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[DF] Doomwood Rising

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4/17/2017 2:40:59   


Darkness falls across the land
The midnight hour is close at hand
Creatures crawl in search of blood
To terrorize your neighborhood

And whosoever shall be found
Without the soul for getting down
Must stand and face the hounds of hell
And rot inside a corpse's shell

The foulest stench is in the air
The funk of forty thousand years
And grisly ghouls from every tomb
Are closing in to seal your doom

And though you fight to stay alive
Your body starts to shiver
For no mere mortal can resist
The evil of the thriller!


It began with a whisper.

It circulated among necromantic circles easily; the much-maligned branch of magic is prone to some degree of clumping. Rumors and tales spread like wildfire through their ranks, and soon everyone knew of the mysterious calling of Edgar Corax. He claimed to have found an ancient burial ground, and invited all of his brethren to take part in the grand summoning ritual. While unusual in its scope and degree, the idea of gathering for a ritual was not itself an odd request, and soon, Edgar had a huge following of skilled sorcerers to help prepare the biggest ritual in history. Mesmerized by the discovery and blinded by the work, they barely noticed when necromancers seemed to trickle in from nowhere, those with great skill and experience and those who barely understood necromancy at all. It may have been alarmingly clear to Edgar at that point that there was something amiss. That those with any degree of necromantic ability were being collected by some subtle sway, rather than voluntarily invited. It will never be known, for the violet flame that purged the summoning circle, along with vast swathes of the Doomwood, left Edgar Corax missing. Where he stood remained a glittering abyss, ensorcelled in dark and malevolent flames, grinning from ear to ear: The Baron Samedi.

Doomwood is rising.

The Baron's eldritch abilities were immediately turned upon Lore. Death and destruction fell like a raging dragon upon every single city or settlement, leaving the land scarred and destroyed. The worst of the Baron's might has yet to be revealed, but a group of ragtag Heroes has banded together in Falconreach to hold the line. Will they defeat the threat on the horizon? Will they merely defend their own and eke out a future for the remaining scraps of civilization? Or will they be overrun and trampled like ants underfoot? Only time will tell.


  1. Obey all RP forum and general AE forum rules. This goes without saying, but I say it anyway.
  2. Humans and elves only, please. Dragons and elementals are helping in the fight, but are not playable as characters.
  3. You must react to DMposts within 1 week, or your character will be killed. If you're confused what any of that means, that's fine; you'll understand soon enough. *evil grin*
  4. Signups are unlimited, and you may have as many characters as you like, even running more than 1 at the same time. Do be aware that you will be responsible for all of them, though!






Skills, Spells, or Abilities:

PLEASE NOTE: For Skills, Spells, and Abilities, I will not accept spells with names. General names such as "Tenebromancy" or "Teleportation" are fine, but not "Shadow Strike" or "Burning Blink."

If you are playing a mage character: Simply describe your "specialization" (for example, "knows healing magic" or "specializes in darkness magic"). You may make up whatever spells you need on the fly as long as they fit whatever description falls under the Skills, Spells, or Abilities section. For example, I will accept a fireball coming from a Fire mage or a Generalist mage, but from a Water mage I won't be too pleased. Unless you can justify why your mage knows that spell, I may teach them a little lesson.

If you are playing a non-mage character: Say something like "picked up a couple of spells from a few old books" or something to justify where the spells came from.

There is only one exception to this rule, and that is if the spell is:

A. Central to the character's identity
B. Going to have its name shouted aloud on every single cast


The structure of the RP is as follows.

You will begin by socializing in the Falconreach Inn's tavern. Falconreach, as per usual, is an important stand against an unspeakable evil, and is currently gearing up for when the horde of Zombies outside pierces the magical barrier that defends the city. At sunrise tomorrow, or the instant the barrier has been pierced, you and your fellow Heroes will rush the Zombies, creating space for the Barrier Wizards to weave their protective enchantments once more and give the Heroes some relief.

The first DMpost, spurred by a coin flip, will begin the fighting, and you will be forced to react to it or perish. If you didn't make it in time, don't worry; there are plenty of Heroes gathered here! You can make another character and continue fighting. I will make another DMpost to end the battle. This will be pretty much the order of things for the whole RP:

  1. Socializing.
  2. DM post
  3. Battle
  4. DM post
  5. Army Movement/Adventuring/Socializing

Very similar to D&D, yes?

I will be posting maps of Lore demarcating the Zombies' front-lines with every DMpost. I'll be taking the role of General as well as DM, just to give you a little help, and will send forces thither and yon to beat back the Zombie threat. But beware: Generals are fallible. No man is perfect. And mistakes cost lives.
DF MQ  Post #: 1
4/17/2017 13:19:55   

Noting interest.

As mentioned, we can be fairly creative as abilities and whatnot goes, I presume?

Are our characters standard adventurer strength, or exceptional adventurer strength?
AQW Epic  Post #: 2
4/17/2017 15:26:33   
How We Roll Winner

My doubts are similar in nature as stated by Kooroo.

Also, I am interested. Will try to have a bio up when I have a bit more clarity as to the questions.

Good to see that there's an RP up and about.
DF MQ AQW  Post #: 3
4/18/2017 13:48:55   

Yes, I'm relaxing on the powers. If you wanted a bunch of really minor abilities, now's your chance to throw them all in. A whole bunch of really powerful abilities will be slapped down though. You can't have lightning strikes AND a massive darkness tentacle attack, but you can definitely have lightning strikes and blizzards.

Non-magical classes are encouraged to make their weapon/weapons really strong or unique and provide a few abilities like teleportation or flash grenades to keep combat interesting. Ammo is unlimited.

This should give you some idea of how powerful your character should be. You're above standard adventurer since you survived Wave 1 but you're not some kind of god among mortals.
DF MQ  Post #: 4
4/25/2017 23:28:06   

Generally if I get interest I expect bios
DF MQ  Post #: 5
4/26/2017 4:03:54   

I'll probably have the Bio up and done by Saturday evening or so. I can't work on it this week since this week is packed like a can of tuna.

Only it's not packed with delicious fish, it's packed with other, less savory stuff.


How long are you expecting each phase or stage to be anyway?
Just to know how much of a background whatever to flesh out on.
AQW Epic  Post #: 6
4/26/2017 16:05:42   

A couple weeks, there's really not much pressure as long as you pay attention. I'll be moving the action along as best I can, so you shouldn't ever feel like there's nothing to do. Social time is not a required posting time, so if you're packed then you should be able to do once a month.
DF MQ  Post #: 7
5/3/2017 13:36:51   

Righto, well, mostly finished. Finally got a bit of free time, so I finished most of the Bio. Will probably change a few details and fix up the background later later, nothing major should change from this.

Name: Cassandra.

Race: Human.

Age: Looks to be about mid-ish 20s.

Height: 1.88 cm.


Gender: Female.

She’s a tall lady, with a lean and well-toned body; like what you would expect to see on an athlete.
Light blue eyes, a sharp nose and a paleness of skin that makes you think of vampires and vitamin D deficiency are her main distinguishing traits. Her dark hair is long, parted to the right, and tied a bit over halfway up her head.

Having arrived with little more than her armor and her sword, this is generally all she opts to wear, however she has purchased some more casual clothes for the odd occasiona where a zombie attack isn’t forecasted.

Background: (will flesh out later)
Cassandra woke up in the Falconreach Inn with nothing but the sword at her waist, the armor on her back and no recollection of who she was. After many sessions with the local alchemist and mages, none of her former memories showed any sign of returning.
She had no clue to both her identity or her sudden appearance in Falconreach, as the local guards had found her sprawled in the forest, in a clearing of smashed and fallen trees.
She took up residency in the Falconreach Inn, working as a waitress to earn her keep, and doing odd jobs on the side for any of the town’s residents for some extra money.

Broken Runeblade:
A greatsword with a blade that is broken roughly two-thirds of the way up.
The guard is black and might have been a marvel of craftsmanship at one stage, but is now chipped and charred beyond chipped. It is considerably smaller than you would expect for a greatsword, looking more at home on a longsword.
The blade is marble white, with a dim glow to it, and starts out slightly thicker towards the sword’s hilt, and getting gradually narrower towards the top.
The blade has the ability to nullify magic to a moderate degree. It feels cold to touch.

Blasted Armor:
A full suit of armor in incredibly disrepair. It is still mostly whole, but parts of the armor have either been torn or broken off (right pauldron, top-right of breastplate, left gauntlet and the entire right leg). Most of the remaining armor is charred black.
With a guess by looking at the least damaged parts, the armor might have been a dark, maybe cobalt blue. Any detail or embellishments the armor might have had is no longer visible.
The armor is always cold to touch. It doesn’t appear to have any other properties.

Melted Amulet
More of a melted golden lump than an amulet. Hangs on a silver chain around her neck. Has a faint magical signature, but not enough to detect unless you hold the amulet.

Skills and fighting ability:
Fast reflexes and incredible strength are the things that keep her in one piece. She’s also fairly good at dodging and has a decent stamina pool.
Her offensive sword play isn’t great, though, and most people can certainly beat her in a sprint.
Do not bet on her to win in an archery tournament or a game of darts. More likely to take someone’s eye out than get a bullseye.

Spells, or Abilities:
No outright magical abilities, but she has increased tolerance to cold and heat, and she can sense the use of spells and whatnot.
AQW Epic  Post #: 8
5/4/2017 16:00:24   

Looks great! An amnesiac character is definitely an interesting choice for this RP and I'm excited to see how you explore that potential. :)

Kooroo has PM'd me asking about an amnesiac character and I'm awaiting a PM from him explaining her past and how she will develop over time (spoiler alert: she gets her memories back a little bit at a time).
DF MQ  Post #: 9
5/6/2017 12:37:37   

Will prolly be editing the Bio slightly just to add more detail or make things clearer, but it won't actually change anything. Might add a 'Personality' section.

@Star: So how many RPers did you want before you start this?
AQW Epic  Post #: 10
5/6/2017 16:02:23   

I was expecting a little more attention so I was gonna start at 4 or 5 and just keep it moving. I don't know anymore, though.
DF MQ  Post #: 11
9/15/2017 16:11:11   

The setting's a pleasant one, and I can't quite help but to make something.

Name: Sernal Civilies
Race: Human
Age: Perhaps 19
Gender: Female

Appearance: With complexion like that of bleached bone and meek height of a meter and sixty-two centimeters(sixty-three, you might hear her protest), mass of forty-nine kilograms, Sernal indicates little belonging to the field of battle. She is no frontline combatant, and her very frame, delicate and soft it is, keeps her well-wary of ever straying too close to adversal predicaments. She seems to belong in some safe household, away from sharp steel and blackened blood. Perhaps like some well-kept noble’s daughter, she holds a scent of some white flower, and her hair is that of long gentle waves and soft snow. Her pale-grey eyes hold curiousity and a kind of serene understanding unbefitting of her young appearance.

Background: The idea of a child raised by undead would be a wild tale, if not simply unprecedented, but here is Sernal, curiously fortuned to have been under guardianship of a wight that since left.

(Un)Naturally, this led to a growing life revolving about Necromancy and its associated influence. Sernal’s come to learn a notable deal in the dark arts, even if she’s not particularly adept in their usage.

Still peculiar, are the philosophies she’s come to hear. “A World plunged in darkness will stumble without progress, a world bathed in light will fall in poor sight.”

Necromancy is a tool to seek understanding, as much as it is a tool to demonstrate force. Sernal believes it a method of balance, and so could be used to preserve peace.

Wandering, wavering between the Darkwood and Falconreach, Sernal keeps her presence slight. A few could recognise her here and there, yet her occupation isn't all so known.

Equipment: Robes, archetypically simple and dark, adorn Sernal. They reach her ankles, and might barely be considered threatening if not for their user’s diminutive height, and how they hug her feminine figure.

A sword of complex construction centred about a elegantly swept cage-like guard, a schiavona. Dark is its blade and silvered is its hilt. A few scrabbles of necromantic runes adorn the base of the blade, but Sernal couldn’t really make meaning of them. The weapon's usually sheathed in a dark scabbard, hung off a similarly coloured belt.

Skills, Spells, or Abilities: Expectedly, the diminutive necromantress holds access to minions, two at most, of skeletal, zombified or otherwise corpsely composition. They are basic in function, usually bearing a manner of simple melee utilities like pavises, clubs or staves. Their skill rests on the time Sernal is allowed to concentrate, and may act between the spectrum of wild swings or precised strikes.

Living among the dead has rather blessed Sernal with an atmosphere of indifference. Without a group of living humans for effective reference, undead do not generally aggress her.

Not so much capabilities, but Sernal does hold a small number of odd traits. She unsurprisingly, is frail, and although worthwhile in blade and magic, is a relatively poor soldier, lacking much endurance and strength. Additionally, she does hold peculiarly low fleshly temperature and notably high tolerance of the cold and pestilence. Perhaps linked, is her most sinister, albeit weakest utility; Sernal is able to channel a small stream of darkness to drain life. Subtle and slow, this has no real combat use, and only serves to be a convenient manner in how the little necromantress eats.

< Message edited by Remaint -- 9/15/2017 17:27:14 >
AQW  Post #: 12
9/18/2017 4:26:02   

It's very sweet of you, but unfortunately the time has come and gone for this to happen. My aggressive school schedule does not allow me to type multiple extensive posts each week.
DF MQ  Post #: 13
9/20/2017 23:50:28   

Mnn, comprehended
AQW  Post #: 14
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