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    1. Zhaliora 11 yrs ago

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OOC up but not fully finished.
https://www.roleplayerguild.com/topics/170412-the-world-of-telduria/ooc
But enough should be up that you can start thinking about character ideas.
I'm not fully finished on writing up all the things, but it's mostly explained in the opening. Send me a PM with your character once you're done or if you want more information.

The rules are quite simple.
Normal RPG rules along with a few extra.

Don't be an ass. Ass away IC if you want to, but be in character.

Actions have consequences. If you LEEEROY into a horde, you're gonna die. Nuff said.

Don't post in Characters until I've approved the character. I prefer you send the character to me in a PM.

Solve arguments in PM's between the two/more of you. If you can't work it out, create a PM convo with me in it as well.

NO GIFS....or faceclaims, just no. At least IC and in Character sheets. OOC is for fun.


The world of Telduria is filled with dangers and opportunities. The world is made up of numerous factions, kingdoms and alliances. Most of the time there is relative peace but every now and then wars and skirmishes breaks out. There is a council of nations which tried to mediate peace between the nations. Each nation is represented along with the guilds which span the world.

The guilds have an invested interest in keeping the peace due to how they work across the borders. The different nations make up half of the council while the guilds make up the second half. The balance in the world is on a life's edge. A powder keg waiting to blow, but no one dares to make the first move.

After the formation of the adventures guild and the mercenary guild most nations dissolved their militaries and instead the army is more of a policing force than an offensive one while the guilds hunt down dangerous creatures and monsters that appears in the world.

The nations have changed their ways from war to one of assassination, espionage, economics and diplomacy. World leaders don't tend to survive very long if they don't have guards with them at all times.

While officially there is no assassin's guild or thievs guild they do sure exist and are thriving like never before in the current political climate. That and the other guilds don't stop them since they also hire their services from time to time.

The various temples and religions have no official power part from some nations which are based around a belief. In actuality though they have considerable powers since they control the masses just as well as the rulers themselves. Get on their bad side and you might just find an assassin coming for you.

The world is there for you to explore, exploit or serve. Which path with you take? Honour? Nobility? Perhaps a darker path? Its up to you to decide.




You can assume a lot of what they do by their names. I'm mostly going to add where they are located (HQ), who leads them, and such.

Existing guilds
    Mercenaries
    Adventurers
    Merchants
    Mages
    Inventors
    Miners
    Builders
    Teachers
    Enchanters
    Tailors
    Blacksmiths
    Leatherworkers
    Hunters
    Crafters
    Shipwrights


Unofficial guilds
    Assassins
    Thieves
    Bandits
    Pirates





A plathera of player races

Assume typical fantasy races until I write up more about them. With the pros and cons of each race. For example a vampire is most likely going to get hunted if exposed, making it harder to play as one. But as a tradeoff they are much faster, stronger, and live eternally.



Basic character sheet
Name The name that the character goes by
Titles Have you received, or hold any titles?
Age Duh
Race Until I write more about the races, assume typical fantasy
Training Have you received any formal training?
Equipment what you're slugging around
Spell skills Do you have any talent with magic?
Other skills Any other skills that are useful?
Affiliation Are you affiliated with any nation or order?
Personality A quick rundown of personality
History How did you become who you are today?
About halfway done with the OOC.
Since I've caught a pretty bad migraine I've not been able to work too much on the actual writing part. I've got it all thought out but not onto "paper" yet.
I updated the first post with some bullet points of what to expect when it comes to basic background and character creation.
@Croissant Length is more important when it's solo posts with little interaction between players and GM controlled NPC actions.
Otherwise grammar, character development and depth are more important. Along with a very clear separation between character knowledge and player knowledge.
I am a sucker for descriptions but it should not disrupt the flow of the post.
If you're unsure about if it's enough for my standards; send me a writing example.

@everyone
I'll start working on the OOC tomorrow since at least four players have shown interest.
Perhaps I can rope in the two uncertain ones. ;)
Guess I have to write in more juicy details so that you'll get drawn in enough. :D
@Delta44 Magic is quite simple in the sense that it works like the elements works. Magic is mostly limited by imagination and experience within the field. To properly cast spells you need to understand how the spell works. To improve it further then you need to know how the "element" works. For example superheat a rock and fling it towards your opponents and you've just chucked plasma at them. If someone throws mud at you; you can turn it solid with heat and air manipulation.
There are summoning, blood, necro, daemonic magic and stuffies as well, ofc, which work in a similar principle.

As for character creation it's quite simple as well.
Basic CS. If you want to be a master mage, then you need the age, and background to support it. For every perk there needs to be an equal negative or reason for it.

And starting would be whenever we get at least four players. I can run it with less, but it's more fun with more.

@SpicyMeatball Yes indeed.
@Nallore@bobert778@rivaan@lavulman@vietmyke
A few who might be interested?
IC is up for this always open RP.

roleplayerguild.com/topics/170412-the…



The world of Telduria is filled with dangers and opportunities. The world is made up of numerous factions, kingdoms and alliances. Most of the time there is relative peace but every now and then wars and skirmishes breaks out. There is a council of nations which tried to mediate peace between the nations. Each nation is represented along with the guilds which span the world.

The guilds have an invested interest in keeping the peace due to how they work across the borders. The different nations make up half of the council while the guilds make up the second half. The balance in the world is on a life's edge. A powder keg waiting to blow, but no one dares to make the first move.

After the formation of the adventures guild and the mercenary guild most nations dissolved their militaries and instead the army is more of a policing force than an offensive one while the guilds hunt down dangerous creatures and monsters that appears in the world.

The nations have changed their ways from war to one of assassination, espionage, economics and diplomacy. World leaders don't tend to survive very long if they don't have guards with them at all times.

While officially there is no assassin's guild or thievs guild they do sure exist and are thriving like never before in the current political climate. That and the other guilds don't stop them since they also hire their services from time to time.

The various temples and religions have no official power part from some nations which are based around a belief. In actuality though they have considerable powers since they control the masses just as well as the rulers themselves. Get on their bad side and you might just find an assassin coming for you.

The world is there for you to explore, exploit or serve. Which path with you take? Honour? Nobility? Perhaps a darker path? Its up to you to decide.




This RP is sandbox styled with focus on player choices and actions. The main story revolves around the players but there are numerous things happening behind the scenes that the players don't know about unless they investigate it themselves.

For example The players might hear a rumor about a daemomic cabal which wants to summon a daemonic horde to wipe out a country. The players choose instead to take over the country themselves. But then Perhaps a few years down the line the cabal succeed and crush the country, players included if they don't deal with the threat.

I as the GM would act like the environment and control the NPC's much in the way of how a DM would in tabletop games.
The rules are the standard rules you are everywhere with a few addons which I'll post in the OOC.
Pretty much they revolve around not being an ass.

While there is an underlying plotline and events, quests, ect, the players have complete freedom on what they want to focus on and do. I wont also you on the wrist for killing a town, but fully expect the consequences of your actions.

Want to live like bandits? Do that. I won't stop players from living out their fantasy in the RP. This also means that the RP will always be open for characters and multiple groups of any size. Player choices can bring the groups into conflict with each other, which is fine, as long as it gets solved realistically and in character.

There will be an alignment, fame and infamy system which I'll keep track of in the OOC.
Amongst other things.

Feel free to invite others to the RP. Any and all that you enjoy RP'ing with. Due to the dynamic there is a distinct chance that the different groups may never meet, or a while into the RP.




Existing guilds
Mercenaries
Adventurers
Merchants
Mages
Inventors
Miners
Builders
Teachers
Enchanters
Tailors
Blacksmiths
Leatherworkers
Hunters
Crafters
Shipwrights

Unofficial guilds
Assassins
Thieves
Bandits
Pirates

Holy orders
Four major ones

Religion
Four main ones
They all have priestly orders

Nations
At least 14

Current small skirmishes between nations: 3

Different forms of slavery

A plethora of player races
Elves
Humans
Gnomes
Dwarfs
Halflings
Orcs
Daemonic
Vampyric
Liche
Faries
Dryads
Other fey
Beastmen
Sea creatures with transform
A few divine entities

Non-player
Monsters
Sea creatures bound to sea
Devils
Undeads
Divine entities

Classes
Anything you can think of. Since there are so many combination of skills I'm not going to name any.

Basic character sheet
Name
Titles
Age
Race
Training
Personality
Equipment
Spell skills
Other skills
Affiliation and rank
History
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