Do'ygra A vast planet comprised of every conceivable biome, Do'ygra would seem like a paradise to some. From lush tropical jungles to harsh unforgiving deserts, sky tearing mountains to vast oceans, there is no lack of variety on this world. The same holds true for the races that inhabit this plane, all unique in their own right. The most familiar of these are humans, not much different than how we are, though magic is a driving and prevalent factor in their world. Elvenkind are the second majority, varying in appearance depending on where they have settled, though humans remain largely the same regardless. Wulfkin, better known as "false Lycans" are seen in some outerlying human cities, but otherwise live largely in secluded towns and villages. Lycans do exist as well, though are even more isolated than their more humanesque counterparts. Vampires are also not entirely unheard of, but are a largely secretive race, rarely seen outside of their own cities. Mainly staying in the marshes and forests one will encounter the Kotka, a feline-humanoid race of people. They are known to be very friendly, renown for their hospitality. Lastly, the oldest of the races, Rindur, inhabit the mountainous regions of the world. Literally meaning "Living rock" in their tongue, they are born of the very mountains they call their homes. All of these races, even those of unnatural origins such as vampires and lycans, have lived in relative peace for much of the planet's recorded history.
Something threatens to change that however. A disease of unknown origins has appeared in small villages and towns, killing nearly 98% of those contracting it, with the survivors being left with some kind of life threatening disability afterwards. While other races can contract it if exposed to it long enough, there only seems to be one real target to the sickness: Humans. Thinking of it as an attack on their race and a declaration of war, humans have begun to shut out other races from their cities and homes, forcing many nonhumans to leave their own abodes. No one is positive of where the sickness has come from, or who created it. Many of the races besides humans are susceptible to the sickness, though have a much higher tolerance for the disease. Elvenkind has a vast array of natural remedies and command over healing arts like no other race, far more suited to help rather than cause harm. Kotka have a naturally powerful immune system due to their less than sterile homelands. While that may make them a possible culprit the race as a whole is too kind to perpetrate such an attack. Wulfkin and full blooded Lycans are susceptible as well, but their natural healing abilites helps stave off disease, and the latter are too besital in most regards to orchestrate anything like this. The only two other races left are the Rindur and vampires. Both are immune to the disease, but the former has long since been known as peaceful and diplomatic, there's no way they'd cause it. That left humanity with only one source for their anger and durress, vampires. They would be able to leave their isolated kingdoms if humanity was wiped out, and they could use the weakened race as a food source. It all made perfect sense to the panicked leaders of the stricken race, and as such war was inevitable.
Humanity, seeing it's very existance under attack, has enlisted it's most powerful warriors to hunt down and kill vampires in hopes of seeking a cure. No race wants to step in, fearing an all out war, but members of each race are attempting to solve this dilemna themselves. At risk of thousands more being killed in a needless war, these adventurous few are seeking the true origins of this sickness, feeling there is a more sinister force at work. This small group is racing against the clock, trying to find the cure to this disease before a bloodbath begins. As the group of the mixed races searches for a cure, the Rindur hold desperate Peace Counsels in hopes of staving off any open conflict, but both sides are becoming restless. Humans are growing desperate as the disease continues to spread and are all but ready to do whatever necessary to save itself. Vampires meanwhile are tired of being painted as a genocidal people, wanting to put an end to the strife once and for all.
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Summary: Humanity is taking the full brunt of a mysterious disease, and as a result their entire race is on edge. With a potential war looming over the horizon, other races have begun gathering together members to try and resolve the issue before a bloodbath begins. We will be playing as this group, moving around the continent of Kzer-cai in search of the cause and cure of the Plague.
This is your roleplay as much as it is ours. If you have ideas, let us know! They may possibly be used, and credit will be given.
Try and get at least two paragraphs per post. Sometimes you just can't write enough, that's understandable. But please try to put decent detail into each post.
There is no posting order to begin with, but if we need one later it will be listed on the first post.
Cursing isn't discouraged, but please be reasonable with it. If censoring your post will make it look like a Jersey Shore script, you've gone too far. Same with romance, moderate amounts.
Most of all, have fun!
Humans: This race doesn't need much explanation. Humans are the youngest of all the races but are advancing rather quickly. They make their homes in nearly any place on Do'ygra. Their capital city is Thandia, a massive port city on the eastern seaboard of Kzer-cai. Humanity also has the largest population of all the races, and is the most widespread. As a result, the Emporer of Kzer-cai is a human, Layenthe Hammervane.
Kotka: Kotka are a feline-humanoid race of peoples. Similar to humans in appearance, Kotka have various lengths and thickness of fur depending on the environment they live in. Usually sporting a rather muscled and defined build due to their hunting, they are capable of moving about on their hind legs or all fours with equal ease. Rather than hands and feet they've developed paws with slightly elongated fingers for gripping objects. Their society is similar to a tribal lifestyle, with the elder of any town being in charge of their respective holds. The capital of Kotka lands is Chetsam, found in the south-eastern forests of Kzer-cai. The ruler of Chetsam is the current oldest living member of their species, Tarma Sousil
Rindur: Living statues, they are the largest race in terms of size, and the eldest as well. Rindur possess a natural aptitude for most magics and have seemingly infinite lifespans. As such, their race are not born but created, rock is carved and imbued with magics to give life to their people. They have a relatively small total population compared to other races that actively reproduce, but they are the most knowledgable of any species. They only die if their physical body is destroyed, with the magic having no containment it dissipates after a while. Their cities are widespread, with the largest being Timnigate in the northern mountains. The race does not have a true designated ruler, but much like the Kotka they look to their eldest member for guidance, in this case Lokshir Everhearth.
Elves: Like humans, shouldn't need much explanation. Typical fantasy elves, their appearance varies depending on their home region. They are like humans as well in that they have modest mastery of many skills, though they are the most efficient in magic after the Rindur. The capital city of the elves is Koswin, a large treetop city in the western forests. The elves are ruled by a royal family, as they have been for the last 500 years. The family in question is the Forrendal Family.
Vampires: These abnormalities can stem from any race, other than Rindur. Though not inherently evil their tendencies to feed off of living creatures drive them to settle in their own regions. They are not killed by sunlight, though extended exposure can weaken them physically, comparative to someone staying up for extended periods of time. Their skin typically has a pale complexion due to the lack of flowing blood and pigment fading after a while, and they are physically some of the most powerful races. The capital vampire city is the aptly named City of Pale Hosts. The vampires are ruled unanimously by their race's most powerful coven, the Lugosi.
Lycan: The closest any race comes to being a true animal, Lycans are shunned by most societies, even Kotka, due to their rage and violent nature. Again, like vampires any race but Rindur can be inflicted with the sickness that causes lycanthropy. Any race, when transformed, has one of two forms that can take place. A humanoid form is common among humans and elves, standing on two legs with coarse fur, elongated heads and sharp claws on their extremeties. More bestial races like Kotka tend to take a more wolf-like form, though are capable of becoming bipedal as well, and vice versa. They are capable of logic but are often instinct driven. They do have a society though, largely a nomadic, tribal one. As such they have no real capital, though their current largest hold is Mausolea. Lycan heirarchy changes often depending on who the strongest amongst them is. The current ruler of their race is a werewolf simply known by the unsettling title of Elfbreaker.
Wulfkin: This curious race are Lycans who have, for unknown reasons, not fully succumb to the disease. They are often stuck in a strange anthropomorphic form, resembling humanoid wolves but their minds remaining untarnished. Since these anomalies are capable of logic and reason they are not shunned like the full blooded Lycans are. Being largely accepted by other races, Wulfkin are a rare exception in which, while classified as their own, they don't have their own unique kingdoms. Wulfkin are the only race without their own leader, consisting of tribes they each have their own Cheiftans. That is provided as well they do not live within another race's city, as some do. These tribes come together in times of distress, but are largely independent of one another.
All magic comes from a Lodestone, a powerful gem imbued with mystic energies. Mages will often carry multiple around with them as some are limited in their use. A Lodestone of fire for instance will not grant it's user healing capabilites. Mages simply need to draw upon the energy of these stones, and with mental concentration can manipulate the element into a spell of their design. Any seasoned magister knows however magic can be fickle, and the more one draws upon the energy the stronger chance of backlash occuring. Magic users should always be cautious when attempting powerful feats.
Kzer-cai
Thandia - Human Capital
Chetsam - Kotka Capital
Timnigate - Rundir Capital
Koswin - Elf Capital
City of Pale Hosts - Vampire Capital
Mausolea - Lycan Capital
*Note: All classes are available to any race, they are NOT race specific! Also, classes do not restrict how you fight, they're just how a summarization of how your character battles.
Warrior: Shouldn't need too much detail. Your basic sword & board, claymore or mace wielding fighter.
Defender: Much like a warrior, but with more focus on magic and healing. Think paladin.
Mage: Your standard, fantasy magic users.
Mystic: A mage that focuses on illusionary and manipulative magics.
Assassin: A light, fleet fighter who finds their place at home in the darkness.
Hunter: A survivalist and naturalist. At home using a bow and sword.
The way the political side of life is handled in Kzer-cai is far different from what most of us know. Every race is independent to a point, all having their own rulers, laws and customs. However, with humanity being as large as it is, and to avoid any possible conflict, a unique action was taken. Every ruler attends a meeting called the Twilight Summit which is held whenever a decision involves more than a single race, such as trade, expansion etc. Humanity's ruler, and the overall Emporer of Kzer-Cai, oversees the meetings and has the strongest say. Each race sends their best embassador to the meeting, and as such gets one vote towards a matter. While the Emporer is the most influential, he can not enact anything unless half of the Summit votes in his favor. This is meant to appease any possible hunger for power humanity's growing population may aquire, and to keep all of the races in check.
Name: Self explainatory. Race: Pick from the list above. Age: Within reason. Appearance: A picture is fine, but add a bit of text. Class: See the list. Personality: Optional, can choose to develop as we go. Breif bio: One to two paragraphs, if you can.
Bear in mind this is my first time GM'ing a roleplay with this much detail. If anyone needs clarification on anything feel free to ask, and I'll do my best to keep this running Also, huge thanks to 101 Scout 1 for his input and help with the thread! Credit as well to Orion86 for his name on the ruling Vampires.
Last edited by Vena Sera IV; 01-30-2013 at 02:12 PM.
This lovely signature was made by the insanely talented Lillian Thorne.
Originally Posted by Carantathraiel
Hahaha, so I'm going to share this.
My husband wont kiss me because I'm sick, right? Despite the fact that I'm not technically contagious anymore. But it bugs me.
So I'm making breakfast (ok, a super late lunch) and he goes to grab the last bottle of cherry limeade, and I tell him 'that's mine'. A small and entertaining argument proceeds, and he sets the bottle down to get cutlery, and I run up and steal the bottle and run back to the stove. When he comes to grab it back, I stick the top in my mouth and he just looks at me like "That is so low."
So now I'm enjoying some Cherry Limeade with my potatoes. C:
Happy Cara is Happy.
Hai good sir Also, as a note to anyone pointing out the locations are missing, I know. Those will be up, if not tonight then tomorrow morning. I'm working on descriptions and possible drawings for them as I write this.
Nope. Elves, Vampires and Rindur live the longest. Elves about 600 years at most, vampires and Rindur are feasibly immortal.
Humans and Kotka live up to 80 years in good health.
Wulfkin and Lycans are lucky to see 60.
Also, maturity is proportional to age. So a 50 year old elf would still be equivalent to a teenage/pre-teen human. An elf wouldn't be considered an adult until about 120 years of age.
Appearance: Byron has managed to retain his youthful appearance, this is partly due to luck and partly due to his magic. Using magic he has managed to improve upon his image and can charm females from almost all of the races. He has a slim figure but as a vampire he does not need huge amounts of muscle to be strong. As a flamboyant Vampire lord Byron prefers to dress stylishly, shunning the metal armors that some of his contemporaries like to wear in order to intimidate their subjects.
Class: Mystic - As a mystic Byron has three rings that contain the lodestones that he uses in his magic.
Ring Finger Left hand: This lodestone allows Byron to create a glamor around himself, another person or an object. Byron can make himself look like an body that he wants to, he can put that image onto another person or change what an inanimate object looks like. The only issue with the second two uses is that he needs to maintain eye contact with the targets. Also the image is insubstantial, so Byron could make it look like he is wearing full plate armor and carrying a massive two handed sword but they would offer no real protection.
Little finger left hand: This ring contains a lodestone of telekinesis. This ring allows Byron to pick up an item using only the power of his mind. This power fades depending the weight of the object and the distance from himself. As with his first ring Byron has to be able to see the object and if he breaks eye contact then the object falls from his power.
Ring Finger Right Hand: This ring contains a lodestone of Lightning in its center. This is Byron's main offensive weapon and what he uses to keep his subjects in order. Byron can choose the intensity of the bolt from a killing strike to something that merely hurts its target, the more damaging the blast the more energy that it takes for him to create it. Although he gains little pleasure from hurting people he finds that it is sometimes necessary to do, in order to keep the peace amongst his coven.
Mutation: As Vamparism is a mutation amongst the living races it itself changes over time. As a vampire grows older the Vamparism strain changes and gives its host an innate ability. The older and most powerful amongst his kind no longer need lodestone to perform some magics and Byron has lived long enough to develop his own mutation.
Weapons: Byron doesn't carry any obvious weapons on his person, his natural strength and speed are usually more than enough to take down any rogue humans or beats. Byron prefers to conceal a dozen or so small darts about his person, with his vampire strength he is able to throw them through wooden planks. When accuracy is needed he is able to guide the darts with his telekinetic lodestone.
Byron mutation is that he is naturally charming and can perform low levels of hypnosis on those who are not prepared to counteract it. This power is fairly weak and his something that he couples with his other abilities to be able to manipulate the weak and the stupid.
Personality: Byron has a thirst for knowledge and loves to read. He is always looking for away to expand his mind but to also find a way to live without the constant need to consume life force. Vampires, as is commonly known, need to consume blood to stay alive and if they do not consume enough they themselves eventually wither and die. Also another side affect of this consumption of life force is a blood lust that the vampire community call 'Cain Madness'. If a vampire goes to long without feeding and then gorges on life force he can be tipped into a sub-psychotic rage where he no longer see friend from foe, sometimes this person can be brought back sometimes they cannot.
Byron is not as cruel or sadistic as some of the other lords of the Pale City. As a leader of the coven, Byron has always tried to lead it down a path of wisdom and learning. He treats the humans that make up their cattle with the same good nature that a skilled farm does when dealing with prized cattle. However when pushed Byron can be capable of a calculating cruelty that can be all the more terrifying.
Brief bio: Byron now no longer remembers his time as a human, having been a vampire for over seven centuries, he has long since given up any humanity. When he was bitten it was not as a food source but because he wanted to be turned. His sire was the daughter of a Vampire Lord that went by the name of Sasha and she was a pure blood vampire, one who had been born a vampire not bitten. This made Byron all the stronger for having received her venom.
For the next two centuries he served under Sasha, they killed, fed and bled together. When the time was right Sasha broke away from her father and started her own coven, something that was not easy to do in vampire society. A new coven starts with limited resources and no political weight, for nearly three centuries they continued to fight and battle for everything that they held today. When they were on the verge of their biggest victory betrayal struck, one of the coven lesser enforcers let Sasha's father storm through one of the lesser gates and their castle was nearly burned to the ground. Sasha was slain by her own father and that left Byron in charge of the coven, what was left of it anyway.
For another three centuries Byron began to build the coven back up again. It was not uncommon for coven to rise and fall in this manner, as vampire lived indefinitely they took the long view on everything that they did. Now that his own coven has stabilized he has set his mind to the task of the plague that has been ripping through the human population. This is a problem that has not only led them to the brink of war but it has a direct impact on their own food sources. The vampires have a number of human servants that range from their thralls and familiars that help to manage their eating stock. The plague has killed off most of these servants and food supplies. The vampire population can survive on other life bloods but humans as the most numerace and quickest to breed are their best hope for expanding their civilization.
Last edited by Orion86; 01-30-2013 at 01:37 PM.
DYING OF FOOD POISONING. I WILL BE BACK AS SOON AS I RECOVER, SORRY FOR ANY INCONVENIENCE CAUSED.
Name: Erowyn Wintermourn Race: Elf (Forest elf) Age: 140 Appearance: Erowyn, as all forest elves do, has a slightly tanned complexion. His face sports defined yet soft features, having nearly flawless skin. Pale golden eyes sit beneath his brow, and in between those on his forehead rests a tattoo, his family's seal. Also on his right cheek is a tribal marking, his society's way of signifying that he is a Hunter in their city. His face is framed by long, dark brown hair that parts just at the beginning of the forehead, the bangs falling for the most part around his face. In his right ear are a few piercings, each showing an accomplished kill against a dangerous predator. He spends much time on the move and is rather quick on his feet. As a result he wears an earthen brown cloth top, fastened around the waist with a cloth belt, leather bracers, shoulder pads, and fingerless gloves. His lower half is dressed in cloth pants, shinguards helping to hold them in place. On his feet are a pair of flexible but strong tanned-hide boots, easy to maneuver in and offering great protection. Class: Hunter - Erowyn is a highly skilled woodsman, taking a great deal of care into his knowledge of the wilderness surrounding them. Very familiar with wildlife and plants, he is a survivalist at heart. Good at mentally mapping the area and navigating through thick brush, he is essential in uncharted or unfamiliar territory. Unique to him, not to all Hunters, is his ability to tame all but the most vicious wild animals. It takes time of course, he doesn't simply snap his fingers and gain a pet. Weapons: Erowyn's most noteable weapon is Sanshir, his prized longbow. It's crafted from dense mahogany wood, reinforced with thin iron platings for extra durability and strength. The limbs of the bow span to nearly five feet from tip to tip, and have engraved, symmetrical markings along each. Within the grip of the bow is a Fire Lodestone, giving this elf the ability to channel fire into his arrows if he so chooses. The bow is a special gift, and he is highly protective of it.
He also carries a simple iron shortsword and dagger with him, not having any Lodestone like his bow. The sword hangs from his waist in a self-crafted sheath, and the dagger rests in a strap on his boot. Personality: Erowyn is a self assured and confident individual, he can be very patient when he wants to and dislikes open conflict . He takes immense pride in his survival abilites, and as a result can be a bit full of himself. While he doesn't want to create conflict, he is never hesitant to make sure his expertise in anything considering the wilderness or wildlife is known. Doubting his knowledge or claiming he's wrong, particularly in something that he is sure of, can quickly lead to anger on his part. Due to his desire to avoid fighting however he will more often than not simply sulk off, separating himself from the group he's with to cool down.
When not bothered by something he is level-headed, tolerant and unbiased, making him a great natural leader. Erowyn sometimes takes his expertise as a sign he should lead, appointing himself as such even when it hasn't been decided. He doesn't like to take sides in a fight, often trying to quell any infighting. In the case of someone "under" him is injured, he is quick to assume blame and even more so to try and help them. While he can be hard to get along with at first he does genuinely care for his friends and others, and is more willing to show that the longer one knows him. His prowess in survival as given him a self assured mindset, it takes a good deal to put him under duress and question his ability.
Breif bio: Erowyn has spent much of his life training as a Hunter of Koswin, it's essentially all he knows in life. With all elves learning basic combat early in their lives, he started out at a young age practicing with his peers. Throughout his training he showed great promise in one particular area, and that were skills geared towards hunting. He was patient, knew how to conceal himself and could remain silent for long periods. The only thing that hindered him however was his reluctance to take a life, as shown in sparring matches. Often times during a practice duel, the victor would be told to "kill" their opponent, pretend to strike them in such a manner that would prove fatal. Even with it being imaginary, Erowyn found it nearly impossible to go through with it, many times losing the fight as a result. While other students trained to be warriors or guards, Erowyn was separated to focus on what he excelled in.
Though it took a while to encourage him to do so, a few years into training he finally agreed to put his skills into practice. His first hunting session was with one of his instructors, an elf named Irithir. They were to keep to the ground just outside of the city, searching for food for the royal family. Being his first time out of the city walls and still a child, Erowyn understandably grew excited, wandering off after a short while to explore on his own. When his instructor found him he was hiding in a tree, cornered by a large brown bear. While he hid his instructor attempted to fight off the wild animal, being stricken with a paw and knocked to the ground. In his first hunt, the young elf descended from his perch and, upon gathering up Sanshir, Irithir's bow, and a discarded arrow he managed to hit the animal right behind the right shoulder. While it hadn't killed the beast, it did wound it enough that it left, sparring the elder from being eaten or mauled no doubt. The two hastily returned to the city where Irithir received medical attention while Erowyn remained close by, unable but to help feel responsible. When his mentor finally emerged from the infirmary he praised the young elf, much to his surprise, claiming his quick actions probably saved both of them that day. As a show of gratitude he gave the young boy his bow, telling him to practice every day to perfect his shooting. It was from that point on that he took up archery as a serious skill, spending much more time hunting as well as a result.
Last edited by Vena Sera IV; 01-30-2013 at 02:09 PM.