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Suffers from Selective Memory
Classes
It is common in Aloria for fighters to specialize in a certain category rather than mix and match, and commonly those who do are found to be without honor or morals. Many types of combat are simply practiced and learned, but some are passed down through bloodlines.
Spirit-Walker
Members of a human Elven mixed plains tribe. In their early days they chose to band together for survival rather than fight like the rest of their race and were shunned for it. They were cast out into the wilds where their survival lay upon their instincts. It was not long before they fell into tribal traditions of worshiping nature towards animals and spirits. Upon the goddess Talia's fall from the heavenly kingdom and her final act of defiance the pairing of their two races effected the tribe in an unforeseen way. They became able to contact and sense the spirits, and each one from then on received a spirit animal upon birth, a large face covering tattoo that symbolized their animal was common to show who their patron spirit was. Any animal could be their patron and when their need was great in battle or not hey had the ability to transform into their spirit animal for a time. Spirit walkers use an exotic form of combat, mixing a short bow and hand to hand combat as well as sometimes using small blades and knives.
Warrior
Those considered as warriors are adept and skilled with a variety of melee weapons. Warriors tend to be extremely varied, no two alike. Each has their own set of weapons, skills, and preference. Even two wielding war hammers are different in the way they fight. Warriors are numerous all across the three kingdoms and are known for their feats of bravery and incredible honor.
Mage
Those adept on the workings of magic. Mages usually are born more often than made. It is not impossible to become a Mage if you are not, but commonly families are known to pass down their Mage craft, the knowledge they hold in regards to magic, from father to son and mother to daughter. Mages are pivotal on the battlefield, and quite commonly are known to change the tide of the battle, and a single Mage could decimate an enemy army if he were unapproved. It is because of this that many mages are usually found in an army, so as to defend it and fight the mages of the opposition. A typical Mage learns as much as it can, gathering a small amount of knowledge in multiple fields. It is rare to find, but entirely possible, mages who specialize in a single type of magic and as such grow stronger than others in it. It is a useful venture in that magical aspect but leaves them weaker in other branches.
Healer
Healers are usually rare but vitally important. They are adept in healing magic as well as folklore medicine, common medicinal practices, and a variety of medical techniques across all three kingdoms. They wield a power only found in the mixture of natural methods and magical methods. Healers are rarely found outside of large cities and army staging grounds due to their value. Commonly healers are hired into a city or paid to travel win an army as soon as they become known to the royalty of the kingdom. It is possible to find traveling healers, as the royalty does not force a healer to settle in a city or travel with an army, and not every healer is content to a hefty payout and settling down.
Agitator
Agitators are a relatively rare class, even less numerous than healers. They are trained by mountain monks typically in various forms of hand to hand combat, as well as taught the ways of hue, the magical energy that flows through the body at seven points. They are masters of single combat and even in group fighting they pose a serious threat, able to gravitate between opponents, striking debilitating blows each time to take out a multitude of opponents quickly. Agitators are known for their tracking and hunting skills, as well as their retrieval skills. An agitator can easily incapacitate a mark and retrieve them, no matter where they reside. They are not only known for their great skill but also for their stealth. Agitators, like Spirit Walkers, have a strong connection to he spirit world through natural spiritual harmony. It is even thought that theirs is stronger than the walkers, but neither of the parties has ever cared to prove who is better. Agitators can also take the form of a spirit animal when the time is great and their need large.
KINGDOMS
Aloria is a vast world filled with beings of all sort, though our story now takes place on a single continent. Water travel is far from advances in Aloria and as such each continent in Aloria lacks any real knowledge of the others past fables and legends.
ARONOR
Aronor, the Kingdom of Man, residing within the central plains of the continent, perfect for the farming life of many men of the kingdom. It is surrounded along its borders by five great cities, two on borders of the other kingdoms, and then a single along the eastern border. The five great city's are known as The Wards of Man, for they're tasked with the defense of Aronor. Along the plains are spattered smaller cities and towns, and only one other city of greatness stands, even greater than The Wards. The city of Nubesa, The Greater Ward. It is meant as not only the capital but the final bastion of defense should the five wards fall. Within its walls lays the Glass Palace, a marvel of human architecture, and in it lays The Square Throne. Named such for its bulky shape. It was crafted flat and angular in an effort of discomfort, to always remind the monarch of the time of their obligations to the people.
DELVORNIA
Delvornia, the Elven Kingdom, hidden deep in the marshes and forest lands of the mighty Hrygorian, south of the human plains lands. The elves, with their graceful strength in magic enchanted their forest heavily in their defense, and upon their need of strength and salvation it is fabled to come to life, viciously massacring whatever threatens its watchers of the forest, for that is what the elves are called. For they do not cut down trees for houses, weapons, or anything else. They use their great abilities with magic and sing forth that which they need, singing even houses into the trees. The elves are ruled by a graceful King from their capital Elshiera, located deep in the forest upon the only large body of water in he forest, Hrygorian Lake, and upon it stands the swan palace, so names for its feather white gleaming walls and graceful architecture.
HJARCRAG
Hjarcrag, the Dwarven kingdom, located deep in the mountains and tunnels of the northern Bjor mountains. The Dwarves are a stout and hardy race, graced with a naturally long life compared to most because of their affinity to rocks. Dwarves are excellent magicians in any magic hat has to do with rocks, gems, or dirt. The Dwarves are protected by the natural defenses of the Bior mountains, their tunnels forcing any possible enemies to bottleneck their forces. The dwarves are ruled over the the Obsidian King upon the Stone Throne in their capital of Hjalmor where the Ruby Citadel stands.
Forbidden Lands
Said to have been the final battlegrounds of Norath and Ahramins battle and where Norath sealed away Ahramhin. This land, bordering all three kingdoms, is worthy of its name. The ground is black and covered in ash, the hills and mountains are of a black craggy rock borne from the cooling of lava and ash mixed from the constant ash rain. The land is dotted with various volcanoes of size and the sky is constantly dark and filled with dark red lightning from the heat. The land is filled with a dark and deadly magical residue left over from Ahramins power and constantly leaking from his seal, altering many creatures that wander the land as well as creating dark and horrible monsters and other creatures.
Rules
Literacy. Be literate, proper spelling and grammar, write in story format. No asterisks to describe actions please, it's irritating and hard to follow. Obviously no meta gaming or God modding, if you fight with another character make sure you don't dodge every move.
Character Sheet
Name:
Age:
Gender:
Race:
Class:
Appearance
KingdomYou can join a kingdom or be a rogue, you don't have to stay in the race specific kingdom, as in an Elven can be a citizen of the Dwarves.)
Weaponry or magical abilities:
Personality:
Bio/History:
other: (Sexuality, interesting facts, etc.)
It is common in Aloria for fighters to specialize in a certain category rather than mix and match, and commonly those who do are found to be without honor or morals. Many types of combat are simply practiced and learned, but some are passed down through bloodlines.
Spirit-Walker
Members of a human Elven mixed plains tribe. In their early days they chose to band together for survival rather than fight like the rest of their race and were shunned for it. They were cast out into the wilds where their survival lay upon their instincts. It was not long before they fell into tribal traditions of worshiping nature towards animals and spirits. Upon the goddess Talia's fall from the heavenly kingdom and her final act of defiance the pairing of their two races effected the tribe in an unforeseen way. They became able to contact and sense the spirits, and each one from then on received a spirit animal upon birth, a large face covering tattoo that symbolized their animal was common to show who their patron spirit was. Any animal could be their patron and when their need was great in battle or not hey had the ability to transform into their spirit animal for a time. Spirit walkers use an exotic form of combat, mixing a short bow and hand to hand combat as well as sometimes using small blades and knives.
Warrior
Those considered as warriors are adept and skilled with a variety of melee weapons. Warriors tend to be extremely varied, no two alike. Each has their own set of weapons, skills, and preference. Even two wielding war hammers are different in the way they fight. Warriors are numerous all across the three kingdoms and are known for their feats of bravery and incredible honor.
Mage
Those adept on the workings of magic. Mages usually are born more often than made. It is not impossible to become a Mage if you are not, but commonly families are known to pass down their Mage craft, the knowledge they hold in regards to magic, from father to son and mother to daughter. Mages are pivotal on the battlefield, and quite commonly are known to change the tide of the battle, and a single Mage could decimate an enemy army if he were unapproved. It is because of this that many mages are usually found in an army, so as to defend it and fight the mages of the opposition. A typical Mage learns as much as it can, gathering a small amount of knowledge in multiple fields. It is rare to find, but entirely possible, mages who specialize in a single type of magic and as such grow stronger than others in it. It is a useful venture in that magical aspect but leaves them weaker in other branches.
Healer
Healers are usually rare but vitally important. They are adept in healing magic as well as folklore medicine, common medicinal practices, and a variety of medical techniques across all three kingdoms. They wield a power only found in the mixture of natural methods and magical methods. Healers are rarely found outside of large cities and army staging grounds due to their value. Commonly healers are hired into a city or paid to travel win an army as soon as they become known to the royalty of the kingdom. It is possible to find traveling healers, as the royalty does not force a healer to settle in a city or travel with an army, and not every healer is content to a hefty payout and settling down.
Agitator
Agitators are a relatively rare class, even less numerous than healers. They are trained by mountain monks typically in various forms of hand to hand combat, as well as taught the ways of hue, the magical energy that flows through the body at seven points. They are masters of single combat and even in group fighting they pose a serious threat, able to gravitate between opponents, striking debilitating blows each time to take out a multitude of opponents quickly. Agitators are known for their tracking and hunting skills, as well as their retrieval skills. An agitator can easily incapacitate a mark and retrieve them, no matter where they reside. They are not only known for their great skill but also for their stealth. Agitators, like Spirit Walkers, have a strong connection to he spirit world through natural spiritual harmony. It is even thought that theirs is stronger than the walkers, but neither of the parties has ever cared to prove who is better. Agitators can also take the form of a spirit animal when the time is great and their need large.
KINGDOMS
Aloria is a vast world filled with beings of all sort, though our story now takes place on a single continent. Water travel is far from advances in Aloria and as such each continent in Aloria lacks any real knowledge of the others past fables and legends.
ARONOR
Aronor, the Kingdom of Man, residing within the central plains of the continent, perfect for the farming life of many men of the kingdom. It is surrounded along its borders by five great cities, two on borders of the other kingdoms, and then a single along the eastern border. The five great city's are known as The Wards of Man, for they're tasked with the defense of Aronor. Along the plains are spattered smaller cities and towns, and only one other city of greatness stands, even greater than The Wards. The city of Nubesa, The Greater Ward. It is meant as not only the capital but the final bastion of defense should the five wards fall. Within its walls lays the Glass Palace, a marvel of human architecture, and in it lays The Square Throne. Named such for its bulky shape. It was crafted flat and angular in an effort of discomfort, to always remind the monarch of the time of their obligations to the people.
DELVORNIA
Delvornia, the Elven Kingdom, hidden deep in the marshes and forest lands of the mighty Hrygorian, south of the human plains lands. The elves, with their graceful strength in magic enchanted their forest heavily in their defense, and upon their need of strength and salvation it is fabled to come to life, viciously massacring whatever threatens its watchers of the forest, for that is what the elves are called. For they do not cut down trees for houses, weapons, or anything else. They use their great abilities with magic and sing forth that which they need, singing even houses into the trees. The elves are ruled by a graceful King from their capital Elshiera, located deep in the forest upon the only large body of water in he forest, Hrygorian Lake, and upon it stands the swan palace, so names for its feather white gleaming walls and graceful architecture.
HJARCRAG
Hjarcrag, the Dwarven kingdom, located deep in the mountains and tunnels of the northern Bjor mountains. The Dwarves are a stout and hardy race, graced with a naturally long life compared to most because of their affinity to rocks. Dwarves are excellent magicians in any magic hat has to do with rocks, gems, or dirt. The Dwarves are protected by the natural defenses of the Bior mountains, their tunnels forcing any possible enemies to bottleneck their forces. The dwarves are ruled over the the Obsidian King upon the Stone Throne in their capital of Hjalmor where the Ruby Citadel stands.
Forbidden Lands
Said to have been the final battlegrounds of Norath and Ahramins battle and where Norath sealed away Ahramhin. This land, bordering all three kingdoms, is worthy of its name. The ground is black and covered in ash, the hills and mountains are of a black craggy rock borne from the cooling of lava and ash mixed from the constant ash rain. The land is dotted with various volcanoes of size and the sky is constantly dark and filled with dark red lightning from the heat. The land is filled with a dark and deadly magical residue left over from Ahramins power and constantly leaking from his seal, altering many creatures that wander the land as well as creating dark and horrible monsters and other creatures.
Rules
Literacy. Be literate, proper spelling and grammar, write in story format. No asterisks to describe actions please, it's irritating and hard to follow. Obviously no meta gaming or God modding, if you fight with another character make sure you don't dodge every move.
Character Sheet
Name:
Age:
Gender:
Race:
Class:
Appearance
KingdomYou can join a kingdom or be a rogue, you don't have to stay in the race specific kingdom, as in an Elven can be a citizen of the Dwarves.)
Weaponry or magical abilities:
Personality:
Bio/History:
other: (Sexuality, interesting facts, etc.)
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