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Enroth - A Might and Magic VI Roleplay


AurianaValoria1

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Welcome to the discussion thread for Enroth. Here, roleplayers may post their character sheets, put up pics of their characters, discuss the RP, and handle any other OOC (out of character) business.

*There should be no OOC posts in the RP thread itself.*

 

This RP takes place in the same setting as the game Might and Magic VI: The Mandate of Heaven. For those unfamiliar with Might and Magic VI, this game is part of an old series originally made by New World Computing and 3DO. Might and Magic VI (henceforth abbreviated as M&M6) was published in 1998, and is considered one of the best in the series. New World, unfortunately, eventually went under, and the Might and Magic franchise was turned more towards the "Heroes of Might and Magic" strand. However, Might and Magic X - Legacy has recently come out on Steam as a return to the old main game style, and if you buy the Digital Deluxe Edition, you will get Might and Magic VI as part of the package!

 

The concept of the game is, more or less, a very simple variation of D&D. The game uses internal dice rolls like other computerized D&D games. You have attributes and skills, classes, levels, resistances, and spell schools just like D&D. However, for the purposes of this roleplay (much like my other RP here on the Nexus, Tales of Faerun) we won't be using dice rolls or numbers, but a more logical and realistic way of telling the story.

 

 

http://mocagh.org/nwc/mm6se-map.jpg

 

 

http://www.mightandmagicwalkthrough.com/mightandmagic6/wp-content/uploads/2014/01/enroth.jpg

 

 

The setting is Enroth, a continent kingdom comprised of varying regions ruled by lords and ladies, usually with one large city or landmark in each region. The King, Roland, has vanished (read "is dead") and the Queen, Catherine, is gone on an extended trip. This leaves the young Prince Nicolai Ironfist and the Regent Wilbur Humphrey in charge - which means things are falling to chaos. A Council helps rule the realm, but they are effectively useless, and the regional lords are only looking out for themselves. To make matters worse, a new cult has sprung up, worshipping things that go Baa in the night and trying to convert the people from their established religion of distant and unnamed gods. On top of that, the town of Sweet Water has been destroyed by a meteor strike, and there are rumors that devils have taken over the surrounding countryside.

 

Most folks are commoners and tradesmen, making adventurers a rarity...heroes even moreso - and these people need heroes.

 

That's where we come in! :D

 

The group is a party of newly dubbed adventurers who have been displaced from Sweet Water and have found themselves magically transported across the continent to New Sorpigal.

 

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There are 6 basic classes to choose from, which can be upgraded later on. Each has their own strengths and restrictions:

 

1) Knight - Entirely combat oriented. Extremely powerful and resilient. May use any weapon.

Restriction - no magic.

Upgrades - Cavalier, Champion

 

2) Cleric - Divine spellcaster focused on the magic schools of Spirit, Mind, and Body. May access Light and Dark magic later.

Restrictions - no plate armor; only mace, staff, and bow for weapons.

Upgrades - Priest, High Priest

 

3) Sorcerer - Arcane spellcaster focused on the magic schools of Fire, Air, Water, and Earth. May access Light and Dark magic later. Fairly weak in combat.

Restrictions - only leather armor, dagger, bow, and staff; no shield.

Upgrades - Wizard, Archmage

 

4) Paladin - Combat focused like the Knight and divine magic caster like the Cleric. Weaker than the former but stronger than the latter. May use any weapon.

Restriction - cannot access Light and Dark Magic.

Upgrades - Crusader, Hero

 

5) Druid - mix of Sorcerer and Cleric, able to cast Fire, Air, Water, Earth, Spirit, Mind, and Body magic. Fairly weak in combat.

Restrictions - only leather armor with a shield, staff, dagger, and bow; cannot access Light and Dark Magic.

Upgrades - Great Druid, Arch Druid

 

6) Archer - mix of Sorcerer and Knight. Focuses on the bow, but may also use any other weapon. May cast Fire, Air, Water, and Earth Magic.

Restrictions - no plate armor and no shield; cannot access Light and Dark Magic.

Upgrades - Battle Mage, Warrior Mage

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***There's only one race available - humans.

 

***Gods are also unnamed and uninvolved, and thus are unimportant.

 

***This table shows a list of spells for each school. They are listed from easiest/most basic to most difficult/powerful. Spells are not limited by level, only the amount of power needed to cast (and money for buying the appropriate spellbook).

 

***This table shows the various skills. Not everything is available to everyone.

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Character Sheet Format

Name:

Gender:

Age:

Class:

Appearance:

Personality:

Starting Equipment:

Starting Spells:

Background:

 

***Remember to follow your chosen class restrictions when giving equipment to your character. Don't overload them with stuff, either. Blaster/Ancient Weapon skill is not available until later, as well as Light and Dark Magic, so don't list items or spells from those skillsets. ***

***Pick only a handful of basic spells at first; more will be bought and learned later.***

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Also, here are some general guidelines that should be followed when posting in Enroth, originally made by Lisnpuppy.

 

 


1) Have fun. If you are finding yourself always irritated or unhappy...then why are you here. Figure out the issue or go do something else.

2) Never forget the line between RP In Character and Out of Character and don't cross it. It is easy, especially when you have particularly intense RP, to take things personally. Don't....99% of the time it isn't all about you.

3) Start with a well made character. Have a decent background and personality to make your RP more fun and easier. Your character doesn't have to be set in stone. But having a solidly made character is important or your RP may peter out. Have your character have likes/dislikes, goals, dreams, an arch-enemy....this will help you flesh them out even more and bring them to life.

4) Relationship RP should be the ICING not the CAKE! Make it a side-quest if you will...not the main one.

5) You have to give a little to get a little. We all have RP storylines in which we want others to engage. That is what makes it fun, right? But if you find a friend knee-deep in a RP of their own, don't come in and hijack the RP for yourself or refuse to participate because its not all about YOU. Have fun and throw your lot in with them! Trust me, when your time comes around, people will remember that you play well with others.

6) Don't be a MaryJane! Don't decide that you are going to be a half-dragon or the long-lost illegitimate son of the King of Whoville. It doesn't work, it probably isn't in the lore anywhere, and it will lead only to your RP downfall. Eventually your “special” character will begin to dominate everyone else and their RP. No one will want to play with you...so make your character special in other ways.

7) No godmoding!! Remember, you only control YOUR character and not others. When you RP, do not take over the actions of other Rpers.

For example: Jon casts a frostbolt at Matt knocking him back into the wall and breaking his arms.

Instead try: Jon cast a frostbolt hoping to hit Matt and knocking him out of the way.

This allows the other player to take action. You can have decided before hand how this will go out. You can roll to see what actions happen or how bad an injury is.

8 )Soap Opera-ing. Many of us have wanted to play our character as crazy, a total badass or having an illness or amnesia. Those can all be valid and fun stories. The doom is in taking it too far or too long. These kind of stories ultimately leave little RP options for those around you. Always have movement and a goal in your RP...otherwise it goes nowhere.

9) Be willing to RP with anyone, anytime. Just because you are in a guild or Rping with a friend doesn't mean you can't include others. Walk-Up RP can lead to great things...or simply pass the time for a bit. If others don't RP EXACTLY like you...no sweat. Perhaps they are new and need some gentle guidance. So be open to everything!

10) Communication is the key. Always establish your RP boundaries when you are Rping with someone long-term. If you don't like swearing...or a particular kind of violence...or if you will take anything coming down the pike! Let others know. It avoids awkward and unpleasant conversations later.

 

A few more rules to add:

 

11) Rulers of cities are not allowed. It makes little sense for a character to be a ruler of a city and an adventurer at the same time. Also, there are established lords already, and these will not be changing. If any of them show up in the RP, I will control them.

 

12) No strong sexual content. Just because your character/characters are in a relationship it doesn't mean that everyone wants to read what they are doing in their private time.

 

13) You are limited to ONE main character, so make one you know you can stick with. Side characters are allowed, but only as hire-able NPCs or townsfolk. The idea is to have a focus on a close-knit party.

 

Additionally, it is important (not to mention courteous) to take turns posting. If you are waiting on a roleplayer to interact with you, and they have not posted in a few days, PM them...they may be busy or may have simply forgotten that it was his or her turn to post. Please be considerate. :smile:

When you are ready, post your character sheet here. They must be approved before you can join. Once they are, you can head on over here to post! :D Have fun!

Edited by AurianaValoria1
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Name: Jenendiah Hawthorne

 

Gender: Male

 

Age: 18

 

Class: Knight (A very amateurish one.)

 

Appearance: Jenendiah is a skinny boy standing at about an average height, though he's also fit and stronger than he looks due to his life helping the family's lumber mill. His posture is slumped and hunched, and oftentimes his (typical brown) eyes are downcast. His hair is messy and a little curly, he's fair-skinned but has a bit of a tan (he spends most of the day under a roof so the desert sun doesn't get him as much as it does others) and he has freckles and the odd blackhead on his long nose. His front two teeth are just short enough to not stick out from his lips but are still much longer than his other teeth and give his jaw an odd shape, and he doesn't have a single facial hair between himself and two of his brothers. Looking very much the awkward gangly teenager, Jenendiah's the type that has no business strapping on a suit of armor and taking on a dragon.

 

Personality: Even before the incident at Sweet Water Jenendiah was a self-isolated, shy individual that didn't tend to talk much and couldn't talk to a girl to save his own life. Now, after everything that's happened, he's even more quiet and introverted than he was before, but beneath the awkwardness lies a hidden strength and a formidable determination....that absolutely nobody, not even Jenendiah himself, knows about. He's not the type to idolize someone easily and he isn't ambitious at all, preferring to spend the rest of his days living a quiet life rather than pursue danger and glory like many his age so desire. He's perhaps the least willing to be caught up in any kind of heroic quest, but he'll still go along willingly. At his heart he's actually pretty kind-hearted and courageous, but it can be hard to see through all the gangly awkwardness.

 

Starting Equipment: Basic sack-cloth loose pants that only stretch to his upper shins, work sandals, a basic leather belt. and a potato sack that's been re-purposed into a short-sleeved shirt that has a surprisingly huge amount of sentimental value attached to it and a little history behind it. As far as weapons go, he has the very same woodcutter's axe that he was using when the meteor hit. It's sharp enough to be used as a make-shift weapon if need be.

 

Starting Spells: Absolutely none whatsoever.

 

Background: Jenendiah was the youngest of four children- all boys- born to a poor family of peasants in Sweet Water that led a quiet, trouble-free life until the asteroid hit, killing all of them except Jenendiah himself. When a dragon appeared out of nowhere, spewing fire, Jenendiah was forced to jump into the well to escape without even being able to bury everybody else and he slipped, plunging twenty feet before he was rescued by some magical means and transported to New Sorpigal. He hasn't had time to process what's happened or that he's alone now, and the full impact of the emotions hasn't quite hit him yet.

 

Theme song: https://www.youtube.com/watch?v=4fWfwWxgowA

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Name: Kelon Vorus


Gender: Male


Age: 22


Class: Paladin


Appearance: Pleasing to the eye, Kelon stands at five foot nine inches tall, Has shaggy brown hair, keeps his facial hair short and has dark green eyes. His build is one brought on by years of training meant to put him in peak physical form.


Personality: Confident, nonchalant about anything resembling danger, and a tad bit of a thrill seeker, Kelon doesn't exactly fit the Paladin mold set by the old legends and examples of other paladins. That's not to say that he doesn't have the same virtues that other Paladins have, he is ever chivalric around women and children. He'll leap into danger without a second though to protect anyone that needs it. But beneath all of that is a seed of doubt that continues to grow inside of him, furthering his reckless behavior and need to be as heroic as possible.


Starting Equipment: A longsword and padded leather vest.


Starting Spells: Healing touch and Spirit arrow.


Background: Born in Darmoor, Kelon grew up hiding away at the first sign of danger, it wasn't until the loss of his parents that he was forced to stand and face his fear of the undead, but him doing so cost the lives of several of his childhood friends. Unable to live with the shame, the then fourteen year old Kelon joined a caravan and spent the next year roaming around the world hearing stories of brave heroes and their daring adventures. It was these tales that propelled Kelon to take up the sword and become a Paladin himself to try and make up for his failures. For his first quest he joined a group that went in search of Kin Roland Ironfist, only to be ambushed by the Kreegin army. Though he survived the encounter by joining up with another group at the last moment, it was yet another critical failure for the young paladin, as no others of his group survived the encounter.



Theme song


Edited by josh900
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Name: Alastriona "Ali" Donahue

 

Gender: Female

 

Age: 24

 

Class: Sorcerer

 

Appearance: Ali has a heart-shaped face with a turned-up nose and large, sapphire blue eyes. Her body is fit, but slim. Her skin is extremely fair, and thus she sunburns very easily. Her hair is a vibrant golden blonde, straight and thick, which she keeps tied back in a braid that reaches her waist. She stands straight and tall at almost six feet in height. Her expression is usually one of flat disinterest, and her full red lips are often in a perpetual frown.

 

Personality: Alastriona has a smug air about her, but this is to cover up her extreme shyness around people. Having growing up in a household where her mother raised her not to trust anyone of whom she did not first approve, Ali has had little opportunity to develop social skills. Once people get to know her, however, she is a very kind individual, if a bit easily excited. She is terrified of snakes, spiders, and giant rats.

 

Starting Equipment: A set of crimson velvet robes, trimmed in gold, and a simple dagger.

 

Starting Spells: Wizard Eye, Static Charge, Torch Light, Flame Arrow

 

Background: Alastriona was born to a wealthy merchant family in Silver Cove. Her father died when she was young, leaving her mother to raise and care for her alone. A paranoid woman, her mother kept Ali sheltered in the household most of the time, leaving the girl to a hired teacher when taking care of the family business. Ali demonstrated a talent for the arcane at an early age, and soon her tutor recommended her to an old wizard, who took her on as an apprentice in Sweet Water. That is, until the town was utterly destroyed, and she found herself teleported away to New Sorpigal...

 

Her Theme Song (Thanks, Flip. :tongue: )

 

Edited by AurianaValoria1
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Name: Sven Armstrong

Gender: Male

Age: 16

Class: Archer (though at the moment he can barely hit a target)

Appearance:
Height - 6 ft (182 cm)
Weight - 167 lbs (75.7 kg)
Eye Color - Blue
Hair Color - Sandy
Skin - Pale and reddish
Sven is very tall and skinny, with long and lanky limbs. He has an androgynous but handsome face, with blue eyes and fair features, but his awkwardness practically repels women. His skin is constantly sunburned and never tans, giving his cheeks and nose bridge a perpetual blush. His hands are always eerily clean, with shiny pink fingernails. Aside from his tall stature, he could easily pass for a woman.

Personality: Extremely awkward and very clumsy.

Starting Equipment: White tunic with olive breeches and well-worn leather boots. Worn wooden bow.

Starting Spells: Stun, Magic Arrow

Background: Sven is the youngest son of the blacksmith family in Sweet Water, he was never the golden boy or the favorite son, but he was the baby of the family and treated as such, much to his chagrin. Though at a young age, all his brothers began to be trained in the family business, Sven was always "too young" to start, and never was allowed to go near the forge. He has taken to going into the woods and practicing his amateurish archery alone. He can thus far hit a tree but rarely get the arrow to embed itself in the wood. Of course, with Sven in the woods during the time the town was destroyed, he was spared a gruesome death.

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Here's a map of New Sorpigal.



http://www.mightandmagicwalkthrough.com/mightandmagic6/wp-content/uploads/2009/12/newsorp_sa.jpg


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Aaand here's a map of the Goblinwatch.

 

http://www.the-spoiler.com/RPG/New.World.Computing/might..magic.6.1/ns-gw.jpg

Edited by AurianaValoria1
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