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Fantasy Twisted Adventures: Disorder and Gob Snot [Sign-Up]

RitualDeadlyf

Forget It, Shoot Me
Roleplay Availability
Roleplay Type(s)
In Character Thread
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  • Introduction
    The next day, word spread that a mysterious inn had appeared overnight located at some of the most random places in your world. Underwater, on the tops of large mountains, inside of other buildings, and reportedly in the pants of a giant troll! There was nothing particularly odd about this building other than perhaps it was a tad small. The inn had a nice wooden front with a glazed door and a dimly lit window pane. However, when anyone tried looking into the window, it always appeared pitch black despite the light being reflected from within. Such a strange phenomenon...

    Well, who's up for drinks?

    No matter how or why you ended up at the Twisted Inn, whether it be curiosity or intuition, you're here. As you enter the building, you're immediately greeted by a small, hideous green pixie. "Welcome to the Twisted Inn! Here's a survey to fill out on how you found this place. OK, thanks!" the fairy squeaked, before rushing off to greet more adventures who seem to be just coming through random doors. The business was bustling with dozens of strange creatures, maybe a human or two, who called themselves adventurers. As you survey your surroundings, you hear a high-pitched curdling scream to your sharp left. There, what looked like to be an orc of sorts was currently being swallowed into the mouth of the...Quest Board? A few rushed to help the orc, grabbing their legs to pull them out. A woman stepped from behind the bar and shouted, "Leave em' be! They lose, they lose. End of story. Or you can join them!" The inn was still bustling with laughter and other noises as if this was such a normal occurrence.
    Adventurer, what have you gotten yourself into?

    ~~-------~~​

    Welcome to Twisted Adventures! This is a questing, adventure roleplay with light dice functions to keep it simple for everyone. Twisted Adventures was designed to be fairly easy for newer players, while still providing a challenge.

    Your character entered a mysterious inn that randomly appeared in your own world. However, now that you stepped through the doors, you can't exactly leave. That kind of sucks, huh? There's a barmaid there who seems to be operating the whole business and tells you that in order to return home, you have to gather a list of ingredients. This list is different for every player but may have matching parts. You can share your list with fellow adventurers but cannot be fulfilled by them. You complete quests through the Quest Board which turns out to be one hungry mimic! Before starting each quest, solo or with others, the mimic may decide to give you one big smooch of ailments! Though, one time, Mimi(mimic) had a crush on this one adventurer and gave them a boon. So, who knows! All quests are randomized through a generator and there's a chance you won't find your ingredients for a few quests.

    But, is there more to this than collecting ingredients like some bi%$!? Of course, there is! You can find out why the inn started appearing, investing this so-called barmaid (who does she think she is anyways), maybe defeat the mimic and...maybe release everyone? Or make it worse. You figure it out, I'm sure it'll work out just fine. Keep in mind your actions affect the other players around you!
 

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Amora
Hiya RitualDeadlyf RitualDeadlyf . Super interested in your idea so much so I've already made a character sheet, which I would love your input on.

Name: Amora Phorooze
Gender: Female
Age: 19
Orientation:
Pansexual
  • If you plan on adding some sort of romance opportunities, an orientation would help identify your character's interests for others or NPCs. You can try to romance the barmaid, but how far will that really get you?
Race/Species:

Slime: Slime's generally resemble amorphous blobs of colourful ooze. Usually subsisting off of fungi and plants, when a more substantial meal wanders past, they pounce and slay them, dissolving all organic materials before moving on to find other prey. As such, they sometimes contain coins and other valuables from previous victims. Their powerful enzymes can break down almost any organic substance, but stone, metal, and other similar substances are completely untouched. Often found lurking underground or in dark, hard to reach, places where they can use their natural talents to full advantage.
  • This can be anything except "gods" or a "higher form of life". Please add a description of the race to help explain to others. If your race has natural abilities or plans on using their race to an advantage, it must be followed by a disadvantage
Physical Description:

As a Slime, Amora's true form is a large mass of a transparent yellow gelatinous slime (though this only comes to light when she feeds on humans or is completely starving.). Usually however and much preferred by her, Amora shapes herself into a somewhat humanoid form resembling a petite, young girl, with shiny amber eyes and 'emo' bang tendrils that cover her left eye.
Draped in a long cloak to hide her identity, Amora wears a light armour of specially cured leather, as to not dissolve around her as well iron greaves, vambraces and a half chestplate.
  • Provide enough detail for other players to be able to have some sort of imagery about your character. You may add images in links, spoilers, or thumbnails. Some things to think about are facial features, type of clothing, scars or deformities, and anything else to help give an accurate idea.
Background:

Street Urchin - You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
  • Not necessarily required if you're listing a "class". However, if you're a plain jane and a deadbeat- more power to you. Better hope the mimic likes you!
Class:

Rogue
  • There's some freedom here as it's your world after all. Maybe there's no such thing as mages. However, again, there must be disadvantages with the advantages which can be listed under "skills". Please provide a small description of your class.
Skills:
Uncanny Dodge - Being made of Slime, Amora can often absorb, if not outright dodge most attacks. However this ability is hampered when she is wearing her armour, mostly coming down to only weaken blows to her head.
Slippery Mind - Being a bit of an air head, as well as a Slime, Amora's mind is hard to read and more resistant to certain skills though if these defences are broken through, there is little chance she can resist.
Blind Senses - Using vibrations in the air, Amora can sense hidden or invisible foes near to her, though this ability is greatly hampered among crowds or open spaces.
Thief’s Reflexes - Being a Slime, Amora can often make use of hard to reach or advantageous positions for laying ambushes or making an escape. However to do this properly requires time as well as ditching her belongings.
  • Alright, what's so special about you? What can you do? Humor me. Pros/cons with small descriptions about the skills.
Inventory:
Dead Man's Cloak - An enchanted Cloak which grants the wearer Minor elemental resistance as well as Acid resistiance
Iron Dagger: A common weapon, though this one has a slightly worse for wear pommel
  • Be realistic, and limit your carrying capacity. A good idea would be 1 item that's always with you and 2-3 that might be with you. You can acquire one time use items occasionally.
Personality:
Incredibly nervous and shy because of her origins, Amora hides behind her long 'hair' and cloak, preferring to be alone and anonymous, seeing this as the far better alternative than the imagined or nightmarish possibility of being hunted and chased or even attacked because of her appearance.
However she will throw away her worries to help those in need, knowing that she has a good chance of survival and of escape in such an encounter. More profoundly, however, Amora seeks to help others as to distance herself from her brainless and murderous 'brethren'.
Under the surface however, Amora is a bubbly though air headed girl with a big heart and an even bigger stomach.

Background:
Left in the wake of a mindless slime, Amora's earliest memories are of her pulling itself out from it's corrosive trail, draped in heavy long cloak. Confused and disoriented, the young girl fled in a panic from the eerie maze it called home. Stumbling over the dead, and dodging the dungeons inhabitants as she ran in each and every direction, Amora stopped for nothing until she caught the faintest glimmer of light within the dark recesses. Scrambling upwards and onwards, Amora pushed herself out from the underground and into the cold light of day. Finding herself in the city, Amora pulled free her cloak from the deep crack she had escaped through and dragged herself to the nearest alley.
Through her teary eyes, she huddled herself within her only possession and sobbed herself to sleep, terrified and uncertain of what had just happened to her. With no memories to call her own, Amora wandered the city streets as an urchin for much of her young life, scrounging for food and begging for common copper pieces amongst it's inhabitants. Wide eyed and innocent, Amora was sometimes pitied, and often targeted by those of an unsavoury nature though upon glimpsing what lay behind her cloak, these people often changed their mind, their looks of disgust and fear at her slimy visage deeply upsetting and traumatising the young girl. When the city watch inevitably came with burning torches and clubs to chase her out, and proclaiming her a monster, Amora realised she was different, if not one of a kind.
Fleeing from the mob, Amora found herself back where she started; in the dark tunnels of the underground. It is here she came to a harrowing realisation, one she has tried to run from ever since. Unwilling to be 'who' she should be, Amora chose to be who she wanted to be, devoting her teenage years to helping those in need though this has proven exceptionally hard for her, be it because of her traumatic childhood, her appearance or most often peoples judgemental nature...

Hobbies:
Poetry, Eating Out, Pickling, Window Shopping, Antiquing

Fears:
Persecution, Mobs, Fire, Deep Water

Accomplishments:
A few unofficial eating competition wins (Generally a good source of income :P)
 
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I'd like to reserve a spot for a lil elf. Alchemist with a pet chicken. Fawke and Bok.
 
Twist Twist It looks great! Can you tell us what a "Street Urchin" is? Think that is they only thing I saw that made me tilt my head. I'm glad to hear you're interested.

ThAtGuY101 ThAtGuY101 Your spot is reserved.
 
Fawke
Name: Fawke Locke
Gender: male
Age: 22
Orientation: Bisexual

Race/Species: Dippu elf - Dippu elves are native to the island Dippu. A recursive island covered in various plants. Some of them are extremely rare and only found on Dippu island. Dippu elves are very small thus they rely on their elven cousins to protect their homes and island.

Dippu elves have a very special connection to nature as their blood contains powerful rejuvenation properties that exponentially improves plant quality and growth rate. Because of this, Dippu elves have a high natural resistance to poison.

Because of their small stature, dippy elves are not particularly strong and use their exceptional sight as they can see noticeably farther than the average person.they can also see infrared light.

Physical Description: Fawke is a fairly tan 3'4" ft elf weighing at 76 lbs. Slightly toned, albeit limited to his size in muscle. His eyes are a bright emerald green, his hair is light brown, short messy hair and pointy little elf ears.

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*fun fact! Much of Dippu elf attire consists of plant material mixed with blood magic. The blood magic here is an old trick of combining blood with organic materials and letting it soak for an entire week. The environment this magic is performed in must be done in a moist room with no wind that will ripple the blood nor sunlight that will touch the material. The result are materials that share more properties with cloth and/or leather depending on what was used. Sometimes animal skins from creatures that routinely shed their skin or feathers that have molted, or fur/leather from animals that have died from natural causes. Although fur and actual leather are extremely rare.

He wears a green tunic made of giant leaves which feels like silk to the touch. From a distance, it looks like a normal tunic, but up close, you can see the veins from when the tunic used to be leaves. he wears loose baggy brown pants, and wears a thick leathery cloak made from tree bark. He has various satchels and bags made of various flower pedals in varying bright colors along his waist. In these bags are his many potions and supplies. His belt and boots are made of a pale green snake skin.

Bok: Bok is a blue chicken with orange belly feathers, her feet are a burnt orangish color, her comb and wattles are green, her beak is a pale blue, her eyes are a pale shade of green, and she has red moss growing across her back. Bok usually sits on Fawke's head like a hat. Bok has flower pedals of red and blue in the shape of a collar.

Occupation: alchemist - Fawke was mashing potion ingredients together before he even know how to walk. Using a mortar and pestle before he even knew how to talk and picked up potions pretty quickly too. He began selling some of his potions for profit so he could gain access to foreign ingredients not found near the Dippu area. He gained quite a few loyal customers, mostly elves, but occasional human merchants bought some of his potions. Humans were a lot easier to impress than Dippu elves since his people had a very high standard of good alchemy.

Class: blood mage(healer) - in dippu elf culture, blood magic isn't frowned upon nor used for harmful or selfish purposes as they predominantly for its healing potential.

Because blood magic requires blood, the user must use a portion of their own blood or of a willing or otherwise donor. The effects of this magic are oftentimes useful to heal major wounds and serious injuries that a potion alone won't solve. As of now, Fawke does not know any offense blood magic abilities, but that may change at some point.

Blood transfer - Blood transfer is a basic blood magic spell that involves the transferring of blood from one source to another. Dippu elves use tree sap to replenish their own blood follow the rule of never harming the plants they take from, and only use the excessive sap that the tree does not need. Tree sap is not blood and they cannot do this to heal massive blood loss.

floral rejuvenation - Floral rejuvenation is Dippu blood magic. The magic strengthens and dramatically increases the growth of plant-life. There are limits to this magic. A tree cannot be instantly sprouted from the ground. Flowers can grow up to full size within 12-18 hours. Trees require a week to grow fully. Depending on how large the tree is, it may take a month. Bushes and shrugs might require 2-3 days. These plants are far more livelier than their average counterpart and live longer.

Blood purge - This spell involves the destruction of harmful blood, infected and/or poisoned blood cells. This does not replinish the blood that has been destroyed but can be used to heal a poisoned or infected individual relatively quickly.

Skills:

- He's fairly skilled and precise with a knife and precise in his cut as he has dabbled in treating wounds without magic, albeit only bandaging minor wounds and cleaning wounds for now, but he's willing to learn more.
- His combat skills gear towards staff fighting. He carries a three ft. Short stick which just looks like a staff, since Fawke is using it.

Inventory:
x3 minor healing potions
x3 Fey chicken eggs
x2 cure minor potion antidotes
an alchemist's knife carved from a dragon bone. (Gifted to him by his father)
a blood magic infused oak staff. (The blood magic infused with it just makes it sturdier)

Personality: Fawke is a very impatient man, but is also a scared little man. Everything is interesting and exciting and big and scary. But most importantly everything needs to be done now! Those flowers should be watered now, these chores need to be finished asap, and this fight should have ended ages ago! We still need to get more ingredients! He's also very gullible and quick to believe whatever he hears and is pretty optimistic wanting to believe there is good in everybody.

Fawke grew up on Dippu Island, just like his father, his forefather and many ancestors before him. Because dippu elves oftentimes take pilgrimages to visit the world in hopes of sharing the gift of nature. Usually in the form of growing plants in inhospitable habitats or other places that could benefit from it.

Fawke's father, Hawke was a medicine man and one of the Elven king's advisers and trusted friend of over a hundred years. Hawke was an impatient man, but never yelled at anyone. Everything needed to be done perfectly at the correct moment and nothing late. He was a very meticulous teacher when raising Fawke. His mother Aya was a gifted hunter. Extremely nimble and deadly precise with a knife. She had mastery over many weapons including archery. Fawke never picked up most of her fighting styles but did pick up dagger, staff fighting, and a little bit of hand to hand combat.

His mother was extremely strong, for a Dippu elf at least. She used an elven bow which was a solid foot taller than she was. Aya was one of the few people that could make Hawke slow down and remember to enjoy life. Fawke had a good life and a perfect family. He was an only child and enjoyed reaching out to make friends since he didn't have siblings. Since Fawke never had sibling's, he developed a really strong bond with his pet fey chicken, Bok.

Fey chickens look like normal chickens, but not really because they're blue, have red moss on their backs, and lay eggs that look more like seeds than eggs. Little Fey chickies grow in the seeds just like they would an off, if they've been fertilized. They can also be eaten. Blood magic can be used on the unfertilized eggs to create bloom flowers which change depending on the seasoning they were formed in.

Bloom flowers are special plants that require neither water nor soil as they get all their vitamins and minerals from the blood magic that formed them. In the spring, they give stamina boosts that the elves they use to grow crops. In the summer they give heat resistance which isn't particularly useful on Dippu island but helpful in the hot desert. In the fall they give physical strength which helps the elves in harvest season. In winter, they provide cold resistance which is very helpful in winter. Fey chickens lay eggs once per day. Fey Chickens can live up to 60-100 years depending on how well they are raised.

Even though Fawke was a fairly adventurous lad who enjoyed exploring and adventure, he had never saw fit to travel far from his village. All of his exploring thus far had been within three miles of the river that surrounds Dippu island. Even then, it was mostly just for alchemy ingredients. Then one day he woke up and decided he wanted to see the world.

A description of the world you came from:

Dippu island is a large jungle island surrounded by the Dippu river. Surrounding the island are tall trees with low hanging vines and various plants of all shapes and sizes. In the center of the island is the small village of 'Maldare Elogia' which translates to 'The garden of wonder'. Trees that have stretched and contorted and have taken shapes that the elven people may call home. Powerful blood magic controls the growth of the trees as the elves build their homes. Large towers lie in the center of the islands that dig roots deep into the ground and give stability to the entire island as well as provide nutrients to all of the surrounding plants. Even ones that do not receive much sunlight may still grow on Dippu island. On full moons, a light green mist covers the the lake surrounding the island.

Hobbies: sight seeing, petting animals, making friends, making lists, adventures and goat riding
Fears:
- people over 6 ft tall
- swimming in deep water
- swimming after eating
- strangers staring at him for over 30 seconds
- Big cities with tons of people
- talking rocks
- cannibalism
- necromancy
- pain in general
- he's not afraid of blood, but sometimes he gets a little squeamish
- getting his feelings hurt
-judgment
- wrongful punishment
- capital punishment
- he used to be afraid of cheese, but has gotten over that fear
- many forms of predatorial animals
- bandits and murderers in general
- banishment
- liars
- thieves/pickpockets
- people that don't want to be his friend
- awkward silence
- being murdered in his sleep
- the dark
- death from above or below
- being late as he believes things will only go downhill from there.
- cats, but only when they are hissing
Accomplishments: Making his momma proud every day by being the best lil elf he can and helping others in need.
Relationships: If you ask, he will dodge the question and turn redder than a tomato.
Father - Hawke - Royal advisor - 148 years old - alive
Mother - Aya - Hunter - 152 years old - alive
Best Friend - Bok - Fawke's travel companion - 15 years old - alive
Etc:
- When he gets scared, he starts speaking in elven
- He paces around a lot when he's nervous
- He likes to sing when he baths
- Chickens are man's best friend. Not dogs. This is a hill Fawke is willing to die on.
- Bok will stare at you and never blink
 
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Added info for Street Urchin and bit of a equipment for Amora RitualDeadlyf RitualDeadlyf
Just for reference do our clothes/ armour come under Inventory or just a given?
 
Eeee! This looks exciting. Why sleep when you can get lost in the possibilities? I have no idea what character I would make. But first, questions!
  • If your character is a priest(ess) or some type of summoner, would they be able to access their powers?
  • Do you have a preferred age range?
  • Can the character be based off of fairy tales, ie the pied piper or the brave little tailor?
  • Would you permit animal companions/steeds or are they truly alone?
I wouldn't be surprised if I had more later, but that's all I'll bother you with for now.
 
Eeee! This looks exciting. Why sleep when you can get lost in the possibilities? I have no idea what character I would make. But first, questions!
  • If your character is a priest(ess) or some type of summoner, would they be able to access their powers?
  • Do you have a preferred age range?
  • Can the character be based off of fairy tales, ie the pied piper or the brave little tailor?
  • Would you permit animal companions/steeds or are they truly alone?
I wouldn't be surprised if I had more later, but that's all I'll bother you with for now.
It's great to hear you're excited!

  • This really depends on, what is their power? What is the source of their power? What are they summoning? If their powers come strictly from a God, or their power is solely based on the power of faith - you're probably going to be struggling. Your God will not be able to hear you.
  • No, but I would probably be careful playing as a Minor. It can make others uncomfortable and/or limit the things you can do.
  • Yes. All characters are coming from their OWN world outside of "this" . Possibilities are endless.
  • If you can tell me how you're going to fit a horse through the door, by all means, go for it. Companions must realistically, fit through a door.
 
Twist Twist ThAtGuY101 ThAtGuY101
rakshasa rakshasa Lost Echo Lost Echo

Quest Board has been revealed!
Paths have been revealed!
1. Escape the Inn: Complete quests to acquire items from your given list, only then you may go home. Only if you are alive by that point.
  • YC is given a flimsy sheet of paper with a list of "ingredients" to acquire. No two lists are the same.
  • Others cannot acquire ingredients for you, but you can share the details of it.
  • Grind out quests to acquire your ingredients, solo or with others. Not every quest rewards an ingredient.
    • All quests are randomized and take you to completely new worlds.
2. End to the Mimic: Determine the Mimic's weakness and stop it from swallowing others, end the endless questing once and for all. But, what is the price of this?
  • Mimic rewards boons and ailments prior to each quest. At times, the mimic may eat an NPC (for the sake of YC) spitting out pieces of cloth or gear that NPC may have had that players can acquire.
  • Determine the mimics weakness and find a way to defeat the mimic. However, it won't be easy since there are always eyes on you.
  • ???
3. Reveal the Barmaid: There is something odd about this Barmaid. Determine who or what she is, revealing the overall plan.
  • There is much to learn about the Barmaid and what she could be up to. You can play it casually or try to romance her, as, she is human after all - right?
  • Plead, Manipulate, Aggression, or even work with her. (among doing other things)
  • There are no predetermined way to play this path, but luck will not be on your side.
4. Find an Alternate Route Out: Once you enter, there is no way to leave. The doors you came through do not budge.
  • There are many doors, windows, and other odd holes in the Inn. Unfortunately, the doors do not budge and if you try to fly out the window, you are left with serious head trauma,
  • There is a rumor that there is a .000001 chance of being returned to the world you came from through quests. However, it may not be like the world you once knew.
5. Start a Rally or War: Maybe not the best idea, but as they say, strength comes in numbers. Is it worth it though?
  • Recruit other players (or NPCs) to help rally against the barmaid and her goons.
  • Cause a scene in the inn or die trying.
 
It's great to hear you're excited!

  • This really depends on, what is their power? What is the source of their power? What are they summoning? If their powers come strictly from a God, or their power is solely based on the power of faith - you're probably going to be struggling. Your God will not be able to hear you.
  • No, but I would probably be careful playing as a Minor. It can make others uncomfortable and/or limit the things you can do.
  • Yes. All characters are coming from their OWN world outside of "this" . Possibilities are endless.
  • If you can tell me how you're going to fit a horse through the door, by all means, go for it. Companions must realistically, fit through a door.
Sorry, sleep came eventually.
  • That's exactly what I was hoping you'd say. It'd be really interesting to see the loss.
  • I get what you mean. Child endangerment is always uncomfortable at best. I was just as much leaning to an upper limit. Who wouldn't want a badass granny?
  • Great! I figured you wanted original characters, but I wasn't sure how original.
  • That sounds like a challenge. It does limit the size of the troll or whatever large creature I could choose.
Agh! So many choices! I might take the day to decide. One more question...I can't help but wonder if our character dies, can we make another?
 
Sorry, sleep came eventually.
  • That's exactly what I was hoping you'd say. It'd be really interesting to see the loss.
  • I get what you mean. Child endangerment is always uncomfortable at best. I was just as much leaning to an upper limit. Who wouldn't want a badass granny?
  • Great! I figured you wanted original characters, but I wasn't sure how original.
  • That sounds like a challenge. It does limit the size of the troll or whatever large creature I could choose.
Agh! So many choices! I might take the day to decide. One more question...I can't help but wonder if our character dies, can we make another?
You're more than welcome to be old and wrinkly, all while making her miserable.

Yes, you can make another or multiple.
 
Name: Hthul’orpsyd’janede Kw'e (Jane for short)
Gender: Female
Age: 29 years old
Orientation: Anything goes!
Race/Species: Melanopod

This is a species evolved for life on a planet orbiting a black hole. While warm and wet in climate, natural light on the planet is scarce, leading to life close to what you’d see at the bottom of the ocean, roaming the surface. Completely black in color, the species has a layer of melanosomes in their skin that absorb any light that hits their surface. While some species evolved bioluminescence to see their way around, they are designed to slip undetectable into the background until within striking distance of prey. While they were apex predators in prehistoric times, they never evolved vision good enough for anything other than making out spots of light in the darkness, so most of them are sight-impaired.

While they may have evolved to be predators, times have changed, and the Melanopods now live in an age of technological advancement and modern comfort. In their advancement, they’ve invented artificial lights that make seeing around easier, making predation of bioluminescent creatures and walking around with your hands outstretched unnecessary.

Physical Description:

Jane looms over her peers at a towering 6’9, most of it leg; she has a slim, slinky figure. Due to her light-absorbing skin, not many details are visible in her visage aside from her lovely, glowing white smile! She has long, silky black hair that just brushes against her elbows.
Due to her world’s climate, she usually wears little more than mini-shorts and a thin t-shirt. (Art by psudonym!)

analog.jpeg

Occupation:
She alternates between volunteering, fixing other’s musical instruments, and loafing around.
(psst, ask her about her ground aphoplankton, it’s only $20 an ounce…)

Class:

Bard. With a passionate love for music, especially that which she plays on her guitar-esque string instrument, she’s able to access the hidden, arcane magic of her world, using it to inspire, create illusions, emotionally and mentally manipulate, and occasionally scare away small animals.

Skills:

Good musician; she’s a pro at the fundamentals, but her taste in music can be a bit esoteric (some call it unlistenable).
Acting; she can quickly put on a mask to pretend she's something she's not, if the situation calls for it.
Picks up new skills quick; once she puts her mind to something, she can be fairly adept at it pretty quick; unfortunately, she's just as quick to forget it.
Scrounging; she's no stranger to being penniless and relying on her environment to get by. Leave her alone long enough and she's bound to have picked up enough litter to fashion a weapon or a full course meal.

Inventory:

At the moment, she’s carrying her guitar on her back, a few bucks in cash, and a lucky charm in the form of a small metal and glass amulet worn around her neck.

Personality:

Jane is an easy-going, incurable free spirit. Altruistic, she finds satisfaction in showing others kindness and goodwill. As she only wants the best for others, she tends to be very sincere, sometimes bordering on brutally honest. She's incredibly friendly, often to the point of overbearing, especially for introverts. She loves to strike up conversation with strangers, and as nosey as can be, she's just as likely to open up and over-share. In this regard, she tends to be a bit overly trusting. She's adventurous and is always willing to try something out, but with her non-committal attitude, she's less likely to stick with it. An activist, she has a strong set of morals, but with her philosophical mindset, she tends to be a bit of a navel-gazer. She's progressive and anti-tradition, non-judgmental of anything anyone's got going on. With her politics, she tends to be pretty idealistic, seeing the world as better than it really is.

She loves shiny things, though this is more due to her species natural inclination towards light.

Background:

Jane was born into an upper class family, and grew up on charcoal shores, spending much of her young life by the beach. As a youngster she was trained in classical music, mostly on sophisticated instruments like the piano, but she found more joy in the music she heard around her community. She loved the culture of the common folk in her community, their music, their holidays, their mysticism; luckily for her, she was soon to get an insider's look! When she was 16, she dropped out of school, and was kicked out of the house by her parents. For a while, she was functionally homeless, but with her outgoing and friendly demeanor, she was never without a couch to sleep on. Well-liked by her entire community, she never had trouble sleeping on park benches either; it was a bit hard getting used to not having much at first, but these days she's a nomad, only needing fresh air and her guitar to keep her happy. For years she's been drifting between passions and disciplines, wanting to experience everything the world has to offer, especially if there's money in it; she's been a thespian, a nanny, a personal trainer, neither of which she's ever stayed with for more than a month. She finds her purpose in life from volunteering around her local community, doing every odd job imaginable. Recently, she's been accepted into a private coven of mystics, who've been teaching her how to practice magic through her musical passion. One night, while trying to find a bar where she would be playing live music with a friend of hers, she took a wrong turn and stumbled into the twisted tavern.
 
I feel pretty content with Fawke's bio. Maybe. I keep looking back thinking I left something out or I accidentally wrote another OC's name from another RP in place of Fawke. For now I think he's ready. What do you think? Good to go? Anything needs fixing or something?
 
I feel pretty content with Fawke's bio. Maybe. I keep looking back thinking I left something out or I accidentally wrote another OC's name from another RP in place of Fawke. For now I think he's ready. What do you think? Good to go? Anything needs fixing or something?
Your character... is interesting. Good, and interesting. Keep that blood magic in check though. Don't need you emptying any bodies.

rakshasa rakshasa
The character species is very unique and I love it. Yet, it's so simple and it just has a nice appeal to it. For your class, the arcane magic - since you are not in your world, would it still apply?

Otherwise, all are approved so far. Twist Twist Lost Echo Lost Echo (when you get your character in)

You guys will receive a DM in about a day or two with a link to the IC along with your list of ingredients. There will be some more details to help guide you on how to play the game, so to speak.
The introductory post will be similar to above, pixie, survey, orc being eaten by the QB. There are some changes and one dice roll to notice something afar. But, the above will give you a good head start to get a first post draft up.

Now would also be a good time to look at the quests to determine what's in your character's limits, review other players and think about seeking parties. Ask questions at any point or I will help if you get stuck on something.
 
Oh, and you can make one-time NPC characters to help out as well. Something I like calling, "playing with dolls".
 
Now would also be a good time to look at the quests to determine what's in your character's limits, review other players and think about seeking parties. Ask questions at any point or I will help if you get stuck on something.

Questwise I'm leaning towards the Puppy Village or the Cave ingredient. The former I'd like a partner but the latter I may be able to manage alone....
 
Fawke is always looking for ingredients and loves petting dogs so I'd imagine he'd be willing to help with either if your interesting. Also no hard feelings if you decide to solo these things .
 
I'm up for either, just depends on how teaming up works.
Though i think Fawkes will have to hand over the item so we can complete the cavern quest :P
 
I'm up for either, just depends on how teaming up works.
Though i think Fawkes will have to hand over the item so we can complete the cavern quest :P
Teaming works simply by placing a "Party Request" meaning you're looking for members for X quest. But, realistically, it's more of talking in OOC.
 
I'm up for either, just depends on how teaming up works.
Though i think Fawkes will have to hand over the item so we can complete the cavern quest :P
Depending on how rare the ingredient they are looking for, they may find enough of it so that both of them walk away with some. Though if it's super rare and they only find a little, Fawke won't mind handing it to your character. He will know what he's getting himself into. :bishiesparklesl:👌
 
Ankerita
((Sorry it's late.))

Name: Ankerita the Tailor
Gender: Female
Age: 42
Orientation: Pansexual
Race/Species: Human
The only sentient species (in their opinion) in their world, humans consider themselves at the top of the food chain. They gather together in groups, building houses for each family unit until they’ve created a town. They live in a feudal system, with a distant king and a distant lord controlling the land they live on. But peasants are mostly ignorant of such politics. Though many work the land, there are many tradespeople. These stay within the town typically.

Upright, with four limbs, they stand on two called legs, and have two (arms) for interacting with their surroundings. Each limb ends with five digits. The arms have hands and fingers which are useful in fine motor skills.
Physical Description:
Though she always wears dresses tailored to her form, today she’s wearing her best dress. A cheery yellow that is shaped for her body before flaring out at the waist. It covers most of her short legs, but her neatly shined leather shoes are apparent to all. Her sleeves cap her shoulders, showing her muscular arms from using the loom, and from the back you can still see the leather torso armor a little voice told her she'd need. The front stops about a hand’s width from her neck, showing off her ma’s ring she decided to wear for the special occasion. Her brown hair is up off her neck, braided around her head with yellow thread weaved in to match her dress. At her hip hangs the newly minted Needle and a wrap of rope she laughingly thinks will work as thread. Across her modest chest is a brown leather satchel, embroidered with realistic looking daffodils. Her blue eyes lighten and darken with her mood, taking up most of her round face. Her skin was lightly marked from a pox she had as a child.
Occupation:
Seamstress/Tailor/Weaver
If it applies to clothes, she’s the main outlet in her village. The herders bring her the wool for thread or she’ll get flax from the farmers. She weaves the fabric, then uses it to make clothes. For the wealthy of the town they are tailored to their bodies. Though it would be a mistake to not mention the helpers she has for each stage. She certainly couldn’t do everything herself.
Class:
There's some freedom here as it's your world after all. Maybe there's no such thing as mages. However, again, there must be disadvantages with the advantages which can be listed under "skills". Please provide a small description of your class.
Skills:
Excellent Seamstress/Weaver/Tailor: If it has to do with thread she’s a miracle worker
Business Acumen: she employs the most in her village, outside of the palace. A majority of them are young women, saving up for their dowries.
Her secret: No one knows now that her family’s gone. She’d be burned for it
Fencing: Poor
Strategic Mind: How else would she have survived?
Agile: For her age, she is very spry and able to climb and run like a child

Inventory:
She has a satchel, with ten spools of thread inside, each a different color. There are needles of various sizes and a metal tin with pins. There is also an embroidered handkerchief, about 2 yards worth of cloth, and a few gold coins, though she didn’t expect to pay tonight. She's wearing leather torso armor made for her.

On her hip hangs the new Needle, a sword-shaped after its namesake, with only the tip of it sharp. It’s as sturdy as any blade the smith had ever made, likely able to defend against multiple blows. Beside it is a long spool of rope
Personality:
Known throughout the kingdom for her skills, Ankerita is very practical and not prone to nonsense. It was a wonder she got tangled up in the mess of her adventure as it was. Still, she was not known for going back against her word, so she followed through even when it was difficult. She finds the masses to be a bit dim but must work with them regardless. With the few friends, she has she’s known for wry jokes, returning sarcasm with ease.
Background:
The Tailors have lived in Stillhorn for generations, serving royalty and peasants alike. They all worked in the business, though their business has always been enough to employ the local young ladies hoping to supplement either their family income or their doweries. By now, most families have someone in their midst who worked for the Tailors in one section or another.

“I killed seven in one blow!” This was the sentence that gave Ankerita so much trouble. She was not one to brag but felt the accomplishment deserved at least verbal acknowledgment. Seven flies skewered with a needle and thread. The girls, those sweet children overheard her. They had been discussing the news of the giant that was spotted coming this way. And having assumed she was listening (for they’d learned she had ears like a bat) and having a bit of hero-worship already, they took their employer at her word. For she had never lied to them. If only they had said something then. All would have been cleared up without any mess and some knight would have received the honors of killing the giant.

Instead, they went home, gossiping amongst themselves. They agreed it must have been when she was younger, though none of them could figure out when. They each wondered if it was due to her secret, but it was agreed to never mention that outside of her workshops. As the giant neared closer, and fear rose, one asked her husband, a guard about it. Could perhaps she manage one now if she’d killed seven before?

Immediately he ushered her to his superior, who got her in front of the king. Frightened, the girl confessed everything (well, not the secret, but everything else). She’d heard the tailor say it with her own ears. Now the king, though he had never met Miss Tailor, knew her to be a fair woman, whose prices were good and products were as excellent as she’d always promised them to be. His courtiers swore of her trustworthiness, that she would never exaggerate her accomplishments. Perhaps they truly believed in her that much. Perhaps they were jealous of her clout within the village. Or perhaps they were just scared, as the giant was coming closer and no other solution had been found.

Regardless, Ankerita was ushered into the king’s presence immediately upon the morn. In her shock at the ridiculousness of the notion, she was speechless long enough for the king to take it as agreement. And once the king had decided, there was little else she could do. So she thought. How would one defeat a giant? She had her secret, but she knew she could only use it in desperation. Otherwise, she would be caught.

So she asked for a sword and for a horse (to get near it before it reached the town.) She had the rope she’d need, though she needed time to make her armor. No, she needed it to fit her completely, she could not take another. The king, reluctant to wait, but unable to protest agreed.

Ankerita came home. She let herself cry into a handkerchief for an hour, lowering her stress before she began to work. The girls, her sweet girls offered to help, but beyond keeping her fed and making sure she slept, everything else she insisted to do on her own. It took her two days (because her girls did insist she slept) to finish the armor, doing each stitch by hand. It was rare that she worked with leather, but it molded into shape, willing to protect her. She had a torso piece, with the shoulders separate. She made gauntlets to her elbows, then an extra piece to cover the joint. She did the same to her knees, with greaves and thigh pieces. When she put it on, it felt a part of her, as if she’d put herself inside it when making it. As prepared as she was going to get, she left the next morning, uncomfortable on the horse, and worried for her life.

This is what she told the king once she returned. It was more or less the truth. She’d tripped the giant with the rope and by pure dumb luck, he was knocked unconscious from the fall. She then ran over, and tightly sewed his clothes together so he could not move if he woke. Then she choked him to death, wrapping the rope around his neck until, well…

The full truth is that when she saw the giant, she immediately used her secret. You see, threads and cloth spoke to her. And with some effort, she could control them, though often just asking worked well. So she sent out the rope, having spent the ride getting to know it, out to tangle in the giant’s legs. It was pure dumb luck that knocked him out, but she would not have been able to sew his clothes together without her secret. The giant had been hard on his clothes, so they were willing to be sewn by her thickest threads, tighter and tighter until his arms and legs were locked together. She’d run to his neck then, holding the sword in her grasp. But the giant woke up. Unable to move his limbs, he instead rolled. Looping one end of the rope to the rock that had knocked the giant out, she’d rolled with him, hidden on his neck. The rope wrapped with her, tightening with each roll. He’d struggled, throwing her off as he fought off his death, but she kept ahold of the rope as she fell, pulling it tighter. In short, it was horrible and she would never do it again.

She came back, honored beyond she could grasp. She ignored all of that, sleeping for days while the rest of the village celebrated. She was awarded Needle by the blacksmith, who felt she needed a sword of her own (she loves it.) And now has promised to meet up at the new inn for drinks with her friends. She just didn’t realize it wasn’t this inn.
 
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You guys can do two quests on the board since it's only you few so far, especially if you'll all be together.
 

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