Xilirite
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| Joined: 31 Oct 2009 |
| Total Posts: 6995 |
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| 05 May 2012 09:38 AM |
INCOMING WORDWALL WARNING: YOU DO NOT NEED TO READ THIS ENTIRE THING. YOU ONLY NEED TO READ CERTAIN PARTS OF IT -- THE CLASSES, THE RACES, THE RULES, THE PLOT, AND THE CS.
PLOT <-=====-> The year is 3. 001. The continent of Demevir, the dominant land in the world of Vyrivend, is in shambles, as Throne City, the Capital, the Jewel of Man, The City Born of Greed and Blood, lies crumbled in the wake of a catastrophic invasion by the dragon Drashmackinduul. The land is under a blockade by the Rebel group, the New Demevirian Army. Thus, you are stuck here, forces to make a living and survive on a broken and potentially unknown land, where beasts of wonder and danger roam the forests and where wars, both small and large, are being wages across the continent, spreading like a wildfire, as the land tries to climb to the top of the food chain and take control of Demevir. Welcome to the Land of Vyrivend, friend. Hope your blade and your mind are sharp and ready.
IMPORTANT TERMS! <================>
AC = Armor Class, or how high the enemy has to roll to hit you.
ATK = Attack, or your bonus to hit an enemy.
HP = Health Points. Drop to 0, and you're unconcious. Drop to -50% of your health, and you're dead, and must create a new character, or pay 10,000 gold/500 fame to be revived.
YEARS = There are 3 eras in Vyrivend, and the year of each is indicated by the number, and a period, then the year. For instance, 2. 243 would be The Two-Hundred-and-Forty-Third Year of the Second A.ge.
#d# = d stands for Die, as in the one you use to play Monopoly. The first number is how many are rolled. The second is how many sides the die has. For instance, 3d4 means 3 four sided dice, for a possible outcome of 3-12.
DC = Dice Check, or the number you have to roll to succed in a skill roll. Having a + to DC gives you an extra chance to succeed.
DMV/Demevaine = Currency.
GEAR <=====>
WEAPONS =======
LIGHT WEAPONS ------------- Dagger: 1d4 Handaxe: 1d4 Club: 1d6, Slow Shortbow: 1d6
MEDIUM WEAPONS -------------- Shortsword: 1d6 Longsword: 1d8 Morningstar: 1d10, Slow Waraxe: 1d8 Longbow: 1d8 Light Crossbow: 1d8, Reloading
HEAVY WEAPONS ------------- Greatsword: 1d10 Warhammer: 1d12, Slow Battleaxe: 1d10 Heavy Crossbow: 1d10, Reloading
OTHER ----- Elven Blade: 1d10, Fast Dwarven Hammer: 1d10, Stunning Orcish Axe: 1d10 Vicious Elven Bow: 1d10, Duoshot Dwarven Crossbow: 1d10, Rending Orcish Crossbow: 1d10, Repeating
SPECIAL WEAPONS --------------- Eldesyyr Bow: 1d12, Trishot Dwarven Skyhammer: 1d12, Stunning, Shocking (1d4) Orcish Cleaver: 1d12, Wounding
WEAPON EFFECTS ==============
Duoshot, Trishot, Quadshot, and Quinshot ---------------------------------------- This ranged weapon can fire multiple arrows at once without any special talents.
Shocking, Burning, and Freezing. -------------------------------- This weapons does extra Elemental Damage upon successfully hitting. This damage is not multiplied by a critical hit.
Repeating and Reloading. ------------------------ Certain Weapons need to be reloaded before being fired again. Repeating weapons negate the reload process.
Fast and Slow ------------- Fast weapons attack one extra time per round. Slow weapons attack one less time per round (minimum 1 attacks.)
Rending and Wounding -------------------- Rending damages armor for 1d4 upon hitting, and Wounding weapons cause enemies to bleed for 1d4 a round until treated.
Vicious ------- This weapon deals an extra +2 damage when wielded two-handed.
Stunning -------- This weapon stuns opponents upon hitting for 1d3 rounds.
ARMOR ===== N/A Robes Clothes
LIGHT ARMOR ----------- Leather - 2 AC Chainmail - 3 AC, Loud Studded Leather - 3 AC Elven Plate - 8 AC
MEDIUM ARMOR ------------ Breastplate - 4 AC Breastplate w/ Leather - 5 AC Breastplate 2/ Chainmail - 6 AC, Loud Scale Mail - 7 AC, Loud
HEAVY ARMOR ----------- Scale Mail w/ Chainmail - 8 AC, Loud Half Plate - 9 AC, Loud Full Plate - 10 AC, Loud Dwarven Plate - 10 AC Orcish Plate - 11 AC, Loud
SHIELDS -------
Light Wooden Shield - 1 AC Heavy Wooden Shield - 2 AC, Heavy Light Steel Shield - 2 AC Heavy Steel Shield - 3 AC, Heavy
MAGE ITEMS ========== PLEASE NOTE: These are simply the items that can be bought in a store. Loot can hold items other then these, but they should be similar (A Wand of Magic Missile VI might drop, which would follow the same rules as the previous ones. A Staff of Flame II might also drop, which would do +3. And a Robe of Evocation V might drop, with a +6 to all damage spells.)
STAFFS ------ Staff of Flame I - +2 to all Fire Attacks Staff of Frost I- +2 to all Ice Attacks Staff of Shock I - +2 to all Lightning Attacks Staff of Earth I - +2 to all Healing Effects Staff of Arcana I - +2 to all Arcane Attacks Staff of the Warden I - +3 to AC Staff of the Silver Hand I - +4 to all Holy Effects Staff of Holding I - +2 to all Fear Effect DCs (Use: Paralyzes up to 10 weak enemies with fear for 3 rounds.) Staff of the Inferno I - +4 to all Fire ATtacks (Use: Surrounds you in flame, striking everyone around you for 2d10 damage.) Staff of Saviors I - +4 to all Healing Effects (Use: Heals everyone around you for 3d6.) Staff of the Archmagus I - +5 to all Spell Effects (Use: Instantly casts any spell of your choosing.)
WANDS ----- Wand of Heal Other I - Heals another person for 25% of their HP (20 Charges) Wand of Harm Other I - Harms another person for 1 Damage per level(50 Charges) Wand of Rending I - Damages a weapon or piece of armor for 1d4 Damage (20 Charges) Wand of Mending I - Heals a weapon or piece of armor for 1d8 (20 Charges) Wand of Chaos I - Causes 3 weak enemies, or 1 normal enemy, to cower in fear. (10 Charges) Wand of Clarity I - Causes 1 person to clear their mind, removing any mind affecting abilities. (10 Charges) Wand of Arcane Bolt I - Fires a bolt of magic, dealing 1d6 damage. (50 Charges) Wand of Magic Missile I - Fires one Magic Missile, dealing 1d4+1 damage (50 Charges) Wand of Magic Missile II - Fires two Magic Missiles, dealing 1d4+1 damage each (50 Charges) Wand of Magic Missile III - Fires three Magic Missiles, dealing 1d4+1 damage each (50 Charges) Wand of Magic Missile IV - Fires four Magic Missiles, dealing 1d4+1 damage each (50 Charges) Wand of Magic Missile V - Fires five Magic Missiles, dealing 1d4+1 damage each (50 Charges)
SCROLLS ------- For every spell in the game, there is a scroll. As such, I will not list them here. However, I will tell you this: Each spell has a caster level, up to 9. Every 5 levels, you go up a caster level. Each caster level has 20-30 spells. Level 1 Scrolls cost 250 gold each. Level 2 costs 750. Level 3 is 2250. And so on and so forth.
ROBES ----- Robes of Evocation I - +2 Spell Damage Robes of Evocation II - +3 Spell Damage Robes of Evocation III - +4 Spell Damage Robes of Evocation IV - +5 Spell Damage Robes of Restoration I - +2 Spell Healing Robes of Restoration II - +3 Spell Healing Robes of Restoration III - +4 Spell Healing Robes of Restoration IV - +5 Spell Healing Robes of Conjuration I - +5 Conjured Minion Health Robes of Conjuration II - +10 Conjured Minion Health Robes of Conjuration III - +15 Conjured Minion Health Robes of Conjuration IV - +20 Conjured Minion Health Robes of Influence I - +1 Round of Mind Affecting Spell Duration Robes of Influence II - +2 Rounds of Mind Affecting Spell Duration Robes of Influence III - +3 Rounds of Mind Affecting Spell Duration Robes of Influence IV - +4 Rounds of Mind Affecting Spell Duration
CLASSES <=======>
CLASS LIST ==========
THE FIGHTER ----------- The Fighter is the most important member of any party. Although many can stand in for him, there is nobody quite like the Fighter. Specializing in a specific weapon, no two Fighters are quite alike, each preferring a different weapon and a different style of combat. Their armor gives them protection against most blows, although it does nothing to protect against the spells of a Wizard. They also specialize in one weapon, making them considerably less effective without that weapon.
THE ROGUE --------- The Rogue is essential to any dungeon delving group. Able to detect the most well hidden traps, and unlock the toughest locks, she is almost impossible to spot, and she can use this to her advantage with sneak attacks. However, her low defense and offense often cost a Rogue their lives, and a competent Wizard can detect one with a simple wave of their hand.
THE CLERIC ---------- The Cleric is a high ranking priest with magical abilities, channeling this magic through her Holy Symbol and using the power of her God to augment the spells. She is the best healer around, and undead are her specialty. She also has fairly decent defensive and offensive capabilities. However, she has very few offensive spells, and she cannot heal people who aren't morally correct in her God's eyes. She also relies on her Holy Symbol for all her spells, and must always have it with her.
THE WIZARD ---------- The Wizard is the most common spellcaster in Vyrivend, and also the most versatile, with many spells to choose from. Their spells are good at both changing the battlefield and ending lives, and they have more knowledge about the world then any other. However, they have very low defense, and almost no way to defend themselves in close combat. They also must memorize the spells they are going to use on that day beforehand.
THE RANGER ---------- The Ranger is a versatile combatant. They are often found with bows or crossbows in their hands and a quiver filled with arrows or bolts, but a few learn how to fight with two blades at once, becoming a precise and agile melee combatant. They also often have faithful animal companions, most of the time either Wolves, Tigers, or Bears. However, they aren't particularly hardy, and they must sacrifice one school of combat for another.
THE SORCERER ------------ The Sorcerer might have once been a Wizard, but she might have preferred offense over versatility. The Sorcerer focuses on offensive spells, making her effective both alone and in a group. She has no need to prepare spells beforehand, and she can cast her spells without the aid of a staff or a wand. However, she has a much smaller list of spells, and that list does not include healing or support spells.
THE DRUID --------- The Druid might be the hermit living in the woods, or the priest who idolizes nature, or, in your case, an adventurer. Whether she's healing, or dealing damage, the Druid is an asset to every group of adventurers. The animals she can summon to her aid are fiercely loyal, and she can even turn herself into one of these animals, if only for a few moments. However, she doesn't have much in the way of defense, and because of her nature-idolizing status, she cannot use metal weapons or armor.
THE BARD -------- Although fairly nonthreatening, the Bard can easily change the course of a battle. His singing inspires his allies to fight, his chanting can terrify enemies, his speeches can revitalize friends, and his furious shouts can damage enemies. His voice and instruments, aided by magic, are a weapon that only he can wield. However, that voice is his only skill, and he has almost no way to defend himself without help.
THE BARBARIAN ------------- The Barbarian, whether he is wielding one large weapon or two smaller ones, is one of the single most terrifying things to face in battle. He attacks with fury, carving his foes into pieces before they even know they've been hit. His rages terrify all, and his warcries can be either inspirational or terrifying. However, he must wear lighter armor for his speed, and his attack style leaves him open to attack.
THE PALADIN ----------- The Paladin is the one who controls his God's power, spreading his word and vanquishing his enemies. The Paladin is trained in the use of Two-Handed Weapons, and uses his holy powers to heal and bolster his allies. However, his heavy armor slows him down greatly, and he was never taught how to utilize his powers in an offensive form effectively. He was also never taught how to wield two weapons at once.
THE BEASTMASTER --------------- The Beastmaster can often be found in the wilderness, with their faithful animal companions by their side. They are a deadly solo and group combatant, and their pet is a vicious fighter. However, the Beastmaster's true power is their ability to merge with their pet to become even more powerful then before. However, before merging with their pet, they have low endurance, and their healing abilities aren't as powerful as would be ideal.
THE CELESTIAL HARBINGER ----------------------- You were born with the blood of a celestial being in your veins. That blood began to infect the rest of your blood, until you were only part mortal. You are either a very good protector, an effective healer, or a vicious damage dealer, and you are very easily followed
They: Are slowly damaged by darkness, are powered up by light, give off life to nearby allies, harvest energy/health off of positive emotion, heal others by sacrificing their own life essence, and can freeze enemies.
THE DEMONIC HARBINGER --------------------- You were born with the blood of a demonic being in your veins. That blood began to infect the rest of your blood, until you were only part mortal. You are one of the best solo damage dealers around, and you are extremely intimidating to boot.
They: Are slowly damaged by light, are powered up by darkness, give off damage to nearby enemies, harvest energy/health off of negative emotion, heal themselves by stealing others' life essence, and can burn enemies.
THE MAGEBLADE ------------- The Mageblade is a knight of the magic arts. Charging their blades with magical spells at will, Mageblades are ready for a fight at any time, armed with fearsome greatswords and deadly battleaxes. Mageblades are the ultimate lone wolves. Demon horde? No problem. The Mageblade is on his way.
THE BLOOD ASSASSIN ------------------ The Blood Assassin is the most devoted kind of assassin, trading their very souls for the gift of efficiency. Every kill the Blood Assassin makes under one of a certain set of parameters improves his Soulbound Weapon, and his proficiency with wrist based weapons makes him a deadly foe. However, he is lightly armored, and is better alone then he is in a group.
Note: Weapon will only improve if the enemy you killed was the same level as you, a contract target assigned to you, or a fellow (or rival, depending on how you view him) Blood Assassin.
THE WARLOCK ----------- The Warlock is a fearsome foe, especially when grouped up with a few others. They can easily alter an entire battlefield, and change the course of the the battle, with a single well placed spell, and can cause a foe's life to slowly ebb away as a battle continues. The powerful demons the Warlock can summon can protect the entire party from harm instantly. However, the Warlock is very weak in close combat, and the powers of the Light can easily diminish both his spells and his life.
THE CORSAIR ----------- Sailing through the seas with the wind in his face, the Corsair specializes in inspiring his allies with a few well placed words, or a few well timed mugs of ale, and demoralizing opponents with comments about their mothers. They will use a Flintlock until enemies get close, when they will draw their weapons and attack swiftly and furiously. However, they are terrible with most weapons other then the weapons of their trade.
THE DRACONIAN KNIGHT -------------------- A Draconian Knight was born with dragon blood in their veins. They can call upon the blood of the dragon to use magic, without having to memorize spells or have a free hand. They can also use their blood to enchant their armor and weapons. However, they can only enchant their own gear, and can only use magic based on the element of their dragon blood.
RACES <=====>
Deep Goblins (Smart but Frail Goblins)
Sun Goblins (Dumb but Hardy Goblins)
Wind Dwarves (Good Wizards)
Grey Dwarves (Good Sorcerers)
Bronze Dwarves (Good Fighters)
Wind Dwarves (Good Rangers)
Mountain Dwarves (Good Craftsmen)
Humans (Balanced Overall)
Tree Elves (Good Rangers)
Fey Elves (Good Spellcasters)
Royal Elves (Good Clerics)
Orcs (Good Barbarians)
CAPITAL CITIES <=============>
THRONE CITY =========== The Jewel of Man
DISTRICTS ---------
There are 6 districts in Throne City, each serving a different purpose.
Magistarium -- The Mages, Enchanters, Seers, and Alchemists conduct their studies here. Here, you can find numeous Alchemical, Enchantment, and Spell vendors, as well as numerous Scriers of varying validity.
Market -- Whether it's one of the huge stone buildings, or one of the smaller market stands, you can find almost anything you want here in the Market District, although most of it is either overpriced or of sub-par quality.
Political -- Here, you can find many company headquarters, lords and barons, and the entrance to the Grand Spire, where the Council of Twelve meets every month to govern Demevir.
Commons -- Here is where the lower to middle class lives, and where you can find the Main Gate, leading in and out of the city. Crime is high in this district, for reasons unbeknowst to the guards and citizens that inhabit the proud city.
Royal -- Here is where the upper class lives. There is also a large arena, built before the city itself, that is run by an elusive man known as the Blood Master. There are also a couple of jewellery vendors that patrol the streets, hoping to appeal to those with more Demevaines then common folk.
Military -- The final district, and the only other district with a door out of the city and into the Grand Spire, where there are numerous training grounds, barracks, watchtowers, jails, interrogation rooms, and mercenary headquarters. There are many empty buildings still up for sale, for those willing to start a mercenary company.
HISTORY -------------
Throne City was once just the Throne Battle Ring, which was a run-down ruin-turned-arena back in 1.063. A few people began to make a living off of the arena, and built houses around the place. Then walls to fend off bandits. More and more people came, and so the walls grew, and more houses were built. Mercenaries were hired as guards, market stands were set up, and an organized betting ring was established. Before long, what had become known as Throne City became one of the largest cities on the continent, and the townsfolk got bold, making alliances with the other settlements to ally with them, and conquering those who refused. By 1.382, Throne City was the capital of Demevir, and so began the Second A.ge. The city continued to flourish, with the government changing from a single leader, to a trio, to a Council of Twelve, who were decided by the public every 50 years. However, on 2.797, the city was besieged by the great dragon Drashmackinduul, and his undead horde and demonic minions. The city, with the help of a few brave warriors and a man named Nikkotus Gavyl (Later promoted to General), managed to survive the attack, but everything in it was destroyed. The Council of Twelve was almost completely dead, with all of four members remaining, and most of the residential districts, as well as the arena, had burned down. However, there are a few people who have rebuilt some of the larger buildings to house survivors, and a few men have set up market stalls within to sell clothes, blankets, and food. Just outside it's walls, the small village of Throne Hills has seen a rush of vendors and survivors, and has expanded rapidly to house the new people. This is where the efforts to rebuild the city, as well as drive out the remnants of the invaders from the Magistarium District, originate from. There is even a small fighting ring that has been set up, to replace the arena that was destroyed. And so begins the Third Ag.e, 3. 001. Present Day.
HYRVINGAARD =========== The Mountain City
DISTRICTS ---------
There are 5 districts in the Mountain City -- two residential, two economic, and one political.
Iron -- This is where the Bronze and Grey Dwarves dwell. They have many armor stands, selling fine blades and axes, as well as trademark Dwarven Hammers.
Steel -- This is where the Silver, Wind, and Mountain Dwarves dwell. They make some of the finest Hammers and the hardiest Armor in all of Demevir.
Flame -- This is the general market area is, where the arms and armor that are endlessly being crafted in the great Mountain City, are sold. Although expensive, these are some of the best pieces Demevaine can buy.
Forge -- This is where the crafting takes place. The Dwarves welcome any and all smiths into the district, and allow them all to forge along with them, as long as they either have experience or get help from a blacksmith. There are many fine forges here, but the finest of all is kept locked away in the Forge Heart, where ominous roars, loud crashes, and metallic clanging can be heard near constantly.
Honor -- This is where the High Dwarvern King, Myrothgaarn Hammerfist, governs the great city. He is one of the 4 surviving members of the Council of Twelve. He lives in the Great Hall of Steam, a massive collaboration between all Dwarves to make the finest, most beautiful and hardy structures in existence.
HISTORY -------
Although the origin of the Dwarves and their different races is unknown, it is clear that their ancestors, the Stone Dwarves, originated from Mount Yramnour, the tallest mountain in the world. The different races of dwarf came from where the different dwarves went -- Bronze built large cities for themselves, and lived within them, where the unnatural lighting gave their skin a coppery tint. Grey ventured deep into caves, and settled there, where a lack of light gave them a weakness to light and a Grey tint. Silver Dwarves wandered the snowy tundra, never stopping for a moment, living nomadic lives. Their skin turned out close to a human's, much like the Wind Dwarves, who prefered to build small villages in the plains and live in clans. Finally, there are the Mountain Dwarves, the race of dwarf closest to the original Stone Dwarves. They became the best forges in all of Vyrivend, and passed their techniques on to their fellow dwarves. About halfway through the later half of the First Ag.e, the Mountain Dwarves sent out a call to all the other dwarves, and they mysteriously disappeared from the world for centuries. But in 2. 274, the dwarves all emerged from the mountains. The other races of the world had only heard legends of the ancient dwarves, and approached them with questions. The Dwarves revealed they had hollowed out all of Mount Yramnour and had built an enormous city, bustling with 5 races worth of dwarves, all focused on the tasks of drinking, smithing, and brawling, often doing more then on at the same time.
NEW DEMEVIR ===========
CLANS -----
Clan Grey-Blood -- The Elven Clan
Clan Steel-Heart -- The Dwarven Clan
Clan Snake-Mind -- The Goblin Clan
Clan Battle-Stride -- The Human Clan
HISTORY -------
After Throne City was destroyed, a large group of anarchists and revolutionaries banded together to form the New Demevirian Army, a massive band of warriors, mages, and even war heroes, who are dedicated to the cause of taking Demevir over and giving equal rights to the four races present in the clan, while whiping out the Orcs that they say have become a plague upon the land. It is led by the charismatic Korrlith Battle-Stride, who can inspire an entire army with her voice alone. Although their cause is, for the most part, just, their methods are considered wrong by many -- Slaughter, Assassination, Deceit, and Torture are their chosen means of victory. Their city, New Demevir, is set up in the ruins of the ancient city of Galkamar, which is on the coast of Demevir, right next to the island of Flameheart.
THE RULES <=========> Every action you choose to do is your own. There are no restrictions. No plot that you absolutely have to follow. No people you can't kill. No restrictions on Player Killing and Exploration. The only limit is the dice I roll. I control the outcome of every action you make, whether that action is to speak to a vendor, or to attack an enemy, or even enter a house. Certain things will be determined by dice, with certain modifiers being added to them to influence the result. This plays very much like traditional D&D, in that manner.
CHARACTER SHEET <===============>
CHARACTER INFO ==============
Name: ---- Age: --- Gender: ------ Appearance: ----------
CHARACTER PERSONALITY =====================
Biography: --------- Personality: ----------- Mannerisms: ---------- Future Goals: ------------
CHARACTER SKILLS ================
Class: ----- Armor: ----- Weapon: ------ Magic: (If Magic Class) -----
CHARACTER DETAILS =================
Physical Quirks: --------------- Other: ----- |
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