The city of Eysein is a forgotten realm, residing on the island of Tocor. A city of would-be-gods existing in a land of darkness. 100 years ago, Eysein went silent. No more deliveries of their goods, no more records of their magical tests; Everything simply stopped. Anyone who has made the expedition to Tocor has never returned, so eventually it stopped being considered as a destination. It's location is now unknown except for a few individuals, and the only way to traverse there is through spell. There are legends of undiscovered riches still residing in the city of Eysein, along with legends of horrible beasts that now roam the vacant lands of Tocor.
No one from the mainland has even stepped foot on the beaches of Tocor, no one has made the trek through the swamps and forests to reach the cliff-side capitol that is Eysein. No one has disturbed the monsters slumbering in the shadows... Until you. But your journey did not begin there. It began on the mainland, in the small town of Malrton. It began inside a dusty, dimlit tavern when a strange man approached you. That is where your journey began.
Rules1. Posts must be 5-7 sentences each.
2. No god-modding unless the owner of said character says otherwise.
3. I control the story and where it goes.
4. No one-hitting anything unless you PM me and ask beforehand and I okay it.
5. It's okay to develop your character, but do not force the roleplay to be about you. This frustrates others and makesit harder for the story to progress.
6. I have the right to change these rules at any moment.
7. Do not bring any OOC drama into the IC. It's okay to dislike someone, but your character should have no part of that.
Name:
Race:
Class:
Appearance (Picture or In-Depth description required) :
Age (Depends on Race) :
Height:
Weight:
Skills (Pick 4) :
Powers (Mage,Cleric/Paladin, or Bard only) :
Deity (Paladin and Cleric must have one) :
Languages (Choose 2) :
Armor:
Weapon (Only one if using shield or two-handed, max 2) :
Shield (Optional, none if using two-handed weapon) :
Additional Gear (Choose 3) :
History :
Social Class (Noble, Aristocrat, Peasant) :
Job (Optional) :
Family:
Personality (Short preview required) :
Distinguishing Features (Optional) :
Pets (Ranger only, must be approved) :
Miscellaneous :
Races
Average Age: 80-160
Average Height: 4´ 3˝–4´ 9˝
Average Weight: 160–220 lb.
Average Age: 20-70
Average Height: 3'10"–4'2"
Avergae Weight:75–85 lbs.
Average Age: 250-800
Average Height: 5´ 4˝–6´ 0˝
Average Weight: 130–170 lb.
Average Age: 20-60
Average Height: 5´ 6˝–6´ 2˝
Average Weight: 135–220 lb.
Average Age: 20-60
Average Height: 5’6”–6’2”
Average Weight: 135–220 lb.
Average Age: 20-60
Average Height: 5´ 6˝–6´ 2˝
Average Weight: 140–230 lb.
Average Age: 100-600 Years
Average Height: 6´ 2˝–6´ 8˝
Average Weight: 220–320 lb.
Average Age: 20-60
Average Height: 5´ 9˝–6´ 4˝
Average Weight: 155–225 lb.
Average Age: 40-70
Average Height: 5'6 - 5'9
Average Weight: 140-170 lb.
Deities
Ecasis, Goddess of Time
Ava, Goddess of Marriage
Itia, Goddess of Earth
Eris, Goddess of Tranquility
Kidmos, God of Beginnings
Asdur, God of Endings
Aldar, God of Medicine
Qimes, God of the Sky
Aesis, God of Destiny
Yvrasil, God of Shadows
Uneyar, God of Work
Gaqlo, God of Sleep
Eton, God of Good Luck
Idis, God of Hunting
Ueyr, God of Loyalty
Ifmes, God of Home
Yhdon, God of Animals
Omus, God of the Underworld
Ludum, God of the Moon
Ipher, God of Fire
Etdione, Goddess of Tricks
Umtia, Goddess of Battle
Odea, Goddess of Torture
Ivana, Goddess of Trade
Amtris, Goddess of Education
Fohtar, God of the Stars
Gomruer, God of Envy
Poqhena, Goddess of Dusk
Iagi, God of Misfortune
Yrus, God of Necromancy and Undead
Wehena, Goddess of Infamy
Ekmir, God of Vengeance
Classes
The fighter is your average swordsman, usually weilding a sword and shield. Their fighting techniques can come in handy for adventuring party, and these types are usually good leaders and even better followers. They gain the skill blade specialty, one additional skill.
The mage, or sorcerer, is a caster of spells. Whether helping their allies with a invigorating spell, or burning his foes with fireballs, they are a valuable ally. They require a spellbook if they have no staff or wand. They get the choice of three different spells (aka powers) to help them.
Paladins are warriors for their gods, whichever one they may worship. They cutdown enemies in the name of their god, and live by the lessons their deity teaches them. They are granted two Clerical powers, and are more effective at tanking enemy attacks.
Broken limbs, crushed skulls, and shattered shields are all signs of a Berserker. Masters of blunt weaponry, these people are amazing at breaking through enemy defenses. Maces and clubs are favorites of most Berserkers. Berserkers gain the additional skill of blunt specialty.
Clerics are devout followers of their deities, but more peaceful than paladin counterparts. Clerics are given access to 3 clerical powers.
Bow and arrows are the specialty weapons of Rangers. Attuned to the forest, these allies come in handy when dealing with animals or wooded-areas. Rangers gain the skill "bow specialty" and many have an animal companion.
Theives are skilled in the art of stealth and breaking-and-entering. They are somewhat skilled with small daggers but prefer the cover of shadows to the ruthlessness of combat. They gain an additional starting item, like a latern or rations, and the skill of "stealth". They are also skilled at dodging enemy attacks.
A blade in the night, someone born to kill. They are skilled in stealth and takedowns. They are best with a blade and good at dodging attacks. They gain an additional starting item and the skill "blade specialty". While usually loners, they are valuable allies.
The teller of stories though song. A bard is a loyal ally, who is also a capable leader. Their musical talents and people skills not only can help in a sticky situation, it can gain you luxuries. They start with 2 powers, and start with the skill "musical talent".
Skills
Flips, splits, and jumps are no challenge for you.
Hiding and sneaking is no trouble, especially when danger is afoot.
You can preform acts others could not, simply because you have faith in your deity.
You understand how the system works, which helps you when dealing with shady characters.
No matter who they are, people can't help but want to be your friend.
You understand Arcana and things relating to it.
The history of the world is your forte.
You understand the worships of all deities, even the darker ones.
You undestand the natural world and all its common creatures.
Sometimes it's illegal... but does it really matter?
You prefer the term 'forceful knocking'. You can lift, push, or break almost any obstacle in your path.
Nothing gets by your ears as you listen for danger.
You can get what you want, it just takes a little bit of discussion.
You can get away with almost anything as you pull your best poker face.
You are talented at bandaging and taking care of wounds.
No one would dare stand against you.
You will have a better understanding of things than most.
No matter the terrain, no matter the situation, you will never have difficulty keeping your poise.
You can clear your mind and relax. This can help you find solutions to problems faster.
You can spot almost anything. You have eyes like a hawk.
Be it riddle or a combination puzzle, you are better at figuring out the solutions.
You have better odds when risking your own possessions in games.
Broken weapons or gear are no problem... to an extent.
You can get what you want for less, and sell for more.
You have a great arm, as almost anything you throw soars through the air perfectly.
You are better with weapons that have blades.
You are better with shields and blocking oncoming attacks.
Your aim is true with any type of bow, be it string or cross.
You crush foes with your blunt instruments.
You can find out what you want, one way or another.
You know how to cause people pain, whether for information or simple pleasure.
You can use almost any instrument perfectly, be it a lute or your voice.
A party's got to eat, right? Well you're the one for the job.
It pays to have at least one person who knows where they’re going.
Cleric/Paladin Powers
A mighty spell which causes all undead beings to flee for a short period of time.
Heals minor wounds on your allies or large wounds on yourself
Summons a holy, blessed weapon into your hand that will last the duration of the battle.
Summons a holy, blessed shield into your hand that will last the duration of the battle.
Summons holy, blessed armor onto your body that will last the duration of the battle.
Your god lashes out, inflicting minor wounds to multiple enemies
Shrouds yourself and your allies in darkness, allowing you to hide away.
Brightly illuminates the area around you for a split second, allowing you to gain a quick glance at what is around.
You give off a faint glow that last for a while. This will help you navigate dark corridors, or keep light-fearing monsters away.
Mage Powers
You shoot a small fireball from your hand, which slightly burns your enemies.
You summon a spear made of lightning that is easily thrown towards your opposition.
A small magic ball is thrown from your hand, doing basic magic damage.
You summon a sword made completely of ice that, as it slices, also burns with the cold of winter.
A burst of water erupts from your hands, scattering allies and enemies alike. This can be used to spread out a battle.
Your hands guide the air as it ferociously whips at opponents
You summon a spectral creature to do your bidding. This creatures strength, however, depends on your concentration and time spent casting the spell.
Your hands ignite with flames, allowing you to punch and grab to harm your enemies with fire.
Will temporarily blind your opponents.
Will allow you to safely fall distances, that would normally injury you. It cannot, however, protect you from normally fatal falls.
Bard Powers
This harsh melody not only invigorates yours allies, it also literally harms your enemies.
Allows you to effectively compete in an instrumental duel.
This soothing song allies you to heal minor wounds of the whole party.
You are easily trusted and almost anything you say will be trusted as fact.
This allows you to keep going as if you have had a good nights sleep. However, after a few hours passes you will be twice as tired as you were before.
You can calm almost any reasonable, hostile creature. However, it must be able to understand you.
You can demand an audience, no matter what. However, there must be people nearby for this to work.
You can get people to provide you shelter for one night.
You can get people to supply you with one type of gear, like food or weapons.
One Handed WeaponsClub
Dagger
Javelin
Light Mace
Mace
Short Spear
Sickle
Spear
Spiked Gauntlet
Battleaxe
Broadsword
Flail
Handaxe
Khopesh
Lance
Light War Pick
Longsword
Rapier
Scimitar
Scourge
Short Sword
Throwing Hammer
Trident
Warhammer
War Pick
Wand
Two Handed Weapons]
Greatclub
Morning Star
Quarterstaff
Scythe
Glaive
Greataxe
Greatsword
Halberd
Heavy Flail
Heavy War Pick
Longspear
Maul
Pike
Magic Staff
Large Instrument
Ranged WeaponsShort Bow
Long Bow (One-handed)
Light Crossbow (Two-handed)
Heavy Crossbow (Two-handed)
Armor TypesCloth (No Armor)
Leather
Hide
Chainmail
Platemail
Additional GearTorches
Flint and Steel
Backpack
Bedroll
Pouches (x4)
Rations (15 days)
Rope (60 ft)
Waterskin
Arrows (x60)
Crossbow Bolts (x35)
Grappling Hook
Candles (x6)
Chain (15 ft)
Small Chest
Flask
Holy Symbol
Lantern and Oil (7 bottles)
Spellbook
Tent
Lockpicks (x30)
Small Instrument