- 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
Premise: In the world of Deretor, there are four kingdoms, who have been living in uneasy peace:
Virnon - A kingdom which is known for its crafts, fortifications and war machines. Ruled by a high lord who distributes resources to the various guilds.
Kimel - The smallest kingdom, and yet one of the more dangerous. They are known for above-average weapons and warriors. Ruled by the Great One, the greatest warrior, found in tournament every five years from the various city rulers.
Theo - The greates mercentile force in Deretor. They have an abundance of all types of materials, and are ruled by a council.
Moraan - The "Kingdom" of mages, the collage of will, where all Willcasters are sent to harness their abilities. Large enough to have its own economy, and ruled by the three Greatest 'casters.
You will be a mercenary group, sent contracts by various people. I am willing to try a player leader, and see how it goes, unless you don't want one. Your actions will affect how you are seen in the world, and thus the contracts you will get.
Things to Know:
Races
Humans - Are human. Not much to say. Age range: 19-45
Drakes - Humanoid dragon-esque beings with Large draconic wings, a scaled body, large reptilian tail, Slit pupiled eyes, claws, and Draconic horns on head. They have simple abilities as wilders as well as a breath weapon, the domain of which depends on scale color
Age Range: 25-125
Fey - Humanoid beings who are very close to nature, and live in tribes. They always have wilder abilities, albeit with a large range of strengths and aspects. Their looks depend on their type. Age Range: 19 - 45
HALF-BREEDS (CLOSE)
Classes
There are no "classes" as you may think of them from normal RPGs. Your class is a mixture of your station, how you fight or act, ETC. So, you can come up with something you know, or something new.
Equipment
Most medieval and fantasy type weapons. If you have an idea, run it by me or put it in your CS and I'll tell you if you must change it.
Magic
There are two types of magic: Willcasting and Wild Magic.
Wild Magics are the energies that permeate anything natural and all living beings. From fire to water to stone. From Plants to animals to Humans. Even Sound Waves, Light and everything the nature provides. Wilders are able to manipulate these energies:
Will Magic is Magic that is created through the Arcane strings of the universe and the user's imagination. Willcasters, or 'casters, are able to do this, and Only humans, or half-breeds up to the third generations
OTHER THINGS:
Rewards will be given in the form of money, and possibly legendary items. You can use the money to buy new items. Those who use magic may also upgrade some facet of their skill, be it control, endurance, or more power. You can also pay for upgrades for your current equipment, including enchanting.
Money:
10 iron=1 bronze
10 bronze=1 silver
10 silver=1 gold
Mechanics
MECHANICS
During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it by me in I'll give you the possible results of that action.
Mooks (Untitled enemies) Are able to be killed to the number given. Titled enemies, {Elites ; Minibosses ;Bosses ; Megabosses} Are all enemies that you must post strikes for, rather than outright killing them. Your characters can also take wounds. Wounds will work with light, medium and heavy.
Light wounds are superficial, they won't affect a character's ability, but the player must acknowledge that they occur during the post. Players may also have the liberty of doing this on their own, though during some situations I will require this to happen to characters. Medium wounds will affect the combat capability of a character, either through a disability that prevents using certain equipment or just a decrease in effectiveness. Heavy wounds completely incapacitates the character; he becomes vulnerable to an execution move by an enemy if not aided by a comrade.
Gambits are high-risk, high-reward maneuvers that can turn the tide of battle if successful, or seriously hinder you is they don't work.
POSTING
I will ask that people post at least once a day. I would personally prefer more, but I realize that RL and timezones prohibit that in plenty of cases. I will post a full moving update once a day, Approximately every 24 hours, or once everyone has posted. in addition, I will post more often during downtime (Probably once two or three people post) in order to allow some greater character development. In combat, unless it will cause problems at that time, I will post a combat group update once the entire group posts
Again, if you have any questions, comments or suggestions, let me know
THIS IS PLANNED TO BE A LONG-TERMROLEPLAY, WITH GENERATIONS OF CHARACTERS (EITHER CHILDREN OR APPRENTICES) THIS ALSO MEANS THAT THERE WILL BE FAMILIES MADE.
Virnon - A kingdom which is known for its crafts, fortifications and war machines. Ruled by a high lord who distributes resources to the various guilds.
Kimel - The smallest kingdom, and yet one of the more dangerous. They are known for above-average weapons and warriors. Ruled by the Great One, the greatest warrior, found in tournament every five years from the various city rulers.
Theo - The greates mercentile force in Deretor. They have an abundance of all types of materials, and are ruled by a council.
Moraan - The "Kingdom" of mages, the collage of will, where all Willcasters are sent to harness their abilities. Large enough to have its own economy, and ruled by the three Greatest 'casters.
You will be a mercenary group, sent contracts by various people. I am willing to try a player leader, and see how it goes, unless you don't want one. Your actions will affect how you are seen in the world, and thus the contracts you will get.
Things to Know:
Races
Humans - Are human. Not much to say. Age range: 19-45
Drakes - Humanoid dragon-esque beings with Large draconic wings, a scaled body, large reptilian tail, Slit pupiled eyes, claws, and Draconic horns on head. They have simple abilities as wilders as well as a breath weapon, the domain of which depends on scale color
Red - Fire
Blue - Water
Silver-Cyan - Ice and Frost
Green - Air / Wind
Yellow - Lightning
Black - Shadows & Darkness
Purple - Acid & Poison
Orange - Animal / Plant
Beige / Light Brown - Earth / Stone
White - Body / Spirit [Healing]
Blue - Water
Silver-Cyan - Ice and Frost
Green - Air / Wind
Yellow - Lightning
Black - Shadows & Darkness
Purple - Acid & Poison
Orange - Animal / Plant
Beige / Light Brown - Earth / Stone
White - Body / Spirit [Healing]
Age Range: 25-125
Fey - Humanoid beings who are very close to nature, and live in tribes. They always have wilder abilities, albeit with a large range of strengths and aspects. Their looks depend on their type. Age Range: 19 - 45
Wood Fey
Tan - Brown skin tones ; Hair and Eyes - Greens and Vibrant colors ; Taller & Thinner Bodies ; Long Pointed Ears
Snow Fey
Pale - White Skin ; Color range of icy blues and light greys to white ; Closest to human proportions
Dune Fey
Color range of sandy-browns, sky blues and yellow-oranges ; Shorter than humans ; Ears flat on heads ; Long, wide fingers for tunneling
Spore Fey
Shorter than humans and Stocky ; Mottled skin ; color range of dark greys to earthly browns ; No hair ; Ear-Holes (Think Lizards) Long, clawed fingers that can secrete poisons
Reef Fey
Amphibious ; Blue skin and color scheme ; Translucent hair ; Webbed fingers / toes ; Fin-like ears.
Tan - Brown skin tones ; Hair and Eyes - Greens and Vibrant colors ; Taller & Thinner Bodies ; Long Pointed Ears
Snow Fey
Pale - White Skin ; Color range of icy blues and light greys to white ; Closest to human proportions
Dune Fey
Color range of sandy-browns, sky blues and yellow-oranges ; Shorter than humans ; Ears flat on heads ; Long, wide fingers for tunneling
Spore Fey
Shorter than humans and Stocky ; Mottled skin ; color range of dark greys to earthly browns ; No hair ; Ear-Holes (Think Lizards) Long, clawed fingers that can secrete poisons
Reef Fey
Amphibious ; Blue skin and color scheme ; Translucent hair ; Webbed fingers / toes ; Fin-like ears.
HALF-BREEDS (CLOSE)
Full-Blood --> Half-Breed
Fey-Children (Fey + Human)
Full Fey Body Appearance and Skin tone --> Fey Attribute and Color Scheme
Wilder Abilities --> 90% Chance with less strength / 10% with comparable
No Willcasting --> Potential Willcasting
Drake-Kin (Drake + Human)
Fully Scaled --> Scaled arms and legs
Large Reptilian Tail --> No tail
Fully Functional Wings --> Smaller Wings that can Glide
Elemental Breath / Abilities --> No Breath / Weaker Abilities
No Willcasting --> Potential Willcasting
Half-Fey Drakes
Fey Body-Type & Attributtes, Covered with scales
Scale color determined by Drake Parent, but can be influenced by species of Fey
(Reef Fey + Red Drake = Red or Blue)
(Spore Fey + Green Drake = Green or Purple)
Tail, Small vestigial wings
Breath Ability & Wilder Powers (Strengthened)
Fey-Children (Fey + Human)
Full Fey Body Appearance and Skin tone --> Fey Attribute and Color Scheme
Wilder Abilities --> 90% Chance with less strength / 10% with comparable
No Willcasting --> Potential Willcasting
Drake-Kin (Drake + Human)
Fully Scaled --> Scaled arms and legs
Large Reptilian Tail --> No tail
Fully Functional Wings --> Smaller Wings that can Glide
Elemental Breath / Abilities --> No Breath / Weaker Abilities
No Willcasting --> Potential Willcasting
Half-Fey Drakes
Fey Body-Type & Attributtes, Covered with scales
Scale color determined by Drake Parent, but can be influenced by species of Fey
(Reef Fey + Red Drake = Red or Blue)
(Spore Fey + Green Drake = Green or Purple)
Tail, Small vestigial wings
Breath Ability & Wilder Powers (Strengthened)
Classes
There are no "classes" as you may think of them from normal RPGs. Your class is a mixture of your station, how you fight or act, ETC. So, you can come up with something you know, or something new.
Equipment
Most medieval and fantasy type weapons. If you have an idea, run it by me or put it in your CS and I'll tell you if you must change it.
Magic
There are two types of magic: Willcasting and Wild Magic.
Wild Magics are the energies that permeate anything natural and all living beings. From fire to water to stone. From Plants to animals to Humans. Even Sound Waves, Light and everything the nature provides. Wilders are able to manipulate these energies:
A Wilder is able to use the wild magics to manipulate the world around them. Every wilder is born with different abilities and strengths. Wilders can have multiple abilities, however it requires more training to control all these abilities in order to prevent being ripped apart and becoming one with the nature.
A Wilder must live with his/her abilities for the rest of the life, as they cannot be removed or added to an individual.
Aspects of abilities:
Fire / Heat
Earth / Stone
Lightning
Air / Wind
Ice / Frost
Shadows / Darkness
Body / Spirt
Acid / Poison
Animal / Plant
Sound
Light
Gravitation / Telekinesis
Mind / Telepathy
Wood
A Wilder must live with his/her abilities for the rest of the life, as they cannot be removed or added to an individual.
Aspects of abilities:
Fire / Heat
Earth / Stone
Lightning
Air / Wind
Ice / Frost
Shadows / Darkness
Body / Spirt
Acid / Poison
Animal / Plant
Sound
Light
Gravitation / Telekinesis
Mind / Telepathy
Wood
Will Magic is Magic that is created through the Arcane strings of the universe and the user's imagination. Willcasters, or 'casters, are able to do this, and Only humans, or half-breeds up to the third generations
The user is born with the power of Will Magic and must learn how to control it. However it is much harder to learn and master than Wild magic, since it requires mostly the imagination and concentration of the user, whereas Wild Magic uses natural phenomenons.
Since Will magic uses the caster's own mental power, if too much or something too complex is attempted, it can damage, break or even destroy their mind.
ARTS
Invoking - The basic art which is creating a shape, such as an arrow or sphere or line, out of Pure arcana and controlling it mentally.
Evoking - Taking a creation and imbuing it with an element, such as stone, water, fire and properties, such as explosive, solid, etc.
Conjuration - Creating a physical object out of arcana, one that can be interacted with, such as a sword. or a wall
Alteration - Altering the state or properties of an object, such as making boots heavier or melting ice on a freezing day.
TIERS
Basic
Tier 1 - Novice - Tiny and Short; Invoking Spells Only (i.e. tennis-ball sized spectral energy)
Tier 2 - Amateur - Somewhat useful Spells; Invoking Spells Only (i.e. Soccer-Ball sized spectral energy)
Tier 3 - Trained - Useful Spells; Invoking & Alteration Spells Only (i.e. Chest-sized object; Increase Density of objects without affecting weight)
Tier 4 - Intermediate - Quite trained; Invoking, Alteration & Conjuration Spells Only (i.e. Body-sized object; Change Color and Shape of objects; Create basic weapons [arrows, swords, shields, etc.])
Advanced
Tier 5 - Expert - Very Talented; Invoking, Alteration, Conjuration & Evoking (i.e. hut-sized object; Change Appearance & Sensation of objects; Advanced Weapons & Armors [Polearms, Arcane Armors, etc.], Add Elements to existing Objects)
Tier 6 - Master - Extremely Talented; Invoking, Alteration, Conjuration & Evoking (i.e. house-sized object; Turn individuals and objects invisible, Multiple Weapons [multiple flying swords, rain of arrows, etc.] Add passive effects to multiple existing objects [emiting lightning bolts, inhibit sound, etc.])
Tier 7 - Grand-master - Ultimate Power; Your imagination is your limit.
Shape Examples
Sphere / Dome
Cube / Rectangle
Polygons (Hexagon, Pentagon, etc.)
Cone
Ray
Arrow
Sword
Spear
Hammer
Shield
Since Will magic uses the caster's own mental power, if too much or something too complex is attempted, it can damage, break or even destroy their mind.
ARTS
Invoking - The basic art which is creating a shape, such as an arrow or sphere or line, out of Pure arcana and controlling it mentally.
Evoking - Taking a creation and imbuing it with an element, such as stone, water, fire and properties, such as explosive, solid, etc.
Conjuration - Creating a physical object out of arcana, one that can be interacted with, such as a sword. or a wall
Alteration - Altering the state or properties of an object, such as making boots heavier or melting ice on a freezing day.
TIERS
Basic
Tier 1 - Novice - Tiny and Short; Invoking Spells Only (i.e. tennis-ball sized spectral energy)
Tier 2 - Amateur - Somewhat useful Spells; Invoking Spells Only (i.e. Soccer-Ball sized spectral energy)
Tier 3 - Trained - Useful Spells; Invoking & Alteration Spells Only (i.e. Chest-sized object; Increase Density of objects without affecting weight)
Tier 4 - Intermediate - Quite trained; Invoking, Alteration & Conjuration Spells Only (i.e. Body-sized object; Change Color and Shape of objects; Create basic weapons [arrows, swords, shields, etc.])
Advanced
Tier 5 - Expert - Very Talented; Invoking, Alteration, Conjuration & Evoking (i.e. hut-sized object; Change Appearance & Sensation of objects; Advanced Weapons & Armors [Polearms, Arcane Armors, etc.], Add Elements to existing Objects)
Tier 6 - Master - Extremely Talented; Invoking, Alteration, Conjuration & Evoking (i.e. house-sized object; Turn individuals and objects invisible, Multiple Weapons [multiple flying swords, rain of arrows, etc.] Add passive effects to multiple existing objects [emiting lightning bolts, inhibit sound, etc.])
Tier 7 - Grand-master - Ultimate Power; Your imagination is your limit.
Shape Examples
Sphere / Dome
Cube / Rectangle
Polygons (Hexagon, Pentagon, etc.)
Cone
Ray
Arrow
Sword
Spear
Hammer
Shield
Chorim - The Maker (M) - Father of the Gods. Dwells in the Throne room. Presides over all of Creation
Telaril - The Mother (F) - Mother of the Gods. Dwells in the garden. Presides over the seasons and Fertility
Venerim - The Justicar (F) - Guards the gates to Gorion Toth. Presides over Justice and laws. Often in conflict with Bilmont
Librom - The Mystic (M) - Can be found on Deretor, Reveling in nature. Presides over wild magic and nature.
Librem - The Scholar (M) - Found in the Library. Presides over Willcasting and Scholars.
Kha'as - The Reaper (M) - Collects the souls of the dead, to care for them until they return to the cycle.
Bilmont - The Schemer (M) - Can be anywhere, causing trouble for his siblings. Presides over Stealth, Trickery and Luck.
Vior - The Traveller (F) - Wanders the realms and roads. Presides over travellers and wanderers and roads.
Tilnor - The Craftsman (M) - Found in the workshop or smithy. Presides over craftsman of all kinds.
Doreem - The Warrior (M) - Presides over batle Mythical figure in the stories of the Nodorim Berzerkers.
Telaril - The Mother (F) - Mother of the Gods. Dwells in the garden. Presides over the seasons and Fertility
Venerim - The Justicar (F) - Guards the gates to Gorion Toth. Presides over Justice and laws. Often in conflict with Bilmont
Librom - The Mystic (M) - Can be found on Deretor, Reveling in nature. Presides over wild magic and nature.
Librem - The Scholar (M) - Found in the Library. Presides over Willcasting and Scholars.
Kha'as - The Reaper (M) - Collects the souls of the dead, to care for them until they return to the cycle.
Bilmont - The Schemer (M) - Can be anywhere, causing trouble for his siblings. Presides over Stealth, Trickery and Luck.
Vior - The Traveller (F) - Wanders the realms and roads. Presides over travellers and wanderers and roads.
Tilnor - The Craftsman (M) - Found in the workshop or smithy. Presides over craftsman of all kinds.
Doreem - The Warrior (M) - Presides over batle Mythical figure in the stories of the Nodorim Berzerkers.
OTHER THINGS:
Rewards will be given in the form of money, and possibly legendary items. You can use the money to buy new items. Those who use magic may also upgrade some facet of their skill, be it control, endurance, or more power. You can also pay for upgrades for your current equipment, including enchanting.
Money:
10 iron=1 bronze
10 bronze=1 silver
10 silver=1 gold
Mechanics
MECHANICS
During all direct combat scenarios and actions against the enemy will have overall structure from me but the details will be up to the players (i.e. I'll write something like "you can kill three guys, or two and strike at the mini boss" or the such, and allow the player to improvise how he kills them). If players would like to take some sort of direct action not offered, simply run it by me in I'll give you the possible results of that action.
Mooks (Untitled enemies) Are able to be killed to the number given. Titled enemies, {Elites ; Minibosses ;Bosses ; Megabosses} Are all enemies that you must post strikes for, rather than outright killing them. Your characters can also take wounds. Wounds will work with light, medium and heavy.
Light wounds are superficial, they won't affect a character's ability, but the player must acknowledge that they occur during the post. Players may also have the liberty of doing this on their own, though during some situations I will require this to happen to characters. Medium wounds will affect the combat capability of a character, either through a disability that prevents using certain equipment or just a decrease in effectiveness. Heavy wounds completely incapacitates the character; he becomes vulnerable to an execution move by an enemy if not aided by a comrade.
- LIGHT- Doesn't really affect you. From minor paint scratches to shallow cuts and bullet grazes, stuff like that make a Light wound. You can take these in your combat post if you wish. May or may not make later wounds easier to take/more severe. When I give them to you, you must emote (write them out) them in your post, and they must fit the situation that gave you the wound
- MEDIUM- Affects your combat capabilities in some way. There are 3 terms I sometimes use. Given during my posts, and must be emoted in the same way as Lights.
- Light-Medium means that it isn't really bad. Perhaps crushed chest armor (makes chest more vulnerable)
- Medium is the base. From crushed armor to a severed limb, most anything goes. Middle of the road may be a cut leg muscle that makes you slower to move.
- Medium-Heavy Are bad. Severed limbs are the topmost example.
- HEAVY- Wounds that severely damage your characterto the point that it hurts too much to move, or is just completely impossible. These are allocated and emoted by me, so you needn't worry about having to be fair with these.Executions can happen if you aren't rescued (either by all enemies around you getting killed or wrapped up in combat, someone dragging you to safety, or someone shielding you with their body.
Gambits are high-risk, high-reward maneuvers that can turn the tide of battle if successful, or seriously hinder you is they don't work.
POSTING
I will ask that people post at least once a day. I would personally prefer more, but I realize that RL and timezones prohibit that in plenty of cases. I will post a full moving update once a day, Approximately every 24 hours, or once everyone has posted. in addition, I will post more often during downtime (Probably once two or three people post) in order to allow some greater character development. In combat, unless it will cause problems at that time, I will post a combat group update once the entire group posts
Again, if you have any questions, comments or suggestions, let me know
THIS IS PLANNED TO BE A LONG-TERMROLEPLAY, WITH GENERATIONS OF CHARACTERS (EITHER CHILDREN OR APPRENTICES) THIS ALSO MEANS THAT THERE WILL BE FAMILIES MADE.
Name:
Gender:
Race:
Class:
Age:
Appearance: (Description, Pic, or Mix)
Equipment:
Skills/Magic:
Battle Style: (Optional)
Personality: (Optional)
History: (Optional)
Gender:
Race:
Class:
Age:
Appearance: (Description, Pic, or Mix)
Equipment:
Skills/Magic:
Battle Style: (Optional)
Personality: (Optional)
History: (Optional)
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