specters
ash and flame
Overview
- Welcome
-
Hello and welcome to Project Regalia!
Project Regalia is a roleplay set in a world of high fantasy, revolving around an item called a Regalia. In Project Regalia there are many things you can do, ranging from making a shop keeper to having a warrior that goes on adventures, capturing dungeons and claiming Regalia.
Project Regalia is played very much so like a video game, but with the distinct elements of an actual roleplay. This roleplay will progress through chapters, with a general, but flexible, plot to each.
Project Regalia also offers a nice variety when creating a character, giving you options in terms of species, classes, and abilities. - Navigation
- Regalia
-
- So with this slide comes an important question: What exactly are Regalia?
Little is known about the origin of Regalia, and only speculation is offered as to how they work. Most say that they are magic, and it's hard to disagree with this conclusion, however it is yet to be discovered just how they do what they do.
What is known about Regalia is that they mark heroes, legends, and sometimes great evil. With the power a Regalia offers its user, corruption is always sure to follow.
That still doesn't answer the question though. What are Regalia?
Well, Regalia are items, presumably magic, that give their wielders great powers, varying from Regalia to Regalia. These items can be anything, ranging from something as simple as a pendant, to something dangerous, like a sword.
Ulthar's Pendent for example, is one that is a simple silver necklace. Even still, it holds immense power.
So what do Regalia do?
As stated above, they give their owners powers. Now, these powers vary depending on which Regalia a person has. Using the example from above, Ulthar's Pendent grants its owner a great amount of speed.
How does one obtain a Regalia?
Granted the power these hold, it is no easy task to get one. Most Regalia are found at the end of long and dangerous dungeons. However, there is the occasional Regalia that might be found in some dark alley....
Well, where are these dungeons?
Dungeons are located all around the world, in each continent. When one crops up, it is usually marked by a beacon of light, making dungeons easiest to find at night, when the wilderness in which they are located is the most dangerous. For this reason, there have been people known to scout out dungeons and mark their locations as to come back at a safer time to try and conquer it.
Why are Regalia so important?
Nobody knows for certain, but there is an air about them that just screams importance. Some have used Regalia to claim power, others have used them to help people, but for the hundreds of years that they've been around, nobody has found out their true purpose.
Is it possible to hold multiple Regalia at once?
Yes, certainly, so long as you have the ability to obtain them, then they are yours. Some wielders choose to obtain multiple Regalia to pass on as gifts to their most trusted friends, or even their family.
Can I create a Regalia?
You can submit Regalia ideas to me and if I approve them they will be placed into the game randomly allowing other players a chance to get them. Special exceptions will be allowed as I see fit. - Ulthar's Pendant: Grants its wearer immense speed. At the height of its power it allows its wearer to teleport to any location once a day. Held by Jaster Somme
Broadsword of Juhel: Strikes with this sword cause the target to become dizzy or drowsy. At the height of this sword's power the user can put anybody to sleep instantly with a small cut once a day
The Mirror of Ihael: This mirror allows its wielder to see the most likely future up to an hour. At the height of its power, this mirror allows its user to go back in time up to a week for five minutes. After the five minutes is up the user is transported back to the present and the mirror shatters before being placed back into the world randomly.
- Species
-
- As most roleplays do, Project Regalia features Humans as a playable species for you.
Based on the continent of Atheer, Humans are known to be more of an all-around type of race, with sufficient intelligence, strength, and speed, but not quite excelling in any of them. Humans are usually known to lean more towards magic than a few of the other species, however they are not quite masters of this either.
- Based on the continent of Gurash, the Ixaal are an especially tall and slender race. Ixaal average around 7'0 as adults, and all Ixaal are born with horns and pointed ears. Horns vary in size, color, and shape, but all Ixaal have two.
Ixaal are known more for their speed and stamina, but lack in strength, making this species ideal for Ranger characters.
- Based in the continent of Marsun, the Kirum resemble Humans very closely in appearance, but have arms covered in scales, in which most cover up with gloves.
The Kirum excel in strength and are considered the warrior species of Project Regalia.
- Based in the continent of Bruhn, the Sarik are a mostly female species. They are very small averaging 3'5, and have butterfly-like wings.
The Sarik lack very much in strength, but make up for it in both speed and intelligence. The Sarik are the most magically-inclined of Project Regalia's species.
- The Opim are a nomadic species, not basing out of any continent and moving very often. The Opim are separated by clans.
The Opim are an animal-like species, often times sporting claws, fur, and tails. Some Opim even have feathers, depending on where they hail from. Opim excel in speed and strength, but often lack intelligence.
- Locations
-
- The continent of Atheer is one littered with many cities and towns. The Humans call this place their home, moving through the bustling cities daily, performing business and finding entertainment.
Atheer is the trade hub of Project Regalia's world, considered the richest and largest of the world.
Capital: The City of Junn (JOON) - Junn is both the capital and largest city of Atheer. Featuring a castle for the Human's king, a coliseum for gladiatorial battles, theaters, and many many different shops.
Key Cities: Unthle, Kask, Liiche, Teron
Wilderness: Forests of Atheer - Forests are what mark most of Atheer's wilderness. These forests are home to towering trees and animals aplenty. Boasting a low level of danger, the Forests of Atheer are home to enemies of the animal kind. Rabbits, Deer, Wild Boar, etc. The more dangerous enemies of these forests are Bears, Wolves, and the occasional clutch of Bandits.
Lake Miltrib - The wilderness surrounding this massive lake in the center of the continent is much like the average forest you would find on Atheer. Though there are more dangerous creatures known to lurk here; ranging from wolves, bears, and bandits to the more dangerous Ghouls, small Drakes, and the Miltrib beast. It is known that only more experienced fighters and adventurers should venture towards these waters. - Not unlike Atheer, Grav is home to cities aplenty. The home of the Ixaals is, however, one of wetter climes.
Quite often rain will haunt Grav
Capital: The City of Nuria (NUR-E-AH) - Unlike Atheer, Nuria is not the largest city of Grav, but is still its capital. While it is not the largest city of Grav, it is the most elegant and beautiful, boasting unique architecture, a beautiful palace, and the biggest marketplace on Grav.
Key Cities: Dolis, Tiving, Ylum
Wilderness: The Wetlands of Grav - Wetlands and marsh make up most of Grav's wilderness. In it, there are a great number of birds, amphibious creatures, and fish. The more dangerous enemies of the Wetlands are Great Salamanders, Poisonous Frogs, and Risen Corpses
The Dark Swamp Much more shadowed than the Wetlands, the Dark Swamp is home to many more dangerous creatures than the Wetlands. The creatures known to take home here are Hulking Corpses, Basilisks, and Legrar - Marsun sports a dry and arid climate with rolling deserts and the occasional savanna. The cities in this land are spaced far apart and traveling between them is not considered easy. The land here is the reason that it is so easy for the Kirum empire to defend.
Capital: The City of Hisin (HISS-IN) - This city, much like the rest of Marsun, is hot and arid. Building in this city are almost all white as to reflect as much heat as possible. This is the biggest city in Marsun and boasts the biggest coliseum in the world. Alongside an impressive coliseum, Hisin also is home to the only brothels in Marsun.
Key Cities: Edosea, Ochord
Wilderness: The Rolling Deserts of Marsun - Along with being extremely hot and difficult to traverse, the deserts of Marsun boast other dangers. Poisonous Serpents, Sand Worms, and Sandrunners call the sands their home.
The Arid Savannas - Littered all about Marsun, these Savannas are some of the most dangerous places to go. They boast many dangerous creatures. Big cats, Goblins, and Griffins are among the most dangerous creatures in this savannas. - The home of the Sariks is a place of mountains and caves. In the valleys of these mountains is where the Sarik build their cities, although you may also find the occasional town built into a cave.
Capital: The City of Meton (MAY-TON) - Built at the very center of the longest valley in Bruhn, this is the biggest city in the known world. It is larger than Junn and Hisin. In this city is biggest library in the world as well, archive to almost every book in the world. A large portion of the Sarik population live within this city among the luxurious houses and apartments built by their government.
Key Cities: Grondale, Redledo
Wilderness: The Bleak Mountains of Bruhn - The mountains in Bruhn are treacherous by themselves, without adding any creatures. There are steep drops, extremely cold weather, and the possibility of avalanches. There do exist creatures here as well, only adding to the danger. Cave bears, Wolves, Trolls, Dragons, and Stonecrusher call this place home.
- Classes
-
- Classes are the parameters in which you will create your character, given that you choose to have them play as an adventurer. You could have a character with a class but not use it, and instead opt to act as a blacksmith, or a trader.
The Classes I have provided are not the classes you are limited to, but are rather just guidelines for you to create one of your own. You could combine elements of two classes to make a new one, you could simply choose one, or you could come up with one that is completely your own (so long as it isn't overpowered, and I approve of it)
When creating a class, Strength, Speed, Intelligence, Endurance, and Luck are taken into consideration. Although not limited by points, a character would not be able to have every single element maxed out, under any circumstances. One should consider using percentages to balance their characters elements. For instance, having a character that is 10% Strength, 30% Speed, 15% Intelligence, 35% Endurance, 10% Luck. This, however, is not required either, just a suggestion. - The Warrior class is one that values strength and endurance over all else. They are often times large and bulky characters that use their size to their advantage.
Recommended Equipment
-Heavy Armor: Warriors are designed to get out on the battlefield and take hits just as well as dish them out.
-Two-Handed Weapons: These can be axes, swords, hammers, or anything else you could think of to be used as a weapon
-One-Handed Weapons + Shield: If you aren't dishing out immense damage, you want to have a defensive measure to back you up - The Ranger class is one that values speed, luck, and endurance over all else. Considered a more balanced class. Rangers often use ranged attacks to make up for their lack of defense.
Recommended Equipment
-Light Armor: Sacrificing defense for speed helps the Ranger move swiftly around the battlefield, attacking quickly and moving away before they can be attacked.
-One-Handed Weapons (Dual wielded): Having some level of mastery with a blade would be advantageous for a Ranger if their enemy were to get up close and personal.
-Bows: This being the main ranged weapon in Project Regalia, it is the Ranger's trademark. - The Mage class is one that values intelligence and luck over all else. These are a physically weak class, but one that can be very powerful. They can be used as a support class or an offensive class.
Recommended Equipment
-Cloth/Enchanted Armor: Regular armor is too constricting for a mage, taking their focus away from their spells. Enchanted armors can boost magics.
-Staves: Staves are used to channel magic. They are the most effect way to channel mana, but not the only way.
- Abilities
-
- Abilities are special actions characters can use either in or out of combat. They often come from intense training or innate magical ability. For example, most magic-users start with an ability called Magic Missile which calls upon their inherent magic to focus and fire a blast of magic at a target.
On the other side of things, there are some abilities that do not require any magic, but rather just need to be obtained through training. One of these abilities is Second Wind an ability popular with Warriors. This ability allows its user to regain some energy or health after being brought to low levels of either of these.
There is a premade list of Abilities available to users, but you may also create abilities yourself as long as I approve them.
- Magic Missile
Second Wind
- Equipment
-
- Heavy:
Plate Armor
Chain Mail
Ring Mail
Shields
Light:
Leather Armor
Padded Armor
Cloth:
Robes
Simple tunics
Simple trousers - Melee:
Claymore (Two handed)
Great Sword (Two handed)
Bastard Sword (Two handed)
Warhammer (Two handed)
Battle-axe (Two handed)
Great club (Two handed)
Staves (One handed)
Longsword (One handed)
Broadsword (One handed)
Rapier (One handed)
Scimitar (One handed)
Hand-axe (One handed)
Club (One handed)
Mace (One handed)
Dagger (One handed)
Ranged:
Longbow
Hunting bow
Throwing knives
Throwing axe
Blow-darts
Sling
Versatile (Can be held or thrown):
Spear
Trident - Gems
Staves
- Heavy:
- Guilds
-
- Right, so Guilds, what are they exactly? Guilds in Project Regalia are groups of explorers or warriors that strive to work together to perform missions, take on quests, or even clear dungeons!
Currently there are three available Guilds for characters to join, however roleplayers may also create Guilds of their own so long as their Guild meets requirements.
Guild Creation Requirements
-Your Guild must have at least three non-NPC characters
-Your Guild must have a Guild Master that has at least one Regalia
-Your Guild must have a city to base itself out of
-Your Guild must have an emblem
-Your Guild must have a name
Guild Hierarchy
Guild Master - A Guild Master is somebody that has at least one Regalia. The Guild Master is able to deploy Guild Members on missions, assign them quests, and lead raids on dungeons. The Guild Master is usually considered the strongest member of the Guild as well.
Lieutenant - A Guild Master's second-in-command, they act as a stand-in for a Guild Master if they are unavailable. Lieutenants also provide counsel for Guild Masters and are generally slated to become the next Guild Master.
Captains - Captains are considered elite members of the Guild, they are skilled in combat and have sway with both the Lieutenant and Guild Master.
Members - These are just regular members of the Guild, they go on quests, complete missions, and assist in dungeon raids.
How to Create a Guild
To create a Guild, a roleplayer must fill out the below form and post it here. It will go on the awaiting approval list until I approve it and it meets necessary requirements.
Code:Guild Name: Guild Emblem: Guild Members (3 non-NPC): Guild Motto (opt.): Guild Master: Guild Base:
Placeholder - Azure Drakes
Base - Nuria, Grav
Guild Master - Jaster Bal Somme
Lieutenant - TBA
Captains - TBA
Members - TBA - Maroon Eagles
Guild Master - TBA
Lieutenant - TBA
Captains - TBA
Members - TBA - Golden Tigers
Guild Master - TBA
Lieutenant - TBA
Captains - TBA
Members - TBA
Hi! Thank you for taking a moment to check this out! Project Regalia is something that I've been brewing for a while now, though only recently have I done any real work on it. I would love to see if there was any interest in it, any criticisms for it, etc. Just note that this is not 100% complete, though it should be soon
Mobile friendly
Welcome!
Hello and welcome to Project Regalia!
Project Regalia is a roleplay set in a world of high fantasy, revolving around an item called a Regalia. In Project Regalia there are many things you can do, ranging from making a shop keeper to having a warrior that goes on adventures, capturing dungeons and claiming Regalia.
Project Regalia is played very much so like a video game, but with the distinct elements of an actual roleplay. This roleplay will progress through chapters, with a general, but flexible, plot to each.
Project Regalia also offers a nice variety when creating a character, giving you options in terms of species, classes, and abilities.
Regalia
Overview
So with this slide comes an important question: What exactly are Regalia?
Little is known about the origin of Regalia, and only speculation is offered as to how they work. Most say that they are magic, and it's hard to disagree with this conclusion, however it is yet to be discovered just how they do what they do.
What is known about Regalia is that they mark heroes, legends, and sometimes great evil. With the power a Regalia offers its user, corruption is always sure to follow.
That still doesn't answer the question though. What are Regalia?
Well, Regalia are items, presumably magic, that give their wielders great powers, varying from Regalia to Regalia. These items can be anything, ranging from something as simple as a pendant, to something dangerous, like a sword.
Ulthar's Pendent for example, is one that is a simple silver necklace. Even still, it holds immense power.
So what do Regalia do?
As stated above, they give their owners powers. Now, these powers vary depending on which Regalia a person has. Using the example from above, Ulthar's Pendent grants its owner a great amount of speed.
How does one obtain a Regalia?
Granted the power these hold, it is no easy task to get one. Most Regalia are found at the end of long and dangerous dungeons. However, there is the occasional Regalia that might be found in some dark alley....
Well, where are these dungeons?
Dungeons are located all around the world, in each continent. When one crops up, it is usually marked by a beacon of light, making dungeons easiest to find at night, when the wilderness in which they are located is the most dangerous. For this reason, there have been people known to scout out dungeons and mark their locations as to come back at a safer time to try and conquer it.
Why are Regalia so important?
Nobody knows for certain, but there is an air about them that just screams importance. Some have used Regalia to claim power, others have used them to help people, but for the hundreds of years that they've been around, nobody has found out their true purpose.
Is it possible to hold multiple Regalia at once?
Yes, certainly, so long as you have the ability to obtain them, then they are yours. Some wielders choose to obtain multiple Regalia to pass on as gifts to their most trusted friends, or even their family.
Regalia List/Holders
Ulthar's Pendant
Species
Humans
As most roleplays do, Project Regalia features Humans as a playable species for you.
Based on the continent of Atheer, Humans are known to be more of an all-around type of race, with sufficient intelligence, strength, and speed, but not quite excelling in any of them. Humans are usually known to lean more towards magic than a few of the other species, however they are not quite masters of this either.
Ixaals
Based on the continent of Gurash, the Ixaal are an especially tall and slender race. Ixaal average around 7'0 as adults, and all Ixaal are born with horns and pointed ears. Horns vary in size, color, and shape, but all Ixaal have two.
Ixaal are known more for their speed and stamina, but lack in strength, making this species ideal for Ranger characters.
Kirum
Based in the continent of Marsun, the Kirum resemble Humans very closely in appearance, but have arms covered in scales, in which most cover up with gloves.
The Kirum excel in strength and are considered the warrior species of Project Regalia.
Sarik
Based in the continent of Bruhn, the Sarik are a mostly female species. They are very small averaging 3'5, and have butterfly-like wings.
The Sarik lack very much in strength, but make up for it in both speed and intelligence. The Sarik are the most magically-inclined of Project Regalia's species.
Opim
The Opim are a nomadic species, not basing out of any continent and moving very often. The Opim are separated by clans.
The Opim are an animal-like species, often times sporting claws, fur, and tails. Some Opim even have feathers, depending on where they hail from. Opim excel in speed and strength, but often lack intelligence.
Locations - I only have one continent completed at the moment, so I will hold on posting the others until they are finished. They will all follow this format.
Atheer
The continent of Atheer is one littered with many cities and towns. The Humans call this place their home, moving through the bustling cities daily, performing business and finding entertainment.
Atheer is the trade hub of Project Regalia's world, considered the richest and largest of the world.
Capital: The City of Junn (JOON) - Junn is both the capital and largest city of Atheer. Featuring a castle for the Human's king, a coliseum for gladiatorial battles, theaters, and many many different shops.
Key Cities: Unthle, Kask, Liiche, Teron
Wilderness: Forests of Atheer - Forests are what mark most of Atheer's wilderness. These forests are home to towering trees and animals aplenty. Boasting a low level of danger, the Forests of Atheer are home to enemies of the animal kind. Rabbits, Deer, Wild Boar, etc. The more dangerous enemies of these forests are Bears, Wolves, and the occasional clutch of Bandits.
Lake Miltrib - The wilderness surrounding this massive lake in the center of the continent is much like the average forest you would find on Atheer. Though there are more dangerous creatures known to lurk here; ranging from wolves, bears, and bandits to the more dangerous Ghouls, small Drakes, and the Miltrib beast. It is known that only more experienced fighters and adventurers should venture towards these waters.
Classes
Overview
Classes are the parameters in which you will create your character, given that you choose to have them play as an adventurer. You could have a character with a class but not use it, and instead opt to act as a blacksmith, or a trader.
The Classes I have provided are not the classes you are limited to, but are rather just guidelines for you to create one of your own. You could combine elements of two classes to make a new one, you could simply choose one, or you could come up with one that is completely your own (so long as it isn't overpowered, and I approve of it)
When creating a class, Strength, Speed, Intelligence, Endurance, and Luck are taken into consideration. Although not limited by points, a character would not be able to have every single element maxed out, under any circumstances. One should consider using percentages to balance their characters elements. For instance, having a character that is 10% Strength, 30% Speed, 15% Intelligence, 35% Endurance, 10% Luck. This, however, is not required either, just a suggestion.
Warrior
The Warrior class is one that values strength and endurance over all else. They are often times large and bulky characters that use their size to their advantage.
Recommended Equipment
-Heavy Armor: Warriors are designed to get out on the battlefield and take hits just as well as dish them out.
-Two-Handed Weapons: These can be axes, swords, hammers, or anything else you could think of to be used as a weapon
-One-Handed Weapons + Shield: If you aren't dishing out immense damage, you want to have a defensive measure to back you up
Ranger
The Ranger class is one that values speed, luck, and endurance over all else. Considered a more balanced class. Rangers often use ranged attacks to make up for their lack of defense.
Recommended Equipment
-Light Armor: Sacrificing defense for speed helps the Ranger move swiftly around the battlefield, attacking quickly and moving away before they can be attacked.
-One-Handed Weapons (Dual wielded): Having some level of mastery with a blade would be advantageous for a Ranger if their enemy were to get up close and personal.
-Bows: This being the main ranged weapon in Project Regalia, it is the Ranger's trademark.
Mage
The Mage class is one that values intelligence and luck over all else. These are a physically weak class, but one that can be very powerful. They can be used as a support class or an offensive class.
Recommended Equipment
-Cloth/Enchanted Armor: Regular armor is too constricting for a mage, taking their focus away from their spells. Enchanted armors can boost magics.
-Staves: Staves are used to channel magic. They are often thought to be the most effective way to channel mana, but not the only way.
Abilities
Overview
Abilities are special actions characters can use either in or out of combat. They often come from intense training or innate magical ability. For example, most magic-users start with an ability called Magic Missile which calls upon their inherent magic to focus and fire a blast of magic at a target.
On the other side of things, there are some abilities that do not require any magic, but rather just need to be obtained through training. One of these abilities is Second Wind an ability popular with Warriors. This ability allows its user to regain some energy or health after being brought to low levels of either of these.
There is a premade list of Abilities available to users, but you may also create abilities yourself as long as I approve them.
Abilities will appear in this format:
Ability name
Guilds
Right, so Guilds, what are they exactly? Guilds in Project Regalia are groups of explorers or warriors that strive to work together to perform missions, take on quests, or even clear dungeons!
Currently there are three available Guilds for characters to join, however roleplayers may also create Guilds of their own so long as their Guild meets requirements.
Guild Creation Requirements
-Your Guild must have at least three non-NPC characters
-Your Guild must have a Guild Master that has at least one Regalia
-Your Guild must have a city to base itself out of
-Your Guild must have an emblem
-Your Guild must have a name
Guild Hierarchy
Guild Master - A Guild Master is somebody that has at least one Regalia. The Guild Master is able to deploy Guild Members on missions, assign them quests, and lead raids on dungeons. The Guild Master is usually considered the strongest member of the Guild as well.
Lieutenant - A Guild Master's second-in-command, they act as a stand-in for a Guild Master if they are unavailable. Lieutenants also provide counsel for Guild Masters and are generally slated to become the next Guild Master.
Captains - Captains are considered elite members of the Guild, they are skilled in combat and have sway with both the Lieutenant and Guild Master.
Members - These are just regular members of the Guild, they go on quests, complete missions, and assist in dungeon raids.
How to Create a Guild
To create a Guild, a roleplayer must fill out the below form and post it here. It will go on the awaiting approval list until I approve it and it meets necessary requirements.
Hello and welcome to Project Regalia!
Project Regalia is a roleplay set in a world of high fantasy, revolving around an item called a Regalia. In Project Regalia there are many things you can do, ranging from making a shop keeper to having a warrior that goes on adventures, capturing dungeons and claiming Regalia.
Project Regalia is played very much so like a video game, but with the distinct elements of an actual roleplay. This roleplay will progress through chapters, with a general, but flexible, plot to each.
Project Regalia also offers a nice variety when creating a character, giving you options in terms of species, classes, and abilities.
Regalia
Overview
So with this slide comes an important question: What exactly are Regalia?
Little is known about the origin of Regalia, and only speculation is offered as to how they work. Most say that they are magic, and it's hard to disagree with this conclusion, however it is yet to be discovered just how they do what they do.
What is known about Regalia is that they mark heroes, legends, and sometimes great evil. With the power a Regalia offers its user, corruption is always sure to follow.
That still doesn't answer the question though. What are Regalia?
Well, Regalia are items, presumably magic, that give their wielders great powers, varying from Regalia to Regalia. These items can be anything, ranging from something as simple as a pendant, to something dangerous, like a sword.
Ulthar's Pendent for example, is one that is a simple silver necklace. Even still, it holds immense power.
So what do Regalia do?
As stated above, they give their owners powers. Now, these powers vary depending on which Regalia a person has. Using the example from above, Ulthar's Pendent grants its owner a great amount of speed.
How does one obtain a Regalia?
Granted the power these hold, it is no easy task to get one. Most Regalia are found at the end of long and dangerous dungeons. However, there is the occasional Regalia that might be found in some dark alley....
Well, where are these dungeons?
Dungeons are located all around the world, in each continent. When one crops up, it is usually marked by a beacon of light, making dungeons easiest to find at night, when the wilderness in which they are located is the most dangerous. For this reason, there have been people known to scout out dungeons and mark their locations as to come back at a safer time to try and conquer it.
Why are Regalia so important?
Nobody knows for certain, but there is an air about them that just screams importance. Some have used Regalia to claim power, others have used them to help people, but for the hundreds of years that they've been around, nobody has found out their true purpose.
Is it possible to hold multiple Regalia at once?
Yes, certainly, so long as you have the ability to obtain them, then they are yours. Some wielders choose to obtain multiple Regalia to pass on as gifts to their most trusted friends, or even their family.
Regalia List/Holders
Ulthar's Pendant
Species
Humans
As most roleplays do, Project Regalia features Humans as a playable species for you.
Based on the continent of Atheer, Humans are known to be more of an all-around type of race, with sufficient intelligence, strength, and speed, but not quite excelling in any of them. Humans are usually known to lean more towards magic than a few of the other species, however they are not quite masters of this either.
Ixaals
Based on the continent of Gurash, the Ixaal are an especially tall and slender race. Ixaal average around 7'0 as adults, and all Ixaal are born with horns and pointed ears. Horns vary in size, color, and shape, but all Ixaal have two.
Ixaal are known more for their speed and stamina, but lack in strength, making this species ideal for Ranger characters.
Kirum
Based in the continent of Marsun, the Kirum resemble Humans very closely in appearance, but have arms covered in scales, in which most cover up with gloves.
The Kirum excel in strength and are considered the warrior species of Project Regalia.
Sarik
Based in the continent of Bruhn, the Sarik are a mostly female species. They are very small averaging 3'5, and have butterfly-like wings.
The Sarik lack very much in strength, but make up for it in both speed and intelligence. The Sarik are the most magically-inclined of Project Regalia's species.
Opim
The Opim are a nomadic species, not basing out of any continent and moving very often. The Opim are separated by clans.
The Opim are an animal-like species, often times sporting claws, fur, and tails. Some Opim even have feathers, depending on where they hail from. Opim excel in speed and strength, but often lack intelligence.
Locations - I only have one continent completed at the moment, so I will hold on posting the others until they are finished. They will all follow this format.
Atheer
The continent of Atheer is one littered with many cities and towns. The Humans call this place their home, moving through the bustling cities daily, performing business and finding entertainment.
Atheer is the trade hub of Project Regalia's world, considered the richest and largest of the world.
Capital: The City of Junn (JOON) - Junn is both the capital and largest city of Atheer. Featuring a castle for the Human's king, a coliseum for gladiatorial battles, theaters, and many many different shops.
Key Cities: Unthle, Kask, Liiche, Teron
Wilderness: Forests of Atheer - Forests are what mark most of Atheer's wilderness. These forests are home to towering trees and animals aplenty. Boasting a low level of danger, the Forests of Atheer are home to enemies of the animal kind. Rabbits, Deer, Wild Boar, etc. The more dangerous enemies of these forests are Bears, Wolves, and the occasional clutch of Bandits.
Lake Miltrib - The wilderness surrounding this massive lake in the center of the continent is much like the average forest you would find on Atheer. Though there are more dangerous creatures known to lurk here; ranging from wolves, bears, and bandits to the more dangerous Ghouls, small Drakes, and the Miltrib beast. It is known that only more experienced fighters and adventurers should venture towards these waters.
Classes
Overview
Classes are the parameters in which you will create your character, given that you choose to have them play as an adventurer. You could have a character with a class but not use it, and instead opt to act as a blacksmith, or a trader.
The Classes I have provided are not the classes you are limited to, but are rather just guidelines for you to create one of your own. You could combine elements of two classes to make a new one, you could simply choose one, or you could come up with one that is completely your own (so long as it isn't overpowered, and I approve of it)
When creating a class, Strength, Speed, Intelligence, Endurance, and Luck are taken into consideration. Although not limited by points, a character would not be able to have every single element maxed out, under any circumstances. One should consider using percentages to balance their characters elements. For instance, having a character that is 10% Strength, 30% Speed, 15% Intelligence, 35% Endurance, 10% Luck. This, however, is not required either, just a suggestion.
Warrior
The Warrior class is one that values strength and endurance over all else. They are often times large and bulky characters that use their size to their advantage.
Recommended Equipment
-Heavy Armor: Warriors are designed to get out on the battlefield and take hits just as well as dish them out.
-Two-Handed Weapons: These can be axes, swords, hammers, or anything else you could think of to be used as a weapon
-One-Handed Weapons + Shield: If you aren't dishing out immense damage, you want to have a defensive measure to back you up
Ranger
The Ranger class is one that values speed, luck, and endurance over all else. Considered a more balanced class. Rangers often use ranged attacks to make up for their lack of defense.
Recommended Equipment
-Light Armor: Sacrificing defense for speed helps the Ranger move swiftly around the battlefield, attacking quickly and moving away before they can be attacked.
-One-Handed Weapons (Dual wielded): Having some level of mastery with a blade would be advantageous for a Ranger if their enemy were to get up close and personal.
-Bows: This being the main ranged weapon in Project Regalia, it is the Ranger's trademark.
Mage
The Mage class is one that values intelligence and luck over all else. These are a physically weak class, but one that can be very powerful. They can be used as a support class or an offensive class.
Recommended Equipment
-Cloth/Enchanted Armor: Regular armor is too constricting for a mage, taking their focus away from their spells. Enchanted armors can boost magics.
-Staves: Staves are used to channel magic. They are often thought to be the most effective way to channel mana, but not the only way.
Abilities
Overview
Abilities are special actions characters can use either in or out of combat. They often come from intense training or innate magical ability. For example, most magic-users start with an ability called Magic Missile which calls upon their inherent magic to focus and fire a blast of magic at a target.
On the other side of things, there are some abilities that do not require any magic, but rather just need to be obtained through training. One of these abilities is Second Wind an ability popular with Warriors. This ability allows its user to regain some energy or health after being brought to low levels of either of these.
There is a premade list of Abilities available to users, but you may also create abilities yourself as long as I approve them.
Abilities will appear in this format:
Ability name
(level/difficulty | damage if applicable | requirements/description)
Guilds
Right, so Guilds, what are they exactly? Guilds in Project Regalia are groups of explorers or warriors that strive to work together to perform missions, take on quests, or even clear dungeons!
Currently there are three available Guilds for characters to join, however roleplayers may also create Guilds of their own so long as their Guild meets requirements.
Guild Creation Requirements
-Your Guild must have at least three non-NPC characters
-Your Guild must have a Guild Master that has at least one Regalia
-Your Guild must have a city to base itself out of
-Your Guild must have an emblem
-Your Guild must have a name
Guild Hierarchy
Guild Master - A Guild Master is somebody that has at least one Regalia. The Guild Master is able to deploy Guild Members on missions, assign them quests, and lead raids on dungeons. The Guild Master is usually considered the strongest member of the Guild as well.
Lieutenant - A Guild Master's second-in-command, they act as a stand-in for a Guild Master if they are unavailable. Lieutenants also provide counsel for Guild Masters and are generally slated to become the next Guild Master.
Captains - Captains are considered elite members of the Guild, they are skilled in combat and have sway with both the Lieutenant and Guild Master.
Members - These are just regular members of the Guild, they go on quests, complete missions, and assist in dungeon raids.
How to Create a Guild
To create a Guild, a roleplayer must fill out the below form and post it here. It will go on the awaiting approval list until I approve it and it meets necessary requirements.
Code:
Guild Name:
Guild Emblem:
Guild Members (3 non-NPC):
Guild Motto (opt.):
Guild Master:
Guild Base:
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