Millennium of Omens | A Witcher Story, Part 1 (Signup)

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Rosé Moon

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    "The omens have been forming for over a Millennium." - Veeris of Cintra

    This is the Millennium of Omens, and is the first part of a three part series of Witcher world-based story I've been writing for quite some time now. The idea I have in mind for this, is basically Dungeons & Dragons set in the newly named continent of 'Nilfgaardia'. I will role for things such as attacks, perceptions and initiative and characters can very well die at any time. There will be side quests, chances to obtain new items and NPC a plenty.

    While the beginning of this story will not seem to be set in the world of the Witcher, outside of the setting, but something will happen that will change that, and everything else in the world.

    This story will be focused on world building (for my own selfish purposes of my over glorified fanfic version of this story), character building (and breaking), as well as friends and former enemies coming together to over a common threat before being forced apart again by a not so common threat.

    As is typical in the Witcher novels, outside of the base narrative, there will be an underlying civil war narrative. Between the resurrections, world-jumping, castle siegeing and monster hunting, there will be side quests that, while taking time away from the main plot (which there is a time restraint over), can help keep the bubbling civil war at bay. This will effect the end of this part of the story, so their are more benefits to the side quests, outside of extra experience, loot, and character development.

    Like any other Roleplay on Iwaku, there are rules to follow.


    • There will be no controlling of other players characters. Obviously. As DM, I may have to explain something that happens around them due to the success, or failure, of a role but no one should have any degree of control over another.
    • I'm pretty sure, from the research I've done, that all the rules I'll be stating are similar to the others. For example, No Godmodding. Seeing as there will be health points, magic slots (and charges), it is very important no one is auto-hitting, or doing thinks they shouldn't be able to do.

    • This one is super simple. Don't be a dick when you're not in-character. Or you can, but at least not, you know, don't be that guy. Thanks.

    • If your character dies, you can not bring them back. Your party may, may it be through necromancy or religious magic, but this will count as a side quest that will take time away from the underlying civil war plot, and the main plot with no added advantage besides returning your character. You can always write another one.
  • Nilfgaardian, or, Sifters
    • Elves - Elves are the most common, civilized, race in all of Temeria. Sometime after the end of the War, Emperato Emhyr var Emreis ended the underlying civil war between human and the Elven of Brokilon and otherwise wild. It took centuries of acclimation, but once the elves had left the forests, it seemed the Elven outnumbered the humans. Suddenly, humanity were the minority.
    • Human - Once the rulers of the World, humans have become secondary citizens. With Emhyr's rise, came the rise of intellect over brawn. Human's became field hands, fighters and soldiers. The elves have not imposed any dominance over the humans, but it is well-known the elves believe they are greater.
    • Dwarfs - Dwarfs, as they have throughout all of recorded time, are the only race not associated with the Nilfgaardian Empire. The Dwarves hail from Mahakam Mountains, and their has only ever been one instance in time where their claim on this land was ever questioned. This is still the case today. The Dwarfs, while once being master craftsmen and sell-swords, the Dwarfs are now just sell-swords. The Nilfgaardian Empire has made life rather rough for these folk. While they control the steel that is imported into Nilfgaard, the Nilfgaardians control the import of everything else that they need. This has made mining only available a what is required, while the rest of the dwarfs serve as sell-swords for the Nilfgaardian army, and the Sifters.

    The Wretched
    • Tiefling - An inhabitant of the Lost City of Novigraad. The first of the civilized Wretches. Tiefling are the union of man and an otherworldly kind not known to Elf or man. Because of this, they are dressed in a variety of skin tones, ranging from pink, to dark red. Unlike the other kind of this realm, were the whites of eyes usually are, they have black and their heads are adorned in horns. Male horns being longer then females, but having thinner tails. They are well balanced in mind and body, and like all the Wretched, they are able to tap into natural magic, found throughout the world. Tiefling are very particular creatures. They love being dirty, and are also very mischievous. The Nilfgaardians refer to the creatures as imps for their delight at others misfortune, even their closest friends.
    • Aarakocra - While the dwarvs of Mahakam suffered, some monsters in the Blue Mountains prospered. After Kaedwen had been claimed as part of the Great WIlds, some monstrous creatures prospered. Harpies, for one, gained a higher intelligence as they evolved thanks to the influence of the magic crystals in nature. The once bird monsters have gained higher intelligence, and became the Aarakocra. These folk, while hostile to the Nilfgaardians, are protectors of nature and have claimed the once holy city of Novigrad as their religious strong hold, while still making the Blue Mountains their home. So it makes sense that the Aarakocra have some issues with the Nilfgaardians trying to reclaim Novigrad.
    • Shifters - Shifters are what remains of the humans and elves that remained in the Great Wilds. After centuries and centuries of mutation from magic, and lycanthropy, a bit of saneness was lost in these individuals. The trade for this, was the ability to shift into a humannoid hybrid. Depending on their lineage, they can become ravens, crocodiles, wolves of a bear. This makes them considerably dangerous, especially considering their scarce sanity.
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    This is Nilfgaardia, once just the name of the Nilfgaardian country, it is now the name of the entire Northern Kingdom. Well, that is, the civilized portion is. From the southern country of Nazair to the northern portion of Aedirn. This includes the countries of Aedirn, Lyria, Angren, old country of Temeria, Cidaris, Verden, the Brokilon Forest, and Brugge. This leaves the north western countries of Kaedwen, Redania and the Skellige Islles as what's known as the "Great Wilds".
  • What drives the Nilfgaardians to try and conquer the Great Wilds? Besides the var Emreis' natural desire to conquest, it is the magic crystals. These crystals are the results of the sudden seizing of magic-use in the world. After the Witcher's died out, and the Lodge of Sorceresses followed, the world's natural flow of magic now no longer had anywhere to go, so it created a place. crystals began to form in the forests, and rivers and oceans, mountains and plains., The magic enhanced and mutated the wildlife they grew around. The effect was great enough to drive off most Nilfgaardians from the Northern Half of the country. It has taken time, and effort, but the Nilfgaardians have found a way to weaponize them.

    It seems the crystals have various different forms and effects. The only way these have been able to be classified, are the ancient Witcher signs, and new ones, have been labeled by the ancient language of the Elves.

    • Quen - Quens are warm, orange crystals. These crystals protect. When the magic within them is siphoned, they can form barriers that can become walls, or form a protective, second skin.
    • Igni - Igni is fire itself. These red crystals can light a match, form a torrent of flames, and cast fireballs. It is simple, but they drain fast.
    • Yrden - These purple crystals are immobilizing, using a nonlethal bolt of lightening. Despite their lack of lethality, the crystals let out booming cracks, and can drain the longer they immobilize a single target.
    • Aard - Blue Crystals can be either offensive or defensive. The telepathic properties of these crystals make them very well-sough-after. The effect of telepathy can vary from lifting apples with your thoughts, to fending off tens of enemies by ones lonesome.
    • Axii - The mental crystals, an emerald green, these are the only, completely non offensive crystals. Instead, they effect the mind of their users, or victims. It can jog ones memories, or persuade an enemy to turn around and run, or stab their former brother in arms.
    • Aeden - Not coming from Witcher signs' origin, these white crystals are sisters to Igni. They can summon ice and frost in a moments notice that can var in size, the same as igni.
  • The classes for each race are all the same, and as predictable as you might think. However, their might be some differences then what you might be used to, so I will go through them the best I can. (Note: These will only help me construct your characters starting stats. As time goes, these can change and evolve. You can always pick up a new weapon, or try another one. But, as in reality, someone who's trained to hold a shield might not be able to aim an electrically charged rifle real well right off the bat.)

    • There are six different classes to chose from.

    • Paladin - A knight of the Ancient Flame. A class exclusive to Sifters. The Knights of the Ancient Holy Flame are hell-bent on reclaiming Novigrad, as it was once the home of the 'Eternal Flame' that the Holy Order once held sacred. The warriors are top of the class in terms of attack as well as having a possibility to defend. Paladins all share one thing in common; armor from the Holy Order, fit for surviving the trials so they may complete their holy task. Paladin Sifters are given a choice of using magic crystals with their Lances, great swords, or war axes - the crystals used with these weapons are offensive variants of fire (Igni), electricity (Yrden) or ice (Aeden). Their secondary weapon is almost always a shield.
      ** Wretched equivalent is Hel-lancer

    • Line-holder - Line holder do just as their name details; they fight on the line. What they lack in ability to attack, and then defend, they make up for with their ability to be a walking fortress. Line Holders are meant to absorb damage while the heavier hitters move around to flank an opponent. To fortify their defenses, Line Holders most commonly wield War Shields, Crystal Staffs, and can achieve more hand-to-hand damage then other classes. Crystal staffs have twice the charge as a standard weapon, and can hold two crystals. War Shields and Staffs most commonly use defensive Ice (Aeden), Telepathy (Aard) and Force Field (Quen).


    • Rogue - These fighters sacrifice almost all ability to take hits for dealing damage. A Sifter Rogue is meant to take an opening created by a Paladin or Line-Holders. These silent warriors are the most versatile in terms of weaponry. While being able to dual-wield light weapons such as daggers and short swords, they can also use mid-weight weapons, such as a long sword. Rogues most commonly use the crystals fire (Igni), and electricity (Yrden).

    • Knight - A knight is your standard Sifter, and very similar to a Paladin, without the religious leaning. While this curves their wisdom, this may give them the edge of Paladins in physical ability. Unlike Paladins, Knights can be seen going into battle in a full suit of armor, or with just a sword and shield. These soldiers are incredibly physically fit, agile and are not afraid to dive head first into the fray. As with Paladins, they usually use fire (Igni), electricity (Yrden) or ice (Aeden).

    • Ranger - In the one-thousand years since civilization lost their touch with magic, Rangers are the closest we've come to controlling the power again. They also use the most technically advanced weapon in the known world - Rifles. While basically defeating the need for bows and crossbows, Rifles utilize the Sifter's magical crystals to their fullest potential. Instead of firing off a steel tipped bolt or an arrow, these weapons use the least amount of magic in a crystal, for the most amount of damage. Rangers can use all variety of crystals except for Speech (Axii). From using force fields (Quen) to lay a barrier before far away allies, to smiting enemies with paralyzing lightning bolts (Yrden) or simply setting them ablaze from afar with fire (Igni).
      **Wretched equivalent is Hel-Mage

    • Bard - A Bard is the antithesis of a Ranger. While a ranger would rather stay back and fight from afar, a bard would just as rather not fight at all. This is because they are the only class of Sifter's trained to use the crystals of speech (Axii). This allows them to imbue their words with magic, to help them convince, intimidate or bolster. While the other classes focus on combat, a Bard focuses on support. Convincing those who have lost their will to fight, or perhaps saving them coin on a night at an inn. (They also, naturally, have a penchant for instruments.)

  • Physical Description: you may either describe your character or post a picture.

    Name:
    Age
    Gender:
    Race:
    Class:
    Personality:
    Relationships:
    Flaws:
    Equipment:

    Background: The bread and butter of your character. Describe who they are/ were before the Millennium of Omens.

    (I will set your skills, depending on your class, flaws and personality. Equipment, and in-game action will result in how you grow as we play.)
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