Closed A Cursed Valley (Full)

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Closed A Cursed Valley (Full)

Cylix

The Wanderer
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Chapter One

They stood before the vast wall of fog in awe. The thick, mystifying fog rolled in from the edge of the forest, and expanded to either end as far as the eye could see. In this open plain, the eye could see all the way to the mountain peaks that trapped them in the valley. The fog moved inward, like the flow of ocean tides, moving in and out slowly. Each time it moved, it seemed as if the forest itself was breathing. Nothing could be seen beyond the fog expect for the line of trees which made up the wilderness ahead of them. Not even the evening sun, which cast its light from behind them just over the horizon, could pierce the thick veil.

The party that stood before the fog consisted of seven men armed to the teeth with swords, axes, bows, and spears. However, there was one among them that stood out from the rest. He wore blood red robes, and had long flowing white hair that nearly touched his hips. He stood at the front of the party, examining the scene before them. After a moment of silence, he lifted his hand to the sky. His eyes began to redden, until his once brown hued gaze turned a milky white. His hand moved through the air as if he was searching for something. But he couldn't feel what he was searching for. His breath became rapid and shallow, and continued until he fell onto his knees. "We cannot enter these woods…" He said with sadness in his voice. "Nothing in there that breathes, breathes with life. Only death. This place is the source of those… things. We will not make it."

One man from behind him began walking forth, passing the sorcerer just slightly. "Stay behind then. We aren't staying another day in this cursed fucking valley. We have nothing left here! No children, no wives, not even a fucking place to lay our heads! They have taken everyt-" The man, who suddenly spoke up from the party, had a hand quickly slapped over his mouth from behind by another. "…Shut your fucking mouth, mate. We got this far because we were careful, not because we were yellin' and screamin'. Say another word too loud and I'll throw you into that fog first. And that goes for you as well, sorcerer." The party fell silent. The Sorcerer remained on the ground, and would not move from his place. The man continued, with a whisper "Let's just do it how we've done it the whole way here. Take it slow, and stay quiet. If you see anything, hide first, run next, and fight last. Alright? Besides, we better hurry. The sun won't stay up forever and if we try and go back now, we will be caught out in the open."

The party moved onward, entering into the waves of fog, and slowly made their way into the forest. The sorcerer stayed behind without a word, instead remaining on his knees where he first fell. They did not try and force him to come, they hadn't the time or the concern at this point. All that mattered is that they made it to the edge of the cursed valley, where they had been trapped in a nightmare for the past five years. Now it was time to finally leave it behind them, for good. At least, that is the plan. As the men navigated around trees, brush, and the like, a strange sensation fell upon them. One of the men whispered "do you hear that?"

"Hear what? Are you shittin' yourself? I don't hear anything."

"Exactly… I don't hear anything. Nothing at all."

The party stopped walking, and they noticed a distinct silence from the forest around them. No sound of bugs or animals animated from it. Not even the sound of wind could be heard moving through the trees. All was silent save for the sounds of their own footsteps and breathing. That is, until they heard the scratching. A terrible and identifiable scratching. It was the sound of claws scratching against bones. Immediately, the party gathered together, creating a circle with their bodies. Each man, all seven of them, faced a direction outside of it with weapons brandished. Sweat started to fill their faces, and adrenaline was ramping up within them. "The sun's not down yet… h- how did they find us?" Fear filled his voice, which cracked at even the slightest noise.

"Gotta scratch the bones! Gotta scratch the bones…" An incredibly deep and in-human voice was heard around them, yet they could not identify the exact location. The terrifying words uttered by the creature was followed by an echoing laughter that vibrated through their bodies. "Your bones itch! Gotta scratch 'em…". The sound of a tree's limbs being broken off startled the party, and without hesitation, they all began to run. Unfortunately, this caused them to separate from one another. Before they could even run twenty feet, the sound of one man being grabbed and ripped apart was heard by them all. The sound of bones cracking, flesh tearing, and screams cut short were all too familiar to them. None of them dared go after their fallen comrade. None of them even thought to. All they knew was that they could be next, and so they kept running, and got lost in the fog. One by one, they were picked off by the creature, who seemed to move through the woods with un-matched speed and agility. They could hear its feet pounding at the earth behind them, catching up to them in just mere moments. It spoke behind them as it chased "Your bones… your bones… I need your bones." Eventually, only one man was left standing, and he knew it when everything went quiet around him. He stopped running, and took shelter behind a tree. His breathing was heavy and labored, from both fear and exhaustion. He put his hand over his mouth, trying to muffle the noises to be silent, but the sound of his pounding heart defeated any true sense of silence. He turned, looking around the tree from both directions. He could see only the wall of fog and a few dead tree limbs sticking out into view from surrounding trees. He reached down to grab his sword at his side, withdrawing it as quietly as possible. But before he could gather himself, a shadow cast over him. He looked the creature in the face. It stared at him, unblinking, with its dull purple eyes. Its skin dark and taunt over its gauntly face. The mouth opened unnaturally, wide, and the maw was filled with sharp and rotted teeth.

One last scream shot out, dying out as quickly as it came. The sorcerer, who was still on his knees outside the forest edge, heard it. In fact, he had been counting them, and he counted the last. He stood up, turning to the sunset behind him. His eyes were still a milky white, and for a moment, he looked as if he were at peace. The sun set completely, and beings began to emerge from the fog behind him. Tall, dark, ravenous beings whose eyes began to glow in the twilight hour. Reds, oranges, blues, purples, and whites were the many colors of their eyes. The sorcerer did not move, and instead closed his ghastly white gaze. He had already accepted his fate.

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You stand at the heart of Ravenhall, the capital city of the Marsh Valley. It is a land that carries a mysterious and terrifying curse. Each night, when the moon is hidden from the sky, monsters appear. They attack villages, towns, cities, and travelers alike. The creatures have no rhyme or reason to them. No apparent motivation other than slaughter, and they do not discriminate. For the past five years, this curse has blighted the residents of the valley, and they seek safety within the last standing cities; Ravenhall among them. Those that have tried to leave have perished. Even a large military unit that was sent out to seek aid from nations outside of the Valley have never returned. Not even the messages attached to birds have been answered. It seems that all are trapped here.

You have traveled here to answer a call from the Nightguard, a powerful military unit whose sole purpose is to destroy the creatures, and end the curse. Though they have managed to find ways to defeat the creatures, many of the Nightguard have perished for this knowledge. Thus, the people respect them and look to them for protection. Now they are recruiting brave men and women to help shape the future of the Marsh Valley. You have received word of their call, and wish to join them in the fight. Those who have answered have been invited to their guild hall, aptly named "The Night Hall" to speak with the recruiter. Will you join them, and seek the mysterious of the curse?


Creating a Character

In this roleplay, you have quite a bit of freedom in shaping your character. Detailed below will be some information to help you shape it to this particular roleplay. You may create a new one, or take a character you already have and make some adjustments. The choice is yours. Keep in mind that this is a high-fantasy roleplay, and thus will include races other than human, the ability to perform magic, and have enchanted gear. It is also largely a medieval-esque time period. Therefore, complex machines, guns, beam-swords, and aircraft of the sort of are generally not permissible. If you have any questions, let me know.

Obvious Demographic Things: Name, Age, and Gender (if available). You may also include things such as height and weight, but keep them realistic to your chosen race.

Race: The Marsh Valley consist of three main races: Humans, Elves, and Orcs. Elves are a woodland race that typically live in villages built in the heights of trees, and are naturally stealthy. They are excellent hunters and botanist. They are generally shorter than humans by at least a foot. Orcs are a mountaineering race that enjoy living in rocky terrain. They can be found making villages in underground caves, or high up in the mountains. They are known for their craftsmanship and fearsome combat. On average, they are taller than humans by at least a foot. Humans are a well-rounded people, and preferring to make their cities on flat land when able. They are known for their adaptability, and willingness to learn from other cultures and races when they can. Note: You can be other races if you wish, but there are no major settlements in which they will be considered a majority. Please ask first.

Combat Style: In this roleplay, you are answering the call because you believe yourself to be a capable combatant. In what way that is, is entirely up to you. You can be a fighter who uses melee weapons, a stealthy assassin, a marksman, a sorcerer, or anything you'd like as long as it has combat potential. However, if you choose to include magic in your character, make sure you look below to see how magic works in this roleplay. The former options are flexible and won't have an issue incorporating most things. Feel free to be a hybrid as well. If you'd rather play more of a support role, feel free to do so.

Background: Flesh out the history of your character. It doesn't have to be terribly long, but do include at least where you are from within Marsh Valley (there is a list of major locations below), or if you are an outsider that traveled in before the curse.

Personality: Self-explanatory.

Gear: The things you have on you. You should know that enchanted items are rare and also very valuable. If you wish to have anything of that nature, you can only have one and you must explain in your background as to how you got it. Note: I will not require you to count your ammo (arrows, bolts, etc). I will just assume that you have ammo at all times unless the item which holds (quiver, for example) the ammo is somehow lost.

Magic: See below.

Main Locations

Marsh Valley: The main location of the roleplay. It's a very large valley located between two mountain ranges. One to the north-east, and another to the south. There is a main river that flows through the center of the valley, which flows down from the northern most mountain. The entire valley is encircled by a forest (which is very cursed these days), and dotted by lakes and creeks.

  • Ravenhall – Marsh Valley capital and HQ of the Nightguard. It is the most prosperous economically, and many come here for trade.
  • Treetop Village – A village built within the trunks of massive trees in the Great Oak Forest. The trees here can grow to be hundreds of feet tall, and up to 50 to 80 feet wide. This village is home to the elves, and is built high up along the trunks to keep out unwanted visitors.
  • Blackgate – A decently sized hold that serves as the barracks and training ground of new soldiers serving the commander of the Nightguard. It is well known for its heavily fortified walls and famous "black gate" that was cut from one of the trees in the Great Oak Forest.
  • Highbridge – A mountainside settlement that is home to Orcs. The only access, other than perhaps flight, is via a long bridge that connects the settlement to the side of an opposing mountain. A massive mining operating is undergone here by the Orcs.
  • Lakebed – Once a prosperous fishing village, this location is home to the largest lake in the Valley, and is a choice location for fishing. No longer does anyone live here permanently due to its lack of defensive structures. However, those who know how to hide in the night might make camp here.
  • Toadstool – This town has always been known for having strange residents that are addicted to Toad, a common mushroom that grows there specifically. This mushroom is thought to give the occupants bizarre personalities and habits. Oddly, despite the lack of military presence and strong fortifications, they are still standing.
  • Emerald Tower – A large, black tower dotted with emeralds. It was once occupied by the most elite sorcerers, and few others have ever been granted entry while they were there. It now seems abandoned, but every once and a while, people say they see green light animating from the windows in the tower. Most fear to go near it, and no one is exactly sure who built it.

Magic

Magic is largely dependent on your own imagination. You can do what you want, within reason of course. However, there are a few rules to follow. First, magic is categorized by how it is cast:

  • Caltrop: The weakest of spells. These can be cast with mere hand gestures. Stronger versions can be cast in this way through catalyst, such as magical sources, wands, and staffs.
  • Incantation: Spells slightly stronger than caltrops. These require a spoken word or phrase before they can be cast. Longer incantations tend to mean more complex spells. These words, to the trained ear, can give away what you are about to do.
  • Charged: Followed by either an Incantation or hand gesture, these spells are first created, and then focused on to increase the energy provided to them so that they will not fizzle out from a lack of power. These leave the caster open, but are more powerful than simple caltrops or incantations.
  • Ritual: The most powerful of spells. These spells require that the caster enter a meditative state for a prolonged period of time, gathering forces together to cast a spell. These rituals often involve the use of physical objects, such as sacrificial knives, ancient text, runes, magical sources, blood, etc, before they can be successful. Leaves the caster open immensely.

A few notes:

- Spells can be cast from enchanted items as well, but this often causes wear on the item and may even cause it to shatter if abused to frequently. Often, smaller items have fewer uses before they naturally recharge, and bigger spells tend to put more strain on the item. Shattered enchanted items tend to do so spectacularly, and can cause some collateral damage to the person wearing it, and those around them.

- Passive enchantments do not strain the item.

- There isn't really a concept of "mana" that is being used in this roleplay, but excessive spell use should make your character tired and vulnerable.

- You cannot use magic that alters time or space.
 
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Name: Sahreen

Age: Appears to be early 20s.

Gender: Female

Race: Human

Height: 5'2

Weight: 104 lbs

Combat Style: Sorceress

Air and Fire answer her call, lightning crackles at her fingertips. By keeping her distance, she can warp a battle around her, wreaking havoc through the enemy. During battle Xian stays at her side, guarding her Mistress - daring any to come close. The two have a close bond, one few humans can understand.

Bound by ritual when she was marked Accepted, the two have been inseparable ever since. The bond offers several unique abilities
- She can See through Xian's eyes, though it renders her immobile.
- The two can sense each other's sensations through their bond. Pain, of anything, comes through clear. Others will come through as images, feelings.
- Can communicate telepathically, up to 5 miles. Words, Images, Feelings - all can be pushed through bond.

Background: Sahreen stands out, wherever she steps in the valley. Even if it were not for the wolf that followed dutifly by her side, her strange, intricate robes - the mark of power on her brow, her fine features gave her away just as easily. Though she rarely speaks to any soul other than Xian, she can speak the language. It is awkward, and clumsy - but intelligible.

She sought out the valley, for the Emerald Tower was said to have magic utterly foriegn to her birthplace. She learned much in the year she spent there - but just a month she was to leave, the fog closed in. Though she stayed in the tower for many months, her heart was not in it. She longed to see her homeland once more.

When word finally reached her of the Nightguard, and their plea for help, she ventured to Ravenhall. Though she had little hope that they would truly be able to defeat the strange curse, she pledged her help. She needed to see her homeland once more. To see her sister, her mother, her father. Six years away from them had taken it's toll on her. Rarely did she smile now.

Personality: Cold and icy towards those she does not know, and never wastes a word when she does finally speak. The only affection she seems to show is towards Xian, who she loves dearly.

Animals:

Familiar: Xian

Mount: Pure white horse, foreign to the valley.

Gear:

Armor: Purest white, fine silk cloth robes - inlaid with gold etchings. Enchanted to be as durable as leather armor, and almost weightless. Dirt and blood alike simply slide off.

Weapons - Small, steel dagger - of fine make, but unadorned. Rests at her belt.

Other:
- Bedroll
- Rations for her and Xian
- Ritual Knife
- Herbs from her homeland. Can be used for medicinal purposes.

Magic:

Flame - By the snap of a finger the sorceress can light a small flammable object on fire or extinguish a small flame (i.e. a lantern, candle, etc.…). With concentration, the spell extends to flames of larger sizes such as campfires. While the spell is not strong enough to light someone on fire, it could be used to set fire to a specific point on a person (so long as it is flammable).

Cauterize - This spell instantly staunches bleeding with a touch.

Zephyr - With the wave of her hand, the sorceress can conjure a small breeze. With concentration, this spell could be used to blow over small objects or objects weighing less than 10lbs.

Dark Sight - By forming a triangle with her hands, Allows the sorceress increased sight in the dark. Colors are muted, and sudden bursts of light (such as torches) can cause momentary blindness. Self-Cast.

Thunderclap - By clapping her hands the sorceress can deafen anyone within in approximately 10 feet of her. This spell also causes the affected targets pain as well.

Blaze - Sends out a scattering of fireballs, Sets several targets alight.

Control Temperature - May adjust the temperature in a small radius, making it hotter or colder.

Whispers on the Wind - By whispering a series of command words and writing them on a small slip of paper, the Sorceress can send messages using the wind to carry the message to a target in the area. The recipient hears the message as a whisper that only his/her ears can hear. When the incantation is over, the slip of paper disintegrates.

Chain Lightning - With a flick of her hand, a bolt of lightning shoots out, may chain to multiple enemies.

Inferno - Conjures a large fireball, that explodes upon impact, setting everything in a large area aflame.

Control Weather - may adjust the weather conditions, and/or temperature of a large area. Clear becomes fog, fog becomes clear. Clouds can become raging storms. Does not affect magical weather. Requires blood of the caster to be used, drastic changes require more blood.

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Name:
Maharet
Age: 19 Summers
Gender: Female
Height: 5 ft 4 in
Weight: 110lbs
Race: Human

Appearance: Easily mistaken for a dancer or acrobat; Maharet is a lithe , but shapely young woman on the smaller end of average stature. Her tawny skin, auburn hair, unusual pale green eyes with tiny gold flecking, and unique facial features are a dead give away to her exotic heritage. Her body is surprisingly free from scarring , save for the tiny linear scars near her right eye that resemble claw marks. She often paints these deep brown or red and her leopard bears the same marking only on the left side.

Combat Style: Beast Master

This character's main combat tactic is to work in tandem with her beast companion. The pair work seamlessly with each other to bring down enemies neither could kill on their own. The beast master and his/her companion have a bond that transcends normal animal/human interactions. It is more than mere animal training; the beast master and the companion are spiritually linked by way of a specialized ritual. In some cultures, this ritual is performed in infancy to allow the child and young beast to grow up together and form an even greater bond.

For the beast companion this confers a set of unique abilities that differentiate it between normal animals. The following are characteristics of beast companions:

- They are smarter, stronger, and tougher than normal for their species.
- The companion shares the same life span as the beast master; if the beast master dies, so does the beast companion
- A beast companion can "speak" telepathically with its master during battle or over short distances (less than 5 miles)

TRAITS OF THE BEAST MASTER
Communication with Animals:

Beast Master's are adept at interpreting the vocal and non-vocal signals of animals. They are also capable of linking with an animal's spirit via physical touch, to aid in communication. This gives the Beast Master two avenues of communication with animals. While the first only grants basic communication between the Beast Master an the animal in question, it is also the most instantaneous. Using this technique a Beast Master can quickly communicate his/her intentions and in turn discern the animal's intentions and general mood. This technique can be used to share basic information. For example, a Beast Master may be able to discern nearby danger from an animal's behavior and possibly even the type of danger (predator, unnatural happenings, natural phenomenon, etc...).

The second type of communication is much more intensive and requires the Beast Master to "commune" with the animal's soul. Generally speaking the Beast Master must touch the animal and focus intently to achieve the state necessary to use this method. This method allows the Beast Master and animal to communicate silently, but as easily as if two people were conversing in a native tongue. Still, the creature may only be able to give certain information based on its experiences and intelligence.

In it's most intense form this ability, if the animal even allows it, will permit the Beast Master to look into the animal's recent memories or for the Beast Master to share mental images with a creature that is of limited intelligence or capacity for understanding.

Note: This second half of this ability is actually much harder to use on domesticated animals since they have lost or mask much of their primal spirit.

Animal Control
Perhaps the most misunderstood ability of the Beast Master is his/her ability to influence, and in some cases, outright control animals. The Beast Master has a variety of means which which hear or she manages this unusual feat. Beyond his/her rapport with a companion animal, the Beast Master is able to create temporary bonds with other animals.

All animals tend to respond more positively to the Beast Master. Hostile animals can often be calmed or cowed by a Beast Master's mere presence. Already calm animals may openly approach the Beast Master. Domesticated animals are especially compliant with the Beast Master's commands.

A Beast Master may also summon an individual animal or small group of animals. To do this takes intense concentration and focus. Animals will come only if they are in the area, and it is much easier to summon animals that the Beast Master knows well; though it is not unheard of for animals to answer the 'call', even if they have never met the Beast Master.

Note: The Beast Master cannot influence or control companions of other Beast Masters, familiars, or animals under any other magical/ spiritual control of another.


Essence of the Beast:
Perhaps the most curious and fearsome trait of all is the Beast Master's ability to take on characteristics of an animal with which he/she is familiar. Most often traits of a Beast Master's animal companion are the most prevalent. However, the Beast Master may manifest traits of other animals with which he/she grew up or are native to his/her homeland.

The simplest manifestation of this ability is a Beast Master's ability to use certain skills of an animal it has observed. Through practice, the Beast Master might have learned a great deal about a particular animal's survival skills. For example, a Beast Master may have learned how to sneak about unseen from a leopard. This takes little or not thought on the part of the Beast Master, as it is a well practiced skill.

More challenging, and perhaps more frightening, is the Beast Master's ability to manifest physical characteristics of beasts. With concentration, the Beast Master can tap into his/her primal spirit, and draw out a certain characteristic of various beasts it knows well for a limited period of time. Much like a Barbarian's rage, this is often exhausting and the more demanding the task or characteristic being used, the longer it takes the Beast Master to recover. Also, over long use of this ability can send a Beast Master into fits of uncontrolled animalistic behavior.

Note: The characteristic must be biologically feasible. While a Beast Master might be able to utilize a raven's talent for mimicry, he/she could not obtain the raven's ability to fly (since the Beast Master does not have wings). However, something like the Beast Master's nails hardening into talons or his/her canine's elongation into fangs is possible.

Beast Masters and Magical/Mythic Creatures
Magical beasts with less than human intelligence are still impacted by abilities of the Beast Master as a normal beast would be. However, in most cases a Beast Master may only draw upon the natural characteristics of any mythic beast. Only the eldest and most experienced Beast Masters are able to draw upon the more supernatural abilities of these creatures.

Magical beasts with human intelligence or above human intelligence present a challenge to the Beast Master in almost all areas (save for Essence of the Beast). While Communicating with Animals works well enough on the most superficial level, attempting to touch the mind of a mythical beast with human intelligence is much more strenuous than with a normal beast. Unless the beast willingly accepts the Beast Master's effort, it might not even work at all. Mythic creatures of above human intelligence can outright reject the Beast Master's attempts. Finally, Magical beasts with both human and above human intelligence can outright reject commands or summoning by a Beast Master. And if they do answer, they will likely expect something in return for their service.

Character Weapons:

Primary: Spear (melee), Sling (ranged)

Other Weapons with which Maharet is comfortable: Cestus/Clawed glove (melee), scimitar(melee)

Armor: light hide armor of an exotic beast

ANIMAL COMPANION: Leopard
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Background:
Anyone that looks at Maharet can see she is not a native of Marsh Valley. She is from a region far beyond the borders of any of the common maps. Maharet's grasp of the local language is passible, but there are times when she misunderstands or even loses track of things in conversations with others. Her ability to understand however, is much better than her speech. Maharet's speech is intelligible, but often broken or awkward.

Maharet belongs to a tribe of beast masters and is fiercely proud of her heritage. She is the daughter of a tribal chieftain and wears fine jewelry and elegant, yet somewhat revealing clothes, when not on the battlefield.

Maharet was visiting Marsh Valley tracking bandits from her area and became lost. She made her way to Ravenhall, hoping to find someone that could help her return home. Answering the desperate plea for help from the Nightgaurd to all who could be of aid, Maharet has traveled to the Night Hall to enlist. After all, if she can't exactly return home so long as this curse is in effect.


Personality:
In general, Maharet is quiet and contemplative. She is generally slow to anger. While she does not speak much, she does have a sense of humor. However, she has an odd habit of not laughing at all. Instead, she will simply smile. In general, she is easy to get along with even if her mannerisms are often strange and foreign.

Gear:

Weapons: Spear (melee), Sling (ranged)

Armor: light hide armor of an exotic beast

Other:
- a set of traveling clothes and a set of clothing in exotic/fine fabric
- gold jewelry
- survival tools: knife, rope, flint/tinder, lantern
- backpack and bedroll
- rations for self and leopard



 
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Name: Tolkien Hemlock

Age: 283 Elvish Years (Appears 27)

Gender: Male

Race: Wood Elf x Human Hybrid

Height: 5.5" (slightly taller than pure-bred Wood Elves)

Weight: light, lean, athletic 140lbs

General Appearance: Often covered by hood lies tousled, jaw length dark hair that covers the curved tips of his elongated ears, hiding his half-breed trait. A strong, masculine jawline accented with short dark stubble. High elvish cheekbones. Piercing, jade green eyes rimmed with lashes from his beautiful human mother.

Combat Style: Ranged Archer, choosing treetop heights for advantage. Stealthy assassin skills in close, quiet interactions. Long sword male use for when brute force is required in battle.

Background: In the heart of the Great Oak Forest there lies a village unseen to many who wander through it's dense undergrowth, for high up in the canopy is an abundance of life. Elven life, that is. The treetops have been home to the Woodland Elves for centuries, providing sanctuary from threats below. Woodland Elves keep to themselves for the most part, choosing to stay within the safety of the tree tops rather than explore the lands and interact with other races. More so now than ever, with the lands being tormented by darkness. Unholy beings lurk in the shadows, relentless and unstoppable.

The King of the Woodland Elves received word of an attack to the west of the treetop village; with pride and determination he sent his best team of warriors, including his son Ayelorn - heir to the thrown and Tolkien's half brother.

Being the half-breed bastard son of the King was not a blessing, it was a curse. Half-breeds were unspoken of, a stain on the bloodlines. It was of the King's good will that his life was spared, a mixblood mistake the King is reminded of every day. Tolkien was forced to grow in the shadow of his pure blood younger brother, the rightful heir. When Ayelorn learned the art of the sword by master swordsmen, and bow techniques from legendary archers, Tolkien watched from afar and taught himself from a distance. Both boys improved at incredible rates, the two of them dueling together when their father wasn't around. But it was Ayelorn that received the Kings love and acknowledgement. Tolkien grew strong and resilient, understanding the way of the Kingdom. Both boys growing to be the forests greatest fighters - Ayelorn taking the right hand of the King and leader of the Elven army, Tolkien spending his time stealthily roaming the canopies, adventuring down amongst the undergrowth and often, without authority, passing the boundary of the Great Oak Forest for adventure.

Word had made it back to the Kingdom... Ayelorn and his battalion were slaughtered, led into an ambush no one could have predicted. The King was in shock, unable to process the news of his son, the only true heir to the thrown. He took a turn for the worst, bedridden from the guilt and foreboding defeat.

Unable to rule the Kingdom, the city lays vulnerable to any future attack. Tolkien must find a way to rid the land of this haunting infestation of darkness, before it reaches the Treetop Village of Great Oak Forest and destroys his homeland.

Personality: Royal Elf blood may flow through his veins, but it does not define him. Tolkien is determined, hard working and strong minded. His loyalty is next to none, but his desire for the unknown has him often yearning for more.

He is very well educated in plant life, animals, connection with the earth, and spiritual energy.

Gear: Weapons, Woodland Elf Warrior armour, change of civilian clothes (Elvish cloth tunic, leather hide trousers, belt and boots), rations and special herbs of various assortment, gold and silver, and the seed of the Great Oak (origin and significance to be revealed in story).

Weapons: Woodland bow, blessed by the tree spirits (more details in Magic) - equip with accompanying spear tip arrows. Throwing daggers (x4) holstered across chest. Longsword for mele battle, sheathed at his side when not in use.

Magic: Woodland Elves are spiritually connected with nature, centuries of worship and co-existence proved prosperous for all in the treetops. The age old stories tell of the Heart of the Great Oak flooding the forest with spiritual energy that the elves could harness. Magic that no human could yield.

Royal blood has a much higher connection with this forest spirit and magical energy. Although timeless knowledge and ancient education will enhance ones ability to connect.

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Name: Forgol Kez
Age: 33 Years Old
Gender: Male
Race: Human
Height: 6'8"
Weight: 240 lbs
Build: Muscular, but not grossly so.

Appearance:
Light Blonde hair that falls to his shoulders, and green eyes as brilliant as emeralds. He has a strong jaw, and shallow cheekbones squaring his face, along with the gruff beginnings of a thick beard.

Combat Style:
Forgol has a style of fighting like a beast, a bear specifically. He wields a large two-handed sword, slashing furiously at his enemy until there is nothing left but a bleeding pile of what used to be something living. On the opposite side of this coin, he stands strong and protects those behind him, often using his superior might to attempt to keep the focus of his enemies on himself when he is fighting in a group. Oft in his life has he fought alone, so he has always relied on his owns strength to keep himself and those he cares about alive.

Backstory:
A barbarian, a Nordling, a frost walker. There were many terms in the valley that referred to the few sects of humanity who braved the bitter frosts and the orcish war tribes to make their dwellings in the mountains to the north. The most common of all of them was stupid. Very, very, stupid. It wasn't often that a man made it back down to share his tales with the people of Marsh Valley, but when it happened, they did not remain long. Forgol was born in solitude, to a warrior mother who's mate had died trying to keep her safe in her labor. She remained with him for 5 years, teaching him to take care of herself where it was possible. His mother was a stern, but gentle hand, and under her tutelage, Forgol knew how to kill, skin, prepare, and cook his own food. At the age of 7, when Forgol could properly wield a weapon well enough to defend himself from the wildlife, his mother left him alone in the upper peaks. For the next several years, until around his 20th birthday, Forgol lived a life of solitude, fighting against the harsh environment, and whatever beast or orc attempted to storm his hunting grounds. Eventually, he had made his way down the mountains and began finding himself interacting with more humans. He would appear in town to buy supplies, and then disappear into the wilderness again for god knows how long. The people of the foothills began to call him "The Beast" for his ferocious appearance, his bare communication with any other human being, and the fact that he lived in the wilderness for weeks to months at a time with little to know outside amenities. Beyond that, his life did not change much, until news of people attempting to be free of the valley reached his ears. Without any warning, Forgol found himself out of the mountains, making the slow journey to Marsh Valley to join up with the group that was attempting to break through the cursed woods. Only one thing was on his mind, his reason to break the curse: To find a new challenge in the outside world.

Personality:
At first, Forgol is quiet and keeps to himself. His personality is much akin to the older gruff fighter, whose experience speaks for himself. He is not so much a cold callous type, often showing a gentleness when dealing with other people in most senses. Those who see him are often too intimidated by his presence and appearance to offer him a kind word, or a simple greeting.

Gear:
Thick iron armor that was custom built for him, mixed with furs and pelts of beasts he killed. His only weapon is a Zweihander, a bit larger than most, that is near impossible for most to lift. The blade glows at night, but has no other effect.
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Name: Vidarok

Age: Late thirties

Gender: Male

Height: 7 ft 4 in

Weight: 227lbs

Race: Orc

Combat Style: Orcish Ravager

Bathed in blood, in blessed by the Orc Sharmans, Orcish Ravagers are the brutish front line of the Orc military force. Trained for a young age to fight with melee weapons of most shapes and sizes, Orc Ravagers are often from noble bloodlines. Vidarok is son of Krognak (a previous Earl). Ravagers fight with brute strength, and win by overwhelming their opponents with sheer force, as opposed to technical finesse.

Background:
Vidarok, son of Krognak, is one of the twelve Earls of Highbridge. A renowned Ravager. Raised and born in Highbridge, he was the son of an Earl. His Father was Earl Krognak, and his mother was a fearsome Ravager. Vidorak was raised from a young age to be a General in the Orc Army. Trained from a young age to fight. When word came about offering services to get a team out of the valley to recruit outside help, and break the curse. The twelve Earls held a meeting to discuss the Orc's involvement. They decided they would send Vidorak to help, as he was an achiever Ravager, and an Earl. They hoped it would dispell whatever racism that some humans hold towards Orcs, even though they haven't attacked humans in over five hundred years, aside from self defence.


Personality:
Vidorak is a proud man. An Earl of the Orcs if Highbridge. He takes no shit from anyone, and is quick to anger. He is very straightforward though. He doesn't care for complicated plans, or schemes. His mind set is, if it can't be destroyed by hitting it head on, your not hitting it hard enough.

Gear:

Weapons: Duel Orcish Swords made of a special alloy known only to Orcs
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Skienor is sometimes called the metal of the Gods. It is lighter, and stronger than most other metals. It is made by special metals, only found in Highbridge, and only twelve Orcs know the mixture to make it. They are known as the Twelve Great Orcish Smiths. The metal is also exceptional at conducting magic, making it valuable to Orcish Sharmans, and other spell casters.

Other:
  • Ten Days Rations.
  • Various hunting knives and blades
  • Bedroll
  • 50ft hemp rope
  • Some climbing equipment
Magic:
As one of the twelve Earls of Highbridge, and a renowned Ravager, Vidorak has been blessed by undergoing several rituals to passively increase his physical Might.
Each ritual required a trial, twelve Sharman, a spirit journey and some other rare and expensive material components.
  • Might of Grova, Orc Goddess Of Glory. The Most gut of Grova effects Vidorak's immune system, and other subconscious bodily functions. Making him more resilient to poisons, venoms, and sickness. Sometimes, during the heat of battle, a soft golden aura can be seen coming off his skin. The aura is purely aesthetic.
  • Resilience of Baktar, Orc God Of Conquest. Resilience of Baktar makes Vidorak's skins as tough as chain mail armour. Easily able to shrug off arrows and most sword blows without any pain, or apparent discomfort. The trouble comes when fighting beast, whoes claws and raw strength tear armoured foes apart.
  • Agility of Ealdir, Orc God Of Battle. Agility of Ealdir gives Vidorak enhanced reflexes and speed. Making catching an arrow, or dodging a sword swing almost child's play.
  • Ferocity of Qhemulla, Orc God's dess Of Hatred. Ferocity of Qhemulla makes Vidorak never give up in combat. He fights with determination, and seemingly ignores most injuries, as the blessing limits the amount of pain he can feel. Once he starts charging, he is very hard to stop.
  • Strength of Dodona, Orc Goddess Of Thunder. Strength of Dodana makes Vidorak strong. Stronger than his already muscular frame would suggest. Easily able to flip a carriage, or punch a horse unconscious with a single blow. With a bit of effort, he can even bend steel.

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Sorry for the delay, guys. I'll post sometime later tonight or tomorrow and get things rolling.

Are you still thinking of having it be a situation where we all log in and post as a play session? I really liked that idea. Also, might I also suggest having a time limit between posts if we go that route and doing turn updates via chat?
 
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First off, I'd like to thank everyone for their interest! I hope you guys have fun with it, and feel free to give me any feedback regarding the story or things you'd like to see or do. This is my first roleplay here, and I want it to be fun and engaging. If you feel like its going in a boring direction, or would like to do or see anything in particular, just ask and I'll see if I can incorporate it. Remember, any feedback is appreciated.

I have given some info to a few people's characters for them to touch them up a bit. Once they have touched them up, we can get started. However, there are a few things to discuss and know:

Are you still thinking of having it be a situation where we all log in and post as a play session? I really liked that idea. Also, might I also suggest having a time limit between posts if we go that route and doing turn updates via chat?

1. Indeed, we will be having play sessions. That means that we will play at a specific time, around once a week if we can, that we all can agree on. For this reason, you may not post when you want, and should only post during the times we agree.

2. There will be a posting order that you must adhere to, and you need to wait for your turn to post. Due to this, you shouldn't feel the need to make your post incredibly long or spend hours working on a response. In a live posting session, it would be best if you responded with a few paragraphs or so, so that everyone feels like they get a chance to respond. However, I don't want to see no-effort, one-line post. At least 150 words or more. We will keep OOC in chat and use that as a means to quickly communicate during the event. If it is required, I will use another chat website that is easy to use so that we can prevent clogging up the standard chat.

3. Sometimes, the success of an action will be determined by chance. This will be to my discretion, and depending on the action, I may not even use it. But it'll be a simple d6 mechanic that I've used in the past:
  1. Critical Failure: You will fail your action, and also be negatively effected in some way by it This could be anywhere from getting harmed, falling, or pissing off an NPC and causing them to not like you anymore. Usually, I'll let you roleplay out your own mishaps, but I'll determine some things, like an NPC's response.
  2. Failure: You will fail your action.
  3. Failure: - Same as 2
  4. Success: You succeed at your action.
  5. Success: See 4
  6. Critical Success: You didn't just shoot a moving target in the head with an arrow, that arrow shot out the other side, ricocheted off a tree, and hit another enemy in the heart (silly luck, basically)
I may add a few notes here later if any questions arise.

Posting Order

Narrator (me)
Maharet
Sahreen
Forgol Kez
Tolkien Hemlock
Vidarok​
 
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Session Times
Edit: If you would like to have this be done play by post instead, mention that below. Some people, for reasons related to their region, could not possibly maintain a dedicated session time.
Please reply to this thread and mention what times would work best for you. Keep in mind that I will be using Eastern Time:

  • Friday Night
  • Saturday Night
  • Sunday Afternoon/Evening

Also, how often would you like to have a play session?

  • Weekly
  • Bi-Weekly
  • Monthly

Once everyone has replied, we will determine which option works the best for the
majority of players. If anyone falls outside of the best option for most people, you either have to find a way to make it, or forfeit your spot in the roleplay and we will have to look for someone else. (That is, unless we decide on play by post format) @Scarlet @Endac Korinth @angelicmadrigal @Sanity43217 @Seductive Scribe
 
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Most of my Friday and Saturday nights are spoken for (except this coming Saturday), so I would not be able to commit to those on a weekly or biweekly basis (but could do monthly with enough notice).

My preference is Sunday afternoons or early evenings, and is my only way to do a weekly game. Unless we go play by post

Also, I can commit to a 4 to 6 hour block of time.


I am okay with play by post, but it's not my ideal.
 
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@angelicmadrigal It's come to my attention that one of our players is in Austrailia and cannot commit to any tradiitonal time-frame that the majority would utilize. How would you feel if we switched to play by post? That'll help you as well.
 
I would be....ok...with play by post. However, would we be able to at least have each player commit to posting on a certain day of the week? One of the huge issues with play by post is keeping things moving.
 
That would be nice as well if we decide to do play by post. I edited the above comment to have people mention if they'd rather do play by post instead of dedicated session times. We will see what the results are.
 
That would be nice as well if we decide to do play by post. I edited the above comment to have people mention if they'd rather do play by post instead of dedicated session times. We will see what the results are.

In the meantime, mind if I ask how you envision combat working? I've got some feedback on that from previous experience if you don't have it entirely fleshed out.
 
In the meantime, mind if I ask how you envision combat working? I've got some feedback on that from previous experience if you don't have it entirely fleshed out.

The general idea was to have people essentially roleplay out what they were doing in the form of an "attempt" whenever they are interacting with an enemy. For example:

"John Doe gazes at the foe before him, and with great finesse, lunges towards the being to strike at its throat with his curved saber."

After that attempt, you would then roll a D6 and post that after wards, and add the follow-up like this:

"John Doe gazes at the foe before him, and with great finesse, lunges towards the being to strike at its throat with his curved saber. [D3] But the creature's finesse matched his own, and leaped backwards to dodge the attack."

Since the original plan is going to be live, I was also going to be telling you the creatures response immediately. But if we do play by post, you'll have to wait until it is my turn to post to narrate the response of the enemies. The only other way I know of would be to have you guys roleplay the response of the enemies as well. Is there another way to do this that would work better?
 
But if we do play by post, you'll have to wait until it is my turn to post to narrate the response of the enemies. The only other way I know of would be to have you guys roleplay the response of the enemies as well. Is there another way to do this that would work better?

That's going to bog things down a lot. In my experience with this sort of thing there's generally allowed 2 actions a turn: attack and defense (move is generally involved in defense). But with how this is going to play out here, it might just work better if each player resolves the action on their turn though this does create a problem if say one of the characters wants to take a hit for another character during combat. Which with a heavy fighter in the group might be something he would do.

As much as I hate to wait until it's your turn again in the post order for full resolution of what happens in the previous turn of combat, I think it will probably give the most flexibility and ability for the characters to work on attacks as a team.

My next question is would we be limiting characters to one action per turn or are we going to allow a defensive action or a move action, and an attack action? Also, would the more martial characters (for example the fighters and the archer) be able to take 2 attack action (forgoing a defense/move action).
 
I can do Saturday or Sunday, pretty much anytime - I do have a preference for Saturdays, but nothing too big. As for how often - I don't have a particular preference.

I'm also fine with play by post, but would really like to do sessions instead.
 
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