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Somewhere in the Dark (Fantasy) [RETIRED]

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Zarkenis Ultima
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Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Feb 20, 2022 11:49 pm

Looks good Seg, accepted.

That makes our twentieth character :P
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The Republic of Atria
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Capitalist Paradise

Postby The Republic of Atria » Mon Feb 21, 2022 9:05 am

Man, we've got a really large and cool roster. I'm excited!

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Tomia
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New York Times Democracy

Postby Tomia » Mon Feb 21, 2022 10:56 am

Same! 8)

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Galnius
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Democratic Socialists

Postby Galnius » Mon Feb 21, 2022 1:45 pm

While we wait for the IC, here's a few character questions for everyone! You don't need to answer all of them, or any of them, but it's a fun little exercise that may help avoid early installment weirdness.

1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?
2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?
3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?

My answers:

Puck:
1. Puck likely wouldn't believe that her new friend and ally could've possibly done whatever it is they are wanted for, and if they did do it, clearly they weren't in their right mind. After all, she likes them, so they must be a good person.
2. Probably freak out a little, scream a lot (so if they are in hearing distance The party will definitely know Puck is lost), and then come to her wits and use her scouting hands to find the party.
3. Puck would be devastated, and do everything they could to get the child to like them. If that didn't work, probably cry.

Nemina:
1. Nemina would figure that it's none of her business whether or not a party member is wanted. She's not after gold so the bounty would mean very little to her as well.
2. She would probably send a bolt of lightning into the sky every 5 minutes, and wait while sitting on a rock into help arrived. However, she would be panicking inwardly, and anyone with a good sense of his people feel would notice it once she was found.
3. Nemina would pretend to brush it off. However, she would not do this well, so anyone that followed her as she walked off would notice that she is pouting while trying to keep it out of view.
Last edited by Galnius on Mon Feb 21, 2022 1:48 pm, edited 1 time in total.
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Absolon-7
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Psychotic Dictatorship

Postby Absolon-7 » Mon Feb 21, 2022 3:06 pm

Galnius wrote:---

For Artorius
1. If its something legitimately bad he'll punt them and turn them in. Otherwise if it was something minor or justifiable he'll tell them to piss off and leave him alone.
2. Shrug in annoyance and try to find them by their tracks and scent.
3. Be in denial that its annoying him and subconsciously try to win their favor by giving them increasingly valuable gifts.
Last edited by Absolon-7 on Mon Feb 21, 2022 3:07 pm, edited 1 time in total.

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Reverend Norv
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Postby Reverend Norv » Mon Feb 21, 2022 3:28 pm

Galnius wrote:1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?

Most likely depends on what they did and by whom they are wanted. After all, Matias is himself a wanted fugitive with a large bounty on his head: but the people hunting him are Vantyr coup leaders in Valroc, and his crime is having read the wrong book. So Matias is the last person who would assume that just because the authorities are searching for you, you must actually have done something wrong. But Matias would probably feel obliged to have a serious, earnest conversation with his friend: if they are fleeing unjust persecution, he would want to know how to help - and if they had done something truly heinous, he would expect an explanation. He would likely only turn them in if the underlying conduct were very bad, and the person felt no remorse and had made no effort to change or make amends. Otherwise, Matias is a strong believer in second chances, especially for people with whom he has become close.

Galnius wrote:2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?

Wayfinding magic is actually one of Matias' specialties - one of those subtle and lower-energy things, like enchanting and alchemy and healing, at which he excels despite his lack of raw arcane power. So he would use one wayfinding charm to figure out where the party's route would take them, and then use another wayfinding charm to find a path that intercepts that route. A few hours later, the rest of the group would find Matias waiting for them on the way to their next destination. Matias navigated his way through the underworld, by himself, all the way from Teraden to Valaran. Getting lost holds few terrors for him.

Galnius wrote:3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?

Matias spent most of his late twenties as a tutor, and really likes kids, and understands them pretty well. He therefore knows that when an otherwise friendly child takes a sudden, strong, unexplained dislike to a particular person, it is usually because that person strongly reminds the child of someone else: often someone who was unkind or even abusive to the child. So Matias would be sad - for the child, not for himself - and he might take subtle steps to learn if the child's family or community includes another arcanist or another Madir man in his thirties. If so, Matias might have a conversation with that person; if not, he would stay away from the child as much as possible, in an effort to avoid distressing them.
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Ceystile
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Inoffensive Centrist Democracy

Postby Ceystile » Mon Feb 21, 2022 3:32 pm

1: Tark may or may not turn them in for the cash depending on how close he’s gotten to the party member/the severity of the crime. He’s got A moral compass after all. It’s the moral compass of a fairy on acid, but it’s there.

2: If it’s familiar terrain, he could just try to trace his way back while following signs of them. If he doesn’t know where tf he is, he’d either play his flute in the hopes they’d hear him or enchant a bird to scout for him (Disney princess vibes)

3: He’s used to kids either being in one of two camps, thinking he’s absolute hot shit or being fucking terrified of him. He’s pretty charismatic so he’d try to charm the kid into liking him. If that didn’t work, he’d go all Pied Piper and make them dance into a mud puddle or smth, for the shiggles.

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Hinzland
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Ex-Nation

Postby Hinzland » Mon Feb 21, 2022 3:33 pm

I can’t really stylize it right now because I’m on mobile but here it goes…

The Vagrant King, and The Righteous Path

A group of children sit in the ground, intently focused on the ancient Fereni crouched in front of them. Their parents stand around the children, amused. He tells stories, of ancient kings, wayward heroes, tragic villains. The Feren traces in the dirt with his index finger, drawing sophisticated caricatures of his cast, casting his voice in different rolls. His companion is amongst the audience, a tall, muscular Madren woman, armored and with many blades. Although her face remains stoic, her eyes dance with laughter, occasionally smirking as the Feren makes a dirty joke that flies over the childrens head and reaches their parents ears to cause raucous laughter. At the climax in the tale, the Feren stands to his full height of 4’6, casting his arms wide. Complete darkness envelopes the crowd, causing a stir. The adults begin to panic: Is this evil? Have we been deceived into thinking this kind old one is actually a monster. Somewhere in the dark, a small light is lit, illuminating the Feren’s face: “And so, young heroes. Beware the most evil of evils: A selfish soul, an arrogant mind, and a black heart. For the only difference that really matters in this world, is the good we do unto others.”

With another wave of his arms, the Feren banishes the illusion of darkness, creating a symphony of false stars that dance among the children. Their fear forgotten, the adults anxiety out at ease. The children run after the dancing lights, trying to capture what they never will.

“Ah, the young. So innocent, and pure. May this world never show them the truth,” he exhaled.

The adults thank him, and his companion, for their assistance in bringing in the harvest. As they try to pay, he simply shakes his head. “Me and my order do not accept payment for our deeds, only a place to sleep and a hot meal would suffice.” He and his companion gather their meager belongings, and begin marching down the road.

Such is the life of The Vagrant King, Safa-Dir Evarandil, and his Righteousness Path, a spiritual movement that began as a way of following in his footsteps. His order comprises of Teachers, and their singular Student, whom they teach the ways of honesty, humility, and sacrifice. Amongst their numbers you’ll find some monster hunters and warriors, but mostly they are wandering craftsmen, bards, field-hands, educators, and magicians (the rabbit+hat kind). They have one creed: Leave the world better, than when you were born into it.

They meet once a year in [insert central city here] to exchange students, ideas, and items, as well as have a legendary feast, including dishes from all over the cold light archipelago.

Travelling with Safa-Dir is his student, Ashalla Verdun, a Madren warrior. Once an infamous pirate scourging the seas of the Abyssal Chain, her crew mutinied and tossed her overboard. She washed up on the shores of Veraden, starving and suffering from hypothermia. Near death, she was saved by her former teacher, Nurglien, a travelling Menash swordsman. Eternally grateful, Ashalla pledged her life to his service. At the end of her oath, Nurglien simply laughed, saying "My purpose in this world is helping those in need. I want for nothing except to fulfil this purpose. It is my Path."

They spent several days together, eventually reaching a coastal town, where Ashalla had booked passage on a boat that would pass near her old corsair hideout. Gazing out into the black seas, she felt the need for vengeance and bloodshed writhing within her. But looking back into the kind gaze of Nurglien, she felt it all melt away. She had found her Righteous Path: Following Nurglien to the edges of the world, and helping him in his vision. At the last annual "Crossroads Festival", she was exchanged between Nurglien, and the legendary founder of the order, Safa-Dir.


Lemme know if you need more information. I’ll stylize it later tonight or tomorrow night.
Last edited by Hinzland on Wed Feb 23, 2022 1:17 am, edited 1 time in total.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Mon Feb 21, 2022 3:49 pm

Galnius wrote:1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?
2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?
3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?


For the first one, Aleish may range from sympathetic to hostile depending on the nature and severity of the crime that earned that person their bounty. He's perfectly aware that some people who are wanted fugitives may just be on the wrong side of some sort of tyrant or have made a mistake they have since come to regret; though I imagine at any rate there would be some lack of trust following the discovery - innocuous as the reason might be, hiding something from an ally isn't a great sign. Inti would probably be a lot less stern, and unless the crime in question was of a truly evil and heinous nature he'd probably be mostly interested in hearing the story behind it.

For the second, Aleish would keep his calm and retrace his footsteps before attempting to track down the rest of the party - he's got no particular way of finding the party otherwise, but he has plenty of experience out in the wilderness. I don't think Inti has any talents that could help him in a situation like this so he'd probably just try to walk around and find the group, possibly use a few illusory effects to make himself more noticeable in case they're nearby and close enough to see or hear him.

As for the third, Aleish would probably understand and leave it be. There probably aren't a lot of children that are comfortable around a Vantyr lord anyhow :P Inti would be disappointed, but ultimately, aside from possibly observing the child to try and figure out why he's the only one not liked, he wouldn't try to change things.

Hinzland wrote:I can’t really stylize it right now because I’m on mobile but here it goes…

The Vagrant King, and The Righteous Path

A group of children sit in the ground, intently focused on the ancient Fereni crouched in front of them. Their parents stand around the children, amused. He tells stories, of ancient kings, wayward heroes, tragic villains. The Feren traces in the dirt with his index finger, drawing sophisticated caricatures of his cast, casting his voice in different rolls. His companion is amongst the audience, a tall, muscular Madren woman, armored and with many blades. Although her face remains stoic, her eyes dance with laughter, occasionally smirking as the Feren makes a dirty joke that flies over the childrens head and reaches their parents ears to cause raucous laughter. At the climax in the tale, the Feren stands to his full height of 4’6, casting his arms wide. Complete darkness envelopes the crowd, causing a stir. The adults begin to panic: Is this evil? Have we been deceived into thinking this kind old one is actually a monster. Somewhere in the dark, a small light is lit, illuminating the Feren’s face: “And so, young heroes. Beware the most evil of evils: A selfish soul, an arrogant mind, and a black heart. For the only difference that really matters in this world, is the good we do unto others.”

With another wave of his arms, the Feren banishes the illusion of darkness, creating a symphony of false stars that dance among the children. Their fear forgotten, the adults anxiety out at ease. The children run after the dancing lights, trying to capture what they never will.

“Ah, the young. So innocent, and pure. May this world never show them the truth,” he exhaled.

The adults thank him, and his companion, for their assistance in bringing in the harvest. As they try to pay, he simply shakes his head. “Me and my order do not accept payment for our deeds, only a place to sleep and a hot meal would suffice.” He and his companion gather their meager belongings, and begin marching down the road.

Such is the life of The Vagrant King, Safa-Dir Evarandil, and his Righteousness Path, a spiritual movement that began as a way of following in his footsteps. His order comprises of Teachers, and their singular Student, whom they teach the ways of honesty, humility, and sacrifice. Amongst their numbers you’ll find some monster hunters and warriors, but mostly they are wandering craftsmen, bards, field-hands, educators, and magicians (the rabbit+hat kind). They have one creed: Leave the world better, than when you were born into it.

They meet once a year in [insert central city here] to exchange students, ideas, and items, as well as have a legendary feast, including dishes from all over the cold light archipelago.


Lemme know if you need more information. I’ll stylize it later tonight or tomorrow night.


That's fine on the stylization front, the piece itself looks good. Going off of your writing, I take it he only has the abilities of a regular Feren and nothing more?
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Window Land
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Scandinavian Liberal Paradise

Postby Window Land » Mon Feb 21, 2022 3:55 pm

The Airborne Adventurer

Most Fereni live a fairly sedentary lifestyle, spending their days playing among the lush forests of Veredan. With dark green hair, striking blue eyes, large, shimmering wings, and an adventurous spirit, Farak the Windrunner is not one of them. When he was a child, the residents of his home village believed he might be able to fly once he got old enough. Soon after Farak's thirteenth harvest, he would prove his fellow villagers right by lifting off under his own power for the first time. While that first flight was short and ended with a faceplant in a mud puddle, Farak would practice often and hard, using his newfound abilities to cruise around and explore his home village.

When Farak reached adulthood, his desire to explore only got stronger. Having grown up hearing the stories of trials and treasure to be found in the caves below the islands, he made the ill-advised decision to delve deeply into them by himself in pursuit of fame and fortune. What happened in the three days he spent lost somewhere in the dark isn't known by others, but the end results are: Farak limping out of the darkness, massive claw marks on his right leg, and using a spear stained with the blood of things best left forgotten as a crutch.

While that experience, as well as the lectures he had to listen to afterward, did knock some sense into Farak, it also served to embolden him, because the spear he had pulled out of those caves was a legitimate treasure- it was very difficult to harm by most conventional and unconventional means, and as a result, can hold an edge much finer than any sensible soldier would put on their own weapon. Soon after he recovered, he found himself restless, and when he heard someone was putting together a group to find the Blade of Amaranth he signed himself up- journeying somewhere in the dark with a group of talented adventures to find fame, fortune, and mysterious artifacts is exactly what he wants to do.

It's worth noting that Farak's title of Windrunner is just an honorific representing the fact that he's capable of flying.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Mon Feb 21, 2022 3:59 pm

Window Land wrote:
The Airborne Adventurer

Most Fereni live a fairly sedentary lifestyle, spending their days playing among the lush forests of Veredan. With dark green hair, striking blue eyes, large, shimmering wings, and an adventurous spirit, Farak the Windrunner is not one of them. When he was a child, the residents of his home village believed he might be able to fly once he got old enough. Soon after Farak's thirteenth harvest, he would prove his fellow villagers right by lifting off under his own power for the first time. While that first flight was short and ended with a faceplant in a mud puddle, Farak would practice often and hard, using his newfound abilities to cruise around and explore his home village.

When Farak reached adulthood, his desire to explore only got stronger. Having grown up hearing the stories of trials and treasure to be found in the caves below the islands, he made the ill-advised decision to delve deeply into them by himself in pursuit of fame and fortune. What happened in the three days he spent lost somewhere in the dark isn't known by others, but the end results are: Farak limping out of the darkness, massive claw marks on his right leg, and using a spear stained with the blood of things best left forgotten as a crutch.

While that experience, as well as the lectures he had to listen to afterward, did knock some sense into Farak, it also served to embolden him, because the spear he had pulled out of those caves was a legitimate treasure- it was very difficult to harm by most conventional and unconventional means, and as a result, can hold an edge much finer than any sensible soldier would put on their own weapon. Soon after he recovered, he found himself restless, and when he heard someone was putting together a group to find the Blade of Amaranth he signed himself up- journeying somewhere in the dark with a group of talented adventures to find fame, fortune, and mysterious artifacts is exactly what he wants to do.

It's worth noting that Farak's title of Windrunner is just an honorific representing the fact that he's capable of flying.


Huh. We've gone from zero Feren to three in under a day. Fun :P

Looks good Window Land!
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Hinzland
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Ex-Nation

Postby Hinzland » Mon Feb 21, 2022 4:17 pm

@Zarkenis - Yeah, I think the normal powers would work great for him. There’s also a Madren companion with him I’ll have to expand on later. I’ll have the finished one up tomorrow night with his physical description, his companions description, and a short description/history of the Righteous Path.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Mon Feb 21, 2022 4:18 pm

Hinzland wrote:@Zarkenis - Yeah, I think the normal powers would work great for him. There’s also a Madren companion with him I’ll have to expand on later. I’ll have the finished one up tomorrow night with his physical description, his companions description, and a short description/history of the Righteous Path.


Alright. I'll wait until then to accept it in that case, but it seems like you're on the right track -nods-
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The Republic of Atria
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Capitalist Paradise

Postby The Republic of Atria » Mon Feb 21, 2022 4:39 pm

Galnius wrote:While we wait for the IC, here's a few character questions for everyone! You don't need to answer all of them, or any of them, but it's a fun little exercise that may help avoid early installment weirdness.

1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?
2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?
3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?


Sebastian

1: Depends on the crime. If it's particularly heinous, then both inner Sebastian and outer Sebastian would probably agreed to HAMMER TIME. Otherwise, he's pretty aware that he's not exactly innocent.
2: He's been lost a lot, probably winds up wandering around until inner Sebastian recognizes a landmark and directs the Spirit to civilization. Probably lots of eat of wild animals until then.
3: "THE SMALL MEAT IS AFRAID." "Gee, I wonder why the child doesn't like the man who smells like death and can only scream at the top of his lungs."

Sveta

1: Once again, it depends. She teeeeeeeechnically helped commit attempted regicide, so minor-moderate stuff can probably be looked over if there's a half decent reason for it.
2: Being lost is a rare occurrence for her, but if she's well and truly lost, look for notable landmarks, use her magic to help make sure she's not walking in a circle. She has some navigation training, she'd figure it out.
3: Probably genuinely confused. She's always been pretty good with children. She wouldn't force anything, especially if the child genuinely doesn't like her for whatever reason., but still be genuinely confused.

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Tomia
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Postby Tomia » Mon Feb 21, 2022 5:27 pm

Given our increased size would people like a third adventure to start? Want to see if its something people would want before I start seriously brainstorming

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Segral
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Inoffensive Centrist Democracy

Postby Segral » Mon Feb 21, 2022 5:38 pm

Galnius wrote:While we wait for the IC, here's a few character questions for everyone! You don't need to answer all of them, or any of them, but it's a fun little exercise that may help avoid early installment weirdness.

1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?
2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?
3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?


Jorel:

1. He would most likely try to ask them about it in a one-on-one setting, trying to understand why they ended up with a bounty on their head and hear their story out as opposed to confronting them. If the crime was something excusable to him or something that came out of a mistake or injustice, he would continue to support his companion and even protect them if need be. If it was something wicked, he would be extremely upset and horrified, and would likely stop speaking to and contacting them.

2. He usually keeps a lot of water on his person given the nature of his magic, so his first step would be to mix some of his own blood with water and send a makeshift flare into the sky for help. If that failed, he would channel his divination and clairvoyance through nearby plants and animals in order to gain their impressions of the world and see if any of them had "observed" his party passing by. Using that information, he'd take a stab at trying to relocate the party. If that fails, just desert and find the nearest area of civilization. No party he's encountered to date has been worth hours and days of his precious time.

3. He would probably laugh it off and crack some jokes about him being a lone wolf, but it would be clear that the jokes come from a spot of slight soreness, and he'd probably be a little bit sensitive if someone teased him about it. He likes being liked.




Teriani:

1. She wouldn't take it well. If it was something serious, she'd turn them in right away and take the bounty. Hell, she'd probably turn them in for free. If it was something excusable or less heinous in nature, she may not turn them in, but she'd be extremely cold and closed-off to them going forward. To her, it constitutes betrayal, and would make her feel duped and foolish as a person.

2. Hop on Bainne and survey the area from up high to see if she can spot her crew down below. Usually, the big flying avian shadow is enough for both parties to figure out each other's location.

3. She'd be pretty saddened and hurt by it. If the child likes everyone but her, the problem has to be with her, so she'd likely spend the rest of the day mulling over what she had done to make the child unhappy and what's wrong with her personality. Any close friends or companions should prepare themselves to hear her gripe for the rest of the day.
yea bro idk

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Hinzland
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Postby Hinzland » Mon Feb 21, 2022 5:51 pm

Tomia wrote:Given our increased size would people like a third adventure to start? Want to see if its something people would want before I start seriously brainstorming

I haven’t been accepted yet, but what about a mystery/crime one?
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Tomia
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Postby Tomia » Mon Feb 21, 2022 5:56 pm

Hinzland wrote:
Tomia wrote:Given our increased size would people like a third adventure to start? Want to see if its something people would want before I start seriously brainstorming

I haven’t been accepted yet, but what about a mystery/crime one?

Ya I actually have a heist adventure in mind but I think it needs to happen once chars are a bit more established. I do think a mystery one could be cool though

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Indo-pasif archipelago
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Democratic Socialists

Postby Indo-pasif archipelago » Mon Feb 21, 2022 6:33 pm

Galnius wrote:While we wait for the IC, here's a few character questions for everyone! You don't need to answer all of them, or any of them, but it's a fun little exercise that may help avoid early installment weirdness.

1. Your character finds out that a party member they got close to is a wanted fugitive with a large bounty on their head. What do they do next?
2. Your character is lost. Perhaps they weren't paying attention, perhaps they were up to mischief, or perhaps they got scattered by an attacking creature. Whatever the reason, they've completely lost sight of their group. What do they do to find their way back?
3. Your character comes across a child who seems to like everyone. Everyone... But your character. No reason is given. They just don't like your character one bit. How do they feel about this?



1. Maka would pay close attention, but only for his own safety. He would not mind if it's due to personal or political infighting, but he won't put his guard down easily to a possible thief or backstabber.

2. He had spent some years tracking down hunts, and that was before the Monster wake up inside him. He would try to find the rest of the group's tracks, or if that's not possible, going to the city/town they have agreed to meet each other with.

3. He won't be bothered that much, and would probably chalk it up to some instinct the kid has, knowing what had happened to him.
I picked the Anarchist Hog

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Zarkenis Ultima
Post Czar
 
Posts: 43665
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Tue Feb 22, 2022 6:13 pm

Today's been quiet huh? :P

I've added Farak and Teriani to the archive, it should be up to date now.
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P2TM Community Discussion Thread

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Feb 22, 2022 6:17 pm

The posts are hiding somewhere in the dark

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Cirole
Political Columnist
 
Posts: 2
Founded: Feb 21, 2022
Ex-Nation

Postby Cirole » Tue Feb 22, 2022 6:20 pm

Tomia wrote:The posts are hiding somewhere in the dark

yes

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Feb 22, 2022 6:56 pm

Btw I'm going to start working on a third adventure so that will be an option if people end up being interested :)

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Tomia
Post Marshal
 
Posts: 15710
Founded: Apr 13, 2013
New York Times Democracy

Postby Tomia » Tue Feb 22, 2022 8:48 pm

The Fall Guy

The secluded underground town of Arboris experienced a terrible shock recently when it was discovered one of the smaller pools of sacred water that the town is built around had been poisoned. A massive bounty was placed on the capture of the culprit as the local guard feared other pools would be next. It was not long until a local Alfari was captured along with a damning amount of evidence. The man named Feyran confessed to the poisoning but claimed to do so under duress. His story went that a shadowy figure broke into his home and threatened him at knife point, demanding that he dispose of a pouch full of a mysterious substance into the lakes. However, an investigation has shown no evidence of this mysterious culprit and so Feyran is being held fully responsible. One guard however, is not convinced. His sister, Narill is convinced of her brother's innocence. However the Illuma Guard has grown increasingly intolerant of her insistent claims and has deemed the case closed for good. And so Narill has decided she must resort to clandestine efforts to uncover the truth. She now gathers a team of mercenaries and adventures suited for this type of work, with the large bounty serving as her promise of payment. If there is a conspiracy to be uncovered, Narill will surely have to leave the bright paradise of Veraden and stumble blindly Somewhere in the Dark

The Maverick Guard

Narill Estoni always loved nature. This is of course, very common for an Alfari, especially one raised in Veraden. But Narill's love was a bit different than most, for she has the heart of warrior. She has always expressed her love by showing distain for those who would harm it. In her teenage years, this led to some fairly radical behavior. To the horror of her largely pacifist family, Narill joined a militant organization known as the Forest's Fury, that was made up largely of young disillusioned Alfari and Sylven. Narill was a skilled swordswoman and from a young age had formed a very strong bond with a loyal beast named Taruk.With Narill's help the group largely attacked mining and logging operations as well as corrupt merchants that profited off poaching and exploitation of nature. For years Narill was absorbed in this militant lifestyle, and slowly became less and less inhibited. The ends increasingly justified the means. It was her brother Feyran who tracked her down, and convinced her she had lost her way. As she was pulled back into the light, the young Alfari warrior decided she needed to find another way to protect nature. And so she joined the Illuma Guard, and organization dedicated to the defense of the forest and the sacred lakes of Veraden. Narill has settled into a more peaceful existence but her desire to protect nature is as strong as ever. As such she has a reputation as a bit of a hothead among her fellow guards. When her own brother, the one who had saved her from her darkest urges, was accused of poisoning the waters she swore to protect, Narill refused to believe it. Now she has but one goal in life, clear her brothers' name and hunt down those that seek to harm that which she holds sacred. Her quest is one of desperation, as she refuses to consider that her brother may be lying. Either way, the truth she seeks or the truth she fears dwells Somewhere in the Dark
Last edited by Tomia on Tue Feb 22, 2022 8:54 pm, edited 1 time in total.

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Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 23, 2022 1:18 am

Hinzland wrote:
The Vagrant King, and The Righteous Path

A group of children sit in the ground, intently focused on the ancient Fereni crouched in front of them. Their parents stand around the children, amused. He tells stories, of ancient kings, wayward heroes, tragic villains. The Feren traces in the dirt with his index finger, drawing sophisticated caricatures of his cast, casting his voice in different rolls. His companion is amongst the audience, a tall, muscular Madren woman, armored and with many blades. Although her face remains stoic, her eyes dance with laughter, occasionally smirking as the Feren makes a dirty joke that flies over the childrens head and reaches their parents ears to cause raucous laughter. At the climax in the tale, the Feren stands to his full height of 4’6, casting his arms wide. Complete darkness envelopes the crowd, causing a stir. The adults begin to panic: Is this evil? Have we been deceived into thinking this kind old one is actually a monster. Somewhere in the dark, a small light is lit, illuminating the Feren’s face: “And so, young heroes. Beware the most evil of evils: A selfish soul, an arrogant mind, and a black heart. For the only difference that really matters in this world, is the good we do unto others.”

With another wave of his arms, the Feren banishes the illusion of darkness, creating a symphony of false stars that dance among the children. Their fear forgotten, the adults anxiety out at ease. The children run after the dancing lights, trying to capture what they never will.

“Ah, the young. So innocent, and pure. May this world never show them the truth,” he exhaled.

The adults thank him, and his companion, for their assistance in bringing in the harvest. As they try to pay, he simply shakes his head. “Me and my order do not accept payment for our deeds, only a place to sleep and a hot meal would suffice.” He and his companion gather their meager belongings, and begin marching down the road.

Such is the life of The Vagrant King, Safa-Dir Evarandil, and his Righteousness Path, a spiritual movement that began as a way of following in his footsteps. His order comprises of Teachers, and their singular Student, whom they teach the ways of honesty, humility, and sacrifice. Amongst their numbers you’ll find some monster hunters and warriors, but mostly they are wandering craftsmen, bards, field-hands, educators, and magicians (the rabbit+hat kind). They have one creed: Leave the world better, than when you were born into it.

They meet once a year in [insert central city here] to exchange students, ideas, and items, as well as have a legendary feast, including dishes from all over the cold light archipelago.

Travelling with Safa-Dir is his student, Ashalla Verdun, a Madren warrior. Once an infamous pirate scourging the seas of the Abyssal Chain, her crew mutinied and tossed her overboard. She washed up on the shores of Veraden, starving and suffering from hypothermia. Near death, she was saved by her former teacher, Nurglien, a travelling Menash swordsman. Eternally grateful, Ashalla pledged her life to his service. At the end of her oath, Nurglien simply laughed, saying "My purpose in this world is helping those in need. I want for nothing except to fulfil this purpose. It is my Path."

They spent several days together, eventually reaching a coastal town, where Ashalla had booked passage on a boat that would pass near her old corsair hideout. Gazing out into the black seas, she felt the need for vengeance and bloodshed writhing within her. But looking back into the kind gaze of Nurglien, she felt it all melt away. She had found her Righteous Path: Following Nurglien to the edges of the world, and helping him in his vision. At the last annual "Crossroads Festival", she was exchanged between Nurglien, and the legendary founder of the order, Safa-Dir.


Finished!
There Darkness Dwells… FanT Roleplay!
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