- Invitation Status
- Posting Speed
- 1-3 posts per day
- Writing Levels
- Elementary
- Intermediate
- Adept
- Preferred Character Gender
- Female
- Genres
- Fantasy, Magical, Horror
Basically, I am addicted to Dungeons and Dragons. Unfortunately, my "friends" do not feel the same way nor could they RP to save their life. I had an idea for a world recently that i've been aching to try out but I haven't been able to. Then I saw that there was a "D&D" tag here so I thought "Well why the hell not?".
This won't be like the usual D&D with the turn taking thing, because that would take forever on a forum and it would also be unrealistic and tedious. Therefore, anyone may make any action whenever they feel like it. Of course, they can only do one action in a single post and it requires a dice roll to assure it works, but i'm going to try and let people do as they like. Conversations between characters are the only thing in which a dice roll will not be needed, and whispered ones between 2 characters are recommended that they are done in a PM.
The Worldspace:
Val'hemra - A quiet, peaceful and prosperous land filled with a limitless variation of races, jobs and cultures. People never fight here, preferring to settle their differences with a simple game of cards, or more likely, a courtroom situation. There isn't even a strict currency. Often communities are small enough for people to accept payment in "favours". Something along the lines of "If I give you this tool you need, then you get me some bread next time you go to the market." or even just, "you owe me one."
Of course, there are the occasional large trading cities, so naturally there is a token of value, referred to simply as "gold, silver and bronze." This system of money is considered an upgrade of the favour system as it allows people to trade even when they know they probably wont see each other again to ask for fulfilment of the favour.
Quem'bel - The capital of Val'hemra. It rests on a flood plain of the great river Noxe that runs through Val'hemra, and it's towers rise up so far into the sky that on cold days they seem to disappear completely above the cloud layer.
The land around Quem'bel stretches for endless miles in every direction and is covered by a great mass of fields, meadows, forests and hillscapes.
Aera - Aera is a utopian vale hidden deep in the northern mountains. Few people have seen it and returned to tell the tale. Most people assume they just stayed there. The only thing people have heard of it is what travelling merchants tell, which usually consist of dragons, faeries, and any number of other creatures no one would ever have thought existed. But then again, these rumours have probably been embellished somewhat over time.
The main races:
Elves:
There are 3 denominations of the elf race that are generally accepted as civilisations.
The first of the elves are the High Elves. These elves are the height of culture and specialise in great magical masterpieces. Their cities are usually found in the sky, and their architecture and spells all require around 3 people to cast to effect. Don't get me wrong, this doesn't mean that in combat they are useless, it means that it takes 3 or 4 of them to cut out 200,000 tonnes of rock and lift it into the air. I know, pathetic right? High elves are graceful swordfighters, in fact, every high elf regardless of class must study swordplay in school.
The second of the elves are the Wood Elves. These elves remained true to nature even when technology was placed before them. Their cities are usually found deep in the heartlands of forests and sometimes it takes a trained eye just to notice them in the first place. They specialise in archery, stealth and surprise, and like high elves, all must at least attempt to master the bow. Their magic usually focuses on bending nature to their will.
The last of the elves are the Dark Elves. These elves are considered corrupt and twisted, due to their darkened skin and unnerving voices. The fact that they make their homes in volcano craters probably doesn't help this image much. In reality, dark elves can be just as nice as you or me, but they tend to become political advisers and as everyone knows, no one likes a politician. They specialise in stealth also, however their magic leans more towards use of fire.
Humans:
Humans are the main population of Val'hemra. They get literally everywhere, and many of the older races view them as vermin in this section of their nature. The humans can diversify amazingly well which is why they populate so effectively, and you can never be surprised to find one anywhere except in the darkest of crypts. Humans can become adept in any weapon or magical style, but they never master their chosen path simply because that art isn't set in their blood.
Dwarves:
Dwarves are the most robust of the races. They build great strongholds in the mountains and they treasure gold above all else. A rich dwarf (not an uncommon sight) will usually have gilded armour and weapons. Dwarves specialise in axe-wielding and shield use, and they are often the "tank" of the adventurer party. They make great merchants.
Of course, there are many more races than these, and many more sub-races, such as Faetouched Elves and Snow elves, to name 2, but I don't have time to go into all the details and in the end, if you want to come up with another race i'm fine with it as long as it isn't absurd.
Magic:
As with all my worlds, Magic is a key theme and without it the world would probably not ever exist. This time around, it's going to be like a life force in it's own right.
Magic is the name given to the part of Gaia that can be channelled. There is no end to what it can be channelled into, provided you have the willpower for it. Every time a mage wants to cast a spell, they are effectively asking Mother Earth if they can borrow some of her power for this task. Sometimes, if the user intends to heal someone's wounds for example, the magic will flow easily because she revels in kindness. If the act were to be destructive however, especially towards those who have not done anything wrong, a far greater willpower will be needed to overcome Gaia's own strength. The magical energy takes the form of whatever the wielder wants it to be. It is not possible to rapid-fire off loads of projectiles because in that instance the wielder is probably thinking of slicing the target into tiny pieces, which means that the magic will actually become blades of energy that will literally slice the target into tiny pieces. Magic takes a long time to master because of this. The user needs to be able to focus on what they want to do exactly. Pedants seem to be very good at it.
The Rules:
Naturally, there are some rules that must be followed in order for people to have a good time.
1: NO godmodding. But then again, this'll be pretty hard to do given ultimately I can decide what the outcome of your action is.
2: NO cheating. If you roll a 6, hard luck your action probably failed. If you seem to be getting endless good luck then i'll probably make an unavoidable event that culls you down a bit.
3: Try to keep mature themes out. Romance is fine but nothing adult-y, do all the bloodshed you want.
4: I may end up giving control of events somewhat to you. I think I may already have done this actually.
5: When you carry out an action, roll a 20 sided die. Take the result and add or remove the modifier from your CS. If the result is more than 12, the action succeeds. otherwise it fails. You may then go on to do another action but bear in mind if you go overboard then I will ask you to cut the last actions out because I had something planned. Also you may only do 2 actions before someone else who isnt me posts.
The Character Sheet:
Name: (i dont think a reminder is necessary here.)
Age: (Include relative age IE an elf may be 200 years old and look 20)
Race: (whatever you want. Will probably effect modifiers.)
Personality: (If an action you do doesn't fit your personality then I'm going to be requiring an explanation.)
Alignment: (will also affect IC actions. A lawful good person wouldn't kill a harmless peasant for example.) (choose from Lawful, neutral and chaotic) (also from Good, neutral or Evil)
Appearance: (Picture preferred)
Optional Biography: (Optional Biography is Optional.)
Scores: (roll a 20 sided dice for each. You may re-roll a dice a total of 3 times and only if that dice doesn't fit your character, IE a muscular blademaster rolling a 3 for strength would allow you a reroll.)
Constitution: (dictates the likelihood of you being able to ignore a wound.)
Strength: (dictates how physically strong you are.)
Dexterity: (dictates your agility, how fast you move, and how good you are at avoiding.)
Intelligence: (dictates the power of your spells, also your ability to think things through.)
Willpower: (dictates your mental strength. Higher willpower = higher "mana pool." among other things.)
Charisma: (dictates how good you are at speaking to people. If it's particularly high, you may be able to befriend an angel even if you are chaotic evil.)
Luck: (roll a 20 sided die and halve the result. Round up. You may spend one luck point to reroll a dice once in game.)
This won't be like the usual D&D with the turn taking thing, because that would take forever on a forum and it would also be unrealistic and tedious. Therefore, anyone may make any action whenever they feel like it. Of course, they can only do one action in a single post and it requires a dice roll to assure it works, but i'm going to try and let people do as they like. Conversations between characters are the only thing in which a dice roll will not be needed, and whispered ones between 2 characters are recommended that they are done in a PM.
The Worldspace:
Val'hemra - A quiet, peaceful and prosperous land filled with a limitless variation of races, jobs and cultures. People never fight here, preferring to settle their differences with a simple game of cards, or more likely, a courtroom situation. There isn't even a strict currency. Often communities are small enough for people to accept payment in "favours". Something along the lines of "If I give you this tool you need, then you get me some bread next time you go to the market." or even just, "you owe me one."
Of course, there are the occasional large trading cities, so naturally there is a token of value, referred to simply as "gold, silver and bronze." This system of money is considered an upgrade of the favour system as it allows people to trade even when they know they probably wont see each other again to ask for fulfilment of the favour.
Quem'bel - The capital of Val'hemra. It rests on a flood plain of the great river Noxe that runs through Val'hemra, and it's towers rise up so far into the sky that on cold days they seem to disappear completely above the cloud layer.
The land around Quem'bel stretches for endless miles in every direction and is covered by a great mass of fields, meadows, forests and hillscapes.
Aera - Aera is a utopian vale hidden deep in the northern mountains. Few people have seen it and returned to tell the tale. Most people assume they just stayed there. The only thing people have heard of it is what travelling merchants tell, which usually consist of dragons, faeries, and any number of other creatures no one would ever have thought existed. But then again, these rumours have probably been embellished somewhat over time.
The main races:
Elves:
There are 3 denominations of the elf race that are generally accepted as civilisations.
The first of the elves are the High Elves. These elves are the height of culture and specialise in great magical masterpieces. Their cities are usually found in the sky, and their architecture and spells all require around 3 people to cast to effect. Don't get me wrong, this doesn't mean that in combat they are useless, it means that it takes 3 or 4 of them to cut out 200,000 tonnes of rock and lift it into the air. I know, pathetic right? High elves are graceful swordfighters, in fact, every high elf regardless of class must study swordplay in school.
The second of the elves are the Wood Elves. These elves remained true to nature even when technology was placed before them. Their cities are usually found deep in the heartlands of forests and sometimes it takes a trained eye just to notice them in the first place. They specialise in archery, stealth and surprise, and like high elves, all must at least attempt to master the bow. Their magic usually focuses on bending nature to their will.
The last of the elves are the Dark Elves. These elves are considered corrupt and twisted, due to their darkened skin and unnerving voices. The fact that they make their homes in volcano craters probably doesn't help this image much. In reality, dark elves can be just as nice as you or me, but they tend to become political advisers and as everyone knows, no one likes a politician. They specialise in stealth also, however their magic leans more towards use of fire.
Humans:
Humans are the main population of Val'hemra. They get literally everywhere, and many of the older races view them as vermin in this section of their nature. The humans can diversify amazingly well which is why they populate so effectively, and you can never be surprised to find one anywhere except in the darkest of crypts. Humans can become adept in any weapon or magical style, but they never master their chosen path simply because that art isn't set in their blood.
Dwarves:
Dwarves are the most robust of the races. They build great strongholds in the mountains and they treasure gold above all else. A rich dwarf (not an uncommon sight) will usually have gilded armour and weapons. Dwarves specialise in axe-wielding and shield use, and they are often the "tank" of the adventurer party. They make great merchants.
Of course, there are many more races than these, and many more sub-races, such as Faetouched Elves and Snow elves, to name 2, but I don't have time to go into all the details and in the end, if you want to come up with another race i'm fine with it as long as it isn't absurd.
Magic:
As with all my worlds, Magic is a key theme and without it the world would probably not ever exist. This time around, it's going to be like a life force in it's own right.
Magic is the name given to the part of Gaia that can be channelled. There is no end to what it can be channelled into, provided you have the willpower for it. Every time a mage wants to cast a spell, they are effectively asking Mother Earth if they can borrow some of her power for this task. Sometimes, if the user intends to heal someone's wounds for example, the magic will flow easily because she revels in kindness. If the act were to be destructive however, especially towards those who have not done anything wrong, a far greater willpower will be needed to overcome Gaia's own strength. The magical energy takes the form of whatever the wielder wants it to be. It is not possible to rapid-fire off loads of projectiles because in that instance the wielder is probably thinking of slicing the target into tiny pieces, which means that the magic will actually become blades of energy that will literally slice the target into tiny pieces. Magic takes a long time to master because of this. The user needs to be able to focus on what they want to do exactly. Pedants seem to be very good at it.
The Rules:
Naturally, there are some rules that must be followed in order for people to have a good time.
1: NO godmodding. But then again, this'll be pretty hard to do given ultimately I can decide what the outcome of your action is.
2: NO cheating. If you roll a 6, hard luck your action probably failed. If you seem to be getting endless good luck then i'll probably make an unavoidable event that culls you down a bit.
3: Try to keep mature themes out. Romance is fine but nothing adult-y, do all the bloodshed you want.
4: I may end up giving control of events somewhat to you. I think I may already have done this actually.
5: When you carry out an action, roll a 20 sided die. Take the result and add or remove the modifier from your CS. If the result is more than 12, the action succeeds. otherwise it fails. You may then go on to do another action but bear in mind if you go overboard then I will ask you to cut the last actions out because I had something planned. Also you may only do 2 actions before someone else who isnt me posts.
The Character Sheet:
Name: (i dont think a reminder is necessary here.)
Age: (Include relative age IE an elf may be 200 years old and look 20)
Race: (whatever you want. Will probably effect modifiers.)
Personality: (If an action you do doesn't fit your personality then I'm going to be requiring an explanation.)
Alignment: (will also affect IC actions. A lawful good person wouldn't kill a harmless peasant for example.) (choose from Lawful, neutral and chaotic) (also from Good, neutral or Evil)
Appearance: (Picture preferred)
Optional Biography: (Optional Biography is Optional.)
Scores: (roll a 20 sided dice for each. You may re-roll a dice a total of 3 times and only if that dice doesn't fit your character, IE a muscular blademaster rolling a 3 for strength would allow you a reroll.)
Constitution: (dictates the likelihood of you being able to ignore a wound.)
Strength: (dictates how physically strong you are.)
Dexterity: (dictates your agility, how fast you move, and how good you are at avoiding.)
Intelligence: (dictates the power of your spells, also your ability to think things through.)
Willpower: (dictates your mental strength. Higher willpower = higher "mana pool." among other things.)
Charisma: (dictates how good you are at speaking to people. If it's particularly high, you may be able to befriend an angel even if you are chaotic evil.)
Luck: (roll a 20 sided die and halve the result. Round up. You may spend one luck point to reroll a dice once in game.)
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