Posted April 17, 2009
Ulemoon – Aequus Nox: RPG Thread
The Gods spat out our world from their boilin’ pot; a damp thing with hot winds and too much life. Verdantly the flora sprawls, spillin’ endlessly to the mountains East and into the Rust Sea West. We t’wernt the first though, that’s for sure, defiantly not Men. Some say the Elves were the ones to anger the Gods, but that’s just lies and hate. We all know because the things in the Downbellows arn’t Elvish, and they an’t Dwarf too. T’were lucky Men knew how to farm the steppes for Rice or we’d still be scratching around hunt’n and gathrin’ like those dirty Orcs. But those angers long since gone now, Rorksrak and his army t’were trod under foot Moons ago; but I knows somethin’s brews’n; I feel it in me bones.
Ulemoon is fine if you stick to livin’ in Aequus, though the tavern is shit and piss; nothing to look at cept them muddy farmers. The caravans pass by and always trade, though thems going to Nox most likely. Aequus is the only place to stop to feed their mules, stick’n to the Copper Road like tar; derin’ not to stray.
The only thing to happen’ round here which were queer, were these three strapped types showed up. T’were all races, an Elf, some half-caste Orc and a Man. Either they’re startin’ trouble or looking for it - pack’n heat like that. Glad they won’t be stayin’ long, not till they find out they’re walkin’ into the wrong town for what they want. They’re’ll be more of them; it’s a sign of the times. Whatever the Moon and her sisters got in store for us, I know Quarters like them crop up when something is afoot. That hot wind from the South blows cold sometimes; I swear I’ve felt it, and it strikes the fear of the Seven Suns into me.
Anyway, I’ve been yack’n too long and my Sakes cold like the feelin’ in my bones. Don’t you get any funny ideas about going beyond the Stepfield son, stick with your pen and what you know, because even that half-caste isn’t safe anymore.
Now bring me another drink, I want to forget what I saw fly’n overhead...
Introduction
Welcome to Ulemoon adventurer, hold your weapon tight and have your wits about you, as everyone has something to hide. If you require more information about this Role Play Game, please visit the following notice boards next to the Bar:
http://www.gog.com/en/forum/general/ulemoon_amp_ndash_aequus_nox_character_creation/]
Ulemoon – Aequus Nox: Character Creation[/url]
Ulemoon – Aequus Nox: OoC Disscussion
Steady your sights and wrap your cloak about you as Act I is about to commence.
ACT I – Boundaries Beyond
Briars wave in the night breeze. The warm spring night is laid before you, the rolling hills rise into distant peaks. The horizon is a jagged scar of black upon a satin-purple night’s sky. Fireflies dance like fire spit, the air heavy with the scent of Honeysuckle. You have found yourself travelling with like minded adventures, or Quarters as you’re locally known. You all have your own story; but perhaps that can wait until you arrive at the lights you can see in the distance. The road upon which you walk is a well trodden path; the Copper Road it’s called, the route which the Eastern caravans trade goods with the West. Around you the landscape undulates in steps, a terrain spilt with growth. The southern darkness is broken up by large rocky outcrops and a solitary tree silhouetted against the night’s sky. It is a land covered in vegetation and undergrowth, over hanging rocks, cliffs and hidden streams.
The road cuts through it, the steppes filled with shingle and sand, tamped down by ten thousand crossing feet. A slight curve in the road brings you around an outcropping to a delicate incline towards a hamlet, picked out by guttering torchlight. The wind from the south is hot, something to which you have never really grown accustomed to. The surrounding Marram Grass moves together, swirling around like hair, tussled by the weather.
As you approach a caravan rumbles towards you, its bright geometric calligraphy is visible by the light of the moons, its driver covered in layers of flapping fabric. He gently guides his train of mules past you; the tightly secured wagon is watched over by two guards standing on a porch at the back. They eyeball you as the trader rumbles past, their swarthy skin an inky black, blue eyes shine the moonlight back at you.
At the edge of the hamlet you enter the partially cobbled streets, you all need a pallet for the night, but the place looks dead. Low wooden roundhouses and a small stone building behind a palloza are immediately visible. The largest of the roundhouses has a sign hanging next to a dark alcove. The streets look deserted, but torches on iron brackets just about keep the narrow street lit.
The Gods spat out our world from their boilin’ pot; a damp thing with hot winds and too much life. Verdantly the flora sprawls, spillin’ endlessly to the mountains East and into the Rust Sea West. We t’wernt the first though, that’s for sure, defiantly not Men. Some say the Elves were the ones to anger the Gods, but that’s just lies and hate. We all know because the things in the Downbellows arn’t Elvish, and they an’t Dwarf too. T’were lucky Men knew how to farm the steppes for Rice or we’d still be scratching around hunt’n and gathrin’ like those dirty Orcs. But those angers long since gone now, Rorksrak and his army t’were trod under foot Moons ago; but I knows somethin’s brews’n; I feel it in me bones.
Ulemoon is fine if you stick to livin’ in Aequus, though the tavern is shit and piss; nothing to look at cept them muddy farmers. The caravans pass by and always trade, though thems going to Nox most likely. Aequus is the only place to stop to feed their mules, stick’n to the Copper Road like tar; derin’ not to stray.
The only thing to happen’ round here which were queer, were these three strapped types showed up. T’were all races, an Elf, some half-caste Orc and a Man. Either they’re startin’ trouble or looking for it - pack’n heat like that. Glad they won’t be stayin’ long, not till they find out they’re walkin’ into the wrong town for what they want. They’re’ll be more of them; it’s a sign of the times. Whatever the Moon and her sisters got in store for us, I know Quarters like them crop up when something is afoot. That hot wind from the South blows cold sometimes; I swear I’ve felt it, and it strikes the fear of the Seven Suns into me.
Anyway, I’ve been yack’n too long and my Sakes cold like the feelin’ in my bones. Don’t you get any funny ideas about going beyond the Stepfield son, stick with your pen and what you know, because even that half-caste isn’t safe anymore.
Now bring me another drink, I want to forget what I saw fly’n overhead...
Introduction
Welcome to Ulemoon adventurer, hold your weapon tight and have your wits about you, as everyone has something to hide. If you require more information about this Role Play Game, please visit the following notice boards next to the Bar:
http://www.gog.com/en/forum/general/ulemoon_amp_ndash_aequus_nox_character_creation/]
Ulemoon – Aequus Nox: Character Creation[/url]
Ulemoon – Aequus Nox: OoC Disscussion
Steady your sights and wrap your cloak about you as Act I is about to commence.
ACT I – Boundaries Beyond
Briars wave in the night breeze. The warm spring night is laid before you, the rolling hills rise into distant peaks. The horizon is a jagged scar of black upon a satin-purple night’s sky. Fireflies dance like fire spit, the air heavy with the scent of Honeysuckle. You have found yourself travelling with like minded adventures, or Quarters as you’re locally known. You all have your own story; but perhaps that can wait until you arrive at the lights you can see in the distance. The road upon which you walk is a well trodden path; the Copper Road it’s called, the route which the Eastern caravans trade goods with the West. Around you the landscape undulates in steps, a terrain spilt with growth. The southern darkness is broken up by large rocky outcrops and a solitary tree silhouetted against the night’s sky. It is a land covered in vegetation and undergrowth, over hanging rocks, cliffs and hidden streams.
The road cuts through it, the steppes filled with shingle and sand, tamped down by ten thousand crossing feet. A slight curve in the road brings you around an outcropping to a delicate incline towards a hamlet, picked out by guttering torchlight. The wind from the south is hot, something to which you have never really grown accustomed to. The surrounding Marram Grass moves together, swirling around like hair, tussled by the weather.
As you approach a caravan rumbles towards you, its bright geometric calligraphy is visible by the light of the moons, its driver covered in layers of flapping fabric. He gently guides his train of mules past you; the tightly secured wagon is watched over by two guards standing on a porch at the back. They eyeball you as the trader rumbles past, their swarthy skin an inky black, blue eyes shine the moonlight back at you.
At the edge of the hamlet you enter the partially cobbled streets, you all need a pallet for the night, but the place looks dead. Low wooden roundhouses and a small stone building behind a palloza are immediately visible. The largest of the roundhouses has a sign hanging next to a dark alcove. The streets look deserted, but torches on iron brackets just about keep the narrow street lit.
Post edited April 18, 2009 by Romulus