The Roleplay
For thousands of years the Deserts of G’haz stood as a testament to the strength of mankind. For thousands of years man travelled the barren deserts and called it their home. And for thousands of years man has struggled to hold their place against the other races and creatures that call this desolate wasteland their home. It is often said that the Gods themselves dare not venture into these cursed lands. Yet the native people of these deserts that have endured and build great cities and monuments that boast of their strength. To the North of the Desert lie the Great Plains where Orcish Warbands and Elven Kings make their home. Further North is the Bleeding Forest, a land of constant war, where the immortal Kingdom of Qyrys stands alone against hordes of Northman that raid its shores. To the East are the Kasqyn Mountains where Orcs and Dwarves clash for dominance over the jewels and gold trapped below. Yet it is here in this desert that history was changed. It is in this desert, lifeless and empty, that a Kingdom will fall. It is in the Great City of Iblid that the Noble Houses clash for control. The House of Alharis still wields tight control over the city and their subjects. Yet the noble houses grow bitter and tired of their place. The fate of this Desert City rests in your hands. Only the gods will tell whether your family will rise or fall or how your story will be told.
Locations:
The Workings of the Roleplay
Health:
You start with 50 points of health. In past RPs I struggled with managing combat and it often resorted to people OPing. Now without weapons you will deal 3 point of damage. Health can be replenished by eating food, drinking, sleeping, and magic. Once your health reaches 0 you will die and can be revived by another player through magic or by me through a "blessing" depending on your religion. During that time you cannot roleplay that character. If you want a character do die for the sake of your roleplay you are free to do so. You regenerate 10 points of health every time you sleep and you are required to post your characters health before every post. With every meal you regain 5 points of health.
Damage:
Damage is proportional to the weapon you wield, your martial skill, your health, and your ability to wield said weapon and the traits you have.
Combat:
Combat consists of turns in which the players post their action. Players may decide to stop, run away, or fight until the enemy is dead. If you are chasing another player you must have higher health to catch up or a trait that grants you faster speed. Having heavier armor reduces your speed. Horses will catch up to those on foot. You may used ranged combat while chasing someone, however, using ranged prevents you from chasing them for one turn. If a player has protection then you must break through that protection before dealing damage to their health.
Traits:
As time goes on you will, through your actions, earn new traits. I will also add traits. Acquired traits are traits that you cannot choose on application but earn in RP.
Blessed (acquired): The blessed trait is earned by performing good deeds or evil depending on your faith. To receive a blessing you must go to a priest in the House of Priests and request one. I will then give you a blessing which boosts your stats permanently until you stray from the path of your faith.
Swift: You are agile. You move fast and are quick with your hands. You make a good thief and assassin and are hard to chase down. A valuable skill in these crowded streets.
Sneaky: A good trait in combination with swift. You are near impossible to spot in a crowd and in the dark. Hiding from someone has never been easier.
Attractive: The name says it all. Your looks make it easier to convince people to listen to you. You may even have a chance of getting away with things others won't be able to.
Strong: You are powerful. People fear you when you walk by. +2 to damage and health. You are now able to use heavy weaponry and wield heavy armor.
Lucky Bastard: You always seem to win. You find more loot when there is loot to be found. Chances of successful pickpocketing/hiding is increased. You win more at gambling and seem to get out of situations when things look to be going south.
Mongol: Your skills in archery and horse-riding are famed. +1 to ranged combat and +3 to ranged combat on horseback. You are much faster while riding your horse now.
Charismatic: You are likeable. You are a smooth talker and know just what to say to people to make them like you. You have a higher chance of getting away with things and getting things your way.
Survivor: You always seem to be able to make the best out of what you have. Food gives +8 health instead of +5.
Mage: You have the ability to cast spells with greater ability than any other. You have a natural talent and it's best you do not let it waste. +5 damage to learned spells. -5 MP cost for spell casting. You start with 3 spells instead of 1 and have 50 MP.
Items:
Light armor: Provides 10 protection. Cost - 50 gold.
Heavy armor: Provides 50 protection. Requires Strong perk. Cost - 500 gold.
Bow: A good long range weapon. Good in the hands of a skilled archer. Deals 10 damage. Cost - 100 gold.
Arrows: Cost - 10 gold for 20 arrows.
Pickaxe: Required for mining. Cost - 10 gold.
Mask: While it provides no protection it hides your identity. Useful for thieves and assassins. Cost - 5 gold.
Fishing rod: Good way to make money and food. Cost - 10 gold.
Dagger (light weapon): Deals three damage. Quick, easy, and cheap. Cost - 10 gold.
Longsword (light weapon): Deals eight damage. Fast and deadly. Cost - 150 gold.
Scimitar (light weapon): Deals ten damage. It's curved. Cost - 200 gold.
Spear (light weapon) Deals eight damage. +4 if on horseback. Cost - 200 gold.
Great sword (heavy weapon): Deals fifteen damage. Cost - 250 gold
War hammer (heavy weapon): Deals twenty damage but is slower than great swords - 300 gold.
Staff (magic weapon): Add +2 to all spells (damage or healing) and deals three melee damage. Cost - 100 gold.
Spells
Each spell has a MP cost. You regain these by sleeping. If you are not a mage you only have 20 MP and are allowed to choose one spell. All spells can be learned by approaching a mage or priest in the city (RPed by me) and requesting training. There are, however, some spells that are exclusive to learning. Depending on the spell it will cost money and take time. You may also increase your MP by training. Spells marked secret can be learned by meeting a character of mine. I'll try to have the character appear as often as possible in your roleplays. Of course you'll have to be a mage to learn these spells.
Blessing (Exclusive): This spell is exclusive to priest characters and myself. I will only allow it if you request it in your application. This allows you to provide buffs to other characters, however, ridiculous buffs won't be allowed. Examples of acceptable buffs: +4 to max health, +2 to damage, +5 to weapon damage, etc. MP Cost - 50.
Flames: You shoot fire out your hands. Deals 3 damage per hit. MP Cost - 3.
Frost: You freeze your enemies to death. Deals 5 damage per hit. MP cost -5.
Fireblast: You cast a ball of fire at your enemy. Deals 10 damage. MP Cost - 12.
Ice spear: You cast a spear of ice at your enemy. Deals 15 damage. MP cost - 20.
Healing Touch: Heals caster/other character. Heals 20 health. MP Cost - 10.
Shield: This spell shields the caster from magic damage. Once the caster is hit with a spell the shield breaks and they will need to cast the spell again. MP Cost - 10.
Torch: This casts a ball of light that illuminates a dark room. MP Cost - 5.
Breath under water: Just as the name says. You can breath under water for as long as the spell is cast. MP Cost - 10.
Ironflesh (learned): Increases armor ranking by 40. Once 40 armor points are broken through by an enemy the spells effects wear off. MP Cost - 20.
Telekineses (learned): You control objects with your mind. MP Cost- 10.
Transmutation (learned): You can turn silver into gold. MP Cost - 20.
Familiar (learned): You summon a companion to aid you in combat. These companions range from cats to dogs to bears and lions. MP Cost - varies.
Morph (learned) - You have the ability to transform into one creature. A somewhat difficult spell for most to master. The greatest thieves and assassins often make use it. MP Cost - 20.
Calm (learned) - You calm attacking or aggressive animals allowing you to possibly tame them. MP Cost - 30.
Invisibility (Secret) - You can turn invisible. So long as you do not receive damage in this state you will remain invisible. MP Cost - 40.
Raise Undead (Secret) - You can bring the dead back to life. MP Cost - 50.
Wall of Fire (secret) - Creates a protective wall of flame around you that damages any approaching enemies. MP Cost - 60.
Fear (secret) - Causes enemies to flee. MP Cost - 60.
Man's best friends/Rally (secret) - Casting this spell brings all nearby animals to your aid. MP Cost - 80.
Alright so that's a pretty big chunk of text. If you made it through all that then congratulations. If you have any suggestions such as adding new races, items, traits, etc please TG me and I'll add it.