Info on DarkstoneThe Plot:The land of Uma is being threatened by Drakk. Drakk used to be known as Drakil Tanin, a monk serving under the Goddess of Life, Kaliba. However, his thirst for power lead him into the black arts of necromancy. When his fellow monks discovered the experiments he had done, he was banished from the order. Unfortunately, that was not enough; with the help of his minions, he wreaked havoc in Uma for decades. But some brave adventurers defeated and imprisoned him with the help of an artifact known as the Time Orb. Drakk's reign of terror was at last over. The Time Orb was then shattered into 21 separate crystals, each entrusted to a guardian who would give it only to one pure of heart. Peace quickly returned to Uma upon his defeat and soon after centuries, Drakk's reign of terror was soon forgotten.
But the Time Orb's power weakened throughout the centuries and Drakk has escaped his crystalline prison and his reign of terror began anew. Aided by a mysterious artifact known as the Astral Hand, he has gained the ability to morph into a massive Dragon at will. But the Astral Hand holds even more power and if he were to unlock that power, he could challenge the Goddess of Life, Kaliba, herself. The burden to stop him now rests on a new group of adventurers.
But Uma has changed with the times; Ardyl has become a verdant park that is home to those who wish to preserve elements of Uma's past; Marghor has morphed into a gritty industrial area; Omar has morphed into a vast subterranean network of mines and refineries. And Serkesh was once a bustling residential and commercial area but with Drakk's arrival, it has become a mass of abandoned buildings and assorted monsters.
Character classes
Cleric (Priest/Priestess)
Mage (Wizard/Sorceress)
Rogue (Assassin/Thief)
Warrior (Knight/Amazon)
Left is the male variant, right is the female. There are no specific differences between the genders.
Anthros (even legendary creatures) as well as Humans are permitted as characters.
1 "true" (full profile) character per player.
"True" characters are allied with each other.
RulesShopkeepers are controlled publicly (anyone can do as they see fit with them, as long as it makes sense in continuity and they do not kill them.)
Quest NPCs are publicly controlled. If they are intended to betray you, please let the GM know.
Spells need to be learned from spell books.
Any class can use weapons and wear armor of any other class (Wizard can use a bow, Thief can use a war hammer, etc).
However each class specializes in certain type of weapon (they can attack faster, hit more often with the appropriate type of weapons but they will get better at using weapons outside of their type if they keep using them):
Warrior: swords, axes, machetes, etc.
Mage: staves, scepters, etc.
Rogue: bows, throwing knives, throwing axes, slings, shuriken, etc.
Priests: maces, war hammers, pole arms (halberds, pole-axes, lances, tridents, etc), clubs, etc.
Modern firearms and weapons are present but somewhat rare. Improvised weapons are also usable.
Quests are generated here. Obtaining a crystal ends the quest (group either returns to town or opts to continue). Then someone else generates a quest.
There are 4 lands:
Ardyl
Marghor
Omar
Serkesh
Ardyl is the first (and least dangerous land) and Serkesh is the last (and most dangerous land).
Profile:
Name:
Species:
Class:
Appearance:
Starting Equipment: (be reasonable, your characters are new adventurers)
Short Bio: