Travelers do not come to the quiet town at the end of the road looking for a peaceful place to settle down. When people such as yourself come to Endibraut, there's only one destination for them: the Jagged Edge, those impenetrable white teeth that shoot up into the night sky like frozen geysers. Not a soul rests in this town upon returning from those mountains because so few ever come back. But you care little for that. You are a young, ambitious adventurer, doomed to die an early death. So long as you do so with a bit of gold in your purse, you couldn't care less.
Well allow me to tell a story about an adventurer such as yourself - one who came back from those peaks but was never the same. His name was Sir Aliser Holt.
To understand you must know of the great, old hall in the mountains. It sits atop a cliff that overlooks Blekmyr Marsh and Warm Wood Forest, as if to view both the most foul and the greatest of all lands in the surrounding area simultaneously. The eldest in our town claim that the place was once the home of a great giant, who retreated back into the Jagged Edge when the Jotnar were overthrown by the gods. The gods were said to have ruined the hall in fury, and cursed it so that no creature shall ever live there peacefully again. Their methods were...inadequate.
It was not longer than fifty years ago when the rumors started. Travelers looking for passage through the mountains would return from the marsh and the forest speaking of some massive, lumbering beast that had descended from the overlooking cliffs in search of warm flesh. A few adventurers dared to seek out the ruined hall to plunder it for mythical treasure, but fewer returned and those that did refused to speak of what they saw there.
It was not long before that thing which lurked in the mountains made its presence known to us directly. Farmers and their livestock, merchants traveling along deserted roads - people were vanishing by the hundreds, and townsfolk in the street at night spoke of a terrible shape silhouetted against the bright white moon.
Word spreads slowly in the north, but the Imperials are always quick to respond. They sent Sir Holt, a knight with a small keep east of Northtown, to investigate what was giving us such trouble. It took some time for us to accept that we needed his help, but it was inevitable; he had twenty well-trained men with him and it seemed his intentions were pure.
Aliser Holt returned to our town several weeks later, though not one of his men came with him. At his hip was the blade he called Myrmir, a name he hadn't used to refer to it in the past. It shimmered with new light now, but the face of Sir Holt was dark and joyless. He informed us that our problem had been solved, but would not specify. He partook in our celebration of his doings but seemed to take no pride in them. At the end of two days he returned to his keep.
It was in winter of that year that we heard the news about Sir Aliser Holt. A dreadful summer storm had done horrible damage to his home, causing the tower where his wife, daughter, and heir resided to collapse in upon itself, killing them all. Sir Holt survived, but abandoned his knighthood and headed north once more. He rode right through our town without a word, and headed back for the great, old hall.
In the time he had been gone, the mountain patrols of the Chaos Races had found the abandoned hall and pillaged it and made it their home. Primarily hobgoblins and orcs, Aliser Holt had little trouble disposing of them and reclaiming the ruins. He lived in solitude from then on, fending off many orc patrols and fortifying his position.
The brave men of our town heard of Holt's struggle and traveled to the hall to join his cause. With strength in numbers, they made it their mission to seek out and destroy the steadily encroaching camps of the Chaos Races, purging with iron and fire as they went. Letters written back to us spoke of Holt's bravery...and his madness.
The ruins of the hall were a labyrinth, with secret passages and undiscovered chambers buried beneath the earth wherever one stood. As Aliser Holt's followers grew in number, he left his war to them and spent more and more of his time lost in the caverns beneath that dark and unholy place. Those that searched for him claimed to have heard the voice of Holt echoing throughout the corridors - and another whispering back.
Disillusioned by Holt's disinterest in his old battles, his followers abandoned him and set up camp elsewhere in the mountains, continuing the crusade he had originally begun. His most devoted man stayed and wrote back to us until the last - that dark, cloudy evening upon which he claimed that Aliser Holt threatened to slay him with Myrmir if he did not leave him in peace. As this final disciple slinked away into the night, he heard an anguished cry from up above and watched as Holt threw his blade into the forest below.
That was the last time anyone saw him - the last time anyone ever visited that hall in the mountains. I will take this time to warn you against traveling to that place, if only so the gods do not look unkindly upon me. But I can see it in your eyes. You are a young, ambitious adventurer, doomed to die an early death, and you cannot be turned away by tales of darkness and monsters, even if the foulest of beasts was once one of your own.
Welcome to my first crack at an RP set in the world of Wulfgard. I promise adventure, action, and plenty of death. Throughout the course of the RP we will be exploring a very small section of the Wulfgard map that contains a wide variety of locations, from swamps to forests, mountains to ruins, and down into the deepest of dungeons. You will be part of an adventuring party consisting of your peers as well as a character of my own to hold you all together.
Please read the sign up template carefully and note any restrictions that I have in place. I think you'll find that you have a variety of options with the creation of your character, but this is far from being a free-for-all. I can make this RP work with a small or a large group of characters, so I will scrutinize your sign ups heavily and will only allow the best of the best - the most interesting, valuable characters that fit with Wulfgard's established lore. If you have questions regarding a character concept or any issues with the sign up, please post them here or send me a private message.
Sign up using the following template:
Picture (if available)
Name: [Tell me what to put on the tombstone.]
Age: [Keep in mind the different rates at which elves and dwarves age.]
Race: [Check the Wulfgard wiki if you're unfamiliar with this stuff. Because of the RP's setting, Imperials and Northmen should be about equally common. I may allow a Southerner if the sign up is good. Only light elves (uncommon), shadow elves (rare), and wood elves (common) are allowed here. Mountain and hill dwarves can be relatively common, but deep dwarves less so. I may allow a very good frost dwarf sign up. Maybe. No vampires, werewolves, or beastfolk of any kind will be accepted.]
Affinity: [Check the wiki again if need be. No shadow or light affinities permitted.]
Appearance: [Optional if a picture is provided, otherwise mandatory.]
Skills: [Basically whatever you can think of that makes your character a unique, important member of the group. Lockpicking, setting/disarming traps, singing, hand-to-hand combat, acrobatics, stealth, alchemy, cooking, navigation, tracking, whatever.]
Magic: [More common for elves and dwarves, but this field is entirely optional. Not every character must/should be able to use magic, and in fact I will be scrutinizing these sign ups much more greatly. If your character uses magic, be sure to specify if he/she is an elementalist (which element?), a divinist (which god?), a user of spiritual magic, or - even more rarely - an illusionist.]
Weapons: [I only need to know the general type of weapons your character uses - a longsword, a crossbow, throwing knives, etc. You only need to specify details if the weapon is unique in some way. I will allow minor magical items, but only to a certain extent. Weapons made from rare metals like void iron can be relatively common among dwarves, but should be rarer for everyone else.]
Armor: [Same goes for weapons: be general unless details are necessary. Minor magic allowed.]
Origins: [I don't want to read a page of biographical information. Just give me the important details like how your character became an adventurer and what he or she has done. If I read more than ten or fifteen sentences I might just stop. Including locations from the map will help your cause immensely.]