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.
The Story So Far... Write a Post » as written by 7 authors
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"Crystal Conflagration!"
The massive wings on Balthazar's back suddenly beat forward, pushing the magickal energy away from him in a beam. The blueish energy flowed forward, freezing water in the air, until it collided with the remnants of Junpei's attack, and suddenly a massive wave of flesh-searing steam blasted into the weakened Behemoth. When the attack struck, Balthazar brought his wings in and grunted confirmingly, his ice attack done.
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He pumped his arm a bit before allowing Ogava to walk off, and he slipped back into the world of fancy he'd been visiting as he examined the dead creature. Tedrin should have been here; this would've gone a lot more smoothly, perhaps they would have been better coordinated, perhaps there would have been less mistakes...
The Drag'Konin's mind replayed the scene of Tedrin's death, the confusion, hatred, and violence that'd rifted the party members like a bolt of lightning. It'd been a massive cluster-cuss of miscommunication, but to draw so quickly... Balthazar glanced over at Ogava and saw his kin stragetically place himself nearby Anya in case of treachery. While Balthazar's mind did doubt the intentions of Nez, Junpei's self-righteousness was continuing to tear at Balthazar, and he looked at the Val's back as he turned away from him, Balthazar's eyes slitting to predatory and for a second be beared his teeth. A sound from one of the others brought him back again and he turned away. It wasn't worth it. He lumbered over to Ogava and took an obviously defensive position next to Anya; although defense from the others, or the creatures of the forest, it was not apparent.
Tedrin wouldn't want Junpei dead for a mistake.
Even so, somehow still, Balthazar did.
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Anya grabbed her bow from the dirt and quickly got to her feet before saying, "It's okay. I think it's okay. Balthazar was the most ferocious and Anya had to raise her left hand in front of him and slowly lower it in order to calm the Drag'Konin. He was a powerful Drag but he was kind in a warrior's way and Anya respected the man was was beginning to understand him. "We'll be fine, Balthazar. Thank you..." She turned her attention to Nez and asked, "What is it that you want?"
"I only propose that we rest here. Our battle was very difficult and I have not had a battle this intense in a very long time."
"Well too bad for you, Nez. But alright. I'm fine with resting here until we are prepared to move..."
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A few large tree limbs served as a good perch for the hilt of the weapon as he jammed the pommel into the dirt and let the meat hang over the flames. As the flames licked up, kissing the meat, the smell began to fill his nostrils and he smiled at the idea of a good hunk of cooked meat. He licked his lips and looked toward Anya, saying, "For me, one who is much larger than you, this is a delicacy. Inple take down creatures like this in hunting parties and we cook these beasts and we can eat them in an afternoon, leaving nothing but bones and brain."
He looked back toward the meat and remembered being with his own people. He was saddened that it would be a long while before he was back with them. In that case, he wasn't sure if he would ever get back to them if the enemies were to become more powerful than the behemoth. He took the blade from its perch and made quick work of flipping the meat on the blade and returning it to cool. "I sure wish I had some seasonings and a few bundtchal coast potatoes right now. A big pot and some broth with a little of this meat settled in it over a low flame would make for a tasty stew..."
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"I would figure..." Nez said.
"I will go out, shoot some game and we'll let Oleris cook it up..."
"That Behemoth tasted like dog shit..."
"And you've eaten shit?" Anya said.
"Seems like he would," Balthazar mumbled from behind Anya.
She laughed and watched as Nez's face crumpled up. Anya said, "Oh, Nez, just let it go. He's just being Balthazar. You should be used to is by now."
Nez shook his head and said, "I'll drop it. I'll join you on your hunt as well..."
Just then, Ogava asked a question of Anya and she thought for a while before saying, "We'll have to draw the demon out. We know little of it so we'll have to go into the bogs and wing it. Perhaps we call upon the Forest Spirit, see what it can tell us now that the Champion is dead."
Nez nodded and said, "What of the future...?"
"We will continue Tedrin's journey. The powers that be need to know what happened. We don't need to fight a war based on a lack of information and twisted lies. I don't want to fight a war against the El'Dren. We don't need to. Thousands have fallen because of one demon. We have a chance to kill him now. It was what Tedrin wanted. It's what we need to do."
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Game Master Controls
Welcome home, Promethean. Here, you can manage your universe.
Arcs
Arcs are bundles of posts from any location, allowing you to easily capture sub-plots which might be spread out across multiple locations.
Add Quest » Quests
You can create Quests with various rewards, encouraging your players to engage with specific plot lines.
Add Setting » 11 Settings for your players to play in
Settings are the backdrop for the characters in your universe, giving meaning and context to their existence. By creating a number of well-written locations, you can organize your universe into areas and regions.
Navigation
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Collectibles
By creating Collectibles, you can reward your players with unique items that accentuate their character sheets.
Once an Item has been created, it can be spawned in the IC using /spawn Item Name
(case-sensitive, as usual) — this can be followed with /take Item Name
to retrieve the item into the current character's inventory.
Mobs
Give your Universe life by adding a Mob, which are auto-replenishing NPCs your players can interact with. Useful for some quick hack-and-slash fun!
Mobs can be automated spawns, like rats and bats, or full-on NPCs complete with conversation menus. Use them to enhance your player experience!
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You can schedule events for your players to create notifications and schedule times for everyone to plan around.
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Use your INK to craft new artifacts in Regalis: The Fall of Leogoryth. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.
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View All » Add Character » 12 Characters to follow in this universe
Newest
Alas'are "Balthazar" Ignis
Balthazar The Reknown
Oleris Turnbuckle
Oleris the Giant
Nez Ironside
Iron Edge Nez
Aron Willow
Aron the mighty
Dryttz of Sulphenheim
Dryttz Sulph
Kurr Vadesheal
"So long as the price is right, I'll pin anyone you want!"
Ogava Rus
Knight Of Brygaad
Junpei Crescend
Junpei "slingblade" Crescend
Tristii Da'ni
Tristi of the Wing Kind
Anya Bladestorm
Anya the Blade
Trending
Sir. Tedrin Landgaard
Tedrin: the Lightbringer
Nez Ironside
Iron Edge Nez
Aron Willow
Aron the mighty
Sleza Iz Gore
"Tears of sorrow"
Dryttz of Sulphenheim
Dryttz Sulph
Ogava Rus
Knight Of Brygaad
Oleris Turnbuckle
Oleris the Giant
Kurr Vadesheal
"So long as the price is right, I'll pin anyone you want!"
Alas'are "Balthazar" Ignis
Balthazar The Reknown
Junpei Crescend
Junpei "slingblade" Crescend
Most Followed
Aron Willow
Aron the mighty
Nez Ironside
Iron Edge Nez
Dryttz of Sulphenheim
Dryttz Sulph
Tristii Da'ni
Tristi of the Wing Kind
Anya Bladestorm
Anya the Blade
Oleris Turnbuckle
Oleris the Giant
Sir. Tedrin Landgaard
Tedrin: the Lightbringer
Junpei Crescend
Junpei "slingblade" Crescend
Alas'are "Balthazar" Ignis
Balthazar The Reknown
Kurr Vadesheal
"So long as the price is right, I'll pin anyone you want!"
View All » Places
110 posts · 1 characters present · last post 2011-05-31 05:29:45 »
Hamlimar Canyon ↪ Halimar Wilds Owner: RolePlayGateway
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.
51 posts · 1 characters present · last post 2011-05-15 19:37:51 »
Hamlimar Canyon Owner: RolePlayGateway
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.
16 posts · 0 characters present · last post 2011-05-13 10:04:15 »
Temptral ↪ The Guildsmith Owner: RolePlayGateway
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 posts · 2 characters present · last post 2011-05-05 06:41:44 »
Temptral ↪ The Library Owner: RolePlayGateway
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.)
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Halimar Plains-The Pillars of Sauld Aurin ↪ Mt. Halimar Owner: RolePlayGateway
Mt. Halimar. Some say that Mt. Halimar is the edge of the world. What passes through her majestic arch never returns.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Halimar Plains-The Pillars of Sauld Aurin Owner: RolePlayGateway
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 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Mt. Halimar ↪ Halimar Depths Owner: RolePlayGateway
Beneath Mt. Halimar lies a subterranean ecosystem, lost to the world after the Biel were sealed away in these horrid tunnels and caves.
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Halimar Wilds ↪ Bogs of Halimar Owner: RolePlayGateway
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 posts · 2 characters present · last post 1970-01-01 00:00:00 »
Temptral Owner: RolePlayGateway
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
0 posts · 0 characters present · last post 1970-01-01 00:00:00 »
Bogs of Halimar ↪ Halimar Plains Owner: RolePlayGateway
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.
Fullscreen Chat » Create Topic » Regalis: The Fall of Leogoryth: Out of Character
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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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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
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Innates and you
by daathkil on Mon May 09, 2011 4:46 pm
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- Last post by daathkil
on Wed May 11, 2011 12:20 am
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Innates and you
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Air Burst-The Ground Below
by daathkil on Mon May 09, 2011 11:52 pm
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- Last post by daathkil
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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- Last post by daathkil
on Mon May 09, 2011 6:27 pm
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A little math-the more you know...
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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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- Last post by daathkil
on Sat May 07, 2011 4:16 am
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The Way Battles Work
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