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 Post subject: Soul's Advent- world, rules, Char creation, ooc, etc...
PostPosted: Thu May 19, 2005 4:44 pm 
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Soul's Advent is a rather eccentric RPG.. That's why a not-so-brief world explanation is in due order. SA Nations and politics should be here also.
The RP itself will begin May 28th. Submit your characters now while it's easy.

System (the char creation and magical ideals): (\/)ea’s Rp engine v.1.1- feel free to use for your own RP! ^^

World: Sefnia
Story: Soul's Advent

THE WORLD AROUND US:
Whilst The Continent of Sefnia is not the only land mass in the world of D'rim, The others are thousands upon thousands of leagues away and unreachable by any natural means- only the most powerful of magicians have been able to reach them. Thus, the entirety of the RP will take place on this continent.
It is generally temperate, but it is somewhat tropical in the southwestern region.

The "Humane" Races, Elven, Dwarven, and Human, often live in large cities and live by quite high standards

The "Inhumane" Races, Goblin, Kobald, Orcish, etc., are considered evil. Being born any of these races is an almost assurance of outlawing in all nations except for Fausla.

The "Visitor" Races (or just Visitors), are considered to be from another plane or originating from another plane. There are many in this category, Dragons, Angels, and Demons, to name a few. These are where many of the exotic races come in. (If you want to make one, it will probably go in this category unless it is a form of elf, in which it would go into Humane- However, Dark Elves will still be considered Visitors in Fausla and Inhumanes in Vaus and Sestiel.

THE THREE NATIONS
1. Relations
Sefnia houses three nations- The Republic of Fausla, to the East- The Theocracy of Vaus, to the West- and between them is the Empire of Sestiel. These nations, or as they are called, "The Three," have largely been at each other’s throats. While no records state what largely created the war, as each nation has its own interpretation- what is known is that almost a thousand years ago, Kar-shel, The third Emporer of Sestiel, had apparently arranged a marriage with his daughter T'iala with Tau, the Second Celestial of Vaus ("Second Celestial" is the Vausian interpretation of the Prince- the representative of Vausian gods, the Prime Celestial, is the equivalent of the combined authority of King and Pope) in an attempt to combine the nations. Though Tau accepted, the public outcry was gigantic. Beyond this, each nation has a different interpretation- the only fact kept the same is that somehow, Kar-shel, Tau, and T'iala all died.

Sestielian records claim that Tau betrayed Kar-shel and killed him and his daughter, starting a large civil war that Fausla allied in them with, for undisclosed reasons. The outcome of the war is also undisclosed.

Vausian records claim the exact opposite, that Kar-shel and T'iala killed Tau together. The public outcry was so large that Kar-shel's palace was burned and Kar-shel and T'iala were consumed by the flames.

Fauslian records claim that apparantly the clumsy Kar-shel forgot an important portion of Vausian marraige ceremonies. Tau was so offended he challenged Kar-shel to a duel. Seeing her father and lover battle being such a crushing burden upon her, T'iala hurled herself into the thrusting blades, being killed instantly. Realizing that there was no other choice, the two men made peace, and Tau was supposedly made to be the heir of Kar-shel.
The infuriated Vausian and Sestielian public attacked the palace almost immediately upon Kar-shel's and Tau's arrival. They also brutally murdered Kar-shel and Tau, parading their bodies through the streets.

Whilst the reasons for the mobs outcry against Vausian and Sestielian peace are unknown, many believe it is due to multiple previous wars, though the reasons of these wars are written in ancient languages, and can only be translated ambigiously. Many doubt their very existence.

2. Nations in paticular
a. Fausla:

i: Politics
Fausla is a freedom-loving nation, and has a legacy of leniancy in all affairs, public or private. The capital city, d'Stamara Tiara (commonly called Tiara amongst the people), is in between Fausla's three provinces of Causia, Tefnia, and Gerum.
Fausla's government works to view everything from a neutral eye, though not always possible due to the aggressiveness of its neighbor Sestiel.

Fausla's government gives a large portion of power to a form of parliament called the Executives, of which there are about one-hundred. They meet in the Grand Hall in Tiara. The Executives carry out virtually every political action after a public vote, which carries about 50% of the full vote. The rest is determined by the executives.

ii: Geographical characteristics & inhumane populations

The Fauslian countryside is among the safest in the continent, Paticularly Gerum, which does not border the troubled country of Sestiel. The Inhumane races live in peace with the Humane, a Fauslian trait looked down upon by other nations.
Not only safe but beautiful, Fauslia is one of the most prized nations in all of Sefnia.

iii: races

Humane Races: (4,567,897)
Elven: 73%
Human: 13%
Dwarven: 9%
mixed: 5%

Inhumane races: (1,183,985)
Goblin: 78%
Orcish: 10%
Kobaldic: 8%
mixed: 4%

Visitor races: (999,954)
Draconic: 45%
Angelic/Demonic: 36%
Other: 14%
Mixed: 5%

b. Sestiel
i. Politics
Though the most powerful nation in Sefnia, it is also the most turmoiled, ridden with a dark history of crime and conquest.
Sestiel has an almost uncountable amount of provinces, largely due to the nation's instable and squabbling nature. Thus, they are named by number from top left to bottom right, from Number-zero-zero-one to Number-nine-nine-nine.

The current emporer, Maal-seus, believes strongly in beauty and
arts. He is one of the strictest emperors to date and has put the death sentence on virtually every crime in Sestiel, even petty theft.
Taxes are also high, much to the distaste of the townsfolk. However, immigration is illegal without expressed permission from a High Chancellor, which is reserved for only the gravest of missions.

Though slavery of Humanes is outlawed, Inhumanes are fair game, and Visitors are considered inhumanes in Sestiel, excluding only the dragons.

ii: Geographical characteristics
There is very little countryside in Sestiel- virtually all of the landscape is covered in trade routes. It is well known, however, that there are many caverns that lead to geodes of astounding beauty- and worth. The Empire has claimed most of them, and it is quite likely it has discovered all of them.
However, the southwestern jungle portion of Sestiel is quite uninhabited in comparison with the rest, though it is still ridden with fishing villages. It is also a popular smuggling spot, and thus a very dangerous area.

iii: races

Humane: (75,567,342)
48% Human
8% Elven
26% Dwarven
16% mixed

Inhumane: (66,452,186)
29% Goblin
24% Koboldic
18% Orcish
20% Troll
5% mixed

Visitor (divided for the sake of clarity- in Sestiel they are put with the Inhumanes unless they are Angelic) (945):
Draconic: Only three known in the entire nation, known as the Three Great Wyrms. They appear to work independently.
Angelic/Demonic: 18%
other: 82%

c: Vaus

i: Politics
Vaus is a theocracy, giving full power to the nameless gods of Light, Life, and Good, whilst attempting to avoid the nameless gods of Shadow, Death, and Evil. This way of seeing things in simple black and white is common amongst the Dwarven Folk. However, they do have representatives of the gods, as normal people lack the ability to stretch as far into the Mental Realm to speak with the gods, and only those gifted by a specific bloodline can do so- they are the Celestials, and can weave the most powerful Divine magic known in Sefnia.

ii: Geographical characteristics-
Vaus is mountainous, but bleak. There is no grass, but rather white-gray sand that covers the entire nation. Vaus is considered the “Land of Heroes,â€


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 Post subject:
PostPosted: Thu May 19, 2005 5:49 pm 
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Templar GrandMaster
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Location: In my mind, I'm just a figment of my own imagination.
ok, a few questions before I create my character
1. what are kobolds like here? I have seen them look reptilelike, and caninelike, and sometimes kinda unable to tell kinda weird lookin', so what are they like here?

2. did you say if you choose arcane mage, you can then pick 1 combatant and 1 non combatent? or something?

3. can we only pick one thing from each of the things, like hand-to-hand with combatant, wilderness survival with non-combatent(becaus eI wanted a few more non-combatent) and like arcane magic? or what?

4. what are these special abilities aside from flight, you only said flight, and in your char sheet, you said dark sight lvl 4, what is the lvl? and what other kind of speacil abilities are there?

5. what kind of skills are there? liek could I put merchantry? like being that my character would be a merchant? or what?

6. could a character be like human with tainted blood(25% kobold) and have like ears and tail of a kobold? I would want that only if kobolds are caninelike here, otherwise I'd have to be a visitor race.

I am sorry to ask so many questions, but I am an idiot, and this is way long and hard to understand.


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 Post subject:
PostPosted: Thu May 19, 2005 6:15 pm 
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Location: In my life called Hell........
:shock: Going to take awhile to understand all of that but im sure i'll figure it out in time.


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 Post subject:
PostPosted: Thu May 19, 2005 8:01 pm 
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Resident Rule Nazi
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I am unsupported.

I'll be watching you all though, an RP of this multitude is rare.


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 Post subject:
PostPosted: Thu May 19, 2005 10:03 pm 
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Id
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Posts: 86
Location: In my sword's soul/Maryland
WOW...its been along time since I've seen a DND classed RP for forums...I applaude you, this seems to have a hell of a lot of thought put into it and if you want an A class Judge god moder (this means my powers to godmod are limited...but I conrol other godmoders) to join I will

Name: Krakc
Age: around 20
Gender: M
Race: Human
Subrace(s): angelic (25%) demonic (25%) elvin (25%)
Height: 6'1
Weight: 200 lbs
Skills: Minor control over the mental plain
There are the Primary Trades:
Combatant: Vicking [censored] sword nick named "Hefty"
Arcane magician
Focus: Ballance, can use any but
non cobatant: Wilderness survival
Tracking, setting camp, foraging (looking for food)

Bio: Krakc at an early age dabbled in spells of powers that he could not control, eventualy he was sucked into the mental plain, there he meet Disz (angle) and Inde (demon) who agreed to fuse with him and get him back into the physical realm, ever since then the three protect each other and have found a way to shift between the realms when it was nessacary, but when shifting back he would ofthen faint and say in a simi-comotoas for a week. Durring his time with Disz he learned how to listen to music so that he didn't hear the words as much as he heard the meaning to it, with Inde he learned how to use the song in the physical realm. He belives in ballance in all things and ofthen heals what he wounds.

Description: gray eyes, US milatary stanadard boots and clothing, trench coat, likes to walk around with cat ears

Specal abilitys: sound of the muse (can use the meaning behind a song to cause area dammage), shapeshifting, sees mental patterens so light and dark doesn't effect him as long as its living, other wise he sees with dark site lvl 3

Theme song: "carmina burana o fortuna" by Karl Orff, often played in battle


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 Post subject:
PostPosted: Thu May 19, 2005 10:55 pm 
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Rule Nazi Stormtrooper

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Posts: 1510
Location: Oppressing the populace
Id wrote:
WOW...its been along time since I've seen a DND classed RP for forums...I applaude you, this seems to have a hell of a lot of thought put into it and if you want an A class Judge god moder (this means my powers to godmod are limited...but I conrol other godmoders) to join I will

Name: Krakc
Age: around 20
Gender: M
Race: Human
Subrace(s): angic (25%) demonic (25%) elvin (25%)
Height: 6'1
Weight: 200 lbs
Skills: Minor control over the mental plain
There are the Primary Trades:
Combatant: Vicking [censored] sword nick named "hefty"
Arcane magician
non cobatant: Wilderness survival
Tracking, setting camp, foraging (looking for food)

Krakc at an early age dabbled in spells of powers that he could not control, eventualy he was sucked into the mental plain, there he meet Disz (angle) and Inde (demon) who agreed to fuse with him and get him back into the physical realm, ever since then the three protect each other and have found a way to shift between the realms when it was nessacary, but when shifting back he would ofthen faint and say in a simi-comotoas for a week. Durring his time with Disz he learned how to listen to music so that he didn't hear the words as much as he heard the meaning to it, with Inde he learned ((holy [censored]...I'll finnish this later...))


I applaud Id for capturing the essence of Soul's Advent- the weirder, the better.
And, to tell you the truth, it took me about 20 minutes to think up the whole thing. It still needs alot of time for purification. :)


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 Post subject:
PostPosted: Thu May 19, 2005 11:10 pm 
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Rule Nazi Stormtrooper

Joined: Thu May 19, 2005 7:12 am
Posts: 1510
Location: Oppressing the populace
Blaze MoonShadow wrote:
ok, a few questions before I create my character
1. what are kobolds like here? I have seen them look reptilelike, and caninelike, and sometimes kinda unable to tell kinda weird lookin', so what are they like here?
Pretty much canine-ish, 3'5". Make sure that if your character has tinted blood that he's not over 5'5".

2. did you say if you choose arcane mage, you can then pick 1 combatant and 1 non combatent? or something?
One combatant and non-combatant secondary trade and focus, yes. The general idea is that arcane mages are oft too scatterbrained to concentrate on anything but what they're good at.

3. can we only pick one thing from each of the things, like hand-to-hand with combatant, wilderness survival with non-combatent(becaus eI wanted a few more non-combatent) and like arcane magic? or what?
I suppose if you spread the focuses, I could be leniant with the rules...they're a bit glitchy and prototyped. I'm going to refine them as well, and probably use them well after Soul's Advent is concluded.

4. what are these special abilities aside from flight, you only said flight, and in your char sheet, you said dark sight lvl 4, what is the lvl? and what other kind of speacil abilities are there?
Whatever your imagination can make up. Just make sure it fits the character and is Superhuman.
level 1 dark sight: normal sight
level 2 dark sight: cannot make out anything in pitch black, but low lighting is easier to traverse.
level 3 dark sight: can make out shapes in pitch black.
level 4 dark sight: Can see in pitch black like it was daytime.


5. what kind of skills are there? like could I put merchantry? like being that my character would be a merchant? or what?
Yes, you could, remember that these are still glitchy and need alot of refining. If you have a skill that isn't listed, just make it up and stick it where you think it needs to go.


6. could a character be like human with tainted blood(25% kobold) and have like ears and tail of a kobold? I would want that only if kobolds are caninelike here, otherwise I'd have to be a visitor race.
Sure! ^^

I am sorry to ask so many questions, but I am an idiot, and this is way long and hard to understand.
Don't worry, you're not an idiot, and I am somewhat troubled in matters of brevity and simplicity. ^^ If you have any more questions feel free to ask, but remember I won't be here all next week unless something extraordinary happens. Just pile stuff away and I'll get to you next Saturday.
~Neo



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PostPosted: Fri May 20, 2005 12:24 pm 
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Templar GrandMaster
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Posts: 661
Location: In my mind, I'm just a figment of my own imagination.
Name: Ashen Twilight
Age: 19
Gender: Male
Race: Kobold
Subrace: none
Height: 4'10â€


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PostPosted: Fri May 20, 2005 1:13 pm 
Is this going to be some kind of Superhero team? :P


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PostPosted: Fri May 20, 2005 1:17 pm 
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Anonymous wrote:
Is this going to be some kind of Superhero team? :P

That was me, sorry. ^^


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PostPosted: Fri May 20, 2005 1:33 pm 
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Id wrote:
Description: gray eyes, US milatary stanadard boots and clothing, trench coat, likes to walk around with cat ears


Please make sure the maximum level of technology does not preceed 1300. Try a different costume, remember there is no US here, nor did they make steel toed boots or camos. I hate to control how people make their characters but try to keep them somewhat true to the timeline. Try a dark green tunic over the Camos, and a cloak over the trench coat
Otherwise, excellent character! He's definately going to be one of the most interesting.^^


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PostPosted: Fri May 20, 2005 1:33 pm 
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(\/)ea (ulpa wrote:
Is this going to be some kind of Superhero team? :P


I don't see why it would be...


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PostPosted: Fri May 20, 2005 1:37 pm 
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Blaze MoonShadow wrote:
(\/)ea (ulpa wrote:
Is this going to be some kind of Superhero team? :P


I don't see why it would be...

Nothing, just there's all these funky races ^^
This is going to be so awesome!!!


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PostPosted: Fri May 20, 2005 1:45 pm 
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Location: In my mind, I'm just a figment of my own imagination.
Alot of people don't like being normal. besides, I'd be a visitor race otherwise. But then I'd be my exact character from Cerinean Chronicles who would be too strong here, so I tweaked him to fit here, he's usually a shapeshifter, but that doesn't seem possible here, so I left that out, and I made him less fire and darkness using, because you said using the arcane art weakens one's body, so I didn't want that, well he has low defensive abilites anyway, but he's fast so he makes up for it. I didn't want him being a huge target too much, and stuff. btw, sorry I keep calling it Arcane Art, and not magic, I hope you don't mind. Magic is used so often, it is just like played out, and this seems more like bringing the art of your mind to life than magic, and that just sounds cooler to me, also I feel reluctant to use magic or call it magic as I like to think of my character as more of a physical fighter. and was my character sign up sheet ok?


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PostPosted: Fri May 20, 2005 1:47 pm 
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Rule Nazi Stormtrooper

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Blaze MoonShadow wrote:
well, I'd be a visitor race, but then I'd be my exact character from Cerinean Chronicles who would be too strong here, so I tweaked him to fit here, he's usually a shapeshifter, but that doesn't seem possible here, so I left that out, and I made him less fire and darkness using, because you said using the arcane art weakens one's body, so I didn't want that, well he has low defensive abilites anyway, but he's fast so he makes up for it. I didn't want him being a huge target too much, and stuff. btw, sorry I keep calling it Arcane Art, and not magic, I hope you don't mind. Magic is used so often, it is just like played out, and this seems more like bringing the art of your mind to life than magic, and that just sounds cooler to me, also I feel reluctant to use magic or call it magic as I like to think of my character as more of a physical fighter. and was my character sign up sheet ok?

Indeed. Arcane Art would be much better wording. And I understand that alot of people like having the "different" character as well. It's fun to be a bit weird, and it is definately the spirit of SA.


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