
ADVENTURE: THE QUEST
There is no plot. Whoops.
In the place of a plot, this RP will be run like a sandbox D&D campaign (albeit less complicated); Namely, you and whatever unfortunate schmucks decided to tag along shall venture through the continent of Cluichelár, thoroughly dropping or getting dropped by any dangers you encounter, making a living by completing quests or stealing from the people who would have given you the quests had you not been a selfish prick and pilfered their belongings.
Araulean
Araulean is home to the Human race. The Capital of the Imperium, Míleata, is located here, and it is from that city that the Imperium of Man maintains an iron grip on the county. Araulean is a highly militarized nation, having gone to war the most times despite being the youngest civilization - Unsurprising, seeing as how the Imperium itself was borne from conflict. Araulean's borders are heavily guarded, as are all of her cities and towns, by a large militia in addition to a massive standing army. 39% of all Humans are enlisted in either the militia or the Imperial Army. The main terrain of Araulean are large, sweeping parries pockmarked by villages and small towns. The further one goes inland, however, the more large settlements and cities sprout up, and the terrain eventually melts into a sprawling urban environment near Míleata.
It is here that our protagonists(?) begin their adventure.
Celtica
Early in the Imperium's history, an insurgent by the name of Eileamh Arais led an uprising against the infant nation, sick of the state of poverty the majority of the country had been placed in. Taking advantage of the fact that the Imperial Army was now scrambling to defend it's new borders, she secretly amassed and trained an army of the poor. Over the course of five years, these peasants were transformed from cowering beggars into a full-fledged fighting force capable of taking on both the Imperium's armies. Soon after, the rebels attacked, and so began the Cetlican Uprising. In addition to training the peasants in the ways of war, Arais also had the foresight to teach them the art of healing. This, coupled with the fact that the Celticans were battling an infant Empire that had been caught unawares gave the rebels a massive advantage over the Imperium. Eventually, they drove the Emperor's armies to what is now the border between Araulean and Celtica and crushed the Imperial forces, forcing the Empire to sign a treaty that recognized Celtican independence.
As it is an offshoot of Araulean, the terrain of Celtica is largely the same as that of it's neighbor - vast, rolling fields - albeit much more ruralized, with the capital, Leigheas, being 1/3 the size of Míleata. Towns are few and far between, and remain largely unguarded as Celtica does not have much of a standing army, and, as such, criminal activity is fairly high, with bandits and outlaws prowling the landscape.
Tovira
Tovira is a nation housed entirely in the mountains, and are home to the Lizardmen, a fairly primitive race with a tribe-based society. Despite their technological failings, the warriors of the Lizardmen are incredibly fierce, and when another race threatens the state of their nation, the twelve tribes of Tovira, between whom there is usually much animosity, will unite to combat the threat. This has proved effective in repelling not only the Imperium, but the Dwarves and their Fae allies as well. The villages, which are multi-leveled and sprawling, each pledge fealty to one of eleven tribes as well as the ruling tribe of Ionsaí. When open battle breaks out between two tribes - which is not uncommon and happens often for a variety of usually trivial reasons - the Ionsaí will see to it that no towns are damaged but otherwise do not intervene.
Galahan
The country of Galahan is home to the Fae - or Elves, as they are known to the other nations. The Fae are the oldest race on Cluichelár, a prestige they share with the Dwarves of Poragath. The Fae are master architects, with large, shining cities of brass having been erected all throughout the landscape. The terrain of Galahan is somewhat diverse - the nation is protected from an all-out assault by the Imperium by the Korivan Range, a line of mountains that separates Galahan from Araulean, with only a relatively small opening connecting the two countries. These mountains are defended by both Elven armies and the Warriors of the Lizardmen Clan Taidhleoireacht as part of an alliance formed during the Anteumbrial War - an alliance that is maintained to this day. In addition to the Korivan Range, Galahan also plays host to the Galahan Forests, which are frequently used as hunting grounds by the Fae. The main trading outposts of Galahan are located on a territory known as the Sempter Isles.
Montsombre
During the Construction Wars early in Cluichelár's history, where the Fae of Galahan and the Dwarves of Poragath fought against the Orcs of Kilterstead, a part of the Elven armies defected and allied with the Orcs. This caused the conflict to last for far longer than anticipated, and eventually the two armies battled eachother to a stalemate. The traitor Fae, now adopting the moniker Dark Elves (Or Cabhrúfae, as they are known to their pure counterparts) retreated to the largest mountain on Cluichelár: Montsombre. By the time the Imperium was founded, the Dark Elves had evolved to have bluish-white skin and an incredible resistance to cold.
Kilterstead
Kilterstead is a forested nation and home to the Orcs, a savage, yet fairly intelligent, race. They are dispersed throughout the forests of Kilterstead, and woe befall the adventurer who travels through the country alone. While the Orcs are usually separated and content to remain in their small, unconnected towns, occasionally an Orc that displays incredible strength and willpower will rise up from the common rabble and command the Orcs spread across Kilterstead to unite under his banner. This begins an event know as a Green Crusade. To date, there have been 44 Green Crusades, the most successful of which was only repelled by a temporary and shaky alliance between the Imperium of Man and Celtica, after the Orcs had tore through the defenses of the Fae, Dwarves, and Lizardmen. The terrain of Kilterstead is mostly forest, though the westernmost portion of it consists of empty, rolling plains. There are various small settlements spread throughout the entire nation; However, they are few, far between, and usually hostile to newcomers.
Poragath
Poragath is the homeland of the Dwarves. It is pockmarked by rivers and bordered by the Stormwhite, the ocean that surrounds Cluichelár, and, as such, the Dwarves have evolved to be expert sailors and master forgers of weaponry and armor. Their metalwork is regarded as the best in the land, and Porgarth is the richest country due to the plethora of trade routes available to the Dwarves. Porgarth's greatest allies are the nations of Galahan and Celtica, and they have island colonies near both. The Dwarven people have always maintained a stalwart defense against any invaders; You could count the number of battles fought on Porgian soil on one hand.
The Frontier
The Frontier is a massive forest and the only unclaimed territory on Cluichelár. It is a safe haven for those on the run from the law - However, it is also home to the Goblins, a barley sentient, extremely primitive people who are incapable of any sort of coordination. A goblin's life is ruled by two rules: Shelter and food. Various ancient tombs are also located here, many playing host to Necromancers, who, at the slightest provocation, will unleash their hordes of the undead upon any intruder. Some spells cast by these dark wizards last for centuries after they themselves have passed away, so undead knights and rangers prowl the landscape, frequently fighting with goblins. The Frontier is a lawless forest, hard to enter and even harder to escape.
Human
A Human commoner
Humans are the youngest race on the continent of Cluichelár. They are an aggressive people, though not quite as eager to fight as the Orcs or their Toviran neighbors. Humans have an equal footing in almost all skills, enabling them to pursue almost any role they wish; However, they are weak to magic. There are two major Human nations: Araulean and Celtica. This race is well suited to combat and the Imperial Army is one of the best military forces in the land, making the Imperium a potential enemy feared by all except for Celtica.
Lizardman
A Lizardman Warrior of the Tribe Sampla
Lizardmen are very small of frame, and though they are somewhat frail because of this, they are very, very agile. In combat, their size allows them to dart past defenses that would hold any grown man at bay, making them a tricky foe to deal with. Spears are their preferred weapon, as their powerful hind legs can drive a spear with enough force to do considerable damage, either in hand or thrown. Lizardmen also posses an incredible resistant to poison, and a vial of Lizardman Blood can be used as an antidote for almost any venom. Lizardmen reside in the mountain country of Tovira.
Fae
An Elvish Ranger
The Fae, or Elves as they are known to the other races, possess a natural aptitude for magic as well as archery. Being partly faerie in nature, elves have an inherent capability for magic. This is realized in their affinity with the natural world, which they can call upon as an ally in combat. Enemies wandering in their forests may soon find themselves entangled by roots and hindered by the very ground they stand on. Even the frail of body can be deadly with a bow in hand, and in times of war, many will take up this weapon. Though their relative inexperience with combat leaves them somewhat vulnerable, their natural grace ensures that they can best any of humanity’s fresh recruits.
Dark Elf
A Dark Elf Necromancer
Dark Elves are the descendants of a faction of Elves that broke off from the main Fae Army during the Construction Wars and elected to ally with the Orcs. After the Orcs were defeated, the Cabhrúfae, as they are known to the Elves, retreated to the nation of Montsombre, a cold, snowy country whose mountain, Glacadóir, the largest mountain on Cluichelár, towers over the landscape. Dark Elves have a vast knowledge of what men call sorcery, but their practice of it reeks of augury and Black Magic. It is little understood, but rightly regarded with fear by those against whom it is used.
Orc
An Orc Skirmisher
The Orcs, while possessing above average intelligence, are a savage, barbaric people who fight with eachother as much as with the other races. Though some consider it cowardly to use, poison is a weapon favored by Orcs. From time to time, an Orc will arise who has a natural charisma and command over his ilk. If he is also strong and cunning enough to survive early leadership struggles, he will inevitably find himself leading a great horde of warriors, and he will also inevitably cause a great deal of trouble for the civilized races of Cluichelár by causing an event known as a Green Crusade. The surest way to disperse such a Warband is to slay this rare Orc who can hold it together.
Dwarves
A Dwarf Paladin
The Dwarves are a short people, as is to be expected; However, they are also master sailors and merchants, possessing not only extreme bartering and seafaring skill but also a vast knowledge of all trade routes in Cluichelár. Dwarves wield mighty battle axes and hammers in battle, which make them feared opponents in close-range combat. They are excellent in mountainous terrain or underground. Their power and endurance more than compensate for their relatively poor mobility. Dwarves are also naturally adept with White Magic, able to heal both themselves and their allies in the heat of battle.
Skirmisher
A Human Skirmisher
Skirmishers belong to a school of thought that considers the armor most soldiers wear in combat to be their own worst enemy. While armor can only soften a blow, evading it leaves the defender completely unharmed. Being able to reliably dodge any offensive move is a luxury only afforded to the fit of body, and then only to those who endure rigorous training.
Knight
An Orc Knight
Veterans of combat, Knights have seen the often-fatal results of a failed attack, and have learnt discretion in its use. Knights, therefore, carry swords in their armament, and practice tactics which, although requiring of much more patience, are less risky than a direct assault. Their lances are still at the ready, however, and growing experience with these weapons makes them deadlier at the tilt.
Archer
A Human Archer
The use of archery in shooting something other than game was seen from its inception, and Archers have been indispensable in warfare since time immemorial. Usually of humble origins, hailing from the peasantry or woodsmen, Archers are trained to competence with both a bow and a short sword, and are very common on the battlefield.
Paladin
An Orc Paladin
Knights of the highest virtue, Paladins have sworn their strength not to king and crown, but to ideals themselves; of chivalry, and the stewardship of everything that is good. They may serve in the armies of the world, but their first loyalties often lie with groups of their own making; secret, monastic orders that cross political and cultural boundaries. Rulers are sometimes wary of them, for the paladins’ loyalty is only as strong as the liege’s apparent virtue. This has led the more darkly ambitious to either attempt to defame and disperse these groups, or more rarely, to conjure elaborate deceptions to keep these otherwise staunchly loyal troops in service. Full paladins are generally not quite as fearsome as the ‘Grand Knights’ that champion most armies, but they are first-class fighters nonetheless. Additionally, their wisdom and piety grants these warrior monks certain curious abilities; a paladin is very powerful in fighting magical or unnatural things, and most have some skill at medicine and healing.
Templar
A Human Templar
The men within these suits of armor can match ogres in contests of strength, and are marked as the champions of the castle guards in which they serve. They are, however, expensive to maintain.
Though staggering in melee combat, there are many drawbacks to being outfitted in this way; Templars tire easily, and know all too well that they cannot run on the battlefield. While this builds up fear in an enemy to see a nigh-unstoppable juggernaught advancing toward them, shrugging off any attack they throw their way, too often Templars have seen a distant comrade fall, yet were powerless to reach the scene in time to help.
Cleric
A Human Cleric
Clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures.
Wizard
A Human Wizard
People have often pondered the workings of the world in which they live. Some endeavor to take this beyond idle musing, to set it as the primary enterprise of their lives. These men and women, who have committed themselves fully to the pursuit of wisdom, stand in stark contrast to a world where few can even read and write. Their ranks are filled with the children of hopeful nobility, or those who sought an escape from the intellectual void of manual labor. Physically frail, and lacking familiarity with combat, magi do possess certain arts which are of great utility in battle.
Red Mage
A Human Red Mage
Red Magi are a curious hybrid of spell and sword. Those who choose the path of the Red Mage become adept not only as Wizards, but as Warriors as well. Their main spells are offensive, and they lack in defense. This combination of two entirely different schools of combat will often catch opponents unawares; However, this mastery comes at a cost. Red Magi suffer from not only a weakness to Magic, but steel as well. This, coupled with their lackluster defense, means they can be easily taken down by a few quick blows.
Druid
An Elf Druid
The magic of Druids are poorly suited for combat, but effective nonetheless. The forests in which they thrive can become quickened by a word of command, and will lash out at those who threaten their peace. The chief ability of Druids lies in healing, and it is for this skill that they are revered by their people.
Spellweaver
A Lizardman Spellweaver
Spellweavers are masters of the Defense, and some of the spells they use to a better job of defending themselves and their allies than any suit of armour. They are powerful allies to have, as they can support their allies with a range of powerful healing and defensive spells.
Necromancer
A Human Necromancer
One of the pinnacles of what is considered ‘black magic’ is the art of necromancy, the terrible ability to awaken the dead with false life. This discovery alone caused humanity’s condemnation of black magic, for the nightmarish things it has made real have given fear a vast new arsenal.
This ability, in all aspects, is the first step towards cheating death of its ultimate prize.
Thief
A Human Thief
These petty criminals, often derisively called ‘footpads’ by their superiors, are tasked with any job that requires a great deal of running around, often being employed as couriers, or scouts. The endurance and agility they gain from this serves them well in combat, and despite their inferior weaponry they are quite good at harrying their enemies, especially under cover of darkness.
Assassin
An Orc Assassin
Assassins are typically frail by normal standards, although surprisingly nimble. Though rarely the ones who deal the killing blow, their tactics are a considerable aid to their allies. They make good use of the cover of night as well as assorted posions, being able to swiftly take down two opponents more than double their size - provided one takes them by surprise.
Ranger
A Fae Ranger
Though a man might spend years in the forest, he will never shake the feeling that he is a guest in a realm of which he is not truly a part. With Rangers, this is quite reversed. Any Ranger that studies the lore of the woods rapidly becomes a master of them. This, combined with a considerable skill at archery and swordsmanship, is very useful in battle and in stealth.
- All Guild Rules apply.
- No Godmodding.
- No Powerplaying, unless you are given explicit permission from the owner of a character to do so.
- No Meta-Gaming.
- To show that you have read the rules, colour your character's name pink. Like this.
- Each character may begin with 10 items of any kind, as well as 3 spells. What these things will be is completley up to you. However, you must provide a semi-detailed description of your items and the effects of your spells.
- All of your spells must be relatively low-powered.
- For posts, I expect 3 - 5 sentences per post.
Name:
Age:
Gender:
Appearance (Images are fine, but no anime pictures or real life photos. I would prefer a description, but it's your call):
Items:
Spells:
Personality (Personally, I hate these things. They are completely optional):
Bio (Same as Personality):


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