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Fantasy Reclamation of Tyrium Information

SecondBreaking

The Dragon Reborn
Alright guys, this was requested and it made sense to me because there are a lot of questions on mechanics and stuff like that. So I will put them to rest here, and each section will have titles on them so you can just skim it quickly to find what you need.

Also, organizations are listed here! OOOOOOH COOL! Either way you should check this section out.
 
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Character Sheet
Ok so first we got how to fill out this lengthy character sheet. Many of the mechanics here are recycled from DnD, so anyone knowledgeable in DnD will catch on pretty quick.

1st, you have your Info Tab. This stuff is all pretty self explanatory.

2nd is the Character Tab. This stuff might be a little complicated for newcomers so let's go through this one.

Level
Most characters will start out at level 1 because we want dynamic characters who change and grow stronger as the RP progresses, but a few characters will start at higher levels. They may be a bit more stagnant, such as NPCs (NPC = Non Player Character, basically a character that you know isn't really a main character, but still has some importance or relevance in the RP).

Class
There are now 14 playable classes available to you, just look at the area above the CS in the accordion and they are all available there. So just choose one that best suits the character, and denote it here.

Deity
Deity is like the god that your character worships. You don't have to be very devoted to this god, but if you have any inclination to follow the preachings of this god might as well put his/her name here.

Alignment
There's two components to this.
Firstly, you can either be good, neutral, or evil.
Secondly, you can be lawful, chaotic or just plain normal.
Lawful = you fall very specific rules that define your alignment
Chaotic = you are unpredictable, you may backstab your allies if you are evil, you may start causing mischief if you are neutral

Proficiency
This is a bonus that you gain during fights. Maybe you are an expert archer, or maybe you are a skilled warrior with the axe. Either way, you gain a proficiency bonus, a number that you add on to attack rolls. An example of a proficiency bonus is +3. This means that when you roll to attack something, you automatically add 3 on to that roll.

Organization
So this is an interesting little thing i'm trying to implement. There will be special organizations throughout Tyrium, an example may be the Mages Guild, or the Brotherhood of Blades. They are just that, organizations. Groups of people that have special skills that set them apart from the rest of the bunch. The Mages Guild obviously houses mages, while the Brotherhood of Blades is an association of very skilled mercenaries and killers, each one specializing in a specific weapon.
**Organizations are not conventional institutions such as an army, they're unique in that they usually have little to no attachment to any nation in particular**

Background

Write a little story about your character. Not too much to completely cut them off from the rest of the characters, but enough so that we know who we are dealing with. What you write lets us know who we are playing with, if you write a little we know that this character is more of a blank slate, if you write a lot we know the character has a history worth noting.

3rd is the Stats Tab
Skipping hit points for now, we need you to understand the six basic attributes first.
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma

You start each of these stats off with 8 points. So like this;
Strength: 8
Dexterity: 8
Constitution: 8
Intelligence: 8
Wisdom: 8
Charisma: 8

Then you have 16 points to spend freely amongst these attributes. Basically, you just add these points on. No stat can go above 16 at level 1. Here's an example of what it looks like after you allocate your points:
Strength: 12
Dexterity: 12
Constitution: 10
Intelligence: 14
Wisdom: 8
Charisma: 8

Next comes the bonuses. Bonuses do not affect the actual number that represents the attributes. Instead, these bonuses are determined by this number, and are either added or subtracted to a dice roll, which is why they are called "Bonuses"

Bonuses are the numbers in the parenthesis (), to determine this number you subtract 10 from the number, and divide it by two. Ex: Strength: 12. You take 12 (the number) -10, and divide that by 2. So 12-10 = 2 and 2/2 = 1. So the bonus for 12 is (+1).
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 8 (-1)
Charisma: 8 (-1)


First in this tab is your hit points. This is completely determined by your race, your class, and your constitution.

Hit Points = Basic class HP + constitution bonus

Next is AC. AC is short for Armor Class. Armor Class is a number that is used to represent the amount of armor you have. For example, a normal shirt would have an AC of 10, and chain mail would have an AC of 14. AC determines how hard it is to hit you when you are being attacked, so naturally you'd want a higher AC, although sometimes depending on the character it's just normal for it to be low, such as a scholar or a normal citizen, because they don't go walking around in armor.

Here's a chart to work off for AC if you need one;
Nothing = 10
Leather Armor = 12
Studded Leather = 13
Chain Mail = 14
Scale Mail = 16
Half Plate = 18
Full Plate = 20

Speed is last, and that's the easy part.
Medium size creatures (about the size of a human) move at 30ft. Speed = 30ft.
Small size creates (about the size of a halfling) move at 20ft. Speed = 20ft.
 
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Many ancient organizations have been established over the thousands of years that mark Tyrium's history. These organizations usually have no limitations when it comes to nationality, recruiting members of any ethnic backgrounds. Organizations can span across multiple nations, or stay in a specific region. Players may create organizations if they wish. Organizations are pretty varied, so i'm not going to make a CS for them, so you'll have to use your imagination.
 
The Eclipse
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Location: Thelgrim


The Eclipse is an exclusive organization of dark paladins that is widely feared in regions not only in Thelgrim, but surrounding nations. A long time ago, Thelgrim conquered many nations surrounding it, expanding its rule through the use of powerful overlords, which were dark paladins. These dark paladins practiced powers that were thought to be lost by many, and thankfully so, but now men with these inhuman powers are being discovered, all with an insignia of a black sun, with purple rays arching off it on the backs of their necks.


"The sun did nothing to us but harm,


Dangled before us like a charm,


Let us put an end to the dreary blight


And bring back the beautiful sight,


Of the darkness, coveted by the night."







Hierarchy: The hierarchy of The Eclipse is based off of power or fighting ability. Those who prevail in battle attain higher ranks in The Eclipse. The rankings go like this, in descending order;

Nightbringer

Dark Lord

Unmasked

Archetype

Soulslayer

Masked

Ascendant

1st Seat

2nd Seat

3rd Seat

4th Seat

5th Seat

6th Seat

7th Seat

8th Seat

9th Seat

10th+ Seat

Initiate









Insignia:

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Elite members of The Eclipse are given ancient magical items that are able to amplify their respective dark magical powers.
 
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Brotherhood of Blades

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Hierarchy: The Brotherhood of Blades was created by the deadliest mercenaries alive in Tyrium. Each mercenary that is a member of the Brotherhood is a master of their respected weapon, and only one master of each weapon is allowed to be in the guild. The weapons below are listed members and their rankings in the guild. The hierarchy is dependent on who is the best fighter, and greatest leader. The leader is usually the most experienced mercenary, due to their superior training and wisdom in battle. The leader cannot decline a challenge, and challenges are to the death.

Longsword

Chain Scythe

Bow & Arrow

Bastard Sword

Greatsword

Warhammer

Battleaxe

Scythe

Rapier

Scimitar

Dagger

Flail

Spear

Mace

Crossbow

Javelin

Shortsword

Knife




If a new weapon is introduced to the Brotherhood, its ranking begins at the bottom. The only way to work your way up the chain is to challenge those above you, and defeat them in battle. When you defeat a member ranked higher than you, you do not need to kill them, unless you are challenging to become the leader of the Brotherhood.




Insignia:

images


"Our names are etched into history by the blade."


The Brotherhood of Blades accepts contracts spreading across a multitude of countries, no matter the alliance. It is usually difficult to join the club, but defeating a member guarantees an automatic spot in the Brotherhood.
 
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The Order of the Maple
The Order's beginnings are shrouded in mystery. All that is known is that it was founded some time shortly after the beginning of the Plague. And that the first members were formerly followers of a god. Order records state that they found their salvation in a clearing with a lone maple tree standing proudly in the center. There the Goddess revealed herself. She had red hair that blazed like fire, skin as fair as snow, and beasts flocked to her as if she were their mother. This was truly a divine being, but the heart and mind of man is a skittish one. Like a rabbit sensing danger and ready to bolt for it's hole, so to were the men who had found the clearing. But the Goddess calmed them, assuring them that she did not want to harm them. She saw how they thirsted, for the last of their water had run out days before, and she cupped her hands and water come as if from a spring before telling them to drink. As they drank from the water that sprung from her hand as if from a spring, they felt as if they had been reborn. The water had given them energy they had not had since they were youths. She saw how they starved, for their hunting and gathering had found nothing in the barren landscape. And from her hair she pulled berries of the most fiery red and commanded them to eat. With each berry they felt as strong as an ox, as if they could uproot the lone maple tree in the clearing with their bare hands. And she saw how they feared the coming dawn. This time she asked why. And once she was told of their hardships, after all fifty laid their hearts bare, she said with the voice of divinity "You do not have to fear anymore. For I will protect you. In return, you shall do as I ask. You will protect this tree, the symbol of what I am, from all those who seek to harm it. And you shall protect the lands from all that dare taints it."

From there the record goes on to tell about how they then built up the great chapter house that stands today around the Maple and the official founding of the Order. How the first knight came about is unclear, the first name given the title of knighthood was mentioned not several paragraphs after the founding of the Order. But it can be easily explained why their order became one more orientated towards violence. The original promise made by the first fifty had to be upheld. And the command of the Goddess was not always in the name of peace. Sometimes violence in her name was even rewarded, something unheard of in the previously peaceful Order. Tales of gaining divine blessings given by this Goddess soon spread across the land. And current members took up the way of the sword in hopes of gaining Her blessings as well. Soon the iconic green and red armor of the Knights of the Order of the Maple became a common sight around the immediate area of the chapter house. This fascination with Divine battle has bred the utmost best of warriors. Of course, Chivalry and honor still holds in the Order, if just barely. Their reputation for their calculating ferocity suddenly being halted in it's tracks in the name of honor and chivalry is legendary. Particularly the tale of Sir Albreic, who broke his own sword after shattering his opponents to make the fight fair.

The Order of the Maple holds it's allegiance to the Goddess above all else. If their chapterhouse is threatened or attacked, honor and chivalry will be forgotten to uphold their promise to the Goddess, if it is necessary.

The Order of the Maple has, in theory, only one position, that of Chapter Master. However, in practice there are several ranks to be made aware of when interacting with the Order. The lowest rank of the Order is Initiate. Whether squires to Knights of the Order or newly joined members of the clergy, they hold little power in the Order. They are often found either in the Chapter House running errands for Monks or by their master's side (if they choose to become Knights). It is left up to the rest of the Order to determine how long individuals are Initiates. Often times those that wish to join the clergy of the Order take years longer then those wanting to become Knights of the Order, most likely because of their need to become literate and to write neatly so as to be able to read books deemed holy and to copy them so others can read them.

Monks make up the next level above Initiates. Though lower then Knights for their lack of fighting prowess, they hold greater power when speaking of what the Goddess wants and what needs to be purged to cleanse the land. They manage the great library in the Eastern wing of the Chapter, making sure the records are accurate and in good condition. They wage a war all their own in an attempt to keep the records whole, a war fought against nature with quill and ink. They also are in charge of keeping the Chapter as clean as possible, though they leave the Barracks and Southern wing to the Knights to handle.

Knights are the bulk of the Order's numbers. With lance in hand they purge the land of blights in the name of the Goddess. They protect the Chapter, with their lives if necessary. Because of their physical prowess, they are placed above simple Monks. Knights have a ranking system all their own based off of traditional military ranking. Lowest ranked Knights are denoted by two green plumes atop their helmet and flat green armor. Sergeants have two plumes as well, but these are green and yellow respectively, their armor is also more ornately decorated with yellow scroll work along the edges. Captains wear three plumes, one green and two red, and instead of yellow scroll work like Sergeants it is red. They often have a crest on their helmet, as this is when they are allowed to have a crest.

Warrior Priests. Often those that are to old to fight, Warrior Priests are tasked with the honor of guarding the Tree itself. Rumored to have been granted a vision by the Goddess of their own death, they have taken oaths of silence and celibacy so as to focus more on their duty. To communicate among themselves, Warrior Priests have come up with a complex system of hand gestures. They are often more lightly armored then Knights, their heads often uncovered. The reason for this is not completely known and is a closely guarded secret by the Warrior Priests, meaning that not even other Order members know why they do it. Their weapons vary greatly from Warrior Priest to Warrior Priest.


The one who holds the title Chapter Master holds the highest rank in the Order. When seen in battle, the Chapter Master wears red armor with green scroll work, five plumes on his helm (three red two green), and has a crest of a maple tree on his helmet. And each Chapter Master wields the lance and two handed sword passed on from Chapter Master to Chapter Master since near the beginning of the Order itself. The sword is named Blight's Bane and has been baptized in water blessed by the Goddess and now burns with a holy fire when it tastes blood. The lance has been named Wyrm, after having supposedly slain a creature by the same name that plagued the land causing crops to fail and all manner of creatures to fall ill and die, tainting their meat so as to make it unsuitable for consumption. The blood of Wyrm stained the lance, strengthening it and making it poisonous to the touch.

There is one rank held above even Chapter Master, the rank of Primarch. The rank of Primarch is extremely hard to obtain, there being only one Primarch in the history of the Order. In order to become a Primarch, the current Chapter Master must call upon the Warrior Priests, those closes to the Goddess, for a vote. If the Warrior Priests choose to answer this call, which it isn't garunteed they will, they must unanimously agree upon a chosen member of the Order outside of the rank Warrior Priest. If there is even one vote for someone else among the Warrior Priests, no Primarch will be chosen. It is unclear how the secretive Warrior Priests go about voting, but if they do decide on someone they will approach their chosen candidate and challenge him, one by one, to a duel. After that the candidate, if they won the numerous duels, must recite the Blessings of the Goddess as Monks listen in to make sure he does not miss one word. And after all that is done, the final hurdle to jump is to lay for one night in the garden the Tree stands in. If the Goddess approaches you, then you are to become Primarch. If she does not, then you are simply to be honored for making it that far. The few times someone has made it that far, they became the next Chapter Master.

The only Primarch to have existed was Buras the Undefeated, a man told to be as tall as the heavens and as strong as the mountains. Upon dying in battle, after having been unhorsed and with an assortment of weapons embedded in him and his armor, a crypt was carefully built under the Tree, so as not to harm it. He was buried with all of his now legendary equipment. His armor that blazed the color of the leaves in Autumn with golden scroll work, masterfully crafted by beings said to have crafted weapons for gods. It is told that after the battle the armor sealed itself, repairing any rents in it caused by man or beast. His winged helm allowing him to speak with creatures of the air thwarted many an ambush. His flamberg, made and embued with fey magics and never needing to be sharpened or mended, crackled with each swing and sung of his foes death as it drank their blood. His lance roared like a lion as it approached its prey, and drank greedily of their life, giving it to its wielder. Even his mighty steed, Balius, had its remains preserved and draped in it's armor, the same color and made by the same craftsman as its rider

Saints are people, not always of the Order, that have managed to gain the Goddess' blessing. The records are filled with the deeds of these saints, and alcoves all over the Chapter house are filled with statues in their likeness. If a member is blessed with Sainthood, he is no longer a part of the Order, technically. These saints then go out on self imposed exile to spread the word of the Goddess with a small library, which the Monks have hastily copied from the library, on the back of their chosen mount, some choosing to ride out on oxen and mules instead of horses to carry more books. These saints can not be bought, are tireless when on the hunt. Their faith guides them, and the Goddess protects. But they are still mortals and can be killed.

The most well known of the saints is Saint Anna. She set out on her journey on a gazelle, who was granted to her by the Goddess, with but only the core books of her faith and a sword to protect her. She has been attributed with several holy actions such as curing a whole village from the plague with a mere touch, sending away the pests that ate away the crops with only a whisper, and the slaughtering of man and beast that threatened many villages. Her kindness is legendary, and her faith was unshakeable. Her death came about when she was captured in a desert far away and was executed for heresy, the Goddess being rejected in those lands. Once beheaded, blood did not flow but instead the purest water came forth. And where the water land, new and extraordinary plants leapt forth and grew in seconds.


The Order of the Maple, also being a religious one, believes that something happens to them after death. There are mentions of a grand forest in their holy texts where one can hunt beasts of legends, drink from springs of nectar, and plants laden with food that never seems to end. A grand tournament goes on forever, where the Goddess herself congratulates the victor and consoles the loser. Here the Goddesses purity and essence isn't muffled by the filth of mortality, and those that are allowed into the Grand Forest (her followers and particularly the Saints) can bask in her presence.
 

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