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Milquetoast Need Not Apply

Milquetoast Need Not Apply

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Two nations, divided by two decades of acrimony, are forced to cooperate in the face of an ancient, vile threat. Heroes are needed. Cowards need not apply.

1,209 readers have visited Milquetoast Need Not Apply since MayContainPlagiarism created it.

Introduction

Before Death
In the time known as "Before Death (of Loriss the Terrible)," there was a lot of death. And subjugation and rampage and anguish and fear and destruction and sacrifice and hardship. It was a time of great Evil. A literal, unadulterated, physical manifestation of Evil. Pure Evil, to the rotten black core. It took the form of a dracolych (a dragon that underwent the process of lichification, or turning oneself into the undead through powerful necromancy, many magnitudes greater than the simple resurrection of unintelligent skeleton thralls). Once a white dragon that exhaled bitter snow, a cult of kobolds infesting Daksunder (a mountain that overlooked St. Therissa, capital city of the Cyrolix kingdom) helped him gather the resources and knowledge necessary to cheat death. Their worship and his power exalted Loriss nearly to god status; many of the weaker-willed races fell afterwards to his service and carried out horrific acts in his name. His reign of terror was so long, there are no accurate accounts of a time before Loriss the Terrible.

0 AD
In the zeroth year, three heroes sacrificed themselves to end his reign. There was a dwarf, skilled at the forge and in combat. He wore the blazing gold armor of his forefathers, dwarves who had once made Daksunder their home. Dwarves whose magnificent halls and deep treasure vaults were now the resting place of Loriss, and the worst of his servants. With him was an elf, learned in great magic masterfully combined with archery. She was beautiful, intelligent, razor-tongued and a paragon of freedom and good. Her silver-wood bow was crafted from trees from the forest that Loriss used to grow cattle to butcher and feed his army. The forest whose branches her people once slept in, in whose clearings they once danced, and whose animals they once celebrated. With them was a human, brave and kind. He was their leader; the negotiator who kept them working together. He was the youngest, and knew not of a time before Loriss. But his heart was pure, his council wise. The trio fought to the mountain, climbed Daksunder, and killed Loriss in a battle that cost them their own lives.

0-99 AD
Many generations of humans passed. All the good races prospered. They worked together to undo the damage wrought by Loriss. Scars healed; the dracolych was forgotten. St. Therissa grew. Food was plentiful.
But cooperation did not last long. Expansion was expensive; growing pains were felt at all levels by all people. Goals changed, agendas shifted, society stratified. The ruling family of Cyrolixia was human, with mixed blood descendants ineligible for the throne. The crown was passed down through first born sons finally to King Duncan Cyrolix, who ruled alongside his wife, Rachel Cyrolix. Dukes, barons, viscounts, all human. Taxes were levied, with increasing burdens on the nonhuman population. The prince, Fenris Cyrolix, saw hardship and strife. Not even the church of Heronious, god Law and Good, was immune to growing tensions; the Sir-Knight paladin order separated in a great schism felt afterwards by other sections of the pantheon. Trust collapsed. Civil war approached.

100 AD
Fenris left.
And he was content to leave it at that.
But Fenris was popular. Some called for a coup; death to Duncan, crown to Fenris. It was expected by many that Fenris would take the throne early, by bloodshed. Instead, he left. He walked away, to live a life of isolation because he could not bear the sight of his wretched subjects or convince the king through any level of supplication to show mercy. Humans and nonhumans alike followed him, miles away to the south and east of St. Therissa. They settled.
At first, there was a camp. The camp became a town. The town became a city. A new nation was born, out of anger and fear, with Fenris Cyrolix king by overwhelming election. The new nation, dubbed Frestate after a mispronunciation of "Free State" at a political debate early after its inception, did not have an easy start. But with time, it built roads and walls and homes and an economy. Fenris Cyrolix was reelected without opposition for two decades.

120 AD
Fenris Cyrolix, forty years old, spent two decades elected-king of Freland. The second Freland generation, raised by parents with vivid memories of abuse by the Cyrolix regime, had no love for their north-western neighbors. King Duncan and his son had never seen eye to eye; now, they ruled rivaled nations competing for resources and power. Conflict seemed, again, inevitable.
Then something very, very bad happened: Kobolds found Loriss's phylactery, the little artifact he had implanted enough of his soul into that he could be resurrected. Aerth saw a hundred and twenty years of near peace; it is now threatened again by an even angrier threat, whose power grows with every passing moment. The phylactery can be found, secured, and destroyed, but it is deep under Daksunder, and it is only a matter of time before the Cult of the White Dragon has returned their god to unlife.




So things look pretty grim. The two nations of Freland and Cyrolixia hate each other, and a horrific, terrible monster is coming to destroy both. Neither has seen war in a century; they are not prepared. Not individually, at least. Even together, there's no hope to stand against Loriss the Terrible; the orc tribes that went insane from worship alone are already enough trouble. But the phylactery can be found, and destroyed. When the three heroes defeated Loriss, they overcame animosity no different from that of Freland and Cyrolixia, and they killed Loriss himself. Now heroes are needed only to destroy an inanimate object. While it is protected by magic and servants and distance, it will be much more easily dealt with than waiting for Loriss to resurrect.
No one knows how long it is going to take Loriss to come back. It may already be too late. Agents of evil have operated in the shadows for decades preparing for Loriss return. Neither Freland or Cyrolixia knew his return was at all possible. They have no great wizards or warriors or tacticians or inventors. They only have you, volunteer heroes and mercenaries.




This roleplay is intended to follow the exploits of a band of protagonists that represent the best of what Cyrolixia and Freland can offer, which unfortunately isn't much. Volunteers come from all walks of life, from veterans of Cyrolixia's drilled military to elderly sculptors hardly strong enough to raise a sword. Both nations know that they cannot afford to let Loriss resurrect; he must be defeated swiftly, or all is lost. To that end, they've pooled their resources and offer what paltry magic items and expertise they can, as well as arms, equipment, horses, armor, food, supplies, and servants. Anyone who survives the journey into the heart of Daksunder is offered not just the eternal gratitude of all living beings, but lives of unceasing luxury. This will not be an easy journey. Everyone could die. Many will. Horrifically. With lots of blood and gore and explosions and dismemberment.


Origins:
Cyrolixia
You come from Cyrolixia, a nation of efficiency and order. You have been taught to defer to nobility and higher social classes, which in return magnanimously spend taxes for the public benefit. The military is structured, well trained, well equipped, and experienced from decades of expansion and protected the glorious nation's borders from banditry and tribes of uncivilized races. The land is cultivated, flat, and well settled. Education is available at a price and in formal settings, more common among males, especially human ones, who occupy an overall higher station. The King is your bulwark against the depravity of anarchy.
Those dirty Frelanders are unwashed, uneducated, poor, smug scum that would rather write poetry than farm.


Freland
Thank the gods you were born free! Aerth is your homeland; Freland is just the pleasant part of it you spend most of your time in. You live a life of liberty and self-determination. You have been taught there is no nobility by birth, and true leaders are chosen by virtue and sacrifice. You have enjoyed the even-handed if indecisive leadership of the elected-king Fenris Cyrolix for two decades. The militia is volunteer, with members supplying their own equipment. It has proven sufficient so far for the relatively peaceful Freland borders. The land is rural and hilly, with beautiful, clear hills and thick forests. Population clusters boast schoolmarms who teach whatever they know, which is often little. Much education is oral, with traditions and stories passed down from one generation to the next in song or in some kind of rhythm. Society is egalitarian, with equal opportunity to success between genders and races. Stratification has been avoided by the fact that most of the population is poor while Fenris maintains a very small government. While wealth is not great, it is evenly distributed. Bartering is more common than the use of coins. The Elected-King is the protector of freedom on all levels, but for the most part he's just kind of a swell guy that doesn't get involved too often.
Those pretentious Cyrolixians are racist thugs who thrive on gluttony and hate. All of the educated members of Cyrolixia realized the king was an ass, and left with Fenris, leaving the nation stupid. The artisans, artists, craftsman, writers, performers, and all the other skilled laborers followed the true king of the people.

Cyrolixia suffers from a lack of skilled labor. Freland suffers from a lack of unskilled labor. The former has plenty of builders; the latter has plenty of potters. Neither side will admit it, but there's a strong interdependence on trade.


Religion:
Most inhabitants of Aerth are polytheists. The cannon pantheon is so wide and deep, fifty different entities could all be called "God of the Elves" or "Goddess of the Oceans." The specific functions of the gods, their powers, and their relations to each other are hotly debated by theologians, but the common people mumble a prayer to whoever it benefits at the moment and moves on.
Among the humans, the most diverse of the species, no particular god or goddess is the most popular. Before the great schism, Heronious, God of Law and Good was worshipped, alongside his avatar, the Red Knight. He was seen as the guiding force behind the human member of the trio of heroes who defeated Loriss. Otherwise St. Cuthbert, God of Righteous Vengeance, is popular in Freland. There is also Farlaghn (more often called "Far Walk"), the God of Roads and Safe Travel.
Among elves, the worship of Corellon is common as the creator of the species. Otherwise it is popular to pay homage to Elyz, often by naming children after her, as she gave the elves the trees and the sky and fruits and animals. Obad-Hai, God of Nature and Magic, is the most popular not-strictly-elvish choice. Elyz is most associated with the elf member of the trio.
Among dwarves, overwhelmingly Moradin the Forge-Mother is the most popular goddess. Having crafted dwarves from stone and steel, it is said the hammer she used to shape the first dwarf was the very same used to shatter Loriss's skull. She is a symbol of order, tradition, family, hard work, and good. Spirits of earth, the home, the forge, and crafting are often called on for help when an issue is not great enough to bother the Forge-Mother. Individuals, families, and clans might call on great heroes of former generations in battle or for advice.
Among the civilized members of uncivilized races, there is no shortage of entities to worship. The neutral or good nonhumans might worship Far Walk, for the roads judge destinations but not the travelers who seek them. Otherwise animism is common, or individuals might just try to fit into whatever community they live in.

Klethi is the goddess of chance of (mis)fortune. She accepts followers from all walks of life, but she has no churches or clergymen. She's often celebrated in jest through gambling.

Heronious is the god of valor, loyalty, strength, and good. His clergy is a knight-paladin order of dedicated warriors who pray to him for victory in battle. His brother, Hextor, is a god of deceit and brutality. The followers of St. Cuthbert, who believe in the virtue of action, are often seen as well-meaning brutes who would rather swing cudgels and let their god sort the sinners than actually enforce law or order.

Nerull is the god of death. While definitely a bad guy, lots of simple prayers are offered to keep him in a good mood.

Race:
This list is not exhaustive; Aerth is a big place.

The common races (in order of commonality):
Humans. They come in all different shapes and sizes with different creeds and philosophies. They occupy spaces in all levels of society in Cyrolixia and Freland.

Elves. Tall, slender, spriggy elves. On average, they are more frail than humans. Hair and eye colors follow the same spectrum, with lighter colors being more common. They physically age at a pace much slower than humans post adulthood, but have fully matured bodies by 20. Mentally and emotionally they are comparable to adults by their late 80's. While there's no proof that elves have a maximum age, none exist that have lived far past 200.
Elves are known for being lazy and paradoxical. A reverence for nature is common. Their long lifespans leave them less motivated to be industrious producers like humans or dwarves. They occupy general lower classes in Cyrolixia as the "trouble" population but enjoy positive difference in Freland.

Dwarves. Solid and stout, with thick beards. They are a people of order and tradition, homesick and tired of the surface. They are strong, not afraid of hard work or fighting. They're pillars of their communities and a big reason why Freland didn't crumble immediately. Freland's state accountant is a dwarf. They enjoy generally high status in both Cyrolixia and Freland. While not human, in Cryolixia they enjoy more positive stereotypes than elves.

The uncommon races:

Gnomes. Like dwarves, but a thinner, burrowing people who enjoy trickery and magic tricks. They're as hardy but not as physically strong as their bigger cousins.

Halflings. Half-elves, half-dwarves. Sometimes they combine the best traits of both parents, sometimes the worst. It's usually somewhere in the middle. In Cyrolixia, they're treated slightly better than their parents. In Freland, there's a certain feeling of pity. Not everyone is lucky enough to inherit a dwarf's strength in a human's body. Sometimes they just get thick bones and gimpy legs.

Savage races:
"Civilized" examples of these races are very uncommon, and almost exclusive to Freland. Some were domesticated forcibly, some know that Loriss is a threat and are working with everyone else as a matter of circumstance more than desire.

Lizardfolk. They come in many different flavors, from the darting, nimble poison dusk tribes to the ferocious, black-scaled, orc-sized deathslads. They're found almost exclusively in the Saltmarsh.

Orcs: Big, burly, not very smart. Tribes occasionally attack or raid both nation's borders. No one is particularly fond of them. There are raiding tribes in the plains south of Daksunder, as well as slightly more civilized nomadic clans in the Deadwhite. Orcs from the DW are typically thicker, have more hair, and are lighter skinned.

Catfolk: Ranging from four and six feet in height, catfolk are lightly furred, springy nomads without social classes or laws. Much like elves, they are wild and tribal. They live in the plains and the Perilous Prairie, trying to avoid orcs and gnolls.

Equipment, profession, favors:
Cyrolixia is a much wealthier nation than Freland. Politicians are wealthier than unskilled laborers. Land owners have more resources to call on than tenant farmers. Where your character is from determines the kind of skills they have. Who they know determines who they can call on for favors, but who knows them determines how quickly those favors can be answered. Cyrolixia and Freland are working in tandem to escape total destruction; the general population of both nations are willing to give whatever they can to the brave heroes who are going to stop Loriss. Many selfish individuals will hoard their material possessions and try to move far enough away from Daksunder to save themselves. Armies are being trained, in case the heroes fail; resources are being conserved, so there's no unending supply of donations, unfortunately.
As a low-fantasy setting, there's also a sharp lack of magic items, potions, magic, or long lasting, preserved foods. While suits of armor and weapons can be procured, the heroes are going to face magic-wielding enemies very unprepared.
Sirs, lords, knights, ladies, barons, or heroes of longstanding renown or wealth can have servants follow them to do the cleaning and cooking, take care of horses, or carry equipment, but it's rare to find a servant that would follow his master underground knowing what kind of terrors Loriss employs.

Character Sheet -- be as detailed as you can! Written descriptions are valued over simple pictures. You are encouraged to provide as many characters as you can think of, as well as their companions or servants.
Code: Select all
Name:
Age:
Race:
Appearance:
Origin:
Profession:
Belongings:
Beliefs (political/religious/moral):
Personality:
History:
Servants/companions/relations with other characters:


Image

Toggle Rules

1. Don't be a dick.
2. Try to be reasonable. Your character is not god. He might die.
3. Read. Everything. Other player's characters, the OOC threads, the entire RP introduction.
4. Expect adult themes and situations. I don't just mean sex. While that very well may happen, it will be handled outside of the RP without exception. There will also be murder, and betrayal, and gore, and a lot of cussing. If you're mature enough to have read rule #1 without giggling or telling your nan that a mean man on the internet said "dick," you'll probably be fine.
5. Third-person past-tense writing only. No first person, present, or future tense.
6. Wait a reasonable amount of time between posts. Give everyone a chance to read and respond.
7. Keep OOC out of posts. There's an entire tab dedicated to out of character information. There's also an IM and PM feature if you need to contact another player.
8. No god-modding/autohitting/unsporting behavior. Roleplaying is not a competition. It is a communal activity. We're all here because we enjoy writing and we think we have ideas worth sharing. Our characters don't like each other. The Cyrolixia-Freland-outlander friction is the linchpin of this RP's drama. There are religious debates, moral debates, class struggles, so on and so forth. Our characters are going to argue. They might even fight. They might kill each other. But only when it's reasonable. Your character may be the most accomplished swordsman in the entire world, or the strongest smith for miles around. While that's great, it's no excuse to just assume any battle is won immediately through sheer awesome.
9. Try to write reasonable action sequences. There is going to be a lot of fighting and killing in this RP. It's about a goddamn dragon trying to take over Aerth after all. The characters are expected to overcome great odds, but not as individuals. If a single person could reach Loriss's phylactery and destroy it, there would be no point in making this a group roleplay. To that end, do not gloss over significant fights or assume your character is going to escape injury.
10. Have fun.
11. This RP is low-fantasy. Don't have too much fun.
12. This is a literate roleplay. I expect dedicated writing. Obviously if you were a real author, you'd be getting yourself published somewhere and raking in the cash. I'm not expecting to be brought to tears by the emotional power of your words, but I do expect you to address everything that involves your character. That means responding or reacting to everything that happens to them or is said to them (obviously a tree falling over three miles away doesn't affect them, but they aren't oblivious to the emergence of a trio of kobold cultists)

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Character Portrait: Elisabeth Lashrael
0 sightings Elisabeth Lashrael played by MayContainPlagiarism

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View All » Add Character » 7 Characters to follow in this universe

Character Portrait: Koruv the Half Dragon
Character Portrait: Heinrich of High Rock Tribe
Character Portrait: Erlyn
Character Portrait: Zahn Telmon

Newest

Character Portrait: Zahn Telmon
Zahn Telmon

"Ready to serve sir!"

Character Portrait: Erlyn
Erlyn

A curious ignorant teenage girl who loves to draw and write about new discoveries.

Character Portrait: Heinrich of High Rock Tribe
Heinrich of High Rock Tribe

A vagabond who has an addiction for an alchemical mixtures for a calm state of mind.

Character Portrait: Koruv the Half Dragon
Koruv the Half Dragon

"Why do they always run?"

Trending

Character Portrait: Heinrich of High Rock Tribe
Heinrich of High Rock Tribe

A vagabond who has an addiction for an alchemical mixtures for a calm state of mind.

Character Portrait: Koruv the Half Dragon
Koruv the Half Dragon

"Why do they always run?"

Character Portrait: Zahn Telmon
Zahn Telmon

"Ready to serve sir!"

Character Portrait: Erlyn
Erlyn

A curious ignorant teenage girl who loves to draw and write about new discoveries.

Most Followed

Character Portrait: Heinrich of High Rock Tribe
Heinrich of High Rock Tribe

A vagabond who has an addiction for an alchemical mixtures for a calm state of mind.

Character Portrait: Erlyn
Erlyn

A curious ignorant teenage girl who loves to draw and write about new discoveries.

Character Portrait: Koruv the Half Dragon
Koruv the Half Dragon

"Why do they always run?"

Character Portrait: Zahn Telmon
Zahn Telmon

"Ready to serve sir!"


Fullscreen Chat » Create Topic » Milquetoast Need Not Apply: Out of Character

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Most recent OOC posts in Milquetoast Need Not Apply

Re: Milquetoast Need Not Apply

Has this RP been disbanded? I've noticed you abandoned your character MCP and was just wondering if this was still happening or not.

Re: Milquetoast Need Not Apply

@MayContain - So, when are we starting?

Re: Milquetoast Need Not Apply

No, I didn't. That has been there since the I posted the RP.

Re: Milquetoast Need Not Apply

GREAT, YOU ADDED IT. because i copied and pasted the code before you did.

Re: Milquetoast Need Not Apply

There's no history requirement? Second-to-last line...

Also

Character Sheet -- be as detailed as you can! Written descriptions are valued over simple pictures. You are encouraged to provide as many characters as you can think of, as well as their companions or servants.

Re: Milquetoast Need Not Apply

For the record if you're rejecting characters for being to vague you need to change your profile requirements so that it lists 'powers' and 'abilities' or change 'belongings' to 'include a full description' rather than a list of items that may not apply to this rpg. Not to mention there is no History requirement..so why ask?

Re: Milquetoast Need Not Apply

Right, I made the character. I hope you like it. @Plagiarism.

Re: Milquetoast Need Not Apply

I must warn you, I have behavioral issues.

I haven't submitted coz doing this on the phone is not very fun, stand by!

Re: Milquetoast Need Not Apply

For reasons that have not been made clear to me, XViolet blocked me and I am guessing will not be joining the RP. And so, it's the three of us. I was hoping to get started soon, but Delve I am still waiting on your submissions. You and the half-dragon are both free to invite people, or take as long as you (reasonably) need to add or edit characters. I'm not in a rush to get things started, but I definitely don't want either of you to lose interest because of silly road blocks like irrational behavior. :)

Re: Milquetoast Need Not Apply

That's what I meant. Its officially called the 'rpg system' but that is so lame every time I type it.

Re: Milquetoast Need Not Apply

What "RPG" thing? The only place you have to submit anything is the add a character tab.

Re: Milquetoast Need Not Apply

I planned to explain it all ic originally so I went ahead and added 'history' just for my orc to justify it. Once approved I will submit it through the rpg thing.

Re: Milquetoast Need Not Apply

Fine and no i am keeping it pg13. I will resubmit the orc soon.

Re: Milquetoast Need Not Apply

You do need to have some kind of explanation as to how a vagabond learned alchemy. It's quite a bit more complicated than learning the alphabet.

Unless it's the sylvan alphabet, because that... well, that's a story for another time.

The RP is going to have mature themes and situations, like horrifically wounded protagonists begging for a mercy killing, but if you read the rules I quite specifically laid out my policy for getting laid: take it to PM

Re: Milquetoast Need Not Apply

Get your mind out of the gutter! Maybe he is a eunic?! Is this rpg going to have adult themes not suitable for children?

I can explain how he got the name ic unless its completely necessary to explain it all in a character sheet plus his profession as a vagabond....is what you mean. The alchemist stuff is metagaming ya know! Being older would allow the alchemy trait but would that deter his orc strength? If that is the case, i can drop a few years so it makes sense. I will change the gunpowder stuff.

Re: Milquetoast Need Not Apply

So is the orc and the human girl doin' it? *shrug*

Anyway PM is usually a more appropriate avenue. Since you posted your ideas in OOC, I can't go line-by-line carefully explaining why you're an idiot and your ideas are terrible, viciously tearing you down to make myself feel better.
Not that I would do that through the privacy of PMs, of course. :)

I don't see much issue, except the orc's "gunpowder" would definitely not be called gunpowder. Smokesand, boomdirt, something like that. I think your gnome's wardrobe flair fits very well in with what D&D taught me gnomes act like, and the team could always use a cartographer.

As an alchemist from the Deadwhite, was Rick (I'll assume that name was given to him by someone else) the tribe's shaman or something? That's certainly not a profession or skillset he would have picked up since leaving. Also, as a 30 year old, he's definitely approaching the second half of his life (orcs tend to die off 40-50). Age ranges and dress styles is probably something I should have included in the RP introduction, but you know how it is.

Re: Milquetoast Need Not Apply

Forgot to post this...here? For approval or to fix.

Name: Rick
Age: 25
Race: Orc
Appearance: Red eyes, smooth green skin, an under bite with large visors, his protruding chin has a long thick beard. A black tattoo goes over his high cheek bones and the bridge of his angular nose. Wears a brown linen robe with a rope to hold it closed.
Origin: Deadwhite
Profession: Alchemist
Belongings: Smoke sand and an assortment of mushrooms
Beliefs: None. Vagabond would live in squalor if he could.
History: Heinrich is the youngest of 15 brothers and sisters his parents were both proud warriors in their Tribe and constantly destroyed and pillaged farm villages from Daksunder to Deadwhite. At the age of 15 Heinrich became bored with how repeatedly his family lived their lifestyles. One day Heinrich left his family and traveled with other Orc Tribes across Deadwhite and discovered how to read from the oldest orcs who for a time took many years to learn the alphabet. Henrich's thirst for knowledge rather than blood allowed him to learn alchemy through reading books in which he applied to wounds for medicinal purposes at first and later discovered that he had developed an edible mixture that would render him in a calm state and away from reality. In this calm state Heinrich called himself Rick in the presence of others and anyone who dared to try his mixture have died. Rick's addiction has lead him to wander the forests to collect more ingredients for his mixture which not only calms his state of mind it allows him to improve his physique as well if he was motivated enough. Rick enjoys small confined spaces despite being a rather large orc in his prime.
--
Name: Basil
Age: 50
Race: Gnome
Appearance: Wears fine black tunic with silver colored pants and gold trims at the cuffs and seamlines of his clothes. A white beard is kept neatly around his jawline and a gold hat is worn at all times with a long eagle feather. Carries a wooden lute on its back.
Origin: Freland
Profession: Bard
Belongings: Lute and a magic wand.
Beliefs: Born in raised in Freland he does not believe in anything other than being free to do whatever he please. His single belief is in fact music and he becomes inspired by his traveling companions.
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Name: Erlyn
Age: 16
Race: Human
Appearance: Freckle faced, green eyed, and raven black hair. Erlyn looks like an ordinary girl and seems a bit plain. In her travels she is rarely noticed while being among an orc and a gnome who seem more distinguishable while she keeps her nose in her journal.
Origin: Cyrolixia

Profession: Journalist
Belongings: A chest full of a blank journals, a carriage with two horses that were stolen from her father’s farm. A hawk that she has trained as a child and uses its downed feathers to make quills out of.
Beliefs: Farlaghn. Erlyn inspires to discover all of Aerth by document the land, terrain, weather, local plants, animals, and is eager to discover new things with the help of her companions to guid and protect her along with the God she worships to have lead her towards this journey.

History: During a rainstorm Erlyn was lost in the woods and was surrounded by wolves who threatened her horses. An orc emerged from the trees and ripped the wolves with his bare hands and natural prowess. Most girls from Cyrolixia would have screamed at the unknown but Erlyn sketched her first encounter with an orc and his natural savage abilities. Erlyn offered shelter for the orc who claimed his name was Rick in her carriage with a Gnome already sleeping inside unaware to the teenager’s knowledge. After discussing what their plans were for the next day they agreed to travel together. Rick was a vagabond who wandered aimlessly in search of food and shelter without any motivation to do anything else, Basil was constantly looking for ideas for a song that would remembered for ages, and Elryn observed and documented her companions and at the same time made small discoveries of new plant life and creatures in the woods of Aerth.

Re: Milquetoast Need Not Apply

Well, I tried to put a map on Photobucket, but it doesn't seem to be working very well

Image

Updated information for the "savage" races, in case anyone is interesting in playing one.

Re: Milquetoast Need Not Apply

Well, I hope you received a good critique too on top of that rejection--what a low blow to the esteem!

I will have my characters up tomorrow.

Re: Milquetoast Need Not Apply

I am planning to start the RP this weekend if everyone has their characters submitted. At the moment it looks like we have Delve, XViolet7, the half-dragon, and both of my characters. There's still plenty of time, and I'm willing to delay as long as necessary, if any of you are interested in inviting additional writers.

I will apologize now for the quality (or lackthereof) of Elysabeth and, tomorrow, for Simon. I had an absolutely soul-crushing experience today, getting two characters I worked on for 3 hours each rejected for an arbitrary GM decision in an unrelated roleplay and I'm a tad too upset to repeat that process for characters that I'm going to approve anyway. For now they're going to lack physical descriptions, detailed backgrounds, personalities, belongings, and basically everything else. I'll be back to my chipper self soon, most likely, but at the moment I just wanted to submit something so none of you think I suddenly ghosted.

cron