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Crockidile

Crock's Adria RP

Jan 6th, 2013
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  1. OLD ASS ROLEPLAY BY CROCK
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  4. Trouble is brewing yet again in the land of Adria. This time around, the conflict is centered in the age-old dispute over land between the Orcs and Dwarves. Only problem is that this time, their petty dispute had reigned in all the races of Adria and then some...
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  6. Backround: The Orcs had finally decide to make the push for control over the Adrian CoastLine Desert, which has been occupied mostly by the Dwarves and their underground country for some time. As soon as they attempted to expand their territory however, they met resistance by the strong jawed and stubborn Dwarves of Terradome. That initiated the twelfth Orc-Dwarf War over the Coastline desert. The neighboring cities and races all thought the conflict would die down as usual with some hurt feelings and maybe a few miles of land traded between the two, but that wasn't the case this time. The BrassTusk tribe, which was the leading tribe of the Orc forces in the area, had in secret sent for reinforcements from Exus the over-seas continent and Goblins and Orcs had arrived. The new allies proved to be just what the Desert Orcs had needed, the dwarves then pushed to take defensive measures.
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  8. Every hundred years or so the Orc population within the Adrian Coastline Desert convene and decide to wage war against the dwarves who live beneath it's sand to increase their territory. Usually these short conflicts end with short-lived treaties, minor changes in territories, and a large decline in economy around the world. What's come to be known as the "Twelfth Orc-Dwarf War" has proved to be different from the previous wars due to a positive shift in Orc leadership since the zombie war three generations prior. The orcs have proven more willing to communicate with each other and now most tribes answer to one massive Orc Council over-seas from the desert. With the new hierarchy in place, the largest and most powerful Orc tribe in the region had rallied orc reinforcements from over seas and this time proven to be too much for just the Dwarves to handle themselves. On the defensive, the mighty underground kingdom of Terradome called for the neighboring human countries and cities to come to their aid and the Orcs responded to this by rallying together all the enemies of Man as an attempt to finally shift control away from humans towards their long-rivaled green-skin enemies.
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  11. Eventually old treaties, alliances, and economic partnerships conglomerated into the two opposing sides of the Twelfth Orc-Dwarf War with one being The Great Dwarf Alliance and the other being The Great Orc Alliance.
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  13. Lead primarily by the Orcs, The Great Orc Alliance is compromised of Orcs, Goblins, Giants and their half-breeds, Nagas, Urugans, Subhumans, Followers of the fallen lich king and their undead minions, and finally dark elves. They each are driven towards the complete conquest of the Coastline Desert which includes the city states and human settlements scattered throughout it. The Drows also wish to unite the Land of Elves under their control. The followers of Radiel have a secondary objective of raising a second lich king and once again spreading undead and blight throughout the land, using the war as a tool to do this.
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  15. The Great Dwarf Alliance on the other hand is lead by the wise and powerful Golden Circle organization. A collection of heroes, kings, knights, magus, dragons, and other important and powerful figures who collaborate with the intention of never letting something on par with Radiel's zombie war ever happen again. Believing that if the Orcs succeed in their conquest of the desert they'll lead to the destructive of civilization as they know it, they've united the enemies of the Great Orc Alliance to stop the Orc's conquest and help the dwarves keep their homeland and the highborn/forest elves keep theirs as well. Seeing as how the original Golden Circle were the ones that stopped the last Zombie war, they also have a vested interest in not seeing another lich king rise anytime soon.
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  17. You the players are going to make your own mark on these trying times and will be faced with mysteries that haven't been touched since the age of dragons, long before man settled around the lands. It'll be up to your party to decide how you'll go about solving and unlocking these mysteries and how far you'll all be willing to go to find the answers your looking for.
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  19. Your characters will each be a member of the Golden Circle and thus will be allied to The Great Dwarf Alliance. As members of the golden circle you'll have the Golden Circle badge on you at all times and it will basically ensure that in any T.G.D.A controlled location you'll be taken in and well fed, on the battle field you'll have the authority of a captain, and in enemy controlled locations you'll be a high priority target. Of course the Golden Circle doesn't just let anyone into it's inner fold so you'll of course be expected to be of someone with some importance and if not then someone powerful enough to catch their attention.
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  21. You'll be starting with the simple task of investigating strange rumors of disappearances within the dwarves' underground territory. With the recent successful Orc conquests as of late the dwarves are looking too move their civilians into older and further down caves and tunnels that haven't been touched for centuries. Unfortunately most dwarf search parties that are sent too deep end up not coming back up.
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  23. Suggested Races (Open to players choosing other races, just refer to the DM)
  24. Dwarves
  25. Hobbits
  26. Humans
  27. Highborne/Forest Elves
  28. Half-Orcs
  29. Were Cats
  30. Aasimar
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  32. Character Format:
  33. Name:
  34. Race:
  35. Age:
  36. Appearance:
  37. Equipment:
  38. Magic:
  39. Back Story that fits with above stated lore:
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