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Unread 07-29-2004, 10:58 AM   #1
Kildare
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Default Battle of Castle Doom

This Battle is open to any number of RPers using medieval characters. You may join at any time of the Battle. You can only join two sides, Basically Good and Evil. Post your bio before joining.
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Unread 07-29-2004, 10:59 AM   #2
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Name: Lord Arthus Corenus "Vengeance"
Gender: Male
Age: 54
Race: Human - Danari
Alignment: Lawful Good
Class: Paladin
Sub-Class: Holy Avenger
Primary Combat Type: Melee
Rank/Title: Apocalypse Knight
Description: Wrapped in a red-trimmed white cloak bearing the picture of red knight, the official symbol of the Apocalypse Knights, Arthus stands a good 7 feet tall, with thick shoulders and well-built muscles. His eyes are a sparkling blue, and traces of white lined his hair and beard as a mark of his aged wisdom.
Background: Arthus Corenus was born in the human town of Conscience, the kingdom of Azeria, on the year 3689, exactly 50 years before the fall of Agrimar, the last Horsemen of the Apocalypse. The Kingdom of Azeria had been safe from the terrible destruction caused by the Horsemen due to their location in the utmost east, far from the reach of the undead or the demons. Therefore the towns and cities of Azeria had not known the chaos which bestruck their bethren nations to the west. This persisted until the year 3695, when hordes of undead swept through the lands of Azeria from the seas through their horrible Dark Corsairs, destroying everything in it's path. The town of Conscience was razed to the ground, but the young Arthus, then 6, was carried away to safety by a close relative when his parents were slaughtered by a group of gargoyles that swept in suddenly into their home before they managed to escape. Arthus was then brought to the refuge city of Hope, where he grew up in the horrible memory of the death of his parents, ever fueling his thirst for vengeance against the abominations that murdered them. Exactly 6 years later, he was recruited into the then newly formed Apocalypse Knights, where the new recruits would be given special training by the fabled Dragon Knights of Eternia and the mages of Tetra. The result was a new order of elite mageknights trained with almost every weaponry and spellwork known to the elves and men. The success of the Apocalypse Knights was proven when a band of Apocalypse Knights raided into a demon stronghold in the mountains of Karach, slaying all they had found there with minimal casualties, although they were vastly outnumbered. News of the success of the Apocalypse Knights soon spread throughout the world, giving the tattered remnants of the surviving nations new hope in the battle against evil. The ultimate victory came when the combined might of the Apocalypse Knights and the Druids of Fangaar finally overthrew the last Horseman, Agrimar, in the Battle of Emancipation on the year 3739, ending at last the terrible age of Apocalypse.

Equipment:

Armaggedon's Blade - The fabled Armaggedon's Blade was once rumored to have the power to destroy the universe - and the very core of existence. Forged by the archangel Arkhael, Angel of War, it was meant to be used as the means of the destruction of mankind - the ultimate punishment for man's sin. However, it was stolen by the nimble and outcast imp, Nix, and was hidden in the mountains of Karach - a hideout for outcast demons - for many years. It was only during an assault by the Apocalypse Knights was the Blade recovered. Unfortunately, the majority of the Blade's divine powers had been lost, sapped by the demonic mana leeches in Karach. The blade looks like any other normal four-foot longsword, except that the blade lets off a soft aura of blue fire whenever it is brought into the presence of evil creatures.

Shield of War - The Shield of War was forged in fiery heat of the fire mountains of Vulcan by Abbadon, the dread Horseman of War, after his entry into the world during the Apocalypse age. The shield was able to defend against almost any attack, and at first the Horseman seemed invincible. He was later defeated by the Archangel Korael, using the legendary sword, Ragnarok, in the Battle of Misthaven. Since he could not be killed, Abbadon was then imprisoned in a magical black hole by the archmages of Tetra. The Shield of War's invincible powers died with him, but it still remains strong enough to defend against many physical and magical attacks. The red shield is forged in a diamond shape with the picture of a burning sword engraved on it's front.

Armor of Death - The fearsome Armor of Death was created by Ahriman, the terrifying Horseman of Death, the most powerful of the Four. Imbued with the power of the dread Dark Arts, the Armor of Death sends a wave of fear through the spines of those living who beheld it, either paralysing them or send them fleeing in terror. For those unfortunate enough to be caught in the armor's web of paralysis, there is no escape. The Armor then proceeds to suck out the lifeforce of those unfortunates, turning them into husks of dried and lifeless bodies. They are then reanimated into mindless zombies to serve their masters. Forunately, Ahriman was the first among the Four Horsemen to fall, betrayed by his own bethren, who thought him to be too powerful. They dismantled his body piece by piece and scattered it throughout the world, never to be found again. However, the Armor's power, like all the other dread artifacts, disappeared with their masters. However, the very sight of the armor itself still causes fear to even the most hardiest of warriors, indicating perhaps that some of it's dark powers remain intact, though man may no longer be able to tap it's powers. As black as night itself, the armor is terrible to behold, it's shoulder-blades mounted with the skulls of humans who died in excruciatingly painful torture. Two deep blood red ruby gems are sealed at the front of the armor, giving the impression of a pair of burning eyes gazing at those unfortunate enough to behold it.

Helm of Pestilence - Helm of Pestilence is truly a powerful and destructive artifact. Constructed by Artharax, the Horseman of Pestilence, the Helm was to be the instrument of plague and disease. The Helm enabled the wearer to send out waves of the worst plagues and diseases the world has ever known to anyone he may desire. Fully a quarter of the world's population perished as testimony to this artifacts destructive power. Artharax was later overthrown by the human Necromancers of Necryphia, and was imprisoned in the Realm of the Dead to wrestle with the spirits of the dead forever. The helmet is an open-faced helmet with no visor, but has two ogre horns and a human baby's skull - the size of an apple - forged onto the top.

Greaves of Famine - Although Agrimar may the weakest of all the Horsemen, his Greaves of Famine still remains as one of the most powerful artifacts in the world. Composed entirely of dead vegetation and strange bones, the Greaves of Famine causes the ground to churn and shake wherever the Greave touches. As the Greave passes, the contaminated ground would turn into a lifeless black, it's soil unable to produce life forever. Millions died of hunger through the power of the Greaves of Famine, until the combined might of the Apocalypse Knights and the Druids of Fangaar attacked the Horseman in his deathlike Citadel of Famine, imprisoning him forever in his own abode through magical elven seals. The last of the Horsemen, Agrimar's fall ended the terrible Apocalypse age on the year 3739.

Items: Healing Potions, 5 vials Holy Water, 3 stakes
Abilities/Spells:

Critical Strike - A well-aimed and powerful attack on a weak point of an enemies body, causing critical damage. Requires a tremendous amount of concentration and strength.

Whirlwind Attack - This ability allows the warrior to attack in such ferocious speed that the opponent is unable to defend from the series of strikes. However, the warrior is vulnerable to any other attack from the outside.

Meteor Strike(artifact ability) - The remnant powers of the Armaggedon's Blade allows the wielder to summon a meteor from the heavens to strike his desired targets.

Impenetrable Shield(artifact ability) - The Shield of War allows the wielder to create an impenetrable wall around his body, blocking anykind of physical attacks and minor magical attacks from the outside. However, the shield only lasts for a short period of time - up to 30 seconds. This ability can only be used thrice a day.

Doomgaze(artifact ability) - The power of the Armor of Death allows it's wearer to cast the spell "Doomgaze". Any living creature caught within the radius of the spell will be struck by a wave of fear and paralysis. Those successfully paralysed will be slowly drained of their lifeforce. Chances of success for this spell is 10% - a surprisingly low percentage, considering it's terrible history with the Horseman of Death.

Plaguewave - The Helm of Pestilence causes all those it beholds to suffer from a minor disease. The unfortunate victim will begin to feel nauseous - therefore losing his needed concentration - and he will slowly deteriorate, causing his body to rot in a painful manner. However, the effect of the Plaguewave can be deflected by a Reflection Spell(but cannot be dispelled if struck) and can be cured with the right antidote, if found. Also, the Plaguewave can be avoided as long as the intended target does not remain in eyecontact with the caster.

Famine's Wake - The Greaves of Famine causes the ground where it stands to turn black and lifeless. After a period of time(about a minute), the contaminated ground will then be able to produce poisonous fanged-plants at the wielder's command. However, the effect on the contaminated soil can be dispelled with a simple Remove Magic spell - or anything similar to it(The spell must be cast before the contaminated ground is able to produce it's offspring).

Learned Arts: Master Swordsmanship, Expert Chivalry, Expert Horsemanship, Advanced Meditation, Advanced Divine Magic, Advanced Fire Magic, Advanced Air Magic
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Unread 07-29-2004, 11:04 AM   #3
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OOC: Sorry i had to triple-post. There isn't enough space for my bio or starting post.

BiC:

Drops of water drizzled down from the unusually dark clouds as a lone figure on a huge warhorse stood on top a hill overlooking a vast fortress that stood proudly on the plains below. Five black, sinister towers rose high from the dark castle into the sky, a greenish evil aura emanating from the central tower of the evil fortress. Here stood Castle Doom, it's high, thick walls challenging all who beheld it, daring them to assail it's inpregnable structure. None ever did - until now.

The lone figure atop the warhorse was dressed heavily in armor, though most of it were hidden within red-trimmed white cloak wrapped over his body. Secured tightly on the warrior's head was a face of nightmares - a dark, open faced helm as black as night itself, with two fearsome ogre horns mounted on it's top. However, what was truly horrifying was the skull of a human babe - locked in an expression of utter terror - sealed onto the center of the helmet. Though most were mercifully hidden within the terrible helm, none could miss the battle scars which lined the warrior's face, marking him as a veteren warrior not to be reckoned with. On the warrior's left arm, he held a red, diamond shaped shield bearing the symbol of a burning blade engraved on it's front.The fearsome warrior's cloak slid open only to reveal a dark armor as black as the warrior's helm, though the details could not be clearly seen, and a four-foot blade strapped at his side within a scabbard.

However, what was truly notable of this terrible warrior was the symbol of a red knight which could be seen on his cloak. The symbol of the legendary Apocalypse Knight. Trained in almost every art of combat and magic known to the world, the Apocalypse Knights were responsible for the fall of the dreaded Horsemen of the Apocalypse who had torn the world apart many years ago. But here stood no ordinary Apocalypse Knight, but rather one of great prominence. Here stood Lord Arthus Corenus, commander of the 38th Calvary of the Apocalypse Knight, ready to cleanse the world of another evil. And that evil resides within the dark walls of Castle Doom itself.

Lord Arthus Corenus drew his legendary sword, Armaggedon's Blade, and raised it high up in the air. The fabled sword flared suddenly with blue light as it detected the evil presence within the evil fortress. A vast collective roar shook the earth, as ranks upon ranks of Apocalypse Knights drew their weapons and raised them high in the air in response to their leader's call. Then with a great warcry, Lord Arthus swung his blade forward and charged.

The earth rumbled as thousands of men on great warhorses thundered forward, following their leader who urged them into glorious battle against the evil that stood within the refuge of the dark fortress of Castle Doom.
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Unread 07-30-2004, 07:34 AM   #4
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OOC: medievil means my char can use magic right? Would a shapeshifter druid suffice, or must I make something more uhmmm... human?
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Unread 07-30-2004, 10:25 AM   #5
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OOC: Anything. As long as it doesn't involve guns and spaceships. I'd accept so far as to middle-age pistols or hunting rifles like those used by the Rifleman in Warcraft III(in other words, the one shot, not so power damage kind).
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Unread 07-31-2004, 06:23 AM   #6
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Tell me, is this just a battle-RP, or a quest/story-based RP?
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Unread 07-31-2004, 12:16 PM   #7
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OOC: Technically, it's a Battle-RP. But if it's good or popular enough, I may decide to continue it into a quest/story-based RP.
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Unread 08-04-2004, 02:09 AM   #8
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[OOC: I'm joining... just lemme get up a suitable character.. may take a while]
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Unread 08-04-2004, 06:20 AM   #9
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Name: Falith T’ilfor (Known only as ‘Wind’)
Gender: female
Age: looks 17, actual age unknown
Race: Shapeshifter, mostly human
Alignment: mostly neutral, but sways towards the good.
Rank: Eldar of the Elemental council
Class: Elemental sorceress
Sub-class: Empath/soul seer
Primary Combat style: elemental spells and summons
Secondary combat style: quarterstaff melee
Description: Pale eyes as grey as the clouds gaze sadly out from a finely chiselled face, black hair framing the finely defined features of the woman. Dark hair tumbled down her back like a midnight waterfall, to fall swaying at her hips. Looking at Wind’s face, one would never realise that the gaze she fixes them was that of a blind one’s stare. A slim figure with a slight build, Wind’s body is hugged by a fabric that she wove entirely out of air. The dress revealed conservatively her feminine curves, but was flimsy during combat, though never dirtied nor tore during travel.

Equipment:
Aera’s Quarterstaff – composed entirely of compact air so solid you can see it, Aera’s quarterstaff was gifted to Wind as an acceptance into the Clan of Air. Light as a feather and extremely durable, the staff is wielded by Wind with sure profession and confidence.
Necklace of tears – Ancient artefact of great power. Those that wield it can summon the great elemental Rain to bring water to thirsty crops, as well as to drown the user’s enemies. Worn around Wind’s bare neck, the many teardrops frozen into place glitter with inner radiance.

Passive ability: Soulsight – An ability acquired during a traumatic attack that blinded her from the physical world. Able to see the auric and spirit of both objects recently dead or still alive, the ability extending to some magical items. Wind’s sight is hindered only by objects that have been dead for too long, as their ‘spirit’ fades with time. Unless another living being or object “imprints” upon the object, Wind will be blind to it.

Summons:
Air elemental: Breeze, a mighty wind stallion slightly larger than a warhorse. The wild elemental was entrapped by a sinister druid, and released by Wind. The release into freedom created a friendship that grew and strengthened between the two. Wind is sometimes seen riding the powerful stallion.
Earth Elemental: Chasm, a wingless drake composed entirely of animated stone. Born of the great ancient dragons, Chasm fell from their grace and society to live a life of isolation until the coming of Wind. Summoned at times of great need, Chasm rises out of the earth with a thunderous roar to crush her enemies.
Water Elemental (artefact summon): Rain, a sleek feline with long sabre fangs. Rain can only be summoned when the sky weeps water, or when Wind is near a large source of water. Summoned also by a feeling of great sadness and loss, Rain is also an entity that brings comfort for those that grieve.
Fire Elemental: Born of the eternal flame that from which all things came, Rage, a fiery phoenix that once was so angry with the inhabitants upon earth that he caused great balls of fire and meteor to rain down from the skies. Summoned by anger, or burning passion, Rage burns all that is in his path.

Spells (primary):
Artificial sight – only able to be cast once a day due to the great use of mana, Artificial sight gifts Wind with the only thing she lacks; physical sight. Only lasting for the duration of the mana used.
Wolf Fang – A powerful wind spell that travels in a straight line. Those that stand in the powerful spell’s way face fangs of air, palpable enough to tear flesh, yet not solid enough to be fought against. It is said that only selected members of the elemental council can cast this nasty spell.
Blind – a simple spell which involves an explosion of fire so intense that if the person is not wary of it, they will be momentarily blinded. If standing 3 feet from the blind spell, the enemy may be blinded permanently. It was with this spell that Wind had lost her sight. (she didn’t do it herself though. Some other person did it)
Earth Maw – Causes temporary animation of any earthen objects, allowing the earth to open up a chasm much like the mouth of a great beast. The enemies are swallowed completely. However, this spell can be nullified easily with a simple minimizing spell (think: small mouth)

Secondary spells not listed, but Wind relies heavily upon air elemental spells.

IC:
Atop the abnormal clouds, Wind sat astride her friend and mount. Breeze snorted and stamped a hoof, sending a jagged spark of lightning dancing into the clouds beneath them. Wind's sightless gaze watched coolly as Lord Arthus Corenus led his army to break upon the walls of Castle Doom. In her right hand, she casually rested a quarterstaff that shimmered slightly. Her other hand clutched a tattered parchment. The last command given her by the paladin of power. Her mouth curled with distaste at the tactics the Apocalypse Knight had chosen. Silently, she rested her staff across her knees and traced across the parchment with a finger, leaving a bright blue trail of auric energy glowing on the paper.
Attack when the dead wake was what it only said. She shook her head. Why am I even helping him? she thought as she crumpled the paper and set it alight with a small fire spell. She let go, and watched it spiral down, the ashes fluttering and dispersing into the air.
Beneath her and her mount, Wind watched crippled souls crawl out from within the castle gates, deformed and mutant. They rose to defend their home. The last evil. Their last stand. Wind’s eyes, irises pale as polished steel, narrowed slightly as she sensed powerful magic surge within the walls of the fortress. Something was happening.
The stallion whinnied surprise as a jagged spell cut through the air and splashed down into the army’s midst.
“Is it physical, Breeze?” Wind murmured softly. Breeze shook his pale head.
:No. It cannot be seen by them, only felt. It is dangerous, however,: Breeze replied, penetrating into her mind with a clear, inner voice. Wind watched curiously as the spell’s power sank into the earth. Melting into the earth, becoming one.
Below, the rain grew heavier as a crippled, rotting hand clawed out of the earth, followed by its undead master. It was only one of many to follow...
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Unread 08-04-2004, 12:23 PM   #10
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OOC: Since we don't have anyone to take the place of the evil character, I suggest we continue this as a story-based RP until someone decides to join the side of evil.

BiC:

Arthus watched with no surprise at the walking undead slumbering out from the castle's gate. However, he had expected something more. Undead do not "walk" out of a place unless they are controlled by a necromancer. Also, from the size and number of the undead, there should be more than a dozen necromancers. Only an experienced and powerful Necromancer could summon an army of undead by himself. The only other alternative available would be a demon lord, and Arthus would hope that whoever was reanimating the bodies of the dead would not be one of the masters of the Nine Hells. Arthus shuddered as he remembered the vivid images of the monstrosities he had encountered in the War of Apocalypse many years ago.

Suddenly, a part of the dark sky split open to reveal a burning meteor raining down towards the ground in front of the castle. The meteor crashed and detonated, resulting in an explosion that ripped the earth where it struck, creating a massive crater with a radius of a hundred feet wide. The impact of the crash sent many of the Knights flying from their saddles, and their mounts fled in wild-eyed terror from the dreadful carnage.

Then, a terrible abomination rose from within the still-burning crater. Standing a great 15 foot tall, the creature was a being of pure evil and darkness, it's body mercifully hidden within an aura of utter darkness. However, it's head was not. Three great horns protruded from the mighty being's head, only to be followed with two pairs of burning red eyes. It's massive maw opened to reveal rows upon rows of razor-sharp teeth. Two demonic wings unfolded from the demon's back as the abomination gave a powerful roar that shook the earth and gripped it's massive hands - No, not hands, but rather claws with nails the size of a six foot blade that could rip a man apart with a mighty swipe.

As the dreadful cry faded, followed by utter silence as every man stood paralyzed in shock and fear at the terrible demon standing before them. Then, with an evil grin creasing it's jaw - or at least something that resembled a grin - the demon charged at the awestruck army of Apocalypse Knights.
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