A SECOND Adventure in the Land of the Vale

Started by Vaulera, December 03, 2011, 09:40:49 PM

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Vaulera

The boat was rocking with a steady back and forth rhythm as they sailed through the fog surrounding the mythical land of the vale. The fog was thinning but still left only the shapes of mountains far in the distance and trees sprawling forth from the basin of a waterfall. The shore they were going to land on was a small unremarkable beach, white sand being the only remotely interesting feature of the sandy stretch. A line of brush sat under tropical trees, not a coniferous forest within the next 40 miles. The trees were strangely large, the smallest with a 25 foot diameter and standing in the hundreds of feet. There is a cave mouth sitting in the middle of a clearing free of the tangled brush. The boat makes the slow trail and throws down the rope ladder, grim faced captain not saying a word, just more adventurers wandering off to their doom..

A second iteration of The Vale is at hand! We mourn the loss of the first, It was taken from us in it's prime, murdered by the infamous thread killer known as health issues. Anyone who was in the first is encouraged to sign up for a second-ish voyage. The Land of the Vale is a place where the regular monsters have taken a strange evolutionary twist. These monsters are all of the female variety, from werewolves to gorgons, they lure you in like a siren, or hunt you like a regular old monster. The only difference is this trip are a few more character requirements. Unfortunately, to all those yuri lovers, the only time that might be happening is in forced situations. Meaning only male characters. This will be put under NC exotic or EX depending on the tastes of our adventurers. Here is the sheet, for you second comers, you can reuse and recycle or start anew, but make sure to include the proper fields.

Name:
Race: (I think I forgot to mention that your character can be a very exotic or very standard race. If you want something super special PM me the details.)
Age: [no one under 18 (saying this just incase, males tend not to be the underaged characters.)]
Expertise: (This is just a generalized field of operations, archery, stealth, two handed weapons etc.)
Spells/Skills: (I felt like I needed this to keep people from overextending their supposed power, not just a sex roleplay. wink wink.)
Temperament:
Equipment:
Magical Items: (This needs to be separated because I think the characters should each have something special here.)
Bio: (give a solid paragraph in history.)
Reason for going to the Vale: (This is CRUCIAL to your character, this is a  very perilous place and I like to have characters with motivation.)

Geradine

i think i remember the first Vale. I read the intro with interest but didn't apply. i'm fixing that mistake with this second take on it. Know that i am running on the assumption of no gunpowder, so if there is, please let me know, so i can decide if i want to adjust my character appropriately.

Name: Gerad Hanz
Race: Half-Elven (Think basic DND Half-elf)
Age: 21
Expertise: Archery, Stealth
Spells/Skills: Minor healing spells, hunting/scouting skills (tracking, knowledge of terrain and the like)
Temperament: Shy, doesn't really talk unless spoken to, and even then, only as much as necessary. Likes a challenge.
Equipment: Leather armor (Water treated) Recurve shortbow, 20 arrows, Shortsword (Special Significance), misc adventurer's gear.
Magical Items: A necklace that increases his stamina. Looks like a simple puzzle ring on a chain.
Bio: Having grown up as the only son of a hunter, Gerad knew his way around wooded areas at a young age. He never knew his mother, and his father didn't tell him much about her. Growing restless with exploring the same stretch of woods, Gerad volunteered as a scout for the army of the kingdom as soon as he came of age. Not really having much experience with other people, he kept mainly to himself, earning both the nickname "Silent Hunter" and a reputation as a skilled scout and ranged combatant. The war was short, but it opened up the thrill of challenging himself, and he has wandered looking for another activity to give him a challenge.
Reason for going to the Vale: I kind of mixed up the reason with his backstory. As you have said, the Vale is a very perilous place, so where better to find a greater challenge than during a war?
The view from behind a scope puts everything into perspective.

There are many things you can tell about a person by the way he/she writes. -me, i think.

Vaulera


BenedictWolfe

Why exactly do the adventurers want to go to the Vale? Is there some sort of treasure, lost civilization or promise of unimaginable power rumored to be there?

Laughing Hyena

Wait wait wait... A second one? What happened to the first? all of a sudden it stopped right in the idle of the fun. What happened? Did I miss it getting active again? Either way I'll play!

grovercjuk

Name: William D’Erlon
Race: Human
Age: 26
Expertise: Sword, Shield, Lance, Mounted Combat, Crossbow.
Spells/Skills: Horseman, Mountaineer, and Climbing.
Temperament: Relaxed and easy going with those he is comfortable with. Allothers he treats with a polite respect.
Equipment: Mail armour, longsword, shield, crossbow, rope, lantern, basic adventuring equipment.
Magical Items: Amulet of wind wall.  Creates a wall of air around him that actively pushes at anything coming through the air at him ie arrows. Whilst it does not stop them it deflects them making him hard to hit. In D&D terms +4 to armour against missile weapons.
Bio: William grew up in the high mountains helping his father raise the mountain sheep that gave the family their living. Life on the mountain was hard and it toughened him in so many ways. Had he not accompanied his father down to the market in the valley then his life would have been so different. He would have probably married another of the mountain girls and settled down.
          But he did go to the market and it was there he saw them, a group of knights in their shining armour and heard the tale. How the knights had just returned from driving away an Orc warband and he was smitten. That is what he wanted to be a knight of the Silver Rose, to defend the good and fight the evil. The way in which the village girls throw themselves at the knights did not go unnoticed either.
          His father said no, so William just left and made his way to the Citadel of the order. They took him in and he worked his way up to being a squire. Unlike many orders a squire was expected to fight and so the order trained him in the ways of war. But his greatest dream was out of his reach, only a noble could be a knight. Then he learnt of another way, one who quested and returned with a artifact or item of value would be made a knight.
         
         
Reason for going to the Vale: It was while he was squire to an Elderly Knight Sir Justin that he heard of the Shield of Sir Telon. Sir Justin liked to regal his squire with tales from his youth. One such tale was of Sir Telon was a legendary knight and his shield was supposed to give immunity to elemental forces so the wielder could walk through a fireball without the slightest burn.
Sir Telon led a party into the Vale and was never heard of again. If he could go to the Vale and find the shield then he would be a knight and his dream would be realized.

Laughing Hyena

Name: Aramis Dammer
Appearance:
Spoiler: Click to Show/Hide
Expertise: Rune Magic, One Handed Swordplay (Battlemage)
Spells/Skills: Domination Magic, Alteration Magic, Sexual Endurance
Temperment: Selfish and Perverted beyond a shadow of a Doubt, Aramis cares only for his own satisfaction and enjoys the idea of women worshipping him physically with their bodies. He lusts for beautiful women completely and is totally unashamed in this manner. He enjoys the conquest of a tough woman to lay with, be it from outside forces or her playing hard to get. Gold is one means to such things and his ultimate cream is to carve out a kingdom of his own to suite his own personal idea of heaven. Around others who adventure with him they'll often find his antics childish and annoying 
Equipment: Damacus Steel Longsword, Steel Breastplate, Various Exotic Chalks and Gels.
Magic Items: Brand of the Councubine - A Rune etched in Gold upon the palm of a black glove. When pressed into the lower back, shoulder or pelvis of a defeated adversary of the opposite sex and speaking a command word, An arcane rune is branded onto the target binding her fate to the owner. Enslaved by the magic she is forced to obey any sexual act ordered by the owner. However they can refuse to obey any order that is endangering to their lives. ((Let me know if thats too powerful. Its meant to be used on defeated monster girls.))
Bio: Aramis Damor is a fortune and booty hunter and enjoys the life of adventuring because of the kind of excitement that one can find themselves in a place like the Vale. Unlike most he is a touch too kinky to torture but he doesn't care for dying either. Depending on the circumstances he may very well be the one doing the molesting. He has learned how to be a battle mage by initially starting off as a rune magician and graduating into sword play thanks to an accomplished mentor in the mainlands. It took much to get to where he is today and hopes to make good on his skills. His magic doubles as a perversion potential and has more then once used his magic inappropriately.
Reason for going to the Vale: Aramis Damor is absolutely convinced that the Vale is a total paradise for the likes of him. The rumors surrounding sexy women that want nothing more then to worship him. If they don't well that is going to change. He intends to carve his own kingdom filled with exotic and erotic pets for his enjoyment. He will seek fortune, and women and he is willing to do what it take to achieve that perverted fantasy of his.

Vaulera

#7
If you want the detailed background, my first thread has it. Long story short, it is rumoured to have vast treasures and prosperous towns. The same reason an adventurer would go anywhere. Just with more sex and violence than is the norm.

Sorry LH, we only had two people left in the party mid sex scene, the thread was murdered. But of course you are welcomed back.

As for your character, I need a bit of a more specific expertise there, I am getting like four vibes from your character. Other than that, accepted.

BenedictWolfe

#8
Name: Süleyman
Race: Human
Age: 30
Expertise: Dweomers, two-handed swordsmanship, acrobatics
Spells/Skills: See below.
Temperament: Confident, irreverent, ambitious, ruthless, vindictive
Equipment: Two-handed scimitar, bronzed mithril breastplate, miscellaneous adventuring gear
Magical Items: Ring of Sekmet. This ring allows the wearer to regain mana through orgasms. Each orgasm restores 3 mana points (or the equivalent for the wearer's type of sorcery).
Bio: Born to a human mother (the shaman Nsombi) and a wild half-elven father (the dweomer knight Mabol), Süleyman grew up in the steaming jungles of the south. He learned his craft from his father, how to wield combat dweomers, though when the time came for him to seek his fortunes abroad he was more set on personal gain than helping those in need. He formed a party with similar minded individuals and they called themselves the Siblinghood. Alas, when one travels with the greedy and the selfish, deceit is never far away. After having successfully plundered a great tomb complex, bringing with them great treasures, the Siblings schemed against each other and in a night of treachery aboard the ship to the mainland the band was broken up. Süleyman was forced to throw himself into the sea and washed up barely alive upon unfamiliar shores, bereft of all but what he was carrying.
Five years have passed and he has spent that time trying to track down and exact vengeance on his former mates.
Reason for going to the Vale: Süleyman has learned that one of his former companions, the buxom hexblade Natasha, made her way into the Vale a couple of months prior. He intends to pursue her so that he can humiliate her as she did him.


Description:
This dark skinned man stands 6 feet tall at almost 200 pounds in weight. His black hair is ordered into plaits along his scalp, the excess braids collected with string above the nape of his neck and his face has been adorned with white, subdermal tattoos in the design of dotted lines across his cheeks and forehead. Short beard growth covers his chin and the sides of his mouth while his eyes are a golden yellow, edged by a molten shade of orange. He is in excellent physical condition but most of his body is covered by his clothing: Loose pants tucked into knee high, pointed boots, a lacquered breastplate and leather, fingerless gloves on his forearms. A scimitar is held in its sheath, suspended beneath his left arm by a sling.

QuoteMana Points: 10
These are recovered through sleep or (thanks to the Ring of Sekmet) sex.

Level 0 Spells (0 point cost)
Ghost Shine: One weapon casts light equivalent of a torch.
Detect Magic: The caster's senses are augmented to see, hear, smell, taste and feel any present magic.
Mage Hand: Projects a weak telekinetic force that can lift small objects (1 pound of weight) and move them around.

Level 1 Spells (1 point cost)
Blood Brand: By drawing in the caster's blood, his weapon deals half again as much damage as it otherwise would. This will drain his strength quickly.
Arcane Resilience: The caster can temporarily heal all but the most grievous of wounds for the duration of a scene, after which they open up once more.
Fist of Eöl: A large, translucent fists shoots forth from the caster's hand to strike an opponent with quite possibly enough force to knock them over and/or knock the breath out of them.

Level 2 Spells (2 point cost)
Bladeward: The caster's weapon is charged with power so that it might block a single attack with almost certainty. Alternatively it may parry a missile or absorb a supernatural attack (such as a dragon's breath).
Animalistic Potence: The caster's body is imbued with increased strength, agility and fortitude as well as radiating an oppressing aura.
Dimension Hop: The caster may teleport a distance up to 30 feet.

Level 3 Spells (3 point cost)
Blade Spirit: The caster takes control of a weapon and wields it via telekinesis.
Ironskin: The caster's skin takes on a steely hue and toughens to the point where it can turn aside a moderate amount of damage before being used up.
Rallying Call: All allies within 120 feet are teleported to the caster's side.

Vaulera

Eeeww 4th edition. lol, this is freeform, but I like the character very much. Accepted, extra points for skyrim. I think one  or two more should be sufficient.

BenedictWolfe

4th edition? His class is actually based on the 3.5 Duskblade class; the mana point system is something I threw together in about 30 seconds. I wanted him to be a little limited in his casting so as not to compete with any mages we might have in the party.

Anyway; glad you like him!

Vaulera

Lol, my bad, I am a 2nd edition player. More tarrasque, MORE THACO. Either way, the mana point thing will work for you, just making sure you knew this wasn't system.

grovercjuk


Vaulera

Yes, but work on that there specialization to make it more specific.

AngelicBlade

There anymore room for me? If so I'll make a character sheet up.

Vaulera


Belisuavious

#16
Name:Peregin Verpa

Race: Human

Temperment: Flips from cold and seemily unfeeling to passionate and lively depending on the situation. He is usually very businesslike in all of his affairs though.

Age:24

Appearance: Tall, slim and wiry are the best words to describe Peregrin. He is tall, stanidng at almost not-quite six feet in his bare feet, and adds an inch or two when in his boots. Slim and wiry: Simple genetics and an intensive workout from the age of 12 until just a few months ago, there is not an ouncde of wasted weight on his body. He suffers from colds in low temperatureas as a result of his low levels of body fat, and has a vorocious appitite when he gets his hands on food.

Expertise: Light scout work

Items on person: A steel dirk and a trio of throwing knives are his weapons. He is also proficient in various forms of unarmed combat, his favorite being wrestling. As for armour he has a suit of tight fitting leather over a tight shirt and comfortable pants, both black and made of silk for ease of movement. His pack is usually filled with food that is light and won't sit heavy in his belly, as well as extremely filling. A scattering of spices is kept in a special pouch in that bag along with several short lengths of rope. For effect he has a blaclava stlye hood, leaving only a slit around his eyes open. It has no real practical benifit but it looks cool.

Magical Items: Clasp of Domination. When attached to someone, the wearer must follow all orders given by the one who placed it on them for three hours. After that the clasp falls to the ground and is useless for the next 24 or so hours.

Bio/Reason for going to the Vale: Peregrin was raised as a specialist soldier in the Imperator's army, where he and his family specilised in scout training. He is adept at tracking and spying on almost any non-psychic beings, against which he has a simple chant which helps to block the probes, though if his foe is partiularily skilled they may notice the "hole" where his prescence should be.
After finishing his training at 20, he spent four glorious years on the always fragile border, keeping tabs on the enemies of the Imperator. Now, he has been tasked with a mission, to explore this new place that has just recently come to the Imperators attention, The Vale.


Same as last time, but he didn't really do too much so I don't think he'll be too stale.

Vaulera

that was the old character profile, I added a few things to the template that you may want to add. By that I mean please do.

Belisuavious

Sorry, had a brainderp when I posted him the first time. Fixed the profile, is it good to go?

Vaulera

I'm sending a message to the one other applicant and then we can go underway when the character is posted, this is same as the other one, character OOC and IC threads in exotic non con freeform.

AngelicBlade

#20
Name: Cyrian Velkerin

Race: Elf

Expertise: Duel Wielding, one handed weapons, healing, and herbalism

Spells/Skills Major healing spells, medical medication making

Temperament: He's very calm and collected, he is shy, he's simple to get along with and he is very respectful

Equipment:  White kimono, steel breastplate, steel shoulder pads, black fingerless gloves, medical and other healing supplies.

Magical Items: Two White Steel Katanas- They're imbued with holy magic and enhance his holy abilities such as his healing, And his Hireku- A black arm guard in an odd shape with white elvish markings on it, these marking allow him to cast his spells quicker and more easily.

Bio: Cyrian was born to and high elven mother and a human father, but when he was born he showed no human traits at all besides his blackish blue eyes. His parents lived alone in the woods, which was where Cyrian grew up mostly, his mother taught him about medical herbs and other plants, then taught him how to make potions out of these herbs, while his father taught him how you use sword play. Cyrian's sword play was excellent so his father taught him how to duel wield two swords at the same time. Around Cyrian's eighteenth birthday his parents were killed by brigands. He survived because he was out gathering herbs. After finding and burring his parents he left the husk of their hut and travelled to the nearest city, where he joined a holy order which taught him healing magic. Cyrian became a Paladin in the order around the age of twenty seven and was sent out to different places. Cyrian eventually left the order and began travelling with carvans and other travelers, he'd travel from town to town tending to wounded and leaving about a week after.
Reason for going to Vale: Cyrian learned the brigands that slaughtered his family traveled to Vale a year ago. He hopes to find them and confront them. Cyrian also hopes to obtain the holy gem of Avo rumored to be in Vale.

Appearance: http://danbooru.donmai.us/post/show/1042925/1boy-armor-dual_wielding-flower-highres-katana-lon

Edit: This better? And I apologize for not spell checking last time.

Vaulera

#21
Aside from a few spelling and grammar errors such as herbalism, burying, travelling, and expedition the only problem is that you sort of skipped the whole reason for going to the vale thing. I have it separated from the others so that I can look at the bottom for quick references. And what is holy mage? Are his swords imbued pious most likely bearded men? Just  get that sorted, answer the poll and we can get this started.

AngelicBlade


grovercjuk


BenedictWolfe

I'm going to step out of this, Vaulera. I think I might've been hasty in signing up. Anyway, best of luck to the rest of you.