The air still whispers the sound of the arrow's twine, and sword's clash. The water still remembers the blood and poison in which spilt. The ground, beaten and frayed, still tells of a time of a great battle.
The memory of men, the mind of dwarves, the brilliance of elves; all are weak, as none now live who remember it.
Over a thousand years ago, it began with the rise of a king, King Torimir. He ruled the Realm of Yarea, (the realm of olden). Power corrupted his mind, and with it he became twisted. He desired to become a god to walk upon mortals. He wished to join those of the Seven Divines. But not only did he wish to join as an eighth god, he wished to rule them all.
An amulet was forged from the fiery depths of the realm, created with forces unknown, and presented to him. With it, he gained unspeakable powers, powers which produced mass chaos and did unthinkable acts of destruction. Army's, battles, a war raged on, but one by one all fell to the army and might of him, he who proclaimed himself as Torimir, The God of Death.
Not even the last alliance could stop him. There was no hope in the time of need. There was no light in the dark. All had failed….
Until the god's themselves intervened...
Seven Men, each bearing a symbol of one of the Seven Divines called upon the old alliances. Together they assembled an army and together they marched to King Torimir’s doorstep. It is said that in the time of undying, the gods blessed the Seven Men with their strength, and at last Torimir was cast down.
Though his power remained great…
The Seven Men sealed Torimir behind the great gates of ‘En Aenos Teilien Tal’, or in common tongue, ‘The God’s Playground’. Using the Seven Divine’s powers, they together enchanted the amulet into three different necklaces, and scattered them among the Realm of Yarea.
Thousands of years have passed, but whispers of a darker time now reveal themselves…
A new rising force wishes to undo that which has been done. He wishes to release Torimir from his seal, and with him, gain the power to rule this realm…
The Key Bearer
Ever since your life flickered into the world, you from the beginning were chosen by the gods to bear one of the three pieces of the key to Torimir’s seal, though you do not know this now.
In order to recreate the master key which unlocks Torimir’s seal, it is said by myth and legend that you are given a test to pass, procured by the Diea, who is neither good nor evil. If you do so pass it, alongside the other Bearer’s, then key is restored fully.
The location of where this tomb is and how exactly to summon the Diea, along with how the key is restored and how to actually break the seal, is only known in the deep recesses of the Key Bearer’s mind, more so instinct than knowledge. The bearers are the only one’s who can pass the test successfully. This is why having the necklaces is useless unless the bearers are with it.
** A note on the Key Bearers: Your necklace can be whatever you want it to be. It may be an amulet, a pendent, whatever you desire. One the back of the three necklaces is also a symbol of a bird, so that you know the three go together. The appearance of your necklace is also up to you, but your necklace should try to reflect your inner personality. If you’re evil, make the necklace look forbidden and scary. If you’re good, make the necklace look pretty and sweet. It’s all up to you! *
The Guardian
You too were chosen since birth, but for a different reason than the bearers. You were selected by the gods to protect the Key Bearers, not allowing neither harm nor death come to them, or allow the necklace’s to fall into the wrong hands, though you do not know who the Key Bearer is, that is until one night you have a dream unlike any other.
It is said in this dream that one of the Seven Divine’s, the god Cirith (an elvish word for the common word ‘The Pass’), appears to you as a hooded figure. He shows you the past, and shows you who Torimir is. He also shows you who the current rising power is, and what danger the world is in. This god then disappears, and your dream changes.
You see a second hooded figure, and it is the Key Bearer. There is no speaking nor sound in this dream, as it turns to a nightmare. You’ve come to face your worst fear, and are compelled to save this unknown person for not any particular reason. If you do so, Cirith reappears in your dream, and tells you who it is you have saved.
Whether you wish it or not, you are bound to your Key Bearer. You are given the task of telling them what it is they are, and then are tied to their fates. You alone have their lives, on your hands…
**A note on the Guardian: The people who plays this role are to start off they’re first post with a dream. Make sure it entitles your worst fear, and you saving someone who resembles your future Key Bearer. At the end of the dream, Cirith will tell you who your Key Bearer is, and where to locate them. You may then go off however you want. You also are responsible for telling the Key Bearer what’s going on, but stylize it to however you want to.
The Traveler
You did not intend to become intertwined with the fate of the others. You may be a traveler, you may be a farmer or merchant, and you may be a solider, but regardless, you have found yourself swept up in the fate of the others, and make the unlikely decision to travel alongside them.
The Humans: These are the most adaptable of any of the races of old.
They can specialize in just about any class imaginable, and have many different skills and trades. They can use a variety of different weapons and armors. Humans come in many different forms and appearances, unlike some of the other races. These are the most common type of race seen throughout The Realm of Yarea.
The Dwarves: Master craftsmen and miners of the Mountain Halls of Beldarock.
These beings tend to be short, stout, and heavily built. Every dwarf has a beard in which he takes extreme care and pride for. They are very strong and naturally skilled fighters. Dwarves aren’t much seen outside of the under halls, preferring to stay away from other races. Weapons of choice tend to be blunt heavy set objects, such as maces, hammers, axes, and occasionally a blade and thick shield. This race tends to be fighters, not magicians.
The Elves: The wisest and fairest of all the old races.
Elves are rarely seen outside of their forests. These beings tend to be slender, and all have pointed ears and fair skin. They tend to make the best armor of any of the races, being able to create almost anything type imaginable. They also have extended life periods, anywhere from 1000-2000 years, depending on the elf. These creatures are elegant beings of fighting. They specialize well in magic classes, can fight well with swords, and as well as they are natural and master bowmen.
The Atavians: The Newest race to reveal it's self to the Realm of Yarea
Atavian's appearences are closely resembled to those to humans but with wings. However their ears make it seem as if they were to be half-elvish. Slim and built they tend to stand a bit taller than a human. They are not very formidable with magic abilities, but favor for the skill of fighting. Their weapons generally favor those of blades, such as swords, rapiers, katana's, and even the heaver bastard swords and scythe's, And their bow skill's compare to
those of elves. Their armor is typically of lighter plate and leather, which allows them to fly better. However one major setback is that the wind is merciless to them, but they can conquer the general breezes.
This character race created by Zenatsu
The Half Elves: The race of Half Elves are often referred to as the Advanced Human.
Most have the same features of the Elves. The exception is that their lifespan is just above 200 years of a human's, and they share a human height There is no specific community in which the Half-Elves share a home, so they often just adapt to Elven or Human villages. Most of this species are unable to use magic as effectively and haven't got the keen senses of the Elven eyes, although, they still manage to be more advanced than the Human average.
This character race was created by Superfly
The Kon: Native to the savage jungles of Inadel, these elusive feline humanoids are rarely seen outside of their green homelands.
They are very tall, measuring from 6'5'' to 7', and are covered in thick fur. Their fur color varies from black to gold, gray to brown, with a variety of stripes and spots that are usually hereditary. They also have a long tail used for balance. While they have very little knowledge in the making of weapons, armor, and other crafts, they are particularly close to nature, and possess vast ancestral knowledge on plants, animals, environments and all that is related to the realm of the invisible. They can easily blend in their surroundings, and hardly make any noise when they walk, regardless of their size and weight. They are also very agile and fast.
This character race was created by Spaced06
• If a race is not listed that you would like to play, talk to me about it.
Marcello: Marcello is a cold ruthless man. He is the new rising power in the Realm of Yarea. He has begun to assemble army’s of orc’s to do his bidding (Think Saruman from Lord of the Rings), and he now seeks out the Three Keys to combine them together, to undo the seal which will free Torimir.
Marcello stands at 6” even, and is a slender but muscular build. He had very straight pale lavender hair that lines his jaw, his right eye being covered by it. Marcello has a narrow chin and long jaw line, and a thin nose. His eye color is grey, and he is a very pale man. He wears a black robe and hood, and carries a staff amost equal to his height with him. Some refer to him as The Necromancer, though few know he exists.
Torimir: No one knows what he looks like, as it has been too long. The only thing known is he is sealed away, and if released would bring mass destruction to everyone.
Diea: This mysterious figure's appearence has never actually been seen before, bu some refer to his as one of the Undead Kings of Old. He is niether good nor evil, and he has no underlying allegiance. He also has no will, and onl stay's between this realm and the next to guide the Key Bearers to join the necklaces together.
Talriel: Talriel is the largest human city to ever be built. It gets its name from the white stone wall which surround he city in its entirety. The purpose of the city was to create a fortress of which could never be penetrated. It tends to be divided up into districts, one for nobles, one for middle class, one for peasants, another for the market, the Elvish district, the Dwarvish district, and one for the Royal Court in which the current king of old resides. This city is where most races travel to.
Mountain Halls of Beldarock: this is the dwarf’s homeland, and is also the largest dwarven city ever built. Large marble halls run deeply throughout the mountain, mines going too deep. The dig hard and greedily to fins the jewel’s of Beldarock, though some dwarves tend to wander form the homeland.
Tathren: This is the only known elvish city, which resides in the woods of Tathren, wood of willows. It is elegantly built atop the trees, and elves do no let wanders inside the forest wood without an escort, as they worry travelers would bring taint.
Inadel: Although humans and other "civilized" races have judged these huge, lush jungles as uninhabitable for their dangerous flora and fauna and unpredictable climate, the Kon have lived in these lands for times immemorial. There are a few towns near the borders of Inadel, but within it's entangled depths, any attempt at sedentary living is futile. Many rivers and lakes form the veins of this land, and give life to all sorts of animals, plants and insects. Heavy rains are very common, as well as floods.
The Tomb: This location is unknown, except by hose Key Bearers who deeply wish to seek it out. This is where the here pieces of the necklace combine to make the master key, and the Diea begins his tests. It is much like it says a tomb or catacomb, where undead sprits are restless.
‘En Aenos Teilien Tal’: More commonly known in human tongue as ‘The God’s Playground’. This location is hidden away behind a gate, and no one knows what it looks like. This is the place where Torimir is sealed away, and the only people who may even have a chance of remotely finding it are the Key Bearers.
1. Fill out your character sheet, and then PM them to me. Do not post them in the ooc without my permission. Doing so will result in removal from the role-play.
2. There will be absolutely no god modding or power playing. I hate this.
A brief example of god modding is: “Bobbie grabbed her by the waist and put the knife to her neck.” This gave the other player no chance of defending the attack, or stopping it. She really can’t do much about it.
This is an okay example: “Bobbie went to grab her waist while at the same time he went to put his blade to her neck.” This stated he tried to do something, but didn’t actually do it, which is okay. *The secret phrase is: Kings of Old* You may state to attempt to do something, but you may not actually state it happened or how it affected them unless the other character complies. That is the other player’s choice.
3. Make sure you can at least once a day. If something came up and you couldn’t, let me know. If you do not post for two days, and have no responded to my pm about why, then you will be removed from the role-play.
4. Do NOT join this role-play if you don’t or won’t frequent the forums. I have begun his role-play with the intention of actually finishing it. Someone who joins then drops the role-play halfway through are the reasons most RP’s die.
5. No one liner posts. There may not be much to say, but there is no reason for just one sentence.
6. Please do not double post in the In Character
7. Cursing is allowed
8. Romance is allowed, but keep it pg- 13
9. No Out of Character is to be posted in the In Character. Keep all Out of Character in the OOC forum.
10. Try to stay in 3rd person. I have nothing against 1st person role players, but I prefer to go with the flow.
11. If something happened that you do not like, pm me instead of making a big deal out of it, and I alone will deal with it.
12. I may remove or add rules if need be
13. I am the law in this role-play. What I say, goes, though I am willing to accept new ideas or talk about something
14. If I deem it necessary, I will remove you from the role-play, but of course not without a good reason.
15. If you are not in compliance with the rules, then please do not join. Feel free to PM with questions or if you want to talk about something.
Name:
Age:
Gender:
Race: (I’ve listed them above, If you want to play something not listed, pm me.)
Appearance: (No pictures. Your description will help give me a bit of detail on the way your role play and write. You don’t have to write a story, but at least give a well rounded example of your characters appearance and what they wear. Anyone can find a picture off the internet, but it takes a little degree of work and creativity to describe your appearance)
Personality: (Please don’t give it all away, just a bit of information, as it tends to be more fun to show this over the course of the role-play.
You’re Path: (I have described the three types of positions you can be above.)
Class: (Whatever you want, or create your own)
Weapons:
Magic: (Be as limited as possible on this. If you’re a mage, then list a few abilities you may have. If you’re a divine healer, then list a few abilities. If you are a fighter or bowmen, you probably wont have powers)
Necklace Appearance: (Only fill this out if you are a Key bearer, and keep in mind you don’t remember how you go the necklace, you’ve just had it since birth.
Your Assigned One: (Please only fill this out if you are a guardian. Find a person who is listed as carrying a key, and put they’re name here. There will be two guardians assigned to one bearer, (less if the Bearer desires).
History: (This is another sample of writing I will take from you. Try to make it around 2 paragraphs and with detail. It helps me determine the kind of role-player you are.)
** There will be three Key bearers total, and up to two guardians assigned to each, though this depends on the number of people in the roleplay Overall, this roleplay will be on a first come first serve basis ^^**
(Send along with your character sheet the secret phrase I’ve hidden. Oh yes, I hid it. Why? Because this tells me if you were reading the whole thing <3 Read over the rules *hint hint*)
This is a list of roleplayers that have been accepted. It's just to keep tabs on who we have to fill positions. We already have Three Key Bearer's and at least one Guardian assigned to each . We ahve room for more if anyone is interested. (One more traveler, three more guardians)
-Guardian: Eliza Erueruek (Superfly)
-Guardian: [empty]
Key Bearer: Laura-Anna Kisa Hartsland (The-Literate-Angel)
-Guardian: Kaen Hanone (Spudjohnson)
-Guardian: Mohanko (Spaced06)
Key Bearer: Creon (Zenatsu)
-Guardian: Dura'gah Ironwaye (Keikeiya)
-Guardian: [empty]
-Traveler: Darrien Moretti (Bithack)
-Traveler: Emmet Straum (Superfly)






