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Posted: Sun Sep 09, 2007 11:20 am
ARRIVAL
"Welcome, traveler, to Ardorkalt. You were rather overzealous about getting off the boat; don't worry, you'll dry off.
Now, there are some things that must be known before you even prepare to make a life for yourself here: Firstly, King NeoTergat IV has asked that I warn all new arrivals that the wilderness is not a soft, safe place, and the animals that live there are less than benign. You can be hurt, you can die, and you cannot blame anyone for it but yourself.
Also, he asks that I remind you that simply because certain people might leave their doors open, that does not mean we are letting theft or murder slip by our notice. We have patrolmen in all major cities and towns who can catch you.*
The good king also wanted me to add a warning of the dangers of being out at night, however it's worth noting that some of the new arriving citizens, as well as the current, are creatures of the night as well. How about you? What are you, friend? Are you sent by the gods to enlighten the lands? Are you here to purge the pockets of our good citizens? Or are you an Eldernuit? A Crepuscle-Creature? Do you feed off of the moons? Or off of the flesh of the living?
Tell me your story, I am quite intent to listen, for you have piqued my interest."
((*The patrolmen are slightly glorified. If they see you running from a house with a knife and a bad of pottery, they may stop to question you. They may even arrest you on sight. However, if you manage to get into someone's house, take what you want, and leave inconspicuously, there is no saying you won't get away with it.))
Navigation: -->Arrival -The Story So Far -About the Races and Classes -Profile Skeleton & Existing Profiles -The Patrol System (NPC Patrolmen) -Map
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Posted: Sun Sep 09, 2007 11:29 am
THE STORY SO FAR
-Arrival -Chapter 1 (in progress)
Here are links to every post so far (without OOC pieces), so that you may stay updated, or if you are a new arrival, know the gist of what you are leaping into. New members are required to read the Arrival post and the most recent chapter. A chapter ends and starts as dictated by me or anyone appointed to moderate, usually at the start and end of a day/thread activity during a day.
Navigation: -Arrival -->The Story So Far -About the Races and Classes -Profile Skeleton & Existing Profiles -The Patrol System (NPC Patrolmen) -Map
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Posted: Sun Sep 09, 2007 1:07 pm
ABOUT THE RACES AND CLASSES
Here we have some information about the Races and Classes that are available to members of this RP. (Currently paying up to 3k for a headshot picture of any of the races. If it fits the description and looks good, it will be used as an example. I currently have 10k.)
RACES: Races affect your abilities, appearance, and interaction with NPCs.
Terrain Elves Terrain Elves include Dark Elves, Ground Elves (or simply Elves), and Sky Elves.
Dark Elves: These people are mainly nocturnal, and traditionally live in trees, though more modern-thinking Dark Elves will live within villages or even cities, utilizing their high intelligence for a higher form of life.
Appearance: These elves have either literally white or blue-black pigment. They range at every shade of blue, from robin's-egg to cobalt. Their hair varies from all colors of the rainbow. Their eyes are usually piercing colors, such as red, yellow, or white, though certain Dark Elves have black colorations. It is notable that certain genomes have sharp teeth as well.
pros: - additional skill with daggers - additional skills with staffs - additional sneak - additional intelligence - additional destruction-magic or necromancing (dependent on class) - +10% strength, +10% agility, +10% speed, +10% sneak during Full-Moon (only 1 moon must be full)
cons: - loss of base trust - bad when armored - -10% strength, -10% agility, -10% speed, -10% sneak during day - automatically inclined to fight on the side of darkness
Ground Elves: A fairly close race to humans, these elves live in villages in forests, on plains, or in cities with others. Much like Dark Elves, they are highly intelligent. It is notable that Ground Elves will inevitably have an animal familiar.
Appearence: Similar skin- hair- and eye-color to humans, with thinner and taller faces. They have, as all elves do, long, pointed ears, that make for above-average hearing.
pros: - additional skills with sword+shield combination - evenly skilled with metal, leather and fur armor - additional athletics - additional intelligence - additional creature-interaction
cons: - very bad with magic - few special skills - "no pets allowed" can get in the way - automatically inclined to be neutral in the fight between light and dark
Sky Elves: Sky Elves are a peculiar people, excellent with light-magic and mechanics, who live in their own constructed sky villages. Very few live on the ground with other people. They are, unlike Dark and Ground Elves, mechanically smart, rather than historically, scientifically or socially inclined.
Appearance: These elves have seemingly unnaturally white skin that reflects sunlight, so that they appear to glitter or glow. They may have blue, white, yellow or light-green eyes.
pros: - very near unlimited flight - extremely skilled with light magic (things such as healing or banishing spells) - additional trust (and, in direct sunlight, awe) from NPCs - extreme mechanical skills (for both repair and invention, with needed materials)
cons: - very weak to dark magic (necromancing or destruction magic from an evil opponent) - fear and/or distrust from NPCs in moonlight (they look like ghosts when their skin reflects moonlight) - not very skilled with any type of weaponry (inventions aside) - sometimes shot at by hunters - automatically inclined to be on the side of light
Elemental Elves The elemental elves are explained by their titles: they are Specialization Elementalists, Fire Elves with Fire, Water Elves with Water, Bolt Elves with Electricity. They are said to be descendants of Dark Elf Elementalists, though their versatility in the battle of light versus dark makes this unclear. It is rare to see an Elemental Elf, and they live all types of lifestyles.
Fire Elf Appearance: Their skin ranges from red to orange, and their hair from orange to red to black. Their eyes can be any color. Their eyes light on fire when they are stressed or angry, causing no physical harm.
Water Elf Appearance: They have dark-blue to white skin-pigment. Their skin is very smooth and is slightly lustrous. Their hair can be different shades of blue, black, white, brown, and green, and is sometimes slightly translucent.
Bolt Elf Appearence: Yellow to Orange skin. Hair that naturally stands up (to varying degrees), that can be any color. Eyes can be any color.
pros (for all): - additional magical stamina - very strong destruction magic - light/dark versatility - additional awe from NPCs - equally skilled with all types of weapons - near complete class versatility
cons (for all): - elemental specialization makes for certain situations where they are useless or extremely useful
Orcs: Brutish creatures that are very strong, very dumb, and don't mind getting dirty.
Appearence: Green to brown skin, forward jaw, big, sharp teeth, small, dark eyes, thin, black hair, spikes of bone sometimes poking through the skin on their foreheads. Hulking with large muscles. Their arms sometimes drag against the ground, depending on their posture.
pros: - horrifyingly strong in every physical aspect - keen instincts - additional skills with swords, esp. broadswords - good with very heavy armor, metal suits them very well
cons: - usually low intelligence - horrid with machinery (they have a hard enough time with doorknobs) - dull senses other than smell
Humans: Humans are the most versatile race, with great adaptability. They can be good with any class choice and be on the side of dark or light.
Appearance: Duh.
pros: - dark/light versatility - class versatility - evenly skilled
cons: - humans must work harder to become skilled in their class of choice
Dwarves: Dwarves are hardy creatures that live on or under the ground. Though slightly below average intelligence, they are strong, adaptable, and durable.
Appearance: Dwarves are very stout, with large muscles and short legs. They grow a lot of hair, even the females, which is (usually) similarly colored to human hair. Same to the pigment of their skin.
pros: - dark/light versatility - additional blunt-weapon skills - additional broadsword skills - additional shortsword skills - additional axe skills - good with heavy armor - very durable
cons: - morbidly pathetic with magic - bad marksmen - very slow - slightly low intelligence
Gaargi The Gaargi are strange creatures that only live on Ardorkalt. They are plasmatic embodiments of elements that roam freely, with no clear home. Oddly, these creatures have been known to join groups of adventurers if they can manage to gain the Gaarg's trust. The only race they usually peacefully coexist with are Ground Elves.
Appearence: Pure elements shaped like very flawed imitation humans. They have larger, much wider, flat heads, that are somewhat shaped like tall disks. Their bodies are tall and frighteningly thin, and they have no hands or feet; their arms and legs simply drape off into points.
pros: - most NPCs are gravely afraid of the Gaargi - they control elements in their most powerful, natural forms - they have certain powers that not even they know of - they are classless
cons: - most NPCs are gravely afraid of the Gaargi - they have no method of speech - they are classless
CLASSES
Classes affect your skills, the way you interact with other characters, what weapons you work well with, what kind of armor you can use, and even your motivation.
Warrior The most basic fighter, Warriors are adventurers who use small amounts of healing magic and a lot of brute strength, utilizing speed, stamina, agility, and endurance as well. They usually quest based on offers, forming alliances on the way.
Main Weapons: Swords, Axes, Blunt Armor: Medium or Heavy Attack Method: Direct Attributes: Strength, Stamina, Endurance
Berserker A berserker is like a Warrior, in that they use blades, axes, and blunt weapons and that they are very strong. However, a Berserker is much stronger, and wears much less armor. Berserkers morbidly fail at magic, do not defend often, and attempt to kill or knock out at first strike. They also usually travel alone or with Berserkers and/or Warriors.
Main Weapons: Swords, Axes, Blunt, Hand-to-Hand Armor: Light or None Attack Method: Direct Attributes: Strength, Speed
Thief Most people know what a thief is and what they do. They tend to sneak into people's houses and take peoples things, sneak past guards into a castle, or just sneak around and make faces at people. Thieves use Mesmerizing Spells to make themselves invisible or to trick someone into thinking they need to be somewhere.
Main Weapons: Knives, Short Swords Armor: Light Attack Method: Direct, Distraction Attributes: Speed, Agility, Sneak, Illusion, Charm
Assassin Assassins are much like Thieves, in that they sneak around using physical and magical skills, however, they do it to kill. To sneak up on someone and slit their throat, or to sneak past a guard to kill someone important while they sleep.
Main Weapons: Knives, Short Swords, Darts Armor: Light or None Attack Method: Direct, Distraction, Poison Attributes: Speed, Agility, Sneak, Illusion, Strength, Intelligence
Elementalist Elementalists are Mages that use the power of the elements, or Destruction Magic. (Warlocks and Monks are counted as Elementalists)
Main Weapons: Wands, Staffs, Short Swords Armor: Light or Enchanted Robes Attack Method: Elemental Magic Attributes: Magic, Speed, Stanima
Necromancer A Necromancer is a dark Mage that uses the power of death to his advantage. He resurrects the fallen corpses of his enemies or even his allies, and drains the life from his opponents.
Main Weapons: Wands, Staffs Armor: Light or Enchanted Robes Attack Method: Draining Magic, Summoning Attributes: Magic, Agility, Stamina, Intelligence
Ranger A wanderer in touch with nature, they get along very well with animals, and often tame them. They are usually wanderers and travel alone or in very small groups.
Main Weapons: Bow, Knife Armor: Light, Medium (fur) Attack Method: Direct, Familiar (animal partner) Attributes: Speed, Agility, Stamina
Paladin A warrior-monk mix, Paladins have the strength and swordsmanship added to Banishing and Healing magic.
Main Weapons: Swords, Battle-Axe Armor: Medium, Heavy Attack Method: Direct, Banishing Attributes: Strength, Stamina, Endurance, Magic
Deathknight A warrior-warlock mix, Warlocks have the strength and swordsmanship added to Draining and Dark magic.
Main Weapons: Swords, Battle-Axe Armor: Medium, Heavy Attack Method: Direct, Draining, Dark Magic Attributes: Strength, Stamina, Endurance, Magic
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Posted: Sun Sep 09, 2007 1:40 pm
Profile Skeleton & Existing ProfilesSkeleton Gaia Name: Name: Gender: Race: Class: Appearance: (description or picture works, must follow appearance guidelines of your race) Please PM the username "Ardorkalt" with all your Profiles (my personal inbox is much too active) Existing Profiles:Gaia Name: p s y k o - p u pp e t Name: Shin Anasame Gender: Male Race: Water Elf Class: Elementalist Appearance: Shin has a relatively dark blue skin tone during the night. When in day light, his skin seems to take on a milky glow, giving it the appearance of a blue cream color. His skin is extremely soft. His slender athletic figure gives him increased mobility and athletics. He has long, light blue hair, tied back in a tight braid, and light blue eyes. He generally wears a single leather breast plate over his left pectoral muscle. The straps hook around to the left and right, the right strap over his right pec holds a small dagger. Down the center of each shoulder blade, are two short swords, both vertically fastened. He wears baggy cloth pants, tied to his waist with a simple string, along with a loose hanging belt, holding a various assortment of knives and several more short swords. Navigation:-Arrival -The Story So Far -About the Races and Classes -->Profile Skeleton & Existing Profiles-The Patrol System (NPC Patrolmen) -Map
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Posted: Sun Sep 09, 2007 1:51 pm
The Patrol System (NPC Patrolmen)
We have a system so if you are in town, after each post you must use the "dice roll" post action to see how far patrolmen move. This way, you will know how big of a risk you are taking if you decide to try to break into someone's house. The way that it works is this: you roll a 20-sided dice. If the number is above ten, you subtract 10 from that number. The resulting number is how far away the patrolman for the street you are on moves. If you roll below 10, that number is how much closer the Patrolmen has moved to you. Patrolmen can see 5 spaces ahead of them at night and 13 at day. They can also see 1 space behind them at day. Most streets are 15 spaces long. The map for the specific city will show what number space certain buildings are on.
Navigation: -Arrival -The Story So Far -About the Races and Classes -Profile Skeleton & Existing Profiles -->The Patrol System (NPC Patrolmen) -Map
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Posted: Sun Sep 09, 2007 2:53 pm
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Posted: Sun Sep 09, 2007 4:24 pm
RULES: - No Godmoding - Use proper grammar, spelling, and punctuation - Follow the Patrol System whenever in town - I reserve the right to not accept your profile, to remove your profile and thusly you from the RP
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Posted: Sun Sep 09, 2007 4:54 pm
((And thus we are open... there goes 5 hours of my life. By the way, Ardorkalt=Me, so that means respect me on either account if you want to stay in. I'm not too much of a hardass about a little bit of joking around, though.))
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Posted: Mon Sep 10, 2007 3:02 pm
((Yes, one profile... now I just need an acceptable amount to RP ><))
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Posted: Mon Sep 10, 2007 3:03 pm
((Indeed, myself. Indeed.))
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Posted: Mon Sep 10, 2007 3:11 pm
((Haha, I'm such good company.))
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