Imagined World - Allaria
Disclaimer: Yes, this is an interest check, but it does not mean I am putting it up any time soon, unless sufficient interest is taking place. Other than that, this is just to check the general interest of people interested in playing in this roleplay.
Allaria is set in a classical fantasy world of medieval set. In Allaria, the world was ran in a type of hierarchy, Gods, the Council, and then the leaders of the individual cities and tribes. However, over the past year or so, the power of the God’s has been waning, due to the appearance and subsequent rise of a different Council, one more down to earth and directly involved in the lives of the people, wherein the God’s and Old Council(as the first council will be referred to henceforth), are not. The God’s, which come in all different varieties, rest in heaven, whereas the Old Council lives on a peak set away from the world and are forced to put their trust in ‘Messengers.’ Taking advantage of these two facts, the New Council, the Apotheoses, have started taking over. At first, they were decent, turning people slowly with false promises, and with the undeniable truth: The God’s do not exist. People listened, for the Apotheoses were there, they were tangible, something the God’s and Old Council were not.
At the start of the roleplay, all of Allaria has been conquered by the Apotheoses, except the Island mass known as Jinzaga, named after the Pirate that discovered and colonized it. Port Jinn, is the only city on this island, and is where the players start. Their main goal soon becomes taking down the New Council, and restoring the God’s and Old Council to power. But to do that, they must learn to deal with, not only the dangers they face, but the dangers of each other.
About The Roleplay(technical aspects):
As foretold by the placement of this, Allaria will be an Advanced Roleplay, and as such the posts should be as well. Standards vary between players, but I’d at least like a few paragraphs if you can squeeze it out. If you can’t, that’s fine, but you should be able to between my posts and the fact, you don’t need your hand held, while you write the post.
I’d really like it if no one used the excuse ‘I’ll post after other people do,’ especially if your post isn’t really dependent on anyone else’s. If anything is wrong with your post, I’ll tell you if you need to change anything. I find that excuse rather indicative of someone afraid to take charge.
This roleplay will also be used as a tool to help give the players some Gming experience. By that, I mean, at some parts(such as cities, and other major areas), one of the team members may be more familiar and thus more able to lead the group through there. None of the player is likely to have full on worldly experience in all aspects of Allaria, so it should work. What this entails is, when we reach places I don’t have a character to guide you all, one of the players will take charge. These responsibilities include:
- Likely posting first.
- Handling the management and overall strategy in-game
- Handing the OOC portions of corresponding to the IC
- --Others may be added--
I’ll still have final say.
There are a multitude of races and Gods, but I’ll likely be cutting it down. The races I will, for sure, be keeping, are classical fantasy races. Drow, Human, Surface Elf, Minotaur OR Centaur, Dwarves, and Dragoniods. I’d prefer if you picked one of the chosen races, but any interesting race may be taken and added*.
Magic is present, there are a few limits. No space/time, no reality bending, etc., etc. that overpowered, GM-likely shit.
Technology is medieval level, with a chance of firearms(Unreliable) becoming present down the line.
Spirit animals are present, and are used, primarily, as a measure of how much magic a person has left, if they are magically apt, and a go-between for messages. More explained if needed.
Chapters; Allaria will be done in Chapters, of varying lengths. Most of the time, the chapters will include basically getting from point A to point B. For instance, the first Chapter will be the group going from Jinzaga to Rocoa.
Announcements and Summaries: Allaria has a long-standing tradition of the players posting summaries of their posts, so a person who doesn't have time to read, For example:
Also, announcements will be made periodically; such as character additions, sheet placements(NPCS), character/player removals, etc., etc.
Excess of Players: While I do like a lot of interest, things get bungled with 6+ people running around a lot. So, some of the players may be asked to create a stronger character in exchange for waiting out a bit and later coming in to act as a guide to get us through places we may not have the know how to get through, for example, a forest none of us are familiar with. What this does is allows people to come in and test the waters with the group, maybe exchange spots for people who want to take a rest from the RP, or just act as a temporary agent in the RP.
Death: Some of you will probably die, get used to that fact now. If you would logically die, that's on you. ;P You will be allowed to make another character, but it will likely only be a guide when it starts.
Equipment: Be sure to list everything you want to take with you, because it will effect your choices. No money? Then you're gonna have to steal your shit until you make some. None of that, 'Oh, I didn't have money when we started, but I did this, now I got some.' Deal with your actions.
Morality: Another aspect of Allaria is the fact that your actions effect how people and the party, view you, and how well they'll listen, help out, etc., etc. Be sure to note, I don't want you all to be buddy buddy, I like conflict.
Tall, strong, quick. Often wearing light armor, or heavy armor. Intelligent, able to become skilled in many weapons, including swords and bows, as well as all magic. The most compatible for a large selection of skills. The drawback, is they are only average in all skills, which lends to their ability to learn most things all around. Thus, growing in one, means leaving others behind to be picked up later.
Standing at or around 5'11, they have gold tinted skin, pointed ears, and slightly almond shaped eyes. Generally always with blue to green eyes the Elves are forest dwellers. With intellect beyond that of most other races. Quite commonly in Light armor, if any. Their defenses are small, and they are incapable of learning Dark Arts, mostly.
Around 5’7”, lean, quick. Mostly wears light armor, for mobility. Fond of the Darker areas; as it reminds them of the underdark. Highly intelligent, Drow are the best spell caster when it comes to the power of a spell. Feared for the power of their spells, though they are often slower in casting than their Surface-bound cousins. They suffer from the same lack of defense, as the Surface elves as well.
Short, and stocky. Wears heavy armor. Excellent night vision, and somewhat exceptional daylight vision. Proficient in navigating mazes, and caves. This race is quite powerful, their stout size allows for their muscles to be bound tighter together, making for harder blows and increased endurance. However, what they have in power and endurance, they lack in speed and agility; as well, many of them do not have an affinity for magic, but make up for it in their ability to build things in half the time it would take another race. There is the extremely rare dwarves mage.
This race is a rarity in of itself; being picked off by the Minotaur, due to their mutual distrust of each other. Capable of gliding several seconds, but not capable of extended flight. While smart in terms of the environment and battle tactics, they are quite dense in other areas, and lack speed a bit. This is made up by their strength and defense, the latter of which doesn’t hold up to a Dwarf’s. They are proficient in Magic, but not nearly as much as a human,
These are the powerhouses, good speed and strength, and their bull half is quite sturdy and strong enough to carry at most 3 good-sized humans. However, their agility is limited and they are quite apt to having a temper. In terms of magic, they are suited for casting magics on themselves, and their weapons, than for casting magic against other people; this however, is not uncommon. Their fur is commonly brown, gray, or black, but other colors are not uncommon. They tend to live around the Mountain of Sorrow, at the base of it.
Tall, naturally large frames, typically in excellent physical condition due to adept living in harsh conditions. Primarily a weaponless race, their claws and teeth and hides filling the role other races reserve for an armory, though there are notable exceptions throughout Wolfen history, both heroes and villains. Wolfen society is made up of small packs, which are part of the singular Tribe. Historically the Tribe is reclusive, even compared to the wild creatures among which they traditionally live -- so until the most recent decades, most city folk did not truly even believe in their existence - though woodsmen have seen and sometimes fallen victim to Wolfen hunters and traps for generations. Wolfen people are solemn and reserved, but in battle they are known to be terrifyingly fierce. Their magic is rooted in nature, and their unique spirituality rejects the authority of other races' gods.
Marginally smaller than dwarves, in both stature and bulk. Goblins are lightfooted and they excell at camouflage. Wears light armor. They are forest dwellers next to Surface Elves, though shunned by them because of their strange rites and beliefs. Warriors of this folk favour vicious spears and blowpipes. Magic mainly consists of a volatile mixture of shamanic totem worship and invoking help from their deceased forefathers. Potent poisons and obscure curses are their weapons. When those fail a cavalry charge follows; imagine a horde of goblins riding on warthogs coming at you.
Glossary And Such:
Messaging: Sending a message is often a painful process. If a bad guy is transcribing a message, then it is often particularly painful. Sending a message requires a person to transcribe the message on their own spirit animal, and sending it to another person. Their animal then transfer themselves into someone else(and cannot effect anything), taking them over and speaking through them. Often, the afflicted takes on the animal traits.
Messenger: Messengers are a type of playable character, often characterized by numerous tribal-like tattoos. They are often the go between, between the Old Council and the world.
* Including a new character species will result in them being added to the overall list. Most likely I'll ask you if I can add them, your chances increase of using the character race if it is allowed for wide usage.
Questions and such answered as asked. I'm here for the next few hours, so.
Grif of Hearts
Bold indicates updates
* Indicates note at bottom of page