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Book of Lore
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Topic Started: Sep 11 2011, 05:31 AM (3,308 Views)
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POOHEAD189
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Sep 11 2011, 05:31 AM
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Playable Races
Humans The "common" and "Jack of All Trades" race, Humans have, as usual, been a numerous and survivable species. -------------------------------------------------------------------------------------------------------------------------------- Citizens of Andred: The people of Andred are apart of the most powerful human kingdom on Torek. The nations earlier history was when the land it now rules was consisted of various smaller kingdoms. That was until centuries ago, when King Keelan united the various kingdoms in the face of the great demon excursion. Ever since then, Andred has been the bastion of northern trade and human power of the world, as well as the defender of the north against the Dreadlands. Crusades are often called up to jounrey forth into The Dreadlands, and soldiers as well as Preists jump at the opportunity to go, for the glory, money, or the good intention of halting a further demon advance. There are many different dialects in this vast kingdom, and 10 different "provinces." People of Shi’ran: Far to the east of Torek, in the landmass known as Shi’ran, resides the most ancient living human civilization. Known as “The Land of the Ronin” by westerners, the people here are known for their fierce eyes and code of honor. Nathan Algren, an Andred Knight who was captured by a village of Ronin, wrote in his diary what seems to describe them perfectly. “ They are an intriguing people. From the moment they wake they devote themselves to the perfection of whatever they pursue.” Little is known from them other than Manuscripts written by Nathan, however… What is known is that they live in various kingdoms, but all kings bow before the Emperor. Much like how the Dwarven kings of the Mountains all bow to the High king of them all. The Shi’ranese people have always been fascinated by many things, dragons being a particular interest to them. Much of their art, culture, and weapons of war reflect this. Ra'sheeks: Tan to Dark skinned, the people who dwell in the great Arad Luin desert have a society that is little known in the north. In actuality, their cities and kingdoms are quite rich in both money and culture. They place a high value on Magic, especially magic concerning enchanting, fire, sand, and wind magic. They have a strict class system however, and you must known your place, else face having an arm cut off. They enjoy their leisure time more than most, and take great pride in their culture. They are hardy and survive a good time without water compared to most humans. Kaelic: The smaller island landmass above most of Andred is home to the Kaelics. These are a hardy people, living in a land of rain and cold and bogs. While Technically they are apart of the Kingdom of Andred, and soldiers go to serve the Army when it is called, they are quite independent, and rarely see a person outside of their clan. While capable of unparalleled barbarism when the situation calls for it, the Kaelics enjoy a clan society very similar to democracy. They take a large part of their legends and accent from Dwarves, whom they often trade with. Bania: One of the main Rivals of Andred, the Kingdom of Bania is run by the Elven Queen Issabella, a famous monster slayer that has ruled for over two centuries. Ahe gained Queenship when she saved the kingdom after it had gone under the very short rule of Count Hiemmlich, who was a Vampire of great power. This Kingdom is consisted mostly of Humans and Half Elves, and it is rumored to have an unusually high amount of superstitious activity, as well as a good number of the Northern Traveling people. The Kingdom of Bania has a high population, and normal citizens are very hardworking with large families. Many are families of woodsmen and loggers for the vast snowy forests that cover the kingdom. Sons (Savages) of Iona: Barbarians of the Northern Islands that scatter the top Torek coastline, they are well known Sailors and Raiders. Fair haired and fari skinned, they often sport beards and animal furs for warmth. They are good friends with the Dwarven miners who make home in the single large mountian in the middle of Iona. They have an accent that is similar to Dwarves, but qyuite not as similar to Dwarvish as Kaelic is. They tend to view strength of arm as more useful than magic, but there isn't shortage of shamans in their villages. Vretonnia:The Rival Kingdom on the western Side of Andred is called Vretonnia, and its home to a people who enjoy a Fuedal Kingdom of moderate wealth. They are quite exotic sounding for a human in the northern part of Torek. They have colorful and masterful architecture. Southlanders: Most Scholars argue over where human origins..originated. However, most are in agreement that it was from north of the Dreadlands. Rarely ever did human's have the courage to travel south, for there was a line of danger south. Mountain ranges, dark forests, the Arad Luin desert, and in the heart of it all, the Dreadlands. This was centuries ago however. Over the years, more and more refugees trickled southward to form their own factions and kingdoms. Now there is a good population number of humans scattered throughout the Southland. Most live in villages and towns. The area is, and probably will always be lawless on the outside of a towns walls, and Orcs or worse things stalk the forests of the northern portion of the Southland. Even further south are the swamplands of the south, and the Southern Coast of Torek. The humans who live there are refugees from everywhere, and it has become a sort of "melting pot" for the human race. The Southland is a place where a man can get places through the strength of his arm and by the sweat of his brow. Wandering PeopleThe Wandering people is what all know them as, however what they call themselves is little known. There are two types of Wandering people. Northern and Southern. Now, a Southern wanderer can travel north, and a Northern Wanderer can travel south, however, there are differences to them in more than name, and they are simply called what they are because of what side of the Dreadlands each majority is. Southern Wandering People: The Southern Wandering People are what most people in the modern world know of as "Gypsys." These people are known for their Allure, and talent for the Arts. Their skin is usually smooth and lightly tanned. They have dark eyes and hair, and they usually wear their hair long, be them males or females (although some men shave their heads completely). Most are required by their mothers and fathers to learn dancing, music, and the art of deception. The women are famous around the world as belly dancers. Little do many people know that they are descendents of inbreeding between Rasheek's and Northern immigrants who were cast out ot live on their own long ago. Northern Wandering People: The Northern Wandering people are only related to the Southern because they both wander. Other than that...it stops there. Most people who know of the Northern Wanderers steer clear of them. While the Southern ones live in family units and travelling societies....the Northern ones are mainly just friends with...anger issues. To put it bluntly, Northern Wanderers are ruffians who travel from place to place to see sights, and more importantly, to beat up everyone they do not like. They are usually from the Kaelic Islands, or from Bania, and some are from Iona. All of them are big, with short tempers and crude senses of humor. This is all you need to know.... [utube]http://www.youtube.com/watch?v=ZN239G6aJZo&feature=related[/utube] [utube]http://www.youtube.com/watch?v=Qx49T5WJ3vI&feature=related[/utube] Tribes of the Wild: As fair skinned refugees from the North began to trinkle down to the southern portion of Torek, they began to learn that there were villages of humans already living their long before them. These people were red skinned and athletic, albeit primitive. They were excellent shots with a bow, and had a shamanistic and druidic culture. These people were usually tall, and are famous for their stamina and the ability to blend in with their natural homes, be they forests, wetlands, or hills. There are a few tribes, and all are distinguished between where they lives. The Tribe of the Wetlands, the Tribe of the Forest, the Tribe of the hills, the Tribe of the coast, and the Tribe of the Plains. Praelior: The most ancient of the western human cultures. Prealior used to spread across most of what we know as Vrettionia, Andred, and parts of the northwestern Southland. They have a culture that is now overlooked, but that is unfortunate for others. They are very advanced in art, architecture, philosophy, and of course, in warfare. Many heroes of old have been Praeliorans before. They typically have Olive or Bronzed skin, with dark features (blondes can appear though). Khalahar: These humans are hardy and tough. Famous for their horsemanship and warfare, they are typically referred as "Barbarians" by others. They are semi-nomadic and most iron weapons they have were traded or stolen (they have smiths, but they are very uncommon). Their skin is either fair or tannish grey in color, and they typically have brown or red hair. Most of their society is ruled with force, and sees the results of combat as the will of the Gods themselves. Political alliances and marriages/courtships are often settled with duels.
Half Elves Half Surface Elves: Normal Half Elves tend to be accepted everywhere, yet not quite fit at the same time. Having an Avergae lifespan of 180-220 years, they grow up quicker than elves, but they tend to grow up slower than humans. They have the blessing of keeping their youthfulness longer than humans, even if they had similar lifespans. They have shorter ears than Elves, but they end in a slight point. They tend to have green or blue eyes, and usually hazel is as dark as they get, unless both parents had specifically dark eyes. Humans tend to think they look like Elves, and Elves tend to think they look like humans. They can see in the dark quite well, as well as Humans in the Tribe of the Wilds, but not as well as full blooded Elves. Half Elves tend to have a bit of the personalities of whatever human and elven parents they have, be it a Shi'ranese human and a Great Clan Elf, or Andred Human and a Wood Elf, etc. Many take up the adventuring road, unless of course they find a town of half elves, then they might just feel at home. They do tend to have passion and willpower aplenty. Half Drow: Half Drow are even more exotic looking and unnaccepted as their kin. They, along with other half elves, tend to be handsome if male, or pretty if female, but this is often seen as a foul trick of sorcery. While they are known to be accepted on the surface, many hide their dark skin and light hair when in populated areas. People are still suspicious, despite the fact that they know these half elves are not likely accepted among their underground kin. Most take the adventuring road because of the reason other half elves do. In fact, other than the way people few them, and the fact that they have even better vision at night than other half elves, they are pretty much the same.
Descendents of the Elements Descendents of the Elements are when an elemental, most commonly a nymph, breeds with an elf or a human, and sometimes a halfling, or a gnome. Then, after the blood thins after another generation or so, the young that are born are called a Descendent of the Elements. They have a natural affinity for the element, and gain unique powers for it. ------------------------------------------------------------------- Water:Tend to have blue hair, blue eyes, and maybe webbed feet.
Fire: Tend to have red hair, sometimes flickering. Dark eyes, and dark skin.
Earth:Tend to be larger than their mortal counterparts, with rocklike skin, if there is hair, then it is dark, like their eyes.
Wind: White hair, sometimes with bluish skin and blue eyes.
Lightning: Eyes that sparkle, skin that glows slightly.
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POOHEAD189
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Sep 11 2011, 07:38 AM
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Beings You Can Potentially Become
Children of the Elements Male Water: Myrmidons, powerful warrior who favors the sword made of shark teeth. He will have vast control of water, and will have great strength. Fire: Braziers are large fire warriors, with a body that flickers in flames as if he is constantly ablaze. His weapons and hairs is constantly aflame. Earth: The largest, heaviest, and toughest of the elemental children. Earthers are bulky and stocky Lightning: Bolts have eyes are constantly flickering with light, and random sparks of electricity fly around this ones large body. To touch this ones weapon, or to touch this one at all, sends thousands of electrical volts through your body. Wind: Typhoon are large and lithe, able to control and create powerful gusts of winds. Have silver/white hair and pale skin. Female Nymphs: If you are a descendent of an element, or are chosen by the god Cendarius in his woodland blessing (and are female), you will be transformed into a Nymph. Beings of incredible beauty and magic. The very daughters of the elements. Too look upon one is to make you see all of the beauty of what they represent. For example, to see a water nymph is to view the very passion of the ocean, the fury of the waves, and the serenity of a calm pond. Even those beings or humanoids that have no sexual feelings for them view them as if they are incredible works of art. Their power is greatest in a domain in which they themselves create. The only Nymphs that are not apart of an element are the forest Nymphs. They are the daughters of Cendarius.
Divine Beings Divine Champion: When one is chosen by a god, they gain super human senses and powers, and gain luck and magical powers that are connected to their diety. They get instructions from the diety, and advice on their new powers and path. Divine Avatar: The next step up from Divine Champion, they are in fact Demi Gods. Either you are chosen to be one by the diety after you have proven yourself as a divine champion...or you already were one....OR...you already were one and didn't know it. These Beings actually travel the breadth of Maroleth frequently, and lucky it is for those of the mortal world who happen upon them. Death Knight: Those who are of evil heart and corruptable nature, and who are actually brave enough to travel into the dreadlands, or who can go through a ceremony of sacrifice, can become a Deathknight. You gain enhanced strength and speed, and you are encased in dark runic armor and blackiron forged weapons. *Locked Content*
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.
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POOHEAD189
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Sep 11 2011, 07:55 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 Abjurer
Wizards who specialize in abjuration magic, spells which deflect or interact with other spells, are known as abjurers. These wizards are usually deliberate and prudent, seeing many other wizard specialists as reckless or wasteful. Abjurers like to be prepared, be it in research or adventuring, and often devote their free time to working out strategies for confronting other arcanists.
Abjurers in battle are not as much a danger to those who forego magic for martial combat but those who use arcane or even divine spells will find abjurers deadly opponents. As aforementioned abjurers are often well-prepared for combating spellcasters of all stripes and are a valuable addition to any team intent on fighting wielders of supernatural abilities.
Because of their propensity for deliberant action more abjurers are lawful than not, though any alignment is possible. While abjurer's care and disdain for reckless action makes many good some are drawn to their talents by promises of power over other spellcasters. Abjurers only reluctantly adventure and are most often found in small villages where they enjoy the trust and good regards of friends and neighbors. Conjurer
Conjurers are wizards who specialize in conjuration, the magical art of summoning and teleportation. Conjurers are often headstrong and disdainful towards other schools of magic, seeing most as weak or inconsequential, with the exception of necromancy, which they hold to be repulsive. Conjurers can be difficult companions since many are so independent-minded that only an unusually strong-willed leader can earn their respect.
Stereotypes of conjurers and sorcerers are often similar, with the reputation of conjurers being that they tend to see magic as a blunt instrument. In battle, conjurers do tend to be unflinching in danger, confident in their summoned power to overcome any threat.
The typical conjurer is chaotic in alignment and in a reversal of the wizard stereotype favor quick and easy solutions over long and carefully planned out ones. Many are also evil or neutral, unperturbed by paths to power that involve unsavory, evil or outright despicable methods. Most conjurers like isolation, as it means they can carry out their dangerous experiments undisturbed by others and only leave their enclaves either to accumulate more power or the necessary wealth to continue their research. Diviner
Those wizards who specialize in the anticipation of events through time and space, either in the future or a far away location, are known as diviners. Diviners are notable for possessing an unusually high wisdom for wizards, with strong and cautious judgment, preferring to use violence only as a last resort. Many diviners are also strong judges of character, with an insightful nature in all matters.
Diviners are not necessarily cowards but exhaust all other options before proceeding into combat. While diviners can be useful due to their anticipation of others' attacks some are irritatingly hesitant, making them nigh useless at times. When forced into battle, diviners are in natural opposition to illusionists, whose tricks they can unravel with their own spells.
Because of their deliberate approach to matters most diviners are lawful, though their tendency towards inaction also makes many neutral. Diviners are not often adventurers, in part because of their loner nature, but when they are they are highly valued. Good diviners use their foresight to prevent harm from coming to others while evil ones can use it obtain control over others. Diviners of all stripes often cover their costs by serving as seers or fortunetellers. Enchanter
Enchantment, also known as charming, is the arcane art of influencing or controlling the actions of others and enchanters are those wizards who specialize in the school. More than a few enchanters have an unusually high charisma and degree of charm about them for a wizard, possessing a naturally outgoing and attractive personality. Even if they lack charisma however, enchanters can sway the opinions or actions of others - so long as they cast a charm spell first, which draws on their intelligence.
Enchanters work with their allies more closely than some of the more single-minded wizard variants and this is one of their strengths. Enchanters use their spells to overcome social obstacles, convince enemies to lay down arms, or put foes into a daze. The most dangerous ability of an enchanter is their ability to turn an enemy into an ally, or vice versa, or to incapacitate an enemy in such a way that renders them as good as dead.
Enchanters can be good or evil and have no overall strong alignment tendencies. Overall, enchanters are chaotic over evil, though only by a slim margin. Good enchanters are defined by their restraint when it comes to using enchantments to violate another's being's free will, while evil enchanters show little such restraint. Enchanters of all kinds enjoy company and typically are found in large cities rather than small communities where their talents are put to little use. Evoker
Evocation magic is a unique blend of arcane magic with the elemental power of creation and those who specialize in it are known as evokers. Evokers are often stubbornly determined by nature and have little use for distractions of the real world, living in very often spartan conditions. Many evokers are decisive and forthright, who are sure of what they must do, be it good or evil, giving them many qualities of strong leadership.[7]
Evokers are naturally adept at combat, making them some of the most common wizard adventurers. Most evocation spells have an immediately obvious combat application, such as magic missile or fireball and make evokers valued combatants who often serve as a form of magical artillery on the battlefield.
Evokers have no strong tendencies towards law or chaos and both good and evil evokers are common. Good evokers perceive evil as a force that must immediately be opposed by their power and evil evokers find evocation magic a fast and comparatively easy way to power. In spite of the sheer lack of subtlety in many evocation spells, or perhaps because of it, most evokers live in small and quiet homes or even as hermits. This is perhaps for the best and many, sometimes rightly, fear the power evokers can wield. Illusionist
Wizards specializing in illusion magic, known as illusionists, are one of the most well-known wizard variants, valued as entertainers in the world. Many illusionists are flamboyant and outgoing, with a streak of hedonism. More creative than most other wizards or even other arcanists, illusionists as a rule enjoy art of all forms and are less interested in scholarly research and more so in a hands-on approach through experimentation.
However, illusionists are not merely clowns and can be deadly adversaries when they choose to be. Illusionists use their power to play tricks on their enemies and toy with them, casting illusive images or sounds that confuse and befuddle the mind of a foe, turning their own senses into a weapon against them. Sometimes an illusion is so powerful and realistic it actually "fools" an enemy into death and injury. Evil illusionists are therefore a very real and often frightening menace.
Illusionists are, like all skilled wizards, highly intelligent but they usually aren't very reflective. Pragmatically, most accept the impermanence of life in general and see efforts to adhere to a single strong philosophy as futile and as such have no strong alignment tendencies. Necromancer
While many who wield necrotic magic are practioners of shadow magic, necromancy is also a path open to many wizards. Often brooding and humorless these wizards are obsessed with death in a manner most other people find disturbing. Most necromantic wizards approach life with a stoic and thoughtful attitude and can, despite first impressions, be loyal and faithful companions though many prefer solitude.
Necromantic wizards, while usually not very sociable, are valued party members. This is in large part due to the sheer lethality of powers wielded by a trained necromancer. Likewise, necromantic wizards have a generally fearless attitude towards death, though not all too often to the point of recklessness, which again increases their value as allies.
Evil necromantic wizards by far outnumber good ones, as playing with the forces of death and undeath is hardly something to be done as lightly as many necromancers do. Necromantic wizards often feel an allure to order, but many chaotic examples do exist. Truly unaligned necromancers are extremely rare, since either a necromancer has a strong devotion to good or falls into evil. Most necromancers are loners by nature and when not adventuring prefer to immerse themselves in their research Transmuter
Transmutation is the ability to shape objects' physical makeup through magic and transmuters are those who specialize in the art. Transmuters are typically more curious than other wizards, marked by a fascination with how things go together and are, likewise, torn apart. This makes many transmuters ardent collectors of magical items and artifacts, as well as clear thinkers, though they often lack an insight into why things are rather than just how.
Transmuters have many useful combat applications for their spells, since they can transform the nature of virtually any object. A transmuter might, for instance, transform an enemy into a frog or an ally into a powerful monster. Transmuters can also use their spells to increase the abilities of their allies or themselves, giving them abilities that parallel in many ways those of artificers, who likewise specialize in manipulating the physical world through magic.
Many transmuters are chaotic, since chaos is the very essence of change and transmuters specialize in making things go through such a process. However, lawful transmuters do exist. Good, neutral, and evil transmuters are all roughly equal in number, with good transmuters viewing their abilities as a way to change things for the better and evil ones tend to see morality as an inherently changing and relative concept inconsequential to their work. Transmuters are more adventuresome than other wizards and can often be found exploring the world.
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.
COMP
Spoiler: click to toggle Chart of Magical Power. This is a power ranking system for mages in Into The Dark. Their powers will NOT be classed in-universe and no one will ever mention a ranking in magical strength within my writings. This is solely for the readers/RPers and for their own information.
F CLASS
Spoiler: click to toggle
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
Spoiler: click to toggle
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
Spoiler: click to toggle
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
Spoiler: click to toggle
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)
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POOHEAD189
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Sep 12 2011, 02:21 AM
Post #4
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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 Magni: Dwarven God of Justice, Retribution, and Grudges. Avatar Status: Unknown
Ragni: Brother of Magni and Thagni. Dwarven God of War. Avatar Status: Unknown
Thagni:Brother to Ragni and Magni. Dwarven God of Work and Skill. Avatar Status: Unknown
Elven Gods Falethorwen: Elven Goddess of the Forest, Wood Elves, and Rangers. Avatar Status: Present within the forest of Aleth Loren. On the Move.
Tholendoras: Elven God of Battle Avatar Status: Unknown
All other Gods Bael: God of Justice and Retribution. Avatar Status: Unknown. Lead a Crusade into the Dreadlands a century ago. Was reported to have survived, but dissappeared.
Fineki: God of Trickery, Luck, and Deceit. Avatar Status: Disappeared in the Arad Luin
Raiz: God of weapons and Training. Avatar Status: Unknown
Otoryen: God of music and sound. Avatar Status: Unknown
Thron: God of Dragons Avatar Status: Unknown
Sienna: Goddess of responsibility. Avatar Status: Unknown
Selene: Goddess of Lust, Hedonism, Love, Moon, and Sky. Sister to Seradwyn. Avatar Status: Dissappeared in the Arad Luin
Seradwyn: Goddess of Magic and Imagination. Sister to Selene. Avatar Status: Dissappeared in the Arad Luin
Jeff: God of Travelling and Donkeys. Avatar Status: Unknown
Cendarius: God of Nature and Druids Avatar Status: Last seen in the Great Forest south of the Dreadlands, among the Satyrs.
Rodgar: God of Battle and Winter. Avatar Status: Dissappeared 50 years ago in the great storm, off the coast of northern Andred.
Collob: God of Farming and Agriculture. Avatar Status: Southern Andred
Guandet: God of Cities and Defense Avatar Status: Unknown
Balion: Elven God of Art and Long Life Avatar Status: Unknown
Nar'rogg: Dark Lord of Destruction, Death, and Fear. Avatar Status: Unknown
Elemental Lords These are the Lords of the Elements. Near Godlike beings with almost complete control over the Elements of which they reside. Only the most Ancient and Powerful Dragons, and Divine Avatars, have even the slightest chance of coming close to these beings. They are a short step below gods. Not much is known about these beings. But their names we do know, as we also know a few small bits of information.
Korluth: Lord of Fire Solaris: Mistress of Water Thorongil: Lord of Earth Thalion: Lord of Lightning
Dragons Ancient and powerful creatures who have shaped the very land of Maroleth as well as ruled it. While none reach God-like strength, old dragons have been known to rival Elemental Lords or Divine Avatars in power and destructive force. As a whole, Dragons are feirsome foes. They have a gold lust that rivals the Dwarves, a power lust that rivals the most destructive mages, a lust for jewels and artifacts unknown to anyone else, and a particular lust to rule those who are lesser (which pretty much includes everyone). It depends on what type of Dragon you are dealing with for its color, breath weapon, and some abilities, but they do all share common traits. They are long lived. No one knows how long a Dragon can live, but the oldest one known nearly reached 3,000 years. They can sleep for months, and the older ones can sleep for decades. They have amazing senses, able to smell the emotion in another being, and able to see a rabit running through a meadow nearly a mile away. Most can fly, some without wings. When dragons breed, they usually do not successfully create children, so the number of Dragons remain low. To curb this though, the women dragons have an intense desire to breed, as much as males in fact, unlike most species. Dragons are rumored to have 2 or more forms. The first one is obviously the Draconic one. 10 feet long seems to be the usual size of a month old dragon, and it will eventually reach 70 feet or more. No one knows if they can choose between what form they take or not when they do switch forms, although it is generally acknowledged that they cannot switch genders when changing forms. Dragons enjoy eating humanoids, although they generally know that Dwarves aren't tasty and are quite hard to swallow...they tend to bite back. They usually look at humanoids as a humanoid would see a stray dog, or sometimes they see them as we see rats. To anger a Dragon isnt wise, to meet one on purpose is something for the brave or foolish. If you ever are to meet a Dragon, take care and be careful with your words. It is said also that, even in humanoid form, a Dragon is far stronger and swifter than they should be.
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POOHEAD189
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Sep 14 2011, 08:05 AM
Post #5
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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 Orcs: Savage and brutal humanoids who hold warfare above all else. Orcs are muscle bound, and dangerous. Better to face 5 goblins than an Orc in combat. The more successful an Orc is in battle, the bigger and stronger he gets. They are suprisingly fast for how they look. A normal Orc stands almost a head taller than the average human.
Goblins: Smaller cousins of the Orcs, they have a primitive cunning, and enjoy tinkering with things, and finding out how things work. They like fighting almost as much as Orcs, but unlike Orcs, they know they cannot usually win unless they have a few allies with them. They tend to look like smaller orcs with bigger noses, longer fingers and toes, and generally skinnier.
Gnolls: Feral humanoids that appear to be a wolf/hyena/human hubrid. They have excellent sense of smell and hearing, and they are swift runners. They stand tall, at over 7 feet, with lean and wiry muscle, covered in short, coarse fur of various colors. They live with a pack metality, and enjoy eating the flesh of other humanoids.
Ogres: Brutish humanoids, with thick limbs, thick at the waist, thick skulls...pretty much thick everything. They have peach colored, tough skin, and stand at 9 to 10 feet in height. They enjoy smashing things smaller than them...because they are stupid. To be continued....
Edited by Char, Oct 22 2011, 10:44 PM.
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POOHEAD189
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Sep 15 2011, 04:27 AM
Post #6
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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 - Code:
-
[b]Name:[/b]
[b]Alias:[/b]
[b]Gender:[/b]
[b]Race:[/b]
[b]Class/Profession:[/b]
[b]Age:[/b]
[b]Appearance:[/b]
[b]Personality: [/b]
[b]History:[/b]
[b]Weapons:[/b]
[b]Deities:[/b]
[b]Skills:[/b]
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POOHEAD189
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Sep 21 2011, 08:14 PM
Post #7
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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 Dwarves:The most unified race in all of Torek, Dwarves are known for their resilience, durability, and workmanship. They are exceptionally strong and heavy for their size, and they are reknowned for their determination and skill in warfare and craftsmanship. The best smiths in the known world short of the gods themselves, a town with a Dwarven blacksmith is a town that is lucky indeed. They are very untrusting of Arcane Magic, but the race has no shortage of Divine spellcasters such as the famous Rune Priests of their gods. They have lifespans that range on average between 500-600 years, while some very rare few reach a millenium. Some Younger Dwarves like to joke that the Dwarves that reach that age are literally too stubborn to die. The men sport large beards, and the women braid their hair long and have their braids hanging in front of their bodies instead of in the back. Dwarves are usually between 4 and 4 1/2 feet tall. Male Dwarves weigh 180-220 pounds, while the females weigh between 110-140 pounds. Dwarves have very long memories, and they never forget a slight to them and theirs. To insult a Dwarf is to insult his father, his father's father, and his entire clan. They are mistrustful of Elves, friendly to Gnomes, and introverted to humans, although they have helped the human kings of old. Dwarves are avid lovers of gold, valuables, and beer (and other alcoholic beverages). It is rumored that Dwarven Ale is so...potent...that Dwarves can drink it and survive off of it like it is food and water. --------------------------------------------------- Clans: Ironskins FellHammers FarForgers StoneCarvers Darkfighters OathBearers Goldnuggets SkullCrushers Gemcutters MountainGuards ------------------------------------------------------------------------------------------
Elves The Elves are a people of grace and beauty that seem almost unnatural by human eyes. They have exotic eyes and ears that end in points. They frequently are much more fair skinned than most humans, and frequently shorter by a few inches. The usual Elven Lifespan is 700 years or over. Coming from a land unknown, the Elves landed on the far eastern coastline of Torek, meeting the first humans along the way. These humans would take a great deal of lessons from the Elves, and would eventually become the people who dwell in what Andred calls "The land of The Ronin." A few elves began to make camp, and fell in love with the wilds there, and they would be known as the Great Clan Elves. As the rest of the Elves moved further westward, they passed what was known as the Dreadlands. Seeing the beauty of the surrounding forests, some Elves stayed there to protect the forest from the ever encroaching dreadlands, and they became known as the Woodland Elves. Losing 2/3 of their race, the Elves that still travelled made it all the way to the south western coast of Torek, and they began to scout the waters to discover an island. They all eventually arrived to the Island, and created their own advanced culture, and they are known as the Silver Elves. Silver Folk: The newest (only by a dozen years), and most "civilised" of the Elves, Silver Elves live on the Isle of Aléborn, as well along the southwestern coast of Torek. They live in towns and cities that humans can relate to, although the Elvish Architecture is generally unique and well made. These Elves take pride in whatever they do, and many people tend to see similarities between them and the Shi'ranese humans. Silver Elves are organized and patient, yet have a love of fine wine and slighty hedonistic living. They hold a great deal of fascination with magic, but there are no shortages of swordsman and archers in their ranks.
Woodland Elves: WoodElves, while fair and small by humans standards, are tanner and stockier than Silver Elves (as well as they have uncanny strength for their size). They are known for their pinpoint accuracy with a bow, agility with their blades, and movement graceful even compared to other Elves. It is said they can run through trees almost as easily as they can on the ground. Wood Elves are generally tolerant, but they are ever wary. For their forests lie very close to the Dreadlands, and they are on constant guard. They tend to get along very well with the creatures and friendly humanoids of the forest. Their woodcraft is legendary across Torek.
Great Clan Elves: The strongest and most physical of the Elves, they are also the least "Civilised." That is not saying much however, as they have a society that is the most ancient known of the Elves. They live near nature, particularly in secluded places, in great clans and family units. They hold combat in high regard, and duels are frequently events to watch among them. They get along with forests, although not as well as Wood Elves. They tend to favor the sword, and they have an affinity with an ancient energy known as "Khala," that not many people in the outside world understand. Drow:
Gnomes Gnomes usually stand at a height of 3 1/2 feet, with fit frames. They have characteristics of both Elves and Dwarves. The men frequently have carefully groomed beards and facial hair, and they tend to be muscular. Gnomes also have ears that are slightly pointed like elves, and even though they have a hard work ethic, they still love a good joke every know and then.
Halflings Standing at 3 feet, with plump bellies, and hairy feet. Halflings are mischievious, and love a good joke. They like to work with their hands, but they also enjoy the simpler things in life...like laziness. They make excellent thieves and adventurers.
Dragonborn Dragonborn are closely related to Dragons, but they are not direct descendents. They look like a crossbreed between humans and dragons, with the face and skin of dragons, but in a humanoid form. Typically, when they reach adulthood, they stand at 6 1/2 feet in height. Their growing does not stop there however, and some have been known to reach 12 feet in height before. Typically, Dragonborn grow more/faster (and gain abilities) when they battle, or tap into their draconic blood that lies dormant. They typically live for 300 years on average, although some have lived for half a millenium. They have breath weapons depending on the color of their scales. Some rare few have tails, although most don't.
Half Orcs Usually a few inches taller than humans, with thicker limbs, and slightly more brutish features. Half Orcs look like Orcs to humans, and they look like humans to Orcs. They have very small tusks, and their skin color ranges from a dim green, to gray, to brown.
Descendants of the Elements Descendenta of the Elements are when an elemental, most commonly a nymph, breeds with an elf or a human, and sometimes a halfling, or a gnome. Then, after the blood thins after another generation or so, the young that are born are called a Descendent of the Elements. They have a natural affinity for the element, and gain unique powers for it. ------------------------------------------------------------------- Water:Tend to have blue hair, blue eyes, and maybe webbed feet. Fire: Tend to have red hair, sometimes flickering. Dark eyes, and dark skin. Earth:Tend to be larger than their mortal counterparts, with rocklike skin, if there is hair, then it is dark, like their eyes. Wind: White hair, sometimes with bluish skin and blue eyes. Lightning: Eyes that sparkle, skin that glows slightly.
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POOHEAD189
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Jun 16 2014, 05:52 AM
Post #8
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Cities and Settlements
Darkwater
Spoiler: click to toggle Over a thousand years ago, Masons and Laborers from Praelior teamed up with Elven Architects to create the magnificent city, Natharion. It was a bastion of power in this untamed land. Roughly 723 years ago when a cataclysm struck it. It was caused by the rampage of a truly monstrous creature called "The Primordial." Some say it was an Ancient Dragon. Some say it was just a hurricane. Others think it was an entirely new creature no one had seen before. It's origins are shrouded in myth, and the city was abandoned and lost. It wasn't until century ago that exploring Lords happened upon the ruins of this great city, building atop the rubble and reinforcing walls that still stood. Gnomish stone cutters working with Dwarven craftsman were conscripted, and with human muscle they created the Fortified City's base, dubbed Darkwater after 5 years of construction. It's still expanding, but the main areas of the city are behind its moss covered high walls.
The Myrmidon
Swords & Boards Weapon's Shop
Blood for Blades Myth Marsh Tower
Darkwater Gardens
The Wyvern Company Mercenary Barracks
The Oasis Inn
The Town Square
Cloth & Tabard
Natharion Auction
Darkwater Guildhalls
Del Linduil
Spoiler: click to toggle 2 millenia previous, a host of Silver Elves at the height of their power mapped and designed this beautiful City. With the help of the Fellhammer Dwarves, it was erected to become the most prosperous port city on the Cutlass Coast. It's withstood hurricanes, pirates, Armani, and many other foul threats. It's current ruler is a Half Elf called Rilien Merlidel. Unlike Darkwater, this city's nobles live luxurious, but ultimately powerless lives within Del Linduil's walls. Rilien is the true power here, and he only answers to the Silver Elves of Leth Arian. In recent centuries, Gnomes, Humans, Halflings, Half Elves, and various other races have filled the population, dropping the Elven percentage to make it near equal of all races. 2 years ago, Rilien's wife Vasara disappeared, prompting a city wide search that proved ultimately fruitless. He still has a reward for whomever finds her kidnapper and herself.
Library of Solomon
Linduil Keep
The Enclave
Hall of Heroes
Siren's Calling Inn
Coastal Auction
Linduil Docks
Port Hub Inn
Dwarf Quarter
Torek's Textiles
The Silver Vault & Deposit Bank/Storage
Harbor Helpings Low class restaurant
Del Linduil Auction
Temple District
Timothy's Tanners
Malcolm's Beastpit
Guen's Apothecary
Bounty Office
Guild District
Del Linduil Docks
Port Kadlock
Spoiler: click to toggle A port located 80 miles west of Del Linduil. It's population is roughly 1500, and is comprised of humans, gnomes, Elves, and Half Elves (with the occasional Dwarf). It's a popular pit stop for ships traveling from the north to the Cutlass coast.
Mudcreek
Spoiler: click to toggle Mudcreek is located a 2 days walk West of Darkwater in the very center of the wetlands. 500 hearty humans and Dwarves have made a living fishing, skinning, and exploring. Lizardmen and Swamp creatures are a constant threat.
StoneRidge
Spoiler: click to toggle To the east, as the forested land slopes upwards into Stonework mountain, this Dwarven settlement overlooks the wetlands from a very nice vantage point. With good eyes you could see both Darkwater and Del Linduil. In recent years humans have migrated into its sturdy walls bolstering the population to reach 600. It's a popular spot for miners, stone masons, and adventurers/mercenaries.
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POOHEAD189
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Jun 20 2014, 05:34 AM
Post #9
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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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POOHEAD189
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Jun 23 2014, 02:01 AM
Post #10
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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 Warrior
Rogue
Monk
Ranger
Barbarian
Paladin
Martial Sub-Classes SwordMage
BladeMaster
Warrior Monk
Assassin
Ninja
Ronin
Pirate
DarkSlayer
Magical Classes Wizard/Witch
Sorcerer/Sorceress
Shaman
Druid
Cleric
Bard/Minstrel
Magical Sub-Classes
SwordMage
Warlock
Necromancer
Full Contact Mage
Psionicist
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