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Author Topic: Adventures in Talamah: The Western Lands Reboot (No longer accepting!)  (Read 690 times)

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Offline MagicalPenTopic starter


The Storm had come out of nowhere.

Two months into the voyage and supplies had been running desperately low on The Kings Own. It had been a month since they had been able to take in fresh supplies at Worlds End, the last sight of land they had had. Of course, that was the point of this voyage - to discover the fabled lands to the West. No one had ever found them, of course, but that didn't stop anyone from trying.

The Ship had seemed doomed for the last four days - nothing but calm waters and no wind, The Kings Own simply drifted where the current took it. There was nothing to do about it and the eerie silence and monotony of life on the ship was starting to drive them all crazy.

And then the Storm had come.

It struck during the middle of the night, the wind howling out of the East. The once calm ocean turned into frothy whitecaps and The Kings Own got tossed and turned like a rag-doll. Salt water washed over the deck and the crew struggled to keep the ship pointed into the waves. The Mizzen Mast was the first to break, dragging three sailors with it overboard. Another sailor was lost in the attempt to cut the rigging from it, to prevent the rest of the ship going with it.

Endless night seemed to accompany to the Storm, raging for what seemed like hours. And it only intensified. Soon it became all anyone could do to lash themselves to the railing and hope they didn't drown. And then they struck land.

The fore of the ship shattered on impact, nearly breaking the ship in half in the initial impact. The heavy winds and waves then battered the ship, splintering it to pieces, cracking it open on the rocks. The Western Lands had been found - but would anyone be alive to even notice?





-I am looking for a small, dedicated group of players, equal parts Male and Female.

-Posting rate will be at least 2 posts per week.

-All Characters are survivors of the shipwreck, specifically members of the team that had come to explore the fabled lands of the West.

-Game World Information can be found here: The World of Talamah

-All Characters are from the Kingdom of Ribenheim. Their backgrounds can be from neighboring Kingdoms.
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[b]Character Name:[/b]
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[b]Character Profession:[/b]


[b]Background:[/b]

[b]Personality:[/b]

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

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

Accepted Characters:

Konrad Roht, Expedition Leader
Character Name: Konrad Roht
Character Age: 34
Character Race: Human
Character Profession: Mercenary Captain, Expedition Leader

Background: Konrad is an imposing figure, standing 6'4", and at the age of 34 has many campaigns under his belt. As such, he has grown wise with age and has proven himself time and time again to be a proven leader. He holds high esteem and rank in the Red Spears Mercenary Company and has amassed a small amount of wealth. He is starting to consider retirement from the hard life he has led though still can't bring himself to settle down anywhere. He still has too much spring in his step.

Konrad started life growing up on a farm where he learned how to use a Spear quite well - hunting Wild Board in the forest. He always seemed adept with the weapon and the local Legion Recruiter took note of this, recruiting Konrad into the Imperial Legion at the age of 16. It was with the Legion that Konrad honed his fighting skills with both Sword and Spear while also learning what it took to lead men and make the right decision - even if it wasn't always the most popular decision.

At the age of 26, his ten-year service contract up with the Imperial Legion, he left the Legions ranks with a few battle-hardened mates and jointly founded the Red Spears. He has no taste for politics so let his friends take care of the business of running a Mercenary Company, though he does hold weight with them and the contracts the Company decides to take. Konrad has always had a thirst for adventure and the pay he is expecting from leading this expedition to the West will be more then enough for him to buy his own Tavern and settle down somewhere.

Personality: Konrad is quiet and calculating, choosing his words carefully before speaking them. He knows peoples lives depend on him and hasn't always made the correct decision - their loss still weighs heavily on him and he can become rather somber when drinking.

Major Skills: Sword-and-Spear, Leadership
Minor Skills: Fire-starting, Swimming
Innate Abilities: None

Additional Information/Secrets:


Iregard Smith, Scout
Character Name:
Iregard Smith
Character Age:
150, give or a take

Character Race:
Half Human, Half Elf

Character Profession:
Hunter, tracker, scout and trapper by trade. Also known for being something of a chemist, able to make poisons and healing potions with some light magic in his blood.

Background:
Some would declare that he was the result of a fleeting and loving relationship between a human man and a female of the wood elf species, one that mistakenly resulted in a child. But the fact of the matter was that love had little to do with it. A young wood elf maiden was found outside Sylvanthia by a handful of trappers. They weren't about to let her blow the whistle on them hunting in Elven lands, so they caught her, raped her and left her for dead. Death did not come, and the young maiden made her way back to her lands, where she told her tale. The trappers were relentlessly hunted down and slaughtered viciously in revenge, but it slowly became apparent that her encounter with the men had left her with child. While Elves considered half breeds to be something of a indignity, they respected the life of the child, allowing it to live, although they wouldn't raise it themselves. They marked him magically with the name that they had given him, Iregard (Creature of Darkness or Uncultured One, depending on your interpretation), and left him at the doorstep of a human farmstead not too far from their own borders.

The humans would have nothing to do with the child, however, and on their next trip to the nearest human town, they sold him to the first Dar'Luka tribe that would take him. One of them could read elvish and made out his name, putting on the Smith just for him to have a last name, and they took him along with them. The initial idea was to sell him as a slave, as Half-elves were not exactly a common commodity in the world, but the child grew on the slavers, who decided to take him in as one of their own. At a young age it was decided that he had a small fragment of magical talent, maybe from the use of magic on him at such a young age, and his ability to work wood was impressive, from the amount of teaching that he had been given. He crafted his first bow at the age of 8, and he honed his skill to something unholy, and they made part a living selling off Iregard's wood work as selling slaves. He proved a natural with bow as well, crafting his own arrows, first from flint then from Dwarven steel, keeping these to himself. Dwarven steel was expensive, after all.

With some training, he proved to be decently skilled with a sword, although his trainers jokingly commented that he seemed to have left hands when handling a longer blade. His skills with a knife were vastly superior, as well as his skills with potions and poisons. He took to carrying a long, thin hunting knife and a baldric of throwing knives, coated in white asp venom as well as his bow, arrows and short sword of cheaper make than the rest of his tools. He lost his right eye at the age of 26 (looking to be around 14 at the time) when he encountered a mountain bear. He sold the bear's pelt but kept the teeth, making a necklace of it and keeping it with him as something of a lucky charm

As the years passed, he drew himself further and further away from his tribe, as he began to disapprove of the younger generation's methods. He disappeared from the group before too long, and scoured the land, looking for work. It was plentiful, as jobs requiring a tracker, hunter and craftsman like him. Despite his good looks, which were substantially above average despite his half mauled face, thanks to his elven heritage, he wasn't liked much in the villages that he visited, eventually making a permanent base for himself in Ribenheim, where he had a small stall and store to sell his hunting products, which included meat, crafts made from the animals' bones, bows made from yew and animal tendons, and trinkets that he crafts from wood in his few idle moments. He was starting to grow restless until he was hired to go aboard The King's Own in search of the Western lands, as a scout and hunter should the event occur that they reached the lands. He agreed, selling his stall and small house, as well as everything else that he had and investing what he didn't need with a banker.

Personality:
A cold calculating character, whose blood and the reactions thereof made it hard for him to form any lasting attachments. He never took to the religion of his kin on his mother's side, only finding respect in the wild lands of the world growing in him, but he discarded the cores of their beliefs as they had discarded him. Human religions held even less appeal, as in his mind, if there were gods and the like, they might have given him a better hand. He wasn't complaining, however. He wasn't the kind of man... thing to gripe over his hardships. He had a set of skills and he was arguably the best at them. He is overall a nice fellow to be around, quiet most of the time, keeping to himself, and a hard worker too, used to heavy labor, being a bit thicker and more muscular than elves, if a bit slimmer than humans.

Major Skills: Archery, tracking, craftsmanship and traps
Minor Skills: Chemistry, knife work
Innate Abilities: Working of potions

Additional Information/Secrets:
He has something of a prejudicial dislike for most elves, since they tended to treat him worse than humans did.

Cara Whyte, Blacksmith
Character Name: Cara Whyte
Character Age: 62 (looks 30)
Character Race: Half-Elf, Half-Human
Character Profession: Blacksmith, specialized in weapons and armor. Also a pretty skilled fighter.


Background: Nobody really knows how or why the young human noble woman had gone out into the wild that night, but it was clear that she had been found and attacked by a rogue group of [EITHER HIGH OR WOOD depending on what you think suits best] elves. She was found unconscious in the morning by a hunter and brought back to the nearest town and healer. In a few weeks she had recovered from her wounds, but it had also become obvious that the elves had done more than just attack her, as her belly had started to grow bigger. Knowing that her family would cast her out if they found out about the half-breed child she was carrying, she stayed at the healer during the time of her pregnancy, one night finally giving birth to a small half-elf girl. As soon as the child was out of her, the woman disappeared, leaving the baby behind. Fortunately for the half-elf, the healers sister, who had no children of her own, took pity on the small child, and took her home with her. Her husband, the town's blacksmith, rejoiced over the child as well, and together the two gave her the name Cara, meaning beloved one.

But even if Cara was loved by her fosterparents, she was still different and for most people, different is bad. Bullied and tormented by other, Cara was very reserved and shy as a child, staying mostly at home, secluding herself from the world. Her parents noticed this, and felt that they needed to do something about it. Her mother started to join Cara in her room, bringing with her books, beginning to teach Cara how to read and write. Her father also took Cara in under his wing, bringing her with him to the forge, where he started teaching her his trade, letting her help out with the crafting of all kinds of different weapons. It didn't take long for him to discover that his fosterdaughter was a natural, learning the trade faster than any apprentice he had ever had before. And as her skills at the forge grew, so did her confidence, slowly but surely growing up to be the clever, witty and bright woman that her parents always knew she could become.

Cara worked with her father for many years, but since she was a half-elf and her parents only human, their years ticked by much faster than hers. When she was 45, but still only looked to be 21, her mother, the last of her fosterparents, died at the age of 84, Cara no longer found a reason to stay in the small town anymore, and so packed up what she would need of her father's tools and made her way north, travelling to the capital of Ribenheim. In the big city she looked for work, though many people neglected her because of her half-elven heritage. But one person, a member of one of the mercenary guilds, saw the potential she had, and hired her to work as a blacksmith for the guild. In return for her services, she was given both a place to stay, coin, as well as fight training. Cara soon discovered that she was best with double swords, using a very agile and acrobatic fighting style that greatly benefits on the agility she has from her elven heritage. She enjoys to spar with people for fun, but when in real fights only kills is she has to.

Years passed and Cara stayed in the capital of Ribenheim, managing to make a very respectable reputation for herself, some people saying she was the best blacksmith in the whole city, maybe even the whole kingdom. That was the reputation that made her find herself with a contract to go aboard with The King's Own, and to sail with it to the Western lands, working as the blacksmith for the expedition, but also as a fighter if needed. Seeing as she felt she wanted to change things up, and seeing no harm in getting to explore a new place and at the same time getting a very good payment for it, she accepted the contract.

Personality: Cara may have been shy and reclusive in her younger years, but she had opened up quite a bit since then. Witty, confident and clever, she is a very nice person to be around and easy to talk to. The only part of her secluded past that is left in her is the fact that she doesn't really enjoy to be the centre of attention, as having all eyes on her reminds her strongly of when she was bullied. Otherwise she is also very creative, a trait that has really mattered in the success of her blacksmith work, where she can think of solutions that not all people could.

Major Skills: Blacksmithing and Metalwork, Double-handed swordfighting, Agility and Acrobatic skills
Minor Skills: Fire-starting, Metallurgy
Innate Abilities: Heightend Hearing and Agility from being a Half-Elf

Additional Information/Secrets:

Celeste Moonstar, Healer and Witch

Character Name: Celeste Moonstar
Character Age: 24
Character Race: Human
Character Profession: Healer

Background: Born of a fire mage and witch with the innate ability to heal; it was destined that Celeste would have the potential for great power within her.

The mage had been traveling incognito, having escaped the Isle of Draiocht obsessed with the search of his own origins. The witch's cottage was set back from the road in the old wood. The villagers had long suspected what she was and while some visited her for her abilities, they all still shunned her for what she was believed to be. She was lucky it was just shunning. Both mage and witch were able to sense the other as he approached the point where the road passed the hidden cottage. It was a powerful union of love and lust, formed as they walked towards each other. Barely a word was spoken the entire time and the mage continued on his way with only a small parcel left for his unborn child after a day of near constant sex.

Before she was even born, Celeste displayed some of her origins in the womb. Many a night, the witch was kept awake by a great burning from deep within her belly. No remedy cooled her chest and throat, her skin growing pink, hot to the touch.  Alternatively, her birth was painless after only the first screams rent the air around the cottage. The witch knew Celeste held the healing touch as well. Her daughter could destroy and heal in one.

No further sign of Celeste's magic presented itself until her first flowering. The witch witnessed how her daughter was able to heal a bird's broken wing by merely holding it closed in her small hands for a few moments, whispering something her mother could not hear. It had been the same for her upon receiving her own healing touch. The witch watched for signs her daughter contained the power to destroy as well. The mage's gift was for that moment. He had known his daughter would possess his same magic.

The witch taught her daughter to fear the villagers, to hide when the occasional visitor sought her aid. The villagers never knew that Celeste had been born. She learned to keep her gifts hidden but upon her eighteenth birthday, her father's true gift presented itself in the form of flames the girl could not control. The cottage and a portion of the old wood was burned before Celeste calmed enough with her mother's help to rein the powers in. They were homeless and destitute. Worst of all, the witch had been badly burned trying to retrieve the package the mage had left. Celeste hasn't acknowledged her birthday again as it reminded her of her mother's death.

For years Celeste traveled rather aimlessly. Initially sadness and a fear of hurting anyone with her newly discovered and very uncontrollable powers, had gotten her moving. She spent most of the years between her 18th birthday and when she set sail on the King's Own to the Western Lands, learning to control and effectively use her magic. Initially, she was in hiding, hunting and trapping her own food for the majority of the time. Living off the land and ensuring the flames that had destroyed her home and killed her mother were contained.

Eventually, Celeste needed to brave villages and finally cities only to discover she was barely noticed in the throngs. The inherited magics of her parents were kept hidden more easily with the charm the mage had left with her mother. Celeste had learned that as long as it was around her neck she could contain and very easily control her more destructive powers.

Personality: Eccentric and feisty, Celeste will fiercely defend herself and those she cares for. She has had few friends since starting out on her own, but some people she has cared for, men and women alike. She picks up skills quickly but will not ask for help when it's obviously needed.

Major Skills: Cooking, Sewing, Medicines, Tending wounds and illness
Minor Skills: Knives and small hand weapons, Trapping/hunting
Innate Abilities: Healing & a Calming touch.

Additional Information/Secrets: Having never met her father, Celeste has one single bit from him that he left for her when she was barely conceived knowing he had bred a daughter that would need control. A small bag of stones and crystals she wears around her neck but always tucked safely down between her breasts in her bodice. It is this bag of crystals and herbs that keeps her more powerful and destructive magic subdued. Celeste only knows that without the bag by her heart, she feels as if she may explode into a powerful rage.

She has managed to keep her magic secret till now.

Sir Logan Villiers, tournament knight

Name: Sir Logan Villiers
Age: 28
Race: Human
Profession: Tournament knight, courtly noble

Background:
Their land may comprise of pine swamps on Ribenheim’s outskirts, but the Villiers family clings to its nobility with a ferocity and determination that could match any king. However modest their holdings are, the bombastic line of swamp-lords makes sure their presence is felt across the land: their banner is at every tournament, a prized cask of their spirits is given to each festival, and the bellowing voice of a Villiers is heard whenever there’s a court hearing. Indeed, some gossiping nobles have joked that the Villiers have small pockets and enormous mouths, but this manner of sniping has done nothing to lessen their vigour.

Logan is no exception to his family’s reputation: a fiercely loyal ally to some and infuriatingly stubborn opponent to others, his striking presence belies the arguably meagre power to his name. In times of war, Logan serves the king’s army as a captain of an engineering corps; with a relatively small population but a lot of expertise in building bridges and draining marshes, his homelands are well suited to providing such specialists. In peace, Logan is busier still as he represents his family in the capital. While his parents and older siblings stay back to govern their lands, Logan advocates their views in court and carries their banner into grand tournaments. His record in both typifies the Villiers spirit: Logan had an abysmal start in his formative years, but a decade of humiliating defeats and bitters rivalries have since tempered him into a force to be reckoned with. Experience and bull-headed determination have served him well, and Logan has conquered a few inauspicious starts to become a capable spokesman and, more prominently, a dreaded adversary on the field. Of his last four tournaments, Logan has won two… and loudly proclaims a third was only lost on a technicality.

When word went out that someone was launching a madcap quest to find the fabled western lands, nobody was surprised to find the Villiers vocally declaring their support (and hence a share of the glory, should it succeed). What was surprising was the level of commitment: many had expected his family to provide some flamboyant but largely symbolic gesture – say, a garish mariners’ charm -  but instead, Logan himself boarded the vessel, family banner in hand.
      
Personality: Logan possesses a sharp sense of humour and easy eloquence, but not everybody warms to his bullish attitude, or the fact he has a work ethic that’d make a slave driver groan. A real ‘all work, no play’ type of person, he sometimes forgoes adaptability in favour of indomitable resolve and bloody persistence.

Major Abilities:
Swordsman: If it has a blade and a pommel, he can vanquish enemies with it – so Logan claims. There seems to be some basis to such boasts, as he’s lethal with a wide variety of parrying knives, rapiers, claymores, and most things between.
Grit: A slightly self-destructive determination means that Logan can press on further than most, shrugging off minor injuries and tiring less easily. He’d probably survive wounds that’d kill most other men, but thankfully this remains untested.

Minor abilities
Silver tongue: A self-assured manner and years of petitioning have given Logan a flair for smooth talking. People don’t always like him, but even the more irritable nobles will typically endure him long enough to hear him out.
Engineer: More the product of practical experience rather than scholarly study, Logan knows a fair bit about military engineering, be it digging a latrine or assembling a trebuchet.
Riding: Like most nobles, Logan is competent enough on horseback… not that he brought any horses on the expedition.

Innate abilities:
Dog person: Some people just have a way with animals. Logan likes dogs, and dogs like him.

Additional Information / Secrets:
Notwithstanding a short and relatively straightforward campaign to crush some upstart orcs, Logan doesn’t have much ‘real’ combat experience. Nobody would question that he’s terrifying with a sword, but the vast majority of his experience is gleamed from hard sessions in training grounds and tournaments rather than the field of battle.

Rowena Talbot, Scribe and Cartographer
Character Name: Rowena Talbot
Character Age: 29
Character Race: Human
Character Profession:Scribe, specifically Mapmaker.


Background:  Rowena grew up in the slums.  Her father unknown, her mother often missing for days to pursue her own agenda, Rowena was left to fend for herself. Like most kids in her situation, she found her niche with the local ragtag ruffians that made their living off pickpocketing, panhandling and general hijinx.  It wasn’t great, but it was surviving and she didn’t have any complaints since her fellow ‘brothers’ made sure to keep her safe.  Until she picked the wrong pocket.
Brother Malcolm had looked like just your ordinary man, but he’d caught Rowena with her hand in his pocket. Literally.  And yet instead of turning her in, he had taken her into his home, revealing himself to be the King’s Chief Scribe.  For the first time Rowena experienced what a home was supposed to be.  Malcolm was a bachelor, but he doted on her like a daughter, teaching her to read and write and giving her a love of cartography.  But her greatest gift was to come as his apprentice, to one day take his place when he grew too old.
She has spent the last five years under Malcolm’s tutelage and was shocked to be given the honor of accompanying the campaign to the Western Lands.  Should she return, Malcom will retire and Rowena will become the new Royal Scribe.

Personality: Rowena tends to come off as flighty, though that is not the case.  Her mind is constantly in motion and she tends to get hyper-focused on something of interest. It’s best to give her a shake or put your hand between her and the object of interest in order to break her focus.  She’s actually quite friendly, if a bit shy at times.  She isn’t one to force herself into a conversation, but waits on the sidelines until there’s either a break in talk or she’s pulled into the topic.

Major Skills:Cartography and Botany
Minor Skills:Swimming, knife and “dirty” fighting.
Innate Abilities:Heightened sense of “oh shit” alert. Not always in the “something bad is going to happen” context, but more of a “something new approaches”.

Additional Information/Secrets: It’s uncertain exactly where this gift comes from, but she has the ability to understand languages.  ANY language.  Just from listening to it. 
« Last Edit: August 24, 2014, 01:35:45 PM by MagicalPen »

Offline Luvan95

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #1 on: August 09, 2014, 05:25:43 PM »
Well, since I was interested in the last try, I am for this as well. But is it okay if I redo my character? I'm interested in playing one of the elf races instead you see.  :-)

Offline MagicalPenTopic starter

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #2 on: August 09, 2014, 06:18:44 PM »
You'll have to sell me on an Elf. They're very secretive and don't mesh well with Humans after years of conflict.

Offline Luvan95

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #3 on: August 09, 2014, 06:27:26 PM »
I'll try to make it a convincing background then. I'll see if I can come up with something good, and will send you a PM with a character sheet then.

Offline Deamonbane

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #4 on: August 09, 2014, 06:44:10 PM »
What would be the technological age? Would we have muskets and primitive rifles, about Renaissance Era Tech, or would we be back to swords, bows and arrows? I would be interested in playing a scout/hunter and trapper for the group, if that's still open.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #5 on: August 09, 2014, 06:49:53 PM »
Low Fantasy/Medieval Period is what you should be looking at. AKA Knights in Armor, Bows and Arrows, Crossbows are new/rare and perhaps only Dwarven at this time.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #6 on: August 09, 2014, 11:27:02 PM »
Glad you are going to try again!
You will get the CS from me before I head to bed tonight.

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #7 on: August 10, 2014, 12:12:23 AM »
I heard that this was going on so I came to here but I hope that I am not to late to join or make a character. Though I was wondering if that what is a race that hasn't been done? I don't want to repeat someone else's character or idea for a character.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #8 on: August 10, 2014, 12:36:32 AM »
The original recruiting thread is https://elliquiy.com/forums/index.php?topic=208967.msg10261625#msg10261625

There are the two other male roles available as far as I know... MP will confirm tomorrow

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #9 on: August 10, 2014, 12:53:46 AM »
The original recruiting thread is https://elliquiy.com/forums/index.php?topic=208967.msg10261625#msg10261625

There are the two other male roles available as far as I know... MP will confirm tomorrow

Thank you for this more information and I would hope to either play male or female in any sense. I am willing to spend quite a bit of time on making a good character.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #10 on: August 10, 2014, 01:27:50 AM »
Thank you for this more information and I would hope to either play male or female in any sense. I am willing to spend quite a bit of time on making a good character.

No problem.
MagicalPen only accepts female players playing female characters and male players playing male characters.
Read up on the world he's created as well to make sure you cover what he's looking for :)

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #11 on: August 10, 2014, 01:56:08 AM »
No problem.
MagicalPen only accepts female players playing female characters and male players playing male characters.
Read up on the world he's created as well to make sure you cover what he's looking for :)
Aye and I have a character already bubbling in my pot of ideas, this character would be a apical of true beauty in the sense of desert but he will have some power over the desert itself but would that be considered too powerful since he would be making winds around him to create a small sandstorm.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #12 on: August 10, 2014, 01:58:41 AM »
Aye and I have a character already bubbling in my pot of ideas, this character would be a apical of true beauty in the sense of desert but he will have some power over the desert itself but would that be considered too powerful since he would be making winds around him to create a small sandstorm.

You'd best read about magic in the world he's got. I dunno that that would be acceptable, but I can not speak for Mp, I just play with him in a few places...

Offline Rajah

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #13 on: August 10, 2014, 02:02:36 AM »
Removed as per GM request.
« Last Edit: August 10, 2014, 03:19:11 PM by Rajah »

Offline Rajah

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #14 on: August 10, 2014, 02:04:00 AM »
Aye and I have a character already bubbling in my pot of ideas, this character would be a apical of true beauty in the sense of desert but he will have some power over the desert itself but would that be considered too powerful since he would be making winds around him to create a small sandstorm.

From the write-up he's given and the short description of the character Celeste in one of the closed games, that sounds fine - elemental magic is destructive and powerful. Also drives you insane over time.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #15 on: August 10, 2014, 02:09:42 AM »
From the write-up he's given and the short description of the character Celeste in one of the closed games, that sounds fine - elemental magic is destructive and powerful. Also drives you insane over time.

Yes, this is true, mainly why I put a word of warning to read about magic specifically in the world building thread he has, just in case. MP will make the final decision, naturally. I have no say whatsoever, this is his game and his vision, I'm just offering some advice. :) 

BTW Rajah, he didn't mention it in the opener of this thread but usually he prefers sheets go by PM. I'm not saying take it down, just might want to PM as well. ;)

Offline Rajah

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #16 on: August 10, 2014, 02:12:24 AM »
Alright, I'll add it as a PM too. I like my characters visible unless it's explicitly PvP; I put a lot into the backstory and stuff so it's nice to have it open to other players, so I'll leave it up for now.

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #17 on: August 10, 2014, 02:15:55 AM »
Yes, this is true, mainly why I put a word of warning to read about magic specifically in the world building thread he has, just in case. MP will make the final decision, naturally. I have no say whatsoever, this is his game and his vision, I'm just offering some advice. :) 

BTW Rajah, he didn't mention it in the opener of this thread but usually he prefers sheets go by PM. I'm not saying take it down, just might want to PM as well. ;)

I did look over the magic but it would be light wind to whip the sand into the air so like a sandstorm to provide cover over him when he attacks or hides. Also I was thinking that the sand would be able to steal water from other materials.

Offline Nymphadora

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #18 on: August 10, 2014, 02:27:44 AM »
Alright, I'll add it as a PM too. I like my characters visible unless it's explicitly PvP; I put a lot into the backstory and stuff so it's nice to have it open to other players, so I'll leave it up for now.

I did look over the magic but it would be light wind to whip the sand into the air so like a sandstorm to provide cover over him when he attacks or hides. Also I was thinking that the sand would be able to steal water from other materials.

I won't add any more comments. It's not my game.

Pen will let you guys know either way tomorrow.

Edit: Sorry, I'm tired so if it sounds rude, that is NOT my intent at all. I'm thrilled to see activity so hopefully you guys will be a part of this and we can have some fun!
« Last Edit: August 10, 2014, 02:30:00 AM by Nymphadora »

Offline Rajah

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #19 on: August 10, 2014, 02:46:03 AM »
I did look over the magic but it would be light wind to whip the sand into the air so like a sandstorm to provide cover over him when he attacks or hides. Also I was thinking that the sand would be able to steal water from other materials.

As noted, there aren't really concrete examples to work from, but that sounds like a reasonable interpretation of "destructive magic." Character details beyond "sexy sandstorm guy" will probably help you out too.  :P Which desert are you from, what are the people like there?

I just put "magic" as a placeholder, since I don't know if we're supposed to pick an element or a theme or if mages are generally generalists or what's up with that. Oh! I also wanted to ask if "affecting the world around them" is literally always elemental or if there's less earth-wind-air-fire-light-darkness stuff like illusion or enchantment or necromancy.

Nymphadora, whenever you next check the thread if you've gone to bed, are you still interested in Celeste or are you working on something new? In the interest of niche protection, is there anything especial you're interested in the arcane realms? Celeste is described as a healer/knife-fighter/destruction mage, if there was a particular element or style you were interested in I'm happy to accommodate since I don't have a specific idea in mind yet for Tristan.
« Last Edit: August 10, 2014, 02:48:52 AM by Rajah »

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Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #20 on: August 10, 2014, 02:55:49 AM »
As noted, there aren't really concrete examples to work from, but that sounds like a reasonable interpretation of "destructive magic." Character details beyond "sexy sandstorm guy" will probably help you out too.  :P Which desert are you from, what are the people like there?

I just put "magic" as a placeholder, since I don't know if we're supposed to pick an element or a theme or if mages are generally generalists or what's up with that. Oh! I also wanted to ask if "affecting the world around them" is literally always elemental or if there's less earth-wind-air-fire-light-darkness stuff like illusion or enchantment or necromancy.

Nymphadora, whenever you next check the thread if you've gone to bed, are you still interested in Celeste or are you working on something new? In the interest of niche protection, is there anything especial you're interested in the arcane realms? Celeste is described as a healer/knife-fighter/destruction mage, if there was a particular element or style you were interested in I'm happy to accommodate since I don't have a specific idea in mind yet for Tristan.

First, I think Tristan is awesome.

I will say this and I still can't stress enough that MP usually wants magic to be VERY limited to rare in his world. I was actually surprised by the mini character sketch of Celeste when I saw it because I know that in the past magic is a huge no no for his tastes in worlds. So I will caution you guys again about magic in your characters.

I am interested and working on Celeste based on that mini-sketch, yes, but I'm still working around those sorts of aspects. I am leaning towards fire but I'm not committed to any one thing yet.  Thank you, though. Very kind. Depending on what MP says tomorrow, we may have something to discuss and can make sure we don't step on each others toes.

Offline MagicalPenTopic starter

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #21 on: August 10, 2014, 08:29:11 AM »
Yes - all character sheets need to be sent to me via PM. I do not want them in this thread until I have accepted them and posted them myself under the first post. I like cleanliness in my threads.

In regards to Magic - as the blurb in my Game World says - it is extremely rare and regarded as 'witch craft' - if you're caught doing it, you either get beaten to death in the street or burned at the stake. If you show signs young enough, you will be lucky to be sent to the Mages Isle, where they teach you to control it, but its more like a prison as you'll never be allowed to leave. Most mages are consumed by their power, though, as the real art of magic has been lost and what they do know is limited.

So yes, a 'sandstorm' type magic would be considered overpowered for my game world and not acceptable.

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #22 on: August 10, 2014, 09:31:53 AM »
Yes - all character sheets need to be sent to me via PM. I do not want them in this thread until I have accepted them and posted them myself under the first post. I like cleanliness in my threads.

In regards to Magic - as the blurb in my Game World says - it is extremely rare and regarded as 'witch craft' - if you're caught doing it, you either get beaten to death in the street or burned at the stake. If you show signs young enough, you will be lucky to be sent to the Mages Isle, where they teach you to control it, but its more like a prison as you'll never be allowed to leave. Most mages are consumed by their power, though, as the real art of magic has been lost and what they do know is limited.

So yes, a 'sandstorm' type magic would be considered overpowered for my game world and not acceptable.

I thought as much but the magic isn't required for my character to exist or function so in the end it was another idea added to him. Either way I can fashion a character that would prove a useful Ally in a Fight but one question remains for me. Is it ok if I take on the perspective of a monk mixed with a warrior, excluding magic of course, so that he would be somewhat a Shaolin monk?

Offline MagicalPenTopic starter

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #23 on: August 10, 2014, 10:59:41 AM »
As long as he has the skill sets required for exploration of a new land and a good reason for 'signing up' to do so would work.

I'll even allow you to create his specific Religion. While my game-world is physically created etc, culture and religion is still lacking so any new sort of religion -within reason- would be acceptable.

Offline Interdiction of words

Re: Adventures in Talamah: The Western Lands Reboot (Open)
« Reply #24 on: August 10, 2014, 02:50:35 PM »
As long as he has the skill sets required for exploration of a new land and a good reason for 'signing up' to do so would work.

I'll even allow you to create his specific Religion. While my game-world is physically created etc, culture and religion is still lacking so any new sort of religion -within reason- would be acceptable.

Yes he will do fine thanks to the fact he is a guide and a lover of the forests. He is often searching the land to learn more about the world around him but he is somewhat strange for his belief that life is a circle so that he would respect the world around him. So more of a less standard religion.