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| 15 Jan 2016 07:20 PM |
(Please note before reading that this roleplay is open to those not familiar with the Witcher trilogy. Other than the basic lore, this roleplay will have no ties to the games. Ask away if you have questions.)
Land of Radolsav - (Year 1064)
Low-lying marshes with higher ground and mountains to the West, the Land of Radoslav got its name centuries ago when it was liberated by a hero by the name of, you guessed it, Radoslav. The small chunk of isolated land, which is because of the mountains to the West and the coast-line which is present in all other directions, was taken under rule by a band of rogues at the time. It wasn't until Radoslav, who crossed the mountains from the West, came and liberated the surrounding towns that the Land was finally free.
However, now the Land of Radoslav is facing something more sinister than a few rag-tag bandits with their rusty swords and poor technique. They're facing something that only Witchers can eradicate, something that will require more than just one as well.
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Land of Radoslav towns -
Village of Marka -
A small village with an inn simply named "Marka." The inn was the first building created in the small village and homes and other buildings have sprouted up around it. An armorer works here, the only one in the Land of Radoslav. The village itself lies further to the West a short distance up the mountains. They effectively avoid the marshes because of their location.
Village of Asbedus -
The largest village in the Land of Radoslav. There is an unnamed inn, a blacksmith who creates weaponry, and even a garrison. The entire village is surrounded by a wood wall and soldiers patrol around the village. The walls are in place to protect the town, as the village lies in the heart of the marsh on a piece of raised land.
Three Ways Inn -
This inn lies between the road to Marka, Asbedos, and the village of Gold on a piece of raised land. The inn rarely has trouble from monsters and is a good stop if one needs a bit of drink.
Village of Ulon -
The village of Ulon is a simple farming village with nothing of interest but a novice blacksmith who crafts basic swords and weaponry. Although it is indeed uninteresting, there could be work to be had. The village lies close to the coast and in only a little ways from the Village of Eskaan.
Village of Gold -
Nicknamed for its farming capabilities, the Village of Gold is a farming city lying furthest South in relation to all of the other villages. It lies on a large piece of land that used to be marsh many years ago. Because of this, the soil is rich and perfect for farming, making the Village of Gold the practical breadbasket for all of Radoslav.
Village of Eskaan -
The Village of Eskaan lies furthest East in relation to all of the other villages. It is the only port village where a shipwright creates small rowboats which the populace uses to fish, which is the village's main trade. Other than the inn that is also present in the Village of Eskaan, it is a place of little activity. _____________________________________________________________________________ Conjunction of the Spheres -
(Basic lore for people new to the Witcher)
The Conjunction of the Spheres is an absurd name for a phenomenon that can easily be explained in a mere analogy. Philosophers and scholars intentionally made it this way so that Commoners would not be shielded from this knowledge. The reason for that I cannot explain, unfortunately.
Think of yourself on a ship. Everyone has their own cargo and the people on it are all different than the cargo and inhabitants of those on other ships. You are able to see some of these ships off in the distance, but these are actually stars which withhold their own inhabitants and cargo. Sometimes storms occur, and these stars are sent towards one another when they are meant to stay apart. The ships can get so close that inhabitants of adjacent ships are able to jump onto other ships. They bring their cargo and inhabitants with them.
What just happened was a Conjunction of Spheres. This is why monsters are present in our world; they have jumped from their star to ours because of the cataclysmic affect we call the Conjunction of Spheres.
(Please note before reading that this roleplay is open to those not familiar with the Witcher trilogy. Other than the basic lore, this roleplay will have no ties to the games)
Land of Radolsav - (Year 1064)
Low-lying marshes with higher ground and mountains to the West, the Land of Radoslav got its name centuries ago when it was liberated by a hero by the name of, you guessed it, Radoslav. The small chunk of isolated land, which is because of the mountains to the West and the coast-line which is present in all other directions, was taken under rule by a band of rogues at the time. It wasn't until Radoslav, who crossed the mountains from the West, came and liberated the surrounding towns that the Land was finally free.
However, now the Land of Radoslav is facing something more sinister than a few rag-tag bandits with their rusty swords and poor technique. They're facing something that only Witchers can eradicate, something that will require more than just one as well.
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Witchers -
A Witcher (or Hexer) is someone who has undergone extensive training, ruthless mental and physical conditioning, and mysterious rituals in preparation for becoming an itinerant monster-slayer for hire.
Taken in as children, Witchers-to-be are subjected to intense alchemical processes, consumption of mutagenic compounds and relentless physical and magical training to make them dangerous and highly versatile against their vast array of opponents, many of which possess superhuman speed, strength and/or other deadly powers. These procedures ultimately mean that each fully-trained Witcher is a mutant built specifically to hunt and kill inhuman prey. The key permanent results of mutations shared by all Witchers include:
-Sterility -Amber eyes which grant night vision -Incredible immunity to disease which allows them to imbibe powerful potions. -Dramatically increased speed, endurance, and reflexes. -The ability to perform a few yet versatile magic spells (such as Quen or Igni.) -Sixth sense which allows them to "feel" things around them. (Tracking.) -Accelerated healing. -A much longer lifespan. (Sometimes a few centuries.)
***Along with this, Witchers carry TWO swords, usually on their backs. One is silver, for slaying non-humans, and the other is a steel sword used for humans. It is extremely ineffective to use the incorrect sword on an enemy. _____________________________________________________________________________ Witcher Signs -
(These are basic magic spells that all Witchers have learned to make them more proficient in battle. You may choose one spell to master. The effect of mastering as spell is shown in the parenthesis.)
Aard -
Fires a gust of wind in one direction which can knock enemies off balance or on to the ground. (Mastered - Have the ability to fire a less powerful gust of wind in ALL directions.)
Igni -
Shoot a wall of fire in one direction which dissipates after about a meter. (Mastered - Shoot a continuous stream of fire at one target at a time for a few seconds, causing much more damage.)
Axii -
The ability to charm opponents and get them to things your way. You can also calm those frightened, whether it be an animal or a distressed human. In combat, you can temporarily disable an opponent. (Mastered - Be able to mind control a single opponent, however it will take a few seconds to cast the spell.)
Yrden -
A magical trap placed on the ground, which will wound and immobilize opponents. (Mastered - Have the ability to place two Yrden traps rather than only one at a time.)
Quen -
Cast a magical spell which will block the first blow of damage. (Mastered - Be able to cast a continuous shield which can deflect more blows at the cost of not being able to use your weapon simultaneously. Weaker enemies have a chance of immobilizing themselves when attacking the shield.) _____________________________________________________________________________
Races present in Radoslav
Dwarves - Generic dwarves whose beards grow as long as they have the will to drink excessively. There aren't many in Radoslav, but they are still present.
Halflings - As short as a dwarf, they have large hands and feet. They are also very hairy creatures who often take up the occupation of an herbalist or a hunter. Like Dwarves, they are few.
Humans - The most prevalent race in Radoslav. They don't need explaining. _____________________________________________________________________________
Monsters for those unfamiliar - http://pastebin.com/Ey2T5N5G _____________________________________________________________________________ CS: (I don't want any super experienced BA Witchers. Make your character reasonably.)
Name: (First names only is preferred, but you can do first and last.) Gender: Age: School: (Do not fill out. This is assigned based on how you describe your character.) Mastered Sign: Appearance: (Anything from your physical appearance to your weapons if you wish.) Biography: (Optional) |
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| 15 Jan 2016 07:52 PM |
| If you don't mind my asking, how are children selected to be trained as Witchers? |
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| 15 Jan 2016 08:11 PM |
When a Witcher saves a peasant's life, they always ask the peasant to give them the first thing they lay eyes on when returning home.
This is how most children are selected. Others are orphans. |
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| 15 Jan 2016 08:14 PM |
| That was much more devious than I expected, but it fits quite nicely with the bio I had in mind. Thank you for the information. |
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k3rl343
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| Joined: 26 Jan 2011 |
| Total Posts: 6702 |
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| 15 Jan 2016 09:15 PM |
marked
niɒϱɒ bɘɿoɿɿim nɘʜɈ bnɒ bɘnniqƨ ˎbɘqqilᆿ |
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| 15 Jan 2016 09:16 PM |
Marked. Leeeleeleeeeleeleeeeeleeeleeeee lelelelelelelelelelelelelelele
y'know that song right |
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| 17 Jan 2016 06:37 PM |
Name: Ranstin Gender: M Age: 74 School: Wolf Mastered Sign: Igni Appearance: (Physique) - Ranstin stands at 6'4 and weighs in at 143 pounds, his physique being that of a tall, stocky and lanky man. His muscles, like any other Witcher of the Wolf school, are well toned yet not enough to get in the way of his agility and dexterity. Ranstin's hair is a jet black, brushed to the side with his hand, giving part of it a more full look while the other part fell into place flat against his skull. His beard, like his hair, is also jet black. It gets quite thick sometimes if he isn't able to catch a trim on the road. His eyes are amber in color and deep pockets of black reside beneath his eyes. His face is wind-beaten and of a slightly tanned color from being on the road so much and always beneath the sun. Like all Witchers, Ranstin has many scars from his many battles. One lies on his right cheek, courtesy of a Katakan. On his back lies one exceedingly large scar accompanied by another small slash beneath it. His hands are where most of his scars lie, his palms and fingers being riddled with them. He has a large gash on his thigh, but other than that the rest of his scars are too small and insignificant to mention.
(Armor) - Ranstin's armor is made from a cured, black leather torso which is incredibly durable while the sleeves are made from loose-fitting flexible black leather. The sleeves themselves have a chainmail-leather combination on the top, more exposed parts of his arms. Underneath the arm is generally unprotected and the elbows also lack armor in exchange for mobility. His trousers are made from the same leather that his sleeves are made from; the leather is black, durable yet flexible, and it provides great mobility. His gauntlets are nothing special, being made from black leather as the rest of his armor is. Ranstin's boots have steel spikes on the soles to help him navigate tumultuous terrain. The boots themselves have leather straps to help fit the boot to the foot better, and the rest of the boot is made from cured leather.
(Weaponry) - Ranstin's steel sword is crafted expertly, the pommel having a ruby encrusted. The sword's grip is made of durable leather, its color also having a black tinge. The blade is double-edged, one side being serrated while one maintains a clean, sharp edge. Ranstin's silver sword has the same exact hilt as his steel sword, however the chappe is curves up toward the blade while his steel sword's chappe is diagonal to the blade. Another difference is that his silver sword is not serrated. Both edges are clean down to the tip and they are sharp as can be. Biography: Not this time!
(By the way, no need to go this far in-depth. Your character doesn't have to be this fleshed out.) |
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| 17 Jan 2016 08:49 PM |
Name: Tainaak Gender: Male Age: 38 School: ______ Mastered Sign: Axii Appearance: Though he’s nearly forty years old, Tainaak’s witcher mutations have taken the edge off of most visible signs of age, though he does have some visible wrinkles around his eyebrows. When standing at his full height, Tainaak reaches a solid 6’2”, but when not fighting or trying to intimidate someone, he slouches. Badly. Tainaak’s skin is usually an unhealthy-looking pale shade, which only worsens in the colder months. His hair is thin and a dark red/brown in color. He’s never had a set hairstyle, usually cutting it whenever he feels like it’s too long, a length which has varied greatly. Like all mutated Witchers, Tainaak has a pair of amber, catlike eyes. Tainaak is quite talented when it comes to repairing clothes, so he often opts to simply mend rips and tears instead of buying the material needed to make a new shirt. This tactic has saved him quite a few coins over the years, but eventually, his wardrobe was more patchwork than cloth, not to mention stained. Tainaak’s weapons are unadorned, standard things. He never found the same pride others did in owning swords, and aside from keeping them sharp, never really bothers with them. Biography: A Witcher named Iskad was responsible for leading Tainaak down his current path. Iskad saved a peasant couple from a ghoul, then asked the traditional price. The couple were happy to agree, though they didn’t expect their only son to be an option, and tried to renege afterward. Iskad relented, taking nothing but leaving an ominous warning about upsetting a Witcher. By coincidence, or maybe something far more sinister, in the following months Tainaak grew gravely ill. Despite the efforts of a local herbalist, he wasn’t expected to survive through the winter. Iskad then returned, offering Tainaak’s parents a chance to save the boy’s life: strengthening him through the Witcher Trials. Seeing no other alternative, they gave in. Tainaak survived the trials, but it was a close thing. The effects of his illness, however, never quite wore off. Aside from some physical marks, he isn’t as strong as other Witchers and his stamina is almost embarrassingly low by their high standards. Tainaak was not stupid, and quickly learned he wouldn’t be as good a fighter no matter how hard he tried. Instead, he focused on books, particularly those on magic and battle tactics. By the time he was a full-fledged Witcher, he was a formidable strategist and a promising magician. (And if none of that is even remotely canon, I’m terribly sorry.) |
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| 17 Jan 2016 08:59 PM |
Accepted, the backstory is quite fitting.
As for your school, I'll give you a choice between these two -
School of the Wolf specializes in medium armor and a balance between heavy and light attacks. Their medallion is the head of a wolf with red eyes.
School of the Griffin specializes in Signs. If you choose this, select an extra "Mastered Skill." Their medallion is a griffin's head with amber eyes. |
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| 17 Jan 2016 09:08 PM |
| I'll take Griffin, add some variety. Also, I'd like to choose Quen as Tainaak's second skill if that's alright with you. |
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| 17 Jan 2016 09:33 PM |
| Mhm, your character is yours so mold it however you want. Also, if no one else ends up joining, I have another idea on how to go about it. That way your work on your CS won't go to waste. |
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Z0rr0w
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| Joined: 06 Jul 2008 |
| Total Posts: 14027 |
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| 17 Jan 2016 09:35 PM |
| Are we the ones that write out our encounters with monsters and human enemies in their entirety, or do you have a hand in that? |
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| 17 Jan 2016 09:46 PM |
If it's story-changing, then I do. If it is not, then the roleplayer may do as they please so long as it is reasonable. Does that make sense?
(However, if it ends up just being Schismatic joining, then the RP will take a different turn in those regards.) |
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Z0rr0w
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| Joined: 06 Jul 2008 |
| Total Posts: 14027 |
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| 17 Jan 2016 09:49 PM |
| Yeah, that makes sense. I won't be joining this since I prefer ISRPs, but I really do wish you the best of luck with this, for what it's worth. |
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| 17 Jan 2016 10:05 PM |
| If it doesn't end up working, it will go into an ISRP, so you can still have hope. |
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Z0rr0w
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| Joined: 06 Jul 2008 |
| Total Posts: 14027 |
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| 17 Jan 2016 10:06 PM |
Oh. Um, well, in that case, I hope this does terribly and nobody else joins and you're all alone.
im sorry |
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| 18 Jan 2016 11:34 AM |
HOLD.
I'm here.
Expect something within a day.
Also, Law Of Surprise amirite. |
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Z0rr0w
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| Joined: 06 Jul 2008 |
| Total Posts: 14027 |
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| 19 Jan 2016 05:06 PM |
| Last bump. Tomorrow this'll go into effect. |
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Z0rr0w
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| Joined: 06 Jul 2008 |
| Total Posts: 14027 |
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| 22 Jan 2016 10:18 PM |
Name: Sif
Gender: Male
Age: 23
School: (Do not fill out. This is assigned based on how you describe your character.)
Mastered Sign: Aard
Appearance: Sif is a young, light-skinned Witcher. He stands at 5'8 and has a muscular build that's common among his kind. His eyes were, in a time passed, a deep brown color. Now, they're amber like all the other Witchers. As a Witcher with little experience, he doesn't have very many physical scars, though there are a few small ones here and there.
His hair and rough beard are both a dark brown color. His hair is medium-length, and would ordinarily get in the way. However, he has it tied back into a short ponytail, with the hair towards the front of his face being swept back so as not to fall over his forehead.
Sif wears a mix of lightweight and medium armor. He wears a long-sleeve black shirt, along with a pair of matching leather greaves and pants. Over the shirt is a lightweight black longcoat that reaches his ankles. The top of the coat is buttoned and clings to Sif's body, while the bottom is unbuttoned, allowing him to move freely and easily.
A dark brown leather belt is worn over the coat, keeping it in place and making the split towards the bottom more prominent. The belt actually doesn't have any kind of buckle, and is instead tied in a knot in the back, causing part of the strap to extend downwards and stop just above the back of his knee. Though the shirt and coat themselves offer no protection, he wears pieces of dark brown leather armor in sections on his body over his coat. Notably, at his upper torso, shoulders, and wrists.
On Sif's back are his steel and silver longswords, both double-edged with clean edges, and both kept cozy in matching leather sheathes. Truly, these swords are nothing overly spectacular. In time, Sif will likely have to find newer and stronger blades. But for now, these will do.
Hanging from Sif's neck is a necklace bearing the medallion of his Witcher school. Also worn from his neck is a slightly shorter necklace with a wooden heart pendant. Carved onto the back of the pendant are the words "Happy Birthday Sif! Your sister loves you very much!" The i's and exclamation marks are all dotted with hearts. Parts of the pendant look like they've been stained with tears.
Biography: "Cold out here, isn't it Sif? ...Nothing to say? Still missing your sister, huh?" Sif was born to a family of farmers. His mother and farmer both worked on the family farm, only stopping to eat and sleep. At the time he was with his family, Sif was too young to work on the farm. He spent most of his time with his older sister, who stayed in the house to take care of Sif and keep him company. Out of all the members of his family, Sif was always closest to his sister.
One fine morning, Sif's sister awoke before Sif did. It was Sif's 7th birthday. Being a poor family, they didn't have much money to buy Sif any presents. Sif's sister, however, resolved to get some kind of a gift for her dear little brother. She walked into the woods nearby to search for a proper present. She was thinking about finding a nice piece of wood and carving it into and trinket for Sif to wear. She spent a few hours in the woods, carving a gift for Sif. Eventually, she'd fashioned a necklace with a wooden heart as the pendant. As she was on her way home to wake Sif up and wish him a happy birthday, she was ambushed by a monster.
She managed to return home safely, but a Witcher was with her, and he was determined on receiving payment through the Law of Surprise. Sif was the first to come out of the home and cheerfully greet his sister, asking who her new friend was. He got an explanation and was told by the Witcher that he'd have to leave his home. The moment Sif's sister saw her brother cry, she turned on the Witcher and attempted to attack him with her carving knife. She was on the ground before she even took a step towards the Witcher.
A sobbing Sif was forcefully taken from his home. Before he left, the Witcher picked up the present made for Sif by his sister and gave it to him. His sister's last words to him were "I'm sorry, I love you, happy birthday."
Sif was never able to return home. He made several attempts to escape before, but he was always caught by the Witcher that stole him away from his home. As time passed, Sif resigned to his fate as a Witcher. Since he was taken away as a young child, he doesn't know what the name of the village he's from is. As such, it's highly unlikely he'll ever see his family and dearly beloved sister ever again.
Now, his Witcher training is finished and his career has started. Though young, he's proven himself to be more-than-competent. With a little more time on the job, he could grow to become a Witcher not to be trifled with. |
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| 23 Jan 2016 12:26 AM |
Here you go pal
http://forum.roblox.com/Forum/ShowPost.aspx?PostID=182214795 |
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benzo2
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| Joined: 02 Jun 2008 |
| Total Posts: 18020 |
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| 03 Mar 2016 02:47 PM |
| JFC I absolutely bloody hate the filter. I'll have my CS up upon figuring out what I didn't actually do wrong. |
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| 03 Mar 2016 03:28 PM |
| If you're still having trouble just slap it on a pastebin. |
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