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Tempered

Tempered

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The beastmen grow restless - they hunger for war... for vengeance... for more. Kidnappings are on the rise, but there are sinister implications for all of mankind that even they cannot forsee...

856 readers have visited Tempered since Sean H. created it.

Introduction

Adventure Log, Day 3, 5U5.
Shamrai Pass, en route North to Old Vale, Avilan.

The trees here are truly something to behold with wonder, their trunks alone are oft wider than the spires of the Nos Angelica, stretching nearly a hundred feet into the sky, their spanning canopies all but shrouding the underbrush from the suns above. How I envy the redbirds that have passed us in flocks - to watch from above, with such freedom, would be true bliss... and none too much a relief from the humidity of this caravan. My only company is a elderly scholar, who has slept for the past 4 hours, and a younger lady, quite possibly his assistant (judging by her attire), who probably thinks that I am nothing more than an ignoramus, and more a fool should I even initiate a conversation. That said, she is rather fetching for a scholarly type, I must admit...

The blade by my side affords little comfort in the back of this cart - I would much rather be riding out on a capable mount alone - but gold eludes me. Hopefully Avilan will have need of my services - at least enough to make decent coin - and given that the Eastern Alliance are resurging on their doorstep, I reckon that I'm making the right move. The Guardian's Guild will be looking to bolster their ranks in preparation for combat in the coming months, and rumor is that there is an increasing pest control problem, from both the wildlife and the beastkinds of Avilan. People are going missing on a daily basis, never to be seen again. This nation needs heroes again.

It is time to make a name for myself.

~ From the journal of Jack Rook ~




Players take on the role of new and experienced adventurers, living in, or moving to the city of Old Vale, the central city of Avilan. Players have their own motives for moving to the area, however, all are enlisted, or enlisting, into the ranks of the Guardian's Guild - an organisation that almost acts as an intermediary between clients with problems that require a bit of brute force, and the adventurers with the muscle to get the job done. All players will be assigned jobs by Rose at the guild headquarters, which has barracks for its members to stay for free (as long as they take contracts as supplied by the guild).

SPOILERS FOR PLOT PLAN (ignore if you want to stay in the dark for funsies)
Spoiler: show
A brief plot plan includes members of the guild later being sent to investigate kidnappings out with the city borders and in outlying villages, which leads to the discovery of ritual mass sacrifices. Hundreds of human souls are being used to feed and strengthen godlike beings summoned for the purpose of bringing destruction to the city. The guild redistributes its forces to combat the new threat, which is starting to show up in other places across the Western Nations.

A member of the guild (Jack, from the journal entry) decides (after destroying one of the titanic beings) that it is time to divide the effort, by establishing a new organisation, with aid from the Western Alliance war council, to specifically target and destroy the beastmen's summonings. They are granted resources to establish a headquarters and investigate the beastmen, with aid from the military forces of each nation. Beyond that, I don't want to ruin it for you... ;)

Throughout the story, players will encounter a number of NPCs, some of whom will provide optional opportunities to gather intelligence, clues and perhaps assistance in future in a tight spot (*wink*).


Players are sorted into classes that affect their abilities in combat and out-of-combat, and the types of weapons that they are trained to use (in spoilers to aid scrolling):

Knight (Sword and Shield):
Spoiler: show
The Knight is a trained soldier, either as a mercenary or in the ranks of a national army, hardened against physical combat, and able to deflect some magical attacks. Favours a sword and shield to block and counter enemies at close range. Knights tend to be the steadfast 'tanks' who lead and defend the more 'squishy' members of the team. Knights have an innate ability to provoke and hold a powerful enemy's attention in a 1v1 situation, allowing the rest of the team to flank and take the advantage. Many utilize healing magic to cushion themselves against powerful attacks, but they lack the concentration to fully block in doing so. A good knight is always aware of his surroundings, and never allows himself to be surrounded.


Warlord (Two-Handed Battle Axe):
Spoiler: show
The Warlord is capable of getting the attention of everyone in the room - who doesn't notice a giant double-bladed axe? They don't rely on a shield to protect them - just precise swings of the axe to keep the enemies at arm's length, either by making them back away, or by adding several yards to the gap between their elbow and their shoulder. Many Warlords have learned to use destructive magic in conjunction with their attacks, allowing them to shake the ground and unsteady their opponents, or inflicting greivous burns or shocks.


Spellsword (Sword and offhand casting):
Spoiler: show
A Spellsword creates a synergy between ranged casting and swordplay, often using parried blows as an opportunity to use magic, and dispatch weaker enemies at close range with ease. Different instances of this class use different skillsets, usually derived from their own experiences and training. Many opt to use fire, ice or wind based attacks, or a combination of the two. Some more notable exceptions in old tales speak of monks who trained to distort and control the very earth with their canes, and a spellsword mercenary-turned-lancer from the northern wastes, who learned how to channel magic through the very blade of his lance, who went on to fashion an entire school of Lancery.


Ranger (Bow and sword/daggers):
Spoiler: show
The term Ranger is used rather loosely these days, still paying homage to the 1st Era, when settlers in the Avilani Deepwoods fashioned a guard-like unit from their hunters, tasked with repelling beasts and foreign threats. Their primary skills as hunters shone in their efficiency with the bow. Archery has ever-since been a sacred school of Avilani combat, and many children handle their first bow before the age of 5, and many (who continue to train) are proficient shots before entering their teens. Over time, the methods and creeds of the school have spread across borders, but the heart of the profession still lies in the Old Vale Archer's Guild. In close combat or in confined spaces, a Ranger will opt to use a sword.


Dragoon (Lance):
Spoiler: show
In battles of old, the Dragoons are depicted as the slayers of beasts, having learned to combine raw piercing force with elemental magic. The lance, in the hands of the dragoon becomes more than wood or metal, but an extension of the being, with the magical potential flowing from wielder to the blade. Trained dragoons are amongst the most athletic soldiers known to man, capable of jumping three or four times the height of an average man. They are extremely efficient against single opponents, but lack the strength to handle crowds. They require their lance in order to cast magical attacks to any useful degree, and are not particularly efficient with any other physical weapon.


Black Mage (Destructive Spellcasting):
Spoiler: show
The Black Mage gets its name from its art, historically referred to as the 'dark' school, or School of Destruction. Despite its name, the respect that is carried amongst trained Black Mages is unsurpassed, as true mastery can take decades to achieve. The caster utilizes the flow of aetherial energy surrounding him/her to cast spells of fire, ice, wind, lightning and more. In order to project aether in the form of a spell, the caster must also withdraw aether from the surrounding environment, thus retaining the natural balance of magic. By casting weaker spells of ice, wind and water, the caster will begin to absorb aether like a magical sponge, and once adequately filled he can unleash a devestating fury of fire, lightning, and earth until once again, the aetherial reservoir is dry. Being an effective mage requires knowing when to refill the pool. Most Black Mages opt to use a staff or wand as a focus, however, some choose to cast unarmed.


Healer (Healing Spellcasting):
Spoiler: show
Healers are attuned to the natural life energies of this world, and have trained for years if not decades, to truly understand the flow of life energy. Their natural affinities are to the wind and earth elements, and they can use weak attacks on a par to those of a Black Mage, however, their aetherial focus is on the life energies of those around them, and channeling the surrounding aether into the bodies of their party. Almost all Healers choose to use a wand or staff as a focus, however only a few known exceptions have opted to cast with only their hands.





Humanity is a broad term in Avilan, and all of Nyx, for that matter. There are many sub-divisions of what can be considered mankind, and they are listed below. You may choose from any race marked as 'playable'. I will try to be brief in my desription.

Terran (playable):
Spoiler: show
Descendants of the first settlers to arrive in Nyx, Terrans make up a large portion of the civilized population in Avilan. They are by and large the most common seb-sect encountered in any settlement. They have shown themselves over the years to be hardy in the face of adversity and highly adaptable, making fair scholars, workers, and soldiers.


Houran (playable):
Spoiler: show
The Hourans hail originally from the Aridii Desert and surrounding lands. A nomadic people, they were forced to seek refuge in the wake of the Eastern Alliance pushing boundaries towards Avilan and Los Verdania. They tend to be strongly built, with a few feet height advantage over the average man. Most find employment as labourers or mercenaries. Some Hourans have been known to progress into strong leadership roles within certain unsavoury societies and professions, not least of all, piracy in the Western Isles. Very few Hourans possess the academic nature to succeed in scientific or magitechnological fields.


Kimrai (playable):
Spoiler: show
The Kimrai originate from the more temperate lands to the South of the Aridii Desert. Despite often being a lot shorter than the average man in adulthood, and displaying an almost childlike appearance throughout their lives, the adult Kimrai will often possess considerably more strength than their appearance betrays. Many Kimrai find professions as merchants and craftsmen, however many also pursue the scholarly life, making fine mages.


Lo'at'han (playable):
Spoiler: show
Putting aside the awkward pronunciation of their name in native tongue, the Lo'at'han (often shortened or pronounced as Loahan (Lo-ah-han)) find their origins in Avilan, natives of the deepwood. They range in height, however most are taller than the average Terran. They are highly dextrous, with a strong affinity towards magic. Many live as hunters or scholarly types. In recent decades, many of the Lo'at'han have put aside their differences with the 'settler' races in order to try and build a stronger future for their kind.





I am aware that many players on this site choose to make their character sheets unique, with their own chosen custom formatting and such, so I will not force any particular style, however, I ask that all the following details be provided (if you have any questions, you may ask in the OOC thread, and if you would like to add more detail than is required, I will not likely say no to it!):

Full Character Name:
Nickname(s): (If applicable)
Age:
Race: (See above for list of playable races)
Class: (See above for list of classes)
((ADD IMAGES IF YOU LIKE))

Hair:
Eyes:
Facial Features:
Height:
Build:
Distinguishing Features:
Clothing and Worn Armor:
Weapon (may change throughout the RP based on events):

Brief Personality Summary:
Likes:
Loves:
Dislikes:
Hates:
Motto:
Motivation:
Goals:
Quirks:
Flaws:

Previous Life Experience As Adventurer:
Brief History:
Skills/Talents:

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Events

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

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Nyx

Nyx by Sean H.

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Collectibles

By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.


Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!

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Locations where Mobs and Items might appear.

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You can schedule events for your players to create notifications and schedule times for everyone to plan around.

Permissions

Add and remove other people from your Universe.

The Forge

Use your INK to craft new artifacts in Tempered. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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Character Portrait: Ragnar The Red

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Character Portrait: Ragnar The Red
Ragnar The Red

Giant red headed warrior

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Character Portrait: Ragnar The Red
Ragnar The Red

Giant red headed warrior

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Character Portrait: Ragnar The Red
Ragnar The Red

Giant red headed warrior


Fullscreen Chat » Create Topic » Tempered: Out of Character

Discussions

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  • Tempered
    by Sean H. on Fri Jul 15, 2016 7:06 pm
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    Last post by Eastep View the latest post
    on Fri Jul 22, 2016 12:34 am

Most recent OOC posts in Tempered

Re: Tempered

I'd be very happy to put together a character for this roleplay. I'll send in the Character Sheet once I have it all put together. :)
Is there a set plan for when exactly everyone will be playing, or is it just going to be a matter of having enough players?

Re: Tempered

I'll be making a character, look out for the cs. ^.^
Edit: What will be the face claims for this roleplay, anime or real life or whatever?

Re: Tempered

Indeed. This looks rather intriguing.

Re: Tempered

Bolin wrote:I'm interested in joining in are all the characters going to be human and will characters be able to use secondary weapons

Initially, all the characters accepted will be human (or one of the sub-categories listed). I may begin to allow players to play as members of the beast tribes, either as friendly or hostile characters. Whilst characters are trained to use their class weapon(s) primarily, that doesn't mean that they can't pick up another weapon in a tough spot - however, they will be a lot less efficient in combat with an unknown weapon to them.

Re: Tempered

I'm going to keep on eye out on this one too. It's quite a promising looking rp. I'm liking what I've seen thus far.

Re: Tempered

I'm gonna keep watch on this too c:!

Re: Tempered

I am interested in joining as well. The writing for the introduction and classes was so intriguing and well written. :) Just waiting on the character sheet, and then I'll get drawing because I enjoy drawing my own characters.

Re: Tempered

I'm interested in joining in are all the characters going to be human and will characters be able to use secondary weapons

Tempered

This is the auto-generated OOC topic for the roleplay "Tempered"

You may edit this first post as you see fit.

cron