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Old 05-31-2008, 08:07 AM   #1 (permalink)
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Default A Line in the Snow

OK, since the Dead Shards 2 failed, I'm going to try a new RP, but with a different premise and other stuff like that.

The setting is Brumfost, a recently discovered island far in the northern reaches of the world. It is a desolate place, with a few lonely mountains, oversized and treacherous hills more than anything, and vast stretches of desolate grasses and forsaken pine forests. For the past few years, the three races of the world have been forging out their place in this treacherous land with little conflict. Since its discovery, the colonists have all discovered that they must work together to survive and overcome the natural obstacles.

There are three races: The Humans, the Dwarves, and the Goblins. Let's take a look at their physical characteristics, and philosophies on life one by one.

The Humans are a resilient, community-minded folk. They ta)ke whatever life and nature throws at them, and fight it through hard work and perseverance by group effort. They're not a warfaring people, but to protect themselves from other aggressors, they are known to wall themselves in and be rather xenophobic when dealing with those not known to their community. As such, their positions of office and importance are filled by those who are most popular in the community.
Their towns on Brumfost are: Tierso, a small port with the one and only stone fortress made by the colonists on the whole island. Lannen, a small mining town near the foot of the Lonely Mountains.
Naming: ((If you're going to name your character, think names along the lines of Irish, English, Welsh, or French. Or even a mixture!))

The Dwarves are tough, stout, hard-drinking, and no-nonsense. Dwarves don't believe in favors, or mercy, or any other things that get in the way of the most important thing- doing something right. The Dwarven people, from their mighty kings down to the lowest peasant, all have a strong sense of justice, and duty and righteousness. Dwarven cowards and criminals are rare, and fewer because almost none survive the ruthless sense of Dwarven Justice. Dwarven society is hard, and those who don't do the job right are quickly outcast. The Dwarves also greatly admire those who have skill in their chosen profession. Their government is based on merit, not on particular skill in politicking.
Physical attributes: Dwarves are short, but their muscular growth is very compact, making them just as strong as Humans, just a bit stockier in build. They live longer than Humans, sometimes reaching even a hundred thirty years. Dwarven warriors often tattoo their skins with symbolic runes, and grow and braid their hair and beard long. Dwarven skin can range from an almost iron-gray to a bright bronze.
Naming: ((Think like Germanic names, with a bit of Irish. Harsh, but with a common flair to it, making it easy on the tongue to speak.))
They have but one town on Brumfost, and that is Hairgelarkent, a small fortress suggled in the Lonely Mountains.

And lastly, the Goblins. No one likes a Goblin except for Goblins, and that's only Goblin men about Goblin women. Goblins are relentless, ruthless, and without a strong sense of ethics. However, Goblins still honor one thing, and that's that the stronger Goblin is the better Goblin. This is the central of the Goblin society, and it has led to many civil wars and murders. In fact, a Goblin stronghold is probably more dangerous within than it does when posing a threat to those without. Goblins rarely unite without some outside threat to compel them together. Otherwise, they are at each others throats unless an exceptionally strong Goblin can pull them together. Goblins respect a man with a strong personality to keep his group together, and a strong arm to back his words up. Nonetheless, Goblin society is just as strong as Dwarven or Human, since their drive on better strength has led them from their former warlike ways to the ways of trading and economics.
Physical attributes: Goblins are smaller on average than Humans, usually barely going over five and a half feet. They are sinewy, and their features are twisted and gnarled, and ugly. Even Goblin women are barely feminine, but Goblin men all, without exception, absolutely adore Goblin women, even though to Human eyes they are no less ugly. Goblin skin ranges from a sickly yellowish-green to a dark and deep green. Their eyes are generally yellow and bloodshot. Goblins naturally live as long as Humans, but they generally die from unnatural causes before it can be reached.
Naming: ((Think very harsh names stemming from Germanic, Arabic and Russian.))
As well, they have one town on Brumfost, and that is farther north than any of the other towns, in the Stronghold Jgorketn.

edit: Woops, almost forgot. The Staff-mandated "Summarize the plot!" In it, we'll play a mercenary group (and that's being generous) led by my character, Axckerlit, a shrewd Goblin who has accepted a job by a group of archaeologists and scholars who wish to explore some recently uncovered ruins. Of course, this is just the start of it *wink wink*

Character sheets
Name: (Check the naming advice given below each race.)
Race: (Human, Dwarf, or Goblin.)
Gender: (I recommend male)
Age: (No younger than twenty.)
Description: (How strong is he? Does he have gray eyes? What sort of armor or clothes does he generally wear?)
Morality: (There are two choices for each two options. They are: Pragmatic and Unwavering for his ability to stay within his chosen moral values. And then, Righteous or Selfish. Righteous in that he is self-sacrificing, and Selfish in that he's always willing to stoop a little lower and filch something extra at someone else's expense.)
Background: (I hope this will be mostly elaborated within the RP through conversation.)

My character sheet:

Name: Axckerlit
Race: Goblin
Gender: Male
Age: 25
Description: Axckerlit is as ugly as any Goblin, but he has a surprisingly sonorous voice and articulated tongue. He has dark green skin, which contrast his large yellow eyes. On top of his head rests a mat of wild, greasy black hair. He is stronger than most Goblins, and uses wits and cunning more than strength to his advantage. He has a shortsword on his belt, a crossbow on his back and a spear he uses more as a walking stick than anything else in his hand. As well, there are daggers hidden away in a few parts of his body. Beneath his hide cloak, made from the furs of rabbits, wolves and bears, he wears simple wool clothing. As well, he wears a normal wool cloak which has a hood, and most of his face is hidden by the scarf that keeps his face warm.
Morality: Pragmatic Righteous. Axckerlit believes that the best way to get something done is to get a bunch of people to do it for you, and if their life is in danger... Well, that's their problem! But who will do his work when they're injured? So, nonetheless, Axckerlit will rescue them, and then tell them to never get in trouble again.
Background: Axckerlit was born the youngest of seven sons, and was always the runt of the pack of his family. When he was twelve, he left his family and went alone into the streets of Gargathor, the largest Goblin stronghold in the world. He emerged a man, and surprisingly well-learned, and decided that the new frontier showed by Bromfost was a good place as any to leave behind his name and start a new life, free from crime.

((I will be accepted or declining character sheets. If you're unsure about your character, shoot me a PM.))

A couple of rules and just general things to know.
1. I hold veto power. I'm going to give the players a lot of freedom, but any abuse of it and I will veto you.
2. Your character can die, but it'll be more of a punishment for stupidity than anything else. I'll make it pretty obvious when doing something is fatal. (For example, some foolish Human rushes right into the dragon's lair and wakes it up when we're trying to sneak past because he thinks all dragons are evil and must die. No that there are any dragons in this RP, but it's an example to show that that Human will die.)
3. I expect at least decent grammar and spelling. Mistakes are okay.
4. Be a conversationalist. This RP is going to focus more on talking and banter than action during the scenes without fighting. Playing a moody loner Human with a dark and troubled past is fine, but it won't really fit in the RP and it'll be awkward for you to do.
5. It's the north. It's cold. It's freezing. It's snowing. Not even an inuit is going to act like she's doing okay. This is miserable weather, and an inhospitable place.
6. You don't need to be a good-two shoes, and you don't have to be an evil, sniveling backstabber to have morality. Grays areas are good.
7. To use a D&D term, this is a low magic setting. That means that a magical sword is rare and to be prized, and they're in limited supply. It also means that a commoner rarely sees much magic, and distrusts anything magical.
8. A note on magic users: Magic is a complex issue in this setting. It is not truly meant for combat. Instead, magic is mostly divinations, enchantments and illusionary, not throwing fireballs and calling lightning. That means that if your character is a magic user, he or she is not going to be able to use much of it in combat. Magic requires an enormous amount of willpower and concentration, and quite frankly, a soldier should be worried about the next parry, otherwise he's going to lose a limb. This doesn't mean that you can't use your magic out of battles, though! =]
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Old 05-31-2008, 09:44 AM   #2 (permalink)
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Name: Jekalt (I have no skill in names, so just say so if this one doesn’t sit well with you)

Race: Goblin

Gender: Male

Age: 24

Description: Lean and strong, a life of physical struggle has done little to alleviate his race’s natural looks. Unlike many of his brothers, he has grown partial to human clothing, though his shin-length silk and cotton coats are often dirty and ragged from his rugged lifestyle. Combine that with long and disheveled dark hair, the four javelins he carries in a case on his back (And another he holds in his hand), he makes an odd sight. His eyes, already yellow and bloodshot, are driven to even more disturbing lengths by his inherent emotional instability. He fluctuates from anger to levity at seemingly (To outsiders, at least) unknowable conditions, giving him the look of madness. In truth, though, he has a modicum of self-control, even in his emotional states, stemming from long years of paternal conditioning and a past as a hunter.

Morality: Unwavering and Selfish. Though he has few concrete morals, those he does have he sticks to with almost irrational intensity. Having grown up in a typical goblin society, he has learned that to survive, one had to keep his own interests in mind. He rarely trusts others enough to make real friends, but those he does decide to trust, he does so with almost unwavering loyalty, believing nothing bad about them unless the thought came from his own head.

Background: His family was quite poor, though he had many brothers and sisters. The inevitable consequence of this was that his parents had to choose whether to starve together, or else get rid of some of the children. Jekalt and some of his siblings were booted and forced to fend for themselves in the wilderness. He and his brothers stuck together out of necessity and became hunters and trappers, using the meat for food and the furs for cash, with the occasional caravan robbing when things got tight. They survived long like this, but one day they were offered a job that Jekalt didn’t trust. His brothers did not listen to him and went on alone – and he never saw them again. Instead of going on a righteous crusade for revenge, Jekalt reasoned that they probably deserved it, and moved on; seeking another profession, since hunting alone was not a safe thing to do on Brumfost.
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Old 05-31-2008, 10:25 AM   #3 (permalink)
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((May I ask if I can give my dwarf a Scottish accent, and if a dwarf can come along with the merc group?))

Name: Dunkan Kayvor
Race: Dwarf
Gender: Male
Age: 32
Description: Dunkan has deep blue eyes which give you the feeling you could jump into them and swim within them. His hair is long and bronze, not tied and hands freely about his shoulders. Dunkan carries no weapons, due to the fact that he is a brawler, using his fists with surprising expertise to stun, knock-out and even kill his enemies with quick blows. He carries only one tattoo, a picture of a wolf on his chest. He wears a bear fur coat which drags along in the snow with deer leather leggings and boots which are coloured in a dark black.
Morality: Unwavering Righteous. Dunkan has a large amount of morality and his conscience constantly tugs him into most likely the worse situations, but he’s survived so far and, well. If it's not broken, why fix it? If he makes friends with someone, hell never forgive him self if they die and he doesn’t try to help.
Background: Dunkan grew up with his father in a small farm, in the mainland before he traveled here to brumfrost. Due to harsh dwarf laws, however, his father was hanged, a crime of murder framed on him. Dunkan did not hate the dwarfs, yet he hated the man who framed his father for murder. Though, eventually he needed to stop seeking revenge and found work as a mercenary, hired by a bunch of scholars to explore some ruins.
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Old 05-31-2008, 03:35 PM   #4 (permalink)
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((MarinKing, excellent work! Accepted.

@Kain, pretty good work, dude. However, Dwarves are really proud of their last names. Would you mind coming up with one, unless the death of your character's father made him want to forget his family. In that case, a Dwarf would use the name of his clan, even though he is separated from them. Also, your background has one problem, and that's that your character being thirty two would not have grown up on Brumfost since it was discovered only in the last few years.

And absolutely, a Dwarf can come along. I was hoping for some righteous dwarven characters who think justice come from an axe to the head.))
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Old 05-31-2008, 06:32 PM   #5 (permalink)
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(( allright, ill modify that then. ))
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Quote:
Originally Posted by The most epic pwning in youtube history;
dt4100: it's you're, not your. Just a little video that you felt the need to post online for 2,000 people to watch. Hooray, 35 and still skating, amazing!!! You're blowing my mind!!

Kevenhammer: "You're as in "you are" ummm lets see.. "who pissed in you are cheerios" damn you're right that does sound better. My bad... your an idiot... oh I'm sorry ... You're an idiot....
500 posts!

ONE THOUSAND POSTS BIATCH.
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Old 05-31-2008, 07:09 PM   #6 (permalink)
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Talking

Character sheets

Name: Ian (e-in) René (rah-nay) Serge
Race: Human
Gender: Male
Age: 22


Description: He has an average build, yet skilled in agility. His eyes are light grayish blue, soft, like they are glowing, surrounded by mist. Long, layered blond hair that just barely touches his shoulders covers his forehead and hidden slightly under a cap. His attire consists of a plain, baggy white shirt, brown cotton pants, worn brown shoes, worn brown scarf, and, of course, a dark brown cap. His personality is rather reserved, due to his untrusting behavior, but once he gets to know someone and respect them, he opens up a bit more.


Morality: Pragmatic and Righteous. He does not care too much about what someone plans to do, unless it means getting killed. Due to his past endeavors, it has hindered some of his personality from truly caring about someone, yet a new side has opened inside him, assisting those when he truly spots someone with unwavering justice, those that will not give up, no matter what the consequences. He believes that if someone does not try their absolute hardest in what they do, there is no use helping them…unless there is something in it for him.


Background: Ian was born as an only child to Camille and Jett. While his father labored in odd jobs to provide money, his mother nurtured him, along with mediocre cleaning duties as a house wife. Since he was little, Ian was fascinated by the gleaming metal of swords as many wielded them, most keeping them around for safety. He often took his fathers shortsword within his own tiny, pale fingers, the coal-colored rubber grip and the three guards hardly doing anything to aid him in balancing the massive weapon in comparison to the small tyke, and feigned a powerful “hero” slaughtering all his foes.

Since his father did not know of this, he was shocked that Camille would let him do such a thing. Drunken and in rage, he horrifically pounded her into the ground one day, until her eyes flashed white, motionless. When an eight year old Ian entered the solemn home to lay witness to the ghastly actions of his father, he fled into the night, carrying Jett’s shortsword along with him, never to see him again.
After that event occurred, he went on a long journey, laboring in hard jobs, all the while practicing how to master using a shortsword, since it would have little use in combat if he did not. While on this long voyage, he found a dusty, small brown book with unique writing in it in an abandoned home (which he robbed, seeing as no one lived there). In it, he discovered strange incantations, which would take him years just to learn what one said. After a long time past, the discovery of Brumfost once again filled him with hope. Poor and dreadfully hungry, he made his way to Lannen, only to find out that his luck had yet again befallen him. The climate was dropping, and shelter was low for those without homes. Robbing money and food became a habit of his, fighting off vicious street livers such as himself to keep the little he had--a few bucks, the clothes on his back, and the luminous shortsword, which was slowly dulling from when he first held it. There is one other hobby he does in secret from the outside world--magic.

Magic is useful in some ways, but drains a lot of he energy and concentration, at times causing him to faint afterwards if used too much. All in all, Ian only uses magic when in serious danger, most of the time using his shortsword. He uses a small, pocket-sized brown book, with no title on the front page or writing on the back, to discover handy spells that helps him survive. Though the writing inside is difficult to comprehend, he has discovered the usage of three handy spells that he may use when alone and away from danger, mentioned below.


Magic [levels indicated by ! and colors: (from lowest to highest) green, dark orange (since yellow comes up too light), red]:

1.) Glowing orb: A small orb that can be used like a lattern in dark areas: !
2.) Warming Touch: A spell that brings warmth to the body: !!! (varies)
3.) Heal: A curative spell that can heal small to huge bruises: !!! (varies)


((OOC: I added magic into it, making sure to keep the whole idea of extremely draining portion in it :x ))
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Old 05-31-2008, 08:01 PM   #7 (permalink)
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Name: Jonathan Benford

Race: Human

Gender: Male

Age: 25

Description: Willowy, thin, and in desperate need of lenses, Jonathan is a young man used to the unusual lifestyle of delving through pages and pages of knowledge and lore within the deepest recesses of ramshackle libraries (i.e. the boring corners with thick books and dreadfully boring covers you know from the beginning are probably quite dull) with nothing in hand but the clothes on his back and what little money he has to make do with in his pockets. A fair, if, somewhat bland complexion and a healthy head of dark hair that which lies in utter incurable devastation due to his unfortunate lack of hygiene.

John is a simple man. Therefore, his attire is basic and wouldn't draw two looks from any passing stranger - something he would prefer anyway. A simple, black beanie sits atop his head and white, long sleeved shirt buttoned except at the very top with large, flamboyant cuffs that will flare up at the slightest hint of a draft. Compliment that with a pair of drab, torn, leggings and a pair of God-knows-how-old leather boots.

Morality: Pragmatic and Selfish. John is not a particularly evil man, in fact, he's a somewhat respectable person. He does not have a dark past and he has, well, had friends. But there is no denying that he is quite the coward... up to a point. If there was ever someone in trouble, someone who he deeply cared for - something that is yet to come, really - he may summon the courage to risk his life and more in order to save that person.

But those instances are few and far between. And that courage that may flare up sporadically from time to time was stolen from the lost lore of heroes long since past, so he could not claim with a straight face or any sense of dignity or honesty that his bravery and his faith was his own.

Background: John's parents always wanted him to be something that would always be guaranteed a future and successful earnings. They wished him good fortune, a wife and, possibly, children. Unfortunately, upon discovering that his passion lay in centuries-old-stories and foreign countries across the world and the sea and John had nothing to support his love for anything odd, they immediately turned him loose out onto the streets. John learned from them, from his parents, that taking risks was a bad thing. They wanted him to conform to a certain way of life. A life that he could not bear. Being let loose on his own out onto the world with nothing but the knowledge he had was something he would not have any other way.

Having said so, John had adapted to the lifestyle of living on the streets. It came as no surprise to him that the first person he saw rummaging through a trash can in a back alleyway in the light of the moon wanted to pick a fight with him - make off with the nice, clean clothes on his back. The poor fool had chosen the wrong time to pickpocket him, however, as that was the first night John was spending alone. The haggard pulled a scabby, chipped longsword on him and unleashed what fury he had on the collared child. The abandoned youth took advantage of the man's old age and poor sense of speed, turning the odds against him, and made off with his sword... along with the man's dirty old black beanie.

John is by no means adept with the weapon. Hell, it'd probably be too far of a stretch to say he could 'hold his own' in a fight. But John, being quite the bookworm, has indeed read a few guides on general combat. He's managed to survive well enough on that knowledge alone. Thievery, basic combat, survival tips in the slums. The vast pool of knowledge he's gained simply from spending some time in the library equipped him with the mentality necessary to survive alone and without the pamper and splendor of living in a home with food, bed, and love. John knows, more than anyone could possibly imagine, the gifts and treasures stored away within the depths of a library. And, as always, he is hungry, voracious, for more.

(Hope this will suffice.)
(EDIT: Fixed John's combat skills added.)
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Old 05-31-2008, 10:26 PM   #8 (permalink)
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((Kain, accepted.

lokori, this is a mercenary group. You're not going to get hired by Axckerlet unless you have something better in a fight than a mere dagger. You use a dagger against the enemies we're going to fight in this RP, you're probably going to die. I strongly recommend you change that bit. As well, your history doesn't make that much sense, but that doesn't matter too much if you elaborate on it during the RP.

Folion, excellent work! However, the same applies to you: this is a mercenary group. Sure, Axckerlet will hire even a drunkard, but that's because the drunkard is strong and maybe has a weapon that'll do him some good in a fight. What fighting skills does your character bring to the table? Otherwise, great work.))
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Old 05-31-2008, 10:49 PM   #9 (permalink)
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(Gah, there goes my logic flying out the window. Fixed.)
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Old 06-01-2008, 12:33 AM   #10 (permalink)
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((Okay, accepted. Just be careful when the action starts.))
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