Post by Deleted on May 13, 2015 15:51:54 GMT
Rules:
1: At least every other day, once a day when possible, I will return and explain the success or failure, and start the next "turn".
2: Every post will be considered an attempted action so long as it is possible for the character. If it isn't, or if I suspect that the post is just a troll being a troll, I will explain why it wasn't used/didn't work.
3: Keep it friendly. this is a silly game just to be silly and fun. Expect my interpretation of names to be Overly-literal.
HOW TO PLAY:
Post in first-person what you think Namegiver should do next. Don't Rp out their thoughts, because otherwise the poor appelomancer is going to be schitzophrenic between everyone playing. You only need to put a short post saying "I'm going to find a rock and name it The Philosopher's Stone!" or something like that, though I won't get upset if you explain a plan in greater detail, especially if it's somewhat complicated. Feel free to add suggestions to other people's ideas (please quote the person who you're giving suggestions too, so that I can tell what's going on when trying to determine what actually happens), but only the original poster can change that idea (preferably by editing, but re-posting is fine as long as you don't double-post).
Setting:
Your father was a great and powerful wizard, the kind that kings would pay an arm and a daughter to have work for them. But your father's only love was magic, and built a wizard's tower in the middle of nowhere to study. One day he realized he wasn't going to be young forever (that kind of magic is far to dangerous to misuse like that), so if he wanted an heir, he'd need to get one now. You are his result, his only child. You never knew your mother, but growing up as one of two people in a wizard's tower, you didn't really find it all that odd.
Your father taught you all the basics of magic from the moment you could speak, expecting you to become the heir to his power, and his title as "Most Powerful Wizard". But as you grew older, you didn't show any signs of magical potential. Eventually, your father became desperate, and sent you to a nearby mage's college, where he hoped that it was a failure in his ability to teach at the beginning level anymore. Unfortunately, the college sent you back, saying you simply didn't have any magical potential. What little time you spent at the college did teach you how to act around normal people, however; it was very different from the simply social life at home: Don't get in dad's way.
So as time passed, your father gave up on you having any sort of potential as an heir, and took on several apprentices. One of them, Darious, picked on you frequently. So one day when Darious was explaining how he intended to introduce your face to the inner workings of the cattle-trough, you called him a bully. But for reasons to this day you can't explain, you called him "Darious, the bully." instead of just saying "you're a bully". Oddly enough, he answered to it readily enough, and the next day you caught the other apprentices using the new title to describe Darious the bully. Even your dad called him that. But no-one acted like anything was different. Even Darious got upset when you pointed out how he'd accepted the name, saying he'd always been "Darious the bully". This was very perplexing.
You did some experimentation with the other Apprentices, and it seemed that if you called them by any name other than their actual one, it BECAME their name, and aside from you no-one knew it had ever been anything different. Furthermore, discriptive names seemed to influence the receiver's personality. Darious the bully became even more of a bully, picking on the other apprentices as well. Jim four-fingers still had all 5, but he had trouble grabbing things because he refused to use his thumb, insisting he had lost it in a fireball accident. Brandon best-friend became Darious' sidekick, much to your chagrin, and that was when you discovered the other downside to your power: You could only rename a person once.
You snuck into your father's study, and began to research. Eventually, you found a single note about "Appelomancy", or the magic of naming things. Apparently there are barbarians who practice it, but no-one has ever seen it at work. Only one practitioner, Pontificus the Ignorant, ever really looked into the matter, and his notes are rather slipshod at best. You suspect this is not coincidence, based on your own experiences. He does note that Appelomancy supposedly works on objects as well. A quick test on The Ever-Inked Quill, which indeed never runs out of ink, proves this true.
Well, between Darious the Bully and Brandon Best-friend, you decide your time here is done, and you leave the confines of your father's tower, to make a name for yourself out in the world. First things first, a name for yourself! You're tempted to go the obvious route, and call yourself "The All-powerful" or "god!" or some such nonsense, but decide to be more subtle about it. Namegiver shall be your name! And it is! You feel you have a better understanding of your abilities now, though it's hard to put into words.
The Story (turn 1):
You find yourself standing in the town of Greystone, named after it's grey walls. It's not far from a river, and has a road leading strait through it and beyond, you know not where. You smell the air, somewhat rank compared to the country air you're used to, and look around. Time to begin your quest! Which is...?
Equipment:
Clothes on your back: a simple tunic, trousers, and a pair of boots. somewhat dirty.
10 gold coins: Your going-away present from good old dad; it was the change in his pocket.
A dagger: a simple dagger you 'borrowed' from the kitchen at the tower; not overly dull, but not terribly sharp either.
The Ever-Inked Quill: Doesn't run out of ink. You figured you'd get more use out of it than your dad (not really, but you made it, so it's yours, darnit!)
Health: 10/10
Apellomancy (people): 2
Apellomancy (things): 2
1: At least every other day, once a day when possible, I will return and explain the success or failure, and start the next "turn".
2: Every post will be considered an attempted action so long as it is possible for the character. If it isn't, or if I suspect that the post is just a troll being a troll, I will explain why it wasn't used/didn't work.
3: Keep it friendly. this is a silly game just to be silly and fun. Expect my interpretation of names to be Overly-literal.
HOW TO PLAY:
Post in first-person what you think Namegiver should do next. Don't Rp out their thoughts, because otherwise the poor appelomancer is going to be schitzophrenic between everyone playing. You only need to put a short post saying "I'm going to find a rock and name it The Philosopher's Stone!" or something like that, though I won't get upset if you explain a plan in greater detail, especially if it's somewhat complicated. Feel free to add suggestions to other people's ideas (please quote the person who you're giving suggestions too, so that I can tell what's going on when trying to determine what actually happens), but only the original poster can change that idea (preferably by editing, but re-posting is fine as long as you don't double-post).
Setting:
Your father was a great and powerful wizard, the kind that kings would pay an arm and a daughter to have work for them. But your father's only love was magic, and built a wizard's tower in the middle of nowhere to study. One day he realized he wasn't going to be young forever (that kind of magic is far to dangerous to misuse like that), so if he wanted an heir, he'd need to get one now. You are his result, his only child. You never knew your mother, but growing up as one of two people in a wizard's tower, you didn't really find it all that odd.
Your father taught you all the basics of magic from the moment you could speak, expecting you to become the heir to his power, and his title as "Most Powerful Wizard". But as you grew older, you didn't show any signs of magical potential. Eventually, your father became desperate, and sent you to a nearby mage's college, where he hoped that it was a failure in his ability to teach at the beginning level anymore. Unfortunately, the college sent you back, saying you simply didn't have any magical potential. What little time you spent at the college did teach you how to act around normal people, however; it was very different from the simply social life at home: Don't get in dad's way.
So as time passed, your father gave up on you having any sort of potential as an heir, and took on several apprentices. One of them, Darious, picked on you frequently. So one day when Darious was explaining how he intended to introduce your face to the inner workings of the cattle-trough, you called him a bully. But for reasons to this day you can't explain, you called him "Darious, the bully." instead of just saying "you're a bully". Oddly enough, he answered to it readily enough, and the next day you caught the other apprentices using the new title to describe Darious the bully. Even your dad called him that. But no-one acted like anything was different. Even Darious got upset when you pointed out how he'd accepted the name, saying he'd always been "Darious the bully". This was very perplexing.
You did some experimentation with the other Apprentices, and it seemed that if you called them by any name other than their actual one, it BECAME their name, and aside from you no-one knew it had ever been anything different. Furthermore, discriptive names seemed to influence the receiver's personality. Darious the bully became even more of a bully, picking on the other apprentices as well. Jim four-fingers still had all 5, but he had trouble grabbing things because he refused to use his thumb, insisting he had lost it in a fireball accident. Brandon best-friend became Darious' sidekick, much to your chagrin, and that was when you discovered the other downside to your power: You could only rename a person once.
You snuck into your father's study, and began to research. Eventually, you found a single note about "Appelomancy", or the magic of naming things. Apparently there are barbarians who practice it, but no-one has ever seen it at work. Only one practitioner, Pontificus the Ignorant, ever really looked into the matter, and his notes are rather slipshod at best. You suspect this is not coincidence, based on your own experiences. He does note that Appelomancy supposedly works on objects as well. A quick test on The Ever-Inked Quill, which indeed never runs out of ink, proves this true.
Well, between Darious the Bully and Brandon Best-friend, you decide your time here is done, and you leave the confines of your father's tower, to make a name for yourself out in the world. First things first, a name for yourself! You're tempted to go the obvious route, and call yourself "The All-powerful" or "god!" or some such nonsense, but decide to be more subtle about it. Namegiver shall be your name! And it is! You feel you have a better understanding of your abilities now, though it's hard to put into words.
The Story (turn 1):
You find yourself standing in the town of Greystone, named after it's grey walls. It's not far from a river, and has a road leading strait through it and beyond, you know not where. You smell the air, somewhat rank compared to the country air you're used to, and look around. Time to begin your quest! Which is...?
Equipment:
Clothes on your back: a simple tunic, trousers, and a pair of boots. somewhat dirty.
10 gold coins: Your going-away present from good old dad; it was the change in his pocket.
A dagger: a simple dagger you 'borrowed' from the kitchen at the tower; not overly dull, but not terribly sharp either.
The Ever-Inked Quill: Doesn't run out of ink. You figured you'd get more use out of it than your dad (not really, but you made it, so it's yours, darnit!)
Health: 10/10
Apellomancy (people): 2
Apellomancy (things): 2