My post is ready, you two getting a post up? When you're ready. I'll bring you to the arena and we can go from there and we'll do what we discussed. @Spiffy
Well, we'll see how things go. I'd like to complete the arc that could tie you two cicero and gwyneira with a reason to be moving together on an trecherous journey first, if possible. :>. I'll probably be ready in a day or two, so much to write.
I don't know if emergency thread revival is universally welcomed. /shrug.
Name: (Full Please) Age: 15-70 Height: Weight: Class: (knight, wizard, thief. assasin, beserker, etc) Race:(Dwarf, Human, Elf, Halfling,) Weapons & Equipment: (details 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 provided in the lands and intro to help shape your background and backstory)
For those who have Gold, the currency is as this. 100 copper = 10 silver = 1 gold. This will be gained through the roleplay at points of times and can be used to do many rewarding things, the standard starting amount for city dwelling characters is 100 silvers (the equivalent of 100 dollars) put inside Equipment.
Inactive characters will be used however fits the story, I may play them from time to time if neccessary. A week of inactivity from your last post will put a character on this list.
Yeah, had to show a moderator what's happening to do it fortunately rwby was empathatic. This allows me to change a few things, add systems we come up with (later will add a section on magic as we discussed).
I'll be writing some other stuff up, make up the time and scenery in between now and the battles however you'd like - if you need anything (like completing a previous objective), just pm me. I'm preparing the next series of choices meanwhile and won't be posting until the main battle has started.
This isn't my roleplay and going through all the details is a chore! XD.
The meat and potatoes to any good RP is dedicated players, interesting characters and an active plot. this shouldn't be hard to achieve at all. So I propose to keep things nice and simple (at least to start with).
First, clear choices in a 'Choose your own adventure' style will be given at the end of most of the narrator's posts. You will still have a free agency within the posts to act and say whatever you wish, but to keep the story focused I will employ this technique.
Second, there wont be any long waiting period to start or prologues to pour over. You will have a world, and a starting location and you will figure out the world and the plot from the IC as you play it. Choices and survival will be difficult and combat will challenge you as a character and a player.
Third, we only need two players to get started, the rest will join the party 'fellowship style' as the story advances. The writing level will be low-advanced. Let's have some fun!
(Click the image for theme music)
The Fantasy World of Terraixa
A traditional sword, sorcery and savior setting where I base all my high fantasy stories and characters.
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.
Races & Variants
Humans: The sons and daughters of the ancient 'gatherers' have established themselves in this world as a fascinating and diverse people. Over the last 500 years or so, they have become the most populous race on terraxia by a small margin. They also have more religions than any other race, which has lead to isolation and tribalism in some cases. Known as the most effective politicians.
Elves: Also known as 'Province Elves' to describe the basic and non variant versions of elves. These usually are seen in cities living alongside humans and city dwarves in relative peace. Because of lack of exposure to magic and natural energies, they have a shorter lifespan than wood elves and dark elves but are somewhat hardier too. Agile and quick witted, they make excellent hunters. Thier variants are Dark Elves and Wood Elves.
Dwarves: Known as 'City Dwarves' to describe the folk who live among other races in large cities. They are few in number but have very established cultures and traditions. Also living shorter lives than their other variants, but enjoy a less rigid lifestyle and are amazing merchants and builders. Their Variants are Chaos Dwarves and Mountain Dwarves.
Demonfolk: are essentially low powered demons who roam the mortal world, their demon blood is heavily diluted with human and dark elven blood but they have demonic markers such as dark blue/grey skin and red/yellow eyes. Sometimes tails or horns too. They are said to all be the descendent of one demon family who escaped from the underworld , others claim they are just mutant dark elves whose radical appearance can be explained with inbreeding.
Places Of Interest
(WIP)
Character Sheet
Name: (Full Please) Age: 15-70 Height: Weight: Class: (knight, wizard, thief. assasin, beserker, etc) Race:(Dwarf, Human, Elf, Halfling,) Weapons & Equipment: (details 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 provided in the lands and intro to help shape your background and backstory)
Combat
Combat follows the Arena-style method of engagement. You declare attacks but you cannot auto hit. You can attempt to dodge/block/defend but the circumstances of the attempt must be reasonable or your action will be overruled by the GMs (If you get shot at by a hail of arrows, don't attempt to Neo-dodge the projectiles or you will just get torn up).
However where this differs from Arena is that all of your encounters will be PvE (unless you and your team want to have a scuffle). So while you cant auto hit us (the GMs) we can Auto-hit you if we feel necessary. We also calculate how much damage you suffer and and how much inflict. Instances where you can auto-hit the enemy is against 'horde' type enemies like mindless zombies ,low level bandits/gangsters or stationary defense towers if they are part of a siege.
Please note YOU CAN DIE in this game, this is part survival and although GMs wont kill you for something minor 'like oops you stepped into a pit'. We will announce deaths if we feel you fail a combat encounter bad enough to warrant death being necessary. If you die your character will not come back, but you as the player will be given a grace period we you can 're-join' the waiting line with another reserve character later in the story. So write well, think logically and you will most likely live to see another page of IC posts.
Magic
Magic is not a cure all for everything. In fact, a common principle to Magic is that it takes as much effort to do something by spell than to do it via conventional methods. Such as a wizard tilling the earth with a geokinetic spell, will tire as much (if not more) than someone who dragged a rake across the field by hand. Especially if he took less time than usual. Maintaining fire will burn your own reserves and that could lead to fatal exhaustion, which is why spellcasters and magicians are usually smart about it.
A witch would rather start a fire on something that can burn by itself than maintain a fire in her hands unless truly neccessary. Magic of someone's own, is bore entirely by themselves, body and all. Which is why magicians of all sorts are constantly trying to find new ways to improve their existing spells or new ones.
Individual spells are like skills, not just an incantation or a simple ritual. Learning to throw a fire orb takes as much effort as learning how to be an archer, learning how to create fire in the first place; is like learning how to craft a proper bow and arrow set from scratch. It often takes more than just effort too, many Magicians will carry materials to help them. Every spell is a skill, every act of Spellcasting tests how good the Magician is at said skill. Like how someone may not learn a brand new skill overnight, they may not learn brand new spell overnight.
Keep this in mind when creating your characters. Magic does not happen by 'magic'. Magic has a cost, Spells are a specific skill. Practice makes perfect, and Knowledge takes time.
"I'm n---yes." The cowled man snapped to look at Gwyneira soon after she entered, asking if they were who she implied they were.
Then the knight went on rambling about how he was too good for a little edge over the others, right in front of an official staff.
The bridge of his nose contorted with a grimace, but he said nothing more - watching intently as the elf walked forward to inspect cicero's wounds. She could feel his gaze pour over her from under that hood. When she walked past him, he immediately turned and disappeared with nary a sound or trace into the many halls the walkway led to. The door swinging to a close softly behind him...
Rejection is possible, I would let them decide how their wound heals rather than decide it for them. Try writing details on how the spell is cast rather than what it accomplished (healing by what means?), giving them choice to react to it.
There may be npcs or even pcs who reject her type of healing and if she is unwise, she may even cause harm (one example out of many is that imagine healing an arrow wound while there is still shards of wood in it).
I think a fair way to gauge magic potential reserves, is to think along the lines of: It takes the same amount of effort doing something by hand. It's just that spells allow exerting more than just physical effort, the practitioner may apply materials or mental effort - just like a smith can bend metal with his hands, or choose to use a hammer and think about which side to strike the iron.
Thus, it may explain why there are still those who aren't magicians. Many things can take less effort by practical methods than sorcerous methods. We can be creative here.