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Posted: Wed Jul 26, 2006 2:13 pm
Welcome to Hana: Growth, a fantasy RP based off of a previous campaign (Hana Fantasy) and the Dungeons & Dragons rules system. No knowledge about the previous campaign or D&D is necessary, though the few who do know about either will probably get a few sub-plot points. What you need to join Hana: Growth-Literacy: 4+ spelling mistakes per paragraph means you need to use spell-checkers. Same goes for grammar mistakes. -Respect: don’t break the rules, don’t throw insults, etc, just be mature. -The ability to read: ignoring the plot will make me angry… you wouldn’t like me when I’m angry… *turns green* -Approved profile(s): see below. -Knowledge of the basic rules and Gaia ToS: http://www.gaiaonline.com/forum/viewtopic.php?t=9556249~PROFILE~Submit a profile using the following guide. The more information, the more I can help you and fit you into my plot. And yes, there already is a basic plot. New stuff = green from now on.Full name: Nickname: Gender: Race: (human, faerie, cat-boy, etc) Languages: Age: Class: (fighter, mage, etc – if you have questions, PM me) Attacks: (Spells, weapons, etc.) Physical appearance: Personality: History: Special abilities: (to be approved or disapproved by moi) Other: What would your character be doing on an average day that would require them to be outside?Once your profile is approved and/or edited, you must wait to be placed into the RP. Don’t just… appear. That’s not cool. NOTE: If you are a mage, etc, you must pick your spells from the appropriate Spellbook below! No making up spells, even if they're from a different RP or would make sense, etc, unless you get specific permission from a PM with me.
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Posted: Wed Jul 26, 2006 2:14 pm
~Rules and Terminology~
arrow Rounds: One "round" is one turn, which lasts for 10 seconds in battle. (Dang we're fast.) There are 6 rounds every minute. (Duh. Math.)
arrow Class: A person's class is their style of magic and fighting. There are these classes to choose from: -Barbarian: The toughest fighter-types there are, rough n' ragged n' usually quite illiterate. They move fast and think slow. Their rule is "remember your ABCs: Always Be Cleaving." -Bard: Pansy fighters who believe words are mightier than weapons. Their spells are usually the kind to enchant their enemies. -Healer: Though they aren't super strong fighters, healers have wide access to spells from the gods which can be used to hurt or heal others. -Druid: Magically in touch with nature, they almost never stand in the front to fight but rather summon a powerful ally from the earth to fight for them; whether that ally be a creature or an element. -Warrior: Not quite as rugged as Barbarians, they rely on skills as well as brute strength. -Monk: Sworn off typical weapons, they use their own bodies as deadly attacks and train to learn special fighting techniques. -Knight: Their faith in the law empowers them in fights and they can call upon holy power to smite their enemies. -Ranger: From afar, their arrows pierce through any barriers, and up close they can weild two weapons at once for a wicked combination attack. -Rogue: The sneaky, charismatic thieves who can leap from shadows to deliver critical hits or smooth over any conversations to their own benefit. -Sorcerer: Mages who prefer throwing spells to memorizing them. NOTE: Sorcerers must choose their known spells each level, but can use any of their known spells without picking them beforehand each day. -Wizard: Mages with access to all arcane spells. NOTE: Wizards must pick their spells each day and those spells cannot be changed until their next 8-hour sleep or rest.
I'm leaving leniency in describing each class, so that players can modify the class to fit their ideal character.
arrow Racial Effects: Each character's race has it's own traits, with pros and cons. For any races not listed here, PM me and I will add them if your suggested race is acceptable. -Any non-human: cannot learn bonus languages outside their racial bonus languages unless a favor is used. (Favors are obtained in-game only.) -Dwarf: sturdier but uglier/smellier; slower than humans; have darkvision; automatic favored enemy: orcs/giants; immune to natural poisons. Languages: Common, Dwarven. Bonus languages: Giant, Gnome, Goblin, Orc, Undercommon. -Elf: more graceful but weaker; immune to sleep effects; have low-light vision; better hearing. Languages: Common, Elven. Bonus languages: Draconic, Gnome, Goblin, Orc, Sylvan (Nature). -Gnome: sturdy rather than strong; small-sized; slower than humans; have low-light vision; spell-like abilities (1/day- Speak With Animals, Dancing Lights, Ghost Shound, Prestidigitation). Languages: Common, Gnome. Bonus languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc. -Orc: super strong but naturally dumb and ugly (this can be overcome); have darkvision. Languages: Common, Orc. Bonus languages: Draconic, Giant, Goblin, Abyssal (Demon). -Halfling: weak but quick; small-sized; slower than humans; immune to fear; naturally good at dodging anything. Languages: Common, Halfling. Bonus languages: Dwarven, Elven, Gnome, Goblin, Orc. -Half-Animal: (exe: fox-boy, cat-girl, lizard-man, etc) depends on your animal. PM me if you want to be a specific animal race. -Faerie: physically weak but graceful and naturally charismatic; have low-light vision; immune to enchantment spells; possible wings (depends on type); spell-like abilities (**At will- Charm Person**ONLY IN FAERIE** 1/day- Hypnotism, Faerie Fire, Glitterdust, Enthrall, Sleep 3/day- Detect Lawful Creatures, **Charm Person**OUTSIDE FAERIE**). Languages: Common, Sylvan (Nature). Bonus languages: none. NOTE: There are many different types of faeries. If you would like to be a specific type, or if you have a character concept in mind and would like to have a type customized for you (which is easy for me, really) PM me and we can work it out.
~Terminology in the Realm of Faerie~
arrow Coercell: Though Quinth doesn't know what this is yet specifically, she does know it's great power. The Coercell can bind a faerie to serve another being completely. Those who have been Coercelled have a black chain tattoo snaked around their necks, as if choking them. Once Coercelled, a faerie cannot refuse any command of its master and cannot be freed, ever.
arrow The Courts: The Realm of Faerie is divided into four large courts (Spring, Summer, Fall, Winter) and two sub-courts (Bright, Dark). The appearance of each court usually focuses on a specific weather depending on Spring, Summer, Fall, or Winter, and a specific time depending on Bright or Dark. For example, the Court of Fiddler's Green in Bright Summer is sunny and green and hot with a slight wind, and the time is always noon. The Court of the Caves of Twilight Resplendent, in Dark Summer, is humid and vibrant and the time is always twilight.
There is one King and Queen ruling over the large courts together, one in Bright and one in Dark. This helps balance their power, which is an important part of Faerie magic. Without balance, Faerie would undo itself. Which, unfortunately, is what it seems to be doing in the presence of the Hollow Prince.
arrow Hollow Prince: He mysteriously appeared in Faerie with a great, deep hunger for power. That in itself isn't unusual for a faerie, but it was unusual that he had no memory, no heart, and no thought other than to gain power in the very specific form of an army. (Thus his "Hollow".) To achieve this goal, he would need the most powerful fae, and those were not easily bargained with, nonetheless defeated. So he set about to the Weirds first, and they reluctantly told him of the legendary Coercell. When he found it, he Coercelled the magical omnipotent Weirds first and then set about building his dream army. So far, it looks like he will definitely succeed.
arrow Seelie/Unseelie: I haven't mentioned it in my faerie journal yet, but there are two basic types of fae in this setting. The seelie and unseelie are often referred to as the happy versus the cruel, or the good versus the evil, but that is not true. The closest distinction that we mortals can describe between them is that seelie are random while unseelie are psycho. A seelie might turn your arms into flowers and giggle because it's funny, while an unseelie would string you up and toss you back and forth over a bonfire screaming "WIGGLE!" for hours upon hours as you were slowly burned alive for sport. Anyways, the seelie are most usually in Bright courts while unseelie are often in Dark courts, but as commoners they move to and fro (whenever war isn't making their rulers so nervous as to lock them in) between courts so there's usually an almost equal supply of both types of fae everywhere.
arrow Faerie Trod: A Faerie Trod is a path between two points in Faerie, usually between two courts or leading from a court to a Fading Land. They are not always in the form of roads or even paths. Sometimes a Trod can be a way of thinking, or a pattern of steps, and the Trods are often changing as Faerie ever continues to increase. The difficult Faerie Trods are a major reason that guides are needed if one must travel within the Realm of Faerie.
arrow Fading Land: Any land that connects between the Material Realm, aka the Mortal Realm, and the Realm of Faerie. Many Fading Lands have their own small courts that fall within a larger court. For example, the Court of Whispering Dusk is a court within the Court of the Biting Mountain, both of them under the rule of King Tor of the Biting Mountain.
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Posted: Wed Jul 26, 2006 2:15 pm
~SPELLS~ All magic-casting characters (druid, cleric, bard, wizard, sorcerer, paladin, NOT ranger in this version, unless you start at a later point in the game!) start off with 4 0-level spells, 2 1-level spells, and 1 2-level spells except the sorcerer, who has 5 0-levels and 3 1-levels but casts 6 0-levels and 5 1-levels per day. Spells are re-memorized after every rest or sleep for 8 hours. Also, healers get special abilities 1/day depending on their god (see below). MWAHAHAHA! I found a website with beautiful .pdf and .doc files of spell lists! I've downloaded all of them, just in case the site goes down in the future. If it does, then I'll just send files through e-mail or some such... http://www.adnddownloads.com/spells3e.php Scroll ALL THE WAY TO THE BOTTOM, and click on the Class underneath D&D 3.5 Edition which you want to be. Save it somewhere you can find it easily, and voila!The only things you really need to care about, since this is going to be played online, are: Spell, Description, Range, Target, Effect, Area, and Duration. The other stuff is mumbo jumbo for us nerdy calculator-luvin' tabletop players.
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Posted: Wed Jul 26, 2006 2:17 pm
~Hana Fantasy: some background info and history~
This will eventually go on another webpage. I'm sorry for the space hogging all this writing is doing.
YOU DO NOT HAVE TO READ ALL THIS CRAP IF YOU DON'T WANT TO. It's just for people who like having juicy bits of background plot.
The Realm of Faerie is a dimension or plane that touches some parts of the Material Plane, or what most mortals know as ‘reality’. Faerie is a place of things that could have been but were not, a place of the mind’s wanderings and of imagination. Just as mortals are intrigued by fey, fey are intrigued by mortals, and as we have “fairy tales” so do they, too, have myths and beliefs based on what encounters they’ve had with mortals.
50 years ago, when the country of Tenwalls had finally reached stability from it’s low starting point as a tribe of druidic rebels from the southwestern kingdom of Konnall, the Brenin (king) realized that he could not produce children. The lack of an heir would crush his kingdom, and he knew if that were to happen Konnall would sweep forward and eagerly conquer them again with their cruel anti-magic ideals.
He turned to the druids for help, as the Brenin is the Land and the druids must ensure the Land’s safety. Without the Brenin, you see, the magic of the druids would fall helplessly under Konnall’s priests’ anti-magic statues. The druids, in turn, looked to the Oracle. Unsurprisingly, the message was difficult to interpret, but the druids returned to the Brenin with a final answer: they would contact a faerie from within the Fading Lands, that which ties the Realm of Faerie to the Material Plane, in hopes of striking a bargain.
And so the bargain was struck. Unseelie King Aodhan of the Court of Dark Summer agreed to sire three children with the Breniness (queen) in the guise of the Brenin. His first child was a boy, his second a girl, and his third a boy. In exchange for siring an heir for Tenwalls, King Aodhan was promised the youngest child.
Owen, the young prince, spent the first 15 years of his life studying magic at a University in southeastern Seirn. However, Owen’s older brother was killed in battle, and suddenly Owen was the heir.
The druids returned to King Aodhan, who bitterly agreed to trade son for daughter after a dangerous threat to his power was posed by Revered Treewidth, the eldest druid. Gwenllian, the girl, came to live with him for 30 mortal years.
~
On the 29th year of Gwenllian’s absence, Revered Treewidth died, and the question of who would become the Revered Eldest was posed to the Oracle. Only the four most powerful druids, the Keepers of the Circle, who represented the four seasons and the four main druidic gods, remembered the name of Gwenllian when she was picked as the next Revered Eldest.
A motley band of adventurers was sent in place of the druids after King Aodhan barred them from his kingdom entirely. The druids prayed desperately that the adventurers could persuade him to let the girl go. The adventurers followed a lead to the three Weird sisters, who taught them how to obtain King Aodhan’s Death, which they could use to threaten him with. Their perilous journeys were only the first of many heroic deeds in Tenwall’s building history.
Dirk was the name of a young and beautiful fox-boy rogue with an innocent mind and heart. Claus was a sorcerer who grew an enmity with Dirk, and the two fought often. Symphony der Crystallis, a quarter-fey princess on the run from her engagement to a paperwork-obsessed prince, was an incredibly beautiful bard. Su San accompanied the group as a completely useless sorceress. All the other adventurers were so bland they are not recorded in history. razz
After many puzzles and difficult fights, the adventurers obtained the Death and returned to King Aodhan’s court. However, on the way there, they ran into power-hungry Ambassador Gaunt, a faerie who nearly stole the Death with his trickery by getting Dirk to drink a love potion. His plans were thwarted by Rubix, and the party escaped to King Aodhan’s court. He released Gwenllian to them in the face of his magical Death and became Seelie when the Death was activated.
~
Unfortunately, all was not well with Tenwalls yet. The druids despaired as the Land began to suffer, and the Brenin fell ill as well. They requested the assistance of the same band of adventurers and sent them to a special dreamland within Faerie – a dreamland of the gods themselves. Their quest was to find the seed of the Greenman, who could revive the land, and bring it back to the Material Plane out of the dreamland so that he could live and the land would prosper. Once inside the dreamland, which called itself the House of Play, a little girl named Loper told them their prophecy:
Long the Greenman slumbers, deep beneath the ground. The sun counts ten long winters ‘ere his seed is found. The White Stag calls the heroes to open the Moonlit Way To where the Makers dream in the House of Play. Raiment for the Greenman, woven in the tower; Crown from the queen: wreath of thorn and flower; Chalice made of gold revealed by a key; Summer has its price for an apple from the tree. The growing seed, forged of fruit, robe, cup and wreath Shall bind together man, stone, river, and leaf. The hart must be brought to the table made of stone. Many will lead the way, but one will go alone.
Using this as a guide, the party collected the four ingredients in the riddle and forged the Greenman’s seed with their own blood as well. They also ran into Gaunt again, but in very different circumstances. The faerie Ambassador was pinned to a wall by iron spike in his hands and feet. Dirk lovingly tried to free him as the party held him back, but Gaunt offered a bargain: if they would let him down, he would “return a slice of life”. Finally the party relented, and Gaunt used his magic to alter the flowing time of Faerie so that only minutes passed in the Material Plane the entire time they’d been gone.
They gave the seed to Gwenllian and the druids, and she sent them on a final mission to retrieve the “hart” from the prophecy. All of the adventurers were surprised when they found out that the hart was really Owen, the Brenin himself, and the hart had to be sacrificed for the Greenman. He explained that the tie between the Land and the Brenin was a magic one, and if he sacrificed himself as the land had been dying, the land could be saved and his newborn son would represent the land's new birth.
Just as the ritual started, Calisse, the Breniness, came to stop it. The adventurers stopped her from ruining the ceremony, but she had to watch her husband die. Gwenllian, the Revered Eldest, was the one who had to sacrifice her brother.
Drenched in the blood that collected at Owen's feet after the Brenin was tied to the Stone Table and cut open, the seed of the Greenman was alive.
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Posted: Thu Jul 27, 2006 12:58 pm
Reserved for future stuff.
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Posted: Thu Jul 27, 2006 1:05 pm
~Characters I'm looking for~
domokun FAERIES! Since most of Hana will be played in the Realm of Faerie, it would make sense if the majority of players were fey.
domokun VILLAINS! If you'd like to play a villain, but don't have an evil plot, post up the profile and I'll PM you one. If you already have an evil plot, post up the profile and PM it to me! ^_^
~Random bits of info that might be useful in writing profiles~
arrow Most adventurers are young adults, not children, not teenagers. Sarya and Elly are the two exceptions to this, because it's kind of not their fault they get thrown into Faerie. If you're a faerie, you can alter your appearance to whatever you like, and the fey aren't always "mature for their age", so that gives a lot of leeway, but for non-fey characters, try not to be too young. I don't want this to end up being a party of little kids. ><
arrow In Faerie, "balance" is what keeps the illusions from collapsing. There are rules, some of them stranger than others, and there are systems to keep the fey from being overly powerful. For each Seelie there is an Unseelie, for each Queen there is a King, and so forth. If you want to play as a powerful character, like a Prince or an Ambassador, just remember that there will be limits placed on your power. You can make them up, or I can.
arrow In mortal royalty, last names are the first names of the fathers. "der" means "daughter of" and "de" means "son of", so use them appropriately if you're from mortal royal circles etc.
arrow If anyone has played D&D version 3 or 3.5 before, know that this campaign is basically starting off with Player Characters at level 3. NPCs are starting out at levels 3-5 unless they're special non-combatant NPCs.
I'll add to this as I realize my mistakes. sweatdrop
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Posted: Thu Jul 27, 2006 1:42 pm
Profiles go on here, unless you want special stuffs, and in that case requests go in PMs.
~PLAYERS~
Quinth - active Clubanimon - active Radjulon - not joined Maeth - active Sensei Grae - not joined Hengeyokai21 - inactive (completely dead) Symphonys Opus - not joined (show up already! razz )
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Posted: Thu Jul 27, 2006 4:38 pm
as a question, is it just more or is every class a type of faerie? This is fine if that is all there is, but in the class thing it says, "humans, faerie, cat-boy, etc" so I'm just...wondering
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Posted: Thu Jul 27, 2006 5:00 pm
"Faerie" is a race, like being human versus being elven. "Class" is the style of fighting: for example, a rogue would sneak attack people in the dark whereas a knight would challenge his opponent to a fair battle.
I've seen other RPGs use the words "job" or "profession" rather than "class". I can't think of a very good word for it other than that, though. :/
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Posted: Thu Jul 27, 2006 5:14 pm
RIGHT! Race! that's what I meant to say xd so basically I'm asking if I HAVE to be a faerie
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Posted: Thu Jul 27, 2006 5:17 pm
Radjulon RIGHT! Race! that's what I meant to say xd so basically I'm asking if I HAVE to be a faerie well some people belive it is genetic - youre born that way....others think its your choice.... its really a nature vs nurture thing good luck, either way whee
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Posted: Thu Jul 27, 2006 5:31 pm
No, you can choose whatever race you want (unless it starts getting out of hand and you start godmoding... then I'll just kick you and you'll turn into a human again.). HOWEVER, consider that most of the plot will be taking place in the Realm of Faerie, so it would make a whole lotta sense if most people were faeries. Otherwise I have to NPC them all.
Oh snap, almost forgot to add: You can have as many characters as you want & can handle!
ninja *dashes off for dinner*
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