NPC Perspective For centuries, curses and foul creatures have plagued the land of Norden. Spawned from the fog which eternally shrouds the Devil's Spine mountains, these blights have beleaguered the people Norden time and again. Despite being fierce and proud warriors tempered through constant strife, they long ago resigned themselves to a divine pact with beings beyond the stars.
With newfound power the were able to push back the blight, but such power had a price. They cursed themselves and the land itself to become the stage for blood war between mysterious elder powers. Immortal warriors roam the godless, wintery landscape, coveting the blood of their neighbor. For within their veins lies the power needed to defeat the blight.
In Norden, blood and steel can kill anything, even immortals.
On the first night of the new moon, a spear of light pierced the heavens. It could be seen for miles around, but no one in Norden knows whether it is an ill omen or a beacon of hope. Only time will tell.
Player Perspective The Dive Massively Multiplayer Online Role Playing Game YGGDRASIL is in its final hour. Much of the player base has already logged off and resigned themselves to playing some other game. A sentimental few have chosen to stay behind until the very end.
When the servers shutdown, one small band of players was transported to the misty mountains of a foreign land. Bewildered and compelled by curiosity, they began exploring their surroundings. Quickly they realized YGGDRASIL was no longer a game, but their new reality. Now trapped inside the body of their former avatars, what new obstacles await them in the hostile and fantastic land of Norden?
Premise
This is a fandom RP loosely based on the Overlord anime and light novel series. However, I've incorporated additional elements in varying degrees from the Highlander series, Cthulhu Mythos, Norse mythology, Shadows of the Colossus (video game), and a host of other things I thought were cool.
We'll be operating with an 'Open World' setting. Norden is a place of conflict and superstition. Each province has its own unique dangers whose origins have been obscured by time. The local legends are as diverse as the native races themselves, so disentangling fact from fiction is no easy task.
If you elect to play as an NPC from Norden, you have the option to be one of the Ódauðlegur, immortal warriors from the Norden highlands who wield Wild Magic. Immortals are immune to all disease, resistant to curses, and can recover from wounds with preternatural speed. Even if they are drawn and quartered, cosmic forces conspire to reconstitute their bodies over the course of weeks or months. The only way to for one to be truly slain is for them to be defeated in a ritualistic duel. The act of Bloodtheft occurs when an immortal successfully slays another immortal and steals their power. Notably, Bloodtheft also works against Yggdrasil players and NPCs. Better yet, other creatures in Norden have become Immortal as well.
If you elect to play a character from the old game world of Yggdrasil, you have the benefit of knowing a great deal about the job class system, likely kept all of your old gear, and may be able to use high tier magic. However, Norden is a dangerous place even for a former Yggdrasil player (or NPC). It is possible for a Player to become Immortal, but there are a few unfortunate consequences to this.
The main plotline will be player-driven and thus is largely inspired by the activities of each participant. Other stories will unfold as each character explores and interacts with the world and people around them.
But players beware! Norden is a dynamic sandbox arena. Every action your character takes, for good or ill, has impact in ways neither you nor your characters can anticipate. I strive for realism, thus the consequences of your actions, even the most seemingly innocuous ones, will unfold in a realistic and natural way. A mere gift or favor can have far-reaching effects. You have been warned~
Starting Location
Reference Map Players will be starting in the territories of Norden, which is far to the northeast of the Agrand Council Alliance. (And thus does not appear on this map) In particular Yggdrasil Players will appear on the slopes of the Devil's Spine, which acts as the land bridge. The Agrand Council Alliance would be the closest canon territory.
I am trying to make a generalized map of Norden, but it's time-consuming and won't be ready for awhile.
The Norden Highlands:
Our story begins in the frozen north, where the air is dry, the winds bite, and the only the wolves mourn the dead. Once ancestral Hero Kings ruled the land of Norden, all the way from Osthold to Myrkálfheim. Now, giants erupt from the sea and mountains to raid settlements. Ancient magic taints the earth and wildlife, becoming twisted, wicked. Needless to say, the natives suffer a harsh existence here, but survive all the same.
The reign of the Eight Greed Kings witnessed the decline of Wild Magic across the known world, and the fall of the northern kingdoms. Curses and plagues ravaged the populace. The land shattered and a hungry fog separated the northern lands from the rest of the continent. Foul magic lurked in the mist between them, ensuring little more than rumors ever survived the trip through it.
While Wild Magic was nearly extinguished in the rest of the world, it was embraced in the frozen highlands. The histories are vague and the only clues which remain are repeated in centuries-old stories and oral traditions. Bleak legends speak of sacrifice, sorcery, and worship of old, unfathomable gods, but offer scarce details into what really happened. The fact remains, however, that the people of Norden discovered a way to survive the onslaught.
Blood is power. Seize it. Land is your birthright. Claim it. Immortality is a weapon. Master it. Extinction is approaching. Fight it.
This old mantra still thrives in prose and song, and represents the cornerstones of Norden culture. Every child in the north knows their blood possesses latent magic. They know that if they are slain their killer gains their power. It's a fact of life. By claiming the magic power of their defeated enemies, skilled warriors can eventually become nigh immortal, an Ódauðlegur, but doing so entails dire risks. Immortals are the target of anyone with an ounce of ambition and a sharp blade. Killing an immortal is neither quiet nor subtle. Once defeated, they must be ritualistically slain. Torrents of magical energy fill the immediate area when one of them dies, and anyone with a talent for magic can sense the disturbance for miles around. Storms clouds often loom over battlefields where immortal warriors have fought and died.
Some families have found ways to preserve power and status through bloodlines, finding safety in numbers. A few clans even claim hundreds of members to their lineage. Unsurprisingly, power struggles between influential clans are not uncommon and occasionally serve as a form of community entertainment.
First Iron is an extremely rare metal which responds to the blood-fueled Wild Magic used in Norden. This bright metallic substance said to be a gift from the Lord Beyond the Horizon, or one his herald, a giant known as the Horizon Walker. Some stories claim First Iron has existed since the Age of Creation. Regardless, it is the bane of all immortals. The dwarven warlord Baalgruf Sigrundr used an axe made of First Iron to slay several immortal warriors during the fall of Reykhold, ignoring the need for rituals, oaths, or even magical duels. The legends do seem to agree that weapons forged from First Iron have a will of their own. Such weapons have appeared in numerous historic battles, but they have a mysterious way of being lost for decades only to be found by a worthy owner in the next war.
Köttätande Dimma, The Carnivorous Mist, blankets the land bridge between Norden and the southern kingdoms. Occasionally, the mist spreads to engulf much of Norden's southern coastline as well. Entire caravans have entered the fog bank only for their remains to be found drizzled across the ground as if by a light rain. Empty ships devoid of life periodically run ashore. Dark smears on the deck offer a grim clue as to what ill fate had befallen the sailors. It is believed that malevolent ghosts and hungry fey lurk within the mist, preying upon humans and demi-humans alike.
Plagues and curses have claimed the lives of millions of Norden people over the centuries. Somewhat unsurprisingly, Nordens relentlessly purge all forms of disease and infirmity with fire and salt. And, although the ancient blights are long gone, the cultural scars run deep. Even a mild cough or flu has at times been cured by burning homesteads--and the families inside them--to the ground.
For obvious reasons, commerce does not thrive easily in Norden. While it's rich in wood, ore, and other resources--an enticing opportunity for travelling entrepreneurs--few dare risk the journey north. Because of the Köttätande Dimma, treacherous seas, and the land's bloodthirsty natives, establishing regular trade routes to the highlands has proven difficult at best, and suicidal at worst. Even centuries after the mist appeared, the number of trading vessels which make port in Norden rarely exceed a few dozen each year.
Regarded as barbarians by outsiders, Norden folk are ruthless and warlike by necessity. When pitted against seasonal blizzards, savage beasts, eldritch abominations, and the accursed mist there isn't much room for civility. In fact, given the rigors of life in the north, few ever die of old age, save a handful of cunning and reclusive hermits. Despite myriad dangers, the races of Norden are proud, resolute, and steeped in generations of heroism, adventure, storytelling and mysticism.
Originally, Wild Magic was the purview of the Dragon Lords, but ultimately its secrets were stolen by unnamed powers and it spread throughout Norden.
Where Tier Magic uses mana, Wild Magic uses souls. Typically this would consume some of the caster's soul, but the heroes of the blight used wild magic and sacrificed the souls of their own native gods as a catalyst instead.
New World NPC's like Nihil Oxgutter, Ymeri Feuerschwert, and others can all use this kind of magic. Historically, the unnamed heroes of the blight pulled off a highly-sophisticated, cosmology-changing form of Wild Magic, which has never been replicated.
Wild Magic can be used to cast spells that are superior to even Super-Tier magic. It just depends on what exactly you're sacrificing. Immortals can perform Wild Magic at the cost of depleting whatever source of spiritual power they've claimed. The land and wildlife itself can be sacrificed in this way. Obviously, a particularly powerful realm-wide spell, or repeated castings of other potent magic, tends to weaken, if not outright kill, the land and the wildlife. But, it is an option nevertheless. It's also more convenient than sacrificing the local populace for the same effect, although that hasn't really stopped some immortals from doing it anyway.
Immortals carry the divine spark of dead gods. The people of Norden summoned their own living gods, and then sacrificed them using Wild Magic to stop the blights from wiping Norden off the map. In the aftermath, some mortal humans and other creatures absorbed the leftover divine energies, creating the situation that exists now. Immortals very often hold positions of power in Norden societies, but that's not always the case. It really depends on how long they've been an immortal, how many other immortals they've ritualistically slain, and how clever they are about avoiding assassinations. Some immortals, like Nihil Oxgutter (and others), have been gifted with these divine powers, since the blight ended. Others, like Astrid of Scyrah's Rock has only been an immortal for a few years. The difference in ability between the two is night and day. However, age doesn't always translate to cunning or power. As an immortal, the more of your kind that you kill, the closer you get to becoming a living god. It's a survival game in a way, except the stakes are virtually infinite and everyone plays for keeps.
Giants exhibit many of the hallmarks of tribal culture. Large groups of five to twelve are typically headed by chieftains, who earn their position in a bloody and violent competition for supremacy. "Might makes right" is true for all giants. The strongest have the privilege of making the rules, but also the responsibility to enforce them. Neglecting this tradition is a sign of a weakness and foolishness, which quickly incites duels to determine who the next chieftain will be. It is important to remember, however, that many of the greatest chieftains were not skilled warriors, but powerful shamans or shrewd gerontocrats.
Giants, however, invest themselves greatly in their tribe and community. So much, in fact, that few giants have any concept of personal property. It either belongs to the tribe or it does not. It is very common for some giants to suddenly "decide" that a village or a herd of cattle is now belongs to "the tribe", which has universally earned them a lasting reputation as consummate brigands and raiders.
Relationships among giants tend to be deceptively complex. Any female can pair with any male on a whim, and vice versa, however, very few giants are born as a result of random couplings. When it is time to increase the tribes numbers, the eldest shaman conducts magically-enhanced fertility rituals during their week-long annual festival. According to their beliefs, it is important for every female to copulate with all the strongest and most talented males of a tribe, so that any future children stand to inherit the traits of the wittiest poet, the sharpest thinker, the most cunning hunter, the strongest warrior, and the wisest leader. Subtle magical influences ensure that the newborn child will receive as many talents as possible. Incidentally, children are raised communally with tribe members taking turns parenting each other's offspring, fulfilling various roles such as wet nurse, caretaker, mentor, counselor, and so on. When a giant earns some remarkable achievement, they are often given an additional name, a cognomen, to suit their achievement or unique talents. All cognomen are monosyllabic and purely symbolic. But a child is always given two names at birth: a name of blood and a name of fate. The name of blood is derived from a combination of the mother's name and the name of shaman who blessed the birth. Whereas the child's name of fate is a combination the various fathers' cognomen.
Although unique in their hyper-communal habits, few in Norden consider this way of life strange or barbaric. Roaming tribal humans also tend to share these communal tendencies. Far from being irregular, giants have common cultural views among native humans living outside the protective walls of larger settlements. This, however, doesn't stop humans, demi-humans, and giants from trying to murder and plunder each other on a regular basis.
There is a common misconception among non-giants that the current blood feud between Frost Giants and Fire Giants has existed since the dawn of time. In truth, the Frost Titan, Eddrúng Vetrvader, and the Fire Titan, Ymeri Feuerschwert are sworn to one another by a blood oath. There was a time when frost and fire giants were going to unite, but the cataclysm in the Godsfall following the sacrifice of the Old Gods scattered the giants across Norden. Infighting broke out among the tribes in the aftermath. Feuds would typically cease when one side triumphs over the other, however, the champions of both races still live on as immortal warriors. The ancient blood oath links their fates, so if one dies, so does the other. Marriage doesn't exist among giants, but the concept of "until death do us part" certainly does. The result is a bloody, centuries-old stalemate. Save for perhaps a extraordinarily lucky few individuals, virtually no one outside the giant tribes are aware of this 'alternative' history.
Image Gallery:
I uploaded some thematically appropriate images here. It's just a collection of things which inspired me so far.
Important Locations List:
This is not required reading, but useful like how Almanacs are useful.
Steinngrim's eponymous founder, Steinngrimr Magnusson, was a prolific sailor and skilled warrior. His wild and imperious nature drove him to plunder countless foreign shores and conquer his neighbors with impunity. With a fleet of ships crewed by native monsters and assisted by creatures of the sea, few enemies presented a worthy challenge. The Steinngrim province has long survived its founder, and more than two-thirds of its modern inhabits can trace their lineage back to Steinngrimr through one of his many sons and daughters.
To this day, Steinngrim maintains the only functional sea port and enjoys scarce trade with other countries. Miraculously, even since Jarl Steinngrimr's rule, the Köttätande Dimma leaves Steinngrim's shores untouched during its seasonal spread across the coastline of Norden. Rumors of a dark pact still persist years later.
Jarl Ylfur Scaurusdottir, "The Witchtaker", is a wise and venerable ruler, but remains in a tenuous position as leader. A folk hero in her youth, legendary among older warriors, and a cunning mastermind in her old age, she has spent long years stabilizing her family’s province, but not without controversy. Her public support for the widely despised king, Snorri Sevenfinger, was unpopular among her own people and clan. Growing unrest may lead the province to collapse, and enemies on all sides are ready for war.
Osthold is one of the few landlocked provinces of Norden and enjoys rocky hills, bitter frosts, and old woodlands teeming with wild game. The great fortress city of Heiðarvíga sits atop a craggy, shale escarpment hundreds of feet a tall, which rises into a snow-capped plateau. Resembling a small, flattened mountain, the plateau is commonly known as Skagen's Shield. Three towers are wedged into narrow defiles between steep, jagged cliffs, and all of them guard the only passable roads to the top of the plateau.
King Snorri Sevenfinger rules Osthold and several vassal provinces, Steinngrim and The Hungry Downs among them, from his throne in Heiðarvíga. For the common folk, Snorri is an oppressive tyrant who cares little for the plight of his own people. However, as the only Wyrmslayer in living memory, he isn't to be trifled with either. Some even regard him as the God-King of Norden.
He has not remained in power for nearly sixty years--three times longer than most other kings--by being incompetent. He knows the rules to rule by. He may collect heavy taxes and take whatever he pleases, but he also his Jarls and armies loyal through multiple famines and wars. No small achievement. It is for this reason and others, he has long been successful at keeping Norden safe from the age old blights and abominations from The Mist.
No one has ever made the mistake of thinking King Snorri is a man of moral integrity, but he gets the job done. Every other major power in Norden despises him utterly and have perpetrated countless schemes in vain attempts to assassinate him and undermine his kingship.
Jarl Ullr Rjurikson rules Fimbulberg, the plains to the north. He and his Black Frost cavalry swear allegiance to the Archdruid Marik, who frequently undermines King Snorri Sevenfinger. The fact has caused heated tensions with the neighboring province of Steinngrim, who has pledged loyalty to the Norden King. The trades routes that enter and exit Steinngrim are the lifeline of Fimbulberg, and is the only thing which has maintained unsteady peace between Jarl Rjurikson and the Jarl Witchtaker of Steinngrim.
Surtr's Breach lies off Fimbulberg's western coast, making fishing and trade almost impossible. Worse still, fire giants regularly raid the defensible cliffs and are a constant source of grief for the people and for the Jarl.
The Hungry downs is a lonely expanse of long, sloping hills dotted with patches of forest. While Jarl Hrathnar rules this area, and is thus allied with the King of Osthold, the downs are ultimately controlled by a powerful witch coven. The Daughters of Keldrbrand have defended (and extorted) the local villages for generations. The witches are regarded with fear and reverence in equal measure, while the Jarl is regarded with ambivalence at best and annoyance at worst. Unfortunately for Jarl Hrathnar, his subjects are the least of his concerns. He must remain loyal to two masters, if he hopes stay alive, and the witches are notoriously difficult to bargain with.
The tallest peak and largest lake among the the Norden lands belongings to the expansive isle of Singing Tarn. Sharp peaks erupt from the center of the isle, and carved into its jagged hills is the enormous Lake Leyndarmál. An ancient sorceress, known only as Our Silent Lady, claims ownership of the entire island and has made the lake her home. She is widely known as a reclusive hermit, is absent from the daily lives of Singing Tarn's inhabitant, and seems content to let them govern themselves. Unsurprisingly, the majority of Norden's demi-human population lives here and has formed into a collection of small roving bands and communal homesteads.
While there aren't any written laws, Our Silent Lady does not abide any religious worship on the island, not even shrines constructed in her honor. Nor does she respond kindly to anyone who challenges her claim to Singing Tarn. There were once many temples to gods of the wind and sea on the island, but all of them lie in ruin now. It is a widely known fact that praying to Our Silent Lady provokes a swift and fatal response. There is no shortage of campfire stories detailing how a close friend or neighbor suddenly became a blackened, shrivelled corpse. Anyone who dismisses these stories as superstition need only to visit the local burial mounds to discover the truth.
The Steaming Sea extends along Norden's eastern and southern borders, and derives its name from the plumes of dense fog which regularly cover its surface. Sailors who must journey near the Devil's Spine, the isthmus which connects Norden to the southern kingdoms, must be extremely cautious. The Steaming Sea's natural fog frequently bleeds into the Carnivorous Mist, making it impossible to know where the fog ends and the nightmare land begins. The sea itself filled with all manner of mysterious creatures. Blue-skinned elves claim tribal lands just beneath the surface. Capricious and violent sea monsters patrol the waters, preying upon fishermen and sailors alike.
Surtr's Breach lies between Fimbulberg's coast and Black Tarn. It is a massive natural whirlpool which threatens any ship brave enough to skirt around its raging waters. Folk tales have long maintained that at the bottom of the whirlpool is a gateway to Muspelheim. Given how often fire giants emerge from the water to conduct raids, many believe the folk tales are true. More commonly a sea serpent and leviathan will drag unwary vessels into the vortex for a quick meal.
Once described as "a prodigious black fangs excrescent from the heart of the sea", Vol Isle is collection of close-knit volcanic spires located in Steaming Sea, west of Fimbulberg. Little more than a partially submerged island with sharp ridges, it would be otherwise unremarkable were it not for the elven hordes which claimed the island as their ancestral home.
From the surface of the Steaming Sea to its murky depths, roaming bands of blue-skinned elves patrol the water. Despite their widespread population, these nomadic elves never gather in hordes more than a few hundred in size. Each season a different tribe takes up residence in Vol Isle to take a sacred respite from their years-long hunts. Lead by a powerful Khan, these tribal bands savagely defend Vol Isle and its surrounding waters.
In addition to the elven horde itself, the titanic serpent Gungnir acts as the island's guardian and has sank many ships merely for steering too close. Old stories in Fimbulberg depict a tragic romance between a lonely Siren and Jörmungandr, the world serpent. The two characters are revered by the elves and appear frequently in their rituals.
Some nights during the year an eerie song can be heard for miles across the Steaming Sea. A haunting melody emerges when the subdued cries Gungnir join in the song. On these rare nights throughout the year, the sea turns ink-black and distant pinpricks of starlight beam from the depths. The starry sky bleeds seamlessly into the alien waters, blurring where the horizon begins or ends. The effect is so disorienting to sailors that many fall victim to shipwrecks or fall overboard. Those who survive often go mad and disappear a few months later.
The dense woodland stretches from the foot of the Devil's Spine to the Norden heartlands of Osthold. It was once a refuge for ancient dusk elves who fled the collapse of Myrkálfheim. The descendants of those elves are the most influential and populace race within the forest, but the deeper parts of the forest are home to blood druids, witch covens, fey, and slumbering monstrosities from an age long past.
Once the site of a cataclysmic war between the races of Norden and the blight unleashed by the Eight Greed Kings, the Godsfall mountains conceal the ruins of first empire to emerge in Norden. In a desperate plea for aid, the people of the old Empire sacrificed their Primal Gods and their humanity to The Lord Beyond the Horizon. The sorrowful dead, known as the Betrayed, still walk among the shattered ruins of the old world. If one believes the skald's tales, primordial titans, dragons, and strange abominations lie buried beneath snow and sheets of glacial ice.
Under Construction
Under Construction
Rules and Guidelines
REQUIRED READING:
This Roleplay is set within in a Dark Fantasy world, and we will explore a variety of mature themes. If you're not 18+, do NOT join. Horror, psychological trauma, tribal violence, domestic violence, ritual sacrifice, bloody wars, and other controversial topics like the existential competition between human survival and human morals. If any of these topics don't sit well with you, please move along.
Recruitment for this RP will always stay open, but I'm only going to allow 8 active roleplayers at a time. I typically put a lot of effort into using character actions and backstory for future plots, and I only have so much time to spend on this.
If the active player roster is full, I will open a queue for people who don't mind joining later. Once a slot becomes available, names in the queue will be contacted as a courtesy. Otherwise, slots will be filled on a first come, first serve basis.
If you're inactive for more than a week. Your characters will be benched. After two weeks, I'll start considering ways to write your characters out of the story permanently. I will make exceptions for emergency situations on a case-by-case basis, but invoking this option means I need some kind of notice that you'll be leaving for x amount of time.
Spelling and grammar should be good. The occasional mistake is fine but you should try to make your posts mistake free.
Do not powerplay, meta-game, god-mode, etc. That being said, player characters are overwhelmingly powerful compared to the new world inhabitants, but there are some notable exceptions: immortals of Norden, the Carnivorous Mist, and other creatures of roughly demigod-like power.
2 paragraph minimum per post. Less a hard rule, and more a stern request. Everyone has bad days. I get it. Just try to keep your bad days more spread out if possible. =P
When a PVP situation occurs, all participating parties will discuss what the outcome is before the fight scene begins. Figure out who lives, dies, or survives with grievous wounds, then write it. I strongly encourage collaboration for these and other scenarios.
Do not be shy about inventing your own lore for this RP. Develop the world around you and invest in relationships with other characters. If you're not sure how you're cool idea will fit into this setting, send me a PM and we'll figure it out.
Each character you make should have a connection to some other character you don't control. Suggestions are included in the Character Sheet. Discuss it amongst yourselves and ask questions as needed. (This is a very experimental rule, so it may become optional)
Obey your benevolent Overlord! >:D
Addendum:
@Shiyonichi is our duly appointed Lore Nazi. If you have questions about Overlord canonfodder, ask them. I haven't gotten as far along in the light novels.
World-type Job Classes are prohibited for future characters (e.g. Word of Disaster, World Disaster, World Guardian, World Champion, etc)
Character Sheets
The Player [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Bio:[/b] Brief history, novel, or anything in between. Your choice. Go nuts! At the very least answer the following questions: Why did this character start playing YGGDRASIL? Why did they decide to stay until the game servers shutdown? [b]Connection to <insert name here>:[/b] Detail how your character is connected to [i]at least[/i] one other character that you don't control, who participates in this RP. Were they friends in real life? Rivals? Were they teleworkers for the same soul-crushing corporate employer? Did one cheat on the other's brother/sister/cousin? How/Why do they know each other? Work this out amongst yourselves.
The Avatar [i]"<Describe your character here in one or two brief sentences.>"[/i] ( Ex. [i]"A polite and affable troll sorcerer who technically isn't alive anymore"[/i])
[b]Name:[/b] [b]Origin:[/b] YGGDRASIL [b]Appearance:[/b] Description and/or Image [b]How a normal human would view this character:[/b] [b]Race:[/b] Format = "Race Type - Race Name" ; Race Types as follows: Human, Demi-human, or Heteromorphic [b]Gender:[/b] Male, Female, or N/A for certain races [b]Alignment:[/b] (Optional) -500(extremely evil) -> 500(extremely good)]
[b][u]Build[/u][/b] [b]Character Level:[/b] Yggdrasil : 1-100 New World : 1-50 [b]Racial Class:[/b] For example Momonga is an Overlord/Elder Lich/Skeleton Mage. Human races don't have this. Not looking for the full build, since most classes are arbitrarily defined anyway [b]Job Class:[/b] Again, I don't need the full breakdown, just the relevant bits. No World-type job classes either: World Champion, Word of Disaster, etc. [b]Strengths and Weaknesses:[/b] [b]Equipment/Abilities:[/b] Only include equipment/abilities here that would be noteworthy or are a core part of your character's fighting style. Player characters are all quite strong and have lots of abilities and equipment so only put very unique things here. No world-class items though.
NPC Character [i]"<Describe your character here in one or two brief sentences.>"[/i] (Ex. A retired werewolf fighter from the 'Class Act' travelling circus who is notorious for never returning anything she borrows)
[b]Name:[/b] [b]Origin:[/b] YGGDRASIL or New World. Pick one [b]Appearance:[/b] Description and/or Image [b]How a normal human would view this character:[/b] [b]Race:[/b] Format = "Race Type - Race Name" ; Race Types as follows: Human, Demi-human, or Heteromorphic [b]Gender:[/b] Male, Female, or N/A for certain races [b]Alignment:[/b] (Optional) -500(extremely evil) -> 500(extremely good)] [b]Bio/Lore:[/b] Brief history, novel, or anything in between. Your choice. Go nuts! If your NPC is from YGGRDASIL, we'll assume someone created you. Who was it? Better question: why? Did they stop playing or were they active when the servers shutdown? etc If your NPC is from the New World, what province or region are they from? Who are they allied with? Are they an immortal warrior? If so, who did they kill to obtain this power? High level individuals are rare in the New World. Level 30 is roughly what a human could achieve through sheer effort. If you're character is above level 30, how did they achieve this? Blood magic? Worship of Eldritch Powers? Slayed an Immortal? [b]Connection to <insert name here>:[/b] Detail how your character is connected to at least one other character that you don't control, who participates in this RP. Who created you? How/Why do they know each other? Work this out amongst yourselves. If this NPC is from the New World, we may be able to work out an alternative.
[b][u]Build[/u][/b] [b]Character Level:[/b] Yggdrasil : 1-100 New World :1-50 [b]Racial Class:[/b] For example Momonga is an Overlord/Elder Lich/Skeleton Mage. Human races don't have this. Not looking for the full build, since most classes are arbitrarily defined anyway [b]Job Class:[/b] Again, I don't need the full breakdown, just the relevant bits. [b]Strengths and Weaknesses:[/b] [b]Equipment/Abilities:[/b] Only include equipment/abilities here that would be noteworthy or are a core part of your character's fighting style. Player characters are all quite strong and have lots of abilities and equipment so only put very unique things here. No world-class items though.
(Note: If you want to play as an immortal/ NPC from the New World and you need any help with your character, let me know.)
I'll be working a character over the next few days. If anybody wants to have connection to a somewhat evil Druid then go ahead and hit me up.
Edit: An update with what I have thus far.
Name: Taylor Quell Age: 22 Gender: Female Bio: Taylor came from a rather plain and simple family, the middle child of her parents and expected to go to college like her brother before her. She’d spend most of her time playing with her little brother or hanging out with her friends as a child. Yet, as she grew up she was slowly introduced into MMOs by her brother, especially so after he came home from college after dropping out. It was one of the many times she and her brothers would bond with each other over something.
As time went on, Taylor grew to play MMOs more and more often and with less guidance from her brother, even going so far as to stop meeting friends in order to run dungeons with her guild. It wasn’t until she graduated high school and headed to college that she grew distant to MMOs for some time. That is, until her Brother sent her a gift for her first day of college. It was a game called YGGDRASIL and, though she found it lacking in some areas, was rather fun. It took her a few tries at the character creation screen before she finally started playing it.
Though she had played many MMOs before and had eventually come to get bored of them and move, YGGDRASIL kept Taylor playing even as she advanced along in college. Although she had trouble consistently playing, Taylor always came back to YGGDRASIL as a stress reliever from school and work. Nara felt more like an extension of herself rather than another being and she took solace in her online personality. Even as she learned that the servers would be shutting down, she refused to part with Nara until the very end of the game. Connection to <insert name here>: Detail how your character is connected to at least one other character that you don't control, who participates in this RP. Were they friends in real life? Rivals? Were they teleworkers for the same soul-crushing corporate employer? Did one cheat on the other's brother/sister/cousin? How/Why do they know each other? Work this out amongst yourselves.
"Sometimes overzealous about protecting nature.”
Name: Nara Appearance: Standing at 4’5 and barely weighing 100lbs, Nara was rarely, if ever, taken serious among the crowds of Yggdrasil and certainly nobody believed her to harbor any malicious intent towards others. There are even some who, after getting close enough to her, have learned that she is certainly not a normal Dryad. Her hair is like fine silk which flows around her as if it were water, her skin feeling more like soft grass than the wood of others. Origin: YGGDRASIL Race: Demi Human - Tellam Dryad
Tellam Dryads are quite different from their cousins who inhabit forests for they seem to solely thrive in sparsely wooded mountains and hills around them. Due to living in such areas, many of the Tellam Dryads take a softer and more human like form, though their body is as much a product of the are they were born as other Dryads. Most Tellam have green skin that feels like grass and horns of wood. Their forms, however, are physically weaker than that of their forested cousins and tend to rely heavy on druidic magic to protect themselves. Gender: Female Character Level: Yggdrasil : 100 Alignment: -100 Racial Class: N/A Job Class: Arch Druid Strengths and Weaknesses: In Yggdrasil, Nara was one of the strongest Druids on the leaderboards due in part to the rarity of players choosing Tellam Dryads and the slow power gain that Druids had. However, what many did not realize is that Druids, especially Arch Druids, were very capable at summoning beasts to aid them in battle. When mixed with their natural proficiency towards enhancement and elemental magics, Nara found herself quickly gaining a strong understanding of her class.
However, no amount of understanding could fully cover the weaknesses she had received as a Tellam Dryad. Her physical strength is heavily limited forcing her to rely on summons to protect her. As such, she requires time to summon her stronger beasts to fight and is reliant on others to protect her while she is doing as such. Even then, she is quite susceptible to fire and ice magics and has found that she cannot access the highest level of such elemental magic herself. Equipment/Abilities: Many Druids channel their magic through a staff or magically enhanced wands yet Nara does neither. As an Arch Druid, Nara channels her magic through her own being and rarely relies on her staff for combat. Rather, much of power comes from her capabilities as a summoner and elementalist. Though her Nature magic is perhaps the strongest of her abilities and a perfect match to her skills.
Summon Beast- Nara has mastered the art of summoning creatures of the forest to aid her. Many low level creatures can be summon through this spell and controlled at the same time however they are very weak compared to Greater and Grand Summon Beast. Greater and Grand Summon Beast allows her to bring in more powerful creatures at a gaining cost to summoning time and the amount she can control.
Nature’s Wrath- While Nara’s beasts are formidable, so her is Nature magic and especially so does Nature’s Wrath shine in this matter. Nature’s Wrath provides Nara with the ability to entangle her foes with vines or roots and even poison them with Nature’s Toxin. Greater and Grand Nature’s Wrath increases the area of the ability but cost more mana and time to cast.
Nature’s Toxin- Nature’s Toxin is a strong poison that slowly seeps into Nara’s foe, weakening them as time goes on. When combined the strength of her Beasts it is truly one her most formidable moves, though easily cured by other spells. However, Greater and Grand Nature’s Toxin become harder to cure in their own respect and damage Nara’s foe even faster. Unlike Nature’s Wrath and Summon Beast, Nature’s Toxin is a relatively short cast but costs more as it is applied to more enemies.
Fury of the Elements- Most Druids focus heavily of their Nature magic, often forgoing the training to learn Elemental magic. Nara, on the other hand, chose to advance along Elemental magic early into her levels and, as such, improved her arsenal of spells drastically. Fury of the Elements allows Nara to summon two chosen Elemental types and channel Elemental magic through them. However, this spell requires her to constantly feed some of mana to the Elementals and, if dispelled, weakens her Elemental magic until it is back up.
Everbloom- The ever reliable and evergreen staff of Nara, forged from one of the oldest trees in Yggdrasil. Though it seems like a normal staff made from oak, it is almost entirely a protective item rather than offensive. Due to Nara’s blatant weaknesses to ice and fire magic and lack of class specific spells to help her resistance to it, Everbloom was created to help her counter it. Everbloom is capable of healing Nara to full once she reaches half her health and passively increased her mana regeneration. How a normal human would view this character: She is far from normal, more like a monster than a human though she seems to possess the same features as a human. Beneath the surface of her being, however, lies someone they could easily talk to. She is far from a fearsome monster and tends to make friends rather quickly however she tends to be overzealous in protecting Nature. As such, she tends to come across as rude or even outright hostile to those she decides are not worth Nature’s glory. Nara is more than willing to kill humans or even beasts which disregard the care that they should have for Nature. The best way to avoid her ire is to treat forests and living creatures with a modicum of honor, to not burn down entire forests in a battle of hunt down an entire herd of deer.
Name: Asuka Katsuragi Age: 14 Gender: Female Bio: Life is not fair and to Asuka Katsuragi, life decided to give her the short end of the stick. When she was young, Asuka Katsuragi came down with a teriminal illness. At first it was just coughing, then nosebleeds, and then it got worse from there. Soon her home became the hospital, confined to her bed losing most of her motor functions, but one day her older sister came over and introduced her to the VMMO, Yggdrasil. They couldn’t play together in real life like they used to, so it was the next best thing. For Asuka it was closest thing to walking with her own two feet. It had became a temporary release from her current condition. Due to being bed ridden and having nothing else to do, she spent hours in game.
Trying to experience everything she could about the game, she spent hours exploring learning and polishing her skills, in her eagerness to experience everything, she ended up signing up for the warrior’s tournament, competition for the title of World Champion. The tournament had been one of the greatest test of her skills in Yggdrasil and one of her fondest memories. Everything she had learned about her class was tested, she had met new friends and rivals, and through the skin of her teeth, she had defeated all of them, she had won. She was granted the title of champion and put her name into Yggdrasil history.
She had gained so much from Yggdrasil, so of course she stayed until the end. Yggdrasil had become her home away from home and while saddened, it was only right to stay until the very end, though she still wishes that it would never end. Since even though sequel would no doubt be made, she didn’t know if she would still be alive to experience it. As such, she decided to make as much memories as she could, up until the end.
Connection to <insert name here>: (So, anyone want to make a connection?)
"Happy Go Lucky Swordswoman with a desire to live."
Name: StillAlive
Origin: YGGDRASIL Race: Human Gender: Female Character Level: 100 Alignment: 250 (Good) Racial Class: N/A Job Class:
Fencer
Swordsman
Sword Saint
Sword Master
World Champion
Strengths and Weaknesses: StillAlive is a min maxed swordsman and being a World Champion, she is one of the best warriors in the game, winning the warrior tournament to gain the title and as such posses a very high level of player skills. Her build focuses on speed and high DPS, but has low defenses and can be described as a glass cannon. Being a World Champion, she has access to World Break, which deals extremely heavy damage that can not be blocked. Making her build very strong against not only long ranged sniping, but heavy defensive builds as her sheer damage and raw speed is enough to overpower most defenses. Her build struggles against long ranged wide area bombardment as it focuses more on dodging and parrying over defense and both can’t be used against a wide ranged bombardment.
Equipment Excalibur: The weapon gifted to her when she won the tournament. It has a Unique ability, she can cause the blade to glow blue, increasing her movement speed and attack speed. Wounds created by this blade glow, until the sword stops glowing and the ability ends. (It ends around 30 seconds after activation.) If the wounded is still within thirty feet of the sword they take massive non-elemental damage for every hit that she dealt.
Cloak of Black Feathers: A Divine Class fur cape worn around her back. In it’s normal state it provides both moderate amounts of defense against both ice and magic, but when cloak is fully active, it transforms into a pair of raven wings allowing for flight.
Selene and Helios: A Divine Class, pair of miss matched gloves. If a blade is held in Selene the weapon is charged with magic, allowing it to damage enemies that has physical resistance to the weapon like slimes. If held in Helios, the weapon gains the ability to hurt ethereal entities.
Necklace of Greater Teleportation: Asuka’s main way of countering wide area bombardment. Three times per day, it allows for the user to cast greater teleportation.
Greater Ring of Warding Illness: Protects against diseases and toxins.
Abilities World Break: The ultimate skill of the World Champion Class, a massively powerful attack that ignores defense and the big brother of the tenth tier spell, Reality Slash. It is her trump card and while very powerful it can only be used three times per day. As the name would imply the World Break literally does break the world, as it cuts a hole in the fabric of space and time, as such the distance of the target does not matter.
High Speed Movement: The Warrior’s version of the teleport spell. Though having a lower range than a teleport, it can be used more often, making it a better close ranged alternative.
Serene Mind: A buff skill. When activated, it cures any mental based status alignments and lowers the cool down of the last skill used by 30%.
Air Rend: A basic attack skill. When activated, the user swings their weapon and sends out a shockwave cutting a target at a distance. Meant for midrange combat, the shockwave dissipates and weakens over distance.
Thousand Slashes: An attack skill allowing the user unleash a barrage of slashes at speeds that make it seems like the user only attacked once and excellent skill for AOE.
How a normal human would view this character: While a very powerful Swordswoman, at first sight most would see her as a Noble Girl playing dress up as an adventurer. As a player she would have very high quality equipment and appearance, as such most would come to that conclusion of a noble girl or a princess, Which isn’t helped by her cheerful personality and young appearance. Though, next to sister she would be seen as more as a Squire, which isn’t much better. However, if she were to unleash a World Break in the sight of other humans in this world, the residents due to their connection with wild magic would sense just how unnatural the feat was, as the World Break is literally cutting a hole in spacetime and come to view her as unnerving and dangerous.
Name: Miyuki Katsuragi Age: 16 Gender: Female Bio: Miyuki had to live with the after effects of her sister’s illness. When they were young they both would run around playing in the open grass, unlike other families they had a pretty close relationship, though when she came down with her illness things had change in their home. Her mother and father rarely came home anymore. They were both too busy trying to make money in order to pay for Askua’s hospital bills. During this time she had felt angry, she thought that she resented her sister, but one day when her sister’s condition suddenly got worse, she realized what her true feeling was. She was actually afraid, afraid of the thought that her sister would be taken by a force she couldn’t fight and angry at the world for putting their family through this. She decided then to grow up and try and fight against it. Even if she couldn’t do anything she would at least delay until someone else could.
After that, Miyuki decided to be a doctor and an older sibling. She spent most of her time hitting the books or visiting the hospital. Though one day when she visited, Asuka was asleep she muttered a wish in her sleep. To walk again, to feel the grass under her feet. She didn’t really know how to grant her wish, however, a friend recommended Yggdrasil to her. After an hour of playing she had her answer. She introduced her to Yggdrasil and together they went on many adventures. Slain many monsters, found many treasures, and uncovered many secrets. They had been able to almost forget real life and Miyuki cheered on her sister in the tournament as she won.
Yggdrasil was a distraction, but it had brought both of them temporary happiness. It was silly, but she was thankful to the game and had to see it through to the end. Though as she looked over at the clock counting down, she was reminded that time was still moving and the end was getting closer. At that time, she wished that the clock would stop and their problems would be spirited away.
Connection to <insert name here>: Detail how your character is connected to at least one other character that you don't control, who participates in this RP. Were they friends in real life? Rivals? Were they teleworkers for the same soul-crushing corporate employer? Did one cheat on the other's brother/sister/cousin? How/Why do they know each other? Work this out amongst yourselves.
"Stern Shield Bearer with a desire to protect."
Name:Okuni
Origin: YGGDRASIL Race: Human Gender: Female Character Level: 100 Alignment: 500 (Extremely Good) Racial Class: N/A Job Class:
Shield Bearer
Cleric
Paladin
Guardian
Ajax
Strengths and Weaknesses: She is an very optimized tank that can protect against most attacks and thanks to having cleric classes, she has both magic resistance and is even more capability as a tank due to being able to heal her self and can act as a strong support type character, with the benefit having a boost when fighting against the undead but due to being a tank her speed is rather low, causing her to be vulnerable to Rouges and Rangers, as they can run circles around her. Equipment: Rhongomiant: A Divine Class lance when active allows the user to designate up to 5 enemies and 5 allies and fire a beam for each target which will seek them out. If an ally gets hit they get healed, but if an enemy gets hit they take moderate to severe holy damage.
Avalon:
Avalon is a Divine class shield that can take a spell that makes contact with it and then absorb it, storing it and allowing the user to cast the stored up spell. Avalon can store up to three spells at a time. Though due to being cast rather than reflected the magic is scaled to her stats rather than where it came from.
Armor of Rebirth: An Armor that converts part of the damage taken into MP allow her to fuel her Divine Magic.
Abilities: Divine Magic: She is a follow of Eir, the Goddess of medicine. As such, her support based Divine Magic gains a boost, while damage based Divine Magic weakens when cast by her.
Guardian’s Duty: This skill allows her to designate an ally as the target and when activated allows her to teleport to the designated ally.
Immovable: A skill that makes her, well immovable. It also increases defense while active.
Unshakable Will: A passive skill that resist any negative mental based status aliments.
Achilles’ Armor: Her trump card, can only be used once per day and when used, the target gains twenty seconds of complete invincibility.
Wall of Obsidian: When active, it become a buff to the allies around her allowing it to negate one attack.
Grand Fortesss Wall: Creates a large dome shaped barrier with her at the center.
Indomitable spirit: Once per day allows her to negate an attack that would kill her and instead reduces her hp to 1.
How a normal human would view this character: She would be seen as a Noble Knight of an Holy order. Someone the masses can respect and rely upon, someone to rally behind. Though to non human and non holy beings she would be seen as dangerous especially to the undead and would automatically be marked as an enemy. To Holy beings like angels, they would see her as an ally or an equal, serving the same higher being.
Editing notes: Ok, I had to edit Miyuki’s CS a bit, since I made a couple of mistakes.
1. I changed the class Aegis to Ajax, since I forgotten that Aegis is already a skill.
2. I changed the alignment from 100 to 500. Originally I wanted her alignment to actually reflect the character, but then I remembered that alignment to a Player Character is really just a stat and since she is playing a Human Paladin, there is absolutely no reason why that shouldn’t be maxed out.
CS ready for perusal. Strictly speaking, it's not done. The bit about a relationship with someone else will have to wait until another New Worlder gets submitted. That aside, this is pretty much where I'm standing.
"The determined huntsman and leader of the pack."
Name: Ulfric Silversnow
Origin: New World Race: Heteromorphic - Werewolf Gender: Male Character Level: 50 Alignment: 100 (Neutral-Good)
Racial Class: Werewolf (Natural) Werewolf Alpha
Job Class: Hunter Rifleman Beastmaster Scout
Strengths and Weaknesses: As a ranged fighter and beastmaster, Ulfric is less suited to melee combat and at a disadvantage when alone. His rifle, while potent, has few shots available at a given moment. As a werewolf, he loses the ability to manipulate complex mechanisms, but gains considerable physical strength and the ability to directly communicate with his wolves.
Equipment: Spirit of the Hunt - An enchanted rifle found within a cave further into the wilderness than any had dared go. Can fire six rounds every five minutes. Deals additional damage to Demi-humans and Beasts.
Coat of Winter - A greatcoat that grants protection against cold. Additionally, it allows the wearer to move through snow and over ice without impediment.
Wolf's Bane: A silver amulet that bears the likeness of a howling wolf. Grants a will-bonus to lycanthropes attempting to resist a forced transformation.
Abilities: Weakness to Silver - Suffers additional damage from silver weapons. Weakness is more pronounced in werewolf form.
Natural Lycanthropy - May voluntarily shapeshift to and from werewolf form once a day. Every full moon, must make a Will Save or be forced to assume werewolf form. Gains significant increase to physical attributes and racial traits while shapeshifted.
Resistance to Normal Weapons - Unenchanted, non-silver weapons cause significantly less damage. Resistance is more pronounced in werewolf form.
Superior Senses - Improved sight, smell, and hearing. Can see well at night, track by scent, and hear at a greater distance and range.
Alpha - Commands a pack of wolves. There are six members and they benefit from increased statistics when nearby or acting under the orders of their Alpha.
Marksmanship - Highly skilled in ranged combat. Can confidently fire into a melee without any risk of hitting the wrong target.
How a normal human would view this character: While he's in human form, he's a ruggedly handsome woodsman. In werewolf form, he's a terrifying, intelligent monster.
Bio/Lore: Born to a pack of werewolves living in the forests of Osthold, Ulfric spent his early life hunting all sorts of wild game with his packmates. The pack prospered until humans hunting in the forest stumbled upon their den. Most of the intruders were slaughtered, but one escaped to tell his story. Within the month, a team of adventurers had been dispatched to put down the threat. Ulfirc escaped the massacre, only to collapse from his wounds, too injured to even remain in his werewolf form. He later woke to a pack of wolves standing over him, clearly contemplating eating him, but confused over what their noses were telling them. Instinct kicked in and he snarled at them, but, in his bloodied state, wasn't very intimidating. Even so, this confirmed for the pack that he wasn't prey and they backed off. For the next few months, Ulfric lived among the wolves; hunting, fighting, and sleeping with them as one of the pack. When the current alpha suffered mortal wounds from a bear attack, Ulfric took it upon himself to lead the survivors. For the first time in his life, he ventured out into the wider world, wanting to see what lay beyond the forest of his childhood. At first, civilization was confusing and threatening. The people wore strange, impractical garments, wielded unknown magic, and built great structures out of stone. Ulfric couldn't even read or write. It was a stroke of luck that the first place he entered was the local Adventurer's Guild. The people there were willing to pay for the trophies of his many kills and explained that they would be glad to offer him further employment. Despite the bitter memories of the death of his packmates, Ulfric agreed to become an adventurer if only to feed his new pack and protect himself from scrutiny. Now, he's widely known as the most skilled tracker and backwoodsman in Norden. His life in the wilderness has left him tough and unintimidated by the prospect of unknown monsters and inhospitable conditions. Remembering the slaughter that first put him on this path, he's worked hard to keep his nature under wraps, so he's always avoided joining a team. It was during an extended hunt in the Devil's Spine that destiny took shape in the form of a shining pillar of light.
We'll hash out the connections part as more people post their CS.
@Nerdy Reference I really like the detailing on the rifle in your character's image.
On a related note, I have mixed feelings about allowing guns. I know CZ2128 Delta had an assault rifle or something, but that was a rarity, even in Yggdrasil as I understand it (@Shiyonichi feel free to correct me on this). Magic could probably enhance bows and crossbows to be as powerful or more powerful than guns. On the flip side, I don't really see much of a problem with it. Power scaling is pretty arbitrary considering that players and immortals are insanely strong. The existence of guns matter about as much as the existence of salad dressing, and I'm capable enough to include it in the lore.
Fuck it. Keep the rifle. We'll say it's about as advanced as a musket or something. It looks cool anyway.
The way I planned it, the gun's a leftover from a previous player. While I realize that canon is being shifted around a bit, it's heavily implied, if not stated outright, that the Six Great Gods and Eight Greed Kings were players. The Slane Theocracy makes a deliberate point of hunting down relics that the gods left behind, and this wouldn't be the first time a great discovery was made without anyone realizing it.
Ulfric would have no way of knowing that he's holding the weapon of a fallen god or whatever, and I never intended the weapon to be on the same footing as, say Houyi's Bow. That said, I figured that a New Worlder, immortal shenanigans notwithstanding, needed some kind of equalizer against players with their epic gear and such.
I realize that I was accepted, just laying out my thoughts.
@Nerdy Reference Ok, yeah the gun being from Yggdrasil does make sense since it’s not unheard of people having those weapons, like the Blue Rose’s leader having a Yggdrasil sword. Though he would still get looks, due to the fact that the New World isn’t even at the level of technology to produce muskets.
As for it being an equalizer it would probably bypass a player’s first defense of ignoring weaker magic weapons, but the second defense of negating any attack from people level 60 and under is still going to be in effect.
Though Wild Magic and weapons enchanted by it can bypass both defenses.
@BurningDaisies Also, I found the whole premise to be kinda funny since Wild Magic is unique to dragons, meaning there had to be a group of humans who went around clucking dragons and everyone is the GODDAMN DRAGONBORN!
Also if I remember Guns aren’t really a rarity, but simply added in a later update. Due to that fact Yggdrasil only allows for one character, means most older player just didn’t use it. Though I’m pretty sure the reason we don’t see too many guns is that the writer didn’t want to give too many people guns, since it would ruin fantasy vibe and only gave it to CZ, because it fit the character.
Yeah... I always interpreted Wild Magic as being the precursor of more modern Tier Magic, but I'm admittedly fuzzy on how that works out.
Skyrim is totally in my list of things that inspired this, if you couldn't tell. xD I swear to Odin, I will turn into a puddle of giggles if someone makes an intelligent bear that can shout people death. #Dovahbear I'll probably also deny that character on principle, but I will definitely laugh. ;3
Yeah... I always interpreted Wild Magic as being the precursor of more modern Tier Magic, but I'm admittedly fuzzy on how that works out.
Skyrim is totally in my list of things that inspired this, if you couldn't tell. xD I swear to Odin, I will turn into a puddle of giggles if someone makes an intelligent bear that can shout people death. #Dovahbear I'll probably also deny that character on principle, but I will definitely laugh. ;3
You aren’t the only one Wild Magic is probably based a combination of D&D’s Sorcery class and Dragonshouts. As for the sentient bear... beastmem are a thing.
As for the Wild Magic and Tier Magic relationship. Basically Wild Magic is the natural magic of the New World while tier Magic is was introduced and given by the Six Gods using a world item and it’s intoduction to New World actually ended up weakening Wild Magic which is part of the reason the Platinum Dragon Lord doesn’t like Players. The main difference between Wild and Tier is actually their cost. Tier Magic primarily uses up Mana while Wild is fueled by souls a.k.a EXP.
Yeah, I'm hand-waving a lot of the finer details about Wild Magic at this point.
I also need to make a mental note in the future not listen to Terry Pratchett audiobooks before I started writing posts for this RP. I was getting started on the intro post, and I had this expectation that the grimdark atmosphere would be reflected in the writing. But somehow Terry's playful, tongue-in-cheek writing style infected mine.
Anyway, it doesn't quite fit the atmospheric setting I was going with, but what I've written so far is still good (and kinda funny). It's a real dilemma. I guess that's what I get for not listening to thematically appropriate viking war chants or the Highlander soundtrack.
Gonna get my cs up tonight after work. Wanna be a draganoid but there isn't much info on them.
Didn't see this until a second ago.
If there isn't a lot of info to go on, you can just make up the race. @Shiyonichi had some good suggestions. Just be forewarned that dragons (and by extension dragonkin) don't usually play nice with other dragons in Norden. Or giants for that matter. And there are a LOT of giants. In fact, giants and half-giants make up a significant portion of the Norden population (ballpark estimate? like... 10-12%).
Ok, yeah the gun being from Yggdrasil does make sense since it’s not unheard of people having those weapons, like the Blue Rose’s leader having a Yggdrasil sword. Though he would still get looks, due to the fact that the New World isn’t even at the level of technology to produce muskets.
Very much the point. Famous adventurers always draw attention due to their wargear. I tend to think that having such a distinctive weapon furthers his efforts to hide his lycanthropy. After all, he's a hero, how could he be a monster?
That's fine, Sebas is a draconian but has a human form. As for dragons, if we are going off dnd esque then chromatic dragons would be the ones I have to worry about.
Overlord dragons are only loosely based on D&D. The well-known rivalries between chromatic and metallic doesn't really exist here. However, they are still haughty, greedy, scaly bastards that can cast spells and have breath weapons, so your mileage may vary.
Worth nothing: The only fully-fledged Dragon hanging around Norden is Gungnir, the guardian of the Sea Elves's sacred island. There are some thieving rascals lindwyrms elsewhere, but they can't really compare to a Dragon Lord.