[CENTER] [h2][COLOR=#99ccff]Tales of Lucenrai: The Fallen Kingdom[/COLOR][/h2] [IMG]http://i62.tinypic.com/2ef6xqq.jpg[/IMG] [youtube]https://www.youtube.com/watch?v=Wql4nZkqG0g[/youtube][/center] Lucenrai, a world with lush summers, and harsh winters, the kingdoms of man have made their claim. Lucenrai is a large continental landmass, and one of the only two known continents in the world, flanked by several smaller islands and landmasses. The heart of the continent consists of an expanse of plains, hills, and lightly forested grasslands. To the north are an expanse of tall mountains and tundra, covered in harsh everwinter forests. West of the heartland is Mediterranean and warm. Down to the south, the land gets considerably wetter, and has large stretches of thick forests, and marshy wetlands. Towards the east, the plains become harsh, turning into a craggy, rocky region which then opens up to a large, harsh desert. Across the ocean nearest the western coast, are small chains of tropical islands, these islands are the buffer zone to the continent of Reyen, a lush frontier land, filled with forests and natural resources waiting to be exploited. For years, the realms of man have lived in relative harmony. This harmony has not always been peaceful, small wars breaking out between the different kingdoms, but there was balance, order. To the North is the Kingdom of Ardel, a hardy and proud people, used to harsh weather and hard times. In the Heartlands, the ever constant ally of Ardel is the Kingdom of Edessa. With its fair lands, large mines, and central location, Edessa is both prosperous and diverse and is a generally peaceful nation. To the West is a large mercantile Varyan Empire, famed for their massive trade power and wealth, as well as its access to the rich islands and resources of the new world. To the south, in the great forests is the Kingdom of the Welds. Colloquially known as the Kingdom of the Wilds, the Welds have been rivals of the Edessa for centuries. To the east is no kingdom of man, rather hundreds of clans of nomads and raiders. Lucenrai is now in a state of turmoil. The Welds, longtime enemies of Edessa have suddenly turned to the kingdom for help, desperately requesting aid against a sudden surge of marauding Orcs. Alongside the influx of Weld refugees, Orcish bands have appeared in South Edessa and have begun pillaging the countryside. To make matters worse, the Varyan Empire has launched a massive invasion of Edessa, seemingly taking advantage of the chaos created by the orcs. With an army armed and armored with the wealth of the mercantile empire and the resources from Reyen, the Varyan Empire has easily swept across the Edessa countryside. On the brink of defeat, the forces of Edessa have been forced back to its Capital city and the nearby lands. With little hope of victory, Edessa decides to send its refugees- its youth and future, to the north, to seek refuge within the Kingdom of Ardel. In the dark of night, caravans from Edessa are sent northbound, with nothing but a scant few guards, mercenaries and older teens to protect them while the remaining soldiers of Edessa prepare to hold the Empire at bay. [hr] [h3][COLOR=#99ccff]Plot[/COLOR][/h3] This RP will revolve around one of the final caravans to leave the capital city of Edessa. A ragtag group of old soldiers, grungy mercenaries, youths and children, we will struggle to survive in the wilderness as we flee from the dastardly forces of the Varyan Empire. Along the way we will be beset by hardship and adversity as we make our way through the war torn countryside of Edessa and into the harsh wilderness of Ardel. At times, our story will be light hearted, at other times, it will be dramatic and tense as we attempt to prevail over insurmountable odds. Our characters will face daunting challenges, testing their wit and willpower, as well as their morals as they are pushed to their absolute limits in this struggle for survival. This is: "The Tales of Lucenrai: The Fallen Kingdom" [h3][COLOR=#add8e6]Rules[/color][/h3] [b][COLOR=#add8e6]1.[/COLOR][/B] This Roleplay will have standards in the ballpark of high-casual to low-advanced, I will be expecting at least a few, well written paragraphs. [B][COLOR=#add8e6]2.[/COLOR][/B] Be sensible and polite in the OOC. Any arguments should be either taken off to private messages, or brought to my attention to resolve. [B][COLOR=#add8e6]3.[/COLOR][/B] No Mary/Gary Sues. Your characters are the story's heroes, but they are not perfect. [B][COLOR=#add8e6]4.[/COLOR][/B] No God-Moding. Your characters are important, but I will not hesitate to injure them if they do something exceedingly stupid. Note, as GM, I reserve the right to God-mod with the purpose of advancing the plot, or steering it in a specific direction. [B][COLOR=#add8e6]5.[/COLOR][/B] This will have blood and violence, and foul language is freely allowed, though for the sake of decency, any sexually graphic acts will fade to black (or will be taken to PM) before it goes too far. [COLOR=#add8e6][B]6.[/B][/COLOR] Player knowledge is not character knowledge. Just because you know something (be it through OOC or another person's post, does not necessarily mean that your character knows. [B][COLOR=#add8e6]7.[/COLOR][/B] As GM, my word is law. This does not mean I will be unreasonable, nor will it mean I will be unfair, but I will expect you to respect my executive decisions. [h3][COLOR=#add8e6]Regarding Characters[/COLOR] [color=lime][B]IMPORTANT:[/B] I will only be accepting up to 4-5 characters (not including my own) so it will NOT be first come, first served.[/color][/h3] Most characters will also be expected to be novices, relatively inexperienced, or 'low level' in skill. Characters for the most part will be youths and young adults, and can have some skills- though characters cannot be a master at arms. Alternatively I will allow one or two characters to play an older, more experienced and skilled character, provided that they are adequately balanced, for example, A skilled swordsman, who is now old, and no longer the fighter he once was. I am also searching for a player to be play as the child of the monarch This RP will not play out on a tabletop style system, and treasure, loot and gear will be bountiful in this RP. However, characters will be limited in what they will start with- as it will be what they can carry with them. Starting gear must also be reasonable: For instance, if your character is the son of a baker, it would make no sense for him to have a set of plate armor and a greatsword, likewise it is doubtful that he would have the martial skill of a trained soldier. [h3][COLOR=#add8e6]Technology and Magic[/COLOR][/h3] Pretty standard Fantasy fare, technology is your typical swords, spears and shields. Steel plates, chainmail, and leather make up the backbone of defensive technology in the world, however fantasy alloys and other materials will also be present including, but not limited to: [b]Adamantium[/b], recognized by its high density and brown/bronzed color is extremely durable and strong, but heavy. It is found in the deep mines of Edessa, but is hard to work and requires extremely high heat to forge. [b]Varyan Steel[/b] is a high quality steel produced exclusively in Varya, characterized by its unique banding patterns that are reminiscent of flowing water. Overall superior to normal steel. [b]Mithril [/b]is lighter than steel, but just as strong, and conducts magical energies easily. Rarely found, and hard to properly work, this metal is quite expensive and hard to obtain. [b]Ironwood [/b]is a dark gray wood, dense and as tough as iron, hence its name. Harvested from Ironwood trees in the deep south, it is a valuable export from the Welds. [b]Orichalcum [/b] an uncommon metal that has the appearance of steel, but reflects a pinkish/red when light is shined on it. This, and the fact that monstrous creatures seem to have an aversion to it makes Orihalcum a valuable commodity. Magic is also as you'd expect, magical bolts and manipulation of matter/energy of varying elements cast through willpower and concentration- though not all possess the talent for magic.​ Magic for the most part grows exponentially more difficult the more powerful the magic gets. What causes individuals to have the propensity to use magic is unknown, but is generally believed to be passed down through bloodlines. Alchemy is generally not considered magic, but rather, a practice that uses magical techniques in combination with different elements and ingredients. [h3][COLOR=#add8e6]Character Sheet[/COLOR][/h3] [B][COLOR=#add8e6]Appearance:[/COLOR][/B] Your character's appearance. I prefer art images as opposed to real life pictures [COLOR=#add8e6][B]Name:[/B][/COLOR] Your character's first and last name. [B][COLOR=#add8e6]Age:[/COLOR][/B] The age of your character, the age range I'm expecting for most characters is 16-19. Old Caravan Guards and Mercenaries will obviously be a little bit older. [B][COLOR=#add8e6]Personality:[/COLOR][/B] One of the more important parts of your CS, give me a good taste of what your character is like. [B][COLOR=#add8e6]Backstory:[/COLOR][/B] Important, but not as important as your character's personality, give me a small summary of your character's history and bio. [COLOR=#add8e6][B]Skills and Abilities:[/B][/COLOR] Here is where you put things your character can do/are good at, as well as what magic abilities they have (if any). Magic is a rare talent and is difficult to master. If you intend on making your character a user of many weapons- chances are s/he won't be a master of magic as well. Skills and abilities should be presented in list form as[i] Experience level, Skill, Description.[/i] For instance: [b]Novice Woodcutting[/b] - this character has been chopping wood for a short amount of time In general, experience based skills should go: Novice, Journeyman, Professional, Adept, Accomplished, Master, Legendary. Skills that aren't as dependent on experience (such as the ability to wear armor) should just be Untrained or Trained. To put skill levels into perspective, use the following: Using Swordsmanship as an example: [list] [*][b]Novice:[/b] You've been shown instruction on how to hold a sword, swing it, parry with it. You have a year's or less worth of experience with this. [*][b]Journeyman:[/b] You've been trained in the use of a sword, or have direct experience using it. You've learned a few complex techniques. You're roughly the equivalent of a town guard or common mercenary. You're capable of besting untrained or inexperienced warriors. [*][b]Professional:[/b] You're around the level expected of a skilled mercenary or soldier, you've had extensive training or years of experience. You're well versed with different techniques and can hold your own in many combat situation. [*][b]Adept:[/b] You have the skill expected of an accomplished Knight, you're proficient to the point that you are capable of instructing trainees. You know many stances and forms, as well as counters to different techniques. [*][b]Accomplished:[/b] You are the Elite of the Elite, and few can hold their own against you alone. You've reached the top of your prime at this point, and your physical prowess may begin to wane sightly, but due to your knowledge and skill you still remain superior. [*][b]Master:[/b] You're as OP as Yoda, but probably taller. Few know of your art as well as you do. You've likely grown old by this time, but even with your waning physical stature you can easily defeat those with lesser skill than you. [*][b]Legendary:[/b] You've probably made some pact with a magical or godly force and are virtually untouchable.[/list] [B][COLOR=#add8e6]Equipment:[/COLOR][/B] Here is where you'll give me a list of your character's equipment, weapons, and armor- if any. Remember, you're playing refugees and caravan guards on the run- not a mobile armory. If your character possess a particularly special weapon made of some fancy fantasy metal, there had better be a good reason aside from "It looks/sounds/feels/is cool!" like skills and abilities, weapons and armor should be listed in a format of "name, attributes". Images can be included in hiders. [b]Sword, Old, Dull.[/b] - this sword was given to example character by an old man in a cave. [b]Vidofnyr, Adamantium[/b] - This mighty battle axe is forged of fine Adamantium and hits like a carriage; a really heavy, fast moving carriage. [hider=My Character] [hider=appearance][IMG]http://i68.tinypic.com/108944m.jpg[/IMG][/hider] A slim and lithe youth, Elijah bears the fit and athletic frame typical of a hunter, and is rather dexterous and nimble. Standing in at 5'11", Elijah stands at a an average height, neither tall nor short, with plenty of room to grow. His golden blonde hair gives contrast to his deep gray eyes, though his hair is usually dull in sheen and somewhat dirty due to the hours spent outdoors. His dusty hair and calm gray eyes give off the sense of both youth as well as knowledge in a striking, but relaxing effect. It can be noticed that he rarely smiles, but it doesn't necessarily mean his face is in a perpetual frown. [COLOR=#add8e6][B]Name:[/B][/COLOR] Elijah Wilder. [B][COLOR=#add8e6]Age:[/COLOR][/B] 18 [B][COLOR=#add8e6]Personality:[/COLOR][/B] Warm and down to earth, Elijah is a modest young man with a strong sense of morality and justice. This level headed hunter tries his best to stay brave and rational in the face of hardship and adversity, and is quickly able to adapt to changing circumstances. He thinks quickly on his feet, and has an innate curiosity, but can be rather aloof at times. As the son of a hunter, and a hunter himself, the ideals of patience and calmness have long since been ingrained in his psyche, and Elijah is rather slow to anger and drastic action. Honest and trustworthy, Elijah is compassionate and kind, if a little pragmatic and soft-spoken. Loyal to a fault, Elijah is more than willing to risk himself for the sake of others, and goes to great lengths to defend his loved ones. A very relaxed and grounded individual, Elijah's calm and generally positive demeanor, bolsters the spirits of those around him. [B][COLOR=#add8e6]Backstory:[/COLOR][/B] Born the only son of a runaway Varyan noblewoman, baby Elijah and his near-death mother were found in a creek inside a forest nearby the village of Aven, by a monster hunter named Erik Wilder. Taking the dying woman and her baby son back to his home on the outskirts of the village, Erik Wilder, with the help of some other villagers nursed the woman and her child back to health from their malnourished, near death state. Unaware of the woman's status as a noblewoman, Erik Wilder offered to let the woman and her child stay with him in his home and provided for them. With his help, the woman resolved to name her son 'Elijah'. The woman and the hunter were married a year later. As a child, Elijah lived a relatively normal life. Though not particularly talkative, he was rather adventurous and easygoing and as a result, made friends relatively easily. He was particularly known for roaming around with a small group of young boys and girls around the village and causing mischief wherever they went. From stealing off into the woods past curfew, to playing tricks on the old villagers, the group were dastardly and beloved all at the same time. The fact that it was revealed at this time that Elijah had magical potential only served to make the mischief making even more intense, as the pranks slowly began to involve bright flashes of light the occasional spark. The group was fondly known as the 'Little Ones', by their elders and parents. Noticing that his stepson had a mischievous streak, and a knack for doing things he shouldn't, Erik decided to take Elijah's curious and adventurous spirit and put it to good use. At age, 12, Elijah began following his step father into the forest to begin learning the arts of hunting. At a young age, Elijah proved to be exceptionally sharp and bright, capable of hitting targets at distances comparable to an archer several years older than him. However, his father noticed that Elijah was impatient and moved around too much, which often led to him scaring away game that the father and son came across. His father began to teach him the virtues of patience and calmness, teaching him how to play music in an effort to drive the importance of balance and steadiness were in the line of work that was the hunter's path. Slowly but surely adopting the principles of a hunter, Elijah's troublesome and mischievous tendencies melted behind that of a calm, and patient young man. He easily learned and reaped the benefits of being patient, able to hunt, and collect, and fend for himself in the wild. As he grew older and more capable, Elijah's father began taking him deeper into the woods to hunt more dangerous creatures- monsters and the like. Here, he began learning the importance of thinking fast, as well as level-headedly, especially when dealing with beasts and monsters stronger, and faster than a human. Elijah learned when to trade the bow for the blade, and where to strike creatures to disable and defeat them, as well as how to use his limited control over magic to his advantage. Upon turning 18, Elijah's instruction in the ways of hunting monsters and beasts have been cut short by the war, his father being brought into Edessa's forces to fight off the invading Varyans, and himself being sent northward with the refugee caravans. [COLOR=#add8e6][B]Skills and Abilities:[/B][/COLOR][list] [*][COLOR=#add8e6][B]Professional Marksmanship- [/B][/COLOR] As a hunter, and the son of a hunter, Elijah has received considerable instruction with the bow. He is capable of hitting moving targets, as well as firing from horseback, and while he has shot at animals and monsters alike, he has yet to shoot at a human being. [*][COLOR=#add8e6][B]Journeyman Tracking- [/B][/COLOR] with his keen eyesight, Elijah is capable of locating and tracking down creatures through deductive skills and clues. [*][COLOR=#add8e6][B]Journeyman swordsmanship- [/B][/COLOR] When hunting advances from deer, elk, and other game to more monstrous creatures, there are times when the bow is no longer a viable form hunting. His father has instructed him in the use of the sword, teaching him how to redirect, and dodge out of the way of oncoming blows, as well as where to hit to debilitate and quickly disable monsters. While many of these techniques also transfer to swordplay against other human beings, the vast majority of Elijah's experience revolves around fighting creatures. [*][COLOR=#add8e6][B]Novice Magic- [/B][/COLOR] Alongside more martial skills, Elijah has also shown the propensity towards magic. Not particularly experienced with its use, having never had a teacher or mentor, Elijah is nevertheless capable of basic feats of magic. His most commonly used abilities include a burst of fire and light at the palm of his hand, useful for blinding or scaring light sensitive monsters and creatures. [*][COLOR=#add8e6][B]Journeyman Horseback Riding- [/B][/COLOR] A fairly practical skill, Elijah is knowledgeable on how to ride a horse through less than desirable conditions and take care of a horse. [*][COLOR=#add8e6][B]Journeyman Huntscraft- [/B][/COLOR] Elijah is decently well versed in the various trade skills of a hunter. Carving and skinning animals, basic fletchery skills, bow and equipment care and the like are all things Elijah is capable of, though not amazing at. [*][COLOR=#add8e6][B]Novice flute playing - [/B][/COLOR] though the way of the arts, poetry, and writing are often emphasized amongst members of the upper classes, music is almost universally appreciated throughout Edessa. Elijah was taught how to play the flute by his father in order to teach him how to remain calm and patient. [/list] [B][COLOR=#add8e6]Equipment:[/COLOR][/B] [list] [*][COLOR=#add8e6]Father's Sword, Worn.[/COLOR] - An old sword used by Elijah's father. Though it is worn and has seen its fair share of use, it remains a balanced and capable weapon nonetheless. It is a plain arming sword with a decently hefty blade, nimble, yet sturdy enough to use against monsters. While it is light enough to be wielded in one hand, its hilt allows it to be used in two. [*][COLOR=#add8e6]Recurve Bow, Ironwood.[/COLOR] - a bow made by Elijah's father for Elijah when he turned 18. It is a sturdy, tough bow made from Ironwood, and requires more strength to draw than a similar sized bow made of typical wood, delivers considerably more power and speed behind each arrow. [*][COLOR=#add8e6]Ironwood Quiver and Arrows.[/COLOR] - A leather wrapped quiver made of ironwood, that holds a score of of steel tipped ironwood arrows. [*][COLOR=#add8e6]Roark, Horse.[/COLOR] - A well bred brown horse named Roark ridden by Elijah. His sides have and back have been laden with saddlebags to carry the rest of Elijah's stuff. [list][*]Roark's saddlebags contain: A of leather waterskin, a small pouch with money, a tinderbox, a small hatchet for wood gathering, a hunting knife, and whetstone, fletching for 20 arrows, and a dozen spare ironwood arrow shafts, a spool of fine thread and needle, a roll of clean cloth and bottle of spirits for cleaning and treating wounds, a pouch of herbal ointment, a few days worth of dry provisions for Elijah as well as his horse. Behind the saddle is a blanket and spare clothes are wrapped in a roll of canvas. [/list][/list] [/hider]