- Invitation Status
- Not accepting invites at this time
- Posting Speed
- Multiple posts per day
- 1-3 posts per day
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Writing Levels
- Advanced
- Prestige
- Preferred Character Gender
- Male
- Female
- Nonbinary
- Transgender
- Genres
- Fantasy, Scifi, Action, Romance, LGBT, Horror, Mystery, Paranormal. I'm sure there are more, I'm just too lazy to look everything up.
"The supreme art of war is to subdue the enemy without fighting."
For the last five-hundred years the continent of Halbernon has been at war. Ten kingdoms of humans, elves, dwarves and other such races have banded together to defend against the dragon onslaught, driven by the mad black dragon Dagmar himself. As new generations come and go, however, mindsets begin to change; the primarily human kingdom of Oneac does not wish to fight the dragons any longer.
The Cloud Accord is drafted, revised, and finalized into a peace treaty meant to not only call off the war, but make allies of dragons and the ten kingdoms. Not all kingdoms are pleased with this idea, and a majority of them are doubtful the dragons will even agree. In order for the kingdoms to sign the accord, the kingdom of Oneac must acquire Dagmar's signature first. If the leader of dragons agrees, the rest will follow.
Dagmar, however, is not so simple.
A delegation party is set out on a mission of diplomacy to meet with each of Dagmar's dragon generals, hoping that with their aid they can convince the black dragon that peace is the better option. If they return home, the brave heroes - or failures - will likely never be the same again, for they will face...
...danger in their safest havens...
...unexpected allies...
...the consequences of failure...
...and, hopefully, the sweetness of victory.
It is up to the delegation to save the realm, but can they do it? Comprised of tinkerers, magisters, warriors, diplomats, and even simple civilians, only time will tell.
Time and a lot of luck.
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This RP focuses on the delegation party, comprised of our OCs, and their quest to bring the dragon war to an end. The characters can be any age above 20 years old; they can know each other prior to being selected for the delegation, or they can be strangers; and they can be any race of the 8 kingdoms listed. OCs can also be from kingdoms that are not primarily their own race. Accepting 5 to 6 people, not including myself. Duplicate races are allowed, but try to be diverse.
I will be the only one playing more than 1 OC, simply because my characters are susceptible to death and yours are not. Depending on what happens in the roleplay, some of my characters may die. I like drama and angst, so... <3
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Rules
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- Adhere to Iwaku rules & guidelines at ALL times.
- If you have any questions, suggestions, concerns, comments, etc. regarding the story please private message me. The RP is already roughly outlined, but I'm open to ideas and if there is something you want to see happen, let me know!
- While I'm totally supportive of (within reason) IC drama, you must be respectful and friendly in OOC chat. If you can't respect your fellow roleplay partners, that's not acceptable.
- Do not join if you can't commit. We will be posting in rounds, with one GM post to progress the story forward every 3 days. This gives people time to post their reactions/actions/responses/etc.
- Subplot romance is totally fine. Again, just make sure it's consensual. If you wish to romance any of my characters, do know that while player OCs will not die in this, mine can and some probably will.
- If you fall behind I will try to move you forward in the GM posts with simple summary. ("So and so followed them down the stream" or whatever.) Try not to fall too far behind, because otherwise it'll be difficult to catch you up and play off your character's disappearance.
- 2 consecutively missed posts will result in a nudge. 5 consecutively missed posts will result in your removal from the roleplay. We'll say your character got lost, went missing, etc. That being said, you can come back if you want - but you'll need my permission to do so and, at that point, you'll need to PM me to discuss it.
- Minimum 2 paragraph responses, please.
- Now, if you've read the rules, tell us what your OC's theme song would be at the end of your CS.
Oneac Humans
Elloris Elves
Darkrun Dwarves
Zandalur Trolls
Rotchet Gnomes
Lootabai Goblins
Torhal Orcs
Faunora Changelings
Alcine Fairies
Waris Merfolk
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Lead by Queen Fallon the Sixth, the humans of Oneac enjoy life in the plains as much as they can with the fear of dragon attacks hanging on everyone's mind. The weather ranges from cold to hot, seasons depending, but despite the dragon threat Oneac is content. Also, of all the kingdoms, Oneac is the closest to a melting pot of races; at the heart of Halbernon, this kingdom is a hotspot for the ten rulers to conduct meetings.
The people here are neither majestic nor plain - simply there, living their lives. Bakers, blacksmiths, horse masters, tailors and many other fields of work can be found here. With so many different cultures integrated into one, Oneac is a fountain of opportunity. Most people come here to work, though, instead of train or specialize. 'A jack of all trades, master of none,' is the perfect way to describe Oneac's relatively stable economic system.
Humans are proud creatures, boasting not only agility and decent strength but also magical abilities. Though they are masters of none, they have the ability to be quite fierce in battle. Their downfall?
Dragons hate them the most.
The smell of human blood will attract nearby dragons.
Strength: Moderate
Stamina: Moderate
Agility: Moderate
Resilience: Moderate
Intellect: Moderate
Magic: Moderate
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The only publicly known entrance to the kingdom of Elloris is a Southern cave, crested into the side of a mountain, that overlooks the ocean. Elloris is a secretive kingdom of elves in the mountains, ruled by Magister Alre. Few outsiders are allowed to enter and, even then, they are treated with suspicion.
People say the kingdom is majestic, enchanting, magical. The mountains are hollowed into cities embellished with crystals and other gems imported from the dwarven city of Darkrun. Nobody knows how they manage to stay so wealthy - not even the common elves.
There are dark undertones in Elloris, however, and that begins with blood magic. A society of powerful spellcasters, the elves of Elloris practice all mystical arts of destruction. Unlike the fairies, who only harbor protection magic, the elves are pools of offensive power - but it has drained them over the years. Physically, those in Elloris are the weakest of all the races but quite possible the most deadly.
Elves may force the souls of fallen teammates back into their bodies.
Strength: Low
Stamina: Moderate
Agility: Moderate
Resilience: Low
Intellect: High
Magic: High
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Deep in the Northern tundra lies the heavily patriarchal Kingdom of Darkrun, lived in by the hearty dwarves and lead by King Talmund Goldbeard. It is very cold there, but the dwarves are stocky in stature and have built great empires of stone and ice to keep away the unyielding winter chill. It is not a vacationing spot but, rather, a place to go for the best blacksmithing in all of Halbernon.
Darkrun appears unwelcoming at first glance. Upon a closer look, its people are open and warm. Be it human, troll, or even goblin, all are ushered in from the cold with open arms and fresh brew ready for the guzzling. Like the elves, the dwarves of Darkrun are immeasurably wealthy - though this comes from their much desired exports of armor and weapons.
Not only are dwarves crafty with a hammer, they are incredibly resilient for being so short. They do not hit as hard as an orc, nor are they as agile as a merfolk, but their skin is twice as thick and their bones hard to break. Their biggest strengths are elaborate beer brewing, blacksmithing, and physical resistance. Like many races, dwarves harbor no magic.
It takes an exceptional amount of damage to put dwarves out of commission.
Strength: Moderate
Stamina: High
Agility: Low
Resilience: High
Intellect: Moderate
Magic: N/A
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Located inside a wetlands, the kingdom of Zandalur houses trolls lead by Mother Yiglak. With its ancestral grounds at stake due to constant firefall from stray dragons, the trolls seem to hate dragons more than any other race. They were the first to feel Dagmar's ire.
At first glance, Zandalur is unimpressive. With its gloomy wooden rooftops, murky wooden walls, and whistling wind, Zandalur holds a rather somber atmosphere. The main attraction is its cemetery dedicated to those fallen by dragons, built at the beginning of the war and maintained ever since.
Second in destruction only to the fairies of Alcine, Zandalur's economy is dying. They live the closest to marsh dragon territory and, as such, are under constant attack. Zandalur focuses primarily on training animals for war, having a strong connection to them. They are valiant trainers and warriors but, where they succeed in combat, they lack in linguistics - most of the trolls have broken speech and cannot read the common language shared by most races.
Troll characters may have one tamed animal companion.
Strength: High
Stamina: High
Agility: Low
Resilience: High
Intellect: Low
Magic: N/A
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The kingdom of Rotchet is less of a kingdom and more of a conglomerate of universities sprawled out across the lands. Ruled by Head Alchemist Mixie, the gnomes focus on study rather than battle. This is not to say they cannot fight - if anything, they're quite useful to have in battle, if they know what they're doing.
Rotchet is a kingdom of inventors and alchemists, so their exports and imports are high with their economy booming. The kingdom has an eclectic atmosphere, the only thing in common between the towns and cities being that they do not match. The gnomes of Rotchet will make their homes out of anything they see fit, be it wood, metal, clay, or whatever else they can find that will prove beneficial.
A lot of the gnomes, however, find themselves with something they call "mana poisoning." Unable to harbor magic naturally, Rotchet alchemists have been trying for years to unravel the mysteries of the elves and fairies so as to hold magical abilities themselves. This has lead to many failed experiments, and even worse repercussions - the creation of goblins.
While the gnomes are not physically strong, they are quick-thinking and typically make the best strategists of any party, aside from goblins.
Plans and gadgets made by gnome characters have a higher chance of success.
Strength: Low
Stamina: Moderate
Agility: High
Resilience: Low
Intellect: High
Magic: N/A
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Not far from Rotchet, situated in an exceptionally dark and dead woodlands, are the goblins of Loobatai. Lead by King Cutter, the goblins are presumed to be corrupt gnomes. Evil, demented, completely incapable of doing good. Yet, this is not the case - not at all. It was only their outward appearance that changed from the mana poisoning, not the gnome inside.
Similar to Rotchet, since goblins are a new breed of gnomes, the goblins dedicate their time to inventing and studying. However, instead of focus on magic - something most goblins innately fear and despise - they study dragons. A majority of the leeway made against dragons has been due to the exploits of Loobatai's goblins. Despite that, though, their economy suffers. Nobody wants to admit that the corrupted gnomes - goblins - are the reason they've lasted this long against the dragons and, as such, prefer to do business with the gnomes.
Like gnomes, goblins make for fantastic strategists - especially when it comes to battling dragons. The only problem? They are exceptionally weak to magic. This isn't much of a problem against a dragon, but angry party members.
Goblin characters have a higher chance of successfully interacting with dragons.
Strength: Low
Stamina: Moderate
Agility: High
Resilience: Low
Intellect: High
Magic: N/A
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Lead by the ruthless Commander Grutt, the kingdom of Torhal thrives in the only desert plains of Halbernon. The heat there is stifling and few flora grow tall enough to offer shade, much less sustenance. Those of Torhal must not only brave the ferocities of their environment, but the threat of dragons, as well.
Despite the challenges of living in Torhal, the kingdom flourishes. With clay homes of magnificent size and highly successful hunting parties, the orcs live and dine well. The main attraction is their biggest city, the one harboring Commander Grutt, which is advanced to the point some mistake it as goblin. Its design very well could be.
Unlike the changelings, orcs do not hire themselves out. Because of this, their population is booming. It is difficult to walk through and orcish town or city without a crowd blocking the way.
A militaristic, almost barbaric people, the orcs of Torhal offer some of the strongest warriors and survivalists to the war, but lack completely in any magical affinity or are typically not very agile.
Orc characters hit harder than most.
Strength: High
Stamina: High
Agility: Low
Resilience: Moderate
Intellect: Moderate
Magic: N/A
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The third biggest kingdom in the land, Faunora is home to the changelings and lead by warrior princess Laureen. She is the youngest of rulers, having come to power after the queen and king were killed by dragons naught ten years ago. Centaurs, fawns, and the like all come together in the pastures and woodlands that make up Faunora.
Focusing rather on combat training and simple living, Faunora is nothing extravagant - save for the castle. Most of the inhabitants live in wooden huts resembling human stables, but with embellishments, but spend most of their time outside in the undeveloped nature that surrounds them.
Faunora has a complicated economic situation. In exchange for goods, the changelings export only one product; themselves. A society of warriors-for-hire, Faunora is never out of business, but the population drops with each new year.
Changeling characters do not get tired in battle.
Strength: High
Stamina: High
Agility: Low
Resilience: Moderate
Intellect: Moderate
Magic: N/A
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One of the smallest kingdoms, Alcine is established on the Eastern side of a grotto. It is lead by Queen Saorise. The weather there used to be sunny and clear, which is of great importance to the fairy's - wet wings don't fly - but that has long since changed. After the mass destruction of their home 400 years ago, smog ruined the climate and turned everything dragon fire touched a desert. Now, the fairies endure exceedingly hot daylight and frozen nights.
The kingdom itself looks mystic, though it's hard to tell where manufactured buildings end and raw nature begins. With its cheerful population and massive oak tree center - the Queen's castle - Alcine has a captivating atmosphere. This hides the poverty that lies beneath; death to starvation and the cold is not uncommon in Alcine. The kingdom's surface beauty, however, is so small only fairies can truly appreciate it.
That being said, Alcine used to be much bigger. Fairies did not always live as small, tiny creatures; they used to be taller than humans, lithe as elves, and incredibly enchanting. When the dragons arrived and burned down ninety-percent of their once massive kingdom, the fairies used their magic to shrink down in size and survive.
Alcine, despite the happiness of the inhabitants, is on the edge of poverty. They never really recovered from losing their kingdom. The fairies of Alcine specialize in protection magic, but lack sorely in offense.
Fairies can alter their size at will from cat-sized to human-sized.
Strength: Low
Stamina: Moderate
Agility: High
Resilience: Low
Intellect: Moderate
Magic: High
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The furthest of all the kingdoms, situated in the Southern Sea, the watery megalopolis of Waris is home to merfolk and lead by King Tidus. Due to its natural defenses against the dragons (water) the merfolk were the last race to join the war. Only when sea dragons began appearing from the North did they take action.
The kingdom of Waris itself it beautiful and vibrant, surrounded in color by passing schools of fish and brilliant coral reefs. The houses are carved out of weathered rock, making them more like joint apartments than actual free-standing homes.
Waris has a booming economy, which is mainly supported by exporting artisan works. Their biggest strengths are sculptures, ocean fishing, and entertainment (music and dancing). However, Waris lacks people skilled in combat. They are spellcasters of illusion magic, though it has only been used for entertainment and not battle. As such, the merfolk of Waris have less finesse when it comes to magic than fairies and elves.
Merfolk characters wear fairy-enchanted jewelry to walk on land, and are disgustingly flexible.
Strength: Moderate
Stamina: High
Agility: High
Resilience: Low
Intellect: Moderate
Magic: Moderate
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Destruction
- Fire
- Like a dragon, burn opponents alive with the power of fire.
- Frost
- Freeze foes to death with the power of ice.
- Shock
- Vanquish enemies with the power of electricity - just don't use it in water.
- Blood (elf only)
- Can revive fallen teammates
- Reanimate dead bodies
- Fire
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Protection
- Restoration
- Can heal light wounds quickly; moderate wounds slowly; severe wounds over time.
- Works on anything living.
- Barriers
- Will break after 5 light hits; 3 moderate hits; and 1 severe hit.
- Restoration
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Illusion
- Sensory
- Temporarily (2 rounds) alter someone's sense of sight, taste, smell, or hearing.
- Emotion
- Temporarily (2 rounds) influence the emotions of those around you for good or evil.
- Sensory
- Lusca Aquor - @Cartoonicat
- Dodrelda Aleguard - @Cartoonicat
- Jojin Rhakzar & Hokum - @Cartoonicat
- Malak Élivágar - @Damien Kriez
- Ermina Luliope - @Impudimp
Rictus Gromgrata - @Baddamobs- Layana Delvarie @Shayla
- Tyrian Wranric - @Dante
- Liika Iovar - @Shavynel
Duras Gall - @Zero The Grimm- Hallen Mowis - @Dahrinn
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Full Name:Weapons:
Nicknames:
Gender:
Sexuality:
Race:
Age:
Kingdom of Origin:
School of Magic (only 1 and if applicable):
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(clear with other characters first)- TBD
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Personal History:
Job Prior to the Delegation:
Miscellaneous Info:
To keep things tidy, put all inquiries about the RP and CS into the interest check and worldbuilding thread. Thanks!
INTEREST CHECK - Dragon War High Fantasy RP
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