HaruAketchi
The Scales
Story-line:
Long long ago, there were three Kingdoms. The Kingdom Of Rendanna, Kingdom Of Lotheihan, and Kingdom Of Draco. However, these were not the only factions that governed the lands. There were smaller, lesser clans and villages, scattered throughout the world. Ones who sided with none of the Kingdoms, believing their methods were too harsh.
The Rendanna and Lotheihan have always been at war, and the Draco (Dragons) often assist the Lotheihan. At times their wars were pointless, and at times their battles could decide the fate of the world. Their differences could stretch from who owned what land, to things as serious as whether religion or reason should govern the country.
The History Of The Two Kingdoms:
Once upon a time there was no division, no countries, no war, for there was but one ruler; And this ruler governed the entire world, deciding its laws and regulations. However, this ruler was not without his aides. The ruler's name was Merek, and he had two sons, Althalos and Sadon. The two sons were always at each other's throats, bickering about who was going to inherit the throne. Merek was becoming old, and he also was not sure who would be the heir to the throne. In the end he decide on choosing Althalos, the older of the two brothers, and Sadon despised his father and his brother for it.
Although ruler had now been selected, this still did not stop the fighting. They would always notice the others differences, and they hated each other for it. As they grew even more into their adult hood, their disagreements became more prominent, and eventually hindered the growth of the Kingdom. Sadon had grown to be a mage and started an academy for studying the wonders of magic, while also furthering their religious knowledge. On the other hand Althalos had become a Knight, mastering the way of the sword and always maintaining a military.
Eventually the two decided that the only way to decide who would really own the Kingdom is to have a battle. Althalos gathered his soldiers and Sadon called forth his scholars, the two factions meeting at The Devil's Crossing; a large valley between Draco and The Empire. The battle went horribly, both sides having terrible losses, and eventually ended in a Althalos claiming the throne. Not being strong enough to finish off his younger brother, he banished Sadon to the southern reaches of the world. Sadon then went on to create his own kingdom, hoping to some day unite the world under his control.
The History Of The Drakes:
The Dragons had long since been a primitive kind, lacking order and sophistication. Often killing one another for the sake of food. Until one Dragon was born...it's name was Alduin. He was the hatchling of an abandoned egg found by Sadon. Sadon kept this Dragon as a pet, raising it and always keeping it by his side. Alduin eventually learned the English tongue and soon after learned magic. After years of living under humans, Sadon decided it was time to show Alduin where he had come from, and he took him to the Drake's Perch. (Name of mountain range where all dragons reside.) Alduin was horrified at what he saw, his own kin, his brothers and sisters acting so barbaric and sinister.
He decided to leave Lotheihan and take to the skies, teaching his Dragon brethren the way of the humans, uniting them and starting his own faction; The Draco. Since then he and his descendants have aided Sadon's Kingdom. In thanks for the mages teaching Alduin the human way of life.
Where The World Is Now...
But that was thousands of years ago, and now the world is on the brink of world war. Each faction at the others throat, bickering over who owns what. The only thing that matters is money, and if you don't have it, your nothing. Whether your a farmer, a warrior, or a child playing no part in the battle. Now it the time to rise.
Your Role In All Of This...
You live in one of the countries, or a small village or clan, or maybe your just a wanderer. You want to help your Lord, Master, or clan leader survive the oncoming war. Maybe you just want to stay out of it all, you want to bring peace to the world and end all of the fighting. Regardless of what your here to do, your life plays a key role in the coming turmoil, and it will no doubt be one of the deciding factors. (if you have read this please put, Beast, in bold somewhere on your character sheet.
Key Places:
Long long ago, there were three Kingdoms. The Kingdom Of Rendanna, Kingdom Of Lotheihan, and Kingdom Of Draco. However, these were not the only factions that governed the lands. There were smaller, lesser clans and villages, scattered throughout the world. Ones who sided with none of the Kingdoms, believing their methods were too harsh.
The Rendanna and Lotheihan have always been at war, and the Draco (Dragons) often assist the Lotheihan. At times their wars were pointless, and at times their battles could decide the fate of the world. Their differences could stretch from who owned what land, to things as serious as whether religion or reason should govern the country.
The History Of The Two Kingdoms:
Once upon a time there was no division, no countries, no war, for there was but one ruler; And this ruler governed the entire world, deciding its laws and regulations. However, this ruler was not without his aides. The ruler's name was Merek, and he had two sons, Althalos and Sadon. The two sons were always at each other's throats, bickering about who was going to inherit the throne. Merek was becoming old, and he also was not sure who would be the heir to the throne. In the end he decide on choosing Althalos, the older of the two brothers, and Sadon despised his father and his brother for it.
Although ruler had now been selected, this still did not stop the fighting. They would always notice the others differences, and they hated each other for it. As they grew even more into their adult hood, their disagreements became more prominent, and eventually hindered the growth of the Kingdom. Sadon had grown to be a mage and started an academy for studying the wonders of magic, while also furthering their religious knowledge. On the other hand Althalos had become a Knight, mastering the way of the sword and always maintaining a military.
Eventually the two decided that the only way to decide who would really own the Kingdom is to have a battle. Althalos gathered his soldiers and Sadon called forth his scholars, the two factions meeting at The Devil's Crossing; a large valley between Draco and The Empire. The battle went horribly, both sides having terrible losses, and eventually ended in a Althalos claiming the throne. Not being strong enough to finish off his younger brother, he banished Sadon to the southern reaches of the world. Sadon then went on to create his own kingdom, hoping to some day unite the world under his control.
The History Of The Drakes:
The Dragons had long since been a primitive kind, lacking order and sophistication. Often killing one another for the sake of food. Until one Dragon was born...it's name was Alduin. He was the hatchling of an abandoned egg found by Sadon. Sadon kept this Dragon as a pet, raising it and always keeping it by his side. Alduin eventually learned the English tongue and soon after learned magic. After years of living under humans, Sadon decided it was time to show Alduin where he had come from, and he took him to the Drake's Perch. (Name of mountain range where all dragons reside.) Alduin was horrified at what he saw, his own kin, his brothers and sisters acting so barbaric and sinister.
He decided to leave Lotheihan and take to the skies, teaching his Dragon brethren the way of the humans, uniting them and starting his own faction; The Draco. Since then he and his descendants have aided Sadon's Kingdom. In thanks for the mages teaching Alduin the human way of life.
Where The World Is Now...
But that was thousands of years ago, and now the world is on the brink of world war. Each faction at the others throat, bickering over who owns what. The only thing that matters is money, and if you don't have it, your nothing. Whether your a farmer, a warrior, or a child playing no part in the battle. Now it the time to rise.
Your Role In All Of This...
You live in one of the countries, or a small village or clan, or maybe your just a wanderer. You want to help your Lord, Master, or clan leader survive the oncoming war. Maybe you just want to stay out of it all, you want to bring peace to the world and end all of the fighting. Regardless of what your here to do, your life plays a key role in the coming turmoil, and it will no doubt be one of the deciding factors. (if you have read this please put, Beast, in bold somewhere on your character sheet.
Key Places:
The Tarnished Land:
This place is a dead and abandoned land lying between each of the empires. Disembodied corpses and destroyed buildings lay tossed about. Whether Knight or Scholar, this is a place that everyone hates.
Capolis:
This is the capitol of Rendanna. It is known for is beauty and women, most people only dream of coming here.
Sadon:
This is the capitol of Lotheihan. Named after it's founder it holds some of the most prestigious academies and temples throughout the land. If one wishes to learn magic, this is where they will reside.
Drake's Perch:
This mountain range lies at the heart of The Draco Empire. Dragons can often be seen flying around it from the distance. Most humans avoid this place.
Dead Man's Crossing:
A small settlement of bandits and Rebels lying just at the edge of The Tarnished Land. The only people that usually leave alive are merchants, and that's after they've been robbed. Thugs and Bandits reside here.
Margarth:
A small settlement lying just north of Rendanna. This place is a farming town and they produce most of Rendanna's food. Those that desire peace and wish to stay out of the war reside here.
Oak's Realm: A massive forest that exists just west of Lotheihan. The air here is pure and the trees bustle with wildlife. Wood Elves reside here.
The Blackened Hole:
An expansive series of caves and tunnels that lies deep below Drake's Perch. This place is dark and humid, But living conditions are just good enough for people to survive. Dark Elves among many other outcasts reside here.
Celestia:
A small city centered to the far west, away from most civilization. This city was built around a water spring that is said to have healing powers. Most Valkyrie reside here.
Pluto's Crossing:
A fairly large town that lies at the center of the world, between each empire. A place that acts as a bridge between all walks of life. Many merchants selling their goods and mercenaries looking for hire gather here. Most Merchants reside here.
Farrack:
A large port city located at the northern most point of Rendanna. This city is known for its Seafood.
(disregard the running man.)
Valadore:
A small Dwarven port city located at the southern most point of Lotheihan. This city is known for its weapons and pirates. Most Dwarves reside here.
Bridge Of Hope:
An immense river stretching from Farrack to Valadore. Aside from the Black Sea, this seems to be the only thing connecting the two kingdoms.
Black Sea:
A sea to the north of Rendanna and to the south of Lotheihan. Aside from the Bridge Of Hope, this is the only way to reach the other Kingdom.
The Dead Forest:
A medium sized forest connecting The Draco Kingdom to Rendanna. From a distance, Dragons can be seen hunting travelers here. Most people avoid this place.
(if anyone has any ideas on other places that should be added, let me know and i will consider.)
Races:
Human:
The majority of the people that occupy the world. They are very versatile and able to learn many different skills. Including magic, swordsmanship, archery, farming, and many other convenient skills.
Wood Elf:
They are a peaceful people and often choose to reside in the forests. They are kind and will welcome most people to their home. They are skilled at White magic, Archery, and have the ability to communicate with Wildlife. Including Fauna, Flora, And Insects.
Dark Elf:
They are an intelligent race. They are not as sinister as they are often portrayed but do hold some darkness in their hearts. Most of them reside in Lotheihan and study the science of Alchemy and Magic. They are skilled at Black magic and many other unnamed Dark Arts.
Dwarf:
Dwarves are soldiers at heart. They are spread thin throughout the world, often offering their blades for hire. They are extremely skilled at swordsmanship, and are versatile with almost every weapon. They are also skilled at smithing, in some cases having spells that allow them to create weapons out of thin air.
Valkyrie:
This race is a group of winged humans, the ignorant often mistake them for angels. They are the smallest group of people on the planet, Because they are hunted by most factions due to the effect of their feathers. Used with the powerful White magic of the Valkyrie, their feathers have extreme healing powers, and can in some cases restore life to the dead.
(please PM me before making a character sheet for a Valkyrie.)
Dragon:
The third most prominent race in the land. They are keep to themselves, but they are not spineless. Though their only skill is hunting, the Dragons are an intelligent race. Most reside at Drake's Perch.
Draconian:
The second smallest race on the planet. The Draconians have been around for as long as people can remember. It is said that they were cursed by Alduin long ago, no one exactly remembers how or why. They are an outcast people, not accepted by humans or anyone else for that matter, much like the Dark elves. The ignorant mistake them for demons. Most reside at The Dark Hole.
Npc Races
Titan:
A massive creature of gargantuan size. They are rare, or at least it seems that way because all who encounter them disappear. The only species that has been known to best Giants are Dragons, requiring a whole nest of them to stop one. Giants can be found in the dessert between The Tarnished Land and Dead Man's Crossing.
Ogre:
Ogre can be fount mostly anywhere where there's darkness and flesh. Dark Elves usually hunt them in search for potion ingredients. It does not take much to best an ogre, just a well-tempered blade and an intellect to match.
Goblin:
The Goblin. A truly repulsive creature. Most seasoned warriors have bested two or three hordes of goblins in their day. Goblins can be found almost anywhere. They will destroy your livestock and kill your pets, so be on the watch. The travel in large packs of at least seven or eight. Goblins are the most common monsters.
Banshee:
The Banshee, most only hear of these creatures through tales, and lore. A Banshee is the soul of a witch who made a pact with the Dark Lord. The witch then becomes so consumed within the magic that it eventually consumes her, destroying the body and only leaving her tormented soul to walk the earth. Banshees will try to convince soldiers and travelers that they are hurt, or in dire need of assistance. Once the victim approaches the Banshee it will then scream at the poor soul, a scream so loud and blood curdling that it will stun them. Following that she will then attempt to steal the victim's body for herself, ending her torment and thus starting theirs. Banshee shrieks can be heard throughout the Dead Forest.
Soul Keepers:
Soul Keepers, the product of a Banshee stealing a body. Once the body is stolen and the soul is expelled, this is the out come. Many have come in contact with these, and when they do most just turn and run. Despite their appearance they are completely harmless, they are simply wandering in search for their bodies. These can be found mostly anywhere, but they are only visible at night.
Harpies: A Harpy is a large bird with human characteristics. They often resemble females, and hunt small children. They can be found in most forests and mountains. They generally travel in flocks of three, Archers and mages have no problem taking them out.
Undead: The product of failed witch resurrections. They are found in some parts of The Dead Forest and all throughout the Tarnished Land. Sunlight immediately kills them so they are only found at night. Clergies do best against these type of creatures.
Beastmen: Beastmen are failed Chimera experiments from the capitol of Sadon. They usually live in Oak's Realm and Wood Elves have a constant problem with them. They have the same intellect as a goblin but are able to match the physical abilities of an Ox. A Horde of Beastmen could easily best a Knight.
Ghouls: Ghouls are also, the product of failed resurrections. Much like the Undead they are only found at night, and are also killed by sunlight. They are much larger and stronger then the Undead. Ghouls also have use of Black Magic. The Ghoul is a fierce opponent.
Lamias: Lamias are much like Beastmen, except instead of resembling Bulls, they resemble snakes. They are the failed results of Chimera experiments at the academy in Sadon. They are a bit smarter then Beastmen but are also a tough opponent, they generally travel alone.
(i know the list of monsters is lacking, if anyone else has any ideas, i am in desperate need.)
(I will throw these monsters toward your character at random. so be ready)
Classes:
The Fighter Classes: Other Names: Warrior, Soldier. In any game with classes, one of them will always map to the Fighter. The Fighter is thetank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. Compared to the other classes, Fighters tend to be powerful but slow. Variations include:
The Ranger Classes: Other Names: Hunter. Rangers are woodsman skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes. Rarely, a Ranger may have access to guns as well as bows.
The Magician Classes: Other Names: Mage, Wizard, Sorcerer, Witch, Warlock,Magi, Magus, Sage. By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:
[*]The Vancian Magician: Other Names: Wizard, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
[*]The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un Equal Rites.
[*]The Blue Mage: Other Names: Mime, Mimic. A magician who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.
[*]The Necromantic Magician: A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but ifDark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength.
[*]The Illusionist Magician: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.
[*]The Nature Magician: Wields power over thenatural world, often includingelements, animals, and plants.
:
The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers fromCrystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:
The Rogue Classes: Other Names: See below. Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lockpicking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. Variations include:
The Bard: The Bard is a class specializing in music. Perhaps understandably, they'rebutt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack Of All Trades.
Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.
The Alchemist: Other Names: Chemist. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together duringbattle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies.
(if you are dragon these classes do not apply.)
What is White Magic?http://www.spellsofmagic.com/white_magic.html
What is Black Magic?http://www.spellsofmagic.com/black_magic.html
List of magic spells. The spells above are only to inform you what white and black magic are. If your looking for some spells for your character. Click here.
Factions:
Rendanna: The northern Empire. They fight to eliminate the Southern Empire and unify the world. They also wish to rise a world run by the military, one where the state and higher ups control every aspect of living.
Lotheihan: The southern Empire. They fight to eliminate the Northern Empire and unify the world. They wish to rise an empire where everyone is adept in magic, they wish to enlighten the world and show them all, the gift of knowledge.
The Draco: The western Empire. They fight to assist Lotheihan in unifying the world. Alduin wishes not for war, but will assist the south in winning it. Since Lotheihan helped establish The Draco Empire, he feels it is his obligation to help them as best as he can.
Wyrm's Wall: A Rebel faction. They fight to eliminate all of the fighting. They are a group of bandits and mercenaries that plan to rise against both kingdoms. Though their cause seems righteous, they often make their living extorting the weak and stealing from the poor.
The Sacred Wings: A gathering of the last remaining Valkyrie. This faction dedicates
themselves to maintaining order throughout the land. They are a powerful guild that only show themselves when the world is on the brink of chaos. They also can be seen hunting dragons that have gone rampant, losing their sense of intelligence.
The Wooden Guard: The Elven faction that reside in Oak's Realm. This faction dedicates themselves to stopping the Northern Empire's Industrialization and destroying of forests. They will defend their homes at all costs, even if it means giving their own lives.
The Blackened Light: A faction of Dark Elves and other outcasts. They dedicate themselves to stopping discrimination based off of race. They also will do anything they can to destroy the current way of thinking. They wish to destroy those who are in power now, and start their own empire, one where Dark Elves, among many other outcasts rule.
Notable Characters:
Rendanna: Cassius Cedrik
Cassius Cedrik, a direct descendant of Althalos Cedrik, and he wears that name like a badge of honor. He is a kind ruler and a merciless warrior. With his aid Arthur by his side, will charge into battle at a moments notice in order to protect the well being of his people.
Lotheihan: Luanda Cedrik
Luanda Cedrik, also a direct descendant from the Cedrik family. Although not so proud of it as Cassius. Her power and knowledge of white magic is unmatched by anyone on this earth. She has actually achieved "immortality" by creating a powerful regenerate spell. She Rules the Southern Kingdom on a quest for knowledge and faith. She also is the Priestess of a Cathedral located there.
The Draco: Alduin
Alduin is the oldest dragon alive. He sits atop his mountain, waiting for someone to challenge his home. He has great relations with the Southern Kingdom, and also holds a truce with the Dragon hunting Valkyrie. He also wishes to put a stop to these wars and have the Southern Kingdom finally unify the world again; Just as Sadon imagined it.(he cannot always be seen atop the mountain as he is in this picture.)
Wyrm's Wall: Asher Quinn
Asher is a ruthless leader. He plans to stop the wars by starting one himself, and will slaughter all who stand in his way. He resides in Deadman's Crossing, accepting all who will join him. He is an enemy of the people and the state. He has a massive price over his head.
The Sacred Wings: Deos Septim
Deos is a majestic creature. Most can never experience the pleasure of meeting him. He is of Drow(Dark Elf) and Valkyrie lineage. Making him the only Valkyrie ever, that is able to use Black Magic. His greatest wish, aside from lopping Alduin's head off, is to restore the Valkyrie to their former glory. He believes that the Valkyrie are a hunted people, and this matter needs to be brought to justice.
The Wooden Guard:
Ellie Stormcloak
Ellie is the head of the Elves, he will kill anyone at a moments notice in order to protect the Elven way of life. He believes that the north should be punished, for their industrialization and deforestation. He stands by neither Empire, but if war were to explode, he would stand alongside the South.
The Blackened Light:
Seth Durmak
Despite his appearance, Seth is a very kind man. Never wanting anyone, to feel rejected, as he once did in his childhood. He has no family, claiming that the people of The Blackened Hole are the only family he needs. He is the head of the organization called The Blackened Light. His goal in life is to stop discrimination based off of Appearance.
(these characters are not necessarily npc. I will make character sheets for them and if you wish to use them just let me know and I will give you feed back.)
Character Sheet
Name:
Age:
Personality:
Appearancepic or detailed description.)
Race:
FactionOptional. But lets not have everyone not choose a faction.)
ClassPM me to request an advanced class.)
Weapon:
Birth Place:
Current Place of Residence:
Skills:
Magic spells: (List every spell you use, even the lame unimportant ones. you can use the links listed above, for white and black magic. or if you feel so inclined, you may even create your own. (lets not be op here.))
Position in Society:
History: (Please be detailed)
Purpose for living:
Summoning: (This only applies to summoning mages. and wizards of extreme power.)
Otheranything else, you would like people to know.)
Mana Pool: (Only for those who use magic. This is the size and power of your mana pool that you pull energy from to use magic.)
ElementFire, water, earth, wind, dark, light, lightning, Force,)(Dragoons only.)
Special abilityeach dragon has one)(Dragoons only)
Dragon Character sheet(only race with separate character sheet.)
Name:
Ageup to 10,000)
Personality:
AppearancePic only)
FactionWild or Draco) (lets not all be wild.)
Magic:
ElementFire, water, earth, wind, dark, light, lightning, Force,)
Special abilityeach dragon has one)
Position in Society:
History:
Purpose for living:
Otheranything else, you would like people to know.)
Mana Pool: (Only for those who use magic. This is the size and power of your mana pool that you pull energy from to use magic. Dragons tend to have massive mana pools.)
How Battles Will Take Place.....
This is a battle style I saw in a recent rp I was in, im going to try it out for this one. Here is an example of how it goes. Note: each battle will not have only two fighters, and each post for a battle does not have to be this short. Like I said before, just an example.
Player 1(You)
Alexander charged toward Dmitri, raising his sword high above his head preparing to strike.
Player 2(The other player)
Dmitri rose his dagger and prepared to parry the attack.
GM(Me)
Alexander charged forward with all of his might, striking down upon the frail Dmitri. However, Dmitri rose his dagger just in time to parry the blow, but not without its consequence. His dagger was broken and now he was facing a raged berserker while he had no weapon.
That's a basic round up of how it will go. You all will write what you attempt to do, while putting in thoughts, emotions, and other things like that. While I will act as fate, being the end decision. And don't worry, I wont just be killing people left and right, you will be notified of an oncoming death if I feel the battle is going in that direction.
Flow Of The Game.....
Based upon the abilities, race, and history of your character, i will create an arc for them. An arc is just a base story or purpose that the character follows throughout the story. Everyone's arcs will eventually come together into one big story. This will only take place if i don't see a possible arc pointed out in your history, or if your request a certain arc from me.
Rules:
1. RPN's rules and terms of service apply.
2. No godmodding.
3. 2 Paragraph minimum.
4. Keep it PG-13
5. Wait for everyone else to post before you post again.
6. 5 or more days will lead to your character being auto controlled. when in this state you character is prone to death. To prevent this happening just notify me that you will be taking a long leave and i will gladly control your character without them being prone to dying.
7. Suggestions and concerns about the RP would be greatly needed to make the story develop even further. so if you have any ideas or concerns, PM me and we can talk about future plans or suggestions to make improvements to the RP.
This place is a dead and abandoned land lying between each of the empires. Disembodied corpses and destroyed buildings lay tossed about. Whether Knight or Scholar, this is a place that everyone hates.
Capolis:
This is the capitol of Rendanna. It is known for is beauty and women, most people only dream of coming here.
Sadon:
This is the capitol of Lotheihan. Named after it's founder it holds some of the most prestigious academies and temples throughout the land. If one wishes to learn magic, this is where they will reside.
Drake's Perch:
This mountain range lies at the heart of The Draco Empire. Dragons can often be seen flying around it from the distance. Most humans avoid this place.
Dead Man's Crossing:
A small settlement of bandits and Rebels lying just at the edge of The Tarnished Land. The only people that usually leave alive are merchants, and that's after they've been robbed. Thugs and Bandits reside here.
Margarth:
A small settlement lying just north of Rendanna. This place is a farming town and they produce most of Rendanna's food. Those that desire peace and wish to stay out of the war reside here.
Oak's Realm: A massive forest that exists just west of Lotheihan. The air here is pure and the trees bustle with wildlife. Wood Elves reside here.
The Blackened Hole:
An expansive series of caves and tunnels that lies deep below Drake's Perch. This place is dark and humid, But living conditions are just good enough for people to survive. Dark Elves among many other outcasts reside here.
Celestia:
A small city centered to the far west, away from most civilization. This city was built around a water spring that is said to have healing powers. Most Valkyrie reside here.
Pluto's Crossing:
A fairly large town that lies at the center of the world, between each empire. A place that acts as a bridge between all walks of life. Many merchants selling their goods and mercenaries looking for hire gather here. Most Merchants reside here.
Farrack:
A large port city located at the northern most point of Rendanna. This city is known for its Seafood.
(disregard the running man.)
Valadore:
A small Dwarven port city located at the southern most point of Lotheihan. This city is known for its weapons and pirates. Most Dwarves reside here.
Bridge Of Hope:
An immense river stretching from Farrack to Valadore. Aside from the Black Sea, this seems to be the only thing connecting the two kingdoms.
Black Sea:
A sea to the north of Rendanna and to the south of Lotheihan. Aside from the Bridge Of Hope, this is the only way to reach the other Kingdom.
The Dead Forest:
A medium sized forest connecting The Draco Kingdom to Rendanna. From a distance, Dragons can be seen hunting travelers here. Most people avoid this place.
(if anyone has any ideas on other places that should be added, let me know and i will consider.)
Races:
Human:
The majority of the people that occupy the world. They are very versatile and able to learn many different skills. Including magic, swordsmanship, archery, farming, and many other convenient skills.
Wood Elf:
They are a peaceful people and often choose to reside in the forests. They are kind and will welcome most people to their home. They are skilled at White magic, Archery, and have the ability to communicate with Wildlife. Including Fauna, Flora, And Insects.
Dark Elf:
They are an intelligent race. They are not as sinister as they are often portrayed but do hold some darkness in their hearts. Most of them reside in Lotheihan and study the science of Alchemy and Magic. They are skilled at Black magic and many other unnamed Dark Arts.
Dwarf:
Dwarves are soldiers at heart. They are spread thin throughout the world, often offering their blades for hire. They are extremely skilled at swordsmanship, and are versatile with almost every weapon. They are also skilled at smithing, in some cases having spells that allow them to create weapons out of thin air.
Valkyrie:
This race is a group of winged humans, the ignorant often mistake them for angels. They are the smallest group of people on the planet, Because they are hunted by most factions due to the effect of their feathers. Used with the powerful White magic of the Valkyrie, their feathers have extreme healing powers, and can in some cases restore life to the dead.
(please PM me before making a character sheet for a Valkyrie.)
Dragon:
The third most prominent race in the land. They are keep to themselves, but they are not spineless. Though their only skill is hunting, the Dragons are an intelligent race. Most reside at Drake's Perch.
Draconian:
The second smallest race on the planet. The Draconians have been around for as long as people can remember. It is said that they were cursed by Alduin long ago, no one exactly remembers how or why. They are an outcast people, not accepted by humans or anyone else for that matter, much like the Dark elves. The ignorant mistake them for demons. Most reside at The Dark Hole.
Npc Races
Titan:
A massive creature of gargantuan size. They are rare, or at least it seems that way because all who encounter them disappear. The only species that has been known to best Giants are Dragons, requiring a whole nest of them to stop one. Giants can be found in the dessert between The Tarnished Land and Dead Man's Crossing.
Ogre:
Ogre can be fount mostly anywhere where there's darkness and flesh. Dark Elves usually hunt them in search for potion ingredients. It does not take much to best an ogre, just a well-tempered blade and an intellect to match.
Goblin:
The Goblin. A truly repulsive creature. Most seasoned warriors have bested two or three hordes of goblins in their day. Goblins can be found almost anywhere. They will destroy your livestock and kill your pets, so be on the watch. The travel in large packs of at least seven or eight. Goblins are the most common monsters.
Banshee:
The Banshee, most only hear of these creatures through tales, and lore. A Banshee is the soul of a witch who made a pact with the Dark Lord. The witch then becomes so consumed within the magic that it eventually consumes her, destroying the body and only leaving her tormented soul to walk the earth. Banshees will try to convince soldiers and travelers that they are hurt, or in dire need of assistance. Once the victim approaches the Banshee it will then scream at the poor soul, a scream so loud and blood curdling that it will stun them. Following that she will then attempt to steal the victim's body for herself, ending her torment and thus starting theirs. Banshee shrieks can be heard throughout the Dead Forest.
Soul Keepers:
Soul Keepers, the product of a Banshee stealing a body. Once the body is stolen and the soul is expelled, this is the out come. Many have come in contact with these, and when they do most just turn and run. Despite their appearance they are completely harmless, they are simply wandering in search for their bodies. These can be found mostly anywhere, but they are only visible at night.
Harpies: A Harpy is a large bird with human characteristics. They often resemble females, and hunt small children. They can be found in most forests and mountains. They generally travel in flocks of three, Archers and mages have no problem taking them out.
Undead: The product of failed witch resurrections. They are found in some parts of The Dead Forest and all throughout the Tarnished Land. Sunlight immediately kills them so they are only found at night. Clergies do best against these type of creatures.
Beastmen: Beastmen are failed Chimera experiments from the capitol of Sadon. They usually live in Oak's Realm and Wood Elves have a constant problem with them. They have the same intellect as a goblin but are able to match the physical abilities of an Ox. A Horde of Beastmen could easily best a Knight.
Ghouls: Ghouls are also, the product of failed resurrections. Much like the Undead they are only found at night, and are also killed by sunlight. They are much larger and stronger then the Undead. Ghouls also have use of Black Magic. The Ghoul is a fierce opponent.
Lamias: Lamias are much like Beastmen, except instead of resembling Bulls, they resemble snakes. They are the failed results of Chimera experiments at the academy in Sadon. They are a bit smarter then Beastmen but are also a tough opponent, they generally travel alone.
(i know the list of monsters is lacking, if anyone else has any ideas, i am in desperate need.)
(I will throw these monsters toward your character at random. so be ready)
Classes:
The Fighter Classes: Other Names: Warrior, Soldier. In any game with classes, one of them will always map to the Fighter. The Fighter is thetank of a group and the most basic and broad class, usually recommended for beginners. The fighter is basically, the strong guy with heavy armor, a large melee weapon, and possibly a shield or second melee weapon. Compared to the other classes, Fighters tend to be powerful but slow. Variations include:
The Barbarian: Other Names: Berserker. The Barbarian is a breed of Fighter focused more on damage than defense. Note that in systems where Barbarians have normal or greater than normal physical defense compared to other warriors, such as D&D, they will usually have no defense whatsoever against magic. Often characterized by wearing less armor, being less civilized, and being able to fly into a berserker rage that increases damage output or allow them to do more damage based on how hurt they are.
- The Knight: Other Names: Cavalier. The Knight is often depicted as a more experienced Fighter. He typically wears better armor, and may be more defensive, as well as being able to employ mounted combat on a steed. In aLions and Tigers and Humans... Oh, My! setting, he may be a horse himself.
- The Swashbuckler: A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force. Tends to be rogue-like in his or her trappings (though usually more flamboyant than subtle) and is often used to evoke the Rogue archetype in games where skills and stealth play a small or no role. A likely default class for The Hero, especially in JRPGs and adventure novels after Alexandre Dumas.
- The Paladin: Other Names: Crusader. The Paladin is a Fighter with a side of Healer, usingWhite Magic to be more defensive; their devotion to their God or Deity gives them various prayers, healing abilities and spells that protect themselves and others. Naturally, they tend to fall under Magic Knight. They are also quite good at laying the smite down on undead, demons and other evil supernatural creatures. However, they may have behavioral limits: some rulesets impose varying penalties on taking actions that stray too far fromLawful Good, which can lead to weakening of abilities, loss of abilities or sometimes even being kicked out of the "Paladin" class entirely.
- The Dark Knight: Other Names: Blackguard, Antipaladin, Death Knight. The Death Knight class is the opposite number of the Paladin, possessing offensive and often necromantic or dark-magic oriented abilities that deal large amounts of damage to enemies, although oftenwith a price. They generally do not suffer the behavioral limitations of Paladins. Does not, usually, have the ability to breathe in space.
- The Dragon Knight: Other Names: Dragoon (though that term originally meant a mounted infantryman). A Fighter who either is in the employ of, powered by, owns, or who specializes in hunting, dragons. A Dragon Knight usually has a variety of extra abilities that mimic or relate to dragons in some way — flight or high jumping ability, fire breath, and dealing extra damage to dragons are all common. In many lucky circumstances, they may own a dragon as a pet (either a big one large enough to ride on, or a smaller one). They seems to be associated withspears for some reason.
- Warlord: Other Names: General, Tactician, Marshal. The Warlord is a tactical master. He can hold his own in frontline combat as well as giving out buffs to his underlings and allies, usually by commanding them to superior positions than the ones they would have thought of on their own, and he may have protective auras made of his own charisma to increase a team's effectiveness in battle.
The Ranger Classes: Other Names: Hunter. Rangers are woodsman skilled at surviving in the wild. They may be lumped in with Fighters or Rogues (above) but more often than not are a separate tree of classes all their own. Archery is generally their favored skill, although most can fall back on swordplay if necessary. Rangers may also be skilled in some form of wilderness or nature magic. They may be very good at fighting a specific type of enemy, and often take on the role of The Hunter against such foes. Rarely, a Ranger may have access to guns as well as bows.
The Magician Classes: Other Names: Mage, Wizard, Sorcerer, Witch, Warlock,Magi, Magus, Sage. By whatever name you know this class by, you know this class. In any game with classes, there will always be one that maps to the Magician. These have the widest variety of any set of role-playing classes simply because there are so many varieties of Functional Magic. In a Fantasy Kitchen Sink setting, there can potentially be an infinite number of magic users, so long as there is justification for considering them each their own type. A Magician is usually a Glass Cannon, blasting away at long range, but easily taken down at close range. Variations include:
- The Inherent Gift Magician: Other Names: Sorcerer. This magic-user was born with abilities they don't need to study, and can use more readily than other magicians. This is sometimes explained as being descended from a magical creature, other times as being part of a Witch Species. However, they are often much less versatile than other magic-users, being limited to a smaller or much more tightly-themed pool of spells. Commonly, their powers manifest at adolescence.
- The Theurgist Magician: Other Names: Warlock. The Magician makes a pact with a higher spirit (although not usually a god since those tend to be distinct in fantasy settings), who supplies him with magical powers. This is usually flavored with aDeal with the Devil. While healing class pacts are seen as good, a magician that makes a pact with an entity that gives them the power to harm or destroyis usually flavored in a darker light - and it may turn out to be with demons or Eldritch Abominations. Thus, this type of magic is usually heavily offensive and nasty.
The Summoner Magician: Other Names: Conjurer. A higher level in which the caster summons the entity to them to do its bidding. Usually even more dangerous than regular Theurgist Magicians.
[*]The Vancian Magician: Other Names: Wizard, among many others. These casters rely on Rule Magic and study to learn and wield magic, usually taking years, leaving their bodies squishy and out of shape... most of the time. Dusty tomes and candlelit towers are what you should associate with these guys. If there's a distinction between this and the Inherent Gift Magician, it will be that these ones have some kind of limitation — like needing to prepare which spells they'll use ahead of time — in exchange for more versatility if prepared.
[*]The Red Mage: A magician who does not specialize in one school or tradition and studies the magic of various types. They tend to be rare, and depending on which limitations they have, may be very powerful thanks to their versatility or very weak thanks to their lack of focus. Of all the kinds of magician, they tend to be the most open minded and least prone to think there are Un Equal Rites.
[*]The Blue Mage: Other Names: Mime, Mimic. A magician who does not usually rely on standard spells, but instead learns various spells and special abilities from monsters encountered in travel. Often they will need to see the spell or special ability in action, or cast their own unique spell to 'absorb' the ability. Traditionally will develop to be as diverse as the Red Mage, except with unique monster-like abilities to supplement them.
[*]The Necromantic Magician: A magic-user who wields power over the dead, blood, and "death energy". They're usually antagonists, but ifDark Is Not Evil, may be a playable class. Often they employ a Zerg Rush - creating hordes of weak undead and sending them after a problem till it dies. Any other abilities will likely be curses that weaken or sap away strength.
[*]The Illusionist Magician: A magic-user who casts illusions. Generally considered weak, with no real damage output, and has been phased out of most settings - their abilities are generally given to characters with Psychic powers and Bards.
[*]The Nature Magician: Wields power over thenatural world, often includingelements, animals, and plants.
- The Elemental Magician: A specialized Magician who can only useElemental Powers in some way. They may be able to use all the elements, or may specialize in one or two. Often, they are the key to winning Elemental Rock-Paper-Scissorsin their setting.
- The Druid Magician: A jack of all trades nature magician. They often have a mix of elemental offense, healing, and the ability to morph into animals or elemental spirits to become melee fighters. To further the overlap with the Cleric classes, is often a worshiper of nature.
- The Shamanic Magician: A nature magician with a Summoner twist. This class generally revolves around bargaining with spirits and such.
:
The Cleric Classes: A Cleric is usually The Medic — some variation on dedicated healers. Unlike Magician-classes, the Clerics usually draw their powers from either Faith, a god, or some variation of the two. Their magic generally requires them to stick to a certain doctrine to access it, but usually comes with less of a price or chance of backfiring like some Magician classes might experience. Clerics often focus on healing and party buffs, but sometimes they are offensively useful against "unholy" enemies such as demons and undead. Often draw their powers fromCrystal Dragon Jesus and may be suspiciously Catholic for a fantasy setting. Cleric-type classes generally have the least amount of variation, simply because healing is so vital and important that distracting a healer generally isn't seen as a good idea. Variations include:
- The Priest: Other Names: Healer, White Mage. A squishy dedicated healer with little abilities at offense aside from specific types of enemies, most commonly demonic entities and the undead.
- The Battle Priest: A badass, tough warrior, carrying blessed weapons. This version of the Cleric can dish out melee damage and heal. They tend to be closer to Clerics than Paladins, who tend to be closer to Fighters.
- The Witch Doctor: A version of the cleric flavored for a more shamanic, nature-worshiping culture as opposed to the generally Monotheistic religion most Cleric-using settings use. May be slightly more magically offensive and overlap with the Shaman (see above).
- The Templar: Other Names: Inquisitor. Named after the Knights Templar, the Templar is more of an assassin mixed with a Cleric. The chief role in the story is generally to do the church's dirty work, ferreting out heretics and covering up the great conspiracy. In battle, they may be anything, but tend to be a jack of all trades, weaker than a Paladin, Cleric, or Rogue in their specialties, but able to handle all of their roles to one extent or another.
- The Caster: In some settings, the Cleric will be combined with the Magician to create the Caster. The Caster isn't so much The Red Mage as they are the Squishy Wizard; the physically weak magic user. This character is usually female. Story-wise, they will be in the party because no-one else can use magic. This is more common in modern settings, but some medieval works will still use this class for the heroine.
The Rogue Classes: Other Names: See below. Rogues are usually dexterous thieves or treasure-hunters who are experts in stealth, infiltration, lockpicking, traps and the disarming thereof, sneak attacks, and attacking from the rear. In almost any game with classes, there will be that maps to the Rogue. They are often lumped in with Ranger-type characters, but more commonly specialize in melee - particularly with light blades and daggers. They tend to be quick but fragile, limited to light armor, but deal a lot of damage when allowed to do so. Variations include:
- The Thief: The Thief, when it is a separate class, is a version of the Rogue with lower damage, but the ability to steal items from enemies. Sometimes, this can extend even to intangible items, such as experience points, but more commonly includes rare items that cannot be obtained in any other way.
- The Assassin: A more offensive-rogue, who sacrifices technical expertise for better stealth and killing abilities. Often have a variety of weakening and poisoning abilities and are able to cripple a foe to leave him open for allies or to let him die from damage over time.
- The Gambler: The Gambler is a fairly rare variation more often seen in video games than in pen and paper settings. The Gambler is a rogue who has a set of magical powers that rely more on chance than usual. They may have to draw a card, spin a roulette, roll magical dice, or activate a magical slot machine to get a desired effect which may be positive or negative depending on their luck. Very likely to attack withplaying cards in lieu of throwing knives.
The Shadow: Occasionally, Rogue-types will specialize in magic or powers that augment their stealth, and when they do, those powers generally feature darkness, shadows or the occult as themes. May be distinct or combined with the Ninja or Assassin.
- The Scout: Other Names: The Operative. Another rare variation on the Rogue, the Scout combines high movement rate with superior sensory and information-gathering skills, and often emphasizes stealth as well. Not guaranteed to be as good at combat as other Rogues; may overlap with the Ranger archetype if they are
.
The Bard: The Bard is a class specializing in music. Perhaps understandably, they'rebutt of a lot of jokes in fantasy settings, however, depending on the game, they may be useful. Bardic songs are generally useful for buffing allies, weakening enemies, status effects, and occasionally damage, and of all the classes, Bards are the most likely to be good at diplomacy with [NPCs]. Sometimes they act as the Jack Of All Trades.
Magic Knight: Other Names: Spellblade, Hexblade, Eldritch Knight, Rune Knight, Red Mage. The Magic Knight is a hybrid Fighter/Magician. The key distinction between different versions of this class is how connected the Fighter and Mage parts are: there is a difference between using a sword and magic, and using your magic to improve your sword/fighting abilities. Usually, they tend to be worse at fighting than Fighters and magic than Mages, but that's the price of versatility.
The Alchemist: Other Names: Chemist. An Alchemist combines items, magic or otherwise, to create potions or bombs to use in battle, often mixing them together duringbattle. Oddly enough, of all of the classes, they're the ones most likely to be good at throwing things, partly because bombs aren't going to deliver themselves to his enemies.
(if you are dragon these classes do not apply.)
What is White Magic?http://www.spellsofmagic.com/white_magic.html
What is Black Magic?http://www.spellsofmagic.com/black_magic.html
List of magic spells. The spells above are only to inform you what white and black magic are. If your looking for some spells for your character. Click here.
Factions:
Rendanna: The northern Empire. They fight to eliminate the Southern Empire and unify the world. They also wish to rise a world run by the military, one where the state and higher ups control every aspect of living.
Lotheihan: The southern Empire. They fight to eliminate the Northern Empire and unify the world. They wish to rise an empire where everyone is adept in magic, they wish to enlighten the world and show them all, the gift of knowledge.
The Draco: The western Empire. They fight to assist Lotheihan in unifying the world. Alduin wishes not for war, but will assist the south in winning it. Since Lotheihan helped establish The Draco Empire, he feels it is his obligation to help them as best as he can.
Wyrm's Wall: A Rebel faction. They fight to eliminate all of the fighting. They are a group of bandits and mercenaries that plan to rise against both kingdoms. Though their cause seems righteous, they often make their living extorting the weak and stealing from the poor.
The Sacred Wings: A gathering of the last remaining Valkyrie. This faction dedicates
themselves to maintaining order throughout the land. They are a powerful guild that only show themselves when the world is on the brink of chaos. They also can be seen hunting dragons that have gone rampant, losing their sense of intelligence.
The Wooden Guard: The Elven faction that reside in Oak's Realm. This faction dedicates themselves to stopping the Northern Empire's Industrialization and destroying of forests. They will defend their homes at all costs, even if it means giving their own lives.
The Blackened Light: A faction of Dark Elves and other outcasts. They dedicate themselves to stopping discrimination based off of race. They also will do anything they can to destroy the current way of thinking. They wish to destroy those who are in power now, and start their own empire, one where Dark Elves, among many other outcasts rule.
Notable Characters:
Rendanna: Cassius Cedrik
Cassius Cedrik, a direct descendant of Althalos Cedrik, and he wears that name like a badge of honor. He is a kind ruler and a merciless warrior. With his aid Arthur by his side, will charge into battle at a moments notice in order to protect the well being of his people.
Lotheihan: Luanda Cedrik
Luanda Cedrik, also a direct descendant from the Cedrik family. Although not so proud of it as Cassius. Her power and knowledge of white magic is unmatched by anyone on this earth. She has actually achieved "immortality" by creating a powerful regenerate spell. She Rules the Southern Kingdom on a quest for knowledge and faith. She also is the Priestess of a Cathedral located there.
The Draco: Alduin
Alduin is the oldest dragon alive. He sits atop his mountain, waiting for someone to challenge his home. He has great relations with the Southern Kingdom, and also holds a truce with the Dragon hunting Valkyrie. He also wishes to put a stop to these wars and have the Southern Kingdom finally unify the world again; Just as Sadon imagined it.(he cannot always be seen atop the mountain as he is in this picture.)
Wyrm's Wall: Asher Quinn
Asher is a ruthless leader. He plans to stop the wars by starting one himself, and will slaughter all who stand in his way. He resides in Deadman's Crossing, accepting all who will join him. He is an enemy of the people and the state. He has a massive price over his head.
The Sacred Wings: Deos Septim
Deos is a majestic creature. Most can never experience the pleasure of meeting him. He is of Drow(Dark Elf) and Valkyrie lineage. Making him the only Valkyrie ever, that is able to use Black Magic. His greatest wish, aside from lopping Alduin's head off, is to restore the Valkyrie to their former glory. He believes that the Valkyrie are a hunted people, and this matter needs to be brought to justice.
The Wooden Guard:
Ellie Stormcloak
Ellie is the head of the Elves, he will kill anyone at a moments notice in order to protect the Elven way of life. He believes that the north should be punished, for their industrialization and deforestation. He stands by neither Empire, but if war were to explode, he would stand alongside the South.
The Blackened Light:
Seth Durmak
Despite his appearance, Seth is a very kind man. Never wanting anyone, to feel rejected, as he once did in his childhood. He has no family, claiming that the people of The Blackened Hole are the only family he needs. He is the head of the organization called The Blackened Light. His goal in life is to stop discrimination based off of Appearance.
(these characters are not necessarily npc. I will make character sheets for them and if you wish to use them just let me know and I will give you feed back.)
Character Sheet
Name:
Age:
Personality:
Appearancepic or detailed description.)
Race:
FactionOptional. But lets not have everyone not choose a faction.)
ClassPM me to request an advanced class.)
Weapon:
Birth Place:
Current Place of Residence:
Skills:
Magic spells: (List every spell you use, even the lame unimportant ones. you can use the links listed above, for white and black magic. or if you feel so inclined, you may even create your own. (lets not be op here.))
Position in Society:
History: (Please be detailed)
Purpose for living:
Summoning: (This only applies to summoning mages. and wizards of extreme power.)
Otheranything else, you would like people to know.)
Mana Pool: (Only for those who use magic. This is the size and power of your mana pool that you pull energy from to use magic.)
ElementFire, water, earth, wind, dark, light, lightning, Force,)(Dragoons only.)
Special abilityeach dragon has one)(Dragoons only)
Dragon Character sheet(only race with separate character sheet.)
Name:
Ageup to 10,000)
Personality:
AppearancePic only)
FactionWild or Draco) (lets not all be wild.)
Magic:
ElementFire, water, earth, wind, dark, light, lightning, Force,)
Special abilityeach dragon has one)
Position in Society:
History:
Purpose for living:
Otheranything else, you would like people to know.)
Mana Pool: (Only for those who use magic. This is the size and power of your mana pool that you pull energy from to use magic. Dragons tend to have massive mana pools.)
How Battles Will Take Place.....
This is a battle style I saw in a recent rp I was in, im going to try it out for this one. Here is an example of how it goes. Note: each battle will not have only two fighters, and each post for a battle does not have to be this short. Like I said before, just an example.
Player 1(You)
Alexander charged toward Dmitri, raising his sword high above his head preparing to strike.
Player 2(The other player)
Dmitri rose his dagger and prepared to parry the attack.
GM(Me)
Alexander charged forward with all of his might, striking down upon the frail Dmitri. However, Dmitri rose his dagger just in time to parry the blow, but not without its consequence. His dagger was broken and now he was facing a raged berserker while he had no weapon.
That's a basic round up of how it will go. You all will write what you attempt to do, while putting in thoughts, emotions, and other things like that. While I will act as fate, being the end decision. And don't worry, I wont just be killing people left and right, you will be notified of an oncoming death if I feel the battle is going in that direction.
Flow Of The Game.....
Based upon the abilities, race, and history of your character, i will create an arc for them. An arc is just a base story or purpose that the character follows throughout the story. Everyone's arcs will eventually come together into one big story. This will only take place if i don't see a possible arc pointed out in your history, or if your request a certain arc from me.
Rules:
1. RPN's rules and terms of service apply.
2. No godmodding.
3. 2 Paragraph minimum.
4. Keep it PG-13
5. Wait for everyone else to post before you post again.
6. 5 or more days will lead to your character being auto controlled. when in this state you character is prone to death. To prevent this happening just notify me that you will be taking a long leave and i will gladly control your character without them being prone to dying.
7. Suggestions and concerns about the RP would be greatly needed to make the story develop even further. so if you have any ideas or concerns, PM me and we can talk about future plans or suggestions to make improvements to the RP.