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Re: eRPG

Posted By: sigma (ip244.dayton5.oh.pub-ip.psi.net)
Date: 1/19/2000 at 11:49 a.m.

In Response To: Re: eRPG (William Wallace)

Sounds a bit different than the traditional RPG. But it could also be quite fun. Another suggestion would be to run the RPG through a chat program, such as ICQ or something of that nature, if each person could devote a few hours every night at a given time.

Anyways, here's my character, Kaeljin:

Born, in Covenant around 2300 A.E., Kaeljin had dreamt of being one of the deathless Heron Guard, in service to his emperor. As part of a fairly wealthy merchant family, his family had the ability to give him the formal training which was required for the Guard. However, in 2311 the Twenty Years War broke out in and around Covenant, which crushed Kaeljin's dream of being in the Heron Guard, although his older brother had been accepted into the order the year before (2310). By age 17, the war had escalated to large proportions, and much of the wealth of the family had been taken for the "war effort". Poor and a frail boy by nature, Kaeljin decided he would rather take the risk of leaving the area and traveling on his own, as he would surely be killed if drafted, probably by boot camp.
He left the city and traveled throughout the north and western cities, usually with caravans who would take him with them. During one long voyage carrying goods from Madrigal to Muirthemne, he had the chance to travel with a wizard known as Fennis. He told Kaeljin little of his life, vaguely stating that he had come from the "far north" but Kaeljin was more interested in what Finnis would teach him. Finnis refused to teach any dangerous magics to Kaeljin, refusing violence himself. Instead, Kaeljin learned many smaller spells which were used for entertainment. Skills such as turning oneself invisible, dancing fire upon one's palm, and teleportation of small objects.
During a travel through the Cloudspine at Seven Gates, Finnis was approached by a mage, and they battled as the caravan fled through the pass. Finnis was destroyed. After reaching Muirthemne, Kaeljin decided to stay and earned a small amount of respect from the emperor, and even the heron guards, by entertaining them with the simple tricks which he had learned from Finnis. After bargaining with several of the Heron Guards, Kaeljin was allowed to study the ancient books in the libraries of the Guard. Here it was that he learned how to preserve his life, to become deathless like the Heron Guard. He also learned about the cycle here, and realized that the time of the leveller was fast approaching.
In 2400 he left Muirthemne, ending up deep inside the Ermine, where he studied on the few books he had secreted from the ancient library. He used an invisibility spell to protect him from the eyes of the bre'Unor and fir'Bolg. By observing these two he learned much of their culture. Inside the Ermine, he found a small round stone, but he knew not the origins of it. By adorning it atop a large staff, he found he could focus the small skills he had through it. Also there, he discovered a large stone which glowed as he approached it. Being afraid of such a powerful magical device, he avoided it afterwards.
As of recent, he had an encounter along the edges of the Ermine with a human logging group, which informed him of the Light's triumph over the Dark. Being somewhat curious, he decided to travel with the logging group and has been wandering around the world since.

Advantages: His staff is topped with an incredably powerful magical artifact (i won't tell you what it is, nyah) and he knows the location of a rune stone, although he doesn't know it's purpose. He is literate and knows of the creatures of the Ermine, which may prove useful. He learns fast, and posesses some slight magical powers, but would easily be destroyed by one of the Warlocks of the Schlomance. The small amount of gold he had taken with him from home has proved to be a considerable amount (although he is not extremely wealthy) in the modern society, probably enough to purchase a few low-grade mercenaries to travel with him, if he found that heh could trust them.

Disadvantages: He is very frail, and has reduced hit points. He prefers to avoid all confrentations, but can hold off several melee units if needed. Also, he is very clumsy and knows nearly nothing of the past after about 2400 A.E. Another disadvantage is, should he ever figure out who killed Finnis, he would track this person to the ends of the earth to destroy him. Other mages would easily best this man in a fair fight.

Other things...
He dresses usually in a brown robe which is adorned with multi-colored stripes of bright colors, primarily blue and white. He has blond hair, but it looks almost completely white, which is not from age, but his natural color. His skin is very pale, from the years in the forest, but has begun to regain some color. His clothing has no special enchantments, but he can make himself invisible, however it is impossible to cast magics in this state, due to the extreme concentration.

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