The story so far:
-The group is contracted by the "Adventurer's Guild" to retrieve an artifact for a Cathilheim nobleman who holds an esteemed position in the Kings court. They hope to gain influence and political backing in the region as they try to spread themselves across the Human Kingdoms, having originated in the Dwarfish mountains to the north.
-Almost immediately Miffy splits from the group, left in a dangerous position as he will have to stave off foes by himself until he can regroup with his compatriots.
-The group finds a chest with gold and potions.
-
**NEW**
The game has begun!
---------------
Well, I'd have a nice little explanation of combat and such, but unfortunately my STUPID MOUSE backed me out and I lost what was almost the whole thing.
Dungeon diving in a unique world comparable to that of The Wheel of Time except with lots of fun and exciting races thrown in. The whole world is unique and fun to explore, and will revolve around the Protagonists who start off on a mission for "The Adventurer's Guild," though most adventuring the guild does is into ancient ruins to rob them clean. They now seek to extend their each to Cathilheim, an inland City-State between Wyndham and the port city state Litharein, right on the Bulging Bay (from there they hope to spread their influence even further).
It's your job to strike it good on this mission for a Cathilheim noble in the king's court so the guild can get a foothold. However, none of you are members and are just being paid (handsomely) to take on the job.
You can be any race except the dragon, though some are better at some things than others. Human's make good soldiers and jacks of all trades, Dwarves are short but excel at fighting and forging, Wood Elves bows and High Elves magic, that sort of thing. I'm not planning on set classes because it's much more fun to make your own. However, if you would like I'll give you classes to choose from or just make your own. Though how solely you focus on something will help you get better at it faster.
That's all you'll need to know for now. Tell me your race (as you will in the character sheet I'll make) and I'll tell you about places you can be from and their quirks and accents.
-The group is contracted by the "Adventurer's Guild" to retrieve an artifact for a Cathilheim nobleman who holds an esteemed position in the Kings court. They hope to gain influence and political backing in the region as they try to spread themselves across the Human Kingdoms, having originated in the Dwarfish mountains to the north.
-Almost immediately Miffy splits from the group, left in a dangerous position as he will have to stave off foes by himself until he can regroup with his compatriots.
-The group finds a chest with gold and potions.
-
**NEW**
The game has begun!
Classes-
Warrior: Melee Weapons, Survival, Smith, Shield, Heavy Armor.
Mage: Magic, Mana, Alchemy, Third Sight, Speech Craft.
Rouge: Hand-to-Hand, Sneak, Lock-Pick, Light Armor, Speech Craft.
Ranger: Ranged Weapons, Survival, Light Armor, Melee Weapons, Fletching.
Battle Mage: Melee Weapons, Magic, Mana, Heavy Armor, Third Sight.
Cleric: Healing Magic, Mana, Heavy Armor, Melee Weapon, and Smith.
Skills-
Melee Weapons: Use melee weapons better.
Ranged Weapons: Better aim and handling of ranged weapons.
Smith: Able to repair and create armor and weapons.
Fletching: Able to make arrows.
Magic: Able to channel the forces of Mana.
Mana: Able to regenerate Mana quicker.
Light Armor: Better at wearing leathers and such.
Heavy Armor: Better at wearing plate and such.
Hand-to-Hand: Better at melee with ones hands.
Survival: The ability to survive in the wild, knowing what to eat and where to set up camp and how to hide your tracks and how to track animals.
Alchemy: The ability to make potions from herbs and other ingredients.
Third Sight: The ability to see mystical powers and hidden spirits at work. This is especially valuable for detecting magical traps.
Speech Craft: All but essential for the street wise, it allows you to talk your way into better prices and better places.
Necromancy: The practice and ability to raise the dead and force them to do your bidding, or use their souls to gain power for yourself. Such a person could drain the Mana from other living things, especially Fae like Elves and Faeries.
Warrior: Melee Weapons, Survival, Smith, Shield, Heavy Armor.
Mage: Magic, Mana, Alchemy, Third Sight, Speech Craft.
Rouge: Hand-to-Hand, Sneak, Lock-Pick, Light Armor, Speech Craft.
Ranger: Ranged Weapons, Survival, Light Armor, Melee Weapons, Fletching.
Battle Mage: Melee Weapons, Magic, Mana, Heavy Armor, Third Sight.
Cleric: Healing Magic, Mana, Heavy Armor, Melee Weapon, and Smith.
Skills-
Melee Weapons: Use melee weapons better.
Ranged Weapons: Better aim and handling of ranged weapons.
Smith: Able to repair and create armor and weapons.
Fletching: Able to make arrows.
Magic: Able to channel the forces of Mana.
Mana: Able to regenerate Mana quicker.
Light Armor: Better at wearing leathers and such.
Heavy Armor: Better at wearing plate and such.
Hand-to-Hand: Better at melee with ones hands.
Survival: The ability to survive in the wild, knowing what to eat and where to set up camp and how to hide your tracks and how to track animals.
Alchemy: The ability to make potions from herbs and other ingredients.
Third Sight: The ability to see mystical powers and hidden spirits at work. This is especially valuable for detecting magical traps.
Speech Craft: All but essential for the street wise, it allows you to talk your way into better prices and better places.
Necromancy: The practice and ability to raise the dead and force them to do your bidding, or use their souls to gain power for yourself. Such a person could drain the Mana from other living things, especially Fae like Elves and Faeries.
---------------
Well, I'd have a nice little explanation of combat and such, but unfortunately my STUPID MOUSE backed me out and I lost what was almost the whole thing.
Dungeon diving in a unique world comparable to that of The Wheel of Time except with lots of fun and exciting races thrown in. The whole world is unique and fun to explore, and will revolve around the Protagonists who start off on a mission for "The Adventurer's Guild," though most adventuring the guild does is into ancient ruins to rob them clean. They now seek to extend their each to Cathilheim, an inland City-State between Wyndham and the port city state Litharein, right on the Bulging Bay (from there they hope to spread their influence even further).
It's your job to strike it good on this mission for a Cathilheim noble in the king's court so the guild can get a foothold. However, none of you are members and are just being paid (handsomely) to take on the job.
You can be any race except the dragon, though some are better at some things than others. Human's make good soldiers and jacks of all trades, Dwarves are short but excel at fighting and forging, Wood Elves bows and High Elves magic, that sort of thing. I'm not planning on set classes because it's much more fun to make your own. However, if you would like I'll give you classes to choose from or just make your own. Though how solely you focus on something will help you get better at it faster.
High Elves: They have the longest and pointiest ears, long and generally blond hair. They are decedents of the first Elf to achieve immortality. Due to their immortality they don't often see fit to pro-create. Their movements are often well thought through. They have an ogligarchy of wise elders who dictate the motions their civilization takes. They look down on Wood Elves as a rich English man would look on someone who'd just said 'Top of the morning Gov'na'. They watch the Dark Elves with subdued interest and hidden anxieties and fears. They can be highly millitant, but most Elves are looked upon as "Renaissance Men", they often have several professions and hobbies aside from being a soldier.
Wood Elves: They are masters of the bow, being an impeccable shot. All Elves are, however Wood Elves are superior shots to their contemporaries. They are mortal, and pro-create with great fervor. There are many factions and holds, and any King doing to much bullying may end up deposed or murdered. The title of King mainly means you get to sit at the end of the feast table.
Dark Elves: Descendants of Elves deemed 'too ambitious' to receive immortality. They discovered the secret on their own, by harnessing the magic of the largest Mana Font in the Elven Isles. This unexpectedly lead to the tainting of the font, and the dark blue shade too their skin and the gruffness of their voices. They utilize magic and technology together to great affect. They are all masters of "Tainted Flame", arguably the most effective counter to Festering Imps. They are a secluded people and their civilization is not all combined under one nation. Most who wander away from the island chain they've managed to find are either going in search of some artifactor in search of a more open life away from their race.
Elder Mages (at least 100 years use of magic): Though such prolonged usage of magic has effects on all races, Humans are doubtlessly the most effective. Use with magic can prolong ones life, but achieving this level makes the Human mage immortal. Wilder mages often do not achieve such a level, so the only faction consisting of them would be the Fraternity of Mana. A guild of Human mages, they have a wide ranging system that spreads all the Human Kingdoms. They are Immortal.
Gnomes: They were short, human-like cousins to the Goblins. Due to a lack of survival skills outside of a large group Gnomes will probably die out if not with a group. They have great knowledge of technology, however, and the Capitol city of Gnomina has the strongest walls of any city ever made. In addition, they have sophisticated plumbing and cranes and other technologies.
Dwarfs: Bigger and burlier than Gnomes, and far more militant, what they lack in technological feats they more than make up for in metallurgy and craftsmanship. No Dwarf who doesn't have a beard doesn't get disdainful glances in polite Dwarfish company. They are known for crafting weapons and armor, and grow to maybe half the height of a normal Human.
Orcs: A tribe-like people, they use all manner of unorthodox weapons, spears, exotic blades, pikes, hammers and axes to menace any whom would appose their leader. The Orc tribe consists of a head Shaman and his underlings, who are second only to the Chief himself. The Chiefs wife is below them, and then standing as a warrior dictates your social and military status. They view Humans differently depending on their alliances, distrust all Elves except Dark Elves. They view Dark Elves as wise Shamans whom, though not of their tribe, should be headed. They are on good terms with Goblins and most all other green-skinned creatures. They are mortal.
Goblins: Short, green, and with pointed ears, they bare semblance to gnomes. They are a business like people who immediately set about smelting anything gold they get their hands on. They are possible one of the richest races. They are on good terms with the Orcs. They are neutral in all conflicts where neutrality is an option.
Trolls: They are tall, blue, and tusked people who preoccupy themselves with all sorts of Alchemical ventures. Like Orcs they follow Shamans, but there political structure can vary. There were some Troll nations, tribes, and other associations like guilds. They were scattered when they were returned to New York, and now care little for old political aligences. They have a very long life span, and have been known to get along with and at some times join the tribes of Orcs.
Trorc: A bastard mix of Troll and Orc, depending on the mother their features can vary greatly. They inevitably become Shamans as firstly they are very magically adept and inclined and secondly without Mana coursing through there veins when they are young so as to help the growth of certain organs, they will invariably die by age twenty. They quickly become Elder Mages and therefore are generalized as Immortals.
Wood Elves: They are masters of the bow, being an impeccable shot. All Elves are, however Wood Elves are superior shots to their contemporaries. They are mortal, and pro-create with great fervor. There are many factions and holds, and any King doing to much bullying may end up deposed or murdered. The title of King mainly means you get to sit at the end of the feast table.
Dark Elves: Descendants of Elves deemed 'too ambitious' to receive immortality. They discovered the secret on their own, by harnessing the magic of the largest Mana Font in the Elven Isles. This unexpectedly lead to the tainting of the font, and the dark blue shade too their skin and the gruffness of their voices. They utilize magic and technology together to great affect. They are all masters of "Tainted Flame", arguably the most effective counter to Festering Imps. They are a secluded people and their civilization is not all combined under one nation. Most who wander away from the island chain they've managed to find are either going in search of some artifactor in search of a more open life away from their race.
Elder Mages (at least 100 years use of magic): Though such prolonged usage of magic has effects on all races, Humans are doubtlessly the most effective. Use with magic can prolong ones life, but achieving this level makes the Human mage immortal. Wilder mages often do not achieve such a level, so the only faction consisting of them would be the Fraternity of Mana. A guild of Human mages, they have a wide ranging system that spreads all the Human Kingdoms. They are Immortal.
Gnomes: They were short, human-like cousins to the Goblins. Due to a lack of survival skills outside of a large group Gnomes will probably die out if not with a group. They have great knowledge of technology, however, and the Capitol city of Gnomina has the strongest walls of any city ever made. In addition, they have sophisticated plumbing and cranes and other technologies.
Dwarfs: Bigger and burlier than Gnomes, and far more militant, what they lack in technological feats they more than make up for in metallurgy and craftsmanship. No Dwarf who doesn't have a beard doesn't get disdainful glances in polite Dwarfish company. They are known for crafting weapons and armor, and grow to maybe half the height of a normal Human.
Orcs: A tribe-like people, they use all manner of unorthodox weapons, spears, exotic blades, pikes, hammers and axes to menace any whom would appose their leader. The Orc tribe consists of a head Shaman and his underlings, who are second only to the Chief himself. The Chiefs wife is below them, and then standing as a warrior dictates your social and military status. They view Humans differently depending on their alliances, distrust all Elves except Dark Elves. They view Dark Elves as wise Shamans whom, though not of their tribe, should be headed. They are on good terms with Goblins and most all other green-skinned creatures. They are mortal.
Goblins: Short, green, and with pointed ears, they bare semblance to gnomes. They are a business like people who immediately set about smelting anything gold they get their hands on. They are possible one of the richest races. They are on good terms with the Orcs. They are neutral in all conflicts where neutrality is an option.
Trolls: They are tall, blue, and tusked people who preoccupy themselves with all sorts of Alchemical ventures. Like Orcs they follow Shamans, but there political structure can vary. There were some Troll nations, tribes, and other associations like guilds. They were scattered when they were returned to New York, and now care little for old political aligences. They have a very long life span, and have been known to get along with and at some times join the tribes of Orcs.
Trorc: A bastard mix of Troll and Orc, depending on the mother their features can vary greatly. They inevitably become Shamans as firstly they are very magically adept and inclined and secondly without Mana coursing through there veins when they are young so as to help the growth of certain organs, they will invariably die by age twenty. They quickly become Elder Mages and therefore are generalized as Immortals.
Note: There are lots of guilds, these are just some far-reaching or story-important ones. You'll learn of more along the way.
The Fraternity of Mana:
An all-male all-human guild of Mages whom hold much influence through out Human kingdoms but little outside due to their lack of acceptance of other races.
The Sisterhood of Al'Moora:
An all Female guild of High-Elf and Humans who share the common goal of helping the less fortunate in the port city of Wyndham. They have a guildhall in Al'Mordon (the capitol of Al'Moora) and in Wyndham.
Fractured Sun:
Though more of a cult, the follows of Fractured Sun take any and all into their tanks. They believe that the Moon and Sun are two Mana fonts, the contrast between them having created the world. Therefor, everything and everyone must have been predominantly made by either the Moon of the Sun. Most Mages look down on them, but they inevitably dabble in Magic and have their own Mages.
Even though they have no obvious goal other than conversion to what is quickly becoming a full-fledged religion, most rulers tread lightly around them. They have guild halls in almost all major cities.
The "Adventurer's" Guild:
Always thought of as a joke of a guild based in Yorm'Irinn, after organizing a group of adventurers to recover the fabled shield of Hogarth, the Dwarfish king descended from Hogarth, Aodh gave them a place in his capitol city of Rasalgethi. From there their renown as fabled thieves of lost treasures and Artifacts from their hiding place grew. They now have a presence reaching from the northern mountains of the Dwarves to Wyndham. Their new guildhall in Cathilheim has hired the adventurers, in the beginning, to get an artifact for an important noble.
The Seeing Ones:
A guild of necromancers whom take only those whom can prove their worth in brutal ways. They are mysterious and have no guildhalls.
The Congregation:
A guild of more excepting Mages whom are interested more in intellectual pursuit and research than gaining political power. They can be found in most all major cities.
The Fraternity of Mana:
An all-male all-human guild of Mages whom hold much influence through out Human kingdoms but little outside due to their lack of acceptance of other races.
The Sisterhood of Al'Moora:
An all Female guild of High-Elf and Humans who share the common goal of helping the less fortunate in the port city of Wyndham. They have a guildhall in Al'Mordon (the capitol of Al'Moora) and in Wyndham.
Fractured Sun:
Though more of a cult, the follows of Fractured Sun take any and all into their tanks. They believe that the Moon and Sun are two Mana fonts, the contrast between them having created the world. Therefor, everything and everyone must have been predominantly made by either the Moon of the Sun. Most Mages look down on them, but they inevitably dabble in Magic and have their own Mages.
Even though they have no obvious goal other than conversion to what is quickly becoming a full-fledged religion, most rulers tread lightly around them. They have guild halls in almost all major cities.
The "Adventurer's" Guild:
Always thought of as a joke of a guild based in Yorm'Irinn, after organizing a group of adventurers to recover the fabled shield of Hogarth, the Dwarfish king descended from Hogarth, Aodh gave them a place in his capitol city of Rasalgethi. From there their renown as fabled thieves of lost treasures and Artifacts from their hiding place grew. They now have a presence reaching from the northern mountains of the Dwarves to Wyndham. Their new guildhall in Cathilheim has hired the adventurers, in the beginning, to get an artifact for an important noble.
The Seeing Ones:
A guild of necromancers whom take only those whom can prove their worth in brutal ways. They are mysterious and have no guildhalls.
The Congregation:
A guild of more excepting Mages whom are interested more in intellectual pursuit and research than gaining political power. They can be found in most all major cities.
Antioch:
Northern most Human kingdom, north of the Gnomish mountains. Known for valiant knights and taking no shite. They are noted makers of weapons and armor.
Wyndham:
Port city on a peninsula that rules most neighboring cities and towns, though the army rarely leave the city or it's country side. They don't have a very strong hold over their provinces.
Cathilheim:
An inland kingdom. It's southern portion and border is all desert, and Orc tribes routinely cross the border and raid. The nobility is noted for over taxing everything but trade, because they badly need money and trade. The city of Cathilheim itself is quite well defended, tall white walls always manned. They keep short reign on all their provinces. They have an unmistakable accent that consists of rolling their O's and saying "Oz" instead of "Is."
Northern most Human kingdom, north of the Gnomish mountains. Known for valiant knights and taking no shite. They are noted makers of weapons and armor.
Wyndham:
Port city on a peninsula that rules most neighboring cities and towns, though the army rarely leave the city or it's country side. They don't have a very strong hold over their provinces.
Cathilheim:
An inland kingdom. It's southern portion and border is all desert, and Orc tribes routinely cross the border and raid. The nobility is noted for over taxing everything but trade, because they badly need money and trade. The city of Cathilheim itself is quite well defended, tall white walls always manned. They keep short reign on all their provinces. They have an unmistakable accent that consists of rolling their O's and saying "Oz" instead of "Is."