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Thread: The Mystic Isles [OOC]

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    Default The Mystic Isles [OOC]

    The first sign was loud and unexpected. High in the skies above the tiny island in the sea of Inis, there was a sudden crash of thunder. Most of the island residents glanced up at the clear sky, confused as they looked for storm clouds.

    The Wizard ran for the temple.

    He was still panting when the door opened, revealing one of the priestesses, a blonde with cropped hair.
    "'Mornin' General," he managed.
    "Good morning," she blushed. "Nobody's called me that in ages."
    "Centuries, at least," he agreed.
    "No, you used it last winter. What is it, the rift?"
    "Yeah, is the big guy up?"

    "I'M HERE."

    The two turned to stare at a giant obsidian foot that glittered in the flames of the torches behind the priestess.

    "THE SEAL IS HOLDING," the voice boomed, drifting down, "THEY CANNOT GET THROUGH. HOWEVER..."
    "However, there will be cracks," the wizard sighed. "So a lot of something else may fall down on the islands."
    "CORRECT," the obsidian giant rumbled. "GENERAL, YOU SHOULD MARSHAL THE ISLAND'S DEFENSES AS A PRECAUTION."
    "As you command," the priestess replied, bowing in her silks, then strode off towards her quarters to change. The wizard nodded. Despite her conversion, she still did her weapons drills daily.

    "YOU SHOULD ALERT THE KINGDOMS."
    "I will," the Wizard said, scratching his nose. "But the human king's on the continent, leaving his brother as temporary regent."
    "WILL HE LISTEN?"
    "I hope so. They didn't see much of it last time."


    *********

    The Mystic Isles

    Lying just off the west coast of the continent lies the rich, green islands of Albion and Inis.

    Spoiler: Albion 


    Spoiler: Inis 


    Spoiler: Vannin 


    West Riding

    In the area known as "West Riding" lies the town of Harrow's Gate. The town's claim to fame is their healing waters - mineral springs that now flow into the bath houses, and with it many visitors, eager to partake.

    To the north, three miles away is the village of Killinghall. One of the manor houses breeds hunting dogs there. Another mile to the north-east lies Nordon castle, home of Baron Stratburn. To the East of Harrogate lies the city of Kinburn with its castle, home to Duke Westcomb. Towards the south is the village of Moorhall Green. The moors are to the west, overlooked by Blackmoor Hill and its tower.

    There have always been stories of lost treasures, especially among travelers who foolishly attempted to cross directly across the moors to reach the North Road, falling victim to the terrain and the tribes of goblins said to inhabit the area. The battles have left its share of ruins across the land as well, and tales of creatures seen, leaving their marks on walls and trees. One or two of the more interesting can be found stuffed and mounted in the area's castles.

    Recently, these sightings seem to be on the rise, which the Regent in Loxton, Prince Phillip Sandall blames on 'excitable villagers seeing things in the dark'. While loathe to send out what remains of the King's Army, he has authorized the granting of charters to small groups to search these out themselves. While he believes there is nothing to be found, he is entitling them to keep half of all treasure found and a bounty on any strange creature they bring in.

    Of course, those who have no charter or those who try to cheat the kingdom out of its due, shall find themselves dangling from a rope as a warning to others.


    Rules


    • Standard RPA rules will be enforced.
    • My decisions are final.
    • No god-modding allowed.
    • Players who do not post within two weeks may have their characters taken over and retired. If you're going to be traveling, you should let me know.
    • No Double-posting! Either edit your existing post or allow two other players to post before posting again.



    Last edited by Enigma; 03-27-2021 at 06:24 PM.
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    Classes


    Most of the classes used in The Mystic Isles are basic classes you would find in fantasy games, with a few exceptions. Each class receives 6 skill ranks bonuses.

    Bard - performer, skilled in the use of voice and instruments. Typically lightly armed and armored.

    Cleric - a member of a religious order. Non-bladed weapons but can wear heavy armor. Can only retain 10% of treasure received, must tithe rest to the church or charity.

    Druid - a priest of nature, may carry a scythe or a small silver dagger. No armor, but can transform at least once a day at the low levels.

    Fighter - men-at-arms, well versed in the use of various martial weapons.

    Mage - a worker of magic. See Magic description for more details. No armor, may be armed with a staff and dagger. (As learning magic requires a lot of study, typically not versed in the use of swords unless they're an elf or half-elf.)

    Ranger - scout, foresters or wardens who are expert bowmen, tend to surprise foes with a shower of arrows. Usually lightly armored.

    Rogue - thief, typically skilled in picking locks, detecting and disabling traps, or slight of hand. Tends towards light armor, weapons, and games of chance. Likes concealed weapons and disguises. May have other skills such as salesmanship, massage, juggler or acrobat (performance).

    Swashbuckler - Gentleman (or gentlewoman) adventurer of noble or wealthy birth. First child usually inherits, second joins the military, so third-born and lower are the ones who typically take up swashbuckling or the priesthood. (typically no more than one or two in a party, may have an npc servant follower.)

    Tinker - traveling craftsman, typically performing small repairs, so has a tool kit suitable for their line of work. Typically lightly armed and armored.

    Warlock - typically a warrior who is said to have entered into a pact with a powerful non-human entity, allowing him to use clerical spells. Rumors suggest that warlocks have a gift locating treasure. Entering a pact with a non-human entity however is not a sure thing, 9 out of 10 who try do not survive the attempt. Warlocks are therefore extremely rare. (Only one per party).

    Witch - a wise woman of the old ways, well trained in the arts of medicine. As like the warlocks, it's said that witches have entered into a pact with a non-human entity, which allows them to use clerical spells. While they act as healers, many villagers view witches with suspicion. One that grows wealthy is rumored to be using magic to steal from her neighbors. Most witches tend to live outside of villages and towns as they enjoy the quiet, the privacy, and a bit of a heads-up should an angry mob appears to be heading their way. (Only one per party)


    Social Standing


    Wealth is largely determined by your social standing, although there are a lot of poor baronettes and knights out there eager to earn a bit of coin.

    High Nobility
    - Kings, queens, princes, or princesses - Not playable

    Inheritable Nobility - Dukes, Barons - characters will be the adult children of such, must be third-born or lower birth order children, as first born inherit, second born go into the military. Typically they have an allowance so should not go crazy with spending - but there's an armory they can "borrow" from, within reason. They will also have a servant npc. 10 skill ranks bonus, must have at least two social skills, one of which should be in dancing (the higher the social standing, the more skill in this.)

    Baronette - lowest of the inheritable nobility, and often the poorest and most looked down. Players may be a baronets or more likely the adult child of one (only one allowed). 8 skill ranks bonus.

    Knights - minor nobility, rank is not inheritable - playable, allowed one squire NPC. No more than two knights per party, preferred to be among the lower ranks. If they have tenant farmers, they may see some money from that. 8 skill ranks bonus.

    Merchants - Typically characters are the adult children of such, must be third-born or lower birth order children, as first born inherit, second-born buy their way into the military, so the third are lower are free to adventure within reason. As like duke, they have an allowance (which might be more generous than the what a Duke might provide), but still they should be careful with spending. Additionally, they get a cut-rate on some of the goods their family sells. 8 skill ranks bonus.

    Craftsmen - these are the millers, the smiths, the bakers, the weavers, carpenters, bowyers, fletchers, coopers, etc. People who take the raw materials in and turn them into something else. Unless they're out of work, typically it will be the adult children of craftsmen, usually the second-born or lower, who also earn a small wage for the work they do or the things they make. 6 skill ranks bonus.

    Peasants - These are the tenant farmers, the wood cutters, the general laborers. All of whom would welcome a chance at some money, as they don't have much. Most have a bow for hunting, a spear, dagger. Maybe some armor (typically gambesons or leathers) from the last time the duke conscripted troops. 4 skill ranks bonus.

    Clergy - Must receive leave from a superior, with the understanding that they will give up all but 10% of their finds to the church. Unless they're druids, usually can scrounge up leather or a breast plate, as well as hammers, maces. 6 skill rank bonuses

    Travelers & Players - Nobody's really sure where the Travelers are from, and no Traveler clan member will give an outsider a straight answer. They may be tinkers doing minor repairs, peddlers with small wares, or entertainers doing a side-show of monstrosities, gambling, dancers, questionable medicines and fortune-telling. Then there are the Players, actors who show up with saw horses and a few boards to lay across them, then seek to entertain the crowd for a few coppers by performing various plays. Both are frequently blamed for minor thefts and adept at leaving town if a crowd becomes unruly, but usually know how to use a short sword, bow, or even a rapier. Any armor found in a Player's wardrobe should be immediately suspect. 6 Skill ranks bonus

    Outsiders - Foreigners, mercenaries, mages, warlocks and witches. Tolerated only as long as they have coin, and the first suspects when there's a theft or murder. 6 skill ranks bonus.
    Last edited by Enigma; 04-01-2021 at 03:21 AM.
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    Magic

    There are no universities of magic in the Mystic Isles. Instead, a student will be apprenticed to a mage who teaches a particular school or line of magic (so if you know the line of the mage, you potentially know the sort of spells they can use). One of the first duties of an apprentice will be to copy their teacher's spell book, then use their copy to study. Ideally, apprentices should have a neat writing hand.

    Ideally, a mage will keep their main spell-book safe, bring with them a traveling spell book that is easier to carry and replace if lost and destroyed. (A wise mage will keep two copies of their main spell book in separate locations.)

    It is possible to obtain spells from scrolls or other mages, provided it is not one in opposition to your line's school.

    The lines are:

    Line of Blys; Abjuration (Protection & Shielding spells/ symbol: Earth) (Cannot learn illusion or transformation spells)

    Line of Corwin; Conjuration (Summoning spells/ symbol: bell) (Cannot learn evocation or scrying spells)

    Line of Jinian; Divination (Scrying spells/ symbol: Water) (cannot learn conjuring spells)

    Line of Miranda; Enchantment (Mind manipulation spells/symbol: book) (cannot learn evocation or necromancy spells)

    Line of Elric; Evocation (energy projection spells/symbol: wind) (cannot learn enchantment or conjuration spells)

    Line of Tyra; Illusion (Sense manipulation spells/ symbol: Moon) (Cannot learn necromancy, evocation, or abjuration spells)

    Line of Dorn; Necromancy (Manipulating Life Energy spells /symbol: skull) (Cannot learn illusion or enchantment)

    Line of Mavin; Transmutation (transformation spells/ symbol: fire) (Cannot learn shielding or necromancy spells)


    Additionally, as long as they do not come from oppositional schools, the mage may know various cantrips.

    While mages enjoy some grudging respect, it should be remembered that when a wizard tried to set up a school of magic in Hencaster, the town people revolted and burned down the tower, with only a few of the students and the wizard managing to escape.

    Each mage starts off with three first-level spells and three cantrips, which can be found listed in the online SRD for 5e. These are not the only spells in your spell book, just the ones you have unlocked so far.

    You can cast as many spells as you've unlocked. Once you've cast a spell, you must have a long rest before you can recast it.


    At the end of an adventure, players who use magic may be told they've unlocked another spell and at what level.

    • New spells are immediately mastered with a limited rate of failure.
    • That becomes one more spell you can cast at that level.
    • You can decide to double an existing spell instead.
      • Doubled spells can only be unlocked the next time you earn a new spell.


    If you receive a spell scroll, as long as it is not in an oppositional school, you can choose to transcribe the spell into your spell books.

    • Transcription will destroy the scroll's use.
    • You cannot use a transcribed spell until you've earned a spell at that level.


    Cantrips can be cast several times during the day. If you cast several of them in quick succession, I may rule you need a short rest before you can use them again.

    Note: Mage spells are powered internally, so the more metal the caster is wearing, the greater chance of failure. Clerical spells however are basically structured prayers to their gods or patrons, so clerical armor is not a factor.

    Religion

    This can be a standard D&D or Pathfinder religion, or you can create a new religious sect.

    NOTE: Bhal worship is only available on Vannin, so is restricted. Few, if any, off of the island has even heard of him.

    Religion:
    Name:
    Domain(s): (life, death, nature, knowledge, war, tempest, light, trickery; max of 2)
    Alignment:
    Avatar:
    Symbol:
    Philosophy:

    Note: Play nice here. Any religion that seems to involve known figures from the Christian bible will be rejected and reported.
    Last edited by Enigma; 04-01-2021 at 09:36 PM.
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    Races

    Dwarves - The short, hardy folk, reaching a height of 40-48 inches. Often employed as smiths, engineers, and miners, although there are woodcutters, farmers and bards among them. Dwarvish clans wear tartan patterns to distinguish themselves and have dark vision up to 60'. Tend to favor hammers and battle axes "to whittle the taller races down to eye-level." As both males and females are bearded, it's often difficult to figure out the sexes - including among themselves. (12 skill level bonus)

    Elves - Among the longest-living races, they do not reach maturity until 180 years of age, many reach 900. Adventuring age is typically around two centuries. Few travel off of the Isle of Inis, however, as their reproduction is much slower than the other races. Possess dark vision up to 60' and a natural resistance to magic attacks. Elvish culture also places a lot of emphasis on social skills - it's not surprising to discover an elvish ranger of the lowest rank to be an accomplished dancer and singer. Humans have a strange fascination with their pointed ears. (25 skill level bonus, but 15 must go to social skills - with their long lives, they put a lot of importance on entertainment skills.)

    Gnomes - small humanoids with pointed ears resembling children, they reported they 'fell through a gap' while traveling and wound up in a remote corner of Albion. They do not like comparisons between themselves and elves. A full grown gnome stands about 28-36 inches tall, and because of their smaller legs, cannot walk or run as fast as other races, but are very adept at dodging. Dark vision up to 30 feet. Love to explore, craft and tinker with small devices. Most traveling gnomes will have a small crafting tool kit on them. (12 skill levels bonus)

    Half-Elves - Children of elves and human pairings, they develop at twice the rate of human children, obtaining full maturity at 36. Raised among humans, they appear to be developing too slowly; while half-elves raised among elves appear to be developing too quickly and may be called "clumsy" or "slow-witted" by ruder elves. Half-elves can, however, grow facial hair, their ears have more rounded points, and have dark vision for up to 30 feet as well as a small resistance to magical attacks. Human-raised half-elves have a few more practical skills, while elvish-raised half-elves have a few more social skills. Half-elves are more likely to become Warlocks or Witches. (15 skill levels bonus, but 8 points must be devoted as per their environment.)

    Halflings - Averaging 36 inches in height, the humanoids love to live in comfortable warm boroughs or houses and in general enjoy a friendly, outgoing outlook on life and its many comforts. They are curious and mildly adventurous as long as the food is plentiful and often. They tend to go barefoot, and have tough soles and curly hair on the tops of their feet. While they are not fast, they are incredibly sure-footed. (12 skill level bonus, but 4 must be in social skills)

    Humans - The most dominant and adaptable race on the planet, averaging between 63 and 74 inches in height. Tend to socially group, be it in towns and cities or hordes in the wilderness - truly, their strength is in their numbers. (15 skill level bonus)
    Last edited by Enigma; 04-01-2021 at 03:18 AM.
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    Equipment
    Spoiler: Weapons 

    Spoiler: Armor 


    Spoiler: Gear 



    Spoiler: Kits 


    Spoiler: Vehicles 



    Spoiler: Draft Animals 


    Spoiler: Clothes 
    Last edited by Enigma; 03-19-2021 at 01:50 AM.
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    Skills


    Spoiler: Combat 


    Spoiler: Common 


    Spoiler: Social 


    Skills are measured by your ranks in them.

    One rank in a skill is amateur or apprentice level. You have some understanding of the basics, but greater chance of failure.

    Two ranks in a skill is journeyman level - you know the basics, less chance of failure.

    Three ranks in a skill is mastery - you have a full understanding with a limited chance of failure.

    Four or more ranks in a skill is grand-mastery.
    At the end of an adventure, players may receive skill ranks to spend on improving their skills or buying new ones.


    PM if you have questions about these skills
    Last edited by Enigma; 04-01-2021 at 09:39 PM.
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    Character Name:
    Player Name:
    Race:
    Class:
    Social Standing: (dukes, baron, baronets, knight, merchants, craftsmen, peasants, clergy, travelers & actors)
    Description: (picture or written description fine)
    Armor:
    Primary Weapon:
    Secondary weapon(s):
    Languages: (Aiveti (Amorian), Draconic (archaic), Donic (Dwarven), Elin (local), Ijián (Inis Elvish), Jumnaupean (Gnome), Keran (Continental, spoke by Nobles) You get an automatic two free ranks in your native language, Elves get three in Ijián.
    Skills:
    Personality:
    Background: (1-2 paragraphs sufficent)
    Last edited by Enigma; 04-15-2021 at 03:25 PM.
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    I have a question: what’s to keep a well-aged elf from being proficient in both magic and melee? If I had 900 years to do whatever in a medieval fantasy world, I’d learn as much as I could.
    <a href=https://images.app.goo.gl/MJKETshMQ8yXopEM8 target=_blank>https://images.app.goo.gl/MJKETshMQ8yXopEM8</a>

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    Quote Originally Posted by SaltyIrishman View Post
    I have a question: what’s to keep a well-aged elf from being proficient in both magic and melee? If I had 900 years to do whatever in a medieval fantasy world, I’d learn as much as I could.
    Elves and half-elves are the exception to the rule. But as this is a beginning group, all first level spells.
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    Alright then. So I could be a prodigious warrior with a burgeoning grasp of magic?
    <a href=https://images.app.goo.gl/MJKETshMQ8yXopEM8 target=_blank>https://images.app.goo.gl/MJKETshMQ8yXopEM8</a>

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