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The Hallows Inn OCC -ReBorn, Closed

 
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11/4/2015 20:09:01   
Draycos777
Member

The Hallows Inn


Introduction


Welcome to The Hallows Inn, the spiritual successor to The Faintly Gallows. This is a dark fantasy role play set in a grim wooded area known as the Dakwald. In the middle of the Darkwald is a small town called Blackwater, and at its heart is the Hallows Inn. Your character is a patron at this inn, and you and your fellow adventurers will embark on limitless adventurers as you brave the dangers of the Darkwald, uncover its mysteries, and seek out its treasures. Follow my own stories, join in on others, or make your own! The Darkwald is yours to explore at your own leisure!

Setting


The Darkwald is a dark, heavily-forested region nestled between a network of kingdoms. It's dense forest is composed of old oaks, pines, mossy rocks, streams, creeks, small lakes, and twisting vines. The northwestern portion of the Darkwald is quite hilly, while the eastern region borders a mountain range; the southwest is nothing but a marshy lowland. It rains pretty often, almost every night, causing the rivers and creeks to swell up. Moderate snowfall occurs in the winter. The Main Road hugs the Stone River; they both enter the Darkwald from the north, run south until they reach the forest's center, and then bend southeast. There are many winding trails, pathways, and other roads branching off from the Main Road, but they're not considered safe. In the center of the forest, where the river and the road bends, is the small town of Blackwater, with a population of approximately 125. In the center of Blackwater is the Hallows Inn.

Blackwater is a small town sitting in the center of the Darkwald, right where the Main Road and the Stone River bend. The town's streets are dirt roads which get quite muddy during the constant rainstorms. The buildings are made of wood, stone, glass windows, and shingled roofs; many larger homes stand two stories high. Surrounding the town is a palisade wall, about ten feet high. Their are two gates: one at the northern entrance, and one at the southeastern entrance, both guarded by a squad of guardsmen. The gates are closed at all times, until the guards open them for travelers. Two iron grates are built into the palisade wall, one at the northern end and one at the southeastern end, allowing the Stone River to flow through without interference. These grates make it impossible to sail a boat through the city, but there are latches that allow the grates to open for certain situations.

The Stone River bends southeast when it reaches the center of the forest. Right on the top of this bend sits the Hallows Inn, built atop a stone arch-foundation which stretches over the river. The inn faces southeast, in the direction the river flows. A wooden porch-like bridge allows you to cross from one of the river to the other side, but it also serves as an entrance-way to the inn. The first floor of the inn contains a bar, an assortment of tables and chairs, and a lavatory. A fire-pit sits in the center of the room, where most of the food is cooked. The second-floor, accessible by a staircase in the back of the inn, contains a number of rooms for travelers. The third floor is a storage room for the inn's owner.

The Hallows Inn is the oldest structure in Blackwater, built long ago to serve as a place of respite for travelers who braved the Darkwald, and is currently owned by Sloan. Before long, many traders and merchants set their own homes and shops up. Soon enough hunters, lumberjacks, tailors, and other folks showed up and the town of Blackwater became an official establishment, but it is not owned by any single kingdom or nation; it serves as an independent establishment. The people of the town decide the laws of the town, but most are good, decent folk just looking to make a living.

~TJByrum

Non-playable Characters


Sloan - Sloan is the short, bald, stocky man who owns the Hallows Inn. His ancestors built, maintained, and still own the inn to this day. Sloan is a simple man who only cares about the preservation of his inn. He tends to his customers as needed, and as such is one of the most well-known, well-respected figures within the Darkwald. Sloan seems to know everyone in town and like all innkeepers, Sloan is a source of valuable information.
The Red Lady - A mysterious fortune teller living at the Hallows Inn upon Sloan's allowance. Not much is known about her other than she sits idly in the corner, offering her services to any who has the coin. She wears a crimson robe that conceals her entire body save for her hands and the peak of her nose. Her facial features are hard to see beneath her hood. The Red Lady seems to know much, and may have ambitions of her own.
Jaque - A peculiar, tall, and skinny man wearing black-and-white stripped clothes and a top-hot. Jaque comes and goes throughout Blackwater, and every time he returns he brings with him an assortment of strange trinkets that he often sells to the townsfolk.

Player-Characters


Marietta Gellentara- Kellehendros

Kitsondra Fon- Draycos777

Sera Blackwell- Gingkage

Marcelline Wakefield- Master K

Gladius Shrike- Kooroo

Folliwen of Harrowshreik - Remaint

Vlad Vorgensson- TJByrum

Titus Lunaris Corvus- Vanir

Essex Giverny- Legendium

Gadrin- Riprose123

Sorlan- black knight1234567

Bio


Remember, Darkwald is home to roguish individuals. You won't glorious and noble knights here. you guys should be subtle and common in nature. Commonfolk, hunters, lumberjacks, explorers, mages, criminals, bounty hunters, mercenaries, retired soldiers, etc are examples.

Name: Any names or aliases your character goes by.
Age/Race/Gender: How old you are, what race you are, and whether you're a man or woman (or neither, or both). Humans, elves, and dwarves are all completely fine. Custom races are also fine, but ask for permission first (give me a brief description as well, please).
Physical Appearance: How do you look? Facial features, skin color, hair style, hair color, eye color, scars, tattoos, etc.
Armor/Clothing: Any special armor, clothes, or robes you typically wear.
Weapons: Any weapons (including staves) you may own.
Other Items: Trinkets, odds and ends, books, jewelry, etc.
Skills: Any learned/natural skills. This includes parkour, tracking, agile, strong, swordsman, archer, etc. Personal traits that are not magic.
Abilities: Magical abilities. Most magic is subtle; you won't find a pure mage or wizard here, although magic is allowed. Most magic-users rely on mana reserves, spelltomes, grimoires, and runestones. They often wear robes, but that's not always the case. They may also use wands and staves, but they almost always carry daggers, swords, or whatever else they may need.
History: What you did up until this point, unless you want to keep it secret for now (or forever).

Name:
Age/Race/Gender:
Physical Appearance:
Armor/Clothing:
Weapons:
Other Items:
Skills:
Abilities:
History:


Official Plots


Vampire Arc


Mentor to the Queen- In progress

Sub Plots


Demon of Istarelle- Completed

Swordsman of the Plains- Completed

Saint with the masked face- In Progress

< Message edited by Starflame13 -- 10/20/2019 11:32:12 >
AQ  Post #: 1
11/4/2015 20:45:46   
Remaint
Member

Name: Folliwen of Harrowshreik
Age: Appears 17
Alignment: Chaotic Neutral
Race: Elf
Class: Hussar, Chasseur
Appearance/Clothing:
Height: 5’4’’
Hair: Blonde, long and elegant.
Eye: Diamond-yellow irises.
Skin: A healthy, fair colour.
Body Type: Thin, pleasantly curvy. Pointy ears easily mark her as an elf.
Voice: Standard for a girl of her appearance. Bold-spoken, passionate and optimistic.
Clothing: A thick, wooly-white single-breasted military coat alongside form fitting beige breeches. A deep blue waistcoat and white thigh-high dress sits interior. A brown leather belt is equipped alongside bags and a bayonet sheath. Her feet are clad in blue-rimmed, light-beige leather boots just under knee high. A deep blue, white-rimmed tricorn sits atop her head. A cartridge purse and strap hangs around her shoulder.
Armour: Her layers of clothing serve well enough to deflect the stray projectile or blow.

Weapons: Flintlock Musket, a sturdy Aeterasteel Alloy, 62 inch and 9 pound smoothbore gun with a black stock of Necrospringwood. Some say it’s a weapon too large for her, but years of wielding it has her fighting just as well as any decent musketeer. Bayonet, 17 inches of formidably durable spike backed by some handle; can be used as an effective stiletto in a pinch. Mounted on her musket, the combination is a 79 inch spear that can parry the heaviest of melee weapons with little effort. Unused, the musket is slung upon her shoulder.

Other Items: A remarkably strong, pony-sized undead flea accompanies Folliwen. It weighs 520 pounds and may jump immensely high. A blue-rimmed beige saddle with accompanying bags rest atop its body; within hold various bodily and tool maintenance material, ammunition, fire starting kit, tent, spare clothes and a blanket.

Skills: Folliwen holds success in gunnery, being able to load her flintlock musket in 14 seconds and could land shots at 234 yards, provided her weapon operates as intended. She’s also a very reliable dagger and bayonet fighter, in the sense that she'll hardly fight for any length of time before running. Any melee shorter than spear length, and she will want to bolt.

Natural Abilities: Elven dexterity, Folliwen may act both fast and accurately allowing her effective acrobatics and burst run speeds. She does not know that many techniques in melee, but her keen sight and swift hands are able to land the strikes that count.

End of Magic:
Shots she take are hardly, if at all, affected by opposing mystical forces. Defenses relying on magic are much less effective in opposition to musket shot. Folliwen possesses no immunity against magic herself, however.

Magic:
Her discipline is general Pyromancy with some elements of Alchemy. She manipulates combustions and flame in support of her main role as a musketeer.

Industrial Revolution: Harrowing forces within the Dominon of Mist forced elves to renounce their traditional ways. A blessing of fire is typically cast before each attempt at shooting, increasing accuracy for the directed angle. Mana consumption is low, and the spell requires but a small gesture. Almost necessary to circumvent the accuracy drop when aiming muskets.

Betrayal of Nature: A tactic used by desperate forces is Scorched Earth; they set fire to their own grounds, to bar enemies from reaping the full benefits of capture. A sharp, sudden action and disdainful focus will ignite a wildfire, uncontrollable by Folliwen herself. High mana consumption.

Broken Harmony: An absolutely benign alchemedic spell that converts organic, non-sentient matter into a billow of energy which Folliwen intakes gradually. It is an extremely efficient method of regaining calories that can replace active consumption.

Machine of War: Another entirely benign alchemedic spell that converts various material into raw resources like spare parts, gunpowder and oil.

History: Folliwen was raised in an age of terrible and magnificent change. Her elven people had once acted on part of crusaders, willing to establish a fortified settlement on the centre of the Archipelago of Fog, a chain of islands inhabited mainly by undead and demonic far South of the Darkwald. The idea lost much support after it had been deemed markedly costly, unfeasible, through extended experience. The ever marching dead and siege work of antagonists would relentlessly hamper static quarters, no matter how protected. The turn of events left her elven people in a conundrum; turn away from the isles in which only death lay, and face the shame and perhaps fury on a far continent ever-unchanging, or seek fresh potential, establish a method to persevere and conquer the predicament on hand. Her people chose the latter, and thus Folliwen trained early in the arts of survival when she came into being, on the continent so different from ones deemed elvish.

The elves had quickly learned of the existing state of archery on the archipelago; there were present almost inconceivably strong beings in vast numbers. Uruks, orcs of greater muscle and engineering feats than prior encountered, vampires who wield unnatural strength and wicked cunningness and wendigo, whose physical might dwarfed creatures several times their size. The typical draw weight of uruk composite bow was 150 pounds. The usual draw weight of vampire longbow was 170 pounds. The standard draw weight of wendigo recurve was over 200 pounds. Elven archery was completely outmatched, in range and armour penetration, to the point where they declared themselves obsolete; it was time to adopt new ways of war that may evoke great displeasure in tradition. Resorting to complying with the less violent undead and allied humans, elven battalions gradually acquired firearms, pyromancy spells and plate armour. Elven military efficiency skyrocketed, and many old thoughts were altered. Muskets were quite accurate, pyromancy wasn’t too difficult to acquire adequacy in and metal plate provided many more times the protection of other armours for surprisingly less weight, although for less comfort. The elves could then match the might of the Archipelago’s armies and match their might they did.

Folliwen’s particular group had garnered the title, the Hands of Harrowshreik as distinguishment for their innumerable deeds of hunting the harmful supernatural, restoring besieged towns and generally holding peace in the name of those still living. Folliwen herself was trained in efficient methods to dispatch the inhumane; gun marksmanship was taught young alongside close combat defence. The Hands of Harrowshreik, like most elven companies on the Archipelago, stayed not in a single area for anymore time than necessary, and so Folliwen learned to effectively live off even the dead land, and learned of spells ever-so versatile. She gained knowledge quickly in how life was in the environment of chilling temperatures and undeath, she took it to heart comradery and numbers coordination led to key success. A tactic of fight she finds to embody this concept is the sort of ‘conveyer belt shooting’ wherein a group of perhaps six musketeers stay close together; the keenest shot of them all performs his duty as his companions all reload guns for him. Folliwen’s company performed this method of sustained fire often, and she found herself the skill of being quick to re-charge muskets.

The Hands of Harrowshreik were known to be extraordinarily mobile as a fighting force. Outside of simply being elves, the company had included a significant number of giant, equine-sized undead fleas. They had acquired the arthropods through mercenary work under many Vampire Nobles and Undead Mafia Bosses. It was another mark against elven traditionalism, to operate as underlings to wicked forces, but a harsh surrounding demanded harsh measures, for the elves wished to survive. Folliwen found herself one of the perhaps freakish-looking steeds, and was eager to take instruction regarding its use. She was a fast, mounted warrior in short years, a Hussar. Bayonet atop a musket nearly as long as she tall made for a very workable lance as well.

There came a time when Folliwen, quite sure of her skill and filled with the spirit of an adventurous elf, requested for some time to test her self-reliance from her superior, High Judge Walcen. He granted her the favour and in due time, Folliwen found herself journeying toward the Darkwald. The Harrowshreiken elf had ventured throughout the desert lands that came before, but the dryer climate and generous illumination actually made her homesick. She grew up in a land enclosed in mist, low lights and cold with large bodies of water; she missed it. Few months had passed, but the elf did not feel the need to return home, and so North was her destination, past the swamp and into dark, comforting woods.


< Message edited by Remaint -- 1/3/2016 7:26:55 >
AQW  Post #: 2
11/4/2015 22:33:51   
Draycos777
Member

There are a few things I have a problem with before I accept Folliwen into the dark woods.

First off, this:
quote:

Bayonet, 17 inches of formidably durable spike backed by some handle; can be used as an effective stiletto in a pinch. Mounted on her musket, the combination is a 79 inch spear that can parry the heaviest of melee weapons with little effort.


Last I knew, elves do not have enhanced strength, nor do you have any magic that does such. To say that a thin elf can parry the heaviest of weapons with no help? Even by Hallows standards, this is completely unfeasible.

Next is, End of Magic: Not only are the bullets not effect by magic, but any magic defense takes no effort to breach? This needs to be tweaked. At the moment this skill is to overpowered. About half the cast is some sort of magic user. Folliwen can, at the moment, simply sit back a shoot at every magical creature/ magic user and kill them with zero effort. That is not ok.

The last one is more of a situational nitpick. The pony-sided undead flea will really make it hard for Folliwen to get into town. You don't have to chage this if you want, but she will need to keep it outside of town or risk being attacked or shoo'd out of town by the town guard.
AQ  Post #: 3
11/4/2015 23:12:31   
Remaint
Member

Edited End of Magic. "No effort to breach" is more of an expressive phrase than a literal statement, but I changed it nonetheless. It was to be simply followed that, because the bullets are unaffected by magic, magical defenses couldn't be counted upon to defend one against the bullets. This ability is supposed to be balanced by the fact that musket reloading takes a significant amount of time, and that gunnery is linear. Natural hard cover, camouflage and vision impairment can negate the benefits of sitting back and shooting.

Just to be controversial, don't magic users usually sit back and 'spell' non-mystics to death with zero effort anyway? What is a small piece of lead flying at high speeds compared to Fireball? :P

Regarding parrying heavy weapons; it's just as in martial arts, little strength is needed to ward away blows in certain directions. Linear force cannot oppose perpendicular force, being one example(A fencing master once put it that it takes but a child's strength to ward away a thrust). Additionally, objects with high mass resists high force. The (1700s)bayonet+musket is heavier than perhaps all other melee weapons with the exception of other muskets and pikes(two-hand greatswords, halberds, pollaxes are about 8 pounds maximum. Battleaxes, longswords and rapiers are about 3 pounds typical). Folliwen's ability to parry heavy blows with little effort isn't special or even fantastic; any other character or real-life person can do the same. She simply does it slightly easier due to having high dexterity and a heavy tool(really, the key point being good technique/dexterity is the method to parrying, and not brute strength).

The pony-flea will make for a fun starting conflict :)

< Message edited by Remaint -- 11/5/2015 4:37:31 >
AQW  Post #: 4
11/5/2015 8:14:50   
Draycos777
Member

Remember though, most of the characters here, like Sera, are pretty good with their weapon. I doubt it'll be that easy to parry their weapon, or even come up with the chance if they get up close. That why I had a problem with the wording no effort. It sounds as though Folliwen could pull it off whenever she wanted.

End of Magic is alright now:) I don't mind her having a advanced over magic compared to physical attackers, I just didn't want her to feel as though she can faceroll them, which is what not begin affected at all by magic would have done.

Regarding your question, yes, if you want to god mode. But look at Kit, Symp and Marcelline's fight with the Nazha. It was hardly, "with little effort". In fact, it got to the point were Kit began using her vampiric strength. In the fight with Istarelle, though it may look like Kit used little effort, Kit was in her vampire form so she could use her full power and she did prep work beforehand to use her strongest skill.

Well enough of that though. Folliwen is accepted into the Hallows. Remember there is a mystic fog around right now. Once you enter Hallows, you won't be allowed to leave until the fog is dealt with.

I'll have a post up later today, once I get back from work.

< Message edited by Draycos777 -- 11/5/2015 8:17:37 >
AQ  Post #: 5
11/5/2015 13:19:51   
Remaint
Member

Another fencing master said, "Here they fight with daggers, God help us all." The point is, the shorter the weapon, the nastier the fight, and the less predictable the weapon. Sera's short sword and accompanying skill could in hypothesis be parried easily, but that's only step one. What's the advantage to short and light weapons? They are quick to recover and redirect. If Sera makes use of many disengages and 'smart' parries instead of brute-force-blocks, Folliwen would have a very hard time, especially if Sera would move in, past the bayonet point.

You can tell actual melee-weapons fights are quite complex. There's a lot more than, "If you're great at parrying heavy things, you're unbeatable."

Do note how the setting of the gloomy-forested Darkwald, and its building-filled town can negate Folliwen's long-range, and even some close-range(79 inches is quite long) advantage. My little elf isn't that formidable if you think about it. I didn't make her into a character that's supposed to faceroll others, you'll see :)

< Message edited by Remaint -- 11/6/2015 0:56:00 >
AQW  Post #: 6
11/5/2015 17:58:35   
TJByrum
Member

Good on you, Draycos, for continuing the RP. Sorry I could not do it myself. Good luck in your endeavors.
DF AQW  Post #: 7
11/5/2015 18:57:31   
Draycos777
Member

Thanks TJ. Good luck to you as well.

Post is up, everyone.
AQ  Post #: 8
11/5/2015 19:25:59   
Remaint
Member

(Gotta finish rereading stuff prior posting. How did I end up missing that fog part? Those borish foxes don't help)

All right, now I gotta know if the gates to the town, their guards, how distracted are they? Or are the town's gate area unaffected at all by the fox's meddling?

I do hope Legendium & Black Knight continue this. I very much favour to see more of Heinrich, Soran & Essex.

< Message edited by Remaint -- 11/5/2015 23:47:58 >
AQW  Post #: 9
11/5/2015 23:54:10   
Draycos777
Member

I'll post after Sera and Kell post their replies.

As for Heinrich, he is retired even if Legen decides to come back to Hallows
AQ  Post #: 10
11/6/2015 0:14:48   
Remaint
Member

Nooo~ best character gone. Boohoo X)

Would likely make an amazing npc, though.

Oh, please don't plug up the hole in the wall caused by Kenet. Folliwen will use that in secrecy, if she ends up being kicked out for her pony-flea.

< Message edited by Remaint -- 11/6/2015 0:19:24 >
AQW  Post #: 11
11/6/2015 11:55:59   
Kooroo
Member

I'll be delayed for a fair bit more. Meaning about another half-week or so. But I've got something newish kinda written up for Shrike, just to get things going.

Also, who else is here?
And are we keeping this free-roam mainly, or going to that completely? Do you have any storylines set for us, or do we do that by ourselves still?
AQW Epic  Post #: 12
11/6/2015 12:06:43   
Draycos777
Member

It is still free-roamish, with a main story arc. You're free to do your own sub-arcs inbetween the main storylines. SO not much has changed at all. As you the rp's the ones that have said that they would like to continue with Hallows are linked in the op, aside from Vanir who wished to make a new character.
AQ  Post #: 13
11/6/2015 20:02:27   
Kellehendros
Eternal Wanderer


Quick post here to note I am, in fact, still around. I'll try and post this weekend. I've hit a rather sudden conflux of events making demands on my time. I'll get something up as soon as I can.
AQ DF MQ  Post #: 14
11/6/2015 22:23:02   
Master K
Member

Ooh, ooh, it's still alive?!

I'm still in! I noticed "Saint with the Masked Face" is listed as in progress. I hope to see that to its end. I have a vague plan as to how I want that subplot to go.

< Message edited by Master K -- 11/6/2015 22:27:59 >
AQ DF MQ AQW Epic  Post #: 15
11/7/2015 10:49:09   
  Gingkage
Wolf Rider


Got a new job, so I've been tired all the time. Off today, though, so I'll try to have a post up before tomorrow.
AQ DF MQ  Post #: 16
11/7/2015 22:12:05   
TJByrum
Member

Name: Vlad Vorgensson
Titles: Komtur; Knight of the Black Cross; Swordbrother
Age/Race/Gender: 36 year old Varan male
Appearance: Face. Grizzled and rugged, Vlad, like most Varan, stands 6'5 and weighs roughly 165 lbs. He has a fit, athletic body build, and is stronger than he looks.
Clothing: Vlad wears a worn set of chainmail armor over a white shirt, which only covers his shoulders down to his waist. He wears a white surcoat with tattered edges; upon this surcoat is a black cross. He has steel gauntlets, black pants, and black leather traveling boots He also wears a black traveling cape to ward off weather when necessary, and carries a worn bucket helm. Overall he looks like a rugged crusader. Around his neck he wears a necklace with a black cross on it.
Weapons: Vlad carries a steel longsword on his side. The longsword is slightly longer than most, requiring a two-handed grip. He also carries a crossbow and a pouch of silver-tipped bolts.
Horse: Vlad owns a pure white warhorse named Bloodhoof. The horse has been bred and trained to wear heavy armor, but Vlad has decided not to equip the horse with such burden in the Darkwald.
Skills and Abilities: Naturally, Vlad's main strength is his swordsmanship. Strong, skilled, and proven, Vlad makes for an excellent melee combatant. The crossbow he carries cannot puncture thick armor, and he only uses it against dark creatures (where the silver tips can work wonders).
History: Vlad is a Varan, born and raised in the harsh northlands of Asgeir. He is a descendant of a hero known as Vorgen, who was a famous warlord in Old Asgeir. Vlad's family was a minor noble family, serving in Valland under the service of the Valgard clan, where he was trained and educated. At the age of 16 Vlad traveled south to Vessia, where he continued an education and received further training. He was interested in warfare, and sought to join one of the many knightly orders of the region. Vlad received a request to join the Brothers of the Sword, a knightly order - perhaps the most famous order - in Vessia and surrounding kingdoms. The Brothers positioned him in the country of Eastwick, and Vlad helped put down small raids. He earned recognition for his loyalty and bravery and was promoted to the rank of komtur. Not long after his promotion the Wickans of Eastwick rose up in a large-scale invasion. Vlad actively participated in the counterattacks and helped restore order to the region, which only earned him further recognition. He was allowed leave and spent some peaceful, diplomatic, pacified years back home in Asgeir. During that time he was allowed to court, marry, and impregnate a Varan woman of noble birth. Once the birth of his child was confirmed, Vlad was allowed to rejoin the Brothers. He served under the Hochmeister for a few months (the Hochmeister was testing his skillset and mindset firsthand) before being deployed on a special mission to the Darkwald.

(I never was good with the History parts).
DF AQW  Post #: 17
11/7/2015 22:43:04   
Remaint
Member

HAHahah! You're back TJ! With more Varans too!

I don't know all that much about Vlad, but "Knight of the Black Cross?" wicked! I don't see many Crusaders around here.
AQW  Post #: 18
11/7/2015 22:44:36   
Draycos777
Member

Oh? It's nice to see you back around. Maybe Vlad can save your left behind npcs? Either way, welcome back to the Hallows TJ:)
AQ  Post #: 19
11/7/2015 22:56:01   
TJByrum
Member

BK is the only person on this board who knows of the Knights of the Black Cross. But they're as important to me as the Varan are; roughly 50% of their numbers are Varan.

Also, thanks for the welcome backs. Perhaps it will be do some good for me to stick in the RP. I simply don't have GMing capabilities.
DF AQW  Post #: 20
11/7/2015 22:57:26   
Draycos777
Member

I think you were doing just fine.

AQ  Post #: 21
11/7/2015 23:10:57   
Remaint
Member

That strikes me to the grave with laughter! Who knew Black Knight had anything to do with TJ's Knights of the Black Cross? Could either of the two be in possession of a character that looks like eithers' avatars as well? Let there be Black Swordsmen and Black-Cloaked Hooded Guys!

(Speaking of Black Knight, I hope he comes back sometime)

Can't wait to have Folliwen interacting with Vlad; she has had her own interactions with crusaders as well~

Vaelun, Velen and Moran are really interesting, be at liberty to consider expanding on their plots! I mean, really? "Oh! I forgot the best part about waiting. While we're waiting on drunken men to notice us, we get drunk too!" Vaelun laughed loudly, "isn't this great?" Wonderful!

< Message edited by Remaint -- 11/7/2015 23:16:25 >
AQW  Post #: 22
11/8/2015 7:55:23   
TJByrum
Member

Remaint, BK only knows of them because he was an avid player on another site that strongly featured the Brothers. People ended up hating them for a number of reasons. But it wasn't a bad kind of hate, it was the "hate to love them". They were gaining some friction on that site and I had a decent cast of characters and had even squeezed myself into some politics. BK himself was never a true Swordbrother, but he does know about them I am sure.
DF AQW  Post #: 23
11/8/2015 13:51:45   
Remaint
Member

Wow, sounds complex. I would love to hear the tale of the conflictive Swordbrothers!

(I don't quite understand 'hate to love them' X)
AQW  Post #: 24
11/8/2015 16:38:33   
Vanir
Member

Name: Titus Lunaris Corvus (Formerly, Titus Julius Dives)
Race: Human
Gender: Male
Age: 44
Physical Appearance:
Height: 5’10”
Hair: Buzzed and silver. It shimmers in the moonlight like fine chrome dust. Short grey beard from traveling.
Eyes: A light blue. Compassionate and stern.
Skin: Fair but with a tired pallor. A scar from three claws rests on his right cheek.
Body Type: Solid. Appropriately muscular and lean. Square features.
Voice: Gentle and soothing. Respectful and Insightful.
Clothing/Armor: Steal greaves and gauntlets over black, thin leather boots and gloves. The gauntlets have a large crescent moon decoration on the back of the hand. Black britches cover his legs. His chest is protected by a black brigandine over a grey quilted shirt. Steel pauldrons adorned with the same crescent as on his gauntlets cover his shoulders. When in battle he wears a steel helmet with attached face mask; his helmet is not normally worn unless danger is foreseen. While traveling he wears a black hood. A silver crescent pendent hangs around his neck.

Weapons:
Corvus owns a steel, meter long sword styled after the roman spatha and a crank arbalest with a quiver of 20 silver bolts.

Other Items: Large backpack that he stores his helmet in as well as these items: a razor for shaving, a small pouch for money, a curved knife for skinning and preparing meat.

Skills: Corvus is proficient with his sword but much more skilled with his crossbow. The arbalest can fire up to 100 meters, although he is only accurate to half of that distance. Corvus can recognize the tracks of many animals, distinctive claw shapes, and other indications of habitat like an imprint in the grass where an animal may have lain. Corvus became an endurance runner by chasing werewolves for years on foot.

Magical Abilities: Corvus draws his magical energy from moonlight. He cannot use magic during the day, and the strength of his magical abilities varies directly with the phase of the moon. Full Moon = Full power. New Moon = No power.
Lunar Vitality: The Gloria Luna performed a ritual ceremony which blesses Corvus with greater agility and strength but only while the moon is out. He also has increased perception during the night. This allows members of Gloria Luna to fight toe-to-toe with werewolves.
Moonlight: Gloria Luna refined his healing abilities. The extent of his healing powers depends on the moon. On the Full Moon, Corvus could mend broken bones. With 50% of the moon exposed, he could heal bruises, cuts, and burns. With 25% of the moon exposed, he could close skin on minor cuts to prevent infection. With no moon, he can heal nothing. He abandoned the offensive magical training that Gloria Luna taught him and concentrated on perfecting his healing magic while on the road to prevent any more of his friends from dying.

History:
Titus Julius Dives was born to an aristocratic family in the large city Urbem Argentum, home to elves and men. Although relations between the Elf and Human factions were generally pleasant, a large degree of segregation was institutionalized to keep both factions pure. Dives was training as a knight but showed considerable promise with healing magic. His father placed him under training with an elvish paladin. At the time Dives was about eighteen, he began serving with an order of paladins and priests that defended the city and countryside from supernatural evils. At age twenty, he secretly eloped with the daughter of an elvish lord who presided over the Order. His father learned of this and both he and the Order denounced Dives. He fled to the countryside with his forbidden bride. During this time he was recruited by secret fraternity of elvish monks, Gloria Luna. After becoming involved with Gloria Luna, Titus and his wife took on new names. Titus Lunaris Corvus and Cloelia Lunara Alba. Gloria Luna worship the moon and dedicate their lives to preserving the purity of the night. In effect, the group were religious werewolf hunters. Retaining his imperial sword training, he learned how to skillfully use a crossbow and draw magical power from the moon. Corvus and Alba lived and fought with Gloria Luna for over fifteen years, eliminating werewolves, ghosts, lesser vampires, and other creatures that defile the night. Corvus, Alba, and four other members of Gloria Luna were tracking an unusually well-organized pack of wolves, which they suspected supernatural involvement. Werewolves were indeed involved and set up an ambush for them. Alba and the other four were killed or inflicted with the lycan’s curse. Corvus fled and returned briefly to the Gloria Luna where he recruited two of their strongest members to find the werewolves and take their revenge. The three tracked them for two years until confronting the small pack. All but the Alpha and a single female were killed; however, Corvus’s two elder brothers were also killed. Corvus was again the lone survivor. Swearing he would follow and kill the Alpha, Corvus tracked him for another two years until the present when the Alpha lead him into Darkwald.
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