No continent is as diverse as Xaltanthus. Boasting a range of environments, from forests to deserts to mountains, it is no surprise that a host of races call this ancient land home. In the northeastern plains lies Maiven, the kingdom of the humans. Many people of Maiven live in tiny, often nameless farming villages dotting the grasslands, but there are more who live in the cities rich from trade with other continents. Northwest of Maiven is the mysterious Mistwisp Woods: home of the Dawn Sylven, a race of powerful magic-users. There always seems to be a magical aura hanging in the air around and in the great forest, echoing with the cries of magical creatures. Journeys into the forest can be both rewarding and risky, as there have been tales of people lost in the woods in a desperate search for the rare plants and animals they are known for. A more dangerous version of the Dawn Sylven's domain lies on an isolated peninsula in the southeast of the continent. Known as the Ferogar Wilds, it is notable for the multitude of dangerous beasts roaming the hot, humid forest. However, some of these creatures are not what they seem. The distant cousins of the Dawn Sylven, the shapeshifting Dusk Sylven, live among the beasts of the Wilds and train them to guard their unlikely home. Separating the more habitable lands of northeastern Xaltanthus from the nearly barren southwest are the great Keretra Mountains. Inside the peaks are giant caverns where Kobolds have created a mining megacity, with a relatively small cave, known as Steelstone Cave, the only access to the outside. A treacherous pass through the Keretra mountains leads to the Torrid Dunes, a seemingly endless expanse of scorching sand. Legends have told of a wondrous city named Khedethsu, inhabited by the mysterious Ifrit race, in the dead center of the desert, but those who went to search for it came back with no proof, if not at all. But, in the westernmost region of Xaltanthus lies a land even more uninhabitable than the Dunes. Lifeless lava fields make up the eastern part of Emberglow's End, the rest of it a mountainous peninsula resembling the tail of the mighty monster that once lived there....
a crappy map I made JUST for this
In an age long gone, Xaltanthus once had its own guardian: the Dragon Queen. She had watched over the continent and its people from her domain in what was then a snowland, maintaining its peace. But one day, something caused the Queen to undergo a transformation and ravage the races across the land, killing their current rulers and abducting their heirs. It was then that a band of heroes decided to take on the quest to free the heirs and revert the evil Dragon Queen to her former self. They raided the Primeval Towers where the successors were kept captive, but everything turned out to be a trap: the Dragon Queen destroyed all the towers, along with the heirs inside, and all but one hero perished. He tried to convince the Queen to revert to who she once was, but words were no use. The last hero fought to the death with the Dragon Queen, and managed to destroy the Soul Gems on each of her five heads, causing her life force to run dry. Even though this hero had rid Xaltanthus of a great scourge, he felt that he had not truly accomplished his quest, and never came back to his homeland.Since the fall of the Dragon Queen, Xaltanthus has returned to its former, peaceful state as new royal families rose and reigned. However, some people feel that with the land's guardian gone, a greater evil will invade Xaltanthus. But for three thousand years, nothing has happened. No war. No invasion. Not even major natural disasters. But flash foward to the present day, people say they feel a mysterious presence in the sky above them, one they thought would never come back...
Welcome. I've never done a roleplay before, so it probably won't be that good, but I'll try make it as enjoyable as possible. Before making your character, we must go over some rules.
No godmodding, powerplaying, or metagaming.
Don't make yourself OP. Magic is allowed, but you can't start out extremely powerful.
No unrealistic situations (like talking to someone in a room you're not in, or rushing up stairs with severely wounded legs)
Love can occur between characters, but please do keep this roleplay 13+.
Only the GM (I) can advance the plot when significant events occur. When such an event is about to take place, I will PM everyone about it.
Last but not least, have fun!
Now here you can make your character from one of the following races:
Human (just normal humans, some have magic powers.)
Dawn Sylven (they have very pale skin and white-blond hair, long ears like elves', and sometimes dark silvery markings on their faces, backs, and shoulders. These powerful magic users possess the gift of near-eternal youth. If you want to play as this race you must start as a beginner in magic or something.)
Dusk Sylven (much like the Dawn Sylven, except their skin is brownish orange with black markings. They can shapeshift into the creatures of the Ferogar Wilds (mostly big-cat like). If you want to play as this race, you must be inexperienced in shapeshifting when you start.)
Kobold (a short reptilian race, suited to live underground. Their scaly skin can be stone grey or colored like various minerals. Males have three spikes on each side of their head (excluding the long horns near the top) while females have two. Kobolds mature much faster than humans, and no kobold has lived past the age of 50 years.
Avoliant (a race of bird-people. They have wings in place of arms and hands, but can still hold objects between their wings while they're on land, or in their beaks in flight. Their bones are more brittle due to the fact that they have become hollow to aid in flight.)
Appearance: (picture and description are both fine)
Special Powers (if you have any):
Profession (if you have one):
The RP will start in the city of Goldemore. Either your character has stayed there before the RP takes place, or went there for whatever reason (please specify in the Other Info section.
Name: Zrakchani Jadescute
Personality: Curious and hardworking. Cold to strangers, but eventually warms up to them after they prove themselves. Can be grudgy against people she doesn't like for a long time.
Backstory: Born into a rather well-to-do kobold family in the caves of the Keretra Mountains, Zrakchani has always wanted to learn about the other races outside the caves. One day, on her 10th birthday, she was given an opportunity to travel to the human capital of Goldemore. At first fascinated by human culture, she wandered around the great market, until she saw another kobold being whipped. Soon Zrakchani learned of the horrors of kobold slavery and vowed to end it. She trained for 8 long years to become an assassin to free her poor fellow kobolds from their cruel masters.
Special Powers: nope
Profession: Rogue assassin
Other info: The tattoo on Zrakchani's left arm means 'Liberator' in the Kobold language.
The Meaning of Life, the Universe, and Everything.
Another Fantasy World
Name: Erias Vasilias
Personality: Erias is an outgoing person who is utmost excited about his heroic adventure. He is also the most gullible person you can find.
Backstory: Erias, the second prince of the Vasilias royalty. Unlike his siblings Erias never enjoy his life as a prince throughout his childhood, to him he was more or less living a life of a colorless boredom. The cause of his contrast thoughts would most likely be the story of heroes he's fascinated by, the story of heroes in an old book he found within the great library. Since the day he read about them, being just like them is his dream and in order to achieve it his way of life started to change bit by bit. He started to take his combat lesson more seriously and spend most of his free time with the royal guards to learn a few tricks from them. Soon becoming a warrior respected by both his instructors and the royal guards. As if these series of event seems to be chained together, it was around this time that the power sleeping within Erias started to bloom it is said that Erias's power are something rather unique even among the Vasilias bloodline history. One day, the high priest of Maiven had a vision about Erias and how he is destined to leave the protection of the palace and journey to learn the world outside. This was exactly what Erias had been waiting for all this time, a chance to begin his own story.
Ultima, Sword of Light: Erias's power allows him to draw this sword from within himself to wield in combat. This sword is the embodiment of courage and hope, it have the ability to collect the positive thoughts from those around and those who are connected to the wielder and turn it into power.
Profession: Prince of Maiven
Others: The beginning of his journey started at the city of Goldemore.
Personality: Finley is a very nervous, cautious person, and is not prepared for the dangers of a hero's life. However, he is ultimately good-natured, willing to risk his life if it could save someone else's.
Backstory: The McCormick family has always had a natural talent for magic. Some of Finley's ancestors were mighty sorcerers, fighting off the evils of the world. Eventually, the world's evils faded away, leaving the family with no work to do. The McCormick's fell into poverty, losing their grand estates and social influence. Generations later, Finley was born, into a family forgotten to the world. His father was a woodcutter, his mother was a seamstress. As he grew up, he quickly followed in the footsteps of his ancestors, quickly learning simple tricks from his grandparents. He soon grew to adulthood, and set out into the world, determined to use his magic for the good of others. Yet, the only work he could find was as a glorified jester, preforming parlor tricks to the bored masses. I'll be needed, he thought. They'll need me eventually.
Magical Prodigy: Finley learns magic far quicker than the average human.
Profession: Street Magician
Prestigitation: Preforms minor tricks. Magic Missile: Shoots a weak projectile of magical force.
Appearance: Thyrsis is mostly brown-feathered with a dash of white feathers on his chest. He has bright green eyes. (I'm assuming Avoliants look somewhat similar to Ritos from LoZ?)
Personality: A little bit arrogant, Thyrsis prefers to be alone most of the time. He doesn't get along well with most kinds of people, and most don't like him because of his arrogance. However, he has a kind heart.
Backstory: His parents were advisors to the rulers of the Avoliants. As a child, he had dreams of adventuring the world. As he grew up, he wanted to follow his dreams of adventuring, but the son of such a high ranking family could not be allowed to take such a low-ranking job. Instead, he was sent to be an advisor and a guard of the village. But still, every time he goes on patrol, he looks for opportunities to escape and explore the world.
Special Powers: Sarcasm
Profession: Advisor to the rulers and guard/patrol man.
Other info: This is my first time joining one of these rps, so I'm sorry if this is sort of a bland character
All races can use magic, it's just that Dawn Sylven and Humans are the most common magic users.
Duf, you're accepted. But please remember that magical abilities can't be too powerful when you start. Not saying your powers are OP or anything, otherwise you wouldn't be accepted. With your fire magic, you can start with something like conjuring embers to light torches or something like that.
Personality: Dismas is the textboox example of a man who is dedicated to being righteous.He is a leader, standing tall and refusing to break. His unshakable belief can assuage companions' fear, reassuring them that despite the hardships they will most certainly endure, all will be well in the end.
Backstory: Every cause needs a champion, a hero to rally otherwise common men to a righteous cause and lead them to victory. The Crusader is that champion. Battle-hardened and stalwart, He had held the front lines in a hundred holy wars, called for many campaigns and battles lasting long nights, He is no stranger to bloodshed. With the renewed dawn of peaceful times in Xaltanthus, the once powerful Crusader Order had been reduced to a mere peacekeeping force, on the sidelines as a reserve, dealing with the occasional highwayman and bandits. Dismas now finds himself as a sellsword to travelers and traders, offering protection as his main source of income, but is currently struggling to make ends meet due to the seemingly endless peace keeping Xalanthus safe.
Special Powers: Zealous Conviction: Becomes more powerful the stronger his connection to the Light Almighty.
Other info: on Goldenmore as one of the stops for the trader he is escorting