Announcements: Cutting Costs (2024) » January 2024 Copyfraud Attack » Finding Universes to Join (and making yours more visible!) » Guide To Universes On RPG » Member Shoutout Thread » Starter Locations & Prompts for Newcomers » RPG Chat β€” the official app » Frequently Asked Questions » Suggestions & Requests: THE MASTER THREAD »

Latest Discussions: Adapa Adapa's for adapa » To the Rich Men North of Richmond » Shake Senora » Good Morning RPG! » Ramblings of a Madman: American History Unkempt » Site Revitalization » Map Making Resources » Lost Poetry » Wishes » Ring of Invisibility » Seeking Roleplayer for Rumple/Mr. Gold from Once Upon a Time » Some political parody for these trying times » What dinosaur are you? » So, I have an Etsy » Train Poetry I » Joker » D&D Alignment Chart: How To Get A Theorem Named After You » Dungeon23 : Creative Challenge » Returning User - Is it dead? » Twelve Days of Christmas »

Players Wanted: Serious Anime Crossover Roleplay (semi-literate) » Looking for a long term partner! » JoJo or Mha roleplay » Seeking long-term rp partners for MxM » [MxF] Ruining Beauty / Beauty x Bastard » Minecraft Rp Help Wanted » CALL FOR WITNESSES: The Public v Zosimos » Social Immortal: A Vampire Only Soiree [The Multiverse] » XENOMORPH EDM TOUR Feat. Synthe Gridd: Get Your Tickets! » Aishna: Tower of Desire » Looking for fellow RPGers/Characters » looking for a RP partner (ABO/BL) » Looking for a long term roleplay partner » Explore the World of Boruto with Our Roleplaying Group on FB » More Jedi, Sith, and Imperials needed! » Role-player's Wanted » OSR Armchair Warrior looking for Kin » Friday the 13th Fun, Anyone? » Writers Wanted! » Long term partner to play an older male wanted »

Age of Alliance: Serpent's Call

Races and Classes || AoA: SC

a part of “Age of Alliance: Serpent's Call”, a fictional universe by Gray.

The Pestilence strikes with deadly fangs, let's waltz right into its business.

Characters Settings Story
This conversation is an Out Of Character (OOC) part of the roleplay, “Age of Alliance: Serpent's Call”.
Discussions pertaining to roleplay on RPG.

Races and Classes || AoA: SC

Tips: 0.00 INK Postby Gray on Thu Jun 04, 2015 6:01 pm

Image
Image



Races and Classes

Tip jar: the author of this post has received 0.00 INK in return for their work.

User avatar
Gray
Member for 12 years
Promethean Conversation Starter Author Inspiration Conversationalist Friendly Beginnings Lifegiver

Re: Races and Classes || AoA: SC

Tips: 0.00 INK Postby Wudgeous on Thu Jun 04, 2015 6:54 pm




The three races available for play have select specializations in their respective nations. Once you scroll down, you may notice several master classes available. These are first come first serve, and we don't want everybody having a master class character -- as our leaders are both master class, you're going to have to be careful, or very persuasive, if you want to go that route. Make sure to read through other profiles to see what classes they're going for so that you can be different, as I won't be listing the taken classes.
If you're a bit confused or uncertain, a good trick is to ask yourself if your character is a warrior or a rogue (or mage if they're human), as the classes are generally based off of one of those tropes.


Image




● HUMANS●

Airedale is the medieval kingdom for those of us who want to play a straight up dirty medieval ho. Low in wealth, high in land and mud and pigs and dogs. Amazing army though. Silver knights are mostly from here. Old English, basically. It is ruled by a king and queen. I haven't decided if they have children or not. They refuse to align with the Serpent's Gathering, taking pride in their Silver Knights instead. They like to consider themselves the leading human country due to their military might, but honestly this is probably the worst place to live.

Byda is the ritzy desert kingdom. The queen is very very rich, and there is an amazingly large wealth disparity, but people are happy here. It is, oddly, also the most dangerous kingdom to live, as bandits and barbarians frequent it, and there is less military might (compared to say, Airedale) to put them down. Desert animals live here. The Bydan queen thinks the Serpent's Gathering is a GREAT idea (and trades so often with elves and is starting to trade with orcs also) but doesn't want Airedale to get on her butt, so she's keeping that on the downlow and lending support where she can. The queen of Byda deals the most in slavery of all the human kingdoms, and is said to have the most exotic women on the market.

Rhiosia is loosely based off of Rome. Highly educated and ruled by a single king (who has a great big harem), Rhiosia is the central hub for magic academies, and those that learn magic are generally sent here to learn and be baller. There are small schools in the other kingdoms, too, but this is like the Harvard of AoA that basically accepts anyone (well, any human) who applies. Not as many animals, more civilization. They have the smallest amount of land (therefore the most cultivated if you go by proportions), but the mages have devised clever ways of keeping themselves protected in conjunction with the juggernaut soldiers. They've refused to join the Serpent's Gathering because they don't want their bronation Airedale to be unhappy, and rather feel like they can just magic the problem away anyway. Needless to say, the Pestilence is the least prevalent here.

Autumour New human capital, super rad place where all the races can be friends and nothing bad ever happens. Lots of Silver Knights here, as it was built in their honor.

  • Names: Human names can have the most variations. Anything from James to Hyrith could be acceptable based on the kingdom where they hail.
  • Language: Humans speak what would be referred to as the trading tongue, though with the widest variety of dialects and accents due to their enormous combined territory. It’s a language used around the world, and while inoffensive to the ear, can sound uneducated in certain circles.
  • Skin Color: Anything and everything short of green and purple and stuff.
  • Height: The average human height is 5’7". Humans much taller than 5'10" will be knocking their heads on doorways and generally embarrassing themselves.
  • Build: Varies, but poorer nations have skinnier humans.
  • Society: Humans live in one of three kingdoms, and can travel between them relatively freely. Their societies differ based on location. Humans seem to have the least regard for their fellow man, as towns could be in incredibly remote locations and mean nothing to capital cities. Those from capital cities and those wielding magic are treated with more respect and regard than others.
  • Notable features: The Humans love magic, and praise it within their society. Human society differs wildly from place to place, and so do their customs and rules.
  • Oldest human: 82.
  • Average age: 40.


●●●Knight Wearing the typical human heavy armor, a knight is known to have phenomenal defense and high ramming capabilities. They earn benefits reaped from having the world's best blacksmiths, and training to be a knight is available en masse as long as you're willing to dedicate yourself to god, king and country. Just one is certainly a force to be reckoned with, let alone an army of them.
●●●Mages Either blessed with professional training or simply naturally gifted, mages sacrifice knowledge of other skills--and sometimes even common sense--in exchange for the gift of spellcasting.
●●●Militia This class is the jack of all trades with an amalgam of styles. The militia class is applicable to almost anyone who doesn't always play nice, be it a roguish bandit, highwayman, mercenary, soldier, or even a villager who has taken up arms to fight all of the above. Wearing patchwork armor and equipping differing weaponry, they are trained on the field and in greater number than fighters trained in the capital.

~~~Master Classes~~~~

●●●Juggernauts These guys are often recruited to be Silver Knights, destroyers of the plague. The heaviest of the armored classes, able to give even the mighty orcs some trouble, their specialized training has allowed them to become walking fortresses. With strength to rival the human heroes of old, and with low combat deaths and high damage output, there is a reason the knights are considered the best of human warriors, and are currently assigned to eliminating the plague.
●●●Sorcerer This class shrouds itself entirely in magic, having spent their lives mastering the arcane and putting all other mages to shame. They are still susceptible to being harmed by magic, but can deal tidal waves of damage to their enemies. Even they generally do not max out more than three of their spells in their lifetime.
●●●Blackguard A more antipersonnel unit, unlike the other two master classes, they are a master of many trades, and no one blackguard is like the next. They are quick on their feet with knowledge spread between magic, weaponry, and armor. They excel against single foes and use guerrilla tactics to trip up opposing forces. An elite unit, they are feared by other humans for their resourcefulness and unpredictable styles.



Image




● ELVES ●

Rielorn is the capital of the elvish kingdom.... if you can call it a kingdom. They are ruled by an elected council ("watchers") who decide what you're going to do with your life from birth. If you decide not to, it's okay, but you'll probably do it because societal peer pressure. Lots of living in the forest. They don't have much space as they don't like disturbing their trees, but they actually have a lot of territory; as such, elves build their homes straight up and stack them on top of each other like little elven apartments.
Each elf is given a mask when their profession is chosen for them, and this mask is for attending parties! PARTY HARD! So at parties you don't have to ask someone what they do for a living, and you'll find a lot of the same masks talking to each other because cliques. They don't wear these masks outside the parties because that would be weird, but some professions *coughassassinscough* find other occasions to wear them.
There are elves who live in human kingdoms too, once in a while, but this is rare. Elves do like humans well enough, they just... humans are like babies that need their help to learn how to walk. Humans need them. Needless to say, there is usually some condensation when an elf is thinking about a human, and the more higher ranking elves have the rather pompous notion of being destined to guide the world.
This kingdom is the LEAST touched by The Pestilence, and mostly its their outskirts that have been taken, as those interact most heavily with humans.

  • Names: Many names end in –el, or –yth, or –ian. No apostrophes, and no blatant references to trees or leaves.
  • Language: Like snakes; it is a hissing language which was inspired by the sounds of nature.
  • Skin Color: Ranges as much as humans, depending on sun exposure. Many elves have a tanner complexion from being outside and enjoying nature.
  • Height: The average elf is 5’6", which is slightly shorter than a human. Elves taller than 5'10" will also be knocking their heads on doorways and generally embarrassing themselves.
  • Build: Slender typically, due to a bland diet of plants. Most elves swear off meat entirely.
  • Society: It is a council which decides what is best for the community. Individual members are treated more as cogs in a machine, where they are defined by their best traits in life. Elves live the longest lives, and train daily to make the most of it. Elves also tend to know the lay of the land, and be connected with the world around them a bit more.
  • Notable features: Other than the pointed ears? Masks, lots of masks. Peasants wear one type of mask, while soldiers wear another. Those who do not like masks, or choose not to wear one often wear face paint instead. Elves also pride themselves on tattoos, and piercings. Elves are a very communal race, and in their eyes everyone is equal.
  • Oldest elf: 202.
  • Average age: 76. (We will frown upon elves older than 100.)

●●●Cavalier An elven cavalier is the primary infantry, and generally is an introduction to combat for those more inclined to melee than range. They use a sword and shield, and are light on their feet: gifted at counters and vicious assaults.
●●●Archer Archers are the true strength of the elven military, not only adept with a bow, but also equipping daggers and short blades when forced into close quarters. They of course usually cannot overpower a cavalier, but they are versatile, and highly valued in the community.
●●●Assassin Quaintly infamous, these elves operate alone and in the shadows. Their skills and equipment may vary, but they are known to be deadly against single targets, and known to do it quietly. However, in an upfront combat, they are significantly weaker than their soldier counterparts.

~~~Master Classes~~~~

●●●Infiltrator Hand-picked by the elven order to stop conflicts before they begin, these elves are the most top-tier assassins Tegea has to offer, and individuals are known by their colorful nicknames (such as The Ghoul. They utilize both practical combat skills and silent kills; swift and untraceable, few have seen an infiltrator and lived to speak of it.
●●●Marksman A legendary war unit that has perfected range and speed; if the infiltrator fights in the shade, Marksmen can maneuver in the sun and the night alike. They have impressive vision, and can unleash more arrows than a foe can counter, from a distance a foe can't perceive.


Image




●ORCS●

Kyoshel is the name of the orcish kingdom, and it's probably the most pleasant place to have a home. It's basically like Thailand/Japan/China, okay? With the great wall of china to keep out those horrible tainted mages, and chinese weapons with the tassels, and the japanese swordsmanship and creed. That's why all orcs are asian-lookin'. Traditional depictions of orcs look something like this and this.
Long ago, the first orc warriors wielded mighty gilded clubs against their foes. These clubs grew with the owner, as each battle wound earned a chance to repair their weapon and make it stronger. These clubs would be passed on to the next generation. Some would be lost to battle, or crumble from overuse. The few that remain now are less combat weapons, and more cherished relics. They’ve become beautiful with each new addition, and the few uses they see today are for executions and christenings.
They are governed by the Oligarchy, which is a collection of the heads of houses who put in a vote for the oldest orc to count up and announce. The current Oligarchy is quite young and forward thinking actually. All orcs follow the Faoryuun/The Path, which is a text that dictates what's right and what's wrong, and preaches the way of the Noble Warrior. It's mostly Buddhism though, really.
The primary pest in the orclands are monkeys that can infest your roof and prance around stealing your shit. Otherwise, they ride elephants and rhinos in war. For basic travel, they believe in using their own two feet. Can't be lazy!

  • Names: Typically longer names. Roshun, Luenne, Ryougan.
  • Language: Deep vocals, but pleasant to the ear. Their native tongue is tonal, with good pitch, and maybe even a little frilly.
  • Skin Color: Green, red, gold, and grey.
  • Height: 6’-7’ average height 6’4
  • Build: An average orc is larger than the largest elves and humans.
  • Society: The Oligarchy, which prides the old ways. Their beliefs and laws of society are dictated by β€œThe Path,” to which adherence is non-negotiable. Rebelling leads to banishment, and banished orcs may very well be as savage as humans like to believe.
  • Notable features: Orcs have the best art of any of the races. They believe in relatively simple lives, and wish to be a single unit with the rest of their society. Most do not go against the grain. Every Orc is trained in a martial style from a young age. This makes their entire society a fearsome war machine.
    Strengths: They are physically stronger than the other races. They are also more skilled in personal combat, compared to humans.
  • Oldest orc: 120.
  • Average age: 50

●●●Reaper More likely to be found outside of Kyoshel, the term is used more in a derogatory way than as a bolster to intimidation. A reaper has abandoned the old ways in favor of faster and more vicious techniques, and probably unsportsmanlike tactics to boot. While they can rarely defeat a trained noble warrior (who travel in larger units), they use lighter weaponry and feel they're doing what they must to survive.
●●●Noble Warrior Translated directly from the orcish word "Naksu," the noble warrior is standard to the orc military might. Generally swordsmen and spearmen, they are sustained by tradition and inspired by peace, with access to the heaviest of weapons in Tegea.
●●●Hunter So the required army training at the age of twenty didn't really jive with the hunter's sensitivities, or all the rules of a noble warrior's creed made them antsy, but they'd prefer to stay home instead of running off to be a horrid reaper and making their mother cry. Hunters are as close to a rogue as an orc can get, and they tend to utilize traps and range in place of combat. They invented crossbows and compound bows to add to their utility, and are able to fix their simple inventions even at the most troublesome of moments.

~~~Master Classes~~~~

●●●Champion The most fearsome weapon user in all of Tegea is the Champion. Encompassing the best qualities of both a reaper and a noble warrior, a champion fights with decent armor and a lot of weapon. Magic is of little concern to the champion, as typically what magic a champion would have, if any, takes a defensive role. Thus, they add a second defense that no other Orc units have, and can take a strong offensive role to boot. A good champion can quickly slice through opponents, and is comfortable in any battlefield.
●●●Monk The orc monk is a specialist of sorts. Coming from any background in the orclands, they specialize in disabling the magic of their opponents, and utilizing their own magic to cripple foes. Also known as a Cleanser, monks will know the Faoryuun inside and out, cover to cover... which means they're also keenly familiar with all its loopholes, and are able to sidestep certain laws in orc culture with their quick wit and thorough knowledge. A well-known master of this class is a woman named Luenne, who trained both Higoht and Adriel in their time of need. All monks are different, but the best utilize a style which combines range and close quarters to take advantage of enemy weaknesses. Generally, they are masters of hand to hand combat. Monks are not compatible with reapers, and tend to be among the more zealous of the orcish community.

Tip jar: the author of this post has received 0.00 INK in return for their work.

User avatar
Wudgeous
Member for 13 years
Promethean Conversation Starter Author Inspiration Conversationalist Friendly Beginnings Completionist Lifegiver


Post a reply

Make a Donation

$

RPG relies exclusively on user donations to support the platform.

Donors earn the "Contributor" achievement and are permanently recognized in the credits. Consider donating today!

 

Who is online

Registered users: CalebCanberra, Google [Bot], Majestic-12 [Bot]

cron