The Warring States of NPF

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My Lead Airbag 10-01-2004 11:04 PM

Magic the Gathering: The RP (sign-up)
 
Note about RP Title, its based on the fundamentals of the MtG card game (like different factions, magic, yada yada), but other than that its your average RP. Once I get a nifty name, that’s what the RP will be called. Moooving On…

[setup]
In a far-flung plane of the Multiverse, a world existed devoid of hope, without redemption, and steeped in needless loss. There was life of course, but it seemed to exist only to become fodder for death’s shadow.

From beyond this hellhole a young planeswalker emerged. She was new to this occupation, but already she was set in the ways that would eventually gain her widespread fame.

Serra, as she was known, came upon this world and felt its painful cry. She promised herself that she would correct the natural wrongs this world had forced upon itself.

She came upon the ocean first, where she met a pathetic race of snake men. The planeswalker came to them, granting a few sentiency and knowledge of the arcane workings of magic. The snakes thanked her, took on the name of Naga, and Serra moved on.

Second, she saw the filthy marshes and bogs, home to despicable elves left blinded and enraged by their surroundings. She knew of the evils that could spring from a place as horrid as this, so she gathered the energies the swamps provided and harnessed them into an entity that would provide support and guidance for the swamp’s inhabitants. The entity became connected with the elves, and Serra moved on.

As she flew over the land, the mountains rose to greet her, and she saw the goblins that had made their home outside it, living in fear of the volcanoes constant rumbling. They were deserving of help so Serra went down and comforted them. She led them up the mountain’s paths, showing them the wonders the volcano offered, how the fires were a natural forge, the ore merely metal in waiting. The goblins delighted in the possibilities of their new home, and Serra moved on.

Finally Serra came upon a patch of green that had managed to survive the world’s harshness. Patrolling it were packs of haggard looking wolves who seemed to selectively attack only those creatures that threatened the glen. As Serra approached, the largest wolf approached her in kind, and Serra saw it was glorious in its steadfastness. For its dedication, Serra spread her magic through the ground, and gigantic trees sprouted, seeming to reach for the sky and offering a safe haven for all creatures. The wolves seemed happy, but Serra continued. She gave them minds that could think, and immediately they dedicated themselves to the forest’s well being. They called themselves Lupos, and Serra moved on.

Satisfied with the work she had done, Serra created a small beacon for her own help in the form of a massive metal disk. She set this in the center of the world, and left that plane renewed and hopeful that she could accomplish even greater things elsewhere. She left not knowing that in the plains that spread throughout, the nomadic tribes had witnessed the miracles the planeswalker had performed, and began uniting under their common love of the ‘Angel’. They quickly gained ‘control’ of the Angel’s metal disk. Soon after that, they assumed dominance over the plane…
[/setup]

Ok, that was how the world came to be. Basically, what once was a shithole became born anew with some small help from an all-powerful being from another world. The only people she didn’t help, the nomads of the plains, became the most fanatic, devoting their lives to the pursuit of the ‘Angel’.

In their mad rush, they formed an immense army, and devoted the army to the protection of the ‘Church’, the religion of the ‘Angel’. In the ‘Angel’s’ name they began converting the countryside, sometimes through teaching and understanding, but more often through brute military force. This has made them very powerful, but far from well liked. Some of the higher Church officials seek a way to find the ‘Angel’ once again, but all that was left was the metal disk…

More coming in my first double post...

My Lead Airbag 10-01-2004 11:05 PM

But enough about current events, here’s the playable* race list (In WURBG order).

Humans – The descendants of the nomadic tribes, most serve the Church and live in or around the major Human city of (Name pending). There, they can be divided into either: Military, Mages, or Church servers. Military is pretty easy to understand I think, they have no magic but excel in fighting with whatever weapon you can think of (no guns though, since whenever guns go into an RP everyone becomes Roland of Gilead). Mages are primarily defensive casters, but can also use magic to halt an enemy (like, say, having beams of light hold them in place) or the such. They don’t have directly offensive spells, they’re more reactionary basically. Church servers are what they sound like, but a bit more. Since shrines to the ‘Angel’ are often placed in places that aren’t too likely to be happy about said shrines, the servers are trained in basic fighting skills and are usually equipped to defend at a moments notice (For example: Some of the clerics carry siguls of their faith attached to long sticks which can easily double as spears). Clerics of the Church are also the main healers of the Humans.
Sample Jobs: Mage, Military, Cleric
NOTE: Humans are not restricted entirely to helping the Church. Some have disbanded/been exiled and spread to all the other places of the world, mingling with the other races. Since they have been cast out by Human society, they take on the name of Hume.
For more on Their General Nature: http://www.wizards.com/default.asp?x=mtgcom/daily/mr57

Naga – Although many historical documents, Human and otherwise, have well documented the Naga’s rise from pathetic reptile to the knowledgeable race they are today, the Naga frequently and fiercely debunk this crazy theory. The snake people are deeply rooted in pride, but more interested in the arcane dealings of magic. The Naga have always been studying the ways of magic, studying ancient texts and compiling spells. With the torso of a human, and the lower body of a snake, the Naga have always been somewhat secretive in their amphibious nature. Even when using their shifting magic to gain legs for land use (not necessary of course, but even the Naga can understand that their strange forms can be unappealing) they still show scales around their neck, a kind of mark of their inescapable history. Naga’s tails vary wildly from Naga to Naga, and are used as a family distinguisher, so one might have a rattlesnake tail while another have gold rings. This race is scholarly; so don’t expect me to allow a Naga berserker or anything. On the upside though, they are the only race I’ll allow to ‘counter’ a spell. Basically Naga magic can do pretty much anything BUT heal or resurrect, and since they’re so well versed they’ve learned how to stop an opponent’s spell. So if a shaman shot a fireball at you, you could divert it, although there will be some enemies that can overpower your spell by just pumping in so much mana that it would be too much. So don’t expect to have control over an NPC with a name like Groktar the High Grand Poohbah of Magiks.
Sample Jobs: Wizard, Artificer
Interaction with Church: Since they spend so much time in the unreachable deeps, the Naga have remained relatively untouched by the Church’s reaching, but their few ground based bases have been heavily reduced, and they are always watched.
Interaction with Humes: Humans who seek more advanced magic always went to the Naga, who were more than happy to share what they had…for a price, and even then you never got the whole Naga experience. Humans still learned, and some even were able to counter basic spells, but they make up for their spell deficiency with a more physical approach.
For more on Their General Nature: http://www.wizards.com/default.asp?x=mtgcom/daily/mr84

Dark Elves – Do you think you know what an Elf is? Cuz really, take your average Legolas, drain his complexion, make his eyes all murky and prolly extend the ears a tad and you’ve got the swamp’s Dark Elves. The Dark Elves could never be rid of their ancestor’s blindness, but after the ‘Angel’ came it didn’t matter, because she gave them…(really exotic but dark name). Now sight was secondary, because they were connected with it, and it was connected with the dead. Through it, the Dark Elves were one with the netherworld, and were second only to the Naga in the magic department, although the Dark Elf’s magics were more…interesting in nature, involving themselves more with the occult, and utilizing methods some might call outrageous. The Elves sight can never be restored, but with their nigh-Daredevil level hearing, and extrasensory perception towards the dead (it registers as a big beacon) have nearly made up for it.
Sample jobs: Necromancer, Creature controller, spy/assassin.
Interaction With Church: The Elves can always be found warring somewhere with the Church. They are always forced on the defensive, but nothing major has been given up…yet…
Interaction With Humes: Humans are too afraid to enter the swamps innards, so most can be found on the outside, scavenging for weapons and valuables left by those who were too stupid not to stay outside. The Elves have no problem with them, and even buy from the Humans if they manage to find anything good.
For more on Their General Nature: http://www.wizards.com/default.asp?x=mtgcom/daily/mr109

Goblins - Goblins quickly realized they were pretty much boned in about every department except looks. With an average age of about 15 (7 if you stick around your family for awhile), and sub-par magic, they turned to technology, and it hasn’t failed them yet. Soon clankings and steam were coming from the mountains, and Goblins emerged with devices none could comprehend, least of all the creators. But some were ingenious, and the Goblins have spent more and more time ‘researching’ new ways to explode things.
Sample Jobs: Artificer, Shaman, Berserker
Interaction with Church: Goblins were gifted with a natural defense; although this hasn’t stopped the Human army from trying to overtake the rich supply the mountains hold. Attacks have subsided somewhat, but the Goblin’s aren’t dumb enough to forget old grudges.
Interaction with Humes: With Goblins on the inside, Humes are forced to live on the rocky outcropping, getting what metal scraps they can and fashioning weapons. Mountain Humes tend to be more well built, and quicker to anger and attack. They also defend the Mountains as if they were their native land, so the Goblins trust them.
For more on Their General Nature: http://www.wizards.com/default.asp?x=mtgcom/daily/mr133

Lupos – While the Naga try to convince themselves they were born from greatness and not animals, the Lupos engage their feral beginnings with joy. Every aspect of their life can be tied to the forest they call home, and they respect and force that in themselves. Looking like a giant wolf on its hind legs (http://www.pinky.ne.jp/~aogachou/junk/werewolf.jpg), they have stayed and protected their first and natural home. The forest respected them in kind, providing mystical shelter and protection. Lupos typically take on a role in their society decided in childhood, then get granted a name based on their role (like Mystic Fang or Fierce Claw). Warriors make up a large part, but other mystical roles exist for those wishing to indulge in the forest’s secrets. Some combine the two, a warrior who can also add the forest’s strength to their own. Lupos do not use any weapon that cannot be made in the forest, restricting them to things like bo staffs, bow and arrows, wooden spears, etc.
Sample Jobs: Ranger, Warrior, Elementalist, Shaman
Interaction With Church: The Church has always been ‘respectful’ of Lupos land, in that they would surely lose any battle against the vast forest. But desperate times call for resources…
Interaction With Humes: As long as you present no threat to the forest, the Lupos allow you in, and may even teach you some of the forest’s ways. Forest Humes are quick to become Rangers and trackers.
For more on Their General Nature: http://www.wizards.com/default.asp?x=mtgcom/daily/mr43

*Those five (six if the Humes count as a separate race) are the only playable, but that doesn’t mean we’ll only see five flavors of enemies. The forests have plenty o giant creature lurking around, and the mountains have their beasts, but the swamps are where freaky creature action is at. Just a heads up. If I have more time/less laziness, I’ll make a semi-list of the creatures.

So that’s that. Damn that took awhile.

Anyways, if you have good names for the; Mountains, Human fortress, Sea, Swamp, Swamp thing that helps Dark Elves, Forest etc. just post them, I’m not good with names.

On to the Sign-up
Name: Done in (Name) , (Race) (Job) * Like: Job, Human Officer *
Race:
Job:
Appearance:
Equipment:
Background/Story:
Extra:

That’s it, what more do you people want? I’ll post my guy later, after watching three hours of late night T.V. while thinking I should go to sleep.

I’m deciding between either a Lupos Warrior, maybe a Hume Warrior Shaman

Cloud Strife 10-01-2004 11:39 PM

I'm interested, but for now, I'll just post name suggestions:

Human Fortress: Serra's Citadel
Forest: Lunar Forest
'Swamp thing': Mul'thross

My Lead Airbag 10-01-2004 11:42 PM

Hmm...I like the swamp thing name...sounds so black, plus its got an unneccesary apostrophe stuffed in there.

Lunar Forest I'll tuck away, they're not true Werewolves, but it could work.

The Serra thing won't go though, as Serra merely 'visited', and nobody knows anything about her except her Angelness.

Kazastankas 10-02-2004 12:25 AM

Also interested. Here are my name suggestions.

White ] Bright Haven
Black ] Kul'thak
Blue ] Prism Sea
Red ] Mount Boom
Green ] Grey Hallows

Rhiya Ravenwing 10-02-2004 07:30 AM

I've only played MTG twice, but it's an interesting experience. I wish to join, but will post my character up later.

more names, if you wish.
Havhanna Larth: Lupos forest
Sasssrans Swamp: Naga base?
Falvsosres Deep: Naga base?

My Lead Airbag 10-02-2004 03:37 PM

Rhiya, like I said at the begining, MtG knowledge is in no way neccesary. I just used it to sculpt the races and world/race structure.

So I've got three interestees.

Name Update:
Swamp Thingy:Mul'thross
Swamp:Kul'thak
Sea: Prism Sea
Mountains: Boom Range (I like it, but it sounds too Gobliny, so I'll make this the unofficial nickname, and I'll accept another that would on all the official maps)

Still Need (Namewise)
Forest
Human Base
World

Ganurath 10-02-2004 04:27 PM

Smokestone Range for goblins.
Fangleaf Forest for the wolves.
Temple-City of Citadel for the humans.
All this takes place on the world of Jahhe (pronounced JA-hey.)

Dragonsbane 10-02-2004 05:16 PM

Are humans able to use mana types other than White? I was just remembering some of the badass Black-mana Cabal Necromancers and Dementia Summoners (such as the First, or Chainer), or some of the Barbarian Battlemages (like Kamahl), and found myself thinking about how cool it would be to be something like that.

Perhaps in the "countryside" you mentioned, the descendants of some of these nomadic tribes lived closer to the other races/regions, and learned of their type of magic.

I'm also having ideas about cabals of humans who studied other forms of magic, while hiding from the Church. For example, a sect of Blue-mana wizards who use illusion to hide their school from prying eyes, or Black-mana necromancers who hide in the swamp, trading with the dark elves.

Kazastankas 10-02-2004 05:34 PM

Possibly, but this being a recently-recovered world from desolation, it is very unlikely that there would be those sects. I'd play a human at any color any other than white in truth, but unless those sects came from another world it would be unlikely that they exist. There would probably be a reason why there's goblins but not ogres/giants/dragons.


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