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Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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Feral is a legacy RP from before RPG was wiped and rebuilt. Although it originated in Casual, it has since been moved to Advanced due to the high average quality of posts. In addition, Feral began in February of 2010, making it one of the longest running ongoing roleplays on RPG. Because of this, we tend to move a bit slower than many of the other RPs. However, the core group of players is incredibly dedicated. We're often taking new players and welcome anyone who believes they are comfortable with our relaxed pace. Dedication will be rewarded, and rather than finding yourself in yet another game that dies within weeks, you might just find that our slower pace is more than a fair trade for being part of a consistent group that won't just vanish... even if the site does.

CHARACTER SHEET DATABASE: http://www.roleplayerguild.com/topics/575/posts/ooc

And now, on to the story!

The world of Czarina was once a peaceful land, where its creatures harmonized with not only the land they lived on, but with each other. The three races: animalistic Daeva, angelic Seraphim, and resilient Humans, were equal to one another despite the differences between them and it was a utopia to all.

Or so legend says, before it all changed.

According to myth that's been passed on for many a generation, it began with a scholar who's race was lost through time. He went into the wild with a party to become more in tune with nature in order to find ways to expand their civilization. Weeks passed, and no word was heard from any of them, so a search team was sent out.

What the rescuers found were no survivors, but what appeared to be a war zone. The camp was torn asunder, almost every item and piece of research burned to ash, the only sign that the others had died being bones and half burned corpses.

The search party returned solemnly, having never seen such gruesome sight. Yet somehow, the moment they stepped into civilization once more odd happenings started to occur.

To this day no one knows if it's a disease, a curse, a hex, a possession, or some other dark form of magic, but they do know that it destroyed their society.

Whatever the search expedition brought back, it started to drive people insane. At first, no one could target what the problem was, but then a Seraphim politician noticed a pattern. All of those driven insane were either a hybrid or Daeva.

Put into a frenzy of action at the information, Humans and Seraphim segregated themselves from the Daeva. If a Daeva was caught, be it a hybrid or purebreed, they were either imprisoned or executed on the spot. Eventually, all of them had fled east to the dangerous and uninhabited volcanic areas. The Daeva, however, had become bitter towards the Seraphim and Humans and drove even the hybrids away, leaving the halflings in the middle between the three pure blood races.

After the initial panic was over, Seraphim and Humans tried to decide what to do about the demonic threat. However, both of their views were widely different, the Humans wanting to send troops in to permanently put an end to them, and the Seraphim wanting to capture them as possible research experiments or slaves; entertainment or otherwise. An argument broke out between them, and the Seraphim left the Humans' stronghold to make their own, high up in the mountain tops to the north.

The three nations were now separated, with the hybrids between. Unrest was heavy with all factions, and all were physically unstable from the various break ups. Using the time this insecurity brought them, the hybrids made their own shabby base in the middle of the three factions' strongholds, while others, fearing battle, fled south across the sea by their own various means.

The Daeva, although fierce and having a natural skill in battle, knew they couldn't take on both Human and Seraphim force, so hesitantly a leader stepped forth on what most presumed to be a suicide mission to make peace. That leader was Xiomar, one of the rare mythical creature Daeva, being that of a dragon. She and a small troop of brave Daeva went first to the Seraphim, climbing the steep mountains to request audience with them, and their help in getting the Humans to meet with them as well, rather than kill them on sight.

The Seraphim of course were rather skeptical of the Daeva's intents, and their initial reaction was the attempted capture of the Daeva before they ever reached the stronghold. A force was sent to capture them, and Xiomar and her men had to take up arms, yet before the Seraphim attacked the leader landed before them and put his weapons down. Adil, the one who first noticed the pattern in those who had become crazed offered them the chance they had been hoping for. No other Seraphim had the will to go, so Adil accompanied them alone and directed his force to bring back message of what he was to do to their new capital.

Along the way, he saw something that had convinced him of their sincerity, for one of the Daeva had started to show the signs of becoming a feral beast and succumbing to his animalistic urges. As soon as he bared claw and fang to Adil, Xiomar had struck him down with her own hand.

The journey continued unhindered from then on, until they reached the Human base. Adil went in alone, fearing for the Daeva's safety, and met in private with the Humans' newly appointed leader, Lord Ryan Dumont. Intrigued by Adil's tale and knowing of his sincerity, Ryan went with him with only two of his trusted guards. Not wanting to be far from safe walls, yet still wanting to be sure enough away to be uninterrupted by the more close minded Humans of his kind, Ryan and Adil met with the Daeva a mere five miles away.

The meeting was short and to the point. Ryan, too, was convinced of Xiomar's sincerity with Adil’s testimony. Rules were put in place, where every Daeva and half-breed who showed signs of being feral was subjected to a test of their sanity, and if they failed, were executed. At first Xiomar rightly feared for her people's safety should either of the other two races unfairly exercise this test, yet both Ryan and Adil assured her that they would personally administer the test, and should the peace continue, their heirs would as well.

Satisfied with this truce, Xiomar escorted Adil home, where he told the others of the peace that had come, and Xiomar returned to her own people. All three leaders began the slow process of making permanent homes in their selected locations, and in turn more cities.

Although still uneasy with eachother, and though skirmishes occasionally broke out, it was enough to last. With the pure blooded races focusing on the strength of their own lands, the hybrids still on the main continent managed to get their own small communities and were slowly accepted into society as well, even if they were still distrusted within all three factions. The hybrids that fled to what is now Sassucus still harbor a deep grudge, passed on through generation to generation to fester distrust and hate.

Yet still, generations later, those with animal blood continued to go insane, being killed or cast out into the wild. No one dares stray from the road out of fear; for out there is what every Daeva parent wishes their child will never grow up to be, what every Human child is raised to fear, and what every Seraphim must protect their family from.

Yet, all of it's going to change. With the Kingdom's growing large and bountiful, there's finally room for some to stop and wonder just what caused this insanity in Daeva. Except, any research seemed to come up blank, that is until recently...

It all started when Ardal, the descendant of Adil, found a piece of information that brought the old myths into light, about the researcher who was never found. It was a long buried journal of the wife of that man, having been hidden within stacks of old books carried along to Adalrich upon its first creation. Within it's pages the woman detailed how her husband, during the journey, was attacked - though due to the partial destruction of the book there was no idea by what. Through the pages of her journal it went on to describe how her husband started to change, growing more primal. He started raging, getting angry, and the last entry, half written, explained how she had started talking to the physician in their group about her husband, just for it to cut off abruptly with a blood splatter across the pages.

Much of the information in the journal was lost, but it was enough for Ardal to contact the other Kingdoms in the hopes of gathering a team to try and follow the sparse clues given in the text. It was an exciting time for him to find such a valuable piece of information, and he wanted to follow in his great grandfather's steps with it. To be fair to the other races and to assist them in their time of need.

Raha, the current monarch of the Daeva, of course agreed. After all, without his citizens turning feral he'd have a much stronger Kingdom. King Aaron of the Humans was less inclined, more interested in his own Kingdom, but finally agreed, planning on trying to get his men to steal the cure so that he would have something to lord over the Daeva's heads. That didn't mean he'd go out of his way to spare for much expense or even the best to go with them.

So those chosen are going to come together for a journey that, if they succeed would bring them glory for them and their families for generations to come. If they don't, it'll be just another failed expedition, and the feralism of Daeva would continue to spread unhindered.

Index

1. Geography
.....1a. Map of Czarina
.....1b. Capital Cities
.....1c. Towns
.....1d. Outposts / Harbors
.....1e. Bodies of water
2. Humans
.....2a. Government
.....2b. Fighting
3. Daeva
.....3a. Monarchy
.....3b. Combat
.....3c. Species
4. Seraphim
.....4a. Council of the Righteous
.....4b. Magic and Armor
5. Brief Feral Description
6. Other Notes & Rules

1. Geography

1a. Map of Czarina
<PLACEHOLDER FOR MAP>

Red Text: Daeva territory.

Blue text: Seraphim territory.

Green Text: Human territory.

Yellow Text: Neutral territory.

Black Text: Bodies of water

Castles: Capital city for the factions, with their corresponding colors and symbols.

Purple Square: City / Town.

White Square: Outpost.

Orange Square: Harbor Outpost.

1b. Capital Cities

Adalrich: The capital of the Seraphim, Adalrich translates into a noble and regal ruler, named for being the first city erected under Adil. Surrounded by mountainous regions, Adalrich is rather secluded and further buffered by their trade and war city Odessa. Not many Humans, hybrids, or Daeva make it past Odessa, for trade or otherwise, and so Adalrich is often untouched by any but their own kind for years at a time, second only to Parthenia.

Furthermore, Adalrich makes their economy stable by offering work to Seraphim willing to carry trade from Odessa to either to capital or Parthenia. There's a large trade with the Seraphim for food, as most don't have the will nor desire to farm. Odessa is the only contact most outsiders know of Adalrich besides it's location on a map, and that it must be in the mountains. In truth it's on the highest mountain to the north, a gleaming city of gold, silver and marble. The paths stretch out, supported by a combination of beams and magic to create a vast city seemingly floating on the clouds. No expense was spared to make it a shining example of the Seraphim, despite others rarely seeing it. Even if they did, most without wings could rightly fear falling to their death, the pathways twisting up the gleaming towers not having barristers to prevent falls.

Dumont: Dumont was named after the first Human to lead and make peace with the other two nations, Ryan Dumont. The Human capital balances trade and war equally, although there's also the search to "catch up" with the Seraphim and Daeva in terms of their physical attributes. Therefor, it's the place to be for inventors. As such, foreign materials such as certain metals and ore are highly valued.

The buildings in Dumont are made primarily of stone, though due to the high number of creationists in there it's not uncommon to have metal or wooden structures added onto the stone buildings such as large gears or contraptions. The castle for the royal family itself has a grand clock tower as the centerpiece, it being a shining example of their gear work.

Xerxes: The Daeva capital and base is the harshest of the three, keeping a tight lid on it's citizens. Rightly, Xerxes translates into Monarch, for that is what this kingdom is, an absolute monarchy. Much like Xiomar from years before, her descendants as the new monarch of each generation kept a tight squeeze on it's citizens; wary of the ferals that sprout from their species. Since the Daeva are so distrustful, trade is kept to a minimum, despite their valuable resources from the volcanic region.

The capital itself is located on or around a small volcano, the heat useful for blacksmithing. The main building where the monarchs conduct their business is suspended over the mouth of the volcano, a bubbling moat of lava just beneath the sweltering stone bridges that lead to it. Xiomar once used the heat as a subtle way to look for feralism among her people when they came to visit. However, as it's a small volcano this building is mainly a throne room with a few sparse other rooms. The main part of the capital is around the small volcano, built into the mountain or further down on flatter land where it's cooler.

1c. Towns and Cities

Parthenia = Seraphim. Translates into "maiden". Named for it's virtually untouched purity from outside races, the more secluded Seraphim live here with their families to make a living. Not much is known about it outside the Seraphim, but it's where crops and food are grown by the Seraphim willing to get dirty. Though for the most part it's just a basic city away from the hussle of the capital.

Odessa = Seraphim. Translates into "angry man". Odessa is the war buffer of the Seraphim, where war mongers stay itching for a fight and guards are posted to watch those who come closely. Although mostly made as a buffer during war, Odessa is also a profitable trade city for those wanting to trade directly to the Seraphim, instead of through neutral cities. Not many other races make it past Odessa to Adalrich, deterred by the large mountain range Odessa rests at the base of.

Boaz = Human. Translates into "swiftness, strength". Boaz was originally a harbor, which a town grew up around. It's now become a large trade city, large enough to be a rival to Odessa should war ever rear its ugly head. The inventors more minded to war tend to travel here, itching for a feral to wander into the city to test their devices.

Kingswell = Human. Just what it means, that the "King's Well". This is where the Human's crops are grown, with large farms being the majority of the town. In reality, this is where most Humans wanting a life away from war and trade stray to, particularly those not interested in being inventors or crafters.

Ximenes = Daeva. Translates into "listening intently". Ximenes was originally made, and still is, a watch dog city for the Daeva incase of a raid through water. It masquerades as a water born city, operating two harbors to the north and south, delivering trade to the Seraphim, Human, and neutral harbors. In this modern day, the trade has become more active then the watching, but the sentries are still alert, very aware of the danger their city would be in should a water siege ever start.

Jahzara = Neutral. Translates into "Blessed Princess". This is the town where most hybrids wanting to go back to "normal society" live in. It's a large trade town, where the half-breeds originally set up camp years ago. It was the blessed refugee back then for hybrids, and still is, as they're not looked upon very well by others. Jahzara is also known as the Crossroads, as all the roads cross through this town at one point to go to another nation, and so the hybridss live a fair life off this trade. Despite this, the buildings are still rather primitive, only the larger ones being set in stone.

Sassucus = Neutral. Translates into "Wild Man". The hybrids that still feel betrayed by the three factions so long ago stay here, living in what most would call poverty. Though to the ones staying there, it's a virtual haven the nurse their animal instincts, and to, as most there believe, reduce their chances of becoming feral. As well, it's where most ferals in the earlier stages of their feralism live at the borders of. They do trade only reluctantly at the harbor to the north, and it's minimal as it is, the hybrids preferring to live off their own resources. They live like animals in Sassucus, often having only small huts for homes, wanting to be as close to the earth as possible.

1d. Outposts / Harbors

Outlooks are basically check points for travelers, and are always stationed on the main road. They act as protection from wild ferals to travelers, and by looking at them on the map one can get a basic view of where the main roads are. Outlooks will also bring news, or send news, to the nearest town of their faction every two days, and carry back letters to the capitals from these towns every two weeks.

Harbors are much like outlooks, except with a trade and fishing aspect about them as well, where other factions can dock and do trade or for their faction to fish. The harbor for the Seraphim is to the north east of Adalrich, Boaz is the Humans' harbor, and the demons have an astounding three harbors. Sassucus' harbor, although officially controlled by the half-breeds, are more dominated by the Humans and demons making a trade checkpoint there. It's the smallest harbor, being only a small handful of buildings and a dock. Boaz is the only harbor that has become more then just an outlook, although at the city of Xiemenes the harbors are very closely linked to the city.

1e. Bodies of Water

Kenn Ocean: Translates into "Bright Water". Kenn Ocean was named this because the aquatic life in its depths are all very colorful, shiny, and some even glow! The shellfish in here are very sought after as decoration. Kenn Ocean also extends to the north west portion of the map.

Naida Ocean: Translates into "Water Nymph". This ocean was appropriately named because of not only the nymphs that make their home in this water, but because of the various other dangers that accompany them. Sharks, leviathan, and sirens are only the tip of the iceberg. Since the danger is so profound crossing this ocean, direct trade between angel and Daeva is very expensive, and in turn, very rare.

Glendower Ocean: Translates into "Valley of Water". So named because the islands and rocky formations so close to the continent make Glendower a virtual valley, that only the most skilled of sailors attempt to cross, and can do so unscathed. The Daeva have managed to make route across Glendower thanks to their few water-based Daeva, but refuse to share the routes with the Humans, making it impossible for them to cross Glendower into Daeva territory. As such the trade across this ocean is very profitable for Daeva.

Kallan River: Translates into "Flowing Water". Kallan hugs the mountain range that surrounds Adalrich and the angel kingdom, and bleeds off to be very close to Jahzara. This river isn't maintained, and yet when passage through the capitals isn't possible, or to dodge fees, tradesmen and others will either travel up from Kingswell, or in rare cases scale down the mountains from Parthenia, to travel by boat to Jahzara or Boaz.

Talise Bay: Translates into "Lovely Water". Since Kenn Ocean bleeds into Talise Bay, the water sparkles and shimmers from the beautiful fish and underwater oddities that also bleed in with it. Making a breath-taking sight, the bay was appropriately named Talise, and at the tip is where the harbor city Boaz rests.

Varun Lake: A large lake that is many miles wide, Varun means "Water God". An old wives' tale once said that the Water God lived in a castle in the center of the lake, guarded by a fierce beast he kept as his pet. Of course, no one has been to the center of the lake to know what's really there, and since there seems to be constant tornadoes accompanied by sharp, jagged rocks no one has attempted to boat or fly there to see. At the very least, they haven't returned.

Nixie Lake: Translates into "Water Sprite". Although Naida Ocean bleeds into Nixie Lake, only mild creatures live here, such as the sprites. In exchange for safe sailing through the lake and river, the Daeva have put together a small pact with the sprites to keep more dangerous creatures like the nymphs out of the lake. This deal doubles as training for Daeva who prefer the water, such as shark Daeva. The water is always rather warm, since despite the ocean feeding it the lake is very close to the volcanic region.

2. Humans

2a. Government

The Humans are always ruled by a male who acts as their King. It used to be Ryan Dumont's line who ruled, but it unfortunately died out and was replaced by another man of noble birth's liner. The Berthold line now rules, the current King being Aaron Berthold.

Unlike the Dumont line, Aaron isn't interested in Daeva, often just waving them off to be locked up or executed rather than testing their sanity. Aaron's main interest is making up for the Humans' lack of special skills that the Seraphim and Daeva have. As such, he provides great funding for inventors.

Underneath the King is a parliament, and although the King is supposed to be hailed as the ultimate ruler, any King would be a fool to not listen to the desires of his parliament members lest he face a riot from raging citizens. Aaron always listens and often makes the changes the majority desires, but it's often like he's humoring them and more focused on his own agenda.

2b. Fighting

Unlike Seraphim, Humans don't have a great magical capacity. Unlike Daeva, they have no claws or outstanding strength or speed. Many Humans realize this, and a number of the inventors the Humans are famous for have focused on battle.

Technology wise, they're the more advanced than either of the two factions. They use this technology to make weapons to help their cause. They invented ballistas, crafted armor for their mounts, and they themselves have heavy armor to protect them. Most Human warriors don't like getting up close with ferals, as they're often stronger or faster, preferring to use long range weapons to take them down. In the few cases where they have to fight close up they have swords or other sharp weapons.

3. Daeva

3a. Monarchy

Ever since being driven from their grassland homes centuries ago the Daeva have learned to live in the hot, unforgiving dark lands to the east. The land there is not only rocky, though not near as much as the Seraphim’s mountain home, but also hot and humid due to volcanoes festering beneath the ground. The stone beneath them is often a dark brown or black from ash and various other elements. Due to these conditions, many Daeva harbor a hate for Humans and Seraphim, but it must be contained.

The one who keeps tempers in check with firm rulings would be the Monarch. Male or female, it has always been someone from Xiomar's blood line. As such, it's almost an unspoken rule that the monarch must be a dragon Daeva. The monarchs answer to no one, being guaranteed absolute rule.

Unfortunately, this absolutism has spread corruption in the current Monarch. Raha is a dragon Daeva as black as night, having certain powers over shadows and darkness. That constant darkness has caused an insanity far different from feralism to take hold of his mind, though he hides it well. He's cruel, vicious, and pleasures in making examples of others.

3b. Combat

Most Daeva prefer not to use weapons, rather relying on their own strengths. As such, most use hand to hand combat (or claw to flesh combat). Armor varies from Daeva to Daeva, the lighter Daeva generally wear leather, relying on their speed to stay out of harms way. Those with great strength can wear plate and still move for the most part unhindered. Usually, if a Daeva has a weapon it's something long range to damage an enemy if too far away.

Another form of fighting is magic. Some Daeva are solely based on using their magic, such as flame Daeva, beings of living fire shaped vaguely like Humans. Others just have the power, such as a wolf being able to make the earth move beneath his feet. Many animal-based Daeva don't have powers, though it's not extraordinarily rare for them to have them.

The last form of fighting is exclusive to animal Daeva. These Daeva are born as animals, and gain a Human form later on in life through much practice. As such, they can switch from form to form. For example, a falcon Daeva in Human form, if threatened, can change forms to fly away. A lynx Daeva can change to their lynx form to attack their enemy with claws.

3c. Species

Daeva can be practically of any animal species under the sun, and many not under the sun either. Other types of Daeva are elemental Daeva who are made of their element, and can sometimes form a more solid body. A Daeva of fire would usually just be made of solid fire, but some can absorb rocks into their body to reinforce their physical strength and help protect the flames from water damage.

Animal Daeva can be birds, mammals, lizards or amphibians. There are a few species of fish they can turn into as well, though they're rare. The truly rare however are mythical Daeva. There are a few dragon Daeva, most prominently in monarchy. At one point in time there was a recorded phoenix Daeva.

4. Seraphim

4a. Council of the Righteous

Nicknamed the Adil Council, after the original Seraphim who was so fair to even the Daeva, the Council of the Righteous are the rulers of the Seraphim. There are six key members, led by a seventh who acts as the leader, but not as the ruler of the lands.

The leader of the Adil Council however has recently passed away, and there has been debate on who should take over his spot. The one most likely for the position is Ardal, a direct descendant of Adil but lacking his finesse. He constantly tries to live up to his ancestor's image, but often tries too hard and ends up making it worse than before. He's hard on himself during these times, but his heart is in the right place. Even if one of the other members of the Council become leader, Ardal is likely to become one of the sixth members in place of him.

4b. Magic and Armor

The Seraphim mostly rely on magic. Their scholars study on advancing magic for the most part, having a huge library in the capital for study. If they have weapons, they're usually enchanted with runes in order to help their magic, either acting as a channel for it to come from or just in general giving it more strength with the runes.

Their armor is generally robes, but not necessarily all the time. Both the cloth and any heavier metal is very ornate, with designs either carved or embroidered into the materials. Most don't use too much heavy metal armor however, as it impedes flying.

5. Brief Feral Description

Being feral is something that can take years to show, but at the same time can also take only minutes. It depends on the person's willpower to keep their Humanity. A basic layout would be five stages.

Stage One would just be more temperamental than usual, slightly territorial and defensive. Nothing most people would look at unusually.

Stage Two is bursting into random fights of pure, carnal, rage, that will only last minutes, at the most. They become far more powerful and incredibly faster, although their sense of logic and common sense is diminished. This is when it begins to get noticeable.

Stage Three is becoming highly destructive, territorial, and in a sense primitive. They go into carnal rages often, and begin think more on instincts rather than common logic.

Stage Four is that society will no longer accept them. They've become completely instinctual, and although they can still speak it's broken and rough. By this time they live in the wild, if they escape execution.

Stage Five is when the animal completely takes over them, and they think of nothing other then food, shelter, territory and mating. They've completely lost all traces of Humanity except their appearance, and cannot be reasoned with beyond being tamed like an animal.

There are, of course, the gray periods between each stage, which you can figure out on your own.

6. Other Notes & Rules

Animal Daeva can shift into their forms. I.E. a wolf Daeva, although having a half wolf half Human form, can also turn into a full wolf as well. Usually they're born as their animal forms so it's considered their "natural" form.
Calling a Daeva a demon is a slur to most of them. Calling a hybrid a half-breed is also, but not nearly as bad.
I'm not picky about who people want to be, so if you want to be someone of higher rank (like in the Council of the Righteous) it's perfectly fine.
Guns are allowed, provided you're either an inventor or have bought it off an inventor. Nothing over powered.

You're not superman. We all have weaknesses.
Don't take control of other characters without permission.
Proper grammar IS required (including punctuation and capitalization). I don't expect it to be perfect, but some effort is needed!
No one liners. Please have at least a few sentences.
No double posting unless you run out of room with one post. There's an edit button for a reason.
Romance is alright but you're dealing with the aftermath of the one night stands.
No overly intimate posts. There's a difference between romance and cybering.

If you have any questions, feel free to ask them in the thread or private message me. I will answer them to the best of my ability.
Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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PART 2:

COMBAT GUIDE:
Ok, so I've gone over all the combat recently and came up with this general guide to character power. Keep in mind that, at the start, ONE feral could threaten a member of the group. Obviously after 4 years I've allowed a certain amount of power creep into the system, since it makes sense that we'd be getting tougher over time. Each race has clear advantages and disadvantages and as far as I know canonically only the line of dragon kings were ever meant to be more powerful because of their darkness abilities, which I have been trying to gimp for Neon to bring her down to everyone's level.

1 feral: At this point no party member should struggle against a single feral, since their true strength is in numbers. However, they can't be casually pushed aside like a child either, and due diligence is necessary in combat to win every time.

• seraphim - a base level spell should be capable of killing or otherwise incapacitating a feral without much effort. Such a level spell can be cast in rapid succession without much fear for fatigue, but would generally fail to penetrate armored opponents. However, at close range a feral has the speed and strength to quickly injure a seraphim that isn't on their guard.

• daeva - daeva are the most vulnerable to attack from a feral due to their lack of armor or ranged weapons. That makes them no less capable. Your average daeva should be capable of deftly dodging the straightforward feral's attacks indefinitely, as well as kill or incapacitate with a well-placed strike. Obviously more work is required against larger feral, but that just gives you a further speed advantage.

• human - humans share the seraphim's weakness to direct attacks from feral and the daeva's lack of flight, but their most basic inventions are more than capable of compensating. A simple rifle can down a feral at great distance, a basic shield can block the feral's swipes, and a regular sword can kill and maim them in a single strike. Higher quality gear obviously fares much better in combat, especially when it comes to speed, but it still fundamentally something any human could make on the fly.

many feral: Many feral is defined in this context as roughly 5 feral attacking a single target. While group combat may involve dozens if not a hundred ferals, realistically no one player would have to deal with more than 5 at a time, unless it is specifically mentioned that the group is being swarmed.

• seraphim - with a wave of their hand and a whisper to the winds a seraphim can make quick work of a group of ferals without threat of personal injury. Performing such moves in rapid succession is tiring, to say the least, and would drastically reduce their ability to perform in melee combat until they have recovered. Over the course of a long battle such "group clearing" moves could be used about 5 times, more if protected to remain stationary. In rapid succession a mage could cast perhaps 3 before being unable to cast again until the end of the battle

• daeva - your average daeva has the speed to outmaneuver even 5 ferals attacking, but must take great care to not get surrounded such that attacking while defending is likely not possible. However, as with one feral, regular strikes should be sufficient to kill one at a time, making the battle more drawn out, but no less possible. A daeva can go through a number of groups like this without becoming particularly fatigued. However, battle damage will occur via scrapes and scratches in such a prolonged encounter and medical attention is preferred to prevent prolonged bleeding or infection. Failure to pay attention to your surroundings may also leave you cornered, vulnerable, and in great danger without assistance.

• humans - as before, humans lack the magical prowess or raw speed and power to deal with a pack of ferals on their own. However, a well timed explosive can certainly mimic the seraphim's explosive magic, and a suit of armor is more than sufficient to protect against the attacks from ferals. In such an environment a rifle would be little use, but with a little ingenuity and enough ammo a stationary gun could be constructed for rapid-fire defense. Your regular sword might find itself stuck in a corpse in these situations, so a sharper blade or multiple weapons is preferred.

a small army: This is either a seemingly endless swarm of feral or a large group of soldiers. No player individually should be able to fight off an entire army, but if they're desperate enough they might be able to barely scrape by with their life.

• seraphim - a seraphim, naturally weak to close combat but unable to fight off so many opponents at once, has no chance of surviving an extended melee assault. However, with a bit of time and a great deal of magical energies they can unleash the raw power of the elements in a concentrated area (be it a cone effect, a summoned elemental, etc) to kill all those within the radius. Doing so requires great concentration, time to cast, and completely exhausts the seraphim's magical reserves. It should ideally be performed while a group has yet to scatter and always when you can be protected by allies.

• daeva - Daeva have quite the challenge ahead of them. They lack the AoE destruction of the seraphim or the protective power of invention of the humans. Instead, they must channel their inner animal to its fullest, going into a rage capable of killing and tearing into multiple ferals or soldiers at once. The battle would be savage, bloody, and near fatal, but possible. A daeva in such a fight would be standing, just barely, in a puddle of his blood and the many bodies of his enemies, on the verge of passing out from blood loss.

• humans - a human most likely lacks the offensive power to take out an entire army, but with the right tools and materials he is more than capable of building an armor or vehicle where he could reside, safe from harm for an extended period of time. Armed with bombs, gas, all manner of weapons, and a plan, a human may escape such an encounter unscathed, if not perhaps a bit shorter on coin. However, the longer such a battle rages the more his weapons break and his defenses are pierced... meaning time is of the essence if he is to see the dawn.

Beyond this, you can assume that any "tough" enemies can be soloed at roughly the level of effort as a large number of feral. Bosses, regardless of race, will always provide a very tough fight in a 1v1 situation and should be treated as if you're fighting an entire army. A victory should be possible by fighting smart and coming prepared, but expect to take heavy, perhaps permanent, damage without taking it on with others. In rare cases I will explicitly specify that an enemy or group of enemies is far too powerful for any single member to take out, and a group effort will be required to survive without heavy losses.

In addition, keep in mind the races have these 3 non-combat advantages:
• seraphim - natural, tireless flight and magic aptitude
• daeva - enhanced senses (sight, smell, touch, etc. Whatever your species specializes in)
• humans - the natural intelligence and ingenuity to build machines to emulate most anything the other races can do... to a point.

In regards to combat damage, we DO have healers, but even they fatigue and run low on magical reserves. At full strength they can reattach limbs or mend holes, but not in rapid succession. Recovering from blood loss can be temporarily overcome with herbs and remedies, or potions, but proper recovery means resting and time. The most efficient use of our healers would be to mend open wounds, which can occur in large quantities. Letting half the party bleed out to reattach one guy's arm might not make sense depending on the level of injuries and healers. In other words... don't assume we can always escape battle and healbot back to full health.

Magical reserves take about as long to fully recover from empty as a marathon runner after a race. In short time you'll have enough reserves to defend yourself, but it will take a couple of days before you're really at full strength again. Attempting multiple "board wiping" moves in battle should put you in a near-dead state that requires immediate attention and lots of rest before you should even consider throwing anything bigger than a single feral killer.

Daeva heal quicker than the other species due to their physical nature. Wounds close within a few hours and broken bones, if set, can recover in a week instead of a month without magical or alchemical assistance. This effect can be copied by a human's potion, but likely with heavy drawbacks (explosive shits, for example)

THE STORY THUS FAR:
Departing on an expedition to find a cure for feralism, it wasn't long before the party was forced to respond to the cries of help from an outpost being assaulted by ferals released from a pit, or illegal underground feral fighting arena. Having eradicated the ferals in the immediate vicinity, they attempted to track the remaining ones. Ultimately this led to what seemed like safe haven in a city ruled by the daeva noble Malum. Although his true intentions seemed less than good-natured, it was the party that struck first, revealing a larger plot and crippling the city in the process.

After spending months repairing the city and returning stability to its people, the party once again ventured forth, following leads that would eventually take them to Malum's master, the daeva-hating tiger Renji, who masqueraded as a priest in a small village. His plot to unleash a false feralism into the world had to be stopped, and in the process a number of party members nearly died as an army of artificial ferals sieged the group holed out in Renji's church. In their pursuit of the mad tiger, they became trapped in a strange, ancient labyrinth filled with magic and technology far beyond that of any of the three races.

Having killed Renji and recovered an infected party member, the group was surprised to find a stockpile of weapons and ammunition emblazoned with King Aaron's seal. Although beginning as a diplomatic mission, things quickly turned sour when Neon's feral brother Drak crashed the party, revealing a potential weak link in the royal lineage. King Aaron, having always hated the Daeva, took the opportunity to declare war on the Daeva race, and the party was forced once again to fight for their lives as they escaped the city, losing one of their greatest fighters in the process.

Now Queen, Neon turned the party's attention towards Adalrich and the Seraphim council, hoping to prevent them from joining the humans in declaring war. Traveling by boat, they were attacked by a Kraken and human soldiers. Their ship sunk and party wounded, the group was forced to take shelter in an isolated wolf village, whose antiquated practices and traditions nearly cost them the life of one of their own as they were forced to hunt him down in a bizarre ritual.

Not long after, in perhaps their first real stroke of luck, the party was able to acquire safe passage to Adalrich, where they currently reside. They have only days to convince the council to remain neutral in the coming war, and take advantage of the Seraphim's vast stores of knowledge to perhaps find a fresh lead in their seemingly hopeless quest to find a cure.

The Council of the Righteous:
The Council of the Righteous consists of 6 seraphim that have taken a lifelong oath after having proven themselves capable, knowledgeable, just, and above all, else even-handed. They rule by decree, a unanimous decision necessary for all important matters. Little is known about their personal lives, or even their childhood, as all prior information on their pasts are stricken from record upon being appointed. Even their birth names are cast aside, replaced by a title suitably representing their calling. Nevertheless, their time in the public eye is more than enough to divine their general disposition, and their stance of foreign relations is well documented, as all discussions of merit are recorded and stored in the great library for transparency.

For this arc, we have one goal: prevent all out war. The council, due to our delay at sea, has already come to the unanimous decision that the threat of feralism has become too great to sit idly by. However, they have NOT determined the seraphim races' official course of action. Human diplomats dispatched by King Aaron arrived just one day before the group and have been lobbying heavily for seraphim support to eradicate what they proclaim to be a threat to all.

I've listed below the council members, their roles, and the general information known about where they stand on the issues. As a party, I will allow you to collectively decide when we wish to approach the council and make our case. An official vote will be held three days from our arrival at the capital, although we can also do so sooner. You are all free to take on whatever tasks you feel is appropriate to try and win over each member. I will leave it up to the individual to approach whoever they want and solicit information.

Get to know your target, find out what they like, dislike, etc. Many of them can be won-over, but not all of them, and it IS possible for someone to piss them off and push their decision in the wrong direction as well. Adalrich is a wonderful place filled with a great variety of experiences, so expect a variety of challenges to match that. Of course as a character you're always free to back down, change targets, or talk to other group members for assistance. Once you engage a council member it isn't a "success or fail" sort of situation, and there may be multiple ways to approach the situation, but as already stated there IS a time limit of 3 days, so we can't just poke and prod them until all love us.

Our actions, be they success OR failure, will directly impact how the following arc is handled, so tread carefully, and good luck. I think you'll enjoy this arc. I'll keep this chart updated as we progress and post it in the OOC/IC as necessary.

Council of the Righteous:
Name ____________Duty_____________________Disposition___________________ Known Alignment
Justica (F)______Keeper of Law_________________Stern________________________Pro-human
Munus (M)______Master of Defense _____________Paranoid______________________Pro-human
Macto(M)_______Master of Foreign Matters_______Aloof_________________________Neutra l
Verum (F)______Keeper of History_______________Curious_______________________Pro-daeva
Libertas (F)_____Ruler on Sovereignty____________Neutral ______________________Unknown
Vates (M)______Keeper of Stories________________Friendly_____________________Neutral
Ardal (M)______High Councilman_________________Anxious______________________Unknown

Notes:
--Justica and Macto have an active hatred for Shade
--Vates is extremely old and rumor has it he may be retiring soon, leaving his seat open
--Ardal is an unofficial member, and although his vote is counted towards matters his primary duty is to oversee the council as an observer in preparation for the day he may one day take his seat at the head of the council.
--Munus is good friends with Hagumi's family
--Verum was the only seraphim Raha seemed to openly respect, which in Raha terms means he didn't actively look down on her as often and vocally as possible.
--Although the council technically acknowledges the daeva monarchy, they believe it is a poor method of leadership and that rule by lineage too often leads to poor leaders at the people's cost
--Sel has contacts with Justica and Macto, both of whom were at least partiall swayed by the seraphim's words
--Hagumi also has a good reputation with Munus, Macto, and Verum

CS TEMPLATE:
Name:
Nickname:
Species:
Age:
Hair Color:
Hair Style:
Eye Color:
Skin Color:
Height:
Body Build:
Clothing:
Physical Quirks:
Background:
Extra:

THE CAST:
Name: Queen Dralina Blazion
Nickname: Neon
Species: Dragon Daeva.
Age: 20.

Hair Color: Blood red with black streaks.
Hair Style: Goes down to just above her buttocks, usually free, but occasionally in a ponytail. Rather smooth, but curls around the edges. Bangs down to her nose, covering up her eyes for the most part.
Eye Color: Green.
Skin Color: Pale.
Height: 5''11
Body Build: Slim, with little muscle.

Clothing: Wears a segmentata (straps of armor in the form of a chestplate tied at the front) of hardened, crimson dyed leather with silver buckles over a longsleeved black shirt. Identical "plated" crimson leather forms her shoulderpads, going down her arms to just above her elbows. Crimson leather gauntlets, with black fingerless gloves covering the rest of her hand. The leather appears once more on her legs, just beneath her knees to form leg armor over the front and strapped at the back over a pair of black leather boots. She wears a thick black long-sleeved shirt underneath the armor, looking like silk but sturdier. Thick, slightly loose black leather pants adorn her legs. Adorning her waist are two black leather belts, criss crossed over eachother to form and "x" at the front and back, with small pouches for carrying supplies. On her shoulders, over the leather shoulder pads with a silver chain at the front, is a black, thick fur cloak.

When combat gets particularly intense, she is able to form armor out of her shadows that can further protect her from harm. Black wisps of shadow constantly dance along the armor's edges, forming tendrils that can lash out if necessary.

Physical Quirks: Although she looks human most of the time, she can summon black dragon wings, tail, claws, etc., in any order, or transform into an anthro dragon, or full dragon. Although her long pointed ears and fanged teeth always stay no matter what form. Has a red orb hanging from her left ear, and a scar across her face from the bottom of her left eye, across the bridge of her nose, and to her right cheek, with a smaller one on the top and bottom in parallel. (Like something with three claws slashed her face).

Weapons: Carries a small hunting knife and the cursed longsword Skullsplitter, a remnant from someone lost to feralism

Background: Neon started the expedition with the intent of finding her twin brother Drak, whom had fallen to feralism but was publicly proclaimed dead. Although it wasn't known at first, Neon was the daughter of King Raha and heir to the daeva throne. After many dead ends and false leads, she was forced to fight and kill her father to protect Drak, only to watch him perish at the hands of the human army. Now the official queen of the daeva monarchy, she continues to skirt her responsibilities as ruler, preferring instead to strike out and continue to search for a cure while her childhood companions tend to the kingdom in her stead.

Extra: Has trained rigorously in the shape shifting of her forms, being able to go from anywhere to human, to full dragon, and anywhere inbetween. Was a born a twin.
Name: Torva Pectoris
Nickname: Torva
Species: Wolf Daeva
Age: 25

Hair Color: Dark Gray, with streaks of black
Hair Style: Long and ragged. Unkempt but clean. It goes down to around his lower back, and while he generally lets it hang free, sometimes he'll tie it into a ponytail to keep it from getting stuck on branches
Eye Color: Sky Blue
Skin Color: White, but tanned from years in the sun. Mostly covered by hair.
Height: 6'3"
Body Build: Tall and muscular. His muscles are toned, but not huge, as he's built for speed and not strength.

Clothing: Torva dresses in simple farmhand attire. His shirt is a loose fitting tan cotton with cutoff sleeves. He wears simple brown pants and generally goes without shoes. In the event that he has to go into town, he generally wears simple pauper's shoes and trades in his shirt for a plaid long-sleeved shirt. A basic belt holds his pants up, with loops on the pants generally used for tying objects to, like a money bag.

Physical Quirks: An injury during his journey has caused him to become unable to transform fully into a human, leaving him looking at-best like a werewolf.

Weapons: Generally fights bare-handed, although he is capable with a simple bow and arrow when hunting.

Background: Torva grew up the poor son of a Daeva in the moutains north of Xerxes. His father preferred his family stay away from others, instead focusing on being self-reliant. As such, Torva spent much of his childhood learning to farm, fish, and hunt. Now an adult, he followed in his father's footsteps and built his own home outside of town, venturing in once a month for supplies. A lifetime of hunting and hard work in isolation has turned in an honest, if not somewhat ignorant, man. This is only complicated by the fact that his father went feral when he was just 18, leaving a mark on his family name that he cannot escape. As such, Torva has finally decided that the world is not working hard enough to find a cure, and has packed up and set out for town to discover for himself exactly why his people are afflicted so.

After traveling with the group for so long, he has fallen deeply in love with the Seraphim Hagumi, and together they continue to search for a cure and fight through the intolerance that such a pairing will create.

Extra: A lifetime of injuries living alone in nature has made Torva a capable field medic. Unfortunately, he is more a hunter and tracker than a fighter, and while he is more than capable of defending himself, can't quite match the skill of a soldier, and certainly not the destructive power of a mage.
Hidden 11 yrs ago Post by WitchChild
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*glomps RP*
Coming up
Name: Thalen Cairn
Nickname: Dagger, The Horned Hermit
Species: Mutant Seraphim
Age: 27
Hair Color: Almost black purple
Hair Style: Neck Length and Wavey
Eye Color: Glowing White
Skin Color: Red
Height: 6'2"
Body Build: Between Athletic and Muscular
Clothing:
Physical Quirks: Tail swings when annoyed
Background:
Extra:
Hidden 11 yrs ago Post by Reaper
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Reaper Slayer of Dreams

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Placeholder for Shade and Fiora when I actually find their CS'S from the archive. Also, might repost and rework Sieg's archive and bring him back to play.


Name: Veles Alosia
Nickname: Itzal
Species: Seraphim
Age: 35





Weapons:












Name: Fiora Garahel
Nicknames: Black Fox

Age: 21

Gender: Female

Race: Human/Seraphim Hybrid

Magic Specialization











Name: Kayla Sieghart
Nickname: "Kay" to her friends, also known as "Guardian" or "Lady of Elements"
Species: Seraphim
Age: 27













Okay, that's my re-work for Sieg. Genderswapped him to a girl because I can't find a proper image that fit him and I was not about to search through hundreds of slash fanart of Male Hawke to find the right image to use at work (in a military camp)
Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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Reaper said
Placeholder for Shade and Fiora when I actually find their CS'S from the archive. Also, might repost and rework Sieg's archive and bring him back to play.


I'm putting the archive in a new CS database. I'll have a link shortly

EDIT:
http://www.roleplayerguild.com/topics/575/posts/ooc

That should have most characters. Just copy/paste it here with updates and I'll update the DB to reflect it
Hidden 11 yrs ago Post by BurntBacon8r
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Character sheets: Now with extra music!





Hidden 11 yrs ago Post by Blazion
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Blazion

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Place holder for having created the RP. ;-; I was relevant once.
Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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Blazion said
Place holder for having created the RP. ;-; I was relevant once.


You can be again! Make a new character, or take back one of your old ones, or do a little dance (make a little love) get down tonight
Hidden 11 yrs ago Post by Blazion
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Blazion

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Fine, I'm taking back all of them Kitsune. I'm packing up my bags and characters and we're leaving you for another RP. I hope this is what you wanted.

No but seriously I'll be back to creeping up the OOC and helping behind the scenes awww yiss. I hope any new people who join enjoy the world.
Hidden 11 yrs ago Post by BurntBacon8r
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BurntBacon8r

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Blazi you should play a character. Make Whale. Bring Whale back to life.

Or, you know, an actual playable character. that works too.
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Reaper Slayer of Dreams

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CS for Shade and Fiora done. (Note: I retconned the regeneration to female, so he's still a guy. BUT he'll still be going by a new name mostly. While I don't think most of the will have to change the way they refer to him, it's best not to do so in public)
Hidden 11 yrs ago Post by Rtron
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Rtron

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Will have a CS for Darren up here soon.
Hidden 11 yrs ago Post by Reaper
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Reaper Slayer of Dreams

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Reworked Sieg entirely... That was fun.
Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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Are you thinking about re-introducing him/her into the group? Or keeping the "off meditating on eternity" approach? Will this be an entirely new we don't know about her Sieg, or the same old Sieg but she was always a girl?
Hidden 11 yrs ago Post by Reaper
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Reaper Slayer of Dreams

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wild-kitsune said
Are you thinking about re-introducing him/her into the group? Or keeping the "off meditating on eternity" approach? Will this be an entirely new we don't know about her Sieg, or the same old Sieg but she was always a girl?


I'll probably re-introduce her at the next convenient point. Maybe right as the party leaves Adalrich? I could ease it in before that by having her send letters to the Council to push the members in the party's direction or just have her meet with one of them and then re-join the group.

And she was always a girl. Shush, don't say anything. Everyone just had bad memory and didn't realise. xD

I might give her a small dragon familiar (rests on her shoulder, so pretty small) that serves as a mount, like she supersizes it for travel or something. It runs on her mana so it's not really all that powerful unless she wants to leave herself vulnerable. Just as a big "fuck you" to all the seraphim that judged her for not having wings :D
Hidden 11 yrs ago Post by Harbringer
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Harbringer Death to Asgard!

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Garran will return
Hidden 11 yrs ago Post by Kassarock
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Kassarock W O R L D E A T E R

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I either need to think up a new character or make Eadrom slightly less dull. Probably go with a new character, thinking Seraphim, would make sense considering we're in their capital.

Hmmm... perhaps some two-faced wizard who's "researching" feralism and sees the group purely as a means to end.
Hidden 11 yrs ago Post by WitchChild
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YAAAAAAY MY CHARACTER WAS SAVED 8D
Hidden 11 yrs ago Post by wild-kitsune
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wild-kitsune

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@Reaper Maybe skip the dragon familiar since that's more or less what Doragon is for Hagumi.

@Kassarock I've already establed that there's a large secret underground research compound doing research on feralism that Neon/Daggar are in the process of escaping. Having him/her be a scientist there would be an easy "in" and a reason for him to pursue the group
Hidden 11 yrs ago Post by Reaper
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Reaper Slayer of Dreams

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Yeah, that was a bit of a stretch.

Maybe she'll adopt a kitten or something later.
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