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Ærworuld (Dark Medieval RP, OOC) [Ended]

PostPosted: Tue Nov 03, 2015 9:02 am
by Sarejo
Image
The world of Deorc Sceadu holds the remnants of humanity, nearly destroyed by a long forgotten apocalypse, leaving the Old World decimated and forgotten. What basic science survived the catastrophe is regarded as magic, and guns have been completely forgotten, replaced by steel and bows. A disease ravages the land of Ærworuld, the area once known as the Pacific Northwest, and only small communities survive, with a few banding together under various banners that constantly war with each other. The concept of Peace is a long forgotten ideal, with war, famine, disease, and death the only reality left. The tale of this dark land began long ago, but a new chapter in the story is beginning. Enter Wanderer, into Ærworuld.


Welcome to Ærworuld, a dark medieval RP set in a Dark Ages-esque world after a long forgotten catastrophe decimates the modern world, destroying nearly all of it's knowledge and infrastructure. The apocalypse is not important, nor is the world it left behind. The only thing that matters is the present and survival. Ærworuld is a land ravaged by disease, war, famine, and despair, and you are a a resident of this dark world. But you are not a hero, rather just a character in the story. You will not save the land or bring peace to the world, nor will you burn it to the ground. The world will change because of you and others, no doubt, and whether for better or worse will be determined as things happen, but at its core it will remain the same. Focus less on the big picture aspect and more on individual interactions and travels.

Note: "Magic" is just old world science, which is about 15 years more advanced than modern technology. "Witches" are just people who have found books on old technology, and nine times out of ten it is used for malicious purposes, leading to all "Magic" and "Magic-users" to be shunned and vilified by everyone else.

Link to IC

Co-OP: New Grestin


1: OP/Co-OP have final say. No exceptions.

2: OP/Co-OP reserve the right to deny any application deemed not acceptable.

3: No God-modding or Meta-gaming.

4: No directly controlling another player character unless given permission to do so. You can freely control any and all NPC’s that are not central to any major plotline.

5: Posts must be a paragraph minimum. One-liners are highly discouraged.

6: Try to use correct grammar. No walls of text that are not broken up into paragraphs.

7: Be courteous to one another in the OOC. Feel free to be as much of a dick in the IC as you desire.

8: Be active should you apply. No need to be online 24/7 (as I certainly will not be) but don’t go through the effort of joining and never post anything. If you will be gone for any significant amount of time please leave a message stating that you will be gone. Those who do not risk having their characters killed off.

9: You character cannot be overpowered. You can die and every challenge should be just that, a challenge. Any overpowered characters will bring forth the wrath of the OP in the form of even worse obstacles and outcomes.

10: Have fun.


Code: Select all
[b]Name:[/b]
[b]Age:[/b]
[b]Gender:[/b]
[b]Appearance (Pic prefered):[/b]
[b]Birthplace (Old English town names preferable):[/b]

[b]Occupation:[/b]

[b]Biography (Must be at least 2 paragraphs):[/b]

[b]RP Examples:[/b]


Name: Aldwulf Huntsman
Age: 24
Gender: Male
Appearance (Pic prefered): Aldwulf Huntsman
Birthplace (Old English town names preferable): Caerden, Kingdom of Bradkirk

Occupation: Witchhunter

Biography (Must be at least 2 paragraphs):
Born in the hamlet of Caerden in 512 A.C., Aldwulf lived with his parents, working in his father's mill ever since he could walk. Growing up he spent his time working the mill, hunting deer, and flirting with the local girls. He eventually fell in love with a girl, Cerywyn, but one day whilst out on a hike in nature, Cerywyn turned on her lover, revealing herself to be a witch. He overpowered her, killing her, which has scarred him and left him with a deep hatred of witches.

Returning to the hamlet, he gathered his few possessions and left his home on a righteous witch hunt around Ærworuld. He has already killed four witches around Bradkirk, clearing the coven of which his former lover was a member.

RP Examples:
No Man's Land
Halo: Sunset over New Hong Kong


Accepted Applications:
Aldwulf Huntsman
Mindel Lore
Sebastian Wade
Kevroyse Mehnew
John Carhart
Ennis Tallow
Lilith Deckard
Oswyn Vasey
Æsc
Eadwine Welby
Thomas Mann
Samantha Hale
Samuel Lycares
Sarah Vartini
Eleri Aderyn
Thomas Shepherd
Jack Ross
Colin Baines
Arnold Esenhoward

*Thanks to Beirusia for the outline of the rules.

PostPosted: Tue Nov 03, 2015 9:27 am
by Ithalian Empire
Name: Mindel Lore
Age:22
Gender:male
Appearance (Pic prefered):Mindel Lore
Birthplace (Old English town names preferable):Aberbury

Occupation: Hunts Man, Freeman

Biography (Must be at least 2 paragraphs): Mindel was born deep in the woods, in a small village. His father made a living as a hunter, selling the pelts of his kills to more wealthy individuals. As a child Mindel loved to wonder the woods with his father, all the time learning what it took to survive in the wild. Life was good to him and his family. But this world is full of war, and even the wilds could not be freed from the eternal bloodshed that consumes the world.
It happened when Mindel was 17, two warlords made his home there battle ground, his village was sacked, his parents killed in the process. Every one he had ever known was killed by fire or by sword. Since that day Mindel has been wondering, surviving on what he cant catch. But always there is the longing for vengeance, to see the dying face of the warlord responsible for destroying the only world he knew.


RP Examples: viewtopic.php?f=31&t=359439
viewtopic.php?f=31&t=359439
viewtopic.php?f=31&t=359439

PostPosted: Tue Nov 03, 2015 9:32 am
by Sarejo
Ithalian Empire wrote:Name: Mindel Lore
Age:22
Gender:male
Appearance (Pic prefered):Mindel Lore
Birthplace (Old English town names preferable):Aberbury

Occupation: Hunts Man, Freeman

Biography (Must be at least 2 paragraphs): Mindel was born deep in the woods, in a small village. His father made a living as a hunter, selling the pelts of his kills to more wealthy individuals. As a child Mindel loved to wonder the woods with his father, all the time learning what it took to survive in the wild. Life was good to him and his family. But this world is full of war, and even the wilds could not be freed from the eternal bloodshed that consumes the world.
It happened when Mindel was 17, two warlords made his home there battle ground, his village was sacked, his parents killed in the process. Every one he had ever known was killed by fire or by sword. Since that day Mindel has been wondering, surviving on what he cant catch. But always there is the longing for vengeance, to see the dying face of the warlord responsible for destroying the only world he knew.


RP Examples: viewtopic.php?f=31&t=359439
viewtopic.php?f=31&t=359439
viewtopic.php?f=31&t=359439


ACCEPTED.

Once I get 2 or 3 more apps I'll post the IC.

PostPosted: Tue Nov 03, 2015 9:39 am
by The Flame Dawn
Tag!

Expect a bard or something to taht effect

PostPosted: Tue Nov 03, 2015 2:10 pm
by Beiarusia
Tag.

PostPosted: Tue Nov 03, 2015 2:30 pm
by Vacif
Tag

PostPosted: Tue Nov 03, 2015 2:39 pm
by Serephia
Name: Sebastian Wade Davidson
Age: 23
Gender: Male
Appearance (Pic prefered):
Image


Birthplace (Old English town names preferable):
Belmont County Village of Fairview

Occupation:
Hunter
Mercenary
And odd jobs / expeditionary guide

Biography (Must be at least 2 paragraphs):
Raised in youth by a father ever interwoven with adventure. He traveled with his father who was a guard for a trade caravan until he was old enough to learn the trade. After serving his younger teens as a caravan guard he and his father both decided to up the ante.
They soon got involved in mercenary work and going on long expeditions in search of many different things. His father however died on one of those voyages as he was tossed aboard by a stray wave and drowned in the churning waters below in a devastating storm.

RP Examples:
Rise of Nations RP alt history 1915 - 1995 currently going on as Indochina

PostPosted: Tue Nov 03, 2015 2:45 pm
by Glendalia
Name: Kevroyce Mehnew

Age: 20

Gender: Female

Appearance:
Image
Birthplace (Old English town names preferable): Oxchester

Occupation: Travelling Apothecary/Chemist/Herbalist/Midwife/Pharmacist

Biography: Elspeth Knotting, the eldest of three girls, was born to a father and mother who were, respectively, an apothecary and a midwife. At an early age, she took to reading her father's books and displayed both an eagerness to learn and a thorough, perhaps total (photographic memory?) retention of the subject. His father was pleased that a child of his should be so willing to follow in his footsteps, so he nurtured and trained Elspeth to be an Apothecary. Still, although she was her father's pride, she did also learn the craft of her mother and how to care for women who were gravid and aid in bringing children into the world. All in all, the community, especially the women-folk, seemed quite pleased that they would maintain such a healer without having to hope for some new stranger to settle in their village.

However, there always seem to be tangles in threads of fate and an unfortunate overdose of a patient related to the leading family of the village caused blame to be wrongly laid at her family's door. The situation was such that Elspeth decided that if she left the village that the people would assume that she had been at fault. Maybe they would come after her, but she believed she could avoid her pursuers. So she slipped away.

Elspeth changed her style of clothing and concocted a dye to color her hair black. To date, no one, traveller or official of the law, has seemed to recognize her in an effort to return her to Oxchester. She has embraced the life of a gypsy, typically traveling from village to village with caravans and other groups of tinkerers and entertainers, who know her as 'Kevroyce Mehnew'.

RP Examples: Nor Eldritch Horrors http://forum.nationstates.net/viewtopic.php?f=31&t=358932, Aurora High http://forum.nationstates.net/viewtopic.php?f=31&t=355803

PostPosted: Tue Nov 03, 2015 5:46 pm
by Tayner
Name: John Carhart
Age: 29
Gender: Male
Appearance (Pic prefered): Brown hair, barbaric beard, tall.
Birthplace (Old English town names preferable): Harlet Town

Occupation: Roving Trader

Biography (Must be at least 2 paragraphs):

John was born in a small mountain town, south of modern day Seattle. The town was souley dependent on roving traders and merchant caravans. Harlet Town was known for it's paid ladies, and they were one of the few reasons people passed through there. Another being they had a prosperous iron mine and a great blacksmith, and the final reason being that it was a final rest stop before the next town down the road, so people generally took their time passing through.

John, was just a village hand. One day he would be mining iron, the next he would be serving beers at the tavern. He always made fair money, and honest pay. He helped farm, smith, smelt, hunt, anything. But the idea of being a roving trader appealed to him. At 21 he bought a horse and a wagon, and started a trade caravan. When he was 25, he bought a second horse and wagon and employed a few men to help him, or defend his caravan. He currently owns three wagons, four guard dogs, employes six people, and has a substantial amount of various currencies of towns in his stash.

RP Examples:

PostPosted: Tue Nov 03, 2015 7:06 pm
by Sarejo
Serephia wrote:>SNIP<

Glendalia wrote:>SNIP<

Tayner wrote:>SNIP<


ACCEPTED.

PostPosted: Tue Nov 03, 2015 7:07 pm
by Glendalia
Sarejo wrote:
Serephia wrote:>SNIP<

Glendalia wrote:>SNIP<

Tayner wrote:>SNIP<


ACCEPTED.

Thanks.

PostPosted: Tue Nov 03, 2015 7:08 pm
by Tayner
Sarejo wrote:
Serephia wrote:>SNIP<

Glendalia wrote:>SNIP<

Tayner wrote:>SNIP<


ACCEPTED.

So, I have a question, what are your thoughts on a naval merchant vessel, can I do that?

PostPosted: Tue Nov 03, 2015 7:10 pm
by Glendalia
Tayner wrote:
Sarejo wrote:


ACCEPTED.

So, I have a question, what are your thoughts on a naval merchant vessel, can I do that?

Character-wise, I think we could work together. Thoughts?

PostPosted: Tue Nov 03, 2015 7:13 pm
by Tayner
Glendalia wrote:
Tayner wrote:So, I have a question, what are your thoughts on a naval merchant vessel, can I do that?

Character-wise, I think we could work together. Thoughts?

We could start together, or maybe we could meet at a town, maybe one of my men need medical attention.

PostPosted: Tue Nov 03, 2015 7:20 pm
by Sarejo
Tayner wrote:
Sarejo wrote:


ACCEPTED.

So, I have a question, what are your thoughts on a naval merchant vessel, can I do that?


Hesitant yes, but remember this is all Dark-Age technology, meaning it's no bigger than a longship.

EDIT: IC is up

PostPosted: Tue Nov 03, 2015 7:37 pm
by Tayner
Sarejo wrote:
Tayner wrote:So, I have a question, what are your thoughts on a naval merchant vessel, can I do that?


Hesitant yes, but remember this is all Dark-Age technology, meaning it's no bigger than a longship.

EDIT: IC is up

I assume I can have some modernized technology advancements on the longship, like triangular sails and have it rely heavily on wind instead of oar power?

PostPosted: Tue Nov 03, 2015 8:06 pm
by Sarejo
Tayner wrote:
Sarejo wrote:
Hesitant yes, but remember this is all Dark-Age technology, meaning it's no bigger than a longship.

EDIT: IC is up

I assume I can have some modernized technology advancements on the longship, like triangular sails and have it rely heavily on wind instead of oar power?


Yes, but anything later than 1200 is not allowed. At least, not to common folk. Very basic modern technology is available to those who wish to be a "Witch", but be warned. 99% of the world will hate you and you will be ruthlessly hunted by Witchhunters such as my character.

PostPosted: Tue Nov 03, 2015 8:09 pm
by Tayner
Sarejo wrote:
Tayner wrote:I assume I can have some modernized technology advancements on the longship, like triangular sails and have it rely heavily on wind instead of oar power?


Yes, but anything later than 1200 is not allowed. At least, not to common folk. Very basic modern technology is available to those who wish to be a "Witch", but be warned. 99% of the world will hate you and you will be ruthlessly hunted by Witchhunters such as my character.

M'kay.

*Uses tech from 1201, gets branded a witch*

PostPosted: Tue Nov 03, 2015 8:11 pm
by Sarejo
Tayner wrote:
Sarejo wrote:
Yes, but anything later than 1200 is not allowed. At least, not to common folk. Very basic modern technology is available to those who wish to be a "Witch", but be warned. 99% of the world will hate you and you will be ruthlessly hunted by Witchhunters such as my character.

M'kay.

*Uses tech from 1201, gets branded a witch*


I knew you were going to say that xD :P

PostPosted: Tue Nov 03, 2015 8:50 pm
by Glendalia
Tayner wrote:
Glendalia wrote:Character-wise, I think we could work together. Thoughts?

We could start together, or maybe we could meet at a town, maybe one of my men need medical attention.

Thought I might start in your character's home town. :)

PostPosted: Tue Nov 03, 2015 8:57 pm
by Asyir
Tag.

If my character uses a coat of plates, will he be branded a "witch"?

PostPosted: Tue Nov 03, 2015 8:59 pm
by Sarejo
Asyir wrote:Tag.

If my character uses a coat of plates, will he be branded a "witch"?


Explain please.

PostPosted: Tue Nov 03, 2015 9:01 pm
by Glendalia
So, 'witchcraft' is verboten?
Does a vigilante just declare, "open season", or is there a royal or church over site organization?

PostPosted: Tue Nov 03, 2015 9:01 pm
by Asyir
Sarejo wrote:
Asyir wrote:Tag.

If my character uses a coat of plates, will he be branded a "witch"?


Explain please.

A coat of plates, such as this:

Here

Or any other variation of plate mail from the 1100s.

PostPosted: Tue Nov 03, 2015 9:05 pm
by Sarejo
Glendalia wrote:So, 'witchcraft' is verboten?
Does a vigilante just declare, "open season", or is there a royal or church over site organization?


Forbidden by taboo, yes. And after many bad experiences with Witches, the Christian Church, which is the largest unifying power in Ærworuld, has branded them enemies of God and sanctioned the hunting and killing of them.