Welcome to the RP, I am staika and I will be your GM and my friend [user]Erik the Orange[/user] will be my Co-GM. Both of us will do our best to answer your questions and judge your character sheets. We will make the final decision on to who to accept into the RP when we get enough character sheets in.
The RP will also include Humans, Dwarves and Elves. I will leave the creation of those up to you since they are so common among fantasy settings. Try not to go too nuts, One of us will inform you if there is a problem with your character.
The year is 1206 and it is 10 years after the war between the kingdoms of Sophisma and Malum ended. The war between the two nations was caused by a border dispute and escalated from isolated battles to a full on war.
The war was in a deadlock for about 2 years until one day some of the Malum kingdom's elite soldiers showed an inability to die. The battle swayed in the Malum kingdom's favor and they started to push the Sophisma army back to their home city of Regnatores. The Sophisma armies morale started to fall as the elite soldiers just tore through their ranks and they could not stop them.
Over the next 6 months the Sophisma army was pushed all the way back to the main city of Regnatores. King Antonius was out of options as the Malum army surrounded Regnatores and prepared to destroy the city. Before the Malum attack a mysterious sage appeared before King Antonius and told him that he knew a way to defeat the elite soldiers of the malum kingdom but he would not do it for free. The sage wanted Antonius' golden scepter as payment for the deed. Even though the Scepter was a symbol of power and given to each ruler of the Sophisma kingdom he agreed to the sage's deal.
The sage then cast a powerful spell on the sophisma army and during the battle they discovered that they could kill the Malum elite soldiers. The Sophisma army was able to win the battle and it was the turning point in the war. The Sophisma army was ultimately able to win the war. King Antonius the sentenced King Lator of the Malum kingdom to death. Before his execution Lator left a message with his last death. "Beware those who cannot be killed" was the last thing that Lator said before he was executed. The land did not take Lator's message seriously and soon it was forgotten as the land tried to rebuild after the bloody war.
The war was in a deadlock for about 2 years until one day some of the Malum kingdom's elite soldiers showed an inability to die. The battle swayed in the Malum kingdom's favor and they started to push the Sophisma army back to their home city of Regnatores. The Sophisma armies morale started to fall as the elite soldiers just tore through their ranks and they could not stop them.
Over the next 6 months the Sophisma army was pushed all the way back to the main city of Regnatores. King Antonius was out of options as the Malum army surrounded Regnatores and prepared to destroy the city. Before the Malum attack a mysterious sage appeared before King Antonius and told him that he knew a way to defeat the elite soldiers of the malum kingdom but he would not do it for free. The sage wanted Antonius' golden scepter as payment for the deed. Even though the Scepter was a symbol of power and given to each ruler of the Sophisma kingdom he agreed to the sage's deal.
The sage then cast a powerful spell on the sophisma army and during the battle they discovered that they could kill the Malum elite soldiers. The Sophisma army was able to win the battle and it was the turning point in the war. The Sophisma army was ultimately able to win the war. King Antonius the sentenced King Lator of the Malum kingdom to death. Before his execution Lator left a message with his last death. "Beware those who cannot be killed" was the last thing that Lator said before he was executed. The land did not take Lator's message seriously and soon it was forgotten as the land tried to rebuild after the bloody war.
A warrior race who live on Lake Windfall and the River Straylight. They were never a magic focused race so magic was never widely used. Currently there is only one Aqueans who can use magic but he lives in seclusion and is known as the "Hermit".
The aqueans usually stand at about 6'5" to 6'8" and can weigh anything from 220-300 lbs. Their skin is a light blue color with darker blue scales around the torso area which serves as their armor, the darker the scales the stronger they are. Their heads are smooth and they have large white eyes, a small hole on each side that acts as their ears and a small opening for the nose. In water their nose closes up and gills open up on their neck, on land the nose opening opens and the gills retract back into their neck. They also have a razor sharp fin on each of their forearms but they are rarely used in combat, In the event that one of the fins is broken the owner is not seen as a true aquean and is shunned and exiled.
The culture of the aqueans is deeply entrenched in combat, each newborn is taken at birth and trained to be a deadly warrior. The aqueans also have a very strong sense of loyalty and will die for their comrades without a second thought. The aqueans have a queen and she is the sole reproducer of the group. The queen is hidden in a chamber and only two aqueans known as the "Caretakers" can make contact with the queen and they act as the queen's ears and mouth. If there is ever any immediate danger to the queen the aqueans will all converge on the palace no matter where they were or what they were doing to aid in the defence of the queen. In the event that the queen is killed every aqueans will go into a blind murderous rampage and will not stop until they are killed.
The aqueans usually stand at about 6'5" to 6'8" and can weigh anything from 220-300 lbs. Their skin is a light blue color with darker blue scales around the torso area which serves as their armor, the darker the scales the stronger they are. Their heads are smooth and they have large white eyes, a small hole on each side that acts as their ears and a small opening for the nose. In water their nose closes up and gills open up on their neck, on land the nose opening opens and the gills retract back into their neck. They also have a razor sharp fin on each of their forearms but they are rarely used in combat, In the event that one of the fins is broken the owner is not seen as a true aquean and is shunned and exiled.
The culture of the aqueans is deeply entrenched in combat, each newborn is taken at birth and trained to be a deadly warrior. The aqueans also have a very strong sense of loyalty and will die for their comrades without a second thought. The aqueans have a queen and she is the sole reproducer of the group. The queen is hidden in a chamber and only two aqueans known as the "Caretakers" can make contact with the queen and they act as the queen's ears and mouth. If there is ever any immediate danger to the queen the aqueans will all converge on the palace no matter where they were or what they were doing to aid in the defence of the queen. In the event that the queen is killed every aqueans will go into a blind murderous rampage and will not stop until they are killed.
A race of magic users who specialize in the advanced use of magic. The vulcans live on the active volcano Mt. Vulkan and have adapted to the dangerous environment in which they live in.
The vulcans stand at around 5'10" to 6'3" and weigh around 160-200 lbs. They have dark red skin and big black eyes and are the distant cousins to the (fish people) and look similar to them. They do not have the physical size and strength of the (fish people) and lack any scales for protection so they have no natural armor. The vulcans rely on magic to protect them and they have special robes that they wear that can keep them protected from fire and high heats. They are normally never seen without their robes and are very protective of them because they are very hard to make and they are needed for them to be able to survive in their home city.
The vulcans are a calm and collected race that rarely get mad. The vulcans are very good at debates and they are most prevalent in politics. The vulcans are also a peaceful race and will usually try to talk things out before resorting to violence. The Vulcans culture revolves around magic and it is very prevalent in their home town of (city on volcano). The main form of government for the Vulcans are the strongest mages known as the "circle". The circle's main job is to keep the active volcano in which they live from erupting and destroying the immediate area. Only the strongest and wisest vulcans can become a member of the circle and as such they are treated as the main decision makers. Every vulcan has a dream of becoming a member of the circle and in some cases will spend long amounts of time trying to create new spells. The vulcans also are the strongest at using fire based magic and have a high resistance to magic.
The vulcans stand at around 5'10" to 6'3" and weigh around 160-200 lbs. They have dark red skin and big black eyes and are the distant cousins to the (fish people) and look similar to them. They do not have the physical size and strength of the (fish people) and lack any scales for protection so they have no natural armor. The vulcans rely on magic to protect them and they have special robes that they wear that can keep them protected from fire and high heats. They are normally never seen without their robes and are very protective of them because they are very hard to make and they are needed for them to be able to survive in their home city.
The vulcans are a calm and collected race that rarely get mad. The vulcans are very good at debates and they are most prevalent in politics. The vulcans are also a peaceful race and will usually try to talk things out before resorting to violence. The Vulcans culture revolves around magic and it is very prevalent in their home town of (city on volcano). The main form of government for the Vulcans are the strongest mages known as the "circle". The circle's main job is to keep the active volcano in which they live from erupting and destroying the immediate area. Only the strongest and wisest vulcans can become a member of the circle and as such they are treated as the main decision makers. Every vulcan has a dream of becoming a member of the circle and in some cases will spend long amounts of time trying to create new spells. The vulcans also are the strongest at using fire based magic and have a high resistance to magic.
The Mountain people are a human race, usually standing from 5'5" to 6' and are sturdy enough to withstand the cold winds and snowfall. Not a race of fighters, most Northerners are fishermen or miners, as the mountain contains several rich veins of diamond mines, which are dangerous but vastly rewarding.
The people are typically pale and have lightly colored hair, and don't wear armor, but instead lightly-shaded leather, usually blue.
The key fears of the Northerners are the wild animals of the mountain and the fear of "The Thaw," a prophesied event that one day all of the snow would melt and cause a catastrophic flood. They are a superstitious race and put a lot of faith into the movement of the stars and nature.
The people of the North are a calm, wise race, relying on the counsel of the Oracle at the peak of their mountain to help make decisions. When young Northerners reach 16 years old, they must endure a sacred rite of passage by venturing to the mountain's peak and converse with the Oracle to determine their life's purpose.
They use magic, but only for self-defense and for the betterment of their community. Magic use is strictly regulated and only those who have shown themselves capable and responsible are allowed to cast spells openly. Northerners draw magic from the Eastern Lights, a series of auroras that appear in the early mountain mornings. When trouble is imminent, they either dim or disappear altogether.
The people are typically pale and have lightly colored hair, and don't wear armor, but instead lightly-shaded leather, usually blue.
The key fears of the Northerners are the wild animals of the mountain and the fear of "The Thaw," a prophesied event that one day all of the snow would melt and cause a catastrophic flood. They are a superstitious race and put a lot of faith into the movement of the stars and nature.
The people of the North are a calm, wise race, relying on the counsel of the Oracle at the peak of their mountain to help make decisions. When young Northerners reach 16 years old, they must endure a sacred rite of passage by venturing to the mountain's peak and converse with the Oracle to determine their life's purpose.
They use magic, but only for self-defense and for the betterment of their community. Magic use is strictly regulated and only those who have shown themselves capable and responsible are allowed to cast spells openly. Northerners draw magic from the Eastern Lights, a series of auroras that appear in the early mountain mornings. When trouble is imminent, they either dim or disappear altogether.
The Fae of the world are much like Fairies or sprites of fantasy. All are born with an affinity to an element, usually depending on ancestry but oddballs can be born, such as a Water Fae being born into a Fire Fae's family. Appearance between the elements don't differ too much, if at all, so it's hard to tell which Fae has what affinity until they cast their spell at you or something else. One thing that is unique about each element though, is their preferred areas. Wind Fae love flying in the sky, Water Fae love swimming and Nature/Earth Fae prefer to be on the ground, normally in a spot surrounded by flowers.
Much like humans, Fae personalities differ from person to person and you will usually find as many cheerful and happy Fae as you would angry or sad Fae. Note: The plural form of Fae is Fae as well. They are generally smaller than humans with most reaching adulthood with the size of a young human teenager. Fae grow one year for every seven human years, and usually live well into the hundreds in Fae years. Most Fae are omnivorous, and will hunt game and grow vegetables but there are the odd single-type eaters out there.
The Fae are governed by the most experienced among them, many being wise elders who have vast knowledge and experience but every once and a while a young Fae will show up to prove that they are more capable of leading the group. This position is highly respected and powerful, but one must always think of the group as a whole, rather than just individuals, in order to acquire the position. Money is a foreign concept to them, as everything is given freely and more 'luxury' items are bartered for or paid for with work or a favor. While there is no religion among the Fae, they do treat the forest as one would treat a higher power, and give thanks for any bounty or harvest before eating it.
During the war, the Fae did their best to remain neutral in the conflict and only got involved in battle if their home of Dark Tree Forest was threatened. Though they remained neutral, battle came time and again, and thus many Fae were lost. After the war, the Fae secluded themselves in the forest, and only the odd one or two like Rena would stray from the forest. Rena is unique in that she has chosen to leave the forest outright in search of adventure.
Much like humans, Fae personalities differ from person to person and you will usually find as many cheerful and happy Fae as you would angry or sad Fae. Note: The plural form of Fae is Fae as well. They are generally smaller than humans with most reaching adulthood with the size of a young human teenager. Fae grow one year for every seven human years, and usually live well into the hundreds in Fae years. Most Fae are omnivorous, and will hunt game and grow vegetables but there are the odd single-type eaters out there.
The Fae are governed by the most experienced among them, many being wise elders who have vast knowledge and experience but every once and a while a young Fae will show up to prove that they are more capable of leading the group. This position is highly respected and powerful, but one must always think of the group as a whole, rather than just individuals, in order to acquire the position. Money is a foreign concept to them, as everything is given freely and more 'luxury' items are bartered for or paid for with work or a favor. While there is no religion among the Fae, they do treat the forest as one would treat a higher power, and give thanks for any bounty or harvest before eating it.
During the war, the Fae did their best to remain neutral in the conflict and only got involved in battle if their home of Dark Tree Forest was threatened. Though they remained neutral, battle came time and again, and thus many Fae were lost. After the war, the Fae secluded themselves in the forest, and only the odd one or two like Rena would stray from the forest. Rena is unique in that she has chosen to leave the forest outright in search of adventure.
The elves of this world are herbivorous reptilian humanoids. Their skin is scaly and thick forming light and flexible but pretty strong armour. They are cold blooded so need to stay in a warm climate (they often have to sun themselves so they can stay active) they don?t work well in the cold at all. They are about the average size of humans but are slightly more varied.
They have flaps of skin beneath their arms which allow them to glide like flying squirrels and with years of training some can even fly. Their feet are bird like with three fore talons and one at the back allowing them to cling to rock and climb very well. Their hands are similar with four fingers and the thumb coming out of their wrist about 90degrees away from where it is in humans.
Their skin colours vary a lot with most being brightly coloured. After shedding their skin they look slightly faded for the next few weeks.
It?s extremely hard to tell males from females as they aren?t mammals so they lack breasts. They only difference is that the females have a special pouch similar to kangaroos used to carry their young. This isn?t helped by the fact they can change gender over the span of a few months.
Their culture is old and isolated for the most part they live underground in the burrows a vast network of tunnels, caves and trenches. Living underground has led to them being able to see well in the dark and even use echolocation if necessary. The land above the burrows is used for agriculture with extremely advanced irrigation networks. They believe themselves to be descended from dragons and see the other civilised races too rash and violent; as such they have set up deals with the other races that they will send champions out to act as emissaries in exchange for isolation for the rest of them.
There are rumours that they can breathe fire but this is a very small number of them (As in five a generation).
They have flaps of skin beneath their arms which allow them to glide like flying squirrels and with years of training some can even fly. Their feet are bird like with three fore talons and one at the back allowing them to cling to rock and climb very well. Their hands are similar with four fingers and the thumb coming out of their wrist about 90degrees away from where it is in humans.
Their skin colours vary a lot with most being brightly coloured. After shedding their skin they look slightly faded for the next few weeks.
It?s extremely hard to tell males from females as they aren?t mammals so they lack breasts. They only difference is that the females have a special pouch similar to kangaroos used to carry their young. This isn?t helped by the fact they can change gender over the span of a few months.
Their culture is old and isolated for the most part they live underground in the burrows a vast network of tunnels, caves and trenches. Living underground has led to them being able to see well in the dark and even use echolocation if necessary. The land above the burrows is used for agriculture with extremely advanced irrigation networks. They believe themselves to be descended from dragons and see the other civilised races too rash and violent; as such they have set up deals with the other races that they will send champions out to act as emissaries in exchange for isolation for the rest of them.
There are rumours that they can breathe fire but this is a very small number of them (As in five a generation).
The dwarf is technically just a parasite, starting life as a sort of mould the dwarf infects its host and mutates them. The mutation isn?t all bad; it improves physical performance and grants serious regeneration abilities, the infection has even been known to save people from the brink of death. It also accelerates hair growth for some reason. The mould itself originates in the western swamps and can survive pretty much underwater, breathing underwater, photosynthesize and even root down to draw nourishment up from the ground are also abilities transferred with the infection.
However they condition isn?t without its down sides, the mould is known to cause personality change including increased aggression, paranoia. The dwarfs are known for producing alcohol from their skin which can be used to disorient prey.
Dwarf are often treated like lepers ostracised to prevent the infection spreading (they?d probably have been whipped out if it wasn?t for them making very good workers). The mould it?s self is physically obvious looking like a dull green fuzz with luminescent blue veins.
Recently however a few dwarfs are turning to science to build suits for them to avoid infection for other people.
The infection doesn?t seem to affect elves because their biology is too hot and dry for the mould to survive.
However they condition isn?t without its down sides, the mould is known to cause personality change including increased aggression, paranoia. The dwarfs are known for producing alcohol from their skin which can be used to disorient prey.
Dwarf are often treated like lepers ostracised to prevent the infection spreading (they?d probably have been whipped out if it wasn?t for them making very good workers). The mould it?s self is physically obvious looking like a dull green fuzz with luminescent blue veins.
Recently however a few dwarfs are turning to science to build suits for them to avoid infection for other people.
The infection doesn?t seem to affect elves because their biology is too hot and dry for the mould to survive.
Name:
Gender:
Age:
Species:
Appearance:
Weapons/Magic Spells:
Weaknesses:
Personality:
Bio: Try to add something that would make my character (Sorael) want your character to be apart of the squad. Also the bios should be about three paragraphs at a minimum.
Gender:
Age:
Species:
Appearance:
Weapons/Magic Spells:
Weaknesses:
Personality:
Bio: Try to add something that would make my character (Sorael) want your character to be apart of the squad. Also the bios should be about three paragraphs at a minimum.
The Gm's word is law, please don't debate us on little details.
No god mod characters or any of the other undesirable characters. We will inform you if we see something wrong.
If you get accepted I will expect you to post consistently, if you will be gone for a long period of time be sure to inform us before hand because if you don't I'll kill your character off.
If you make the RP less fun for me or anyone else then you will be kicked.
More will be added later
No god mod characters or any of the other undesirable characters. We will inform you if we see something wrong.
If you get accepted I will expect you to post consistently, if you will be gone for a long period of time be sure to inform us before hand because if you don't I'll kill your character off.
If you make the RP less fun for me or anyone else then you will be kicked.
More will be added later
I made this myself and it shows the basic layout of the world. I'm no artist so it's pretty bad 
Legend: 1:Regnatores: the main city in Sophisma. It is highly populated by humans and the main government is located here.
2: Mount Silverback: The largest mountain in Sophisma, it is home to many small villages of the northerners and is constantly snowing.
3: Lympha: The main city of the Aquean. Lympha is where every Aquean is born and raised. The city is on Lake Windfall and is floating on the water suspended by an air system.
4: Mt. Vulkan: An active volcano Mt Vulkan is home to the vulcans who use their magic to keep the volcano from erupting. The city of ardor which the vulcans live in is mostly built with stone houses.
5: Dark tree forest: Dark tree forest is home to the elves. The forest is filled with tall trees each of which have a dark husk. The forest houses many small elven villages.
6: Stone haven cave: Stone Haven cave is a large cave in Silverback mountain. It is home to the dwarves and a large mine.
7: Windfall lake: The largest fresh water lake in Sophisma. It is the main home of the Aquean and has a lot of fish.
8: Straylight river: The largest river in Sophisma. It goes from Windfall lake to the top of Sophisma and baiscally cuts sophisma in half.
9: Razorback mountain: A small mountain located right next to Mount silverback. It is where the bandits have have taken up shop.

Legend: 1:Regnatores: the main city in Sophisma. It is highly populated by humans and the main government is located here.
2: Mount Silverback: The largest mountain in Sophisma, it is home to many small villages of the northerners and is constantly snowing.
3: Lympha: The main city of the Aquean. Lympha is where every Aquean is born and raised. The city is on Lake Windfall and is floating on the water suspended by an air system.
4: Mt. Vulkan: An active volcano Mt Vulkan is home to the vulcans who use their magic to keep the volcano from erupting. The city of ardor which the vulcans live in is mostly built with stone houses.
5: Dark tree forest: Dark tree forest is home to the elves. The forest is filled with tall trees each of which have a dark husk. The forest houses many small elven villages.
6: Stone haven cave: Stone Haven cave is a large cave in Silverback mountain. It is home to the dwarves and a large mine.
7: Windfall lake: The largest fresh water lake in Sophisma. It is the main home of the Aquean and has a lot of fish.
8: Straylight river: The largest river in Sophisma. It goes from Windfall lake to the top of Sophisma and baiscally cuts sophisma in half.
9: Razorback mountain: A small mountain located right next to Mount silverback. It is where the bandits have have taken up shop.