Plot: In the distant land of Ebya, many species lived in harmony and prosperity. The different people of these species would often trade with one another, making friendships throughout Ebya. Although some of the species had made friends, not everyone was happy. Every species—or race—had their own plot of land to call theirs, and each race was very protective of their land. Everyone seemed to be living peacefully, except for the ground dwelling races. Their living style cut them off from the rest and after many years of starving, they decided to rise up and take new lands so their races would no longer rot away in their caves. The Dark elves, Goblins, Draconians, and Demons all joined forces to wage war against the High elves, Nephilims, Dwarves, and Gnomes. The latter having no option but to defend their land by becoming allies. Two years into the war, and it is in full force. Many other races were caught in this crossfire, some being forced to pick sides. Who will win?
Setting: Ebya is a very large, and highly populated, area. In the north is a vast desert, bordered by the rocky mountains of Ulear. Above the desert is an area that has not been thoroughly explored due to various reasons, especially it‘s very barren landscape. In the northeast, the desert fades into grassy lowlands, a place where many decide to live. The Dwarfish capital of Barnead is located in this area. The area that lies on the other side of the mountains is very rocky, and covered with dense forests that lead into the middle of the continent. Most explorers don’t dare to travel through it. On the far west side of the mountain is an active volcano, and the area doesn’t have much growth around it. In the south, there are many hills. Thane’hel, the main city of the Elfish people, is located here. Ebya is surrounded by water on the west and south sides, and there are many lakes and rivers located throughout the area, as well as small villages. The Taivaar prefer to burrow along the west side of the continent, but their people also can be located in the south.
Rules: 1) No godmodding, powerplaying, metagaming, or anything of the sort. 2) Make your characters power realistic, they can’t take on a whole army alone. If you have read this rule, exclaim your power level like a Dragon Ball Z character. 3) If you try to take on a whole army alone, you’re probably going to die, just saying. 4) Respect plz. 5) Type to the best of your ability, this also means no one liners. If you have read this rule, give me an example of a one liner. 6) Don’t progress the plot when most of the players are offline, it’s a pain to deal with.
Race List:
High Elves:
Usually located: Large, beautiful cities crafted out of stone, mostly in highlands. Usual Alignment: Lawful Good
Possible Classes: Solider Arcanist Archer Paladin Priest Bard Illusionists
Background: High Elves are elfish creatures, with fair, silky skin and hair. They keep themselves well groomed, and have a very high opinion about themselves. Though they don’t enjoy fighting with the dwarves too much, it is necessary so they don’t get taken over as well. The elves have very advanced magic skills, and beautiful architecture. Their most notable features are their long, thin, pointed-upward ears.
Dwarves:
Usually Located: In grasslands or mountain regions, usually in cities. Usual Alignment: Lawful Good
Possible Classes: Monk Solider Archer Paladin Priest Pirate
Background: Dwarves are a powerful and influential group, and are a central trade hub for some of the other races. They have large cities, and try to have good relations with other races. They are short, and have large frames. Dwarves are known for many things, among them being their excellent alcoholic beverages. When the Dark Elves started to complain about their territory, they didn’t expect it to turn into a complete war. When they were beginning to get outnumbered, they tried to call for their many allies.
Nephilims:
Usually Located: In colder mountain regions. Usual Alignment: Lawful Good
Possible Classes: Solider Gladiator Priest Paladin Battle Priest Bard
Background: Nephilims are part-human, part-angel. They are very, very tall, and often associated with giants of all sorts. They might not exactly get along with dwarves, but work with them out of respect and the fact that they get most of their imports from them. Nephilims are very in-tune with divine powers, and have great strength. They don’t enjoy fighting very much, though.
Humans:
Usually Located: Spread throughout the land Usual Alignment: Varies
Background: More likely to gain trust from others, as well as more of a chance to be taken advantage of by others. Humans are a very adaptable race, and have a long list of professions and classes available to them. They will join both sides as long as they see an advantage in either, depending on what their alignment is. The majority of them greatly dislike goblins, and often treat them with no respect.
Chimeras:
Usually located: In caves, around the rockier areas of the mountains. Usual Alignment: No alignment
Possible Classes: Solider Arcanist Conjurer Bard Illusionist Monk
Background: Chimeras a very wise, and powerful, group of beings that have inhabited the realm of Ebya. They are good at Hand-to-hand combat and summoning magic. They prefer not to align themselves with the other races due to their differences in practices and way of life. They usually choose to wander their territory by themselves, and normally don’t associate with others of their race either.
Taivaar:
Usually Located: They burrow underground, but live somewhat close to the dwarves in the grasslands. Usual Alignment: Good
Possible Classes: Theif Solider Arcanist Priest Red Mage Bard
Background: The Taivaar are gnomish people who are very short, shorter than dwarves. They are usually happy and bubbly, and take pride in their work. They are good at sneaking around, but lack in strength compared to the other races. They are often born with darker skin and silver hair. They aligned with the dwarves due to similarities, as well as the fact that their territory is also being threatened by the forces of the Dark Elves.
Werewolves:
Usually Located: In dense forest regions. Usual Alignment: No alignment
Possible Classes: Necromancer Theif Solider Dark Knight Bard
Background: Werewolves humans who have been turned into half-man, half-wolf through means of magic, potions, or other werewolves. Some have the ability to keep their half-man, half-wolf form, while others (usually younger ones) have to wait until a full moon to turn. Often times, they are uncontrollable and fly into fits of rage. They live in packs and have a very tightly-knit community, and the werewolves usually trust each other. They do not care about the affairs of others much.
Lorron:
Usually Located: In deserted areas, away from all other races. Usual Alignment: No alignment
Possible Classes: Necromancer Monk Theif Solider Dark Knight Bard
Background: The Lorron are simply a group of beings that have bound together after being risen by necromancers. The more humanoid they are, the more of a mind they have. Some are similar to mindless zombies, while others are fully capable of many actions, including being necromancers themselves. They wander around in many forms, and have no place to rest in peace after being risen. They prefer to be left alone by the other races, as they do not have good relations with them.
Demons:
Usually Located: Deserted or volcanic areas Usual Alignment: Chaotic Evil
Possible Classes: Necromancer Theif Conjurer Dark Knight Summoner Illusionist
Background: They can easily trick humans into making deals with them, and are very cunning. They have agreed to work with the Dark Elves in their quest. The demons will kill innocents, even when not ordered to do so, which caused a more aggressive assault by the dwarves and their new allies. Their greatest weakness is the powers of holy light.
Dark Elves:
Usually Located: Some are in dense forests, while others would rather be underground. Usual Alignment: Chaotic Evil
Possible Classes: Necromancer Arcanist Theif Solider Archer
Background: They are very cunning, and many like to be destructive, in contrast to High Elves. They usually appear dark-skinned with small frames. They share many similarities in appearance to High Elves, but have very different customs. Currently, the Dark Elves are fighting for territory and respect, and have managed to ally themselves with Demons, Draconians, and Goblins. They will also allow humans to work with them, but often don’t treat them as equals.
Draconians:
Usually Located: In deserts Usual Alignment: Evil
Possible Classes: Solider Arcanist Gladiator Dark Knight Trapper
Background: Draconians are a race of people with dragon-like features. Some of them have tails, while other have wings, it usually varies. Scales cover most of their body. They also have large hands and claws. Draconians are very tall and bulky, but can range from many sorts of heights. They aren’t the smartest, but do get along quite well. Most of them live in hot, desert-like areas, and have a hard time adapting.
Goblins+Hobgoblins:
Usually Located: Deep within underground caverns Usual Alignment: Chaotic Evil
Possible Classes: Necromancer Solider Archer Trapper
Background: They are vile, humanoid creatures. Goblins are very mischievous, and love to work along with the forces of evil. They hate humans as much as humans hate them, but when forced to work with them, they have to deal with it. As for their appearance, they usually look very disgusting and unkempt. They keep to underground caverns, and dislike sunlight.
Here’s your character sheet!
Name: Age: (Keep it reasonable, you‘re in a war!) Race: Class: (loleditedin) Appearance: Alignment: (Lawful Good, Good, Neutral, Evil, Chaotic Evil, etc.) Bio:
Remember guys, the outcome of the battle all relies on you. You can make your character a general, and you can control NPCs if it is necessary, as long as it matches with your characters background! Try to form alliances, and create multiple characters if you have to.
Resolve to Fight!
A Medieval Fantasy Roleplay
Plot:
In the distant land of Ebya, many species lived in harmony and prosperity. The different people of these species would often trade with one another, making friendships throughout Ebya. Although some of the species had made friends, not everyone was happy. Every species—or race—had their own plot of land to call theirs, and each race was very protective of their land. Everyone seemed to be living peacefully, except for the ground dwelling races. Their living style cut them off from the rest and after many years of starving, they decided to rise up and take new lands so their races would no longer rot away in their caves. The Dark elves, Goblins, Draconians, and Demons all joined forces to wage war against the High elves, Nephilims, Dwarves, and Gnomes. The latter having no option but to defend their land by becoming allies. Two years into the war, and it is in full force. Many other races were caught in this crossfire, some being forced to pick sides. Who will win?
Setting:
Ebya is a very large, and highly populated, area. In the north is a vast desert, bordered by the rocky mountains of Ulear. Above the desert is an area that has not been thoroughly explored due to various reasons, especially it‘s very barren landscape. In the northeast, the desert fades into grassy lowlands, a place where many decide to live. The Dwarfish capital of Barnead is located in this area. The area that lies on the other side of the mountains is very rocky, and covered with dense forests that lead into the middle of the continent. Most explorers don’t dare to travel through it. On the far west side of the mountain is an active volcano, and the area doesn’t have much growth around it. In the south, there are many hills. Thane’hel, the main city of the Elfish people, is located here. Ebya is surrounded by water on the west and south sides, and there are many lakes and rivers located throughout the area, as well as small villages. The Taivaar prefer to burrow along the west side of the continent, but their people also can be located in the south.
Rules:
1) No godmodding, powerplaying, metagaming, or anything of the sort.
2) Make your characters power realistic, they can’t take on a whole army alone. If you have read this rule, exclaim your power level like a Dragon Ball Z character.
3) If you try to take on a whole army alone, you’re probably going to die, just saying.
4) Respect plz.
5) Type to the best of your ability, this also means no one liners. If you have read this rule, give me an example of a one liner.
6) Don’t progress the plot when most of the players are offline, it’s a pain to deal with.
Race List:
High Elves:
Usually located: Large, beautiful cities crafted out of stone, mostly in highlands.
Usual Alignment: Lawful Good
Possible Classes:
Solider
Arcanist
Archer
Paladin
Priest
Bard
Illusionists
Background:
High Elves are elfish creatures, with fair, silky skin and hair. They keep themselves well groomed, and have a very high opinion about themselves. Though they don’t enjoy fighting with the dwarves too much, it is necessary so they don’t get taken over as well. The elves have very advanced magic skills, and beautiful architecture. Their most notable features are their long, thin, pointed-upward ears.
Dwarves:
Usually Located: In grasslands or mountain regions, usually in cities.
Usual Alignment: Lawful Good
Possible Classes:
Monk
Solider
Archer
Paladin
Priest
Pirate
Background:
Dwarves are a powerful and influential group, and are a central trade hub for some of the other races. They have large cities, and try to have good relations with other races. They are short, and have large frames. Dwarves are known for many things, among them being their excellent alcoholic beverages. When the Dark Elves started to complain about their territory, they didn’t expect it to turn into a complete war. When they were beginning to get outnumbered, they tried to call for their many allies.
Nephilims:
Usually Located: In colder mountain regions.
Usual Alignment: Lawful Good
Possible Classes:
Solider
Gladiator
Priest
Paladin
Battle Priest
Bard
Background:
Nephilims are part-human, part-angel. They are very, very tall, and often associated with giants of all sorts. They might not exactly get along with dwarves, but work with them out of respect and the fact that they get most of their imports from them. Nephilims are very in-tune with divine powers, and have great strength. They don’t enjoy fighting very much, though.
Humans:
Usually Located: Spread throughout the land
Usual Alignment: Varies
Possible Classes:
Necromancer
Monk
Theif
Solider
Archer
Gladiator
Paladin
Pirate
Bard
Background:
More likely to gain trust from others, as well as more of a chance to be taken advantage of by others. Humans are a very adaptable race, and have a long list of professions and classes available to them. They will join both sides as long as they see an advantage in either, depending on what their alignment is. The majority of them greatly dislike goblins, and often treat them with no respect.
Chimeras:
Usually located: In caves, around the rockier areas of the mountains.
Usual Alignment: No alignment
Possible Classes:
Solider
Arcanist
Conjurer
Bard
Illusionist
Monk
Background:
Chimeras a very wise, and powerful, group of beings that have inhabited the realm of Ebya. They are good at Hand-to-hand combat and summoning magic. They prefer not to align themselves with the other races due to their differences in practices and way of life. They usually choose to wander their territory by themselves, and normally don’t associate with others of their race either.
Taivaar:
Usually Located: They burrow underground, but live somewhat close to the dwarves in the grasslands.
Usual Alignment: Good
Possible Classes:
Theif
Solider
Arcanist
Priest
Red Mage
Bard
Background:
The Taivaar are gnomish people who are very short, shorter than dwarves. They are usually happy and bubbly, and take pride in their work. They are good at sneaking around, but lack in strength compared to the other races. They are often born with darker skin and silver hair. They aligned with the dwarves due to similarities, as well as the fact that their territory is also being threatened by the forces of the Dark Elves.
Werewolves:
Usually Located: In dense forest regions.
Usual Alignment: No alignment
Possible Classes:
Necromancer
Theif
Solider
Dark Knight
Bard
Background:
Werewolves humans who have been turned into half-man, half-wolf through means of magic, potions, or other werewolves. Some have the ability to keep their half-man, half-wolf form, while others (usually younger ones) have to wait until a full moon to turn. Often times, they are uncontrollable and fly into fits of rage. They live in packs and have a very tightly-knit community, and the werewolves usually trust each other. They do not care about the affairs of others much.
Lorron:
Usually Located: In deserted areas, away from all other races.
Usual Alignment: No alignment
Possible Classes:
Necromancer
Monk
Theif
Solider
Dark Knight
Bard
Background:
The Lorron are simply a group of beings that have bound together after being risen by necromancers. The more humanoid they are, the more of a mind they have. Some are similar to mindless zombies, while others are fully capable of many actions, including being necromancers themselves. They wander around in many forms, and have no place to rest in peace after being risen. They prefer to be left alone by the other races, as they do not have good relations with them.
Demons:
Usually Located: Deserted or volcanic areas
Usual Alignment: Chaotic Evil
Possible Classes:
Necromancer
Theif
Conjurer
Dark Knight
Summoner
Illusionist
Background:
They can easily trick humans into making deals with them, and are very cunning. They have agreed to work with the Dark Elves in their quest. The demons will kill innocents, even when not ordered to do so, which caused a more aggressive assault by the dwarves and their new allies. Their greatest weakness is the powers of holy light.
Dark Elves:
Usually Located: Some are in dense forests, while others would rather be underground.
Usual Alignment: Chaotic Evil
Possible Classes:
Necromancer
Arcanist
Theif
Solider
Archer
Background:
They are very cunning, and many like to be destructive, in contrast to High Elves. They usually appear dark-skinned with small frames. They share many similarities in appearance to High Elves, but have very different customs. Currently, the Dark Elves are fighting for territory and respect, and have managed to ally themselves with Demons, Draconians, and Goblins. They will also allow humans to work with them, but often don’t treat them as equals.
Draconians:
Usually Located: In deserts
Usual Alignment: Evil
Possible Classes:
Solider
Arcanist
Gladiator
Dark Knight
Trapper
Background:
Draconians are a race of people with dragon-like features. Some of them have tails, while other have wings, it usually varies. Scales cover most of their body. They also have large hands and claws. Draconians are very tall and bulky, but can range from many sorts of heights. They aren’t the smartest, but do get along quite well. Most of them live in hot, desert-like areas, and have a hard time adapting.
Goblins+Hobgoblins:
Usually Located: Deep within underground caverns
Usual Alignment: Chaotic Evil
Possible Classes:
Necromancer
Solider
Archer
Trapper
Background:
They are vile, humanoid creatures. Goblins are very mischievous, and love to work along with the forces of evil. They hate humans as much as humans hate them, but when forced to work with them, they have to deal with it. As for their appearance, they usually look very disgusting and unkempt. They keep to underground caverns, and dislike sunlight.
Here’s your character sheet!
Name:
Age: (Keep it reasonable, you‘re in a war!)
Race:
Class:
(loleditedin)Appearance:
Alignment: (Lawful Good, Good, Neutral, Evil, Chaotic Evil, etc.)
Bio:
Remember guys, the outcome of the battle all relies on you. You can make your character a general, and you can control NPCs if it is necessary, as long as it matches with your characters background! Try to form alliances, and create multiple characters if you have to.