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Journey Into the North



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Tue Dec 12, 2006 7:04 am
Griffinkeeper says...



This is a Fantasy Adventure Storybook RPG (Role Playing Game)

The rules are simple:

No team-killing!

People take it very personally when you kill their character. Doing so ruins a writing relationship, which is what we're all trying to build.

No God Characters

Please, do not make your character a god. Let's keep our characters within believable bounds.

Fantasy Setting

The default setting is in a Medieval Europe setting. As the characters travel, the setting may change. If you want to be a Japanese Shogun, you might end up waiting a long while for us to come by.

Magical Creatures

Light Creatures are more appropriate for this story, since most of the travelling would be done during the day time. If your character type is dangerous to the group, then it's probably a bad idea.

Magic

It exists, but very few people know about it and NO ONE knows a lot about it. Spells that decimate armies are unimaginable. Magical creatures will know magic appropriate to their characters, but anything outside instinct would be a long shot. So a unicorn would know all about healing, but nil about starting a fire with magic.

On Writing Style

This is an RPG, so players may write in any style they please. First person, third person omniscient, your preference.

On God-Moding.

God Moding is vague. Here is the rules for it.

1. Other authors may control another authors character. We're all equally authors on this story, so the characters that are here are communal.

2. Authors can not write for any characters than their own. I can't make a post for any characters other than my own.

3. Authors can not undo the actions of their characters unless the post in question was against the character profile. If no complaint is made by the author of the character within a reasonable amount of time, then we'll keep going.

4. This isn't a turn RPG, it is a real time RPG. That means that you aren't obligated to stop and wait for the author to reply to your character. This way, we don't wait three days for a response.

Inactive Characters

If a character hasn't been posted for in a long time (a month) then it will go into the NPC pile. Another writer may choose to write for that character until the original author returns. If the original author returns, the character once again returns to his or her possession.

Creator Rights

As the creating author, I reserve the right to change these rules at any time as the story progresses. The changes will probably be a result of problems that haven't yet been found yet. Hopefully there should be no problems :D.

JIN Topics: JIN Discussion Thread
JIN Character Discussion Thread
JIN Summary Thread.
Last edited by Griffinkeeper on Wed Jun 20, 2007 6:26 am, edited 5 times in total.
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Tue Dec 12, 2006 4:36 pm
sabradan says...



Full Name: Valin Norovir

Gender: male

Age: 458 (looks about 19...its the elvish equivalent)

Birthplace: the elven stronghold of Tor Arcana

Father's Name: ? (somebody help me with these)

Mother's Name: ? (somebody help me please?)

Race: Elf (mixed High elf with Grey(mountain) Elf

Eye Color: Green

Height: 6 feet

Occupation: Jack of all trades. Elven noble, adventurer, assasin, sell-sword
Class Type: Warrior/Assasin minor spell caster
Appearance:

Clothing: Usually wears black and grey cloth tunics with a simple (by elven standards, thus, still somewhat intricate) black cloak with a hood over the tunics. Under his tunics, he wears Elven mail armor.
Weapon(s): two daggers, bow, long sword of elven forge, poison

Spells: as an elf, he has the innate ability to control basic elemental magics without any formal trianing. His preferred element is fire

Special Skills:nightvision, exceptional swordsmanship and horsemanship, also survival in adverse conditions (i.e. long expeditions into the forest)

Natural Abilities: ability to control basic elemental magic, nightvision

Classification: Rogue/Fighter with a smattering of ranger. Rogue is primary.

Brief History:Valin was the first born and only born son of one of the last of the great elven families. When he was very young, his father and mother were murdered by a band of usurpers who wished the title that his father held, and that he was to inherit (his father was a lesser-noble). His nanny quickly took the babe out of the home where his parents were murdered, and took him to live with his uncle, who raised him. He taught him the ways of the sword, and the forest, as well as many other things. He taught him the truth of his parent's death, and what his inheritance was, and that when the time was right, he must take revenge.
He has a tendency to be a smartass, and a womanizer, and enjoys the drink, but not to the point where it (completely) overwhelms him. He is freindly with the people in town, and talks with them, but that is about it. He has a small group of dedicated freinds that he is often seen with, but other than that, not many "Freinds". His enemies typically don't last very long

Alignment:true neutral
Last edited by sabradan on Wed Dec 13, 2006 5:28 am, edited 2 times in total.
"He who takes a life...it is as if he has destroyed an entire world....but he who saves one life, it is as if he has saved the world entire" Talmud Sanhedrin 4:5

!Hasta la victoria siempre! (Always, until Victory!)
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Tue Dec 12, 2006 6:40 pm
Griffinkeeper says...



Name: Alden Novoir

Age: 25

Gender: Male

Birthplace: The City of Concordia

Race: Gryphon

Eyes: Brown

Height: 5'5" on all fours, significantly taller on hind legs.

Wingspan: 10 feet across.

Occupation: Sky Ranger.

Class Type: Hero.

Clothing: Typically a flight harness.

Weapons: Fighting Claws.

Spells: As a gryphon, he can feel the area around him by using air magic.

Special Skills: Can fly long distances, is an excellent observer, and is a skilled warrior. Able to think strategically and tactically.

Brief History: When Concordia was suddenly attacked by marauding pirates, Alden was there. When the City was put under siege, Alden flew out for aid. Finding a few Dragon Riders, he returned and directed an attack which destroyed the invading force. He and the other Dragon Riders were declared heroes of the realm, making them instant celebrities.

He has since been known for many other victories, only half of which ever occurred. The constant crowds of adoring fans has begun to annoy him considerably.

Alden wants to get away from the fans and do something really important. So when a call is made for people of daring, he immediately took flight for the Great City of Valiant.
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Tue Dec 12, 2006 10:42 pm
Dargquon Ql'deleodna says...



Name:Sirloaz Tranleen

Race:Human

Age:28

Nationality:Unknown

Eye Color: One Blue (right) and one Black (left)

Height: 5'11"

Occupation: Renegade

Status:Hunter/tracker

Description: Dark grey-green cloak,Lightly tanned skin, toned muscles. Short Grey hair, small goatee. Body covered in undecipherable writing and symbols. Two eyes one blue one black. Wears leather armor (its simple and smooth), Long Gloves have spikes on the knuckles and side of the arm. Boots have climbing spikes.

Weapons:
---3 Long thin daggers
---Black, charred looking longbow.

Characteristic Traits:Looks at ground often (as if looking for tracks), tends to disappear, blends in with nature, and very quiet.

Back story:Tran was found out in the woods covered in strange tattoos.
Cared for by villagers; later in his life village was set on fire by some creature. Lived in forest and mountains, occasionally visiting small towns and villages, hardly ever went to big cities.
Last edited by Dargquon Ql'deleodna on Wed Dec 13, 2006 6:02 am, edited 1 time in total.
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Wed Dec 13, 2006 12:46 am
Firestarter says...



Full Name: Henry Leander Preston

Gender: Male

Age: Late 20s

Birthplace: Village of Toxworth, by the Deep Forest. Small, unpretentious working village surrounded by farmland, bordered by woodland.

Father's Name: William Preston (Labourer)

Mother's Name: Jozy Preston (Housewife)

Race: Human

Eye Color: Green

Height: Average, 5'9"

Occupation: Outlaw/Thief

Class Type: Rogue

Appearance: Ragged yet possessing a demeanour of attempted suave. Hair is greasy and needs a cut and is regularly dropping before his eyes. Face regularly unshaven. Piercing, bright emerald eyes. Slimly built. Always alert. Always on edge.

Clothing: Plain. Brown leather armour, matched by dark green and brown tunics not in the best of conditions. Scabbard. Muddied, frayed boots. Dirtied cloth in many places. Has leather greaves.

Weapon(s):
-- Short sword (average quality)
-- Light Crossbow (high quality -- small and flexible, allows for quick reloading)

Spells: None.

Special Skills/Natural Abilities:
-- Agility. Henry displays impressive dexterity, agility and speed. He is light in weight and footing. He can jump long distances, climb readily, dodge blows, perform quick maneouvres and has a heightened sense of intuition.
-- Strong Familiarity with his Crossbow. Henry can fire his crossbow in the strangest conditions with a good aim. He can reload it quickly, even if in combat. The crossbow has been in his possession for a long time and it has saved him many times.
-- Thievery. Henry can perform all the tricks of thieves. He can pick locks, move silently, hide well, pickpocket competently.
-- Stealth. Henry is adept at not being seen. He can also follow someone without them knowing.
-- Healing. Henry's grandmother was a famous healer, and she passed on some of her methods to Henry. He can patch up most superficial wounds without fail, and can perform rudimentary surgery to save someone's life or stop a critical wound. However, he is not a practicised physician and can only do basic healing.

Weaknesses:
-- Close Combat. Henry is not great with his short sword and avoids close combat costs. He can defend himself for a while, but his real skill is movement. Closer in he feels trapped. He can defend competently by dodging and prancing away, but cannot attack with any skill and will seek to leave any close battle to use his crossbow or seek a better position.
-- Paranoia. Henry has a strong suspicious side and tends to feel the law is chasing him everywhere. He inteprets even innocent things as threats in pressurised situations and often makes bad decisions based on his suspicious nature.
-- Distate for Law. Henry will in no way follow a structured life and hates being forced to doing anything by the law. In this way, he is often very confrontational towards judicial bodies without fail, even if they have done nothing to him. He is very very very suspicious of all lawful figures.

Personality: With people he respects, trusts and likes, Henry is sociable, friendly and has a good sense of humour. However, when he is suspicious or distrustful, he can turn completely the other way and be pointlessly belligerent, aggressive and irritable. Henry tends to be a good man, and tries to not steal from honest men. He loves challenges and will approach any new situation head on, rather than waiting to make a ponderous decision. This can land him as often in trouble as good.

Brief History: Henry Leander Preston was born in the small farming village of Toxworth. His father was a poor labourer, and his mother a simple housewife, yet his grandmother was a well-known healer whose fame spread across the nearby lands. This brought many people to his home and in his early life Henry grew up as a happy child. However, with the outbreak of war, a raiding force struck his small village and kidnapped the young women and killed the men. Henry's parents were either killed or disappeared. His grandmother died soon after of a fever as a plague struck across the nation. Henry survived by living with other youths in the forest, fighting the invading forces with small bows and daggers. He became a more subdued young adult, unwilling to talk, and took to thieving to stay alive. Growing under the tutelage of a famous thief who took Henry under his wing, Henry found his more sociable side growing once more. From then on, he has moved from city to city, living on thievery or simple work, getting by, while making few lasting relationships.

Alignment: Chaotic Neutral -- fights for himself, but does not follow the law while doing so. Free individual spirit.
Last edited by Firestarter on Tue Dec 19, 2006 12:57 pm, edited 1 time in total.
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Wed Dec 13, 2006 5:26 am
sabradan says...



Sweet! Another rogue! This can get interesting!
"He who takes a life...it is as if he has destroyed an entire world....but he who saves one life, it is as if he has saved the world entire" Talmud Sanhedrin 4:5

!Hasta la victoria siempre! (Always, until Victory!)
-Ernesto "Che" Guevarra
  





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Wed Dec 13, 2006 6:16 am
Ego says...



Full Name: Seraph Belfast

Gender: Male

Age: 48

Birthplace: Bloodfire Keep, in the barrens of the Bloodplains.

Father's Name: Lord Dmitri Belfast (Human...ish)

Mother's Name: Lady Mali Belfast (Human)

Race: Human...ish.

Eye Color: Blue

Height: 6'2"

Social Class: Noble (really friggin' rich)

Class Type: Templar

Appearance: Physically imposing, despite average size. His entire demeanor radiates power, both physical and mental. He wears his black hair in a long ponytail, and his goatee trimmed with obsessive/compulsive care.

Clothing:
--Crimson hued plate armor, trimmed in gold (family heirloom, no apparent magical properties)
--Medium Shield emblazoned with the Blood Moon (family heirloom)

Weapon(s):
--Longsword (family heirloom, no evident magical properties)
--Dagger (self-crafted, average quality)

Spells: none

Special Skills: Proficient swordsman, novice strategist. Highly trained in the art of war, and gifted with a natural sense of justice. His sense of law and order is uncontested; he bows before no man, and serves only Falthyr, the god of retribution.

Natural Abilities: None as of this moment.


Brief History: Born in the Bloodfire Keep, Seraph learned from a young age that he was different from other boys. He had an affinity for blood, the sight of it invigorated him. He knew he was a born warrior. He was taught the ways of the sword by his father, former Avatar of Retribution and Templar of the same god. Upon reaching his 18th birthday, he was cast out of the keep and forced to wander the barren wasteland surrounding his oasis home. By sheer willpower, he made it out of the wastelands and into the nearest town. He collapsed at the border of the two countries, his arm falling over the boundary and onto green grass. In the blackness of his mind, he was visited by the God of Retribution. He has been in the service of Falthyr ever since.

Alignment: True Neutral--he follows his heart, and Falthyr's (lawful neutral) will.
Last edited by Ego on Thu Dec 14, 2006 7:12 am, edited 1 time in total.
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Wed Dec 13, 2006 6:20 am
Griffinkeeper says...



I was going to wait a little before I posted the plot, but I think people want to know what they are getting into. So, here is the opening plot:

It is a prosperous time for the Kingdom of Javor. Recently, the King has signed a treaty with two neighboring Kingdoms, which allows the Javor to expand into the Northern Wilderness.

The Wild is a dangerous place, a haven to the marauders and terrible beasts. The King has issued a call for Pioneers and Heroes to lead the way into the great unknown.

Protection contracts, land grants, and lucrative tax breaks makes this call an attractive one for even the poorest person.

Our story begins with the first group of these adventurerers being summoned into the King's Court.
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Wed Dec 13, 2006 3:33 pm
deleted6 says...



Full Name: Adrian Temperast

Gender: Male

Age: 25

Birthplace: The Temple of Justice

Father's Name: Lorunst Temperast(Grand master)

Mother's Name: Ariel Temperast(Grand Mistress)

Race:Enlightened Human

Eye Color: Gold

Height: 7.5

Social Class: Enlightened

Class Type: Paladin

Appearance: Tall with a strong build finely crafted features on face calm gold eyes. Long black hair coming down to his ears. small mouth with fine straight teeth.

Clothing: A suit of gold armour emblazed with the hammer and scales of justice. A large helmet made of iron with a visor.


Weapon(s): Dagger and Bastard Sword encrusted with valuable gems. The blade has designs that grow blue. Also a sheild with the same crest as his armour

Spells:Healing and Destroy Undead and Ghost swords.

Special Skills: Mediatation

Natural Abilities:A aura of enlightenment surrounds him

Brief History: Adrian was born in the temple of justice. His parents didn't want a child for it was against the temple rules for intimate relationship to exist. Especially with Grand master for at an early age Grand Masters exprienced the higher plain making them enlightened and good. Adrian was born like any other baby but after a few years he slowly became more intrested in armour weapons and war. His parents beg him not to fight but he ran off.

In the battlefield he saw the true horror of it all people begging for death no glory no way for him to help. From that moment on he swore to protect those less unforunate than him. He learned the magic to heal so he help as well as serve people. Through the years he become more like his Dad and now for no selfish reasons he decides to help the king in this endeavour.

Alignment: True neutral.
Last edited by deleted6 on Wed Dec 13, 2006 5:04 pm, edited 1 time in total.
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Wed Dec 13, 2006 4:25 pm
Trident says...



[I'm not quite sure how this works, so if there is anything that seems out of place, please inform me.]


Name: Tan'quin Bromatis

Gender: Male

Age: 28

Birthplace: Woods of Adia

Father's Name: Unknown

Mother's Name: Alysse Bromatis

Race: Human

Eye Color: Solid black

Height: 5'9''

Class Type: Druid

Appearance: Rather ordinary, natural qualities. He blends well with nature. His eyes are solid black.

Clothing: Dark green cloak and brown tunic. Light shoes for maneuverability.

Weapon:
- small crescent-shaped dagger
- simple oak bow

Spells: none

Special skills: He is prophetic in some cases, although he never knows which visions are true or not. He can sometimes control lesser minded creatures, although that takes a toll on him physically. He is well acquainted with nature.

Brief History: Raised by his mother from birth, he was kept sheltered from city life and human cruelty. Nature was his only friend for years, and he grew to understand the creatures around him and one day learned to impose his thoughts on them, but cannot communicate with them. He is a bit weary of others as he is not used to people.

Alignment: I dunno. Everyone else keeps saying neutral.
Last edited by Trident on Wed Dec 13, 2006 8:02 pm, edited 1 time in total.
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Wed Dec 13, 2006 7:25 pm
Griffinkeeper says...



Uh... This type of character might find it easier to stay in the Capitol (with the rest of civilization) rather than head up to the north.

Really, it's the pioneers, adventurer's, and heros that are heading north. Politicians can come after there is a little civilization.

He already has land as a duke, so there really is no motive for him to go. You might want to consider changing the profile.
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Wed Dec 13, 2006 10:00 pm
Ego says...



Siegried, Paladins cannot be neutral, lol. Paladins are the purest of good. period.

Also, not to pick on just you, but you will need to make sure that each and every one of your posts here needs to be spellchecked, grammar checked, and proofread so they make sense to everyone. Cool?
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Wed Dec 13, 2006 10:23 pm
Firestarter says...



Alignment: I dunno. Everyone else keeps saying neutral.


Come on Trident! That's just completely lazy. Your character should speak for itself -- if you don't know his alignment, you haven't thought enough about the character at all.

I agree with the spellchecking and grammar and such -- it can be very fustrating when you can't follow somebody's post because it's riddled with errors.

Clarity is most important.
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Wed Dec 13, 2006 10:30 pm
Ego says...



I dunno where Grif got "city person" from Trident's Druid...thats just silly.

But yeah...he would be neutral, actually....nature is neutral, as should someone who is more attuned to nature than society be.
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Wed Dec 13, 2006 10:36 pm
Firestarter says...



There's three kinds of neutral though; also, I didn't want him to be an alignment just because everybody else was. Though Druids are True Neutral, so all is okay!
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