This is your quest, brave fellowship, I have called upon you from the 4 corners of the world, although we are in a time of relative peace and tranquility, the stomach of chaos is beginning to churn and the inherent self destructive nature of mankind is once again beginning to itch and boil. The Cult of Maven on the Bishop Isles is once again rising and recruting, speaking of deadly summoning magic that should never be revisited. As the chief battle-master of the Arch-Order I pray I never have to send our few but brave soldiers into full scale war and upset the fragile balance of peace across the 4 provinces. Thats why I need you, a small group of brave adventurers, soldiers, mercenaries, hunters and drifters who will be brought together under a common righteous cause to stop this deadly conspiracy. I have promised you each a reward of your choosing, whatever your motivation. I can only hope it keeps you on the path of righteousness and towards your final goal. Many may call you a ragtag bunch, but I see you all as a true noble fellowship, may the guardians be with you.
-Ser Grant Velkon, 3rd Battle-Master of the Arch-Order
THE 4 PROVINCES AND OTHER AREAS
Welcome to the lands of Alvion, the 1st of the main provinces, you can find this area of land in the north east part of the world. The Alvion Kingdom is a living example of a fairy tale royal city. The Country has mainly forrests and plains and the neighboring towns monstly deal in horses and tools. The very mixed community are moderately intergrated with each other. Although elves prefer to live in forest towns and the majority of dwarves live underground. Halflings seem to live quite closely with humans, and even the demon folk are generally left to their own business. Population: 50% Humans 20% Elves 10% Dwarves 10% Halflings 5% Demonfolk, 5% Other
To the south of Alvion the landmass is connected to a harsh desert area known as the domain of Roh, the sun has scorched most of the land into endless miles of desert and savannah the Royal City of Roh is run by the beautiful council, a group of 6 beautiful women said to be over 1000 years old but never age. The Country has very few natural resources so makes most of its income through trading exotic spices, cusines,tourism and assasins. Human's make up the vast majority of the land and there are some tensions between those and the Demonfolk who are known to be murderers and thieves, the other small pockets of races keep to themselves and dont have established communities. Population: 70% Humans, 5% Dwarves, 20% Demonfolk, 3% Elves, 2% Other
Across The Grand Ocean Past the Bishop and Knight Isles in the North East is the ice capped region of Ispar. This nation takes pride in it's highly developed democracy, technology and education, the people of this nation are also very studious and well versed in magic, which contrast to the large burly Dwarves and Human lumberjacks who harvest the Frostwood, some of the finest timber to survive in such a cold country. The reigon is home to many mountains, ice caves, and frozen rivers, the main city of Ispar is controlled by the Greater Ispar Government. The diverse racial makeup of land is very well integrated and all beings live together in the advanced cities. Population 30% Dwarves, 30% Human, 35% Elves, 5% Other
Population: Humans 75%, Elves 15%, Demonfolk 9%, 1% other Finally in the south west of the world you will find the Gothic Empire of Naveroth, a very ancient and secluded nation made up of swamps, and very urban towns with stone pavements. The Naveroth main city, is home to the Empress and very little is known about her beyond her solitude, independence and authority over her people. The few large business chains in the land specialise in weapons and the notorious bio-pit is home to some of the most dangerous creatures who are thought to be bred and mutated by Naveroth's highly developed but unethical science community. The City's are almost all Human and the Elves have been driven out to live in small towns in the middle of the swamps. Segregation and Racism is a huge issue here.
The Costa Islands are dotted around the south cost of Roh, where the weather is more tropical than desert-like, although technically owned by the Roh council the Costa is generally seen as 'free islands' where most of the tourists come to relax and Inns and markets flourish at this beautiful resort land. There is no real ruler but the very rich Halfling produce merchants have a lot of control of what goes on and generally keep order. Population: Always changing but the main inhabitants are currently humans and halflings.
Population: No offical demographics, but home to many demonfolk. These very small islands in the centre of the map fall under two different controllers, the Knight Islands Port towns are run by pirates and organised criminals from around the world, and the Bishop Isles are run by insane cults and mystics. The Islands are generally considered dangerous places to be and the 4 kingdoms have largely turned a blind eye to the dealings of the two communities mainly because they are contained in centre of the world map where they are surrouned and generally inactive globally. The Pirates sell stolen goods and train deadly mercenaries while, the mystics of bishop will sometimes part with their ancient artifacts for the right price. Tensions are obviously very high and the communities are unstable at best.
Character Sheet
Name: (Full Please) Age: 15-70 Height: Weight: Class: (knight, wizard, thief. assasin, beserker, etc) Race:(Dwarf, Human, Elf, Demonfolk, Halfling or a mix of two?) Weapons & Equipment: (detials but fairly brief) Skills and Abilities: (expertise, techniques, and magic go here) Bio: (must be AT LEAST on paragraph long, please use the small amount of lore that I have provied in the lands and intro to help shape your background and backstory)
Once I have APPROVED your CS you may post them in the CS Tab, if you post before Approval the Character will be removed from the RP.
Name: Sinder Tarrock Age: 15-17 (depending on how 'experienced' we are supposed to be) Height: 3'3" Weight: 90 lbs Class: Berserker "hill killers" Race: Demonfolk/Halfling Weapons & Equipment: [I assume nothing so I am drafting up certain 'tiers' of his equipment depending on how 'experienced' you want the characters to be]
Large greatsword, leather armor, Spear, throwing ax
Large masterwork greatsword, Studded leather armor, throwing ax, Short-bow
Large magical greatsword, Chain shirt armor, Compound short-bow
Skills and Abilities: Fiendish abilities: As a demonfolk, he can see in the dark quite well, his skin is quite tough and the metallic presence in it lets him conduct lighting over him rather than through him to a small extent. His body is twisted and deformed much like an ape ending in huge hands larger than even a normal mans on his small frame which lets him still get into the most amazing of places.
Take a beating: Perhaps neither an ability nor a skill, he is so used to daily beatings within an inch of his life then starved for days, he can take more punishment than most and his skin is thicker from all the abuse.
Survival: In part of being on the fringes of society, in part of being the tribe omega. He has learned how to scrounge for food and water daily while making the most of scraps of cloth and putting them to the best use while not succumbing to the dangers of the wild.
Giant weapons: While an odd skill, the people of the Tarrock clan have been fighting hill giants for so long that they have learned how to use the over-sized weapons of their enemy as easily as any other.
Rage: A berserker trait, he can 'let the demon out' and deliver frightening blows to the enemy. In his own claim to fame he once unseated a mounted knight by cutting down the horse, in half, longways, from breast to butt.
Bio: Sinder's tale starts with his father, 'Deathless', a skald/bard known for surviving the worst life had thrown to him. His tribe of tieflings lived as barbarians in the hills across the river from one of he lesser Alviontown/villages where they risked the wilds of nature over the true dangers of the great city. At one time a forager noted a new wizards tower in the dwarves hills since the last full moon, Deathless organized a raiding party to raid the tower and add the riches to their own. Sadly all were slain by the wizards enchanted defenses and processed for reanimation as skeletal warriors. The necromancer fossilized all the fallen tieflings skeletons to make them stronger before bringing back to un-life except for the leader of the raid whose bones he turned to steel instead. When the necromancer began to animate dead, 'deathless' fiendish heritage came to pass and brought him back to life as per the raise dead instead with the steel still bound to his body in permanent living agony. He killed the necromancer with a backstab and returned alone but victorious with a wizards tower for the clan to use as a home base. The tower wasn't big enough for everyone but its magical construction was better than any other shelter they had for miles so they built the village around it and began to settle on the hill rather than simply roaming to survive. They used the wizards enchantment tools for much more mundane tasks such as simple crafting and mold casting stolen metals into new weapons and items. They grew in wealth and power by having a place to stay to raid out from instead of only carrying their lives upon their backs, as the tribe grew in power so did the bard who now went by 'Coldbones' for the new gift he posessed.
Sinder Tarrock is from a settled barbarian clan of 'hill giant hunter' tielflings, his mother was the successful capture of a raid on a halfling caravan and the personal 'pet' of the clans Skald. When she died giving birth to a child, he possessed the same red sheen on his skin as his father did on his iron horns so there was no mistaking his heritage. This small creature was malformed with oversized forearms with hands like mittens and a flesh of rusted iron. His father felt shamed in the ill omen that his prodgeny should be so far malformed and so Coldbones made the shaman summon an infernal 'relative' of the bard that he could make a deal for more power with his own son as a sacrifice for the cost, but the demon decided the price would be paid over years of the boy's life, not just a lump sum with the boy's murder. To cheat the demon as well as be rid of the boy, he took every pleasure in starving or kicking the child about for the slightest of infractions, trying to kill him off in every way but outright murder.
To say he had it rough was an understatement, for his father's position as third in power under the shaman and chieftan made it hard for any to assist the boy without reprisal but there one who showed him kindness, the shaman's daughter found a kinship with him in that she was being forced and shaped into a witch whether she liked it or not. She desperately wanted to fill a position she didn't choose and him completely unwanted. Anytime she saw Sinder being attacked, she would always take that moment and position to interrupt with a demanding request to be told one of the tales it was the bards job to memorize. These moments would give the unwanted a chance to slip away or on the moments of forced martial practice to flank and strike with all his might. As the years rolled on, she would sneak him food when he would starve and practice her weakest of magics to heal him. For over a decade, the child's skin grew thick in body and mind as he molded a burning hate for his father until finally he could take no more and challenged his father to a duel at the top of the wizards tower for all to see.
The cocky bard agreed for the chance to finally be rid of the stain to his bloodline in a way that even the demon couldn't refute and even made great mockery as the boy had to snap an copper tipped longspear in half just to wield it properly. Under the rolling storm of their skygod, both climbed the outside of the tower from opposing sides and faced off on the sloped tile roof. Like an ape, the boy threw himself at his father in a barbaric rage to begin climbing up the man to plant the jagged wood into the collarbone like a flag of first blood, then the lightning struck.
The tallest point for miles, with a skeleton of steel and a copper tipped pole sticking out. The skygod judged the man and found him weak while the son emerged transformed from the ordeal as he climbed back down with his fathers body to begin the funeral pyre.But he wasn't done yet.
Since the founding of the tower, the Tarrock clan has started forging their own items mostly by casting stolen molten metals into molds. Sinder took one such mold and set it under the pyre with some guiding troughs so that as his fathers melting bones would drip into the mold to shape them into a weapon that would be far too large for him to use if not for his over-sized arms. He took his father as a weapon and seeks to earn his father's pride by dragging him from fight to fight to show him just how strong his son truly is. He asked for the shaman's daughter to come with him, but she refused. With Coldbones dead, she could become the new skald of the tribe and escape the life of the witch. She wouldn't go with him but he freed her all the same.
Sadly, it seems that draging your murdered fathers melted bones around seems to garner some bad karma in the form of the restless spirit of that same father haunting you for the rest of your days. While not able to physically abuse him anymore, he settles for the constant jeering and sewing of verbal discord in his child’s ear. Now he could leave the weapon behind in a riverbed and be done with it but some strange contractual compulsion of pride keeps him attached to the tool of war to prove to the spirit he is worthy.
One of the first places he went to was the halfling village of his mother. He explained his situation and came to learn of the other side to his family tree. Unfortunately the village was besieged upon by gnolls and if he wanted to earn his place amidst the halflings then he would help with the looming danger.
Finally, fate has brought him here before the lord of the land with a chance for great honnor or power. He is a man of simple needs and so his request is stronger enchantments for his blade and a title of nobility to claim the area of his tribe's wizard tower as his own private land beyond protestation.
-Yes hybrid classes are allowed but in the case of a 'spellblade' they would be half as competent with swords and magic as a pure mage or a physical warrior
@Dynamo Frokane Essentially. Its a bit more complicated than that, though.
Relevant to dnd standards, what would be the "level" limit to our characters' powers? (assuming you know dnd standards >_> (1-20(1 being any jobber who knows how to do what they do enough to affiliate with a 'class', 20 being kicking down deity's doors and demanding rent)))