Avatar of Lugia
  • Last Seen: 2 yrs ago
  • Joined: 12 yrs ago
  • Posts: 4340 (0.96 / day)
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    1. Lugia 12 yrs ago
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Recent Statuses

6 yrs ago
Current Hey, I hate to say this, but I am probably leaving this place for the forseeable future. Those who are waiting for me on RPs can just... stop waiting, I guess. Sorry, all.
1 like
6 yrs ago
Well, @Truant, I believe what's wrong with you is in the name... your ability is Truant, you only get to act every other turn.
3 likes
6 yrs ago
@Ampharos Boy, I guess that means you're going to get cave adaptation by the time this whole thing is done, and you'll vomit as soon as you leave your house, lol.
1 like
7 yrs ago
You ever read one of your RPs from years ago and just laugh at how bad it is?
11 likes
7 yrs ago
Dragons vs unicorns, huh? I'm horribly biased in this case 'cause I HATE horses, so... dragons.
2 likes

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Most Recent Posts

Dragonsteel weapon: A well-made, well-forged weapon made out of the mystical dragon steel. It's a cut above simple steel, but it's usually more expensive, and takes more time to make. Damage: 1d10 + STATmod + 1d3 fire damage.

Note: The 1d3 fire damage pierces through defense.

Note 2: Trey's wand has the following enchantments...
Ethereal: This weapon uses the INTmod to attack rather than the standard. (In this case, INT is divided by 2 to get the modifier for the weapon's damage.)

Dragon Fire: Being forged by dragons and made of dragon steel, this wand is in tune with fire, and will increase the damage of any fire spell by 1d6 when held.

And of course, Miles' weapon has the usual 'Return' enchantment.
Thanks to both Trey and Dorisma, we all made it to the blacksmith safe and sound. He looked at me as if we were late, or something, and he growled before handing me all the weapons we needed. I handed Miles the throwing dagger, I handed Trey the wand, I handed Backstabs the normal dagger, and I kept the rapier. The weapons were certainly made of metal, yet, they had a green coloring on them for whatever reason. I looked at the weapon's coloring with a confused look, and the blacksmith answered with two words "Dragon steel,". It still didn't exactly explain it... did the dragons enchant the steel, did they just color it, or did they just use different materials to make the steel? Regardless of my confusion, I just nodded, and headed out, my new weapon already put away, at least until we get to the dust, and hopefully, don't get infected by it. The princess seemed oddly excited to leave as I finally make my way out of the city, and start heading towards the grey dust. I, of course, made sure that my team was behind me the entire time. I looked around, and saw nothing but desert, and the city we came from. There were a couple cacti nearby, one of which had a vulture perched on it for whatever reason, but other than that, it was just sand, mountains, and the city. I almost started to wander off to where I thought the grey dust might be, and then it hit me... I had no idea where it was. I then asked "Hey... does anyone happen to remember where the grey dust is, or was?" which caused the princess to start writing some notes in a notepad of sorts. I honestly didn't care what she did so long as she wasn't complaining to and about our group.
You sure can.
I ended up using the first one.

This is essentially a repost of this RP. I didn't make the original RP, but got permission to repost it so I would be the GM.

Hello, everyone. I decided to throw together a role play I've been wanting to try out for a while. It's going to be a character driven RP first and foremost where everyone can essentially do anything, pursue any path they want. However, I am aware that purely character driven role plays can easily die out as there is no overarching story, so I added a quest which encompasses the world if one decides to follow it.

There are no limits to players and anyone can join at anytime. I hope I have managed to make things somewhat clear in the descriptions below, but if anything is unclear I am more than willing to listen, edit and make adjustments if needed.

The World:
Astrovia, a world both beautiful and savage. Villages, towns and cities dot many a location within the world though between each reside an abundance of monstrous beings roaming the wilderness. From the icy wastes of Rak to the green and forest covered land of Nethora, Astrovia offers an enchanting world filled with magic and dangers. Seven different species fill the more civilized roles and live within the cities they call home. Of course, Astrovia is a world filled to the brink with dangers outside the borders of every city, however this has not stopped the many different species from raging war on each other throughout history. Such mistakes have granted knowledge of course, though many races still shun one another due to past conflicts.

Today, one can quite easily spot every species in every city upon the map due to the wonders of trading. One could say that Astrovia has managed a long deserved peace between the many people of the world.

A marvelous reality where everyone is born with magical powers, Astrovia is colorful to say the least. Magical properties are stretched out among all the civilized races and is considered just another part of one's body. Of course, despite the cultural view on magic, those born into the darker paths are often shunned for something they cannot control, a choice they never made. Hexes and Necromancy usually leads those blessed, or cursed, with their powers down rather shady paths due to society's view on them. Some inhabitants choose to not even pursue their magical affinity and rather focus on more material aspects of life.

Towns, cities and villages in Astrovia are usually built close to one another due to protection. Since the majority of Astrovia is filled with monsters, people tend to stick together. Each city is governed by its own ruler who also governs the towns and villages surrounding it.

People lead relatively simple lives, but the local taverns have started to be filled with a tall tale about disaster and chaos. Vague descriptions of a Necromancer are offered along with fears of an undead army. Due to many sightings, a certain worry has washed over people in Astrovia but most simply disregard the tale as a madman's cry for attention. Everyone does after all have their own matters to settle and responsibilities to attend. It is not often a person has time for imaginary tales such as this.

There are however those who do not want to take the chance and put a lot of effort and coin into solving this mystery. By hiring adventurers from across the world, many nobles are now concerned that the tale might indeed contain fractions of truth. Due to the coin involved, it is common for those unused to an adventurous life to also pick them up on the offer and investigate this assumption.

Technology:
Medieval with various cultured weaponry spread out through Astrovia.

Playable Races:
Each species include every race within that gene pool. Every race has the possibility of being anything, however an Orius will be physically stronger than a Neth and a Lah'na will be more graceful than a Rakonai. One simply has to be reasonable.









Non-Playable Races:




Geographical Locations:

Lahria - Land of the Felines

Nethora - Land of the Rodents

Sha'varen - Land of the Aves

Orensus - Land of the Rhinos

Rak - Land of the Ursine

Nin'Thassias - Land of the Canines

Toth - Land of the Bovines

*The Sak'all were nomads, and therefore, don't really have a 'land' to call their own. During the RP, however, they live basically anywhere that isn't cold.

Magic:
The magic of Astrovia is widely used within the daily lives of its inhabitants. Even darker magic on a lighter level is considered naught but means of resolving an issue. However, deeper knowledge of Hexes, Necromancy and even Illusionism can be considered taboo and are shunned by the people of Astrovia. Waking the dead from their slumber with Necromancy, causing illness and sickness with Hexes and deceiving others with Illusionism is highly illegal actions. More straight forward magic like Elementalism has its obvious restrictions and is never truly shunned as long as it is used responsibly.

The following descriptions are rather loose and players who decide to use magic are free to be creative with each individual school of magic as long as it is done within the limits of reason. If a player wants to be able to weave spells in a way I have not described within any specific school, discuss it with me and I am sure we can come to an understanding.










Rules:


Character:
Here is the sheet. You'll notice that I've left out the Biography section and that has been done on purpose. The reason behind this is because the original GM would rather people use the personality section to them using the bio section... and I've never had an RP where all of the characters' backstories were developed in the actual RP, so I might as well try that here.


Actually, before I post... anyone got a decent pic to use for the lizard people? I'll make it so they were nomads, so I don't have to change the map.
Again, I'll be posting this, but with me as the GM (Don't worry, we got permission from the old GM to do this.)... so, post it there, please.
He's actually someone I brought over from MCF. I'm kinda surprised he hasn't tried to join yet.
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