NATION

PASSWORD

There Darkness Dwells... (OOC/Fantasy/Character/Mechanics)

For all of your non-NationStates related roleplaying needs!
User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

There Darkness Dwells... (OOC/Fantasy/Character/Mechanics)

Postby Hinzland » Tue Feb 01, 2022 6:02 pm

An icy wind cuts across a barren landscape. Wolves howl in the distance, starving and desperate, and yet those are some of the least dangerous beasts you'll meet in this wasteland. You can see the dim light of a campfire being started on the horizon just as the sun begins to fade, the only chance you have left of surviving the night.

How you came this far north is a tale for you to tell, traveler. Whether or not anyone will listen, depends on whether or not they plan on eating you now or later. There are plenty of old ruins from the Old Empires' here to scavenge from. Magic artifacts to be had. You do look like the adventuring sort.

Perhaps you are running from something. A crime you didn't commit? An arranged marriage? Escaping life as a slave to some warlord from the Borderlands? Your eyes remind me of a caged animal, willing to die rather than return to its prison.

Are you here from a sense of righteousness? Here to protect the innocent, help those who can't help themselves? There are plenty of ragged villages and hopeless souls wandering the remains of this world, you would never run out of work, and your aura of holiness compels me to believe this is the case.

No matter. Whatever your story may be, you won't survive the night without making it to that campfire, dear traveler. And you better hope that the others make it there in one piece as well.

The wolves howling draws closer.


Current Party Location: The Barrens


Monsters? Sword fighting? Crazy mages? We have those by the boatload here in "There Darkness Dwells...", a collaborative, dice based fantasy roleplay where you can invent a character, their spells, equipment, and where they're from! Come on down! We have cookies!

Go ahead and read some lore (and feel free to invent some) and throw up an application. We aren't too lore intensive here, so if you don't feel like writing an essay or reading mine below :p go ahead and join us, and start killing those pesky abominations! Or lead them!

Humans - Once an ambitious race of empire builders and conquering heroes, the countries of men could boast of the most creative mages and largest armies and competent leadership. Since the Fall and with the exception of those living in the Free Cities, they've become little more than a rabble of serfs led by squabbling nobles, their once great armies replaced by opportunistic mercenaries led by their Freebooter warlords.
They are diverse, with an assortment of different cultures tied together only by the Church of The One. They are creative, adaptive, and unpredictable.
+1 Wound, +2 Extra Vital Points
Speaks Common + Local Dialect
Avg. Lifespan of 80 Years

Elves - Rumored to be the descendents of the Old Empires, the Elves were prolific magic users, graceful warriors, and could count innumerable scholars amongst them. They built beautiful cities of marble, or lived in harmoniously in the oldest woods. Now few elves remain, preferring to live in isolated Enclaves, with some exceptions being those that live in small communities in the Free Cities or becoming wanderers. Some of the Western Kingdoms are ruled by a mixture of Human and Elvish royal families.
Stronger and more agile than the majority of Humans, as well as being extraordinarily long lived. They have an affinity for magic and nature. They have a noble and intricate culture, stretching back thousands of years, united loosely by a shared language and the Church of The One, being the founders of the faith.
+1 Wound, +1 Strength, +1 Dexterity, +1 Spell Casting
Speaks Common + Elvish
Avg. Lifespan of 250 Years

Dwarves - A vast system of underground highways links together impressive fortresses known as Strongholds are all that's left of an old Dwarven hegemony. Their race is now dying a slow death, the few Strongholds left suffering from disrepair and low numbers. Their once mighty empire fractured into hundreds of family based clans delving deep into the earth, using their superior craftsmanship to trade for goods they can't, or refuse, to make themselves.
They are short statured, often growing long and flowing beards. They are stubborn and stout, extremely traditional with a strong sense of honor. Loyalty to the Clan they are born/adopted into is held above all else.
+2 Wounds, +2 Strength, -1 Dexterity
Speaks Common + Dwarvish
Avg. Lifespan of 150 Years

Orcs - Often mistaken for warlike barbarians, the Orcs are a proud race capable of building strong forts, impressive crafting rivaling the Dwarves, and are renowned for their impressively deep singing voices. They now live in small nomadic bands, with a variety of specialties ranging from blacksmithing to banditry. They have a strict sense of honor, placing the good of the tribe above any personal obligations. Many rural peoples distrust them, sometimes shunning them outright, and in the Free Cities they live in their own segregated districts.
They are proud, and physically imposing. They are distinguishable by their unique features and skintones (ranging from ashen to browns and greens), speak a shared language, and have a long oral history stretching back hundreds of years detailing heroic feats, bloody battles, and drinking songs.
+2 Wounds, +2 Strength, +1 Dexterity
Speaks Common + Orcish
Avg. Lifespan of 80 Years

Halflings - Residing in idyllic countryside, protected by beloved nature spirits, lie the Shirelands, and their diminutive inhabitants. They are gardeners, farmers, brewers. and craftsmen. A simple folk, resembling small humans no larger than a child, living in a simple land. The times are changing, however, and the Shires along with it. Dark forces assail them, the nature spirits grow weaker. The scattered Shires across the continent have been losing contact with eachother. Scouts sent to investigate don't return. The Troubles has begun for these small-folk, and among the younger halflings a sense of adventure has been awoken, willing them beyond their ancient and safe homes, past their fences, to find the cause, and stop it.
Small and light footed, they have an innate gift for learning and speaking new languages. Although small in nature, they make up for it with their charismatic nature and are very hard to get a hold of in a fight.
+1 Wound, -1 Strength, +2 Dexterity, +2 Charisma
Speaks Common + 2 Other Languages
Avg. Lifespan of 120 Years


Gnomes - Amongst ancient machinery, delving deep into centuries old lore, experimenting with unexplored magics, is where you'll find the smallest of the mortal races: The tinkering Gnomes, an overall intelligent race with a streak of mischievousness running in their veins. Extremely astute, physically quick, these smallest of bodies can boast of perhaps the biggest of brains, counting many scientists, researchers, and machinists amongst their number. Having no countries or cities of their own, Gnomes will often settle in the Human or Elven territory, in large extended family groups known as "Kindreds", oftentimes reaching up to 200 members. Leaving their close knit kindreds is often for serious reasons: Crimes, dishonor, but sometimes a Gnome will leave to go do what they do best - Meddle.
Standing smaller than even Halflings, the Gnomes are distinguished by their thin bodies and large heads, sporting tufts of hair on top of their wrinkled heads. They have pointed ears like the Elves, often growing out from their skull rather than upwards.
+1 Wound, -2 Strength, +2 Dexterity, +2 Intelligence
Speaks Gnomish + Common
Avg. Lifespan of 120 Years


Warrior
  • Fighter- A warrior trained in a variety of different melee fighting styles and a proficient marksman, she is arguably the most deadly foe to face on the battlefield, for her mind, body, and soul are focused on a single goal: Defeating the opponent in front of her, and nothing stands in her way but her own will power.
    +3 Wounds, +5 Melee Attack, +2 Ranged Attack
    Light, Medium, Heavy Armors, All Melee Weapons, All Ranged Weapons
  • Berzerker - A warrior who revels in hand-to-hand combat, and is most at home on the battlefield and the tavern, destroying a tankard of mead as easily as they would an enemy. He makes up for his lack of armor with a swing of his battleaxe or greatsword, and there is no need to fear for your ally's safety: Even with the gravest injury, he laughs it off and fights harder.
    +5 Wounds, +3 Melee Attack (+2 for each Wound Received)
    Light Armor, 2 Handed Melee Weapons
  • Ranger - A warrior who specializes in ranged weapons, she prefers to sit back in a battle, but don't mistake her preference for cowardice, for she is notching an arrow aimed straight at your heart (or whatever it is that pumps blood through your species body). She is accurate, unforgiving, and whenever one manages to get close enough she always has a trick up her sleeve to maintain enough distance to kill.
    +3 Wounds, +5 Ranged Attack, +5 Evade
    Light and Medium Armors, All Ranged Weapons, Small and 1 Handed Melee Weapons
Rogue
  • Thief - A rogue dedicated to the art of stealing, burglarizing, and general malcontent/sneaking about. Whether or not his intentions are good or bad, self serving or for a greater purpose, is often up to the interpretation of the local authorities. He's an expert at picking locks, detecting/disabling/setting booby traps, and hiding.
    +2 Wounds, +5 Evade, +5 Sneak, +1 Melee/Ranged Attack (+5 if Hidden)
    No Armor, Small Melee, Any Ranged
  • Assassin - A rogue dedicated to the art of killing, murder and poisoning. One death can change the outcome of a negotiation, the course a battle, and the fate of an empire. She knows this fact all too well, and is a master of discovering her targets weaknesses, exploiting it to her advantage.
    +2 Wounds, +2 Melee/Ranged Attack (+5 if Hidden), +5 Sneak, +5 Evade, Craft/Detect Poison, Detect Weakness
    Light Armor, Small Melee Weapons, All Ranged Weapons
  • Bard - A rogue dedicated to the art of song, sonnet, and the long con, using his silver tongue to charm his way into the highest court and lowest underworld. Although leery of combat, he uses his oratory skills to encourage his allies, and discourage his enemies in the heat of combat. He's most at home in social settings, squeezing every bit of information he can get, but his eyes are always on the horizon for the next adventure.
    +2 Wounds, +5 Speech, Encourage/Discourage (+3/-3 to allies or enemies on their next attack rolls; Once per Rest), +5 Evade
    No Armor, Small Melee, Musical Instruments
Mage
  • Wizard - A mage, either under professional instruction or her own astute tutelage, who has mastered the Runes of Creation to alter reality around her. There is no cap on her power, save the limited time she has to learn the runes and their metaphysical meaning, diving deep into the ancient libraries and ruins of the Old Empires. Her spells can release devastating destruction, and mend the most grievous injuries.
    +1 Wound, +2 Magic Attack, +1 Any Rune Cast, +3 Evade
    No Armor, Simple Weapons
    Knows: 3 Runes (Up to 20)
    Prepared: 10 Rune Casts (Up to 20)
  • Sorcerer - A mage who at some point in there life (either at birth or during a calamitous event during their adolescence) been touched by the pure essence of the Chaos Plane: A dimension where logic, physics, and material have been replaced by emotion, magic, and raw energy. He is the most naturally powerful of all mages, capable of tapping into the maelstrom of chaotic energy, able to level cities and smite armies. However his power comes at a price: Using the magic can burn out your body, and chaos magic is a fickle thing to manipulate.
    Special Ability: Can spend a 1/2 Wound to cast a spell.
    +1 Wound, +3 Magic Attack, +3 to any Chaos Cast, +3 Evade
    No Armor, Simple Weapons
    Knows: 3 Chaos Casts (Up to 20)
    Prepared: 10 Chaos Casts (Up to 20), plus 3 Wound Casts (Up to 5)
  • Warlock - A mage who was tricked, cursed, or downright desperate enough to to make a pact with an otherworldly being. Armed with these abilities, she can summon monsters, mutate reality, create illusions and deliver deadly magic attacks. However she is now bound to an unforgiving and often alien master, with its own nefarious ambitions, and using this foul magic has began to take effect on her sanity, her body has began to mutate, and there is no going back.
    Special Ability: Can use Patron Favors to cast spells. Before every Favor, GM rolls a d20. If 5 or below, one of the following takes place after a Rest; Random Mutation (Rolled 1, Permanent), Chaos Strikes (Roll 2-4, spell goes AWRY), Sanity Fades (Roll 5, Add Possession Counter). Possession counters can be removed by Priest with an ritual. If counter reaches 3, you become possessed by your patron until the next rest or exorcism.
    +1 Wound, +3 Magic Attack, +1 to Unholy, Chaos, or Eldritch Casts, +3 Evade
    No Armor, Simple Weapons
    Knows: 3 Casts (Up to 20)
    Prepared: 5 Casts (Up to 20), plus 5 Patron Favors (Up to 10)
Priest
Special Ability: Faith Points are rewarded for RPing excellence, completing sacred tasks, and praying in Temples of The One. Can perform exorcisms.
  • Paladin - A priest who follows the "Way of the Lance", an honorable veneration of The One composed of knightly orders and hedge knights who defend those that cant defend themselves. He is the shield against of the forces of darkness, whether in shining plate atop a castle or muddy chain in the darkest dungeon. Evil flees before his holy wrath, and is just as good a healer as a destroyer.
    +4 Wounds, +3 Melee Attack, +3 Holy Magic
    Heavy Armor, All Melee Weapons, No Firearms
    Knows: 1 Holy Invocation (Up to 10)
    Prepared: 3 Invocations (up to 10), plus Faith Spells
  • Cleric - A priest who follows the "Way of the Hammer", she seeks out evil to destroy it at its sources. From exorcising demons in remote villages tp exposing cults in corrupted cities, she is tireless, working as the hand of The One's justice. An expert in demonology and theology, an excellent fighter, her faith powers miracles and astonishing feats that makes her a formidable foe to the darkness.
    +3 Wounds, +2 Melee Attack, +2 Magic Attack, +2 Holy Magic
    Heavy Armor, Melee Weapons, No Firearms
    Knows: 2 Holy Invocations (Up to 10)
    Prepared: 4 Invocations (Up to 10) plus Faith Spells
  • Druid - A priest who follows the "Way of the Ancients", he embraces the old way of worshipping The One: Through a personal connection with The One's most ancient creation, the Nature Spirits. Wherever he passes, nature is invigorated, animals grow friendly, and industrialization trembles. He safeguards the Old Places of the world against unnatural incursion, prefering the wilderness and isolation over cities and large groups. The Old Places have grown few and far inbetween, becoming corrupted and lost for all time. It is time to take the fight to the darkness, and save the Old Places.
    +1 Wounds, +2 Ranged Attack, +2 Magic Attack, +2 Nature Magic, +5 Sneak, +3 Evade
    Light Armor, Simple Weapons, Ranged Weapons, No Firearms
    Knows: 2 Nature Casts (Up to 20)
    Prepared: 4 Casts (Up to 10), plus Faith Spells


Actions and Movement
  • Movement
  • Attack (Magic, Melee, Ranged)
  • Disengage
  • Spell Cast (Non-Attack)
  • First Aid - Revive a member of your party to a half-wound.

Damage - After scoring a hit on a target, damage is calculated by rolling a D6 and applying the appropriate modifiers from your vitals, skills, special abilities, and weapons. D6+Modifier=Damage Wounds
  • Roll 1 = Damage Half Wound
  • Roll 2-3 = Damage 1 Wound
  • Roll 4-5 = Damage 1.5 Wounds
  • Roll 6 = Damage 2 Wounds
  • Any Roll 7 or above deals an extra Damage Wound

Attack Rolls - To score a hit, the GM will roll a d20 and add the appropriate attack modifier. If the roll is higher than the targets Armor Rating, it scores a hit!
Rolling a perfect "20" forgoes the damage roll and immediately destroys the target. (Does not apply to Boss Fights)
Rolling a "True 1" will cause unintended effects for melee/ranged attacks and will cause Magic attacks to go AWRY.
Rolling twice the targets Armor Rating will cause double damage!
  • Melee Attack Modifier - Strength
  • Ranged Attack Modifier - Dexterity
  • Wizard Magic Attack Modifier - Intelligence
  • Sorcerer, Cleric, and Druid Magic Attack Modifier - Wisdom
  • Paladin and Warlock Magic Attack Modifier - Charisma

Evade Rolls - Made of glass? You can always roll to EVADE an engaging enemy as he attacks, which will cause his attack to miss and give you enough movement to make a quick getaway.
Roll d20 when an enemy melee attacks you. If it's higher than the opponents attack roll, you succeeded. If you fail, combat continues normally.


Cults
  • The Horned Ones - (Worshippers of the Great Deceiver)
  • Society of Divine Truth - (Worshippers of the Laughing God)
  • The Chrysalis - (Worship the Eldritch Things as the true Divines)

The Rune Guild - An organization dedicated to the collection of scientific research and preservation of magical artifacts. Decentralized, with no strict hierarchy, it's membership consists of like minded wizards, scholars, and arcane archaeologists, who seek to use their abilities, expertise, and artifacts to help heal this world from the still lingering damage of the Titanomachy and the Godfall. However, their message is often misconstrued and twisted by disgruntled former members and nobles that feel their power being threatened. As such, they are most accepted in the Free Cities and enlightened kingdoms (where most of their Libraries, or Guildhouses, are located), and distrusted in most rural communities.

Various Guilds, Tribes, and Knightly Orders
  • Morgamoosh - From this realm (Morgamoot) come to Morgamoosh, a more traditional Orc subculture, consisting of many hundreds of nomadic Orc clans and tribes, united by a number of cultural practices, and by their shared following of the Fallen God. Met with suspicion and wariness by most, alongside a begrudging respect, one never knows what kind of Morgamoosh Orc they might be encountering- whether they are seeking trade, a safe place to live for a while, or captives to be sacrificed to their god in the hope of gaining favour.


Not a set equipment list, just a list of examples.

Simple Weapons
  • Staff
  • Club

One Handed Melee
  • Sword
  • Battle-axe
  • Mace
  • Rapier

Two Handed Melee
  • Great-sword
  • Great-axe
  • Warhammer

Small Melee
  • Dagger

Ranged
  • Bow
  • Crossbow
  • Javelin

Firearms
  • Pistol
  • Rifle

Armor
  • No Armor - +8 Armor Rating, +2 Dexterity Rolls
  • Light Armor - +10 Armor Rating, +1 Dexterity Rolls
  • Medium Armor - +12 Armor Rating
  • Heavy Armor - +15 Armor Rating, -2 Dexterity Rolls
  • Plate Armor - +20 Armor Rating, -4 Dexterity Rolls, Paladins/Fighters Only


You'll be able to construct your own spells as long as they fit the theme of the spell type, and have a function: Attack, Protection, Alteration, Summon, and Heal, or Ritual. You'll also need to specify whether they require Touch, have an Area of Effect, or Ranged. Include cast points and skill level.

Code: Select all
Spell Name:
Function:
Description of Effect:
Mode of Action:
Cost:
Skill Level:


    Holy Magic
  • Spell Name: Lay on Hands
    Function: Heal
    Description of Effect: Heal d6 Wounds. "Infuses your hands with divine energy, healing wounded allies."
    Mode of Action: Touch
    Cost: None
    Skill Level: Basic

    Elemental Magic
  • Spell Name: Firebolt
    Function: Attack
    Description of Effect: d20 to Hit, d6 Damage. "A spark of flame begins in your hand, and erupts in a line of burning flames towards your target."
    Mode of Action: Ranged
    Cost: 1 Cast Point
    Skill Level: Novice

    Unholy Magic
  • Spell Name: Fog of Hel
    Function: Alteration
    Description of Effect: Specify desired area. Roll d20. The larger the desired area, the higher I'll make the spell difficulty. Causes a thick layer of impenetrable darkness over the desired area that enemies can't see through. "The dense darkness of the Helscape seeps surrounds your body, before expanding over the battle, covering your enemies eyesight." -10 to Enemy Attack Rolls
    Mode of Action: Area of Effect
    Cost: 3 Cast Points
    Skill Level: Adept

    Chaos Magic
  • Spell Name: Small Illusion
    Function: Alteration
    Description of Effect: Specify the illusion you wish to create. Roll a d20. The higher the roll, the more convincing the illusion. Create a small illusion of the casters choice. "You wave your hand over your face, changing your facial appearance to that of the local warlord."
    Mode of Action: Ranged, Touch, or Area of Effect
    Cost: None
    Skill Level: Basic

    Eldritch Magic
  • Spell Name: Summon Weak Creature
    Function: Summoning
    Description of Effect: Specify weak eldritch creature of your or others design. Roll d6 to determine how many wounds this creature has. You have direct control over this creature, including telepathy and point of view. "You snap, opening a brief rift in the dimensional barrier, calling and binding a small, tentacled creature to your will before sending him careening towards a goblins unsuspecting face."
    Mode of Action: Ranged
    Cost: 2 Cast Points
    Skill Level: Adept

    Nature Magic

Magic Types
-Holy - Healing, Light, Divination
-Unholy - Darkness, Necromancy, Possession
-Chaos - Energy, Illusions, Portals
-Elemental - Fire, Ice, Water, Lightning, Wind, etc.
-Eldritch - Summoning, Mutation, Mind Control
-Nature - Plants, Animals, Geomancy

-Basic Spells (No Cost)
-Novice Spells (1 Cast Point)
-Adept Spells (2-3 Cast Points)
-Expert Spells (4-5 Cast Points)
-Master Spells (6 or More Cast Points)

-Ritualistic Magic (Requires either time, components, or a specific set of actions to cast)
-Wizard Rune Magic (Requires knowledge of the Language of Creation, or runic artifacts to cast)
-Warlock Patronage and Favors
-Sorcerer Wound Casts
-Priest Faith Casts


The Church of The One - A religion that has existed as long as the mortal races, based around the worship of The Almighty One, his divine creations, and numerous tenets set forth by various prophets. These tenets are divided into Virtues, and Heresies. How strict, and how forgving, The One is depends upon the teachings of the prophet and sect that the member belongs to. There are several large, non-denominational sects, as well as regional and culturally specific sects, ranging from simple folk worshipping at the village shrine, to massive gatherings in the cathedrals of cities, dominating the landscape.
  • House of the Rock - A sect that is prominent across many villages, towns, and Free Cities, dedicated to charity, healing, and protecting their flock. Priests of the Rock are organized into congregations, each independent of the whole, but adhering to the general virtues put forth by the Human prophet Ouran. Members are extremely friendly, yet protective of their flock. They are the most widespread, and least doctrinal of the sects.
  • Path of the Sojourner - A sect composed of wandering paladins and evangelists, their creed and values align with the House of the Rock, except instead of staying rooted locally, prefer to travel the world and commit good deeds as their canonized halfling founder, Saint Venser the Righteous. The Sojourners are treated as brothers of the faith by the House of the Rock, and are closely intertwined, with many Sojourners retiring to become priests of the House of the Rock. The clergy of the Path usually travel in pairs, a Teacher and a Student, though there are many exceptions, moving between the holy places of the Continent. Once a year, they gather in the Free City of Brymcyr at the "Council of the Pilgrims", to meet at their one true home - the company of their faithful brethren.
  • Way of the Circle - The successor to the original Elven church founded so long ago, the members of this sect focus their worship of The One through a unique connection with the ancient Nature Spirits. Whereas the Rock and the Path teach and safeguard the spirituality of the peoples, the Circle is the shepherd of the wild place and those that choose to inhabit them. Although specific views on spirituality and civilization differ within this hermit order, they generally reject advanced technology, prefer to live alone or in small groups, and tend to gather in areas where nature spirits can physically manifest themselves.
  • The Orthodoxy - A newly created sect, founded in the Free City of Brymcyr as part of a newer, more militant and politically involved wave of religious orders born out of a reaction to an increase in demon incursions, and mortal hedonism. The Orthodoxy has taken a hard line stance on many spiritual issues, becoming extremely organized and hierarchal. They are aggressive recruiters, often seeking out lords of the land to turn to their cause, bringing the people along later, quickly becoming a state religion. The offer they give to nobles is tempting, as allying with the Orthodoxy not only brings unusually strong Clerics, but also the Crusaders - an army of zealot Paladins - and Inquisators - a religious police force, able to root out heresy and political dissension. Both branches are sworn to the service of Pontiff Zuril, who after being banished from Brymcyr after inciting revolt, has become the Royal Regent of Oxvaal.
  • Iskusi- Iskusi is a branch of the Church of the Almighty One that is practiced primarily in Ruottia, although some enclaves exist outside of the Confederated Kingdoms, where they are considered to be heretics and persecuted. It was created eight hundred years ago by the sage Iskusianus Amducyy Barlath, who lends his name to the sect. - Created by Nagakawa
  • Tendo- Tendo, officially known as Gotenko Shojin Seido ("The Holy Path of the Almighty Tenko, Blessed be He"), is a polytheistic branch of the Church of the Almighty One which worships the Almighty One, known in the Wadoan language as Tenko (lit. "Lord of the Sky"), as the supreme deity among a pantheon of other minor deities. Tendo is practised primarily by the 42,000 inhabitants of Wado, although it has other adherents in other parts of the Islands of the Rising Sun as well as elsewhere in the world. Created by Nagakawa

The Otherworld Cults
  • The Great Deceiver and The Horned Ones - He is a creature of pure evil, immortal and cunning. His origins are unknown, his appearance changing at a whim. He is the supreme and unchallenged ruler of the Helscape, the plane of evil, demons, and devils, seeking only to conquer and enslave the Materium. He despises followers of The One, and will attempt to corrupt the Faithful at any point, killing them mercilessly if they do not succumb to his dark offers.
    His worldly followers call themselves "The Horned Ones", often disguising themselves as followers and members of The Church. They conduct unholy rituals in attempts to cause possessions and summon the citizens of the Helscape. They actively seek out interdimensional gates and will attempt to open permanent rifts in the barrier, to bring forth a new, and final, demonic invasion. They operate in small cells, with the highest ranking members often under voluntary possession of devils, seeing it as a dark blessing. The Great Deceiver is a possible Patron of the Warlock.
  • The Laughing God and the Society of Divine Truth - Often taking the form of a humanoid with a tigers head, the last surviving Titan orchestrated the destruction of Paradiso in an attempt to challenge The One, a goal showing the depths of his madness. Banished and imprisoned in the Immaterium, he bides his time and plans his escape, keeping himself entertained with his "playthings" on the Mortal Plane. Sometimes a nuisance practical joker, sometimes a multiversal threat, always dangerous and unpredictable.
    His followers belong to an organization called the Secret Society of the Divine Truth, or the Divine Truthers, seek to gain his favor to advance their own goals. Their membership ranges from individuals in positions of power to mad serial killers prowling the night. United only in their own selfish, sometimes overlapping goals, they communicate their membership through secret handshakes and encoded phrases. The Laughing God is a possible Patron of the Warlock.
  • The Eldritch Entity and The Chrysalis - "Unknowable. Alien. WRONG." These are the words used to describe the creatures inhabiting the Wretched Void, and the powerful entity which controls them. They are often described as writhing masses of tentacles, eyes, and mouths with razor sharp teeth. The Entity has been said to be formless, always just out of sight, lurking slightly behind you...
    It's followers go by no name, but call their organization "The Chrysalis", and believe the Eldritch Things are the perfect beings, the ultimate apex predator. They are shunned and hunted by regular societies, dwelling in dark dungeons in the wilderness, or the unexplored sewer systems in the major cities, forgotten and dismissed as legend. The Eldritch Entity is a possible Patron of the Warlock.

The Genesis and The Titanomachy - The World (Materium) was made by the Almighty One. Then the Eternal Spirits of Nature, to nuture the fledgling world. Then came the Titans, powerful beings created to safeguard the World from threats of other planes of existence, manifesting into the forms of 20 foot tall giant humanoids in the Materium. Next came the Elder Races (the Imperial Triad) and the Mortal Races. Lastly, he created the divine plane, Paradiso, to serve as the home of the Titans, and as a source of power with which they could draw from. With his creation complete, he took a step back, watching what would unfold, only interfering with it through others that had faith in him, and his works. The Titans fought massive battles against the enemies of the Materium, the unholy beings from Helscape, and the unknowable aliens from the Wretched Void. They lived, laughed, and loved, siring children called by the peoples of the Materium called "Gods" or "Angels". They lived amongst the mortals, teaching and learning from them, earning their worship by committing heroic deeds and humanitarian feats. Over the course of thousands of years, the three Elder Races of the Imperial Triad (The Thraan, The Deep Ones, and The Yolikir) built marvelous civilization spanning the globe, the weaker mortal races serving as vassals.

The Gods grew restless. Believing themselves to be the true inheirators of the Materium, and rightful rulers of Paradiso, they were encouraged by a rogue Titan, whose name has been lost to history and is only known by whispered names - The Last Titan, The Betrayer, The Laughing God - to revolt against their divine parents. The war was devastating. All the Titans were killed, or imprisoned. The Gods, realizing their mistake as the rogue Titan began absorbing the divine power of the plane, siphoning off the souls of dead Titans and Gods alike. They did the only thing the could at that point: Combining their remaining power to destroy the plane of Paradiso (or "locking" it, if some translations are to be believed), and banished the Laughing God to the plane of pure chaos, the Immaterium. The Godfall soon followed. The remaining divine beings fell to the Materium, wandering its surface. Some went mad, others became hermits, all are still extremely powerful, and not to be trusted.

The Imperial Triad - Following the Titanomachy, the three great civilizations enjoyed a period of confusion. No more were there direct divine interventions, and monsters, demons, and eldritch beings began to make small incursions, testing their defenses. With little to deter them, a full scale invasion began from the Helscape and Wretched Void. The automaton armies of the Thraan, the tamed sea monsters of the Deep Ones, and the great magic of the Yolikir proved no match for these unholy hordes. Millions were slaughtered. When all hope was lost, the leader of the Yolikir, and the most powerful mage in history, developed a ritual spell to defeat the invasion. As the sun rose over a new year, he performed it, and it worked perfectly. The Interdimensional Gates were closed, all the breaches in the barrier sealed, the invaders wiped out, leaving only small pockets of resistance left. Unbeknownst to the rest of the world, however, was the cost of the ritual. At the price of the spell, the leader of the Yolikir sacrificed most of the souls of the Elder Races to fuel his spell.


Your vitals are representations of your characters physical and mental strengths and weaknesses. Vitals Modifiers apply to the d20 and d6 rolls, providing bonuses and negatives to that roll. I’ve also included notes to try and explain what these Vital stats would mean, by giving us a average human of this world example, compared to us in the real world.

Vital Modifiers

1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2) (Average Medieval Human Intelligence in this world)
8-9 (-1) (Average Medieval Human Strength in this World)
10-11 (0) (Averages for all of Us real humans in the real World)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20 (+5) (This is the max Vitals level you can start out with)

Statistics mainly cover your combat skills and your armor rating (how high an opponent needs to roll to score a hit).

Statistics

Melee Attack: Calculated by choosing either your Dexterity Modifier (if you want to RP as a finesse type fighter) or your Strength Modifier (if you want to RP as a brute force type of fighter), and adding your class bonus. For example, Gaz has a strength mod. of +2, which added to his Fighter Class Bonus gives him a total of +7. (Str./Dex. Modifier + Class Bonus = Melee Attack Modifier)

Ranged Attack: Dexterity Modifier added to Class Bonus

Magic Attack: The appropriate Vitals modifier pertains to which spell casting class you decide to use, located in the “Combat” spoiler, added to your class bonus.

Evade: Your dexterity modifier added to your class bonus.

Armor Rating: Your armor type points, plus your dexterity modifiers. Include here any bonuses or negatives you get from your armor.


Code: Select all
Name:
Race:
Age:
Gender:
Origins/Background:
Class:
[u]Vitals[/u] (55 Pts. or GM can Roll for you)
-Strength:
-Charisma:
-Dexterity:
-Intelligence:
-Wisdom:
[b]Total Wounds:[/b]
[u]Statistics[/u]
-Melee Attack (Choose Strength/Dexterity+Class):
-Ranged Attack (Dexterity+Class):
-Magic Attack (Mage Mod.+Class):
-Evade (Dexterity+Class):
-Armor Rating (Dexterity+Type):
Melee Weapons:
Ranged Weapons:
Firearms:
Armor:
Spells Known:
[spoiler=Introduction][/spoiler]


Name: Gaz
Race: Human
Age: 36
Gender: M
Origins/Background: Freelance Adventurer
Class: Fighter
Vitals (Modifiers)
-Strength: 14 (+2)
-Charisma: 9
-Dexterity: 14 (+2)
-Intelligence: 9
-Wisdom: 9
Total Wounds: 4
Statistics
-Melee Attack: +6
-Ranged Attack: +5
-Magic Attack: 0
-Evade: +2
-Armor Rating: +11
Melee Weapons: Sword (One Handed Melee) x2
Ranged Weapons: None
Firearms: 1 Pistol
Armor: Light Armor (+1 Dexterity Rolls, +10 Armor Rating)
Spells Known: None
Introduction:
Last edited by Hinzland on Wed Feb 23, 2022 9:10 pm, edited 28 times in total.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Tue Feb 01, 2022 9:49 pm

Reserved
Mortal Plane, "The Materium"
A large inland body of water, known as the Great Sea, sits in the middle of a lone continent, populated by small islands. A river bleeds out of it through the southern desert, called many names but often called the Rio Profectio by leading academics. The oasis around the river is nominally controlled by the Empire of Anubis. At the end of the river which leads to the Encompassing Ocean is two great mountains on either side, often called either the "World Pillars" or the "Separated Lovers". To the Southeast of the Great Sea is a vast, unexplored jungle home to a variety of tribes and Druid circles, hiding abandoned cities of gold. To the East is a wartorn collection of petty fiefdoms dominated by mercenary warlords known as Freebooters, called the Borderlands, and the natural sanctuary the Forest of Tamoren Rel. In the Far East is the exotic Islands of the Rising Sun, home to both Daimyo and their knights, known as Samurai, and Tribal Chieftains leading seafaring raiders called the Ratonga-Samoi, both of which are establishing colonies on the coast of the continent. To the Northeast is the Barrens, a wasteland which leads to the beginnings of a range of Mountains called Thraa Lashek, serving as a natural barrier to the primary homeland and ruins of the Thraan. To the North is a tundra, sparsely populated and under constant raids from the barbaric Frozen Glacial Isles near the north pole. In the Northwest is the Dominion of Stensia, a shadowy land of small fiefdoms that pay tribute to their current hegemon, the Stensian Prince, whose country and family remain a mystery to outsiders. To the West lies a mostly peaceful land of kingdoms and shires, ruled by noble and gentle philosopher kings of hybrid Elven-Human descent. The exception to this rule is the Kingdom of Oxvaal, an expansionist realm ruled by House Oxvaal, controlled by Pontiff Zuril of the Orthodoxy (The Temple of the Cycle) as regent in stead of Crown Prince Subay, missing for the last decade after a falling out with his father the King. The Southeast is a vast steppe, populated by a variety of peaceful nomadic tribes who convene once a year outside the Free City of Undvar to trade, sport, and elect a ceremonial leader called the Great Khaan. Around the coast of the Great Sea is a collection of Free Cities, held together in a loose free association by banking and merchant guilds.

  • Isle of Brym
  • Brymcyr, Free City and Jewel of Brym


  • Kingdom of Oxvaal - The largest and most important of the western kingdoms, it is a feudal state whose King is the Lord of House Oxvaal. However, since the death of the last king and the disappearance of his son Prince Subay, the Pontiff of the Temple of the Cycle, Zuril, has been reigned as Royal Regent. The Bannerlords of the country chafe under the Orthodoxy's growing power through their military arm, but having no legal precedent for rebellion, simply wait for the return of Subay.
  • Ruottia - Officially known as the Confederate Kingdoms of Ruottia or the Ruo Confederation, is a theocratic country located on the West Coast, its territories bordering the Encompassing Oceans. It consists of three constituent kingdoms - the Kingdom of Qimranuth in the north, the Kingdom of Iweleth in the east, and the Kingdom of Chemdah in the west - and its capital is Idunia, a massive city located in the centre of the three kingdoms, where their borders intersect. Its soil is prosperous and bountiful, regularly yielding great harvests, but after centuries of political infighting and corruption, Ruottia's wealth and power is no longer as it once was. - Created by Nagakawa


  • The Khaanate -
  • Free City of Undvar -


  • Empire of Anubis - A relic from a forgotten time, under constant threat of rebellion and palace coups. The people are organized in a caste system, with the "god-king", or Pharo at the top, with his slaves at the bottom. In between are craftsmen, traders, farmers, fishermen and soldiers of the Imperial Militia. Maintaining the strict caste system is the Janissary Corps, the elite bodyguard's of the Pharo who undergo a voluntary mutation (only one of ten survive it) that transforms them into half feral Human/Jackal hybrids. Although they worship the Pharo as a The One's manifestation on the mortal plane, they are prone to overthrow progressive Pharos that attempt to reform the traditional ways, installing a more passive one instead to keep their own power. They are led by the ambiguously aged Vizier Levathotep. Anubis is a land of oasis, desert, pyramids, and tombs.




  • The Borderlands - A land of dark forests, brooding castles, and quiet farmlands, this region has been completely engulfed in a massive war, commonly called "The Red Sundering", "The Freebooter Wars", or "The Enduring Conflict", a neverending struggle for supremacy between the numerous human fiefdoms that inhabit it. The wars beginning has been lost to history as the lords that started it are long since dead, their realms fractured and absorbed by their successor states. Although the nobles are de jure rulers of this land, this devastating conflict has devastated the population and infrastructure, leading the nobility to increasingly rely on foreign mercenaries called Freebooters by the locals. The captains of these warbands are the true rulers of this land, raiding their employers land more often than not. These Freebooters view the war as a source for endless money, glory, and power, and will continue to perpetuate it until they're stopped.
  • Tamoren Rel - A large forest that serves as a natural barrier between the environmentally hostile Barrens to the north, and the chaotic Borderlands to the south, reaching west to the Great Sea. It's an Elvish name, roughly translating to "Green Refuge", or "Emerald Sanctuary". It is the home to an Elven enclave of the same name, whose inhabitants are traditionally isolationist and wary of the xenophobic Humans of the Borderlands. However, the Elves of Tamoren Rel have begun accepting refugees as the war enters its bloodiest phase.
  • The Hogs of War - Roughly three-quarters of Mal's army is human, the remainder of which is dwarf. They're usually on the older side (30-40) due to their being veterans, but there are a few younger ones among their number. Regardless of age, they wear a black patch depicting a white boar's head on the end of a spear (thus the moniker "Hogs of War"). They're considered little more than heavily armed thieves outside of the Borderlands due to their tendency to kill their employers.
    Being an assortment of mercenaries, they have no designated armor or weapons. However, they usually don't wear especially heavy armor (partial plate is popular, as is studded leather and mail) or wield large, unwieldy weapons like greathammers because they prefer to be mobile.


  • Wado-no-kuni - A frigid archipelago nation, located in the farthest north part of the wider archipelago known as the Islands of the Rising Sun, and comprises the main island of Tenryu-do and the three smaller islands of Karyu-do to the north, Suiryu-do to the west, and Hyoryu-do to the southeast. Its capital is the city of Omi, located in the south of Tenryu-do. Geographically, the four islands of Wado are the closest among the Islands of the Rising Sun to the wastelands of the North, and consequently also has the harshest climate, being covered in snow and frost for three quarters of the year, during which time it sees an average of six hours of sunlight a day. - Created by Nagakawa


  • The Barrens - Covering the entire northeastern part of the continent, including the Mountains of Thraa-Lashek and the homelands of the Thraan beyond. This desolated area is constantly overcast, the former frontier of the Thraan Civilization, disaster befalling this area long in the past preventing the majority of plant growth and sustainable agriculture. As such, it remains unsettled, it's treacherous roads serving as hunting grounds for an assortment of beasts and monsters who prey upon many an unwary traveler, or caravan. Few come here except the bravest of adventurers, explorers, and desperate criminals.




  • Ice Raiders -


  • Dominion of Stensia -
  • The Realm of Morgamoot - Lying on the border with the dark land of Stensia, to the North-west of the Great Sea, is the Realm of Morgamoot. This realm's borders are porous, and hard to determine, but essentially the area consists of the overlapping lands dominated by the 'Blek Teri r dur Perch Gad- or the Five Holds of the Fallen God as they are known in the Common Tongue.
    These five former Dwarven fortresses are now run by their subservient former owners, or other Dwarves brought in to do the bidding of 'The Eight,' a council of Orc and Dwarf sworn in the service of the Fallen God Mooti.


Chaos Plane, "The Immaterium"

Demonic Plane, "Helscape"

Eldritch Plane, "The Wretched Void"

Divine Plane, "Paradiso"

Mirror Plane, "The Shadow Sea"
Last edited by Hinzland on Sat Feb 12, 2022 1:23 am, edited 5 times in total.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Tue Feb 01, 2022 10:12 pm

Zeke Cottonhand, Elf Thief (Nagakawa)
  • Total Wounds: 3
  • Strength (-1)
  • Charisma (0)
  • Dexterity (+3)
  • Intelligence (-1)
  • Wisdom (0)
  • Melee Attack: +4 (+9 If hidden)
  • Ranged Attack: +4 (+9 If hidden)
  • Magic Attack: N/A
  • Evade: +8
  • Armor Rating: None (+11 AR, +2 Dexterity Rolls)

Suzume Yoichi, Human Berzerker (Nagakawa)
  • Total Wounds: 6
  • Strength: 16 (+3)
  • Charisma: 8 (-1)
  • Dexterity: 10 (0)
  • Intelligence: 10 (0)
  • Wisdom: 11 (0)
  • Melee Attack: +6 (+2 With every wound)
  • Ranged Attack: 0
  • Magic Attack: N/A
  • Evade: 0
  • Armor Rating: Light Armor (+10, +1 to Dexterity Rolls)

Thrumlin Holdfast of Valonmark, Dwarf Fighter (Union Princes)
  • Total Wounds: 5
  • Strength 17 (+3)
  • Charisma 8 (-1)
  • Dexterity 10 (0)
  • Intelligence 9 (-1)
  • Wisdom 9 (-1)
  • Melee Attack (Choose Strength/Dexterity+Class): 7
  • Ranged Attack (Dexterity+Class): 3
  • Magic Attack (Mage Mod.+Class): 0
  • Evade (Dexterity+Class): 0
  • Armor Rating (Dexterity+Type): 20

Gundrak 'Grief-giver' of the Brettat Clan, Orc Berzerker (Ovstylap)
  • Total Wounds: 7
  • Strength: 20 (+5)
  • Charisma: 9 (-1)
  • Dexterity: 15 (+2)
  • Intelligence: 7 (-2)
  • Wisdom: 7 (-2)
  • Melee Attack (Choose Strength/Dexterity+Class): +8 (3 from Class, Five from Strength?)
  • Ranged Attack (Dexterity+Class): +2
  • Evade (Dexterity+Class): +2
  • Armor Rating (Dexterity+Type): 12

Rosetta "Rosie" Maise, Human Thief (Blargleyarg)
  • Strength: 9 (-1)
  • Charisma: 13 (+1)
  • Dexterity: 18 (+4)
  • Intelligence: 10 (0)
  • Wisdom: 6 (-2)
  • Melee Attack: +5 (+9 if hidden)
  • Ranged Attack: +5 (+9 if hidden)
  • Magic Attack: N/A
  • Evade: +9
  • Armor Rating: 12 (No Armor, +2 to Dexterity Rolls)

Derp Daxon, Elf Wizard (Observation Post 13)
  • Total Wounds: 2
  • Strength: 7 (-2)
  • Charisma: 9 (-1)
  • Dexterity: 18 (+4)
  • Intelligence: 7 (-2)
  • Wisdom: 18 (+4)
  • Melee Attack (Dexterity+Class): (+4)
  • Ranged Attack (Dexterity+Class): (+4)
  • Magic Attack (Mage Mod.+Class): (+7 if normal magic atk, +10 if chaos magic)
  • Evade (Dexterity+Class): (+7)
  • Armor Rating (Dexterity+Type): (+12)

Philippe "Pip" Lejaunie, Human Cleric (Ceystile)
  • Strength: 12 (+1)
  • Charisma: 10 (0)
  • Dexterity: 10 (0)
  • Intelligence: 13 (+1)
  • Wisdom: 10 (0)
    Total Wounds: 4
  • Melee Attack (Choose Strength/Dexterity+Class): +3
  • Ranged Attack (Dexterity+Class): 0
  • Magic Attack (Mage Mod.+Class): +2
  • Evade (Dexterity+Class): 0
  • Armor Rating (Dexterity+Type): 15

Ariana Forsyth, Human Bard (Ceystile)
    -Strength: 8 (-1)
  • Charisma: 12 (+1)
  • Dexterity: 12 (+1)
  • Intelligence: 13 (+1)
  • Wisdom: 10 (0)
    Total Wounds: 3
  • Melee Attack (Choose Strength/Dexterity+Class): +1
  • Ranged Attack (Dexterity+Class): +1
  • Magic Attack (Mage Mod.+Class): 0
  • Evade (Dexterity+Class): +6
  • Armor Rating (Dexterity+Type): +9

Scatha "the Shadow" Castle, Human Sorcerer (Ceystile)
    -Strength: 7 (-2)
    -Charisma: 12 (+1)
    -Dexterity: 10 (0)
    -Intelligence: 14 (+2)
    -Wisdom: 11 (0)
    Total Wounds: 2
    -Melee Attack (Choose Strength/Dexterity+Class): 0
    -Ranged Attack (Dexterity+Class): 0
    -Magic Attack (Mage Mod.+Class): +3
    -Evade (Dexterity+Class): +3
    -Armor Rating (Dexterity+Type): +8
The Sadistic Mythos of Blargleyarg, including...
  • Red Rollers, Rollers are bright red, fleshy orbs measuring 1-3 feet across, on the surface of which vine-like limbs of varying length extend. Coated in layers of razor-sharp spikes, these limbs act as deadly weapons; a single flailing arm could inflict hundreds of scratches. Their interiors are similarly dangerous. The few that've been killed and dissected appear to have no organs their interiors made of a homogenous, spongy material that excretes caustic fluid.
  • Manticores, Manticores generally take the form of a large, dark red, shaggy-haired cat with a grotesque human head in place of the more natural feline one. This head bears a permanent grin, showing off it's three rows of shredding teeth. The apparent age of the aforementioned humanoid head appears random, ranging anywhere from a child to that of an elder. They never take the form of non-Humans, presumably due to their creators themselves always being human (apparently, elves don't have anywhere near enough hubris to screw with nature like that.)
    Like with the head of the beast, the back legs are those of a human, albeit larger and more muscled than would be natural and with toes ending in sharp claws. The tail is long and prehensile, ending in a tapered point that is capable of being launched at foes at a distance or thrust at close range. Notably, some manticore have bat-like wings capable of flight, but this trait is quite rare and only seen in a few manticore.
  • Scolopendra, Possibly the cuddliest of all giant centipedes, the giant scolopendra, or "ki'rup" as it's more commonly known, is often used as a beast of burden by merchants due to it's hardiness and ability to traverse all manner of environs.
  • Demon Apes, Varying greatly in size (chimp to gorilla to gigantopithecus, usually chimp-ish sizes) but uniformly dark haired, pale-skinned, and red-eyed, they often have horns on or near their foreheads in varying sizes and shapes. Unlike their terrestrial kin they have maws chock-full of sharpened teeth and claw-like nails. Some have face or body paint, but it's usually reserved for the more powerful and important apes.
  • The Belam, Belam resemble oxen with purplish-black hair, bright orange eyes and barbed horns. They're roughly 1.50x the size of their natural cousins. The Belam's magical heritage has bestowed it's species with a number of health benefits, many of which are co-opted by humanoids. The bones in the spine can help with all manners of mania, a fried liver, insomnia, the heart can heal an infected wound and so on and so forth.
  • Boneripple, Although nearly extinct and treatable in most cases, this sickness is still greatly feared for the devastation it wrought during the Bone Plague, in which untold numbers died in excruciating pain as their bodies became far too twisted to fit into coffins.
  • Alis Putridum, The first of the Mishan parasites appeared during the golden ages of the Triad, presumably having stowed away during one of the scientific expeditions to other planes. The species has adapted quite well, carving out it's own niche amidst the material world.
  • Domestic Lodetoad, or "Frog Grenade", Lodetoads are well-known for their proficiency at attracting metallic objects with the stone inset in their foreheads, but most aren't aware that their trademark skill originally evolved as a way to lure electromagnetically sensitive insects.
  • Xyx, a Fallen God, Xyx is truly nightmarish to look at- a broken, twisted torso resembling that of a human, albeit with no visible genitals, nipples, or hair from, which a freakishly lengthy and flexible neck sprouts. On the end of this grotesque tube, a swollen and misshapen head appears to be practically tacked on. Three pale eyes the color of mucus peer out from behind a curtain of filthy, matted hair that cascades nearly to his feet. The whole of the travesty that is Xyx's warped form teeters on a pair of almost ludicrously long and knobbly-kneed legs coated in the same blotchy, diseased skin that covers the rest of their body.
Last edited by Hinzland on Thu Feb 17, 2022 1:09 am, edited 5 times in total.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Tue Feb 01, 2022 10:24 pm

So, I have a couple of questions just to start us off:

What's the Church of the One, and why do so many follow it's teachings? Are there other religions, human or otherwise?

How much is left to the players in terms of worldbuilding and story progression? Most, some, all?

In the example character sheet, one of the items mentioned is a pistol. Are guns a thing? If so, how advanced are they?

Are the currently posted races the only ones in existence or are there others?

What do we have in terms of plotlines, villains, etc? What caused the collapse of these vast, ancient empires?
Last edited by Blargleyarg on Tue Feb 01, 2022 10:26 pm, edited 1 time in total.
(╯°^°)╯︵ ┻━┻

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Tue Feb 01, 2022 11:03 pm

Blargleyarg wrote:So, I have a couple of questions just to start us off:

What's the Church of the One, and why do so many follow it's teachings? Are there other religions, human or otherwise?

How much is left to the players in terms of worldbuilding and story progression? Most, some, all?

In the example character sheet, one of the items mentioned is a pistol. Are guns a thing? If so, how advanced are they?

Are the currently posted races the only ones in existence or are there others?

What do we have in terms of plotlines, villains, etc? What caused the collapse of these vast, ancient empires?

Hey thanks for popping in! Excited to have someone on board and showing some interest! Now lemme try and answer some questions to the best of my ability as I’m still trying to flesh out most of the world myself.

1. So many follow the Church of the One because there is for a fact in this world a supreme deity who created the universe. This is known because he left behind Nature Spirits (beings created to cultivate the growth of life in the mortal plane), Titans (immense godlike beings who served as guardians of the world from otherworldly threats), and Gods (the lesser children of the titans who served as the early role models of the mortal races and taught them things such as farming, crafting, and war. Not everything they taught was for good, however ;) ). There are also beings from other planes of existence that seek to destroy, conquer, or assimilate/mutate the mortal world such as the pure evil militarized demons and the unknowable and alien Eldritch things. There are smaller religions, but the majority are just variations on the church of the one.

2. Much of the story is going to be left to the players, as well as worldbuilding. If we want to use what I’ve created, cool! If we want to leave it up to the group to make something new and better, even cooler! The RP is character focused, but players can make their own nations, factions, sects of the Church of the One, adventures, cities! I’m more of a guide and mediator, and will play the majority of the Npcs, unless it’s an Npc that would be better played by another author, especially if it takes place in that authors location or place of interest that they created.

3. Firearms are mostly like the ones we see in pirates of the carribean, flintlock type pistols and rifles and cannons and the like. They are rare and hard to manufacture, with many of the mass production techniques lost with the Old Empires. Therefore they don’t see much regular use in large armies and such, but they’re useful for a wandering non-magic adventurer to pack an extra punch. I haven’t done so yet, but I’ll place special rules around their use and such, because they’ll provide excellent firepower but will probably take an extra action to reload, making them a good first strike option but impractical in a longer battle.

4. I’m debating on the use of custom races and such, because I don’t want to have everyone use their own race and then every time they go into some random village they get chased out for being mutants and demons by the ignorant villagers because they’ve never seen a lizard man before. Maybe in the future in branching story/quest lines, but for now I’ll probably keep it at a minimum. There can be hybrid races such as half elf or half orcs, or players with weird mutations like having animal heads or the like (I have a pretty fleshed out idea for jackal headed jannisaries for a southern, desert Egypt type rip off I thought was pretty cool).

5. As for plot lines, I have my own in my head right now. Run away Prince, evil church guys, unstoppable bounty hunter working for a mysterious master, but it’ll probably never come to fruition. To start off the group in a kind of test run, they start off in the northeast part of the continent under the shadow of a massive Himalayan mountain range, pursued by a hungry pack of wolves. They all meet at an abandoned campfire, and must defend themselves immediately. I think it’s a refreshing change from “we all meet in a tavern drunk and start a bar fight” trope I feel like I’ve done in every RP. We’ll see where it goes from there, but I see this RP as more of an anthology of different adventures with different characters in different groups, to always keep it fresh and devoid of any Big Bad Evil Guys. It’s more for the story for me.

6. Okay, for the Old Empires we got to go back a little bit. When the Gods first began teaching mortals the ways of civilization, they got greedy and began demanding worship. They began to get more powerful by the combined mental energies of the mortals, and eventually rebelled against the Titans. This is known as the Titanomachy, resulting in the death of all the Titans (except the orchestrator, a titan now called the Laughing God, who is one of the warlock classes possible patrons and the focus of worship by the cult The Society of Divine Truth), the loss of the Gods power, who now roam the World as Fallen Gods, still beings of immense power but often driven mad by their thousands of years of long life and ptsd from the war, and destroyed yhe Gods and Titans home, the divine plane “paradiso”. After this, the Old Empires were attacked by the Eldritch Things, who managed to breach the barriers between dimensions because the titans were no longer there to hold them back. Nearly wiped out, the three old empires (one based on Technology and automatons, The Thraan. One based on magic and knowledge, name pending. And one that lived deep in the ocean, name pending.) managed to combine their magical might in a soul bomb to drive out the Eldritch invaders, destroying many of there cities and killing millions of their people. But the barriers were sealed again for a time. Now, the barriers are weakening again, and the Eldritch things and demons are returning again.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Honghai
Diplomat
 
Posts: 890
Founded: Dec 31, 2021
Moralistic Democracy

Postby Honghai » Tue Feb 01, 2022 11:49 pm

Working on an app, and one question:

Are you limited to class-weapons? I am working on a Bard (vocals - singing) but I wanted to have this char use some ranged and firearms. She'll use a dagger, but only because I wanted her to "main" long-distance weaponry. She just needed daggers just to "say" she has something (filling-out all my weapons slots)

I'm also leaving her armorless, and I might explain why in "introduction." Since she's a vocalist/singer and not an instrumentalist, I think I'd be able to have or use other weapons. Just to let you know...

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 02, 2022 12:01 am

Honghai wrote:Working on an app, and one question:

Are you limited to class-weapons? I am working on a Bard (vocals - singing) but I wanted to have this char use some ranged and firearms. She'll use a dagger, but only because I wanted her to "main" long-distance weaponry. She just needed daggers just to "say" she has something (filling-out all my weapons slots)

I'm also leaving her armorless, and I might explain why in "introduction." Since she's a vocalist/singer and not an instrumentalist, I think I'd be able to have or use other weapons. Just to let you know...

Hey dude! Welcome on board! The RP is still under construction and the IC probably won’t be open for a little bit, just doing some world building and checking out the interest, just as a heads up.

As for the class weapons, it’s more of a guide for now. Every class can use firearms with the exception of Priests, and don’t mind the weapon list as everyone is open to contribute to it and I’ll try to keep it as up to date as possible. I don’t have a problem if your bard knows how to use a crossbow or any other ranged weapon.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Wed Feb 02, 2022 7:29 am

Oh hello, this looks interesting.

At the moment, I'm not quite sure what I'd like to play, though I'm gravitating towards something mildly quirky - a double agent thief who works for two rival factions at once for the thrill of constantly being in a precarious position, or perhaps a physically terrifying sumo wrestler-type berserker who just wants to find the perfect blend of tea for his sick wife.
If you run, you gain one, but if you move forward, you gain two.

User avatar
Ovstylap
Ambassador
 
Posts: 1130
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Wed Feb 02, 2022 7:56 am

I'm curious as to how this is going to work in terms of all of the rolls and such, will that be done on say Roll20 or on discord, and then from that result we can write the post describing what's happened? I've never partaken in an RP using these can kind of mechanics so I really don't know how it works. I am definitely interested though, I'm not quite sure who I'll be yet though! Perhaps I'll be some kind of druid.

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Wed Feb 02, 2022 12:35 pm

Hinzland wrote:Excited to have someone on board and showing some interest!

Same here! :D

Thanks for answering my questions! If you'll indulge me further, I have a few more which I've stuffed into some convenient boxes:

Hinzland wrote:1. So many follow the Church of the One because there is for a fact in this world a supreme deity who created the universe. This is known because he left behind Nature Spirits (beings created to cultivate the growth of life in the mortal plane), Titans (immense godlike beings who served as guardians of the world from otherworldly threats), and Gods (the lesser children of the titans who served as the early role models of the mortal races and taught them things such as farming, crafting, and war. Not everything they taught was for good, however ;) ). There are also beings from other planes of existence that seek to destroy, conquer, or assimilate/mutate the mortal world such as the pure evil militarized demons and the unknowable and alien Eldritch things. There are smaller religions, but the majority are just variations on the church of the one.

Are the Nature Spirits still around in the form of nymphs and the like or did they disappear once their mission was completed?
How were the Titans preventing reality's collapse? Punching the odd Cthulhu knockoff who found their way to the mortal realm?
Were the Titans and their kin mindless servants to the One? If not, why did they serve them? Duty, instinct, love?
Are all of the demons genuinely and purely evil or is there more to them? Will we be seeing Tieflings at some point?

Hinzland wrote:Firearms are mostly like the ones we see in pirates of the carribean, flintlock type pistols and rifles and cannons and the like. They are rare and hard to manufacture, with many of the mass production techniques lost with the Old Empires. Therefore they don’t see much regular use in large armies and such, but they’re useful for a wandering non-magic adventurer to pack an extra punch. I haven’t done so yet, but I’ll place special rules around their use and such, because they’ll provide excellent firepower but will probably take an extra action to reload, making them a good first strike option but impractical in a longer battle.

Okie-dokie!
So, regarding other sorts of weapons- are large siege weapons still a thing? catapults, ballistae, etc
Where are people getting their weapons from in a world where mass production is a thing of the past? I'd assuming scavenging and the odd smithy would suffice, but if there's more to it, I'm all ears.

Hinzland wrote:6. Okay, for the Old Empires we got to go back a little bit. When the Gods first began teaching mortals the ways of civilization, they got greedy and began demanding worship. They began to get more powerful by the combined mental energies of the mortals, and eventually rebelled against the Titans. This is known as the Titanomachy, resulting in the death of all the Titans (except the orchestrator, a titan now called the Laughing God, who is one of the warlock classes possible patrons and the focus of worship by the cult The Society of Divine Truth), the loss of the Gods power, who now roam the World as Fallen Gods, still beings of immense power but often driven mad by their thousands of years of long life and ptsd from the war, and destroyed yhe Gods and Titans home, the divine plane “paradiso”. After this, the Old Empires were attacked by the Eldritch Things, who managed to breach the barriers between dimensions because the titans were no longer there to hold them back. Nearly wiped out, the three old empires (one based on Technology and automatons, The Thraan. One based on magic and knowledge, name pending. And one that lived deep in the ocean, name pending.) managed to combine their magical might in a soul bomb to drive out the Eldritch invaders, destroying many of there cities and killing millions of their people. But the barriers were sealed again for a time. Now, the barriers are weakening again, and the Eldritch things and demons are returning again.

I'm a bit confused regarding Paradiso, your wording was a bit odd- did the Gods destroy it after going mad and killing the Titans? How would they do such a thing? Is destroying an entire plane of existence within their capabilities?
Are the Fallen Gods an existential threat to the surviving mortals or is it more of a "don't go near that cave, there's a psychotic immortal inside" kind of situation?
Are any of the Fallen Gods still worshipped by cults and the like?
Why did the Laughing God encourage the younger immortals in their plan to kill their brethren? Were they insane? Corrupted by eldritch horrors? Just a major jerk?
Since you're looking for names, I think that Elancia and Alcetia both sound like they could belong to a pretty knowledgeable and sorcerous nation. :p
Was the empire under the sea populated by fish-people? If so, where are they now? What sort of society was it, apart from being underwater? Monarchy, democracy, etc?
How advanced were the Thraan's technologies?
If the Imperial Triad (the three empires) didn't completely obliterate their cities/populace ridding the mortal plane of outside forces, why did they fall? Did they just gradually splinter?
Last edited by Blargleyarg on Wed Feb 02, 2022 9:48 pm, edited 1 time in total.
(╯°^°)╯︵ ┻━┻

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 02, 2022 11:10 pm

Nagakawa wrote:Oh hello, this looks interesting.

At the moment, I'm not quite sure what I'd like to play, though I'm gravitating towards something mildly quirky - a double agent thief who works for two rival factions at once for the thrill of constantly being in a precarious position, or perhaps a physically terrifying sumo wrestler-type berserker who just wants to find the perfect blend of tea for his sick wife.

Welcome aboard dude! Quirky=badass in nationstates. For the factions idea, feel free to make it up yourself! And the for the sumo guy, it would definitely give him a reason to be somewhere like the Far Northern Wastes. Just as a warning, the RP is still under construction, but don't be discouraged to not contribute to the lore and talk to everyone else about plotlines you'd like to see occur with your characters.
Ovstylap wrote:I'm curious as to how this is going to work in terms of all of the rolls and such, will that be done on say Roll20 or on discord, and then from that result we can write the post describing what's happened? I've never partaken in an RP using these can kind of mechanics so I really don't know how it works. I am definitely interested though, I'm not quite sure who I'll be yet though! Perhaps I'll be some kind of druid.

Welcome to the RP! As an example for rolling, i'll throw up a couple of scenarios.
Example Combat wrote:The party is under attack from a couple of ne'er do wells. Player A decides to attack one of them with his sword. "He sizes up his opponent across from him, watching for feints, and with a sweeping stroke from his battle axe aims for his head.
ACTION: Attack the opponent across from him with his battle axe. +6 Melee Attack
I would then roll a D20 for you using a handy app on my phone. It comes up as a 12. This plus your modifier equals an 18. The targets armor rating was 15. You score a hit, so i then roll a d6 to calculate damage. I roll a 2, and then add Player A's strength modifier (+1). This equals a 3,and causes a wound of damage. The opponents has a total of 2 Wounds, so this deals an extraordinary amount of damage to this humanoid attacker. I would then post in response "The ne'er do well has never faced an opponent as highly trained or naturally talented as Player A. As the battle axe descended upon him with surprising swiftness, destroying the attempted block, cutting deep into the shoulder of the target. A significant amount of blood began pouring from the wound, increasing as Player A withdrew his weapon after the strike." Thus ends your turn because you took an action.

I'll usually keep enemies armor rating and remaining wounds a secret unless a player rolls to detect them :)
Example Non-Combat Rolling wrote:The party needs access to a museum in one of the Free Cities in an attempt to steal a treasure map. Player B has decided to attempt to convince the curator for access to the map to analyze it closer. If his attempt to roleplay it goes well and is convincing, he'll get a bonus to the charisma roll. However, he doesn't put much thought into the post, and kinda just goes "Hey, it would be really cool if you let me and my friends take a look at that handy ancient expensive map you have locked away :) ".
ACTION: Attempt to convince the curator to let me access the map. CHARISMA CHECK (+1 Cha., +5 Speech from Bard Class, +6 total)
I roll a d20 and he gets a 10, plus 6 from modifiers leading to a total of 16. However, I have set a high Difficulty Rating because the artifact is extremely valuable, at 18. The attempt fails, the curator says no. Further attempts will raise the curators suspiciousness and make the difficulty higher.

Not every situation wil require a d20 roll or skill check, but those that have a direct effect on npcs and player character will usually require a role. Hopefully this answered your question!

Blargleyarg wrote:
Hinzland wrote:Excited to have someone on board and showing some interest!

Same here! :D

Thanks for answering my questions! If you'll indulge me further, I have a few more which I've stuffed into some convenient boxes:

Hinzland wrote:1. So many follow the Church of the One because there is for a fact in this world a supreme deity who created the universe. This is known because he left behind Nature Spirits (beings created to cultivate the growth of life in the mortal plane), Titans (immense godlike beings who served as guardians of the world from otherworldly threats), and Gods (the lesser children of the titans who served as the early role models of the mortal races and taught them things such as farming, crafting, and war. Not everything they taught was for good, however ;) ). There are also beings from other planes of existence that seek to destroy, conquer, or assimilate/mutate the mortal world such as the pure evil militarized demons and the unknowable and alien Eldritch things. There are smaller religions, but the majority are just variations on the church of the one.

Are the Nature Spirits still around in the form of nymphs and the like or did they disappear once their mission was completed?
How were the Titans preventing reality's collapse? Punching the odd Cthulhu knockoff who found their way to the mortal realm?
Were the Titans and their kin mindless servants to the One? If not, why did they serve them? Duty, instinct, love?
Are all of the demons genuinely and purely evil or is there more to them? Will we be seeing Tieflings at some point?

Hinzland wrote:Firearms are mostly like the ones we see in pirates of the carribean, flintlock type pistols and rifles and cannons and the like. They are rare and hard to manufacture, with many of the mass production techniques lost with the Old Empires. Therefore they don’t see much regular use in large armies and such, but they’re useful for a wandering non-magic adventurer to pack an extra punch. I haven’t done so yet, but I’ll place special rules around their use and such, because they’ll provide excellent firepower but will probably take an extra action to reload, making them a good first strike option but impractical in a longer battle.

Okie-dokie!
So, regarding other sorts of weapons- are large siege weapons still a thing? catapults, ballistae, etc
Where are people getting their weapons from in a world where mass production is a thing of the past? I'd assuming scavenging and the odd smithy would suffice, but if there's more to it, I'm all ears.

Hinzland wrote:6. Okay, for the Old Empires we got to go back a little bit. When the Gods first began teaching mortals the ways of civilization, they got greedy and began demanding worship. They began to get more powerful by the combined mental energies of the mortals, and eventually rebelled against the Titans. This is known as the Titanomachy, resulting in the death of all the Titans (except the orchestrator, a titan now called the Laughing God, who is one of the warlock classes possible patrons and the focus of worship by the cult The Society of Divine Truth), the loss of the Gods power, who now roam the World as Fallen Gods, still beings of immense power but often driven mad by their thousands of years of long life and ptsd from the war, and destroyed yhe Gods and Titans home, the divine plane “paradiso”. After this, the Old Empires were attacked by the Eldritch Things, who managed to breach the barriers between dimensions because the titans were no longer there to hold them back. Nearly wiped out, the three old empires (one based on Technology and automatons, The Thraan. One based on magic and knowledge, name pending. And one that lived deep in the ocean, name pending.) managed to combine their magical might in a soul bomb to drive out the Eldritch invaders, destroying many of there cities and killing millions of their people. But the barriers were sealed again for a time. Now, the barriers are weakening again, and the Eldritch things and demons are returning again.

I'm a bit confused regarding Paradiso, your wording was a bit odd- did the Gods destroy it after going mad and killing the Titans? How would they do such a thing? Is destroying an entire plane of existence within their capabilities?
Are the Fallen Gods an existential threat to the surviving mortals or is it more of a "don't go near that cave, there's a psychotic immortal inside" kind of situation?
Are any of the Fallen Gods still worshipped by cults and the like?
Why did the Laughing God encourage the younger immortals in their plan to kill their brethren? Were they insane? Corrupted by eldritch horrors? Just a major jerk?
Since you're looking for names, I think that Elancia and Alcetia both sound like they could belong to a pretty knowledgeable and sorcerous nation. :p
Was the empire under the sea populated by fish-people? If so, where are they now? What sort of society was it, apart from being underwater? Monarchy, democracy, etc?
How advanced were the Thraan's technologies?
If the Imperial Triad (the three empires) didn't completely obliterate their cities/populace ridding the mortal plane of outside forces, why did they fall? Did they just gradually splinter?


Cosmic Stuff: Nature Spirits are still around, kind of like nymphs, in avariety of different forms and power scales.
The titan thing is pretty spot on. Had me cracking up thinking about Cthulu getting upper cutted.
The titans were not mindless servants, just extremely loyal in the way that a hard worker is loyal to a good employer: Simply, it was their whole point of existence to protect the world. They loved, laughed, and otherwise enjoyed fruitful lives in paradise, but at the end of the day placed the protection of the world above all else.
The higher ranking of the demon, the more devoted to evil that they are. The lowest ranking demon can be compared to unhappy workers that dont have any other choice, and are significantly less evil than a lot of their counterparts.

Weapons: Majority of medieval weapons are produced in various castles, Free Cities, dwarven strongholds, and wandering orc tribes. They can still be mass produced, and in the few larger nations left they are. Its just firearms that are difficult to mass produce.

Lore: The Titanomachy was orchestrated by the Laughing God, a rogue titan consumed by the idea of replacing The One as the supreme being of the universe. It comes from a twisted idea that this was The One's plan all along. He convinced the Gods to rebel, gaining more and more power by absorbing the dead Divines souls. At the close of the war, his plan was found out, and the remaining Gods and Titans turned against him. Realizing he was far too powerful now to defeat directly, they combined their remaining divine power to destroy Paradiso to prevent the Laughing God from absorbing the power of the entire plane. By doing so, the remaining Titans were killed (although this fact is debated amongst theologians as whether they were only banished/imprisoned, as the Laughing God was in the Chaos Plane) and the Gods fell from heavens, cut off from their divine power source. They wander the world, some becoming hermits, others becoming do gooders (Like Thor from the MCU), some going insane from their memories of the destructive civil war.
As for the Imperial Triad (thats canon now btw) is still being studied and very little is known of their cultures, governments, and even what they looked like or what they were named. The names they have are given to them by the scholars and academics of the day. "Empire" is also somewhat of a misnomer, being that they were most likely not unified polities.
The Thraan had technology like advanced firearms, manufacturing capabilities, automaton "Golem" armies, and teleportation gates.
They eventually all died out from things like disease, and interbreeding and war with the younger races i.e. the ancient Elves, Dwarves, and Humans, who at the time existed as underlings/protectorates of the Imperial Triad.

Hopefully i answered everyones questions to satisfaction for now! Please ask more so that i can flesh out the world a little bit more, and also don't forget to talk to eachother and bounce ideas for plots/characters/locations around!
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Wed Feb 02, 2022 11:54 pm

Updated the geography section
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Ovstylap
Ambassador
 
Posts: 1130
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Thu Feb 03, 2022 6:18 am

Hinzland wrote:
Ovstylap wrote:I'm curious as to how this is going to work in terms of all of the rolls and such, will that be done on say Roll20 or on discord, and then from that result we can write the post describing what's happened? I've never partaken in an RP using these can kind of mechanics so I really don't know how it works. I am definitely interested though, I'm not quite sure who I'll be yet though! Perhaps I'll be some kind of druid.

Welcome to the RP! As an example for rolling, i'll throw up a couple of scenarios.
Example Combat wrote:The party is under attack from a couple of ne'er do wells. Player A decides to attack one of them with his sword. "He sizes up his opponent across from him, watching for feints, and with a sweeping stroke from his battle axe aims for his head.
ACTION: Attack the opponent across from him with his battle axe. +6 Melee Attack
I would then roll a D20 for you using a handy app on my phone. It comes up as a 12. This plus your modifier equals an 18. The targets armor rating was 15. You score a hit, so i then roll a d6 to calculate damage. I roll a 2, and then add Player A's strength modifier (+1). This equals a 3,and causes a wound of damage. The opponents has a total of 2 Wounds, so this deals an extraordinary amount of damage to this humanoid attacker. I would then post in response "The ne'er do well has never faced an opponent as highly trained or naturally talented as Player A. As the battle axe descended upon him with surprising swiftness, destroying the attempted block, cutting deep into the shoulder of the target. A significant amount of blood began pouring from the wound, increasing as Player A withdrew his weapon after the strike." Thus ends your turn because you took an action.

I'll usually keep enemies armor rating and remaining wounds a secret unless a player rolls to detect them :)
Example Non-Combat Rolling wrote:The party needs access to a museum in one of the Free Cities in an attempt to steal a treasure map. Player B has decided to attempt to convince the curator for access to the map to analyze it closer. If his attempt to roleplay it goes well and is convincing, he'll get a bonus to the charisma roll. However, he doesn't put much thought into the post, and kinda just goes "Hey, it would be really cool if you let me and my friends take a look at that handy ancient expensive map you have locked away :) ".
ACTION: Attempt to convince the curator to let me access the map. CHARISMA CHECK (+1 Cha., +5 Speech from Bard Class, +6 total)
I roll a d20 and he gets a 10, plus 6 from modifiers leading to a total of 16. However, I have set a high Difficulty Rating because the artifact is extremely valuable, at 18. The attempt fails, the curator says no. Further attempts will raise the curators suspiciousness and make the difficulty higher.

Not every situation wil require a d20 roll or skill check, but those that have a direct effect on npcs and player character will usually require a role. Hopefully this answered your question!



That all makes sense and sounds good to me, I wonder if it might be good for us to have a discord because then that way if say four of us were going to be doing an encounter or something, we could discuss that and do the rolls and such on the discord, and then we can co-write a post and have a whole battle in one post rather than one battle taking several posts and potentially several IRL days. As I say I've never seen an RP like this so idk, maybe it does all work well like that!

User avatar
Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Thu Feb 03, 2022 8:46 am

Hinzland wrote:
Nagakawa wrote:Oh hello, this looks interesting.

At the moment, I'm not quite sure what I'd like to play, though I'm gravitating towards something mildly quirky - a double agent thief who works for two rival factions at once for the thrill of constantly being in a precarious position, or perhaps a physically terrifying sumo wrestler-type berserker who just wants to find the perfect blend of tea for his sick wife.

Welcome aboard dude! Quirky=badass in nationstates. For the factions idea, feel free to make it up yourself! And the for the sumo guy, it would definitely give him a reason to be somewhere like the Far Northern Wastes. Just as a warning, the RP is still under construction, but don't be discouraged to not contribute to the lore and talk to everyone else about plotlines you'd like to see occur with your characters.
Ovstylap wrote:I'm curious as to how this is going to work in terms of all of the rolls and such, will that be done on say Roll20 or on discord, and then from that result we can write the post describing what's happened? I've never partaken in an RP using these can kind of mechanics so I really don't know how it works. I am definitely interested though, I'm not quite sure who I'll be yet though! Perhaps I'll be some kind of druid.

Welcome to the RP! As an example for rolling, i'll throw up a couple of scenarios.
Example Combat wrote:The party is under attack from a couple of ne'er do wells. Player A decides to attack one of them with his sword. "He sizes up his opponent across from him, watching for feints, and with a sweeping stroke from his battle axe aims for his head.
ACTION: Attack the opponent across from him with his battle axe. +6 Melee Attack
I would then roll a D20 for you using a handy app on my phone. It comes up as a 12. This plus your modifier equals an 18. The targets armor rating was 15. You score a hit, so i then roll a d6 to calculate damage. I roll a 2, and then add Player A's strength modifier (+1). This equals a 3,and causes a wound of damage. The opponents has a total of 2 Wounds, so this deals an extraordinary amount of damage to this humanoid attacker. I would then post in response "The ne'er do well has never faced an opponent as highly trained or naturally talented as Player A. As the battle axe descended upon him with surprising swiftness, destroying the attempted block, cutting deep into the shoulder of the target. A significant amount of blood began pouring from the wound, increasing as Player A withdrew his weapon after the strike." Thus ends your turn because you took an action.

I'll usually keep enemies armor rating and remaining wounds a secret unless a player rolls to detect them :)
Example Non-Combat Rolling wrote:The party needs access to a museum in one of the Free Cities in an attempt to steal a treasure map. Player B has decided to attempt to convince the curator for access to the map to analyze it closer. If his attempt to roleplay it goes well and is convincing, he'll get a bonus to the charisma roll. However, he doesn't put much thought into the post, and kinda just goes "Hey, it would be really cool if you let me and my friends take a look at that handy ancient expensive map you have locked away :) ".
ACTION: Attempt to convince the curator to let me access the map. CHARISMA CHECK (+1 Cha., +5 Speech from Bard Class, +6 total)
I roll a d20 and he gets a 10, plus 6 from modifiers leading to a total of 16. However, I have set a high Difficulty Rating because the artifact is extremely valuable, at 18. The attempt fails, the curator says no. Further attempts will raise the curators suspiciousness and make the difficulty higher.

Not every situation wil require a d20 roll or skill check, but those that have a direct effect on npcs and player character will usually require a role. Hopefully this answered your question!

Blargleyarg wrote:Same here! :D

Thanks for answering my questions! If you'll indulge me further, I have a few more which I've stuffed into some convenient boxes:

Are the Nature Spirits still around in the form of nymphs and the like or did they disappear once their mission was completed?
How were the Titans preventing reality's collapse? Punching the odd Cthulhu knockoff who found their way to the mortal realm?
Were the Titans and their kin mindless servants to the One? If not, why did they serve them? Duty, instinct, love?
Are all of the demons genuinely and purely evil or is there more to them? Will we be seeing Tieflings at some point?

Okie-dokie!
So, regarding other sorts of weapons- are large siege weapons still a thing? catapults, ballistae, etc
Where are people getting their weapons from in a world where mass production is a thing of the past? I'd assuming scavenging and the odd smithy would suffice, but if there's more to it, I'm all ears.

I'm a bit confused regarding Paradiso, your wording was a bit odd- did the Gods destroy it after going mad and killing the Titans? How would they do such a thing? Is destroying an entire plane of existence within their capabilities?
Are the Fallen Gods an existential threat to the surviving mortals or is it more of a "don't go near that cave, there's a psychotic immortal inside" kind of situation?
Are any of the Fallen Gods still worshipped by cults and the like?
Why did the Laughing God encourage the younger immortals in their plan to kill their brethren? Were they insane? Corrupted by eldritch horrors? Just a major jerk?
Since you're looking for names, I think that Elancia and Alcetia both sound like they could belong to a pretty knowledgeable and sorcerous nation. :p
Was the empire under the sea populated by fish-people? If so, where are they now? What sort of society was it, apart from being underwater? Monarchy, democracy, etc?
How advanced were the Thraan's technologies?
If the Imperial Triad (the three empires) didn't completely obliterate their cities/populace ridding the mortal plane of outside forces, why did they fall? Did they just gradually splinter?


Cosmic Stuff: Nature Spirits are still around, kind of like nymphs, in avariety of different forms and power scales.
The titan thing is pretty spot on. Had me cracking up thinking about Cthulu getting upper cutted.
The titans were not mindless servants, just extremely loyal in the way that a hard worker is loyal to a good employer: Simply, it was their whole point of existence to protect the world. They loved, laughed, and otherwise enjoyed fruitful lives in paradise, but at the end of the day placed the protection of the world above all else.
The higher ranking of the demon, the more devoted to evil that they are. The lowest ranking demon can be compared to unhappy workers that dont have any other choice, and are significantly less evil than a lot of their counterparts.

Weapons: Majority of medieval weapons are produced in various castles, Free Cities, dwarven strongholds, and wandering orc tribes. They can still be mass produced, and in the few larger nations left they are. Its just firearms that are difficult to mass produce.

Lore: The Titanomachy was orchestrated by the Laughing God, a rogue titan consumed by the idea of replacing The One as the supreme being of the universe. It comes from a twisted idea that this was The One's plan all along. He convinced the Gods to rebel, gaining more and more power by absorbing the dead Divines souls. At the close of the war, his plan was found out, and the remaining Gods and Titans turned against him. Realizing he was far too powerful now to defeat directly, they combined their remaining divine power to destroy Paradiso to prevent the Laughing God from absorbing the power of the entire plane. By doing so, the remaining Titans were killed (although this fact is debated amongst theologians as whether they were only banished/imprisoned, as the Laughing God was in the Chaos Plane) and the Gods fell from heavens, cut off from their divine power source. They wander the world, some becoming hermits, others becoming do gooders (Like Thor from the MCU), some going insane from their memories of the destructive civil war.
As for the Imperial Triad (thats canon now btw) is still being studied and very little is known of their cultures, governments, and even what they looked like or what they were named. The names they have are given to them by the scholars and academics of the day. "Empire" is also somewhat of a misnomer, being that they were most likely not unified polities.
The Thraan had technology like advanced firearms, manufacturing capabilities, automaton "Golem" armies, and teleportation gates.
They eventually all died out from things like disease, and interbreeding and war with the younger races i.e. the ancient Elves, Dwarves, and Humans, who at the time existed as underlings/protectorates of the Imperial Triad.

Hopefully i answered everyones questions to satisfaction for now! Please ask more so that i can flesh out the world a little bit more, and also don't forget to talk to eachother and bounce ideas for plots/characters/locations around!


Thanks for the info. Right now, where my real life schedule permits, I’m focusing on fleshing out the background on two rival sects of the Church of the One, both of which consider each other to be heretics. These two rival sects will have their power bases centred roughly in two countries, although there will be some overlap as well as some presence by the two sects elsewhere in the world.

I’ll also be filling up my two character apps on the side as I come up with some lore for the two sects. I ought to be finished with both within a few days. I should also be free to help brainstorm some of the other bits of lore, since the other projects I’m working on are all rather slow.
If you run, you gain one, but if you move forward, you gain two.

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Thu Feb 03, 2022 11:21 am

Hinzland wrote:Please ask more so that i can flesh out the world a little bit more, and also don't forget to talk to eachother and bounce ideas for plots/characters/locations around!

Well, since you insist! :p

The higher ranking of the demon, the more devoted to evil that they are. The lowest ranking demon can be compared to unhappy workers that dont have any other choice, and are significantly less evil than a lot of their counterparts.

So, where do demons come from, anyway?
How're they ranked, and who's at the top?
Are demonic familiars a thing?
Is the Demonic Plane a place that mortals can conceivably visit? What's it like? Are we doing a Nine Circles type deal?
How do demons get to the mortal plane? Portals? Random cracks in reality?
Why do the demons want to conquer other planes? Are they just bored? Sadistic?

Majority of medieval weapons are produced in various castles, Free Cities, dwarven strongholds, and wandering orc tribes.

Speaking of the Free Cities- what are they, and how many are there? Are there non-free cities, ruled by brutal warlords? Wannabe emperors?

The Titanomachy was orchestrated by the Laughing God, a rogue titan consumed by the idea of replacing The One as the supreme being of the universe. It comes from a twisted idea that this was The One's plan all along. He convinced the Gods to rebel, gaining more and more power by absorbing the dead Divines souls. At the close of the war, his plan was found out, and the remaining Gods and Titans turned against him. Realizing he was far too powerful now to defeat directly, they combined their remaining divine power to destroy Paradiso to prevent the Laughing God from absorbing the power of the entire plane. By doing so, the remaining Titans were killed (although this fact is debated amongst theologians as whether they were only banished/imprisoned, as the Laughing God was in the Chaos Plane) and the Gods fell from heavens, cut off from their divine power source. They wander the world, some becoming hermits, others becoming do gooders (Like Thor from the MCU), some going insane from their memories of the destructive civil war.

So, as the Titans were killed by their younger compatriots, LG fed off them and grew more powerful. What'd that look like? Did he eat them or do something less grody? Were other Titans capable of feeding off of one another's energy?
When you say that some of the fallen gods went insane, what do you mean? Are they comatose, violent, paranoid?

As for the Imperial Triad (thats canon now btw) is still being studied and very little is known of their cultures, governments, and even what they looked like or what they were named. The names they have are given to them by the scholars and academics of the day. "Empire" is also somewhat of a misnomer, being that they were most likely not unified polities.
The Thraan had technology like advanced firearms, manufacturing capabilities, automaton "Golem" armies, and teleportation gates.
They eventually all died out from things like disease, and interbreeding and war with the younger races i.e. the ancient Elves, Dwarves, and Humans, who at the time existed as underlings/protectorates of the Imperial Triad.


Glad you like the name! :D

How advanced were the Thraan's firearms?
Are any of the automatons or portal gates still active?
(╯°^°)╯︵ ┻━┻

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Thu Feb 03, 2022 10:12 pm

So, I have some character ideas for gods, titans, elder-things and the like, but I dunno what you're looking for or if they'd fit in well
Anyways, here's one of several I've thought up, if it doesn't fit well lemme know
Rough draft so it's not my best as of yet, will edit soon-ish

Bio: Once a beautiful god of music and sculpture, Xyx was one of the first deceived by the Laughing God into attempting to murder the Titans. However, Xyx was foolish enough to try and slay a Titan on their own, and in the ensuing battle, each of their arms, once used for mandolin and hammer, were wrenched off, forever removing their ability to continue doing that which they were born to. Helios, the Sun Titan, who the artisan had dared to attack, then burnt and twisted what was left of them before tossing them to the Mortal Plane, where they then slid off to a foul hole to weep and heal. Amidst the darkness, they only grew more hideous, feeding off of those seeking riches amidst the caves and gradually amassing a cult of devotees. Now, having spent hundreds of years growing larger and more monstrous, their time is spent mournfully crooning amidst stones stained with the blood of those foolish enough to enter the House of Lamentations, the system of crypts, ruins, caverns and dungeons which they and their now numerous followers inhabit.

Appearance: Xyx is truly nightmarish to look at- a broken, twisted torso resembling that of a human, albeit with no visible genitals, nipples, or hair from, which a freakishly lengthy and flexible neck sprouts. On the end of this grotesque tube, a swollen and misshapen head appears to be practically tacked on. Three pale eyes the color of mucus peer out from behind a curtain of filthy, matted hair that cascades nearly to his feet. The whole of the travesty that is Xyx's warped form teeters on a pair of almost ludicrously long and knobbly-kneed legs coated in the same blotchy, diseased skin that covers the rest of their body.
(╯°^°)╯︵ ┻━┻

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Fri Feb 04, 2022 12:48 am

Discord: I probably won't be starting one, since I'm a NS homer and this is where we get all our recruitment from. To get new people, we got to have activity on the threads. Plus, P2TM is dying, and having the activity on the board brings up mine (and hopefully others) spirit about p2tm not dying. I'm also fine having conversations/encounters/misc. occurring over the course of a couple IRL days. Low and slow is perfect for me because I work 6 days a week, 12 hour shifts.

Nagakawa: Can't wait to see what you come up with! Check the geography section as a reference for general locations. I'll also try to get up more depth on the Factions sections and CotO (Church of the One) lore, but as a quick summary: As a whole, it's less of a general religion, comparable to the structure of Christianity in the way that there isn't an organized religion, but its different sects have varying degrees of organization, each having their own local authorities and like. The most organized and militant that I've come up with is the Temple of the Cycle (the Orthodoxy), having a complex hierarchy and a military arm known as Crusaders. They're most prominent and accepted in the West, almost completely controlling the Kingdom of Oxvaal, as well as established castles and outposts scattered throughout the world. Although professing a religious focus, their actions point more towards political goals than spiritual ones.

So, where do demons come from, anyway?
How're they ranked, and who's at the top?
Are demonic familiars a thing?


Not sure yet :P guess you finally found an end to my bullshit!

Is the Demonic Plane a place that mortals can conceivably visit? What's it like? Are we doing a Nine Circles type deal?
How do demons get to the mortal plane? Portals? Random cracks in reality?
Why do the demons want to conquer other planes? Are they just bored? Sadistic?


Yes, mortals can visit, and it's been described by ancient visitors as a world much like our own, except there everything is hostile. The air is noxious, the food can't be eaten, plants are flesh eating monsters. The only being that has been able to survive this environment are devils and demons. Devils are humanoid creatures, capable of possessing mortals. Demons are animalistic monsters of infinite combinations and abominations. At best, they are selfish and conniving. At worst, they are feral and pure evil. They access the mortal world through breaches in the interdimensional barrier. These are random, short-lived, and only allow small amounts through. There are rumored gate ways and portals, but whether they are still functional is to be seen. The creatures of the Helscape are led by the Great Deceiver, an immortal devil of unimaginable power and intelligence. His word is seen as law on the Helscape. These unholy abominations seek to conquer because they believe themselves as superior to other forms of life as they are the only ones capable of living in the Helscape, dominating it.

Speaking of the Free Cities- what are they, and how many are there? Are there non-free cities, ruled by brutal warlords? Wannabe emperors?

the free cities is simply a name given to the urban centers around the coast of the Great Sea. There are varying types of governance. The only thing that keeps them in touch is the trade facilitated by the merchant and banking guilds.

So, as the Titans were killed by their younger compatriots, LG fed off them and grew more powerful. What'd that look like? Did he eat them or do something less grody? Were other Titans capable of feeding off of one another's energy?
When you say that some of the fallen gods went insane, what do you mean? Are they comatose, violent, paranoid?

He kind of absorbed there essence. The exact way has been lost to time.
All of the above!

Xyx

That was badass! I'll put it up somewhere whenever i get a chance!
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Fri Feb 04, 2022 1:40 am

Updated the Factions sections!
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Ovstylap
Ambassador
 
Posts: 1130
Founded: Jun 26, 2018
Iron Fist Consumerists

Postby Ovstylap » Fri Feb 04, 2022 2:14 am

Hinzland wrote:Discord: I probably won't be starting one, since I'm a NS homer and this is where we get all our recruitment from. To get new people, we got to have activity on the threads. Plus, P2TM is dying, and having the activity on the board brings up mine (and hopefully others) spirit about p2tm not dying. I'm also fine having conversations/encounters/misc. occurring over the course of a couple IRL days. Low and slow is perfect for me because I work 6 days a week, 12 hour shifts.



I appreciate the answers, I'll be absolutely fine with a low and slow one considering I'm at university actually so it'll be pretty ideal!

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Fri Feb 04, 2022 2:58 am

Ovstylap wrote:
Hinzland wrote:Discord: I probably won't be starting one, since I'm a NS homer and this is where we get all our recruitment from. To get new people, we got to have activity on the threads. Plus, P2TM is dying, and having the activity on the board brings up mine (and hopefully others) spirit about p2tm not dying. I'm also fine having conversations/encounters/misc. occurring over the course of a couple IRL days. Low and slow is perfect for me because I work 6 days a week, 12 hour shifts.



I appreciate the answers, I'll be absolutely fine with a low and slow one considering I'm at university actually so it'll be pretty ideal!

Sounds good. This is my second nation as my first one went CTE about 6 or so years ago. I recently got back on during a trip of nostalgia and I was really sad to see P2TM being really slow. Used to be that there was around 10 to 15 good rps running, with 20+ new ones popping up everyday. They wouldn’t all last for a while, but it was really cool to see them.
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Fri Feb 04, 2022 10:49 am

Hinzland wrote:So, where do demons come from, anyway?
How're they ranked, and who's at the top?
Are demonic familiars a thing?


Not sure yet :P guess you finally found an end to my bullshit!

Welp, bound to happen eventually! :lol2:

Speaking of the Free Cities- what are they, and how many are there? Are there non-free cities, ruled by brutal warlords? Wannabe emperors?

the free cities is simply a name given to the urban centers around the coast of the Great Sea. There are varying types of governance. The only thing that keeps them in touch is the trade facilitated by the merchant and banking guilds.

Ah, I see, I see. So, who runs these guilds, anyways? How powerful are they?

Xyx

That was badass! I'll put it up somewhere whenever i get a chance!

Okay, cool, glad it fits in well! :D
Btw, if anything doesn't, please be honest and let me know! I won't be offended and you'll be happier
anyways
I'ma throw up a few more if that's alright with ya
Last edited by Blargleyarg on Fri Feb 04, 2022 9:19 pm, edited 2 times in total.
(╯°^°)╯︵ ┻━┻

User avatar
Hinzland
Envoy
 
Posts: 231
Founded: Dec 03, 2021
Ex-Nation

Postby Hinzland » Sat Feb 05, 2022 1:19 am

Updated the magic section. I’ll post some more lore tomorrow and answer some more questions. I’m hoping to have the IC up by next week sometime :)
There Darkness Dwells… FanT Roleplay!
“Congrats on surviving high school, now pay your damn taxes!”
NS stats are to be taken literally.

User avatar
Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Lore

Postby Nagakawa » Sat Feb 05, 2022 3:22 am

Right, I've got up a fair bit of lore for two countries here. Let me know if there's anything in it that doesn't fit and/or needs changing.



Ruottia
Ruottia, officially known as the Confederate Kingdoms of Ruottia or the Ruo Confederation, is a theocratic country located on the West Coast, its territories bordering the Encompassing Oceans. It consists of three constituent kingdoms - the Kingdom of Qimranuth in the north, the Kingdom of Iweleth in the east, and the Kingdom of Chemdah in the west - and its capital is Idunia, a massive city located in the centre of the three kingdoms, where their borders intersect. Its soil is prosperous and bountiful, regularly yielding great harvests, but after centuries of political infighting and corruption, Ruottia's wealth and power is no longer as it once was.

Ruottia is a multiethnic nation, with significant populations of elves, dwarves, and orcs living alongside humans, who are barely a majority in all five of the constituent kingdoms. It is ruled by the Seven Royal Houses, who gather once every five years to elect a new King of Ruottia; the election itself is entirely procedural in nature, and in reality, the King of Ruottia is decided via a complex series of political manoeuvres conducted both during and outside of the election year. The multitudinous people of Ruottia comprise a wide plethora of different cultures, and are bound together solely by their adherence to Iskusi, a Ruo branch of the Church of the Almighty One considered to be heretical in most other parts of the world.

The current King of Ruottia is the powerful Merda Amducyy VII Bardamir of the House of Bardamir, the ruling house of the Kingdom of Qimranuth in the north. First elected twenty-four years ago, the 78-year-old Merda VII has continued to cling to power against the odds, winning two more elections through a series of astute political dealings and brutal executions of rivals, but with his age, has become weaker. Talk of a succession crisis swirls in Idunia, and the other six houses grow impatient, waiting for the day of Merda VII's death.

Important information
Iskusi is a branch of the Church of the Almighty One that is practiced primarily in Ruottia, although some enclaves exist outside of the Confederated Kingdoms, where they are considered to be heretics and persecuted. It was created eight hundred years ago by the sage Iskusianus Amducyy Barlath, who lends his name to the sect.

In Iskusi, it is taught that the Almighty One - known in the common Ruo tongue as Amduscias - was formerly a mortal man who resided in a previous iteration of the universe that has since disappeared, and that all mortals have the power to one day become as unto the Almighty One - gods of their own universes. The holy text of Iskusi, the Amdura, guides all aspects of Iskusi adherents' lives, and sets forth laws concerning the offering of sacrifices to the One and rituals to be performed by adherents in order to purify their souls. The leader of Iskusi is the Patriarch of Idunia, whose seat of power is in the same capital as that of the Confederation of Ruottia, and is supported financially and militarily by the King of Ruottia and by the Seven Royal Houses. So great is the influence of Iskusi on daily life in Ruottia, in fact, that all males bear the middle name Amducyy - "he who is of Amduscias".

Iskusi, while affirming that there is only one God, is actually a bitheistic religion - Amduscias is said to have two personae, that of Rei-amduscias, the Creator, and that of Dav-amduscias, the Destroyer. These two personae are considered to be distinct in and of themselves, despite being simultaneously two parts of the same being Amduscias, and function together in tandem; Rei-amduscias creates life, and when that life has expired, it is destroyed by Dav-amduscias, who draws forth its soul to be cycled into a new life by Rei-amduscias. Iskusi teachings hold that human souls are reincarnated into the world in either a higher or lower form than before, depending on their level of devotion to the One. Those who were more devoted in the past life will be reincarnated as a higher being, while those who shirked their ritual duties or backslid will be reincarnated as lower beings. The positioning of beings after reincarnation is governed by the Great Chain of Being, which consists of seven strata, from highest to lowest:

  • Kings / Priests / Nobles
  • Generals / Archmages
  • Scholars / Artisans / Musicians
  • Unskilled workers / Peasants / Ordinary soldiers
  • Domesticated animals
  • Feral /wild animals
  • Lepers / the disabled

Though it already stands opposed to most other major sects of the Church of the Almighty One, which consider it to be heretical on account of its extreme practices, Iskusi is also known for its rivalry with Tendo, the religion of Wado. The reason for this rivalry dates back to the Schism of Omi in the year 1473 (Azuma) / 71 (Iskusi) - in that year, the sage Iskusianus Amducyy Barlath, founder of Iskusi, attempted to spread his teachings in the Wadoan capital of Omi, but was shunned by the Tendo clergy in Omi and subsequently killed before he could leave Wado. Since then, Iskusi and Tendo have been at odds with each other, with the schism only growing deeper and deeper as the doctrines of the two religions grow further and further apart.
The Seven Royal Houses of Ruottia are seven powerful families that have ruled the constituent kingdoms of Ruottia for the past thousand years.

The leaders of the Seven Houses sit on the Council of Idunia, the politically influential legislative body of Ruottia, and are responsible primarily for the administration of their constituent kingdoms' economy and military, as well as for the election of the King of Ruottia, who is usually the leader of one of the Seven Houses.

The Seven Houses are:
  • House Idunia of Idunia (Human)
  • House Bardamir of Qimranuth (Elvish, Higher)
  • House Khurestal of Qimranuth (Human, Lower)
  • House Alamir of Iweleth (Elvish, Higher)
  • House Nizhnem of Iweleth (Human, Lower)
  • House Galma-Damra of Chemdah (Dwarvish, Higher)
  • House Makhlad of Chemdah (Human, Lower)

The most powerful of the seven houses is the House of Idunia, which sits in its namesake capital city and is de facto considered to be a ruling family in its own right; the road to power for any of the other six houses passes through the House of Idunia, and any patriarch or matriarch of any of the other houses must win the House of Idunia to their side in order to lay claim to the throne and make a case for election or reelection.
Ruottia's military consists of two major components: the Kingdom Militaries, which swear fealty to the individual rulers of the three kingdoms of Qimranuth, Iweleth, and Chemdah, and the Idunian Military, which consists of the most elite soldiers drawn from the armies of the three kingdoms to form a unified force that answers to the government in Idunia.

Each of the three kingdoms' militaries has its own special characteristics; the soldiers of the Kingdom of Qimranuth are renowned for their mountaineering skills and their resistance to cold, as they frequently conduct exercises and expeditions in the frigid Barrens in the north and in the Thraa Lashek mountains; those of the Kingdom of Iweleth are known for their tough, impenetrable armour, crafted from the metal mined in Iweleth by the skilled craftsmen of the Western kingdom; and those of the Kingdom of Chemdah, the coastal kingdom, are peerless seafarers and navigators, hardened through constant clashes and skirmishes with the navies of the nations of the Islands of the Rising Sun.

It is from these three militaries that the Idunian Military draws its personnel; with a force some 5,000 strong, the Idunian Military serves as the guardians of the capital, and are thought of as having a higher status than soldiers of the constituent kingdoms.
The traditional history of Ruottia retrospectively considers Iskusianus Amducyy Barlath to be the first King of Ruottia. However, in reality, the three Kingdoms of Qimranuth, Iweleth, and Chemdah were only united in the year 226 (Iskusi).

Kings of Qimranuth
  • Merda I Bardamir (1 - 12)
  • Merda II Bardamir (13 - 37)
  • Umlyath I Bardamir (37 - 64)
  • Merda III Bardamir (64 - 71)
  • Joano I Khurestal (71 - 96)
  • Joaha I Khurestal (96 - 104)
  • Joaha II Khurestal (104 - 119)
  • Joaha III Khurestal (119 - 145)
  • Belag Khurestal (145 - 152)
  • Joano II Khurestal (152 - 168)
  • Merda IV Bardamir (168 - 194)
  • Merda Amducyy V Bardamir (194 - 196)
  • Joano Amducyy III Khurestal (196 - 199)
  • Daalam Amducyy I Khurestal (199 - 213)
  • Daalam II Amducyy Khurestal (213 - 223)
  • Guramid Amducyy Bardamir (223 - 226)

Kings of Iweleth
  • Vilos Alamir (1 - 40)
  • Imzyrn I Alamir (40 - 58)
  • Imzyrnien Alamir (58 - 65)
  • Imzyrn II Alamir (65 - 75)
  • Ischusilia Amducyy I Alamir(75 - 92)
  • Ischusilia Amducyy II Alamir (92 - 104)
  • Nardan Amducyy I Nizhnem (104 - 153)
  • Berlam Amducyy I Nizhnem (153 - 171)
  • Nardan Amducyy II Nizhnem (171 - 198)
  • Nardan Amducyy III Nizhnem (198 - 203)
  • Berlam Amducyy II Nizhnem (203 - 210)
  • Galdalath Amducyy I Nizhnem (210 - 226)

Kings of Chemdah
  • Dromi Galma (1 - 39)
  • Dromos I Galma (39 - 50)
  • Benoni I Galma (50 - 58)
  • Dromos II Galma (58 - 72)
  • Benoni II Damra (72 - 103)
  • Benoni III Galma-Damra (103 - 140)
  • Benoni Amducyy IV Galma-Damra (140 - 144)
  • Vestra Amducyy I Makhlad (144 - 196)
  • Vestra Amducyy II Makhlad (196 - 210)
  • Benoni Amducyy V Galma-Damra (210 - 226)

Kings of Unified Ruottia
  • Benoni Amducyy V Galma-Damra (226 - 229)
  • Guramid Amducyy Bardamir (229 - 233)
  • Umlyath Amducyy II Bardamir (233 - 243)
  • Imzyrn Amducyy III Alamir (243 - 258)
  • Dromos Amducyy III Galma-Damra (258 - 283)
  • Arlyeti Amducyy Makhlad (283 - 288)
  • Galdalath Amducyy II Nizhnem (288 - 315)
  • Nardan Amducyy IV Nizhnem (315 - 325)
  • Nardan Amducyy V Nizhnem (325 - 330, first term)
  • Ratymia Amducyy I Idunia (330 - 340)
  • Nardan Amducyy V Nizhnem (340 - 342, second term)
  • Dromos Amducyy IV Galma-Damra (342 - 347)
  • Ischusilia Amducyy III Alamir (347 - 392)
  • Nardan Amducyy VI Nizhnem (392 - 402)
  • Benoni Amducyy VI Galma-Damra (402 - 422)
  • Reo Amducyy Idunia (422 - 427)
  • Tygyria Amducyy I Makhlad (427 - 437)
  • Vestra Amducyy III Makhlad (437 - 452)
  • Miroth Amducyy Khurestal (452 - 477)
  • Rethestria Amducyy Khurestal (477 - 478)
  • Daalam Amducyy III Khurestal (478 - 502)
  • Imzyrn Amducyy IV Alamir (502 - 507)
  • Imru Amducyy I Alamir (507 - 517)
  • Imru Amducyy II Alamir (517 - 562)
  • Berelim Amducyy I Bardamir (562 - 572)
  • Nardan Amducyy VII Nizhnem (572 - 590)
  • Galdalath Amducyy III Nizhnem (590 - 600)
  • Benoni Amducyy VII Galma-Damra (600 - 615)
  • Ratymia Amducyy II Idunia (615 - 650)
  • Daalam Amducyy IV Khurestal (650 - 685)
  • Berelim Amducyy II Bardamir (685 - 714)
  • Dromos Amducyy V Galma-Damra (714 - 739)
  • Benoni Amducyy VIII Bardamir (739 - 764)
  • Imru Amducyy III Alamir (764 - 770)
  • Alilyev Amducyy Idunia (770 - 771)
  • Galdalath Amducyy IV Nizhnem (771 - 775)
  • Ostarian Amducyy I Khurestal (775 - 780)
  • Ostarian Amducyy II Khurestal (780 - 784)
  • Ratymia Amducyy III Idunia (784 - 786)
  • Merda Amducyy VII Bardamir (786 - present) INCUMBENT
Other misc. information
As Ruottia is an ethnically and culturally heterogenous nation, there is no standardised naming convention across the three kingdoms and Idunia. However, some common patterns can be seen, in that all Ruo people, regardless of whether they are humans, elves, or dwarves, bear the name Amducyy, either as a middle name (in the case of noblemen who already possess clan names) or as a surname (for commoners who have no surnames). This middle name is of a ritualistic nature; it is bestowed upon children upon birth or taken on by converts to the Iskusi sect, and only those who bear it are said to be able to undergo ritual cleansing (required for entry into Iskusi temples and libraries) and, after death, the process of reincarnation into a higher state of being than in one's previous life.
Ruottia uses the Iskusi calendar, created by Mairucianus Amducyy Barlath, the son of the sage Iskusianus. The Iskusi calendar divides the year into fifteen months of twenty-four days each, with each week consisting of six days.

The current year in the Iskusi Calendar is 810 - the year of the sage Iskusianus' birth is held to be Year 1 of the Iskusi Era (IE), with any years prior labelled with the suffix BI - 'before Iskusia'.





Wado
Wado, known in full as Wado-no-kuni, is a frigid archipelago nation, located in the farthest north part of the wider archipelago known as the Islands of the Rising Sun, and comprises the main island of Tenryu-do and the three smaller islands of Karyu-do to the north, Suiryu-do to the west, and Hyoryu-do to the southeast. Its capital is the city of Omi, located in the south of Tenryu-do. Geographically, the four islands of Wado are the closest among the Islands of the Rising Sun to the wastelands of the North, and consequently also has the harshest climate, being covered in snow and frost for three quarters of the year, during which time it sees an average of six hours of sunlight a day.

Wado is a homogenous nation, inhabited primarily by humans of the Azuma ethnicity, although there are small villages of dwarves and orcs living in the rural areas and wilderness, left largely unmolested by the Azuma majority. The people of Wado are known to be tough as nails, and are generally quieter and softer-spoken than their southern counterparts in the less icy parts of the Islands. Their cuisine is based primarily on fish and other forms of seafood like shellfish and molluscs, which are usually cured or smoked in order to last through the dark months, with dairy products, root vegetables, and alcoholic beverages being regularly consumed. Sports are popular among boys and girls alike, in particular combat sports like sumo wrestling, horseback archery, and fencing.

For the past 150 years, Wado has been ruled de facto by the Kuhaku warlord clan, the patriarch of which serves as Shogun of Wado. At present, the ruler of Wado is 51-year-old Kuhaku no Shunkai, the 7th Shogun of Wado. The official religion is a denomination of the Church of One known as Tendo, a polytheistic branch of the church in which the One - known in Wado as Tenko - is worshipped as the Supreme Deity, alongside numerous other minor patron gods and spirits.

Important information
Tendo, officially known as Gotenko Shojin Seido ("The Holy Path of the Almighty Tenko, Blessed be He"), is a polytheistic branch of the Church of the Almighty One which worships the Almighty One, known in the Wadoan language as Tenko (lit. "Lord of the Sky"), as the supreme deity among a pantheon of other minor deities. Tendo is practised primarily by the 42,000 inhabitants of Wado, although it has other adherents in other parts of the Islands of the Rising Sun as well as elsewhere in the world.

Tendo's belief system is centred primarily on the worship of Tenko through the various patron gods and spirits that inhabit the land, all of which are held to be incarnations of various aspects of Tenko's being. In Tendo, adherents perform a variety of rituals, many tied to their specific professions, as acts of praise, contrition, or prayer; there is no afterlife in the Tendo belief system, and the souls of the deceased (human, animal, and plant alike) are said to be reborn into the Mortal Plane (jikai), either as other mortal beings or, in the case of truly remarkable souls, as minor deities in their own right - in other words, vessels for the spirit of Tenko himself.

Tendo's holy scriptures are compiled into two books: the Shiki, a collection of traditional sacred poems and analects compiled by the warlord-turned-monk Saijo no Yusei in Year 1130 (Azuma), and the Kansho, written in Year 796 by the sage Han'yo. Among these two, the Kansho is considered the more important of the two texts, and outlines what has since been traditionally held to be the Will of Tenko; within the Kansho is outlined guidelines for the worship of Tenko, as well as various sayings and proverbs advising adherents of Tendo on how to conduct themselves.

Despite its ordinarily peaceful image, however, a significant facet of Tendo is its bloody rivalry with the Ruo cult known as Iskusi, which originated in the land of Ruottia c.1440 (Azuma). Iskusi, which is practiced primarily in Ruottia, derives some of its rituals from Tendo and from other denominations of the Church of One, but is considered by almost all major denominations of the Church of One to be a heretical belief system, with numerous attempts being made to stamp it out outside of Ruottia. In particular, the Kuhaku government in Wado has persecuted adherents of Iskusi since 2094, and continues to do so to the present day.
The Kuhaku Clan has ruled Wado since 2048, the year of the Unification of Wado, when the six warlords of the four islands swore fealty to the Kuhaku Clan of Tenryu-do, then led by Kuhaku no Koya. Originally only a medium-sized clan, the Kuhaku Clan expanded rapidly since it came to power in 2048, and as of the present year, boasts close to 200 members, of which the majority are members of the Kuhaku Clan's twelve collateral families.

Wado is ruled by the heads of the mainline Kuhaku Clan, who are descendants of Kuhaku no Koya, the first Shogun of Wado. There have been seven Shogun:
  • 2048 - 2068: 空伯の幸也  Kuhaku no Koya, 1st Shogun of Wado (1995 - 2068)
  • 2068 - 2099: 空伯の昭斗  Kuhaku no Shoto, 2nd Shogun of Wado (2030 - 2099)
  • 2099 - 2143: 空伯の昭平  Kuhaku no Shohei, 3rd Shogun of Wado (2072 - 2143)
  • 2143 - 2150: 空伯の昭海  Kuhaku no Shokai, 4th Shogun of Wado (2101 - 2150)
  • 2150 - 2191: 空伯の明成  Kuhaku no Meisei, 5th Shogun of Wado (2133 - 2191)
  • 2191 - 2210: 空伯の駿剛  Kuhaku no Shungo, 6th Shogun of Wado (2158 - 2210)
  • 2210 - 22XX: 空伯の駿海  Kuhaku no Shunkai, 7th Shogun of Wado (b. 2165) INCUMBENT
Wado's military is loyal, first and foremost, to the Kuhaku Clan. Its exact numbers are kept secret, but its ranks consist of both men and women, and are divided into eleven units, of which four are infantry units, two are cavalry units, one is a flying cavalry unit, and four are naval units.

Wadoan soldiers are renowned for their archery skills and for their foraging skills and expertise in reconnaissance. In particular, its flying cavalry unit, which mount Wado's renowned giant birds known as fushicho, are the most elite of all Wadoan soldiers, with stringent requirements for entry and, for those who are chosen, two years of intense training. Unlike the other ten units of the Wadoan military, which rely on voluntary recruitment, the fushicho-tai, as it is known, dispatches scouts across Wado from time to time, conscripting boys and girls between the ages of 17 and 21 who display strong athletic prowess. Membership in the fushicho-tai is considered a great honour; it is said that there are no more than 200 at any one time.
Other misc. information
The majority of Wadoan people do not have surnames; traditionally, only nobles, aristocrats, and warriors employed by noble families have surnames.

In the Wadoan name order, the surname (if any) is rendered before the given name. As such, in the given name 'Kuhaku no Shunkai', the given name is Shunkai, and the surname is Kuhaku, no being a possessive particle used by nobles to indicate membership of a clan.

Sumo wrestlers typically take on a special ring name known as a shikona, which consists of a surname and a given name. Their surnames are typically quite elaborate, and sometimes express information about the wrestler or his hometown.
Wado uses the Azuma Calendar, which consists of twelve months of thirty days each, for a total of 360 days a year. Months are numbered numerically from one to twelve, and the seven days of a week are named after the sun, the moon, fire, water, forest, metal, and soil.

The current year in Wado is 2216. According to Wadoan legend, the four islands of Wado were created two millennia ago, when four legendary dragons known as Karyu (the fire dragon), Suiryu (the water dragon), Hyoryu (the ice dragon), and Tenryu (the sky dragon) fought each other in a colossal battle in the heavens, before succumbing to their wounds and falling into the sea, their bodies transforming into the archipelago now known as Wado. The year this is said to have taken place is considered to be Year 1 of the Azuma Calendar.
Sumo is a combat sport wherein two wrestlers grapple inside a ring made of dirt and straw bales, with the intent being to force the opponent to touch the ground with any part of their body other than their feet, or to step outside of the ring's boundaries as demarcated by the circle of straw bales. Unlike other regions of the Islands of the Rising Sun, where sumo is an exclusively male sport from which women are banned, sumo in Wado is practiced by both men and women. However, in Grand Sumo, the professional division of the sport, men continue to dominate the ranks, because there are no weight classes. Professional sumo wrestlers are known as rikishi (lit. "strong man"), and are held in very high regard by the public.

Professional wrestlers who compete in Grand Sumo are ranked into six divisions, the highest division of which is further split into five ranks. The highest rank in Grand Sumo is yokozuna (lit. "horizontal rope"), so named because wrestlers who hold this rank are permitted to wear a thick ceremonial rope round their waist to signify their status. Because Grand Sumo is considered a religious activity, intended to be a form of entertainment to the One, those who hold the rank of yokozuna are also highly venerated in the same manner as priests and mediums, outside of their athletic achievements. The rank was first issued in the year 1882 to the wrestler Shiranui Konosuke; to date, there have been 30 yokozuna, of whom the first five - Shiranui, Unryu, Azumakuni I, Amanosato, and Azumakuni II - are venerated as minor deities.

  • 1882: 不知火 幸之助      Shiranui Konosuke, the 1st Yokozuna (1843 - 1916)
  • 1896: 雲龍 権兵衛       Unryu Gonnohyoe, the 2nd Yokozuna (1860 - 1919)
  • 1898: 東國 伊之助 初代    Azumakuni Inosuke I, the 3rd Yokozuna (1867 - 1930)
  • 1905: 天ノ里 与一       Amanosato Yoichi, the 4th Yokozuna (1879 - 1945)
  • 1915: 東國 伊之助 二代目   Azumakuni Inosuke II, the 5th Yokozuna (1890 - 1971)
  • 1924: 火龍ノ海 淡十郎     Karyunoumi Tanjuro, the 6th Yokozuna (1899 - 1970)
  • 1940: 鯰切 忍         Namazugiri Shinobu, the 7th Yokozuna (1914 - 1984)
  • 1941: 湖の弥里 次郎衛門    Konomisato Jiroemon, the 8th Yokozuna (1910 - 1987)
  • 1950: 炎 光          Homura Hikaru, the 9th Yokozuna (1919 - 1972)
  • 1963: 双並木 伸太       Futanamiki Shinta, the 10th Yokozuna (1930 - 2001)
  • 1980: 昭ノ山 逸雄 初代    Akinoyama Hayao I, the 11th Yokozuna (1949 - 2013)
  • 1999: 昭ノ山 逸雄 二代目   Akinoyama Hayao II, the 12th Yokozuna (1967 - 2024)
  • 2009: 西郷松 大樹       Saigomatsu Daiju, the 13th Yokozuna (1987 - 2019)
  • 2013: 東國 伊之助 三代目   Azumakuni Inosuke III, the 14th Yokozuna (1987 - 2037)
  • 2023: 一本松 光輝       Ipponmatsu Teruki, the 15th Yokozuna (2000 - 2094)
  • 2048: 肥後弥里 頼宏      Higomisato Yorihiro, the 16th Yokozuna (2025 - 2081)
  • 2058: 暁 慎之介        Akatsuki Shinnosuke, the 17th Yokozuna (2029 - 2083)
  • 2064: 東國 伊之助 四代目   Azumakuni Inosuke IV, the 18th Yokozuna (2038 - 2101)
  • 2071: 昭ノ山 逸雄 三代目   Akinoyama Hayao III, the 19th Yokozuna (2043 - 2099)
  • 2090: 黎明 和樹        Reimei Kazuki, the 20th Yokozuna (2062 - 2095)
  • 2094: 海道 三郎兵衛      Kaido Saburobe'e, the 21st Yokozuna (2075 - 2163)
  • 2118: 五条 太郎        Gojo Taro, the 22nd Yokozuna (2093 - 2165)
  • 2130: 鷹の城 和歌三郎     Takanojo Wakasaburo, the 23rd Yokozuna (2101 - 2183)
  • 2139: 東國 伊之助 五代目   Azumakuni Inosuke V, the 24th Yokozuna (2100 - 2165)
  • 2161: 春来 剣士 初代     Shunrai Kenshi I, the 25th Yokozuna (2131 - 2199)
  • 2168: 大天龍 武介       Daitenryu Busuke, the 26th Yokozuna (2132 - 2203)
  • 2181: 春来 剣士 二代目    Shunrai Kenshi II, the 27th Yokozuna (2158 - 2210)
  • 2197: 禱弥里 重右衛門     Inorimisato Juemon, the 28th Yokozuna (b. 2166)
  • 2212: 雷 吾朗         Kaminari Goro, the 29th Yokozuna (b. 2190)
  • 2213: 胡蝶の海 蒼治      Kochonoumi Soji, the 30th Yokozuna (b. 2188)

The ranks and divisions of Grand Sumo are as follows:

  • Makuuchi Division
    • Yokozuna (theoretically unlimited - in practice, no more than three or four wrestlers ever hold this rank at any given time, and there have been periods with no yokozuna)
    • Ozeki (2 wrestlers)
    • Sekiwake (2 wrestlers)
    • Komusubi (2 wrestlers)
    • Maegashira (36 wrestlers)
  • Juryo Division (28 wrestlers)
  • Makushita Division (120 wrestlers)
  • Sandanme Division (200 wrestlers)
  • Jonidan Division (unlimited)
  • Jonokuchi Division (unlimited)
Kashu is a type of liquor produced in Wado since antiquity. It is made first by fermenting snow yams (a sweet and slightly bitter tuber vegetable found only in Wado, also commonly eaten as a staple) for six months in oak barrels, flavouring it with cassia, ginseng root, and black sugar. The liquid produced is then distilled from anywhere between two to five times to produce a clear, slightly bluish liquid.

The name kashu literally means "fire liquor", and is so named because it is traditionally held to be the drink of choice of Kajo, the patron goddess of fire. Kashu is produced by a large number of producers across Wado, with varying flavour and levels of alcohol, but the most prestigious is made by the Kanzaki family, and is known as Kanzaki-kashu; only 72 bottles are produced each year (six per month), and each bottle can fetch extremely high prices, sometimes as much as six month's salary for an infantryman. Kashu also carries ritual significance, and is known as one of the Three Holy Offerings (sanseisaku - the other two are salt and volcanic spring water). It is used in Tendo purification rituals as a cleansing liquid.
Fushicho (lit. "undying bird"), also known as kinshi ("golden kite") in classical literature, are a species of giant bird native to Wado. First domesticated in the 16th century (Azuma), they have since become an unofficial symbol of the Wadoan nation, and a major source of pride for its people.

Fushicho are used primarily as steeds by the highest ranking members of the nobility, as well as steeds by the elite flying cavalry unit of Wado's military known as the Fushicho-tai.
Last edited by Nagakawa on Mon Feb 07, 2022 5:26 pm, edited 10 times in total.
If you run, you gain one, but if you move forward, you gain two.

User avatar
Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Sat Feb 05, 2022 5:24 am

And here are my apps, which are currently still WIP

Name
Zeke Cottonhand
Formerly known as Imzychnir Amducyy Thrasu-Alamir
(eem-ZEEK-near ahm-doo-TSEE THRAW-soo awl-uh-MEAR)
Image

Race
Elf (Iweleth)

Age
23

Gender
Male

Origins/Background
Former scion of an aristocratic Elvish clan who abandoned the luxury into which he was born, becoming a gentleman thief and a maker of mischief.

Class
Thief

Vitals
  • Strength: 9
  • Charisma: 11
  • Dexterity: 17
  • Intelligence: 8
  • Wisdom: 10

Total Wounds

Statistics
  • Melee Attack:
  • Ranged Attack:
  • Magic Attack:
  • Evade:
  • Armor Rating:
Melee Weapons
Ranged Weapons
  • Crossbow x1
Firearms
  • Flintlock pistol x1
Armor
  • NIL
Spells Known
  • NIL
EARLY YEARS
The man who would later become the highly-renowned gentleman thief Zeke Cottonhand was born Imzychnir Amducyy Thrasu-Alamir in the city of Ira, capital of the Kingdom of Iweleth. His father was Imzydron Amducyy Thrasu-Alamir, head of the Thrasir branch of the Elvish House of Alamir and second cousin of King Imzyra Amducyy Alamir of Iweleth; his mother, Mila, was the second wife of Imzydron. He was the only son of Imzydron, and one of three children that Imzydron bore via his two wives and four concubines.

At the time of his birth, Imzychnir was 17th in line to the throne of Iweleth, but within the next five years after his birth, would see himself fall to 52nd in line following the birth of several other cousins, a series of marriages and changes in the rankings of the House of Alamir’s collateral families, and the demotion of his mother to the status of a concubine following a dispute that saw her family stripped of its nobility.

Throughout his childhood, Imzychnir suffered regular abuse at the hands of his father Imzydron, who vacillated between periods of affection and generosity, and periods of uncontrollable rage, during which everything in the house could become an instrument of discipline. Consequently, despite his material comfort, Imzychnir’s childhood was deeply unhappy, and at the age of 15, after leaving a fake suicide note and pocketing a large amount of money from his father’s coffers, Imzychnir quietly fled his family’s mansion, promising to himself that he would one day return home to rescue his mother.

He left the central city of Ira, stowing away in a merchant caravan heading out to the city’s outer circles where its farmlands were concentrated, before then jumping aboard another caravan and leaving Ira entirely and finally ending up in the western border village of Ozhbich, a tiny settlement with a population no larger than 400, barely within the reaches of the Kingdom of Iweleth’s political reach. Here, using his money, he rented a room for himself at a local inn, and changed his name to hide his identity, dropping his noble surnames and shortening his name from Imzychnir to simply Zeke.

GENTLEMAN THIEF
Aware that the money he had taken with him was not infinite, Zeke began working a series of jobs in the village, serving variously as a kitchen hand, a barkeep, and even a mercenary (having purchased a pair of daggers and a crossbow in case of emergencies). However, his lavish spending habits saw him deplete his savings quickly, and by the time he was 18, Zeke knew that his money would not last much longer, and his salary would still be insufficient to fund the nobleman’s lifestyle he found difficult to give up.

Hence, with the little money he had left, Zeke made his way back to Ira, and by the time he arrived, was famished and broke. He turned to fluffing the pockets of the palace guards patrolling the inner city and the merchants who stood around cutting deals with each other, while also finding himself a job working at a restaurant in the city centre just so he could have free meals during the day.

Having no qualms about stealing from the rich people who hung around the city - some of whom he recognised as men with whom his father had conversed in the past - Zeke began to sneak into the noble mansions in the innermost gated communities of the city, taking increasingly more valuable objects and bringing them out, whereupon he would then sell them on the secret markets that popped up in the underbelly of the city at night. One day, word reached his ears that there was a gentleman thief at large in Ira, one known as ‘Cottonhand’ - because being pickpocketed by him felt subtler than a brush of a cotton ball - and only a month after first hearing the epithet did Zeke finally realise that it belonged to him.

DOUBLE AGENT







Name
Suzume Yoichi
(soo-zoo-may yoh-itchy)

Formerly known as Yoichi
Image

Race
Human (Azuma)

Age
31

Gender
Male

Origins/Background
A man of humble origins who became a sumo wrestler to earn a living, fighting tooth and nail and rising through the ranks to eventually become the No. 2 ranked wrestler.

Class
Berserker

Vitals
  • Strength:
  • Charisma:
  • Dexterity:
  • Intelligence:
  • Wisdom:

Total:

Total Wounds


Statistics
  • Melee Attack:
  • Ranged Attack:
  • Magic Attack:
  • Evade:
  • Armor Rating:

Melee Weapons
Ranged Weapons
  • NIL
Firearms
  • NIL
Armor
  • Light armor
Spells Known
  • NIL

Last edited by Nagakawa on Mon Feb 07, 2022 9:18 pm, edited 5 times in total.
If you run, you gain one, but if you move forward, you gain two.

User avatar
Blargleyarg
Spokesperson
 
Posts: 127
Founded: Nov 03, 2021
Ex-Nation

Postby Blargleyarg » Sat Feb 05, 2022 10:50 pm

So, I have a couple of rough ideas for critters that the PCs could encounter. Was kinda sleepy when I wrote them, so not my best work
Regardless, just wanted to get em out there so I can get feedback and such as I'm very willing to do lots of tweaking and/or expansion. Oh, and I'd like to be asked some questions so I can flesh some things out further

They're both quite weird, hope you enjoy! :D

The first of the Mishan parasites appeared during the golden ages of the Triad, presumably having stowed away during one of the scientific expeditions to other planes. The species has adapted quite well, carving out it's own niche.

Life Cycle: The Alis Putridum's lifespan consists of several stages, the first of which begins when a Mishan (a species of parasitic invertebrate that resembles a cross between a horseshoe crab and a slug) latches onto a humanoid, usually between the shoulderblades, secreting a paralyzing agent if the host is still hanging on to life. They usually infect the freshly deceased or the dying, but in a pinch are able to parasitize bodies in advanced stages of rot or healthy humans, albeit with severely detrimental effects to the parasite in both cases.

Two to three hours after initial connection, the Mishan will have made a permanent link between itself and it's host and have finished with initial integration. An hour after that, the corpse will open it's eyes and stand. This is the first stage of the Alis Putridum.

Unintelligent, weak, and ravenous, these fresh hosts are constantly on the hunt for carrion with a pack of other newborns. At this point, being merely corpses with slightly swollen backs, they're quite easy to deal with- roughly equivalent to a rabid dog. They are, however, quite dangerous in groups.

Only the strongest of these newborns will survive long enough for the bulge on their backs to slough off and reveal a pair of long, bony limbs. Thus begins the second stage of the lifecycle- the fledgeling. In this stage, the spinal column will begin elongating into a short tail, the canines begin to lengthen, growing sharper, and the Alis will begin to adopt more aggressive methods of feeding, killing prey themselves instead of merely scavenging for scraps. The limbs on their back will slowly begin to grow larger and larger, eventually allowing short periods of gliding. Most Alis who reach the stage of fledgeling will survive to the third- the mature Alis.

The mature Alis, albeit similar to the fledgeling, is still quite distinct- the wings on it's back are now fully functional and large enough to facilitate long periods of gliding and even some lift generation. It has a full set of long, sharpened teeth, greatly lengthened limbs (Alis grow gradually taller throughout their lifespan. Most of the adults are over seven feet), claw-like fingernails and a long tail. The full process can be completed in a matter of days with sufficient food, but it usually takes around three years for a wild one to reach maturity.

Reproduction: Compared to the rest of their lifecycle, reproduction is relatively simple- Alis in their mature phase occasionally "spit" out Mishan eggs. How the eggs are produced is a mystery, but it's assumed that the parasite is laying them inside the host's stomach.

Appearance: Mature Alis are between six and a half to eight feet tall, have enlarged pupils, and are completely hairless. Their mouths are like baskets of knives, placed haphazardly and yet with intent to rip and kill. Small patches of decay dot their bodies and blood stains their wings. The Mishan's presence, the need for strong climbing skills and the wings combined give the Alis a massively swollen, heavily muscled back. Long claws extend from their fingers and toes, both of which are themselves disturbingly lengthy. Likewise, the arms and legs of the creatures are like vines, long and thin yet strong.

Behaviors/Environment: Roughly as intelligent as a ten year old when mature, the Alis is a very dangerous creature. However, despite their grotesque appearance, otherworldly origin and bizarre life cycle, they are still roughly equivalent to a bear or wolf, shying away from larger settlements. They generally won't bother humans unless hungry, desperate, or annoyed- while generally not malicious, they do hold grudges. Alis rarely make any sort of vocalizations, but when they do, it's noticeable- the alarm shriek of an Alis can be heard for miles around.

Nowadays they're typically found in very cold arboreal regions, living in nests made from sticks, bones, and fur. They prey primarily on local wildlife, the odd caravan driver and whatever else they can find.

Religion: Interestingly, some isolated northern villages will place their dead on raised platforms so that they might be carried off and parasitized by the "forest angels". This practice allows the Alis to reproduce nonviolently, which they appreciate (less effort). Thus, they bring gifts of elk and fish to the aforementioned villages in thanks. This mutually beneficial arrangement might not have raised any eyebrows if not for the fact that the recently dead would occasionally be seen in the forest, seemingly "reincarnated" by the Alis. In truth, Alis have no memory of their former lives, but this doesn't especially matter to a villager who's just seen a bizarre creature wearing their deceased grandfather's face slash an elk's throat and then fly off.

Understandably, this has ruffled some feathers among the more orthodox wings of the Church.


This magnetic amphibian is among the more annoying inhabitants of the Grey Mire, a chilly, dark, and generally unpleasant swamp a few thousand miles too far of the equator.

The lodetoad is roughly the size of a fist, having knobbly grey skin, striking cyan streaks along it's back and a pair of perpetually alert eyes on either side of it's head. Despite their name, they are in fact a type of frog.

Lodetoads are well-known for their proficiency at attracting metallic objects with the stone inset in their foreheads, but most aren't aware that their trademark skill originally evolved as a way to lure electromagnetically sensitive insects.

Eventually, someone had the bright idea to start breeding and training the little fellows to be better at it, eventually becoming able to snatch small metallic objects- keys, daggers, iron coins, etc. In time, they'd become infamous for their usage by professional pickpockets- from twelve feet away, inside a leather satchel, a well-trained toad could steal a wallet full of iron coins with ease. As the toads were exported across the continent by all sorts of lowlifes, the problem would eventually become severe enough for the Minter's Association to begin removing iron coins from circulation. No longer deemed useful, many the thieving little amphibians were promptly turned loose, and can now be found across the land, albeit in a more feral form.


anyways, g'night, hope you enjoyed reading about my weird flying headcrab zombies and magnetic pickpocket frogs
Last edited by Blargleyarg on Sun Feb 06, 2022 7:43 am, edited 4 times in total.
(╯°^°)╯︵ ┻━┻

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Cybernetic Socialist Republics, Hypron

Advertisement

Remove ads