Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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Mag Lev Chairman Sloth

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Aurelious, Vindervall, Ishiak-Cour-Rath, the name of this land varies between the three kingdoms which inhabit it. To the far north, the proud warriors of Havarth rule a land of frost and ice. In the deep south, the mystical and reclusive traders of Cour-Rath strive to conquer a land of fire and dire heat. In between then are those of the line of Jain, the mages and warriors of Aurelion Empire who seek peace, knowledge and, above all else, wealth. Long have these kingdoms warred against each other, if one could call the small raids against each other wars that is. Yet, despite their differences, they have all lived in relative peace. That is, until the coming of the third era, the Runic Age as it has come to be called, when the cataclysmic event known simply as the Crossing happened.

As the skies darkened and the eclipse began on the eve of the third era, nobody knew that it would harold such darkness, such destruction of the world as they knew it. The land shook and split, plumes of blue flame rising from under and eventually subsiding as the crystalline structure of large purple monoliths rose from them. They stood there as if watching the very existence of the land, the lives of the people. Eventually, everybody grew use to them. That is when the sightings of beasts began. Horrifying amalgamations of what magic could make stumbled through the countrysides, swam in the seas, and flew through the skies like birds. Some were peaceful, seeking nothing but a home in the foreign lands, and others more violent seeking nothing but bloodshed and a fresh corpse to feed off of.

Years have gone by since then and fear has grown in the heart of commoners, their lives facing the potential end any day they venture out to harvest of tend theirs fields. Though their name varies, there are those who seek to help the commoners and have since become known as the Vigilants. Men and women from all over join, throwing themselves at monsters faster and stronger than they are with hopes of destroying them. Then, there are those who do it for the money. A small tithe to be paid for whoever can kill monsters for the Vigilants. Whoever you may be, the land is yours. Fight for the people, for wealth, or for glory. Travel the lands or learn the secrets of the monoliths. Make what you will of the world for it is yours to explore. But beware adventurer for out there are secrets that even the most weather of men and women don’t know and a storm is brewing.



Who Are You?


You are not the hero for heroes do not exist in this stories. Even the famous Vigilants are far from heroes. Money and glory drive those who join, some with more noble goals of stopping the beasts come along as well. Mayhaps you are a member of the Vigilants or one simply travelling with them, whether to earn cash by helping them or learn from their adventures is up to you as the player. The life of a Vigilant will be far from lackluster and combat will be common. Be careful when it comes to the moments of combat for your character may very well die if you are not careful. There will be events that specifically advance the plot but what happens exactly is up to the character choices.

The World of Vinderfvall


While the continent is known by different names depending on the culture of the people, the commonly accepted name is Vinderfvall as it is the name given by the people of Havarth who were the original speakers of the Common tongue. There exists many people who live in these land, some of which are more rare due to their reclusive natures while others have seemingly taken the missing places as theirs. Races of the land are not restricted, though humans are the most common in Vindervall. Simply fill out a race form and submit it for acceptance.

Current races:
-Humans
-Elves
-Dwarves
-Orcs

Extrapolation will be given on the races in the OOC.
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Hidden 8 yrs ago Post by pugbutter
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Is it too early to say that this looks fucking amazing? Already it reeks of Banner Saga and Berserk, and I love me some depressing existential fantasy.
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Hidden 8 yrs ago Post by Mag Lev
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Haha, that is great. I thought the idea ended up sounding more like the Witcher series. I actually have played the Banner Saga before but I never thought about it like that.
Hidden 8 yrs ago Post by pugbutter
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Haha, that is great. I thought the idea ended up sounding more like the Witcher series. I actually have played the Banner Saga before but I never thought about it like that.

Of course your plot is straight out of Dragon Age so far (The Breach et cetera), but it reminds me of Banner Saga because of what you mentioned as a lack of heroes: the gods are dead, the sun is dead, the only thing left to do is scavenge. Even Rook is only looking out for his own tribe, prioritized before the morals and ethics of the old world. He kills and steals where necessary.

I'm so hyped for this.
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Hidden 8 yrs ago Post by DustyOldCrow
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This sounds super interesting. What kind of magic are you thinking exists here? No magic, low magic? High magic? If it exists, is it an inborn talent or a learned skill, or some combination of the two where only people who are born with the gift and hone it for years are really able to call themselves magicians?

What about the normal people? Are they specifically hardier than normal? How realistic are you aiming for here?
Hidden 8 yrs ago Post by pugbutter
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I really hope it's either "none" or minimal. Though if there is prevalent magic, it would have to fit the tone of the setting, so I bet it will be gritty and visceral as hell. Like the Tzimisces' Vicissitude magic in the OWoD lore, or something Lovecraftian.
Hidden 8 yrs ago Post by DustyOldCrow
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DustyOldCrow An avian of grey coloration.

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Personally, I like the kind of magic that exists in Wheel of Time. It's powerful, it taps the fabric of reality itself, but it's also extremely dangerous and you need a lot of practice with it to do anything. People with the talent absolutely need training, or they'll hurt themselves and/or others, and if you screw something up it'll bite you hard. Not to mention the conundrum it poses with how addictive it is to use, but how easy it becomes to slip up and pull too hard on it if you get too greedy for the feeling it gives you.
Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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I'll probably limit magic to minor elemental magic and runic magics. Runes for warding more than anything else and elemental magic more for combat, though not that useful in combat, and practical uses. I mean, who doesn't want a trained mage providing wind for a ship on the sea.

Though, there may be exploration into the use of blood magic for 'sacrifices' to the Gods to help 'tame' certain beasts or harm others. That is up to discussion though.
Hidden 8 yrs ago Post by Inertia
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Inertia Pretty Lackadaisical

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Ooh place me down as interested.
Hidden 8 yrs ago Post by Athinar
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Interested fo'sho.
Hidden 8 yrs ago Post by Thecrash20
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Im in.
Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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Well, that is 4 people. I guess I'll get started on the OOC sometime today. In the meantime, I'll provide the sheets for race creation and character creation.






Rules for Making Characters:
1. Characters should be between the ages of 16 and 50. Why the low age and high age limitations you ask? Simple, this is a setting where the character's make their choice via their own experience. Those who are young will not be expected to be the best fighters and those who are old will be more veteran fighters for the Vigilants or more well versed in the world.
2. Character equipment should be logical. If your character was a former farmer's son, they aren't likely to have a full set of plate armor unless it is one given to them by the Vigilants.
3. Magic is limited to two types currently though extra types are up to discussion. The idea is to keep magic minimal as it is a skill that one both must be born with and learn over time to become better at. The types of magic are as follows: Runes and Elemental.

Runes are use for protection or setting up a perimeter. The longer a rune is active and the more runes which are active, the more strain it puts on the caster mentally. Most trained mages can manage close to 10 runes at one time though it puts strain on their focus and leaves them more prone to falling in physical combat.

Elemental magic is very simple in comparison to runic magic. Many mages are taught the basics of how to perform basic elemental magic for combat while rune magic is focused on to help the Vigilants and commoners. Those with training beyond basics can create fire from thin air, though not able to do as such with moist air or targets, and can even go as far as create barriers of stone. Elemental magic is not a constant drain on the focus of a caster but instead taps into their ability pull ether from the Void.

4. NPCs are not necessary but they make the world feel alive. Feel free to make them whenever you wish though they may not make an appearance in the RP until later if at all. The only exemption to this is when an NPC specifically travels with a PC.

5. The world map is as follows:


It is suggested to open in a new tab and zoom in so as to see the places better. A brief explanation is as follows. The south of the land is that of the Cour-Rathi, their capital is that of Ael Saharia. North and East of them are the Aurelions and their capital of Emperor's Retreat. To the far North and beyond many of the mountains are the Havarthians and their hold of Bear Hall. Plan accordingly if you character is from these regions for the humans, elves, and orcs vary in shapes and sizes accordingly. If you've read this far, put Vardenvall in the extras part of the CS.

6. All CSs are to be posted here, in the OOC(When it is done being made), or sent in a PM. If you need help with a CS, send me a PM or ask about it. Nearly everything about the world is open for discussion and character lore.
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Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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And updated the above post with the sheets. The sheets, with the exception of the race sheet, are made by Lady Amalthea and as such I thank her for her helpful guide which had them. @Thecrash20@Athinar@Inertia@DustyOldCrow@pugbutter

If you all have questions, I'm free to answer whenever though I'll be gone for much of the afternoon after due to work. If you have anybody who may be interested in the roleplay, feel free to point them here.
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Hidden 8 yrs ago 8 yrs ago Post by pugbutter
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If you all have questions, I'm free to answer whenever

I wish to play a non-Vigilant role. Will this be allowed? Your "Who Are You?" prompt seems to imply that every player-character will be in the Order. (I sent you a PM about this.)
Hidden 8 yrs ago Post by BayRat
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@Mag Lev
Whats your stance on dragons in this world, and if they exist or had existed at one point, is it possible for a race to be linked to a possible race?
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(mistake sorry)
Hidden 8 yrs ago 8 yrs ago Post by BurningCold
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Sounds intriguing, not too keen on the length of the character sheet.
Hidden 8 yrs ago 8 yrs ago Post by Mag Lev
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@Mag Lev
Whats your stance on dragons in this world, and if they exist or had existed at one point, is it possible for a race to be linked to a possible race?


Dragons are beasts, certainly foreign to Vardenvall but not monsters like others they are intelligent and often roost far from humans. They may be more common in the lands to the east but they currently have not been seen all too often in Vardenvell. It is unknown if true but it is believed that a dragon, before killed by Vigilants for the consumption of the cattle of an entire village, had spoken common tongue.

@BurningCold, the length isn't horrifyingly long and some sections, such as appearance, can be supplemented by a picture.
Hidden 8 yrs ago 8 yrs ago Post by BayRat
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@Mag Lev

The Gorgas

Appearance

Height: 9-18 ft
Weight: 805-1,234 lbs
Physical Description:

The Gorgas are a massive race of humanoid reptiles closely resembling that of their draconic ancestors. It is debatable whether to consider them true dragons, regardless they have many similar traits. Gorgas are hulking figures and are easily mistaken for monsters. They have two feet and four arms, with the second pair being modified wings. They have a medium-length and flexible neck as well as a saurian, draconic head that varies with its shape and features such as a narrow or wide snout, a variety or lack of horns, frills, etc. Their scales are large and diamond shape or plate shape, and have a variety of scale colors such as blue, black, green, and red. However the scales on their chest and underneath their tail and arms are pale-white and soft. Additionally, they will often have a keratin barbed tail as a sort of biological spear. Their doesn't appear to be any sexual dimorphism between males and females.

The Gorgas, like their ancestors, have a natural affinity to fire. They cannot be burned by any degree of heat and can breath jets of flames from their mouth. Despite their size their wings are strong enough to support sustained flight. Their scales, except for the paler sections, are almost as durable as iron making their hide hard to damage. And as expected these creatures are savagely strong, the average adult could easily lift a boulder or bend a weakened iron blade with its jaws and teeth. Lastly, The Gorgas are age-wise immortal, as while they still age past maturity their has never been a recorded case of a Gorgas dying naturally. They also take a long time to mature, a Gorgas will not grow from adolescence into adult-hood until around a century, one of the many factors for the reason of their low population. While the average size is around 9 ft for adults, the eldest of Gorgas have been able to grow slowly and up to 18 ft.

History and Culture

History: The Gorgas have roamed mostly between the Cour-Rath and Jain territories, favoring the extreme heat temperatures as ideal to their cold-blooded ectotherm nature. They are to this day far more primitive then other races, living in nomadic tribes based upon family factions. The few that have settled areas have claimed volcanic peaks as their home. While they have been mostly reclusive, in modern times the Gorgas race is at the threat of near-extinction due to numerous factors of their past. Family feuds were strong between ties, leading them to engage in warfare with their own kind in brutal and tribal battles. Feuds often occurred over ill-manners, territorial behavior, and other primeval aggression. What would start for a minor insult between two tribes could easily turn into generations of warfare. A disease nicknamed Dragonsbane, a virus that only infects Gorgas and possibly other dragon related creatures has become widespread a few hundred years ago. This virus infects through contact, especially when blood is spilled, a common issue for the battle-loving Gorgas. The disease slowly drains their vitality and even their ability to breathe flames, until they eventually die of hypothermia-like symptoms and fatigue. Infected individuals will have much paler coloration in the scales and have difficulty in shedding their skin, as well as having glossy white eyes and having a weaker or non-existing fire breath. The disease usually kills a Gorgas between 2 to 5 years, and their is no known cure or treatment, especially due to their primitive understandings. Lastly, it is difficult for the Gorgas to grow into adulthood due to how long it takes, and they do not reproduce often despite their indefinitely long lifespans.
Origins: It is uncertain of where they came from exactly, but they are without a doubt related to dragons in one way or another, if they are not actual dragons themselves. Their existence as been around even at the earliest known times of the kingdom's recorded history. The Gorgas do not record much of their history, so they themselves do not have a clear answer either.
Culture: The Gorgas culture largely reflects that of a honorable warrior with family ties and equal respect. It is in their very nature, their instinct, to fight. However they despise violence without warrant, as well as any other dishonorable acts. The ideal Gorgas is one of true honor and courtesy that could rival a knight's code. Including but not limiting to, respecting other warriors, respect to the dead, respecting of family members as well as complete loyalty, fair duels and fights to settle disputes, etc. They do not fear death, but do not wish to fail their family name under any circumstances. While the Gorgas also enjoy precious metals and relics, they ostracize those that are greedy over it. Such treasures should be earned through honorable combat or a reward for their valiance, not from thievery or other similar circumstances. While there are plenty of Gorgas that have disobeyed and dissented from their family tribes, most still retain these Morales with valiance.
Their religion is that of a dragon god, Kilgarrah, who they claim is their creator. Aside from paying homage through sacrifices of meats and metal, they are not religiously fervent.
Aside from their monstrous appearance, the Gorgas are also viewed as monsters due to their cannibalistic tendencies. The Gorgas love the flesh of racial creatures, be it humans, orcs, or their own kin. Many Gorgas that defeat another in combat will often 'honor' their fallen foe by consuming the corpse, and making an effigy of whatever is left of that corpse, usually bone, to honor them.
Like their draconic ancestors, The Gorgas seldom interact with other races. In the few instances that have, they have either reacted as savage hunters and warriors for the chance of tasting their flesh, or instead peaceful attempts of interaction and whatever diplomacy a small individual Gorgas Tribe could provide, with little success.

Hidden 8 yrs ago Post by pugbutter
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Sounds intriguing, not too keen on the length of the character sheet.


Regarding this @Mag Lev, I'll fill a full sheet if it's necessary but I feel like explaining every little tidbit of a character's life and personality leaves nothing to the imagination, and therefore kills a lot of suspense/tension when other players are dealing with him.

Let me know how lenient you are or aren't on this point.
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