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Author Topic: A Fantasy Adventure (Open)  (Read 1631 times)

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Offline MagicalPenTopic starter

A Fantasy Adventure (Open)
« on: December 15, 2013, 04:27:47 PM »
Before joining, please check this out: The Oath of Drake

A Fantasy Adventure

Connor stood in the middle of the small ferry, the reins of his horse held loosely in his gloved hand. His hood was pulled close to not only hide his identity but provide him with warmth. Beads of water collected on its outside from the heavy fog that covered the river and its banks. The sun was yet to rise and burn it off.

The far bank was his destination and the Red Falcon Inn beyond that. That was where he was meeting those that would accompany him on his adventure. The Northern Wilds lay not more than a few hundred feet beyond the Red Falcon Inn and many that had entered it had never returned.

Like his father.

His father had led the 13th Legion into those very same woods, on a morning much like this; a wetness to the air, a heavy fog making it nearly impossible to see your own hand in front of your face. An eerie silence, not a breeze to be felt. They had walked into the mists and that was the last anyone had seen of the 13th.

And now it was Connor who was going to follow in his fathers footsteps, only not leading a Legion but leading a small party of has-beens and have-nots, who have nothing left to live for. Venturing more than a day or two into these Northern Wilds meant that you’d never be coming back. The few that had returned were stark raving mad. It was a death sentence, going out beyond where even the trappers felt safe.

But Connor really had no choice. His head had a price on it, his family...his family name was dishonored and it was left only to him to restore that honor by finding the Legion, by bringing his father home, by solving the greatest mystery and defeat of the Empires history.

The ferryman continued to pull on the rope, guiding the ferry through the fog and treacherous White River until it bumped against the dock on the shallows of the other side. Connor led his horse off the ferry and along the dirt path towards one of the few permanent structures on the North Bank - the Red Falcon Inn. He was to meet everyone inside and the thought of warming up by the fire greatly appealed to him.

It had been easy enough to spread the rumors. Simple at first, but with enough enticement to draw peoples attention. Some one was looking to put a small party together, to journey into the Northern Wilds looking for riches. Coin was to be had on its success, along with the spoils of any riches found along the way. And they'd be following the rumored 13th Way - the so called path that the 13th Legion was supposed to have taken along its illfated journey. And the best part - if there were no promising leads after a few days, you'd be free to turn back. And that was the key point of the rumor - traveling more then a few days into the Wild, well, nobody came back who did that.

But would it be enough to grab the attention of anyone? He'd be going no matter what - alone or with some hardy people.

Main Game Thread
« Last Edit: January 05, 2014, 04:55:20 PM by MagicalPen »

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #1 on: December 15, 2013, 04:28:06 PM »
Code: [Select]
[floatleft][img padding=12 width=250]IMG HERE[/img][/floatleft]
[b]Character Name:[/b]
[b]Character Age:[/b]
[b]Character Race:[/b]
[b]Character Profession:[/b]



[b]Major Skills:[/b]
[b]Minor Skills:[/b]
[b]Innate Abilities:[/b]

[b]Additional Information/Secrets:[/b]

Character Creation Guide
Copy/Paste the following code into a PM to create your character. Remember to follow previously stated rules.

Code: [Select]
[floatleft][img padding=12 width=250]IMG HERE[/img][/floatleft]
[b]Character Name:[/b]
[b]Character Age:[/b]
[b]Character Race:[/b]
[b]Character Profession:[/b]



[b]Major Skills:[/b]
[b]Minor Skills:[/b]
[b]Innate Abilities:[/b]

[b]Additional Information/Secrets:[/b]

Character Name: Character Name
Character Age: Age - something realistic in regards to background.
Character Race: What Civilized race are you?
Character Profession: All encompassing name for your character class/abilities

Background: Be detailed. Skills etc reflect background.


Major Skills:
Minor Skills:
Innate Abilities:

Additional Information/Secrets:


Connor O'Fearghail

Name: Connor O'Fearghail
Age: 24 Years Old
Race: Human
Profession: 'Assassin' - term used lightly.

Background: Connor comes from a mixed background. Born to Nobility, he was given an education from an early age. He can read and write, do math, and speak three languages including Common. And he has kept this knowledge secret for most of his life. He received weapons training as well - mostly with Sword and Bow. As a youngster, he could often be found practicing his Archery and joining the Hunters out in the woods, where he learned how to track and trap, along with stalking his prey. Little did he know how useful these skills would become for him.

He was always destined for the Legion, like his father, and as he neared his twelfth birthday, he knew that it would be only another 2 short years before he'd be able to join and receive proper training. However, that all changed in a cruel twist of faith. His father was the Commanding Officer of the 13th Legion and upon his disappearance, things quickly spiraled out of control for Connor and his family. People cursed his name and spat at him in the streets and the family name was forever tarnished, tarnished by events out of his control. The servants left, not wanting to serve such an unlucky family, and soon Connor and his mother and younger brother were cast out onto the streets.

His brother only last a few months, his mother a few more months after that, leaving Connor all on his own. He quickly fell in with a gang of street urchins, fighting for every crumb of bread. By the time he was 14, he had grown adept at stealing and had become hardened to street life, realizing that there weren't any rules when it came to fighting. Following rules meant the difference between life and death. Over the next 4 years he began to rise through the ranks in the Underground World - a world as dangerous as it is mysterious for those on the outside. It was during these years that his innate abilities began to surface - or become noticed. He was deadly accurate with a bow, eerily consistent in fact, and seemed to be able to sense when some one nearby possessed magical abilities.

Both of these facts aided him in his new profession - combined with the skills he had learned on the Streets, and what little training in tactics and fighting as a youth, combined with his education - that of an Assassin. It was work that came easy to him, feeding the hatred he felt towards those that had shunned him into his tasks, he quickly excelled in his role. It paid well on top of everything as well but came with its own dangers. One could slip while climbing along the rooftops, or be cornered by guards. Or an Assassin could run afoul with the Guild and find a contract out on their head as well.

From the age of 18 - 22, Connor was at the height of his game and feel ever further into a deadly game. His jobs quickly shifted from Guild Warfare and small time targets to the big leagues - contracts taken out by one noble against another. Here, treading carefully was the only way to survive, but soon Connor's name grew - the Shadow, as he was called, due to his uncanny stealth and impossible shots that he made, along with his ability to avoid detection by those with magic. But with great Fame comes great Danger and it wasn't long before Connor discovered that a contract was out for him.

Connor had remained friendly to those who had shown him kindness and knew that gifting the street urchins that he had run along with as a youngster was a good way to get information that was otherwise hard to obtain. They were also good at creating distractions for him and seemed to know things before anyone else did. It was through the Urchins that he first learned that a contract was out for his head and he ambushed the Assassin sent to kill him, hoping the rest would get the message. But for people in that line of work, danger was half the fun, and being able to claim the head of one of the most feared Assassins in recent memory would be a great honor indeed.

Connor managed to stay in the city for a few more months, fending off the attacks that became more frequent. Soon enough, though, the city was far too dangerous for him to remain in, especially at night. He made one last hurrah, assassinating the head of the Guild he had once worked for in an attack that would forever live on in legend. Instead of calming things down, though, it stirred a hornets nest. During the night that would be forever remembered as 'The Flight of the Shadow', Connor escaped what seemed like every Assassin, Cuthroat, and Guild Member in the city looking for him.

It was certainly a close thing, though he'd never admit it. Connor hit the road running and has never stayed in one place for too long, least his past finally catch up to him. But now that he is on his own, he has been able to learn more about his father and the rumors that swirl about the 13th Legion. With a full coin purse, and taking on the occasional job along the way, Connor has made it to Tetrarch - the last place he ever imagined himself going to - and has decided to put some distance between himself and his enemies by heading out into the Wilds. Why not search for his father and the legion, perhaps adding another ounce of Legend to 'the Shadow of Ribenheim' while he is at it?

Personality: Connor is wary of strangers - for good reason - and is rather cautious in new places. Old habits die hard and he is always on guard, only ever half asleep with one eye open and a dagger within reach of his hands. Despite this, there is also a hint of nobility to his hard shell, charismatic and charming while also intelligent and friendly. He values loyalty above all else but knows all too well that too much fame can break such loyalty.

Major Skills: Stealth Skills (Sneak, Climbing, Hide), Archery, Swordsmanship
Minor Skills: Alchemy, Acrobatics
Innate Abilities: True Shot, Detect Magic

Character Items:

Additional Information:

Ser Albrecht von Ravensburg
Character Name: Albrecht Von Ravensburg
Character Age: 37 years old
Character Race: human
Character Profession: knight

Background: Albrecht comes from the River Lands, the wide, rich plains dotted with forests, where an unsteady Emperor wages war against land hungry neighbor kings and struggles to keep his crown far from the grasping hands of his own nobles. His father was the second son of Hermann the Fair, loved and respected Baron of Ravensburg, and he was raised, during an unusual time of peace, as a young noble should. He learned his letters and his numbers, heraldry and religion, hunting with the bow and with the falcon, riding and proper bearing, but mostly, fitting a warlike country like the River Lands he was carefully, deeply and thoroughly instructed in the art of fighting. He became proficient with many a weapon, albeit mostly with the long sword, he learned to use a shield and to maximize the protection that an armor grants.

He was a merry boy, then a serene young knight, displaying his prowess at jousts and melees, winning some honors and prizes. Then his grandfather passed away and his uncle Dieter became the new Baron. The lands of Ravensburg weren't extensive, and his uncle wasn't the wise, clever ruler Hermann the Fair had been. He was greedy, proud and resentful, and before Albrecht turned 16, his home land was again at war: since he was a very talented and skilled knight now, he had to forget his jousting lance and seize his war weapons.

In the following years, warring in blood and mud, Albrecht point of view on knighthood changed, slowly, but unremittingly. Defending children, women and weak people became impossible, championing justice and truth showed useless, warring with honor and loyalty was proven dangerous and reprehensible. He fought for his uncle the Baron, for his Emperor, then for a king who wanted a rich port city, then to recapture lands, and so on. He sadly realized that every time he was called to war for the sake of justice, honor or some other high virtue, it was just a mask behind which hid the voracious greed of men. He became a remarkable, fearsome warrior, but a jaded, cynical and bitter man.

When he was 33, some kind of bloodstained peace was imposed on the River Lands, and he rode back to his neglected family - yes, he had married twelve years before and sired a couple of daughters - hoping for a little rest. He spent some serene years, ruling his small stronghold and his tiny village, caring for his wife and watching his girls grow. Sometimes people came to visit him, mostly young knight eager to learn something from the famous warrior or old comrades who wanted to share tales and mulled wine. His older daughter got happily married with a fine young man and moved to his mansion, far away on the sea. Life was looking better. Then he made a dire mistake.

A very rich noblewoman who lived a couple of days from his family's lands was charged with the poisoning of her husband. Albrecht was sure it was a fabrication: the husband at issue was a good, nice man, but sickly, and dangerously prone to lung illnesses, he died in his bed, burning with fever, coughing blood and clutching his beloved wife's hand until his last, ragged breath. Little he knew that the fabrication was aimed at seizing her wealth and her affluent, powerful accusers couldn't care less for murder or poison. So when the desperate noblewoman asked trial by combat, he was glad to champion her. And being the knight he was, he proved her innocence with lance, sword and shield: it wasn't an easy fight, his opponent was a skilled, experienced mercenary warrior, who fought with great strength and cunning till the bitter end. At last, when the duel was over and Albrecht was grudgingly declared winner, it was the wounded, worn out mercenary who rouse his hand, smiling and muttering You fight hard, for being a pampered noble knight!»
In the following weeks, Albrecht victory turned into disaster. In the following weeks, his wife and his younger daughter disappeared without a trace and a mysterious fire burned two granaries in his village to the ground. Then his wife came back. She'd been raped and tortured and scared to death. She ran straight to the Baron, to accuse Albrecht of dark sorcery. She testified that he got his famous warrior prowess from the devils of the Abyss, in exchange for worship and regular human sacrifices, that he had sex with demonic creatures and sometimes he even surrendered her to the minions of Abyss, to torture and defile for fun. So his victory in the duel was obtained through evil magic and thus worthless: the woman he championed was indeed guilty of murder, she was burned and her riches confiscated, and Albrecht himself was a worshipper of the dark powers. He understood that he was doomed.

When the soldiers knocked down his door to throw him in jail, he was already gone, taking what he could and riding north, far from the River Lands, heading from some place where he was nobody. When he reached Tetrarch, his faithful war horse was long dead, his purse almost empty and his soul burdened by regrets. He decided to answer the call for the Northern Wilds expedition with a twofold hope: if he earns a lot of money, maybe he can go back home and put things straight; if he gets killed, at least he'll know some peace.

Personality: Albrecht Von Ravensburg used to be a honorable, loyal, brave knight. And somehow he still keeps faith in his old ideals. But now this side of him is buried deep under a thick layer of pain. He's a jaded, cynical, bitter warrior, who cares very little about his own life. Despite his best efforts, he wasn't able to protect the ones he loved, so he's very careful not to grow close to anyone.

Major Skills: weapon and shield fighting, two handed weapon fighting, riding, jousting.
Minor Skills: heraldry, falconry, first aid, weapon repair.
Innate Abilities: resistance to mind affecting spells and powers, fearless.

Josetta of the Shyver Clan
Character Name: Josetta of the Shyver Clan, Fifth daughter of the Queen of Gypsy's Madge Shyver
Character Age: 22
Character Race: Human
Character Profession: Fortune Teller/Gypsy Dancer/Thief

Background:Josetta does not remember her real parents who were lost during a terrible sickness that passed through her small village off the coast near Frozen Isles. She wondered into the Kingdom of Ribenheim alone, unknown to the people and fought and stole for food, shelter and her own protection against the other street urchins. She grew tough and self-reliant, never backing down from a brawl or showing any sign of weakness because of her sex . She only took from those who had more than enough and gave to the little ones who didn’t have the strength to help themselves.

One day while she was being disciplined for her latest mischief, that of petty theft of a stale muffin, Madam Madge Shyver, who had first commonly, mistaken her for a boy, put a halt to the beating she was absorbing and paid for her meal. A member of a higher society of gypsys, who traveled city to city in their colorful caravans, entertaining the villagers with their fortune telling, mystical snake oils, and exotic dancers. Regarded as a Queen amongst the gypsies, she has a great bond with her people that runs deep and is able to avenge quarrels that have defamed her or her clan without leaving her cart. Knowing any number of her clansmen would hunt the offender down to please their queen. Some claims led her to be considered to be gifted with unholy powers, but were quickly snuffed out in fear of an early death to their leader or themselves. Some people accepted her gift and flocked to her for her fortune-telling and potions, though fake, sometimes prove useful to people who believe her. She leads her tribe round the countryside telling fortunes and selling crockery, and adopting gifted children into her fold.

Madam Madge eventually took Josetta under her powerful wing and trained the young child in her gypsy thieving ways. She enjoyed her new family, dancing and reading palms for coins, even the pick pocketing and gambling. She was quick to learn to wield a knife and excelled in hand to hand and short sword combat, to her Madam's surprised and soon became the best knife thrower in her tribe. Madam, grew fond of the girl and honored her with her name, making her one of her many daughters, providing her with special magic skills as well. Madam was know to dabble into the dark arts and gifted her youngest daughter with the gift of shadows. The ability to move unseen with the aid of darkness, blending in with shadows and become almost invisible at night or in dark places.

 As she grew so did her beauty, maturing from a tomboy into a seductive gypsy princess. Madam, who was grow older with a weak heart, wanted to give her clan a bright future with a strong leader to up hold their laws and honor. She demand her five daughters on a quest to prove which would best lead their clan before her death to see her family was well looked after when she was gone. Her sisters argued that Josetta was not of Shyver blood line and should not have the right to inherit the leadership of their people. Outraged by the insincerity of her sisters, she slit her hand with one of her blades and held it to the four women.

"My blood my not be as red as yours, as strong as yours, or as powerful as yours. I may not be of your people, but we are all born from the same earth and share the same bread and the same sorrows and joys. The bond that links our family is not one of blood, but of respect and loyalty in each other. I am a Shyver bound by honor for my family, and when I return I promise to uphold my Madam's traditions, her teachings, and her devotion to protect the clan with every beat of my heart and drop of my blood in my body, so I swear to you..."

Madam was so proud of her little Josie, she ignored her daughter protest and allowed her to join the others. Josetta set off at once on her journey, letting her pride and determination take over to come back victorious. She knew her Madam meant to be fair but couldn’t stand the thought of any of the others ruling, they showed no signs of honor or loyalty to the clan and even were rumored to have ratted many of them out to the law for silver pieces. Rather than allow them to tear the only family she knew and loved, she planed to go to the farthest place she could think of and listen for a quest that would would bring dignity and respect home with her. Taking only a few items to sell or trade for food and loggings, she set off to the nearest town to search for her destiny. The only treasure she did not sell was a necklace she was given to her when she turned of age and became a woman. A tribal crest and piece of home she carries with her always that gives her hope to succeeded and one day lead her tribe as great as her Madam had.

It has been an year since then and Josetta had yet to fulfill a quest that would make her clan proud to call her Queen. She traveled South, stopping now and then to dance for gold or pick pockets of the men who were toll full in their cups or the folds of her dress to notice their money missing. Helping some in petty bar battles and harmless quests. She wasnt satisfied with her accomplishments so far. Traveling down the till she then stopped at Red Falcon Inn, where she now rested and waited for news of a crusade for her to partake in. What she didnt know was one of her sisters had word spread to stop her. While resting her tired head in a cup of pale ale, she did not see the knife till the last moment and dodged. She fought back and even took out a few men, but was out numbered in the end and jumped out a second story window to escape. Sore but unharmed, she used her shadow magic to blend into the dark and into the crowed city, hoping to be undiscovered. The next day rumors of her escape and how she vanished into the darkness, and how so used witchcraft to elude her abductor, who were said to be the men who she had stolen from and were looking to take her to the law. One of the men had seen her outside the window, use her powers and were now looking for the gyps girl to hang her for her crime of having unholy powers. Unable to leave the city without being seen or to flee back to her tribe without her task complete, Josetta knew she had to find a place where people wouldnt look for her and hoped to not be found till people forgot about her and her crimes.

Personality:Josetta is a very lost soul yet kind and compassionate about her family and the less fortunate. Abandoned as babe, she took to the streets and learned more than a child her age shouldn't have while growing up. She has an allure that draws people to her and regularly has to swat away pursuers who are captivated by her exotic looks. She is street smart and also quick on her feet, learning something new is as easy as counting for her. Her hate for the rich and wealthy noblemen makes her a bit vindictive at times but also fines them the most gullible for her ruses and cons. She uses her beauty to fool people into her tricks and is very good a seduction when she is gambling or stealing. People usually fine her temperament and wit amusing and charming at times when she is relaxed and enjoying good company. She is a bit suborn when it comes to getting her way and seems to always wines up in trouble because she often doesnt listen to reason. But her natural goodness and perseverance always carries the day, sometimes...

Major Skills:Knife Throwing, Short Sword Combat, Thievery(includes lock picking and trap disabling)
Minor Skills: Stealth, Acrobatics
Innate Abilities:Shadow Shifting, Deception

Additional Information/Secrets: Is known as the" Fatal Flower " of Madam Madge's daughters for her captivate body and dance as well as her deadly bladed petals. The tattoo on her side indicates her skills and who her family is. 

Diana Mezborne
Character Name: Diana Mezborne
Character Age: 19
Character Race: Human
Character Profession: Scribe Apprentice

Background:Diana hails from a small village located on the east side of Lavaria. The village, while small in size and far from common trade routes, was a comfortable province that was well kept and lively despite the indigent state of its villagers. It was several hundred strides west of a large lake that separates their land from the neighboring lands, and also provides the village with a near infinite amount of water in even the driest times of the year. The village is surrounded by forest on both its north side and south side, as the forest’s borders lay several miles from the village’s walls. To the west is a road that leads to the rest of the country, surrounded by beautiful green plains and magnificent hills for miles before reaching the next village. Because the road to the west spread throughout the country and beyond, the village is called “Onset Village” by the villagers.

Diana was born and raised in Onset Village, and rarely left the castle walls throughout her entire childhood. She was a timid and apathetic child with a low self-esteem and a fragile heart. Many children of the village refused to play with her, as she was small and weak and couldn’t keep up with their playful roughhousing. Therefore she spent most of her days alone, either in her room or near the waterfront, doodling in her notebook with chalk and dull pencils. She was also a lover of books, particularly adventure novels, and enjoyed indulging in escapist fiction to distance herself from her dull and uneventful life.

In the beginning of her 7th year, Diana began to rave for the adventure and excitement she read in her books. She began to dream about exploring dark forests and infiltrating castles of evil sorcerers, slaying dragons and saving an entire town from a horde of demons while gaining fame throughout the land. She wanted to unleash herself and take the world by storm, so she could mark her place in history. But Diana was a smart girl, and she knew that none of this was possible for her. Putting her physical shortcomings aside, she knew she had no potential as a hero. She was a shy, pitiful person who cried at the weakest of insults and ran from the smallest of challenges. Her experience with socializing was also lacking, as the only people she could hold conversation with were her parents or her endless supply of little brothers, half of whom couldn’t even talk! What hope did she have to become a hero?

But a strange turn of events happened in her 8th year, when her father arranged her to become an assistant for an old scribe who lived in the village. The scribe, known as Hamilton Humphrey, was the oldest man in Onset Village and was well known both among the townsfolk and the scribe community for being a highly accomplished writer. But despite his renown he wasn’t seen much by the other townsfolk, as he tended to avoid social interaction in favor of a life dedicated to writing and solitude. And based on his abnormally healthy physical conditioning and strong sense of independence, one would be curious as to why he would need an assistant all of a sudden. It was even stranger why he asked for Diana specifically, as she was definitely the least qualified person to be his assistant. Perhaps it was her parent’s that set up the whole thing in an attempt to get Diana out of the house and develop social skills. Maybe Humphrey needed to study a child closely for one of his essays.

Regardless of the reason, Diana became Humphrey’s personal assistant, serving under him from sunrise to sunset, every day of the week. At first Diana’s tasks were simple; she ran errands for him, cooked for him, organized his writings, cleaned his house, and so forth. It was basic but hard work, and at first was very difficult for Diana to handle. She constantly found herself stretching the limits of her endurance from all the physical chores she had to do, and often found herself floundering in situations that called for social skills and basic intelligence. It was safe to say that her relationship with Humphrey wasn’t a happy one either, as he was very strict and often scolded her on her shortcomings. She was exposed to lectures every day on how she could (and should) better herself, something which at first only made Diana feel worse about herself.

But as time went on Diana slowly grew more accustomed to her demanding chores, and within a year she struggled nowhere near as much as she did when she first began as Humphrey’s assistant. She was physically stronger and could last an entire day without getting tired before sunset. She no longer burned the food when she cooked, and managed to work around using strange and cheap ingredients and still make an edible dish. And most impressive of all, her ability to socialize with other human beings improved greatly, as she found herself more confident in herself and less afraid of the outside world. She learned what it was like to be responsible and to think for herself, something which no other 9 year old in the village could boast about. Within 2 years of being Humphrey’s assistant Diana had developed into a respectable young lady.

When Diana was 10 years old, Humphrey decided it was time to take Diana completely under his wing and make her his apprentice. Her work as his assistant was nothing more than the preliminary phase of her development, as her work helped her grow in character, which was required for scribe training. Diana’s found herself doing more studying than chores under Humphrey from then on out. She began by studying the history of The World from old manuscripts and documents, and learned how such documenting was possible through the Society of the Scribes. She also studied philosophical essays, informative articles, and religious texts, and how each work of literature was significant in regards to the time period in which it was written. Finally, she studied how to write persuasive and informative works of literature through research and critical thinking.

While the work load was challenging and hard to keep up with, Diana was an excellent scholar under Humphrey’s wing. She became a respectable writer and historian who boasted great knowledge spanning many subjects. By the time she was 13 Diana was one of the smartest and most respected kids in the village. In 5 years’ time Diana went from being a chubby, timid nobody into an intelligent young lady boasting great intellect and confidence.

By the time she was 14, Diana began to travel the continent with Humphrey, furthering her training as a scribe by observing The World in her own eyes and documenting what she saw. Humphrey taught her the true essence of being a scribe, and taught her how to record important events for placement in the Scribe’s Library. As recording history was an extremely important and difficult job, Diana spent the majority of her teenage life with Humphrey, constantly honing her skills as a scribe while assisting Humphrey in his own scribe duties at the same time. For 5 years she trained, honing her writing skills while documenting as much of The World as she could in hopes of eventually mastering the core skills required to be a scribe.

Personality: For someone who views herself as an intelligent author of historical documents, Diana is a very puerile girl. She is playful and bubbly like a little kid and enjoys exchanging comical banter with other people. Despite this she can be rather distant to people she doesn’t know or isn’t comfortable with, and can be very submissive in serious moments. She can also be quite critical of other people, especially other women. Diana usually tries to keep a positive attitude about things, even if she can sometimes come across as a coward.

Major Skills: Writing, drawing, photographic memory
Minor Skills: Cooking, grooming, animal care
Innate Abilities: Instant translation

Additional Information/Secrets:
« Last Edit: January 10, 2014, 07:16:06 PM by MagicalPen »

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #2 on: December 15, 2013, 04:28:14 PM »
The World

Right Click + Open in New Tab to see Full Size version of Map

The World, as it is known, consists of one continent with several islands. The Norther reaches are unreachable and covered in constant snow. The Southern reaches are covered in Jungle and Desert and no one has ever ventured further south.

There are approximately two-dozen Kingdoms, Empires, and Duchies in the World, spanning from the Western Coast to the Eastern Mountains.

Major Cities on the map are marked by Black Dots.

The Kingdoms, Empires, and Duchies of the World:
1. Isle of Draiocht - The Wizarding Isle
2. The Free Cities - Island Kingdoms, roughly 8 of them, that operate independently. Sea-faring peoples, excellent sailors. One Island is home to a group of Wood Elves.
3. The Frozen Isles - Home to a penal colony, otherwise only the brave Whalers have encampments on some of the islands in these treacherous waters.
4. The Kingdom of Ribenheim - Home to Northmen and Commoners alike, its capital is quite diverse and many different peoples can be found inside its walls.
5. The Kingdom of Perth - A long time enemy of Ribenheim, the Perthians are currently at peace with Ribenheim. A group of Wood Elves live in the forests to the East, at the foot of the Mountains.
6. Sylvanthia - Home of the High Elves, and Wood Elves alike. The only sovereign Elven Nation. Great Forests dominate the landscape.
7. The Kingdom of Conameria - A long time enemy of the Elves, Conameria is now the most likely place you'll find Elves living with Humans.
8. The Duchy of Lavaria - The Duchies are constantly at war, borders and cities constantly changing hands. Many Mercanries come from the Duchies.
9. The Duchy of Lataria
10. The Duchy of Conaria
11. The Duchy of Melaria
12. The Duchy of Toraria
13. The Duchy of Galaria
14. The Duchy of Coria
15. The Duchy of Salnoria
16. The Kingdom of Corinthia - A fiercely warlike people, probably due to the proximity of the Duchies. Great Architects come from Corinthia.
17. The Kingdom of Larabia - A diverse kingdom due to its proximity to the south. Great Traders herald from here.
18. The Sheikdom of Tarabat - The Sheik is quite wealthy and profits from trade with the peoples in the South.
19. The Gorolians - The Gorolians inhabit the Great Plains, skilled horsemen that breed the finest of horses. A Nomadic people too, the Great Market the only year-round settlement.
20. The Island Nation of Theoaspolous - A great Island Nation, sporting perhaps the finest ships of all the Nations. Theoaspolous Ships are highly prized.
21. The Jungles of Sepik - The Jungles of Serilia are a mystery to all.
22. The Sands of Dar'Luka - an endless expanse of Sand and oppressive heat, the Dar'Luka people are known to be great Merchants and Slave Traders.
23. The Wilds - Unihabited places, full of forests and mountains and wild things.
24. The Western Lands - Undiscovered.

Magic: Magic is a mystical thing. In some places its touch is strong, in other places it is weak, non-existent. Its weakest form is the most common - a healing touch, a natural affinity to calm animals, a master craftsman able to use his skill to make the finest of details or weapons. A level most likely not to draw any undue attention.

The next level of magic are those who can manipulate the world around them, or summon the elements. These people are called Mages and are mostly found on the Isle of Draiocht - an island devoted to the study of Magic and its uses for the better of mankind. It is these Mages that are most at risk - to society and themselves - and many die when consumed by the magic they can not control. Those who show signs of possessing this sort of magic are usually killed - accused of witchcraft and causing death and disease. Only the island of Draiocht can offer them protection and a chance to tame their powers, but none of the Adepts live a long life. Magic is wild and powerful and drives its users insane.

Wizards are the most powerful magic users to have ever walked the surface of the world. There area currently no known Wizards that exist in the world and it has been nearly 500 years since the last Wizard died.

There is a universal monetary system, though when traveling between kingdoms it is best to obtain coinage from that Kingdom for transactions. While all essentially the same in value, they may be called different things depending on the region you are in. Of course, a bartering and trade system is also in existence.

1 Copper
20 Coppers
= 1 Silver
10 Silver
= 1 Gold Crown

1 Draft Horse = 1 Gold Crown
Loaf of Bread = 5 Coppers
Room and Board at a modest Inn = 1 Silver + 8 - 18 Coppers
Meal at Tavern = 18 - 25 Coppers

5lb Twisted Candle = 5C  (copper) 
2oz Medicine = 1S (silver)   
Bronze Coffer = 12S
Flour/lb = 4C     
Horse = 20GC (Gold Crown)   
Draught Horse = 10GC
Ox = 4GC   
Mule = 6GC   
Donkey = 5GC
Knife Blade = 3C
Blankets = 12C
Mail Hauberk = 30GC
10z silk = 2C 
Wine/qrt = 2C
Lance Head = 4C
Stirrups = 3C
Mirror = 1S 
Paper/ream = 3GC

The Races of the World
The Civilized Races:

The Race of Man

Humankind are by far the most widespread of all the Races. Hardy and Intuitive, they are industrious and conquer all land that they come across. Based on location, they’ve evolved over the years to become more hardy in their locales, and are thus the most diverse of all the Races. Women are typically 4” - 12” inches shorter than their male counterparts.

-The Northmen-
Carving out a living in the Northern Reaches, the Northmen are at home in the cold. Tribal warfare before their civilization has created a race of man typically 6’0” -to- 6’8” tall, with fairer complexions and lighter colored hair. They are by far the tallest of the human races. Due to the climate, they are good hunters and good fishermen as well.

-The Typical Human-
The Typical Human, found in more moderate climates and by far the most common of all humans, are on average 5’8” to 6’4” tall, with body types that span the spectrum. They are Soldiers, Farmers, Craftsmen, Nobles - the whole gambit. Their complexions and hair are as widely varied as they are, with various regions having a higher likelihood of producing similarly looking locals.

-The Dar’Luka-
Otherwise known as the Sand People, the Dar’Luka have a more olive tone to their skin, almost the color of the deserts that they inhabit. Their men tend to stand between 5’6” and 6’0” tall and are often of a lean, thin complexion and are all universally dark-haired. Those encountered in the Civilized Kingdoms are often Merchants or Slave Traders.

-The Sirilians-
Of the Sirilians, little is known. They inhabit the Jungles of the World, are quite territorial and live in a Tribal Culture. What is known is that they often have the darkest skin of all the human races, all have black hair, and none have even been recorded to stand more than 5’8” tall.

The Race of Elves

Elvenkind are one of the most long-lived races in the World and claim to be the first to inhabit it as well. While they live nearly twice as long as your average human, they are lucky to have more than one child in their lifetime. As such, the Elves now live scattered throughout the World. Getting involved in another major war could quite easily spell the death of their race.

-The High Elves-
Widely considered among the most beautiful creatures on the face of the Earth, the High Elves fall into the category of Nobility among their people. Tall, elegant, graceful and above all, beautiful, they are always noticed when traveling. They are among the best crafters of silver and retain the secret of their Mithril armor - so light it is barely noticeable, but nearly as strong as plate mail. They are considered the best Jewelers in the world as well. Fair complexions and eyes and hair that seem to match the natural minerals and gems of the world. They stand between 6’2” - 6’8” tall.

-The Wood Elves-
Darker skinned than High Elves, with a more bronzed complexion and darker hair and eyes, Wood Elves are most at home in the forest. They are the best wood carvers to grace the world, their bows a testament to their skill. They are also considered the best trackers/hunters/archers as well and have an uncanny ability to blend in with their surroundings. They are also slightly shorter than their High Elven brethren, but much more agile.

-The Dark Elves-
The Dark Elves are a race of Elves who have turned from the light and everything that is natural to their Race. They are of a belief that the other Races seek to destroy the Elven Race and have vowed an endless war against the other races. Defeated in battle, they have taken to the underground, fighting the Dwarves and other denizens for the underground kingdoms, while also controlling a few well hidden surface-side locations where they wage their war. Due to their shift in alignment, their natural order is out of balance, slowly turning their skin to an ashen-gray or even black. They are on average the same height as Wood Elves.

The Dwarves

The Dwarven Race is perhaps the most mysterious of the Civilized Races. Known as much for the fiery temper, long beards and love of drink as they are for the Metalsmithing, the Dwarves are a race in eternal battle with the Under Dark.

They are the shortest of all the races, but also the sturdiest. It is said that a Dwarf has the strength of three men, and when in full battle regalia, the strength of ten! Their love of mining for precious materials has led them down into the earths very core, where - as legend has it - they encountered the Under Dark, releasing hordes of vicious and vile creatures.

Nonetheless, Dwarven Smithing is the best in all the Kingdoms and is highly sought after. Dwarves can often be found in Smithies and Forges throughout the Kingdoms or, as un-dwarf-like as it is, traveling around the kingdoms seeking adventure. Dwarven Fortifications have stood the test of time as well, and many ruins from the Ancient World were crafted by Dwarven hands, the only reminders of those bygone eras.

Dwarves are short and stocky, often standing no taller than 4’10” on a good day. Their hair can be metallic in color too.

The Uncivilized Races

The world is truly a vast place. While the races of Man, Elf, and Dwarf have done much to bring stability and civilization to the world, there are those who seek to undo it, or those that just do not seem to fit in on either side.

Old races, nearly extinct, seeking to etch out their livelihoods in a changing world. Vile races, unleashed by the Under Dark, or inhabiting the Wild Areas.

These are those races.

The Orcs

If there was ever a race bred for warfare, it was the Orcs. Luckily for the other races, the War-like Orcs were a strictly tribal society of nomadic peoples, more intent on destroying each other then the other races. By the time the Tribes united, it was all but over for the Orcs. You are more likely to come across a Half-Orc these days then a pure-bred Orc, but they are out there - mostly operating as Mercenaries for Hire. Even so, an Orc in full Battle Armor is a foe to be feared.

Orcs are large - on average, around 7’0” tall, with tusks, green skin, dark hair, and muscled bodies. Half-Orcs are more human in looking, though their size and strength give away their Orcish heritage.


Goblins are very much the Scavengers of the Under Dark. The size of Dwarfs, but on the leaner side of things, Goblins often attack in packs - about the only time they are truly deadly. Goblins caught unawares are likely to panic, and one-on-one most creatures can defeat a Goblin. Packs of Goblins have been known to raid above ground and are quite effective at it, scavenging for better equipment as they do so. They are quick and agile as well and often set traps around their encampments - it is said they love nothing more than torturing their enemies to death!

On Religion
Relgion can be viewed as similar to Norse and Gaelic and Roman and Greek from our world.

Ribenheim is a Kingdom that follows the Old Ways - or at least what is considered to be the Old Ways. There are Older Religions out there, but very few follow such deities.
The Old Ways -

« Last Edit: December 20, 2013, 10:25:20 PM by MagicalPen »

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #3 on: December 15, 2013, 04:36:51 PM »

-Literate Writers: At least 2 paragraphs per post, with posting occurring around 3 times a week (minimum of 2 posts per week).
-No God Moding: Leave actions open ended (ie. He drew back on the bow, sighting his target, before letting the arrow fly...) - I will be GM/DMing this game along, especially in instances of combat.
-Be Respectful: Advice/Comments/Suggestions are all welcomed as the game progresses. Just don't be a dick and poof during the middle of the game.

Offline MzHyde

Re: A Fantasy Adventure (Open)
« Reply #4 on: December 15, 2013, 09:43:12 PM »
What's the difference between group A and group B?

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #5 on: December 15, 2013, 11:47:56 PM »
There is none. That was an old copy of another version.

Offline Nameless One

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Re: A Fantasy Adventure (Open)
« Reply #6 on: December 16, 2013, 05:21:21 AM »

Sorry for the maybe silly question, but does this mean that you've a selected list of players who can apply with a character sheet? I'd be interested in the game, but sure as heck I don't want to interfere with an already established party.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #7 on: December 16, 2013, 08:21:38 AM »
Nope - thats just saving a spot for more information, so the first few posts are all game related.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #8 on: December 17, 2013, 08:42:21 AM »
I'll be posting a little World/Race HISTORY after work today.

Have received one applicant so far.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #9 on: December 18, 2013, 09:05:58 AM »
Updated with Ser Albrecht.

Offline Nameless One

  • Planewalker
  • Lord
  • Enchanted
  • *
  • Join Date: Jun 2012
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  • Gender: Male
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Re: A Fantasy Adventure (Open)
« Reply #10 on: December 19, 2013, 05:34:47 AM »
Mmm... I think we're in dire need of a scout, or a ranger: the Northern Wilds sound rather hostile! And a healer wouldn't be bad at all... ::)

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #11 on: December 20, 2013, 07:29:32 PM »
Still accepting characters!

Offline Rajah

Re: A Fantasy Adventure (Open)
« Reply #12 on: December 20, 2013, 10:13:38 PM »
So, "other forms of magic exist." What does that cover, exactly? Say someone wanted to play the archetypical hunted/cursed mage or something less archetypical, but mage-y, where are we on the scale of sword and sorcery? Is there such a thing as an illusionist, or a fireball? Necromancy? Shapeshifting? Summoning? Healing seems fairly low-key, but then, healing ALWAYS seems fairly low-key. What is a bond with nature, people who can talk to plants? Who can ride the senses of animals? Make plants move? Breed monsters out in the woods? Grow hydrangeas out of their face?

Or if you prefer, where are a couple places I would look in pop culture to see the level of flash/scale this game is using?

What kind of religions are around, and who believes in them? Are they like modern world religions, are the gods active, or somewhere in between? What's the political structure of Ribenheim, aside from having a king at the top of it? What other nations/tribes/peoples are around, what are they like? Where do elves live? How are halfbreeds treated?

If you don't have answers for some of these things and are comfortable with players suggesting their own to you, let me know, I like worldbuilding. But I don't really feel like I have the context necessary to make a character just yet.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #13 on: December 20, 2013, 10:26:32 PM »
I've updated with some more information. Its a bit of a read - we can decide if we want to follow the Economics though it won't matter much in the Wilds.

Religion is actually still an aspect I am working on (this is 'my world' - something I've been developing step by step over the years. I am more then willing to have some one help me with Religion, Sects, and Deities/Gods etc.)

Offline Rajah

Re: A Fantasy Adventure (Open)
« Reply #14 on: December 20, 2013, 10:27:10 PM »
Some bits of lore I've teased out from the backstories of accepted characters:

There is, somewhere near to Ribenheim, a self-styled empire of sorts engaged in a constant state of war with its neighbors. Unlike (?) Ribenheim, it employs a heavy tradition of chivalry in its military structure. Like Ribenheim, its aristocracy is moderately destabilized and title/land grants are used as incentive. There is some religious element to the nation.

Ribenheim is unstable, with noble families - who may all be military families - and a number of unspecified guilds (likely regulating trade) employing enough assassinations against each other for a culture to have developed among contract killers, but not quite to the point of having their own guild or noble presence. Its military is based on a legion structure rather than a chivalrous one, implying a focus on unity and good service over honor and righteousness.

There is an Abyss, with devils in it, which contact human (and elven?) beings and desire worship and sacrifice. They may offer occult power in exchange, which implies that acts of worship and sacrifice may empower them. This may be localized to the River Lands empire, and may represent religious beliefs, fictional religious beliefs, or objective truths about the nature of the world.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #15 on: December 20, 2013, 10:41:20 PM »
Clicking on the Map (I suggest opening in a new tab) reveals its full size. My map-making skills prevent me from creating actual mountains and the like (thus a flat map, with colors used to differentiate climates, along with rough borders of all the Kingdoms (numerically matched to the list of Kingdoms etc).

Ser Ravensburg is most likely from the Duchies of Lavaria or the surrounding region, given its constant warring and shifting of borders.

Ribenheim can be viewed as Romanesque - a professional army, consisting of Legions (I can produce the numbers if needed) though the political climate right now is changing. This particular story is one of three I have posted on here (none of which ever got through the planning stages). In one story, Dwarves are of myth, and legend. They simply do not exist as far as Mankind and Elf know. However, they do, and lonely Gori Ironhair is about to become the first Dwarf to reach the surface (at the expense of his Kingdom) calling ancient allies to call. The third idea, which I had at one point married with this one, was an Expedition leaving from the Coast of Ribenheim, to journey to the rumored lands to the West, beyond all known islands and lands. The Mad Kings son, you see, had led such an expedition and never returned (the cause of the Kings Madness) which is why a Royal Expedition is being sent forth once more - to find the Heir to the Kingdom and bring him home.

As you can see, it is more fleshed out then presented here, but too much text might seem overwhelming to some. I am trying to focus it on this one particular branch of my World and the current story happening there. Religion, you could say, is still up in the air. Magic, though - I am not the biggest fan of magic in general, thus my desire to keep it rather nullified and a non-factor in most encounters. Gail Martin has a story out right now - Ice Forged - where a lot of people possess a small amount of magic - one person uses it when smithing, another is good at playing poker/card games, a bard is able to calm/soothe people with his voice, a hunter is better able to track and sense animals etc. Magic that enhances a certain sense or skill, so to speak. Nothing that would draw attention to a person, but that Master Smith might not be so good with out his magical ability.

Offline MaiMizzu

Re: A Fantasy Adventure (Open)
« Reply #16 on: December 23, 2013, 07:55:42 PM »
How many players do you have so far?

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #17 on: December 23, 2013, 07:57:10 PM »
The posted two (including me) with one profile needing some finishing touches. Otherwise, nothing else is set in stone until people send me char sheet.s

Offline MaiMizzu

Re: A Fantasy Adventure (Open)
« Reply #18 on: December 23, 2013, 08:26:09 PM »
Any female elves yet?

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #19 on: December 23, 2013, 08:28:28 PM »
Nope, though there might be one in the works based on some PM discussions.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #20 on: December 26, 2013, 05:13:29 PM »
Will update later with an Female Elf Character.

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #21 on: December 27, 2013, 06:34:30 PM »
Ok. Updated with our Gypsy!

Still willing to accept 2 more characters at most.

Offline Landshark

Re: A Fantasy Adventure (Open)
« Reply #22 on: December 28, 2013, 05:13:06 PM »
Very interesting. Was curious about a few things if I may ask?
1) Are you trying to limit magic and its use with the explination given? would prefer no one make a full magic user?
2) Are the uncivilised races added so we know they exist or are they actually allowed as playable?

Offline MagicalPenTopic starter

Re: A Fantasy Adventure (Open)
« Reply #23 on: December 28, 2013, 05:14:09 PM »
1) Essentially yes, given how rare magic is.
2) Its part of a worldbuilding project I am always sorta working on. But tes, the unciv-races are nonplayable at this time.

Offline Landshark

Re: A Fantasy Adventure (Open)
« Reply #24 on: December 28, 2013, 05:18:02 PM »
I can only assume that would exstend to Dark Elves as well yes?