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Hidden 10 yrs ago 10 yrs ago Post by TheUnknowable
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On the world of Mym, meaning "Foggy" in the language of the First Ones, the people live on the coasts and on islands. A dense fog exists inland, starting a few miles from the coast. The fog is toxic to most lifeforms, causing humans to loose consciousness within seconds of breathing it and killing them in less than a minute. Other races may last longer, but all eventually succumb to the poisonous fog. The water and the wind which blows across it keep the fog at bay.

From time to time portals open up from other worlds, bringing people from those worlds to this one. Those unfortunate enough to be brought to this world into the fog die, but those brought to the coasts, islands, lakes, rivers, or oceans generally live. This has been known to occur for thousands of years, since the First Ones documented it over 12,000 years ago. Unfortunately, there are only a few of them left, most having given their lives protecting the other races from the monsters that live in the fog, and the few remaining being too far spaced out to rebuild their population.

The Monsters come out from time to time to take people back with them. While some say they are being kept alive as slaves through some unknown means which lets them live in the fog, most people believe that they are a simple food source. The fact that the monsters have as much trouble outside of the fog as we do in it means that encounters are rare.

A few days ago an elf woman wandered into town. She couldn't remember much, but she did remember a lake within the fog, and a series of tunnels which led there. While she feels she must return, there are few, human, demon, or other, who wish to risk there lives for someone they don't know.

If you'd like to risk life and limb, Um, If you are the heroic type that craves adventure, or you just want to visit a new colony that is difficult to get to, please post below.

p.s. I keep having dreams in which I have a different body and I'm running through the Northern forest, close to the ground. Any idea what that's about?

Hidden 10 yrs ago Post by Willard
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I'm interested. Do you have any idea what kind of activity level you'd expect for the story? Daily or weekly posts? Also, do you have a character sheet format you'd like players to follow?
Hidden 10 yrs ago Post by Nymphadora23
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Yeah, a character sheet would be preferable in all honesty-
Hidden 10 yrs ago Post by TheUnknowable
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I'm interested. Do you have any idea what kind of activity level you'd expect for the story? Daily or weekly posts? Also, do you have a character sheet format you'd like players to follow?


every few days or once a week would be fine. I don't have a specific CS ready, but I'll make one for anyone that wants one.
Hidden 10 yrs ago Post by Puffhead
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I'd be interested in joining as soon as a CS comes out! I'll keep my eyes on the thread for when it does.
Hidden 10 yrs ago Post by Willard
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I would also appreciate a CS, or at least a list of things you'd like us to define, just so we have enough to work off of, especially when referencing other people's characters.
Hidden 10 yrs ago 10 yrs ago Post by TheUnknowable
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I posted a CS. If you think of anything else you want to add, just add it in and if I think it's important, I'll add it to the CS.

Edit: I also posted my Character Sheets for my character. I know I forgot age, though with so many different species that age at different rates I'm not sure it's important.
Hidden 10 yrs ago Post by Puffhead
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Name: Alekie (no last name)

Appearance: http://i.imgur.com/pFz9DTQ.jpg

Species: Werewolf, or at least he claims so. He's less werewolf and more of just half-human half-dog

Skills and standard abilities: Very proficient in archery, and extremely agile. His skill in stealth is also fairly notable.

Supernatural/ magical abilities: Being part dog, his sense of hearing and smelling is hyper-sensitive. This allows him to have unnaturally accurate archery and aim. His animal side also gives him super human strength and agility, though it's nothing incredibly notable.

Job: Alekie is, in short, a thief though he prefers the term "an honest lowlife with impeccable fashion sense"

Personality: Alekie is, in a word, insane. Nothing he does has any sense behind it and his behavior is absolutely unpredictable. However despite this, and his criminal tendencies, he will simply help anyone who asks it of him simply because they asked.

Biography/ history: Alekie knows very little of his life at all. As a lad, he was brave and had an absolutely insatiable list for adventure. However, this was to be his downfall, as he was one of the few who was brave enough to venture into the fog and who lived to tell the tale... Though in all actuality, he never told the tale. Somehow, something or someone took him out of the fog and drug him back to safety, however when he woke up he had no memory of the man he used to be and his sanity had all but gone out be window. However he still maintained his abilities he had held before, and used these abilities to survive... The most prominent being his ability to steal.

Equipment: Alekie never carries anymore than the clothes on his back, along with a small satchel for whatever it is he managed to pick from someone's pockets. The only other thing he carries is his bow upon his back, along with his quiver.... Both stolen of course.
Hidden 10 yrs ago Post by Light
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If this is still open/active, I'd be interested in joining.
Hidden 10 yrs ago Post by TheUnknowable
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If this is still open/active, I'd be interested in joining.


It is. Welcome.
Hidden 10 yrs ago Post by Light
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Light Please @ me, I'm Sunday bored

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@TheUnknowable

What's the difference between known identity and true identity? Do we have to make one of each?
Hidden 10 yrs ago Post by TheUnknowable
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No. I just did that because my character has amnesia. "Known Identity" is what they can remember, "True Identity" is who they were before losing their memories.
Hidden 10 yrs ago Post by Light
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Alright. One more question:

What is magic like in this world? How prominent is it, and how does it work?
Hidden 10 yrs ago Post by TheUnknowable
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Each race, mythological creatures generally, tends to have an area it's got a natural talents for, though some, like humans, have personal talents instead of racial talents. Almost all races have some form of magical ability, though some have bizarre magical abilities which are hard to duplicate through other means (ex: soul eater's ability to hold extra souls in their bodies.) Magic can be spells (slow to use, but often more powerful), powers (natural abilities which grow as you use them, like skills), or enchantments (Magic effects placed on an item that activate anytime certain conditions are met, or are constantly in effect. They need a source of energy to work, though it's usually the user.) No one's sure where magic comes from, but best guess is that spells draw on the powers of other beings (sorcery) or the magical energy present in nature (Shamanism). Every type of magic require energy, though, which usually comes from the user/caster, though some can use other sources, either through training or as a power. Soul eaters, for example, can drain souls inside of them for energy.

Does that answer your question?
Hidden 10 yrs ago Post by Light
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Almost, but it also opens more questions.

Firstly, to wrap up my previous question: Is there divine magic as well? Magic of gods, clerics, and other holy (or unholy) beings/magical sources?

As for my new question: What races are playable? And as for new/original concept races, how do they work?
Hidden 10 yrs ago Post by TheUnknowable
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Yes, there's divine magic, and it's just like other type (Elves, for example, have a lot of healing and holy types. Angelic races mostly have holy and another type.), only it's most used against "evil/corrupt" beings, and for blessings.

Any race is fine, as long as it's not OP. As for new races, I'd build them around a theme, though the more "evil" or strange they are, the less likely people are to deal with them. Goblins, for example, aren't liked because they like to steal stuff and are very violent. Just make them something that could fit in and isn't OP and they should be fine. Even aliens would work if you want to add them, but the tech level is pretty low so their laser guns, etc, would be seen as magic enchanted weapons.
Hidden 10 yrs ago Post by Light
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Ok. Lastly do you want my CS here or on the Character Tab?
Hidden 10 yrs ago Post by TheUnknowable
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post it here first. After I approve it you can put it under the character tab.
Hidden 10 yrs ago 10 yrs ago Post by Light
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I just want to say that I understand how far of a stretch this character is. I am open to discussion for character balancing, and if such a balance cannot be achieved, I'll make a different character. This was simply my most preferred option.

Adamar




Species
Undead (Lich, previously Human)

Gender
Male

Skills and standard abilities
Highly intelligent and knowledgeable, especially about magic, supernatural creatures/occurrences, and anatomy/medicine. He is also able to craft magical items and magically enhance existing items, armor and weapons.
Relatively strong and dexterous, but is loathsome to resort to physical combat, showing no signs of martial training.

Supernatural/ magical abilities
Magic
As a Lich, Adamar's most potent school of magic is Necromancy. This magic deals with life, death, unlife and the life-force. While a large portion of spells directly deal with undead, other necromantic spells can drain life from the living, grant false life, and channel dark energies. Adamar is also well-versed in other schools, showing a rounded set of magical skills, though with little focus on the magics of life preservation and healing.



Undead Traits
Undead creatures are preserved by a mental/magical force, and have no physical life-force keeping them animate, as most creatures do. This protects undead from conditions or requirements that also do not apply to objects (such as needing to eat/sleep/breathe, poison, bleeding, pain, nonlethal damage, etc). *Whether or not this grants protection against The Fog is up to the GM*
The process to create undead is invariably evil by nature. As such, undead creatures are harmed by magical or supernatural forces that would restore life to the living (such as a healing spell), but they are healed by forces that drain life from the living (not to be confused with spells that deal damage).

Lich Traits
Typical undead creatures are mindless, created and mentally controlled by a necromancer. The Lich, however, is a product of his own sinister desires. Born from a strong magician or political figure who desires power and immortality, a Lich is the mind of such a person, bound to their undead and feted corpse by necromantic means. As such, a Lich maintains its mind, memories, personality and intelligence. However, having a mind means that the Lich is vulnerable to mind-affecting abilities and spells.
Every Lich maintains his immortality by binding his soul to a trinket of sorts, called a Phylactery. This Phylactery is the source of a Lich's power, and the destruction of the Phylactery is the only way to permanently destroy a Lich. If a Lich is killed while his Phylactery still exists, then his body, mind and soul will simply reform its presence. Without the Phylactery, the Lich will be unable to reform after being killed.

Job
On his home plane, Adamar served as a court wizard to the king of the lands. However, he now has no method or need to maintain an occupation.

Personality
Neutral Evil
Adamar is by no means cruel, sinister, or diabolic. He is called evil by others mostly because of the nature of his existence. Adamar was fully aware of the blasphemy of his transformation into an undead creature. However, he seeks no atonement for his actions. Outside of being a neutral voice in the matters of his companions, he cares not for their well-being. Adamar only seeks to preserve his own unlife, and will gladly do so even if it requires the expense of allies. However, those who he deems highly useful will see an equal amount of utility from him towards their efforts.

Biography/ history
Before arriving on Mym, Adamar was a court wizard for the king of the realm he lived in. However, his king was by no means benevolent. An oppressive tyrant, his majesty set only the highest taxes upon his subjects, and ordered the beheading of all that opposed him. Adamar was smart enough to not deny any demand made of him, which for the most part was simply to define terms, enchant items, or entertain with visually appealing spells. Occasionally, more specific needs were called for, but for the most part Adamar lived rather well by serving his king.

One day, his majesty called Adamar for a very unique request. Upon his arrival, Adamar learned of the king's desires for immorality, so that he might rule the lands for the rest of time. Such a tall order required years of research, practice and preparation. This was a condition that Adamar make very clear before getting to work.

Eventually, Adamar was ready. He approached his majesty in private to inform him of his progress, and arranged a time to perform the ritual. In a horrible turn of events, the ritual failed, and the king was now dead. Fearing for his own life, Adamar decided to try the ritual himself, so that he may survive any repercussions with a well-hidden phylactery.

After several hours of careful incantation, Adamar had completed the ritual. His life was ripped from his lungs, his heart ceased to beat to the soft rhythm that the living take for granted. And in its place, he felt a surge of negative energy lift his corpse off the floor. He had done it, he had become a Lich.

The following years would don a great war. With a bounty on his head, Adamar was frequently pursued by knights, paladins and clerics, seeking to slay him and purge his undead soul from their world. However, his hew-found powers over the dead allowed him to fight back with great force, in a war that would last for many centuries to come. Every aspiring hero slain by Adamar's undead forces only joined his ranks, and it would seem that victory would be his for sure.

However, the reverse quickly became true after the army of the living discovered the holy power of Positive Energy. With this gift granted to them by the gods, they easily destroyed hoards of undead while simultaneously reviving and healing the wounds of living soldiers. In a final resort to avoid destruction, Adamar weaved the mightiest spell he could muster. And with it, he stepped through the gaps of space and time itself to escape the world he once knew, in favor of a separate plane of existence.

In only a few short moments, Adamar found himself on the dull beaches of Mym...

Equipment
Taking with him only what he could hold in his final moments in a battle-scarred kingdom, Adamar has little in the way of supplies. Other than his robes, he keeps a mask to hide his rotted face, a tome within which his spells are written, and his phylactery.

The phylactery is contained within a small leather pouch, with leather straps tied to the top that allow opening and closing of the pouch, as well as securing the pouch to a belt or wrist. The phylactery itself is a small sheet of parchment, and written upon the parchment is a fell contract of death written and signed by Adamar. The contract is written and signed in a sinister language of the dead, called Necril. This paper is carefully rolled and stored in the pouch.
Hidden 10 yrs ago 10 yrs ago Post by SimplyJohn
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For your consideration...

Name: Kismet

Appearance:

Species: Human, ish

Gender: Female

Skills and standard abilities: Expert tracker, trader and woodsman, skilled herbalist, experienced apothecary and cartographer, proficient archer and fletcher, expert knife combatant

Supernatural/ magical abilities:
Empathic: While not always accurate Kismet has a great proficiency being able to read most people's intentions, sometimes before they even know them themselves. This ability comes from both her experiences dealing with traders and newcomers to the realm and a natural affinity to ambient magics. Some say she may even be fae-touched, although as she was found as a child wandering in the woods none can say for sure, not even Kismet herself.
Portal Sense: Kismet seems to encounter newly formed portals far more frequently than most other adventurers and while she dismisses this as mere good fortune others wonder whether this ability is more than she lets on.
Fog Resistance: For whatever reason Kismet seems to be able to survive in the Fog slightly longer than most people. While it dulls her senses and over time can cause her harm she can usually survive long enough to make use of shortcuts and pathways others could not. Some say this is a sign of some monstrous taint within her, while others simply congratulate her skill in tracking.

Job: Greeter, scout, tracker

Personality: Kismet can be a difficult woman to describe to those who've never met her before. On the surface she appears warm-hearted and welcoming, but something in her eyes speaks of hidden, cold depths within her. While some remind naysayers that no-one ever has an unkind word to say of her, others point out that any who do have a tendency to go missing in the woods, never to be heard from again.

Biography/ history: As a babe Kismet was found wandering the woodland paths by a travelling trader. At first he thought the young child had simply wandered away from a nearby village but further investigation revealed the child to be unknown to any of the local families. Planning to hand her over to the proper authorities once he reached a large enough town for there to be any he continued on his path, but when the time came for him to part with the girl he discovered the child's warmth and grace had charmed him enough to instead invite her to stay with him in his travels. Reporting her as an orphan survivor of a caravan destroyed by raider the trader officially adopted the young girl as his own daughter.

Growing up alongside the wandering merchant Kismet soon developed her skill at bartering and trading, although her almost unnatural skill at being able to negotiate and barter even the most hard-hearted of traders soon began to draw attention to her. When she came of age she finally set out on her own, with her adopted father's blessing, and began her own trading adventures. Not long after she happened to wander close to a tear in the world and became the first face the newcomer encounter. Unfortunately for her the man revealed himself to be an uncouth barbarian and decided that a warmer greeting than was first offered was due him. That night, as the man lay exhausted beside his campfire, Kismet slit his throat, leaving him to bleed out as she melted away into the woods.

Understanding that she had best learn to defend herself properly if she was to continue her way of life she sought out a master hunter and traded her company in exchange for lessons in the ways of the wood. For years the two trained, hunted and lived together until finally Kismet had learnt everything the man had to offer. The last time he was seen the hunter left his home alongside Kismet, never to return. Some say he became a hermit, forsaking the civilised company of the town in order to better commune with the nature he loved. Others hint at a darker fate, given to him as repayment for the years of indignities Kismet had suffered in exchange for her training.

Whatever may be true of her Kismet now stands as one of the most proficient scout and hunters in the woods, with the ability to move through the branches unseen tracking her prey silently and stealthily. Often the first on the scene when newcomers arrive she has gained enough experience to help guide the lost on the path to their new lives, or remove them from the world should the need arise.

Equipment: Hunting bow with quiver, waxed hunting knife, throwing blades, handmade leather armour, concealing cloak (possibly enchanted), bird-call whistle, medicine bundle with numerous homemade elixirs, tonics and poisons, hunter's pack capable of carrying several small animals, coin purse with a small amount of currency, pendant necklace of unknown origin, Ring of True Seeing, compass, mapping tools and sextant
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