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Topics - escaped lurker

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1
Forum Games and Roleplaying / [SG] Abandoned Acolyte
« on: November 18, 2018, 02:57:50 pm »
Abandoned Acolyte

It would be a lie to say that you are saddened by the untimely demise of your "master" – for you were more or less tortured into joining their nefarious ranks, all just because you had the questionable luck of having a moderate aptitude for the art.
More of a lie though, would be say that you are all that delighted by this parting, for it is quite untimely indeed.

Laid low by the crusaders of the local defenders of faith, the same are now in the process of mopping up your former masters remaining accomplices. That most of them did not voluntarily join their service, of no matter - but their knowledge and practice of the darker arts, all that counts to the zealous slaughterers.

Quite predictably, the loss of their leader has been a major upset for the command structure of your organisation – if a marauding, slaughtering army could be called as that. Instead of backstabbing each other to gain a higher position, the acolytes now share a common goal – flight. Scattering to the winds, getting as far from their would-be-killers, but also their former companions, whose blades might quite likely not take them from the front.

You, are no different. Taking what little troops you had left under your command, you were successful in fleeing the immediate vicinity of the loosing battle, and about now would be a great time to plan ahead, and set out in earnest.

First though, there are some matters to address. Mainly, about yourself;



Your Name & Gender: (Should "Human" not be the mortal race you were born as, addressing it here would also do you well.)

The accursed name of your former Master:

Erdric the Blightcaller
was a feared necromancer, and later on, lich.

You yourself are thus capable of necromancy, and have the following troops under your command;
14 Skeleton Warriors, 8 Skeleton Archers, 1 Shade-Wraith
Your art thrives on the bodies of the deceased, which need to be gathered in great amounts if you wish to produce worthy results.

Arch-Sorceress Meneriva
was a feared daemonologue, and later on, fallen.

You yourself are thus capable of daemonology, and have the following troops under your command;
4 Fiends, 8 Magogs, 1 Cubusae (opposing your own gender, of course)
Your art thrives on nothing less than souls, which need to be gathered in lesser amounts if you wish to produce worthy results.

Ellesariel of Corruption
was a feared dread-druid, and later on, monstrosity.

You yourself are thus capable of twisted druidry, and have the following troops under your command;
6 Venomous Wolves, 10 Depraved Ravens, 2 Ursine Abominations
Your art thrives on life-force itself, which needs to be gathered in ample amounts if you wish to produce worthy results.

2
Forum Games and Roleplaying / [ISG] Drake Quest
« on: April 14, 2018, 04:41:14 pm »

Drake Quest

Task I
Break an Egg



Sometimes less is more. Also, back to pixeling for me. It's been a while.

3
Forum Games and Roleplaying / [SG] Rescue
« on: March 22, 2018, 06:49:54 pm »

Rescue



The outer walls fell over an hour ago. If by the invaders intent, or as a delaying tactic by your compatriots, someone has set the outer district ablaze, flames licking over much of the workshops, residences and other hovels which dotted the area. Billowing clouds of thick, dark-gray smoke tower into the sky, as if to reach the bleak clouds hanging in the winter sky above.
You hasten your hobble along one of the winding inner streets, which meander around the central tower. Cursing your luck. You sure were lucky, only sustaining mild wounds during the retreat, unanimously decided after it became clear that the fortress would fall. After The Lord went down, surrounded, fighting tooth and nail to contain the initial breach. You were not lucky enough though, to flee easily, the deserted streets a telltale sign of you running late. How long until the invaders will swarm these streets, massacring everyone they run into? No matter. As long as you can get into one of the tunnels, you are bound to loose any pursuers, even in your current state – the spiderweb under Ngom'mezspog confusing to anyone who hasn't grown up bellow there.

While hurrying along with the greatest speed possible to you, re-opening barely clotted wounds during the process, you spy some activity ahead. Several men, decked out in greyish armour of iron and lesser steel. Humans. Invaders. A troubling development, as they intercept your previous path, but there is a well in the neighbourhood, and you know that tunnels lead to and fro the reservoir it feeds from. Before the humans can gain on you, and possibly before they notice you, you change course into a side-street leading to your goal.

You manage to make it to the plaza containing the well, before your luck runs out. Standing in the plaza proper, with an arrow knocked on his bow, is one of the accursed long-ears - the isolationist elves somehow convinced by the humans to help in their fight. You should have guessed as much, the humans taking point and finding you first somewhat of a surprise, but them having left the elves to comb the backstreets makes sense.

With over ten steps towards your opponent on a good day, you doubt you would make it in double that number today. More than enough for him to put four arrows or more into your body. Some distant shouts towards your back, inform you that you haven't slipped the attention of the humans either. You are trapped.

The elf, a young man not a day over his first century, decked out in ranger garb denoting his allegiance to the Lawe'Alala forest nation, approaches warily, stopping ten of your current steps out of reach, his face a concentrated scowl. [Alisa], he utters lightly, then a second time with growing strength. Alisa, huh. You remember someone with that name, an almost forgotten memory of over twenty years ago. Diving into those old memories with great effort, you try to pry an answer from them, meanwhile renewing the grip on the bundle held by your wounded, dominant right – and with the same look reassuring yourself that you still have your small dagger tucked into your belt.

[Yelawe], you sound out in melodic syllables which your tongue has grown trouble to pronounce, but the elated look on his face, tells of your success. Right. You vaguely remember visiting your elder cousin in nearby Ramiliwa, a celebration of him being accepted into the local rangers at age fifty. The minimum age, you reckon, and not a common feat either. Meanwhile the young elf has relaxed the draw of his bow, even going as far as quivering the arrow, approaching you with a face lit in joy and relief. Yelawe runs up to you, arms stretched out for the common family hug of the elves, prattling on as he does so -[Alisa, it is you! Were did you get those wounds, what] – only to be interrupted.

[What?], he intones again, his gaze drawn towards his gut, and the bloodied shiv in your hands. With a pained howl, courtesy of the glump-wasp poison you coated the dagger with inflicting him with additional pain, he buckles to his knees, the confusion on his face turning into pained disbelief. [Alisa?] [Not Alisa.] {Zom'Slospo.}, you state to his query, your hand stretching out to guide the knife into a slash towards his throat, your mind already beckoned by the well nearby. Should you risk dropping into the waters bellow? How deep did one have to reach for water here? Can you even reach a shore in your current condition? Your thoughts however are cut short, as suddenly two wooden arrows bore through your left shoulder, nailing you to the wall behind you. You scream out in pain,
and are woken by it, soaked in cold sweat, shivering. Your right hand claws at your left shoulder, finding purchase on bare skin, no embedded arrows, no blood, no wound besides the light sting of phantom pain.
A dream.

You close your eyes, drawing a deep breath as to calm your frayed nerves and frantic heart. The odorous mix of ash, metal, and old sweat, calms you before it even reaches into your nostrils. Only to be replaced by the confusing smell of herbs, wood and fruits. A panicked look identifies your surroundings as not the accustomed small room hew into black bedrock, but a room double in size, walls of bark wrought into a tree with druid magic.

Reality sets in. Your demonic master Zuslag has fallen, and Ngom'mezspog with him, the nightmare more of a relived memory, and not the first of its kind. Some of them are from the battle before that, many are of the purge that followed afterwards. After over two decades, your kinsfolk have "rescued" you, only to imprison you once more. "Rehabilitation", they call your current situation, but it is obvious to you that the true goal is to re-educate you. Once more. You fall back into the far-too-soft bed.



A traitor, some of them call you behind your back and cupped hands. None of them seemingly have the backbone to claim it to your face. You are not surprised. The claim though, you find rather rich. Rich indeed - in hypocrisy, mostly.

By your best guesses – recently validated by local scribes and extended family – you were about ten when some goblins from Ngom'mezspog raided your native village. Truth be told, you didn't think much about what happened in the months afterwards until recently, nor do you intend to dwell on it. What you do remember, is that your captors punished wrong-think and rebellious behaviour from their slaves rather harshly. By leaking a flight-plan of your fellow slaves, one which was doomed from the outset, you were easily able to lay off that label, trading the lash and gruelling work, for nutritious gruel and bits of flesh. A worthy trade.

You'd like to claim that you were treated "just as badly" as the common goblin, but that would be a bit of a lie. As things were, the higher-ups and populace at large, rather liked to see integrated citizens from other races, a notion supporting their claims of superiority. With elven citizens being especially rare a sight, you even got preferential treatment at times.


During your stay in Doomspire, you were shuffled around various worksites, the local goblins effort to funnel their people into a calling in which they might excel at.
You were apprenticed to four different fields, about five years in each.


These jobs are held by common workers and warriors, and have aroused little suspicion nor contempt from your new captors. Additional suspicion and contempt, that is.
Chose up to four at your leisure.

Military Service
Nigh mandatory for all goblin citizens at some point of their youth, you were taught how to handle the shortsword, spear, shield and bow. Discipline, walking and fighting in formation, as well as minor tasks that would need doing in a war-camp, or during a campaign, was also drilled into you.

Beast Carer
Goblins, being of diminutive stature, like to field a plethora of aggressive, and often subterranean and or malign beasts. Due to your elven heritage, you proved a natural aptitude with these creatures, allowing you to train and command them with relative ease.

Alchemy
While most other races keep such profession to herbs and healing remedies, the goblin version of the craft also deals with how to inflict the opposite. Various weaponized cocktails of poisonous plants and venomous secretions, drafts for weakening or torturing, and similar were also taught to you.

Smithing
With mines manned by slave labour, the fortress had a steady supply of ore – far more than the willing or enslaved dwarves could get ahead of. The irony of a normally wood-loving elf smithing with embers of coal, was not lost on the fortress. You know how to smith conventional weapons and armour, of up to lesser steel.

Leatherworker
Many of the fielded war-beasts, and goblin society itself, dines primarily on meat, grown in underground pastures. With leather seldomly scare, leatherworking is one of the mainstays of most goblin societies. You are learned in making armour, clothes and commonly used odds and ends made of leather, and know how to employ a variety of tanning techniques as well.

Bone Carving
Goblins in general, but in particular those of Doomspire, are somewhat enamoured with bone carvings, valuing artistically crafted cutlery over works of metal. Many of their tools, or straight works of decorative art, are also often made of bone, and similar materials. You yourself, have grown quite competent at producing such goods.

Entertainer
No, not that kind. Get your filthy mind out of the gutter. You were a servant for the tower residents proper; upper military, warlocks, goblins of note as well as guests. You are skilled with the bone flute, goblin harp, at singing & dancing and know goblin & orc etiquette.

Stitcher
With goblins a martial society, and no shortage of enemies, it should come as no surprise that their medical knowledge is quite advanced. You learned how to dress and suture wounds, set bones, burn out haemorrhaging wounds, and generally care for the wounded.

Scout
Due to your natural aptitudes, you were given the fast track for scouting duties. You are able to swim and travel over rough terrain, and also know your way around the upper caverns. Reading tracks, setting up traps and ambushes, as well as fighting at range, was also part of your duties.
These are jobs a cut above the common rabble, who would not be attained by someone "under the yoke" of Ngom'mezspog. Having performed such duties brands you as a goblin sympathizer, and greatly increases any resentment or suspicions levelled at you by your new captors. Ranked by severity of your perceived "crimes".
Should you dare to do so, choose up to two.


Slave Driver
Highly coveted by many goblins, the position of slave driver was given to you with relative ease. Your task was to  oversee and discipline groups of slaves, most of which found someone born as an elf fulfilling this task rather irksome. You have grown quite adept at using a whip, be it for inflicting pain or combat, and employing lesser forms of physical and psychological torture.

Officer
You were hand-picked for a leading position in the army, learning about tactics, strategy and logistics. While you never laid claim to a position which could order such, you certainly lead several small raids and acts of banditry – and those which survived them, remember as much.
Requires you to have performed "Military Service".

Diplomat
Showcasing their integrated non-goblin citizens, is quite in line with goblin goals. You served as assistant to several delegations, and have learned much about the way of courts and politics. While greatly disadvantaged by the destruction of Ngom'mezspog, you are sure to be remembered by a number of other goblin and orc functionaries.
Requires you to have performed "Entertainer" duties.

Torturer
Goblin society tends to be quite fond of torture, and Doomspire was no different. If as punishment, for extraditing information, or simple amusement of the gathered observers, you plied your bloody craft quite openly, being busy more often than not.
Requires you to have performed "Stitcher" duties.

Infiltrator
Elves seldomly leave their forest retreats, and most do not do so without reason. While highly conspicuous in a sense, their motives aren't given as much scrutiny. Mention some magical beast on the loose, and gates open readily, important people receive you at once. You assassinated the local mage or leader, or even opened gates for a raiding party waiting outside, on more than one occasion.
Requires you to have performed "Scout" duties.

Warlock
You dimly remember wanting to become a druid as a child – a notion your parents seemed supportive of. Your apparent natural talent with magic was also noted by your new people, leading to you being taught much of the corruptive, demonic, bloody magic employed by goblins.
Your training took ten years, and your captors are downright repulsed by one of "their kin" being a warlock. (Counts as two choices)



The choices should be clear - choose up to 4 different fields in which you were employed, no more than two of them from the right. Only three in total, and one from the right, if you wish to go for the magic.


Well then, let's see how you lot like this particular Idea. I always found the implications of goblins snatching children, and rearing them as one of their own as interesting - so here you have a game based on such musings.

4
Forum Games and Roleplaying / [SG] The Sell-Swords Hoard
« on: October 26, 2017, 05:36:10 pm »
The Sell-Swords Hoard
Title your ass! Territory your ass! The bastards just weren't able or willing to pay up, is all there is to it!


~

As you have often done in recent weeks, you do once more; Looking over the official document, held in a most cursive orcish script, and certified by the Patriarch of the Den'gal Union himself – damn goblin bastard.

Besides your I) Name and II) Gender, the parchment also sees it fit to inform, that you are, indeed, a blight elf. Facts, that find you adequately surprised – you'd not have known otherwise, surely. It then goes on to declare you a lesser noble of the union, an Independent Chieftain, which also makes your newly gained lands an autonomous chiefdom. It goes without saying, that the land remains as a protectorate under the influence of the union. Still, it is said chiefdom, which is the target of your current ire.


~

You and your compatriots, are currently camped out on one of the local hills, huddled around campfires among the ruins of a previous settlement. According to hearsay that you gathered while travelling here, the settlement was abandoned during the previous war, and subsequently razed by the local wildlife. Who knew calling back all the soldiers stationed there, and then drafting half of the war-ready menfolk, could have such consequences? You, actually. And everybody else with half a brain. There was after all a reason, as to why those soldiers were stationed here in the first place. The same reason, actually, why the place was razed in such a short time, too.
Putting it politely, the surroundings are a tad hostile.


III) If someone were to ask you though, you'd give it to them straight;

A - This place is a blasted Swamp!
A black morass, filled with mosquitoes, poisonous creatures and reptiles of all sorts and sizes – the later of which, seems to go for all of the local wildlife. Truth be told, the leather of the beasts, might even fetch a nice price, but still.

B - This place is a damned Desert!
A dry patch of badlands, inhabited by inferior, barely sentient beast-races - and the vicious prey they stalk. Or are stalked by - it goes both ways for them, hereabouts. Truth be told, there are rare plants scattered about, and the hunting is also good, but still.

C - This place is properly Cursed!
A bleak, accursed plain, the former proving grounds of multiple great battles in a war dating back a few centuries – though it seems most of the old warriors, still roam about. Truth be told, the unique environment has given rise to some rare products, but still.

~


In simple terms, you have been duped. Neither the peerage, nor the land that comes with it, is worth the ten-thousand gold of bonus, that was initially promised to you.
You knew as much from the get-go, but didn't expect it to be as bad as it turned out to be. Even then, settling down in the union with proper rights, is a few smidgens better than banditry. Or so you thought.

IV) At the very least, there also is a silver lining in this mess;

A - Trade-Route:
Unmaintained because of the war, it could easily open up with a bit of military action from your troops.
Judging by how well-worn the road is, you expect the toll you can impose as the local lord to bring in a small / good / substantial amount of coins.

B - Mineral Wealth:
The swamp is littered with bog iron, and trees for coal aren't that hard to come by either.
While dry for most of the year, the rivers here are known to hold a worthwhile amount of gold.
The war was partly started because of the local gem mines – which remain unexploited till today.

C - Lands Bounty:
A sizeable stretch of farm-land, claimed from the bog by the previous inhabitants, is now yours.
A fertile oasis, a patch of green land in the otherwise barren landscape, promises self-sufficiency.
A stretch of forest, has held out against the undead corruption surrounding it. You wonder how...

D - Well Rested:
Screw your title, screw this stretch of land, and screw the patriarch, too!
Your troops are rested, and from tomorrow on, you will take the gold that is owed to you – by force.


Nothing much to say. I hope the "multiple choices" of IV) don't bring any confusion - but I found it almost impossible to find any boons that can fit in the three different "starting biomes".
Initially I also planned on giving a choice for multiple races, but after writing the first one - the blight elves - I found them charming enough to simply go ahead with them.

5
Forum Games and Roleplaying / [SG] Fear the Night!
« on: March 27, 2017, 06:14:34 pm »
Fear the Night!


In recent years, you often thought about leaving home, carving out a place for yourself, looking for a partner, starting a family of your own – the works. 'Somenight. Somenight soon!', or so you told yourself.
With the cave entrance to your current family home blockaded by a blazing pyre, plus a thirty-strong host of heavily armed daylight races, it seems like that uncertain future night, might have come a bit sooner than expected.



~


Four handful of humans, some elves, dwarves and several halfbreeds, is the surprising reception that awaits you at your homestead. Some of the hosts weaponry is netted in black blood, and one elven mage keeps the fires' smoke billowing into the cave, but you aren't terribly worried about your family. For one, Nufghrin Terrorglazed, isn't a Shadow Ogre easily bested – with an age of over two centuries, father draws from an ample well of experience and skills. As for your mother, while she is "only" one of his consorts, she is greatly favoured for having borne him a trueborn night troll. While a bit unfair of a thought towards your aunts and lesser siblings, she would be one of the last in the family to be sacrificed.
The gross of your confidence though, lies in the fact that the cave in question once housed a mine. A mine, which breached the local caverns, and lies quite close to a nearby subterranean trade-route. Only a goblin host would be able to follow your family into there, and those know better than that. Since you were also the only one tasked with hunting for tonight, and the hostile group not seeming sneaky enough to get the drop on any of you either, you conclude that your family should be safe.

Still, attacking your home and family, you can't have that scum walk off completely unscathed. It isn't only about revenge, but also about night trolls having to uphold a repuation. Alright, it might be more about revenge, but still. You know the area, dawn is still a few hours away – and they are currently focused on the cave entrance. At the very least hounding them from a distance, would be an easy task, without much risk involved on your part. But first, you try to remember what your elders taught you.

The first point of order before approaching combat, is to always use or consider your abilities, as it will have the largest impact on all that follows. For fighting against your father – and by extension, the rest of your close family – these daylight creatures certainly have the right idea. The flames they lit are strong enough to make casting illusions hard work, and the cave, currently not sealed by a stone slab due to it being night-time, isn't going to help much with that either - provided that they keep pumping smoke into it. Or so they think. They did not seem to count on your appearance though.




Aah, yes. This, could work. As for the second lesson of your elders, it is to not enter into melee combat blindly, but with a goal. Achieve that goal, and withdraw to strike anew - that, is the night troll way. While it may seem cowardly, especially with all of your kind strong enough for several persons of other races, your race is accustomed to being out-numbered heavily. Just, as it is right now; Considering your own family as their enemy, the attacking low-lives have planned it all out. A spear-wall placed in front of the pyre, blocks the entrance to your former home. With your family having an ogre physique, they would have been hard-pressed to run through, much less even fight, in those goblin-sized tunnels.

You though, are out in the open – which not only leaves your body far more room, but also more tactics available, than a blind charge into several speartips.




The last point of interest for combat tactics, is, unsurprisingly, your own gender. Many a night troll has anguished in hindsight at killing a promising potential mate, and while you are unsure about taking someone from this particular batch, that is not all. The enemies reaction towards you, too, might also differ slightly depending upon your gender. This is primarily based on most races fielding a good deal more men into combat, the later often vying to protect the present womenfolk against possible abduction – or shivering in their boots at the thought of a lady troll abducting them instead.



Ducking behind a nearby glumprong with a chuckle – and taking the best treats from the deer you originally hunted for your family - plans slowly take form. Mmmh. Delicious Innards. You can't wait to have a taste from some of theirs, too. Before dawn breaks, so you decide, they will know...


Please complete the following;
We are a "Gender" "Night" "Troll".


Well then, I am pleased enough with this set-up, as to start it. I hope I made a good deal of different options available, without giving any unneccessary / redundant choices. My originaly planned "points for perks"-system, clearly wound up that way, and also too extensive for a SG. Eh. Either way.
Enjoy~

6
Forum Games and Roleplaying / [SG] Conquest
« on: December 28, 2016, 07:05:47 pm »
Conquest
~ A tale of Magistocracy ~


Two years ago, a portal was opened - spanning a bridge between the Blessed Realm, and the Demon World. While not the first gate of its kind, with both planes having invaded the other in times past, this one, was different. Not only was it the biggest of gates recorded, it was also built to last permanently, nor easily destroyed or sabotaged. Perfect, for an invasion.
Before long, some inhabitants of the demon world, had made their move.

What followed, was a plan allegedly centuries in the making. Within two years time, over a quarter million of people - most of them troops - passed through the gate. Their surprised opponents, embroiled in a devastating civil war of their own, and further weakened from the two years of draught that sparked it, were not their match.
After mere seven months of conquest, the Alliance of Light, has firmly placed its flag deep into the heartland of the demons. Any opposition, has been shattered. The war, is all but won.

Having enlisted in one of their armies as a young, but capable mage, has proven to be the right decision on your part. While the promised riches, proved to be far less in quantity than original hearsay would have suggested, even the common folk expected as much. Well, most of them, anyways. Even so, the war has been quite profitable for most - the alien materials, reagents and plants, while not inherently superior to those of the blessed realm, filling many niches, or opening up new possibilities. Together with the occupied demon lands, a golden age is about to dawn!

The same, could also be said about you - a certain exploit of yours during the campaign, sure to be remunerated today.



But before we get to that, do tell us about;

Your Name and Gender:
Your Race:
Your Magic Skills:
Your Background:





Spoiler: Your Magic of Choice (click to show/hide)

Spoiler: Available Backgrounds (click to show/hide)



Well, I hope I made everything clear, or heavily implicated it. If there are any questions still, do ask away.
Have fun min-maxing, I guess?

7
Forum Games and Roleplaying / [SG] Draconic Dominion
« on: August 03, 2016, 03:00:56 pm »











I tried to keep the mechanics curt and simple - something that won't really change with the future introduction of the "full" rules.
If there are any questions, feel free to ask them. Else, do take your time - it is unlikely that I will finish the next post today, so explore the options at your leisure.

Right, lest I forget - the "graphic" style, is inspired by Haspen's "Squire" games. Do I need to say that I like the style? "I like the style, kudos to Hapsen." There ;3 - The similarities end at that though.

8
Forum Games and Roleplaying / [SG] Child of the Mountainhomes
« on: April 25, 2016, 05:11:37 pm »

Child of the Mountainhomes

Age of Darkness, Year 374, First of Granite

The conjoined fall of The boisterous Furnaces and Eternal Melodies, about a millennium or so ago, marks an important turning point. About the matter, both dwarves and elves tend to agree on only two points; For one, the other race was at fault. As for the second point, the fall of their ancient kingdoms, set the stage for the forces of darkness to prosper.

Not, that the above matters much to you. At least, not for today. As is always the case in spring, the capable young adults, are to leave their home. The crafters become journeymen, and set out to seek crafting methods yet unfamiliar to them. The recruits, now full-fledged soldiers, transfer to new positions, as to broaden their military experience. Young officials, also expect such treatments. Actually, safe for the nobles who, in their defence, also try to become ever more of a hindrance from that age on, any young dwarf of age, is expected to set out on such a journey.


After apprenticing for five years, and having lived through nineteen winters, you too, have finally reached the age at which your fellow dwarves consider you a full adult.  Thus today, is the start of your so-called wandering years.


~


Child of the Mountainhomes, speak of the following;

Your Name: Any Urists or McSomethings, will be ignored.
Your Gender: Male or Female, are the only options. Sorry Kevak & Tumblr.
Your Appearance: No need to be awfully detailed, safe for maybe the beard.

Your Apprenticeship: Vanilla jobs are fine, as are other, reasonable suggestions.

Your Mountainhome: Each choice starts with minor culture and location related knowledge


Dwarves of the North, The Arduous Spires
Known for the lethality of their weaponry, quality armours, and efficient engineering.
Their national weapon, is the battleaxe, they protect their strongholds with heavy infantry and ballistas.

Mention-worthy about The Arduous Spires, is their militaristic culture, fuelled by the harsh elements of the north, and seasonal influx of evil over the freezing ocean. Rightfully considered the bulwark that keeps these forces at bay, they exact a heavy tax on any non-dwarves and non-elves that inhabit the north, occasionally clashing with the later over the issue of slavery enforced serfdom. Claiming the gods to have forsaken them, they have also done so in turn.


Dwarves of the East, The Menacing Glare
Known for their stout spirits, bountiful animal products, and spirited bonecrafts.
Their favoured weapon, is the crossbow, and beast handlers are the trump card of their military.

Mention-worthy about The Menacing Glare, is their continued pact of mutual assistance with the high-elves living in the nearby brambled jungle. While they also tend to trade with the merfolk of the emerald gulf, their diplomatic achievements remain second to having tamed the fearsome rutherers. To the great shame of their brethren, practices like animism and druidism, are not considered a felony since several centuries.


Dwarves of the South, The Gems of Toiling
Known for their enchanted works of jewellery, intricate glass-works, and artistic engravings.
Their favoured weapon, is coin, and outside of their desert, they like to bolster their caravans with mercenaries.

Mention-worthy about The Gems of Toiling, is that they tribute prayers to Scarlet-Glint and respect to its spawns, the ruby men. Their worship not only allows their continued presence in the grand cavern, but also to share in the creatures earthen magicks. In turn, the dwarves have most of the southern human nations in their pockets, with wars in the region focused on goblins, and similar threats.


* Be informed, that the mentioned distinctions, are mainly made by the dwarves themselves. As example, any dwarven steel is several notches above human make, the later ones arguably even unable to tell these differences.



Well then, this game ought to be pretty straight-forward. Do take note, that ascii-art will only be provided as I see fit. Thus only [SG].

Shout-out to the programm used REX-Paint, or, rather the creator - known on these forums as Kyzrati. (Link to his site to follow... later)


9
Forum Games and Roleplaying / Afterlife
« on: November 05, 2015, 07:16:20 pm »
Afterlife



~



By now, what you remember is little, draining by the second, though two things are still clear to you.

The manner of your unrest:

Apparition - You are tasked with punishment, with wrongs of your own to atone for.
Haunt - You are tasked with protecting a charge, be it a person, an item, or some place.
Phantasm - You are tasked with appeasing fate, preventing a repetition of your own grudge.
Spectre - You are tasked with a grudge, bringing ill fortunes to a certain person.
Revenant - You are tasked with a deep grudge, strong enough that you repossess your remains.
Phantom - You are tasked with a malignant grudge, at times possessing the offender himself.
Wraith - You are tasked with insanity, inflicting pain upon the living, without reason nor remembrance.

The reason of your unrest: (This one, is up to your suggestions) (Someone stealing our sweetroll, will not be accepted ;3)



( So... I tried one of these ascii-art programms. Pixeling, on steroids.)

10
Forum Games and Roleplaying / [ISG] Solis
« on: October 21, 2015, 07:42:17 am »
Solis

They came. They killed. They did not conquer.


Almost a quarter cycle ago, the xeno symbiotes descended upon the solis system.
They were... uninterested in pleasantries like cultural exchange, or diplomacy. At all.
Death and destruction rained down on our home, but the enemy had been overly confident.
With much sacrifice, our forces were able to overcome them, and critically damage their main-ship.
Unable to leave the system on their own, the remaining symbionts retreated far into the outer belt.

Facing our fallen brethren, all of Naariv stands ever united. We won't suffer those xenos staying alive.



Solis System, Era of Vindication, First Year, First Quartal

Solis, F-Class Star - Solis #1 (Vuhee), Irradiated Terrestrial - Solis #2 (K'taar), Barren Terrestrial - Solis #3 Naariv, Homeworld - Solis #3.5, Inner Asteroid Belt - Solis #4 (Ihzeer), Gas Dwarf - Solis #4.5, Outer Asteroid Belt



Tactical Situation


We may have driven them back, but for now they remain out of our reach.
As it always has been, Naariv is our home and only foothold in the system, with but the Neighbouring Space in our reach.

Defences
3 "Defender" Fleets - Patrolling in Orbit
5 "Warden" PDS - Standby


The xeno threat is hiding in the Outer Asteroid Belt. Due to their tech, they have Greater Access, including Solis #4, the gas dwarf Ihzeer.

Estimated Numbers
15+ "Ravager" Fleets
5+ "Defiler" Fleets
~2? Unidentified Fleets

New Ship
Weaponized Shuttle - "Defender"
Based on the design of our long discarded space missions, armed with reverse-engineered or jury-rigged xeno tech.
12 Hull, 1 Plating, 4 Damage
New Building
Planetary Defense Station - "Warden"
Instrumental in our tentative victory, these installations are our best adaptation of xeno-tech theories to date.
60 Hull, 5 Plating, 12 Damage

New Enemy Ship
Assault Craft - "Ravager"
Small space-fighters with lesser weapons but great manoeuvrability.
8 Hull, 50% Evasion, 6 Damage
New Enemy Ship
Light Cruiser - "Defiler"
Moderately sized craft with light armour and weapons. Known to enter the thermosphere for bombardments. Possibly able to be used as landing craft.
20 Hull, 3 Plating, 8 Damage, ~30 Damage ??-Bombs



The Homefront
Naariv, Homeworld of the Ukron


While it is no overstatement that much of Naariv lies in ruins, most of it can be recovered.
Our Population is focusing its efforts on procuring the Resources needed for this war.
Needed to refine these, is mainly Energy, a product only a reliable Infrastructure can provide.

15/20 Population: +15 Resources each Turn
10/30 Infrastructure: +10 Energy each Turn

Rebuilding: +0,5 Population and +2 Infrastructure each Turn, up to Maximum
Planetary Shipyards: Able to build 1 fleet each turn
Xeno Debris - High Amounts: Able to be retrieved for salvage and research


Actions and Choices

Current Supplies: 50 Resources, 20 Energy

Construction:
Defender Fleet: 15 Resources, 5 Energy
Warden PDS: 10 Resources, 15 Energy


Proposals and Research:
Repair Effort: Rebuild 5 Infrastructure for 10 Resources
Salvage Wreckages: Gain 20 Resources for 5 Energy, Requires 2 "Defender" Fleets
Renounce "Sustainable Population Act": -5 Resources each Turn, +15 Max Population, +0,5 Growth
Re-establish Spy Satellite System: 30 Resources, 40 Energy

Orbital Drydock Research: 15 Resources, 20 Energy
Xeno Weapon Research: 15 Resources, 30 Energy
Xeno Armour Research: 30 Resources, 25 Energy
Xeno Systems Research: 10 Resources, 40 Energy



The Ukron race has given the Council full authority. May you guide them wisely.

11
Forum Games and Roleplaying / [ISG] Dark Tower
« on: October 16, 2015, 02:33:54 pm »

 

The Dark Tower Asknukutsmob, seat of power to Icrozul, the umbral devil.
Surrounded by the fortress capital , which bears it as its namesake.
"An abominable plague upon the land", is what the elves call it.
"A harbinger of turmoil and war", is the dwarvens take on it.
"A place of great evil", is what the humans find it to be.
But another race, the goblin one, often plainly calls it "Home"
.


~

Asknukutsmob
Underground Quarters



Drums howl throughout the tunnels, waking the quarters inhabitants for the beginning of the night shift.

Well, unless they already are awake, and brimming with excitement.
Bracing this favourable day, at about thirty years of age, your tutelage will finally be at an end.



Standing in the dark of your room, you tell yourself that this excitement is not unfounded. Today will come with a number of perks after all;
Most importantly, a substantial increase in your wage! Finally, meat can become a substantial part of your diet.
Not worse by any means, you will also be ushered into the goblin middle class, which will confer one of the much coveted benign curses on you.
Actually...




Thinking back on it, you had a good number of choices, especially for a hob'.
Your aptitudes set you apart from the rabble, and could have paved your way into an advanced job in any of the four pillars of local goblin society.


Faith
Praise be Icrozul, as his accursed Preachers spread his wrathful message, while his demonic Priests channel his dark favour!

Military
Home to Light & Heavy Infantry, Cavalry, Beast Handlers and Scouts. Only the Bowgobs were barred for you.

Magick
Reaching back to the tribal days, the channellers of the dark arts are divided into the infernal Warlocks, and the entropical Sorcerers.

Industry
Only few civil professions are viewed as important; Administration, Weapon & Armour Smithing, Hunting, Mechanics and Alchemy.

While lesser choices were available, those were - and most likely always will be - unappreciated. As things are, unappreciated goblins easily get drafted into the war-time milita. Said militia, well; Their safety is not nearly as much of a concern, as that of the true soldiers, nor is their equipment half as good.

No, you chose wisely, and until now have not regretted
Your Choice:

12
Forum Games and Roleplaying / [ISG] Astray
« on: July 28, 2015, 05:15:41 pm »
Astray






~









Art-Source; http://game-icons.net/

13
Forum Games and Roleplaying / [SG] Demonic Possession
« on: July 23, 2015, 01:50:19 pm »
Demonic Possession
Sometimes, court is even closer to hell than one might think.


~


A few days ago, the one who had summoned you, died. You felt what little control he had over you weakening to nothing.
While his methods were never enough to make you his slave, nor him your master, he did succeed in imprisoning you.

It was a fortnight later, that you first noticed someone, clearly of his blood, entering the secret quarters.
Since then, his firstborn seems to have made a habit of occasionally visiting there, rummaging around, erasing pentagrams, burning scrolls and tomes.
Not noticing the many curses they already have placed unto themself by doing so.


Still, the greatest curse; is yet to come.
Today, they finally pulled a certain book on the shelf, the triggered mechanism revealing something new to them.
Entering the concealed room, they look about it in pained disgust... and finally dare to enter the circle drawn from their sires blood.

The moment they grab the ruby in the centre, is the moment you strike.
Devoid of charms and magical training as they are, they fail to put up any mention-worthy resistance.


Congratulations, creature of the brimstone planes! The successors body, their mind, their position - all are henceforth yours.


~


Tell us, what is your infernal name:


Tell us, what type of demon are you:


Corrupter:
Demons of this type, grow in might by the moral decay that they cause.
Their powers include curses of allurement, persuasion, and infernal magick.
Even when mimicking human behaviour, their true, scheming nature, makes them untrustworthy.

Devourer:
Demons of this type, grow in might by the consumption of mortal souls.
Their powers include strengthening their host, shape-shifting, and infernal magick.
Even when mimicking human behaviour, their true, warlike nature, often finds them enraged.

Terror:
Demons of this type, grow in might by the fabrication of negative emotions.
Their powers include curses of illusion, intimidation, and infernal magick.
Even when mimicking human behaviour, their true, uncaring nature, makes them uncharismatic.



Why, yes. It is exactly what you think it is.
While we already had a slew of good, kind-hearted rulers, gods and similar on these forums, this time, things are a tad different.

14
Adventure Crawl
Turn-based, Tactical Crawl



The sound of footsteps can be heard echoing in the dark. Under the glow of a torch, they close in on the withered tunnels below.

The air is old, stale, and also quite damp -  if there ever was any drainage, it has not survived the fall from civilization.



Three pair of feet, suddenly come to a halt.
Having raised your hand to stop them, you draw your weapon and declare with as loud of a voice as the situation allows;


"We have entered their den. Careful now"


Your first mission awaits...


~

But first, allow us a few moments of introspection, to get a clearer picture of you, and your companions.

Mentioned three individuals, are rather different - be it their favoured attributes, garb, or style of combat.
As such, while the first glance wouldn't do their true nature justice, one could attach to them a simple term like Fighter, Scoundrel and Arcanist.


The truth of the matter, however;

The Fighter - looking closer, it actually is;
A Zealot: Main Attribute is Strength, Minor Attribute is Wisdom. Keywords are Defensive, Healer and Buffer.
A Warrior: Main Attribute is Strength, Minor Attribute is Agility. Keywords are Defensive, Damage and Debuffer.
A Berserker: Main Attribute is Strength, Minor Attribute is Willpower. Keywords are Offensive, Damage and Self-Buffer.

The Scoundrel - looking closer, it actually is;
A Duellist: Main Attribute is Agility, Minor Attribute is Strength. Keywords are Offensive, Damage and Self-Buffer.
A Ranger: Main Attribute is Agility, Minor Attribute is Wisdom. Keywords are Defensive, Healer and Debuffer.
A Rogue: Main Attribute is Agility, Minor Attribute is Wit. Keywords are Offensive, Debuffer and Self-Buffer.

The Arcanist - looking closer, it actually is;
A Priest: Main Attribute is Wisdom, Minor Attribute is Strength. Keywords are Defensive, Healer and Buffer.
A Mage: Main Attribute is Wisdom, Minor Attribute is Agility. Keywords are Offensive, Damage and Debuffer.
A Sorcerer: Main Attribute is Willpower, Minor Attribute is Strength. Keywords are Offensive, Damage and More Damage.

Footnote:Wisdom, Wit & Willpower, outside of IC flair and reasoning, are competely the same.

~


Taking another look at these three, one can also discern that they - unless by a strange turn of fate - are of different races.
Seeing their tools and clothing, one can infer that despite their functional nature and simple looks, the owners should stem from a rather advanced civilization.
Knowing this part of the world, this means they are sure to be among one of the so-called eight "Greater Races", which hold sway in these lands due to their numbers and civilised natures.


These Races, and their diverse qualities are as such:

Humans: They boast of greater Resistance to spells, and being Adaptable.
Dwarves: They boast of greater Strength, and being a Hardy bunch.
Elves: They boast of greater Wisdom, and their fabled Far-Sight.
Halflings: They boast of greater Agility, and being artful Dodger's.

Orcs: They boast of greater Strength, and having greater Constitution.
Goblins: They boast of greater Wisdom, and their heightened Dark-Sight.
Lizardkin: They boast of greater Agility, and their Aquatic nature.
Tieflings: They boast of greater Resistance to spells, and their Heritage.

Spoiler: Traits Explained (click to show/hide)

~

One of these three, their leader even, is you. The other two, your companions.

Do us a favour, and tell us about yourself. How about;

Your Name and Gender?
Your Class?
Your Race?



If you wish to further indulge us, could you also tell us about;

The respective Names and Genders of your Companions?
The respective Classes of your Companions?
The respective Races of your Companions?


Alternatively, you can leave those to be told by the fates.

15
Forum Games and Roleplaying / [ISG] You, are the Dungeons Master
« on: July 09, 2015, 08:25:27 am »

You, are the Dungeons Master

Yes. Yes you are.
Or, well, you are about to become one.

You got enough might to hold your own in combat, enough standing to get your lessers to follow you, and even enough money to start such a settlement.
And, as luck would have it, you even found the perfect place for a dungeon too!


But, before we delve further into what you will set into motion, allow us to know more about you;


Character Faction
While more or less united against other, hostile alliances, birds of a feather do tend to flock together;
You won't be able to gather those with alien customs and mindsets easily, especially at the beginning.

Savage

The creatures and beings of this category, are hardy and unpretentious - if a bit crude.
Their armies value Power foremost, Finesse as a close Second, and only minorly rely on Magick.

Demonic

The creatures and beings of this category, are extraplanar interlopers, or of their lineage.
Their armies value Finesse foremost, Magick as a close Second, and only minorly rely on Power.

Undead

The creatures and beings of this category, all share some kind of unnatural state of being.
Their armies value Magick foremost, Power as a close Second, and only minorly rely on Finesse.


Your Name, Great One
What? Useless Flattery? Never would I dare so!


Race and Appearance
Choose your race, gender, and - if you would like so - some short pointers about your appearance.
What race or creature exactly, is really left up to your own imagination, as long as it fits your choosen faction, and isn't overpowered.


Archtype and Custom Class
After choosing an archetype, feel free to add a bit more depth to your class, like a specific name, and what you are able to do.
You also might want to take a quick look at the explanation for Power, Finesse and Magick, one section below.

Warrior Archetype: Major Attribute Power, Minor Attribute Finesse
Just the typical Hack'n Slash fighter, relying on his body alone.

Arcane Knight Archetype: Major Attribute  Power, Minor Attribute Magick
A fighter which also dabbles in some sort of magic, or faith.

Marksman Archetype: Major Attribute Finesse, Minor Attribute Magick
Most often a ranged fighter, supplying his arsenal with spells and cantrips.

Rogue Archetype: Major Attribute Finesse, Minor Attribute Power
Employing an agility-based fighting style, these types often fight underhanded.

Wizard Archetype: Major Attribute Magick, Minor Attribute Finesse
The typical mage or cleric, almost exclusively relying on their mind alone.

Reaver Archetype: Major Attribute Magick, Minor Attribute Power
A rare combat mage, supplementing his magic with melee combat.



Attributes Explained
Power is a measure of strength & constitution, often associated with Warriors, Brutes and Beasts.
Those with high Power, may have access to passive skills for combat, which are mostly a constant addition to combat efficiency.

Finesse is a measure of dexterity & wit, often associated with Hunters, Rogues and Fencers.
Those with high Finesse, may have access to active skills for combat, which are quite effective, but can depending on certain situations.

Magick is a measure of spellery & wisdom, often associated with Wizards, Arcanists and Clerics.
Those with high Magick, may have access to magic skills for combat, which are very effective, but limited and thus often quickly exhausted.


Choices to be felled:

Character Faction:
Name:
Race & Appearance:
Archetype & Custom Class:

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