Rated M for excessive and detailed violence, blood and gore, possible excessive swearing and possible sexual content.
IC Thread
Spoiler: PrologueCharred remains of more than a hundred men littered the floor of the dark hallway. The braziers decorating the hallway were burning furiously, as if something was stirring the flames to burn fiercer. The hallway was filled with the stench of burnt meat and was plagued by smoke.
“I can’t keep this up… We’re doomed, just like the others…”
Two men were struggling to keep standing as they made their way through the hallway, one was dressed in heavy plate mail armor, along with a kite shield, bearing the symbol of an eagle and sword, along with a recently sharpened long sword. The other man was dressed in robes, noticeably of age, keeping himself standing with a metal staff, of which the end was decorated with a shimmering crystal. Both their outfits were scarred by fire and their stamina seemed near depleted.
“We cannot stop now… We have to stop this thing… Whatever it is…”
The armored man reached out to the older man, moving the man’s arm around his neck to support him as they made their way to a large metal gate, which was a charred black, inscribed with fiery red runes. Letting the old man rest against the wall, the knight presses himself against the gate, forcing it open. As the gate opened for a slight bit, it felt like boiling hot air spew into the knight’s face, through his helmet.
“It’s here… I’m sure of it…”
The knight turned towards the old man, who was sweating heavily, shaking on his legs.
“Are you alright, wise one?”
The old man looked up, pulling himself a bit more up straight, before slowly nodding.
“I’ll be fine… Let’s go.”
The knight nodded firmly, before walking through the slightly opened gate. It felt as if stepping into an oven. As soon as he got his bearings, he looked around, observing the room he had just entered as the old man made his way in. It was massive round room, the walls looked like the inside of a cave, except the very rock itself was searing hot, with steaming coming off of it. The floor was made of charred cobblestones, seeming to be laid in a circular pattern. In the center of the room was a black statue of a terrible, four armed beast. The knight took a few steps forward gazing at the statue with narrowed eyes.
“The Arch-Ifrit…”
The knight blinked as he glanced over his shoulder. The older man was stepping towards him, a deep frown on his face.
“The Arch-Ifrit? The most powerful demon that has scarred this world with flame and death?”
The old man nodded, stepping over to the statue, gazing up to it. The knight followed right behind him, gripping his shield and sword tightly as he kept a close eye on his surroundings. The old man closed his eyes as he exhaled deeply, trying to clear some of the smoke from his lungs, before speaking up.
“Legend has it that the Arch-Ifrit was defeated decades ago by the founders of the Aurion Order, your ancestors. Many of the order had fallen, but in the long run, they managed to seal the demon in a burning magically sealed pit.”
The knight glanced over to the old man, beginning to link the facts: Packs of fire demons that had been stalking the land, demonic cults that popped up everywhere and now this citadel that appeared out of nowhere.
“Can this seal be broken? Is it possible that the cultists were attempting this?”
The old man turned around, nodding slowly.
“However, I am able to put a enchantment on the statue, that only a man of the light, a man of the Aurion Order will be possible to break the seal.”
The knight nodded quickly, putting his blade and shield away and pulled his helmet off, revealing his scarred and rugged face, accompanied by short brown hair and stubbles.
“And you’ll need me for this?”
The old man nodded again.
“Kneel at one of the central circles in front of the statue and chant the Aurion prayers.”
The knight nodded, walking over to the edge of one of the cobblestone circles, making sure he is right in front of the statue, before drawing his blade and kneeling, placing his blade point down on the ground. The old man turned to the statue and started muttering strange incantations while levitating his staff in front of him.
“By sun, by honor and by courage. For the golden champions that have guarded their people for centuries, we shall rise. For the innocent people of our land, we shall fight. And for the shining rays of the holy suns to guide our path, we shall give our lives. In honor and duty. By sword and shi-…”
The knight was interrupted as the old man started laughing like an insane man, turning towards the knight, his hands and eyes were filled with fire, his skin was cracking, blood pouring out through the cracks.
“Foolish knight… Thanks to me, your order’s numbers have been devastated… And now… my master is more than capable of unleashing his burning fury onto the world…”
The knight stood up, grasping his sword tightly, glaring at the old man, cursing at himself on the inside, before grasping his blade tightly and charging forward, heaving his blade down onto the old man’s skulls, chopping into it. The man did no attempt to dodge it as the metal cleaved into his head, blood spraying out. The knight pulled his blade back as the old man collapsed, his body slowly being drained of blood as it was pouring out through the cracks in between the cobblestones.
“By the holy sun… What has he done…” The knight gazed up in awe as the entire room rose in temperature rapidly and the three eyes of the Arch-Ifrit’s statue lit up brightly. A dark, echoing voice sounded through the room.
“Akh’revur nah forzoh… Igh cor’koruh nabara shar… Parghrahn…”
The knight glanced around, not being able to understand the demonic tongue. A loud creaking sound startled the knight, who turned swiftly as he noticed the gate was sliding shut. Without hesitation, he ran for it. His metal boots sounded on the cobblestone surface as he rushed for his only way out of this hell. The room would be filled with demonic laughter as raging flames burst out of the bloodied cracks between the cobblestones. As the knight tried to slip through the door, he was too late. The big metal door shut on his left arm, the bones cracking noticeably as he yelled out in pain. It wouldn’t be long before the pressure the searing hot metal door would burn through his armor and flesh and shattered his bone, cutting his arm off near his shoulder.
The knight fell to the ground, in hallway he was in previously, the floor was still searing hot and blood was pouring out of his shoulder where his arm used to be. He had to escape, but he had to stop the bleeding, and thus, he rolled onto his side and pressed the bleeding wound against the searing heat of the floor, screaming out in pain once more as the wound would be burned shut.
After only half a minute, the bleeding stopped and the knight forced himself up on his feet, grasped his blade with his right hand and stumbled out of the citadel, seeking to warn what remained of his order of what had transpired.
His only hope was that his now vastly weakened order would still be able to stop the Arch-Ifrit from destroying all life in Arelia.
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Information Desk:
Spoiler: Land of Arelia
Spoiler: Human Kingdom of ValdermarValdermar is the sanctioned home of the humans of Arelia. Valdermar mostly consists of open plains and forests teeming with wildlife, aswell as a large amount of farmland, along with small peasant villages. In the center of Valdermar lies Seranin, a great majestic city, which houses the royal throne of Valdermar aswell, which is currently seated by King Regon III.
The humans of Valdermar are known to have had many run ins with the elves of Eldemont, deeming most of them as intruders upon human lands, which was the cause of the War of Sun and Star, a bloody war between mankind and elvenkin. The war belongs to the past, but in many humans still burns the distaste of elves. King Regon III however, seeks to make closer alliance with the elves, as they are a vital part of the land, of which they all live. Many human nobles still hold elven servants as a result of the war, however, and many of them have no intention of hiding it.
Valdermar also houses the stronghold of the glorious Aurion Order.
Valdermar has also known many humans who have been blessed by their deity, the Sun, and have been granted the power of fire and healing. These Red Magi and Clerics can either continue to live with their gift, or join the gifted in the Arcanum Citadel in Eldemont.
Spoiler: Elven Kingdom of EldemontEldemont is a kingdom filled almost completely with dense, mystical forests, except for the western most peninsula, where the Arcanum Citadel is, which is rocky land, protected by many magical wards.
Two types of elves house themselves in Eldemont: The Regal Elves and the Wild Elves. The Regal Elves are much like the humans of Valdermar. They live in around Eldemont’s capital of Yan’Sera, where Queen Linsala rules over all elves. The elves living inside Yan’Sera are often merchants, soldiers or noblemen and women. Outside Yan’Sera’s walls are the many elven farms and cottages, belonging to the peasants and workers. The Regal Elves are highly devoted to honor and dignity, and even though the War of Sun and Star still lays fresh in the minds of many elves, the Regal Elves try to set aside the past and rejoin with their human neighbours, as is how their queen thinks aswell.
The Wild Elves however, are not like-minded. Being pilgrims and hunters, they journey around Eldemont and sometimes even Valdermar in various clans. Although they still serve under queen Linsala, most Wild Elves still hold a fierce hatred towards the humans of Valdermar, seeing as they were the ones who suffered most in the war. It is not unknown that Wild Elves would sometimes rob human merchants in the forests, but they see it as payback for the past.
While the Regal Elves train elite soldiers, the Wild Elves make their living with trackers, scavengers, marksmen and sometimes even assassins.
Both elven folks still worship the same deity: The star that shines brighter than the sun at night, in the elven tongue named Lun’Caela, the humans have dubbed it simply the Eternal Star. Some elves born at the moment that the Eternal Star stand its highest, are gifted with the deity’s power, and they shall grow to either be Arcanists, elves with supreme magic abilities, or Nymphs, elves that have become one with nature and can shape roots and trees to their will. Seeing as the Arcanum Citadel is in their kingdom, nearly all these elves will move to the citadel when reaching adulthood.
Spoiler: The Dwarves of the FröderhillsThe Fröderhills are a mountainous region, with in the west many lush valleys and beautiful landscape, to freezing tundras to the east.
The dwarves have adapted living in both conditions, having their farmlands, mills and villages in the western valleys, while in the mountains, they have only nestled their massive capital, Hammerfall, dug into the mountains and secured against all intruders.
The dwarves have always been at peace, until the War of Sun and Star came to their lands. Both the elves and humans required the aid of the dwarves to decide their war. When the dwarves refused, they were dragged into the battle unwillingly. However, King Ordrun Steelfist, king of Hammerfall for the last sixty years used a brilliant strategy to end the war, when the elven and human armies clashed at the borders of their kingdom, they sounded massive bronze gongs, which caused an avalanche to come crushing down upon the armies. The devastated armies were trapped together and under fire of dwarven archers, and were forced to stand together to survive. Once the elven and human general got out of the disaster territory, the king awaited them, telling them to return to their leaders and let it be known that the war was over, or that all of Arelia would end like the area devastated by the avalanche.
Not long after, both King Regon II, Prince Regon Jr. and Queen Linsala travelled to Hammerfall to discuss with the dwarven king an allegiance to make Arelia into a proud land. The king gladly accepted. And since that day forward, the dwarves have been trading with both kingdoms, earning themselves a good amount of gold as they were the only kingdom that had good access to the many rich mines.
Most dwarves now either have a job as merchant, farmer, soldier, miner or brewer. They have no such thing as noblemen, although they do have the royal family, but they live alongside their fellow dwarves.
Dwarves are often the most sturdy warriors of Arelia, preferring to be in the front lines, although they have a fair amount of skilled archers and trackers aswell.
Dwarves see the earth as their protector and creator, and as such, can be blessed with those powers, being granted with the powers of Earth or Ice. These Geomancers and Blue Magi are not liked in the dwarven society, though. And are required to leave for the Arcanum Citadel after reaching the age of 15.
Spoiler: Arcanum CitadelThe Arcanum Citadel, located on the western Peninsula of Eldemont, is the centre of studying and magic. Magic wielders from far and wide come here to learn how to control and wield their gifts with success.
Although the citadel is heavily protected and cannot be entered without the help of a magically gifted soul, Archmage Uriel Noranal, one of the oldest elven arcanists alive, allows the Gifted, as he calls them, to leave the citadel whenever they please.
Uriel also finds it important that every ‘Gifted’ can form their magical power into spells of their own choice.
Spoiler: The Black WildsA dark, damp swamp region. Nobody knows what lurks in there, as everybody has ever entered the Black Wilds, has never been seen again. For Arelians, it is the border of their land, and most do not dare to go past these borders.
Spoiler: Different MagiAll magi can wield spells of their own making, molding their controlled element forms of their choice. Depending on their rank, they will be able to control multiple elements, gaining one additional element with each rank they gain.
Human Red Mage: Fire(Apprentice), Steam(Master), Lava(Grandmaster)
Human Cleric: Healing(Apprentice), Light(Master), Cleansing(Grandmaster)
Elven Arcanist: Lightning(Apprentice), Ice(Master), Blue Fire(Grandmaster)
Elven Nymph: Nature(Apprentice), Wind(Master), Healing(Grandmaster)
Dwarven Blue Mage: Ice(Apprentice), Wind(Master), Crystal(Grandmaster)
Dwarven Geomancer: Dust(Apprentice), Earth(Master), Diamond(Grandmaster)
Spoiler: The Aurion OrderAfter the War of Sun and Star, the dwarves, elves and humans formed a pact, that they shall create an order of the men and women of Arelia, who shall stand together in the hardest of times, and who shall fight off any threats to their land.
The founders of this order became King Regon II (who passed on the crown of Valdermar to his son), Princess Nadela (Daughter of Queen Linsala) and Lord Burnkor (Brother of King Ordrun Steelfist). These three created the order, in which they rapidly recruited people from every corner of the world, both elf and human, mage and soldier, any who was willing to fight united for the safety of Arelia.
The order took as emblem the golden eagle, which carries a sword engraved with the symbols of Valdermar, Eldemont and the Fröderhills.
Their citadel has been built in Northern Valdermaar, overlooking the sea. They are provided food and armor by the three kingdoms, in return for them keeping peace among the three kingdoms, and securing it from threats from the Black Wilds.
Spoiler: The Cauldron20 years ago, a large fire demon emerged from a mystical shrine in south-western Valdermar.
The entire region was scorched to cinders and the rest of Arelia was about to follow. But the Aurion Order, led by King Regon III, Princess Nadela and Lord Burnkor put up a valiant defence, and beat the demonic armies all the way back to the centre of the scorched. There, they laid siege on a massive burning citadel, and came face to face with the Arch-Ifrit, a fire demon of superior powers.
The battle was long and bloody, and the Aurion Order was losing, until its leaders banded together and used an ancient incantation to seal the demon away.
The place the demon was banished is still scarred by searing demonic rune on the ground. The area that was scorched has from that point forward been named, the Cauldron, a place where fire demons still roamed, and where the Aurion Order desperately held the line.
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Alright, this is my attempt for a nice game, which (if successful) can defiantly continue with more sequels after this one.
The storyline will continue from the small prologue I gave you at the top. As you can guess, it will be a quest to stop this demon from emerging and destroying Arelia. To do this, the Aurion Order’s numbers have been decimated by the treachery in the burning citadel when a large force of the Aurion Order went to lay siege to the Burning Citadel. A sole survivor, a commander of the Aurion Order force sent there, returned to the stronghold to warn the remaining forces of what was about to break loose. The Aurion Order will require the aid of both the hardened veterans and new recruits to fight with them to vanquish the Arch-Ifrit once and for all.
There are some rules of course:
- The usual RPA rules
- You can only make characters that are a member of the Aurion Order, either newly recruited or hardened veterans.
- If you go for a mage, you need to make sure that you determine what kind of mage you are, and keep in mind that humans, elves and dwarves have different mages.
- As a mage, you are given the choice to pick spells of your liking that follow along with your elements. But please, no universe-destroying-nukes or the likes.
- Character death is pretty likely, sorry, but that’s the risk here.
- There will be a lot of unexpected ambushed and combat scenarios, and thus, don’t be disappointed if a pack of demons appear to interrupt your inspiring speech or your romantic moment. It’s all in the job description of joining the Aurion Order. :3
And finally then, any questions regarding this, feel free to ask. (It’s my first roleplay I am hosting on this forum, but I feel pretty confident in this.)
And let’s not forget the Character Sheet!
Spoiler: Character SheetName:
Race: (Human, Regal Elf, Wild Elf or Dwarf)
Age: (Elves are estimated to live 50% longer than humans, dwarves 200%)
Birthplace: (Either a capital city or a smaller location to your choice, but keep within one of the three kingdoms)
Classification: (Swordsman, Ranger, Rogue, Mage, etc… When picking mage, specify which kind of mage)
Appearance: (Physical Appearance, can be a picture too)
Equipment: (Sword, Shield, Armor, etc…)
Skills: (The skills your character is known for, along with the befitting rank in those (Apprentice, Master, Grandmaster. If your character is a mage, list your character’s rank and learned spells along with a description. No more than 4 spells for Apprentices, 6 spells for Masters and 8 spells for Grandmasters)
Wants/Hopes: (What does your character aspire to?)
Fears: (What does your character fear?)
Brief History: (OPTIONAL, you can add a short or long history if you wish, but I won’t read it, seeing as it is more fun to discover it as you go)
Personality: (OPTIONAL, same as the history)
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NPCs:
Spoiler: Captain Ardonial MoorneName: Ardonial Moorne
Race: Human
Age: 46
Birthplace: Seranin
Classification: Swordsman
Appearance:
A man who has clearly been through a lot, Ardonial Moorne has dark-brown hair, with a beard circling around his mouth, but leaving his cheekbones shaven. His face is a pretty worn one, showing obvious signs of a lot of battle experience. His eyes are a dark blue and his skin is slightly tanned. Noticeable about him aswell, is his lack of a left arm. When seen in bare chest, it can be seen how the place on his shoulder where his arm used to be is a singed and scorched flesh wound, making it appear as if his arm was burned off, or cut off and the wound scorched shut with hot metal.
Equipment: Ardonial wears a heavy steel plate mail armor, decorated with golden linings and a special shoulder plate which covers his left shoulder, hiding the fact that he lost an arm. Having lost the ability to wield his shield, he only wields his trusted and fairly worn longsword. He also bears worn-out white and gold tabard, which bears the symbol of the Aurion Order.
Skills:
-Sword fighting: Grandmaster
-Strategy: Grandmaster
-Mounted Combat: Master
Wants/Hopes:
Ardonial has only one hope before his death, and that is to put a stop to the Arch-Ifrit.
Fears:
Ardonial fears for the survival of the Aurion Order, and the safety of Arelia, hoping he will be able to save it from the Arch-Ifrit’s flames.
Spoiler: Morris BlackwoldName: Morris Blackwold
Race: Human
Age: 42
Birthplace: Seranin
Classification: Swordsman
Appearance:
Spoiler: Morris
Equipment:
-Steel Shield
-Steel Longsword
-Padded Chainmail Armor
Skills:
Sword Fighting: Master
Wants/Hopes: To see his family live on happily
Fears: Dying without being able to see his newborn son
Spoiler: Derkron JorinName: Derkron Jorin
Race: Human
Age: 24
Birthplace: Cauphall (human village on the borders of Eldemont)
Classification: Swordsman/Red Mage
Appearance:
Spoiler: Derkron
Equipment:
-Fire Resistant Clothing
-Metal-clad Arms
-Greatsword
-Cloak marked with fire runes
Skills:
Sword Combat: Grandmaster
Red Mage: Master
Spells:
Coat of Fire: Surrounds the caster’s body in a fiery coat.
Fire Slash: The caster surrounds his sword with a fiery coat and swings it to create a rapid moving arch of fire.
Fire Sprint: Using flames of extreme heat to propel himself forward, the caster moves at incredible speed, leaving a trail of flames in his wake.
Inferno: At a risk of killing himself, the caster unleashes a storm of massive heat and hellish fire around him.
Wants/Hopes: To become the most powerful warrior in the world
Fears: Falling to the hands of a woman
Spoiler: Sir LogersonName: Vardion Logerson
Race: Human
Age: 26
Birthplace: Seranin
Classification: Swordsman
Appearance:
Spoiler: Vardion
Equipment:
-Gold emblazoned armor
-A high quality, masterly crafted greatsword
Skills:
Sword fighting: Grandmaster
Wants/Hopes: Avenging the decimation of his family during the War of Sun and Stars
Fears: Seeing his bloodline end in poverty
Spoiler: Maya VernName: Maya Vern
Race: Human
Age: 19
Birthplace: Elmore (A village that lies dangerously close to the Cauldron)
Classification: Swordsman
Appearance:
Spoiler: Maya (Careful! It's a big one!)
Equipment:
-Steel Plate Armor
-Steel Longsword
-Crossbow
Skills:
-Sword Fighting: Master
-Crossbow: Apprentice
Wants/Hopes: To see her home finally freed from fire demons
Fears: Burning to death
Spoiler: Eldran FairwindName: Eldran Fairwind
Race: Wild Elf
Age: 94 (Similar to about 60 in human comparison)
Birthplace: Northern Eldemont Forests
Classification: Archer/Nymph
Appearance:
Spoiler: Eldran
Equipment:
-Enchanted Elven Longbow
-Large quiver with a large amount of arrow
-Elven crafted dagger
Skills:
-Archery: Grandmaster
-Nymph: Master
Spells:
Serpent’s Fang: Allows the caster to make his arrows strike with deadly speed
Arrows of the Wind: Allows the caster direct his arrows using wind
Eye of the Wilds: The caster can use animals and plants to see in different locations
Wind Jump: The caster can teleport himself by moving faster than the wind, enabling him to jump over heights or small depths aswell.
Wants/Hopes: To die in a world of peace
Fears: To fail the Auron Order
Spoiler: Bor StoneheadName: Bor Stonehead
Race: Dwarf
Age: 195
Birthplace: Bergfield (A mountain village that has a tradition of bringing forth many Geomancers)
Classification: Geomancer
Appearance:
Spoiler: Bor
Equipment:
-Stone and Iron armor
-A short, solid stone staff
Skills:
Geomancer: Grandmaster
Spells:
-Dust Cloud: The caster brings forth a massive dust cloud to blind his opponents
-Ogre Stomp: The caster stomps on the ground to bring forth a tremor to bring opponents out of balance
-Wall Shield: The caster summons a thick wall of solid stone to protect him or someone else
-Chasm: Slamming his staff in the ground, the caster creates a chasm to swallow up enemies, wherafter it closes again
-Diamond Cage: The caster creates a diamond cage to trap an enemy in, being able to make the cage shrink to crush the enemy aswell
Wants/Hopes: To find death in battle
Fears: Surviving AND failing
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Monster Guide:
As enemies are faced during the adventure, they will be added to the Monster Guide for easy reference. So keep an eye on this if you're not sure what you know yet about some demons or other monsters.
_________________________________________________Approved characters:
Iellaina Kilothil - Elven Arcanist (Misfortune)
Keldor Tarkus - Human Swordsman (Atrum Daemon)
Arten Borhs - Human Cleric/Swordsman (Climber)
Xaphan Vetras - Elven Ranger (enaz)
Silas Brightwing - Elven Swordsman/Arcanist (Sprinkles)
INACTIVE Kalista Sarabi - Elven Archer (HerAlways~)
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