Post by Sleix on May 9, 2012 15:28:22 GMT -5
Another one of those shitty fantasy roleplays I here you say! Well yes, effectively. This is my second attempt at the Dungeon Rp, as the last one was crappy and gave no info what so ever. But alas, I have learnt from past mistakes and have found a new meaning in life, to make this RP!
Here's the events prior to the start of the RP:
The realm of Eterna is balanced by the Books Of Legacy, ancients scrolls written by the old god to seal his eight mortal offspring in the warp. There is one man named Drakarth, however, who seeks to break this balance with the promise of power and knowledge from the God spawn Karak if he does so. The orc tribes are also being rallyed to war by Buul'grash, the first Orc advisor of the New King Alistair. And then there's Dalamyr the bandit king, who's been assassinating king's in several provinces.
The story:
Drakarth is obsessed with the knowledge and power of the God spawn and seeks to break the eight seals to bring forth demons of the warp and claim the realm. King Alistair is aware of this danger and has assembled a team of adventurers to gather the armies of the realm and fight back. With the wall between the warp and the realm breaking, the Orc's preparing for war and Dalamyr schemeing an attack, our heroes have the weight of the world on their shoulders.
The story will definetely be expanded during the RP, but that's all you really need to know for now.
____________________________________________________
Classes:
Berserker: Berserkers are often seen as mercernarys and bandits. Orcs are especially good at being berserkers. Berserkers mainly use battle axes and two handed swords.
Sentinel: The pinnacle of defence. Sentinels are heavily armoured warriors who do not give out alot of damage but do not take alot either.
Thief: Thieves are stealthy and rely on the shadows to keep them hidden. They use bows, daggers and short blades.
Warriors: Warriors are regular soldiers who can use a variety of weapons and armour.
Mage: Mages are spell casters who wear robes and wield staves and sceptres. Mages do not have armour and may only use daggers or staffs.
Paladin: Paladins are warriors of good and use healing powers to revive team mates. Paladins are warriors with healing and buffing powers.
Duelist: Duelists are warriors that fight with finnese and agility, they do not have as much health as other classes, but have a higher chance of striking.
Alchemist: Alchemists Can buff teammates and de-buff enemies. Alchemists use a variety of explosives to attack the enemy.
Ranger: Rangers are men of the forest and use ranged attacks. Rangers attack from a distance with slingshots, bows and crossbows.
Monk: Monks are clerics and martial artists that worship to the gods in temples. Monks use wooden poles and hand to hand fighting to dispose of enemies.
____________________________________________________
Races:
Humans: Humans are treated as a dominant race in the realm and are found all around it. Humans are quite regular beings and have no special abilities. They can be any class.
Elves: Elves are close relatives of humans and are also found all over the realm, though they tend to mainly reside in forests. Elves tend to fond of magic and naturally excell in this form of combat. Elves cannot be berserkers, sentinels, paladins or monks.
Orcs: Orcs are green brutes with war-torn faces. The older an orc is the stronger it gets. Orcs stray from magic as they think brute force is a better form of combat. Orcs are split between two factions - renegades and loyals. Renegades are those who have allied with Buul'grash in the rebelion. Renegade Orcs are not playable characters. Orcs cannot be mages, Duelists or alchemists
Dwarfs: Dwarfs are a race of short, stout men who like an ale and tales of adventure. Dwarfs are honest men who fight for honour of their people. Dwarfs cannot be Duelists or thieves.
Grots: Grots are small men, usually between the height of 3-4 feet tall, and reside in deserts and rainforests. They have carvings of symbols cut into their arms and torso's that channel magical energy throughout their body. Grots cannot be berserkers, sentinels or paladins.
Forns: Forns are human in appearance, but are giant muscular men with hairy feet and chests. They live mainly in rocky, mountainous plains. Forns cannot be mages, thieves, duelists or rangers.
Half elves: Half elves are the offspring of both Elf and Human. They share there love for the forest with their Elven parents but like their Human ones they have no special abilities other than immunity to sleep spells. Half elves can be any class.
Halflings: Halflings are short, usually chubby people that reside in small villages. Halflings are peaceful people and tend to use illusion magic rather than outright kill their opponent. Halflings cannot be berserkers, sentinels or paladins.
____________________________________________________
And that's a wrap people. Feel free to construct your own little bit of lore, but dont make it clash with the story. Heres the character template:
Name:
Age:
Race:
Class:
Appearance:
Backstory:
Personality:
Abilities:
Enjoy!
[EDIT] Ok guys, I'm not accepting anymore assassin characters, sorry, just want a bit of variety =|
Here's the events prior to the start of the RP:
The realm of Eterna is balanced by the Books Of Legacy, ancients scrolls written by the old god to seal his eight mortal offspring in the warp. There is one man named Drakarth, however, who seeks to break this balance with the promise of power and knowledge from the God spawn Karak if he does so. The orc tribes are also being rallyed to war by Buul'grash, the first Orc advisor of the New King Alistair. And then there's Dalamyr the bandit king, who's been assassinating king's in several provinces.
The story:
Drakarth is obsessed with the knowledge and power of the God spawn and seeks to break the eight seals to bring forth demons of the warp and claim the realm. King Alistair is aware of this danger and has assembled a team of adventurers to gather the armies of the realm and fight back. With the wall between the warp and the realm breaking, the Orc's preparing for war and Dalamyr schemeing an attack, our heroes have the weight of the world on their shoulders.
The story will definetely be expanded during the RP, but that's all you really need to know for now.
____________________________________________________
Classes:
Berserker: Berserkers are often seen as mercernarys and bandits. Orcs are especially good at being berserkers. Berserkers mainly use battle axes and two handed swords.
Sentinel: The pinnacle of defence. Sentinels are heavily armoured warriors who do not give out alot of damage but do not take alot either.
Thief: Thieves are stealthy and rely on the shadows to keep them hidden. They use bows, daggers and short blades.
Warriors: Warriors are regular soldiers who can use a variety of weapons and armour.
Mage: Mages are spell casters who wear robes and wield staves and sceptres. Mages do not have armour and may only use daggers or staffs.
Paladin: Paladins are warriors of good and use healing powers to revive team mates. Paladins are warriors with healing and buffing powers.
Duelist: Duelists are warriors that fight with finnese and agility, they do not have as much health as other classes, but have a higher chance of striking.
Alchemist: Alchemists Can buff teammates and de-buff enemies. Alchemists use a variety of explosives to attack the enemy.
Ranger: Rangers are men of the forest and use ranged attacks. Rangers attack from a distance with slingshots, bows and crossbows.
Monk: Monks are clerics and martial artists that worship to the gods in temples. Monks use wooden poles and hand to hand fighting to dispose of enemies.
____________________________________________________
Races:
Humans: Humans are treated as a dominant race in the realm and are found all around it. Humans are quite regular beings and have no special abilities. They can be any class.
Elves: Elves are close relatives of humans and are also found all over the realm, though they tend to mainly reside in forests. Elves tend to fond of magic and naturally excell in this form of combat. Elves cannot be berserkers, sentinels, paladins or monks.
Orcs: Orcs are green brutes with war-torn faces. The older an orc is the stronger it gets. Orcs stray from magic as they think brute force is a better form of combat. Orcs are split between two factions - renegades and loyals. Renegades are those who have allied with Buul'grash in the rebelion. Renegade Orcs are not playable characters. Orcs cannot be mages, Duelists or alchemists
Dwarfs: Dwarfs are a race of short, stout men who like an ale and tales of adventure. Dwarfs are honest men who fight for honour of their people. Dwarfs cannot be Duelists or thieves.
Grots: Grots are small men, usually between the height of 3-4 feet tall, and reside in deserts and rainforests. They have carvings of symbols cut into their arms and torso's that channel magical energy throughout their body. Grots cannot be berserkers, sentinels or paladins.
Forns: Forns are human in appearance, but are giant muscular men with hairy feet and chests. They live mainly in rocky, mountainous plains. Forns cannot be mages, thieves, duelists or rangers.
Half elves: Half elves are the offspring of both Elf and Human. They share there love for the forest with their Elven parents but like their Human ones they have no special abilities other than immunity to sleep spells. Half elves can be any class.
Halflings: Halflings are short, usually chubby people that reside in small villages. Halflings are peaceful people and tend to use illusion magic rather than outright kill their opponent. Halflings cannot be berserkers, sentinels or paladins.
____________________________________________________
And that's a wrap people. Feel free to construct your own little bit of lore, but dont make it clash with the story. Heres the character template:
Name:
Age:
Race:
Class:
Appearance:
Backstory:
Personality:
Abilities:
Enjoy!
[EDIT] Ok guys, I'm not accepting anymore assassin characters, sorry, just want a bit of variety =|