Due to lack of activity and the waning interest and mistakes of the GM, this RP has officially ended! More details can be found on the last pages of the OOC.
A lone, dilapidated building stood at, what could be said, the border between the Order and the Demons. In the past, the building's position symbolized its allegiance in the long, almost-eternal conflict. But now, no one inhabited the structure. No one took care of it and no one gave it meaning. Thus, the building became just that: a building. One that is old and crippled and abandoned.
While many a passerby saw the potential of reviving the building to its former glory, only one pursued that notion and he traveled far and wide to invite as many people as he could to restore a quest-accomplishing Guild that made this forgotten building its home. His name was Bartholomew Barker, or just 'Bart', and you are one of those people who he invited. He told you where the headquarters was and, for reasons of your own, took him up on his offer and went off to see what this Bart was up to.
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This is an RP about a bunch of people joining a guild and accomplishing requests given to them by various sources (No, this is not a Fairy Tail RP). Basically, players would come together to revive/start a quest-doing guild. Of course, there would be a main story that would drastically affect the Guild itself.
More info in the FAQ below.
1) What's the setting? This RP is set in Kenkou Cross' Monster Girl Encyclopedia.
1.5) *gasp* Wait, wait, hear me out here! I know the setting is best known for its escapist pornography but this RP will be less about the smex and more about the everyday life as well as the social and political climate of the setting. There will also be some changes like the intensity of Demonic Energy and the state of affairs within the Order.
*Let me know if that still isn't allowed, okay?
1.5a) Why did that guy gasp? What's Monster Girl Encyclopedia? It is a setting created by Kenkou Cross where all the generic RPG monsters got turned into humanoid(-ish) females by a set of circumstances detailed below:
In a world created by a god named Chief God, humans and monsters battle each other in an endless war.
The monsters are controlled by a Demon Lord who Chief God controls so he doesn't have to micro everything.
When the humans become too many, Chief God orders Demon Lord to whip monsters into a frenzy against the humans, resulting in the end of human dominance.
Once that is done and the monsters become numerous as a result, Chief God blesses a human into a Hero who slays the Demon Lord. The monsters then battle each other on who gets to be the next Demon Lord, resulting in the end of monster dominance.
Lather, rinse, repeat.
But everything changed when the Succubus faction attacked.
One Succubus decided that the cycle sucks and became a Demon Lord. Though not through strength but through gathering allies who are also tired of the cycle.
The Succubus also gains the support of the Hero sent to stop her. (*wink*)
With their powers combined, they repel the Chief God who tried to kill them, realizing too late that micro is hella important in RTS.
The Demon Lord turns all monsters into humanoid(-ish) females compatible with human men and general human society.
The rest is history.
*Note that this isn't everything so you'll have to dig in the Internet to know more. The Monster Girl Wiki is an SFW-ish site where you can start. You can also just ask me.
2) So what are these changes to the setting you speak of earlier? One, Demon Energy is much weaker here so one must take (or give) a considerable dose of it to have the effect it has in the original setting. However, all monster girls are still very human-loving and still very sexy. So consider this world MGE-lite.
As for the rest of the world, the Order is still being the Order, fighting the monsters and all. HOWEVER, currently they are focusing more effort in fighting the remaining un-monsterized Dwarven Kingdoms (two of them) and the separatist Moon Kingdom (a technologically-advanced nation). The specific reasons for these wars you will have to find out in the RP proper.
Technologically speaking, only the Dwarves and the Moon Kingdom have fully developed and mass produced gunpowder weaponry. While the Order use gunpowder as well, they rely more on magic. The Demon Realms uses no such things so far.
3) ...So will there be sex? RolePlayerGuild rules says no. Any sexual encounters must be done in the PMs or implied.
4) How many characters can we play? Maximum is two.
5) Can we play as monster girls? Yes.
6) Can we play as monster girls that doesn't actively look for men? Yes.
7) Can we play as custom monster girls? Yes.
8) Can we play as monster boys? Yes. However, you will be the only monster boys in the entire existence of the RP.
8.5) What about these incubi I have read about? I'm saying you can play as other species of monster boys. With actual monstrous or animal features since incubi in the setting are just powered up human males.
9) What kind of requests are we dealing with? There are two kinds: Side Quests (some have short stories while others are just radiant quests) and Main Quests (advances the main stories)
You can only do one quest per day, regardless if they succeed or fail. Some quests are re-doable while some will end regardless of conclusion. Also, some side quests have an expiration date, usually a few days depending on the situation. Main Quests do not expire.
Also, after a quest, you can rest up and chat with other members of the Guild. Please indicate in the post when you are ready to end the day (as much as possible anyway).
Speaking of requests...
10) Can we write up requests for the RP? Yes. However, the condition is that you not be a player.
PM me the details of the quest and I'll see if I can make it happen.
The Guild HQ is the Guild House at the center of the map. Obviously.
Lymeria on the north is a Bright Green Demon Realm kingdom. Mahigan near it is the monster-friendly village. Pravar is a moderate Order city. Ambran near it is a neutral town. The southmost gray shape is Varjo. A cruel Order kingdom barely respecting the rules of the church. Sonarra near it is a poor town under Varjo's jurisdiction. Boreal Port is the monster-friendly port. The pink circle is a large shrine-town dedicated to Eros.
The light green covering most of the map indicates grasslands, hills or light forestry. The green indicates thick forests. The dark green indicates swamps. The silver indicates mountainous and snowy regions.
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1) Standard Roleplayer Guild rules. No godmodding and stuff. 2) As GM, I reserve the right to have my word to be law within the boundaries of this RP. 3) If there are problems with the RP or with other players, you can take it to me (so I can take it to someone who could deal with it lol!). 4) Do not post your character in the Characters Tab. Only I have dominion there. 5) Only post once when you are interacting with an NPC or doing an action. You can post as many as you want when you are talking to another player. 6) Updates (i.e. My posts to move the story along) will generally occur during Thursdays and Sundays (Keep in mind that I am UTC+8). However, if you do not post, I will still update without affecting your character as much as possible. Worst case scenario, I will assume your character did nothing. 7) Please post something in the OOC if you are still interested just unavailable at the moment. If you do not post within two or three weeks still without any post given, I will be forced to drop you from this RP. 8) If you have read the rules, you will write your favorite monster girl (or a monster girl character) at the very bottom of your sheet. (Helping others regarding this rule is discouraged unless you are vouching for that person.)
Appearance: Name: Race: (if you are playing as a custom Monster, please put a short description about what they are) Magic/Abilities/Equipment: (If any. Nothing too OP, okay?) Personality: Background: (indicate how they came upon Bart)
Hmm. Originally I was just going to make one character but I might make two. Seeing Bloody Bunny has inspired me to write on two demonesses aspiring to become recognized as the great warriors they know they are!
Name: Ryla Orchid Race: Half-Ogre Magic/Abilities: Ryla has trained in traditional wizardry to become a Witch Doctor, a magical professional who can treat magical ailments. She graduated from her mage academy with skills in the Transmutation and Restoration subschools of magic, allowing her a variety of magical abilities to augment her combat skills as well as aid others. That being said she is far from a master: she has merely obtained enough of a fundamental understanding of her chosen schools of magic that she could pursue independent research and study, which she hopes to do by adventuring.
Transmutation magic involves altering the physical world in some way, such as polymorphing, telekinesis, or alteration. A versatile magic that allows Ryla to manipulate and affect the world around her, however some may dismiss Transmutation for it's reliance on manipulating the environment as oppose to carrying it's own power.
Force Wave - A basic self-defense spell from the Transmutation School. It emits a wide range blast of force that could knock back or at least stagger an opponent. Though somewhat slow, the wave will continue until it hits a mass large enough to disperse the force. Ryla can concentrate on this spell to create a more powerful wave of force at the cost of using more of her mana.
Mage Armor - Another self-defense spell. As many mages lack the strength and stamina to don armor, they rely on Mage Armor instead. Using telekinetic force to deflect and protect their flesh from physical attacks, Mage Armor can sufficiently protect the user from most blows while doing nothing to impede their mobility. Though it takes quite a bit of stamina to cast initially, once cast the spell will last for hours, allowing the mage to regain their mana back throughout the day.
Feather Light - A utility spell that turns the user light as a feather. An improved variant of the Feather Fall Spell, as it not only allows the user to survive great heights without harm, but also reduces their weight to the point that they could walk on water and step on pressure plates without triggering them. They still have enough gravity to walk and press against objects with their weight if they so desire, such as resisting being carried away or purposely triggering a pressure plate. This spell can be cast on others within thirty feet of the mage.
Stone Shape - A versatile spell that allows the user to forcibly shape stone in any form they so desire. The potential of this spell is limited only to the mage's mana supply and their imagination. This spell does not allow the mage to manipulate stones already in motion, nor does it let them telekenetically control stones, however whatever stone they are touching they can freely manipulate in whatever shape or speed they so desire.
Restoration magic involves manipulating magic to control one's life force, typically to heal, but it can also be used to harm as well. Restoration is merely the other side of the coin to Necromancy, as both schools involves the use of magic to manipulate life, only with different intentions. Restoration can also be used for Abjuration, the creation of barriers and shields similarly to Transmutation, however Restoration shields are more effective against magical influences instead of physical ones.
Healing Hands - The basic healing spell taught to all mages who look into Restoration. One can channel their magic through their hands to mend flesh and bones upon contact. The healing itself is not instant, but it requires little to no mana to preform as long as one can maintain contact with the injured area.
Delay Poison - Another common healing spell taught to novice mages. Removing poison from the body is more difficult than most mages realize, however stopping poison from spreading or affecting the body is easy enough. Using a bit of mana, a mage can delay the negative effects of a poison for a few hours, hopefully long enough for them to find the antidote to remove the poison all together.
Remove Disease - A spell that many mages could use in order to live a comfortable life as a doctor, this spell can remove a disease from an afflicted person. That being said, the disease itself must be relatively new; some people who have been sicken for a long time may be unable to be cured by this spell, at least not by the hands of a mere novice. Ryla herself can remove diseases from those who have been sick for a week or less.
Steadfast Ward - A protective spell that creates a minor layer of telekinetic armor to absorb attacks. However it's true strength lies in it's ability to ward off magical attacks, deflecting the likes of magic missiles and fireballs. A Steadfast Ward is capable of withstanding quite a few spells in a fairly wide area in front of the caster, dispersing magic that impacts the shield until the user's mana wears out.
In addition to the her two main schools of magic, Ryla also has access to cantrips. These minor spells with many utility uses and requires almost no mana to use, however they typically don't do much beyond that.
Orb of Illumination - A basic spell that creates a ball of light. It can provide illumination as small as a candle or as intense as a bonfire. It can be created standing, moving in simple patterns, or even "shot" at a target and remain with them. Cunning mages uses this spell to mark sneaky enemies so that the light gives away their position, as the light itself cannot be physically tampered with.
Prestidigitation - Minor tricks that novice mages use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for an hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
Mage Hand - This spell creates an invisible pair of hands that can be used to manipulate, lift, or interact with things from a distance. These hands are not powerful enough to be used to strike or otherwise cause direct harm. Either one or both hands can be used at a time. Mage Hand cannot interact with magical items and will fail to touch or otherwise affect an object imbue with magic.
Mending - This spell is capable of doing minor repairs to objects the mage touches. Cracks, chips, and tears will be mended as if they had never occurred. If an object is broken into separate pieces, all pieces must be assembled back into it's original shape for a full repair. This spell can be used to mend magical objects, however it does not restore any magical energy that may have been lost from the magical object due to the damages it has sustained.
Purify Food and Drink - This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage.
Flare - This spell creates a minor burst of fire. While capable of causing light burns, the main use of this spell is to ignite flammable objects up to ten feet of the mage.
Lastly, in addition to the traditional spells that Ryla has learned from her wizarding school, she has been trained in the use of Hexes. Hexes are powerful supernatural spells commonly associated with Witches. These spells are not derived from witches themselves, but the patron they serve or otherwise gain their powers from. The patrons generally send familiars to Witches in order to negotiate the type of hexes they shall receive. So far Ryla has only obtained the familiar to commune with a patron, and has not received any hexes as of yet. Her familiar is a cat called Syfr. He is able to telepathically communicate with Ryla, and only Ryla. Aside from that he's otherwise normal for a cat.
Personality: Ryla is hotblooded and reckless for a mage. She isn't afraid of danger or the unknown and will charge at them with gusto and a bit of a plan. Contrary to her brash nature however, Ryla can be quite considerate of others and is very empathetic to people's emotions. Passionate and kindhearted, she's a sucker for happy endings and doesn't stand for injustice. That being said while she has good intentions, without oversight she can and will go overboard to the point of extremism. Her compassion for others can quickly turn into utter disgust for those who've wronged them, and those who understand Ryla could easily manipulate her heart for their own ends. For her friends and family there is no line she won't cross, no limit she won't break, so long as they are alive and happy in the end.
Background: Ryla is the daughter of an orcish shaman and a human mage. What started as a simple field trip ended up becoming a romantic adventure for the two people, and with a copious amount of magic involved, Ryla was eventually born from the two spellcaster's love. Given her parent's occupation, Ryla was of course a talented mage, showing signs of magic at a young age. Ryla's human parent had to return to their studies, leaving Ryla in the care of her ogre parent, who taught the infant half-ogre the ways of life in an ogre clan. Mostly involving such things as hunting, warfare, and foraging. But by the time Ryla was fourteen, which was considered old enough for adulthood in ogre culture, she left her clan to pursue magic at the human cities. Her skills back a the clan were certainly useful, but it was at the mage's college that she truly found her calling for spellcraft.
Ryla attended the college for eight years, going through much of her primary education between the ages of fourteen to eighteen, and then focusing on her magical studies from eighteen to twenty-two. Shortly before her twenty-third birthday, she would graduate from her college as an undergraduate of magic, putting much of her focus on Transmutation and Restoration magic, as well as spending time interning among various witches in order to court a patron. It was during her internship that Ryla received a letter from the mysterious Bartholomew Barker, or "Bart", recruiting her to his newly started adventuring guild. Ryla was skeptical at first, but after consulting her fellow peers as well as her familiar, they recommended that she at least see if this Bart was the real deal. Many of her masters and the witches she was studying under achieved most of their powers whilst adventuring, and believe that if Ryla hopes to actually become a professional Witch Doctor herself, she too should travel and adventure through the world to gain a better understanding of magic and to accumulate experience.
So the half-ogre girl packed up her spellbooks, grabbed her spear, and carried her familiar from her dorm at the college to this new and unknown guild of do-gooders and adventurers. With any luck, this would give Ryla what she needs to advance her skills in magic.
EDIT: Also, that CS feels like it's missing an "equipment" section. Will our characters be getting loot of any kind from quests?
You can just put your equipment in the Magic/Abilities section.
And yes, you can get loot from the quests such as special items.
EDIT X2 COMBO: Also, could you give more info on the Moon kingdom? Are they okay with monster-girls? What's their culture like?
Their society isn't that much different from the others but they do have slightly higher standards of living. Their most notable feature is their Napoleonic-era military but they still have knights and melee troops. They are lacking in the field of magic due to decline of its popularity and reputation with the citizens of the kingdom.
Technically they're still anti-monster but their war against the Order is using much of their resources so any monster girl within their territory or hiding amongst the populace are mostly ignored so long as they don't cause any ruckus.
I'll elaborate more with them and the unmonsterized Dwarven kingdoms but I'm still working on that.
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To everyone else, I eagerly await your characters.
Afternoon ladies and gentlemen, I'd terribly like to join this! As others in the thread have mentioned, how can I say no to monster girls, adventures, and possible lewds? I should mention that this will be my first forum roleplay on this site, so please do point out any mistakes I make, but I've been roleplaying on other sites for a number of years so I won't have any issues keeping things literate. I've got the basic concept for my character hammered out, so do kindly tell me if there are any issues if you wouldn't mind.
Appearance:
Name: Gorschilthextreeb (Usually just Gor for short)
Race: Shoggoth (Here's the link if you'd like details, http://monstergirlencyclopedia.wikia.com/wiki/Shoggoth, but the tl;dr is that they're a slime-girl-ish servant race that can shapeshift to be useful and will ultimately try to form a symbiotic bond with their master. Oh, and they literally get off on serving people.)
Magic/Abilities/Equipment: Gor has nothing unusual for her race, she's a slime, which makes her difficult to injure, and her body can be changed into useful forms (a towel, a spoon, a toothbrush, a pair of clothes, a sword, etc.) but these are limited by the amount of matter in her body and the fact that she only has any real experience making household items. In addition, if she serves a particular person for long enough, said person will slowly start to gain minor slime-like powers (mainly regeneration, perhaps some minor shapeshifting if it goes on for long enough). As for equipment (or any possessions at all), f*ck 'em. She deliberately refuses to gather anything for her own use, her body will work just fine.
Personality: Overwhelmingly, almost offputtingly friendly. She's always eager to lend a hand to anyone (or a foot as need be (ba dum tss)). She obviously has kind of an ulterior motive (y'know, friendly people get to stay around humans, if you're around humans you're more likely to find a master, etc.) but she doesn't do it because of that, it's merely an incidental benefit.
Background: It is possible for a shoggoth to simply appear before someone they would like to serve and immediately submit themselves to them, and that's kind of what happened with Bartholomew. She appeared at his side, gave her whole, "I will serve you until the day I die," speech, and eagerly awaited for him to accept her as a servant, but he did something a little different; he instead chose to hire her, instructing her that her loyalty was not to be to him, but to the guild itself. She took this in stride, and is now eager to help the guild grow and prosper... Perhaps once it's a success Bartholomew will decide a personal servant will be more valuable... But, no time for that now, there's work to be done!
Favorite Monster Girl (to prove I read the rules): Well, it's actually kind of a toss up between Shoggoths and Yetis, but ultimately I'd have to go with the lovely little servile slimes in this case.
Very tempted to do a male character (human or not). I mean, I suppose that males will be the minority given how many wonderful options we have for monster girls XD
Appearance: Name: Rinka Lemel Race: Mershark Magic/Abilities/Equipment: Rinka is ferocious when in water known as one of the deadliest hunters of the seas. Sadly on land she is very much useless if it weren’t for her ‘brother’ who uses his water magic to allow her to swim freely through the air. Rinka also has a sort of amulet around her neck that allows her to float in the air and breath. Though this amulet does slow her down quite a lot so she isn’t much use in a fight like that unless her brother is with her to use his water magic and allow her to fight ferociously. Personality: Rinka is sadistic to say the least. She is also very protective of anyone whom she deems of value to her. All she can think about is her next meal and who it will be. However once someone get’s to know her they will find out that she is very caring and will even bring forth her prey in order to share it if she has the chance. Background: Liyu and Rinka first met at a young age when they were both children. Rinka had been caught in a net. Thankfully she was pulled up by a kind old man whom brought her home to meet his family. This family consisted of the old man, his wife, and his two children, a boy named Liyu, and a girl named Vert. Once she met them she begged them to let her stay with them as her family would not take her back. The old man agreed and Rinka payed them back by helping the old man with his fishing by herding fish into the net.
Everything was going great, except for the fact that she didn’t get along Liyu. To Rinka who believed that power was everything, Liyu was weak and had to rely on others. Yet Vert was strong to her and she loved Vert like a sister would.
Sadly a few years back there was an attack on their small fishing village. Thankfully Liyu was learning water magic and was able to use it to manipulate water around Rinka to allow her to fight. Sadly though the village was destroyed and both the father and mother were found down. However Vert was no where to be found. Liyu and Rinka then decided that they would search far and wide for the girl. They had no idea if they even could but this was their mission now. After about a year of journeying togeather Rinka and Liyu met a man who was starting up a guild named Bart. They decided that this was the best way to find Vert and would join him.
Mershark
Appearance: Name: Liyu Lemel Race: Human Magic/Abilities/Equipment: Liyu carries with him a staff that he uses to channel his magic through so he can manipulate water. Thankfully he has the ability to bring forth large amounts of water by taking moisture out of the air. He uses this to allow Rinka to fight by swimming through the air and utterly tearing apart her targets. Personality: Liyu is a rather smart young man, though he can be a bit smug at times. Many have called him a Wise Ass for this. Background: (Same as Rinka)
Still not sure what I am gonna do for the second character, but eh...I'll think of something soon, probably. Wanted to go ahead and get this Dullahan posted.
"Greetings, I am Arletta. Now if you'll excuse me, I should be training..."
Name: Arletta Valencia Dupain
Appearance: Standing at five foot eight, Arletta could likely pass herself off as a normal human fairly easily enough. Her armor is rather elegant, being made of high-quality demon silver and tends to exude a bit of sophistication. Around her neck, she wears a silver choker enchanted with some magic. It helps keep her head on straight, more or less.
Race: Dullahan
Magic/Abilities: As a Dullahan, Letta has impressive physical ability and nearly unparalleled swordsmanship. She has no need of fancy magic or other such abilities other undead or monsters possess. She is confident just her sword and skill are good enough to handle anything the world can throw at her.
Personality: Calm, somewhat taciturn, and a bit on the serious, Arletta isn't exactly the most friendliest of people out there upon first impression. While she does try and be friendly, she takes her job as a knight seriously - perhaps even more so then she probably should. She tries to do her best to uphold the ideals of any good knight - justice, fairness, and above all protecting those she can.
That said, she has always had a tendency to stick her nose where she shouldn't, especially when it comes to exploring old ruins and visiting old places.
When fighting something or she has been angered in some fashion, she doesn't like holding back and many of her old friends often made funny comments about her last name...which, subsequently earned them getting smacked in the head.
Background: This Dullahan's background is a bit of a mystery. She comments once, she wasn't always a monster, but a cursed suit of armor saw to it that she ceased being human. After realizing she couldn't go back to her old life, she spent most of her time traveling to various ruins, exploring old ruins and otherwise generally going into places where others may not have been for some time. And of course, helping out those she can along the way, even if it meant fighting another monster to help a human. It was in such an incident she ran into Bart and after seeing her skill he invited her to this little guild of his.
She accepted. Who knows? Could be fun.
Other: Lich and Manticore. Manticores are so floofy. I could pet their mane's all day. And Liches...well. Kinky magic fun times. Enough said.