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Found 6 results

  1. Always gotta have Laufey...also magnolia was linli's vibe As Chen Linli's vision began to fade, her thoughts rested on her family. The incredible life they'd given her, despite her undeserving status. As memories rushed back to her of her time in the Jade State, Talon's, Norland, all of it became quite overwhelming in the best way. Quiet moments in the teahouse with Ren and Meixing, reading with her mothers and siblings, walks in the forest with her children, or a quiet cup of tea with her beloved aunt. Regardless of the heartbreak that marked most of her life, Linli truly passed at peace, grateful for the life she got to live. Her last sight was her sister, passing in Liu's arms. OOC: Peace out Linli, and LOTC....until there's a wedding to crash @Amethyst_Starry
  2. A Call for Ecclestical Trial Issued by the Auditor of the Tribunal. Johan “Horens Giant” Vullier Table of context. THE OFFENDERS CALLED FOR TRIAL. THE EVIDENCE. THE WITNESS LIST. THE JURY THE CRIMES. THE OFFENDERS CALLED FOR TRIAL. The organization known as the Ferrymen. Reasoning : I. During the assassination of his Holiness High Pontiff Jude II, Two members of the Ferrymen organization where found with their blades drawn surrounding the body of Jude II and the body of another member of the clergy. One of these men where quickly struck down by members of the Imperial State Army as well as the Ministry of Justice. Sadly one wearing the armor of the organization was able to escape the city. II. During the battle of Northguard thousands of Imperial witnesses could see the organization known as the Ferrymen fighting on the side of the heathen armies of Norland. This furthering the assumption that they in fact work for the heathen army. THE EVIDENCE During the Tribunal investigation dubbed “The Dove has fallen” we have gathered evidence from multiple sources. Not only witnesses of the crime itself, but other witnesses who saw one of the men behind the murder of High Pontiff Jude II while escaping the city of Providence while being ran after by multiple guards. The Tribunal has also been getting numerous reports of the criminal activities of the organization in question as well as one of them seeming to try and spy on the Imperial Household and staff. Its with these reports and accusations as well as the murder of his Holiness Jude II and their partaking in the ongoing war against the heathens hordes of Norland that the Tribunal had decided that enough evidence is gathered to call for an Trial of the whole organization known as the Ferrymen. THE WITNESS LIST. Due to the nature of the organization called to trial the names of the witnesses shall not be published. This to ensure their and their families safety. We know from experience and sources that the organization known as the Ferrymen do not take into consideration if they have to strike down a man, woman nor child if they gain from it. Thus it would be a crime against Godan if we where to put these witnesses and their loved ones in danger. THE JURY The jury itself shall consist of the members of the Tribunal offices and their Cardinal Judges. it will be under the command and word of the Auditor of the Tribunal and his word shall be final and absolute. In the case of a missing member of the Tribunal, the Auditor can see it to elect someone who steps into the role of that missing role or holds the position abstained. THE CRIMES On the day of first amber cold a horrid and blasphemous crime was committed within the cathedral of the Ex Godfrey. Not only was this crime against Imperial Law, but a crime against our faith, a crime against Him, the one true Creator. During the General Audience held by his Holiness Jude II. our Vicar of God, a General Audience that ended up as his last public Audience before his Holiness was brutally murdered during the time he was taking the confessions of our noble canonist flock. This is a crime that there is no turning back from, a crime against the Canonist flock as a whole and each and every person, nation or organization who calls themselves Canonist or believes in Him. Not only where our beloved High Pontiff Jude II murdered in cold blood, His body has also been stolen after the murder. The bodies of the Vicar of God do not belong in some ditch, nor as a trophy for those who have committed the crime. He belongs with the church, in the halls of those who came before him. where he shall lay at peace until the seven skies shall come from all of us. The fact of his body being stolen will forever be seen as one of the worst cases of theft in the History of our Holy Mother Church, a crime that will not be forgotten nor forgiven. The crimes committed go as follows.. TITLE III. Crimes against ecclesiastical authorities. §1 A person using excessive physical force against the Pontiff incurs excommunication. Members of the clergy may incur greater penalties depending on the severity of the crime. §2 A person who further uses excessive force against a bishop or cardinal are to face a just penalty as decided by an ecclesiastical court. §4 A person joining a group plotting against the church are to face a just penalty as decided by an ecclesiastical court. §9 Those who see it fit to insult or threaten a member of the clergy. These individuals are guilty of the crime of indignity. Let it be known that if the Organization does not show to this trial they will by default be punished with the worst punishment that the Holy Mother Church can grant. That of being declared excommunicate and anathema. SIT PERDUCAT NOS PATRIS LAPIS, AMEN. "May the stone father guide us, Amen" Johan Vuiller “Horens Giant” Head of House Vuiller, Auditor of the Tribunal. Knight-Regent Emeritus. Knight of the Black Sepulchre. Protector of the Church of the Canon and her faithful The Trial shall find place on the 1st of Horens folly within the Imperial City of Providence. [THIS SATURDAY 5.06.2021 TIME: 5:30PM EST]
  3. Villain applications are gone! Whee! It’s been almost two weeks and there’s been a noticeable increase in evil activity now that everyone and their mother can murder, steal, and enslave to their heart’s desire. As a result, many more people are also being impacted by these new villains, one of whom would be me. I play primarily non-combative women so it’s to be expected. Personally, I think terrifying or difficult circumstances are great ways to develop my characters and usually find them pretty fun. But with the evil flood gates open wide there’s going to be some who struggle with creating quality, enjoyable experiences. That’s understandable, and I’d like to offer some critiques and suggestions from the perspective of someone often on the receiving end of villainy. For this post I’ll be using examples of villainous RP I’ve encountered in the last week, and showing how they can be improved, and also some things you should try to avoid. These aren’t rules, obviously, but they are things I think everyone would benefit from. Killing - When It’s Unnecessary Roleplay Scenario: Bandit One distracts clueless and mostly defenseless woman. Bandit Two sneaks up behind her with a bow, ready to shoot. Bandit One draws his sword and demands that the woman give up her money or else! Bandit Two creeps closer to the woman, making a sound. Woman hears said sound and turns around to see Bandit Two. Bandit Two shoots woman, Bandit One slits her throat to end her misery, and they make off with her purse. What’s wrong with that? The bandits wanted money and they got money, why would they care if they killed a random woman? They were certainly acting within their characters, and that’s all that matters, right? Indeed! Nothing is objectively wrong here, however it’s not very much fun for the victim. When you kill someone in roleplay that character dies and forgets all about the incident. All that’s left for the victim to do is go to the monks, then go about their business like nothing ever happened. There are no lasting impacts, the whole scenario may as well have been voided. As harsh as it may sound, it was a waste of the victim’s time. Killing.. kills roleplay. If you leave your victim alive they have the chance to grow from their experience. The bandits could have given the woman a chance to react. To cooperate with them, or beg, or run, or even fight back. Or they could have simply wounded her and left her for dead. From there she could have rallied up the town to search for them, or given the local doctor some medical RP with her injuries. The biggest piece of advice I can offer is to avoid killing your victims. If you take anything from this post, please take this. Killing a character kills roleplay. But certainly there are some situations where a character has to die, right? To that I say, but of course. Killing - When It’s Unavoidable Roleplay Scenario: Halfling Lady is casually gardening. Troll with Club encounters said Halfling lady and tries to squash her with his club. Halfling Lady dodges the club, then screams for help and tries to run away. No one hears, or responds. Troll with Club knocks Halfling over, then grabs her and runs off into the woods. Halfling Lady screams and flails and acts indignant. Troll with Club promptly sits down and bites her in half. Well. You can say the same thing about the troll as you could about the bandits, that it was acting in character. It wanted a snack, that’s what it got. There’s a little less possibility of letting the halfling survive, since it wouldn’t make much sense for the hungry troll to just not eat her. I suppose he could bite off an arm or leg and decide he doesn’t like how she tastes. or accidentally let her slip away. Regardless, my point is that there are going to be some cases where death is inevitable. Maybe your character doesn’t want to eat anyone (maybe they do…), maybe they’re an evil monster and someone has stumbled into their lair. Maybe they’re an assassin targeting a person of import. Maybe they’re just a serial killer. Doesn’t really matter, your character’s victim’s fate is sealed. Then what? Simple. Give them a good death. Make it interesting, fun, unique. The troll could’ve taken the halfling back to his cooking pot and made a stew. That would’ve been more amusing than being bitten in half on the spot. Presumably this person is at your mercy by now, this is a chance to really show off your evil rp. My suggestion for you, when you’re about to kill someone’s character, is that you ask yourself: Is this death worthy of being a perma-kill? If this person killed off their character and wrote up a death post on the forums complete with pictures and dramatic music, would the comments be, “Awesome! Did this actually happen in RP!?” When the RP is concluded, will your victim thank you for the cool RP? Aim for that. Do your best to have fun, and give your victim a fun time too. If you must kill, make it count. This kind of unavoidable murder RP is actually pretty rare from what I’ve seen. Now let’s move on to my favorite! The type of villainy that has probably increased the most! (At least for me.) Kidnapping and Slavery Roleplay Scenarios 1: Slaver hits clueless and sort of defenseless woman over the head. Woman is unconscious. Slaver locks woman up in a cell. Woman wakes up. Slaver goes about other business. Woman is locked in a cell alone for two IRL hours. It’s pretty obvious what’s wrong here, and it can easily be avoided by being attentive and giving your victim something to do. I’ve had fun experiences with both random kidnappings and actual slavery, and all you have to do is interact with the captive. Just like in the killing example, this is your chance to show off your RP ability. Throwing someone in a cell or knocking their character over the head repeatedly so that they have nothing to do besides emote how much brain damage they’re going to suffer from isn’t really stimulating RP for your victim. This one is hopefully pretty easy to do, just RP with your captive. Side Note! Unconsciousness! It is actually a lot harder to knock someone out than the movies portray. In order to hit someone over the head hard enough to render them unconscious you would also be causing some pretty serious brain trauma, and are just as likely to kill them instead. Even if you do knock them out, they’ll only be out for a few moments. Most people go along with the movie cliche because it’s simply easier for everyone involved (I’d rather not RP permanent brain injury just yet), but it is something to keep in mind. And as mentioned previously, your victim’s RP is pretty limited when they’re out cold. Torture I haven’t actually had many recent experiences with torture and from what I have seen so far, those dedicated enough to evil-ness to become torturers have a pretty good idea on how to do it well. The same basic suggestions remain, be attentive and give your victim quality RP. They didn’t ask to be tortured, so it’s up to you to keep things going. In addition, be careful about other people’s sensibilities. If you think someone might not be as comfortable with gore, tone it down. Other people might want a lot of gore, or perhaps they’d prefer more psychological torture instead of blood. There also comes a point where there's nothing more your victim can do besides emote screaming, so try to keep a conversation going if you can. Respect The Other Player As I said, your victim didn’t ask to be your victim, you have most likely set your RP upon them. So be considerate in how you use their time. And don’t assume I’m, well, vilifying villains. Respect and consideration goes both ways. There are probably just as many bad victims as there are bad villains. Every player needs to do their part in creating roleplay and being considerate to others. Bonus roleplay scenario of both slavery AND killing done well: Druid woman is snooping around the old white rose ruins. Encounters a band of slavers that have taken up residence. Druid is knocked over the head and placed in a dungeon. Slavers continue to RP, including branding the druid’s arm. Slavers take woman back upstairs, they just happen to be near a tree, and proceed trying to ‘break’ her. Druid makes an attempt to use her powers on the tree. Chaos and tree-burning ensues. Slavers accuse her of being a witch, and decide she must be killed. After several detailed emotes, the druid is executed and her body burned. What makes this work? The slavers were attentive, they RPed in detail, and even though they chose to kill the druid, their IC reasoning was solid and the death was done well and thoroughly. All around an enjoyable RP session. All you need to do is remember… Killing kills roleplay. If death is necessary, make it good. Interact with your captive with detail and attentiveness. Be considerate to other players. Really, if you just keep number four in mind, you'll be golden. Go forth and be evil!
  4. Name of the Group: As stated on the tin. They refer to themselves as "Witch Hunters", or as a slang, "Witchers." The Goals of a "Witch Hunter": In the end, they wish for a pure Anthos. One without Dread Knights, Litches, and all of the blights that ail the land- if they do that gently or by fire and sword is a different question. How they do it: Despite their pure goals, they could be misconstrued as 'terrorists' by those unknowing. Such statements are laughed at by those who call themselves Witch Hunters, but there may be specs of truth to how they operate. Why they do it: There are things that should not be seen in this world, things that the the creator would cringe at. Creatures, disgusting creatures such as Liches, Necromancers, Mages, and "Harbingers." Their History: They hold no reputation, or any significant story behind the group as a whole. Their history comes from the men who have lost their work, their lives and loved ones, and have came to seek revenge against the things that go bump in the dark. The only "recorded" knowledge was of a man named Leman Russ attempting to petition for the aid of Humanity and those against the Dark Arts. Individuals shape the culture and their outlook on others, though they have a hatred for Elves in particular, after seeing how they harbor the Blights. Humans are held in good light, the Orcs as heathens, and the Dwarves in good light. The Roster, Methods of Engagement, and Ranking Anything past here is a WIP. (Willing to take advice/ideas, and even just simple comments. Also looking for members, assuming I find people with an interest in the concept. Most likely will be fleshing this page out with time, till then I leave you with my seal.)
  5. A note falls from a rooftop and lands at your feet. Confused you pick it up. ((People who have no intention on killing (People who are not "Determined") would not receive this note)) We have seen the determination in your heart and mind. You are a deadly Warrior But you wish to take it further? You wish to kill for money perhaps? Well you have drawn the right people In our dealings we do not kill for pleasure. We kill because we must. So that the rotten people in this land are dead and the people who wish them dead are free. We are the Assassin's Guild "A brotherhood bound by blood" We welcome you with open arms if you wish to join us, It is a dangerous life, but you will have your brothers to guide you Upon further enquiry you are approached in a dark alleyway by a man dressed in white and a dark but rather regal purple. He begins to speak. I am here to speak with you about our Brotherhood. Ranks: Grand Master The head of the Brotherhood, everything passes through him. Contacts, Targets. Everything. He is the top mentor which all of the Assassins go to to seek advise and tips. He leads the Guild with an Iron fist ensuring that there are no spies or anything in his Organisation Assassino Highest ranking Assassin other than the Grand Master. These Assassins may go on the most difficult jobs and are there to help mentor the newer recruits and Guide them along the path. Marauder Each Marauder is in charge of a group of Coroners and their Initiates. Marauders are a key point in the Guild they are the arm in which moves the sword. They are sent on missions which they can either do alone or get help from their group Coroner The Coroners are in charge of 2 Initiates, who they must keep in line and help. It is their job to detect spies or any suspicious activity and report it to the Grand Master. Initiate The Initiates have 1 foot into the guild. They are trusted but they are still being watched by their Coroner leader. They must fill out contracts and seek help and advice from the Guild Master. Recruit The Recruits are the rookies to the guild. Everybody has to start out from somewhere. The Recruits aren't told a lot and don't really do much. They must take at least one set of training before they move up to the Initiate rank and are initiated into the guild. You will start out as a Recruit and work your way through the Guild becoming a more deadly Assassin as you go We also recruit: Messengers Spies at this time. We are waiting... and watching So if you wish to join or If you seek information send a bird to our Grandmaster at this address: *An address is written here* ((Watty_Banker)) IF YOU NEED SOMEONE DEAD SEND ME A BIRD ((Message on here not in the server))
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