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Author Topic: Adventures in Talamah: Into the Unknown(Open- Fantasy)  (Read 682 times)

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Offline MagicalPenTopic starter

Adventures in Talamah: Into the Unknown(Open- Fantasy)
« on: July 15, 2014, 10:14:17 PM »

The Great Wild North - a place of unknown wealth and danger.

Across the White River lay lands untouched by man, rumored to hold ancient ruins and cities of gold. Many a treasure hunter and adventurer had ventured into the Wilds and most had never come back. Mystical creatures were rumored to roam the woods, man-eaters too. But the promise of gold and glory was too much for some to resist.

Only the trappers and woodsmen could venture safely into the woods and they would only travel so far having developed that sense for danger.

What sort of chances did a man have in such woods where a Legion had simply disappeared?

The 13th Legion, all those years ago, had marched into the Misty forest one summers day and that was the last anyone had seen or heard of them. The trappers and woodsmen hadn't been able to find any sign either. A whole Legion, gone into the mist. It was a tragedy on a scale never seen before and anything associated with the 13th became cursed and frowned upon. Nonetheless, it drew more people to Tetrarch, searching for signs of the Legion and what had happened to it.

And now a new treasure hunter, armed with a map supposedly showing where the Lost City of Gold was located was getting ready to venture out into the Wilds.

Tetrarch, the one-time-village-turned-small-city, sat on the Southern bank of the White River, which raged down from the mountains and all the way to the ocean. It was virtually uncrossable, except for a ferry crossing where Tetrarch had established itself. The crossing had held the promise of reaping the vast unknowns of the Wilds (as they were called) only it proved much more deadly. There seemed to be a safe distance to travel into the Wilds before people stopped coming back. The Legion had been meant to pacify the region and make it safe, but the Legion was gone. So now, only the furtrappers and hunters ventured into those Wilds, making good money on the exotic furs they brought back.

Because Tetrarch was on the verge of the Empire, it contained the dredges of society. Law was loosely held and those seeking to get away from it all inhabited the streets and brothels. A small hunters village had sprung up on the far bank and as a much safer place, if not because it was harder to get too and bordered one of the deadliest areas known to man.

And it was in the only Inn on that side of the river that the party was to assemble, seeking this Lost City of Gold.

Character sketches are below. All are available and tweak-able by those interested.

All characters are open unless otherwise stated.

You are free to change the names.

Connor O'Fearghail, the Leader

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

Logan Marshall, the Hunter

Name: Logan Marshall
Age: 26
Race: Human
Profession: Hunter, guide.

Background: As the village of Tetrarch has slowly grown into a city, so too has wealth poured into the border settlement. The Marshalls, an ancient line of woodmen and trappers, were fortunate enough to rise to prominence during this time of growth, and over the last three or so generations their lot in life has improved beyond recognition. Nobility is still a distant dream that is unlikely to ever be realised, but life as successful middle class is still vastly better than their old days of wattle hovels and lean winters.

Despite the newfound prosperity, the Marshall family has stuck to its ancestral roots and Logan was raised to be a hunter. Just as his parents and siblings had done before him, Logan spent his childhood under the great boughs of the northern woods, where strange beasts and veritable nightmares alike stalk the dappled shade of the forest. Living in the most dangerous wilderness in the realm has taught Logan a great deal, and daily use of bows and crossbows has honed him into a muscled archer and lethal marksman, but out in the great wilds even these skills only take a man so far. It is Loganís other traits that serve him best, namely the acute senses and lightning reflexes that allow him to thrive in a world of monstrous creatures and cunning beasts.

Logan himself has cultivated a reputation as being one of the best hunters in the region, though itís open to debate whether this is raw talent or simply the benefit of his (comparatively) well-off upbringing: steel traps bite harder than their iron counterparts, and better weapons mean bigger, more dangerous game. Logan was also fortunate enough to receive tutoring earlier in life, and while itís a far cry from the formal tuition afforded in major cities, it had nevertheless granted him literacy and articulation Ė both excellent skills for dealing with fur merchants back in the city of Tetrarch. More recently, Logan has also started acting as a guide for groups of adventurers heading north in search of gold and glory. He claims this new line of work is simply for a change of pace, but some locals whisper the career change is the result of a few too many close shaves in the hunting business, and that Loganís courage is starting to fail him.

Personality: Far from the grim-mannered loner many might expect from a woodland hunter, Logan possesses a sharp sense of humour and easy eloquence. He is deeply spiritual, seeing omens and portents in virtually every aspect of everyday life, but his open demeanour and talkative nature is usually enough to counteract a few superstitious quirks when it comes to socialising.

Major Skills
Sharpened senses: Northern hunters develop a sense for danger that borders on the uncanny, and Logan is no exception. Whether itís a hidden snare set by trappers or the faint rustle of paws on leaves, thereís little that escapes his notice.
Wilderness survival: Improvising traps and weapons, first aid, trackingÖ in the northern woods, adaptability and self-sufficiency are synonymous with survival.
Marksmanship: Logan is a crack shot with both his composite bow and crossbow. Those visiting Tetrarch often wonder why the hunters there carry both; Logan, like most locals, has long since grown weary of answering that question.

Minor Skills
Melee combat: Although ranged combat is his preference, Logan can hold his own in close combat. After all, the woodland beasts donít always wait at a polite distance.
Novice scholar: People are often surprised to find that Loganís more than just an illiterate woodsman, and indeed seems quite knowledgeable about the regionís history.

Innate Abilities
Animal Empathy: Whether hunting alongside hounds, tracking wild game, or placating the more dangerous creatures in the woods, the long years of acting as hunter and guide have helped Logan to understand the strange way that animals perceive and react to humans.

Sir Kelvan, the righteous Cleric
A holy man and warrior, stands 6'2". Seeking to rid the world of Evil.
Annette Ironborn, Dwarven Warrior
A fiesty Dwarf around 4'ft, also remarkably beautiful for a Dwarf. Toned and lithe, a good member to have.

Angela the Thief
Character Name: Angela
Character Age: ~26
Character Race: Human
Character Profession: Thief, Burglar, Robber

Angela is a lone wolf who skips from town to town in order to take from the rich, or whoever comes across her path. Recently she had gotten too deep into the thievery game, stealing from the wrong figure.

She started from an early age, living in the streets, pick pocketing for a living. Her targets were ordinary people who paid too little attention to their coin and other valuable belongings. It was a skill that was quickly acquired and perfected and she remained unrecognized for quite a long time. Whenever she would get caught, she'd be able to figure a way out of any tricky situations. Who would blame a poor looking young girl for grabbing something to eat, right?

As her age progressed, she moved from pick pocketing to robbery and developed a good underhand fighting sense during that time. Whilst being profitable, it was also quite a dangerous way to make a living and she ended up in a jail or two before fleeing to the rougher North to escape and avoid a bounty that was set on her head.

In more recent years, she has taken to burglary and theft of valuables. When she was nearly caught stealing a merchant's riches/artifacts, the man employed a small army of mercenaries to hunt her down and retrieve his prized collection of mythical possessions.

The mercenaries are still chasing her to the far reaches of the lands, which is why Angela has traveled all the way to the ends of the known world. She's a hunted person and prefers to remain covered and concealed in cloaks and shrouds of lies when she is in the streets. Whilst she still has the prized loot, her money is running out and she needs work to stay afloat.

She is a focused person, always keeping her own well being as a first priority. She can socialize reasonably well, as she has plenty of experience with impersonation and spinning webs of lies and deceit. She trusts no one but herself and will take advantage of others when it suits her best interest.

Major Skills
Stealth movement; sneaking, climbing, approaching/moving unnoticed
Swordsmanship; one-handed, light swords
Stealing; pick pocketing, theft, opening locks

Minor Skills
Agility; quick movement, climbing, evasion
Deception; impersonation, misdirection

Innate Abilities
Pickpocket; Able to extract items from unsuspecting people
Surprise attack; Experienced in effectively attacking targets from a covered position
Affinity to darkness; Most at ease in dark surroundings

Additional Information/Secrets
Angela owns a small collection of exceptionally rare and valuable loot, consisting of (as of yet unspecified) items that may hold magical powers.
Angela is wanted and has a sizable bounty on her head.

Sophia, the Harlot
Character Name: Sophia the Harlot
Character Age: 21
Character Race: Human
Character Profession: whore

Background: Sophiaís heritage is unclear. Her fine features and beautiful body have made some gossip that she is the bastard daughter to some nobleman, but since the child was found on the street in the city of Taenfell when she was a mere infant, it was likely nothing more than a tall tale, one which Sophia herself does not even believe. She joined the ranks of a band of pickpockets and beggars at the age of three and stayed with them until her sixteenth birthday. Then she was taken in by a wealthy couple of merchants who appeared to have good intentions with the girl, until he became the de facto sex slave to the father and his two adolescent sons. It was there that Sophia learned that she was appealing to the opposite sex as well as was introduced to some of the male sex more base desires. She ran away within a year and soon found herself turning tricks on the alley and streets of Tetrach.

After a short while, Fat Mina, the proprietor of one of the cleaner brothels found her on the street and recognizing her great beauty, took her in as her own. Since then Sophia has spent her life in more safety than she did whilst living on the street. Minaís brothel is also too expensive for the rat-faced men-at-arms that had used her services whilst she was still a streetwalker. She now serviced minor noblemen as well as wealthy merchants. Some of the men favored her with gifts of gold pendants and pretty clothes, others just told her silly tales of leaving their ugly old wives for her. Lately Sophia had been growing tired of Tetrach and hoping for an opportunity to leave the lawless city behind her. The opportunity of gold and fame if she joins the expedition to find the legion seems like one too good to pass up. But who will take a whore along on such a dangerous adventure?

Personality: Sophia has been taking care of herself since she could barely walk. As such she has accumulated a lot of street smarts and she is a true survivor. She has a somewhat unhealthy distrust for people, which borders on the absurd at times. Yet she does not make it apparent to those she interacts with. She is very keen on bettering herself, both financially and in standing. 

Major Skills: Fucking and flirting
Minor Skills: She has some limited training as a healer
Innate Abilities: Uncanny instincts when it comes to judging people

Additional Information/Secrets: There might be some truth to her story of coming from blue blood

This link will provide you with more information on the game world: The World of Talamah
Keep in mind, this game takes place in the Kingdom of Ribenheim.

Connor O'Fearghail - TAKEN - MagicalPen
Logan Marshall - OPEN
Sir Kelvan - OPEN
Annette - OPEN
Angela - TAKEN - mj2002
Sophia - TAKEN - RedEve

Possible Sexual Relationships:
Connor + Annette/Ygritte/Sophia
Logan + Sophia/Ygritte
Sir Kelva + Sophia

If interested, please PM me. Characters posted to this thread will be ignored.

Character Sheet:

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]]

Information about Magic
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.
« Last Edit: July 27, 2014, 10:15:27 AM by MagicalPen »

Offline RedEve

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #1 on: July 16, 2014, 04:43:01 AM »

I would be interested in joining this, either as Ygritte or Sophia.
When would you be looking to start this up though? I am going away on a trip from the 19th until the 26th and would not be able to post during this time.

Offline VonDoom

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #2 on: July 16, 2014, 04:51:50 AM »
Sounds pretty interesting and Kelvan seems like a nice type of character I haven't gotten to play a lot lately. What were you looking for in regards to character PMs? Your standard background/personality/appearance setup? Or just a catchall profile?  A writing sample, perhaps?

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #3 on: July 16, 2014, 08:12:22 AM »
Updated with character sheet.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #4 on: July 17, 2014, 08:51:59 AM »
Updated with TAKEN characters.

Offline mj2002

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #5 on: July 17, 2014, 11:45:30 PM »
Looking forward to this one!

Online Inerrant Lust

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #6 on: July 18, 2014, 12:03:40 AM »
Annette is tempting to play, though I'm on the fence about whether or not to join...

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #7 on: July 18, 2014, 08:33:44 AM »
Keep in mind my Group RP rules - Males play as Males, Females as Females.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #8 on: July 19, 2014, 11:03:03 AM »
Sir Kelvan is potentially taken, but the rest are still open.

Offline mj2002

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #9 on: July 20, 2014, 12:37:31 AM »
Any for Logan or Annette?

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #10 on: July 20, 2014, 01:46:40 PM »
Not yet.

Offline Ontan

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #11 on: July 21, 2014, 01:52:48 AM »
Logan looks interesting Ė Iíll start writing up a character sheet and PM it through when it's done.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #12 on: July 23, 2014, 08:34:32 AM »
Still need a few players for this.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #13 on: July 26, 2014, 10:01:13 AM »
Still looking for players for the OPEN characters.

Offline johnnyboyboy

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #14 on: July 27, 2014, 09:56:44 AM »
Interested in Logan, will send a Character sheet your way later.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #15 on: July 27, 2014, 10:15:44 AM »
That role has just been taken.

Offline johnnyboyboy

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #16 on: July 27, 2014, 10:57:09 AM »
Gah darn it :c

Offline Ontan

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #17 on: August 01, 2014, 01:31:39 AM »
Just noticed, Loganís slot is still marked as open, but a playerís character sheet has been uploaded for the spot. It might be worth updating the slot to Ďclosedí, along with the name of the charming, handsome rake who wrote that.

Offline mj2002

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #18 on: August 04, 2014, 05:57:31 PM »
I'll withdraw from this story.  It looks like its dead, but even if it isn't,  I don't have the time to participate.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: Into the Unknown(Open- Fantasy)
« Reply #19 on: August 04, 2014, 05:59:53 PM »
You are correct. Not enough interest at this point to make it worth the while.

Offline MagicalPenTopic starter