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4 yrs ago
Current I think watching fight scenes can help in general terms with writing combat, since it can give you an idea of flow and choreography.
4 yrs ago
At least if you're writing something you know, with knights.
4 yrs ago
I mean, depends on what you're writing, and the tone and theme of what you're writing. Trained armored knights were legitimately monstrous on the battlefield, so looking up how they fought helps.
4 yrs ago
As much as there's a lot of reasons twitter sucks, I genuinely don't want to see it die for the sake of all the artists who now rely on it. Hoping the shithead stops trying to directly administrate.
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4 yrs ago
roleplayerguild.com/posts/5… If anyone's up for fighting some kaiju, why not try out my new RP, Godzilla: YATAGARUSU?

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OOC up!

The IC will be started as soon as we get our healer.

Also first dungeon:

Name: The Prison-Castle of the Mad King Haldric
Brief History: Outside the forest of Pelenn, on the edge of the great plains of Velt, there lies ruined walls and a damaged tower, which is the only sign of this dungeon's presence. Legend(and scattered historical records) say that this is in fact the entrance to the castle of the paranoid King Gregori Fel Haldric the Second, who deeply believed that nearly everyone around him plotted his death. He commissioned an underground castle, filled with all kinds of traps, in the belief that it would protect him from harm. While he did not realize it, the castle was much like a prison for the Mad King as well. Its deep darkness drove him to deeper and deeper madness. Even his closest servants and family fell deeply under suspicion. Soon enough, his wife and her children feared that Haldric was so deeply changed he would turn on them and order their deaths, and with the aid of the servants fled. Some believe that this blood runs in the Lord of Ithillin, but there is no clear proof of this matter. King Haldric cursed his family and the servants who aided them, and the servants who did not flee faced execution. Haldric's madness grew more and more, until not a single living soul remained within the Prison-Castle but the Mad King himself. He sought how to guard his life against any and all attempts on it. Who now knows if he succeeded? The Prison-Castle, however, lies in ruins. The Mad King kept much treasure deep below, much of it of great value. It seems that some new residents have entered after the king's apparent death.
Layout Summary: The Mad King's Prison-Castle goes down six levels, each a spiral of tunnels and traps. The final level holds the Mad King's great horde of treasure, and is also believed to be the resting place of Haldric himself.
Threats(Enemies, Traps, etc): Giant Rats-dog-sized rats that are not so threatening, goblins, mindless undead, and... something at the very bottom of the Castle. Various traps, from pitfalls to crushing walls.
Signups
The country of Velt has existed for a long, long time. Centuries have passed since it first rose, and there is no sign that it will fall. However, throughout its long history, and even prior to that, there have been ancient structures, old buildings left to time. Dungeons beneath the earth, ruined and lost. The remains of castles, left by ancient lords who fled or perished. Temples to dark gods lost to history. These ruins lie across the land, and have a certain allure.

It may be for different reasons. A noble paladin might seek to exterminate a dark presence within the dungeon. A thief may seek treasure beyond their wildest dreams. For whatever reason, there are those who would delve into the darkness of these ancient holes, halls, and temples, and fight their way to the deepest of depths, risking their lives. For justice, treasure, or glory, all of these reasons may motivate those venture into these "dungeons". Some may even venture beyond Velt's borders, to the neighboring country of Ithillin to seek the ruins of the ancient city of Talderia, though no-one has ever returned from its darkness.

So, why is it that you venture into the depths? Justice? Treasure? Glory?

Only you may answer these questions.


So, um... dungeon crawler RP! The basic set up is... pretty simple, eh-heh. Um, characters are part of a party, and they head from dungeon to dungeon in search of whatever may lie within. However, there's a bit of a twist to this: Each dungeon is GMed by a different player, who comes up with a theme for the dungeon and what creatures, traps, and treasures lie within.

There will be down-time between dungeons, as well, where characters can gather supplies and talk with one another.

A few things of note:

Races: I'm fairly flexible but for this setting there are some races I already have defined. I'll be listing these below.

Classes: Yes, there are character classes in this. However, it's strictly flavoring, just defining what your character is good at. There's no stats or anything involved, after all.

Dungeons: When you're GMing a dungeon, you need to give a vague idea of the layout and what will lie within. I'll look it over and approve it like I would a character if it meets my approval.


Races(note: These are only the ones I have defined already):
-Humans: Straightforward and coming in many varieties. Humans in Velt are ruled by the King and Queen of Velt, living in the White Tower at the Veltan capital of Meridan. However, these are not the only humans in Velt, as there may be those hailing from the neighboring country of Ithillin, or even as far north as the cold and icy Barukstaed.
-Elves: Elves, too, come in several varieties, with splits even within these varieties. High Elves dwelling in cities, High Elves dwelling in forests, Wood Elves dwelling in Forests in both tree-cities and in a manner more one with nature, Dark Elves dwelling beneath the earth and far to the North in Barukstaed. The greatest differences between these varieties is culture and architecture, as all elves are unable to die of old age. Most High Elves dwell beyond the Veil of Tears to the west of Velt, while wood elves can be found throughout the land in forests, and the underground variety of Dark Elves live beneath the land. Elves tend to be excellent at performing magic.
-Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land, the largest in Velt being Draz'khzidra(a word humans often hurt their throats trying to pronounce). The dwarven capital is Northeast of Velt, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely.
-Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there is a sizable number in Velt as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
-Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and not how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy.
-Orcs and Goblins: A race divided into two categories, largely by strength and size. Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are usually a head shorter on average, and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs ride boars, often given aggression-boosting herbs. Ever since the war with the Orcs in Velt, a hundred years ago, their presence has been quite limited to roving warbands. Orcs and goblins are NOT playable due to their extremely poor relations with other races and general unpleasantness.
-Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs. Also unplayable.

Locations:
-Velt: The country of Velt is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank. Velt is dotted with ruins of the past, from the crumbling Blue Ridge Watchstation overlooking Vaelin's Lake, to the deep, dark ruins of the Prison-Castle of Mad King Haldric. Meridan is a vast, wealthy city, featuring the White Tower as the seat of its royalty and the rulers of Velt. As for climate, Velt enjoys warm summers and snowy, yet relatively mild winters. Another notable landmark is Caraan Valley, the location of the final battle in the Orc War. It was here that Captain Mathen beheaded the Orc Chieftan Gridashk and the Orc legions were broken.
  • -The Mage's College in Meridan: The college of magic situated in Velt's capital, aspiring magi are educated here. Those who practice magic and have not been educated at the college, or by a tutor from the college, are often viewed with some suspicion. This is likely due to the Witch War so many years ago, when the Dark Coven led by the Witch-Queen sought to overtake Velt and the surrounding lands.

-Ithillin: The land to the east of Velt, ruled by Lord Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with Velt and the two countries enjoy excellent relations. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
  • -Talderia: "And the King's misdeeds destroyed all, his black heart darkened his city, and all was brought to ruin." The ruins of the ancient city of Talderia are located in Ithillin. They are given a wide breadth by travelers, and it is often times that Talderia is referred to as the Black Pit. For the ruins of Talderia have become a den of the utmost evil, filled with the most vile beings beyond imagining. None who venture into the Black Pit ever return.

-The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
-Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figured appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.

Other:
-The Church of Reon/The Church of Mayon: The largest religion among humans in Velt, and indeed, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon.


Characters:
Tanya Palayen
Lucius Serpentson
Alexander
Hardy Algandin
Nalia Frostwing
Kaghad Norm
Alrik Ironheart
Silva Wylde
Isi Eno
Falrien Silneas
Johnathan Grimsteel
Val'ralan Lindai

Important NPCs:

Dungeons:
The Prison-Castle of the Mad King Haldric
The Queen's Tree
Reaper's Horde
Hmm, how to make my first post...
I am so sorry, I've just hit a wall trying to post. At latest tomorrow, alright?
@The Patriarch: Well... no, um, I said I'd be flexible with races but I honestly feel like gnomes as you have them written are really kind of redundant.

@Lord Santa: Sure! I'd love to see what you come up with.
@The Patriarch: Honestly, they... seem kind of redundant. ^^; They're short, we have a tiny race, and then the rest basically seems like you took from wood elves.

@NobleArchangel: He looks good, accepted.

@Lord Santa: Also looks good, accepted.

I'm going to be starting the RP as soon as we get Rin's healer. Expect some updates to the OP for now.
I'll have to post soon, then!
I am so sorry for the delays, I'll be posting again today.
Real name: Anno
Age: 21
Appearance: Brown hair, pale skin, blue eyes, red sweater, blue skirt
Personality: Shy and somewhat reclusive, Anno spends most of her time reading or on the computer. While she is a bit more likely to be somewhat open among friends, her nerves get to her easily and she sometimes suffers from anxiety. She does her best to try and work through this, but it can sometimes be rather difficult to do so. She is a fan of action and slice of life works, as well as comedies. She is also a fan of yuri. She likes cute things a great deal and is very, very much against seeing children hurt for any reason. Anno is a massive fan of the Nasuverse, Touhou, and a lot of other things that would take an unnecessarily large amount of space to list.
History: Anno's life is mostly uninteresting, she's mostly just a normal girl.
Starting items: Lovely Commune and the clothing she is wearing. That is it.
Ability: Using a Lovely Commune, Anno is able to transform into Cure Heart, which increases all of her physical attributes(most notably, her agility). It also allows her to use a finishing move called "My Sweet Heart", which fires a beam of pink purifying energy from her upper left chest.
@Raineh Daze: Replacement accepted.

@Lord Santa: Well, starting out with those sounds fine to me.

@TheRider: Hm. Well, at least Tanya would only glare at him in that case. ^^; Hmm. I'm sorry it's taking so long to make this decision, but at this point I don't really see any more issues with his bio, so he's accepted.

@Sadko: The presentation of your bio threw me off, but I don't see anything in particular wrong. I'm going to double-check but your bio looks fine.

@The Patriarch: Hm. I'm still a bit bothered that you didn't really explain what you intended for gnomes or anything before posting the bio. I said I'm willing to be flexible with races, but I still want to know what you're intending before you go ahead and post the bio and I did ask twice.

I'm waiting to start this until we have a healer(Rin is making one), since that's pretty vital.

Until then, I'm going to be updating the first post with more general setting information, so keep an eye out!

Edit: First post updated!
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