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Fantasy role play

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PickledPlatinum

Super-Earth
Joined
Jan 16, 2010
(Read section one for the setting and the congregating characters and section two for details on the role play. Follow the link for the character sheet and post your character there if you wish to join.)

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Section one
Delegates representing every race in the world begin to seat themselves around a large table in a grand, Dwarfin furbished hall. Jewels of the highest value line the walls in mosaic patterns and the an over hanging dome is plated with mythril and gold.

The table is fine polished mahogany and the rest of the hall is marble. A tall skeletal figure seats himself at the table hissing softly as he looks around the generously decorated room with a look of mild disgust. He taps his fingers lightly on the table as he waits for the others present to take their seats.

Section Two
NOTE: The general plot should be credited to the user Ichisaku on Lu.scio.us, the rest was mostly me.

Humans: Although easily corruptible they are just as easily incorporable though once they become either it's difficult to take them from it. They are very ambitious and a very two-toned race due to the fact that some lie cheat and steal and others would never dream of it.

Elves: Nature loving they are nomads in constant movement so they can live in an ever lasting spring. They are very honest creatures but like Humans some may have a tendency to become crooked though their is much less corrupted Elves compared to Humans. As far as appearance they are usually some what short compared to any race with the exception of Dwarves and gnomes, have very silk like hair that comes in a variety of colors. They usually very petite and lean. They also have widely varying skin tone.

Dwarves: Masters of craftsmanship, blacksmiths, and alchemy Dwarves love the earth and all it's spoils. They build grand cities adorned with gems, golds, and silvers of their mines. When it comes to any type of mining, smelting, or anything else you can think of Dwarves are king. Appearance wise they are one of the shortest races some standing barely three feet. Most Dwarves are around four feet tall but their are many that are much shorter. They are very muscular and tend to have a healthy amount of facial hair by age twelve.

Gnomes: Lovers of anything magical. Their fascination with magic have given them the stereotype of them being mages, sorcerers, wizards, and charm masters. They are by far the shortest race most only standing two feet tall they make up for their lost size in powerful magic. Most of them are very fast agile and can get a grip hold on nearly anything making them able to easily climb most obstacles. Appearance wise they are short, skinny and usually have a some what dark complexion. They usually have hair that reaches their ankles as their hair grows quickly and it's part of their culture to have long hair.

Basilisks: Very fast and deceitful creatures by nature. They are very manipulative and often use their manipulation abilities to their advantage. When on all fours they can run like a cheetah with their uniquely designed skeleton. Appearance wise they are very tall and skinny. They have very dark hair and rough callas like skin. On their limbs they have light markings indicating snake scales. They have enormous snake fangs that can fold inward into their mouths. They have very stern faces that are very well defined with many straight lines. They have very pale skin as well.

Satyrs: Also love nature like the Elves but particularly attached to trees. They live in forests and will become rather hostile to anyone who cuts down the trees. They are otherwise very friendly and with their friendship comes plenty of ale, meat, and fruits. Appearance wise they are tall with the lower section of their body being a goats. They are very lean and usually have horns growing out of their heads that only get lengthy when they become old.

Gilgameshians: Enjoys anything regarded as brutal.They enjoy blood games though are not evil per say and can be reasoned with. Though they are very aggressive and arrogant often labeling themselves as superior beings they greatly appreciate the presence of other races. Appearance wise they are extremely muscular and tall. They have no hair on their bodies with the exception of their palms. They are very tall most standing about sixteen feet.

Minotaurs: Irritable and easily corrupted. They are very strong in many aspects with the exception of magic and craftsmanship. Appearance wise the are rather lean with a thick coat of fur and a bull head that makes them look larger than they are. The are very strong having a preference for a broad sword in battle.

Heres some more details about the different races.

Human Society/Religion: Human society is based around a Monarch Ethnocracy, where everyone is subject to the rule of the Emperor or Empress who inherits his or her position. In addition non-human races governed by Human society are also subject to laws of restraint known as "wealth laws". These laws prohibit non-human races to own property or land and also prohibits them to work in government. The "wealth laws" also specify that non-human races should not be permitted to hold money and therefore must complete business transactions through labor. This places non-human races below all those whom are remotely wealthy, hence the name of the laws. As for Religion, Human belief system states that it's every humans divine right to own land and this right belongs to no other race. Humans' believe in a complex string of Gods and Goddesses, they also believe that ones soul goes to a spiritual realm where they stay with other souls for the same amount of time they lived. There they have all the pleasures of the physical realm but pain is non-existent. Depending on how they behave on these terms will dictate whether they are reincarnated into the physical realm as punishment or go to paradise.

Elf Society/Religion: Elves have a loose government based on kinship. There are over a hundred different Elf clans each with it's own chieftain. These clans are largely not united, most clans are split into smaller nomadic tribes. Many clans consist of over several thousand family members but are split into several hundred tribes of close family groups. Each one of these tribes have a Matriarch, though sometimes a Patriarch, that dictates their tribes activities and votes for the chieftain of their clan who can be anyone who is popular enough among the other clansmen. The clan chieftains meet monthly to discuss the needs of their own clan. Marriage between clans is a highly encouraged practice though there are rules on it. The bride must leave her own clan and consider herself a member of the groom's clan if she wishes to marry the groom. The groom's clan must accept her in a religious ceremony if she decides to join them regardless of whether or not the clan wants this new member. All children are considered members of the brides clan until they are old enough to choose otherwise, when they are old enough they can choose to return to their father's clan or remain with their grandparents in their mother's clan. The child must spend at least 14 years with his or her parents before they leave to be raised by their grandparents. As far as religion goes every clan worships a different deity whom they believe to be the originator of their clan. The clans all share their belief in spirits, who all clans worship. There are 6 spirits in all, Hilimi spirit of the sun, Goygorian spirit of the sky, Blaheri spirit of the earth, Soki spirit of the ocean, Jeriki spirit of the moon, and Mugri spirit of life.

Dwarf Society/Religion: Dwarves, like humans also have a monarchy but unlike humans, no Ehnocracy. The Dwarve's monarchy is based around a king who upholds the needs of his people, and is constantly reminded, that the purpose of a dictator is to serve his people not the other way around. Dwarven kings live in luxury and handpick government officials but can only do so with the approval of the people. Dwarf kings are always elected and serve until death. Dwarve's religion is based around the concept of honor and those that you do injustice to, perform this injustice on you after death. The difference between one being cruel or one being honorable is dictated by a detailed code of honor. All Dwarves worship Kair, the goddess of the earth and no other.

Gnome Society/Religion: Gnomes believe that high places in society should be given as recognition of public works, as a result the most powerful political figures are those who have worked hardest for their community. A list of powers accompanies the Gnome code of law, each power accompanies a detailed list of all deeds required to earn this power. Gnomes are also strong believers in democracy and believe that all political officials votes are always equal during a crisis. As for religion, Gnomes believe that life was a byproduct of waring titans in the beginning of time, and that magic is a way to connect oneself with these mighty titans. They don't worship any god because they believe that they were created by accident, but they do hold great respect for the ancient titans.

Basilisk Society/Religion: Basilisk society is built off of two Kings with equal power, each one also has a viceroy, who also have absolute power with the exception of the Kings rule. They believe that both Kings are made King by divine right and their viceroys are handpicked by the Kings, both Kings must approve of the others viceroy. Basilisk religion teaches that respect and trust are signs of weakness and that one should in place of respecting or trusting someone, one should simply fear them. Different acts of terror are encouraged to make others fear them more. Even parents are encouraged to abuse their children so that their children show respect to their parents in the form of fear. Basilisks worship Kynslive, the god of blood. Blood brings life and death and where there is death there is also life.

Satyr Society/Religion: Satyrs live in forests in small separate tribes, Satyrs never build cities since it requires using trees. Instead they will live in all assortments of natural shelters large enough to house the tribe, they also only burn oils made from th olives of healthy trees. Satyrs are largely anarchist, allowing their religion to be the only governing force, though there are some tribes that are more democratic. Satyrs worship trees quite literally. They believe them to be the greatest providers of the world and consider chopping down a tree an equivalent of murder.

Gilgameshian society/Religion: The society is primarily based upon the might makes right philosophy and their social structure is held together carefully with a strict honor code and list of traditions. Gilgameshians believe that each race originated in a different world and that they were sent to the world of the Gilgameshians because the gods were angry with the ways they lived, lacking any tolerance of one another. So they were suddenly placed on a world where they suddenly had even more races around them and one of them happened to be a type of judge or umpire, the Gilgameshians.

Minotaur Society/Religion: The Minotaurs' government it a Federation, and it is one of the most complicated governments out of the others. Minotaurs religion is based around a long chain of gods each with a very well defined position. Each individual is expected to adopt a certain one of these gods based around what they want out of life.

Any other additional races that you wish to add may be posted, however the race you post must be your own interpretation of the particular race and you must elaborate on your interpretation oppose to saying Tolkien's interpretation.

In this particular unnamed fantasy world magic works by the transfer of spiritual energy (soul) from your body, through your mind, and out your body. There are four basic branches of Magic all with numerous sub-branches.

Light Sorcery: Light Sorcery draws energy from the soul of oneself and deals with using magic with the forces of nature apposed to against (unlike it's counterpart) Light Sorcery is somewhat weak for battling purpose but for shifting of objects and healing it is excellent. Light Sorcery is the most common and accepted form of magic.

Dark Sorcery: Dark Sorcery draws energy from dead spirits and the souls of others and deals with going against the forces of nature. Dark Sorcery is excellent in battle and while it can heal and shift objects it can't perform these tasks as well as it's counterpart. Because Dark Sorcery deals with souls not belonging to the spell casters there is an almost constant battle of spiritual willpower between the spell caster and the soul being used, therefor Dark Sorcerers must learn to win these spiritual battles. These spiritual struggles attract the attention of invisible creatures known as death spawns who are drawn to struggling living souls whom they attempt to corrupt in order to turn the sorcerer into a death spawn. So Dark Sorcerers must also learn to fight off death spawns. Because of Dark Sorceries demanding disciplines for it's use, many Dark Sorcerers will become possessed or turn into death spawns because they forget their disciplines. Others have gotten themselves in other complicated messes with the laws of magic. As a result Dark sorcery has a rather messy history and is the most secluded and feared form of magic.

Ritualism: Ritualism draws energy from ones soul but also combines the uses of natural elements to magically and permanently change ones natural abilities. Rituals will often take weeks to perform and finish and usually consist of a highly organized dance and the use of potions and spirits of dead animals.

Alchemy: Alchemy is like Ritualism but instead of changing the qualities of oneself, Alchemy is used to change the qualities of inanimate objects. Alchemy draws energy from ones own souls, spiritual energy left inside an object by others and most unusually the moon. Alchemy is the only magical discipline that has an energy source that isn't spiritual energy.

Plot: There are six sages who's powers represent the balances of the world. They use there weapons as a means to display and use this power but two of these sages, the sage of Chaos and Death have conspired and disrupted the balance of the world by robbing the other sages of their weapons and imprisoning them. To prevent the world from consuming itself in Death and Chaos a group heads for the mountain of the sages to free the captured sages.

So we need people to play the Sage of death and the Sage of chaos later when we get to that point.

Tourgre - Huge Hammer - Law - Very heavy built man with a bald head but has long grey hair from one temple to the other, He has a lined greyish face though is very strong despite that. He is also blind, he wears a blindfold and utilizes his other senses to see around.
Grasiues - Tonfa Blades - Chaos - A tall Elf with short brown hair, wears a red cloak and clothes with blue tassels on all seams and edges of his clothes.
Draila - Long Bow - Wisdom - Old man with white hair, very relaxed individual.
Raisus - Staff - Life - Youthful gnome with long red hair and kind happy face. Wears black robes at night and red ones during the day as a part of a long complicated ritual.
Saicrius - Scythe - Death - Basilisk with snake scale tattoos covering his entire body oppose to just his limbs.Wears a black cloak that turns the wearer to shadows at will. In areas with shadows he can blend in perfectly, and when in the shadow of another person he can manipulate their movements.
Halich - Long Sword - Spirit - Young man with long black hair and violet eyes. Wears a jester like outfit and can fly while wearing a unique wind cloak.
 
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