Oooo hell yes. I'll be away on holiday until just after the application end date (I'm away from 15th July to the 28th), but since the GM is awesome I'll absolutely be putting in an app before I disappear on my merry way .
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.
Last edited by Alemar; Jul 10th, 2024 at 02:24 PM.
Reason: Responding to Feedback
Name: Oda Förstner Race: Human Variant Class: Fighter Alignment: Lawful Neutral Personality Traits: I've lost too many friends, and I'm slow to make new ones. I'm haunted by memories of war. I can't get the images of violence out of my mind. Ideal/Bond/Flaw: Responsibility. I do what I must and obey just authority. I would still lay down my life for the people I served with. I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
Appearance: Oda has shoulder-length brown hair and brown eyes, with skin tanned by exposure to the elements. Attractive, but she'd be prettier if she relaxed her usually hard look, which isn't likely. She has a strong, athletic build and stands at 5'10". She is usually dressed in chainmail, even in town, and carries a halberd, with a greatsword strapped to her back.
Personality: Oda is a bit jaded from life as a soldier, generally only relaxing around other soldiers. To everyone else, she keeps things no-nonsense, at least until they've had a while to prove themselves. When she does relax, she's generally very laid back, letting others do most of the talking while she listens, though she does indulge in the occasional tale or legendary story. She's a bit of a student of history as well, primarily military history but also more general knowledge.
History: Oda's father was in the Drakkenheim City Watch when the meteor struck, though he and his family - including Oda as a young child - were escorting a dignitary to Geldstadt at the time and survived the initial devastation. Returning to find the capitol in ruins, the family settled in Tierhaven before her father went to fight in the ensuing civil war.
After the wars, her father joined the Hooded Lanterns, fighting for many years to restore the capitol to its former glory and filling Oda's mind with many thoughts of duty, honor, and glory. After her father was killed in battle, Oda made her mind up to follow in his footsteps, joining the Lanterns once she was old enough. Trained as a halberdier, she proved her worth through several battles and skirmishes, though her images of what war and soldiering should be were somewhat diminished, if not altogether shattered.
She has now been assigned as part of a detachment to explore Drakkenheim and report her findings back to the Lanterns.
RP Sample: (a scene from the character’s perspective): It was her first command, albeit a small one. Oda was given command of a detachment of halberdiers on the flank, tasked with countering any flank attempts by enemy cavalry. While relatively minor in comparison to most of the other units, Oda was still proud to be given the opportunity to lead, and hoped to prove herself if given the chance. She knew the others in her unit, as they had been serving together for awhile now. Since Oda had shown skill and leadership potential, she was being tested, and she knew it. It made her nervous, but also excited.
As the battle was joined in the center, it naturally spread along the line, though to Oda's disappointment it didn't get far enough to reach her unit. The enemy was trying to punch through, and so was focusing on breaking the middle without being enveloped. A long series of rushes on each other's lines, along with feints, countermarches, and other maneuvers, commenced, forcing Oda's unit to march back and forth without engaging. It was tiring and frustrating, and Oda heard the men's grumbling echoing her own complaints.
The complaints ceased, however, when arrows began falling. Several soldiers screamed in pain and fell, shafts protruding from their bodies. Oda called for the unit to hold formation and searched for the archers. She found them, a small unit back and out a bit from the main unit; skirmishers, most likely. They were also not well-protected by the line...in fact, Oda's troops had a direct shot toward them. We're sitting targets here, she thought. If we charge at an angle, we might be able to cut them off from the other troops.
Calling out to the unit, she screamed, "At them! Cut them off!" She led the charge as the unit quick marched, their formation loosening as they rushed to head off the archers, who retreated away from the main body of the army. It's working! she thought gleefully, wondering how to close the distance and finish the archers off.
With the noise of battle, they felt the charging cavalry before they heard them. With dread, Oda turned to see a previously unengaged horse unit thundering toward them! Oda's unit was out of formation and away from their own line; in fact, they were behind the enemy's line! That might've been useful, if they didn't have both archers and horsemen to contend with. Oda quickly yelled orders for the group to reform, but there wasn't enough time and the archers halted their retreat to continue firing arrows.
The halberds were able to catch a few of the riders and horses, but it was far from an effective formation for repelling cavalry. The horses rode straight through the unit, swordsmen hacking down at the group or outright trampling them. Almost as soon as the horses completed their charge, arrows began picking off the remainder of the panicked and broken unit. Oda tried to restore order, but staggered as an arrow slammed into her thigh, followed by another to her ribs.
Staggering through a haze of pain and wooziness, Oda called weakly for a retreat, but the unit had already taken matters into their own hands, dropping weapons and attempting to flee. They were ridden or shot down for their efforts, nearly to a man. Oda herself staggered for what seemed an eternity, but was probably only a few feet, before the world tilted before her eyes and blackness took her.
When she awoke, she was in a medical tent, staring up at a young - but haggard-looking - cleric. Confirming that Oda was in fact alive, the cleric moved on to a soldier beside her, using minor prayers to bring people back from the brink of death. She was left to heal the rest on her own. While she did, in the days that followed, she received word that she was to report to her commander when she was released.
The clerics cleared her, mostly because she was no longer at risk of dying and they needed the room, so she reported to her commanding officer, Sergeant Baas. Explanations were demanded and given, and Oda discovered what had happened. The archers were dispatched to either harass or ambush the flank units while the cavalry exploited any break in formation - which Oda had provided.
"I understand that this is your first command, Förstner," rumbled Baas in his deep, commanding voice. His look was sharp, but not unkind, and he simply shook his head. "It was a rookie mistake, and a hasty decision. I hope you understand that." Oda could only nod and muster a "Yes, sir," before gaining control of herself.
"What of the men, sir?" she asked. Another head shake sent her heart straight to the bottom of her stomach. "Don't waste time feeling sorry for yourself, or your men, Förstner!" commanded Baas. "You made a mistake. That mistake got your men killed. If you want to cry about it, do it in the nearest tavern and don't bother me with it!"
Oda dared a glare at her commander, who nodded appreciatively. "Good, you're not completely broken." He sighed, pushing a scroll across a desk stacked with maps and more scrolls. "I'm sending you on an assignment. It'll give you time to get your head together and reflect, and time for your screw-up here to blow over."
Flashing her eyes at Baas, Oda picked up the scroll and read, eyes scanning and lips moving as she read. She stopped and blinked, looking at Baas in alarm and confusion. "Drakkenheim?!" she asked, holding the scroll up.
Baas nodded, giving her a tight smile. "It's lovely this time of year," he quipped.
Also an important note about your Character: She provides for her mother and younger siblings back in Tierhaven.
Personal quest: I believe strongly in the ideals and goals of the Hooded Lanterns. My personal quest is to aid their mission, climb the ranks, and rise to a high leadership position within the organization.
What do you like to see in a PBP game? Good storytelling from players and GM, and collaboration to help create that story.
What do you not like to see in a PBP game? OOC drama, railroad plots (though sometimes you do need to move the plot along), lack of player agency.
What piqued your interest in applying for this game? The idea of a Fallout/D&D combo game intrigued me.
What do you want to get out of this game? Be selfish - what is in it for YOU? I love writing, but I can't come up with an idea for a book. So I get my writing fix here! I want the same from this game that I want from all my games: I want to write a great story with an awesome character.
What is your expected posting rate? I generally keep up with quick pace games, but 1-3 times a week is typical.
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Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Jul 4th, 2024 at 06:05 PM.
Name: Caden Alvaro Race: Tiefling Class: Rogue (with plans for the Phantom path) Alignment: NG Background: Survivor DoDk
Personality Traits:
I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.
I will never give up until I reclaim what I lost in these ruins.
Ideal:
Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books.
Bond:
I had family in these ruins. I know not what became of them, but I must find out.
Flaw:
I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.
And a bit more detail on your Character backstory.
Personal quests:
Family Matter.
One of my family members or close friends has become mixed up with one of the factions. Perhaps they have foolishly decided to join the organization. Alternatively, they've been taken prisoner by the faction due to some trespass or misunderstanding. Either way, my personal quest is to bring them back home.
Score to Settle.
I have come to Drakkenheim to kill one of the faction leaders: the Queen of Thieves. Revenge for a past wrong.
Caden is soft spoken and reserved. Preferring to blend into the background, and be forgotten. Some might notice him initially because of his appearance, but many people tend to oblige once they notice of him seeming to be talking to people that aren't there. He isn't quick to trust. Those whom he has trusted in the past have either left him by choice, or circumstance.
History:
Being born to a courtesan, Caden grew up around morally varied characters in the shadier part of town. Learning that those of lower station had to be flexible with what "rules" they followed to survive. When a wealthy man took a special interest in his mother, he learned the highborn could be even more flexible. The noble didn't want a "tainted mutt", so Caden was beaten and left for dead in an alley.
His story might have ended their if Jake and Jade (siblings) hadn't found him. The three lived a hard life on the street. Trying to work in the thin grey area between the squabbling factions. However, luck can only last so long. When they were caught the Queen of Thieves, she was merciful. They would do a job for her. If they survived, she would make them Queen's Men. If they didn't, ... well she lost nothing.
The trio were sent into the some ruins in search of a seal of some sort. The mission went from bad to worse, and though Caden made it out alive his best friends did not. Now, he trying to survive long enough find his friends' bodies, and to settle a score.
RP Sample: (a scene from the character’s perspective):
Caden stumbles forward, barely noticing the sticky lines of crimson life trailing down his one arm. Travelling alone, the rogue's trek through these woods of this ravine looking for someone based on a rumor. A legend really. A hermit serving an old god, the Phantom Queen, with influence of life and death.
"Don't look at me like that. You know why we're here. You're the one who told me the story." Even dead, Jade could test his patience. His frustrated melted away to a smug smirk as his blue eyes caught sight of a copse of verdant trees caught in a persistent autumnal state. Running his fingers along the gnarled branches with blood-red leaves. Even crimson-brown tree trunk. "Ha!"
Finally, I would like to know a little about you as a Player:
What do you like to see in a PBP game?
A healthy mix of character driven social situations and flowing combat. I especially enjoy when DM allows the players freedom to do the unexpected. As well as the same from player to player. Openminded players willing to talk things out respectfully. Showing respect will usually get you some in return.
What do you not like to see in a PBP game?
Intolerance.
What piqued your interest in applying for this game?
The campaign sounded pretty open system. Less A to B to C. The various factions offers an interesting tapestry for our characters navigate. Our actions seem like they will have even great range for reactions than some games.
What do you want to get out of this game? Be selfish - what is in it for YOU?
A twisting and turning world to explore, and story to help bring to life.
What is your expected posting rate? (no right or wrong here, just want to know expectations)
I can usually do 2 post per week consistently.
Last edited by Greyling; Jul 29th, 2024 at 10:48 AM.
Race: Green dragonborn Name: Sylvanus Drake Class: Artificer Alignment: LE - not actively evil, just selfish and tries to manipulate the system, sort of lawful by lawful evil Background: Guild artisan
Personality Trait 1: I do not doubt the existence of deities, only their intentions Personality Trait 2: Power given to you by another is never yours. Ideal: progress through innovation and invention Bond: I seek the secrets of Delerium, no matter the source Flaw: I will work through any person, group, or method to better understand Delerium's potential
And a bit more detail on your Character backstory.
Appearance: Big, green scaly. His eyes seem to naturally squint and the orbs behind the hairless brows are black as night. Whatever he spends his money on it is clearly not clothing, as his clothes are more disposable and practical than they are impressive, except where they have been chosen for protection and durability. Personality: Curious and pragmatic, he has adopted a very flexible personality in dealing with demanding nobles, but has a truly mercenary sense of loyalty. History: Sylvanus initially Hailed from Caspia where apprenticed as a smith, producing weapons and armor. His prospects seemed poor when he finished his apprenticeship between Kingsmoots, so he oved to Westmar where the battling nobles seemed promising to his trade. While here he has heard rumors of the mysterious delirium that fell to earth in Drakkenheim, and wants to investigate what potential for enchantment might exist, especially with the coffers of Westmar running out and what seems like a period of peace emerging. RP Sample: "I understand milord" Sylvanus kept his eyes firmly on the ground in front of the nobleman's feet. It certainly wouldn't do to let his latest employer, now his ex employer as of six seconds ago, know that he had forgotten his name. The war was winding down, money was tight and the other side was fielding fewer troops as well. Sylvanus was no longer needed. Of course this lord still had an army, and wanted to know that Sylvanus wouldn't be working for his foes. Normally this would be no problem, there had been fights a plenty in the past and always somewhere he could go that was not in conflict with the last master, even if they might be fighting a previous employer. "I'm thinking of going to Drakkenheim, the city. I have heard about the materials from the meteor, I might take some time to investigate. At least until the Kingsmoot picks up again." He had been curios about the city, and he had know way of knowing who in Caspia might be backing this noble in his wars. If he felt like suggesting someone to turn to after his exploration it could be a good lead. If not, well, someone would what a skilled smith. Even if he had to make horseshoes. He almost smiled. That was his Master, the one who taught him the trade, had always threatened him with. "Pay attention boy or you'll wind up making horseshoes, not barding."
"Very well." He could hear weapons being sheathed behind him. Not that they had been fully drawn, but they returned that inch into their sheathes where they had been held ready. There was a reason weapon smiths were always in demand, and the constancy of war was only part of the story. A few coins were tossed to him, a final payment to stay on good terms, for when this lord might want his services again someday. Which would be useful if he could remember the man's name, and if the man survived that long. Nobles had a tendency to get themselves assassinated, getting too attached wasn't a great idea. He gathered up his materials and began his trek towards the city. he had a bit of money, and discovered he actually felt better than he had in a long time. Whatever came next he was working for himself. He was always working for himself, in a way, but for now he did not need to heed another's orders to do so.
What do you like to see in a PBP game?
Meaningful decision making and intelligent challenges
What do you not like to see in a PBP game?
A plot which sees no potential for deviation, a DM who does not respect the players. Player immortality, where bad decisions never have any long term consequences because it would get in the way of the story.
What piqued your interest in applying for this game?
My wife is listening to the podcast and I often listen with her.
What do you want to get out of this game? Be selfish - what is in it for YOU?
Challenge, entertainment
What is your expected posting rate?
Once or twice a day.
Last edited by silveroak; Jul 5th, 2024 at 06:26 PM.
name draeli nathandram class bard race half elf Alignmentcg traits I'm always calm. I never show my cards. Never tell me the odds. ideal there's a spark of good in everyone. bond I will become a master thief. flaw an innocent person is in jail for a crime I committed. He was a jerk anyways.
Appearance:
Personality: depends on who your talking to. He's everyone's friend but to do so you've got to burn some along the way but you still owe him a favor.
Background: Continental Nobility; from Geldstadt, a city south of Drakkenheim in Westemär.
Personality Trait 1: Despite my calculated demeanor, I still harbor a thrill for high-stakes gambles, whether at the card table or in a risky scheme.
Personality Trait 2: I wear a charming smile and offer empty flattery, but my mind constantly races, assessing every situation for potential advantage.
Ideal: I will restore my family's honor and fortune, no matter the cost or who I must manipulate to achieve it.
Bond: I bear the weight of my father's disappointment, and I will not rest until I have redeemed myself in his eyes.
Flaw: I believe I am always the smartest person in the room, and my arrogance often blinds me to the potential consequences of my actions.
Personal Quest:Overwhelming Debt. I owe a tremendous debt of 10,000 gold pieces, maybe more. My personal quest is to pay it back by making a fortune in Drakkenheim collecting delerium, plunder, and completing work-for-hire. Meanwhile, I must hide from bounty hunters my creditor sent to kill me.
Appearance: Albrecht Auerbach exudes an air of nobility and grace. Though only in his late twenties, he has long, silver-white hair that cascades down past his shoulders, suggesting a highborn lineage. His attire is nothing short of extravagant, featuring an elaborate collared coat adorned with intricate gold patterns and elegant buttons on his finely-tailored vest. Classically handsome, he boasts a strong jawline and closely-trimmed beard that is meticulously kept. Defined cheekbones sit beneath his piercing ice-blue eyes, which display a hint of arrogance and superiority. He speaks eloquently, each word chosen with precision. His every gesture and glance radiates an unshakeable confidence.
Personality: Albrecht is a cunning strategist, always calculating and analyzing every situation for a potential advantage. He possesses a silver tongue and a charming demeanor, using flattery and manipulation to achieve his ends. He does his best to hide his weakness for gambling, which has contributed to the exorbitant sum of money owed by his family to debtors. Despite his outward confidence, desperation gnaws at him, born of deep guilt and shame over the financial ruin he brought upon his family. This desperation fuels his determination to redeem his family's honor, even if it means resorting to less than savory methods. The dagger he keeps concealed, a silent testament to the lengths he is willing to go to achieve his goals.
History: Raised within the magnificent high walls of the Auerbach estate, Albrecht’s childhood was a blend of scholarly pursuits and mischievous gambles, the latter of which often slipped past the watchful eyes of his father, Markgraf Friedrich, and his nurturing mother, the Markgräfin, Eleanora. Alongside his sister Isolde, he reveled in the thrill of secret adventures and clever games, laying the foundation for his love of risk—a trait that would later define his quest for redemption and honor. This early entanglement of innocence and cunning crafted the complex tapestry of Albrecht’s destiny, intertwining nobility with the shadows of a gambler’s life.
Within the family estate on the outskirts of Geldstadt, Albrecht’s fall from grace cast a shadow over his family. His father, a paragon of virtue and discipline, bore the scandal with a stoic facade, but his disappointment in Albrecht was a storm that boiled within. His mother maintained her composure, her heart aching for the son who had lost his way. And then there was Isolde, whose love for her brother was matched only by her sorrow for the tarnished family name.
Now, as Albrecht ventures into the dangers of Drakkenheim, his every success and setback is felt deeply by his family. They remain in their grand estate, surrounded by whispers of their fall, holding onto hope that Albrecht will return, not just with gold to settle debts, but with honor to restore the Auerbach legacy to its former glory.
Roleplay Sample:
The dimly lit backroom of the tavern buzzed with tension. Albrecht Auerbach sat at a table strewn with cards and coins, his eyes fixed on the deck as he calculated his next move. Across from him, a figure shrouded in a hooded cloak dealt the final hand with a sly grin. Albrecht addressed the cloaked man with a confident smirk. "The stakes are high tonight, my friend. But fortune favors the bold, does it not?"
"Indeed, Master Auerbach. But remember, fortune is a fickle mistress," the man replied with a wicked smile.
The cards were revealed, and a collective gasp filled the room. Albrecht's hand was strong, but not strong enough. The cloaked figure’s winning hand lay on the table, signaling Albrecht’s defeat. Albrecht attempted to maintain his composure, but his clenched jaw and the faint flicker of panic in his eyes betrayed him. "It seems Lady Luck has spurned me tonight..."
Malice dripped from the voice of the cloaked figure. "A costly lesson, young noble. Your debt is considerable. How do you intend to settle it?"
Albrecht's charming smile faltered as the weight of his loss settled upon him. The room spun, and the clinking of coins being raked across the table sounded like the tolling of a bell. His family's honor, his father's pride, all gambled away in a moment of reckless thrill. Albrecht's heart pounded as the cloaked figure's words hung in the air. "I... I will find the means. The Auerbach name still holds weight. I shall settle this debt..." His voice, a mere shadow of its usual confidence.
The cloaked man leaned back, his laughter low. "You have until the next full moon, Albrecht. Fail, and it won't just be your honor that is lost. Your life will be the price."
As the cloaked figure vanished into the shadows, Albrecht was left alone, the echo of the man’s mocking laughter his only company. He gathered his composure as best he could, rising from the table with the grace of a fallen prince. The once lively tavern now seemed a grave for his past glories.
With each step towards the tavern’s exit, Albrecht's mind raced with plans and schemes. He would venture into the heart of Drakkenheim, where fortunes were made and lost, and where he would either reclaim his family's honor or perish in the attempt. It was a gamble of the highest order, but then, that was the essence of Albrecht Auerbach.
What do you like to see in a PBP game? I'm very detail-oriented, and I like when significant detail is provided about the campaign world, NPCs, etc. to allow for more intricate role-play opportunities. I also enjoy when characters' backstories play a part in the campaign.
What do you not like to see in a PBP game? When characters' personalities don't have a chance to shine through. Also, as a player, any time you feel cornered into making decisions your character wouldn't.
What piqued your interest in applying for this game? I was unfamiliar with this campaign setting, but have since spent time reading a bit on the Drakkenheim Wiki and within the appendices of the DoD sourcebook (nothing about the story of the campaign). I love the setting and flavor, and thought a noble character would be incredibly fun to play within this world.
What do you want to get out of this game? Be selfish - what is in it for YOU? The opportunity to flesh out a character that I've had a lot of fun working on so far.
What is your expected posting rate? 1-2 per week, realistically.
Last edited by darkbringer; Jul 14th, 2024 at 09:34 PM.
Reason: Adding to character application
Name: Jolina Melbourne Race: Human Variant Class: Wizard Alignment: Neutral Personality Traits: I am a mage for hire and am not afraid to use my magic to get my hands dirty. A lot of people will pay top coin for a skillset like mine. I am constantly reading books. The more knowledge I can obtain, the more I can outwit friends and foes alike. Ideal/Bond/Flaw: Knowledge. I left the Academy on uncertain terms to gain access to knowledge forbidden. There is much the Mageborn have been denied. There is more to know, and I will know it! My terrible mistake was covered up by my mentor in the Academy. I owe them my life. I am distracted by possibilities of gaining knowledge or power, regardless of the cost or danger.
Appearance: Wearing practical garb as a rule, Jolina fights with simple weapons (when possible) to avoid outing herself as a mageborn outside the purview of the Academy. She covers her arms at all times, as a perilous encounter during her incident at the Academy left her horribly scarred. See image for reference.
Personality: Jolina has, after a rough start with many mistakes, embraced the mercenary life forced upon her by circumstance and is always looking out for number one. Guilt and obligation still tie her to her mentor at the Academy who interferes on select occasions, pulling on loyalty and leverage. Given her dubious status as an Academy mageborn not wearing the Amethyst colors, Jolina tries her best to fly under the radar when working, though advertising her skillset does increase her wage to employers. Illusion and misdirection are her allies, and greed (for knowledge, power, validation) may yet be her downfall.
History: Taken by the Academy at an early age, Jolina has no more than a faint impression of life before. Ambitious and talented, Jolina worked hard to cultivate her blood-borne potential, urged on by her mentor. Jolina, despite being indoctrinated into the Academy, took the wrong lessons from learning of the Sorcerer Kings. Why should fear prevent those lucky enough to be mageborn to live under their potential? Unfortunately for her, inexperience and arrogance meant she didn't have the good sense to stop at just thoughts. And the forbidden nature of the knowledge meant she discounted the (often quite inaccurate, to be fair) rumors of just how wrong this could go. Jolina broke into the Restricted Section of the library to obtain instructions, stole ingredients from the potion master's personal cabinet, and attempted a forbidden ritual. She summoned a demon just as planned, but something went wrong – if not for the intervention of Jolina’s mentor, she would have been killed, rather than simply scarred. An inexcusable breach of the Articles of Malediction. And yet...her mentor sent her packing back to bed, poultices provided to seal the terrible wounds on her arms. The next morning it was if nothing had changed. And yet, everything had changed. When her mentor mentioned the opportunity to leave the Academy on a special expedition, she leapt at the chance - paranoia had all but destroyed her psyche in just a few days. However not all was as it seemed - she was contacted by her mentor the day before she was to return to the Academy and instructed (in no uncertain terms!) that she was now on permanent assignment, reporting directly to him. Jolina was to obscure her connection to the Academy and support herself however she could. "Await further instructions. You will know it is me." Since then, she has scrapped her way into a meagre living as a mercenary, surviving by wit and guile, making her way toward Drakkenheim. As the instructions became increasingly distasteful, the gratitude Jolina once felt for her mentor's intervention has soured - and truly, she has been reduced to little more than a catspaw, bound to her mentor by powerful obligation, but free (and deniably so) from Academy ties. She longs to uncover the powerful arcane secrets lurking within the shattered city, to grow powerful enough to finally be free of the forces which constrain her and pull her strings.
RP Sample: The missive was delivered through the usual method – a familiar spirit (a raven this time), transfigured into a puff of smoke the moment Jolina speaks the passphrase, "Loyal servant." Palming the slip of paper, Jolina slips out of her one-person tent to ensure she is still alone, encamped a hundred feet off the road, opposite a lone tree. Nothing. Ducking back inside, she quickly reads the missive by conjured firelight. No instructions this time, simply a destination. Despite the slight damp on the paper from sweating palms, the note puffs into smoke instantly when touched to the flame.
"Once more…" There’s not much to pack. However, Jolina tries to undo the knots of her tent the trembling in her fingers fumbles the task once. Then again. Sweat trickles into her eyes, bringing an unpleasant sting and blurring her vision.
The memories begin flooding back – a flash of dark fire, an umbral voice, and blood. All of it hers, until it wasn’t. A wordless moan escapes Jolina’s lips, the scarred flesh of her arms suddenly intolerable against her sleeves…
Inch by inch, Jolina reins in her ragged breathing. She forces herself to face her demons…well, demon. Pulling on the weave, she conjures an illusory replica of that night, her recall perfected through trauma. Choking down her fear, Jolina pauses the image as the foul creature reaches ichor-drenched claws toward a not-much-younger version of herself.
"I still don’t understand…" Having conquered her fear for the moment, she looks not at either figure but at the intricately drawn chalk lines on the illusory floor. Her hands – nearly steady – trace lines burned into her memory. "These were perfect. Drawn evenly, angles precise. Everything was going perfectly…" Frowning, Jolina looks again. "No. No, it can’t be. A break in the line? That’s never been there before."
But this has happened – the more she can conquer of her fear, the more her subconscious provides to the image rather than protect her from the dreadful truth of that night. Hairs prickle on the back of her neck. Jolina turns, and for a moment she sees something, her eyes widening. Before her conscious and subconscious mind can come to an agreement though, she dismisses the magic reflexively as the sounds of horses trotting down the not-so-distant road become obvious. In moments she is tearing down the tent, fingers no longer struggling with simple knots of rope.
Personal quest: Arcane Secrets. Forbidden lore lies in Drakkenheim. Several dark wizards living in the ruins have mastered terrible and powerful new magic. The Inscrutable Tower library stands unguarded, filled with spellbooks containing secret arcana. My personal quest is to learn these spells. While Jolina's ambition and arrogance were checked severely by her accident at the Academy, resentment over her mentor "saving" her only to leverage that to become a puppetmaster has reawakend that spirit in her, now with an edge of bitterness.
What do you like to see in a PBP game? Conflict (read: combat) resolved as “all players post, DM posts” (no separate initiative). Cinematic storytelling (DM gives broad strokes and keeps the pace moving, players free to backfill details). Thriving OOC forum(s) – the more communication, the less likely players/DM are to step on one another’s toes. I also like an environment where all the players are supportive of each other’s goals – I don’t need to know what everyone’s quests are, but I do want to help!
What do you not like to see in a PBP game? Slow pace IRL (months/years between level-ups). If the game develops a slow posting rate, I’d love for the game pace-per-post to increase. Player-vs-player conflict – not character tension, that’s fine as long as it’s all in service of a more fun story, but I don’t like to see players undermining each other’s goals (might need a session zero to de-conflict personal quests, break the players into separate parties, or the like?).
What piqued your interest in applying for this game? Personal quests! I like the idea of having a long-term goal, and helping others with their long-term goals.
What do you want to get out of this game? Be selfish - what is in it for YOU? I want to be rewarded for clever use of Minor Illusion! I want to play a character who has very real reasons to avoid combat, avoid detection, avoid exposure – but one who has already thought four steps ahead when steel is drawn.
What is your expected posting rate? Twice per week.
Last edited by Mythrandil; Jul 12th, 2024 at 07:28 AM.
Definitely interested. I have a race I have been hoping to play but is outside the listed books. An Genasi (Air)
EEPC p9
Ability Scores: Con +2; Dex +1 Size: Medium Speed: 30 ft. Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years. Alignment. Independent and self-reliant, genasi tend toward a neutral alignment. Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium. Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants. Unending Breath. You can hold your breath indefinitely while you're not incapacitated. Mingle with the Wind. You can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for this spell.Air Genasi. If I'd probably lean toward Human variant, or Tiefling. Just thought I'd ask for DM's permission.
Name: Caden Alvaro Race: Class: Rogue (with plans for the Phantom path) Alignment: NG Background: Survivor DoDk
Personality Traits:
I try to work in the thin grey area between the squabbling factions, squeezing under their radar when possible. The less I am seen, the better.
I will never give up until I reclaim what I lost in these ruins.
Ideal:
Safety. Whatever I can do to keep myself fed and keep a safe place to rest is good in my books.
Bond:
I had family in these ruins. I know not what became of them, but I must find out.
Flaw:
I hear voices constantly. Sometimes I get distracted with conversations with people who are not there.
And a bit more detail on your Character backstory.
Appearance: Personality: History: RP Sample: (a scene from the character’s perspective):
Finally, I would like to know a little about you as a Player:
What do you like to see in a PBP game?
What do you not like to see in a PBP game?
What piqued your interest in applying for this game?
What do you want to get out of this game? Be selfish - what is in it for YOU?
What is your expected posting rate? (no right or wrong here, just want to know expectations)
I am going to say No to the Air Genasi as I am not familiar with them and are not from the specified books.
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GM of Cyberpunk - The Edge of Glory| Curse of the Azure Bonds | GM for Dungeons of Drakkenheim
Name: Blex Snowfall
Race: Human
Class: Bard; College will be chosen during play.
Background: Guild Thief.
Alignment: Neutral Good.
Traits: Flamboiant and loud.
Ideal: Fame
Bond: Loyal to Elias Drexel and the Hooded Lanterns; also has parents still alive, who he sends letters to.
Faction: Hooded Lanterns.
Flaw: Has difficulty keeping a low profile; tends to draw attention when it is unwanted.
Appearance: Wears brightly colored clothing and dyes his hair oddly. Wears clown makeup. When not performing, has light skin, eyes, and hair and a rather bland face. Somewhat tall and thin.
Personality: Always wants to be the center of attention. Ego can get out of control.
History/Backstory: He comes from a family of traveling players. They move from town to town to attend as many festivals and carnivals as possible. He spent his childhood traveling between various villages and playing minor parts in morality plays and farces. He unexpectedly discovered how to sing one of the words of creation. It was during rehearsal for a script found in a ruined tower (which turned out to be a wizard's coded notes on a means through which the non-blooded could use magic through true name songs.) This ability drew the attention of a number of factors, including the Queens Men and the Academy. The academy lost interest when they determined he was not a blooded mage. He was recruited by the thieves and forced to join their organization, where they used him as a distraction for various petty crimes. It began by asking him to play a song in front of a store, while they snuck in the back. Then, the threatened to plant the merchandise on his parents and report THEM as the thieves. He reluctantly joined the guild but was looking for a way out. This caused him to spend his adolescence in the capital. The Hooded Lanterns rescued him and taught him to use his powers. One of the lanterns pretended to kill him, but it was only a magical illusion combined with stage magic. The lanterns explained that they need his help to explore the dungeon but offered him the chance to walk away. The fact that they do not force him to work for them is why he serves them willingly. He has spent the first two years of true adulthood/youth preparing for the expedition to Drakkenheim. His criminal contact from the Queen's Men is trying to silence him to prevent him from leaking the secrets of the gang.
Goal/personal quest: Looking for the mystic secrets of this city.
RP Sample: Blex speaks almost immediately, before the men have a chance to draw steel.
"So, you think you can simply take everything from us by force? I don't know what type of fool to take you for,"
Blex Snowfall tumbles backwards, avoiding the weapons of the thugs, and comes to a rest next to the wooden table. He draws his dagger to parry but does not strike first. These figures are not worth wasting magic on.
Player goal: I want to experiment with the bard class and have fun playing. Also, I want to see how my character evolves over the course of the game.
Player anti-goal: The one thing I am afraid of is that the GM will suddenly stop posting without an advance warning. Also, I would like to avoid the party falling apart over real-world religious arguments.
Player expectation: I expect that this will be a dungeon crawl through a magical ruin, possibly with a few 'social intrague' scenes back in camp.