OOC/Casting Call: Curse of Calmus II

Quiet_Cool

Learning to Fly
Joined
Jun 24, 2001
Posts
5,897
Rules:

1. This thread is by "invitation only." DONOT just jump in and post. If you want to join, PM me with a character profile and, if the others in the thread agree and the character is approved, and the story allows it, you will be included.
2. Check out the Profiles/rules thread for information before asking to join. Know the game before you get involved, make sure you're interested.
3. This thread is by "invitation only." DONOT just jump in and post.
4. No OOC posts are allowed on the basic thread, NONE. It slows the flow of the thread.
5. This thread is by "invitation only." DONOT just jump in and post.
6. DONOT assume that a character or type of character is the same as you've seen it in the past. Each notable character, meaning those being RPed and those who affect the plot otherwise, are profiled on the Profiles/rules thread, as are every type of enemy I post. Don't assume that an Orc or Goblin or Troll is what they have been in other games/books/movies and whatnot in the past.
7. NEVER, in any game, but specifically here, make decisions or impose actions on another player's character.
8. All OOC ideas and actions are to be conveyed by PM, not on either thread. Sorry if this is an inconvenience to anyone, but OOC posts tend to clutter up the thread, damaging fluency and continuity.
9. We reserve the right to add or delete any rules and make any changes, just wanted to toss that out there, just in case we need to change things...

Okay, on with the show...
 
Okay:

The original Curse of Calamus thread is over a year and a half old, but was a well-rounded and pretty creative ride for those involved. Even though it had its rocky times. This is an attempt to see if we can get this puppy moving again, this time in a sequel.

For the record, yes, this is another medieval thread, but if it has the push the last one had, it should be well-worth getting involved in. Just ask anyone who happened to be involved in the first one.

The basic premise:

There was once a man named Calamus, also called Calamus the foul and more often Calamus the cruel. He was a large man, the leader of a large army of men not quite so cruel, but still devilish and voluntary in their evil deeds. Rumor was that Calamus, a man of unknown origin, had rode right out of hell itself, bringing with it all the pain and suffering that resided there and intending to visit that suffering upon the world as he'd lived and breathed it beneath. That of course was just a rumor, though his actions were those of pure evil. From town to town he and his men rode, plundering and destroying those that had what he wanted, whatever that might be at any given moment. The people of the lands he tortured often rose up against him, afraid but not willing to live forever in fear of him, but were usually simply crushed.
As time pushed on and his army flourished, but from the riches he bore grew jealousy. His men turned on him, and two armies were borne of one. The battles that ensued were more vicious than any the world had ever known, or to this day has known, and in the end, the greed of his men destroyed all that his greed had accomplished. In the end, many lay dead, and among them lay Calamus. Rumors of his defeat and the destruction of his army brought men forth from every town and village to find and identify the body of the great and vile Calamus.
Discovering him dead, they tore his body into pieces, burying some small part of him in each town he'd destroyed as a reminder of what they'd survived. The people rejoiced thereafter, living happily without his tyranny, not knowing what waited in his wake. It seems that, unbeknown to them, Calamus had taken a lover. Not just any lover, but one of the highest significance. The witch Druselda, who at that time, headed the Witches council and was possibly the most powerful the world then knew. This news came from several of the men who'd survived the civil war between Calamus' men. But the news came far too late, as many were sent to retrieve the witch and she was not found. Nor ever heard from or seen for quite some years. Just as well, was the general consensus, as she was no longer of their concern, and life became one of happiness and joy once more.
What's that you ask? Yes, I'm getting to the point, but you might well consider getting more comfortable, and ordering a pitcher for us both, as the night will most certainly be a long one, though worth your time I assure you…
Where was I? Oh, yes!
The witch Druselda took to life in a cave beneath a great mountain, the name and location of which I will tell you later, and beneath the mountain, she gave birth to and raised her two twin sons, borne of Calamus' seed and evil as their father was. However, the son's on Druselda were not only evil men but the spawn of a great witch, which made them capable of using magic in ways mortal man could but dream.
While these things were unknown to those who lived in the world outside the mountain, other changes in the world were being noticed. For instances, many things were going amiss. The world they lived in was beginning to change. People, men and women alike, were becoming more and more violent, over things would never before have caused them to so much as frown. Stranger still, the days seemed to grow shorter and even in the light of midday in June, the sun's light grew weaker. Inspired by this new growing darkness, creatures, dark creatures that seldom came into the realm of the light were quickly growing more common in the areas surrounding the highly-populated and less populated towns alike, striking fear into the simple folk who lived in them.
As the sons of Calamus grew to adulthood, their power increased, and as it did, the condition of the world steadily worsened, until the days were two hours shorter than before and the countryside was often plagued with vicious storms and attacks from these dark creatures had forced many to move, hoping to find safer grounds in which to live. No safer grounds existed, however.
So this brought about the great meeting of the Wizard's council, where the possibilities of what was occurring were brought to light and studied. One among them, the most agreed upon, was that the witch still lived, and had somehow grown stronger and had brought these evil onto the land. At this same council, it was decided that the great wizard Pennindar should gather together a band of adventurers to set forth and find the source of this great dilemma and put a stop to it.
The Council chose a lone Wizard, one of thier own, Pennindar, to lead a group in search of the witch. Thier search led them Northward, where they met with many obstacles, met with the dragon-hunters and the dragons themselves, and gained much support o the way, support with which they would have been lost without. Eventually they came to the Witch's servant, Bob the Troll, and then the Witch Druselda herself, though her two sons were nowhere to be found. The Witch was slain, but the evil instead, grew stronger.

In the actual thread, they never made it to the Witch, but came close. I figured, if this took off, it would be best to skip ahead to what happens after the Witch's demise, as it would be easy to jump in, without having to read the entire old thread.

So, if you want in as a new character, or if you were one of the original and wish to join in, come here, pm me a character and we'll see if we can work together. Remember, your characters have to be approved before you can join.

Oh, and excuse all the posts with the elipses. I'm claiming the first ten posts here so I can bunch any information that might be important near the beginning of the thread. Better that than shifting through pages of OOC posts to find one thing.
 
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A few basic guidelines when dealing with the GM

Just the basics, a few things you should know just in case this thing takes off, want to make sure you know what to expect:

Your characters:

They're exactly that, yours. I won't injure, kidnap, kill, or change the status of in any way without (1) informing you, and (2) attaining your permission. You can't force your will on another person's character, and I can't either. Fair is fair. Go ahead and develop them in your own way, just don't use the plot in order to do it. I don't want anyone suddenly realizing that they are the center of everything, or anything like that. The characters are yours, the plot belongs to me.
I WILL attack them, and rough them up a little, knock them around, but how that affects them, whether or not they're killed or injured; that's all up to whoever controls the character.
As for interactions between them, from one player to another, say whatever and do whatever, conflicts, disagreements, love affairs. That's not my arena.

Basic characters:

The ones you run into (WITHOUT NAMES) along the way. The orcs (referred to as such) and goblins and whatnot, any character called by its race alone. Do what you will with them, go ahead and kill them or leave them, or ignore them all together. If I want you to kill them, they'll attack you, but that doesn't mean you have to let those that don't attack you alone...talk to them, fight with them, whatever...Just remember, actions have repercussions, and even those characters may have large families and many friends.

Not-so-basic characters:

Here's where it gets a little tricky. Characters referred to in ways such as: the orc, the goblin, the giant, the nighthound, the dragon. They're basic characters. Remember what they are when you attack or kill them, don't over or under do it (ie. a dragon will be hard to kill for any character, however, a dwarf will have much more trouble killing a nighthound than say, a giant. So if you're the dwarf, have some trouble...). Other characters, meaning character with names (ie. Bob the orc, or Joe the dragon) are not-so-basic. These ones I usually have plans for, so don't be in a hurry to kill them off.

The plot:

Sorry, here I'll be stingy. It's mine, all mine!

Additional characters:

Like Pennindar, your trusty wizard pal and guide. These charactes are ones I add in to keep the group high in numbers or to help me show you where I need you to go. They'll basically follow along with the group, though they have their own characteristics, and aren't slaves to your will. Some may turn on you, be spies for the enemy, or just be there so I can kill something off. I get an itching to do so now and again.

There were some recurring questions about these things, so I figured I'd post this to try and clarify where everyone can see it.
 
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Races and classes for playing characters

This isn't a restiction, but a basic runthough of what we have so far...
Oh, and stereotypes are a trend in this type of medieval fantasy, so I'm generalizing here...

Races:

Elf: Immortal yet mortal, the elves are the most peaceful race. Embracing nature and its beauty, they tend to remove themselves from the rest of the world, wanting to avoid its negative influences. Slightly smaller and slightly more frail than humans, elves are youthful in appearance, although they often live for as many as thousands of years, not dieing a mortal death of old age but facing the possible deaths in terms of violence, and always beautiful. They possess the natural ability to heal, but only to heal, and that ability grows weaker as they venture further from their own kind. Capable of war but not inclined to it, elves are often trained only to defend thier own cities and ways, making them not so often good swordsmen, but always good archers...They are also, perhaps, the most intelligent race.

Dwarf: Miners and greedy, the dwarven race tends to mind its own, unless its riches are being impeded upon. Intelligence is not a strong point, however, the dwarves are well-trained warriors, though, due to their small size (they're roughly half the height of a human, seldom more than four feet tall) they aren't always as effective against larger enemies. They train ceaselessly, ensuring the best possible defense of their riches. Not magically inclined, yet not humble, the dwarves are outspoken, not shy about telling one of their adventures or riches or skill in battle.

Human: The most diverse race, humans are easily the most difficult to predict. Some evil, some good, some selfish, some caring of others, the humans range in personality types and in physical attributes, not to mention their class. A natural affinity for destruction, humans are often avoided by other races, and have become the most abundant species, though not necessarily the strongest. Having no natural affinities, humans are capable of learning any art or skill, though not necessarily to the ability of other races.

Giant: The name says it all. Appearing human, but enormous in size, sometimes being so large as twice a human's height (fifteen feet) and four times his weight. Immensely strong, but lacking in the areas of intelligence, giants are as diversely inclined as people are. Some are good, some bad, some selfish and some caring.

Brownie: Rarely more than six inches in height, and often less than four, this race of "little people" often dwell deep in the forrests, away from mortal man and the negative effects of his ways. Brownies live the lives of nomads, with entire villages that move and progress. Mostly, hunters and fishermen, but some do farm. Mostly kindhearted, brownies are rarely subject to greed or hatred.

Classes:

Warrior: The most commonly followed road for any adventurer, the warrior is trained for battle in general, against larger or smaller foes, mortal or immortal, but is incapable of using magic.

Thief: The name says it all. Thieves steal items, either from tombs or whatnot or by pickpocketing others. While often smaller races make better theives--dwarves especially, given their desire for riches--humans often make decent thieves as well. Though not so skilled with weapons as warriors are, this type of lifestyle breeds the need for skill with a weapon, hence a thief is often useful in battle, but not always trustworthy. Elves, however, given their positive outlook, do not steal.

Wizard: Sometimes the most powerful, but in these times, magic is less useful than it once was. Wizards are often the wisest of men, but are needed to do more than cast spells. Often, they are well-trained in battle, and spells are only their last resource. While most wizards are human, other races have been known to dabble in the ancient art of magic.

Barbarian: Barbarians are always human, and often unintelligent. They fear what they cannot understand, and they hate magic. However, they make possibly the best fighters, due to their brute strength and violent lifestyle.

Ranger: Trained as warriors, rangers prefer the lives of solitude provided in the wild. Often sent to clear areas of any threats to humanity, Rangers are often used to being alone, and seldom wish to be bothered by others. Often human, but sometimes elves or dwarves (as giants prefer not to be in human service).

Bard/singer: Always elves, these magicians are capable to creating low level spells using their enchanting voices. Usually female, but sometimes male, they are often strongly lacking in battle skills. (just listing this one to be technical. We have a Bard/singer, and one's enough for now)
 
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General creature profiles

Just some common creatures that'll be of use:

Orc: Once elves, they've left their lives of beauty and purity in search of "greater things" and found otherworldly ones instead. Plagued by the things that plague men, they've lost their innocence and their magic and their goodness and have become pure evil. As the years have passed, evolution has taken its toll. Often larger than humans, Orcs have an uncanny strength, but are unintelligent and lack the patience of their elvin roots, leaving them decidedly uninterested in training when they could instead be wreaking havoc. Ugly and spiteful creatures, they will do anything to aid destruction, especially that of the happy and well-loved elves they were borne of.

Troll: Seldom more than five feet tall, trolls are ugly little creatures, known for their greed and malcontent. Taking pleasure in the irritation of others, trolls have been known to take "possession" of things such as roads and bridges and whatnot in order to irritate travelers and rob them of a toll for passage. Seldom good or evil they are often loners, living apart from others of their kind, and commonly steal for amusement. Only mildly skilled in battle and often unintelligent, trolls are quite often considered a non-threat, but one should not turn their backs to them.

Goblin: Distant cousins to trolls, goblins are roughly the same size but are much more ugly and even more malcontent, a trait that has bred hatred toward any and everything. Evil to the core, a goblin will destroy anything just for the sake of destroying it. Driven by such motivations, goblins often train well. That fact, combined with the fact that they often travel in large numbers, makes them formidable enemies for anyone, no matter how skilled in battle. Living underground and coming out only at night, goblins are so accustomed to darkness that thier eyes adjust poorly to light, making it painful for them to see in brighter locations. Hence, they are seldom seen in the daylight.

Faerie: Tiny, so small in fact, that they often fit in the palm of one hand, faeries live in the deep recesses of woods and often hide themselves from any and every passersby. Known to the world only as legend, these creatures spend their days laughing and playing like children among the trees. Blessed with many magical talents, and beautiful regardless of their size, faeries can be very effective as allies, when their attention can be set on anything at all but games.

Giant: The name says it all. Appearing human, but enormous in size, sometimes being so large as twice a human's height (fifteen feet) and four times his weight. Immensely strong, but lacking in the areas of intelligence, giants are diversely inclined as people are. Some are good, some evil, some selfish and some caring.

Nighthound: No one knows where these wolves came from, and rumors are too diverse and numerous to even guess. Some say they followed Calamus out of the depths of Hell itself, as they are purely evil in their intent. Their name derived from their appearances, which occur only in darkness, nighthounds hunt only the kind and despise the pure of heart. First appearing in the years after Calamus' death, these hounds have become more and more abundant at an intense rate. Walking on four feet and shaped like wolves, they stand between three and four feet in height, travel in packs of five to ten, and attack with little warning. Their fiery red eyes tend to give them away in the darkness, and while they fear nothing, they are weary of the light, avoiding it as often as possible.

Nimble: Appearing to be a regular bat at first glance, Nimbles often live in forrest or mountain regions. Like all bats, they are nocturnal, and fast and maneuverable. The seek human blood, but only when they recieve a taste of it. Smaller, and slightly faster and more maneuverable than ordinary bats, these creatures often hunt for sport as well as food, and are a bit on the mean and destructive side.

Dragon: Almost self-explanatory, but not quite. Many types of dragons exist, from water dragon, to fire dragons, and each has its own physical and psychological attributes. Both intelligent, and, due to thier size and ferocious nature, very capable in battle. It is often believed that dragons are capable of human spech, though few have heard them speak, and their nature, whether good or evil, is often a matter of the dragon's individual tastes. See: a note on dragons for more information.
 
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A note on Dragons...

While I've given a direct description in Common Creatures II, it's vague and needed more detail, as dragons came in many sizes, shapes, and natures.
Remember, currently, a war exists between mankind and the dragonfolk (though the dragonfolk donot exist within a structured society, but it clans or tribes, like lions), mankind now hunting the dragons for the strength of their bone to make tools and the beauty of some of thier skins.
Dragons are basically shaped as thus: Large bodied creatures, with four legs like a dog, but often capable of moving on only the back two. They are almost dinosaur-like, with long, narrow necks and long tails dragging behind. Though, each type of dragon has it's own unique traits.

Here are a few types of dragon:

Fire dragon: the most fierce type of dragon, regardless of the fact that it is one of the smallest in size. Fire dragons seldom stand more than forty feet in height, and are slender. Their colors often brilliant, they are one of the most beautiful creatures known to the world. They are also one of the most deadly, given their ability to breath fire. Slender in form, for a land dragon that is, and long in tail, and often winged and capable of flying, these dragons have been hunted by mankind for their beauty, which has spurred great vengeance in return.

Water dragon: Possibly the most uniquely shaped of the dragonfolk, the water dragon is long and slender, like a snake, and while it is amphibious, it cannot remin out of water for long. Incapable of flying or of any other particular attack, but capable of moving at unbelievable speeds beneath water, the water dragon is the hardest to find and kill, but also the gentlest of the creatures, save the Rock Dragon. Often as long as seventy feet, and as thick as eight feet in diameter, water dragons tend to survive on sea food, but sometimes venture onto land to feast on whatever food they find there.

Rock Dragon: The least violent, all beit the largest of the dragon folk, the Rock dragon is heavy, often standing to well over sixty feet in height and immeasurable in weight. Usually fatter than the other types of dragon, they are moe intimidating than they are dangerous, fighting only to save their young in most cases. Incapable of flying, these dragons are the most commonly killed by humankind, though their skins are often a drab grey color.

Elemental Dragon: Named different than its true nature, this dragon is often of a neutral size, and has no natural color. named for its cameleon-like ability to change colr and blend into its surroundings, this type of dragon comes in many shapes and sizes, from twenty feet in height, to almost fifty. Slender like a fire dragon, and often winged as well, Elemental Dragons are often very maneuverable, and more individualistic than any other type dragon. They often travel alone, and also tend to hunt down humankind, wanting vengeance for the attacks on their own kind.

Grey Dragon: Named after their lifelines (they often live thousands of years), Grey Dragons are a more intelligent breed. They tend to take positions of leadership. Large, nearly the size of a Rock Dragon usually but more aggressive. Grey Dragons are often colored several different shade, their skins blending the colors together, almost as though they were a calico cat.
 
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Religion and the Curse...

In reference to religion.
No creation or religion will be directly incorporated into the plotline...and Calamus is currently dead (as to whether or not he'll see ressurrection...you're guess is as good as mine on that one, but it's a long way off in either case), not an evil god or a ghost or spirit (though I can work these both around religion) but a man who once lived but now is dead. The supernatural effects at work here are due to the Witch Druselda and her two sons.
Do any of us know there's a God? Nope. But some of us have faith. The character may or may not have faith, just as we do. The character may also have faith in more than one god. Just as we are not meant to limit one another's belief's, I wouldn't try to limit any character's belief's. While one character may have several names for gods (one of the sea, one of the sky, etc.) another may believe in only one. Mer may be the commonly used word to describe the "one God" commonly believed in.
Basically, it comes down to this: Religion is characterization, and that's oriented in characters as individuals, not as a group. They should believe whatever the player intends them to believe. And I don't intend for religion to be a major plot-twister...
To each his/her own.
 
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The Guide...

Name: Pennindar
Race: Human
Class: Wizard
Age: Unknown...even HE cannot remember...

He dressed in general wizard's attire, from the pointed hat and the long cloak to the long white hair and beard. His staff is always near.
A member of the Wizard's Council, he has been sent to find a group of travellers, who as of yet, donot know their own fate, in order to both save the world, and rid it of the last reaches of the vile Calamus' influence.
A powerful wizard, Pennindar is also wise, knowing that magic should be a last resort only, and not a common way of dealing with things. He's also old, and being still a traveller, often very grumpy.
Large for a wizard (6-1 though slender), Pennindar has been trained with the sword and axe and mace, but his studies in magic have left him less than perfected in the art of any weapon.


Name: Talbot
Race: Brownie
Class: Warrior
Height: 5 in.
Weight: 8 oz.

Description and Bio.:

Once the pride of the village of Demnodd, Talbot was known for his ability to fight in a pinch and his cunning in the hunt. Average height for a brownie, his shulder-length blode hair and fair blue eyes also made him the daydream of many a young brownie lass.
Lost one day in the hunt, Talbot was caught ina rain storm, and, taking shelter in a tree, soon found the leaves heavy with rain, and in a sudden wind, fell, landing in the river and floating downstream. He washed ashore miles from his village, which was an impossible distance to a brownie. He wandered in the forrest until finding the supply wagon he'd stowed away upon and found his way to the village of Kallen, where Pennindar found him.
Useful when least expected, Talbot is a loyal friend, but has no place in the world of mortal men and others races. He longs to return home and be with family and friends.


Name: Boguras
Race: Elf
Class: Warrior
Age: 1035 yrs.

Appearance/description: One of only a few in Broolin with darker features, Boguras has stood out since his birth. A skilled warrior, and well-respected, Bogulas does not appear to have the abilities he has in battle due to his size. He stands to only 5'5", just below average for an elf, but often much smaller than his enemies. Often silent, Boguras has had some trauma in the past that he makes no mention of and will not tolerate being asked about.


Name: DaSanda
Race: Elf
Class: Healer (specializing in Elvin healing magic)
Age: 901 yrs.

Appearance/description: The cousin of Boguras and also one of those darker featured elves, the beautiful DaSanda has no knowledge of, or interest in violence or war. She has trained since her coming of age to learn and master the arts of Elvin healing. Impossible to persuade, once her mind is set on something, DaSanda has a reputation for being somewhat of a...bitch, of sorts, though she has always shown the utmost respect for her elders and those of authority over her.


Dragon Profiles (Northland Clan)

Melthar
Age: 870 yrs (approx)
Gender: Male
Type: Grey Dragon ("The Wise")
Description: Gifted in his intelligence, but clouded by aggression and anger toward the humans, Melthar leads the Northland Clan, but his decisions, while meaning well, are often made in haste.

Destiny
Age: 230 yrs (approx)
Gender: Male
Type: Fire Dragon
Description: Destiny is the leader of the warrior dragons of the Northland Clan. A "General" he is in a position of great influence. Good-hearted, kind, and not at all war-minded, he takes his duties witha heavy heart. Regardless, he is fearless in battle, and skilled almost to perfection.

Constance
Age: 270 yrs (approx)
Gender: Female
Type: Fire DragonDescription: She is the defender of the young, a position she takes very seriously. In the state of the current war, her job has become near impossible, making her worry constantly and feel as though she is failing. She is good at heart, and will do anything to help the young.
 
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*Wonders why no one has posted to this yet*

Oh, well, whatever.
Character!

Name: Richard
Race: Human
Class: Thief
Age: 21
Hair: Brown. (Short over most of his head, he has a long braid at the back that he usually wraps on the top of his head so it fits under his hat.)
Eyes: Brown

Richard stands 6'3" tall, and has an athletic build, keeping himself in shape if he should ever be caught. A petty criminal, he keeps himself to his own code: Never steal unless you're sure you can get away with it. More of a con than a thief, he dresses in a black cloak and hat. The hat has a wide circular brim and both it and the cloak show signs of wear and age.

Son of a scribe and grandson of a clerk, he has a good education, and a good grasp on common sense. He carries only one weapon, a curved dagger he has named 'Fang,' a specialty weapon he once stole from a drunken warrior, he trained himself with it.

Richard believes in a polytheological outlook on life, and prays to Dragons. Of all things, he joined a religion which believes the Gods created Dragons to look after and care for the world. (So if you get in a fight with one, don't look to him, he'll be busy trying to kill you for the dragon.)

Richard is sarcastic, and not the friendliest of people. But he's damn loyal to those he's loyal to, and he tends to think of the things other's forgets. He's got a flair for the dramatic, and is a terrific con man.

(Ask me how he turned back a horde of enemies in the first one. Classic, man, classic.)
 
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Here's my character

Alic
6' 4"
200lbs
Dark brown hair
Hazel eyes
Ranger
Weapons of choice: Enchanted longsword (found in a tomb) and shortbow

Profile: Alic was trained by the best ranger in the land and when his mentor died he went out in the world to cleanse it of evil. He built quite a reputation for himself and was asked by the mayor of a town to cleanse a cemetery for him. Feeling quite cocky he told the mayor that he would do it by himself. He went in and began to cleanse the cemetery but he was then attacked by a creature and almost killed. He was pulled out of the cemetery by a mysterious person and nursed back to health. As soon as he was well enough again he went back to the cemetery and cleared it out, finding his sword in one of the tombs. As soon as he came out of the cemetery though he noticed that something was different about him and every night while he slept he had the most vivid dreams and found himself unable to remember things of what he has done. He has since been to a cleric and told that he has been cursed by a creature and he has to find a cure or he will will change into the creature permenantly
 
I'm in

Name: Xur
Ht: 6'
Wt: 200lbs
Hair: White
Eyes: Gray

Lean and muscular, he prefers his two short swords to magic in battle. Orphaned, and apprenticed to wizards, he left them out of impatience to see the world... before it ended.

Has a stark, sometimes too stark, view of right and wrong. There's not a whole lot of gray area in his world. You either live with a certain code of honor, or you don't. He doesn't have much patience with those who don't.
 
If you would like a female giant barbarian, let me know. PC's like this don't fit in every thread, but are fun to play.
 
Jocca Jolidotter

Jocca Jolidotter is a female giant fighter.

Height, 12 feet
Hair, muddy red in dreads
Eyes, muddy brown with glints of green
Very fit muscler female form...
Fav. weapon, Spiked battle club and spiked sheild, just like mom used to wear.


Jocca is a simple soul, likes things to be in black and white and runs largely on instinct...saves time unlike that whole thinking things through stuff. Very loyal she'll believe what her trusted friends tell her, until an anvil falls on her head and she realizes that maybe they weren't so trustworthy after all...then she'll be their bitter foe.

She likes trinkets and sparkly things and often bedecks herself in small charms and flowers. Relgion: Ancestor worship..she longs to live up to the deads of her dead, and to leave a name for her children.

"It's us again' them." Jocca said, thinking over the question of whose side she was on. "So, I guess THEY gotta deside, are they onena us? Or onena them?" Jocca bites her lip for a moment then adds. "And they better think fast, coz I don't got all day and it's easier to crack them a good one and get back ta it later than talk ta them about it."
 
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A female giant fighter?

Good god, it's a character that fits a part of Richard's personality I kicked around last thread but never got around to doing anything with. Or even mentioning. It ended too soon.

Freaky. Wow. This will be interesting.

I wonder if we can get any more people in here?
 
All right, guys...

Between Paen, GM, Angelus, and Polite, that's four, plus all the NPCs...
I think we can get started. A lot of the time, threads get more interest once the ball gets rolling.
I'm liking the characters as well, and if anyone decided they want more than one, let me know. I'm sure we can work things out (bobo-daclown had three in the first one...THREE!).
I just wanted to set the stage for you a little before I went ahead and wrote the first couple of posts to get us moving.
When we left the first one off, we were at a place called Rock Face, named as such for the large face carved into the rock (clever, huh?). We'd met up with the dragons, who'd previously been at war with the Dragon-hunters. This was shortly after they'd succeeded at retrieving an item from the troll Bob, a magic crystal. This was an item that belonged to the Witch, who'd left it in Bob's keeping. I'll give you less detail on that, since it's in the past. All you'll really need to know is that they used the stone to get to the witch, and that they retrieved it again from the troll after giving it back to him.
The Dragon Hunters will be a part of this thread as well, though how big a part I'm not sure, so expect these two names to appear:

Holgen - the leader of the group who helped them return the crystal. Holgen's a good man, and a soldier.

Gallion - Gallion initially stole the crystal, bringing on the wrath of the troll and his goblin friends, who had slain several of the groups, mostly elves (NPCs) before they reached Rock Face. He's a good man at heart, but weak when it comes to money and women.


Now, more to the point:
The thread won't be your classic, everyone meets up and goes on a quest type beginning. We did that in the first one. This time, we'll have action right off. In fact, after I do the "Old man at the bar" beginning (the thread starts and ends as though it's a story being told by an old man), I'm most likely gonna do a quick rundown of how they kill the witch and what happens immediately afterwards. They'll leave the caves and discover that, instead of the world being freed from the evil, the evil has spread in new ways, and faster than before.
Things will heat up almost directly off the bat, and the explanation will crete afew new enemies, at least in the sense of creatures who weren't in the original thread. You'll see soon enough.
If you want to plan out where you meet up with the group and why, PM me. We'll get things moving pretty quick, I think.
 
*rasies a hand*

I'd like Jocca to be fairly ignorant of higher politics and over plot, simply because she's.....simple.

So if you can think of a way of her being introduced into the plot without her being (at least at this point) overtly involved in things that would be great.

Such as: She's just finished a job as a caravan gaurd and hooks up with the party

Or she knows someone in the party

Or befriends someone in the party during a bar brawl

But I'd like to leave that up to you.

*passes the buck to QC, as if he didn't have enough to handle as it is.*
 
Well, I would assume that since the others aren't here, me and the wizard got seperated from them/they all died bravely in battle/they went home since they thought they were done.

So, I assume we'll be off to recruit more stupid gits to di-I mean, more brave heroes to help us in our cause of,...ridding the world of evil monster-type things.

So, I guess We could go to a town, or draft people we meet, or something.

(Although if we draft people, I might have to introduce a second characters. Some farmer in the middle of all the battles clutching his pitchfork for protection and muttering "Why am I here?")
 
I tried to do a search for the orginal as some back ground info (ok, Jocca wanted to check out who Richard was, but she made me do it. When she says "I'm pinching your head" she means it) but came up blank.

Is there a link?
 
I got an invitation, thought I might take a look at everything.
I see we've got a varied group here, good to have when tracking down the forces of evil.
(always the forces of evil, never the forces of just the stupid, or the ignorant... no, just evil)

Sabaka is a dwarf.
A hundred and sixty years old (to my dwarven knowledge, that means he's a striking young buck)
He weilds a great battle axe, and has two more throwing axes in his back, ready to strike when the battle grows hot. He is knowledgable in both smithing and mining, so he has on crude but very effective armor. Dwarven chainmail, which he made himself, (and if you know anything about such... you'd know that shit is strong).
Very strong and resiliant. He grew up with a family of fighters, and has been training since a newborn. Can weild most any weapon, as well as make them himself, but sticks with his father's battle axe, which is worn, but still as sharp and as deadly as it had ever been.

I guess, it's something.
 
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