- Invitation Status
- Posting Speed
- One post per day
- 1-3 posts per week
- Writing Levels
- Beginner
- Elementary
- Intermediate
- Adept
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
OOC Rules
1 - Follow Iwaku Rules
2 - Respect one another and my word as GM
3 - Have fun!
4 - Please refrain from 'hot topic' issues such as religion or politics (IRL, not nececerally in game) that can cause arguments in OOC.
The Region the players will begin in, and thus those that the PCs know the best is a Region called Zephet. It is dominated by central plains where a kingdom filled with chivalry and knights thrives in the fertile land. This plain is a steppe below the great hills and mountains of the dwarves to the north.
To the west is the world's central, elven forest with the world tree in the center. Also in the forest is a human clan more in tune with the natural side of the world, living as nomads at greater peace with the elves
If you head east you will reach the edge of the dwarven mountains, and if you go past those you will eventually come to a small coastal area, and then the wide open sea.
To the south is a large desert, the humans there living in a large city built around a grand, fertile oasis that leads into a roaring river. Following the river south you come to another coast which ends in the sea.
There is a second region to the west, beyond the forest, but most don't know much about that area.
To the west is the world's central, elven forest with the world tree in the center. Also in the forest is a human clan more in tune with the natural side of the world, living as nomads at greater peace with the elves
If you head east you will reach the edge of the dwarven mountains, and if you go past those you will eventually come to a small coastal area, and then the wide open sea.
To the south is a large desert, the humans there living in a large city built around a grand, fertile oasis that leads into a roaring river. Following the river south you come to another coast which ends in the sea.
There is a second region to the west, beyond the forest, but most don't know much about that area.
Any class is able to form new weapons from materials, using a process called 'crafting'. It sounds mundane, but it involves magical energies that infuse into the materials and bind them into a new weapon or piece of armor. Usually the materials must be prepared, but an equipmancer can use materials such as a belt instead of special string for a bowstring, or something of the sort. However, the better the materials the better the possible happenings in any case. Unless a recipe for something specific has been specially made and followed, crafting creates random goods.
Fusing is more simple, but is also random. Taking two items of a similar kind and casting a ritual over them can fuse the items together and create someone more powerful, either by mixing the abilities or even creating something new, and unique.
There is also imbuing crystals, which each contain an element. Using one on a more mundane item has the power to add that element and a special ability into the item, where imbuing an already magical item can warp and change the element and ability into something else entirely.
Fusing is more simple, but is also random. Taking two items of a similar kind and casting a ritual over them can fuse the items together and create someone more powerful, either by mixing the abilities or even creating something new, and unique.
There is also imbuing crystals, which each contain an element. Using one on a more mundane item has the power to add that element and a special ability into the item, where imbuing an already magical item can warp and change the element and ability into something else entirely.
Warrior - Encompassing all fighters that use one-handers, dual wield and two-handers in any combination to fight enemies head on. Includes fighters, berserkers/barbarians, and skirmishers among others.
Example Equip: Giant's Saw - A large two-handed sword with a serrated blade. Equally good as a sword or a saw, dealing double damage to wooden structures or enemies. Non-Magical.
Ranger - Includes fighters that use single weapons or dual weapons, as well as long-ranged gear such as bows and crossbows to deal damage from afar or the flank. Generally better at surviving in the wilds than other archetypes.
Example Equip: Bow of Many - A magical bow which enchants the arrows fired from it to split into 5 arrows, flying close together as if shot as one, though each is its own separate entity.
Knight - A specialized warrior who uses a single weapon and shield in order to protect allies and distract enemies to fight them instead.
Example Equip: Shield of Projection - A tower shield which, when impaled into the ground, projects a wall of force two feet to either side, blocking anything that hits it or the shield. However the wearer cannot move or release the shield for as long as the projection is up.
Rogue - Encompasses all kinds of sneaky people. Thieves, assassins, conmen with a nasty side. They use small weapons, such as daggers and hand crossbows, as well as poisons and traps to gain the upper hand and take out their opponent.
Example Equip: Weighted Dagger - Helpful for those who don't always kill, the pommel is weighted in a way that san be used as a blunt instrument, able to knock living enemies out. It makes the blade better for slashing than stabbing, and when learned [how to use] can cause grievous wounds. Non-magical.
Summoner - Magic-Users that summon creatures, spirits, etc from other planes and worlds in order to have a temporary ally. Most usually study and summon one type of creature, gaining a stronger bond to some than those that summon just anything.
Example Equip: Bonded Ring - gifted from one of the creatures this summoner is has used the most, it is able to summon said creature at any time, at will and for however long is needed. However, the longer the creature is away from its own world, the weaker it gets.
Spellcaster - Encompasses most magic users, those that use staves and wands and focusi in order to channel the destructive energies that cause magical effects to emerge. Wizards, Sorcerers, some Druids, and others all fall into this category.
Example Equip: Wand of Fireball - A classic, simple wand that allows any magic user holding it to cast the spell of fireball unlimited times a day. There are greater spells out there and more impressive equips, but sometimes you simply can't beat a classic.
Cleric - Magic-Users that fight using a single weapon in one hand, while holding a special totem in their other hand in order to cast spells that heal and support. Classic clerics, some druids, and shamans are part of those included here.
Example Equip: Mace of Dual Purpose - A simple-looking ball mace with an odd yin-yang look to the metal. The Cleric is able to summon their energies into the mace, and from there it can be released in two ways. Either a smack to someone that can hurt or, if used on someone the cleric considers an ally, heal them; otherwise it can fire a bolt of that energy to do the same [hurt or heal].
Equipmancer - The greatest in equipcrafting, they are able to make anything out of something, to the point a twig and a belt (along with a few crystals) can fuse and become a magical bow. Where anyone with the right tools can craft new weapons or fuse them together, Equipmancers are the best and the only ones able to use crystals to imbue.
Example Equip: Forge Glove - The mainstay of an Equipmancer, it acts as a metal gauntlet for punching people, but as every equipmancer makes their own at the end of apprenticeship, it has a few special abilities. Mainly the ability to focus the magical energies required for crafting, fusing and imbuing.
Battlemage - Those able to learn the ways of two classes are able to master neither. Simply put, a battlemage has the skills and equips of both a martial and a magic class, but are unable to utilize anything to the fullest potential of power.
Example Equip: Giant's Saw - A large two-handed sword with a serrated blade. Equally good as a sword or a saw, dealing double damage to wooden structures or enemies. Non-Magical.
Ranger - Includes fighters that use single weapons or dual weapons, as well as long-ranged gear such as bows and crossbows to deal damage from afar or the flank. Generally better at surviving in the wilds than other archetypes.
Example Equip: Bow of Many - A magical bow which enchants the arrows fired from it to split into 5 arrows, flying close together as if shot as one, though each is its own separate entity.
Knight - A specialized warrior who uses a single weapon and shield in order to protect allies and distract enemies to fight them instead.
Example Equip: Shield of Projection - A tower shield which, when impaled into the ground, projects a wall of force two feet to either side, blocking anything that hits it or the shield. However the wearer cannot move or release the shield for as long as the projection is up.
Rogue - Encompasses all kinds of sneaky people. Thieves, assassins, conmen with a nasty side. They use small weapons, such as daggers and hand crossbows, as well as poisons and traps to gain the upper hand and take out their opponent.
Example Equip: Weighted Dagger - Helpful for those who don't always kill, the pommel is weighted in a way that san be used as a blunt instrument, able to knock living enemies out. It makes the blade better for slashing than stabbing, and when learned [how to use] can cause grievous wounds. Non-magical.
Summoner - Magic-Users that summon creatures, spirits, etc from other planes and worlds in order to have a temporary ally. Most usually study and summon one type of creature, gaining a stronger bond to some than those that summon just anything.
Example Equip: Bonded Ring - gifted from one of the creatures this summoner is has used the most, it is able to summon said creature at any time, at will and for however long is needed. However, the longer the creature is away from its own world, the weaker it gets.
Spellcaster - Encompasses most magic users, those that use staves and wands and focusi in order to channel the destructive energies that cause magical effects to emerge. Wizards, Sorcerers, some Druids, and others all fall into this category.
Example Equip: Wand of Fireball - A classic, simple wand that allows any magic user holding it to cast the spell of fireball unlimited times a day. There are greater spells out there and more impressive equips, but sometimes you simply can't beat a classic.
Cleric - Magic-Users that fight using a single weapon in one hand, while holding a special totem in their other hand in order to cast spells that heal and support. Classic clerics, some druids, and shamans are part of those included here.
Example Equip: Mace of Dual Purpose - A simple-looking ball mace with an odd yin-yang look to the metal. The Cleric is able to summon their energies into the mace, and from there it can be released in two ways. Either a smack to someone that can hurt or, if used on someone the cleric considers an ally, heal them; otherwise it can fire a bolt of that energy to do the same [hurt or heal].
Equipmancer - The greatest in equipcrafting, they are able to make anything out of something, to the point a twig and a belt (along with a few crystals) can fuse and become a magical bow. Where anyone with the right tools can craft new weapons or fuse them together, Equipmancers are the best and the only ones able to use crystals to imbue.
Example Equip: Forge Glove - The mainstay of an Equipmancer, it acts as a metal gauntlet for punching people, but as every equipmancer makes their own at the end of apprenticeship, it has a few special abilities. Mainly the ability to focus the magical energies required for crafting, fusing and imbuing.
Battlemage - Those able to learn the ways of two classes are able to master neither. Simply put, a battlemage has the skills and equips of both a martial and a magic class, but are unable to utilize anything to the fullest potential of power.
Player Name:
Character Name:
Race: (Human, Elf, Etc)
Age:
Gender:
Appearance:
Class:
Personal Trait/Ability/Equip: (Confer with GM to work one out)
Starting Weapon/Summon/Spell: (Simple, no special abilities [Equipmancers start with Forge Gauntlet])
Starting Armor: (Simple, No special abilities)
Other Gear:
Personality:
History:
Character Name:
Race: (Human, Elf, Etc)
Age:
Gender:
Appearance:
Class:
Personal Trait/Ability/Equip: (Confer with GM to work one out)
Starting Weapon/Summon/Spell: (Simple, no special abilities [Equipmancers start with Forge Gauntlet])
Starting Armor: (Simple, No special abilities)
Other Gear:
Personality:
History:
Zoranak Balbadar ~~~~~ Half-Orc Warrior ~~~~~ @TyranntX
Mako Ziph ~~~~~ Elf Equipmancer ~~~~~ @Quiet One
Lazereth Barometz ~~~~~ Half-Elf Warrior/Summoner Battlemage ~~~~~ @chaosheart13
Sqyd ~~~~~ Krakanian Warrior ~~~~~ @Jack Robinson
Zeria ~~~~~Tiefling Ranger ~~~~~ @Kraveing_Volkf
Claire Exkarya ~~~~~ Half-Seraphim Cleric/Warrior Battlemage ~~~~~ @ProJect_Love
Milo Skyruss ~~~~~ Human Cleric ~~~~~ @TuskaDaemonkilla
Mako Ziph ~~~~~ Elf Equipmancer ~~~~~ @Quiet One
Lazereth Barometz ~~~~~ Half-Elf Warrior/Summoner Battlemage ~~~~~ @chaosheart13
Sqyd ~~~~~ Krakanian Warrior ~~~~~ @Jack Robinson
Zeria ~~~~~Tiefling Ranger ~~~~~ @Kraveing_Volkf
Claire Exkarya ~~~~~ Half-Seraphim Cleric/Warrior Battlemage ~~~~~ @ProJect_Love
Milo Skyruss ~~~~~ Human Cleric ~~~~~ @TuskaDaemonkilla
- Zoranak
-
Weapon (2h): Greataxe
- A simple Greataxe with no special abilities
Armor: Hide Armor
- Simple Hide Armor with no special abilities
- Mako
-
Weapon (1h): Forge Gauntlet
- Mako's Personal Forge Gauntlet, built to his own specifications for crafting.
Armor: Leather Armor
- Simple leather armor with no special abilities
- Lazereth
-
Weapon (1h): Short Sword
- A simple short sword with no special abilities
Weapon (1h): Short Sword
- A simple short sword with no special abilities
Armor: Mage Robe
- A simple mage's robe without special abilities - Sqyd
-
Weapon (1h): Spiked Gauntlet
- A simple, spiked-knuckled gauntlet without special abilities
Armor: Leather/Chainmail Armor
- A simple hybrid of leather and chainmail that has no special abilities.
- Zeria
-
Weapon (2h): Short Bladebow
- A simple, short bow with bladed arms without special effects
Armor: Leather Armor
- Simple leather armor with no special abilities
- Claire
-
Weapon: Longsword
- A simple longsword without special abilities
Armor: Bottom Leather Armor
- An incomplete set of leather armor without any special abilities
- Milo
-
Weapon (1h): Fish Gaff
-An old fish gaff without any special abilities
Focus (1h): Old Bell
-An old ships bell used to call miracles without any other special abilities
Armor: Bone Armor
-A makeshift style of armor without any special abilities.
- Other Loot
-
Weapons:
Armor:
Misc:
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