UnhappyUnion
New Member
You have been summoned...
or are seeking death...
The 'Calling-Wood' is a recent phenomenon that stretches all throughout the world simply known as the Expanse.
It does not discriminate, nor does it pick favorites. It simply leads all it summons to their eventual doom...
Some lands see the summoning as a blessing, others a curse; no one truly knows the full extent of what the calling asks of them before it is too late. A few try to resist the urge to pursue the calling, but eventually the mania to follow the light presented by the gift of the seer-stone is far too great and the victim of the calling has two choice; to follow it, or take their own life - there is no in between.
The journey to Calling-Wood is short to some, far to others. The distance it can provide seer-stones and summon others is seemingly infinite. The Yamatans from the far east travel past their great walls, a journey that takes an entire year to answer the calling. While the dark eye'd Northmen only need to travel but a week.
Once one has made the journey, one can expect to meet a strange assortment of individuals camped outside of the Calling-Wood. Some astute business-minded people have even capitalized on making taverns, blacksmiths, and offering healing to those summoned. Many people fortunate enough to not be the first summoned understand how dangerous the Calling-Wood is and seek out others to join them; whether it be one other, two others, or several dozen others - company is welcome.
Then, when the threshold is passed, the only thing that will allow exit from the Calling-Wood is the Calling-Wood itself. The conditions to be freed are ill-understood, but it seems that one tried and true method to be freed is for one's group to obtain a powerful relic and successfully exit. These relics possess fantastical qualities, but all seem to have draw-backs, corruptions, and consequences ranging from physical mutations to the very twisting of one's soul.
And the path to these relics, or perhaps other avenues of escape, is rampant with danger. All manner of monsters thought to be fables lurk about, traps of horrific varieties, and even ones own past and memories will be weaponized against them.
However, not only the summoned challenge the Calling-Wood. Religious orders, adventurers, scholars, the hopelessly insane, also approach the forest's edge to extend their palms out to be given a seer-stone bound to them.
One thing unites both the summoned and the volunteers, once the forest has you, it will never let you be. One might make it through several expeditions into the Calling-Wood, but there will be no satisfaction, no peace. One will always venture in again and again until they meet their demise...
---
Hello! I am trying to assemble a group of interested folks who enjoy horror, grounded fantasy, and adventure. The world of Expanse is one made up of all sorts of cultures with their own goals, technologies, and ideas who have been brought from their own lands to work together (or against one another) in the depths of the Calling-Wood. Sorcery does exist, but only a few even tap into the arcane. Rather, people have focused on practical advancements and have made great leaps into black powder weapons brought from the lands to the east. Although, such advancements have not rendered a fine steel blade useless, or a reliable bow any less worthy.
Essentially, what I am looking for is people who want to play a variety of characters from many different lands that are forced to test their luck against the Calling-Wood and the number of surprises I have in store. I've been intentionally vague about what exactly might show up for a reason, but expect things to be dark. I plan on expanding upon lore, but I would like people to create original lands for their own characters to come from and maybe form spontaneous connections to others as we RP. I am more than willing to let others be creative and add onto things, but I also am trying to keep a low-fantasy theme, so these rules/guidelines are important!
Rules/Guidelines:
1.) I am looking to limit the amount of people with sorcery to two characters as a starting point. Sorcery is secretive, ill-understood, and volatile. I have no specific guidelines for how sorcery will be treated as to go with the theme of a wide world with their own methods, but it is generally safe to assume that sorcery makes one stronger than one without it. If you are interested in playing a character with sorcery, follow these guidelines when making your character sheet...
i. Make a source that fuels your characters magical 'reserves.'
ii. Have drawbacks from overuse.
iii. Make very defined and cemented abilities that your character has honed through years of training.
iv. Understand that having great power might make you a greater target for others and the Calling-Wood itself.
2.) I am willing to take on a great deal of players depending on how many volunteer, but no more than ten players starting out. If we move past five, then I will divide the players up into two different groups that will face their own trials (with the future possibility of meeting up or joining groups). I am pretty active and committed to roleplay concepts, so I am more than willing to give individual attention to characters attempting to do individual things.
3.) My posting requirements will be at-least once a week. If you need a break, then notify me and then I will figure a way that your character disappeared for a bit (got lost in the Calling Wood). However, if you do not post within a week without notice then I will have to write your character out of the story to allow others to move on at a reasonable pace.
4.) All characters are expected to be grounded in reality with realistic limits. Of-course, this is still a fantasy setting, so some leniency will apply, but do not make barbarians that become immortal through rage or a samurai that can deflect multiple arrows with a sword.
5.) Humans only please! I have some ideas for near-human races (such as the aforementioned dark eye'd northerners in the pitch) but avoid playing as elves, dwarves, and the like. That is not to say these things will not exist in this world, but they will show up in unexpected ways.
6.) If you have specific triggers, things that bother you, then please include them as part of your character sheet. I can work around some of them, but not all of them.
7.) Basic RP etiquette rules apply (no god-mode, power gaming, and so on...)
8.) Collaborate and do things in RP to lift one another up and emphasize each other. Don't try to just play within a bubble.
LORE THREAD (WIP): Fantasy - [Lore] The Calling Wood Forest
or are seeking death...
The 'Calling-Wood' is a recent phenomenon that stretches all throughout the world simply known as the Expanse.
It does not discriminate, nor does it pick favorites. It simply leads all it summons to their eventual doom...
Some lands see the summoning as a blessing, others a curse; no one truly knows the full extent of what the calling asks of them before it is too late. A few try to resist the urge to pursue the calling, but eventually the mania to follow the light presented by the gift of the seer-stone is far too great and the victim of the calling has two choice; to follow it, or take their own life - there is no in between.
The journey to Calling-Wood is short to some, far to others. The distance it can provide seer-stones and summon others is seemingly infinite. The Yamatans from the far east travel past their great walls, a journey that takes an entire year to answer the calling. While the dark eye'd Northmen only need to travel but a week.
Once one has made the journey, one can expect to meet a strange assortment of individuals camped outside of the Calling-Wood. Some astute business-minded people have even capitalized on making taverns, blacksmiths, and offering healing to those summoned. Many people fortunate enough to not be the first summoned understand how dangerous the Calling-Wood is and seek out others to join them; whether it be one other, two others, or several dozen others - company is welcome.
Then, when the threshold is passed, the only thing that will allow exit from the Calling-Wood is the Calling-Wood itself. The conditions to be freed are ill-understood, but it seems that one tried and true method to be freed is for one's group to obtain a powerful relic and successfully exit. These relics possess fantastical qualities, but all seem to have draw-backs, corruptions, and consequences ranging from physical mutations to the very twisting of one's soul.
And the path to these relics, or perhaps other avenues of escape, is rampant with danger. All manner of monsters thought to be fables lurk about, traps of horrific varieties, and even ones own past and memories will be weaponized against them.
However, not only the summoned challenge the Calling-Wood. Religious orders, adventurers, scholars, the hopelessly insane, also approach the forest's edge to extend their palms out to be given a seer-stone bound to them.
One thing unites both the summoned and the volunteers, once the forest has you, it will never let you be. One might make it through several expeditions into the Calling-Wood, but there will be no satisfaction, no peace. One will always venture in again and again until they meet their demise...
---
Hello! I am trying to assemble a group of interested folks who enjoy horror, grounded fantasy, and adventure. The world of Expanse is one made up of all sorts of cultures with their own goals, technologies, and ideas who have been brought from their own lands to work together (or against one another) in the depths of the Calling-Wood. Sorcery does exist, but only a few even tap into the arcane. Rather, people have focused on practical advancements and have made great leaps into black powder weapons brought from the lands to the east. Although, such advancements have not rendered a fine steel blade useless, or a reliable bow any less worthy.
Essentially, what I am looking for is people who want to play a variety of characters from many different lands that are forced to test their luck against the Calling-Wood and the number of surprises I have in store. I've been intentionally vague about what exactly might show up for a reason, but expect things to be dark. I plan on expanding upon lore, but I would like people to create original lands for their own characters to come from and maybe form spontaneous connections to others as we RP. I am more than willing to let others be creative and add onto things, but I also am trying to keep a low-fantasy theme, so these rules/guidelines are important!
Rules/Guidelines:
1.) I am looking to limit the amount of people with sorcery to two characters as a starting point. Sorcery is secretive, ill-understood, and volatile. I have no specific guidelines for how sorcery will be treated as to go with the theme of a wide world with their own methods, but it is generally safe to assume that sorcery makes one stronger than one without it. If you are interested in playing a character with sorcery, follow these guidelines when making your character sheet...
i. Make a source that fuels your characters magical 'reserves.'
ii. Have drawbacks from overuse.
iii. Make very defined and cemented abilities that your character has honed through years of training.
iv. Understand that having great power might make you a greater target for others and the Calling-Wood itself.
2.) I am willing to take on a great deal of players depending on how many volunteer, but no more than ten players starting out. If we move past five, then I will divide the players up into two different groups that will face their own trials (with the future possibility of meeting up or joining groups). I am pretty active and committed to roleplay concepts, so I am more than willing to give individual attention to characters attempting to do individual things.
3.) My posting requirements will be at-least once a week. If you need a break, then notify me and then I will figure a way that your character disappeared for a bit (got lost in the Calling Wood). However, if you do not post within a week without notice then I will have to write your character out of the story to allow others to move on at a reasonable pace.
4.) All characters are expected to be grounded in reality with realistic limits. Of-course, this is still a fantasy setting, so some leniency will apply, but do not make barbarians that become immortal through rage or a samurai that can deflect multiple arrows with a sword.
5.) Humans only please! I have some ideas for near-human races (such as the aforementioned dark eye'd northerners in the pitch) but avoid playing as elves, dwarves, and the like. That is not to say these things will not exist in this world, but they will show up in unexpected ways.
6.) If you have specific triggers, things that bother you, then please include them as part of your character sheet. I can work around some of them, but not all of them.
7.) Basic RP etiquette rules apply (no god-mode, power gaming, and so on...)
8.) Collaborate and do things in RP to lift one another up and emphasize each other. Don't try to just play within a bubble.
LORE THREAD (WIP): Fantasy - [Lore] The Calling Wood Forest
Last edited: