A
Alexhandr
Guest
Original poster
War of Light and Dark
Fantasy Roleplay
The entire world of Drakur is at war. The Sjach (Shadow) blankets the once beautiful, varied climates, covering the planet in dreary clouds and bringing cold winds and foul weather. The Sjach were once defeated three millenia ago by the first Draconic King: Numinar Sh'jak Eral. But evil has a tendency to be stubborn, and for three thousand years the Sjach has gathered, waiting for the time to strike the peaceful world of Drakur once more. Led by four vile Overlords, the Sjach are merciless and evil fiends, having no ability to feel love, warmth, compassion, or grace. None know of how they came to be, but the fact remains: all of Drakur is at stake, and the powerful, beautiful city-state of Numinor, which lay in the middle of Drakur, is the primary target of the Dark. The only way to banish the Darkness is to slay the four disgusting Overlords which control and keep the generally chaotic and un-disciplined forces of Shadow. A quest must be undertaken. The king of Numinor, Alexhandr Ral Denthanor has called upon his mighty military of Draconis soldiers to defend the City-State. While the forces gather, the elderly king secretly created an assembly. This assembly would contain the bravest of Drakur's denizens. They would be of all races and creeds. The time is nigh for the king of Numinor to do what his ancestor did three thousand years ago, but he cannot do it alone.
Fantasy Roleplay
The entire world of Drakur is at war. The Sjach (Shadow) blankets the once beautiful, varied climates, covering the planet in dreary clouds and bringing cold winds and foul weather. The Sjach were once defeated three millenia ago by the first Draconic King: Numinar Sh'jak Eral. But evil has a tendency to be stubborn, and for three thousand years the Sjach has gathered, waiting for the time to strike the peaceful world of Drakur once more. Led by four vile Overlords, the Sjach are merciless and evil fiends, having no ability to feel love, warmth, compassion, or grace. None know of how they came to be, but the fact remains: all of Drakur is at stake, and the powerful, beautiful city-state of Numinor, which lay in the middle of Drakur, is the primary target of the Dark. The only way to banish the Darkness is to slay the four disgusting Overlords which control and keep the generally chaotic and un-disciplined forces of Shadow. A quest must be undertaken. The king of Numinor, Alexhandr Ral Denthanor has called upon his mighty military of Draconis soldiers to defend the City-State. While the forces gather, the elderly king secretly created an assembly. This assembly would contain the bravest of Drakur's denizens. They would be of all races and creeds. The time is nigh for the king of Numinor to do what his ancestor did three thousand years ago, but he cannot do it alone.
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Races:
Draconis: Anthromorphic dragon race. Tall, scaled, and come in several colors: charir (fire), mazdak (lightning), ulhar (ice), achuak (acid), and vutha (nether). Each color has different racial characteristics. Draconis are naturally conservative and religious, no matter the color, and all Draconis hold love to be the most important quality in life. Loyal and noble, to anger a single Draconis is to anger the race as a whole. Draconis worship Xurwkar, the "Maker", a single deity, and even the most progressive of the Draconis acknowledge his existence, due to the very nature of their race.
Red: The Red draconis are the handsomest of all draconis, hailing from the temperate, rolling plains of Tarkil, where the city state of Numinor lies. They are short tempered, passionate, and brash, but are zealously faithful to their King. Adept in pyromancy and the Elder Reds can breathe fire.
Orange: The sturdiest and strongest of all Draconis, the Orange draconis come from southernmost Drakur, a massive desert called the Lost Sands. Originally nomadic and savage, the orange have become civilized, but maintain their active, roaming nature. They are always on the move and enjoy a good brawl now and again. Adept ceramancers (lightning magicks) and the Elder Orange can shoot lightning from their maws.
Blue: The blue are the intellectuals of the Draconis, taking an interest in academics and magicks. They originate in the northernmost part of Drakur, the icy continent named the Shattering Fields. They generally have very cold, distant personalities, being devoid of emotion. However, they are also the most charitable and benign of the Draconis colors, though they keep their good deeds to themselves, being humble creatures. Lithe in build and not very good at melee. Adept cryomancers (ice magicks) and the Elder Blues can release bitter ice from their maws.
Green: The greens are the most agile of the Draconis and take a keen interest in business and trade. Originating in the eastern most jungles of the Deep Green, They are very personable and social creatures, and love long walks in nature and are very good friends with Wood Elves. Decent with the bow and blade, Greens can become friends with the animals in nature and are adept in nature magicks. The Elder Greens can spew acid from their mouths.
Black: The black dragons are the eldest of all and are a mixture of each other color. Hailing from the the Ashen, volcano covered, western most continent of the Obsidian Skies, the versatility of their personalities is as varied as that of humans. However, the Blacks take an interest in the magicks of Light and Healing, and have a tendency to shy away from dark magicks, despite their color. Elder Blacks have the ability to spew a balled concentration of nether magicks.
Dwarf: Sturdy, hardy, alcohol loving architechts. Dwarves are trustworthy folk in general, and do well in trade with their Numinorian friends. They sell ores, metals, and jewelry to the Dracoins, and in return recieve military protection, magickal training, and beautiful armors and weapons.
High Elf: A proud and noble race. Very adept in magicks, usually that of pyromancy, cyromancy, and healing. Not a very sturdy people, they are lithe and beautiful, intelligent and cold. High Elves are ancient allies of the Draconis, and will valiantly stand by King Alexhandr's troops in battle.
Dark Elf: An awkward race, dark elves have a tendency to meddle in the dark arts and worship shadowy deities. They are also adept in magicks, but tend to dabble in the arts of necromancy and alteration. They have suffered greatly as a whole, and thus are even more cold than their High Elven cousins. Lithe and frail like High Elves, they use their agility and intelligence to their advantage.
Wood Elf: Wood Elves absolutely adore nature. Adept in bending nature to their will, they are allies with all feral beasts of Drakur, and are the best bowmen in all the world. Sturdier built than their Dark Elf and High Elven cousins, Wood Elves mix archery and magicks, and those who take to melee combat have a strong preference to spears and sleek swords over the broad, long blades of the other races.
Human: A very versatile race, humans have many different personalities and take an interest in almost all forms of magick. They can be noble and selfish simultaneously, an oddity to the other races around them. Young, brash, and naive compared to the other races, they are by no means weak and useless. Many humans seek to prove themselves to the other races in this Great War.
Wolvkar: Anthromorphic canine race. Wolvkar are loyal creatures, never breaking promises or deals. They are akin to to humans in many respects, taking interest in all forms of warfare and magicks. They are extremely protective of their families and friends, and will go to extreme lengths to prove their loyalty to other races.
Felminur: Anthromorphic feline race. Agile and cunning, Felminur have earned a reputation of being rogues, thieves, and assassins. They are not an evil race, but have a tendency to enjoy danger and action, enjoying the thrill of it all. Many hire Felminur to steal, jailbreak, and spy. Other races have a tendency to not trust the Felminur, but they are by no means extremely cruel, and once a Felminur takes to another, they are extremely faithful to them.
Orc: Orcs are not the handsomest of races, but they are extremely study. Greenskinned, brutish, prideful, and loyal, Orcs take to javelines, axes, and crude swords. Those that go into magicks are shamans, bending the four elements to their will to obliterate their foes. They are expert craftsmen like their dwarven and Draconic comrades, and though their creations look crude and ugly, they are dependable, strong, and well made.
Troll: A generally misunderstood race, Trolls are agile, tall, and wise. Their way of speaking sometimes amuses or confounds the other races, but they are far from being inferior in mind. Using unexplained magicks, trolls are the only "psychic" race, able to use telepathy and telekenesis. They favor throwing axes and light cavalry. Their mounts are the fast, lithe reptilian steeds called "Drakun".
Gnome: A brilliant race of small folk, Gnomes use their intelligence to create awe-inspiring steam-powered machines. Introducing basic gunpowder weapons and explosives (explosive barrels and blunderbusses) to the other races, they also have mounts that are machines, created in the shape of other steeds and creatures, only made of many bolts, metals, and parts.
Magicks: Pyromancy, Cryomancy, Necromancy, Ceramancy, Necromancy, Druid, Light, Psychic, Chaos.
Pyromancy: Fire magicks. Summoning of fire elementals, enchanting of weapons and armor with fiery properties, fire-based attacks (fireballs, firebolts, firewall, fire shield, etc)
Cyromancy: Ice magicks. Summoning of ice elementals, enchanting of weapons and armor with icy properties, ice-based attacks (ice shard, icebolt, ice wall, ice shield, etc)
Necromancy: Dark magicks. Summoning of the undead, enchanting weapons with poisonous properties and armor with bone properties, dark and poison based attacks and bone-based defenses (death coil, poison nova, poison touch, bone wall, etc)
Ceramancy: Lightning magicks. Summoning of ice elementals, enchanting weapons and armor with lightning properties, lightning based attacks (lightning bolt, chain lightning, lightning shield, electric shock, etc)
Druid: Nature magicks. Summoning of treants and calling upon the animals of Drakur to come to their aid, bending nature to their will (using and controlling the environment around them: having tree roots grab the legs of enemies, call upon strong winds, etc)
Light: Holy magicks. Enchanting of weapons and armor with Light-based properties (Rejuvination, Crystalization, Light radiance), Healing, blessings, undead and daemon banishing and protection from darkness (holy bolt, holy fire, etc)
Psychic: telekinesis, telepathy, mind reading, illusion, mind-rending
Chaos: Daemonic magicks. Summoning of daemons, enchanting weapons and armor with random, unknown properties, sending allies and foes into bloodlust, rages, and call upon Hellish fiends to come to their aid
Now is the time. All races must join together to defeat the Shadow and bring back peace to the wonderful, fantasical world of Drakur.
No one is limited to a certain personality, class, or race. Choose and be who you desire.
Welcome to Drakur, friends. Let us fight and purge the evil together!
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