|
Lost God Discussion Thread; OOC for the Lost God RP
|
|
Topic Started: Jul 11 2011, 02:18 PM (6,728 Views)
|
|
Crimson Paladin
|
Aug 2 2011, 11:40 PM
Post #321
|
Novice
- Posts:
- 19
- Group:
- Members
- Member
- #64
- Joined:
- August 1, 2011
|
Well here's my char. I feel somehow that my character shouldn't sound anything similar to my online alias, but I'll probably bring in another, vastly different character later to balance it out. If there's any problem tell me and I'll see to fixing it.
Exalted Brother Garnier Name: Exalted Brother Garnier (no last name) Gender: Male Race: Human Age: 31 Class: Paladin of the Holy Order of the Sun Rank: Exalted Brother Alignment: Lawful Good Home country: Nation 6 Skills: Garnier is a skilled fighter with a sword and shield. Like most of his Order, he fights defensively, waiting for an opening to counterattack. He possesses the magical skill typical for a Sun Knight Exalted Brother Paladin. He is also trained in grappling, although he prefers that his foe never get that close.
Appearance Hair: His hair is light brown and worn short and clean, in the styles of the church's humblest servants. Eyes: Formerly brown, now yellow as a result of his exalted status. Skin: Nothing particularly unusual for one of his nationality, nothing spectacular about it either. Scars: In the battle that raised him to the status of Exalted Brother, a scar was inflicted across his face, from below his right eye, across his upper lip, to his left cheek. Build: Garnier was never particularly large, although his upbringing has slowly given him a suitable build for a warrior. Height: 5'10"
Inventory Armor: Garnier wears the traditional armor of the Order's Paladins, with the distinguishing features of the Exalted Brothers and Sisters. Lately he has taken to wearing his armor helmet almost constantly, only removing it when necessary, likely a result of his attempts to hide his scar. Whether it is due to humility or shame, he's never made it clear. Weapon: Garnier carries a steel arming sword with the symbol of his order embossed onto the hilt, in an unassuming scabbard. As an Exalted Brother's weapon, it is enchanted to burn and sear. Clothing: Underneath his armor, he wears simple cloth apparel. In contrast with his carefully maintained armor, it is faded and worn from years of use. Other: He carries a satchel with a waterskin, dried meat, basic medical supplies, a knife, and a few coins.
Personality Hobbies: The life of a paladin leaves few chances for recreation. However, Garnier enjoys whittling, frequently creating carvings of those around him. Virtues: Garnier is unfailingly polite and courteous, although he knows little of court etiquette. He is always quick to defend and help his allies when they are in need, regardless of their relationship with the Church or the Order. For one of his standing, he is quite humble, both due to his order's teachings and his own feelings of inadequacy. Flaws: Having been raised by holy men and women, Garnier has no ability to judge one's character; indeed, such is in fact discouraged by his Order's teachings. He is similarly unable to detect deceit or malicious intent, unless it is blatantly obvious. Finally, he is insecure about his own status as Exalted; he sometimes feels he was not truly worthy, that he was simply doing his duty like any other Sun Knight, and the fact that he had to be rescued shows he wasn't good enough. He also tends to be rather submissive and soft-spoken, not wanting to even incite verbal conflict, and only becoming assertive when it is for the well-being of his allies. Although he does not see it as a bad thing, many would see that the fact that he's destined to die an impoverished virgin as a flaw. Fears: With the departure of the goddess, Garnier has found himself afraid that the Lord of the Dark will win, that evil will prevail. He also is afraid of finding himself in a position where he is helpless and needs to be rescued again, partially because he's fearful that if he falters, people will die and it'll be his fault, and partially because he doesn't want to be seen as weak. Despite this, his training has given him the discipline to do what needs to be done even when he's afraid. Goals: Garnier is determined to help find the Lost God and perhaps pave the way for the Goddess to return. He has no idea if either is even possible, but he's determined to do what he can. Religion: Garnier is a staunch believer in the Church of the Light, despite the many flaws it has accumulated over the years. Motive for Joining: With the Goddess gone and the Lord of the Dark gaining ground, the only hope for the land is to find the lost god.
Powers and Abilities
Many of his powers are specific to the Sun Knights, although other holy orders may call upon similar powers.
Blessed of the Sun: Garnier has a supernatural resistance to the effects of fire and heat, including smoke, burns, heat exhaustion, and lack of oxygen. He can still burn to death or suffocate, but not nearly as easily as a normal being. Healing Touch: Garnier can heal the wounds of others (as well as himself) with a touch. Divine Shield: This power allows the caster to shield themselves with a barrier protecting themselves from non-magical injury. It only lasts a short time and consumes mana while active at a fixed rate regardless of damage absorbed. A Sun Knight can also cast it on an ally. Sun Blade: Sun Knights can temporarily bless swords to have the searing properties that the exalted's blades always carry. For an exalted, this is most useful for augmenting an ally. Reinvigorate: Sun Knights are able to channel their mana to restore the stamina of all nearby allies. This, however, can put a severe drain on mana. Purification: Another mana-intensive power, this allows the Sun Knight to cleanse one of most diseases, poisons, and negative magical effects inflicted on them. Turn Undead: Sun Knight, like many other paladins, can flood an area with energy disruptive to undead. Undead are typically paralyzed by a Sun Knight's turn, but the stronger paladins can destroy undead with this ability. Corona Shield: This is the ultimate power of the Exalted Brothers and Sisters of the Order, and only used when there is no other choice. It surrounds the caster in superheated gas, which both shields them from extremely high temperature (moreso than their divine resistances) and harms those in close proximity. It drains mana at a very fast rate, and as such one must be careful choosing when to use it.
History Garnier was born in a city where the Sun Knights commanded significant influence. He was orphaned at a young age, although to this day he does know the details of how it happened, only that one day they up and disappeared. He was brought to an orphanage run by the Order and at the age of nine, was chosen to become a Paladin. Ten years later he finished his training and became a Brother of the Order. He was sent to assist the nation's armies in war against its foes, mostly filling in a support role. He took his duty seriously even when others did not, and when the Goddess left, he was left badly shaken, but persevered while many abandoned the Order in despair.
About ten years of serving the Order, he was sent to assist armies clashing with orcs serving the Lord of the Dark. During the battle Garnier stayed with a group of wounded soldiers while the rest of the army fell back, using all his mana to stabilize the soldiers' wounds while doing all he could to hold off attacking orcs. He was badly wounded and his face scarred, but his selfless defense was not in vain; his actions inspired his allies to stand their ground while others charged in to pull him and the other wounded to safety. When he came to, the battle had been won, the orcs' advance temporarily halted. His superiors had him pulled out of the conflict (something he protested against, especially after the orcs regrouped and managed to beat the armies back), and raised him to the status of an Exalted Brother, with all the trappings that came with it.
Instead of putting him back into the battle, the Order had him trained further (as was common for younger Exalted). For approximately a year, he trained, occasionally helped heal the sick, and would sometimes be sent to protect caravans and pilgrims on their journeys between cities. All the while, he listened to the news of how the enemy was making steady progress. When a call was sent out for heroes to mount an expedition to find the Lost God, Garnier volunteered himself. The Order approved, and he was sent to the capital city of Sunkeep.
|
The stone cannot know why the chisel cleaves it; the iron cannot know why the fire scorches it. When thy life is cleft and scorched, when death and despair leap at thee, beat not thy breast and curse thy evil fate, but thank the Builder for the trials that shape thee. -The Hammer Book of Tenets
|
| |
|
Duke Smugleaf
|
Aug 2 2011, 11:50 PM
Post #322
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
If no one minds, I think I'll actually replace Noboru with a different character. Yes, I love him and feel he could bring a lot to the story, but I've recently made another character for a different RP who I just love even more. Plus, her personality is very extroverted, so I feel that she would really help liven things up. If we hadn't have already started, I'd get rid of Victoria, instead (for several reasons), but that would be a lot of retconning to do. :/
|
|
| |
|
James
|
Aug 3 2011, 12:00 AM
Post #323
|
Caffeinated
- Posts:
- 61
- Group:
- Members
- Member
- #57
- Joined:
- July 14, 2011
|
Anyone can die!
|
|
Number of Poems Written in the name of roleplaying, count: 1
|
| |
|
Duke Smugleaf
|
Aug 3 2011, 12:05 AM
Post #324
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
The problem is that anything strong enough to kill Victoria would probably wipe out half the team before doing so. :/
Also, I've actually found a way to make it work with Victoria and the new character, having a way for them to bounce off of one another that I just couldn't do with Noboru, at least not as easily. Plus, we've got enough melee characters as it is. We've only got one spellcaster, so Victoria does help balance the team out a bit, regardless of how epic Noboru may be.
I suppose I can always just bring him back for a subsequent RP after this.
I think my only real problem is the fact that she was designed for a PMT era RP, so I'm going to have a bit of trouble adapting some of her powers. Actually, now that I think about it, it wouldn't be too hard. Since magic was never properly defined, I can just rely on that as an explanation.
|
|
| |
|
Darkom
|
Aug 3 2011, 09:27 AM
Post #325
|
Philosophizer
- Posts:
- 245
- Group:
- Admin
- Member
- #21
- Joined:
- July 26, 2010
|
Wow, nice work on the Sun Knights, Crimson. I knew it was a good idea to ask Timeline people to join in, you guys always have good ideas. Great character too, he should get along well with my knight-general. If you'd like, he can meet up with us at Wellay, or if you want to start now he can just show up in the Throne Room late. Good to have you with us. 
And sure, that's fine Duke, whatever you want to do with your characters is up to you. Speaking of, if anyone ever wants to kill their current character and introduce a different one, let me know and we'll set up some obstacle or monster to eat them. Just so long as we don't end up with a completely different group than the one we started with; a few deaths should be expected on a journey like this.
Keep up the good work with the posts, everyone. I should be replying later today, if I find time. I'm being forced to spackle and paint my room, so that'll probably take up a good bit of my time.
|
|
Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
|
| |
|
Half Tooth
|
Aug 4 2011, 04:56 AM
Post #326
|
Painter
- Posts:
- 42
- Group:
- Members
- Member
- #24
- Joined:
- July 26, 2010
|
I may not be able to post again for a week or so, I'm in the process of looking for work and I have to move down to my uni house which doesn't yet have internet... I may be able to post sooner depending on if I get theoen or both of the jobs or not :p
|
|
|
| |
|
Duke Smugleaf
|
Aug 4 2011, 11:14 AM
Post #327
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
So here's my new character to replace Noboru. She'll meet up with us on the first stop in out journey on island 6b.
Nora Name: Leonora (Nora) Calandra Gender: Female Race: Human (mostly) Alignment: Chaotic Neutral Age (Actual): 19 (+748 years frozen in a block of ice) Age (Appears): 19 Height: 5'5" Weight: 158 lbs
Class: <N/A>
Natural Abilities: Strength: Very High Dexterity: Very High Constitution: Phenomenal Wisdom: Very Low Intelligence: Below Average Charisma: Average
Special Abilities: Mutant Healing Factor: Born with this innate ability, Nora's body can rapidly repair itself on the cellular level which gives her a number of various abilities. First, she can heal from any injury in a matter of minutes or even seconds, depending on the severity. She can regrow or reattach lost limbs or organs, the former taking a couple of minutes or so while the latter taking only a few seconds. Her healing ability also grants her immunity to most diseases or poisons, though particularly strong ones may infect her before her body manages to fight it off and build up an immunity from then on. She is also immune to any harmful radiation, or any physiologically harmful magical powers. The cellular regeneration also halts the aging process, making her effectively immortal. Lastly, the healing factor has strengthened her body and allows her to push herself past normal human limits if need be. Weakness: Her healing factor is greatly reduced in potency by cold temperatures.
Grafting: Nora has spent many years gathering up various body parts and other things to graft onto her own body, augmenting it in ways beyond normal human levels. Weakness: While most of the grafts have been chosen specifically to improve herself, some do offer various weaknesses of their own.
Weaknesses: She is very weak to ice-based powers.
Skills: Balance: While she used to have exceptional balance from her incredible dexterity, the weight of he metal arm has since greatly hampered her ability to balance. Climb: Nora's liquid metal arm can be changed into various useful shapes to allow her to easily climb almost any surface. Intimidate: Along with her scary visage from all her grafts, Nora has a very intense personality, making her quite intimidating when she wants to be. Jump: Nora's natural athleticism allows her great jumping abilities. Spot: With her Drow eyes, Nora's sight is better than that of any human. Survival: Due to her many years spent in the Withering Lands, Nora knows how to take care of herself in even the harshest of conditions.
Magical Grafts: Drow Eyes: After happening to run across one of the very few Drow to ever come out of the Underdark, Nora immediately ripped his eyes out and used them to replace hers. These eyes allow her to see significantly farther than she could before and also allows her to see perfectly in even the blackest of dark. Weakness: Nora is now sensitive to bright lights which can blind her. During the day, she usually wears a pair of shaded lenses to somewhat counteract this.
Drow Skin: Being fascinated by the obsidian black skin of the Drow, she cut off chunks of his skin to apply to herself, making a pseudo "tattoo" of sorts. This doesn't give her any additional powers as there isn't enough of it to give her any noticeable resistance to magic. Weakness: None.
Magic Fire Crystal: After coming across an enchanted jacinth, she implanted the crystal into the palm of her right hand, fusing it with her flesh. It now allows her to shoot fireballs at will. Weakness: The power for the crystal is drawn from her energy, meaning the more she uses it, the more tired and fatigued she becomes. She also cannot "regrow" it if it were to become damaged.
Liquid Metal Left Arm: After acquiring some very rare magical liquid metal, Nora chopped off her left arm and replaced it with the "liquid metal." She can now have her arm take whatever shape she wants save for complex mechanical constructions. If it is damaged, it "heals" almost instantly, and any part that becomes detached can be reabsorbed. Weakness: Cold temperatures will freeze the arm and prevent it from moving while high temperatures will inhibit its morphing abilities. Extremely high temperatures will cause its molecular structure to disassociate and become permanently destroyed.
Prehensile Demon Tail: Finding some sort of monkey demon during her time in the northern lands of the Dark God, Nora cut off his tail and attached it to herself after first stripping it of its hair. Like any prehensile tail, Nora can use it as if it were another arm. It's also strong enough to support her weight. The small infusion of demon blood has also given her slightly increased strength and speed. Weakness: The demon blood has made her slightly weak to holy or blessed weapons or magic.
Green Dragon Heart: When Nora encountered the first dragon baby born in centuries, the first thing she did was tear out its heart and stick it into her own body, replacing her old one. This new heart has made her blood highly acidic and has made her immune to any and all corrosive acids. Weakness: Corrosive bases are significantly more effective than before. Intense physical activity which increases her heart rate tends to hurt as her acidic blood rushes through her body at a faster pace. She is now a sworn enemy to all of dragonkind and considered one of their most hated of enemies.
Dwarven Liver: After cutting out the liver of a Dwarf, she has implanted it in her body next to her old one, giving her two livers. This doesn't really do anything for her, however, since her healing factor already makes her completely immune to the effects of alcohol. She just wanted it for the bragging rights. Weakness: None.
Mermaid Lungs: Slicing out the lungs of a mermaid, she used them to replace her own, allowing her to breathe underwater. Weakness: None.
Troll Spleen: One day, Nora found a rather friendly troll who gladly ripped his spleen out and gave it to her before simply growing a new one, allowing Nora to then replace her old one. This new spleen does nothing for her. She just took it because the troll let her. Weakness: None.
Appearance: Despite being human, Nora certainly doesn't look it. After a series of various magical grafts to her body, she is now distinctly different from every other human. Overall, she's of average height at around 5'5" and has a very slim, though toned, build. She's also quite attractive, if you can get past the sometimes freakish alterations. Her hair, though naturally light brown, has been dyed an almost iridescent blue. Her eyes are a deep purple and even glow in the dark. She has what appears to be a tattoo of sharp, black swirls on the right side of her face and neck and down her right shoulder and arm, ending at her wrist. Her left arm, in its natural state, is of a glossy, silvery color and looks metallic in appearance. However, she can not only change it to any color or texture, but also almost any shape, as well. Embedded into the palm of her right hand is a small, dark red gem that seems to blend into the surrounding flesh. Perhaps her strangest feature is the thin, prehensile tail that she possesses which appears to be of a slightly darker skin color than the rest of her body.
History: Born in what is now northern Judythra (14) in the year 299 AL, Leonora Calandra was just your average, unassuming girl. There was nothing special, unique, or interesting about her. She happily lived her life like any other, content to the mundane tasks and chores of living on a farm. Then one day something happened that changed all that.
At the tender age of four, she accidentally got her arm trapped under a large boulder while exploring the highlands near the mountains, necessitating that it be cut off to save her life. Even more surprising, though, was the fact that mere minutes later, her arm mysteriously grew back. Shocked and appalled, the townspeople immediately called her a witch and burned her at the stake. However, they were baffled to find that it wasn't working. They had her burning for almost an entire day, but she just wouldn't die. Over the next several months, they tried to kill her numerous other ways, failing every time. Eventually, they just decided to freeze her in a block of ice and stick her high in the mountains, hoping that she'd be sealed away for all eternity.
Nora stayed in that icy prison, unmoving, for a whole 748 years until the year 1051 when an avalanche knocked her loose and sent her tumbling into the Withering Lands where she was found by a tribe of orcs who decided that she'd make a nice feast. Once they freed her from the ice, they were surprised that she was still alive, giving her time to try running away. They eventually caught her, after unsuccessfully shooting her full of arrows. Impressed by her power, they decided to raise her as one of their own.
For several years, she lived with the orcs, training in the ways of combat. However, she did not like it or trust them. The only reason she stayed was because she was sure she couldn't escape if she tried. Plus, she also felt that it was nice to be able to kill the humans who she so hated for imprisoning her.
Eventually, she grew tired of living with the orcs, especially after they forced her to stop participating in the raids when she had gotten pregnant with one of the orcs. So, one day, while the tribe was off on another raid, she ran away, traveling deeper into the Withering Lands where she soon encountered a powerful demon wizard. He had been watching her for several years and was keenly interested in her astounding healing powers. He explained to her that with her powers, she could be able to prove a theory he'd had for many decades about body augmentation, grafting. After listening to his speech, she decided that she might as well try it.
For the next several months, the demon studied her and the extent of her powers. During this time, she also tried many times to abort the baby that the orc had given her, but she kept failing due to the child's inherited healing factor. After her son was born, she and the demon decided to form an agreement. He'd keep the child and use the kid to conduct his experiments upon while she would leave to live her life however she wanted.
For the next three years, Nora explored the land, finding various things to attach to herself and having many exciting adventures. In time, she made her way south, back into human lands, mainly because she had just grown bored of the near-constant danger the Withering Lands provided. However, to her surprise, the human lands were no safer. Because of her magical grafts and her obviously orcish accent, she quickly became an outcast among the people, many of whom attacked her outright for her freakish appearance. She enjoyed it, though, since it was, at least, a new kind of danger.
Personality: If there is one word to describe Nora, it would be "psychotic." She is completely crazy as all hell. Her actions, statements, and opinions aren't even consistent with themselves. The only thing that you can say for certain about her is that there is nothing certain about her. Sometimes she's as nice as anyone can be, other times she'll rip your face off just for daring to look at her. Sometimes she'll ignore you completely, other times she'll fuck you simply because you happened to be in the same room as her. She is the pinnacle of pure chaos.
Equipment: Weapons: None. Because of her liquid metal arm, Nora can create any weapon she could ever want. Armor: None. Beig exceedingly cocky due to her healing factor, Nora doesn't wear any armor. Clothing: Nora's preferred method of dress is to wear as little as possible to show off as much of her body as she can get away with. Her favorite outfit is, essentially, what looks like nothing more than a two-piece bathing suit with hot pants and, oddly enough, combat boots. However, whenever it gets even slightly chilly, she immediately covers herself up and even frequently wears a parka during winter.
Other Personal Information: Hobbies: Nora's hobbies change as often as the tides. She can never settle on one thing for too long before she gets bored of it. Perhaps the only "hobby" that she has ever pursued for any length of time would be collecting new and interesting things to stick onto her body. Virtues: Being completely psychotic, Nora has little virtues to speak of, and any that she does possess aren't consistent. Vices: Though she can sometimes be quite malicious, any vices she has are just as inconsistent as her virtues. Fears: There is only one thing Nora fears: The cold. And flat bread, but mostly the cold. Being locked away in a block of ice for so many centuries tends to form somewhat of a complex. Goals: Nora doesn't have any goals. She just lives each day as it comes, not caring where it takes her. Religion: When it comes to the gods, Nora is truly apathetic. She doesn't care one way or the other. However, she does love playing devil's advocate and will actively argue against the religiously inclined, just to see them get angry. Motive for Joining: When Nora got word that the Creator had gone missing, she considered it to be about as important as the knowledge that town market had a larger supply of green apples over red apples that day. However, when she found out that there was going to be an exploration into Elven lands to try and get her back, Nora decided that it might be fun and left to go see if she could join up somehow.
Fun Fact: I was originally inspired to make Nora after watching the movie Hulk vs. Wolverine. (Also, for anyone curious about Dwarves, they'll live deep underground and rarely, if ever, come to the surface. Most people will even consider them to be nothing more than a myth. So, they won't disrupt our current set up for the good guy races.)
|
|
| |
|
Darkom
|
Aug 4 2011, 01:30 PM
Post #328
|
Philosophizer
- Posts:
- 245
- Group:
- Admin
- Member
- #21
- Joined:
- July 26, 2010
|
I'm sorry to hear that, Half Tooth. Good luck with the job search, we all know it's tough out there. Until you return we'll take care of your character; probably won't have her say anything, but just to keep her with the group.
Looks good Duke, though I'm still struck by the difference between CS style of BGSF and wherever you DnD RP at.
Speaking of, if you have a second character and haven't told me where they're meeting us, please do so, so we know when to expect them. I'd rather not have three people join at once, though it would give an interesting little group that might meet up beforehand. 
My apologies for not posting yesterday, my computer was out of comission whilst my room was being painted. If I don't get it in soon it'll be later tonight for sure. Thanks everyone.
|
|
Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
|
| |
|
Duke Smugleaf
|
Aug 4 2011, 01:52 PM
Post #329
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
Nora isn't actually based on D&D, at all. I just forced her into the same app that I used for the other two simply so that they could be consistent.
|
|
| |
|
Darkom
|
Aug 4 2011, 09:21 PM
Post #330
|
Philosophizer
- Posts:
- 245
- Group:
- Admin
- Member
- #21
- Joined:
- July 26, 2010
|
Completed my post; apologies for the length, but I usually try to respond to everyone at least partially. At least to give the king's oh so insightful thoughts on the matter.
Edited by Darkom, Aug 5 2011, 09:56 PM.
|
|
Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
|
| |
|
Half Tooth
|
Aug 5 2011, 01:31 PM
Post #331
|
Painter
- Posts:
- 42
- Group:
- Members
- Member
- #24
- Joined:
- July 26, 2010
|
I found some internet! I should have some mroe on monday :p I would like my Jungle elf character; Tiku to join us probably around the time they get on the boat. As he's never really left the jungle before he is ok with the sea elves but humans are really quite alien to him. So I think that would be the best time for him to join. I'm working on a sheet for him too.
|
|
|
| |
|
quirk
|
Aug 5 2011, 04:25 PM
Post #332
|
Apprentice
- Posts:
- 48
- Group:
- Members
- Member
- #54
- Joined:
- July 11, 2011
|
- Darkom
- Aug 4 2011, 09:21 PM
Completed my post; apologies for the length, but I usually try to respond to everyone at least partially. At least give the king's oh so insightful thoughts on the matter.  Good summary so far, sir. Also, no worries about any awkwardness. In fact, I have no idea what that was meant to address.
|
|
|
| |
|
Darkom
|
Aug 5 2011, 09:59 PM
Post #333
|
Philosophizer
- Posts:
- 245
- Group:
- Admin
- Member
- #21
- Joined:
- July 26, 2010
|
- quirk
- Aug 5 2011, 04:25 PM
- Darkom
- Aug 4 2011, 09:21 PM
Completed my post; apologies for the length, but I usually try to respond to everyone at least partially. At least give the king's oh so insightful thoughts on the matter. 
Good summary so far, sir. Also, no worries about any awkwardness. In fact, I have no idea what that was meant to address.  Oops, my bad. That was meant for James. I told you the character name would confuse me to no end. I was referring to the king's insight into Wayne's parentage.
Also, good to hear it, Half. The Medra sounds like a fine idea, can't wait to have him on board. 
|
|
Don't say the old lady screamed. Bring her on and let her scream. ~Mark Twain
|
| |
|
Duke Smugleaf
|
Aug 6 2011, 01:40 PM
Post #334
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
Is someone going to post any time this month? :/
|
|
| |
|
Colonel Mustard
|
Aug 6 2011, 04:07 PM
Post #335
|
Lord of Facial Hair
- Posts:
- 53
- Group:
- Members
- Member
- #58
- Joined:
- July 17, 2011
|
- Duke Smugleaf
- Aug 6 2011, 01:40 PM
Is someone going to post any time this month? :/ Um...there was a post yesterday; that's some time this month. However, might I suggest that we deal with the introductions and then begin the journey to meet with the Duke?
|
|
"Pillage, then burn."-Rule 1 of Habits of Highly Effective Pirates
|
| |
|
Duke Smugleaf
|
Aug 6 2011, 04:13 PM
Post #336
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
I think you need to look at a calendar. The last post was two days ago.
|
|
| |
|
Colonel Mustard
|
Aug 6 2011, 09:53 PM
Post #337
|
Lord of Facial Hair
- Posts:
- 53
- Group:
- Members
- Member
- #58
- Joined:
- July 17, 2011
|
- Duke Smugleaf
- Aug 6 2011, 04:13 PM
I think you need to look at a calendar. The last post was two days ago. Not in my timezone.
Anyway point is, maybe be a little patient?
|
|
"Pillage, then burn."-Rule 1 of Habits of Highly Effective Pirates
|
| |
|
Crimson Paladin
|
Aug 6 2011, 10:04 PM
Post #338
|
Novice
- Posts:
- 19
- Group:
- Members
- Member
- #64
- Joined:
- August 1, 2011
|
I take it we're waiting for someone specific to post?
|
The stone cannot know why the chisel cleaves it; the iron cannot know why the fire scorches it. When thy life is cleft and scorched, when death and despair leap at thee, beat not thy breast and curse thy evil fate, but thank the Builder for the trials that shape thee. -The Hammer Book of Tenets
|
| |
|
Duke Smugleaf
|
Aug 6 2011, 11:18 PM
Post #339
|
Celestial Princess
- Posts:
- 171
- Group:
- Members
- Member
- #55
- Joined:
- July 11, 2011
|
- Colonel Mustard
- Aug 6 2011, 09:53 PM
Anyway point is, maybe be a little patient? With nine people participating, I should be able to expect at the very least one post per day, and even that is ridiculously low.
|
|
| |
|
James
|
Aug 7 2011, 12:45 AM
Post #340
|
Caffeinated
- Posts:
- 61
- Group:
- Members
- Member
- #57
- Joined:
- July 14, 2011
|
Relax, a slow pace doesn't mean a bad pace.
|
|
Number of Poems Written in the name of roleplaying, count: 1
|
| |
| 1 user reading this topic (1 Guest and 0 Anonymous)
|