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Posted: Mon Jul 27, 2009 3:28 pm
Mazes & Monsters
A Dungeons & Dragons adaptation
Table of Contents 1: Introduction/Rules 2: World Information/Recruitment Status 3: Races Information 4: Alignment Information 5: Classes Information 6: Spellcasting/Combat Information 7: Character Status Information 8: Profile Skeleton 9: Accepted Profiles/Inactive Players 10: Beginning Storyline 11: Thread Status/Waiting List 12: Character Health Status 13: Status Effect Explanation 14: Noteworthy Persons
Introduction: This is a role play that derives much of its mechanics from the Dungeons and Dragons experience that everyone has loved and played for years and years. This particular thread is intended for advanced to highly advanced roleplayers. I will act as the permanent "Maze Master" and provide key information regarding the environment, enemies, treasure, time period for the players. Time will pass in periods of 5-10 thread pages (i.e. each page is 14 posts), meaning that for each 3 pages, one day will pass Whenever I damn well feel like it.
Further information will be included in lower posts.
Rules 1: Follow Gaia ToS. If you're in this RP and you don't, you don't belong here, let alone on Gaia. 2: No cybering. Romance is encouraged, however anything more than PG-13, take it to PM's. 3: No God-Moding or Auto-Hitting. Meaning if you are performing an action for example: Running from the town guards after stealing from a shop. You do NOT get to say: "And then *Insert generic name here*, got away." You allow myself, or whomever is controlling the NPC's an opportunity to react and then respond accordingly. 4: Thread Activity will be a goal in this thread. I would like each member to post at least twice each week, but preferably more. 5: Follow the information that I give you. If your character is tired, it needs to rest. If its been 2 days since you last slept, you're about to be knocked out by me. 6: Since this will mainly be a Player versus Dungeon Master environment, killing is allowed, and encouraged, however, it must go through proper sequences first (No running up and slaughtering innocent villagers for no reason) 7. Swearing is fine, just know your limits. If I see the F* bomb, consider it quits. 8. Copy the profile Skeleton and fill it out, send it in a PM to me titled M&M! 9. Do not post until after you have received a confirmation message from me saying that you have been accepted. 10. Have fun and enjoy. If you have any questions, PM me.
Our OOC Thread
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Posted: Mon Jul 27, 2009 4:20 pm
World Information/Recruitment Status
The Role play is currently accepting 0 player(s) at this time. Please follow the directions in the lower portion of this page.
The World of Atur
 The Crescent Peninsula
In the Second Age, the Age of Man, Atur is a world filled with all walks of life. Though much of the world is undeveloped by civilization, one specific region has been the core of economic, academic and trade industries: The Crescent Peninsula. There are not many civilized races, consisting primarily of Humans, Elves, Halflings, Dwarves and Orcs. Due to the fact that most of the differing peoples have massively varied cultures, these peoples live in isolated towns and villages throughout the peninsula. The Elves, being the oldest living race, tend to reside within the forests, their largest settlement being Telanor Dera'na, located in the eastern forest of Delnir. The Dwarves, only slightly younger in their existence than elves, dwell within the mountain ridge to the south, they have only one home, the great mountain city of Deepanvil. The Humans and Halflings live in harmony, their settlements are countless and dot the Maradir Bay that surrounds the peninsula. The only city of man exists on the western tip of the peninsula, called Haven. The Orcs, the youngest of the races of Atur, they are often looked down on by the other races, due to their somewhat monstrous appearance and more tribal-based culture. Though nomadic by nature, the Orcs reside within the Sun Scorch Desert in the north in a small makeshift fortress known as Two-Tusk Citadel.
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Posted: Mon Jul 27, 2009 5:19 pm
Race Information
 Elves
Racial Information: Elves are the most beautiful and elegant creatures in the world of Atur. They stand about five feet tall and are very lightweight and very attractive to any who behold them. They are highly intelligent and have a strong affinity to nature. They live extremely long lives, the eldest live roughly 500 years. Due to their long lifespan, they are typically haughty, occasionally arrogant and believe themselves to be better than any of the other peaceful folk. Average Age: 217 Ideal Classes: Ranger/Druid/Wizard
 Dwarves Racial Information: Dwarves are short and stocky, standing at about three and a half feet tall, most are heavy but filled with muscle and attitude. They speak with a thick accent (Scotch-Irish) and have a deep passion for three things: drinking alcohol, mining and fighting in battle. All male dwarves have a thick beard that grows very early in their lifespan those with longer beards are referred to as veterans and are looked up to with respect. In their solitude within the mountains, they have garnered a resentment for the flowery-folk known as the elves, though they are still at peace and offer trade to all the peoples of Atur. They live to be roughly 300 years of age. Average Age: 124 Ideal Classes: Fighter, Cleric Humans Racial Information: The Humans of Atur are by far the most unusual of the races of the world, they are the second tallest race in the world, standing at roughly five and a half feet. They live only to be in their seventies, yet with enough determination and effort, they are capable of becoming stronger sorcerers or warriors than even the elder races in their prime. Humans are extremely versatile and are capable of following paths that other races cannot, however they are more prone to illness, aging, and exhaustion. Average Age: 28 Ideal Classes: Fighter, Cleric, Wizard, Paladin Halflings Racial Information: Halflings are small, diminutive creatures, that resemble human children, with cherubic facial features and only standing at about two feet in height, though in later years, males tend to be more dwarfish in appearance. While most halflings tend to prefer the quiet life of working on farms or keeping to themselves within the woods, there are many who co-exist with humans on a daily basis and are extremely crafty and filled with dexterity and quick wit. They tend to live roughly 150 years. Average Age: 81 Ideal Classes: Thief, Wizard
 Orcs Racial Information: Orcs are the youngest and fastest growing race on the surface of Atur. Though they mainly remain within the deserts of Scorched Sun, they have been known to travel south in an attempt to open trade with the other races. They are over six to seven feet tall, green skin and sport two large tusks. Their tribal society is still in its infant stages, however, due to their rapidly expanding population they are quite the recognizable force. Their lifespan is short however, most only living to the age of 40 or 50 due to poor dietary habits. The orcs also possess an unnaturally powerful rage ability that activates when they are angered beyond measure. Average Age: 20 Ideal Classes: Fighter, Berserker
Disclaimer: All images shown in this thread (with the exception of the Peninsula Map which belongs to its stated owner) are from Pox Nora, the online strategy game
For details on what gods each race follows, check here: OOC, list of the racial pantheons.
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Posted: Mon Jul 27, 2009 5:44 pm
Alignment Information
 In the world of Atur, there are nine different types of personalities that govern the free folk of the world. This alignment determines the actions of the person whom it is attached to.
Lawful Good: These are the truly benevolent and do-gooders of the world. Lawful Good people will do everything in their power to help the innocent, defend the weak, right wrongs and do what is right in their minds to follow the path in their heart that they believe to be righteous.
Neutral Good: These people are of a simple mindset: Keep your nose out of trouble and no trouble will come to you. While they tend to stray from putting themselves in heroic positions or positions in which they might break the law, they do attempt from time to time to help those who help them.
Chaotic Good: These individuals tend to not think overly rationally about anything. They are highly emotional and will do whatever they think they want whenever they want. Though a bit selfish occasionally, they have a good heart and just want what is best for everyone.
Lawful Neutral: Lawful Neutral persons tend to avoid conflict when they can, believing that the laws of the land are there for a reason and they do not wish to question it, even if it is to their disadvantage.
True Neutral: These individuals are the epitome of balance, every story has two sides, every situation has more than one way out. They believe that one must ride the currents of life as opposed to disturbing nature's balance. On occasion, however, they choose to force balance back into its place if others have disturbed it.
Chaotic Neutral: Those who fall in this category face the belief that nothing is guaranteed, everything must be taken into one's own hands. If one must break the rules, so be it. They will deal with the consequences or run from them, whichever fits their needs.
Lawful Evil: The individuals who consider themselves amongst this crowd often think themselves above the law, overly arrogant and selfish, they tend to seek to bend the wills of others to accomplish their own needs.
Neutral Evil: Those who number themselves with these people tend to view the world as their plaything, others' lives and dreams have no sway over their decisions, they tend to be insensitive and prone to anger.
Chaotic Evil: These men and women are the most diabolical of all the peoples of Atur, they could watch the entire world burn and laugh afterwards. They hold no loyalties, no desire for betterment to anyone other than themselves.
Despite the name of the Evil alignments, they are not truly "Evil" unless proven otherwise. It is simply the label they are given. As such, those who are "Good" have the same capacity to do wrong as the "Evil" players, it would be against their character, however and would need to show great resentment or reluctance in performing such an action.
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Posted: Mon Jul 27, 2009 7:04 pm
Class InformationClasses labeled in blue are straightforward classes that are fairly easy to understand and play without much extra knowledge. Classes labeled in green are more complicated and may require some further explanation and additional research. Classes labeled in red are very difficult to play and will require a strong role player in order to understand and perform the role to its fullest extent.  Fighter The fighter is a powerful frontline combatant who specializes in heavy armor, muscle and tough weaponry. They are very simple-minded while remaining very skilled in hand to hand combat. They are capable of using any weapon or using any set of armor, regardless of weight, the only exception being the usage of two two-handed weapons (You cannot dual-wield halberds/claymores etc.) Class Available to: All races Alignment Restrictions: None Weapon/Armor Restrictions: None Specialty Class: Berserker: A Berserker is a fighter who has foregone the standard usage of armor, he can only wear up to splint mail however, he is much more physically strong, and possesses the ability to Enrage, causing him to move much faster, hit harder and take more damage. Any damage taken during this period will be applied after the Enrage cycle ends. Class Available to: Dwarf or Orc

Specialty Class: Wizard-Slayer: A Slayer is a fighter who has sworn a vendetta against any who use magic. As a result, each of their attacks has a very high chance of disrupting an enemy's spellcast. However, they are incapable of using ANY magical items(scrolls, trinkets, potions etc). The only exception is magical armor and weapons. Class Available to: Human RangerRangers are the wardens of nature. They are often wanderers and woodsman. They are both strong and wise in the ways of the world, often going out of their way to aid others in the forest. They are highly proficient in the use of the bow and also tend to have an animal companion that they have charmed into their company. Class Available to: Human or Elf Alignment Restrictions: Must be some form of Neutral Weapon and Armor Restrictions: Cannot wear higher than chainmail. PaladinThe Paladin is the epitome of all things good. They are powerful soldiers for justice. They are extremely physically strong, nearly as strong as a full fighter, but also possess a charming personality, quick wit and the ability to banish weaker undead creatures through Exorcism. Class Available to: Human ONLY Alignment Restrictions: Lawful Good ONLY Weapon and Armor Restrictions: None

Specialty Class: Knight: The Knight is a strong group leader and as such, they are immune to fear and poison effects. Their focus on defenses however prevent them from using any ranged weapons or any offensive spells against undead. Class and Alignment Restrictions: Same as Paladin ClericThe Cleric is the spokesperson of their god on Atur. Depending on the person, their god will be a different entity than the next cleric. There are clerics for gods of the Good pantheon as well as the Evil pantheon, it all depends on the priest's preference. They are able to cast powerful restorative spells to cure wounds and eventually, as they grow in power are capable of casting devastating spells of power at the request of their patron deity. Class Available to: Elf, Dwarf or Human Alignment Restrictions: None Weapon and Armor Restrictions: May only use Blunt weapons (maces, hammers etc.) Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast, or else you will pass out from exhaustion. The number depends on how experienced your character is. DruidDruids are the keepers of nature. While Rangers are those who watch over the forest's borders, the druids are truly one with nature. They worship her in all her glory and it grants them strength in return. While not as powerful in spells or fighting as other classes, they are a good hybrid and can perform multiple tasks with ease. The strongest of druids are able to also shapeshift, becoming a hybrid beast of amazing strength or agility. Class Available to: Elf Only Alignment Restrictions: True Neutral ONLY Weapon and Armor Restrictions: Capable of only wearing Leather Armor and use spears, staves, clubs or scimitars. WizardWizards are the absolute purest raw magical force wielders of Atur, they have dedicated their lives to the study of the arcane knowledge and have armed themselves with it. They are beings of absolute power, though should their magical defenses fail, they are easily dispatched. They are essentially useless in melee combat Class Available to: Human, Elf or Halfling Alignment Restrictions: None Weapon and Armor Restrictions: Cannot wear ANY armor beyond robes, can only use daggers or staves as a weapon ThiefThieves are quick in both word, sword and foot. They are cunning, nimble and stealthy, resorting to the shadows to accomplish their tasks, for good or ill. They do not make good front line fighters by any means, however if they remain undetected and strike their foes when unexpected, they can deal a massive amount of damage in a single blow. They are able to pick the locks of almost anything non-magically warded and a smart rogue knows to check for traps first! Class Available to: All races Alignment Restrictions: No "Good" Alignments Weapon and Armor Restrictions: Cannot wear better than leather armor. Unable to use two-handed weapons.

Specialty Class: Assassin: Assassins dedicate their lives to taking away the lives of others. They are extremely skilled in sneaking up on their prey and attacking when least expected. As a result, this specialty class gains the ability to vanish twice per day. Class Available to: Halfling, Elf  MonkWARNING: This is NOT an easy class at all. Monks are warriors who pursue perfection through contemplation as well as action. They are masters of unarmed combat and are capable of channeling healing magic through their own body to cure their wounds periodically. A Grandmaster monk is a nigh-undefeatable foe, for he has eliminated every possible weakness he could have and has become a perfect being in every spiritual sense of the words. Class Available to: Human ONLY Alignment Restriction: No "Evil" Alignments Weapon and Armor Restrictions: Cannot wear ANY armor, cannot use ANY weapons other than fists Additional Information: At first, the monk is a relatively weak character, unable to sustain much damage or dish out much either. However, as time progresses and the monk learns to hone his skills and purge his weaknesses, he becomes almost godly. As with the spellcasters, I will let you know when your upgrades as a monk will arrive.
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Posted: Mon Jul 27, 2009 7:35 pm
Spellcasting/Combat Information
Spellcasting There are three classes that are capable of casting spells that require memorization: Cleric, Druid and Wizard These classes have spells that have differing strengths and effects, though they each take a toll on the user's consciousness. Clerics and Druids possess seven levels of spells, while the Wizard possesses nine. Each level of spells will take a heavier toll on the caster. For example, a Wizard in this thread will begin with five level 1 spells, 4 level 2, 3 level 3, 2 level 4 and 1 level 5 spell available for use. If the Wizard were to cast more than 1 level 5 spell before resting in between, he will lose 2 level 4 spells that were not yet cast. If he cast it again after that, he would lose the remainder of his spells. And to cast it again would immediately knock him out cold after it is cast. If you choose to be one of the three spell casting classes, then after you are accepted, I will PM you a list of spells available for each level. As time goes on, you will be able to access more spells and more powerful ones as you go along.
Combat for Melee/Ranged This is an advanced RP, I assume you know how to fight properly, but just to clarify, you cannot claim more than one action at a time when fighting an enemy. Meaning: "*Insert Name here* shot an arrow straight for the assassin's heart, then when it missed, *Name* charged head on, and started attacking full force." You must allow your opponent an opportunity to respond to each movement.
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Posted: Mon Jul 27, 2009 7:47 pm
Character Status InformationHow badly hurt Am I?In the Thread Character Status post, I will keep track of the current health and debuffs that are affecting each character. Health will be color coded. If the name is blue, the character has been given a buff that allows him/her to exceed beyond normal performing capabilities. If the name is green, the character is at full health and is capable of performing all actions at full strength If the name is yellow, the character has been injured slightly. While only slightly injured, the character can perform all functions to full potential. If the name is orange, the character is injured. They now have difficulty fighting as well as normal, however they are still able to move at full speed. If the name is red, the character is badly injured. They are having extreme difficulty fighting, additionally they are now slowed. If the name is dark red, the character is critically injured. They are almost unconscious or already unconscious. They need immediate assistance or they will die. If the name is gray, the character is dead. The only way to revive them is with the aid of extremely powerful priests or a cleric or druid of high enough experience. Also, beside the names of each character, there will be a status update as to what condition they are in: PoisonFearExhaustion Paralyzed etc.
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Posted: Mon Jul 27, 2009 8:06 pm
Profile SkeletonCharacter sheet: [b]Gaia UserName:[/b] [b]Character Name:[/b] (Choose one that is thematically appropriate please) [b]Race:[/b] (Human, Elf, Dwarf, Halfling, Orc) [b]Gender:[/b] (Male/Female) [b]Age:[/b] (Choose an age similar to the average age of your race, listed in the above posts) [b]Alignment:[/b] (Lawful-Chaotic/Neutral/Good-Evil) [b]Class:[/b] (Choose a class from above, make sure you fit the Racial/Alignment restrictions) [b]Appearance:[/b] (Give a short detailed description of your character, do not list magic weapons/armor, or post a picture, or it will be ignored outright. )) [b]Bio:[/b] (Who is your character? Where did he/she come from? One small paragraph will do. Explain why your character has chosen the life of an adventurer.))
Fill out the skeleton and send it to Tonas or KaitenSatsuma in a PM titled "M&M!" All characters starting out will begin at level 8. Find out what this means for your class when you have been accepted by PMing me.
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Posted: Mon Jul 27, 2009 8:12 pm
Accepted Profiles/Characters Chosen and Inactive PlayersNOTE: Only 6 people will be chosen to play at any one time. Those who go inactive for too long without reason will be replaced. A class can only be chosen if there is no player currently controlling it. There can only be three of any race in the party at any time. This is to provide diversity and intrigue to the group dynamic. 1 Elf player(s) are active2 Human player(s) are active1 Halfling player(s) are active 1 Orc player(s) are active 1 Dwarf player(s) are active red = chosen. green = available Fighter Ranger Paladin Cleric Druid Wizard Thief MonkGaia Username:KaiTenSatsuma Character Name:Erron Race:Human Gender:Male Age:25 Alignment:Chaotic Neutral Class:Monk Appearance:With tossed, dirty brown hair and coming in at 5' 8" Erron is slightly taller than most humans and his calloused feet indicate he has walked many years in his journey. Built unassumingly and dressed in a clean training outfit tied off with a black belt, he does not evoke a "Fight or Flight" response from his foes until his first strikes catch them off guard, his blue eyes giving away no hint of his next move in battle, but always focused inward, ready to react. Bio:Having run away from home at the early age of 10 when it became clear his father was to sell him to slavers, Erron was taken in by a dojo several towns away after students came upon his unconscious body during morning Physical Training, For Fourteen years Erron trained beside his brothers until one day he received a mysterious letter. He was drawn away from his friends and the next thing he knew he saw the cold cell walls of this prison. Gaia UserName: Kai Karasurei Character Name: Tjaden (jay-den) Sunsui (Sun-su-ee) Race: Orc Gender: Male Age: 21 Alignment: Lawful Good Class: Knight Appearance: Tjaden is tall, reaching 6’10" with ease. He is of a darker green complexion with tough leathery skin from years of hard labour and extensive training. His eyes are dark brown with no unusual colouring, but looking far older than his years. Similarly, his hair is dark brown, grown long and left free. His thick and muscular body is full of the vigour of his youth, however, and his movements imbued with the strength of purpose. Apart from excellent health and perfect posture, Tjaden's other features are somewhat ordinary for an orc. Bio: Tjaden is an orphan lost in the desert of the Scorched Sun long before memory served his infantile mind. He was, however, adopted by a small orcish Tribe known as the Serpent Tribe. Closer to human civilization than most, the Tribe’s warriors practiced a stricter path than the bezerkers, using a style of fighting adapted from the human fighters who often accompanied the trading caravan’s which traveled the area. It was this path of the warrior that Tjaden followed. Tjaden found that he enjoyed fighting and often pleaded the Tribal elders to send him on dangerous missions that would make use of his training. It was not long after Tjaden's training was complete that open conflict of some rival Tribes sent soldiers after the main strongholds of the Serpent Tribe, envious of their trading relations with the humans. They claimed the Serpent Tribe had lost sight of their orcish heritage in their dealings with humans. This wholesale slaughter of his adoptive family tore Tjaden in two. He loved the thrill of battle, but realized that violence does not always serve an honourable purpose. He resolved, then, to fight for good and protect from violence, those who could not protect themselves. Tjaden took up a life of adventuring, to satiate his lust for violence without spreading sorrow and evil. He sees his martial ability as another tool on his spiritual war on ‘evil’ which he equates to the underhanded treachery that saw his families destroyed (since only someone evil could do that – orc thinking) Thus, Tjaden left his home, set ablaze by both fire and treachery, in order to fulfill his spiritual yearning. Notes: Tjaden's Tribe is the Serpent Tribe, know for its decisive nature and its relations with humans. Tjaden has been granted the use of the family name Sunsui. He learned under the tutelage of Sensei Tahoshi Sunsui, who was himself taught by humans. Tjaden learned the Tribe's signature style; The Coiled Strike style. In addition to using many jabs and high slashes, the Coiled Strike style is known for its use of very exotic and unusual weapons. Tjaden has learned two stances. The Cobra stance, involving keeping the weapon held aloft in front of the wielder, moving it back and forth in fluid, snake-like motions to throw the opponent off from the wielders movements. This is the most defensive stance in the Coiled strike style. The second is the Viper style, which incorporates a large amount of successive, quick strikes. The Viper style usually requires the wielder to reverse the grip on the sword (blade on opposite side of the hand then the thumb). Either stance can incorperate an additional weapon or shield, though for reasons known only to the orcs, many forgo the use of a shield. From here, Tjaden may employ the use of a variety of techniques and maneuvers. Gaia UserName: Ninja Zackeus Character Name: Kal (meaning= Cunning/Fox/Prankster) Race: Halfling Gender: Male Age: 79 Alignment: Chaotic Neutral Class: Thief Appearance: About two feet, three inches in height, among the taller Halflings, Kal is agile, quick, and cunning, as his Race and Class may suggest. His muscles are finally toned and at the peak in dexterity. He wields Daggers as his weapons. Wears black silk to allow for better movement, lighter weight, and less sound while moving. His defense is his mobility, his attack is his stealth and speed. He usually uses a dagger like a human would use a short sword, being the appropriate length for a halfling. He has a very tanned skin tone, which helps him to blend into shadows. He wears a cloak that has a few pockets for necessary room for bringing traps to the job, or treasure back after one. He is slightly thinner than other Halflings, being less strong, but also a bit more agile. He wears one leather item. Leather shoes. He'll place them on whenever his feet begin to become hurt, from one thing or another. Bio: Kal grew up in the human society, his family believing that they were the easiest to trick, without being killed or trapped. Humans were easier to outrun than the fast Elves, easier to outwit then fellow Halflings, and weaker than the Orcs and Dwarves. The humans also being quite a bit taller, were easily escaped from in small areas. Tunnels, sewers, etc. He decided to begin traveling around when he saw that he knew all the in's and out's of the local area. He became tired of the same old places, robbing the same old stuff. As such, he decided to move around from place to place, hoping to find more treasure, better food, or possibly a female Halfling, to suit his reproduction needs. Gaia UserName:Ninja Zackeus Character Name: Thorifin Boltforger Race: Dwarf Gender:Male Age:128 Alignment: Chaotic Good Class: Cleric Appearance: Thorifin is tall for a dwarf, standing at 4'4" he towers over his brethren in height and in weight, he is covered in tightly packed muscles and covered in tattoos and scars. He can often be seen in armor covered in scenes of great battles of no particular instance; these are the battles in which members of his clan had fallen. He has long dreaded red hair and long beard with huge braids on each end; the beard itself is also dreaded; giving him a wild and somewhat dirty look. He carries a massive warhammer and shield with him across his back, the shield carries bolt being struck with a forging hammer on it, sparks flying. The double heads of the warhammer also have this symbol as a 'stamp.' Bio: Thorifin grew up in the mountains, like nearly every Dwarf. He was born to a prestigious blacksmith family known as the 'Boltforgers'; the clan consisted of some twenty members and was quite well known for there ability to forge non-battle items such as, ironically, bolts. Thorifin was taller then his father by his adolescents, and it was quickly assumed he would be a grand warrior and probably become a Legendary Berserker. This did not pan out, for Thorifin showed an affinity for the Church and all its gifts. He quickly became an understand of the teachings of Murgoth and lived his life under this belief, of warrior and drink and nothing more. It forged him and created him, built him strong and made him hearty. Over the next many years he proved a wonderful cleric and decent with his hammer and shield as well. Gaia UserName: purest_heart Character Name:Selce Roarke Race:Human Gender:Female Age:24 Alignment:Chaotic Good. Class:Wizard Appearance:Selce stands at about 5'3 with brown hair dark enough to be nearly black. Her eye's are a white-blue color. Her eye's always seem to be looking through you, as if she could see your soul. Normally she is wearing a black form fitting robe with the hood up. Her dark colored skin, seems to make her eye's stand out. When she smiles her dimples can be seen. Bio:Selce was born in a poorer family of Haven. Her curiosity and want for a better life caused her to leave. She alway's had a great curiosity in the arcane arts and so sought a teacher, and treasure to return rich.Soon after she was grabbed. She didn't get to see who, they grabbed her from behind and put a sack over her head. Character Name: Calanon (Kahl-ah-non) Idhrenion (Eeth-rehn-ee-on) Race: Elf Gender: Male Age: 198 Alignment: True Neutral Class: Druid Appearance: Calanon is a younger elf. As such, he has not entirely gained the sharpened features of the older members of his race, his face exuding the beauty of youth along with the wisdom of age. His long black hair reaches mid-back and is a sharp contrast to his pale skin and electric blue eyes. His pointed ears are only visible when he tucks his hair behind them. He stands at 5'4" and weighs only about 132lbs. He is deceivingly lean with his visible muscle mass betraying his actual physical strength. Bio: Elven children born under a half-moon are said to be blessed by Celandril to become druids. The balance of light and dark represents the life that the druid must lead to keep the forest in balance. It is this balance that Calanon has striven to achieve. Ripped from his earthly family at a young age, he was forced into the depths of the forest to learn what Celandril and Mother Earth could teach him. That is, until the war between the Dwarves and the Elves caused him to be conscripted. In the first battle, Calanon was knocked out and taken hostage by the Dwarves. He was held for several months on reasonable accommodations until the Dark Elves attacked. They ambushed the prison camp and in the commotion, Calanon (with the help of a sympathetic dwarf unknown) was able to escape into the vast tunnels of the subterranean caves. He has escaped detection up until now by becoming one with the flow of life in the caves, but it is only a matter of time before he is found by the Dark Elves..  Idle Characters Orphaned characters looking for an owner.
Gaia UserName: Character Name: Brurag Grugash Race: Orc Gender: Male Age: 23 Alignment: Neutral Evil Class: Berserker Appearance: He towers at six foot eight, with a bold and sturdy figure. His skin is a dark and deep green with a rough texture to it. Two long tusks protrude from his mouth that have obviously been sharpened on a regular basis. His deep red eyes portray a sense of hatred and anger that never seems to die away. There is a primal instinct about him that seems barely restrained. Bio: Born in a camp of nomadic orcs, Brurag grew up in the wild. He was taught the ways of the warrior and how to unleash his anger into a viscous rage. When he was seventeen, the camp was raided by a group of human mercenary's paid by an anonymous source to destroy the nomads. They were overwhelmed easily and those who were not killed were badly wounded and dragged off only to be thrown into cells. After a year and a half of being locked away, being treated like an animal, and growing a strong hatred for all humans though, Brurag, the orcs, and the other creatures the mercs had captured managed a prison break. The mercs were so succesful in raids the prisoners they took outnumbered them. After the prison break, hardly any of the rebelling captives were left and none of the mercs were still standing. Brurag gathered the remaining orcs and declared that they would become raiders and plunder the lands of the humans in an attempt to get revenge on the race of mankind for what smashing his entire life to pieces. Brurag, now hardened and enraged by the past year and a half, was definetly changed into a much more viscous person. Leaving the remaining non-orc captives to slaughter the mercs still dieing slowly on the ground, he left to seek out more orcs for his raider clan that he named The Captives' Revenge. After about nine and a half years of raiding though, the clan was confronted by a much more organized force of human soldiers. Brurag didn't know much about them other than that they were good, and if he didn't want his clan shattered then they would have to separate until the threat died down. So each orc went there own way, vowing to one day meet up again. Brurag kept a low profile and snuck his way through towns getting what he needed and still finding time to hunt down and slaughter the occasional inexperienced soldier making his way through the forests.

Inactive Players
Gaia UserName: dragonhealer Character Name: Juno Lorna Race: Elf Gender: Female Age: 162 Alignment: Chaotic Neutral Class: Thief Appearance: Juno stands tall for an Elf at five foot three. She had long flowing silvery blond hair and equally silvery pale skin. Her eyes are slanted slightly colored an icy lavender shade, but are also framed with long thick black eye lashes. Her body is thin and slender, it appears to be easily broken, and truly is. She is very speedy though. She wears short pants and tight tops with soft souled boots most often, so that she can move about easily. Bio: Juno loved tricking others, she lived for it. At a young age she showed a knack for pick pocketing and well… she grew from there. Juno could steal anything, or at least that’s what she thought. She was in the middle of a small time breaking and entering when her vision just stopped, and faded into black. She must have gotten caught or something... Epilogue: Juno, after breaking from the group in an attempt to make it on her own, joined the Shade Dwellers network throughout the Peninsula. She barely lasted a day before her haughty attitude wound up insulting the wrong crowd, leaving her with a knife quite literally in her back...

Gaia UserName: Asuka_Layne Character Name: Canaya Shurtaal Race: Elf Gender: Female Age: 128 Alignment: Neutral Good Class: Ranger Appearance: Canaya stands at a good 5 feet tall. She has long platinum blonde hair that reaches at the beginning of her thighs, sometimes she braids it to keep it out of her way and other time she leaves it hanging down. Canaya wears standard clothing protection and durable hide boots that cut off at her thighs. Her arm length gloves double as a forearm protector for her bow string when it snaps back. Canaya wears very little jewlery, a necklace is all. Her eyes are a bright icy blue color that almost looks white from a distance. She has a creamy complexion, very light colored. Bio: Canaya Shurtaal is a normal female elf, she practiced with some magic over the years but she is predominantly skilled as an archer as were her parents. The life of adventure had always called out to Canaya though her parents forbade it with gusto. She'd always listened to her family but in this case she wasn't going to, in the night she snuck out and found refuge in a small inn. That was the night she was taken, in her sleep Canaya found herself moving without knowing how she got there. If she could just reach a bow.... Epilogue: Canaya supposedly returned to her homeland after departing the group. It is unknown whether the war with the dwarves claimed her life or not.

Gaia UserName:Beast79 Character Name: Prometheus Orevus Race: Elf Gender: Male Age: 209 Alignment: True Neutral Class: Druid Appearance: Prometheus stands 5 feet 4 inches, with jet black hair in a short Mohawk, he is a solid 140 pounds of lean muscle, that can make him run very fast. His eyes are narrow, and bright green. Usually wearing a green, and brown cloak with a hood. Bio: Prometheus was born and raised in the city of Telanor Dera'na. He loved the forest more then anything, and would venture away from the city and just in the dirt, and listen to the noises of the forest. One day while he was sitting, he thought he heard voices. Then it got clearer, and clearer. That's when he understood it was the forest speaking to him. Telling him secrets, of fighting and magic. Then they told him people were coming, and he noticed people, who started attacking. With an ability he never knew he possessed he fought back, but being so inexperienced they overwhelmed, and he fell to the floor. While he was loosing consciousness he grabbed the dirt and smelled it, remembering the scent. Then he fell unconscious. Epilogue:After reaching Haven with the rest of the party, Prometheus was ambushed by Talon, a servant of Serak, he was abducted once again and likely remains in the clutches of the mad wizard once more, his whereabouts are still unknown.

Gaia UserName:Onner Character Name: Ronus Gorn Race: Dwarf Gender: Male Age: 117 Alignment: Neutral Good Class: Cleric Appearance: Ronus stands at three feet four inches with long brown hair and a medium length beard. He is heavy set though there is hardly any fat on him. His eye's are a sharp gray color, and his skin pale. Bio: Ronus spent most of his life in the mountains, mining, drinking and just having fun with life. As the years passes by, he felt a different calling growing on him, the call of Hroflnir, the dwarf god of battle. He began learning the ways of the cleric. He then knew that this was the right path for him. Once feeling that he knew enough that he could find his own way outside of the mountains, he bid his fellow dwarves a goodbye and he left, eager to adventure the land outside the mountains of which he lived. On his way out of the mountains, darkness fell and as he was searching for a place to make camp, a group ambushed him, the darkness hiding their faces. He was wrested to the ground and he then knew nothing. Ronus temporarily left the group and successfully reached the mountain home of Deepanvil, his priestly aid has saved numerous beardsmen and has gained him some measure of respect and honor amongst his clan. Epilogue: In the depths of the crypt beneath the city of Haven, Ronus, along with the rest of the group, encountered a devilish bone golem, that proceeded to attack them all. Ronus, in his attempt to banish the creature, was brutally destroyed. It was not until the rest of the group managed to weaken the nightmare that his final act came to fruition in the form of a holy glyph which unmade the golem. Ronus' spirit was at ease, knowing that he had banished the demon back to the pits of hell.

Gaia UserName: Purest_heart Character Name: Laren Verens Race: Elf Gender: Female Age: 215 Alignment: Chaotic/Neutral Class: Ranger Appearance: Her hair reaches halfway down her back and is dark blond in color. Like most elves she is lithe but athletic and her features are angular, almost catlike and of course she has pointy ears. She has been in many fights and her body itself can testify, just above her hip on her right side there is a circular scar where a spear was stabbed through her, just above the navel she was once cut with a sword and the scar is still there and finally her entire right hand, her dominate, is covered in scraps from attempts to reach as things out of her reach. Her eyes are a greenish hazel. Bio: Coming from a family a bit low on the social ladder of the elves she grew up looking after herself and only herself, not caring what happened to others because of her own actions. At a young age she found friends in the animals of the forest and so she began to live farther and farther away from her family and the others, preferring the quite of the forest and the uncertainty of the wanderer’s path.
 Epilogue: Laren parted ways from the group to act as an emissary to the elven lands. She hoped to prevent an all out war or stop it, should it have already begun. She remains in the capitol still, acting as a rarely heard voice of reason.
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Posted: Mon Jul 27, 2009 8:25 pm
The Story So Far Prologue
Six individuals were abducted from varying locations throughout the Crescent Peninsula area of Atur, these men and women of differing racial backgrounds were held within the confines of the dungeon of a mad wizard, who goes by the name of Serak Luraxis. This maniacal wizard and his network of minions serve a diabolic and mysterious purpose, yet unknown to the world. These six prisoners managed to escape the dungeon they were entrapped in due to a timely attack by marauding goblin forces. In an attempt to destroy them all, Serak brought down the roof of the complex onto all the goblin forces, the six prisoners narrowly avoided being crushed. The group then made their way to the harbor town of Tradewind.
Chapter One After spending time in Tradewind, resupplying, resting and aiding some of the locals, it has come to the group's attention that they still have the leering eyes of Serak bearing upon them. "Talon", one of the wizard's closest underlings, tested your skill by manipulating you into killing the Blackmast Pirates before he disappeared. During your time in Haven, three members of the group chose to go their separate ways, one for personal gain, the other two in an attempt to return to their homes. It was shortly after that you crossed paths with Phineas Fairhand, one of the most successful entrepreneurs within the Peninsula. Joining with him, the party makes way for Haven, the great kingdom of human and halfling kind. The caravan brought new life to the group as three new faces joined them in their journey. Phineas' caravan makes good time along the road, despite two separate ambushes, one of which badly injured Phineas. They now rush to Haven, in an attempt to aid their wounded friend. After arriving at Haven's gates, the caravan discovers that a war has begun between the humans and orcs. The cause is yet unknown but one can be certain that nothing good ever comes from such ominous portents.
Chapter Two The group has the opportunity to speak with Beremond Truthbearer and Archmage Alanna, two of the city's ruling council members. More of this strange war is revealed as yet another conflict arises in the south. The dwarves and elves have begun an all out struggle against one another as well. These two simultaneous wars leave each of the kingdoms of the world divided and unable to call upon their neighboring allies should a greater threat arise... It was in the middle of the night that one of the party went missing, abducted once more by Talon and returned to Serak's clutches. Alanna called the heroes to delve into a draconic shrine located within the Graveyard District of Haven in order to acquire the Dragon's Eye, a powerful scrying artifact that supposedly resides there. During this dangerous mission, one member of the party was utterly destroyed during a battle with a vicious bone golem. Investigating further, the group discovered a draconic cult in possession of the artifact. The battle was vicious and nearly took the lives of all present, but the heroes won through. The cultist's leader left a worrisome lingering thought: "Who is 'The Destroyer'?"
Interlude After freeing a wrongfully accused orc in Haven, the party is forced to depart the city in an attempt to avoid further conflict. Their journey takes them southward, towards the ever-present war of the elves and dwarves. During their march, however, they stop and rest at a strange shrine they have discovered belongs to the herald of one of the elven gods. Laren Verens, the ranger of the party is requested to journey into the dream world in order to assist the herald in discovering new information in regards to the current strife that grips the land. Upon confirming that the wars that are plaguing the countries of Atur are actually planned by someone of devious design, the herald sends Laren as an emissary to the elves, while the rest of the group heads onward to Deepanvil to warn the dwarves.
Chapter Three The party has arrived in the foothills near the mountain home of the dwarves only to find the war in full-swing.
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Posted: Mon Jul 27, 2009 8:27 pm
Thread Status7/27/09: Thread Begins Accepting Profiles 7/30/09: The Adventure Begins! 9/2/09: The Adventure has reached 20 pages! Big thanks to all those who have stuck by from the start as well as those who continue to keep the RP fresh! 9/9/09: Pantheon of gods added. Check further above for link. 10/1/09: The RP has been moved to the Advanced Role Play forums at last! Hurray! Thank you all for making this a success so far exclaim 12/16/09 The RP has reached 50 pages! Hurray to all who have been with us since the start and those new faces who keep it going! Thank you all! 1/4/10 KaitenSatsuma named as Assistant Moderator for the RP Waiting ListThis area is for the sole purpose of displaying Accepted Profiles who currently are not in the RP but are awaiting their turn to join. These profiles will be notified in the order they are posted in order to provide fairness to those who want to join. If you do not respond within 1-2 days to my notification that a slot has opened up, I will move down the line to the next person. beast79 waitlisted on 12/21/09 Fivemarks waitlisted on 2/13/10
*If struck through, these players have been messaged and have either declined or not responded.*
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Posted: Mon Jul 27, 2009 8:27 pm
Current Character Health StatusErronCalanonTjadenThorifinSelceMelkiorKal
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Posted: Tue Jul 28, 2009 5:04 am
Status Effect ExplanationsFear - The character has had its morale shattered, now they cringe in fear and cannot fight back. They must run and hide until they regain their courage. Poison - The character has been afflicted with a painful venom. It will take damage over time until the duration ends or until they are cured. Disease - The character has been struck with a disease, this disease will make the character move slowly and take a small amount of damage over time until removed or the disease runs its course. Exhaustion - The character has become exhausted through excessive activity and must rest, or risk falling unconscious. Effect ends as soon as rest occurs. Paralyzation/Stun - The character has been paralyzed through some means and is unable to move at all. They must be aided by a healer or allow the paralyzation to wear off. Confused - The character has been hit with a confusion spell, they are unaware of their surroundings and may attack allies if they are nearby. This can be removed with a simple "Dispel Magic" Silenced/Deaf - The character is unable to speak or hear, as a result, they are unable to cast any spells. They may still fight without penalty in melee combat, however they will not be able to cast anything until the spell is removed or run its short duration. Charmed/Mind Controlled - The character has been magically charmed, they are now at the service of the caster and as such will likely attack allies when commanded. Charms may be removed by using "Dispel Magic", though Mind Control will last twice as long and can only be removed through the higher level spell "Clarity". Both Charm and MC will wear off within an hour if not removed. Drained - The character has been affected by an attack that has reduced some area of their fighting potential. These areas include but are not limited to: Strength, Stamina/Constitution, Intellect, Dexterity, Charisma. Can be removed via the spell "Lesser Restoration" or waiting two or more hours (depending on the severity of the Drain).
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Posted: Tue Jul 28, 2009 1:59 pm
Noteworthy Persons Serak Luraxis This withered and sinister being once held you within the confines of his prison. You are still uncertain of his purpose, but you do know for sure that whatever it was, it cannot be good. He had taken samples of your lifeforce and had stated that each of you are different from your race in some unique way and wished to study you more; however, the goblin invasion of his lair forced his hand and made him decide to bury you with the goblins within the ruins of his complex. He was last seen with his two accomplices disappearing into the portal he created as an escape. "Talon"You cannot help but shake the feeling that you are being watched by something or someone. Out of the corner of your vision, you believe you can see two glowing green eyes, but when you look, nothing is there. You are certain that this shadowy figure is the wicked looking elf who disappeared with Serak.  Molphus, Ogre BossThe self-proclaimed leader of the ogres who serve under Serak. He is extremely armored, tough and brutal. While certainly not the brightest of Serak's minions, he is definitely one of the strongest. Last seen disappearing with Serak.  Phineas Fairhand, Merchant ExtraordinareThis elf is known throughout the Crescent Peninsula for his traveling caravan and its ability to visit whichever city they desire without any diplomatic ties whatsoever.  Archmage Alanna The mistress of the Fate Tower of Haven, she is an extremely intriguing individual, shrouded in mystery as well as a dedication to the art of magic and power as well as shrewd conversation. She has a powerful method of determining the fates of others.  Grand Patriarch Beremond TruthbearerBeremond is a member of the ruling council of the human capital of Haven. He is the pinnacle of wisdom, strength and compassion. Through his leadership, Haven maintains what peace it can within the Crescent Peninsula  The Masked BeardThis masked dwarf appears to be linked with the Shade Dwellers, a network of thieves who operate throughout the Crescent Peninsula, what his role is in the grand scheme of things, however, is anyone's guess.  High King Mandred StonebrowThe king of all dwarves, ruling from his modest throne in the recesses of the capitol of Deepanvil, the dwarven king rules with a just and frenzied hand. Strong to reason, quick to resolve, the man beneath the crown serves both the soldiers and the working class with equality and respect.
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