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Death Will Have His Day ((Sign-Ups and OOC))

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Quixoticus
Alezin
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Death Will Have His Day ((Sign-Ups and OOC))

Post  AWizardDidIt Fri Aug 03, 2012 10:05 pm

In the year 112 of the Triumphant Era, the city of Brennenburg in the Northern Hands was brought low by an abominable plague. The pestilence, known to modern scholars as "The Green Man's Ill," slew and infected so many that the lands in and around the city are, to this day, considered dead and unfit for mortal habitation.

Thousands fell to the seemingly unstoppable disease. Nearly all records about the names of these men and women, and the defining actions they took in attempting to escape the city, prevent the plague, or even proliferate its spread, are lost.

These are their stories.


Death Will Have His Day ((Sign-Ups and OOC)) Black_10

Foreword

Death Will Have His Day is a fresh take on traditional roleplay. It functions as a narrative: small groups of individuals authors will each tell their own story in the setting of plagued Brennenburg. That's right: nothing is decided ahead of time, and each "partnership" is able to decide how their end of the story will progress.

Partnerships

A "partnership" is a sub-circle of authors participating in the roleplay. It must consist of at least two and no more than four authors. Authors may choose who is in their partnership, with those lacking partnerships being assigned to them by the OP (myself). While partnerships may meet one another at any point during the thread, they will, for the most part, remain separate. The purpose of this feature is to crack down on crippling collaboration posts that hold up the thread, and to allow individuals authors considerable leeway on how "their side" of the story is told.

Existing partnerships will be listed below as they are created.

How to Sign-Up

Sign-ups should be completed by using the template below, then posted in this thread.

Gali and Veran are not allowed as player characters in this thread. Each author may submit only one character each.

Name:
Race:
Gender:
Height:
Weight:
Age:
Appearance:
History:
Starting Location (Place of Residence):
Other Notes:
Proposed Partnership\Partnership Suggestions:


The Lore

Home of House Blau, the current ruling house of the Ten Hands, the walled city of Brennenburg is an intimidating, massive fortress. It is clearly built to withstand attacks from without: but from within, who knows what damage could be caused...

The city borders Lake Sturm, a large freshwater lake that connects the Hander and Oto'Ghal cultures. While primarily Hander in ethnicity, it plays host a small Ghalian minority, and its nature as a port means that many Caren traders have taken up residence in its harbor district. Other races are fewer in number, but the city frequently sees travelers from abroad.

Brennenburg is divided into seven districts, each with its own unique demographic.

The ruling Blau family conducts it daily affairs from behind the walls of the small Gold Keep. A fortress city in and of itself, Gold Keep houses many resident and visiting nobles and the various businesses that follow such individuals: decadent kitchens, fine tailors, and wealthy, well-trained smiths. In times of crisis, the Keep can easily be sealed off from the rest of the city, and maintains a garrison to assure the safety of its aristocratic population.

The Commerce District is home to Brennenburg's lower-middle class denizens, many of whom are artisans or small-time farmers with land outside the city. It is a hustling and bustling place with narrow streets that are consistently packed with people. Among its many markets, consumers can purchase finely-crafted goods from both local sources and from throughout the country. Although Libran and Ghalian commoners are forbid contact with the people of the Commerce District, the wall separating the three poverty-stricken groups is slowly coming down, resulting in some disturbing talks of rebellion.

Within the Travelers' District can be found affluent merchants and performers from across the Hands, stopping for a night, a week, or even a month to ply their trade within Brennenburg's famed black walls. The Travelers' District houses many markets similar to those of the Commerce District, albeit smaller and much more expensive. The District has few permanent residents; its demographics and population vary wildly over the course of a single year.

The Military and Prison Districts exist as a single entity behind a set of ominously thick solid stone walls. Within its bounds, soldiers recruited from across the Ten Hands are outfitted and trained with freshly-forged equipment before being shipped south in droves, in preparation for an upcoming conflict with the Shrirein. Prospective thieves frequently climb the walls and navigate the sewers to steal from the District's massive stockpiles of weapons, food, and horses. Ironically, if they are caught, they are not thrown out. Rather, they are simply placed in the massive stockade known as the Prison District, a towering black cube that serves as the largest prison in the Ten Hands, and possibly the world. It is home to thousands of criminals, both dangerous and petty. While under 24-hour surveillance from heavily armed guards, a crisis within the city could result in a shift of attention away from the District's many inmates...

The Slums, while not formally a district, are home to large minorities of Ghalians and Librans. The Ghalian guachi dealers reside in the north half of the Slums, near the walls, while the Libran thieves live to the south, near the water of Lake Sturm. Both groups are notorious for warring against one another by way of short bursts of violent conflict. The Gold Keep turns a blind eye, leaving both groups to their own devices, and thus subtly eliminating any threat of a peasant uprising. The Slums may not have the same refined marketplaces and guilds as the Travelers' and Commerce Districts, but they nonetheless house many Libran and Ghalian salespeople who offer finely-crafted goods sold at low prices. Despite this, the Slums attract few visitors, as most who tread their streets in broad daylight (much less after sunset) find themselves left with empty pockets and a guachi addiction. The Slums have no walls, meaning that they continue to expand indefinitely as populations increase.

Despite the misleading name of the Commerce District, the Waterfront is actually Brennenburg's center of trade. Due to its location along the shores of Lake Sturm, the Waterfront receives merchants from across the world, all seeking to see their goods sold within the confines of the city or the Ten Hands at large. This said, it is also an important stop for any ship on its way south, due to the many amenities it offers to please a traveling merchant of any race. Obviously, it is only walled off on three sides, with its southern edge being lined with docks, warehouses, and lakeside inns.

Death Will Have His Day ((Sign-Ups and OOC)) Brenne10

Information on the plague, The Green Man's Ill, will be provided as the thread progresses. At the start of the story, it will not exist. By the end, it will have ravaged the city, leaving it an abandoned husk. Very few individuals possess a natural immunity to the disease, but due to the nature of the read, claims to immunity are completely allowed.


Last edited by AWizardDidIt on Fri Aug 17, 2012 6:22 pm; edited 3 times in total
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Post  Sorrowrunner Sun Aug 12, 2012 1:19 am

The more and more I think about it, the more I wanna play a carrion alraune... Kind of wish I made them playable rather than an intelligent monster.
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Laowei the Alchemist (Character Submission)

Post  Mercutio Wed Aug 15, 2012 6:29 pm

Name: Laowei

Race: Hele’Dai

Gender: Male

Height: 6’4”

Weight: 180 lb

Appearance: Short for his people, Laowei has shoulder length black hair and pale lilac skin, and golden colored eyes. Fitting enough, his Ajna mark is like a flame. Wardrobe wise, he wears a modest robe and sedge to protect from the sunlight, but has taken to adopting some of the mainlander’s clothes along the way, mainly boots and gloves as his own wore out fast.

History: Laowei was raised in a temple dedicated to the season of fire. From youth he always had an inner passion, suitable for his environment, a temple dedicated to the worship of this same passion. However, his fiery ambition was not for the life of a cloth, but a life of flasks and potions. Enthralled by the tales of alchemist journeymen wandering the mainland, rumors of fantastic recipes, and not the least of all the legend of the Elixir of Life, Laowei aspired to be as great an alchemist he could.

When he came of age, he left the temple and struck out on his own, seeking a mentor who would pass the craft on to him. Though hoping for a famed artisan, he was not altogether disappointed when a still reputable saw promise in him and endeavored to teach the young man. Laowei was lucky to have such a patient teacher, because his own eagerness and curiosity led to more than one incident. Over his apprenticeship, though, he learned to temper these faults and tame his passion, and gaining a thorough understanding of the trade, specializing in healing balms. Finally, his master released him from apprenticeship.

Still having a thirst for knowledge to sate, Laowei was recommended to take to the road and explain the world, experimenting with herbs across the lands and searching for formulas to call his own. His master guaranteed that no matter what, he would return to his people a wise and experienced man, and not just in trade. However, what neither of them could foresee is that his journey would take him to many dark points as well, as Laowei would discover in Brennenburg.

Other Notes: Owns an ox and a cart with which he carries his supplies. In addition to this he has a hefty range of supplies for alchemy.

Starting Location: Laowei will start in the Waterfront to have access to the goods merchants offer.

Proposed Partnership\Partnership Suggestions: I think it would be interesting to have Laowei interact with Moro, partly because he'd find an Oto'Ghal unusual, and would definitely find the Guachi product interesting for alchemical purposes. Open to suggestions.

Unrelated To Character Posting
"The Green Man's Ill" doesn't really do it for me. For all the death associated with this disease, the name is a bit underwhelming and perhaps a bit lengthy. Compare it to the "Black Death" from real life, the "Wailing Death" from Neverwinter Nights (for those who don't know about it, it's a game with a rather similar concept in the first act. Here's a vid for more detail. https://www.youtube.com/watch?v=aku7e-r-nWQ), or simply the "Plague" from Warcraft. Maybe call it the "Silence," the "Blight," just tossing some random names because I really don't know the symptoms of the disease itself (I suspect it has to do with green men), but yeah, just a suggestion.


Last edited by Mercutio on Wed Aug 29, 2012 10:49 pm; edited 1 time in total (Reason for editing : Partnership and Starting Location)
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Jac'Moro the Dealer

Post  Alezin Fri Aug 17, 2012 5:40 pm

Name: Jac’Moro

Race: Oto’Ghal from the Ghalian Cartel.

Gender: Male

Height: 7’0 ft.

Weight: 258 lbs.

Age: 28

Appearance:

A 27 year old, tan-shaded Oto’ghal. While the fuzzy feathers that cover his main body are mostly a light tan color, his hands, feet and snout shift to a grayish-brown. His chest is creamier in color. The feathers that make up his mane have a richer brown color and have white accentuations at the tip of his tail.

Although Moro has lived outside of the Ghalian Cartel for many years, he has never abandoned the traditional messy fashion seen in the region. He follows the Oto’ghal tradition of adorning the mane and body with colorful ribbons, and he decorates his claws using red and green paint. To cover his lower body, he typically wears women’s skirts that he’s modified. For his upper body he prefers sleeveless garments like vests, jackets and scarfs. He owns a bulky cloak that conceals most of his large frame, but only wears it when he needs to venture outside of his business. Finally, he wears a ornate gauntlet on his left arm that was a gift from his father.

( TLDR; He looks something like this: https://2img.net/h/i999.photobucket.com/albums/af117/Alezin/otoghalcopy.jpg )

History:

Moro was born in Zim’Ghal, the closest Ghalian town to the Ten Hand Commonwealth. Due to his father being an Enforcer, Moro was spared from a life of farming and was instead “recruited” by the Cartel. As soon as he grew out of his baby feathers the young Oto’ghal was enrolled into the Cartel’s prestigious school. Graduating at the age of 15, he was apprenticed to a traveling Dealer and perfected this craft in the lands outside of the Cartel’s jurisdiction.

By the age of 26, he had established a secure network of agents and was looking for a good place to set up his base of operations. An opportunity for prospect arose when Brennenburg’s main guachi gang got arrested by the city’s authorities. The leader, Teg’Nagui, disliked competition and had been infamous for his zero-tolerance policies when it came to other Dealers being in his territory. With Nagui gone, the city was now seen as a place where “young entrepreneurs” could go and carve a niche for themselves; Moro was one of the several Dealers that did so.

Due to the illegality of guachi in the the Ten Hand Commonwealth, Moro has set up a front for his activities. The Oto’ghal is the sole owner of Sapwood, a restaurant/tavern that claims to offer the best in ghalian cuisine. The establishment’s main costumers usually fall into two categories: The exiled Oto’ghal minority that lives in the city or guachi users.

Sapwood has been doing remarkably well for the past year. Pretending to be an exile, Moro has managed to keep up the façade being the owner of a legitimate business with little trouble. However, the current situation in Brennenburg might disrupt all that.

Starting Location (Place of Residence): Moro lives and works at Sapwood. The restaurant is located in the Ghalian side of the slums.

Other Notes:

* Moro is both a user and a pusher. He is addicted to the euphoric feeling that smoking dried guachi brings.

* By Ghalian standards, Moro is a fantastic cook.

Proposed Partnership\Partnership Suggestions: (Will edit this when I have something official.)
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Not a chevaar, and grant I stole your archetype

Post  Sorrowrunner Sat Aug 18, 2012 2:20 pm

Name: Lauraine Wilhelm
Race: Human
Gender: Female
Height: 5'8
Weight: 132

Appearance: Curly golden locks nip at the back of her neck, cut just short of her ear lobes. Like many a blond haired girl, her eyes are a pale blue. Her nose isn't quite slight, nor is her chin, but her lips are pale pink sliver, curved into a faint crescent grin.

More notable features below the neck are usually cloaked by thicker coats, often Chevaar creations, though they tended to be dyed blue and red by foreigners, with dyes from alraune petals and fruits, but that was beside the point. Thick clothing designed to offer protection and hide a machination or two Though, with the getup, it is quite possible to confuse her for a man, a very pretty, very effeminate man. Just don't tell her that.

History: Lauraine was the daughter of the second wife of a noble with a son that was to be the heir. Her mother being a Caren trade princess and her father a ten hand lord. 'Laura' looked up to her elder half brother, the man who would end up lord, leading to bits of mimicry, fitting daintier feet in his footprints, learning of chivalry and such, due to willful defiance and the will of her mother.

Admiration quickly turned to ire, in a number of classes and skill with a number of weapons she surpassed her lord brother. But despite being better suited for the title the rite of succession insisted her noble brother.

An incident occurred, her father, may he rest in piece, a healthy man, suddenly grew ill. While she and her father weren't on best of terms, she was still his daughter and cared for the man. But like her father, she found herself feverous, delusional, bed ridden. She had an Epiphany of sorts, nearly miraculously cured, she developed new found suspicions of her lord brother

She approached her mother, looking into her and her father's illness, may he rest in piece. The mother of the lord was silent, she didn't say a damn thing. With a hint of fear for her life, a tinge of wanderlust and all the rage she could muster, the woman left. She felt her lord brother wanted her out of the way, if that was the case, she would do it at the man's expense.

Other Notes: She will always get what she wants, always. She has a number of addictions, a number she simply refers to as 'medications'. As a result, she tends to be chipper. Laura's got a thing for foreign culture and many foreigners. And she's got a thing for the crossbow.

Proposed Partnership\Partnership Suggestions: Hmm, Iz and Veronica might make decent companions at least for the character.


Last edited by Sorrowrunner on Sun Aug 26, 2012 3:09 pm; edited 1 time in total
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Not a chevaar, and grant I stole your archetype

Post  Sorrowrunner Sat Aug 18, 2012 2:28 pm

Double post


Last edited by Sorrowrunner on Sun Aug 26, 2012 1:50 pm; edited 1 time in total
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Post  Quixoticus Tue Aug 21, 2012 1:57 pm

Name: Anita Stellardo
Race: Caren
Gender: Female
Height: 5’8”
Weight: 140
Appearance: Shoulder-length brown hair, green eyes. Tan complexion, athletic build. Caren military garb, light plate armor and sash.
History: Anita is the daughter of a blacksmith and a healer. Her father, the blacksmith, served in the Caren military when he was younger, which was a common practice in his family. Though Anita took vested interests in healing and medical practice, she received a great deal of schooling in military tradition from her father. While studying practices of magical healing in a Caren collegiate institute, Anita took an interest in the Caren history of conflict.

Healing remained her passion, but the philosophies inspired by her father and the military tradition pushed her toward her own service to the Caren, bent on applying her skills and knowledge as a healer and a cleric to the defenders of her people and her home. Anita’s matched her diligence in schooling with her discipline in the military, and as a result, was often on duty most of the year. The nature of her skills as a soldier, medic, and mystic healer made her an asset in crucial missions and high-profile endeavors.
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Post  Izdazi Fri Aug 24, 2012 12:39 pm

Name: Kaai Fuleki (closest translation to common language.)
Race: Dessien
Gender: Female
Height: 4'-8"
Weight: 85 lbs.

Appearance: Kaai is around the age of 22 and has a dark gray complexion. Like most Dessiens, her hair is white, done in long braids and pulled back. Her eyes are a saturated orange color. There are dark horizontal stripes running along her back. She keeps her hand and toe claws trimmed, yet they are still sharp and very functional.

Her garments usually consist of insanely clashing colors and typically made up of flowing material. There are small bows or ribbons attached to her braids and she wears several colorful cloth and beaded bracelets.

Because I feel like being lazy, let's just say Kaai looks very similar to this: https://2img.net/h/i999.photobucket.com/albums/af117/Alezin/dessiencolor-1.jpg
Thanks, Alezin!


History: Kaai was born in a small fishing village just south of the Dessian capital, Serria. She started following in her parent's footsteps as educators and was enrolled at the university in Serria. She took time off after her second year to travel to the Ten Hand Commonwealth. Originally, her goal had been to study other races and cultures and sate her urge to travel.

Kaai is especially curious about the class structures of other races. While the Dessiens have a class structure as well, it's not nearly as rigid and absolute as many of the distant races. Her hopes are to gather enough information to hopefully publish a paper that is required for third year university students.

While at a stop in Brennenburg, her travel plans abruptly evaporated when her money was stolen. Now penniless, she's stuck in this port town full of walls and restrictions. Her attempts to attain employment have been met with frustration.

Her problems escalated further when, near starvation; she got caught stealing a fish from a merchant at the waterfront. Her stay at the prison lasted less than a day. Afterwards, she was escorted to the southern gate and forced out of the city proper.

She’s forbidden from returning unless she can gather the money necessary to payback the fish merchant and book passage out of Brennenburg.


Starting Location: Kaai has now discovered herself in the Slums and once again has resumed her search for employment. With any luck, she'll attain the money she needs before yet another interruption occurs.


Other Notes: Like most Dessiens in their second year at the University, Kaai knows basic medicinal alchemy, first aid and mathematics. She's a fairly decent cook, especially when it comes to fish. Even though her parents weren't fishermen, one can't help but to learn a thing or two about fishing while growing up in a fishing village. She can understand, and somewhat decently, speak three languages, including local dialect.

Since most of her adornments are made of cloth or beads, they don’t fetch much money as trade. The only valuable piece of jewelry she has is a small necklace laced with quick-gold. However, since she’s not a magic user, the quick-gold doesn’t do anything for her. It belonged to her grandmother, a former house matriarch, and has extreme sentimental value as an heirloom and gift.

Proposed Partnership\Partnership Suggestions: Ideally, I'd like Kaai working as a waitress at Sapwood (Alezin's character's restaurant) but that's only if it works for her character. Otherwise, I'll wait and see what comes up.


Last edited by izdazi on Mon Sep 10, 2012 10:56 am; edited 2 times in total
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Post  Mormosi Fri Aug 24, 2012 3:23 pm

((Removed due to projected inactivity. Will be reposted when I return to the thread. Expected return time is in December.))


Last edited by Mormosi on Mon Oct 22, 2012 9:12 pm; edited 4 times in total
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Post  AWizardDidIt Sat Aug 25, 2012 7:31 pm

Name: Jasten Barra
Race: Caren
Gender: Male
Height: 5'7"
Weight: 141 lbs.
Age: 14

Appearance: While Jasten looks old for his age, he is still visibly young. His face shows no signs of scarring or wrinkling, and a sheepish grin is consistently plastered on his face as he goes about his daily business in Gold Keep. He has well-groomed brown hair that hangs to his chin. His eyes are a rather nondescript blue. Jasten is just beginning to display the marks of a man: his facial hair, although little more than peace fuzz, is proudly displayed on his chin and upper lip, and it is quite apparent that he is quickly outgrowing his boyish facial features. Common sense would suggest that Jasten will grow up to be a handsome, if not unremarkable man.

History: Jasten was born at sea, the only child of a Hander noblewoman and an unknown Caren sailor, who took her against her will during the night. While Jasten's mother was encouraged to disown the child after his birth or to abort him in the womb, she instead opted to give the babe over to her younger brother, Verulean, who had been unsuccessful at producing any children with his own wife, Mena.

Although he was made aware of his nature as a bastard, Jasten was told little of his biological sires, and brought up in seclusion by his uncle, who lived in a cottage in the countryside outside of Sublivar. As the joy of his youthful parents, Jasten was shamelessly spoiled, and before the age of ten had been trained in letters, painting, and riding. Due to the calm nature of his home life, Jasten was content to leave his origins a mystery, and whiled away his days with facile lessons and leisurely pursuits like hunting and fishing. At the age of twelve, he began an apprenticeship with the local chandler, hoping to one day enter the trade himself.

One day, while Jasten was out sailing with his uncle, a terrible storm moved in and assailed the duo's tiny vessel. Verulean was knocked overboard a rogue wave, and slowly drowned, unable to gain traction in the treacherous waters. Jasten sat paralyzed in fear below deck, knowing that if he attempted to swim out and save his uncle, he too would become a victim of the gale. Eventually, the boat itself began filling with water, and the youth was forced to plunge himself into the lake's frigid depths.

By chance or by fate, Jasten survived, pulled aboard a passing skiff by an observant fishmonger. He was returned home without his uncle, whose body washed ashore several days later. After the wake, it soon became ominously apparent to Jasten and his aunt that they could not rely on his uncle's extended family for financial support. Although Mena did not blame him for Verulean's demise, Jasten soon fell into a deep depression, shutting off contact with his friends and associates. Concerned for his health and unconvinced of her own abilities as a mother, she negotiated a deal with Verulean's family: Jasten would travel to the city of Brennenburg in the northern hands, where he would continue his apprenticeship with the chandler in Gold Keep.

Today, Jasten lives behind the walls of Gold Keep, and has become a sullen, antisocial individual. Although he regularly corresponds with his adopted mother, he still faults himself for Verulean's death, and has found little solace among the hustling and bustling denizens of Gold Keep. His lack of passion has resulted in a lack of ability; as such, he has become little more than an errand boy for his supposed master.

Starting Location (Place of Residence): Gold Keep
Other Notes: n/a
Proposed Partnership\Partnership Suggestions: May work alone. Open to suggestions from other group members.
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Post  Miss Tiger Wed Sep 05, 2012 2:54 am

Name: Elynde “Elly” Sunsong
Race: Chevaar
Gender: Female
Height: 5'2”
Weight: Slim, but with pleasant curves
Age: 19
Appearance: Elly is a slim, graceful woman, with big amber eyes, a pretty face, an impish smile, and long, sandy-blonde hair. It mostly hangs loose, but it's decorated with any number of thin braids, beads, feathers, and bells. Bells are a running theme for her, with jingling bands of them around her arms just above her elbows, around her ankles, on a thin chain around her stomach, and hanging from the hems of her clothing, creating a tinkling sort of music whenever she moves. Collections of gold bangles jangle on her wrists, and her ears droop slightly under the weight of the earrings running along the length of them.

Her clothes are colorful, an almost jarring collection of reds and blues and greens in a number of patterns. They're all light and loose, allowing her a full range of movement. Her shirt is short, baring a flat stomach, with sleeves that are tied at her shoulders, then fall to hang loosely. Her skirt is long, but slitted, showing off the strong, well-muscled legs of her kind. Elly doesn't wear shoes, trusting to the thick pads on her feet for protection.

History: Elly has lived a short but eventful life. Born into a nomadic tribe that wandered the desert, she spent her days caring for the animals that they drove from oasis to oasis. She was an active child, always darting around, and always seeming to be singing. Her happy life came crashing down when bandits attacked her family. Told to flee by her family, she was the only survivor.

The attack took place near the border with Shrireia, and it was there that she fled, finally coming to the mining town of Irhiran'centon. The young girl quickly learned that all that she had to trade with was her body, and when she was hungry enough, she did just that.

After that, she took to traveling. She did what she had to to get by, until she was working a bar and saw a dancer. She spun and whirled, and fire flared and sparked around her. The man that had been trying to talk Elly up and upon whose every word that a second ago she had been hanging was instantly forgotten. When the dancer was done for the night, Elly was right there, BEGGING to be taught. The dancer, a Caren woman named Selene Dumei, warned Elly that it would be long and difficult, but Elly was determined, so Selene took her on.

The two traveled, the elder teaching the young girl how to dance. Elly took to it with ease. She'd always possessed grace and rhythm, and she delighted in the dancing on its own. It was the calling fire part that she had difficulty with. She wasn't unfamiliar with the gods and the power they gave for sacrifices. Her family had offered a goat to the sacrifices every year as well. But Selene didn't perform sacrifices. She used Godspeak. Elly was fourteen when Selene took her on. It took four years of hard study and prayer before she was granted the ability, and another year of practice before she could combine it with her dancing and not light herself on fire.

During that last year, Selene needed to return to Caren when she heard that a member of her family had taken ill. The two parted ways in Brennenburg. Since then, Elly has been making a name for herself in the Travelers' District as a fire dancer and occasional prostitute, when the potential client is pretty and/or rich enough.

Starting Location (Place of Residence): Travelers' District

Other Notes: She does not do stealth, not with all those bells, and is skilled in daggers. Her fire magic is meant to supplement her dancing, and that's what she's trained to use it for, but in a pinch she could use it as a weapon. She has a very musical voice, almost to the point that it almost sounds like she's singing whenever she speaks. She is very protective of children, and will do a great deal to keep any harm from befalling one. She also can't read.

Proposed Partnership\Partnership Suggestions: idc whoever~



(( whoamg I made a thing! affraid ))
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Re: Death Will Have His Day ((Sign-Ups and OOC))

Post  AWizardDidIt Sun Sep 16, 2012 9:35 pm

All of the above applications have been accepted. The thread is now up at https://newvienna.forumotion.com/t35-death-will-have-his-day-closed-see-sign-ups#411. Partnerships will be announced by the end of the night, but it can't hurt to write up posts ahead of time!
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Death Will Have His Day ((Sign-Ups and OOC)) Empty This here bloke!

Post  thatguy Sun Sep 16, 2012 11:44 pm

Name: Anselm Braun
Race: Human (Hander)
Gender: Male
Height: 5'9"
Weight: Despite his short stature, he's quite stocky with muscles that have seen use.
Age: 32
Appearance: This rather short man is rather thick and stout. His hair is brown with a hint of red to it, which is kept trim and neat though it has started to recede from his creased brow. Save for a thin scar that diagonally cuts from cheek bone to across his brow, he is unmarred. The way he carries himself is a man who is seems at ease and relaxed, but ready for the some action at the last second. Many a telltale sign dictates this man without formal training or upbringing, but his grey eyes with green flicks are sharper than the standard commoner. Even when
History: Brought up to a pair of civil servants of nobles who had the money to teach him to read and right, preparing him the priesthood. Father was a giant of a man who participated in battle as a while his mother was short. Father was who wanted his son to take up the holy path of the Astrolos priesthood and often worked with him on his studies in reading. In contrast, his mother often spun many a tale about the glory of battle and adventures of many a hero from Hander folklore. When he was of the appropriate age to leave the family for formal training in the priesthood, still naive to the ways of the world, with his head filled with the stories his mother told him, he left home to follow a hedge knight as his assistant.
He initially met the hedge knight as he passed the hamlet of Anselm's home on his way to a tournament. Anselm joined up, thinking only of the glory and riches that awaited him as he traveled to the tourney. The hedge knight was barely competent and favored a warm drink in his generous gut as he traveled. After about half a year of following the hedge knight, Anselm's opinion of the one who he was following was disillusioned and followed him partially because he was lost and partially because he didn't know what else to do. After servicing the knight for years, the hedge knight died in a tournament after a broken sword managed to break into his visor.
About a week of begging and scraping by with barely enough to eat, he eventually joined up with a mercenary crew that was looking to hire. The new hires were supposed to be fodder that were part of a ploy to attack a group, drawing the main attention as the mercenary band flanked them and ripped them apart. He lived thanks to a helmet that he had from his former hedge knight, knocked out at the beginning of the fight and joined up once the formations were broken up. He got up and was killing those that didn't notice him, frantic in staying alive.
After the battle, he continued to follow the mercenary company, receiving their informal training and doing what he could to live, motivated partially by his time begging and by the lack of any other trade. The mercenary leader made use of his reading and writing. Eventually, after a close call in one particular skirmish, he found himself in the city of Brennenburg and, thinking he made enough money to settle himself for a time, he decided to stop there and retire early from the life of a sell sword. As it stands, he currently does various odd jobs that come into his lap, trying to stay legit and legal. He hopes to run his own mercenary company as an administrator from the comforts his home.
Starting Location (Place of Residence): Commerce District
Other Notes: He's in good physical condition and has his fair share of street smarts coupled with various tricks and techniques that he picked up from his mercenary compatriots. These are coupled with his informal education from his father has him as a physically powerful opponent. Unfortunately, he hasn't fought a real opponent in a real fight for several years, only getting into fist fights and insignificant duels for money at various moments and times. He has a variety of outdoor skills and equipment maintenance for what it's worth and he has experience in battles on a small scale.
Proposed Partnership\Partnership Suggestions: I'm open to ideas and suggestions. Whatever makes sense within the confines of the RP, I'm down with.

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Death Will Have His Day ((Sign-Ups and OOC)) Empty Re: Death Will Have His Day ((Sign-Ups and OOC))

Post  Izdazi Tue Sep 25, 2012 10:37 am

Here's some basic floorplans for the Sapwood Tavern. A front elevation view is in the works.

Sapwood - First Floor (Dining Room)
Death Will Have His Day ((Sign-Ups and OOC)) Sapwood_003s

NEW! Sapwood - Second Floor (Guest Rooms)
Death Will Have His Day ((Sign-Ups and OOC)) Sapwood_Floor2

Sapwood - Basement (Employees only.)
Death Will Have His Day ((Sign-Ups and OOC)) Sapwood_basement_03s


Last edited by izdazi on Fri Oct 26, 2012 2:46 pm; edited 1 time in total (Reason for editing : The tavern is now an INN!)
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Death Will Have His Day ((Sign-Ups and OOC)) Empty A Tentative Withdrawal

Post  Mormosi Mon Oct 22, 2012 9:09 pm

As the title of this post suggests, I, sadly, am going to be withdrawing from Death Will Have His Day for the time being. As much as I have been eagerly looking forward to roleplaying in the Calmargur universe, and the thread specifically, my schoolwork has begun to suffer due to poor time management on my part. Being a freshman in college, I don't want to get off on the wrong foot, and, unfortunately, my range of work has already become very thinly spread. New Vienna is a distraction I can't afford at the moment, especially with my typically lethargic work ethics. So, I'll be removing Kaheni until the semester is over (in December), at which point I should be able to devote time to the forums again.

I will be posting up documents in the Calmargur lore sections, however, and may be posting up standalone stories, but most collaborative work will have to wait until December. I apologize for the inconvenience; I was really looking forward to this, but I'll just have to wait until I plant a real stake in college.
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Re: Death Will Have His Day ((Sign-Ups and OOC))

Post  Izdazi Fri Oct 26, 2012 2:39 pm

After a brief chat with Alezin, we’ve decided to change a few things with her character’s establishment. In order to better help the other writers in this story we are going to make Sapwood a tavern and an inn. The building has been increased from two floors with a basement, to three floors with a basement. This will hopefully help other characters find a place to stay while visiting the lovely slums.

As before, the first floor will be the tavern and bar. The second floor will now be the guest rooms and the third floor belongs to the owner, Jac'Moro. There is no graphic for the third floor at this time. The basement will remain as before: a storage area.

I’ll be adjusting my last post in the story to reflect the updated description of the building.

Alezin and I are still hashing out some design elements, but at this time the rooms come in two sizes. One for ‘regular’ size species and the others are for the larger sized Ghalians. Each room will have a twin size bed, a small table with an oil lamp atop, a storage box and a chair. Every room has at least one window which can be opened. There’s a washroom at the end of the hallway.

The rooms are… livable and relatively kept up with, although I doubt many folks would want to make it an extended stay. Razz

We’ll be provided more details later on and this floor plan is subject to change. But for now, I believe Sapwood has vacancies.


Sapwood - 2nd Floor

Death Will Have His Day ((Sign-Ups and OOC)) Sapwood_Floor2
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Death Will Have His Day ((Sign-Ups and OOC)) Empty Re: Death Will Have His Day ((Sign-Ups and OOC))

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