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9/21/2013 5:27:36   
Legendium
Member

Aurora

The group sitting around the fire place begins to go quiet as the old man stands up to address the group.

“Tonight, as on every night, I have a tale to tell. This legend is an old one, but one of the most well-known here in the north.”

The group has finally hushed completely, aside from a few slurps of the remaining stew and the rustling of people’s parkas on their seats. Snow begins to fall, muffling the far off cries of elk and howling wind.

“This is the legend of the Aurora, a tale of adventure I’m sure all of you know well. But this story won’t just be for entertainment, no. Let this tale serve as a reminder as to why we’re here, why we have traveled this far for what many call a myth.”

Fully quiet now, the group listened expectantly as the old man started the story. The only sound left was the voice of the old man speaking, and the crackling fire.

“Once upon a time…”



Hello everyone! This RP is going to be a bit different from the rest, because it’s going to take place in a folktale being told around the fire. You are going to be the characters in the tale, and you’ll be the ones who make this story come to life.

It takes place in DF's Iron Age. Just to keep things clear of confusion.

There may be a slight problem with integrating players who are new once the story has started, but I’m pretty sure we’ll be able to improvise well enough, so that shouldn't be a problem. At any rate, the way I’ve set the plot up is pretty flexible, so we shouldn't run into many problems.

Plot


As I said it’s flexible, meaning I don’t have much planned. All I've really decided on is the ending, and the beginning. The RP starts concentrated on a small group of people in the south of Lore. Eventually that group is going to grow up into a group of adventurers, and find their “Call to Adventure”, whatever it happens to be in this particular story.

The very ending is something I have planned. Your adventures will take you to the far, far north, across the far northern sea to an island shrouded by Norse mystery. This island is where the northern lights, the Aurora, come from. In the ancient Norse mythology of DF, (This is being made up, by the way.) the Aurora is actually a staircase to the Realm of the Gods. Since this is an alternate DF in the far past (The Iron Age, to be precise) the Avatars have not yet become a major religion/belief. Each region has their own gods they believe in, and I've decided that these gods exist. I'm not going to tell you anymore, because I want to remain as flexible as possible, but that is your goal. Going to the Realm of the Gods. What will happen there is going to be a surprise.

I haven’t planned much in advance because I want this to be about your characters. My goal is for every one of your characters to go through what we call “The Hero’s Journey.” (Go look it up if you don’t know what it is. Or just watch this. And the second part of it, of course.) But since I don’t know your characters yet, I have to give you freedom and space for them to develop.

But, just a note; As soon as more characters pop up, the plot will get more and more material and visible. Meaning, it’ll be harder for new people to get in, but it should give people more of a direction for their characters. If you ever get writer’s block, just ask and I can probably help you out a bit.

Plot So Far


I wanted to make this plot slowly unravel and reveal as it went on, but I've decided that I was probably a bit vague at the beginning. Here's what you have to do to get this thing started. Start your character the way you want, but make absolute sure they make their way to Swordhaven. From there, they will somehow get put together into a group with the other PCs and head for Braughlmurk Cape. (I know, since this is in DF's past, it shouldn't actually be destroyed, but WHO SAYS! For the purpose of this RP, it is still going to be an abandoned Paladin fortress.) This will probably be in the form of your first quest kind of thing. Once you're there, I'll reveal more to the plot. For now that's all you need to know.


Character Making


I expect a weak character at first. I’m telling you that now. Your character is supposed to grow and get stronger as the RP progresses, so make sure you leave yourself room for improvement. Make sure you remember that your character improves while you're writing. Buy him a new sword every now and then, or recognize when he’s getting better. This might be a challenge, but seeing how far your character has come by the end of the RP will be well worth it, I assure you. Naturally, if you’re joining later on in the RP, then you can be better, but not better than the current heroes. Or if you give me reason enough to let your character have lots of power, so be it. But I guarantee you that the first couple of characters will have to be a bit weak.

One last note, giving your characters quirks and habits in their fighting skills makes them feel more like novices. For instance, a novice warrior might always raise his shield too low, a novice archer might always aim a bit too far to the left, a novice mage may always underestimate the amount of arcane power that needs to be put into a certain part of said spell. (For the bios that have already been accepted, you don't need to edit, just try to know your character's habits, and incorporate it in your posts). From here on out though, I'd like to see those quirks.

Here's a bio format, for those that want it. Like in most RPs, you don't need to follow it exactly. Mess around with it if you wish, but all the vital info has to be there.

[b]Name:[/b]
[b]Race:[/b]
[b]Gender:[/b]
[b]Age Range:[/b]
[b]Appearance: (Physical attributes and attire)[/b]

[b]Belongings:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Skills and Abilities:[/b]


That sums it about up.

Rules


· All Universal Rules and RP Board rules apply
· No Miniposting. I expect at least a paragraph or two in every post.
· I want you to be active, but I understand that not everyone can be. In the case that you have to go somewhere for a long period of time, say so in advance and find someone you trust to take care of your character. Otherwise, I’ll kill that character. Unless your character is so important he can’t be killed. Then I’ll just take care of that character until he’s past his usefulness and THEN kill him. Or her.
· You can bunny NPCs, but remember that they’re people, not idiots.
· Above all, have fun.


Accepted Characters


Pending Characters



< Message edited by Legendium -- 1/22/2014 11:36:20 >
DF MQ Epic  Post #: 1
9/21/2013 12:23:34   
Ryu Viranesh
Member

Consider me intrigued with what you've done with this - I'll start properly thinking up a character and hopefully get one up soon.
AQ DF MQ  Post #: 2
9/22/2013 10:20:35   
Starstruck
Member

Color me very interested in this, thank you. The Hero's Journey is one of my favorite topics.
DF MQ  Post #: 3
9/22/2013 10:40:44   
Master K
Member

Ooh! Ooh! Ooh!

This looks cool! I'll start to get a bio up and running...
AQ DF MQ AQW Epic  Post #: 4
9/23/2013 1:13:58   
jerenda
Member

Fantastic! On first skim, this looks really cool. Dunno if I can join, but I'll definitely watch!
AQ DF  Post #: 5
9/28/2013 4:30:40   
Legendium
Member

Wow, I'm glad I'm getting some positive feed-back!

So..... Hopefully I'll be seeing some characters soon.
DF MQ Epic  Post #: 6
9/29/2013 11:46:14   
Starstruck
Member

DID SOMEBODY SAY "CHARACTERS"

I THINK SOMEBODY SAID "CHARACTERS"

Name: Robert Smith (You can call him Bob)
Race: Homo sapiens sapiens
Age: 19

Appearance: Bob is a tough-looking, sturdily built man with almost excessive facial hair, neatly groomed, deep blue eyes, and dressed in no-nonsense working clothes, mostly a faded red in color. His skin is olive, both by birth and by harsh daylight and hot nights at the forge.

Skills and Abilities: Bob hails from a time and place where you received a surname based on your occupation. He is skilled at weapon- and tool-making and is as sturdy as the blacksmiths come. Bob's true skill as a blacksmith, though, is mental and magical. Though he barely knows of it now, he has a special talent for enchanting weapons. So far, he simply has an unusual knack for balancing weapons, but soon he will be able to get into the good stuff.

Bob understands weapons in ways that nobody else does. He is constantly dreaming of being able to enchant weapons to be magical - little does he know! - and has multiple interesting designs for the tools of war in his mechanic's brain. His brain and body react well to training, and he easily picks up proficiency with new weapons. Even if he has never seen a given weapon before, he still understands how it is used and what parts are dangerous.

Belongings: Bob has studied hard to go on this adventure. While he needs a proper forge to craft new weapons, he has brought along a hammer of his own design that seems to absorb and hold heat a little more easily, so he can repair things on the go. He has also brought a face mask, thick gloves, and a bunch of smithy-doodles made of steel. Smithy-doodles are currently flat discs of fairly high-quality metal, but they can be easily shaped into new objects with a little imagination and a good forge. Smithy-doodles have also found alternate use as passable Frisbees, but make sure to catch them because they are quite heavy and are not fun to catch with your face. Bob also has a large book that he carries around. It’s where he gets his smith-training from. He hasn’t read the whole thing yet. Bob's weapon is a very large hammer.

History: Bob was born in a really small village, maybe 20 people. The surrounding countryside was, at the time, cleansing itself of a nasty zombie epidemic, and everyone was a little on edge. Zombies are actually pretty easy to deal with; the virus doesn’t take over until death, and an uninfected death results in no zombie. It’s easy enough to get infected, though, so it takes a while before they can give the all-clear. It takes a generation, actually, though it takes less time if you catch it early and perform the cut test to see who won’t heal. Bob remained uninfected, but his parents were bitten and allowed only one final moment with their son before they would have to suffer death and redeath to prevent unfortunate accidents.

Bob’s father, the town smith, gave him a book thousands of pages long about everything he understood about smithing and enchanting. Bob is not a very fast reader, but what he’s made his way through was enough to get him started on the right track. Even though he doesn’t like reading, he still has the book with him in case he will find it useful. His mother gave him a hammer. Mrs. Smith was a very practical woman. She was also seven feet tall. It’s a very large hammer. How large? Very large. This will be in the intro post, by the way, as Bob’s Call to Adventure, due to the fact that his story does not make much sense with his awesome family hanging around who could easily just help him on his adventure.

Personality: Bob is easygoing and friendly. He hates being called “Bobby.” He’s not book smart, but he’s quick-witted and good at picking up new skills. It’s not easy to get him mad, but once he’s there, it takes a great deal of effort to get him to calm down.

*Don't knock Bob's beard. It's a good beard. It's not his fault he has a big beard, it's mine.*
*Bob is pretty good with his hands. I tried to clarify in my edits. Bob is good with his hands from being trained in blacksmithing from his parents. He is an enchanter, meaning he'll be able to reach new heights in blacksmithing. He doesn't know much about "theoretical blacksmithing" because that's in his father's book. Bob doesn't read his father's book much.*
*You misunderstand. Face masks are not to protect your face from burning. Face masks are to protect your face from melting. It's really gross.*
*VEEEEEEERY LARGE*

I think that ought to be it. Bob's original character concept, as I designed him, was to be a quiet and friendly blacksmith with hidden talents. That's what he is as a youth, and that's what he plans to be all his life. He doesn't know about his talents yet, but once he does, he'll still want to be "just a blacksmith" and let his hidden talents rot. The adventure will teach him how amazing his true potential is, and then he'll return home and be "just a blacksmith" until it is time for the next adventure. Or not. It really depends how amazing he finds his own potential to be.

< Message edited by Starstruck -- 10/13/2013 9:56:48 >
DF MQ  Post #: 7
9/29/2013 12:50:16   
Legendium
Member

@Starstruck

I don't have much time to look through it now, but I will tell you something. The Call to Adventure HAS to bring you north. Or to something that will bring you north. Like a poem. I have no idea what you've got planned with that hammer, but it needs to bring you north.

Actually, I've been thinking more about the Call to Adventure, and I kinda think it'll have to be similar at the very least to all characters. Just... Try not to make it too personal to Bob. Or make the personal thing to bob lead to a less personal thing that he can stumble upon for the rest of the way. Ugh. I wish I had said this before a character came in.

At any rate, I'll get a more detailed review up sooner or later. Likely later.

quote:

Name: Robert Smith (You can call him Bob)
Race: Homo sapiens sapiens <- I would have just said humans, but whatever.
Age: 19

Appearance: Bob is a tough-looking, sturdily built man with almost excessive facial hair, neatly groomed, deep blue eyes, and dressed in no-nonsense working clothes, mostly a faded red in color. His skin is olive, both by birth and by harsh daylight and hot nights at the forge.

Only problem here is that he is 19 and has a big 'ole beard. Something seems wrong with that picture, or I just misunderstood the meaning of "almost excessive facial hair."

Skills and Abilities: Bob hails from a time and place where you received a surname based on your occupation. He is skilled at weapon- and tool-making and is as sturdy as the blacksmiths come. Bob, however, is not the best blacksmith with his hands, but with his mind. Though he barely knows of it now, he has a special talent for enchanting weapons. So far, he can balance and forge weapons quickly, but soon he will be able to get into the good stuff.

I like the way you've left a completely unexplored field of his job for him to discover with enchanting. That's good. However, you are a bit vague on being able to "forge weapons quickly." How quickly? What grade of quality?

Bob understands weapons in ways that nobody else does. He is constantly dreaming of being able to enchant weapons to be magical - little does he know! - and has multiple interesting designs for the tools of war in his mechanic's brain. While he is not as good as a practiced user of a weapon, he has some innate proficiency with any weapons he comes across. Call it a head start in his training of a given weapon. It's why his farm work is so good, by the way.

So, I'm getting the idea that he's got the theories of smithing and fighting down, just not the practice? Because, since you said before that he's not so good with his hands, but fine with his mind, it seems to me as if that's the case. Additionally, the fact that he has some ideas for war machines is interesting, and strengthens the theorist bit. Not that any of this is bad, I'm just trying to get an idea of your character, that's all.

But I'm not sure if I like the way that he gets a head start in several weapons. I mean, all weapons include things like wands an bows, and those are completely different to swords, axes and maces, and depending on what weapons he typically makes, this would affect his knowledge. So, just clarify a bit on that.

Maybe I'm just being picky. Probably that.

Although, I would like to say one more thing to the having knowledge of weapons. It can go both ways. If you're good at recognizing the good qualities in your own weapons, you can easily recognize the bad qualities in your enemies' weapons, and gain the upper hand by exposing their weakness and using it to your advantage.


Belongings: Bob has studied hard to go on this adventure. While he needs a proper forge to craft new weapons, he has brought along a hammer of his own design that seems to absorb and hold heat a little more easily, so he can repair things on the go. He has also brought a face mask, thick gloves, and a bunch of smithy-doodles made of steel. Smithy-doodles are currently flat discs of fairly high-quality metal, but they can be easily shaped into new objects with a little imagination and a good forge. Smithy-doodles have also found alternate use as passable Frisbees, but make sure to catch them because they are quite heavy and are not fun to catch with your face. Bob also has a large book that he carries around. It’s where he gets his smith-training from. He hasn’t read the whole thing yet.


Okay, no problems here, since I assume the face mask is for keeping his face from burning at the forge (Although whether or not that's consistent with his complexion that he got from the forge, I don't know. Eh. I'm not going to press on that matter. It's not an important detail.) And I like the smithy-doodles. ^_^


History: Bob was born in a really small village, maybe 20 people. The surrounding countryside was, at the time, cleansing itself of a nasty zombie epidemic, and everyone was a little on edge. Zombies are actually pretty easy to deal with; the virus doesn’t take over until death, and an uninfected death results in no zombie. It’s easy enough to get infected, though, so it takes a while before they can give the all-clear. It takes a generation, actually, though it takes less time if you catch it early and perform the cut test to see who won’t heal. Bob remained uninfected, but his parents were bitten and allowed only one final moment with their son before they would have to suffer death and redeath to prevent unfortunate accidents.

Bob’s father, the town smith, gave him a book thousands of pages long about everything he understood about smithing and enchanting. Bob is not a very fast reader, but what he’s made his way through was enough to get him started on the right track of smithing, and even though he doesn’t like reading, he still has the book with him in case he will find it useful. His mother gave him a hammer. Mrs. Smith was a very practical woman. She was also seven feet tall. It’s a very large hammer. This will be in the intro post, by the way, as Bob’s Call to Adventure, due to the fact that his story does not make much sense with his awesome family hanging around who could easily just help him on his adventure.

How large is very large, in terms of hammers?

Personality: Bob is easygoing and friendly. He hates being called “Bobby.” He’s not book smart, but he’s quick-witted and good at picking up new skills. It’s not easy to get him mad, but once he’s there, it takes a great deal of effort to get him to calm down.


Okay, I think you've done well with this bio. Clarify a bit on how fast and good he is at smithing, and then we should be good. If you don't decide to change the point with the weapon proficiency, that's fine, you'll still be accepted. I just think that being quickly accustomed to new weapons is more logical and in tune with the character (Quote: "Good at picking up new skills") than simply being better. Or, maybe that's what you meant, and I just misinterpreted it.



Whew! Glad I've gotten through that. And sorry for the walls of text. It's a habit of mine... I decided to fix that and break it down to the main points of those walls of text.
Critique to my critique is welcome, seeing as that's the first time I've critiqued a bio.

< Message edited by Legendium -- 10/12/2013 6:23:12 >
DF MQ Epic  Post #: 8
9/29/2013 15:11:30   
Starstruck
Member

Uh...

"The hero starts off in a mundane situation of normality from which some information is received that acts as a clarion call to down tools, take up sword (literally or figuratively) and head off into the unknown.
The information may be a problem, a challenge or request. It critically acts to trigger desire, whether this is to win the hand of a lady, recover a lost object or defeat Ming the Merciless."

Bob's parents were executed in order to purge the land of a zombie epidemic. They shared their knowledge and their ability and then died, telling him to find his own path. He then wanders north, I guess, because he doesn't really feel like going back to town. I can't blame him.
DF MQ  Post #: 9
9/29/2013 16:39:44   
Legendium
Member

Well, I'm not sure if just wandering north will be a good idea. This IS an RP, so collaborating with other PCs will be a must. Therefore, the Call to Adventure should bring you to where the other PCs are. Like, Swordhaven, for instance.

And just a note; I don't know all that much about the Hero's Journey. I know the several steps, but the problem with the Hero's Journey is that it's meant for individuals. I have next to no idea how to pull this off in an RP, so if we stray from the path of the Hero's Journey, well, it's to be expected.

Also, I may be wrong, but doesn't the Call to Adventure typically show you a glimpse of what's to come? Because, if that was Bob's Call to Adventure, it doesn't seem to show anything of what lies in store.

Although that may be my fault, for being vague.
DF MQ Epic  Post #: 10
9/29/2013 22:27:35   
Riprose123
Member

I'll post interest, see if I can get back in the swing with this.
DF MQ  Post #: 11
10/1/2013 11:19:46   
black knight 1234567
Member

Consider this one interested, lad.
AQ DF MQ AQW  Post #: 12
10/3/2013 9:55:23   
TJByrum
Member

I like the idea and will get back on this later.
DF AQW  Post #: 13
10/12/2013 6:25:20   
Legendium
Member

Okay, I edited the plot bit and hopefully made things a bit clearer. Or I might not have. I don't know.
Anyways, Starstruck, your character is pretty much accepted as soon as you fix those slight issues of unclarity, so yeah.
And to everyone else... Characters! Please?
DF MQ Epic  Post #: 14
10/12/2013 11:00:22   
Ryu Viranesh
Member

I've got my character idea pretty much decided, I just need to write her up, which I intend to do later today. Expect her soon. :)
AQ DF MQ  Post #: 15
10/12/2013 17:39:00   
TJByrum
Member

My typical character is an experienced veteran by the name of Torik Valgard. I'm using a variation of Torik: Toric this time around. This particular roleplay will allow me to see Toric in his early days, before he was the 'experienced veteran' that I always play.

Name: Toric Valgard
Information: Toric is a 20 year old Varan human warrior.
Appearance: Toric stands about 5'9, has an athletic body build, broad shoulders, and stout figure. He has an average skin tone (not to pale, not to dark). He has shoulder-length black hair, and it's mostly rugged from travel, and a thick stubble. He has dark blue eyes.

Attire: Toric will begin the RP with black and brown padded leather armor covering his torso and legs. He also has brown leather boots and gloves (traveling gear, not for combat), and a leather belt with some pockets on it. He also has his Ki'gar, a rough translation for 'Kin Garb'. His particular Kin Garb is blue, has his family's seal of a wolf on it, about 5 and a half feet long, and half a foot wide (read History for More Info). He generally wears his Ki'gar around his neck (wraps it around once, and the ends hang down over his torso). He also carries his father's shield, bearing the family crest of a wolf.
Weaponry: Toric carries a basic iron sword along with his round shield. The shield is made of wood and iron, painted blue, with a white wolf head on the front.
Other: Toric's belt has several cloth pockets on his belt in which to place items.
Skills and Abilities: No magic. He has some experience with the sword and shield, not much else. He is athletic, agile, and fast though.

Personality: Like all Varan's from Asgeir, Toric is a noble, honest, respectful, traditional warrior. He is a stoic person, willing to help anyone in need, and serves the greater good. He deeply values honor and brotherhood, especially amongst his compatriots, and is a firm believer in the fact that the strongest bonds of friendship are forged in the heat of battle. But Toric still holds true to his homeland's traditions, and will not hesitate to show the true Varan within him.
History: Toric was born in the highlands of Asgeir, a cold region home to the Varans. Varans are fair-skinned, tall, and hardy people of the north. Toric was born in a noble clan of warriors whose color is blue; his family's particular crest is that of a wolf. Toric's mother, like all Varan mothers, knitted his Ki'gar when he was very young.

Toric grew up like his older brothers: as a farmer. From a young age he was taught to fight, and to never give up, but to also respect, his opponents, show honor, and maintain valor. Still, Toric was no guardsman, nor a soldier; he was a farmer, and certainly not the strongest person in the village. Toric also grew up with his best friend, Allona here. Around age 17 his father joined the King's Coalition, a united group of clans to drive out invaders. A year later his father's shield and Ki'gar was returned to the village, albeit the war was successful.

Days later his village was raided by highland bandits. While the older men was able to defeat them and save the village, Allona was taken away, along with others. Toric blamed himself for this since he didn't take part in the defense. A vengeful Toric picked up his sword and Ki'gar and set out to rescue them with the other men. After a few days, they learned that the bandits had sold them to Slavers heading for Swordhaven.

Without hesitation, Toric was ready to go there, but the other men were not. A warband marching south was a bad idea, and it was beyond there reach. A disappointed Toric left the village anyway, heading south to find Swordhaven. It would be a long journey, but he'd eventually find a man bearing the symbol of the slavers and follow him to Swordhaven, where he continues his search.



More Info:
-Enemies of the Varan have been known to actually return Ki'gar out of respect. Either that or fear that the Clan-Beasts will hunt them down. Toric's Clan-Beast would be a dire wolf with blue eyes. Of course this is mere legend and folklore.
-Ki'gars, or 'Kin Garbs', are scarf-like cloth garments that every Varan has. It has their clan color and family crest on it. They wear it always to show respect and to honor their family and clan in battle, gatherings, or daily life.
-Varans are taught to always collect and return the Ki'gars of fallen Varans, be it enemy or ally. They're also taught to kill non-Varans who have Ki'gars any way possible. Toric has done this, killing his mentor to obtain three Ki'gar and return them.
-A Varan who tosses, burns, or discards a Ki'gar is deemed unworthy and is to be slain in honorable combat.

< Message edited by TJByrum -- 12/8/2013 12:27:20 >
DF AQW  Post #: 16
10/13/2013 13:05:15   
Legendium
Member

@TJ

For the most part it's good, except for two problems:

This is the Iron Age. Steel is a rare commodity, even poor-quality steel. Only certain people will have it, like blacksmiths, and even then, there will probably still be plenty of slag bits in the blade, and it certainly won't be anywhere near crucible steel, much less Damascus. So, I'd change the steel in your shield, and probably your blade, to iron. It's more brittle, but more realistic for the time. Bronze also works, but it's softer, generally weaker and not something I'd expect to see in Toric's family.

Also, your history and skills don't seem to match. For having gone through what he's been through, you'd think he'd be a bit better at fighting. So I'm going to have to ask you to make him slightly more of a novice in terms of life experience. I'd suggest dropping the bit with Hawk and just have him head straight after Allona. Makes his skill level more believable in comparison with the stuff he's experienced in life.

Also, just making this up on the fly; I've decided that since you didn't mention much about the geographical location of Asgeir, aside that it was in the North, the whole of the North is known as Asgeir at this time, since Alteon's Kingdom will not have expanded far yet.
DF MQ Epic  Post #: 17
10/13/2013 13:25:01   
TJByrum
Member

@Legendium: Right, I totally looked over that. I have poor attention to detail... or either everyody I know has a huge attention to detail. I'll change the stuff to iron.

I was trying to weigh the experience-vs-history issue in my head as I was writing my history. There was several things I had taken out. Toric was simply taught how to hold a sword and how to swing it while he was younger. Toric did not take part in the defense against the highland bandits; however he did join the search party. He didn't really fight anyone during that period. After that he was a traveler - not a mercenary or warrior - just a traveler. While I am sure Hawk taught him a few more minor skills he didn't know, Toric only knew him for a few months; he also didn't engage in combat, he murdered him while he was asleep.

So basically the only real combat training Toric has had was how to wield a sword in Asgeir, and whatever he may have picked up from Hawk. He never really participated in any battles, and anyone he may have fought would be roadside brigands with daggers or cheap swords that don't really know much about fighting.

But if it's still an issue I can change it.

Asgeir is a creation I use in pretty much every RP or character-history I write. I don't like to describe to much about it nor do I like to map it out because I would always want to change it - so I just don't mention much about it. All I can tell you is it is a northern region (not the entire north, just a region) home to the Varan (who resemble Norse, Scottish, and Irishmen), and it's got a wintry climate; they live in villages and value the Ki'gar they all have.

If you want to use Asgeir to your own RP, be my guest. If you want more info on Asgeir and the Varans, you could look here:
http://****/t1129-torik-valgard-s-character-sheets
DF AQW  Post #: 18
10/13/2013 13:58:28   
Legendium
Member

@TJ

Okay, seems well explained enough, but I would edit it in then, and make it explicit that he never got much practice in during those time periods.

Also, about Asgeir; Well, the North of Lore I had planned is almost entirely Scottish/Norse based, so Asgeir would fit in nicely there. Although, having it a region would be better. Gives me more room for creativity.

Aside from a few grammatical errors, everything is fine.

Accepted!
*stamp of approval*
You're in!

@Starstruck

*facepalms self*

I hadn't noticed you had edited your original post! Sorry!

Okay, most details are cleared up. I assume since no time is given to how fast he can forge, he takes an average time then. Sounds good to me, I just hope we both know what average is.
I'm not entirely sure what you mean by "balancing" weapons, but I don't think it matters much anyways.

Okay. Looks like you're all set to go.

*stamp of approval*
You're in!

< Message edited by Legendium -- 10/13/2013 14:09:28 >
DF MQ Epic  Post #: 19
10/13/2013 14:25:16   
TJByrum
Member

I edited in that Toric did not take part in the defense against the highland bandits, and he picked up only a few minor things from Hawk, nothing special. I searched for errors, but I saw one, then again I may have looked over them, sorry. Can't wait!

EDIT: Also, I plan on ending Toric's pursuit for Allona right when I get to Swordhaven very early. The rest of the RP will be about something Toric 'must do' because of 'something' that happens to Allona. Gotta figure that out though... already used the idea of having someone's eyes being ripped out over in the Guild...

< Message edited by TJByrum -- 10/13/2013 14:27:21 >
DF AQW  Post #: 20
10/13/2013 14:52:37   
Starstruck
Member

I edited that post 4 hours before you responded. You're good. By the way, a balanced weapon is one that feels most comfortable. One size does not fit all when it comes to swords, for example.
DF MQ  Post #: 21
10/14/2013 7:07:01   
Legendium
Member

Ah, I see, so he's good at making blades that fit the wielder well. That's always a good quality to have. And, just in addition: I got a documentary about smithing for my birthday, and found out quite a lot of interesting stuff, and could share some info if you like. The main thing that surprised me is that a bar of metal =/= ingot. And that there is a lot more to smelting than throwing ore into a smelter.
DF MQ Epic  Post #: 22
10/14/2013 11:35:30   
TJByrum
Member

@Starstruck: Perhaps Robert could forge Toric a better shield or blade in the future? I know that's not going to happen anytime soon, but it'd be cool to have another player-character forge Toric's shield. Toric's shield is a vital part of his character.
DF AQW  Post #: 23
10/17/2013 21:51:54   
black knight 1234567
Member

Any particular bio format we could use?
AQ DF MQ AQW  Post #: 24
10/18/2013 0:42:22   
Legendium
Member

@BK

Not really. I just need the basic info, personality, skills and abilities, history and appearance. As a suggestion, I'd say it would be smart to add in some quirks or habits to a character to make them more real, but it's not a particular must.
DF MQ Epic  Post #: 25
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