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9 yrs ago
Hot dogs are already cooked. Might as well just sear them to add flavor.
7 likes
9 yrs ago
I love it when I catch up on my posting.
2 likes
9 yrs ago
If you take college seriously, it opens doors. Harvard and Hopkins makes it easier, but you can do well anywhere.
3 likes
9 yrs ago
Prefer to brainstorm on Discord for that reason.
1 like
9 yrs ago
Windows 10 is very much like a German prison camp guard, "Ah, I see you are tryink to escape work fifteen minutes early, Herr Colonel Hogan, here ist an update zat vill stall you!"
4 likes

Bio

Most Recent Posts

Due to slow response, gonna put this one on the shelf, but thanks for checking. Will reach out if I revive.
Due to slow response, gonna put this one on the shelf, but thanks for checking. Will reach out if I revive.
"It ain't easy being green."



Role Requests
- A bastard daughter of Stephen of Orenth, heir to the Cerilian throne. Just recently fell into the hands of Nar Mat Kordh-Ishi. It's entirely possible that -her- heritage isn't pure as the driven snow either.
- Jagath Eye-Drinker - Radush's son, the leader of the Chosen and a very powerful warrior in his own right. But there's a lot riding on him and a dynasty to come. This character should be a full-blooded orc or half-human at most.
- OOC and char sheet section are here.


TL;DR Summary:

- Fantasy/Medieval
- Characters are members of an Orcish mercenary company called "Nar Mat Kordh-Ishi" (Orcish - "Do Not Die In Bed") formed by a variety of orcish outcasts that served as the dregs of the mercenary community and decided that enough was enough.
- Company has a nefarious and unique reputation -- it's the only Orcish free company out there, and will fight for whomever hires them, except that until just now, they've been hired for campaigns that amounted to nothing -- sent to forage, but never depended on to fight a battle. The company is eager to prove themselves as reliable, if brutal, mercenaries that can hold their own in a real battle.
- The RP is about an outsider's point of view of humanity and dealing with the way their employers constantly try to get them killed, assuming them stupid or totally brutish or otherwise regarding them as total louts.
- How much of that reputation the characters live up to is the decision of the players.
- The idea is to have some fun with this RP and be creative with the tactics; inevitably, the company is expected to fail and is often working for real scumbags. The fun is proving them wrong and chasing them down for payment.
- Players will have a hand in developing and creating the culture of the company.
- Company colors are blood red -- because Red Goes Faster.
- All characters must have orcish blood to get into the company; they don't trust others. There is only one exception, she is listed below.
- See the list of character requests.

In Character Info:

The lot of an orcish outcast in the human world is often rough -- orcish life in general, even as an accepted member of a tribe is nasty, brutish and short. The politics are cutthroat -- literally. It happens that intra-tribal politics have their winners and losers, and the change of a regime often means an outcasting for family and supporters of the deposed (inevitably killed) warlords. These orcs have a stark choice -- make it on their own somehow, isolated from everything or find their way in the outside world filled with enemies including humans, elves, dwarves, and just about every other race there is.

Regarded as brutes and scum, often with some reason, the orcs find that their employment options are highly limited. The trade most find, and welcome, is that of violence -- tavern bouncers, criminal muscle, pirate crewmen, and, of course, sellswords. But even in these jobs, orckind are not appreciated for anything more than their violent tendencies and brute strength. They are often swindled, mistreated and used for fodder by other races that deride them.

About six years ago, a group of orcish veterans decided to change that -- they decided to put aside the enmities of tribes that exiled them and started to recruit other outcasts into a frighteningly organized mercenary company patterned along human lines -- a blend of their brute strength and high endurance for hardship with military discipline that was unknown in the wild warrior society of the tribal orcs. They figured that if they were going to make it in this world where all hands were turned against them, they might as well at least watch each other's backs.

Of course, displaying a degree of gallows humor and self awareness that other races would be shocked to find among orcs, they named the company "Nar Mat Kordh-Ishi" -- Do not die in bed.

They're a small army. Now they need a battle.

Out of Character Info:

As above, the RP is about orcs operating in the human world -- the founders of the company, having learned their trade in human mercenary companies (to the shocked surprise of their 'teachers') decided to form an orcish company of mercenaries, but taking the elements of human warfare that they deem effective. They know, for example, that orcish tribal warfare is ferocious, but not particularly well suited to fighting an organized force in the field. As veterans of warfare against humans, the high officers and veterans of the Company know that discipline counts, and bank on the idea of harnessing orcish ferocity and love of warfare while teaching their recruits the lessons of discipline that seemingly come easier to Humans and other races.

The employers, however, think they're hiring a violent rabble, and the other human mercenaries do not like the Company. Hell, even orcish warlords, if they were to hear of the Company, would consider it heretical and set their hands against it. Alone in this world, all this fraternity of outcasts has is each other. Everyone else is against them and it's their lot to survive. On the other hand, it's a virtual certainty that they won't die in bed.

There will be Warg (wolf-ish beasts that the orcs ride) cavalry and that all recruits of the company will start out in the pike formations of the company, learning the hard lesson of discipline under stern drillmasters that exhort them to all work together.

Characters will be part of an elite group of orcish soldiers chosen for prowess (over rank) that are deployed into the most desperate situations. Specialists, skilled warriors and so forth. Of course, these characters are chosen for their skill as well as their ability to follow orders (they all served in the pikes) but they are an elite within the Company. That way, we have the characters all together.


[/hider]
Hello,

I'm just letting you know that I am not able to do this RP. It's mostly because I think I have a very different idea of where to go with it as well as a very different sort of pacing. It's been hard for me to do that first post. That post is ready, but it doesn't fit the rest of the narrative.

I totally wish you guys luck with this RP, however!

Good, non-lame artwork that is relevant is hard to find, there's so much video game stuff out there...


TL;DR Summary
- Fantasy World; see below. Some track has been laid down. There's more to create. We're looking for people to help flesh the lore out.
- Each Player controls a deity in a pantheon; they may be part of the current pantheon, the child of a god recently raised to divinity, a human given divinity or part of the pantheon that came before and was overthrown.
- The father of the Pantheon is dead; a conspiracy brought him low. His position is vacant and being fought over.
- There is more than one dynasty of gods; there is a prior generation of exiled/outcast/overthrown deities and they are playable and they are powerful, particularly with the King of Gods overthrown.
- Some deities are the patrons of a city or nation, but this is not really a nation RP.
- Greco-Egyptian-Mesopotamian style pantheon; in the style of the Greeks, the Gods will be flawed, jealous, striving among each other and deceitful bastards for the most part; they may be divine, but they sure as hell aren't omnibenevolent. They are the tantruming child-kings of all they see, indulgent and spoiled.
- Active collaboration; suggestions welcome from players regarding setting and so forth. Creativity and initiative encouraged.
- Important: Keep the OOC civil, bring up concerns about other characters and players to the GM in PM and do not harass people to post, bring concerns to the GM in PM so he can handle it.
- This isn’t a nation RP. If you’re interested in proving strategic genius rather than creating a cool RP with a story, this isn’t your RP at all. Repeat: This isn’t a nation RP.
- There will be a system put in place to referee contested situations that aren't being resolved through collaboration. But we'd really prefer you just collaborate.
- Fantasy Name Generator - A programmable name generator. If you work with the syllables, you can come up with some good names.

In Character
Aroesus, the King of the Gods is slain, the victim of a conspiracy among those he ruled and kept in line. The heavens rage and seethe with plots and anger, with ambition and lust as the many strive to overtake the throne he once held.

A prophecy of his demise prompted Aroesus to increasingly erratic and paranoid behavior, such as restricting other deities to his court in the palace of Krona on Lake Miphas in Hevas, the realm of the Gods. Always a ruler prone to authoritarianism and rule through strength, he started to become nervous of his own subjects, and began to spend his days brooding over the most trivial of imagined slights and became more prone to punishing others for crimes they didn't commit by sending them to the islands of Lake Sharzunates, the underworld equivalent of Miphas that is linked to it by the Great Nasan Falls, where beings of power were imprisoned for transgressions against the pantheon.

While there had always been jealousies against Aroesus and those desirous of seeing him deposed, there was now an impetus for a conspiracy. These deities came up with a plan; Aroesus, as his sanity dwindled, become more a creature of lust than he was before. Before, he was known to rape other beings and egregiously cheat on his marriage. But of late, Aroesus became obsessed with the young Lyrikes, the beautiful son of a nymph and a god, whom he sought to seduce. Lyrikes, no fool, used this adoration to his advantage to gain power quickly in the court, though he never quite became the lover of Aroesus. He always teased Aroseus, drove him mad with desire until he was willing to shower more gifts upon Lyrikes in his lust. This, of course, worried the other gods, who resented this newcomer, who was vicious to most of the others and was arrogant to the point of offending many; he did not lack for enemies, and he treated them harshly, largely by convincing Aroesus to condemn them to Sharzunates for various reasons.

When the gods resolved to kill Aroesus, they decided to do it through his greatest vulnerability; the young Lyrikes, whom so many of them loathed but upon whom Aroesus lusted for to the point of insensibility and blindness. These gods destroyed the soul of Lyrikes while keeping his body alive; they poisoned his body and sent him to Aroesus' chambers. When Aroesus took the suddenly receptive Lyrikes in a fit of lust, he felt the poison course through him, weakening him. That is when the other gods struck with blades crafted from the flames of mount Mithsurash, a great volcano whose fires were said to be all-consuming. Both Aroesus and Lyrikes were not merely killed, but their souls utterly destroyed, so that even in death, they could possibly be summoned forth to give account of what happened to them.

With the death of Aroesus, those beings imprisoned on the islands of Lake Sharzunates are freed, as are the gods who were functionally imprisoned within Aroesus' palace on Lake Miphas. There is no one strong enough to take the throne and govern, and therefore the gods are thrown into anarchy, with the many fragmenting and pursing their own agendas.

The gods themselves thunder away at each other. It has gone beyond words and into the realm of war; and as in heaven, so it is below in Lymaeus, with the mortals warring among each other as prophets and their followers murder one another in the streets, while armies march and burn the lands of their enemies with a religious fervor.

The world itself trembles, as old enemies see their opportunity to reclaim their right and take revenge upon their oppressors and tormentors, new enemies see the opportunity to attack the structure where it is weak and cause it to crumble, and meanwhile the Gods themselves wrangle among each other, divided and distracted.


TL;DR Summary:
- Werewolf: The Apocalypse
- New England-set Chronicle
- Set in the end times, the Apocalypse drawing nigh.
- A pack of cubs new to being werewolves are thrust into the last days of the Garou. The timeline will take the characters into the Apocalypse as they develop their skills fighting in the lead-up to the End Times.
- Got a Caern, got some plots.
- No more than three characters of each breed, and it'd be nice to get a character from every auspice, so I need at least four players. I will also allow one Corax character; no other types of Fera allowed, I'm afraid.
- Garou politics comes into play.
- World against the werewolves, so the pack has to cooperate and pool skills to get the job done.
- Definitely no kindred, fae or whathaveyou. Vampires are a total sideshow compared to the Wyrm and the Weaver and the metaphysical war that the creatures of Gaia fight. Most of them can't even touch the Umbra. They're pawns at best, whatever their pretensions.

In Character Info:
You stand there, still bleeding from the wounds of your Rite of Passage, thinking you've accomplished something, but the reality is that you have only taken the first step on a long and terribly dark road. I'm sorry, my cub, but the End Times are here. We elders have failed you for generations, and the price is yours to pay. In a century, we've seen much of the Prophecy of the Phoenix come to pass, and we know that these are the last days upon us, and that Ragnarok will be here soon. You, who have inherited the mantle of the Guardians of Gaia have also inherited the failures and sins of her guardians. Nothing is fair, but it is your generation that must hold the line. There is almost no hope in these darkest of days for anything but a good death, but you do not know that yet -- you are full of the hope of youth, the certainty that you can change the inertia of a world quickly being consumed by forces of unfathomable power. Perhaps once, our ancestors could have stopped it, but the time has long passed when stopping it would be easy, or even possible. We have tread this path, and failed. It is now your path to tread, and it is to your sorrow that you will learn its perils and how easy it is to fail. But you do not know this yet, because you stand merely at the start of this ever-darkening path.

Perhaps that is why this will be your fight. Perhaps we elders, teetering on the edge of Harano and pessimistic of our chances, are not the ones that can fight this battle, because we do not believe in the possibility of victory anymore. Perhaps it is time for you to undo our mistakes and try to grasp that last, faint, tenuous chance to right some wrongs before we all pass into memory.

Perhaps.

Out of Character Info:
The characters are a pack of newly-minted Garou, fresh out of their Rites of Passage, and they are being thrown into the fight. The chronicle is set in New England at a small caern that is discovering, in these last days, that it did not fight the enemies as thoroughly as it thought, that the forces arrayed against them are more numerous and more cunning than they realized. Your garou were sent from other septs to take their rite of passage and form a pack that could, possibly, help hold the line in these dark days.

As these are the End Times, there are events in motion that go beyond merely the scope of a single pack of new Werewolves, and yet it makes for a fantastic setting -- the odds are such that the only kind of tactics are desperate ones as the realization dawns that soon it won't matter. Things are unraveling quickly as the world hurtles to Ragnarok, the final battle and the characters are caught up in this; the stakes go up as they have to learn quickly and on the job.

Characters will need to be varied, so I'd prefer different tribes, no more than three of a given breed (Homid/Lupus/Metis) and I'd like the different auspices filled also. That gives a nice diversity as well as overlap in skills. I will allow one Corax character, but no other fera. This RP will focus on the internal politics of the Werewolves, and deal with other changing breeds as well, in the last days, but the focus is on the wolves.

This RP will involve a lot of the supernatural and themes involving moral ambiguity and nuance. The characters will be confronted with dilemmas that test their resolve. It's not necessarily a hack and slash RP; the entire world is seemingly against the werewolves at this point, and there are few allies and little respite to be had. They are a hot ember in a fire quickly going out.
Promised a post earlier, got it mostly written (had to take in 'inspirational material' aka the Simpsons) and then had a migraine today, so I'm a bit behind the eight ball. Sorry.
Raped by work.
Well, I need to do at least a paragraph or so, so that's how casual I am.
I have no way to interpret that.
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