Souls Keep
Number of participants: 2-8
PlotFor years the western lands of Iris have been peaceful until member of The Order Of The Undead Knights started causing trouble in the city of Soul's Keep. Because of Soul's Keep being so secluded the power of the order grew unchecked. The orders influence spread north towards Tibor. When they refused to back down the leader of Tibor declared war to protect his people. The conflict was brief and bloody with the Order's wizards securing them a victory. They decimated the rest of the western countries who were still in shock from Tibor's defeat. Now 70 years on the western lands of Iris have fallen into a desolate wasteland haunted by strange beasts. In desperation the leader of Polaril turned to it's strongest ally, the island state of Kyone. Kyone agreed to send several of it's best warriors to attempt to drive The Order out and send them back to the dimension they originated from.
Character Submission type: Both Canon Characters and Original Characters
Additional Information:
Classes:Brutes. Large fighters who are heavily armoured. They specialise with shields and/or larger weapons. (for canon examples Raime and Velstadt from Dark Souls)
Elites: Tactical experts and skilled at weapons combat. (Evie Frye from AC Syndicate)
Bowmen : Equipped with a longbow/crossbow they use their weapons to take out enemies from a distance. (Legolas from Lord of the Rings)
Scouts: Armed with a sharp mind this class are key for information gathering.
Witches/Wizards: Armed with their staff or wand they can deal devastating damage to opposing forces. Each witch or wizard focuses on one type of magic.
Domains and Spells for Witches and Wizards:- Spoiler:
Fire Spells
Ring of fire - cast a protective ring around your friends and burn approaching enemies to a crisp.
Torch - create a small and harmless ball of flame that acts as a source of light/warmth.
Dragon's shot - call down balls of fire from the sky.
Earth Spells
Rock Wall - pile up sharp rocks around you and your allies to protect them from harm.
Quake I - flatten the ground around you to allow for you to progress through an area.
Quake II - use powerful shockwaves to send enemies flying.
Ice/Water Spells (Attacks turn to ice near the north):
Fountain - Call up fresh drinking water for your friends.
Waterway - Allows you and your allies to cross the water safely.
Tidal Crash - Sweep your enemies away with a large wave.
Wind Spells
Defog- Clear fog away to allow you to fight better.
Mistbank - Bring a bank of mist in to blind your enemies.
Hurricanes- Summon Hurricanes to remove enemy defences from a distance.
Healing Spells
Healer's touch- heal small wounds and injuries.
Grafting touch- heal larger wounds and amputations.
Raising the Dead (can only be used twice) - Raise one person from the dead.
Drainage - Drain the strength from your opponents.
Weapons.- Spoiler:
Weapons for Brutes
Warhammer.
Axe/Halberd.
Two handed broadsword.
Double headed Axe.
Ball and Chain.
Heavy Mace.
Weapons for Elites.
Dual Rapiers.
Scimitar.
Morningstar.
Longsword.
Short Spear.
Light Mace.
Weapons for Bowmen. (Quiver is provided as standard)
Crossbow.
Longbow.
Shortbow.
Weapons for Witches and Wizards.
Short stave.
Long stave.
Staff.
Orb.
Wand.
Weapons for scouts.
Blowpipe.
Dagger and Rapier.
Gun.
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Character Age: (Over 16)
Class:
Weapon:
Domain: (Witch/Wizard class only)