go, even to his last breath if need be.
His penance for getting into trouble has led him to cover his face at all times, never revealing his true nature to anyone. No one can say for certain why he does what he does, but ultimately it doesn't matter. Because what he does makes then world better.
History: On occasion, on the right night, you can hear Haze recite the tale of his childhood. How much of it is true is unknown. Sitting around a fire, if you happen to meet him, he will begin to play, a slow, soft tune of great sadness.
"I was born to a family of nomads. We never really had a place to call home. We would just wander from town to town, playing songs for people, to make our food. But as time went by, and my father, the best lute player the land has ever seen, took ill. He couldn't continue to play, and so the people lost interest. I took the lead while my father as ill, but try as I might I could never match him. One day, a great lord came down to our camp, after hearing that we had arrived. My father was his favorite musician. But when my father refused to play, he was outraged. He demanded with all the power his lungs could produce, that my father play. But he simply refused every time he asked. The lord sent a messenger for days, asking if my father would play, and every time, he refused. Eventually, the lord became fed up with my father's constant refusal, and so ordered his guards to come in the night and massacre my family. The blood was everywhere. And my sisters..." Haze would stop playing his lute at this point. He would collapse to the ground with his hands on his face. instead of his normally calm tone he would begin to scream at the top of his lungs! "Dear god my sisters! The things done to them, with my father's body, lifeless on the ground, and my mother cowering in fear in the corner while all I can do... is watch, from within a small chest I could just barely fit into. As the sun began to rise, the guards set fire to my tent, to leave no evidence. I took up my father's lute and ran, ran far away. I eventually returned to the town. Many years later, after I learned." Haze jumps up, and begins to play voraciously on his lute, "I took to the streets of that town! And I revealed what had been done to my father! As the mob incited, I led them to the home of the lord, and we broke down his wall and we took the justice my father deserved!" Haze sits back down, and returns to that same, sad tune he began with. "But it didn't bring any of them back. It didn't help me feel any better. That monster got what he deserved, but I knew there was more out there. And so, here I am. Traveling from place to place, just as my family did, revealing the secrets, and righting the wrongs..."
Bardic lore - 4
Bluff - 5
Diplomacy - 2
Dagger - 4
Stealth - 3
Light Armor - 2
Survival - 2
Remember all, at midnight my time I'll cut off sign off and start judging, so get your SUs all nice and tidy.
Edited my SU, hope I'm on time! >.<
Alright, I'll be going over the SUs and deciding on several factors. Details, interesting back stories or personalities, etc. will be major factors to this. Once I have figured out who the spots go to, if there are any left over, then SUs can still be completed, this time it'll be who is done with theirs first. So if one spot is leftover then whoever finishes the next SU will be allowed in, of course if your SU doesn't hold up then it may be rejected. Let the grading begin!
So... I have made my decisions. I have read over each and every SU and thus I have chosen the four individuals I believe have the best qualities in their SUs.
To those not accepted, do not be discouraged. Try again next time and take this lesson to heart.
Now, for those accepted, I will be writing up the IC post. Everything you will need to know about the city such as the name, location, and such will be in that post. In the meantime, think about how to introduce your character. Think about the appearance they will have, etc. If you need help with deciding clothing or armor or such then feel free to PM me. If you want to, you guys can even discuss via PM with each other whether your characters would have already met while in the town. I will give this much to help you along, the town is desperate for help, so desperate that if any of you have been staying there you have been getting free room and board at the inn which is only one story tall and really isn't the best looking inn around. There is a pub there as well where the meeting will be taking place. Apart from that there are only a few houses scattered about and a general store that sells s**ty items, but for cheap prices.
Decide for yourselves in your opening post how you arrive there, how you found out about the job, etc.
Well thanks anyway. I was really looking forward to this, but I guess it's not meant to be. See ya maybe on the next one.
Hoo, boy, can't wait for this to start. The whole idea is delicious!
Well, I had a hand in it too. When I said this RP had my name on it, I wasn't kidding. My name is literally on this RP.
I'm very glad you liked my SU Greiger! :)
I can't wait for this to start!
Alright all, I have just submitted the IC thread, so when that gets accepted read it over and then you can do one or more of the following:
1) Interact with the NPCs I have set up. Pretty much I have set up a base personality for them, but you can have them act however you wish. Just make sure you stay consistent, say if someone meets a NPC and has them act well mannered, but when you meet him you decide he acts evil or such. Don't do that, make sure it is consistent.
2) Interact with each other. Maybe you two have rooms next to each other? Perhaps you have already met while waiting for the day of the meeting? You can do joint posts if you wish.
3) Discuss appearance since this is the first time we'll be seeing your characters. Talk about what items they use to travel with, talk about clothing or color of fur or feathers or such. Do they have scars? What color eyes do they have?
4) Go to where the meet up is taking place and find the quest giver in the tavern to find out what exactly it is you need to do with these goblins.
What you may not do:
1) Have suddenly lucky things happen. AKA: Unicorn appears out of nowhere and you are best friends with it and you come across a genies that grants you three wishes! Nothing spontaneous like this.
2) Have the scenery change. I described what the scenery looks like, if it's suddenly sunny outside or the building are all perfect looking then it is against continuity.
Apart from that, those are just ideas. If you want to try doing something else then feel free to do so! If you feel as if I might have a problem with it then PM it to me! Nothing wrong with asking the GM.
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