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Aervana - A Declining World (OOC and Sign-Up)


Flux

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Welcome to Aervana

Aervana is a world of magic. Almost all life is sustained by the world’s mana either directly or indirectly. However, mana levels have been declining at an alarming rate. The world has lost so much mana that those born without it have lost the ability to use magic. Plant life is dwindling in many areas, causing chain reactions that are affecting the entire ecosystem. On top of this, dark forces are gathering to the north. Unknown creatures have been sighted razing villages. As a member of this world, your goal is to journey across the many biomes of Aervana to find the source of the decline of mana and destroy it, as well as the demonic forces. Travel across the world, encounter all sorts of life, work together with comrades, and defeat whoever or whatever is behind this decline of the world. Aervana is at stake. Defend it with your life.

Races

Aervana is home to five humanoid races: Humans, Elves, the Vanda Nomads, the Shantii Warriors, and the Dok of the Black Swamp. Each race can speak Aervic and there own language. You are a member of one of these races and will work together with the others to repair the mana of the world.

Humans

Background:

Humans are the most numerous humanoid species on Aervana. The humans fought with the elves in the Evolution War, which is technically finished, though the only thing keeping the war from resuming is an uneasy peace treaty due to the increasingly large drops in Aervana’s mana. The humans are desperately seeking the cause of these drops. Without large supplies of the world’s mana, they have lost all access to magic.

Capital City: Atlantica

Human Classes:

Humans can take on a variety of classes. They tend to be the jack-of-all-trades, being able to do a variety of tasks but not necessarily being the best at them. However, due to the dwindling mana in Aervana, humans have lost the ability to perform magic since they are born with no natural magical ability of their own.

Warrior

Ranger

Thief

Assassin

Bard

Healer

Paladin

Elves

Background:

Elves are creatures of magic. Fair-skinned and beautiful, they are born with a large amount of mana within themselves and are trained to master their magic throughout their lives. Despite the decline of mana in Aervana, elves have retained the ability to use magic, although at a reduced efficiency. An elf can derive mana from the area around them to cast spells and if no mana is available in the area, they can draw from their own personal storage of mana. However, drawing mana from their own body drains an elf’s strength, and personal mana takes large spans of rest to replenish. Elves live for an extensive period of time; long enough for many generations of humans to come and go. Because of this, it is taking the elves a long time to remove their hatred for the humans gained during the Evolution War. The elves in Aervana have gone into hiding ever since the treaty was signed to temporarily stop the war with the humans 30 years ago. They live in the Eternal Glade, a sprawling forest overgrown with lush trees and bushes. One of the few places that have retained a trace of mana, magic can be felt in the air of the Eternal Glade. Due to this magic, the Eternal Glade’s vast size and the lingering feelings of the elves from the Evolution War, few humans are foolish enough to travel into the Eternal Glade.

Capital City: Gladefall

Elf Classes

Warrior

Ranger

Mage

Elemental Knight

Healer

Vanda Nomads

Background:

The Vanda nomads are the wandering people of the Aervana. They have a tanned skin tone, not dark, but not fair either. They are the target of much prejudice among the other races, called “Vandals” and believed to be no more than thieves. They believe in simplicity, and live without excess. They do not enjoy battle, but rather solemnly acknowledge any slain foe. Renowned across Aervana for their battle prowess, the Vanda nomads are all but extinct now. Vanda legend tells of a nomad who stole the secret of eternal life from the elves. The elves then hunted down the Vanda in a fury to extinguish all knowledge of such a secret. Even the best warriors of the Vanda were no match for the elves fury. However, one nomad had traveled across the world, learning all the secrets of battle, and using the knowledge he had gained, he defeated many elves. The legend states that he passed this knowledge to the other nomads and they were able to fight back and drive off the elves to preserve their race. This man, Veda, is hailed by the nomads as the first of the great Vanda warriors and the cause of their revered status today. These days, the few surviving Vandas keep to themselves and try to stay away from civilization.

Capital City: None

Vanda Nomad Classes

Warrior

Ranger

Thief

Assassin

Bard

Shaman

Shantii Warriors

Background:

The Shantii warriors are the red-skinned people of the Shantii Desert. They have much more natural muscle than humans and elves and stand almost a head taller. They fight using brute force rather than swordsmanship, and relish battle. When fighting, they go into a rage, ignoring any injuries and sometimes even fatal wounds until the battle ends. Then, the toll is taken on them. Due to this rage, they are feared by all. There is a saying, “When facing the red giants, staying for even one second is a second too long.” Due to this rage, they are often thought as barbarians. The Shantii are actually quite clever people, but simply do not show it well.

Capital City: Sakiiri

Shantii Warrior Classes

Berserker

Warrior

The Dok

Background:

The Dok, called the Shadowed by many, are the people of the Black Swamp, a land of death and lawlessness. A thick mist permanently settled over the area centuries ago, creating even more fear of the place. The Shadowed have dark gray skin and their faces and bodies are almost completely covered with painted designs. They have no whites to their eyes, only a consuming blackness. The Dok are short in stature compared to humans, and they are rather primitive. The weapons of the Dok are made from bones of those they have slain. There are rumors that the Dok drink the blood of those they have slain, but there is no evidence to support these claims. They are a race feared by all due to the occult magic they wield. The Shadowed are born with personal mana, and they also seem to slowly absorb mana from the world around them and creatures of magic. This gives them a large focus on magical abilities.

Capital City: Keth' Duresh

Dok Classes

Mage

Thief

Ranger

Assassin

Necromancer

Class Descriptions

Warrior

Warriors are skilled in hand to hand combat as well as swordsmanship. They wear heavy armor and usually fight with a sword and shield. They are the first to run into the fray and often the leaders in a group. A warrior specializes more in defense than offence and protects their comrades at all costs.

Ranger

Rangers are a cross between an archer and a warrior. They usually use both a sword and a shortbow and are fairly skilled with each. They wear light armor, usually leather, and are constantly on the move during battle, switching between shooting from afar and joining the skirmish. They are often the scout for traveling groups and are valued due to their versatility.

Thief

Thieves are despised by almost everybody in Aervana. Thieves are not usually trained in combat, so they tend to avoid directly participating in battle and rather, steal from the dead afterwards. When they do battle, a thief will wait until the enemy is distracted before stabbing them with one of their knives or looting them when they are not looking. Despite their unpopularity with most groups, thieves can be very helpful. They keep a steady supply of items for the group, and can be helpful in battle too.

Assassin

Usually hired killers, assassins are not received warmly by many a group. They are thought to be untrustworthy, even though that is not always the case. Assassins are the element of surprise incarnate. They are armed with knives or short swords, their cunning, and sometimes a shortbow. Assassins wear no armor, usually tight-fitting clothes so as to produce the least amount of sound. They often wear hoods or masks to protect their identity from any surviving targets. When traveling in a group, if a battle breaks out, assassins are the first to sneak away, and attack when the enemy least expects them. Assassins have honed their senses to be alert to danger and make great scouts because of it.

Berserker

The unique class of the Shantii, berserkers are pure destruction. As such, most berserkers have a very thin line separating their anger from other emotions. They wield large, two handed weapons or dual wield swords or axes. Berserkers wear very light armor in order to move faster and hit harder. Their goal is not to outlast their enemy, but to kill before being killed. Being a berserker is a risky choice, but they are treasured by groups for the pure destruction they can cause.

Mage

Mages are masters of elemental magic. They can cast spells of fire, water, earth, wind, and thunder, but have no control over the elements of light and darkness. Mages wear cloth almost exclusively, as heavier armor restricts movement for the casting process of larger spells, and metal interferes with the casting of spells. Basic magic can be cast almost instantly, but as spells become more complicated, there is an increasingly larger amount of concentration and time required, as well as mana drawn from the surrounding area.

Elemental Knight

Elemental Knights are masters of swordsmanship and a single element of magic. They exist only in the elf race due to the immense amount of time required for such mastery of magic, and have only been able to focus on one element to allow time for sword practice. Elemental Knights use magic alongside swordsmanship in battle, oftentimes enchanting their weapons. They usually fight with a longsword in one hand and cast spells with the other. However, due to the movement required in swordsmanship, elemental knights can only cast the most basic spells of their element while fighting. To cast the more complex spells, they will need to move away from the thick of battle to have more time to cast. Elemental knights wear a variety of armor, depending on the battle style of the wearer. A more physically focused knight may choose to wear heavy armor despite the interference with magic, while a more magically focused knight may wear cloth for maximum magic efficiency. Most stick with leather or chainmail due to an increase in versatility.

Healer

Healers are worshipers of the divine gods of Aervana, and are granted the power of holy magic in return. They spend most of their time in battle and after battles healing the wounds of participants. Healers are almost exclusively users of healing magic, knowing only a few offensive spells of the light element. A healer’s most powerful ability, exclusive to the class, is rebirth. Rebirth defies the laws of the underworld and brings back someone who has recently died. If there spirit has not yet passed into the underworld, a healer may use rebirth to revive them. Due to the strength of body required and the toll it takes on the brain due to its complexity, Rebirth has a heavy toll - the user's life. A healer must truly want a person to survive in order to cast the spell.

Paladin

Paladins, the unique human class, are a hybrid of Warriors and Healers. They trace their lineage to the beginning of recorded human history in Aervana, and they are the best of the best in terms of pure defensive power and survivability. A paladin almost always wears heavy armor with a shield and a sword or mace, and as such, they lack the large assortment of healing spells available to healers. However, they are not to be underestimated. Paladins are a valuable member to any group due to their ability to heal themselves and others, while being involved in battle as well.

Necromancer

Necromancers wield dark magic known only to the Dok. They are hated and feared by all of Aervana. Necromancers are best known for reanimating the dead and conjuring demons or spirits. However, they are also masters of illusion magic, allowing them to seemingly pull shadows from the air and disappear. When fighting a necromancer, things may not always be what they seem. They have no empathy for slain foes, and see them as purely fodder for their magic. Necromancers are a force to be reckoned with, and only certain groups will welcome a them.

Bard

Bards are the supreme storytellers of Aervana. They know many stories and legends of the histories of the world. But true bards are more than mere storytellers. Some say that a true bard can use his magic to almost become the heroes. Seeming to battle almost like the warriors in the legends and to cast spells like the mages in stories, bards are a powerful mix of melee and magic. Ever since the decline of mana in Arvana, bards are mostly reliant on their knives and daggers in battle, but if backed into a corner, they can use what little mana lingers around to cast spells that can change the tide of small battles. Most spells that bards can use are very minor, such as providing buffs or weakening an enemy.

Shaman

Shamans are the mystics of the Vanda Nomads. They worship the spirits of their ancestors and seem to gain magical ability in return, contrary to the teachings of human priests that only the gods of Aervana can grant such power. Most shamans are well-versed in herblore, and they often require no magic to heal wounds. A shaman can learn low and middle-range healing and nature spells. They ensnare their opponents in vines or roots, and the animals seem to obey their voice. A shaman is one with the land, and they use it to their advantage.

Gods

Humans

Aer - The most commonly worshiped god. Believed to be the creator of Aervana and its watcher.

Cre - The god of balance. Keeps the flow of good and evil equal to keep the world safe from chaos.

Nox - God of the Underworld. The keepers of souls after death. Only those faithful to Aer escape his punishment.

Elves

Yathdiriel - The god of nature and harmony.

Umbyen - The goddess of the seas and time.

Cintiel - The goddess of the skies,

Drauthier - The god of death and chaos.

Vanda

Veda - The first of the great Vanda swordsman revered as a battle god. The Vanda believe he will give them strength through prayer.

Other than that, they look to their ancestors for strength.

Shantii

Bruuta - God of war and battle.

Shandra - Goddess of the home. Female Shantii pray to her to keep their husbands safe in battle.

Dok

None

Roleplaying Rules

1. Join the RP

You can’t have a fun RP without members…

2. Obey the forum rules

Self-Explanatory. Subforum rules are found here: http://www.pokemonreborn.com/forum/index.php?showtopic=5373

3. No Mary-Sueing

For those who don’t know, a “Mary-Sue” is basically a character without flaws. They are the best fighter, they never lose, they have the perfect attitude, they are loved by the townspeople, they are immortal, they are a member of a secret organization whose goal is to take over the storyline of my RP. Basically, they’re no fun for anyone to RP with. Don’t go over the top with your character, give them some flaws, and we’ll be fine.

4. Respect My Judgment

As the head of this RP, I will be playing a large part in where the story goes and where the people travel. I will also be playing quite a few NPCs along the way. Please try to refrain from making them say or do anything in your post. People will be injured, characters may die. I will try not to kill characters unless necessary, so if your character dies, it’s probably either because you weren’t active, or I have some way for them to revive you. Go with the flow.

5. No Bunnying

Bunnying is playing somebody else’s character in your posts. DO NOT make other players characters say or do anything AT ALL. You don’t know how the character would react and frankly, it’s annoying when people control your character. Try to avoid bunnying the NPCs that I have specifically named as well. Go ahead and control a random townsperson for a conversation or a shop, but if I’ve named them, STAY AWAY.

That’s all I can think of right now, if anyone thinks of something important, let me know and I’ll see what I can do.

RP Application

Please fill out this form to join, and POST YOUR CHARACTER IN THE RP CHARACTER THREAD AS WELL.

Example

(This is an NPC that I will be playing in the story)

Character Name: Kho

Gender: Male

Race: Vanda Nomad

Class: Ranger

Description: Kho is a Vanda Nomad who travels the world alone. As such, he is quiet and keeps to himself, which may cause him to appear unfriendly. He wears a leather vest over dark green shirt and a long, flowing, scarf that wraps around his shoulders up to just below his mouth. He is in his mid-twenties and has short, dark brown hair with longs bangs in the front. As a ranger, he wields a longsword which he has named Essence, and carries a shortbow on his back. Kho is currently searching for the purpose in his life. While he is a skilled warrior, he takes no joy in battle, and withdraws inside himself after every encounter, cleaning his sword and becoming lost in dreary thoughts of the people he has killed…

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Character Name:

Gender:

Race:

Class:

Description:

I'm thinking that we can start the RP after 8 people have signed up. I'd like to split into multiple groups that will all start at different places around the world. People can still join after we start, at least for a while. Remember, variety in races and classes will make this much more fun, so keep that in mind when creating a character.

Edited by Flux
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Character Name: Danion(Age 17)


Gender: Male


Race: Elf, Dok Hybrid


Class: Paladin


Description: Danion is Paladin Elf whose skills have passed down from father to son. He tend to keep to himself and has no thrist for battle or war, due to this he focuses more on healing He wears a white chain mail, a flame shield, Blue shoulder armor pad thingies, a pale blue robe. His hair is just a big black mess, according to his dad. His sword, Testament, which is a long sword keeps him sane.

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Character Name:Olrien Galessong

Gender: Male

Race:Elf

Class:Elemental Knight

Description: Olrien is an Elf. He has steel Grey Hair and and his eyes are the same color. While he is not outspoken he is extremely friendly, he believes all people have good within them, and he chooses to get to know the person, before he judges them. Olrien has spent most of his early years mastering the element that came most naturally to him, Wind. As such unlike most Elemental knights he wears no armour. He wears a Blue silk tunic, with accents of Steely Grey, the same hue as his Hair and Eyes, His style requires the ability to move freely, since the wind can't be hampered by the trappings of armour. His style flows like the wind, and focusing on dodging and skillful maneuvering Along with him he carries a curious blade a Katana, named Winter's Gale. It has a strange blue colouring to the blade, but there is no significance to it. However, Olrien isn't a killer. He is a reluctant killer. While he never feels regret for taking a life, he will only do it if it is the last option. For once He draws his blade, there is no turning back. For, once it is drawn it must taste blood.

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Reserved
Name: Braius
Race: Shantii
Gender: Male
Class: Berserker
Description: Braius, at first, seems to be exactly what he looks like: a massive, boneheaded brute with more muscle than sense. Towering over even his fellow Shantii, he possesses a great deal of strength. However, his mind is as sharper than the blades of his katar, and he has an unusual taste for poetry. Braius does lack charisma and a bit of common sense, a combination that tends to land him in hot water.

In battle, he wields two massive katar, preferring the sheer brutality of the weapons over more elegant alternative. In typical berserker fashion, he wears very little armor, and is rather fond of terrifying opponents with roaring battle cries.

He has short, black hair with a warrior's knot in the back. He bears quite a few scars from his aggressive combat style, most notably one that runs across his nose and over his right eye. He likes to show off his chest, and will wait for any excuse to remove his shirt. He wears each scar with pride, except one in particular. Don't ask him about it. It's in a rather sensitive spot. He wears a pair of well worn and often patched pants, and he has some tribal tattoos on his back.

Edited by KingMurdoc
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Character Name: Eucliwood Megaira

Gender: Female

Race: Dok

Class: Necromancer

Description: Megaira is around 5''6', dark gray skin with silver hair, blood red eyes and wears a dirty white dress that has been stained all around.

She's in search of her father's killer whom her mother made her promise she will find and bring him/her back to create new weapons and such with his/her bones. The only way of identifying the killer according to her mother is that s/he will wear around his/her neck the necklace that resembles the mother's own, which she then gives to her to remember what it looks like.The killer is also known for being a source that has been taking mana which her father has been trying to replenish until his death, so now Megaira is trying to finish what her father has started and restore mana like her father.

On occasions, when Megaira is sure she's alone, she'll summon demons and spirits as company rather than to fight with, but if a unfortunate traveler happens to see this, on most occasions, she'll gain a new weapon. On other occasions people who hear the traveler's story aren't likely to believe him/her. But on rare occasions, when Megaira is out of food supply, she'll try to lure in some food, let it be other races or animals.

Edited by personwithbanana9870
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Character Name: Roland Charleson


Gender: Male


Race: Human


Class: Ranger


Description: Roland is a Human Ranger. He has short, pale blond hair and light green eyes. He has a deep tan complexion

from being in the sun. He carries a longbow made from the wood of a two hundred year-old yew on his back. His close-range weapons are a pair of daggers, one worn

on each hip. One is two feet long and the other is a foot and a half long. He is proficient in throwing a set of three smaller daggers

that he keeps in a sheath on the left side of his chest.


Roland favors a gray cloak with a brown leather piece of chest armor complete with a buckle going diagonally across the front

and another thinner one intercepting it coming from the other shoulder. Under the armor he wears a plain gray tunic. He wears

brown leather pants that provide protection for him in battle as well as brown leather gauntlets and boots.


He favors a stealthy approach, but is not afraid to jump into a brawl with his daggers or his fists. He is talkative, but he

does not waste words. He speaks eloquently, denoting a noble upbringing, but he denies any implication of such. Roland is 26

years of age. He enjoys fighting.

Edited by Jory
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Character Name:Es

Gender: Male

Race: 3/4Elf,1/4Shantii

Class: Ranger

Description:Armor-leather with light steel plating weapons- longbow with normal arrows and poison tipped arrows, daggers and throwing knifes. Appearance- muscular and taller elf because of Shantii background, albino so pale skin and hair and red eyes, wears black cloak with a red elfin symbol

Edited by subkoopa
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Character Name:Es

Gender: Male

Race: 3/4Elf,1/4Shantii

Class: Ranger

Description:Armor-leather with light steel plating and charm that gives him a resistance to magic attacks(not immunity so he can be hit and damaged by magic but it does less also passive so it doesn't drain mana).weapons- longbow with normal arrows and poison tipped arrows(normal arrow can have elemental attributes to uses little mana per shot but if used in succession will dwindle mana i will omit if Flux think is OP) daggers and throwing knifes. Abilities-healing of non-major wounds but needs focus so i can't fight well healing and able to add elements to arrow tips. Appearance- muscular and taller elf because of Shantii background, albino so pale skin and hair and red eyes, high ranking "father" of Karışık Kan organization

Info about Karışık Kan it is a organization that does mercenary work if it doesn't hinder the organization or goes against specific members willing. So members are banned from killing fellow members or monarchs so the organization wont gain countries as enemies. Also the organization has 3 ranks "Child" most members are this rank basically the grunts of the organization, "Parent" earns you the title of "Father" or "Mother" they will ether lead teams of "Children" and/or do more of the organization top secret work basically the admins of the organization, and the "Grand Father" who is the leader of the organization only select "Parents" get to see him and talk to him ever. Finaly the organization isn't affected by the war so the members don't care about your race as there are members of all races. If anyone in this RP wishes to join this message me first so i can organize everyone and i can discuss your rank.

Whoah, whoah, whoah. Rule number 3. You're sounding quite Mary-Sueish here, especially the organization, which I believe I specifically listed in the rules...

3. No Mary-Sueing

For those who don’t know, a “Mary-Sue” is basically a character without flaws. They are the best fighter, they never lose, they have the perfect attitude, they are loved by the townspeople, they are immortal, they are a member of a secret organization whose goal is to take over the storyline of my RP. Basically, they’re no fun for anyone to RP with. Don’t go over the top with your character, give them some flaws, and we’ll be fine.

Yes, I did. Basically anything I bolded in your post needs to be changed. There are no charms to resist things, at least not right in the beginning. Also, if you're going to be a ranger, that means no magic. I understand that I have said that elves are born with such a thing, but in order to be able to use it, they need to have trained in it, like a Mage, Elemental Knight, or Healer. Otherwise, there would be no reason not to be an elf. The organization needs to go. It would be directly interfering with my storyline and would almost be a separate story on its own. I also don't really like the idea of you trying to recruit members on the sign-up for my RP... :wacko: If you would like such a thing, it would be best to make it in a separate RP of your own. Again, fix the bolded parts and you'll be good to go. Thanks!

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alright ill edit my character and sorry for the magic but i thought it would be fine cuz i would just be able to fire a few shots then couldn't do it any more also i was willing to talk to you about the organization because it wasnt spose to be any major story thing just a little side thing me and other people who joined could have done

Edited by subkoopa
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I actually wanted to be a human paladin who would be a lot like the Omniknight.

Well, the problem with this is that it doesn't really fit into the story due to humans having lost the use of magic. I did realize after typing this all out that humans didn't really have as many classes left as I had hoped, but I can't really see any way to fix that other than adding a lot of new range/melee classes or completely redoing the storyline.

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Well, the problem with this is that it doesn't really fit into the story due to humans having lost the use of magic. I did realize after typing this all out that humans didn't really have as many classes left as I had hoped, but I can't really see any way to fix that other than adding a lot of new range/melee classes or completely redoing the storyline.

Idea: Add Ex-Paladin as a class. Less healing/warding magic, but they would still retain some healing knowledge, plus you get some delicious RP flavor. Or, you could say that there are still humans born with the ability to use magic, just that they are very rare. Also, do the words Dark Sun ring a bell to you?

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Flux is Healing magic from the Divine or gods? If so it wouldn't have to do with the Mana of the world. I am asking this because it is how Paladins and Priests are handled in Dungeons and Dragons as holy magic is gifted directly from the gods and is not the manipulation of outside force (like the Mana your world has.)

I am asking this ahead of time for clarity, because it is weird having Humans not being paladins as they are the ones who have knights in their culture, which is where the Paladin comes from. I am not saying to change your rp I am just stating something on my mind and am actually curious as to how it works in your world.

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Is there any reason why Elves can't be thieves or assassins?

EDIT: Also, is it possible for a character to be a variation of the base classes? For instance, can I classify my character as a mage, but make it sort of a bard? Finally, what are the Elven naming conventions in your world?

Edited by Acquiescence
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Idea: Add Ex-Paladin as a class. Less healing/warding magic, but they would still retain some healing knowledge, plus you get some delicious RP flavor. Or, you could say that there are still humans born with the ability to use magic, just that they are very rare. Also, do the words Dark Sun ring a bell to you?

Well, I have thought of maybe allowing some humans to use magic, but in order to fit with my story, they'd only be able to use it in certain places where the mana is still high. Also, anything they could do wouldn't be very complex which I don't think would be very fun to RP.

Flux is Healing magic from the Divine or gods? If so it wouldn't have to do with the Mana of the world. I am asking this because it is how Paladins and Priests are handled in Dungeons and Dragons as holy magic is gifted directly from the gods and is not the manipulation of outside force (like the Mana your world has.)

I am asking this ahead of time for clarity, because it is weird having Humans not being paladins as they are the ones who have knights in their culture, which is where the Paladin comes from. I am not saying to change your rp I am just stating something on my mind and am actually curious as to how it works in your world.

Well, I've originally intended it to be based on magic, but seeing people's comments and the number of people who want to be elves just for magic is making me change my mind a little. I very well may decide to change healing magic to being god-based and allow other races to become Healers and Paladins.

Okay I put in a description of my character now, is it alright by you flux?

It looks good except for the shapeshifting part... In this RP, that's not really possible for any humanoids to do. Also, make sure your character, while searching for their father's killer, is also intent on restoring mana. That is a key point in the story, and without sharing that goal, you'd have almost no reason to be traveling with the groups.

Is there any reason why Elves can't be thieves or assassins?

EDIT: Also, is it possible for a character to be a variation of the base classes? For instance, can I classify my character as a mage, but make it sort of a bard? Finally, what are the Elven naming conventions in your world?

This has caused me some strife. The reason elves can't be thieves/assassins is because I wanted them to seem like the "pure" race. I realize this is a bit unrealistic as there will always be thieves and criminals, but at the same time, I'm trying to balance out elves. The way things are now, they are tied for the most powerful race with the Dok, having access to magic and seven different classes. As far as being a bard... could you specify a bit more? Do you mean simply a mage who also plays music, someone who fights using music, or something else entirely? Finally as for elven naming conventions, I'm guessing you're asking what they look and sound like. Here's some examples of elven names I'll be using in this RP.

Cyrien (Male name)

Resyn (Male name)

Elewynn (Female name)

Lyra (Female name)

Aramus (Male name)

Basically something along those lines. Y's never hurt. If you're looking for something more specific just let me know.

On a different note, there are some things I'd like to ask you all about. How would you feel about a language system? For example, each race could speak maybe 2 languages. Say that elves could speak elvish and the human language, Dok could speak Shantii and Dok, Nomads could maybe share a language with humans and also speak Shantii, or something like that. It could make things interesting while trying to have an Elf communicate with a Dok. It may require a member in the group to translate. At the same time, this may overcomplicate things, so I wanted to ask for opinions.

Finally, it is very likely that there may be a complete overhaul of the classes available to races, so you will be allowed to change races/classes if this happens since we haven't started yet.

I would like to extend a thanks to Jory, Hukuna, KingMurdoc, and Pokelord for keeping things simple. You make my job easier. ;)

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Everyone should be able to speak common(the equivalent of English in your world) at least. This way everyone in the group can at least communicate, having to reiterate points can get really frustrating, and it makes little to no sense to travel with somebody you can't speak to. This is why in Dungeons and Dragons every player character gets common for free (at least being able to speak it, not necessarily being able to read and write it.) So while the Player Characters should be able to, the NPCs it is not necessary unless they will be interacting with the party alot. For NPC's that aren't traveling with us it is fine for them not to be able to speak a langauge everyone in the group understands, so long as people rp correctly and separate Their knowledge from Character Knowledge.

and secondly this will be on Bards. Bards in history are Poets that told the stories of great warriors etc....They were around during the time of the celts, and preserved the memories of their greatest heros. Dungeons and Dragons Bards are much different. While the poet and entertainer part holds they have fantastical abilities. While more akin to a Rogueish type of character they did wield magic. It was derived from their song in some versions, and in others was just learned like a wizard, however, in a more haphazard fashion. A Bard would not really be a deviation of a Mage, but more of a Thief. While they aren't all criminals, their outlook is more similar to that of a thief, so they would be a thief with light Magic abilities, unlocked through magic. This class in your world would be Suited to Humans and the Vanda Nomads and possibly the Shantii, but the Shantii would be more of a Warrior Bard like the celts(So would be a variation on a Warrior class instead.).

That is my 2 cents on the matter I hope you find it helpful.

(p.s. sorry for the text wall, but this takes a lot of words to explain. I am mostly running of of D and D knowledge, but that is fit in a fantasy world.)

Edited by Hukuna
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Well, I may be able to add a bard class then. It would certaintly help to balance out the elves and Dok as I'm thinking they would have no access to the class, and if I'm understanding this right, it can fit into the storyline due to bards only having access to limited magic. That way, humans could be bards that can only use basic magic due to the dwindling mana and their lack of personal mana. Does that sound about right? :huh:

Edit:

Basically, the concept I have in my head is an Elvish dancer. A mage which can only cast spells through the performance of ritual dances, who casts mainly supportive AoE buffs, with few attack magics.

Just saw this post. This is more like what I had thought you meant, unless this is basically the same thing as what Hukuna said. I'm not sure if I really want to give elves any more classes though.

Also, when I do overhaul the classes, I'm thinking I'll give each race one class unique to that race. Does that sound good for everyone?

Edited by Flux
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Well, I may be able to add a bard class then. It would certaintly help to balance out the elves and Dok as I'm thinking they would have no access to the class, and if I'm understanding this right, it can fit into the storyline due to bards only having access to limited magic. That way, humans could be bards that can only use basic magic due to the dwindling mana and their lack of personal mana. Does that sound about right? :huh:

Edit:

Just saw this post. This is more like what I had thought you meant, unless this is basically the same thing as what Hukuna said. I'm not sure if I really want to give elves any more classes though.

Also, when I do overhaul the classes, I'm thinking I'll give each race one class unique to that race. Does that sound good for everyone?

Well it's not so much a new class as it is a different take on a current class. My vision would basically be just a mage/healer, exactly like those outlined in your OP, except with a different medium of spellcasting and a focus on more supportive, AoE spells with long cast times. That is to say, a spell set that mainly involves buffs/debuffs, with a severe lack of offensive magic. Maybe like, a few elemental AoE attack spells that take a significant amount of time, concentration, and reagents to cast. Given that you haven't specified the types of spells mages can cast, wouldn't these slight variations be acceptable?

(By the way, if this concept is accepted, I am totally calling dibs on sole elvish magic dancer)

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