Welcome friends to the mystical lands of Marrox, where the
world is ruled over by 6 nations in a constant struggle for dominance. The Fire Country, a land of volcanoes and
mountains, are ruled over by the ferocious and beautiful Phoenix race. The Phoenix are one of the longest living
races on the planet due to their ability to be reborn, with their memories
intact, upon death. The Air States are 6
floating cities belonging to the mischievous Fey (Fairies). History has long since forgotten how it was
that the cities were first raised into the air, but is know is that they are
kept aloft due to the Fey’s mastery over the winds. Taking up the largest part of the central
land mass is the Earth Conclave, ruled by the wise Elvin race; these lands are
primarily vast plains and forests where creatures can exist for eons without
ever being seen by mortal eyes. The
Light Convent is run by the Angelic race, which have made their homes on the
tops of the highest mountain tops so that they may be closer to their
gods. The angels value religion and law
above all else, their justice system has been adopted across all 6 countries
due to its detailed codes. The Dark Pact
rules the vast swamp lands of the southern peninsula. The Dark Pact is comprised of the Demonic
races that are generally shunned by the other major powers in the world due to
their close connection with death and the dying. Finally there exists the Aquatic Alliance, a
small chain of Islands ruled by the Merfolk.
The Alliance has controlled the sea routes since even the earliest of
recoded history.
Each race has their strengths and weakness, and each nation
secretly aims to rule over all others. And as the world slowly starts to descend into
madness and strife, it is the time for heroes to rise and write the next page
in this world’s history. It is the time
for you to rise and seek your fate. Will
you be a noble warrior, dashing rouge, a mystical mage, a caring cleric, a
furious monk, or a gallant ranger?
Meetings are held Sunday nights at 6 PM PST and generally
run till 11 PM PST. Basic character info
below. If interest please contact me
through Roll20, or via my Skype at Zhule88
Classes:
Mage- +5 mana and 3 intelligence, -5 def
Warrior- +5 str and 3 defense, -5 int
Thief- +5 dex, and 10% stealth, can’t wear armor above leather
Healer- +5 mana and 3 resiliance, -5 str
Ranger- +10 feet to range attacks +5 dex, - 5 mana
Monk- +5 str and dex, cloth only armor
Class special skill
Mage: overcharge (allows player
to pay 1.5 mana to double damage of next spell.
Spell losses chance to crit)
Warrior: Stand strong (player takes -3 damage from attacks max 15 dmg
reduction per turn)
Thief: soft touch (player does not set off pressure traps and gets +10
to all pickpocket attempts)
Healer: Battle medic (healers may use up to tier two of offensive magic
in their element)
Ranger: commune with nature (+ 5 to botany and monster biology)
Monk: Ki (physical attacks count as non elemental magic)
Race bonuses:
Phoenix: Fiery Rebirth- revive with 50% health. Must roll 50+ to revive, -10 to your roll
each revive.
Merfolk: Ancient Wisdom- +2 intelligence and +10 points in mind tree
Elf: Sturdy Body- +3 hp
Fae: Like the Wind- +5 dexterity
Angel: Known Honor- +5 to charaisma
Demon: Steel Resolve-+5 will power.
Angel can’t be Thief
Demon can’t be healers
Phoenix can’t be monks
Merfolk can’t be mages
Fae can’t be warriors
Elves can’t be Rangers