Allaria is a multi-chapter Roleplay that has seen the successful completion of the first three chapters. It is a Fantasy roleplay that envelopes many of the usual tropes with some additional features to make it stand out. In previous incarnations, it proved to be a very popular roleplay that combined plot-driven roleplay with character driven roleplay, effectively making a game where, the end result could be vastly different from the stated goal. Not all of the world has been fleshed out, and due to Guildfall, many of the NPCs have been lost, as well as the laundry list of former players, not to mention many of the maps. However, much of the area known as the Hook has been fleshed.
About the World:
Allaria is a continent on a yet unnamed world. It comprises mainly of a Hook, characterized by the feature of it hooking around, two islands, one at the base of the Hook, and one in the Ocean off the southern coast, and a main continent.
Some of the notable explored cities include Valgar, a city that houses the Undead and has a strange effect on people who visit. The longer they stay, the more crazy they are driven(leaving reduces this effect, but is substantially harder to do if one stays too long). Rocoa is another notable city, as prior to the Apotheoses takeover, it was dubbed the 'God Capital' where all Gods were worshipped, freely.
The world to the west is supposedly uninhabited, however, and will be fleshed out as the series and chapters progress.
Allaria, the only explored land Kayfabe(storylined), is home to a variety of classical races, including humans, Surface Elves, Drow, Beastkin, Dragoniods, and Goblins. Each has their own God, except the Goblin race who don't believe in them, and their own 'Councilman/woman'.
The Story so Far
With the Gods in high Heaven, and the Council as middlemen, Allaria entered a lull which allowed a mysterious group of men and women to form and begin a takeover. It started as a peaceful one, the group encouraging those of the world to release their faith and put it in people they could see and feel, people they could talk too. As their ranks grew, did their methods turn from peace to violence - ultimately culminating in the heinous act known as the Mayor Drag in Port Jinn. An Apotheoses Leader, Ivan, used his malicious form of Healing to keep the Mayor of Port Jinn alive as he dragged him from the Hall, and out of Port Jinn, blood and guts trailing the way.
From the Eclava, the Drow Apotheoses leader, launched a full scale war on Port Jinn, as it was the last remaining major city or town not under the Apotheoses Iron Fist.
Groups of adventurers set out, leaving from Port Jinn and headed towards Rocoa, in hopes of recruiting there - but it was so havily under the fist of the Apotheoses they could do nothing. Yet, with the help of a traitor in the Apotheoses ranks, named Fananatu, a grup was able to escape a harsh fate - aided by the distraction of one of the Rocoan Three, the Rocoan Chimera.
Fananatu sent a group out to Mallah, which saw them aid in the resurrection of the second of the Three, the Undead Leviathan, in Valgar. This group was to participate in a gathering of Warlords and the like, in an effort to band Allaria together against the Apotheoses. This too, ended in somewhat of a failure.
On another island, a group was contracted to find out the state of the final of the Allarian Three - the Emperor Dragon. However, they were tricked by the Apotheoses and now they have control over the city sized dragon.
The Allarian Three came together at the Summit in Mallah and began a reign of terror, sending everyone scattering. Many died, but some remained to pass on word, or stop it.
Respected Warlord, Szazah has been saved, if a little worse for wear. Now the resistance must recruit more members for the war effort.
Chapter Five Plot - Recruit the Shadowwald!:
Having reached the Northern Mountains with Szazah in tow, the players managed to hand off the man to much fanfare with the caravan known as the Moving. The next group is in the final stages of planning the next expedition, one that will take them in the North Eastern Direction. Towards what is known as the white lands.
Here their mission is to attempt to recruit the armed forces of Shadowwald, the largest city in the snowy region. The leader, Goren Joquinal, is a member of there incredibly rare race if snow elf that build their homes in the drastic low temperatures. Szazah heard of the place while imprisoned, and sent word via transfigured mouse.
The trip will not be easy, as these lands have been rarely traversed, meaning what manner of beast and foe reside here are unknown to the masses. Szazah also heard word that the magic here is Wilder, unrefined by the rest of the Allarian standard.
There is much glory to be found here, new discoveries. But the Apotheoses may already have set foot here as well, in an effort to increase their range.
Address to the Players:
Allaria is my roleplay baby, one of the biggest I've done and by far the longest lasting. I have high hopes for this RP, perhaps one day it being featured as a persistent world, but until then, I want you all to enjoy playing here and helping shape the world! It has been through many variations, and may even go through more. I'm a pretty easy going GM and usually try to be prompt with answering questions; however, I currently work on a sort of revolving schedule(next week, I'll be working Monday, Tuesday, Wednesday, Friday, Saturday; 6:30 pm -9 am, accounting for sleep before and after. )
Allaria has hosted more than 50 roleplayers, and more than 70 characters, prior to Guildfall, in all of it's both successful and failed attempts.
Human: 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.
Surface Elves: 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.
Drow: 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.
Dwarves: 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.
Dragoniods: 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,
Beastkin: These have taken the place of the Minotaur race, to allow for more types of creatures. They are strong, and have many of the same basic advantages of animals, as well as losing some. There are many different sects, as some congregated based off what animal they are, and some live in a happy harmony, so to speak. They aren’t very magically inclined, most of their magic is based on self, and not so much as projecting magic. Prominent races include Minotaur, where one is a prominent member of the Apotheoses and Tengu, one of the Warlords, while the rest usually stick to themselves.
Goblin: Goblins are very short creatures, who believe in no God, but hold to the spirituality behind Reincarnation. They believe that when they die, they’ll simply be born as something as based off their deeds in their past life
Gods: These are always NPC, and will only serve to bend the PCs in a certain direction. Unless a person prays to that God, specifically, they won’t see them if they show up. It is not necessary to believe in any God.
Michael: The primary Human God; often appearing in a pristine set of armor.
El’I: The God of the Surface Elves; brother to the merciless God, Lloth. His teachings lend towards the way of good magic and how it affects the world we live in. Elves pray to him for guidance of their magic and protection of their home.
Lloth: The Black Goddess of the Drow. Most respect, fear, and love this Goddess, despite her tendency to be the harshest of the Gods.
Abbathor: The strong God of the Dwarves. Little is known about him, as most records show him constantly hammering away at his anvil; attempting to build a weapon, or material that outstrips anything before it. Dwarves have said that his blessings come in the form of better buildings and strength, something they value greatly.
Ouroboros: The God of the Dragonoids, and several snake-lizard-Dragon races in the world of Allaria. His true form is rarely seen, as it is often the form of the person he is appearing before. His mind state is psychotic at best.
Anomandaris: This is the God of the Beastkin, often appearing as a Minotaur or a Lion. He resides with the rest of the Gods, and often has a very war-like attitude when it comes to the events of those below.
Reincarnation: This would be the primary ‘God’ of the Godless race, the Goblins. They don’t believe in Gods, but to be represented, they were allowed to send one representative to reside with the rest. It often appears as a rotating set, from butterfly, to cat, to human, to butterfly.
Optional Reading:
From the corruptible minds of scheming liaisons, the Council has become obsolete and the God’s have given up on those who once prayed to them nightly. Misconstrued words from the Council have fallen onto the ears of those who faithfully follow their Councilmen’s orders without question, leading to the hectic disposition of the world now. And this, this world that has fallen from grace, is the world you’ve been giving to shape and mold in the name of good. But, of course, you have no real reason to change the world; nothing was taken from you, not in the least. Or was it, where has your freedom went, when the place you called home has began to take in slaves? Began praying, not to the God’s above, but to the God’s who claim themselves a more accessible Council? At first, things were alright, a false trust built in people who had halted the messages from being truly passed along. And now, with their grasp steady around the necks of those who foolishly danced to their tune, once colorful words became as black as night and freedoms were stripped wherever they went.
You are the final frontier, be it trapped in one of these slowly rotting towns, or in a place where the dark grasp has not reached and belief in the True Council and God’s have remained true. This adventure takes you on a journey across a land, fighting to return peace to the land and power back to the rightful owners, or even show people that while the Council is a historic front, it is the people that truly make their own decisions. In this, you shall also find yourself, be it your salvation, or what you’ve always wondered about the world and how you fit.
Go forth and save the world.
Reaching the main plot, overreaching as it is, will take several plots and quests to get anywhere; like all questing Rps. This is to account for the large amount of land and the NPCs who all have different information and needs. It also helps to develop the plot and effect how people(The NPCs and fellow PCs) view you.
I really want this to succeed, so I expect everyone to play their part and play it well. I want everyone to end this with new friends and roleplay partners, as well as a sense of accomplishment.
This is set in Advanced, so I would like Advanced standards. You don’t have to post as much as I do, but I want you all pushing the story. If not, then why even come here?
The participant limit will be down to at most five, however, if entry interest is sufficiently enough to have a team of people on either side, then I’ll come up with a suitable way to get everyone on board.
I also expect differing characters, while they may be of the same race, I don’t want all of them to be mages or warriors straight out of the gate. Make something you can grow into. Detail the change from a simple baker to fame, or infamy. Character Development should be the main point of this RP. Real Personalities, and not generic cookie cutter ones would be superb.
Just because I am the GM, doesn’t mean I need to be the only one to take initiative and push the RP. So, I expect the participants in this RP to move the RP, instead of just reacting to what I write. Have to get somewhere, don’t be afraid to get there; if I want you to change something, I’ll ask, but that probably won’t happen often.
Tech Level: As this is a medieval world, everything will be as it was in that timeline, though ingenious inventions happen all the time. Therefore, there may be shimmers of the first sprouting of clockwork, nothing extremely large and certainly no firearms past crossbows.
Magic and how it works: In ‘An Imagined World’ magic is present everywhere, however, it is unable to manipulated by anyone who isn’t heavily trained in the magics of the universe. Because of this, people manipulate their own magic reserves(Their soul) to cast their magic. This has both consequences and rewards. On the good side, this opens up the world to a non-structured set of magic, by that, I mean, the type of magic is not limited to certain things, but there are still limits(Time/Space Manipulation is out; Reality; and extreme teleportation. Anything else is up to scrutiny, anything seen as overpowered, will be denied). On the bad side, you are casting your own soul when using magic, however, it DOES slowly replenish itself the longer you go without using magic. Healing, is allowed by those who specialize in it, and they are every rare. Most healers have no other skills past healing, as they are often used to in places where battle skills are unneeded. Also, with healing, healing magical wounds are often harder to do by magical means(Soul vs. Soul). It is possible, but it requires a longer period to do.
Magical Limits: I ask that people who choose magic, do so and forego, for the most part, major skills in more physical combat. Like, if you choose to manipulate(Including creating) fire, I would like it if you were not able to fight on par, always, with someone who went the physical route. There is a way to circumvent this, however, and that is using the magic purely on yourself and/or weapon. Say if you were manipulating lightning in a weapon sense; you’d only be able to use it in the form of arrows(If a bow and arrow were your weapon choice), or in conjunction with your fists or sword to give a shock(dependent on the strength of the spell). You get the gist. At the start, your magic may be relatively weak, growing as you progress in the story. Also, each soul has certain things it can do; a fire-related soul, for instance, won’t be able to do anything wildly differing from fire. Magic, as it stands, cannot be used to make a weapon composed completely of fire, doing so would consume a lot of a person’s soul, if not it in its entirety.
Character Type: This differs from race, as it goes more into profession. Not all of you have to be wanderers, nor do all of you have to be specific mages or warriors; add some variety, throw in some everyday folk.
Skills: Yes, there will be skill castes in this RP. Ranging from most things your mind can think of. Being an advanced RP, I would expect that you would come in with something sensible - A Major and a Minor.
Created Race(s): Not without very, very good reason. Most of the time, there won’t be a good reason.
Starting Level: At the beginning, I want everyone to start as novices/beginneers/noobs, in their chosen fields(See: Class/Skills), so as the story progresses the characters can develop, instead of starting off outright good at what they do. A baker/cook would cook for the group, during downtimes, and eventually get better at it, after cooking not so good meals.
Spirit Animals: These characters are physical, or metaphysical, representations of your spirit and what it represents. They act as spiritual guides, and can sometimes be used by god’s to convey thoughts to their spirit’s vessel. The closer a person is to their animal, the stronger his/her magic will become. At the beginning, most are only able to get their animal in the form of a hazy imprint; as time progress it’s ghostly presences comes about, and finally a physical specimen. Non-magical people have animals as well. Using a lot of magic causes the animal, if manifested, to slowly deplete based on how much magic you spent. Completely losing it, causes it to revert back into your body and be unable to summon(Cutting off your magic) the animal until sufficiently recovered.
Messenger Magic/Magic of the Messanger: This is a peculiar magic type, as it is very specific. It allows long range communication between messengers, and even between messenger and God(a very rare occurrence, almost always one way). They are identified by their once famous status of body ranging tattoos, head to toe. These are rare, as the Apotheoses member, Eclava, was able to construct a type of tower that was able to magically intercept messages being sent without proper approval. Messengers were also rounded up and killed, if not ‘impressed’ into the Apotheoses ranks.
Name: Polaris Size(Height/Weight): Six feet on all four paws, twelve on the back two. 2,950 pounds. Area: Mostly found along the coast, where the forest is dense and there is access to the oceans. Description: The Polaris Bear, commonly referred to as Polaris, is a fairly hard to find creature. Only an estimated thirty exist. They almost all have burnt orange fur, though one has been known to have black fur with a burnt orange underside. Their fur, unlike the common bear fur, is more akin to a German Sheppard’s. Their paws are between a foot, and sixteen inches long, and half as wide. Tough skin makes them harder to kill, as well.
Due to genetic mutation, their blood has altered their claws, which are a fearsome three to four inches long, into a metallic form - making them sharper than before. Their blood also has the peculiar property which makes them infertile, but also able to be reborn. If their blood is spilled, and not burned or otherwise disposed off, they can spawn up to two more Polaris Bears.
They are aggressive hunters, even going so far as attacking people if they stumble across them. Their normal food includes large elk, and oddly, great white sharks. They are wildly territorial, but have no loyalty to others of their kind, more often than not just staying out of each other’s way. It has only been reported once that two Polaris bears inhabited the same area.
Name: Size(Height/Weight): Area: Description:
Name: Size(Height/Weight): Area: Description:
Name: FleshBeast Size(Height/Weight): Varied size, depending on what the flesh beast resembles. Area: Commonly found in Valgar, city of the Undead, though at least one is known to work for the Apotheoses. Description: Like all of the species inhabiting Valgar, the Fleshbeast is a reanimated deceased creature. They have no real magic, though some do have magical abilities, with the most known being able to shape shift.
Name: Size(Height/Weight): Area: Description:
Name: Size(Height/Weight): Area: Description:
Name: Size(Height/Weight): Area: Description:
Name: Size(Height/Weight): Area: Description:
Name: Undead Leviathan Size(Height/Weight): Area: Formerly off the coast of Valgar, current whereabouts are unknown to the general populace. Description: The Undead Leviathan, also known as One of the Allarian Three, is one of the legendary creatures of Allarian History. It forms a trio with the Roccaon Chimera, and the Emperor Dragon. It is made now of bones magically mended together and dilapidated flesh stitched to it. It is an omnivore. It was killed by a legendary fisherman, named Bolit Heger and his crew, all of whom died within weeks of returning to shore. When Valgar was created some years later by a infamous Necromancer, he inadvertently drew the bones of the Leviathan to the coast of Valgar, where it remained in rest until recently.
Name: Size(Height/Weight): Average size of a goldfish Area: Freshwater rivers of Allaria, very populace, especially in the Southern parts of the country. Description: These tiny carnivorous fish are the bane of many river fishermen, though they have developed some form of defense against them. They like to eat meat and often will settle for the bait fishermen use. While extremely common, many small villages use them as badges of honor - particularly, having proof of being in the water with them.
Human: 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.
Surface Elves: 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.
Drow: 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.
Dwarves: 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.
Dragoniods: 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,
Beastkin: These have taken the place of the Minotaur race, to allow for more types of creatures. They are strong, and have many of the same basic advantages of animals, as well as losing some. There are many different sects, as some congregated based off what animal they are, and some live in a happy harmony, so to speak. They aren’t very magically inclined, most of their magic is based on self, and not so much as projecting magic. Prominent races include Minotaur, where one is a prominent member of the Apotheoses and Tengu, one of the Warlords, while the rest usually stick to themselves.
Goblin: Goblins are very short creatures, who believe in no God, but hold to the spirituality behind Reincarnation. They believe that when they die, they’ll simply be born as something as based off their deeds in their past life
Gods: These are always NPC, and will only serve to bend the PCs in a certain direction. Unless a person prays to that God, specifically, they won’t see them if they show up. It is not necessary to believe in any God.
Michael: The primary Human God; often appearing in a pristine set of armor.
El’I: The God of the Surface Elves; brother to the merciless God, Lloth. His teachings lend towards the way of good magic and how it affects the world we live in. Elves pray to him for guidance of their magic and protection of their home.
Lloth: The Black Goddess of the Drow. Most respect, fear, and love this Goddess, despite her tendency to be the harshest of the Gods.
Abbathor: The strong God of the Dwarves. Little is known about him, as most records show him constantly hammering away at his anvil; attempting to build a weapon, or material that outstrips anything before it. Dwarves have said that his blessings come in the form of better buildings and strength, something they value greatly.
Ouroboros: The God of the Dragonoids, and several snake-lizard-Dragon races in the world of Allaria. His true form is rarely seen, as it is often the form of the person he is appearing before. His mind state is psychotic at best.
Anomandaris: This is the God of the Beastkin, often appearing as a Minotaur or a Lion. He resides with the rest of the Gods, and often has a very war-like attitude when it comes to the events of those below.
Reincarnation: This would be the primary ‘God’ of the Godless race, the Goblins. They don’t believe in Gods, but to be represented, they were allowed to send one representative to reside with the rest. It often appears as a rotating set, from butterfly, to cat, to human, to butterfly.
Character Sheet
Name:
Age:
Race: Human, Minotaur, something different?
Class: Major and Minor
Major: This is the class you were before you entered the Resistance. Not everyone was a solider in their past life, not everyone extensively studied magic. Some, however, were.
Minor: This is your new class in the Resistance, which, perhaps, is not different from your former class.
God:
Appearance: Description and/or Picture
Personality:
Spirit Animal: A animal/creature representation of your spirit, a spiritual guide if you will. This allows for, rare, communication with your chosen God, if any.
Equipment:
Skills: Up to two. A major, and a minor.
Magic:
Strength:
Weakness: Nothing that can’t be exploited, somewhat, readily. Like a rare flower in the middle of a desert that is, commonly, hidden beneath an impossibly cold ocean and is only available for five minutes every ten thousand years.
Post Color: Mainly for me, but if you wanna use them for dialogue posts, you can.
History:
Post Sample: A previous or new post. Can be waived if I know what you can do.
Also, update. I'm subscribed here. So you don't particularly have to tag me unless the OOC gets extremely active. Otherwise, I'll know when posts are anyway.
I will be doing this to irritate you at every possible chance. On any accord, I'll have a character sheet up in the near future. Something I'd like to know is where are these "northern mountains" that are not labeled on either map. Perhaps it was an oversight on my part but I didn't notice the name dropped anywhere. It shouldn't be anything short of a masterpiece, or at least it won't be a piece of shit. Keep your eyes opened.
Hraakir is powerfully built, standing just under six and a half foot tall, with glistening red scales mottled with dark green. Dressed in furs and trophies, he looks the part of a wildling or a ferocious beast. His eyes are lizard-like and yellow. His fur armour is more decorative than functional, with a large opening at the back for his reddish green wings to unfold and propel him briefly through the air.
Personality: Aloof and very fearsome, Hraakir embodies the essence of a true dragon without the physical body to match. He is greedy for knickknacks and gold, and very unstable when angered, which is often. His education is very limited in scope, which can make him seem quite stupid to the more scholarly, but his practical knowledge of the wilderness by comparison is quite extensive.
Spirit Animal: Komodo Dragon
Equipment: Furs, trophies, flint, tinder, rations, waterskin, iron halberd, bone hand-axes.
Skills: Outdoorsman (tracking, hunting, surviving essentially) Beserking (fighting with primal force and rage rather than any particular skill)
Magic: Inner Fire
Some Dragonoids are blessed by their god to take on a greater semblance of their draconic heritage, namely in the form of the Inner Fire. Produced deep within them with a mixture of biological and magical components, the Inner Fire warms a Dragonoid in the harshest of climes, and can even be projected outwards through their mouths in a breath of fire like the dragons of old.
Weaknesses: The Inner Fire works like a furnace, without providing it with fuel (scorched meat in excess of two pounds a day) it will flicker and dim and the Dragonoid will lose all benefits until they can rekindle it.
Projecting the Inner Fire as a breath weapon is a high risk high reward strategy, the sudden torrent of flame is more than capable of incinerating a group of enemies unprepared for the attack, but the Inner Fire will then be used up and must be rekindled, which can take up to three days and a lot of meat and rest. The fire scorching through Hraakir’s throat is also quite painful, and makes his voice hoarse for up to a day after use.
Strength: Pure physicality, Hraakir is large, imposing, and very strong. He can dominate a single opponent in combat with a flurry of powerful strikes from his halberd and will happily wade into a fight he should lose. As a Dragonoid, he has natural armour in the form of scaling, that can ward off lesser blows in a pinch.
Weakness: Hraakir hates Minotaurs and will rage within ten to twenty seconds of seeing one. It would be near impossible for him to work with a Minotaur without looking for a way to kill the beast. Hraakir has no conventional education, he cannot read or write. When the Inner Fire is dim, Hraakir is incredibly vulnerable to water and cold, both of which rapidly decrease his body temperature until he may succumb to hypothermia. He couldn’t even manage to swim across a small river without the Inner Fire fully kindled.
Post Color: This
History: Hraakir was born in a mountain-range far north of the Hook known by a different name to his tribe. As mentioned, he lived among a group of Dragonoid nomads who herded cattle, particularly a vast group of goats, through the north. Their movements coincided with the arrival of different migratory animals, particularly seals, whales and bison, who they met and slaughtered for furs, oils, and meat.
Hraakir's tribe, known as the Redscales, were all Dragonoid and most had the Inner Fire. They were isolationist, fairly hostile to outsiders, and warred near constantly with the roving Minotaur bands in the frigid north. Hraakir lost two cousins and a brother to Minotaurs, and killed two of the cow people himself before he turned thirty. He carried his hatred of the Bovine race with him his entire life, as much instinctual as learned.
The Redscales were devout followers of Ouroboros and made ritualistic sacrifices of captured Minotaurs to their god, not to mention offering up meats and wordly goods. As the gods power began to fail, the Redscales mourned the disconnection with Ouroboros, and the Minotaurs gained the upperhand as the Inner Fire began to dim in all of them.
Desperation set in as the Fire dimmed, and three of the Redscales set off south towards the Hook, where they believed the source of their troubles lay. Hraakir was one of those three, and in the south, he found a group that explained to him why the gods had abandoned those below. The Apotheoses. They had to be destroyed.
Capybkin are some of the largest beastkin on Allaria, standing between 9-12 feet tall with thick hides and broad shoulders--their body-type not unlike a small adult bear save for their unique forelimbs/paws and tranquil face. They often assume a hunched position when dealing with non-Capybkin, and are as likely to be found traveling comfortably on all-fours as on their hind legs. Much like their Capybara ancestors, Capybkin's queer paws are quite dexterous in spite of their size. They are excellent swimmers and quite fast on open land. They handle inclines and rocky terrain very deliberately--that is to say much more slowly than most humanoids and with constant fear of losing their footing.
Classes: Major - Merchant/Apothecary
Phinuphus has made his living traveling between his monastery and local villages trading spices, tinctures and fine spirits, for food, firewood, tools and other necessities. He has gained a fine understanding of medicinal plants and how to refine them thanks to his olfactory senses. He also has a shrewd business sense and a head for logistics.
Minor - Monk
Phinuphus came to his monastery as a devout of Anomandaris after his parents were lost to plague, serving the monks and nuns as a go-between so that they were well-stocked for provisions and heat during the cold months. He began training with them in earnest to find inner peace, and while his practice has been recreational for over fifteen years, he has begun to take it more seriously and has caught the first glimpses of his spirit animal.
God: Anomandaris - Lion Aspect
Capybkin take a view of Anomandaris informed heavily by their ancestry. He is a lion above things Capybkin hold dear such as family and travel, but he is a patron of harmony and defense of home, both things Capybkin have instinctive cravings to preserve. Capybkin devotees of Anomandaris are community supporters for the regions in which they survive, providing refined goods to any who might need them, and luxurious crafts to outsiders. They also revere Anomandaris' apparent love of battle and are expected to come forth in times of trouble to defend the weak.
Appearance:
Phinuphus, sitting in meditation.
Phinuphus is somewhat small for a Capybkin, standing from paw to pate at just above nine feet tall. For all his relative shortness, he is still every much as broad shouldered and thick of hide as his more properly proportioned peers. His fur has an unusually bright sheen for Capybkin, appearing when wet as if polished bronze. He most often wears simple robes of brown wool and roughspun, the better to conceal the many bulky sacks and packs usually lashed to his body with cordage and netting he made for himself. His movements come with the practice of a man who has lived his whole life on the road, with a touch of the serenity one would expect from a Monk of Anomandaris.
Personality: Phinuphus is a shrewd and practical man with a biting sense of humor and a careful suspicion of most newcomers. Once warmed to an individual, he makes a fast friend and is almost unnervingly considerate and fatherly. His best friends often wind up having a little nip of grain alcohol passed to them once or twice a day. "The Grace and gaze of our lion," to hear him tell it. He is also, for good or for ill, certainly a man of his faith; slow to truly notice the gravity of a conflict, but unwavering in his will to end one when his temper has been lost.
>list> Attentive - "The grumble of any stomach is cause for a small morsel. Take these nuts and say nothing of it. We must eat well and keep up our strength." Harmonious - "You don't like the man, do you? Were we not in the position we are in I would be as impatient as you with his snapping. But he is useful, watch. He's the only reason half of these men and women are working together at all. It takes many teeth to chew a meal." Pious - "The Lion expects a lion from each of us, to mirror his gaze and grace." Ponderous - "... ... ... ... ... ... ... ... you look like a pheasant." Tippler - "I am not drunk. Capybkin are never drunk. Capybkin are often painfully sober, some of us worse off than others. We achieve normality. We *hic* drink the blood of Anomandaris." -said while swaying gently in the breeze, and smelling faintly of spirits.
Spirit Animal: A large rabbit. Equipment:
Phinuphus doesn't exactly carry his shop around with him since leaving the monastery, but old habits die hard. He is positively awash with provisions, small and useful tools (usually bronze, sometimes iron), and an at times comical supply of fine spirits that he guards jealously. He also carries a particular sack that he keeps well insulated and bundled against sudden falls full of his healing tinctures, powders, and herbs, the majority o which he has harvested and refined himself. He keeps his liquor there too, and as likely to supplement someone coming to him complaining of headache with a sip of spirits as a bite of firemint.
Skills: Major - Healer
At a glance, Phinuphus can often diagnose illnesses by smell and taste before their worst symptoms manifest, and if he doesn't have a preventative or proven cure-all in his pack, he can probably tell you whether they can forage locally for the means to make one. His skills as an apothecary are exclusively curative--he would never think of dabbling in less honest applications of his art.
Minor - Pugilism
Phinuphus' body lent itself well to learning the fundamentals of martial arts, but gave him such a clear advantage over many of his teachers that he has struggled to ever learn more than the very basics, and is terrified of harming friends while sparring. His only practice is in earnest combat, meaning he has little to show for it thusfar.
Magic: True to monks devoted to Anomandaris, there is likely some magic that has been honed within Phinuphus' soul. His fur can become extraordinarily dense and sharp, proving a good defense against bludgeoning and slashing weapons. Wrestling him when his fur is hardened is not advised.
Strength - Big Endurance and heaviness, like any mountain, defines most Capybkin, as it does here. He so often carries so much about him because he is so often unencumbered, and he throws punches that can kill a common man that doesn't react quickly enough. He can take the nineteenth punch just as well as the first, though if each are well placed the twentieth will drop him as readily as any other humanoid.
Weakness - Rough Terrain
While Capybkin are often uncomfortable navigating crevasses, mountainous terrain, shale, and other such features, Phinuphus' troubles with such movements have fostered a perception of himself that feels much less than the serine Lion he aspires to emulate. More than merely clumsy, he is driven to sullenness and is much shorter of temper and patience when hard travel is the order of the day.
Weakness - The Lion
Less well understood by his companions is the degree to which Phinuphus truly seeks to emulate his god. His patience is tested daily by the graceless and those who do not demonstrate conscientiousness and will to strengthen the group. Combined with enough stress from other sources (for instance by his pathological irritation for rough terrain), he can lose his temper to a degree that seems perfectly in line with the emulation of Anomandaris. In truth, it is an irrational and malicious tantrum--a dangerous thing to see, and quite rare.
Phinuphus was born into an isolated river village, living a trqnauil life until plague struck the local region. Several villages were wiped out completely, and Phinuphus was one of only a handful to survive from his own, all of whom fled to the local Yard of Anomandaris. It served as sanctuary until the troubles passed, but unlike the rest of his village, Phinuphus stayed with the monastery and lived most of his adult life there until a couple of years ago. Troubles in Allaria have turned the world, and most of the Capybkin of Phinuphus' homeland have migrated farther into isolation, abandoning their homes and leaving the land fallow. Some few like Phinuphus have turned in the opposite direction, moving against the Apotheoses, guided by Anomandaris' rage.
This character sheet is complete with at least the pertinent information for playing in Allaria. I will update the character history and add a sample post in the immediate future. Removal of this statement will take place upon completion.
Name:
Hamelyn Jaegar
Age:
33 years
Race:
Human
Classes:
Major:
Hyland Stalker
Minor:
Nature’s Warrior
Deity:
Michael (maybe)
Spirit Animal:
Grizzly Bear
Equipment:
Cold Weather Outfit (Including a wool coat, linen shirt, wool cap, heavy fur cloak, thick pants, and boots.)
Climbing Kit (Including special pitons, boot tips, gloves, and a harness.)
50 ft. Hempen Rope & Grappling Hook
Quiver of Bone-Crafted Arrows
Alchemist’s Fire, 3 Flasks
Composite Short Bow
Half-Plate Mail
Tinder Twigs
Trail Rations
Flint & Steel
Long Sword
Backpack
Waterskin
Battleaxe
Bedroll
(While this list represents the majority of the character’s belonging the list is not comprehensive and some simple items may be withdrawn from his backpack but not necessarily accounted for on this list.)
Skills:
Major:
Survival: Surviving in the harsh northern environment is not a feat taken lightly, even for those who were born in the frozen tundra. Surviving in the north means mastering tracking, effectively hunting wild game, learning to guide safely through frozen wastes, identify signs that a frost giant may live nearby, predict the weather, or avoid potential avalanche zones or other natural hazards.
Minor:
Knowledge (Local & Nature): Decades spent born and raised in the snowy tundra of the north has provided a great deal of information that could only be acquired through experience. The knowledge obtained about the local area and the nature that encompasses its environment is invaluable in the grand scheme when surrounded by the wilds. This particular knowledge is something that could only be learned through real life trial and error.
Magic:
Wild Shape: Hamelyn has the ability to turn himself into a dire bear and back again once per day. This ability functions nearly identically to a polymorph spell except as further noted. The effect lasts for 4 hours, or until he changes back. Particularly skilled practitioners of this magical ability may choose a form an animal that is familiar to the practitioner; however, as with many tribal communities in the north practitioners gather in small cabal hidden amongst those communities. While Hamely is able to take the form of a dire bear. Hamelyn loses the ability to speak while in this animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other bears regardless of their species. On the downside, upon returning to his normal human form the Hamelyn is afflicted by a great fatigue that leaves him nearly helpless. In most instances it mimics the length of time he spent in his wild shape; however, this can be altered as well. If he was involved in combat or injured, if he ate or spent a good deal of time in a state of relaxation or spent much of his time completing easy tasks. These things may force his state of fatigue to be altered.
Strength:
Where other might struggle to maintain their balance, Hamelyn can move through scree and dense rubble at a normal speed, including steep slopes or stairs.
Hamelyn often relies on mobility to sneak in strike the foe in its weakest point and allow him a stronger defense. This strength only applies against living creatures that have a discernable anatomy as it will allow him to launch a true assault on the most vital points of a creature’s body.
He is a swift tracker being able to move at his normal speed while following tracks, while others may find folly in trying to rush through prints difficult to discern.
Hamelyn, being well acquainted with the dangers of mountainous terrain is more surefooted than others. His balance, ability to move silently, and tumbling are not hindered from scree, light rubble, dense rubble, steep slopes, or stairs. He also finds it much easy to maintain balance when running or charging down a steep slope.
A master of camouflage in the frozen north, Hamelyn is able to find safety hidden amongst most natural terrain.
Weaknesses:
As a member of a typically nomadic tribe spending their time moving along with the herds of caribou and other migratory animals, Hamelyn has been raised to be illiterate. He along with many others in his tribe is unable to either read or write. In fact, few in his tribe as well as many other tribes are able to write let alone read. Stories, historical information, or the like is transferred through the generations by word of mouth.
Many people indigenous to a region that by the climate or natural environment are innately exclusionary, often times have little interaction with those beyond their natural borders. Because of this, Hamelyn like many of his tribe and other tribes across the frozen tundra carries with him a xenophobia in the form of prejudice and bigotry. Often times outsiders are looked down upon, ignored, treated violently or with great disdain.
Hamelyn is extremely blunt to the point of causing great offense even within his own tribe. This makes him frank, callous, insensitive and brusque. More often than not it can lead to arguments that quickly turn physical. The latter results Hamelyn prefers but it can quickly escalate into trouble for more than just him.
Hamelyn suffers from a disorder that uncommonly afflicts people of the northern tribes commonly known as Frost Lung. Side effects include shortness of breath, chest pain, and a hacking cough that may contain blood which is more persistent in cold weather when coupled with strenuous activity. When active it can making breathing difficult and catching one's breath even harder still. It is often hereditary, however; to Hamelyn’s knowledge his parents were not afflicted by the disease.
The only issue I see is that he may need more of a physical weakness. Currently they are all weaknesses that likely won't have to really address, at least, until much later in the game. As compared to his strengths, which could see immediate benefits especially given the terrain.
@ELGainsborough I will probably have them surrounding Zerut, the major hub of the population. The rest will probably be small nomadic tribes living in, and around the mountains.