The Seven Kings
Welcome to another tale of adventure. In the far country of Aldrina, the Goblin territory, seven kings rule together. Each king commands a geographic region of the country and live in a convenient peace. However, this fragile peace is being threatened by a darkness spreading across the land. Creatures never before seen by the people of Aldrina have begun to surface. This darkness that commands them is strong in the forest and jungle kingdoms. The kings accuse each other of being behind the dark forces and have brought the country to the brink of war. Our heroes must investigate the true cause of these monsters and their source while attempting to unite the kings against the coming danger. Time is short and Aldrina is upon its final days unless our heroes can succeed in their difficult task.
Hey there! Thanks for stopping by. I'll get this out of the way. The Goblin Kings are inspired by SyFy's "Face Off". The challenge of Season 4 Episode 1 was to create a Goblin King that corresponded to the chosen region. I loved the idea and the work they did so I came here As the above says, there are seven kings, each ruling over a certain region of the Goblin country. In this Role Play, we will be playing members of an adventurers guild who are currently stationed in Aldrina. This will allow us to play various fantasy races instead of just Goblins. So let's get to the details shall we? Hope to see you on our quest!
The Seven Goblin Kings rule over the country of Aldrina. It is the native lands of the goblins and a popular destination for adventurers due to the many dangers and treasures the ancient land still holds. The seven regions offer various cultures and lifestyles for its inhabitants. The Arctic region sits in the northwest of Aldrina. It is a frozen tundra that acts as a prison for the solitary Ice King. Nothing can survive there and travel is forbidden, punishable by death. The large Mountain region rests in the heart of Aldrina. The hardy goblins there breed the mightiest warriors and the strictest kingdom. Sharing the central territory is the smaller Desert region. This dry and inhospitable territory is ruled by the Bone King and his army of cannibals. It is known as the most dangerous region in Aldrina. To the east is the Jungle region. This peninsula full of wild rain forests and small mountains is home to the most primitive aspects of Aldrina. Currently, it is being plagued by the dark forces that threaten the kingdoms. To the northeast is the tranquil Forest region. Here the Wood King rules as a wise leader to his people and all of Aldrina. Located in the southwest, the Swamp regions provides the nastiest that Aldrina has to offer. The vast marshland holds many secret bogs full of treasure and powerful creatures. The locals are very superstitious and often attack outsiders on sight. Finally, on a lone island to the southeast is the powerful Volcanic region. This island is covered constantly flowing lava and the large ash cloud above casts a constant darkness on the island. The god-like Fire King resides here and keeps watch over Aldrina with his army of fire spirits.
Knights of Rexil
Originally servants of the great King Roland of the human kingdom, Rexil, these talented warriors have since been dismissed from his service and set out as adventurers and protectors. Their order has since grown, claiming a stronghold in every country and taking in able bodies from every race and kingdom. The Knight faction in Aldrina has been watching the growing darkness carefully and the senior members believe now is the time to act. The Seven Kings are to stubborn to face the danger and instead blame each other and do not act. The order has been given for the Knights to investigate the cause of the evil brewing and convince the kings to set aside their differences and face this enemy together. It is much easier said than done due to the long and stressed history between them. The most common members of the Knights in Aldrina are humans, elves, dwarves, and most recently Goblins. However, they do have one or two of the other races (I have no other ones planned so just check with me before you assume it'd be okay). Their base is located on the island just south of the Desert Kingdom. Here they have also built a town and port for travelers from other countries. This island is now named Rexil, in honor of the Knights' heritage.
Kings of Aldrina
Characters by the contestants of "Face Off" Season 4.
Boreal is the solitary Ice King of the Arctic region. During the Goblin War, his armies stood against the Fire King's armies and nearly defeated them. In the end, the allies of the Fire King proved to be the advantage and the Ice King's armies were crushed. The Fire King invaded the Arctic Region and laid waste to all of it. Then, he left. He spared the Ice King's life on the condition that he remained in the Arctic region, alone, to serve him if the need ever arose. Since then, Boreal has lived his life in solitude. He has dabbled in ancient magic. On the surface, the obvious fact is the he commands the arctic region and none who travel into his borders last long. Rumors speak of his practice with building a magical army of ice warriors to reclaim his status and challenge the Fire King once again.
Crag is the mighty Stone King of the Mountain region. During the Goblin War, he allied with the Fire King and led his armies on the violent crusade across Aldrina. His powerful warriors crushed the other kingdoms until only the stubborn Ice King remained. The two clashed for years until the Fire King personally stepped in and led his armies to victory. With Aldrina united under one banner, the Fire King decided to finish the job. He used all that he had gained to attack the Stone King and conquer the Mountain Kingdom. With his forces destroyed and his loyalty betrayed, Crag returned to his mountains and plotted his revenge. He now holds a deep hatred and distrust for the other kings and has taken the rumors of this darkness spreading across the land to try and initiate another great war. This time his warriors are ready for anything and will crush all who oppose him.
Muskeg is the rotten Marsh King of the Swamp region. He has always abused his power and most under his rule suffer as slaves. During the Goblin War, he remained neutral as long as possible. When the Fire King finally invaded the Swamp lands, he sacrificed the villages to fend for himself while his armies regrouped on his castle to protect him. His soldiers were used to hunting beasts in the bogs, not defending a castle from an army. They were quickly overwhelmed and the snake of a king pledge his servitude to the Fire King to spare his own life. Now, his kingdom is the poorest of all. He keeps an army of servants at his castle to tend to his every need and desire, a fate they can't escape deep in the non-navigable bogs and marshes. Throughout the region, voodoo priests and small villages dot the wetlands, but Muskeg pays them no mind and never leaves his stronghold.
Arid is the mysterious Bone King of the Desert region. The people under his rule follow him willingly as a god-like figure. He often sacrifices his followers to enigmatic god that he claims to communicate directly with. It is said that each of his sacrifices return and serve as undead guardians in his castle. The other kings point him out as the likely suspect behind the evil forces threatening their lands. During the Goblin War, Arid's lands were untouchable. The rumors were he commanded his god to protect his boarders and so any outsider that traveled into the Desert kingdom suffered gruesome and horrific deaths as a warning to stay away. The fire spirits that the Fire King commands were not affected by the curse and ended up conquering the kingdom. It is also said that the Bone King's soldiers that died no serve as ghosts, his eyes and ears throughout Aldrina.
Weald is the wise Wood King of the Forest region. He is the most open to the outside world and therefore has the only port for travelers from other countries to dock. His people live simple lives as loggers and hunters and believe strongly in a spiritual life and therefore give back to the world when they take like planting trees when they cut down some. He is the only King that tries to make contact with the others and actually leaves his kingdom to discuss current events with him. Since the darkness has hit his forest, Weald has become much more solitary and refuses to see anyone. The usual action-taker has been strangely quiet and confined while danger knocks on his door. During the Goblin War, his kingdom was the first to fall. He willingly surrendered to the Fire King, realizing that his people would be slaughtered if they fought. After that, he served the Fire King as an adviser and eventually wrote the Goblin Treaties that freed the other kingdoms from the Fire King's hold.
Morass is the youngest of the seven kings and quite rambunctious, though surprisingly traditional. His people live lives similar to the Forest kingdom but focus more on hunting the vast wildlife that hides in the thick jungles and rocky mountains of the Jungle region. They are famous for their "tree cities" which are large networks of tree houses. A very tribal culture, Morass has established many rituals and rites of passage for his people as they progress through the world. During the Goblin War, Morass' father was the first King to stand up to the Fire King's invasion and lead decades of guerrilla warfare against the invading armies. When the Fire King himself arrived and threatened to burn down the jungle until he found and killed them all, the Wild King surrendered and, as tradition demanded, gave his own life for his failure. Now Morass is faced with his first challenge of his young reign, the evil that has engulfed his jungle. He currently leads his army into the deepest parts of the wilds to fight the dark forces that plague his people. The Wood King fears he may not return and that the Jungle Kingdom will soon fall.
Scoria is the powerful Fire King of the Volcanic region. Nobody actually lives on his island, but he is instead guarded and taken care of by an army of fire spirits that he commands from the volcano's magma. His throne resides deep in the volcano, resting upon the pool of magma, making him virtually untouchable. From his peak, he watches over Aldrina and keeps the ambitious Goblin Kings in check. Since the darkness has arrived in Aldrina, he has been inactive. The pleas for him to come down and stop whatever is behind the evil have gone unanswered and Mount Scoria, named after him, is quiet and dormant. During the Goblin War, the former guardian of Aldrina turned on his brethren and launched a full-scale assault on the other kingdoms. He was tired of being called upon to solve their problems and never receiving anything in return. He deserved more and took it. One by one, the kingdoms fell. Those that fought were crushed and his reign became supreme across the land. He condemned the most dangerous to his rule, the Ice King, to the Arctic region to spend the rest of days alone. However, he was not satisfied. The people hated and feared him and he missed the days of being revered as a hero and even a demigod. When the Wood King approached with a treaty to free the other kingdoms and in return they would re-honor his name and make annual tributes to him. Knowing that supremacy was not the answer he sought, he agreed and remained in solitude as a watchful eye on Mount Scoria, only coming down when great threats arose like the Giant Uprising. He even offered for the Ice King to be released, but the strong magic the Ice King placed prevents any contact with him and so he remains in his frozen prison.
Name: Charles Geoffrey
Equipment: King's Blade, pictured.
Skill Set: Accomplished leader and skilled swordsman. Talented diplomat.
Strengths/Weaknesses: Strengths are too many to list and it is said he has no weaknesses.
Personality: A strong and charismatic leader, all respect Geoffrey and his Knights love him. A father figure to many, he has always inspired his Knights to work harder and be better. He has never turned a blind eye from injustice and accepts all who are willing to improve their lives.
Background: Geoffrey started his life as a Knight young. At the mere age of four he was brought to the guild hall in Rexil and received his basic schooling. When he was a little older, they tasked him as a stable hand where his love for horses started. He loved watching the Knights practice jousting and horsemanship and worked hard to one day join his ranks. It was noticed by the Knight Master and he was trained so. He took to the battlefield at the tender age of thirteen when a herd of minotaurs threatened the city. When his mentor was slain, Geoffrey took his sword and mounted his horse to charge through the minotaur lines. The sight of a young boy slicing up the beasts inspired the rest of the Knights to push through and the battle was soon over. Geoffrey received his commander training after and grew to become a talented leader in the Knights. When the Hall in Aldrina was erected, he requested to become Knight Master of the region. His exemplary service made him the perfect choice and he has served the Goblins of Aldrina as a loyal protector for nearly a decade.
Name: Veronica Pierre (Crow Woman)
Race: Aesthetically Human
Equipment: Grey hooded robes, decorated with Crow feathers.
Skill Set: Leadership.
Personality: Arrogant. Caring. Freedom Fighter.
Background: Veronica claims to be a traveler that found a village of freedom fighters in the swamp that are opposing the tyranny of Muskeg. Her words easily inspire hope and fuels the inner fire which made her the obvious choice to lead the war effort. Her people are starving and dirty, but follow her into battle with confidence. She asked for help from the Knights of Rexil last winter, but it never came until the Cast arrived in her swamps. Now she is eager to put their skills to use and bring Muskeg to justice.
If you really need them, I don't want you Just be respectful to the other members of the game and post in a timely manner. If you're going to be gone for an extended amount of time, then let me know so we can adjust for it. The plot I have for this RP will make it very easy for me to remove and add players in the game, so I'm not worried if you have to drop out, just let me know. Posts should be at least one solid paragraph with good grammar and spelling. The idea being we have to be able to read and understand your thought out and helpful post.
You are a Knight of Rexil, adventurers looking for treasure and glory in the Goblin Country. Based in Rexil you may have been stationed here for a while and enjoyed many adventures or even just arrived to Aldrina in hopes of joining the Knights. The Knights aren't just warriors, there are scholars, chefs, bards, scribes, and even children apprentices all serving the cause of adventure. The Knights also accept any of the known races, most commonly Humans, Elves, Dwarves, and now Goblins (you can suggest another race, but I have the right to deny it for no reason at all :P).
Race: See Knights of Rexil info above
Appearance: Picture and/or detailed description allowed
Equipment: Thick Lord of the Rings when it comes to technology
Skill Set: Things your character is known to be good at. Keep it real, we're not master warriors or demigods, just adventurers. Magic is rare and the Knights really accept any help so you don't even have to strictly a fighter. Someone to chronicle the adventure would be just as welcomed.
Strengths/Weaknesses: Should balance each other out fairly
Personality: Brief, it's always more fun to reveal your character as we go
Background: Again, brief
Name: Ryder Montierro
Equipment: All in pic.
Skill Set: Swordsman, Leadership, Warfare
Strengths/Weaknesses: Tactical mindset to plan attacks and counter ambushes. Talented with his sword and no fear for any opponent. He is arrogant, always believing he can win, even when outmatched. Only as effective as his men and his sword. Not friendly towards other races.
Personality: Arrogant and narcissistic, he always believe he'll win any outcome. He tends to be uncaring towards other races and always does what he can to help humans. Brave and bold, yet with a keen insight for changes in battle, he's always willing to charge in and fight, but can adjust when a better plan is needed.
Background: Ryder was one of the original Knights of Rexil when they served King Roland. He considered leaving when the Knights became a guild and spread out across the countries to help. He accompanied Master Geoffrey to Aldrina when the Knights set up a stronghold in the Goblin Country. A talented leader that commanded the gruesome Battle of Dry Plains, he was aggravated to have been passed up as master of the Knights in Aldrina. Geoffrey has assigned him to be leader for the mission to unite the Seven Kings against this new threat in Aldrina. A decision that confuses most since it is well known that Ryder hates the other races, though he has never really spoken of why.
Name: Lenora Nitawni (prefers Lena)
Lena also has a fascination with gold jewelry. When she isn't training she wears as much of it as she can. She is a little short for a knight, only reaching five foot four and some people think that gives her a disadvantage, but she doesn't really think that way. Most of the time she is dressed in her training gear, and being feminine is normally the last thing on her mind. However, for formal events she forces herself to clean up and act like a lady.
Equipment: A bow, quiver of arrows and a sword.
Skill Set: Lena is an exceptional fighter, and a great aim with her bow and arrow.
Strengths/Weaknesses: She is a great fighter, deadly killer, and a fantastic horse rider. However, she has a temper and it makes her irrational. She doesn't have the patience to sit and read or to sit and write. She barely has the patience to sit at the table after she has finished, waiting for everyone else to finish. She is always on the move, which, as many people have said, she is going to burn herself out soon and there will be nothing left of her to fight.
Lena is an all business type of woman. She is quiet most of the time, preferring to keep to herself, but she can be charming and polite. She has worked hard to earn the respect that she has gotten thus far, and she feels that she deserves respect. She knows she can fight as well as any man, and can charm any noble with a bat of her eyelash and she wouldn't give up what she has earned for anything. She is humble, loyal to her superiors, and her kingdom. She is generous to those who are less fortunate and at times she can have a sense of humor. She has a soft spot for children, and making her feel worse is the fact that she never settled down to have her own children. Her mother constantly nags about it, but Lena knows she has no time for children and refuses to give up her status.
Lena was born into a family of eight children. By the time her mother stopped having children, eleven had been born and nine had survived. As she was growing up she didn't know her family was lacking in certain areas. Their mother made sure that all of her children had clothes and shoes, even if she had to make them herself. Their father worked very hard to keep the children and his wife under the roof they had. Among the surviving children, Lena was one of the only two girls. The first girl was the first born, so the age difference was a large hurdle to get over, so she hung out with her brothers and took to riding horses bareback, brandishing a wooden sword and making a bow out of a twig from a branch. When Lena was sixteen, her parents were pushing her to marry, but instead she wanted to make her own life and run it herself so she set out to become a knight. The road was long, hard and very difficult. She proved herself time and time again as a swords woman and an impeccable marksman but she didn't receive the respect she desired until she felled an attempt to poison a knight in a higher position. Thankful for his life, this knight showed her the proper respect and the rest of the knights followed suit.
Appearance:He has a scar going across his right eye and ending on the left side of his jaw. His eyes are blood red, and he has numerous smaller scars along his body, including a massive mess of scar tissue on the palm and the back of his right hand.
Equipment: Everything seen in the appearance picture, he has. In addition to a dagger.
Skill Set: Franco is a masterful spearman, along with being moderately well at dagger skills. He can also cook an edible enough dinner.
Strengths/Weaknesses: Franco is a great spearman and has his dagger to fall back on if the enemy gets past his spear. He also has, as its been referred to before, the patience of a rock. His weakness how ever is that he has no ranged options what so ever, and he has a nasty tendency not to exactly notice whats around him. (I.E, Traps, ambushes, obvious camouflages etc.)
Personality: Franco is calm, and may be considered calculating. He's also extremely loyal and is usallly the first into battle and the last to retreat. He's also one of those people who can turn from angels to demons in a second if one gets him to that point.
Background: Franco doesn't reveal much of his history, but what is known, is that he has traveled to both the desert realms, and the Artic realm (Albeit very, very, VERY, briefly.) He's also battled with several dangerous ingenious species of the goblin realm, earning him his scars. He joined the Knights a few years ago, seeking adventure and adventuring companions. He has not been disappointed.
Name: Alkric Versti
Race: Dragonic Human Hybrid
Equipment: With his wings, Alkric fights purely with his sword and daggers. When it comes to close contact he uses his brute strength to overwhelm opponents.
Skill Set: He is adept at hand to hand combat (as expected), scouting and hunting.
Strengths/Weaknesses: muscle power, hearing, and smell are strengthened. With this though comes the fact that too much light can overwhelm his senses and loud noises or extremly low noises drive him insane. His greatest weakness though is the joint area where his wings connect to his back
Personality: loyal, quiet and hard working he would much rather fight and get it over with than play games. Loves spying and scaring others as those of his kind are rare and not well know.
Background: Thought to be a myth, dragonic humans are somewhat of a mystery as how they come about. All that is know is, in birth the mother dies from her child. The same happened to Alkric, he punched through his mother's stomach and began crawling around. His father, rather than being appalled was amazed at his son and raised him to become a warrior. They lived most of their lives in forest lands far from people until bandits once murdered his father for his coins. Furious, he tore them apart limb by limb, taking his father's metal possessions and creating his sword from them. After this he pledge his life to the Knights. This is all that is known about the strange Knight.
Name: Emor Etkel
Race: Black Human Male
Equipment: Scythe. Though allowing for increased reach, the scythe is significantly heavier than most weapons and requires strength to wield with efficiency. He wears only light chain male as armor to allow for increased movement speed.
Skill Set: Emor is an intelligent and experienced fighter and has a lot of upper body strength as is required to wield his scythe. He is also very quick on his feet.
Strengths/Weaknesses: Emor has a scar running from his right shoulder down to his left lower back. This scar has greatly weakened his ability to consistently produce bone-shattering swings with his weapon. He can put his full force into an attack two or three times if pushed to the limit, but after that his ability in a fight is greatly diminished until he regains the strength he needs to swing his heavy weapon once more.
Due to his weapons weight, Emor can only attack so fast and is normally unable to hit quick enemies. He uses his surprising reach and agile movements to best most opponents. The weight behind his blows is substantial (even with his handicap) and the scythe, when it connects with an opponent's defense, will jar most defenders enough that they are vulnerable to his next swing. He uses his movement speed to keep at a sizable distance from most adversaries and uses his scythe to cut and crush his competition.
Personality: Intelligent and experienced.
Background: Little is known about Emor’s background. He was rescued by a group of Knights after they found him near the border of the Desert Region. Dehydrated and near death, the Knights took Emor in and cared for him until he had regained his strength. Emor then pledged his services to the Knights and has served them diligently since. When asked about his past, he seldom says a word.
“My friend, some of what I have seen... you would never believe.” – Emor Etkel
Name: Bifur Plissken
Equipment: He carries a Mattock that is fairly old but not in bad condition. He also carries a flute carved from some tree.
Skill Set: Bifur has two jobs, being a warrior and keeping up moral. He is rather good with his Mattock and can sing or play his flute to keep up morale.
Strengths/Weaknesses: He is strong but his small body and his heavy weapons slow him down a bit. He can play a flute and has a fine tuned singing voice.
Personality: Bifur is the parent type. But not the parent who would always be strict and shout at their child more of the happy father who would rather convince their child. He has no quarrel with anyone and would try to difuse a bar fight rather than charge into it. He can take a bit of abuse and not shout any back, that is if it isn't about something personal.
Background: Bifur was born into a mining family. He mined all day with his family before setting out to become a knight. He learned to forge and transformed his Mattock into a deadly weapon, with one side blunt and the other sharp. After learning about how to fight and the such he went on adventures. Usually they were to hunt animals but his crowning adventure was when he blended in with a bunch of orc soldiers and killed their leaders. He killed one of them and stole their armour, as usual the runts of the pack were made to work in the mines and so he blended in. When the time was right he stepped up behind the whip-master and pushed him straight into the lava pit he stood above. Instead of being brutally beaten like he expected he was aided in his escape by the runts. He still tells this tale to this day. He still remembers the song that the runts sung: Where there's a whip, there's a way.
Where there's a whip, there's a way.
Where there's a whip...
We don't wanna go to war today
But the Lord of the Lash says: "nay, nay, nay!"
We're gonna march all day, all day, all day!
Where there's a whip there's a way!
Where there's a whip, there's a way!
Left, right, left, right
The crack on the back says we're gonna fight
We're gonna march all day and night and more
For we are the slaves of the Dark Lord's war.
Where there's a whip, there's a way!
We don't wanna go to war today!
Player: Warrior priest
Race: Half Orc/Half Elf
Appearance: Spawn wear's a red cape, black steel suit of armour, a white hood. Under spawn's mask his face is scarred and his skin is black but his red eyes are one of his most prominent features. Spawn also wears a red eye patch on his left eye.
Equipment:Spawn's main weapons are his steel axe, steel and wooden shield, automatic hand crossbows that fire iron bolts and his ability to preform simple spells such as fire balls.
Skill Set:Spawn is a versatile warrior, easily switch from close range to long range to magic.
Strengths/Weaknesses:Spawn is a jack of all trades but can be bested by a specialist of that particular field.He also knows some healing magic but can not help a adventurer on deaths door. Spawn suffers from being blind in his left eye and people often see him as an abomination and so he wears his helmet to cover his face. This seriously affects his ability to establish relationships and he is considered a loner,this makes people not trust him.
Personality:Spawn is considered calm and always ready to defend the weak.He usually doesn't like to work in groups but has made an exception in this case.
Background:Spawn was abandoned at birth his farther killed, his mother locked away in prison and he felt responsible it was because of him the abomination, a monster, a wart on mother natures face that bad things happened to his parents because they created a orc elf hybrid. He was left at a orphanage even there he was seen as a outsider he was bullied by a group of older kids they called him spawn and made him ashamed of himself. Years past but nothing changed he was still bullied but one day the city came under attack by bandits, there were dozens of bandits who slaughtered the guards and broke into the orphanage and began attacking the children. Spawn was full of rage and his hands set on fire he raised his right hand and clenched his fist the bandit was set alight. Most bandits jumped back in shock but the chief ran towards spawn and rammed his dagger into his eye, spawn erupted in fire and killed the chief. The bandits fled as Spawn fell to his knees then his hands turned golden and the light stopped the bleeding Spawn left to seek a place where he could use his talents for good.