Status: IC Thread up, still open to join.
The Story Thus Far
A wealthy magician is looking for a group of adventurers to seek out some powerful magical items. He has sent messengers to gather as many potential Questors as possible, but refuses to give any more information about the items he is looking for unless the adventurers meet him at his manor. A large group of adventurers soon assemble at his door, ranging from wizards to warriors to thieves. The Magician tells them what he is seeking; a set of daggers known as the Four Daggers of the Elementals, said by legend to have once been wielded by the Kings of old.
The Magician says that these daggers have been lost for centuries, but that he has found, through studying ancient legends and folk tales, the location of one of them, the Dagger of Fire. To the west is a large cave in the side of a volcano, and in this cave is apparently a trove of treasure. Among the treasure lies the dagger. "You may take all the treasure you want, just return the dagger to me."
A few days along the path towards Mount Kali, our group of adventurers was attacked by Wood Elves.
Adotiln Urthadar - pyrak
Alulynn Wolfswift - pyrak
Djömix Rêms - walesnz
Fiske - Lady Rawr
Ivellios - Ollumhammersong
Rinn Greywater - Jack Rinner
Thalia Steuben - Photon
The man who started the Quest. The Magician is a wealthy old man, now seeking to set his name in the history books by recovering the Four Daggers. He lives on the side of a cliff in his manor, which is largely held together by his own spells.
The home of the magician and the beginning of the adventure! The Manor is built on the side of a cliff, inside what seems to be an ancient volcano. Over the side of the cliff is a lake, around 50 metres down. Walking up the walkway leads to the lip of the volcano. North is a huge forest, unnamed for some reason even though civilization has known of it for as long as anyone can remember. To the West is The Kingdom, the main human civilization of the age, covering a large proportion of the continent. Civilized groups of elves, dwarves, halflings, gnomes and half-orcs also live around the kingdom, in various densities in the different areas. Some places have almost no humans, while others seem to be populated only by humans. South is a small desert, followed by grasslands leading to an ocean which no one has crossed. At least, no one has ever come back from trying. To the East lie the realms inhabited by the wild elves, clans of dwarves who have never spoken to a human, travelling tribes of orcs, and many evil creatures; goblins, trolls, giant birds of prey and other magical creatures untamed by man.
Appearance: (picture or short physical description)
Equipment: (list your weapons and armor, as well as anything else which could significantly affect the outcome of a fight. This includes potions/bandages etc. Bear in mind that your character is carrying everything you write here.
Humans - The typical human race. Reasonably good at pretty much anything. Generally regarded as the best at magic, though some would say that it is just a more obvious magic than the elves use.
Elves - Living decades or occasionally centuries longer than humans, the elves are often seen as the wise elders of the land. This is mainly a stereotype caused by the fact that most elves do not leave their families to adventure until their dying years. The younger elves are often the least focused and the most obviously young beings around.
Dwarves - Short and stock, often innately warlike. The dwarves often do not trust anyone but their kin, due to centuries of maltreatment of their kind, particularly by humans and orcs. Dwarves are often comically obsessed by material wealth, and will often see anything dwarf made as their own property if anyone from another race claims it. Dwarves usually are unable to cast spells of any kind without the aid of an exterior source of magic.
Gnome/Halfling - While technically two different races, the gnomes an halflings are indistinguishable, unable even to tell each other apart usually. Both races are naturally fast and quiet, though the gnomes are more likely to use this for thieving, while the halflings will use this skill as their preferred method of hunting, often working in small groups to take down much larger animals with ease. Both races are typically between three and four feet tall.
Half-orcs - The result of a mixture of human and orc ancestry. Half orcs are almost always large and immensely strong, but are often of low intelligence, even lower than their orcish parents sometimes. The more intelligent half orcs are usually pacifists, for some reason that no scholars have yet been able to find.
Thief - Armed with a large knowledge of traps, alarm systems and the ability to become almost invisible in shadows, the thief is a mostly non combat class, which can help any group silently sneak past enemies they wouldn't be able to fight.
Assassin - Similar to a thief, but with a large capacity for killing enemies without being seen. Using methods ranging from poison to knives to deadly traps, the assassin will dispatch of enemies with ease. Unfortunately, the assassin is often unable to fight enemies in a fair battle.
Archer - A military trained archer, preferring to kill enemies before they reach the group. Though usually armed with medium armor and a short sword, the archer is often unable to hold their own in a close quarters fight.
Ranger - Similar to an archer, but usually trained as a hunter. The ranger is in their element when in the forest, creeping up on their prey with stealth rivaling that of an assassin. Can also fight reasonably well close quarters. Rangers are often tense and nervous in any city or town, and often are not very good at communicating with others.
Barbarian - Any combat class based on close quarters combat and without the aid of magic that has trained themselves and does not fight for a deity. Can often turn anything into a potential weapon.
Warrior - Military trained combat class, usually specializing in sword and shield fighting, but with the ability to use most weapons with some degree of skill.
Paladin - A close quarters fighter who fights for a deity of some kind. Paladins often (but not always) pray for help from their deity before battle. If you choose this class, please include a brief description of your deity in you bio.
Wizard - Uses his own magical power in order to affect the physical world around him. From fireballs to emotions, anything can be controlled with skill and knowledge.
Sorcerer - Uses the energy found in natural things to alter them. A sorcerer can make plants grow with amazing speed, change the natural properties of solid stone, or bend water, fire and air to his will. A sorcerer must be very careful, and maintain concentration while a spell is active, otherwise he risks his own mind becoming overwhelmed by the sheer amount of energy he can control. While powerful, sorcerers usually prefer only to use their skills in times of need.
Healer - The least combative class there is. A healer is usually a pacifist, instead healing the injuries of anyone who is in pain. Some healers refuse to allow even the worst of enemies to suffer, easing their pain as they die, often to the disgust of the more battle orientated of their groups.
1. I am the GM, my word is law when it comes to this RP. Seeing as this is a lighthearted RP I will be very lenient, unless you are in some way ruining the game for others.
2. Keep in character stuff in the IC thread, and out of character discussion in the OOC. Please do not mix them at all.
3. Minimum post length of 3 sentences per character. This is in the casual section, there are some expectations of length and grammar.
4. No meta gaming. This is when you use knowledge gained in out of character discussion to influence your character's decisions.
5. No godmoding/controlling other player's characters at any time for any reason unless they give permission in the OOC for a specific post.
6. While controlling NPCs a little is OK, especially for better flow within your post, do not make any decisions for them that could possibly influence the story. Leave that to me.
7. Make this a fun RP for everyone involved.
8. Breaking any of these rules will result in a warning, and if you continue to break them I may remove your characters from the RP.
Feel free to invent places for your bios, either within the Kingdom or northwards, beyond the forest. Read the manor description for an overview of the surroundings. Also feel free to create clans/tribes/other groups of civilized/semi-civilized species in order to get some more flavour for your backstory. Don't take anything too seriously, remember that this is meant to be lighthearted. At least three sentences for your bio, so that I can get an idea of who your character is.