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Join date : 2018-11-27
- The Gate Teaser:
- Signs of an evil past returning have begun to show themselves. The ancient seals that once held them in check have been spread out across the reaches of the map, and their power grows every day.
They will soon return.
A black marble gate stands erect atop the forbidden hill in a sleepy village. Eight empty slots adorn the perfect, ageless arch. The village elder has summoned you to her quarters to discuss a dire subject.
She has seen them approaching.
She urges you to travel to the domains beyond the village and seek out the relics which will determine the fate of your world. You and your companions set out. No plan, no route, and no telling what's out there waiting to meet you. There is one thing you're certain of...
You must seal The Gate!
Howdy. I'd like to propose The Gate, a regular old forum-based RP where you travel between the eight domains, collect the eight seals, and stop a terrible evil from returning.
Participants play as an orphan raised in the village of Peyles (pronounced payls) under the watchful eye of the Village Elder Esmeralda. A character sheet will needed to be filled out including their physical appearance, age (preferably 14-20's), and name (your backgrounds will all be similar; an orphan raised in the village with no knowledge of who their parents were or how they came to be orphans).
One of the very first rules the elder taught you was never to go to the top of the Forbidden Hill, or you'd be cursed. Today marks the first day of Winter, and a cold bitter wind foreshadows more than the snowy season. Esmeralda calls you inside for a meeting, but it isn't to discuss chores or to celebrate someone's birthday, but to discuss the fate of the world. You form a traveling party and are given supplies to aide you on your journey. She sends you off with well wishes and prayers as you begin your quest together.
If approved, The Gate will be ready to launch some time in mid-to-late Fall (October~November), will update regularly, and plans to end with the collection of all eight macguffins.
I'd need to know a lot more details before I could approve of this project. More specifically:
- Is there any particular reason you'd like to have a separate section on the forum for this roleplay? (If you can get it done with just a single thread, you can bypass the whole project proposal process and post directly to the Quick Roleplays section)
- How exactly is the roleplay going to be structured? Is it purely character-driven, as in whatever the players decide to do goes, or is there a plot the players will need to follow throughout? How tightly will the player's actions tied to the underlying narrative?
- Do you have a completed template for the character sheet? Not having one already really worries me, because it might lead to different player characters clashing with the intended setting or themes of the roleplay.
- I'd like to hear a lot more about at least the initial background and setting player characters will start in, just so that we're not lost in either the character creation process or in the first initial posts of the roleplay. Physical descriptions, lore, additional details about Esmerelda or other important NPCs, what kind of themes or elements players can expect to see, whatever you can put up.
The author of this message was banned from the forum - See the message
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- Posts : 97
Join date : 2018-11-27
I’ll answer these questions in order.
1.) Simply put, no. I more or less assumed that the Quick Roleplays section was dedicated to one-shots, or short scenarios for something to do between bigger projects. I pictured this RP lasting a while since it has a direction the player must take in order to “complete the story.” That is to say, as long as people wanted to roleplay, there’d be plenty of content to explore. I digress. I believe I can make this RP work in a single thread- I never really imagined having subsections anyway- so going forward, I’ll plan around that format.
2.) This particular RP aims to let the players control the pace and direction their story takes them. The only plot the players really “need” to follow is the main plot: retrieve the eight seals and prevent a terrible evil from returning. There’s no time limit to how long it should take players to complete these tasks. I have “sidequests” in mind if players choose to bother with them, but that’s the big bottom line: There’s a major goal, and plenty of minor goals if players choose to explore either of them. I’ll be developing a map of the Eight Domains and including little landmarks all over. Each landmark whether large or small will contain some sort of quest/module/story the players can decide to tackle. They could even take shelter at one of these landmarks (or at any point, really) without engaging in a sidequest.
4.) You asked for it!
I'll continue to develop the setting, and I ought to have a visible map by launch (aimed at October). If you've got more questions, fire away.
1.) Simply put, no. I more or less assumed that the Quick Roleplays section was dedicated to one-shots, or short scenarios for something to do between bigger projects. I pictured this RP lasting a while since it has a direction the player must take in order to “complete the story.” That is to say, as long as people wanted to roleplay, there’d be plenty of content to explore. I digress. I believe I can make this RP work in a single thread- I never really imagined having subsections anyway- so going forward, I’ll plan around that format.
2.) This particular RP aims to let the players control the pace and direction their story takes them. The only plot the players really “need” to follow is the main plot: retrieve the eight seals and prevent a terrible evil from returning. There’s no time limit to how long it should take players to complete these tasks. I have “sidequests” in mind if players choose to bother with them, but that’s the big bottom line: There’s a major goal, and plenty of minor goals if players choose to explore either of them. I’ll be developing a map of the Eight Domains and including little landmarks all over. Each landmark whether large or small will contain some sort of quest/module/story the players can decide to tackle. They could even take shelter at one of these landmarks (or at any point, really) without engaging in a sidequest.
- 3.) The Character Sheet:
- Player Username:
Character Name: (You only need a first name since you play an orphan)
Age: (Preferably between 14-Mid20's)
Appearance: (As suggested by feedback, I've condensed the previous appearance fields into one big one. Be as descriptive as you desire, and feel free to add unique traits such as freckles, piercings, tattoos, highlights, etc. In this tribe it is customary for members to receive tattoos at the age of 18 as acknowledgement of their adulthood. They can be of any color, size, or shape/pattern)
Background: (Elder Esmeralda received you as an infant, and raised you as her own. When you became 13, you were told to take up an apprenticeship or stay and assist her in her daily rituals. In this section, you describe how your character spent their days in Peyles before the fateful day came to leave the village. What do they get up to when it's not time for work? What are they like? Their hobbies? Fighting and forms of combat aren't necessarily taught in the village, but you might've found time to play soldier when you were young, or perhaps you study the blade in your spare time. Don't sweat this section; your defining moments are in the journey ahead.)
Apprenticeship: (If not specified above, who did you decide to work under for a year and up when you turned 13? You may choose from the list below and receive an item(s) relevant to your job. Read the Town NPC's spoiler ahead for more information on your choices.)
Blacksmith’s apprentice: You are familiar with the forge and the wares it produces. You may have helped make a weapon or two in your life, and have tested a few as well. You start with a hammer.
Carpenter’s apprentice: You work with wood. You can swing an axe, craft furniture, and build houses. You may or may not have gone out of your way to build a few toy swords once. You start with a carving knife, a hammer, and some nails.
Herbalist’s apprentice: You study plants with your mentor. You know how to grind down a few leaves or roots into a medicine or a poison. You also brew a mean tea. You start with a mortar and pestle, and a belt of pouches for herb gathering.
Cartographer’s apprentice: You are familiar with the tools of exploration. You can navigate by stars. You can read a map better than most people, and make one too. Having gone on at least one expedition in your life, you also know the best places to camp, the essentials in certain weather, and how to set up quickly. You start with a telescope, sextant, 5 sheets of parchment, a bottle of ink, and a few quills for writing.
Elder’s apprentice: You lived with Esmeralda and help her conduct divine rituals to foresee the future. You have picked up a little divination in your life, and she once taught you a spell for lighting your way in the dark. You start with a small crystal ball, some incense, and a small bell on a ribbon.
Farmer’s apprentice: You work the farmlands. You know how to tend to the fields, and raise livestock. You start with a sickle.
Cook's apprentice: You can cook (fry, bake, and roast), you are proficient in the tools of a chef, and know a few recipes by heart. You start with a cook's kit (Cutting Board, Iron Skillet, Pot & Lid, Knife, and Ladel conveniently strapped together for carrying on one's back).
4.) You asked for it!
- Town NPC's:
- Esmeralda, the Village Elder
A mystic seer of the Dream Tribe. Her days are spent in her quarters projecting to the astral plain to watch over the world. When she isn’t divining fortunes, you might find her ambling around the village tending to the wind chimes and other charms set in place to defend her beloved people. She is known to be very quiet about her past, and very vocal about the present state of affairs. She acts as a very stern, yet loving mother figure to her aides, and cares deeply for the orphans that arrived years ago.
Geirmund, the Blacksmith
A hulking foreigner who’s set up shop in the village. His accent as well as his singed red beard are both as thick as broth. He wears his hair up in a ponytail and a heavy apron at all times of the day, save for when he rests inside. There’s a rumor floating around that he tosses boulders for fun. He likes to tease his apprentices for a laugh, but means no hard feelings.
Harold, the Carpenter
A lean man with a gentle demeanor, his skin is bronze from all his time in the sun. Thick glasses adorn his nose, a partially grayed mustache sits underneath. Every piece of furniture in the village was crafted by his hands. Esmeralda treats him with the utmost respect. His apprentices become some of the most skilled and precise workers, often leaving town to become masters in other lands.
Corrine, the Herbalist
An inquisitive spirit, some would say eccentric, whose eternal fascination is with plant life. She cares for a garden of succulents purchased from the Desert Sea and High Cliffs. Dark circles lay under her eyes, above her freckles, denoting her dedication to research. Occasionally, she’ll join Hawthorne on journeys to document and study plant species. Her apprentices have a hard time keeping up with her work/sleep schedule, but learn a great deal of knowledge from her.
Hawthorne, the Cartographer
A tidy, organized man with a far-off look in his eyes. Whether it be in observation or in deep thought, they’re often assumed to be able to spot a lion on a mountain without the aid of his binoculars. He can often be seen in his watchtower at the top of his house scoping out the landscape with his equipment. He’ll always inform the Elder of his departures and arrivals to and from town. If not accompanied by his apprentice, he will set out with Corrine as a traveling companion. Apprentices under Hawthorne’s guidance will never be lost in the wilderness, and quickly learn how to pack the most into a small space.
Bob, a local farmer
A large, wide man with simple clothes. He doesn’t say much, and prefers to be working rather than speaking to fellow townsfolk. His ability in farming has earned him respect among the town, as they’ll tell you the time he brought in enough harvest to feed the whole town twice over during a particularly harsh winter. Although his silence may be mistaken as standoffish, he’s actually very mellow and caring. His helpers could tell you any story of his kindness and generosity which is contagious enough to rub off on them.
Adalyn, the Baker
A petite woman, who looks no older than twenty, but caries wisdom beyond her years. Gifted with a talent for cooking and an experimental approach to everything, Adalyn has made a living as a baker. The bubbly baker is known for her positive energy, and her pies. Adalyn's apprentices help her with heavy bags of ingredients and reaching the top shelf, and more importantly, they learn lessons of patience and precision while learning under her.
- The Village of Peyles:
- The Village of Peyles resides in the Domain of the Great Plains inhabited by the Dream Tribe. The Dream Tribe was once a group of nomads made of fortune tellers and spiritual experts. They split apart at the turn of the century and settled in different locations across the map. Peyles is one of those villages, and has adopted a more modern way of life. They have farmland, workshops, permanent houses, and Peyles in particular is settled around a peculiar piece of standalone architecture: A black marble gate that appears as if it was made yesterday. Esmeralda, the founder of this village is well-versed on this gate and insists that people stay away from it. She has been guarding it for as long as the village has been built.
The buildings in the village of Peyles are built on hills, making the topography of the village dynamic so that when it rains, the rainwater flows downhill. The buildings are made of wood, sporting thatched roofs and rounded doors. As the village was founded by a member of the Dream Tribe, Peyles’ culture is influenced by a connection to the spirits of nature. The buildings are painted with colorful tribal patterns, the house of the elder is especially colorful. Wind chimes are hung through the village as good luck charms for the weather. Small stone totems stand throughout the town to ward of evil spirits and bad luck.
- The Eight Domains At a Glance:
- The Domain of the Great Fields
A widespread countryside with rolling hills, small orchards, a few lakes and ponds, and the occasional waystone- a large standing stone with directions carved in an old language which point the way to other domains, landmarks, and settlements. At the borders of the Great Fields, there lie the domains of the Dark Wood, the Mother Lake, and the High Cliffs.
The Domain of the Dark Wood
A thick forest that sprawls at the edge of the Great Fields. The deeper one goes, the tighter the canopy weaves, and the darker it becomes. There are tales of a forest spirit who guards the deepest parts of the wood from humankind.
The Domain of the Endless Tundra
At the northernmost reaches of the world, the Endless Tundra stretches far beyond humanity’s bravest attempts to tame it. Curiously, adventurers have reported sightings of a white tower when the unrelenting blizzard is at its weakest. The Tundra is mainly inhabited by a single gathering of hunters who live a cozy village. As Winter approaches, the domain blows its snowstorms towards the Great Fields.
The Domain of the Mother Lake
On the banks of the massive lake bordering the Great Fields is a town of fisherman and romantics. The town is known for its main export: fish, but has attracted a great variety of citizens to its shore. Far off the coast of this lake is another civilization deep beneath the waves, home to the Mar, a reclusive, aquatic race known for their grace, beauty, and harmonious voices. It is considered good luck to see one.
The Domain of the High Cliffs
Above the Great Fields tower the High Cliffs. A series of plateaus and highlands that live in an endless breeze. It would take a great deal of climbing to reach the top of the cliffs, and past generations have carved a multitude of footholds and caves in the cliff face for travelers to rest and proceed upward.
The Domain of the Desert Sea
Beyond the High Cliffs lies a vast desert. The land is always shifting and changing, ravaged by sandstorms. The species of flora and fauna that have adapted to the desert’s harsh environment are especially hardy.
The Domain of the Deeping Mountain
A cluster of tall peaks coupled with deep, dangerous ravines between them. Stone bridges span the gaps between the walls of the ravines, and tall carved doorways lead into the cavernous halls of the Mountain Lord and his subjects, the Mountain Giants.
The Domain of Death
A scorched wasteland radiating with an oppressive feeling of emptiness and despair. Dead, withered trees litter the landscape. Deep in this territory is an old castle left in ruins. Rumors of something still at work in the dark castle float around the outskirts of this doomed domain.
I'll continue to develop the setting, and I ought to have a visible map by launch (aimed at October). If you've got more questions, fire away.
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