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Prevent the Dark Gods from coming to power!

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Saiyan Warrior Chicoli

PostPosted: Mon Jan 29, 2007 8:28 pm


Once, in Ages Past...

Will this take long? I have to use the toilet.

You should have gone before I said "Once, in Ages Past." Now hush.


I don't get it. Is this whole story important?

Of course! Didn't you notice that Ages Past was capitalized? That means important.

Ah. Kay. Continue.

... As I was saying... Once, in Ages Pas--

Is there a dragon in this story? Dragons are neat!

OH, FOR THE LOVE OF-- Look, the Dark Gods are trying to resurrect their fallen leader, and this is bad, okay? Stop them by defeating the High Priests or Priestesses of all 8 Dark Gods. You get it? Good. Now go stop ‘em already.

I have a headache...


This is a fantasy set RPG. Your character has three stats, Mind, Body, and Heart, each with scores ranging from 1-10. You have 15 points to assign to your stats. This isn’t for dice rolls or anything of that sort, it is but a visual representation of where your character’s powers lie and a scorecard to ascertain what powers s/he receives. Your character gets special powers depending on his/her Stat Level. You may increase your stats later on if you gain Stat Points. You get these from encounters and completing quests. Minimum party size should be at least three members. Max is eight members.

Body – Lv. 6+: The PC May do greater melee damage. S/he starts with +9 extra damage. The PC gets an additional +6 damage for every point in Body past 6.

Mind – Lv. 6+: The PC may use offensive spells. S/he starts with any three on the list. The PC gets an additional 2 spells for every point in Mind past 6.

Heart – Lv. 6+: The PC may use defensive spells. S/he starts with any three on the list. The PC gets an additional 2 spells for every point in Heart past 6.

Template:
Name:
Age:
Race: (available races)
Human – No powers gained or lost.
Elf -- +1 Mind, -1 Body.
Dwarf -- +1 Body, -1 Mind.
Halfling -- +1 Heart, -1 Body.
Hit Points: (Body x5)
Magic Power: (Heart x4)
Equipment: (you start with but one wooden weapon. This weapon does 4 damage, plus your Body Bonus. You need to buy items like armour and weapons)
Weapons:
Armour:
Misc. Magic:
Misc. Equipment:
Gold Pieces: (you starts with 250, but you can gain more)
Magic:
Skills: (Non-Combat skills, pick a number equal to Mind x1.5)
Summarized Backstory:
Summarized Personality:
Campy Quirks:


Available Spells

Offensive Spells
Magic Missile (fires one dart of unerring accuracy that inflicts light amounts of magical damage)[2 MP](3 damage)
Bolt Ray(weaker form of Lightning Bolt)[3 MP](5 damage)
Flamesphere (weaker form of Fireball)[3 MP] (5 damage)
Ray of Light (a smiting force of holy light that deals superb damage against the wicked undead)[6 MP](3 damage, 8 damage to undead)
Force Push (does damage and knocks weak enemies over)[7 MP](7 damage, enemies with 5- Body scores fall over and cannot attack on their next turns)
Shatter Armour (destroys low-grade armour that many monsters may have. also works on clothing, as more resourceful wizards have learned)[8 MP](no damage, effective against iron and weaker)
Shatter Weapon (destroys low-grade weapons that many monsters may have. also works on improvised weapons, as more resourceful wizards have learned from bar-fight experiences)[8 MP](no damage, effective against iron and weaker)
Beam of Shadow (negative energy that does heavy damage, but heals undead)[10 MP](12 damage to all hit, heals 12 damage to all undead within 10 feet of beam)
Fireball (this spell summons a raging ball of fire, burning everything in its 14 foot diameter)[12 MP](18 damage)
Lightning Bolt (a forward charging bolt of electrical energy that deals impressive damage)[12 MP](18 damage)
Baneful Gaze (one enemy now suffers horrific fright and can do nothing but whimper and run away for the remainder of combat)[14 MP](no damage)
Spite (lowers all enemies Body, Mind, and Soul scores by 2 for three turns)[16 MP](no damage)
Black Blade (summons a ghostly blade of malevolent force that will fight for you for three turn)[18 MP](attacks twice per turn, 12 damage per strike)
Destructive Gaze (kills one enemy entirely)[30 MP](no damage, enemy dies, 75% efficacy)
Annihilation (destroys all enemies)[80 MP](kills all enemies in combat, 50% efficacy)

Defensive Spells
Cure (cures 5 HP for every point in Heart)[4 MP](conversely, does 10 damage per point in Heart to undead)
Antidote (cures poison)[6 MP]
Invisibility (makes the recipient invisible for five turns. This effect is lost the instant the recipient attacks)[7 MP]
Blessed Panacea (removes Curse and Slow)[8 MP]
Remove Disease (cures one disease)[10 MP]
Sanctuary (caster and one ally cannot be targeted by enemies for two turns)[12 MP]
Shield (caster and all allies take only 50% damage from enemies for four turns)[11 MP]
Blessed Strength (one ally now does an extra 10 damage with every attack for three turns)[14 MP]
Charming Aura (people are friendlier to the caster, making items 30% cheaper than list price, as well as making information gathering much easier)[16 MP]
Faithful Charge (restores 10 MP for every point in Heart on a target)[18 MP, may not target self]
Faithful Cry (summons a creature to do combat by you. creature summoned depends on area)[20 MP]
Defend the Heart (protects one ally from all effects for three turns)[25 MP]
Defend the Home (protects all allies from all effects for two turns)[30 MP]
Raise the Fallen (raises one dead ally at 5 HP)[30 MP]
Raise Allies (raises all dead allies at 5 HP)[40 MP]
Resurrect (raises one dead ally at full HP and MP)[55 MP]
Resurrect All (raises all dead allies at full HP and MP) [70 MP]

Skills
Brewing (allows the PC to brew potions)
Mercantilism (allows the PC to sell items at ½ the listed price instead of ¼)
Demolitions (allows the PC to build incendiary devices of varying types)
Gaming (allows the PC to gamble with skill, earning 30 gp per night in town, has a chance to lose 60 gp)
Performing (allows the PC to perform for money, worth 10 gp per night in town)
Lockpicking (allows the PC to pick and open locked doors, chests and such)
Trapsetting (allows the PC to build, find, and disarm traps. a chance of setting the trap off remains)
Pick Pocket (allows the PC to steal straight from a target. a chance of detection remains. amount of money and/or goods stolen depends on target)
Knowledge, Anatomy (allows the PC to nonmagically heal people and do +10 damage in combat against other humanoids. however, since some races are slightly different, this has a chance of failing in both regards. it does not work on undead)
Knowledge, Items (allows the Pc to identify hidden curses in magic items, or to simply identify obscure and exotic devices and tools. some devices may be too rare for identification)
Knowledge, Monsters (allows the PC a chance to know what a monster is, its weaknesses (if any), strengths (if any), and possible tactics to defeat it. some monsters may be too rare to use this skill on)
Knowledge, Puzzles (gives clues to the PC when faced with mental puzzles, making solving them easier. Some puzzles are too difficult to find clues and so must be solved with no aid)
Animal Training (allows the PC to train and domesticate animals and monsters. monsters are more difficult to train, and so there is a higher chance of failing to train them)
Tracking (allows the PC to track down and follow enemies or just a creature or person in general. the likelihood of failing to track depends greatly on the terrain)
Smithing, Armour (allows the PC to repair armour without paying a blacksmith)
Smithing, Magic (allows the PC to repair magic weapons and armour without paying a blacksmith)
Smithing, Weapons (allows the PC to repair armour without paying a blacksmith)
Hide (allows the PC to hide from others. chance of detection)
Sneak (allows the PC to sneak past and around others. chance of detection)
Weapons – Blunt Instruments (allows the PC to fight with bludgeoning devices)
Weapons – Long Blades (allows the PC to fight with long blades)
Weapons – Ranged Weapons (allows the PC to use ranged weapons)
Weapons – Other Weapons (allows the PC to use other weapons not mentioned previously (axes and flails), and to improvise weapons (beersteins, chairs, tables))
Weapons – Short Blades (allows the PC to fight with short blades)

I certainly hope this sparks interest. For further details on the setting, read the following post. All who do can earn a cookie.

Plus, there'll be a special event after characters are created. If you win the event, you can win a prize for your character!
PostPosted: Mon Jan 29, 2007 8:31 pm


Part 1. "A Treatise on the Basic Geography and Topography of the Continent Fah-Koral"
by the Ever-Esteemed Arch-Mage Jeff

The first thing that must enter one's mind is that Fah-Koral is very large. From the frigid coasts of the west to the tropic waters of the east, the land is vast and fraught with peril both natural and otherwise. Running through the center of the continent like a bad interruption is Moon Mountain Range, a family of mountains and volcanoes that stretches from north to south.

While much of the continent is still wild woodland or other assorted environs, much of the northeast is urbanized, formed into a strong kingdom known as the Heartland (to themselves, at any rate). This is the Humans' main stronghold, with various assorted villages and small towns and the occasional independent city-state outside the kingdom.

The Elves have made their home in the single largest forest on the land, a grove known to them in their own tongue (a tongue incomprehensible and unspeakable by Humans), but is known to the humans as Val Mor der'Ska, the Forest of the Eternal Day. While the elves are powerful and well-versed in the art of magic, much of the forest remains unknown even to them, and is the haven of fools and adventurers (though the two groups are hardly mutually exclusive).

In the Moon Mountains themselves live the Dwarves, the doughty warriors of the land. Isolated and isolationists by nature, they enjoy their privacy, and do not take kindly to intruders. It took much effort to gain enough respect to enter their home, and to take in the wonders therein. Inside the mountains lie creatures neither Man nr Elf has ever heard of, creatures that make their home inside the magma that runs through the mountains like blood through veins.

The Halflings are different from all. Their homeland is off from the mountains, in a plains-like area that is somewhat hilly. There, in a series of large valleys, they have made their home. While there, I saw no unpeaceful creature, no lurking monster. If any race has found a peaceful, agricultural utopia, t'would be them.

The west side of the mountains I have explored not, for that is the primary home of the worshipers of the 8 Dark Gods: Sehevok, Kinshar, Barrahl, Den, Ren, Aeridh, Fornic, and D'spayre. Hideous foul creatures: Orkhs, Gobs, and Trollkin make their way there, and even still they occasionally make their way through parts of the mountain ranges into the land of the Light Gods.

Part 2. "Money Makes Fah-Koral Go 'Round"
by Adolfus Stoneflinger (don't ask), a Dwarf

The standard coinage for the realm is 1 gold piece, abbreviated typically to 1 GP. Now, this one piece of coin be worth a goodly bit. It can get ye ten arrows, a bushel of apples, various assorted sundries... So, we usually use the more common, less valuable coin: the silver piece. Silver and Gold, ye'll find, are actually quite common. Perhaps the magma in the Moon Mountains brings up molten veins from deep underground. We don't know. There is also a more valuable piece, the Platinum Coin, but ye'll only be able to change that at the wealthiest of places, considering it be worth a whopping one thousand gold pieces. Since a silver piece is worth one tenth of a gold piece, this means a Platinum Coin be worth ten thousand silver.

If ye want to save space in yer bags for money, ye can exchange coins fer gems in some towns for a nominal fee. Depending on the amount of gold ye wish to invest, ye get a differently valued gem. These are lighter than gold and take up much less space, but be warned: Some gem-traders'll try to burn ye, they will. But then, most merchants will, so ye're fine!

For a quick recap, here's a chart fer ye:
1 Platinum -- 1,000 GP -- 10,000 SP
1/1,000 PP -- 1 GP -- 10 SP
1/10,000 PP -- 1/10 GP -- 1 SP

The gems you can get will depend on the town ye're in and the size of your coin-purse.

Part 3. "The General Climate of Fah-Koral"
by Mayor Galstaff, Sorcerer of Light

Fah-Koral's climate is perhaps one of the easiest things to mark. First off: the east and west coasts of Fah-Koral are tropical and frigid respectively. It's perplexing, but it occurs all the same.

The Elven land is not quite tropical in its climate, and ranges somewhere between the clime of the east coast and the clime of the Human lands. It is a pleasant enough place that receives much rainfall, and is green and lush as a result.

The Dwarven lands don't have much of a climate to write down, spending most of their time underground, consuming nutrient-filled fungi and creatures that live down in the depths with them.

The Halfling lands are slightly dry, so the Halflings have constructed a rather ingenious method to compensate for it. they call it irrigation, and it turns the hot, dry plains into a farmer's paradise. Even during drought, they can till and farm, making them a valuable trading ally with the Human lands in the north.

Finally we come to the Heartland itself. Since we have established the tropic nature of the east coast, we shall ignore the kingdom's eastern borders. In the rest of the heartland, it is a temperate clime, with evergreen trees and some leaf-bearers. Drought, while not common, is neither unheard of, and so traders travel down consistently to the Halfling home. Floods have likewise occurred, making the weather of the Human lands unpredictable at times.

The lands of west are unmarked, though I'd assume that much of it is marshland, taiga, and wasteland, given the creatures that come out of it.

Part 4. "Religion"
by High-Priest of Isma, Hennerson

There are 8 Gods of Light, worshiped by most of the denizens of the Eastern half of Fah-Koral.

These Gods are Isma, Vitrion, Dirin, Kohl, Locke, Tine, Merkade, and Royale. None of these gods has power over a specific theme or pantheon, instead every two of them being the general high deities of each race. They are all of one family and try to bring about peaceful coexistence and cooperation between the races of the East. For the most part, they succeed.

However, against them are the Eight Gods of Dark: Sehevok, Kinshar, Barrahl, Den, Ren, Aeridh, Fornic, and D'spayre. These monstrous deities are foul and beholden to no one. They are worshipped by the wicked races on the other side of the Moon Mountain range, and by scattered Gob villages and Orkh fortresses on the East. Their high-priests have been attempting for years to resurrect the the avatars of their dark gods, which leads us to our next subject.

Avatars are the gods' physical manifestations, and may appear in times of desperate crisis. Each god has only one avatar, and if it dies, cannot rejoin the world until its body is restored by a powerful ritual. While none of the Light Gods have lost their avatars, all eight Dark Gods lost theirs in an ancient war that is recorded in a tome. The Tome can be found in the Mages' College in the Heartland's capitol city, Karthaje.

Legends speak of two gods the birthed the current Pantheon of 16, two gods for whom Good and Evil are but abstract ideas, and hold themselves above such thoughts. As such, it is likely just that, a legend. After all, even the dark gods themselves admit the difference between Good and Evil, and accept it. How else can it possibly be?

Saiyan Warrior Chicoli

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