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Harmony of Chaos (sign-up)
There's two main realms. The northlands, which are overrun by demons and stuff, and the southernlands. The northlands are filled with evil and stuff, and can't really get out because there's these pillars that some ancient race created and put into cities.
These "spires" as they're dubbed make a mesh/net/shield that they can't abide, and can't get past. Recently, they've been sending raiding parties of corrupted humans in to destroy these, so their land expands. Most of the spires aren't even recgonzed for what they are anymore, and have fallen into dis-use. Some are the centerpeices of the houses of nobles, some are in alleys. In the head capital of the land is two major places. The Adeptus Magiccia Collegius, better known as the schools of magic. Also there's the Magiccia Severetus Hexagrammice. It's the place where all of the majorly powerful artifacts are held. Amongst these is The Pearl. It's about the size of the baseball, and is the cause for all life that even remains. The pearl is a sponge of sorts, because while the Spires hold back evil, the Pearl keeps its levels down. The current high Evil Overlord has put the world into an interesting predicament. He's gather enough power that the Pearl is filled to the brink and can't stop anymore. Now, he can toss his weight around without worry of reprecusions. Normally, this would be when the Harlequin would be found, and the Grand Theoginist (The head of the schools of magic) would find the Soliataire, with aid of prophecies, and purge the Pearl, and generally kick evil's ass. Except this time, there are no prophecies, the Grand Theoginist is missing, the Harlequin is missing, and the nations have fallen into dissarray. The Dark Lord has his forces unified, and savage, gaining land on the lasts Defenders. They Defenders are confused, and trying to stay alive. With no guidance, a group is formed with two intents. Find the Harlequin, find the Solitaire. ::Info on sign-up:: Magic is taught exclusively at the Colleges of Magic. There's no penalties for mages being mages, except they MUST have STAFFS. Not canes, not walking sticks, not wands, STAFFS. And try to remember he'll have spent a large chunk of his life learning magic, so while a mage could be a great figher as well, the player would have to come up with a very good background to justify it. Now...for playable races. Elves: These guys are tall, and lean. Elfish basically. They aren't as tough as other races, but are quicker, and excellent archers. Elven craftsmanship is excellent awe inspiring blades, and their armour is insanely effective when it's used. Unfortunately, the armour eventually loses it's effectiveness. These guys can see in the night, and can't die from aging. Their fighting is usually finesse, and grace oriented. They come in three flavours! Wood- The best of the best of the best when it comes to archery. They're even frailer then their other brethren, and don't create lots of armour and such. They make more swords than armour, and create items that interact with nature. High- The middle chunk. These guys are the better mages, and the standard for elven archery and combat. They boast the best elven craftsmanship, and the biggest realm. Dark- These guys live in cold mountains regions. They have the best toughness and martial prowess of the elves, but are the worst elven archers. They stand out via their ashen grey skin. Dwarves: These dudes right here? Tanks. They made weapons that aren't elegant or anything, but are the best weapons you can buy. While not the best archers...actually they're the worst with any ranged weapon except throwing axes...They are the toughest, and strongest of the races, but are stout little guys and can't run for as long distances as Elves or Men. Traditionally, they use axes or hammers. Right here are THE best fighters when it comes to brawlin style, which is how they fight. Three flavours again. Khazad- These are the hearty kind dwarves of legend. They move a bit faster than their brethren, and are expert rune-smiths. They tend to have beards that are knotted and dressed up. Usually teh sh1n13s for armour. Gromil- The norm dwarves. They are the ones that live in mountain halls, and invent stuff. Their armour usually looks a bit gruff, but it turns out great anyways. These are the better smiths. Gharad- The tanks of the tanks. These make the sturdiest dwarf armour, and are the ones that you'll see marching to war. They're tougher, and stronger than other dwarves, but eat a lot. Humans: The most balanced. They fit right between elves and dwarves in every category. Except for crastmanship. Out of all the races, (excluding halflings) these guys have the most mediocre crastmanship. Their fighting style is a mix between brawling and finesse. Dunemians- These guys are the ones that are better at archery and wilderness lore. They're the ones that are considered to be behind the times. Think Rohan. Nuderiorns- They most advanced. They've only recently developped the flint and lock rifle, and have the huge courts, and the big shinies and stuff. They aren't that well with nature. Khalahads- The most chivalrious. They raise the most disciplined fighters, and produce the greatest number of knights. Their society is a bit feudal though, with poor and rich greatly seperated. Halflings: These guys stand at an average of 2.5-3 feet tall. They're a bit stockier than humans, but only a bit. They prefer to live in their small cities/colonies they call shires. They can throw stones and daggers with unnerving accuracy, and can move completely silently when they wish. They're also THE BOMB when it comes to cooking. Hafling society has no great weapon smiths, and their fighting style is usually acquired. It's very meat and potatoes, and not very finessed. A bit clunky in a way. Flatfoots- A bit bigger built, with bigger feet and bigger noses. These are the most dwarfish halflings, and the best fighters. Arres- The standard and norm halfling. The best cooks. Glikers- These are like halfling elves/acrobats. They're lithely built, and move the fastest. They make ideal theives. Classes: I really don't give a danm what you pick. Just move away from fighers and mages please. I would like to see a diversified group of Riders to Rogues, with maybe a mage added. Note about Mages though...there are different orders.... Fire Caste: Guys who cast fire water bolt, etc... Water Caste: guys who do the more benign attack magics... like water, ice, or Aero... Earth Caste: Illusions, time, and gravity magics. Air Caste: These guys take time having to read and say their spells, but damn do they get results. Ethereal Caste: Use magic in it's rawest form, and know the words of power. These guys are VERY VERY VERY VERY VERY rare. Sign-up format Name: Nicknames: (if any) Race: Breed: (the flavour) Age: Class: Equipment: Weapons: Armour: Appearance: Quote: Biggest contribution to the group: (the best skill of your character. Like Gimli's axe skills, or Luke Skywalker's control of the force) Bio: Extra: This isn't the goof off no direction the last one was. This has a plot, and is not meant to burn time. It's kind of like a replacement in the serious plot category for Perdition's ending. Please sign-up... |
Name: Kishan
Nicknames: Kay, shan, shay, shad Race: Human Breed: Dunemian Age: 20 Class: Ranger, i guess Equipment: rope, a roll of bandages, some wooden wedges, a small hand-axe, food supplies, and a bag to carry it all in. leather, unadorned scabbards for his weapons. Weapons: a scimitar, a pair of daggers. hands and feet. a short bow, w. arrows. Armour: leather armguards and shin bracers. Appearance: Of middling height, slim and well-muscled. Darkly tanned skin from the desert sun. red tribal tattoos on his cheeks, and arms. black hair, worn short and shaggy, which he keeps off his face with a long scarf/bandana whose tails hang down his back. loose desert pants. either shirtless, with a vest, or a loose shirt. generally barefoot or wearing soft-soled leather boots. dark, dark eyes. almost black. Quote: "You're holding the map upside-down. and backwards. Again. are you sure you don't want to let me lead the way?" Biggest contribution to the group: nature lore, fighting prowess. sheer rockheaded stubborness. Bio: Grew up among the Dunemian of the desert, the son of one of the chieftains. He currently acts as a guide for adventurers in the desert, and has thus developed an incredible amount of patience, since generally the adventurers consider the Dunemian backwards, barbaric, and stupid. He is also a desert Defender, a group responsible for the protection or the desert's only spire, which happens to also be the location of the Dunemian's only semi-permanent city. Extra: um. very very laidback? |
I posted this once already, but I have a few changes, though mostly minor ones. One imporatant one is especially dirrected at SS, and one change that I will write into the bio: The way the Quest Clasp works is that if I stray from the quest to help bring about the fall of the dark lord, I suddenly have a run of bad luck (this is, in fact, where my previous fortune went, to a string of bad luck)
Name: Argriv Nicknames: I'll let them develop. Traditionally: the Black Sheep; the One No One Talks About. The Bearer of the Quest, recently. Race: Human Breed: Khalahad Age: 20 Class: Rogue Knight (see bio) Appearance: Average height, though rather thin for a knight. Wears a cloak with a jeweled broche (the Quest Clasp), dresses in dark colors for sneakyness, although they are tailored, and in style. Has dark hair, gray eyes, and a well groomed beard, and the type of smile that makes people check their purses. Equiptment: Normal + Quest Clasp (the thing that’s forcing me on this quest, see bio) Weapon: Longsword and Dagger Armour: chainmail Quote: “But I don’t want to smite evil!” Biggest Contribution: Being a sneaky bastard who’s also good with a sword Bio: From a knightly line, Argriv left his family to make, and then live off, an ill gotten fortune. However, when every member of his family fell in quests to destroy the dark lord by force of arms, word was sent to an old spellcaster friend who then sent Argriv the Quest Clasp, a jeweled broche. The Wizard neglected to mention the fact that the wearer would a) have to serve the cause of good while wearing it and b) be unable to remove it until the quest was fulfilled. This has caused a good deal of consternation for Argriv, however, here he is. Although trained as a knight, he has the mentality of a rogue. Although he was once rich, the a string of bad luck that sprung from delaying his quest lost him his fortune. Extra: Will do a constant balancing act between furthering his own comfort and fending off the wrath of the Clasp. Will pursue any course that he perscieves as futhering both causes. Also wants to get this quest over with as soon as possible. |
name:Sirach
nickname: Tomb Walker age: 37 race: human breed: dunemian i guess class: archer equipment: brown cloak, black boots and gloves, and a saddle bag with fruit, maps, notes, herbs, and a quiver of arrows weapons: a short sword, and a long bow, and acouple of daggers Armor: light leather armor Appearance: fairly long black hair, and a face with a constant smirk quote: "your opinion is appreciated, like a knife in the neck" biggest asset to the group: is deadly accurate with a bow bio: Sirach barley remembers his past. His biggest memories are killing his brother (his brother was evil), and being partly taken in by and trained by elves. After afew years of being with elves, he has learned to be a master with the bow. However he has gained the reputation of a walking menace. Extra: extremly moody |
Name: Vace Atma
Nicknames: Peacemaker (Unkown Origin...) Race: Human Breed: Nuderiorns Age: 27 Class: Swordsman Equipment: A simple grey travelers bag, which holds some gold (money in this world?), food, and water. Scabbard on his back for his sword, and his gun has a strap so it can be carried easily on his back. Weapons: Great Sword, skilled with other types of sword but only carries his great sword normally. Carries a flint-lock rifle as well, with plenty of powder and bullets for it. Armour: Full Platemail Armor Quote: "Destiny is not a matter of chance, it is a matter of choice; it is not a thing to be waited for, it is a thing to be achieved." Biggest contribution to the group: Master Swordsman, on the quest willingly. Appearance: He is about six feet tall, with short, spikey brown hair, and a scar across his face, going from his temple to his chin over his left eye. His plate mail obscures his clothes, but he wears a plain grey shirt with tan pants under his armor. He has calm brown eyes, and currently has stubble across his entire face. Bio: The only thing he ever says about his past from long ago was that he was raised by a kind old smith who used to be a master swordsman. He has been an adventurer since he was 18 when he left home, and traveled from kingdom to kingdom, helping with anything he could do. He wasn't a mercenary, although he did ask for payment from kingdoms for his services, he would help the poor and needy for free. He is extremely confident in his skills, and has a generally happy and friendly attitude that almost nothing, even war, can change, but he also has a dark and vengeful side, and you don't want to betray or threaten him or his friends, or you will learn about it. He has traveled a long way from home and the lands he remembers, but he is still always willing to lend a helping hand to those in need, and when he learned about the problems in this kingdom, he was more than willing to sign up and help them out. |
How about we use US currency for money? Only if we might actually buy stuff regularly though...
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That would be very strange for a medieval RP...
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I said only if we are buying stuff, so we can actually have real amounts of money... Like your guy having, lets say, 500 dollars. Good swords cost more then that, so he would not be able to just throw a random amount of gold at a blacksmith and get some super sword...
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I really don't care abuot the money. Just try not to make your guy super-rich. Oh, and take away the gun.
I want no firearms in this. Aside from that, velcome. Oh, and the problems are basically for the entire populated world that isn't the northern Realms. Yah. I'm gonna' do the kind of leader dude... |
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