The Mauldor Time-Line, Book 1: Birth and Rebirth

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Mordereth

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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!

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.

---------------

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.

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.

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."
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.
 

Mordereth

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Tell me if you want a map, because when I make one most people end up never using it and just asking me to spell it out for them anyway.
 

Captainguy42

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May 20, 2009
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I'm interested. I got a some questions though:
1. Are there set classes or do we make up our own.
2. Is it going to focus on one over arching plot? Or several small missions?
3. How will combat work?

In terms of character I'm interested in playing a wood elf.
 

Mordereth

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1. Think Oblivion. Set skills and ideas of how to combine them (i.e. Warrior) that NPCs will have. The like and the such, really. But you can create a custom class.

2. Yes, there is an over-arching plot the players are drug into by the first mission. Like The Wheel of Time the plot is nice and complex (or will be later on) so don't expect to gather the Nader gems or something but there will be definite goals and catastrophes to be avoided.

Moral choice will come in, though it'll have to be something pretty damn big if you're expecting to see the world effected by it.

3.
You say I want to strike the Minotaur with by sword and, based on several things (how nimble the opponent is etc. etc.) I will judge how much damage is done. While I plan to challenge you things won't get all to incredibly hard and I'll tell you the basics of the weapon/style of your choice so you won't have to guess how to phrase "mess 'em up with mah axe."
 

Mordereth

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Name: (High Elf names are Elder Scrolls, which means you can get them here [http://www.tamriel-rebuilt.org/?p=modding_data/ngen]. Other than that I'll tell you once you select a Race if you ask what a good name is for said race, but it can be whatever really.)
Nickname: (Your first name, nothing, whatever you want people to call you by)
Race: (This will determine some stuff, so choose cautiously. Don't be afraid to ask me whose good at what or something)
Place of Birth: (Leave it blank I'll talk to you about it)
Age:

Hair Color: (tell us, even if your bald in case something were to happen where you couldn't shave etc. etc.)
Hair style: (optional)
Appearance: (how you look, facial and the rest of your body. Don't hurt yourself here, but cover tattoos and scars at least)
Clothes: (It has to do with race and where you're from, but you can probably make an accurate guess based on normal fantasy. Ask if you want specifics. I'll only get peeved if it's something like jeans though.)

Level: 1 (I'll tell you when you level up)

Weapons: (Everything you have will have to be steel unless it's a bow. No crossbows, and the bow will be average. Ex. "Average Long Bow, Steel short sword." That's the idea, but go nuts on the kinds of weapon you have as long as it still makes sense)
Armor: (Leather or steel, you'll get better later on)

Items: (Health, Mana and endurance potions all exist, but aside form that you could have something less practical like alcohol [Mead, Wine, Beer] or something basic like flint and tinder)

Class: (There's a list)
Skills: (There's a list of these, too)

Occupation: (I'll tell you more on your Race etc., etc. to help with this choice but you can probably guess the usual like blacksmith, baker, hunter, adventurer etc., etc.)

Bio: (please at least a small paragraph)
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.

Alright, PM me sheets. I'll set a date to launch once I have 3 character sheets submitted.

Oh and forgot Sneak.

Sneak: The ability to conceal oneself in brush or shadows or a crowd so as to avoid being noticed. Especially helpful if one would like to pick pocket someone or go somewhere they'd rather not be seen.
 

Mordereth

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Jun 19, 2009
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Alright, got both of your sheets.

Hmmm.

1. We could use some spell casters and or ranged people, and

2. Healing Magic is a new skill, which heals people. There is a new class who uses it.

Cleric: Healing Magic, Mana, Heavy Armor, Melee Weapon, and Smith.

Cleric's are holy warrior, traditionally using maces whom use healing Magic to aid others.
 

Hikikomori Ookami

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How many skills? are these in addition to class skills do the listed class skills need to be in this space as well?
 

fanklok

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Jul 17, 2009
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Name: Njord Akselson
Nickname: The Wolf
Race: Human
Place of Birth: The Horimmire Mountains
Age: 19
Hair Color: Black
Hair Style: long unkempt/unwashed
Clothes: Leather Vest, Orange Slacks with leather chaps covering the outer thigh, Hunting Boots
Appearance: noticeably taller then the average human, he is well muscled, there is a very ugly looking scar on his left shoulder

Weapons: Steel Axe, Bare Fist
Armor: Leather

Items: Herbal Remedies, Hearty Ale

Class: Warrior
Skills: Hand-to-Hand,Melee Weapons,Survival,Light Armor,Shield

Occupation: Brawler/Fighter

Bio: A proud warrior of The Horimmire Mountains it has come to the time for Njord to leave the shelter of the Hearthstead and venture to become stronger, after his first victory against the Alpha Wolf of a pack, which is where he got his scar, he learned to work with wolves during hunts and came to be called "The Wolf" because of this and his fierce fighting style. He now treks the land in search of strong opponents to defeat, only giving respect to strong fighters whether they be strong of body or heart

EDIT: whoopsie i forgot my appearance heh
 

Mordereth

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Jun 19, 2009
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zjpicks said:
How many skills? are these in addition to class skills do the listed class skills need to be in this space as well?
There are five skills per class. You can learn more in the course of the RP but that won't be a frequent thing.

You can make your own class, but ti must have 5 skills and 5 skills only.

Yes to the listed skills for the class must be listed, you do because if someone goes and references your sheet then it'd be a bother to go find out if Warriors have Hand-to-Hand.

There are also some skill you can't start with which may be learned (No, Necromancy isn't one and can be had from the beginning. I haven't listed those skills yet.)
 

fanklok

Legendary Table User
Jul 17, 2009
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am i the only one whos submitted a sheet? come on people im looking forward to this and how am i supposed to do it alone thatd get waaaaay to boring
 

Mordereth

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Well 1 other person put in a sheet but he won't come in until the 23rd because of vacation. Besides that, zjpicks has put in a sheet that I approved as well. So now we need 1 more for me to set a date (3 people at least in the beginning) which will be for something like 3 days after they join up.
 

fanklok

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Jul 17, 2009
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then its setteled 10 cookies to the next person that gets a sheet accepted
 

CourtingDisaster

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May 8, 2009
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I'm interested in joining. Though. As a warning... I've never done a forum RP before. Hope that's okay. I'll work on a sheet in the meantime.
 

Mordereth

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CourtingDisaster said:
I'm interested in joining. Though. As a warning... I've never done a forum RP before. Hope that's okay. I'll work on a sheet in the meantime.
No problem. Though might I advise we have a meat shield and a ranged pin-cushion artists so you might wish to persue healing or combat magic? Or both? Just an idea not pressuring you.

It's no problem that this is your first time. I'd be glad to offer the experience. Also I hope this means you won't be quite so prone to quitting like some people :X
 

fanklok

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Jul 17, 2009
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are you calling me a meat shield?

i find that demeaning for a warrior as fierce as i how can i shield if everything dies before i get hurt
hehe not really thatd be way to OP'd for a starting character
 

Hikikomori Ookami

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Jun 26, 2009
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My character sheet

Name: Artemis, son of Dathor
Nickname: Artmeis
Race: Half-Elf
Place of Birth:
Age: 23
Hair Color: Dark brown
Hair style: Shoulder length, tied at back of neck
Appearance: Eyes are slightly golden in hue due to wood-elf heritage. Ears are slightly pointed but mostly go unnoticed. Nose is slightly crooked from childhood fights. Of average height and slim build. Walks with a slight limp from falling out of a tree when younger.
Clothes: Generally where?s homemade leather moccasins and pants with a light cotton shirt.
Level: 1
Weapons: Long bow and short sword
Armor: Leather buckler
Items: Rope, extra arrowheads, extra bow strings, flint and tinder
Class: Ranger
Skills: Ranged Weapons, Survival, Light Armor, Melee Weapons, Fletching)
Occupation: Merchant guard
Bio: Father was a ranger, mother was a wood elf. Was named for Artemis, God of the Hunt. Left home several years ago and began traveling with a merchant band to seek adventure and travel the world.