Either Needed Mysterious Kirkwood (Group Fantasy RP)

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Either Needed Mysterious Kirkwood (Group Fantasy RP)

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Interest Check: Mysterious Kirkwood (A Parryatis Setting Group RP, Medieval Fantasy FreeForm Adventure)

---I have posted a set of rules at the bottom of the post, please read before replying.


--- The community of Kirkwood is only some 40 years old and nestled at the far western edge of the Kingdom of Kalidor, but already it has grown into a small town. While difficult to reach via land, many still make the dangerous trek through Icerock Pass to come, looking for new opportunities. The town sits nestled in a fertile valley with a deep natural harbour. Already verdant fields produce large crops and provide perfect grazing lands for cattle and the forests provide plenty of wood. A large quarry has been established a day's ride to the North and stone has been pouring in for use as foundation stones in new construction. Dwarves from Hammerfell, using a secret pass of their own have begun to come to trade with the town, bringing various metals in exchange for whatever the town that offer.

The valley was discovered following a vision by an old man who had petitioned the King to assist him with an expedition through the mountains. It took some convincing but the then King of Kalidor finally agreed. After discovering the perfect spot for a settlement construction began. Rumours of this land so rich in resources quickly spread and more people braved the Icerock Pass to reach the area. Ancient ruins have been discovered throughout the Kirkwood Valley but very little exploration has yet to take place. The old man who had led the people to this place disappeared mysteriously two years after the settlement was established.

But now, after the only threat to the people came in the shape of the weather or the wild creatures that called the area home, power groups and beings have their eyes set on Kirkwood. The valley itself is suddenly coming to life… Woodsmen have disappeared, lonely travelers speak of mysterious lights and sounds near some of the ruins. Then came the storm of the century. Thunder and lightning like none had ever seen lit up the land. Waves crashed against the docks, sending ships to the bottom of the harbour. No one had ever seen a storm of it's like. The ground itself shook, sending some older wooden structures crashing to the ground in ruins as the tremors seemed to go on for hours.

The next morning the people came out of their holds to survey the damage under clear blue skies and a warm breeze coming in from the seaside. While everything around them seemed normal enough, there was an energy in the air, something no one could explain, or dare speak of… But for a handful of residents there was something else… There was an awakening within. Something unimaginable and inexplicable and at the same time frightening… And in the center of the town square near the great fountain with the statue dedicated to the town's founder, the old man Alexander Kirk was a covered wagon… A tired looking donkey remained hitched to it and a mangy mutt lay on the rearmost part of the wagon which was uncovered, curled up and resting and from within the wagon came a loud rumbling snoring sound…


Looking for between 3-5 players to make characters to participate in this story/RP. The characters, while living seemingly normal lives, inexplicably wake up the morning after the storm of the century with awakened powers. Of course with magic being outlawed in the Four Kingdoms that creates a problem in itself. Will the character be able to band together and solve the mystery of the Kirkwood Valley?

A link to the World of Parryatis: https://writerssanctum.com/threads/parryatis-my-medieval-playground.5559/


Character Options:
Kirkwood is a medieval town set in the Kingdom of Kalidor in the world of Parryatis. Looking for players to populate the village, and potentially be the heroes. These characters can come from all walks of life, be they sons and daughters of the original settlers or others who have come seeking a new start. The following are all options:

Member/Members of the Ruling Family, or of one of the other Noble Houses that have settled in Kirkwood (Human only)
Priest, Guard or Seeker serving the Church of the AllFather (Human only)
Blacksmith or other Craftsman
Shipbuilder or Fisherman
Huntsman/Survivalist
Farmer/Logger
Member of the local Militia or Constabulary
Healer, Alchemist or Herbalist/Botanist
Innkeeper/Tavern Owner or Tavern Worker
Prostitute
Stable Hand/Horse Master
Any other appropriate Profession appropriate for a Medieval Fantasy setting


Characters can be Human, Elf, half-Elf or Halfling. As Magic barely exists in this world, there are no mages or other magic using types of characters (until the awakening).

Each PC (unless the player is set against it, will awaken with an awakened power. It could be minor, or it could be major. Could be as simple as a human gaining night vision, or telepathy, or it could be the ability to cast spells, either like a wizard or sorcerer or other mage like class. A character could also have the hidden genes of an 'extinct' magical creature within, either slowly transforming them or granting powers similar to the creature in question. Feel free to PM me or suggest YC's power here in the thread. I will veto any power I feel doesn't fit or is deemed too powerful.



Please Note: If there is interest, eventually I will provide a fuller character sheet. I know players are eager to work on characters, so if you're interested and want to submit a character right away, use this very simplified sheet for the time being:

Name:
Race:
Age:
Gender/Sexual Orientation: (example, Female: straight) All genders and orientations are welcome!
Vocation:
You may place an image here in the form of a spoiler. Also if you have a specific story idea or angle for YC please add it here in the form of a spoiler. If you want to keep it secret for now and would rather talk in PM, hit me up!


RULES Please Read. If following this small list of rules would be a problem for you, might be best to pass.

1-This is a paragraph game, aiming for a 2 paragraph minimum though in certain circumstances (combat, intense dialog) 1 would be acceptable (No 1 or 2 liners). On the other end of the scale I would prefer not to see any posts larger than 3 paragraphs except for introductory posts or posts describing something important. (GM posts will also follow these guidelines though they get more leeway, also 2 sentences do not make a paragraph.)

2- Posting Order. There will be a strict posting order. If a player is delayed permission can be given to skip that player, but it must be approved by a GM. Separate rules will be in place for players who simply stop posting and how players should proceed.

3-Posting Frequency… Many players have busy lives, myself included. I would like to see a post every other day at the least during the week. If you can't post at all during the weekends that's fine as well. If everyone can post daily that would be great, but every other day or even third day would certainly be fine with me. If you're going to be unable to post for more than a couple days, please just let us know in the OOC or PM the GM.

4- No Godmodding or physical manipulation of another character, also do not assume to know how another character will react to something your character does or says. Even if a player agrees, it must be approved by a GM. No violence between characters unless approved by a GM. Be respectful.

5- Time Jumps. This game will have occasional time jumps. Usually a heads up will be given a few days to a week in advance to let everyone know when the time jump will take place. Once the time jump has taken place, players will have a few days to finish up scenes and get caught up.

6- NPCs. There will be several important NPCs, only a GM can play these. There will be lesser named NPCs that players can use to help their character move forward from time to time. These NPCs can be shared. The story will also have unnamed NPCs that characters can post and move within reasons. If a player had a storyline idea that requires an NPC, please discuss the idea with a GM.

7- Please try to use proper grammar and vocabulary. The occasionally typo or grammatical error is fine and expected, but if your posts read like a jigsaw puzzle that leaves the reader requiring a translator, please move on.

8- Third person only please

9- If any disagreement comes up, the GM will have final word. Be respectful.

10- Be respectful.

11- Smut is allowed, even encouraged.

12- GM reserve the right to add/modify/change rules at any time.






Persons of Interest:

PCs
Myriam (Halfling/Female)
Mélanie Auger (Human/Female)

Ustan (Human/Male)
Xin Zai (Human/Male)


NPCs

The Old Man in the Wagon
 
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Alright, I get it, I should go first:

Name: Myriam
Race: Halfling
Age: 22
Gender/Sexual Orientation: Female/Playfully Bisexual
Vocation: Kennel Keeper by day, entertainer by night (Dancing and Singing)
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Still looking for more players for this Medieval Fantasy adventure RP! If you have questions, don't be shy!
 
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Sounds hella interesting! I'm down.
Name: Mélanie Auger
Race: Human
Age: 22
Gender/Sexual Orientation: Bisexual
Vocation: Healer/Alchemist
6ad9495b65cec19ee0c14e1159413e5f.jpg
 
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This Group RP is a story/GM-driven journey of discovery as the character needs to come to grips with their newly awakened powers where such powers are outlawed.

Still looking for a few more characters!
 
I'm interested. Here's my take on a Kirkwood resident.
Name: Ustan
Race: Human
Age: 20
Gender/Sexual Orientation: Male/Mostly Straight
Vocation: Journeyman Blacksmith
Ustan has dark, almost black hair cut to the shoulders. His square-jawed face would be handsome if not for a larger than average nose which looks like it's been broken at least once. I might find a picture, but it would have to be the right one.
 
Awesome! That's three characters. If we could get 2-3 more we'd be set to go!
 
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Name: Xin Zai {pronounced "Shin Tsai"}
Race: Human
Age: 26
Gender & Orientation: Hetero male, though is known to get flirty with just about ANYBODY when drunk
Appearance:
6e98b399a7e33c811106c3d107eb2c03.jpg
Vocation: Nobility. To be determined what house and all that jazz.

Hope this suffices?

 
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I like him, but Halflings don't really have Nobles. Humans pretty much run everything, and in Kirkwood there are only a small number of those, as Kirkwood is still a rather new community. Having said that, Xin could be employed by one of those Noble Houses, which would in turn elevate his status. I hope that makes sense!
 
I like him, but Halflings don't really have Nobles. Humans pretty much run everything, and in Kirkwood there are only a small number of those, as Kirkwood is still a rather new community. Having said that, Xin could be employed by one of those Noble Houses, which would in turn elevate his status. I hope that makes sense!
That makes perfect sense! I'll change his sheet then.
 
While I'm hoping to get 1 or 2 more characters into this adventure, I think it's time to move onto the more detailed character sheet and awakened powers. The following thread is for character sheets, please follow the Template as indicated:

https://writerssanctum.com/threads/mysterious-kirkwood.11566/

It's probably also a good time to discuss awakened powers (of course if someone would rather play a non-awakened character, that's certainly fine with me, and you could probably add a bit more to the skills list).

I've posted Myriam with her awakened power as an example.

There are many awakened options available. Being a simple sorcerer (bloodline type) who casts spells is certainly a possibility. Like Myriam, a character could simply have the genes of a magical creature dormant within them. A character could gain control over an element (fire, cold, air or earth) or an energy type. Mélanie Auger for example could suddenly gain the ability to cast real healing spells or use positive energy to heal wounds, etc...

I'm open to just about anything here, so long as we keep the power levels relatively level, I'm cool. For example, Myriam's fearie dragon abilities might seem powerful, but even in dragon form she'd be pretty useless in a fight. So if your awakened power is combat oriented in particular, lets make sure it isn't too powerful.
 
BUMP!!! Looking for 1 or 2 more characters to join up!

I'm still on vacation until Tuesday August 6, but I'll be checking in. Those who have already shown interest, don't forget to get your characters posted in the character thread linked above.
 
Name: Hamish Dennver
Race: Human
Age: 28
Male: Straight
Vocation: Huntsman/Survivalist
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Are we giving up on this one, or might it still happen?
 
I'm still hoping to get it started soon. However I'm on vacation again for most of next week and will be away. I'm hoping to start it when I return.
 
Name: Tormin Tallfellow
Race: Human (Raised in the Halls of Hammerfell)
Age: 32
Male: Straight
Vocation: Dwarven Trained Blacksmith/Merc
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Less fire generally, at least before the awakening
A question he often gets asked. A story he is often reluctant to tell. Though, with a few drinks, and a little more coin, he will part with his story, as he knows it.
Well, even Tormin Tallfellow, as the Dwarves of Hammerfell have named him is unsure how he ended up in the Dwarven halls. The story he tells is the story he was told.
"Well, as everyone is well aware, well over seven hundred years ago, the humanoid invasion destroyed four of the five Dwarven Kingdoms. Following that, Hammerfell has been locked up tight, to prevent it from happening again. So if your question is how I got through the locked gate? The answers are they let me in. If your question is why? I honestly cannot say."
The story of a Human Baby found in the mountain by Dwarf Sentinal. The Sentinal who was manning Moonwatch took pity on the abandoned child. They took care of the baby until a Ranger of Kalidor came by on one of their scheduled visits. The Ranger said the trek back to the nearest settlement was too dangerous for him to take the child, by himself. The Ranger said he would return to his people, and ask for more help to retrieve the child. The Rangers never returned.
As the months dragged on, and the seasons turned colder, the Dwarves finally accepted that the Rangers would not return for the child. Other Rangers came, but the response was always the same. They would not take the child back with them.
A Dwarven Smith, whose wife had died in a cave-in, before she could bear children, decided to take the human baby in as raise him as his own. The Smith, whose name was Thurthrum, named the child Tormin.

"You want to know what it's like in Hammerfell? Cramped."
As Tormin grew up, it became harder and harder for the Dwarves to overlook the fact that he was not a Dwarf. He had grown too tall for doorways, and some corridors.
Thurthrum had taught Tormin how to speak the tongue of Man, as well as dwarvish. Unfortanuly, Tormin cannot read or write the common tongue, instead keeping his notes in Dwarvish.
When Tormin was in his early twenties, the Dwarven Elders told him he would have to leave Hammerfell. He was simply too large to keep working in the forge. Set out into the world, Tormin made his way to Kirkwood and started up a Blacksmith shop.
the_armor_shop_by_sweetmoon-d622tbg.jpg

Tormin's Smithery is one of the blacksmith shops in Kirkwood. IT fills a niche in the market, with his usual clientele being Guards, Military and Mercenaries. In typical dwarven fashion, his creations often are less aesthetic focused, but more useful. His work has often been commissioned by Mercenary groups and militaries, seeking weapons or tools of Dwarven Craftsmanship.
Common folk rarely use his services, as his prices are higher than his competitors, but its quality makes it worth it, for those that have the coin. However, most farmers and bandits don't realise they pay for quality with him and just go to cheaper Smiths. Not to say the other Blacksmiths are bad, just people with money want to pay for dwarven craftsmanship.
  • Tormin speaks with a heavy accent, that most people struggle to place
  • Tormin can speak common, but cannot write or read it. He is learning, but it is slow going.
  • He prefers to work with diagrams, instead of written orders, due to his illiteracy.
  • He can speak Dwarven and read and write it with ease.
  • Tormin rarely takes Jobs for simple tools, as he doesn't want to take all the business in town.
  • Tormin isn't afraid to send people to the other blacksmiths in town if they either can't afford his usual rates.
  • If they can't afford the other blacksmith, and desperately need something, he will make it for them, at a cheaper rate.
  • Makes clockwork toys for the children of the village.
 
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