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Book of Lore
Topic Started: Sep 11 2011, 05:31 AM (3,308 Views)
POOHEAD189
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Playable Races

Humans

Half Elves

Descendents of the Elements
Edited by POOHEAD189, Jun 21 2014, 03:36 AM.
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Beings You Can Potentially Become

Children of the Elements

Divine Beings


Races of the Afflicted
Vampires: Also called the Undying, and the derogatory term 'Leech' (mainly given by Priests and Dwarves, or those with a particular distaste for Vampires). The first Vampire was a mortal who was touched by both Nar'rogg and the powers of the Dreadlands. Becoming both death and demonic, yet neither. These beings hunger for blood and nothing else. Drink and food are merely consumed because of taste, or perhaps habit. Once a mortal becomes one of the Undying, they not only gain immortality, but unholy strength and speed, as well as nightvision and the ability to beglamour their prey. They have a weakness for sunlight, holy items and spells, and silver, along with a stake through the heart. It is currently unknown if they have an actual aversion to garlic. Burn by fire and sun can only be healed if they drink an excessive amount of blood immediately, lest their burns become permanent. From what modern Scholars can tell, Vampires form tight nit 'families' so to speak. They are often ruled by a Master or Mistress. One that sired the rest of them (or sired their first followers, who in turn sired more). Not to say there are not rogue Vampires. But they are few and far between, for without proper guidance from an elder Vampire, a newly Undying can easily lose themselves in bloodshed and become easy prey for those they presume to hunt.
Werewolves: The Origins of this race is long lost, though old tales hint of a wager amongst the Gods. Werewolves are similar to Vampires in that they are made via bite from a different Werewolf. Once you have contracted the 'infection', you must have a priest cast healing magic over the wound and drink a tea of the Wolfweed plant to fight through it. Otherwise you will become a Werewolf.
Much of a Werewolf's abilities depends on age along with trial and error. Initially a Werewolf can merely transform by the light of the full moon. Most often a human, the man grows a foot in height and gains a few stone weight in muscle mass. His skin grows thick fur over the course of seconds and your mouth and nose restructures to form a snout. Your ears, mouth, teeth...all are Wolf like (along with the senses). Only your eyes remain the same. You also get a bushy tail at your back and your hands grow fierce claws.
Once a Lycan becomes more used to his transformation, he has greater control over his transformed state. Eventually, if you are not stabbed with Silver or beheaded, you can transform without the full moon (however, if there is a full moon out you cannot help but transform). Some even gain the ability to talk in their Wolf state.
Ancient Werewolves are able to transform into normal wolves and communicate with them, though so few are so old and many consider this legend (even other Werewolves). You gain a resistance to normal weapons, but of course, if enough of them hack into you you'll eventually die.
A non transformed Werewolf has absolutely no powers unless they are extremely old and powerful.
Edited by POOHEAD189, Jun 16 2014, 03:25 AM.
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Magic

Magic is a mysterious and curious thing. Only the Goddess of Magic, and the EverGod who made her, have full knowledge of its depths and Origins. It is a supernatural force that ranges in power from transporting things long distance, to viewing peoples dreams, to even slowing time. Something we do know, that all mages learn, is that magic is dangerous, but more than that....it is addictive. One must have control over themselves, to use magic. It is not as addictive as pleasures of the flesh to most, and lust for Gold for most (especially Dwarves and Dragons), but it is addictive none the less. Mages who seek power seek it, not only to be more powerful, but also to be able to feel more magic flowing through them.


The Schools of Arcane Magic


Disclaimer: All Arcane Magic information C&P'd from The Forgotten Realms Wiki!

How Magic Works
Magic is everywhere. In the air we breathe and the water we drink and the food we eat. Within us. A Mage's strength is derived from how much magic is initially within you, and how much magic from the surrounding world you can handle. Also, despite everyone having the ability to wield magic, only the educated and the properly trained can hope to cast a spell. Without the correct rituals and practices given by a master or teacher, you have next to no chance at harnessing what magic you possess. This is why there are so few mages.
Spells, Runes, and Incantations are fail-safes for magic. They are not required, but beginner mages cannot wield magic without them, and even Master mages would do well to keep the proper scriptures and phrases in mind. However, once you are C class (or highly skilled D classes), you have the limited ability to wield magic at your will without uttering a phrase or planting a rune. Higher classes can wield magic easily without such precautions (unless it is a particularly powerful spell they are casting) unless of course, they have exhausted themselves. In that event, if they lose enough strength, they will only be able to wield spells through runes, incantations, and mystical phrases.

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COMP

Spoiler: click to toggle



F CLASS
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This class is for those just learning magic, or for those who have very little in the way of magic potential. One could hardly call these mages. Mostly, such people perform the simplest spells, perhaps to entertain passersby on the streets.

D CLASS
Spoiler: click to toggle

This is the lower form of actual Mage. D Class is what most refer to when you hear the word "Magician." Enough to be known as someone who dabbles in magic, but not someone to be rightly feared. Someone in the D class has usually only been practicing magic for a few years, if that.

C CLASS
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C Class mages are the upper class of common mages. This is the class most adept human wizards fall under throughout their lives, unless they are particularly lucky or with great potential. To be a C class means you have honed your skills over years or decades (unless you are a quick learner).

B CLASS
Spoiler: click to toggle

These are what most people think of when they imagine "Powerful" mages. B class magic users are a step above the average wizard, commanding powers that Dwarf the more common spells of the lower ranks. A B class in an adventuring party is most welcome, and their powers give them the respect of even some lords. An example of a B Class in story would be Priscilla, a sorceress strong enough in magic to survive 30+ years of adventuring and have a town built around her from her reputation, bringing her a Lordship (ladyship).

A CLASS
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A Class is a class reserved for Elven Archmages or moderately powerful Dragons. It takes a special Human or Half Elf to ever come close to being A Class in power. If an A class is good aligned they might clear entire cities or forests of enemies, and if they are bad aligned they could conquer castles and make the residents their slaves. The power they wield is terrifying indeed.

S CLASS
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To be an S class means you have powers almost beyond comprehension. Only the most Ancient of Dragons, An Elven Archmage of Legends, Genies, Elemental Lords, and Avatars of Gods can hope to be this powerful. (Not the Gods themselves however, for they are off the charts entirely)
Edited by POOHEAD189, Jun 13 2014, 07:03 AM.
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Deities

The EverGod
Also known simply as God, Lord, or sometimes referred to as "The Light," or "Holy Light," and at times, just called "The Father." This is the God that resides over all the others, and interferes the least amount in mortal affairs. However, the powers he gives to his Preists and Paladins are undoubtedly powerful. Unlike the other gods, this one does not have an Avatar that roams Maroleth. The only Avatar of the Evergod appeared only once, and he did nothing a normal Priest could not do. All agree however, that he shaped the world so much, that he was the Avatar of the EverGod.

Dwarven Gods

Elven Gods

All other Gods

Elemental Lords

Dragons
Edited by POOHEAD189, Aug 18 2014, 06:50 PM.
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Enemies

Of course, any race is potentially an enemy. You can be attacked by human/halfing/gnomish highwaymen on the roads, you can be attacked by a Dwarf if you insult his honor. However, there are races, people, and places that are particularly dangerous/hostile to the user.

Dreadlands
It is a barren wasteland, riddled with fire and ash and dust, the very air you breathe is a poisonous fume. Not with ten thousand men could you do this. It is folly. -Boromir
While I had more inspiration from the Chaos Wastes of Warhammer than I did from Mordor...this is a good description of the Dreadlands.

At the very Center of the Continent of Torek, lies a dark red eye. It is said to be measured 500 miles long east to west, by 250 miles wide north to south. No one knows its origins, or what it truly is. Some say it is the very gateway to hell. Others say that all of the evil and corruption of the races manifested itself into a literal "drain" in the very center of the world. Whatever it is, it is a wasteland full of mutants, Demons, and unspeakable horrors. Great demonic armies spill out to attack the lands of the goodly races at random, bringing back slaves and prisoners, and sometimes sucking up the very souls of those they kill. Frequently, Andred and other Nations have crusaded into the Dreadlands, for the theory is, is in order to keep the number of Demons down, they need to be thinned periodically. It seems to work, albeit slightly. However, the dark energies are so powerful, and the dreadlands so dangerous, that no army has gotten more than 50 miles into the full area. Only one man has ever gone farther. A man by the name of Martin Huss, a Paladin of Rhiteous Bael, and the Evergod before him. Knocked out in battle, by a cloven hoofed "thing," he had awoken to find himself alone. He had thought that they had simply marched further, and walked another 20 miles until he had given up. He claims to have seen lakes of sheer blackness and things he could not describe in earthly terms. He made it back, slaying a few demons valiantly on his way. Indeed he was lucky to have walked that far so unnoticed. Afterwards, he took up a life on exploraton, and he lived for 5 years in the Land of the Ronin...that is, until he died mysertiously of an illness never seen before. On his deathbed, he told those he stayed with to bless, and then burn his body, for he knew then that the dreadlands had cursed him. No one knows why he said this. His diaries have been lost for many years....
The Armani
A few hundred miles off the western coast of Torek, there is a large island, or a small continent if you will, inhabited by a strange people. A Dangerous people. Not many know who or what they are, but periodically, throughout the ages, armies of faceless warriors have invaded Torek like locust swarms, conquering all they see, barely being driven back each time. To speak of the Armani is to speak of something Alien and Mysterious, something that scares children and adults both. The Armani wars, as they are often called, have been fought throughout the ages. No one knows why they attack, no one knows when they attack. But when they land upon the shores of Torek in their foreign boats and insectoid armor, you know that you will need a miracle to survive. Never have they failed to conquer the western shores of Torek, and they have even gone as far as Andred itself. However, no one has seen an Armani in 20 years. Perhaps they will attack again...soon.
Common Enemies
To be continued....
Edited by Char, Oct 22 2011, 10:44 PM.
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Character Template

Name: What is your character's name?

Alias: Do they go by any other names? Do they have a nickname perhaps?

Gender: Male, Female.

Race: What race is your character?

Class/Profession: What class/profession is your character trained in?

Age: What age is your character? For Elves and Half-Elves, what age do they appear to humans?

Appearance: Give a description of your character's physical appearance, remember to include armour and accessories!

Personality: What is your character like as a person? Do they have any quirks that make them stand out? How about bad habits? Be creative and let your mind roll.

History: How did they start out in life, what have the accomplished, do they have family, friends. Think about how they are going to get to where they want to go if you're stuck on an ending for your history.

Weapons: What weapons does your character have?

Deities: Who does your character pray or look up to?

Skills: Any other information that you deem important to note for your character.

Code for the Character Template
Edited by POOHEAD189, Jun 19 2014, 06:03 AM.
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Races you might encounter.
You do not necessarily need this, but here is a list of demi-human races that are neither playable, nor are they enemies.

Satyrs:
Furbolgs:
Saurenfolk:
Centaurs:
Gorgs:
Mermaids:
Dwarves

Elves


Gnomes


Halflings

Dragonborn

Half Orcs

Descendants of the Elements
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Cities and Settlements

Darkwater

Spoiler: click to toggle




Del Linduil

Spoiler: click to toggle


Port Kadlock

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Mudcreek

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StoneRidge

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Edited by POOHEAD189, Jun 21 2014, 02:50 AM.
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Rules and Regulations

These are just some author's notes for you all to know.



  • If you wish to be a mage, you must start out as D class or lower.
  • If you wish to be a Pirate (and not a lone Pirate), you cannot be the Captain (yet). First mate is acceptable however.
  • You must be Human, Half Human, a Descendent (of the Elements)( or you can even say your great grand mother/father was a Dragon.) But you must be human in some way. I want this RP to be a unique experience for human eyes. You'll get plenty of magic and other races/monsters.
  • Characters must be 18 years old or older.
  • I'm going to be similar to Char Char in a way, in the character creation aspect. You need to make a character I am interested in/can work with. If you do not make an adventurer, then you need to make someone who wants something. Someone who has a drive or need for something. There's many possibilities in this RP and I want them to be explored.
  • If you somehow convince me to accept a character I thought I couldn't work with, and they prove to not be good to mod for, I'll kill them in a very entertaining fashion. Although I will allow you to make a 2nd character for a 2nd chance.
  • Must post once every 5 days.
  • If you make a local, your local family lineage can only stretch back to 3 generations. Prior to that, they came from somewhere else (unless you are a tribesman).
  • You can get married, but I am not adding kids yet into this RP.
  • Now onto Lordships. You can choose to be in the Nobility, but only in the city of Darkwater or a noble just arriving from the sea. If you choose Darkwater, you get a complex with servants, are given local news, and the player can even choose if they are the head of their house or not. (You cannot choose brothers and sisters and father/mother personalities. PM me because I will have base characters to fill those roles if need be).
  • If you choose to arrive from the Sea (or land somehow through the marsh), you can have a small entourage of men with you, and you can make your way towards civilization or carve yourself a piece of land.
  • Nobles from Iona are called Jarls. Nobles from Vrettonia and Bania are called Counts/Countesses. Nobles from the Kaelic Island are Lairds and Lairdess.
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Classes

These are a list of classes. If you have questions about a class, PM me or put it in the Q&A thread.



Martial Classes

Martial Sub-Classes

Magical Classes

Magical Sub-Classes
Edited by POOHEAD189, Jun 23 2014, 02:14 AM.
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