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King Robert Silvermyst

PostPosted: Mon Jun 28, 2010 5:04 pm


Story:
Ages ago, a group of corrupt Tervanni Imperium mages desired to overthrow The Maker, the creator of all and become gods themselves. Out of greed and lust for power, they invaded Heaven. But with them, they brought sin into Heaven and inadvertently destroyed it. Angered by the actions of these prideful men and women, The maker warped their bodies to reflect their twisted hearts, stripped them of their souls and cast them back down upon the world. They became the first Darkspawn

A the number of Darkspawn grew, they swept across the land, venting their rage and their hate upon the living. Dwarves, Humans and Elves were pushed back, all facing annihilation, their armies thinned. But when all seemed hopeless, a new force arrived and began crashing through the ranks of the Darkspawn like a tidal wave: The Grey Wardens.

The Grey Wardens were a group of Humans, Elves and Dwarves that had allowed themselves to become tainted with the blood of the Darkspawn through a mixture of magic and ingesting the blood of Darkspawn and a drop of Arch demon blood, giving them the power to defeat the Darkspawn hordes. Ever since then, the Darkspawn have remained hidden underground where they would be at constant war with the Dwarves. However, they would remain scattered in groups, only to be united under the birth of an arch demon, which would occur every 400 years. That is when the Arch Demon would unite the Darkspawn hordes and begin a new campaign to destroy the world, an event called 'The Blight'. Only with the death of the Arch Demon would the Blight end, and it is said that only the Grey Wardens can kill the Arch Demon.

This day, there are signs of an upcoming Blight as waves of Darkspawn begin to show upon the surface in the land of Ferelden. But they are not the only dangers in the land, and the Grey Warden numbers in Ferelden are few. The Dwarves have mostly isolated themselves from the surface world, the elves have remained hidden, and treachery and politics have the humans in shambles.

Your Role
You are a new initiate of the Grey Wardens and one of those that have survived The Joining, a ritual in which one ingests the mixed blood of Darkspawn and a drop of Arch Demon blood. Not all survive this ritual, and those that do can sense Darkspawn and often have dreams...or nightmares...in which they can see and 'hear' the Arch Demon, though only the older and wiser Grey Wardens can understand the grunts, screeches and other animalistic communications. You have all gathered in Fort Ostigar at the request of King Cailin, the current ruler of Ferelden, awaiting the next wave of Darkspawn.

Races:
Humans: Humans are the most numerous of all of the races in the world. While not as long-lived as elves and most are not as sturdy as Dwarves, humans are the most influential and cunning of the races.

Elves: While elves are very long-lived people, slow to age, they are few in numbers in comparison to humans and are viewed as a 'lesser' species by some. Most work as servants while the unfortunate ones are sold as slaves. They are quick and nimble, as well as having clever minds and an affinity for magic.

Dwarves: Stout and haughty, the dwarves face Darkspawn on a regular basis, defending their lands against them. They have a taste for ales and other alcoholic pleasures, and while they are ruled over by a king, it is the council that votes in a king when the old king dies. Unlike the other races, dwarves are the only race that are incapable of using magic.

Classes and Specializations:

When creating your character, you must choose your class: Warrior, Rogue or Mage. You can also choose to follow a specialization class. If you choose base class only, you may have access to three talent grids. If you do Specialization, you can only access two talent grids plus your specialization grid,

Warrior: Warriors are the front-line fighters, the backbone of any party under assault. They rely on melee and ranged weapons, supplemented by powerful Special Abilities that draw from deep reserves of Stamina . They can withstand and deliver a great deal of punishment, and have a strong understanding of Tactics. All races can play as a warrior.
Class specific talents emphasize on the warrior's role at the front. Unlike the rogue (whose weapon talents are limited) and the mage (who is unable to specialize in weapons), warriors have access to all weapon talents which are categorized by weapon styles:
Warrior
Dual Weapon
Weapon and Shield
Archery
Two-Handed

Warrior Specializations:
Berserker: Berserkers would sacrifice finesse for the dark rage that increased their strength and resilience. The first berserkers were dwarves, but eventually dwarves taught these skills to others, and now berserkers can be found amongst all races. They are renowned as terrifying adversaries.

Champion: The champion is a veteran soldier and a confident leader. Their skill and bravery are impressive enough to inspire allies, and demoralize the enemy. They lead heroes and armies headlong into danger.

Reaver: Demons can teach more than just blood magic. Reavers terrorize their enemies, feast upon the souls of their slain opponents to heal their own flesh, and can unleash a blood frenzy that makes them more powerful as they come nearer to their own deaths.

Templar:Templars are a branch of the Chantry and a specialization of the warrior class. They are a military order of the Chantry that hunts apostates and maleficars and watches over the mages from the Circle of Magi. One of their most important tasks occurs during a mage's Harrowing. During this, a Templar watches over the body of the mage, ready to kill them if demonic possession occurs. To help them control mages, Templars have the ability to dispel magic and to inhibit spellcasting.


Rogue: Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab.
Rogue
Archery
Dual Weapon
Weapon and Shield

Rogue Specializations:
Assassin: The assassin finds any notion of fairness a quaint ideal that has no place in combat. Poisons are their weapon of choice, as are crippling strikes that inflict persistent wounds on their foes. As killers, assassins are a market of stealth and efficiency.

Ranger: Rangers have an affinity for open terrain and wildlife and are often used as independent scouts and militias. They use the environment to their advantage and can bring wild animals to attack their enemies.

Bard: Bards follow an Orlesian tradition, acting as assassins, spies, saboteurs and following other secretive pursuits in the constant and sometimes petty, struggles between nobles. Having taken the minstrel's art to new levels, bards are skilled performers and master manipulators; bards can inspire their allies or dishearten their foes through song and tale.

Duelist: Duelists are deadly fighters who prefer light armor and weapons for quick, yet accurate strikes. They have an almost preternatural reaction speed and are able to dodge attacks with ease, while delivering their own precise blows in turn.


Mage: A mage is able to interact with the forces of magic, using different elemental powers. In order to qualify to be a mage, one must be either an elf or a human. Dwarves cannot become a mage, since they are unable to connect with The Fade and therefore are unable to control the forces of magic. Mages are looked over by the Chantry Templars and are strictly regulated. Those born with powerful arcana are taken to the Circle Tower and are trained to use and control their power. However, they are not allowed to hold any title (lord, lady, king, etc.) due to the world's biased view towards mages.
Arcane
Primal
Creation
Spirit
Entropy

Mage Specializations:
Arcane Warrior: There were once magicians who used their magic to improve their fighting abilities. An Arcane Warrior would channel magical energies through their bodies to become an unstoppable force on the battlefield. This magical art is thought to have been lost; however, it may still exist, hidden in some corner of the world today.

Blood Mage: Any magician can feel the lure of the dark blood magic. These dark rites, which were originally taught by demons, tap into the power of life force and to give the magician access to powerful blood magic.This power, however, demands a price; a Blood Mage must be willing to sacrifice his own life force or that of allies, in order to be able to use this dark magic.

Shapeshifter: Rumors speak of barbarians that hold secrets of transforming the body into the form of animals. The Circle of Magi denies such stories. But this rare art survives in the forgotten corners of Thedas. While the Circle of Magi would prefer that it be so, theirs is not the only tradition of magic in Thedas. Prior to the Circle’s formation, magic was either practiced by the Magisters of the Tevinter Imperium or in remote areas, knowledge handed down from one generation of practitioners to the next. “Hedge mages”, as Enchanters of the Circle refer to them, or “witches” as legend would name them, do not always employ forbidden magic. Quite often their talents lie in the creation of charms, the use of curses and the ability to change their own forms.

Spirit Healer: Not all things to come from the Fade are harmful. While maleficarum summon and control demons from the Fade, some mages within the Circle of Magi seek to summon spirits that do not feed on the darker side of the human psyche. These are benign spirits of fortitude, compassion and hope that rarely seek to cross the Veil into our world and can be persuaded to protect and restore life rather than destroy it. The people of Thedas may think of all spirits as malevolent entities, but as the spirit healers propose, there is much good to be done alongside the Maker’s first children.


Rules:
1.> No Godmoding. This should be obvious to everyone.
2.> No Bunnying w/o permission
3.> This is a PG-17. There will be blood, there will be violence, there may be romance between the characters, but watch the language and don't let the romance get to *THAT* point.
4.>If you have played Dragon Age: Origins before, do not use your knowledge of events in the game. OOC knowledge is not IC knowledge. Yes, we all know that Logain betrays the king and the wardens, but our characters should not know or suspect anything until it happens.
5.> Have fun!
6.> PM me your profile with 'Not every hero is pure' as your title for approval.



SU Sheet:

Player: (Gaia Name)
Name:
Age:
Race:
Gender:
Class:
Specialization: (If any)
Talents: (3 for those without specialization, 2 + specialization if you choose to specialize)
Appearance: (Picture or one full paragraph)
Personality: (One full paragraph)
History: (Two full paragraphs)
 
PostPosted: Mon Jun 28, 2010 5:12 pm


Profiles:


Player: King Robert Silvermyst
Name: Robert Cousland
Age: 21
Race: Human
Gender: Male
Class: Rogue
Specialization: Ranger
Talents: Ranger, Archery, Rogue
Appearance:
User Image
Personality: Robert can be quite often likened to an excitable puppy. The only time he isn't hyper is when he needs to lay low, focus on disarming a trap, picking a lock or picking someone's pocket. He is friendly and always eager for action. While he does have a good sense of morality, he's not always on the 'up-and-up' with the guards, despite his noble intentions. He does have a dark side to him, a deep, seething hatred for the man who destroyed all he held dear: Rendon Howe.

History: Robert was the younger of two brothers born to Lord Cousland. Though born and raised a noble, Robert preferred hanging out with the common folk, and it was from there he met a spirited young elven lass by the name of Lilly Therian. She was a pickpocket, but he was nimble and aware enough to catch her trying to steal from him. When she showed him how those who lived in the Ailienage were treated by their corrupt lord, Robert strove to do whatever he could to help them. He learned the tricks of the trade from her: how to fight, how to steal, how to hide and crawl in the shadows, and how to use thieving tools. In time, both he and Lilly learned how to trust and love each other. Eventually, he snuck her into his home to live with him under the guise of being his servant.

Then the Darkspawn began appearing on the surface. In response to the king's call to arms, Robert's father sent the advance guard out, along with his elder brother Simon. Howe was in the residence as a close friend of Robert's father and former comrade. But that night, Howe showed his treachery. His men stormed the mansion and laid slaughter to everyone. Robert and his mother fought their way to the front gate, where the Grey Warden Duncan and Felden, Robert's father's captain of the guard, were holding the gates shut to prevent more of Howe's men from entering. Duncan helped Robert and his mother to the kitchen where an escape route lay hidden. Upon arrival, however, he found his father and Lilly close to dying as the bodies of Howe's men lay around them. Robert's mother took Lilly's bow and swore that she would remain by her husband's side and fight off Howe's men as long as she could to buy Robert and Duncan time to escape. Lilly died in Robert's arms.

Since then, Robert became a Grey Warden, being one of the few who survived the Joining. While he retains his friendly and mischievous spirit, he hides his thirst for revenge deep inside, his desire to make Howe suffer for all he had done.  

King Robert Silvermyst

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