On the shore of a silent lake sits the village of Rosashire. It has existed here, bordered on two sides by thick forest, for longer than anyone can remember. It is far away from the bustling cities, and seemingly far away from everything. In the centre of the village, surrounded by old buildings, is a cobbled square. The buildings seem to only be held together by the almost constant restorations. Surrounding the inner buildings are rows of equally ancient houses, and beyond them are farms and the lakeside pier. In the village square, two figures are talking. One of them is a middle-aged man and the village blacksmith, his name is John Adams. The person he is talking to is a woman of about the age of sixty by the name of Catherine O’Reilly. “Have you heard? Another one’s vanished” Mr. Adams claimed. “What?” Ms. O’Reilly said, “Who?” “Roderick Wilson, Allison’s son” Adams continued. “Oh, that poor boy. He’s the third one this month” [hr] Welcome to [i]Grove[/i], a mystery roleplay using a stat system based on one from another forum. It is set in the quiet town of Rosashire. You have recently heard rumours about this place, and undoubtedly many of you have only found out about this town’s existence through these rumours. People are vanishing in this town. You may have come here because of this, or you might be just passing through, it’s up to you really. [hider=World] This world is inhabited by a number of different sentient races. There are several nations in this world, each filled with a variety of different people. These nations have long histories and have warred with each other. The year is 1742, and the world is in the Georgian era. Homes are lit with candles, muskets have been invented and the industrial revolution is brewing. Electricity exists but remains a scientific curiosity and not something that has been harnessed. Many of the nations have been busy exploring the vast oceans of this world and explorers are held in high esteem. The oceans provide vital trading routes between major cities and many see them as a source of wealth. [/hider] [hider=Magic] Magic exists in this world, and is used by those who have dedicated their lives to learning to harness its power. It often requires a lot of training, and maybe a bit of innate talent, to be able to cast powerful spells. Anyone can learn minor spells without too much study though. Rituals are used to cast the most powerful spells, and often require ingredients, patience and help from other magic users. Magical artefacts, regents, potions, charms, alchemical devices, foci, etc. can be used by everyone for whenever they need to cast a spell without having to learn it. However, these devices must be created by those who have trained and can often be quite dangerous. Such items are quite rare. There are many different schools of magic, each with their own casting techniques, methods of study, sources of power and magical effects. [/hider] [hider=Stats] This roleplay uses a simplified stat system, based on one made by Solawind on the Minecraft Forums. This is mostly used to judge the abilities and power of a character and no rolls will be made, unless you want to do them yourself. The basic stats are: Strength [STR]: how hard you hit, how much you can lift, etc. Endurance [END]: how much you can withstand, etc. Dexterity [DEX]: how nimble you are, how accurate you are, etc. Intelligence [INT]: how much you know, how mentally strong you are, etc. Magic [MAG]: how well you can conduct mystic forces, etc. These stats give an idea of what your character can and cannot do. 1 is average, 10 is the maximum during character creation. You get 10 points to begin with. [/hider] [hider=Abilities] Abilities detail what it is that your character can do. Examples include spells, training, racial bonuses, etc. When giving your character an ability, please specify what it is, what stats it requires and what it can do. Each spell takes one skill slot, but related variants of that spell would not need an extra slot. For example, an enchanting skill would include a small number (say, about 3) of related enchantments. However, these enchantments would not be very powerful and the known enchantments would have to be listed. It is assumed, unless otherwise stated, that your character can use the weapons you give them. A skill related to that weapon means that skills is especially refined and would give an advantage to that weapon’s use. Each character can have up to one negative ability. This is an ability that hinders your character. If you have this, you can have 2 extra normal abilities. e.g. Flare (MAG 2+): You can produce a small flame in the palm of your hand Tracking (DEX 2+, INT 2+): After years of training, you can track animals and people using footprints and the like Poison Resistance: You are naturally resistant to poison, minor poisons have no effect on you and you recover twice as quickly from all poisons. [/hider] [hider=Inventory] Your character’s inventory is what they are carrying with them, it includes potions, money, weapons, food, supplies and anything else you think should be mentioned in the list. Money in this world works as such: 1 gold piece = 100 silver pieces 1 silver piece = 100 copper pieces Enchanted gear is available, but expensive. If you include a magical item in your inventory, you have to specify what it is and what it does. [/hider] [hider=Application Template] Name: Race: (Human, Elf, Dwarf, Goblin, etc. Custom races require a description) Age: Gender: STR: (You get 10 points to start with) END: DEX: INT: MAG: Abilities: (You get 3 to begin with) Inventory: Appearance: Biography: (Your character’s history, 1 paragraph minimum) Other: [/hider]