Unwanted Envoys: A High-Fantasy RP
Hello! Second RP I've opened in a short while, but hear me out. Sparrow requested that I put together a Fantasy RP, because the last one was very entertaining before it went belly-up. So, GM Sparrow and StoryMaster Samuel present Unwanted Envoys.
Opening Plot:
When people write of the past, any claims without evidence are ignored. Speculation is but speculation and any claims that cannot be backed-up are ignored. Yet little does any of the inhabitants of the world know, everything about the world's true past is contained within a small book buried beneath the deep sands of the Gobi Desert.
Within the book, there are details about a small band of adventurers that lived in a fantasy world completely different from our own. The adventurers are never named, or their backgrounds explored. Some of the accounts in the book say some members of the group were possibly Dwarven, as well as Elven. Some were possibly warriors of famous clans, some mages of hidden cults. All that's proven about the group is their goal: the retrieval of the Relic, and item of unknown worth and power.
Whether they found it, or whether they all died in the process is not detailed. Nor at the details that the group supposedly fought golems, dragons and demons. Yet, none of this relates to our world. Such idle fancies of magical creatures and Elven creatures is simply that of myth. So if this tale is truth, how did we forget it?
Codex:
The god of love is as fickle as the wind. One day he blesses all of humanity with pure joy, and the other he plays with their heartstrings like a musician. He isn't partial to restricted marriage, only to unbound love, so no marriage is conducted in his name. Apart from love, he is the god of lust, women, fertility and pregnancy. There are many cults surrounding him, many an excuse to love as many as possible. Domnia is an official recognized deity, and his symbol is a blooming flower, any kind, set in an amber necklace. His image is a scarcely clothed man with hair reaching his ankles.
Often portrayed as a blind child, Lady Justicia handles every conflict that requires her. She isn't an emotional deity, handling every conflict with only the evidence given to her and judging with the coldness of a stern winter. Although she doesn't listen to any mortal summoning, it is believed that she watches over the tribunal of judges. The cults surrounding her are all legalized, and most of the cultists also are judges or have legal professions.
Seen as the mightiest deity of all of them, Omnia has the image of a blank faced bald person, without the differences between genders. It holds the power over seas, land, wind and nature. It can be as calm and patient as a mountain, but fierce and furious as the sea. The entire world exists because he allows it. His followers pretty much cover the entirety of humanity, because every human fears the supreme god. Cults of Omnia aren't officially recognized by the state.
He has four sons, who all represent one of the classical elements, but who are nowhere as powerful as Omnia.
He has four sons, who all represent one of the classical elements, but who are nowhere as powerful as Omnia.
There is a lot of unofficial data between the 'good' and 'evil' end of the spectrum. Many gods aren't acknowledged state-wide or even hold any amount of power over the humans. There are a few of the 'lesser gods' who exists. The term does not indicate lesser power, but a smaller following.
A deity who mostly receives his prayers from gamblers, Tartak is a playful entity. His image is a short man with a sharp chin, sharp beard and long fingers, dressed in a flamboyant outfit. He makes people win, and lose, to his own amusement. He even enchants the minds of normal men, who can't keep away from playing a game until they have lost everything. Sometimes Tartak is in a generous mood and gives an unlucky fellow a bit of luck. But mostly he meddles in others, gods and mortals, affairs for his own amusement.
Magicians aren't very religious. When telling the laws of physics to sit down and shut up, it's strange to think of an invisible entity ruling you. But there is one single figure that demands the respect of every magic user. Marcos. He is the one that created magic, gave it essence and the humans the ability to guide it. His image is the one of a hermit, simple robe with simple features. Although it's a point of many debates that Marcos is a god or simply was a very talented person, he is seen as a godly figure.
Neonin is depicted as a boyish woman with the outfit of a student in swordsmanship. All prayers before a battle are directed to her, and she is the protector of individual fighters as well as entire armies. There's an entire religion devoted to her, with a monastery built for her in the highest mountain range running in the length of the continent. Her symbol is a sword with runes scraped into the steel, sticking out of a boulder.
Many more lesser gods exist, but haven't got a big enough following to be noted here. And from here we slide into the spectrum of what is considered evil. Although not inherently evil, the only people praying to them are people with malicious intent, or their caste hurts people. Their names are never written down or spoken, because the belief is that naming one evil, will summon it.
The lord of revenge is never depicted without slaughter. His most common stance is on another human with its heart in his four hands. Although he's clothed in baggy clothes made of plain material, he has a muscular upper body and skinny legs. The prayer consists of a personal sacrifice and the name of the one you want revenge against. Most people interpret a personal sacrifice as a body part, and the cultists surrounding this lord often miss body parts.
The image of the Lord of Death has a resemblance of the traditional reaper, with a battered hooded cloak hanging over his shoulders. His weapon, a giant scythe is always strapped to his back, and a kind of energy swerves between his outstretched hands. His visage is a normal human, although his eyes are blank. Most people say that the lord of death is the opposite of Omnia, where he rules the entire earth, and the lord of death rules the afterlife. Prayers before a battle also go to this lord.
The mistress of conflict is depicted as a woman, working together with all other gods. She holds no true power over the world, but is as seductive as any being can be, and holds influence over all. Cultists often are prostitutes or mistresses of mighty men, who can be manipulated by supposed love or blackmail. The Mistress of Conflict is often depicted as the lover of the Master of Trickery in many pieces of lore and tales.
The elves hail from the lands across the southern and western sea. Few humans have ever traveled there and back again, but the few elves that conversed with the human before the war painted a picture of beauty. The elves have created massive palaces, with pictures captured in coloured glass. Wide stone highways connect massive cities, often created by as much magic as labour, hewn out of the sides of mountains, created on flat lands with expensive stones.
Elves have had little positive contact with the humans. A small amount of Elves are sympathetic to humans, thinking their hurried, yet efficient way of life is interesting to a few, but the gross of the elvish race follows the mindset of their royalty, who think of humans as occupants of their new home. Resentments about this ongoing war have soured any contact between the two races.
Elves have had little positive contact with the humans. A small amount of Elves are sympathetic to humans, thinking their hurried, yet efficient way of life is interesting to a few, but the gross of the elvish race follows the mindset of their royalty, who think of humans as occupants of their new home. Resentments about this ongoing war have soured any contact between the two races.
Roudy, as eager to fight as to drink and happy to trade with any race, Dwarves occupy most of the northern lands, with a few colonies to the south. They have as many cities on the surface as they have beneath the ground. Their proficiency with steel and stone comes with their long studies of the application on magic through smithing. All of the smiths are Dwarven magicians.
All dwarves pray to the One God, Hammer of the Sky and an entire slur of other titles. Most of the time he's called 'The One' or simply God. The belief of an afterlife is engrained in every dwarf by upbringing. They burn the dead, because of the fear that if a body isn't disposed of in this manner, a necromancer may resurrect the body, and with that keep the soul from reaching the afterlife.
All dwarves pray to the One God, Hammer of the Sky and an entire slur of other titles. Most of the time he's called 'The One' or simply God. The belief of an afterlife is engrained in every dwarf by upbringing. They burn the dead, because of the fear that if a body isn't disposed of in this manner, a necromancer may resurrect the body, and with that keep the soul from reaching the afterlife.
Occupants of the series of islands where this story takes place. Most of the royalty thinks themselves above the normal people. If a human isn't a farmer or a trader, odds are that he or she is a soldier. Males and Females are on the same lever of society. Brown hair is the most common, and any other colour is a rarity and gift.
There is no official guild for magic, even though there is for any other profession. Would-be magicians are instructed by parents or any other that wants to educate.
There is no official guild for magic, even though there is for any other profession. Would-be magicians are instructed by parents or any other that wants to educate.
Notes:
The players will take on the roles of the adventurers tasked with finding the rather vaguely named "Relic", if you hadn't figured that out already. This RP borrows heavily from the rather dark yet comical setting of Dragon Age, though I can assure you that the storylines are in no way related.
Characters can either be Humans, Dwarves or Elves. This will be explained to the characters later on, but the Dwarves and Humans are allies. Elves invaded the Human lands, leading to a full-scale war.
Nothing, I repeat, nothing has been written for this RP. The most we have is the introduction and the codex, so essentially we have the beginning. Therefore everything after the beginning will either be player led, or us GM's thinking on our feet.
Rules:
When making your character sheet, you will only be able to have TWO Class Specialisations. The specialisations are below, and you must take one from Class 1 Specialisations and one from Class 2 Specialisations. If you're confused, feel free to ask.
The Specialisations are purposefully vague, and those that aren't are rather broad. This is because, as much as we want to make sure players aren't overpowered, we want you to be creative. We also realise you're not idiots, so it goes without saying that you can mess about with them as you which. For instance, just because a Warrior character has a specialisation in Two Handed Weapons doesn't mean they can't pick up a short-sword. They just won't be as skilled.
And by far, the most important rule of all: Have fun you grumpy sods!
Character Classes
Amongst all the spells and trickery Spell Knights and Mages have at their disposal, nobody ever refutes the basic rule of war: If your Warriors aren't up to scratch, neither is your country.
Even with all the power Mages have at their disposal, Warriors are the true jack-of-all-trades. They can wield claymores with the same skill they wield a bow, or handle a sword and shield with the same expertise they do a crossbow. They can kill you in more ways than you could fathom.
Even with all the power Mages have at their disposal, Warriors are the true jack-of-all-trades. They can wield claymores with the same skill they wield a bow, or handle a sword and shield with the same expertise they do a crossbow. They can kill you in more ways than you could fathom.
Two Handed Weapon warriors can wield anything that simply requires brute force. Whether that be a waraxe, a greathammer of a claymore.
Using a sword and shield may sound easier than using a claymore or dual weapons but, in truth, it requires much more skill. Few are able to elegantly wield both the sword and shield independently, balancing defense and offence.
For anyone who likes twice the firepower. After all, why have one sword when you can have TWO? But much like the Sword and Shield class, using two separate weapons is much harder than it seems. Only fabled rouges have the skill to use both weapons without relying on one more than the other.
Many warriors are famed more for their precision than their might in combat, many simply preferring to use both a weapon and a bow. Regardless of whether or not they use one, most warriors wouldn't be caught dead without some kind of ranged support.
Those who use crossbows instead of bows and arrows favour one thing: Strength. Although crossbows take a long time to reload, they offer any warrior an instant kill from any range.
Spell Knights are mixture between Mages and Warriors. Although they lack the ability to use ranged weapons like Warriors and don't have access to the first tree of Mage Talents, their ability to mix spells with swordplay make them rather dangerous opponents.
Two Handed Weapon warriors can wield anything that simply requires brute force. Whether that be a waraxe, a greathammer of a claymore.
Using a sword and shield may sound easier than using a claymore or dual weapons but, in truth, it requires much more skill. Few are able to elegantly wield both the sword and shield independently, balancing defense and offence.
For anyone who likes twice the firepower. After all, why have one sword when you can have TWO? But much like the Sword and Shield class, using two separate weapons is much harder than it seems. Only fabled rouges have the skill to use both weapons without relying on one more than the other.
In contrast to Elemental Mages, Blood Mages tend to be the villains of any fable. They wield the ability to tamper with an opponents blood, either to painfully bring them to a halt or to cease control of their body.
Healers can heal any wound or ailment, given enough time. Most groups have at least one healer, just incase any team member is hurt in battle.
Any mage who can use defensive magic is an asset to any team. Not only able to shield themselves, defensive Mages can shield their allies as well.
Mages, trained in the areas they see fit, can master a wide variety of skills. Some have the ability to light people on fire, whilst others can warp gravity to their disposal. But, for all the prowess a Mage has in spellcraft, none can wield a blade.
Mages that control the elements are the heroes of tales, able to control fire, ice, wind, earth, lightning, you name it.
Shapeshifters can turn into any animal or insect in an instant, provided they have learned to master the form. Each form can take up to a year to master, especially if a user wishes to speak through their form.
Those who wield the power of energy can be useful in any situation. Energy Users can control gravity, heat, light, pushing-and pulling etcetera, within reason, as well as the ability to pick up and throw items or even people with their minds.
In contrast to Elemental Mages, Blood Mages tend to be the villains of any fable. They wield the ability to tamper with an opponents blood, either to painfully bring them to a halt or to cease control of their body.
Healers can heal any wound or ailment, given enough time. Most groups have at least one healer, just incase any team member is hurt in battle.
Any mage who can use defensive magic is an asset to any team. Not only able to shield themselves, defensive Mages can shield their allies as well.
Character Sheets:
They are in the next post, due to the limit of words.