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Azure Sky

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Once Harvest and a few other lvl 100s were teleported to the New World, major changed happened along the years. The Baharuth Empire is under the "consultance" of Ignis, Guild Leader of Harvest. The Slane Theocracy's religious zealot modus operandi was disolved with the appearance of Players that managed to convert them in a nation of understanding, freedom of thought, and acceptance. Meanwhile, the Roble Holy Kingdom, the Re-estize Kingdom, as well as exiled nobles, criminals, and "unproductive individuals" from the Baharuth Empire formed an alliance, which brought a new-found prosperity to the human race, as well as helped with the once failed administration of the Re-estize Kingdom, despite more events taking place that would be considered crimes by modern-day standards, with some of them overlooked.

The tensions between the Dragon Kingdom and the Beastmen Nation seem to have subsided as well. On the surface at least.

More information released as the rp moves on.
 
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Harvest- One of the top PK guilds in Yiggdrasil created by the notorious humanoid player Ignis. Each member was a specialist in a different domain, and together they formed a force to be reckoned with. It also had peculiar prerequisite for joining: one had to also have at least one full class related to crafting, cooking, tinkering, hunting, fishing, or farming. Their main NPCs where created to cover the areas of combat and/or crafting in which all the main members lacked. Probably as a form of mockery to the humanoid casuals, Ignis's guild was a mix of humanoid, demi-human, and heteromorphic creatures in the realm of Midgard.

Appearance:
1613248102649.png
1613248118593.png

>>Without/visually hidden armor:
1613248146843.png

Height*: 190 cm
Weight*: 80 kg

Real Name: Yasuo Akira

In-Game Name: Ignis

Gender: male

Age: 55

Race Type: humanoid

Karmatic Alignment: -500

Racial Levels:
Emberkin (humanoid, none)

Job Levels:
Blacksmith (15)
Knight (15)
Inquisitor: Arcana (10)
Oracle: Metal (10)
Metallurgist (10)
Iron Knight (10)
Alchemical Knight (10)
Wild Blazer (10)
Dragonheir Scion: Solar Ancestry (5)
Vorpal Knight (5)

Stats:
HP: 70
MP: 60
Phy. Atk. : 85
Phy. Def. : 55
Agility: 65
Mag. Atk. : 70
Mag. Def. : 50
Resistance: 70
Special Ability: 75

Personality: Ignis behaved rather calm and collected in real life. He apparently did not invest himself emotionally in anything, was strict, and approached each and every situation in a completely logical manner. That was a bit different from his gaming persona, to say the least. He expressed himself freely and was very happy, especially when he pked. He also liked to troll people a lot, in multiple ways. He basically used Yiggdrasil as an outlet for his stress. Both the serious and playful side are aspects of his personality. Yet now, in the New World, with his new body and negative karmatic alignment, his personality will suffer a few changes.

Guild: Harvest

Noteworthy abilities:
>>Like all lvl 100 players, he is immune to magic, skills, attacks, and items lvl 60 or bellow.
>>Blacksmith and a few other classes give him various passives that greatly improve success rate, bonuses, and overall quality of forged items.
>>Fire Resistance from various classes stacked up to the point of immunity.
>>Emberkin: nightvision, infrared vision, and also enhancement of the fire magic (apart from the fire resistance).
>>His mastery over forging armor and weapons has two sides: enhancing the properties of those belonging to himsel and/or allies, as well as the skills necessary to break those of enemies, having great levels of Sunder.
>>As a divine caster that switched fate to arcane instead of gods, through a special quest, all his divine magic is converted to arcane magic instead.
>>His Oracle subtype (Metal) offers him the passives Iron Body and Improve Metal. The former improves his resistance to all physical attacks (except skills) and the latter improves the properties of every metallic item that he equips. He can also cause certain metallic objects to rust.
>>Inquisitor: Curse Immunity, Acid Resistance, Cold Resistance, Electricity Resistance, and Sound Resistance (apart from the extra Fire Resistance)
>>Can heal himself and others with some fire spells.
>>Can purge negative afflictions with some spells.
>>Has one tenth tier invisibility spell.
>>Has some metal-based spells as well (such as causing metal objects to rust, flying on metal, or metal scrying)
>>Can summon a lvl 100 Pegasus.
>>His fire based classes increase the power of his fire spells to the point where his flames passively bypass fire resistance. Dragonheir Scion offers access to Primal Fire, which lets him bypass flame immunity. The class also offers him immunity to sleep and paralysis, a skills to detect hidden traps, a skill to see invisible items/creatures (as long as the invisibility is caused by a tenth-tier ability or bellow), and Natural Armor (with skin as tough as dragon scales, acting as an extra layer of armor that stacks with Iron Body, Ignis is especially resistant to physical harm despite his average physical defense stat).
>>Has a fire entity form which further increases his flame damage.
>>Other immunities: poison (Alchemical Knight), fear (Knight), stun (Iron Knight)
>>Vorpal Knight: a class that lets him steal a limited number of abilities/skills from creatures/players he has slain, he can chose to give up on skills he stole previously for new ones. The ones he currently has:
  • Immunities to level drain and stats afflictions
  • Greater resistance to necrotic damage and divine magic.
  • Gained immortality, which further brought immunities to time-based abilities, death spells, and disease.
  • Gained the regeneration of a lvl 75 troll.
  • Gained telepathy
  • Gained a few extra fire spells, namely: Vermilion Nova (9th tier), Nuclear Blast (9th tier), Stream of Lava (10th tier), Uriel (10th tier), and another fire-based supertier.
Noteworthy items:
>>Butterknife: a divine-class greatsword. Can cut through lesser armors/weapons like paper, and combined with Ignis's sunder skills can even shatter divine weapons over long, continuous clashes if they are not protected in any way. Partially ignores slash resistance.
>>Purger: a legendary-class sickle-like dagger used in his off-hand. Extra damage against undead, demons and abberations.
>>Legionaire's Helm- a metallic pointy hat of sorts. Divine class. Protects against mind-based abilities and charms.
>>Legionaire's Armor- divine-class chainmail. Gives resistance against arcane and alternative magic .
>>Cape- just a cosmetic. Nothing special about it.
>>Hellforged gauntlets- divine class. Greatly improve the accuracy and power of slashes and associated skills.
>>Baphomet's pelt (boots)- divine class. Greatly improves speed, jumping power, and grants the user Freedom of Movement (with cooldown: every two posts).

Some notable NPCs:

  • Creator: Ignis

    Name: Ergo
    Position: Vice-Guardian of the 4th Area [Formerly]
    Karma: +50 (Neutral)

    Levels
    Racial levels:

    Yellow Slime (15)
    Plasma Ooze (10)
    Radiant Essence (10)
    Amber Blight (5)

    Job levels:
    Summoner (10)
    Herbalist (15)
    Plant Lord (10)
    Apothecary(10)
    Disenchanter (10)
    King Mycelium (5)

    Appearance:
    1613216559490.png
    1613216594917.png
    1613216628674.png
    Personality:
    Ergo displays Ignis's real world demanour: calm, collected, careful and attentive to details. Unlike Ignis, he is not a battle junkie, and would rather spend his days analyzing plants and come up with new medicine or potion ideas. His alignment (+50, Neutral) also makes him more prone to help people than Ignis, but he isn't a goody two shoes either, willing to devour, or experiment on those he considers "undeserving of life".

    In battle Ergo never loses his cool, or, at least, that's how it seems. While it doesn't register on his face, Ergo can get angry, and one will tell when his neutral tone shifts to a harsh one.

    Noteworthy items:
    >Special optical device [divine class]- allows Ergo to gain human sight whenever he chooses (slimes do not have it normally), as well as detect magically concealed traps.
    >Tome of Herbal Knowledge- contains all the knowledge Harvest had gathered about all the plants in Yiggdrasil.
    >Nature's core [divine class]- an orb that Ergo keeps within. It amplifies the power of his nature-based abilities.
    >Rune Ring of Absorbtion [divine class]- absorbs mana from killed foes and stores it as a secondary mana source.
    >Special clothes- gatcha items with no ability but which does not burn because of Ergo's inner heat. Cosmetic item only.
    >Spore Staff [legendary class]- ironwood item that amplifies the power of spore/mushroom abilities.

    Misc:
    >His racials make him able to magnetize nearby metallic objects (including weapons and armour, as well as the player using the armour). He is not poisonous but generates extreme heat that can melt objects (on the level of Herohero's acid that bypasses even immunities, including the item's own). His Radiant Essence racials mean he can generate light and his attacks have a positive karma effect (+500) regardless of his own alignment. Finally he can use his light abilities to create a mini "sun" to empower the plant creatures he summons (from his job levels).
    >Any creature weaker than him will be transformed into a lesser slime if he kills it.
    >Ergo has a bulky, defensive build, and relies on his plant summons to do damage, as his magic and physical attack stats are relatively low for his level.
    HP: 100
    MP: 100
    Phy. Atk. : 40
    Phy. Def. : 100
    Agility: 60
    Mag. Atk. : 60
    Mag. Def. : 100
    Resistance: 100
    Special Ability: 100
    >As a slime he is immune to poison, sleep effects, polymorph, stuns, normal weapon/bare-handed attacks (except bludgeon). His subtype special traits also bestow him with immunity to cold, heat/fire, electricity, and the holy element.
    >Severe weakness to bludgeon attacks. No immunity to physical attacks enhanced by skills and magic.
 
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  • Creator: [???]

    Name: Oborodzuka
    Position: Assistant Shopkeep and Pharmacist
    Karma: +150 (Good)

    Levels:
    Racial levels:
    Ghost: Bound (7)
    Aoandon (5)

    Job Levels:
    Illusionist (15)
    Pharmacist (10)
    Onibi (5)
    Merchant (9)

    Appearance:
    ....png

    Personality: Oborodzuka is shy and collected, a natural raised introvert who prefers to spend her time reading books over anything else. By constantly re-reading the same material over and over, she hopes to enter its contents into her long-term memory, a struggle which often leaves her feeling down as she forgets which books she was working on in the first place. Much like her zombie counterpart, she can barely remember new information for longer than a few minutes. She often zones out on the job, other times forgetting that she was working entirely.

    Misc:
    >>Though she possesses all the features of a regular ghost, like immunity to physical damage, her nature as bound by the talisman on her head means that she must always obey a master or disappear. In this case, she was adopted by Helleborus after her original creator vanished.
    >>Instead of fighting, Oborodzuka relies on casting confusing illusions and tiring out her enemy without engagement. This is not only due to her rather combat-weak build, but also her surprisingly high karmatic alignment.
    >>Her Onibi class is a unique mix of Ghost and Illusionist, allowing the casting of many confusion spells. In it also lie her only real offensive capabilities, as it grants a particularly strong control over fire. Anyone somehow killed by this fire becomes a Wisp at her side, granting tiny buffs to the class' abilities.
    >>She can appear in any place she knows of where a blue-paper lamp is located. This ability fails if the lamp has been moved, extinguished or destroyed. Otherwise, it allows for near instantaneous teleportation.
    >>The only notable item readily at her disposal is her Ghost Lantern, which casts a mid-level Fear spell on anyone it targets.
    HP: 33
    MP: 42
    Phy. Atk. : 30
    Phy. Def. : 32
    Agility: 31
    Mag. Atk. : 40
    Mag. Def. : 36
    Resistance: 30
    Special Ability: 40
    Total: 314
 
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Some notable characters (non-NPC):

  • 1613940959238.png Real Name: Kxx Oxxxxxx

    In-Game Name: Hex

    Gender: Male

    Age: ???

    Race Type: Humanoid-->Transcendent Human (Tainted)

    Karmatic Alignment: -150 (Lawful Evil)

    Racial Levels: none

    Job Levels:

    • Spiritual Brawler (15)
    • Cultivator (15)
    • Martial Mage: Unarmed (10)
    • Dark Force Adept (10)
    • Close Combat Warlock (5)
    • Psionic Lord (10)
    • Psi-Leecher (5)
    • Planeswalker(10)
    • Eldritch Harnesser (5)
    • Avatar of Nightmares (5)
    • Embodiment or Horror (5)
    Stats:
    HP: 55
    MP: 75
    Phy. Atk. : 90
    Phy. Def. : 45
    Agility: 75
    Mag. Atk. : 100
    Mag. Def. : 40
    Resistance: 60
    Special Ability: 55

    Personality: In real life ????????? ? ? ? ????????????????? ? ? ? ???????????????? ? ? ?????????????? ? ?? ? ? ? ? ? ?? ?????????????? ---------- - ----------- ------------------------- ----------____ _ _ _. Inside the game, Hex generally had a friendly and outgoing personality... with some people. Quite frankly he only had nice interactions with the higher echelon of players, who were not childish enough to go on and on about Heteromorphic crusades. In fact, he was the opposite. He killed humanoid players (without carring about the temporary penalties), which is the reason why his race is marked as "tainted". He even seemed to have a great deal of fun while doing it and enjoyed taunting his "victims". He was one of those gamers. Regardless of liking other players or not, though, Hex was always cryptic and ellusive when there where talks about life outside of the game.

    Noteworthy items:
    • The clothes he wears are actually high level equipment.
      • His gloves function like wands/scepters for close-quarter combat, but also have the ability of doubling the range of his attacks.
    • The smoky, hat-wearing skeleton on his shoulder is a level 100 NPC which Hex called Omen, created by the Metacoin, an administrative-type World Item, which is based on probability and transforms into a trickster-type NPC which varies in level and skills depending on the user's luck when flipping the coin, and which will attach itself to the user like an extra item. Omen can become invisible, sense the moment of death, only cast a few strong spells, with a 50% probability of success, depending on dice rolls, and cannot attack, but is imperivious to physical damage and 50% resistant to magic. If killed or taken away from Hex upon possible defeat, it will revert to its original form, Metacoin, inviting the new user to try his luck with getting a new NPC.
      • Omen 50% chance spells:
        • Double Trouble- doubles damage against a foe if succesful (regardless of the level of the skill and regardless if it's magical, physical, or both). Reduces damage by half if not.
        • Purity- deals pure damage to a foe if succesful. Deals no damage if not.
        • The Wall- Increases magical and physical defense twofold, temporarily. Halves it if not succesful.
        • Need for Speed- Increases speed temporarily (one post), twofold. Halves it if not successful.
        • Miss Match- user can evade one attack or skill regardless of power, if succesful. If not, it will cause the Hex to take double damage.
        • Wheel of Fate- when Hex is close to death, Omen forces all enemy forces to stop their movements until he throws the dice. If successful, Hex will not die, regardless of the effect(s) of the item(s), spell(s), or physical attack(s). Self-explanatory if unsuccesful.
    Abilities: ???
 
Creator:
Fabian Dul'aan

Appearance:
Kayo Psion Mithera screenshot.png
Name:
Mitheria Dul'aan

Gender:
Female

Age:
18 (Physically and mentally, actually a newborn)

Race type:
Heteromorphic

Karmic Alignment:
Neutral +50

Race Levels:
Kayo 5
Kayo Psion 5
Artificial lifeform 1

Job levels:
Bard 5
Psychic (Telepath) 5
Alchemist 4

Stats:
HP 30
MP 50
Phys Atk. 20
Phys Def. 10
Agility 8
Mag Atk. 8
Mag Def. 8
Resistance 8
Special 19

Guild:
Hammerdeep

Personality:
Curious, thirsty for knowledge, Enjoys learning about alchemy and playing music to fill the stone halls with ringing tones. can be very excitable when encountering something new. Adores Alma and sees the dragonling as a big sister.

Notable Abilities:
Telepathy (Can communicate and share information mind to mind.)

Psi blast (It is her main form of attack. Leveling this ability increases the amount of time its targets remain Stunned, as well as the damage it does, the disorientation and confusion of targets, and its maximum AoE. An ability taught to her by Alma in order to better defend herself)

Info-syphon (upon making contact with her psi-crystal, she can pull knowledge from the Target so long as they mantain contact. This is useful for her gaining knowledge on skills, and many other things. possibly even learning spells or martial arts.)

Notable Items:
Flask of concentrated Psi-poison (Alma did not enjoy getting her venom glands milked)
Enchanted Steel Tongue Drum
Key to the house (A pendant with an enchanted gem that acts as both a key and compass back to her home.)
 
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  • 30f45125a33608ba9f7107b610eaa5f 1 (1).jpg
    Creator: Mache

    Name: Charlotte
    Position: Sous-chef and butcher
    Karma: +500

    Levels:
    Racial levels:
    Lv 15 Minotaur
    Lv 10 Greater Minotaur
    Lv 5 King Minotaur

    Job Levels:
    Lv 15 Chef
    Lv 10 Butler
    Lv 15 Rancher
    Lv 10 Beast Master
    Lv 10 Executioner
    Lv 5 Beast King
    Lv 5 Juggernaut


    Personality:
    A loyal and obedient assisstant. Mache designed him as more of a someone to auto-farm her monster ranch and craft basic cooking ingredients. Takes joy on getting hit apparently...

    Misc:
    • Get stronger, faster and more durable the more HP he loses.
    • Has no mana and his skills cost HP instead.
    • His warcries buffs allies and debuff enemies
    • Lots of counter and self-sustain skills, making him more of a reactive combatant.
    • Straighforward but powerful skills.
    HP: 115
    MP: 0
    Phy. Atk. : 109
    Phy. Def. : 106
    Agility: 96
    Mag. Atk. : 40
    Mag. Def. : 88
    Resistance: 88
    Special Ability: 34
    Total: 666
 
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The Tribunal
Appearance:
Iron Lord Amaranthe screenshot.png

Name:
Amaranthe (The Iron Lord)

Gender:
This Unit Identifies as Female

Age:
N/A

Race Type:
Heteromorphic

Karmatic Alignment:
+50 Neutral

Racial Levels:
Golem 15
Greater Golem 10
Automaton 5

Job Levels:
Commander 10
Reaper 10
Warper 5
Technomancer 5
Executioner 5
Aethermancer 5

Stats:
Hp 95
Mp 60
Phys atk. 100
Phys def. 50
Agility 75
Mag atk. 45
Mag def. 35
Resist. 40
Special. 60

Personality:
Amaranthe is as loyal as she is cunning. Deadly in both mass combat and in subtle assassinations, she silently relishes in the look of terror in her victims eyes as she warps across the battlefield bringing her foes to a swift end.

Guild: Hammerdeep

Noteworthy abilities:
Spacial warping- Is able to warp the fabric between dimensions to do a multitude of things ranging from teleportation/rift walking, to creating bubbles to allow her to phase through both magical and physical obstructions and attacks.

Technomancer- Like her siblings, she can manipulate advanced technology to suit their needs, such as Resurrection of fallen golems, and upgrading underling or themselves.

Noteworthy items:
C'tan's End- A weapon made up of a unique blend of alloys and imbued with aetheric energy, the scythe is constantly phasing in and out of dimensions allowing it to bypass armor and devastate soft tissue.
 
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Appearance:
Steel Lord Testament  screenshot.png

Name:
Testament (Steel Lord)

Gender:
This Unit Identifies as male

Age:
N/A
Race Type:
Heteromorphic

Karmatic Alignment:
-100 Neutral

Racial Levels:
Golem 15
Greater Golem 10
Automaton 5

Job Levels:
Commander 10
Reaper 10
Living Reactor 10
Technomancer 5
Glowing one 5
Stats:
Hp 95
Mp 60
Phys atk. 100
Phys def. 75
Agility 40
Mag atk. 55
Mag def. 40
Resist. 35
Special. 60

Personality:
Radiation, decay, The Glow. These things pale in consideration to his loyalty and love for his creator.

Guild: Hammerdeep

Noteworthy abilities:
Living Reactor- His core produces a high output of energy and radiation. Golems and other mechanical units benefit from the bonus in power, while those unprotected from his radioactive field will wither and die cooking from the inside out. Those being the lucky ones. The survivors become mindless glowing troglodytes that follow in his wake butchering former comrades.

Glowing one- Each level of this class allows him to exude more radiation.

Technomancer- Like his siblings, he can manipulate advanced technology to suit their needs, such as ressurection of fallen golems, and upgrading underlings or themselves.

Noteworthy items:

Reactor Control Rods- Built into his core, the rods allow him to reduce or elevate the amount of radiation he produces. By exposing his control rods, Radiation billows from his form and the temperature around him climbs killing all organics in a 50 meter radius and making the area uninhabitable for five years.
 
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Appearance:
Steel Lord Metallica screenshot.png

Name:
Metallica (Steel Lord)

Gender:
This Unit Identifies as male

Age:
N/A
Race Type:
Heteromorphic

Karmatic Alignment:
-100 Neutral

Racial Levels:
Golem 15
Greater Golem 10
Automaton 5

Job Levels:
Commander 10
Grand General 10
Reaper 10
Master Strategist 5
Technomancer 5

Stats:
Hp 105
Mp 40
Phys atk. 85
Phys def. 75
Agility 40
Mag atk. 55
Mag def. 45
Resist. 60
Special. 60

Personality:
Steadfast, loyal, calculating, and observant. Metallica Exudes an aura of authority over his siblings second to his masters.

Guild: Hammerdeep

Noteworthy abilities:
Master and Commander- The more underling at his command, the more their fighting spirit and bloodlust grows. Enemies find it dificult to terrify or break the morale of units under his command

Technomancer- Like his siblings, he can manipulate advanced technology to suit their needs, such as ressurection of fallen golems, and upgading underlings or themselves.

Noteworthy items:
Crest of the Strategist- Allows for faster calculation and execution of commands and tactics. gives the bearer an almost oracle-like sense of the future when it comes to battle.
 
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