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In the shadow of Dragons - Non pokémon RP

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Dash

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In the shadow of the Dragons. A Guild Wars 2 Roleplay.

This roleplay will be based in the World of Tyria, which some of you may or may not know from the Guild Wars games. Any of you familiar with the Guild Wars 2 setting can skim trough the next paragraph

The year is 1323 AE (After the Exodus of the Gods), and the world is basically fucked.
The Elder Dragons, lizards of magic and sinew and the size of mountains have risen in Tyria. Their minions have pushed the proud Norn from their northern homes, blocked off the sea and driven the Asura from their underground cities. Humanity has one last bastion in the lands of Kryta, while the Charr rule the formerly human nation of Ascalon.

The Elder Dragons that have risen up from the lands are Primordus, the Elder Dragon of Fire, whose minions are large insectlike beings of rock and magma known as Destroyers.
Jormag, the Ice dragon, who resides in the Northern Shiverpeaks. It’s minions are creature of ice, and any who go to her domain unprepared end up serving her.
Zhaitan, the Undead dragon. It is responsible for the resurfacing of the nation of Orr, and its undead navy controls the seas. Every corpse can eventually rise up to do its bidding, should it lay its eyes on it. It resides in the Orrian capital of Arah.
Krallkatorik, the Crystal dragon. It is the most recent dragon to rise up, and it has carved a crystal path trough Ascalon known as the Dragonbrand. It’s minion are beings of crystal, who reside within the brand. They rarely attack outside, though they appear out of the very ground if trespassers roam into the brand.

A map of Tyria.
map-of-tyria.gif

You will be a person of any of the races of tyria and live your life. Will you be a hero, or will you be satisfied to get by?
“This is your story.”

In this roleplay, you can be any of the 5 races of tyria, and amongst them you can decide on any of the 7 currently known professions, each described below.

Guardian:
The guardian is a devoted fighter who calls upon powerful virtues to smite enemies and protect allies. As dangerous with a staff as he is with a mighty two-handed hammer, a true guardian is a master tactician who knows when to sacrifice his own defenses to empower his allies to achieve victory.”
The guardian also usually possesses several unique special abilities, namely:

Spirit weapons: Glowing blue weapons of pure magic that can aid the Guardian in combat, though the mental
energy to create these weapons is massive.

Symbols: Symbols can be imprinted on the ground by attacks, or simply by drawing and remain as potent magical mines with different effects for different symbols. They only last for a short amount of time though.

Wards: A ward is generally a magical wall, blocking either physical or magical things from passing trough.

Aegis: Similar to a ward, only weaker in one way, yet stronger in another. Wards can remain in place until they are broken or removed, while Aegis’ cannot be broken, yet break apart after only a single attack.

Thief:
A master of stealth and surprise, the thief is deadly in single combat—particularly when catching enemies off guard. Thieves compensate for their relatively low armor and health by being quick and evasive. They can move through the shadows, vanish into thin air, or steal items from their opponents and use them as weapons. Enemies should watch their backs, or the thief will watch it for them

The thieves unique traits:

Stealth:
The ability to vanish from sight completely for a period of time. Only attacking and being hurt can break this magical deception.

Shadow Stepping:
A unique skill of the thieves that allows them to travel instantly trough shadows. The technique generally has a range that is far less then a bowshot away, but does not actually require connected shadows.

Traps: Thieves are usually skilled in constructing traps, sometimes even adding their own magic to let them strike right when their victim has fallen in the trap.

Warrior:
The warrior is a master of weapons who relies on speed, strength, toughness, and heavy armor to survive in battle. A warrior can shrug off blow after blow to stay in the fight, all the while building up adrenaline to fuel his offense.
The main abilities of a warrior lie in their skill with weapons; Swords, axes, hammers, maces and even greatswords, rifles and bows. Beyond this Warriors can imbue their shouts with a magical energy to raise their allies’ spirits, increase their strength and speed, or unnerve their enemies.

Elementalist:
The elementalist channels natural forces of destruction, making fire, air, earth, and water do her bidding. What the elementalist lacks in physical toughness, she makes up for in her ability to inflict massive damage in a single attack, dropping foes from a distance before they can become a threat. Yet, despite her incredible offensive potential, versatility is what makes the elementalist truly formidable.
The elementalists obvious abilities lies in the conjuration of elemental magic, but they also have less obvious abilities.
Glyphs for example, can be cast to change some properties of spells, decreasing the effort needed to cast them or increasing their power or range. Signets can be carried to enhance an aspect of the Elementalists magic, but can also be activated (and destroyed on use) to send a powerful magic into the world.

Elementalists are known to be able to control only 4 different elements. Fire, Water, Earth and Air (Includes thunder). While they lack the ability to blend them, they can switch between elemental spells at will.


Necromancer:
A necromancer is a practitioner of the dark arts who summons the dead, wields the power of lost souls, and literally sucks the lifeblood of the enemy. A necromancer feeds on life force, which he can use to cheat death or bring allies back from the brink.
The necromancers abilities are all about life and death.
The Necromancer can create magical wells of energy that affect a small area around it to heal or wound. They can create undead minions from corpses, or make them explode to further injure enemies, or drain their life force for himself. They can place marks on the ground that have a similar effect as wells, only instant, and their magic can cast fear into the hardiest of foes. Necromancers can also leave their body, once they’ve garnered enough Life energy and enter the Death Shroud status. In this status, they are little more then whisps of energy and willpower, and they temporarily gain the power to summon creatures from the Underworld.

Ranger:
The ranger is a jack-of-all-trades and a master of them all as well, relying on his keen eye, steady hand, or the power of nature itself. A master of ranged combat, the ranger is capable of striking unwitting foes from a distance with his bow. With a stable of pets at his command, a ranger can adapt to his opponents' strengths and weaknesses.
The Rangers specialization lies in their mastery of ranged weapons. This does not mean though, that their melee skills are to be ignored. Many Warriors, Thieves and Guardians have fallen by underestimating the skills of a Ranger with the axe and sword. They are also unique for their closeness to nature, allowing them to tame most wild animals to a state of absolute loyalty or love, and even call spirits from nature to influence it’s area with its.. well, its nature.

Mesmer:
Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.”

As stated here, Mesmers are masters of mental magic. They can cast illusions in the minds of others that can cause physical pain, slow down the enemy or drain away life force.

The races:
The races of tyria are large in number, but for this RP you can choose out of 5 different ones.
The beastlike Charr, proud and large Norn, the curious Sylvari, the intelligent Asura and the faithfull Humans.
Since I’m lazy, I’ll just direct you to a page for information on the races for now, though I might type up a concise description later.

Be sure to read the race pages if you aren't familiar with them so you can get into the role better, and you can have up to 3 characters.


Signup sheet:
Name: First and last, Asura don't have a last name, but tend to use a title.
Age:
Race:
Gender:
Profession: Which of the 7?
Job: What do you do?
Appearance: Obvious really, but do try to describe as much physical as you can.
History: doesn't have to be much, but do try to fit something in it that follows the logic of your chosen race.
Personality: Go in-depth so we don't just know how your character acts, but also what drives him, does he put up a façade? if yes, why and what does it hide? any other things that define your characters thoughts, feelings and behaviour?
Weapons: Does your character have any specific weapon theyre attached to for one reason or another? Or something that stands out from other weapons?

Example:
Name: Vexx
Age: 24
Gender: Male
Race: Asura
Profession: Elementalist
Job: Golemancer (Creator of Golems)
Appearance:
As all Asura, he is very short, standing at 130 centimeters in length. His large pointed ears are perky and his head has short chestnut brown hair. His eyes are large as all Asuran eyes are, and blue in color. His skin is also a deep gray hue, again as all asura do.

His robes consist of multiple layers. A very dark blue sleeveless shirt with a lighter blue leather sleeveless robe over it. It has an upwards design in an electric blue color, which ends and circles around the upper border of his dark blue belt. The robes continue below the belt, to halfway down his knees in an intristic design of two shades of blue, Light and dark.
His trousers are very dark blue in color, like his shirt.
Around his right arm is a golden control glove, which extends to beyond his elbow. The gold is emblazoned with runes and several blue crystals have been embedded into it, most noticably two large round ones. One at the upper side of the hand, and one at the very end of the glove.

History:
As long as he can remember, he has had to look out for himself in the city of Rata Sum. His father managed to blow himself up in one of his experiments while his mother was stuck in the council of the city. He studied at the College of Synergetics and specialized in the mechanics of magic, rather then advanced spellcrafting. He became an elementalist simply because it was the magical branch he showed the most promise to, and left the College as soon as he finished learning there. His first successfull experiment was a magical heater for food and boiling water, though he quickly got bored of creating basic devices.
At the age of 16, the lure of Golems pulled him and he became a Golemancer. It took him many years to come up with a design he could call his own, though he based his design off stories he heard from another Golemancer called Snaff. Now he has already established himself as one of the better Golemancers of Rata Sum, though most other asura - like the snobby inventors they are - claim their inventions are far better.
Now at the age of 23, he has created his first Elemental Golem, which is as the name suggests, a Golem that can use elemental magic. He hasn't done a test drive with it yet though...

Personality: Vexx is appreciative of talent when he sees it, though he generally thinks everyone is simply stupid. He doesn't mind much though, and unlike most Asura he doesn't feel the need to remind everyone of his greatness every single second. He can go without for about an hour.
He thrives on finding solutions for problems and solving questions, has a philosophical mind, and sees adventuring as the logical next step of his greatness after creating the Elemental Golem. His current goal: To test the E-Golem in combat, and eventually to defeat the Elder Dragons. To this end, he hopes to create a guild some day, though for now he's satisfied with exploring places, perfecting his Golems and other inventions and trying not to make enemies out of every other race by stressing his intellectual superiority over them.
The last part is what he believes to be the most difficult of them all...


Weapons: Elemental Golem Version 1. His unique golem design, which still has to be tested.
 
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