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I will never regret approving Ambrose.


And thanks for approving him. The craving to play a himbo was strong. I'm so glad I get to live this stupid dream.


"Oh shit. She is my teacher." He playfully bonked his brow with his palm. "I thought her name was Ms. Chessman. I'm going to be honest, the whole 'Cheeseman' thing is throwing me off. It doesn't sound real." Not that he could really remember what she taught or how he was doing in it. Honestly, most of his teachers seemed to tolerate him like lukewarm bathwater. Hence the reason he had a tutor.

"Nope. That's her name. I mean, unless you call her 'Mom,' too, and that'd be a little weird. But, hey, it'd be nice to have aโ€”I'm guessingโ€”younger brother." Ambrose laughed. In part because he thought his joke was hilarious, but also because there was no way that the two were related in any way. Apart from their height, they had no other similar factors. Brown looked like he was made by a child out of sticks they found on the ground. His hair was a mess. And his clothing choices didn't accent his body in a way that was flattering. Next to Brown, Ambrose looked stellar. Yet, he didn't stop walking alongside the other boy. He actually stopped, having an odd revelation while puzzling out the teacher/son/tutor relationship.

"Oh shit! You know what? You and Rowan should get together. She's mousey. You're mousey." He gestured to him with wild emphasis. "I mean... like a real long mouse. Like a Cronenberg mouse. But still, definitely, a mouse." If one thought that Ambrose was drunk, they'd be wrong. He was entirely sober, or at least he hadn't imbibed any alcohol. This was just his personality. A bombastic collection of ideas, energy, and self-obsession.

He held up his finger to Brown as if the other boy could even begin to stop Ambrose from typing out a message.

[Hey Rowan! Hope ur having a gr8 festival.]
[Do you have a bf? B/c there's this guy I think you should meet. Brown Chessman.]
[Where r u? I'll bring him over.]
[*Cheeseman]
[The name autocorrects b/c it isn't real.]

"And sent. So... where are these friends of yours?"


I'll be getting something up this evening. Between being dispatched to a city two hours away, fighting the Mad Max like destruction post freeze, and then flying all over the US... my brain mush. Please, sir, may I resolidfy my brain.

I'll make up for it with Ambrose send out a couple of texts. One is a booty call that no one asked for. He's just a young cis-man that has the audacity.


๐•ฟ๐–๐–Š ๐•ป๐–—๐–Š๐–’๐–Ž๐–˜๐–Š
๐•ฟ๐–๐–Š ๐•ป๐–—๐–Š๐–’๐–Ž๐–˜๐–Š

Goan has existed for a novannum (100k years), and within that time it has known both prosperity and ruin. The fate of Goan was prophesized to be everlasting, but in what state will it endure? Through light and abundance? Or through desecration and decay?

Five years ago, the Holy City of Ordaiโ€™el became swallowed in fog. It wasn't like normal cities. It was built atop a flattened mountain. Its ivory towers reached into the sky like glittering fingers to be seen by all that looked at the horizon. A massive wall encircled it, and it had one entrance and exit that was heavily guarded. It was almost like its own landbound island, except the only ones allowed in were subservient to the Holy Order, their family, or those that were devout followers of the Walking Gods. Which were far more than many would like to admit. The only ones that were forced in were the heretics. Brought there to face punishment doled out by the Walking Gods themselves.

Before the fog arrived, there were odd rumors circulating about how the ivory city seemed to be stretching unnaturally. Other people stated that the lengthening reminded them of veins in a body. The city was the heart, and they swore they saw it beating with unnatural life. A few days later, the fog surrounded Ordai'el. It was impenetrable. If anyone tried to walk into it, they'd find themselves back outside the city. And if they tried to use means beyond just their feet, they'd be blown from the fog in eviscerated chunks. One could hear the echoed screaming throughout the mountains. It was assumed that everyone within the city was a lost cause. The Empress was away at the time, having come down with a touch of pneumonia. So, she had avoided that fate. The Walking Gods had not been so lucky. Yet, their power still flowed through the land unbroken.

It had been a year since the fog descended but in the light of the three full moons, the fog broke. From the stained white gates of Ordai'el stumbled a single man, the paladin Roderick Von Griest. In his hand was a book that looked as if it had been penned hundreds of years ago. So it was surprising that Roderick, himself, had written it. He had last been seen sporting the boyish good looks of someone just entering their twenties. Yet the man before them was easily in his nineties if not hundreds. He died on the overgrown road leading to Ordiaโ€™el before the fog swallowed the city up again.

The scholars of the remaining Holy Order took his journal to study. The paladins took a strange, glowing green sword from his hilt. It was encrusted with gems of such rarity that just one could fund an entire army with just one. Word began to spread of the treasure that Roderick had come out with, things beyond this world that could make anyone rich. The scholars deciphered what they could from the book before it turned into mad ramblings. Near the end were nothing but diagrams. Yet, the more they studied, the more they understood what the diagrams meant--a mixture of all schools of magic to create a portal into Ordaiโ€™el. There was no mention of how Roderick managed to escape. What he did write while still fully cognizant was that castleโ€™s dungeon went deeper than the Goan, itself. A massive structure that seemed to be plucked from time and space and propelled into their living, breathing world.

The Empress, now emboldened by this development, put together a group of the most heroic adventurers of Goan to delve into Ordaiโ€™el. Their goal was to find what caused this and free the gods and what denizens remained from this horrible curse. Yet, they never returned. So, she sent another one. And another. And another. Until only those daring, reckless, or greedy volunteered. A party would be held the night before, called a Living Funeral, to bid farewell to those that were to journey into Ordaiโ€™el. A member of the Holy Order would oversee it if only to make sure that the census reflected the volunteer's inevitable death. Yet, those that wished to enter Ordai'el all had reasons for doing so. If they were to achieve their goals, they'd have to delve deep.


๐•ฟ๐–๐–Š ๐–‚๐–”๐–—๐–‘๐–‰
๐•ฟ๐–๐–Š ๐–‚๐–”๐–—๐–‘๐–‰



๐•ฟ๐–๐–Š ๐•ฝ๐–†๐–ˆ๐–Š๐–˜
๐•ฟ๐–๐–Š ๐•ฝ๐–†๐–ˆ๐–Š๐–˜

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โ„Œ๐”ฒ๐”ช๐”ž๐”ซ๐”ฐ
โ€Šโ„Œ๐”ฒ๐”ช๐”ž๐”ซ๐”ฐ

The most prosperous race in Goan, but only because once they regained their power from years of subjugation, they held onto it by any means necessary. They are characterized by average height, varying shades of natural skin tone, natural colored hair, and nothing extra to form subraces. Their culture is wide and probably the most varied of any of the other races. They've adapted to every scenario thrown at them. One could say that they are the resilient spirit of Goan. They created the Holy Order and Ordai'el. Empress Yslain and the preceding rulers have also been human.
Racial Traits: N/A
Magic: โฌค โฌค โฌค โฌค โฌค โฌค โฌค โฌค โฌค โฌค

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๐”ˆ๐”ฉ๐”ณ๐”ข๐”ฐ
โ€Š๐”ˆ๐”ฉ๐”ณ๐”ข๐”ฐ

They started their existence as one of two immortal races, and the rulers of the land of Goan. After they were overthrown by the orcs and humans, they stayed in captivity for thousands of years. That formed a fissure between them where some of the elves went below ground to continue their machinations without the watchful eyes of the orcs. While others remained in their palaces, sprawling cities, and with their magics and knowledge. Though defeated, they were far from defenseless. They've since lost their immortality, but they've also integrated back into society and quickly risen in the ranks. They've only been outdone by humans, though mainly through their overbreeding.
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๐”๐”ข๐”ฏ๐”ข๐”ž๐”ฆ
๐”๐”ข๐”ฏ๐”ข๐”ž๐”ฆ

Those that stayed above ground and focused on cultivating their culture and craft. They have varying hued hair from natural to unnatural, though their skin tones are varying shades of natural colors. They have long, pointed ears, average height, and average to lithe build.
Racial Traits: Knowledge of the Ages: They are very well learned, and as such may know skills, weapons styles, or the like from any of the various races and/or cultures. They can pull it out when need be without it using up any of their concentration on other things. One free skill that does not count against the other three. To be chosen upon character creation.
Magic: โฌค โฌค โฌค
โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”’๐”ฏ๐”ญ๐”ฅ
๐”’๐”ฏ๐”ญ๐”ฅ

These are the elves that went underground to escape persecution and lived their life in debauchery and hedonism. Despite not being looked at favorably by other races, their massive underground cities are the things of legends. They are characterized by dark brown to gray skin tones, varying shades of hair, pointed ears, below average height, strong to average to lithe builds, and eyes that are nearly mirrored like cats.
Racial Traits: Dark Esse: the Orph have the ability to see in the dark, no matter how pitch black it is. They also blend into it easily. They have to wear light-blocking goggles if they are anywhere with light brighter than ambient. They can act normally in darkness, and do not suffer any penalties that might be given in it.
Magic: โฌค โฌค โฌค

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๐”’๐”ฏ๐” ๐”ฐ
โ€Š๐”’๐”ฏ๐” ๐”ฐ

The orcs have mostly ever known constant persecution. First by the elves, then by the humans, and then by the world itself. They are characterized by their above-average height and strong build. Along with pointed ears and tusks that jut up from their bottom row of teeth. No matter the subrace, they are nomadic peoples with strong ties to culture and tradition. While their ancestors may have been born to solely fight and conquer, they are now a people defined by their constant survival no matter the odds.
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๐”“๐”ข๐”ฉ๐”ž๐”ค๐”ฆ๐”ž๐”ซ
๐”“๐”ข๐”ฉ๐”ž๐”ค๐”ฆ๐”ž๐”ซ

When they fled Goan and the decimation from the elves and the dismissal of the humans, they took to ships. While some found a different land to settle in these orcs decided to return to the sea. They sailed all the known oceans and discovered lands that had never been written in history books. While they mostly found the places destroyed or abandoned, they did learn as much as they could about the history and culture. When they returned to Goan to help in the Draconic War, they did not give up their ships or their ocean dominance. Instead, they formed the largest trade company in Goan: The Marine Trading Commandant. They are a bit shorter than their counterparts with green, blue, or anything in between skin tones. They have dark hair and usually shorter tusks.
Racial Traits: The Last Great Conquerors: They were the last to see other lands before they succumbed to the Third Great Ruin. They had to survive things that no other citizen of Goan could have ever imagined. And they did it, having to learn how to pull themself back up after every loss. When you take a point of health damage, you get a temporary skill point in the last skill color you used. You can use this up to three times a day.
Magic: โฌค
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๐”„๐”ก๐”ž๐”ช๐”ž๐”ซ๐”ฑ
๐”„๐”ก๐”ž๐”ช๐”ž๐”ซ๐”ฑ

One of the first lands that the orcs found after leaving Goan was a massive desert of white sands and rivers of lava. Half of the orcs stayed, wanting nothing more than to conquer a land that looked unconquerable. So, they did. They crafted weapons that looked like burnt metal. They built homes out of glass and white stone. And more so they engineered a marvel of aqueducts and irrigation systems to keep their crops growing. As they moved further and further inland, they found no one else inhabited the continent. They would have lived there forever had it not been for the Third Great Ruin that decimated the continent and started to sink it. They were not without ships, less skillfully manned than their seafaring brethren but armored and capable of going to war with the dragons. They made their home in the Amber Sands and created an impregnable iron fortress to honor their previous accomplishments. They are the tallest of races with skin the color of a stone. Whether it be the brightest polished marble or the deepest, glimmering onyx. They have larger tusks and more muscular builds.
Racial Traits: Forged in Fire: While the adamant orcs only have one magic that they can draw from, they have cracked the ancient knowledge of being able to master its fiery rage.They start with rank 2 in ONE red magic skill if they are mages/priests.
Magic: โฌค

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๐”‘๐”ฆ๐”ค๐”ฅ๐”ฑ๐”Ž๐”ฆ๐”ซ
โ€Š๐”‘๐”ฆ๐”ค๐”ฅ๐”ฑ๐”Ž๐”ฆ๐”ซ

The nightkin are the descendants of the ice elves, which wasn't their original name, but historians coined them as such due to their ears. During the elven subjugation, they fled to the South and only returned thousands of years later very changed. While no one knows the specifics, not even the nighkin, it is understood that they found a relic in the Wasting White that allowed them to survive the harsh climate but at a cost. They had to eschew what it meant to be "living." Allow their bodies to freeze and come to the point of near death and stay there. The only downside to that was when the sun was up, they were extremely diminished but they wouldn't die. During the night, though, they were capable of drinking blood and devouring flesh raw. In the beginning, they rampaged through what little wildlife was in the Wasting Whites. As time passed they made a civilization in the winding caverns of the Wasting Whites. They created ice cities that had all the lavish amenities of their cousins. When The Century of Night befell Goan, they decided to enact revenge on the elves for their forced exile all those many years ago. With that, came a new breed of nightkin, those infected with the curse of their kind. As time has passed, they were viewed as equals within Goan, but not without the Nightshade Accords, which keep them from feeding on the innocent. Only those deemed criminals or asked to be fed upon were allowed.
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๐”๐”ฆ๐” ๐”ฅ๐”ข๐”ฐ
๐”๐”ฆ๐” ๐”ฅ๐”ข๐”ฐ

Those that were born from the ice elves, and first had the curse bestowed on them. While the original generation is long since dead, they have endured mostly unchanged. Their skin tone's pallor is postmortem in hue with varying shades of hair. Their eyes usually glow, and their countenance is adorned in precious metals and gems they mined from the mountains in the Wasting Whites. Most notable are their mouths, which are filled to the brim with sharpened teeth. They can be akin to sharks, snakes, large cats, or anything in-between. While they're technically alive, their proximity to death allows parts of their bodies to rot without consequence. The older the lich, the more and more they look like reanimated corpses until they cease to function and their soul leaves.
Racial Traits: In the Twilight: Since their bodies are capable of taking quite a bit of damage and persevering. When they take what looks to be a death blow, if they don't take any more damage after that, they can recover and return to full function after some rest. If their health hits zero, it actually hits one. They can only do this once per delve and is negated if the enemy is using a sunlight-based attack.
Magic: โฌค โฌค โฌค โฌค
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๐”—๐”ฅ๐”ฏ๐”ž๐”ฉ๐”ฉ๐”ฐ
๐”—๐”ฅ๐”ฏ๐”ž๐”ฉ๐”ฉ๐”ฐ

This subrace was only discovered after the nighkin invaded Goan. The liches found if they brought a living creature to the brink of death with their bite but then were able to keep them alive through a full night that they would reach a state akin to the liches. Being on the precipice of death but not embracing it. They would have the same unnatural appetites as the lich, but without the drawbacks of being out in the day. They served as guards and protectors of their lich brethren. And in return, they were given a near-immortal life and all the riches and lavish lifestyle they weren't able to have before they became nightkin. They resemble a fresh, blood-drained corpse of whatever race they were before. The only thing that sets the apart is the decaying and/or deathly pallor of their skin, glowing eyes, and fangs. They are not as beautiful or intricate as the liches, but they get the job done. They're the only race that is considered "immortal" nowadays and the only "made" race. As such, they can't reproduce.
Racial Traits: Unnatural Hunger: While liches require to drink blood and eat flesh solely for nourishment, the thralls have another use for it. It's what keeps their body from decaying, and makes their countenance more vibrant. Meaning that they usually overindulge if they wish to remain as normal looking as possible. Eating flesh or drinking blood, will give 1-3 temporary HP depending on the freshness and amount.
Magic: ใ€‡ Dependent on their previous race.

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โ„Œ๐”ž๐”ฉ๐”ฃ๐”ฉ๐”ฆ๐”ซ๐”ค๐”ฐ
โ€Šโ„Œ๐”ž๐”ฉ๐”ฃ๐”ฉ๐”ฆ๐”ซ๐”ค๐”ฐ

Once the proud and powerful "winglings," the halflings no longer carry the capability to ascend into the air. Upon escaping Goan, they'd build a floating city in the sky. When the Third Great Ruin happened, those cities crashed into the ocean. They traded their wings to the gods to survive and were brought to Goan mostly unharmed. They had to start anew. The one thing that unifies them is that they always cover their heads, something they did once in their floating cities to show reverence to the sun. They are mostly viewed as freeloaders and useless members of society. They don't view themselves that way, but given that society hasn't given them many opportunities to rise in the ranks... they have formed some of the most well-connected and feared criminal organizations in Goan. The people want them to be "out of sight and out of mind," well they will be with a pocket full of your gold.
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๐”“๐”ฏ๐”ฌ๐”ณ๐”ฆ๐”ซ๐” ๐”ฆ๐”ž๐”ฉ
๐”“๐”ฏ๐”ฌ๐”ณ๐”ฆ๐”ซ๐” ๐”ฆ๐”ž๐”ฉ

Standing at about three feet and some change, with natural-hued skin, brightly colored eyes and hair, and supernaturally quick movements, these makeup most of the halflings that are in Goan. They don't hold onto any threads of being winglings once. Instead, they've let the land fully take them. This is not a detriment to them, as while they have lost the magic that made them special, they instead gained skills and tricks that let them survive. Hearty, great fighters and cunning, swift rogues, a halfling can get out of any situation mostly unscathed.
Racial Traits: Blink and You'll--: The winglings were once very powerful illusionists, and while they have lost their control over magic it's instead embedded itself within them. They can blend into their surroundings without so much thought.They can be tactically invisible three times a day. Meaning they aren't entirely unseen, but they are far harder to perceive with normal means. A secret coin toss will decide this.
Magic: NONE
โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”„๐”ฉ๐”ฒ๐”ฉ๐”ž
๐”„๐”ฉ๐”ฒ๐”ฉ๐”ž

These are the halflings that closely resemble their ancestors. The skin is the color of the skies during sunny weather all the way to stormy. They have bright eyes and bright hair. They stand a little taller, closer to four feet, and are lithe. All alula are born with deformed wings on their back that have to be removed or they will pass from sepsis. And even if they make it, they are a sickly race that is showing signs of dying out due to the mortality rate.
Racial Traits: A Foul Wind: Used to, the winglings could catch the wind and fly anywhere they wished. They could also read it and know where not to fly if a storm was coming or death was in the air. The alula can still sense when bad things are approaching through the wind.They have a danger sense that only activates when there's naturally moving air. While it can be used more than once, it requires a successful coin flip to work.
Magic: โฌค โฌค โฌค โฌค

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๐”‡๐”ฏ๐”ž๐” ๐”ฌ๐”ซ๐”Ÿ๐”ฏ๐”ข๐”ข๐”ก
โ€Š๐”‡๐”ฏ๐”ž๐” ๐”ฌ๐”ซ๐”Ÿ๐”ฏ๐”ข๐”ข๐”ก

No one truly knows how the dragons lost their intelligence and became nothing more than mindless beasts, but they must have known it was going to happen. A few years before the Draconic Wars began, they had taken the shape of humans and bargained with the elves to continue their lineage. In exchange, they'd part with ancient knowledge that allowed one to commune with the gods. Thousands of half-dragons, called draconbreeds, came into existence shortly thereafter. After the Draconic Wars, they were heavily persecuted and ostracized by most of society for what they represented. They only contained an iota of the dragon's power, but that was enough for people to look poorly upon them. In the past thousand years, there's been a ban on how many children they are allowed to have as no matter who they reproduce with, they all come out looking like draconbreeds. Was this the dragons plan all along?
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๐”‡๐”ž๐”ถ๐”ฃ๐”ฆ๐”ฏ๐”ข
๐”‡๐”ž๐”ถ๐”ฃ๐”ฆ๐”ฏ๐”ข

This draconbreed came from elemental dragons, a lower caste but more physical and martial-minded than other breeds of dragons. They only have two horns, and coloring that is more natural--though they can have minor splashes of unnatural hues. They are of average height and build, and if they try hard enough, they can blend in with human society. Many dayfires cut off their horns in hopes of not being persecuted. They've created a commune for their kind in the Shattered Lands where they live peacefully. Others have joined militias, priesthoods, knightdom, and even apprentices to some non-draconbreed craftsmen, trying to prove themselves valuable members of society. A few have joined the halflings in their criminal exploits, the pelagian orcs in their trade companies, or just joined a roving band of marauders. They are left to their own devices as long as they stay out of sight.
Racial Traits: Dangerous Breath: Dragons used to be able to raze anything to the ground with the fire that they expelled from their throats. The dayfire sub-race can do that as well but in a much smaller and more limited amount. They can spew a cone of liquid flame once a day from their mouths. It has the ability to catch all flammable objects aflame, even their own clothes, or do 1 Health Damage to an enemy.
Magic: โฌค โฌค
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๐”‘๐”ฆ๐”ค๐”ฅ๐”ฑ๐”ฃ๐”ฆ๐”ฏ๐”ข
๐”‘๐”ฆ๐”ค๐”ฅ๐”ฑ๐”ฃ๐”ฆ๐”ฏ๐”ข

These draconbreeds were born from elder dragons, and as such look far more draconic than their cousins. They usually have anywhere from two to six horns. Their skin, hair, and eyes can be any color one can imagine. They also have iridescent scales on their arms, back, and legs. They are taller than average and usually paint an imposing figure on the horizon. They are rarer than their cousins, but only because at one time their subrace was hunted down in fear. Most are protected nowadays by becoming vassals to the elves, thralls to the nightkin, or working with the orcs. Unlike the other draconbreeds, they do not share in their culture and as such are at the whims of whoever protect them.
Racial Traits: Dragon's Fear: The high dragons never really used their powers to subjugate or harm others. Instead, they spoke in terrifying absolutes that were able of causing lower dragons to cower in fear and mortals to die. The nightfire can summon that might and cause mortals to become supernaturally frightened. Once a day they can activate this to try to supernaturally frighten any beast that understands the common language and can hear. It is automatically successful for basic enemies but will require a coinflip for NPCs/PCs/Sidebosses. It does not work against minibosses.
Magic: โฌค โฌค


๐•ฟ๐–๐–Š ๐•ฒ๐–”๐–‰๐–˜
๐•ฟ๐–๐–Š ๐•ฒ๐–”๐–‰๐–˜

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๐”—๐”ฅ๐”ข ๐”‰๐”ฌ๐”ฒ๐”ซ๐”ก๐”ž๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”Š๐”ฌ๐”ก๐”ฐ
โ€Š๐”—๐”ฅ๐”ข ๐”‰๐”ฌ๐”ฒ๐”ซ๐”ก๐”ž๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”Š๐”ฌ๐”ก๐”ฐ

These gods represent the core belief systems that hold Goan together. They are the necessary pillars that allow society to progress forward as a whole. They are the most worshipped, and they are rarely seen. It's also rumored that they are the most powerful, though other gods would challenge that.
โœฆ Ikphine, Goddess Of Judgement
Good or evil, corrupt or pure, holy or desecrated, Ikphine holds the scales in which all of these things are judged. She is viewed more as a goddess of balance than a goddess of retribution, but she can be both if needed. She was the one that landed the killing blow onto the High King of the Dragons, ending the war.
โœฆ Dazdur, God Of Sacrifice
Dazdur is the primary elf god that is depicted wearing a golden mask with tears pouring down the front. He is viewed as the catalyst that brought the Walking Gods to Goan and gave them their power. And as such, was turned to stone with the sheer amount of power that flowed through him. That being said, it is believed that he is still living as his body was never found.
โœฆ Mastrix, Goddess of Magic
Mastrix is the goddess that took the primal, unbridled magic from mortal beings and converted it into schools that represented the pinnacles of what power could be. This was to keep another Great Ruin from coming upon them. It is said that the School of Black Magic was her creation.
โœฆ Athar, God Of Commerce
Athar is a curious god to be placed into the Foundation Gods. He didn't participate in the wars but instead worked on keeping what little infrastructure the mortals had during that time alive. It is believed that technology was only capable of progressing due to him. He's also called the "God of Trade" and the "God of Progress."

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๐”Š๐”ฌ๐”ก๐”ฐ ๐”ฌ๐”ฃ ๐”’๐”ฏ๐”ก๐”ข๐”ฏ
โ€Š๐”Š๐”ฌ๐”ก๐”ฐ ๐”ฌ๐”ฃ ๐”’๐”ฏ๐”ก๐”ข๐”ฏ

These are the gods that represent the forces of mortal life that are in their control. These gods are to help guide them on their way and to uplift them when they need help. They are purely benevolent gods. Though they are rarely seen, their influence is heavily felt.
โœฆ Sedmis, God Of Duty
Everyone has a duty. Whether it be to their kin, to their country, to their brothers in arms, to their priesthood, or even to their family and friends. Sedmis represents holding this duty above all things. He is mostly worshipped by lawmen and low-class workers.
โœฆ Wether, Goddess Of Nature and Hearth
Wether straddles two important biomes of existence in Goan. Yet, what she fully represents is making sure that home and the world that it is built in are in harmony. She is a protector of those that wish to see nothing more than love and commitment. Sometimes she is referred to as the "Goddess of Love" or the "Goddess of the Small Things." Her symbol is hung over the mantle in many a home.
โœฆ Thitar, God Of The Chivalry
War is brutal, but there are certain tenants that are to be upheld no matter the circumstance. Thitar represents that oath to protect the innocent and defeat the wicked. Not to harm children or the elderly, and not be violent for violence's sake. He is said to come for any knight, soldier, or vagabond that shows no mercy or decorum. Plucking out one of their eyes and showing it what the world would look like with further brutality. He is worshipped by knights, pacificism-preaching priests, and those that idolize a chivalric life.
โœฆ Dhorbris, Godix Of Death
Many would think that Dhorbris doesn't belong here, but they are at the other end of the spectrum of life. Nothing can live forever. Everything must die, eventually. And there is order in knowing that no matter when the time comes, the time comes for everyone. They make sure that no immortals come to fruition again. That everything follows the cycle as it should. They are worshipped by clergymen, priests, gravediggers, and doctors.

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๐”Š๐”ฌ๐”ก๐”ฐ ๐”ฌ๐”ฃ โ„ญ๐”ฅ๐”ž๐”ฌ๐”ฐ
โ€Š๐”Š๐”ฌ๐”ก๐”ฐ ๐”ฌ๐”ฃ โ„ญ๐”ฅ๐”ž๐”ฌ๐”ฐ

If the gods of order represent what mortals should strive for, the gods of chaos represent the hardships that they should be able to overcome. They were not created just to punish, but to test the mettle of others to allow for a brighter future. A sword cannot reach its peak without first being melted, reformed, and hardened.
โœฆ Gyteus, God of Secrecy
Whispers, subterfuge, lies, smoke, and illusions are all Gyteus's domain. Anything that is hidden from light is in his control. He's the god over lies both good and bad. Over tales of bravery that inspire but are wrought with indulgence. Or the truth behind a family member's passing not being aired out. He also controls the secrets that keep kingdoms intact. But a whisper of his secrets can destroy families, homes, towns, and entire countries. He is worshipped by information brokers, spies, thieves, and bank tellers.
โœฆ Xetune, Goddess Of Torture
Torture, wounds, madness, pain, scars, healing, and overcoming are all of Xetune's domain. While she is known as the goddess of torture, she's also the goddess of who you are when you come out of a dark time. No living being is without trials that test their fortitude and endurance. She makes sure that your suffering is seen, and she releases you when it is finished so you can only become stronger. She is worshipped by the working caste, some draconbreed, yellow magicians, and the repressed.
โœฆ Cismera, Goddess Of Exterminations
The end of all things to make way for new, brighter things is Cismera's domain. While she is invoked by those that wish to do harm, she is also invoked by those that see the end of something as the beginning of something else. That there are only so many souls that can be present in the world, and she has to kill to bring new ones into it. It is not a wide-reaching domain, but it is necessary for things to continue. She's also called the Devourer and the Wombless Mother. She is worshipped by murderers, warlords, palliative healers, and executioners.
โœฆ Zubus, God Of Fame
Glory, gluttony, hedonism, pride, reveling, and lavishing in one's achievements is Zubus's domain. Of all the gods of chaos, he's probably the hardest to find the good in. But there are people out there that would kill, and have done so, for the life of fame and all its promises. It's an ideal to strive for, but a reputation to hold in disgust. Zubus represents what happens when one doesn't find moderation. He's worshipped by gladiators, heroes, powerful magicians, rulers, and those that are trying to reach those heights.

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๐”—๐”ฅ๐”ข ๐”‰๐”ฒ๐”ฉ๐” ๐”ฏ๐”ฒ๐”ช ๐”Š๐”ฌ๐”ก๐”ฐ
โ€Š๐”—๐”ฅ๐”ข ๐”‰๐”ฒ๐”ฉ๐” ๐”ฏ๐”ฒ๐”ช ๐”Š๐”ฌ๐”ก๐”ฐ

These are viewed as lesser gods, demigods in some variations. Yet, despite holding a lower tier of power, they represent things that are closer to what the everyday person wants. They represent and protect basic freedoms, soothe the hurt, and allow for some kindness in the world. It is said that they watch over the other gods, making sure that they remember it's the people of Goan that they serve.
โœฆ Ghaaris, Goddess Of Endings
Not all things end in death. Sometimes different stages of one's life are brought about by events, changes in the world, or the introduction or the exiting of someone important. Ghaaris is there to comfort those going through endings that are transient but still change you for the better or worse. She is not regularly worshipped but instead invoked when needed.
โœฆ Udia, Goddess of the Three Moons
Kastra, Mauldan, and Fiagh are the three moons that circle above Goan, and Udia watches over them and makes sure they turn. She's able to reach the heavens on a stairway of bodies supplied to her by Dhorbris and Cismera. There she makes sure they grace the night sky, that the tides change, young maidens are fertile, and that paths can be divined. She also paints the bodies the color of the sky and releases them into it, making sure no matter goes unused. She is worshipped by midwives, sailors, orange magicians, and embalmers.
โœฆ Vaarae, Goddess Of The Ostracized
The broken, the beaten, the unchampioned, and the disenfranchised are who Vaarae protects. Atop her head and shoulders are constantly burning candles, and the wax leaves puddles of where she has been. While she is the most unseen of the gods, if someone finds a puddle of wax outside their window they know Vaarae is looking over them. If they wake up in the middle of the night to hot wax burning their face, they know that Vaarae is near and that they should change their ways before they are disappeared. Vaarae is worshipped by nomads, orphans, keepers of the sick and impoverished, and anyone in a situation where they can't help themselves.
โœฆ Monah, Goddess of Resistance
The unbending blade, the rebellious spirit, the change for good, and martyrdom are the domains of Monah. Her visage never stays the same, she's appeared as many powerful warriors of the years. Anytime a figurehead pushes for change, it's said to be Monah in disguise. Especially if that figurehead dies to push the movement forward. She is worshipped by clerics, paladins, inquisitors, templars, and all with the military arm of the Holy Order.


๐•ธ๐–†๐–Œ๐–Ž๐–ˆ
๐•ธ๐–†๐–Œ๐–Ž๐–ˆ
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โ„ญ๐”ฏ๐”ข๐”ž๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”ฌ๐”ฃ ๐”ฑ๐”ฅ๐”ข ๐”๐”ž๐”ค๐”ฆ๐”  ๐”–๐” ๐”ฅ๐”ฌ๐”ฌ๐”ฉ๐”ฐ
โ€Šโ„ญ๐”ฏ๐”ข๐”ž๐”ฑ๐”ฆ๐”ฌ๐”ซ ๐”ฌ๐”ฃ ๐”ฑ๐”ฅ๐”ข ๐”๐”ž๐”ค๐”ฆ๐”  ๐”–๐” ๐”ฅ๐”ฌ๐”ฌ๐”ฉ๐”ฐ

In the beginning, all races had access to the primordial magics that lived in the world. They could craft and change the reality on a whim. Yet, every time they became too greedy and spent their magic for selfish purposes, a Great Ruin would come upon them. A massive world-changing disaster that would erupt from the overuse of magic. As if nature itself was starving and taking its hunger pangs out on the world. Three Great Ruins happened before Mastrix, the goddess of Magic, created a way for magic to be used that wouldn't anger nature itself. So, each school was created by a founding principal of magic. They were called the primaries. And to make sure that the mortals couldn't break this system, she removed their hereditary lines into the primordial powers. Instead, they'd have to tap into that magic by understanding it. It actually made way for an age of enlightenment, as the mortals finally understood that their unfiltered use of the primordial forces would send nature into chaos around them. And as such, no Great Ruins came upon them again.

From the primary schools came the secondary ones, created by the mortals but blessed by Mastrix. They combined teachings from two previous schools to create a new one. Each student of these schools would have to learn a foundation spell from each school, and then mix them into their own creation. While they weren't as strong as the primary schools, they were much more innovative. As it stands now, there are only eight schools of magic, but there may be more in the future.

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๐”–๐” ๐”ฅ๐”ฌ๐”ฌ๐”ฉ๐”ฐ ๐”ฌ๐”ฃ ๐”๐”ž๐”ค๐”ฆ๐” 
โ€Š๐”–๐” ๐”ฅ๐”ฌ๐”ฌ๐”ฉ๐”ฐ ๐”ฌ๐”ฃ ๐”๐”ž๐”ค๐”ฆ๐” 

โฌค ๐”š๐”ฅ๐”ฆ๐”ฑ๐”ข
PRIMARY: Physiomancy - The ability to alter the composition and makeup of oneself or a willing participant.
โฌค ๐”…๐”ฉ๐”ž๐” ๐”Ž
PRIMARY: Chronomancy - Control over the flow of time in small increments.
โฌค โ„œ๐”ข๐”ก
PRIMARY: Pyromancy - Burning it all down to get to the ash and start to regrow.
โฌค ๐”œ๐”ข๐”ฉ๐”ฉ๐”ฌ๐”ด
PRIMARY: Mind - Using psychic abilities to attack the mind or fortify it.
โฌค ๐”…๐”ฉ๐”ฒ๐”ข
PRIMARY: Hyrdomancy - Immortalizing things in ice and purifying things with water.
โฌค ๐”Š๐”ฏ๐”ž๐”ถ
SECONDARY: (Black/White): Force- Manipulate and direct pure energy.
โฌค ๐”’๐”ฏ๐”ž๐”ซ๐”ค๐”ข
SECONDARY: (Red/Yellow): Divination- Gathering knowledge through magical means.
โฌค ๐”Š๐”ฏ๐”ข๐”ข๐”ซ
SECONDARY: (Blue/Yellow): Summoning- Creating and materializing a homunculus to fight for you.
โฌค ๐”“๐”ฒ๐”ฏ๐”ญ๐”ฉ๐”ข
SECONDARY: (Blue/Red): Phantasmal- Using light and sound to create illusions both transparent and solid.
โฌค ๐”“๐”ฆ๐”ซ๐”Ž
SECONDARY: (Red/White): Metaphysical- Spells that affect other spells.

๐•ฟ๐–๐–Š ๐•ฝ๐–”๐–‘๐–Š๐–•๐–‘๐–†๐–ž
๐•ฟ๐–๐–Š ๐•ฝ๐–”๐–‘๐–Š๐–•๐–‘๐–†๐–ž

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โ„Œ๐”ฌ๐”ด ๐”ฑ๐”ฅ๐”ข ๐”Š๐”ž๐”ช๐”ข ๐”š๐”ฌ๐”ฏ๐”Ž๐”ฐ
โ€Šโ„Œ๐”ฌ๐”ด ๐”ฑ๐”ฅ๐”ข ๐”Š๐”ž๐”ช๐”ข ๐”š๐”ฌ๐”ฏ๐”Ž๐”ฐ

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โ„Œ๐”ข๐”ž๐”ฉ๐”ฑ๐”ฅ
โ„Œ๐”ข๐”ž๐”ฉ๐”ฑ๐”ฅ

You'll begin the RP with 5 Health. The health doesn't vary between classes. There are no healing spells in this RP, so you can only gain health by resting. You receive temporary health (that spends like health on the level you are on) via healing salves. If you have any temporary health, it disappears after your rest. The gods destroyed healing magic a long time ago for a reason. A reason you might find out.

โ–ฎ Point of Health [color=#d90037]โ–ฎ[/color]
โ–ฏ Lost Point of Health [color=#d90037]โ–ฏ[/color]
โ–ฎ Temporary Health [color=#c2788b]โ–ฎ[/color]

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๐”–๐”ญ๐”ข๐”ซ๐”ก๐”ฆ๐”ซ๐”ค ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ ๐”“๐”ฌ๐”ฆ๐”ซ๐”ฑ๐”ฐ
๐”–๐”ญ๐”ข๐”ซ๐”ก๐”ฆ๐”ซ๐”ค ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ ๐”“๐”ฌ๐”ฆ๐”ซ๐”ฑ๐”ฐ

You start the game with 5 Class Skill points. You'll never gain anymore, but they may change over the course of the RP. See the tab below titled "Tutelage." You'll start the game with three Rank 1 skills (unless your racial trait says otherwise). You will gain more skills as the RP continues. The skills are up to you to create based on your class and magic. But they come in three flavors: Attack, Aid, and Exploration. There's more on that below, but for now, we'll just go over the basics of how that works in all classes.

If you spend a point to ATTACK, then that attack goes through and the enemy loses one HP. NOTE: All enemies, with the exception of minibosses or important NPCs/side bosses, have 1 HP. This is to help the narrative flow of the game. Spend a point, and finish writing out how you kill your enemy. You don't have to wait for me. Yes, this sort of blends all attacks into Spend 1 Point and Get 1 Damage. You get to write and explain how it's different. That being said, certain minibosses may have weaknesses that you discovered during the level. Or they may be noticeable from an aesthetic POV. For instance: you're a red mage and you have a fireball spell, it does 1 damage against everything, always. But this enemy is made of ice. So, the fireball attack is going to do 2 damage instead of one. This is where the attacks can differentiate. And maybe your fireball is ineffectual against a flame-based enemy. These attacks I will tell you the efficacy of these after you've spent the point. I won't be unfair to it. I'll lay hints about and you're more than welcome to investigate. While this is a narrative role-playing game first and foremost. I want the stakes to be evident from the beginning, and it's up to you to plan accordingly.

Spending AID works the same way. Whatever you wish to achieve, whether to defend, apply a stat boost, or remove an effect, it goes through if you have the points to spend.

Spending EXPLORATION is a bit different in the fact, that you don't write the follow-thru, I do. Also that everything you do may not be an automatic success. For instance, you spend an exploration point using your lockpicking skill on a door with no visible locks or unlocked. Or you spend an exploration point kicking down a door that is barred from the other side by something that can't be removed with physical force. These are all trial and error. It wouldn't be exploration otherwise.

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โ„Œ๐”ฌ๐”ด ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ โ„œ๐”ž๐”ซ๐”Ž ๐”š๐”ฌ๐”ฏ๐”Ž๐”ฐ
โ„Œ๐”ฌ๐”ด ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ โ„œ๐”ž๐”ซ๐”Ž ๐”š๐”ฌ๐”ฏ๐”Ž๐”ฐ

You can level up your skills as the RP goes on. See "Devotion" below for how to do that. That'll increase the rank of the skill by one. So, what does that mean? For each increase, you get to participate in a coin toss on whether or not you actually spend that point. For instance, you go to attack and spend one attack point. If you have a Rank 2 in that skill, you bet heads or tails and then a coin is tossed. If you win the coin toss, you regain that spent point. If you lose, you spend it as per usual. This goes for all ranked skills no matter the class or type.

Rank 2: Choose Heads or Tails and toss 1 coin
Rank 3: Choose Heads or Tails and toss 2 coins, as long as one of them lands on your chosen side, you get the point back.
Rank 4: Max Rank: Choose Heads or Tails and toss 3 coins, as long as one of them lands on your chosen side, you get the point back.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”‰๐”ฏ๐”ข๐”ข ๐”„๐” ๐”ฑ๐”ฆ๐”ฌ๐”ซ๐”ฐ
๐”‰๐”ฏ๐”ข๐”ข ๐”„๐” ๐”ฑ๐”ฆ๐”ฌ๐”ซ๐”ฐ

ATTACK - No matter what your class is you can attack with your equipped weapon. You do not spend a skill point to do it. Instead, you attack and then perform a coin toss. If you win, the attack goes through, -1 of Health for the enemy, and you lose nothing. If it doesn't go through, then you are hit for -1 Health. It's to show an untrained attack and that an enemy can make use of your lack of training to damage you. Or even if you are trained, you're tiring and are getting sloppy.

FLEE - If the battle is too much for you, you can always run. No matter if you pass or fail the coin toss, you get out of reach of the enemy. But if you lose it, you lose one point of health as they got an advantaged attack off on you.

INVESTIGATION - This is not like Exploration which takes concentration or skill to handle certain things. Instead, this is you just looking for something. You will discover clues by passing the coin toss. Or you won't if you lose the coin toss. You can only investigate something ONCE. This is to reflect if you notice something in particular or not.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”–๐”ฑ๐”ฏ๐”ฒ๐” ๐”ฑ๐”ฒ๐”ฏ๐”ข
โ€Š๐”–๐”ฑ๐”ฏ๐”ฒ๐” ๐”ฑ๐”ฒ๐”ฏ๐”ข

DELVE โžก RESPITE / TUTELAGE / DEVOTION โžก DELVE

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”‡๐”ข๐”ฉ๐”ณ๐”ข
๐”‡๐”ข๐”ฉ๐”ณ๐”ข

PLAYERS: All
PURPOSE: Move the Story Along
NARRATIVE CONTROL: GM
Stepping inside Ordel'ai you will find yourself in a place that is not of this world. Whatever cursed the Holy City lies at the bottom of what seems like an impossible underground labyrinth. Each level is more unnatural than the last, and at the end, there is a way down to the next one. And despite this being a dungeon crawler, the levels don't look like dungeons at all. Each one is unique and holds in it monsters that no one in Goan has ever seen. And at the end of each level is an arbiter (miniboss) that must be defeated before the level can be reclaimed and the party can rest. Within the level are secrets to discover, story to uncover, NPCs to speak with, and treasure to loot. What will you find? And will you come out in one piece?

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
โ„œ๐”ข๐”ฐ๐”ญ๐”ฆ๐”ฑ๐”ข
โ„œ๐”ข๐”ฐ๐”ญ๐”ฆ๐”ฑ๐”ข

PLAYERS: Any
PURPOSE: Restore all Health and Class Skills; Heal All (non-plot) Ailments
NARRATIVE CONTROL: Players and GM
After battling through a level, you may want to rest and tend to your injuries. These scenes are run entirely by you. You can RP whatever you wish. After the arbiter is killed, you are able to head through the level again and tend to various things. You will not be able to use any exploration skills, this is mainly to change up the scenery. This is a good time to strengthen relationships, question NPCs, look into any artefacts you may have found, etc.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”—๐”ฒ๐”ฑ๐”ข๐”ฉ๐”ž๐”ค๐”ข
๐”—๐”ฒ๐”ฑ๐”ข๐”ฉ๐”ž๐”ค๐”ข

PLAYERS: Two
PURPOSE: The Student: Change the Class of 1 Skill Poing & Learn a New Skill
The Teacher: Gain a Rank
Both: Restore 3 Health & 2 Skill Points
NARRATIVE CONTROL: Players
Different challenges await you in the holy city, and you may not have been prepared to face them. Fortunately, you are not alone, and your fellow party members (or NPCs) can help you learn a new skill. You can only gain a skill that another party member has to teach. AKA a soldier can teach you a combat skill, a mage a magic skill, an explorer an expertise skill, etc. Priests can only teach you something if you share the same god, or if you wish to be converted. The student will gain a new skill and change one of the class skill points to reflect that. The teacher will gain a rank in that specific skill, not one of their choosing. The narrative push is done by the players, and how the training goes will be between the two characters.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”‡๐”ข๐”ณ๐”ฌ๐”ฑ๐”ฆ๐”ฌ๐”ซ
๐”‡๐”ข๐”ณ๐”ฌ๐”ฑ๐”ฆ๐”ฌ๐”ซ

PLAYERS: One
PURPOSE: To Gain a Rank in Any Skill; Gain 2 Health & 1 Skill Point
NARRATIVE CONTROL: Players
Amidst all the chaos, there is time to be alone with one's thoughts and reinforce what you have used to make it better. Whether it is practicing sword techniques, working on stronger spells, praying to your god, or practicing lock picking on an old lock, you wish to get better. Not only do you boost a rank, but you can also rewrite your skill to show that you are stronger and more competent with this. This scene is mainly done alone, but if you do not want to write a solo post for this scene, feel free to have an interlude of speaking with other characters or NPCs. We can also type up a flashback.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
โ„ญ๐”ฉ๐”ž๐”ฐ๐”ฐ ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ๐”ฐ
โ€Šโ„ญ๐”ฉ๐”ž๐”ฐ๐”ฐ ๐”–๐”Ž๐”ฆ๐”ฉ๐”ฉ๐”ฐ

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
โ„ญ๐”ฌ๐”ช๐”Ÿ๐”ž๐”ฑ
โ„ญ๐”ฌ๐”ช๐”Ÿ๐”ž๐”ฑ

ATTACK - These skills reflect attacking with a weapon you are trained in. Whether it be melee or ranged. There's not much complication with this action, but then why should there be?
AID - Defending with your shield, taking a blow for another player, pulling all the aggression you yourself, strengthening your compatriots with a battle cry, etc. There's a lot you can do to help. In your skills, you can add a temporary rank, take away a rank from an enemy, take a point of harm, or make sure that the enemies only attack you.
EXPLORATION - You may ask yourself what a blunt instrument has to do with exploration. Well, you can put those muscles or that dexterity to good use. Climbing, shooting rope up, bashing a door, chopping down a roadblock, etc. While you may not be the best at exploring, that doesn't mean you don't have any tricks of the trade.


โ–ฎ Unspent Combat Skill [color=#006D58]โ–ฎ[/color]
โ–ฏ Spent Combat Skill [color=#006D58]โ–ฏ[/color]
โ–ฎ Temporary Combat Skill [color=#7fa79f]โ–ฎ[/color]

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”ˆ๐”ต๐”ญ๐”ข๐”ฏ๐”ฑ๐”ฆ๐”ฐ๐”ข
๐”ˆ๐”ต๐”ญ๐”ข๐”ฏ๐”ฑ๐”ฆ๐”ฐ๐”ข

ATTACK - You may have not spent years training yourself with a weapon, but that doesn't mean you're defenseless. You could have learned to get behind an enemy and backstab them, set a trap, create an explosive, or poison someone. Not everything relies solely on applying a hammer to a nail.
AID - Applying healing salve, throwing a smoke bomb, creating a distraction, applying anti-venom or the like, making it easier to flee, or even disappearing yourself or others. Aiding others is done in a style that is all your own.
EXPLORATION - Lockpicking, deciphering, navigation, map making, acrobatics, sleight of hand, performing, and the list can go on. No one can beat someone with expertise in exploring. Whether it be for knowledge, treasure, progression, or all three. You know how to lead the way.


โ–ฎ Unspent Expertise Skill [color=#daa520]โ–ฎ[/color]
โ–ฏ Spent Expertise Skill [color=#daa520]โ–ฏ[/color]
โ–ฎ Temporary Expertise Skill [color=#d0bf93]โ–ฎ[/color]

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”๐”ž๐”ค๐”ฆ๐” 
๐”๐”ž๐”ค๐”ฆ๐” 

ATTACK - You can channel your magic into a ferocious attack that reflects the magic school. While not all magical schools have obvious ways of doing damage, they do all have methods of making sure that the enemy is taken down.
AID - Creating an illusion to distract, healing an ailment of a party member, buffing them, cursing an enemy, changing the results of an attack, countering a spell, etc. Magic has many ways to aid the party that doesn't solely rely on harming the enemy (not that anyone will complain about a fully on-fire monster.)
EXPLORATION -Lighting the way, breaking enchantments or illusions, creating walkways from the elements, sending your homunculus, or buffing a party member, there are numerous ways that someone with magic can help explore. While there may not be a spell for every situation, there is a situation for every spell.


โ–ฎ Unspent Magic Skill [color=#0066CD]โ–ฎ[/color]
โ–ฏ Spent Magic Skill [color=#0066CD]โ–ฏ[/color]
โ–ฎ Temporary Magic Skill [color=#91b1d0]โ–ฎ[/color]


๐•ฎ๐–๐–†๐–—๐–†๐–ˆ๐–™๐–Š๐–— ๐•ฎ๐–—๐–Š๐–†๐–™๐–Ž๐–”๐–“
๐•ฎ๐–๐–†๐–—๐–†๐–ˆ๐–™๐–Š๐–— ๐•ฎ๐–—๐–Š๐–†๐–™๐–Ž๐–”๐–“

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
โ„ญ๐”ฅ๐”ž๐”ฏ๐”ž๐” ๐”ฑ๐”ข๐”ฏ โ„ญ๐”ฉ๐”ž๐”ฐ๐”ฐ๐”ข๐”ฐ
โ€Šโ„ญ๐”ฅ๐”ž๐”ฏ๐”ž๐” ๐”ฑ๐”ข๐”ฏ โ„ญ๐”ฉ๐”ž๐”ฐ๐”ฐ๐”ข๐”ฐ

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”–๐”ฌ๐”ฉ๐”ก๐”ฆ๐”ข๐”ฏ
๐”–๐”ฌ๐”ฉ๐”ก๐”ฆ๐”ข๐”ฏ

STARTING POOL - 5 Health & 5 Combat Skill Points
The word soldier can encapsulate a lot of things. You don't have to always have served in a military of some sort. You may have found your allegiance and calling in belief, coin, homestead, love, etc. The unifier of this term is someone who is skilled with combat, whatever that may be. Melee, ranged, unarmed, or anything in between. They usually have their preferred weapon, but they can switch it up as they wish. The only thing they all have in common is that they trained, and trained hard to learn how to fight.
RALLY - Once during a delve, you can summon your strength to push through the fear or pain. You get one temporary health point.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”ˆ๐”ต๐”ญ๐”ฉ๐”ฌ๐”ฏ๐”ข๐”ฏ
๐”ˆ๐”ต๐”ญ๐”ฉ๐”ฌ๐”ฏ๐”ข๐”ฏ

STARTING POOL - 5 Health & 5 Expertise Skill Points
Your goal in life is to see and experience everything you wish to. Maybe it is to find riches unimaginable, maybe to learn secrets both old and new, maybe it's to invent something that no one has ever seen before, and so on. You've honed a craft all your own, and you've gone places with it that no one else could ever imagine. You may not have been trained, attended a school, or served a god, but you aren't to be discredited.
TAKE ANOTHER STAB - If you mess up, you can center yourself and call upon steady hands and a clear mind to try a challenge again. Once a delve, you can reroll anything that required a coin flip.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”๐”ž๐”ค๐”ฆ๐” ๐”ฆ๐”ž๐”ซ
๐”๐”ž๐”ค๐”ฆ๐” ๐”ฆ๐”ž๐”ซ

STARTING POOL - 5 Health & 5 Magic Skill Points
Whether you attended a royal academy, holy order, a small-town gathering of acolytes, or the local witch rapped your knuckles as you practice, you're a magician. You've decided on a school and poured your life into learning its ins and outs. While you don't have to be born with an inherent magical ability, the work is hard enough to dissuade many a person from even attempting it. You've earned recognition by wearing the badge of your chosen school.
PRIMORDIAL SURGE - There is no perfect spell for every situation, sometimes you have to throw everything at an obstacle--living or otherwise. Once per delve, if you need to use a free action attack, it automatically succeeds.

โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…โ–…
๐”“๐”ฏ๐”ฆ๐”ข๐”ฐ๐”ฑ
๐”“๐”ฏ๐”ฆ๐”ข๐”ฐ๐”ฑ

STARTING POOL - 5 Health & 5 Mixed Skill Points
REQUIREMENT - an Oath to a God
You've devoted yourself to seeing through the will of a Walking God. And while some gods are keen on furthering life and cultivating, not all of them are. Your powers can range from empowering magics, to making salves with herbology, to wielding a fiery blade, to even hunting down and murdering your prey. You've learned the skills necessary to honor the will of your god. And as long as you owe fealty to them, then those powers will only grow. If deceive them, you are robbed of your abilities and taken before the god as a heretic to await punishment.
PRAYER - You cannot fail your calling, so you evoke your chosen god to come to your aid and help you overcome all challenges. Once per delve, you get one temporary skill point.

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โ„ญ๐”ฅ๐”ž๐”ฏ๐”ž๐” ๐”ฑ๐”ข๐”ฏ ๐”–๐”ฅ๐”ข๐”ข๐”ฑ
โ€Šโ„ญ๐”ฅ๐”ž๐”ฏ๐”ž๐” ๐”ฑ๐”ข๐”ฏ ๐”–๐”ฅ๐”ข๐”ข๐”ฑ

When submitting the sheet, put it in a hider and put the status box on top, not in a hider. If/when accepted, remove the hider before posting it in the character tab. Feel free to look at my CS for how to answer the various prompts.

NOTE:
โœฆ Enter your own color tags for the ones marked "SILVER."
โœฆ Delete the space between [h r].
โœฆ Delete the space between https:// i.imgur.com.
โœฆ Lie about one thing in your CS. Avoid it being anything skill or point related. Send me the truth, and only me.






๐•ฟ๐–๐–Š ๐•ฝ๐–š๐–‘๐–Š๐–˜
๐•ฟ๐–๐–Š ๐•ฝ๐–š๐–‘๐–Š๐–˜

โœฆ Dont' be a dick.
โœฆ Follow the rules of RP Guild & the widely agreed upon rules of RP.
โœฆ I expect high-quality posts, not high-quantity. They can be both, but don't hurt yourself trying to reach an ambitious word count. This is about fun.
โœฆ Delve posts are due every two weeks. Respite/Tutelage/Devotion/Etc. will need to be concluded within a month's time.
โœฆ Stay active in the OOC.
โœฆ The Discord is mandatory. The coin flipper is on there, along with access to collaboration channels, and answers on the lore and the like from myself.
โœฆ Please communicate with me if you are unable to post. If need be, I can move your character into an inactive slot.
โœฆ If you miss two posting cycles without letting me know, your character will be killed off and placed into the graveyard. Please don't beat yourself up if this happens, I understand that life is not kind sometimes. But the RP needs to move on. Please speak to me if you wish to rejoin.
โœฆ Your character may die in this RP. That does not mean you are out of the RP. By all means, there are people within Ordai'el. We'll work together to get you a new character and get them integrated into the plot.
โœฆ Last by not least, we're here to have fun. See the first rule.

Marquis d'Argenson1, Lailah Gifty Akita2
I mean thereโ€™s a certain hardship in remembering to tip. Or that not everyone was able to go to Coachella. It feels bad when you remember everyone else is poor.


"I don't know why you don't have enough money to go to France. Uh. Ask your dad."

"We're lower middle class, Ambrose."

"Look, you're traveling with me. I'll get you bumped up to first on the plane. Don't worry about it."

I was just making a joke. This is why I need to emoji everything. Eevverrrryytthiinnng.
Cheeseman and I aren't popular. That's a bummer.

What. You guys don't like someone that has never known hardship in their life?
I endeavor to be the best space lawyer and crew face you have ever seen. I take this job with the utmost seriousness and complete sincerity.

@psych0pomp I'm correct in presuming Ambrose's car isn't an old beater, right? Something new, shiny, and brilliant white?


Yep! It screams "a teenager definitely doesn't need to be driving this car, but his uncle owns a car place so it doesn't matter."
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