The country of Velt has existed for a long, long time. Centuries have passed since it first rose, and there is no sign that it will fall. However, throughout its long history, and even prior to that, there have been ancient structures, old buildings left to time. Dungeons beneath the earth, ruined and lost. The remains of castles, left by ancient lords who fled or perished. Temples to dark gods lost to history. These ruins lie across the land, and have a certain allure.
It may be for different reasons. A noble paladin might seek to exterminate a dark presence within the dungeon. A thief may seek treasure beyond their wildest dreams. For whatever reason, there are those who would delve into the darkness of these ancient holes, halls, and temples, and fight their way to the deepest of depths, risking their lives. For justice, treasure, or glory, all of these reasons may motivate those venture into these "dungeons". Some may even venture beyond Velt's borders, to the neighboring country of Ithillin to seek the ruins of the ancient city of Talderia, though no-one has ever returned from its darkness.
So, why is it that you venture into the depths? Justice? Treasure? Glory?
Only you may answer these questions.
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So, um... dungeon crawler RP! The basic set up is... pretty simple, eh-heh. Um, characters are part of a party, and they head from dungeon to dungeon in search of whatever may lie within. However, there's a bit of a twist to this: Each dungeon is GMed by a different player, who comes up with a theme for the dungeon and what creatures, traps, and treasures lie within.
There will be down-time between dungeons, as well, where characters can gather supplies and talk with one another.
A few things of note:
Races: Please pick from the list of playable races, no original races permitted.
Classes: Yes, there are character classes in this. However, it's strictly flavoring, just defining what your character is good at. There's no stats or anything involved, after all.
Dungeons: When you're GMing a dungeon, you need to give a vague idea of the layout and what will lie within. I'll look it over and approve it like I would a character if it meets my approval.
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Playable Races(note: These are only the ones I have defined already):
Non-Playable Races:
Locations:
Other:
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Bios:
Dungeons:
It may be for different reasons. A noble paladin might seek to exterminate a dark presence within the dungeon. A thief may seek treasure beyond their wildest dreams. For whatever reason, there are those who would delve into the darkness of these ancient holes, halls, and temples, and fight their way to the deepest of depths, risking their lives. For justice, treasure, or glory, all of these reasons may motivate those venture into these "dungeons". Some may even venture beyond Velt's borders, to the neighboring country of Ithillin to seek the ruins of the ancient city of Talderia, though no-one has ever returned from its darkness.
So, why is it that you venture into the depths? Justice? Treasure? Glory?
Only you may answer these questions.
-
So, um... dungeon crawler RP! The basic set up is... pretty simple, eh-heh. Um, characters are part of a party, and they head from dungeon to dungeon in search of whatever may lie within. However, there's a bit of a twist to this: Each dungeon is GMed by a different player, who comes up with a theme for the dungeon and what creatures, traps, and treasures lie within.
There will be down-time between dungeons, as well, where characters can gather supplies and talk with one another.
A few things of note:
Races: Please pick from the list of playable races, no original races permitted.
Classes: Yes, there are character classes in this. However, it's strictly flavoring, just defining what your character is good at. There's no stats or anything involved, after all.
Dungeons: When you're GMing a dungeon, you need to give a vague idea of the layout and what will lie within. I'll look it over and approve it like I would a character if it meets my approval.
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Playable Races(note: These are only the ones I have defined already):
- Humans: Straightforward and coming in many varieties. Humans in Velt are ruled by the King and Queen of Velt, living in the White Tower at the Veltan capital of Meridan. However, these are not the only humans in Velt, as there may be those hailing from the neighboring country of Ithillin, or even as far north as the cold and icy Barukstaed.
- Elves: Elves, too, come in several varieties, with splits even within these varieties. High Elves dwelling in cities, High Elves dwelling in forests, Wood Elves dwelling in Forests in both tree-cities and in a manner more one with nature, Dark Elves dwelling beneath the earth and far to the North in Barukstaed. The greatest differences between these varieties is culture and architecture, as all elves are unable to die of old age. They are also capable of reproducing with humans, producing half-elves.
- High Elves: There are a handful of High Elven settlements beyond Lethienvel, but they are few and far between. Rarely, a High Elf from beyond the veil will venture into the rest of the world. High Elves boast perhaps the greatest proficiency with magic among their kind.
- Dark Elves: From the Far North, Dark Elves are mysterious folk who dwell so far to the North that the sun rarely pierces the snowstorms. Another rare sight in Velt. Dark Elves are highly proficient assassins and are skilled in the art of stealth and infiltration.
- Wood Elves: The most common variant of Elven kind in Velt, and the youngest, Wood Elves dwell in forest cities and towns. They are fond of solitude, but gracious hosts to visitors who arrive with their permission. Few intruders, however, return alive. Wood elves are known for their skill in archery and hunting.
- Dwarves: Short, bearded folk dwelling in their deep mines and working metal, dwarves have a reputation for honesty, loyalty, and being the most stubborn people you could possibly meet. Dwarves often build vast kingdoms within mountains across the land, the largest in Velt being Draz'khzidra(a word humans often hurt their throats trying to pronounce). The dwarven capital is Northeast of Velt, in the great Grey Mountains, home to their most vast halls and the Deep King. Dwarven metalworking is the best by far in the land, but they lack magical capabilities entirely.
- Nem: A diminutive race from the deserts of the south, the Nem resemble small humans, commonly reaching heights of around 3'4-3'5. They are universally pale in skintone, with red or yellow eyes and black hair. Nem males cannot grow facial hair, and as a whole they are small and agile but lacking in physical strength. They are also known for being skilled archers, and wielding curved swords(well, more like daggers to the larger races). Their language lacks an equivalent to the letter "B", and some Nem have trouble pronouncing it as a result. They are nocturnal and possess excellent night vision, but during the day their vision is slightly worse than a human's. They also easily burn in the sun and must wear covering clothing to move during the day. Most Nem live in their desert homes, but there is a sizable number in Velt as well. They have an extremely low alcohol tolerance. Nem worship a night goddess known as Ila-Nem.
- The Hundi: The Hundi are a a near-human race. On average they are around the average human height, or slightly shorter. What physically sets them apart from humanity is their soft, furred, dog-like ears and tails. Loyal, proud, and honorable, the Hundi are said to be incapable of lying. On every Hundi's sixteenth birthday, they are sent on a journey to practice their highly-valued combat skills and learn about the world first-hand. An unusual custom of the race is their unique marriage rights. An opponent who defeats a Hundi in honorable combat immediately gains the position of that Hundi's fiancee, to be married as soon as possible. Hundi are most common in Ithillin, but some enter Velt as part of their mandatory quests, or as wanderers or the occasional sellsword.
- Sapient Undead: Living beings who have, for whatever reason, revived after death with their mind intact. Usually this process only occurs with the recently dead. In place of the inherent life of any living being, they possess what magi refer to as a "mana reactor", a wellspring of mana simulating life and allowing a corpse to be animated. Their bodies do not decompose, and they are immune to poisoning or the effects of bloodloss(though their blood does indeed flow it serves no purpose). The "mana reactor" allows their bodies to heal, but decapitation is unquestionably death for even the most powerful of sapient undead. They can also be hacked to pieces, their bodies capable of healing but needing its parts to be fixed in place before such a thing is possible. One possible source of Sapient Undead is necromancy.
- Fairy: Fairies resemble female, human-like children. With the exception of the fact that human children tend not to be six inches tall at most, winged, and wearing clothing made from flowers. Fairies possess translucent insect-like wings, and all fairies are female. They tend to possess a childish immaturity, but they are in fact adults. Fairies tend to be inquisitive and curious, as it benefits such a small race of beings to investigate their surroundings thoroughly. Their curiosity extends to when they meet new people, as well. Fairies are mostly harmless, the worst they seem to be able to bring themselves to do being mischevious pranks upon other, larger races. However, harming or killing a fairy will bring the anger of other fairies upon the perpetrator, and they carry a large amount of sharp objects and not how to aim for the eyes and throat far too well. Fairies cannot die of old age, and only violence or disease can kill a fairy.
- Nagas: One of the monstrous races, and a somewhat uncommon sight in cities, nagas are human until you reach their thighs. For, from the thighs down, a naga possesses a strong, thick snake tail instead of legs. Nagas are carnivorous and possess sharpened teeth, though no naga dwelling in Velt is venomous. There are various races of naga across the lands, though only one dwells in Velt. A naga's tail is incredibly strong and remarkably dangerous.
- Harpies: A mountain-dwelling monstrous race, harpies are an unusual race of beings in that they are entirely female, relying on the males of other races for reproduction. In place of arms they have a pair of wings, and therefore lack hands and cannot create clothing or tools easily. Harpies dwelling in towns or cities often live with a roommate of another race in order to be dressed properly. A harpy's bird-like feet are highly dexterous and possess sharp claws, and their wings are strong enough to easily break a man's arm. They are light due to their hollow bones and highly cold-resistant. On average they are somewhat shorter than human females.
Non-Playable Races:
- Orcs and Goblins: A race divided into two categories, largely by strength and size. Orcs are on average a head taller than a human man, and are very burly and powerful. Goblins are usually a head shorter on average, and are wiry and thin. They usually possess sickly green or grey skin, and are violent barbarians who pillage and steal from others. Orcs are generally found roving in warbands, while Goblins often hide in deep, dank caves. Both Orcs and Goblins are known to eat the flesh of other races. Orcs ride boars, often given aggression-boosting herbs. Ever since the war with the Orcs in Velt, a hundred years ago, their presence has been quite limited to roving raiding parties.
- Trolls: A relation to Orcs and Goblins, Trolls are tall, muscular, and dim-witted beasts. Eating anything they can get their hands on, trolls are more monsters than they are sapient beings. Orcs often use them as attack dogs of a sort, filling them with aggression-boosting herbs.
- Mindless Undead: Undead reanimated by a source that does not retain their mind. These undead can be revived at any point after death, and unlike sapient undead their bodies are not preserved. Rotting corpses or skeletal warriors, mindless undead crave flesh and will attempt to consume it even though they are incapable of digesting it. With the aid of guiding intelligence, such as a necromancer, mindless undead can wield weaponry. Necromancy can also raise mindless undead. They may also occur in places of great violence or magical disturbance. While a bite from a mindless undead can cause unpleasant infection, they are usually no great threat to a prepared warrior. Mindless Undead are considered an abomination by the Dual Church of Reon and Mayon, and are exterminated whenever possible.
Locations:
- Velt: The country of Velt is a vast land composed largely of plains and forests, with a few notable mountain ranges(such as the Northern mountain of Cahladren, home to the dwarven city of Draz'khzidra). The River Nirinel runs through the heart of Velt, and the Veltan capital of Meridan is situated on its Southwestern bank. Velt is dotted with ruins of the past, from the crumbling Blue Ridge Watchstation overlooking Vaelin's Lake, to the deep, dark ruins of the Prison-Castle of Mad King Haldric. Meridan is a vast, wealthy city, featuring the White Tower as the seat of its royalty and the rulers of Velt. As for climate, Velt enjoys warm summers and snowy, yet relatively mild winters. Another notable landmark is Caraan Valley, the location of the final battle in the Orc War. It was here that Captain Mathen beheaded the Orc Chieftan Gridashk and the Orc legions were broken.
- The Mage's College in Meridan: The college of magic situated in Velt's capital, aspiring magi are educated here. Those who practice magic and have not been educated at the college, or by a tutor from the college, are often viewed with some suspicion. This is likely due to the Witch War so many years ago, when the Dark Coven led by the Witch-Queen sought to overtake Velt and the surrounding lands.
- Ithillin: The land to the east of Velt, ruled by Lord Indril of Calthir. Similar to Velt in climate and geography, though lacking in the mountainous regions to the North, Ithillin has a bustling trade with Velt and the two countries enjoy excellent relations. The country's capital is Calthir, situated to the northwest. Deep in the southeast their lies the Black Pit, Talderia, a foul crater given a wide breadth by all but the most insistent of adventurers.
- Talderia: "And the King's misdeeds destroyed all, his black heart darkened his city, and all was brought to ruin." The ruins of the ancient city of Talderia are located in Ithillin. They are given a wide breadth by travelers, and it is often times that Talderia is referred to as the Black Pit. For the ruins of Talderia have become a den of the utmost evil, filled with the most vile beings beyond imagining. None who venture into the Black Pit ever return.
- The Veil of Tears/Lethienvel: The famed, or perhaps infamous, rushing wall of water dividing the western land of the High Elves and the lands east of them. There are gate-ways between them, though the water. There is no visible source, and yet somehow it appears to flow. Though somehow, it is difficult to tell if the water flows up or down. Its infamy stems from a tragic event in the history of the High Elves, the first occurrence of the spilling of High Elven blood by other High Elves. The tragedy and regret from this incident gave the location its name, and to this day many High Elves still have reluctance to cross the Veil. However, there are some settlements on the opposite side of the Veil.
- Orodagor: In the land Northeast of Ithillin lies the shattered remains of a relic of a long-passed age. Orodagor, the Black Fortress, was a stronghold for the armies of Hidroroth of the Dark. Hidroroth, the poison existence born from the utter fall to evil of one of the world's deities, sought to paint the world in shadows an consume all life in a shroud of darkness. He was slain, ultimately, in the Battle of Inmoorn, thousands of years ago, his spirit left to the judgement of the Gods. Orodagor was one of the remnants of this long-passed age, abandoned for centuries. However, nearly eight-hundred years ago, a new figure appeared and made her stronghold here. The Witch-Queen of Orodagor, as she came to be known, threatened Velt and all the lands around it by sending her coven of witches to overtake the lands. She was apparently slain at Orodagor in spite of her incredibly powerful magic, but rumor has it she did not perish here.
Other:
- The Church of Reon/The Church of Mayon: The largest religion among humans in Velt, and indeed, originating from Velt, this dualistic religion worships both the Sun Goddess Reon and the Moon Goddess Mayon. Both Goddesses, it is said, cannot be separated from one another. Reon's symbol is a highly-stylized lily, and Mayon's is a similarly-stylized rose. Chapels to the goddesses are paired, and adherents focus on either one or the other. Paladins of both goddesses are a common sight, with Reonite paladins being highly aggressive combatants while Mayonite paladins are often more intended to keep peace. The religion is deeply anti-slavery, and Reonite paladins are often deployed to break slavery rings and free those being sold through them. Worship for either sect features the sacrifice of lilies for Reon and roses for Mayon.
- Reon: The sun goddess Reon is believed to have the form of a beautiful maiden. While unimpressive in stature in spite of her nature as a deity, it is said that the goddess possesses a fiery nature. She is described as having fair skin, flowing, long blonde hair, and alert blue eyes. She is clad in red and gold robes. Reon is said to have a palace on the surface of the Sun, a paradise that all her worshippers go to after death. Naturally, the aspect most strongly symbolizing her is fire. Lilies are even burned to be sacrificed to her. The weaponry of Reonite Paladins is often enchanted so that it is capable of in some way channeling this divine fire. Reonite Paladins are highly aggressive fighters, their purpose being to destroy evil.
- Mayon: The moon goddess Mayon also takes the form of a beautiful maiden. She is taller than Reon, with shorter, black hair and somewhat darker skin. Her eyes are a soft shade of amber. She wears robes of blue and white, and like her counterpart possesses a palace, though naturally hers is situated on the moon. The aspect that most strongly symbolizes her is water, for water is directly effected by the phases of the moon. Incorporating water into weaponry in a direct manner is difficult, so unlike Reonite Paladins, Paladins of Mayon do not often use such enchantments. They are more protective, often wielding enormous tower shields for the purpose of defending themselves and the innocent from evil.
- Magic: Many races possess a natural internal source of mana. However, not everyone has enough to achieve the status of a mage. Magi are practioners of magic educated by a tutor or by a Mage's College, honing their skills in order to cast a variety of spells. Spells require some concentration and the ability to cast, using chants ranging of at least one word. Stronger spells require more words and therefore take more time to cast. Running low on mana is dangerous as it may strain the caster's body, causing them to lose consciousness or worse. Magic users educated outside of the accepted systems are known as witches, and are viewed with no small amount of suspicion.
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Bios:
- Name:
- Age:
- Gender:
- Race:
- Class: (No list, just use what fits the character)
- Appearance:
- Personality:
- Brief Backstory:
- Equipment:
- Abilities:
Dungeons:
- Name:
- Brief History:
- Layout Summary:
- Threats(Enemies, Traps, etc):