Introduction:
Hello all and welcome to Age of Dragons: Age of Adventure. This is a DnD based open world roleplay set in the custom universe of Age of Dragons where you will be playing a party/group of adventurers/friends/partners/etc as they try to make a name for themselves in the world as they wish to become more then what they were. Those of you who were in: Age of Dragons, will like to know that this is set some 400 years before the events of the roleplay. Long before the Dragon Rider order was founded by Modeus so Dragons are very much still hated and feared by everyone and great are the rewards for slaying them.
As it is a custom world/universe much of the lore can be found out in game as we go along, with the information I have already written as the basics you will need to know. In essence we are also building the world together meaning that you will be able to help shape the worlds history and lore (within reason / depending on your roll as it will tell you how much you know.)
We will be using the rule set for Dungeons and Dragons 5th Edition so each of you will all need a copy of the 5th Edition Players Handbook, meaning if you require it then please send me a pm / message on skype: [email protected] and I shall set you up with one where you can find all the information you need.
All rolls shall be made by myself behind the scenes when it comes to fighting / skill checks when they are required with each update telling you the result of what happened for you to react to before stating in brackets ( ) at the end of your post what it is you wish to do. For example:
"Santaire the Mighty raises his shield to block the goblin arrows raining down from the sky with those that miss rattling off of his plate armour. Spitting on the ground with a curse Santaire charges forward towards the leader of the goblins and swings his mighty battle axe down towards the Hog-Goblins chest in an attempt to carve his opponent in twain."
(Santaire charges towards the Hob-Goblin chieftain and attacks two handed with his battle axe.)
From that I will then roll your attack with all of your modifiers vs the Hob-Goblins Armour Class and then post the result in the weekly/bi-weekly update along with any attacks / reactions from other NPC's.
All skill checks will be made automatically, for example if you are all marching through a swamp tracking the tracks of a Hydra (those of you with survival skill will be able to do it) then I will roll your Survival skill and let you know if you are able to find the tracks and follow them, along with how long it takes or if you end up getting lost and eaten by giant spiders.
Any questions on how the dice system is going to work, then feel free to pm, message me, or post them here and I shall answer.
Attributes and Health:
You will notice that like most games you have the 6 main attributes along with Health Points, simply message me/post before you make your character sheet and ill send you the results of what I have rolled for those 6 skills. You will then take those 6 numbers and place them in which ever attribute you wish then add any racial bonuses for example:
I roll: 15, 11, 12, 17, 13, 14. And im playing a Mountain Dwarf Fighter so i decide to put my stats as follows:
Attribute / ( Modifier):
Strength: 17 (+3) (15 roll, +2 from being a Mountain Dwarf)
Dexterity: 12 (+1)
Constitution: 17 (+3)
Intelligence: 13 (+1)
Wisdom:14 (+2)
Charisma: 11 (+0)
You then determine your Health from your Maximum roll on Class health dice + your con modifier. So a Fighter has d10 for health so they start with 10 health, +3 from Con modifier meaning a level 1 fighter with the above attributes has: 13 HP.
When ever you level up I shall roll and tell you how much Health you need to add to your total.
Once again any questions then send me a message.
Age of Dragons Custom Races:
The below races are from Age of Dragons and as such have their own Racial bonus's:
Snow Elves: - Also shares common elf Bonuses (Trance, can not be charmed or put to sleep with spells.)
+2 Con, +1 in another attribute.
Resistant to Frost Damage.
Deep Dwarves:
+2 Con, +1 Int.
Superior Dark Vision - Able to see up to 60 feet in Dim-light as if it were full light, Darkness as it were Dim-Light 40 feet beyond that.
Resistant to Fire Damage.
Frost Dwarves:
+1 Con, +2 Cha.
Resistant to Frost Damage.
Friendly Reputation: Frost Dwarves double their proficiency bonus for Persuasion rolls.
Influence:
In Age of Dragons there are factions of which you will gain or lose influence with depending on how you react to them, I will let you know when you have met a faction / influential or Important NPC which will either be Personal or Party based Influence. If you have high Influence with them then you will be able to ask things of them, if you have bad Influence with them then it is entirely possible that you may have to fight them.
For example: "Vaz the Magnificent has X amount of positive reputation with Lord Calistar of Carronburg. When the party comes to Carronburg he is able to speak with Lord Calistar into getting a discount for staying at the local tavern, or with a persuasion roll even be allowed to stay at the local manner/castle."
Once again any questions then send me a message.
I am looking for a minimum of 4 players to join, though more is welcome.
Positions/Accepted Characters:
Isidor Maginnis - Boxagonapus
H’Rona Ottan - Lord Necross
Character Sheet
Player Information: - IMPORTANT - You all start at level 2 of your class.
Name:
Age: 18+ Minimum, Elves and Dwarves no older than 120.
Race: - Human
- Half-Elf
- Tiefling/Void Touched
- Elf: Dark, High, Snow, Wood
- Dwarf: Deep, Frost, Hill, Mountain
- Half-Orc
Languages: - If your character knows more than your racial and common (high elves learn a third for example, as do some classes) then send me a message or post and i shall give you the list.
Gender:
Class:
Appearance:
Personality:
Background:
Equipment (Page 143-154 Players Handbook):
Gold: You each start off with 350 Gold Pieces with which to buy your equipment. (Remember to buy atleast 10 days of rations aswell.)
10 copper to 1 Silver. 10 Silver to 1 Gold.
Spells (If applicable):
Class Abilities:
Misc. Player Information (Page 127-141 Players Handbook) :
Personality Traits:
Ideals:
Bonds:
Flaws:
Skills: - Pick Three to be proficient in:
Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, Survival.
Saving Throws: Pick Two to be proficient in:
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma:
Location and Race information.
The Kel’Karadorn Mountains:
The mountain ranges of Kel’Karadorn dominate the centre and eastern edges of the known lands of Em’Ralden and it is these mountain ranges that the Mountain Dwarves call home.
The Mountain Dwarves are the true power in these mountain ranges and their realm stretches the length and breadth of the peaks. These holds are connected by tunnels deep underground, forming a road known as the Under Road. At the centre of the mountains, within the great peak of Cloudseeker lies the Dwarven capital Karak-Kazard. This ancient stronghold fills the mountain to the tip, and travels downwards to the foundations of the world and the roots of the mountains. From its mines flows the wealth that makes the Dwarves among the most powerful races in all of Em’Ralden. But the Under Road is no longer safe, and many of the ancient Dwarven Holds have fallen, for the Dwarves are not the only race to call the mountains home.
Also to roam these lands are the mysterious Deep Elves. These creatures are one of the six branches of the Elven Race, but there are few similarities between them and their kin. They make their homes in the darkest places and their fortresses are places of torment where the screams of creatures captured in their raids echo through the darkness. Most common among these captives are the humans of Bel'angrath, for the Deep Elves have many fortresses from which to strike against the poorly defended villages of humans. But the constructs of the Deep Elves are not the most horrifying to be seen, but rather those they have taken from the Mountain Dwarves and perverted for their vile cause.
These mountains are moreover home to Dragons. To the north, where the mountains disappear into the frozen wastes, the Blue Dragons reside. These great creatures rule the skies and under the earth and many of the Dwarven strongholds there have fallen to them. The central areas of the mountains are dominated by the Bronze, the Copper and the Gold Dragons, along with blindwyrms and cave drakes. Here many of the strongholds of the Dwarves have held, for it is here that Cloudseeker stretches for the heavens and Karak-Kazard descends to the depths. The southern mountains are mostly unpopulated by Dragons, save for the occasional Red and Blue Dragon
There is another race that calls these peaks their home, the ancient race of the Giants. These mighty creatures, once kin to the noble Storm Giants, travelled into the Dark Lands at the end of the ancient war and so became corrupted by the evils that dwell there. Now they roam through the valleys and pathways of the mountains, their civilisation shattered and reduced to scavenging among the rocks and fighting among themselves for the scraps that are left by those few people who seek passage through the mountains and are foolish enough to choose the passes rather than the ancient halls of the Mountain Dwarves. Such travellers do not survive long.
Ardhon en' Khelek
The ancient empire of the Snow Elves and the Frost Dwarves, this covers a large swathe of the Frozen Wastes. The land it covers is officially equal to that of the Dark Elves, but in reality it is confined to the mountain areas and several outlying fortresses for the lands of the Frozen Wastes are dangerous, beyond any other place in Em’Ralden save the Dark Lands.
The ancient capital of the empire is known as Benerel en’ Khelek in the Elvish tongue, and Kazad-A-Wyr in the Dwarvish tongue. Both of these names when translated mean ‘City of Ice’ and the name is justly deserved, for the Elven towers that soar to the clouds are wreathed in ice, indeed every structure is. Beneath the ice, the city is constructed of white marble quarried from the mountain, Karak-A-Wyr, that the city is built upon and into. Beneath the great Elven spires plunges the Dwarven city and even to the depths of the earth there is still ice. The Snow Elves and Frost Dwarves who call the city their home also lay claim to many other cities built into the mountains, all resembling the capital but smaller. They also possess fortresses throughout the Frozen Wastes, huge bastions of white stone sunk into the ice and they have fought as long and hard as the Dark Elves to keep the creatures of the Dark Lands from the more shielded lands in the centre of Em’Ralden. The two races are ruled by a council, a council formed of the leaders of every city and major Elven family or Dwarven Clan. The numbers of each race at the council is always equal in terms of Elves and Dwarves. Each city is likewise ruled by an Elf and a Dwarf and this equality of races has created a civilization quite unlike any other.
The Frost Dwarves and Snow Elves are not the only races to call this place home, for first and foremost Ardhon en’ Khelek is part of the Frozen Wastes and there are many denizens of these deadly plains. The Ice Dragons live deep in the Wastes, hiding among the ice sheets and erupting out to snatch their prey. Many strongholds of the Snow Elves and Frost Dwarves have fallen to these magnificent, terrible beasts. The Black, the Blue, the Purple and the Amethyst Dragons haunt the northern reaches of the Kel’Karadorn Mountains and have struck at the mountainous cities of the Elves and Dwarves many times, aiming to take them but it is in these mountains where the empire is at its strongest and so few places have fallen. And of course there are the ever present Shadow Dragons that can be found all across Em’Ralden who haunt the dark corners of the Wastes.
Also to call the Wastes their home, are the food sources of the Elves and Dwarves, the great snow elk and mammoths and their primary predators, the frost wolves and bears.
The Mystical forest of Ela'Amnor:
To the south of the great mountain range of Kel'Karadorn is the forest of Ela'Amnor. The forest itself stretches for thousands upon thousands of miles in every directions until it reaches the see. Every so often within the forest are small mountain ranges where the Green dragons are said to reside. Within this forest dwells a great many strange and wonderful creatures which the wood elves have come to care for, some creatures that live within the forest are; boars, bears, giant eagles, deers, wolves, trents(walking/living trees). Of all the creatures that live within Ela'Amnor the most dangerous is the Green Dragon, large powerful creatures that are extremely territorial and have lived within the forest for thousands of years. The green dragons make their home within the few mountains, caves and swamps that are scattered about the forest. Due to their territorial nature green dragons will often attack anything new that they find within their domain, be it animals, other dragons and even the wood elves. Over time the green dragons territories have started to encroach upon the cities of the wood elves which have led to conflicts and many casualties on the elves side, so far the green dragons have burnt down 273 of the wood elves cities just because the dragons did not know that the elves had been living in their territory. The current capital of the wood elves is the city of Ela'Emalar.
Bel'angrath the Kingdom of Men
Bel'angrath the Kingdom of Men lies to the south east of the Kel'Karadorn mountains. This kingdom ruled by the mortal race of men have lived here peacefully for the last five-thousand years thanks to the eastern range of the mountains which defends them from the dark lands. Bel'angrath is made up of vast open plains and thick woods. Across the land are the great cities of men which were built after their meetings with the dwarves who taught them how to work metal and stone. In the last two-thousand years the humans have started to have dealings with the Wood elves to the south and it was these elves that taught the race of men how to wield the ways of magic, but as they slowly learnt how to master this new found way of power, The Red and Blue dragons came from the north. These dragons were fleeing from some great danger in the Dark lands where they once resided and came to the lands of Bel'angrath, here they found that Humans were no match for them and started to raze villages and towns so they could have new homes to live. The humans requested aid from the Dwarves but they had problems with the dragons of the earth. The humans then asked for help from the wood elves, but they had their own problems with the dragons of the forest. It seems the humans are left to fight their loosing war against the invading dragons of the north. As the kingdom of men slowly lose their war against the blue and red dragons they are being pushed back towards their capital of Heirensburg.
The Frozen Wastes and the North Men
Further north of the land of the Dark Elves lies the frozen wastes, a land completely covered in ice and snow where the days are even shorter and the nights longer. In the far reaches of the north and west of the frozen wastes is the great sea where the North Men send out their large 'dragon' ships in search of food and trade. The North Men themselves are distant cousins of the men of the south lands, the North Men have changed over the years of living in this harsh and hellish environment, they have almost become as tall as an elf and has muscled as a dwarf, making them powerful warriors and hunters. They tend to have light hair which ranges from blondes to reds, fair skin with body paint/tattoo's and dark eyes. The North Men are a hardy people because they must be as there is little food out on the tundra's and usually barely have enough for the even colder winters. The North Men are at war the with the dark lands which is to the east of their lands but that is not what poses the most threat to them. Within the Frozen wastes lives a single species of Dragon, the Ice Dragon, also known as the Frozen Terror. This dragon is said to be a sub-species of blue and silver dragons but others think it is a species of its own as its scales are constantly coated in ice to make it perfectly hidden in the snow along with giving it more armour.
The White Cities of Az'Neldaren:
To the west of the Kel'Karadorn mountains is home to the High Elves where they have built their White Cities. These cities can be seen from miles around are said to be the most beautiful things build by any race, although the dwarves disagree. The White Cities themselves are built upon the planes and on the edges of the forests of Az'Neldaren. The planes and forest themselves are also home to other races and creatures other than the High Elves such as the Gnomes and Halflings who for the last one-thousand years have been close friends and allies to the High Elves. On the planes of their great kingdom the High Elves raise and breed some of the best warhorses the world has ever seen along with hundreds and hundreds of miles of wheat and fruit fields which they export to the dwarves and human kingdom of Bel'angrath. In recent years however the peaceful land of Az'Neldaren has come under treat from creatures that were but legends within the land thousands of years ago, these are of course The White and Silver dragons who have spent the last six thousand years in hibernation due to having exhausted all of their food in the time they ruled the skies. After having awaken to find their land changes are new, lesser races there they have set out to reclaim their rightful places as the lands rulers and consume every last thing they can find. Although most of the dragons still make their lairs within the mountains they slept in for so long, many have burnt the White Cities to the ground and now make their homes in the tallest towers and keeps along with the deepest dungeons.
The Icy kingdom of Narg'Aron:
To the north of the kingdom of the High Elves, lies the ice land of Narg'Aron where the Dark Elves make their homes across the icy plains and snow capped mountains. The Dark elves migrated to this land when the race known as "The Elves" split into three groups and traveled to separate lands seeking peace. The icy kingdom of Narg'Aron is inhabited by many creatures that have evolved to shrug off the extreme cold with ease such as the giant tundra wolves, snow bears(polar bears) and the tundra mammoths. The Tundra mammoths are the primary prey for almost all of other creatures that live within this freezing land: the giant tundra wolves which are three times the size of their southern cousins, the snow bears which can take down a fully grown bull mammoth by themselves, The Dark Elves themselves who hunt them for food, and the most fearsome of the northern predators: The Black and Purple Dragons who strike from the frozen skies with precision accuracy with their deadly claws and fangs. Though easily the top of the food chain and awesome predators, the Black and Purple dragons do sometimes sack and burn the towns and cities of the Dark Elves to steal their food or eat the dark elves themselves when food is scarce on the frozen tundra's. Due to this the Dark Elves have decided to purge the dragons from their lands as every town attacked causes casualties, and the Dark Elves need all the able-bodied warriors they can to combat the evil from the Dark Lands.
The Volcanic Region of Azgrad'dun:
To the far east of the Kingdom of men and at the very end of the Kel'Karadorn mountains lies a volcanic region of Azgrad'dun, a land almost bare of any plant or animal life save for a few hardy species that can deal with the extreme heat and very little water. Of all creatures that live within this harsh environment the most numeros of them all is the black crag boar, this boar is the main prey for the creatures that live within and ontop of the mountains such as the giant salamander, the multi-headed hydra and of course the resident species of Stone and Shadow dragon. Along with these powerful and deadly creatures lives a sub-group of dwarves that migrated to this dangerous land thousands of years ago, they are called the Deep Dwarves. The Deep Dwarves themselves live within the least volcanic of the mountains where like their western cousins they built great underground cities and fortresses. Although the deep dwarves live in relative peace from the threats of the outside world and the stone dragons, they are plagued by 'Night Terrors' also known as Shadow Dragons, that lurk within the dark tunnels of their land, ambushing and eating anything that passes by them, but there is one thing that has struck a terrible blow to the Deep Dwarves. Their Capital of Aznarl'Dun has been completely destroyed by a group of shadow dragons who have now taken up residency within their capital, many armies have been sent against these dragons and none have returned.
Racial Information:
Central Em'Ralden:
Humans:
Humans are known as a 'Mortal' race due to their shorter life spans compared to that of the Elves and Dwarves, roughly living up to 80 years old though in the cases of human mages up until their mid one-hundred and fifties. Humans on average stand between five-six feet tall though in some cases can be shorter or taller, range from being thin to rather large in far or muscle. Human hair, eye and skin colour roughly depends on what part of the kingdom they live in those who live near the Volcanic region tend to have darker skin, eyes and hair, while those in the north and west will have lighter skin, eye and hair colour. As a race humans are able to learn and master almost anything they put their minds to within their short life span, be it the way of the warrior, the mystical ways or magic or even the holy arts of a paladin.
The Elves:
The Elves are categorized into six distinct sub-races: The Deep Elves, The Dark Elves, The Blood Elves, The Snow Elves, The High Elves and The Wood Elves. Long ago before the War of the Ancients where the Ancient Races did battle with the Eldar races for ownership of the land the elves were a single race having said to originated from the lands far to the south from within the great forest of Ela'Amnor meaning that all elves originate from Wood Elves. After the end of the war, which saw the Elven High-King slain his six sons each took a portion of the Elven race as they believed themselves to be the true heir to their fathers throne:
The Blood Elves: Descended from the second youngest son of the High-King, the then Prince Kai'roth cursed the Gods for allowing his brothers to stop him from taking the throne that he thought was rightfully his which in response the Elven Gods cursed the Prince and all of his followers to forfeit their immortality reducing their life-spans to that of mortal men. Delving into the dark knowledge of the Naga looted from their temple-cities Prince Kai'roth found a new way for him and his followers to live as long as their cousins but stealing the vitality of other living creatures through consuming their blood.
The High Elves: The High Elves are the most widely known of and seen Elves in the known world having alliances with the human kingdoms and the dwarven realms that have lasted many hundreds if not a couple of thousand years since the war of the ancients. The High Elves of Az'Neldaren like other elves stand between six to eight feet tall with rather thin builds that mask their true physical strength. Unlike the other two castes of elves, the High Elves have fair skin, eyes and hair. The hair colour ranges from light blondes to deep silvers and even pure white, their eyes range from blues to greens and on the rare occasion even an eye of each colour, one blue and one green. Like other elves the High elves are masters at magic seemingly to have a natural affinity of it.
Lords of the Frozen Wastes:
The Snow Elves and Frost Dwarves: The ancient empire of the Snow Elves and the Frost Dwarves, this covers a large swathe of the Frozen Wastes. The land it covers is officially equal to that of the Dark Elves, but in reality it is confined to the mountain areas and several outlying fortresses for the lands of the Frozen Wastes are dangerous, beyond any other place in Em’Ralden save the Dark Lands.
The ancient capital of the empire is known as Benerel en’ Khelek in the Elvish tongue, and Kazad-A-Wyr in the Dwarvish tongue. Both of these names when translated mean ‘City of Ice’ and the name is justly deserved, for the Elven towers that soar to the clouds are wreathed in ice, indeed every structure is. Beneath the ice, the city is constructed of white marble quarried from the mountain, Karak-A-Wyr, that the city is built upon and into. Beneath the great Elven spires plunges the Dwarven city and even to the depths of the earth there is still ice. The Snow Elves and Frost Dwarves who call the city their home also lay claim to many other cities built into the mountains, all resembling the capital but smaller. They also possess fortresses throughout the Frozen Wastes, huge bastions of white stone sunk into the ice and they have fought as long and hard as the Dark Elves to keep the creatures of the Dark Lands from the more shielded lands in the centre of Em’Ralden. The two races are ruled by a council, a council formed of the leaders of every city and major Elven family or Dwarven Clan. The numbers of each race at the council is always equal in terms of Elves and Dwarves.
Each city is likewise ruled by an Elf and a Dwarf and this equality of races has created a civilization quite unlike any other.
The Frost Dwarves and Snow Elves are not the only races to call this place home, for first and foremost Ardhon en’ Khelek is part of the Frozen Wastes and there are many denizens of these deadly plains. The Ice Dragons live deep in the Wastes, hiding among the ice sheets and erupting out to snatch their prey. Many strongholds of the Snow Elves and Frost Dwarves have fallen to these magnificent, terrible beasts. The Black, the Blue, the Purple and the Amethyst Dragons haunt the northern reaches of the Kel’Karadorn Mountains and have struck at the mountainous cities of the Elves and Dwarves many times, aiming to take them but it is in these mountains where the empire is at its strongest and so few places have fallen. And of course there are the ever present Shadow Dragons that can be found all across Em’Ralden who haunt the dark corners of the Wastes.
The Dark Elves: The Dark Elves are those elves who followed Prince Kalistarion into the frigid north after the dividing of the elven race. The Dark Elves are so named for their grim appearance and almost corpse like appearance, being a pale white with raven black hair and dark eyes they are the race that have been holding back the creatures and darkness of the Dark Lands since it first appeared. While dark elves are grim and dour in nature there are none more loyal and steadfast warriors in the known world, standing their ground even in the face of impossible odds to fulfil their duty to the very end. To earn the loyalty and friendship of a Dark Elf is to have a friend who will stand by you no matter what.
Northmen:
The North Men of the Frozen wastes are distant cousins of the Humans of Bel'angrath along with sharing a similar 'mortal' lifespan of roughly 80 years old though in the frozen wastes most North Men don't live passed fifty years old. North Men stand roughly between six and seven feet making them around as tall/slightly shorter than elves and generally have much larger muscles than their southern cousins, making them generally thought of as being either distant ancestors or descendants of the Dwarves of Kel'Karadorn, though there isnt much evidence to back up this theory. North Men skin colour is much paler then humans of the south due to their colder climate though their skin is often covered in black or red tattoo's and paints. Their hair colour is often some form of blonde or red though in some rare cases their hair is a raven black or very dark brown. North Men tend to become some form of warrior, hunter or berserker but in some rare cases a child is found to have magic abilities and is trained by the town 'Shaman'(another mage) in the use of magic.
Southern Em'Ralden:
The Wood Elves: The Wood Elves like other elves stand between six to eight feet tall with rather thin builds that mask their true physical strength. Due to the area that they live in the Wood Elves have fair skin like the High Elves but have much darker hair and eye colour. Their eye colours range from dark greens to browns and sometime dark amber, their hair colour is always some shade of brown and never anything else. Wood Elves have a natural affinity with magic and nature which gave birth to the practice of druidism and nature magic which only they are able to use and Wood Elves are known to have some of the best archers in the world.
The Mountain Dwarves (Also includes Hill Dwarves):
The Mountain Dwarves of Kel'Karadorn are universally known as 'The Dwarves' due to the deep dwarves of Azgrad'dun have only been re-discovered within the last one hundred years. Mountain Dwarves like Deep Dwarves, and the three castes of the elves are considered to be an 'Eldar' race as they have a life span which exceeds that of two hundred years old, while the Elves live for thousands of years old, while Mountain and Deep dwarves usually live up to around eight hundred to nine hundred years old though there have been records of dwarves living to one thousand two hundred years old through shear stubbornness. Both Mountain and Deep Dwarves stand between four to five feet high and are extremely well muscled. Mountain Dwarves unlike Deep Dwarves tend to be the more 'fairer' of the two castes of dwarves in appearance, having lighter skin colour and hair colour to usually match that of a human or North man. The colour of Mountain Dwarves hair and beards tend to range in many colours; blacks, reds, greys, blondes, browns though like their deep dwarf cousins they always have either brown eyes or dark grey eyes. Mountain Dwarves are known to be some of the best warriors on the battle field despite their size their physical strength allows them to smash and break through enemy lines with ease. Dwarves are also known for the discovery and use of gun powder.
The Deep Dwarves:
The Deep Dwarves of Azgrad'dun have only been re-discovered within the last one hundred years. Deep Dwarves like Mountain Dwarves, and the three castes of the elves are considered to be an 'Eldar' race as they have a life span which exceeds that of two hundred years old, while the Elves live for thousands of years old, while Mountain and Deep dwarves usually live up to around eight hundred to nine hundred years old though there have been records of dwarves living to one thousand two hundred years old through shear stubbornness. Both Mountain and Deep Dwarves stand between four to five feet high and are extremely well muscled. Deep Dwarves unlike Mountain Dwarves tend to be the much darker of the two castes of dwarves in appearance, having darker skin colour(ranging from dark brown to black) and hair colour. The colour of Deep Dwarves hair and beards tend to range from deep raven black to dark grey and dark brown though like their mountain dwarf cousins they always have either brown eyes or dark grey eyes. Deep Dwarves are known to be some of the most fearsome berserkers on the battle field, some Deep Dwarves berserkers have been known to continue fighting on after being shot by eight arrows and having one of their arms cut off. Dwarves are also known for the discovery and use of gun powder.
Misc. Races:
The Void-Touched / Tieflings: Tieflings are humans who have daemon or devil-blood in their ancestry which is passed down from generation to generation giving the traits like those of their otherworldly ancestors. The appearance of a Tiefling varies from one to the other with some only sporting ram like horns and a lion like tail to having scaled skin and daemonic like claws and eyes. Tieflings are often considered to be 'pure-bloods' among themselves as long one or both of their parents is a Tiefling, those called 'Void-Touched' are infact humans whose parents are both humans and through chance, magical experimentation, or a curse have traits like that of the Tiefling race. No body save the Tieflings themselves know if they have a true capital or an empire save that it is rumoured to be in the northern parts of the Kel'Karadorn mountains bordering the approaching Dark Lands.
The Deep Elves: Little is known of the Deep Elves save that since the splitting of the Elven Race they took up residence in the mountains deep within what is now known as the Dark Lands and that some three thousand years ago they were forced from their home by an unknown darkness that planted the seeds of corruption deep in their souls. Since then the Deep Elves have carved out their own mountain dwellings in the remote parts of the Kel'Karadorn mountains and have begun a long war on the Mountain Dwarves and humans surrounding their mountain Fortress-Cities.
Any questions about races then please feel free to message me!
Ignore your class skills, simply pick three from the above unless you wish to take the Class skills.
You will always get your racial skills aswell so some players may end up with four, i simply decided to allow you all to pick three instead of being race/class limited to allow you abit more freedom with your characters.
Also information on some Age of Dragon races is up now. More to come tomorrow when im less tired.
Placeholder for character. I realize my inexperience with the DnD universe and being a magic user / healer are very bad ideas. Expect a fighter of some kind in the near future.
Now, I have to say this. We seem to have some freedom to world build in this to a degree. Can I bring in my own race from another game? They were Orcs of a specific culture and society, I think they would fit well, just about anywhere. It was from the one Kingdom RP that died a while back.
No full orcs, only Half-Orcs in this. I would suggest looking at the DnD players hand book for idea's. Or send me messages with any idea's you have for your race (human, elf, half orc, dwarves, tiefling/void touched)
Gender: Male Class: Fighter Appearance: Isidor represents the ideals of the Kathanii. An uninteresting height of 5 feet 9 inches with a body build like the crag boars of the dark lands. His skin is dark and cracked with thick calluses built up on his hands and shoulders from straps, backpacks, and equipment hoisted on his shoulders. His hair is kept extremely trim while his beard developed freely although it isn't anywhere near as impressive as the dwarves they were influenced by. As part of a rite of passage to show commitment to the clan and to the guard that he was joining he has the traditional brand mark showing a banded crucible on his left arm and aside from calluses and a few scars is unmarked in any way. He has tattoos on his body from his time at sea marking voyages and conquests and most importantly a broken ship over his breast along with a date and a name marking the Pirates that had slain his shipmates.
Personality: Isidor is proud and haughty resembling the Dwarves that the Kathanii work besides albeit in a much more contained manner like a pot with a rolling boil. For him those that stand shoulder to shoulder with him are his closest of friends and he enjoys sparring with others and even though he'll be considerate enough with others if he perceives them to be a weaker opponent he'll often patronize them. His pride is easily his biggest downfall and if he perceives a threat to be beatable he will fight regardless of how hopeless it may be. The only saving grace is his amazing resilience to punishment and study of combat history while serving under a Piratelord.
Background: (Sailor) - Pirate Life is quite difficult in the black charred lands at the Eastern most reaches of the Kel'Karadorn mountains where lava flows freely and some of the highest quality ore in the land waits like treasure. For those that dare live here life is hard and fraught with risk but doubly so is the potential for riches. For those that aren't specifically attuned to the darkness like the Elves and the Dwarves it's even more difficult. The human tribes that dwell there live a harsh life fraught with death and have learned to mimick the underground dwelling Ironfist clan of Deep Dwarves that have become their much needed closer allies. They've served as a very capable partner in trade and defense and serve as a buffer between them in their mountain keep of Karag-Drag to the North. Just beyond them lies the Deep Elves which have become much more warlike as time has gone by invading the local areas for supplies or slaves and it's only through collaborative force that the two have been able to sustain.
Isidor grew up in that oppressive environment and was summarily thrown into the mines along with his brothers and father to work alongside them. He was quite strong but had a propensity for fighting. He fought more for pleasure than anger and would sometimes goad another into fighting just to satiate it. He was soon transferred to the local guard charged with protecting miners from the terrors of the deep and the Deep Elves. Which whetted his appetite for adventure but ultimately only served to create a deeper hunger to explore. He wanted more and eventually abandoned his home and joined a wandering army at the age of 20. His capacity for fighting proved indispensable to his adventures and he found himself amongst a small army headed West from the Mountain where he first encountered ships and immediately knew that's where his destiny would take him.
He abandoned his military aspirations and lived among a harbor town until one of the ships would take him aboard which is to say he was in the town maybe a day. A strong back is never turned away and he gladly took up challenge and prospered on the seas far away from the dank hot caves where magma flowed and night terrors stalked in your shadow. He traveled from port to port battling his way through local taverns and on one particularly destructive eve he found himself on a completely different ship from the ones he was accustomed to. It was in fact a Privateer's vessel and he was kidnapped for his strength and bravado. The frustration lasted only a little while and he quickly took to the environment. They were hearty people that boasted and worked hard. They challenged one another to friendly dares and plundered although perhaps not as horribly as more well-known pirates and made a name for themselves; much to the chagrin of more established pirates.
They were attacked and boarded by one such group that decimated their numbers and took all their belongings. Only Isidor's sheer stubbornness kept him alive and after drifting to a local beach he dragged himself back to a port and slowly rebuilt himself and strove to be a titan of resilience and strength to strike back at the Pirate's that had tried to kill him.
Equipment: Dungeoneer's pack (backpack, splint mail, shield and warhammer [silvered], two hand axes, belaying pin (club), a lucky charm in the form of a bronze ring that never tarnishes, a set of common clothes, 50 feet of silk rope, and a belt containing 10gp, two person tent, healer's kit, caltrops, grappling hook, fishing tackle, and navigator's tools
Gold: 350 (88) 10 copper to 1 Silver. 10 Silver to 1 Gold.
Spells (If applicable):
Class Abilities: Second Wind Action Surge Fighting style - defensive
Misc. Player Information: Personality Traits: To me, a tavern brawl is a nice way to get to know a new city. Ideals: I’m committed to my crewmates, not to ideals. Bonds: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. Flaws: Once someone questions my courage, I never back down no matter how dangerous the situation.
Armour Class: 20 Initiative: 2 Speed: 30 Hit Points: 27
Skills: Athletics (sailor) Intimidation Medicine Perception (sailor) Insight History (variant) (Navigator's tools) (Vehicles-Water)
Saving Throws: Constitution, wisdom
Feat: Heavily Armor Master - While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
I have no idea why it keeps inserting the extra set of spoilers I give up. . .
So about my Orcs, I don't want to play a full Orc, but could my Orc Race be included in the background? For my character's sake. That is my only question
It might have to be tomorrow night, I'm going to be getting up in about 3 hours, and just finished watching the footy. Won't be in until about 8ish (so ~22 hours) but will have something up tomorrow.
Sounds good Vaz, ive pmed you your 6 stat rolls for place them in what ever attribute you wish, then ill calculate your HP when i see what you've put in con and what class your playing ok?
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