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JerPanda
Vice Captain

PostPosted: Thu Nov 21, 2019 6:25 pm


PostPosted: Thu Nov 21, 2019 6:43 pm


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Quest is a medieval/fantasy role play that heavily draws technicality and game-play inspiration from Dungeons and Dragons. Because the role play is text-based, many of the D&D traditional rules have been modified or simplified.

This is an adventuring role play with honestly, very little backstory to develop. What makes the campaign the most interesting is the complexity of characters and their interactions with each other as they form a party and decide that they are either friend or foe. Please take ownership in the role play and provide input that will help make the role play more enjoyable for everyone. Delving into backstory or how a character's backstory affects a character in modern day will pivotal in this role play being fun.

Of course, as the Dungeon Master, I will design some plots, encounters, and mini-quests along the way that the characters can either engage in, ignore, or run away from. But if you would like something to happen as it relates to your character, please let me know. We will try to give each character their own time for a development or discovery arc.

The world and its dynamics are fairly flexible. If you have any questions, please ask your Dungeon Master, JerP. Here are some guidelines and reference points for context:

✶ The world's technology is similar to most popular medieval storyline settings (e.g. Lord of the Rings, Game of Thrones, etc). If you have ever played a traditional D&D game, it'll be the same kind of setting.

✶ Magical users and magical artifacts are all over the place. Though your character may not be able to determine what magic an item possesses.

✶ The different races of people are all familiar with each other (unless your character has led a particularly sheltered life) though they may not have interacted much with certain races. For example, a halfling young adult living in a sheltered village may know of orcs but never encountered one before.

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Thu Nov 21, 2019 6:44 pm


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Gresh: One of the two largest countries in Bornia. Although they own much land, much of it is desert and hard for the people to live off of. Their population is concentrated along shorelines and close to the borders of Kannada and Taruka where the people trade for needed resources. All races can be found living in Gresh.

Taruka: A luxurious land where the people are not usually found in want by the great bounty provided by the fertile and rich soil and access to fishing. Although a smaller country, the humans, elves, and halflings found abide in peace. However, this country has a strained relationship with those on the shores of Gresh closest to them as they fight over resources provided by the waters between them.

Kannada: One of the two largest countries in Bornia. Kannada is a center for trade and commerce as it's borders are surrounded by many countries. The country has one of the largest armies in Bornia and although a popular trading site, it has some of the highest levels of security for entering the company. Both making it the safest place to trade but also difficult to gain entry. All races can be found in Kannada though there are significantly less Orcs and Werebeasts here.

Aimoto: A desert land. A quiet place that is not very populated. The first settlers here came from Bralia and by following strict routines and practicing the art of conservation, they are able to survive in this unforgiving land. The people here rely on each other and are both welcoming and wary of strangers.

Azria: A mountainous country that is mostly settled by dwarves. This country is rich is metals and gems.

Thalan: A popular "no-man's land" and hideout for bandits and thieves. In the First World War of Bornia, bandits and such unsavory people were pushed to the outskirts of Bornia. But this land, filled with swamps and unfavorable terrain became a good hideaway for those that did not want to be found. Many Orcs have found home here. It is rare for Elves to be found in this country.

Linerin: The land with the strongest military force. Although not as numerous as Kannada, the soldiers here are selected only from the strongest, brightest, and fastest. People come from different countries to be recruited into Linerin's army. They work as mercenaries for hire and the country makes most of its income from taxes paid for keeping those in Thalan in control. All races can be found here.

Sunia: A land where all races live in harmony. Though dwarves typically choose not to stay in this tropical climate. The people here live on beautiful beaches and are known for their unhurried way of life. They live off the fat of the land with a plethora of fruits and vegetation. Much time is spent in story-telling and festivities.

Bralia A country with a history of bloodshed. While many bandits went to live in Thalan, many ventured into the otherwise peaceful kingdom of Bralia. Politicians and leaders were corrupted with greed and unfavorable men and women took the thrones. Some of those that were able to leave the worsening conditions went to find refuge in Aimoto. Many did not survive the harsh conditions in Aimoto but the chance of life outside of corrupted Bralia was better than staying in a land overridden by thieves.
PostPosted: Thu Nov 21, 2019 6:46 pm


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This guy had to be a joke.

Fifty gold pieces? That was the reward for his request? Ha. Good luck with that, old man.

Maybe you heard it from one of your trusted correspondents, the town news board, or just word on the street...but among all the requests for adventurers and hired hands, you heard this one. The request sounded simple enough at first, rescue a man's daughter from a band of kidnappers, thieves, and hired hands. But then they told you the name of the bandits: The Bounty of the Skull.

While they aren't the oldest or most popular of group, The Bounty of the Skull had thieves and other rift-raft rushing to join their forces as one of the new, rising crime syndicates. Certainly not a group easily messed with. A team of at least five or six skilled warriors would be needed for such a request--and that was for a stealth mission of getting in and out, not including outright battle. But with only fifty gold pieces to split...adventurers barely even paid the job a second thought.

After all, the latest news was that the band of thieves were traveling from the shores of Gresh and into Bralia--likely to sell those kidnapped into slavery. The travel alone would cost the eight or ten gold pieces earned from the job.

But the old man, a weary looking local businessman, holds out hope that there will be someone willing to take on the job. On the lower shoreline of Gresh, he waits at a table in well-loved tavern, The Fiery Stag. Hoping beyond hope that someone will be willing to make the sacrifice to save his daughter.

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Thu Nov 21, 2019 6:48 pm


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Please choose your character's race from the following list. If you'd like to be "half-something", please clear it with JerP first. Combinations will be accepted if there is a sufficient backstory to warrant it. Some combinations (i.e. Elf and Dwarf) will not be accepted at all. For any questions, message JerP.


Human: Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Race Traits: Humans are well-rounded creatures and are usually able to pick up languages better than any of the other races. In addition to their class ability, they also get an additional feat/skill/ability.


Elf: With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds.

Race Traits: Elves have 1.5x the wisdom of humans. They are also light on their feet and have enhanced night-vision.


Dwarf: Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite dwarves across the multiverse, the heritage of every dwarf character.

Dwarves respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and do not abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.

Race Traits: Dwarves have 1.5x the constitution/endurance of humans and have enhanced night-vision.

Orc: Orcs are carnivorous humanoids, standing approximately 5'11" to 6'2", weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Orcs stand in a bent over shape making them appear as ape-like humans. Of all races, Orcs are the most despised and least likely to get along with other races.

Race Traits: Orcs have 2x the strength of humans and have enhanced night-vision.

Halfling: Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing.

Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an old dirt road.

Race Traits: Halflings have 1.5x the stealth/dexterity of humans.

Werebeast: Werebeasts are a type of shape-changing monster in Bornia that are vulnerable to silver or enchanted weapons and can regenerate most wounds. Infected werebeasts transform during the full moon involuntarily. Members of their race that are born with the curse can infect others and can control their shifting. Offspring of a werebeast will also be born with werebeast powers. Werebeasts have two forms: humanoid form with animal parts (e.g. tail, ears, furry body parts, animalistic faces, etc) and an animal form. How animalistic a humanoid form is varies.

Werewolves are the most common type of werebeasts in the world. They are found in all climates, both in the wild and hidden in civilization. Werewolf packs are organized similar to wolf packs, with a powerful alpha in command of the entire group. The moral and ethical outlook of the pack tends to follow that of the alpha. There are other strains of werebeasts such as weretigers, werebears, wereboars, and werecats.

Race Traits: Werebeasts have 1.5x the senses of humans. Depending on the type of werebeast, they may also have 1.5x the strength and enhanced night-vision.


*Descriptions copied and modified from D&D websites.
PostPosted: Thu Nov 21, 2019 6:49 pm


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Please choose a class for your character from the following list. The classes are the same basic classes from Dungeons and Dragons. We will not be using classes in the exact same, detailed manner as DnD. Classes are more meant to be a guide to understanding a character's stats than their background. For example, a monk does not need to grow up in a monastery. A barbarian could be from a noble ranking but that's her preferred fighting style. This should be a guide for you and other players to understand your character.

Good Example of choosing a class:
A druid class character that is in tune with nature and whose magical ability or power is related to the earth or nature.

Bad Example of choosing a class:
A bard class character that gets hit with ten arrows in the heat of battle and is still ready for more action.

Each character may have a unique ability dependent on their class. For example, wizards and sorcerers have command over magic. A druid may be able to shape-shift. A rogue makes a good pickpocket and lock-pick. Your choice of ability should be detailed in your character profile in the "I'm so special" section.

Barbarian: A fierce warrior of primitive background who can enter a battle rage.

Bard: An inspiring magician whose power echos the music of creation.

Cleric: A priestly champion who wields divine magic in service of a higher power.

Druid: A priest of the Old Faith, wielding the powers of nature and adopting animal forms.

Fighter: A master of martial combat, skilled with a variety of weapons and armor.

Monk: A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection.

Paladin: A holy warrior bound to a sacred oath.

Ranger A warrior who combats threats on the edges of civilization.

Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies.

Sorcerer: A spellcaster who draws on inherent magic from a gift or bloodline.

Warlock: A wielder of magic that is derived from a bargain with an extraplanar entity.

Wizard: A scholarly magic-user capable of manipulating the structures of reality.


*Descriptions copied from DnDBeyond.com

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Fri Nov 22, 2019 5:43 pm


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Power Level


A character's power level is like a character's level in video game. Experience in order to level up can be gained by defeating monsters, completing training, or accomplishing a feat. "Normal people" hover between levels 1-2. Power levels range from 1-20. So if your character received special training they may be a higher level. They can have achieved this level through various backgrounds such as being a soldier in a militia, studying and practicing magic in a magus school, or working as a diplomat for a number of years.

Note: Your character backstory must be able to support your chosen power level. A power level above a 5 may require some explaining. Especially considering the small reward being given for the current quest and why your character would be interested in taking it on. Ideally, characters should be no higher than a level 5 in order to allow for growth with other players and throughout the RP.




Power Level: Measures life experience.

Levels 1-4: Characters are apprentice adventurers learning the features of their class that will define them in later levels. Generally fight minor threats that pose a danger to local farmsteads or villages.

Levels 5-10: Characters come into their own. Many spellcasters gain access to a new tier of spell power. Other classes gain the ability to attack multiple times in one action. These characters have become important, facing threats to cities or entire kingdoms.

Levels 11-16: Characters have reached a power level that places them well above the average populace. Martial characters attack more frequently or impressively. Spellcasters gain access to spells that create otherwise impossible phenomena. These mighty adventurers face threats to whole regions or continents.

Levels 17-20: Characters achieve the pinnacle of their power becoming heroic or villainous archetypes in their own right. Their actions have consequences felt all around the world. Even the balance of the multiverse may hang in the balance during their quests.


Ability Scores


Ability Scores represent your character's proficiency in different areas. These may be used throughout the RP to help determine an outcome. There is an actual ability score number, and these numbers translate into "modifiers." Modifiers will be added to rolls and may help your character if they are proficient in something, or hinder them if they are not so skilled at something.

Example: If the DM asks you to "Roll a Strength Check", you would use the Gaia Dice Roll feature in a post in the OOC board. Whatever your dice roll is, add the modifier for your character's Strength. The final result is your roll. The DM will compare your roll against the action (e.g. maybe you wanted to bust down a door on your own) and will let you know if you were successfully able to do so or not.




Everyone starts with 60 Ability Points. Additional Ability Points are gained per power level. These points can be attributed to any of the following ability scores. Please see the guides below to understand what different scores mean for a character's proficiency.

Total Ability Score Points = 60 + Power Level

Click here for a good guide in understanding how to translate stats to character proficiency.

Click here for more description about Ability Scores and what modifiers to apply.

Strength: Measures physical power.

Dexterity: Measures ring agility.

Constitution: Measures endurance.

Intelligence: Measures reasoning and memory.

Wisdom: Measures Perception and Insight.

Charisma: Measures force of personality.


* Descriptions taken from D&D handbooks
PostPosted: Fri Nov 22, 2019 5:45 pm


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After the DM initiates a battle, the outcome of your character will be determined by a dice roll in the OOC board plus your power level. You will roll and then, depending on the outcome, you may write the battle sequence of your character accordingly as long as it falls within the prescriptions of the DM.

Each battle roll only determines the outcome between your character and one opponent. Except in the case of rolling a "natural 20". Meaning that you roll a 20 without adding your power level.

Battle Dice Roll = Dice Roll + Power Level

Battle Outcomes
Nat 1: The enemy got in a critical shot. Your character is knocked unconscious.
1-7: Critically injured. Require rest for several days.
8-10 Major injuries. Require rest for 2 days.
11-14 Moderate injuries. 1 night of rest needed.
15-17 Minor injuries. No recovery time needed. (e.g. cut or scrape)
18-20 Unscathed in the battle.
Nat 20 Your character defeats numerous opponents unscathed and with ease.

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Fri Nov 22, 2019 5:57 pm


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Certain actions may require your character to perform a Skill Check. In these cases, you will be asked to make an OOC Dice Roll post and add your character's Ability Score Modifier.

Example: Your character enters an archery competition to earn some money for the road. You are asked to make a Dexterity Check. Your character's DEX score is 14. Therefore, your modifier is +2.

1. You make a Dice Roll post in the OOC Board. Your roll is a 12.
2. You add your modifier. 12+2. Your final score is a 14.
3. The DM will compare your final score with predetermined numbers and will give you a result of what happens that you can then write about. You may be creative in writing the outcome but it must follow the descriptions the DM gives.
PostPosted: Fri Nov 22, 2019 6:02 pm


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JerP is the Dungeon Master. What JerP says is the final word on discussions of gameplay.

Power-playing without consent is prohibited. You will be asked to edit your post in such cases. Failure to do so many result in removal from the RP.

God-moding without consent is prohibited. Most of the technicalities of this RP was intended to make things fair between players. Disregard of those rules will result in removal from the RP.

You must post once a week. Communicate extenuating circumstances to the group.

Take ownership. If you have ideas or would like something to happen for your character's development, please make it known to the group for discussion. Don't just wait for things to happen to your character or for your character.

If you're not having fun, it's your own fault.

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Fri Nov 22, 2019 6:04 pm


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[align=center][img]LINK TO A PICTURE OF YOUR CHARACTER. ANIME STYLE PREFERRED.[/img][/align]
[align=center][size=21]Introducing [color=YOUR POSTING COLOR HERE]The CHARACTER TITLE[/color]~! [/size][/align]
[color=white]_ _ _ _ _ _ _ _[/color] [size=18]It's All About [color=darkcyan]ME[/color] { [color=lightpink]♥[/color] }[/size]
[size=10]
--- { [color=coral]♪[/color] } [b]Say it out L O U D[/b] : FULL NAME

--- { [color=coral]♪[/color] } [b]This is easier [/b]: NICKNAME

--- { [color=coral]♪[/color] } [b]I can count this high [/b]: AGE


[color=white]_ _ _ _ _ _ _ _[/color] [size=18]You Wanna  [color=#61B329]FIGHT[/color] { [color=lightpink]♥[/color] }[/size]
[size=10]
--- { [color=#C76114]✶[/color] } [b]Power Level[/b] : SCORE

--- { [color=#C76114]✶[/color] } [b]Strength[/b] : SCORE (MODIFIER)

--- { [color=#C76114]✶[/color] } [b]Dexterity[/b] : SCORE (MODIFIER)

--- { [color=#C76114]✶[/color] } [b]Constitution[/b] : SCORE (MODIFIER)

--- { [color=#C76114]✶[/color] } [b]Charisma[/b] : SCORE (MODIFIER)

--- { [color=#C76114]✶[/color] } [b]Intelligence[/b] : SCORE (MODIFIER)

--- { [color=#C76114]✶[/color] } [b]Wisdom[/b] : SCORE (MODIFIER)


[color=white]_ _ _ _ _ _ _ _[/color] [size=18]It's My  [color=mediumpurple]LIFE [/color]{ [color=lightpink]♥[/color] }[/size]
[size=10]
--- { [color=dodgerblue]♫[/color] } [b]So much history[/b] : ONE PARAGRAPH. 5-8 SENTENCES MAX. EXPLAIN SOME OF YOUR CHARACTER'S BACKSTORY.

--- { [color=dodgerblue]♫[/color] } [b]Mmm... Bring me more [/b]:

♥ SOMETHING YOUR CHARACTER LIKES
♥ SOMETHING YOUR CHARACTER LIKES
♥ SOMETHING YOUR CHARACTER LIKES

--- { [color=dodgerblue]♫[/color] } [b]EW - Keep it away [/b]:

✘ SOMETHING YOUR CHARACTER DOES NOT LIKE
✘ SOMETHING YOUR CHARACTER DOES NOT LIKE
✘ SOMETHING YOUR CHARACTER DOES NOT LIKE

--- { [color=dodgerblue]♫[/color] } [b]I'm so special[/b] : ONE PARAGRAPH. 5-8 SENTENCES MAX. EXPLAIN YOUR CHARACTER'S FIGHTING STYLE AND/OR SPECIAL ABILITIES. CHARACTERS ARE ALLOWED TO HAVE ONE "QUIRK" OR "POWER" THAT SETS THEM APART FROM NORMAL PEOPLE.


[color=white]_ _ _ _ _ _ _ _[/color] [size=18]Check Me [color=lightsalmon]OUT[/color] { [color=lightpink]♥[/color] }[/size]
[size=10]
--- { [color=plum]☼[/color] } [b]"Eye" see you[/b] : EYE COLOR

--- { [color=plum]☼[/color] } [b]Such lovely locks[/b] : HAIR COLOR

--- { [color=plum]☼[/color] } [b]Fun sized[/b] : HEIGHT [/size]


[color=white]_ _ _ _ _ _ _ _[/color] [size=18]Is There [color=royalblue]MORE[/color] { [color=lightpink]♥[/color] }[/size]
[size=10]
--- { [color=tomato]♣[/color] } [b]Rainbow = Love[/b] : [color=YOUR POSTING COLOR HERE] YOUR GENERAL POSTING COLOR HERE[/color]

--- { [color=tomato]♣[/color] } [b]Turn it UP[/b] : [url=YOUTUBE LINK TO YOUR CHARACTER'S MOOD/THEME SONG]SONG TITLE AND ARTIST[/url]

--- { [color=tomato]♣[/color] } [b]Voice in my head[/b] : YOUR USER NAME[/size]
PostPosted: Fri Nov 22, 2019 6:08 pm


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Your character's profile will be linked here once it has been posted in the Profiles board and has been reviewed and accepted by JerP. Most people will have to make small tweaks so don't be offended if you are asked to make a change.

The Performer | Mei | Level 4

The Tank | Brida | Level 4

The Mouse | Lena | Level 4

The Wandering Wizard | Jalen | Level 3

The Hermit | Dez | Level 4

JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Fri Nov 22, 2019 6:09 pm


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PostPosted: Fri Nov 22, 2019 6:09 pm


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JerPanda
Vice Captain


JerPanda
Vice Captain

PostPosted: Fri Nov 22, 2019 6:10 pm


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