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A general roleplay guild with emphasis on improving RPers. 

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Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:31 am


Mazes & Monsters

A Dungeons & Dragons adaptation

Table of Contents
1: Introduction/Rules
2: World Information/Recruitment Status/Date & Times/Weather Explanations
3: Races Information
4: Alignment Information
5: Classes Information
6: Spellcasting/Combat Information/Character Status Information/Status Effect Explanations
7: Pantheon of gods
8: Profile Skeleton
9: Accepted Profiles/Inactive Players
10: Story So Far
11: Thread Status/Waiting List
12: Party Health Status
13: Party Inventory List
14: Frequently Asked Questions
15: 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 Whenever I feel like a change is needed.

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. Simple enough.
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, I'm looking at you, Chaotic Evil players!)
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  
PostPosted: Sat Jul 13, 2013 8:32 am


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

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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.


Weather Effects

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Heavy Rain = 20% increased chance of missing by all affected.
Strong Winds = -25% to all movement speed
Thick Fog = Decreased visibility, Increase to all stealth rolls
Blizzard = -30% movement speed, random frost damage
Heat Wave = Exhaustion occurs quicker

Mystical Fog = Magical spells' potency doubled, as well as the toll taken on the caster.
Invigorating Breeze = 30% increased move speed
Light Mist = Increased Morale, minor HP regeneration
Rainbow = Increased Morale, Increased Luck (Higher chance of finding rare items)
Star-Filled Night = Increases critical strike rate by 50%
Light Snow = Damage taken is reduced by 25%

All weather conditions only last a few hours.

Dates and Times

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Days' names are as follows
Maundas - Monday
Tordas - Tuesday
Wudnir - Wednesday
Toridas - Thursday
Firan - Friday
Sarthir - Saturday
Sindas - Sunday

There are always only 30 days in a month.
There are 12 months in a year.

Winter's Glory = January
Winter's Farewell = February
Spring's Arrival = March
Spring's Beauty = April
Spring's Flight = May
Summer's Greeting = June
Summer's Passion = July
Summer's Departure = August
Autumn's Touch = September
Autumn's Grace = October
Autumn's End = November
Winter's Reach = December  

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:33 am


Race Information

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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

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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

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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

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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
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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
PostPosted: Sat Jul 13, 2013 8:34 am


Alignment Information

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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. Similarly, "Evil" characters will typically only perform good deeds if there is personal reward somehow involved.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:35 am


Class Information

Classes 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.

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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


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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

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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



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Ranger

Rangers 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.


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Paladin

The 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

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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


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Cleric

The 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.


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Druid

Druids 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.


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Wizard

Wizards 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


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Thief

Thieves 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.

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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





Specialty Class: Bard

WARNING: This is NOT an easy class.

Bards are often depicted as ne'er-do-wells and charlatans who prefer not to meet challenges head on. These folk have moved about the shadows and know their way around the shadows and some minor arcane training as well as proficient at the rumor mill but a bard also can function as a person of deep knowledge and wide experience, a folk hero, a slumming aristocrat, or a general handyman.They are also capable of increasing the strength of their allies by performing with instruments or simply using their voice.
Racial Restrictions: No Half-Orcs
Alignment Restrictions: No Lawful Good/Neutral/Evil
Weapon Restrictions: No Two Handed Weapons, No Shields
Armor Restrictions: Chain Mail armor or lighter
Additional Information: As a spellcasting class, you must rest after a certain number of spells are cast (the amount will depend on your level), or else you will pass out from exhaustion.
Class Special: Perform - The Bard is a masterful talespinner and performer, as such they are able to boost their allies attack, defense and many other effects depending on their performance.




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Monk

WARNING: 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: LAWFUL alignments only.
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.
PostPosted: Sat Jul 13, 2013 8:40 am


Spellcasting/Combat Information
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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 level 8 Wizard in this thread would have 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 post a list of spells available for each level in the OOC Thread. As time goes on, you will be able to access more spells and more powerful ones as you go along. The amount of spells you can cast per level will be posted next to your character profile after you have set it up.

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. Dice rolls will be involved with all situations where failure may occur, the parameters for these rolls will vary depending on the situation.

Character Status Information
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How 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.

Status Effect Explanations
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Fear - 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).

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:43 am


The Pantheon of Mazes & Monsters

The world of Atur is governed by several gods, most are exclusive to the civilized races, but selecting a deity to worship is entirely cosmetic and will only impact storytelling and not actual combat, so have fun with it.

Elves: Two deities

Celandril (aka The Earth Mother) - goddess of nature, harmony and the earth and soil. (Druids primary god)

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Kirith Angmar (aka The Watcher) - the superior god of the elves, father to prowess with the blade, magic and intrigue

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Humans: Five Deities


Balpheron - The patron god of all humans, he was a hero of the First Age, who ascended to heavenly status, assuming his role of the king of the human pantheon. He represents justice, righteousness and honor. He is the chief god of all paladins.

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Nidrasil - The god of commerce and economics

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Mori Dae (aka The Spinner of Fates) - human goddess of knowledge, truth and magic

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Pythos/Zinthos (aka The Tidallord or The Windkeeper) - twin gods (Though they are essentially one in the same) of the seas and winds, both are representations of travel and safe or perilous journey

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Ka'Renthis (aka The Soulwarden) - The dark god of the underworld, although he is responsible for carrying souls of the righteous to the next life, he is also charged with the duty of guarding the lost souls in the underworld, this has corrupted his views on life and while he still performs his duties, he is dour and quick to anger.

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Halflings: Two Deities

Caltrop (aka The Sharp One) - Halfling god of trickery, artful conversation and quick thinking.

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Arra (aka The Lucky Lady) - Halfling goddess of luck and fortune

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Dwarves: Three Deities

Hrolfnir - dwarven god of battle and hearty drinks

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Valdicia (aka Mistress of the Mountain) - dwarven goddess, represents the earth and the pursuit of perfection in crafts such as blacksmithing and construction/architecture

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Murgoth (aka The Highfather) - The king of the dwarven pantheon, master of fire and ice. His legend is that he was born from the fires of the world, only to form the icy mountains with only his bare hands. The father of all dwarves and their arts.

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As stated, orcs do not have a religion beyond ancestor worship and simple belief in the "afterlife".

Chaos-All races, however, believe in the existence of the god of chaos and discord. He chooses where and when he interacts with the peoples of the world and does so in whatever fashion he sees fit. His actions can be deciphered as neither good nor evil as he simply seems to do things to entertain himself.
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PostPosted: Sat Jul 13, 2013 8:49 am


Profile Skeleton
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Character 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]Deity:[/b] (Select a Deity that you worship, it does not have to be one exclusive to your race, you can also select None and avoid devoting yourself to a particular deity)
[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.))
[b]Spells Known/Abilities[/b] ((Leave this blank, we will set this up after you have sent me your profile for review!))


Fill out the skeleton and send it to Tonash Drahow in a PM titled "M&M!"

All characters starting out will begin at level 1 unless otherwise noted. Find out what this means for your class when you have been accepted by PMing me.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:51 am


Accepted Profiles/Characters Chosen and Inactive Players
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NOTE: Only 5 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 two 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 active
3 Human player(s) are active*
0 Halfling player(s) are active
0 Orc player(s) are active

1 Dwarf player(s) are active


red = chosen.
green = available
*I am aware that I said only 2 of any race can be active at the same time, but unfortunately 2 applicants arrived and were accepted at the same time, so I had to make an exception.
Fighter
Ranger

Paladin

Cleric

Druid

Wizard

Thief

Monk



Gaia UserName: Babelguppy
Character Name: Revlis Talinmyr
Race: Elf
Gender: Male
Age: 207
Alignment: Neutral Good
Deity: If he had to name one or if he's particularly troubled, he would call on Kirith Angmar, but not he's not overly concerned with religion
Class: Ranger
Appearance:

Figure- 5'0" - 110 lbs - not simply Elfy and lithe, he has the haunting leanness of someone who lives a stressed, harried life and probably doesn't eat well; Hair - roughly cut, nearly shoulder-length, blue-black hair mostly in a ponytail with a few decorative braids; Eyes - Green eyes with gold flecks, dim and distant; Complexion - originally fair skin weathered by exposure; Dress - dull green and brown hunter's/traveler's outfit, but it looks a bit too big on him

Bio: Revlis is one of the youngest in his rather large family. He had recently come of age and completed the first stages of his ranger training when his community received a request for help from another Elven community. Despite his older brothers' concerns, he managed to secure a place in the party and left with them to give aid. They never got so far. Less than a day's travel away from the endangered community, the party was ambushed by what could only be described as a horde of the most unholy kind-- demons, devils, undead, monsters from any goodly creature's worst nightmares. Only through his brothers' protection and staying hidden did he survive. Any other "survivors" did not last long after that-- despite his best efforts. He found the community they had been sent to help just as decimated so, alone, he was forced to make his way out of the unfamiliar, demon-infested forest and back home.

Abilities
Two-Weapon Style - Grants Proficiency with using a weapon in both hands at the same time. No penalty will be taken when using dual weapons.
Favored Enemy: Undead - Grants additional damage and accuracy when fighting any enemy of this subtype.

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Gaia UserName: KiIIerWarrior
Character Name: Ezarix Alifor
Race: Elf
Gender: Male
Age: 296
Alignment: Lawful Evil
Deity: Kirith Angmar, Chaos
Class: Fighter

Appearance: Slender and muscularly toned, Ezarix stands at 5'4" and weighs from 125-130 lbs. He keeps his hair at shoulder length but prefers to have it tied back. His skin is tanned and the only sign of battle shows in his dark-blue eyes and a small scar on the right side of his jawbone.

Bio: Ezarix decided at a young age to want to protect the people of his home. He took lessons of Fighting in many forms. His preferred combat styles were Hand-to-Hand and Spear fighting. It wasn't long after becoming a guard that he started moving up in the ranks. In his experience he slowly began seeing the darker side of Lifeforms, and started using harsher punishments. A firm follower of Kirith Angmar, He believed his disciplinary tactics would be praised by his Deity, and that those he set free would be watched over to ensure they do no more wrong.

After many years in the service of his village he set out into the world to learn how to better improve himself. After five years he decided to return home. What he came back to was only a shadow of itself. The city had crumbled under the rule of a corrupted coup d'état. With how things used to be such a thing was thought impossible and with further investigation it was a series of small events that brought down his home. Rumors hushed around the city that the New Order was aided by the Deity Chaos. With this in mind, Ezarix decided that by following Chaos would lead to having the most powerful of forces on your side.

He decided to abandon his home and leave it to Chaos's divinations. In the following years he turned to mercenary work in order to make a living.

Abilities
Weapon Specialization: Spear - Grants additional damage when using the specialized weapon.
Power Attack - The Fighter goes into a state of mind that raises his fury and power. During this time, he gains increased damage but lowers his accuracy.

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Gaia UserName: Kestrad
Character Name: Litaria (no last name)
Race: Human
Gender: Female
Age: 26
Alignment: Chaotic Good
Deity: Celandril
Class: Wizard
Appearance: Litaria sports short black hair in a bob, and dark brown, almost black eyes. Her face is somewhat long, with a sharp chin. Overall, she is on the short and small side, but despite this she is solidly built. She dislikes wearing robes, finding them somewhat impractical, preferring instead a bright red silk tunic over black leggings and sturdy brown boots. She sports a black messenger bag in which she shoves her random bits and pieces, and a black belt on which she stashes a small dagger and a small pouch that can be used to store potions.
Bio: Litaria's human parents apparently left her in the woods when she was very young, too young to remember them. She was taken in by a pair of elves, a druid and a ranger, who took pity on the little human girl, and raised her as their own for a few years. The ranger attempted to teach her to become one as well, but it turned out Litaria was hopeless with a bow. Since she was human, the druid refused to teach Litaria her class, but did teach her a few magical tricks. When she was old enough, the two elves decided that it would be best to send her back to human lands. They called in a favor with a human adventurer they had saved many years ago, and with his help installed Litaria at a magic academy. She did passably well and graduated, making a living as an assistant in a magic shop. She still returns to the forest every so often to visit the elves who raised her. She has always been slightly disappointed at not being able to follow in her foster parents' footsteps, though.
Spells Known
Level 0: Acid Splash, Ray of Frost, Dancing Lights
Level 1: Identify, Endure Elements, Magic Missile, Feather Fall

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Gaia UserName: Ninja Zackeus
Character Name: Azlok Dundorn
Race: Dwarf
Gender: Male
Age: 163
Alignment: Chaotic Neutral
Deity: Hrolfnir
Class: Cleric
Appearance: Azlok is 4'5" in height, with a lean figure in comparison to most dwarves. His beard is longer than some, due to his old age, but kept neat and clean, with his hair copying in style and length. His hair is black and his eyes are deep green. His usual garb is a white and gold shirt, adorned with symbols that praise Hrolnir and blackened leather pants. However, he has been known to dress in brown leather shirts from time to time. His skin is tanned and his shoes are leather at all times.
Bio:Azlok has grown up with his father in the temple, as his father is the priest of Hrolfnir. However, his father is nearing the age of death, at the age of 273. His mother is a caretaker at the arena at the age 270, not too far behind. From his parents, he has learned much, but still feels he is unprepared to take the reign of the temple. Because of this doubt, he has gone to journey around as a healer for hire, hoping to mature and find what Hrolnir plans for him.
Spells Known
Level 0: Light, Stabilize, Virtue, Cure Minor Wounds
Level 1: Sanctuary, Cure Light Wounds, Endure Elements

---------------------------------------------------------------------------------------

Gaia UserName: Dokuro Togiretogire
Character Name: Drin Graydusk
Race: Human
Gender: Male
Age: 19
Alignment: Neutral/Neutral
Deity: Nidrasil
Class: Thief
Appearance: Not somone you take notice of direct. his body is athletic but not impressive in any sort. His face while hooded is just one among many. His skin is white, slightly to the paler version. His hair is blond and combed backwards and cut short. His eyes is clear blue and full of life. A trait often hidden under his hooded cloak. The clothes are dark crimson, brown and black. All common and with no symbols on.
Bio: Drin grew up in a poor family, son of a farmer. A life that did not interest him a bit. In his youth he was often recognised due to his sky blue eyes and popular with the girls. This lead to the start of his sneaking and vanishing. After being found out due to his eyes, his thieving career started after he had learned to hide his only marking feature. It begun when the farming life became a shackle to him. At night he sneaked out, stole some gold from the mayor and funded his first and final travel from home. The last 3 years Drin has earned his living by odd jobs, thievery and adventure.
Abilities
Primary Skill: Hiding In Shadows/Moving Silently
Secondary Skill: Lockpicking/Disarming Traps
Tertiary Skills: Detecting Traps/Illusions & Pickpocketing

---------------------------------------------------------------------------------

Gaia UserName: Eviant
Character Name: Averah
Race: Human
Gender: Female
Age: 22
Alignment: Lawful Good
Deity: None
Class: Monk
Appearance: Standing at 5'9, Averah is lean in appearance, with a narrow face and loose fitting sandy colored monk's robes. Her auburn hair reaches just past her shoulder blades, tied in a neat ponytail as her hazel eyes watch the world around her.
Bio: Having been taken in by the monks of a nearby temple, Averah grew into the way of Monkhood. She took to the meditations, the teachings, and the discipline well, even if it was spoiled with the occasional mischief. Upon reaching her teenage years however, she began to yearn for exploration, to see what was out in the world that she heard stories about. After some meditation, and discussion with her elders, she set out into the world with eager excitement.
Spells Known/Abilities
Improved Unarmed Strike - The Monk begins with this feat, their fists are treated as normal weapons.
Stunning Fist - The Monk deals a staggering blow to an enemy, scaling damage with level. Early levels causes a dazing effect, while higher levels are temporary stun
PostPosted: Sat Jul 13, 2013 8:53 am


The Story So Far

This is where important updates will be posted in story format.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 8:57 am


Thread Status

7/13/13

Waiting List

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This 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.

Roy T Inane 11/29/13 - Berserker
SubaruSayuri 12/18/13 - Druid





*If struck through, these players have been messaged and have either declined or not responded.*
PostPosted: Sat Jul 13, 2013 8:58 am


Current Character Health Status
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Averah
Ezarix
Litaria
Azlok
Drin

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 9:01 am


Current Party Gold/Spoils: 496*

1 Unidentified Amulet
1 Unidentified Club

*All unenchanted items/trash is liquidated into additional gold.

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This is where you will find the party's combined inventory/quest items that are not equipped by an active player.


Player Equipped Lists


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Gear Levels:
Black/Gray = Mundane
Green = Common
Blue = Uncommon
Cyan = Rare
Indigo/Purple = Exotic
Orange = Epic
Red = Artifact




Averah Level 1 Monk


Armor: None
Helmet: None
Weapons: Fists - The deadliest weapons a Monk may employ. Fast and accurate. Also unable to be affected by Disarm.
Shield: None
Bracer: None
Belt: None
Boots: None
Cloak: None
Neck: None
Rings: None

Ezarix Level 1 Fighter


Armor: Leather Armor - Simple set of steer-hide armor, offers minimal protection.
Helmet: None
Weapons: Wooden Spear - A simple wooden shaft with an iron tip. Long Reach. Minor to moderate Piercing Damage.
Shield: None
Bracer: None
Belt: None
Boots: None
Cloak: None
Neck: None
Rings: None

Litaria Level 1 Wizard


Armor: Traveler's Tunic - A simple attire made up of wool and leather. Offers no combat protection.
Helmet: None
Weapons: Dagger - A small metal knife that has minor reach.. Minor Piercing Damage.
Shield: None
Bracer: None
Belt: None
Boots: None
Cloak: None
Neck: None
Rings: None

Azlok Level 2 Cleric


Armor: Ringmail - Loosely bound metal rings meshed into armor. Offers minor to moderate combat protection, particularly against Slashing attacks.
Helmet: None
Weapons: Mace - A small iron rod with a crafted tip fitted on the head of the weapon. Short Reach, minor to moderate Crushing damage.
Shield: Small Shield - A small but sturdy kite shield, grants moderate protection from missile weapons.
Bracer: None
Belt: None
Boots: None
Cloak: None
Neck: None
Rings: None

Drin Level 1 Thief


Armor: Leather Armor - Simple set of steer-hide armor, offers minimal protection.
Helmet: None
Weapons: Shortsword- Short length blade with short reach and medium weight. Minor to moderate Slashing Damage.
Dagger- A small metal knife that has minor reach.. Minor Piercing Damage.
Shield: None
Bracer: None
Belt: None
Boots: None
Cloak: None
Neck: None
Rings: None
PostPosted: Sat Jul 13, 2013 9:17 am


Frequently Asked Questions

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Q: So, how does this work if we're not using stats?
A: It's gonna be a little tricky. I'll be using my best judgement when it comes to success rolls. For instance, if I see a wizard attempting to stab a giant with a dagger... Chances are, they are gonna get massacred. For a less ridiculous example, let's say a thief is trying to break into a shop, depending on their presentation of their attempt (How it is written) and then largely depending on your character's current level and any external effects that impact it, such as weather or gear, or nearby guards etc. Don't worry folks, I run my own legit D&D campaign with my friends from my day job, I got this! 3nodding

Q: How do I know how many spells I can cast before I pass out?
A: It will depend on your level and the level of the spells you are attempting to cast. For example, a level one wizard who attempts to cast Identify on every item in their bag (for instance, let's say there's 5 unidentified items), they will likely collapse by the third item.
In a different scenario, let's say a level 10 Cleric is in a heavy fight and rushes to cast Cure Moderate Wounds on their ally. They manage to do that, but now, another ally has been killed! They can cast Raise Dead and revive their fallen ally but they are going to be on the verge of collapse.
This kind of combat system where your actions reflect your character's output creates an interesting do or don't situation that should prove interesting.

Q: I didn't join the RP at the beginning, can I still join up?

A: OF COURSE! I will *always* be accepting applications and profiles. The maximum number of players within the RP at any time may only be 6; *however*, we have a waitlist for this very purpose. People sometimes drop out for no reason or for good reason, in any event, the waitlist is there to ensure that if you are interested and active, we will jump you right into the action.
I will raise your level to x-1 of the current party level so that you are not far behind the main group. (For instance, the main group is Level 7 by this point, a new arrival would be Level 6).

Q: If I die, is that the end of my character?

A: Well, no. Not necessarily. Early on, I will provide a safety net until about level 5-7 or so, when the party has gained enough gold to enlist the local temple to revive fallen party members. This safety net will revive your character with minimal health but within the safe confines of the nearest temple.
Once the safety net is gone, however, the only way to return from death is with the aid of a temple's priests or high level clerics and druids.

Q: How do I level up?
A: I will announce to the group when someone gains a level. This will be determined by how well a player manages their character, both in combat and as a unique individual. For instance, if I see a Lawful Good character go out of their way to help an injured man all the way back to town, or a Chaotic Evil person terrify some nearby kids playing in the streets by shouting or growling at them etc.
Early on, the levels will flow fairly easily, but as we progress the level up process will be much rarer.

Q: You said romance was encouraged. I'm not really interested in romance, do I have to pursue a relationship with someone in this roleplay?
A: No, of course not. Romance subplots are wonderful, but that is *not* the focus of this role play. I want everyone to participate and have fun creating an awesome story.

Q: Can I haz cyberz?
A: GTFO. If you *are* going to romance, do it well and do it with dignity and subtlety. Firstly, contact the other player and ask if they want to pursue that same option in game. *IF* you decide to do anything more than PG-13, take it to PM's and keep it there.

Q: I am new to D&D and I don't really know the rules that well, can I still apply?
A: Yes, definitely. This RP was developed with the sole intent of introducing new players into the D&D universe and entertaining the veterans at the same time. Here, you do not have to deal with many stats, dice rolls or most of the other things that can be overly daunting to new players. All you need is a good literate mind and be willing to listen to instructions and constructive criticism.

---More will be added to this list if needed.

Tonash Drahow

Omnipresent Phantom


Tonash Drahow

Omnipresent Phantom

PostPosted: Sat Jul 13, 2013 9:30 am


Noteworthy Persons

Plot relevant NPC's will be posted here!
Reply
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