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A Million Miles-A Dungeons and Dragons RP (OOC)

For all of your non-Nationstates related roleplaying needs!
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Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

A Million Miles-A Dungeons and Dragons RP (OOC)

Postby Luminesa » Mon Dec 24, 2018 5:26 pm

Image




The forests and fields of the world were endless. Walking through the woods was a journey both full of life and full of silence. Creatures stirred in the trees, in the canopies, and even below the ground. Little music played in this part of the woods. To find anything or to get anywhere, one had to walk a million miles or more, it seemed. The days passed quietly, provided no goblins, thieves, or other miscreants found one in the woods as they crossed. The fortunate part of traveling through such large woods, however, was that people lived so far apart. Nobody knew your name until you made your way to the other side of the woods. Such was life after the war.

Of course, the downside was that people were afraid to live close to each other now. Neighbors who had known each other for decades now did not know whether or not their close friends and confidantes studied that "Magic" nonsense. Those who did study Magic hid it from those who did. Such hiding split towns, split communities, until the Magic-users lived together and non-Magic users kept away from them. Those who braved the travel between such communities never knew who would welcome them when they reached the other side.

But the world would soon rebuild itself. As certain as the edge of the forest, between the deep, dark corner at the edge of civilization, lie in front of the beautiful kingdom she saw ahead, the world would soon rebuild itself. Humans-and other creatures who lived with humans-were resourceful. And crafty. Some would seek once again to make the world theirs. Perhaps we would have another war. Perhaps peace would continue, and communities would come back together. Until then, Eleanora Windwheel knew one thing and one thing only.

Magic was truly in the air.




Welcome to my first even non-spin-off RP! Based loosely on Dungeons and Dragons (character selections, classes, items, and some of the powers), here you'll be able to explore and discover your character's story (and the story which I have created as an overarching plot) as they travel the mysterious, beautiful, and treacherous world of Karthus. All those who are interested in D&D, those who have never played, those who have only played two campaigns (like myself, but I enjoy the lore), and those who simply like lots of lore and having fun, all are welcome! I will say this RP is somewhat in development, and overall I'm a pretty loose OP.

The App is as follows!:
D&D RP Character Application!
Name:
Age:
Height:
Weight:
Appearance:
Race: (From 5e, which I will link below)
Alignment: (Pick from alignments list!)
Class: (From 5e)
Biography: (2 or more paragraphs!)
Personality: (1 paragraph or more please!)
Strength: (How strong is your character?)
Dexterity: (How fast you are!)
Constitution: (Are you sickly or healthy?)
Intelligence: (Are you a smarticle?)
Wisdom: (Do you know of the world and its wiles?)
Charisma: (Can you charm your way around people?)
Skills: (Pick 3 based on your best stat or your two best stats)
Cantrips: (Your permanent spells, pick three, from your class, if you can use spells.)
Spells: (Pick 6 to start, from your class, if you can use spells. You can add more to your App as you learn them.)
Non-Magical Attacks: (If your class has any non-Magical attacks, such as the case for Monks and such, you can put them here, and add more the same way a Magic-user would do.)
Items: (Pick a couple items based on your class. You'll find more items based on your journey.)




Rules are as follows!:

1.) Obey all rules as I have them written! That way we can have fun.
2.) Obey me and my co-OPs when I pick them.
3.) If we have disagreements, please speak directly to me, either in TG or in Discord.
4.) Use only abilities, such as spells and cantrips, from your classes and your races. We're not going to do multi-classing because that's too complicated for me to keep track of.
5.) Cantrips can be spammed whenever. Spells are to be used six times a day, in 5e. "Once a day" means roughly 24 hours in the RP. You're allowed to spam one spell six times a day, or you can use all six spells, but you can't use spells more than 6 times a day! Even as you might learn more spells, you can only use six a day. The point of this game is IF you run out of spells, your teammates will help you out! It's a team-game! (Or you could try to avoid running into danger, but that's not always possible.) (This is not quite from 5e, but it makes things simpler.)
6.) Please inform me as soon as possible if you have any plans for your characters! This is a character-driven RP, even if I have made the setting (and have spent a lot of time on it). I want to have your characters be involved in the adventure!

Important Links Below:
Classes

Specifically:
Barbarians: Like Dave.
Bard: A singer/dancer but with magic!
Cleric: Magical priest, priestess, or nun! If you pick Cleric, you can include their domain and their deity in their biography. Please make sure to include them!
Druid: TREE-HUGGER! Or basically a Magical person who can control nature.
Fighter: Everybody was KUNG-FU FIGHTING!!!
Monk: THOSE KIDS WERE FAST AS LIGHTNIIIIIING! (There's not a massive difference between fighters and monks. If you need a reference, a monk is kinda like Krillin from DBZ...but hopefully you won't die as often as Krillin.)
Ranger: Ranged combat! You like ranged weapons.
Rogue: You fought the law, the law will eventually win, but for now you're just wandering around!
Sorcerer: You can use Magic, either from a gift or a bloodline.
Warlock: You get Magic from a deal with a god! Or a demon. Or you rescued Cthulhu's kitten and he decided to give you fun cosmic powers!
Wizard: You've studied Magic up and down, but because you are a massive nerd, YOU NEED TO LEARN MORE ABOUT MAGIC!

Races
Kitsunes

(All the many races! Please do not try to make any OP characters.)

Spells!
Gods and Goddesses (What god does your character worship? This is especially pertinent if you run a Wizard, Warlock, or Cleric.)
Skills (You pick these based on your stats. For example, someone whose best stat is Wisdom might be proficient in Insight and Medicine.)
Items!
Alignments!

And now some lore about the world I've created! Follow the map I've set-up at the top of the page:
Zenko Theocracy:
Race(s): Kitsune
Ruler: The Holy Queen Inari
Magic: Allowed
Allies: None
Location: The Zenko Theocracy is located in a vast, isolated forest, on the northeast corner of Karthus. The Echo Mountain Range makes accessing this area difficult. While they originally claimed the mountains and the Echo Mountain Valley as part of their territory, they were chased out of this territory by Magic Hunters.

Information: A theocracy whose residents are entirely Kitsune, fox spirits who defend the other sundry spirits of the woodlands. Originally the protectors of forests all across the world, they were renowned for being a fickle-but-close kingdom, wary of outsiders and of those wishing to make alliances. They believe their ruler is a goddess, and thus the people are her priests and protectors. While they were once a feared and powerful group, the Magic Wars brought mass slaughter of the Kitsunes, and thus they retreated to the forests beyond the Echo Mountains.

Now they exist in hiding, fearing for future wars to come as conflicts continue between kingdoms. Living far from the world does have its benefits, however. The Kitsunes have their own unique culture, an intense focus on the arts, and a mysterious philosophy. Those who wish to learn Magic often travel thousands of miles through enemy territories, to seek their counsel.
Echo Mountain Range:
Race(s): Kitsunes, Dragonborn, Dwarves, Humans, Halflings, Elves, Half-Elves, Beastfolk, etc.
Location: An enormous mountain range roughly 3,000 miles long, located on the northeast side of the world. The highest point, Ravenswood Mountain, is roughly 17,000 feet high, and is rumored to hide an ancient civilization of untold Magical power along its mountain path.

Information: Beyond the mountains live the Kitsune, under the mountains are the Three Dwarf Kingdoms, and in front of the range are several villages, ranging from a few hundred people in the human villages to a few dozen in the Elven and Beastfolk communities. The humans tend to live apart from most other species, due to their aversion to Magic, but Half-Elves who live with their human parents do exist here. The Elven and Beastfolk communities are more accepting of Magic, though Elves tend to be far more suspicious of humans than the Beastfolk.
The Three Dwarf Kingdoms:
Race(s): Dwarves
Magic?: Allowed
Rulers: King Grildhodr (Helmutt), King Darmir (Darmir), and Queen Mistdryn (True Hollow).
Allies: None
Enemies: Orcs, Goblins
Location: The three Dwarf Kingdoms exist in huge chains of caverns under the Echo Mountain Range. The Helmutt Kingdom, led by King Grildhodr, exists under the northwestern-most mountain and stretches for about 500 miles. The Darmir Kingdom, led by King Darmir, lives under Ravenswood Mountain and stretches for at least 800 miles. Finally the True Hollow Kingdom, led by Queen Mistdryn, is located beneath the southernmost mountain, and stretches for 900 miles at least.

Information: The Three Dwarf Kingdoms once lived in harmony, but the True Hollow Kingdom then believed it received a prophecy, during the Magic Wars. Queen Baermora, the grandmother of Queen Mistdryn, saw Humans and Orcs teaming with the other two kingdoms to take her kingdom’s land. When the Queen was killed during a battle against a small army of Humans and Orcs, her kingdom believed the message and began to act against the other kingdoms. Now for two generations the Three Kingdoms have been acting against each other, while also fending away the Orcs and Goblins. They are very suspicious of outsiders, and are wary of any travelers coming to travel the Echo Mountain Range. They have been known to attack those who try to trek the mountains, especially humans or Orcs.
The Ao Kingdom:
Races: Humans, Half-Elves
Ruler: Queen Katsura Minamoto
Magic: Allowed, but not used by the majority.
Allies: The Branwen Kingdom
Location: Stretching about 750 miles, from about 50 miles from the southernmost tip of the Echo Mountain Range to the Tourmaline Sea in the southeast. Their domain includes the surrounding forests, which causes for them to have occasional conflicts with Beastfolk and Elves.

Information: The Ao Kingdom was founded by humans who wished to travel closer to water, away from the mainland in which much conflict had occurred. However, what started as a small fishing and farming village soon grew to an enormous size, and despite the Magic Wars it is the second-largest of the Human kingdoms. The Ao Kingdom is now ruled by the Minamoto family, who have influenced the Ao Kingdom to expand from farming and fishing to also form strong foresting, woodworking, and crafting industries. They are also known for hearty, simple foods made with fish, rice, and various seafaring birds. Their culture revolves around theaters, recreational archery, and storytelling. The Ao Kingdom is also famed for its three monasteries: Genso Monastery (which teaches elemental magic), Kokoro Monastery (which teaches healing magic), and Komorebi Monastery (which teaches energy magic). Mystery revolves around the Genso Monastery in particular, which closed suddenly just a couple of years ago after all of its inhabitants and students went missing.
The Kingdom Of Barrfhionn (Pronounced BAR-een):
Races: Humans, Dwarves, Dragonborn, Half-Elves, Tieflings are said to possibly wander the outskirts of the kingdom.
Ruler: Eavan Barrfhionn
Magic: Yes
Allies: The Kingdom of Naaji
Location: The Kingdom of Barrfhionn is enormous, stretching from the Skull’s Ridge Mountain Range in the SW, through the desert to the SSW, all the way to the sea to the south. A massive trade center leading toward the eastern end of Karthus, the land includes not only the kingdom itself but all of the small towns around it. However, the kingdom does not claim the Skull Ridge Mountains, mostly because of a strange legend surrounding the mountain range.

Information: Originally founded as a group of refugees from the Branwen Kingdom during the Magic Wars, the kingdom has grown by being a hub for travel, trade, travel animals, and exotic goods. Wizards, sorcerers, and other Magic-users rule the land here, and live in conflict with the Branwen Kingdom a bit away due to the Magic the people harbor. However, because the Magic Wars are officially over, they cannot openly go to war based on the usage of Magic. Thus they frequently engage in hidden warfare to attack each other, usually outside the kingdoms themselves.

While they are somewhat wary of outsiders, due to their harboring of Magic-users, they are also friendly toward most people who simply wish to conduct trade. Their borders are rather well-guarded, however, and individuals from the Branwen Kingdom are not easily trusted. Those who wish to find hospitality in the kingdom, however, are often treated well, and are warned against traveling into the Skull Ridge Mountains at night.
Skull Ridge Mountains:
Races: Beastfolk, Half-Elves, Tieflings, etc.
Location: Slightly northeast to the Kingdom of Barrfhionn, the range is several thousand miles long, though many parts of the mountains have not been explored due to their treacherous nature. The mountains are not as old as the Echo Mountains, and thus the peaks are known for their jagged, bone-like appearance, hence the name.
Information: Curving around the southeast edge of the continent, the Skull Ridge Mountains are a mystery in themselves. Those from the Kingdom of Barrfhionn will tell stories of tieflings haunting the countryside and attacking passing travelers. This belief comes from a legend of 20 travelers from Barrfhionn who were traveling through the Skull Ridge Mountains, carrying valuable items and holy wares. None of them survived the journey, and their bodies were later found in pieces at the bottom of the valley.

According to the story, a “giant shadow from the bowels of the mountains” killed all of the men and women, and took their treasures. While the legend itself is questionable in accuracy, most travelers these days find a way to traverse around the mountains, avoid them altogether. However, those who are brave and who wish to explore the ominous mountains are welcome to find what lies within its dark corners and valleys.
Branwen Kingdom:
Races: Humans, Half-Elves (on the outskirts), Dwarves, Orcs (outskirts), possibly others which have not been gathered by the official census.
Ruler: House Branwen
Magic: No
Allies: The Ao Kingdom
Location: The Branwen Kingdom is a huge, sprawling, majestic super-kingdom, stretching from about 150 miles from the Skull Ridge Mountains in the South to the furthest North-Northeastern part of the continent. It does not own the surrounding forests.
Information: The biggest kingdom in the world, the most ancient, and also the most tumultuous, the Branwen Kingdom is the central point of much of the world’s trade, politics, and socialization. However, they are most known for the part they have recently played in the Magic Wars. Afraid of the influence Magic-users could have on the stability of their own kingdom, House Branwen drove its people into a frenzy against Magic, intentionally causing a civil war between Magic-users and non-Magic-users in order to “purge” those who used Magic. The war spilled across the world, with hysteria setting-in in other ancient lands which have now ceased to exist. This war lasted for several hundred years, with generations of people on both sides being destroyed by the conflict. The same conflict created the Kingdom of Barrfhionn, and also brought refugees to tiny villages across the land.

The war has recently ended, at least officially, and the Branwen Kingdom now has focused on making trade-partners with the faraway Dwarf Kingdoms and the Kingdom of Ao. They are transitioning from a war-time economy, and still sell plenty of weapons and armor, which currently is their biggest export. They are known for their excellent and varied foods, due to the size of the continent and to the many cultures which still live within the lands. However, even having a stabilizing domestic situation does not redeem them in the eyes of some of their neighbors, such as the Kingdom of Barrfhionn and the Zenko Theocracy. And still many people in the kingdom hold a seething hatred for Magic. In fact, rumors bound that while Magic is no longer illegal in the Branwen Kingdom, the government may secretly be running a slave trade that specializes in collecting Magic-users for various nefarious purposes...
Naaji Kingdom:
Races: Humans, etc.
Ruler: Queen Amara Al-Naaji
Magic: No, though it is not illegal.
Allies: The Branwen Kingdom
Location: An island off the coast of the Ao Kingdom, the Naaji Kingdom is separate from the continent, and thus has developed mysteriously, and independently from the rest of the world. Some suggest it is even older than the Branwen Kingdom, but no history books outside the kingdom hold this opinion.
Information: A kingdom of warriors and nomads living away from much of the current world, the Naaji Kingdom has existed in peace for hundreds of years, save for some mercenaries who were called during the Magic Wars. Regardless, this factor caused little conflict within the country, as most live to study the art of warfare and dislike Magic. Despite it being disliked and distrusted, it is not illegal in the law-code of the country.

The “exotic” nature of the Naaji Kingdom makes it a destination for study, unique tropical foods, and for training blacksmiths in making one-of-a-king weapons. The Naaji Kingdom welcomes tourists as a part of its industry, and even encourages that outsiders marry in the country to increase its population. However, despite having nothing in the law-code against Magic, most do not like Magic-users marrying in the country, and do not like their residents learning Magic from the tourists. The Naaji Kingdom is also known for two monasteries of their own. They have two, Noor Monastery (which aids the poor and downtrodden), and the Intisaar Monastery (which trains assassins, mercenaries, and soldiers who protect the borders of the country to use non-Magical fighting methods and weaponry).

Additional Lore:

The Magic Wars:
Magic has always been a tempestuous subject among the peoples of Karthus. For many, it is a coveted resource which represents a livelihood. For some it is even their religion, their means of communicating with gods (or demons, for the Evil-aligned). However, for many, it represents a sort of disturbance in the natural order of society, a way to undermine the law, and a means of causing panic and chaos in society. For this last set of reasons, 150 years ago the Branwen Kingdom launched a set of wars, first as civil wars among its own Magic and non-Magic users.
However, the Magic War in the Branwen Kingdom caused for Magic Wars to break-out in other countries as well, many of which were destroyed in the process, and whose histories have been lost to time. The Dwarf Kingdoms closed themselves to outsiders as a result of the wars. The Zenko Theocracy was attacked and genocided, with many of its survivors crossing the mountains in secret to avoid conflict. The Barrfhoinn Kingdom formed as a result of these wars, and still lives in conflict with the Branwen Kingdom over fears of more wars. No true winners came from these wars, and rumors have spread that the Branwen Kingdom is trying to get the Ao Kingdom to become a partner in war against them, despite the latter allowing Magic.


Elven Kingdoms?:
You might ask, why does this RP have no Elven Kingdoms? Why, that's a good question. Once upon a time, a string of small elven kingdoms existed between the Branwen and the Barrfhionn Kingdoms. For much of the war, they stood strong and fought against the Branwen Kingdom. However, their kingdoms mysteriously disappeared at the end of the war. Elves still exist, but in a diaspora. Most of them have bred with humans to make half-elves, perhaps in order to blend more into society and to hide their use of Magic. Yet their lack of a home is something that neither kingdom wishes to talk about. Will your character investigate into the disappearance of the homes of the once-majestic elves?


Current Roster (Courtesy of Swaglord, who went and kindly made a roster!):
Last edited by Luminesa on Sun Jan 06, 2019 5:28 pm, edited 10 times in total.
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

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Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Mon Dec 24, 2018 5:49 pm

My character App! (In order to show others what I might be looking for.)

Name: Eleanora Windwheel
Age: 22
Height: 5'8"
Weight: 129lbs
Appearance:
Image
Race: Half-Elf
Alignment: Neutral Good
Class: Wizard
Biography:
Eleonora is a young Wizard, the daughter of two non-Wizards from Branwen who were shocked to discover their only child was capable of learning Magic. She exhibited an interest in all things Magic from an early age, and began to collect every book she could find about Magic. In particular, she was interested in the existence of other worlds, and in Magical creatures which could come to her planet from those other worlds. When she turned 18 and finished her schooling in her hometown, she then began to travel on her own, hoping to discover beings beyond our comprehension. However, while she was on her own, traveling in the Skull Ridge Mountains, she was attacked by what she figured was a young dragon who feared she was going to steal her eggs.

Barely escaping with her life, Eleonora took refuge in a tiny village named Birdstone, near Barrfhionn, while she nursed her wounds. The peaceful atmosphere, the friendly villagers, and the lack of outstanding dangers allowed her to spend time studying and practicing her Magic. She found the village to be a second home, and while she regretted leaving, she left with hopes of finding a wealth of knowledge in a mysterious place on the other side of the world, a place which may or may not exist. Called Ravensguard, it supposedly houses an ancient observation tower in which otherworldly beings have taken refuge, as well as an enormous library full of ancient books.

A pretty young woman, Eleonora is roughly 5'8" and 129lbs. She prefers to wear dark colors to accentuate her black hair and eyes, and is most often seen wearing a long cloak to cover her whole body. She loves feathers and anything bird-related, possibly related to her desire to find the mystical city of Ravensguard. She is afraid of dragons and of the Dragonborn, as a result of her traumatic experience with a dragon. She loves to eat, though she prefers simple foods as a result of her time in a village.
Personality:
Gentle and quiet, Eleanora keeps to herself and does not speak very much. She likes to disguise herself around people with whom she is not familiar. When she gets to know people better, she slowly opens-up about her interests and becomes more talkative. Most who get to know her well notice that she is very interested in ancient legends, and that she is not very good at small-talk on matters not related to Magic. She is fascinated by everything ancient, whether it be books, languages, and items. She enjoys quiet, calm places, and if she is not required to be involved with people then she likes to wander away on her own. She tends to daydream unless her attention is required. She is stubborn, a bit of a flirt with people she likes and is comfortable with, and she can be proud about her knowledge of Magic. Thus she occasionally comes across as condescending, when she's really just excited about Magic.
Strength: She is of average strength, and can fight if she is forced to do so.
Dexterity: Good at dodging attacks, Eleanora is quick on her feet.
Constitution: Eleanora has fragile health, and can get sick easily.
Intelligence: While she is book-smart, she has plenty to learn, and her intelligence about anything outside of ancient books and legends.
Wisdom: A well-traveled person, Eleanora knows a fair bit about the world for someone her young age.
Charisma: She is rather shy, and not the best at interacting with people.
Skills: Insight, Perception, Survival
Items: Light crossbow, leather armor, clothes, spellbook
Cantrips: Message, Dancing Lights, Shocking Grasp
Spells: Charm Person, Disguise Self, Magic Missile, Shield, Sleep, Thunderwave
Last edited by Luminesa on Mon Jan 07, 2019 11:17 am, edited 5 times in total.
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Harbertia
Postmaster of the Fleet
 
Posts: 26634
Founded: Apr 30, 2013
New York Times Democracy

Postby Harbertia » Mon Dec 24, 2018 8:28 pm

What is the status of Dragons in this setting? Beasts, Intelligent beings, or non-existent? I know Dragons are not the focus of the setting- but out of curiosity regarding the world (and also due to an idea I have for a character) I need to know as my idea will require your approval.
A light in casing is still a light.
Tomorrow is made today.
You can't stop progress, but you can direct it's course.

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Nuridia
Postmaster-General
 
Posts: 13138
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Mon Dec 24, 2018 8:30 pm

I’m in like three RPs already but I have been LOOKING for a D&D style RP for a while now! Plus things have been slow because of the Christmas season.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

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Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Mon Dec 24, 2018 8:39 pm

Harbertia wrote:What is the status of Dragons in this setting? Beasts, Intelligent beings, or non-existent? I know Dragons are not the focus of the setting- but out of curiosity regarding the world (and also due to an idea I have for a character) I need to know as my idea will require your approval.

There are Dragonborns, they are like your normal Dragonborns for D&D. Do pure dragons exist? You can search and find-out! ;3
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Mon Dec 24, 2018 8:39 pm

Nuridia wrote:I’m in like three RPs already but I have been LOOKING for a D&D style RP for a while now! Plus things have been slow because of the Christmas season.

Indeed. I hope that I can make this fun, I've never made an RP from scratch before but I'm excited! This has been a work in the making for several months.
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Foxfound
Diplomat
 
Posts: 813
Founded: Nov 16, 2018
Civil Rights Lovefest

Postby Foxfound » Mon Dec 24, 2018 8:46 pm

This looks really cool! I might join if I have time and can focus enough.
IC Name: Ketorushima
Arctic island inhabited by kitsune and other yōkai.
Set about a decade after the world becomes aware of the supernatural. Details on that will come later.

Currently doing my best to rework the factbooks and write for this nation again. Sometimes I worry I'm bad at writing but I think I'm getting better.

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Danceria
Postmaster-General
 
Posts: 10534
Founded: Aug 13, 2015
New York Times Democracy

Postby Danceria » Mon Dec 24, 2018 8:48 pm

Hm? Hm.

HMmMMmmmmMMMmmMMmmM
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Theyra
Negotiator
 
Posts: 5376
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Dec 24, 2018 9:06 pm

Tag, this looks nice.

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Helowi
Diplomat
 
Posts: 661
Founded: May 20, 2017
Ex-Nation

Postby Helowi » Mon Dec 24, 2018 9:11 pm

WIP
Name: Reed Underbough
Age: 22
Height: 3’1”
Weight: 40 Pounds
Appearance:
Image
Race: Halfling
Alignment: Chaotic Good
Class: Rogue
Biography: (2 or more paragraphs!)
Personality: (1 paragraph or more please!)
Strength: He has below average strength for a Halfling
Dexterity: Very fast and good at dodging attacks, as well as hiding.
Constitution: He has slightly below average health, but is still fairly well.
Intelligence: He has average intelligence, not a genius, but not an idiot either.
Wisdom: He has slightly above average wisdom, while he does know the world slightly well, he is far from the best.
Charisma: He has quite good charisma, he has somewhat of a charm to himself, and is able to communicate well with others.
Skills: Acrobatics, Sleight of Hand, Stealth.
Cantrips: (Your permanent spells, pick three, from your class, if you can use spells.)
Spells: (Pick 6 to start, from your class, if you can use spells.)
Items: (Pick a couple items based on your class. You'll find more items based on your journey.)
Political Compass: Economic Left/Right: -3.38
Social Libertarian/Authoritarian: -5.95
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User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Mon Dec 24, 2018 9:16 pm

Wow! So many tags! I'll be heading for Midnight Mass soon, so I may miss some of your tags, but I'm so excited to have all of you here! I'm hoping my student-teaching this semester won't keep me from sharing this experience with everyone! :)
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Alsaccra
Civilian
 
Posts: 1
Founded: Dec 24, 2018
Ex-Nation

Postby Alsaccra » Mon Dec 24, 2018 10:14 pm

I already have an idea for a character, but I'm on mobile so I can't do much right now.

User avatar
Finsternia
Senator
 
Posts: 4881
Founded: May 01, 2015
Ex-Nation

Postby Finsternia » Mon Dec 24, 2018 10:57 pm

*SLAMS THE FUCKING TABLE*

FINALLY I CAN SHOUT TAG
Random stuff here. Random stuff there. Bla bla bla. Whatever I don't care.

Soon, the penguins shall rule the Earth with a cold flipper

User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Tue Dec 25, 2018 1:08 am

Alsaccra wrote:I already have an idea for a character, but I'm on mobile so I can't do much right now.

Take your time! :3
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Tue Dec 25, 2018 1:08 am

Finsternia wrote:*SLAMS THE FUCKING TABLE*

FINALLY I CAN SHOUT TAG

WHY HELLO THERE GOOD SIR YES YOU CAN SHOUT I ALLOW IT.
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Haedros 92712
Ambassador
 
Posts: 1118
Founded: Jan 17, 2018
Capitalist Paradise

Postby Haedros 92712 » Tue Dec 25, 2018 1:25 am

IS THAT LUMINESA?! HOLD ON, I HAVE A CHRISTMAS PRESENT FOR YE!

*Gives present*

*Its a tag*
IVE GOT TOOOO MUCH TIME ON MY HANDS!

Seriously I have way too much time to spend on RPs. It’s actually kinda sad.


Also I’m obsessed with JoJos Bizarre Adventure (if you didn’t notice.)

User avatar
Nuridia
Postmaster-General
 
Posts: 13138
Founded: Dec 28, 2011
Democratic Socialists

Postby Nuridia » Tue Dec 25, 2018 2:18 am

Making my character, but the bio may take a while.
Uru, Queen of Diamonds.
The Diamond card suit represents fire, strength and power. Sister of the Queen of Hearts, Queen of Spades and the Queen of Clubs.

User avatar
The Armed Republic of Dutch Coolness
Senior P2TM RP Mentor
 
Posts: 29163
Founded: Dec 02, 2012
Father Knows Best State

Postby The Armed Republic of Dutch Coolness » Tue Dec 25, 2018 3:02 am

I'll probably be throwing in an app as soon as I've got the time!
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

User avatar
Finsternia
Senator
 
Posts: 4881
Founded: May 01, 2015
Ex-Nation

Postby Finsternia » Tue Dec 25, 2018 8:39 am

FINALLY FIXED THE NOOKS AND CRANNIES OF THIS THING WHOOP WHOOP

Name: Ryujin Yumeno
Age: 21
Height: 5'7"
Weight: 150 lbs
Appearance:
Image
Race: Zenko Kitsune
Racial Traits and Feats:
  • Kitsune Awareness: Ryujin is able to hear out lies from other creatures, except if one is protected against divination magic.
  • Kitsune Trickery: Ryujin is able to disguise his humanoid self into a normal human or other humanoid species with an innate Disguise Self.
  • Zenko Divinity: The divine link of the Zenko Kitsunes to the Holy Queen Inari provides them the ability to cast the Produce Flame cantrip, yet the summoned flames are blue, and the Bless and Calm Emotions spells every once in a while after long rests.
  • Magic Tails: A gift that Ryujin has, the Kitsune is able to summon magic from his tails as long as his sorcerous powers afford him to. With three tails, he is able to cast the following:
    • Disguise Self (Kitsune Trickery)
    • Charm Person (Spell List)
    • Suggestion (Spell List)
Alignment: Chaotic Neutral
Class: Sorcerer
Biography:
Ryujin was born in one of the Nine Hierophant families of the Zenko theocracy, the highest ranking clans that serve as the servants of the Holy Queen Inari. The heads of the families, the Hierophants, act as archbishops and advisors to the Queen and, in turn, administrate regions of Her Holy Majesty's domain as their own provinces. The Kitsune race are a proud race boasting thousands of years of culture, legends and stories that outsiders never knew of, blessed with inherent magic and great standing over the wilds. The Hierophant clans embody these, from the best warriors, to the best clerics, to the best minstrels and bards. Clan Yumeno boasted being the elementalists and a secret legacy for being grand weavers of the fog of illusion yet, just like the entire race, is suffering from low numbers and lack of talent.

The Magic Wars heavily depleted the nation's greatest minds, greatest forces, and greatest talents as the Holy Queen sent their best for war. Few returned, fewer survived, and until now the Kitsune race still is rebuilding from the ashes. The Clan is headed by Ryujin's great great grandfather who bore five tails and with his long life soon to come to an end. His progeny are mostly wiped out by the war and what is left is Ryujin's father and great grandfather to prove themselves worthy of leading the clan. Both are deemed worthless, both only exhibited three tails and no other way of growth and enlightenment and they were not so gifted in the arts of sorcery which the clan has been so proud of. Ryujin's childhood was the tipping scale for the succession crisis, a child by the age of twelve has manifested his second tail whereareas normal Kitsune manifest them by peak adulthood at their twenties. It became even more chaotic as the child fox showed affinity for sorcery and their secret arts of illusory magic. In the Yumeno clan's region of governance, just a moderate area of the forest where the dens and houses of Kitsunes are spaced at a moderate distance from each other, it was made sure that the young master was given ample education. The bearings of a leader, the mischief and trickery of a Kitsune, mental prowess for the manipulation of the arcane arts, and understanding one's self for the taking of the path of the Sorcerer were all given in his sheltered life until, after four years at age seventeen, his third tail manifested. The Hierophant decreed a banishment of travel for the young Kitsune, to learn the wilds that their race protects and rules, to know the world that was beyond the thick bushes and walls of mighty trees beyond their territory, and to know the malevolent races beyond. He was given as much time as he needs to but he must return once he gains his fifth tail or even surpass the old Hierophant. Ryujin almost joked that once he comes back he will surpass the great Holy Queen who bore her nine tails of divinity. The Hierophant only smiled bitterly and sent him away with a proud gaze.

For the next years, Ryujin endured through the savage wilds. The Kitsune might be the masters of the northern forests but an unexperienced Kitsune isn't welcome. The wilds gave respect where it is due and a young Kitsune who cannot commune with the spirits and beasts of the forest isn't one to give respect to. He learned how to survive in the wilderness the hard way, learned which berries, fruits and plants were edible through repeated ordeals of food poisoning and weeks of allergies. He learned how to hide from and deceive predators who would normally bow to the Kitsune but now look at him like how they would towards a normal fox would. He learned to hunt, to trap, to fish and to make fire, either through magic or through survival skills that he has developed and honed as time went on. He learned how to speak with his fellow spirits, who finally conceded to the humility of the young Kitsune and aided him when they could and can.

For his years of trials and tribulations in the great forests of Karthus, Ryujin has come through various small villages and lone settlements where he would disguise himself as a traveller that has been lost and needed shelter or just a plain old fox, albeit with a couple extra tails that needed Disguise Self or a little Kitsune trickery to hide. He survived through foraging, hunting, and stealing from human and other races' households. The young Kitsune desires to find a major settlement, preferably one that tolerates magic use and other races, and settle for a bit from his weary travels.
Personality: An ardent believer of practicality and pragmatic decisions, Ryujin is the kind of guy who would exploit his appearance and charm to bewitch and sweet talk people to get what he wants. When it comes to his party and himself, rules are flexible and open to interpretation and any loophole is shamelessly exploited. He is the face of a party, the dealer when it comes to stingy merchants, the sweet talker whenever one needs information from the matron and employees of a local bar or the cute young man that works as the barkeep for the tavern. Ryujin is a proud Sorcerer and towards the magical arts; he's very warm towards magic casters. The Magic War, which may have been a long gone memory for the ambitious humans that instigated it, remains fresh in Kitsune memory and history and it is as fresh as yesterday for the young Kitsune. With the tales of war and slaughter of his own brethren, he maintains an icy disposition against humans for their treachery and hubris.
Strength: He has below average strength as he relies on his magic and nature's help to do the job.
Dexterity: Quite nimble on his feet, Ryujin can end up this way and that in a fight to confuse his enemies.
Constitution: A little over the average when it comes to his health but he is never the kind to take hits from enemies.
Intelligence: When it comes to Kitsune lore and culture, Ryujin is the best way to go. Though in terms of magical knowledge and other stuffs, he just shrugs and says "Just because".
Wisdom: As one of the Kitsune and protectors of the vast forests of Karthus, Ryujin has ample knowledge when it comes to the natural world around him.
Charisma: As the soon to be Hierophant of his clan and as a Sorcerer, Ryujin is almost otherworldly charismatic and, being a Kitsune, it is only natural to possess wonderful skills in trickery and deception.
Skills: Survival, Deception, Persuasion
Cantrips: Minor Illusion, Dancing Lights, Fire Bolt
Spells: Charm Person, Comprehend Languages, Detect Magic, Fog Cloud, Mage Armor, Suggestion
Items: Daggers, bladed fans, robes, clothes, leather bag
Random stuff here. Random stuff there. Bla bla bla. Whatever I don't care.

Soon, the penguins shall rule the Earth with a cold flipper

User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Tue Dec 25, 2018 8:42 am

Haedros 92712 wrote:IS THAT LUMINESA?! HOLD ON, I HAVE A CHRISTMAS PRESENT FOR YE!

*Gives present*

*Its a tag*

Thank you!
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Luminesa
Khan of Spam
 
Posts: 55150
Founded: Dec 09, 2014
Inoffensive Centrist Democracy

Postby Luminesa » Tue Dec 25, 2018 8:59 am

Finsternia wrote:FINALLY FIXED THE NOOKS AND CRANNIES OF THIS THING WHOOP WHOOP

Name: Ryujin Yumeno
Age: 21
Height: 5'7"
Weight: 150 lbs
Appearance:
(Image)
Race: Zenko Kitsune
Racial Traits and Feats:
  • Kitsune Awareness: Ryujin is able to hear out lies from other creatures, except if one is protected against divination magic.
  • Kitsune Trickery: Ryujin is able to disguise his humanoid self into a normal human or other humanoid species with an innate Disguise Self.
  • Zenko Divinity: The divine link of the Zenko Kitsunes to the Holy Queen Inari provides them the ability to cast the Produce Flame cantrip, yet the summoned flames are blue, and the Bless and Calm Emotions spells every once in a while after long rests.
  • Magic Tails: A gift that Ryujin has, the Kitsune is able to summon magic from his tails as long as his sorcerous powers afford him to. With three tails, he is able to cast the following:
    • Disguise Self (Kitsune Trickery)
    • Charm Person (Spell List)
    • Suggestion (Spell List)
Alignment: Chaotic Neutral
Class: Sorcerer
Biography:
Ryujin was born in one of the Nine Hierophant families of the Zenko theocracy, the highest ranking clans that serve as the servants of the Holy Queen Inari. The heads of the families, the Hierophants, act as archbishops and advisors to the Queen and, in turn, administrate regions of Her Holy Majesty's domain as their own provinces. The Kitsune race are a proud race boasting thousands of years of culture, legends and stories that outsiders never knew of, blessed with inherent magic and great standing over the wilds. The Hierophant clans embody these, from the best warriors, to the best clerics, to the best minstrels and bards. Clan Yumeno boasted being the elementalists and a secret legacy for being grand weavers of the fog of illusion yet, just like the entire race, is suffering from low numbers and lack of talent.

The Magic Wars heavily depleted the nation's greatest minds, greatest forces, and greatest talents as the Holy Queen sent their best for war. Few returned, fewer survived, and until now the Kitsune race still is rebuilding from the ashes. The Clan is headed by Ryujin's great great grandfather who bore five tails and with his long life soon to come to an end. His progeny are mostly wiped out by the war and what is left is Ryujin's father and great grandfather to prove themselves worthy of leading the clan. Both are deemed worthless, both only exhibited three tails and no other way of growth and enlightenment and they were not so gifted in the arts of sorcery which the clan has been so proud of. Ryujin's childhood was the tipping scale for the succession crisis, a child by the age of twelve has manifested his second tail whereareas normal Kitsune manifest them by peak adulthood at their twenties. It became even more chaotic as the child fox showed affinity for sorcery and their secret arts of illusory magic. In the Yumeno clan's region of governance, just a moderate area of the forest where the dens and houses of Kitsunes are spaced at a moderate distance from each other, it was made sure that the young master was given ample education. The bearings of a leader, the mischief and trickery of a Kitsune, mental prowess for the manipulation of the arcane arts, and understanding one's self for the taking of the path of the Sorcerer were all given in his sheltered life until, after four years at age seventeen, his third tail manifested. The Hierophant decreed a banishment of travel for the young Kitsune, to learn the wilds that their race protects and rules, to know the world that was beyond the thick bushes and walls of mighty trees beyond their territory, and to know the malevolent races beyond. He was given as much time as he needs to but he must return once he gains his fifth tail or even surpass the old Hierophant. Ryujin almost joked that once he comes back he will surpass the great Holy Queen who bore her nine tails of divinity. The Hierophant only smiled bitterly and sent him away with a proud gaze.

For the next years, Ryujin endured through the savage wilds. The Kitsune might be the masters of the northern forests but an unexperienced Kitsune isn't welcome. The wilds gave respect where it is due and a young Kitsune who cannot commune with the spirits and beasts of the forest isn't one to give respect to. He learned how to survive in the wilderness the hard way, learned which berries, fruits and plants were edible through repeated ordeals of food poisoning and weeks of allergies. He learned how to hide from and deceive predators who would normally bow to the Kitsune but now look at him like how they would towards a normal fox would. He learned to hunt, to trap, to fish and to make fire, either through magic or through survival skills that he has developed and honed as time went on. He learned how to speak with his fellow spirits, who finally conceded to the humility of the young Kitsune and aided him when they could and can.

For his years of trials and tribulations in the great forests of Karthus, Ryujin has come through various small villages and lone settlements where he would disguise himself as a traveller that has been lost and needed shelter or just a plain old fox, albeit with a couple extra tails that needed Disguise Self or a little Kitsune trickery to hide. He survived through foraging, hunting, and stealing from human and other races' households. The young Kitsune desires to find a major settlement, preferably one that tolerates magic use and other races, and settle for a bit from his weary travels.
Personality: An ardent believer of practicality and pragmatic decisions, Ryujin is the kind of guy who would exploit his appearance and charm to bewitch and sweet talk people to get what he wants. When it comes to his party and himself, rules are flexible and open to interpretation and any loophole is shamelessly exploited. He is the face of a party, the dealer when it comes to stingy merchants, the sweet talker whenever one needs information from the matron and employees of a local bar or the cute young man that works as the barkeep for the tavern. Ryujin is a proud Sorcerer and towards the magical arts; he's very warm towards magic casters. The Magic War, which may have been a long gone memory for the ambitious humans that instigated it, remains fresh in Kitsune memory and history and it is as fresh as yesterday for the young Kitsune. With the tales of war and slaughter of his own brethren, he maintains an icy disposition against humans for their treachery and hubris.
Strength: He has below average strength as he relies on his magic and nature's help to do the job.
Dexterity: Quite nimble on his feet, Ryujin can end up this way and that in a fight to confuse his enemies.
Constitution: A little over the average when it comes to his health but he is never the kind to take hits from enemies.
Intelligence: When it comes to Kitsune lore and culture, Ryujin is the best way to go. Though in terms of magical knowledge and other stuffs, he just shrugs and says "Just because".
Wisdom: As one of the Kitsune and protectors of the vast forests of Karthus, Ryujin has ample knowledge when it comes to the natural world around him.
Charisma: As the soon to be Hierophant of his clan and as a Sorcerer, Ryujin is almost otherworldly charismatic and, being a Kitsune, it is only natural to possess wonderful skills in trickery and deception.
Skills: Survival, Deception, Persuasion
Cantrips: Minor Illusion, Dancing Lights, Fire Bolt
Spells: Charm Person, Comprehend Languages, Detect Magic, Fog Cloud, Mage Armor, Suggestion
Items: Daggers, bladed fans, robes, clothes, leather bag

Accepted! :3
Catholic, pro-life, and proud of it. I prefer my debates on religion, politics, and sports with some coffee and a little Aquinas and G.K. CHESTERTON here and there. Not that I need the coffee, but you know... :3

So apparently I am an ENFP!

Unofficial #1 fan of the Who Dat Nation.
"I'm just a singer of simple songs, I'm not a real political man. I watch CNN, but I'm not sure I can tell you the difference in Iraq and Iran. But I know Jesus, and I talk to God, and I remember this from when I was young:
faith, hope and love are some good things He gave us...
and the greatest is love."
-Alan Jackson

User avatar
Finsternia
Senator
 
Posts: 4881
Founded: May 01, 2015
Ex-Nation

Postby Finsternia » Tue Dec 25, 2018 9:04 am

Luminesa wrote:
Finsternia wrote:FINALLY FIXED THE NOOKS AND CRANNIES OF THIS THING WHOOP WHOOP

Name: Ryujin Yumeno
Age: 21
Height: 5'7"
Weight: 150 lbs
Appearance:
(Image)
Race: Zenko Kitsune
Racial Traits and Feats:
  • Kitsune Awareness: Ryujin is able to hear out lies from other creatures, except if one is protected against divination magic.
  • Kitsune Trickery: Ryujin is able to disguise his humanoid self into a normal human or other humanoid species with an innate Disguise Self.
  • Zenko Divinity: The divine link of the Zenko Kitsunes to the Holy Queen Inari provides them the ability to cast the Produce Flame cantrip, yet the summoned flames are blue, and the Bless and Calm Emotions spells every once in a while after long rests.
  • Magic Tails: A gift that Ryujin has, the Kitsune is able to summon magic from his tails as long as his sorcerous powers afford him to. With three tails, he is able to cast the following:
    • Disguise Self (Kitsune Trickery)
    • Charm Person (Spell List)
    • Suggestion (Spell List)
Alignment: Chaotic Neutral
Class: Sorcerer
Biography:
Ryujin was born in one of the Nine Hierophant families of the Zenko theocracy, the highest ranking clans that serve as the servants of the Holy Queen Inari. The heads of the families, the Hierophants, act as archbishops and advisors to the Queen and, in turn, administrate regions of Her Holy Majesty's domain as their own provinces. The Kitsune race are a proud race boasting thousands of years of culture, legends and stories that outsiders never knew of, blessed with inherent magic and great standing over the wilds. The Hierophant clans embody these, from the best warriors, to the best clerics, to the best minstrels and bards. Clan Yumeno boasted being the elementalists and a secret legacy for being grand weavers of the fog of illusion yet, just like the entire race, is suffering from low numbers and lack of talent.

The Magic Wars heavily depleted the nation's greatest minds, greatest forces, and greatest talents as the Holy Queen sent their best for war. Few returned, fewer survived, and until now the Kitsune race still is rebuilding from the ashes. The Clan is headed by Ryujin's great great grandfather who bore five tails and with his long life soon to come to an end. His progeny are mostly wiped out by the war and what is left is Ryujin's father and great grandfather to prove themselves worthy of leading the clan. Both are deemed worthless, both only exhibited three tails and no other way of growth and enlightenment and they were not so gifted in the arts of sorcery which the clan has been so proud of. Ryujin's childhood was the tipping scale for the succession crisis, a child by the age of twelve has manifested his second tail whereareas normal Kitsune manifest them by peak adulthood at their twenties. It became even more chaotic as the child fox showed affinity for sorcery and their secret arts of illusory magic. In the Yumeno clan's region of governance, just a moderate area of the forest where the dens and houses of Kitsunes are spaced at a moderate distance from each other, it was made sure that the young master was given ample education. The bearings of a leader, the mischief and trickery of a Kitsune, mental prowess for the manipulation of the arcane arts, and understanding one's self for the taking of the path of the Sorcerer were all given in his sheltered life until, after four years at age seventeen, his third tail manifested. The Hierophant decreed a banishment of travel for the young Kitsune, to learn the wilds that their race protects and rules, to know the world that was beyond the thick bushes and walls of mighty trees beyond their territory, and to know the malevolent races beyond. He was given as much time as he needs to but he must return once he gains his fifth tail or even surpass the old Hierophant. Ryujin almost joked that once he comes back he will surpass the great Holy Queen who bore her nine tails of divinity. The Hierophant only smiled bitterly and sent him away with a proud gaze.

For the next years, Ryujin endured through the savage wilds. The Kitsune might be the masters of the northern forests but an unexperienced Kitsune isn't welcome. The wilds gave respect where it is due and a young Kitsune who cannot commune with the spirits and beasts of the forest isn't one to give respect to. He learned how to survive in the wilderness the hard way, learned which berries, fruits and plants were edible through repeated ordeals of food poisoning and weeks of allergies. He learned how to hide from and deceive predators who would normally bow to the Kitsune but now look at him like how they would towards a normal fox would. He learned to hunt, to trap, to fish and to make fire, either through magic or through survival skills that he has developed and honed as time went on. He learned how to speak with his fellow spirits, who finally conceded to the humility of the young Kitsune and aided him when they could and can.

For his years of trials and tribulations in the great forests of Karthus, Ryujin has come through various small villages and lone settlements where he would disguise himself as a traveller that has been lost and needed shelter or just a plain old fox, albeit with a couple extra tails that needed Disguise Self or a little Kitsune trickery to hide. He survived through foraging, hunting, and stealing from human and other races' households. The young Kitsune desires to find a major settlement, preferably one that tolerates magic use and other races, and settle for a bit from his weary travels.
Personality: An ardent believer of practicality and pragmatic decisions, Ryujin is the kind of guy who would exploit his appearance and charm to bewitch and sweet talk people to get what he wants. When it comes to his party and himself, rules are flexible and open to interpretation and any loophole is shamelessly exploited. He is the face of a party, the dealer when it comes to stingy merchants, the sweet talker whenever one needs information from the matron and employees of a local bar or the cute young man that works as the barkeep for the tavern. Ryujin is a proud Sorcerer and towards the magical arts; he's very warm towards magic casters. The Magic War, which may have been a long gone memory for the ambitious humans that instigated it, remains fresh in Kitsune memory and history and it is as fresh as yesterday for the young Kitsune. With the tales of war and slaughter of his own brethren, he maintains an icy disposition against humans for their treachery and hubris.
Strength: He has below average strength as he relies on his magic and nature's help to do the job.
Dexterity: Quite nimble on his feet, Ryujin can end up this way and that in a fight to confuse his enemies.
Constitution: A little over the average when it comes to his health but he is never the kind to take hits from enemies.
Intelligence: When it comes to Kitsune lore and culture, Ryujin is the best way to go. Though in terms of magical knowledge and other stuffs, he just shrugs and says "Just because".
Wisdom: As one of the Kitsune and protectors of the vast forests of Karthus, Ryujin has ample knowledge when it comes to the natural world around him.
Charisma: As the soon to be Hierophant of his clan and as a Sorcerer, Ryujin is almost otherworldly charismatic and, being a Kitsune, it is only natural to possess wonderful skills in trickery and deception.
Skills: Survival, Deception, Persuasion
Cantrips: Minor Illusion, Dancing Lights, Fire Bolt
Spells: Charm Person, Comprehend Languages, Detect Magic, Fog Cloud, Mage Armor, Suggestion
Items: Daggers, bladed fans, robes, clothes, leather bag

Accepted! :3

YAAAAAAAAAAAAAAAAAS!
Random stuff here. Random stuff there. Bla bla bla. Whatever I don't care.

Soon, the penguins shall rule the Earth with a cold flipper

User avatar
Foxfound
Diplomat
 
Posts: 813
Founded: Nov 16, 2018
Civil Rights Lovefest

Postby Foxfound » Tue Dec 25, 2018 9:34 am

I'll try to start on an application today. I have some ideas I think.
IC Name: Ketorushima
Arctic island inhabited by kitsune and other yōkai.
Set about a decade after the world becomes aware of the supernatural. Details on that will come later.

Currently doing my best to rework the factbooks and write for this nation again. Sometimes I worry I'm bad at writing but I think I'm getting better.

User avatar
Foxfound
Diplomat
 
Posts: 813
Founded: Nov 16, 2018
Civil Rights Lovefest

Postby Foxfound » Tue Dec 25, 2018 9:38 am

Extreme Christmas WIP or something

Image
Name: Simon Dawne
Age: 17
Height: 5' 4"
Weight:
Appearance:
Race: Kitsune
Alignment: Neutral Good; might lean more lawful or chaotic over time depending on how his story goes.
Class: Sorcerer
Biography: Simon grew up in a small human village in the Echo Mountains. As an infant, his 'parents' found him in the forest while gathering firewood, abandoned. Though they and the rest of their village were generally suspicious of kitsune and other magical creatures, they raised the child as their own.
Though the people of the village knew very little of kitsune, their culture, and their abilities, an elderly, well-traveled sorcerer was able to give Simon some basic instruction in the use of his natural powers. This man later gave Simon instruction in other areas of magic as well.
Since he first learned to use his Kitsune Trickery ability, he has usually taken on a more humanoid form to fit in with the people of his village, though he retained his ears and tail. Even today, he is most comfortable in this form.
Personality: Simon is friendly to any new people he meets, and will try to help those in trouble if he can. He can be a bit wary at first, though, as his parents warned him that he might not be well-liked by most humans and other people, something he even experienced in his own village.
Strength: Though he isn't what you'd call weak, Simon isn't particularly strong. Heavy lifting and hauling isn't his area, and to do any heavy hits in combat he'll really have to give it his all.
Dexterity: (How fast you are!)
Constitution: (Are you sickly or healthy?)
Intelligence: Simon likes to learn loves history in particular, but growing up in a human village means that his knowledge is primarily of human history, and his knowledge of his own species is very limited.
Wisdom: (Do you know of the world and its wiles?)
Charisma: (Can you charm your way around people?)
Skills: (Pick 3 based on your best stat or your two best stats)
Cantrips: (Your permanent spells, pick three, from your class, if you can use spells.)
Spells: (Pick 6 to start, from your class, if you can use spells.)
Items: (Pick a couple items based on your class. You'll find more items based on your journey.)
Last edited by Foxfound on Tue Jan 01, 2019 9:46 am, edited 8 times in total.
IC Name: Ketorushima
Arctic island inhabited by kitsune and other yōkai.
Set about a decade after the world becomes aware of the supernatural. Details on that will come later.

Currently doing my best to rework the factbooks and write for this nation again. Sometimes I worry I'm bad at writing but I think I'm getting better.

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The Armed Republic of Dutch Coolness
Senior P2TM RP Mentor
 
Posts: 29163
Founded: Dec 02, 2012
Father Knows Best State

Postby The Armed Republic of Dutch Coolness » Tue Dec 25, 2018 10:05 am

Pretty much entirely made through the official 5e character creation rules, so stats clearly check out ánd are balanced :P

Name: Valentia Eversharp
Age: 29
Height: 171cm
Weight: 49kg
Appearance:
Image

Race: Human
Alignment: Lawful Evil
Class: Warlock - Great Old One Patron (Atropus, the World Born Dead).
Biography: Born the daughter of a vaguely high-class courtesan in Barrfhionn, Valentia Eversharp never got to meet her father and, in her living memory, has likewise never met her mother, either, the young child instead swiftly given to an orphanage for the children of somewhat wealthier families. Her tenure there, luckily enough for her, involved being taught how to read and write, skills that would come to be of use later on in her life as she was sent off to work at a library as an assistant clerk, mostly responsible for dusting things off but for placing books on their respective shelves as well. From her sixteenth to her twentieth, Valentia worked there with not much else in the way of a future ahead of her and, while dull, this suited her fine enough - it was better than plenty of other lives one could lead, after all, although she has always been left wondering who her parents exactly were.

This life changed, for better or worse, when Valentia found herself having to rearrange some old books to put several returned tomes back on the shelves. One of the books fell off of its shelf, wide open, and when she picked it up, the woman collapsed - almost hurled backwards as a powerful, and in her eyes most certainly magnificent, force entered her mind, promising endless power and knowledge in exchange for the occasional service. As she put it back on its shelf, Valentia started pondering on the possibilities, and later that day, in the middle of the night, a deal was made with Atropus, the World Born Dead. Since then, she has set out, travelling across the world, exploring ancient ruins, dungeons, and all manner of forgotten places to find the knowledge both she and her patron crave, finding herself awarded for every service performed - this has so far primarily involved the acquisition of certain tomes and items, as well as other, more strange things such as the sacrificing of a lamb in an open field in the middle of the night as the moon shines from up high. And so it is she travels the world still, occupied with whatever she decides she wishes to know of more next, performing the occasional task for her patron, acquiring more knowledge and power in the process - although perhaps cruelly enough, Atropus itself remains shrouded in mystery even to her.
Personality: Valentia is a quiet and reserved person, generally with little interest or care for the feelings of others and those around her - except for when such information would be useful to either her, or her patron. Nevertheless, she is an inquisitive figure, ever on the hunt for further knowledge to obtain, shying away from very little to get what she needs, although she is not one to cross local authorities much. Her patron's instructions appear only on a rare few occasions and she is usually left to her own devices, and she is left to be a highly independent individual - although when she is given instructions, her behavior may very well change sporadically as she sees to fulfilling her orders at once. Self-preservation is key, and it would be unwise to deny the will of one of the Old Ones, after all...
Strength: Physically weak. Not entirely helpless, but certainly not strong (8).
Dexterity: Not particularly fast - slower than the average, even (8).
Constitution: Just about average. Somewhat frail, but notoriously resistant to illness, it'd seem! (10)
Intelligence: A real nerd, and a smart one at that. Reading pays off, friends! (16)
Wisdom: Relatively wise, thanks to a combination of book-smarts, street-smarts and overall experience (14).
Charisma: While not particularly charismatic, she is very good at both reading and talking into people, as well as lying and deceiving others where necessary (16).
Skills: Arcana, Deception, Investigation
Cantrips: Eldritch Blast (of course!), Prestidigitation, Poison Spray
Spells: Dissonant Whispers, Charm Person, Hellish Rebuke, Unseen Servant, Shatter, Illusory Script
Items: Leather armor, dark-grey cloak, shortsword, two daggers, light crossbow + 20 bolts, scholar's pack, component pouch.
Last edited by The Armed Republic of Dutch Coolness on Tue Dec 25, 2018 12:24 pm, edited 1 time in total.
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