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A Song of Heroes and Tyrants

A Song of Heroes and Tyrants

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"Close shut everything you believe, and open your mind to a world where anything is within your grasp. For then you will be a man that even the Gods would fear."

1,892 readers have visited A Song of Heroes and Tyrants since Senshi created it.

Introduction

(You might want to read the information section below the introduction as it has information and a small glossary).

Lorn is crumbling. A world forever destined to destroy itself, yet undoubtedly perseveres through it all. Despite the might of the world, something is eating away at it, a force that no one could have predicted. Oluin, The Old God of Chaos, has returned to the lands, though few know of this. It has been a quiet thing, like a disease slowly making its way to the heart. Those who know pray for their salvation, they pray to Gods to deliver them safety. They believe their prayers have fallen on deaf ears, and as such have abandoned hope. All the while, the world goes about its daily lives, unaware of what is lurking beyond the veil. The Forces Of The Old have invaded and taken the City of Jolice, all in the nation of Hyim being told that it is an invasion from a Southern Continent. It is hard not to ask questions, especially when the heads of the leaders and others are on the top of its high stone wall, for all to see. Those who know in Hyim are finding it difficult to keep the secret of Oluin. Many leaders believe they should just tell the people, others that they should create a combined offense to take the city back, and there are those who think all is lost. But, how would we have a story if that was the case?


Hi, a little GM note here: This is the first in a series of roleplays I hope to do, all set in Lorn. I notice most roleplays either die off because people lose interest, or one person stops posting and it stops the roleplay entirely.


Glossary

Old God: In the early creation of the world, the Old Gods existed and were supposedly worshipped by the Stone Elves. There are 16 original Old Gods. They inhabited this realm before the rise of the Gods. Those who survived made their way past the Fero.

The Six Gods: The Six Gods exist in a realm beyond even the Fero, having β€œliberated” Lorn before the existence of man. There is a chapel of at least one of the Gods in every city. They are Leoli, Aron, Yolun, Resif, Kelion and Vero

Fero: The Fero was the land of the Old Gods. Mages are able to pass into the Fero through magic, but all they see when they get there is a dark plane. Since being abandoned by the Old Gods, the Fero has lost its light.

Lorn: Lorn is the name of the world our story takes place. Hyim is on the continent of Lerial, and is its southern most nation. There have been six eras in Lorn’s history. They are in order, The Free Era, The Mythic Era, The Dawn Era, The Dragon Era and The New Era (Which will likely be renamed when the Era ends). The world of Lorn is still heavily based on magic and agriculture.

Magic in Lorn: Magic is centered on six schools, Alchemy, Conjuration, Restoration, Destruction, Alteration and Illusion. Mysticism is a known school, but is not taught at the university in the city of Visserine (North, cut off of map). There are several forbidden schools that are illegal throughout the continent, including Necromancy and Old Magic. It should be pointed out that spells exist and can be created at the University. However, there is no incantation for the spells.

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

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

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

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

Alteration: Spells in this school change the world around the caster so normal physical truths no longer hold. It is sometimes confused Illusion magic, as both schools seek to change normal truths. Illusion magic, however, is not bound by the laws of nature but Alteration magic is. The power of Alteration comes from the fact that the nature of its changes applies to all, whereas Illusion magic affects only the caster and the target.

Illusion: it seeks to change the world around the caster so normal physical truths no longer hold, but while Alteration magic is bound by the laws of nature, Illusion magic is not. Its weakness comes from the fact that while Alteration affects the entire world, Illusion magic affects only the caster and the target. Illusion spells can change a target's visibility, produce or remove light, produce or remove noise, charm a creature, induce hatred in it or calm it down, enhance or remove a creature's courage, prevent a creature from seeing or moving, or allow the target to see even in total darkness. The ability to enforce the caster's will on a target is also now part of this school, despite having once been considered to be Conjuration magic.


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

Old Magic: Any archive of Old Magic is kept at the University, and theft of said archives is an act of treason. Old Magic was wielded by the Stone Elves and consisted primarily of spatial manipulation.

Stone Elves: While their actual appearance is unknown, remains of the Stone Elves are everywhere in Lorn. Based on ruins and writings, it is believed they existed over ten thousand years ago.

The Forces of the Old: Soldiers of Oluin. Most are nothing but husks, killing and moving without a mind of their own. The highest ranking Soldiers are able to plan and speak, though it is in a language of their own.

(Will add to if needed, or if people are curious. There will be a character page giving examples of the appearances of The Forces of Old among others. The places tab will have all available travel locations and a brief description of the city/area and its history)

Races- (ALS= Average Life Span. HR= Height Range)

Imperials: Lorn’s version of humans. While they might lack certain advantages other races have, they also lack the disadvantages. Throughout the years they have been proven to be shrewd politicians and quick to think on their feet. They are the dominant race of New Era Lerial.
ALS= 80 years
HR= 5’0” to 7’0”


Forrest Elves: Elves native to the west most region. They tend to have tan skin and dark eye color. They are known to have the best archers in Lerial. In the center of the forest is their only city of Covontiz. Covontiz is only accessible to those who already know where it is. Forrest Elves are rare in Hyim, mainly due to its
distance and the fact most Forrest Elves keep to the Forrest. If they venture out it is usually for a brief travel, diplomatic requirements, or they have chosen to live outside.
ALS= 180 Years
HR= 5’3” to 6’0”

Snow Elves: Elves with fair skin and light colored eyes with a height range between 5β€˜8β€œ and 6β€˜6β€œ. Hailing from the mountains northeast of Visserine, the Great City. They specializes in close range combat, some cases being able to swing a maul with one hand. To see one outside of the mountains is rare.

Scry Elves: Most commonly known as city elves, they were the dominant race until the Imperial Rebellion 900 years ago, marking the end of the Dawn Era. They are the most ancient of the races and have the greatest affinity for magic. While no longer the dominant race they tend to hold high positions in politics and society.
ALS: 240 years
HR= 5’6” to 6’2”

Ash Elves: Legend says the Ash Elves were once a tribe of Scry Elves that were cursed after a great war, that took the burning ash from the battle and turned their skin gray. Whether or not this actually happened is unknown. Regardless, they have the smallest population of all the races, numbering less than a hundred thousand. They prove to be capable assassins and spies due to having the highest immunity to magic and the most naturally athletic of all races.
ALS= 100 years
HR= 5’6” to 6’2”

Dwarves: Dwarves are rare in Lerial. They arrived over five hundred years ago by boats from the South and have since slowly started dwindling in numbers. Despite their stature, Dwarves pack incredible strength and knowledge of battle. However, unlike all other races they are unable to perform magic, but are very resistant to it.
ALS: 180 years
HR: 3’6” to 4’5”

Mythic Creatures- These are creatures that exist solely in Lorn. There are lions, bears, etc. But these only exist here. It is possible to become several of these creatures, with my permission first of course. There are more than what is here, but I listed ones I think most people would be curious about.

Dragons: The Dragons are a rare (and often believed to be extinct) race of large reptilian beasts capable of flight and the ability to create fire. Little is known about them beyond their remarkable intelligence and ability to communicate through an ancient language. Historically Dragons lived in and around isolated villages, located high in mountain ranges. If any of these settlements still exist they remain undiscovered. The villages were aptly situated in areas that allowed both free flying without obstructions and flats for raising cattle. Dragons were known to keep deer and other animals for food, and their meals would simply involve flying low over a ranch and swooping down upon one of them. Dragons were also known to maintain lairs - usually in derelict mining tunnels - safe from thieves and other aggressors.

Vampires: The vampires of Lorn are undead, diseased persons who possess dark gifts that lead to them being hated, hunted, and misunderstood by the living. Whether they consider themselves cursed or blessed, or whether they have given into their animalistic instincts or have sought to rid the world of the disease, vampires are nonetheless considered abominations. Their appearance depends on when they last fed and how much. The longer a vampire goes without feeding, the more dangerous sunlight is and the more sickly they appear. A vampire who feeds regularly will appear as a normal human and only suffer irritation from the sun.

Lycanthropy: Lycanthropy is the disease that causes a person to turn into a were-creature. There are several different strains of the disease, most are localized to certain areas of Lerial, but the most common strain, which turns men and elves into werewolves is reputed to exist in all areas of Tamriel. The disease itself is not very picky about its subject and most races are equally susceptible to catching the disease.who are all naturally disease resistant, though not immune. The disease itself was created by Neri, an Old God as a parting gift for the realm of Lorn.

Minotaur: Minotaurs are large, aggressive, and powerful humanoids with the head and legs of a bull, but the torso of a human. Outdoors, minotaurs are encountered in Hills and Forest Mountains terrains.

Hyim:
Image

Rules-
1. No God-modding. This includes auto hits, moving another persons character, just knowing things without information to back it up, and no just stating your character is some all-powerful badass that can kill anyone with a look. If you break this rule, there will be no warnings. Your character will die, regardless of the situation it is in.

2. Post at least once every three to four days. If you do not post in a week, I will shoot you a pm. If you do not post a day after that, your character will die.

3. Write as much as you feel like writing in a post, but make it at least 350 words. Type β€œLore” somewhere in your character sheet so I know you read the rules.

4. I have viewed quite a few roleplays on this site in order to get a sense of where most people are at as far as the quality of their posts. So basically, don’t even bother making a character if you know you aren’t up to it.

5. Romance is allowed, but follow site rules regarding that.

6. If you and another roleplayer wish to have a fight, but allow auto hits to give it a more fluid feeling, pm me about it first so I know.


Character Sheets-

IMPORTANT: Under the places tab will be every city in the above map. You can learn a lot about culture from an image.

Imperial
Name:
Age:
Occupation
Appearance/Description: An image is encouraged, but a description (a well written one) is fine. Images should be drawn, anime or computer generated.
Personality:
Style: Fairly straightforward, melee/ranged or magic. Maybe even a combination of all three
Skills:
Equipment/Weapons:
History:

Elf
Name:
Age:
Race: (Forrest, Ash, Scry and Snow)
Occupation
Appearance/Description: An image is encouraged, but a description (a well written one) is fine. Images should be drawn, anime or computer generated
Personality:
Style: Fairly straightforward, melee/ranged or magic. Maybe even a combination of all three
Skills:
Equipment/Weapons:
History:

Dwarve
Name:
Occupation:
Appearance/Description: An image is encouraged, but a description (a well written one) is fine. Images should be drawn, anime or computer generated.
Personality:
Style: Fairly straightforward, melee/ranged or magic. Maybe even a combination of all three
Skills:
Equipment/Weapons:
History:

Toggle Rules

The GM of this roleplay hasn't created any rules! You can do whatever you like!

Browse All » 11 Settings to roleplay in

Hyim

Hyim by Senshi

None

Kole

Kole by RolePlayGateway

Holy City of Hyim and also its Capital. Beautiful in anyone's eyes.

Ios

Ios by RolePlayGateway

Large trading city. Handles most imports from the West and as such is influenced by Western design.

Harlin

Harlin by RolePlayGateway

Almost like a sleepy village, Harlin focuses entirely on producing its own resources and rarely has contact with the outside world.

Daveth

Daveth by RolePlayGateway

Close to the Capital, Daveth mainly acts as a rest stop for people on their way to Kole. The mountains back drop it and separate it from Harlin.

Siprani

Siprani by RolePlayGateway

Acts as the connection with the rest of the Continent. Beyond that, it isn't much beyond a tourist place.

Yith

Yith by RolePlayGateway

Rests beside Aron's Peak, the largest mountain in the nation.

Munis

Munis by RolePlayGateway

The only city where the Elves outnumber the Imperials in all of Hyim.

Amaran

Amaran by RolePlayGateway

Provides most of the agricultural resources for Kole.

Aris

Aris by RolePlayGateway

The most important city in Hyim save for Kole. It is the longstanding fortress that has never been broken.

Jolice

Jolice by RolePlayGateway

South on the Peninsula. It has been overrun, with the screams of all those who died there echoing in the wind around it.

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

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While not required, locations can be organized onto a map. More information soon!

Hyim

Hyim by Senshi

None

Kole

Kole by RolePlayGateway

Holy City of Hyim and also its Capital. Beautiful in anyone's eyes.

Ios

Ios by RolePlayGateway

Large trading city. Handles most imports from the West and as such is influenced by Western design.

Harlin

Harlin by RolePlayGateway

Almost like a sleepy village, Harlin focuses entirely on producing its own resources and rarely has contact with the outside world.

Daveth

Daveth by RolePlayGateway

Close to the Capital, Daveth mainly acts as a rest stop for people on their way to Kole. The mountains back drop it and separate it from Harlin.

Siprani

Siprani by RolePlayGateway

Acts as the connection with the rest of the Continent. Beyond that, it isn't much beyond a tourist place.

Yith

Yith by RolePlayGateway

Rests beside Aron's Peak, the largest mountain in the nation.

Munis

Munis by RolePlayGateway

The only city where the Elves outnumber the Imperials in all of Hyim.

Amaran

Amaran by RolePlayGateway

Provides most of the agricultural resources for Kole.

Aris

Aris by RolePlayGateway

The most important city in Hyim save for Kole. It is the longstanding fortress that has never been broken.

Jolice

Jolice by RolePlayGateway

South on the Peninsula. It has been overrun, with the screams of all those who died there echoing in the wind around it.

Add Group » 0 Factions to align with

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Add Character » 2 Characters played by your community

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

Mobs

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

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Use your INK to craft new artifacts in A Song of Heroes and Tyrants. Once created, Items cannot be changed, but they can be bought and sold in the marketplace.

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View All » Add Character » 2 Characters to follow in this universe

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View All » Places

Hyim

Hyim by Senshi

None

Kole

Kole by RolePlayGateway

Holy City of Hyim and also its Capital. Beautiful in anyone's eyes.

Ios

Ios by RolePlayGateway

Large trading city. Handles most imports from the West and as such is influenced by Western design.

Harlin

Harlin by RolePlayGateway

Almost like a sleepy village, Harlin focuses entirely on producing its own resources and rarely has contact with the outside world.

Daveth

Daveth by RolePlayGateway

Close to the Capital, Daveth mainly acts as a rest stop for people on their way to Kole. The mountains back drop it and separate it from Harlin.

Siprani

Siprani by RolePlayGateway

Acts as the connection with the rest of the Continent. Beyond that, it isn't much beyond a tourist place.

Yith

Yith by RolePlayGateway

Rests beside Aron's Peak, the largest mountain in the nation.

Munis

Munis by RolePlayGateway

The only city where the Elves outnumber the Imperials in all of Hyim.

Amaran

Amaran by RolePlayGateway

Provides most of the agricultural resources for Kole.

Aris

Aris by RolePlayGateway

The most important city in Hyim save for Kole. It is the longstanding fortress that has never been broken.

Jolice

Jolice by RolePlayGateway

South on the Peninsula. It has been overrun, with the screams of all those who died there echoing in the wind around it.

Munis

Hyim Munis Owner: RolePlayGateway

The only city where the Elves outnumber the Imperials in all of Hyim.

Amaran

Amaran Owner: RolePlayGateway

Provides most of the agricultural resources for Kole.

Aris

Hyim Aris Owner: RolePlayGateway

The most important city in Hyim save for Kole. It is the longstanding fortress that has never been broken.

Jolice

Hyim Jolice Owner: RolePlayGateway

South on the Peninsula. It has been overrun, with the screams of all those who died there echoing in the wind around it.

Yith

Hyim Yith Owner: RolePlayGateway

Rests beside Aron's Peak, the largest mountain in the nation.

Siprani

Hyim Siprani Owner: RolePlayGateway

Acts as the connection with the rest of the Continent. Beyond that, it isn't much beyond a tourist place.

Kole

Hyim Kole Owner: RolePlayGateway

Holy City of Hyim and also its Capital. Beautiful in anyone's eyes.

Ios

Hyim Ios Owner: RolePlayGateway

Large trading city. Handles most imports from the West and as such is influenced by Western design.

Harlin

Hyim Harlin Owner: RolePlayGateway

Almost like a sleepy village, Harlin focuses entirely on producing its own resources and rarely has contact with the outside world.

Daveth

Hyim Daveth Owner: RolePlayGateway

Close to the Capital, Daveth mainly acts as a rest stop for people on their way to Kole. The mountains back drop it and separate it from Harlin.

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