Introduction
Here, elemental energy floats upon a plain known as the Aether. It is an unseen plain of existence but the inhabitants of Regalis can tap into this energy and depending on their training and mental prowess, can warp the elements that comprise the world.
That was in the beginning. Then, it was beautiful. Then, there were those that believed that all was right. There were also those that thought to tear the peace asunder…and render it as blood and bones beneath the hooves of vial creatures pulled from the depths of some boiling bog or pit reaching within the nether realms of Regalis.
After centuries of development of the myriad races of Regalis, there was the Renaissance. This was a time of great prosperity for the Val, beings much like you and I; and the El’Dren En Val. El’Dren En Val simply means children of giant men. As Regalis is a world rich in its history, some of it speculated as lore and simple story telling, these peoples were very closely linked to their pasts and the strife of their ancestors. The history of the El’Dren En Val is rich, as their ancestors were truly giant man in comparison to the Val. The Val are so closely related to you and I that I’d not need to explain to you what they look like, nor their average size. The ancestors of the Val are just the same as ours as well but that of the El’Dren En Val were humungous beings. Doomed to reduce in size over two millennia, the world changed and the giants were locked in war with a race of reptilian beings over land and resources. They were forced to adapt and as their size reduced, they needed to grow accustom to the world that was changing around them. They moved into the trees, learning to use the branches, bows and canopies to enhance their lives. It could have been said that as a remnant of their ancestors’ size, they preferred to dwell high above the land, still savoring the view that was in their blood.
With the booming Renaissance these races learned to trade knowledge, resources and even love began to flourish between members of the races. Carried over from their ancestors, the El’Dren En Val still harbored a profound hatred for the Biel Tek’in Viez, the reptilian race that their forefathers spent two millennia battling. War exploded after the Renaissance but it had been a wondrous time for the El’Dren and the Val and it had propelled their knowledge to levels unseen by any race of Regalis. As the ancient wisdom of the Firsts, the most advanced race of the ancient world, was dying away, resting within few as innate abilities; the newly forming sentient, intelligent races were making a way for themselves. When war broke out again, the Val and the El’Dren joining forces against the Biel to end the conflict for good, the allied forces drove the Biel back to their homeland. They would finally bring an end to the tyranny of the Biel, as they’d plagued the Inples, simple, calm giants of stone and earth; and the punyimpas, small, frail fairy-like creatures of wind and floral magic. They drove the creatures back in a grand, elaborate campaign. Marked with blood and alarming death counts for both sides, this was the bloodiest war in the history of Regalis.
In a last ditch effort to cease the bloodshed, the inples and the punyimpas rallied behind the allies, raising arms against the Biel and their twisted, mangled reptilian steeds and reptilian-primate brawlers and forced the Biel into a corner. This had been their plan. They reduced the Biel numbers drastically but when the Biel retreated into Mt. Halimar, the inple hurled massive stones of softer sediment and mounds of limestone and andversandt against the cavern entrances. The punyimpas used their abilities and sealed the cavern shut, locking the ragged lizards away for their treachery. Life imprisonment in a dungeon of extreme inner-planetary temperatures with nothing to feed upon but one another was enough of a punishment for their war crimes.
The campaign was over, celebrations took place and the pain suffered would always be remembered. Documents were created and once signed, ensured that the four races would come to the aid of the others when danger loomed over the horizon and these sacred pacts were upheld for years but time makes one forget. The vals grew rapacious and wanted everything in the world for themselves. The El’Dren people were consumed with watching Mt. Halimar and become disconnected from the outside world, becoming reclusive within nature's bosom. Their minds became warped and they saw men growing, flourishing, creating machines of woods and metallurgy. Metallurgy was a plight in the eyes of the El’Dren, it was not of nature. The El’Dren attacked with the aid of the punyimpas, the smaller beings using their powers to spread vines and roots upon the contraptions of men, bringing them to the ground. The El’Dren people were determined to destroy these constructs and mechanisms, breaking them to dust to be ingested by the planet.
The val leaders found the grantz, a subterranean race of pale beings that specialized in metal craft and the shaping of the rarest metals. The inples would mine the andversandt for the vals and they would take the rare metal to the grantz and they would make powerful weapons of andversandt and mythril. With this, each side wielding a powerful weapon, perfect for enemies that they knew so well as recent allies, the Regalis War started. Deep within Halimar, an ancient enemy was awakened by the hatred swelling within the biel, left to consume one another. Their bellies growled for flesh but they were not allowed to die. Their minds rotted, begging for reprieve but none was given. Their hatred swelled, so potent that it could have become tangible. Their yelps filled the caves below as they lost all reason and were twisted into gnarly, disgusting creatures. They were being warped by the evil lying in the Deep of Halimar and soon, they would be released, their tyranny returned, their hatred brimming. The prospect of flesh was so sweet. El’Dren flesh was so sweet.
With the Val/El'Dren war at a standstill, the races of the world chose sides, the Inple and Drag'Konin siding with the Val to form the Engineers and the El'Dren banded with the Punyimpa and the Drazyll as the Forestfolk. The war has come to a precipice. The precursor to the battle ahead was the looming threat of the opening of the Seal.... But who is going to open it...
King Leogoryth of the Val is dying. He is sick, he is senile. But even those on their deathbed will not be sated, their hunger will not be calmed, their thirst unquenchable. Even as the king looked over his body in a mirror, even as he was sickened by liver spots, even as he seldom recognized himself amidst the wrinkles, he still had one last conquest. He didn't care about the bonds that Tatroi created, he still wanted the northern lands, even if that meant destroying the people that his own once called family. If he was going to die, the world was always going to know his name. He would test the Gods' glory. It would be his name atop the doorways of halls and theaters and they would erect statues of him. These statues would tower over the tallest of towers and steeples and he would brandish a golden sword that would pierce the clouds above Mt. Halimar. He was crazed in his old age. But he could not attack without provocation. But he got what he wanted via scout.
Fredrick Olofson was sliding around a corner. He had the most urgent of news. He needed to relay this information to the king. It could have been delivered by anyone but he would deliver it with his own lips, for he hated the El'Dren. He was not sure as to why he hated them so, as he had no real reason to...but most hadn't.
When he neared the dining hall he was stopped by the court guards and one of them said to him, "Olofson, the king is having his lunch. He asked not to be disturbed..."
"You don't understand, Nile, I have urgent news. i must make my report..."
The other guard, Cormick, shook his head and pressed a hand to Olofson's chest, "Listen, you still can't go in. If you disturb the-" he paused, quieted and continued with, "if you disturb him he will have our necks for dinner..."
"Then turkey necks he will have but I have to get to him, right now..."
Just then, before the guards could retort, the hall doors opened. Nile cursed under his breath but it was only Sir Lauren. He pulled the door behind himself and rested his hand against the lion-shaped pommel of his broad sword and asked, "What is the reason for this disturbance. I hear raised voices outside of the dining hall while the king is being served his meal and I can only think that someone must be going crazy..."
Olofson would not be deterred. He had no time to fear a knight. "Sir Lauren, I must deliver a report to the king..."
"I can not permit that. Leave the message with me and I will deliver it when he has finished his meal..."
"I cannot do that, Sir Lauren. I am only to relay the message to him..."
Lauren squinted. Was this the news that the king had been waiting for? The scout's face was caked in dirt and blood, he was still breathing deeply as if he'd run a great distance and his palms were sweaty as if he would deliver the most important message of his life. Lauren simply said, "Who sent you on your mission...?"
Olofson simply said, "A Specter...."
Lauren stepped aside without another word and pushed the door open to allow Olofson in. The young val entered the hall and had little time to marvel at the marble pillars, golden adornments and the tallest, most beautiful drapes he'd ever seen. The king was already barking at him, asking who he was and why he was interrupting his meal. Olofson ignored the rantings, as he'd been told to do. Olofson slid to a knee next to the king and lowered his head. "Sire, I've returned the news of the Halimar Seal..."
Leogoryth's face twitched and the turkey hanging from his lip fell to his plate. "What of it, boy, speak!?" the king balked as he looked toward the young val.
"The El'Dren are crowding around the Seal, making camps..."
"Are they opening the Seal!?"
"Sire, i can-"
"Boy, i don't need your bantering! Are they opening the Seal?!" the king yelled.
Olofson shook his head and rambled off, "N-no, Sire, I don't thi-"
"You don't think...?"
"No, no, your highness, they were not op-"
Olofson's words were cut short when the king jabbed a large, jagged knife into the val's neck. "That is not what I needed of you, boy..." the king snarled. He allowed the boy to fall, the knife still in his neck. The king got to his feet and barked, "Lauren...!"
When the knight entered he instantly set his eyes on the scout, dying on the floor. The king at least could have finished the kill instead of allowing the boy to bleed to death. "Yes, your highness?"
"Have Balthomeer and Derophen come to me. Ready Sir Tedrin and Sir Barter. We move for the Halimar Pass in the morn..."
"May I ask why, Sire?"
"Of course you may," Leogoryth said, an ugly smile spreading across his face, stretching folds and wrinkles. His eyes peered from beneath an ugly, menacing brow and he said, "The El'Dren are opening the Seal...."
Character Creation: (Copy this information and post it in "description" on the character creation page. Just read the information about the tricky sections and fill it all out. Personality. Description and History are not here because you can fill them out on the character creation page.)
Name:
Race:
Height:
Weight:
Age:
Gender:
Innate Element:
Affinity:
Class:
Main Weapon:
Secondary Weapon:
Air Burst: (Airing or Grounding)
Special Skill: (Create something interesting but even if you create detailed strikes for the skill, be flexible.)
Allegiance: This is mainly viewed from a Forestfolk (El'Dren, Drazyll and Puntimpas) or Engineers (Val, Drag'Konin and Inple) standpoint. You may put what you please but in most cases the allegiance would be to one's own kind because "Myself" would suggest that you have no reason to travel with a group. And that's what this game consists of.
Personal Flaws:
Fire-Water-Flora-Ice-Earth-Wind-Fire
The Elements have their weaknesses and strengths:
Fire absorbs air as fuel but is doused by Water.
The Wind weathers Earth but is absorbs by Flames.
Masses of Earth can be chipped away by the Wind but can stop Ice.
Ice can freeze Flora, weighing down vines but is not match for expertly controlled slabs of earth.
Flora can absorb water but comes to a standstill against ice.
(Some of the other elemental weaknesses are Flora being set ablaze by Fire and water being stopped cold by Ice. These should be considered when deciding on your elements.)
Affinity: (This is your secondary element. If a player uses an ability with this element you can capitalize [But only if the post is damned good.] Remember that when you choose this element it is the only one that you will be able to match your own element with. Your affinity cannot be the opposing element of your Innate Element.)
Fire-Ice: (Flames can melt ice to create steam which can melt flesh.)
Wind-Water: (The wind can be used to generate the forces of a hurricane, deluging enemies.)
Earth-Flora: (A towering wall of earth can be much worse when vines spear through a petrified enemy.
Fire-Earth: (A Molten Eruption would destroy most enemies)
Earth-Water: (How about a terrifying landslide?)
Wind-Ice: (A blizzard brought down upon your foes.)
Class:
(These are based on common sense; and your equipment should match!)
Knight: Knights will wear full sized armor and will take hits like no one’s business. Remember that you character will not be able to play with intense speed but your power may be unmatched. Your weapons may be larger swords, battle axes, hammers, etc. Secondary may be a smaller sword or throwing axe.
Archer: Archers tend to wear garbs with low defensive capabilities but you will be very fast and if you want an acrobatic character then feel free. Yours weapons will be bows. Secondary may be daggers, short swords and other small weapons including but not limited to; Sais, hand guns with one round per post and other close quarter weapons.
Rogue: Rogues favor lightweight armor beneath cloaks and the like. This is a very agile character that utilizes one handed swords, maces, axes and may dual wield daggers. Crossbows may be used but the secondary may not be a one handed weapon listed beforehand.
Secondary weapons may be daggers (If dual wielding, daggers may not be a secondary), hand guns with one round per post, and other close quarter weapons including axes and Sais.
Spearman: Spearmen wear mid-weight armor and are of medium speed. They fight with halberds, pole axes, glaives, etc. Secondary weapons are one handed swords.
Light Swordsman: Light swordsmen armor themselves much like rogues but specialize in swordsmanship and use single-handed swords and their secondary weapons tend to be short swords and daggers. The rapier or estoc is a perfect weapon for a LS class warrior.
Kindler: Kindlers are very specific classes and their elements are exact. They will not strike physical blows but their magical abilities tend to be unmatched as they master their abilities. They will use their hands to strike down their foes and instead of relying on enchanting their weapons with elements, they create them out of places where there should be done (as in creating fire out of thin air or water spewing forth from rocks). They are not defenders. Do not let them get hit…!
Fighter: Fighters are brutes. They are fast, hit hard and defend with their armored forearms but they are not good with elements, even their innate elements. They fight with their fists and wear plated gloves. They don’t have secondary weapons. They wear enchanted boots that allow them to harness energy. (These boots allow them to match their innate powers with their affinity.)
Mechanized Archer: Mechanized Archers are moderately armored archers that use firearms as their main weapons. Their rifles are fitted with elemental seals that allow them to fire rounds of their elements. A wielder of flames would fire incendiary rounds, a wielder of ice would fire freezing rounds, flora wielders would fire shotgun-like blast of razor-edged leaves as if shrapnel. Earth rounds can pin enemies against objects and Water rounds can apply hundreds upon hundreds of pounds of pressure and finally, wind rounds blast enemies with electrifying rounds. Remember, Earth wielders can only use grounding and Wind wielders can only use airing. Wielders of other elements can use either air burst ability.
If you play as an Inple, you must remember that you are between 13 and 15 feet tall as an adult and you may fight with weapons specific to Inples which are trees, massive swords, axes and clubs but these powerful beings are very slow. For your class, you may list it as Inple and choose an according weapon or you may choose Fighter and use brute strength. If you choose Kindler then your element must be Earth. Inples don’t carry secondary weapons.
Punyimpas are the size of a pigeon when adults and wear enchanted armor made of earth or leaves and are only classed as Kindlers and even more so, as savants. (If you are brave enough to play with this tiny character then by all means, do so. I will respect you dearly for it.) They may kindle any element. Do not carry weapons as Punyimpas.
Drazyll are sentient trees and can only have Flora as their Innate. They don’t wield weapons and are simply classed as Drazyll. They are Savants.
Don’t be afraid to push the envelope. If you have a cool idea for a weapon or character, express that idea. If it’s worth it, then I’ll accept your character.
Race:
Val: Live 70 years on average but should only fight until their mid-fifties. Average height is 6 ft. 2 in. and can have any non-specific class.
El’Dren: Live 200 years on average but should only fight until they reach 180. From there, they begin to asche [Which is a process where they grow old and turn into ash, returning to nature.] Average height is 5 ft. 6 in. They can have any non-specific class.
Grantz: Subterranean dwellers and they live for about 50 years on average. They reach adult hood at 15 and can fight until they are about 41. They are very small but cunning and cannot be knights or spearmen. Average height is 5 ft. 2 in. and they are thin-bodied people. They live 100 years on average but fight until they are that old. They are very hearty.
Inple: The Inple Live for close to 300 years and their adulthood and elder portions are exceptionally long. They would fight between 40 and 260 years. They tower above at 13 to 15 feet and their classes are either Inple (swords and tree trunks) or Kindler (Using Earth as an Innate) or Fighter.
Punyimpa: Very small creatures. Some say that they can live forever… They are cocooned until adulthood so do what the hell you want with them. They are about a foot tall at most with four bird-like wings. They are only Kindlers. As a secondary list them as Savants. As long as the attack used before them is not their opposing element you should be able to capitalize. Just be creative.
Drazyll: Drazyll live for nearly 2000 years, just as some trees do. They are the proper size to fight at about 60 years so age them beyond that as you see fit. They weigh in at 11 to 14 feet and can only be Flora Innate but are savants. They should weight more than 1000 pounds.
Drag’Konin: The Drag’Konin or “Drag” are a reptilian race and are descendants of Dragons. They have two large wings and their average height is 6 ft. 7 in. They live for about 70 years on average but fight until they are 50. They cannot be rogues or Kindlers (As they are disconnected with nature).
Mechanics:
There are two things that you’ll need to know when playing Regalis. You have two mechanics built in that you’ll need to utilize in order to defeat larger enemies. Remember that your enemies will have weaknesses and some of them will be too powerful to take down without aiming for those weaknesses. One gargoyle may fold its wings in front of itself to deflect all damage and you will need to get it to open its wings. A Wyrm may tunnel into the earth after attacking and a certain combination of elements will be needed in order to defeat the monstrosity.
Air Burst: This is an ability characters will use to create statuses for enemies. Some Bosses will need to be “broken” for elements to take effect and this is the way to create a “Broken” status.
An airing ability will be used to create a “floating” status for enemies which will lock them in the air for a varying number of posts. You will not know how many posts the enemy will stay floating until it has happened the first time and you can count. If you keep the enemy in the air for too long then it will recuperate and the effects of the status will be gone.
A grounding ability will be used to smash the enemy into the ground from floating status. When an enemy slams into the earth it will enter the “Broken” status as well and elements can take effect. Now, the enemy is “Broken” and “grounded”, and it is just about over for the creature. If a character “slips up” and uses an airing attack on a grounded enemy then the enemy will recuperate and decimate that player for being a moron.
Don’t let an enemy stay in the floating status for an extended period of time. Don’t attack a grounded enemy with an airing attack.
Elemental Combat: It is self-explanatory. If Gus hits a Raving Graarghorn with his special skill and his element is fire then the creature will be set on fire. Now, Asshrarn, whose affinity is fire, can hit the monster with an earth special skill and create a molten burst or molten eruption, whatever Asshrarn’s controller decides to call it. If Graarghorn’s bestiary says that his weakness is fire then it would have been hurt badly by Gus’ attack. If its weakness was fire/earth then Gus and Asshrarn just pulled off a ridiculously powerful combo against the beast and as long as the posts were good, the monster is going down. It’s that simple.
Savants can do this with any element as long as it is not the opposite of what they kindle.
In the essence of being creative, as you battle creatures and if your posts are good, during a review of your prowess in combat, you will be given the ability to add a Special Skill. Your second Special Skill will be more powerful but I expect to see it used a lot less. I don’t want Special Skills used on each post anyway. Your third Special Skill will be an Affinity Cross. It will allow you to change up battles on the fly and use your affinity as an innate. These are very very very weak skills as you are just learning to use an element that your body should not be able to. If a player does not capitalize on your Affinity Cross then you are going to SUFFER!
One last thing: When you create a character and I've accepted it, I will send you a PM, letting you know which arc of the story you will be playing in and where (under the "places" tab) that particular arc will begin. Your character will be introduced by name only and usually called by a military member or something to that effect so that you don't appear from the ether.
If you would like a sub-plot or arc created in a particular area or if you would like to be the leading character in a side quest PM me and I'll see what we can do.
Rules
2. This is not a high school role play. There is no need to go after the first female character you see and try to hump her leg. That is not what we’re about. Have some fun but have some respect.
3. If you must romance then please make sure it is okay with the person you’re trying to doggie hump. It’s as simple as a PM. Don’t make someone feel uncomfortable because you think their anime picture they used for their character is hot. That may very well be a guy playing that character for all you know. He could be forty...in a basement…breathing very deeply even though he’s just eating Cheeto’s and watching the M.A.S.H. movie… Aside from that, follow the site guidelines and please develop your love story. If we have to watch you write out How to Lose a Guy in 10 Days then at least entertain us.
4. Once again, we don’t want to see a bunch of people trying to hump each other. I am serious.
5. There will be lots of traveling and battling as we travel so be ready for a fight to be sprung upon you at any time.
6. CHACTERS WILL DIE! I am sick of joining games where every player is too pretentious and stuck-up to let their precious cyber creation die in a blaze of glory. I will let you write your own death if it comes to it. You can prevent it by writing well. And don’t fret. You can replace a character at any time.
7.You can write yourself into the game after I’ve accepted your character at a city. If not, I will let you know where and when you can come in so that you don’t appear mysteriously from the ether attempting to be cool and save a fallen character because you’ve been following the group for three days…
8. If you need to reply to a question and you don’t want to bore us with purple prose about your feelings about each word that you spoke, then write just that reply. I’m fine with that. But if you’re aiding in moving the story along then it should be a minimum of 150 words. But 2000 word stories are unnecessary and will prove more cumbersome than cool.
9. Please, be nice. Don’t pick fights with players. This is not one-on-one combat hour with Jackie Chan. You’ll be fighting as a team against larger enemies. Just think Star Ocean bosses… http://youtu.be/nkvrRid8Zyg
10. You’ll be fighting a lot of Game Master controlled enemies, usually hordes of zombified creatures or you will need to work with a party member or two to take down something the size of an elephant. As we play, I will try to find pictures to help you understand the size of a creature. Look to the bestiary if you need to know what you’re fighting.
11. One thing to note is that the storyline will follow a path, where a story is actually told. That is, instead of a game where these is a lack of Game Master control and a bunch of people are running around telling their own haphazard stories with no purpose or they’re here to kill the first guy that walks in the door. With that being said, please don’t stray off topic too often. Watch the tale unfold, because it’s a good one. Immerse yourself in the game, have some fun, kill giant six legged, four tusked pachyderms and maybe we’ll get through this.
12. A suggestion: Don't allow your character to break fourth wall parameters. If there is something that your character cannot possibly know about another character or place, then make sure that they do not know it when they're in-game. Please, create your posts as if you are your character or as if you were writing a novel. If you don't know what that means then you may not need to play here but I hope this has explained enough of this rule.
Now, for some combat specific rules-
1. We will not kill you arbitrarily but you will be placed in positions where your character’s life will be threatened. You will need to write yourself out of it.
2. Do not auto hit. There will be someone here in time that will be able to decide if you’ve landed a hit or not. Your hits will land if you are creative, if you use the skills we’ve let you create for yourself and if you don’t replicate your own posts again and again.
3. ‘Autrion punches at the creature’ is not good posting. Good, detailed accounts of combat are what we’re here for. If you’re playing here, I hope it is because you are sick of high school and zombie role plays where no one ever sees combat writing. You will be tested here. So bring it.
4. Fight scenes need detail, that is true, but we don’t need to know that a leaf was cut in half by your weapon because you can strike so expertly and blah blah blah. You don’t need to be Stephen King to write a good fight sequence.
5. Creative, creative, creative! All that you do in combat will be based on your creativity. Do you live or die? Does your sword slash hit or miss? It depends on you. But remain within the strictures of your character. If you’re in a suit of armor, you shouldn’t be flipping around like an elf in leaf armor and if you’re a little guy that should be using a wand, don’t try to toss around a seven foot long scramasax. You’re not Cloud, this is not Final Fantasy. Just remember that if your 125 pound emo kid is lugging around a 20 pound weapon he’s not hitting anything but wind.
6. Don’t spring random super badass anime Ichigo samurai ninja assassin attacks as you see fit. You should be able to integrate Special Skills into combat as you battle. That means; don’t use your special skill every post either. It will get old, we won’t want to envision you using it and you won’t get another special skill. As you post, we will decide when you’ve got enough “experience” to obtain a new skill slot. You’ll be free to create one as you see fit.
7. If the player before you sets a creature on fire, don’t hit it with a water based attack. That’s not okay. Read what your teammates are doing, aid them, capitalize on their successes and watch your enemy position…
Please be patient as the world grows day-by-day. As it does, links will be added below so that you can go straight to the thread you need to read in order to learn what you need.
Not Regular Old Battles: Why?
How Battle Order Works
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Places in Regalis: The Fall of Leogoryth
10 postsYore
None
0 postsTemptral
Temptral is the Capitol of the Val civilization. Towering constructs and the looming castle seem to blot out the sun as the val reach to take everything from the rest of the world
16 postsThe Guildsmith
This is the Guildsmith. He knows everything that you will need to know about the creatures in the wild. (Please don't post here. This is an informative area. It is here to ensure that you have an entertaining experience here as you play.)
1 postsThe Library
This will be here for all to see to ensure that knowledge of the races of Regalis spreads far and wide. (Please don't post here. This is for racial and location information to better aid your playing experience.)
51 postsHamlimar Canyon
You are venturing in a ragged, terrifying land. The rocky terrain is perfect for large insects and wolves to lurk so watch yourself and your comrades. The earth, which was once a dingy brown is now red, soaked in blood. This is the beginning of the fall.
110 postsHalimar Wilds
South, beyond Halimar Canyon is a small valley that empties into the Wilds. The Halimar Wilds are a terrifying place where beasts run rampant and if you get lost you may never find your way out.
0 postsBogs of Halimar
If you can make it through the Wilds, the Bogs of Halimar await you. This is a realm where the undead reign and will not let weary travelers rest. Hundreds of fallen soldiers from wars passed lie lifeless within the waters.
0 postsHalimar Plains
Past the Bogs of Halimar are the plains. In the distance, Mt. Halimar and the trails leading to her base can be seen. This place is beautiful but terrors lurk beneath the earth. Untouched, the Plains of Halimar are infested with Wyrms.
0 postsHalimar Plains-The Pillars of Sauld Aurin
The Pillars of Sauld Aurin are remnants of a glorious past. Regalis' former glory can be witnessed here but flying creatures rule the skies.
0 postsMt. Halimar
Mt. Halimar. Some say that Mt. Halimar is the edge of the world. What passes through her majestic arch never returns.
0 postsHalimar Depths
Beneath Mt. Halimar lies a subterranean ecosystem, lost to the world after the Biel were sealed away in these horrid tunnels and caves.
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OOC Notes

Whiptail Crawlerpede
These powerful creatures fight with their giant pincers and in the most threatening conditions will release a toxin which inflicts partial paralysis. These creatures carry large insects on their abdomens. The creatures that they carry are relative to ants and can fly in some cases.
Creature Type: Insect
Body Type: Hard
Weakness: Grounded and Fire
Difficulty: Small Fry
Swarm: Yes
Size: Medium, 200 pounds, 5 feet tall, 12 feet long.
Guildsmith: This is one of first creatures I've ever fought and I will list all of the creatures I know of in this manner. Body Type will usually correspond to defense. If a creature is a swarm type then you can be sure that you will not take on one of these at a time.
OOC Notes

Crawlerpede Ants
These weak creatures seek refuge on the abdomens of Whiptail Crawlerpedes and attack without mercy in massive swarms.
Creature Type; Insect
Body Type: Medium Exoskeleton
Weakness: Fire and Water
Difficulty: Small Fry
Swarm: Yes
Size: Small, 50 pounds, 3 feet tall.
OOC Notes

Sand Skitter
Sand Skitters are very twitchy, quick creatures that live in the crag and caves of canyons and rocky outcroppings. They attack with their pincers and crush their pray.
Creature Type: Crustacean
Body Type: Hard
Weakness: Floating/Wind
Difficulty: Small Fry
Swarm: Yes
Size: Medium, 8 feet tall
Innate Water and Earth
OOC Notes
What struck him odd was the fact that anyone was allowed to fight now. Was the situation really so dire that women would be allowed to do battle. he'd actually seen some of them hold their own. One of the women assigned to his regiment of troops was Anya Bladestorm. It was strange that her last name was Bladestorm because she was more proficient with a bow and arrows. In fact, she was stepping next to him right now. Though he had a group of archers at the ready to the rear of the regiment, she was more like his partner than anything else. She'd been assigned to him during the Battle of Pargeheim and now, she was almost like a necessity. He'd never seen a man or woman better with a bow and she was probably the most agile fighter he knew. He didn't look at her when he said, "It's looking grim..."
"Why's that...?" Anya asked as she nocked an arrow.
Eldrin pointed out toward the west of their position and said, "High along that ridge out there is a trail and it's perfect for a small group of troops to come trough and flank Garzman's platoon. If command would take a small group up that way and remain in the crags for the El'Dren then we'd at least be out of danger in that aspect..."
Anya contorted her pretty face and said, "Maybe we should go out that way. You can give command to Yutzmerhan and we can go out that way with two or three good men. It won't take much to ambush a couple guys. I'd like to have Gerther with us, an Inple is always welcome in my book, but we can't risk it..."
"Inple, hunh?"
"Yes, I'd like to take an Inple into a place like that..."
"Odd," Tedrin said with a smile, "you sound a bit like me. You didn't like the Inple when I first met you..."
"I didn't understand them. But now that i see what they're about, I've grown to love them. i even have a friend that's an Inple..."
"My friend is Quim, here..." Tedrin said as he looked to his left. His horse was whinnying, kicking at the dirt anxiously.
"One day I'll like horses...but no time soon..."
"Beautiful women tend to like horses..." Tedrin said with a smile.
"You shut your mouth Sir Landgaard. I am beautiful, a love for horses in my blood and bones or not...!"
Tedrin was impressed with this woman. He chuckled and looked over the battle field. There were thousands upon thousands of soldiers from lands far and wide. The val, the inple, the drag'konin and the granzt had come together for one purpose; to smite the tyranny of the crazed El'Dren and their followers. Now, it was time.
As the war horns sounded and Tedrin took hold of the reigns of his steed he looked toward Anya, who looked wearily at the creature. "I know you don't like them," Tedrin said, mounting the horse, "but it's a way of life." He held his hand out to Anya and when she took it, he pulled her up to sit behind him.
As the war horns blared and the earth began to tremble, Tedrin wondered how many of those thousands upon thousands of men and women would go home to see their families. War was always just is justified...
OOC Notes
Sleza yawned a little as she searched around the warriors; looking for one that had a suitable place to sit. As she walked, she suddenly heard the sound of a horse, but it was almost to late when she looks up. The horse pawed the ground, nearly stomping her flat in the process. Sleza jumped out of the way in the nick of time. She stood up; brushing herself off and cursing the vile creature under her breath. She pulled the needle off of her back; just for moment considering attacking the beast, but then realized it was foolish. She could at least hitch a ride on creature. It was the least it could do for trying to stamp her. She flew up, sitting comfortably on the horse's head before looking around.
Sleza jump a little, clinging to the horse's mane as she heard some speaking. She hide under the horse's mane, hoping to remain unseen. A man mounted the horse; soon helping a young women on as well. Both of them appeared to be Val, but Sleza was never good at these things in the first place. She peeked out a little; watching the two. The war horns blared a second time and Sleza's eyes widened. So, it was off to battle? She could feel the earth shake beneath her. This could be... Interesting to say the least.
OOC Notes
The Val are a humanoid race of men and women who lead lives much like yours and mine. They are an intelligent people and their innate abilities are weaker than races who remain closer to nature. They are of normal build and strength.
Their history is rich and they have been pushing to shape the face of their world for hundreds of years. The oldest historical information about them dates back nearly two thousand years when the first king of men forged a great alliance with the El'Dren in order to defeat the Biel and lock them away in the depths of Mt. Halimar. King Tatroi was a mighty ruler but he was compassionate and he even tried to reason with the Biel but they'd long been driven mad. The most terrifying attribute of their reign of terror was the fact that they seemingly had no purpose for their carnage other than to destroy everything that the races of the world would come to create. we're going to go back, to a time before the alliance, when the El'Dren were being ravaged by the Biel.
The Draph'il become the El'Dren En Val
They were not the El'Dren then. They were the Draph'Il. They were towering creatures, closely related to the Inple and they were gentle, simple beings. They cared for nature. Some green-thumbs cared for gardens but the Draph'il cared for countries. The Biel Tek’in Viez would not stand for this. All they wanted to do was burn everything to the ground and build strange contraptions that no man had seen before. This angered the gentle giants and they went to war with the Biel. The war escalated when the Biel began to cut down trees in order to create their massive mechanisms but there was something more about their weapons, something more sinister. They began to firebomb the Draph'il's homes and that was the needle that tipped the scale. The Draph'il launched a massive campaign against the Biel Tek'in Viez and over hundreds of years they would meet on the battlefield.
The Drag'Konin and the El'Dren En Val.
As hundreds of years passed the Draph'il began to grow smaller and smaller. The one thing that didn't decrease was their hatred for the Biel Tek'in Viez. As the Draph'il changed in size they began to be known as the El'Dren En Val, the children of Draph'il. The Drag'Konin were descendants of powerful Dragons that once ruled the skies but they were losing the majesty and grace of their forefathers as they became more like the Val and the El'Dren. The El'Dren and the Drag were the first races to become allies in the quest to defend Regalis against the tyranny of the Bien Tek'in Viez but the El'Dren shunned the Drag for their belief in Brygaad, the Dragon King. Brygaad was a tyrannical creature, a monstrous dragon favoring mayhem over peace and prosperity. Brygaad was called upon by the Drag but would not come to their aid until they gathered food for him. This angered the El'Dren, as Brygaad proved to them that he and his followers were barbaric and hostile. The Drag lands were being ravaged by swarms of the Biel, and just as the El'Dren, the Drag were unsure of where the Biel were coming from so together, they launched a campaign to find the Biel Tek'in Viez's motherland. When the Biel attacked in full force the Drag pulled back, letting the El'Dren be slaughtered.
The Drag'Konin and the Val
The Val were still considered an up and coming race. They settled in lands to the east, far from the forests of the El'Dren and Drag'Konin. The Biel weren't even a thought in their minds as they were still attempting to carve a niche for themselves in the world. They were a flourishing race at the time, just starting the construction of their first city, Temptral. The Drag'Konin were migratory at the time, attempting to escape the sweeping prowess of the Biel Tek'in Viez as they swept over the land like a plague, readily consuming all that waited in their path. Though they'd turned their backs on the El'Dren, they saw something in the Val that was much like them and they stayed to await the approaching onslaught and when it came, it came in full force. Luckily enough, the Val, after heeding the warming of the Drag'Konin leaders, however nomadic and unruly, built their walls of stone and built them tall. The first battles were won with simple tactics; stones and arrows with crude designs that were difficult to remove. The Biel had not brought enough soldiers. The battles were mainly fought by the Val from the keep and attacks were commenced from bulwark and the parapets. The Biel quickly retreated and the Val celebrated as the Drag'Konin said their partings and departed as quickly as they'd come.
Brygaad and his two brothers, Tiamat and Lyroniz, all chose seven maidens of the earlier Val generations and these women all bore children for the Dragon Kings, and in some cases, twins and triplets. These maidens started their own settlement that would allow them to raise their children, tucked away from the prying eyes of the Val. They knew that they would be hated, understood that their way of life would be ridiculed, that their children would be burned and hung for all to see. When they reached adulthood, the twenty-seven children chose their own maidens and they beget children of their own. The grandchildren of the Dragon Kings, unrelated, mated, and from that point on, Val maidens were no longer chosen as the Drag'Konin or, dragon kin, rooted themselves as a complex race. To this day, the Drag'Konin continue to have three leaders at all times. It was believed that this connection is what made the Drag'Konin act the way that they did, fighting alongside the val. This may also be why the Drag'Konin stood beside the Val when the El'Dren attacked.
The Drag'Konin, their voracious hunger for the Punyimpa and the El'Dren En Val: The Drazyll
The El'Dren were the first race to document the existence of the Punyimpa. At first, they were documented as pests but when the El'Dren began to understand the Punyimpas' connection with nature, they became enthralled with them. The Punyimpa were very happy about this because they needed help. The El'Dren had dealt with the Biel for hundreds of years and were ready to protect the Punyimpas from them but they were wrong. The Punyimpas needed to be protected from the Drag'Konin, as they'd obtained a voracious appetite for the tiny people and there seemed to be no cease to their hunger. The El'Dren, after being betrayed by the Drag and then, needing to defend the Punyimpas, they made an effort to banish the Drag'Konin from western lands and they managed to do so.
This marked the beginning of the Dragon Campaign.
The El'Dren were being ravaged by the Biel once again and it seemed that their only allies in the oncoming battles would be the Punyimpas. The Biel were evolving. Some would say that the matter at hand should have been considered as devolution because they were becoming more barbaric, more savage. Their savagery was unheard of and the El'Dren were on their last leg as their villages were pillaged. Their crops were destroyed and their homes were burned to the ground but when the trees began to come alive, the El'Dren and the Biel Tek'in Viez were all confused. This race of tree-like beings was the Drazyll. Towering over the battlefield, the Drazyll trampled the Biel underfoot and managed to buy some time for the El'Dren as they rallied the Punyimpas and made their way to the north in order to find a new home. All three of the races banded together to create a society where they could all live amongst nature and live long, peaceful lives amidst those that shared the same views and way of live.
The Inple
The Inple are cousins to the Draph'il, but unlike the Drag'Konin's relationship with their cousins, the Inple did not enjoy the company of the Draph'il and surely did not care for the company of the El'Dren. Unlike what was to be expected, the Inple did not fight against the El'Dren. For it was true that the Inple cared very little for the lives of the El'Dren. In fact, they stayed as far away as they could because it seemed as if the El'Dren tended to draw the attention of the Bien. The Inple would have done battle if they'd needed to but they really didn't have a reason. They swept far to the south and took their place amidst the largest mountain ranges where the felt comfortable but soon enough, the trials of the world would catch up to them, as the Bien would soon set their eyes on the mountains themselves, wanting the Halimar Mountain Range for their own. The Inple had none to call to their aid and all that they could do was wield mounds of earth and massive slabs of metal. They had no archers and they had no steeds so they were simply overrun by the smaller race. They could bring their foot down upon the head of the average Bien but their numbers were of no means as boisterous. They swept far to the east and then north and this brought them ever closer to the Val. The Drag remained close to the Val. They would not live in their cities but they were always there, trading, laughing, loving. The two races were close, as their ancient familial ties would never been torn away. When the Val finally understood the tyranny of the Biel but attacking them haphazardly was ludicrous to say the least. The Val were finally becoming more organized. Their cities were bustling and their King was becoming a great and powerful ruler but they were filling their streets with too many bodies and it was time to expand. The south was impossible to hold and though there were Val settlements, there was no facade of control, no ruler. The Halimar region was wild but its land and resources were untapped and this did not please the King. He wanted more land for his people. They needed more land. The Inple felt at home with the Val and with the Drag'Konin so they aided them in clearing forests as far to the east as they could until reaching the Brigenheim Ocean. It was said that the Brigenheim Ocean spread so far to the east that it met the western coasts of Retchval, where the Bien had come from.
But then, the Biel returned, riding their Earth Thumpers and unleashing their Crawlerpedes and Plated Slag Wyrms. They came across the lands like flames. With the El'Dren so far to the north, the eastern civilization was unready for the attack. The Inple had become lax in their watch and when the Biel finally attacked, many died. As far to the east as one could go, the Biel had, killing peasants in their huts and kings in their castles but this would not be the end. The Drag'Konin and the Inple raised arms alongside the Val and the mighty allied armies crushed the Biel and their twisted monstrosities. The Biel seemed to be fueled by unwavering hatred. Their were tales of darkness creeping into their blood, rotting away what little heart they had left, consuming their minds and replacing what had been with something twisted and broken. But none were sure. It was all speculation and conjecture when the question of their evils was arisen. They ate all that they could, killed everything they saw and raped what or whoever was left. The Val would not be pushed. They remained to the east, rebuilding their walls even stronger and their arches taller to allow entrance to the Inple. It was time to mount a true offensive. It was also time to call upon the powers of the forestfolk.
The Engineers and the Forestfolk
The Inple found the metals, the Drag'Konin Dragon Callers beckoned drakes of the wind to aid them in transporting the metals and the Val shaped them into mighty weapons. But they were imperfect weapons. What they needed was aid from the Grantz, a race of subterranean miners and blacksmiths that the Inple knew of from the west. Diplomats were sent to find a way to get the Grantz to create mighty weapons to be used against the Biel but they needed the simplest of things; andversandt. The Grantz were magnificent miners but they did not have the ability to mine the legendary andversandt. It was the easiest metal to work and shape but it needed to be heated to extraordinary temperatures. The only place where this was possible was deep under ground where men would not survive. But this was where the Grantz took their vacations. They wanted the metal and the Vals needed weapons made of it. It was a perfect example of synchronicity. These were the bindings of the eastern allies, though utilizing the abilities of people from the west. These are the Engineers.
The El'Dren could launch raids from the crests of the Drazyll and the Punyimpas' ability to bend the elements to their will made the three races a force to be reckoned with. They were an easily moved force, as the El'Dren rode the Drazyll and the small Punyimpas could fly very quickly. The El'Dren intended to be one with nature and the Punyimpas could do with nature as they pleased. These are the Forestfolk.
....to be edited and completed soon...
OOC Notes

Mountain Tarantula
Mountain Tarantulas are very hardy and survive in extreme conditions. They can go for a long time without feeding but they will not pass up on a meal. The outsides of their burrows can be found to have man-sized bolus balls awaiting feedings, suggesting that the prey consumed was even larger. Insect type creatures will run at the first sign of a Mountain Tarantula. Bugs running away from where you're going is not a good sign.
Creature Type: Arachnid
Body Type: Exoskeleton
Weakness: Fire and Grounded (Fire, floated, grounded, fire)
Difficulty: Boss
Swarm: No
Size: Large, 12 foot leg span, 3 foot long body pedipalps to spinnerets.
Innate: Earth
OOC Notes

Earth Thumper
Earth Thumpers are very strange beasts. They are nocturnal in most cases but when a disturbance is detected outside of their homes they will attack, hurling excrement at their would-be attackers with their hind legs. Other than that, you may just be a meal.
Creature Type: Reptilian
Body Type: Scaled
Weakness: Wind and Floated
Difficulty: Easy-Peasy
Swarm: During the Day
Size: Medium, 5 and a half feet long, 3 feet high. 400 pounds
Innate: Earth (These creatures should be contended with on the ground. They have extraordinary control of Earthen energy.
OOC Notes

glare Gryphon
Glare Gryphons can be terrifying enemies. They soar on updrafts and watch their prey before diving in for the kill. Luckily, they work alone, as they hate to share a kill.
Creature Type: Gryphon
Body Type: Soft/Hollow
Weakness: Flora and Earth, Grounded
Difficulty: Be Wary
Swarm: During the Day
Size: Medium, 6 feet tall, 18 foot wing span, 300 pounds
Innate: Wind
OOC Notes

Biel Rager
Biel Ragers are very powerful Biel warriors and they will not stop until their foe is dead.
Creature Type: Biel
Body Type: Val Relative
Weakness: Water, Flora and Floated (Water, Floated/Grounded, Broken: Flora
Difficulty: Be Wary
Swarm: No
Size: Medium, 6 feet tall, 350 pounds
Innate: Fire and Earth
OOC Notes

Hook Fly
Hook Flies always travel in swarms and they can be quite deadly. They hook their appendages into prey and repeatedly sting with their stingers.
Creature Type: Insect
Body Type: Soft Exoskeleton
Weakness: Fire and Water
Difficulty: Small Fry
Swarm: Yes
Size: Small, 3 feet tall, 10 pounds
OOC Notes

Plague Rats
Plague Rats are little voracious eaters and will attack anything that they can. They overtake enemies with numbers and will not relent until their prey is dragged back to their lair.
Creature Type: Mammal
Body Type: Soft
Weakness: Fire and Flora
Difficulty: Be Wary
Swarm: Yes
Size: Small, 45 pounds (Relative to an adult Husky)
OOC Notes

Silvos
The Silvos are very powerful enemies and should not be taken lightly. The provide their own vines and can quickly move them throughout any surface and tangled their enemies, constricting them until they die of asphyxia.
Creature Type: Plant Life/Abomination
Body Type: Callous/Vines
Weakness: Fire, Grounding, Wind (Grounded, Wind to break(to remove the shelving on its back), Broken: Fire)
Difficulty: Tough
Swarm: No
Size: 6 to 7 feet tall, 300+ pounds
Innate: Flora and Earth
OOC Notes
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OOC Notes
Tedrin wanted to stop Anya before she got too far and before Tedrin could retort. "Anya, Anya, we don't need this lesson in respecting women. What we need is to get out to that ridge to prepare for a recon mission." Tedrin looked over his shoulder to make sure that Anya understood that he was serious and then he looked toward Junpei. Go get a steed from the squires at the rear and you're going to ride out with us. You aren't afraid of horses, Junpei, now are you?"
"I'm not afraid of them!" Anya barked.
OOC Notes
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OOC Notes
Tedrin calmed Anya with, "Listen, there's very little that I can do about the fact that you don't like him. We can't turn down help right now. For crying out loud, Anya, we're taking on a force whose allies are the Drazyll. They are a very resilient enemy and there is little that we can do in the way of allies that are trustworthy and powerful."
"More like load-mouthed and blatantly pretentious..."
Tedrin chuckled and said, "I wouldn't say blatantly...and I've yet to label him as loud-mouthed..."
"How would you label me, Sir Tedrin Landgaard...?" Anya asked.
"Well, of all things, you're afraid of horses..."
"Do we really have to-"
"Let...me finish, Anya. That tells me that you have an issue with taking control. What's more is the fact that you don't like things that you can't control. That generates turbulence, as those two things coexist to create inner turmoil. You seem to be a little in over your head in this war... And I'm not going as far as saying that women don't belong on the battlefield. I'm saying that you seem to be a little out of your element..."
Anya looked toward the ground passing by and she cleared her mind to look out as commanders barked orders at their troops and the formations of troops began to move into the canyon. The earth thundered as the mass of bodies began to move. When she looked over Tedrin's shoulder she set her eyes on a Drag'Konin passing by them. He landed on the shoulder of an Inple commander and he seemed to whisper a command. The Inple responded and the Drag'Konin nodded and took to the sky to relay the apparent message. The scale of this war was a little too much. Tedrin was right. Anya said, "You've hit the nail right on the head...."
"I'm usually pretty good at analyzing people...friend or foe..." Tedrin said as Junpei trotted up on a horse. Tedrin looked to Junpei and pointed to the ridge, "That's where we're going, that little trail up there. We're going to ride in with most of the men and leave them at the head of the trail in order to defend the pass but we're going to ride ahead. I've already relayed the information to mountainous command. When Sir. Veldengrad gives the signal from the rear of the formation and the operation is on then we'll move into the pass. I'll only be choosing the best that I have at my disposal to go in with us. It's crap shoot and we may end up just being wasted resources but as long as the pass spills out into the canyon to the south then we can simply send one man back and have the reserves come through and we'll meet with the marchers in due time... Before we move I'll be picking the rest of the men to go in with us... And yes, Anya is going in with us as rear support..."
OOC Notes
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Tedrin looked at the horse's mane and he smiled, saying, "Little one, I don't hate the Punyimpan peoples enough to smash you... I know you're hiding in there. You can at least come out and sit on Belle's head. She'd bite before I would. What ever it is that is making you fight against your own people, I don't need to know. We all have our reasons for what we do... As long as the ends justify the means, right?"
Tedrin looked back toward Junpei. The little Punyimpa being a stowaway was of little consequence. All beings had their place in the world. Some of them just found themselves being in the wrong place. It was going to be nice to have a Punyimpa along for the ride. Their abilities to bend any element as long as it was not that which opposed their own was going to help. Tedrin patted Annabelle's side and said to Junpei, "If you look out to the south, most of the regiments have moved. They're going to move to the mouth of the canyon before it spills out into the valley before the forest. Intelligence suggests that the Forestfolk are waiting for an assault in the Halimar Forest but command will not allow us to go into their territory like that. They'd burn the forest down first. Whatever reason the Forestfolk have to release the seal on Halimar Depths is beyond me..."
OOC Notes
OOC Notes
Tedrin didn't like the idea of fighting the Forestfolk over territory and resources but what he did raise sword behind was their apparent opening of the Halimar Seal. In his opinion, a Punyimpa that was fighting for the same reason was no different than he was.
"The little one stays," Tedrin said and he cleared his throat, "Small or not, Punyimpa or Inple, anyone that will rally behind our banner and fight against enemies that are willing to remove the Halimar Seal deserves respect..."
With that, Tedrin, who'd been working through the ranks of his men looked over his shoulder and asked Anya, "You're familiar with the archers at our rear, yes?"
Anya nodded quickly and said, "Well, yes, quite..."
"Good," Tedrin said and looked forward again as they finally cleared the rear of the precursory formation. It was becoming a different land indeed, as most of the larger force had moved out. The canyon was sparsely lit by moon light and even that was a twisting, writhing beast as clouds made their way over the sky to the east. The moonlight appeared as if a lonely phantasm, passing over the land, looking for a lost lover. Tedrin felt less calm now, that only small squads of rear guards were left. He shook off the foreboding feeling and said, "I need another archer to go in with us. I need someone strong and nearly as capable as you are. I preferred mechanized but I don't recall receiving as many as Sir. Qualm..."
Anya instantly knew who to pull, "Kurr Vadesheal... He's one of the fastest shots I know and he's out of the twelfth mechanized. I know for a fact that he'd with us..."
Tedrin was impressed by Anya's knowledge and he nodded and said, "Well, that's good... I wish we hadn't been strung together in such impromptu groupings. Must of my heavier units and cavalry have been pulled for the frontal. Regardless," Tedrin said and brought the procession to a halt with a raised hand. He called for another squire and when the young man came forward he said, "I need you to fall to the archers and find a Kurr- what was that, Anya?"
Anya smiled and said to the squire, "Kurr Vadesheal..."
"You got that, Thomlis..."
The young kid nodded quickly, eagerly and Tedrin said, "Good, and he'll be fitted with a horse and whatever he needs before we make way for the pass."
Thomlis nodded and rushed off.
Tedrin clicked his teeth and the procession was moving once again.
OOC Notes
Men's faces were contorted into gruesome, tortured screams but others had died with faces of glee, of laughter, as if they'd been driven to enjoy what they'd done to their own friends and comrades. The face that stood out the most was that of a younger man, probably only eighteen years old. Tedrin knelt near the young man and reached down to close his remaining eye. An arrow had pierced his head via the other eye. What was most startling about his face was that a smile was present on his face. It was not a smile of peace, or of joy; but of an agonized, forced humor. It was like when you're laughing too hard but you can't stop, your stomach knots, your chest heaves and there is nothing you can do but let the laugh run its course. This man's remaining eye screamed this horrible laughter, as if, even with an arrow through his eye, he'd laughed himself to death. The body was frozen, an arm clutching the ribs, one fist wrapped around the arrow, a smile stretching from ear to ear. There was blood around the young man's mouth, crusted on his teeth. The bite mark had been in his own arm. A chunk had been removed. There was no telling where it was.
Anya dropped to her knees next to Tedrin. It was enough that she found a spot unoccupied by the dead. "What....happened here..." was all that she could say before she pressed her hands into the freshly churned earth and began sobbing.
When Tedrin looked back at the woman, her long brown hair had fallen in front of her face. She was pale. She looked to him as if a specter. Her shoulders pitched forward as she cried dryly to herself. Very little consolation would from him, as he felt the same as she did. He couldn't understand why this had happened.
Their mission had been in vain, as there had been no secondary force of forestfolk to take the pass, no regiment of El'Dren archers to rain down arrows from the mouth of the passageway, no flanking maneuver performed by El'Dren knights upon their gazelle. There hadn't needed to be. The El'Dren had never gotten this far. That led Tedrin to believe that somewhere, the forestfolk had befallen the same fate. No one was going to have a war here....bodies would be here for years. Tedrin kicked a helm out of his way. But this was not out of anger, he didn't know how to be angry at the time. He just felt as if it were more proper to empty the headdress of its sanguinary contents.
Anya pierced the skies with a ear-shattering scream and when Tedrin turned he could see that a man...half of a man, as he was only a torso, was clawing at her, dragging himself through the moist, blood-sodden soil. He was masticating the air, his jaws quickly moving. He moaned, "Mmm, engh, maam, mmmm..." as he dragged himself forward. His eyes were crazed. His empty hand, clinching at Anya. She kicked him away but Oleris was there to drive his blade into the Drag'Konin's back, killing him once and for all. As Oleris twisted the blade to be sure, Tedrin lowered his head, looking away.
In the distance, an Inple was slumped over, on its knees, pierced through the shoulder on its own massive sword. It was also still alive. The blade had been run through the Inple's shoulder, the cross guard against his back. He hadn't been concerned with freeing himself from the blade, he was holding onto the body of a val female, chewing into her neck. Anya turned when she saw the sight, loosing her breakfast into a bloody footprint. Tedrin got to his feet and began the longest walk of his life. He drew his weapon and learned that he could hardly kill the Inple. It was Daakin Yergval. A friend. When the Inple noticed that Tedrin was there....that he was alive, the mighty being tore free of the earth, the blade still piercing its shoulder. It pitched the ragged body of the woman off to the side and the Inple lifted its arms in protest with a roar but Tedrin slid his blade into the man's belly and it dropped to its knees. It slumped forward, the blade of the sword reentering the ground and Tedrin yelled in anger as he severed the head of a good friend and he threw the blade to the side before hitting the ground on his knees. His gauntletted hands sank into the muddy earth and he gripped handfuls of it, only to find that the moisture he squeezed free was the blood of the fallen. he freed his gantlets of it and sat back on his legs. He placed his hands on his knees and looked over his shoulder as Anya came to him.
"Now, you see, Tedrin, they know that you are just another Val trying to do what is right..."
"Why didn't you tell me that I was wrong..."
"It wasn't until now, that I knew you would listen. I was not asking that you show weakness. I was asking that you show that you are like us, that you get back up and move on when times are most difficult. It is easy to say that one is brave when no trials have been faced. But to rise up when faced with adversity, that is when bravery becomes most meaningful..."
Tedrin managed a faint smile and fought to his feet. "I don't know what to do..."
"I don't either..."
"I will let them grieve. They must all have friends here. We must make haste to the capitol, it is a long way...and we must tell them of this.... Leogoryth must know, our king must know, before someone finds this and it is blamed on the El'Dren. If that happens, then there will be no way to cease the war to follow..."
Anya was confused. She asked, "Didn't they want war!?"
"No, very few ever senselessly want war. We were to stop them from opening the Halimar Seal..."
"Then shouldn't we continue in that effect...?"
Tedrin looked toward Anya and said, "Absolutely, yes..."
"Then why wouldn't we?"
"Because the capitol needs to know of this. I can not simply send squires to deliver such important news..."
"I will go..."
"You will what!?"
"I will go, Tedrin. I will take word to the capitol of these atrocities. They will listen to me. I am no knight, this is true, but I have no reason to lie. With a hasty approach, I can get others here quickly for them to see the proof they desire, perhaps bring a falconer back to allow for swifter word to travel."
"That does sound like a good plan..."
"What of a falconer? Do you not have one?"
"I offered him to Sir Hedrion. I am sure any that were here are either dead or have went to find food... There is no telling to what extent this madness has gone..."
"Then relieve me, Sir. Allow me to go to the capitol to deliver word of this massacre here. I will have little in the way of an explanation but I can at the least bring others back. You can continue onward toward the Depths."
"Such a small force on either side would be useless if faced against the El'Dren in full or even...whatever has done this..." Tedrin said and looked off into the distance but his words trailed off.
Tedrin saw a man, walking amidst the dead. He limply held a long sword in his hand. The man's moans were gut-wrenching. There were some still alive but he was making quick work of that. Tedrin called to Anya but she was already on it. She pulled an arrow back, raised it a bit for distance and loosed it. It slammed into the man's right shoulder but he kept trudging along, sliding his blade into the face of any poor soul left alive. She fired again and drove an arrow home through the man's forehead.
Tedrin watched the man as he hit the ground and he said, "No, we stay together. We retreat to the canyon and hold there with a camp. We return to Feneris and send word from there to Temptral. But first....we're going into the wilds to see if things are the same there. Perhaps the forestfolk were ready....bu they never made it here to the war-front."
"Are you sure we shouldn't go straight to Feneris?"
"No, we need information on the forestfolk activity. If they are strewn amidst the trees, bloodied and dying, then we need to be able to explain that they are in as much danger as we. If so...this world is quickly going to change..."
Regalis: The Fall of Leogoryth: Out Of Character (OOC)
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What should happen in the Wilds?
by daathkil on Wed May 11, 2011 10:19 pm
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- Last post by GenericUserName
on Thu May 12, 2011 12:35 am
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What should happen in the Wilds?
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Air Burst-The Ground Below
by daathkil on Mon May 09, 2011 11:52 pm
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on Mon May 09, 2011 11:52 pm
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Air Burst-The Ground Below
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A little math-the more you know...
by daathkil on Mon May 09, 2011 6:27 pm
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on Mon May 09, 2011 6:27 pm
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A little math-the more you know...
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Innates and you
by daathkil on Mon May 09, 2011 4:46 pm
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on Wed May 11, 2011 12:20 am
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Innates and you
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How Battle Order Works
by daathkil on Mon May 09, 2011 3:23 am
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on Mon May 09, 2011 3:23 am
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How Battle Order Works
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Disclaimer
by daathkil on Sat May 07, 2011 3:11 pm
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on Sat May 07, 2011 3:11 pm
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Disclaimer
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The Bestiary
by daathkil on Sat May 07, 2011 1:08 pm
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on Sat May 07, 2011 1:21 pm
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The Bestiary
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The Way Battles Work
by daathkil on Sat May 07, 2011 4:16 am
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on Sat May 07, 2011 4:16 am
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The Way Battles Work
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Regalis: The Fall of Leogoryth
by daathkil on Wed May 04, 2011 4:39 pm
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- Last post by captain cheesesticks
on Wed May 11, 2011 3:16 pm
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Regalis: The Fall of Leogoryth
Most recent OOC posts in Regalis: The Fall of Leogoryth
Re: [OOC] What should happen in the Wilds?
Re: [OOC] What should happen in the Wilds?
Re: [OOC] What should happen in the Wilds?
Doing some investigative work sounds entertaining.
[OOC] What should happen in the Wilds?
A Blood Trail (Would take us into the woods to find the body)
A group of dead El'Dren and Punyimpa (Which would make us try to find more evidence)
Tracks of a creature that shouldn't be there (would make us follow the tracks, battle the creatures, and go to Halimar Bogs.)
Reply with your answers.
Re: [OOC] Innates and you
To clear it up for other players, in Regalis, there is an invisible atmospheric aura called Aether. All elemental energy lingers on this atmospheric presence and can be drawn by people in the world. When beings are conceived, their bodies pull in elemental energy from the Aether and that becomes their innate. Their affinity comes to be because of their element's ability to match with other elements so just as their innate, they have no choice in the matter.
Say you want to create flames to wrap around you sword. You draw fire energy from the Aether to do so. Areas also have more powerful channeling to the Aether. In a forest, it is easier to make vines erupt from the earth. In a volcanic area, it is easier to draw fire from the Aether but more difficult to draw moisture from the air to form water.
What happens during an elemental attack is that the person that went first would have channeled water and would have used it as an attack. We'll call him Dimitri. The character that went second will be named Austin and your character for Regalis is Oleris. For this, we'll say that he is Fire Innate and has an Earthen Affinity.
When Dimitri performs his attack, he uses a simple burst of water to rocket up from beneath his enemy. We'll also say that the enemy has been officially floated in this post as well.
Next, Austin will attack. With his attack, he releases a wall of earthen energy as jutting spikes. Now, even as Dimitri's attack dies, there is still an abundance of Water energy floating on the Aether. Austin's energy mixes with Dimitri's through affinitive properties. Now, Austin is free to manipulate these elements at his behest. He refers to the attack as Galatine Burst and it involves the earth to erupt upwards, engulfing the foe as a dome of water slams down upon the enemy. Now, the enemy is also effectively grounded.
The Water energy has been expended. Now, all that is left is Earth. This is where you come in. You collapse the earth once more and release a towering construct of magma. Fire is simple, but magma is not possible without the minerals in the earth.
So, there you go. I hope that answers any question you may have about innate and affinitive properties in combat.
Re: [OOC] Innates and you
Does my affinity being earth, and my innate being fire nullify the water used first?
Re: [OOC] Regalis: The Fall of Leogoryth
[OOC] Air Burst-The Ground Below
That would be a sequence listed in the enemies bestiary entry as Fire, Airing, Attack. If the underbelly needed to be hit with Flora, it would read: Fire, Airing, Flora.
Now, an enemy can't be grounded without first being floated because it needs to hit the ground with enough force to break or crack whatever is protecting it. In most cases, that will be armor or a shell, carapace or lining of spines, plates or spikes. Not only with grounding an enemy break their armoring or plating, but it will lodge them in the ground, allowing for a free attack.
This free attack won't be activated if the enemy being grounded enters a break status.
Breaking is a portion of a kill sequence where the enemies armor or shell is broken but they recover from the fall. The shell is broken, they are not. But, with the shell shattered and falling to pieces, you are now able to hit them with whatever their true weakness may be.
Re: [OOC] Regalis: The Fall of Leogoryth
I'm not sure that I can keep up with you guys...
[OOC] A little math-the more you know...
There is a little math that I consider when letting a group defeat an enemy. It's not too tough and you don't really need to know it. But it may help you to understand this game a bit more. Enemies have Hit Points. But for this, they have Post Points. They never have many. But they have enough. Post garnish points. Posts reduce PP.
There is meaning to the difficulty listed for an enemy. The difficulty listed as "Small Fry" would suggest that the enemy has between 4 and 6 PP.
A post can garnish points in the order of-
A good (Basic/beginner) post-1 PP
A great post-2 PP
A wonderful post-3 PP
A Phenomenal post will gain 4 PP. Some enemies can be killed by a single post along these lines. it doesn't need to be a super lengthy, I don't care about word count. It needs to be detailed, the precursor to the attack initiated or special skill used needs to be entertaining and flavorful and your actual strike, swings, shots or what-have-you must be energetic and entertaining.
"Harker uses Dragon's Edge..." does nothing. In fact, that is a post which is a -1, which will cause the character to be countered with great measure.
Galssimon smirked as the beast charged him, his grip tightened around the hilt of his blade. He bent at the knees with so much force that the earth cracked beneath his feet. With a sharp yell, he initiated Blade Roll. He withdrew the blade from its sheathe with such force that the air behind him distorted and he released a spiraling blast of wind energy toward his enemy. As the energy traveled, Galssimon sheathed his blade with just as much intensity and released a subsequent blast to follow the strike. If one hadn't hit, then the other should finish the job.
That is a good post. It was detailed, it was powerful, it exudes strength from Galssimon and the attack is actually pretty cool. The idea of missing such a powerful attack is a little on the skilled side as well, as there is no hint at auto-hitting. Even the secondary blow is good. An enemy could possibly leap over the attack, but would slam into the second one upon landing. I would decide to let the charging beast slam into the wall of wind energy and the second blast would rip it to shreds. If it's PP had only been 4, then I would have let it die with this one post because it's fun and quite skilled.
"Galssimon unleashed Blade Roll and two beams of wind shot away from him like rockets..."
This post.... The beast would leap over the wind eddy and land on top of Galssimon, tearing him a "new one". Enough said.
So, that is how things work. Remember, a Special Skill does not add PP to your post. But using your Special Skill in an entertaining post will make me do some quick math in my head and I may grant you the 4, 5 or even 6 points to kill the enemy at hand.
Now, for multipliers. This game does not have combo systems for nothing.
An enemy that is listed as Easy Peasy, Tough, Be Wary, Ridiculous and Holy Shit Sauce are the five difficulties in order that will warrant more than a poke and prod with a needle from the haystack. Most of the time, they will have kill sequences.
A weakness for a "Tough" creature may read Weakness: Flora, Floated, Wind, Grounded, Water. This enemy will be Earth. it will be a Rock Golem.
His PP will be comprised of the sequence and my personal decisions as GM for how tough it should be.
All Small Fry enemies and Easy Peasy enemies have 4-6 PP. (Easy Peasy enemies are small fry with a sequence. Twice as many posts can kill them without the sequence but it's better to take care of them before they are reinforced. We'll talk more on that later) Tough enemies have 7-11 PP and their PP cannot be effected until they're staggered. For this Rock Golem, a stagger from Flora hits will take away 2 PP and stagger it of course. Now, it is ready to be hit with its kill sequence. 2 pp for floated, 2 pp for a Wind hit, 2 PP for grounded and 2 PP for Water. That is 10 PP If it had 11, which it may, the last person to go with their Water attack could have posted like our player controlling Galssimon. Their post could have sucked and the monster would only take 1 PP from the Water attack....or none if they really sucked. Or, they can post that very entertaining post from before, rack up the 4 PP and end the fight with an overkill.
Small Fry enemies have 4-6 PP
Easy Peasy enemies have 4-6 PP which can't be initiated until the stagger. (They usually have armor or shells)
Tough have enemies 7-11 PP
Be Wary enemies have 12-18 PP
Ridiculous enemies have 19-27 PP
Holy Shit Sauce enemies have 28-? PP
Bosses will have varying PP determined by team skill, how many members have upgraded Special Skill slots and where the team is in the storyline. Don't think you can't face a boss with 100 PP...because you will.
100 PP....sounds like a lot, doesn't it. Not with combo multipliers.
If you look into This Here to better understand what is known as the God-Slayer Cycle. After a break, an enemy can be hit with a God-Slayer Cycle. The math behind it is tricky.
Until a stagger, posts against enemies will not reduce any PP.
A stagger is worth 2 PP.
A break is worth 4 points.
An elemental section of a kill sequence is worth 2.
A co-op attack is worth 2.5 times the points. Thus, a 2 PP post becomes worth 5 PP during an Affinity Cross co-cop attack.
For the God-Slayer sequence, the math is as such...
Miles' post is worth 2 PP and for the first attack after a break, multiplied by 2.5.
Garren goes after him, his post is not only worth 2 PP but with the 2.5 multiplier, it is worth 5.
When Carter goes, his post is phenomenal and worth 4 PP as part of the sequence. His 4 PP is multiplied by 7.5 now and worth 30 PP
Sasha finishes the God-Slayer and her post is phenomenal and she gets 4 PP from her post. It is multiplied by 10 and hits for 40 PP. The total, after a break worth 4 points, 5 for Miles, 5 for Garren, 20 for Carter, and 40 for Sasha. That is 86 PP
Normally, each post would be worth 2 and multiplied by 2.5 twice for 20, 7.5 for 15, 10 for 20. That would be 55 without phenomenal posts.
This boss in question has a weakness that reads like this:
Weakness: Water, Earth, Wind, Fire (Water, Floated, Water, Grounded with Water/Earth, Break: God-Slayer Cycle)
Water (2 PP), Floated (2 PP), Water (2 PP), Grounded (2 PP) and Water/Earth (2 x 2.5-5) would all warrant PP totaling at 13. Added with 55 it's 68. Now, we're talking about killing a boss at 100 PP. 68 is well over half of that. Phenomenal posts in a fight against a boss with 100 PP should be what we're striving for. If all four of the members posting in a God-Slayer had phenomenal posts, they would have 4 x 2.5, 4 x 2.5, 4 x 7.5 and 4 x 10. That would be 90 PP. With the 13 PP from before, this bad boy is in overkill. Boss PP should give you an estimate of what your best should be like.
PP will be listed on all bestiary entries. But leave it out of mind and just have some fun.
Good Luck.
[OOC] Innates and you
Now, why have we gone through all of this. Just to bring up your innate and your affinity...working together.
We're going to clear up all possible confusion on the subject.
We're going to use Bob and Sammy here.
Bob is a nice Drag'Konin Archer with a bit of a feminine side and Sammy is one pissed of Inple with am Electra complex and a giant ax. Boo hoo for Electra complex...
Bob here, well, his Innate is Fire. His affinity is Earth.
Sammy's Innate is Earth, affinity is Water.
Let's say Bob and Sammy are strolling through Poschter's Pass when a Grantix jumps out to fight them. They both ready themselves for battle and engage in combat with the Grantix. Bob lands the first hit with a regular arrow strike and Sammy follows by slamming his massive sword the monster's chest. Now, when Bob uses an attack named flame wheel and slams his spinning body into the creature, he will leave a small amount of fire enemy lingering around.
This is where the affinity comes in. Sammy's affinity is water. That means that if there is water energy lingering, she can channel that energy and mix her Earth energy into it, creating a new attack that is 2.5 times more powerful that her own attack. The problem, is the fact that Bob has left fire energy lingering. Sammy will ignore this energy and use Chain Pillar. Sammy slams her blade in the earth in front of her and sends a rippling tide of earthen chards smacking into her foe.
Now, we get to see some affinity work. While the attack is still working, (And remember that once you use an element, you cannot post anything that would cause the energy to disperse. Otherwise, your teammate can't use it.) Bob, whose affinity is earth, will use a fire attack. There are three ways to use elemental attacks. You can use a weapon based elemental attack. you would usually just wrap a blade in flames or coat arrows with vines or something to that effect. You can use your Special Skill which, in most cases, with a good lead-in, can kill a weaker enemy in one blow. Or, a Kindler will use elements as weapons.
Bob uses Flame Wheel again. This time, he is free to create a new attack with the earthen energy that is lingering from Sammy's attack. Flames mix in with the towering construct of Earth energy that Sammy released and the attack turns into "Magma Rush" which is the name that Bob's user would "suggest" in his post.
Remember! A GM should also allow elements to linger after a hit. One of us may even say something along the lines of "Sammy's attack struck home but when Bob readied his attack, the crushing wall of rock and debris was still carrying the foe away from them..."
This will signal to the player to use a co-op attack...
[OOC] How Battle Order Works
First off, yes, the games does use a battle order but it is not law. In a post, myself or a player that I have aiding me as a Game Master will present a battle order as we post. It may say something like:
Nez drove his blade into the creature as it dropped back away from him. As the beast needed to have its shell cracked in order for it to be killed, he slipped the blade in until the hilt rammed into the Silvos' chest and with all of his might, Nez lifted the beast and with a burst of flames, sent it hurtling into the air. Nez stepped away from the beast as Hunter slid in next to him:
Hunter is not an actual character but he works for this situation. This is an established order but as I said, it is not law. Other players can attack but must analyze the battle and make sure that they do not counter what needs to be done. There are two things that must be taken into consideration. Elemental abilities and air burst statuses. That post suggests an order that allows Hunter to fo but that is probably because he either has grounding or because he has an element that is needed to kill the enemy in its death sequence. If the enemy needs to be floated, hit with flame energy and then grounded, I may be telling Hunter to go because he has fire as an innate and grounding. He can take care of both portions of the next attack.
Players do have free reign to attack enemies after a character has been mentioned in the order but they must be careful. If a player thinks their just being cool and grounds the Silvos before it is hit with fire, it will heal and come after the last man that hit it. Making a mistake like that can cost your life.
One last thing is fairness. I may be suggesting an order for fairness because a player hasn't gotten to attack in a while. You must also check posts, as you don't want to hit an enemy in a way that is impossible at the time.
Elemental hits are important as well because you can hit an enemy with something simple such as a flaming sword or something as extravagant as slapping spheres of water at an enemy with the flat of a blade. There are as many ways to use elements as you can think of (as long as they make sense). Remember, using your special skill, especially if it is directly elemental, can destroy an enemy, even killing it out of its sequence.
An enemy that needs to be floated needs to be attacks on a body part that is normal against the ground or protected by an enemy's bulk or perhaps even the way that is crouches or walks. An enemy that needs to be grounded either needs to be attacked while it is lodged in the ground or a carapace or armor needs to be broken.
If you are the last poster in a sequence and there is no way that you can mess up a kill, you will be allowed to auto-hit. This is the only time. It will allow you to express your writing capabilities with no hindrance.
[OOC] Disclaimer
Re: [OOC] The Bestiary

The Hystradon is a very ferocious enemy. One thing to note is; in most cases, they're actually just protecting a den, as they are mammals, despite their appearance. They will not swarm but if he is around, a father will charge in blindly to protect the mother of his children. if spooked, Hystradons will attack unprovoked. Be wary, as they are known to attack unprovoked as of late.
Creature Type: Plant Life/Abomination
Body Type: Callous/Vines
Weakness: Fire, Grounding, Wind (Floated, Grounded, Wind to Break(to remove the plated structure on its back), Broken: Fire)
Difficulty: Tough
Swarm: No
Size: Medium, 10 feet long, 56 in. at the shoulder, 2,270 pounds on average.
Innate: Flora and Earth






