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    1. KarthaRRinari 5 yrs ago

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Just an academic looking for some RP experiences. I miss writing and creating stories and characters. I don't get to enjoy video games nearly as much due to the complexities of real life, so I am seeking an alternative outlet.

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Cracks of thunder rip across the dark, stormy skies above a seemingly eternal black ocean. Large waves crash against the side of the galleon as the ship lurches up and down. Per the captain's orders, the majority of the crew remain below deck. A handful of officers and sailors stay above to man the helm. Your destination was a freshly discovered continent across the vast dreaded sea, however, now even survival is uncertain. Secured within your room among a handful of other passengers, the sickly scent of fetid discharge coupled with vomit pollutes your very lungs with every breath.

As you lay in your cot, you struggle against your own mind and body to maintain control and avoid succumbing to fear or panic. With a heavy lurch of the ship, screams and shouts arise from the top deck as water splashes into your room having swept down the stairs leading into the bowls of the ship. The door to your room swings open wide, and you find yourself thrown from the cot due to the drastic motion of the ship. You land upon the floor with the saltwater mixing with the sickly refuse. You then hear the sound of heavy boots near the door.

A loud crackling of thunder echoes through the very wood of the ship followed by the immense white flash of lightning. You see, standing within the doorway from your view while laying on the floor, a pair of black leather boots. As your gaze rises, your view leads up to the figure of a man dressed in a combination of dark leathers. His armor is riddled with silver and blue metallic studs. His hair is long and black but his skin is milky white, standing out in an eerie fashion within the darkness of the storm. He appears fit and toned, but no giant. A moderate figure with fine form. The skin of his face is youthful and fine. A long curved sword rests with a dark leather sheath upon his belt. A dark leather long coat drapes over his shoulders seemingly offering some protection against the rain and seawater. The pupils of his eyes are bright silver.

Another loud and harsh crash of thunder resounds throughout the ship and is soon followed once more by another white flash of lightning. Within the moments of the flickering light, the man within the doorway appears to suddenly transform. The entirety of his body retains normality, covered in the mixture of dark studded leather. However, the left side of his face and head shimmer into that of a skull with fleshless teeth and a hollowed-out eye socket bearing a dark black stone with a small reflection of light as if bearing a pupil in its own right. However, this vision of a half-man and half skull lasts for so short of time you may not be certain of your vision. The storm seemingly grows worse as your fate lies in the balance.
The overall idea for this roleplay is to generate a small group of individuals who may, in time, come to serve the God of Un/Death, Kartha Rolein Rinari. This is based on an old D&D roleplay campaign of mine I hosted over a decade ago, but I have always loved the character I created to lead the story. This is not the first time I have attempted to run an off-shoot story using him, but I always enjoy the stories.
World

Name: Alath'zor
Origin: Unknown
Populated Races: All
Global Population: Over Two Billion
Religion: Varied Pantheons
Global Progress Level: Between the Middle Ages and the Age of Reason (dandwiki.com/wiki/MSRD:Progress_Level…)

Global Description
Alath'zor is divided into two continents. The western continent is known by the majority of its populace as The United Empire, though its kingdoms for the past few hundred years have put such a title to shame. The Eastern continent is known as Wer Thaczil Di Zezhuanth Iejir, better known as, translated into the common tongue from Draconic, The Land of Ancient Blood. Between the two continents is vast and open sea approximately the size of two Pacific Oceans. In the other direction, the sea is as vast as the single Pacific Ocean.

Global Economy

Cross-continent trade is highly valued as the Eastern continent posses vastly superior resources in both quantity and quality. However, the cost of such valuables on the Western continent is nearly three times the standard value. A longsword, while priced at 9 gold 9 silver 9 copper for steel on the Eastern continent, costs 29 gold 9 silver 7 copper in the West. A recent economical attack on the kingdom of Zaer'azhul, the core economic support system for the West, by an unknown assailant has caused great unrest resulting in a dynamic shift in costs. Items, materials, equipment, food, and all goods have risen in value in the West by another fifty percent (approximate); thus a longsword is valued at 44 gold 9 silver 9 copper.

Note: If referencing 3.5e equipment and material tables for cost, multiply by sixty-six percent to generate the standard costs for the Eastern continent. For the Western continent, take that number and multiply by 4.5. (i.e. 3.5e values a longsword at 15 gold. 15 x 66% = 9.99 = 9 gold 9 silver 9 copper (Eastern Continent Value). For the West, 9.99 x 4.5 = 44.995 = 44 gold 9 silver 9 copper (Western Continent Value) A dagger is 2 gold. 2 x 66% = 1.32 = 1 gold 5 silver 2 copper (ECV) 1.32 x 4.5 = 5.94 = 5 gold 9 silver 4 copper (WCV). This is a general idea of the current economy.

Kingdoms of Note

Zaer'azhul: The primary economic infrastructure for the Western Continent. Zaer'azhul is also known for its anti-magic laws and hatred for the arcane. The kingdom is very religious, and even makes a firm stand against any technological developments. Oddly enough, this kingdom is not coastal and possesses no docks for cross-continental trade. They pride themselves on their own mines, farms, and other resources versus importing exotic goods. Their political agenda to ride all of the West of arcane arose over two hundred years ago due to a conglomerate of Red Wizards who banded together in an effort to dominate the entire West. With the success of their downfall, Zaer'azhul fell into extremist upheaval. Seeing the danger of the arcane, they enacted laws to ride their kingdom of all sources. Hundreds of thousands of refugees poured into the surrounding kingdoms as arcane artifacts were destroyed during a great purge. However, the other kingdoms made a stand against their desire to enact this purge across the entire West. An agreement as brokered where the surrounding kingdoms would act to contain and restrain arcane citizens from ever entering Zaer'azhul. In exchange, Zaer'azhul would maintain its laws within its own borders.

Vaera'dhun: Another kingdom in the West, one which prides itself on its diplomacy and ability to intermediate cross-kingdom tensions in the West. seven-hundred and fifty years ago, representatives of Vaera'dhun were responsible for the creation of a united effort throughout the West to ensure peace across all the kingdoms. However, with the rise of the anti-magic laws over two hundred years ago, efforts to maintain peace have been strained nearly beyond Vaera'dhun's abilities to control. With the more recent economic crash in Zaer'azhul, tensions have risen to a boiling point and the West stands on the edge of a blade.

Achuak Iejir: The primary kingdom in the East, Achuak Iejir has been ruled by an ancient green dragon for nearly four-thousand years. Many of his descendants have spread far and wide, attempting to divide the great kingdom of the mighty serpent, but to no avail. The three adjoining kingdoms are vastly smaller in size and are ruled by his offspring; their existence tolerated by his mercy alone. For their continued exploration of the Eastern continent, they are permitted to exist so that the costs of their explorations are not imposed upon Achuak Iejir. A fine capital agreement to be certain. Who knows what will happen once the entire Eastern continent is explored. With the recent economic attack by Achuak Iejir primary rival in the West, Achuak Iejir has already begun working to dominate the global economy by raising the value of its cross-continental goods drastically. The great serpent seeks to establish himself as the overlord of the economy and, perhaps in time, bring all kingdoms to heel under his banner. Attempts to slay the serpent have been few and far between, with the closest recalled as a spear which fell fifty feet short of his serpents nearly impenetrable hide. Some rumors suggest the assailant still suffers to this day...somewhere.
The air of the port city carries the scent of a fresh sea breeze. The sun bears down from the west across the dunes of a distant Sandscape, reaching far out into the kingdom of Achuak Iejir. The great port city of Allora bustles with merchants, slavers, commoners of every trade, and more personages of interest. Citizens appear as varying lizardfolk and dragonkin with a minority of other known races including elves, dwarves, humans, gnomes, orcs, and more. It is easy to see where wealth and prosperity fall upon the citizenry with the reptilian populace better dressed, equipped, and in finer health. An occasional non-reptilian individual with wealth is found, though with a ratio of 25:2.

The kingdom of Achuak Iejir is well known for its superlative economy and for its leading dictator; the ancient green dragon Rivosphent. Port cities line the Western coastline along the kingdom's border with the great sea. Ships sail in and out bearing vast quantities of goods and supplies and some bearing great wealth on their return from the Western continent known as The United Empire. Long has the kingdom of Achuak Iejir sought to dominate the global market, and every ship brings Achuak Iejir one step closer to that vast goal.

A ship freshly docked is unloaded by a mixture of races both from across the sea and citizens of the great city. An Elven-looking man, Taliman, of moderate wealth by his guise and wardrobe departs from the ship heading well into the city through the core road along the merchant's path. Stalls are riddled with goods from fine cloth to exotic food. Some merchants appear to offer armor while others offer weapons.

This man flows through the streets as if unmoved by the bantering calls of tradesmen and merchants. The slightly pointed arch of his ears twitches at the calls of an auctioneer near a slave market. Taliman approaches, with obvious disgust born in his eyes and expression. It is unknown if he is disgusted by the slaves or the slavers, by the culture or the intolerance, or by some other unknown presence. He looks upon the gathering of chained individuals, each with a sign around their neck bearing prices in draconic numerical markings.


"Come and see what we have today! Fresh servants for your grand estates! Soldiers for your militias! Heh! Target practice for your own pleasure!" The auctioneer cries out such a crude description of the enslaved as two great serpent-like guards well-armed and armored grab one individual after another and tosses them upon the presentation platform. Those who resist are harshly whipped. Those who try to flee...are slain without warning.
The day had been long with no orders or word from the one known as Lord Shade. The small encampment among the mountains north of Torlynn, a small village with much to say for its farmland but little in any other regard. Vashin Manor stands as a great bump upon the side of the peak with its access to caves and caverns which wind deep through the mountains. Only rock and silver come out by the hands of heavyset Duergar miners. Overseen by Count Vashin himself, a human-looking man with a pale complexion and thinned features, along with his moderators and guards to ensure security and keep the work flowing, the Manor offers much in the way of funding for the efforts of Lord Shade.

Some new arrivals come to the Manor over the course of a few days. Each with their own orders, goals, and purposes either for Lord Shade or their own fruits. Though diversity does not span the cosmic list of sentients, many are present in various forms of commonality; elves, dwarves, orcs...and some mixtures of the undead. None at the Manor question such vile creatures as the walking corpses, and they offer services and act accordingly to the will of Lord Shade. While intelligent and self-driven, some suspect their underlying will is tied to some other force either within or beyond the Manor itself.

Across the landscape of the Manor rests a graveyard, a smithy, and a few houses. One house seems as a store of some kind with general goods such as arrows, simple equipment, sacks of grain and general food. Another seems a storehouse meant for holding goods, perhaps for those about the Manor. Another appears as a more specified intended structure with shields, blades, and armor. Yet another appears as some sort of library with many books, scrolls, and equipment associated with such industries.

Sitting upon a tombstone near a small graveyard riddled with ancestors of Count Vashin rests a palish figure in fine-scale armor grinding stone against the tip of a spear blade. His legs dangle from atop the stone with worn words and dates barely readable upon its surface. His head is hooded and partly covered with strands of black hair dangling from the sides of the inside of the hood. A pipe sticks out from his lips with soft smoke wafting into the air. A satchel of gear rests at the base of the tombstone, nestled close for safekeeping.
Story Scope

This will be a story following a small group of individuals recruited into the services of an individual known only as Lord Shade. In truth, Lord Shade is a Lich who passes his time through the millennia by constantly challenging the Lich, Lord Sorrow. A very, very long time ago when these individuals were alive, they were great friends. As time passed and they moved into the dark magic, their 'friendship' became more of a respected opposition. How better to pass eternity than challenging, and being challenged by, another immortal equal in skill?

Story Characters

Player: GM
Character: Arleon
Type: Player Character
Class: Dread Necromancer
Race: Human

Player: GM
Character: Rhag'gas Boneshifter
Gender: Male
Type: NPC
Class: Rogue
Race: Human/Ghast
Purpose: Primary story arc contact (at the start)
Location: Base of operations

Player: GM
Character: Veryn Silverweb
Gender: Female
Type: NPC
Class: Cleric
Race: Human Undead
Purpose: Spiritual Supplier (merchant and guide in dark prayer)
Location: Base of operations

Player: GM
Character: Lothwyn Voryn
Gender: Male
Type: NPC
Class: Fighter
Race: Dwarf Undead
Purpose: Combat Supplier (merchant and combat trainer)
Location: Base of operations

Player: GM
Character: Ker'vas Slavi
Gender: Female
Type: NPC
Class: Rogue
Race: Halfling/Ghoul
Purpose: Poison Master
Location: Base of operations

Player: GM
Character: Ulthwyn Grael
Gender: Male
Type: NPC
Class: Rogue
Race: Human Undead
Purpose: Hidden Agent
Location: Torlynn

Additional NPC's may be generated as needed. These are just to get the core story needs established.

Style and Guidelines

This roleplay will not involve character sheets or stats. This will be free-form and as such combat and challenges should be handled fairly. No attack will assume success, but never being injured is going to be frowned upon. If you wish to create a 3.5e character sheet for your own reference, please feel free. The level range is 1-3.

Regarding post length, 1-3 paragraph responses are expected, though more is most appreciated when applicable.

Mission Backstory

A meeting is set to occur that will join the houses of Farhelgur and Eshhire in a set peace, bringing the western and eastern states of the region into an alliance. each house has sent an envoy to meet at the neutral town of Varon, to discuss the terms of the said alliance. None could ever suspect the peace is a plot set in motion by a hidden power known only as Lord Sorrow. A name known only to a few members of the ranking public statesmen who serve him directly.

Lord Shade, the opposition to Lord Sorrow, seeks to ensure this alliance does not occur. He has commanded agents from the Northern mountain thorp of Vashin Manor to intercede and bring the potential alliance to ruin. This group, whoever they may be, are to travel South. Their destination is the hamlet Torlynn where they will intercept the envoy from Eshhire. The group is to capture the envoy from Eshhire unharmed and leave them in the hands of an unknown contact within Torlynnn. An agent who has long been undercover. This agent will use his skills to manipulate the minds of the Eshhire envoy into believing their meeting had been a success.

Once the group has neutralized the envoy, they are to then acquire any documents they possess and arrive in the town of Varon under the facade of the Eshhire envoy. Luckily, so few interactions between individuals from these houses have occurred without bloodshed that the likelihood of being identified as impersonators is minimal. The group will proceed to present the terms within the Eshhire envoy documentation and accept the terms of Farhelgur, no matter their detail. Afterward, the group will return to Torlynn.

Upon returning to Torlynn, the signed treaty will be brought to the unknown agent for copies to be made and altered. Once devised, they will be slipped into the pouches of the true Eshhire envoy for them to return in success. If completed according to plan, the houses will go to war over the mishandled treaty agreement and the region will be thrown into chaos making other opportunities for manipulation available.


Message with questions if interested!
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