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New Roleplay World?

Legendary Sidekick

The HAM'ster
Moderator
I'll most likely choose from the ones you invent for the game, since you're already doing that. A hunting/wilderness goddess is pretty much someone Addy would follow, so if you've already got someone who is like Artio/Artemis, I wouldn't feel the need to pick "none of the above." (Although, I kinda hope your Etterlands hunting goddess has a name that starts with an "Arty" sound, since there seems to be a pattern.)
 

Legendary Sidekick

The HAM'ster
Moderator
I'm working on an Addison Lane pic now, so I thought I'd use her head as my avatar. Now you can put a face to the name.

Addy-Avatar.png
 

Nimue

Auror
Sorry for the break, but I finally got some stuff written. This is the Lands & Peoples section, but only for the North--I'll finish with Tol Auroan, the Ettarlands, the Wood of Iridhe, and Caern. Hopefully this detail helps with character inspiration!




YSGARD
Ysgard is a wide, mountainous country that stretches across most of Northern Aerde, stopping short of the eastern plains. It encompasses the jagged coast of the Sea of Vassar in the west, the Dragonbone Mountains, and into the tundra and wilderness of the north, before the borders of Yvalheim. Within Ysgard's bounds are forests of tall pines, storm-swept moorlands, and more temperate valleys carved by rivers, chief among them the River Valemorn.

Villages cluster about the rivers and the arable land, but isolated settlements can be found even into the forbidding hinterlands, as can crumbling ruins of watchtowers and fortresses from the scarred history of the land. Mysteries lie in long-forgotten keeps, in catacombs, and the caverns that riddle the great mountains. Time and winter bury everything in Ysgard.

Folk - The most common people of Ysgard. They are tall, broad men, tending towards long faces and chiseled features. Their coloring is fair: their hair ranges from blond to middling brown, with some reddish hues, and their skin from pale to weather-beaten tan. They have grey, blue, or brown eyes, most commonly. The great majority of the Folk are still under the rule of the Yvalhyn. As slaves, they work the farms, raise sheep and cattle, and cut timber. Most live in villages, with thatched cottages and longhouses. Their culture is one of legends and ballads, told by firelight.

Dun - The Dunmen live throughout Ysgard, but are most numerous in the valleys of the Dragonbone Mountains and on the western coast, as their origins were in ancient colonies of the Empire of the Helcarae, which fell centuries ago. They tend to be leaner than the Folk, more broad of face and fine of feature. Their skin is darker, ranging from very dark brown to fawn tan, their hair most often black or brunet and thick, and their eyes in shades of brown, or sometimes hazel or green. Under the rule of the Yvalhyn, the Dun worked cutting timber, fishing, and also in the mountains mining for coal, copper, and iron, under dangerous conditions. However, after the rebellion, over half of the Dunmen are now free in the West Kingdom. They can now remember their old customs, of bright cloth and festivals, and stories of the ancient Empire of their forefathers.

Redbeards - These dwarves live in the western mountains, and of all the peoples of the north had been most independent of Yvalhyn rule. They fought with the rebellion and are now part of the West Kingdom, but govern themselves. They live deep in the caves and valleys of the Dragonbone Mountains, in cities of stone. None can match their smithing and metalwork. As their name suggests, they often have great red or brunet beards, and craggy features.

Clan Hoarfrost - Dwarves of the north, once part of a great clan, but now few in number. They are almost all under the rule of the Yvalhyn, forced into work in mines and quarries. They tend to be less ruddy in coloring, with blond beards and light-colored eyes. It is a little more likely that a Hoarfrost dwarf be capable of magic than other dwarves.


THE WEST KINGDOM
Called in full the West Kingdom of Ysgard, this realm was born of the rebellion and is ruled by Hala Svora, the warrior queen. It stretches from the shore of the Sea of Vassar through almost a third of the width of Ysgard, stopping short of the snowy tundra of Yvalheim. The border is at a standoff, but the hope of the people is to reclaim all of Ysgard from the elves. But now, while an uneasy peace holds, they must rebuild what was lost in the wars of rebellion. Castles that were once ruled by elven overlords must be given to elected men. There is much work to be done, and over it looms the shadow of another war, the stain of sorcery and bloodshed.


YVALHEIM
The realm of the northern elves is a harsh, cold place, of mountains and glaciers and rolling tundra. The scarce resources of this land drive the Yvalhyn to conquer other countries--and what they lack in riches, they hold in powerful magic. Now, fed by slave labor and trade, Yvalheim extends across Ysgard and into the south. The elves have built cities of stone, ice, and magic, with spires that challenge the mountains' beauty, and have carved the peaks into their castles.

Yvalhyn - The Yvalhyn elves are few in number, but great in magic. They are tall and thin, regal in bearing, with narrow, sharp features. Their pointed ears are longer than other elves'. Their skin is so pale as to be white, although in the wastes of the far north, the Yvalhyn have skin that is a bluish-grey. Some think that Yvalhyn blood is blue, but it is red--only darker in color. Their hair is commonly white, silver, or pale blond, though for some it may be a darker grey. Their eyes are bright colors--blue, green, and grey, but also silver, gold, and violet. Some may have very dark grey or blue eyes. Their society is a proud and hierarchical one, focused on military and magical prowess. They believe that elvenkind is superior, and intended by the gods to rule the other peoples. They maintain purity of blood, and kill half-elves when they are born.

Clan Volgrim - One clan of dwarves is allied with the Yvalhyn. They are a warlike people who have pledged their service as mercenaries to escape the dominion of Yvalheim. They are fierce, brutal fighters and skilled metalsmiths. They have similar blood to Clan Hoarfrost, though their hair and beards are darker and their build stockier.
 

Legendary Sidekick

The HAM'ster
Moderator
I didn't realize the Etterlands and Caern were two different places. Well, I'll have to wait until next post to see where Addison comes from! In Earth-terms, her ethnicity is Celtic/Irish; physically, she's an average-sized red-headed emerald-eyed freckle-face. So whatever people in your world best fit this description, they're Addy's peeps.

(First time I ever used "peeps" to mean "people." And probably the last.)



EDIT - Addy would not be too crazy about this:
They maintain purity of blood, and kill half-elves when they are born.
 
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Nimue

Auror
Caern is going to be the Celtic-analogue country, and definitely full of cute red-headed freckle-faces! :)

Yeah, the purity of blood is a particularly nasty part of Yvalhyn culture. The second character I'm thinking of playing (besides Farrun Dragonrider, who's Dun and 100% human) is a half-Auroe, half-Yvalhyn elf, and that turned out for her about as well as you might expect. I started a thread playing her in Character Q&A because I'm impatient, but might change bits of her character before we start up this rp P:
 

Gryphos

Auror
Interesting stuff. At the moment I'm thinking my character will probably be a Dunman from the West Kingdom. Maybe a discrete agent of the Queen or something like that.
 

Ravana

Istar
Ooh… more hints for the map. :)

I'll go slap a little more detail on, though I probably won't bother sending a revised draft at least until you say a bit about the remaining areas you mention. Gonna have to stretch the western mountains out–but I'd already guessed as much.

One quick question for you to address in the next section: how large do you envision the Wood of Iridhe being? The blob I put on the first draft was mostly to represent roughly where it was relative to everything else. Didn't know if you wanted it to be a reasonably compact area (a la Lórien) or a sprawling primeval forest occupying a quarter of the continent.
 
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Nimue

Auror
Interesting stuff. At the moment I'm thinking my character will probably be a Dunman from the West Kingdom. Maybe a discrete agent of the Queen or something like that.

I like that idea! It'd make sense to have some of the queen's men along.

Ooh… more hints for the map. :)

I'll go slap a little more detail on, though I probably won't bother sending a revised draft at least until you say a bit about the remaining areas you mention. Gonna have to stretch the western mountains out—but I'd already guessed as much.

One quick question for you to address in the next section: how large do you envision the Wood of Iridhe being? The blob I put on the first draft was mostly to represent roughly where it was relative to everything else. Didn't know if you wanted it to be a reasonably compact area (a la Lórien) or a sprawling primeval forest occupying a quarter of the continent.

Yeah, I'm still working out my vague ideas of the map! You should definitely work on it, and I'll come up with a bit of a sketch when it's all together. I can say that the Wood of Iridhe is definitely not a quarter of the continent, but maybe a little larger than the area you had on your map draft. A little longer east-west? I'm envisioning it being the southern border of Ysgard, essentially. Still pretty compact, though.
 
I really want to join this. Still thinking up a character. Probably going to be a half folk-half Yvalhyn. I kind of want to play an illusionist, maybe of the religious sort, with magical melodies. I think that would be pretty cool. Of course I want to find out more of this world to see who I should play.
 

Ireth

Myth Weaver
Half Folk, half Yvalhyn? But aren't halfbreeds killed on sight? Your character would be insanely lucky just to be alive.
 

Nimue

Auror
Yes, that would have to be an extremely fortunate half-elf, probably born to a human mother somewhere in the backwaters... But I always say, write a good enough back-story and you can play whatever you want. :p Although, if it isn't essential to your conception of the character that they be half-Yvalhyn and not, say, half-Iridheen, it might be better to take a more probable route.

I will be writing up a bit on the magic system, but it'll be something very flexible, as with most rp settings. Pretty much what you'd expect. I got the Auroe elves written today--sorry this is taking me so long, this week has been much busier than usual. ^^;;
 
I thought my character could be a one of those bastards left living in the Western Kingdom after the rebellion. She looked/acted far too human so no one really knew, although she had a knack for magic. After her human mother died, she began to travel the kingdom playing music on a Lyre she saved all her pennys for as a kid.

anyway if that's not okay then I don't mind changing it the only reason I wanted to play a half-Yvalhyn was because they sounded like snow elves and I really like snow elves.

who are the Iridheen? this thread is really jumbled so finding information is difficult.
 

Legendary Sidekick

The HAM'ster
Moderator
Nimue said:
This is the Lands & Peoples section, but only for the North--I'll finish with Tol Auroan, the Ettarlands, the Wood of Iridhe, and Caern.
We're still waiting for info on the people above.

I'm looking forward to learning about the Cærn. That's where my character comes from–the one you can see for now, though I'm note sure how long that avatar will last. I'm afraid if I keep it there, people might wonder why a guy would have an avatar that's a
cute red-headed freckle-face
 

Nimue

Auror
Here's the rather belated rest of that Lands & Peoples section! I'm thinking of switching tack next and writing up the rules and information, so we can go ahead and set up a subforum while I work on fleshing out the rest of the lore. I'm still adding things I forgot to earlier pieces, heh. Sound like a good idea?


AUROË
The territory claimed by the Auroë elves lies along the eastern coast, and extends west and north into the Thaw: land exposed by retreating glaciers that were once part of Yvalheim. The country is tundra and rolling grasslands, divided by the wide, flat River Khirune. Their king, Morhian, rules from the capital city of Tol Auroan beside the sea. The settlements of the Auroë are made of intricately carved stone and elegantly painted wood, proud towers and storied temples.

Auroë Elves - These elves come from across the eastern sea, and have brought their own ancient language and culture. They are leaner than other elves and broader of feature, with high cheekbones and angled eyes. Their skin ranges from pale to rich, golden tan, and their hair is dark, most often black or mahogany brown. Their eyes are also dark, black or very deep grey or green, though less common are jewel-tones like amber, sapphire, or emerald. They are the strongest and most agile of the elves and are highly skilled in warfare, most of all horsemanship and archery. Their religion dictates a strong code of morality and honor, and they attribute their magic directly to the gods' favor.

ETTARLANDS
The most temperate and fertile country in Aerde, the Ettarlands are a rolling, green heartland of farming and herding. They are governed by wealthy, idiosyncratic barons; attempts to unite the baronies come once in a generation, and are rarely successful for long. There is too much independence and self-sufficiency built into the history of the Ettarlands. Villages dot most of the landscape

Ettarlanders - The vast majority of the population of the Ettarlands is human. They are shorter, broader men, softer of feature and quick of hand. Their hair, often wavy or curly, ranges from auburn to dark brown, and their skin from freckled fair in the north to swarthy tan by the coasts. Their eye color runs the gamut of ordinary hues. They are skilled at farming and crafting, and indeed, almost anything they put their mind to.


WOOD OF IRIDHE
At the southern border of Ysgard lies a vast forest, untouched by men. The trees are tall and ancient, and beneath them run dark streams and mossy glades where strange flowers bloom. In the depths of the wood are the cities of the Iridheen elves, wrought from the living wood into grand halls roofed with golden leaves. Their bowers lie in the crown of the trees, their temples by the deepest moonlit pools. This realm is ruled by lords and ladies of the Threefold Council.

Iridheen Elves - The wood elves were once as common as men in the forests and wildernesses of Aerde, but their numbers have dwindled. They guard the secrets of their magic closely. Slender and graceful, with aquiline features, they are fair-skinned and have gold, red, or dark-brown hair. Their eyes are most often deep green, hazel, or amber. They work in harmony with the wood, and know all her secrets. Iridheen druids are renowned for their wisdom, and craftsmen for the beauty of their art.


CAERN
This small land lies between the Forest of Iridhe and the Glass Ocean. It is full of hills and moors, and the coast is craggy and storm-swept. It is a proud but isolated kingdom, ruled by King Barranoch. Human druids can be found there, working their art among the ruins and stone circles of a bygone elven age.

Caernishmen - These folk were once Ettarlanders, and resemble them in build and feature, but they have an unusual abundance of red hair as well as brown and gold, fair and freckled skin, and light eyes, most often green or grey. They are known for their fierce tempers and courage in battle, and though they are a small kingdom their lore is rich. Of all men, it is more likely for a Caernishman to be capable of wizardry or druidry.
 

Legendary Sidekick

The HAM'ster
Moderator
Here's the rather belated rest of that Lands & Peoples section! I'm thinking of switching tack next and writing up the rules and information, so we can go ahead and set up a subforum while I work on fleshing out the rest of the lore. I'm still adding things I forgot to earlier pieces, heh. Sound like a good idea?
Yeah, that is a good idea. I think some of the lore could always come up in-game, as long as the rules + people is enough to get us started. I think knowing who we are and what we can do is enough for "go time" for the kind of game you're running.

Once you have the forum, we'll want to copy the info on people into a sticky thread there, and the rules as well.



On a selfish note, I think Addy needs to wear a "Kiss Me I'm Cærnish" button on St. Patrick's Day. I like the description of the land, especially "Glass Ocean." The connection to druids and capability of magic is interesting. I never thought of Addy as a wizard type, but she does use magic weapons and weapons with mechanical features in the few stories I've written her in.
 

Nimue

Auror
Finally, here's the rp-administrative side of things. Thanks a bunch to LS for that discussion about rules earlier, and also for the phrasing of some of these rules. :) If the mods and everybody else can look over these and let me know if I've missed anything, I think the next thing we'll do is ask BD for a subforum!

On a related note: the name of the rp/subforum. I was thinking The Winds of Ysgard, maybe? It's symbolic and stuff. Another option would be Ysgard: the Dragons' Chosen, but I also don't want to confuse it with the Dragon's Egg RPG. Any preferences there, or other suggestions?



Info

The Winds of Ysgard is a narrative rp. This means that you don't need to roll dice, and you don't need to consult the GM for all of your character's actions. Write what's in character, and within reason. React to what other people write, and interact with other characters as much as possible. Be creative--you can introduce your own subplots and decide your own character arcs, although it is always a good idea to check with the GM. The GM's responsibility is to shape the overall plot, control the pace of the story, and make sure that everyone is as involved as they can be. They act more like an editor than a narrator. Your goal is to help create a story that is as interesting and fluid as possible, and to have fun doing it!


Rules

  • No god-modding. Only post your own character's words and actions; don't make other people's characters do anything in your post unless they have agreed to it explicitly beforehand. This extends to assumptions about other character's reactions, like writing that everyone in the room was surprised or afraid.
  • Player characters cannot be killed unless the player gives consent. This extends to things like major injuries or life changes--lifting a curse someone had since birth, etc. Player agreement is essential for anything that will have a lasting effect on their character.
  • The GM must approve of all major plot events before they are introduced to the story. It would be awesome to get everyone contributing to the plot, but we don't want chaos. Check in before introducing subplots, new enemies, new NPCs, etc.
  • Be reasonable about your character's abilities. What your character does needs to be consistent with what was approved in their bio, and the rules of the world around them.
  • The GM has the final word. Discussion and player plotting is encouraged, but to keep things simple, what the GM decides about the world and the story is how it goes.

Breaking any of these rules, or badly violating the guidelines below, will result in a strike. After one or two strikes, the GM and other players will work with you about what went wrong IC or OOC. If you're willing to learn and change that behavior, the strikes can be removed. If not, a third strike will result in you being asked to leave the game.

Inactivity

If you are inactive for a week or more, your character may be moved along by the GM, depending on the speed of the action and if your character is holding up anything. If you are inactive for a month or more, your character may be removed from play (separated from the group, decides to stay at a location while the group moves on, missing presumed dead, etc). Conclusively killing off inactive characters would be done only when absolutely necessary to the story and after a long absence, or with the player's consent.

If you anticipate being unable to reply to the rp for any reason, please tell the GM so in-character arrangements can be made, and you can choose how your character is handled for the duration. If you choose, you can even entrust your character to another player to move them along while you are gone.

As a note, there is no set posting order for this rp. Players may post as often as they are able, although the plot should not be advanced too far without all of the active players being caught up.


Guidelines & RP Ettiquette

Because people are going to have varying levels of familiarity with this type of rping, here are some guidelines that might be a little more subtle. A lot of this is common sense, but it's good to have written down!

  • Give what you get. There are definitely no minimum wordcount rules for this rp, because length doesn't necessarily equal quality of writing, and short posts are often completely necessary for dialogue. But a good rule of thumb is that you should be trying to match what others are giving you in terms of effort. Don't sweat this too much, though: people have different styles.
  • You are not your character. A character might be negative towards your character IC, but that doesn't mean their player dislikes you! On the flipside, don't let OOC disagreements turn IC.
  • Communicate with other players; when in doubt, ask permission. Like talking to the GM about plot points, you should talk to other players if you want something to happen between your characters, like romance or rivalry. This can depend on play styles, as many people prefer to have character relationships develop completely naturally, but it doesn't hurt to bring things up as a possibility. For sure, if you're dead set on something happening with another character and would be disappointed if it didn't, let the other player know what you're thinking.
  • Your fun shouldn't come at the expense of someone else's fun. Rping is a collaborative effort, not competitive; don't set out to overshadow other players, solve every problem yourself, or insist that things be done one way and one way only. It works best when everyone is trying to help the story and all the characters in it, rather than only their own character.
  • Roll with the story. Even if the story doesn't seem to be going your way, you might be surprised by the new possibilities that come up when things don't go as planned. The fun (and often also challenging) thing about rping is reacting in-character to ideas that come from someone's else's imagination. Ignoring actions or dialogue that don't benefit your character, or are difficult to react to, is wasting some of that potential.

Character Profile Template

Please put a good amount of detail into your profile--at least a paragraph for each of the main sections. If you'd like to keep something a secret from the other players--part of your character's backstory, a magical power, an enchanted possession, etc--you can omit it from your profile, but pm the details to the GM so it can be approved. If you come up with something during play that you want to add, pm the GM and once it's approved, a moderator can add it to your profile. If a significant power or backstory aspect isn't in your profile, it can't be brought into the story. (The exception is personality traits, since writing with a character can definitely change how you see them, and hopefully character development will alter them further.)

Code:
[b]Name:[/b] 
[b]Gender:[/b] 
[b]Age:[/b]
[b]Race:[/b] (Human, Elf, Dwarf, or Dragon)
[b]People:[/b] (Folk, Dun, Redbeard, Iridheen, etc)

[b]Appearance:[/b] 

[b]Clothing and Possessions:[/b]

[b]Personality:[/b] 

[b]Skills:[/b]

[b]Magic:[/b]

[b]History:[/b]
 

Legendary Sidekick

The HAM'ster
Moderator
I like the Winds of Ysgard, just so it doesn't sound to Dragon's Egg-like. Once you have the name decided, I think we've got enough to create the forum. We could have a thread for rules and another for character profiles, and of course OOC discussion and most importantly, the game itself!
 

Philster401

Maester
This role play looks like it is getting good I have a few questions
1) You can play a Dragon?
2) What do you mean by magic are you talking elemental, manipulation, healing, or something else?
3) When you begin the game do you think you will give more leeway on the rules when players begin?
4) Finally are you doing better, you mentioned you were having problems?
 
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