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post #1 of 185 (permalink) Old 11-28-12, 05:11 AM Thread Starter
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Icon Forging Ansur [Recruitment]

Forging Ansur
A Neo-Fantasy RP



"The true adventurer goes forth aimless and uncalculating to meet and greet unknown fate."
― O. Henry


"There is not a truth existing which I fear... or would wish unknown to the whole world."
― Thomas Jefferson



“...so one day my mother sat me down and explained that I couldn't become an explorer because everything in the world had already been discovered.
I'd been born in the wrong century, and I felt cheated.”
― Ransom Riggs



-------------------------------------------------------------------------




Ansur is a world of mystery. Of danger. Of adventure. Ansur is a world where heroes forge their names on the anvil of time. Ansur is a world where the deeds of a man or a woman can change history forever. Ansur is wondrous. Ansur is deadly. Ansur is beautiful.



But most of all, Ansur is unexplored.



The world of Ansur is far larger than that of our own; to give a sense of scale, the surface area of Ansur is about 100 times that of Earth. Magic is raw, powerful, and intangible, but those born with the right spirit can learn to control it in a variety of ways. Dangerous monsters and bizarre ruins are common in the Great Blankness, and only through the might of a sword or a spell will you be able to prevail. Man, the only known race on Ansur, inhabits but a tiny fraction of Ansur, less than 1% of the total surface area; the rest remains unexplored. The five nations of man are all fiercely independent of each other, and from any of them the bravest of heroes can rise.



Each of YOU are one of these heroes, but your journey is just beginning. For whatever reason, you have chosen to leave the nation of your birth and venture out into the wide world of Ansur, to explore and discover. You seek to fill in the blank spaces of the map, and others with similar goals and ideas will aid your adventure. Be you a brave Warrior, a clever Rogue, a wise Hunter, or a curious Sorceror – or perhaps something stranger – your destiny was out there, in the unknown.



Each of the five nations will influence the origin of your character.





The Slate Steppes to the far north are home to the Mazim, the warlike barbarians of Ansur. Lead by their almost mythical leader, Khatimsa Ukron, the Mazim Khan of the Slate Steppes, the Mazim are powerfully built, tall and brawny. Their skin is pale and tough, and their hair is almost universally shades of brown or black. Facial hair is common in men. Their warbands, especially those lead by the great Khan himself, are the terror of the lowlands; Acamia and Vodiin are particularly scourged. The Mazim pride strength above all else; if you are not strong in the Mazim warbands, you aren’t worthy of living. Those who cannot fight, however, can prove their strength in other ways, either through the spoken word or through their mastery of druidic magic. They worship twin gods: Arwe, the Blade, is warlike, fierce, and strong, and demands tribute through battle; Rewe, the Branch, is stoic, wise, and silent, best worshipped in quiet places of natural beauty. The Mazim unique classes are the Berserker and the Druid.





Acamia, to the south of the Slate Steppes, is home to the Acamians, a pious folk strong in both body and mind. Acamia is a theocratic monarchy; they believe that hundreds of years ago the Oversoul, their omnipotent god, declared one man, Acaman the Obedient, to be its voice on earth. Since then, Acaman’s ancestors have ruled over Acamia unterrupted, ruling with a velvet right hand and an iron left. Acamians are of average height and build; their skin is a light tan, and hair color runs the ordinary human range. All Acamians are required at age 16 to tattoo the symbol of the Oversoul – a simple triangle – onto their forehead as a sign of devotion, and they must keep the triangle uncovered at all times. Walking an Acamian city without a triangle marks you immediately as either a foreign heathen to be chided and tutted, or one of the few Acamians brave enough – or foolish enough – to defy the theocratic regime. The Oversoul is indeed a powerful figure, as can be seen by the cities of Acamia. The souls of the honored Acamian dead are bound into magical stones, and these soulstones float around Acamian cities, performing minor tasks and serving their god in blissful obedience until the end of days. The Acamian unique classes are Priest and Knight.





Utogur, to the southwest of Acamia, is home to the Utogurrans, known for their ingenuity tempered by introversion. They are as a whole slighty shorter on average than other humans, but there are no other obvious physical differences. Skin tone ranges from pale to tan; hair is almost universally cropped short among both genders, and facial hair is unheard-of. Since age immemorial, Utogur, centered around the eponymous city for which the nation is named, has been ruled by the Shades, a conclave of six nameless demonic overlords. No human, Utogurran or not, has seen the Shades and lived to tell it, but they are not cruel leaders. Instead, they leave the nation to its own devices, with a loose legal system enforced by mysterious masked guards that seemingly appear from nowhere to deliver the infamous “justice by hammer”. Utogur has always been a nation of individuals, and a pioneer in occult magitech – a common saying on Ansur is that an Utogguran “can do anything he wants, as long as They allow it.” The Utogguran unique classes are Alchemist and Occultist.





Vodiim, east of Acamia and south of the Slate Steppes, is home to the Vodi, an inventive people fuelled by the pursuit of progress and knowledge. Vodi are a tall, lithe folk, thin but not gaunt. Their skin color ranges from a light tan to a bronzed olive. Hair color is very light, ranging from light brown to blonde to white, and it is oftentimes worn long, either loose or braided. The Vodi are renowned for their prowess with technology; gunpowder and the firearm is a closely kept secret of the Vodi, and clanking golems guard Vodi palaces and fortresses. Despite their impressive military technology, however, they are a peaceful; their only real enemies are the Mazim raiders who ravage the northern borders, although they have a rivalry with Utogur for dominance in the technical field. Vodiim holds no gods, but instead allow any Vodi to seek their own calling; some of the most famous explorers in Ansur have been Vodi. The Vodi unique classes are Gunslinger and Artificer.





Zha Jiu, south of all the other nations, is home to the Zha-Ni, a people shrouded in superstition. They are of average height and build. Their skin ranges very widely, from a pale marble to deep brown. Their hair is generally either kept short or, if grown long, carefully and tidily braided. Zha Jiu has no central government so to speak; the thick jungles of the south make the urban cities of the other nations an impossibility. Instead, each village is governed in its own manner, oftentimes by clan rule or patriarchal rule. The Zha-Ni as a general rule are a very spiritual people; one’s ancestors are always venerated, and it is up to each Zha-Ni to uphold the honor of their family. The jungles of the south are a strange and mystical place, with floating mountains and bottomless caves. It is not uncommon for a particular mountain to have its own village built on it, watched over by a monk whose life is dedicated to observing the beauty of life. The Zha-Ni unique classes are Monk and Shaman.





Beyond the five nations is…nothing. There are no maps, no records, nothing. But that’s why you’re here, isn’t it? You’ve always felt it inside of you, ever since you were a child. You felt the need to discover, to take something for yourself, to make your mark on history. There's a gap in your soul, a void, a shelf on the mantelpiece you've always wanted to fill.



This is it. This is that last trophy. See what you've always wanted; see what fills the gap; see your fates unwind and the stars align.



Go out there and take it.



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Ok, onto the rules.


1. Fairly standard stuff. No godmodding, as GM I have the right to direct the story, blah blah blah. Typical stuff.


2. AT LEAST 5 SENTENCES PER POST. This is a simple thing so I really hope it's continually followed.


2a. GOOD QUALITY POSTS. I'm not expecting Pulitzer work here, but try within the best of your ability to use good grammar, and explore ideas - this is a strange new world after all!


3. You are encouraged to converse with other characters between updates - it's fun and it helps bump the thread!


4. Make your characters memorable! Use descriptive details and establish a good personality for your characters – they are the heroes who will define this world!


5. Have fun!



--------------------------------------------------------------------------



How to create your character:


Name: Simple enough.


Class: Select one of the four generic classes – Warrior, Rogue, Hunter, or Sorcerer – or a class unique to your nation.


Nation of Origin: Your nation will influence your background, and potentially your class or personality.


Please note: There must be at least one person from each nation. If multiple people wish to play a character from the same nation, you must wait until all slots are filled until making your character.


Appearance: Self-explanatory.


Personality: Self-explanatory.


Background: Relatively self-explanatory. Be sure to explain why you have taken up the life of an explorer – what made you seek the great unknown?


Equipment: Self-explanatory. The world of Ansur is relatively low-tech, around 12th century level technology. The exceptions to this are if your character is from Utogur or Vodiim – in which case your equipment will be approved on a case by case basis.


Totem: All people of Ansur, when they come of age, create or find for themselves a totem. It is a process that can take many weeks, months, or even years, for a person’s totem is a deeply spiritual item. It is the greatest of sins among all people of Ansur to harm another’s totem, for there is a very real belief that one’s soul lives through one’s totem. The totem is typically a small item, usually small enough to be worn on an amulet or bracelet, or kept in a pocket. Magic users channel their magical energy through their totem. Your character’s totem should reflect your character’s soul. Be sure to also explain how they obtained or created their totem.



--------------------------------------------------------------------------



Well, that's about all I got. I will be accepting ten to start (see the note about nations and such), but if more are interested they are welcome to join.

Cheers and let the fun begin!

--------------------------------------------------------------------------

Accepted Characters:

Deus Mortis - Dadrzin Katonal, Occultist, Utogurran
Jackinator - Var Ki, Monk, Zha-Ni
Romero's Own - Lucas Brimosi, Knight, Acamian
komanko - Rayland Black, Rogue, Vodi
Midge913 - Liang Kai, Shaman, Zha-Ni
Septok - Athurmaz Vaudulk, Alchemist, Utogurran
BlackApostleVilhelm - Sidek Thanam, Druid, Mazim
Santaire - Nathaniel the Heretic, Rogue, Acamian

And what shoulder, & what art. Could twist the sinews of thy heart?
And when thy heart began to beat, What dread hand? & what dread feet?
What the hammer? what the chain? In what furnace was thy brain?
What the anvil? what dread grasp, Dare its deadly terrors clasp?
When the stars threw down their spears, And watered heaven with their tears,
Did he smile his work to see? Did he who made the Lamb make thee?

Last edited by Scathainn; 12-21-12 at 01:33 AM.
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post #2 of 185 (permalink) Old 11-28-12, 05:18 AM
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I can join up. Been ages since I last RPed so I'm not sure if I will be able to follow rule 2a and 4 but I can try.
Should I start work on a character?

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post #3 of 185 (permalink) Old 11-28-12, 06:05 AM
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I may be interested mate. I it that this marks the death of the Superhero RP that you had going is officially dead? I will give things a read tomorrow and perhaps I will toss up a character.

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post #4 of 185 (permalink) Old 11-28-12, 06:21 AM Thread Starter
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Originally Posted by Midge913 View Post
I may be interested mate. I it that this marks the death of the Superhero RP that you had going is officially dead? I will give things a read tomorrow and perhaps I will toss up a character.
It's not dead, but don't expect any updates for a while. My old computer got fried and all my notes/prewritten updates went with it, so I essentially have to start over from scratch. I'll be able to run both, but Hell Is Empty is on a hiatus until I get new notes written and sort out some IRL stuff (namely medical bills from my hospital stay).

And what shoulder, & what art. Could twist the sinews of thy heart?
And when thy heart began to beat, What dread hand? & what dread feet?
What the hammer? what the chain? In what furnace was thy brain?
What the anvil? what dread grasp, Dare its deadly terrors clasp?
When the stars threw down their spears, And watered heaven with their tears,
Did he smile his work to see? Did he who made the Lamb make thee?
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post #5 of 185 (permalink) Old 11-28-12, 06:32 AM
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Well, this seems interesting. I may have to ask for a place reservation, though I'm not sure I'll even be able to get a sheet up this week. I'll try though.
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post #6 of 185 (permalink) Old 11-28-12, 06:47 AM
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Looks interesting ill give it a more in depth look and then decide. Hope i will have enough time to keep up with it due to army.

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post #7 of 185 (permalink) Old 11-28-12, 12:56 PM
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Quick question. Is there somewhere where you were going to outline what each of the class types were capable of? What their unique abilities are? Or are we going to be able to outline that ourselves?

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post #8 of 185 (permalink) Old 11-28-12, 02:26 PM
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I am really interested in this. I will try and get a character sheet up either today or tomorrow

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post #9 of 185 (permalink) Old 11-28-12, 05:04 PM
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Yeah I'm interested, but I find it odd that there are no actual outlines for classes, despite you having set out and restricted them :/

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post #10 of 185 (permalink) Old 11-28-12, 05:35 PM Thread Starter
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Quote:
Originally Posted by Midge913 View Post
Quick question. Is there somewhere where you were going to outline what each of the class types were capable of? What their unique abilities are? Or are we going to be able to outline that ourselves?
Quote:
Originally Posted by Jackinator View Post
Yeah I'm interested, but I find it odd that there are no actual outlines for classes, despite you having set out and restricted them :/
I left them deliberately up to interpretation on the assumption that the average RP'er would have a basic idea of what they are. I can do a quick overview of each class.

-------------------------------------------------------------------

Warrior: Martial class specializing in melee weaponry. The exact nature of their fighting style varies widely, from up close and personal heavy-armor beefcakes to dual-wielding dervishes.

Rogue: Sneaky gits specializing in deception, stealth, and ambushes. Thieves, cutpurses, bandits, highwaymen, assassins - all fall under the umbrella of Rogue.

Hunter: Nature specialists, adapt at tracking game and hunting monsters. Oftentimes proficient in ranged weaponry such as bows and crossbows, sometimes capable of basic herbalism and trapmaking.

Sorcerer: Users of arcane magic. The use of this magic can vary extremely widely; a sorcerer could be a learned Acamian scholar reading books in a lofty tower just as easily as a Mazim firemage guzzling mead and belching flame at random. Magical specialty is different for every person, and relates directly to the strength of one's soul.



--------------------------------------------------------------------



Unique Classes:

Mazim - Berserker: Up close and personal melee fighters. Lightly armored but capable of entering a battle rage, rendering him nearly immune to pain and fatigue. They channel their rage and use it as a weapon on the battlefield.

Mazim - Druid: Magic users specialized in nature magic. Speaking to animals, knowledge of plants and herbs, and commanding the spirits of nature are typical powers. Truly powerful druids can summon mighty elementals or shapeshift into wild creatures.

Acamians - Knight: Heavily armored, chivalrous melee fighters specializing in defense. The martial arm of the Oversoul's armies, they are charged with defending Acamia from all outside threats and conquering new lands in Acamia's name.

Acamians - Priest: Magic users who channel divine magic given by the Oversoul. Healing magic, protective wards, and punishing divine retribution are all common tools of the Priest, and they are knowledgeable on history and literature thanks to well-stocked abbeys.

Utogurrans - Alchemist: Scientists specializing in the creation of potions, chemicals, and bizarre constructs. By using magical energy and pseudo-science, an Alchemist can brew powerful potions, concoct deadly potions, and build bio-mechanical Golems and Homonculi.

Utogurrans - Occultist: Magic users who gain their power through demonic energy. By making pacts with The Shades and lesser demonic entities, they can channel the energies of fire, darkness, and the taint of the Outer Beyond. Of course, every pact must have a price...

Vodi - Gunslinger: Ranged warrior specializing in the use of firearms. By building and maintaining their own unique weapon, be it a flintlock pistol or an ornate clockwork rifle, they can rain death from afar on their enemies with lead, powder, and steam.

Vodi - Artificer: Engineers specializing in the construction of clockwork machines and gadgets. Capable of constructing primitive cybernetics and mechanical constructs, they are the backbone of the Vodi industrial sector through their ingenuity and machinations.

Zha-Ni - Monk: Zen warriors devoted to achieving enlightenment. By focusing on their own school of thought's ultimate goal - be it balance, tranquility, superiority, or something else - they use the power of both their bodies and their souls to explore the unknown and defeat any foe.

Zha-Ni - Shaman: Magic users specializing in harnessing the power of the four elements - Fire, Water, Earth, and Air. By channeling the wrath of the spirit world, these powerful magic users can rain destruction on their enemies and cleanse the world of those who would offend the spirits of their ancestors.

Cheers

And what shoulder, & what art. Could twist the sinews of thy heart?
And when thy heart began to beat, What dread hand? & what dread feet?
What the hammer? what the chain? In what furnace was thy brain?
What the anvil? what dread grasp, Dare its deadly terrors clasp?
When the stars threw down their spears, And watered heaven with their tears,
Did he smile his work to see? Did he who made the Lamb make thee?
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