Avatar of Lucius Cypher

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Recent Statuses

2 yrs ago
Current Ethical? No. Illegal? Also no.
2 likes
2 yrs ago
Some people need to make a hard choice when deciding which two karaoke streams they want to listen to. I have no such weakness: I have two ears for a reason.
4 likes
3 yrs ago
The hard part about trying to play some politically savvy mastermind is the assumption that the world operates off real world politics and not your DM’s politics.
2 likes
4 yrs ago
Don't put too much stock in prophesies. At best they're full of shit, but more often than not they're one of those self-fullilling kinds. Plan for what happens afterwards instead.
4 yrs ago
A character isn't deep or compelling just because you let them get hurt a lot, are always depressed, or do morally questionable things.
8 likes

Bio



If you're here either you're wondering what I'm doing cause I need to post in your RP (In which case, calm yo tits, I'll get around to it), or you want to know who I am. So let's begin.

I'm a college age asian kid who has more heart than he has senses. I'm still working out this whole "adulthood" thing, so until then I just do what I feel I must. As far as personality and traits go, I'm not one for boasting. So if there's anything redeeming about myself you'd have to figure it out in person or by word-of-mouth. Generally however I'm rather perverted, in the best and worst ways. nothing is too much until I've crossed the line, and that just means I've started.

As far as Roleplays I like, I have a thing for fantasy, though I'm also good for some types of sci-fi, supernatural, Modern, and slice-of-life. If it's open and sandbox, I'll probably join it. Never really been a romantic, I often chose to sexualize any notion of romantic encounters I come across. I generally write at Casual quality, though I have no issues with Free-Level Rp/Players and I can hold my own in Advance.

Most Recent Posts



The world of Gaia is a vast, ever growing world, where even after a hundred thousand years of living and intelligent live have thrived, there is still more to discover. A world full of magic and wonder that is still yet to be understood, where possibilities are endless for anyone with the determination to see their wishes fulfilled. Over the years many legends have risen and great nations have fallen, history have been made and monuments that have once stood the test of time have been destroyed. There is still so much about the past that people spend their entire lives barely knowing their own history, let alone knowing what their future has in store. And for some, simply surviving is all that is important to them.

You are a simple commoner in the Gaia Frontier. As new land is discovered, you have lived here for some time. Perhaps you were born here, perhaps you came here. You didn't have much before and you still don't have much now. But Frontier life, as dangerous as it is, is rife with opportunity to grow in wealth, experience, and power. A new Frontier Town have been developed, and while they haven't garnered enough attention or support to gain the interest of wealthy investors or adventurers, perhaps with your help you can revitalize the towns into something great. Or maybe you'll simply use the town as a homebase of sorts as you search through the ruins for any treasures that could bring you fame and fortune. Your fate is ultimately in your own hands.




Rules:

1. Basic rule in any RP: My word is law. I have the final say, and if you disagree, you're free to leave. I will of course be willing to hear out your side of the argument but don't push it. I can only be so tolerant.
2. This is a 5e, Fifth Edition, Dice Rolling RP. I may or may not have maps up if I feel the need for it but in general things would take place in the theater of the mind. Stuff like range and movement speed is still important however, so keep that in mind if you think you can get away from something that moves faster than you. Also here's a link to the Guild's Dice rolling stuff. This is where all the rolling will happen for your characters, and I will be checking to make sure you aren't fudging your numbers. You'll get one warning. You don't get a second.
3. While combat is of course going to be something that you may eventually run into, tbh I won't include much combat at first, and even afterwards you'll only get into fights if you go looking for a fight. You certainly won't find much trouble if you just stand around the inn hoping for a drunkard to take a swing at you.
4. New characters start at Level 0: you have no specific class level, only what's available through your race and background. Backgrounds should be picked from the given list which I shall provide.
5. Those who wish to use different languages but don't know how to actually translate those languages into the written word, you can write your language between these symbols to represent your characters speaking different languages. Most languages have both spoken and written script, some even have a sign language (Such as thieves cant or drow elvish). More symbols added as different languages are considered.

6. More rules to be added as I see fit.




Character Creation


Let me start off by reminding you of Rule 4: new characters start at level 0. That means you have no class levels, no skills, no particular proficiency beyond your natural skills through your race and what you might have in your background. Yes, you're effectively peasants. So you may be wondering; how to you level up? The answer is simply enough: Gain the minimal amount of skills you would have obtained if you were a level 1 character of that class. Of course the complicated part is that this is no simple task; even a fighter has to learn and utilize every simple and martial weapon, and magic isn't any easier. Even a simple cantrip like a light spell would require practice and, most importantly, an education. Those who wish to try and "multiclass" by learning multiple different skills from different classes will find it even more difficult. You're basically going to be slowly progressing in two classes whereas others would be able to progress more quickly in a single class. Still, if that's what you want to do, you're free to do so. Just don't be surprised if you're still a level 0 Peasant who can barely use a first level spell and swing a warhammer, where you buddies can start raging and throwing around magic missiles.

Now then, onto other details: There isn't any particular restriction for races so long as they come from reliable sources, namely Core, Unearthed Arcana, and Xanathar's guide. If you want to use a homebrewed race you need to bring it up to me first, not only to ensure that it isn't overpowered but also to figure out how to incorporate such a race into the RP. If you want to play a race that would typically be hated or distrusted, don't be surprise if that does happen even if you yourself have done no wrong; don't be surprised if you're an orc and dwarves don't particularity like you.

Backgrounds should also be chosen from this page. I don't mind a bit of swapping so long as you inform me of it first, but try not to add more to your background to try and give yourself more of an advantage. Sure, you could be from a noble family or even a knight, no that doesn't mean suddenly you already have the effective martial training in swords and armor just because that's your background. Think of yourself less as a fully fledged knight and more of a squire.








Frontier Town




The new Frontier Town on the fridges of Gaia has only been active for three years. While prosperous so far, they haven't made much developments as far as infrastructure or discoveries. They don't even have a proper name yet, which most of the townsfolk don't feel that they should get until they find something notable about the town to name it after. Still they're a tough town that haven't gotten too much trouble so far, ripe with opportunity for those seeking adventure or just a new life. Notable structures and locations in the town include:

Town Hall - The main governing body of the town. It's also where anyone who is accused of a crime is taken to for trial, as well as one of the most fortified and sturdiest buildings in town. Should any disaster strike the townhall such as a violent storm or a raid, the townhall would be the safest place to be. There are stocks near the Townhall where petty criminals and troublemakers are locked into as a show of punishment for those who break laws and cause trouble in the town.

Temple of Crugh - A major church in the Frontier Town. Crugh is the god of the forge, stone, and crafts, and through his teachings the town has managed to survive multiple attacks from outside threats. The Church of Crugh is also where the town's major smithy is and they're the ones to develop most, if not all, of the militia's weapons and armor. Crugh is known to be a gruff and no-nonsense god and his clergy are much the same; they're strict and disciplined, taking it upon themselves to police the town and crack down on any troublemakers or criminals, though they don't have any authority to actually punish or enforce any laws. Mostly they just yell at naughty children and hold interventions for troubled youths. The bishop of this Temple is a dwarf named Tarkin Blacksteel, skilled cleric and smith.

Church of Gaurot - A somewhat minor church in the Frontier Town. As prosperous as the town is, death is very much a common and everyday occurrence, and the Church of Gaurot has the duties to tend to those dead. Gaurot is the deity of death, spiritual energy, and rebirth, but NOT necromancy. Though the Temple of Crugh holds a considerable amount of the town's faithful, the Church of Gaurot actually does have trained priests who help maintain the church and provide holy services, as well as seek out any form of Necromancy to purge it with extreme prejudice. That being said they are only active against the threats that the town wants them to confront. They begrudgingly tolerate certain resident if only because they have good behavior. The preacher and captain of the paladins is black Dragonborn named Garath.

Maeda's Cottage - A school building where the children of the Frontier receive a common education. The teacher is an arachnae, a sort of spider centaur, named Maeda. She also teaches magic to those who can afford her lessons. She wishes she could give these lessons freely, but she needs the money in order to pay for materials and components needed to ensure her students get the education they need.

Garrison - A stone building near Townhall where the militia is stationed at. Most young men who don't work the mines or the fields are encouraged to join the militia to be able to defend themselves and the town. There are two captains at the Garrison; a man named Daeghun and a half-orc named Ork. Daeghun teachers various forms of archery, including the use of crossbows, slings, and even throwing axes, while Ork teaches melee combat and tactics. Daeghun also leads the hunting parties whenever the town needs meat or ingredients from the forest, and Ork is also oversees the construction and expansion of the town itself.

Barthen's Bartered Goods - The general store in the Frontier Town, as well as an aspiring Merchant's Guild. Barthen handles nearly all of the town's finances and ensures that their goods get the best deals, and that the town always gets what it needs. And to do that, Barthen isn't afraid to get his hands dirty too. While it's never confirmed, those who have shown a certain aptitude and willingness to get the job done may be able to learn certain skills and tricks that some would consider underhanded, but also specialized training to preform a variety of important tasks. In other words, Barthen also leads a Thieves Guild.

Black Mines - The Frontier Town's main money maker, the Black Mines is an mine rich in iron and coal. Most of the townsfolk can earn a decent living breaking rock. However, in a separate part of the mine is also a sealed off area where prisoners are kept. With less efficient tools under constant watch, prisoners in the Frontier Town are forced to live and mine in this sectioned off part of the mines in chain gangs until their sentence is up. It's a harsh punishment, but typically you'd only be in this prison if you really screw up. The overseer of the Black Mines is an orc named Nartur, who's more or less just the best miner in town. She typically leaves the actual administrative duties to her second, a Firbolg who calls himself Bookie. He's friends with Barthen.

The Drunken Dragon - Ye old pub. The Drunken Dragon is a popular tavern for the townsfolk, travelers, and guardsmen alike. It also has rooms for rent for travelers or those who don't have a home yet, and indeed it's seeking to expand into a boarding house. The Drunken Dragon ran by a halfling name Sips and an elf named Revas. Sips does the cooking and knows all the best drinks while Revas does housekeeping as well as serves a the bouncer; he's a skilled magical user and isn't afraid to use it.

Underhaven - What some people might call the ghetto and where all the unsavory elements of the Frontier Town live, but this is mostly all just rumors and lies spread by the leader of Underhaven: a Vampire by the name of Lucilia. In truth Underhaven is just that; a Haven underneath the Frontier Town, for folks who are rather unsavory but good natured. Vampires who don't want to prey on innocents, skinwalkers who just want to learn how to use their powers, even Undead who don't want to get smited for their undead nature. Underhaven itself is just an underground pub and inn for those of ill rispute, with a vast underground that is also home to drow, kobolds, goblins, and orcs who simply don't comfortable living in the sun. Granted it still has it's share of troubles too, as none of these races get along with each other, but Lucilia has brokered a form of peace with them and the people of the Frontier Town. Still, Underhaven is a dangerous place that is beyond the law of the the Frontier Town; whatever happens down there stays down there. Constantly expanding by the various factions who live there, who knows what sort of things they'll unearth.
Ah right, I forgot. Well she'll still have a place then, though we may start without her. Depends when I start really.
@IRLCleric Actually just started it here.
On the shore of the Sea of Gales lies the port town of Brighthaven. Although its official name sounds pleasant enough, you would get another idea of the place once you heard the natives names for it; Bloodhaven or Thief Town being among the more popular ones. It is a big, wild place, full of people of all sorts of questionable occupations and backgrounds. It is not a place for the weak of heart. Living here is risking everything, but still people flock to the place like flies to freshly spilled faeces. Why, you might ask? Because of Norn, that's why.

Just a days travel north of the city lies the great forest of Morkador, and within it, the ruins of ancient Norn. Norn was once the capitol of the Nornum empire, a realm of great power and influence which fell to an unknown catastrophy over a thousand years ago. Although a long time has passed since then, and despite the numerous expeditions into the dark woods, the place is still teeming with treasure. Gold, jewels, silver, and foremost of them all: magical artifacts.

Magic is rare nowadays. Some say it is leaking out of the world. Others say that the art has simply been lost to time. Whatever the case may be, the fact of the matter is that the most potent, and valuable, pieces of enchanted goods can be found only in this place. But delving into Morkador is not without risk.

In fact, most expeditions into the dark forest end up as failures, or are never heard from again. The woods hold all sorts of nasty surprises for the unwary and expert traveller alike; beasts, ghosts, bandits and other adversaries haunt the ruins of old Norn, and have proven a daunting challenge even for the most illustrious of adventurers.

But still they come, from near and far, and for every imaginable reason. Its a great gamble, with your life at stake, but the treasures of Norn and the promise it brings just might be worth the dangers of Morkador.




Right, so now that we got that our of the way here's the basic rule set:

1. My word is law. Standard RP/D&D stuff. While I'm willing to hear you out if you want to contest something, it's not garuntee that you'll get your way and frankly if I find that you're pushing it too much, you're out.
2. This is a 5e game with 5e mechanics. While I'm open to homebrew or house ruling, bring it up to me first before you implement it. Ignoring or forgetting this rule will invalidate your actions, making you fail at whatever you were attempting and wasting all of our time.
3. Let's get this our of the way soon: If you want to fight another PC IC, feel free to do so, but it will be conducted with the standard rules of combat. Fighting IC is fine, but chances are that it will cause a stir OoC, so I demand that both sides keep OoC arguing or combat out until the fight is resolved. If you don't wanna face off against your fellows, tread carefully.
4. Death will happen. I'm not going to pull my punches here; you will be outnumbered, you will run into enemies above your level, and I have plenty of traps in mind to screw you over when it's most inconvenient. While I am not a blood thirsty GM, that doesn't mean recklessness will be rewarded and like it or not, there are things in this RP that seeks to kill your character in the most brutal and dishonorable way doable.
5. For newcomers or hopefuls who wish to join, you begin at level 3, your budget is whatever you could get with your starter class options plus 150 GP, and any source from the Core, Unearthed Arcana, and Xanathar's guide is allowed. Any homebrewed content must be passed by me first, and if I have any question about your abilities, spells, or items, I expect you to have a legitimate source for it. That is to say, you can't simply tell me, you need to show it to me on official documents.
6. More rules to be added as I see fit.

Character sheets will be made through this Google Sheet. Copy it and save your own file. I will reference your sheet ever so often as I need to.

@Searat@Duthguy@Riaxh

And so the game begins. I actually haven't seen Assallya in a while so she may or may not be playing. Since I decided that we'll be doing Norn, it should be easier to have new players come and join, though I would still prefer if we only get one or two more players. In any case, please post up a link to your CS here in the OOC, and when I have the time I'll get started on the first IC post.
And now it was time to begin the attack. Rattleskull was thankfully not so thick headed as to not let Orchid and her goblins take the lead for scouting, though this was merely a pretense; she just wanted to get into the cave and find her lizard friend before the rest of the horde does. Adjusting the straps to her shield and giving a few tested thrusts with her club, Orchid leads her troops inside. But before she goes too far, she also preps her sling; she puts a stone in her sling and has it in her shield hand. This way she could easily drop her club, take out her sling, and hurl a stone if she needs to hit something far away.

When they got into the cave the first thing Orchid noticed was the smell of death. Something was killed here recently. Sure enough one of her goblins reported that one of the other goblins tried to go inside and got killed. ”Must be from the monsters… No doubt they’ve set up a trap here. Move carefully.” Of course just as she says this they were attacked by a red slime. Fortunately her goblins managed to survive the initial attack, and two more stuck their spears into it to keep it in place. Orchid scanned it with her Monster Analysis ability while she moved in to attack. She had no time to waste dealing with these small fries.

SMASH!” Orchid shouted as she slammed her trench club into the slime, careful to avoid smashing her weapon against the spears of her fellow goblins, but still hitting a sizable portion of the slime. ”You younglings! Smash him with you torches!” She barked orders as she looked to the goblin who was knocked off balanced. ”You! Watch out for traps or ambushes. Poke the ground with your spear, make sure there’s no spikes or holes.” Orchid remembered how she managed to lure some goblins into a makeshift caltop trap the day before; she wasn’t about to fall for the same trick herself.

”Keep your shields up! Don’t drop them or you will die!” And sure enough Orchid would show them how to do that, covering a vast majority of her body with her shield while she smashes the slime. Only her arm and weapon was exposed, and she made sure to utilize the full reach of her weapon so that even if the slime would try and lash out at her, Orchid’s arm would already retreat back behind her shield.

Eh, I'll leave the reigns on. I want to be able to grab at least one horse in this skirmish.
Name: Annabeth Elliot
Age: 25
Gender: Female
Race: Human
Appearance:

Personality: Hot-Blooded and dutiful, hits all the right buttons for your typical knight-in-shining armor. She stands up for the weak, gives mercy to the dissolute, and stands up against evil regardless of their strength or their relations. That being said her honorable and upstanding attitude as a knight, while not a facade, is an actively maintained on Annabeth's part. She's all too aware of how people like her can easily fall into zealotry and the pressure of being the beacon of hope for the commonfolk and an exemplary model for nobility can be a burden on her. She's also aware of the complexities that can occur during conflicts, and finding out things like right or wrong, good or evil, isn't as easy as seeing who's looks ugly and who is passably attractive.

Annabeth personally does expect and want honor and glory in the things she does, and while she can accept doing good for goodness sake, she also knows that such rampant generosity will likely make things harder for her in the long run. She believes that hard work equals great rewards, even if that doesn't always happen. Has no patience or tolerance for foolishness and ignorance, for better or for worse. If you aren't smart enough to realize that what you do is wrong, or at least offends Annabeth's morals, than she will give up on words and simply use action. But if you do understand, and simply continue to oppose her due to your own beliefs, she can at least be at ease that she's dealing with an understanding opponent as oppose to a thoughtless barbarian. But such a slippery slope is one of the many hazards a knight like Annabeth must tread carefully, so she tries to think about her actions before she starts them.

Brief Backstory: Annabeth was one of the many children of a barbaric cult who believed they were descendants of dragons, and so they would kidnap women and force them to bare their children to spread their progeny throughout the world. After they had made the mistake of kidnapping the daughter of a powerful noble, an order of knights was dispatched to eliminate the cult down to the man, which had the unfortunate side effect of leaving a lot of pregnant women and orphans. Annabeth was only a toddler of two years old when this happened, and so she was adopted by the order and given a rudimentary education in their beliefs. When she was around seven years old, she began her training in knighthood. Though in the beginning, this involved less swordplay and combat, and more education on things like mathematics, linguistics, philosophies, and the arts. That's not to say she's never seen combat; the knight in which she was the squire of often took it upon himself to seek injustice and right them with all his powers, which shaped Annabeth to be the knight she is now.

It wouldn't be until ten years later after she started her training into knighthood that she would taste battle. Though still a squire in title, she would pick up the sword and fight alongside her knight in his battles, protecting him from treachery as he fought the foes before him. Alas, there was one enemy that his blade could not defeat; time itself. After a particularly brutal battle against a twisted aristocratic family and their personal knights, he received a crippling injury that would effectively end his fighting career. He was forced into retirement, but in exchange for Annabeth's loyal service, he bequeathed his signature warhammer onto her, as well as recommendations into the Order of Iron Roses, a knightly order that he was familiar with. With his blessing and weapon, Annabeth would join the order and continue to serve and fight, earning herself a bit of prestige and funds to be a better knight.

Equipment:
Plate Armor - A highly protective set of steel armor with leather padding underneath. Annabeth has trained in the use of heavy armors like this for much of her life, to the point that she feels most comfortable in full armor than out of it. She can even rest and dance with it on, though of course she has to get out of it sometimes to maintain it and well as wash. Has seen much combat and indeed, most parts of her armor aren't even from the original set; she's had bits and pieces replaced over the course of her career when they become too damaged to simply patch up. Thus it has a rather dull hue.
War Hammer - Annabeth's weapon of choice, this weaponized maul has a blunt head that can crush through even plate armor, or spike ends that can be used to impale a charging foe, pierce a shield, or spike a skull. She especially enjoys employing a disarming/sundering technique against sword-wielding opponents. Annabeth's warhammer differs from your standard one with a single trick that her former master had taught her; the handle can extend, turning the warhammer into a four-foot long war hammer into a seven foot long lucerne hammer, and Annabeth knows the technique to extend it's reach mid-swing.
Arming Sword - What knight wouldn't be complete without a sword by his side? Annabeth is as skilled with her sword as she is with her hammer, often utilizing it should her hammer be disarmed or unavailable. It's Annabeth's personal sword when she became old enough to fight, and has her name etched in bronze along the side of the blade.
Arbalest - What a layperson may refer to as a "Heavy Crossbow"; this bowgun is crank operated and uses a steel bow as oppose to a wooden one, allowing it to impart greater force at greater range. Powerful enough to punch through plate armor at close ranges, Annabeth has once used this weapon to shoot a target up to 1000 feet away. Granted, that target wasn't moving and had no idea that Annabeth was there, but it was still a headshot. She tends to use this weapon as an opener if her targets have no idea where she's at.
Buckler - A small metal shield suited for parrying and hand-to-hand combat, but less for open warfare. While Annabeth is skilled with it, she typically only uses this when she uses her arming sword, which is typically only in duels or desperate situations. Still she can easily have it equipped even if she's using her bow or War Hammer, so it's convenient compared to a larger knightly shield.

Skills:
Combat - As one may expect from a knight, Annabeth is skilled in combat. But while some would focus entirely on their swordsmanship, Annabeth's knowledge isn't just in the sword. And in fact, she considers her swordsmanship shoddy compared to her skills with the war hammer. She favors her war hammer not only because of it's crushing power, but because it's longer than most standard arming swords, allowing her to easily keep her distance against skilled foes using shorter weapons. Additionally she knows how to use her armor; she's not like some who simply brace themselves and let themselves be struck square on with weapons. She knows how to shift and move in full plate to allow her armor to naturally deflect even bludgeoning blows to minimize or even neutralize damage. And lastly, she is a deadeye with her Arbalest; she prides herself on being able to strike a target from a thousand feet away. Granted that target has to be standing still and ideally not aware of her, but most wouldn't expect a knight to be able to harm them from a 100 feet away let alone 1000.
Carpentry - As part of her education as a knight, Annabeth was given training and education in carpentry. This doesn't just involve the likes of chairs and tables; given sufficient time and materials she could craft a small hut to a sturdy fortress. She also knows how to apply this knowledge to constructing siege weapons such as trebuchets or ballistas. Though she personally prefers using her expertise to make life-like wooden sculptures of people and creatures. She one day wishes to create an completely autonomous statue that doesn't rely solely on magic to animate it.
Linguistics - Annabeth has received quite an extensive education, including the ability to communicate with other races, hopefully to arrange a peaceful arrangement instead of engaging in bloody warfare. She's considered fluent in elvish, even the elvish of Dark Elves, as well as dwarven, fey, orcish, and gaint. She'd have a vague understanding of other languages that aren't in an ancient dialect, though she wouldn't know how to speak or write them exactly. Annabeth has also been trying to develop two language that is entirely devoid of spoke words; one is an alphabet for the blind, and another is a series of hand motions for the deaf. So far she is the only known practitioner.
Mounted Combat - Annabeth is a skilled enough horse rider that she can reliably do battle while on horseback, often using her war hammer like a lance to impale her foes with ride-by attacks. Additionally she's capable enough that she can even draw, load, and shoot her Arbalest while mounted, a notable feat considering how bulky the weapon is.
Smithing - A skill derivative of both her carpentry knowledge and her time as a squire. While not a considerably skilled smith compared to others who are dedicated to their crafts, Annabeth is skilled enough that she can make tools needed for construction as well as repairing and maintaining her equipment. She also crafts her own crossbow bolts and is experimenting with different bolt designs. So far she has two; one is a bolt that can allow her to more easily make long range shots, though the bolt itself is notably fragile, while another bolt is heavier and better at penetrating armor and shields but has a notable drop in range.
Marchosias sighed as the stranger, who didn't exactly introduce himself, took point. Marchosias barely had strapped his shield onto his arm when he noticed the signs around the cave entrance and knew what was coming. In a flash the slammed into steel, however that sound did not come from the groundkeeper's body, but Marchosias's shield. The stone heads shattered and didn't even scratch the Wolf Knight Shield as the knight glanced back to the wiry servant. "Don't be cocky. Look like these guys already don't like you." The black knight looked towards the goat men as more and more gathered. Marchosias was surprise when he realized that he recognized them, vaguely. They were Garef; goat-like beastkmen that were a player race option back in Yggdrasil. Off the top of his head he knew about their racial horn weapons and their abilities to ignore difficult terrain brought about uneven footing, plus their climbing abilities. It made sense that they would make their home in a treacherous place like this mountain.

What was odd however was that Marchosias was pretty sure the Garef were a "peaceful" race. Though isolated and ignorant of technology, they tend to be cordial enough. So the fact they began their greetings with spears told Marchosias something was up. Alas, there was no time for parley as the second wave of spears came. Some were aimed at him, but most were aimed at the groundskeeper. But despite being a stranger to the undead warrior, Marchosias saw fit to protect him; perhaps he would get into these Ardent Herald's good graces if he brought their servant back to them alive. And so Marchosias activated a second ability, Living Shield, which caused the projectiles to turn mid-flight towards the heavily armored knight. And like before, their spears shattered against the warrior's shield. "Alright, play time is over. CLEAR OUT!"

With a mighty roar, Marchosias shouts echoed through the cavern, getting the attention of the garef warriors gathered there. They prepared their spears again, but instead of using their throwing javelins, they were going to try and swarm and overwhelm the black knight with numbers. Thus they switched to their combat spears which were considerably larger. Marchosias responded by taking out his crossbow, pulling on a crank to get it ready to cull the herd. "Don't waste my time. Come at me all at once!" And should the goatmen heed Marchosias's demand, he would meet their numbers with a hail of crossbow bolts.




The Servants quarter - Collapsed wall


Deeper within the darkness, there was the hollow sounds of wind echoing throughout the cavern. As Glathra mentioned, there were animals in this hole. Most of them harmless, simply displaced moles and other vermin who were buried into the snow for hibernation. After all, how were they suppose to expect the sudden arrival of this grand guild hall? But while the number of minor beasts were inconsequential enough, there was something else lurking in the darkness. Soon, there was a distant roar which stirred the beasts into action. At first, what came was a wave of rats and rodents, flooding the floors between the feet of the servants and golems that were clearing the debris. But suddenly, a smell of death struck the hall. And flooding forth after the rodents came undead garef, armed with axes made of stone and bones.

They came in great numbers and with very little warning. They didn't even scream or shout; they immediately saw the other members of the Ardent Haralds, and with speed and savagery that is perhaps a bit unexpected for undead, they would swarm and try to crush everyone with sheer numbers. "Parpara, drepa, eaav!" A deep voice echoed through the dark tunnel. Behind what appeared to be hundreds of undead garef warriors was a small group of garef necromancers, with one who obviously led them. He had a large, ornate crest on his horns that signified his importance. "Obavain ukavrengavh. Obavain numberuk. Kulknej liwo avake avhiuk ukavone forav!" Came his guttural words from his black maw. They seem to believe the Ardent Heralds to be an unwanted invader to their lands. Or possibly just a new and underestimated treasure trove for them to raid and pillage.

Lady Tea and her elf compatriot would have to tend to their uninvited guests, less their manners and poor hygiene sully not just the guild's carpets, but also the ladies themselves.
Nito. Also can we say that Orchid’s slash dragged the dragonclaw off of his horse?
@Hekazu
Yeet. And since I’m Recklessly Attacking now, I got a 17/14. If the 17 hits, Orchid is swingig for an awesome 11 slashing.
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