Current
Holiday hiatus coming to a close, updates for all soon!
5
likes
2 yrs ago
Stop being passive aggressive. Just be aggressive.
7
likes
3 yrs ago
It is certainly not 'optimal', but it *is* doable, depending on what you want to do with it. You could go swords or valor bard and play them more like a warrior with some magical ability
2
likes
3 yrs ago
One might say your villain arc has begun. Embrace it.
@Dead Cruiser Nature magic is the least regulated in terms of a system- its essentially d&d druid magic, with a bit of a darker twist instead of just plants and animals and stuff. You can manipulate nature to make dark roots pop out of the ground and grab people. You can tear and steal people's shadows to harm them/heal yourself.
As far as "monster transformation" specifically goes- Its pretty much up to you how it actually 'happens'. It could be dark magic circling around you and clouding you from view before making you a monster, the rapid growing of fangs and a snout, anything really. Rule of thumb with nature magic, if you can make it appear suitably eerie/dark/creepy it'll probably be fine.
incidentally, its the exact same as the interest check- because I'm busy with lunar new years stuff, but go ahead and start making character applications. I'll be writing my own up sometime tomorrow.
Once the races of man and the gods existed in harmony. The gods as the all powerful bringers of creation stood high while realms of mortals sat the ever grateful worshipers glad to have been chosen. The gods were pleased by their devotion and bestowed upon them many gifts, the first of which was magic. Magic, was but a small morsel, a mere fraction of their divine power and yet it would shape the very fabric of civilization. It fueled advances in technology and helped grow empires from small kingdoms and miracles where there was once only the bland and harsh reality of life. The races of man expanded across their continent of Yggdrasil, home to the Great Tree, the Seat of the Gods. The gift of magic propelled mankind into an extended golden age. Society and culture flourished alongside technology and growth as man built sprawling cities and bustling towns, and under the guidance of the Church of the Divines, the nations of the world entered an age of relative peace. With the continent of Yggdrasil saturated with people and development, the races of man looked across the great oceans.
Ilya, one of the most prominent nations on Yggdrasil, well known for its powerful navy, chartered countless vessels, to explore the great oceans and discover more lands, rich in resources, fit for exploration and colonization. Soon, another continent was found, christened the 'New World', an unexplored, but promising land filled with incredible opportunity. The nations of Yggdrasil began sending wave after countless wave of eager explorers and colonists to set up outposts and towns on the new continent. For the next several decades, both continents witnessed astounding growth, Yggdrasil benefiting from the wealth of raw resources and production, while the New World reaped the benefits of quickly establishing industry and infrastructure. Both the colonies and the mainland generally shared a mutually beneficial relationship, the mainland providing support in the form of manpower, supplies and resources as explorers ventured ever further into the heart of the New World.
But all was not well, deep within the hearts of the New World, the explorers found something- something dark, and arcane in nature. Without warning, the skies above the New World darkened, and from its heart, eldritch horrors began spewing forth. Countless towns were ravaged overnight as hundreds upon thousands of colonists were enveloped by the darkness in the blink of an eye. A single ship of battered colonists managed to flee the New World, propelled by the screams of the damned. They returned to the Nations of Yggdrasil, bearing the grim news. Viewing these unworldly horrors as an affront to their gods, the nations of man, spearheaded by the great naval power of Ilya, chartered a massive fleet of warships, and filled these ships with soldiers and explorers, clerics and inquisitors to stem the tides of these eldritch monsters and reclaim the New World.
Now years later, the endless war for the New World continues, and though the Nations of Yggdrasil begin to tire of this constant war, to abandon their kin is to affront their gods. Ever more do they send forth men and women to their outposts in the New World, hoping that the next wave, the next Expedition of soldiers will be the ones to halt the tide of monsters.
Plot
Hello and welcome to the Interest Check for "Muskets & Magic". This RP will revolve around a small group of Expeditionary soldiers, explorers, clerics and more. A ragtag group of old soldiers, conscripts, grungy mercenaries, and youths seeking to prove themselves, we will struggle to survive in the wilderness and desecrated, abandoned towns of the New World. This is a world very much influenced by darker fantasy games, such as dark souls and bloodborne, in an alternate colonial-america time period. Fighting with steel and magic, our characters will be beset by hardship and adversity as we make our way through the war torn and apocalyptic landscape and into the harsh wilderness of the New World. Our story will not be all doom and gloom, but will befit a generally dark atmosphere. The struggle will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this struggle for survival.
Lore and Information
Ilya - The large coastal nation of Ilya is the most prominent naval power on the continent of Yggdrasil. They have become one of the richest and most powerful nations since the discovery of the New World, thriving from the prestige of being the first ones to land in the New World, and the resources sent to them by their numerous colonies in the New World. As it stands, Ilya also has the most to lose from the monsters destroying the New World.
Maer - A relatively small mercantile republic, nestled in between the larger nations of Ilya and the Ironhoff Dominion, the tiny nation has persisted through the ages despite its larger more aggressive neighbors. Part of this reason is thanks to its large amount of natural resources, and its rapid technological developments. Also known as the nation of mages, Maer's capital city of Maerun houses The Academy, the largest, and most prestigious concentration of arcane mages on the continent of Yggdrasil.
Ironhoff Dominion - The largest nation on Yggdrasil, the Ironhoff Dominion, is an authoritarian military state to the north of the continent. The Ironhoff Dominion has been rivals with Ilya for centuries, with the two nations going to war on more than one occasion. In more recent times, an uneasy peace between the two countries have persisted, with a strong sense of rivalry between the two. Due to both the conditions in the north, as well as their political policies, the men and women of the Ironhoff Dominion are rather hardy, and most have at least basic military training.
Yggdra - A small but powerful nation built around the base of the Great Tree. Yggdra is widely regarded as the religious center of the world, home to the Grand Cathedral to the Church of the Gods, and houses a wide variety of monastaries, where their priests and Inquisitors train. While Yggdra lacks an organized military, it does possess its religious guard, the Papal Knights- an elite fighting force of devout clerics and inquisitors.
Akivir Kingdom - The Akivir are a people of trade, who live in the Everdawn desert in the east. Despite its remote location, the Akivir people are rich, their ability to navigate the desert making them the prime link between the majority of the nations of western Yggdrasil to the Kusagi empire in the east. Its people are notable merchants, with a military tradition borne of convoy defense. While they possess no formal Arcane college in Akivir, many of its people are capable of using potent fire magic.
Kusagi Empire - The Kusagi people are a sprawling oriental empire in the far east. Due to the Everdawn desert, they rarely interact with other nations of Yggdrasil, mainly trading goods with Akivir for Akivirian goods and goods from other nations. As a result, the Kusagi Empire is largely separated from most politics in the world of Yggdrasil. Little is known about this empire, but it is known that they have a caste of warrior mages, with tradition steeped in ritual and tradition.
Races in Yggdrasil are diverse and are your typical fantasy fare of humans, elves, dwarves, halflings, etc. Races generally adhere to geography more than political affiliation, and while racial tensions do occasionally flare up, the different races live in general harmony. Humans are widespread and found all over Yggdrasil, as well as the New World. Elves generally stick to forests, and make up a sizable population of Yggdra, around the Great Tree. Orcs and half-orcs tend to live further north, while dwarves nestle themselves in the mountains.
This RP is a alternate fantasy world with technology around the Renaissance/Victorian Era. As such, this RP will have technology in the vein of fantasy/steampunk. So that means airships, gunpowder, steam and magics galore! A large amount of the technology in this RP will involve mixture of magic and steam technology with conventional objects and technologies. Magic, is a powerful and mysterious force, meant to shape the world around us, in its basest, is most easily understandable under the forms of divine, arcane, and natural. While not all mortals are capable of manipulating magic themselves, though often times, items are created to allow non-users of magic to create magic-like effects.
Arcane Magic - magic that generally falls under 'Arcane' is magic that revolves around the manipulation of energy. The study of Arcane magic has evolved into its own science, and the mage-scholar-scientists of Maer are constantly making new developments in technology. Brass is resistant to many types of arcane magic, and some specially treated brass alloys are near impervious to arcane magics.
Divine Magic - magic or magical effects that is bestowed upon an individual by the gods. These powers include the ability to smite or heal, and its potency depends on the favour the gods grant the individual
Natural Magic - magic that mankind has little control over, unexplained or mysterious and ancient effects that just happen. The Shamans in the new world are some of the only individuals capable of even moderately controlling natural magic. Natural magic is often linked to nature or darkness, and is viewed with great suspicion by most people from Yggdrasil.
While many soldiers off to the new world are expected to provide their own supplies and training, all prospective soldiers are given an Expeditionary uniform and an Ethergun, with a bayonet. When the nations of Yggdrasil sent the first wave of soldiers to take back the New World, they were appalled to discover that their forces had been cut down to the last man. Their second wave had managed to discover that conventional weapons did little to no damage to these umbral horrors, with magic- arcane and divine being their only solace and hope to defeating these terrible foes. With the need to make magical weapons, cheap enough to be manufactured by the hundred, and effective and simple enough to be used by the common man, the nation of Maer developed the Ethergun. Based on the frame of the common musket, the Ethergun is a breach (rear) loading firearm that fires specialized magic bullets made of crystallized sap from the Great Tree- or Ether. These single shot rifles are reliable and accurate, and while marginally less effective on other men are considerably more effective against the eldritch horrors found in the New World. Different variant of Etherguns are given to Expeditionary members as requested.
The Expeditionary uniform provided consists of a thick, blue long coat, a pair of sturdy leather gloves, and knee high leather boots over a plain shirt and thick pants. This uniform also comes with a rucksack with a bedroll, basic dried rations, and a satchel and bandoleer for holding ammunition, as well as a religious symbol for warding off demons. Members of the Expeditionary force are expected to bring their own personal armor and sidearms if they possess any, and are required to arm themselves with a melee weapon as well. Armor can range from leather vests and thick cloth padding, to chainmail and steel breastplates, while sidearms are often expensive flintlocks, derringers, or even pepper boxes.
Rune Pattern Ethergun - The standard Ethergun given to Expeditionary Soldiers, this long-gun is accurate up to 100 yards, and can serve a variety of roles, from standard infantry roles to marksman roles.
Long Rune Pattern Ethergun - An Ethergun with a larger, longer barrel, this unwieldy weapon is meant for long range combat and is accurate up to 250 yards. The Commisions office also provides users of the Long Rune Ethergun with a side mounted scope. While it uses the same round as other etherguns, the larger mechanism and barrel makes shots from this weapon considerably brighter and more powerful.
Short Rune Pattern Ethergun - A shorter and lighter than average Ethergun, this short ranged Ethergun is designed to bring devastating firepower at short range. Accurate at a range of 20 yards, when fired, this round looses a flurry of energy bolts in a cone.
New Rune Pattern Ethergun - The 'New World' Pattern Ethergun is a relatively new Ethergun design. Accurate up to 70 yards, this carbine rifle is designed to be a versatile middle ground between the standard and short pattern Ethergun. It sacrifices long ranged accuracy for maneuverability in close quarters.
The men and women of the Expedition are varied and diverse and come from all walks of life. Their motivations for embarking on the expedition and various, from religious duty, to the desire to destroy evil, or even because they were forced. While the members of the Expedition are unique in their own right, they generally fall into one of the following categories:
Soldier - Enlisted and commissioned men and women from one of the major Nations, generally from Ilya and Ironhoff. These men and women vary from fresh faced volunteers, with little to no training, to hardened veteran soldiers with years of combat experience. Experienced soldiers often carry their own sidearms and have more advanced body armor, while peasants and volunteers are often march off with little more than a knife, and the coat and rifle of the Expedition. Regular soldiers are often given a black tricorne hat in addition to their uniform, to distinguish themselves from the conscripts- though that doesn't stop conscripts from just relieving the hats off the deceased.
Conscript - Conscription varies from nation to nation. Many nations, such as Ironhoff, will conscript prisoners and criminals, their service in the Expedition a sentence or penance for their crimes. Often an alternative to execution, Conscripted prisoners are granted their freedom after managing to kill a score of demons- whatever they may be. Sometimes prisoners are allowed to retrieve belongings from their home such as arms or armor, often times they are just given the standard equipment and thrown into the field.
Mage - Valued members of the Expedition, mages are often levied auxiliary soldiers, or independent volunteers. These powerful users of the arcane can devastate the horrible monsters they encounter, but on the other side of the coin are often less capable in a fight when their arcane abilities have been suppressed and often lack the fortitude and training of soldiers.
Priest – Pious and dedicated, included amongst the ranks of the Expedition are Inquisitors, Clerics, Priests, and the like. Diverse in temperament and training, many sticking to their blessed melee weapons, the Priests of Yggdra are incredibly valuable to the Expedition because of their ability to utilize Diving Magic. Healers and protectors, the clergy of Yggdra may be benevolent clerics, healing the wounds of their comrades, driven Inquisitors, determined to root out evil at all costs, or determined Chaplains, protecting and leading their comrades.
Tracker – Hunters, trappers, and explorers, the Trackers are the name given to the men and women of the wilderness. Endowed with survival skills and the ability to track through forests and venture forth unafraid. With the general understanding of anatomy of animals, such knowledge generally translates to monsters with some positive results.
Shaman – Natives of the New World are viewed upon with some suspicion by those of Yggdrasil- no doubt due to the presence of monsters now in the New World. These mysterious individuals are the only known wielders of primal force known as Natural Magic. Capable of twisting nature and the darkness around them to their whims, the most potent ability of Shamans is to shape themselves into a form of a monster do to combat.
Character Sheets:
I am a personal fan of smaller scale RPs, as such, I will only be accepting 4-5 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. While not necessary, there are several roles I would like to see a relatively diverse cast of characters and skills- makes it easier for us to face the challenges I plan on throwing.
Appearance: Your character's appearance. I prefer art images as opposed to real life pictures Name: Your character's first and last name. Age: The age of your character. Race: Profession: The general category your character falls under (as described above: Conscript, Soldier, Mage, Priest, Tracker, Shaman)
Personality: One of the more important parts of your CS, give me a good taste of what your character is like.
Backstory: Another Important part of your CS, give me a summary of your character's history and bio.
Skills and Abilities: Here is where you put things your character can do/are good at, as well as what magic abilities they have (if any). Magic is a relatively uncommon but coveted ability amongst people.
Equipment: Here is where you'll give me a list of your character's equipment, weapons, and armor. This can be laid out in a list format. If any of your character's equipment is unique or needs mentioning, you can also describe it here.
@Sergeant I've not heard of the Powder mage trilogy, but you're not the first person to mention that to me. I'll probably look into it, seems like my kinda book(s)
Once the races of man and the gods existed in harmony. The gods as the all powerful bringers of creation stood high while realms of mortals sat the ever grateful worshipers glad to have been chosen. The gods were pleased by their devotion and bestowed upon them many gifts, the first of which was magic. Magic, was but a small morsel, a mere fraction of their divine power and yet it would shape the very fabric of civilization. It fueled advances in technology and helped grow empires from small kingdoms and miracles where there was once only the bland and harsh reality of life. The races of man expanded across their continent of Yggdrasil, home to the Great Tree, the Seat of the Gods. The gift of magic propelled mankind into an extended golden age. Society and culture flourished alongside technology and growth as man built sprawling cities and bustling towns, and under the guidance of the Church of the Divines, the nations of the world entered an age of relative peace. With the continent of Yggdrasil saturated with people and development, the races of man looked across the great oceans.
Ilya, one of the most prominent nations on Yggdrasil, well known for its powerful navy, chartered countless vessels, to explore the great oceans and discover more lands, rich in resources, fit for exploration and colonization. Soon, another continent was found, christened the 'New World', an unexplored, but promising land filled with incredible opportunity. The nations of Yggdrasil began sending wave after countless wave of eager explorers and colonists to set up outposts and towns on the new continent. For the next several decades, both continents witnessed astounding growth, Yggdrasil benefiting from the wealth of raw resources and production, while the New World reaped the benefits of quickly establishing industry and infrastructure. Both the colonies and the mainland generally shared a mutually beneficial relationship, the mainland providing support in the form of manpower, supplies and resources as explorers ventured ever further into the heart of the New World.
But all was not well, deep within the hearts of the New World, the explorers found something- something dark, and arcane in nature. Without warning, the skies above the New World darkened, and from its heart, eldritch horrors began spewing forth. Countless towns were ravaged overnight as hundreds upon thousands of colonists were enveloped by the darkness in the blink of an eye. A single ship of battered colonists managed to flee the New World, propelled by the screams of the damned. They returned to the Nations of Yggdrasil, bearing the grim news. Viewing these unworldly horrors as an affront to their gods, the nations of man, spearheaded by the great naval power of Ilya, chartered a massive fleet of warships, and filled these ships with soldiers and explorers, clerics and inquisitors to stem the tides of these eldritch monsters and reclaim the New World.
Now years later, the endless war for the New World continues, and though the Nations of Yggdrasil begin to tire of this constant war, to abandon their kin is to affront their gods. Ever more do they send forth men and women to their outposts in the New World, hoping that the next wave, the next Expedition of soldiers will be the ones to halt the tide of monsters.
Plot
Hello and welcome to the Interest Check for "Muskets & Magic". This RP will revolve around a small group of Expeditionary soldiers, explorers, clerics and more. A ragtag group of old soldiers, conscripts, grungy mercenaries, and youths seeking to prove themselves, we will struggle to survive in the wilderness and desecrated, abandoned towns of the New World. This is a world very much influenced by darker fantasy games, such as dark souls and bloodborne, in an alternate colonial-america time period. Fighting with steel and magic, our characters will be beset by hardship and adversity as we make our way through the war torn and apocalyptic landscape and into the harsh wilderness of the New World. Our story will not be all doom and gloom, but will befit a generally dark atmosphere. The struggle will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this struggle for survival.
Lore and Information
Ilya - The large coastal nation of Ilya is the most prominent naval power on the continent of Yggdrasil. They have become one of the richest and most powerful nations since the discovery of the New World, thriving from the prestige of being the first ones to land in the New World, and the resources sent to them by their numerous colonies in the New World. As it stands, Ilya also has the most to lose from the monsters destroying the New World.
Maer - A relatively small mercantile republic, nestled in between the larger nations of Ilya and the Ironhoff Dominion, the tiny nation has persisted through the ages despite its larger more aggressive neighbors. Part of this reason is thanks to its large amount of natural resources, and its rapid technological developments. Also known as the nation of mages, Maer's capital city of Maerun houses The Academy, the largest, and most prestigious concentration of arcane mages on the continent of Yggdrasil.
Ironhoff Dominion - The largest nation on Yggdrasil, the Ironhoff Dominion, is an authoritarian military state to the north of the continent. The Ironhoff Dominion has been rivals with Ilya for centuries, with the two nations going to war on more than one occasion. In more recent times, an uneasy peace between the two countries have persisted, with a strong sense of rivalry between the two. Due to both the conditions in the north, as well as their political policies, the men and women of the Ironhoff Dominion are rather hardy, and most have at least basic military training.
Yggdra - A small but powerful nation built around the base of the Great Tree. Yggdra is widely regarded as the religious center of the world, home to the Grand Cathedral to the Church of the Gods, and houses a wide variety of monastaries, where their priests and Inquisitors train. While Yggdra lacks an organized military, it does possess its religious guard, the Papal Knights- an elite fighting force of devout clerics and inquisitors.
Akivir Kingdom - The Akivir are a people of trade, who live in the Everdawn desert in the east. Despite its remote location, the Akivir people are rich, their ability to navigate the desert making them the prime link between the majority of the nations of western Yggdrasil to the Kusagi empire in the east. Its people are notable merchants, with a military tradition borne of convoy defense. While they possess no formal Arcane college in Akivir, many of its people are capable of using potent fire magic.
Kusagi Empire - The Kusagi people are a sprawling oriental empire in the far east. Due to the Everdawn desert, they rarely interact with other nations of Yggdrasil, mainly trading goods with Akivir for Akivirian goods and goods from other nations. As a result, the Kusagi Empire is largely separated from most politics in the world of Yggdrasil. Little is known about this empire, but it is known that they have a caste of warrior mages, with tradition steeped in ritual and tradition.
Races in Yggdrasil are diverse and are your typical fantasy fare of humans, elves, dwarves, halflings, etc. Races generally adhere to geography more than political affiliation, and while racial tensions do occasionally flare up, the different races live in general harmony. Humans are widespread and found all over Yggdrasil, as well as the New World. Elves generally stick to forests, and make up a sizable population of Yggdra, around the Great Tree. Orcs and half-orcs tend to live further north, while dwarves nestle themselves in the mountains.
This RP is a alternate fantasy world with technology around the Renaissance/Victorian Era. As such, this RP will have technology in the vein of fantasy/steampunk. So that means airships, gunpowder, steam and magics galore! A large amount of the technology in this RP will involve mixture of magic and steam technology with conventional objects and technologies. Magic, is a powerful and mysterious force, meant to shape the world around us, in its basest, is most easily understandable under the forms of divine, arcane, and natural. While not all mortals are capable of manipulating magic themselves, though often times, items are created to allow non-users of magic to create magic-like effects.
Arcane Magic - magic that generally falls under 'Arcane' is magic that revolves around the manipulation of energy. The study of Arcane magic has evolved into its own science, and the mage-scholar-scientists of Maer are constantly making new developments in technology. Brass is resistant to many types of arcane magic, and some specially treated brass alloys are near impervious to arcane magics.
Divine Magic - magic or magical effects that is bestowed upon an individual by the gods. These powers include the ability to smite or heal, and its potency depends on the favour the gods grant the individual
Natural Magic - magic that mankind has little control over, unexplained or mysterious and ancient effects that just happen. The Shamans in the new world are some of the only individuals capable of even moderately controlling natural magic. Natural magic is often linked to nature or darkness, and is viewed with great suspicion by most people from Yggdrasil.
While many soldiers off to the new world are expected to provide their own supplies and training, all prospective soldiers are given an Expeditionary uniform and an Ethergun, with a bayonet. When the nations of Yggdrasil sent the first wave of soldiers to take back the New World, they were appalled to discover that their forces had been cut down to the last man. Their second wave had managed to discover that conventional weapons did little to no damage to these umbral horrors, with magic- arcane and divine being their only solace and hope to defeating these terrible foes. With the need to make magical weapons, cheap enough to be manufactured by the hundred, and effective and simple enough to be used by the common man, the nation of Maer developed the Ethergun. Based on the frame of the common musket, the Ethergun is a breach (rear) loading firearm that fires specialized magic bullets made of crystallized sap from the Great Tree- or Ether. These single shot rifles are reliable and accurate, and while marginally less effective on other men are considerably more effective against the eldritch horrors found in the New World. Different variant of Etherguns are given to Expeditionary members as requested.
The Expeditionary uniform provided consists of a thick, blue long coat, a pair of sturdy leather gloves, and knee high leather boots over a plain shirt and thick pants. This uniform also comes with a rucksack with a bedroll, basic dried rations, and a satchel and bandoleer for holding ammunition, as well as a religious symbol for warding off demons. Members of the Expeditionary force are expected to bring their own personal armor and sidearms if they possess any, and are required to arm themselves with a melee weapon as well. Armor can range from leather vests and thick cloth padding, to chainmail and steel breastplates, while sidearms are often expensive flintlocks, derringers, or even pepper boxes.
Rune Pattern Ethergun - The standard Ethergun given to Expeditionary Soldiers, this long-gun is accurate up to 100 yards, and can serve a variety of roles, from standard infantry roles to marksman roles.
Long Rune Pattern Ethergun - An Ethergun with a larger, longer barrel, this unwieldy weapon is meant for long range combat and is accurate up to 250 yards. The Commisions office also provides users of the Long Rune Ethergun with a side mounted scope. While it uses the same round as other etherguns, the larger mechanism and barrel makes shots from this weapon considerably brighter and more powerful.
Short Rune Pattern Ethergun - A shorter and lighter than average Ethergun, this short ranged Ethergun is designed to bring devastating firepower at short range. Accurate at a range of 20 yards, when fired, this round looses a flurry of energy bolts in a cone.
New Rune Pattern Ethergun - The 'New World' Pattern Ethergun is a relatively new Ethergun design. Accurate up to 70 yards, this carbine rifle is designed to be a versatile middle ground between the standard and short pattern Ethergun. It sacrifices long ranged accuracy for maneuverability in close quarters.
The men and women of the Expedition are varied and diverse and come from all walks of life. Their motivations for embarking on the expedition and various, from religious duty, to the desire to destroy evil, or even because they were forced. While the members of the Expedition are unique in their own right, they generally fall into one of the following categories:
Soldier - Enlisted and commissioned men and women from one of the major Nations, generally from Ilya and Ironhoff. These men and women vary from fresh faced volunteers, with little to no training, to hardened veteran soldiers with years of combat experience. Experienced soldiers often carry their own sidearms and have more advanced body armor, while peasants and volunteers are often march off with little more than a knife, and the coat and rifle of the Expedition. Regular soldiers are often given a black tricorne hat in addition to their uniform, to distinguish themselves from the conscripts- though that doesn't stop conscripts from just relieving the hats off the deceased.
Conscript - Conscription varies from nation to nation. Many nations, such as Ironhoff, will conscript prisoners and criminals, their service in the Expedition a sentence or penance for their crimes. Often an alternative to execution, Conscripted prisoners are granted their freedom after managing to kill a score of demons- whatever they may be. Sometimes prisoners are allowed to retrieve belongings from their home such as arms or armor, often times they are just given the standard equipment and thrown into the field.
Mage - Valued members of the Expedition, mages are often levied auxiliary soldiers, or independent volunteers. These powerful users of the arcane can devastate the horrible monsters they encounter, but on the other side of the coin are often less capable in a fight when their arcane abilities have been suppressed and often lack the fortitude and training of soldiers.
Priest – Pious and dedicated, included amongst the ranks of the Expedition are Inquisitors, Clerics, Priests, and the like. Diverse in temperament and training, many sticking to their blessed melee weapons, the Priests of Yggdra are incredibly valuable to the Expedition because of their ability to utilize Diving Magic. Healers and protectors, the clergy of Yggdra may be benevolent clerics, healing the wounds of their comrades, driven Inquisitors, determined to root out evil at all costs, or determined Chaplains, protecting and leading their comrades.
Tracker – Hunters, trappers, and explorers, the Trackers are the name given to the men and women of the wilderness. Endowed with survival skills and the ability to track through forests and venture forth unafraid. With the general understanding of anatomy of animals, such knowledge generally translates to monsters with some positive results.
Shaman – Natives of the New World are viewed upon with some suspicion by those of Yggdrasil- no doubt due to the presence of monsters now in the New World. These mysterious individuals are the only known wielders of primal force known as Natural Magic. Capable of twisting nature and the darkness around them to their whims, the most potent ability of Shamans is to shape themselves into a form of a monster do to combat.
Character Sheets:
I am a personal fan of smaller scale RPs, as such, I will only be accepting 4-5 other players to join me in this adventure. While you are free to make your character however you like, acceptance to this RP will be judged by me, and is not on a first come, first served basis. While not necessary, there are several roles I would like to see a relatively diverse cast of characters and skills- makes it easier for us to face the challenges I plan on throwing.
Appearance: Your character's appearance. I prefer art images as opposed to real life pictures Name: Your character's first and last name. Age: The age of your character. Race: Profession: The general category your character falls under (as described above: Conscript, Soldier, Mage, Priest, Tracker, Shaman)
Personality: One of the more important parts of your CS, give me a good taste of what your character is like.
Backstory: Another Important part of your CS, give me a summary of your character's history and bio.
Skills and Abilities: Here is where you put things your character can do/are good at, as well as what magic abilities they have (if any). Magic is a relatively uncommon but coveted ability amongst people.
Equipment: Here is where you'll give me a list of your character's equipment, weapons, and armor. This can be laid out in a list format. If any of your character's equipment is unique or needs mentioning, you can also describe it here.
In my CS, I mentioned some dozen of Odran's fellows be alive, should I bother with NPC CS's with them? or would you just include them as background bits of our little troop?
Physical Description: Odran is a stout and sturdily built dwarf, with a bold stance and an intimidating disposition for one so short. Forged by wine, battle, and song, Odran's girth and thick trunk of a body belies a surprising amount of deft and dexterity in his hands and fingers. Standing at a height of four and a half feet, he often stands no higher than the chest of other mortal beings. Despite his diminutive stature, he's often denser than most humans, and certainly weighs an amount comparable to a human upwards of six feet in height.
His body is composed mostly of muscle and bound within the diminutive frame of his race, and his face is adorned with a short, rough beard, and the ruddy orange hair over his head is shaved into a mohawk. This thick dwarf dresses in a combination of padded cloth, chain, leather and steel, and his short legs stomp on the ground with purpose and weight as he walks. Upon his face sits a wide, fat nose, with a crooked angle from many a fistfight, and hard eyes of steel gray. His face is often adorned with a broad toothy grin, and a camaraderie-filled twinkle in his eye.
Personality: A loud and boisterous soul, like many a dwarf of the Middle Ranges, Odran much like other dwarves is a stubborn, but honorable, hard headed bloke who prefers ale and song to politics and trickery. Blunt, straightforward and to the point, Odran is rarely afraid to speak his mind and tell things exactly as he sees it. Untrusting of magic and the unnatural, Odran will not hesitate to express his unease over the use of such elements but nevertheless admits their usefulness in many situations. Despite his jovial demeanor, Odran has surprising amounts of depth to his thoughts, his loud cheers and alcohol laden breath a visage for a more logical, intrinsically calculative mind. Odran has a very solid understanding of architecture, engineering, and warfare, and a well developed moral compass.
While Odran is vocal and friendly, and quick to throw the title of comrade around, it isn't until another's character has been demonstrated does Odran truly begin showing trust. Odran carefully observes those surrounding him, judging the character of others even whilst he makes jokes and exchanges story and drink. Odran honorable and relatively unselfish, though if given the choice, he would prefer him and his own success over others.
Despite his carefree attitude, Odran fears what the future has in store for his lot, the Mad King's armies suddenly turning what he thought would be assured victory into near total route. His thoughts often drift to his family, his wife and daughter hiding in the mountain ranges, and his son and comrades, burned to ash by dragonfire. He does not take insults to his family lightly, and even in these trying times, can be easily brought into a fury at the condescending mention of his son's death.
History: A career soldier, engineer, siege specialist, and tinker, Odran was born the 6th child of the Stormweaver family, a powerful crafts-family of some repute, well known throughout the north for their weapons, with many Hadhodrim, and even Glamhoth warriors seeking pieces of armor of weapons crafted by his family. With little to look forward to in the form of inheritance, Odran and many of his siblings instead went about a different way to seek their fortune. Some took to trade, others took to craftsmanship, and one even took to exploration. Odran took to the sciences- the military sciences, to be precise. His childhood was hectic and loud in the great halls of his clan, and Odran spent much of his early days learning what many other Hadhodrim dwarves learned in their childhood. Letters and basic craftsmanship, as well as drinking, fighting, and the importance of honor. Apprenticing himself to a workshop belonging to distant relative of his clan, in the Afangrim Kingdom, Odran learned what made a weapon deadly, and how to best apply different types of weapons to different types of defenses.
Of all the types of weapons Odran learned, he took most to the handgun. Rarely seen outside of Anfangrim, the weapon operated in similar fashion to a crossbow, yet with the ability to cut an armored man in half, Odran honed his marksmanship from a young age, and built his first gun by the age of 17. However, Odran never forsook his practice with more traditional weapons, and while his skill with the gun and crossbow gleamed above all, his proficiency in hand to hand combat was not something to be taken lightly, easily besting his Anfangrim cousins in single combat. In the workshop Odran spent most of his teen years, building, training, and bettering different weapons, machines, and inventions. Upon finishing his apprenticeship, Odran, had taken the Anfangrim matchlock design, and made his own variation of it- resulting in his prized weapon, named Thydris. At the end of his apprenticeship, Odran was a talented craftsman in his own right, and could have easily opened his own forge had he sought a life of trade and building. But instead, Odran sought a life of adventure and battle, like the stories of the warriors of the clan halls. So with his family's blessing Odran joined the Ironborn Free Company.
The Dwarven Free Companies were founded long ago in some of the earliest centuries of recorded Dwarven history. These were bands of warriors whom had developed intoxicating thirsts for battle and as a result became mercenaries, usually hired out by the one of the many Merchant Houses to escort the Dwarven caravans across the realms to the other Dwarven Cities for trade. They repulsed invaders, fought off monsters and bandits, and often engaged with Glammoth barbarians to the north. For many a dwarf joining a free company was a last option if all other plans failed and they still wanted to preserve even a single shred of honor in their blood. This was because the free companies were regimented and orderly, adhering to a strict code of morals and discipline despite their battelust. As the centuries passed they proved their skill time and time again and even if the profession was not as glorious as say one of the king's royal guards, it was still better than cleaning up the shit after the mules.
The age of the Free Company changed drastically as the dwarves increasingly began interacting with man and elf. The Free Companies began to find much more work being hired by both sides in their constant wars and generally more people went more people that wanted other people dead. They readily interacted with Mûl mercenary companies, and often times fought against or fought with their elven counterparts, and even began taking some into their ranks, along with humans, and even the redeemed surface dwarf. They were some of the first groups on the continent to accept members of all races, genders and outlooks into their ranks, following in the tradition of persisting off of volunteer service that they had started in the Dwarven cities. All that mattered was that you could hold up a sword - one didn't even need to know how to swing, as they would teach you all of that, and a deathwish. But as time progressed and more professional armies were established, the Free Companies started to slowly fall apart. They were either assimilated into the ranks of new armies, killed to the last man in combat, their standards forever forgotten on old battlefields long since grown over into fields and forest, or turned to thievery, marauding and banditry to survive as jobs became more and more hard to come by. By the age of King Baelnorn, the ways of the Free Companies were near forgotten and their stories mostly left to legends and tales of the histories.
The Ironborn Free Company stood an the exception to that rule. Somehow through the perilous grind of history they had persisted- if a little worse for wear. The last recognized Free Company, their ideals and culture remained intact and they stood as a living relic of a time long since gone by. A time where mercenaries and sellswords held common blood with one another and followed codes and regulations as opposed to being your standard mercenary rabble that many see these days. But the years had not been kind a force that in its height measured 12,000 strong had now been reduced to a mere 2,000. Still, they remained a small but brutishly effective force moving with a vicious professionalism of warriors trained over the years. If you needed a job done and you needed it done right the first time the Ironborn were the people to call. People still join mostly through volunteer service- peasants who would rather die by the blade than starve in their village or city dwellers looking for adventure and finding it in the grim faced individuals reeking of blood and sweat.
Odran joined the Ironborn Free Company as a combat engineer in its service. With his technical prowess, as well as his skill in combat, it was only natural that Odran advanced rapidly through the ranks, becoming a trusted sub-leader of his squad commander by the end of his first campaign in the north. By the end of his second campaign, Odran was given command of his own squad, and by the end of his fifth campaign, he was the commander of the Ironborn Company's Corps of Engineers, and a notable veteran in his own right. Between these campaigns, Odran also wooed a beautiful She-dwarf named Rurora Stonehardt and eventually married her, bearing a stout son, and an intelligent daughter. His son would eventually join his father's trade, and joined the Ironborn Free Company as well, while his daughter joined his wife as a nurse.
Eventually, King Baelnorn called upon the Great Dwarven King Bofkral, and the Ironborn Free Company were among one of the first Dwarven military units to be mustered to join the fight against the Mad King. The Ironborn Free Company became well known throughout the combined forces for their valor and efficacy in combat, despite their dwindling numbers. Fighting alongside human and elven armies, the Ironborn Free Company were among many of the combatants present at the Battle of the Fields of Amarillis. When the Mad King's dragon and monsters poured forth from the mountain, the Ironborn Free Company were among those near the front. Holding the line as they aided their allies in retreat, the Ironborn Free Company perished in waves of dragonfire and monster claw. Witnessing the death of his own son, Odran and little more than a dozen of his comrades managed to escape the slaughter. Their forces routed and their standard lost, the Battle of Armarillis marks the end of the last Dwarven Free Company.
Equipment:
Thydris is Odran's prized possession. A variation on the Anfangrim matchlock, Odran's Thydris is shorter than the standard matchlock, and is capable of serving as both a carbine rifle or a shotgun. Capable of firing both large ball ammunition as well as buckshot, the weapon itself is finely crafted wood and steel, with brass inlays on the stock and barrel. In addition, the bottom of the barrel has a rod for Odran to attach his dirk, allowing him to transform his gun into a short spear in a pinch. In his pack, Odran carries tools for cleaning and maintaining his weapon, kit with a mold, among other materials for crafting ammunition, and a stock of saltpeter, charcoal and sulfer for mixing more gunpowder. In a separate satchel, Odran keeps a supply of generally fifteen paper shot-and-buck cartridges, along with another five buckshot cartridges.
A gift from Odran's older brother is painstakingly crafted hand axe. Useful as a tool and a weapon, the axe has a straight edge along the top and a point in the back for piercing plate, as well as a leather wrapped handle for comfort and control. The blade of the axe is engraved with a design, and is made of some of the highest quality steel in the middle ranges.
A thick brigandine and steel shoulder paldron on his left shoulder over a shirt of chainmail and leather lamellar
A plain dirk
A light crossbow with a container of 20 bolts
A leather rucksack containing travel supplies and rations, alongside his firearm kits and other supplies.
Other: - Odran's family name, though not necessarily his own name, is well known throughout the men and dwarves across the north for their acclaimed craftsmanship of both weapons and armor. - A capable engineer, able to accomplish a variety of tasks, from designing siege engines, to bolstering fortifications to mending weapons- given the right resources of course. - Odran is fluent in common and dwarvish, and has an impressive understanding of Glamhoth language, though is better at understanding the language than actually speaking it.
Physical Description: Odran is a stout and sturdily built dwarf, with a bold stance and an intimidating disposition for one so short. Forged by wine, battle, and song, Odran's girth and thick trunk of a body belies a surprising amount of deft and dexterity in his hands and fingers. Standing at a height of four and a half feet, he often stands no higher than the chest of other mortal beings. Despite his diminutive stature, he's often denser than most humans, and certainly weighs an amount comparable to a human upwards of six feet in height.
His body is composed mostly of muscle and bound within the diminutive frame of his race, and his face is adorned with a short, rough beard, and the ruddy orange hair over his head is shaved into a mohawk. This thick dwarf dresses in a combination of padded cloth, chain, leather and steel, and his short legs stomp on the ground with purpose and weight as he walks. Upon his face sits a wide, fat nose, with a crooked angle from many a fistfight, and hard eyes of steel gray. His face is often adorned with a broad toothy grin, and a camaraderie-filled twinkle in his eye.
Personality: A loud and boisterous soul, like many a dwarf of the Middle Ranges, Odran much like other dwarves is a stubborn, but honorable, hard headed bloke who prefers ale and song to politics and trickery. Blunt, straightforward and to the point, Odran is rarely afraid to speak his mind and tell things exactly as he sees it. Untrusting of magic and the unnatural, Odran will not hesitate to express his unease over the use of such elements but nevertheless admits their usefulness in many situations. Despite his jovial demeanor, Odran has surprising amounts of depth to his thoughts, his loud cheers and alcohol laden breath a visage for a more logical, intrinsically calculative mind. Odran has a very solid understanding of architecture, engineering, and warfare, and a well developed moral compass.
While Odran is vocal and friendly, and quick to throw the title of comrade around, it isn't until another's character has been demonstrated does Odran truly begin showing trust. Odran carefully observes those surrounding him, judging the character of others even whilst he makes jokes and exchanges story and drink. Odran honorable and relatively unselfish, though if given the choice, he would prefer him and his own success over others.
Despite his carefree attitude, Odran fears what the future has in store for his lot, the Mad King's armies suddenly turning what he thought would be assured victory into near total route. His thoughts often drift to his family, his wife and daughter hiding in the mountain ranges, and his son and comrades, burned to ash by dragonfire. He does not take insults to his family lightly, and even in these trying times, can be easily brought into a fury at the condescending mention of his son's death.
History: A career soldier, engineer, siege specialist, and tinker, Odran was born the 6th child of the Stormweaver family, a powerful crafts-family of some repute, well known throughout the north for their weapons, with many Hadhodrim, and even Glamhoth warriors seeking pieces of armor of weapons crafted by his family. With little to look forward to in the form of inheritance, Odran and many of his siblings instead went about a different way to seek their fortune. Some took to trade, others took to craftsmanship, and one even took to exploration. Odran took to the sciences- the military sciences, to be precise. His childhood was hectic and loud in the great halls of his clan, and Odran spent much of his early days learning what many other Hadhodrim dwarves learned in their childhood. Letters and basic craftsmanship, as well as drinking, fighting, and the importance of honor. Apprenticing himself to a workshop belonging to distant relative of his clan, in the Afangrim Kingdom, Odran learned what made a weapon deadly, and how to best apply different types of weapons to different types of defenses.
Of all the types of weapons Odran learned, he took most to the handgun. Rarely seen outside of Anfangrim, the weapon operated in similar fashion to a crossbow, yet with the ability to cut an armored man in half, Odran honed his marksmanship from a young age, and built his first gun by the age of 17. However, Odran never forsook his practice with more traditional weapons, and while his skill with the gun and crossbow gleamed above all, his proficiency in hand to hand combat was not something to be taken lightly, easily besting his Anfangrim cousins in single combat. In the workshop Odran spent most of his teen years, building, training, and bettering different weapons, machines, and inventions. Upon finishing his apprenticeship, Odran, had taken the Anfangrim matchlock design, and made his own variation of it- resulting in his prized weapon, named Thydris. At the end of his apprenticeship, Odran was a talented craftsman in his own right, and could have easily opened his own forge had he sought a life of trade and building. But instead, Odran sought a life of adventure and battle, like the stories of the warriors of the clan halls. So with his family's blessing Odran joined the Ironborn Free Company.
The Dwarven Free Companies were founded long ago in some of the earliest centuries of recorded Dwarven history. These were bands of warriors whom had developed intoxicating thirsts for battle and as a result became mercenaries, usually hired out by the one of the many Merchant Houses to escort the Dwarven caravans across the realms to the other Dwarven Cities for trade. They repulsed invaders, fought off monsters and bandits, and often engaged with Glammoth barbarians to the north. For many a dwarf joining a free company was a last option if all other plans failed and they still wanted to preserve even a single shred of honor in their blood. This was because the free companies were regimented and orderly, adhering to a strict code of morals and discipline despite their battelust. As the centuries passed they proved their skill time and time again and even if the profession was not as glorious as say one of the king's royal guards, it was still better than cleaning up the shit after the mules.
The age of the Free Company changed drastically as the dwarves increasingly began interacting with man and elf. The Free Companies began to find much more work being hired by both sides in their constant wars and generally more people went more people that wanted other people dead. They readily interacted with Mûl mercenary companies, and often times fought against or fought with their elven counterparts, and even began taking some into their ranks, along with humans, and even the redeemed surface dwarf. They were some of the first groups on the continent to accept members of all races, genders and outlooks into their ranks, following in the tradition of persisting off of volunteer service that they had started in the Dwarven cities. All that mattered was that you could hold up a sword - one didn't even need to know how to swing, as they would teach you all of that, and a deathwish. But as time progressed and more professional armies were established, the Free Companies started to slowly fall apart. They were either assimilated into the ranks of new armies, killed to the last man in combat, their standards forever forgotten on old battlefields long since grown over into fields and forest, or turned to thievery, marauding and banditry to survive as jobs became more and more hard to come by. By the age of King Baelnorn, the ways of the Free Companies were near forgotten and their stories mostly left to legends and tales of the histories.
The Ironborn Free Company stood an the exception to that rule. Somehow through the perilous grind of history they had persisted- if a little worse for wear. The last recognized Free Company, their ideals and culture remained intact and they stood as a living relic of a time long since gone by. A time where mercenaries and sellswords held common blood with one another and followed codes and regulations as opposed to being your standard mercenary rabble that many see these days. But the years had not been kind a force that in its height measured 12,000 strong had now been reduced to a mere 2,000. Still, they remained a small but brutishly effective force moving with a vicious professionalism of warriors trained over the years. If you needed a job done and you needed it done right the first time the Ironborn were the people to call. People still join mostly through volunteer service- peasants who would rather die by the blade than starve in their village or city dwellers looking for adventure and finding it in the grim faced individuals reeking of blood and sweat.
Odran joined the Ironborn Free Company as a combat engineer in its service. With his technical prowess, as well as his skill in combat, it was only natural that Odran advanced rapidly through the ranks, becoming a trusted sub-leader of his squad commander by the end of his first campaign in the north. By the end of his second campaign, Odran was given command of his own squad, and by the end of his fifth campaign, he was the commander of the Ironborn Company's Corps of Engineers, and a notable veteran in his own right. Between these campaigns, Odran also wooed a beautiful She-dwarf named Rurora Stonehardt and eventually married her, bearing a stout son, and an intelligent daughter. His son would eventually join his father's trade, and joined the Ironborn Free Company as well, while his daughter joined his wife as a nurse.
Eventually, King Baelnorn called upon the Great Dwarven King Bofkral, and the Ironborn Free Company were among one of the first Dwarven military units to be mustered to join the fight against the Mad King. The Ironborn Free Company became well known throughout the combined forces for their valor and efficacy in combat, despite their dwindling numbers. Fighting alongside human and elven armies, the Ironborn Free Company were among many of the combatants present at the Battle of the Fields of Amarillis. When the Mad King's dragon and monsters poured forth from the mountain, the Ironborn Free Company were among those near the front. Holding the line as they aided their allies in retreat, the Ironborn Free Company perished in waves of dragonfire and monster claw. Witnessing the death of his own son, Odran and little more than a dozen of his comrades managed to escape the slaughter. Their forces routed and their standard lost, the Battle of Armarillis marks the end of the last Dwarven Free Company.
Equipment:
Thydris is Odran's prized possession. A variation on the Anfangrim matchlock, Odran's Thydris is shorter than the standard matchlock, and is capable of serving as both a carbine rifle or a shotgun. Capable of firing both large ball ammunition as well as buckshot, the weapon itself is finely crafted wood and steel, with brass inlays on the stock and barrel. In addition, the bottom of the barrel has a rod for Odran to attach his dirk, allowing him to transform his gun into a short spear in a pinch. In his pack, Odran carries tools for cleaning and maintaining his weapon, kit with a mold, among other materials for crafting ammunition, and a stock of saltpeter, charcoal and sulfer for mixing more gunpowder. In a separate satchel, Odran keeps a supply of generally fifteen paper shot-and-buck cartridges, along with another five buckshot cartridges.
A gift from Odran's older brother is painstakingly crafted hand axe. Useful as a tool and a weapon, the axe has a straight edge along the top and a point in the back for piercing plate, as well as a leather wrapped handle for comfort and control. The blade of the axe is engraved with a design, and is made of some of the highest quality steel in the middle ranges.
A steel breastplate over a shirt of chainmail and leather lamellar
A plain dirk
A light crossbow with a container of 20 bolts
A leather rucksack containing travel supplies and rations, alongside his firearm kits and other supplies.
Other: - Odran's family name, though not necessarily his own name, is well known throughout the men and dwarves across the north for their acclaimed craftsmanship of both weapons and armor. - A capable engineer, able to accomplish a variety of tasks, from designing siege engines, to bolstering fortifications to mending weapons- given the right resources of course. - Odran is fluent in common and dwarvish, and has an impressive understanding of Glamhoth language, though is better at understanding the language than actually speaking it.