[B]Realm of Garrn: The Call of Adventure STILL ACCEPTING NEW APPLICANTS!![/B] [IMG]http://fc07.deviantart.net/fs71/f/2013/254/d/3/guardian_s_crusade___the_world_by_longjh-d6lvscj.jpg[/IMG] [i]"Sit ye'selves down and I will spin you a tale 'at were long lost t'er this human world.. Tis a tale of epic adventure, grand duels 'n combat in a world o' warcraft, magic, dungeons an' the like. A place chock full o' such mystical things ne'er seen in this world. T' tales began Lon' ago, when t' King of The High Tower, Riley Kyon the First, an' his kin marched on the darkened soil of Depthre in t' final march o' t' Great War. All t' races was united 'gainst t' dark lord. T' King 'ad when all 'o a sudden out come a massive Fire Drake from t' North! T'were a battle to end t' ages, an- 'Poligies lads and lasses, seem's like I got a wee'bit carried away. Now then, where was I? Oh! 'Ere it comes back! I reckon I was startin' t' story way too early, about a hundred years, if'm bein' precise. So, 'ere's how it went: Lon' ago in t' mythical and wondrous land o' Garrn, there was a group o' heroes who set out 'pon a dangerous quest. Their journey took 'em all'round t' continents, across t' sea, through forests and mountains, an' forced then t' overcome many difficult obstacles that threatened their mission. They was guided 'long on their quest by a power th' was said t' long since have vanished from t' world. Through determination an' vigil, t' heroes managed to destroy the evil an' make t' world safe once again. The tale started out, much like any great tale of adventure does: some'were quiet an' cosy, most likely 'n a tavern o' some kind.. Ah, yes now I remember! 'T were t' town o' Vestial where t' take first began! On a night o' celebration, no less. With the findin' o' a magical artifact, the heroes would meet in t' local tavern and venture out into t' world t' begin their quest! So, lads and lasses.. Are ye ready t' hear t' greatest tale o' Garrn?"[/i] Hello everybody, Sora here with an always fun idea! Welcome to the Mythical Realm of Garrn, home to all kinds of magical and fantastical creatures, vast regions and landscapes, great ale and pipe weed, but most of all: adventure of the grandest proportions! The main story of the RP will focus on the group of heroes who venture across the world trying to hopefully seal away a great evil who has returned to threaten the land once again. This is based off a combination of things, such as DnD, WoW, Tolkien's LotR/Hobbit, Forsaken World, and multiple other works of Fantasy, but each element comes forth to collect into one massive bundle of absolute joy and awesomeness. That bundle is Garrn. Anyways, onto the details of this RP! [hider=Prepare Yourself...][B]Basics for this RP in Preparation for the OoC:[/B] The standard adventurer’s kit includes a backpack, bedroll, flint and steel, belt pouch, 20 torches (4 hours of illumination in total), 10 days of trail rations, 50 feet of rope, and a waterskin. Each person will start with this basic Adventurer's Kit, but you can add onto it. Some examples of things you may choose to add are armour, or skill equipment (lutes, musical instruments, spell books, scrolls, cooking supplies, a map, ect). In regards to magic, there are many different fields that you can use. Each character can learn magic at any time during the RP, but if you choose to start with it then that's fine. You will be allowed to choose a Primary Magic Type (the one your character is more proficient with and uses more often. This will determine what type of wizard/Mage they are), and/or a Secondary Magic Type (should you wish to have one. This will be a lesser known/used magic type, but at least you'll sleep better at night knowing you have a backup). Just like with the Magic Types, you are allowed to choose between 2 Different Classes, should you decide to have two. The primary one will be where your character mostly comes from, but the secondary one will give you bonuses that could compliment your primary choice. For example, you may choose to be a "Wizard", but have a secondary class of "Paladin". This would mean you get the healing benefits of a Paladin and allows you to cast additional Arcane Magic on top of your existing magic without taking up a "Magic Type" spot. [hider=Rules][B]1.[/B] No GMing. We don't want any Mary-Sues or Gary-Sues [B]2.[/B] Maximum of 3 Active Characters per person. Any more needs approval by a GM [B]3.[/B] Characters can and probably WILL die, but please ASK somebody before you attempt to kill their character rather then just say "Your guy is dead." [B]4.[/B] Keep it PG-13!! Romance and Lovey-Dovey stuff is fine, as well as the occasional innuendo, but take smut scenes to PM, please. Also, violence is allowed, but please don't rip out a guys entrails and hold them above his head while he slowly dies. We're not monsters (although Orcs are known to do that) [B]5.[/B] Some scenes will be time skipped if they drag on too long/get too boring, but most of the time we will RP things through. [B]6.[/B] Most likely at the beginning, your character will join the main group of heroes. If you choose to meet with them later on, let me know so I can create an event that will introduce our characters to one another. [B]7.[/B] Your character is only allowed 2 Magic Types (a Primary and a Secondary) or "God Mod" Powers. Each power MUST have a weakness. That being said, here's a list of "powers" that are considered "GM": [hider=GM Powers/Magic Types] Before I go into this too much, I have something to say about Immortality/Eternal Youth. No character is immortal. They can all die by natural means or if they are killed in battle. However, this rule really only applies to a select few, such as Elves, because they just stop aging normally and can live forever until their light fades away. [B]Magic/GM Abilities:[/B] • Elemental Control (Fire/Earth/Air/Water Benders. Difference between this and Elemental Abilities is that you CONTROL the elements around you, but you can't generate it with your own magic.) • Flight • Healing • Telepathy • Telekinesis (moving things with your mind) • Extreme Disguises (ex. Changing ones voice entirely to imitate somebody else, shape shifting, or even making yourself look exactly like somebody else) • Coming Back from the Dead/Necromancy (this one will NOT BE ALLOWED UNDER ANY [u]REGULAR[/u] CIRCUMSTANCES. I WILL HAVE TO APPROVE THIS IF YOU PLAN ON USING IT, BUT IN GARRN, NECROMANCY IS STRICTLY ILLEGAL). • Invincibility (unless you're some kind of Jesus character, which won't be allowed, you can die at any time. Now, not-aging physically is one thing, but you're not invincible) • Multiple Visions (X-Ray, Heat Vision, Sonar, Infared, ect. I'll be lenient with this, but we shouldn't have a problem considering this isn't the X-Men) • Elemental Abilities (Fire Breath, Ice Breath, shooting Fire from your hands, pretty much anything a wizard normally does. Difference is this GENERATES the magic from your body.) • Star Power (controlling the stars) • Summoning (this can be a tricky one. As long as nobody's summoning fire demons or Ifrits, we should be okay. Keep it somewhere in between a pinecone and a Cheetah.) • Imagination/Growth Magic (ex. Creating things out of thin air, making new life from nothing, basically creating your own world. This will be heavily monitored if its chosen by somebody) • Transformations/Shape Shifting (if you have different forms like a Werewolf, then that's fine. This applies more so to "I'll turn into a massive dragon and burn down villages on an instants notice" kind of transformations, which I don't allow.) * Some abilities like Archery or Smithing are already included with some races. Elves are natural archers and know much about the environment (agriculture, things concerning animals, wildlife) and have great agility, Dwarves and Orcs are natural smiths and can appraise almost any artifact or gemstone (plus, they have an amazing talent for having a higher resistance to the effects of alcohol), Draenei and Night Elves are amazing astronomers and study the stars and planets to help them practice their magic, Humans are great merchants and alchemists and can harness many artistic methods such as song or the playing of instruments, Halflings and Goblins are exceptional lockpickers and are great with sneaking or anything to do with being light and hidden, and Fungon's and Draconians know just as much about the natural world as Elves, they are great brawlers and are able to tell where their exact position in the world is thanks to their mythical backgrounds. * I'll include a list of talents that each race already has in full detail if prompted, but for now just feel free to ask if you have any questions. [B]Abilities/Skills:[/B] (The following Skills are skills that, depending on your Character's Race and Class(es), you will have from the beginning. Each race and each class variety gives different skills. Think of them as bonus skills, but you'll still have to pick 6 customized skills for your character.) [i]RACE SKILLS:[/i] Human: Alchemy, Bartering, Bribery, Cooking, Farming. Elf: Acrobatics, Archery, Climbing, Herbalism, Wildlife. Dwarf: Mountaineering, Appraisal, Boozing, Battle-Ready, Heavy Weapons. Halfling: Brewing, Sneak, Move Silently, Negotiation, Diplomacy Orc: Melee Weapons, Blacksmithing, Armorer, Brawler, Sabotage Goblin: Con, Espionage, Explosives, Lying, Pickpocket Night Elf: Seduction, Astronomy, Torture, Toxiculture, Survival Draenei: Mysticism, Astronomy, Sex Appeal, Speak Language, Weaving Fungon: Ancient History, Wildlife, Speak Language, Religion, Linguistics Draconian: Hiding, Mysticism, Escape, Counter-Espionage, Melee Weapons [i]CLASS SKILLS:[/i] Fighter Classes: Brawling, Melee Weapons, Fast-Draw Magician Classes: Mysticism, Alchemy, Herbology Rogue Classes: Sneak, Lockpicking, Lip Reading Cleric Classes: Toxiculture, Medicine, Diagnose Ranger Classes: Archery, Hunting, Hawking Rarer Classes: Singing, Music Appreciation, Cooking [i]CUSTOMIZED SKILLS (Choose 6)[/i] • acrobatics • agriculture/agronomy • alchemy • analysis • anatomy • ancient history • animal anatomy • animal behavior • animal disease • animal evaluation • animal handling • animal health • animal lore • animal management • animal nutrition • animal selection • animal training • antiques • appraisal • archery • area knowledge (area) • armorer • artifact lore • astrology • astronomy • bargain • barter • battle-ready • blacksmith • blindfighting • boating • bootlicking • boozing • botany • bowyer • brainwashing • brawling • breath control • brewing • bribery • camping/firebuilding • carpentry • charm • climbing • con • cooking • counter-espionage • counterfeit/identify • craft/create • cultures • dancing • detect lies (psych) • diagnose • diplomacy • disguise • diving • dodge • escape • espionage • etiquette • evaluate • explosives • falconry • familiarity (subject) • farming • fast-draw • fencing • first aid • fishing • forgery • handwriting analysis • hawking • health sciences • heavy weapons • herbalism • hiding • history • hunting • identify • impersonation • intelligence analysis • intimidation • jack of all trades • language • law • leadership • leatherworking • legends/lore • linguistics • lip reading • listen • literacy language • lockpicking • lying • marketing • martial arts • massage • melee weapon • medicine • merchant • mining • mountaineering • move silently • musical instrument • music appreciation • mysticism • navigation • negotiation • observation • oceanography • occult lore • packing • persuasion • philosophy • pick pocket • pilot (Aircraft, Boats) • poetry • poisons • prospecting • public speaking • quick-draw • read/write (foreign languages) • religion • sabotage • safecracking • seafaring • sewing • seduction • sex appeal • shiphandling • sign language • singing • sleight of hand/prestidigitation • smuggling • sneak • speak language • spelunking • spot hidden • stealth • storytelling • strategy • streetwise • survival • tailor/seamstress • throw • thrown weapon • topography • torture • toxicology • tracking • traps, animal • traps, combat • trapcraft • urban legends • voice mimicry • weaponsmith • weapon lore • weaving • wildlife • woodworking • writing, professional • writing, technical • writing, creative Adapt: Ability to fit in to social organizations and situations Alertness: The ability to stay alert without sleep Analyze: The ability to figure out components, processes, or structure Astronomy: The study of stars, planets, and other gravitational wells in space Blade: The ability to effectively use cutting weapons in combat Bow: The ability to effectively use bow weapons in combat Brawl: Fighting without weapons in an undisciplined manner. Brewing: The ability to make beer and wines Business: The ability to bargain, buy, sell, inventory, bribe, and otherwise use money effectively Carpentry: The ability to shape wood into useful items Climbing: The ability to climb walls, cliffs, and trees Construction The ability to build structures from available components Convince: The ability to persuade others Cooking: The ability to cook nutritious and tasty food Course: The ability to navigate a set path. Cryptography: The ability to encrypt and decrypt data Dash: The ability to perform marvellous feats of physical prowess. Demolition: The ability to effectively set and use explosives Diagnosis: The ability to identify an injury or disease before attempting a cure Disguise: The ability to change the outward appearance of some person or thing Drinking: The ability to consume large quantities of alcohol Drug: The ability to use and make drugs to cause and cure injury or sensory abnormalities Entice: The ability to trick others into a course of action Engrace: The ability to move with grace and style Evaluate: The ability to quickly assess the value of something Endear: The ability to make yourself liked and wanted amongst NPC's. Focus: The ability to concentrate on one thing despite distractions. Forgery: The ability to convincingly write documents which appear to be genuine, but are not Goad: The ability to force another into action by insults. The course of the action is not in the goader’s control Gymnastics: The ability to make leaps, somersaults and other such moves with extreme skill Herbalism: The ability to use plants as medicines and poisons History: Knowledge of past events Husbandry: The ability to care for plants and animals Instruct: The ability to teach others effectively Intimidate: The ability to bluff and deceive others as to one's true strength Linguistics: The ability to speak & comprehend languages from basic principles Leadership: The ability to take command of others, to have others do what you want them to do by making them want to do it for you Link: The ability to establish a magical channel or connection between two people places or things Martial Arts: Weaponless combat system. Meditation: The ability to keep the mind clear and the body relaxed in difficult circumstances by using special breathing and posture exercises. Melee: The ability to efficiently use bashing weapons in combat Minerology: The study of minerals and metals Music: The ability to express oneself in sound Negotiate: The ability to sway another to your point of view Observe: The ability to watch people, data, and objects and notice small discrepancies Organize: The ability to optimize groups, objects, and work for greatest efficiency Orient 3D: The ability to always keep one’s bearings in a 3 dimensional space Overdo: The ability to go past your normal limits Lockpicking: The ability to open locked doors using simple metal tools Psychology: The ability to understand the hidden drives behind people's actions React: The ability to avoid a bad situation using physical reflexes Repair: The ability to fix broken or damaged objects and devices Research: The ability to find out known information on a given subject Sell: The ability to convince others that they want what you have Sleight-of-Hand: The ability to use sleight-of-hand tricks Snare: The ability to create, set, and disable traps Sneak: The ability to move quietly and unseen Stash: The ability to hide things in nooks and crannies or in plain sight Strategy: The ability to dispose of large forces and plan long range Streetwise: The ability to find connections, rumors, and general urban survival Survival: The ability to live off the land Tactics: The ability to use personnel on hand to best effect Training: The ability to train animals to do tricks Treatment: The ability to cure diseases and wounds without surgery Tracking: The ability to follow a creature or object by noticing signs of its passage Unarmed: Weaponless combat system taught by the military. Weather: The ability to predict weather patterns Writing: The ability to express oneself using the written word That's pretty much all the ones that I can think of, but I'll update this list if I find any that seem too outlandish. I don't think we'll have an issue with that though, considering this isn't a Superhero RP [B]8.[/B] Post at least 2 paragraph's (10 sentences in both) each time (more is fantastic though) [B]9.[/B] GM posts will be announced (these include plot movers, special events or even the death/introduction of a new character) [B]10.[/B] If you got this far, here's a cookie *hands cookie* Also, include the phrase "Adventure, Ho!" in your "Other" section just so I can tell who's read the rules and who hasn't. [B]11.[/B] Please make PvP combat fair. It really sucks when somebody unleashes their ultimate power and freezes the other person's foot to the floor, then proceed to just punch the crap out of their immobile opponent. In addition, GM moves will NOT be allowed inside PvP combat unless approved/announced in a GM event. There will only be a few exceptions, such as Elemental Powers or Flight. [B]12.[/B] Enjoy the RP to the best of your ability!![/hider]