Spikes
June 19th, 2017, 03:05 PM
Peace was always a given in your kingdom. The stories your mother told you, of the monsters that would take you in the night if you didn't eat your vegetables or clean your room made you laugh. There were no monsters. You'd always been safe curled up in your comfortable bed, with your mother there to sing you a lullaby.
But it wasn't your parents who scared the monsters away. The magic of a powerful sorcerer, many years ago had blessed the land with light, the shroud of darkness retreating, as well as the monsters hiding in it.
But no spells last forever.
One morning, things don't add up. You see the fear in your parents' eyes, but what are they scared of? All you can see is a subtle fog, and a small yet eerie whisper of wind. You weren't scared. You'd been brought up to protect yourself. But you didn't know what lay beyond.
Uncertainty and fear go hand in hand.
You finally understand the gravity of the situation. With the town in a state of unease at the very least, the king calls for everyone, a speech ready at hand. Relief was the first feeling that swept over you. He'd be sending a group of fighters as prophesied, in order to bring the light back and kill the monsters.
That relief is soon washed away.
The group shall be one of plucky youths, each with their own abilities, weaknesses, sins and gratuity. Youths? As if that wasn't enough to make you groan with frustration, your name is called by the King.
You're one of these plucky youths.
Each name was called out at a painstakingly slow pace, and as you watch the group of people step forward, you can't help but feel... Angry. Betrayed. Not only were you required to save this kingdom, but these other people would most likely put you in danger. Oh, if only you knew how they felt the same.
Once your unorganised squabble of a team is called, your mission is clear. You must find the sorcerer who protected your kingdom in the first place, traversing over unfamiliar terrain to finally make your way to his domain.
And as your journey started, you never would've known the bonds your team would make. Your bickering seems never-ending, though you haven't yet seen the outcomes of battles, the companionship that grows from each of your new friends' aid.
And little did you know, you'd need them every step of the way.
Info
As mentioned in the intro, you'll be playing the role of one of the youths in the prophecy. The trials that come your way will be suited to each member of your team to form bonds of friendship, and by having your partners' back in battle, friendships and even relationships may be formed.
Rules
-No god-modding: Try to work out how many times your character will dodge correctly, and never say a strike lands in your response. Leave this up to your fellow roleplayer if you're going to have a battle.
-Relationships are allowed, though must be developed over time if within the group. This goes for friendships, too.
-Put in some effort: Writing is hard work. I don't expect you to write entire paragraphs in every response. I do expect that you consider whether your response makes sense in regards to your character, the characters surrounding and the general environment. Please avoid typing text acronyms such as "brb" in your responses.
-Form checking: This is a limited rp, and I'm treating it as such. No first come first serve, and I'll be giving people a week to post forms for their desired role. To help you in attaining the role you want, I'll give you some pointers on your form writing.
-Realism: Yes, I know, I know. This is a magical medieval rp, why should it be realistic? I'm not saying powers or species must be realistic, but characters should be believable. I'll give you pointers if you're having trouble on this. Doesn't have to be ultra-realistic.
-Response order: I'm thinking of adding an order of responses in this rp, to help make sure that everybody knows what's going on at all times. When all roles are accepted, I'll give everyone a number which represents their order in posting. Please mention the other rpers in your post in brackets. If you're the next poster and you haven't responded for a day, your response will be skipped. This rule may be abolished if it doesn't work out, so be sure to be honest with me and tell me if you think it's working out or not.
Applicable characters
-Any humanoid species are allowed as the chosen ones. Even ones you've made up, as long as they aren't extremely overpowered.
-Magic and weapons are all applicable for your character to have, they may even have both! Be sure to balance out your powers. I don't want too many, if not any magic-wielders to have 10/10 magic skills.
-Pets: Pets are allowed here. Travel companions must be small, though large pets may pop up once in a while. Say you need to cross a lake, and your pet is a water dwelling beast. This pet can lead the team across. Pets are allowed to be mythical, and I'd prefer it if powerful ones weren't used in battle unless the whole team is in a pinch.
-Age: I'll be accepting ages 14 through 18, which may change depending on the role you're after. I'll be sure to tell you if your character is too young or too old.
-NPCs: I'll mention NPCs as we go, though please mention in your form if you want to roleplay as any. Current NPCs include the king and the sorcerer.
Actual roles available now:
-The brave and noble.
The brave and noble will help raise morale in the team, as well as play the role of a protector and battle partner. Needed to motivate and make self-sacrifices in a specific trial.
-The sly and light-fingered.
With the help of a little bit of pickpocketing, a mission can become so much easier. This youth is skilled in the art of lock-picking, as well as any forms of petty theft. Required in a specific trial of wits and stealth.
Taken
-The true warrior
This youth's fighting skills are beyond compare, and will be playing a large role in fighting. Would prefer a character with a volatile temper in this section. Required in a specific trial of battle.
-The peaceful negotiator
Not one kinder soul could be known to the group. This youth helps mend broken bonds, and calms many would-be enemies. They play the role of the mediator that binds the group. Required in a specific trial of trust-building and teamwork.
-The cursed one
Bound to stir up trouble, this youth specialises in magic use. With a particularly strong affinity with their magical skills, they'll prove themselves to the team in battle. Required in a specific trial of magic in battle.
-The true survivor
While quite untrustworthy to begin with, this youth navigates the forests with ease. With a bit of trust building, navigation becomes easy with them around. An affinity with creatures and life can help in battle, in a pinch. Required in a specific challenge of navigation.
Form:
Name:
Age:
Appearance:
Role:
Personality:
Backstory: (Optional. Will help me get a better grip on your character and what they're all about, though. If you wish to reveal this in the rp, please say so here.)
Weapon/Magic:
Skill level with Weapon/Magic:
Strengths:
Weaknesses:
Pet:
Other:
Do you want to rp as an NPC? If so, which?:
My form will be coming soon. I'll add all accepted forms in a spoiler tag below so that they're easy to find.
There are 5 roles available.
True survivor has 1 considered application.
Peaceful Negotiator has 1 considered application.
(Rp'ed by Spikes)
Form
Name
Garrin
Age
17
Appearance
Garrin is a rather strange individual, and looks the part. With a height of roughly 170 cm, he's rather tan and his cheeks are lightly dotted with freckles. That isn't the strange part about him, though. His hair seems to be comprised of two separate colours, a light russet and a plain white. The russet appears to be the undertone. His irises are also a strange colour, a very light blue. If you didn't look close enough, you may not even see if he has irises in the first place! When not busy trying to blend in with the environment, Garrin decorates himself as he pleases. From feathers, to trinkets and anything in-between. Surprisingly very colourful for a petty thief, though not too kind on the eyes.
Role
The sly and light-fingered
Personality
Garrin's demeanour is quite confusing. When not "working", he's over the top and rather annoying to deal with, in all honesty. His fondness of companionship is overshadowed by his over-the-top behaviour, and his refusal to change it. He acts very insensitive, though means no harm. Seems to be lacking basic social/emotional intelligence, though is smarter in other aspects. Definitely not shy or reserved and quite opinionated. Loves throwing snide remarks and comebacks at people he particularly hates. Brutally honest.
Backstory
Garrin was not born, per se, but conjured. His body is made entirely of smoke, and being in such a form since creation he found it hard to interact in a world of other solid beings. Rather frustrated with his situation, he occupied a host body to have a proper place in the world. Having the body made him lack the knowledge of consequence, and thus he began experimenting in the field of thievery. His desires for anything shiny, junk or not pushed him through his "career", and he soon began to learn more and more about just what he could get away with if he was careful enough. While he still occupies his host body, he hates the thought of people not being able to touch his smoky form, and openly avoids physical interactions with other organisms.
Weapon/Magic
Smoke conjuring and manipulation. He also carries a knife which shines vividly at the base when it hits a light source. No wonder he carries it around.
Skill level with Weapon/Magic
His ability to conjure smoke is surprisingly weak for a being made of smoke. He can only conjure light wisps, which work well as his "artistic works", and also help him make illusory silhouettes to throw a guard off.
As for his dagger, with such a low level of confrontation he's faced in the past, he's barely ever used it. Although he plays with it often, he's barely ever done some training stabs or cuts, and just prefers to swing it around to watch it glimmer.
Strengths
With a love for his "artistic smoke patterns", he's become skilled in the art of illusion, being able to make wispy human and animal figures move seamlessly. This works rather well as a distraction. Although he isn't socially bright, he can find ways to get what he wants rather easily, though seems to only be able to use this for pickpocketing or theft. Quite agile and confident.
Weaknesses
Though a successful thief and hard to get a hold of, once caught with malicious intention, he will definitely be done for. Knowing little to no self-defence, his battle tactics are often just "run away". Though capable and efficient in his plans for theft and trespassing, he can't seem to plan anything large-scale. Over-excitable and insensitive, he's quite a pain in the neck to deal with for anyone or any amount of time.
Pet
Has no pets, but will purposefully conjure animals at times. Quite fond of birds, he conjures these often, and spends a lot of his time watching the material counterparts of his feathered creations.
Other
As mentioned before, he shows an undeniable fear of being touched. Has a stash of his stolen goodies which he never discloses the location of.
Do you want to rp as an NPC? If so, which?
We'll see how many people say yes c:
But it wasn't your parents who scared the monsters away. The magic of a powerful sorcerer, many years ago had blessed the land with light, the shroud of darkness retreating, as well as the monsters hiding in it.
But no spells last forever.
One morning, things don't add up. You see the fear in your parents' eyes, but what are they scared of? All you can see is a subtle fog, and a small yet eerie whisper of wind. You weren't scared. You'd been brought up to protect yourself. But you didn't know what lay beyond.
Uncertainty and fear go hand in hand.
You finally understand the gravity of the situation. With the town in a state of unease at the very least, the king calls for everyone, a speech ready at hand. Relief was the first feeling that swept over you. He'd be sending a group of fighters as prophesied, in order to bring the light back and kill the monsters.
That relief is soon washed away.
The group shall be one of plucky youths, each with their own abilities, weaknesses, sins and gratuity. Youths? As if that wasn't enough to make you groan with frustration, your name is called by the King.
You're one of these plucky youths.
Each name was called out at a painstakingly slow pace, and as you watch the group of people step forward, you can't help but feel... Angry. Betrayed. Not only were you required to save this kingdom, but these other people would most likely put you in danger. Oh, if only you knew how they felt the same.
Once your unorganised squabble of a team is called, your mission is clear. You must find the sorcerer who protected your kingdom in the first place, traversing over unfamiliar terrain to finally make your way to his domain.
And as your journey started, you never would've known the bonds your team would make. Your bickering seems never-ending, though you haven't yet seen the outcomes of battles, the companionship that grows from each of your new friends' aid.
And little did you know, you'd need them every step of the way.
Info
As mentioned in the intro, you'll be playing the role of one of the youths in the prophecy. The trials that come your way will be suited to each member of your team to form bonds of friendship, and by having your partners' back in battle, friendships and even relationships may be formed.
Rules
-No god-modding: Try to work out how many times your character will dodge correctly, and never say a strike lands in your response. Leave this up to your fellow roleplayer if you're going to have a battle.
-Relationships are allowed, though must be developed over time if within the group. This goes for friendships, too.
-Put in some effort: Writing is hard work. I don't expect you to write entire paragraphs in every response. I do expect that you consider whether your response makes sense in regards to your character, the characters surrounding and the general environment. Please avoid typing text acronyms such as "brb" in your responses.
-Form checking: This is a limited rp, and I'm treating it as such. No first come first serve, and I'll be giving people a week to post forms for their desired role. To help you in attaining the role you want, I'll give you some pointers on your form writing.
-Realism: Yes, I know, I know. This is a magical medieval rp, why should it be realistic? I'm not saying powers or species must be realistic, but characters should be believable. I'll give you pointers if you're having trouble on this. Doesn't have to be ultra-realistic.
-Response order: I'm thinking of adding an order of responses in this rp, to help make sure that everybody knows what's going on at all times. When all roles are accepted, I'll give everyone a number which represents their order in posting. Please mention the other rpers in your post in brackets. If you're the next poster and you haven't responded for a day, your response will be skipped. This rule may be abolished if it doesn't work out, so be sure to be honest with me and tell me if you think it's working out or not.
Applicable characters
-Any humanoid species are allowed as the chosen ones. Even ones you've made up, as long as they aren't extremely overpowered.
-Magic and weapons are all applicable for your character to have, they may even have both! Be sure to balance out your powers. I don't want too many, if not any magic-wielders to have 10/10 magic skills.
-Pets: Pets are allowed here. Travel companions must be small, though large pets may pop up once in a while. Say you need to cross a lake, and your pet is a water dwelling beast. This pet can lead the team across. Pets are allowed to be mythical, and I'd prefer it if powerful ones weren't used in battle unless the whole team is in a pinch.
-Age: I'll be accepting ages 14 through 18, which may change depending on the role you're after. I'll be sure to tell you if your character is too young or too old.
-NPCs: I'll mention NPCs as we go, though please mention in your form if you want to roleplay as any. Current NPCs include the king and the sorcerer.
Actual roles available now:
-The brave and noble.
The brave and noble will help raise morale in the team, as well as play the role of a protector and battle partner. Needed to motivate and make self-sacrifices in a specific trial.
-The sly and light-fingered.
With the help of a little bit of pickpocketing, a mission can become so much easier. This youth is skilled in the art of lock-picking, as well as any forms of petty theft. Required in a specific trial of wits and stealth.
Taken
-The true warrior
This youth's fighting skills are beyond compare, and will be playing a large role in fighting. Would prefer a character with a volatile temper in this section. Required in a specific trial of battle.
-The peaceful negotiator
Not one kinder soul could be known to the group. This youth helps mend broken bonds, and calms many would-be enemies. They play the role of the mediator that binds the group. Required in a specific trial of trust-building and teamwork.
-The cursed one
Bound to stir up trouble, this youth specialises in magic use. With a particularly strong affinity with their magical skills, they'll prove themselves to the team in battle. Required in a specific trial of magic in battle.
-The true survivor
While quite untrustworthy to begin with, this youth navigates the forests with ease. With a bit of trust building, navigation becomes easy with them around. An affinity with creatures and life can help in battle, in a pinch. Required in a specific challenge of navigation.
Form:
Name:
Age:
Appearance:
Role:
Personality:
Backstory: (Optional. Will help me get a better grip on your character and what they're all about, though. If you wish to reveal this in the rp, please say so here.)
Weapon/Magic:
Skill level with Weapon/Magic:
Strengths:
Weaknesses:
Pet:
Other:
Do you want to rp as an NPC? If so, which?:
My form will be coming soon. I'll add all accepted forms in a spoiler tag below so that they're easy to find.
There are 5 roles available.
True survivor has 1 considered application.
Peaceful Negotiator has 1 considered application.
(Rp'ed by Spikes)
Form
Name
Garrin
Age
17
Appearance
Garrin is a rather strange individual, and looks the part. With a height of roughly 170 cm, he's rather tan and his cheeks are lightly dotted with freckles. That isn't the strange part about him, though. His hair seems to be comprised of two separate colours, a light russet and a plain white. The russet appears to be the undertone. His irises are also a strange colour, a very light blue. If you didn't look close enough, you may not even see if he has irises in the first place! When not busy trying to blend in with the environment, Garrin decorates himself as he pleases. From feathers, to trinkets and anything in-between. Surprisingly very colourful for a petty thief, though not too kind on the eyes.
Role
The sly and light-fingered
Personality
Garrin's demeanour is quite confusing. When not "working", he's over the top and rather annoying to deal with, in all honesty. His fondness of companionship is overshadowed by his over-the-top behaviour, and his refusal to change it. He acts very insensitive, though means no harm. Seems to be lacking basic social/emotional intelligence, though is smarter in other aspects. Definitely not shy or reserved and quite opinionated. Loves throwing snide remarks and comebacks at people he particularly hates. Brutally honest.
Backstory
Garrin was not born, per se, but conjured. His body is made entirely of smoke, and being in such a form since creation he found it hard to interact in a world of other solid beings. Rather frustrated with his situation, he occupied a host body to have a proper place in the world. Having the body made him lack the knowledge of consequence, and thus he began experimenting in the field of thievery. His desires for anything shiny, junk or not pushed him through his "career", and he soon began to learn more and more about just what he could get away with if he was careful enough. While he still occupies his host body, he hates the thought of people not being able to touch his smoky form, and openly avoids physical interactions with other organisms.
Weapon/Magic
Smoke conjuring and manipulation. He also carries a knife which shines vividly at the base when it hits a light source. No wonder he carries it around.
Skill level with Weapon/Magic
His ability to conjure smoke is surprisingly weak for a being made of smoke. He can only conjure light wisps, which work well as his "artistic works", and also help him make illusory silhouettes to throw a guard off.
As for his dagger, with such a low level of confrontation he's faced in the past, he's barely ever used it. Although he plays with it often, he's barely ever done some training stabs or cuts, and just prefers to swing it around to watch it glimmer.
Strengths
With a love for his "artistic smoke patterns", he's become skilled in the art of illusion, being able to make wispy human and animal figures move seamlessly. This works rather well as a distraction. Although he isn't socially bright, he can find ways to get what he wants rather easily, though seems to only be able to use this for pickpocketing or theft. Quite agile and confident.
Weaknesses
Though a successful thief and hard to get a hold of, once caught with malicious intention, he will definitely be done for. Knowing little to no self-defence, his battle tactics are often just "run away". Though capable and efficient in his plans for theft and trespassing, he can't seem to plan anything large-scale. Over-excitable and insensitive, he's quite a pain in the neck to deal with for anyone or any amount of time.
Pet
Has no pets, but will purposefully conjure animals at times. Quite fond of birds, he conjures these often, and spends a lot of his time watching the material counterparts of his feathered creations.
Other
As mentioned before, he shows an undeniable fear of being touched. Has a stash of his stolen goodies which he never discloses the location of.
Do you want to rp as an NPC? If so, which?
We'll see how many people say yes c: