Introduction
Mad alchemists, twisted masters of magic and science, tinkering with the unknown to draw it forth created their own abominable creatures, turning their eyes from man with a more twisted vision of the future, or perhaps, more benignly, simply seeing another means to an ends against the threat in a misguided salvation. Had they made matters worse or better, that is up for interpretation, but it was not the salvation to come.
One day a man known simply as "The Hunter" arrived from lands unknown. By himself he wandered deep into monster territory, armed with nothing but a simple straight sword and a strange looking weapon in his other hand. He also came armed with plate armor that had leather padding, a cape, and a rather peculiar hat which covered his face. For three days and nights he alone decimated entire clans of monsters and returned with but one simple request: "I would like to build a guild." That is where everything changed.
This guild known as "The Band Of Hunters" would soon take up to harness aspiring hunters, through either raw talent or ability, following the ways left behind by The Hunter in whatever art of combat they wanted. The regiment is grueling to truly train them to fight back the creatures, even the unknown, by themselves. It has been ten years ever since this Guild was formed, The Hunter disappeared back to the shadows with his legacy left behind, and monsters have grown weary. The task to eliminate them all is still but a dream. There are also rumors that a new generation of monsters are lurking amongst us, hidden and even more dangerous... a myth perhaps? A drunk man's tale to laugh at the fear he instilled? Time will tell.
View All »Arcs
Arcs are bundles of posts that you can organize on your own. They're useful for telling a story that might span long periods of time or space.
There are no arcs in this roleplay.
View All » Create New » Quests
There are no quests in this roleplay.
Add Group » View All » 0 Factions to align with
Here's the current leaderboard.
There are no groups in this roleplay!
Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
Arcs
Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
Add Quest » Quests
You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
Add Setting » 1 Settings for your players to play in
Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
Navigation
While not required, locations can be organized onto a map. More information soon!
Add Group » 0 Factions to align with
There are no groups in this roleplay!
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!
Current Mobs
No mobs have been created yet.
Spawns
Locations where Mobs and Items might appear.
Events
You can schedule events for your players to create notifications and schedule times for everyone to plan around.
The Forge
Use your INK to craft new artifacts in The Land Of Bedlam. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
Notable Items
No items have been created yet!
The Market
Buy, sell, and even craft your own items in this universe.
Market DataMarket conditions are Quick Buy (Items Most Recently Listed for Sale) |
Open Stores
View All » Add Character » 3 Characters to follow in this universe
Newest
Beau Geste Bellatroix
Weaver of flesh, her own body the tapestry of her art
Hayden Addler
The alchemist, a man seeking to cure the sick and expand human understanding
Trending
Beau Geste Bellatroix
Weaver of flesh, her own body the tapestry of her art
Hayden Addler
The alchemist, a man seeking to cure the sick and expand human understanding
Most Followed
Hayden Addler
The alchemist, a man seeking to cure the sick and expand human understanding
Beau Geste Bellatroix
Weaver of flesh, her own body the tapestry of her art
View All » Places
Fullscreen Chat » Create Topic » The Land Of Bedlam: Out of Character
Discussions
-
- Topics
- Replies
- Views
- Last post
-
-
The Land Of Bedlam
by MartinVole on Sun Nov 24, 2019 7:26 pm
- 0 Replies
- 594 Views
- Last post by MartinVole
on Sun Nov 24, 2019 7:26 pm
-
The Land Of Bedlam
Most recent OOC posts in The Land Of Bedlam
The Land Of Bedlam
Name:
Age:
Height:
Gender:
Race:
Occupation:
Appearance:(Picture welcome. You may also add description of appearance)
Equipment:(You can use Muskets and Flint pistols. However there are no cannons. Much of the technology are still swords and magic.)
Armor:
Powers/Magic:
Personality:
Skills/Strengths:
Background:
Monster Sheet:
Name:
Height:
Weight:
Gender:
Alignment:
Race:
Appearance:(Picture welcome. You may also add description of appearance)
Abilities:
Personality/Behavior Traits:
Strengths/Resistances:
Weaknesses:
Background:
Encounter Notes: (this will be detailed from the perspective of surviving victims)
Hunter races:
Human
Beastkin: therianthropic people with strong beastly features but closer in scale to men than monsters, will have contention with humans
Augmented: Altered/mutated by alchemy or unknown force, infection by monster, must be elaborated.
Elven
Mu'ud: Small (around 3ft) sapient species sometimes mistaken as goblins that tend to have tails and large arms and hands of which on the latter they can walk on and use to their advantage. While magical abilities tend to be muted to them, magical influence they are resistant to, even immune to curses as they will not "stick." They are surprisingly nimble, strong, and resilient for their otherwise small frames.
(More can be added later, based on interest of inclusion)