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Lonewolf888978
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"In the beginning there were two birds: The Raven, which symbolized death, despair, lies, disease, and war was the bird of the God of Darkness. The Hawk, which symbolized strength, honor, courage, peace, and all that is good in the world, and was the God of Light. For years these two brother gods fought and fought day after day, causing the beings in the middle to suffer through the War of the Gods. Growing sorry for the animals, humans, and other beings in the world, Hawk ended the war, attacking Raven directly. With the Raven injured he tried to flee and flew across the worlds sky his feathers dropping."
-Prophet of the Church of the Hawk
The First Feather:
The first feather drifted into a volcano, creating the first hell creature, Lord Magma. Magma is king of fire, hell, torture, heat, and destruction. He is seen as the Father of Despair.
The Second Feather
His second feather glided into a cavern, and was tangled into a spiders web creating the second creature of hell, Senra. Senra is the queen of spiders, decay, disease , and toxin. She is seen as the Mother of Mystery.
The Third Feather:
His third feather drifted down into a wolves den, which created a set of creatures to make up the third creature of hell, Lunar, Stella, and Savage. Lunar and Savage are the twin kings along with their sister Stella are the lords of animals, betrayal, war, and hunger. They are seen as the Triplets of the Night.
The Fourth Feather:
His fourth feather was caught in a dragon's wing, which created the fourth creature of hell, Caelum. Caelum is the queen of dragons, ruins, the sky, and the sun. She is seen as the Mother of Monstrosity.
The Final Feather:
His fifth and final feather fell into an Elven kings tomb, creating the final creature of hell, Lord Spiritus. Spiritus is king of the undead, spirits, the afterlife, and eternally. He is seen as the Lord of Death.
"With the Raven defeated, Hawk flew over the world and saw the horror's he caused. In his frustration and anger, he flew high in the sky, his feathers also dropping. He dropped six feathers as well, but before the lords they created had enough power, the Creature's of Hell imprisoned them each, causing a darkness in the world. The creatures keep to their domains, but they frequently attack our nation's borders. There seems to be no hope in the world, and each nation battles the five dark lords alone and in fear.
However, the prophesy states that the six feather never became a lord, and instead stayed a feather. The prophesy continued with:
When Darkness is stronger than Light
and the world is in the Devils Plight
the final feather will awake
and the Lords of Night will shake
The Lord of Death will no longer be
The Lady of Mystery will flee
The Lady of Monster's will cry
and The Lord of Magma will dry
And finally the prophesy ended with 'Until the heroes unite."
-Prophet of the Hawk
OOC:
The guidelines of this RP is a quest for the sixth feather of the Hawk, forcing the heroes against the creatures of hell and their minion's. The heroes are from around the world, all drawn to this small village for a strange reason. Once there, the village is attacked, and the heroes are forced towards the church. Once there, they meet a preacher, who starts their journey! (Not the best at plot summaries :P There will be more than this, but that just gets it started!.)
Race's
Humans
The most diverse race. They are a 'jack of all trades' sort of race, their bodies hardly limit them from doing anything. They originated in Sarok, a half plain/forest mixture and half desert country. They are known for their spear men, diplomats, and Calvary.
Elves
Elves tend to be the most in touch with nature and wildlife. They originated in the forest of Elinshire, and still live their to this day. They are known for their spies, archers, and assassins.
Dwarf's
Dwarf's tend to be true to their stereotype, being drunks, miners, and grand traders. They originated in the West Iron Rock Mountain range and along with the Humans in Sarok. They are known for their traders, paladins, and engineer's,
Iron Rock
Sarok Dwarf
Orc's
The Orcish people are grand warriors and savages. They originated in the South Eastern Jungles of Thresas. They are known for their throwers, berserkers, and their siege weapons.
**Not Playable**
Fae
An rare and exotic race, Fae were nearly hunted to extinction years ago due to their incredible intunement with magic. Most of the last surviving Fae live on islands far way from any large islands. Fae are the most intune with magic, but are extremely sensitive to it aswell.
Nations
Barbaric Tribes of the Northern Badlands
A mix of races all pilled into various tribes that scatter the Northern Badlands. Nothing special here.
The Elven Nation, Elinshire
(Home to the Spider Queen)
The Elven Nation Elinshire is the homeland of the Elf's. They are lead by the Council of the Wise, a group of elven woman and men. It is in the center of the continent and is entirely forest. The capital is also called Elinshire.
The Dwarvish and Human Empire, Sarok
(Home to the Triplets of Night and Lord Of Death)
The Dwarvish and Human Empire Sarok is the homeland of the human's and the Sarokin Dwarves. They are lead by King Sternfire, a human warrior. It spans the west of the continent and is made up of half desert and half plain's land. It's capital is Dragon Gate.
The Dwarvish Clans of Iron Rock
(Home to the Dragon Queen)
The Dwarves of Iron Rock are on the East side of the continent. It is the homeland of the Iron Rock Dwarves. They are lead by a council of several family clans spread across the country. It is entirely mountainous.
The Orc Jungles.
Similar to the barbaric north, the Southern jungles are home to the orcs. They have several tribes that elect a leader. The current leader is Chief IronTusk.
Notable Groups
Trial for Orc-Hood: Granted by the Chief of the Orc Forests, it consists of a series of harsh trials to prove a non-orc's right to enter into the land of the tribes and be treated with the same courtesy of a pure-blooded Orc. It is the only way for an enslaved person to once more become a free person. Those who bear the mark of success are bound by the laws of orc custom when on orcish territory, but are also protected by its laws.
The Lords: One of the largest crime syndicates in the world, run by dwarven leaders and spreading over both the territories of Sarok and Iron Rock, and through the Elinshire so as to maintain a connection between the two countries. The Lords are the leaders of the underworld, and have been using the continuing chaos of the Creatures of Hell to spread their influence. They are working to find a way to control the leaders of the world, or, if they cannot find a way to control them, replace them.
While their tactics are underhanded, The Lords are very handy ally to have, as high ranking members in their organization can command respect from almost any underground organization that has managed to spring up in the cracks and gaps they left behind.
The Guild: An underground organization of mages, dedicated to some of the more... dangerous and esoteric forms of magic. It is said that, for the right cost, the Guild can do anything. But the costs are as dangerous as the rewards are great, since the Guild does not accept physical forms of currency.
The Guild has been divided up into many factions, all of which have only a little to do with each other. There have been many times where the Guild has come very close to breaking up into countless different groups, but the threat against them from all of the legal forms of law enforcement keep them banded together, as one part of the Guild can call upon another part should they come under threat. Should they actually fall apart, the many different portions of the Guild would almost certainly be crushed within a year.
Knights Errant: A group of knights, warriors, and other combatants who have decided to dedicate their lives to the fight against the Creatures of Hell for the good of the world in general, rather than their own person country. They roam the land in large groups, dispensing aid wherever it is needed, and living primarily off of the generosity of the local people. Their numbers are constantly in flux as they frequently gain new members, but their job is also incredibly risky and has a high death toll.
Harbingers of Dawn: A fanatic group, convinced that the darkness in the human soul is what is giving power to the Creatures of Hell. They believe that the only way to save the world is to obliterate all of the evil in the world, and they believe that if you do not subscribe to their policies it is better to kill you than let you continue to "feed the Hellspawn". Pretty much to be avoided at all costs. Luckily they are a very small group, that only really has any power in the city of Dragon's Gate.
The Craftsmen: A loose organization that is responsible for maintaining the different craftsmen across the civilized countries. It does not really have much power, but is rather a support system for all forms of craftsmen. However, you need to be able to demonstrate "mastery" in your skill before you will be able to join. The marks of the Craftsmen is a fairly powerful symbol for a shop, as it means your craft is the top of its group.
The Road: A traveling band of entertainers, comprised of all the races present in the world. Like Earth Gypsies, they are a close-knit band, and always take care of each other. Unlike Gypsies, the Road is also has a network of homes, healers, craftsmen, and the like, who will take in, supply, or care for anyone who is also a member of the Road. The Road is generally frowned upon by most regular forms of government, so it is hidden from those who do not know about it. After all, the Road is perfectly in place to get anyone out of any situation without being detected. The Road does not align with any government or religion, and is therefore a threat. The only way for someone who is not born into it to become a member is for that person to save the life of someone who is a member. This binds the two of them together, whether the saved person likes it or not, and the debt can either be repaid by returning that person a service equal to twice their life, or bringing them into the Road. However, the punishment for breaking the rules of the Road (related to secrecy and hospitality. I'd gladly write these out as well, as I'm very fond of these guys.) is very harsh, and can be acted out by any other member. That is why it is a very rare occasion for those who are not born into it to enter the Road, because, without the indoctrination from childhood, the potential to break the rules is a lot greater, and that terrifies those who have grown up in the culture.
Warriors of the Damned: A cult that originated in the Barbaric Northlands, and has been growing in power simply through the force of fear. A small group of med and women, after facing a horrific defeat at the hands of an opposing tribe, were not longer able to believe that the God of Light cared for them, or even existed. They turned to the First Hell Creature, Lord Magma, looking for a new way of life. Over the generations the Warriors of the Damned have perfected their technique, and now they rampage across the Northern Badlands, destroying anyone who gets in the way. Those who do not submit and join their cult are tortured to death, as practice for the new acolytes. So far, the governments in all three of the Civilized States have been ignoring the plight steadily growing to the north, not believing that it will ever pose a threat. However, the Damned fully intend to gain enough manpower to invade the southern states, and continue their rampage of terror.
The Warriors of the Damned have a very harsh induction process, often involving the torture and subsequent death of a loved one. However, their expectations on their own members are just as stringent, and no one who is a long-term member of the cult will come away without signs of self-inflicted torture.
Magic
(Magic uses energy, use it too much CAN kill you)
The magic in the land varies from death magic, to light magic, to nature magic, to elemental magic, to shape shifting.
Rules
1.) Be Nice
2.) Don't be OP
3.) Have Fun
4.) Respect everyone
5.) Use common sense
6.) Make Friends!
7.) Go easy on me, I've never made THIS big of a roleplay Dx
Character Sheet
Picture or description
Name
Age
Race
Nation
"Class" (What would you call yourself? Archer, Mage, Shaman, Knight, Paladin, Etc.)
Weapon
Magic (If Any)
Bio (Optional)
Personality
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