TJByrum
Member
|
First OOC 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. Non-playable Characters Toren - A mysterious, shaggy-haired, bearded warrior wielding a 'Runeblade'. Toren arrived in town with his young companion, Lily, and formed a volunteer force to defeat the Nazha. With the Nazha defeated, Toren and Lily are now safe to head back home, north to Asgeir. Lily - A young girl, no older than eleven, traveling with the warrior known as Toren. After the defeat of the Nazha, the two are safe to head back home to Asgeir. 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. Yara - A young rogue who is often hired as a guide within Darkwald. She is highly proficient with her bow and leads a band of mercenaries in Darkwald. She's quite young, which is strange considering her rank within her gang. Yara teamed up with Luke and his gang of fellows, but soon learned they were not what she thought they were, and seeks help to deal with them. Luke Grange - Persuasive and charismatic mercenary who teamed up with Yara, but quickly earned her ire. Luke is a swordsman and a bowman, but is more known for his guile rather than his prowess. Vaelun - A monster slayer with a careless and easy-going personality. He's come to the Darkwald with two companions in an effort to reap the benefits of hunting monsters there. Velen - A young, naive girl from the country of Vessex. Though a virgin to adventure, she's a capable warrior. Unfortunately, she's quiet dumbfounded when it comes to how the world really works. After meeting Vaelun, Velen eagerly joined him in a 'crusade' to fight evil. Moran - An old sorcerer with arcane knowledge and power. He joined up with monster slayer Vaelun and Velen as they traveled to the Darkwald, where his intentions continue to remain unclear. He acts as a sort of walking encyclopedia for the trio. Player-Characters Marietta Gellentara - Kellehendros - 1 Kitsondra Fon - Draycos777 - 1 Sera Blackwell - Gingkage - 1 Marcelline Wakefield - Master K - 1 Kenet the Wanderer - Zephyrial - 1 Lockwood - Tdub - 1 Sorlan Therin - black knight 1234567 - 1 Symphony - Bastet - 1 Franklin Fullrich - blankmascara - 1 Graye/Jackel - brotherinlaw - 1 Arey Daemonica - Afina - 1 Leviathan - Lichviathan 1 Gladius Shrike - Kooroo - 1 Gadrin the Lonely - Riprose123 - 1 Essex Giverny - Legendium - 1 Worms - Vanir - 1 Maria Melodrem - Riprose123 - 1 Heinrich van Hjaalreich - Legendium - 1 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). [b]Name:[/b]
[b]Age/Race/Gender:[/b]
[b]Physical Appearance:[/b]
[b]Armor/Clothing:[/b]
[b]Weapons:[/b]
[b]Other Items:[/b]
[b]Skills:[/b]
[b]Abilities:[/b]
[b]History:[/b] Official Plots The Nazha The Ballad of Luke Grange - A thief? A gambler? A lustful man? Perhaps. But also a man of opportunity. What sort of opportunities can Luke offer the people of the Darkwald? Dewmarsh Witches - Mysterious, treacherous, and seclusive, the witches of Dewmarsh have been employed by the Nazha leader, known only as 'The Master'. But what could they possibly be after. and what sort of vile plans will they concoct? The Hunter, Vaelun - Employed by the ever-mysterious Toric, Vaelun - the slayer-for-hire - makes his way to Blackwater to recruit a team of monster hunts to dive into the deepest and darkest legends the Darkwald has to offer. Raze's Offer - Though a notable member of the Nazha, Raze has always had his own ambitions outside of the group. He has his eyes set on a particular individual, but his plans for her remains unclear. The Vampire's Keep - Whose to say what became of the Count who once lived within the abandoned Keep? The Werewolf's Lair - Werewolves are just superstition. Legends. Myths. Right? A King's Greed - The Darkwald belongs to no one, not even a king.\ Children of the Grave The Hanging Tree The Wolf of Asgeir
< Message edited by Starflame13 -- 10/20/2019 11:35:49 >
|