Everquest:The Rising of the Orc Clan

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    • Seen Mar 17, 2005
    Plot: In Norrath, all is well, travelers exploring the massive continents, the Wayferers' discovering new artifacts and examining into strange occurences, guards patrolling and defending their people as natural, civilizations rising, new species being founded, however, one alliance will never be settled, the Wood Elves and the Orcs, they are in a constant battle with eachother and one falls after the other, the Wood Elves do have a advantage:their intelligence. Wood Elves Rogues are often killing Orcs within the blink of an eye, and the others killing them just as easily with their swords, clubs, and any other weapon. However, the Orcs' intelligence began to increase over the years, where finally they were able to match up with the Wood Elves. They soon burned the whole entire city of Kelethin, the Wood Elf home. Only a few survived, and they planned to rebel, but, they were outnumbered, they needed more people to successfully get rid of the Orcs once and for all...the leader of the rebel group is a teenager named Trinx, an experienced Warrior...they began to secretly gather other races....

    Class Info:
    Bards are jack-of-all-trades adventurers who use music to create a wide variety of magical effects. Though they often use melee weapons, bards are primarily a magic-using class, with the ability to wear plate armor and wield many different types of weapons and instruments.

    Beastlords are the masters of raw nature, who focus this energy into themselves and their warder pets. Beastlords are primarily a melee class, with the ability to wear leather armor and wield blunt weapons, or use their bare hands to attack.

    Berserkers are fearsome fighters that possess inordinate amounts of strength and bravery. They lunge into battle swinging large two-handed axes or hurtling throwing weapons at their prey. They carry huge axes because of the damage they deal and for the fear the weapons instill in the enemy. As great as a berserker's skill with a two-handed axe is, his skill with throwing weapons cannot be overlooked. As he becomes more powerful, he can infuse his rage into various thrown weapons, causing dire effects when they strike a foe.

    Clerics dedicate their lives to the gods of Norrath, gaining magical powers in exchange for their faith and service. Clerics are primarily a magic-using class, with the ability to wear plate armor and wield blunt weapons.

    Druids are disciples of the wilds, following the teachings of the Norrathian gods of nature. Druids are primarily a magic-using class, with the ability to wear leather armor and wield blunt weapons and scimitars.

    Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.

    Magicians are master summoners, able to call elemental pets to do their bidding and to conjure useful items from thin air. Magicians are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.

    Monks devote their energies to the pursuit of physical perfection, shaping their very bodies into deadly machines. Monks are a melee class with the ability to wear leather armor, wield blunt weapons, and use unarmed combat styles.

    Necromancers are servants of the dark gods, studying ancient and mysterious tomes to gain power over the world of the dead. Necromancers are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.

    Paladins are holy warriors who use blessed spells and strength of arms to fight the evil and undead of Norrath. Paladins are primarily a melee class, able to wear plate armor and wield many kinds of weapons.

    Rangers are warriors attuned to the ways of nature, able to call upon the power of the wild to aid them in their fights. Rangers are primarily a melee class, able to wear chain armor and wield many kinds of weapons.

    Rogues are the stealthy thieves and vicious assassins that stalk the shadows of Norrath. Rogues are primarily a melee class, able to wear chain armor and use piercing, slashing and some blunt weapons.

    ShadowKnights are unholy warriors who use fear, pain and disease to attack all that is good in the world. ShadowKnights are primarily a melee class, able to wear plate armor and wield many kinds of weapons.

    Shamans serve as priests to the tribal races of Norrath, able to draw upon the power of the spirits and focus it for their own purposes. Shamans are primarily a magic-using class, able to wear chain armor and wield blunt weapons and spears.

    Warriors are the masters of armed combat and defense, taking the point in battles and going head-to-head with the most dangerous creatures of Norrath. Warriors are a melee class with the ability to wear plate armor and wield all types of weapons.

    Wizards dedicate their lives to learning the powers of fire, ice, and magic; channeling their knowledge into ever more destructive spells to unleash upon their enemies. Wizards are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers.

    Race Info:
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    The hardy race of Barbarians, or Northmen, use their wisdom and formidable brawn to defend honor and justice. Their magnificent stature is a sight to behold; even more so when it is unleashed in battle. Barbarians are one of the tallest races to walk the lands of Norrath.

    As a tribal culture, Barbarians are a little rough around the edges when it comes to interactions with other races. Even the Barbarians' mannerisms and features have a rugged quality.

    The Barbarians consider themselves superior to other inhabitants of Norrath, particularly the Teir`Dal and Erudites, which are viewed as pathetically weak. Barbarians have a special place in their hearts for the Dwarves of Kaladim whom they view as steadfast and brave. The high quality of Dwarven mead may also have some influence on the cordial relationship between the two races. Ogres, Trolls, Dark Elves, and the other evil races are hated, as they directly oppose the Barbarians' sense of justice.

    Barbarians live in the frigid city of Halas, nestled amidst the icy peaks of Everfrost in Northern Antonica. The city is rather rudimentary, but serves the needs of the Barbarians that call it home.
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    The Teir`Dal, or Dark Elves, are a twisted reflection of the Elves of light, but are just as lithe and intelligent as their cousins. Their features are often soft and delicate, though the eyes of the Dark Elves betray their darker inclinations. The Dark Elves' skin ranges from blue tones to black and their hair is most often white with some variances. They reach a height of about 5 feet tall.

    Innoruuk, Lord of Hate, created the Teir`Dal and his hatred flows through their veins and moves their black hearts. It runs so deep that the Teir`Dal hate all, including their own kind and their creator.

    The Dark Elves view all other races as inferior; tools to be used for their own evil manipulations. Most races fear the Dark Elves. The Teir`Dal would desire the fall of the rest of the Elven world, leaving them broken, eradicated, or enslaved. Though viewed as inferior and dimwitted, Trolls and Ogres are tolerated as they are useful in the Teir`Dal plans for conquest.

    There is a labyrinth of evil under the Nektulos Forest called Neriak, the home city of the Dark Elves. Its entrance is deep within gloomy shadows of the woods.
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    Though made lower to the ground than most races, the Dwarves created by Brell Serilis burst with pride and determination. The stout and sturdy Dwarves are extremely strong, making them one of the best-suited to endure long and intense battles. Dwarves have broad faces, usually with a prominent nose, and take extraordinary pride in their hair. Males often take great care to grow long beards and moustaches and females often tie their hair up in a bun. Some females also sport a finely trimmed beard.

    This ancient race is strongly motivated by honor and loyalty. They also know how to balance work and play, and know how to tell a good story. If a Dwarf is ever wronged, it can be painful for the wrongdoer as Dwarves tend to hold a grudge.

    Dwarves can be somewhat abrasive, but find friendship easiest with the Barbarians, Humans, Gnomes, and Halflings. The Dwarves tolerate the Elves of light, but they despise the Dark Elves, Trolls, Ogres, and other evil races.

    Built within the Butcherblock Mountains and amidst a series of mines, the stronghold of Kaladim houses the Dwarven race and royalty.
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    The Erudites trace their ancestry back to the great mage, Erud, who led them to Odus. They are descendents of the original humans on Norrath and inherited the best of human intelligence. Their extraordinary acumen came at the price of thinner, more delicate bodies. Erudites reach about six feet tall, with some of that height attributed to their high foreheads.

    Unique accomplishments with magic and study have understandably led the Erudites to believe that they are the most intellectually superior race on Norrath. They are known for their serious demeanor.

    Most Erudites spend their days absorbed in books and tomes, or magical contemplation, and they typically do not involve themselves in matters that do not directly affect them. They often pay no regard to anyone that hasn't achieved intellectual accomplishment. That in mind, Erudites do not associate with the evil races. Even the Erudite Heretics of Paineel are not fond of Dark Elves, Ogres and Trolls.

    The Erudites live in two areas on the continent of Odus near the Toxxulia Forest. One city, housing the purer of heart, is called Erudin - an ornate city gleaming with polished marble and babbling fountains. Paineel is the home of the rebellious Erudite Heretics who were banished from the city for delving into the forbidden realm of dark magic.
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    The Frogloks are a race of sentient amphibians. While they may be short, Frogloks are sturdy. They can swim underwater for long distances and can see well in the dark. They are clumsy on land as they are required to hop, but they can cross great distances with each leap.

    Frogloks willingly die to defend truth, justice, and honor. In the recent past, Mithaniel Marr chose the Frogoks to perform some of his tasks on Norrath and enlightened them as a reward for their accomplishments. The valor bestowed upon them and their eagerness to serve their god is admirable.

    The Frogloks harbor disdain for all that is evil. They have a tolerance for the Humans and share a rapport with the Northmen. Other good and neutral races are well liked and viewed as allies that share a common enemy.

    Deep within the Innothule Swamp of Antonica, the Frogloks have made a home. In a dramatic siege, the Frogloks conquered the Troll city of Grobb, forcing the survivors to take refuge in Neriak amongst the Dark Elves. The city of Grobb was renamed "Gukta, Outpost of Marr" by the Frogloks to honor their deity and creator.
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    While Gnomes are knee-high to some of the taller races, they make up for it with their cleverness and skills. They are by no means a strong and sturdy race, but their edge is their dexterity and intelligence. They were the second race, after Dwarves, created by Brell Serilis.

    Gnomes have an innate preoccupation and skill with gadgets. They are a curious race that creates strange, but very useful items that enhance their lives. Gnomes have created a number of fantastic machines, including an observatory which houses one of the most powerful telescopes in Norrath. Even with all of their accomplishments, gnomes are rarely taken seriously because of their size and behavior.

    Gnomes are friendly with all good Elves, Dwarves, Halflings, and Humans. Although they do not quite understand the Erudites, they will interact with them. Gnomes have a general aversion to Trolls, Ogres, Teir`Dal, and other evil races, but don't necessarily hate them.

    The clicking of gears and clacking of machinery fill the mechanized Gnome city of Ak'Anon that lies southeast of the Faydark, on the continent of Faydwer.
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    The mixing of Elf and Human is a common tale. Many stories of romance between these two races can be heard around Norrath. As a result, Half Elves are taller than their Elven ancestors and carry some of the strength of their human bloodlines. They have slightly harsher features than Elves, but the mix still makes them pleasant to lay eyes on.

    Unfortunately, the children of these forbidden romances are often shunned, becoming victims of prejudice by Humans and Elves alike. Most Half Elves are unaffected by the discrimination and retain a pleasant manner. Usually Half Elves will develop a very close and trusted group of friends that act as a surrogate family.

    The difficult lives of the Half Elves, and their lack of ties to any one place makes them adept travelers of the world and exceptional friends and storytellers. Sadly, some Half Elves become embittered by the constant difficulty of finding a place in the world and choose a path of thievery. The Half Elves are on amicable terms with most races in Norrath, but have no affection for the evil races.

    While Half Elves can be seen in many areas of the world, they are primarily found in the Wood Elf city of Kelethin and within the Surefall Glade.
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    Halflings are aptly named, as they are half the size of the average height for most of Norrath's races. They usually measure about three feet in height and are often thick around their middles. Their lack of height is not be confused as a weakness though; if confronted or threatened, Halflings are very capable.

    Halflings are happy-go-lucky and hospitable. Any one of them would readily give their life for a friend. They are renowned for their tomfoolery and humor, always appreciating a bit of fun. They especially like to tease Erudites for their lack of wit. Enjoying what each day brings is a large part of their lives.

    Halflings tend to get along well with most races, except those that are truly evil, but even then rare friendships are made with members of the less savory races.

    The quaint, stunted city of Rivervale lies between the Kithicor Forest and Misty Thicket in central Antonica. It is crowded with skilled tradesman, taverns, and friendly folk.
     
    (Note: Double Post was required to fit text)
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    The High Elves, also known as the Koada`Dal, are regarded as the closest relatives of the original Norrathian Elves created by Tunare, Mother of All. These noble creatures stand tall with ivory skin and gentle features. They are certainly not the most sturdy of races, but make up for that with heart. Throughout the ages, they have stood for freedom and justice, fighting evil with powerful magic and their skills with the blade.

    The High Elves are known for their civilized conduct and, as such, are perceived as a race rather full of their own importance, though they are quite benevolent. They expect to be treated with respect and do have an haughty pride about them. As a result, it is difficult to make friends with a High Elf.

    The High Elves feel their cousins, the Wood Elves, are to be sought out as loyal servants. This noble race views Humans, Gnomes, and Halflings as worthy of their presence. Dwarves, Barbarians, and Erudites, however, are simply endured. The High Elves expend little effort to help them. The evil races are looked upon with contempt and will be dispatched when opportunity presents itself.

    The home of the High Elves is within the magnificent and pristine architecture of the city of Felwithe. The structures crafted behind the walls make the beauty of the surrounding forests pale. The city lies within the Greater Faydark on the continent of Faydwer.
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    The strength of the Human race lies in its diversity of thought, belief, and profession; though they tend be weaker than many other races. They have no particular specialty with the sword or arcane magic. While that is true, Humans are cunning and possess great ingenuity, which gives them an advantage. The Human mind is sharp enough to adapt to nearly all forms of study and this gives them a great range of options when choosing a profession.

    Humans often divide themselves with their own squabbles, but they will always return to their brother's side in times of crisis, or to protect a mutual interest.

    Humans generally get along well with most good and neutral races, depending on their beliefs and the path of their profession. Humans are not so friendly toward Trolls, Ogres, and other evil races. Dark Elves are tolerated within Freeport, but they tend to be mistrusted, even feared.

    The port cities of Qeynos and Freeport lie on opposite coasts of Antonica, and are the most common homes for the Humans. These two cities are the center of Human activity, although this race can be found wandering on virtually every continent of Norrath and beyond.
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    The fearsome and savage reptilian race on Norrath is known as the Iksar. With their significant height, scales, and long tails, Iksar are intimidating in their appearance. However, their reptilian physiology grants them a natural affinity for water, as well as enhanced regeneration.

    Their entire civilization developed in isolation for centuries and fostered an unusual culture. The Iksar are a tribal race with a very simple social structure. Allies to no one, the Iksar are intelligent and proud. Having seen their race crumble through the toils of war, the race has become bitter about its loss of power. After being slaves and warring with the Ring of Scale, they were nearly made extinct.

    The Iksar depend only on their god and creator, Cazic Thule. Iksar are unwelcome in all known cities of Norrath. Iksar are not too fond of any of the races in Norrath.

    The Iksar live in the ancient city of Cabilis, on Kunark near the Lake of Ill Omen. It is a dark place with a maze of canals, which the Iksar use for travel around their city.
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    With their lumbering gait and enormous breadth, Ogres are an ominous presence. Created by Rallos Zek, these massive creatures are feared in battle for their raw strength and uncanny endurance. While not very intelligent, Ogres are known to cooperate with one another quite efficiently.

    The Ogres have a twisted sense of duty that could easily be mistaken for stupidity. They are, justifiably, quite single-minded. Their thick skulls also give them a high level of resistance to being stunned in battle.

    Ogres have been known to be cannibalistic, but are more partial to eating Humans, Erudites, and High Elves. Nearly all of the good and neutral races avoid them out of self-preservation. Ogres have learned to work with the Trolls, but have no love for them, and they fear Dark Elves.

    The crude tunneled city of Oggok lies within the Feerrott, a jungle-like area bordering the Innothule Swamp and Rathe Mountains in southern Antonica. The home city for the Ogres is a fairly slow-paced civilization that focuses on battle training and magic to give them an upper hand in battle.
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    Trolls are often considered a hideous and deplorable race that carries a sickening smell. This view suits the Troll as they are generally unpleasant to everyone. Trolls are an immense race, at least twice as strong as the average human. They have the ability to regenerate faster than most other races. Trolls have two primary motivators: food and power. These grotesque creatures will eat just about anything.

    Trolls are extremely cruel and their greed is almost insatiable. They trust no one, not even each other. Trolls also fancy they have advanced abilities in the culinary arts, with their ability to pickle just about anything, or make a meal out of "spare parts."

    Trolls generally detest the other races, including other Trolls. They tend to put up with the Dark Elves out of fear, much like Ogres do.

    The former city of Grobb lies within the Innothule Swamp of Antonica. It is called Gukta now that it has been taken over by the Frogloks. Grobb once housed the fearsome Trolls, until the recent conquest of Grobb forced the Trolls to take shelter within the Foreign Quarter of Neriak.
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    The Vah Shir are a regal feline race that walk upright. They were once the ruling class of other similar cat-like races on Odus. Since being translocated onto an alien moon by a collision of Erudite magic, they learned to survive and became stronger. Vah Shir are as tall as Barbarians and display a variety of different markings on their fur, based on their lineage. In spite of their height, they are very agile and graceful. They are known for their integrity and the destructive feral power they bring down on their enemies.

    Vah Shir follow no particular religion, but they do pay homage to their king, Raja Kerrath.

    Because of the adversity they have faced, the Vah Shir share a tight bond with one another and are extremely loyal to kin. The Vah Shir are selfless and focus on the good of all rather than their individual needs.

    Because the Vah Shir are not exposed to the daily struggles in Norrath, they are indifferent to the various races of Norrath.

    Shar Vahl is the majestic den of the Vah Shir. The city was built high above Norrath, on the moon known as Luclin. The city is located between the Hollowshade Moor and Shadeweaver's Thicket.
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    The Wood Elves, or Feir`Dal, are more accepting of others than their cousins, the High Elves. Like their Elven cousins, Wood Elves only reach about five feet in height and have very attractive and subtle features. They skins are tinged an oaken color so that they blend with their natural surroundings in the forests.

    Wood Elves generally regard those who respect nature as friends, especially rangers and druids. The Wood Elves believe in co-existing with their natural surroundings as opposed to shaping them. This leads most of their kind to worship Tunare, the Mother of All. The Feir`Dal harness the powers of song and the living, breathing properties of their environment. Wood Elves are known for their love of celebration and good food. A good song will also tweak their pointed ears.

    Wood Elves get along well with most good and neutral races, and merely dislike most evil races. They hold great malice toward the Dark Elves an aberration of their ancestors as well as their allies.

    The Feir`Dal are at home in the trees in their intricate city of Kelethin, which hangs high above the ground between the trunks and branches of the Greater Faydark. Comprised of platforms and suspension bridges, Kelethin is both well defended and beautiful.
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    Sign Up Sheet:
    Name:
    Age:
    Class: (Bard, Beastlord, Berserker, Cleric, Druid, Enchanter, Magician, Monk, Necromancer, Paladin, Ranger, Rogue, ShadowKnight, Shaman, Warrior, or Wizard)
    Race:
    (If Class is Bard, available races are Human, Half Elf, Wood Elf, and Vah Shir)
    (If Class is Beastlord, available races are Barbarian, Iksar, Ogre, Troll, and Vah Shir.)
    (If Class is Berserker, available races are Barbarian, Dwarf, Ogre, Troll, and Vah Shir)
    (If Class is Cleric, available races are Dark Elf, Dwarf, Erudite, Froglok, Gnome, Halfling, High Elf, and Human)
    (If Class is Druid, available races are Half Elf, Halfling, Human, and Wood Elf)
    (If Class is Enchanter, available races are Dark Elf, Erudite, Gnome, High Elf, and Human)
    (If Class is Magician, available races are Dark Elf, Erudite, Gnome, High Elf, and Human)
    (If Class is Monk, available races are Human and Iksar)
    (If Class is Necromancer, available races are Dark Elf, Erudite, Gnome, Human, and Iksar)
    (If Class is Paladin, available races are Dwarf, Erudite, Gnome Half Elf, Halfling, High Elf, Human, and Froglok)
    (If Class is Ranger, available races are Half Elf, Halfling, Human, and Wood Elf)
    (If Class is Rogue, available races are Barbarian, Dark Elf, Dwarf, Gnome, Half Elf, Halfling, Human, Wood Elf, Vah Shir)
    (If Class is ShadowKnight, available races are Dark Elf, Erudite, Gnome, Human, Iksar, Ogre, and Troll)
    (If Class is Shaman, available races are Barbarian, Troll, Ogre, Iksar, Vah Shir, and Froglok)
    (If Class is Warrior, available races are Barbarian, Dark Elf, Dwarf, Gnome, Half Elf, Halfling, Human, Iksar, Ogre, Troll, Wood Elf, Vah Shir, and Froglok)
    (If Class is Wizard, available races are Dark Elf, Erudite, Gnome, High Elf, Human, and Froglok).

    Description:
    Personality:
    History:
    Gender:
    Primary Weapon: (Can have two hand sword here, but will disable your ability to wield two weapons)
    Offhand Weapon: (Shield counts as Weapon also, but will disable your ability to wield two weapons)
    Special Ability:

    My Sign Up Sheet:
    Name: Trinx
    Age: 16
    Class: Warrior
    Race: Wood Elf

    Description: Wears a hard black and gray helmet that has a hinged visor that can pulled down over the face before a battle with two spiky-like tops going over his head, the whole helmet covers his face except for the eyes, nose, and the mouth.
    He wears a padded jacket attached to another piece of black and gray breastplate, it has odd symbols and lines on it's center. His Shortblade of Lightning, is a small gray sword that has a smooth platinum-like handle, the point of the blade is very sharp. His other weapon, Blackened Acrylia Blade, is bigger than the Shortblade of Lightning, but it has nearly the same tone of gray, except darker, it has a triangular-like leather handle. His leggings, like his helmet and his breastplate, are the same tone of black and gray, with more unusual markings. His small boots, again, are the same tone, but no markings. His eyes are a dark shade of blue and his messy hair is a dark orange. His skin tone is oak like to match his surroundings.

    Personality: Trinx is easy-going most of the time, he does admire nature and it's creations, he looks up to some Wood Elves that he's met in his lifetime, but they were killed during the burning of Kelethin. He tries to be friendly with most people that he meets.

    History:Trinx grew up in his homeland, Kelethin, like most Wood Elves. At the age of 5 he was tought how to wield a sword by his Father, who was a Warrior. One day, at age 6, a mysterious Barbarian named Talaund took him in for training. Finally, at age 7, he became a official Warrior, he was given a sword for his accomplishments and he was given a Warrior Training Tunic. Over the years, he has become more experienced and has retired his old tunic and sword, for he had better now, he had adventured alot, and he got the swords and armor along the way. Now, he must kill the Orc Clan for his hometown, Kelethin, for good.

    Gender:Male

    Primary Weapon: Blackened Acrylia Blade
    Offhand Weapon: Shortblade of Lightning
    Special Ability: Taunt:Able to taunt mobs off of others and onto himself.

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    Special Ability Reference:Special Abilities
     
    Name: Sishkail
    Age: 27, but iksar age slower than humans, so he's still relatively young.
    Class: Monk
    Race: Iksar
    Description: With dark green scales, almost black, with pale spines along his corwn, all the way down his back to his tail. He is very-well muscled, but as with all of his kind, the scales make him look almost uniform to the other races of Norrath. However, he has deep purple eyes, unusual even among Iksar.
    Personality: Cold, and calm. He's all about business, being a mercenary, trading his skill for other's gold. He considers this whole campain just business as usual, and is more than happy to launch genocide upon orcs, as long as there's gold in it for him.
    History: Not liking the ritualistic and clan-based structure of the iksar culture, he ran away, offering his services as a bodygaurd to a dark-elf wizard in exchange for transport to a more civilized area. Since then, he's worked hard to be tolerated, if not accepted in the other cultures.
    Gender: Male
    Primary Weapon: Fists/One handed staff.
    Offhand Weapon: Fists/One handed staff.
    Special Ability: Feign Death
    Some creatures are said to pretend to be dead, in order to fool their attackers into leaving them alone. Clever monks have mimicked this behavior and found it to be very effective for them, too.
     
    Name: Coronis
    Age: 38
    Class: Wizard
    Race: Teir`Dal
    Description: Taller than average for a dark elf, thou still on the small side for most other races. Dresses entirely in black robes, warded in so many glyphs that the last personwho brushed up against him on the streets wound up alternately trying to put out fires, warm himself from the ice encrusting him, and looking for an antidote to the poison. Ebony black skin, lavender eyes, and white hair, grown to his shoulders and worked in intricate braids.
    Personality: Like many of his kin, Coronis is an ardent player in the machinations between the races. He's quite arrogant, even for a dark elf. Even scarier, though, is his cruelty, particularly when it comes to his own plans. To earn his current position of Archmage in the Teir'Dal city, he assassinated his mother and three of his sisters.
    Gender: Male
    Primary Weapon: Dagger of lost Souls
    Offhand Weapon: None. Uses it for arcane gestures and spellcasting.
    Special Ability: Enflame
    Catches everything (and I do mean EVERYTHING) within a 250-foot-radius aflame. A good idea to have some water handy when he starts casting said spell.
     
    Name: Mylen
    Age: 13
    Class: Paladin
    Race: Half Elf
    Description: Mylen has blackish hair, but is short. In height and hair. Her skin is tannned, very dark, and has elf ears sticking out of her hair, looking like a havoc. She is seen usually wearing a plain dress or even in rags, and hair is always messy. Overall appearance is untidy and dirty.
    Personality: Mylen seemes like a half elf who is bothered by the forbidden romance, and tends to be away from people. She feels just fine starving to death, but sometime chews on a leaf or two. She dosen't bother to make her appearance any good.
    History: Mylen's parents and sister were murdered a year ago by a group of Trolls, and her village destroyed in a fire a day later. Mylen and her brother Sharmi fled in opposite directions for their lives, therefore never hearing of each other since. Mylen never had a proper place to stay after that, and spends most of her time sitting around in the forest, which she makes sure is abandoned.
    Gender: Female
    Primary Weapon: Bow and arrow (counts as two weapons?)
    Offhand Weapon: ((Not applicable))
    Special Ability: She could make one part in her body hollow, and whatever hit through that open space would be reflected back to the person who attacked.
     
    ((Thanks. Your RP is very experienced..alot of new members here are like that nowadays. Could you possibly be one of the RPing mods from another forum? How many people before we start?))
     
    (Yarr, I be not a RPG Mod of another Forum, sorry, I like acting like a Pirate, :P, hmm, maybe about 1-2 more person/people, I did alot of RPing back in my day, believe me, I have improved alot since I first rped)
     
    OOC: I've seen some RPs with about this number take off. And I don't want to see something with this potential die. If no one joins after a while, why don't we start it with the number we have?
     
    ((OOC: Yarr, Arashi returns, Heya Trinx. d:))

    Name: Arashi
    Age: 17
    Class: Monk
    Race: Human
    Description: Arashi is a human male, about six feet tall (for those of you who use metrics, that's about 182.88 cm tall) and clean-shaven. His hair cannot be seen, due to his helmet (That is, of course, assuming he has any hair, apart from his eyebrows). His equipment includes:
    -Leather Helmet
    -Leather Tunic
    -Leather Leggings
    -Leather Boots
    -Leather Bracers
    -Leather Gloves
    His skin-tone is slightly darker than average, due to have living in the desert and constantly exposed to the sun. Parts of his body, obviously, were protected by his Monk equipment. His ulak is steel, but is blackened now due to blood stains. The katar is red, except the blades, which are the normal steel color of... well, steel. Seeing as the blades are made of steel.
    Personality: Arashi is outspoken. If anyone says something he disagrees with, you'll know right away. (Now, I hate to use this expression... But I'm otherwise lost for words) He doesn't take **** form anyone, if he can avoid it. He doesn't pull any punches in battle, either. However, due to his rashness, he sometimes ends up in battles he could probably have avoided.
    History: Arashi started training as a monk at seven in his home town of Freeport. In this training, he learned mostly to fight with an ulak. These strategies, he applied later to the katar. He had worn the robe of the monk for most of his life. He finished training at about fifteen. At which point, he left Freeport and began on his journey across the world. Along the way, he trained whenever possible. Two years later, he arrived at the burned ruins of Kelethin. The Orcs, he knew, were responsible. He had to stop them before the got Freeport... Or anywhere else.
    Gender: Male
    Primary Weapon: Katar of Infern
    Offhand Weapon: Blood-blackened Ulak
    Special Ability: Supress: If an enemy is agro against Arashi, then it attacks 5% slower. (That means, if the monster is aggresive against the person, then its attack speed becomes 19/20 of its normal level.)

    ((END OF POST))
     
    OOC:You be accepted Arashi, now we can start.

    IC:With my swords grasped tightly into my silky smooth hands covered with black-gray hard armor, my arms were the only part of my body that wasn't covered with black thick armor; instead it was covered by chain thick green padded banded clothing. I glared at the Orc Headquarters infront of the troops, it had a name, its name was Crushbone, named after their emperor, Emperor Crush. The Wood Elves found out from previous experiences that also assisting the orcs was a Ambassador Dark Elf named D'vinn. The reason was not known, however. The main entrance was guarded by two devilish little orcs with yellow-orangish torn, ripped clothing, its whole body was a tone of dark blue, it had dark huge red eyes that seemed to be a advantage for them, mainly because it would help them look for intruders. They had leather-like gloves and small feet. The troops all hided out in trees, waiting to ambush the orcs as I began to walk down the pathway, towards the orcs, smirking beneath my mask. The troops began to pull out bows, clubs, daggers, and swords as I approached closer to the orcs. Suddenly, they noticed and began to dash off towards me.
    "NOW!" I shouted as the troops ambushed out of the trees, wielding their weapons. The archers started first, putting arrows in the strings of their bows and firing at will. The orcs slowly started to die, suddenly the orc ignited into flames, taking its death blow! The other orc was alerted and began to sprint off to warn the other orcs.
    "Not so fast, Druids, snare, root, do whatever you can to instill them to the Earth!" I commanded as some Druids in leather padded armor began to conjure up magic, their hands glowing a faded blue. Suddenly the Orc halted in his movement, he began to struggle to move his body but was unsuccessful! The troops began to beat on the Orc until it was down, its body was bruised and battered, its wounds were leaked with blood making his dark blue skin a brownish color. The main entrance of Crushbone was like a tunnel, beside the entrance was two pillar structures, with Orc markings on it, representing the Orc Clan. The troops and I marched in, gripping onto our weapons tighter, for we knew that there were to be more inside. We stopped near the corner that spread out to the actual Crushbone area.
    "Wait for my signal" I ordered as the other troops nodded in silence. Slowly, I began to peek over the corner, where I saw tons of legionaires, centurions, and oracles notice me.
    ....."RETREAT!" I screamed at the top of my lungs, the other troops fled in terror, towards our fort, which was hidden cleverly in a forest, away from the Orcs Headquarters and away from the Orcs themselves. I gritted my teeth in running, fearing that the Orcs may discover our fortress. However, when we were there, the fortress was beautiful and untouched, it was composed of mainly tree bark, this was a disadvantage though; bark can be set aflame. We went inside the fortress entrance and two of the troops guarded the entrance as we entered the main hall, I sat down to regain my breath from the past ambush. "It seems the Orcs are getting more intelligent everyday" I commented to a troop.
     
    ((Are you sure the RP posts should be that long..?))

    I walked over to a small tree, and sat down. Peeling off bark, I revealed a little bug of some weird kind, sitting there peacefully, until I came to disturb it's shelter. "I'm sorry.." I whispered and tried my best to put it back in place. I didn't have a single idea where I was, but I could hear shouts in the distance. They were way too far away, and I doubt they'd want to see me at all. Grabbing a leaf, I shoved it into my mouth and leaned my head on the tree....
     
    OOC:Nah, I just wanted to start it off good.

    "I'm going out for a while" I told the majority of troops, they nodded and went to their posts, the Archers were at the top of the fortress, the floor of the fortress wasn't complex, mainly just smoothed out tree bark like the whole fortress.
    "I will be gone for a while, maybe for two or three hours, don't let your guards down" I said sharply as the troops saluted. I headed out the fortress, examining the forest, the trees were camouflaging part of the fortress, and I began to walk...
     
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