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Fantasy SettleTown, a Dark Brutal Mystery

Klimino Zepehphor

Personal hackey sack to Newspaper weilders
The dark path looms outside your small window, a creeping disfigured surface lit only by the torch held aloft by the carriage driver, sending your metal tomb ever forward into the creeping forest.


Between the shutters and flickering light, you read the pamphlet again.


“POSITIONS IN SETTLETOWN


ABLE FIGHTERS NEEDED IN BULK, 5 DUBLINS A DAY


NOT FOR WEAK WILLED INDIVIDUALS!!!!”


a simple note, but one promising pay beyond most common warriors dream.


A scream, like that of a bat pierces your soul, ringing in your ear. A devils cry it feels like, not meant for human ears. Your driver screams, the light disappears, dropped by him you would guess, but your much to busy, as the carriage tumbles over, a large gash suddenly spilling in oily moonlight from between the ever twisted branches up above.


As you attempt to gain your footing as the carriage comes to jerking halt, blood oozing from you from who knows how many cuts,bashes, and scratches, you suddenly hear it.


Your heart refuses to beat for an unnatural time just from the sound.


A dark, malicious voice, speaking directly in your head, in your most vulnerable crevices of sanity.


You fight to stay sane as visions of your own flesh getting devoured in unfathomable ways swims over your vision, before the sound of horses and musket fire snap you back to reality.


More piercing screams, swords and men, fighting outside, in the unforgiving hell that is the night.


And yet, in such a short moment, it is silence. It lingers, your breath caught in your throat as footsteps approach.


Blinded, suddenly, by lantern light, as the door to your metal tomb is pried open.


Not your tomb it seems, not tonight.


“heh, everyone! Got us a live one this time!”


a hand pulls you out. The air is crisp, cool, in contrast to the heat of the blinding lantern.


As your eyes adjust, you take witness to a group of men and women, scarred and raggity, yet more armed and armored then one would think. Ready, willing to fight the night itself you think.


The man who helped you up pats your back reassuringly.


“welcome to SettleTown, meaty, im afraid ill have to tell you, your gonna end up dying here.”


looking around, as you are lead into what they foolishly called a town, you knew they were right.


<><><><>


welcome to the small town of SettleTown. Located deep in the heart of the western forest, the town is meant to be the center point in a road that is to cut through the western forest, to save time circumventing the massive behemoth of trees that spans more territory then many countries, albeit stretched vertical enough to where cutting a path seemed like a viable option.


Seemed, but not true in practice.


For the town, deep in the heart of the black, twisted forest, met with the unknown, and the unknown is winning. Unable to complete their path, and pushed in by darkness mind and logic alike cannot comprehend, the mayor has sent a desperate call out for arms, in hopes of beating back the darkness, not to complete the road, but to ensure the survival of the lives the people there have attempted to build.


You, foolishly it turns out, accepted the request, eager for a paycheck most couldn't dream of in their lifetime.


What awaits instead, is a war for survival, against what seems like nothing and everything, a fight to keep yourself out of the grave one day longer, both physically and mentally, for there is a sickness in these woods, and more then one man has had to be put down for the safety of the whole.


<><><><>


:::LORE:::


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The World:


the Continent of Alross is the only Known continent of this world. While vast, it is still only a single land, and thus resources are fought over, and Differences in culture as well.


As of now, there are 3 major countries:


>The Unmentionable, the ones trying to build the road SettleTown is built to be a way point on, are a religious nation, worshiping the Gods of the Triangle. It is a harsh religion, but a just one, keeping a surprisingly moral high ground throughout the ages, which has made this nation the most expansive, and second most hated.


>Grottstock, the country The Unmentionable one is trying to connect to, as they are allies. While all religions are allowed in Grottstock, the Gods of the Triangle are the most common. Grottstock is known more for trading then war, but many a nation has learned that attacking their mighty walls are suicidal.


>HolmsDeep: an odd name,as they dwell in fortresses in the mountains, not in the ground. they are the most hated nation. Following the “rival” religion to the Gods of the Triangle, the Orderette, they thus believe their way of life to be superior to all and that the Unmentionable nation is a sore that must be crushed. Highly militaristic and zealous, they have closed their borders tight, and let no one enter, or leave.


And 4 minor countries:


>the City of the Maiden: surrounded on all sides by the Unmentionable, they have kept their freedom through actually beating and capturing all of the Unmentionable territory, however their only demands were their holy city be left to them, and to be able to freely travel through the Unmentionable countries land. This agreement has lasted, with only one attempt made by the Unmentionable to take the city again, in which the cities limits were instead doubled after they lost yet again, and the added law of any man wishing to travel to the City of the Maiden must be allowed through the Unmentionable Country, although an escort must be in place to lead them straight there. They only allow worship of the Maiden Goddess within their city.


>Zell: a small country squished between the ocean and HolmsDeep, they hate HolmsDeep and have been at constant war with them to retain their independence. They allow all religions but The Orderette, which worshiping is a offense where one will be used as live fish bait.


>the Grand Plains, a vast land of grasses taller then a horse taking up the entire east, these lands have been ruled by the native people known as the Dracs. Once thought to be primitive, it is now known the Dracs actually have a society as advanced as any other, but merely do not care to be involved with the heretics of others, although recently they have started to trade, even having the rare shaman appear to spread the word of their two gods, Mor and Les.


>Union of Aseroth: a bunch of small kingdoms and cities who joined together to be able to fight off the Unmentionable long ago, they are a diverse kingdom, held together only by the threat of sharing a border with The Unmentionable. Any religion and culture is welcome here, but the Gods of the Triangle.


<><><><>


The Religions:


>The Gods of the Triangle: legend says this religion was born when the first king of the first country had three sons, but lost them all in an avalanche. Mortified, he screamed to the heavens, cursing nature for its cruelty, to which three bolts of lighting struck the ground in front of him, where his children lay buried, and thus 3 gods appeared to him, offering him 3 wishes. He could, however, only wish one thing back alive per wish.


Without hesitation, he wished for all three of his sons back, and the three gods granted this, but when his sons arose, they were not the same.


Changed by the magic of the three gods, they glowed heavenly, and with new knowledge, lead their fathers kingdom down the path of the Gods of the Triangle, of justice, loyalty, and worship.


The three gods are;


Ohm: the god in the form of a ball of light, this genderless orb shines blessing upon all who walk in the suns light, but curses upon those who spill blood in the moons.


Dom: the god in the form of 3 eyes, always spinning. He is the god of justice, whatever justice that may be in the land his follower is currently in.


Mal: the god in the form of a mouth of wolves fangs. He is the god of loyalty, for those who break their vows must let themselves be fed to wolves or other foul beasts. Dogs are not permitted as anything but food to his followers.


>The Orderette: its foundation unknown, most stories say a single being burst out of a past kings head in his sleep, and took the throne, until he was pleased it was reformed in his image.


The religion revolves around the Orderette, the ruling family, that came from the one true god, Os, own loins. While they marry people into the bloodline, once in, you cannot leave, not even in death, for your body shall be put in a vat of preserving fluid for all to worship inside the Grand Temple, no matter your crimes or accomplishments.


The teachings, oddly though, of O, involve mercy, as all things were unfairly born below O, so one must help them get closer.


O himself was known to be kind, adopting all war orphans as temple workers, and making sure everyone had more to eat then they need...so long as they stayed where they belonged.


>the Maiden Goddess: all who join must become a warrior priestess, even the men, who are somehow transformed into women deep within the temple. The methods for how this is done are unknown, but only those willing have it done, and are sworn to secrecy on the process.


The Maiden Goddess herself teaches defending the weak, and the good of the world, through slaying the vile, and thus all Priestess are also trained as judges and executioners. She also teaches that the pleasure of the flesh are natural, but giving birth to twins is heresy, and both the mother and children must be put down immediately.


>Followers of Mor and Les: these two represent a balance in the world, one the people of the Grand Plains feel must be kept. No one knows where this religion sprung up from, but it is not widely followed outside the east.


Mor represents heat, fire, justice, loyalty, and a warriors heart.


Les represents cold, ice, government, and hunters.


>The One Who You Fear: a God who has been reported more then once to have appeared suddenly before his followers, so often once within the last 5 years. He appears as a figure cloaked in pure darkness, an unseen face, hidden deep within his hood. His hands are always stuffed inside his cloak, and he has no feet, for he merely hovers above the dark fog spewing from under his cloak.


Those that join the Cult of TOWYF(yes thats its actual name) must allow themselves to be chained down, to where their face will then be lit on fire, and beaten with a whip, until it is nothing but scar tissue. They will then dawn robes turned black from the smoke of burning blood, a mask of blackened metal to cover their face, should their hood ever somehow be pulled away, as it is taboo for their face to be seen.


TOWYF teaches one to respect death, and all those things that can grant it. Its followers are to go around, slaying the sick, the old, and those who cannot be saved, as an act of mercy, and to help any who wish to join, join.


This cult it seems, is only allowed to exist, as those they would kill, have usually already called for one of this cult to be brought for them, and are hired as executioners and assassins by many.


>The King: depicted as Pure gold, with a single eye, sitting on a throne, both him and his throne bigger then any city. He is the rightful king of all thrones, for he is the most pure of all things to exist.


Followers of The King simply wish to convert everyone and every kingdom to his glory, and are to be able to be fully self dependent, and are thus taught hunting, money management, and usually a craft or two to earn gold while they travel.


>the Twin Goddesses: It is said that the Twins were born at the beginning, and from their breath they formed the world and stars, and together rule. Neither is named, but both are known to be beautiful and powerful.


They teach unity, and vengeance, as no one should ever let an ill action against a member of their group be left unchecked. They are popular among small communities, and those merely seeking a community to join.


> The Machine: For nature is just organic machines, so too is god a machine. Logic and unrelenting purpose is what followers of this god stand for, each to be a master in the mechanical arts of watch making and other such technical arts, they busy themselves with doing all they can to become ever closer to being less of flesh.


The Machine itself is simply a colossal mechanism of gears and machines, slightly in the form of a human, with no emotions, which followers are not allowed to show. Only logic and advancement thrive in this religion.


> the Cult of Infinity follows Balah, who appears as a hand with a mouth on the end of each finger, surrounded in a circle by an infinite number of eyes, all constantly looking around. Balah is the god of prophecy and charms, for his eyes see all, and his mouths can spew fourth anything.


He does not care about good or evil, but expects his followers to meditate when the sun is highest, and when the moon is highest. He also is the teacher of charms, such as pain dolls or bad luck curses, as well as lucky clovers and the strength given by carrying a horses foot.


> Followers of The Legion believe there is not one god, but an entire race of superior beings who rule humanity through their combined mental will alone. The legion is a militaristic religion, for followers of legion are the army commanded by an army.


They are to fight, to join others armies, and climb the ranks as the recruit more to The legion.


More then once in history has a nation had a legion uprising, and more then once have they had their own nation, but 12 years ago they lost the last of their land when they attempted an uprising in the Union of Aseroth, only to be quelled and removed of their lands.


***more info to come***
 
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right cool, ill go ahead and post you need for Character Creation.


CHARACTER SHEET:


Name:


Age:


Gender:


Description:


History:


Personality:


Quirks:(assigned BY THE GM based on history and personality, and more will be gained and lost based on experiences)


Gear and Supplies:


<><><><>


Economy:


KingsWorth: a square brick of solid gold about 3 inches big, illegal to scrape off bits for gold flakes unlike in the past, making using these difficult, as a single one can pay for a war frigate.


LordsShare: a gold coin with a gem embedded in the center, it is about an inch and a half big. Also hard to use,but no where near as hard as a Kingsworth.


Dublin: a gold center surrounded by a thick ring of silver, about an inch big, these are the standard currency, but still outside of most mens reach.


Denny: a solid silver coin, while not the standard coin of the lands, they are much more common then the Dublin.


PeasantsWorth: a small bronze center surrounded by copper, smaller then an inch, these are actually inbetween the Denny and Dublin in commonity, as their so cheap and nearly worthless, they have fallen out of favor even for paying the lower classes, and many get melted down for their materials, as they are no longer protected by law.


Conversion rates:


KingsWorth > 500 LordShares


lordShare > 50 Dublins


Dublin > 25 Dennys


Denny > 1000 PeasantsWorths


<><><><>


Supplies and Gear:


before your journey to SettleTown, you had saved up what you could for both the ride and the Equipment you would need for your new life.


While only 20 Dublins and 50 Dennys, it was enough to get you something.


Supplies:


1 Days Food Rations: 1 Denny


Rope per Foot: 1 Denny


Blanket: 2 Dennys


Gallon of Water: 2 Dennys


*lasts 3 Days


Pound of Meat: 4 Dennys


*lasts 5 days, must be cooked


Salt brick: 1 Dublin for 1 pound


Log of FireWood: 1 Denny for 3


Lantern: 1 Dublin


Gallon of Lantern Oil: 5 Dennys


*lasts 7 refills


Torch: 1 Denny for 3


Matches: 1 Denny for 20


Flint and Steel: 4 Dennys


Paper Scroll: 1 Denny for 3


Loose Paper: 1 Denny for 10 pages


Ink and Quill: 1 Denny for 1 ounce + Quill


Medicinal Herbs: 5 Dennys


Bandages by the Foot: 1 Denny for 2 feet


Compass: 3 Dublins


Tool Set: 2 Dublins


*includes a small hammer, pick, shovel, and axe


Travel Sack: 6 Dennys


*can only carry bare basics


Backpack: 1 Dublin


Luggage Crate: 3 Dublins


*hard to carry by person


Wagon: 6 Dublins


*two wheeled, made to be dragged by a man or mule.


**can be connected to the back of the carriage for your journey,but there will be a chance not everything will make it.


Gear and Equipment:


Set of Clothes: 1 Denny


Winter Clothes: 2 Dennys


Travelers Coat: 5 Dennys


Heavy Winter Coat: 1 Dublin


Rain Poncho: 2 Dennys


Foot Cloth: 1 denny for 2 sets


Half Boots: 3 Dennys


Mud Boots: 5 Dennys


Sun Hat: 3 Dennys


Rain Hat: 4 Dennys


Cloak and Hood: 1 Denny


Leather Chest piece: 10 Dennys


Leather Gloves: 5 Dennys


GoatHead: 20 Dennys


*a helm made from inter-laying layers of leather,cotton,and some wood.


LeatherWood Chest: 20 Dennys


Leather Greaves: 7 Dennys


LeatherWood Greaves: 11 Dennys


Scale Chest: 1 Dublin, 10 Dennys


Scale Hood: 1 Dublin


ScaleWood Chest: 1 Dublin, 20 Dennys


*scales overlayed upon wooden segmented plates


FullIron Chest: 5 Dublins


Gauntlets: 7 Dublins


FullIron HalfHelm: 6 Dublins


FullIron Helm: 8 Dublins


FullIron Greaves: 8 Dublins


Full Set of Plate: 1 LordsShare


LeatherWood Buckler: 5 Dennys


LeatherWood RoundShield: 7 Dennys


Bouncer: 12 Dennys


*a shield of Wood,with Layers of cotton, rubber, leather, and topped with another layer of wood.


FullIron Buckler: 1 Dublin


IronWood RoundShield: 3 Dublins


IronWood TowerShield: 5 Dublins


Short Spear: 5 Dennys


Long Spear: 7 Dennys


Pike: 1 Dublin


Halberd: 3 Dublins, 5 Dennys


HandAxe: 5 Dennys


Woodsmen Axe: 10 Dennys


War Axe: 1 Dublin


AxePick: 15 Dennys


*an axe with a pick spike on the opposite end and a full metal shaft covered in leather.


PoleAxe: 2 Dublins


Dagger: 3 Dennys


Throwing Dagger: 1 Denny


Duelist Dagger: 6 Dennys


Short Sword: 7 Dennys


LongSword: 20 Dennys


Knights Sword: 3 Dublins


Claymore: 3 Dublins


Saber: 1 Dublin


Rapier: 15 Dennys


Scimitar: 1 Dublin


War Hammer: 3 Dublins, 10 Dennys


HammerPick: 10 Dennys


*a hammer with a pick spike on the opposite end and a full metal shaft covered in leather.


PoleHammer: 1 Dublin


WarClub: 3 Dennys


Spiked Club: 7 Dennys


Mourning Star: 10 Dennys


Heavy Mace: 20 Dennys


Single Flail: 15 Dennys


Double Flail: 1 Dublin


Triple Flail: 1 Dublin, 10 Dennys


Kings Head: 2 Dublins


*a Flail with 5 offshoot Shafts at the end, each with 5 small Flail heads attached.


HuntersBow: 10 Dennys


LongBow: 20 Dennys


Hand Crossbow: 15 Dennys


*smaller, single handed Crossbow


Crossbow: 20 Dennys


Hunters Arrow: 2 Dennys for 5


Knightslayer Arrow: 2 Dennys for 3


Bolts: 2 Dennys for 5


Crossbow Bayonet: 5 Dennys


*permanently attached to either a Hand Crossbow or Crossbow


KnightSlayer Bolts: 2 Dennys for 3


Spare String: 1 Denny for 3


*lost after 2 missions in which weapon was fired, used for both Bows and Crossbows


CheapShot Pistol: 15 Dennys


*a very small Pistol made to be hidden in a sleeve or boot


DoubleShot CheapShot Pistol: 20 Dennys


Duelists Pistol: 1 Dublin for 2


Long Pistol: 1 Dublin


TripleBarrel Pistol: 1 Dublin, 10 Dennys


Carbine Flintlock: 1 Dublin


DoubleBarreled Carbine: 1 Dublin, 20 Dennys


Longlock: 3 Dublins, 10 Dennys


*a Flintlock firearm of 'normal length'


MileLock: 5 Dublins, 10 Dennys


*a Flintlock twice as long as a Longlock, requiring a stand or shoulder to rest it on before firing accuratly.


**stand is an extra 5 Dennys


Plug Bayonet: 7 Dennys


*cannot fire while Plug is in the Gunbarrel


BlunderBuss: 5 Dublins


Double BlunderBuss: 8 Dublins


15 Pounder Cannon: 3 LordShares


Cheapshot Round: 5 Dennys for 10


Pistol Round: 4 Dennys for 6


Pistol Shot: 5 Dennys for 10 shots worth


*shot is smaller pellets in a bit of cloth, made to spread out in a wider but significanlty short distance.


Rifle Round: 1 Denny


Rifle Shot: 1 Denny for 3 shots worth


Rifle LongRound: 3 Dennys


*a new,experimental, but increasingly popular, pointed bullet, that adds accuracy.


Blunder Shot: 5 Dennys for 3 shots worth


15 Pounder CannonBall: 1 Dublin


Horn of Gunpowder: 15 Dennys


*lost after 1 mission if weapon fired


PoundKeg of GunPowder: 1 Dublin


*Lost after 3 Missions in which weapon was fired


Flint: 5 Dennys for 2


*lost after 3 Missions in which weapon was fired


The journey to SettleTown would require at least 5 days rations, and you would need a viable weapon for the job, otherwise so long as you had a way to carry it, anything could be brought.


Before you buy, you already had:


1 pair of clothes


1 set of old foot cloth


1 weapon 10 Dennys or less of your choice


5 Dennys worth of supplies
 
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SOME NOTES:


the game is mostly quite open to a degree, however supplies are a big issue one must keep in mind, aswell as how combat works.


When a battle breaks out, I will write up the scenario and initial bits, and post a map of character locations, and a list of Initiative ranking.


The Initiative Ranking is simply an order of who, enemy and ally, has the highest reaction time this turn, meaning whatever they wish to do will most likely happen or hit first, however TECHNICALLY everyone goes at the same time.


What you wish to do per Round in a battle, you will simply post publicly or PM to me.


Imitative is of course decided by many factors, weight, weapon, readiness, are some good points to take into account.


For ranged weaponry too, it is worth noting that reloading a crossbow will usually take some time, and a gun even longer.


ANOTHER THING TO NOTE, characters WILL die in this game, possibly quite often. You WILL end up in positions where without Teamate Assistance, you might not stand a chance of survival.


TEAMWORK. IS. IMPORTANT.


SETTLETOWN IS ALWAYS OPEN TO NEW PEOPLE THOUGH YOU CAN ONLY JOIN ONCE A IN GAME WEEK OR SO, AND ANY CAN TAKE A REPLACEMENT CHARACTER ONCE THEIRS DIES.
 
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This is gonna be glorious.


Name: Tribune Iulius Praetorius


Age: 38


Gender: Male


Description;


3bc52e12186c6a081bb312c339253066.jpg



"I care not for how many they are, nor for how few are we. For we are the Legion, and we shall not be broken!" Tribune Iulius Praetorius 8 hours before defeating an Aseroth force outnumbering his command 4 to 1.


History: Born into a poor family from the Union of Aseroth, when he was 16 he had a dream of a creature named Katharin, Katharin told him he was destined for glory as a soldier in the Legion, he left his home the next day and made his way to the nearest Legionary encampment. A veteran of the war between the Legion and the Union he has spent the last 12 years as a wandering mercenary, carving a trail of blood in the name of the Legion with skill and ferocity. At one point he was paid by a monastery for removing a bandit problem by being taught to read and write, since then he has spent much of his free time writing down and expanding upon his military experiences, and developing those experiences into applicable military tactics. Drawn to Settletown by the chance to pile his bloody trade, he is eager to slaughter more in the name of the Legion.


Personality: Militant, tactical, somewhat aloof, spends most of his time training or writing.


Quirks:


Militaristic- is good at making and executing plans, but if they fall apart can have difficulties adapting, due to the conditioning of military training.


Zealous- his devotion to his religion sometimes overpowers reasonable thought.


Closed Minded- works better with people sharing Quirks with him, but less so with those without.


Blood Thirsty- his hunger for battle makes him tougher, but can overpower reasonable thought.


Experienced- can keep himself calm and concentrated much longer in tough situations.


Scholar- can calm his mind with writing.


Gear and Supplies;


1 pair of clothes


1 set of old foot cloth


Long Spear


3 Gallons of water


10 Days dry rations


Cloak and hood


FullIron Chest


Gauntlets


FullIron Greaves


LeatherWood Roundshield


Short Sword


6 Paper scrolls


1 Ounce of ink + 1 quill


Travel Sack


9 Torches


Flint and steel


4 Feet of bandages


6 Feet of rope
 
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Name: Blakemore Berodach-Baladan


Age: 32


Gender: Male


Description: Standing at a staggering 7ft tall, Blakemore towers over the average man. He is not complimented by equal muscle or mass and is grotesquely gangly, enough so that his movements almost seem alien or extremely odd. To the untrained man, he may invoke a sense of revulsion simply from his stride alone, set aside his scarred face or terrifying will.


<p><a href="<fileStore.core_Attachment>/monthly_2016_02/57a8c7c6a6c37_DarkCleric.jpg.f7ee5addd4f47cf46df91a76b3285ca9.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="105448" src="<fileStore.core_Attachment>/monthly_2016_02/57a8c7c6a6c37_DarkCleric.jpg.f7ee5addd4f47cf46df91a76b3285ca9.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Do not let his appearance fool you however, while his appearance may make him seem frail or weak he is abnormally strong and agile for a human his size. Able to lift fully grown men with a single arm and swing weapons that would normally be used in two hands, in but a single palm. He is equally an easy target to hit and is as fragile as any other man.


History: Kidnapped as an infant from a small Hamlet in the Northern regions of the Western Forest, he was taken by a large congregation of Cultists worshiping The One Who You Fear. His name quite literally meaning; "From the dark Moor... the Son of Death" the congregation raised Blakemore entirely from his infancy and upwards, slowly branding him with scar tissue at a young age and assuring him that such behavior was normal for children. All throughout his childhood and his teen years, Blakemore was raised to believe he was part of a prophecy to journey the land and remind those whom believe themselves invincible, that death would find them. That he would find those who cheat death and bring them to the cold hands of The One.


At age 18, Blakemore was brought before the congregation and held down as he received a particularly brutal beating, one that is said to have made even the cultists there convulse in disgust. Their harsher treatment of the one that they believed would fulfill their prophecy was to test Blakemore's true power and differ him apart from all the others. By the end of his official indoctrination, Blakemore was barely alive and barely recognizable, he was set aside in a dark chamber where his wounds were left to heal on their own which took the better part of a year.


Exactly one year later, the now disfigured Blakemore received his metal mask before the large congregation and was officially announced to be the prophet that they believed would go forth and bring the fear of death into the hearts of all. The congregation then held a ceremony for Blakemore and committed mass suicide via poisoning, leaving Blakemore himself as the sole survivor of one of the largest Cults devoted to The One who you Fear.


Personality
: Irrational, Violent, however abnormally intelligent. He is as likely to kill a stranger as he is to talk to them. He has achieved infamy due to his tendency to torture Prisoners of War and inflict pain upon himself before and after battles.


Quirks
:

Masochistic

-

"To bring myself so close... The embrace of The One who you Fear is palpable..."


Ritualistically inflicting pain upon himself before and after battles, Blakemore fights with less vigor than he normally would if he isn't given proper time to inflict pain upon himself. He favors self-flagellation but will do anything to invoke pain in himself, he

WILL NOT

allow others to do it for him.



Sadistic

-

"To respect death, they will beg for it."


Similar in his self-infliction of pain, Blakemore ritualistically inflicts pain upon others before, during, and after battles. While this doesn't seem to impact his combat prowess, it does seem to increase his concentration and focus. He favors filleting skin from his victims while they still live but is also known to remove eyes and tongues as well.



Extroverted Introvert-



A faint, crooked smile creeps across the deformed lips of the Prophetic bringer of Death. Such a gathering of potential...


Often times, Blakemore is completely silent and will seem unwilling to communicate to others, however he enjoys conversation with others as much as he enjoys being in crowds and groups of people- even if he seems that he is miserable while doing so.



Chosen One-



"I am The One who you Fear. I am the cold embrace. YOU will feel his grasp, you will see the terrible vista of emptiness."


He has completely accepted his so called prophecy and believes himself to be The One who you Fear incarnate. He is violent and aggressive to those who believe themselves

'above'

or

'better'

than death.

Gear and Supplies: 14 Dublin 20 Denny remaining

Person-

Cloak and Hood (49 = 1 - 50)


Mud Boots (44 = 5 - 49)


Rain Hat (40 = 4 - 44)


Scale Chest (19 = 1 - 20||30 = 10- 40)


Worn under Robes


War Hammer (16 = 3 - 19||20 = 10 - 30)


Three Torches (19 = 1 - 20)


Flint and Steel (15 = 4 - 19)

Backpack- (15 = 1 - 16)

5 Days of Food Rations (10 = 5 - 15)


2 Gallons of Water (6 = 4 - 10)


10 Loose Papers (5 = 1 - 6)


Quill and 5Oz of Ink (0 = 5 - 5)


Blanket (23 = 2 - 25 || 14 = 1 - 15)


9 Firewood Logs (20 = 3 - 23)

 

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Name: Rodea Cain


Age: 19


Gender: Female


Description: Average height, lean, tanned skin from long days hunting, brown hair kept back in a loose ponytail, brown eyes. Wears browns, greens, greys.


History: Born in the peasantry, her parents were executed, and she became a squatter in an abandoned wood shack. Used her mother's bow and her father's tools to survive for a decade, trading leather and small crafts for things she couldn't make herself, before being kicked off the land by the lord's marshals. Afterwards, she decided to take up the SettleTown offer and sold much of her sentimental items that weren't of practical use, stole or robbed the rest of what she needed, and bought supplies for moving.


Personality: Taciturn; when she can, she takes longer than most to think about major decisions, seemingly staring off in to space, before coming up with a decision that she sticks with almost no matter what. Finds carpentry relaxing; she constructed her own crate and fletched her own arrows, the money spent was for the supplies and training rather than buying them outright.


Quirks:


Hunter- quieter in the woods when attempting to and more able to find food within it.


Handy- Able to sometimes repair or save Consumable, non Food equipment.


No Humor- does terrible around the joking types


Stubborn- changing from a plan causes stress and confusion to a degree.


Gear and Supplies:


10 days Rations (5 Dennys, 5 free)


2 Gallons of Water (4 Dennys)


1 Gallon Lantern OIl (10 Dennys)


1 Lantern (25 Dennys/1 Dublin)


2 Blankets (4 Dennys)


20ft Rope (20 Dennys)


2 Salt Bricks (2 Dennys)


Medicinal Herbs (5 Dennys)


Bandages, 10ft (5 Dennys)


Backpack (25 Dennys/1 Dublin)


Compass (75 Dennys/3 Dublins)


Tool Set (50 Dennys/2 Dublins)


Wagon (150 Dennys/6 Dublins)


Luggage Crate (75 Dennys/3 Dublins)


5 sets of Clothes (4 Dennys, 1 free))


2 sets of Winter Clothes (4 Dennys)


2 pairs Half Boots (6 Dennys)


Rain Poncho (2 Dennys)


Rain Hat (4 Dennys)


Brown Cloak and Hood (1 Denny)


Footcloth (1 free)


Leather Gloves (5 Dennys)


LeatherWood Chest (20 Dennys)


LeatherWood Greaves (11 Dennys)


Hunters Bow (Free)


LeatherWood Buckler (5 Dennys)


Short Sword (7 Dennys)


25 Hunters Arrows (10 Dennys)


15 Knightslayer Arrows (10 Dennys)


9 Spare Strings (3 Dennys)


13 Dennys spare
 
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Name: Ezzion a’Zell (Ezzion of Zell)


Age: 26


Gender: Male


Description: Short, wiry, with a very short black beard and a hooked nose, with a bronze-faced Zeln complexion.


Bronn_sketch.jpg



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Personality: Lively, helpful and forceful when he takes issue. Ezzion spends much of his time drawing whatever interests him when he’s not on duty.


History: “What’s there to say? Zell always needs more swords to fight off the Orderettes. I worked my father’s fishing sloop for a while, and slacked in my duties there, and when the family payed to send me off to the master of the city as a scribe, I slacked on my duties there and was sent back. I kept slacking through various jobs, shirking work where I could, fully aware of my own failings until I decided to get some discipline beaten into me by joining the army. So that I did, at the age of twenty. I got through two miserable years of hard marching, drills and fighting until I decided I’d had enough and deserted. So, I’ll never be able to go back to Zell, but what’s there for me? A couple of bastards, a dreary rockshore, wet fog and constant rain, mountains and a ratty old fishing sloop. I’d rather see the world than live out my days in the sea fog back home. So I struck out on my own. I’d thought to try and become some rich artist in a flowery city someplace, to put my talents at drawing to good use, but I as fate would have it, I put my talents at swordplay to use as well and ended up a mercenary instead. I sold my sword up and down the Maine in the endless little wars between the various city-states and kingdoms there that never seem to end for three years, then took a ship for the Union, where I made a living for another year, until the war, and my income with it dried up. I ended up coming back to the East after all, until I saw a poster, and went to go find this “Settled Town” that everyone was talking about. Would you believe that actually turned out to be it’s name?”


Quirks


Lazy- can oversleep and take extra time on tasks.


Artistic- good at drawing up details and can calm himself down with it.


Merc- being used to beign the first into the fray, this character does better in the front of the pack.


Equipment:


Equipment


1 pair of clothes (trousers pants smallclothes, socks)


Cloak and hood



1 foot of cloth



10 days of food



2 gallons of water (Canteen)



Blanket



Flint and steel



20 pages of paper



ink and quill



3 torches



9 feet of rope



7 feet of cloth bandages



Haversack/Travel Pack



FullIron Helm



Leatherwood chest



FullIron Gauntlets



Leatherwood greaves



Bouncer Sheild



Longspear



Knight’s Sword



1 Dublin, 10 Dennys left
 
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@Anaxial[/URL]


looks good, though Quirks are supposed to be GM assigned(with approval) those work out so good good, think everything should be good.


@Nepty


looks good


@Melissia


i think everything looks good, but onto Quirks:


Hunter- quieter in the woods when attempting to and more able to find food within it.


Handy- Able to sometimes repair or save Consumable, non Food equipment.


No Humor- does terrible around the joking types


Stubborn- changing from a plan causes stress and confusion to a degree.
 
CHARACTER SHEET:


Name: Heraklius of Palladia



Age: 32



Gender: Male



Description:
https://s-media-cache-ak0.pinimg.com/736x/cc/06/9d/cc069db507cc45bc4bea660a9d71f1e5.jpg


History: Heraklius was born with a divine purpose, he was the son of a family of officers who worshipped the legion growing up destined to join the army he was raised as a proper conformist militaristic zealot, learning the arts of swordsmanship, shooting and ofcourse the lynching of orderette worshipers. But for all of these great things heraklius was plagued, he saw visions in his dreams, visions of the legion, not the great and powerful gods he was raised to think they were, but a corrupt and decrepit power, the legion had become a defunct power and he realized a new general was needed to reorganize them into a proper fighting force, and that would obviously be him.



Hence he joined the army and used his training to enter the prestigious gunner force, for all of his bombastic plans he never got any higher then a veteran gunner, this ever so low progression combined with an unfortunate accident pertaining to Heraklius lobotomizing a superior led to him leaving the army to look for greener pastures, those pastures happened to be settletown.



Personality: Abrasive, an avid writer but doesn’t like reading the works of big authors, egotistical, is helpful out of a feeling of superiority, prideful.



Quirks:



Militaristic: is good at making and executing plans, but if they fall apart can have difficulties adapting, due to the conditioning of military training.


Scholarly: Scholar- can calm his mind with writing.


Prideful: Heraklius considers him superior to many, he is less likely to follow orders unless those orders correspond with his militaristic mindset


Trained to shoot: Heraklius has been trained to shoot and run, thanks to this he is worse at melee then most warriors, but in exchange his training means he is a superior shot


Gear and Supplies:


1 pair of clothes


1 set of old foot cloth


5 Dennys worth of supplies


two ounces of ink and a quill


20 pages of paper


Backpack


Medicinal herbs


2 feet of Bandages


Flint and steel


Sun hat


Shortsword


Long lock


Plug bayonet


2 duelists pistols


50 rifle rounds


11 rifle longround


4 poundkegs of gunpowder


1 horn of gunpowder


10 flints


Full iron chest


Leatherwood greaves


Leather gloves


10 shots of pistol shot


30 pistol rounds


2 Dennies
 
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Name: Oleander Quick


Age: 26


Gender: Male


Description: A tall, thin man of fine features, Oleander could often be mistaken for a nobleman or a courtier, especially with his taste for clothing that is designed for both function and for form. Piercing green eyes and black hair often pulled back into a tail sit above a small, aristocratic nose and thin white lips.


Not that these features are often on display – wearing a mask across his face to hide the subtle marks of long ago scars on his jaw and a heavy mark across his neck. In fact, the entirety of his body is covered in scars – down his arms, across his chest, and his left leg is a mass of marks from burning.



They paint a canvas of the turbulence that has characterised his life.
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History: Born to a whore in the capital of the Unmentionable Empire and fathered by a nobleman on leave from the military, Oleander grew up amongst the scum of society. He was lucky. A merciful man by the name of Jaque took him under his wing, raising him as an apprentice and taking him from the abusive hands of his mother who gave him so many scars. He grew, and quickly. Taking first blood at fourteen and fighting by his master’s side to capture the targets that put food on their table and powder in their guns.


He was an avid student, much beloved of reading and fighting, of learning the arts of sword and gun. Once or twice, close to becoming more than just a bounty hunter – Oleander almost joined the army. When he finally lost his master, the spear of a fugitive deserter plunging through his chest, he found in his heart a desire to carry on Jaque’s work.



But as he worked, he began to see things. When he slept a sibilant voice soothed the nightmares that haunted him. Nightmares of screams for mercy. Of blood and broken bodies. Of the men he had killed. The voice told him a name: Sibelia. Sometimes she sang, and he often thought he saw a tiny dancer upon the edge of his sword when he stared into it enough. He knew of the gods, of their power, and thus the thought that this could be a delusion danced only for a moment in his mind.



Years later, hunting and killing and dragging those who were wanted across the continent, he finally grew tired of working for a pittance. When the settletown job came to him, he took up his old Master’s amulet and put on his cap. The hunt was on again but this time he felt he would fight darkness itself.



Personality: Reticent and often calm, Oleander is a pragmatist. Though through his career he has found himself plagued by pity for those far weaker than himself – children, and the like. But he is never generous or kind enough to put himself at risk, and he has never lost a target to emotion or foolish pursuits. Though he is very quiet, he understands the importance of forming bonds with others, and is willing to put himself out there if needs be.


Quirks:


HeadHunter- even against the dark creatures of the forest, he can pick out the most important target among his foes.



Loner- does better when comrades aren’t in his 'personal space'



Duellist - does exceptionally well in one on one fights compared to others, but when teamed up on can be at more of a disadvantage.



Haunting vision - every now and again, he may see a specific thing that helps him focus and calm down, however long periods without it can leave him more irritated.



Gear and Supplies:



Backpack (1 Dublin)



10 days rations (5 free + 5 Denny)



3 gallons water (6 Denny)



Salt block (1 Dublin)



20 pages loose paper (2 Denny)



5 ounce Ink + Quill (5 Denny)



Lantern (1 Dublin)



2 Gallons lantern oil (10 Denny)



Flint and steel (4 Denny)



9ft x 2 rope (18 Denny)



10 ft bandages (5 Denny)



Medicinal Herbs (5 Denny)



3 set clothes (1 free, 2 Denny)



2 sets winter clothes (4 Denny)



1 set foot warps (Free)



Cloak and hood (worn sans hood, 1 Denny)



Travelers coat (Leather, 5 Denny)



Rain hat (Feathered tricorn, 4 Denny)



Mud boots (5 Denny)



Leather gloves (5 Denny)



Scalewood chest (1 Dublin, 20 Denny)



Scale hood (1 Dublin)



Leatherwood Greaves (11 Denny)



Hammerpick (Free)



1 Longspear (7 Denny)



Knight Sword (3 Dublins)



Ironwood Roundshield (3 Dublins)



Duellist dagger (6 Denny)



7 Throwing daggers (7 Denny)



Long pistol (1 Dublin)



60 Pistol shots (40 Denny)



6 flints (15 Denny)



1 Powder Keg (1 Dublin)



33 Denny free
 

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