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3/27/2019 19:15:12   
Kellehendros
Eternal Wanderer


We are overrun.

At first I did not believe it myself. I dismissed the reports as the superstitious blather of peasants and shadow-spooked huntsman.

Now we are overrun.

Six days ago the moon was full. The disappearances began shortly after. Young men and women sneaking out to indulge in fairy circle rites, I judged it. But by the fourth day half the population was unaccounted for at the hour of gate closing.

And now we are overrun.

On the fifth day I sent out patrols to find the missing. A quarter of them returned before nightfall as I instructed. The rest did not come back. The sentries on the walls muttered of a curse, for not a sight of life did they see beyond the walls. Bird and beast had fled. As should we, my subordinates whispered, behind my back. But the safety of the camp was my charge, and truly, where could we go? There was no way to know if the path back to Keken was open. Three days on the road with some unknown danger lurking in the night? All I could do was wait and watch, and hope one of my messengers would get through. Each failed to return.

But we are overrun, for they have all returned.

Last night the moon was full, as it has been every night. But the moon… My words fail me.

Tonight we are overrun.

My men speak of the call, of the voice that hums on the rim of the world. May the gods protect me, but I hear it too. Teasing, cajoling. They will try the gate tonight. I do not know if we can stop them.

We will be overrun.

There is a sickness out there, a festering blight in the forest. Unless… unless it is higher, farther. But that is the madness, the voice, the… the geas.

This is my final missive. Should it win through, it will still be too late, for we are overrun.

We will die, or join the Dead-Moon Sky.

~Final dispatch from the hand of Sergeant Konning, Pinewatch, Piege Forest




Welcome to the Barony of Hron, on the outskirts of the Kingdom of Arethon.

The Baron could use your help.

Six months ago rumors began circulating of odd disappearances in the Piege Forest. Patrols went missing, outlying steadings were found empty, and travelers through the forest simply vanished. Piege Forest makes up the majority of the Barony of Hron, a backwater border province known mainly for its exports of natural resources to the factories of Arethon proper.

Baron Terex took little initial interest in the reports. The forest was a dangerous place after all, home to all manner of curious beasts, as well as a number of outlaw bands who preyed on the caravan routes running through the sprawling wood. But the strange disappearances continued, and then it was not isolated dwellings that were discovered empty, but entire hamlets. Then logging camps, mines, trapping outposts, and entire villages vanished.

And now the Pinewatch. Home to the Dakorel Company’s logging expedition and sawmill. Situated on the Fekril river, Pinewatch was a stout motte and bailey garrisoned by both soldiers in the employ of Baron Terex and guards hired by the Dakorel consortium. Two weeks ago a lone rider, delirious and wounded, rode a ragged horse into Keken, the baronial seat. Succumbing to his wounds within hours of his arrival, the messenger’s bag bore only a cryptic missive from Pinewatch’s commander. The disjointed letter spoke of the fort being overrun, and made several curious references to a disembodied voice in the “Dead-Moon Sky”.

The Baron can no longer turn a blind eye to the matter. As such, a general call has been sent out for those willing to brave the unknown, to seek out the source of the mysterious disappearances within the Piege Forest, and to put a stop to it. The Dakorel consortium has issued a similar request, promising compensation to any who can recover their lost resources and equipment. Between the Baron’s considerations and the company’s coin purse, perhaps a little danger is warranted in the name of gain.



To that end, I am looking for three of four intrepid souls (perhaps as many as six, though we’ll see what happens) to venture into Piege Forest to put this mystery to rest. Basic bios will suffice, I’m mainly looking for a rough overview of who your character is, who they are working for, and what they can do. For those seeking examples, please read on:

Name: Marietta Drevosa
Age: 24
Race: Half-Elf
Gender: Female
Employment: Barony of Hron, Forester

Appearance/Gear:
Marietta is tall and slender, made of lean whipcord muscle. Her features are angular, with cheekbones sharp enough to cut a finger if touched carelessly. Her hair is a fine brown cascade that falls to the middle of her back when unrestrained, though it is generally worn in a tight braid to keep it up and out of the way. That style emphasizes the gaunt nature of the woman's features, and draws attention to her pointed elven ears. Marietta's eyes are a clear blue whose shade can shift subtly with her moods, resembling chill ice and stormy skies.

For clothing, Marietta generally wears black trousers, tucked into heavy leather boots that come up nearly to her knees. Her tunic is a forest green, belted securely and worn beneath a leather vest treated with a variety of dyes. The resulting patchy blots are of use in Marietta's work, helping camouflage her in forest and scrubland. She has only minor protective covering in the form of forearm bracers and an archer's chest guard that protects her left side.

Marietta's most obvious weaponry is the bow and quiver of arrows that rides over her shoulder. The bow is remarkable insofar as it is a greatbow, a massive, powerful weapon meant for war. Unstrung, the stave is taller than Marietta, and on first sight most would not credit her with the ability to use the weapon.

At her waist, Marietta has a pouch containing several extra bow strings, along with some arrowheads and fletching gear. Joining the pouch on her right hip is a long single-edged dagger, which isn't a weapon so much as a utility knife, though it works in a pinch. Balancing the items out on her left hip is a shamshir, an elegantly curved, saber-like weapon that Marietta only rarely uses, though it is almost always on her person.

Skills/Occupation:
Marietta is a forester by trade, and a soldier by training. As such, she has a great deal of experience with archery, wood craft, and hunting. She can live off the land, and cover distances efficiently and quietly as needed. One thing she is not, however, is a swordswoman. Marietta knows how to use the blade she bears, but she's mediocre at best. While she is not physically imposing - her slender elven build sees to that - her heritage does gift her with certain advantages, among them keen eyes and hearing, as well as a swift and silent step.



Seekers:
Caststarter as Yondrin Bulsill, Orcish Pathfinder, employed by the Dakorel Company
Chewy905 as Karen Lane, Human Big Game Hunter, self-employed
roseleaf320 as Dorothy Hausenbergerdorff, Human Alchemist, self-employed
Apocalypse as Ember, Tiefling Dancer, self-employed
Kooroo as Luca Forsythe, Human Mercenary, self-employed
superjars as Salindrel Forestwalker, Elven Investigator, employed by The Keepers of the Grove
Arthur as Raithe, Ghoul Mercenary, self-employed

< Message edited by Kellehendros -- 4/16/2019 20:55:18 >
AQ DF MQ  Post #: 1
3/29/2019 15:35:11   
Chewy905
Member

Name: Karen Lane
Age: 24
Race: Human
Gender: Female
Employment: Herself

Appearance/Gear:
Karen is a slim, athletic woman, scarred along her arms, stomach, and legs from various hunts and encounters. Short red hair sits atop a sharp, pretty face. Her black eyes are always filled with energy and excitement, and her mouth is constantly curved into a joyful smile. Her skin has a slight tan from constant exposure to the sun while hunting. She stands a startling 6 feet tall, yet never seems to look down on anyone. When unarmored, she typically wears a black shirt and leggings, with a leather belt made from the hide of some exotic creature. However she usually wears black leather armor, enough to provide her some protection while not restricting her movement.

Karen wears black armored Boots, enchanted to be feel lightweight to the wearer. The boots are actually quite heavy, and while she could use them to deliver some nasty kicks, that is not their primary function. The boots are able to dig into any surface, allowing Karen to stop herself easily when traveling at high momentum.

Karen’s primary weapon is a one-handed, single-edged falchion, allowing her to batter foes into submission or cut them apart as necessary. She’s incredibly skilled with it, able to parry attacks and counter-attack at high speed. The blade is enchanted to be incredibly durable, and is unable to rust or erode. When not in use, it is kept sheathed at Karen's hip.

Karen also carries a large amount of small throwing knives, hidden in various pouches and compartments all over her armor and person. She uses these to protect herself and occupy her targets as she closes distance. Individually they don’t do a lot of damage, simply being enough to cause small cuts or damage armor. These knives can also be used for utility and parrying. However Karen does not have the proficiency necessary to make good use of them offensively at closer ranges.

Finally, Karen possess one special dagger known as The Pull: a thin, black, needle-like blade. When this blade is thrown and strikes something, Karen will be magically pulled to its location, as if she was falling towards it. This can only occur if Karen is within 40 feet of the struck location, and Karen will not stop “falling” toward The Pull until she has reclaimed it. The Pull is kept hidden in a sheath beneath Karen's wrist.

Skills/Occupation:
Karen is and has always been a hunter. As a result she’s quick-thinking and incredibly athletic, able to almost match a professional in speed, though maybe not stamina. Anywhere she is can quickly become her own personal playground as she deftly leaps off objects and high into the air. She is also very skilled at stealth, able to hide every aspect of herself, from her breathing to her heartbeat. She is a master with her sword, and accurate with her daggers, but give her a heavier weapon and she’ll have no clue how to use it properly. She also lacks any formal training with a bow. While she may be able to figure it out how to use one if given enough time, she would not be efficient with it. As a hunter she is very skilled at tracking her pray, and is capable of picking up slight trails and other cues that can lead her right to her target.

Where Karen truly shines is in the air. She has taken the time to train herself to be able to manipulate her body and positioning perfectly so that she always lands how and where she means to.
Post #: 2
3/29/2019 18:26:36   
Caststarter

Ether-knight of DragonFable & EpicDuel


Name: Yondrin Bulsill
Age: 27
Race: Orc
Occupation: Dakorel Company, pathfinder and investigator.

Apparel/Tools:

Lean and limber especially for who he is, Yondrin keeps his chin high and mighty. Black coarse hair tied up in a small bun, everything from hygiene to clothing indicates an amount of pragmatism for a life of exploring. Face clean-shaven, tight dark blue tunic, tusks shaven down, all to not get in the way. Hazel eyes gleam in the light, steady as the greatest birds of prey.

Yondrin stands tall with dignity and respect, with grey skin taking in the sun, that all but disappears in the night. While he is muscular, it is practiced muscle, far from any sort of strength building. His dark blue tunic covers his torso, with tight sleeves running down to the forearm. Over it, he wears a mixture of leather, cleverly tied string, and cloth cobbled together to have something resembling protection, covering his torso, thighs, and down to the forearm. The leather pants he wears is a tad worn, but overall in good condition for how he lives.

Wrapped around him is a cloak with various spots patterned to look like dried leaves, dirt, and grass. While he is not the most stealthy person on the move, it is still a feat how remarkable he can be while down low and still.

Hard-strapped boots cover his feet to halfway of the lower leg, made to stop light puncturing from below and be scratch resistant overall. Along his waist is a belt with three pouches tied to it as well as a small knife. One pouch is filled with various stones, such as a sharpening stone, flint, as well as a couple emergency spearhead replacements.

Another pouch is merely filled with small pebbles to toss about either for entertainment purposes or to upset something from afar. The third one is filled with various antiseptics such as alcohol and cloth to get rid of infection and dirt.

As far as weaponry is concerned, he carries a spear that is slightly taller than he is, as well as three throwing spears fashioned to be tossed with hefty distances in mind. The shafts are of wooden construction, properly shaped for proper stability and durability. The spearheads themselves, while not to the level of craftsmanship designed with warfare in mind, are sharpened well enough to take down more sturdy beasts. The longer spear has a strap for it to be easily carried while traveling, whereas the throwing spears have a holster for ease of carry.

Capabilities and Way of Life:

Yondrin practically breathes the wilderness, having lived out a life of exploring and survival. As such, few climates and terrain are truly alien to him. Due to his travels, he typically improvises basic and temporary tools of the various things he finds out in the world. He is also able to either maneuver around, calm, or wrestle with various forms of wildlife. His throwing arm should also not be underestimated, capable of injury from afar with ease. That said, while he is adept at his craft and with his spear, he is still not a soldier, therefore unwieldy to professional martial tactics and fighting. Everything about him is either self-taught or traditional methods passed down from generation to generation.


< Message edited by Caststarter -- 3/29/2019 20:58:55 >
DF  Post #: 3
3/29/2019 20:39:42   
Kellehendros
Eternal Wanderer


Chewy, an interesting entry, and for the most part I like what I'm seeing here. That being said, I have a few questions that I'd like answered.

First, employment is not in particular a sticking point, but I want to establish Karen's motivation. Is this a thing she is doing for the reward money offered by the Dakorel Consortium, for the considerations offered by the Baron, or for her own adventurous self-interest?

Second, I'm a little curious about what it is Karen does. You've stated that she's a hunter, and the bio seems to allude to her tracking skills. Is she, then, a hunter who goes out into the forest, harvests game and sells the pelts for profit; or is she a bounty hunter who makes a living tracking down fugitives for nobles or those with the coin to purchase her services? The reason I ask is because of the throwing knives. Most any action movie (particularly of the ninja-featuring variety) will have an incredibly adept knife-thrower who can pit an ace at an astonishing distance with ease. This is, generally speaking, not a great depiction of how throwing knives work. Throwing knives tend to be very short range weapons (at which your bio notes she is less adept) and are better for bleeding and wounding a target than killing it. The problem arises that a hunter is looking to take prey down quickly and with minimal damage to a valuable hide, while a bounty hunter might be more interested in hobbling a target with a stream of stinging knives at range before closing in to seal the deal.

Third, and this is more a matter of phrasing that a serious contention, your bio states Karen is "able to almost match a professional in speed". If I may ask, a professional... what? Presumably this is a comparison to an athlete in some professional sport, but without something more concrete, the reference is not as helpful as it might otherwise be.

Caststarter, I don't see a lot here to take issue with.

In the spirit of suggestion, I will note that I had to read through a few passages a couple times. Particularly: "While he is not the most stealthy person on the move, it is still a feat how remarkable he can be while down low and still." By which I take it to mean that Yondrin can move surprisingly quietly for a man of his size. The fact is conveyed, but I'm guessing this sentence got revised a couple of times and perhaps not all the old phraseology got out of the way of the final sentence.

It also should be said that spear throwing, like knife throwing, is often played up in movies. Javelins are, of course, deadlier (quite a bit more so than throwing knives) and Olympians can attain very impressive distances. As long as it doesn't get too out of hand, I think we'll be fine. I am curious how he carries them though. You don't describe a holster or quiver arrangement, which leaves me envisioning him toting a bundle around in his off-hand, which is not the best way to go about the matter.

Yondrin should likely expect some distrust and veiled contempt, either from NPCs or even some PCs, depending on their outlook. Orcs are stereotypically depicted as brutish and violent, for all that most citizens of the Barony of Hron are unlikely to have ever met one. Yondrin may find himself the target of scorn and suspicion in cities and towns. Luckily for him he'll be heading into a dark forest soon enough. Accepted.
AQ DF MQ  Post #: 4
4/1/2019 8:39:47   
Chewy905
Member

Take Two! Clarified that Karen is a game hunter, and also removed the throwing knives as they didn't fit the correct image for her. Clarified Employment, cleaned up the professional section, and gave her a new skinning knife for collecting trophies, and clarified that she still wears her belt when armored. Changes in bold!

Name: Karen Lane
Age: 24
Race: Human
Gender: Female
Employment: Herself (Adventure and the thrill of hunting something unknown)

Appearance/Gear:
Karen is a slim, athletic woman, scarred along her arms, stomach, and legs from various hunts and encounters. Short red hair sits atop a sharp, pretty face. Her black eyes are always filled with energy and excitement, and her mouth is constantly curved into a joyful smile. Her skin has a slight tan from constant exposure to the sun while hunting. She stands a startling 6 feet tall, yet never seems to look down on anyone. When unarmored, she typically wears a black shirt and leggings, with a leather belt made from the hide of some exotic creature.

When hunting Karen wears black leather armor, enough to provide her with moderate protection while not hindering her movement or creating extra noise. Her belt is used to store her weapons, and has some additional pouches for any small materials she finds that may come in handy.

Karen wears black armored Boots, enchanted to be feel lightweight to the wearer. The boots are actually quite heavy, and while she could use them to deliver some nasty kicks, that is not their primary function. The boots are able to dig into any surface, allowing Karen to stop herself easily when traveling at high momentum.

Karen’s primary weapon is a one-handed, single-edged falchion, allowing her to batter foes into submission or cut them apart as necessary. She’s incredibly skilled with it, able to parry attacks and counter-attack at high speed. The blade is enchanted to be incredibly durable, and is unable to rust or erode. When not in use, it is kept sheathed at Karen's hip.

Karen also owns a skinning knife, which while not designed for combat, can be used in an emergency. She is very deft with it when using it for it's intended purpose, and is usually able to remove beasts pelts or other trophy parts with ease and without causing additional damage. This knife is kept sheathed on her belt.

Finally, Karen possess a special dagger known as The Pull: a thin, black, needle-like blade that is designed to fly further than natural and pierce targets easily. When this blade is thrown and strikes something, Karen will be magically pulled to its location, as if she was falling towards it. This can only occur if Karen is within 40 feet of the struck location, and Karen will not stop “falling” toward The Pull until she has reclaimed it.

Skills/Occupation:
Karen is and has always been a hunter, hunting exotic beasts and monsters for their pelts to sell. As a result she’s quick-thinking and incredibly athletic, giving her speed, though not stamina, matching that of a professional athlete. Anywhere she is can quickly become her own personal playground as she leaps off objects and high into the air. She is also very skilled at stealth, able to hide every aspect of herself, from her breathing to her heartbeat. She is a master with her sword, and accurate with The Pull, but give her a heavier weapon and she’ll have no clue how to use it properly. She also lacks any formal training with a bow. While she may be able to figure it out how to use one if given enough time, she would not be incredibly efficient with it. As a hunter she is very skilled at tracking her pray, and is capable of picking up slight trails and other cues that can lead her right to her target.

Where Karen truly shines is in the air. She has taken the time to train herself to be able to manipulate her body and positioning perfectly so that she always lands how and where she means to.
Post #: 5
4/1/2019 19:18:07   
Kellehendros
Eternal Wanderer


Chewy, with the clarification we discussed on Discord (Hey folks, we're on Discord! Check out the Dead-Moon Sky channel on the official AEF RolePlaying server.) that Karen is a Witcher-esque Big Game Hunter, the bio is accepted as edited.
AQ DF MQ  Post #: 6
4/2/2019 15:35:09   
roseleaf320
Member

Name: Dorothy Hausenbergerdorff
Age: 65
Race: Human
Gender: Female
Employment: Owner of a small potions shop in town

Appearance/Gear: With gray hair tied in a bun, clad in black leather and a trench coat, Dorothy looks like a grandmother on Hallow’s Eve attempting to get a little scare or two out of the children that stop by. But instead of candy under her coat, it’s potions. All different colors and various states of opaqueness, all in little bottles strung across her chest, in her pockets, and on her belt. This collection consists of many helpful and harmful concoctions. Some may need to be consumed, some will take effect as soon as they are somehow removed from their bottles.

All of Dorothy’s outerwear (boots and belts included) is made of leather, except for her coat, which is a thick cloth material and reaches almost down to her feet. She seems to have shrunk since her last adventure, as everything sits slightly baggy on her thin frame, a reminder that she’s not quite what she used to be. While her potions are her primary weapon, Dorothy does keep a dagger in her belt, in case of emergencies, and a crossbow, which she has slung behind her back with 10 arrows in a small bag. She can be very accurate with this for about 90 feet.

Dorothy also totes a slingshot, which she uses to launch offensive potions. She is relatively accurate for about 60 feet, after which her accuracy drops quickly.

Skills/Knowledge:

Having over fifty years of study and practice in the field of alchemy, this is clearly Dorothy’s biggest strength. She holds a wealth of knowledge on the plants, animal materials, and other components needed for potion making, and though her body is aging, her mind still remains sharp and perceptive. She’s relatively nimble and quick for her age, performing at the average expected for someone closer to 40 years old, but her strength is sub-par, as expected. If her skills will aid the baron in vanquishing whatever threatens her country, she’s more than willing to be put to use. And hey, after being cramped up in her shop for so long (the job of hunting for materials has been delegated to the younger people that help maintain her shop) it will be nice to go out adventuring again.

Potions: Can be in flasks, small spheres (to be thrown) or powder form, which would need to be mixed with water.

Potion of Ice(x2, small spheres): When broken, creates growing ice that will restrain targets up to human-sized and damage them.

Alchemist’s Fire(x2, small spheres): When broken, explodes into flames, setting the target on fire. Somehow it doesn’t catch on the grass and start a mass forest fire.

Potion of Strength(x1 flask, x3 powder): Drinkable. Increases the user’s strength by 30% for one hour

Potion of Speed(x1 flask, x3 powder): Drinkable. Increases the user’s speed by 30% for one hour

Potion of Rage(x1, x1 powder): Drinkable. Increases the user’s strength, speed, and perception by 100% for 5 minutes, then induces extreme exhaustion in the user.

Gaseous Potion (x1): Takes effect if exposed to skin. The affected becomes gaseous, and this state lasts for an hour. They cannot be hurt, but cannot interact with their environment in any way. They cannot talk, though they can still hear. They can only float at a slow walking pace.
Note: Not drinking or being exposed to the entire flask will result in the same effect, but a reduced time. For example, drinking half of the potion will make the user gaseous for half an hour. A drop would make them gaseous for about 10 seconds.

Potion of Frogs (x1, x1 powder): Applying about 1/4th of this potion to a small plant causes the plant to turn into a frog. It might not taste the best, but at least it’s food.

Potion of Poison (x3, small spheres): Explodes upon impact. If any of the liquid touches a living being, it becomes poisoned.

Potion of Luck (x2, tiny flasks):
spoiler:

Literally just colored water. It does nothing. But she wouldn’t dare tell anyone that.


Potion of Healing(x1, x4 powder): Applied to a wounded spot. Heals wounds. Cannot heal a fatal wound, and cannot reset broken bones.

Potion of Cleansing(x1, x2 powder): Drinkable or applied to skin. Gets rid of poison or other negative effects.

Potion of Jumping (x1, x2 powder): Drinkable. The user can now jump up to 30 feet in the air, but still would be hurt normally if they fell. Lasts half an hour.




Post #: 7
4/2/2019 18:52:22   
Kellehendros
Eternal Wanderer


Rose, I have some qualms regarding Dorothy's age. I get that you're going for a spunky older woman with the benefit of experience. I feel she might be a touch on the old side though. Feudal societies typically don't lend themselves to long lifespans. Then again, most feudal societies don't have magic, so hey, we can let it go. Age is just a number, right? Dorothy may not find many opportunities for restocking, but we'll see what the forest yields. Accepted.
AQ DF MQ  Post #: 8
4/4/2019 0:35:10   
Apocalypse
Member

Name: Ember
Age: Appears in mid-twenties
Race: Tiefling
Gender: Female
Employment: Free Agent, Friend to the River

Appearance/Gear:
Ember’s height is average for a woman, but the rest of her appearance is less so. As a tiefling, her skin is a series of dark stratifications, onyx and charcoal grey entwined with one another. Flares of color radiate in concentric patterns - red engulfing orange engulfing yellow - alongside muscle groups. Biceps, quadriceps, chest, trapezius, abdomen, and lower back all glow her with infernal heritage. They do not provide any actual light but one would swear they did against her shadowy silhouette.
Two sleek horns protrude from the bridge of her hairline, cresting over her head and curving ever so slightly behind her ears. Ember’s hair falls like tufts of feathers down to just the bottom of her jaw, ebony black speckled with softer greys. Scarlet sclera, golden irises, and ivory pupils make up the cinder eyes that peer out from her nightly visage. A spade-tipped tail flits behind her.
For wear, Ember has ashed-colored gear: traveler’s cloak, tights, tunic, bodice, and boots. She has a set of dancer clothes that are far more vibrant and alluring.
In her travel sack, besides the dancer clothes, the tiefling has stashed away a small set of jewelry that appears genuine but in actuality is copper covered in multiple layers of either silver or gold. Additionally, Ember carries a performance makeup kit, a small collection of incenses, two quills, a bottle of ink, an hourglass, a waterskin, a wineskin, and a decent amount of coin.
Ember also carries a book with blank pages. She can write on a page and within a minute, the writing will disappear. It will only reappear if she writes a certain symbol on that page. By writing a different symbol, a message can be sent to an acquaintance of hers known as the Ferryman. This message also disappears a minute after being written, and cannot be retrieved.

Skills/Occupation:
The Cinder Witch lives up to her name as an accomplished pyromancy, being able to enlarge, suppress, generate, and control flames. She can unleash streams of fire twenty-feet long, hurl balls of fire sixty feet, and create a twenty-foot long, five-foot high wall. It is easier to enhance or control existing flames rather than generate her own.
While usually harmful, she can also create flames for more benign means. When used in this manner, they engulf a target, taking away pain, exhaustion, or even symptoms of sickness. They leave no burns, but give a pleasant warm sensation. Once the magic ends, all the pain, exhaustion, or symptoms return in a brutal flash.
Her magic exhausts her physically - specifically where her skin is radiant. Muscles became tense, cramped, or even exhausted over use.
Ember is an accomplished dancer, though she has no weapon training and should not be confused with an acrobat.
As part of her infernal heritage Ember is resistant to fire, taking only half the normal injuries from it.
The Cinder Witch has a reputation for being persuasive, though in equal measures of charm and intimidation. She can be a quite the sweet talker when the situation requires.
Ember sees herself as a free agent, going from location to location to socialize with the right individuals and walking out in a better situation. She goes in, performs favors, collects her reward, and moves on. Her tastes are usually for the mundane, but there are times when she goes after something more...exotic.
AQ DF MQ  Post #: 9
4/4/2019 20:52:41   
Kellehendros
Eternal Wanderer


Apoc, this is quite nice. After clarification on Discord, this all looks in order to me. Ember is likely to be subject to some suspicion and prejudice, rather in the same fashion as Yondrin, but like I said, we're heading into a dark and spooky forest, so it isn't an insurmountable problem, eh? Accepted.

There is, to my knowledge, one more bio in the works.
AQ DF MQ  Post #: 10
4/7/2019 0:58:50   
Kooroo
Member

Name: Luca Forsythe

Gender: Male

Age: Early 40s

Height: 1.92 meters

Race: Human

Employment: Military, in a far-off land. At present, however, he’s a mercenary.

Appearance: A tall, bronze-skinned man covered from neck to toe in worn and battered gunmetal plate armor. Black hair, grey eyes and strong cheekbones are what you might use to describe his features. Luca keeps his hair in a neat, medium-length cut, and his face clean shaven, which contrasts strongly to his otherwise less-than-tidy appearance.

As battered and scratched as his armor is, the steel plates still look strong enough to deflect all but the strongest blows. Its thick and heavy-looking plates make Luca seem much larger and bulkier than he actually is. Under his armor, he boasts very toned, average-shaped build.

Weapon: A scratched and battered double-bladed greataxe with a metal haft. Though Luca is fairly tall, the axe looks more suitable for a half-orc. A series of triangular shapes cut into the head help to reduce weight, while some magical runes etched into the haft maintain the weapon’s durability. The axe isn’t especially sharp, but much of its deadliness comes from its weight, and the deadly force with which Luca swings it.

Armor: A set of plate armor, standard issue in Luca’s homeland. Considering the amount of damage and usage it appears to have gone through, this set would normally have been replaced long ago. The armor looks incredibly heavy and bulky, though much of the blame lies in the chestplate and pauldrons. Despite its bulk, the armor allows its wearer decent maneuverability, trading off some defense by having larger gaps around the joints and where the plates overlap.

Skills and Abilities:
Back in his homeland, Luca was known throughout the military as one of the stronger melee combatants. Wielder of one of the Divine Blades of the kingdom, and a superb swordsman in his own right, there were very few people that could duel him to a stand-off. This was due both to his skill with the sword, his exceptional strength and the abilities of his Divine Sword.

Unfortunately, his skill with the blade hasn’t translated over to his handling of other armaments. If you were to grade them, they’d most likely be ‘above average’ for most melee weapons, and ‘see me after class’ in regards to ranged weaponry and concealables. Having only his basic army training for reference, his fighting technique is little better than your average unarmed soldier. He possesses enough strength to consistently overpower men larger than him, and handle larger weapons with ease.
AQW Epic  Post #: 11
4/8/2019 22:13:17   
Kellehendros
Eternal Wanderer


Kooroo, considering what we discussed over on Discord, I'm satisfied by what I'm seeing here. Accepted.

The IC is currently in draft. I'm hoping to have things ready to roll by this weekend. Stay tuned for further updates.

Edit: The IC thread is up, and we are begun.

< Message edited by Kellehendros -- 4/10/2019 19:40:03 >
AQ DF MQ  Post #: 12
4/12/2019 16:05:03   
superjars
Member

If you have room for another, I'd be happy to jump in with a character.
AQ DF MQ AQW Epic  Post #: 13
4/12/2019 20:05:12   
Kellehendros
Eternal Wanderer


We're nearing what I'd consider limits for characters, but let's see what you've got superjars.
AQ DF MQ  Post #: 14
4/12/2019 22:23:36   
superjars
Member

Name: Salindrel Forestwalker
Gender: Male
Age: 135 (late 20's in comparative human lifespan)
Race: Elf
Employment: The Keepers of the Grove (a union of the elven tribes)

Appearance/Gear:
Slender and tall though he is, you'd rarely notice Salindrel. Should you be so lucky, you would be drawn to his dark complexion, hair as black as a raven, eyes grey and lifeless-staring straight through you. He does his best to blend into his surroundings and remains inconspicuous as often as possible. The elf does, however, carry a longbow, the weapon carved from a sacred tree in his homeland. The weapon is slung across his back, hanging alongside quiver holding a dozen arrows. He pairs the bow with two long, Mythril daggers, one carried in a sheath tucked across his lower back and the other tucked into his left boot. To aid his unassuming efforts, Salindrel has many changes of clothes and different cloaks, each one fit for a different terrain in which he works.

Skills/Occupation:
It would be easiest to describe Salindrel as an investigator of sorts, charged by his elders to seek out that which threatens the elves' way of life and stop whatever it may be. Gifted with a sort of second sight, Salindrel can see through the shadows which surround him and into another plane of existence. What he sees within is a grey world punctuated by others' innermost selves. These sightings fall into two broad characters: the ball of darkness that feeds upon men's hearts or the orb of light which lights their path towards hope. He can only see these spheres if he could have physically seen the person to whom they belong in the first place.

This sight comes at the loss of his ordinary vision, but allows him to travel briefly through this other plane, pulling himself into the grey, but being forced out a handful of seconds later. This ability is not without its downsides, however. Pulling himself into the grey plane takes a tremendous amount of willpower and he must wait several hours before even attempting it again. When he’s been in there two times in the same day, he needs to spend at least an hour in quiet meditation to recover his willpower before he’ll be able to try again the following day.

To replace his lost sight, Salindrel has worked to create a spell which generates vibrations which bounce off of nearby objects and return to him, allowing him to "see" through a form of echolocation. This is almost constantly active at an extremely low frequency that others would not even notice, unless extremely sensitive to such things. Should more specificity be required, Salindrel can also direct the vibrations at will.


< Message edited by superjars -- 4/22/2019 20:11:17 >
AQ DF MQ AQW Epic  Post #: 15
4/13/2019 11:52:20   
Arthur
How We Roll Winner
Dec14


Name: Raithe
Age: 28 years old
Race: Ghoul
Gender: Male
Employment: Bounty Hunter. Formerly worked for contracts, now looking for the one who cursed him.

Appearance/Gear: Raithe is a cursed being, a Ghoul. His face as such resembles that of one. While not typically “rotting flesh”, his skin looks like it had been set aflame at some point of time. With facial muscles clearly showing at some places while others still have greenish skin stretched over them, his face is surely an unsettling sight from up close. Surprisingly though, his muddy brown eyes have retained their humanity from before he met with his terrible fate although they’ve lost some of their outer character on account of the curse. Raithe kept his head clean-shaven even as a human and likes it so even now.

Standing at an unremarkable six feet of height, Raithe likes to stay in shape and so has a set of well-developed muscles for when the situation might demand it. It might also be worth adding that he stands with a bit of a slouch.

A small-brimmed brown hat adorns his head hiding his bald pate while a black elastic piece of cloth covers the lower half of his face to the extent where only the bridge of his nose and his eyes are seen. The cloth, however is not thin so Raithe slit it at the ears where he tucks it to hide them in populated areas while fully undoing it when he needs to rely on his hearing.

He wears a worn-out brown leather jacket over a waistcoat constructed out of natural fibres hewn together to create a sort of lightweight protective vest. When Raithe was getting this particular piece of clothing made, his focus was on minimizing damage while not losing his maneuverability. It is by no means reliable armor. On his left shoulder, he wears an articulated shoulder guard for the shoulder slams of which there are many. On his forearms, he wears vambraces made of the same fibre as his vest along with fingerless gloves.

For lower body apparel, he wears black padded leather trousers along with steel greaves over them. Heavy leather boots adorn his feet.

Raithe carries a pair of daggers, one of which is slightly long-ish and of a curved profile with a ring at the pommel designed to facilitate drawing while the other is a plain 10 inch long hunting dagger. Being ambidextrous, Raithe can wield both with equal proficiency. Seeing as these are his only weapons, he prefers not to launch any of them. Both these knives are worn horizontally in makeshift cloth sheaths at the back of his belt in a position that each can be drawn with ease.

Skills/Occupation:
Being a bounty hunter for the past 8 years and hunting people of some notoriety, Raithe has developed a good situational awareness though most of it he puts to play in places with things readily available to use. Forests and deserts to him are still something of an unknown territory though he can be quite adaptable.

Over the course of his travels and encounters, the man-turned-ghoul has developed a fighting style akin to a brawler’s where he’ll seize every opportunity to put down his target for capture, no matter the condition he leaves them in or the damage he himself suffers. He’s an expert hand to hand combatant and in most cases would prefer to use his bare hands than the daggers. Not the most athletic person in the room and someone who cannot carry out a proper backflip without breaking his neck, he does however have excellent stamina and surprising durability.
He’s also quick in a fight and can disarm assailants within seconds but then again, none of his targets are exceptionally trained combatants.
His curse, though it ravaged his skin(and his voice) did surprisingly give him enhanced eyesight and he as a result virtually suffers no loss of vision come night-time though everything in his sight turns a faint sheen of green and his eyes start to glow a similar color. However, bright light in the vicinity can momentarily blind him just as easily.
DF MQ AQW  Post #: 16
4/15/2019 19:46:51   
Kellehendros
Eternal Wanderer


Edit: Superjars, with what we discussed on Discord, I'm good here. Accepted.

Arthur, I cannot accept Raithe in the current form. There are a number of concerns related to this.

First, and perhaps most easily dispensable, is the question of race. Ghoul is typically - mainly as a result of D&D - interpreted as a monster of the undead variety. That is not, however, the only variety of ghoul. For example, HP Lovecraft's ghouls were rubbery-skinned human-canine hybrids featuring vicious claws and dog-like heads. I assume your ghoul falls into the former category, but I'd like to know for certain.

Second, and perhaps of more concern, is the question of Raithe's motivation. You've indicated that he's looking for the person who cursed him. The only conclusions I can draw from this are two-fold. First, that Raithe believes whoever cursed him is in Piege Forest - not unreasonable given the size of the forest in question - and second that they are somehow involved in the spate of disappearances. Given what you have provided to this point, I find this to be a specious conclusion. I am not adverse to working with you on this, but I have no intention of making this a personal matter for any given PC (Not that I expect the PCs to be personally unaffected by what they find).

Regarding equipment, perhaps you could enlighten me on what you mean by one of Raithe's knives having a ring pommel to "facilitate drawing". I'm having a hard time visualizing the construction of this weapon (Is the pommel itself a loop of metal, or is the loop attached at the hilt like a finger guard?), and I'm not certain how what you are attempting to describe makes drawing the weapon easier. I would also like to know what material the shoulder guard/pauldron is made of. Presumably it is something sturdier than the vest, but you don't explicitly state that.

"Raithe has developed a good situational awareness though most of it he puts to play in places with things readily available to use." This piece could also use some expounding. I take it to mean that Raithe is good at improvisational fighting using whatever comes to hand, but again, it is not clear by your wording what this means.

Finally, I am a touch concerned with Raithe's apparent hand-to-hand combat skill. Whether he normally goes up against expert combatants or not, disarming foes in the space of a few seconds attests to a speed and skill that are superlative in most respects. I would prefer you tone this down slightly, perhaps making Raithe adept at disarming adversaries, and not necessarily putting a timescale on it.

< Message edited by Kellehendros -- 4/16/2019 20:36:07 >
AQ DF MQ  Post #: 17
4/16/2019 14:05:05   
Arthur
How We Roll Winner
Dec14


Hey Kell, I edited the bio to reflect the changes that you mentioned. I would like to address the knife issue by posting this particular image.

I also edited the disarming issue by wording it in a way so as to not mention any set timescale.
Hope it's up to the mark now.



Name: Raithe
Age: 28 years old
Race: Ghoul
Gender: Male
Employment: Bounty Hunter. Formerly worked for contracts, now looking for the one who cursed him who he believes could be involved in the mysterious disappearances.

Appearance/Gear: Raithe is a cursed being, a Ghoul with a humanoid physique and features. His face as such resembles that of one. While not typically “rotting flesh”, his skin looks like it had been set aflame at some point of time. With facial muscles clearly showing at some places while others still have greenish skin stretched over them, his face is surely an unsettling sight from up close. Surprisingly though, his muddy brown eyes have retained their humanity from before he met with his terrible fate although they’ve lost some of their outer character on account of the curse. Raithe kept his head clean-shaven even as a human and likes it so even now.

Standing at an unremarkable six feet of height, Raithe likes to stay in shape and so has a set of well-developed muscles for when the situation might demand it. It might also be worth adding that he stands with a bit of a slouch.

A small-brimmed brown hat adorns his head hiding his bald pate while a black elastic piece of cloth covers the lower half of his face to the extent where only the bridge of his nose and his eyes are seen. The cloth, however is not thin so Raithe slit it at the ears where he tucks it to hide them in populated areas while fully undoing it when he needs to rely on his hearing.

He wears a worn-out brown leather jacket over a waistcoat constructed out of natural fibres hewn together to create a sort of lightweight protective vest. When Raithe was getting this particular piece of clothing made, his focus was on minimizing damage while not losing his maneuverability. It is by no means reliable armor. On his left shoulder, he wears an articulated shoulder guard made of steel for the shoulder slams of which there are many. On his forearms, he wears vambraces made of the same fibre as his vest along with fingerless gloves.

For lower body apparel, he wears black padded leather trousers along with steel greaves over them. Heavy leather boots adorn his feet.

Raithe carries a pair of daggers, one of which is long-ish and of a curved profile with a ring at the pommel while the other is a plain 10 inch long hunting dagger. Being ambidextrous, Raithe can wield both with equal proficiency. Seeing as these are his only weapons, he prefers not to launch any of them. Both these knives are worn horizontally in makeshift cloth sheaths at the back of his belt in a position that each can be drawn with ease.

Skills/Occupation:
Being a bounty hunter for the past 8 years and hunting people of some notoriety, Raithe has developed a good situational awareness though most of it he puts to play in places with things readily available to use. This makes him quite adaptable at using various items to his advantage should his weapons be out of reach.

Over the course of his travels and encounters, the man-turned-ghoul has developed a fighting style akin to a brawler’s where he’ll seize every opportunity to put down his target for capture, no matter the condition he leaves them in or the damage he himself suffers. He’s an expert hand to hand combatant and in most cases would prefer to use his bare hands than the daggers. Not the most athletic person in the room and someone who cannot carry out a proper backflip without breaking his neck, he does however have excellent stamina and surprising durability.
He’s also quick in a fight and can disarm assailants rather quickly but then again, none of his targets are exceptionally trained combatants.
His curse, though it ravaged his skin(and his voice) did surprisingly give him enhanced eyesight and he as a result virtually suffers no loss of vision come night-time though everything in his sight turns a faint sheen of green and his eyes start to glow a similar color. However, bright light in the vicinity can momentarily blind him just as easily.

DF MQ AQW  Post #: 18
4/16/2019 20:53:26   
Kellehendros
Eternal Wanderer


Arthur, with revisions, accepted.

Edit: At this time applications for the RP are closed.

< Message edited by Kellehendros -- 4/16/2019 20:59:23 >
AQ DF MQ  Post #: 19
4/17/2019 10:15:14   
superjars
Member

Salindrel sees a white or black orb as the "soul" of each character, which is their leaning towards pain and darkness or hope and light at the moment of their birth. If everyone can send me which Salindrel would see when interacting with them, that would be greatly helpful. If you have any clarifying questions, feel free to hit me up on a PM here or on Discord. Salindrel's own orb is black.
AQ DF MQ AQW Epic  Post #: 20
4/28/2019 23:43:54   
Kellehendros
Eternal Wanderer


A couple of notes related to the most recent post:

Goodman/Goodwoman is a respectful form of address for someone of common birth but relatively respectable station. It would be used for tradesmen, merchants, and in certain cases for well-respected adventurers.

Darkspawn refers to denizens of the lower planes, those of iniquitous bent. There is no distinction in setting between devils and demons. The words can be used interchangably, though scholars might make specific categorical groups, rather like species in the animal kingdoms. It is very rude to call someone darkspawn, particularly if they don't have obvious demonic heritage in the manner Ember does. Should you choose to do so, expect to start fights.
AQ DF MQ  Post #: 21
6/18/2019 14:09:58   
superjars
Member

FYI, Salindrel will spend the time skip finding a tree near the meeting point, climbing it and meditating. He has no questions at this time.
AQ DF MQ AQW Epic  Post #: 22
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