DIR Return Create A Forum - Home
---------------------------------------------------------
Chaosgate
HTML https://chaosgate.createaforum.com
---------------------------------------------------------
*****************************************************
DIR Return to: Rules
*****************************************************
#Post#: 123--------------------------------------------------
Teaser!!!!
By: Celticbarbarian Date: September 2, 2015, 2:59 pm
---------------------------------------------------------
Well you guys and gals are already showing the love so we
thought we'd give you a little something if it makes any
sense...
Humans. no change
Dwarfs. gain 3 temporary points from the reinforce cantrip, hate
sea spawned
Elves. have either ranged weapon or shield proficiency , hatred
dark elf
Rock Men. +1 hit point, fear greenskins
Chaos Touched. once a day gains a touch attack that deals 2
points of damage (5 against demons) , hates demons
Lycanthope. +2 damage at night, takes double damage from magic
weapons at night
Sea Spawned. gain 3 temporary points from reinforce cantrip,
fear chaos touched
Piski. may choose cantrip from either mage or apostle, fear
undead
Undead. if resurrect is cast apon them, comes back with 3 hit
points, hate piski
Beast Kin. identify potion type, hate Lycanthope
Green Skins. + 4 temporary hit points and +1 damage once a day,
hate humans
Insectoid. +1 armour (minimum of 1), healing potions have no
effect
Plantae. +1 hit point, fear insectoid
Dark Elf. have ranged weapon or shield proficiency, hatred elf
Dragon Touched/reptiles. +1 armour (minimum of 1), hates chaos
touched
#Post#: 126--------------------------------------------------
Re: Teaser!!!!
By: Celticbarbarian Date: September 2, 2015, 3:03 pm
---------------------------------------------------------
And if you thought that was nice... Have a long...long...long
look at this!!!
This is HALF the Race fluff........
Races of Kernow
The Chaosgate has drawn a myriad of sentient creatures to it,
the prime law of the town allowing them an easy means of
becoming a part of the community.
But the wiser among us are able to see that it's not just the
Chaosgate that pulls them here...
Below is a brief overview of the many species that currently
inhabit the town.
The Den
The Den, or the race of man, has over the years, thrived and
spread throughout the lands, admirably adapting to every and all
environments and situations. The rise of man has had a
significant impact on the other races, most of them eventually
accepting humans as allies and comrades.
But there are many who still distrust the Den, regarding them
with the same savagery as other primal races, other races
welcome them in with either a humorous curiosity or in the same
way predators lure their prey.
Man has always strived to better themselves so it's no surprise
to see them in positions of power, including the ruling family
of The Crown. A situation that most are content with.
The korr
The Korr, otherwise known as the Dwarven race, inhabited Kernow
long before The Den, they are proud of their heritage and even
prouder that they are the native race to these lands.
These people innovated mining and became masters of their craft,
so when man came along they took them under their wing and
taught them their ways, working side by side in the mines, an
alliance that was solidified when the 2 races had to battle
against the discovery of the Orcs and goblins in their tunnels.
Over time, The Korr and the Den have grown side by side,
thankful of their friendship, (although the Dwarves think of it
more of a paternal relationship) encountering more species both
above AND below land.
The appearance of the Chaosgate, (which they call the Deray'yet)
has thrown the Dwarves into disarray, at first coming to blows
with Man, blaming them for its coming, Fortunately, the Arrival
of The Crown resolved any issues and even sealed a pact with the
Korr, earning their exclusive allegiance.
The only thing that unsettles the Dwarves nearly as much as The
Gate is the Morvoren (the Sea spawned). To the Korr, the ability
to live and breathe below the sea just isn't natural to them,
coupled with the fact that there are old fishing legends of sea
creatures who either seduced their sailors or outright attacked
their vessels puts a distrust in them, this, at times can be put
aside for the greater good, most of the time...
The Koth
Shrouded in mystery and powerful magic, The Koth, (or Elvenkind)
descended from the North.
They arrived peacefully and without any aggression, however they
were most certainly armed for war.
After tense negotiations with the Korr, their intentions became
clear... Deray'yet. The Infernal doorway.
The Koth claimed that their magic had erupted with signs of
mortal danger from far away, so their council gathered and chose
to investigate the phenomenon, travelling many hundreds of
miles. They offered their advanced knowledge and information to
the Korr and Den as long as they may study the Chaosgate and
attempt to seal it.
The Elves taught new skills with magic and skills with a new
weapon... the Bow.
It now seems almost an eternity since their arrival and their
friendship has grown strong, the rise of The Crown duchy and
it's offer of induction was met with a wry smile and a
handshake, (out of politeness, NOT necessity, The Koth know
there are grander powers at play.)
The Elves are generally known for their calm, almost emotionless
demeanour, however, this peaceful and tranquil state is savagely
ripped away when a Koth encounters their ancient enemy... The
Skeus-Koth.
The Skeus-Koth
When the world was much younger, The Koth and the Skeus-Koth
were still at war.
The Shadow-elves are the polar opposite of their once brothers,
though just as agile and graceful, they are aroused by violence,
murder, torture and depravity. Where the Koth show restraint and
etiquette, the Shadow elves show savagery and cunning.
Their dark mages were also made aware of the Chaosgate
appearing, but knowing of their honourable cousins, they hid in
the darkness and tracked the elves from afar to the land of
Kernow, Waiting for the right time to strike.
A Skeus-Koth scouting party was traversing the coastline in the
far south at dusk, when they saw on the horizon a green column
of light burst into the darkening sky. The Shadow-Elves stalked
towards the beam, when they arrived at the sea they stole a boat
and continued on.
They soon arrived on a island and were almost immediately
assaulted by an endless horde of skeletal warriors that lay
buried in the island sands.
After a hellacious fight, a now familiar green light ruptured
again from within the night.
That evening, with promises of unending blood and flesh, The
Skeus-Koth joined Lord Scythe and The Claw Duchy.
The Plantae
The forest of Tehidith grows so vast and fertile, and for good
reason.
The several Tribes of The Plantae, or Plant folk are known
through out the realm as the sentient voice of nature. Beings
that walk and talk like a Man or Elf but are composed of leaf,
branch or flower, instead of blood, their veins run rich with
sap.
For many years, the Plantae were considered folklore by most
other species, stuff of myth.
Then from out of the woods, they appeared in their dozens, all
of them stumbling wearily from their hiding places, some
clutching large pods containing their children as they began to
hesitantly meet with the known races of Kernow and for the first
time, reveal themselves to be more than legend.
During the talks it became apparent that the reason for their
appearance is due to the migration of another race known as The
Pryv into their forest, the Pryv apparently wanted Tehidith as
their own and even though the plant folk are capable of
defending themselves, they felt their numbers were dwarfed by
the mass of invading Pryv,
Apparently, the only Plantae that stayed in the Woods were the
Dren tribe, an aggressive clan who proudly sport large thorn
like protrusions and poisonous, stinging leaves. Ohe moss
covered eye witness claimed that the last thing they saw of the
Dren tribe was them charging towards a column of sickly green
light...
The Morvoren
Known to the Dwarves as "Sea-spawned", The Morvoren have dwelt
in our seas for aeons, Away from the eyes of the land dwellers
above. The Morvoren felt that it was safer this way and all
abided with this for a more peaceful way of life. The
Sea-Spawned would observe carefully the Kernow coastlines,
watching the land dwellers for any activity that may reveal the
race below the sea. Their monitoring drew them to The Isle of
Scythes, where they could clearly sense the malevolent magic at
work there, it was decided quickly that they would guard it and
if needed reveal themselves in order to prevent the spread of
dark power.
During these proceedings, a break away group of Sea-spawned
known as The Dowr attacked their leaders and ignited a civil
war, the conflict itself unveiled them all to the world, as the
Dowr ambushed boats and butchered sailors, rebelling against the
need to hide.
This war endured for a great time, while watched in return by
the concerned Dwarves high on the cliff tops. During this war,
Lord Scythe contacted The Dowr, offering them more power in
exchange for safe passage to the mainland. The Dowr agreed and
henceforth Lord Scythes dark influence spread to the mainland.
The loyalist Morvoren were horrified to learn of this act, and
miraculously appeared on land to warn of the coming and attempt
to aid them. The Korr were unwilling to accept any aid, tarring
the whole species with the same brush, however the intervention
of the other members of the Crown Duchy welcomed them to the
fold.
The Morvoren now fight in a strange new world along side new
allies, as they seek to redeem their error caused by the
traitorous Dowr sea spawned who now lurk in the Claw Duchy,
The Morvoren proudly fight with their allies however as they
learn more about the new surroundings, they have become aware of
The Chaosgate. A concept so terrible and alien to them that they
even have a strong distrust and aggression towards those poor
wretches that are,
the Deray-Tava.
The Derey-Tava
Unfortunates to some, cursed by many, welcomed by very few, The
Derey-Tava walk the earth in fear of persecution, or worse.
Called "Chaos- touched" in the common tongue, these people have
a range and variety of appearances, some looking to onlookers as
virtually indifferent to any other man, the majority
unfortunately bear twisted horns, demonic eyes, or some other
hellish trait that betrays their mark. These people are the
result of possible dealings made moons ago or with pleasures of
the flesh forced on by beings from beyond the Chaosgate, their
ancestors had long been put to the sword after agonising
torture. However their descendants still to this day bear their
wrong doing. The wise among the Races will understand that they
should not be blamed for the sins of their fathers or the
violation of their mothers.
The Duke of the Crown is luckily one of these people, who
regularly reminds his people to tolerate the Derey-Tara as
allies.
But trust can be hard, when one stares at you resembling
something that ripped free from the Chaosgate, mothers will pull
their children tighter and soldiers will often instinctively
grip their sword pommel at the sight of a Chaos-touched.
In a cruel twist of fate, the Arch-Duke of the Claw also
welcomes them with open arms. He believes that they maybe the
key to mastering the secrets to controlling the gate and those
within, rumour has it he has forced a few inside as emissaries
to his cause, but none have returned... alive.
Due to their circumstances, the Chaos-touched can on occasion,
summon a dark force within and strike a foe, causing horrendous
injury to their opponent, their attack unleashing a spark of
Chaos energy that can seriously gouge an enemy, a power that
appears to be even more potent against a demon adversary, which
rips their infernal target asunder to the touch, however this
further supports the worries of others around them who may then
step warily away from their supposed ally.
When the gate opens and the creatures pour forth from inside,
you will usually find the Derey-Tava at the front line, as their
hatred for the demons is clear to see by all, either as an act
of revenge on their foolish ancestors, or to prove to their
allies that they are honourable in their intentions.
The neskar
Known to many other cultures as the Beastkin or The Manbeasts.
You would be forgiven for thinking these feral beasts to be
primitive or stupid, an unassuming man is usually a dead man.
The Neskar choose not to build homes for their pack as to them
it is a waste of time, preferring to constantly move on and
continue the hunt, the hide on their back being more than enough
to protect them from the elements, tools and weapons too are
considered a convenience but not wholly necessary, why would
they, with their brutal claws and wickedly sharp teeth, to the
Neskar, there is nothing more exhilarating than the thrill of
the hunt and to bring down the prey with your own claws.
Once in time's memory, the moors of Bodmin would be home to many
roving packs of these savage creatures. All living in relative
peace and respect with each other, the odd scuffle to hone their
skills but nothing more. But over the years, the hunt became
longer and the prey was harder to find. Many packs even died of
starvation as a result. Currently 3 packs remain,
The Kei- a gathering of several old packs, these usually sport
the features of great canines or bears, other packs know them as
The Dogs or worse still The Mongrels but are smart enough not to
say that in earshot.
The Kath are the more feline Neskar, bearing the features of
cats, with the personalities to boot, some proud, some
predatory, some downright lazy!
The Edhen are the smallest remaining pack, bearing the features
of Avian beasts, feathery instead of fur and deadly snapping
beaks in place of a snout. Some very rare Avian sport vestigial
wings too but it has never been known for any to fly.
These 3 packs found the scent left behind by the travelling
races headed to Kernow and followed, desperate for fresh meat.
After a period of war against their Kernow prey, they held a
gathering between the 3 packs and admitted it was better to call
a truce and try to befriend the others than face extinction.
Some joined The Crown to learn the ways of the other species,
others could not refuse their predatory nature and allied with
The Claw.
From the small fishing village of Mauzell, deep within the Claw
Duchy, a series of sightings have been reported of Beastkin,
however the descriptions have caused confusion and worry as they
resemble none of the 3 packs from the moors, the Pirates and
cut-throats that berth in Mauzell say these Neskar are more
alike giant Rat-men...
The other Races quickly learned the Beastkin have an amazing
talent to smell any deadly toxins in the vicinity, even if
hidden in a bottle or by other means. This has saved the Duke of
the Crown twice, much to the disappointment of any would be
assassin.
The only regret to befriending a Manbeast is when they encounter
a werekind.
The Neskar strongly believe that were creatures are an insult
and a aberration to nature and their own 'pure blood', usually
resulting in a flurry of claws and teeth from both parties.
The Karrek
The Karrek , or Rock-men, were discovered by the Dwarven Korr,
many moons ago in their excavations below the surface.
At first there were whisperings about noises coming from the
dark tunnels ahead, but as the Korr ventured forward with
lanterns, they would find nothing but a dead end in a solid
stone wall before them. Other times, men would argue about tools
or even food having gone missing from their belongings, then mid
argument suddenly stopping to hear 'knocking' from the distance,
this noise gave them their temporary nickname of 'The Knockers'
, thus fuelling many ghost stories in the drinking taverns of
The Korr and Den.
For a while, the more superstitious man or dwarf would even take
an extra snack to toss into the darkness, believing this to be
for good luck!
Then, one day a horrendous rumbling occurred in a far off mine
shaft. The curious miners, fearing a cave in, ran to the aid of
any would be casualties.
They found several bodies of slain goblins strewn among the
rubble. After a moment, a nearby pile of rocks started to
shudder and tremble! The miners braced for combat and slowly
moved toward the shifting rocks, expecting a green skinned foe
to leap at them.
To their utter surprise, the rocks were moving themselves!!!
This was the first discovery of a rock-man, a Karrek .
After, hauling the strange personage back to the surface, the
Korr elders were summoned whilst the miners attempted to nurse
the fallen creature back to health.
The next night, it awoke.
At first in in blind fear, Boulder like fists flailing toward
the surrounding miners. Then after much defensive posturing and
wariness, they managed to calm the frightened Rock-man.
He explained to his new found friends, that they have existed
for centuries, beings that were conjured by the Piski race to
act as warriors and guardians. Over the ages, the Piski allowed
them to act under their own free will, and encouraged them to
develop their own society.
The Karrek in return, came to the aid of the Piski when needed
and also in more recent times hid in the open as great rocks and
boulders to stand sentinel over the sleeping giant mounds, some
rock-men guarding in groups creating 'stone circles'.
Very recently however, they are being hunted down one by one.
The Greenskins had somehow been made aware of their existence,
and encouraged to harass and attack them, causing great fear
among the Karrek race. On learning this, The Korr offered their
friendship and told them of the Crown Duchy. The Rock-men, now
in their dozens among the Crown, were made to feel most welcome
in their new home.
It is a reassuring sight to behold a towering Karrek, by your
side in battle for the Crown, most enemy having to work much
harder to attempt to fell one of these stone clad warriors as
they thunder through the enemy ranks.
Only at the sight of a Greenskin, will they ever hesitate in
conflict.
#Post#: 128--------------------------------------------------
Re: Teaser!!!!
By: Celticbarbarian Date: September 2, 2015, 3:07 pm
---------------------------------------------------------
I believe the Chaos crew are all good with the current fluff so
far and we're pretty sure the teaser rules above are all good
but please be aware that they MIGHT be subject to change, you
gave been advised!!! (Not warned coz that's a bit too strong
eh?)
#Post#: 134--------------------------------------------------
Re: Teaser!!!!
By: Sage Date: September 2, 2015, 4:29 pm
---------------------------------------------------------
MAGE SPELLS
Natural:
Can use daggers and quarterstaffs.
Cantrips:
Tremor (touch, knock down).
Detect power (touch, sense magic).
Repel (touch, 5 second run).
Inflict pain (touch, 1 point damage).
Hot (touch item, player fumbles touched item).
Powers:
Compel (touch, make a order which wont harm him or another).
Scribe (place a power in a scroll which anyone can use, can't be
scribe).
Barrier(self, gives you 4 points of magic armour, lasts until
end of combat).
Inflict death (touch, deals 3 points of damage).
APOSTLE SPELLS
Natural:
Can wield daggers, short sword and maces.
Cantrips:
Stitch (touch, heal 1 point of damage, heals on a 10 count if
touched continually).
Reinforce (grant 1 temporary hit point to self or player, only
works on creature which has no temporary hit points, target must
be inactive).
Awe (touch, player must kneel in front of you and is inactive to
a count of 10, he may not take any other action, spell is broken
if struck or have any of the targets enemy's spell cast apon
him).
Smash (touch , the next attack made grants knockdown).
Powers:
Resurrect (bring a player back to life with 1 hit point +
armour).
Heal (heal a living player to maximum hit points).
Endurance (touch, grants 5 temporary hit points, only works on a
creature who has no temporary hit points and cannot be in combat
or doing anything else).
Wrath (touch, the next successful attack deals double damage and
heals attacker for as much).
FIGHTER FEATS
Natural:
Light/medium/heavy armour use.
Shield use.
Wield any melee weapon.
Abilities:
+2 hit points.
Ambidextrous.
Feats:
Berserk (+5 temporary hit points, must cast while inactive).
Spite (deal double damage for next 3 successful hits).
Pound (deal double damage + knockback and knockdown with next
successful strike).
Improved steel (double your armour value, lasts until end if
combat, must cast while inactive).
RANGER FEATS
Natural:
Light armour use.
Can wield one handed weapons, bows, crossbows and thrown
weapons.
Abilities:
Ambidextrous.
Feats:
Pierce (ignore armour for you next 2 successful melee or ranged
shots, target must be within hearing range for this to work).
Pin (melee or ranged ability in which target is rooted to the
spot until death or end of combat, if used at range, target has
to hear you).
Pressure point (melee or ranged ability which makes target
inactive, any damage or targets enemy spell wakes them. wears
off after combat, target must be able to hear you if using
ranged).
Sweet spot (melee or ranged attack which does double damage and
forces target to fumble weapons).
#Post#: 161--------------------------------------------------
Re: Teaser!!!!
By: Celticbarbarian Date: September 3, 2015, 12:56 am
---------------------------------------------------------
Races allied to the Crown:
Human, dwarf, Plantae, Sea Spawned, Piski, Lycanthropes,
Reptillians, Rockmen, Insectoids, Chaostouched, Beastkin and
elf.
Races allied to the Claw:
Human, Plantae,Sea spawned, Piski, lycanthrope, reptillians,
Insectoids, Chaostouched, Beastkin, Greenskin, undead and shadow
elf
#Post#: 165--------------------------------------------------
Re: Teaser!!!!
By: guest5 Date: September 3, 2015, 3:50 am
---------------------------------------------------------
Interesting...but of course where their are races loyal to both
sides other might judge upon appearances or the company they
keep with obviously could lead to conflict :)
Also will each 'side' have leaders or those most loyal who might
try to win people to their cause? Another piece of drama for any
undecided :)
#Post#: 190--------------------------------------------------
Re: Teaser!!!!
By: Sage Date: September 3, 2015, 10:29 am
---------------------------------------------------------
Just another little which may interest you all. With each year
you attend you will in essence increase in level, we haven't
fully worked it out yet but what we have so far discussed is a
extra hit point per year and a extra daily feat/spell, whether
different than one you already own or a extra use. Also we are
saying that at level 4 you get to choose from a new list of
abilities which are slightly more powerful but that is a topic
for us admin monkeys to have in the future. Just keeping you
folks in the loop :-).
#Post#: 196--------------------------------------------------
Re: Teaser!!!!
By: guest8 Date: September 3, 2015, 12:31 pm
---------------------------------------------------------
When it starts up propply how often will there be larps
#Post#: 200--------------------------------------------------
Re: Teaser!!!!
By: guest6 Date: September 3, 2015, 1:02 pm
---------------------------------------------------------
Nice job guys! Can't wait ;D
#Post#: 209--------------------------------------------------
Re: Teaser!!!!
By: Sage Date: September 3, 2015, 2:25 pm
---------------------------------------------------------
We are yet unsure how often we can do it, once a year for sure,
to do more would depend on land, not to worry though we will see
what we can do :-).
*****************************************************
DIR Next Page