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D&D style RPG: Arragnas:
Hey to those of you who do remember me and hello to those that don't. You probably clicked on this because, like me, you're bored and video games aren't cutting it. Well I am here to allow you to sign up for a D&D style RPG based in a campaign setting of my own make. There is one difference, however.
No die rolls. When most people think of D&D, they think of the d20. Now, as cool as the little guy is, I'm going to have to bid him farewell for this one. If you don't know D&D very well, it's alright. If you do know D&D fairly well, know that I am not using HP, saves, or anything like that. As contradictory as the concept is, this will be close to real-life D&D. Now then, on to the camapign setting. The name Arragnas refers to a group of islands that together are roughly the size of New Guinnea. The islands are moderately industrialized, with an excellent economy and well-established trade roads. Since the first city was built, 930 years have passed. This city was the elven forest town of Escilin'Vaspul, meaning roughly "Great tree of the origin". Since then, Humans have made two cities on Maskal, most northward of the five islands, another city on Somak't, home of the dwarves and halflings, and another on Kilivilik isle, an island warped by magic and home of the shadow-spawned. The dwarven city of Surkarivir Urgikaliur is located in a small set of three mountains in the middle of a desert. Gnomes also live there with them, but higher up on the massive mountains. The tower city of Siel is located on Kilivilik and is home to many powerful mages and priests. All of these cities were established before the year 300. Gnolls and Lizardfolk, who had been at war with humans and other races for years, had a sudden change of attitude. The gnolls abolished their old god, whose name has been lost to history, and replaced him with Grimarg, a goddess of Law and loyalty whom they still worship today. Upon meeting with the leaders of all the races at the time, the leaders of each tribe of gnolls (all female by the way) resovled to unify their tribes and create a special team of soldiers who would be known as the Vanguard. They dedicated themselves to keeping civilizations safe and protecting against invasions from barbaric tribes. They also adopted a new policy: any member of gnoll society who makes a promise must keep it. The Lizardfolk actively built a floating city in the middle of their largest swamp, with a large tower of polished metal where they praised their sun god and welcomed other races with open arms. Impressed, many scolars wrote of the wonders in the lizardfolk city, and another race was brought to light: Lizardkin or Sivarhi as they called themselves. Not as strong as the lizardfolk but instead more agile, they claimed to be descended from many different kinds of reptiles, and claimed to have been living with the lizardfolk for years. They visited other cities, and each city saw that perhaps lizardfolk themselves made better diplomats. They have small claws that can be used to climb soft surfaces and can detect heat with small heat pit. They can see in the dark and are adept at climbing and hiding. They resemble humans, but are cold-blooded, covered in scales that range from green to black to brown to tan to reddish-brown. They have hair, and it comes in natural human colors plus greens and only grows from the top of the head. Their ears are small and unobtrusive and their noses are often flattened into their faces. They sometimes have tails or frills and other evidence of their reptillian heritage. Their eyes have vertical pupils like a snake's and come in bright colors. They have an attitude to non-reptillian races reminiscent of elves to everything else. They tend to view the world as requirements and wants instead of good and evil. Those who overindulge their wants are frowned upon. They are in between 5 feet to 61/2 feet in height and weigh anywhere from 100 to 190 pounds. They mature at age 10 and live to be around 140. Year 340. The first case of a half-gnoll is reported, and he is found living in the woods outside the elven home city. The elves considered putting it to death, but during an infamous trial the creature's mother came forward and volunteered that the child was not bored of forced love. Half-gnolls are vieweed with disgust ever since. They are strong like half-orcs but not quite so slow. However, they often fumble their words and are generally viewed with disgust, making most attempts at anything involving strength of personality worthless. They can see in the dark like their anscetors. Their appearance mixes the traits of humans and gnolls almost sporadically. Humans and Gnolls are usually the on species who treat them at least moderately fair, and there are several half-gnolls presently in the gnoll Vanguard. Those covered in fur often have it tan or a dirty yellow color. Mane hair colors range from dark brown to red. Their nails often resemble those of dogs and are usually black. Their legs are usually humanlike but some half-gnolls have been born with canine legs. The one thing that is certain is that whenever the two bloods mix, half-gnolls are born with a metabolism that leaves most creatures in the dust. Half-gnolls have to eat double the human standard each day. If they do not, they may enter a kind of temporary insaity where they will consume the nearest edible object. They are 51/2 feet tall to 7 feet tall and weight from 140 to 280 lbs. They mature at age 12 and can live to be around 80 Year 597. Shadow-spawned appear in the strangely unwarped forest of fey on Kilivilik isle and create a town named Ssallaisikars. They have skin blacker than a drow's, black to midnight blue eyes and jet black hair. They are somewhat brutally honest and weak, but their preternatural awareness and smooth movement makes up for it. They have four names, their true name, their childhood name, The name he gives himself, and his tribal name. His true name is conveyed to him by the tribe's namer, usually a cleric or priest of their goddess of secrets, and revealed to him upon reaching adulthood. His parent's name for him is the name he is known by in his own tribe. His name for himself is usually filled with dreams for his own accomplishments. His tribe's name often conveys the location of their home in an obscure fashion. Although there is only one true shadow-spawned city, there are many communities towards the edges of the forest. They are usually viewed with distrust by the other races, but they themselves simply do not care. They are blunt and do not make special attempts to get along with others. They only entrust their true names to close allies or lovers. They have been known to kill over the unauthorized exchange of their true name, as it is a matter of personal honor. They also have a clan of ninja that has on occasion accepted non shadow-spawned as students. They are from 5 to 6 feet tall and weigh 90 to 120 lbs. They are fey-blooded and can use darkness once per day. They are dazed at an abrupt exposure to bright light like an orc or kobold. They can see in the dark and are very good at hiding, scouting and listening at night. They mature at age 20 and can live to be 300. Year 748. The Isles of Seruul'Qital are finally mapped. The largest island is called Kevliss Varsuknssir. The other six smaller islands are monster infested and regarded as unsafe for habitation. Black dragons inhabit much of the northern half of Kevliss. Year 926. A new island is discovered by the human explorer Shivmin Zakaal. The island is named Zakaalin and is not completely mapped. Travel between islands becomes easier due to the invention of larger and faster ships made from darkwood with many large sails. Many adventurers go seeking their fortunes to map it at the famous explorer's request. This story starts four years later, in a town called Holdein outpost on the northmost island of Maskal. Phew! With that done, on to profile requirements: Player's name: Character's name: Race: Age: Gender: Physical description: Class/occupation: Equipment: Bio: Personality: Alignment: Spoken languages: Special skills: Try to keep it balanced, I'm going to be starting you all off as new adventurers, level 1 if you will. With that, happy creating, and let's have some fun! |
Player's name: Mintaro
Character's name: lacidar, whissnari Race: Sivarhi Age: 15 5' 3" Gender: Male Physical description: Dark black scales, Long reddish hair kept in an ornate braid. (I imagine him looking a lot like a Cardasian physically). His eyes are a brilliant bright emerald green. He is thin and muscular. His body often looking much weaker then it actually is. His claws are sharpened to fine points. His clothing is made from animal furs and is quite warm looking. Class/occupation: Shadow Spawn Ninja Equipment: (2) Small curved daggers kept at his hips. (10) throwing knives. (10)Throwing stars. Grappling hook. Small backpack. Thick snow bedroll. Dried travel rations. Flint and steel. (2) 30ft rope. Large waterskin. Parchment, pen, ink bottle. Bio: Lacidar was a born wanderer. Sense he was considered a teen by his people he has been roaming the many lands. Learning what he can, where he can. On his travels he heard of the Shadow spawn and the whispers of their ninja. He set out to become one. He arrived at there capital city a full year later. When he attempted to join there ranks he was criticized, harassed, tormented, but mostly ignored. But he knew he could not leave until he had been trained. It was something he felt he had a need to do. A desire going beyond what he wanted to do with his life. He went and attempted to join every day, often standing outside the doors for hours before he would even be allowed inside. He endured through all the hardships that came to him while he stayed with the Shadow spawned, working hard to impress those that would get him admitted. Finally after another year in the city he was allowed to join. The Shadow spawn seemed to accept him then. He became fluent in there speech, and in there customs. His new friends gave him a name as well. Whissnari, which means 'lizard of the shadows'. It spread quickly and he became known by this name. He was not the best ninja ever to grace the academy, lacking in the Shadow spawn's natural grace. He did however have his own races unique physical attributes to help him along. Few could climb or hide as well as he could. And no matter where the others would conceal themselves he was able to find them. Though he never told them he could track heat sources. When he was finally made a full Ninja he made a home for himself amongst the Shadow spawn. He enjoyed there blunt view on the world. And though he did not show much by the way of emotion, he understood their thinking. He began working for the Government of the Shadow spawn. As a Sivarhi he was able to go many places that shadow spawn would have a hard time passing through unnoticed. He became a sort of eyes and ears abroad. He is now posted in the town of Holdein. Investigating for the government he serves. Personality: Lacidar is a rather calm and steady person. Feeling very little emotion even in the most strenious circumstances. He tends to see the world much the way his kin do. In the black and whites of responsabilities VS desires. When asked about his back ground he tends to simply explain that it is no ones buisness but his own. Alignment: Neutral Spoken languages: Common, Reptilian, Shadow spawn. Special skills: Create poison (minor), Blind fighting, Diplomacy, two weapon fighting. Racial skills: Heat detection, Dark vision, climbing, hiding, alrighty hows that look. |
Player's name: Will
Character's name: Daren Race: Drow if it's allowed. Well, it IS D&D right? Age: 145 Gender: Male Physical description: Rather slim for a Dark Elf even, Daren is often considered as "weak" and "scrawny by most. Boy does he prove them wrong. He keeps his hair cut short, letting his bangs grow only enough to fall over his forehead (think Carth's bangs from KotOR, but very very very very very light gray.). His hair is white with natural light gray highlights, the highlights being one or two strands of hair at a time, and hardly noticeable, though still strange for a drow. He stands at about 5'7", and is very athletic. Class/occupation: Ranger/Wanderer Equipment: Long sowrd (R hand), Dagger (L hand), Dark brown studded leather armor, Weeks worth of rations, Weeks worth of water, Survival kit containing: Potion of healing, 3.5 yards of rope, Attatchable grappling hook, a yard of bandages rolled up, and 2 antidote, a long bow, and 40 arrows w/ quiver Bio: Same as Drizzt in the long run. Raised in drow city till a semi-young age, saw what evil the drow did, ran away, has been hunted down by drow assasains and other agents of evil. Personality: Serious, but jokes regularly to help keep spirits up. Laid back, but determined as well. Alignment: Chaotic Good Spoken languages: Drow, Common, Allignment (A common language spoken by all memebers of the same alignment. I.E.: Two L. Evil people could speak in private, while the Chaotic Good, and Neutral Evil people are left puzzled.) Special skills: Light fighting (Reverse of BFing because he's a drow, but same principle), Weapon Prof: Long Sword, Weapon Prof: Dagger, Weapon Prof: Bow, Move silently, Hide in shadows, and that skill that allows him to tell good plants from bad ones (isn't it like Herbalry or something?) He also can use clerical spells. He currently can use 2 cure light wounds spells a day. |
Player's name: James
Character's name: Osborn Race: Half-Gnoll / Elven Age: 32 Gender: Male Physical description: Oz has a deep red mane which is tied off into a long ponytail which reaches the base of his spine, his fur is a dirty blonde which is missing on two spots just under his eyes due to the cuts he suffered for treachery. His eyes are a pale green, and his muscles are a little to well defined for quick movements. He wears simple clothes, a white tunic and tan cloth pants with dark brown boots. He carries a falchion at each hip and a big bag of food on his back, lest he feed on what was close at hand. Class/occupation: Swashbuckler Equipment: 2 falchions, a 25 foot rope and grappling hook and a waterproof backpack that looks as if it has enough food to last Oz for 3 days. Bio: Osborn was the son of an illustrious elven man and a strong gnoll woman, though he is now forsaken by both families. After his birth he was never acknowledged by his father, whom had taken an elven wife by the time of his birth. As time passed on his mother began to see him as the physical representation of her own spurned love, at the tender age of five she sold Osborn to a transport vessel. Serving on the tiny ship for over a decade, Osborn definately served out his time as a cabin boy. That is until his ship was overrun by a group of second-rate pirates, shanghai-ed he was forced to work as a cabin boy for another few years before he earned their trust. They taught him the ways of piracy as well as how to fight, it was the second aspect of their lessons which he learned well. Oz's crewmates often laughed at him, noting that with his heritage made him perfect for his occupation. After turning 29, Oz had served with the pirates for almost 14 years, he turned on them. He taken to drinking as well as he did to fighting and during one of his benders he ended up eating half of a vangaurd cow, this promptly resulted with his arrest. After hearing many of his dubious options, one of which included his death he decided to betray his pirate comrades. Not only had they kidnapped him, but they hadn't promoted him in almost 10 years. He returned to his ship just before the vangaurds pre-emptive strike upon the pirates, and told them of his treachery since that was his way. His captain rewarded this honesty with a few slashes across his eye and a quick trip to the bottom of the bay by chaining him to an anchor. As he passed out from lack of oxygen Oz wondered what he had done to offend. He awoke hours later, washed up on shore, the chain which had anchored him snapped apart from rust. The pirates really had been second rate. He's spent the last few years serving on different ships doing odd jobs wherever he can. Personality: A man of few words, Oz is known to let his blades do the talking. He commonly takes to sniffing the air or the ground as would a dog, he's a drunk by nature but a womanizer by choice, despite the fact few women will ever acknowledge, let alone accept his advances. He's quite intelligent but lacks the demeanor necessary to be well spoken. Alignment: Chaotic Neutral Spoken languages: Common, Gnoll, Elvish Special skills: acrobatic, Two Weapon Fighting. its hard to type when your thumbs injured. so sorry if it came off a little lame, pain distracted me. |
No, that was actually very good. Better than my bio, i just ripped off R.A. Salvatore, PLEASE DON'T SUE ME!
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a 'theif' a 'fighter' and a ranger. All we need now is a mage or a cleric and we'll have a solid group.
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I'd join...but I've never played D&D so I don't know any specifics and I'm confused about why we need a Player's Name qualifier.
Is it at all a possiblity of having a generic mage mockup (with all the 'neccesary' skills and abilities and the like) being created that I can just embellish with a bio and name and such? |
Will- No real problems, although unlike standard D&D, my elves/ dark elves aren't mortal foes. They will have small battles but do anything to avoid an all-out war. The goddess of the drow is also the goddess of metal, and she has invented many different kinds of weapons. Drow are infamous for their use of steel composite longbows and mechanized traps. They also prize adamantine. The skill you're looking for would be herbology or herbal lore. I have no problems with you ripping off Salvatore, just happy you didn't do it entirely.
Mintaro- As a ninja you will also have a small selection of ki based abilities later. Just keep that in mind, and otherwise looks good. I will PM you periodically with messages from the shadow-spawned government, which is an oligarchy, by the way, known as the Hidden Syndicate. Oh, and you forgot your age. James- Excellent backround story, but just for later reference half-gnolls haven't inherited any of the *ahem* slow attributes of their more bestial parent. CallmePrismatic- Just for ease of reference, some of us have long-arse screen names compared to our real first names. Don't have to use it if you don't want to. But, on to class. Basically, if you learned spells through studying, you're a wizard. If they come naturally to you, you're a sorceror. Wizards get less castings but know more lore and are more versatile. Sorcerors can perform more castings but have a smaller ammount of spells compared to the wizard and the wizard learns them a bit faster. Basically sorceror = shotgun and wizard = sniper rifle. I'd probably just say that you'd grab something like "no material components for spells" or something. Embellish away. Now, then, my character. Player Name: Caleb Character name: Ragirr Mistlhen Race: Half-gnoll/human Age: 19 Gender: male Physical description: Has short fur like a gnoll's, colored a light brown. Has ears on the sides of his head that end in dark tips. One of his eyes is amber and the other one a pale green. He does not have a muzzle but has a canine nose. His features are not very forceful, and his mane is dark brown streaked with ruby red, tied back low on his neck and reaching the middle of his back. It is ornamented with various bone clasps carved with odd runes. He wears a dark brown tunic held together with clasps. His tail pokes out of his seemingly hand-me-down green pants, which end around his knees. His hands have a tight-fitting malleable black leather wrap around them, leaving the fingers uncovered. His muscles are well-defined and he seems perpertually alert. He wears brown leather boots and has a small knife strapped to the right one. He carries a pair of massive swords across his back, along with what appears to be the branch of an ancient tree, but on closer examination is a bow. He also carries a quiver of large arrows with him. He also carries two longswords. He stands roughly 6'8" high and probably weighs close to 250 lbs. He has a large scar running the width of his neck. Class/occupation: Fighter/ Mercenary Equipment: Two greatswords, two longswords, one greatbow, 50 arrows (made for the greatbow), A vanguard breastplate (modified) Bio: Ragirr's life takes the usual path of those born from the blood of a gnoll and another race. His father was one of the highest ranked gnolls in the vanguard until he was born. The second word got out that he had a half-gnoll son, he was kicked out of it. He retired, his wife being hunted down and killed no more than a week after his son's birth. He took him in, caring for his until he was aged. His son learned the way of the sword from his father, but it was soon apparant that the son was just as strong as the father. When he reached 13, Ragirr could wield a greatsword effectively in one hand. His father, however, had been dabbling in the arcane arts. The local wizard's guild didn't like the fact that he was selling potions that they would have normally charged large ammounts for for an almost economically suicidal price. They sent an assassin after Ragirr's father refused to close down, telling him to only kill the gnoll. It was during practice that Ragirr noticed the dart, seeing it too late as his father fell. Growling in rage, he had charged the assassin. Rage had been no match for experience, however, and the assassin had dodged his slashes and brought his knife across the half-gnoll's throat. Ragirr brought his hand up over his throat, taking one last swing at the assassin before he fell unconcious, who laughed and told him who had ordered him to kill his father, the only one who had shown him any sign of compassion. From that day forward, Ragirr has never trusted mages. He has been in trouble with the Vanguard several times, but they have let him go each time, since they had heard about his father. Unwittingly, Ragirr has put himself in the same role as the assassin, taking lives for coin. He has nothing much left to put on the line, so he puts himself on it instead. Personality: Ragirr is cold and apprehensive, often suspicious of others, especially arcane spellcasters. He rarely warms up to anybody and doesn't care much about life. The only place he is enthusiastic is in battle. He also is very straightforward and sees no reason to lie. Alignment: N Spoken Languages: Gnoll, Common, Goblin Special skills: Can use two-handed weapons in one hand, two-weapon fighting. |
I know what you're getting at, and rangers in a way can sub for clerics. They do have healing spells. Besides, ranger was a mentioned in 8-bit...
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I'll be the mage. My character comes in a while.
EDIT: Life commitments have forced me to withdraw. |
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