Goblinoids and Humanoids have been at war since day one. Goblinoids consist of Orcs, Gnolls and Goblins while Humans, Dwarfs and Elves makeup Humanoids. At this point in time, the Goblinoid armies outnumber the Humanoid to a good amount. However a lot of terrain in the world is unclaimed or wild so wildlife/survival can be an enemy itself. Both Goblinoids and Humanoids possess a sort of capital. The humanoid capital is a massive kingdom ruled by a council. The Humanoid Council is formed of several highly respected members of each race. Many more humanoid kingdoms and villages are present. What makes the Humanoid capital special is it's the biggest kingdom in humanoid existence.
The closest thing Goblinoids have to a 'capital' is the ruins of a massive humanoid kingdom, where many tribes neighbor one another. The only thing that makes the tribes different is who they hail as leader/ruler. Many tribes travel in and out of this Goblinoid kingdom. Some living there for brief times throughout the year or permanently; while some Goblinoid tribes never see or even hear of the Goblinoid capital.
Orcs are savage, both in the sense of being fiercely violent and untamed, and in the historically loaded sense of being uncivilized. They’re good at offense—when an Orc hits you, you’re going to feel it. They use big weapons such as great axes or great clubs. And they’re known for their fury in combat, launching a ferocious and violent assault against their foes. They’re strong and hardy—you’d expect Orcs to have high Strength and Constitution/Health —but they’re not high in the Intelligence department.
They’re not so good at defense. They rely on their sheer ferocity to keep them going despite their wounds. Along with their problem with defense, Orcs aren’t very good at organization. They’re chaotic evil, gathering in loose bands or tribes where the strongest rule and the weak are bullied or killed. They do have a modicum of social order, with a rough hierarchy based on relative strength, and they use ritualized combat to resolve challenges. In combat, it’s every Orc for itself, with each Orc more interested in earning personal glory than in securing victory for the group. They hate sunlight, and they fight less effectively in daylight.
Orcs raid neighboring settlements for treasure, supplies, and slaves. Their bands leave trails of destruction, slaughtering and burning everything in their path. Those unlucky enough to be captured by Orcs are put to work, and these slaves work until they die from exhaustion or starvation. Another way slaves or prisoners of war can be dealt with, is handing them over to their Gnoll brethren.
(Orc lifespans reach to about 120 years in age.)
Gnolls have certain characteristics in common with Orcs. Both races are predominantly chaotic evil, and thus lacking in structured social organizations or regimented military forces. If not living with Orcs, Gnolls gather in family groups (packs) that are led by the strongest individual. Both Orcs and Gnolls tend to be strong and pretty dumb. However it isn't uncommon to see a Gnoll outsmarting an Orc.
On the other hand, Gnolls have a lot to differentiate them from the savage Orcs, and these differences are largely tied to their close association with hyenas. Hyenas are actually pretty disturbing animals. The strange laughing sound they’re known for can be really eerie. Gnolls also possess a laugh similar to Hyenas.
Gnolls are strange and loathsome, too, largely because of their close association with the demons. They’re demon worshipers, so they’re not just savage like Orcs, they’re downright depraved. Gnolls have been known to kill and dismember their foes because they simply enjoy it. Gnolls have also been known to state they “favor intelligent creatures over animals [as prey] because they scream better.” They offer blood sacrifices to the demons they worship on a regular basis or as much as possible.
In addition to their demon worshiping, Gnolls often have hyenas (or the giant dire hyenas) as guard animals or companions, treating them as members of the same pack. Occasionally multiple packs join together for large raids, though fighting between members of different packs is common during these raids, particularly when they squabble over food. A town or village that suffers such a raid is an eerie and terrifying place: blood is splattered and smeared over floors and walls, and only scraps of bodies remain uneaten. Any residents who survive the attack are dragged back to the Gnolls’ home and tortured, sacrificed to demon worship, or simply eaten when the Gnolls have regained their appetite.
A few other things that differentiate Gnolls from Orcs: Gnolls are more agile (high Dexterity), possess more shamans/spell-casters and are poor leaders (low Charisma). They have accomplished archers, partly because of their Dexterity. Gnolls are cowardly, some easy to flee from a fight that turns against them. They prefer hunting in outdoor environments (having no difficulties in sunlight unlike Orcs.), though they make their lairs in caves.
Unusual gnolls in a pack might include the beast-masters who work most closely with the hyenas, shamans/spell-casters, specialized archers or rangers, and demon worshipers. (Demon worshipers commonly possess dark magic and are believed to have communication with demons.)
Due to their small size Goblins are constantly bullied by their bigger brethren. Though this has taught them to exploit what few advantages they have; sheer numbers and malicious ingenuity. They hold no concept of a fair fight and favor ambushes, overwhelming odds, dirty tricks and any other edge they can devise. However Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee if the field of battle turns against them. With proper supervision though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Goblins are tribal. Their leaders are generally the biggest, strongest, and in rare occasion the smartest in their group. If Goblins share a tribe with Gnolls or Orcs, they are never leader of the tribe. Goblins survive by raiding and stealing (preferably from those who cannot defend themselves easily), sneaking into enemy territory by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all possessions, up to and including the clothing on their backs. Goblins sometimes capture slaves to perform hard labor in the tribe camps.
These creatures live wherever they can, from dank caves to dismal ruins, and their lairs are always smelly and filthy due to an utter lack of sanitation. Goblins often settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. Once a tribe has despoiled a local, it simply packs up and moves on to the next convenient area. Goblins are commonly found in the company of Gnolls and Orcs. Some goblins have been known to copy their other goblinoid brethren and use wolves (Or even Dire wolves) to carry them into combat.
Some elves are wild, free forest-dwellers, guarding their lands with stealth and deadly arrows or fierce magic from high boughs. While others protect their organized civilizations with the same ferocity, elves have lived so long in the world that they have become almost inured to its difficulties. Hardened by the unruly savagery of nature and seasoned by the hard lessons that Orcs, Gnolls, Goblins, and other creatures of the world are only too happy to teach. Elves have been known to be diplomatic, however most rely on hard-won intuition and senses tuned to an arrow’s point instead of reason, intellect, or debate.
Elves possess a profound, intuitive connection to the natural world they inhabit, and often perceive things others have not the skill or aptitude to notice. More-so then their humanoid brethren, Elves show an unnatural knack with magic. Since some of the most historic mages/spell-casters are in fact elven.
Elves, commonly categorized as wild elves, or high elves, are less concerned with relationships or lineages than with proven forest craft and hunting prowess, and usually choose the wisest and most perceptive member of a civilization to rule/lead. However, in all elf lifestyles, even the lowliest member doesn’t feel beyond his station in speaking his mind to any other elf, regardless of station, up to and including the leader.
What separates Wild elves from High elves is Wild elves usually live commonly in forests, shrub-lands, and other wildernesses. Also are less diplomatic and reason less than their High elf relatives. High elves live more like humans and dwarfs, building kingdoms and what not.
(Elves are not usually considered past adolescence until they reach 110 years of age. Their lifespans have been known to last between seven and eight hundred years.)
Dwarves are as hard as steel and as unyielding as stone in the face of their foes. They are stubborn, standing firm in the face of even the greatest of foes. Dwarves have a fierce and jealous love of gold and jewels that is matched by no other race. Though dwarves are the least magical race, they more than make up for their lack of magic with their tenacity and sheer toughness. Dwarves are among the most unyielding bastions against the darkness, second only to the elves in the defense against evil.
Dwarves are only about 4½ feet tall, they are broad and weigh as much as an adult human. Dwarves have the same range of complexions, eye and hair colors as humans, though they are rarely very pale and usually have ruddy skin tones. Male dwarves have long beards which they plat into elaborate patterns with gold beads. Females instead plat their hair (with similar gold beads). Taking great pride in the craftsmanship of their weapons and armor, which are generally decorated with gold, jewels and intricate patterns.
Dwarves value their ancestral traditions greatly, and will fight to the last to defend their ancestral homes. Dwarves honor the long-dead founders of their clans and ancestral heroes, and are proud of the achievements of their ancestors. Dwarves greatly honor ancestral weaponry and armor, treating such artifacts with great respect. Dwarves value their clan ties and ancestry greatly and deeply respect the clan elders. Dwarves consider it to be the greatest honor and a sign of the deepest loyalty to stand beside a friend in battle or to protect them from harm. Dwarves honor those who have died protecting others from harm. Dwarves are among the staunchest of bastions against the darkness, unyielding in the face of the mightiest of evils
(Dwarves reach adulthood around their 40's-50's and can reach up to 250 years in age.)
At one time in history dragons inhabited the world to a decent extent. But due to a high extent of being hunted and fought, Dragons are now fable to the general public. Many Dragons have gone into hiding and are only noticed after they steal from farmers livestock. However due to the vast amount of untamed land, dragons can usually live peacefully without interacting with Goblinoids and Humanoids.
(Dragons are not the focus of this role-play. They also aim to isolate themselves as much as possible from things like civilization, Goblinoids, and Humanoids. Ask a GM before bringing any Dragons into the rp.)
(Only half-breeds available are Half-Orc & Half-Elf with the other parent being a Human. Why? I'm not really certain on why, but that's how things are rolling.)
(Magic is present in this universe however I would like to see people be balanced. Meaning I don't want someone being a master swordsmen along with possessing powerful spells. If someone wants to have spells and not be a 'spell-caster' then they need to be mediocre in each skill. (Warrior or caster.) Or have one be significantly stronger than the other.)
1. Respect others. If someone is concerning you with their behavior, contact a gm. Don't wait until it causes an argument.
2. Don't god-mod, auto-hit, or create overpowered characters.
3. Travel time/posting time should be taken into consideration. (Example: No traveling across countries in a single post.)
4. Don't rapidly interact with people to simply get a quick reaction. If a post directed at another player is not responded to for at least 3-4 days. Then move on to someone else.
5. Try to post at least once every two days.
6. No dragon riders. As much as people want a pet dragon, I have to decline that opportunity.
7. For now the character max will be three. If reason proves worthy, I may allow people to control more than three.
8. When it comes to creating/interacting with an npc village or kingdom. Just keep in mind that Goblinoids and Humanoids are always at war and never at peace. If you wish for your created village, kingdom or tribe to be a part of their respective capital simply ask me or a co-gm.
9. Just because prisoners of war/slaves and heavy gore is possible in this rp. This doesn't mean we get to bypass standard RPG rules.
10. You must ask a player before killing one of their characters. However, please don't intend on everyone living forever, this is a hostile war environment.
11. I can add and remove rules for the good of the role-play. However will never implement a rule and pass punishment without a warning that a new rule is in place/being inserted.
Appearance: (Picture please.)
Equipment: (This includes weapons, armor, tools and etc.)
Also, MsKittyCatty is Co-Gm.
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Personality: Loyal, Respectful, Stubborn at times, Has an undying hatred for any and all Goblinoids, Constantly puts himself in danger to protect humanoids around him.
Bio: Growing up in the Humanoid Capital benefited Roy to a very high extent. Many retired warriors and war veterans trained him and forged the knight he stands as today. Due to his honor and loyalty to the Humanoid Capital, Roy has been gifted with the historic Knights Sword. After his Sword was gifted to him, he took his leave from the Humanoid Capitol to join Humanoid Kingdoms that are less fortunate in the times of the Undying War.
Now, Roy offers his services as a Knight or Slayer of Evil to any and all humanoids who possess problems with Goblinoid kind. Finding no challenge to big or small, Roy is determined to do what it takes to exterminate every Goblinoid threatening the Humanoid race's.
Equipment: 1 Single-handed Long-sword, 1 Kite-shield, 1 Set of heavy armor, 3 hidden daggers. 1 bag to hold his possessions, along with a few very minor healing potions/elixirs. It is not uncommon to see him traveling by horseback/steed.
Skills/Powers: Possesses master(high) level hand to hand, hand to weapon, and Weapon to weapon fighting skills.
Knights Sword: Roy”s sword has been passed down to many historic knights throughout the ages. Seeing countless wars and slaughtering endless enemies. For some odd reason, this sword never seems to rust and has yet to break. Alot of people, especially blacksmiths recognize this sword on sight.(The benefit of this sword, its nearly unbreakable and never wears down. It doesn't give him any strength or fighting boosts. Just a very trusty and durable sword.)
Personality: Reserved, Quiet, Stubborn, Intelligent considering his race, Despite his silent attitude if needed he speaks his mind and rather ruthlessly.
Bio: If it wasn't for his fathers original intentions, Raynock would have been killed instead of simply being left behind as the tribe carried on forward. Raynock remembers nothing of his childhood, only remembering his older brother raising him. His big brother was a half-breed like himself, though not legitimately his brother, he took Raynock in.
Raynock lived with his older brother until his orc past got the best of him. Knowing his lifestyle was unavoidable and unchangeable Raynock left his brothers supervision. Not sure if his older brother is looking for him, or even alive, Raynock continues his journey.
As life progresses Raynock realizes his natural talent. To this day only his older brother and a few others know his abilities. Raynock believes his mother or father was/is a spell-caster of some sort. Since he uses magic in battle to a decent extent. Of course he still uses his strength passed down by his orc ancestors. However it isn't always needed due to his skill in magic.
Equipment: He possesses little to nothing on his person besides living necessities. However he usually uses magic or is fists to fight in battle.
Skills/Powers: He possesses a good amount of skill in inferno/fire magic. He can increase his body temp/create flames on his body. (making his fist fighting, a bit more deadly.) He can shoot things like fireballs, flamethrowers. (However these spells drain energy rather quick.) He also knows some minor earth magic. But only to compliment his fighting. He only has some minor earth buff techniques at this time and currently knows know way to learn anything else.
Stone fist: His fists are as hard as stone and resistant as so. Meaning he can punch a suit of armor and actually do some damage.
Earthen stance: His body frame is as tough/durable as the earth below him. Making knocking him over and tackling him a very hard feat. This helps him hold his ground against stronger fighters. Also helps him keep immense balance during fights.
What he doesn't achieve with his magic he achieves with his fist fighting. He has been known to use underestimation to its finest in combat.
(Think of him as a molten monk. Of some sort.)
Other: He practices his magic whenever he feels its appropriate. Trying to become as strong as possible, in as little time as possible. Because being a half-breed makes the whole world against you. So being able to skillfully defend himself, is highly needed. Something you will see him commonly training, is his hand/fist combat. Since training with magic drains energy, it is done when he feels safest.
Age: 26 in human standard.
Personality: Contemplative, Constantly thinking of the bigger picture, Reserved, Quiet, Sometimes to kind/sympathetic for his own good.
Equipment: One Long-Bow, 1 single-handed Long-Sword. 1 hooded cloak,
Skills/Powers: Holds master level skill with a bow & arrow, can defend himself somewhat with his sword.
He possesses a great amount of magic that assists his archery.
Magic Arrows: He can simply pull the string of a bow and sacrifice a miniscule amount of energy to make an arrow of pure magical force. (Meaning it has no element base.) These arrows hurt just like any normal arrow except disappear shortly after hitting their target. They also look just like an arrow, except unnaturally white in color.
Splintering Shot: When shooting an arrow he can choose to make it splinter into 2-3 arrows max. Allowing him to hit up to three targets at once or simply fire multiple shots at one individual.
Hail of Arrows: Shooting an arrow high above his enemy, he uses magic to make a volley of arrows fall onto his opponent/target like rain. Hail of arrows range is no more then 2-1/2 yards in radius.
Other: Commonly mistaken as a full bred elf by humans, but always known as a half-breed by elves. Arthose avoids the confusion of who he is or his past, by living deep in the wilderness where he is as close to the war between humanoids and goblinoids as possible.
Keela Varis The Human. Shira The Goblin (MsKittyCatty)
Aurog Dreadspear The Orc. Zeeke Rak The Goblin (WitchChild)
Kallam Mantel The Human (Vorpe)
Elleventia The Elf (deadpixel101)
Vanna'Azafel Orbryn The Half-Elf (Lexzah)
Raziki The Gnoll (KiraVanhelsing)
Bronmere The Dwarf (heilige soldat)
Orok Vregu The Orc (GodOfChaos)
Taiktzzu The Gnoll (The Void)
Caoimhe The Half-Elf (LillithxChrist)
Avalona The Elf (Makarov)