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Post by BulletSponge95 on May 31, 2014 22:38:40 GMT -6
Discuss the campaign here.
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Skautch
Scavenger
The Furry.
Posts: 101
Preferred Nickname: Matt
Skype Name: zaurryl
Alignment: True Neutral
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Post by Skautch on Jun 22, 2014 17:47:33 GMT -6
Quick question: Can you give us an idea of what this game will be about? Perhaps give us a brief description or summary of the idea you have for the game? What types of characters would you recommend (or not recommend)? ...Or, would you prefer it to be a complete surprise?
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Post by BulletSponge95 on Jun 22, 2014 20:02:29 GMT -6
Well this was the title before I forgot what it was originally going to be about. But now it's something like a treasure hunt, following clues and notes left by the wildly notorious thief, Robert the Weasel. There will be major caches left by the Weasel which will be a challenge to get at and minor caches which will be a challenge to find.
It'll span continents and players will have the freedom to engage in countless side quests.
It will feature many creatures of my own imagining as well as many creatures from mythology and various RPGs(Including mardek and Dark souls, possibly.)
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Post by BulletSponge95 on Jun 22, 2014 20:07:33 GMT -6
You, the party, will start off not completely knowing each other. You have been travelling together for a few nights though. You are on the verge of locating your first cache.
Any player that can either work well in a group, or pretend to is welcome. Try not to bring in any really standoffish characters.
I will be dabbling in using annoying support units for npcs.
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Skautch
Scavenger
The Furry.
Posts: 101
Preferred Nickname: Matt
Skype Name: zaurryl
Alignment: True Neutral
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Post by Skautch on Jul 21, 2014 20:27:16 GMT -6
Information on Thiidda the Ratfolk Bard History: Thiidda was kidnapped and sold into slavery as an infant, and she still has tattoos from her enslavement to show for it. Her owners were a part of a caravan of travelers, and she was raised as an entertainer and servant. The more ways in which she could perform, the more likely she was to keep better cared for, and thus she taught herself to dance and sing, play both a lute and a flute, and to do a few additional things she doesn't often mention. She spent what down time she had with her nose buried in the caravan's stashes of books, and became very knowledgeable over time. She even taught herself to cast small magic spells found in these books, though she never let her owners see it. Shortly before coming of age as an adult, the caravan was attacked and raided. In the end, Thiidda escaped without knowing the final fate of the caravan, but she always assumed a slaughter had taken place. Thiidda had no idea what to do after this, and simply wandered homeless for a while. Eventually though, her talents were discovered, and after making some money from them, she realized that she could continue entertaining people for a living - as a free spirit, and not a slave. Having grown up as a traveler and an entertainer, she had only to gain a sense of independence and enough gold to afford her tools of trade, and she was set for such a lifestyle. Now, only a few years later, Thiidda has been to many towns, performed in several places, visited quite a few libraries for days at a time, and has learned to communicate very well and even how to fend for herself in danger. She's happy to travel the world independently, and rarely passes the opportunity to make a few coins from entertaining others however she can. Personality: Thiidda is chaotic-good. She sees the world not as black and white, but as almost entirely differentiating shades of grey, and this is how she likes it. To her, laws and rules can have their uses, but they usually make the world too black and white for it to function as well as it could. Her moral intentions are more to figure out the best that can be done for the greater good, (be it for herself or for others) and set out to accomplish it, whether or not it's essentially lawful. She can be arrogant at times and is not a fan of authority figures, but is smart enough to show respect around them so as not to be punished. Thiidda's most important skills, apart from entertaining, are her intelligence and charismatic capability. All of her time spent reading books in libraries has granted her an extremely vast collection of knowledge across nearly any given subject, and in most cases, she puts what she knows to good use. Being a rat, of all things, might make it somewhat difficult for her to influence others, but she has a way with words that can't often be topped, and she would probably make a very good diplomat if she was less busy traveling and entertaining. Because of the way she was raised, it's easy for Thiidda to feel like dirt at times, especially when she manages to screw something up or embarrass herself, but her willpower has grown strong, and she's become very capable of picking herself up in bad times and keeping a positive outlook when necessary. Apart from this, Thiidda is extremely friendly, and it isn't uncommon for her to physically interact with people she's just met. (In certain scenarios, she might not hesitate to get involved in more than simple interactions.) If threatened, however, Thiidda is known to shake and become easily frightened at first, but upon examining a threat and evaluating her chances against it, she can adapt to the situation with ease and develop a solid resolve against it, be it either through words, violence, or neither. She does also have some secretive, rather strange traits that few people know about, but most of the time, that's just for closest of friends to know and everybody else to wonder about. All that any of Thiidda's allies need to know about her is that, for a small, dancing rat girl, she makes a great addition to a group in most any situation.
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Skautch
Scavenger
The Furry.
Posts: 101
Preferred Nickname: Matt
Skype Name: zaurryl
Alignment: True Neutral
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Post by Skautch on Jul 22, 2014 21:58:24 GMT -6
Information on Ulver the Fehndu Swashbuckler History: Ulver was born in Farrow, the capital city of a region along a massive bay and a shared point in several trade routes. He and his many brothers and sisters were raised alongside the sea, where many peoples of many places would often come and go. Growing up with so many different cultures all around him helped Ulver develop an understanding and respect for all sorts of different types of people, and he also took the initiative to learn the most commonly spoken languages by both the city's inhabitants and its traders who came and went. When Ulver was just learning to sail himself, the city of Farrow came under a new leadership. The successor to the newly deceased ruler over the city came into power, and it was immediately apparent that this new head in power was a tyrant. As Ulver continued to grow up, the prosperity of the city slowly decreased, and soon its economy began to suffer. Bad times followed for Ulver's family, friends, and all others around him, and by the time Ulver was an adult, Farrow had become a grim and very martial place with little left of the trade capital it had once been. He knew by then that there must have been more people who, like him, would have been happy to gather a force which could overthrow the tyrant in power and risked their lives to end his rule. He figured he could do that himself, or instead just sail to a far away land to live a better life. After promising to keep in touch with his family and friends in Farrow, Ulver sailed off with a small crew aboard his boat. For a time, he hardly spent much of his life on land, instead keeping to the sea with only the crewmates aboard his vessel. Occasionally, they even found themselves striking at official Farrow military ships with surprising efficiency, to try and lower what support the city had. In the end, though, most of the crew had to leave sooner or later for a multitude of reasons. Ulver decided to have the rest of his crew promise to meet him again after a time, right where they left off, and to return home one day with enough power to try and take it back. Until that day came, however, Ulver decided to leave his ship in the good hands of his closest friend, and travel the world in search of anything that might help him either make the better life he had dreamed of or take Farrow back - or better yet, do both.
Personality: Ulver is a very neutral person. He's not a good one or a bad one, not a lawful one nor a chaotic one. At times, he may show the traits of any of the above, but overall, he seems to walk the center line of everything. To him, the world will always have things good and bad, lawful and not, and in his opinion, it all makes for a balanced world. His moral priorities can vary a lot, depending on every circumstance of every situation, but he seems to just want to make sure nothing in the world falls out of balance. As far as he himself goes, there are times when Ulver can be generous, and times when he can be frightful; times when he can become very strict or stop caring altogether; but in the end, he's usually on the path of neutrality. As a bird, Ulver is not very strong. Despite this, he is extremely fast, agile, and smart to boot. Ulver gained somewhat of a reputation as a pirate from attacking Farrow military vessels, and what kept him alive in all those times was a combination of teamwork and his unnatural agility and quick wits. An enemy staring Ulver in the eyes might suddenly notice a sword in his hands before realizing his own torso had been split open. He is a very difficult bird to catch. In addition, Ulver spent a lot of his childhood training in the skillful use of swords and some utilities, more as traditions than to prepare him for combat. Nonetheless, he carries an arsenal of tools to be prepared for any situation, and his speed only intensifies his talents with them all. Having been raised in a city, Ulver is accustomed to people very different from himself in every way imaginable, and so he cares not of any person's racial or cultural origin, nor what people find interest and happiness in or what they despise or fear. Overall, though, he has developed a sense that says anybody could either be a fantastic ally or a deadly adversary. This has led to a natural habit of using his street smarts and highly developed ability to read people to evaluate everybody he interacts with. For the most part, he is neutral toward people around him, but if he detects a friendly face, his good side shows well. Ulver typically ignores people who he makes out to be unlikeable, but if he ever finds himself in a bad situation with such kinds of people, he won't hesitate to try and talk (or fight, if the situation calls for it) his way out of it. The environment he grew up in has helped Ulver's way with words develop extremely well, and even though he can hold his own against nearly any violent adversary, he'll often try to talk his way out of a problem before resorting to any other alternative, if the chance presents itself. In addition, Ulver may not be any sort of academic valedictorian or base of knowledge, but he is rather intelligent in his own ways, a skill which, combined with his words, his speed, or even both, can help him get out of anything fine. He also enjoys putting his smarts to use in more recreational manners, such as in his favorite board game, one that is won through complex thinking and decision-making. He carries this game in a bag everywhere he goes. Despite being a little homesick for his family and his boat at times, Ulver is an ally with an unmatched combination of speed, wit, and word power. He will favor and protect his allies, punish and frighten his enemies, and leave most others alone to their lives, but that's all a result of being the kind of ally that can and will adapt to anything.
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Post by zucabr on Aug 1, 2014 22:33:25 GMT -6
Information on Amirrah the Shadow Caller
History: Amirrah was born into a small town in a very war-prone Kayal nation. As such, all men and women of age were taken to serve in the military, leaving the children of the village to be raised by its elderly. Amirrah never even knew her parents- all she had were names and stories. When she was five years old, she met Harrima. She was always so lonely, and wished she had someone to play with. The other children were so boring, and so stupid- nothing like her. Then, one day, her shadow grew and stretched, and it formed the perfect playmate- a duplicate of her, identical in nearly every way. She called this duplicate Harrima, and they have been together ever since, inseparable. Instead of Summoner and Spirit, they consider each other sisters, family. The village elders seemed to keep her away after she met Harrima, though, and the other children teased her, but she didn't care. Unlike her, Harrima was strong. Harrima was everything that Amirrah wished she could be. If anybody was ever mean to her, Harrima would beat them up. Soon, the elders of the village became terrified of her- they were jealous that she had such an awesome sister and they didn't, she thought. One of the elders, though, was a mage, and he led the rest of the elders in a plan. Using a powerful magic, they trapped her, and then banished her- removing her from the Shadow Realm, the only home she had ever known, sending her to the Material Plane. She was lost there, with Harrima presenting the only remnant of familiarity. Since then, she and Harrima have been on their own, doing whatever it takes to survive, and to find the ultimate treasure. Being a spirit, Harrima can never die, but having grown up around so many of the elderly, Amirrah is well aware of her own mortality. And so, she seeks the one thing that can allow her and Harrima to be together forever, the perfect sisters- immortality.
Personality Amirrah and Harrima are chaotic neutral. They have very specific goals, number one of which is survival, and will do whatever they must, no matter how foul, to get what they want. Because of this, they see laws as created purely to obstruct them. They believe that laws were instituted by the weak to protect them from the will of the strong, and the only limitations to what you can and can't do should be your own physical limitations. They have made many allies in the past with their myriad charms, but have discarded them just as easily- abandoning them like common burdens as soon as the duo found their liabilities to outweigh their assets. In addition to this, Amirrah and Harrima are bold, very outspoken, very loud, and very forthcoming, always speaking their mind even when doing so might lose them allies or even friends. Amirrah believes herself superior to all others in matters of knowledge, and that Hamirra is the ultimate when it comes to more physical matters, and they are quick to brag about this.
Appearance Amirrah is short for a Kayal, lean and nimble, and not very developed for a woman of her age. Both her long hair, falling just below her waist, and her skin are stark white, and her pupil-less eyes glow a greenish yellow. She typically wears clothes that she can move and fight easily in, a simple grey tunic and a pair of black pants, tightest at the waist and ankles but loose elsewhere, for maximum maneuverability. She also wears a short, hooded black poncho, which barely extends below her shoulders in the front, coming to a point, and comes to the middle of her back in the rear. She also wears a pair of tinted goggles, to protect her eyes from natural sunlight. She doesn't wear shoes, as she believes that they would limit her connection to the world around her, making her less aware of her surroundings. Harrima wears the same outfit, but her goggles are not tinted, a barely noticeable difference between these otherwise identical girls.
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Post by zucabr on Sept 9, 2014 10:22:50 GMT -6
Information on Lord Multhane the Cruoromancer
History Lord Multhane was born a nameless child from a tryst between the Queen of Rusa Island and a roguish vampire. The Queen would have disposed of this Dhampir monstrosity immediately, but for the fact that she needed an heir. And so she raised the child in secret, instructing him in Kingly matters. Years later, however, the Queen finally married, to a Prince of a far-off land, and before this Prince's mysterious demise he gave the Queen a legitimate heir, whom she named Multhane. While the Dhampir was quiet, polite, and studious, though, the Human child was brash, loud, and reckless. The Queen knew that should the human child rule, the kingdom would be ruined, but no Human would respect a Dhampir ruler, and so, before she died, she determined a compromise: although Multhane would be declared the official King, his Dhampir brother would do all of the actual ruling. This arrangement worked quite well for some time, but then Multhane and his brother began to disagree. While the Dhampir knew to control the people though fear and oppression, his foolish brother believed that if he gave the people what they wanted, they would be loyal to him. At the peak of their disagreement, Multhane cast his brother out of the palace. After many a failed attempt to retake his throne and convince his subject that he was their ruler, the true Multhane, the Dhampir was driven from the island entirely. It was then that he was approached by Lyvalia. Only Lyvalia understood him. Only Lyvalia knew his pain, having lived in the shadow of corruption for so long, being cast out and unable to overthrow them. And so the Dhampir, taking on the name Lord Multhane, gave himself in service to Lyvalia, seeking to assist her in overthrowing the most corrupt government of them all: the gods. He traveled the world for countless years, bringing forth the downfall of countless nations with his spite and lies as he sought the power to defeat the gods themselves, seeking to create a twisted utopia where he and Lyvalia ruled over all of existence with an iron fist.
Personality Lord Multhane is neutral evil. He puts up the pretense of following the laws, but only so that he can twist those laws to his advantage, and as soon as those laws no longer benefit him, he casts them aside. Having lived for so long, Multhane does not even consider his own mortality, believing the world to be a game created for his amusement, a game in which the rules will never allow him to come to harm. To him, other people are frail playthings to be controlled and subtly manipulated. Multhane almost always lies, sometimes to protect his identity, sometimes to sow dissent and chaos, but usually just to see how big of a lie he can get away with. Because of this, he always has a calm and composed demeanor, never revealing his emotions, which vary between sadistic glee and vengeful rage.
Appearance Multhane is tall and thin, with long, lanky limbs, ashen skin, slightly pointed ears, a noble nose and chin, pale blue eyes, and long silver hair, tied in a journeyman's knot. He wears an expensive suit typical of Rusa businessmen, a white, collared shirt, frilled at the wrists, a black vest, buttoned in silver in the front, long black pants, and uncomfortable black shoes. He wears no decorations, albeit a piercing in each ear, which appears to be a simple silver stud, but upon closer examination is seen to bear Lyvalia's mark.
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