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Topics - Skrein

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General Discussion / You Awaken in Ojaveda (Poster-Driven Story)
« on: November 21, 2009, 07:55:55 pm »
You are a human and your name is Tednugent. You feel this is an exceptionally clever and original name, but nobody seems to like you. You have a groffel for a pet, and his name is Scratchfever. You feel this is also an exceptionally clever and original name. However, nobody seems to get the joke.

You do not remember how you came to be logged out in Ojaveda, but the place looks deserted. There are no NPCs in sight and there are no players shouting out asking for iron ore for that one certain quest. You know the one.

Scratchfever seems agitated. This is probably because you've kept him out for a long time and your Empathy isn't high enough for him to stay too long. However, he is the only form of life around you, and he keeps tugging at your pantleg with his beak as if he wants something. Perhaps you can make him stay.

To the north is Th' Broken Door.
To the south is that long road that you can never seem to remember how to traverse.
To the east is the trade district where many rogues yield weapons for your training funds.
To the west is Trasok's shop, where people are usually hammering things.

>

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Wish list / Magic - Who Cares what it Does?
« on: July 18, 2009, 07:44:49 pm »
This is something that's been bothering me as of late. No matter what Way you choose to train, you still have offensive spells. Brown Way is the strongest of all the other Ways, but... wait, I thought it was for defensive spells? Wrong. All Ways do this, and it puzzles me. Before healing was even implemented, Crystal Way was described as the healing Way, yet it instead had the strongest offensive spell of its time, before many more glyphs were introduced. Why aren't the spells following the Way they're described to be? Dark Way and Red Way should be the strongest, since they're the ones described as being able to wield chaos and illness, yet... they actually rank pretty low when compared to Brown or Crystal Way.

Anyway, I post this in the Wish List, because I simply wish that the Ways would go back to being as they're described.

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Guilds Forum / [GUILD] The Bounty Hunters
« on: July 12, 2009, 03:34:49 pm »
[note: I am not the leader of this guild]

The Bounty Hunters

Purpose and Function

Brought together by Skepter, this collective group of bounty hunters carries out contracts made by those who are in need of help. Their services are vast, since they will deal with thieves, murderers, wild creatures, or even their own as long as they are paid. If their actions are unlawful, they disguise themselves to avoid being caught by the law, but they will carry out the assassination of one of the octarchs themselves if they are paid well enough. They make sure to avoid carrying out contracts while in the walls of any city, but they do not hold back if their target is a safe enough distance away from where a guard could protect them.

The bounty hunters sometimes work together, though they act by different morals, since while some prefer to help others and keep them safe, others do whatever they need to make a few tria, making it a group formed only of necessity. However, those that do prefer to help others often-times will bring defenseless people into their fold and teach them how to fight, offering them a spot within the group, or simply calling on them when they are needed after their training is finished. They do not focus on each others' religion or purpose, but rely upon each others' skills most of all. If someone is holding the others back, proper action is taken.

Recruitment

Joining the bounty hunters is rather easy. You may be in need of teaching, and recruited to learn how to fight. Or you may simply wish to cut into the pie of tria and offer your services to the other hunters. Regardless, all bounty hunters are recognizable by the insignia that they wear somewhere on their clothing, unless they are cloaked, and all one has to do is make contact with them.

Ranking

Trainee - Trainees are recruited for training in either fighting, bounty hunting, or both. Trainees may or may not remain in the guild after joining.

Aspirant - After showing progress in both roleplay and combat, aspirants are brought along during missions to watch and learn how things are done. They may not work on contracts by themselves.

Honorary - Members of this rank aren't actually part of the guild, but they are instead independent as either friends or allies that are called upon when needed. They may not represent themselves as part of the group, but they may announce their affiliation.

Hunter - No longer in training, hunters may work on contracts by themselves or with whoever they wish. They must be skilled in roleplay and roleplay fighting. Dueling is optional.

Proven - Hunters with great skill are promoted to this rank to show that they are the most reliable to call on when there is a contract. They have exceptional skills in roleplay and other aspects of the game.

Teacher - Teachers train the trainees and aspirants. Only those who have greatly proven themselves earn this position, but they must also volunteer to do it.

Overseer - In charge of the other hunters, overseers work as the strategic leaders, and they organize or assign hunters to new contracts.

True Hunter - Members of this rank are similar to overseers, but they are greatly skilled in every other aspect of what it means to be a bounty hunter.

Leader - This is the overall leader of the bounty hunters, though he takes advice from the true hunters, as well. Authority over ranks as high as the true hunters is what differentiates this rank.

Rules

IC
  • If you are hunting someone, you must make sure to do it outside of city walls.
  • If you are hunting someone who has not committed a crime, but there is still a bounty on their heads, disguise yourself to avoid connection to the crime.
  • Keep your weapons sheathed inside of the city, don't pick fights, etc.

OOC
  • You must always stay in-character. If you must speak OOCly, use brackets.
  • Guild chat is to remain OOC. If you wish to roleplay with each other, meet in person and do it, or use group chat.
  • The guild isn't responsible for your actions. If there are complaints about you, action will be taken.
  • Though this guild helps newcomers, they must at least make an effort to stay in character. If not, they will become a lost cause, and possibly kicked out.

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Complaint Department / Dark and Red Way
« on: December 30, 2008, 10:52:24 am »
These Ways are supposed to be like the powerhouse Ways when it comes to dealing damage. Why is it that Brown Way can do so much more? It isn't that level plays a part in it, since I had my Dark Way at 150 for a short time and still got killed by about..maybe 8, flying stones, it's just that Dark Way is still so weak. Brown Way is supposed to be like a protective Way, maybe even a profession-helping Way for alchemists or something of the sort. I don't understand why that Way inparticular does the most damage, nor do I understand Crystal Way doing any damage at all. Dark and Red Way are even limited to level 100, which I found out over time, and got even more confused about. Aren't Dark Way practitioners supposed to have more innovation than the rest? Wouldn't that make it possible for them to rise to level 200, instead of being limited to 50 levels below the protection Way?

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Guilds Forum / [Secret Guild] The Immoral Harrow
« on: December 25, 2008, 12:27:45 am »
The Immoral Harrow

Purpose and Function


Brought together by the cutthroat who goes by the name of Skrein, the Immoral Harrow strives to inflict suffering on the innocent. The members' tasks usually involve theft, torture, poisoning, and mind games. Each member is different, and they are therefore separated as such. Their overall purpose is to destroy the beliefs of those they find on the roads or other remote locations, through any means necessary. If succeeding, they proceed to show the light to those they torment, and lead them into the fold of the Black Flame, only after passing the administered tests. When in public, they do not know or associate with each other, and lead normal lives. If their identity is discovered, they are cast away from the group and condemned as the public sees fit.

Due to the Black Flame being against all of the other Gods, the Harrow believes that by doing their Master's bidding, they will be granted the most power out of all of the other members of the Sacred Order. Dakkru takes pleasure when people live their lives the best they can, so that their deaths are all the "better" to her; in direct defiance to this, the Harrow not only tortures people to the point where their lives are completely ruined, but they also attempt to pull them into the Sacred Order and turn them against the previous Gods that they may or may not have worshiped.

Recruitment

In order to join, you must either have been confronted by the Harrow, or you must state your location on a post made on the Camp Banished Message Boards (or the Black Flame Temple, if you have access). There is no other way to join, as member recruitments will not be made OOCly.

http://immoralharrow.21.forumer.com/viewforum.php?f=10

Ranking

Tormented - After facing a traumatic incident powerful enough to ruin their lives, caused by the Harrow or not, they are brought in and given a chance to escape the pointlessness of their lives, while being offered power and wealth.

Initiated - Accepting the offers of the Harrow, members of this category are undergoing the tests needed to be accepted into the Sacred Order of the Black Flame.

Void - Having no real talent, the void go about their everyday business while having knowledge of the truth, seeking power by their own means. They are only called every so-often by the Harrow, but otherwise they are independant from the group itself.

Thief - They are held in the lowest regard since they initiate in nothing more than petty theft, which leads them down lesser paths of knowledge and power. Because their usefulness is limited, they are only brought along if they request it personally.

Imposer - Having either great strength or knowledge of the Ways, they work toward imposing physical pain.

Echo - The echoes are the more intellectual of the group. Their focus is mental torture, which means effecting lives with nothing more than their spoken words, in both negative and positive ways.

Tactician - With great knowledge of the many nooks and crannies of Yliakum, they work on stationing the Harrow in tactical locations and coming up with jobs/plans.

Loyal - The loyals take their place alongside the Silent Whim. They have talent in two or more of the main jobs of the guild, such as imposing physical and mental pain, and are chosen to help lead the group.

Silent Whim - The current leader of the Harrow, who has talent in each category, as well as the know-how to operate the group.

Rules

IC
  • You must choose a name to go by while disguised and working jobs. If you go by your real name, you risk betrayal and condemnation by both the Harrow and the public.
  • If found leaking information, exposing the Order, or betraying fellow members of the Harrow, you will risk punishment by the Black Flame Itself, as well as the Harrow.
  • If you kill someone, it must be for good reason. If not, you will be of very low standing within the Harrow, if not banished from it. Killing anyone, especially the unfaithful, is a service to Dakkru.
  • You must be able to defend both your life and your identity. Other members will not do this for you, unless commanded to.

OOC
  • You must always stay in-character. If you must speak OOCly, use brackets.
  • Guild chat is to remain OOC. If you wish to roleplay with each other, meet in person and do it, or use group chat.
  • The guild isn't going to be responsible for your actions. If you upset some people with bad reason, action will be taken to have you removed.

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