This is my first fantasy RP since coming to RPG, which is odd since I always used to love these types of RPs. Hopefully people enjoy the RP, because I'd like to try and make it a persistent world.
Plot - One week ago, you awoke from a terrifying nightmare in the middle of the night. The terror subsided as you realized it was just a dream, and as you lay back down, you can barely even remember what the dream was about. However you have the nagging feeling that it was somehow important. Then you notice a strange glow coming from your bedroom window. As you look out, you can see, far off in the distance, a swirling vortex in the clouds, and flashes of blueish lightning coming from the vortex. As you watch, the sky is lit up by brilliant blue fire and a massive meteor breaks through the clouds and falls to earth, somewhere in the northern sea. The glow, subsides, and the clouds grow dark. Soon you can no longer even see the place in the distance where the meteor fell.
Since that day, however, strange things have begun happening in the world. Magical phenomenon, and an increase in monsters roaming the country. Small villages are being attacked, crops destroyed, and live stock slaughtered.
The army is spread thin enough trying to deal with these threats, and the king can spare no troops to try and find the source of these strange occurrences. So instead, the king has turned to you. Adventurers, heroes, mages and thieves alike have been summoned to take up the quest. Fame and riches have been promised... All that has been asked in return is that you find the source of this growing darkness, and stop it before it is too late.
Setting - Legend of Ne'Ral is a high fantasy RP set in a magical world with a slight steam-punk element. The world is vast and full of strange creatures and places, some of which might look similar to our own world, while others may be completely alien to us.
Humans - (Life span roughly 100 yrs) If you don't know what a human is, you need serious help.
Strengths/weaknesses: well rounded race, good for any type of class.
Elves - (Life span roughly 500 yrs) Graceful and intelligent race. Elves have long ears, and are slightly taller than humans with a golden tint to their skin. They have the unique ability to speak directly to nature (plants, not animals).
Strengths/weaknesses: Well rounded with a slight focus on magical ability.
Dark Elves - (Life span roughly 500 yrs) Similar to their elven brethren, the dark elves are more in touch with nature and choose to live closely with it, deep in jungles and forests. They are similar in appearance to elves, but with dark skin tones, and bright red, orange, and yellow eyes.
Strengths/weaknesses: Well rounded with a slight focus on agility/speed.
Half Elves - (Life span roughly 250 yrs) Half human, half elf (normal or dark). They can still commune with nature to some degree, but not as well as full blooded elves. They are more likely to dwell in human civilizations than their full blooded brethren.
Strengths/weaknesses: Well rounded with a slight focus the same as their elven half (speed/agility or magic).
Dwarves - (Life span roughly 300 yrs) Short, broad, and hairy humanoids that normally dwell in mountains or caverns. Despite their size, they are generally quite strong.
Strengths/weaknesses: Well rounded with a slight focus on combat ability.
Leer - (Life span roughly 50 yrs) Canine like humanoids that resembled were-wolves. They are skilled fighters and fiercely loyal, making them the perfect soldiers. Their appearance, like with dogs, depends on breed.
Strengths/weaknesses: Strongly weighed towards combat roles. Falls short on magical ability.
Sphynx - (Life span roughly 50 yrs) Feline humanoids. They have the ears, hind legs, claws and tail of a cat, but the body, and head of a human. They are fast and agile, making them great archers, thieves or assassins. Their appearance depends on breed.
Strengths/weaknesses: Strongly weighted towards speed/agility roles. Falls short on combat ability.
Druid - (Life span unknown) Goat like humanoids, possibly distant relatives of were-wolves and Leer. They are incredibly intelligent and gifted with near boundless magical power. They can communicate telepathically and also have the ability to use telekinesis on small objects, and themselves. It is unknown what their average life span is, or if they even have one. Druid seem to pick their time of death, and the current druid elder is nearly 15 hundred years old.
Strengths/weaknesses: Strongly weighted towards magic roles. Falls short on speed/agility.
Non-playable races -
Orcs - Large green beasts, not necessarily evil, but still openly disliked by most of world. They are nomadic and travel in small tribes, mostly around their home country.
Dark Orcs - Similar in appearance to normal orcs, however they have dark skin and red eyes. They are empowered by demonic energy, and live to serve the demons, who they swore allegiance to three hundred years ago. They safe guard the gateway to the demon's country, preparing for the demons return and hunting their brethren who did not side with the demons.
Draconix - though it is unknown if any true dragons still exist in the world today, their brethren, the draconix, still exist in some parts of the world. These dragon like humanoids are highly intelligent and powerful. They usually are extremely skilled in a single specialization of a magic school, and can turn into true dragons at will, however this drains their magic reserves quickly and can only be done for short periods of time.
Dynn - A long extinct race of immensely powerful, angel like humanoids. It is said that they abused their magical power, and became power hungry. Legends and myths speak of an ancient war between the Dynn and the other races of the world, in which the Dynn tried to conquer the world, but were instead wiped out.
Demons - Hellish creatures that once poured into the world from a portal to another dimension, located in the barren wastelands of Lordragon, former home of the draconix. The portal, known as the demon's well, has been sealed for nearly 300 years, however it is unknown if it will remain sealed or if the demons will one day walked the face of Ne'Ral once more
Each characters abilities are divided into 6 categories. These categories are strength (STR), defense (DEF), mind (MND), spirit (SPI), agility (AGI), and dexterity (DEX). By default, each person is somewhere in the middle for each of these skills, but can choose to select tip the scales to specialize their character. In order to take on ability as a strength, you must also take one on as a weakness. You can take as many stregths/weaknesses as you wish, as long as you understand that that means you have that many more weaknesses, as well:
Strength - Affects character's physical strength. Those strong in this ability will be able to hit harder and do jobs that require great feats of strength.
Defense - Affects a characters ability to take damage. Those strong in this ability can take a beating and endure beyond normal limits, even when their body is exhausted or broken.
Mind - Affects a characters intelligence. People strong in this are cunning and smart. They are great strategists, puzzle solvers and possible socialists.
Spirit - Affects a characters magical ability. People strong in this are able to learn more magic, and manipulate magical energy to a greater degree.
Agility - Affects a characters speed and other things. People strong in this will be faster, more agile, and more flexible. They will have greater stamina than others and will be light on their feet.
Dexterity - Affects a characters skill with their hands. People with this skill will be masters of slight of hand, skilled lock-picks and good thieves.
Magic - Magic is split into 5 different schools. By default, each person is trained on one school of magic, however, making spirit a strength will allow you to take a second school of magic. Inversely, making spirit a weakness will remove your ability to use magic
(Ripped from Elder Scrolls. sue me XD )
Destruction - The ability to manipulate the primal elements to your will and wield them as deadly weapons against your foes.
Conjuration - The ability to summon various useful things, such as food and water, other supplies, weapons and even monsters to fight for you.
Restoration - The ability to heal wounds, ailments, enhance yourself and your allies and wield light itself as a weapon.
Illusion - The ability to manipulate the mind, senses, and perceptions of others and yourself. You can make things invisible, summon lights for illumination, make things appear that aren't really there, and even alter people's emotions and thoughts.