12-14-2020, 01:54 PM
code by Vixika
─ ʟᴀɴᴅᴍᴀʀᴋ 01.
The defining feature you are on your way to Driftmoor is the cliffside; you have to follow it around and up its side to reach Driftmoor. The problem is that it takes 3 days to walk around and up the very high and steep cliffside. Small caves are doting the cliffside with animals who make their home there. The caves are commonly used as a shelter for wanderers and those on their way to Driftmoor since there are blizzards so often. Would you rather risk getting attacked or slowly freezing to death?
─ ʟᴀɴᴅᴍᴀʀᴋ 02.
Avalwatch is mostly a ghost town, and they hate interacting with anyone from Driftmoor. They are not very friendly towards them as they do not believe in paranormal or supernatural occurrences. They are a more religiously focused town with less than 15 people in town, but when something happens that even they themselves cannot explain, they will issue a contract to someone from Driftmoor to check out what is happening. Avalwatch is below the cliffside of Driftmoor.
─ ʟᴀɴᴅᴍᴀʀᴋ 03.
Darkhelm is the area that people of Avalwatch and Driftmoor do not go to. Huge jagged "teeth" of ice are scattered across the entire place, and a neverending blizzard cuts contact and interference from radio, GPS, and even compasses. Strange things are happening there, and even Avalwatch is cautious. Ghastly howls and screams rise from it every night, and everyone who goes to see what is out there never comes back.
-- Head decision-maker, is in charge of overseeing the town and making sure everything is up to snuff. Is the one who starts meeting and gathering.
character, played by roleplayer
Right Hand ── deputy
-- It helps the Pack Leader with their duties, oversees most of the paperwork from Hunters finishing contracts, and decides small activities like festivals. is the one to be diplomatic and set up meetings between other groups.
character, played by roleplayer
Lead Hunter ── head of warfare
-- Head hunter over all the hunters. Greenlights and gives contracts to hunters to complete. Inspects equipment and gives all paperwork and accident reports to Right Hand.
character, played by roleplayer
Shaman ── head of medicine
-- Head of the medics. Oversees the assessment of medics at the end of the training and helps everyone on task. Hands out monthly assignments to make sure everyone keeps their skills sharp.
character, played by roleplayer
Priest ── head of religion
-- "Religion" they can supposedly talk to the undead and paranormal. He goes to a location before and afters to make sure the contract is not fake. Checks for any paranormal or supernatural activity once a contract has been issued and after a contract has been finished. Helps coordinate gatherings and events.
character, played by roleplayer
Alchemists ── medics, shp
-- Healers, they help patch up injuries of the living and heal souls trying pass over. Are partnered with Hunters when on contracts.
characters, played by roleplayers
Conjurers ── medic trainees
-- To assist any medic and to be trained under one. The Shaman does the final assessment. They collect and organize and keep everything tidy. At the age of 6 months, an apprentice will choose to be a Hawker or a Conjurer.
characters, played by roleplayers
Hunters ── shp
-- Takes contracts greenlighted by both the Right Hand, the Lead Hunter, and after an assessment done on location by the Priest. They have a lot of equipment and are trained to deal with all sorts of supernatural and paranormal activity. The goal is to either catch the ghoul to help it pass to the other side back in Driftmoor or to dispose of it if it is too violent and destructive for capture. Are partnered with Alchemists when on contracts.
characters, played by roleplayers
Hawkers ── hunter trainees, shp
-- In training to become a Hunter. Learns the trades of hunting and capturing ghouls and spirits. The final assessment is done by the Lead Hunter. After becoming 6 months old, an apprentice will choose to be a Hawker or a Conjurer.
Town Folk citizens
Tucked away between two towns is Driftmoor. The beauty of the snow and ice is hiding dark secrets, supernatural and paranormal secrets. There is always something odd going on; tracks in the snow after blizzards, strange ghastly howls at night, objects moved. Unexplained things are happening, and it is up to the people to find out what is going on.
Bundle up, pack your gear, and get ready for the hunt.
Bundle up, pack your gear, and get ready for the hunt.
chat ─ plot ─ discord
TERRITORY
Situated between two towns, Driftmoor is on a cliffside of a snowy mountain. There is always deep snow, and blizzards. There are very little identifying features, but there is just enough to tell which way you are going. These are how you travel between Driftmoor, Avalwatch, and Darkhelm.─ ʟᴀɴᴅᴍᴀʀᴋ 01.
The defining feature you are on your way to Driftmoor is the cliffside; you have to follow it around and up its side to reach Driftmoor. The problem is that it takes 3 days to walk around and up the very high and steep cliffside. Small caves are doting the cliffside with animals who make their home there. The caves are commonly used as a shelter for wanderers and those on their way to Driftmoor since there are blizzards so often. Would you rather risk getting attacked or slowly freezing to death?
─ ʟᴀɴᴅᴍᴀʀᴋ 02.
Avalwatch is mostly a ghost town, and they hate interacting with anyone from Driftmoor. They are not very friendly towards them as they do not believe in paranormal or supernatural occurrences. They are a more religiously focused town with less than 15 people in town, but when something happens that even they themselves cannot explain, they will issue a contract to someone from Driftmoor to check out what is happening. Avalwatch is below the cliffside of Driftmoor.
─ ʟᴀɴᴅᴍᴀʀᴋ 03.
Darkhelm is the area that people of Avalwatch and Driftmoor do not go to. Huge jagged "teeth" of ice are scattered across the entire place, and a neverending blizzard cuts contact and interference from radio, GPS, and even compasses. Strange things are happening there, and even Avalwatch is cautious. Ghastly howls and screams rise from it every night, and everyone who goes to see what is out there never comes back.
RANKS & TITLES
Pack Leader ── leader-- Head decision-maker, is in charge of overseeing the town and making sure everything is up to snuff. Is the one who starts meeting and gathering.
character, played by roleplayer
Right Hand ── deputy
-- It helps the Pack Leader with their duties, oversees most of the paperwork from Hunters finishing contracts, and decides small activities like festivals. is the one to be diplomatic and set up meetings between other groups.
character, played by roleplayer
Lead Hunter ── head of warfare
-- Head hunter over all the hunters. Greenlights and gives contracts to hunters to complete. Inspects equipment and gives all paperwork and accident reports to Right Hand.
character, played by roleplayer
Shaman ── head of medicine
-- Head of the medics. Oversees the assessment of medics at the end of the training and helps everyone on task. Hands out monthly assignments to make sure everyone keeps their skills sharp.
character, played by roleplayer
Priest ── head of religion
-- "Religion" they can supposedly talk to the undead and paranormal. He goes to a location before and afters to make sure the contract is not fake. Checks for any paranormal or supernatural activity once a contract has been issued and after a contract has been finished. Helps coordinate gatherings and events.
character, played by roleplayer
Alchemists ── medics, shp
-- Healers, they help patch up injuries of the living and heal souls trying pass over. Are partnered with Hunters when on contracts.
characters, played by roleplayers
Conjurers ── medic trainees
-- To assist any medic and to be trained under one. The Shaman does the final assessment. They collect and organize and keep everything tidy. At the age of 6 months, an apprentice will choose to be a Hawker or a Conjurer.
characters, played by roleplayers
Hunters ── shp
-- Takes contracts greenlighted by both the Right Hand, the Lead Hunter, and after an assessment done on location by the Priest. They have a lot of equipment and are trained to deal with all sorts of supernatural and paranormal activity. The goal is to either catch the ghoul to help it pass to the other side back in Driftmoor or to dispose of it if it is too violent and destructive for capture. Are partnered with Alchemists when on contracts.
characters, played by roleplayers
Hawkers ── hunter trainees, shp
-- In training to become a Hunter. Learns the trades of hunting and capturing ghouls and spirits. The final assessment is done by the Lead Hunter. After becoming 6 months old, an apprentice will choose to be a Hawker or a Conjurer.
Town Folk citizens
code © vixika from FF | repurposed by quietly