[center][img]http://i.imgur.com/fT8tkN0.png[/img][/center] [center][url=https://www.youtube.com/watch?v=ZWIRzDE1XcM]Theme[/url][/center] [center][h2][color=008000]Still OPEN, Come on in![/color][/h2][/center] [center]Welcome, Adventures to the ‘Darkness in the Light. This is a Casual High-Fantasy RP where we play a group of misfit adventures seeking our fortune and getting ourselves way in over our heads, like in the good olden days. This RP is meant to be more-or-less relaxed and while the story, lore and the like should be treated seriously, moments of levity are highly encouraged, the main purpose is to have fun. That being said, there are a couple of Rules that should be kept in mind : 1. [i]No God-modding[/i] 2. [i]Be nice[/i] 3. [i]No excessive swearing or gore[/i] 4. [i]NO adult situations[/i] 5. [i]3-4 paragraphs minimum per post, please[/i] 6. [i]Decent grammar[/i] 7. [i]If you wish to retire, announce us please[/i] Please take your time to read through the LORE section as it will allow you to familiarize yourself with this world. Keep in mind though that this world is continuously expanding and we are basically creating it together, what you are about to read is something of a ‘ground-work’ from where to start. [hider=LORE] An introduction to the world and its recent history… They say that in every soul, no matter how dark and tainted, a spark of light and goodness can be found, however small and dim it may be, with the possibility of growing and changing a person entirely. If it is indeed so, then would the opposite also be true? The wisest minds would ponder before answering, yet recent events gave answer for them.. The lands of Auguria have always known peace, despite the conflict between its inhabiting, ruling races. Conflicts that have, indeed escalated into violence yet always swiftly resolved and never spiraling out of control, an uneasy peace being established for the sake of preserving lives and the fortitude of the lands. Yet twisted desires run deep even in the most noble of hearts, like the one of the once fair Celerion, former King of the Elves and Ruler of the West, who was driven mad by his lust for power and mobilized his troops into a bloody conquest, aiming to subjugate all of Auguria and its inhabitants. Naturally, not all Elves would blindly follow their leader into war born out of dark ambition, yet whoever opposed him met with a brutal end and harsh treatment by their own kin, the Elven people becoming prisoners in their own homeland. With his own people subjugated, Celerion, now calling himself the Great Lord, marched in the North against one of the two Human Kingdoms, slaying, pillaging and burning all that stood in its way. It didn’t take long before the unprepared Kingdom of the North fell and the Great Lord claimed the lands for his own, brutally executing any and all who dared to disobey. News spread throughout the land and the Human Kindom of the South was quick to mobilize against this mad king and stop his conquest before more lives were lost to his untamed ambition. It was at the border of the Northern Kingdom that the noble Harald, King of the South, challenged the conqueror and demanded the liberation of their sister Kingdom. The Great Lord responded by emerging, along with his troops, clad in new, twisted armor and wielding unnatural powers, using them to trample down the opposition and splitting their king in half with his axe. With their king dead, the responsibility of guiding the remaining Human nation fell to the young price Darius and along with his chancellors came to the conclusion that an alliance with the Dwarves and Orcs was the only solution to stop this threat before it was too late. The Dwarven High King of the East was eager to aid after witnessing for himself the ravages left behind by the Conqueror and the very real threat to his own people. The Orcs were harder to convince, yet their Warchiefs eventually came to an agreement, if only this once, that this Mad King had to be put down. However, while an alliance between the Humans, Dwarves and Orcs was forged, the Great Lord also grew in power, uncovering dark, forbidden magic, turning the once fertile soil of the North into blackened wastelands and changing his own people into creatures of twisted metal and bone, mindless, blindly obedient and born of their master’s dark desires. Witnessing the horrors unleashed by their own ruler, the remaining fraction of un-corrupted Elves fled and convinced their brethren in the West that their once fair king had lost himself to darkness and must be stopped. While the Great Lord lead his foul troops against the opposing alliance of Humans, Dwarves and Orcs, the remnant Elves knew that even their combined force was no match against the unnatural power wielded by the Conqueror, and thus resorted to seeking aid from the reclusive wizards, hidden somewhere in the central region of Auguria. Upon finding them, the wizards revealed they were well aware of the situation and were franticly searching for a solution, hoping that the alliance between the ruling races would buy them enough time. The Great War, as it is known today, lasted for years… Yet even the blackest of nights gives way to the light of a new dawn. The Mad King had been defeated after a band of heroes, led by Archmage Kornelious, uncovered a weakness and defeated the Great Lord, forcing him to retreat into his new dark Fortress in the North. Without their leader, the Abhorrent slowly lost ground against the combined forces of Humans, Dwarves, Orcs and Elves, retreating further and further into the Black Lands from where they were created. Ultimately, the Great War had come to an end, with the Black Fortress demolished and the last of the Abhorrent vanquished, yet victory was bitter-sweet. The lands of the North had been corrupted beyond redemption and the Great Lord himself was nowhere to be found. Nevertheless, the land could rest easy after these dark days and its inhabitants celebrated. The Elves slowly rebuild their kingdom, the Humans and Dwarves remained allies while the Orcs, true to their word, returned to their nomadic ways, wishing to keep relations with the other ruling races to a minimum. 7 years have passed since the Great War had ended and Auguria is still recovering from its ravages. It is in this age that adventurers and would-be-heroes, more than ever aspire to great deeds and accomplishments that would bring them fame and fortune.[/hider] [/center] [center] [h1]Races[/h1] [h3]The Ruling Races of Auguria[/h3] [hider=Humans] [img]http://img.pintu360.com/article-title-img/20160414/6f65609a-7a40-4335-90e0-6490c14be3f0.jpg?x-oss-process=style/article-detail-744[/img] The most common and numerous race in the world, Humans come in all shapes and sizes and from a large variety of backgrounds. Humans have the shortest life-span of the ruling races, living to just shy of 100 years. Perhaps it is due to their comparatively short lives that Humans are so ambitious and strive to achieve as much as possible throughout their lives, displaying vast potential in a broad variety of fields be them arts, trade, knowledge, magic, martial skill or many more. The Humans of Auguria are no different, populating the Kingdom to the South, they have established relatively pleasant relations with the other ruling races, even the Orcs with whom they had the most trouble in the olden times. One would be oddly accurate to call Humans, ‘everyone’s second-best friend’.[/hider] [hider=Elves] [img]https://oromujeresyesclavoscom.files.wordpress.com/2016/06/elven_army_by_jasontn-d8zxneh.jpg?w=700[/img] Considered the eldest race in the world, Elves are characterized by their grace, elegance and penchant for achieving perfection in whatever ambition strikes their fancy. Similar to Humans, Elves boast a certain kind of ambition and potential in a large variety of fields, be them combat prowess, research, magic or the arts, an Elf would aim for nothing short of mastery in their chosen field. Unlike Humans, however, it is quite uncommon for an Elf to spread himself on multiple talents, usually focusing on a particular set of skills loosely connected to eachother and striving to achieve the highest proficiency possible, not worrying for time as they typically live upwards to 500 years of age. With their talent and ambition comes hubris, many Elves are known to look down on the other races for one reason or another though most of the time they strive to keep silent out of politeness. Lately that attitude may have changed in some as this level of hubris and ambition is believed to be the spark that set their former king down the path of disaster.[/hider] [hider=Dwarves] [img]https://ugc.kn3.net/i/645x/https://k60.kn3.net/taringa/5/4/7/3/8/6/harrycrosh/A47.jpg[/img] Short-stacked, burly, thick-headed, gifted craftsmen and an uncanny high tolerance for spirits, those would be how one would describe a typical Dwarf. While it all may be true, a Dwarf would call it a vast stereotyping of their people, as whether one would like to admit it or not, Dwarves and Humans have more in common than one would first think and just their similar life-span. While typically shorter and more stocky, Dwarves come in all manner of shapes and sizes, some even boasting near human-like heights. Just like Humans and Elves, Dwarves boast a potential for learning a vast array of skills, yet unlike the other races, mastery in their respective professions usually is taught and passed down from generations like a family heirloom. It is quite uncommon for a Dwarf born in a family of smiths to become a sorcerer or a poet, for example, however they bear a fiery will and a heart for adventure and as such, while it is uncommon it is not unheard of Dwarves that branch out into something completely different than what their families have been doing for generations.[/hider] [hider=Orcs] [img]https://img1.goodfon.ru/wallpaper/big/9/9d/lord-of-the-rings-orki-armiya.jpg[/img] The Orcs are a strong and tightly knit people, valuing tradition and family relations above anything. They consider themselves to be the first inhabitants of Auguria, seeing all the other races as potential ‘outsiders’, it is perhaps due to this and their natural hostility that their kind and the other ruling races have had great conflicts in the past. Regardless of their motives, it took a long time before they managed to win the uneasy trust of the other races, the Humans in particular. As a result of their past aggression, one cannot help but feel a sensation of unease in their subconscious when interacting with an Orc. But assuming that great force and barbaric savagery is all that characterize and Orc would be mistake, as one can witness that their unique culture revolves around a worship of the nature and an aim of co-existing and surviving in balance with their environment, not unlike the Elves. Unlike all the other ruling races, though, Orcs have no place to call a ‘kingdom’ preferring to live as numerous nomadic tribes establishing temporary settlements and living there for a number of years before moving on. It is due to their wanderlust that many small Orc families have begun to wander quite close to the more civilized cities and villages and trade with the population, not so much for coin but more for other goods. Many Orcs however, would prefer a life of combat, becoming mercenaries boasting great martial prowess or resorting to becoming brigands and raiders. Just like with the rest of the ruling races, there good and bad examples, as such one should probably keep an open mind with regards to these green-skinned giants.[/hider] [h3]Notable Sub-Races[/h3] [hider=Goblins] [img]http://i1.2photo.ru/medium/c/2/714180.jpg[/img] Small, sneaky and very greedy. Goblins have always been a nuisance for the traveler, hence why it is often recommended one stick to the main roads and should you be a merchant with a caravan, then it is advisable to spend the extra coin for some extra protection and avoid finding yourself ambushed by a band of savage Goblins wielding stolen weapons and adding your wares to their collection of plundered goods. Luckily for most, Goblins are also known to be quite cowardly and avoid confrontation against groups, yet one should not underestimate a cornered Goblin with nothing to lose. [/hider] [hider=Undead] [img]https://s-media-cache-ak0.pinimg.com/600x315/4d/cf/ca/4dcfcae7a06bba30c5e76b94b943cc9e.jpg[/img] The Undead are reanimated corpses, moved by nothing but malice and dark magic. It is unusual for one to find Undead without a dark sorcerer controlling them, yet some claim that certain places where tragic and disturbing events took place attract restless spirits that possess the long-dead and seek to do harm to anyone and anything with a pulse. ---[i]Revenants[/i]--- Particularly powerful necromancy and numerous living sacrifices results in the creation of this particular type of Undead. A Revenant is an example of what some sorcerers would call 'near-perfect reanimation', these beings are far superior to the ordinary living-dead thralls, possessing higher intelligence to the point where they recall and retain skills gained from their previous lives and possess a will of their own, albeit bound to the one who 'created' them. To add to their repertoire, a Revenant possess an uncanny ability to regenerate from even the most grievous of wounds in a matter of moments, provided certain restrictions and a particular weak-spot. [i][Created by @Shard][/i] [/hider] [hider=Trolls] [img]http://cs5.pikabu.ru/images/big_size_comm/2015-12_4/1450366785187781855.jpg[/img] Trolls are large, lumbering and highly aggressive, primitive beasts of immense strength found in varying sizes in forests, plains and mountainous locations. Most take the smart approach and avoid any confrontation with a Troll entirely, which is easily done thanks in part to their very poor eyesight, yet there are those daring enough to hunt these creatures for their teeth which can be sold to interested collectors for a high price. Yet fighting even one of these monsters is no simple task, their skin is as hard as stone and while most are slow, it only takes one solid strike from a Troll to break bone like snapping a twig.[/hider] [hider=Fiends] [img]https://lh3.googleusercontent.com/-4ChLYQp_GY8/WRkn24MIsZI/AAAAAAABY7Q/Hw5esSvlJ-Yn6vPtRCy2UBnjB24ACOBdwCL0B/w506-h750/Aleksi_MMagic_Demon.593_85.jpg[/img] Similar to the Undead, Fiends, or Demons as some call them, are creatures born or brought into our world though dark and forbidden magic. Unlike the Undead however, a Fiend has a malicious will of its own and more often than not is hard to control for all but the most skilled sorcerer. The simple act of merely summoning a Fiend requires a sacrifice of blood and once in our world it is likely that the creature will disobey any direct commands unless enforced with a particular command spell, some being more easily ‘persuaded’ than others. While it is very rare to find a ‘wild’ Fiend, it is not unheard of situations where these creatures either escape or go so far as to slay their own summoner and roam the land on their own. With all that in consideration, is it any wonder that the wisest of wizards suggest one should refrain from summoning a Fiend even in the most dire of situations?[/hider] [hider=Satyrs] [img]https://s-media-cache-ak0.pinimg.com/736x/d1/1e/f9/d11ef9ab7316f106566edb91305073bc--cernunnos-gods-and-goddesses.jpg[/img] Woodland inhabitants and gentle by nature, Satyrs have been around in Auguria for as long as anyone can remember, living simple lives deep within the untamed wilderness, as far away as possible from other 'civilized' settlements. At first glance, some may confuse them for Fiends yet this misunderstanding is usually quickly resolved with a short conversation as Satyrs are known as nature worshipers, living in perfect harmony with their environment and wild animals. Their wood-carving craftsmanship is the stuff of legends, a talent perfected throughout the centuries as they are known to despise metalwork, one of the reasons why they consider the Elves and Orcs to be merely 'pretend-nature-worshipers'. Due to their talents, overall friendly demeanor and deceivingly developed intelligence, some Satyrs like to travel away from their homes and interact with the outside world, becoming mostly story-tellers and sometimes traders or wood-based craftsmen, these 'strays' do accept coin as payment as they understand its necessity despite their aversion to metal.[/hider] [hider=Abhorrent] [img]http://pm1.narvii.com/6352/a2de5bc492b41a02177508caf0b3c1fe2d2ebae4_hq.jpg[/img] The Abhorrent were twisted creations of the Great Lord after corrupting the subjugated Humans and even his own people with dark and forbidden magic, melding their flesh and bone with metal and filling their minds and hearts with hate. Their humanity gone, these terrible creatures existed only to serve the Great Lord and spill the blood of his enemies. After their master’s defeat, the Abhorrent, while still a threat, were slowly pushed back and eventually hunted down one by one. Today, one commonly knows that these monstrosities are no more yet their nightmarish impact still haunt the minds of those they fought and one cannot help but feel paranoid on the possibility of some having escaped and might be still wandering the land.[/hider] [h3]The Plot, where do we start?[/h3] As I mentioned in the introduction, we will be playing as a newly formed band of misfit adventurers and would-be-heroes seeking our fortune. Our characters have recently been acquainted with eachother and have been hired by a rather surreptitious Elf merchant named Timothy to assist him on an expedition in some forgotten ruins. He refused to reveal much about the exact purpose of this expedition but we were all promised a handsome reward and quite frankly we need the money and couldn’t afford to say no. Super basic stuff, yes I know, but the story will evolve from there. [h2]Character Sheet[/h2] [b]Appearance[/b] : Image is good, description is better, both is awesome. [b]Name[/b] : The name and/or nickname of your character [b]Title[/b] : This is your ‘class’ so to speak, something that gives us an idea of particular set of abilities your character has. Someone called ‘The Defender’, for example, would be proficient in using a shield and essentially guarding the more squishy members of our party. [b]Gender [/b]: Self explanatory [b]Age [/b]: No younger than 20, please and no older than 50 either. Regardless of race [b]Personality[/b] : What is your character like? [b]Abilities[/b] : Tied to the ‘title’, this is where you go into more detail about your character’s particular set of skills is. Be as imaginative as you like but I would like to point out that we are all simple adventurers with not a lot of experience, so no overpowered legendary skills please, do your best to keep your character balanced. Everyone hates a Marry-Sue, right? [b]Skills[/b] : This where you describe what your character’s skills that are unrelated to their ‘title’. Things such as cooking, singing or juggling small rodents while riverdancing and the like should be written. [b]Gear[/b] : Only describe what your character has on them in terms or weapons, armor and other useful gadgets and trinkets. Miscellaneous items such as food, rope, sleeping bag or cough syrup will be implied to be present according to the context of each situation. Again, we are simple adventurers, no legendary Deus-Ex-Machina-like items please. [b]Bio[/b] : A description of your character’s history. It can be as detailed or as brief as you like. [b]Other[/b] : Anything else you would like to mention? Check the Character-tab for an example of an ordinary CS If there are any questions with regards to anything, feel free to ask [/center]