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Revival of Heroes (A Fantasy RP interest check)

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Kingxana0 Since: Oct, 2011
#1: Jul 29th 2023 at 8:35:29 PM

A thousand years ago the world changed. A massive explosion rocked the world, destroying the previous age and leaving not but some small traces of it. But, in the destruction a new force was unleashed, Magic. From the center of the great explosion a massive spring of pure energy rained upon the world, changing it and rebirthing it. Now Magic flows through all living creatures. Those that came to know the world after the rebirth named the new time

Age of Discovery 0-200 A.B. (After Blast)

  • The Before Men explore and learn of the new world
  • Elves born
  • Dwarves born
  • Fae born
  • Merfolk born
  • Dragons born
  • Magic discovered and harnessed
  • The first Kingdoms rise, aided by magic
Golden Age 200-500 A.B.

  • Humans integrate the knowledge of the Before Men with their magic and create the first machines to run on magic. They are called Magitech
  • Colleges open to teach those with great magic potential how to harness their gifts.
  • Goblins born
  • Merfolk discovered
  • Fae discovered
  • The Kingdoms live in harmony and peace.
  • Near the end of the age Magitech reaches its peak, allowing people to transfer their souls into Clockwork bodies at the cost of their flesh.

The world lived in its peace, drunk on happiness and joy. But then they came, the Shadow Ones, the Demonkin, the Jackals. Shadow creatures spawned from the Point of Origin, where magic first came back to the world. A massive Hive arose and spread out the monsters. They were unkillable, and thirsted for destruction. They spread across the land like a plague.

The Dark Age 500-600 A.B.

  • Jackals begin to systematically destroy everything in their path People flee their Kingdoms, or are washed away by the flood of Jackals that spread from the Hive.
  • The Jackals corrupt forms spread diseases on the winds, killing thousands.
  • Near the end of this age the Hive begins to produce a thick black smoke, covering the skies and blocking out the sun.
  • During this age all races were pushed near extinction, fearing for their lives. The harmony that had once existed was shattered, and fear reigned supreme. But one day from the darkness came a spark of light, Seven great heroes granted powers by the Gods arose and lead the races together against the Jackals. Where they fought Magic and Steel vanquished the Jackals. The flood was pushed back, there was hope once more.

The Age of Heroes 600-655 A.B

  • The Seven arise, band together what remains of the world to march against the Jackals.
  • Years of fighting push the Jackals back to the Badlands and their Hive.
  • The Jackals Hive couldn't be destroyed, by the Seven gave their lives in tribute so that a barrier would cover it. The Threat was at an end.

Age of Rebuilding 655-780 A.B.

  • Seven Kingdoms are created in honor of the heroes
  • The Elven Kingdom among the Trees- Lastram
  • Dwarvern Kingdom built among the Mountains- Stone
  • The Human Kingdom built atop the Grass- Kingskeeper
  • The Clockwork Kingdom built with Iron- Progress
  • The Dragon Kingdom built within Fire- Bristra
  • The Merfolk home crafted under the sea- Atlantis '
  • The Grand Capital Built in the Center- Unity

The Current Age 780-1000

  • The world continues to advance, but kingdoms grow distrustful of each other. Bandits roam the lands along with monsters once kept in check by the alliances between kingdoms. The world has forgotten evil.
  • But evil has not forgotten the world. The Barrier is cracking, and darkness is once more on the rise.
__________________________________________________________________________ Welcome to R.A.H or Redux of the Age of Heroes, in this RP you will become one of the new Seven Heroes chosen by destiny to defeat the evil in the world. Choose your class, your background and other things and then jump into a world of magic and adventure.

Classes:

  • Soldier: Masters of melee weapons. Soldiers channel their magic through their bodies and weapons in order to push themselves past their limitations. Soldiers are one of the more accepting of Magitech enhancements due to the strength and versatility provided by magic.

  • Ranger: When it comes to ranged weapons no one can beat a Ranger at it. Quick moving and intelligent, Rangers use their speed and wits to their advantage to stay a step ahead of the enemy. Most Rangers detest close ranged combat, but still know how to fight when it comes to it. Their magic is usually focused on enhancing their bodies or arrows with power. Magitech holds some uses, though most prefer not to be weighed down.

  • Mage: Masters of Magic, both within themselves and in the world. A Mage will spend their entire lives focusing on one area of Magic and might only learn a few spells from another area. Mage Colleges focus around a certain element, studying its uses and how it interacts with the world and people.

  • Fire: Progress and Destruction
  • Earth: Stability and Defense
  • Water: Peace and Erosion
  • Wind: Freedom and Knowledge
  • Light: Understanding of Life and Healing
  • Dark: Understanding of Death and Rebirth

Each mage must channel their Magic through a different device (wand, book, deck of cards, a human skull etc.) in order to most effectively cast their spells. Each Mage at the completion of their training will craft a Grimoire of twenty perfected spells and have one familiar from their domain (fire might have a Phoenix and Wind might have a giant Eagle, if you need help with ideas PM me). If a familiar dies they will take up to three days to reform. As the Mage grows in power the Familiar will grow with them, sometimes gaining minds and spirits of their own, however they will always remain supportive and protective of their Mage. Despite their great power Mages spend most of their lives studying and learning. Their knowledge of the land may be great; but people and physical activities are most likely secondary to them.

  • Alchemist: Masters of Creation. Alchemists use magic in a way different from others, using it to fuse different elements together to create something new, and oftentimes explosive. They create remedies from plants and magic, though they can draw the potential for poison from them as well. They normally fight using a combination of mixtures they have created and a subtle knife to the heart. An Alchemist is most dangerous due to their unpredictability. You can never know what is up an Alchemist’s sleeves. Alchemists are also known to craft Homunculi to aid them. Homunculi are empty shells given life by the Alchemist’s magic, and most often appear to be an animal, though some more odd Alchemists will craft one in human shape. Homunculi are simple creatures, and can only follow easy tasks.

  • Duelist: Masters of the art of Gunplay. The gun is a more recent invention, crafted by Alchemists. Most available guns draw magic from a person’s body to fire out blasts of energy. Those who choose these new weapons are usually cautious, as rapidly firing from these weapons can leave a person drained. The most common types of guns available to Duelists are pistols, rifles, and the powerful blunderbuss.

  • Assassin: Masters of the art of Stealth. These quick fighters rely on staying to the shadows and quick thinking to outwit stronger enemies. They most often use daggers, knives, or some other small weapon. An Assassin most often uses magic to keep themselves hidden from foes until they are ready to land the final blow.

  • Psychic- Those who through intense self introspection have managed to gain a grasp of their inner being beyond what most others would be able to imagine, and as such can now draw on their intense connection with their own mind to draw forth power from within themselves and project it onto the real world. This ability is limited by the users own stamina and the amount of mana they can weave together at a single moment. But for a psychic the term 'your only limit is what you can imagine' is not just a term, its reality.

Playable Races:

  • Human- A human, born of the Before Men and granted magic. Compared to other races humans are very middle of the road, not possessing any great genetic skills. They adapt easiest to Magitech and the loss of their magic from its use. Most Clockwork Men were once humans.

  • Dwarves- Short, bearded, and stronger than their short forms would lead anyone to believe, Dwarves most often live among mountainous cities where they mine for materials to trade to others. Dwarves most often have a very strong flow of magic, and their mages are known for being some of the most powerful in terms of pure magical strength.

  • Elves- Tall, beautiful, and most often intelligent; Elves live their lives close to nature and live in tight knit communities from the time they are born until they reach maturity. Then, they are tasked with going out into the world, exploring and discovering themselves until they are ready to settle back into their community to raise their own children. Whereas Dwarves have amazing power in terms of magic, Elves have amazing flexibility, and are the only race known for knowing more than one school of magic.

  • Goblin: Believed to be genetic offshoots of the Dragon race, Goblins are inventive and nomadic people, though they can often be found in cities as well. Most are short in stature, with the tallest only being about four feet tall. Their skin is scaly and most possess tails. Most possess talents in fire magic, and even if they never set foot in a college they can still cast a few tricks with it.

  • Dragon: These great beasts live far away from the other races, preferring their own solitude among their homes. Dragon's who choose to live among other races undergo a transformation ceremony to take on human forms. However their wings, sharp claws, and burning breath stay with them. Dragons and Fae are the only two races that cannot graft magitech into their bodies, as doing so would disrupt the magic flow in their bodies and end up killing them.

  • Fae: A race that is said to have started out with the people closest to the magical fallout after the explosion of magic spread throughout the world. They are eternally beautiful and can grow to maximum human height despite the legends that say they are little folk, they are also known to have wings. Their inner magic is often a match for Dwarves; however, this is a double edged sword. A Fae is almost more magic than flesh and blood, and if they exhaust their magic their physical forms will die and their spirits will be drawn back into the magic that flows through the world. They live wherever they choose, and seem to have no home that they call their own.

  • Merfolk: People mutated by the Blast that gave them the ability to live underwater. Their bodies are normally very humanoid, however some of them take on other fish like attributes. One common sign is the gills around their necks, or the small water orbs that cover them when they walk on land. A Merfolk needs these orbs to walk on land and can only survive about three days without any water, less if it is hot. Due to constant pressure from the ocean Merfolk are much faster on land, able to move at amazing speeds. Merfolk are often accepting of Magitech, as the changes to their bodies are genetic and not magical in nature. Most live in vast underwater cities that are too deep to be reached by the average human.

  • Clockwork People: Once another race these people have forsaken their bodies in favor of a body made completely of Magitech parts. They only have their souls left, contained within a near indestructible orb in the center of their bodies. They became known as Clockwork people because the earliest Magitech worked with gears and sprockets. They can't use magic like a Mage would, but the sheer strength and technological prowess make that a moot point in most situations. They live in the Badlands in a kingdom filled with metal.

  • Orcs- Native to the wildlands of the world Orc's live in utter harmony with nature in a way that not even the Elves have been able to achieve with their connection. Rather then being born in a traditional way a new Orc is brought into the world by being grown from a seed infused with the power of the tribe or wandering group that wants to add a member of their family. It takes around three years for an Orc to reach physical and mental maturity, usually leaving their tribe and home in order to understand the world or link up with another group to keep a constant sharing of traditions alive throughout the entirety of the world. Some people even refer to them as 'living history books', as it is within them that long dead memories are still held. Orc's themselves look like a cross between humans and dwarves, and carry marks on their body of the place they were 'born.'

Deities Great temples to most deities exist within most cities, with some more worshiped then others. There are some minor gods worshiped here and there, but these are the ones most well known.

The High Gods

  • Amon- God of Sun and Valor
  • Piom- God of Subtly and Wit
  • Chime- Goddess of Music and Art
  • Lucia- Goddess of Death and Rebirth
  • Kran- God of Birds and Mountains
  • Makim- God of Choice and Luck
  • Pakir- Goddess of Pleasure and Joy

The Six Demon Gods

  • Kumika- Goddess of Decay and Pain
  • Stramas- God of Warfare and Violence
  • Strimar- Goddess of Entitlement and Paranoia
  • Ladium- God of Drowning and Burning
  • Grandian- God of Madness and Nightmares
  • Liuna- Goddess of Children and Life

It is said that once the High Gods and Demons Gods were of the same blood; but when the Jackals rose the Demon Gods watched with joy and the High Gods wished to aid humanity. A great war was waged in the heavens and the Demon Gods were cast down to Earth, though they still hold power and are worshiped for their aspects.

The Gods are fickle and rarely answer prayers of common people, but those who show faith in them are known to be granted boons from time to time.

Heroic Marks

Each hero is connected to one of the High Gods by a mark that appears one day on their bodies, where this mark can vary but it will connect back to the nature of the deity that has chosen them to be their hero. This mark also comes with a special magic known as ‘Authority’, which allows those who are marked by it to control one of the two aspects of their deity in some limited form. How this manifests varies however from hero to hero, with some being direct and others working in more subtle ways.

Character Sheet

  • Name:
  • Age:
  • Race:
  • Class:
  • Elemental Affinity: (Mage Only)
  • Weapon(s):
  • Backstory:
  • Personality:
  • Heroic Mark: (Which deity specifically chose them)
  • Appearance: (Picture or description)
  • Life Motto: (A phrase that defines the character in personality or temperament)

Jules-Firenze Druid Dude from somewhere in between Since: Apr, 2023 Relationship Status: watch?v=dQw4w9WgXcQ
Druid Dude
#2: Aug 1st 2023 at 1:31:00 AM

A bit generic, but why not go back to the basics?

Name: Maia Randgriz

Age: 21

Race: Human

Class: Soldier

Weapon(s): Maia carries a longsword, though she also carries a shorts word and a heavy crossbow.

Backstory: Maia was once a loyal soldier, loving the townspeople she protected, but when she was forced by orders to protect the nobility in a monster attack, she rebelled and fought the monsters, but was expelled for her disobedience. Now without a home, she looks for others to protect. The blessing of Amon was a surprise, to be sure, but a welcome one, and if evil's about, she takes up her sword with a grin and brings down a divine...

Personality: Maia is kind and honorable, the type to always look for a fair fight and punish the wicked. Despite this, she knows that people can be duplicitous, and circumstances may force her to choose To Be Lawful or Good, in which case she will choose Good. A flaw of hers, however, is that she's quick to get into a fight, not due to having a short temper, but seeing it as the answer to a lot of problems.

Heroic Mark: A black tattoo of a sun on her back is the mark that Amon granted her.

Appearance: For honor and glory.

Life Motto: Battles are fun, but... helping people is nice.

You piss off the Venom T-Rex. Roll initiative.
TheLimaBean Professional Stupid Person from Emma HQ (The New Girl) Relationship Status: You know I want to but I'm in too deep
Professional Stupid Person
#3: Oct 16th 2023 at 10:00:37 AM

umm can I join? here goes...

Name: Alyna

Age: 16

Race: Human

Class: Soldier

Weapon(s): Best with staffs, but okay with swords. Has a black metal staff she brings everywhere.

Backstory: Alyna lived in a small village that got along fairly well but did not have a surplus of anything. For this reason, Alyna can adapt fairly easily to various challenges. Alyna does not have a strong relationship with her father as he always traveled for work and trading. Her mother died last year from an unknown illness that Alyna survived.

Personality: Unusually observant and cynical, but makes friends easily

Heroic Mark: Pakir

Appearance: Alyna is very plain. She has light brown hair and blue eyes. She is also quite short (5' 2") She has an x shaped birthmark on the back of her neck.

Life Motto: Strive to live long and die free.

Edited by TheLimaBean on Oct 17th 2023 at 7:57:20 AM

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