Hero
Posted: Tue Jul 27, 2004 10:04 pm
On the world of Soriensia...
You are a citizen of one of six nations. You are about to become engulfed by a plot that has been in motion since before you were born. Choose your side, and write your own destiny. (Lords o' Magic ripoff!)
As you can tell, I'm hard-pressed to come up with a usual dramatic plot-intro-thing. Basically there's a big ol' world... and you're in it. Each of the six countries has its own plot. If enough people join it'd be like I'm running six different RPGs with one system instead of however many different topics within one RPG. I hope it works, it's kind of ambitious. Should be mostly story driven but I'll include options so it shouldn't get repetitive. Here's what you need to join, the sign-up forms are on the bottom. They're different for each country.
COUNTRIES
Rulos: A mountain kingdom, populated by humans and dwarves. The mines of Rulos provide more than enough metal to supply the entire nation. Rulosian warriors craft their own weapons in the Great Forge when they come of age, imparting a piece of themselves into it, which grants the weapon unique abilities for every person. The people of Rulos tend to be strong of body, if slow. The royal line of Rulos will end when the current king, an ancient dwarf named Toggan, passes away. He has chosen a successor, however.
Castis: A plainsland nation, populated by humans and elves. The lush greenery of Castis provides ample feeding and training grounds for mounts of every kind, from horses to lizards to pegasi to dragons. Castish warriors select a mount when they come of age and spend the rest of their life mastering the use of their chosen steed. The people of Castis tend to be charming, if unwise. There are three tribes in Castis: Jara, Syv, and Tustir. They generally keep to themselves, but will defend their nation in time of need; quarrels between the tribes are rare.
Quiensol: A forest kingdom, populated by elves and fairies. The ancient arts of magic are preserved through the memories and practices of the people, and they have come closer and closer to mastering this. Quiensoli choose a school of magic when they come of age, and spend the rest of their long lives training with it, passing on their knowledge to their students when they become venerable. The people of Quiensol tend to be wise, if frail. The queen, Sarilesia, is well beloved, and fiercely defending her homeland against an invasion from Beintoa.
Beintoa: An island empire, populated by humans. The fleets of Beintoa are unmatched in speed and power, and their sailors are the finest in the world. Beintoan sailors populate decks until they come of age, at which point they design their own ship (making their own or choosing from a template), which they will captain the rest of their lives. The people of Beintoa tend to be sturdy, if somewhat dim. The prince, Karrilas, is young and daring, and he currently is attempting an invasion of Quiensol to gain control of the massive amounts of lumber in their forests.
Mevlisieth: An underground consulate, populated by humans and gnomes. Their general recession from the affairs of the world has given them a chance to advance technologically far faster than anyone else; therefore they have airships, cannons, some guns, and machinery. Teams of 'Sieths are asked to invent something new when they come of age, whether it be a toy, a weapon, or a method of transportation, and this often becomes their life's work. The people of Mevlisieth tend to be intelligent, if weak. The four consuls, who usually bicker to no end, have called a temporary truce to plot an invasion of the entire world, which will shortly take place.
Zukrit: An ancient anarchy, populated by humans. The desolate landscape of Zukrit provides a depressing homeland for outlaws and rogues, who live by stealth and deception. As there is no government in this barren wasteland, there is only a universally accepted tradition when one comes of age; to join one of several shady organizations to help survive. The people of Zukrit tend to be quick, if distrusted. The organizations constantly war with each other when not planning shadowy attacks on other nations, and have never stood united.
RELATIONS
Rulos: Allied with Castis, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Castis: Allied with Rulos, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Quiensol: At peace with Rulos, at peace with Castis, at war with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Beintoa: At peace with Rulos, at peace with Castis, at war with Quiensol, neutral towards Mevlisieth, at war with Zukrit.
Mevlisieth: Neutral towards everyone.
Zukrit: At war with everyone.
STATS
Divide up 100 points between the following: Strength, Constitution, Intelligence, Wisdom, Dexterity, Charisma.
Rulos: +10 Strength, -10 Dexterity
Castis: +10 Charisma, -10 Wisdom
Quiensol: +10 Wisdom, -10 Constitution
Beintoa: +10 Constitution, -10 Intelligence
Mevlisieth: +10 Intelligence, -10 Strength
Zukrit: +10 Dexterity, -10 Charisma
Strength affects damage in battle and HP; Constitution affects HP and taking damage; Intelligence affects MP and offensive/status spell effectiveness, as well as working with technology and the chance that an invention will work; Wisdom affects MP and defensive spell effectiveness as well as resisting status and charm spells; Dexterity affects speed in battle and ability to steal and sneak; Charisma affects control over mounts, Charm spells, and how much people like you at first glance, as well as getting people to like you better and persuading them to do things
HP = Constitution x 2 + Strength. Special-P = Intelligence + Wisdom.
RACES
Human: Humans can adapt to any situation. They possess the capability to be skilled in any practice they choose, and so are the most common race throughout the lands, found everywhere but Quiensol. They have no stat changes.
Elf: Elves are graceful and magical. They are skilled with the arcane arts, and are also good with animals. They are found in Castis and Quiensol. They get +5 Dexterity, but -5 Constitution.
Dwarf: Dwarves are sturdy and stolid. They are master forgers, and legendary fighters. They are generally found only in Rulos. They get +5 Constitution, but -5 Dexterity.
Gnome: Gnomes are clever and inventive. They love working with mechanisms and pulling pranks. They are only found in Mevlisieth. They get +5 Intelligence, but -5 Strength.
Fairy: Fairies are small, winged humanoids that are adept with magic. They are fiercely protective of their forest realm. They are only found in Quiensol. They get +5 Intelligence and Wisdom, but -10 Strength.
RULOS
Name: ...
Age: 18 if human, 50 if dwarf
Sex: ...
Race: Human or dwarf.
Weapon Type: Anything medieval.
Bio: Doesn't have to be long, but this is necessary to decide your weapon's unique abilities.
House: Choose from Agrak (current Royal House, dwarven), Thundrinn (dwarven House), Gamtrek (dwarven House), Lohane (human House), Renim (human House, second most powerful), or Valeon (human House, recently formed).
CASTIS
Name: ...
Age: 14 if human, 70 if elf
Sex: ...
Race: Human or elf
Steed Type: Pretty much anything you can imagine that you might be able to ride. A horse, a lizard, a dragon, a pegasus, a nightmare, a tiger, whatever. I'll approve it.
Steed Name: ...
Weapon Type: Choose from bow, sword, lance, or axe.
Tribe: Jara, Syv, or Tustir. The three are fairly similar, but separate.
Bio: Optional.
QUIENSOL
Name: ...
Age: 100 if elf, 30 if fairy
Sex: ...
Race: Elf or fairy
School of Magic: Choose from Elemental, Charms, Status, Healing, Protection, or Summoning.
Spells: Create two of your own (just the effects, not the numbers) and choose three from your school's list.
Bio: Optional.
BEINTOA
Name: ...
Age: 28
Sex: ...
Race: Human
Weapon Type: Choose from bow, sword, or axe.
Ship Type: Choose from (smallest to largest): dromon, galley, carrack, cog, ballistaire, Prince Alarin. Dromons and galleys are small, light, fast ships, suitable only for bowmen; carracks and cogs are medium ships that use rams as well as holding many archers; ballistaires hold four ballistas; Prince Alarins hold two massive ballistas and a turnable catapult. Alternatively, you may design your own. If you wish to, ask me, and I'll give you the form for that.
Ship Name: ...
Bio: Optional.
MEVLISIETH
Name: ...
Age: 24 if human, 40 if gnome
Sex: ...
Race: Human or gnome
Weapon Type: Choose from gun, chain-sword (like Ivy from SC2), cannon (only on airships), crossbow, or invention (your invention is a portable weapon).
Invention: Choose what invention your team is working on. I'll have to okay it.
Team: 'Sieths work in teams of four. Choose names and races for your team.
Bio: Optional.
ZUKRIT
Name: ...
Age: Choose an age. Should be less than 25.
Sex: ...
Race: Human
Weapon Type: Can be pretty much anything medieval.
Organization: Choose from (smallest to largest) Black Cats, Nightcrawlers, Red Daggers, Silent Arrows, Dark Alliance, or Third Diamonds. There are others, but these are the only ones you can join.
Bio: Optional.
I'll give the spell list if anyone joins Quiensol.
[ August 10, 2004, 08:28 PM: Message edited by: Prince Toad ]
You are a citizen of one of six nations. You are about to become engulfed by a plot that has been in motion since before you were born. Choose your side, and write your own destiny. (Lords o' Magic ripoff!)
As you can tell, I'm hard-pressed to come up with a usual dramatic plot-intro-thing. Basically there's a big ol' world... and you're in it. Each of the six countries has its own plot. If enough people join it'd be like I'm running six different RPGs with one system instead of however many different topics within one RPG. I hope it works, it's kind of ambitious. Should be mostly story driven but I'll include options so it shouldn't get repetitive. Here's what you need to join, the sign-up forms are on the bottom. They're different for each country.
COUNTRIES
Rulos: A mountain kingdom, populated by humans and dwarves. The mines of Rulos provide more than enough metal to supply the entire nation. Rulosian warriors craft their own weapons in the Great Forge when they come of age, imparting a piece of themselves into it, which grants the weapon unique abilities for every person. The people of Rulos tend to be strong of body, if slow. The royal line of Rulos will end when the current king, an ancient dwarf named Toggan, passes away. He has chosen a successor, however.
Castis: A plainsland nation, populated by humans and elves. The lush greenery of Castis provides ample feeding and training grounds for mounts of every kind, from horses to lizards to pegasi to dragons. Castish warriors select a mount when they come of age and spend the rest of their life mastering the use of their chosen steed. The people of Castis tend to be charming, if unwise. There are three tribes in Castis: Jara, Syv, and Tustir. They generally keep to themselves, but will defend their nation in time of need; quarrels between the tribes are rare.
Quiensol: A forest kingdom, populated by elves and fairies. The ancient arts of magic are preserved through the memories and practices of the people, and they have come closer and closer to mastering this. Quiensoli choose a school of magic when they come of age, and spend the rest of their long lives training with it, passing on their knowledge to their students when they become venerable. The people of Quiensol tend to be wise, if frail. The queen, Sarilesia, is well beloved, and fiercely defending her homeland against an invasion from Beintoa.
Beintoa: An island empire, populated by humans. The fleets of Beintoa are unmatched in speed and power, and their sailors are the finest in the world. Beintoan sailors populate decks until they come of age, at which point they design their own ship (making their own or choosing from a template), which they will captain the rest of their lives. The people of Beintoa tend to be sturdy, if somewhat dim. The prince, Karrilas, is young and daring, and he currently is attempting an invasion of Quiensol to gain control of the massive amounts of lumber in their forests.
Mevlisieth: An underground consulate, populated by humans and gnomes. Their general recession from the affairs of the world has given them a chance to advance technologically far faster than anyone else; therefore they have airships, cannons, some guns, and machinery. Teams of 'Sieths are asked to invent something new when they come of age, whether it be a toy, a weapon, or a method of transportation, and this often becomes their life's work. The people of Mevlisieth tend to be intelligent, if weak. The four consuls, who usually bicker to no end, have called a temporary truce to plot an invasion of the entire world, which will shortly take place.
Zukrit: An ancient anarchy, populated by humans. The desolate landscape of Zukrit provides a depressing homeland for outlaws and rogues, who live by stealth and deception. As there is no government in this barren wasteland, there is only a universally accepted tradition when one comes of age; to join one of several shady organizations to help survive. The people of Zukrit tend to be quick, if distrusted. The organizations constantly war with each other when not planning shadowy attacks on other nations, and have never stood united.
RELATIONS
Rulos: Allied with Castis, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Castis: Allied with Rulos, at peace with Quiensol, at peace with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Quiensol: At peace with Rulos, at peace with Castis, at war with Beintoa, neutral towards Mevlisieth, at war with Zukrit.
Beintoa: At peace with Rulos, at peace with Castis, at war with Quiensol, neutral towards Mevlisieth, at war with Zukrit.
Mevlisieth: Neutral towards everyone.
Zukrit: At war with everyone.
STATS
Divide up 100 points between the following: Strength, Constitution, Intelligence, Wisdom, Dexterity, Charisma.
Rulos: +10 Strength, -10 Dexterity
Castis: +10 Charisma, -10 Wisdom
Quiensol: +10 Wisdom, -10 Constitution
Beintoa: +10 Constitution, -10 Intelligence
Mevlisieth: +10 Intelligence, -10 Strength
Zukrit: +10 Dexterity, -10 Charisma
Strength affects damage in battle and HP; Constitution affects HP and taking damage; Intelligence affects MP and offensive/status spell effectiveness, as well as working with technology and the chance that an invention will work; Wisdom affects MP and defensive spell effectiveness as well as resisting status and charm spells; Dexterity affects speed in battle and ability to steal and sneak; Charisma affects control over mounts, Charm spells, and how much people like you at first glance, as well as getting people to like you better and persuading them to do things
HP = Constitution x 2 + Strength. Special-P = Intelligence + Wisdom.
RACES
Human: Humans can adapt to any situation. They possess the capability to be skilled in any practice they choose, and so are the most common race throughout the lands, found everywhere but Quiensol. They have no stat changes.
Elf: Elves are graceful and magical. They are skilled with the arcane arts, and are also good with animals. They are found in Castis and Quiensol. They get +5 Dexterity, but -5 Constitution.
Dwarf: Dwarves are sturdy and stolid. They are master forgers, and legendary fighters. They are generally found only in Rulos. They get +5 Constitution, but -5 Dexterity.
Gnome: Gnomes are clever and inventive. They love working with mechanisms and pulling pranks. They are only found in Mevlisieth. They get +5 Intelligence, but -5 Strength.
Fairy: Fairies are small, winged humanoids that are adept with magic. They are fiercely protective of their forest realm. They are only found in Quiensol. They get +5 Intelligence and Wisdom, but -10 Strength.
RULOS
Name: ...
Age: 18 if human, 50 if dwarf
Sex: ...
Race: Human or dwarf.
Weapon Type: Anything medieval.
Bio: Doesn't have to be long, but this is necessary to decide your weapon's unique abilities.
House: Choose from Agrak (current Royal House, dwarven), Thundrinn (dwarven House), Gamtrek (dwarven House), Lohane (human House), Renim (human House, second most powerful), or Valeon (human House, recently formed).
CASTIS
Name: ...
Age: 14 if human, 70 if elf
Sex: ...
Race: Human or elf
Steed Type: Pretty much anything you can imagine that you might be able to ride. A horse, a lizard, a dragon, a pegasus, a nightmare, a tiger, whatever. I'll approve it.
Steed Name: ...
Weapon Type: Choose from bow, sword, lance, or axe.
Tribe: Jara, Syv, or Tustir. The three are fairly similar, but separate.
Bio: Optional.
QUIENSOL
Name: ...
Age: 100 if elf, 30 if fairy
Sex: ...
Race: Elf or fairy
School of Magic: Choose from Elemental, Charms, Status, Healing, Protection, or Summoning.
Spells: Create two of your own (just the effects, not the numbers) and choose three from your school's list.
Bio: Optional.
BEINTOA
Name: ...
Age: 28
Sex: ...
Race: Human
Weapon Type: Choose from bow, sword, or axe.
Ship Type: Choose from (smallest to largest): dromon, galley, carrack, cog, ballistaire, Prince Alarin. Dromons and galleys are small, light, fast ships, suitable only for bowmen; carracks and cogs are medium ships that use rams as well as holding many archers; ballistaires hold four ballistas; Prince Alarins hold two massive ballistas and a turnable catapult. Alternatively, you may design your own. If you wish to, ask me, and I'll give you the form for that.
Ship Name: ...
Bio: Optional.
MEVLISIETH
Name: ...
Age: 24 if human, 40 if gnome
Sex: ...
Race: Human or gnome
Weapon Type: Choose from gun, chain-sword (like Ivy from SC2), cannon (only on airships), crossbow, or invention (your invention is a portable weapon).
Invention: Choose what invention your team is working on. I'll have to okay it.
Team: 'Sieths work in teams of four. Choose names and races for your team.
Bio: Optional.
ZUKRIT
Name: ...
Age: Choose an age. Should be less than 25.
Sex: ...
Race: Human
Weapon Type: Can be pretty much anything medieval.
Organization: Choose from (smallest to largest) Black Cats, Nightcrawlers, Red Daggers, Silent Arrows, Dark Alliance, or Third Diamonds. There are others, but these are the only ones you can join.
Bio: Optional.
I'll give the spell list if anyone joins Quiensol.
[ August 10, 2004, 08:28 PM: Message edited by: Prince Toad ]