
Hosted by...
1: "Alice Liddel," RavenAkuma
2: "Red Riding Hood," KateHardy
3: "Peter Pan and Wendy Darling," Ley
The Paladins Of Grimm: An Overview
The world of Grimm is not as fantastical and whimsy as one would hope. Beasts scour the wilds, greedy nobles often run the cities and towns, and everything from common crooks to wicked witches can wreak havoc on unsuspecting victims. And deep under the earth, in the pits of Oblivion, an ancient evil lies; a demon known only as The Omen, constantly waiting for its chance to cause more harm to the world above. Since banishment, it has escaped twice, both times resulting in mass damage. King Midas and Queen Snow do what they can, but at the end of the day, this is just how life is in Grimm.
This is why the Paladins of Grimm was founded, a guild of elite combatants. Witches, crooks, beasts; they will rise to any threat when called. And whenever the ancient evil tries to escape again -when its hellspawn creep into the lands of Grimm once more- they will be ready…
Note: "Queen Snow" is inspired by the Snow Queen of the Nordic fairytale of the same name, not Snow White
Grimm’s Sub-Regions
Spoiler

The Wastes: A common term for any wild terrain, whether it be open meadows, dense forests, blinding sand dunes, or decrepit ruins.
Mount Stromberg: This region marks the capital city of Grimm. It has many slums, usually portions on the outer edge of the city. They were damaged by the early attacks of the Omen, turning them into ruins as the city fails to rebuild, or even protect them from further harm. Moving deeper into the elevated city, things are still notably bleak, but there is a fair array of metal and mechanical resources to make use of. Magic, however, is very taboo in this region. Of course the best and bulk of the goods are reserved for the highest nobles and royals, within and immediately around Lore Castle…
GoldeneGans Weld: (translates to Golden Goose Woods). This region is very hard to gain access to, as they are very restrictive with who gets in. Nevertheless, this is one of the prettiest regions in Grimm -a place where you would be tricked into thinking this world isn’t so bad at all. The neat towns are built within a brilliant woodland composed primarily of meadowgrass, glorious wildflowers, mighty oaks, and even mushroom trees. White magic is a highly respected and practiced tool in this area, but black magic is extremely taboo, and physical combat training is hard to come by since many inhabitants are pacifists.
Stürmisch Forst: (Translates to Stormy Forest). This region is pretty much open, but not many would want to venture inside. It’s a shadowy forest of towering evergreens and frequent storms. The people are generally solitary and standoffish with any visiting outsiders. Likewise, when traveling, they have a bad reputation for not getting along with others. Due to a high population of beasts in the region, and being the typical grounds for witches, they have to fight to survive. Strength and strategy are a must, and black magic is a very respected tool to use. However, white magic is very hard to find due to a stigma and limited resources.
SommerHöhle and WinterBerg: (Translates to Summer Hole and Winter Mountain). A very stoney region primarily composed of two great cities; WinterBerg is built in and along the surface of the massive mountain, especially around the summit. It’s cold and can get snowy up here. Meanwhile, SommerHöhle is toward the south of the mountain, and it runs underground to form a city out of massive caverns and tunnel passages. An elaborate network of underground heating elements, generated through steam and fire magic, keep the place much warmer. The inhabitants of either city are notorious for getting into spats with eachother, breeding a stubborn and loyal nature in many people. There are some neat tools that people use to endure this region, but magic resources and fancy weapons -while not stigmatized in one way or another- are harder to find.
Teufels Berg: (Translates to Devil’s Mountain). A lonely, uninhabitable mountain far in the Northwest region of Grimm, marked by its black rivers that give the mountain an eerie veiny appearance. There is an ancient abandoned shrine at the summit, dedicated to the evil Omen, and at the mountain’s cavernous core, a black lake is used to spawn its unsightly beasts...
Paladin (Character) Template:
Spoiler
Here is a template for your Paladin. Each character should be inspired by a fairytale character. Once you’ve chosen one, don’t be afraid to get creative! Flip the script in their backstories, make them a fantasy race with cat ears or dragon horns, go all-out on weapons, spells, potions, and any equipment you think they’ll need for their quest in this dark, dangerous steampunk world. The sky’s the limit! There are just three things we wanted to note.
- In hopes of getting as many unique fairytales as we can, we’d rather not duplicate characters. For example, we’d rather not have two characters based on Pinocchio.
- We’re trying to stick to fairytales only, so no dipping into other genres please! If you would like some inspiration, there should be a list of available fairytale characters on the first page of the OOC ~
- As with any roleplay, please no godmodding, and please be respectful of others’ characters!
- Code: Select all
[b]Name:[/b]
[b]Gender:[/b]
[b]Team Position:[/b]
[b]Fairytale Inspiration:[/b]
[b]Base Weapons and/or Equipment:[/b] [i](you can add to this later if you want as well!)[/i]
[b]Appearance:[/b]
[b]Backstory:[/b]
[b]Other:[/b]
Team Positions:
Spoiler
A Warrior will find themselves great with their weapons, mechanical upgrades, and their fists. Perhaps a bit lacking in magic though, on the frontlines of the fight. Especially if they come from the city, they're likely to upgrade their gear with enchantments and mechanical wonders, whether it be magic-proofed armor or a sword that can fold into a gun.
A White Mage will find themselves great with passive and neutral magic, healing and boosting their comrades along the journey with support roles. By channeling divine power, they can wield spells that allow for healing injuries, shapeshifting, warding dark magic and curses, and even some rarities like time dilation or hypnosis.
A Black Mage will find themselves great with versatile elemental magic, aiding the warriors and also providing support from a defensive role. Their black magic allows them to manipulate elements, from fire, water, and ice to poison, sand, and metal -it all depends on the mage. Black magic also allows them to connect with and possibly influence beasts and dark entities, hence the notorious reputation. Only truly wicked mages -witches- will abuse this power. Most black mages avoid that aspect entirely.
A Bandit will find themselves quick, stealthy, and light on their feet, with unique equipment and capable of slipping in and out of trouble. They generally carry smaller weapons and useful tools -common things like lockpicks and cordage, or even rarities like invisibility cloaks and enchanted compasses. They are great for guiding a team, gathering resources and information, and disassembling danger from the inside. In other words, great for scout roles.
A White Mage will find themselves great with passive and neutral magic, healing and boosting their comrades along the journey with support roles. By channeling divine power, they can wield spells that allow for healing injuries, shapeshifting, warding dark magic and curses, and even some rarities like time dilation or hypnosis.
A Black Mage will find themselves great with versatile elemental magic, aiding the warriors and also providing support from a defensive role. Their black magic allows them to manipulate elements, from fire, water, and ice to poison, sand, and metal -it all depends on the mage. Black magic also allows them to connect with and possibly influence beasts and dark entities, hence the notorious reputation. Only truly wicked mages -witches- will abuse this power. Most black mages avoid that aspect entirely.
A Bandit will find themselves quick, stealthy, and light on their feet, with unique equipment and capable of slipping in and out of trouble. They generally carry smaller weapons and useful tools -common things like lockpicks and cordage, or even rarities like invisibility cloaks and enchanted compasses. They are great for guiding a team, gathering resources and information, and disassembling danger from the inside. In other words, great for scout roles.
Slots:
Warriors
1. RavenAkuma - Alice
2. Areastrixleiell - Rumpelstiltskin/Tin Soldier
3. (Open!)
White Mages:
1. KateHardy - Aurora
2. Valkyria - Cinderella
3. RangerofIthilien - Guinevere/Lady of the Lake
Black Mages:
1. Ley - Ariel
2. WeepingWisteria - The Paper Dancer
3. Areastrixleiell - Willy Wonka/Mad Hatter
Bandits:
1. Ley - Peter Pan/Wendy
2. KateHardy - Red Riding Hood.
3. JazzElectrobass - Pied Piper


