RolePlay - Idea Board

As the title suggests, feel free to RP it up.

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Re: RolePlay - Idea Board

Postby Zako » Sun Aug 05, 2007 7:14 pm

(Vastly downsized but complete nonetheless)

Battle Royal RP: United States versus Japan

Introduction

*A very cute brunette comes onto the view*

"Hello lucky students! You have been chosen to participate in one of the world's most exiting game, the Battle Royale! Here you will compete with other students from around the world in a game of wits, courage, strength, and, survival and take home the winnings for your home country! The team that wins gives his team and her home country the BR Trophy and declared the BR Champions of Year! This years Battle Royale will pitch students from the United States against Japan. The Administers from both Team USA and Team Japan are very excited about this year's game, so do not disappoint them!"

"This year's Battle Royale will be held in the ever so tropical Caribbean islands! This island is 21 Km in diameter with hilly terrain and numerous caves. There are buildings located on the island and all are fully furnished and stocked with necessary commodities of life. We wont tell you were these buildings are because that will take out the fun of everything!"

"Now about the bracelets that you are wearing on your neck!...These are 100% shockproof, waterproof, and tamper resistant! These bracelets transmit important data back to the Command Center like vitals, positions, and other important information. Additionally, the bracelets are equipped with explosives that if, in any unforeseen circumstance forces the hand of the Game Overseers, they will automatically explode!!!"

"Additionally, if you approach the forbidden area or attempt to remove, tamper of disable the bracelets, they will explode...no questions asked. The game time limit is 30 days and depending on the area conditions, might be extended, or shortened. To this day, no game has ever gone past 21 days. If the 30 day limit has been reached, all the Bracelets will explode!!!"

*Announcer gets excited*

"Now, the game will be starting very soon! You are given 2 packs to start with. Both packs are camouflaged and hold many different things essential to wining a game! The "Equipment pack" holds 5 days worth of Food and water. A flashlight, compass, batteries, a roll of tape, map, markers, and a fist aid kit. In the "Weapon Pack" will hold a weapon, a knife, and spare ammo. "

"Good luck students and happy hunting!"

*the students viewing the video are then gassed and sent to the island to begin the game.*

<<<<<<<<<<<<<>>>>>>>>>>>>>>

You never signed on for this game; in fact they kidnapped you while you and your fellow students were on a field trip. Now, under the threat of death by an explosive neck bracelet, you have nothing else to do but play the game. You stand by with 250 other students from you class, sent in to fight 250 equally freighted students from the other team. Either fight the other team and win or find a way to disable the bracelets and escape this island.

- Team USA has 122 Boys and 128 Girls

- Team Japan has 120 Boys and 130 Girls

<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>..

CHARACTER SHEET-"CS"

Name: (If from Team Japan, use a Japanese name.)

Age: (must be between 15-18)

Team: (Either Team USA or Team Japan)

Height:

Appearance: (hair style, preferred clothing, distinctive appearance. If Japan player, they wear uniforms. See the uniforms worn by the Battle Royale character in the movie.)

Gender: (Male or Female.)

Special attributes: (What can you do? Hacking/Cracking? Technical wiz? Math wiz? Can build homemade bombs? Make really good Food? If you don't, just write how you suck at everything)

History/Biography: (the immediate history before you were sent off to fight in BR. Refrain from sob stories if you can but if you feel that is necessary to your character's development, do it. If a student from the USA, include your ethnic background because USA team is diverse.)

<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>

-In order to win, kill EVERYBODY ON THE OTHER TEAM!!!

- Team USA starts out wearing whatever they like but Team Japan wears the school uniforms.

<<<<<<<<<<>>>>>>>>>>>>>>

WEAPONS AVAILABLE

P225 Pistol- (plenty in ammo and weaponry) 10 rounds per clip

M-16A2 Assault Rifle. 5.56mm rounds with 30 rounds per clip.

M249 Machine Gun- (accurate and a good choice) 200 rounds per belt

IMI UZI Submachine gun- (UZI ammo is MOST numerous) 30 round sper clip.

Samozaridnyia Vintovka Dragunova (SVD) Sniper Rifle- 10 rounds per clip

RPG-7B- Rocket Propelled Grenade. Anti-Tank Weapon. (Gotta love this...lots of rockets on island)

Bladed Weapons- Katanas, knives...

Miscellaneous Supplies- Fist Aid, Cameo net, flak jackets, batteries, walkie-talkies, Flashlights, food, and instruction manuals on how to work the weapons.

HIDDEN EASTER EGGS

Find your own GPS....Oops...sorry. I already said too much...

LOCATIONS

The island is a crescent shaped island with multiple hills, cliffs and rocky outcrops. There is very little flat land and the climate varies in areas. It may be foggy, humid, or windy. A river separates the island into 2 different parts, with a bridge every 1 km...(total 7 bridges)

The island is divided into 3 different areas. Team USA will start on the northern side (USA side) and Team Japan will start on the southern side (JAPAN side). All teams will start near the boundary line dividing the sides. The third area is the forbidden areas, which are randomly selected at different intervals. Teams are encouraged to take territory from the opposing team as well as buildings.

Command Center- At a smaller island off the coast of this area island, this are houses all the media people, game overseers and a small military force. OFF LIMITS AND FORBIDDEN AREA.

Light house- Highest building...a great sniper area and watchtower. USA side

Hospital- A building that functions the same as the hotel. USA Side.

Hotel- A medium sized building that has furnished rooms, running water, and working electricity. Has a garage with several cars. Japan Side
- Join the HUMP LEGION. Leading the Humping and Bumping since time began...*humpa humpa humpa* -

Note to self. Pg541
SPACE ASSHOLE...
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Postby Hana » Sun Aug 05, 2007 7:16 pm

Winter's Knight: A Valdemar Story

A bitter winter has descended upon the world of Velgarth, and the free country of Valdemar, bringing with it a killing cold and sickness that no Healer could cure, simply called "the Fever." The ranks of Valdemar, and the makeshift vale of k'Valdemar, have fallen in astonishing numbers, and tales from Hardorn and Karse bring more news of the mysterious ague. Even Rethwellen seems to be plagued. Borders have been left unguarded with too few Heralds or soldiers to patrol them, and the populations of many countries are waning as great numbers succumb to the mysterious illness. Iftel, Seejay, Velvar, and the Pelagiris forest seemed to be spared, and for the most part, Jkatha has been, too. Calls of succor have arisen from the affected countries, and all but Velvar have conceded to lend aid.

The biting, penetrating cold of this year's winter still has not ceased, and even the graceful Queen Selenay, the highest of all Heralds in the land of Valdemar, has fallen to the sickness, but not before sending her dear twins to foster in k'Rika, where the invisible hands of the Fever cannot reach.

Selenay's oldest child, who once abdicated her place in the line of succession, has taken up the crown in these bitter times, determined to find the cause of this Fever that plagues her people, and put a stop to it.


Occupations
Herald - When Duke Valdemar left the empire, to start a new land where people would be free, he knew that there would be a need for a policing force that could never be corrupted, that would always stand for the good of the people. He stood in a stand of trees outside his new palace, with his son, and his herald, and prayed to all of the gods he could name, to help him in this task. His prayers were granted in the form of three pure white horses, with silver hooves and startlingly clear blue eyes, who could speak in to their minds. Duke Valdemar decided that since there could only be one King, and one Heir, that this force would be named Heralds, for anyone could be a Herald.

Ages passed, and the Companions, as these more-than-horse creatures were called, bred more of themselves. Each new Companion will, when the time is right, forge out into Valdemar alone, with their dress saddle upon them, to find their partner, whom they will Choose as a Herald. Heralds always have some mind-magic, even if their abilities are weak, and they are bonded with their Companion for life. In most cases, if one dies, so will the other, with the lack of that bond, but History has recorded a few Companions that have lived on to choose new Heralds, and a Herald or two that has withstood the death of their Companion long enough to be Chosen by another. The surviving partner is always changed by the death, though.

If a Herald does something truly evil, his Companion may sever the bond with him, Repudiating him and essentially committing suicide. No Herald that has been Repudiated has ever been known to survive.

The Monarch of Valdemar has always been, since Duke Valdemar, and will always be, a Herald. No one who is not a Herald can be counted in the line of succession, even if that person is married to the current Monarch. If a wife or husband of a current monarch is not a Herald, then they are known as Consort, rather than King or Queen.

Heralds with mage power that have been trained in true magic are called Herald Mages.

Herald Trainees are always taught at Haven, the capital city, and wear grey uniforms. When they graduate to a full Herald, they change to uniforms of a pure snowy white, which matches their Companions.

The most famous Herald Mage, Vanyel, is pictured below, to give you an idea of the clothing that is worn:
Image

Mage - Mages range the world, and are not an occupation tied solely to Valdemar. In fact, in years past, there was a spell laid upon the country that prevented Mages from entering, lest they be driven mad by the unseen air elementals that constantly asked them to identify themselves. This spell has since been modified, and Valdemar has set up a mage-training program. Mage Trainees in Haven wear brown, while Valdemar-trained mages wear Gold.

Valdemar is not the only school of Mages, and nor is it the largest. That honor lies with the school of the White Winds Mages, founded in the distant past by a hertasi, a sentient reptile-like creature, named Gervase. The White Winds are mages that stand for good, though they can be fallible. White Winds mostly focuses on a type of magic called Extraplanar Proxy, which requests the aid of beings from different planes of existence.

Many other types of mages exist, and near anyone with even a spark of mage power can perform blood magic, but such magic is evil and tainted.

Tayledras - Descended from the Kaled'a'in of the long past, living in secret Vales in the Pelagiris, these mysterious people have been, for ages, slowly taming the wild magic that infests that forest. They set up their Vale and Heartstone, fortifying their living space, and slowly drain away the excess magical energies from the land that leads to the creation of wild and dangerous creatures, making the world a safer place.

Every Tayledras has a companion in the form of his Bondbird. Easily three times larger than normal birds, these avians are far more intelligent than their cousins, and are able to mindspeak with the partner they are bonded to. The type of bird that a Tayledras bonds with speaks of their personality. A wise old man may have a raven on his shoulder; an ostentatious man may have a firebird; a quick fighter may have a small hawk.

The bond between a Tayledras and a bondbird is not as strong as that between a Herald and a Companion, and though a bondbird's life span is extended, a Tayledras will probably have a small number of bondbirds throughout his life.

Tayledras have their own methods for teaching their mages (Spontaneous Direct Manipulation, also taught at Valdemar) and healers, and frequently have at least one Mindhealer in a Vale at any given time.

There are 17 Vales to choose from: k'Chona, k'Jeia, k'Leshya, k'Lissa, k'Onsova, k'Rika, k'Sheyna, k'Shira, k'Saurai, k'Treva, k'Vaia, k'Vala, k'Valdemar, k'Varis, k'Verei, k'Vesia, and k'Veyas. All Vales except k'Leshya and k'Valdemar can be found in the Pelagiris forest. k'Valdemar Vale is in Haven, at the palace, and k'Leshya is settled in a city far, far to the south, accessible only by Gate, named White Gryphon. The people of k'Leshya Vale have the strongest ties to their Kaled'a'in heritage, and are the only ones to still have the occupation of kestra'chern, a person whose job is part masseuse, part prostitute, and part psychologist, aiming to decrease the stress of those he or she serves. Many kestra'cherns are also versed in the art of caring for gryphons.

Healer - All Healers of Valdemar have the Healing gift. Trainees at the palace wear a muted mint green, and when they have graduated, change to emerald robes.

Those with the Healing gift are very rarely chosen as Heralds, and only when there is a definite need for them. Sometimes, as well, one will be admitted to another school, such as Bardic, before one's healing gift is discovered. Mostly, though, Healers are Healers, and nothing else, though in times such as these, the Healing gift has been cropping up more and more.

Bard - Bards must have two out of three gifts: Musical Talent, Musical Creativity, and the Bardic Gift. Bards, in addition to playing pretty music, also spread current news about the land in their travels. There is a Bardic school at Haven, from which all Bards must graduate. Trainees wear a rust-brown color until they graduate to the red robes of a true Bard.

Guard/Blue - Blues are Unaffiliated students (that is, they are not Herald, Herald-Mage, Sunpriests, Bardic or Healer Trainees) who are nobles, children of Palace workers or studying to be Artificers (Inventors), Scholars or Generals. They are the well trained individuals who keep the armies together, inventing new things or investigating histories to better understand the world around them. Blues wear light blue colors to their clothes before graduating and acquiring their darker blues. Not all Blue students go on to become Guards.

Sunpriest - Priests and priestesses of the V'kandis, the god of the sun, in Karse, Sunpriests recently went through a very dark time, where their church was rife with corruption. With the rise of Solaris, the current Son of the Son (even though she is female), many of the old priests were cast out, or burned to death in divine fire, to make way for the new principles of the church. Karsites have a traditional fued with Valdemar, though the animosity has been lessened a great deal through the truce between Solaris and the old queen Selenay.

Occasionally, a Sunpriest may have a divine companion in the form of a Firecat, a large siamese cat that has a number of abilities. In addition to being able to utilize mindspeech, they have the ability to appear as a common cat, become invisible and to transport themselves long distances by teleportation. They can also transport a human, although the extra "load" tires them greatly. Like Companions, Firecats are mortal, must eat and sleep and grieve.

Shin'a'in - NOT AVAILABLE FOR PLAY. Descended from the Kaled'a'in, the Shin'a'in are a mysterious race of nomadic people who guard the Dhorisha Plains, worshiping their goddess "The Star Eyed One" and are known as shrewd traders and excellent horsemen with excellent horses. They are willing to trade some of their horses, but only males and not their excellent Warhorses. They have a semi-permanent settlement, Kata'shin'a'in, on the rim of the Plains. They are characterized by a certain racial type; black-haired, blue-eyed, with golden skin, and are rarely seen outside the rim of the desert-crater that they inhabit.


Races
Other races which inhabit the world of Velgarth are as follows:

Gryphons - Created in the far past by Urtho, the great Mage of Silence, Gryphons are at least the size of heavy warhorses, and are a mix between an avian and a feline. They are quadrupedal, winged beings who are sentient and have the potential for both mind-magic and true magic.

With birdlike heads with feathered ears and large feline-like bodies, their legs end in taloned feet, the forefeet capable of fine manipulation. Their tails are feathered, and sometimes end in tufts, not unlike those of lions.

Gryphons are astonishingly deadly fighters, especially in the air, and there are very few creatures that can match them without the aid of ranged weapons or magic.

Kyree - Living about as long as humans, Kyree are wolf-like creatures with a natural talent for mind-magic and large number are born with the ability to become Mages, Healers, Shamans, and God-Touched. They have three genders: male, female, and neuter. Kyree have rather blunt, wolf-like heads and bodies like a cheetah, with tails and coats like wolves.

Hertasi - Known for their friendly working relationship with the Tayledras, these short lizard-like people were created by accident by one of Urtho's predecessors. As a whole, while not subservient, this race has a compulsion to serve (cooking, cleaning, repairing of clothing or housing, etc.). They act more like good friends who kindly realize that great mages and the like will often forget to tend to their daily needs without the help of their allies.

Hertasi only sleep in the wintertime, and are cold blooded. Some Hertasi are able to use mind-magic or become Healers or Mages.

Tervardi - A race of flightless, anthrompomorphic bird people, Tervadi can be found among the Tayledras and k'Leshya, and are often skilled musicians.

Dyheli - A race of sentient stag-like creatures with a talent for offensive mind-magic, dyheli herds are led by the male with the strongest mind. In times of crisis, the leader can and will psychically control the entire herd. Dyheli an be found in the Pelagiris forest and near the city of White Gryphon.



Countries
Image
Notable countries besides Valdemar are as follows:

Rethwellan - Rethwellan is lead by a monarchy, and has extensive dealings with Valdemar. Currently, the country is led by King Faramentha, after the death of his brother Karathanalan. The monarch of Rethwellan is traditionally chosen by a magical sword that was lost and considered a legend until it was returned.
Prince Darenthalis of Rethwellan was Chosen during Valdemar's second war with Ancar of Hardorn, and thus married Queen Selenay, becoming Prince-consort and fathering the twins Lyra and Kris, the current Heirs-presumptive.

Karse - While technically a monarchy, Karse is, in practice, more of a Theocracy. The actual governing of the country is done by the Church of V'Kandis Sunlord, led by the Son of the Sun. The current Son of the Sun, instead of being chosen by a council as had been done for a very long time, was chosen by a statue of V'kandis himself, which came to life and placed its crown onto Solaris's head.

Solaris has made peace with both Valdemar and Hardorn.

Hardorn - For ages, Hardorn was quite peaceful with Valdemar, until King Alessandar was murdered, replaced on the throne by his power-hungry son Ancar, who made two wars on Valdemar. Eventually it was discovered that Ancar was being manipulated by the mysterious Eastern Empire, and after Ancar was killed, the Empire sent a man named Tremane to conquer the land.

This backfired on the empire, however, as Tremane became popular with the locals, and became King of Hardorn by binding him to the land of Hardorn and awakening his Earthsense. After this, Tremane severed ties with the Empire, around the time when the existing Gates were destroyed by the ending of the Mage Storms.

Iftel - For ages, Iftel was a mysterious secret, its borders shut to all but only a few traders. With the ending of the Mage Storms, however, the god-created shield around the country came down, and the strange gryphons that inhabited the land, began to make diplomatic ties with the surrounding countries. As in Karse, the Sunlord is worshiped in Iftel.


- CHARACTER SHEET -

Name: (This should be fantasy-like, but not over-the-top. One name only, unless your character is a noble, Tayledras, or comes from another country. If a noble, please consult with a GM as to the name of your family's holdings. If Tayledras, please choose a Vale from the list provided, and put a "k'" in front of it, such as k'Valdemar. If your character comes from another country, PLEASE keep it to the list of countries provided and put "of Countryname" after your character's name, which should fit with any naming schemes of the country you have chosen, e.g. Kethryveris of Mornedealth, Albrecht of Karse, or Darenthalis of Rethwellan. Canon name examples from Valdemar: Kris, Skif, Savil, Vanyel, Elspeth, Selenay.)
Occupation: (Please see the above explanation and choose one.)
Companion/Bondbird's Name: (If a bondbird, please include the species of bird.)

Appearance: (Please be as descriptive as possible.)

Personality: (What's your character like?)

OPTIONAL History: (This section is entirely optional, but extremely good Histories will be rewarded with more Ability points.)

Skills: (Please detail your character's skills here. If a History is present, it MUST explain the skillset which you have chosen. Remember that even the smallest skill has a use.)

Abilities: You have 7 points to spend here, as per the list below. Please include the level at which you have bought each of your abilities. If you do not wish your character to have any of the above abilities (for example, if you wish to play a soldier, rather than a Herald), please send me a PM, and we will work out special abilities. Also, you need not spend ALL of the points, if you do not wish to.
Note that all Heralds and Tayledras have the ability to Mindspeak with their Companion or bondbird.

Mindspeech: 1, 3, or 5 points - 1 point denotes a weak gift of Mindspeech, with the ability to speak to people only when they are within line-of-sight. 3 points gives a larger area of affect, and the target may be out of the range of sight, up to two miles away. 5 points shows an extremely strong gift, and the user may speak to multiple people at one time within a 3-mile radius. Mindspeech at 3 or 5 points may be combined with Farsight, if applicable, to speak to targets over great distances.
Farsight: 1, 3, or 5 points - Much like Scrying, though Farsight is a psionic ability. 1 point allows the user to see over great distances, and 3 points extends the length of time this ability may be active. 5 points increases the level of the gift again, giving a wider range and more active time.
Empathy: 3 or 5 points - 3 points gives the ability to feel the emotions of others, a receptive-only ability. 5 points, on the other hand, adds a projective aspect.
Foresight: 1 or 5 points - 1 point allows the character to see glimpses of the future (Some characters are better at seeing the immediate future, and some are better at seeing the distant future. This will depend on your character.). 5 points gives the ability not only to see more specific points in time, but to see multiple possible futures.
Fetching: 1, 3, or 5 points - The ability to teleport objects. 1 point denotes that only small objects may be moved short distances. 3 points allows larger objects to be moved over greater distances. At 5 points, it is feasible to Fetch a person, though instances of such are rare.
Bardic Gift: 3 points - The ability to bespell others with a tale or song, and have them experience the emotions that the work is meant to convey.
Healing: 3, 5, or 7 points. - The ability to heal physical wounds. A rank of 3 indicates that you can treat minor sicknesses and causation wounds. At 5 points, you are able, with time, to heal someone of mortal wounds. If 7, you have been trained in Mindhealing.
Animal Mindspeech: 1 or 3 points - The ability to speak with the minds of animals. At 1 point, the range is very limited, and you may speak with only one animal at a time which is within 30 feet. At 3 points, the range is expanded, and you may speak to a number of animals in the vicinity at the same time.
Firestarting: 1, 5, or 7 points - 1 point gives your character the ability to start very small fires, like candle flames. 5 points gives enough power to, say, immolate a human being. 7 points denotes a VERY strong Firestarting ability, with the potential to sear whole mountainsides.
Mage Power: 3, 5, or 7 points - Mage power is the ability to performe true magic. Each rank of this power corresponds to the potential power your character may finally obtain. 3 points indicates a Journeyman-level potential, 5, a Master-level potential, and 7, an Adept-level potential. Note that your character's Mage potential may grow or decrease depending on your actions IN GAME.
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Re: RolePlay - Idea Board

Postby Wazit » Sun Aug 05, 2007 8:06 pm

It reminds me of Lone Wolf lol +1 vote
Last edited by Wazit on Sun Aug 05, 2007 8:07 pm, edited 1 time in total.
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Postby Hana » Sun Aug 05, 2007 8:06 pm

Wazit...to whose?
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Postby Wazit » Sun Aug 05, 2007 8:07 pm

Yours, Hana. Yours
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Postby Hana » Sun Aug 05, 2007 8:08 pm

Oh! *blushy* Thank you. ^_^
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Postby Material Defender » Sun Aug 05, 2007 8:16 pm

I see this as a good potential. Just need to think of a rather interesting character...

Big vote from good old MD.
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Postby Hana » Sun Aug 05, 2007 8:23 pm

Yay! That's two ^_^
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Postby Ro Wong » Sun Aug 05, 2007 8:29 pm

Hm... Been busy, so I might not be able to join... But I'll try.

*bestows her with a fabled Shiro Vote, a rare vote said to be bestowed upon one RP every two hundred years* ... XD Maybe I should vote more often.... Naaaah.
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Postby Dorian » Sun Aug 05, 2007 8:32 pm

I can't remember if I've ever voted before, but I suppose now is as good a time as any. I can't guarantee I'll join but I'm sure you'll do well with it nonetheless.

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Re: RolePlay - Idea Board

Postby Wazit » Sun Aug 05, 2007 8:45 pm

And it's in!!
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Postby Hana » Sun Aug 05, 2007 8:50 pm

Yay! I shall createth the thread soon. ^_^

Thankee, all!
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Postby Verec » Tue Aug 07, 2007 11:39 pm

Dungeons and Dragons: Subterranean History.
The city of Savirkand. For centuries, nay, millennia it has been a center of trade. The peoples of the eastern and western lands congregate here, trade and go their separate ways. The dwarfs of the mountains sometimes emerge to trade as well, and elegant and arrogant Elves look down upon every civilization that has followed in their wake. The small men, the caste-bound Halflings and gnomes come here to. Even the horrid barbarian orcs send their ambassador to mighty Savirkand. The cities five bazaars never cease buzzing, humming and boiling over. Pilgrims come to worship and ancient shrines and more modern cathedrals and other great houses of worship. Ships of every shape and size dock in the port. Truly, this is a city that all roads lead to.

Recently, excavations in the city have broken through into a series of chambers underneath the city. This is hardly unusual for a city as old as Savirkand, but the new chambers have strange writing and symbols on the walls, and are much deeper than the common buried rooms. Indeed, some say that these new chambers stretch for miles. A small rush of hearty adventurers has begun mining for gold under the greatest city in the world, for what else could be down there but buried treasure?

This game will start out at low levels, and proceed to middle levels over the course of play. If things go better than planned, we might even go further, and progress to high level play.

Dice rolling will be done with a little something I like to call the Wizards of the Coast Dice roller.

But, I hear you cry! What is this about dice? Well, we are playing D&D. That means Armor class, that means buying your gear with loot from monsters and villains, and it means rolling a LOT of dice. Dice to hit. Dice to determine damage. Dice for critical hits.
If anyone out there needs me to hold their hand and walk them through character creation, then I will. I will also provide anyone who asks for it with copies of the books I will be using for this campaign and that you can use too! (For those in the know, I’ll be using The PHB, DMG, MM, OA (on demand only), Complete Mage, Complete warrior, complete Devine and Complete adventurer. That’s it.) I'll flesh out life in this civilization when the votes come in.

An added concept, the Meta-game, will be played by each person as if they were actually in the same room, playing a game of D&D. The Meta will contain the normal table jokes, eating of pizza, cheetos, and the drinking of much Mountain Dew. In the great tradition of D&D games at my place, this shall take place in a small outbuilding near a pond.
"I saw it, there, in the sewers...for just a second. All hunched over, skin pale white beneath those rags...so many rags. The vermin crawled about his feet like idolaters at worship, and I swear that the wind drew breath in a frightened gasp at his passing. He wore cold like a cloak and I swear that behind that smiling golden mask he was laughing at me as his curved blade rose and fell, cutting through my men. It left wounds filled with crystals of salt...the screams...the screams...and the pants....Gods! The Pants!!!"
-Captain Urtin, who salted and ate his former soldiers.
"Jar-Jar you're a genius!"
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Postby Jay » Tue Aug 07, 2007 11:43 pm

First vote.
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Postby Geomancer » Tue Aug 07, 2007 11:49 pm

Another vote to verec
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Postby Deena » Tue Aug 07, 2007 11:50 pm

+1 for vehrec.:3
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Postby Dorian » Tue Aug 07, 2007 11:55 pm

TWO FOURTH VOTES IN A ROW. WHAT'S UP NOW, BITCHES?!
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Postby BobSagat » Wed Aug 08, 2007 12:01 am

Who are you.

You are not Dorian.

I will peel your fleshy exterior and gaze into the depths of your LIES.
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Postby Dorian » Wed Aug 08, 2007 12:03 am

Even House gets the urge to play some D&D once in a while.
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Postby BobSagat » Wed Aug 08, 2007 12:07 am

No, he doesn't... You... impostor...

You ruined all my dreams, House. All of them.
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Postby Dorian » Wed Aug 08, 2007 12:10 am

Please, in D&D you can use extensive white magic knowledge to diagnose the worst curses and diseases imaginable, then torment your patients as you try and discover their true ailment, all while being a cynical bastard yet the best priest in all the land. Dare I say, it's perfect.
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Postby Cascade » Wed Aug 08, 2007 12:17 am

Rofl, I definitely want to see House in D&D. Use one of those random effect items that turns you a different color. "You're ORANGE, you moron."

Another vote, though it's not needed. Jay and Dorian know.
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Postby BobSagat » Wed Aug 08, 2007 12:51 am

I'm completely not into DnD or role-playing people who are playing DnD, but Dorian, if you make a House character, I will join. And most likely bother you.
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Postby Wazit » Wed Aug 08, 2007 8:24 am

I can only imagine him in DnD. All the monsters will be stunned. The gamemaster will be pwned
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Postby GuardianX » Thu Aug 09, 2007 6:13 pm

Yay, DnD!
+1 vote.
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