Lor: Rise of Artolla

Stryfe

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May 3, 2006
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Lor: The Rise of Artolla.

According to the history of the Four Lands, mankind once gained such technological advances as it could no longer control them. The apocalyptic battles that followed were known as the Great Wars, in which most life on earth perished and the continents themselves rearranged Mankind split into several distinct races: Men, Dwarves, Orc, Gnomes, and Trolls. Elves also appeared at this time, though they came from a different lineage than from man. In a futuristic return to the past, the natural world once again flourished, and magic appeared out of the skeletal remains of skyscrapers and subways.

Artolla, the Warlock Lord, has come to make war on the Races. Though thought long dead, he is now stronger than ever, gathering spirits from the netherworld and a massive Troll army under his banner. Artolla's first target is Paranor, the home of the Druids who defeated him during the First War of the Races. He easily wipes out the Druid order. The only survivors are the followers of Rock, a rebel Druid who tried to warn the council before it was too late. Needless to say, his caveat went unheeded. Rock had been cast from the Druid Council because he had an interest in magic, now forbidden since the disaster that turned the Druid Artolla into the Warlock Lord. As a result, the council simply didn't trust him. Rock knows that only magic can fight magic, so he devises a plan to create a magical weapon to destroy the Warlock Lord: The staff of the Ages. The Staff is created by truth of existence, the only thing remaining to the shades of former Druids. The Warlock Lord never could face the truth that he had died centuries before, and the Staff would force that truth on him. Armed with truth, Rock leads the battle in the Westland. He equips Uthmuss Forlorn, the Elven King, with the Staff. Uthmuss confronts the Warlock Lord, and succeeds in driving him into hiding, but he fails to destroy him. To properly wield the talisman of truth, one must first be prepared to face the truth of his life. Uthmuss simply could not reconcile the guilt he felt at his best friend's death, and so he lacked the ability to force truth on Artolla. The staff was soon banished into the abyss, never to be seen again.


100 years have passed since Artolla’s disappearance. The skies seem to have darkened, and now it seems he is returning. Everyone suspected he was dead yet again, but now it is time for his return. The skies seem to darken, the rain continues to pour, even the very air you breathe seem to have become denser. Now, the races must rise again and ban together in order to defeat Artolla. However, the staff is still lost in the abyss……..will they find it again? or will the darkness rain over them?

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Registration

Name:
Age:
Race:

(Alliance - Fighting Artolla.)
~Human- An all around race. They tend to be very social and adapt to about anything.

~Druid - Once thought Magic was forbidden, they now use Magic as an element under their leader Rock. They tend to have High Intelligence and wisdom.

~Dwarf - The race that relies purely on Strentgh. They are great warriors, and will never back down from anything. Tend to make weapons.

~Elf - A high agility race. They use agility to their advantage, they have above average intelligence. However, they rather use their speed and agility.

~Gnome - A small stature round class. However, they tend to be more secretive about themselves. They prefer to use white magic then black. More of a supporter but has some offensive spells.
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(Artolla's Army)
~Orc - An accurate race based on long range, however their defense abilities are lacking in great numbers. They are willing to fight to the very end.

~Demonic Spawn - Summoned from the depths of Hell, Artolla only uses a few. These rare creatures are excellent fighters at close range with great defense and swordsmenship.

~Mystic - these wraith like creatures rely surely on magic to overcome their foes. Having no combat training besides arcanum magic, they are terrible fighters at close range.

~Troll - A Neanderthall society. They mostly rely on their sure size and damage taken capabilities.


Class: (Any class possible. It has to be a non-godded one though,)
Weapon (Descrition Included):
Spells / Abilities:
Personallity:
Bio:
Picture / Description:

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TMat

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Name: Astrid Durand
Age: Unknown
Race: Elf
Weapon(s):
Basilikos - Light weight and easy to use. Magical elements can be transfered to the blade in order to heighten damage due to enemies elemental weakness. Heightens speed and agility.
SpellbladeDagger.jpg


Rienfleche - Cannot be wielded by the average person. Magical elements can be transfered to the arrows in order to heighten damage due to enemies elemental weakness. Increase in arrow speed when firing in the dark.
Daikyu.jpg


Audhalma - If in the hands of a strong warrior, it has the potential to cut through armor like a hot knife through butter. Magical elements can be transfered to the blade in order to heighten damage due to enemies elemental weakness. Heightens strength and endurance. Near weightless when not wielded, but very heavy when wielded, thus making it very hard to hold. Astrid does not automatically receive this weapon in the beginning of the story.
BladeofLostGods.jpg


Appearance:
e3_zelda_01.jpg


Magic/Skills:
Elemental Attack: Converts magic of any element to his dagger, sword or arrows.

Shadow Mold: Camoflauges in the shadows, making him almost invisible during the day and completely invisible at nightfall.

Sneak Assault: An extremely swift and quiet assault while sneaking. Targets only the weakspots of armor, therefore making the armor useless.

Swift Step: In dire need, speed is increased three-fold in order to quickly wound the enemy and make a quick escape. It lasts for six hours, which is both a strength and its only weakness, as during this time, he is completely blind.

Personality: Cold, strong-willed, strong-minded, reacts calmly to dire situations, charming, cunning.

Physical Status: Below average strength, but extremely fast.

Bio: Abandoned as a child, he had to resort to thievery and heists in order to survive. He pickpockets people in broad daylight and raids the houses of rich folk by nightfall.

The highlighting point of his life was at the age of 12, when he successfully raided an ancient Imperial tomb. As he reached the tomb at the end of the ruins, he found three weapons. There was a message in front of them to choose only one. He approached the altar with the dagger on it and glanced at the other two. He quickly snatched the dagger and went for the bow and arrows. He managed to grab them. As he did, the spirits of ancient warriors arose from the ground. He tried to go for the sword on the last altar, but it was surrounded with spirits and he was forced to retreat out of the ruins. He's been wanting that sword ever since and plans to raid the tomb again very soon.
 
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