Cog & Gear
EnochEnoch is an odd world. Even stranger are the islands the Human Kingdoms and the Dwarven Hegemony both dominate. Islands where vast armies of mechanised labourers work in hundred-mile mines. Islands of brass birds and copper cats. Islands where curiosity and intrigue rain dominant. You live on Enoch, you would call it home, the Human and Dwarven islands to be specific. Whether it be the forests of the east, the deserts of the south, the mountains of the north or the sprawling urban communes of the west, you have lived here all your life.
You have just recently arrived at Valley, one of the easternmost settlements of the Human Kingdoms. Whether it be for military reasons, domestic reasons, or you simply wanted a holiday, it will not matter soon, because your life will change dramatically in the next few, decisive minutes.
Ironsight Pit - The huge Dwarven capital city of Ironsight Pit, built into the side of the great northern mountains, hundreds of tiers deep. The rich live in the higher tiers, the poorer in the middle tiers and the mechanised workers labour away in the factories and mines of the lower tiers.
Valley - Valley is a small holy town. Both humans and dwarves live in the town, but the dwarves are the only citizens of the town that do not follow the old ways. The town is entirely flat and built upon grasslands, in the center of the town is a huge spire which pierces the sky, with a temple built upon the top.
Lake Dzagoev - The lake in the centre of the map. Small fishing villages and hamlets crust the shores of the lake, the only significant settlement is Dzagoev itself, ruled by the un-diplomatic and bordering on barbaric human, Baron Skilge.
Arvel - A town built inside of a pillar seperated by mere metres from the coast. The population is small, with only a few persistent villagers living in the stone caverns of the old town. A small windmill like building, where a man only known by the name of 'Uncle' resides, sits on top of the large pillar.
Kimmit - The sprawling military and economic capital of the Human Kingdoms. Ruled over by the enigmatic King Lurent Type. Kimmit is built in square-like districts that have grown several levels. Rail lines flow through the different districts of the huge city.
Amur - The only town for miles in the Southern Badlands, built around a seemingly never ending oasis. Amur is proud of their past, the town used to be the capital of the Human Kingdoms before Kimmit surpassed them. Amur is difficult to adopt the modern ways, mostly due to their leader, Bishop Auriel Huhrt.
Brass Islands - A series of tiny brass and copper islands sprouting out of the water. The people of these islands prefer the seclusion of the seas rather than hustle and bustle of continental life, at least this way they can focus on their research. They owe allegiance to no one, although the Kingdoms have struggled for years to annex them.
The Human Kingdoms - United in the fires of war several centuries ago, the Human Kingdoms are a large group of Kingdoms ruled over by a High King placed upon the throne in Kimmit. Each region is lead by a certain leader owing tribute to the High King, even Kimmit, whether they be a King, a Baron, a Count, a Lord, a Duke or a Bishop. They have long been the enemies of the Dwarven Hegemony. Lead by the High King Davis Type.
The Dwarven Hegemony - The Dwarven Hegemony has been around much longer than the Human Kingdoms, and have long been enemies of the latter. Most of their towns are much further north than the map cares to suggest. Lead by the rascist Emperor Razsh Degan
Character CreationAttributesStrength: How much weight your character can carry and how heavy a weapon they can use.
Endurance: How much stamina your character has and how endurable they are (really?).
Perception: How effective your character's senses are.
Intelligence: How much your character knows of the world around them, as well as what types of contraptions and enchantments you can make (the skills just affects the magnitude of their use).
Willpower: How effective and powerful your character's magical abilities are.
Agility: How quick and agile your character is. Also factors into Dodge Ability.
Luck: How lucky you character is.
35 pts to spend in this category. Attributes can'not go any lower than 1 ot any higher than 10. Trait bonuses can'not surpass 10.
SkillsBlade: How effective your character is with using weapons such as daggers (STR: 2), scimitars/wakizashis (STR: 2), short-swords/katanas (STR: 3), long-swords (STR: 5), spears/halberds (STR: 6) and greatswords/claymores (STR: 7)
Blunt: How effective your character is with using weapons such as hammers/clubs (STR: 3), maces/axes (STR: 4), morning-stars/warhammers (STR: 5), polearms/battleaxes (STR: 7)
Marksman: How effective your character is with using weapons such as projectiles (PER: 3), crossbows/muskets (PER: 4), shortbows (PER: 5), longbows/rifles (PER: 6), special weapons (PER: 7)
Elemental Magics: How effective your character is with using elemenatal magics such as flame, shock, ice, water and earth stylised spells etc. (Imagine all the elemental spells from Elder Scrolls, including weakness to - spells).
Mystic Magics: How effective your character is with using mystic magics such as telekinesis, telepathy and emotional stylised spells etc. (Imagine mysticism, alteration and non-elemental destruction spells from Elder Scrolls)
Restorative Magics: How effective your character is with using restorative magics such as heal wound, heal limb, cure disease and increase courage stylised spells etc
Block: How effective your character is with using shields and weapons to block
Engineer: How effective and useful the contraptions your character creates such as mechanical animals, weaponry and vehicles etc
Enchant: How effective and useful your character's enchantments are on weapons, armour and other items etc
Sneaking: How effectively and unnoticeably your character sneaks and pickpockets
Speech: How useful you character is in dialogue
50 pts in this category. Skills can'not go any lower than 1. Trait bonuses are to be applied after you have customised your skills and can surpass 10.
TraitsNatural Soldier: Your character can use Blade, Blunt and Marksman weapons with one less attribute point needed for them to work, this also means that they do not do as much damage with their weapons as they usually should though.
Finesse: Your character has a much larger chance of inflicting a critical hit, but other than that, their damage output isn't that good.
Jinxed: Enemies have a tendency to fail a lot more around you, unfortunately for you, this is rate of failure is also inflicted on yourself. Requires +5 LCK.
[&@%!] at Heart: Special dialogue is available to your character to sleep with certain NPCs, although this may provide information and details you need, other NPCs and PCs may frown upon this. Requires +7 Speech.
Explorer: Quests and points of interest are more easily found for your character, but people are easy to play upon your exploratively naive nature, often luring you to the wrong places. Requires +8 PER.
Mechanical Eye: Your character has a single mechanical eye of their own creation that allows them to use heat vision, unfortunately it requires a great deal of concentration to use. Requires +7 Engineer.
Solar Powered: Your character is much more effective at everything during the daytime hours (has to be outside for it to work), but much less effective indoors or at night.
Night Person: Your character is a friend of the night, fighting more effectively during the nightime hours or in a room with no lighting, but much less effective in a lit room or at daytime outdoors.
Big 'Un: Your character is huge, gaining +1 to STR, but because of this, nearly all attempts to sneak are pointless.
Nice Guy: Your character is generally assumed to be a nice guy, your character is much more effective when it comes to non-combat skills, rather than combat skills.
Stuck Up: Your character is rather rich it seems. They will start with much more gold than every one else, but you are more susceptible to pickpockets and crimes as your wealth shall not go unnoticed.
That Just Ain't Me: Your character gains +2 in a combat skill of their own choice (Blade, blunt, marksman, mystical magic, elemental magic) but loses 1 in every other combat skill.
Character SheetName:Gender:Age:Appearance:Bio:Personality:Attributes (If recieving bonuses or minuses from trait choice, please place in brackets after your initial points):-S:E:P:I:W:A:L:Skills (If recieving bonuses from a trait choice, please place in brackets after your initial points):-Blade:Blunt:Elemenatal Magics:Marksman:Engineer:Enchant:Mystic Magics:Restorative Magics:Sneaking:Block:Speech:Traits (0, 1 or 2):Armour:Weapons (These weapons aren't that good either so don't try too hard):Rules1. See those rules from all those other RPs (waits ten seconds)...yeah, it's them.
*Although I will say this is a story driven RP, there will be free-roam in a location by location way, which allows the character to complete side quests, find loots etc.
Player CharactersBaloth-Kul :
Cornelius CogburnNovaPowered :
Jason HenndlyShadow :
YalunUnion :
"Vex" EynshamVendetta :
Lucas KrestVelvet LeChance :
"Ben" BowenKimmit District MapsArteton DistrictOld Kimmit, SouthMore district maps will be here the more the characters explore.