Introduction


This would not be the only loss to the Arcanist Consortium for the day. The great elemental nation, lead by Bragi Dolthaar, would fall. In the south, the wondrous Arcani nation, lead by Salii Juscre, seemingly handed down her nation into the trusting hands of Donovan Hirde...
This is under heavy construction at the moment and is simply acting as a place holder as everything is added and developed. Stay tuned for updates and don't forget to like on Facebook! Video updates will also be placed as I finish them. The final being the actual introduction to Legends of Airne: The First War
General History and related Information:
There is not any recorded history on previous wars. At most that can be accounted for is the consistant rebellion of Commoners. Since this happens so often it rarely makes apperance in history.
The various kingdoms of Airne have kept themselves militarized because of the constant threat of revolt. Yet, in an overall sense, Airne has remained in peace for all of its known history.
The Arcane Consortium
The Arcane Consortium is the organization that keeps the various kingdoms of Airne in check. It is lead by five different councilors.
Bragi Dolthaar - Leader of the Elementalists
Dreegis Vandlheit - Leader of the Psionists
Findrigus Halstro - Leader of the Arcanists
Andragor Tethri - Leader of the Mystics
Salii Juscre - Leader of the Arcanii and considered a leader of the Commoners.
Character Related Information:
Character Creation:
Breakdown of Arcane magic:
Arcanist: Those that use the energy from within their own body. They turn this energy into offensive and defensive magic. A person born capable of using magic is, by default, an Arcanist. However, they may stick to learning more arcane magic; thus keeping them an Arcanist.
Elementalist: Those that use energy from their surroundings are Elementalist. They are not bound to one type of element. They are, instead, bound to what immediately surrounds them. This is a grace when they are in surroundings they are used to, such as lake sides. However, when put in the desert, the same Elementalist would have lesser an advantage and would have to get used to their new surroundings to use it to its full potential. While what surrounds them may seem limitless in energy, it is not. Elementalists can last a long time in a fight, but kill off their surroundings should they use too much energy.
Mystic: Those that read the arcane flows of magic as a book. They see the past of arcane magic usage, and attempt to predict the future path of it. They review the patterns of every day arcane use and energy flow. Rumor and legend have it that they are capable of adjusting the energy flows, fixing flaws in both the past and future of arcane magic.
Psionist: Those that use the energy of others. They mimic the ability to use their mind against others. Most Psionist take to a 'monk' like life style. They are often passive, as their abilities allow them to be. But, they can steal energy from their opponents to strengthen themselves, even crush the minds of their opponents as they will.
Rules
Rules:- Characters with the Official or NPC title can not be ignored.
- When joining, remember the war has already begun. It’s time to choose your side. If you choose to be neutral, working towards a goal will boost both magic and non magic sides.
- The first official from either side to report advancing gets the goal for that side. Just like being a messenger.
- Role play as best you can. Always try to progress the story at hand, the goal, or your character’s story.
Rules of Combat:Since there are different variables to combat in real life that determines the outcome of your success or failure. We need a system that takes luck and skill into factor. As such, a very simple combat system has been determined for Legends of Airne: The First War. When facing an opponent (enemy or not) you will need to roll a 100 sided dice to hit and damage them. The system follows a three strikes and you're out rule. The system is explained in detail below.
- Determine who goes first. Either agree on who acts first, second, and if needed third etc... This can easily be done by rolling dice in chat. And who gets highest goes first, second highest is second, etc... To roll a dice you must type /roll 1d6 1 being how many dice, 6 being the sides of the dice.
- Post your attack attempt and roll a 100 sided dice in chat. If you are doing play by post, there is a place just for rolling dice called Combat Recording, please make all dice rolls there so they are official and not able to be cheated. The command /roll 1d100 will roll a 100 sided dice.
- If your attack attempt is above 89%, you land a wounding strike against your opponent.
- If your attack attempt is above 74%, you hit your opponent. They must defend by rolling a d100 and score above 74% to avoid taking a wounding strike.
- If your attack attempt is above 50%, your opponent must roll above 50% to defend without taking a wounding strike.
- If your attack attempt is above 24% your opponent must roll above 24% to defend without taking a wounding strike.
- Anything lower than 25% is considered a miss, dodge, or block.
- In a fist fight, three strikes and you are out cold. In a fight using lethal weapons you are considered dying. You must receive immediate help to have death prevented. This means someone must give up a turn to stabilize you. The only other way you can be prevented from dying once you have taken your third wounding strike, is if the opponent clearly states they do not intend to kill you.
A quick example of combat:
Jaden launched a mental assault against Victor. He was well versed in psionic magics. Jaden would use the energy of his non-magical opponent against him.
Jaden rolls a 1d100 and gets an 82.
Victor rolls a 1d100 and gets a 67.
Victor stumbled in his rush to thrust his sword into Jaden's abdomen. He felt an onslaught of pain rush through his brain. This wouldn't stop his charge, only postponing it. Victor pulled his sword back, his vision blurred, and thrusted forward. He aimed for Jaden.
Victor rolls a 1d100 and gets a 97.
Jaden slumped over in pain. The sword struck deep. There was no time for this. He held in what he could of a muffled "Hmph" of pain. He used all of his might to continue his assault into Victor's mind.
You can see in this example that both players take one wounding strike out of the three they are allowed to take before dying or getting knocked out. You also see that to post something defensive, you roll first. This is so you know the outcome of your defense before you post it. In combat posts you are also allowed, and encouraged, to prepare and launch your attack. You are also welcomed to take your defense and launch your counter attack. This is to provide for a more fluid and fun way to fight, letting the numbers help guide what you post.
When fighting against non player characters, such as those that will be listed for the various goals. They may have bonuses to their rolls. It is, also, best to have one person that rolls for them. To add numbers to dice you just /roll 1d100 +10 if they should add 10 any of their rolls. Players never get bonuses! However, there are some official PC characters that do get bonuses to their rolls. They are important characters to the story, or act as some form of law enforcement.
Frequently asked Questions and other information:What are goals?
- Each individual place has Goals. From killing a monster, to investigating who was behind a recent attack and bringing that person to Justice. The first side to report a goal completed (by an official of that side) gets the benefit listed for that area and assists their side during this war.
- You don’t do it alone. You role play what happens with others. What makes a goal difficult to complete is catching the NPC or getting the information, as they can only be done during certain times. This does not have to be done while a NPC or Official is around. Since everything is kept in logs you may pm what you’ve done to an Official for your side of the war, or myself. From there we will review what happened and let you know if it was a success or not.
- This is how we sort out god-modding in the game, and meta-gaming. Sometimes you think you’ve done everything right, but in fact; it was the wrong thing to do. Just always be ready for surprises.
- Help win the war for your side. How do you do that? Compete goals representing your side. If you are neutral and complete a goal you actually help both sides. Keep that in mind. This role play does have an end, I do plan on a sequel, what happens in that sequel is up to you.
- No, you are not the hero here. This is Legends of Airne. We are re-creating something that has already happened, in an odd sense. All of this has already passed, you could consider your character acting in accordance to destiny. But, they are not the heroes of the story and they are not the villains of the story, not yet. You are merely a person caught up in the war like everyone else. It is up to you to make your character the hero or villain for the next chapter of Airne’s history.
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Places in Legends of Airne: The First War
0 postsAirne
This is the OOC room for Legends of Airne: The First War.
0 postsFindor Academy
Current Goal: Recover the Relic of Antaar before your enemy.
0 postsIdenhol
Current Goal: Commoners, defeat Deken Runi; second in command to Bragi Dolthaar. Arcanists, defeat Rorik Medder, leader of the rebellion in Idenhol.
0 postsHaron
Current Goal: Arcanists, uncover the truth behind Haron's surrender. Commoners, keep the rumors alive to ensure Haron's future under Donovan's rule.
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Legends of Airne
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