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Posted: Mon Sep 07, 2015 6:02 pm
Introduction
Uncounted millennia ago an alien civilization visited the world of Valkana, which was a lifeless orb at the time. They terraformed the planet, seeding it with various forms of life. Once this was in motion, they moved on, never to return. Valkana has developed in isolation ever since. In time, intelligent life thrived on Valkana. The dominant races of the ancient world were the elves, beautiful, long-lived people with close connection to the natural world, and the saurians, a race of cunning and adaptable reptilian humanoids. The ancient empires of these two races fought a long and bitter war. The saurians eventually won the war by advancing their technology faster. Their cities and war machines were powered by mighty engines. They also dominated two servitor races: dwarves and orcs. The dwarves tended the great machines, while the orcs marched to war. The elves could not withstand this onslaught. They retreated to distant, hidden sanctuaries and let the saurians seize their old lands. Meanwhile the saurian empire flourished. They built new cities filled with luxurious towers on foundations drenched with orcish and elven blood. In this new era, the orcs grew restless. They had no enemies to fight and were tasked with menial labor. The orcs chafed at their servitude and soon rebelled against their enslavers. The saurians responded by arming the dwarves, who had remained loyal to their cause. The flames of war engulfed the saurian empire, two servitor races pitted against one another in a vicious civil war. The saurians seemed untouchable in their fortified towers, but one night there was a fire in the sky….
No one knows the true nature of the Cataclysm that befell Valkana. What is remembered is that fire filled the sky, night turned to day, the earth shook, and the face of the world changed in a matter of moments. Cities were destroyed, mountain ranges leveled, and lands flooded. The saurian empire ceased to exist and everywhere there was death and turmoil. Those who lived fought to survive. In the wake of the Cataclysm, Valkana was covered with dark, dense clouds that blocked out the sun. The Endless Night, as the era came to be known, was a time of starvation and desperate struggle. Some dwarves and saurians found safety in their underground cities. The elves that could, remained in their hidden sanctuaries, but many of these were destroyed and their survivors forced to roam. The orcs fought for dominance in the new landscape, against the other races and themselves.
At last, the sun came out again and Valkana was reborn. Cities were built and trade routes established. The old races also discovered they were not alone. Humans, beastfolk, gnomes, and halflings all appeared during the Endless Night, their origin a mystery. The humans were the most aggressive. They bred quickly and soon founded their own city-states.
All credit goes to Titans Graves RPG.
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Posted: Mon Sep 07, 2015 6:12 pm
Races
Quote: DwarfCourageous and stalwart, dwarves are known for their skill at arms and their talent as miners and builders. They call the hills, mountains, and underground cities home, but many dwarves are wanderers or merchants, responsible for bringing both trade and news back to their holdfasts. Dwarf enclaves are also common in human cities. While not xenophobic, they are considered gruff and exclusionary by many of the other races. However, once a dwarf considers someone a friend, they are loyal and kind forever after. By the same token, a dwarf who’s been betrayed has a long memory and will bear that grudge for centuries. Dwarves are organized into clans of varying sizes, which are connected by a web of alliances and rivalries. The amount of responsibility an individual dwarf holds depends entirely on their standing in the clan. A young but trustworthy dwarf could hold significantly more power than an older, more experienced family member who’s proven unreliable. Not as small as halflings, nor as tall as humans, adult dwarves range in height from four to five feet, but are stocky and solidly built. Dwarves are famous for their beards, which they grow long and wear plaited, braided, in tails, or any number of other styles.
Quote: ElfElves are graceful and perceptive people with intrinsic connections to the natural world. They make consummate hunters and scouts, and are heirs to ancient magical traditions as well. They favor woodlands, rainforests, and jungles, constructing their dwellings and cities in and amongst the trees, sometimes high off the ground. Some branches of elfkind leave the forests behind for mighty stone cities or life on the seas. Elves are a mercurial race, changing attitude and course of action like the wind changes direction. This often takes them far from home as they explore the world beyond their homelands. Elves embrace the adventure of meeting new people and going to new places. They are open and friendly, but it’s often difficult to tell if they’re being sincere or sarcastic. Regardless, most elves are brave and helpful, often coming to the aid of those who don’t know as much as them about surviving in the wild. Elves are tall, thin, and graceful people. They run in height from five to six feet with a slight build. Elves are particularly long lived, and their leaders are usually selected for their age and wisdom.
Quote: GnomeGregarious and clever, gnomes are natural builders, tinkers, and engineers. They are always busy doing something, whether it’s expanding their warren-like homes, fixing broken contraptions, or negotiating business deals. Like dwarves, they are known for their love of gold and gems, but unlike dwarves, they aren’t miners. Gnomes would rather work or trade for the valuables they desire. A long history as merchants and wanderers have made them a race known for their business acumen. Gnomes also have magic in their blood, and commanding arcane power has helped them stand up to larger races on countless occasions. For this reason mages are always welcome in gnomish settlements and caravans. Gnome cities are typically underground, though some branches prefer to live in wooded hills. Other gnomes take to the road and live in wagons outfitted with all the comforts of home (and a number of traps to keep thieves at bay). Whether on the road or in a settlement, gnomes defer to the wisest of their community for leadership and guidance. Gnomes have large eyes, bulbous noses, big heads, and knobby fingers. They stand only three to four feet tall and are sleight compared to their dwarf cousins.
Quote: Halfling
Kindly folk who are known mostly for their love of food, drink, and the simple life, halflings are a hardworking people who make their way in life as farmers, innkeepers, and merchants. There are always those halflings who yearn for a life of adventure, however. To them the quaint villages of yeoman farmers are stultifying, so they leave at the first opportunity to see the wider world. While often stereotyped as thieves, halfling adventurers have many and varied pursuits. Halflings call the farmlands and rolling hills home. Some build their homes inside the hills, while others prefer human style buildings. When they live in human dominated cities, 12 chapter 1 - character creation halflings often build their homes in basements and construct larger accommodations aboveground if they expect to have boarders or do business with non-halflings. Roughly half the size of humans (as one might expect from their name), adult halflings rarely stand more than three feet tall. They are sometimes portly, but this extra weight does little to hinder them.
Quote: HumanHumans are most numerous and adaptable of all the races. In fact, it’s their ability to adapt to their environment that’s allowed them to spread far and wide across the world, inhabiting lands alongside all the other races and making new homes for themselves in the harshest environments. Whereas there are a number of traits closely associated with the other races, humans aren’t as easily pigeonholed. Some humans are greedier than the greediest dwarf, while others reject the entire concept of wealth and give away all their worldly possessions. Humans represent that which is best and worst in the world. Human settlements run the gamut from small hamlets to vast cities, with homes from tents and wagons all the way to huge mansions and castles. Their forms of government are also many and varied. The only thing one can say with certainty chapter 1 - character creation 13 about humans is that they will always find new and inventive ways to divide themselves, squabble and even wage war on each other. The other races are grateful for this, as humans would likely take over if they could ever stop fighting amongst themselves. Humans usually stand between five and six feet tall, but their height can vary up to a foot or more above and below that range.
Quote: Orc Considered brutes by most races because of their practice of raiding settlements for food and supplies, orcs are powerful warriors with an undeniable ability to survive in the worst of environments. Most orcs live in wastelands, badlands, rifts, and ruins because everywhere else in the world has been claimed by the other races. In order to survive, orcs scavenge what they can from the land and attack surrounding towns and cities for everything else they need. Orcs organize themselves into tribes controlled by the most cunning, physically powerful, or magically adept orcs. Orc chieftains maintain their positions through strength and leading successful raids, but they must always be on the watch for rivals who will challenge them to become chief. Orcs are the most bestial of the intelligent races, with pointed, bat-like ears, slits for nostrils, hairy bodies, broad mouths, often with under bites that expose tusk-like teeth. They stand between five and seven feet in height with broad, sturdy builds. They take no great pains to cultivate their appearance, except to accentuate whichever features make them more intimidating.
Quote: SaurianThe Saurians are a race of intelligent lizardfolk who ruled the greatest empire in ancient Valkana. They won a long and brutal war against the elves. Dwarves and orcs were their servitors, though the orcs ultimately rebelled against their enslavement. All of the saurians’ accomplishments were brought to ruin when the Cataclysm came. Their cities tumbled down and their empire ceased to exist in one terrible night. Since then the saurians have struggled along with all the other races. Many died in the Chaos Wars, but in the centuries since the saurians have surged back. They have produced many notable scientists and engineers, and some powerful mages as well. They live among the other races in the city-states of the Tasmetra Basin. While some long for the ancient glory of their people, most are content to live in an era of relative peace.
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Posted: Mon Sep 07, 2015 6:31 pm
Rules
Follow T.o.S PG:13 nothing above it. Romance is encouraged. Respect the role players.
No Killing Without Permission. No Cybering. No God Modding. No Spamming or Advertising.
Pm me your profiles. Or reserve a spot.
I'll be accepting 4 Spots.
Those who want to participate, Send me a PM. With "Your Race." And in your Text. Pm me with a "A little bit of yourself, and how you came to know the Cataclysm. Like were you part of it? Or are you seeking answers?"
Also you can be two races. If you want to be one that is.
Quote: Reserved Spots - Azorius Beat - Yaroki - DragonChild09 - -
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Posted: Mon Sep 07, 2015 6:43 pm
Quote: Character Layout[b]Name:[/b] [b]Background:[/b] (ex. Scientist, Archeologist, Engineer) [b]Social Class:[/b] (ex. Diplomat, Noble) [b]Appearance:[/b] (Image goes here. Can be a Link.) [b]Height: [/b](Tall and inches.) [b]Weight:[/b] (Being tall does effect your weight, being 6'2" you must be like 180 - 220 lbs. For every race are different in lbs. ) [b]Race:[/b] [b]Style: [/b](ex. Dual Weapon, Single Handed weapon, Staff weapon. Rifle) [b]Equipment:[/b] (ex. Backpack, Water skin, Plated armor.) [b]Weapon[/b]: (ex. Blunder Rifle, b*****d Sword.) [b]Off weapon: [/b](To dual must have dual style, if your going with two pistols or swords.) [b]Arcane:[/b] (ex. If your a Magic type, Type in 3 spells 1 easy spell, 1 Medium spell < - Takes 2 posts to cast, and 1 Powerful spell. <- Powerful spell takes 3 posts to cast.) [b]Story:[/b] (ex. Basically tell me how you met the other people, and a bit of yourself before the cataclysm.) [b]Username: [/b]
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Posted: Mon Sep 07, 2015 7:06 pm
Our Adventurers
Quote: Lera The Hunter Name: Lera softspoken Background: Veteran from the Cataclysm. Social Class: Hunter/Survivalist Appearance: Height: 6'0" Weight: 167lbs Race: Elf Style: Dual Style, Magic Type Weapon: Cherry oak long bow. Off weapon: Dual Daggers Arcane: Healing Touch, Arcane Arrows - Fires 3 Homing Arrows, first arrow deals immense damage and weakens as the 2 shots are fired after., Heroes Might - Creates an aura around a certain weapon increasing its sharpness for more effective damage. Story: Lera has been living away from her homeland in Nestoria, from the blemishes of beauty, she joins in the war to help her friends the Saurians in their time of need. Her skills as a Hunter brings immense force of a raging animal to the battlefield as she gracefully fires her arrows at the prophets minions. Gradually she inspires with inspiration leading the second battalion into deaths door. Only coming out with few of her comrades, the war was over and peace was once again flowing. She returns home to tell stories of her adventures but ventures out to meet new people as she holds wisdom. Through her journey, she met a few people, some were conspicuous, some were benevolent. But great suspicions, some betrayal for riches some for power. Ending their lives, she couldn't let such darkness enter this peaceful state, even though trust was a big word, she wanted to believe good was still flowing. But yet, little did she know, a second Cataclysm was about to occur on Vorakis Door step. Username: Azorius Beat
Nykromantyk Name: Sgt. Gorak Bloodstrike Background: Vetran of the Cataclysm Social Class: Noble, but his father was born to slaves Appearance: Gorak is a massive and heavily scarred Vetran of quite a few wars. He appears to be a bald Orc with scales for skin until you look closer and see that his neck, chest, arms, hands, shins, feet, and left eye are all robotic. Height: 7'2" Weight: 500 Race: Half-Orc/Half-Saurian Cyborg Style: 2-handed weapon style, cyber type Equipment: Backpack, Water skin, Plated armor, some rations, and a repair kit Weapon: Bardiche Off weapon: n/a Arcane: (ex. If your a Magic type, Type in 3 spells 1 easy spell, 1 Medium spell < - Takes 2 posts to cast, and 1 Powerful spell. <- Powerful spell takes 3 posts to cast.) Story: Gorak grew up raised by his ex-noble Saurian mother and his ex-slave Orc father. As time went on he slightly followed the engineering teachings of his mother, but heavily followed the borderline barbaric combat teachings of his father. As a result when he was 14 and considered an adult by half-orc standards he enlisted in the Vorakis army. He fought with honor, valor and savagery throughout his entire service. When he was assigned to the front lines of the Cataclysm Gorak didn't know that it would change his life forever. During his eleven years in Vorakis' Elite Assault Force Sgt. Gorak Bloodstrike has personally killed hundreds and seen thousands more die, he's seen both friend and foe die, weather by sword, axe, bow, blaster, or explosive. Though what the Orc/Saurian hybrid never expected was that the last battle of the Cataclysm could've been his last. There was a massive explosion that he got caught in. In the blast Gorak lost his arms, his legs from just below the knees, everything past the first layer and a half of muscle on his chest and neck, plus his left eye. Because of his vast and extensive injuries if their wasn't a cybernetics trained medic nearby he would've died that day. Username: Nykromantyk ...well he's done...what do you think?
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Posted: Mon Sep 07, 2015 7:13 pm
Cities
Quote: VorakisIt is said that the ancient saurian empire had mighty cities in the Broken Spire Mountains, but they were shattered in the Cataclysm and consumed by the Rift. Only scattered ruins remain…ruins and massive deposits of fulgin. Miners and prospectors flock to the Broken Spires in search of precious ore, while adventurers seek the treasures left in buried halls. No matter their purpose or destination, everyone passes through the gateway to the Spires: the city of Vorakis. Vorakis was born in the early days of the Chaos Wars, when a collection of engineers, rebel mages, and refugees realized that the ancient ruins could be easily fortified. The city was built to defy the Prophet Dhawan, and from the start its founders wove science and magic together to create an unbreakable fortress. Vorakis is carved into the base of a mountain. Its great gate is lined with warding glyphs and flanked by massive blasters. Light, air, and food are provided by a blend of magic and technology; globes of cold fire are flanked by fulgin lanterns, and the deep thrum of air reclamation systems blends with the tingle of preservation spells. Though the Chaos Wars are long over, Vorakis has never lowered its guard. The stone halls are patrolled by cyborg warriors and grim mages in ornate robes. The city has never fallen to an outside threat. The one thing visitors note about Vorakis is the presence of busts of the Lady everywhere. In fact, all of these statues have two visages, one showing a gentle, human woman, and the other a stern male dwarf. Periodically, the face of the Lady dissolves and the Lord replaces it. When the face of the Lady watches over the people, Vorakis is a peaceful place. The soldiers act only when they are needed. Children play in the streets and laughter and songs fill the air. Things change when the Lord glares down from the statues. When the dwarf is watching, the cyborg guards are brutal and oppressive, and the mages interrogate those suspected of treachery. When the Lady reigns the grand plaza is a place for festivals; under the Lord it is a stage for executions. Despite the strange duality of the city, Vorakis is a vital center for trade. It’s a safe haven from the many dangers of the region, and filled with opportunities for adventurers and merchants alike. But those who visit Vorakis are wise to watch their step when the Lord’s power is ascendant.
Quote: Nestora
Nestora has stood, in one form or another, since before the Chaos Wars began. Human colonists drawn to the fertile banks of the Tasmetra River first settled it. When the settlement grew into a city, they crowned their first queen, Jermaine Nestora, who vowed in her coronation speech that it would be the site of a new dawn for humanity. This proved more difficult than she imagined, and the first centuries of Nestora’s history were soaked in blood and threaded together with devil’s bargains. Constant incursions from saurians, dwarves, and elves kept the Nestoran’s nascent military stretched to the limit. The Nestoran monarchs frequently ceded land, trade rights, and other resources just to maintain their tenuous hold on the area. Eventually, Nestora gained a reputation as being a human kingdom in name only, with different parts of its infrastructure in the hands of literally every other nation. Perhaps this was why, of all the lands of the Tasmetra Basin, Nestora was the first to openly join the forces of the Prophet Dhawan. The Prophet moved quickly to establish her power base in the city, and with the blessing of the monarchy, made Nestora into a living example of her views. The royal guard hunted down the greatest artisans and craftspeople in the city and had them executed in droves. They allowed scientists and researchers to leave, or to devote their careers to the study of magic. Within a generation, the city was transformed into an autocratic theocracy where all non-mages were second-class citizens, ruled by the Prophet’s iron fist. The leaders of the trade and manufacturing guilds assembled in secret and resolved to take back their city. They formed a shadow coalition to preserve magical technology and organize resistance against the crown. The coalition operated in secret for decades, finally getting their opportunity to liberate the city when the heroes of the Chaos Wars rallied the free people to lay siege to all the Prophet’s strongholds. When the smoke cleared, the guilds knew Nestora would need some form of government, but they had no faith in the crown—no king or queen had ever done right by the people, and it was time to change that and distribute ruling power across a worthy group of patriots. Naturally, they picked themselves, and began working to return the city to its former glory, welcoming members of all nations, races, trades, and philosophies to help. Today, Nestora thrives under the direction of the Nine High Guilds—one for each borough of the city, and one more, the Nestoran Commerce Nexus, which acts as a tie-breaker for matters of state. Visitors to Nestora remark that the city is a jarring mélange of ancient and modern. Rather than removing their oldest structures, or the ruins of the Chaos Wars, the Nestorans have chosen to integrate them into new construction, building within and around them. To do otherwise, they say, would be to remove vital reminders of their history, the symbols of their ability to persevere in the face of adversity.
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Posted: Thu Oct 29, 2015 6:57 pm
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Posted: Wed Dec 02, 2015 1:43 am
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Nykromantyk rolled 1 20-sided dice:
6
Total: 6 (1-20)
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Posted: Wed Dec 02, 2015 8:59 am
oh...okay... It's just ever since the game of this that aired on Geek & Sundry's Youtube channel and DM'd by Wil Wheaton ended I've really been looking forward to trying this myself...
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