The Northmarches (OOC)

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The Northmarches (OOC)

Postby Ze Blitzkrieg » Mon Oct 11, 2021 3:15 pm

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Premise
Spoiler (click to show/hide):

In its heyday, Andova stood mighty over the world. From the deserts of the far south to the icy peaks of the north, the deep seas of the east and the badlands of the west, its borders expanded as far as mankind ever knew, and perhaps farther than even some of the elder races knew. The Andovan Empire and its lockstep legions conquered, bartered and annexed neighboring states and established itself the greatest human civilization in history, the rival for any ancient elven hegemony or dwarven city-state. Andova is no longer in its heyday. Centuries of conquest and expansion weakened the empire like so much steel beaten thin, and under the weight of its massive territory and the ambitions of its aristocracy, it collapsed. Civil war consumed the lands, with lords and barons fighting increasingly costly wars to carve their own chunks from the dying behemoth of their fatherland. Only in decades recent has any semblance of Imperial control returned to the core territories of Andova, and entire provinces remain belligerent in their independence from their once overlords.

The Northmarches occupy a strangely stable state in this chaotic climate; far from the center of the empire, the frontier always lacked strong ties to the homeland. Sparsely populated, it has always been of relatively little interest to the nobility in the capital, and the barons and marcherlords always took care to pay whatever lip service was necessary to keep things that way. It is a land of isolated towns and villages far from the law, where homesteaders and refugees, adventurers and cutthroats all migrate to find peace or riches all. Esterwyn is one such town, a bastion of civilization at the throat of the untamed wilderness where lost souls and fortune-seekers gather.


Introduction
Spoiler (click to show/hide):

A pretty straight forward West Marches-like game set in a fantasy world inspired by D&D without muddying the sexiness too much with higher mechanical ideas. The tone will probably skew towards the lighter end of things, smut being what it is, and the plot is largely dependent on smaller sub-stories focused on groups of players or individuals who inhabit Esterwyn, the town and sort of 'homebase' for the adventurers.


Rules
Spoiler (click to show/hide):

Most conflict scenes will be resolved with contested 1d20+modifier rolls of applicable nature. Damage numbers, when applicable, will be settled with a 1d6+modifiers roll. Talents and additional modifiers outside of character generation will be gained on a case-by-case basis in lieu of a more complicated advancement system.


Sheet
Spoiler (click to show/hide):

Code: Select All Code
[b]Name:[/b] (everyone has one)
[b]Age:[/b] (18+ for obvious reasons)
[b]Race:[/b] (Standard fantasy races that you would find in any D&D/Pathfinder/Dungeonworld type game)
[b]Gender:[/b] (male, female, intersex, ect)
[b]Appearance:[/b] (pictures welcome, although ideally you would also include a brief descriptor of build and the like)
[b]Personality:[/b] (a general outlook on the kind of person they are. don't need a whole psychological profile or anything like that.
[b]Biography:[/b] (the world is not super fleshed out, so I do not expect a novella. Simply describe their circumstances, why they're in Esterwyn, why they might have taken to adventure, and any other things of interest you can think of. Since the story is largely made up of sub-segments, writing plothooks into your biography that you might want to pursue is a plus.)

[b]Attributes:[/b]
(you've got six attributes in the typical D&D arrangement, assign +3, +2, +1, +1, 0, -1 to each of them. This will be your base modifier, added to any rolls which key off this attribute. Descriptors included.)
[u]Strength:[/u] (A general gauge for their physical strength and athleticism. Applied to anything where being physically fit would be necessary or advantageous)
[u]Dexterity:[/u] (A general gauge for how flexible or otherwise coordinated they are. Applied to tasks where good reflexes, physical coordination and finesse are required)
[u]Constitution:[/u] (How physically durable and robust they are. Applied to tasks to resist conditions, shrug off harm, or would require stamina. Used in Health calculation.)
[u]Wisdom:[/u] (A representation of attention span and self-discipline. Applied to tasks to notice details, read people, or ignore temptations. Used in Lust calculation.)
[u]Intelligent:[/u] (One's mental acuity and general sharpness. Used in tasks to recall knowledge, learn new things, or engage with the arcane.)
[u]Charisma:[/u] (A person's force of personality and general likeability. Used for most social facing challenges, such as haggling, seduction, or intimidation through words.)

[u]Health:[/u] Represents how healthy the character is at any given point. Taking damage through conventional means will cause this to lower, and reaching zero will incapacitate them. Base value is 10+(Con Modx3)
[u]Lust:[/u] Represents how horny/pent up a character is at any given point. Seduction attempts and general sexual situations that do not end with release increase this value. Reaching maximum lust will result in a soft-incapacitation where the character is too overwhelmed by their needs to focus on other things. Base value is 10+(Wis Modx3)

[b]Talents:[/b]
(Characters begin with 3 talents. Broadly speaking, a talent is simply a representation of a character's training or special traits, like being a trained warrior, or having special pheromones. Making a roll for which you have an applicable talent provides an additional 1d6 to the result of that roll. Talents can also stack if multiple talents would be applicable to a particular action. Additionally players may take a fourth talent if they take a flaw, which works the same as a trait would, only subtracting the result of a 1d6 from rolls it would impede them in.)

[b]Equipment:[/b] Select one-two weapons, a set of armor, and up to four other items of choice. These are narrative in nature, and provide circumstantial bonuses and detriments depending on the scenario. Wearing a hauberk of mail might give -2 to rolls to hit you, but if you're trying to wade through a river wearing it, it might also provide -2 to rolls to get across safely, or to roll out of the way of a fireball. Miscellaneous items might include maps, compasses, jugs of wine, lingerie and anything else fun you can think of.)
[b]Currency:[/b] (characters begin with 10 Andovan marks, the standard currency of the Empire)

[b]Kinks:[/b] (Very important. List the kinds of kinks you would like to see applied to your character. The more you can think of, the better, as it's unlikely that anything more hardcore than vanilla not listed here is likely to happen, just for the sake of both player and GM enjoyment)
[b]Turn-Offs:[/b] (Any hard no for you and your character. Things listed here will not happen/be brought up in your scenes/storyline.)


Races of Marches
Spoiler (click to show/hide):

As Andova evolved from chiefdom to kingdom to empire, its borders expanded to encompass ever more of the world. Lands distant and exotic found themselves added to the patchwork of the empire as the decades and centuries went on, and with those lands came a variety of other peoples and races, many of whom were integrated into greater Andovan society once their fealty was secured. Some of the following are among the more common races that populate the empire, and as a result, the Northmarches, which grow ever more diverse with the year as refugees from the heartland head north to find new homes away from the bickering of the nobility.

Humans: The most common race in Andova, humans outnumber the other inhabitants of the empire two-to-one. They are a diverse species, known for their adaptability and ingenuity, and so quantifying them in any particular manner is difficult. Heartlander Andovans are light skinned and dark haired and middling in height, while those native to the Northmarches tend to be larger and paler than their southern counterparts, with lighter shades of hair to match. Perhaps owing to their adaptable nature, humans tend to have a far easier time crossbreeding with other races, with the resulting offspring varying greatly depending on the race in question. Such half-breeds can expect face varying levels of acceptance or prejudice depending on what part of the empire they call home.

Elves: Elves are one of the oldest races in the known world; while the Andovans squabbled as petty chieftains, the long-lived elves reigned over much of the known world. A mixture of infighting, inflexibility and slow reproduction led to the downfall of many elven hegemonies, and their mighty civilizations were on the decline by the time the first Andovan warlords began to wander from the heartlands. The long history of the elves has led to a dizzying offering of cultures and subspecies, all with differing appearances, traits and ethos. The most common in Andova are the so called wood elves, shamanistic nomads who swore off the imperial ambitions they felt led to the decline of their people, and chose instead to return to their species' simpler, more naturalistic roots, and the high elves, who carry on the ancient traditions and teachings of their once great kingdoms. Elven reproduction is slow and arduous, undoubtedly due to their long lifespans, and they have difficulty conceiving with all but the most virile or adaptable races, such as humans, orcs or beastfolk.

Dwarves: Another ancient race with a long history, and unlike some elves, the memories to cling to that. Dwarves are the short, robust inhabitants of many of the world's mountain ranges, ruling over subterranean city-states that burrow deep into the stone. The dwarves are a stubborn and fiercely independent people, and among the most difficult races to integrate into the empire; to date, a dwarven city-state has never unwillingly submitted to Andovan rule, instead entering into diplomatic arrangements that ostensibly function more as partnerships than fealty. Dwarves are relatively rare in the more cosmopolitan heartlands, with the majority of their number who live outside their strongholds being among the hinterlands, like the Northmarches, where their ornery nature and self-sufficiency help their communities survive the frontier better than others. It is almost impossible for a dwarf to interbreed with non-dwarves.

Orcs: Proud and battle hungry, orcs have a tenuous history in Andova. The hulking greenskins can be found in nearly every corner of the world, their tribes a constant source of conflict for their neighbors. In the early days of Andova's supremacy, it was common for the forces to bloody themselves against minor chiefdoms in the ever outward expansion of the empire. As tribe after tribe fell, many chose to simply pick up and move, fleeing their ancestral lands for the ever expanding bordermarches where they could live as free and as savagely as they pleased. Others chose to accept the emperors of old as their rightful overlords, and incorporated themselves into the empire as soldiers and laborers as they would under any other chief. As such, orcs are distinctly divided between two extremes; the Andovan orcs, who descend from these tribes and consider themselves part of the empire, and the outlanders, whose warlike nature makes them the scourge of any frontier region. Orcs are prolific breeders, and their blood mixes relatively easily with more compatible races as a result; half-orcs can be found among humans, elves, beastkin and even stranger communities.

Halflings: Halflings are something of an oddity among Andovan society; while most non-humans can trace their origins back to specific kingdoms or regions, the spirited shortstacks have none to call their own. Instead, they merely take cues from whatever culture is most prominent around them and make it their own. They are friendly and adventurous to a fault, making them common sights all across the empire even if their numbers are relatively small. Despite their wanderlust, halflings have a strong sense of unity and family, and dedicate themselves almost entirely to whatever community they happen to decide to settle down into once they've gotten their share of excitement in life. Slightly longer lived than humans, halflings have an almost baffling difficulty interbreeding with other races. This, in combination with their explorative nature, has made them somewhat popular for certain industries.

Goblins: Goblins are something of a success story for the Andovans. Prior to the empire's first contact with the small, largely subterranean race, they had been considered little more than tribal savages by the dwarven cities that had ancestrally feuded with them for generations. In an effort to ease tensions with the notably temperamental dwarves, the Andovans agreed to settle several groups of goblins to the more hospitable surface. There, against all odds, they thrived. Goblins are cunning and ingenious, and quickly established themselves as merchants and inventors within just a few generations after settling, aided by the swiftness of their reproduction and the risk-taking encouraged by their shorter lifespans. Running counter to their fellow adventurous shortstacks, goblins are compatible with nearly every other race in Andova, though every child born of such a match ends up a true-blooded goblin.

Beastfolk: Beastfolk are less a singular race and more a broad classification for a variety of peoples across the empire. Their origins are as diverse as their features; some races are said to have always existed the same as any, while others are said to be the result of foul magics and curses affliction more tradition races, and others still claim descent from divine monsters and magical creatures. In the northern stretches of the empire, the Lupo, Minos, Draco and Ursi are most common, races of wolf, bull, dragon and bear men respectively, whose heritages allow them to brave the harsh conditions with greater ease. The compatibility of beastfolk widely varies both among themselves and those of the less bestial races; couplings between wolfmen and humans are known to result in hybridized offspring that bear the traits of both races as often as they do pure lupo or human, the minos and draco are known to almost always breed true and ursi have difficulty conceiving at all.

Fey-Bloods: The fey have always inhabited the primeval forests of the world, where the boundary between their realms and those of the mortal world grow thin. Strictly speaking, the fey are not considered inhabitants of the empire, and their capricious nature has made efforts to amend this nearly impossible. Their capricious nature has resulted in plenty of Andovans who call these fair folk from beyond a parent, however. Most common among the fey-bloods are the faun, the deer-like offspring of the always lustful satyrs and human or elven women, and changelings, the shapeshifting offspring of hags and human men. They are usually met with a deal more suspicion than half-breeds of other, more traditional races, and as such occupy the liminal space between their parents.


Character List
Last edited by Ze Blitzkrieg on Sun Oct 17, 2021 11:07 pm, edited 7 times in total.
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Re: The Northmarches (OOC)

Postby Mark3000 » Tue Oct 12, 2021 3:45 am

This seems like an interesting idea. I'll make a character in a little bit.
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Re: The Northmarches (OOC)

Postby Lazy Kitsune » Tue Oct 12, 2021 11:43 am

How many players do you plan to have for this? I'm quite interested.
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Re: The Northmarches (OOC)

Postby Ze Blitzkrieg » Tue Oct 12, 2021 1:07 pm

As many that apply. West Marches lends itself well to bigger groups.
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Re: The Northmarches (OOC)

Postby Mashugana » Tue Oct 12, 2021 3:09 pm

Alright, here's my shot so far. Apologies if I misread or got something out of order.

Spoiler (click to show/hide):

Name: Crosses the River, often just referred to as Cross or River Runner

Age: 21

Race: human (Lupo blood, with lycanthropy)

Gender: Male

Appearance: five feet nine inches tall, with usually unkempt brown hair and a short beard/mustache combo of the same color. Gray eyes, high cheek bones. Often had a sullen or angry looking expression even when in a calm mood, essentially he has resting bitch face. This gets worse when he's trying to focus on something, often leading to him appearing to snarl.

Overall build is stocky and well traveled, one very used to having to move, work and potentially fight consistently throughout their life.

Personality: Dogged and persistent, with a streak of curiosity about unknown regions or people. Has a habit of being nosy. In daily life, Crosses can be rather blunt or rude seeming, as he isn't typically used to dealing with people outside of his tribe. This is not usually intentional, and when brought up on this, he does do what he can to make amends. In combat, he grins and whoops, as he enjoys the fight much like he enjoys a chase, and his usual stoic attitude melts away quickly with those he gets close to.

Biography: Crosses the River was born to a tribe of hunter gatherers under the affect of a strange phenomenon that his tribe has debated both the origins of and whether it's a blessing or curse. Under the effects of the full moon or when they become overly emotional, members of his tribe seem to take on semi bestial features. This has led to them being isolationist, and with other factions and powers on the rise in the wake of the Andovan Empire's near collapse and slow revival, his people need new hunting grounds, lest they lose their way of life or get wiped out by other forces gradually or swiftly. In short, he's a scout sent to see if these lands will accept him and his kinfolk, or if they can either pass through or even take territory by force if necessary.

Attributes:
Strength: +1
Dexterity: +1
Constitution: +2
Charisma: -1
Wisdom: +3
Intelligence: 0

HP: 16
LP: 19

Talents: Great Huntsman: Crosses the River is a very skilled tracker and hunter, able to follow a trail or scent often times through even harsh terrain and bad weather. His ability to hunt good prey can also apply to his discernment of humanoids, as he often finds himself able to tell if they're injured or nervous or hiding something based on observing their body language or breathing.

Skilled brave: being one of the fighters of his tribe, Cross has had to have a scrap with men as well as beasts. He is skilled in the use of war clubs, spears, bows, hand axes and knives, and can also ride horses competently.

Spirit sense: this isn't a very well developed talent, but Cross can seem to sense the supernatural to a degree, whether it be a mage who recently cast magic or a ghost or ritual spot, he often finds himself almost able to smell it on the air.

Werewolf form/ in times of great stress or emotional extremes, Crosses can take a secondary form that boosts his physical attributes, but dulls his mental faculties to a large degree and disrupts his self control. He also cannot perform actions that require fine motor skills, as his hands often turn to claws, and his speech becomes growls or howls as his vocal cords change and teeth sharpen. (+2 to STR, DEX and CON, -3 to WIS, INT AND CHA during this state, it lasts maybe three rounds before running out, leaving him drained and causing him to have -2 to his CON rolls till he rests.) This form automatically becomes an issue if under the full moon barring wolfsbane tonic usage.

Flaw: Illiterate: Cross cannot read or write in any language.
Secondary flaw: vulnerable to iron and silver, he takes +1 damage from iron weapons, and +2 from silver.

Will add to later.


Round 2, gear, kinks and turn offs. Working with a phone is a bitch, kids.

Spoiler (click to show/hide):

Gear: one one handed axe, with the other end being a small hammer head, and one spear, roughly six feet long, meant more for hunting large game or fighting on foot than as a lance. Armor is a simple hide affair, with the odd bit of animal bone along his left arm so he can use it as an impromptu shield in an emergency. It doesn't add much protection either way against direct attacks such as swords or bolts, but it may be able to stop a short bow's arrow or most smaller sized animal's claws from getting into him depending. It's mainly to protect him from the elements and allow him to move, stalk and fight easily. He also has a horse, a grouchy mare with a spotted coat and shaggy legs. He hasn't thought of a name for it. His most prized possession, however, is a bag of finger bones that belonged to his grandfather, which he uses as a lucky charm and to call upon the old man's spirit for assurance or advice, whether it actually works or not is up for debate. Other than that, he has some three days worth of edible supplies, a wine skin full of water, and some assorted small but useful tools like some rope, an extra pair of shoes, and some basic cooking utensils and a skinning knife.

Kinks: transformations (usually temporary unless major plot points), fem dom, monsters and monster girls, use of magic in the bedroom, and some bondage. Also nuns or sort of forbidden/out of league types, like high nobility or the like. I can work with most things not listed as long as we talk it out in DMs or something if it seems uncomfortable for either party.

When in Werewolf form: becomes much more aggressive in general, favors dominance, impregnation, and the chase unless outclassed, in which case he reverts to a more pet play scenario.

Anti kinks: cheating (just feels gross in a not very good way), sex acts involving excessive violence or mutilation scat, vore, outright necro (ghosts or some vampire types are in that gray area, but no corpses)
Last edited by Mashugana on Sun Oct 17, 2021 7:27 am, edited 1 time in total.
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Re: The Northmarches (OOC)

Postby kermitphrogg114 » Wed Oct 13, 2021 3:15 pm

What are acceptable races? I'm thinking of playing a sorceress, either a goblin or an avariel.
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Re: The Northmarches (OOC)

Postby Ze Blitzkrieg » Wed Oct 13, 2021 3:23 pm

Both of those would be fine. Pretty much anything you could reasonably find in a Forgotten Realms type setting probably works.
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Character Sheet: Raagen Morcaryn

Postby kermitphrogg114 » Wed Oct 13, 2021 9:21 pm

Here's my CS. Will try to complete it later. Completed and ready for review!
Spoiler (click to show/hide):

Name: Raagen Morcaryn
Age: 55
Race: Avariel (winged elf)
Class: Wizard
Gender: Hermaphrodite (has both sets)
Appearance:
Reference pics: (link) (link)
Raagen is 5'6", with long straight dark purple hair tied in pleated braids and piercing violet eyes. Her delicate features typically show no emotion except cool detachment. She is of curvy build, though her hips are her more prominent feature, giving her a 'pear' body shape. Her wings are dark purple, almost black. To complete her style, she has purple lipstick and paints her fingernails and toenails in the same color, and wears dark eyeshadow.

She wears a strapless silk crop top, a long slit dress, a black silk choker with her family crest on it, forearm-long fingerless black silk gloves and toeless thigh-high black stockings. She also has a large hooded cloak she can put around her for traveling or when she gets cold.

Personality:
Raagen Morcaryn is an intelligent, studious and insular individual, preferring research and books to people and always ready with a sarcastic barb or cynical comment. She's willing to lend a helping hand with minimal comments, but generally keeps to herself and her studies. She also likes to work with alchemy sets.

However, in reality, Raagen is rather lonely and afraid to open up to others. As such, in the rare cases she becomes emotional, she develops tsundere reactions, ranging between annoyance and being flustered (though fortunately without the elements of physical or magical assault). If she does manage to open up to someone, she'll just be glad to have a friend (or lover).

Biography:
Fourth and youngest daughter to a couple of avariel adventurers, Qinric Morcaryn and Wynra Foglight, Raagen's childhood was marred by her black wings and dark hair, taken by many of her people as an ill omen. While she wasn't outright persecuted, she was shunned and taunted by her other children, leaving her with only her parents' books on magic and adventuring as her only companions. Learning magic at her parent's knees, she was sent to one of their old adventuring companions, an elf wizard named Qinneiros Spiritgazer for apprenticeship as a wizard, and from there her preference of books to people grew. She quickly proved an eager and studious pupil, and took to studying the mystic arts with a quiet passion, learning much in her master's care. Once she completed her apprenticeship, feeling little desire to return to her homeland and inspired by her parents' adventures, her curiosity about the outside world lead her to engage in adventuring as her parents did.

Recently, she's received a letter from her parents, instructing her to meet up with an old friend in the Northmarches, a Hill Dwarf Ranger named Duravor Thornfield. Raagen had her own plans in the region, studying a series of ruins and obelisks with possibly arcane connections, and so agreed to check on Thornfield and see what her parents wanted.

Attributes:
Strength: -1
Dexterity: +2
Constitution: 0
Wisdom: +2
Intelligence: +3
Charisma: 0

Health: 7
Lust: 16

Talents:
  1. Flight: Like all her kind, Raagen can fly rather proficiently, allowing her three-dimensional movement in battle. However, her wings can still be entangled or injured, disabling this ability.
  2. Mistress of Arcane Arts: Raagen is a highly skilled spellcaster, with a wide variety of spells at her disposal, covering many possible uses and utilities, whether in or out of combat.
  3. Well-Read Scholar: Raagen is highly educated and skilled in matters of magic and the arcane arts, and has an almost encyclopedic knowledge of matters both magical and supernatural. She also speaks and understands a large spectrum of languages, both mundane and mystical, both from her parents and from her master's education.
  4. Skilled Alchemist: Raagen is very skilled with an alchemy set, able to brew potions and medicines from various ingredients, though the more complex may require more time or more expensive reagents to create.

Flaws:
  1. Claustrophobia: Avariel, being a winged and free race, react poorly to being trapped in confined spaces, and tend to panic and try to escape. For Raagen, the same impulses exist, but given that she's a closet bondage fetishist, it incites different emotions in her, causing her to get hornier.

Equipment:
  • Ring of Protection +2 (as a wizard, she's not good with normal armor)
  • Dagger (generally used to cut up ingredients, but can also be used in combat)
  • Staff (can be used in combat, but preferably used as a spell focus)
  • Notebook, quill & ink
  • Book of spells
  • Small Alchemy set
She also carries around water and supplies for a couple days, but otherwise prefers to travel light.

Currency: 10 Andovan Marks

Kinks: BDSM, orgasm denial, teasing, being dominated, tentacles, etc... Basically anything not covered in Turn-Offs (see below).
Turn-Offs: Guro, watersports, scat, vore, necrophilia (in the sense of zombies), genital torture


EDIT (2021/22/10): Changed Raagen's height to 5'6", added some items to Turn-offs, and added reference pictures.
Last edited by kermitphrogg114 on Thu Oct 28, 2021 9:43 pm, edited 4 times in total.
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Re: The Northmarches (OOC)

Postby Lazy Kitsune » Thu Oct 14, 2021 9:41 pm

My CS. Let me know if there are any issues.
Name: Lula Bucker
Age: 19
Race: Human
Gender: Female
Appearance:
Spoiler (click to show/hide):

1440x2560-324598-Miss-Fortune-LoL-4K-iphone-wallpaper.jpg

Spoiler (click to show/hide):

Slightly shorter than the average human woman and with a nimble and fit build suited for agile fighting. Lula's most striking feature would be her long, vibrant red hair, indeed matched by a neatly trimmed scarlet bush between her legs. As proud of her hair as she is, she also dresses to draw the eye to her other assets - her sizeable bust made to look even more impressive by her corset like cuirass and her shapely hits she sways with her skirt as she walks. The gold earrings she boasts hint at similar, smaller jewellery that pierces her nipples. These are just the start of her body decorations beneath her attire. Up her left thigh is a tattooed tentacle, curling its way up and around her leg. On her lower back, a treasure map guiding explorers to her booty. An anchor on the back of her right thigh with the words "Drop Your Anchor In Me" ribboned around it. On her right shoulder, a compass with a mermaid resting upon it. And finally a silhouetted ship at sail on the side of her midriff.

Personality:
Spoiler (click to show/hide):

Cocky, stubborn, greedy, adventurous and very flirtatious, Lula has a lot of maturing to do, but her heart is set on a life of adventure and little would be capable of dissuading her. Getting into trouble is half the fun for her. She enjoys teasing others, especially men, when she notices them find her attractive. In the right atmosphere, this brings out a bit of a bratty attitude in her, though she's found out on more than one occasion just how this could lead to her being "put in her place" as people would often express it.

Biography:
Spoiler (click to show/hide):

If you travelled often enough through the hillside roads connecting port towns to the villages in the valleys near Lula's home, you were likely to see a young girl perched atop a rickety wagon by the side of the road. With laundry strung up like sails and a hat many sizes too big for her head, no amount of persuasion could convince her that it was not her very own pirate ship she was stood upon. This pirate takes great delight in treasures of pastries, peaches and copper pieces, though if you try so speak to her without an offering she'd make you walk the plank with at the end of her trusty broom handle. And if you were to ever ask why she was sailing her ship so far from the sea, she gave her answer as if it were the most logical one in the world. "Its a practice boat, until I stop getting seasick. Then I'll be able to sail after my dad and make him part of my crew!"

Her mother was a washerwoman, though she didn't know which one specifically. To protect whichever one she was from the undue persecution women who gave birth out of wedlock in Lula's part of the world suffered, all the washerwomen raised Lula as if she was daughter to each of them. They taught her to be wary of the power men wish to hold over women, but also how to use that desire against men. They also taught her how to do her laundry, read, write and to basic arithmetic, but she mainly listened to the lessons about men. Her father, however, she knew much more about, despite never actually meeting him. Captain Jeremiah Bucker of the Golden Delight, a famous privateer whose journals contained confessions of piracy, though only against cargo ships of underhanded merchant guilds and the most notorious of other pirates. These journals, along with assorted trinkets, sailing paraphernalia and maps were left to Lula in a trunk - the only thing her father left to her. From the things in this trunk, her obsession with the life of a pirate, though one with an admittedly skewed moral compass, emerged. One that was spurred on by a note Captain Bucker left to his daughter. One that contained a key phrase that ignited her drive. "I have no time to baby a landlubber with no sense of adventure. Come find me and I'll share with you the rest of my treasures.

Many years have passed since her days on the wagon, though Lula still fashions herself in the style of a pirate. Now she doesn't even have so much as her land bound, rickety wagon ship, though she'll still insist on being called a Captain. While seafaring is yet to become one of her talents, she's developed her skills in various other talents she considers crucial in the life of a notorious swashbuckler:

  1. With card tricks and picking pockets, her sleight of hand has gotten her out of as much trouble as its gotten her into, and you'd be wise to avoid gambling anything of significant value with her. If she doesn't manage to cheat you out of your coin, she'll continue to obstinately find ways to refuse paying you your winnings.
  2. No longer practicing with a broom handle, Lula now brandishes her prized cutlass, Pantaloon Shredder, which has served her well on her travels, keeping her safe from far less charming would-be criminals and helping earn her a spot of coin as a sellsword.
  3. Perhaps sharper than her sword is her witty tongue. Her general stubbornness and often blasé and incorrigible attitude might regularly rub people the wrong way, but she has enough of a way with words to lie, charm or flirt her way out of the more milder disputes she ends up in and when she's in hot water she can usually use her words to at least bring that down to a low simmer.
  4. Though she preferred to avoid staying on a ship for too long, even one docked in the harbour, Lula stilled put effort into learning the tools of the trade. Among which was knot tying and rope work. Crucial for any sailor to know and something Lula would go on to find other fun uses for.

Still finding one excuse or another to avoid taking to the sea and attempting to gain her sea legs, Lula has found another, less direct way to pursue her father. In all these years, the crew of the Golden Delight must have changed some of its members several times over by now. Chasing tavern stories and rumours as she pursues adventures of her own, Lula hopes to track down old members of her father's crew to hear first hand accounts of what the man is like and get clues as to his current whereabouts.

Attributes:
Strength: +1
Dexterity: +2
Constitution: +1
Wisdom: -1
Intelligent: 0
Charisma: +3

Health: 13
Lust: 7

Talents:
Deft Fingers: Lula has a talent for sleight of hand, allowing her quick fingers to pick pockets, cheat at cards or delicately pleasure a lover.

Silver Tongue: Lula can make people want to believe her words and agree with her, able to charm people into seeing things her way better than most.

Tying the Knot: Diligent training has left Lula an expert at tying secure knots and wriggling free of rope bindings.

Hello Sailor: Lula's powers of persuasion are made all the more potent when leaning into her sex appeal or offering sexual favours.

Aquaphobic: Beyond regular seasickness, Lula loses her composure when on or in a large enough body of water.

Equipment: Pantaloon Shredder (Cutlass), Swashbuckler's Leather Cuirass, Spyglass, Compass, Tricorne Hat and a Paddle (not the kind for a boat).
Currency: 10 Andovan marks

Kinks: Risk of exposure, drunk / drugged sex, coercion, non-con (PC getting raped), hypnosis, pheromone play, bondage, humiliation, possible transformations, sex pollen, beasts, tentacles, being dominated, gangbangs, threesomes, pet play, impregnation, sexual favours used for goods or bribes
Turn-Offs: Blood in a sexual way, scat, vore, necrophilia (vampires are cool though), paedophilia, lolis, insect and arachnid like partners, egg laying
Last edited by Lazy Kitsune on Thu Oct 14, 2021 11:55 pm, edited 1 time in total.
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Re: The Northmarches (OOC)

Postby Lorielle » Thu Oct 14, 2021 11:42 pm

Would we be acting as party members or are these more solo/duo substories?
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Re: The Northmarches (OOC)

Postby Ze Blitzkrieg » Fri Oct 15, 2021 12:26 am

Lorielle Wrote:Would we be acting as party members or are these more solo/duo substories?


The latter to keep things moving more easily. I won't necessarily stop people from grouping up if that's what they want to do, but as a baseline assumption if you want to go at it alone or with minimal support from other players that's entirely viable.
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Re: The Northmarches (OOC)

Postby kermitphrogg114 » Fri Oct 15, 2021 10:44 am

So wondering whether to put Raagen's Charisma modifier as 0 or +1. I mean, I'll edit the stat modifiers in a bit, but Charisma is less about physical appearance and more about inter-personal skills, as I understand it. More the ability to work a crowd and engage with people than being a pretty face. Raagen is more sulky aloofness and dry snark than brilliant conversation artist.

I might stick to a Charisma modifier of 0 and focus on things like Wisdom and Intelligence to emphasize her wizard/spellcaster role.
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Re: The Northmarches (OOC)

Postby Lorielle » Fri Oct 15, 2021 2:33 pm

Ze Blitzkrieg Wrote:
Lorielle Wrote:Would we be acting as party members or are these more solo/duo substories?


The latter to keep things moving more easily. I won't necessarily stop people from grouping up if that's what they want to do, but as a baseline assumption if you want to go at it alone or with minimal support from other players that's entirely viable.

ahhh sounds good, will try to make a sheet soon then
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Re: The Northmarches (OOC)

Postby kermitphrogg114 » Fri Oct 15, 2021 10:22 pm

Just to clarify, is there any real difference between a sorceror and a wizard with the system you plan to use? I'm still going with a wizard, just wanted to be clear on how both worked.
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Re: The Northmarches (OOC)

Postby Ze Blitzkrieg » Fri Oct 15, 2021 10:35 pm

Probably not a granularity between the two, no. I figured that trying to flesh out an entire spell list and figure out a decent way to progress things without an xp system wasn't something people wanted to bother with.
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Re: The Northmarches (OOC)

Postby Mark3000 » Fri Oct 15, 2021 11:44 pm

Here is my character. Let me know I missed anything.

Name: Penelope Delights
Age: 21
Race: Human
Gender: Female

Appearance:
Standing at 5’3”, Penelope has a toned body and light brown skin. She has long red hair she often wears in a braided ponytail that rests on her lower back. Her green eyes and plush lips are immediately noticeable in a large crowd. Her athletic frame and defined muscles are a testament to her lifetime of training to be a warrior, with slender hands and feet covered in calluses .

Despite all this, the main way people describe Penelope is ‘top heavy’. Along with her eyes and hair, Penelope also inherited her mother’s voluptuous bust. Her assets were so large that she had to have her plate armor custom fitted. When not in plate armor. Penelope often wears a simple tunic with modest light grey pantaloons.

Reference for Body shape
Spoiler (click to show/hide):

8d80396c9084da51d64e3d4947ff3999bfcfac2e.jpg


Personality: Penelope can best be described as disciplined and diligent. She prides herself on being level headed in even the most stressful of situations. At first glance most would say she was cold or dismissive, but Penelope is a very kind and caring person. While Penelope is confident in her skills as a mercenary, she is self-conscious about her body which better suits a harlot then a warrior. Because of this, she always acts as if she has something to prove to others.

Biography: Penelope came to Esterwyn with a band of mercenaries called the Wayward Fangs. They were tasked with investigating some of the secrets of the frontier, bringing the riches to their client. Being the only female fighter among the all male band of warriors, she is constantly struggling to gain their respect. To make matters worse, the only other women who traveled with the band were prostitutes or servants. Her mother was the former. Ginger Delights was a rather well known prostitute in Andova who threw her lot in with the Wayward Fangs after being knocked up by one of the company’s Lieutenants . When Penelope began to blossom into a woman, many in the camp expected that she would follow in her mother’s footsteps. But she was determined to carve out a space for herself as a real member of the Wayward Fangs, and this mission into Esterwyn is her best way to show her worth. Even as other mercenaries would rather see her reduced to their personal plaything.

Attributes:
Strength: 3
Dexterity: 1
Constitution: 2
Wisdom: 1
Intelligent: 0
Charisma: -1

Health: 13
Lust: 13


Talents:

Defensive Swordplay: Penelope’s swordplay was self-taught by watching the mercenaries she travelled with. In contrast to the more aggressive fighting styles of the Wayward Fangs, Penelope took on a more defensive style focusing on parrying, blocking and misdirecting incoming attacks

Reconnaissance: Penelope has always had good eyesight and an eye for small details. Eager to prove herself to the Wayward Fangs, she would volunteer for any and all scouting or reconnaissance missions.

Field Medic: When Penelope first tried to work with the mercenaries, they wouldn’t let her fight with them. On most missions, she was relegated to a medic. While she couldn’t use her skills as a swordswoman, she became quite adept at patching up various wounds

Against the Odd: Whether by her own bad luck or the machinations of her ‘comrades’, Penelope has a tendency to find herself being outnumbered during a fight. It’s become so much of a problem that she began to come up with strategies for dealing with multiple enemies.

Flaw

Skinship: While disciplined, Penelope is still human and gets easily flustered at any kind of sensual skinship, making it harder to resist attempts at temptation when touched or groped or escape someone’s grasp when grappled or pinned.


Equipment:

Claymore
Hunting Knife
Plate Mail
First Aid Kit
Grappling Hook
Spyglass
Rations

Currency: 10 Andovan marks

Kinks: BDSM, Group Sex, Gang Bang, Public Use, Rape, Torture, Blackmail, Bestiality, Drugs, Tentacles, Body Modification/Breast Expansion, Lactation (Open to pretty much anything not listed in Turn-offs, If you are unsure just ask)
Turn-Offs: Scat, Watersports
Last edited by Mark3000 on Sat Oct 30, 2021 3:46 am, edited 2 times in total.
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Re: The Northmarches (OOC)

Postby Ze Blitzkrieg » Sat Oct 16, 2021 2:20 am

I put up a character list for the accepted, which is pretty much everyone aside from those who are still working on their sheets. I've also added a tab for the different races of the empire. They're all pretty standard fare, but I figured it was nice to give little blurbs so that when someone comes across, say, an orc, they know there's a little wiggle room as to whether or not they'll hit you with an axe or ask how your day is going, and whether or not blowing a load in (or having one blown in you by) a specific race could lead to some interesting consequences.

I'll be throwing up an IC relatively soon, so hopefully those who are still working on sheets will have them done soon. If not, that's fine too, it's easy enough to work them in during the next update.
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Re: The Northmarches (OOC)

Postby Lorielle » Sat Oct 16, 2021 7:53 am

Name: Lady Eliza Asara
Age: 30
Race: Human* (Aasimar)
Gender: Female
Appearance: A 6'0"ft tall woman with the build of a warrior and the curves of a seductress, Lady Eliza was blessed by the gods of Andova, granting her the divine visage she would eventually grow into. She has light skin, shining blonde hair, silver irises. In moments of great distress she can call upon her lineage to grant her a radiantly blue halo to intimidate those who would harm her. Despite how soft she may appear she is stronger than most with muscles hidden just below her armor and clothes.
This but no unicorn horn or tail
Spoiler (click to show/hide):

Image


Personality: A quiet and reserved warrior, she carries out what she has been taught when she was taken to a monastery to be raised as a paladin. She believes in defending the weak and aiding those in need, even those who may have sought to harm her. She does her best to do right by the world, often going out of her way to help any who asks even when its not required of her. She has a quiet rage to her though when pushed into situation she does not enjoy, this fury building up until it explodes and someone inevitably gets hurt.
Biography: Raised in a remote monastery within the center of the old empire, rolling plains, high mountains. It was idyllic, barely scared by the horrors of the Andovan civil war. Here she was raised in the light of her goddess, fighting with other paladins to patrol the fields, defending farmers from bandits and raiders, the initiation towards being a true paladin was long and arduous, many unable to overcome the Initiation and embark on their proving. Fortunately for Eliza, she had proven she was a paladin in all but name, now as the ultimate test, she journeyed to Esterwyn to retrieve an artifact thought lost. The Crown of the Immaculate, said to be an artifact from the goddess herself, as one blessed by her light it was her duty to find it and return the crown the monastery.
Attributes:
(you've got six attributes in the typical D&D arrangement, assign +3, +2, +1, +1, 0, -1 to each of them. This will be your base modifier, added to any rolls which key off this attribute. Descriptors included.)
Strength: +3
Dexterity: +1
Constitution: +1
Wisdom: 0
Intelligent: -1
Charisma: +2

Health: 13/13
Lust: 10/10

Talents:
Heavy Armor Specialist: Lady Eliza is a master of her full-plate, knowing how to deflect blows towards the heaviest parts and ensure blows glance off of her during battle as well as being able to move more swiftly than one would expect for someone as weighed down as her when fully kitted.

Hands of Healing: Like paladins who have come before her Eliza has been trained to heal the sick, magically and through mundane means, she knows basic herbs, tonics, and tinctures to assist any should supplies be available and how to administer these remedies in a skilled manner.

An Angel's Grace: While she would never admit her, Lady Eliza's beauty has given her many unspecified benefits, people tend to be kinder, more interested and likely to see her side of things as well as let her have her way, though this does come with some added attention, most of which is unwanted.

Tenets of the Order: Upholding the code of her order is something she holds incredibly dear to herself and this conviction is evident in the way she carries herself in her day to day to life. Those who hold their own oaths or codes, personal or as a part of a larger order can see this too. An extra understanding and respect is afforded to Eliza for keeping these tenets so close to her heart.

Flaw
Aid the Weak While she is not so naive to believe anything a random stranger may give to her, having been raised in a relatively safe part of the world and taught to believe the best in everyone, she tends to give the benefit of the doubt to even the most unscrupulous and often times has difficulty bringing herself to harm those who seem feeble, even monsters-races.


Equipment:
1x Halberd
1x Back up shortsword
1x Half-plate
1x pouch of basic medicinal herbs
1x Holy Symbol
1x Bedroll and basic camp kit
1x a description and detailed drawing of the Crown of the Immaculate
Currency: 10 Andovan Marks

Kinks: Mind control, bestiality, bimbofication, instant loss, gangbangs, free use, futanari, non-con, being tricked into performing sexual acts, drugged sex, tentacles, ghosts.
Turn-Offs: Impregnation, scat, watersports, really heavy bdsm, guro(gore in a sexual way) long-term enslavement.
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Re: The Northmarches (OOC)

Postby kermitphrogg114 » Sat Oct 16, 2021 1:42 pm

So we have (in D&D terms) two human fighters (if I read Penelope right), one of whom is a werewolf, one aasimar paladin, one human rogue, and one avariel wizard (though as player of said wizard, I should probably hurry up and finish her sheet :P )
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Re: The Northmarches (OOC)

Postby Lazy Kitsune » Sat Oct 16, 2021 1:49 pm

Are there any special forms of contraceptive or protection I should be aware of? Don't want Lula getting knocked up too quickly.
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