02-18-2004, 10:35 PM | #1 | |
I do the numbers.
Join Date: Dec 2003
Location: Saskatoon
Posts: 5,260
|
Magic Rising: (sign-up)
History repeats itself. Time has shown again and again in its slow dance, that repetition is the drive of civilization. Problem arrives, the supposed hero rushes in, there is a war, and the hero wins. Generations later, it repeats.
Time is repetition. It may not be apparent, for few even remember what it is a repeating of. Sentience loses what makes it considered to be sentience. Free will becomes but an illusion. But what happens if someone decides to defy time? What is someone wants to break the cycle? Vana’Driel is a world that has lived peacefully for hundreds of years now. There have been countless small disputes, one almost conquest, but there is yet to be another full-blown war. Magic reached its full potential, and unleashed Armageddon. The seas boiled, the sky was as red as blood, mountains crumbled, and all was almost wiped out. When it first happened, the Elves quickly stepped up to the plate and developed sorceries that would help stop the rise of magic. They used all of the magic, making incredibly complex spells, and sent magic back to the void it came from. The second time, magic was stronger. It brought servants this time. But the Elves were victorious again. But their race was knocked down to a scarce population. The third time, at 5000 years since the first Armageddon, the Dwarves, new to the world, and proud, took on magic. Their runes bent it, and bonded it, and sealed it securely, taming the wild beast that it was. They suffered as well though, their glorious settlements above ground ahnialated. In another 2000 years, magic developed differently. It healed, and soothed. The Elves wove this as well, and White Magic was born to accompany Black Magic. The Dwarves created runes that affected the wielder directly. In another 1000 years, magic came again. This time it brought poison, and deceit. Elves and Dwarves blamed each other, and old friends became mortal enemies. The ground ran with blood as the two sides fought over a pointless war. It was after this horrible slaughter they decided magic was becoming too dangerous. They found the gates that created it, and destroyed all they could. The chinooks that rushed in were reduced to breezes. Without the high amounts of magic left, some of the new Halflings grew, evolved, and became Humans. Magic was not done. For a whole 3 more cycles, it repeated its process. While it was slowed, it was not vanquished. Each time, it brought more and more demons from beyond. It was successfully vanquished three more times., each time being harder on the world. Then, it abruptly stopped. The Elves saw their need for force of arms was greatly diminished, and spread out, became a highly cultured group. Dwarves saw that weapons and armour would not be needed. Halflings retreated to their homes, Humans grew, and developed. All grew to be happy, and knowledge of the threat of magic was forgotten. Explanation Well….let me say it like this. Magic is like rain, without any drains to get rid off it. It starts out, nice and light. The grass grows, the plants are happy. Then there’s enough rain that there’s nothing but puddle. Then it starts getting higher. It leaks into rivers, but there’s just so much. It keeps coming until it’s drowned everything. And…well I won’t ruin the story. You’ll definitely know what is going on by the end of the first chapter though. And I get a feeling I am going to be hated on a grand scale. There’s a huge hint in the backstory. Characters. I have nothing to really say here. You really just need to insure your character has room to grow, and I would really like if you used some background to justify your characters abilities. No master anything please. Also, a fairly big chunk of this will be character stuff. I’m gonna’ try to make it not seem like we’re running on tracks and rails, but please help me to that extent. If there’s a large chunk where we aren’t in the middle of a problem, that is the unofficial signal to do a bit of character development. To be blunt, your character is mostly likely going to be changed by this. Probably in the first 2 chapters. That’s where you learn about what goes bump in the night. Try to link your characters to the current location if you can think of a way. Also, if you want to do some huge character developping thing, you don’t gotta’ ask. Just let me have a rough idea of what it is. Setting. Well, we’re going to start in a city called Karamar. Though we don’t know it, it’s the place where magic has been the most built up before. Also, we’re going to be all at some sort of banquet/ball/really big formal thingy. You don’t have to be a rich snob, just try to think of some way to get in there. Please don’t go ninja. Playable races. We’ve got a bunch lined up. Humans- Yes. These guys represent ½ of all known population. Jacks of all trades. High and Wood Elves- Tall, graceful, basically Tolkien. One major difference to that however. Their eyes are all black. Rivendell dudes and Lothlorien dudes respectively. Elves aren’t the most favoured race by the huge ammounts of humans, because they’re considered to be stuck-up immortal, and fickle bastards. There are NOT a lot of these guys left. Dark Elves- These guys want to make you run for your mommmy. They’ve gotten eyes like normal people. Only black coloured though. Unfortunately, their hair is a complete and utter dark black, and their skin is ashen grey. They’re much more hard-ass then their 2 other cousins. Also, Dark Elven equipment is very gothic, dark, and generally very very very nasty looking. Lost Elves- These guys fit into none of the above. Nothing is really known about them, though some say that they were the ones that originally called magic. Humans don’t mind these guys, because despite their looking like High Elves, they act almost exactly like humans. These guys do die from aging, albeit it takes about a thousand years for that to happen. Dwarves- These are the best smithies known. They rune a lot, and their work is generally not recgonizable until you either see the runes, or bust a weapon on it. They’re short and slow, but if one hits you with an axe, you ain’t standing up again. Oh, and they tend to be raging alchoholics. Ogres- Mini giants. Stupid generally. They crush things. Player Classes. (Note, Lost Elves can only be Citadel Guards, Wanderers, Mercenaries, and Rangers. And Templars if they’ve got a good bio.) Civilian. Fighter- They wear armour. They usually use swords or axes, and aren’t all bad with ranged weapons. Usually ex-military. Wood Elves and High Elves cannot be this. Mercenary- Much more of a brawler fighter. They usually do underhanded tactics, and don’t have the best armour available. Favoured and feared by civilians. All Elves cannot be this. Ranger- These are the bow and arrow guys. They can live and survive in nature for long times, and know how to camouflage in it. Ogres and Dwarves cannot be this. Theif- Stealthy, dagger wielding, fast little buggers. Ogres cannot be this. Wanderer- No set limits. This is the freestyle class here, but note that they will never be better in one thing then the class designed for it. Templar- Knights of the church. Holy retribution, good with swords to boot. Ogres cannot be this (Gee, noticing a pattern.) Waaaagh- These guys just hit things. Hard. Only Ogres can be this. Miners- Well yes. This is self-explanatory. Only Dwarves and Humans. An’Kalon- Elves live for so long that when they learn something very well, they can do master work as easily as a human could do lesser work. In the case of Elven Warriors who do not want to be fully affliated with the military, they often carry around this elven gear. High Elves only. Black-Smith- These guys can repair, forge, and appraise almost anything. In battle, they wear their own equipment and carry their finest weapons with them, as well as the hammer that forged them. Wood Elves and Ogres may not be this. Warrior Priest- These “heretics” worship the Warrior God of Sigmar. Being a warrior god, they praise him by killing the unworthy ones. They always carry hammers as their weapon of choice, Humans only. Military Classes. (Note that it is not likely for Elves to beocme wizards. They’ve overcomplicated magic to make it as controlled, and “clean burning” as possible. Thus, they can’t stand the undisciplinned ways of the common wizards.) Citadel Guard- Heavy armour, usually a pike or something. Elite fighters, little else. Knights- Duuuuude, knights. Ogres and Dwarves cannot be this. Iron Breakers- Fine dwarven full plate armour, bad-ass hammer. Only Dwarves. Man-at-Arms- Basically a nobles little army. Not the best equipped, but on a lighter side, they arent’ as bogged down. White Mage- Okay. Not exactly a military class, but they are recgonized as part of the military. Dwarves and Ogres are a no-no. Black Mage- See above, just these guys kill stuff. Rune Lords- The equivalent of a dwarven mage. Except these guys get AXES. Only Dwarves. Battlement guard- Armoured as a standard soldier, these guys know to defend walls. They carry either a bow, or a sword. No Ogres, Dark Elves, or Wood Elves. [B] We really don’t know what the hell. [/B} Rider- A guy who uses a horse. Ogres and Dwarves yadda yadda. Some sort of Mancer- Person who innately uses a single element as an extension of self. No Ogre love. Shamans- They think they’re talking with spirits, but they’re actually just insane and manipulating magic. Only Ogres. Redeemer- Silent brooding figures. They carry one single weapon, that they’ve carried for a life-time. It has a single slot in it, for a jewel that represents that they’ve had themselves redeemed. Lost Elves only.
__________________
Quote:
|
|
|
|