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 The Tower Quartet: An Illest Tale

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NineTailedTrickster

NineTailedTrickster

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The Tower Quartet: An Illest Tale Empty
PostSubject: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeWed Jul 29, 2015 2:11 am



STORY


Time began when the Spirits of the Sky and of the Earth together formed the stars and populated them with life.
The world of Syridain was then populated with ten races, each Spirit creating five each.

The spirits left a gift for the people of Syridain as well as two messengers to teach them of the art.

That gift, was magic.

As time pressed on for the world, Malagant, the Messenger of the Sky turned on Airienny, the messenger of the Earth, and mortally wounded her.
He then attempted to take control of the world with his own magic by creating a dark tower, but with the help of a group of wizards, Airienny managed to stop him and seal him into another realm of existence that she called "the underworld".

She later fell into a deep sleep in the hopes of healing her wounds and was encased in a secret room in the Temple of the Earth.

-----

For seven hundred years, peace was somewhat restored. The damage to the world had been done, and Malagant's followers remained loyal to him.
They formed their own army, which they called the "Forces of the Dark Tower".

They began a war to try and take over the mainland, which was known as the Tower War.
In this war, the old knight Connel and his childhood friend, the Gryphon known as Kertus, took to the skies and fought for their country.
They were soon betrayed by Gilles, a knight in service to West, and Kertus was killed. Devastated by the loss of his best friend and loyal companion, Connel succumbed to grief and his heart gave out, paving the way for the Dark Tower to be rebuilt and half of the mainland to be subjugated.

After half of the mainland fell to the Forces of The Dark Tower, the lands became unsafe due to the war, bandit raids and feral monsters roaming the countryside.
Despite this, the people still maintain an optimistic view on life, as the war doesn't affect them directly, as battles are fought away from them.

However, the forces of the Dark Tower have been capturing roaming caravans and imprisoning the people they take.

It is in the dungeons high atop one of the lesser towers that the story begins.

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

SETTING AND STYLE

The Tower Quartet is made in the style of old traditional High Fantasy, such as the works of David Eddings, Margaret Weis & Tracy Hickman, as well as Anne Logston.

These settings look like and are presented as such.

Old High Fantasy 1:
 

Old High Fantasy 2:
 

Old High Fantasy 3:
 


As this particular Roleplay is based around more traditional old High Fantasy, I'm trying to stay closer to those and further away from these.


New Fantasy 1:
 

New Fantasy 2:
 

New Fantasy 3:
 

This isn't to say I don't like new fantasy, as is evident when I say that Monster Hunter and Dragon's Dogma are two of my favorite games; and they gave us these wonders.

Monster Hunter Greatsword User:
 

Dragon's Dogma Greatsword:
 

Personally, I just prefer practicality, simplicity and some form and/or level of realism to be in fantasy settings.

Is this to say that the equipment and style of the RP HAS to be 100% historical in its style?
No, not at all. I'm open to innovation.

In short, the setting isn't over the top, but is instead a bit more down to earth.  (As down to earth as one can be in a world that has giant flying fire breathing lizards anyway.)

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

RACES

The races of Syridain are placed into two different categorize.

Races of The Earth, and Races of The Sky.


Created by the Sky


<::Human::>

Humans, basic and everywhere.
The Humans of the world come in many different shapes, sizes and colors.
Humans hail from the west and tend to be more oriented towards staying in towns rather than living on the roads.
They often live for up to one-hundred years and might live longer.


<::Dwarf::>
Dwarves are short and stout bearded people of the mountains, being strong of will and masters of the forge and enchantment.
The Dwarves tend to keep to themselves, though they have been known to socialize with the other races on occasion.
They often live for two-hundred years, and like Humans, they come in all manner of colors and shapes, though their size is usually around three or four feet.


<::Halfling::>
Also known by the name of Brownies, Halflings look like Humans, though they are shorter than Dwarves.
Halflings are fragile little people that have learned to be quick on their feet if they want to survive; either that or staying in larger numbers.
Halflings, like Humans and Dwarves, tend to be of any kind of coloration and shape. They however cannot grow any taller than a Dwarf.
They usually live for only one-hundred and twenty years, though there have been some reports of them living longer.


<::Giant::>
Yet another race that looks like a Human, yet stands at nine feet tall.
The Giants tend to live in the craggy mountains or the dense countryside, and though they are strong and tall, their height can prove difficult for them if they wish to go into more confined spaces.
It is not uncommon for a Giant to be seen as a miner of mountainous regions.
As like with most Humanoids, Giants can be of any shape or color. Their size is usually a simple nine feet, but some have grown a few inches over.
They can live up to three-hundred years.


<::Bugbear::>
The Bugbears are a race of ursine people living in wooded and country areas of the south. They are quick to temper and are often avoided due to their apparent inability to get along with others outside of their race.
They are incapable of growing hair, and their fur colors range from black to brown to white.
They can live up to two-hundred and fifty years.


Created by the Earth


<::Elf::>
The Elves are tall, lithe and regal people, similar in appearance to Humans, but with pointed ears and fair features.
Despite their thin frames and fragile appearance, Elves are no strangers to combat and use their slim builds to their advantages.
Their agility and precision often makes them decide to become foresters or lightly armored fighters.
Elves cannot die from old age, but can be killed by other means. They usually have a more fair or earthly coloration to their skin, hair and eyes than Humans, and their eyes are known to have an unearthly and malevolent aura and appearance when they are angered.


<::Gnome::>
Gnomes are the woodland caretakers and alchemists of potions and scholars of magic.
They are a few inches shorter than a Dwarf and are considered to be a "Sister-Race" to them in some ways.
Gnomes can usually be found in forests or quiet villages, as the peace and quiet helps their studies that they have set themselves to.
Gnomes are often times pale skinned with large noses, though they have been known to be different from time to time.
They can live to be the same age as Dwarves.


<::Cait Sith::>
The Cait Sith are a race of feline people, often times looking more panther-like in appearance than any other type of cat.
The Cait Sith are fast, agile and slightly above average in terms of strength, but they use these gifts in the wrong ways, often doing as they please with little regard for what others think.
Their feet are digitigrade and as such they must wear specially made "shoes that are tailored specifically for their legs.
They cannot grow hair and their fur coloration and pattern depends on the type of feline they appear to be.
The Cait Sith can live up to Two to three-hundred years, though it is hard to tell an old one apart from a young one.
(As their name translates to "Fairy Cat", the Cait Sith have the inherit ability to appear more Human if they so desire, though their ears, tail, eyes or all may remain to indicate them as a Cait Sith.)


<::Cu Sith::>
The Cu Sith are a race of lupine and vulpine people.
They are strong and steadfast, though they are not as open to the other races as their "sister-race" the Cait Sith.
The general mistrust of others often makes the Cu Sith reclusive, sticking to their own and staying far away from the world.
Their feet are digitigrade and as such they must wear specially made "shoes that are tailored specifically for their legs.
They cannot grow hair and their fur coloration and pattern depends on the type of canine they appear to be.
The Cu Sith can live up to Two to three-hundred years, though it is hard to tell an old one apart from a young one.
(As their name translates to "Fairy Dog", the Cu Sith have the inherit ability to appear more Human if they so desire, though their ears, tail or both may remain to indicate them as a Cu Sith.)


<::Fairy::>
Fairies are a strange colored people about the size of Halflings, with silken wings on their backs and antennas above their eyebrows.
Fairies are powerful magic users with a natural talent for magic, and have pale purple or blue skin with silken hair.
The wings of Fairies glow a bright vibrant color and not only can they be used as a source of light, but they can also determine whether a Fairy is awake or asleep, as their wings do not glow when they slumber.
It is unknown as to how long Fairies can live for, but they have hinted that like Elves, they are ageless.
------------------------------------------------------------------------

Certain Rules


<::NPC Control::>

NPC control is something I'm usually very, VERY iffy about, but for this particular RP, I'm putting my stupid whip down and leaning back in my chair.
Rather than doing everything myself, I think it'd be both easier and funner to let other people control NPCs as well.
I've seperated the NPCs into several different categories.

These are the types you may control.


Peasants and Other Townfolk:
Controlling peasants and other townfolk will allow you to have control over npcs found in villages, towns, etc.
Any player can control any kind of peasant or townfolk in a town, so long as they don't control one of another player.

For example: If Jill makes Bob, then Jack cannot control Bob.


Merchants:
Every time the party nears or enters a town, a player of choice may control that particular town's merchant.
If there is more than one merchant, all of them will be distributed evenly.
If there are as many merchants as there are players, each player may control one merchant.


Random Encounters with Random Humanoids:
A player will be chosen to control random encounters with random humanoids, be they friendly or hostile.
This player can have random NPCs appear at almost any given time, but should take care not to introduce them too much, or in too strange of places or moments.


Random Encounters with Monsters:
A player will be chosen to control random encounters with monsters.
This player can have random monsters appear at almost any given time, but only so long as the area the characters are in permits it. This player should take care not to introduce them too much, or in too strange of places or moments.

The monsters should also only appear when able. For example, a vampire wouldn't be able to attack during the day.


Soldiers of The Union:
Any player can control soldiers of The Union, so long as they don't control one of another player.

For example: If Jack makes Jared, then Jill cannot control Jared.



Soldiers of the Dark Tower:
Any player can control soldiers of the Dark Tower, so long as they don't control one of another player.

For example: If Jack makes Jared, then Jill cannot control Jared.

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

Classes


All Around Classes

Warrior:
The basic men and women at arms.
Warriors prefer using melee weapons and heavy armor, though they can use other forms of equipment.
Warriors are tough and can endure quite a bit of punishment.

Ranger:
The foresters and scouts.
Rangers prefer using ranged weapons and light armor, though they can use other forms of equipment.
Rangers are strong and agile.


Mage:
The glass cannon.
Mages prefer to use catalyst based weapons such as staves and rods, though they can use other forms of weapons. They need to wear clothes or light armor as heavier armor could conflict with their magic.
Mages are intelligent and powerful.


Cleric:
The pious one.
Clerics prefer to use short weapons and light armor, though they can use other forms of equipment.
Clerics are pious and charismatic.


Monk:
The errant scholar.
Monks prefer to use their fists and habits, though they can use other forms of equipment.
Monks are wise and fast.


Rogue:
The artful dodger.
Rogues prefer to use small weapons and light armor, though they can use other forms of equipment.
Rogues are stealthy and astute.


Paladin:
The divine champion.
Paladins prefer to use melee weapons and heavy armor, though they can use other forms of equipment.
Paladins are just and righteous.


Male Classes

Wizard:
The old magician.
Wizards prefer to use catalyst based weapons such as staves and rods, though they can use other forms of weapons. They refuse to wear anything other than robes.
Wizards are old and powerful.


Female Classes

Enchantress:
The magic deceiver.
Enchantresses prefer to use catalyst based items such as rings and orbs, though they can use other forms of weapons. They refuse to wear anything other than clothes or robes.
Enchantresses are cunning and powerful.
---------------------------------------------------------------------------------------------------------------------------------------------

Magic Spells

<::SPELLS USABLE BY ALL MAGIC USERS::>

Magic Missile
This spell launches a blue or white bolt of magic through the air in a straight line.
Can only be used seven times a day.

Fireball
Launches a small ball of fire at an enemy.
Can only be used five times a day.

Iceball
The second most basic spell.
Iceball fires a small ball of ice at an opponent.
This ice ball flashfreezes a small area of the limb that it touches.
Trying to remove the ice without letting it melt, will peel skin away.
Can only be used three times a day.

Stone Blast
The third training spell.
Stone Blast causes the ground underneath the foot of an enemy to explode, injuring the foot.
Can only be used five times a day.


<::MAGE SPELLS::>



Night Vision
Allows the caster to see in dark areas.
Can only be used three times a day.

Sleep
Makes a weak minded enemy fall asleep.
Can only be used twice a day.

Terror
Causes a weak minded enemy to become terrified.
Can only be used twice a day.

Slow
Slow down the reaction time of an enemy.
Can only be used twice a day.

Haste
Speeds up the reaction time of an ally.
Can only be used twice a day.

Element Shield
The Element Shield is a barrier that protects the caster or an ally from Magic for one RP minute. (That's one whole page of the RP.)
Can only be used twice a day.

Confusion
Plunges an enemy into total confusion, making him go and attack his comrades.
Can only be used twice a day.

Detection
Helps detect magic objects, which then glow blue. Cursed items glow purple.
Can only be used five times a day.

Teleportation
Allows a character to move instantly to anywhere he/she chooses. Please note that some places are not accessible via teleportation, and the only places they can teleport, are places they can currently see; be it in mind's eye or physical sight.
Causes great stress on a character's mind.
Can only be used once a day.

Reflection
Rebounds any spells cast or projectiles thrown at characters onto their aggressor.
Can only be used four times a day.

Forgetfulness
Temporarily causes the weak of mind to suffer memory loss.
Can only be used three times a day.

Telekinesis
Can be used to open up chests or doors, pick up objects or pull levers from a distance.
Can only be used twice a day.


<::WIZARD AND ENCHANTRESS SPELLS::>


Freeze Flesh
Fires a ray of ice at an enemy, if it touches the enemy, an entire limb is frozen.
Trying to remove the ice without letting it melt, will peel skin away.
Can only be used five times a day.

Blizzard
Creates a small blizzard and flashfreezes any enemies caught in it.
Can only be used once a day.

Firestorm
Huge pillars of flame fall from the sky, crashing down to earth and turning anyone and anything they touch to ash.
Can only be used once a day.

Magic Bomb
Sets down a single magical bomb. Is similar to a mine and explodes on contact with the opponent or when detonated by the caster. It can be used to booby-trap objects.
Can only be used three times a day.

Spark
Throws burning sparks at a target.
Can only be used seven times a day.

Wall of Fire
Creates a wall of fire.
Can only be used once a day.

Poison Cloud
Produces a green cloud which poisons anyone who is caught within it.
Can only be used twice a day.

Stone
Turns the enemy to stone.
Can only be used once a day.

Flame Thrower
Projects a jet of flames from the casters palm.
Can only be used three times a day.

Surge
An electrical pulse surges from the caster's body and pushes back any enemy or comrade at close range.
Can only be used four times a day.

Storm
Causes lightning bolts to strike at enemies from the sky.
Can only be used five times a day.

Explosion
A massive explosion erupts from the heat of the air, making the surrounding area turn into a wasteland.
Only the most powerful of Casters can use this spell.
Can only be used twice in a character's lifetime.


<::CLERIC SPELLS::>



Light
Creates a small light around the Monk/Cleric, illuminating dark places.
Can only be used eight times a day.

Heal
Heals lesser wounds.
Can only be used seven times a day.

Cure Poison
Cures Poison and Venom.
Can only be used three times a day.

Cure Paralysis
Cures Paralysis and Petrification.
Can only be used three times a day.

Heal All

Heals all allies, heals serious wounds.
Can only be used twice a day.

Purify Air
Destroys toxic fumes, clouds of smoke, etc.
Can only be used twice a day.

Restoration
Restores all allies to full health, and cures any abnormal conditions.
Can only be used once a day.

Resurrection
Brings an ally back from the dead.
Can only be used twelve times in a character's lifetime.


<::PALADIN SPELLS::>



Banish
Banishes the undead and other dark forces.
Can only be used three times a day.

Remove Curse
Removes a Curse from an ally.
Can only be used three times a day.

Bless
Makes the Magical and Mental resistance of an ally go up for one RP minute. (That's one whole page of the RP.)
Can only be used twice a day.

Sacred Bastion
Creates a protective dome around a character. Protects from projectiles and kills any enemy that walks inside.
Can only be used twice a day.

Berserk
Increases the character's speed and pain tolerance.
Can only be used three times a day.

Invocation
Invokes a fire golem which attacks enemies.
Can only be used once a day.

Heal
Heals lesser wounds.
Can only be used seven times a day.
---------------------------------------------------------------------------------------------------------------------------------------------

Character Sheet

Name:

Age:

Race:

Class:

Personality:
---------------------------------------------------------------------------------------------------------------------------------------------
World Map:
 


Last edited by NineTailedTrickster on Wed Jul 29, 2015 8:09 pm; edited 5 times in total
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeWed Jul 29, 2015 10:55 am

where my foxgirls at
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The Dark Deceiver

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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:46 am

Name: Tarran

Age: 20

Race: Human

Class: Monk

Personality: Calm, collected, kind, outside of battle. In battle, wild, violent, ruthless.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 9:48 am

Name: Ahki
Age: 18
Race: Foxgirl thing
Class: Rogue(sorta)
Personality: Although quick to anger, and generally rude and foul-mouthed, most of her life spent as a slave has made her quick to follow commands and not question.

https://s-media-cache-ak0.pinimg.com/736x/82/e5/dc/82e5dca20f9aaac5955d51b2bba73717.jpg
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 11:10 am

Name: Justin Marrick

Age: 18

Race: Human

Class: Bard

Personality: Justin is tranquil and charismatic, though not very boisterous or rowdy.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 12:51 pm

It was half-past 10:00 PM, the stars twinkling against the sky which had been covered by the black blanket of night.
Far to the east of the mainland, beyond the watchful eyes of the Union, stood the Dark Tower.

Despite being called "the Dark Tower", the Dark Tower was actually one giant tower with four smaller towers surrounding it and connected to it by a set of stone bridges.
The tower was made from some sort of dark cobblestone, and was large enough to hold the legions of soldiers while still being round in shape.
Each of the soldiers in service to the Dark Tower reported under Asharak, a strange man who the soldiers couldn't decide whether or not he was a mage or a priest.
The soldiers were all branded upon joining the service with the mark of the Dark Tower; this mark would be looked for on the backs or the backs of the necks so as to determine whether they were Union spies or not.

The Brand:
 

The fourth tower connected to the Dark Tower was the Prison Tower, where kidnapped villagers and travelers were taken; as well as captured Union soldiers.
Inside of the Prison Tower beyond the winding staircases, the prison itself lay on the top floor.

The prison room was large and round; its round cells easily capable of holding at least five people and still having room to spare.
There were twenty cells, five of them saved only for one dangerous prisoner each.

The soldiers that were standing guard in the prison turn to look as the door in the entryway opens and another guard walks in with an unconscious Halfling slung across his shoulder.

"We've got another merchant." he says as he walks over towards an empty cell and drops the Halfling inside.

The jailer sighs as he shuts the door and sighs. "Don't see the point in capturing all of these prisoners." he says. "They never join our ranks and we just end up killing them anyway."
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:12 pm

While they're busy with idle talk to stave off boredom, the door to the jailhouse is kicked open, slamming against the wall beside it with a crack. A women, strange in her revealing clothing, a set of ears and tail, and blood already spattered on her hands. A few chains wrap around her body, some clamped in place with manacles. A set on each of her wrists end in lengths of chain with 3-inch long spikes at random intervals. She lashes out with one. The chain strikes against the side of one jailers head, the length smacking against the front of his face due to the chain. The spikes pierce the skull in several places. She yanks back, pulling the guards body with it.

She swings the other chain at the guards wildly, trying to simply keep them away. She snatches the keychain off of the guard's body, and throws it in to once of the prison cells. "If anyone tries to get close they're getting a spike through their balls!" She growls, swinging threateningly at any of the jailers trying to creep close.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:21 pm

In one of the cells, a monk, dressed in simple orange-red martial garb, sits idly by. Despite being a prisoner, he seems remarkably calm and collected, even clean looking, as his black hair is tied neatly in a ponytail, and he calmly watches the scene unfolding with his ice-blue eyes.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:28 pm

The guards try to advance, but are kept at bay by the chains.
Though they are simple jailers, they know that their simple leather armor can't stand up to fast moving spikes, and their clubs are no good unless they can close the gap.

They start to form a circle in an attempt to force her to look away from at least one of them.

"Just wait until we get our hands on you, we're going to break your face open!" one guard says.

As he speaks, another one lunges forward and swings his club at her ribs.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:31 pm

Ahki slips away from the swinging club, taking a deep breath to make her chest smaller, and the dodge easier. She lashes with the chains, wrapping them around the guards chest. The spikes dig in all around, and Ahki forces the guard to face away from her. She presses her sharp nails against his neck, drawing small beads of blood. The threat is clear.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:44 pm

The monk glances at the keys, conveniently in front of ANOTHER cell, and then surveys the fight. While the girl seemed more than capable of handling the situation on her own, that wouldn't stay the case for long, as reinforcements were sure to come, much more numerous than one person could handle.

The shadow of a vicious smile seemed to cross his face, but it could have been a trick of the lighting. He stood up and pulled out a pair of light brown gloves with black straps going in an X pattern across the back of the palm out of a pouch attached to his belt, and put them on.

He walked up to the bars, took up a stance, and punched them. Hard. There was a deafening boom as the sonic gloves did their work, and destroyed the bars, sending rubble flying. The monk calmly walked out, pulling the gloves off and putting them back in the pouch.

He kicked the keys that were on the floor into the cell they landed in front of, then turned and bowed to the Foxgirl.

"Excuse me, do you require assistance?" he asked politely.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:46 pm

His 'polite' manner is met with a growl. "Just fucking kill them! Come on, quit standing around like a useless slackjaw fop!" She wrenches the chain, the spikes cutting tears through the guards chest. She presses her sharp nails in to the neck deep, and leaves the man on the ground to bleed out.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:48 pm

He gives another polite bow, before spinning around and punching a guard right in the face, shattering his skull like an egg.

"It would be my pleasure." he says, his voice no longer polite or gentle, but crass and blunt. He takes up a fighting stance and beckons for the guards to advance, a smile on his face, his ice-blue eyes glittering.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:51 pm

Ahki looks back, seeing the keys in an occupied cell. "Fucking open it you idiots!"
She looks back to see a jailer too close to fight with her chains. She takes a jarring strike to her shoulder then chest from the billyclub. Trying to ignore the dull pain, she claws at him with her sharp nails, delivering dozens upon dozens of small cuts, four at a time.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 1:56 pm

The monk, seeing her dilemma, strikes a guard in front of him in the chest with his palm, shattering it and sending him crashing into the wall, and leaps into the air, flipping behind the jailer, promptly grabbing his neck, and snapping it 180 degrees, before kicking the body into two other guards who tried rushing them.

"Are you alright, m'lady?" he asks, his voice back to the polite tone it was as he turns towards the group advancing on them, fists raised in preparation.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 2:00 pm

"Keep it up and you're next, once we're out of this place!" She threatens, though not intending to actually harm him. The first person in some time to treat her with some sort of normalcy... and, they're breaking out together. "Don't let them escape!" Ahki commands. She whips one that was trying to run for reinforcements around the leg, dragging him down, slamming face-first against the stone floor. She leaps on him, sitting on the jailers back, lifting and bashing his head on the floor.
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NineTailedTrickster

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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 2:02 pm

In his cell, the Halfling stirs. Sitting up, he rubs his head and looks out at the mayhem.
Looking at the floor, he notices that the monk had kicked the keys towards his cell.

Reaching out, he barely manages to pull the keys towards himself with his middle finger.

"Pity I have to be leaving so soon." he says. "I was literally just getting to know the place!"

Reaching through the bars he puts the key into the keyhole and starts to twist it.

"Dammit, my head is throbbing." he says to no one in particular.

With a click, the door opens with a metallic creak.


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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 2:06 pm

The monk charges the remaining two, sliding on the flood under their attempts to hit him with their weapons and stands quickly behind them.

He lashes out with his leg, kicking one in the back of the head, the guard's face exploding out the front, brains, eyes, teeth, blood, bone, and muscle flying through the air.

He immediately turned towards the last remaining guard, and chops at his throat with his hand, snapping the windpipe and leaving the guard gurgling his life out on the floor.

"It is done." he says simply.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 2:10 pm

"No you fucking dolt. We've still got to escape the tower... after getting these idiots out of their cages." She takes deep, ragged breaths. "And... anyone else we can find." She's trying to calm down, think straight.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 2:27 pm

The Hafling walks out and brushes himself down.
He wears a simple short sleeved white tunic with matching long breeches. Over his tunic is a brown jerkin, and his wrists are covered by dark brown braces.
His boots end at the middle of his shins and have fur lining the edges of the top.
Wrapped around his waist is a simple brown ringbelt.

He runs his fingers through his short black hair and grimaces at the sight of the battle.

"Pardon me, ma'am, but how do you intend to get from this tower to the main tower, all the way down and out the front door without alerting any guards?" the question is sincere.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeThu Jul 30, 2015 11:31 pm

"We walk out the front door, and kill anything in our way!" Ahki rolls her eyes, as if it's the most obvious course of action.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeFri Jul 31, 2015 12:53 am

"But...What of the soldiers?" the Hafling asks with a scratch of his head. "Would you be able to fight off hundreds of trained and well equipped warriors? I mean you managed to kill these ones, so I'd assume you have some skill, but wouldn't numbers prove difficult?"
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeFri Jul 31, 2015 12:55 am

"Every halfling I've met in this tower has been whining bitches. You're not proving me wrong." She walks past, snatching the key chain from the halfling, and setting about unlocking all the cells.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeFri Jul 31, 2015 12:55 am

"I would be able to." The monk says seriously, pulling out a pair of tan gloves with a red design on them and putting them on. He punches his open palm with his fist, and flames dart out.
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PostSubject: Re: The Tower Quartet: An Illest Tale   The Tower Quartet: An Illest Tale I_icon_minitimeFri Jul 31, 2015 1:12 am

The Halfling rolls his eyes as he replies. "My apologies for asking a simple question."

He wanders over to the corpses of the soldiers to see if there is anything that could help.

As the grateful prisoners walk out of their cells, thanking Ahki as they go, a Cait Sith, typical in appearance with his black fur and average build, sits alone in one of the confined cells with his back against the wall.
He leans his body towards the bars until his left shoulder touches them.

"If you want to get out of here quickly and without guards hounding you, I could help with that. Though it's up to the lot of you."
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