Interest: Chasing Ghosts (Fantasy, Freeform, SMALL Group)

Started by MagicalPen, May 20, 2017, 04:41:33 PM

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MagicalPen



Chasing Ghosts: Quest for the 13th Legion

The 13th Legion. Proudly dressed in Red. Banners fluttering in the wind. The 13th Legion of the Red. The Ghost Legion. One of the greatest mysteries of the world. It, more than anything, is the reason people have heard of the town of Tetrarch.

Tetrarch, prior to the Legion, was an out-of-the-way town, nestled in the Northern reaches, on the White River. It was the place those wanting to get away from society came. One brave soul managed to cross the White River and erect a ferry to its northern shores, the only crossing for hundreds of miles. It allowed men to venture into the Wilds, hunting and tracking for animals not found elsewhere. Tetrarch gots its first boom.

Years later, Gold was discovered in the hills surrounding Tetrarch, drawing people from all walks of life. Tetrarch became important. A Gateway to the North, sitting on Gold resources. The Empire took notice and its first detachment and Mayor arrived. Tetrarch boomed again, expanding beyond its original borders.

The Old Town still exists, along the shores of the White River, squalid and rife with people up to no good, its the place you go if you want something ‘dirty’ done. Its homes are mostly wood. The New Town, wrapping around Old Town though centered on the White Keep (named after the river) is a little bit better off. By no means a City, Tetrarch is more like an oversize village with its newer additions made out of stone - like the 20ft walls that surround it. It’s still an out-of-the-way place not to grow much beyond that.

The 13th Legion arrived with fanfare. They set up camp outside of Tetrarch, red banners flying high over bleach white tents. They stayed for a year, building the Stone Wall and Keep, paving the main street, straightening out Tetrarch and eliminating much of its ruling criminal element. But the 13th was destined for greater things. Bringing the town up to speed was a means of establishing a base that could support the forthcoming expedition - traveling into the wild, untamed, unmapped Northern Wilds.

There were, of course, plenty of rumors of lost treasures and civilizations, monsters and creatures of the night. Many a man had gone venturing into the Wilds. Few ever returned. The 13th Legion was to correct that. It took nearly a week to transport the Legion and its supplies across the one small ferry to the Northern Shores and the Wooden Palisades that guarded the outpost on that side.

The 13th Legion marched into the Wilds on a foggy morning. They left behind wives and children and loved ones standing on the Southern Shores waving and weeping. It was the last any would see of the 13th Legion, as the last soldiers, their red capes laying flat against them, disappeared into the fog. Not one noise, not one survivor, not one artifact has ever been seen. A few brave souls have ventured forth in search of the Legion - The Ghost Legion as it is now called - never to be heard of from again.





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








What I am looking for: People who would have both reason and desire to go questing for this City of Gold.

I am looking for and even M:F Ratio. Sexual Encounters can/may/will happen. Possible themes include rape/non-con/fantasy races etc. Details to be worked out with interested partners.

I am also looking for a FEMALE CO-GM, to fill in NPC Female roles as needed.

Slots:

Male 1 - MagicalPen
Male 2- Open
Female 1 - Open
Female 2- Open

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen




Map of the Kingdom of Ribenheim and its surroundings. The Wilds can be seen to the North.


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 magic they can not control.

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.

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

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!


Additional Race Information **IMPORTANT: Must Read**
Humans are the most common of the races. They inhabit all of the Kingdoms pictured on the map, with the exception of Sylvanthia, which is the home of the Elves.

The best way to describe the relations between Man and Elf is to look at 15th/16th/17th Century Europe and the Americas and how they dealt/viewed non-whites - IE Racism, Subhuman, etc.

Humans have pushed the Elves out of their traditional homelands and a succession of land-grab wars have pushed them either further inland. The Elves have a deep burning hatred for Humans because of this and will typically kill-on-sight any humans entering their forests.

Humans view Elves as a lesser race who are aloof and not in touch with the modern world.

Halfbreeds are despised by both sides, though the Elves are typically more tolerant than others in regards to such things. Halfbreeds are often outcasts in whatever society they live and often try to hide their mixed heritage (which is mostly the results of rapes during periods of conflict, or of breeding with those that are captured/enslaved).

Orcs are rarer, all but eradicated in the Northern Reaches (the Kingdom of Ribenheim waged a race-war against them, allied with the Northmen who had been in constant conflict with Orcs. As such, you will find Half-Orcs in the far North). The Orcs from the South, inhabiting the vast Jungles and coastline they inhabit, are the last vestige of Orcs that are known, with the occasional tribes scattered throughout the rest of the world, living in the wilds, more akin to a group of bandits than a peoples of the world.

Dwarves can often be found in the largest of the human cities, where they turn a very profitable trade as Blacksmiths and Tinkerers. They are often employed by the Military's of the world as well.

Small communities of surface-dwelling Dwarves can often be found in hilly/mountainous regions near mines.

Almost all Dwarves on the surface have been exiled for one reason or another from their Kingdoms. Many are alcoholics because of this as well.

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen

Character Guide:[float=left][img padding=12 width=250]IMG HERE[/img][/float]
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[b]Character Race:[/b]
[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:

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, Knifeplay
Minor Skills: Alchemy, Acrobatics
Innate Abilities: True Shot, Detect Magic

My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

RedEve

"I don't have a dirty mind, I have a sexy imagination."
My ons and offs- My F-list

MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games

MagicalPen


My On and Offs
When the Ink Runs Dry

Looking/Available for New Games