|
Thread: Forum RPG Contest. | This thread is pages long: 1 2 3 4 5 6 · NEXT» |
|
Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
|
posted June 14, 2008 10:25 AM |
|
Edited by Mytical at 12:08, 14 Jun 2008.
|
Forum RPG Contest.
The 1st annual RPG Contest is about to begin. It only has one round, at the end of which it will be judged by yours truely. I will accept one other judge, but if nobody wants the job, that is fine. My score (and possibly one other judge) will be averaged out with a Poll of the entries.
Entries and the minimum requirements.
What it needs:
A title (of course).
A description of the game.
Rules, if any.
Type of characters, races, or other things that will be accepted as a playable character.
Freeform, GM/DM controlled, or some mix?
Description of the world it's based in...if any.
Any other information the creator would like to pass on.
IF it is not your own creation, rpg's that already exsist can be nominated for this, providing their creators agree. However, new ideas will be scored higher by me then ones that exsists. Edit: (Needless to say, any of the judges rpgs will be not considered AT ALL).
Edit: You do not have to post that you are in. Post your rpg entry (or entries). Anybody can be entered who likes. Deadline is July 15th. Have fun.
____________
Message received.
|
|
william
Responsible
Undefeatable Hero
LummoxLewis
|
posted June 14, 2008 10:26 AM |
|
|
I will judge if you like.
____________
~Ticking away the moments that
make up a dull day, Fritter and
waste the hours in an off-hand
way~
|
|
Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
|
posted June 14, 2008 10:27 AM |
|
|
We have our 2nd judge. Now, we just need entries.
____________
Message received.
|
|
Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
|
posted June 14, 2008 05:06 PM |
|
|
I'd like to join, if you don't mind.
____________
Coincidence? I think not!!!!
|
|
Cepheus
Honorable
Legendary Hero
Far-flung Keeper
|
posted June 14, 2008 05:08 PM |
|
|
Wow, I'm just simply amazed at the sheer number of contests and competitions you've started in such a short time, Mytical.
That's a good thing by the way
|
|
OmegaDestroyer
Hero of Order
Fox or Chicken?
|
posted June 14, 2008 05:08 PM |
|
|
I don't plan to enter, so I could be a judge if you'd like.
____________
The giant has awakened
You drink my blood and drown
Wrath and raving I will not stop
You'll never take me down
|
|
Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
|
posted June 15, 2008 06:58 AM |
|
Edited by Mytical at 09:25, 15 Jun 2008.
|
3 judges (Omega, Myself, William) and TWO entrants. Come on people, you know you want to join.
____________
Message received.
|
|
GenieLord
Honorable
Legendary Hero
|
posted June 18, 2008 11:57 AM |
|
|
The Deadly Crash
Surprisingly, a giantic meteor crashes onto the earth. The people of the world are not told anything. NASA is completely hopeless. The Meetor's crashing area is west Australia and the Indian ocean. On the moment it crashes, the entire modern world is destroyed. First of all, the explotion destroys everything in a radius of thousands of kilometeres, then the 200-300 meters tall Tzunami waves destroy the rest, the climate of the earth changes dramatically, and fires are everywhere. In a day, there is nothing. No trees, no buildings, everyone is dead everywhere.
But there are a few surviours. These are the players of the RPG. They have to tell how they survived when the meteor crashed, what has left around them, and start a new civilization, when nothing is left from the first one. They may unite, and tribes will be created.
|
|
xerox
Promising
Undefeatable Hero
|
posted June 18, 2008 05:46 PM |
|
Edited by xerox at 18:08, 14 Jul 2008.
|
Background History
Long ago the Mayan indians predictied that year 2012 the transition from the current world into the next one would begin.
They were right...
The 21th of december a huge storm covered our planet. In under one minute the entire world got sucked into it and all living things were ripped from the planet... and suddenly these living things of the old world awoke in a new one called Eracion...
Only one remembered something from his previous life. He was a boy called Victor on Earth and Cael on Eracion and soon left his new family. Cael started a new life in the capital city of Aebron because he knew he would never be able to return to earth.
He studied the new world and discovered that Elves and other creatures lived in it.
But then a night the Nordár, half-giants of the northern forests destroyed some buildings and one of their warriors, a Einherjar, almost killed Cael if he had not automatically blasted him with magic. Some Wizards saw this and thought he was the boy that would save their world soon. The boy the Oracle has predicted would come.
The young mage Caldir was chosen to led Cael to the Elvenwoods. The elves there confirmed that he was the predicited boy. The Elf female who they called Tyra would led them through the dangerous Northlands which was the nation of the Nordár. They reached the Oracle and the magecity of the Silver Spires. He met Trina there who would become his girlfriend and wife.
They met the Oracles humanoid Snow Elf form who was now independent and called himself Vanar. He had plans for Cael.
He sent Cael to a group of Monks that would try to stop a battle that would become the doom of humanity and maybe the Elves too.
At the same time Vanar tried to take control of the Oracle. The ruling Archmages didnt like this.
The Monks elemental powers didnt make much difference. But in the last minute the Oracles powers swepped across the battle and created a massive shield that serparated the Orcs from the humans.
The King had also attacked the Wood Elves for unknown reason even though they stood no chance against them.
Vanar suspected that the King was beign corrupted He sent Tyra, Caldir, Trina and Cael to break into the Kings castle in Aebron and uncover why he acted like a mindless zombie.
They found him and were forced to kill him. When he died a Shade swepped out of his body and fled out through the window.
They had only hurted the Shade and not the King. The King wanted Cael to be king but he didnt feel mature enough.
So Vanar became king instead, but in secret because many would be angry that a human nation had a elven king.
Into the Storm
Vanar restored order. But the Wood Elves were still angry. Then the Storm that devoured Earth came to Eracion. The Oracles and all Wizards magic combined managed to create a shield that would protect Eracion from beign devoured for a while. They also created a portal so that Vanar and Cael and their troops would destroy the Storm.
They found other races there too who they banded together with.
In Eracion Caldir tried to calm the conflict between Vanar and the Archmages. Tyra tried to restore the friendship between Wood Elves and Humans. Trina tried to find the Eracion version of Caels earth family. But she found out something that would not make him happy too.
Back in the Storm Cael, Vanar and there new armies marched through the realms of the Storm. They discovered it was a giant dome and a Vault of Time. Finally they reached the gates to the Storms heart, but it was protected by Shades who transformed into defensive structures and powerful creatures.
Cael and Vanar won, they had also allied with humans that came from the future Earth. They reached the middle of the Storm. The same Shade that had corrupted the King was the leader of the Shades in the Storm. He said that they did these things for good. And that they cleansed up worlds that became a threat to other worlds or was near there end.
Cael answered that all worlds should be able to develop and forge there own destiny. He refered to Eracion for a world that survived its doom. The Shade that the Storm came because it was predicited that Eracion would become a threat to the Storm in the future.
A battle starts and the Shade transforms into the most dangerous creatures of the universe. In the end he transforms into the most dangerous and destructive creatures of all - a human.
He says that humans are like parasites and must be destroyed before they destroy everything else. Future human reinforcements then come and shoot down it with a rocket bomb.
Vanar uses the artifact that is used to control the Storm. He creates two portals. One to Earth and one to Eracion.
He says that its here Cael must make his ultimate choice. Return to Eracion as a hero or return to Earth and his old life and family.
To Vanars suprise Cael choose to stay in Eracion, saying that it needs him and its his home now.
However he asks if its possible to save the portal so that he could take his Earth family to Eracion sometime. Vanar says its possible. They destroy the Storm and return. Trina introduces him to the Eracion version of his Earth family and reveals that she is her sister on Earth. He becomes mad and says that they cant be together then. Trina says that they are in a diffrent world now and have diffrent lifes. He agrees and they stop fightning.
The World War
Cael and Trina is now the Rulers of Eracion alongside a Council that consist diffrent races in Eracion. The top leader of this faction is Vanar. They try to rule the this part of Eracion with the Council but soon a unexpected World War starts.
Suddenly the Orcs and there allies invades the kingdom of Eretria and slaugther anybody in there way. If they find out that Elves are old allies of the humans then they might invade them too.
And to the Northlands the Nordár has begun to become one single clan and a big threat to all surroanding lands.
The Mermaiden rises up from the sea and causes chaos on the shores of Eracion and to the south the Rakshasa seems to have nasty plans.
The races of Eretria and the surroanding lands stands no chance agaist four enemies at once. Many flee and other just ignore the war.
Our heroes are looking for the last Dragons that may be the only ones that can save them.
One group adventures knows that the end is near and tries to earn much gold so that they can set sail for distant lands and survive the huge war. In the Forgotten Sands they steal Rakshasan treasures so that they may get rich and do this.
Here YOU become a part of the storyline. As your group finds a Pyramid filled with treasures they also find a hole in time.
Its guardien slays your party and you are the only survivor. You flee into the hole and get sucked back in time. Before the World War, the Storm and the comming of Cael.
Here your story begins...
The Lost Age: Dragons of the Old Age
is a fantasy RPG based in the world of Eracion.
It has four acts, although the last one is just a enormous battle.
Each act ends with a big battle.
Of course you can choose to not complete the storyline and just do secondary quests and sub-plots.
As each act passes, the world changes and new quests are added, the enviroment changes, you age, people die and NPCs interact with you in a diffrent way depending on what you have done for them and stuff.
Short Info
Playable Races: Wood Elf, Human, Snow Elf, Dwarf
Playble Classes: Warrior, Hunter, Mage, Engineer, Elementalist
Playable Racial Classes: Assassin, Seer, Runelord, Necromancer
Style: Fantasy RPG
Size: Very large and mostly freeroaming.
Race Information
There are four diffrent playable races in this game. If i knew it was allowed to make a MMORPG i would include four other races too.
The races are the brave Humans, the ancient Dwarfs, the enchanted Snow Elves and the wise Wood Elves.¨
Character Creation: All races have one diffrent feature they can change. However all races shares the ability to change Height, Body, Strenght, Eye Color , Face Style, Eye Color, Hair Style, Hair Color and Facial Hair.
In addition Humans females can choose earings and human males tattoos. Dwarves are unique that they can choóse runes. Snow Elves are unique that they can choose auras, changing there appearance to be more arcane and magical.
Lastly Wood Elves unlike all other races can change ear style.
The only diffrent race are Wood Elves who cant have facial hair ( the reason why is stated in there history).
Human Character Creation
Humans have a wide variation of hair colors. From blond, to red, black and brown. Skin color are ranging from light brown to very pale white. Humans can have tattoos and earings and racial character feature.
Their hair styles are ranging from average long to very short and the males often have small beards.
Marshland human are much paler and more dark, white and gray haired than other humans. Hjalgvar humans are also very pale and much shorter then the average human, they are too mostly dark, white and gray haired. Green fields humans are tall and have light colored hair and sharp ice blue eyes. They are often light brown in there skin. Aebron humans mostly have the normal pink skin color and all of the hair colors above are normal among them.
They are the average humans. Western humans tend to be very light pink in skin color, almost pale and like the Aebron humans have many diffrent eye and hair colors.
Western humans, like Green field human, are also very tall and often have a very strong body.
Wood Elven Character Creation
Wood Elfs mostly have dark colored hair and skin that ranged from average pink to brown. Some of the Wood Elves even have a greenlike skin color. Their hairstyles tend to be beutiful and untouched although this is not always the case, as some elves have very feral and wild hair. Their eye colors also have dark colors and are often green.
Green
Southern Elves are the only Wood Elves with blond hair. They are often called "People of the Stars" by other Wood Elves because of their unique appearance. They tend to be longer and have many Green Fields human features. They dont have feral hairstyles.
Druidic elves are those who are deeply connected by the elements and nature and have follow the Path of Balance. They have blessed glowing golden, azure or emerald eyes and very good and beutiful hair that is not wild like many other elves.
They are very tall.
Feral elves are elves who have lived close to dangerous creatures and very isolated. They are very strong and look almost feline. They have long nails and catlike eyes. Some have mistaken them for werecats. They move very diffrent from other elves and like to climb in trees. Feral elves tend to be a little bit shorter then other elves and just a little bit hunchbacked.
Inner forest elves have beutiful hairstyles inspired from Asia. Some of the hairstyles are feral too. They are of average lenght. They mostly have light brown and light dark hair but some have beutiful star white hair and a very few of them have mix between white and gray hair color. Outer forest elves are a bit shorter then the Inner forest elves and have a more feral and animalistic looking body and hairstyles. You could describe them as a hybrid between Feral and Inner Forest elves.
Dwarven Character Creation
Dwarfs have very much facial hair and lots of diffrent styles for their beards. Dwarfs are very robust built and some unintelligent humans and even elves think that they are fat when all dwarves look like that. Most Dwarves have runes attatched to their skin, they are belived to give them elemental powers and by looking at the runes you can see what clan the Dwarf belongs too.
Some Dwarves even have runes that tell people who they are and their story in life so far. Old Dwarves can be covered in runes.
The Dwarven skin color is depends where they live and can range between pale and light brown and even black, gray or mudlike color. Their eye colors are only dark ones except those that live in the northern mountains, that in rare cases have ice blue eyes.
The hair color can be almost anything but it too depends on where they live, some Dwarves dont even have hair or have shaved it to show additional runes.
Dwarf females can however have any eye color.
Middle Layer dwarfs are on the brink to be pale and often have light brown and light green eyes and have a wide range between skin colors. They are the average dwarves.
Dark Dwarfs are the dwarfs that looks like they have ash on their skin. Some of them are even jet-black.
Their runes shines through their skin and they are considered the most beutiful Dwarves. The lenght varies a lot with these dwarfs but they have very much muscles. Some of them are very tall, while others are very short. They are the strongest and most brutal ( and some times a bit to brutal...) of all dwarves and live at the fires of the Underworld.
Upper Layer dwarfs are a little bit paler then the average human and are average sized. They too have often light brown, light green, gray or white eyes.
Mountain Dwarves can be blond and like the Dark dwarfs their lenght varies a lot. They can have pretty much all hair colors except black and are always a little bit pale atleast.
Surface dwarves can also be blond and mostly have light colored hair. They look like short humans almost everywhere and they live like humans.
Snow Elven Character Creation
98% of all Snow Elfs have some sort of mystical aura around them that gives them magical features.
Snow Elfs are the tallest race of the four playable races. They always have azure blue glowing eyes.
Unlike the Wood Elves the Snow Elves have a lot of hair. Both facial hair and hair on the head. The Snow Elves always stand very upright and those who have never seen them would think that they look both funny and exotic at the same time.
Arcane Elfs are those that have lived close to the Oracle almost their whole life. They have become one with magic.
They have glowing light blue cracks in their face and their whole body glows from the strong aura.
They often have long white hair that magically spreads out in all direction in the air. Their clothes also flies away in all directions, something that can be embarrasing for females if its windy.
Frozen Wilderness Elves are those few that live outside the Silver Spires. They have a more wild and feral hair then the other elves and are much stronger and more robust.
They usually have very long eyebrows and beards.
Silver Spire elfs are the average Snow Elves. They are very tall, have long hair and beutiful haircuts.
Long eyebrows and glowing light blue eyes and a strong aura around them. Like almost all Snow Elves they are very pale but not the palest of their race.
Eritrean Elves are those that look most similar to humans. They have a weak aura but can have long golden hair. They have smaller ears then the average elf and are not very pale at all.
Their haircuts tend to be shorter then the average Snow Elf and some even try to live normal human lives like beign a peasant or farmer.
Northlands Elves name are very misleading. People think these beutiful royal elves in a long dresses live in wild forests filled with stinking Nordár and Trolls when they hear this name.
It is not like that. These Snow Elves live on the northern westcoast of Eracion in the beutiful Westwoods. They have one outpost in the northern tundra however.
They look like Eritrean humans but have a stronger aura and are more upright and are much more beutiful according to most people.
Reputation System: ALL towns have reputation with them and all race have a main faction.
Humans main faction is the Army of Light.
Dwarves main faction is the Runic Order.
Wood Elves main faction is the Lifewardens.
Snow Elves main faction is the Silver Council.
Reputation is gained when you do missions for diffrent towns or kill their enemies. The higher reputation you get, the lower the prices from that town gets and the better equipment is avaible.
Gained reputation with a race main faction and town factions is a little bit diffrent.
For instance, a human that does missions and deeds for the Army of Light gains shared reputation for ALL found human towns and factions but while doing missions for one single town you gain much better reputation but only with the town you quest for.
However some races have more factions and towns then other races making it unfair. Thats why the races with less amount of towns and facions gain reputation harder but get slightly better rewards from that faction. A good example of this is the Snow Elves who have only two cities ( with one of them rather small ) in the whole game and 1-2 factions unlike the humans who have lots of towns and villages.
If you do many things for one town but not many things for a nearby town, the nearby town might acctualy get jealous and your reputation will decrease with them. However if both towns like you then one guy from the other town might acctualy spread rumors about you to other towns, increasing your reputation with them.
However if you do things the villagers dont like then they might spread bad rumors, decreasing your reputation.
So reputation is something you should pay attention too. You should interact with diffrent towns as much as possible.
Lastly you can kill people in towns and even get along with otherwise unfriendly factions like the Nordár if you do that. However then your own race might turn against you, and after some time their allies too...
However its not possible to make a complete faction swap and join the Nordár or Orcs as it would break the storyline but you will be able to interact with them in average levels.
You can also might your own sub-factions that will help you with your deeds in diffrent towns and do things to you, like a fan-club. Sometimes NPCs make "fan-clubs" or sub-faction that hate you and try to destroy for you on their own.
If you have reached a high level of reputation with a town or faction they might cheer at you and do parties and parades in your honor. There are some diffrent levels of reputation. Here they are, from worst to best.
10. Enemy - the worst, makes you a enemy of your own racial faction or another one (like the Wood Elves). Its hard to be friendly with the factions again from this stage. The best thing to do is to wait for the next act... or if not possible, wait A LOT so you age in the game and you become unfriendly again.
7. Hated - the people refuse to do anything with you and people might try to assassinate you and destroy for you. However at this stage its rather easy to go up a level. They might also spit at you.
6. Unpopular - increases the cost of all items by . Basically you dont become hated but they still dont like you but will not attempt to destroy for you as muc has before and wont try to kill you.
5. Neutral - the people have nothing against you but rumors will spread quick here. So if you want good reputation, do quests while they are neutral.
4. Known - reduces all costs by 5% and people will start talk about you. At this point small events begin to start about you.
10% for Snow Elves
3. Popular - reduces the cost of all items by 10%. Now the big things begin to start and the good rumors will begin to travel to nearby towns like some kind of chain reaction.
People in whole zone should know you by now. The good rewards start now.
20% for Snow Elves.
2. Idolized - reduces the cost of all items by 15%. Now people from the neighbour areas should know you, or atleast over 55%. Here the fan-clubs starts and if you below popular with a nearby town, they will become jealous by now.
30% for Snow Elves.
1. Legendary - reduces the cost of all items by 20%. Now atleast over 40% of the people in the whole part of the world the town is located in should know you.
The best rewards are located here and you will become unfriendlly automatically with nearby towns that you are below popular with. However to get to Legendary status you must first be 99% idolized and then complete a rather difficult quest for the faction.
At legendary status you also gain a free title. It says:
"Hero of < the town or faction >.
Snow Elves gain 40% reduced cost.
You can also become friends with the factions and towns of other races. Some towns shares reputation with two or more diffrent races. For instance, a human could become Legendary by a Wood Elven faction but it would be much, much harder then becomming legendary with his own racial faction ( note that it isnt easy to get to Legendary status either... ).
Humans
Classes: Warrior, Mage, Ranger, Necromancer
Starting Area: The Westwoods
Starting Part of the World: The Northlands
Leader: King Simon
Main Faction: Army of Light
Capitol City: Aebron - the Channel Citadel
Kingdom/Country: The Sun Empire or Eritrea
Famous Landmarks: The Forgotten Wall
Racial Colors: Gold, Red
Racial Symbol: The Sacred Sun
Sub-Races: Marshland Human, Hjalmgvar human, Green Fields human, Aebron human, Western Human
Humans were once a savage and primordial race that were splitted up in clans and fought each other. Even though they were humans too many scholars call them the "Jarlar" - since they are somewhat diffrent from the current humans.
Humans come from the Nordár - the Half-Giants of the North. They wandered south from the huge ancient forest in the Northlands. Just above the Rift Lakes most humans settled.
In time they had builded up several kingdoms. Still close to the Nordár in there mind the small Kingdom Clans waged war on each other. But many people didnt want war and fled. Some fled north to commune with the elements, some south to the Dwarves and some sailed south and found the Forgotten South. No one has ever heard of those in the Forgotten South and they may have been exterminated because of all the strange beasts there.
No human has explored the South and returned.
The Warlords contiuned to fight each other untill Alliances were created between diffrent Clans. Now some clans were stronger then the other clans and demolished them. In the big alliances a Grand Queen and a Grand King. The Grand King was meant to fight because he was a man and brute. In the early humans and Nordárs religion the female is a Messenger and Harbinger of the Gods.
In the Nordár armies you can find the Valkyries, strong women of supernatural powers. The Valkyries tame huge eagles and are one of the mightiest troops of the Nordár. A Valkyrire would easly win against a Einherjar and maybe even a small dragon.
Because females were thought to be connected with the Gods they ruled almost everything over the human except the wars and military stuff.
In time the remaining surviving strong alliances gathered in a gigantic friendly meeting at a place called Gadheim, meaning "Home of the Gods". This place were once used by Mages to commune with the higher powers. After much talk and duels they were united that they would create one single alliance, a Union.
Every big clan had a Prophet and a Battle Hero, these were the Queens and Kings second hands.
The Union required to find these and force them to join the Union has rulers over it. The Battle Heroes were simply heroes of there clans and the Prophets was the clan leader.
Note that the Grand King and Queen were leader of the Alliances not over the Clans within it.
Together the Prophets and the Queen gathered at Gadheim to discuss about the Union.
The Battle Heroes would be trained as commanders and a part of the culture. They fought in arena tourments and conquered the peoples hearts. The one who would win a arena tourment would challenge the King and in some cases the Battle Hero won against the king and became the new Grand King.
The Grand Queen could also be removed but only if ALL prophets agreed. This was very rare because they thought the Queen was chosen by the Gods and a incarnation of one.
Soon the Grand Kings disappared and the now barbaic Arena Tourments died out. Now both women and men could become the supreme king over the people.
The human kingdom grew faster then ever and there culture developed away from the Nordárs. They had now almost formed there own race. The meetings at Gadheim was now held in great castles and great churches and cathedrals were raised for the Glory of the Sun.
They begun to met the Wood Elves now. But the view of them was diffrent now. People though the Wood Elves were evil witches, assassins and warlocks. People though they were gay and raped everybody they could see and cursed them. People though that they seduced people and then killed them.
Even though the Elves said they were friendly but didnt want them to enter there woods the humans were still very suspicous.
Rumors said that the Wood Elves held enormous beasts in there forests like serpentine Wyrms, the last dragons and huge eagles.
This was later proved to be true when Cael entered the woods.
But there was another elven speices too. From the north came the Snow Elves, or Arcane Elves like most other races call them. These elves had one single city, but a big one and a mighty one.
They had buildt there city at the exact center of the Northpole. They had builded there city around a great white tower called the Oracle. On top of the tower the energies of the Oracles resided and empowered the Snow Elves and there city.
The Oracle granted the Snow Elves amazing knowledge and they became masters of the Arcane. The Oracle watched over the world with its light rays - like a huge worldwide lighthouse.
Because the humans was not allowed to cut down the Wood Elves forests they moved north again. They begun to cutdown the Nordárs woods instead. This throwed them in conflict forever. And the humans and grw powerhungry to so that is the main reason the two races hate each other.
The Nordár were, lets say... much, much stronger then the humans. But they were lucky. Since they just had a contacted with the Snow Elves the humans soon begun to master the Arcane too.
Magic saved humanity. So a war started between the Nordár and Humans. The Wood Elves helped the humans and the human thought they were invincible in the war with magic, which they were not and therefor lost many troops.
They also had forget that the Nordár had mastered naturmagic for thousands of years ago...
Anyway the Wood Elves withdrew to there forests and the Nordár... crushed the humans.
The Nordár had creatures such as the Wyrms, Berserkers, Valkyries, Trolls, Giants, Einherjar, Golden Boars, Elementalists and Giant Eagles so things looked really bad.
But when the Nordár had exterminated everybody near or in there forests they were happy and to the humans suprise they left the human kingdom and didnt care about it. They had crushed the human army anyway. They were happy with crushing the famous Knight-Cities to the north and raid the villages of the norht for all eternity.
The current King blamed the Wood Elves but the Wood Elves just thougt there defeat was nescessary. The King ordered all history texts to be changed so that he won the war.
And today, most people belive that the humans did win the war thanks to the old lie.
The humans builded a huge wall that separted the Nordár from the humans. But since they were interupted all the time when they builded it by the Nordár, the wall became very weak.
The great stone wall stretched from the Dead Bay to the west to the Elvenwoods to the east. It strecthed right through the old Knight-Cites and around the capital city.
It was huge.
Anyway the weak wall was not a success. Humans and Nordár still do small raids at each other all the time.
Atleast the Nordár doesnt have big clans anymore but if they would unite under one single banner, the Nordár would be a huge threat to the humans even with there allies.
Recently the Nordár attacked the capital city Aebron. And they did not have normal weapons, they had Black Elven weapons.
And Cael was a human too. He was the chosen one and saved the world several times. But recently things look bad.
All possible enemies are siegeing the humans and there allies. Its up to you to secure your kingdom and become a Hero of the People.
But as you are sent back in time the humans have problems there too. As a captive in a Nordár camp you hear that you are in the middle of war raging between Nordár and Humans.
About Humans Appearance and Society in the Past
At this time the Humans were at war with the Nordár. During the war human males appearance changed to be more agressive, they begun to pierce themself and make show off their wounds so that the Nordár would know that even though humans are small sized, they can deal a lot damage.
Women stayed with earings as always but some women also became more agressive and pierced or tattood themself.
Women were not common in wars at this time (and still isnt) but it existed. The few women that was in the army was mostly the successful ones who had been promoted to commanders, captains or champions. Most women was not warriors, but Archers, Mages, Medics or Clerics, preffering to stay far away from the battle.
At this time not many human mages existed. The Snow Elves had only recently learned the humans the arts of the arcane.
So mages were uncommon. However priests were more common. Or Sunpriests as they are also called.
The humans worship the Sun, they belive the sun is the godess Valyria, clearly inspired by the Nordár Valkyries. In their faith the worlds was once consumed by darkness and shadows. The darkness hatched all the evil on the planet like Nordár and demons.
But Darkness could not exist without Light.
From the shadows a enormous sphere of unbroken light rose up. Inside it the light had taken the shape of the first human, the Godess Valyria. The sphere was the sun and the Sun Godess would forever be protected by the sphere and contiune to spread hope and purity.
The creation of the Eracion was made by Valyria. She created Eracion has a Haven for her belivers and all good things.
But the darkness could not be resisted and soon begun to corrupt Eracion...
Valyria saw that she could not resist the shadows and darkness anymore so she granted the power of fire to the ones that belived her the most. These were the highest ranked priests and would spread the faith and power to all other humans. Together they would assemble an Army of Light to destroy all evil.
The war against evil contiunes today and even thought the religion has been corrupted, twisted and exploited the faith grants the humans strenght and hope to combat their enemies and was stronger then ever during this period.
The humans elite troops are fanatical belivers of the Sun Godess and use their righteous fury to quickly destroy their enemies.
They are compared to the Nordárs Einherjar, although the Einherjar doesnt base there power around strong faith, but have real powers that makes them so awesome.
--------------------
Wood Elves
Classes: Warrior, Elementalist, Ranger, Assassin
Starting Area: The Dying Paradise
Starting Part of the World: The Elvenwoods and its Surroandings
Worship: The Elements and Nature but doesnt really view gods and religion like we do
Leader: Archdruid Falaro
Main Faction: Lifewardens
Capitol City: Sofira - the Last Grove
Kingdom/Country: Arfalom - The Blessed Forest
Famous Landmarks: The Forest itself
Racial Colors: Light Green, Light Red, White, Dark Brown, Azure, Sand Yellow
Racial Symbol: The Tear of Remorse, The Five Elements, The Great Tree
Sub-Races: Green Fields Elf, Druidic Elf, Feral Elf, Inner Forests Elf, Outer Forests Elf
Some may be suprised, but all the beutiful elves ( except the Black Elves, who are not really elves but a race called the "Alfár" ) comes from serpentine creatures of the sea.
The Snow Elves, Wood Elves and Black Elves comes from the sea. Long ago they were serpentine creatures called the Mermaden, or Merman and Mermaids as people call them today.
With the exception of the Black Elves who were a race called the Nágá.
The Mermaden had a wast and highly developed underwater empire and society. They were cunning in elemental magic and even spell schools beyond that.
The Mermaden lived alongside the Nágá, who were a ugly race. At the begining of the worlds creation the Mermaden was chosen as one of the five elemental races. They were chosen to guard over the element of Water.
The beutiful Mermaden begun to harass the Nágá very much and very seriously because the Mermaden though they were far more superior then a lesser race like the Nágá and they were chosen as a elemental race, not them.
The Mermaden were also imblossied of their own beuty and they harassed the Nágá even more because of that.
It developed to pure racismn and the Mermaden begun to attack the weak Nágá who could not wield magic like there cousins.
A civil war started between Mermaden and Nágá and the Nágá were forced to flee to survive from extermination.
They fled into hollow underground caverns and was in time further mutated. The woman grew snakelike hair and the men tentacles. After thousands of years they developed to the Alfár or Black Elves that many say now ( although Black Elves would be very incorrect) .
They serpentine body was mutated to two legs and the only that remained on it was a small tail. In the small caves they became hunchbacked and pale. They were still ugly. They would always be ugly and sweared that they one day would have revenge against their twisted cousins.
However they got friends in the caverns and many names through history. Trogdolytes, Twisted Ones, The Ugly and now recently Black Elves. The friends was the Dwarves who saw that the Alfár or Black Elves was excellent blacksmiths and enigeers.
They shared the same interesets and the Dwarves didnt care about their looks. The two races grew a legendary friendship and shared their secrets.
The Dwarves about Enigeering and armor and the Black Elves about powerful weapons and enchants and poisons.
They almost forgot about the Mermadens racismn but when the Dwarves told them about Wood Elves and Snow Elves they just knew that they were related again with the Mermaden.
Their fury grew and they knew that the humans were allies of them. Now was their time to strike, now after thousands of years if not more it was time for revenge.
First they would crush the allies of the Wood Elves by gaining new allies of the surface... alies that would crush both the Elven races and their friends if the Black Elves managed to unite them.
Now was the time for Alfárs ultimate redemption that might change the world, forever...
But now lets go back to the Wood Elves. After the civil war the Wood Elves travelled to the shores of Eracion.
Some stayed in the sea of course. One group swimmed to the far north and would later become the Snow Elves.
The other swimmed to the far east.
They stayed on the coasts near the forests that later would be renamed the Elvenwoods.
Over time their tail became small and they got two legs and became more humanoid. They became the Lizardmen, much uglier then the old Mermaden. Some Lizardmen paniced and fled to the far south, to the Dread South. There they remain even today.
The Lizardmen were still mighty tough.
With unique fightning skills they hunted the noble Dragons. Some thousand years later the only Dragons to be left seen was a very small group at the planets north pole...
But one day when the Lizardmen explored the mighty forests they came across a sacred Grove. It was connected to nature itself and the elements. Suddenly the Lizardmen felt remorse for the very first time... Remorse for all the bad things they had done. The memories came back and it hurted them, it made them bleed in their mind and made them cry like small babies.
That day the Lizardmen made a pact with nature and the elements.
They promised to act as a sixth elemental race ( although they never and will never be a real elemental race ) and safeguard Eracion to repay all the bad things they did.
The Wood Elves transformed into the shape they have now. Almost feline looking tall humanlike creatures with feral eyes, shrbuby wild hair and long ears that pointed backwards.
If you say a Wood Elf is calm and peaceful you are very wrong. They are probably more feral and wild then any Nordár or Eastern Wasteland race.
The Wood Elves became druids, nature priests and wanted to keep everything in perfect balance. They didnt cut more wood or stone then nescessary and didnt eat meat and hunted animals more then needed to keep the Balance of Nature.
Today the Wood Elven symbols are memories of their histories. The Tear of Remorse, the Five Elements and the Great Tree.
In the center of their capital city a giant tree grew and under it a well was created by nature herself. The Tree was created as a memory for the Wood Elves to never give up and turn back into their twisted old ways.
The Well granted the Wood Elves nescessary knowledge to safeguard Eracion and granted them immortaility and they became immune to sickness.
Immortality was both a curse and gift.
It would make them able to safeguard the world without needing to worry about time and granted them immune to sickness that would weaken them. But the con with is what that they would forever walk the world, waiting for the day when they will be released and their deed is done.
The Wood Elves still punish themself, almost locking themself into their own forests. So much remorse do they have.
And although nature has granted them power, some have recently abanoaded it since hope now seems lost.
The Wood Elves are one of Eracion superpowers, they have always been. With nature on their side and excellent tactics and works from the forge they are almost unstoppable in combat.
Their weakness lies in that they dont have any powerful unnatural magic and thar did favor speed and agility over anything else, making them vurnuble if they get hit and that they are few.
However a barrage of elven arrows is enough to kill over half a legion of elite soldiers.
The Wood Elves are also said to have found some Dragons in the Elvenwoods and have befriended them.
The language of the Wood Elves is a strong and powerful ones and they have "good and bad letters".
Almost only good letters are used because if you use bad letters terrible things can happen.
The Elvenwoods are enchanted and blessed by nature and the Elements to be a haven for the Wood Elves, but it also almost acts as a prison for them. They rarely leave it and don let intruders in.
There are many enchanted barriers in the Elvenwoods. The power sources of the powerful and mystical energies in the Elvenwoods ( which makes the forests very defensive ) are the Groves.
The Groves are mystical glades that allows you to communicate with nature and grant you the blessings of the elements.
As you are cast back in time you appear to just have survived a big battle between Orcs and Wood Elves.
The land that surroands you is blackened and dying and you see that the most Groves have been destroyed, making it free for the Orcs to march into the Inner Forests.
As a Wood Elf of the past its your duty to safeguard Eracion and drive out the Orc intruders from the Elvenwoods and restore it.
The fate of Wood Elves might lie in your hands.
About Wood Elves religion and Society
The Wood Elves society remains unchanged. However some scholars belive that their culture will drastically change when their pact with nature is finished. They belive they will go back to their twisted all ways again although its highly unlikely.
The Wood Elves view of religion is very diffrent from our own. You could say that Druidism is their religion.
These Elves belive in Balance, in the Balance of Nature. That in order for a world to survive for all eternity, balance in it must be kept. The Wood Elves dont belive nature and the elements are some kind of living supernatural god, they belive its natural.
They belive the Elements are a natural force you can drain energy from, but that you need to give gifts to the elements to sustain its forces.
They belive nature is quite the same thing.
They belive Nature is in everybody and is everything in the world. Everything is a part of nature, it doesnt matter if its a orc or elf. Everything IS nature.
The appearance of the Great Tree, the transformation from Lizardmen to Elves, the creation of the Well and the mystical powers in the Forest cant be explained. It might not even have been nature that did all this, but another unknown force.
As i said the Wood Elves strightly follow the Path of Balance and they dont hunt if the animals population is not to high and dont harvest and gather rescourses so that their numbers left will become imbalanced. The Wood Elves might even think a race is causing unbalance and they might then attack them without warning, attempting to restore balance again.
The Wood Elves are led by the peaceful Druids, wise ancient Wood Elves that have always followed Balance and Natures Will.
They are connected to the Elements and Nature. They communicare with the plants, trees and animals to see if something is wrong, or to get a warning on incomming threats.
But one things is for sure:
Some powers are not meant to remain unexplained...
Dwarves
Classes: Warrior, Elementalist, Engineer, Runelord
Starting Area: The Rift Lakes
Starting Part of the World: Hjalmgvar and the far south of Eritrea.
Worship: The Elements and their Elemental Gods
Leader: High Thane Gardmar Baldagâzorth
Main Faction: Runic Order
Capitol City: Gudgarheim - The Subterrain Sphere
Kingdom/Country: Hjalmgvar
Famous Landmarks: Gudgarheim and pretty much the whole kingdom itself
Racial Colors: Magma Red, Black, Very Dark Brown, Fire Red or Murky Green, Very Dark Brown, Dark Gray, Magma Red
Racial Symbol: The Four Elements, The Molten Hearth, The Dragon Rune
Sub-Races: Middle Layer Dwarf, Dark Dwarf, Upper Layer Dwarf, Mountain Dwarf, Surface Dwarf
Even older then the Mermaden, the Dwarfs are on of the five elemental races. The Dwarves comes from Trolls and thus they have a very small connection to humans. The Dwarves, beign living underground and close to earth became chosen long ago as one of the Elemental Races.
The Dwarves were also wardens of the Demons.
The Demons were also a elemetal race. The Elemental Watchers of Fire. The demons were a pure and honest race. Fire stands for purity and for the greater good.
From Eracions core the demons were supposed to fight corruption from other races, a very important task. It was so important they became locked inside the Heart of the World.
They became corrupted themself by this. It had been a big mistake to imprison them. It corrupted their minds and made them insane.
The demons hunger to be released and its rumored that they have gathered huge amounts of troops, waiting to get used when the day of judgement comes.
The Dwarves have unusal bodies. Made of a strange material. Its like stone but living. You could say that the Dwarf is a entire big living stone with a short humanoid shape. They have gained this feature from the Trolls. With the blessing of the earth the Dwarves skin became even more rocklike and they could no longer regenrate lost limps.
Dwarf can live to several hundred years and there are records of Dwarf living up to several thousands years of age.
The inside of their body is very diffrent looking and working from humans. The Dwarves dont need to drink, or even eat.
They cant become fat or slim, all have the almost exact same size of their body ( except lenght ). The Dwarves have hair, but not all. Some simply dont grow any hair at all while others have lots of hair. Their are diffrent kinds of Dwarves. The Element of Earth blessed them in many diffrent ways and some have metallike skin.
Females of Dwarves dont exist, atleast not if you should be 100% correct. The only Dwarf females are acctualy half-dwarves. They are half-breeds between humans and dwarves and they look quite diffrent then the other Dwarves.
They have a more humanlike skin, they always have hair and can be a bit taller then the normal Dwarves but mostly live in the subterrain dwarf kingdom of Hjalmgvar like their brethren.
Some Dwarfs live in the mountains to the North and in the far south of Eritrea ( the human lands ) . A few live in Eritrea with humans.
The Dwarf kingdom of Hjalmgvar is a wonder on its own. Its has three layers. The first layer is the Upper Kingdom. The second layer Hjalmgvarheim ( meaning "The Home/Heart of Hjalmgvar" ) and the last one, Musthelheim ( meaning "The Home/Heart of Fire ).
Musthelheim borders to the underground realm called the Underworld. This the last free land left of the ruins and the Dwarfs are constantly fightning them here. Many ruins of their anceint civilization exists here.
Not much has happened in the Dwarven history so its better to speak about their culture and what they do as i do now and above.
They got chosen as a element race, they are wardens of demons and they constantly fight with Demons and other chaotic beasts in the place the folklores call the Underworld.
They are led by the Runic Council that are a group of Runelords and Runepriests seeking to find the Elemental Gods and restore the harmony of the elements to prevent Raugenarôk, which is a ancient prophecy known by almost all ancient races.
It describes many events. How a shady great wolf, bringing cold death and darkness with him brings doom to Eracion.
Its belived that the events that happen in Eracion now ( in current town, not in the town ) might be Raugenarôk because the events are very similar to the events of the doom prophecy and a dark wolf ( the Children of the Elements betraying their folorn gods etc ).
Dwarfs are very similar to the Nordár in many ways and can be very brutal. If the ancient prophies are true, then a journey back into town might be the only way from preventing it become successful...
About Dwarves Faith and Society in the Past
The Dwarfs belive that each element has a master or what they call a Elemental God. The Dwarves belive in four main elements and lots of sub-elements. There are five elements but the element of time is very unknown and have been forgotten by the´Dwarves ( only the highest ranked Elementalists know about this element and use it ).
They are led by loremasters and ancient wise elders and practisers of Runelore and Rune Magic.
They have tried to try these Elemental Gods for centuries to prevent the doomsday of Eracion ( and the whole world ).
There search for them started more serious when the Elemenetal Races have become corrupted.
No one knows what the Mermaden does, the Caladria doesnt care, the Demons have already fallen and the Dwarves are the only ones who still obey the elementals.
The Prophecy says that the Events of Doom called Raugenarôk begins to show clear signs when the Elemental Races have lost faith and fallen. The Dwarves also know that if the Elemental Races falls, then the world begins to rot, because the elements are the energies required for a world to keep going.
And when one Element becomes corrupted the Harmony of the Elements begin to shatter and soon the other elements will be affected too.
Its hard to (s)explain.
The Dwarf leader is called a Thane. His skin is carved with runes and he sits in the middle of the underground city sphere Gudgarheim. He is chosen by the leading Runic Order and also performs diffrent duels. Long ago the final task of a upcomming leader was to slay a dragon alone, however this have been changed to save the last dragons.
Snow Elves
Classes: Warrior, Engineer, Mage, Seer
Starting Area: Heart of the Spires
Starting Part of the World: The Frozen Wastleland
Worship: None
Leader: The Seven Archmages
Main Faction: Silver Council
Capitol City: The Silver Spires
Kingdom/Country: None
Famous Landmarks: The Oracle
Racial Colors: Light Blue
Racial Symbol: The Eye of Wisdom
Sub-Races: Arcane Elf, Frozen Wilderness Elf, Silver Spires Elf, Eritrean Elf, Northlands Elf
The Snow Elves were too once the race called the Mermaden. They were the group that explored Eracion to the north.
The further north they came, the more they sensed a powerful mystical source of energy. Tempted by finding out what it was they contiuned north to see what the powerful source was.
It led them to the heart of the north pole in Eracion. They sensed that they were on the location where the source was when they were at the north poles heart, but they couldnt see it.
Were was it?
Empowered by the mystical energies there they figured out that the source was probably buried underneath them.
They started to dig and cast spells to melt the thich ice and snow away. They sensed that they were starting to get closer and closer.
And after several days, if not weeks of digging ( even with reinforcements ) they found the source.
It was a huge fragment of a crystal. The crystal granted them power and ultimate knowledge. They became a part of the crystals powers and the crystal of them. The frozen mermaden were warmth up by the energies and they started to build around the crystal.
This was there home now.
Over time they got, just like the Wood Elfs, mutated. Slowly had the crystals power mutated them into their current form.
Empowered by the crystal they gained huge knowlegde of Eracion, very far superior then any other race.
The Crystal also gained them the cosmic powers that humans call "Magic".
With these amazing powers gained through the Crystals the Mermaden ( who were now known as the Snow Elves) begun to construct a massive spire through the hole they had dug.
The Crystal was hidden at the bottom of it in its orginal location and its energies flowed through the spire, empowering all nearby creatures.
For hundreds of years they constructed the Spire which became miles high. The Snow Elves begun to call it the Oracle as it gained them supreme knowledge and powers that were superior to any other race.
The Oracle also became a weapon against enemies and people from thousands of miles away could see the sphere of energy from the top of the spire. It looked like a huge lighthouse and it had a light ray too.
The ray of energy swepped across Eracion, watching its inhabitants and guarding it. The Oracle had gained a will of its own and soon infused some of its energies into dead bodies.
The dead bodies that had been infused with energy were called the Avatars. They were humanoid forms of the Oracle so that it could communicate with the people of Eracion.
The Oracle is hard to understand but all ley-lines leads to the exact location where the Spire and the Oracle is located.
Over time the Snow Elves builded a city filled with other sky high spires. The whole city was powered up by the Oracle and its defeneses too. The Snow Elves had learned how to channel energies through their city and soon the whole city known as the Silver Spires glowed in light blue colors.
If some one ever attacked the Silver Spires ( which no one has done, yet... ) the Oracles light ray sweppes across the enemies, leaving only ashes left. Its magic was also channeled to other smaller spires used as towers that would kill enemies.
However if a threat was to big for the Silver Spires to handle ( which never has happened either ) the Oracle would create a massive shield around the city.
The Oracle also has healing powers and can sweep its light ray across dead and destroyed areas to restore it.
It is said that the Silver Spires are impossible to siege.
In addition to the huge spires covering the entire city the Snow Elves with the help of impressed Dwarves had builded a huge subterrain part of the city too around the underground crystal.
But the Oracle is also the Snow Elves weakness, because its highly rumored that if it should be destroyed, the entire Snow Elven race dies out because of its addiction to it and all mages would lose their powers.
The Snow Elves were not known by many races untill very recently. Just some years after this game the Snow Elves had begun to teach the humans magic which made them though they could win the current war against the Nordár ( which they didnt...) .
The Snow Elves are the race that has the least inhabitants in Eracion. Under thousand Snow Elves exists and they are immortal and immune to disease and poison and a bit resistant to curses when they are not far away from the Silver Spires.
But even through their ridiculos few numbers they are one of Eracions main superpower.
Snow Elven engineers have many weapons, including a vehicle that looks like a massive spaceship...
The Snow Elfs troops are elite troops and the most powerful of them ( that are not constructs) are probably the Spellguards.
They heavy armored spellcasting warriors with huge shields and that use very easy but effective tactics in combat.
Another one of their most powerful troops that is not Snow Elves are the Arcane Colossi.
The Arcane Colossi are few, only three of them existed at this time. They are huge constructs of pure magical energies that teleport through the battlefield and kill everybody that is close to them at the same time.
But how can the Snow Elves fall? Its seems like their power is ridiculosy big. In the begining of this text it says that they found a huge crystal fragment.
Guess what this means?
Another part of the crystal exists and go and think now, what could happen then?
Yes, another Oracle could be created but more offensive and destroy the Silver Spires in unsuspected attack.
Today the Silver Spires is a peaceful city that is the center of the Mages in the world and all spellcasters biggest dreams is to visit it. Many people dont even think the Silver Spires exist but only is a fantasy of dreamers.
Explantion of Magic & Ley-lines
Magic is not supernatural and it exists in all worlds. The source of magic comes from space. The universe was born after a huge explosion and the remains of this explosion created a huge cosmic rift.
From this rift some creatures ( which will appear in Eracion much later ) were born but also its chaotic energies spread out into the universe.
Almost all planets has a huge crystal in its core and its to these crystals the energies of the Cosmic Rift comes.
This crystal is infused with magic and in some worlds the crystals gets splitted by the heat.
On Eracion they splitted and blasted away from diffrent directions, one to the north and one to the south.
They came so close to the surface that its magic begun to spread out in a network across Eracion. The network is called ley-lines.
Ley-lines can not be seen but sensed. When there is a crossroad of ley-lines the chaotic energies overloads and the area gets empowered and strange things can happen there, even climate changes.
The Ley-lines also causes the climate of Eracion and explains why the whole world isnt a desert when it has two suns.
Mages use ley-lines to drain powers from them and conjure spells out of them. Spellcasters close to a ley-line become empowered just as the Snow Elves gets weaker and weaker the farer away from the Silver Spires they come.
Magic is not a element like Time, Water, Earth, Fire and wind as the world can survive without it.
I hope this clears some things up, but my english is bad since im 13 years old and english is my second language out of three.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill
|
|
Asheera
Honorable
Undefeatable Hero
Elite Assassin
|
posted June 24, 2008 08:54 PM |
|
|
I'll join this too
But I don't think I'll be able to post it any time soon, but surely it'll be ready before 15 July (I hope)
____________
|
|
Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
|
posted June 25, 2008 07:22 AM |
|
|
Another entrant. Nice . So far the entries have been good. With luck we will get many more before the deadline.
____________
Message received.
|
|
DagothGares
Responsible
Undefeatable Hero
No gods or kings
|
posted June 25, 2008 07:58 PM |
|
|
Alright, I wanna join too, if it's perfectly possible. I will post my game in about two days...
EDIT: I just saw that you needn't say you're in...
____________
If you have any more questions, go to Dagoth Cares.
|
|
sith_of_ziost
Promising
Supreme Hero
Scouting the Multiverse
|
posted June 27, 2008 04:28 AM |
|
|
Erm, Mytical, I believe your already familiar with a game i'm working on. Unbeknownst to many, I have a second game stewing in my mind. It is intended to become a MMORPG. I have many holes in its storyline, but...its getting worked up. That's what I will be working on in this competition. Its name is Theobellum, translated from latin is God War. But, I nay say more right now...
|
|
DagothGares
Responsible
Undefeatable Hero
No gods or kings
|
posted June 28, 2008 01:09 AM |
|
|
I admit that I have terrible inspiration for names and I tend to recycle names. So i admit: I used the name kaď again and I stole the name Alessia from morrowind, because I find it a very beautiful name.
Title: Intentions
available races:
elf -> wood-, sun-, high- and halfblood-type of elves
human
(dark )dwarf
halfling
half-orc
(dark) gnome
(Frankly, I'm tolerant to most races, so be what you like, but be careful and be prepared that this affects gameplay severely)
classes: (choose any profession/class you want to, but I'll just give some examples, so you can get the feel of it)
bard
monk
warrior/barbarian/dragonslayer/etc
mercenary
captain of the guard/knight
wizard/sorcerer
warlock
thief/rogue/assassin/pillager/bandit
explorer/adventurer
scribe/librarian
trader/rich snob
priest/inquisitor/cleric
sailor/pirate
craftsman/smith/tailor/miner/other simple profession
ranger/archer/military marksman
(I would prefer it, if you would choose something more elaborate than just warrior, wizard or rogue... Although, I find rogue pretty okay...)
story: Our story begins in a great city, conquered by High Inquisitor Kaď in the name of St. Alessia. His apprentice, Elya The Raven, is lieutenant of the guard and chief hunter of heretics. She hunts down anything that vaguely resembles deomnic influences and executes terrible punishments and eventual destruction on it. The city is divided in several areas.
You have the higher area where Kaď resides and acts as mayor of Alessiana, the city which he claimed and renamed. Many knights and elite forces are held in there as well. The nobility also resides, here. The best items and trinkets are sold, here, as well. The great church of The Holy Lord was built, there, as well. Allegedly, Kaď spoke with saint Alessia in the church and received a his legendary blessed sword.
You have the nice area, where the entrepreneurs and middleclass citizens reside. The market place and order kept there is pretty alright. Except for the constant vigilance of Elya's vigilantes. Elya is a cruel and cunning huntress of heretics, pagans and non-believers. She has learned many techniques of "extracting the truth" and doesn't need justification from anyone. There are a few local taverns, here, and also a great marketplace, where corrupt, greedy and gossiping traders hang around. To keep the citizens happy, Kaď has allowed the old, pagan arena to stay and weekly fights are still held there. it has been rumoured that, in secrecy, fights to the death are still held, there. you should also spent some time at the local watering hole.
You also have the lower or "poor class" areas, where there are many beggars and muggers. Specifically in the lower parts of the city and the docks. Elya holds her iron grip over the rest of the city, but for some reason, she doesn't keep watch, there. Some say that she's corrupt, others say that she only cares for the areas close to the cathedral. Nonetheless, crime and corruption roams freely, here, along with absolute freedom. There are many taverns, gambling opportunities and pit fights held, here. There is no market area, here. Except for the fishmongers and bordello holder(s). There is a small residence area, where the pariahs of society live and the poorest of men who can still afford a house. Sailors who come ashore, in this city, stay, here. They usually stay in the "special" inns.
A rumour of an intelligent criminal is heard throughout the streets. "The Gentleman" is the man who appears to be running the underground, the nightlife, the entertainment. He would be the only reason why Elya has so many secret agents.
These were a few quick descriptions of the city and the areas. Each area has a market, residence and entermainment area. Each varies greatly and holds different (types of) people. The entire city is actually facing poverty and boredom. The city is in the north, so cold is quite normal, here. In response to the cold, the people have created many kinds of beverages and affiliate with dwaves. Elves are a very rare sight and usually don't show their face in the upper quarters, too afraid of Elya.
List of characters:
Kaď: Fanatic, young man. He acts as mayor of the city of Alessiana. He is very disciplined and powerful, he also acts as a father-figure to Elya. She can't do anything wrong, according to him.
Elya: Iron maiden, Elya is a powerful and disciplined woman, inspired by holy doctrine. She knows the code of conduct (I mean etiquette) and is, according to most men, a stunner. If you're very into BDSM, you should outright spit into her face. She also leads an elite group of warriors who enforce the law. these men wear dark-grey cloaks and are often mocked as "blackcloaks".
The gentleman: He's a very intelligent entrepreneur. Little is known about him, except the big bounty on his head and "an extremely charming smile".
(Later, I will add a list of notable traders/ gamblers/ bartenders etc. + a list of notable buildings)
Rules: 1) you're dead when I say you're dead. just to make things clear. you can also commit suicide, but that creates plot-holes.
2) Each one of you will carry around a hidden agenda and try to keep silent about your background.
3) I will give you your objectives, hidden agendas and other information to you, through the instant messenger. Usually, you will have one hidden objective and two open objectives per chapter.
4) If you fail at keeping something secret in-game, you might die. (I know, but just so that everyone is kept on their toes, I remind them of a possible horrible demise)
5) You can have to give hints about your objectives as long as they don't become too clear.
6) The focus remains on your character. Think about yours, first. (Unless contradicted by your character's personality/objectives)
7) We want to see your character evolve and keep the excitement going. So, now, I want to stress, again, the importance of keeping your identity as secret as possible with only a few subtle hints of where you're going.
8) Your character's personality, class and race are determined by you.
9) You may suggest a past and objectives, but I usually alter it a bit, so that everyone's destiny is intertwined.
P.S.: I've had a lot of influences by videogames, when coming up with this story... But the gameplay is important... I'm sorry, if I sounded like a german Kommandant when stating the rules.
____________
If you have any more questions, go to Dagoth Cares.
|
|
Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
|
posted June 28, 2008 06:07 AM |
|
|
Still lots of time to get your submissions in. Things are going great, and the comeptetion is fierce.
____________
Message received.
|
|
Asheera
Honorable
Undefeatable Hero
Elite Assassin
|
posted June 28, 2008 06:26 PM |
bonus applied by kookastar on 17 Aug 2008. |
Edited by Asheera at 18:25, 15 Jul 2008.
|
ATTENTION! VERY LONG POST AHEAD
Read only if you have time
Geography
The world of Magik is divided into multiple planes: the Material Plane, the Hell, the Heaven and the Outer Planes.
The Material Plane
The Material Plane is divided into three large masses, although the exact amount of unexplored land remains unknown.
The western continent of this world is Kadania, although most refer to its two large territories on their own: North Kadania and South Kadania. The northern continent is a well-populated temperate land with many forests, lakes, and small mountains, and at its North side lies a frigid land aptly named the Northlands, whose snow-covered plains are not populated; it is a place so cold that no living creature could live there. North-East of North Kadania is a chain of mountains known as the Doom Rocks; their name was given due to their extremely high level of danger, as nobody ever returned from there alive. South Kadania is warmer and much less populated than its northern neighbour, and only of barbaric tribes and strange creatures (such as naga and giant snakes), mostly because of its jungles which make up the majority of this land. Not much detail is known about this place as nobody ventured deep inside the jungle, but some myths say the Serpent God, Alkadius, is worshiped by the barbarian tribes; there are also myths about a huge temple with two giant snake-like statues at the entrance, but unfortunately no outsider ever entered it and returned alive; some speculate that the temple is the place where the barbarians make their sacrifices in the name of the God of Snakes, so that they can be protected from the dangerous creatures that lurk in the jungles.
Dividing Kadania from the eastern continents of Antara and Thazan is the deep and winding Serpent's Channel, so named for the sea serpents that once preyed upon vessels that sailed it. Many are believed to still exist.
Thazan lies to the South and East of Antara, divided by the Sea of Falling Stars. This Sea is treacherous for more than its waves, as the independent Pirate Isles lie on it.
Like Kadania, Thazan is composed of two large territories: Khazdan and Carta, and most prefer to use these names instead. Khazdan is the largest territory on the Material Plane and has the most diversified climates. To the North-East there is an icy place with little vegetation, but it is not as cold as the Northlands, and thus it is somehow populated. In contrast, there is Carta, which lies to the South-East of Khazdan and it's a dry, desert land with little vegetation and few mountains. Cities are built near the few oases and rivers scattered about the sand. At the very center of Khazdan is a temperate land, warmer and drier than North Kadania. It is heavily populated and has many hills, swamps and misty peaks.
Antara is the smallest continent, but also has the longest history, as all the civilized races of the other continents are from Antara. It is a temperate land, but colder and more humid than North Kadania. At the South part of Antara is a very dangerous jungle, the Jungle of the Shadow King, named because of the temple of the Shadow King that lies deep inside in its core. There are some runes that point to the temple's location, but until 1215 nobody was able to decipher them, and many foolish adventurers ventured in the jungle and never returned. At the very center of Antara is the Misty Marsh, named because of the thick fog that covers it. It is the home of many giant frogs and swamp creatures, while, although not very deadly, can cause a powerful disease that even the most experienced and battle-hardened warriors will see as a serious threat. There are also many caves in Antara, which hide unpredictable dangers - such as brutal Gnolls and ferocious Orcs.
This is the map layout of the explored Material Plane: (Blue = Water, Green = Land) NOTE: those black lines in the continents are simply "borders" and are not actually visible in-game
Numbers and their meaning:
1 - Whitestone
2 - Toughrock
3 - Alariel
4 - Darkblade
5 - Namor
6 - Talmon
7 - Zeidgan
8 - Dunhart Village
9 - Jungle of the Shadow King
10 - Human Cities of Khazdan
11 - Elven Cities of Khazdan
12 - Dwarven Cities of Khazdan
13 - Dark Elven Cities of Khazdan
14 - Black Elven Cities of Khazdan
15 - Evil Human Cities of Carta
16 - Khazdan Orcish Tribes
17 - Beholder Caves
18 - Human Cities of North Kadania
19 - Elven Cities of North Kadania
20 - Dark Elven Cities of North Kadania
21 - Black Elven Cities of North Kadania
22 - Dark Dwarven Cities of North Kadania
The Hell
In the world of Magik there are 4 layers of Hell. Only the last one has a name of its own and is called The Abyss, the others are simply called the first, second and third layers of Hell. The Abyss is the most horrible place in the entire world, and is home to the Infernal God, Mephisto.
Each layer of Hell is ruled by an ArchDevil, except the Abyss which is ruled by Mephisto. The weakest of the infernal creatures are the Demons, but are also the most numerous. They are like the common peasants in the Material Plane, but much more powerful, as a Demon can defeat even medium-experienced fighters. The Devils are like the guards and warriors of the Material Plane, but, like the Demons are to the peasants, much stronger. The ArchDemons are even more feared, as they are the elite of their kind. They are extremely powerful and extremely dangerous, and are only a few in each layer of Hell. But even they have to fear the power of the ultimate ruler of the layer, the ArchDevil (or Mephisto in the Abyss), as they have the ability to devastate entire worlds.
Although the Demons/ArchDemons are chaotic in nature, the Devils/ArchDevils (including the Infernal God) keep the order and a strict hierarchy in the Hells to avoid the chaos that would otherwise arise.
The Heaven
There are 2 layers of Heaven. The first one is named The Entrance to Heaven and it's the place where most good souls arrive after death. The second is named Celestia, and it's the place where only the most kind and honorable souls have a chance to get, as it is home to Tardius, the God of Justice himself.
The Heaven is guarded by Angels and ArchAngels, the latter being the elite troops of this holy place. It is said that the end of the world will come when the armies of Haven and Hell will battle and the Gods themselves will die.
The Outer Planes
There are many planes in the world of Magik, the exact number is yet unknown. But it is believed to be one plane for each deity and at least one shadow plane, from which the horrible Shadow King plots his diabolical plans.
Traveling between planes is possible using magic portals, but very few mages and priests know how to do it, and even few manage to complete the process. The travel is also dangerous since the portal may lead to a deadly place, such as within a wall. Nevertheless, some brave heroes still traveled to other planes, and some of them even returned back successfully.
Deities
Tardius - the God of Justice, Lawful Good
Shelanee - the Goddess of Life, Neutral Good
Mietgar - the God of Strength and Construction, Chaotic Good
Moradin - the God of Knowledge, Lawful Neutral
Syr - the Goddess of Nature, True Neutral
Azuth - the God of War, Chaotic Neutral
Mephisto - the Infernal God, Lawful Evil
Alkadius - the Serpent God, Neutral Evil
Bane - the God of Death and Destruction, Chaotic Evil
History of Antara
The first recorded history of this world was written by the Elves of Antara. The founding of the Citadel of Alariel by queen Norael marked the beginning of these records and is referred to as the Year 1. Little is known of the Material Plane before the Elves began keeping historical records.
In the year 53, the Dwarves from the north-west of Antara met these Elves from the north while expanding their territory. They had seen a threat in the Elves and started a war that lasted almost 30 years.
In the year 81, a very strange creature, known as Mordekai, that looks like a human with a long robe and a hood (nobody ever saw his face), began summoning Demons and Devils from the Hells. This is when the Elves and Dwarves declared peace and allied each other so that they could stop Mordekai and his demons. But his power was so immense that he was almost unstoppable by these two races together. The resulting destruction was huge and the casualties were so high that there seemed no hope for the Elves and Dwarves. The tied of battle changed when queen Norael of the Elves, in the year 86, used an ancient artifact known as the Orb of Gods, that allows calling the force of one of the Gods while consuming both the owner and the orb. Norael sacrificed herself to summon an avatar of Shelanee, the Goddess of Life, and stop Mordekai's minions. The immense power of the avatar destroyed the Infernals in the blink of an eye, and Mordekai soon met the powerful axe of king Garling of the Dwarves. However, Mordekai couldn't be killed normally, as he had a powerful link with his necklace that seemed to be from another Plane. Garling, without knowing about the necklace, had no chance in defeating Mordekai and soon was killed by this outsider's fire-based spells. However, as he fell down to the ground, his axe cut the necklace from Mordekai's neck, and so the evil outsider was finally stopped. The Elves figured out the link between Mordekai and his necklace and decided to bury him in the best fortress of the Dwarves, his necklace being guarded in another chamber, because, should he ever receive the necklace again, his full powers will be restored and he'll bring havoc to this world as he once did.
After Mordekai's defeat, the Elves, without a leader anymore, had split in three groups. The first group were still loyal to the teachings of the queen Norael and continued to worship the Goddess of Life, still believing that peace is the true way. The second group learned that being peaceful makes the whole society weaker and more vulnerable to enemy attacks, and thus they started to worship the God of War, to be prepared when a new catastrophe arises. They moved South-East and are known today as the Dark Elves, because they follow a dark (but not necessarily evil) path of war. The third group were crazed and so disappointed on the Goddess of Life, because she "let" Mordekai's attack to happen, that they started to worship Bane, the God of Death. They were soon banished from their home and moved to the East. Cursed by the Goddess of Life herself, their skin had become black, and that's why they are known today as the Black Elves.
In the year 153, while exploring the South jungles, the Dark Elves discovered a tribe of barbarians who were not Dwarves nor Elves. They seemed to be worshiping some kind of Lord of Shadows, and were not happy to see outsiders breaking into their territory. The Dark Elves were simply outnumbered way too much and couldn't defeat the barbarians alone, and they asked the Elves and Dwarves for help. Even though the Dark Elves were not seeing as allies of the other two races, they accepted knowing that the barbarians would soon become a serious threat. With the power of the three races united, the barbarians couldn't stand a chance. After all the shamans and leaders of the tribe died, the barbarians became much more friendly, as if the shamans were controlling them like puppets; in fact the shamans themselves were controlled by the will of the Shadow King. The Elves saw no need to continue the fight, but they didn't want to leave the barbarians in the dangerous jungle either, and thought to teach them the arts of fighting and magic, so they brought the barbarians out of the jungle. The Dwarves, seeing the barbarians as potential allies, also wanted to teach them the arts of construction and weapon forgery. The barbarians seemed to be pretty eager to learn new things and, after more than 300 years, they were much more intelligent, clever, knew how to fight well and were capable of building their own kingdom. Thus they traveled South-West where they founded the mighty Citadel of Whitestone, and started to worship the God of Justice. They are known today as Humans. The deeper sections of the jungle, along with the temple of the Shadow King couldn't be found until the year 1215 when Krat deciphered the runes of the barbarians that once dwelled in this jungle.
In the year 486, major migrations have started. Wanting to explore the rest of the world, the Humans, and later the Elves, Dark Elves and Dwarves, started to move West to Kadania and South to Thazan. However, the Black Elves did not want to let the others dominate the rest of the continents, so they migrated as well. The names of Kadania, Thazan, as well as Khazdan and Carta (the two smaller territories that form up Thazan) have been given by the Humans, who were the first to land on these continents.
Between the 6th and 10th centuries there was nothing of particular interest. The Humans and Elves expanded their territory, building new cities in different locations. However, things were progressing slowly, as there was constant threat from the local beastmen (Gnolls, Orcs); cities were built and destroyed, people killed, but the Humans did not retreat and kept advancing.
In the year 1001, however, the Black Elves, without having battles with the barbarians that once dwelled in the South jungle, and without fights with the beastmen, saw this as an opportuniy to attack the other races and take advantage of their weakness. Many Human and Elven cities were crumbled to dust, and as they were marching to the Elven capital, Alariel, the Dwarves were asked for their help by the Elves. The King agreed, however, a small group of cowardly dwarves were simply too scared of the Black Elven magic and didn't want to take part in this. For their treachery, they were banished from home and traveled East, founding a Citadel near the Black Elven capital. These Dwarves are known today as the Dark Dwarves. The war with the Black Elves was won by the good side, even without the aid of some treacherous Dwarves, as the Dark Elves themselves helped the Elves in this war. The Black Elves were driven back for the moment and peace has been restored.
In the year 1024, a group of very powerful and evil ArchMage Humans from Carta came to Antara. They set up a Palace called Zeidgan in the North-East, just in North of the Black Elven lair. They were so strong that even Vingrok, the Black Elven King, did not have the guts to attack them. Later, they even started to trade with the Black Elves and Dark Dwarves, but for a Black Elf no Human will ever win his trust and respect.
In the year 1194, Ali Basta, the leader of the ArchMages of Zeidgan, came to Whitestone and threatened the King, Namus (), to work with him in his illegal and dirty activities. Namus did not know at that time what will happen and he accepted the offer. However, his son, Kerongvar, did not like the idea to work and trade with those arrogant bastards at all, and decided to form up a council of wise men to help Namus reconsider. The council was formed of four mages: Kerongvar, Kart, Nammuk and Rulf. Rulf was the only Dwarf in the group, as the other three were all Humans. Both Nammuk and Kart were from the nearby Village of Dunhart.
After ten years, Namus saw that his Kingdom was rotting to the core with the illegal activities, and decided along with the wise council to turn against Ali Basta. Basta was not pleased to hear this at all, in fact he was so angry, that he used a spell to corrupt Namus' mind and bring evil thoughts in it. Namus told Basta everything about Whitestone, including the defenses and the military power. With this information, Basta was so confident on himself that he immediately declared war to the Humans of Whitestone, knowing that he'll obtain a victory with ease. With Namus gone, Kerongvar the Mage had to become the King of Whitestone. He asked the Elves, Dwarves and Dark Elves for help but all of them refused knowing that even if they would be successful in defending Whitestone, the casualties would be so high that they would remain completely vulnerable to the attacks of the Black Elves and Dark Dwarves.
It is the year 1215, and all hope was lost in the eyes of Kerongvar. However, Kart managed to decipher the ancient runes of the Shadow King, and went to find the lost temple. Inside the temple he found a special eye, the Eye of the Shadow King, knowing to give gargantuan powers to the owner. He touched the eye and it was immediately assimilated in Kart's body. When Kart returned from the South jungles to defend Whitestone, Ali Basta was already sieging this town, and there seemed no way of victory for the Humans. The tide of battle changed when Kart entered the battlefield, and along with the remaining Human soldiers managed to massacre Basta's minions. As for Ali Basta himself, he didn't even have the time to be amazed by Kart as he was quickly killed by the power of the Shadow King. Salam, Ali Basta's son, was so enraged by this event that every day after he tried to make a plan to destroy Whitestone and get his revenge. As for Namus, with his master dead, even though he received free will, had his mind corrupted by evil so much that all he wants now is to destroy all forms of life. Nobody ever knows where Namus is hidden, but some say he took refugee in the ruins of one of the old cities that was destroyed by the Black Elven invasion that took place in the year 1001.
The siege of Whitestone was finally over, but Krat, having assimilated the Eye of the Shadow King, started to hear voices and commands from the Shadow King himself which the poor mage could not refuse. It was as if the Shadow King was slowly taking control of Kart. He started to corrupt the other council members with his diabolical plans as well, and both Nammuk and Rulf began practicing the dark arts of Necromancy. Kerongvar, however, didn't fall in the trap and decided to retreat from the council.
In the year 1218, Krat crossed the line with his evil plans. Using his special magics he sacrificed every single human from his old village, Dunhart, in the name of the Shadow King, and he was rewarded with a Shadow creature for each sacrifice. Kerongvar could not tolerate this any longer, and, even though Krat was his old friend, assembled an army to attack Dunhart village which was now populated mostly by Shadows. Nammuk defended the village until his last breath, but Krat was such a selfish and cowardly bastard that he fled South to the Temple of the Shadow King, betraying his so-called "friend" Nammuk. Rulf also managed to hide and escape with his life from this attack.
After Kerongvar's troops returned to Whitestone, Rulf got out from his hideout and went back to the battlefield, and using his new Necromancy skills learned from Krat, raised Nammuk as a powerful Lich, which would obey him until death. One day however, as he was traveling through the forests, a pack of Orcs took him by surprise and with extremely high luck managed to kill Rulf. With his master dead, Nammuk gained free will and decided to hide in the old tomb of Dunhart, at least for the moment... Now the Lich wants first of all to take revenge on the one that was responsible for his death, Kerongvar, and the cowardly traitor Krat that abandoned him in time of need.
Now it is the year 1221, and you take part in the story...
History of Thazan
In the year 487 the first Humans arrived in North of Khazdan, where they found interesting new places and creatures. In 488 the Elves, Dark Elves and Dwarves also landed upon this continent and began the exploration. The Black Elves arrived in Khazdan later, in 494, and as they were not eager to start any conflict at this point, settled their towns in the icy place that lies in the North-East.
The Humans were the most adaptable and most willing to explore the entire continent. This is how a group of them found, in the year 522, a dry and desert place in the South-East that they named Carta. This land with little vegetation seemed to not be populated by civilized races, however, there were some signs of an ancient civilized race: there were pyramids and obelisks scattered across the desert. Inside the pyramids and on the obelisks there were some strange inscriptions that looked like spells. The Humans were so interested in these runes that, not only did they decipher the meaning of the spells in only 500 years, but they also started to worship Moradin, the God of Knowledge. They built multiple Palaces and Towns in Carta, all of which have a unique style and magical defenses. However, as they became more and more intelligent, they also became more and more arrogant and selfish. With their new knowledge and powerful spells that once belonged to the ancient race, they were very confident in their abilities and considered the other Humans pathetic weaklings. They also sent a group of elite ArchMages to establish a Palace in Antara, to further increase their domination.
Between the 6th and 9th centuries multiple Towns and Kingdoms have been created in Khazdan by the Humans, Elves, Dark Elves, Dwarves and Black Elves.
In the year 925, a group of aggressive Orcs from the South attacked many Elven towns and erased them from the surface of Khazdan. They didn't have this victory over the Dwarven towns, however, as the Dwarves are not only good in building defenses, but also the God of Construction himself blessed every structure raised by them. The Orcs of Khazdan were much better at fighting than the ones from Antara, and also much more organized, and thus much, much deadlier. In fact, in the year 928 the Elves, while counter-attacking these monsters, found out a settlement and many tribes of Orcs in the South of Khazdan. It seemed almost a complete suicidal action to push the attack any further so they returned and left the Orcs alone for the moment.
The Black Elves also had problems building Kingdoms. They had to endure both the cold atmosphere in the North-East of Khazdan and the dangerous creatures that lived there, such as Polar Bears, Ice Centaurs and very powerful Snow Apes. They were expanding slowly, but at least they didn't encounter any organized attacks like the Elves had from the South Orcs.
Between the year 1104 and 1202, there were constant conflicts between the Humans of Carta, the Black Elves and the other races of Khazdan. The Humans of Carta wanted to impose their illegal activities on the others as well, but they got refused. The Black Elves allied with the Mages of Carta only because they had to fight with a common enemy. To make things worse, the Mages of Carta also managed to supply their ranks with Beholders, creatures which were found in the East of Khazdan and whose minds were easily controlled with the spells found in the ancient pyramids. In the end however, the Mages of Carta and the Black Elves were defeated, and only because of a brave Dark Elf: he managed to bring the Orcs from the South by force (by attacking them and then retreating) all along to the Black Elven troops. All the Orcs that followed the Dark Elf were defeated but the Black Elves suffered heavy casualties, and the Mages of Carta alone could not advance any longer.
History of Kadania
The Humans were the first to land in North Kadania as well, in the year 499. They started to build cities and began the exploration of this continent. Apart from the fact that the Dwarves were unable to get past the Serpent's Channel because of the giant sea serpents, there isn't much difference from Thazan as to how the other races arrived in North Kadania. First came the Elves and Dark Elves in the year 505, and then the Black Elves later in 510. The Black Elves settled their Kingdom in the North, near the Northlands, while the others occupied the Central, West, East and South areas.
In the year 597, the Black Elves discovered the Northlands. These snow-covered plains were so cold that even with the aid of their magics the Black Elves could not populate the place. Later, in the year 672, they tried to expand to the North-East, but there was another problematic place: the Doom Rocks. Every group of Black Elves that entered the Doom Rocks never returned from there. The Black Elves were so disappointed because they couldn't expand their territory that they continued to send patrols regularly to conquer the Doom Rocks, but none of them has been successful even as of today.
The Humans, as usual, were the most willing to explore the rest of the continent, and in the year 752 they traveled South to the dangerous jungles of South Kadania. They tried to build cities but it was hopeless, as there were constant attacks from the barbarians, giant snakes and nagas, and those were not weak attacks either. They had to retreat and, because of the very different aspects and dangers, separated the South part from the North, by naming them South Kadania and North Kadania (they were known only as Kadania before)
In the year 1033, the Dark Dwarves set foot upon North Kadania. They managed to destroy all the Dark Elven cities in the East and established their Kingdoms there. They had to ally themselves with the Black Elves so that the other races wouldn't be eager to attack them and drive them out of this continent. There were minor conflicts between the Dark Dwarves and the Humans in the years to come, but none of them actually led to the beginning of a war.
Alignment
This game has the basic 9 D&D alignments: Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, True Neutral, Chaotic Neutral, Lawful Evil, Neutral Evil and Chaotic Evil.
Playable Races
Human
Humans are the race of diversity and potential, and are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans can live to 100 years.
The starting Human attributes:
Strength: 30
Stamina: 30
Dexterity: 30
Agility: 30
Intelligence: 30
Wisdom: 30
Charisma: 30
Human players start in the Kingdom of Whitestone, now ruled by the noble Mage and King Kerongvar. The Humans of Whitestone worship Tardius, the God of Justice.
Elf
Elves are immortal creatures, and depending on your alignment, there are three types of Elves available as a playable race:
Any Good Alignment = Common Elf.
The Elves have slim figures and long ears, and are characterized by their pure and innocent beauty. Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. They tend to be golden-haired with deep green eyes, have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.
The starting Elven attributes:
Strength: 20
Stamina: 15
Dexterity: 40
Agility: 40
Intelligence: 30
Wisdom: 40
Charisma: 35
Elven players start in the Citadel of Alariel, ruled by the kind and beautiful Queen Diraya. The Elves of Alariel worship Shelanee, the Goddess of Life.
Any Neutral Alignment = Dark Elf.
The Dark Elves have split from the other Elves because of their lust for battle. They are in constant training and fighting, and thus are even more agile than the common Elves. Their overall appearance is similar to that of Elves. However, they are taller and have pale-white skin and silvery hair.
The starting Dark Elven attributes:
Strength: 20
Stamina: 15
Dexterity: 40
Agility: 45
Intelligence: 30
Wisdom: 40
Charisma: 35
Dark Elven players start in the Kingdom of Darkblade, ruled by one of the most powerful fighters in Antara, the Dark Elven mistress Nadia. The Dark Elves of Darkblade worship Azuth, the God of War.
Any Evil Alignment = Black Elf.
The Black Elves were cursed into their present appearance by the good Elven Deity for following the God Bane down the path to evil and corruption. They have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.
The starting Black Elven attributes:
Strength: 20
Stamina: 15
Dexterity: 35
Agility: 35
Intelligence: 40
Wisdom: 45
Charisma: 30
Black Elven players start in the Kingdom of Namor, ruled by the mad and powerful Sorcerer Vingrok. The Black Elves of Namor worship Bane, the God of Death.
Dwarf
Dwarves live to about 250-300 years, and depending on your alignment, there are two types of Dwarves available as a playable race:
Any Good or Any Neutral Alignment = Common Dwarf.
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly. The Dwarves' mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
The starting Dwarven attributes:
Strength: 40
Stamina: 50
Dexterity: 20
Agility: 15
Intelligence: 25
Wisdom: 35
Charisma: 25
Dwarven players start in the Fortress of Toughrock in the North-West of Antara, ruled by the great King Groth. The Dwarves of Toughrock worship Mietgar, the God of Construction.
Any Evil Alignment = Dark Dwarf.
After rising up against their fellow Dwarves in fear of the Black Elven magic, the Dark Dwarves had to flee to the East and ally themselves with the evil Black Elves, and thus emerged a new subrace with limited mental powers. Male and female Dark Dwarves are bald, and women do not grow beards. They are much thinner than other Dwarves, with severe facial expressions, gray hair, and gray skin.
The starting Dark Dwarven attributes:
Strength: 45
Stamina: 45
Dexterity: 25
Agility: 15
Intelligence: 20
Wisdom: 30
Charisma: 30
Dark Dwarven players start in the Stronghold of Talmon, ruled by the evil and selfish King Rutergam. The Dark Dwarves of Talmon do not worship any deity, for they have no need of priests.
Game Info
The game is very non-linear, meaning that you can do a lot of different things in different approaches but the outcome is more or less the same. Example: you can choose to kill someone at one time early or you may not kill him at all, and the story will be (completely) different. Your actions and choices make up the story.
You start in Antara, the exact location depends on your character's race and alignment. The game has 6 chapters, and are divided as follows:
Chapter 1: You explore Antara and you'll have a chance to meet a lot of interesting characters, such as: Kerongvar, Diraya, Groth, Nadia, Namus (corrupted by evil), Krat (as the Shadow King), Nammuk the Lich, Salam, Vingrok and Rutergam.
Chapter 2: You travel to Thazan and explore new lands and find new dangers. In this chapter you'll create your own stronghold and assemble your troops and will have to defend it from the siege at the end. Your diplomacy and strategic actions will influence the power of your army, but the siege will always be a challenge, as the difficulty (number of enemy troops) will increase along with the power of your fortress
Chapter 3: You journey to North Kadania where you meet new people and strange creatures. You'll also have a chance to go to the Northlands and to the Doom Rocks.
Chapter 4: You find out from an Antarian traveler that Nammuk has awakened Mordekai with a powerful spell that also consumed Mordekai's amulet, sending its power to this outsider directly, and thus freeing this fiendish creature from any link with the amulet. Desperate, you remember some myths about the Serpent's Sword which has the power to kill creatures such as Mordekai, so you go and travel to South Kadania and hope that you'll come back in time to save the people of Antara. In this chapter you face the dangers of the jungles in South Kadania, such as the barbarians, Nagas and giant snakes of Alkadius, the Serpent God. Once you find the sword in the temple of Alkadius, you return to Antara.
Chapter 5: You have to make your way to Mordekai's fortress, fighting Nammuk's Undead and Mordekai's fiends on the way. Once you get inside, Mordekai summons four great ArchDemons and imprisons you, along with Nammuk who gets betrayed by him. You'll have to use Nammuk's magical power to escape, but then the Lich flees from this place, leaving you to fight Mordekai alone (with your companions). Once you defeat the summoner and use the Serpent's Sword, Mephisto, the Infernal God himself, pops up from Mordekai's body and tells you that he was imprisoned with the necklace by this outsider and that's the source of the insane powers he had. So now you have released an even greater danger upon the Material Plane. Mephisto kills all your companions in front of you after which you are killed as well.
Chapter 6: After Mephisto goes to conquer the Material Plane, you are found by Kerongvar who uses his entire life power to resurrect you, knowing that you are the only one capable of stopping Mephisto in some way, but certainly not on a direct approach as even an epic character (you are around level 50 now) can't defeat a God. Then you are advised by some last remaining priests of Antara that the only way to banish Mephisto back to The Abyss is to go there yourself and defeat the ultimate ArchDevil that is the replacement of the Infernal God. So you go to Hell using a portal summoned by these priests, but they can connect it only with the first layer of Hell. You'll have to defeat each ruler of the layer (ArchDevil) to go to the next layer until you reach the Abyss, find the "replacement" of the Infernal God and kill it. Mephisto is banished to The Abyss but your character remains imprisoned there as well. Not a very happy ending
Character Creation and Levelup
Creating your character includes setting the gender, race, alignment, deity, appearance, voice and name. You also get 50 points to increase your attributes, 2 skills and 3 feats (All Elves actually have only 2 feats because they have higher starting attributes). At levelup you get 5 attribute points, 1 skill every five levels and 1 feat every 3 levels. Notice that you do NOT choose a class in this game, as the skills are basically what you'll specialize in. If you want to be an elementalist, take the Fire, Water, Air and/or Earth Magic skills. If on the other hand you want to be a tough fighter, take some might-oriented skills.
But what are skills and feats? Well, skills are much like in Heroes V, they have 4 mastery levels: Basic, Advanced, Expert and Ultimate. They usually increase your character's properties, but your character needs at least the Basic mastery of a Magic skill in order to be able to cast spells of that category. In case of Magic skills, further masteries increase the effectiveness of the spells from that category, e.g. increase damage for damaging spells.
The feats are more like "special" properties added to your character; for example there is a Stunning Blow feat, which is an activated ability and when used, allows your character's physical attack to also stun the enemy for 2 seconds, in addition to the normal damage; however, it has a recharge time of 20 seconds. Also, ALL spells have a recharge time, the duration depending on the spell. And all spells cost mana, obviously. There are also passive feats, which need not be activated and thus have no recharge time, but they have a much weaker effect than the activated ones to keep the balance.
Some feats are also linked to skills, for example the Ignite feat requires at least Basic Fire Magic, and it makes your fire-based damaging spells to cast a burn effect on the target(s), dealing 3% percent of the initial damage to the target(s) every second. The burning effect has a duration of 15 seconds. (NOTE: it may not be balanced but this is not the point of this game, is it?)
Notice that not all skills are available to all races, and the same applies for feats (there are even some skills/feats specific to only one race)
Now, I haven't planned every skill and feat for this game, and it would be too much to list them IMO, but I'll show you only the Magic skills (each Magic sphere has many spells)
Air
Earth
Fire
Water
Divine
Positive - it has a lot of boosts
Healing (Life)
Nature
Infernal - opposite of Divine
Negative - opposite of Positive and has a lot of negative effects
Necromancy
Chaos - strange Magic sphere that allows to control special things of this world, for example turn water into fire
Illusion
Offensive Mind - spells which harm your opponent's mind (such as stun but also even damage them!) or disrupt a caster
Defensive Mind - spells which steal mana, regenerate mana and increase your mental powers
Arcane - it has spells such as Magic Missile
Poison - a lot of spells which cause poison, disease, plague, but also antidotes!
Summoning
And here are the races and which Magic skills they can get:
Human - ALL
Elf - Air, Water, Divine, Positive, Healing, Nature, Illusion, Defensive Mind
Dark Elf - Water, Fire, Positive, Negative, Defensive Mind, Poison, Summoning
Black Elf - Fire, Infernal, Negative, Necromancy, Chaos, Offensive Mind, Arcane, Poison
Dwarf - Air, Earth, Divine, Positive, Healing, Nature, Illusion, Offensive Mind, Arcane
Dark Dwarf - Earth, Infernal, Necromancy, Chaos, Illusion, Offensive Mind, Arcane, Poison, Summoning
Attribute Rules
NOTE: ^ is the exponent operator, meaning that x^y = x at the power of y; * is the multiply operator and / is the divide operator
NOTE2: To understand Dexterity and Agility, you need to know about the miss points, which are explained after the attributes
Strength increases your physical damage (melee and ranged). The final formula for calculating total damage, without taking the level of the character into consideration, is: DAM * (2 ^ ( (Str - AC) / 50) ), where DAM is the damage of the current weapon, Str is the Strength of the character and AC is the Armor Class of the opponent. The Armor Class can be increased by wearing Armor, Helmet and Shield (each Armor, Helmet and Shield have their unique AC bonus)
Stamina increases the hit points of your character. The total amount of hit points, without taking the level of the character into consideration, is: 50 * (2 ^ ( Sta / 60) ), where Sta is the Stamina of your character.
Dexterity increases the miss points you subtract from the opponent when you miss him with a physical attack. The amount of reduced miss points is equal to: 2 ^ (Dex / 50), where Dex is the Dexterity of your character.
Agility increases the number of miss points gained when an opponent hits you, and increases the total miss points of your character. The amount of gained miss points when hit is equal to: 2 ^ (Agi / 50), where Agi is the Agility of your character. The max amount of miss points is: 10 * (2 ^ (Agi / 50) ).
Intelligence increases the mana of your character. The total amount of mana is: 40 * (2 ^ (Int / 40) ), where Int is the Intelligence of your character. Of course, there are some special bonuses from items that further increase your mana.
Wisdom increases the spellpower of your character. The final spellpower value, without taking the level of the character into consideration, is: 2 ^ (Wis / 50), where Wis is the Wisdom of your character. The spellpower is multiplied with most spell effects, including damage, duration and other stuff.
Charisma increases the power of your Mind-related spells (Illusion, Offensive Mind and Defensive Mind), decreases the costs of items bought in shops and increases your items' selling prices.
Note that the Level of the character increases the physical damage, the spellpower, and the hit points, but NOT the mana nor the miss points! All of those three are multiplied by 2 ^ ( (level / 10) + 1)
Miss Points Mechanics
NOTE: the following rules apply only to physical attacks! Spells and other magical attacks do NOT miss the target!
This Miss Point system has been designed by me to get rid of too many misses/hits in a row (in other games it could happen to miss a target infinitely times!)
Here's how it goes:
Every creature has a maximum number of miss points that are based on the Agility (see above), and it starts with only half of this maximum. When an attack is made against this creature, it has a chance to miss. This chance is equal to (in percents): (MP / MAX) * 100%, where MP is the current miss points and MAX is the maximum value. This means that the more miss points the creature currently has and closer to the maximum, the higher the chance to miss for the attacker. However (and now it's the interesting part), if the attacker misses, the creature's miss points are reduced by a specific value, depending on the attacker's Dexterity (see above). On the other hand, if the attacker hits, the creature's miss points are increased by a specific value, depending on the creature's Agility (see above).
In other words, the more creatures with high Dexterity miss, the lower the chance to miss next time will be and so on...
When a creature increases/decreases its Agility (through levelup or items), its miss points are automatically scaled to fit the new max value. So if the current miss points were 40% of the old max value, they will be recalculated to be 40% of the new max value.
Note that the miss points can get above the maximum and below 0, but the chance will still be in the range 0% to 100%
Other Rules
Well, what is there to say more? Oh, one more thing: The life of your character regenerates by 1% of total every 5 seconds, while the mana 1% of total per second.
phew, this was a long post...
And I would appreciate if none of you steal any of my ideas or names. Thank You
____________
|
|
Elvin
Admirable
Omnipresent Hero
Endless Revival
|
posted June 28, 2008 07:06 PM |
|
Edited by Elvin at 19:07, 28 Jun 2008.
|
They represent the number of mines hidden in that spot?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
|
|
Asheera
Honorable
Undefeatable Hero
Elite Assassin
|
posted June 28, 2008 07:25 PM |
|
|
Quote: They represent the number of mines hidden in that spot?
Actually they represent different things: Cities (mostly), caves, tribes, etc.
Ok, I added the meaning of the numbers, but still you can't make much sense from the first part
____________
|
|
TheDeath
Responsible
Undefeatable Hero
with serious business
|
posted June 28, 2008 07:33 PM |
|
|
I have a feeling you are going to make a very detailed entry
|
|
DagothGares
Responsible
Undefeatable Hero
No gods or kings
|
posted July 02, 2008 01:57 AM |
|
|
The areas summary:
Aristocratic region
The highest areas will be called the aristocratic region
buildings:
Cathedral of St. Alessia
Mayor's house
Statue Of Victory
Grand Bazaar
The Majestic Palace (5-story high inn)
The Gilded plate (nice restaurant)
Scribe's temple (library with most holy documents)
The scarlet tailor (tailor)
The silver thread (rival tailor)
Durm's Diner (other restaurant)
Public stage (every day, artists from the entire region come, here, and perform)
The Royal Armourer (supplies the nobility with their decorated weapons and armor)
Boris' Mansion
Notable Aristocrats:
Kaď: don't mess with the chief inquisitor and mayor of the city of Alessiana. He's actually a kind and generous ruler. He allows the presence of entertainment. He only acts to what he believes the gods and the saints want.
Robert The Sanctified: He's kaď's secretary and priest at the cathedral.
Bruce the bright: He's the cleric at the cathedral. When the mass and the collection plate isn't running, the beggars aren't fed and he doesn't sleep/ eat, he runs the administration.
Baelor and Jerodd: the two guard captains of the aristocratic quarter. They are strong and intelligent.
Dinn: the owner of Durm's
Gorm: The Royal armourer, he runs the business with his brother, Morg, who is a jeweller.
Morg: the Jeweller perfecting the weapons at The Royal Armourer.
Vince: The Scarlet Tailor, he's original, inventive and a bit eccentric. He's currently the greatest outfitter ever seen in the northern part of the world.
Caprice: The Silver tailor, her clothes give a sort of status with you. she's the rival of vince and owner of "the Silver Thread". Kai has contracted her with the order of making the Officer's and cleric's regalia.
Boris: owner of the greatest mansion in Alessiana. he has many servants and is a close associate to Kaď.
Alexander: Owner of the gilded plate, he's rich and intelligent. He has the 1# restaurant. Everyone who means something eats, there.
Simon: One of the most influential men in the aristocratic area. He has a razor sharp wit and gives his opinion without prejudice. (Somehow like The_Gootch... Somehow) he even distributes pamflets, sometimes. He can make or destroy you business with his pen.
Jacques: The owner of the Majestic Palace... a very punctual and strict man. He gives quality to his customers and makes sure everything is to their desire.
Isador: The librarian, he gathers the holy documents and almsot every written word that is approved by holy doctrine.
Bozz: the jewel and gems salesman at the bazaar. He comes from the south and is a desert nomad. People recognize him by his terrible dialect.
Hork: weapons salesman in the bazaar. He is blunt, direct and has no hygiene. Most people wonder how the hell he got in the Grand bazaar.
Torge: Guns and ammo salesman. Guns are still primitive, slow, inaccurate and relatively weak. Torge is a dwarf and acts as one.
Saleem: Spices saleswoman, she sells exotic spices and alchemical reagents. She hails from the east. She has a small accent and people suspect that she can also sell poisons.
Ivan: Someone from the region. Ivan sells books that Isador hasn't claimed, yet.
NOTE: salesmen from the Bazaar have a lot of money and care for their reputation.
I will add the building list of the commoner and beggar area, shortly.
____________
If you have any more questions, go to Dagoth Cares.
|
|
|
|