The Sexy Adventures of Ahura the Sorceress (seeking freeform GM)

Started by ZincStandard, July 03, 2018, 05:08:27 PM

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ZincStandard

Hey all!  I'm looking for a partner to play a specific idea, or set of ideas.  I want to do a story about a character I came up with a while back and made a couple brief attempts at roleplaying, but nothing really stuck.  She's gotten into my head again lately, though, so I want to give it another shot.

This character is Ahura, a sorceress inhabiting a fantasy world in the pulp sword-and-sorcery tradition, a la the likes of Howard and Lieber.  The spoiler below contains some art that, while not an exact depiction of her, gives a good approximation of her look as I picture it.

Probably NSFW






Ahura lives as a wandering adventurer, traveling in search of magical knowledge and the resources to practice her craft (and treasure, of course--she has to eat, after all--but money isn't her main interest).  Like most aspiring sorcerers, she's extremely ambitious, desiring power and unafraid to risk life, limb, and soul pursuing it.  She's not heartless--she wouldn't sacrifice innocents or give up her free will, like many of her peers--but she's not a hero by any stretch.

While Ahura is knowledgeable and skilled in the art, she has a long way to go before she's as powerful as the world's greatest magicians.  Her magic is almost never flashy or direct, and rarely able to solve problems all on its own.  For example, one spell she employs often is an unnoticeability charm: this takes a moment or two to cast, and for as long as it lasts, Ahura is completely imperceptible to any creature without magical senses...as long as she holds completely still, not moving even to breathe or blink.  If she wants to do something stronger, it'll often require an elaborate ritual, or rare and expensive reagents, like her sleep enchantment that requires a fistful of desert sand that hasn't been touched by sunlight for forty nights.  More often than magic, her success comes down to her breadth of knowledge--ancient languages, true names, history--and her quick thinking and creativity.

The one exception is her tattoos.  In the course of her career, Ahura has inked various enchantments into her flesh that grant her certain permanent benefits.  She's significantly stronger than her frame would suggest, able to match someone much larger and in peak physical condition.  Her reflexes are faster than normal.  She can recover from injuries more quickly than an ordinary human: minor scrapes and bruises heal in a matter of minutes or hours, broken bones and lacerations in a few days.  The tattoos' power would even be enough to save her from a mortal injury, but this would likely deplete their magic, requiring her to take difficult steps to restore it before they would be effective again.  With the tattoos, she can match most human opponents in a fight, and often hold her own against worse; without them, she's a proficient swordswoman, but not extraordinary.  Still, Ahura prefers to avoid fighting when she can.

For better and worse, Ahura's adventures almost always seem to turn sexual at some point, whether it's joining in an orgiastic ceremony to petition a forgotten god for power, being ravaged by some inhuman creature she thought she could best, or just using her charms to get past an unfriendly temple guardian.  Ahura isn't one for shame, and her attitude toward these situations usually ranges from enjoyment to resigned annoyance.  Sometimes, she might find herself seeking them out--there's power to be found in the sexual products of many creatures, and even when work isn't a factor, Ahura is an adventurer at heart, and an unusual thrill is often tempting on its own.

So what am I looking for?
Like the title says, I'm hoping to find someone to play a GM role, running the world around Ahura and the characters and challenges she encounters.  Note that I'm not looking for this to be a system game--because of the flexible nature of Ahura's abilities, I'd rather keep this freeform.  If you want to have recurring characters alongside Ahura who you can play consistently, I'm all for that, though I'd rather she not have any permanent traveling companions--it's just not her style.

This could easily be a one-shot, just a single short story about one of Ahura's ventures.  Or, if it really goes, we could expand it into something longer.  I'm thinking about a 40-60 plot-smut balance would be ideal, 50-50 or 30-70 at the outsides.

The outline mentioned monsters; I'll be a little more specific.  I want to stay away from things like goblins and orcs--they don't really fit with the sword-and-sorcery tone I want to go for, and aren't really interesting to me anyway.  I want to err more on the side of the bestial and inhuman, ranging from stuff like minotaurs and serpent-men to chimeras, manticores, sphinxes, and the like.  Monsters in the genre are often unique occurrences, so let's err that way.  If and when they have their way with Ahura, I'm not looking for her to be really hurt in the process, though I wrote the whole thing about her tattoos making her unusually tough to allow a bigger margin for roughness, so bear that in mind.  Beyond that sort, if you want to work in more horrific, squicky stuff--eldritch abominations from beyond the veil of time with tentacles for days, for instance--I'd rather keep them out of the smut, but they're a great fit for the style, so including them as threats would be ace.

(I wouldn't mind bestiality, either, though I'd rather the critters not be too domestic.  Perhaps a pack of wolves, or a barbarian warlord giving Ahura to his horse after he's had his own fun with her.)

While I'm all ears if you have your own ideas about stories for Ahura, I do have one suggestion that I'd be overjoyed to do, though it adds a pretty big wrinkle to the general concept of the character.  Read the spoiler for more.

The House of Ten Thousand Hooves
It was just a trinket.  An insignificant bauble found on a pile of old bones--some unfortunate soul who'd thought to make a fortune robbing graves.  True, it was immediately obvious the thing was old, the gold roughly beaten into shape without heat.  A pendant in the shape of a rearing stallion, eyes seeming to radiate wild energy despite being nothing more than tiny divots in the soft metal.  And of course, the inclusion of the obvious erect member was odd.  Still, Ahura had seen far stranger, and gold was gold.

That night, as she'd camped outside the tomb complex, she'd heard a voice in her dreams.  Furious, it called her a thief, and commanded her to return what had been taken, proclaiming that until she did, she would suffer the curse of a desecrator.  In her sleep, she saw the pendant, and a vision of a place to the east, a place she'd never heard of: the House of Ten Thousand Hooves.  The next morning, when she awoke, she found out exactly what the voice had meant about a desecrator's curse.

It was, perhaps unsurprisingly, a horse cock.  Not quite as large as the genuine article, but otherwise the full package, complete with a sheath and a hefty pair of balls.  Ahura was no stranger to curses--they were an unavoidable hazard in her line of work--and she thought for a moment that this one could have been far worse, but it proved much more inconvenient than she first expected.  As she quickly learned, the thing came with a need to match its size, never seeming satisfied for more than a few minutes.  It proved an impossible problem to ignore, and, with resignation, the sorceress realized she would have to put her other business on hold until this situation was dealt with.  Thus, she set off as her vision had showed, heading east in search of the pendant's rightful owner.  But of course, the curse wasn't about to make the journey easy...

Many of Ahura's encounters with monsters end with her getting fucked; for this story, I see the reverse happening just as frequently, if not more.  To keep her new addition satisfied, she'll have to take whatever opportunities she can get, and if that means taking advantage of an incapacitated beastie, well, she's not really in a position to be choosy.  If you do want to start with this setup, and we then decide to continue after resolving it, one thing I'd enjoy is if the ending sees her gaining some measure of control over the thing, likely with her being able to conjure and dismiss it at will.  Though if you'd rather she just get rid of it, that's fine too.


So, anyone want to give this a shot? :-)