For those of you who know me you will know that i have been working on this for a long time, the game has come together over the course of several years and im trialing it now on Dakka for the first time
the game will have to played slightly differenntly because of the nature of online
rpg games. This may cause a few problems but nothing that cannot be handled,
The game is a Medieval era Role Playing Game where you take on the role off a character who is following the Stone storyline,
The game will grow and evolve as it is played so dont be discouraged by a lack of background, it will appear over time.
Anyhoo:
Races playable in Stone.
Humans: The UHTC or the United Human Traders Confederation, fair and honest folk who love a good bargain but are not particularly greedy or arrogant.
Dwarfs: The Dwarfs live in their mountain fortresses constructing great engines of war for the prophesised conflict to come.
Elves: Fair and tall, natural mages, and all of them are undying.
High: The general peacemaker not inclined to battle but if the need arises they will bear spear and holy light against all enemies.
Wood: Rangers and guides, inclined to be incredibly serene to the point of baffling all others with a calm and steady hand, even in the pitch of battle.
Dark: The mages of destruction and stealth, those who would never see their adversaries face only their back or scorched legions of dieing warriors.
Orcs: Ancient warriors that adhere to tradition of close combat and shamanistic beliefs.
Goblins: Small green creatures often found in the darkest of forests or caves and usually in great numbers, a wily intelligence and cunning offset by good-natured humour.
Ataani: Tall feline warriors clad in magic absorbing obsidian plate, all Ataani use druidic magic of the land that envelops their race, and use a handful of weapons proficiently.
Magi: Demonic paladins sent to scourge the land of undead, little is known of these shadowy beings.
Dragorans: Short stocky men with the appearance of lizards, these warriors are dedicated to individual one on one combat at the peak of honour.
Satyrs: Men with the heads and legs of goats but considerably stronger, wielding scythe like weapons they make fantastic assassins and heavy melee fighters.
Twinings: Druids who have become so attached to the trees in the forests where they live, they have actually bonded with them, now they walk as men with bark for skin and moss for hair.
Detailed race descriptions.
Humans
Tallish with hair colours ranging from brown to black, with occasional white in elder men, skin colour varies from place to place, but is predominantly semi tanned or white.
Their height varies from 160–200
cm
Normal proportions
Usually, fair people in terms of temperament
Aptitude for swords and crossbows
Location: UHTC, Southern Tedgar, otherwise settlements everywhere
Can grow facial hair
Dwarfs
Short, stout, bearded with short legs and longish arms (In proportion). Predisposed to be grumpy but loves good conversation. Brown or white facial and head hair with the occasional dirty red, beard is usually quite rich in colour until maturity (about 25) when it goes purest white., pale skin maybe with a slight tan.
Height 80-130
cm
Shortened legs elongated arms
Good naturedly grumpy
Aptitude for axes and blunt weapons
Location: Angara, Tedgar
Will grow facial hair
Elves
Human in appearance with some minor differences, such as tapered ears and a generally more “streamlined” appearance
Hair colour: White-blond
Skin colour: Varies
Height: 180-210
cm
Proportions:
High: Normal but streamlined
Wood: Streamlined with tapering fingers and waist
Dark: Fair and streamlined with dark elegance
Subterranean: Thickset with rough elegance
Calm and serene temperament
Skin colours:
High: Pale
Wood: Pale with faintest blue green tinge
Dark: Dark purple nearly black
Subterranean: Pale with red and black tinge/highlights
Aptitude for:
High: Spears, swords
Wood: Bows, long knives
Dark: Wrist weapons, knives, staves, orbs, wands, idols, magic
Subterranean: Mechanical weapons, guns, maces, and flails
Location:
High: Northern and southern Rashtas
Wood: Central Angara
Dark: Everywhere (wanderers)
Subterranean: Western and central Tedgar.
No facial hair.
Orcs
Tallish when standing strait but usually runs in a half hunch, warriors generally tall powerful heavies, with the shamans being thin almost to the point of being skeletal.
Only the orc shamans take any pride in their beads or indeed their appearance as a whole. They have wily intelligence and wisdom beneath those muscles. They have grey skin and blood red hair.
About 180
cm
Proportion: Thickset
Aptitude: Melee weapons
Calm with strong battle rage
Location: Everywhere, except northern and central Rashtas
Some facial hair
Goblins
Short green creature with bulbus eyes and passable night vision, social creatures that nonetheless are feral in battle, usually suited to a skirmishers role as they have no inherent racial magic, and their stature undermines them in battle. Goblins do not require sleep due to a quirk of their digestive system they can stay awake indefinitely.
About 40-50
cm
Generally calm and joking
Aptitude: Spears, daggers and knifes, javelins, short bows, and guns
Location: Everywhere
No hair
Ataani
Graceful, tall, and elegant, but feral and feline nonetheless, humanoid with distinctive pitch black fur and golden eyes with red irises, these creature hail from hunting grounds far to the north of the main continents. A panther’s face hides an otherwise human temperament.
Temperament: Suspicious of all bar the humans whom they trust
Aptitude: Obsidian weapons, especially: swords and bows, but also carry spears knifes and hatchets, obsidian-crafted armour.
Magi
The Magi are covered in horn like growths that create a sort of natural armour to combat enemies who get to close, Adept at magic of the paladinic nature. Red skinned with some coal black hair poking out from beneath the horned visage.
Location Everywhere.
Aptitude for magic staves wands orbs idols.
Dragorans
Humanoid, scaled skin, elongated muzzle deprived of scales, (just bone), opens to reveal scaled human face, 2 thumbs on opposite ends of hands i.e. one next to the ring finger (no little finger), and one next to the index finger.
Aptitude: Handswords, self-buffing magic.
Location, Dragoran coast
Arrogant,
About a head shorter than most humans
Satyrs
Tallish Goat men who have spiralling horns that encircle their heads, many of the satyrs wear the skins of defeated enemies as a robe but this is not essential, may wear necromantic plate.
Location: Forests
Aptitude: Polearms scythes necromantic magic (rare)
Twinings
Shaped as they were when natural, these druids are incredibly powerful in all arts relating to the land
Location: rare and wandering.
Aptitude for druidic magic, alchemy, herbology, glaives, potioncraft, and other nature skills
Classes
Knight
Deathknight
Undeathknight
Warrior
Legionnaire
Spearman
Paladin
Warlock
Deathcultist
Mage
Druid
Shaman
Cleric
Demonologist
Necromancer
Archer
Skirmisher
Marine
Assassin
Descriptions
Knight
A staunch defender of faith, clad in white armour, wielding sword and shield to purify those who would threaten his church
Weapons: One-handed sword and a shield, and lance
Magic: Yes
Runes: optional
Horseback: optional, recommended
Alignment: lawful, good
Role: tank or damage dealer
Deathknight
Skin stained red from the endless worship of the blood that flows over his skin when he fights, black hair flows back of his head, mace in hand, shield on arm, black armour defying any chance to kill him.
Weapons: One-handed mace and shield, sacrificial knife
Magic: yes
Runes: no
Horseback: optional, recommended, demonic steed
Alignment: optional, but usually chaotic, evil
Role: damage dealer
Undeathknight
A gaunt individual more skeleton than live, clad in armour made of over lapping bone plates and a two handed bone sword gripped in hand.
Weapons: Two-handed bone sword
Magic: optional
Runes: no
Horseback: optional, recommended, deathsteed
Alignment: chaotic, neutral
Role: support or damage dealer
Warrior
A man who fights for his purse, often not doing a task, until it is proved to him, that it will benefit him in some way
Weapons: any melee weapon
Magic: no
Runes: no
Horseback: travel only
Alignment: neutral, neutral
Role: damage dealer
Legionnaire
A soldier of peace and justice, or just someone who follows orders, either way they will treat everybody the same and with the rules and laws they themselves were brought up to.
Weapons: One handed sword and shield
Magic: no
Runes: no
Horseback: travel only
Alignment: lawful, neutral
Role: tank
Spearman
Spearmen often learn from a young age to keep their enemies in front of them and at a safe distance, this carries on into later life.
Weapons: Spear, and shield if the spear is not double the characters height
Magic: no
Runes: no
Horseback: yes
Alignment: neutral, good
Role: damage dealer
Paladin
Dedicated to a holy order, these men have faith as a shield and justice as a weapon; clad in pure white armour these warriors are the foot units that accompany knights into battle.
Weapons: Two one handed close combat weapons
Magic: yes
Runes: no
Horseback: travel only
Alignment: chaotic, good
Role: healer or damage dealer
Warlock
Steeped in mystery the warlocks practice human sacrifice as a religion, these unholy paladins bring the steep their skin in the blood of others to increase their connection to demons and their order follows the Deathknights into battle.
Weapons: One two handed mace or axe, and a sacrificial knife
Magic: Yes
Runes: no
Horseback: travel only, demonic steed
Alignment: neutral, evil
Role: damage dealer
Deathcultist
Paladins who have forsaken the path of life to prevent their death, these undead warriors march endlessly and need no reminder of their choice.
Weapons: Bone pole arm
Magic: no
Runes: yes
Horseback: travel only, deathsteed
Alignment chaotic, neutral
Role: tank
Mage
Trained to use their mind, they eschew the hurly, burly of melee battle, to the mental battles of the mage.
Weapons: none but you can get items that increase magical potency (eg staffs)
Magic: Yes
Runes: No
Horseback: travel only
Alignment: neutral, neutral
Role: damage dealer
Druid
Linked with nature these secluded warriors protect the animals and plants of their homeland. Often without a link to their home, they trave far and wide searching for the cause of some minor mishap and eradicate it completely.
Weapons: Anything as long, as it has no metal or was constructed of something living.
Magic: no
Runes: Yes
Horseback: travel ONLY
Alignment: lawful, neutral
Role: support
Shaman
Using the strength of the tribe, they can bolster the failing limbs of a man or even restart a heart, the bigger the party the better.
Weapons: none, but same as mage
Magic: Yes
Runes: no
Horseback: travel only
Alignment: Optional
Role: support or healer
Cleric
A monk and healer of one of the holy orders, he uses the faith of his body to help the sick and hurt, the faith of many clerics working in concert can work miracles.
Weapons: none, but same as mage
Magic: Yes
Runes: no
Horseback: travel only
Alignment: lawful, good
Role: healer
Demonologist
Having spent many years performing blood sacrifices the Demonologist can summon demons out of the air around him, his power is so great that he can use his own blood to do this.
Weapons: Sacrificial knife only, but may also have an idol
Magic: Yes
Runes: no
Horseback: travel only, demonic steed
Alignment: lawful, evil
Role: support
Necromancer
Having delved deep into ancient texts for many years, the necromancer can inscribe runes onto rocks and tablets and imbue them with great power, when one of these runes comes into contact with living, (or dead!) sentient tissue they activate releasing their power.
Weapons: Inscribing knife, wands
Magic: no
Runes: Yes
Horseback: travel only, deathsteed
Alignment: lawful, neutral
Role: support
Archer
Born of a hunting family these warriors, keep them selves hidden, letting fear and dread talk for them.
Weapons: Bow, occasionally a dagger or pair of daggers
Magic: no
Runes: no
Horseback: optional
Alignment: neutral, neutral
Role: damage dealer
Skirmisher
These men live on the run and deal with trouble their entire lives. Consequentially they are master of hit and run tactics.
Weapons: Any thrown (usually dictated by race).
Magic: no
Runes: no
Horseback: travel only
Alignment: chaotic, neutral
Role: damage dealer
Marine
Highly trained, these warriors use a mixture of tactics, mechanical devices, and blind luck to confound and ultimately defeat their enemies.
Weapons: Crossbow / repeater crossbow
Magic: no
Runes: no
Horseback: travel only
Alignment: chaotic, good
Role: damage dealer or support
Assassin
Shadowy individuals that use a mixture of magic forward planning, supreme martial skill and technological secrets to out wit and kill those who oppose them.
Weapons: concealed weapons: can take any of the following: wrist crossbow, pair of wrist crossbows, knifes, torture spikes, foldaway bow, fold away crossbow, death contraption, viral dart (may only have one at a time), throwing knifes (max 10 per concealed weapon slot)
Magic: yes
Runes: no
Horseback: travel only
Alignment: neutral, neutral
Role: damage dealer
When you choose a race and class ill pm you with the skills you can get/ the tier of their use, i will tell you through pm as the story line goes on when various tiers of sklills become active
Also weapons will come available as time goes on but you start with the ones detailed by your class, except for dragorans who start with a Handsword only, which is a sort of Katana
Char sheets
Name
Age
Class
Race
Weapons
Armour (i will reccommend armour for each char sheet as it pops up)
Appearance/Bio
Once we have a few members ill start things up, oh and please try to align with either good or evil, rather than a mix of both
Act one: The Evening of Light
Tyranic slowly drew his mount around, the chargers sides heaving in the dawn, The skeleton warriors were getting bolder, the Neromancer must be near.
He and his knights charged down the hill and into the press of warriors, none survived. The knights ripped through them with ease.
They may be gitting bolder but they wernt strong enough to beat the knights of The Lady Phobos.
-------------------
Dekkanso followed the tracks. The undead army had landed here. Nothing would stop his warriors when they finally caught up with those wretches. The Dragoran looks through his helmet slits at the Dying ground. Nothing survived tehm, nothing ever did. But the warriors at his back would. They had to.