This roleplay is currently full. However, there is a waiting list. If you wish to join, let me know!
This roleplay functions more as a series of 1x1s than as a traditional RP. Please be aware of this!
RULES
Firstly, all standard RPGuild rules apply.
Secondly, respect your fellow players OOCly no matter what happens. Be excellent to each other!
Thirdly, respect the mechanics of the roleplay. They're simple and straightforward, so that shouldn't be a problem!
Fourthly, try to post once a week if possible, or to hold a roleplay session over Discord with me once a week. I'll be holding myself to the same standard. If you need to take extended leave, just let me know!
Fifthly, remember that you should be keeping who your character is a secret. I can't force you to do this, but I'd like you to do this so that people are surprised when they meet each other.
Finally, please understand that death can happen. I am not intending to make this roleplay a meatgrinder into which you throw your characters, but there are very real risks of defeat in whatever you do. Sometimes, it is best to heed the better part of valor.
Something I forgot initially - let's generally keep things PG13. A lot of people may end up interacting, and I'd rather not worry about NSFW content reaching the wrong people!
MECHANICS Destiny - Every character in this roleplay has a measure of Destiny. This is the power of fate, that strange, divine string that pulls the chosen into the places they need to be. Each character starts with a limited pool of Destiny, though more powerful, influential characters have less starting Destiny than more mundane ones. You may invoke the power of Destiny at any time to do one of several things:
Get out of a bad situation
Narrate a change to the scene
Ask for an unexpected intervention, such as from an ally or someone with a common foe
Force an encounter with another player (within reason; you must know their identity and you must be in the same area)
Do something beyond the normal limits of your character (within reason)
Uncover a vital secret or clue if you are lost
Activate a powerful magical artifact
Cheat death
...and whatever else may come up during play. That should cover most uses, however.
Destiny does not replenish easily. In fact, it's very rare that you will recover any during play. Treat your starting pool of Destiny as your ONLY pool, because you may not get any more after the game's start.
Peril - Sometimes you may find yourself wandering into an area that spells almost certain doom for your character, or perhaps you will get an uneasy feeling, a warning of some dire event to come. When in such a perilous situation, I will code text with crimson so that you are well aware of the danger ahead. This isn't necessarily a guaranteed demise, but it does mean that you should tread carefully, because these circumstances are very dangerous for your character.
Music - You may have noticed that the headers of different sections are actually URL links. They lead to songs on YouTube that I think fit the situation. You don't have to click them, but feel free to do so if you want to get a sense of the mood I'm trying to set!
Someone in Discord asked me about the size of the region and about travel times. I freaked out and then proceeded to puke some math into the chat.
Below is the excerpt from Discord explaining the matter:
TRAVEL TIMES AND THE SIZE OF THE REGION
Okay, so I'm going to use Germany as a comparison. This whole region is about 2x the size of Germany, AKA about the size of Texas, in square kilometers.
For exact measurements, I'll say that the map's vertical (North/South) is 960 kilmoneters long, AKA 596 miles. Its horizantal distance (East/West) is 720 kilometers or 447 miles. This gives us 691,200 kilometers squared / 266874 miles squared, roughly speaking.
Going by medieval travel times, you can travel at roughly...
- Travel on foot, with luggage: 15 km / 9 miles. (75 km / 46 miles per week with 1-2 days rest) - Travel on foot, minimum luggage: 20-22 km / 12.5-14 miles. (100-110 km, 65 miles per week with 1-2 days rest) - Travel on horseback, no spare horse: 30-40 km, 19-25 miles. (150-200 km, 95-125 miles per week with 1-2 days rest) - Travel on horseback, with a spare horse: 40-60 km, 25-37 miles. (200-300 km, 125-185 miles per week with 1-2 days rest)
So, let's say you wanted to go from the center of Burgher's Bay to the center of the Theocracy. That's roughly 1/4 the vertical distance of the map. Assuming flat, level terrain the whole way without any bends in the road, that would be 240 kilometers. Traveling a distance of 240 kilometers by foot with minimal luggage would give you a travel time of roughly 14-15 days. However, there's also swampy terrain, hills, twists in the road, and other such difficulties. Therefore, you're probably looking at something closer to 18-20. Traveling by horseback, depending on the steed and the skill of the rider and the terrain, could shorten the trip to perhaps 9-15 days. If you didn't take a day off, you could shorten travel times further.
Also, bear the seasons in mind. This is a cold land - a really cold land. When winter hits, it becomes much harder to travel. Increase travel times by around 50% in winter, and moreover it's just more dangerous. Likewise, spring and autumn rains can turn unpaved roads into muddy messes. Summer is really the best time to do your traveling.
Now, specifics as to WHERE you're traveling are important.
Going along a road? Easy! (Bear in mind that the roads on the map aren't the ONLY roads/paths. They're just the main roads, and the most likely to be paved in any way.)
Going through a forest? Not so easy at all.
Traveling to the other side of the mountains? Get ready for a trip.
Now... There is a mountain pass in the mountains. You can probably see it on the map. It's MUCH quicker than going around the mountains. But here be tariffs, matey!
The plot will be moving similarly to IRL. Namely, every 2 weeks IRL is going to be 18 days in the setting itself. (Yes, this is weird, but you'll see why.)
Years will be 360 days long. The year is divided into five seasons, each of which is split into two 36 day months, for ten months in the world. So, every two weeks IRL = 1/4 a season in the setting.
THE MONTHS Spring Dawning - Spring Waning - Summer Dawning - Summer Waning - Fall Dawning - Fall Waning - Winter Dawning - Winter Waning - Frost Dawning - Frost Waning
Frost is just an even harsher winter. And yes, this means that whereas every other season only lasts 72 days, winter overall lasts 144 days. Winters are long and harsh in this world.
DAYS OF THE WEEK There are nine days of the week in the human calendar, each named after a hero or leader of the past. They are arranged in alphabetical order: Alnsday, Bjornsday, Brensday, Dolsday, Kormsday, Morsday, Narlsday, Thegnsday, Ulsday
A fortnight is thus two weeks, or 18 days long - exactly 1/2 of each month.
Hopefully this helps everyone understand posting rates and story pacing!
"E'er shall the birds be wont to sing, as sheets of white give way to spring." Talir the Poet
The sun awakens to the morning's kiss, and the long dark of the frosts is finally banished. The snows yet hang upon the trees and rest in blankets on the hills and plains, yet they become mushy beneath boots, melting away under the warming light of the sun. Small game eagerly makes its way out of hiding. Spring has come at last.
Druids all around Ulrania predict that it shall be a pleasant and gentle spring, and that rainfall shall be plentiful. Soothsayers in the rural regions suggest that it is a time of fertility in more ways than one, and that those who wish for children should try for them with their partners now.
But talk of the weather and of birth is far from the only topic on the minds of the people. With the terrible frost giving way to spring, the roads are open to travel again, and rumors quickly begin to spread as traders and adventurers make their way from town to town.
Rumors
Spreading from the kingdom of Larisar comes talk of some sort of strange, winged lizard-monster terrorizing the woodsmen and farmers. Nobody knows for sure how many people have been hurt or died, but certainly this must be dire news.
Similarly, it is rumored that the northernmost farmlands of the Reunited Kingdom are suffering strange disappearances. Travelers on the road seem to vanish, and farmers have begun to bar their doors.
The second son of the Kingdom of Bolten, Prince Ahriman, is said to be pressured to seek the hand of a maiden soon.
People marvel at the feats of the Priest King. In his reign, the Theocracy has risen to prominence, an equal to the Reunited Kingdom. Heaven answers the prayers of His Holiness. He is truly a blessed man.
There is talk among the people of the north - from the Theocracy and the Reunited Kingdom on to Burgher's Bay - that perhaps it would be wise to set bounties on the beastkin. They are dangerous creatures, and certainly cannot be trusted.
Rumor has it that the dwarves of Thal Burzak whisper of some sort of prophecy. But the dwarves do not readily tell strangers of their secret ways, and it is marvel that any word at all has escaped their underground homes about these rumors.
A practitioner of dark magic - a witch, they say - is rumored to be traveling the Southlands. They say she has many potions and trinkets, and can hex one's enemies! Is she real? Can she be trusted?
Raids on the border between the Reunited Kingdom and the Graylands have increased, but everyone knows the border guard is holding up fine. It always has.
Events
A wealth of gold has been discovered by adventurers in the Southlands! The party drunkenly claims that he found it while plundering one of the many ruins dotting the land. Perhaps there is yet treasure to be found in dark places?
The Crimson Order requests aid. The dangers of Avistar's Folly are too great this year, and they ask for the help of adventurers as well as of the Reunited Kingdom and the Kingdom of Larisar. Thus far, no help is forthcoming.
Though war has not been officially declared, the Theocracy of Stennar and the Reunited Kingdom are clearly girding themselves for war. Both realms claim to be inheritors of Ulrain, and those who watch the pass through the Stormlash Mountains are agitated and tense. One bad move, one errant spark could be all that is needed to ignite the whole region in the fires of war.
The Southlands need no such excuses and the retinues of petty lords are already being drummed up to die on the field of battle yet again.
There has been recent conflict between the Reunited Kingdom and the goblins squatting in the Putrid Bog. The goblins suffered heavy losses, but disease has begun to spread into the heartland. The captain who led his men into a chase into the diseased swamps has been chastised greatly for his actions.
Legends
First King Ulrain is known to have wielded a magical blade, though nobody knows what truly came of it. It went missing when his line began to war with itself. Such a weapon would be a symbol to reunite humanity, and could usher in a new era of prosperity. But... where is it?
They say that a great, horned demon stalks the lands of Ulrania, splitting men in two like great pieces of lumber. This creature is used as a boogieman in children's tales. The details of what the creature actually is vary: a giant demon, a minotaur, or another of the Beastshaper's creations... But legends have circulated about this terrible creature for many years.
Nobody knows what came of the Frost Queen after the great Wizard Wars. The Beastshaper was slain; the Necromancer destroyed by his own hand; and other wizards came and went in their own way. But the Frost Queen simply vanished. Where could she be now?
The tower on Wizard's Isle (which is definitely NOT the Frost Queen's home) has long been the subject of mystery. It has no doors, no windows, no entrances that can be seen; and it simply appeared on the isle one day long ago. Who lives there? What manner of sorcery is performed? Nobody is bold enough to try to break in and find out.
Oh, the Songlake... once it was the most beautiful of all places in the land. Now it is but a shell of its former self. It is believed that once there was a beautiful maiden of its waters that watched over the lake, but that she retreated when the corruption from Avistar's Folly spread into her domain. Nobody truly knows how to fix it. It would surely take a great wizard or perhaps the spirits of nature to begin the process.
Giants once marched across Ulrania. Where are they now? Their bones and their ruins can yet be found in the hills and mountains, but they have long since been unseen. Even dragonkind, ever evasive of human lands, has been seen in recent years. So... where are the giants?
Like those before me, I too shall steal the setup of someone who already made a really cool sheet template!
Is Thievery (lockpicking, pickpocketing) an acceptable profession? Or would you rather it be something else? (If something else, I would probably go with 'Cobbling.')
And I apologize if the sheet got a little long. I was actually going to make her a priestess at first (I had a great picture for it), but then I thought of Frog from Chrono Trigger and decided to put my own spin on the trope.
I was also unsure what sort of stats to give the character. I hope it all seems okay!
Littlelings (sometimes called "littles") are a gentle species with chubby builds and pointed ears that look remarkably like short humans. They tend to stand between 3'6" and 4'0" in height. They are known for being surprisingly agile and are stereotyped as lazy, laidback farmers and shepherds. They tend to be found wherever humans live, but they also are known to have small, secluded villages in the foothills of mountains where tall people won't bother them. They have inherently low strength, high dexterity, and above average charisma.
Born a littleling, Branwen has always been on the smaller, chubbier side, as all littlelings are. She has her people's signature ears and eyes, and she is more athletic than most of her kin. Nobody would call her imposing, however. Her neighbors and friends always used to think of her as rather cute.
Unfortunately, Branwen doesn't get to look like a Littleling anymore. She only gets to turn into one when struck with silver or belladonna. Constant exposure to those substances will eventually kill her.
Branwen's form is that of a hybrid between a littleling and a mouse. It's not an intimidating sight at all. Her fur is the same color as her auburn hair but with specks of white, and her eyes are as green as her normal eyes.
Ever since turning into a weremouse, Branwen hasn't been able to find a good pair of shoes. Pants also don't tend to be tailored with mice in mind, so she wears small skirts instead.
Personality
In spite of everything she's been through, Branwen remains upbeat and optimistic. Indeed, she's so confidently optimistic that it can be threatening! She looks at her size as an advantage, and her curse as a challenge to be overcome. Branwen isn't the sort of girl that backs down from a challenge!
Brave and reckless are also words used to describe Branwen. She is truthfully quite a fearful person, but she overcomes her fears and faces their source. She leaps boldly into the fray when her allies are in danger, or when anyone is in danger. As she likes to say, "The smallest stand the tallest!" It's not a statement with basis in literal truth, of course.
The would-be knight is quick with a smile and loves to joke around. Branwen can be serious when needed, of course, but she prefers to lighten the mood as best she can. The littleling is a sucker for meeting new people and loves to show them around. Branwen has multiple catchphrases and loves witty banter.
Cheese is Branwen's not-so-secret weakness ever since she was turned into a weremouse. It's a guilty pleasure of hers, and she gets mad at herself for enjoying it so much. Peanut butter is a guiltless close second. Peanut butter cookies are the ultimate bribe for the poor girl.
History
Branwen was born a cobbler's daughter in the human kingdom of Brelania. A small, mountainous but wealthy realm with steep cliffs, Brelania was surrounded by larger powers that nevertheless were wary of picking a fight with the realm because of its brave, well trained knights might not be enough to win a war, but it would be enough to make invading the realm a costly gambit.
It was on those green cliffs that young Branwen learned to get her nose into trouble. She didn't care much for her father's work, and certainly didn't want to be his apprentice. She would venture out into the cliffs and the hills, tripping over rocks, scraping her knees, and otherwise hurting herself. And whenever her mother would take her into the city to go shopping, little Branwen always found a way into mischief. Petty theft and small pranks were her pastimes, and she usually got away. Usually.
After getting caught by a young noble while trying to snatch his purse, the noble's bodyguards took it upon themselves to beat the thirteen year old senseless. A knight, however, took pity on the littleling girl and intervened, stopping the noble and his bodyguards. Inspired, the young littleling decided from that day forward she wanted to be a knight as well. She vowed to become a knight no matter what it took!
But there has never been a littleling knight. Knights are mighty, questing warriors clad in the heaviest of armors, paragons of chivalric honor. Littlelings are inherently too weak to bear such burdens, and the knights Branwen asked to serve either laughed at her or politely declined. Nevertheless, young Branwen persisted, and she was able to find a tutor in the noble Sir Veren. He admired the would-be hero's tenacity and accepted her as his squire.
Unfortunately, tragedy struck when Veren and Branwen were questing together in an abandoned keep near Brelania. Attacked by a witch and her minions, it was a struggle for survival, and Veren was defeated by the witch's terrible magics. The witch mocked young Branwen, for the girl had become overcome by her fear and had been unable to help her master at a crucial moment. Instead of killing her, the witch wove a terrible curse onto her. Dark magics transformed Branwen into a weremouse, the form the witch felt most befitting of Branwen's display during the battle. The painful transformation was enough to knock the girl unconscious. When she awoke, Sir Veren and the witch were gone.
It has been two years since that fateful day, and Branwen has sworn revenge on the witch. She quests now for three purposes: to find and rescue Sir Veren, to earn her knighthood, and to undo her curse. And this time, this time Branwen won't run away. When she finds the witch, she will face her in honorable combat... and win!
Captain || Lv. 15 || Cobbling
Stats
STR: F VIT: C DEX: A INT: C WIS: F CHA: B (primary)
Captain Overview A Captain is a skilled warrior, but also a commander and a tactician. They are often the first into battle, leading their allies by example. They are charismatic leaders akin to bards, but they trade magical ability for martial prowess. Some Captains tend favor heavy weapons, and others favor weapons that require more finesse.
Captains have three kinds of abilities: Shouts, Commands, and Techniques. Shouts affect all of the Captain's allies around her, though some are aggressive shouts that impact her enemies. Commands are orders to a specific ally that provide bonuses if obeyed (such as bonus damage, regeneration, or extra effects on an attack). Commands can never be used on the Captain herself. Techniques are martial abilities such as special attacks or defensive stances.
Captains are competent fighters and skilled leaders. They are proficient with most weapons, though not particularly unusual or exotic ones, and can use shields, light armor, and medium armor.
Immunities
Disease - Weremice are inherently immune to disease.
Resistances
Poison - Poison attacks and magic are less effective against weremice. (Belladonna overcomes this resistance.)
Fear - Branwen is a courageous littleling. Yes, she is afraid of battle; yes, she fears whatever grisly fate awaits her. But she swallows that fear and turns it into valor, facing her challenges with incredible resolve!
Earth Magic - Littlelings are associated with the Earth element, and thus take reduced damage from Earth-based abilities such as stone and acid.
Weaknesses
Silver - Silvery weapons do incredible harm to the little knight - twice as much as attacks from a normal weapon! It also turns her into a regular littleling for a time, reducing her Dexterity to a 'B' rating. Likewise, magic circles that use silver as a component can keep her at bay as if she were a demon or evil spirit. She can neither cross nor break such circles! Constant exposure to silver will eventually kill Branwen.
Belladonna - Also known as deadly nightshade, this poisonous herb will not only turn Branwen back into a littleling (which reduces her Dexterity to a 'B' rating), but will also severely sicken her. Ingesting it or being stabbed by a weapon coated with it is deadly for any therianthrope. Constant exposure to belladonna will eventually kill Branwen.
Full Moon - While normally Branwen is in control of her mind, she loses control of herself entirely on the night of a full moon. She takes precautions to keep herself from hurting anyone.
Air Magic - Littlelings are associated with the Earth element, and thus take increased damage from Air-based abilities such as wind and lightning.
Cheese - The mere smell of good cheese is enough to distract Branwen from her mission, such as it does all weremice. Peanut butter has similar (but more muted) effects.
Equipment
Hope's Edge - A blessed short sword that deals extra damage to unholy creatures such as the undead. A gift from her mentor, Sir Veren, this blade is Branwen's most prized possession. Gambeson - A lightweight armor made of padded cloth. Simple, mundane, but effective! Allows the wearer to take full advantage of their dexterity. This gambeson is dark green in color. Traveling Gear - All the basic necessities for travel! Includes a lantern, rope, waterskin, trail rations, bedroll, and all that other good stuff. Dagger (x2) - A serviceable backup weapon. Far from mighty, but it never hurts to have a spare! Can be thrown if necessary. Cobbler's Kit - A shoemaker's tools! Too bad Branwen can't really wear shoes anymore. But she can make them! Belt of Leaping - A magical, studded red belt that enhances its wearer's ability to jump. A useful tool! Peasant's Garb - A simple set of peasant's clothes with a skirt. It's patchwork and worn, but it's serviceable!
Skills & Spells
Mouse Form (Racial, Active) - As a weremouse, Branwen can turn into a regular, mundane mouse, which is a very sneaky form. However, doing so takes quite a bit of energy and leaves her equipment behind. Actually, it leaves her everything behind. Yes, everything!
Gnaw (Racial, Active) - Very few things can keep a weremouse trapped! Branwen can chew her way out of most physical forms of entanglement (such as ropes, nets, and vines).
Keen Senses (Racial, Passive) - Branwen's sense of smell and hearing are massively augmented by being a weremouse, far beyond those of normal folk. This is (usually) a good thing!
Inspire Courage (Shout, Active) - Branwen lets out an encouraging shout, giving her allies a boost to their attack and giving them resistance to fear effects!
Rallying Command (Command, Active) - Branwen commands an ally to attack an enemy. If they do so and succeed, they regain some hit points!
Parry and Riposte (Technique, Passive) - Branwen has a chance to parry melee attacks. If she succeeds, she may attempt a counterattack!
Low Blow (Technique, Active) - A rude attack that takes advantage of Branwen's reduced height. She aims for the groin, stunning an enemy briefly and reducing their combat statistics for a time!
You will all be added to the roster on the first post of the Characters tab, bringing me to fifteen player characters. This is my absolute maximum number of players. I tried to fit everyone I could.
If you want to be added to Discord, send me a PM requesting it as soon as you can. Again, only approved players, please!
WAITING LIST
Anyone that wasn't selected to join the roster, please PM me if you have a completed sheet and I will add you to the waiting list (unless for some reason I don't think your character is ready).
Hey guys, letting everyone know I'm headed to bed. You have roughly 3 hours left to submit final character forms unless you're okay with going on a waiting list.
@Reia Hey, just stumbled across this RP this last Sunday. I may have missed this in the thread, but will you be accepting applications to go on the waiting list after the RP launches?