Introduction
Mankind has always had its own troubles. The human kingdoms across the continent of Rende have been bickering over disputed territories, while the political intrigues of the courts struggled to topple to monarchies. As if the problems were not enough, and old foe of the world has risen once more. The Crimson Lord - to many, a story used to scare children into behaving - has risen again, and with him comes the inevitable chaos caused by his minions of fire. The last time he appeared, he was brought down by the legendary group of Ander Skullreaver and his fellow champions. High Vizier Xien, upon realizing the danger of the Crimson Lord's reawakening, has tasked the direct descendant of Skullreaver - a high-ranking mage known as Lloyd Skullreaver - to take the fight back to the Crimson Lord.
Flash back 218 years
Again, the Crimson Lord has woken from his seemingly eternal slumber. Ander Skullreaver is a what many would call a barbarian: a mountain nomad, to be specific. Many know him as the most vicious warrior on the continent, but few know that he seeks wisdom. Skullreaver, now nothing more than an elite mercenary, is charged with gathering champions in order to attempt to take down the Crimson Lord. Little does he know that his name, along with those of his soon-to-be partners, will be written in the annals of humanity and sung by the bards for centuries.
That's a nice little introduction to The Crimson Eye, the first chapter of a series of RPs that I plan for this fictional world. There's some little details that need to be covered before you submit your character, though. Note that your characters already hail from either a respectable family, and are experienced in their respective fields. Technology is around the level that it was around 1200 AD in the past, and around 1500 AD in the present (repeating crossbows exist in the past).
Regions: These are primarily for your Nationality in the character skeleton. At the beginning of the Past, there are only three regions left that aren't held by the Crimson Lord, and in the Present, the two remaining kingdoms have expanded a fair deal.
Greater Cinnar: The lush fields of the Cinnari region are but a reflection of the wealthy people. People of the Greater Cinnar region are generally more welcoming, yet the nobles have their own game of political intrigue.
Forrae: Forrae consists of barren plains in the Present; but, in the past, Forrae was the host to a magnificent empire, with the glorious spires built from the wonders of the school of Thaumaturgy. Now, nomads wander the plains, taking anything that has not been found already.
Arraen: One of the last great bastions of human civilization, Arraen is a series of valleys, with a single citadel resting upon a tower in the middle of a canyon. The people put duty before their own wants, and thus, the nation is the most successful in the world.
Locations:
Cinnar: The great kingdom of Cinnar features many riches, with its streets being laid out with stone even before the arrival of the legendary Skullreaver. Now, High Vizier Xien takes charge of the affairs of Cinnar, presiding over the land with an effective, yet magnanimous hand. The current king is too young to lead a kingdom effectively.
(*More locations will be unveiled, but it will require time)
Factions: Not all people in Rende are aligned. Below are a list of groups that work together under some circumstances.
Skullreaver's Legacy (Present): A group of elite mercenaries that named themselves after the legendary Skullreaver. Their members are often the best warriors in the land, yet, for some reason, they choose to not stay in the service of any one king.
Ironforge Company (Past): The Company is quite similar to its successor, Skullreaver's Legacy, except that many of their elite members choose to remain in the service of various kings after contracts.
College of Magi: The College of Magi is a universal league of mages, united by the pursuit of knowledge. While each individual group answers to the monarch of the respective nation, the five Archmagi (Sorry to burst your bubble, guys, but no one in this RP will be one of the Archmagi) watch over the progresses of each city's College.
Knights are unified within a nation, but respect a general code of honor towards their enemies. Generally speaking, their armor is somewhat spell-resistant.
Rules of Magic: Magic is somewhat unique in this world, since it has specific restrictions that may or may not apply to other universes. You may or may not want to use these rules to make sacrificial moments.
1) One can only utilize one school of magic with great effect. Any infraction of this rule will cause instantaneous death. Cooperation and synergy between various schools is encouraged.
2) One may only form a contract with one prime entity, and summon lesser beings of a similar classification. Infraction of this rule will render the summoner unable to summon for three days, and his previous contract will be voided.
3) Specialists of Thaumaturgy may not extend their powers to the realms of Summoning, Communion or Restoration. Infraction will cause any thaumaturgic construct to fall apart.
4) Communion users are not allowed to gaze more than a day into the future. Infraction will result in blindness for an appropriate amount of time.
Schools of Magic:
- Destruction: The school of Destruction primarily focuses on the raw power of primordial elements. Mages of Destruction often weave fire, air, earth and water in intricate patterns in order to crush their enemies, which is why these mages are often seen on the front lines, alongside Summoners.
- Devastation: Devastation, while not as (directly) deadly as Destruction, is a highly potent weapon. Devastation seeks on draining any tangible or intangible resource (often both) from a target, which is why Devastation mages (typically used as spies or assassins) bring forth the plague with a few incoherent words and hand gestures.
- Summoning: Summoning focuses on drawing creatures from the planes beyond mortal comprehension. While many creatures are of the lesser varieities, summoners may create a single contract with a greater being, in order to summon them from their respective realm.
- Thaumaturgy: Thaumaturgy is referred to as the "jack-of-all-trades" school of magic. Thaumaturgic specialists create constructs from surrounding materials, open portals from one location to another, and call other mechanics of the physical world to their will.
- Restoration: Mages of the Restoration school are very valuable, since they tend to the sick in times of peace and tend to the injured in times of war. With Restoration, a skilled mage is able to bring back anyone suspended between life and death, but is unable to resurrect the dead.
- Communion: This school of magic focuses with communicating with the spirits of the deceased, as well as using otherworldly knowledge to one's own benefit. Those who specialize in such magic are capable of seeing the future, and are able to strike with the power of their ancestors.
Character Skeleton: Note that you must submit your character with the following name format: "Last Name (Past)"/"Last Name (Present)" if the last names are different, or "House of (Last name [Past])." Include both character skeletons with your submission, or I WILL NOT accept them.
Present:
Name:
Prominent Ancestor: (This is really your Past character)
Age:
Gender:
Nationality:
Appearance: (words or picture)
Personality:
Equipment:
School of Magic: (If a mage)
Combat Style:
Faction:
History:
Past:
Name:
Age:
Gender:
Nationality:
Appearance: (words or picture)
Personality:
Equipment:
School of Magic: (If a mage)
Combat Style:
Faction:
History:
Current Roles:
Present
1) Lloyd Skullreaver
2)
3)
4)
5)
6)
Past
1) Ander Skullreaver
2)
3)
4)
5)
6)
PM me if you have any questions whatsoever about the RP.
Flash back 218 years
Again, the Crimson Lord has woken from his seemingly eternal slumber. Ander Skullreaver is a what many would call a barbarian: a mountain nomad, to be specific. Many know him as the most vicious warrior on the continent, but few know that he seeks wisdom. Skullreaver, now nothing more than an elite mercenary, is charged with gathering champions in order to attempt to take down the Crimson Lord. Little does he know that his name, along with those of his soon-to-be partners, will be written in the annals of humanity and sung by the bards for centuries.
~~~~~~~~~~~~~~~~~~~
That's a nice little introduction to The Crimson Eye, the first chapter of a series of RPs that I plan for this fictional world. There's some little details that need to be covered before you submit your character, though. Note that your characters already hail from either a respectable family, and are experienced in their respective fields. Technology is around the level that it was around 1200 AD in the past, and around 1500 AD in the present (repeating crossbows exist in the past).
Regions: These are primarily for your Nationality in the character skeleton. At the beginning of the Past, there are only three regions left that aren't held by the Crimson Lord, and in the Present, the two remaining kingdoms have expanded a fair deal.
Greater Cinnar: The lush fields of the Cinnari region are but a reflection of the wealthy people. People of the Greater Cinnar region are generally more welcoming, yet the nobles have their own game of political intrigue.
Forrae: Forrae consists of barren plains in the Present; but, in the past, Forrae was the host to a magnificent empire, with the glorious spires built from the wonders of the school of Thaumaturgy. Now, nomads wander the plains, taking anything that has not been found already.
Arraen: One of the last great bastions of human civilization, Arraen is a series of valleys, with a single citadel resting upon a tower in the middle of a canyon. The people put duty before their own wants, and thus, the nation is the most successful in the world.
Locations:
Cinnar: The great kingdom of Cinnar features many riches, with its streets being laid out with stone even before the arrival of the legendary Skullreaver. Now, High Vizier Xien takes charge of the affairs of Cinnar, presiding over the land with an effective, yet magnanimous hand. The current king is too young to lead a kingdom effectively.
(*More locations will be unveiled, but it will require time)
Factions: Not all people in Rende are aligned. Below are a list of groups that work together under some circumstances.
Skullreaver's Legacy (Present): A group of elite mercenaries that named themselves after the legendary Skullreaver. Their members are often the best warriors in the land, yet, for some reason, they choose to not stay in the service of any one king.
Ironforge Company (Past): The Company is quite similar to its successor, Skullreaver's Legacy, except that many of their elite members choose to remain in the service of various kings after contracts.
College of Magi: The College of Magi is a universal league of mages, united by the pursuit of knowledge. While each individual group answers to the monarch of the respective nation, the five Archmagi (Sorry to burst your bubble, guys, but no one in this RP will be one of the Archmagi) watch over the progresses of each city's College.
Knights are unified within a nation, but respect a general code of honor towards their enemies. Generally speaking, their armor is somewhat spell-resistant.
Rules of Magic: Magic is somewhat unique in this world, since it has specific restrictions that may or may not apply to other universes. You may or may not want to use these rules to make sacrificial moments.
1) One can only utilize one school of magic with great effect. Any infraction of this rule will cause instantaneous death. Cooperation and synergy between various schools is encouraged.
2) One may only form a contract with one prime entity, and summon lesser beings of a similar classification. Infraction of this rule will render the summoner unable to summon for three days, and his previous contract will be voided.
3) Specialists of Thaumaturgy may not extend their powers to the realms of Summoning, Communion or Restoration. Infraction will cause any thaumaturgic construct to fall apart.
4) Communion users are not allowed to gaze more than a day into the future. Infraction will result in blindness for an appropriate amount of time.
Schools of Magic:
- Destruction: The school of Destruction primarily focuses on the raw power of primordial elements. Mages of Destruction often weave fire, air, earth and water in intricate patterns in order to crush their enemies, which is why these mages are often seen on the front lines, alongside Summoners.
- Devastation: Devastation, while not as (directly) deadly as Destruction, is a highly potent weapon. Devastation seeks on draining any tangible or intangible resource (often both) from a target, which is why Devastation mages (typically used as spies or assassins) bring forth the plague with a few incoherent words and hand gestures.
- Summoning: Summoning focuses on drawing creatures from the planes beyond mortal comprehension. While many creatures are of the lesser varieities, summoners may create a single contract with a greater being, in order to summon them from their respective realm.
- Thaumaturgy: Thaumaturgy is referred to as the "jack-of-all-trades" school of magic. Thaumaturgic specialists create constructs from surrounding materials, open portals from one location to another, and call other mechanics of the physical world to their will.
- Restoration: Mages of the Restoration school are very valuable, since they tend to the sick in times of peace and tend to the injured in times of war. With Restoration, a skilled mage is able to bring back anyone suspended between life and death, but is unable to resurrect the dead.
- Communion: This school of magic focuses with communicating with the spirits of the deceased, as well as using otherworldly knowledge to one's own benefit. Those who specialize in such magic are capable of seeing the future, and are able to strike with the power of their ancestors.
Character Skeleton: Note that you must submit your character with the following name format: "Last Name (Past)"/"Last Name (Present)" if the last names are different, or "House of (Last name [Past])." Include both character skeletons with your submission, or I WILL NOT accept them.
Present:
Name:
Prominent Ancestor: (This is really your Past character)
Age:
Gender:
Nationality:
Appearance: (words or picture)
Personality:
Equipment:
School of Magic: (If a mage)
Combat Style:
Faction:
History:
Past:
Name:
Age:
Gender:
Nationality:
Appearance: (words or picture)
Personality:
Equipment:
School of Magic: (If a mage)
Combat Style:
Faction:
History:
Current Roles:
Present
1) Lloyd Skullreaver
2)
3)
4)
5)
6)
Past
1) Ander Skullreaver
2)
3)
4)
5)
6)
PM me if you have any questions whatsoever about the RP.
Rules
1) No godmodding. Seriously. It ruins the experience, and makes you look like a total arse. Godmod with magic, and your character will probably be fried from the inside. Godmod with physical abilities, and a mage will probably blow you up into smithereens. I think I've made myself clear.
2) The RP should be character-driven, with an overarching plot. Character relations, especially in the past, are important. Romance is coo', but just keep the "special stuff" to PMs. Animosities are more than welcome, and you can even have a house feud with another character if you are inclined as such.
3) This RP is meant for literate people. No one-liners. I understand that people have writer's block, so I will accept anything from two paragraphs (200 words) onwards. And please, use a spell checker before you post.
5) Don't be a jerk. If your character is a jerk, that's fine by me; but, if you, as a person, are being a jerk towards another player... Let's just say that the consequences won't be nice.
6) Other than that, standard RPG rules apply.
7) Put "Time travel whoop whoop." at the top of your character skeleton, so that you understand my basic rules.
2) The RP should be character-driven, with an overarching plot. Character relations, especially in the past, are important. Romance is coo', but just keep the "special stuff" to PMs. Animosities are more than welcome, and you can even have a house feud with another character if you are inclined as such.
3) This RP is meant for literate people. No one-liners. I understand that people have writer's block, so I will accept anything from two paragraphs (200 words) onwards. And please, use a spell checker before you post.
5) Don't be a jerk. If your character is a jerk, that's fine by me; but, if you, as a person, are being a jerk towards another player... Let's just say that the consequences won't be nice.
6) Other than that, standard RPG rules apply.
7) Put "Time travel whoop whoop." at the top of your character skeleton, so that you understand my basic rules.
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Then and Now: The Crimson Eye: Out Of Character (OOC)
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Then and Now: The Crimson Eye
by Zetta on Sun Oct 10, 2010 10:23 pm
- 17 Replies
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- Last post by waa37
on Tue Jan 11, 2011 9:27 pm
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Then and Now: The Crimson Eye
Most recent OOC posts in Then and Now: The Crimson Eye
Re: [OOC] Then and Now: The Crimson Eye
i know im not a member of this rope play but im looking for people to join my new rp the gate of time and most of you seemed to be the perfect people to join including zetta who would make a perfect leader for my house of blood
Re: [OOC] Then and Now: The Crimson Eye
It is safe to assume the worst. I don't think I had enough established at this point to get this started properly. Don't worry; I'll eventually reboot it, once I flesh the lore out properly.
Re: [OOC] Then and Now: The Crimson Eye
Its been a week already, is it safe to assume the worst at this point?
Re: [OOC] Then and Now: The Crimson Eye
House Miana has joined thyne ranks!
Raphaelo and Lara while related are pretty much opposites, tender and aged wisdom in contrast to rash and hostile youth
Raphaelo and Lara while related are pretty much opposites, tender and aged wisdom in contrast to rash and hostile youth
Re: [OOC] Then and Now: The Crimson Eye
I still want to. This week has been hard. Going through tough times. I'll come up with something soon.
Re: [OOC] Then and Now: The Crimson Eye
What happened to all the people who wanted to play in this??? SORRY for nagging, but I'm afraid it might die. :(
Re: [OOC] Then and Now: The Crimson Eye
Making characters. I'll try to finish them in the next day or so!
Re: [OOC] Then and Now: The Crimson Eye
Aye aye, will get to it im excited to have this done at last.
Say if my past character was so legendary, could that open the possibility of she having funded her own house in the present because of her deeds? say that before in the past while not being particularly notorious she developed into a vicious shooter and had her own house which now, uses a crossbow as its coat of arms
Say if my past character was so legendary, could that open the possibility of she having funded her own house in the present because of her deeds? say that before in the past while not being particularly notorious she developed into a vicious shooter and had her own house which now, uses a crossbow as its coat of arms
Re: [OOC] Then and Now: The Crimson Eye
Naw. I'm gonna be playing him. Anyone who joins will see why I play him at the end.
[OOC] Then and Now: The Crimson Eye
This is the auto-generated OOC topic for the roleplay "Then and Now: The Crimson Eye"
You may edit this first post as you see fit.
You may edit this first post as you see fit.






