Hidden 9 yrs ago 9 yrs ago Post by Orior
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This Roleplay is open! Please submit a character in the OOC!
I may be looking for a Co-GM.


Welcome to the remnants of Reath...

This world was called Reath. A small yet diverse place, it had many races and nations, cultures and practices. The most notable features of Reath were the kingdoms and nations that inhabited its lush surface. Mighty King Elrin's kingdom, spreading from the Yussand Coast in the southeast to the towering Thutilan Mountain Range that divides the continent in two laterally, was one of the largest settlement in Reath's history. In the northern forests, Emperor Hyryndill's reign over his fae brethren was peaceful and prosperous. Underfoot the dwarven city-states bustled with wondrous activity, creating great works of smithing, enchanting, and engineering. In every nook and cranny between the three main powers, countless peoples, religions, and factions thrived in harmony thanks to the active trade between the friendly nations. The world was old, a thousand years these populations lived together and after countless wars and disasters, came to this place in time where they had transcended such separation. They turned to innovation, and the world entered an era of previously unknown tranquility.

As the mortals of Reath were on the cusp of a new generation of richness, the Great Mitchin decided that this world was now complete; the mortals had reached their potential. No longer providing the entertainment he craved, The Great Creator turned on his children. The mighty leader of the Divine Pantheon descended to bountiful Reath and razed every major settlement to the ground. His divine power, backed by every member of his pantheon, destroyed the wondrous works the races of Reath had toiled to create. Now, these gods roam Reath, looking to completely eradicate all life and start anew. Some pantheons still support their child-races, but they pale in power to the Divine Pantheon. All life is scurrying to hide, before Mitchin strikes them down with his mighty hammer. You have either survived the Great Descent of 20 years past, or are a child born in this desecrated husk.

The Great Descent



Previous State of the World



Current State of the World



The People of Reath



The Pantheons

(Deities that are black are Anti-Gods, and deities that are yellow are not.)

Just because a deity is a part of a certain pantheon does not mean that only that race can worship them. Gods and goddesses affect more than their same-raced peoples. There are many more deities in every pantheon than those named below; these are just the most powerful and most prominent.











Magic





Technology & Industry





Starting Point & Plot



Posting & Combat



Rules & Notes

Rules
1. I originally had a point system in place to keep characters modest; don't try to make your character some amazing, indestructible hero. I won't take kindly to it. Keep your character reasonably powered. I intend to have the characters become more powerful over time.
2. Don't be a dick
3. Follow site rules
4. Blue lightning is a thing in this RP so I will kill your character if you don't listen to me. :p I'm kidding of course, just know I'm the GM. I'm pretty open to suggestions and working things out though so hopefully no issues.
5. This is my first roleplay, so if I'm a bit all over the place, please remember my inexperience! Also feel free to comment or call me out on anything!
6. The CS is in the link below.

Please do not post characters in the Characters Tab! I will do that! Submit them here for review and acceptance. ------->This is the CS! RIGHT HERE. THIS LINK IS THE CS. <-------- Do not edit the text in the link, please copy the sheet into RPG and then edit. You can add anything you think is missing, but please do not redact anything (other than magic components for non-magic using characters (vice versa for mages/priests) -OR- the hider at the top if you have no pictures. If something doesn't apply please put N/A for now). Also, you can remove my bracketed comments.

I have an Etherpad for this RP here. I'll be on it a lot for chat and to keep a log of what's happening IC.

There are aspects of this, especially about the warfare between the deities and the enemies you will face, that are not detailed. This is because your character likely does not know about them, unless they are a priest that's been studying the subject for a bit of time (which, I will allow one besides my character). The skill point system is in place to keep characters' power in check; an important part of this RP will be physical and emotional development.

Hidden 9 yrs ago 9 yrs ago Post by Orior
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Name:
Delsaran Taranath

Age:
33

Race:
Frost Elf

Appearance:
Delsaran sports long, snow white hair past his shoulders styled plainly with extended bangs, which, at times, he keeps in a ponytail. The Frost Elf has alabaster skin marred by various scars, though none draw too much attention to themselves. Pale lavender orbs watch the world with wary eyes, a common sight in the desecrated Reath. He stands at 5'7" and has a moderate build, showing that he is taut and traveled, but not martially inclined. His features are angular with almond shaped eyes and a thin chin. He now mostly dresses in the plum robes of the Priesthood of Relanthon that has a white sun embellished one the back. The robes are enchanted with divine magic which makes them more than conventional for travel.


Personality:
Del is a congenial man when caught at the right time. However, due to his responsibilities and the state of his charges, he is often under pressure and stress, and at times like these he is blunt and efficient. Del is a man with much to do in little time, and he doesn't like those who stand in the way of progress for his charges. He's a born leader, although admittedly not a strategist, and even though he is not near the top of the order, many in his clergy come to him for advice and assistance. Outside of town, Del is a strong willed and knowledgeable survivor of the wasteland that was once Reath, having spent much of his time with the clergy rescuing others and bringing them to safety. Despite this, he is really a friendly, warm person, who does his best to do the right thing. He tries to bring good people back to Urenda in hopes that they will look after the place whenever he is gone.

Morality/Religion:
Del is a priest of Relanthon. He has few oaths or commandments, but must act in accordance with his God's morals. The Elven God stands, resolutely, for doing the right thing in any moment, and protecting those who cannot protect themselves. He views life and nature, both, as sacred and will defend both until his death. The semantics of religion do not bother Del, he cares not for rivalries made in a world long passed, and instead focuses on the here-and-now and what he can do for the helpless mortals of Reath.


Biography:
Delsaran was born and raised by a small community in one of the most northern settlements of Frost Elves in the frosty tundra at the top of the continent. Raised in a life that cherishes every resource dearly, Del was taught early on to work for what ever he needed. Their clan was close from being so isolated from the rest of the world, and they worshipped both Relanthon and the elven goddess of winter. When he was young, Del was a page for the clan's Relanthpn Priests. He had never known his parents, as they had died his first winter, and was raised communally between the priests and other helpful clan members.

The Great Descent began, however they did not get affected until the elven defectors came down and drove the northern cland either into the icy sea or to the south a few weeks later. Delsaran fled south with his clan, trying to rally with their southern kin, but found much of the previously lush forests uprooted and chared by elemental storms. Over time, Del, a novice priest, got separated from his clan through violent circumstances, and traveled alone until he met Yuuril Eletha.

He met the high priestess in the south as her and her remaining clergy were fleeing a dark storm. They took refuge together and the younger man joined their ranks. Then congregation headed north and set it out on the high road. They found the ruins of Urenda. They moved on, having had no plans to stop, however they were ambushed by a cult of demons. The attack was short lived, but they realized that several of their members were taken from them. They traveled into the city, falling into an expected real. The congregation had managed to thin the demon ranks somewhat, but they're eventual victory was attributed to an incredible feat of the high priestess. They cleared the rest of the ruins, and so was the start of the new city.

Other Notes:
N/A


Class:
Priest

Combat Style:
The priest has access to the Creation school of magic through devotion to his deity. He specializes in the Life and Light aspects as a low experience caster. Shield spells, healing spells, and empowerment spells are specifically offered by this deity. Eventually, the priest will be able to summon the servants of this deity from their home plane. A priest is a force for good in the world, and by mixing his magic with physical prowess, he becomes a more efficient guardian. He wields a large staff with a bladed end as a weapon. He tries to keep a distance from attackers and attempts to disarm or distract with magic.

Weapons / Tools:
  • Divine Robes: These robes are enchanted to resist damage. Because it is imbued with light, any shadow or demon that touches it will be burned.
  • Biting Staff: A five foot staff made of redwood with a sharp, with an 8 in. iron blade at one end and a weight on the other.

Skills / Natural Abilities:
  • Frost Elf: He can create sparks with his hands.
  • Cold Resistance: The elf grew up withstanding the harshest of blizzards and constant, extreme cold.
  • Willful: He is strong of mind; he does not fall easily to Charm or Illusion Magic.

Spells / Magical Abilities:
  • Light Shield: The priest creates a shield of light. It radiates a bright light and shields against both physical and magical assaults for a short duration.
  • Blinding Flash: A bright flash of light comes from the priest, blinding any who don't shield their face, rendering them disoriented.
  • Arrow of Light: A biting projectile of light shoots at a target.
  • Dispel: The priest can dispel magical effects
  • Banish: The Priest can command low-level extra-planar beings to flee an area for a short period of time.
  • Heal: The priest can stitch together minor wounds and sooth burns. The priest can heal other minor health complaints such as aches and pains, as well as simple sicknesses.
  • Purify Food/Water: The priest purifies food and/or water for consumption.

General Equipment:
  • Rucksack, containing the following
    • Silver Relanthon holy symbol necklace
    • 3 days rations
    • Small hunting knife
    • 20ft hemp rope
    • Bedroll

Miscellaneous:
  • N/A
Hidden 9 yrs ago 9 yrs ago Post by gammaflux
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Hidden 9 yrs ago 9 yrs ago Post by BCTheEntity
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So I've started work on my character, which you can look at below, but before I add anything else, I'd like to know if this would be an appropriate class for my guy who punches attacks with fire.

Class:
Battlemage: Mixed Style, Weapon OR Spell
A battlemage is one who has taken to both physical and magical combat. Typically, but not always, representing an Arcane caster, they adopt combat styles that usually utilise melee combat, be it with fists or held weapons, as well as magic that complements their chosen method of physical attack, such as ranged options or enhancements to their physical abilities.
No longer relevant.


The only thing that might feasibly be a problem there, from what I see, is that they have a choice to make between a weapon or a spell, which the other classes so far presented haven't, but since it is a dedicated Mixed Style class, I figure that's not too much of an issue, granted that most users would still have to pay at least 1 SP for the other option anyway.

Hidden 9 yrs ago Post by Orior
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@gammaflux Accepted! :D Welcome back!

@BCTheEntity That idea seems good to me and that starter works just fine!
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Cool. Continuation of the character will probably occur tomorrow, then, since it's now quite late for me.
Hidden 9 yrs ago Post by Kitsune
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Still working on my sheet, likely will be up and ready by tomorrow =w=
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Hidden 9 yrs ago 9 yrs ago Post by CrystalApple
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CrystalApple Take a bite, I wont mind~

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Hidden 9 yrs ago Post by Orior
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@CrystalApple I'm not sure how cool I am with your bard's instrument being an organ. :/ Something so large would not be able to be summoned easily; would you consider starting with a smaller portative organ? Plus, an organ wouldn't necessarily be unheard of (except for countryfolk but what do those potato sacks know?). Not that they wouldn't be rare, they definitely would and you character would find those who were unfamiliar with it.

Also, I would need an explanation as to how your character would get such an instrument because it's an item/tool/weapon. That instrument would be an Asset because it is not normal (can be summoned) and the implied fact that it unknown.
Hidden 9 yrs ago Post by BCTheEntity
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I've updated Magnus' sheet with his skill allotment. Since there was such a major issue with power scaling for Koe Henir in the previous incarnation of this game, I'd ideally like to make sure there aren't any problems with Magnus here before filling in his personality, biography, etc..
Hidden 9 yrs ago Post by Orior
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@BCTheEntity I don't have any functionality problems with your CS, just the fluff!

Is his armor all cloth, that's enchanted against physical attacks and destruction magic? Or is it plate (it sounded like that kinda to me, but I wasn't really sure)? Platemail itself would be 4 SP 'cuz it's heavy armor. I don't have a problem with it if they're just robes that were enchanted against those things; it wouldn't be any weaker if you're willing to spend 4 SP on it.

Also, the semantics of his aura, though ultimately what you can do with it is fine. I'd rather it be like, the first SP is for the whole fire aspect, which I look at is as your character can just summon fire to do whatevs in that area, and then the upgrade being the slight(half a foot is slight to me) distance boost as well as the increase strength/speed. The conditions you put seem fair to me.

You dont really need to change anything because the end effect is fine, so, yeah.

I really like him so far! He's really different from the other characters we had.
Hidden 9 yrs ago Post by gammaflux
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Can I change Haggler to Field Medicine?

Field Medicine: Caelica knows how to better aid those that are injured when using bandages, healing salves, and the like.
Hidden 9 yrs ago 9 yrs ago Post by BCTheEntity
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@Orior Glad to hear functionality and originality is good. Magnus' clothing and armour setup basically runs, in order, as "clothing layer 1 for padding and wearing outside of armour -> enchanted heavy armour, including plate outer layer and helmet -> clothing layer 2 to disguise the armour -> robes to further disguise the armour"; essentially, the only part of his clothing that acts as armour is, well, the armour. I won't make any changes to that if you'd rather I didn't, but I imagine the outer layers of clothing could feasibly be enchanted to self-repair, given that that's presumably a fairly easy enchantment to perform upon cloth, and that it wouldn't provide any additional benefit the way having the armour self-repair would (though I could add a self-repair feature to the armour too, if that wouldn't end up being too powerful). As for aura semantics, I can change that easily enough... and, if you don't mind, I had an idea to slightly alter the crystal stave so that it also has a stabbing point and somewhat sharp edges in addition to the whole "blunt force bone cracking" thing.
Hidden 9 yrs ago Post by Orior
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@BCTheEntity Hmm, okiedoke.
I don't want you to add that it's self repairing. Although benign, such an enchantment would be very beneficial to a character, especially in this setting, and that would have to be an upgrade (im assuming you mean making the robes self repairing, because then it's still your armor, just your magical armor). It's true that it isn't a difficult enchantment in general, but I don't think it's a small thing. I was looking at your armor as just a set of robes, because if it wasn't I wouldn't allow it. Not only is it a set of platemail, but it's also enchanted robes (you can wear as much plain/padding/disguising clothing that you want, the "robes" are the clothes that are enchanted), and that kind of sways me a bit. The platemail is at least medium armor, if it isn't a full set, and the enchanted robes are light armor. That's 5 SP; if it had been just the robes that act as strong as platemail, then it would just be upgraded light armor.
How much platemail is he wearing? If it isn't too much I'd just let it slide. A plate out layer and helmet is what, a helmet, breastplate, fauld, cuisse, and placard? The weapon change is also no problem. So like from just a mace to a flanged mace?

@gammaflux Yeah sure np! You'll notice I link to the original character post now so you guys can edit all the time without asking me to change it if you just edit/reword stuff.
Hidden 9 yrs ago Post by BCTheEntity
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@Orior Uh... I don't quite understand what you're getting at here. Just to clarify, the outer clothing layers themselves don't actually have any significant protective properties to them. That's all in the platemail, which I assume is possible to enchant to be resistant to magical damage as well as physical. Enchanting the outer clothing to self-repair therefore wouldn't improve Magnus' defense in any way, if indeed it was allowed, which would mean that they still aren't actually "armour"; assuming all of that holds true, the question would then be if a similar enchantment applied to the actual armour (i.e. the platemail, which is in fact a full suit, hence its excessive usability restrictions on non-heat-resistant people) would be too much. As for the stave... it's more like a long club that's generally dense and heavy than a mace with all of the weight at the end. The addition of a stabbing point and edges would be to improve its effectiveness against heavier armour, both chain and plate; the point can stab through chain links and weak points in plate, whilst the edges focus the force of a blow along a thin line to better crush plate, as opposed to actually cutting things as I may have initially implied.
Hidden 9 yrs ago 9 yrs ago Post by Orior
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@BCTheEntity Ok, that was what I was trying to get at originally. Platemail is heavy armor in and of itself; you'd have to enchant it against magic, which would be an upgrade. If it was a set of robes and plate pieces, I would have just counted it as heavy armor, because it had some physical defense and some basic. I was under the wrong impression.

I just meant the mace as a comparison. Do whatever you want with it as long as its not enchanted! Feel free to make it as reasonable exotic as you want.

... I'm thinking about splitting up Skill Points with Gold as a resource, so people can buy whatever they want in terms of weaponry but I'm not sure.
Edit: I just really think that would make it too complicated.
Edit2: Debating whether or not to eliminate Skill points and only just gold for things like armor and weapons. The only reason I use the skill points is because I hate if when people have their characters to crazy things just because their limits are undefined.
Hidden 9 yrs ago Post by BCTheEntity
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@Orior So what, the armour would just be armour, then? That sucks, but I guess if that's how it has to be... as for using gold as a resource, yeah, that could be done, but I can't imagine that anyone who wants a weapon won't simply start off with one from the get-go. Paying for things to be enchanted, on the other hand...
Hidden 9 yrs ago Post by Orior
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Yeah, that's how I was going to it. Some people can start with a weapon for free, and I wouldn't make basic weapons that expensive. Besides, I don't think it would be uncommon to come across corpses still baring weapons, so maybe I would just let people have basic weapons free.
Alright. I'm going to rework the system when I get on a laptop. I can't really at the moment
Hidden 9 yrs ago 9 yrs ago Post by Orior
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Ok - here's what im going to do.
I eliminated the point system, and am trusting you all to be reasonable. At this point, @BCTheEntity, your character is accepted.
Gold and renown are going to be used for item repairs, enchantments, upgrades, ect, in IC, and I'll find a way to give out more power as time goes on. My character is going to be going under construction, as well, to be more similar to his last reincarnation. I didn't mention gold in the OP because gold isn't as accepted as much as payment any longer, so prices will be hashed out IC.

@gammaflux I apologize for the inconvenience, but could you edit your character as well? :3

Sorry for giving everyone a run around, but look on the bright side! You don't have to deal with it anymore!
Hidden 9 yrs ago Post by BCTheEntity
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@Orior Seems legit. You know what occurred to me as a thing, though? It says in the fluff for dwarves that they have "a hereditary resistance to magic". Would it therefore be reasonable to assume that Magnus, and by extension other dwarves, would also have magic resistance as a natural ability, or...?
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