The Map
Skala - The Country of Wolves is predominant occupied by Dwema races, though it also harbors Huma, Bestia, and scarce Orca tribes. Skala is known for its rolling hills, beautiful green mountainscapes, and a bustling coastline optimized for mercantile. There are numerous settlements to the western regions of Skala that are called home by refugees of the Huma Countries that have fled for one reason or another. The capital of Skala is Aura and it is known as the City of Wonders. Aura is built on a man made structure off the coastline and is fueled by hydro generators.
Norda - The Country of Statues is the Dwema Homeland, it is rich in their history and evidence of this is apparent across the land as a whole. Norda is well-known for the smiths and architects that call the country their home, their cities are works of art made of stone and steel, their streets patrolled by war golems and sentient statues that give the country its name. The capitol or Norda is Monga, in the Dwema tongue it means “Life to art.” and within the major city, that is very much the case. Stone constructions shift and turn, bridges are formed between towering pillars, tunnels trail beneath buildings into labyrinthine paths traversable only by those who know it’s inner workings.
Melodia - The Country of Song is seemingly a paradise of meadows, prosperous farmland, and friendly people. It is the religious capital of the Huma people, and faith is law in Melodia, so much so that those who refuse to adhere to the worship of her holiness are subject to imprisonment. The Order has an ever ominous presence and they patrol towns, settlements, and cities indiscriminately seeking out blasphemers to purge from the world.
Vol - The Country of Spires is a strange case when it comes to the regions of Twintania. It is not the most hospitable of lands being hot and dry with only the ocean breeze carrying cool winds into the expanse of brown stone needles. The Spires that offer this region its name are littered with small peepholes and spiral stairs to their summit, traces of the orca races that once occupied the land before their dispersion. While the land is currently unclaimed, Dwema have begun excursions here and have begun to populate the area heavily.
FAQ
What do stats really distinguish if there aren’t any real numbers?
• For every point spent in a single attribute, you’re closer to reaching godhood. A person with ten points in strength will be able to confident ahold and swing a sword with ease, where as someone with fifty points in strength would be able to rip a tree out of the ground. A person with ten points in stamina could sprint in armor for about five minutes before reaching exhaustion, where as someone with fifty could run from one region to another without braking a sweat. Dexterity is a weird one because it’s more of an increase of skill and talent threshold, but it also allows the person to move their bodily more efficiently so ten points you can climb a tree at above average speed, and fifty you are able to balance a dagger on your nose while climbing a tree gracefully. Ten points in intellect you’re reading a book from Twintania and learning a spell but it’ll probably take some time before you master it. Fifty points your skimming the book all the while absorbing every bit of information on the spell. Faith is a bit unique where your faith distinguishes how much favor you have with the goddess, you’re essentially going from a believer, to a practitioner, to a conduit.
What are the limitations on legends? Does a hero need to be inherently good, or can that be ambiguous?
• The Holy Goddess is not picky when it comes to summoning heroes to her world, she is a whale rolling a gatcha and praying for some SSR heroes to make her investment worthwhile. Whether your legend is a horrible necromancer with a dagger that holds one-hundred souls, or a just Paladin whom rides in on horseback, as long as you’re fighting on her team she will summon you.
How much knowledge do the characters have of this world?
• Zero, null, and I’m sure we will get some characters who have sunk hours into a fantasy mmo who will be like “Wow, I know what to do, I used to be a raid leader in my favorite game which this reminds me of.” it brings me joy to say they are surely mistaken.
What are the limits to a character’s abilities?
• There aren’t really any limits, I am fully confident that I will be able to nerf whatever broken or incomprehensible ideas some players may have. Rather than that is more so the fact that you start off as a low-tier Hero Class. And while you are gifted a tool based on your legend, you have no idea if that item will work as gracefully as you intended. If you want to be Gilgamesh and have your legend involve some sort of mage that summons weapons to fire at your enemy, sure, but with your 5 Intellect you’re gunna summon two swords before exhausting yourself. If your character is gifted a quiver that never empties, good luck landing all of those shots with 5 Dexterity. Always strive for improvement.
Will my character learn more abilities as time goes on?
• Yes, so if you give yourself twenty abilities from the starting line you probably won’t learn anything for a long time. This isn’t some VRMMO Roleplay where you need to time your cooldowns and min/max your spells, having simple blanket abilities that are useful and diverse are the way to go.
What do you think the posting speed for this roleplay will be?
• Once per week is what I was thinking, and I work full-time as well so I am capable of working around schedules. Should you go MIA for an extended time however, a GM is puppeting your character so we can get a move on.
How about the actual post substance themselves?
• Three well written paragraphs at the minimum for single person posts, six for collaboratives.
As more questions are answered I’ll add on this, but until then~