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Alright, this is an EXSTENSIVE roleplay, and it does help to be familiar with the dice version. However, that's not nessassary. So, let's get on with it. I'll be descriptive enough.
Welcome to Severis, my own little homebrew world. There are six key parts of my world.
The Empire: This grouping of countries is more like mideval europe. There is great turmoil and the Prince of Ereillion has hatched a plot to rule the world, and then destroy it. Rumor has it that far more supernatural means also aide his conquest. This is the biggest power in the world.
Akonyu: This nation is the second biggest power in the world. This nation is rather like feudal Japan. However, other nations are seen as lesser, and so they keep to themselves. Truth be told, if the armies of this nation marched, it would be like squashing a bug with a tree. Can you say 'overkill?' They revere the Emperor as a living god, and abide by it. Customs here would make anyone's head spin if they weren't a native.
Lossouls: This nation lies perpetually frozen, and the four countries within it remain frozen for eternity. There is no life here, all remains burried within the ever shifting snow and ice. This nation experienced a war like no other, but the details have been lost to time. After the war, the princess of one of the nations was beheaded, as she had caused all of the suffering. But, as the nation was weakened, a mage took to the throne room, and cast an epic spell, freezing the entire nation for all time. it's been five hundred years, and to this day, the only memory of this nation is held with bardic songs, and they are dismissed as fantasy. The rare adventurer who visits this place brings back tales of a land frozen seemingly in the middle of spring...
Ameistris: this small nation is on a large island, filled with ruins of some lost civilization. Much of the world's shipping industry makes a stop here, as it is in the middle of the ocean that separates Akonyu and The Empire.
Aquarius: This is the mystical sunken city, located near Ameistris. It is home to many merfolk, who protect their treasures tooth and nail. The waters here contain air, as they have many air breathing visitors. A few miles out, the water becomes normal again.
Freillia: This is a nation in which it perpetually rains, The sun never shining. However, the tropical vegitation never seems to die, and floods often have little effect. Here, it was said a Queen died, and it is her sorrow that had been raining down ever since.
Alright, there we have the common nations and places, the things all of our characters would know, unless we specialized in something more.
Now, for the races:
Humans: Humans are one of the most predominate races in Severis, though many of the other races are confused by human culture, as it is always ever changing at a whirlwind pace. Versatility is the human race's most notable strength. Humans worship a variety of gods and godesses, and run the gamut from good to evil, light to dark skinned, and of course vary wildly in height and weight and physical features.
Elves: These long lived beings are peaceful, prefering nature to cities. They usually live in rather forested areas, and unlike humans, worship usually only one god, Erynu, goddess of nature. Armor produced by the elves seems to have a forested mofif, rather than the common sheer metal of other races. Elves have no about mingling in human lands, always welcome but never at home. They often remain aloof and unfazed by petty happenstance, due to their long lives. Elves usually are half a foot shorter than the normal average height of humans. Elves are fairer and are of lighter weights. Usually, Elves have rather pointed and defined facial features, and always have eyes of a green hue. Elves are also more dexterous than any of the other races, being naturally more flexible. They also have a natural resistance to most magical assults, though are not as physically strong as humans or dwarves.
Half-Elves: Humans and Elves sometimes wed, the elf attracted to the human's energy, the human to the elf's grace.These weddings are short lived, as is the human lifespan. However, there is a lingering legacy, half-elf children, whose lives are often more difficult than members of either heritage that they may come from. Most will find places in human lands, though still feel as if an outsider. So too is the case for those who make their home with other elves. Half elves are usually taller than humans, but shorter than elves. They are often fair skinned like the elven parent, though actual skin tone varies just as much as a humans. Also, their features are crossed between the parents, though almost always have green eyes. they are not quite as limber at their elven parents, but considerably more than humans, and stronger typically than elves, though not like humans.
Dwarves: Shorter and more stout than humans, though broader and weighing about as much, usually being about three feet shorter than humans. They are slow to laugh or jest with strangers, Dwarves are known for their skills in warfare, and the ability to withstand physical and magical punishment. Dwarves usuallt carve out entire kingdoms within mountains, and the treasures they forge are some of the most valuable in the world. Dwarves are long lived, much like elves, and dwarven men wear their beard long, taking immpecable care of them.
Gnomes: Gnomes are welcome everywhere as techicians, alchemists and inventors. Despite this, however, they prefer to remain among their own kind, in comfortable boroughs with animals abound. They adore animals, gems, and jokes of all kinds, and Gnomes are known for their sense of humor. They usually have an average height of being a bit less than a foot shorter than dwarves, and are slight of frame, though are as tough as any dwarf, though not as strong.
Half-orcs: In the wild frontiers, Orc aand Human tribes live, trading in times of peace, and fighting in times of war. Of this, comes Half-orcs. They tend to be short tempered and sullen, and there is no hiding their lineage. Finer things such as poetry and philosiphy are lost on them. They tend to have sloping foreheads, promenent teeth, greyish skin pigmentation, jutting jaws, and coarse body hair. They usually stand on average about a foot and a half taller than average humans.
Halflings: Halflings anre clever, capable nomadic opportunists, and are reacted to with suspicion or curiousity. All too often, halflings prefer trouble to boredom, though the might just as easily hard working and relaiable as a troublesome theif waiting for the big score and then disappear in the dead of night. They often demonstrate a daring that larger people can not match. Halflings, like Gnomes, have rather elvish looking features, though are about an average of half a foot shorter than Gnomes, and are less stocky.
Alrighty, now that that is taken care of, it's time for the Classes.
The Barbarian: From the frozen wastes of the north, and the hellish jungles of the south come brave, even reckless, warriors. Cilvilized society often calls them 'berserkers' or barbarians and suspect them of mayhem implicities, and atroceties. These 'barbarians' however have proven their mettle and their value to those who would be their allies. To enemies who underestimated them, they have proved their cunning, resourcefulness, persistance, and mercilessness. Barbarians distrust establlished religions and prefer a natural, intuitive prelationship with the cosmos. They could also never have a lawful nature, as they are always wild at heart. At best, a barbarian can be free and expressive, and at worst, thoughtlessly destructive. Always, Barbarians are illiterate, though not nessassarily unintelligent.
The Bard: It is said that a bard has a special kind of magic, and the bard proves that saying true. Wandering across the land, gathering lore, telling stories, working magic with his music, and living on the gratitude of his audience- such is the life of a bard. When chance or opportunity draws them into a conflict, bards serve as diplomats, negotiators, messengers, scouts, and spies. A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an ememy of the state, cunningly evading capture and raising the spirits of the depressed. But, magic can spring from an evil heart as well. Evil bards forego blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences 'willingly' give.
The Cleric: The handiwork of the gods is everywhere-in places of natural wonder, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutinable. The gods, however, work mostly through intermediaries-their clerics. Good clerics heal, protect, and avenge. Evil clerics pilliage, destroy, and sabotage. A cleric uses the power of his god to make the god's will manifest. And if a cleric uses his god's power to improve his own lot, that's to be expected too. While some clerics devote themself to a god, some divote themselves to a philosiphy instead. They weild powers a cleric devoted to a god would, but they are not associated with any church, and often are spared from the constant politicking within a given church.
The Druid: The fury of the storm, the gentle strength of the morning sun, the cunning of the fox, the power of the bear- all these and more are are the druid's command. The druid, however, claims no mastry over nature. That claim, they say, is the empty boast of a city dweller. The druid gains her power not by ruiling nature, but by being at one with it To tresspassers in a druid's sacred grove, and to those who feel their wrath, the distinction is overly fine, and often enough realized far too late. Druids cast their spells in the divine fashion much the same way as a cleric, though through nature usually, not a diety, though often they at least respect or revere nature deieties. Often, they journey with an animal companion, which the protect more feircely than they would any other companion.
The Fighter: The questing knight, the conquering overllord, the king's champion, the elite foot soldier, the hardened mercenary, and the bandit king- all are fighters. Fighters can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the land's best souls, willing to face death for the greater good. Others are among the worst, with no qualms about killing for private gain, or even for sport. Whatever their motivations, most live for the thrill of combat and adventure. Of all classes, the fighter had the best all around fighting capabilities. Fighters come about their profession in a variety of ways, whether formal training or self taught.
The Monk: Dotted across the landscapes are monasteries- small, walled cloisters inhabited by Monks who pursue personal perfection through action as well ass contemplation. They train themselves to be versatile warriors skilled at fighting withough weapons or armor. The inhabitants of monasteries headed by good masters serve as protectors of the people. Ready for battle even when barefoot and dressed in peasant clothes, monks can travel unoticed among the populace, catching bandits, warlords, and corrupt nobles unawares. In contrast, the residents of monasteries headed by evil masters rule the surrounding laands through fear, as an evil warlord and his entourage might. Evil monks make ideal spies, infiltrators, and assassins.In either case, an individual monk's goal is to acheive a state beyond the mortal realm.
The Ranger: The forests and hills are home to fierce and cunning creatures. But more fierce and ccunning and powerful is the ranger, a skilled hunter stalker. He knows the woods as if they were his home (as indeed they are) and he knows his prey in every detail. A ranger often accepts the role of protector, aiding those who live in or travel through the woods. He may also adventure for all the reasons a fighter does. A ranger is skilled with a variety of weapons, and some develop such a tie to nature that they begin to call upon natural power in much the same way as a druid does.
The Rogue: Rogues have little in common with one another. Some are stealthy theives. Others are silver-tongued tricksters. Still others are scouts, spies, diplomats, or thugs. What they do share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others don't want theem to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guard's trust, or some random person's pocket money. Some rogues seek fame, others infamy. Figuring out how to thwart a trap or avoid an alarm is great fun for many rogues. Rogues's aren't as capable of prolonged melee cobat, so they rely on opportunistic sneak attacks or ranged attacks. A rogue's stealth makes him the best scout.
The Sorcerer: Sorcerers create magic the way poets create poems, with inborn talent honed by practice. They have no books, no mentors, no theories- just raw power that they direct at will. Some sorcerers claim the blood of dragons cources through their veins. That claim may be true in certain cases- it is common knowlege that certain powerful dragons can take humanoid form and even have humanoid lovers, and it'ss difficult to prove that a given sorcerer does not have a dragon ancestor. It's true that sorcerers have often have striking good looks, with a touch of the exotic that hints at an unusual heritage. Others hold that the claim is either an unsubstantiated boast on the part of certain sorcerers or envious gossip on the part of those who lack the sorcerer's gift. Developing their power is a quest in and of itself, some good sorcerers are driven by thee need to prove themselves, seeking to win places in society and prove themselves to others. Evil sorcerers also feel themselves set apart from others- apart and above. They often adventure to gain power over those they look down upon. Sorcerers tend to have not as much physical power as other classes, relying on keen magical prowess.
The Wizard: A few unintelligable words and and fleeting guestures carry more power than a battle axe, especially when they are the words and guestures of aa wizard. These simple acts make magic seem easy, but they are only a hint at the time a wizard must spend poring over her spellbook preparing each spell for casting, and the years that must be spent in apprenticeship to learn the arts of magic. Wizards ddepend extensively on study to create their magic. They must examine musty old tomes, debate magical theory with their peers, and practice minor magics whenever they can. For a wizard, magic is not a talent but a difficult, rewarding art. Adventuring wizards are cautious, and when prepared, can use their spells to devastating effect.
Paladins will not be available as playable character classes. Sorry, but with how most table top versions are play, the general party suffers from the allignment of being 'chaotic stupid', my own included lol
Weaponry in this RP is not advanced, though primitive pistols do exist. However, be prepared for random explosions when they misfire. I will allow two starting weapons, a ranged and a melee, if you so wish.
Also. NO ABUNDANCE OF ONE CLASS OR RACE. I will allow multiples, yes, but a game is no fun if everyone is a Halfling Barbarian Shuriken specialist. Yes. I have had those in my games. They are fucktarded, but nonetheless acceptible characters.
Continuing on......
There are special monster type races. I will be very picky about who I trust to play one. And if I deem you FAIL AT LIFE with the character, expect a rather strange death for it, most likely involving, tar, chicken feathers, and a depraved Legolas fan-girl. Or a walrus. Not sure yet. I'll probably flip a coin.
Also, if you play a bard and I get one INKLING of 'Disney Princess' your character will be raped. By really, really big tentacles.
You have been warned.
The monster playables are as follows, and with these strict rules and definitions.
Lycanthropes: Lycanthropes are humanoids or giants who can transform themselves into animals, In it's natural form, a lycanthrope looks like any other members of it's kind, although natural lycanthropes and those afflicted for a long time tend to have or aquire features reminicent of their animal forms, such as eye color, shaggy hair, or pointed teeth, though these features range in difference from individual to individual. In animal form, a lycanthrope resembles a powerful version of the normal animal, though on close inspection it's eyes (which often glow red in the dark) show a faint spark of unnatural intelligeance. Evil lycanthropes often hide among normal folk, emerging at night (especcially under the full moon to fuel myths) to spread terror and bloodshed. Good lycanthropes tend to be reclusive individuals, uncomfortable around large numbers of people. The myth of the full moon is unrealistic, as were-creatures (if they are aware of an affliction) can transform at any time.
Lycanthropy can be spread like a disease. Sometimes a humanoid contracts lycanthropy begins life as a normaal humanoid or giant and subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted Lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
A lycanthrope can assume one of three forms, though natural lycanthropes have full control in any they choose. They have a humanoid form, a bipedal hybrid form, and a beastial form. In any of the three, a lycanthrope has the strength of it's animal counterpart, and anyt abilities the animal might have. While in hybrid or best form, they have naturral bite and claw attacks, and can spread lycanthropy as such. While in human or hybid form, they can still weild weapons. However, any clothing or armor being worn when an afflicted lycanthrope trandforms is ruined, and weapons are dropped and must be found later. A natural lycanthrope transforms, and such things merge into the flesh, becoming one with the beast. Any lycanthrope had a natural resistance to damage, unless by a silver weapon.
Natural Lycanthropes are blessed with the knowlege of who they are from birth. Afflicted are not so lucky. If an afflicted lycanthrope becomes aware of the affliction, then can the afflicted assume the hybrid form. Often, even if the afflicted is in control, they often lose themselves in the heat of battle. Lycanthropes have a keen sixth sense and detect other lycanthropes in their presence, thought not nessassarily who the lycanthrope is right off the bat. However, they can their keen sense of smell to quite literally sniff them out.
Were-bear: These creatures while in hybrid form are massive, with shaggy brown fur and long claws with a bear like face.
Were-boar: In humanoid form, they are stocky and with deadly tusks and short fur.
Were-rat: Quick and fast, this humanoid is covered in matted brown fur and has a long hairlesss tail, and the face is distinctly rat like.
Were-Tiger: Sleek and powerful, this humanoid is covered in tawny, striped fur and possesses deadly claws and teeth, usually standing in more than 8 feet tall.
Were-wolves: These lean, feral humanoids are covered in coarse grey fur. They have sharp claws and a wolf like muzzle.
All lycanthropes in any form have an ability to sense danger, giving them a chance to prepare for any kind of battle.
Lycanthropes are hunted, and exterminated without question. There is no mercy or compassion for them, as the evil lycanthropes have made more than a fair reputation for the rest of them. If a lycanthrope slips, and someone sees them, then by all means everyone will be hunting for them.
Vampires: SPARKLE SPARKLE!
There. Your vampire. Bite me.
No vampires. Sorry.
Okay..... that's that... now..... hmmmmm..... sign up sheets? yeah, i think that's a good idea. As with a typical D&D game, you would know nothing about what's going on until you started adventuring. And your reasons for adventuring would differ from person to person. So......... let thee games begin!
Name:
Age:
Race:
Class:
Specialties: (what is your character good at?)
Weapons:
Magical Items:
Biography:
alright..... let us begin.
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