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Fingon888

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Apr 30, 2013
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The Darkest Forest

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Map of Transylvania and its regions outlined in red. I recommend opening it in a new tab so you can zoom in and see the city and village names.

Introduction

In the year of our Lord, 1850, Transylvania. A dark mist has swept over Europe. Rumours of wicked communes of witches, warlocks and other unholy critters spread across an ever expanding world through steam, telegraph and paper by its own. The age of wonder, the age of adventures, but as Man begin to illuminate the world, its streets and its cities; it is the sinister tales of old that are starting to resurface for real.

Here in this land, the evil seem to resonate the strongest. It is here the order of the Silver Sword would convene and set up its base. Funded by influential people across industrialised Europe, who’s taken great care to still work in the shadows, it’s funded for one reason and one reason only. To keep the evil creatures at bay, and shut down the wicked Maws that seek to swallow our world. Here in Transylvania, men and women, regardless of race, creed or religion, shall gather to fight back the deluge that looms in the horizon. Here in Transylvania, the battle between the living and the undead, will begin.
Welcome to Transylvania!

Description

You play as a single character, arriving in Transylvania to fight for the Order. You bring no coin, only what belongings can fit in a single coffer, in pursuit of whatever ambitions you may have. It could be for fame, it could be for wealth, it could be for the simple reason that you want to do what is right. Or… To become the very evil which you were summoned to quell.

You start as one of four different classes. Duelist, Marksman, Inventor or Chemist. At the start of your journey, you’re not very strong at all. A greenhorn some would say, Level 1 tutorial stage some others may call it. Through quests and actions you gather experience, new weapons, equipment or secret plans for machinations beyond your wildest dreams.

Level 1 is as basic as it gets. You go out into the forest to farm boars or infiltrate and root out small gatherings of the occult in your journey to become stronger. For those bigger, epic quests, you may need the help of other adventurers, perhaps of all classes combined for better result. Who knows? Maybe at the end of the journey, you will be sitting in a castle of your very own. Creating mad tinctures in the cellar, looking down upon your servants from a high throne, or simply shoot pheasants from your castle tower for laughs!

As the mystery of the dark forces creeping out of the earthly crust begin to dawn and start to skulk the nights of Transylvania, you may choose another path entirely. Maybe you will become a social savant vampire, who rules over the animals of the wilds, and feast upon the blood of innocents to gain strength in battle? Maybe you’ll be a werewolf, a ferocious shapeshifter that takes the appearance of a beast, and the strength ten times that of a man? Maybe you’ll be a necromancer, devoted to see the followers of darkness stay undead and healthy? Maybe you’ll be a Lich, and rain hell upon your enemies that refuse to live in the shade, working in the shadows to deal plots and subterfuge your foe?

Classes

Duelist

The duelist is the melee class of the Order, devoted to the ancient arts of combat by the sword. Whatever style you may chose is up for your personal RP, but in essence, you have the most defence and affinity to dungeon crawling of all the classes.

Strength 2000 (Upgradeable)

Defence 4000 (Upgradeable)

Invention 1000

Cure 0

Marksman

Remember those days when you had to bring a clumsy quiver filled with breakable sharp sticks on your back to hunt the woods? Well, those days are no more! The sharpshooter excels in long range combat, but that’s where their specialties remain. Sharpshooters are poor melee fighters. Keep those dark critters at bay, or suffer the consequences!

Strength 4000 (Upgradeable)

Defence 2000 (Upgradeable)

Invention 1000

Cure 0

Inventor

You call that a knife? The inventor will make that knife into a harbinger of destruction. While not specifically a fighter, inventors can be tasked to improve equipment that boost the stats of the fighters, and can even contribute to some defence for the party on quests. Inventors can still wear attire to improve their defence, but instead of weapons, they use tools that improve their inventive possibilities.

Strength 1000

Defence 2000 (Upgradeable)

Inventions 4000 (Upgradeable)

Cure 0

Chemist

When the unnatural start to ravage the lands, you might want to turn to the Natural sciences for additional aid. Chemists aren’t fighters. They use the elements, assorted chemicals and their minds to provide parties with healthy tinctures to survive, or devastating poisons to boost their attack. If you don’t want to risk losing your amazing level 99 warrior with purple equipment all over the place, bring a chemist! If you as an inventor wish to infuse rare and powerful minerals into your weapons of doom to make it even stronger, ask the chemist! While they can still improve their offensive capabilities with easy to use weaponry, such as daggers or pistols, their attire does not provide any defence. It only provides more opportunity for them to create even stronger potions or poisons, and improve their expertise to lend inventors when it comes to material casting.

Strength 1000 (Upgradeable)

Defence 1000

Inventions 1000

Cure 4000 (Upgradeable)

Leveling up

By performing quests and certain actions, you don’t only have a chance to find or create amazing equipment or gain gold, but you also gain experience points. When the assorted quota has been met, you level up, and your upgradeable stats become stronger. You also need to level up to efficiently wield more advanced equipment, (as these wondrous little gadgets or fancy clothes may require some well-established skill to wield effectively). Fighters earn experience through fighting, and support classes earn experience through crafting/researching. Everyone gain experience from quests.

Weapons, Equipment, Tinctures and Poisons

Gathering new equipment is essential for staying en par or best your enemies. Inventors can provide for this quite efficiently, but he may expect some coin in return. Not only that, inventors and chemists can improve your equipment, and even unlock hidden artefacts you didn’t even knew you owned. Remember that rusty old dirk you found in that flooded old cave? Well, it turns out it was actually a magical dagger with a jade core, and silver lining! You may, as a fighter, attempt to temper equipment yourself, but will find it may only prove worthwhile during lower levels and when short on cash. You may also ask the chemist to provide you with potions to improve your defence, or for poisons to provide a one turn boost on your attack. Inventors can also collaborate with a chemist to improve the materials he’s using for his new machinations. Even more so, if a member of each class comes together in an outfit, they can embark on a Grand Project. These take several turns, lined with perilous quests and risky experiments, but can bestow wonderful rewards upon all the participants.

What about them monsters?

Monster classes aren’t open at the start of the game. The idea is for people to get comfortable with interacting with each other before pitting two sides against each other, and strengthen relationships and bonds that may, or may not, be subject to heart-aching drama or comic relief, depending on how the players write it. But it’s worth mentioning before embarking on your journey and deciding whether you’re pitting yourself to become a monster or not, it may be worthwhile knowing what makes them different. Monsters have Unholy instead of inventions, as they can use intrigue and utilize the dark arts to perform wretched actions against the living, while being incapable of upgrading their equipment in return.

Vampires

Vampires have the easiest time to blend in with the locals without getting caught. They already have supernatural strength, but can amplify this even more by feeding on the innocents for a turn. Vampires also have the risky ability to feed upon a player of the Order, which will boost their strength for 4 turns (one year), also risking to incapacitate that player for up to 3 turns!

Strength 3000 (5000) (Upgradeable)

Defence 2000

Unholy 2000 (3000) (Upgradeable)

Cure 0

Werewolves

Werewolves are simply juggernauts. Their foul presence will, however, be noticed by the locals unless they’re on constant move. Werewolves can raid villages to feast upon human flesh, and will gain a stat boost for the next 2 turns. In contrast, while unfed, they’re weaker than any other class, while still capable warriors.

Strength 2000 (4000) (Upgradeable)

Defence 2000 (4000) (Upgradeable)

Unholy 1000

Cure 0

Lich

Lich’s are the wretched magic users that infest the land. They bring foul spells and cunning plots to wreak havoc in the provinces. They’re the peak of gritty undead, and can help vampires to drink from player characters to unlock their strength.

Strength 2000 (Upgradeable)

Defence 1000

Unholy 4000 (Upgradeable)

Cure 0

Necromancers

These wielders of undead powers use their foul magic to help their monster kin to survive. They can boost their strength in battle, and cure their ailments when the battle tides turn in disfavour. While technically not undead themselves, they are imbued with so much desecration that all humanity has been lost in the process.

Strength 1000

Defence 1000

Unholy 1000 (Upgradeable)

Cure 4000 (Upgradeable)

Coin

Money is a rare commodity in Transylvania. When arriving you earn a small stipend by the order to carry out your tasks. The fighters receive 1 silver coin per turn, and inventors and scientists earn 2. Remember, however, inventing and research cost money to carry out, while fighters will have greater luck finding coin by questing or farming the land to destroy unholy critters, whereas inventors and chemists need to rely on other players coins or by selling their products on the severely underpaying marketplace. You can do many things to improve your wealth per turn. Buying abodes will earn greater yield for your rewards and offers a higher stipend. When an abode has been purchased, you can also start buying into the estates surrounding the Order’s lands. These spots are limited, however, and the order may need to expand their influence to other provinces if they wish to provide their followers with more estates to invest in. It’s a trickle balance, as while non-capital estates may earn a higher yield, they’re also subject to devastation and more vulnerable to monster attacks.
Coin is also important if you wish to hire servants, or for monsters, thralls. These are used to either bolster your own stats, or be sent on quests that are too dangerous to embark on yourself if you wish to not risk dying. While healers may keep you from perma-death, there’s not an unlimited amount of them.

Character Sheet

If this game looks cool to you make a character sheet with the following items.

Name:
Age:
Date of Birth:
Place of Birth:
Nationality:
Class:
Biography:
 
Lorenzo di Valetta (Tapscott)

Class: Duelist
Level 1
XP: 20

Strength 2000
Defense 4000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 16

James Ford (Plutonium95)

Class: Marksman
Level 1
XP: 25

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old crossbow
Money: 6

Balthier Ravenholt (Terraferma)

Class: Duelist
Level 1
XP: 30

Strength 2000
Defense 4000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 16

Kacper Radzim (Aedan777)

Class: Chemist
Level 1
XP: 30

Strength 1000
Defense 1000
Invention 1000
Cure 4000
Equipment:
Old dagger
Money: 17

Cubeyr Uygur (Baboushreturns)

Class: Marksmen
Level 1
XP: 0

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old crossbow
Money: 1

Silas Jefferson Cavill (EmperorGrimm)

Class: Marksman
Level 1
XP: 0

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old crossbow
Money: 1

Sofia Skarp (Greatslayer)

Class: Chemist
Level 1
XP: 30

Strength 1000
Defense 1000
Invention 1000
Cure 4000
Equipment:
Old dagger
Money: 7

Albert von Saxe-Coburg und Gotha (Teep)

Class: Chemist
Level 1
XP: 0

Strength 1000
Defense 1000
Invention 1000
Cure 4000
Equipment:
Old dagger
Money: 2

Stephán Cersky (Afaslizo)

Class: Inventor
Level 1
XP: 25

Strength 1000
Defense 2000
Invention 4000
Cure 0
Equipment:
Old dagger
Money: 2

Narcisa Craiovesti (Bialaska)

Class: Marksman
Level 1
XP: 15

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old crossbow
Money: 16

Arnkil Darovhus (Jako)

Class: Duelist
Level 1
XP: 15

Strength 2000
Defense 4000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 1

Richard Darvill (Sneakyflaps)

Class: Duelist
Level 1
XP: 5

Strength 2000
Defense 4000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 6

Willem van der Waals (Endovelicus)

Class: Inventor
Level 1
XP: 10

Strength 1000
Defense 2000
Invention 4000
Cure 0
Equipment:
Old dagger
Money: 7

Petros Boubalidas (BlackBishop)

Class: Chemist
Level 1
XP: 10

Strength 1000
Defense 1000
Invention 1000
Cure 4000
Equipment:
Old dagger
Money: 7

Rory Price (Bakerydog)

Class: Duelist
Level 1
XP: 30

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 11

Richard du Couteau (KID_one)

Class: Duelist
Level 1
XP: 10

Strength 4000
Defense 2000
Invention 1000
Cure 0
Equipment:
Old sword
Money: 11
 
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LorenzodiValetta_zps2d163e5f.jpg

Name: Lorenzo di Valetta
Age: 29
Date of Birth:19/2/1821
Place of Birth: Valetta, Malta
Nationality: Maltese
Class: Duelist
Biography: Born to a poor family of fishermen on the island of Malta, Lorenzo was tragically orphaned at age 6 when a fire ravaged his neighborhood, killing his entire family. Forced to beg on the streets, a Knight Hospitaller called Jean d’Aubigny took notice of the way the young boy defended himself against those who wished to capture him and sell him as a slave, and eventually took him in treating him as if he was his own son. Lorenzo was raised by Jean, and was destined for a life as a Knight in the order, achieving this on his 22nd birthday. Contacted by the Order of the Silver Sword, Jean decided he was too old to help in Transylvania, but that his protégé could. Lorenzo accepted the task, and arrived in Transylvania in 1850, eager to defend the honour of the Order of the Knights Hospitaller.
 
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f2knjl.jpg


Name: Arnkil Darovhus
Age: 50
Date of Birth: Sptember 7th, 1810
Place of Birth: Bornholm, Denmark
Nationality: Danish
Class: Inventor
Biography:

Arnkil was born on the small island of Bornhold, an insignificant island apart of the Kingdom of Denmark, but great for adventure. Arnkil war raised in one of the many potato-growing families of the 18th and 19th centuries, living on little luxury besides the explores of his mind. When he was a young boy he often picked up a stick and fought around castle-ruins pretending he was a knight of old, and showed some skill too. Alas, it was not meant to be as he fell from a tower of an old wall and crippled his leg for years too come, never quite regaining its flexibility and the control he once had over it.

His dreams had been smashed, and he could not even work in the fields like his brothers, so he was forced to go to school while also performing duties and chores around the town with his sisters. Growing up he learned to be modest and quite conservative, saving every penny he earned and eventually building quite a reputation to begin an apprentice-ship under a known clerk, more than most could ask for in the modest island of Bornholm. On the eve he was awarded his merits, and began working as a clerk in his own right, his father had a grievous case of double-ammonia and fell ill soon after, in a few short months he passed away leaving their family in shambles. Arnkil was a inverted child, barely a man really. However he could not abandon his mother to this fate, so he got his brothers and sisters in line soonafter.

He began rapidly rising in his advanced talent in mathematics, showing a talent more then most could say they had in the modest island of Bornholm. He began earning higher wages, and could support his family entirely by himself, however his siblings saw past their differences and came together to expand their farmhouse for the future generations of their family, when he was debating an 'architect'(a carpenter in truth) about the cost of wood-by-the-foot, a robed man approached him. He had never seen this man before, but when he told him he had been watching him it seemed quite surprising, the man went on, telling him he was a recruiter too a... special academy, the best in the nation he said.

Arnkil quickly caught his drift, and asked bluntly where it was located. The man told him in Skane, near the coast so he could easily visit his family if needed.... It seemed too good too pass up, to even believe, but he quickly accepted and set-sail at once, assuring his family he would return. He immediately set sail and boarded up easily enough, strangely never seeing that man again but everyone seemed to know him. Before he could easily deduce the problem... Well... It was a co-ed school.

A few short years later of simply studying, working, and... fraternizing... he had arrived out of his education, with a new ambition and a new desire.. He would never speak of what he had learned, but many speculated of his genius. Shortly there-after he arrived to Transylvania, sending a large sum of money to his family and a farewell for now before venturing into central-europe, to do what, someone might ask?
 
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xbkn.jpg
Name: James Ford
Age: 36
Date of Birth: Sptember 7th, 1813
Place of Birth: New Orleans, USA
Nationality: American
Class: Marksman
Biography:

James Ford was born in New Orleans to Thomas Ford, who owned a large sugar plantation outside of the city, and Elizabeth. James’s life was filled with conflict since its start, as little after his first birthday, the British landed near New Orleans. While he, his mother, and the older slaves stayed at the plantation, his father and several of his slaves went to aid the militia in the defense of the city. On the 8th of January, during a British assault, Thomas Ford was wounded, losing the lower part of his left leg to a cannonball, but the defense of the city was successful.

Over the next few years, James had a relatively normal childhood, as he received an education in the basics of reading, writing, and arithmetic. In 1823, shortly before James’s tenth birthday, his father died of died of an infection of his leg. With no nearby family, and no desire to run the plantation herself, his mother found a buyer, selling off the plantation and house before moving to Mexican Texas in 1825 under the recently passed General Colonization Law.

James took well to the frontier lifestyle and the freedom that it afforded him, but conflict seemed to follow James. James and his mother had joined Green DeWitt in his colony of Gonzales (though it was known locally as DeWitt Colony) where they established a simple homestead. In July 1826, Gonzales was raided by the Comanche tribe looking for horse, and while most settlers escaped to Austin’s colony, James’s mother did not survive the attack. Orphaned at thirteen, but still in possession of his family’s not inconsiderable wealth, James decided to remain in Texas, convincing Green DeWitt to take him in.

Over the next few years James lived a relatively peaceful life, in no small part due to DeWitt’s negotiations with the Indian tribes and the Mexican government’s decision to give the colony a small cannon. He married one of DeWitt’s daughters, Sara, in 1833 just before turning twenty. Of course, as with every other time in his life, things did not remain calm for long. With the success of Gonzales, DeWitt attempted to gain more land to colonize from the Mexican government, but died of cholera shortly after arriving in Mexico City. Tensions, which had been increasing between the settlers and the Mexican government, came to a head on October 2, 1835 with the Battle of Gonzales.

Though not truly much of a battle, it marked the beginning of the Texas revolution. The Mexican military had come to reclaim the cannon, but the local settlers refused, calling out to nearby colonies to send men to help them. The men, James included, voted to fight rather than allow the troops to take the cannon and they reached the nearby Mexican camp under the cover of darkness. A brief exchange, during which James only fired a single shot, left two Mexican soldiers dead before both sides withdrew. James returned home to find his wife, her sister, and his mother-in-law making a flag with the words “come and take it” and the image of a cannon. Fearing a counter attack the men decided to fire the cannon at the Mexican camp, eventually driving them off.

He continued to fight with the “Texian Army”, as it made it attempted to capture a Mexican leader and the money that was said to have accompanied him. On October 10th he helped to storm the presidio, killing one of the Mexican soldiers who was garrisoning it. After capturing the stores and parceling them out to the armies companies, James and several other Texans, under the leadership of Stephen F. Austin, sieged Bexar. He was sent out with James Bowie to find a defensible spot, but was soon ambushed by Mexican troops. During the battle of Concepción James killed several Mexican troops.

James was a part of many of significant parts of the war, including a raid against a Mexican pack train to secure food for the army. The most important part of his time in the Army was at the battle of the Alamo where his skills as a sharpshooter served him well, as well as helping to maintain the morale of the defenders. James was one of the few defenders to escape the, luckily evading Mexican cavalry. He met up with Sam Houston and the Texan Army, contributing to the Texan victory at the battle of San Jacinto.

With the war over and the Republic of Texas established, James returned to Gonzales. Over the next few years James’s wife gave birth to a twin boys and a daughter. James was disappointed when the republic was annexed into the United States in 1844, fearing that it might restrict the freedom of frontier life, but accepted it. When the Mexican-American war erupted he joined a group of Texan volunteers to take part in the fighting, favoring a pair of revolvers over the long rifle he had used during the revolution.

When the war finally ended, James eagerly returned to Gonzales to be with his family. When he arrived however, he found them dead, their bodies torn apart as if by wolves. Enraged, he took his pistols and searched the nearby countryside for the animals, planning to kill them. He was searching a cave when he was attacked by a creature, at least the size of a bear, but much faster. He had scrambled for his guns, but instead watched as the creature collapsed before he could fire a shot. As the creature fell James saw a man standing behind him with a revolver pointed at the monsters back.

James introduced himself to the man, who introduced himself as Roland, a member of the Order of the Silver Sword. Roland explained that the creature was in fact a werewolf, which he had been tracking for weeks. Impressed with how James had conducted himself, Roland offered to induct him into the order and teach him how to hunt and kill the creatures. Still enraged by the death of his family, and with nothing else to do, James accepted.

Over the next year Roland taught him about the Order and the supernatural creatures that they fought, and while James didn’t care much for the reasons, he was happy to be able to help kill them. Towards the end of 1849, following James’s 36th birthday, Roland told James that the Order was convening in Transylvania and that he should go while Roland stayed to continue fighting in America.

James accepted the advice and arrived in the dark country on Christmas day with nothing but the clothes on his back, a small purse of money, and his pistols.

((Long Story Short - Born in New Orleans, His father died, moved with his mom to Texas, She died, fought in the Texas Revolution, returned to his wife, had children, fought in the Mexican-American war, returned to find his family killed, met a member of the Order when looking for what killed them, joined the order, went to Transylvania.))
 
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Well, I approve entirely, but sadly will likely be far too busy managing a herd of steam punk adventurers of my own. I wish you good hunting though.
 
Name: Balthier Ravenholt
Age: 30
Date of Birth: September 29th, 1820
Place of Birth: Midhurst, Sussex England
Nationality: English
Class: Duelist

Bio: Raised by an aristocratic father, Balthier never had the joys of either having two parents nor a mother to nurture him. Years of a comfortable yet rigorous lifestyle led him to become increasingly independent, even rebellious of his father who was too busy with his estates affairs, prestige and profits to care much for his only son. By the age of 17 Balthier left both his "family" and England forever traveling all over Europe from Calais in France to Sicily and even towards the lovely city of St. Petersburg making a name for himself as a allegedly charming, sophisticated yet incredibly brutish individual when the need...and alcohol, calls for it. Known as "Le Cavalier" in France, "L'amante e bevitore" (Lover and Drinker supposedly) throughout the Italian Peninsula and Negodyay (The Scoundrel) in Russia.
 
Name: Kacper Radzim
Age: 22
Date of Birth: September 7, 1827
Place of Birth: Krakow
Nationality: Polish
Class: Chemist
Biography: Kacper was the son of a once noble Polish family, who lost power after the partition. He grew up trained as a herbalist. Though he had great aptitude, he had no real future that he would be happy with. He wanted power, influence, but that had been denied him. One day a rich a rich Austrian family had a sickly baby boy. Due to his talent with herbs he joined his master in treating the boy. However Kacper grew furious at the life of luxury they enjoyed and secretly poisoned the baby with a slow acting agent. When the child died a week later, no one was any the wiser, and Kacper realized what he could do. He began to poison every Austrian noble in Krakow, causing fear and panic among the aristocracy. They requested an agent of the silver Order to investigate and catch the beast responsible. The agents sent quickly deduced that the events weren't supernatural, but then a Austrian noble poisoned by Kacper turned out to be a infamous vampire. The agents decided that Kacper was clearly skilled, but needed a better moral compass. After they caught him and conscripted him into the order, they put him through intense mental conditioning to remove his hatred for Austrians. However, no matter the methods they used they were curing the effect, not the cause, meaning all of their progress was soon undone. Kacper realized what they were doing, and soon played along, convincing them he was 'cured'. Sent to Transylvania, he serves the interests of The Order when he must, and the interests of himself when he can get away with it.
 
article-2149899-134B3B7D000005DC-466_472x559.jpg


Name: Silas Jefferson Cavill
Age: 24
Date of Birth: 22/4/1826
Place of Birth: Cavill Plantation, Henry County, Georgia
Nationality: American
Class: Marksman

Biography

The son of a drunkard plantation owner, his childhood was spent in the beautiful countryside of central Georgia. His father spent his days fighting chickens and drinking whatever winnings he took. To feed his sisters, mother, and brothers he took to hunting with his older brother George. His talent propelled him beyond his brother and the rest of his county. But his hunting couldn't prevent the auction of his father's land when his father fell in a creek and drowned one night when he was fifteen.

His mother in a fit of anguish killed herself the day of her husband's funeral. Silas and George managed to have their younger siblings taken in by old friends of the family. But they were left to fend for themselves in the Spring of 1841. During these years he says that he and his brother began killing a coven of witches they stumbled upon wondering a small farm for something to trade in town. According to the records the Cavill brothers eradicated the most powerful witches outside of Louisiana.

The brothers found themselves the enemy of other supernatural forces. Other covens, the rare vampire (most eradicated by the 1820s), and in Louisiana, voodoo cultists. The elites who were part of the "shadowy world" either for good or evil didn't trust the reckless and stubborn Cavills and by 1846 their war against the powerful Queen Lucia was ended by the assasination of George Cavill in New Orleans. Disillusioned and with no where else to turn he booked passage to Europe to learn more about the evil he found all around him.

The Cavill brothers knew little of what they were fighting outside of personal experiences. Knowledge in America was hidden and protected by any means necessary. Native Americans gave them extensive knowledge of the spirit world but as for the strange magic of the voodoo cults and especially the undead vampires there was little explanation. In Europe, Silas Cavill found ancient orders and knowledge was mostly freely dispersed. His reputation grew, his nickname "the Terror" was known throughout the most civilized nations of Europe.

His mentor, Charles Le Roc, a scholar and old warrior explained the world to Silas. The Order was the most ancient organization of its kind, having fought the unholy since the days of the Hundred Years War at least. The dark world though is not simply Satanic forces, the world was full of vast array of spirits good and evil. The war's central front was in Transyvania where the evil seems to resonate the strongest. Silas Cavill "the Terror" was Le Roc's best student and soon he was the only student that was allowed to travel with him to the heart of evil.

It was in 1850 that Le Roc was slain by a powerful vampire that escaped Cavill's rounds. Now alone in Transyvania he is armed with his custom designed rifle, Alruna built by the legendary German weaponsmith, Johan Heinrich.
 
Will monster classes be added on top of your existing class or will they replace? So if you are a duelist and become a Vampire, you'll actually become much at defense and you can never again use the defensive fencing style you have always used?

Also what happens if you have upgraded a stat and then become a monster race that hasn't got that upgradable stat?

Also a suggestion for a new stat, class and monster class (all with the stat as primary):

Social - used to charm your way through life and will give a bonus to those they lead.

Class: Socialite - Whether a merchant, a noble, a performer, a gypsy, a con artist or a politician, the Socialite survives by letting others who do the hard work, pay them money. The socialite has access to cheap raw materials (those used by inventor and chemist) and can perform a variety of actions in a social setting which will supply them with income.

Monster class: Witch - specialising in the magic arts, these do not focus on the dead, but on the living. They can bend a humans mind to their will and know many curses. Perhaps with a special ability to charm a character to perform an action for them, not necessarily usable every turn, and limited to once per character per 8 turns or so.. So rather than enter the dark forest for magic ingredients, the witch will send a player Duelist instead.
 
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Will monster classes be added on top of your existing class or will they replace? So if you are a duelist and become a Vampire, you'll actually become much at defense and you can never again use the defensive fencing style you have always used?

Also what happens if you have upgraded a stat and then become a monster race that hasn't got that upgradable stat?

Also a suggestion for a new stat, class and monster class (all with the stat as primary):

Social - used to charm your way through life and will give a bonus to those they lead.

Class: Socialite - Whether a merchant, a noble, a performer, a gypsy, a con artist or a politician, the Socialite survives by letting others who do the hard work, pay them money. The socialite has access to cheap raw materials (those used by inventor and chemist) and can perform a variety of actions in a social setting which will supply them with income.

Monster class: Witch - specialising in the magic arts, these do not focus on the dead, but on the living. They can bend a humans mind to their will and know many curses.

I agree with what Bia suggests. I think it would be more fitting to have the Monsters simply act as a buff to your existing stats (with downsides in certain areas of course), rather than their own independent class.
 
((Damn you, Fingon, and your random posting! D; ♥))

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Name: Sofia Skarp
Age: 20
Date of Birth: October 17, 1830
Place of Birth: Uppsala, Sweden
Nationality: Swedish
Class: Chemist
Biography:

Born and raised in Uppsala by parents Matts and Vera Skarp, Sofia had since childhood developed a deep and almost unhealthy curiosity for nature and all its contraptions. As early as the age of eleven, she started to sneak around the scientific faculty of Uppsala University, dressed as a maid or housekeep, in order to experiment with the wondrous instruments that were served to the researchers.

She had an amazing capacity for self-learning, and through the years, she became bolder and bolder with her methods. She took liberties with the chemical lockers, burnt waste fluids in their flasks, and by the age of fourteen, she had succeeded in discovering her first element, Lanthanum, a supposed impurity of Cerium Nitrate, by treating it with diluted nitric acid. She made a habit of leaving her written observations overnight, and to her surprise, when she returned, faculty members had started to respond to and evaluate her experiments. This anonymous collaboration would continue for five years, leading to her aiding in the creation of several compounds that were to be proven invaluable to the dawning Swedish chemical industry. But for reasons unknown, she suddenly stopped to attend the laboratory, and left the country in a rush.

As rumours spread regarding the sinister forces in Transylvania, Sofia, a staunch natural scientist by heart, decided to pursue and investigate the strange phenomenon. Aiming to disprove, or provide whatever aid possible to negate these supernatural occurrences, almost belligerently rejecting any superstitious beliefs of ghosts, goblins, witchcraft and walking dead, she aims to find answers. Answers for herself, and for her peers in the order that she would join.
 
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((Nevermind the picture, i dont see it fitting with the character anymore))


Name: Richard Darvill
Age: 23
Date of Birth:
Place of Birth: England.
Nationality: English
Class: Duelist
Biography: Will be told as the game unfolds.
 
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Name:Albert von Saxe-Coburg und Gotha
Age: 31
Date of Birth: 26 August 1819
Place of Birth: Schloss Rosenau, Coburg, Saxe-Coburg-Saalfeld, German Confederation
Nationality: German
Class: Chemist
Biography: Born the second son of Ernest III, Duke of Saxe-Coburg-Saalfeld Alfred lived a fairly charmed life, learning medicine and chemistry as a hobby from a young age. At 19, he became engaged to his cousin Queen Victoria of the United Kingdom. However, this life came to an end when she was poisoned by an Irish seperatist. Albert tried to use his medicinal and chemical skill to save her but alas, it was in vain.

Albert returned to Saxe-Coburg-Saalfeld a broken man, spending years locked up in his tower trying madly to create a cure to bring his beloved back to life. In 1849 his father had Albert declared mad, not wanting such a melancholy figure to potentially head the Saxe-Coburg-Saalfeld house. As he was being carted off to an asylum, he used some Sulphuric acid to melt his bonds and the lock at the back of his carriage. He escaped Saxe-Coburg-Saalfeld and headed east, eventually hearing of the Order of the Silver Sword in a tavern in Breslau. Albert decided that he would grasp this last opportunity to redeem himself with both hands.
 
(( hmm .. an RPG! Interesting stuff. Let me get up to speed before I sign up .. ))

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Name: Charles Baggage
Age: 59
Date of Birth: December 26th, 1791
Place of Birth: London, Britain
Nationality: British
Class: Inventor
Biography: .

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Name: Stephán Cersky
Age: 23
Date of Birth: 28.02.1827
Place of Birth: Buda, Austrian Empire
Nationality: Hungarian
Class: Inventor
Biography: Born into the family of a merchant, Stephán enjoyed a stable childhood at the expense of his younger sisters who allways were framed by him for his own mischief. When his two older brothers took over business they were keen to get him ouf of his share and bribed him to take a scholarship at the university of Göttingen to study physics. Alongside a group of students under the tutelage of Professor Heinrich Macken the young man was engaged in a project to unearth a mysterious obelisk in the valley of witches in eastern Hungary but as he arrived a few days later than the others they were simply gone. Out of money and orientation Stephán took the first offer present and subscribed to the Order of the Silver Hand.
 
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Name: Narcisa Craiovesti
Age: 34
Date of Birth: August 9, 1816
Place of Birth: Bucharest
Nationality: Wallachian
Class: Marksman
Biography: Narcisa is a member of a boyar family of Wallachia, as she was born the 4th daughter of a boyar. When she was 16 her father tried arranging a marriage for her, but her husband died less than a year later. She had suitors from she was 18 and married at 19, into another boyar family, to a husband who was 20 year her senior.

It was not a marriage of love and he failed to do his duty. When he died during the 1848 revolution, she remained barren. A widow at 32, and no children to prove fertile, her options for another husband were slim. To make matters worse, she had started noticing the small wrinkles, knowing she was growing older. Somehow that idea frightened her more than anything else.

Her family had been involved with the Order for centuries, so when she heard subtle rumors of eternal life and beauty, she felt drawn to join the Order. Not so much because she wanted to hunt down the creatures, but because she too wanted the eternal life.
 
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Name: Rory Price
Age: 40
Date of Birth: 1810, August 2nd
Place of Birth: Dublin
Nationality: Irish/Scottish
Class: Duelist
Biography: Born in Dublin and being raised by a heavily Catholic family he was influenced early on to become a priest. When Rory was only 25 he became a priest and spread the word of God to the people of Ireland especially in the Northern Parts. When he finally settled down to spread the word of God at a church he noticed some peculiar happenings in his town. Sensing something very unholy, he had investigated into the matter by himself and not letting the townspeople know of this occurrence. While in the woods he saw a Necromancer attempting to raise the dead from the Church graveyard and disturb the inhabitants rest. Armed with only a bible and a silver crucifix he approached the Necromancer chanting lines from the Bible which made the Necromancer cringe at every word. When he got close enough before the Necromancer was not stunned anymore he stabbed the Necromancer in it's unholy heart to cleanse the Earth of another foul beast. However he was contacted by the order to join them somehow knowing of his feat, of course he accepted because he had wanted to do God's work on Earth and serve higher purposes. His only loyalties are to the Order and God himself, he will stop at nothing to kill the foul beasts that inhabit the Earth.
 
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