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A Tale Forged By The Blade Act 1

A Tale Forged By The Blade Act 1

0 INK

Fantasy roleplay with everything from action to humor. Sorry, hard to summarize

543 readers have visited A Tale Forged By The Blade Act 1 since Senshi created it.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://www.uesp.net/wiki/main_page

Introduction

At the beginning, Laudyr was ruled by the Warryn, a powerful race of beings with incredible gifts in both magic and combat. The four strongest Warryn were Lyr, Gen, Buhr, and Relk. Each of the Four were given a piece of an artifact that legends says contained limitless power. Believing the power of the artifact combined with their own strength to be absolute, the Warryn ventured beyond Laudyr into the realm now commonly known as Audis, the Land of The Gods. the Warryn waged war on the Gods, ultimately losing as Lyr, the last of the four, fell against the might of the Six Divines. Cast back in Laudyr, the Warryn died out as plague and loss of pride at away at them. With this the God's bestowed upon the now empty world of Laudyr the Embers of Life, and thus began the age of elves and men. For over five thousand years these two races have coexisted with only minor incidences. However, whatever happened to the artifact still remains a mystery today. Surely anyone with enough courage and guile wouldn't pass up the chance to have the power to challenge the Gods. Of course, I myself, would never be so bold.

- Taken from "A History of Myth and Legend" by Lucien Frinyr, Court Wizard to Count Medissa
3rd Reign, Year 252.

To the south lies the Syri Empire, a collection of islands all bearing the same banner. One of the largest nations in Laudyr, its capital is the city of Pamal, directly in the center of the largest island. Ruled by Emperor Ules II, each individual city is controlled by a Count or Countess. For now, our story takes place in Lori, the southern most city in Syri. Whichever city you may be in, be it Helkir or Scry, you one one of the few whose attention was caught by a poster on the local news wall or the like:

Seeking adventure? Riches? Then join the Crimson Companies expedition to the furthest reaches of the Gaulon Sea. Help us as we uncover a lost trove, once thought to be gone to the sea for all time. Only experienced sailors, or those otherwise not fleeing from the law, should apply. If interested report to Lori Harbor, First Dock. Bring only with you that which you cannot live without.

100 Syries for all who sail.
- Judeus Renalus


For whatever reason, your eye was caught by this, very obviously inexperienced, ad. So, you have made your way to the city of Lori, hoping to find the answer for all your troubles, or just run away from them. Either way, nothing will prepare you for what is to come.

Now comes the really long, boring stuff that some people likely won't read.

Gods/Goddesses

Kyur: Cheif Deity and God of Time
Lira: Goddess of Nature and Life
Frendir: God of Balance
Perite: Goddess of Beauty and Fate
Ryui: God of Merciful Judgment
Hui: Goddess of Changing Seasons

Playable Races- ALS (Average Life-Span) AH (Average Height)

Elves

Dae elves: Dae confidently consider themselves, with some justice, to be the most civilized culture of Laudyr; the common tongue of Syri is based on Dae speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Dae traditions. However, the Dae's smug self-assurance of superiority can be hard to bear. The Daeare the most strongly gifted in the arcane arts of all the races. They are among the longest living and intelligent races of Laudyr, and they often become powerful magic users, having centuries in which to practice their art. Some Dae's incredibly strong minds make them naturally immune to all kinds of paralysis.
ALS; 400 yrs
AH; 6'3"

Niv elves: In the Empire, "Gray Elf" is the common usage, but among their Elven brethren they are called "Niv". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Niv are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Niv are believed (through elven legend) to be Dae elves who were cursed for treachery, the ash from the battlefield staining their skin a dark gray.
ALS; 150 yrs
AH; 6'0"

Fir elves: Referred to commonly as "Forrest Elf," Fir rejected the stiff, formal traditions of Elven high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Laudyr, the Fir snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas.
ALS; 230 yrs
AH: 5'6"

Dwr Elves: Possibly the most reclusive of all races, the Dwr have built cities beneath the land. While they have three cities in Syri, they exist on different islands and don't allow any non-Dwr in. Due to this they tend to have a very pale complexion. Despite their reclusion they formed free-thinking elven clans devoted to the secrets of science and the arcane.
ALS: 80 yrs
AH: 6'0"

Man

Humans: The well-educated and well-spoken humans are known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other races and erect the monument to peace and prosperity that comprises the Syri Empire. Their hegemony has waxed and waned throughout the eras.
ALS; 90 yrs
AH; 6'1"

Myriads: The most naturally talented warriors in Laudyr, the dark-skinned, wiry-haired Myriads seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Myriads are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Myriads do not share the same blood as the other human races.
ALS; 70 yrs
AH; 6'2"

Lyrians: The Lyrian are the children of the sky, a race of tall and fair-haired men who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, often becoming renowned soldiers and mercenaries all over Laudyr. Eager to augment their martial skills beyond the traditional methods, they excel in all manner of warfare. They thrive in the cold and are known as a militant people by their neighbors. Lyrians are also natural seamen, and have benefited from nautical trade since their first migrations across the sea. They captain and crew the merchant fleets of many regions, and may be found all along coasts of Laudyr.
ALS; 85 yrs
AH; 6'5"

Magic

Magic is centered on five schools, Alchemy, Conjuration, Restoration, Illusion and Destruction. Mysticism is a known school, but is not taught at the university in the city of Pamal. There are several forbidden schools that are illegal throughout the Empire including Necromancy.

Alchemy: School of magic focused on altering the material, mass, composition, weight, smell and appearance of objects into that of something else. Alchemy is the most advanced form of science on Laudyr as it is usually performed through experiments and understanding, rather than incantations, etc.

Conjuration: Considered by many to be a gray area, Conjuration is the school of magic that focuses on the act of bringing creatures from other planes of existence into this world. The Caster must have summoned the creature before, otherwise it will be random. The Caster can summon said random being again after it has summoned it before. Once summoned the creature stays on this plane until the Caster sends them back, or it becomes gravely injured and must retreat itself.

Restoration: School of Magic that involves the magical healing or augmentation of living tissue. It is the easiest school to learn.

Destruction: The school that provides many means of inflicting damage on enemies. Destruction spells use the elements and pure magic to damage health; an enemy's fatigue and magic can also be reduced either permanently or temporarily. Weaknesses can even be inflicted on enemies, amplifying the effects of subsequent spells.

Illusion: Focuses on changing the perception of the world from the viewpoint of the target.

Necromancy: Outlawed throughout Syri and punishable by death is the school of Necromancy. Necromancy is the art of communicating with the dead to predict the future, study and the act of raising the dead.

Syri
Image

The places tab will be used heavily in this roleplay so try to look at it.

Character Sheet-

Name:
Race:
Appearance: (Either written or a NOT-real-person picture)

That's all for the character sheet. Keep your characters personality and history to yourself until you want to reveal it in the rp. Or, you can write them if you want.

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Game Master Controls

Welcome home, Promethean. Here, you can manage your universe.

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Once an Item has been created, it can be spawned in the IC using /spawn Item Name (case-sensitive, as usual) — this can be followed with /take Item Name to retrieve the item into the current character's inventory.

Mobs

Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!

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