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RP Pimp: [livejournal.com profile] aillen_sol

([personal profile] icedark_elf Mar. 4th, 2007 11:38 pm)
Welcome to Annwn Estates.

We want to thank you for joining us this gloaming. Our natives do get most bored, and they do enjoy the chance to see new blood.

Watch the mists, for things unseen in the mortal world for many years live in it, myths and legends left behind by man long ago.

They have grown bored, and you shall provide them with their entertainment.

From hydras to Tuatha Dé Danann to firebirds and kappa, all of them live here. Spider gods and trickster birds and spirits who do naught but trade human souls. They live here as well, hidden, asleep.

Mostly.

Welcome to Annwn, where the dark whispers of myths and legends are still fresh in the morning fog, and where even the simplest of things can hold the strongest of powers.

Charms are your friends here, unlocking your powers and gifting with powers unknown.

Unlock the doors to Aillen and find freedom.

Welcome to Annwn.

We do hope you have an entertaining stay.

This is a game where you are limited in more that just a lack of information. Your powers are limited to human levels, your ability use has dropped to three times a day. You do, however, have an advantage. Charms are everywhere, and with each charm comes a special ability of some kind that you can use once it's clipped onto one of the six small rings of your collar. You might be able to phase through a wall, or understand the language of animals. Anything is possible with charms, including the use of your normal powers. If you find the charms for that at least.

Of course, charms will also give you a chance to leave, if you can figure out how.


For more information, check out [livejournal.com profile] aillen_sol.
ext_75817: a section of a brown and white feather with the words "Birds of a feather" in the bottom right corner of the image. (dragon lite)

From: [identity profile] dracontia.livejournal.com


Huh, how interesting, there's an RPG that's actually done it's mythology homework. Cool. I wonder how many people are going to be carrying around cucumbers or other veggies.

From: [identity profile] icedark-elf.livejournal.com


We're trying to keep it mythologically accurate as we can. The fun part is going to make players do research. The game does have a library, after all.
ext_75817: a section of a brown and white feather with the words "Birds of a feather" in the bottom right corner of the image. (pretty birdie)

From: [identity profile] dracontia.livejournal.com


Is it alright to join aillen_sol_occ just for mythos discussions or do you need a character?

From: [identity profile] icedark-elf.livejournal.com


Not sure how much mythos discussion there will be right off hand, but you are free to join in. We like lurkers. Specially if we can lure you into playing after a while.
ext_75817: a section of a brown and white feather with the words "Birds of a feather" in the bottom right corner of the image. (corridor)

From: [identity profile] dracontia.livejournal.com


I'll lurk but I doubt I'll play. I accepted that my writing skills are mediocre at best quite some time ago. Besides, I've never liked spell casting.

Btw, is there going to be much in the way of magical items besides clip on charms? I can get that the magic would need to be set off by physical proximity to the user-(or a pulse point) but what about a stationary ward? Would that require someone/thing to touch the warding point/trigger? And for that matter, who can make them? And... I probably should stop pestering right now.

From: [identity profile] icedark-elf.livejournal.com


Well, not sure how much spell casting is going on. More like things like breathing under water and a key charm that lets you into rooms you can't normally get to. Like the forge. >.>

As for magic, not that the players can use. There are wards on certain rooms and locations, which give the player a warning jolt if they try to go in and don't have the key charm for that room, and if they ignore that, they end up mysteriously back in their room. But that and a few "real magic" tricks they can get, all the players get are charms and three chances to use their own personal abilities.

The things all around them, on the other hand...well, this is their playground.

And the main source of information is going to be a thing that looks like the Jafar genie at the end of Aladdin, who talks in Tim Curry's voice.

The invite stands open. You should know, I've seen some people who started off not mediocre, but completely horrid in games, and practice helps a lot. But playing is not required to come hang out on the ooc com.
ext_75817: a section of a brown and white feather with the words "Birds of a feather" in the bottom right corner of the image. (pokeroth)

From: [identity profile] dracontia.livejournal.com


Well, when I say 'spellcasting' I'm including enchantments and charms. Are the charms blood triggered? That was the only thing I could think of for why they would disappear when taken from someone.

Are the key charms indefinite? And (more general questions-_-) what are the charms made out of? Metal? The charms lists are mostly specified by enamel, but what kind of metal are they on top of? And are there any organic components? By what the list says everything seems to be made out of either glass, metal or fabric. Is there possibilities for things like paper, stones and organics?

You mentioned a forge room- does this mean that the characters are going to be making stuff of their own? Or well, try to anyway? And die horribly?

^^ we'll see about the joining but I'll certainly be bugging people about continuity. *grin* You mentioned a forge room- does this mean that the charecters are going to be making stuff of their own? Or well, try to anyway?

From: [identity profile] icedark-elf.livejournal.com


Just touch a charm and will it to work.

If it's listed as passive, it's constantly on, though the moment you remove it from your collar, the effect stops. Otherwise, it's on all the time and is indefinitely. Active charms last for a certain amount of time after activation, and once that span is up, the charm and the ability vanish, though they will reappear on the bracelet come morning.

Collars have a magical signature, tied in to who they are on. If someone of another magical signature removes a charm, the charms react by vanishing.

As for what they are made of, mostly I was going through online catalogs and using those for charm ideas. Most of which are metal, glass, or enameled materials. Most of the enameled metal is tin and the entire piece is coated in the enamel.

There is a forge on the grounds, as well as stables and such. And for those who are trained, they might be able to make things, or them might come across something else making things that are willing to bargain.

We do try to keep a continuity, simply because that makes the game run better.
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