A Kingdom's Fate(RP) Interest thread. (Medieval setting)

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Jav3lin

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Jan 18, 2009
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So, just over 2 years ago I posted an RP here that went onto 29 pages, and since I had put so much effort into making this world, I thought I'd give it another chance of glory.

Some here may have seen this thread or recall it slightly in the back of your mind, but for me it has always been a fresh memory, and just reading through the opening post has brought back so many great memories. Last time it died out because so many people dropped out and the story sort of started slacking off.
So now, seeing what I did wrong, I will try everything I can to make this remake work. I just finished finals, but I realize that many here are still in theirs, so this will not air for some time.
However, I would like to put this out there and see if anyone has any ideas or perhaps some of you are interested in the idea. I will copy paste the opening post onto here, but bear in mind that some minor details may change, but if any, I will notify them afterwards and make sure that it's nothing too grand.
So without further ado, here is the opening post. (Points for hand-drawn maps? :p)


Also, a link to the first thread if you want to read on some of the story or characters maybe.
http://www.escapistmagazine.com/forums/read/362.192013-A-Kingdoms-Fate-Rp-Ended

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Alright ladies and gentle-man! It's time for the information to start flowing. Get ready to be astounded. My schedule cleared up for most of this week except for tomorrow, so expect the rest of the information up on this Thread by Sunday morning...

** **
The world has yet to be mapped entirely, but many adventures and explorers have lost their life to the vast dangers that linger out there, in the unknown spaces between the cracks for the mere purpose of drawing them.
However, the landscape that has been charted is mostly grassy and snow covered terrain, ranging from the Northern Mountains to the grassy wilderness plains in the south.

To the West lies the Kingdom of Herelden, where the King rules every land that is charted, for there is no other king.

To the East however, is a newly encountered enemy. The Humans call him Tai Ogul, but he has many names. Many stories have been told of him, followed by nightmares and hellish screams.
It is said, that if you stand atop the largest tower in Herelden, you can see the Black Clouds over an erray of orange lights, thousands of torches and bare flames that move swiftly across the terrain.

The people of Herelden are told not to fear, that the forces of Tai Ogul can never pass the Rift, a large bottomless spine that is said to be the work of Gyia herself. The Cult of Law however incist that forces be sent to the East to guard the perimeter, but King Herald denies such accusations, and says the Rift cannot be crossed.

Across the Rift is a large dead plain, where no grass grows and no wildlife lives. Only the endless fires and battle cries. Tai Ogul is creating a massive army, using resources unknown to man, to make hellish beasts and mechanically enhanced men. The beasts range from tiny poisonus Scorpids to muscular Satyrs and Giant Ogres.

Tai Ogul has the world?s most enhanced alchimist scientists working on making his beasts more deadly and more powerful every day, while increasing his numbers every week.
While it is said, that the Rift cannot be crossed, no-one can be sure to say that the mighty Tai Ogul cannot find a way.

** **

So, without further delays, I present the world of Calemdar (I apologize for lousy handwriting)

Everything we see, what we hear and what we touch is all the work of one mother, our mother the Worldmother. Often refered to as Gyia, but her names differ between languages.
Her tears flow gracefully on her skin and fill the large oceans in all directions. Her bones stretch to the sky in shape of mountains and the wildlife in the south is thought to be the source of all life.
But with the beautiful peace of Gyia, comes evil. Evil comes in many forms, bandits roam the lands and pirates sail the seas, praying on the weak and lower class.
But Gyia provides, as she always has. The unfortunate souls that die by evil or by natural causes, will retire to an endless slumber besides Gyia in the beautiful plains of Aton, where all is green and death is nowhere.
But as the evil souls of the blessed Mother are gone from this world, only darkness and shadow awaits. Her brother, Gaudan is rarely spoken of, due to the bad luck that follows.
Where the evil souls go to has no name, so the humans have called it the Shadowrealm. In the ancient texts there is no word of the realm, except that Gaudan rules it, and feeds on blackened souls.
The Symbol of Gyia is a green rose, meaning stability. Everything made by Gyia is as beautiful as it is deadly.
The Symbol of Gaudan is an eye that has been sowed shut and a bloody tear running down alongside it, meaning the long and blind journey you have ahead of you in the cold dark abyss.



Mount Nort is prohibited by any other than Kin-Dwarves, but the mining colony town of Mungen favours Men and Hilt-Dwarves for trade and work.

Mungen is a Kin-Dwarven mining colony. Bronze, iron, steel and all other arms & armor minerals are mined from the mines there and smelted in the town. It's mainly industrial.

Herelden is the Capital, lots of Lords and Nobles, fine dresses and fancy houses. There are slums next to the roads outside the city where dirt is your walkway and badly constructed houses are built from cracked rocks and rotten wood. Misery and diseases are met with Guards often staying away from the slums, making crime and thievery a daily bread.

Port Town of Wesburg is the only Port in Calemdar. Because of this, it is heavily guarded by Hereldian Guards, and it has the biggest market in all of Calemdar. Mostly industrial.

Flemwood is a large forest area, stretching from the Western Sea all the way to the Mound Mountains, and from there to the Northern Mountains.

Village of Flemworth is in the heart of Flemwood and it's where the Elves trade and do their business. Otherwise, you will see over a hundred tree-houses, hut areas and small houses surrounding the trees and the lake there.

Temple of Gyia is to the far south, enclustered by Flemwood's trees and is home to the Monks of Gyia. The monks never leave the temple, and the road from Flemworth to the Temple is very deserted and nature has taken it's course. Trees have risen out from the stone bricks and grassy terrain has started to build in between it. Vines hang loosely from the trees clustering the road, making the Temple only visable up-close. Other than that, there are almost 90 steps of stairs up to the Temple entrance from the road. It is said to be guarded by Gyia herself and no-one else.

Mound Mountains is home to Orcs and is known for it's deadly natural gas seeping from the ground and it's low mountains and hills. The entire terrain is rocky and there are no trees nor grass in sight due to the deadly gas. However, there is one plant that grows there, usually in the caves. It is a green rose, the deadliest plant in Calemdar. It's poison is illegal and very expensive, however it always finds its way to some markets somehow. It's called Moundvine.

Wurden is a Hilt-Dwarven industrial capital. It's core is Nobles and Assembly families that rule the town, but surrounding the fine dwarven housing and beautiful dwarven ladies in silk dresses, is the industrial part of Wurden. There you can find anything and everyhing, from arms & armor to your own personal Hilt-Dwarven architect, perfect if you want a house in the hill. There is also dwarven wear there and it's illegal market is the biggest and most expensive in all Calemdar.

Town of Swaere (Pronounced Swear)is the only lowland town besides Wesburg. There you can find all sorts of food and wine and it holds the most lovely women and the fanciest taverns. Surrounding it is a vast area of farmland, where over two hundred farm families grow the land. Their main and most expensive industry is the silk, which they travel with through Flemwood to Wesburg. However, the road from Flemwood to Sweare is clustered with bandits because of this.

Port Stawt is a small Human controlled port just off shore to Herelden. It's on a small island in the Western Sea and is surrounded by a small plain and a thick forest area. They trade in all sorts of goods and repair ships.

Port town Lemsten is an average sized town with a fairly big port. It is controlled by Kin-Dwarves and they trade minerals for food and other various goods. Also trade between Riverbank in highly illegal substances and 'hot' goods.

Tartungen is the largest mining colony known to man. Dwarves ofcourse brag about the size of mining colonies further north being ten times Tartungen's size, but that's usually just talk. The Hilt-Dwarves, Kin-Dwarves and Humans that work there usually live there or in Mount Nort. However, a few months ago, the giant gates of Tartungen closed shut and there hasn't been a word from within it's walls since.

Harpwood is a fairly large forest area, known specially for their ties to the Half-Bounds in the mountains to the East. Legends tell of a ruin that rests within the heart of the forest. They say that the count who lived in the castle there was the first Half-Bound, and that the ruins are haunted by him and others like him. Besides the ruins are the infamous harpies, the cause of the name. The harpies in the area are many, nests are found in the highlands of the forest, in the trees and even in some of the closer mountain passes.

Village of Stanston is known for it's tobacco and Cea-weed production. While Cea-weed is very rare for it's commonly known place to grow is at the bottom of the Western Sea to the south, it also grows in large bunches in the Shell River. Surrounding the village is farmland, and you can barely move around without stepping on another man's property, for there are no roads from the bridge leading to the village and all the way to Riverbank.

Riverbank however is a whole other deal than Stanston or Lemsten. Riverbank is very known for it's silk production and farm animal breeding. While that mostly happens outside, inside the village are beautiful houses, incredibly fair women and everyone wears expensive silk, for in Riverbank, it's quite cheap. Because Riverbank is so far from Herelden, it is controlled by Count Stanston, the man who also controls the neighbour village and Port Stawt. Count Stanston is known for his generous nature and sense of fair play and loyalty.

The Races of Herelden have mixed within the ages and cultures have clashed, creating the current races as such:

Hilt-Dwarves: Known for their arms & armor smithing. Lifespan is no more than 90 years. Their home is the town of Wurden. It is controlled by Noble assemblies instead of a King and is mostly industrial. Good for smiths and laborers. Dwarven names of constructs and their people are usually with an "en" ending. Playable.

Kin-Dwarves: Known for their healthy drinking and fighting skill. Lifespan is no more than 70 years. Their home is Mount Nort, where they live inside the Mountain, towns of stone and metal are their home. Good for melee fighters and stone architecture. Dwarven names of constructs and their people are usually with an "en" ending. Playable.

Men: Known for their incredible flexibility for fighting skills and their trustworthy manner. Lifespan is no more than 80 years. Their home city is Herelden, the Capital of Calemdar. Controlled by King Herald. Herelden is known for it's size and the largest collection of books and scrolls in all Calemdar. Good for melee and archery fighters and their verbal skills. Keep in mind that the race "Men" includes females aswell. Playable.

Half-Bounds: Men and women that have been tainted by dark souls that have managed to flee the Shadowrealm. Few of them know destructive magic and their faces are deformed and their entire bodies burned. They have no home city, except for the Northern Mountains where they hide from the world. Lifespan is no more than 25 years after posession. Playable (One player restriction!).

Sever-Elves: Often refered to as Severs (s-e-vers). Known for their loyalty and wood crafting. Severs are elves that have severed their connection to Gyia, and are marked as Outcasts. Lifespan is no more than 60 years. Their home is Herelden, where they live as slaves. Also known to be slaves in farmlands and small villages throughout Calemdar. Good for slaves and stealth fighting. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.

Elves: Known for their survival skills and cunning reflexes. Lifespan is no more than 150 years. Their home is Flemwood, and they trade with Men and Hilt-Dwarves in the Village there. The Village of Flemworth is controlled by Elder Flem. Flem is said to have been blessed by Gyia herself, and is thought to be over 600 years old. Good for scouts, archery fighting and trackers. Elven names are usually double; Ta'dir, Ume'nar, Ha'le. Playable.

Drows: Often referred to as Dark Elves. Known for their destructive nature and their witty mind. Lifespan is no more than 40 years. Their home is originally the mines of Mungen, but King Herald just recently legalized Drows in the community. Good for their intimidating nature and natural intelligence, bad in combat. Drow names are usually very short. Playable.

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Ancients: Humans, both men and women, that have been blessed by Gyia herself. In their unbiding loyalty to Gyia, she has granted them a pure soul from the plains of Aton(heaven) itself. These souls have willingly granted the Ancients their power, and therefor will not corrupt their mind. Their scars take far longer time to reach their full scale -unlike the Half-Bounds- and first arrive as simple tattoo's and markings, but after a few hundred years, the Ancients become blind, deaf, mute, mentally unstable, and then finally pass away, to the plains of Aton. The Ancients recieve more of their power through time and the Soul grants them it's power from within. The Ancients are known for many arts, but the two most common ones are Enchanters and Scroll Masters. Depending on the Soul's powers, any Ancient can recieve either, -but never both- powers. Ancients are very rare, and because of their magical powers, they have remained hidden from the Kings of Calemdar throughout their history. Up until now.

Non playable creatures:

Gryphon: A mixture between a lion and an eagle, this magnificient beast is thought to be long extinct, and it is known in tales for being the only means of making a man fly. Their home is originally The Northern Mountains, but they made that their home when they traveled to Calemdar from the far, far north. Their beaks are as deadly as their claws, and a Gryphon Mother is a force to be reckoned with; twice the size of a normal one, and three times the power. Rarely tamable. Not Playable.

Dragons: Mythological beasts of giant proportions. They exist only in tales now, they have been thought extinct for over 200 years. No man has ever ridden a dragon and they are magnificent and un-tamable beasts, unlike the Gryphons. There hasn't been a dragon sighting in over 300 years, but the last nest discovered was on an island 30 miles off the Western Coast of Wesburg. Un-tamable. Not Playable.

Satyrs: Humanoid beasts with horns, hooves and furry bodies. Often in the color green, black or red, they are ravenous and deadly beasts. Satyrs are homed to the East and only travel West on very few occasions, making sightings in Calemdar incredibly rare since the creation of the Rift. However, several Satyr sightings have been in the western forest area of Flemwood. Un-tamable. Not Playable.

Scorpids: Scaley beasts. Their size is different from the area they reside in. Mountain Scorpids are the size of dwarves, but Forest Scorpids are half that size. They carry a scaley shell that is impregnable by blade and a stinger that can paralyze a man within a minute. They are only deadly if their stinger has been altered, like the Scorpids Tai Ogul has in his ranks. These beasts can be tamed by Elves and Drows. Not Playable.

Ogres: Massive beasts, the size of a house. They are extremely rare, and are only seen in large caves deep into the Northern Mountains or in Tai Ogul's ranks. However, these beasts are very intelligent humanoids, and if they are raised by humans in society, they can learn everything a human can. However, they will never grow larger than 5-7 meters in height. The cause of this is that the Ogre Mother's breastmilk increases growth, and without it, the Ogre only succeeds in growing a fifth it's normal size. Taming these beasts is illegal, and the punishment is execution of the Ogre, and 100 gold coins. Tamable by humans, Kin-Dwarves and Hilt-Dwarves(Only from birth). Not Playable.

Orcs: Mindless beasts that were once dwarves. They originated from the poisonus Gas Mounds in the Mound Mountains south of Wurden. The low mountains there have a habid of being infested with small volcanic activity, releasing small gas craters scattered across the terrain. Breathing the gas in for too long will result in facial reconstruction, bone growth excelleration and brain- and tissue rotting. The gas is clear and can only be detected by smell. There are several caves lining the Mound Mountains, and old mine shafts can lead all the way to the northern part of Flemwood. Three mines such as these have been detected near Flemwood, but King Herald has issued guards on duty at all three locations, however there are more mines to the north.
The Orcs are fairly weak, but go in a frenzy upon looking at Elves or Dwarves. Men, they don't mind. Un-tamable. Not Playable.


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Goblins: Humanoid creatures with a simple mind; survival of their race. The goblins have always been on everyone's tongue in elven folklore, which tells of their stories from the north as they came from there they rested in caves and expeditions grew wide across Calemdar where elves were attacked by goblins and other evil creatures. From there the goblins have always been favoured to loot everything they think of value, but not to sell it. The various items the goblins loot and take with them home works like currency for them, wherever they may recide. They do not find quality in gold, but trade goods amongst eachother.
Goblin sightings have been very low ever since the gates of Tartungen were closed shut, bu they were a very common problem for road travelers and guard patrols before.
Their minds may be simple, but if there has been a leader organized within a group they are very dangerous and planned. Even if goblins behave like rabid dogs and don't look any better, they follow orders from anyone above their station to the letter and without question, and hence make a great enemy, or ally if tamed. They are smalled than humans but taller than dwarves and their back is leaning in a forward, down position sort of like a lump. They have very sharp teeth and ravinous eyes. Their skin is grey or dark brown, depending on sex (male - gray, female - brown) and they dress like humans. Usually seen without shirt, but wearing ragged pants and most every time wearing many belts filled with all types of miscellaneous items that they believe are of some worth.
Tamable by Ancients. Not playable.

The Cult of Law: Series of Nobles and Lords in Wesburg, Swaere and Herelden and demand guard patrols on the eastern perimitter of the Rift. These guys have very strong political connections, but are disliked by the King.

Cult Gaudan: Men and women who follow the God Gaudan, and seek his Shadowrealm upon death. They toy with deadly magic by performing rituals on Half-Bounds and they scar their bodies for the sake of Gaudan. These guys have very strong minds but are disliked by everyone.

Order of Flem: Elves with the intention of making Flemworth an Elven Capital but not just a trade station. They want to increase it's size and popularity. Disliked by elves outside the order, but are liked by Men and Hilt-Dwarves.

Order of Iron: Hilt-Dwarves and Kin-Dwarves that have formed a united society within Wurden and Mungen. They seek to start a mining industry in Wurden and increase Mungen's size. Disliked by King Herald and Sever-Elves.

Order of Gyia: Monks that reside in the Temple of Gyia, deep in the heart of Flemwood. These monks are known for their special bond and connection to Gyia herself, and the temple is thought to be protected by Gyia herself. Their purpose is unknown. Disliked by Kin-Dwarves and Sever-Elves.

Assembly of Stone: An order within Mount Nort with the sole purpose of opening Mount Nort to outsiders and increase trade with other races. They are also in league with the Order of Iron. Disliked by Drows.

Order of Templars: Group of Men and Hilt-Dwarves that wear heavy plate armor and find magic is an obomination to Gyia and should be eradicated from Calemdar. Their sole purpose is to kill all Half-Bounds and the cultists of Cult Gaudan. Disliked by Sever-Elves, Drows and Half-Bounds.

Gaudan's Knights: Half-Bounds that have learned to infuse their blackened souls and disperse their power through themselves. Their power ranges from bursts of fire to telepathic mindreading and talking, dizorienting the minds of their victims, making them think they've gone insane.

The Guild: This is run by three brothers, and they call themselves the Headmasters. They run every crooket shop, black market deal and drug ring in Herelden. They're looking to expand to Wesburg and Swaere, and have already gotten some plans in motion. They also run the entire protection racket in Herelden and Mungen. They recruit Men, Hilt- and Kin-Dwarves into their ranks. Hated by the public, hunted by King Herald and disliked by Elves.

Berserker: Favors the two-handed weapons and heavy armor. They are capable of going into a frenzied rage, increasing their physical strength at the loss of stamina and agility. Kin-Dwarves, Hilt-Dwarves and Men only.

Tracker: Archers that know the wild and are capable of shooting decisive arrows at their enemy's weakspots, but with the loss of focus and reflex time. Elves and Men only.

Bard: Known for their musical and dagger skill, bards are often referred to as a perfect thief material, for their quick reflexes and fluid movements. Men and Kin-Dwarves only.

Protector: Known for their muscle and skill with a shield. They can anticipate enemy movement and deflect missile attacks. Kin-Dwarves, Men and Hilt-Dwarves only.

Wordsmith: These are the real danger outside of combat. Their tongue is their weapon and they specialize in forming lies like no other. They can charm, manipulate and trick weakminded people easily. Drows and Sever-elves only.

Death Knight: Known for their destructive mind, these evil knights are illegal, for they can use the power of the blackened soul within them to manipulate certain elements. Half-Bounds only.

Blademaster: A warrior who wears light armor and makes his swords do the talking. They can keep their mind on the battlefield, increasing focus, but at the cost of strength. Sever-elves, Men, Elves and Hilt-Dwarves only.

Eastern Warrior: These arts were brought to Herelden from the East over 200 years ago, before the Rift was created. Favor no armor except for their clothes and their skill with throwing knives, daggers and stiletto's are the best in the world. Very weak to any and every weapon. Can deliver fast cuts at the cost of strength and awareness. Sever-elves, Drows and Elves only.

[small]New!![/small]
Enchanter: Commonly known as Mage-Writers, these Ancients have the power to create all sorts of magical items by gathering the magical materials from Crystals found in the mines such as in Mungen and Tartungen. After gathering the materials, they can bind it to an item, be it a weapon, armor or a simple coin; they can give it life, and they can give it power. Because these magic wielding humans receive their power later than Half-Bounds, their scars and sicknesses also arrive several years later, and are thought to be of natural causes. Very weak against every attack. Not playable.

[small]New!![/small]
Mage: They are far more powerful than the Enchanters, but could not survive without them and vise versa. The Enchanters can gather magical material from Crystals and bind it to an item, but they can also bind it to people. It is a process that takes several days, and it is the source of a Mage's power. If anyone but a mage is bound to magic from Crystals, he will die a short but painful death within an hour. The power of Mages are few, but as they progress they learn how to become immune to a Death Knight's magic, can mend the soul of a fallen comrade -if Gyia allows- and create magical barriers to prevent anything or anyone from penetrating. They also have the power to surge elements upon touch. Very weak against every attack.

Currency will be gold coins.

Most expensive: Elven weapons, Hilt-Dwarven armor, Human clothes (silk and fancy garnets), Kin-Dwarven ale.

Cheapest: Human weapons, Elven armor, Kin-Dwarven clothes, Hilt-Dwarven ale.

I will set prices if you wish to buy or sell items. Keep in mind, this can only be done in between Quests and Story encounters.

More on prices after sheets have been submitted.


EDIT: Changed the name, you like? :D
EDIT: Added Death Knights to the Orders and Cults spoiler, and added all the Classes. I might add 1-2 more classes, or I might not.

Name: S/E (Remember the elven and dwarven name recommendations)

Age: (20-55, except elves)

Gender: M/F

Race: (No mixing races, and 1x Half-Bound will be accepted only)

Class: No creating your own, use the ones I made!

Skills: What makes you better than others? Why would the King send you an invitation to his meeting? Nothing supersonic, it can be something as simple as special training or a long fighting history, no supermen!

Appearance: Your face, facial hair and hair, haircolor and eye color, height and weight, distinctive marks or tatoos, I recommend re-reading the Race information and get inspiration from there.

Equipment: Your arms & armor, anything extra you happen to carry with you, a book, bandages, flint & tinder maybe? Just anything your Class and Race makes sence to be carrying.

Personality: How do you act in combat and out of combat? How do you act when someone is violent towards you and how do you present yourself in conversation?

Backstory: Where were you raised? Why'd you become a fighter? You don't have to be a special case, you can be a farmboy or just a girl who went to Herelden and worked in an inn. I'm not expecting some Gladiator Legend or a Master of the Universe, just old-school fighters that happen to have sufficient skill.

Extra / Note: Anything note-worthy, like a past relationship that haunts you, a pendant your mother gave you or just anything you want the other players to know about your character. This can spice your Backstory and Personality depending on what you pick, if you got nothing, simply type "None"
GO BY THESE TEMPLATES PLEASE! And have fun! :D And don't you dare call your character Bob or Peter, keep it Medieval and Fantasy-styled names!

Black Rock - Obtained in the mines of Mungen - Burn the rock and breathe in the smoke - Gets you high quickly.

Shadegrass - Obtained in the Northern Mountains - Mix with water or eat raw - Raw gets you higher quickly, but mixed with water is less dangerous.

Ceaweed(sea-weed) - Obtained in the southern parts of the Western Sea - Smoke from a pipe or eat raw - Raw gets you higher quickly, but smoked is less dangerous.

Flem Crystal - Obtained in Flemwood - Crush the crystal and eat the tiny white rocks inside - Gets you high fairly quickly, depending on amount of consumption.

Sever-Elves:Nearly 830 years ago, the elves known today as Severs were just ordinary elves, living and working with their brethren. But a group of these elves felt Gyia take too much space, that she wasn't generous enough and that Elves deserved more, and so they broke the bond to Gyia, by seizing their prayers to her. Few months later, many of these Elves grew sick, and they all moved to Herelden for aid. Many died, but others surived, and created the race now known as Sever-Elves. That plague that effected the first Severs still corrupts the blood of those today, shortening their lifespan.

Hilt-Dwarves:Thousands of years had the Dwarves lived in the mountains, liking the snow covered terrain and the lovely hillsides and pinetrees. But not all. Hundreds of thousands of Dwarves had by that time, begun smelting and smithing. Finding that Dwarves are good at this trait by mere instinct, more and more started practicing these arts, and before you know it, the smoke from all these industrial zones had killed thousands. Taking matters into their own hands, the Dwarven Noble assembly's and the Lords of Noble families saw the danger within these arts, and banished smithing and smelting from being practiced within a mountain astablishment. Needles to say, the Dwarves that knew nothing better than to smelt and smith moved from these homes, and created many great colonies throughout the world. The largest known to man, being Tartungen, a great mining colony north-west of Mount Nort.

Drows:Originally Elves from Flemwood and Harpwood, these harmless adventurers traveled to Mungen in search for minerals and wealth. Using up all their resources, they started a mining industry about 400 years ago. The Elves, needing the constant flow of clear oxygen, started dying within the mines. A hundred years passed, and the Elves stopped dying, stopped getting sick, but their skin started turning, and the eyes of their baby's became red or yellow of color. Terrified, the Humans and Dwarves noticed the Elves change, noticed them getting meaner and more brutal. The former king of Herelden, King Horuld, banished these Elves, for the sole reason of being scared of them. Afraid of retaliation from the Drows, King Herald legalized them again, and ensured people that they are more of a threat, lurking in the mountains, than they are, under the watchful eyes of guards.

Half-Bounds:They started appearing in the Northern Mountains, vile creatures wielding unearthly magic and terrible weapons. These frenzic beasts wreaked havoc upon countless farms and families, trade caravans and woodland areas, until finally King Herald issued war on them. It was the first war waged in Calemdar by King Herald, and it stood for over 2 years. Ending just recently, the Half-Bound sightings have become fewer and fewer. However, the magic they can use are told to be monstreus. Stories are of Half-Bounds forcing villagers to kill themselves, controlling their thoughts. There have also been word of acidic wounds and incredible swelling, merely caused to be hit by them with a sword or blunt instrument. These vile creatures surely are abominations. However, former men, the Dark Souls that have tainted their bodies are evil and corrupt; however, they are the source of their magic ability.

Combat will take place in a dozen of combat posts, followed by a kill shot. A kill shot ends the combat scene by either killing the main boss monster, or the last opponent standing.
If you decide to go for the kill shot, the result of that action will need the opponent wounded. The more the opponent is wounded, the easier the kill and a less chance of getting wounded yourself.
After a kill short has been made, I will demonstrate the creature's response and sum up the party's injuries.

Traveling will work with you people in the group, chatting and describing your feelings and thoughts. I will step in now and then to describe the scenery and what you see, be it your mission objective, passage ways or enemy encounters.
Enemy encounters will basically be this: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth and leather. They see you, and draw their weapons, but stand their ground.....
OR: Three Half-Bounds are detected. One is wearing heavy armor, the others cloth robes. They seem fairly busy. You also spot a passage besides you which you are capable of taking.

Traveling is simply a time where there is no fighting and you are simply walking / riding your horses, toward a destination. I will jump in between posts to describe what you see or if you are there yet. After every travel, I will make a small spoiler announcing everyone's current gold coin amount.
I will do this at the beginning of every Travel and the end. Merchants are available before Travel and sometimes while you are Traveling. But that only happens rarely, and when I say you spot a traveling merchant.

Ice Barrier - Incase yourself in thick ice protecting you from all sorts of damage. The longer you are incased, the further damage you recieve by hypothermia.
If cast on an enemy or an ally, the target will be protected from damage but unable to move as well as suffer from severe hypothermia. Must channel to keep the effect.

Burning Embers - Reach into someone's mind and cause searing pain in their skull. Must channel to keep the effect. Prolonged exposure can mean death to the caster's target and then the caster himself.

Arcane shielding - Call out the arcane powers from the air around you, creating a mass of energy protecting the caster or his ally. Must channel to keep the effect. Prolonged exposure can result in nausea and headaches to the caster.

Heal - The caster uses arcane elements to increase the speed of the target's cells, sealing a wound or quickening the repairment of bone fractures and internal damage.


The Guild is controlled by the Brothers, also known as the Headmasters.
They are very well respected, but yet only a half a dozen men who currently live have gazed their eyes upon them.
They are said to be shady and crooket, but their minds great and purpose clear; take over Herelden and soon take over Calemdar, city by city.
The Headmasters control everything, but keeping an eye on every little business is tough, so there are four men who recieve order from them, and are currently the only ones who know their identities and live.
These four men are called Generals, and there is said to be one in each major city, always. That of course cannot be true, for there are for cities than Generals, but they still usually find themselves within every mother's ears and children's tales.
They deliver orders to people called Lieutenants. Lieutenants are found in dozens in almost every city, town, village and basically every populated area of Calemdar. There are even some thought to be stationed in the East.
Lieutenants control Recruiters, Assassins and Hideouts.
Recruiters carry out their orders with great seal, recruiting the ever freshening ranks of The Guild with promises of coin and glory, women and pleasure.
Assassins are the truest of the bunch, completely devoted to the cause and will die without blinking if it would serve The Guild. Assassins are trained and work in villas, usually hidden away in the country sides of Calemdar. Recruits work in populated places and city underworlds however.
Hideouts are sort of like Assassin villas, but they are not training grounds.
These places are most frequently found in mountain passes, long forgotten plains or rocky highland, where civilians and simple travelers cannot see them by road, and guards nor soldiers dare journey.
Hideouts are guarded by few, but watchtowers in key locations, accompanied by messengers allow swift transport from and to Hideouts without detection from anyone or anything.

Headmasters - 3
Generals - 4
Lieutenants - Unknown
Recruiters - Unknown
Assassins - Unknown
Hideouts - 3 have been discovered
 

PrinceOfShapeir

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Mar 27, 2011
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I'm honestly curious, what do the classes add to this, other than forcing everyone to pigeonhole their character?
 

Jav3lin

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PrinceOfShapeir said:
I'm honestly curious, what do the classes add to this, other than forcing everyone to pigeonhole their character?
The classes add a variety and flavor, not only to the combat but also to the story and interaction between the players.
I wanted to make the classes strict and preferably not allow any created classes to make sure that everyone would be treated equally and make sure that none of the classes are overpowered.
With the way that I will be GM'ing this, is not from a character's perspective myself, but more like a pen-and-paper GM, who lays down the scenes and fights and basically narrates the story for the players, allowing the players full freedom to explore and venture within the world, while still following an objective set for them at the start.

For instance; If your current objective would be to pass through a forest un-noticed, I wouldn't point out a secret route or a cave passageway, I would give them the scenery, their objective and some narration. And then they would be perfectly free to come up with ideas and ways to pass through the forest.
Player made encounters are also okay, as long as it's kept to a minimum. I don't want players constantly encountering a group of bandits or there always being some Half-Bound that just happens to be walking on their road. Encounters such as this are usually put down by me, but some cases, I will allow players to experiment with something like it.

Now, to make sure that I'll answer your question correctly; the classes are simply a way for me to interperate the roles the players want to undertake, and to make sure that the characters are as different as they can. I don't want four characters who just happen to be great with swords, because then the combat and dialogues would lack variety and therefor depth.

I hope that answered your question, if not then please let me know in further detail what you would like to know.
 

Asclepion

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Aug 16, 2011
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Jav3lin said:
Drows: Often referred to as Dark Elves.
Alright, time to get your ultra-feminist warrior race on-

Jav3lin said:
Lifespan is no more than 40 years.
Fuck. D: I wrote something anyway.

Name:Treyleike

Race:
Inhabiting a realm of eternal night, the Drow inflict death, pain, and terror on any they come across. Extraordinarily beautiful and possessed of a deadly grace- skin the color of onyx, bodies defined by whipcord muscle. Yet for all their physical beauty, the dark elves are repugnant monsters. Devious, vain, and totally self-serving, the drow are the living embodiments of all that is wanton and cruel in the elven character. To be captured by them is a fate far worse than death.

Gender:
Female. The supremacy of the female is deeply ingrained in the drow psyche. Males are crude imitations- repulsive; spiritually, intellectually, and physically inferior, useful primarily for physical and skilled labor, expendable warriors, and breeding. A male drow is superior to a member of any other race, but inferior even to a female of lower status.

Appearance:
All drow take great pride in their appearance, though this has less to do with sensuality than it does with yet another show of dominance. Competition is fierce, and a drow who is not physically perfect dresses to hide her flaws, lest her rivals humiliate her or even take advantage of her shortcomings in combat. Those who are confident in their physical appearance, or who are powerful enough personally and politically that they do not fear public mockery, dress to display that power.

To this end, Trey enters combat dressed with as much aesthetic care as if they were to meet a lover. She wears the sign of her house on a pauldron over one side of an impeccably elegant wrapping. The other side has sections exposed, bared as if to tempt Death himself. Yet a seer who observed her with magic sight would likely see only an evil and withered hag rather than a lush temptress of the dark. Her mane of silky hair is sewn through with barbs. Her long legs are edged with spurs, the better to tear open a throat with a kick, and her fingernails have been reinforced and honed to scalpel sharpness.

-


Bio:
Born to the fury of battle and striding through its chaos to seek out worthy alien opponents to kill. Trey is a celebrity in the gladiatorial arenas of the her city, enjoying a jealous envy from her peers that is as close as the drow can ever get to veneration or admiration of another being. Her skill in the arts of combat bear all the hallmarks of true genius- grace embodied, her movements hypnotic and spellbinding - watching Treyleike go about her blood-soaked business is a privilege that only the wealthiest can afford, for it energizes and reinvigorates even the eldest of their kind. Though the purr of her voice has been likened to honeyed velvet, Treyleike rarely speaks. Nonetheless, her pronouncements are always carried out to the letter by her slaves. On the eve before a raid, she will often pad like a hunting-cat into the halls of her kin's fortress preparing for battle, blessing raiding warriors with her presence in this in this manner only in order to search out unusual prey; she loves to match her abilities against the most formidable elites and champions in the width and breadth of the world, and has yet to return without a new clutch of heads for her private museums.

Pray she does not take you alive. The drow are utterly inhuman, eternally thirsting for the anguish of others so that they might fill the bottomless void they have in place of their souls. They relish breaking the bodies of their captives, but prize even more highly the process of crushing the spirit, for nothing is more gratifying than securing utter dominion over one who has resisted them. They drink in every nuance of woe until their captives gibber and plead for death - a mercy the drow are famously slow to grant.

Personality:
Every drow is fundamentally defined by his or her innate selfishness. Personal power, the pursuit of comfort and the gratification of their desires are the only things which truly hold value. They take no pride in the achievements of others within their race and measure every endeavor's worth in how it contributes to their own self-interest. The need for survival is the only thing that bonds the drow together as a species and thus even in combat they are not normally inclined to cooperate with one another beyond the bare minimum.

She has no reverence for life for it's own sake, and is puzzled by those who speak about the inherent value or dignity of living beings. There are no compunctions about killing if doing so is the most convenient means of handling a situation (and she feels she can get away with it with minimal consequences). The notion of a communitywide police force or city guard a foreign one, as well as the notion that some activities are "illegal." She thinks in terms of whether a particular individual has the power to seek vengeance, and is shocked that a community itself might seek to punish actions against a specific person. That a person had become so weak that they could be murdered indicates that they never deserved to exist in the first place.

She assumes that, with the exception of military rank, females hold all power. When addressing a mixed group, she instinctively directs words and attention to any females present.

Skills:
Drow soon learn to fight with every weapon at their disposal in order to ensure their own survival, primarily against the machinations of their own kind, but also the other races whom they raid for slaves. The unwary rarely survive for long among their treacherous brethren. In combat, Treylieke will flow like water around the foes' attempts to land a blow, her expression of aloof arrogance melting into infuriating laughter of superiority while stabbing blades into any vulnerable points on the enemies' bodies, slitting throats and gouging out eyes as she goes. Every motion is an entrancing sight, the serpentine grace almost hypnotizing the viewer as she flows like a lethal work of art towards the victim. She is well-versed in the physiology and anatomies of other races, knowledge that is used to inflict the maximum amount of pain, suffering and death.

Equipment:
Treyleike wields a variety of outlandish weapons that can whip out, extend, enmesh, retract, split in two, or snap an opponent's blade with the twist of a supple wrist.

Agoniser
The Agoniser is a sophisticated weapon, designed as a whip to link to the victim's nervous system, take control of it and inflict immense pain which can disable or kill the victim. The size of the creature doesn't matter and often the larger the creature, the greater the potential for pain-infliction.



Razor Flail
A segmented close combat weapon. Consisting of a series of razorblades linked together, a razor flail is not only a sword but also can morph instantly into a flexible shape, and lock rigid just as quickly. With this, she makes mockery of opponent swordsmen, and many have parried with a perfect block only to have their heads roll or the blades sent tearing through their skulls.



Impaler
A large bladed trident with a telescopic shaft, extended to its full length when used in combat. The weapon is fast, well balanced and powerful. It can also parry melee attacks, smacking aside the enemy, catching their blows in its central groove and spraying blood and viscera with a lunging strike. The Impaler combines the killing power of a sword with the range of a spear, and the blade can be removed for humiliation or to draw out the death, leaving only the shaft.

 

drmigit2

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Dec 25, 2008
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Quick question, about the half bounds, could you go in depth about their magic, how deformed they are, if it is possible to be good as a half bound, how one gets to the shadow realm etc.
 

Raynoson

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Mar 31, 2011
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hm, if memory serves... (visits yee old archives of rp's past) I've and many others most likely have tried such a thing as well, and the bane of many a players cause is reading at a length. I wish you the best of luck with either pass or fail.

I may submit a sheet if you get a few more players, but for now I'm off to go my hand at another rp. (The reason I stopped here was to make sure no copy or similar rp's were up, and alas yours is similar to my initial creation i had planned).
 

JaguarDwarf

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Jan 28, 2012
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Name: Rash'bak

Age: 31

Gender: Male

Race: Sever-elf

Class: Tracker (As learnt by his master)

Skills: (If its fine i would like Rash'bak to be the kings slave but if not) Is an experienced hunter ever since his first kill at the age of 4.

Appearance: he has a slim face from starvation and a goatee with his eyes a bright blue and a tatoo of the eagle, One who hopes to achieve revenge.

Equipment: A bow and arrow with leather armour and a chain glove, for his right hand. he has pages of his family history and he has the actual leather bound book just not all the pages.

Personality: he acts to defend the weakest person in a fight and sever the front line of the assualt. He loves to hum when he is out of combat and always introduces himself to a conversation by shaking or hugging the people who are conversing.

Backstory: His dad was killed when the duo was out hunting, at the age of 17 he watched his dad die and he never has seen his mother since (Reason he has the book) He rasied himself till he was 22 and then set off for Herelden. He works at the blacksmith and makes his pay by hunting for rare animals and selling them as pets to rich buyers.(If the king thing works then added info) When he was 27 he was working just a usual day when the kings parade came through with the king on his throne being carried through the market. He dropped his sword and the hilt detached from the blade. Rash'bak picked it up and treated it to its full potentional. he made the hilt better and the blade reinforced. The king took pity and made the elf his blacksmith.

Extra / Note: He had a relationship with another elf and she tried to kill him. He sleeps by candle light and keeps his ears open when he sleeps.
 

Time Travelling Toaster

The Toast with the 'Tache
Mar 1, 2009
3,622
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Gotta say, I'm interested. I'll write up a sheet soon as I can get my Internet working properly. Might be a bit rusty I after a years hiatus, but I'll do my best!

Name: Tileren Visek

Age: 32

Gender: F

Race: Kin-Dwarf

Class: Protector

Skills: Known as one of the Indomitable, Tileren has only once known the taste of defeat in her 16 years of fighting, both as a mercenary and guard for traders. Her skills with shield and short spear are second to none from Mount Nort and she has very few scars marring her body as a result.

Appearance: Tileren is not by any means a beautiful dwarf, this is compounded by the scar she received as a child, covering virtually the entire right side of her face from when she was thrown and dragged against a mine shaft wall during a small Orc attack in Mungen. As a result of this, Tileren has 'forsaken' her face, choosing to instead keep herself covered with a full face helm made of blackened steel, matching her armour, a set custom made by her father when she announced that she was to be taken for training to be a guard. The armour is curved to deflect most straight thrusts that are directed at the vital points from the front, this however has sacrificed mobility, meaning that Tileren cannot move above a brisk walking pace comfortably and tends to be rather useless when subtly is required in moving.

Tileren's eyes are a pale grey, almost white, some people have mistaken her for being blind due to the colouring of her eyes. She stands at roughly 4'9" with a weight of 90kg without her armour on, with very little fat on her body due to the excessive weight she carries. Her hair is a deep brown, almost black colour and remains tied in a tight ponytail which is tucked into her armour. Rarely seen outside of her armour as she feels better stare at her scar when she is without her helm.

Equipment: Along side the custom set of armour, her father also commissioned a tower shield and 5ft spear for Tileren to use. Her shield stands 4'5" to allow her to move with it but still provide near complete defence from the front. The shield is elegantly designed with many Dwarven designs centring on a 9" spike that matches the black colour of the shield. All of the designs are picked out in silver. The spear is a simple affair, an oaken shaft tipped with a special blend of metals that shimmers an icy blue in the sun and fire light, leading it to be nicknamed Ice Bane by one of Tileren's companions in Mount Nort. Carries a book on the art of smithing, attempting to learn how to help her father out when she returns home. Also has 90 gold left over from her last job protecting a trader.

Personality: Tileren seems to have very little value for her own life as she will willing throw herself in front of an ally that is under attack, this is not true however as she is terrified of dying, hence she dons heavy armour and shield for battles. As the result of being a mercenary for a short time, Tileren will not trust anyone easily, in particular Drows after one attempted to kill her on a mission as a double agent, leaving a huge scar on her chest.

Outside of her trust issues, Tileren is a friendly person, if not slightly distant from others she comes into contact with. She tends to float more towards her kin and traders as she feels they are both more honest as she has worked with many traders over her life and has become known to several very well.

Tileren does not hold any romantic feelings towards any person, but does value the life of every one she encounters, something her husband had taught her before falling ill and perishing of a strange infection, the main reason she moved from the mercenary lifestyle she had until then to guarding merchants in his memory. Due to her dwarven heritage, Tileren has the ability to drink most other races under the table and out the other side and often uses this to her advantage to learn things from some people that are not as willing as most to speak.

Backstory: Tileren was born into a smith family, her father worked diligently and was a renowned armourer, with several of his customers being high ranked members of Nort's society. Her older brother was a miner as he did not have the patience to following in father's footsteps and take over the smithy when his father would retire. One day when her father went to try and convince Iken to return to the family, Tileren tagged along to see where her brother had went to. This was the day that the Orc's had attacked the small mine in Mungen, after being hit against the wall, Tileren remembered very little but her brother appearing, a pick axe dripping in blood lifting her over his shoulder before the world went black.

Waking up the doctors office, her brain screaming in agony as the healing poultice was applied to her, Tileren silently swore to herself that she would not allow herself to be so useless again. This led into her application to the guards training.

A year before completing her training, Tileren was approached by a black market trader who went by the name Dref to help guard his goods wagons, this job only lasted a few months as Dref passed her onto a friend who was in the mercenary line of work. After 3 years of working with the man who simply called himself Ageless, something that she assumed was more of a title than a name, Tileren met the dwarf who would become her husband at the age of 24, a handsome dwarf with a deep red beard called Lewen. After meeting the slightly older dwarf who was a talented healer, Tileren decided to begin doing work for honest merchants, well aware of how dangerous her work was with the Ageless and after discovering how strongly Lewen felt about the situation.

For 5 years, Tileren and Lewen were happily married and the work she took was easy so she could stay with her husband for longer, on the eve of their 3rd anniversary, Lewen fell lethally ill, quickly falling to the illness that had never been seen before or since in Mount Nort. Struck with grief, Tileren departed Mount Nort for the last time, moving to Herelden where she worked with many merchants to help fight off bandits and looters as the caravans moved through the slums of the city.

Extra / Note: Tileren is banned from several taverns, a combination of her face scaring other customers and fights spreading due to her drinking games enraging some soldiers who were upset to be beaten by a woman.
That took a lot longer than I thought and looks a lot longer. If there's any problems, don't hesitate to tell me!
 

That Annoying Guy

New member
Feb 21, 2012
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Don't know if this is dead or not but I figured I'd put one down.
<spoiler=Witby Vollen>
Name: Witby Vollen

Age: 28

Gender: Male

Race: Hilt-Dwarf

Class: Blademaster

Skills: Witby gathered his skills from years of sword training and from his father, one of the many skilled guardsmen in Wurden. He fought often, and lost often but began to focus more on moving quickly and striking hard and fast with one handed swords eventually honing his skills as a Blademaster.

Appearance: Since Witby is only 28 he looks quite young and is sometimes mistaken as a young (human) man. He has green eyes, a small light brown beard that compliments his medium light brown hair, and his skin color is a pinky-peach color. He stands 4'5" and weights about 130lbs without gear (mostly muscle from working as his father blacksmith apprentice). He also has a noticeable scar reaching from the left side of his bottom lip to his chin, it's still a mystery how he came into obtaining it.

Equipment: All Witby carries around with him is his sword, wearing a leather vest (covering a long-sleeved cloth shirt) with a higher collar to protect his neck, with cloth pants and (leather) boots. He also carries a leather bag (backpack), within it are flint & tinder, some food, and a oddly marked rune his brother and him found when they were kids.

Personality: In combat Witby fights with tenacity and precision but outside of combat he remains calm, collected and generally knowledgeable. He is quick to defend himself if attacked, though he would rather dissolve the situation quietly and peacefully; but if anyone were to act violent for no reason towards him, he would sheath his sword and/or knock the person out cold.

Backstory: Witby was born ten miles outside of Wurden on the back of a cart carrying his family and a number of other people on there way to go make a new life for themselves. He spent the rest of his life in Wurden mostly oblivious to the rest of the world, only knowing as much as was in the books he read. wanting to become like his father who was a truely skilled guardsman Witby began training with his friends and the other gaurds and at the age 19 gave his best when the next recruitment came. Unfortunately his best was not enough and he failed and every time he failed he would go drink and wallow eventually leading to fights.

One day, Witby (23) and his brother (27), Berthon were out for a walk around the city they came across a strangely coloured stone. He awoke the next morning to find out Berthon never existed and he obtained a strange scar from his bottom lip to his chin. After that he set out to discover what really happened.During one of his travels with a caravan they noticed once he went to sleep, the rune started glowing and it began to give him intense nightmares of his brother and others he couldn't recognize but felt he knew.

Extra / Note: During one of his travels with a caravan they noticed once he went to sleep, the rune started glowing and it began to give him intense nightmares of his brother and others he couldn't recognize but felt he knew, this continues even now but is rare.
[/spoiler]
 

ultrachicken

New member
Dec 22, 2009
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Is this RP still alive? I'm very interested, but I don't want to write up a sheet if it's just going to wither and die in the bowels of the internet.
 

Tsurugi

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Jun 12, 2008
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A couple of people have posted sheets, but how many people were you looking for? I am interested but as ultrachicken said I don't want to jump on a sinking ship.