Halflight
 

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GENERAL INFORMATION : OOC
Halflight is set in a D&D world. Even though the races and concepts are not RPC originals, the setting itself is. This is a literary forum, not a gaming forum, so you may exercise creative will.
Here will be the important rules, and also information regarding the Academy, and the surrounding world. You can also find the information you need for the setting, such as rankings and houses.
March 23rd, 2008 12:17 AM Go to last post
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This category shows you the different races you are allowed to play on the Halflight forum. Please read and understand these races, as they are part of the Halflight world
by Satyr
May 11th, 2008 07:41 AM Go to last post
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This is where you put your character applications. Administration will either move it if acceptable, or comment on your mistakes and notify you of what needs changing.
March 14th, 2008 02:02 AM Go to last post
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This is where applications that have been accepted will be moved, sorted into alphabetical order.
If your character changes, please update accordingly!
No duplicate names
January 15th, 2009 08:55 PM Go to last post
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As said, a place for ramblings, for silly polls, for talking about anything and everything. Really, just a place for a good chat - which doesn't fit anywhere else.
by Fell
December 11th, 2008 02:34 PM Go to last post
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A place for stories, pictures, poetry - anything you talented members can create! Also a place to put character history development if wanted. A veritable library of creativity!
December 24th, 2008 11:04 AM Go to last post
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Really stuck or lost? Just post whatever you need help with, and a member or admin can meander along and give you a hand. We're lovely really... promise.
June 4th, 2008 05:04 AM Go to last post
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Advertise your roleplay beginning here so people can join! Yays! Also post here if you're looking for a roleplayer to play a specific character to join a plot.
February 7th, 2009 08:16 PM Go to last post
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Old roleplays, retired characters and such
by Reaver
May 22nd, 2010 07:30 PM Go to last post
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HALFLIGHT ROLEPLAY FORUMS
For any location not mentioned below.
by Idrial
June 17th, 2010 10:03 PM Go to last post
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◄ The Assassin Academy ►


WORLD OF CHARR'LONG - ISLE OF KENNYRLYLTH:
Situated on the edge of the bordering lands of Charr'Long, the Isle of Kennyrlylth is surrounded by seemingly impenetrable cliffs, with no beach in sight to land a vessel. In the centre of the isle stands a large dark grey stone building, its towers looming over the dense forestry that surrounds it. Within its walls only the very elite, the very persistent or the stolen young are invited to train to become assassins.
The grand entrance hall of the Academy, polished banisters leading up in spirals to the sky; the marble floor kept beautifully clean. An immaculate entrance hall, where visitors can ring the golden bells for attention or go through one of the many doors that lead off into seperate corridors.
by Seragil
August 26th, 2008 12:00 PM Go to last post
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The student quarters range from 9th level to fully-fledged apprentices. Each level lives in a different section, and Apprentices have duties to keep the lower levels in check - patrolling the corridors later at night to monitor activity.
by Fell
December 15th, 2008 02:39 PM Go to last post
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The tutors have their own section of the academy to stay in, the opposite end from the student quarters... probably to stay away from the noise. Students can reach the tutors quarters, although woe betide them should they disturb their beauty sleep
June 21st, 2007 09:57 AM Go to last post
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The corridors between the classrooms, living quarters and towers all seem to look the same - a long and winding labyrinth of cold stone and marble
December 7th, 2007 07:10 PM Go to last post
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The East Tower is one where telescopes are set up to observe the stars, with walls full of crumbling books and restricted information. The doors are almost always locked, and only Apprentices and above are allowed access. Of course, this doesn't stop the other students trying...
by Fell
August 20th, 2008 03:03 PM Go to last post
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A part of the Academy where the stonework has fallen into disrepair. The West Tower was affected by a strong storm at one point, and has been deemed dangerous ever since. The holes created in the stonework give access to the roof and the guttering of the Academy, and this makes it a popular place for students to sneak in a bit of "extra training"
April 20th, 2008 06:59 PM Go to last post
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Known to be the residence of at least two of the Masters, and commonly called: "The Eagle's Brood", because of it. To disturb this place is probably dangerous... A lot of the masters seem to reside in mysterious places, although their quarters are best avoided by students without a death-wish
by w0rmy
October 7th, 2007 04:33 AM Go to last post
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Here is where the workers reside, and where all the menial jobs take place; such as keeping coal for the fires. Stocks are kept as well, such as the wardrobes of robes and also the collection of weapons. Students may reserve holding boxes if they wish.
by Satyr
October 23rd, 2008 07:00 PM Go to last post
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A room where missions are handed out, where debriefings are carried out and any other information and activity pertaining to the Academy's missions take place. (Moderator: Deviliscious)
October 26th, 2008 04:00 AM Go to last post
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Near the North Tower is the extensive Library, which carries shelves and shelves of mostly dusty tomes. Every day, you can find students buried in piles of reading material, meticulously flicking through reference. Probably the most relaxing, and quietest place in the Academy, and a lot of the masters come here for some of their own "light reading" and free time
April 2nd, 2008 10:21 AM Go to last post
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Many students decide to use their stealth training to sneak into the kitchens for midnight snacks, perhaps to steal a quick bite of something. As well as that, lower level students are also selected on rota to help in the kitchen, whether cleaning, cooking or preparing...
April 23rd, 2008 07:18 PM Go to last post
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Obviously, constant fights and obstacle training can end in 'accidents', coupled with equally 'accidental' poisonings and experiments that happen to go wrong. Hence, the attached mortuary on the back of the infirmary itself.
March 26th, 2008 04:45 PM Go to last post
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Where the work takes place! Some of the classrooms are set up for note-taking and written work, whereas some are set up for agility courses or ranged weapons. Specialist classrooms are often outside of the building itself.
by Satyr
June 20th, 2007 04:34 PM Go to last post
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These courses change constantly, although are a way for students to improve their agility, speed and movement. Into the superior years, these courses can become potentially dangerous
January 13th, 2009 07:33 PM Go to last post
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The classes that cannot take place indoors are held outdoors in set up areas where students can practise with weapons and learn how to wield and use these items. There are extra areas for ranged weapons, for practising students and one room with boundaries for potentially dangerous training.
by Mira
May 22nd, 2008 07:25 AM Go to last post
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In a separate building, the studies of alchemy, poisons and chemical assassination take place. With fully working fume pipes and furnaces, these practises are kept away from the main building. The only person with the keys to the building is the Master of the Sciences himself.
by Idrial
May 15th, 2009 10:19 AM Go to last post
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When students want to spar against one another, they can do so in the Arenas, often with an audience. It is common for the Apprentices to fight one another, to prove their finesse, or sometimes to settle disputes between themselves. Students of the Physical Arts see this as a way of proving their training and worth, and it is often the performance in a fight that makes an Apprentice into a High Apprentice
September 12th, 2008 11:00 AM Go to last post
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  Halflight Experimental
◄ City of Thorrian ►


WORLD OF CHARR'LONG - REGION OF SETIS:
A human city that is tolerant of all races living within the tall stone walls. The city of Thorrian is ruled by a war-general dictator named Herrick. Slavery is legal here and trade is bustling. Warnings are given to innocents about the many rogues that travel within these walls.
The Silver Lantern is the closest inn to the entrance gates of the city and the most hospitable to all races. Many lanterns are strung about the place, and live music is often played. An entertaining spot with very small but quite cheap rooms available.
March 30th, 2009 08:32 AM Go to last post
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Many stalls with cages containing all sorts of creatures, including those that can speak. A high priced is fetched for undamaged or rare goods. Those seeking apprentices to their trades are few, as most are merely looking for a thrilling pet.
Pet
by Satyr
September 17th, 2008 08:15 PM Go to last post
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From the Merchants Quarter to the Peasants Dwellings, the city streets are kept clean beneath Dictator Herricks rigid rule. Streetsweepers are a common sight but not a single beggar (as they tend to be picked up and sold on the markets).
by Satyr
January 21st, 2009 08:21 PM Go to last post
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Many ships travel to the port of Thorrian and it is a busy and well-organised place. During the day it is an excellent place to do business or meet the new arrivals to the city by sea. At night when the guards are few, the rogues take it over.
by Kysis
June 14th, 2008 10:11 AM Go to last post
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An ordinary looking house nestled in among others in the merchant's neighborhood, this three-story affair doesn't have many people going in and out from the front door. With the password changing nightly, a hostile intruder would have to fight their way in and out, past a twenty rogue guards.
September 21st, 2008 05:58 PM Go to last post
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A group of thieves, pirates and cut-throats that have united under the banner of the Red Flag. They control the territory surrounding the docks and have a united front against any that cross them. Led by the enigmatic and self-titled Lord Lucius Blayne, this particular group has a front business of a restaurant run on a dry-docked ship called the Eversail.
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On the outskirts of the city of Thorrian, the Trading Grounds are small but profitable. They don’t allow just anyone to come here as exotic goods and weapons are for the more adventurous or wealthy. The most common race in the trading grounds are High Elves, the second being humans. More Information
November 30th, 2008 07:43 AM Go to last post
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◄ Nezzeru Tower ►


WORLD OF CHARR'LONG - REGION OF SETIS:
A stronghold and haven for a number of mighty wizards and their young apprentices, Nezzeru attracts many from all over the lands. The tower itself is a fantastic illusion, for stepping into the narrow spire one finds themselves immersed in a massive building that seems boundless in size.
Past the large marble foyer which greets the visitor once they enter past the great double doors of Nezzeru Tower, an archway leads them into the Temple of Boccob, a quiet place to pay homage to the deity whom the founders of Nezzeru worship. There are only two Clerics who look after the small temple inside the tower.
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A large common room for all students to read and study their magical spells in order to become wizards. Casting spells is restricted to non-hostile spells only, for all the hostile spells should be taken to the target range outside.
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Each wizard has their own trio of rooms - a large bedchamber, a sitting room and a bathing room. Their apprentice - should they have one - is provided a single cot against one wall of their master's bedchamber.
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A veritable army of wooden and straw scarecrows litter the grounds in the forest not too far from Nezzeru, for apprentices to summon great magics and destroy these helpless and lifeless creatures. Sometimes, spells backfire, much to the horror or amusement of others.
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◄ City of Kyvana ►


WORLD OF CHARR'LONG - LANDS OF NAMIL:
This elven city was named because of the hue of the forest it is nestled within, Kyvana meaning Ruby Forest. The trees are massive, stretching up in a vast canopy, and beneath is the majestic city itself. At its founding, the grey elves made a decision to construct all the buildings of stone, most of them a rosy granite.
The ground level of the massive compound is open to all outsiders, many of whom are elves who have made pilgrimage to the Tree of Life. There are altars devoted to two gods within: Sehanine Moonbow and Lafelas Enoreth. Also, there are massive libraries chronicling most of elven history as well as religious rituals and legends. House Auvrea’tylar is currently ruled by Soldeth Auvrea’tylar.
October 5th, 2008 10:12 AM Go to last post
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The Singing Swan welcomes any and all travelers, offering a warm place to kick back and immerse one’s self in elven culture. There are always bards present, ready to tell tales or sing songs, whatever the crowd asks for that night. Many locals often visit this place. Thieves are strongly frowned upon and will be harshly punished if found on the premises.
by Idrial
May 10th, 2008 08:26 PM Go to last post
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In Elvish, Orleplith literally translates to Guild of the Forest, and this small but important building is the homeground of the Elven rangers. Containing well-tended gardens and dormitories for young rangers to be, Orleplith is well-recognised and revered. The rangers also act as the city's protectors.
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◄ City of Melghym ►


WORLD OF CHARR'LONG - SELDIPRETH PLAINS:
The Drow city of Melghym is not the most inviting or accessible. Most Drow in the region of Charr'long are born and raised here, as there are very few areas where they are safe. With a strong training regime, most drow live and die within this city, never seeing the surface (even at night) unless on a mission.
The Drow city of Melghym is not the most inviting or accessible. Most Drow in the region of Charr'long are born and raised here, as there are very few areas where they are safe. With a strong training regime, most drow live and die within this city, never seeing the surface (even at night) unless on a mission.
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