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Amalouras: Fall of an Empire {Open/Reboot}

LiviathRose

Eliminating the Heart
This roleplay was recruiting awhile back but only had one person interested. I put a lot of effort into this and don't want to give up on it, so months later I am trying again. I will answer any questions you guys might have!

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749 AD
To the Citizens of Amalouras,
The Kindom of Amalouras has recently been attacked by unknown entities.
We had a successful repel of the attack but we are now encouraging all able
bodies to pitch in on repairing the walls and stores. This is mandatory. The King
has agreed to make the Kingdom of Amalouras tax free during the repairs.


750 AD
To the Citizens of Amalouras,
The Kingdom of Amalouras has been under frequent attacks by unknown
entities. We are encouraging an evacuation of the Kingdom to either
Wandering Hilltops or the Kingdom of Evorath is taking limited
refugees.


751 AD
To Anyone Alive,
Your King is dead, your Kingdom is ours and you're next...

The Kingdom of Amalouras has fallen to unknown, dark entities who come only that of nightmares. The Kingdom is in complete ruin, perhaps with a few partial building and at night you can see the glow of the embers that still burn. You are a survival of the incident among a group of others, but were unable to evacuate during the times advised. Among this group, you are cold, hungry, tired, ill, and unstable. However, something deep down keeps you going and with that, you all have agreed to rebuild new in Amalouras. Yet, you are always in frequent danger as the nights come and go, in addition, if the creatures of the ruins are not driven off or blocked off, you all will face the same fate. It is time to rebuild and fight for your life.
Throughout the story you will be going on missions, teaming up with others, and going on an grand adventure to survive and take back the Empire of Amalouras. You'll have to work together to balance each others pros and cons to make the most out of what you have meaning you'll rarely be alone on your adventure.



Player Notice:
- Some posts require a dice roll before posting depending on your actions.
- One Paragraph Minimum + Details.
- Three Days is the maximum you can go without posting and without notifying us that you may need additional time. After three days, we move on to the next person. You can post the next turn.

Character Notice:
- Your character starts with a negative ailment that can be recovered in time.
- Your Character is open raced to your own creativity but must be approved prior with a balanced set.
- There is no chance for death unless you wish to make a new character. Or you quite.
- If you looked over these, tell me your favorite animal in your CS.

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**Please ask before using the map for your own personal use. I'll send you a copy of a blank one.
  • 1. Fallen Kingdom of Amalouras
    • The Kingdom of Amalouras has fallen and is in ruin, your once Kingdom of Wealth. At night, you can still see the ember glow of the remaining flames from the last fight. It is highly recommended to not return though you may be able to find useful items for rebuilding or survival. Some have risk their lives to go look, some never return. There is no telling what sort of enemy is out there. (During the Day: Roll for "Successful Scavenger", "Injury Consequence" and "Followed Chances". At Night: Roll for "Successful Scavenger" then "Injury Consequence").
      • Successful Scavenger: 1-4; You Failed to Scavenge for Anything. You must return back and try again another day. 5-10; You successfully scavenged for supplies. You can only carry your weight limit via a tote or your own arms.
      • Injury Consequence: You were told not to go, but you did anyways. Unfortunately, there are always consequences. 1; You left without being injured. 2-4; You left with minor injuries. (Cuts, bruising, etc.) 5-7; You left with complex wounds. (Sprains, deep but nonfatal wounds, etc.) 8-9; You left with major, possibly fatal wounds. (Broken limbs, concussion, deep fatal wounds, etc.) 10; You have a major wound and cannot leave the ruins of Amalouras. You must wait for rescue.
      • Followed Chances: You traveled during the day putting everyone at risk. There is a chance you were followed by enemies. 1-7; You managed to escape without being followed. 8-10; Something or someone came back to camp with you.
  • 2. Wandering Hilltops
    • Fertile land where most produce comes from and the poor strive. The Kingdom of Amalouras refused to have the poor anywhere near the kingdom, thus sending them away to promised lands. Amalouras went through with their promises but tax the poor harshly to make up for their travel time to the kingdom. Now that Amalouras has fallen, the people of Wandering Hilltops live in peace. They are not very welcoming to the survivors of the Kingdom of Amalouras, but are still open to trade for food. (Roll for "Trading Conflicts" or "Successful Theft" and "Karma".)
      • Trading Conflicts: 1-7; You were able to successfully to trade with resident of the Wandering Hilltops. 8-9; You were able to successfully trade with a resident of the Wandering Hilltops but lost more than what it was worth. 10; You were unsuccessful in trade.
      • Successful Theft: 1-4; You failed at stealing crops or other edible supplies from Wandering Hilltops. 5-9; You successfully stole from the Wandering Hilltops. 10; You failed to steal from the Wandering Hilltops and suffered minor injures while being caught and escaping.
      • Karma: 1-3; You suffer little to no punishment from your bad deeds. Maybe a bad hair day. 4-6; Your bad deeds has brought you bad luck. Something mildly unfortunate happens to you. 7-9; Your bad deeds have come back to bite you in the arse. You suffer from a painful injury, temporary illness, or loss of something valuable. 10; You should have never of done it. Your character now suffers from "Paranoia and Depression" Making them incapable of simple tasks. Roll a 7 or higher, to recover your next turn.
  • 3. Bandit Cove
    • A dangerous area usually inhabited by crooks and bandits of all races. Some serious riches can be found here and possibly supplies inside the cave just on the shore. (You can roll for "Successful Theft". No consequences. Cannot access until a boat is made.) The safest route to get to Bandit Cover located in Kibuki is by boat as travelling through Kibuki alone is rather dangerous.
      • Successful Theft: 1-4; You failed at stealing valuables or other supplies from Bandit Cove. You suffer minor injuries. 5-9; You successfully stole from the Bandit Cove. 10; You failed to steal from the Bandit Cover and are now confronted by enemies. Plan your escape without supplies.
  • 4. Elder's Grace
    • Safest area of all seven locations that is primarily inhabited by wildlife. Occasionally, you can find a travelling Elf or Priest due to the areas significance but are not hostile. There are plenty of natural resources but taking from this land is illegal except for fish, small game, and select herbs. (You can roll for "Successful Theft" of resources then roll again for "Karma". Scavenging from legal supplies is guaranteed success thanks to an unnatural blessing of the land. Cannot access until a boat is made.) Elder's Grace is primarily dense forest surrounding the Lake of Herabut if you follow the river, you'll be taken to more open land.
      • Successful Theft: 1-4; You failed at stealing supplies from Elder's Grace. 5-9; You successfully stole from Elder's Grace. 10; You failed to steal from the Elder's Grace and suffered minor injures while being caught and escaping.
      • Karma: 1-3; You suffer little to no punishment from your bad deeds. Maybe a bad hair day. 4-6; Your bad deeds has brought you bad luck. Something mildly unfortunate happens to you. 7-9; Your bad deeds have come back to bite you in the arse. You suffer from a painful injury, temporary illness, or loss of something valuable. 10; You should have never of done it. Your character now suffers from "Paranoia and Depression" Making them incapable of simple tasks. Roll a 7 or higher, to recover your next turn.
  • 5. Kingdom of Evorath
    • Kingdom of Evorath is dominantly Elves, but are welcoming to most species. This is also referred to the City of Glass, and is an excellent trading site. Unlike the Wandering Hills, Kingdom of Evorath has just about everything to trade. However, tends to be a little pricey. You can find scrolls of knowledge or recruit other members to your travels. (Trading is always Successful. Cannot access until a boat is crafted.)
  • 6. Island of Sorrow
    • The Island of Sorrow is often a dark place to travel. There is little resources on this island other than dead wood and a surplus of clay. It is a dangerous place despite time of day because it always appears dark here but offers recruitment options. (This Island sole purpose is to introduce new players via message in a bottle or discovery.)
  • 7. Plains of Wilderness
    • A semi-dangerous territory inhabiting wild beasts, vicious creatures and simple game. An excellent resource for meat, leather and bone if you can kill whatever it is you are hunting. The Plains of Wilderness is mostly open field. (Roll for Successful Hunt.)
      • Successful Hunt: 1-4; You failed to hunt whatever it was you were hunting. 5-9; You successfully hunted and skinned. 10; You failed to hunt whatever it was you were hunting and suffered minor-major injures while escaping. *Larger the Beast, Larger the Injury.

**In no specific order. Please PM!

BASICS

  1. Name
  2. Age or Estimated Age
  3. Gender
  4. Sexuality (Putting this means you're open to romance. Leave blank (N/A) if not.)
  5. Race
  6. A picture (non-anime) or a description of your SPECIES/RACE and what they "generally" look like as a whole. This does NOT describe what YOUR character looks like.
CHARACTER

  1. Biography
  2. Personality
  3. Description of their preferred look and specific details
  4. Likes and Dislikes
STATS

1. Starting Ailment
You can choose from Illness, Starvation, Exhaustion, or Injury. Describe if necessary.

2.Racial Buff and Con (Describe)
Different species tend to be better at something over others. These are not skills. What do they struggle?

3. Skills and Abilities (Describe)
Try to limit them. With each skill or ability, describe a disadvantage with them to balance your character out.
Ex: Has Telekinesis but becomes exhausted afterward unable to perform complex tasks.

4. Starting Tools or Items (Limit 2)
 
Seems pretty interesting! Am I right to assume that you would take on a DM/GM role in the RP?

Edit: You might want to throw up an interest check in the dice section as well!
 
Correct but I still want to give players freedom to create the world around them as long as the can still accomplish the current goal/mission/etc.
 
Got it! Just sent a PM to see if we can get this ball rolling!

Edit:

Ahh, also are those rolls just examples? I don't imagine we would only be limited to those actions?
 
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Heyitsjiwon Heyitsjiwon When you roll for certain events, you are left with the thought, "Okay, I rolled X and failed to steal from X. How can I add this in my whole post?" Meaning whatever you control your character to do does not matter as long as the end result (in this example) is you failed to steal something. Now, rolling isn't part of the whole RP, it's just a balancing mechanism so no one can be "perfect" or "play god". You can do whatever you want prior to the mission your character is assigned. So, no you are not limited to those actions.
 

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