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The Contracts of Gorond [NOT STARTED/ACCEPTING]


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[spoiler=Plot]

King Thoric, ruler of the small country of Gorond, has recently been able to win a vicious war against the country of Roarc, a country of Orcs, who continued to encroach apon the land of the Dwarven, Elven, and Human alliance country known as Gorond.

 

After the Distribution of Power, a war that decided who had won what land, and what power, the Orcs, Goblins, and the Forsaken, broke the treaty known as The Borderland Treaty, and eliminated the Dwarven and Elven countries simultaneously. The small, growing race of humans, took in the remaining of both races into their country, and have made an alliance. Afterwords, the Forsaken proceeded to betray both the Orcs and Goblins, take half of the earned land, and left the Goblins and Orcs to split it amongst themselves.

 

After defeating Roarc, they lost all of their extremely large amount of colonies, which was most of the North Eastern land in the Continent. King Thorc, with little money for a full fledged expedition, has sent a very small group, less than 10 warriors, to cleanse, explore, and plunder the new land of it's treasures.

 

Each warrior has been given a contract, stating that if they come back alive, they will each be given two rewards of their choosing, within limits, of course. However, the king fears for all of their lives, because there are rumored to be hidden Forsaken militia in the deep areas, as well as desolate areas with fierce beasts.

 

You are a chosen warrior with a contract. You are given how much of the treasure you are allowed to keep for yourself (No more than 10%), how many acres you must explore to obtain your reward, and what your reward is. However, little do they know, that they shall be an eternal part of history, for a much larger reason than exploring a new land...

 

[spoiler=Races]

Human - Mostly specialize in the classes of Warrior, Theif, and Horseman. However, they can be decent in almost any class, but without signifigantly excelling in any either. Appearance is self explanatory.

 

Elf - Mostly specialize in the classes of Fire Mages, Necromancer, Druid, and Archer. Mostly specialize in classes that involve magic, and have very keen eyes. They don't make the best Warriors or Hunters though. Pointed ears, eyes with strange colors, and skinny bodies.

 

Dwarf - Mostly specialize in the classes of Hunter, Paladin, Warrior, and Guard. They don't make very good mages, but could be decent Archers. They are the only race that can be a Guard because of their low center of gravity and strength. However, they cannot be Horsemen because of their stature. They are short, and all men have beards.

 

[spoiler=Classes]

Warrior - Male Armor. Swords, shields, axes, polearms, maces, and everything melee. They are standard melee fighters, without any real excelling qualities, other than decent strength.

 

Theif - Daggers, and light armor. Sneaky fighters, and use speed, stealth, and reflexes to defeat enemies. Best with human enemies, or ones that aren't too much larger than humans.

 

Horseman - Those who use Lances on Horses. Mail and Plate Armor, and are best with dealing with large amounts of enemies, as well as others on horses.

 

Druid - Nature mages. Use trees and plants to attack, as well as nature energy from plants. Can tame beasts. Best against animals.

 

Necromancer - Shadow mages. Can control spirits, and most attacks involve curses that deal damage over time, and that drain life and power from opponents, with only one direct attack spell, Dark Missile. It launches a bolt of dark energy at an opponent, not too powerful, but decent. Their tedious style that breaks down and weakens opponents is best against large enemies.

 

Fire Mage - Self explanatory. Very destructive, and are all about direct, powerful damage. However, it is not always stable, and some spells have a possibility of harming allies. Best against large enemies, by being able to keep up with their hard hitting attacks.

 

Paladin - Warriors of light. Mail and plate armor, with hammers. Use holy magic with their physical attacks. Their holy powers are best against undead enemies.

 

Hunters - Fur and leather armor. Mostly axes, and sometimes use muskets, made by dwarves. They use the environment around them to set traps, launch a few shots with muskets or bows, and then proceed to charge. Best against large numbers, due to their hiding and shooting tactics, and can also handle themselves one on one.

 

Archers - Light armor, they sneak around and shoot. They blend and hide, and then shoot. Good against large numbers, provided they are hidden.

 

Guard - Large shields, heavy armor, and one handed maces. Only used by Dwarves. A class meant to protect others, and are good when trying to protect someone, and against large numbers.

 

[spoiler=Rules]

1. I decide when we find loot, and enemies. Sort of like a GM.

 

2. Do not greedily take loot. If two players want something, they roll for it, and I decide who gets what roll, via Random.com, or maybe with dice I happen to have around me.

 

3. Do not run into giant hordes of enemies, because otherwise, the party has to die to be realistic, and you will all go back to 5 to 10 minutes before the fight, so play smart.

 

4. Nothing too amazing in your contracts. I don't want to see you becoming king of Gorond after this RP, because that wouldn't be fair. Try making a city. For example, my character is going to be making an Elven city after this is all over. It just can't be the capital of Gorond, because that already exists.

 

5. No Godmodding. I hate it when people do this.

 

6. I can issue player punishments, which include certain unfortunate events happening to your player, but not death.

 

7. I will not add a password or detail that makes sure you read these rules. If you didn't read, your fault.

 

8. Have fun! ^_^

 

[spoiler=Application]

Name:

Age:

Gender:

Race:

Class:

Appearance(+4 sentences.)

Personality(+4 sentences.)

Bio (+6 sentences. Include Contract terms, please.)

 

 

[spoiler= My Application]

Name: Simon Herald

Age: 24

Gender: M

Race: Human

Class: Warrior

Appearance: Simon is 6 feet tall, with dark brown hair that reaches the bottom of his neck. He does not have a very muscular figure. His eyes are a light blue, and weighs about 185 pounds. He wears silver plate shoes and shinguards that go up to his knees, and brown pants underneath. He wears chain mail on his torso, with silver plate shoulderguards, silver gauntlets that go up to his elbows, and a plate chestplate. He carries a silver sheild with the crest of a gold eagle, and a Gladius for a blade(shortsword).

 

Personality: Simon is one that does not like loud noises, for some odd reason. His personality is that of a team player. He doesn't really worry about his needs, but mostly those of others. He is very polite, kind, and accommodating, and is almost never angry. With a personality like his, it is unknown how he became a warrior, but it is by his own choice.

 

Bio: Simon was raised a few miles from the capital city of Calmwater, the capital city of Gorond. His parents were inn keepers, and that is how he learned to become so accommodating and helpful. His father wanted him to have a decent income, and decided that he would be best as a blacksmith. That didn't work out, but that failed job oppurtunity lead him to become a warrior at age 18. Now, 6 years later, he was asked to go on an expedition to the new lands. He has to travel all the way to the North Eastern coast, and he said he wanted to create a city for Elves, since they suffered the most from the loss of their land.

 

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[spoiler=APP:Aldir Nel Dina Mezalt]

Name: Aldir Nel Dina Mezalt

Age: 20

Gender: Male

Race: Human

Class: Hunter

 

Appearance: Aldir is shorter than average, about 5'4", and looks about 16. He is clean-shaven and has short messy hair, though you wouldn't notice it if he is wearing his hood. That hood is apart of a brown robe he wears, with a steel breastplate worn over it to guard his chest, bearing the insignia of his noble house, identified as the mythological Phoenix. He carries a pack full of supplies and tools on his back, mostly containing various dwarven trinkets, and parts and designs for his own custom musket. A standard version of the firearm is slung over his right arm, complete with detachable bayonet, and he has a sheathed dagger on the left side of his hip.

 

Personality: Under normal circumstances, Aldir is quiet, preferring to tinker and think than mess with idle chat. This is true, until he becomes friendly with someone, then he can be found laughing and acting silly like a normal person when talking with them alone. Many things embarrass him, thus he prefers to hide behind the silent persona to prevent that. He also hates being *wrong*, but not in the manner where he foolishly asserts he is right. Rather, he hates when something bad happens because he was incorrect, particularly to others. He tends to take longer to come up with ideas because of this tendency. He is fond of exploration, invention, and experimentation, and will talk continuously about any subject that interests him if given the chance, even if he is naturally introverted.

 

Bio: Aldir is the second son of the Mezalt noble house, one of the most politically influential houses in Gorond. His only sibling is his older brother Kaldan Ema Bani Mezalt, and Aldir hates his guts. Kaldan is extremely selfish and irresponsible, though Aldir is glad that his brother at least holds a high opinion of family bonds. The servants, though, Kaldan mistreats continuously, which frustrates Aldir to no end, to the point he wishes Kaldan was not first in the line to inherit the Mezalt house, because he would probably misuse his power.

 

There are two servants in the house of Mezalt that are particularly important to Aldir. First is Namanor, an older dwarven man who was friends with Aldir's father. The dwarf was an accomplished hunter, seeing action in many skirmished. At Aldir's request, he trained him in his art, surprised at his natural aptitude to dwarven tools like the musket. Thus, he had him study dwarven history and technology, and his parents approved, preferring the scholarly pursuits to those of the hunter. Since he is a valuable asset to Aldir, Kaldan has mostly left him alone, though Namanor feels that the Mezalt house will fall under Kaldan's rule, and will leave once his father dies, and his debt paid.

 

Aldir has also found himself in love with another servant of the household, an elven maid named Jalae. Out of compassion, Aldir's father took in Jalae as a servant as a way for her family to pay off her massive debts, but Kaldan sees her as nothing more than a slave. Aldir had subtly prodded about freeing her; His father can't, due to the political climate surroundin the nobles, and her debt will keep Jalae in the service of the Mezalt house for at least 20 more years. Aldir promised to free Jalae before his father died, but could not find a decent way to make money, outside taking it from the Mezalt house itself, which obviously would not work. Frustrated, he came upon news that King Thoric was looking for warriors, and that they would grant two rewards to any who explore the ruined lands to the north and east. With new resolve, he returned to his quarters, began to pack, and planned out his requests.

 

With his rewards approved and his talents made apparent, Aldir reviewed his rewards, and the terms that came with them. The first reward was the freedom of the elven girl Jalae. As it was a simple task, Aldir only had to bring back sufficient treasure. Thoric planned on releasing Jalae if Aldir even only brought back one treasure, but Aldir wasn't sure, so he planned on collecting as much as possible. The second reward was the creation of a new noble house, headed by Aldir himself. Now, King Thoric ruled well, but Aldir wanted to help out, since the king can't oversee everything. The king agreed, noting that there are places in the country that needed an official noble house over them, since some families were killed off during the war. He'll need to travel to the North Eastern coast, and report the state of the settlements there. Accepting these terms, Aldir prepared himself to be ready to head out with his fellow explorers.

 

 

 

Also, will there be an in-character reason how loot will be split? Aldir will be trying to grab as much loot as he can, though he will defer things to others out of fairness. But if someone truly selfish joins, there needs to be a good reason why he wouldn't try to hoard everything, and hopefully one that doesn't cause the group to tear apart....

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Didn't I add that we would roll for stuff? And that I would use Random.com to roll for people?

 

Or did I forget to put that in when everything accidentally got deleted?

 

Anyway, that's how it works. You are accepted. Normally I wouldn't allow any character with any particular fame, or relation to it, but you aren't someone who is going to misuse it, I can tell. I suppose it is okay to have a socially influential charactar as long as the RPer uses it correctly.

 

We'll start when two, maybe three more join.

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Didn't I add that we would roll for stuff? And that I would use Random.com to roll for people?

 

Or did I forget to put that in when everything accidentally got deleted?

 

Ahh, I read that, but that's all OoC stuff. I'm talking about the narrative here (since the items exist there), and how the story itself will simulate loot distribution. Even if it is something simple, like the designated leader of the expedition actually takes out a pair of dice whenever the group finds stuff.

 

I'm sure most characters aren't selfish enough to warrant that silly explanation, and that the RPers can explain away why they let someone else get something they wanted themselves. Unless the character in question is selfish or egotistical, and if this situation comes up and Random.com does not favor them...

 

...well, I guess it'll be interesting to see how it'll play out while they stay in character.

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Um, yeah, that's kind of waht I planned on doing. They bring dice, and they roll for crap.

 

You know what? Maybe I should work out a Need and Greed system, where people who actually need the item get priority over it. Everyone who needs rolls between themselves for the item. If I can clearly see someone doesn't need the item, judging by their class and race, then I won't let them need.

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