![]() |
Stradia: Gathering Storm (Interest, Sign-up, Discussion)
Greetings and well met. I've decided to start running a RP of my own. I realize there are already some fantasy roleplays up and running, but it's the best I can work with for now.
Type/Era: Swords and Magic Fantasy Stradia The continent has had a long history of tension. Two divided factions, the Kensurian people and the Venurian people, have lived separately for centuries. The boundaries separating them have been both physical and mental, anything from economical disputes to racism. All-out war has been rare, and the border which divides the continent in two is clear-cut. Kenshuria Faction It's people occupy the central and southern areas of the particularly massive continent, Stradia. Small hamlets and villages are scattered throughout the lightly forested areas of the northern borderlands and the rolling plains of the southwards. The Kenshuria are a relatively peaceful people, their only armies are stationed at the two largest cities in the realm: Kenshura, the capital city, and Midgaard, the midpoint of Kenshurian territory. Commoners stick to longheld religious traditions; Monk and temple life is both daily and normal here. The Kenshurians typically worship Avelia, the God of Light, and Bahamut, the God of Dragons. Venuria Faction They inhabit the northernmost regions of Stradia. A great forest serves as the border between the lumber towns of Kenshuria and southernmost realm of Venurian territory. While the Venurian people do stay isolated, they have shown militaristic, sometimes savage behaviour when the time came. The strength of their economy and military is almost completely unknown by the Kenshurians. If they worship Gods at all, they are obscure or exotic. Races of Stradia In order of population from highest to lowest: Human, Troll, Dwarf, Gargoyle, Elf, Dragonnel. Troll, Gargoyle, and Dragonnel are NPC only! Trolls: Ranging from six and a half to seven and a half feet tall, trolls are naturally muscular and bulky. They are always used for manual labour or as grunts in the military, since they are not intellectual enough to learn academic or mental professions. They are immensely strong, and very fast during their charge, but they lack agility. Trolls commonly use greatswords, greataxes, and large double weapons. They will sometimes use a crossbow, but they're a lousy shot. Gargoyles: Ranging anywhere from seven to ten feet in height, gargoyles are the largest known sentient creatures on Stradia. Due to their natural size and prowess, they are excellent warriors. Their mental capabilities are as good as any human, dwarf, or elf, so magicians are also a possibility. Gargoyles have tails for balance, but possess only partial flight abilities due to their stubby wings. They can take off, hover, and glide for short periods. Gargoyles like to skewer their prey with spears, lances, and other polearms. They are both strong and agile. Dragonnel: Any priest of Kenshuria would tell you, "They are a gift from Bahamut." They are small, bipedal dragons. Ranging anywhere from 6 to 9 feet in height, they are menacing to look upon. Glinting scales, deadly claws, massive wings, and muscular tails. Most dragonnels live a docile, peaceful life, despite these formidable traits. Dragonnels are very rare, sacred creatures who are virtually worshipped by Kenshurians. Magic in Stradia Magic is common in Stradia. It is used to craft items, objects, even buildings. It is used to improve crops and as entertainment. It is even used in combat. Mastering magic is a lifelong task which few ever complete. Just learning the basics requires years of intense mental training. There is no explanation for the origin of magic, it is as real in Stradia as the earth beneath one's feet. Priests will tell you it is the "power of the soul" which fuels magic, they might be right. Not only is magic hard to learn, it is physically and mentally draining. This is particularly why combat magicians are so rare, often times the amount of power needed to slay another being is enough to do the magician in. Through time, however, more and more humans, dwarves, and elves are being born with a natural knack for learning magic. No one knows why. Magic has been categorized into several different schools. There are no actual boundaries within magic, it is simply a means of classification for the people of Stradia. Elementalism: Fire, Water, Air, and Earth. The manipulation, creation, and control of these naturally occurring elements. This can include anything from fireballs, tornados, whirlpools, etc. Conjuration: Conjurers can create objects, small or large, depending on their skill level. They have been known to summon entire beings forth, able to control them at will. Many conjurers dabble in Elementalism, since this often leads to the ability to summon forth Elementals. Enchantment: Enchanters can temporarily change objects or persons, bending them as their will would command. Enchanters may be able to make a sword sharper than any smith ever could. But their key strength lies in the ability to take control of other people's mind's temporarily. Healing: While this form of magic may be tied in with any of the others schools, it has such an important place in society, it was given its own classification. A healer can cure venoms, stop diseases, and close wounds with life-giving magic. Typically, their magic only heals organic damage. The Gathering Storm War is upon Stradia. The northernmost lumber villages of Ateria and Socre have been invaded and razed by a mighty Venurian army. Riders from both villages arrived at the town of Gole three days ago. Using scrying crystals, the elder of Gole contacted the officials in Kenshura and Midgaard. Everyone can only assume the army will continue on its southward path. This act of treachery has occurred so swiftly, Kenshuria's army will not be able to mobilize and march across half of the continent in time to save the northern realms. You have been contacted by military and temple officials from Kenshura and Midgaard, and have been asked to join with a planned militia force. The militia will act as a temporary barrier, giving time for the rest of the Kenshurian army to mobilize and march north. The gathering point of the militia will be in Gole. If the army is too powerful, the militia has been ordered to retreat directly south, to Midgaard itself. Character Sheet and Information Everybody will start in Gole. Your reasons for being there can vary (though the above reason is the most preferred), and the destination you came from can certainly vary. Keep in mind it would have been impossible to travel across the entire continent in the 4-8 days of the aforementioned events. However, there are multitudes of villages throughout Kenshurian territory which are only several days ride from Gole. Name: Age: Race: Human, Dwarf, or Elf ONLY! Appearance: Personality: Bio: If you require extra information about the world, post your questions if its very general, or send me a PM if its very specific. Equipment: Clothes, travelling supplies, weapons, armor. May also include things like mounts (ponies and horses only, please). These are probably integrated into your appearance, but if you need to be specific about what kind of armor or weapon you use, etc. Skills: Think of this as your PCs "Level." It will act as the guideline for how much prowess you possess in different areas. You have 4 skill points, allocate them all into the two tiers: Physical and Magical. Physical is divided into Melee and Ranged, and Magical is divided into the schools described above. Ex. A Druid Physical, Melee: I Magical: Elementalism II, Conjuration I Final Notes A) I've outlined the availible magic schools, but I never gave much detail on casting beyond that. That's because magic is very open ended. The spellcaster more or less creates whatever 'spell' he wants. Obviously common ones would be fireballs, lightning bolts, elemental animation, or creature creation, but the magic is yours to command. Use discretion, though. Someone with one point in Elementalism can't create a giant meteor storm, nor can someone with two, three, or four points. Someone with one point in Enchantment can't enslave an army. You get the idea. B) I'll post OOC notes after all my RP posts whenever its necessary, detailing how things are looking in a simple, broken down format. I'll also tell everyone how battles are to be fought in these OOC posts (ie, free reign, restrictions, etc). C) It's asking a lot, but give your posts a quick read before you post them. You'd be surprised how many spelling mistakes you'll find. I bet I missed a ton in this one alone. Thanks everyone! I hope this works out! |
Can there be an extra option in magic.
Illusions? If so, i would like to be a magican of illusions. There so fun ^^ |
Illusionary magic can fall under the Enchantment category. You would be 'enchanting' a person(s) to see something that isn't really there.
|
Name: Elmric
Age: 32 Race: Human Appearance: Unkempt black hair falls to the top of his shoulders, and his beard falls to the middle of his chest. He stands at 6 ft 4, and is composed of a great deal of muscle. His blue eyes posses a raging inner fire that is indomitable. Personality: Slightly Gruff, but always willing to help the needy. Bio: Elmric grew up in Gole, son of a blacksmith and a loving mother. As a child, Elmric always dreamed of becoming a fierce warrior like all of the men he saw in his father's shop. Elmric apprenticed under his father as a blacksmith from the age of 14 until he turned 20. Elmric's father passed away from illness a few months after Elmric turned 20, and Elmric always wished there was something else he could do for his father to ease the pain in his final months. The church, though a little leery of a non-priest learning of their healing abilities, decided to take him under their wing. Elmric now serves as a Paladin under the service of Avelia. Equipment: A large spear made of ivory (one handed to use, but it's about 6 ft long.), A battle shield of Elmric's own designs, round with blades surrounding it at intervals. An ivory mace that is an artifact of the church. Heavy Half-plate mail with large pauldrons, and a pair of riding gloves that he uses when he isn't wearing his spiked gauntlets. A bay clydesdale horse accompanies him as a battle platform, as a mount when he needs to go a long distance. Skills: Physical: Melee - II; Healing - II |
Name:SparkleGem (nick) Sparky
Age:158 Race: Elf Appearance:5'1, Blond hair, woodish skin. Regular traveling clothes. Personality:Loves to gamble, He is a master at trickery. Sarcastic at all times and brings out the worst in people usually. Bio: Ongoing traveler moving though towns winning money from gambling and making good friends along the way. He always takes what he needs and nothing more. Not to greedy for what he can do. Equipment: Small horse (not pony). Regular equitment for exploreing. Skills: 3 Enchantment 1 phy. |
EDIT: Done
Name: Azarias Age: 23 Race: Human Class: Elementalist Magic use: Azarias mostly uses Offensive elemental magic, because it fits his nature. Appearance: White shoulder long hair. Eyes that seem to shift between red, blue, green and yellow. He is around 6'2" long and quite slim. He wears a coat (Almost a cloak) that seems to shift colors and seemingly make parts of him disappear into the background. He wears a dark scale mail under the coat that only covers his chest and back, He also has a circlet with a jewel in the middle that shift colors the same way as his eyes. He wears leather gloves and boots, and black pants. Personality: Hot-headed guy that prefers to rush into battle rather than thinking things through. Wants to help as many people as he can but it often turns out wrong, mostly because he is so eager. Bio: Azarias was an orphan that when he was still a baby was brought to the elemental temple (Something I made up) where he lived until he was tweenty-one, when he was sent away fromt he temple to find his own path. During his time at the temple he was trained in the art of elemental magic and was very gifted. After leaving the temple he traveled around the world doing what he thought right and ended up at Gole. Equipment: A light long sword and a staff that he wears on his back. Skills: Elementalism:III Physical Melee: I |
Gemz your bio could probably be a tad bit longer. Everything else looks pretty good. Sorry Omni, no half-elementals, or half-races for that matter. If we get into things and you get deep into Elementalism, that could change. We'll see.
|
Did not expect it anyway. My guy is what could be called a elementalist! A master of the elements, except that my guy knows how to handle a sword as well.
Will get interesting if I could get a 10 in elementalism ^_^ "I declare that city to be destroyed!" *The whole city and half the continent falls down into the sea* "Damn, I did not want that much to happen..." |
Yeah. You have the skills of my example Druid, I believe, so you're pretty much bang on.
I haven't decided how skill progression is going to work yet, we'll cross that bridge when we come to it. Just know that 4 skill points isn't very much, and that while a point in each tier goes a long way in the end, you aren't a god if you've got 3 or 4 in something. You also aren't a weakling if you have NOTHING in something, even a pure wizard (Elementalism II, Conjuration II, for instance) will be able to pick up a dagger/sword and fight. They just can't do extraordinary things, like fight two enemies at once. Or down a gargoyle without breaking a sweat. Use discretion with your abilities, if there's a concern on how powerful something is, PM me. Edit: Whew, I should read my example Druid before I say stuff like that. I guess you're a geomancer or something. :) |
Name: Durin
Age: 56 Race: Dwarf Appearance: Roughly 4'8 and 220 pounds. A full head of brown hair with a red tint converging in a twisted ponytail. Green eyes above a bulbus nose and bearded smile. Personality: Fairly kind, young dwarf who will accept those who accept him. Bio: Durin, son to an aging father and late mother, is currently in Gole working as a stone mason. At an early age Durin began watching his father as he crafted various weapons. Shortly after, his father allowed Durin to test the quality of his work. Durin learned many things from his father, most importantly the necessity of tolerance. Durin's father, Tonrel, had to compete with another blacksmith in Gole, generally run by humans. The shop would change hands every couple of decades, but the humans and their hardword was never to be looked down on. Later in life, Durin found himself to have a knack for masonry and just about every manor of stonecutting. Tonrel was disappointed in Durin's decision to take up masonry rather then take over his shop. Fortunately for Durin, no dwarf can look down on a skilled mason for long. The axe Durin carries with him is the last thing forged by his father's skilled hands, and serves as a reminder of the faith placed in his decisions. Durin has led a life of quiet solitude up until now. He will answer his country's call to arms and fight for his land. Equipment: Studded leather armor and a rather large axe (think midway between battle and great axe). Skills: physical: melee IIII |
| All times are GMT -5. The time now is 11:59 PM. |
Powered by: vBulletin Version 3.8.5
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.