((Going to get a new fantasy RP up...))
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.
We'll play a mercenary group (and that's being generous) led by my character, Argontel, 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: Argontel
Race: Goblin
Gender: Male
Age: 25
Description: Argontel 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. Argontel 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, Argontel will rescue them, and then tell them to never get in trouble again.
Background: Argontel 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.
'When you're finally in my arms, look up and see..
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