Machinations and Monsters (Game Thread-Fantasy Adventure-Open-See inside for Details)

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Raynoson

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@http://www.escapistmagazine.com/forums/read/540.385973-Of-Machinations-and-Monsters-Open-Sign-Up-Fantasy-Adventure interested in joining? Then go here.

This be the game thread, yup. See below for details.

<spoiler=Lore/Beistary>
Weapon and Tool Enhancing-three methods in creating or empowering weapons and aids...
1.Magic is used to create an enchantment for something, this is thus charged by background magic or forcing magic in to it. Varies in strength and use depending on enchanter. Common magic and most can learn it. They may not be good with it, but affinity or not, you can.

2.Monster Remains-Mixed or combined with objects, it empowers it with the dead beasts powers in a sense, effect differs but yeah. Charged by background magic.

3.Combination-Little bit of this, little bit of that, and you get some powerful aids. Note this is volatile at times and can result in some explosive actions, rarity and power of gear is determined by things used, and enchanted with.

Bestiary-"No one has killed anything recently, maybe you all should do so."


in Bold please post character name and location, Gale at Gorse, on level 1 the Harbor for example. This helps A BUNCH when it comes down to things.

Combat is show and not tell, as in show what you plan to do, not tell what happens. "Gale stabs you to death." Is wrong, "Gale tries to stab him with his staff." how things react or occur is up to me and the players.

<spoiler=The Starting Town-Gorse>Often details on cities and background will be needed to be filled, along with experience for older and wiser characters. USUALLY I'll provide the information if it is known to your character due to their history or background, for example below. My character grew up in a jungle like terrain and is a serpent, so some animals and botany may be his naturally known, while a city boy sheltered and outside for the first would know jack.

We'll be starting in the coastal town of Gorse, for the sake of working out kinks and issues, along with getting everyone acquainted and a sense of how things will go. Gorse is a city situated on coastal cliffs, burrowed in to the very side of it and overlooking a long slightly curved bay. The main sight to behold is the massive tower of stone, linking all levels, the walls, and used for Airships to dock. Accepting wide amounts of sea trade and bordering a Jungle with a mountain range in the distance. It flourishes in the Beast Kind of Monsters and trading of herbs.
One of the few City states with a working Channel, it is manned by 20 mages at all times in 4 hour rotations of 5. Ruled by leaders of each level in Gorse to form a council, constant treachery and sabotage goes on to gain the upper hand over one another. With a total of 7 levels, it is akin to gang and turf wars for the people there. Rich with land, sea, and air kinds of people, acceptance of all is common, and the shunning of anything really is rare.

Harbor, Residential, Shops/Factories, The Walls, Guilds, Wealth and Knowledge, Channel and Roost. Each level from lowest to highest, all with certain intent and purposes. The Harbor handles all trade from the sea and is built upon the shores and lowest cliff sides, featuring the slum and taverns as its other main attractions.
Above it is the residential are were most of the common population rests and lives. The Shopping and Factory district is where things are refined, or sold, and usually has the most in house business. The Walls are the top side and ground side interaction and is favored by Hunters, featuring the standing militia, barracks, store houses, forges, and few inns.

Above that are the Guild Houses and the main functions occur here to connect it with the outside world. Handling mostly Hunters and Traveler. Next dwell the rich and the teaching buildings, training bright fellows to go down and spread knowledge like best teachers. This is where the best craftsmen, and Hunters go to retire and earn funds from the mind.

Last is the Channel circle and roost, where massive cranes and tethers await arrivals and Airships.

The council as far as turf and gang wars go, uphold to three simple rules as a standard not set by guilds or others.

1.If the head council member of the level is killed, the killer is now the leader. No assassins or otherwise may be used to obtain the position in your name. (Though killing the assassin after they killed the council head makes you the council member...)

2.If a council head is slain by natural or some other cause, they leave a will for the next head. Showing that the person chosen is ready for it, or that the previous head may want them dead.

3.Family and close members to you can not be used in any method of black mail or hostage crisis to make you step down from your position as a council head. By your own hand or none is adhered to like before in rule 1 and 2.

<spoiler=Gale of Gorse-Merchant, Hunter, Patron of the Harbor>Name:Gale of Gorse
Background:Beast Kind (serpent) Hunter, Warrior/Merchant
Age & Gender:33, Male
Height & Weight:6'2" 124 lbs.
Appearance:Tall and slender, covered with scales the color of bronze, and tanned white at his neck and chest. With slightly squinted eyes of white and green, and bald as a babe, he looks human more or less. Wearing long sleeved and flowing pants and shirts, they feature over sized openings for hands and feet, easily concealing them. Colored brown and trimmed with gold, they are padded to provide bulk, and the leathery hide is refined of a Granser. Strong yet supple and soft, taking hours to make malleable.
His limbs and fingers are featured four, while his toes are the same.

History:Born in the Jungle outside of Gorse to a dying race of Beast Kind, his people long ago abandoned much of their ways to join with the city, partially out of protection, and fear of their deaths. The reason for their deaths was not Hunters or the city, but rather sterility. Finding later that they could cross-breed with a few humanoids and humans, they created mixed children, and pure ones. What was once seen as a birth defect originally of being born two legged, was now a common place thing.

For he had grown up alone, one of the last and few children from a pure bonding, and after ages of attempts from his parents. Wisdom of the elders, lessons forced from hand to mouth, to how one should act, hundreds if not thousands of ideas and hints were placed on him, as many in his tribe saw him as their last hope. Effectively they trained him to be an elder like shaman, and chieftain for the future.

Leaving his small tribe still living in the Jungle, Gale went to earn his fortune, starting at the Harbor. For back home he lived only to survive for the next day, with his parent dead from disease, and seeing no point in his tribes ways, he was gone by age 5 (triple that for general maturity).

At the Harbor he found work handling lifting using his strength, then later organizing with his keen eyes and bright mind. Feeling empty and slow for his dreams of wealth and grandeur, he took his savings, bought armor and a few potions, and set out to Hunt. Using skills from his tribe to make weapons, armor, and even to hunt, he realized how important heritage and past was. Returning with enough things to sell and to start a business, he set to work reclaiming his peoples past, and spreading it. Becoming a fully fledged and running merchant was difficult, but gaining followers of the old ways and hunting together led to new found wealth and business.

While he never met the leader of his level, he still payed his dues and kept out of his way. After stabilizing his position and setting his plans in motion, began to get a wander lust feelings, and has thoughts upon leaving on a True Hunt. He currently wanders the city helping out and finding deals, while dealing information as well.

Reason to be here/things to do:Adventure/Wealth

Personality:A Sssmooth talker and a Sssmart Merchant, he is naturally happy and upbeat. With a strong tone and an unblinking stare , he seems always to be listening and keeping things open. Cheery and joking, when he goes on a Hunt he can be serious, or in any case where fighting may be involved he becomes more focused on the task at hand.

Powers/MagicNone
Notable skills:Able to bend in any fashion and is difficult to squish in general, he is both flexible and agile. With Herbology and mercantile skills, in combination of poison know how. He makes a skilled fighter and assassin if need be. Other biological aids is his fangs able to secrete to him alone a poison of paralysis. Usually unique among his people are their venom and fangs and his is no exception.

Other notable skills is the fact he has no rigid bone structure akin to his peoples origin, can stretch and extend his limbs (naturally keeps himself tightened and makes himself seem shorter in general). While he has no real teeth asides from fangs, he can still unhinge his jaw and even bite something the size of a grapefruit whole.

Yes he has a forked tongue, though that is just because of birth, not like all snake folk have forked tongues.

EquipmentWielding a blade staff made from the teeth of a Granser. His tribe had a tradition of killing one with fang and hands, and the weapon made from their bones and teeth were theirs. Bendy and sharp, it can stab, slash, and bash the toughest and strongest foes.
His other unique peace is an amulet that blocks or weakens hostile magic, naturally charging form the background magic.

Carries a small satchel at all times and holds wealth of a few rare herbs, gold, and tools.
 

Raynoson

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So many Sheets
Terratina. said:
<spoiler=Astor of Cuauhtémoc> Name: Astor Silvermane

Background: Beast Kind (Hawken), Shaman's Apprentice/Hunter

Age & Gender: 19, Male

Height & Weight: 5' 10" 135 lbs

Appearance: His build is thin but muscular and there have been times when he had to call upon that wiry strength. His namesake, a silver feathery mane sprouts from his head and oftens trails around his body. This mane is a token of his pride as Astor has received many compliments for his well-managed plumage. A scattering of silver feathers trail around his elbow and his feet, while not talons outright, are a strange mix of bird and human. His legs are bent in the digitigrade manner, like his forefathers. Other than that, the rest of his features are human in form and function. He wears a headdress of a young roc?s skull whom Astor killed when he was young in a coming of age rite. He also wears some shamanic jewelry such as bracelets around his legs and an large gold earring. Astor normally wears only some short trousers and leg guards, leaving his tattooed chest naked for all to see.

<spoiler=Appearance><url=http://browse.deviantart.com/?qh=§ion=&q=bird+man+shaman#/dy5lcs>http://fc00.deviantart.net/fs16/i/2007/162/8/e/Shaman_by_bongoshock.jpg

<spoiler=His Talisman><url=http://browse.deviantart.com/?order=9&q=bird+talisman&offset=24#/d1uu3jb>http://fc03.deviantart.net/fs41/f/2009/039/f/8/The_Claw_by_Yak_Blithering.jpg

History: Once the Bird Kind had ruled forests and jungles far and wide, now only a few remains. Some say the rampant interbreeding with humans that trading brought led to their downfall, some say their empire was doomed to collapse because of its corruption and crookedness in its later years. In its peak, it was trading fine luxuries such as gold and gems all over the known world, step pyramids served as roosts for the gods and their servants, and even those who were considered worthy of the honour of being laid to rest there. Life was good, until it?s fall. The truth of the matter was that the Bird Kind were tightly bound and strangled to death by their adherence to honour and glory. Even so that many sacrificed themselves to the gods for breaking promises and sullying their honour. In the later years of the Avian Empire, this aspect was even more apparent, with cults springing up, such as the Cult Of The Phoenix who believed that by cleansing themselves with fire that stains on their honour would be cleansed.

In a raging inferno of religious fundamentalism, the Avian Empire was burnt to death. Ruins that speak of the Empire?s past glory remain today, half-sunken statues of Bird Emperors and temples dedicated to forgotten gods. The few survivors split up into numerous tribes; where once all the Bird Kind stood united, they now separated themselves with lines ideologies and race. Some moved to the cities, other stayed in their ancestral homes. Some even shunned the offspring of Bird Kind and humans, with the excuse that they were not 'true' Avians. These outcasts were doomed to walk the land, living a nomadic life, as not to upset the other tribes by moving quickly from territory to territory. They themselves the Cuauhtemoc, after the last emperor of the Avian Empire. Over the years, these half-castes grew to believe in a shamanic religion, combining ancestor worship and secret rites. Centuries after the Fall, with their old lore and history lost to them, they grew to believe that they had two souls, one of Reason and one of Logic, one animal and one human. Through rites and rituals they sought the melding of opposites - the fusion of the two souls and if they achieve a new level of fusion, they would be reincarnated into a better form. The Cuauhtemoc believe every member of Beast Kind has this unique metaphysical situation. However, it is told in the myths that the Cuauthemoc were cast down for reaching a state of spiritual squalor. With this belief, they reasoned the ones with a higher level of fusion should rule.

With genetics being genetics, the tribe?s members looked more human than hawk and they strived to strengthen their bird soul, as they reasoned it was weakened after the fall, and came up with rites to do this, such as taking bird feathers, bones, etc, mixing it into a potion and drinking it in the full moon. With the Cuauhtemoc?s shamans? mastery over incenses, powders and salves, they quickly won the leadership of the tribe, playing at being warlock and magicians. The shamans only usurped leadership from the chieftains to further their own agenda, though - to reclaim the lost lore and lost history as some were old enough to remember the tales of glory from their exiled parents. As a contingency plan, they took apprentices and enticed them with promises of power. Astor was one such apprentice, and spent years training with his master - Raban the Restless (called such because he is so old and hasn?t ?gone to the endless rest' yet.) - since he was able to walk.

Unfortunately, Astor found simple hunting more fun than studying about herbs and his recklessness and other undesirable qualities made those years tough and he had to spend three more training in the shamanic arts than the norm before his Great Journey into the outside world. Hence he was ridiculed because of the fact than he was the oldest apprentice in his tribe but he bit the bullet, hoping when he became a journeyman to find and discover wonders never seen before and even find the lost texts of old, besting all the others. Finally the time came, and he was promoted to journeyman. The leaving ceremony was a mix of celebration and tears, even Astor felt his eyes water when he was given the traditional supplies for his Great Journey and was bestowed gifts of mementos and tools, including a fine pair of daggers. After that, Astor wandered for a while and heard about the great coastal town of Gorse, where everything and anything was found. With a grin, he set off for the town, arriving there in the late afternoon...

Reason to be here/things to do: Adventure/Wealth

Personality: While many in his tribe would call it recklessness, Astor is courageous to a fault and often walks into dangerous situations, mostly relying on his speed and his wits to survive. Astor?s confidence in his abilities is the main aspect of his personality, but he is willing to admit his own mistake, but most of the time will blame it on something or someone else. He is extremely naive about the outside world and can only think of wonders yet to be seen. Astor is highly protective of his tribe, hence the fact that he is very reluctant to tell outsiders about the ways of the Cuauhtemoc or even show others what his master has taught him. He takes a practical approach to his tribe's beliefs, but heeds the lessons it teaches. Astor resents it when he is mistaken for an ordinary human that has beast parts grafted onto him, but in his travels, he has used that mistake to his advantage to keep the knowledge of his tribe secret. He shares the dream of his tribe to restore the glory lost to them, to grow wings and fly.

Powers/Magic: He has been trusted with the knowledge of two rites from his master:

<spoiler=Known Rites>Rite of The Relentless Hurricane: this ritual grants Astor with superhuman speed for a duration of ten minutes. However, it must be prepared at least three days in advance by performing a ritual of blood sacrifice, e.g. a chicken while beseeching the wind to grant him its speed. The special ritual incense must be burned also for this rite to work, as it is believed that the incense carries the message. Once used, he must prepare the rite by performing the ritual again.

Rite of Astral Wings: this rite grants Astor with spirit wings that he can use to fly a limited distance, say a half a mile at most. However, like the previous rite, it must be prepared beforehand and a blood sacrifice of a small animal is needed. He beseeches his ancestors to grant him their wings in a ritual dance. As with the other rite, the special ritual incense must be burned for the spirits of the ancestor to hear the request. Also, if his shoulder blades are broken, the wings have no foundation to latch onto and the rite cannot work.

This rites require both a blood sacrifice and his talisman (a preserved chicken foot grasping a quartz crystal on a leather cord), as well as ritual incense to work.

Notable skills: As all able-bodied tribe members have to contribute to the food stockpile, he is an experienced hunter, using the old and tried method of ambushing his prey. His avian biological advantages are that his eyesight is way above par and his skeleton is made up of the strong, lightweight, hollow bones found in birds making him strong and highly agile. Astor?s current fighting style being one based on speed and agility, wielding two daggers in a whirlwind of fury. He has been versed in the ways of incense, salve and powder but has only a few recipes committed to memory and lacks the inventiveness to create his own.

Minor Healing Salve: aids healing of wound and cuts, can be ingested but more commonly used in dressing the wound. However, it still takes time for the wound to heal and cannot help with serious wounds. Some say that it causes the wound to itch and usually tear off the dressing because they cannot stand it. Made of calendula, comfrey and arnica herbs.

Poison Powder: Dried snake poison that weakens his prey. Can be made into a paste to coat weapons.

Ritual Incense: Incense used in his rites to beseech the spirits for help. Made up of rare and expensive spices.

Equipment Leather armour, a small pack containing ready-made powder and salves, a small pouch containing the ritual incense decorated with tribal motifs, two white glassbone (read: bone body and a serrated obsidian edge) daggers, sharp but somewhat brittle, a parting gift from the tribe and a small amount of coin.
Hagi said:
Name: Hendrik

Background: Human Guard.

Age & Gender: 28 year old male.

Height & Weight: 1.95 meters 115kg.

Appearance: A very large man, both in height and width, with relatively pale skin. He has short hair and his chin is usually covered with light stubble. His face does not appear very intelligent, somewhat slow even, and at distance he may look like a common thug. He lacks the malice in his expression for this impression to last however and will instead look mostly weary and tired. He is usually clad in full armour with his shield slung around his back, otherwise he'll wear rough homespun clothes. He keeps a small silver amulet hidden beneath his tunic at all times.

History: Hendrik was born in a small, isolationist and devout community. From an early age it became apparent that his talents lay primarily in the physical and as such the priest and leader of the village assigned him to be raised as a guard, as all children where chosen for their professions. As such he received extensive yet simple training from the few guards the town had in addition to the lessons from the priest that all received. He learned how to fight, read, write and obey. Over the years he became a full guardsman of the village, assisting the priest in keeping order and fighting off the monsters that threatened the city. Whilst the village was self-sufficient occasionally caravans would stumble upon them and they would trade before departing again. Still a youth Hendrik longed to depart with these caravans and experience the world. At 19 years of age he took his chance and left his village at night, catching up to a caravan that had departed the day before and signing up as a guard. He departed without looking back, filled with excitement about the possible adventures ahead of him. Yet over the years his wonder turned to disappointment as his childhood left him ill prepared for the life outside his village. Scorned by his fellows for his refusal to gamble and drink as well as his worship of an unknown goddess and ripped off by his employers for his easy trust and blind obedience Hendrik's sole desire became to return home. Yet he does not remember where his village is, so he takes jobs where he can in the hope he'll stumble across some sign or rumour. His latest job has left him stranded in Gorse.

Reason to be here/things to do: Hendrik is mainly concerned with returning home and staying alive until he does so. Furthermore he holds tightly to his moral code, one of the last things he still has from his village.

Personality: Hendrik is a quiet man and tends to ignore the world around him. He is not an overly smart man and lacks greatly when it comes to creativity and improvisation. Even though his trust has been broken on multiple occasions he remains true to his word and obedient to those who hire him. He lives by a strict moral code from his youth and will not wilfully engage in any crimes, nor will he stand by when crimes are committed against those he deems innocent. He is a devout man and while there is little left of his faith in humanity his faith in his goddess remains strong.

Powers/Magic: An amulet dedicated to his goddess that may provide supernatural aid in rare circumstances (wholly decided by the GM).
Notable skills: Extreme endurance and strength thanks to a lifetime of training. Simple yet disciplined techniques with pike, sword and shield as well as hand-to-hand combat. Basic survival skills for living off the land.
Equipment: A full suit of mixed chain-mail and plate armour providing maximum defence for a foot soldier as well as a pike, broadsword and shield. All made from materials commonly available to experienced guardsmen. Additionally he has simple but functional clothing and a small sack containing basic survival tools and a meagre amount of coin.
Shadowstar38 said:
Name: Kabal Rezeed

Background: Human/Mage

Age & Gender: 31 year old male

Height & Weight: 5?9 112 lbs

Appearance: Kabal has a slender build and dark skin tone. His hair is short and black with a red streak going down the middle of it. Red tinted tattoos cover the right side of his face, and two long pieces of bone extend from his skull, giving off the illusions of horns. Kabal?s teeth are jagged and always have a red stain on them. The whites of his eyes are yellow, while his iris is a dark red.Kabal wears a lightweight red armor with thin plating. Red and black robes are worn underneath.

History: Kabal was born in one of the cold and desolate mountain areas of Audarg. Most of the children in the town were trained to be warriors when they came of age, so Kabal was mocked by many due to his small size and weak looking body. This lead him to seek out training in the arcane. By the time he was 19, Kabal was a well trained initiate under a powerful mage.

Kabal became increasingly frustrated by his current level of skill. The boys he had grown up with were protecting his home from monsters while any spells he could learn to match them took decades to master. Against the warning of his master, Kabal sought out the temple of Mephistopheles. There, he read books involving dark rituals that would increase the power of his magic. He wasn?t sure what the ritual would do. It only stated it would ?erase human limits by making the user greater than human?.

Kabal gathered everything he needed for the ritual. The only thing that worried him was the most important part. Devouring the flesh of his own kind. After fighting his conscience, he mixed a paralysis potion, and injected it in a local thief that would not be missed. He brought the thief back to the temple and took only the flesh from the top of the man?s hand, and after setting the ritual up, activated the spell. It did indeed work, he was given a power beyond his wildest dreams, but at the cost of twisting his features and turning him to a monster. He fled the temple with whatever potions he had and the weapons and armor stolen from the thief. From that day forward, Kabal?s hunger was no longer satisfied by the food of man, and he knew he would have to resort to cannibalism to sustain himself. He now only wishes to find a mage that can undo the damage he has done.

Reason to be here/things to do: Kabal is searching for mages that can heal his curse, as well as train himself in more common spells.

Personality: Kabal is cold and reserved man. He never spends more time around people than he has to and only takes interest in someone if they can get him something he needs. Everyone else is deemed useless to him. Kabal has a drive and ambition for power that can cloud his judgement. When hunting, he studies the creature?s movements and plans out the encounter before stepping foot near it.

Powers/Magic: Kabal can cast out blades of pure arcane energy. The size of the blades are directly affected by how much magic he puts into them. These can range from blades the size of throwing knives to full length swords.

Notable skills: Basic weapon combat taught to all men in his town. Intermediate skill in alchemy. Incredibly agile.

Equipment: Steel bladed halberd with a bone handle used when his magic is depleted. Collection of simple healing potions and poisons on his belt. Black pouch filled with coins. Medium sized pouch for alchemy ingredients. The armor he wears was, at first, a simple metal plating that covered his arms,s legs, and vital points. Kabal reinforced it with the hide of a lizard beast he killed after leaving his home.
yokillernick said:
Name: Daryas of Llarom

Background: Elf Hunter/Assassin

Age & Gender:24, Male

Height & Weight: 1.80 meters 90 kg.

Appearance: Tall and well built. His skin is creamed coloured. He has red coloured eyes and short spiky brown hair. He has a nasty scar that extends from above his right eye down to his cheek. He wears a black shirt underneath a black tunic, with black trousers and leather boots. Across his tunic he has a brown belt that he carries around his shoulders. On his face he also wears a mask which covers is mouth and nose to conceal his identity. He also wears a cape with a hoody which covers his head so most of the time only his eyes are visible. His clothes allow him to move quickly and strike with ease but in a fight with a well armoured opponent he has to retreat.

History:Far too long for the post, so go to the original thread to read it -Raynoson the Gm

Reason to be here/things to do: Women/Wealth/Adventure/Fame/Peace

Personality:A shy Elf that is naturally scared of making conversation or engaging humans, he is happy and friendly once you get to know him. However he does have a tendency to become all cold and calculated in a heartbeat about serious thinks. With friends he tries to keep a light joking mood but when doing a job he is always focused.

Powers/Magic: He can summon weak zombie like creatures which make for excellent diversions and distractions. Also can cast spell which helps with tracking.

Notable skills:Keen eagle eyes which help him hunt. Excellent archer, can hit bullseye from 100 yards. Has good swordfighting skills and hand to hand combat. Can climb buildings in a decent time. Excellent gambler.

Equipment: Strong longbow carved from the Felentbar Tree of Llarom said to be enchanted. Has arrows which are usually dipped in deadly poison. Also has a prized steel katana, which is enchanted with the ashes of a fire elemental as a backup weapon. Tends to carry some potions which enhance his aiming and endurance for a short while attached to his belt. He also has on that belt his money pouch, a pair of lucky gaming dice and the teeth of the first animal he killed. A big bear.
Ohlawdylawdy said:
Name: Krieger Schmied

Background: Dwarf Smith/ warrior/ unsuccessful bard

Age & Gender: 33, male

Height & Weight: 4 feet 5 inches, 130 lbs

Appearance: I've always found it easier to post a picture. Here is Krieger with his equipment:
http://dungeonsmaster.com/wp-content/uploads/2010/02/dwarf1-250x300.jpg

History:
Standing defiant in the harsh mountains of northern Audarg lies the entrance to the underground city of Tiefen Herd. Tiefen Herd is ruled by a council of Dwarf patriarchs and matriarchs from every great clan inhabiting the city. One of these great clans is the legendary Schmied clan, masters of the forge. The Schmied clan are renowned as master smiths and have produced many legendary weapons and suits of armor from the fallen beats of northern Audarg.

Every first born son of the Schmied patriarch is suspected to produce a legendary weapon or suit of armor when he reaches the age of 13. Krieger, being the first born of his three brothers, was no different. Having been trained by his father (a master smith in his own right) in the art of the forge since he was old enough to hold a hammer, Krieger was suspected to produce a truly awe inspiring piece of equipment. When Krieger reached the age of 13 he was locked alone in his clans forge with everything needed to produce his masterpiece. As a Schmied he had access to extremely rare materials, such as the salts of greater frost elementals, the bones of a legendary black iron back drake, and samples of rune wood used by his clan to lay the foundations of Tiefen Herd. For three days Krieger worked his magic and produced not one but two master crafted weapons. Vollbusige Frauen was a crossbow forged from the bones of the legendary iron back drake and the rune wood and the ax Liebhaber Kuss was no different. It was however augmented from the salts of a greater ice elemental giving it the bite of the coldest winter nights. With these two weapons Krieger had cemented his claim to his fathers seat on the council. Fate however, had other plans.

Being the prince of a legendary clan, Krieger never lacked for women or drink and both he enjoyed in excess. While not in the forge or training with his weapons, Krieger spent most of his time pub crawling around Tiefen Herd. When extremely drunk Krieger discovered he had the ability to make up beautiful songs that wowed the people of his city. Unfortunately, he never remembered these songs the morning after. This ability only enhanced the arrogance of the young prince as he continued to drink his teen years away. On his 20 birthday Krieger was challenged to a drinking game by a man he had never seen before. Being an arrogant dwarf who prided himself on his ability to out drink any challenger, he gladly accepted this strangers challenge. When the stranger produced a flask of blackish red liquor Krieger grabbed the flask and took a along swig of the potent brew. What happened next was a mystery but what is known for sure is that Krieger was found by the city guards covered in the blood of 13 pub goers, and a flask of the evil brew in his pocket. If Krieger wasn't a Schmied he probably would have been forced to work in the deepest most dangerous mines for the rest of his life. However his father pulled a huge amount of strings and got his son out of jail. Krieger's father told him of a plan to retain his clan's honor. He planed to fabricate a story that a group of thieves attacked the bar, and Krieger was slain trying to defend it and his legendary weapons stolen. Krieger was banished from his home city that day by his father. He was allowed to keep his weapons and was allowed to take a suit of leather armor from the clan armory.

For the next 13 years Krieger worked as a hunter, mercenary, and caravan guard in the far southern reaches of Audarg. This far south his name brought no attention. The last 13 years have been incredibly hard on the young prince. He has been humbled by his ordeal, and is no longer the arrogant dwarf he once was. He is still able to tell a good joke, and appear happy and welcoming to those around him. The truth however is much different, many nights Krieger stares at the flask that ruined his life for hours and contemplates killing himself, he has tried multiple times but has never had the stomach to actually complete the deed. Krieger has tried many times to get rid of the flask but it keeps mysteriously appearing on his person. He now keeps it as a reminder of his past life.

Reason to be here/things to do: A caravan he was guarding recently arrived at the city, and now he is looking for work.

Personality: Welcoming, kind, and funny but harbors the dark secrets of his past.

Powers/Magic: None, though is he is drunk enough can produce incredibly powerful speeches.

Notable skills: He is a very good shot with Vollbusige Frauen, can also to use his ax Liebhaber Kuss with great skill, is able to produce and repair weapons of legendary quality, and can handle his liquor very well.

Equipment: Bed roll, tent, pot, cross bow, ax, and his leather armor.
Dr. wonderful said:


Name: Venik the Sell-sword
Background :Human, Warrior/Blacksmith
Age & Gender: 24/Male
Height & Weight: 6'4 and two hundred and ten pounds.

Appearance: Tall, broad and muscular, a strong chin and a wide nose that have been broken multiple times., Large eyes and ragged dark hair. The only thing that could be consider nice about the man appearance was his teeth which was normal looking Venik match the look of a brutal thug but have the heart of a kind man.

History: Venik comes from a village deep in the forests of Audarg,, The village is a modest size with a wind mill, village walls, a couple of wells, general stores, a doctor office and finally homes. The villagers make their ends by either farming the land, fishing in the lake nearby, chopping wood , Carpentry, Blacksmithing and hunting.
Venik himself grew up as the only child to his parents. Venik childhood was like normal children as he played games with other children, explore the forests around his village and did chores for his parents. At the age of ten, Venik began working with his father in Blacksmithing, despite the hot temperatures and hard work, Venik enjoyed spending time with his father. At home, Venik enjoyed helping his mother cook, and bake (a past-time he dared not disclose to anyone else).

When Venik was twelve he set out to create his weapon, it was a dagger, not too long with a twelve inch blade and made with iron. It was perfect for poaching small animals and fish. His father inspected the blade and said, "Impressive, I guess my lessons are finally soaking into that head of yours. Let see what you can do with steel, eh?"
To this day, Venik still has that knife.
After Venik 14th birthday, a old hunter came to lived in the village, he was retired and looking for a quiet village to live out the rest of his days. The man, named Colin, came and talk shop with Venik's father every-day. Colin noted that Venik was a bit taller than most boys his age, and asked if Venik was interested in learning how to use a sword. "That's up to the boy to answer."

Later that week, Venik began sword training under Colin, and even began more training in the use of different weapons and as a side effect, this inspired Venik to designed his own versions of weapons, like crossbows and throwing axes. Venik father was reluctant initially, but encouraged the training due to how hard Venik was working in the smithy.
At the age of twenty, Venik set out to explore the world, taking with him knowledge of weapons, blacksmithing and...yes, cooking.

He would die before he forgotten how to cook like his mother.

Reason to be here/things to do: Adventure/Money/Children

Personality: Venik is a happy-go-lucky kind of person, despite his appearance of a gruff-looking sell-sword. He is capable of doing random acts of kindness., such as finding a lost child or defending a village with little reward for himself. To Venik, himself the adventure itself is the reward. Even though, he still get paid, and often send money back to his parents. Venik dream is to settle down and have a family when he's a bit older.

Powers/Magic: During his four years travels, Venik learned how to enchant a weapon, enchantment usually caused a great deal of magic but he learned how to create a perfect enchanted weapon. So far, he has three swords that are out there in Audarg: Warrior's heart, a enchanted sword that will burn anything that it strikes, Femme fatale, a short sword that is capable of freezing whatever it strikes, and gorgon sword, a claymore that is capable of warding off gorgons, large, one-eye beasts that are capable of ripping a grown man in half. Venik refused to comment on how he created the weapon to actually ward off the beasts off, but rumors said that it may have something to do with the glass eye embedded in the hilt of the sword.

Notable skills: Skilled Blacksmith capable of creating variety of different items from weapons to jewelry He is also a competent swordsman and chef. Average Enchanter

Equipment: At the moment, Venik is wearing steel-plated armor and carrying a steel sword and an automatic crossbow of own designed. He also has a backpack filled with different tools, his knife-keepsake, jewelry he intends to sell off in Gorse and finally clothes for casual days. He also has a book filled with different recipes from his mother, and chefs around Audarg

Please note that the three sword are there for any players to use for their characters.

Cybele said:
Name: Royce
Background: Human Thief
Age & Gender: 27 Male
Height & Weight: 175cm; 81kg

Appearance: Medium height and lean. He has slightly curly medium length ginger hair and green eyes. He wears a dark grey mottled shirt and dark brown pants, light dark brown leather armor that consist mostly of a thick leather vest, shoulder guards vambraces and gloves. The right glove lacks fingers. His boots are knee high and made out of black leather. He wears a belt with many pockets to keep all his tools in plus he has a handful of hidden pockets sewn into his clothes including a small space in his right boot where he keeps a extra set of lockpicks. If the weather is cold he wears a hooded cloak that is black on one side and dark green on the other.

History: Born in the large trade city Delgaza. He is the bastard son of some unknown noble. His mother was a whore and he spent most of his childhood on the streets, stealing and picking pockets. When he was 13 years old he joined the thieves guild. Things went well at first and over time he became important member of the guild but then some four years ago he decided to make off with the stolen good instead of bringing it to the client who had hired the guild to steal it. He was thrown out of the guild and though they don't actively try to hunt him down (they stopped after the second assassin's corpse was found), dealing with the guild could be considered unhealthy. He currently makes a living stealing from nobles, rich merchants and hunters.

Reason to be here/things to do: Things got a bit complicated when a client decided to sell him out. He's currently on the run, hiding in the coastal town of Gorse and waiting for things to cool down a bit after which he plans on getting some revenge.

Personality: At first he may seem like a nice and helpful sort but then you'll wake up one morning with all your things gone and you realise how wrong you were. He's selfish and a life among other thieves and cut-throats, witnessing the worst humanity has to offer, has made him pessimistic and cynical.

Powers/Magic: Has no powers or magical abilities but knows how to avoid the more common magical traps.

Notable skills: He's excelent at picking locks and pockets and remaining unseen. His swordmanship skills are limited to knowing which end of a sword goes into the enemy and thus he prefers to avoid fighting. He's agile, a competent climber and fast runner, easily able to outrun most guards.

Equipment: A small dagger hidden in his left sleeve, two sets of lockpicks, a small crossbow that can hold two bolts at the same time, an assortmen of different bolts including fire, water and regular ones, three some bombs (the some stings the eyes and throat when inhaled) and three flash bombs, a grappling hook with rope and enough coin to last him another week.
 

Raynoson

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Gorse, in the Morning... The city state awakens from it's slumber. Where dwellers of the night have slunk back to their dens, and the deals under the moon, are blinded by the sun.

<spoiler=OOC>Feel free to begin posting with your character in any of the levels, if you want details just ask through your post.

"Gale wanders the market searching for weapon stores." I'd reply in another post as such... "Several merchants come to eye, (details on merchants and etc.)

At the Harbor... level 1 Gale watches as his ships pull in, clad in steel and bringing in fresh goods, either from lands away, or from hunting and fishing. He sighs and wonders what to do next, the day to day deals and delights have lost their luster. He hopes that his want add at the Wall will yield results for a fresh Hunt.

He goes to a nearby tavern and thinks to drink something warm and alcoholic at any rate. The Council member here frequents the tavern called Strangled Serpent, and anyone seeking an audience for any reason goes here.

Gamble and drink, fight and stink, all come down here to do it. Though dark trades, and surgery is a special here.

At Residential...level 2 The hustle and bustle of living in the crowded and vast lower levels dug from stone. Light filters in from pillars giving it an eerie diluted way as it passes numerous homes.

The few bars and businesses are small and local services, with nothing of interest going on. At least, nothing that can be heard outside of closed doors.

The Head Council is a mystery, who speaks only through a puppet sent for meetings.

The Markets/Factories... level 3 The market awakens with the smell of food stalls, the clang of forges, and the occasional scream or shout of thief and their subsequent death wail, the Council Head here is the most approachable of them all, but also the most deadly.

A simple stall with a smiling honey blond lass is the council head spokesman, none would dare harm her, lest the wrath of others be met.

The Wall... level 4 The guards remain ever vigilant and frequently travelers and hunters alike go through the main small gate. Here is the job board posted by anyone and everyone with small coin to spare to give to the guild that maintain it.

Here is where all jobs come and go, though others are found by searching in other places or asking around. Sheets of paper track and give details, and many are marked by red.

Red tally marks tell of how many have attempted, and failed. It doesn't mean death, but honors the old ways, of how Hunters would mark failed bounties with their own blood, eventually if soaked in red a sheet would gain more prestige and reward. Red ribbons now a days are for every 100 failures, and some can tell stories of the foolish, and challenge they face.

Along with that is training grounds and the local militia maintaining a constant vigil. People come here to learn from masters of common sense and keen Hunts. A single bar and inn is available, but by far it is the largest like 3 longhouses with many levels.

The Armed Amorous it is called, and here is where the Head may be contacted, or his jobs are spoken of.

The Head Council member here is away Hunting, and returns only when meetings are needed. (Or the loot bag is full of the hearts of the dead)

Level 5 Guilds... Here reside all guilds, their halls encircle the tower and nearly any trade may be found here. The most infamous are of Hunting, Magic, and Merchants, this is where all with official business or wishing to join one may go.

The Head Council member is cloaked at all times in shrouds of paper, why is this, and how he is contacted is both known and unknown. simply flying a paper plane off in to the wind, and your message will reach his ear. His hall is a temple that all face to face meetings are met and with other Council Heads.

Aristocrats and Craftsmen... level 6 Here is where the richest dwell and have tasks they may have for those that qualify, and the retired craftsmen who are masters in their own and others right this is where you get learning, or get leaving.

Here you can hire and commission the best of the best, or bring the best of the best to sell.

The Head Council speaks through a Statue covered in moss and remains hidden at all times, in meetings they rarely show in person, instead sending a golem. All with issues come to pray to the Statue, situated in a hanging garden. This is where the finest of the fine buildings reside as well, some float, others hang, and many are simply built on Clouds.

The Roost... Level 7 Here is the Roost. Airships dock and travels are commissioned from here, cranes handle all the heavy lifting and the main elevator resides here. Small offices to manage much are kept here, but most importantly is the Channel.

The Channel circle tends to have a long line and teleportation is limited at times in use. The rich and famous get priority, so traffic is an issue here, so good luck leaving within a week. Unless you gain favor though... be it a Head, Rich, or famous.

The Head here is a Bird. Literally, a speaking bird that few know how they became a Head. One of the more familiar, it shows great insight, and is something like a large raven. Found by leaving messages in a cage hanging on the edge of an old sky berth.
 

Dr. wonderful

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Venik at Gorse, on Level 3 The Market

The smells of different food flew past Venik nostrils, as he walk through the Market. The place was a lot bigger than he imagine it to be.

"Now, where am I going to sell my wares?" Venik muttered to himself as he pulled our a small sack filled with his crafted jewelery. "..and is there someone willing allow me to use their smithy?"

Hey, in The Market is there some kind of sell-all place, like a pawn stall or something?
 

Ultraman950

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Rieko at Gorse, Level 3, Markets

A young-looking lady with bright orange hair wanders around the markets with one hand behind her back, the other holding her medium-sized back, which is also slung over her shoulder. She lingers near some of the stalls, pretending to look interested, but every once in a while, her eye will wander over to a rather large man with the most attractive "*****" sound coming from one of his back pockets, where a small string and the very top of a pouch could be seen. She allowed herself a tiny smile and the smallest roll of her eyes.

She's looking at Venik, by the way.

Double-checking she wasn't being watched by pretending to look at a different stall down the street, she began stepping nonchalantly toward the big man, or more specifically, the gold that was (hopefully) in his back pocket.

The orange-haired girl quickly and carefully attempts to slip the small pouch from the man's pocket and into one of the large ones inside of her simple blue jacket.
 

Ohlawdylawdy

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Krieger at Gorse, Level 1, Strangled Serpent

Krieger was incredibly happy to finally be done with his job guarding the merchant ship "Spice of Life" and was looking for a nice tavern to rest his head and spend some of the coin that was burning a hole in his pocket. He figured that the Strangled Serpent looked like a nice enough place and decided to start the day of with a nice strong drink. When he enters the establishment he walks straight towards to bar.

"I'll take the strongest thing you've got." Krieger says as he takes a seat at the bar.

"Here, enjoy." Said the barkeep.

"Thank you kindly." Krieger said as he began to enjoy his rather weak drink and planed the rest of the day. He figured he would finish this drink and a maybe a few more, then head for the markets, and then look for some more work at The Wall.
 

Shadowstar38

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Kabal. Level 5, Guilds.

The eerily demonic looking man crept around the halls of the guilds' tower. His weapon was slung lazily over his shoulder with the handle in his hand. He peered left and right, looking for some type of marking that would lend a clue as to where he needed to go.

As he walked through the halls, he caught sight of a man in robes. They looked far more pristine than anything he would see in the north but they were the dress of a mage in any case.

"Excuse me," Kabal said in a low tone, "Could you direct me to the mage's guild?"
 

Raynoson

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Dr. wonderful said:
Venik at Gorse, on Level 3 The Market
As Venik looks around for a stall or something to sell his wares, he notices two that seem to be making good deals in the early morning. Along with one forge that seems to be up for public use like a well.

One is a portly man jolly as a Saint, he displays rings and other fancy things on his table. Some are attached to links of a chain, others threaded through a rope stretched taunt between the poles of his stall. He has no guards, and is exchanging well with an old woman, selling metal figurines. Occasionally he drops a ring, or coin, or some small metal piece. He is human, but when he goes to pick it up he barely moves his visible arms.

Another appears to be a Snake Kind, selling trinkets and odds and ends made from beast and gem alike, he wields a staff of yellow bone, and sharp teeth. He stares unblinking and occasionally chats with a passerby.

Both are nearby and within the sight of the other, while slightly farther away, a vendor stands a smithy built in to a wall, fuel and forge, anvil and tongs, it appears to be a place to work at or use for small price by the sign ahead.
 

Raynoson

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Ohlawdylawdy said:
Krieger at Gorse, Level 1, Strangled Serpent

Gale had already ordered his drink, a purple concoction made of fruit, well mostly fruit. It gently fizzed as a tooth was dropped in it, giving a faint whiff of the ocean rotting and decayed like the carcass of a whale.

To Gale it was breathing in an aroma of delight, flicking his tongue just to enjoy it, he turned to observe the bar. Standing up and with drink in hand as he saw the dwarf come in and order, he decided to lend a hand.

"Perhaps-s-s you ought to order something a bit stronger my good Dwarf. Bartender, give him the Head Turner, on me." His voice was calm and welcoming.

The bartender nodded to the regular, and brought out a glass of clear liquid, pouring it in to a mug, it let out no smell. Rather it did, but your nostrils tend to stop bothering to try and smell something it can't understand.

Shadowstar38 said:
Kabal. Level 5, Guilds.
The man in the robes briefly looked over Kabal, and gave a noticeable shudder. "Great another summon who lost his way, go to the left and take a turn to the right can't miss it." The man replied in a weary tone as he left to go do something else.

The platform with the guilds encircled the tower of stone central to Gorse, and the Guild halls were hard to miss to those remotely familiar with the area. The Magic Guild was a tower built in to the side of the main tower, Simple with a single entrance, the doors were left wide oen to reveal a lobby.

A desk in the center, benches at the side, and stairs spiraling upward to the left, and downward to the right if you were facing at it. A man in robes of ocean blue sat at the desk, looking at books and compiling things. He was tan and a bit orange, and bald as the day he was born. His ears were slightly over sized, and twitched, while his eyes were slight slivers.

To say what he was for sure, would be a guess between a surgically altered man, or a cross-breed.
 

Ohlawdylawdy

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Raynoson said:
Ohlawdylawdy said:
Krieger at Gorse, Level 1, Strangled Serpent
"Sorry mate, but I have a rule about not accepting drinks from strangers. You do however look like a man who knows where to find some work. Do you know of anyone hiring? I'm not afraid to get my hands a little dirty." He said while gesturing to his crossbow. "By the way, my names Krieger."
 

Raynoson

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Ohlawdylawdy" post="540.386273.15391999 said:
Krieger at Gorse, Level 1, Strangled Serpent

Chuckling with hisses, "I like you already Krieger, I'm Gale of Gorse, Merchant and Hunter around these parts. Had you taken the drink I would've dismissed you as a fool, and if you were a woman, you'd wake up in a bed with a Mermaid." Jovial defined the tone and the voice was smooth as any drink in the bar.

Smiling and nodding to the Bartender, he poured the drink away, leaving the glass cleaner then it was. "As it so happens, I'm organising a True Hunt if you are interested, we'll be heading in to the jungle to hut a legendary Beast, and the reward is hefty."
Business like yet casual Gale took a swig of his purple drink.

"If you aren't interested in hopping around the jungle for awhile, then I'm sure any of my boats would more then welcome you aboard. I own several and I can tell a good person when I see it, now if you are suspicious of me, then by all means ask anyone of me. I'm known well enough that anyone will recommend my honesty and policies. Why I'd feel insulted if you didn't investigate me."

His tone was a bit filled with theatrics and waving of hand and hand, but the core of it was solid and rang true.
 

Yokillernick

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Daryas at Gorse, Level 1, Strangled Serpent

Daryas was already spending his coin earned from his hunt doing what he did best. Playing dice. He furrowed his brow and called at the barkeep.

"Barkeep, my good man, care to bring us something to wet our throats as this game is truly intense!"

A couple of minutes later, Daryas shot up in happiness. He had just won the game and with it a sizeable coin pouch containing at least 50 coins, according to its weight.

"Don't look so glum, my friend it was a good game. Now is anyone else man enough to take me on?"

He looked around the tavern until, finally, he laid his eyes on the dwarf that had just sat down next to a half-breed half man and half beast.

"Perhaps you master dwarf, I heard that gambling is in your people's blood or was I misinformed?" he called out to the dwarf, waving his dice in the air.
 

Hagi

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Hendrik, level 4, The Wall

Hendrik let out a heavy yawn as he rose from his bed at the Armed Amorous. Grabbing a cloth he started to wash himself using the bucket of cold water he'd carried up the night before. Once that was done he pulled on his shirt and pants. Next came his armour, a suit of chain with plates of steel at various key locations. Lastly followed his weapons, sword as his belt and shield on his back. His pike was held by the barkeep downstairs, no use carrying that in the cramped quarters of this city.

Once suitably attired he made his way downstairs, ordering water and breakfast from the serving maid and sitting down at a quiet table out of the way. Sitting down he looked around the room, hoping he could spot someone who looked well-travelled and preferably not too suspicious.
 

Cybele

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Royce at Gorse, Level 1, Strangled Serpent

Royce woke up in a pile of hay in the stables, behind the Strangled Serpent. Though he preferred sleeping in a bed, it was much cheaper this way and he could always make off with one of the beasts should trouble rear its ugly head.

The thief clambered out of the hay pile, stretched and yawned, brushing the hay off his clothes and hair and then walked into the inn.

"Something to eat and a beer," he told the barkeep as he sat down at the bar. "Heard any interesting new?"
 

Shadowstar38

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Kabal. Level 5, Guilds.

Kabal grimaced at the man's choice of words. What had been said held some truth, but it affected him nonetheless. If the citizens of this place lacked as much tact as that one, he would be leaving with blood on his hands before day's end.

Kabal followed the directions to the letter, turning to reach a secondary tower. Kabal paced through the single entrance of the building and went straight for the front desk. If the odd looking man hard at work there didn't have what he sought, he could point Kabal in the right direction.

"Sir. If you dont mind, I was wondering if you could help me with a bit of a problem"
 

Raynoson

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yokillernick said:
Daryas at Gorse, Level 1, Strangled Serpent
Ohlawdylawdy said:
Krieger at Gorse, Level 1, Strangled Serpent

Small was the amount won, but enough to fill any ones pocket. (I'd suggest you ask to look around for gambling next time, jumping right in the early morn of a bar, doesn't bode well for the whole ordeal).

Gale looked at the Human with unblinking eyes. "It seems you are most popular this morning, Kieger."

Hagi said:
Hendrik, level 4, The Wall
The AA lower quarters were like a long... well long hall. Tables and benches dominated the floor, and a wide fire pit of stone like another bench took center. A few smaller more personal tables were there as well, along with an entrance to either long houses, kitchens, and storage.

What was the main attraction hung on the walls. Beasts and demons of all kinds hung like trophies, most with the name of the Hunter, and the dead Hunted. Some were of people, and mostly the previous Council Heads (lol). Most were just paintings as some were not recoverable, but the few intact either showed the skill, or perhaps the horror still etched on their faces.

Nearly everyone there was armed and looking happy, as drink and food flowed like the blood of the land. Only 3 people stood out to Hendrik.

A Snake Kind alone, dressed in leather of some beast with a red sash, at his side was a staff of bone and tooth, kept together with sinew like string. He was carving wood next to the fire pit, letting the chips burn. It gave a pleasant aroma and he was smiling as his tongue flicked out to taste the air, the figurine was some kind of wolf, sitting and howling, and the details were astounding.

Another was a mage of some sort, staff, cloak, and mostly brown in skin, hair, and clothing, it was like he was practicing to be camouflaged. Reading a book, and his eyes glued to it, he almost blended in to the background in a dark corner.

Last was a swordsman, with a sword the size of 2 men standing on one another, his features said something of a lupine race, and he was harrier then most, but looked human, mostly. Clad in plate and leather at the joints, he was eating steak rare.



Cybele said:
Royce at Gorse, Level 1, Strangled Serpent
"Not much this early morning." The bartender replied, giving out a simple beer and bread, along with some yellowish spread. Telling his cook to whip something up briefly, he turned back around.
"If your looking for work there's always the Wall, then again I might remember something interesting from yesterday... A few silver for the meal, and maybe a gold if you care to hear."

Before any reply could be made, a loud voice called towards the bar. directed at Dwarf and the nearby Snake Kind. (look for the previous posts on Krieger, Gale, and Daryas)

Shadowstar38 said:
Kabal. Level 5, Guilds.
Barely looking up he replied in a weary monotone of the early morning, "Any complaints feel free to fill out this form, if you are wishing to join the Guild, fill this one out, if you have some other issue please hold while I take care of this client."

Placing down forms on the desk, and then getting back to his work, it was clear he was busy not being busy with Kabal.
 

Cybele

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Royce at Gorse, Level 1, Strangled Serpent

Royce turned around in his seat and, taking a sip from his beer, casually observed the people in the inn. An elf had made a small sum of coin he noted and a snake kind seemed to be looking his way so he gave it a cold look in return and turned back to the barkeeper.

"I'm mostly interested in news from other towns," Royce said and placed four silver and a cold coin on the bar. His purse was starting to feel a bit on the light side but he had to know if news of his little mishap had reached Gorse or not.
 

Terratina.

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Astor, Gorse, Level 4, The Wall

Astor had finally arrived at the coastal town, with the impressive Wall rising up to meet him as he got closer and closer. This was the farthest he had travelled from the inland forests and jungles that his tribe roamed. He watched as airships banked to avoid collision with the jutting cliffs that separates Gorse from the rest of the land. They were right, with the flow of people, ships, airships and good, you could find anything and everything here. Including the sea. Astor had heard tales from those who had returned from their Great Journey of a giant body of water that would quench everyone's thirsts, if the salt wasn't there. It was indeed a sight, but he wanted to go closer, to see where the sea caressed the sand into wave-like patterns, where giant wooden ships came in, bursting with merchandise. Heading to the Harbour was his plan but...how? The Wall was a jumble of rock, with no clear path to the Harbour.

Astor rose from his perch of rubble, his numerous accessories jingling, and looked around, trying to get his bearing. In the corner of his eye, there was an ad for a Hunt and made a mental note of it. He looked at his coin purse and sighed. It was deflated with emptiness, save for a few coins. He moved on into picking his claw-like nails. So much dried blood... Yesterday had been a good hunting day, with him catching enough for himself and the spirits. With the fondness of that not-so-distant memory he smiled and stroke his talisman, the quartz crystal glowing with power. Astor decided that waiting around wasn't going to do anything and walked towards the gathering of people, both human and Beast Kind alike outside what appeared to be a tavern.

"Hail, do you know directions to the Harbour, by any chance?" He asked the crowd, hoping for a friendly and informative reply. One that didn't require the exchange of coin for directions, he was sick of touts and the like already.
 

Ohlawdylawdy

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Krieger at Gorse, Level 1, Strangled Serpent


Krieger lets out a hearty laugh.
"well, I suppose I could play a few rounds of dice." Krieger said. "Oh, and count me in on the hunt of yours Gale i'm done with ships for awhile. We will discuss the details after this game." with that Krieger leaves his seat and proceeds to the game tables.