The Ten Kingdoms
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Interest Checks :: Archived Advanced Interest Check Topics
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The Ten Kingdoms
1000 years ago
Armies fought against each other, metal clashing against metal. Armor covered the brave knights and villagers that waged war on each other in the names of their kings. The dark kingdom of Ser’ves was in complete control over the three kingdoms; Rien, Hityc, and Ashiusk. This was the down fall of man and thus they were in fear of losing their lands to the evil queen Lyess. Brother fought against brother and kin against kin. War engulfed the land as the dark kingdom got more powerful. Through the hatred and rage the dark queen forged an orb. This orb was called the legendary Demonic Orb. It was known to engulf people in their fears and make them fall under their rage and wage war on each other. A warrior named Koravel had been traveling the lands far and wide, when he got his first encounter with the orb.
Father and son fought against one another. The steed he rode into the town on reared back and he hopped from the beast and looked about the town. It was a small place and he thought it was peaceful, or at least that was what he heard. But this peaceful town was war stricken and chaotic. His hand gripped the broad sword on his hip as he turned with enough time to deflect the attack that a young woman waged on him. He didn’t know what really was going on. A boy the age of 10 was hiding in the shadows. How he survived in this madness was something else. The man walked towards the boy and knelt down. The sounds of bodies falling around him would of made the man uneasy if he wasn’t war stricken already. “Leave this town…” The boy spoke, fear was evident in his voice. “Evil lives in this place…” The man looked at the boy. “Evil?” He asked and the boy’s eyes closed he wouldn’t say anything at that moment. There was a moment of silence that passed the two. “The Demonic Orb is the cause of this madness…”
Ten years before
“The Demonic Orb, had been broken into ten fragments by the brave Lord Koravel Vontae Maernanea. They were scattered to the ends of the Earth to ten different kingdoms.” Her mother spoke; she loved telling the tale of Koravel and the Orb. Nimael loved to hear the history of the world. The woman’s ears twitched as she sat there.
The elf sat there her darkened blond hair fell into her blue eyes as she sighed softly. “Mother do you think that Queen Lyess would be brought back to life if someone were to find all ten fragments?” She question the girl thirsted for knowledge and she smiled gently. This child was different than the others in her community. She loved her garden and never thought of adventuring to far from home; though that would change when she hit her adult hood. She helped her mother with anything that she needed. Yet she knew something was missing.
Two months before
Her birthday hit and she was moving into adulthood. The elf looked at the present that her father gave her. He called it an heirloom. But the question was, what was it? She looked at the man and tilted her head. Her darkened blond hair flowed in the small breeze that passed her as she sat there. “It’s a fragment from the Orb. No one must find it Nimael. You are to lead a quest to find the other pieces and destroy it before the evil that was born of this orb is born again.” She blinked and looked at her father. Things were confusing her, but she knew that she needed to do this. “Nimael you must leave here and venture to the nine other kingdoms find the fragments and destroy the orb.”
The Ten Kingdoms:
Ser’ves
Rien
Hityc
Ashiusk
Estit
Uml
Jirix
Verden
O'kiniss
Keun
Character Sheet
The Races
The Hag
The Rules
Armies fought against each other, metal clashing against metal. Armor covered the brave knights and villagers that waged war on each other in the names of their kings. The dark kingdom of Ser’ves was in complete control over the three kingdoms; Rien, Hityc, and Ashiusk. This was the down fall of man and thus they were in fear of losing their lands to the evil queen Lyess. Brother fought against brother and kin against kin. War engulfed the land as the dark kingdom got more powerful. Through the hatred and rage the dark queen forged an orb. This orb was called the legendary Demonic Orb. It was known to engulf people in their fears and make them fall under their rage and wage war on each other. A warrior named Koravel had been traveling the lands far and wide, when he got his first encounter with the orb.
Father and son fought against one another. The steed he rode into the town on reared back and he hopped from the beast and looked about the town. It was a small place and he thought it was peaceful, or at least that was what he heard. But this peaceful town was war stricken and chaotic. His hand gripped the broad sword on his hip as he turned with enough time to deflect the attack that a young woman waged on him. He didn’t know what really was going on. A boy the age of 10 was hiding in the shadows. How he survived in this madness was something else. The man walked towards the boy and knelt down. The sounds of bodies falling around him would of made the man uneasy if he wasn’t war stricken already. “Leave this town…” The boy spoke, fear was evident in his voice. “Evil lives in this place…” The man looked at the boy. “Evil?” He asked and the boy’s eyes closed he wouldn’t say anything at that moment. There was a moment of silence that passed the two. “The Demonic Orb is the cause of this madness…”
Ten years before
“The Demonic Orb, had been broken into ten fragments by the brave Lord Koravel Vontae Maernanea. They were scattered to the ends of the Earth to ten different kingdoms.” Her mother spoke; she loved telling the tale of Koravel and the Orb. Nimael loved to hear the history of the world. The woman’s ears twitched as she sat there.
The elf sat there her darkened blond hair fell into her blue eyes as she sighed softly. “Mother do you think that Queen Lyess would be brought back to life if someone were to find all ten fragments?” She question the girl thirsted for knowledge and she smiled gently. This child was different than the others in her community. She loved her garden and never thought of adventuring to far from home; though that would change when she hit her adult hood. She helped her mother with anything that she needed. Yet she knew something was missing.
Two months before
Her birthday hit and she was moving into adulthood. The elf looked at the present that her father gave her. He called it an heirloom. But the question was, what was it? She looked at the man and tilted her head. Her darkened blond hair flowed in the small breeze that passed her as she sat there. “It’s a fragment from the Orb. No one must find it Nimael. You are to lead a quest to find the other pieces and destroy it before the evil that was born of this orb is born again.” She blinked and looked at her father. Things were confusing her, but she knew that she needed to do this. “Nimael you must leave here and venture to the nine other kingdoms find the fragments and destroy the orb.”
The Ten Kingdoms:
Ser’ves
- Atmosphere: Unnaturally dark and shadowy
- Main Feature: A wide stretch of bare, dead ground
- Secondary Feature: Abandoned human belongings
- Prevalent Tree Type: Gnarled and twisted
- Ground Cover: Dirt and small stones
- Water: A geyser or fountain
- Known races living here: Vampires, Lycanthropes, Ghost Elves, Goblins
Rien
- Atmosphere: Windy
- Main Feature: An abandoned battlefield
- Secondary Feature: Holes in the ground
- Prevalent Tree Type: Low and leafy with spreading, shady branches
- Ground Cover: Flowers
- Water: Some hot springs
- Known races living here: Silver Elves, Gold Elves, Asherati, Deep Imaskari
Hityc
- Atmosphere: Windy
- Main Feature: An ancient, well preserved structure
- Secondary Feature: Strange objects embedded in the ground
- Prevalent Tree Type: Palms
- Ground Cover: Countless tiny, sharp crystals
- Water: A lake
- Known races that live here: Avariel Elves, Dragonkin, Duergar, Armand
Ashiusk
- Atmosphere: Cold and damp
- Main Feature: An ancient, well preserved structure
- Secondary Feature: A shrine
- Prevalent Tree Type: Spruce
- Ground Cover: Tall grass
- Water: A pond
- Known Races that live here: Jungle Elves, Glimmerfolk, Pixie, Faeries
Estit
- Atmosphere: Clear and calm
- Main Feature: A wide open field
- Secondary Feature: Holes in the ground
- Prevalent Tree Type: Weeping willows
- Ground Cover: Clover
- Water: A swamp
- Known races that live here: Lizardfolk, Kuo-Toa, Quaraphon
Uml
- Atmosphere: Tempestuous
- Main Feature: A cave
- Secondary Feature: Low rounded hills
- Prevalent Tree Type: Low and leafy with spreading, shady branches
- Ground Cover: Various weeds
- Water: Clinging dew
- Known races living here: Xvart, Wild Elves, Catfolk
Jirix
- Atmosphere: Humid
- Main Feature: A high mountain
- Secondary Feature: Patches of bare ground
- Prevalent Tree Type: Short pines
- Ground Cover: Ice
- Water: Clinging dew
- Known races living here: Humans, Snow Elves, Gnomes
Verden
- Atmosphere: Humid
- Main Feature: A cluster of large boulders
- Secondary Feature: Signs of ancient civilization
- Prevalent Tree Type: Low and leafy with spreading, shady branches
- Ground Cover: Sand
- Water: A wide rushing river
Known races that live here: Catfolk, Tiefling, Mephling, Illumian
O'kiniss
- Atmosphere: Misty
- Main Feature: A volcano
- Secondary Feature: Strange objects embedded in the trees
- Prevalent Tree Type: None
- Ground Cover: Gravel
- Water: A wide rushing river
- Known races that live here: Orcs, Haflings, Changelings.
Keun
- Atmosphere: Tempestuous
- Main Feature: A small village
- Secondary Feature: A grassy clearing
- Prevalent Tree Type: Date palms
- Ground Cover: Snow
- Water: A geyser or fountain
- Known races that live here: Humans, Drow, Dwarves, Hag.
Character Sheet
- Code:
Name:
Age:
Race:
Physical Description: (I will accept pictures and written descriptions.)
Personality:
Which of the ten kingdoms is the character from:
What equipment does the character have: (Remember this is fantasy so medieval weapons and equipment)
Does the character have a shard of the Orb: (There are only ten shards)
Biography:
The Races
The Hag
- Spoiler:
- Many hags have the ability to change their appearance, making it possible for them to interact with creatures of other races. Though horrible to contemplate, some use this ability to lure in mates, in the hopes that the offspring can help them further their evil plots. The descendants of a hag tend to be strong but ugly, and often share their ancestor’s love of schemes.
- Spoiler:
- Vampires retain all their natural emotions from the race they were a part of when they were alive, but gain a nearly insatiable lust for blood. Often they take this blood from their spouses, or in the case of the wealthiest from a selection of 'blood bags', creatures, typically poor humans, who are taken from their homes and kept in dungeons beneath the vampire's estate until they are needed for a meal. When a vampire bites he may do so rather forcefully or he may do it only to drink blood. Often forceful bites are used during combat as a last effort to protect oneself. Vampires lose all reproductive abilities, but do not lose their ability to have sex. Infact, many vampires are known for being considerably more passionate after their transformation. With their transformation, though, Vampires do gain a prominent pair of canines and lose much of their skin's pigmentation. Often a vampire loses the urge to eat often and will waste away to nearly skin and bones. This is no problem though, as they are already dead. Vampires aren't necessarily evil, and they aren't always good either. Vampires are known to pity those who haven't chosen to become a vampire, and this creates tension between the living and the dead often. When vampires converse, they are known for using large words and often cause the other members of the conversation to lose interest.
- Spoiler:
- Lycanthropes are humanoids who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence. Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
- Spoiler:
- Personality: They are wary; earning their trustinvole namy sublte tests and trials. Dwarves compare them to mithral: beautiful and delicate in appearence, but stronger than the hardest steel. Physical Description: Ghost Elves have the same height and weight of elves but are frailer. They reach adulthood at 30 years of age and live to about a 100 years shorter than most elves. Gray hair and pale skin are nearly universal, with the occasonal having jet black hair. The eyes are the most striking feature; they are like twin mirrors lacking iris, and pupil.
- Spoiler:
- A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors.
- Spoiler:
- Moon Elves, often called silver elves, are more tolerant of humans than the other elven sub-races. Their skin is the color of new cream, and does not tan or burn in sunlight. Their hair and eyes fall into two major variations. Some have light hair ranging from pale blond to strawberry blond, and blue eyes. Others have dark hair, ranging from medium brown to sheerest black, and intense green eyes. Silver elves prefer light pastel shades. Since they rely on hunting and woodsmanship, they often wear cloaks of green for camouflage in forests. Their preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks "woven of the essence of the woods," which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forest. Only on the long-distance journeys or on the plains will moon elves use mounts.
- Spoiler:
- old Elves, also called sunrise elves or high elves, tend to be recognized as the most civilized of the elven sub-races and the most aloof from mankind. Taller and more slender than the other elves, Gold elves typically have white-blond hair and golden eyes. Somewhat rarer are those grey elves who have pale golden hair and violet eyes. These elves are often known as faerie and are probably those who first made contact with humans. This subrace garbs themselves in wool tunics of gold, silver, white, or yellow. Over these, they wear cloaks of dark blue or purple. Their dress alone often makes them the most striking of the elves, and their elegant bearing and pure beauty make them almost appear as supernatural creatures. While not exactly bigoted toward other races, the grey elves do believe in the purity of the elven line. They are the least tolerant of other races, and they take pains to ensure that they remain secluded from all - sometimes even other elves. Only the mightiest mages of other races are allowed within their mountain citadels, and these are greeted with suspicion. The gold elves are not rabid in their dislike of the shorter-lived races, but they do fear the corruption that the other races can bring to the elves.
- Spoiler:
- An asherati might be mistaken for a thin human under some circumstances -- at least until the asherati's rust-red skin begins to glow with a light all its own, or until he dives headlong into the nearest sand dune, disappearing without a trace. Asheratis are a geographically established people who live below the sands and dusts of suitable wastelands, rising to the surface to hunt for food, socialize and trade with other races, and make war upon their enemies.
- Spoiler:
- DeepImaskari are guarded and detached, keeping an unconscious watchfulness in all their interactions. Their one passion is magical experimentation -- their enforced isolation did not change their basic fascination with magic and research in arcane lore, though they have lost much of the knowledge their race once possessed. They see all outcomes of magical research as mere data points, so they rarely get upset when a particular experiment turns out badly. One sure way to gain a deep Imaskari's friendship is to gift her with a spell she doesn't know or some other secret of arcane lore. Deep Imaskari are fascinated with magic -- how could they not be? Their very bodies were altered by an epic spell cast long ago to conceal their ancestors from their former slaves. Physical Description: A deep Imaskari appears mostly human. Her skin looks pale and stonelike, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch. (This stonelike appearance is a remnant of the magical alteration that all the Imaskari underwent to survive in Deep Imaskar.) Otherwise, a deep Imaskari is tall and slender -- a typical male stands between 5-3/4 and 6 feet in height and weighs around 160 pounds, and a female is about half a foot shorter and 40 pounds lighter. Deep Imaskari typically wear elaborate greatcoats, under which they sport elegant black shirts, trousers.
- Spoiler:
- Most think of the Avariel as angels or celestials upon first experience. Celestials and Guardinals are different, however, even those that bear a similar semblance, and Outsiders are not openly involved with the evolution of the Avariel lineage, so it is said. Most avariels spout 10 to 12 foot wing spans. Avariel are truly elven, said to be the children of the air goddess. All have marble white skin (which does not burn in the sun), white or black hair and most any eye color. The avariel's tend to be from 5 foot to 6 1/2 feet in height and weight accordingly because of their wings and bone structure, which allows them to fly. In the history there have been a few avariel who have had unusual hair color, like auburn, not many are found and is are very rare. Because of their hair color, their wings are often the same color. The avariel race does practice the dying of their wing tips or whole wings, to different colors.
- Spoiler:
- These kobolds turn their race's nornmal reverence of dragons into fanaticism. Driven to bind their souls to that of a dragon lord, dragonkin kobolds assume traits and qualities of their new master. The effects of this binding are not immediately apparent, but the kobolds undergo subtle changes in their appearance and stature and acquire unusual powers—at the cost of their independence and individuality. Every dragonkin kobold bears a dragon scale on its chest that binds it to its master. The flesh around the scale rebels against this unnatural graft, becoming reddened and infected (though causing no discomfort). Dragonkin gain physical features of the dragons they serve, including a more scaly appearance than normal and strange, glowing eyes. They clothes their bodies in the shed scales of their masters, or even stitch them into their flesh, furthering the bond with the lord they gladly serve.
- Spoiler:
- Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
- Spoiler:
- Desert travelers, armands vend their wares in every desert on the world.
- Spoiler:
- Jungle elves are somewhat more primal than their baseline counterparts. In many jungles, ancient elven cities have been swallowed up by the voracious encroachment of trees, vines, and animals, leaving just a shadowy remnant of the population to remember the former glories of their lost civilization.
- Spoiler:
- They are fiercely isolationist and have little contact with other peoples. They are taller, but slighter, than humans. They have tan skin, and almost elflike sylvan features.
- Spoiler:
- Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
- Spoiler:
- Faeries stand around 6' 0". They have a light frame, long flowing hair, and light skin tone. They also have functional wings, which resemble butterfly wings. RelationsFaeries enjoy friendships with the elves, centaurs, and satyrs of Taresi. They tolerate the other races.
http://images2.layoutsparks.com/1/138135/dark-fairies-purple-lovely.jpg
- Spoiler:
- A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
- Spoiler:
- Kuo-toa have scaly, bipedal bodies with fish-like heads. Kuo-toa often raid seaside settlements for human victims. The cold, unblinking stare of their bulbous eyes and the horrific reek of decayed sea life that always hovers around them bring a chill to the spine of the most stalwart warrior. What goes on inside the inhuman minds of these cold-blooded creatures defies contemplation, and what ancient horrors they consort with in the deepest chasms of the world are better left unknown.
- Spoiler:
- Large aberration
- Spoiler:
- Blue Goblin like critters who love rats and are immune to different diseases.
- Spoiler:
- Wild Elves, sometimes known as green elves, forest elves, or wood elves, are reclusive and distrusting of non-elves, in particular humankind. They have yellow blond to coppery-red hair, which contrasts with their lightly tanned skin. Their eyes are generally light brown, although bright green is not uncommon. Hazel or blue eyes are exceptionally rare, cropping up only two to ten times in an entire generation. Wood elves, by their very nature, seem more prone to violence than their civilized cousins. Their muscles are larger, their complexions more florid. Wood elf clothing is much less gaudy than one would normally expect from an elf. The focus of their clothing is to allow the wearer to blend with the woods easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds sylvan elves wearing white leather so that they can hide in snow. Wood elves are often described as wild and temperamental. This is true to the extent that these elves are a very emotional people. They live with their hearts, not their minds as do the grey elves. Whatever they feel, they know it is the right answer. Logic plays little part in their lives, for logic cannot save one from the charging boar or the falling tree. Intuition and strength are all that counts in the wildwood.
- Spoiler:
- The Catfolk are the members of a strange race who travel from village to village, looking for money and company: they don’t have a permanent home and are always on the road. Constantly joyous and playful, Catfolk love to play and there is no end to the mischief they can wreak. Catfolk are optimists in all respects. They take life as it comes, usually with much laughter and merriment, and never look to the future, past, or indeed the present. This outlook sometimes does more good than bad, but Catfolk are quick to make amends, and even quicker to forgive themselves. In battle they are quick and lively, leaving their enemies confused and bewildered as to what they will do next, but even after a battle they are a nuisance, sometimes trying to make friends with their captives. Catfolk are short and muscular, but without the weight and ungainliness of dwarves or the slimness and beauty of elves. They stand 4½ feet tall, sometimes a bit more, and weigh around 45 to 55 pounds. They have definite cat features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats; however they walk upright, albeit with a slight stoop. Their skin is covered in a coat of soft fur of any soft color, and their eyes are usually green, yellow or brown. Catfolk have no hair, just fur on their head, and their ears are those of a cat. Their arms are human, but furred less and less going down until their slightly shorter-than-human hands are furless. Catfolk mature at 12 years of age and live for around 40 or 45 years
- Spoiler:
- Normal everyday human of the middle ages
- Spoiler:
- Snow Elves wear long vests of dirty-white color, often with a owl. Snow Elves, or Blue Elves, are a very particular race that lives, and that can survive, but in the coldest of the regions. Their number is very, very small. Tales say they were originally Gray Elves that were exiled at pole in very ancient times, for reasons now forgotten. Only the stronger ones could survive, but at the cost of adapting their bodies with the centuries. Their skin turned light blue, their hair white. Eyes, to resist the brightness of the endless artic days and to see in the endless artic nights, became similar to those of cats.
- Spoiler:
- Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound. Gnomes adore/love/admire/like animals, beautiful gems, and jokes of all kinds. Members of this race have a great sense of humor and while they love puns, jokes, and games, they also relish tricks-the more intricate the better. They apply the same dedication to more practical arts, such as engineering, as they do their pranks. Gnomes are inquisitive. They love to find things out by personal experience. At times they're even reckless. Their curiosity makes them skilled engineers, since they are always trying new ways to build things. Sometimes a gnome pulls a prank just to see how the people involved will react. Gnomes stand about 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, and they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at age 40 and they typically live around 350 years, though some can live almost 500 years.
- Spoiler:
- Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
http://www.enworld.org/forum/attachments/art-gallery-cartography-miniatures-painting/36674d1221772513-there-any-site-hosting-pistures-sketches-d-d-characters-tiefling-rogue.jpg
- Spoiler:
- Legend tells of dark mages attempting to summon and control Elemental Mephits across planes. The later results are rare mutant generations of Mephits, known as Mephlings. The range of mutations varies from slightly human-like to more human-like in nature. In any case they are outcast from their Mephit communities and often abandoned at an early age by their parents, on other material planes. In some cases they are left on hospitable planes and occasionally found and raised. Despite being clever and charismatic they are unlike any other beings and thus do not fit in. This leads to a secluded life where they are most commonly hidden from the world and educated by their adopted parents. The result is a lack of worldly experience. Reaching adulthood around 50 years, and living until well over 200 years, they can often outlive their parents. At these times it is not uncommon for Lesser Mephlings to venture out in search of others like them, giving them their much desired sense of belonging.
- Spoiler:
- The illumians are a race created by sorcery. Through painstaking ritual, they have developed a mystical connection to the magic runes that make up their alphabet. Glowing sigils surround them, granting the power of an eldritch language made flesh. Illumians are driven by the need to understand a given situation, then master it. An illumian wants to be the one who finds the flaw in the blackguard's strategy, or who casts the perfect spell to destroy the lich forever. Illumians would rather lose a fight to a superior foe than defeat a less capable enemy -- especially if they were able to demonstrate grit and brains in the losing effort. Winning and losing don't matter, but mastery does (and mastery and victory tend to go hand in hand).
- Spoiler:
- An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.
- Spoiler:
- Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century.
- Spoiler:
- Changelings are children abandoned by fey to grow up in the human realms and often are a bit mentally unstable. A changeling's signature ability, is, of course, its ability to change shape. Changelings are intelligent, charming, and usually have quick wits. However, they are exceedingly reckless and are often considered harmlessly insane. Changelings stand about the same height as half-elves, but are rather thin and so are easily 5 to 10 lb lighter. They have light hair and a gray skin tone. Their eyes are usually dark but are also gold or brown.
- Spoiler:
- Dark Elves, also called drow or night elves, are the most sinister and evil of the elven races. Drow are typically shorter than other elves, and they retain the Dexterity common to elves. The corruption of the drow echoed in their appearance, for their skin darkened to ebony black and their hair turned white. Their eyes glowed red, especially when angered. In all other respects, save their height and coloring, drow resemble their aboveground cousins.
Driven beneath the surface long ago by the good, light-loving elves, these sinister beings have made a home for themselves in what they call the Underdark. They have become the masters and mistresses of dark grottoes, and they have thrived in a savage land where most dare not tread.
Drow have an abiding hatred of all things aboveground, but nothing draws their wrath quite like the good elves. The drow take any chance they can to destroy other elves they encounter. Even the few evil elves aboveground are seen as enemies, and the drow do not hesitate to betray such a one when he or she has served a purpose.
- Spoiler:
- dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Hill dwarves average 4 feet tall and weigh as much as adult humans.
The Rules
- The GM is GOD.
- Follow the site rules
- The races listed are the known races. If you can describe a different race no listed you can use it. But PM me about it first for approval.
- If you are going to be gone notify me please. I will kill off characters if not notified.
- These Rules are subject to change when the GM so chooses.
- You have a maximum of three characters that you can play. But only one of your characters may have a shard if any are available.
- All characters do not have to be good. Evil characters will try to steal the ten orb shards to reanimate the queen.
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
Re: The Ten Kingdoms
This RP looks really cool! I love all the different races to choose from. I'm definitely in! Can we play as two characters from the same race? My brain is cooking up ideas for a couple of Avariel elves.
Silvan Arrow- Global Moderator
- Join date : 2009-07-09
Posts : 3112
Age : 35
Location : Middle Earth (I wish...)
Re: The Ten Kingdoms
Yes you can.
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
Re: The Ten Kingdoms
Catfolk and Mephlings look good. Very Dungeons and Dragons-esque.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: The Ten Kingdoms
They are actually races in DnD. I am a DM after all.
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
Re: The Ten Kingdoms
I love D&D too.
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: The Ten Kingdoms
My other rp ooc is up remember parties Hermes? You still wanting to join that as the moon?
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
Bird of Hermes- Wraith
- Join date : 2009-10-26
Posts : 2279
Age : 34
Location : The Land of Make Believe
Re: The Ten Kingdoms
I like this alot. You got yourself another player.
Mustakrakish- Shadow
- Join date : 2009-08-18
Posts : 188
Age : 32
Re: The Ten Kingdoms
Tonight I'll have the ooc up
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
AkiyaMarquis- Mist
- Join date : 2009-11-14
Posts : 30
Age : 38
Location : Biloxi, Mississippi
Re: The Ten Kingdoms
I'm interested in this.
This is relevant to my interests.
This is relevant to my interests.
The_End- Mist
- Join date : 2009-12-13
Posts : 54
Age : 44
Location : Earth
FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Interest Checks :: Archived Advanced Interest Check Topics
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