Sertyx
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| Joined: 11 Feb 2011 |
| Total Posts: 100 |
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| 06 Oct 2015 04:49 PM |
Medieval Fantasy Roleplay Idea
INTRO:
"Upon the 11th century Domini Eures, the empire of Vrockma was formed. The government brought stability to divided city-states and helped to unify the lands. The unity defended us against the monsters of the world, feral beasts that seek to destroy us all, working together as if in a pact. Our villages burn the accused witches and do everything in their nature to prevent a foul death from overtaking them."
"Our king has been assasinated; his son, Cairn has taken the throne but the assassination has only upstarted revolts demanding freedom and revolution. A new government has formed in the Northeastern corner of our world, campaigning what they call a 'republic' where loyals sit around and debate the fate of their country."
-Traveler's Journal [Excerpts]
BACKGROUND LORE:
This roleplay game is based in Ancient Medieval times around what would be called the Dark Ages (except writing is present). The main concepts are foreign monsters found in fantasy games, the persecution of so-called witches (magic isn't really existent), and the rivalry of the two main political groups: The Empire and Republic of Dorstead.
Players will find the world is harsh towards survivors and they will have to face monsters, bandits, raiders, hostile soldiers, diseases, and the occasional social politics. We know this world is a tough one and we've devised a guild system that helps band players together.
GUILD SYSTEM:
The guild system is quite simple; You make a guild. However, there are a few set of rules that apply to the system. For one, you need to have the guild approved if you want it to become a official lore-recognized group. Secondly, We're not going to allow two types of the same guild: As that could cause 'guild-crowding'. These guilds will help unify the various races that can perform different skills.
REGIONS: *All regions are located in the Sub-Continent Verald except Kralken*
-Dorstead: The region of Dorstead is in the Northeast Corner and have a rougher geography. -Euresa: The central and largest region; it has the most diverse geography. -Granston: Granstone is a riverland with rolling hills and forests, and is located to the Southwestern Corner to the upper NorthWest Corner. It also borders the Ocean of Fragem -Jordan: Jordan is a land of cliffs and plateaus. The land is rich with minerals and ores and is the center of the mining industry in Verald.
-Kralken: A group of clustered islands and marshlands to the far-south; seperated from the main sub-continent Verald. The race, Kularks, originate here and the land is full of diverse flora and fauna.
SKILLS:
In this game there are certain skills you will use in roleplay. There is no ranking for these skills, because there is no tiers/ranks. Your ability to use these skills really depends if you use logic or not when implementing them.
=COMBATIST= -One Handed Weaponry / Shields *Shields, Longswords, Shortswords, Rapiers. -Two Handed Weaponry *Greatsword, Battleaxe, Warhammer, etc. -Ranged Weaponry *Bows/Arrows, Hooks and Chain, etc. -Elongated Weaponry *Spears, Glaives, Javelins, etc.
=SURVIVALIST= -Herblore *Medicinal and Poisonous crafting; knowing their applications -Mining *Excavating certain ores and minerals from the earth. -Trap Making *Creating traps for hunting; or unaware enemies. -Spying/Stealth *Hiding and Watching enemies or friends.
=SCHOLAR= -Crafting *Ability of crafting different items, weapons to armor, or simple household tools. -Instrumental *Ability of how well the player can play a instrument or vocally sing.
=PHYSICAL= *You may only choose one of these, if any, to use.
-Strength *The test of how strong your character is. (Powerlifting, etc) -Speed *The test of how agile and fast your character is. (Think 100m runs, Thiefs are agile) -Sight *How well you can see over long distances and in murky environments. (Fog, Murky Water) -Sound *How well you can hear over long distances and in different environments.(Inside a cave, Behind door.)
RACES:
-Humanics: The Humanics or (Humans) for short are the most dominant race in the lands. They range from 4'0"-6'11" feet tall and have a wide variety of skin tones, eye colors, and hair colors. They are knowledgable in every skill in general; A jack of all trades but rarely do they master all of them.
-Dorsteans: A hardier people than Humanics, this race has a greater ability to combat and the ways of war than the other races. They are known for their skills in crafting, Combats, and their feats of Speed and Strength. They range around 5'5" - 7'0" feet tall and have a darker skin tone.
-Granstons: The Granstons are the scholar race of our world, and have a variety of skin tones. They typically have very light or very dark hair and are well known for their skill in Herb-lore, Instrumental, Crafting, Sight and Sound, Trap-Making, and the occasional spying. They range from 4'0" - 6'1" feet tall.
-Jordecs: The Jordecs are the rarest race; as they migrated from a distant region. They possess very light to tanned skin tones and range around 5'0" - 6'0" feet tall. Enjoying the balance of mercenary work they're fit for combat, spying, and make up the majority of merchants. They are known to have larger canines than other races and are considered the cousin race of Humanics.
-Kularks: The Kularks are a race from the distant marshlands of the south. They have larger lungs that allow them to breathe longer underwater and have paler complexions that the other races. They range around 3'9" - 5'8" feet tall and have claw-like fingernails. They're also known for their skills in Spying/Stealth and many are enlisted as hired hitmen. Not much is known about this race.
PTK ZONES:
In this game there are three forms of PTK. 1.) PTK: Needing the permission of the OC owner in order to kill them. 2.) APTK: Needing no permission to kill the OC. 3.) RTK: Needing a reason to kill, but not actual permission from OC Owner.
There is typically three types of places found on the map. 1.) Central Civilization Points (Towns, VIllages, Cities), this is where PTK is enabled. 2.) Outer Civilization Points (Forts, Dungeons, Ruins) this is where RTK is needed. 3.) Uncivilized Map (Anything not listed above; Wilds) this is where APTK is enabled. |
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Astrain1
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| Joined: 27 Mar 2013 |
| Total Posts: 18697 |
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| 06 Oct 2015 04:49 PM |
take this trash to a subform that isn't OT please
jeb get me the seperatrons |
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| 06 Oct 2015 04:49 PM |
This really shouldn't belong here but k. |
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Flufska
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| Joined: 25 Mar 2010 |
| Total Posts: 4466 |
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| 06 Oct 2015 04:50 PM |
Back to RP you go
*Takes you by the shoulder and leads you out the doorway, closing the door after you*
- https://www.youtube.com/watch?v=XHIkw4JZAjI |
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Sertyx
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| Joined: 11 Feb 2011 |
| Total Posts: 100 |
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| 06 Oct 2015 04:54 PM |
Sorry guys, but literally if I post this in Clans and Guilds, everyone their gets upset. If I post it in ROleplaying, Everyone gets upset.
If I post it here in Off-Topic where it doesn't really have a specific subject to put something, Everyone gets upset.
Right, how logically this generation is. |
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Sertyx
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| Joined: 11 Feb 2011 |
| Total Posts: 100 |
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| 06 Oct 2015 04:56 PM |
| Post it in Roleplaying or C&G and lock it. |
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Sertyx
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| Joined: 11 Feb 2011 |
| Total Posts: 100 |
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| 06 Oct 2015 05:00 PM |
| Doesn't help. They'll follow you, message you, or go through great lengths to complain about it to you. |
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