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    1. Ostarion 12 yrs ago

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BECAUSE I AM SWITCHING ACCOUNTS TO POKE, THIS ACCOUNT WILL NOW SERVE AS A MEMORIAL TO THE ONLY KING THAT MATTERS.


Ostarion, the Skeleton King

"Bone is strongest where it's mended."

The victim of a longevity spell that backfired, the Skeleton King Ostarion has built an empire from the bones of his enemies. He lives only to extend his reach, for as long as he is perpetually building and adding to his domain he cannot die. The walls of his palace are formed of fired bone; the streets are paved with bones of every sort of creature and every enemy; and even the wood and other natural features of his land have been swept away and replaced with replicas formed of bone. From the Ivory Forest to Ostarion's towering Throne of Bone, nothing happens in the Empire of Bones without the full knowledge of its Skeleton King.


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Currently the only available guild is Silverfall. More guilds will eventually be added, for story reasons and/or in the event that we decide to open up this RP to a large number of people. For now, it's Silverfall or guildless.


Silverfall


Originally a small - medium sized combat/adventuring guild, Silverfall was founded while Elder Tale was at the peak of it’s popularity, and due to the already large number of guilds in the Western European server, Silverfall remained a small guild. Although this came with the benefit of the guild members knowing each other quite well. Together they had taken on a few dungeons and reaped their rewards, although this was when Elder Tale was still a game. Since the Apocalypse, Silverfall have been attempting to understand and stabilize their current situation, by doing jobs for Lander Nobles and regular People of the Land.
Reforge


Reforge was once an extremely small guild of blacksmiths renowned for their well forged weaponry. Primarily a production-like guild, Reforge had no place in actual combat. Only two members had were logged on during the apocalypse, so Reforge is on the verge of being disbanded.

People of the Land

People of the Land or ‘Landers’ can be utilized for a number of things including the purchase of food, items, clothing, and can be spoken to for quests. What forms these types of quests take are up to assumption, but escort and monster hunting quests appear to be present.
Following the apocalypse, the number of People of the Land increased by five or ten-fold, but they still remained weak compared to players, and if they chose, players could use their superior strength to take their belongings or their lives. Furthermore, instead of just being seen as NPCs, the People of the Land now have memories, feelings and even their own histories, making them far more human than before.

There are powerful People of the Land like the Royal Guard and the Ancients. Normal People of the Land can also get stronger and level themselves up. However, their rate of improvement is about 1/4 that of Adventurers and the highest level they can achieve is around 60 or so. Even the strongest of People of the Land knights are still no match against a single Level 90 Adventurer. Only by donning the Mobile Armor of the Royal Guard, is a Person of the Land able to defeat most high-leveled Adventurers with ease. However, due to the armor's restrictions of fighting only within a city's borders and its dependence on the city's magic circle, this is a limited advantage at best.

Royal Guard
The Royal Guard are powerful entities within the game of Elder Tale that are charged with maintaining security and public order within cities and safe zones. They appear whenever a fight breaks out in these places, and if the players involved don't stand down, they will either be killed or taken away to a jailhouse. Guards are actually special level 100 People of the Land who gain their high levels through their Mobile Armor. The Mobile Armor suit is able to boost a Person of the Land's level up to around 90 - 110, strong enough to defeat most Adventurers with relative ease. The suit can also provide its user with night vision suited for night patrols.
The suit's large size makes it almost impossible to move without the assistance of a large magic circle found underneath player cities; that same magic circle also prevents monsters from entering the city. Due to the fact that it relies heavily on the magic circle for power and movement, the armor is limited to the city's boundaries, and the armor's user cannot fight Adventurers or monsters outside of the city. Any separate "zones", such as guild halls and Inns, are also inaccessible to the Royal Guard because it is not covered by their teleportation system. Furthermore, as the suit is not designed to take damage, it does not boost its user's recovery rate.

The Royal Guard, while in their mobile suits, are capable of teleporting anywhere within Player City walls. However, these suits can only be used within those walls due to the giant magic circle underneath the ground that allow for its movement. All Royal Guards are around level 110 in order to be capable of putting down violent Adventurers. Royal Guards are capable of monitoring the actions of Adventurers and People of the Land, but not their fellow Guards. All Guards' actions are deemed to be enforcement of security, and so any Guard that strays from their normal duty won't be detected. The Royal Guards wields any heavy melee weapons.

They appear as black, armored knights wearing long black capes, wielding either a battle-axe or sword. Some Guards are also seen dual-wielding their weapons. They teleport from a ball of blue light and float in mid air whenever players in cities or safe zones are about to fight. The Mobile Armor donned by the Guard are a legacy of the now-extinct Alvs.

It seemed that the Royal Guard are seemingly the only ones not affected by the Apocalypse, possessing almost no personalities or backgrounds unlike the other Landers. This changes when the Lander removes their armour.

Ancients
Stronger than Adventurers of an equivalent level, most are apart of the Thirteen Chivalric Orders, groups of ancients which oversee the protection of their designated server. The Knights of Alvar, the order designated to the Western European server, has vanished since the Apocalypse. Although this is a secret in which only Lander Nobles are currently aware of.

Monsters

Monsters are the creatures that roam the world of Elder Tale. They live almost anywhere and attack those who dare to venture their path. A threat to the People of the Land, monsters are the main enemies of the Adventurers and a source of their income, experience and items. Most monsters leave meat or skin behind, while Raid Boss monsters drop equipment and valuable items. After the Catastrophe, though, Adventurers found that fighting them was much more difficult due to the physical and mental strength required. Monsters had little-to-no intelligence, however, making them easy to outsmart and control. However, it should be noted that monsters are gaining intelligence, beginning to use battle formations and training their members. Raid Bosses also refuse to remain in their respective zones, and will now wander around, and can team up with other Raid Bosses to kill adventurers more efficiently.


Monster Ranks
Monsters are divided into different ranks depending on their difficulty.

Normal Rank
Most monsters belong to this rank. Designed to be easily defeated by Adventurers of the same level with simple skills and store bought equipment, these monsters are perfect for 1-on-1 fights.

Party Rank
Monsters of this rank can be found mostly in dungeons. The Party Rank can be further divided into different ranks. These are Party x2, x3 up to x6. The number represents the Adventurers of the same level needed to fight the monster on equal terms. For instance, a monster with the rank of Party x4 would require four Adventurers of the same level.

Raid Rank
Raid rank monsters can usually be found in the deepest parts of large dungeons and at the end of highly difficult quests. Similar to Party rank monsters, monsters of the Raid rank can be further classified into four: x1 up to x4. A x1 rank needs 24 people in a Full Raid while a x4 rank needs 96 people in a Legion Raid.

Minion Rank
Monsters summoned by other monsters with Summoner techniques belong to the Minion rank. The lowest ranking monsters, monsters of the Minion rank are only two-thirds as strong as Normal monsters.

Prior to the apocalypse, Adventurers logged onto Elder Tale and played online via PC. However, ever since the Apocalypse, Adventurers now experience the world literally, and can interact with the environment as though they are physically there. One of the main difficulties that Adventurers have encountered was the use of in-game menus during combat -- specifically that accessing these menus is impractical while in the heat of battle, but it has been recently discovered that you are able to create voice shortcuts in order to use your abilities.

Another difficulty encountered is the change of perspective. Adventurers now have to fight in first-person view versus the original rotatable camera on a PC monitor. Adventurers now have both visual limitations and blind spots, this is especially true when fighting in dark areas or against large monsters such as Raid Bosses.

In addition, it is also possible to feel pain whenever a player's avatar takes damage. It is commonplace for player avatars to be cut, bruised or even bleed. Wounds like these do go away over time, with the use of healing classes or passive regeneration.

It should also be noted that character's may use their skills anywhere in the game, and fighting outside of towns was a common occurrence before the Apocalypse. Fighting and killing Adventurers is still a feature, but attempting to fight within safe zones will cause the Royal Guard to intervene and kill the instigator.

As with all MMORPGs, it is completely possible for Adventurer's to die when their HP falls to 0. Luckily, a dead Adventurer will resurrect at the cathedral of the last town they had entered. This can prove troublesome if you are travelling to a different town and die before reaching it, as you will find that you are back where you originally began your journey.

Despite this ability of resurrection, dying is not without it's drawbacks. Though no player on the Western Europe is currently aware, dying results in gradual memory loss. However, this is a minor loss, and it would take many, many deaths for this drawback to take a noticeable toll.
The Stat System

Currently in place to balance the combat aspect of the RP is the stat system. Created by three bumheads (You know who you are) with way too much time on their hands, the stat system is what decides the strength of your character. All races start with base stats, and classes take away from, or add to these stats to decide the strength of each of your character's attributes. It should be noted that while the stat system is displaying numbers, the numbers are actually approximations e.g Having a 1 for HP does not mean you have 1 health point. It means your health pool is simply very low. In addition, this stat system does not apply to monsters, as it would be much easier to just treat them as any other enemy in an RP.

Stat List

Level (Lvl)
Technically considered a stat in the sense that it also controls combat. As you level up, your prowess increases. A level 10 Guardian with a very high HP stat would likely have less HP than a level 90 Sorcerer with a very low HP stat due to the level difference. This rule applies to every stat.

Hit Points (HP)
Health. This is the stat which determines how much damage you can take before dying and resurrecting at the cathedral. Hit Points can be replenished through the use of health potions, or healing spells. Hit Points also passively regenerate, albeit slowly.

Mana (MP)
Mana is the resource which every Adventurer must use in order to use spells or abilities. Mana passively regenerates, and can regenerate faster for magic-oriented classes such as the Sorcerer or Enchanter. Most abilities and skills cost mana, and when it runs out, you cannot cast any spells or abilities until it rises again.

Strength (STR)
Strength is the stat which controls how much damage you deal when using weapons which are strength based, such as hammers, greatswords and axes. A higher strength stat increases the damage you deal with such weapons. Strength weapons tend to be slow in comparison to dexterity weapons, but will more often than not hit much harder. Strength weapons also tend to deal blunt damage, or slashing damage.

Dexterity (DEX)
Dexterity controls how much damage you deal to enemies when using weapons which require finesse or skill. Weapons such as spears, rapiers and bows fall under this category. A higher dexterity stat allows you to do more damage when using these types of weapons. Dexterity weapons are considerably faster than strength weapons, but tend to do less damage as a result. Dexterity weapons also tend to do piercing/thrusting damage, and some may also do slashing damage, as many swords can fall under either the strength or dexterity category.

Physical Defence (Physical DEF)
Physical Defence can help make a Adventurer resistant to damage from non-magical weapons.

Magic Defence (Magic DEF)
Magical Defence is similar to Physical Defence, but instead of making a character more resistant to physical damage, it makes Adventurers resistant to anything that isn't physical damage. Be it fire damage or dark damage, Magic Defence provides resistance to it all.

Intelligence (INT)
Intelligence, the stat which determines a Adventurer's magical power. A higher intelligence stat equates to stronger magical damaging abilities. This stat is more oriented to the Magic Classes of Elder Tale.

Willpower (WIL)
Willpower is the stat which decides a Adventurer's healing capabilities. High willpower stats equals a stronger heal. Healer Classes will use this stat the most.

Agility (AGI)
Agility is everything that has to do with movement and evasion. A higher agility stat gives Adventurer's a better chance at counterattacks or evasion, and can help to increase their movement speed.
Racial Stats

Note that these numbers equate to APPROXIMATIONS, as I've stated before:

* = Only achievable with certain class/race combinations

8 - Extremely High*
7 - Very High
6 - High
5 - Above Average
4 - Average
3 - Below Average
2 - Low
1 - Very Low
0 - Extremely Low*
Humans

HP: 4

MP: 4

STR: 4

DEX: 4

Physical DEF: 4

Magic DEF: 4

INT: 4

WIL: 4

AGI: 3
Elves

HP: 4

MP: 5

STR: 3

DEX: 4

Physical DEF: 3

Magic DEF: 4

INT: 4

WIL: 5

AGI: 3
Wolf Fangs

HP: 4

MP: 3

STR: 5

DEX: 3

Physical DEF: 5

Magic DEF: 3

INT: 3

WIL: 3

AGI: 3
Dwarves

HP: 5

MP: 3

STR: 5

DEX: 2

Physical DEF: 5

Magic DEF: 6

INT: 2

WIL: 4

AGI: 3
Half Alvs

HP: 4

MP: 5

STR: 3

DEX: 3

Physical DEF: 3

Magic DEF: 4

INT: 5

WIL: 5

AGI: 3
Werecats

HP: 4

MP: 4

STR: 3

DEX: 5

Physical DEF: 3

Magic DEF: 3

INT: 4

WIL: 4

AGI: 4
Fox Tails

HP: 3

MP: 5

STR: 3

DEX: 3

Physical DEF: 2

Magic DEF: 4

INT: 5

WIL: 5

AGI: 3
Race of Ritual

HP: 1

MP: 5

STR: 3

DEX: 3

Physical DEF: 2

Magic DEF: 2

INT: 6

WIL: 6

AGI: 3
Class Stat Modifiers

In addition to the race base stats, stats are also altered by your chosen class.

Warrior Modifiers

Guardian

+1 HP
+2 Physical DEF
+1 Magic DEF

-1 INT
-1 WIL

Paladin

+1 HP
+1 MP
+1 Physical DEF
+1 WIL

-1 INT

Monk

+2 HP
+1 STR
+1 AGI

-2 MP
-1 Physical DEF
-1 Magic DEF

Weapon-Based Modifiers

Assassin

+2 DEX
+1 STR
+2 AGI

-1 Physical DEF
-1 Magic DEF
-1 INT
-1 WIL

Swashbuckler

+1 HP
+1 MP
+1 DEX
+2 AGI

-1 INT
-1 WIL

Bard

+1 MP
+1 INT
+1 AGI

-1 WIL
-1 Physical DEF
-1 Magic DEF

Healer Modifiers

Templar

+1 MP
+1 STR
+1 WIL

-1 INT
-1 AGI

Druid

+1 MP
+2 WIL

-1 HP
-1 Physical DEF
-1 Magic DEF

Exorcist

+2 MP
+1 Magic DEF
+1 WIL

-1 Physical DEF
- 1 STR
-1 DEX
-1 AGI

Mage Modifiers

Sorcerer

+2 INT
+2 MP
+1 Magic DEF

-1 HP
-2 STR
-1 DEX
-1 Physical DEF

Summoner

+2 INT
+2 MP
+1 Magic DEF

-1 HP
-2 STR
-2 DEX

Enchanter

+ 2 INT
+ 3 MP

-1 HP
-2 STR
-2 DEX
-1 Physical DEF


In Elder Tale, you are able to choose both a combat class, and a subclass. There are currently over 90 different kinds of subclasses to choose from. Unlike regular combat classes, a player is able to change their subclass, as long as they are willing to lose all abilities and EXP that came with said class. Subclasses can be organized into three different types: Production, Role-Playing and Titles.

Production Subclasses

Production Subclasses are subclasses which allow players to create and craft items. There are many players who prefer crafting items to aid their comrades over fighting monsters or exploring dungeons. Many guilds dedicate themselves to producing items and are important pillars of Elder Tale's economy. It is fairly easy to learn a production subclass. One just needs to buy an instruction manual from People of the Land and can start accumulating experience points.

After the Homesteading the Noosphere update, items that were unavailable in the game prior to the update can be created by players with appropriate subclasses and with high enough levels.

Artisan
The Artisan subclass enables players to work with precious metals and gems. It is possible to switch to this subclass by purchasing an Artisan handbook from an NPC in one of the town zones.

Artisans are able to create intricate jewelry and other decorative items.

Alchemist
As its name suggests, an alchemist is basically a researcher who studies the magical effects of elements and chemicals upon people and other things. Alchemy is the subject of transforming one element into another, also known as transmutation. One of the most famous of all transmutations is the ability to transform base metals such as lead into gold.

Blacksmith
Blacksmiths can produce items out of metal including armor and weapons. A player can become a blacksmith by purchasing an instruction manual from an NPC in a town zone. Normal blacksmith skills include the forging and shaping of iron and other crude metal alloys, in order to produce swords, shields and other metal weapons and instruments.

Blacksmiths are also the only subclass which allows a player to repair equipment for allies and themselves.

Brewer
As their name implies, a brewer's main occupation is to create alcoholic beverages and seasonings.

Chef
The Chef subclass allows the player to create food by combining ingredients via the in-game command menu. After ten seconds, the desired food item will appear and will look identical to its real-life counterpart.
After creating the food, players can sell it to NPC merchants, who in turn can sell it to other adventurers. Under this system, the food must always be made with the same ingredients, and no matter who cooks it, the food always ends up having the same appearance and taste.

Mechanic
As its name suggests, this subclass deals with the construction and maintenance of machines.
In the medieval world of Elder Tale, a mechanic's skills is limited to relatively simple machines and constructs such as levers, wheels, pulleys and such.

Pharmacist
A Pharmacist is able to create potions from ingredients which can provide different effects to those who drink them. Pharmacists typically create Healing Potions and MP Potions, however, some have taken to creating potions which can temporarily empower a player’s stats.

Tailor
Tailor subclass enables a player to be able to manufacture items out of cloth and leather. The types of items that the player is able to produce varies by their skill level but are known to include armor and aprons

Woodcrafter
The Woodcrafter subclass enables players to create a variety of wood items from raw ingredients.
Role-Playing Subclasses

Instead of creating and crafting items, players may choose role-playing subclasses. Some are known to give additional stats or other benefits, while others are primarily for entertainment value and are considered as a joke or gimmick subclasses.

Accountant
The Accountant subclass grants the player a bonus when conducting business transactions or negotiations with other players and NPCs in the game Elder Tale.

Advertiser
Self-explanatory.

Animal Trainer
The Animal Trainer can tame and domesticate various animals including taking care of them. Certain animals can assist their owners in combat. Domesticated animals act as pets, and can follow the owner around until killed. Animals tamed this way cannot be killed unless they are in combat.

Apprentice
An Apprentice is able to register another player to be his/her teacher. Though unpopular due to it lacking a "unique" skill set, an Apprentice is able to copy the low- and mid-level skills of his/her teachers' subclass and receives experience bonuses making it easy to level. Furthermore, when an Apprentice chooses to switch to another subclass, the skills that he/she learned pertaining to that subclass is carried over along with all the experience gained during the player's time as an Apprentice.

Aristocrat
An aristocrat is basically a member of the nobility and is normally a People of the Land. As such, he or she is a landowner and is either involved in politics, business or the military.

Assistant
Assistant is a subclass meant for immersion, and comes with no benefits.

Berserker
The Berserk subclass is intended for combat, and comes with many combat-oriented abilities and bonuses. In combat, Berserker can attack enemies head-on in a nearly-uncontrollable battle rage, making this subclass good for a purely offensive strategy.

Border Patrol
Border Patrol provides strong defense and offense in combat and takes heavy damage from foes, always holding ground as long as possible until victory or defeat.

Butler
A Butler is another role-playing class, much like the Assistant. The Butler is tasked in serving a master in every need and always loyal to him/her.

Carpenter
A Carpenter is much like a construction class, but much more limited. It allows for the creation of wooden flooring only.

Chindon’Ya
A joke subclass, it provides little benefits to its bearers. In fact, the only skill it provides is the ability to bang on drums really loudly and make a lot of noise while walking.

Cleaner
Unlike the Housekeeper subclass, the cleaner subclass is purely for role-play, and does not provide benefits.

Courier
As its name suggests, the role of the courier is that of messenger and delivery man. He or she can also be crucial for communication when telepathy is not possible, especially among the People of the Land.

Courtesan
Using its historical connotation rather than its modern suggestion, Elder Tale Courtesans often act as escorts to nobles and are able to influence them politically or even economically.

Dairy Farmer
The Dairy Farmer's main duty is to raise cows and collect milk from them to be made and sold as dairy products, such as whole milk, cheese, yogurts, etc.

Dancer
The Dancer, before the Apocalypse, allowed access to many different dances. After the Apocalypse, this subclass was turned redundant because of the change in controls.

Farmer
The Farmer allows for the creation of farmland, and allows users to grow plants and get more product per harvest.

Fisherman
As the title suggests, a Fisherman's main job is to catch fish for food. Basically he is like the Hunter, but uses a more passive means for catching his prey, such as using fishing rods, lures and nets.

Food Fighter
The Food Fighter allows players to have a grand gourmet’s sense of taste, an iron stomach (which comes with an immunity to poison), and the ability to consume food faster. Food Fighters are also able to taste food created with the in-game menu as if it were real food.

Fortune Teller
The Fortune Teller allows players to “bless” other players with slightly increased experience, drop rate, health regeneration, etc.

Harvester
The Harvester allows players to harvest wild plants and a Farmer’s crops to get more ingredients than the average player.

Herbalist
Herbalists have the ability to make Herbal Remedies from various ingredients.

Hitman
A subclass for those who enjoy hunting. Other Adventurers are able to give you targets to kill. A Hitman is able to tell what city a target is in, but not the exact location. Outside of safe zones, Hitmen gain a considerably accurate pinpoint of a target’s location.

Killing your target earns you rewards, but dying in any way before killing your target makes you lose said target, forcing you to find another hit.

Housekeeper
The Housekeeper subclass enables a player to clean a dwelling with relative ease. They can level by brooming, drying, washing, wiping, or cooking.

Hunter
Hunters hunt down monsters for their ingredients. They have skills to help them doing so, such as tracking scents.

Knight
Someone with the Knight subclass can use any melee weapon and a shield in battle.

Maid
A roleplaying subclass which can learn low level skills from the Chef, Tailor, Farmer, Brewer, Dairy Farmer, Housekeeper and Herbalist subclasses.

Merchant
Merchants receive a price advantage during negotiations and bargaining. They trade and sell valuable items and artifacts for profit.

NEET
A joke subclass. A NEET is unable to learn any skills, or gain any EXP. Their health regenerates astronomically while doing nothing, though.

Pathfinder
Pathfinder lets a character earn more loot when monsters are killed and the ability to detect nearby enemies. Another role of the pathfinder is as a guide to a group, occasionally being able to locate alternate paths on a journey which are safer, or have better loot.

Physician
A Physician can tend to the person's wounds and ailments with his/her medical abilities and expertise.

Poison User
Most poison users use poison on their weapons through various means. Assassins, for example, can coat their kunai with poison so that if he/she is able to cut the target, they are instantly injected with the toxic substance. Poisons come with a variety of effects, ranging from body weakness, paralysis or death.

Scholar
As its title infers, a scholar is basically a researcher and historian. His main duty is to collect data and perform studies on various topics.

Sigilmaker
The Sigilmaker (Sigilmancer in certain servers) allows players to create magical glyphs infusing their own spells into a compressed form. This allows for a weaker, and single-use version of that spell.

Storekeeper
The Storekeeper is in charge of the guild hall's storage room, checking on every available supply for the guild's daily needs.

Swordsmith
The Swordsmith is a derivative of the blacksmith, specializing in creating swords. Because this subclass is difficult to level, there are few high-level Swordsmiths around. As a result, their skills are highly valued.

Tracker
As the name implies, the Tracker subclass gives players additional skills that allows them to track other players or foes, erase their presence or move in the dark. Though these skills are useful, they are seldom used thus the subclass is in the middle in terms of popularity. Skills belonging to this subclass, combined with the Assassin class, allow the user to easily dispatch enemies without them knowing.
Trackers are also useful for Hunter-types to find game or ingredients.

Undead Hunter
The Undead Hunter's role is to hunt down and annihilate the Undead with his/her holy weapons. They gain a damage advantage on vampires.

Vampire
Like in legend, Vampires are weakened in daylight but are given various buffs during nighttime. Although they can still travel in daylight, they tend to avoid it.

War Priest
A player with the War Priest or Holy Warrior subclass can replace some Warrior-class skills with Healing-class skills.
Titles

Titles are a special type of subclass that can only be unlocked by players after completing a specific task or equipment. Some are considered legendary due to the limited amount of players who can acquire them and have already been acquired by famous players since the start of the game. They are known to grant abilities that will benefit players in and out of battle.

Congrats if you actually decided to read all the way down here. Note that you are allowed to create your own subclasses, but it is recommended that you talk to one of the GMs about it before you do.

Warrior Classes








Weapon-Based Classes








Healer Classes








Mage Classes







Humans
The most common within the world of Elder Tale, and the most popular race chosen by players. Humans in Elder Tale have balanced stats, are easy for beginners, and have many customization options, making them popular among players in Elder Tale.

Elves
‘A long-lived race that is found among forests and ancient ruins around the world.’

Another popular choice among Elder Tale players, the Elves are well-suited to roles revolving around archery and have a distinct advantage over other races when it comes to the willpower-related stats. Most Elves resemble humans, and can only be differentiated physically by the fact that Elves have long, pointy ears.

Dwarves
A diminutive race with a short, stocky build. Dwarves are exceptional at Fighter classes and smithing and boast high magical resistance along with larger pools of stamina compared to other races. They are easily identifiable due to their height, which tends to range from 100cm to 140cm. This can prove troublesome for people who chose the Dwarf race, as they have to deal with being much shorter than usual.

It should also be noted that female Dwarves tend to look ball-shaped and plump, rather than stocky and muscular.

Half-Alvs
Despite the fact that the Alv race was wiped out by an ancient war, they commonly bred with Humans. As a result, Human families occasionally give birth to Half-Alvs due to Alv genes still being inside of the gene pool. They are strikingly similar to Humans physically, and can only be told apart because of the mysterious emblems found on the tongue of a Half-Alv. Half-Alvs have a high magical affinity.

For some reason, Half-Alvs receive storyline bonuses when doing campaigns or exploring dungeons.

Werecats
One of three types of beast-men races, Werecats are feline in appearance and in characteristics. They have high dexterity and heightened senses. They lack feline tails, but do have cat ears and facial fur. This race is popular amongst cat fans; some going as far as to have Werecat-only guilds, excluding other races.

Wolf Fangs
Another beast-men race. Chosen commonly by dog-loving players, Wolf Fangs are humanoid creatures with thick hair, and wolf-like features. Unlike Werecats, who always resemble humanoid cats, Wolf Fangs normally appear as Human-like in appearance. During combat, they may call upon their wolf characteristics to gain large strength boosts. They also gain golden eyes, wolf ears and a tail.

Fox Tails
The third beast race. Unlike their physically enhanced wolf and feline counterparts, Fox Tails are magically adept. To offset this, all Fox Tails will randomly lose a skill/technique/spell from the main class list when levelling. This feature makes the Fox Tail race slightly less popular among Elder Tale players.

Race of Ritual
Currently the most mysterious playable race. It has immense magical power which can surpass the Fox Tails, and houses a great deal of knowledge. All members of the Race of Ritual have tattoo markings naturally etched into their bodies. These tattoos are dubbed ‘Runes’.

It is rare to see anyone play as the Race of Ritual, as they also have an extremely low health pool.

Alv
The Alv is a race with high intelligence and magical latents. They were well-known as an inventor of magic. Nonetheless, their birth rate was very low, resulting in having a small number of population which invited other races to destroy them.

Other races including Human, Elf, and Dwarf first raided the Alv for their magical knowledge and items, followed by them attacking the Alv themselves using their superior numbers. The Alv subsequently became slaves for trading, and some were violated and gave birth to children which are currently known as the Half-Alv.
Six Scrapped Princesses were parts of this slavery but pampered like gemstones due to their beauty residing in 6 different countries. They were the masterminds behind the war between the three remaining races to avenge the destruction of the Alv, leading to the high number of casualties estimated to be about the current number of the Elder Tale population. When the Six Scrapped Princesses were found out and about to be killed, the first World Fraction occurred, creating demi-humans. Monsters.

This race is extinct, and is not playable.

It is recommended that you have watched Log Horizon's first season or more in order to understand this RP. This is not a requirement though, as I think we might have enough information in this thread to give one a good idea of how this RP will work.

"As of today, Elder Tale stands as the largest and most popular MMO in history. Originally a simple American MMORPG created by Atharva Inc, Elder Tale quickly grew in popularity, and now has a massive playerbase. As the game grew in popularity, more servers were created in order to accommodate players from different regions, making Elder Tale a fully-global MMO. The Japanese server alone has more than 100,000 active players who have created over 1,200,000 unique characters.

However, during the release of Elder Tale’s twelfth expansion pack - Homesteading the Noosphere, several hundred thousand players on every server who were logged in at the time of the update found themselves trapped inside of the game. This event became known as the Apocalypse."


This RP takes place 3 ingame days after the Apocalypse, on the Western European server rather than the Japanese server. As a result, many things have not yet been discovered, such as how to make food with actual taste. It also takes place in a different land than on the Japanese server, with different locations, and different dungeons. Naturally, the guilds will also be different, and this story follows the tale of a single guild’s adventures (and misadventures) in Elder Tale. Because of a lack of information about the European server, this RP will involve some creativity and some worldbuilding. There is also likely going to be a player limit, as this RP will likely be difficult to control if there are too many people.

All in all, this Roleplay will follow an adventurous, player-built story. Sometimes serious, sometimes light-hearted, with a few comedic moments thrown in between.
Hang in there, the OOC will be out within a few hours, it's just a matter of formatting the actual thread.
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