OOC The Dark Arisen

Should more playable races be added?

  • No, there are already enough

    Votes: 2 28.6%
  • Yes, but only adding subspecies

    Votes: 0 0.0%
  • Yes, and new species should be added

    Votes: 5 71.4%
  • I haven't joined this RP, but would with more options for species

    Votes: 0 0.0%
  • I haven't joined this RP, but think the amount of species is fine as is

    Votes: 0 0.0%

  • Total voters
    7
  • Poll closed .


"Please insert fancy quote here."
-Me.



The Dark Arisen

IC THREAD

For 379 years, dragons and wyverns have ruled over the continent of Varanitil, using magical artifacts to subjugate the other species who once held dominion over the land. A caste system based on species was put in place, with a ruling council of wyverns and dragons taking the titles of gods. The rule was at first harsh, however as time passed most species higher in the caste grew tired and allowed more freedoms to those they grew comfortable with. This eventually led to jealousy and fighting within the castes, as members fought to gain the favour of those above them. As time passed the ruling caste no longer even needed to lift a finger, as those below them would deal with any threats themselves in their fight for power. However, the wyverns slowly began viewing themselves as superior, and recently began fighting to gain power over the dragons, while creatures from the deep slowly corrupted the minds and wills of those on either side. Now a conflict is brewing at the highest levels of power, and a darkness is spreading, blocking out the sun and allowing creatures previously unknown to walk freely upon the surface.



@Chir' will be helping run this RP.
Also special thanks to @Firewing and @Champion Greninjoid for helping with names, ideas, and feedback for the RP before its release.


-This is a medieval fantasy style roleplay, so modern technology will not be permitted.
-No metagaming, or otherwise acting on information your character would not know.
-Character limit is 2, but is subject to change.
-Only species provided in the list of playable species may be used.
-No time manipulation or time travel abilities.
-Please use (parentheses) for OOC and "quotes" for when your character is speaking.
-This is a turn-based roleplay, so after you post an action you have to wait for a response from the GM. Certain things, such as talking between characters, do not take up an action, however please do not progress the RP too much while people are offline.
-If you have to go offline for more than a week, please inform me or one of the other people running this RP.
-There will be ways to cheat death, and bring back dead characters, but try not to die in the first place.

Characters:
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The level cap is currently 100, but most things will be unlocked by level 50.
All characters start at level 1.
Every level requires 10000×(L×1.5/100) exp. to reach the next level, with "L" being your current level.
Each level you get +2 points to spend on improving your characters stats, but you cannot improve any stat above 30.
Each level also gives you +5 HP.
There are five stats which determine your characters physical and mental abilities.
-Strength improves your characters physical strength, and tasks related to that. It also generally helps with melee combat.​
-Agility improves your characters speed and dexterity. It generally helps with ranged combat, stealth, and dodging.​
-Endurance effects how much damage your characters can take, and how long they can perform certain tasks, among other things.​
-Intelligence is used to improve magical abilities, and skills related to knowledge and information.​
-Charisma effects how your character interacts with other NPCs.​
When making a character, you can add +2 to one stat and +1 to a second stat, but you must have at least -1 from one stat. You cannot split the increase of 2 into two 1s. You can reduce more than just -1, if you want to for some reason. These stat changes are applied before changes from species.
Each stat has a modifier, with it increasing by 1 for every two points above 10, or decreasing by 1 for every two points below 10.

Combat:
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Combat is based on dice rolls (or a random number generator when dice aren't available), so in any fight that a character can escape from, they can die. So if a battle isn't going your way, always remember that running is an option.
Players always act before enemies, unless an enemy has a certain ability, or a player is under an effect which forces them to act after enemies.
One such effect is being ambushed, which always allows enemies to attack once without players being able to respond, before switching to normal turn order.​
The current damage types are Fire, Frost, Shock, Poison, Acid, Viral, Necrotic, Psychic, Dark, Light/Radiant, Slash, Piercing, and Blunt.
Unarmed attack starts at 1d4, with Strength allowing for +1d4 for every 5 levels above 10.
A standard melee weapon will use your Strength modifier to decide if it hits, a standard ranged weapon will normally use your Agility modifier, and a standard spell will use your Intelligence modifier.
There are five size categories in this RP: Small, Medium, Large, Massive, and Gigantic. Small is any size below 1.2m, Medium is any size between Small and Large, Large is any size between 1.8m and 3.0m, Massive is any size greater than Large and less than 10m, Gigantic is any size greater than Massive.
Dodging attacks is based on your size, Agility modifier, and any armour you are wearing. The attacker first needs to roll a d20 depending on their weapon, and add the relevant modifiers, and must be higher than the defenders dodge chance. Dodge chance has a base level of 2 against Melee attacks, 3 for ranged Magic attacks, and 4 for standard Ranged attacks. Agility modifier is then added, and then a size modifier. Small size adds +3 to dodge chance, Medium size adds +1, Large size has no change, Massive size has -2, and Gigantic has -5. Players or NPCs can also expend their action to dodge, which adds +6 to dodge chance.
Damage dealt is entirely based on what weapon is used, with each weapon specifying damage output and any modifiers used. However, specific damage types can increase or decrease damage dealt, with each weakness or strength having a certain percentage which is added to the final damage result, and if it results in a decimal, will be rounded down.

Exploration:
---------------
Players will need to eat, sleep, and drink, so if you're going on a long journey, remember to pack supplies for it. I'm not sure how this will work yet though, so it is current disabled.
Temperature and weather can also play a role in certain situations, such as decreasing accuracy, decreasing max HP, etc.
Common, Avian, Draconic, Deep Draconic, Thieves' Common, Silish, Merchant's Tongue, Satryre, Serpent's Cant, Aquatic.

Spells can be learned once the RP has started, and spells do not count as abilities.
Firebolt:
Required Level: 1​
Type: Pyromancy​
Description: A basic ranged spell where the caster creates a small ball of fire, which can then be thrown up to 15 metres before dissippating. On a successful hit it does 1d4 Fire damage, plus Intelligence modifier.​
Frostbolt:
Required Level: 3​
Type: Cryomancy​
Lesser Transmute:
Required Level: 5​
Type:​
Turn one inanimate object into another material. You must have the type of material with you, and can only convert an area the size of a 50cm cube.​
Lesser Polymorph:
Requried Level: 15​
Type:​
Raise Dead:
Required Level: 1​
Type: Conjuration (Necromancy)​
Raise one dead body equal or below your level to fight for you. The undead is unable to perform any actions other than basic melee attacks however, can only have a maximum HP of 12, and has a -15% weakness to Fire and Light damage. The spell does not work on fallen undead.​
Thorn Growth:
Required Level: 5​
Type:​
Five large vines covered in thorns grow out from the ground, and attempt to wrap around and bind the nearest target. The vines do not differentiate between living creatures however, so even the caster of the spell is at risk if they get too close. The vines do 5d4 Piercing damage each turn to a target they have wrapped around.​

More information will be available later, as I'm mostly just releasing the OOC so people can work on characters, and provide feedback on anything here.

Humans are the baseline species. They are used as the average for most things, and are rather boring. However, they can at the very least do pretty much anything if they try hard enough, even if they can't do it very well.
Kin are humans that have, in some way, taken on some of the traits of another species.
Elves are species similar to humans, but have a more bluish skin, and are generally taller than most humans.
Humans:
Str +0, Agl +0, End +0, Int +0, Cha +0​
Their average height, weight, and lifespan are the same as humans IRL.​
They're just normal humans, so they have no special abilities related to their species.​
Elves:
Str +0, Agl +2, End -2, Int +0, Cha +0​
Height: 1.8 - 2.2m Weight: 55 - 70kg Lifespan: 280 - 620​
Elves have a -10% weakness to Poison, but a +10% resistance to Slash damage. They also have a +4 to hit chance with any weapon based on Agility.​
Kin:
Str +0, Agl +0, End +0, Int +0, Cha +0​
The same average height as humans, normally with a slightly higher average weight than humans because of the features of their other species.​
Kin gain the highest and lowest stat of their second species, and also a few physical features from it as well. Kin can gain wings, but cannot use them to fly. However, once a day, they can become the species of their kin type and gain all of the attributes from that species. The transformation only lasts for three turns in combat, or 1 hour outside of combat.​
Satrytes are a species of goat-like dwarves, with rough, almost stone-like skin, as well as the legs, horns, and tail of a goat. They live in and around mountains, and work as farmers or miners.

All Satrytes have the following changes:
Height: 0.8 - 1.2m​
Weight: 90 - 120kg​
Lifespan: 70 - 90 years​
+Can speak and understand Satryre.​
+5% resistance to Fire and Frost.​
-10% weakness to Viral, Acid, and Poison damage.​
-Can only wear armour designed for them.​
Hill Satrytes
Str +1, Agl -2, End +2, Int -2, Cha +1​
Hill Satrytes normally live on the outside of mountains, and live the lives of farmers. They often have less advanced technology than the other Satrytes, but are more well known across Varanitil.​

Mountain Satrytes
Str +2, Agl -3, End +3, Int -1, Cha +0​
Mountain Satrytes have slowly adjusted to life underground, and often live the lives of miners and blacksmiths. Some of their technology is the finest in Varanitil, but most of their advancements are related to mining and smithing.​
Deep Satrytes
Str -1, Agl +2, End -3, Int +2, Cha +0​
Deep Satrytes are normally the result of when a group of Mountain Satrytes dig too deep, and their bodies and minds get twisted by the forces that lurk below Varanitil. They have a +10% resistance to Dark and Necrotic damage, a -15% weakness to Psychic damage, have light sensivity causing disadvantage on rolls that require sight in bright environments, and lose the weaknesses and resistances of normal Satrytes.​
Canids are a humanoid species made up of the various species in the Canidae family, native to the Eastern regions of Varanitil. They are split into the more fox-like and the more dog, wolf, or coyote-like Canids. Due to how common they are, they don't really have much of a reputation.

All Canids have the following changes:
Height: 1.3 - 1.5m​
Weight: 70 - 95kg​
Lifespan: 60 - 80 years​
+Improved hearing and sense of smell.​
+They can attack by biting if required, which does 1d6 extra damage on top of their normal unarmed attack, and its damage is changed to piercing.​
-Their ears are quite sensitive, so loud noises can be harmful.​
-5% weakness to Fire.​
Fox-like Canids:
Str +0, Agl +2, End +1, Int +0, Cha +0​

Wolf and Coyote-like Canids:
Str +2, Agl +0, End +1, Int +0, Cha +0​
Sivits are a cat-like species native to the southwestern desert regions of Varanitil, where they trade various fabrics and spices in exchange for various goods to aid their survival. They are a nomadic people, rarely staying in place for long, however some have settled down in towns or cities for an easier life. Less common are the more serval-like Sirveks, which are mostly known for being mages skilled in esoteric spells and magic types.

All Sivits have the following changes:
Height: 1.4 - 1.85m​
Weight: 60 - 75kg​
Lifespan: 55 -70 years.​
+Can speak and understand Silish.​
+Improved hearing.​
+5% resistance to Fire, Frost, and Viral damage types.​
+Improved vision at night.​
+5 to Agility saving throws.​
-15% weakness to Dark damage types.​
-Can't swim.​
Sivits:
Str -1, Agl +2, End +0, Int +1, Cha +1​
Sivits have a reputation as thieves outside of the desert, but in the desert they are known for being reliable traders and merchants, giving them a bonus or penalty to bartering and haggling depending on whether or not they are in the desert.​

Sirveks:
Str -2, Agl +2, End -1, Int +3, Cha +0​
Serveks are a more Serval like subspecies of Sivits, and have quite a high capability for magic, however they also are quite good with stealth, due to them being able to gain a +10 bonus to stealth in a sandstorm, blizzard, heavy rain, fog, or other similar environmental conditions.​
Celyries are an otter-like species, known for being traders and merchants, and quite friendly. However, under their friendly demeanor lies a violent temper, and the two subgroups of Celyrie-Calypheos and Felyreos-have a history or bloody wars against each other. However, there is currently a peace between them, due to the Felyreos now mostly inhabiting the water, while the Calypheos remain on land.

All Celyrie have the following changes:
Height: 1.2 - 1.4m​
Weight: 45 - 60kg​
Lifespan: Approximately 50 -70 years​
+They are able to swim faster than they can run, and see perfectly while underwater.​
+Using magic they can create a small bubble of air around their heads to breathe in, and can hold their breath for three times as long as other species.​
-They have -5 on any Intimidation checks.​
-5% weakness to Poison, Viral, Dark, and Necrotic damage types.​
Calypheos:
Str +0, Agl +0, End -3, Int +1, Cha +4​
Calypheos have advantage on all Charisma checks involving bartering or haggling.​
Felyreos:
Str -2, Agl +2, End -3, Int +2, Cha +2​
Felyreos have the ability to change between anthro and feral forms at will, with the feral form not being able to use equipment, and having -2 Endurance, but having +8 Agility.​
Nagas are a species of snake hybrids, created when a group of humans attempted to use magic to adapt their bodies to the desert and become stronger. The results of this range from anthropomorphic snakes to humans with a snake-like tail in the place of their legs. Their society is now based on what snake-like features one has, often with the most snake-like form being considered superior to ones with more human characteristics.

All Nagas have the following changes:
Height: Depends on subspecies​
Weight: Depends on subspecies​
Lifespan: Approximately 70-95 years.​
+Can speak and understand Serpent's Cant.​
+They have the ability to sense heat from up to 30 metres away.​
+15% resistance to Poison, Viral, Necrotic, and Dark damage.​
-20% weakness to Frost and Fire damage.​
-10% weakness to Radiant damage.​
-Can't swim.​
-Nagas are carnivores, and can only eat meat or other such things.​
True Naga/Pure Naga:
Height: Depends mostly on how much of the length of the tail is being used for height, but on average ranges from 1.5 to 2.4 metres.​
Weight: 185 - 220kg.​
Str +3, Agl -2, End +2, Int +0, Cha -3​
Pure Nagas are often seen as the leaders of groups of Nagas, due to them being closest creature to being a snake. Their entire body is snake-like, with a tail instead of legs. They have the ability to spit venom up to 10 metres, which does 4d4 Poison damage, with +1d4 every 5 levels, to a maximum of 10 additional d4s. They can also lunge at targets up to 5 metres away.​

Half Naga/Part Naga/Serpentaur:
Height: Depends mostly on how much of the tail is being used for height, but on average ranges from 1.5 to 2.4 metres.​
Weight: 170 - 210kg.​
Str +2, Agl -1, End +1, Int +0, Cha -2​
Half Nagas, also known as Part Nagas or Serpentaurs, have a human upper body, but with a snake tail instead of legs. They have the ability to lunge at targets up to 5 metres away, similar to a Pure Naga, but lack any kind of venom.​

Anthro Naga:
Str +1, Agl +0, End +1, Int +0, Cha -2​
Height: 1.3 -1.6 metres.​
Weight: 80 - 100kg.​
Anthro Nagas, also known as (name WIP), have normal legs, unlike other types of Naga. Their lower body is still scale-covered however, and they do have a tail. Their upper body has varying amounts of scales and other snake like features, but they always have snake-like eyes, and the ability to spit venom. Their venom has a range of 5 metres, and does 4d4 Poison damage, with +1d4 every 5 levels, to a maximum of 8 additional d4s.​
Cervitaurs are a species of creatures that have the body of a deer, however in the place where its head should be if it were a normal deer is the upper body of another creature, or in some cases, a humanoid deer. They're known for being quite popular around bars and taverns, and being quite friendly and helpful. However the full deer Cervituars, and a few others, do sometimes find those stereotypes quite demeaning, and prefer to live a quiet life away from other species.

All Cervitaurs have the following changes:
Height: 1.8 - 2.4m​
Weight: 140 - 250kg.​
Lifespan: 80 - 125 years.​
+They can run quite fast and carry much more than other species.​
+12% resistance to Blunt damage.​
-Cervitaurs are unable to wear most armour unless it is specifically designed for them, however they can wear gauntlets and chestplates designed for humanoid species.​
-10% weakness to Slash damage.​
-Cervitaurs are herbivores, and can only eat plants and other such things.​
Full Deer Cervitaur:
Str +1, Agl +0, End +2, Int +1, Cha -2​
Full Deer Cervitaurs have a deer-like upper body, and are known to have some kind of force making them want to protect nature. Once a day they can manipulate the growth of any nearby plants to perform some kind of action, such as tying someone up, or impaling them with thorns.​

Part Deer Cervitaur:
Str +1, Agl +0, End +2, Int -2, Cha +1​
Part Deer Cervitaurs can have the upper body of a Human, Elf, Canid, Sivit, or Kobold, however they will always have antlers. They lack any of the nature magic Full Deer Cervituars have.​
Avians are bird-like humanoids, once known for having a large empire famous for its art and literature, but now are often seen as just messengers and couriers since the rise of the dragons. Harpies are a combination of an Avian and a Human, and some believe that they are related to the Kin, having the legs, wings, and tail of a bird, while the rest of their body is human, except for a small number of Harpies that also have beaks.

All Avians have the following changes:
+Can speak and understand Avian.​
+Can fly.​
+1d6 damage when attacking while flying.​
-Can't perform actions or use items that require the use of hand while flying.​
-15% weakness to Shock damage.​
-5% weakness to Fire or Frost damage.​
Avians:
Str +0, Agl +2, End -2, Int +0, Cha +0​
Avians gain a +5% resistance to either Frost or Fire, depending on which they have a weakness to. They are also able to perform a magical attack where they can summon 3 to 5 feathers and launch them towards enemies, dealing 1d4 damage per a feather.​
Harpies:
Str +0, Agl +2, End -1, Int +0, Cha -2​
Harpies are nowhere near as common as regular Avians, due to them living in mountainous regions away from most civilisations. Despite this, and common stereotypes depicting them as child stealers, they are quite civilized, and are just as capable of regular Avians. Depending on if their feathers are light or dark, they get a bonus to stealth during the day or night respectively.​
Kobolds, despite being normally known for being clumsy and cowardly, are actually surprisingly skilled at various skills, such as trapmaking and magic. They can be especially dangerous in groups, as their individual weakness can be made up for by their greater agility and numbers.

All kobolds have the following changes:
Height: Between 0.6 and 1 metres.​
Weight: Between 10 and 20 kilograms.​
Lifespan: Approximately 110-130 years.​
+Can speak and understand Draconic.​
+Base unarmed attack increased by 3 and changed to slash damage.​
+Increased attack when fighting with allies, with +2 damage for each ally nearby.​
+Able to see slightly better in the dark compared to other species.​
+Being a draconic species, non-draconic species may be forced to follow your commands if they are under the influence of the artifacts.​
-Kobolds, due to their nature, and the artifacts, have a disadvantage against resisting the influence of dragons in charisma checks.​
-Kobolds are carnivores.​
Northern
Str -2, Agl +1, End +1, Int +1, Cha -1​
Northern Kobolds have fur in addition to the normal scales of other kobolds, which help insulate them from the cold weather of their natural home in the north. They also have a 15% resistance to frost, and a 20% weakness to fire.​
Southern
Str -1, Agl +2, End -1, Int +1, Cha -1​
Southern Kobolds are found in the forest regions of the southeast, and are pretty average when it comes to kobolds. They often have varying amounts of feathers, and are what most people think of when they think of kobolds.​
Western
Str -2, Agl +2, End +0, Int -1, Cha +1​
The Western Kobolds, being adapted to the desert environment of the southwest, have a 15% resistance to fire, and a 20% weakness to frost. They also lack the improved vision in the dark that other kobolds have.​
Eastern
Str -1, Agl +3, End -3, Int +0, Cha +0​
Eastern Kobolds are based off Eastern Dragons, also known as Lung Dragons, or noodles. They rely mostly on greater agility over endurance, and have advantage on dodging attacks.​
Deep
Str +1, Agl +1, End -1, Int +2, Cha -3​
Deep Kobolds naturally live underground, and have a reputation for evil. Because of this reputation, it has been quite difficult for them to interact with other species, and normally they resort to crime. They have a natural ability to briefly become invisible, but can go permanently blind when exposed to light. Deep Kobolds are also able to speak a special dialect of Draconic, known as Deep Draconic. Their eyes are sensitive to light, causing a decrease in perception and an increased chance of missing while in bright areas, but gain improved sight in dark environments.​
Mineral
Str -2, Agl +1, End +2, Int +1, Cha -2​
Mineral Kobolds are primarily made of various metals, with one metal taking the place of their blood, and making up most of their body. Any non-living object (not including undead) can slowly be turned into the same metal that the Mineral Kobold has as their blood. Possible metals for a Mineral Kobold are: Copper, Silver, Titanium, Tungsten, Tin, Aluminum, Lead, Bismuth, Nickel, Zinc, Brass, and Bronze.​

Aquatic
Str +1, Agl +2, End -4, Int +0, Cha -1​
Aquatic Kobolds generally are a bit smaller and frailer than other species of Kobold, and have a 10% weakness to Frost and Poison, but are unmatched in their fighting abilities when compared to other Kobolds, capable of quickly running in and attacking, before dodging out of their way. Their ability to breathe underwater has also allowed them to ambush and retreat with ease when in areas with large amounts of water.​
Dragons are one of the most powerful species in Varanitil, due to their physical and magical abilities, and their use of magical artifacts to improve their power. They are the current rulers of the continent, and their rule will likely never end, unless attacked from the inside.


All dragons have the following changes:
Height: Between 2.5 and 10 metres.​
Weight: Varies​
Lifespan: Approximately 1000-1200 years.​
+Can speak and understand Draconic.​
+Can fly.​
+Base unarmed damage increased by 6 and changed to slash damage.​
+Improved vision in dark environments.​
+Being a draconic species, non-draconic species may be forced to follow your commands if they are under the influence of the artifacts.​
-Most dragons are too big to fit in most areas.​
-Dragons are seen as the enemy by most, due to their use of the artifacts, so they have Disadvantage on certain Charisma checks.​
-Dragons are unable to wear armour not designed specifically for the wearer, due to their differing sizes and shapes.​
-Dragons are carnivores.​
Northern
Str +2, Agl -1, End +1, Int +1, Cha -2​
Northern Dragons are often mostly covered in fur, helping insulate them from the cold environment they live in. They have a 20% resistance to frost, and a 25% weakness to fire. They also have a bonus of +3 to Intimidation, and an Frost breath attack. They also lack the light sensitivity of other dragons, but have Disadvantage on Endurance checks outside of cold areas.​
Southern
Str +2, Agl +1, End -1, Int +0, Cha -2​
Southern Dragons are the average dragons found in the world, often having varying amounts of feathers, and are normally a bit smaller than other types of dragons. They have a breath attack, that can be either Poison, Acid, Shock, Fire, or Frost.​
Western
Str +3, Agl +0, End -2, Int -2, Cha +1​
Western Dragons are native to the southwestern deserts, and have a 20% resistance to fire, and a 25% weakness to frost. They have a Fire breath attack, and don't have any sensitivity to light, but lack the improved vision in the dark that other dragons have.​
Eastern
Str -1, Agl +4, End -3, Int +2, Cha +0​
Eastern Dragons, being similar Lung Dragons, also known as noodles, are focused more on agility, relying on dodging over taking hits. They have advantage on dodging, but take 15% more slash and blunt damage. They also lack any kind of breath attack.​
Deep
Str +1, Agl +0, End +2, Int +3, Cha -4​
Deep Dragons have a reputation for evil, and are often associated with things like war, death, disease, and other such things. Other species hate them, and most Deep Dragons hate other species. They are also highly skilled with magic, especially blood magic, even having special organs related to it. However, exposure to light can cause permanent blindness, as well as an increased chance of failng any checks that require sight, and healing and food items that are not related to blood or blood magic are not as effective. Deep Dragons are also able to speak a special dialect of Draconic, known as Deep Draconic, and have the ability to spit paralytic venom at others.​
Mineral
Str +2, Agl -2, End +4, Int -3, Cha -3​
Mineral Dragons are primarily made of various metals, with few organic parts. One metal in particular takes the place of their blood, and makes up most of their body. Anything they touch is slowly be turned into the same metal that they have as their blood, even if they don't want to. Some clothing however can be used to prevent them from turning things to metal. Possible metals for a Mineral Dragon are: Copper, Silver, Gold, Osmium, Platinum, Palladium, Rhodium, Rhenium, Titanium, Zirconium, Tungsten, Tin, Molybdenum, Aluminum, Lead, Bismuth, Nickel, Cobalt, Chromium, Zinc, Brass, and Bronze.​
They are also able to convert Mineral Kobolds to be the same metal as the Mineral Dragon that converted them, and have a habit of hoarding valuable or shiny objects. Mineral Dragons also have a breath attack, which sprays molten metal of the same type they are, and targets hit by it are converted to metal faster when a Mineral Dragon attempts to do so.​
Aquatic
Str +2, Agl +3, End -2, Int -2, Cha -1​
Aquatic dragons may not be known for intelligence, but still have managed to develop skills and tactics that compliment their strong attacking abilities. Being able to breathe underwater and swim with ease, they're able to perform hit and run attacks on anyone that dares to try attacking their waters. However, they do have a 15% weakness to Frost and Poison as a minor tradeoff for their other abilities. Aquatic dragons also get an extra 2d4 with their bite attack.​
Most undead are known as mindless beings brought back from the dead by necromancers, often to serve in various plots. However, certain rituals can be performed while a creature is still living to prevent its soul from leaving its body. This allows it to retain its mind and free will, even after becoming undead.
Any species can become undead, however they lose any abilities that come from being that species, including flight. However, they gain the following changes.
+1 to Agility.​
+ Immune to Poison and Disease.​
+10% Resistance to Frost.​
+Undead don't need any kind of food, water, or rest.​
-/+ Healing magic harms you, however Necrotic damage heals you.​
-10% Resistance to Fire.​
-1 to either Strength or Endurance, as well as -1 Charisma.​
-Most citizens will fear you, and guards will attack on sight, unless you can hide that you are undead, or join certain groups and carry their symbol.​

Name/Nickname/Alias:
--=ATTRIBUTES=--
Species: (Please refer to the list for available species)
Appearance: (Images, descriptions, or both)
Sex & Gender:
Height & Weight: (Metric or Imperial)
Alignment: (Whether you work for The Light, The Dark, some other faction, or no one.)
Personality: (If you can, please add this, but as I know there are people who have difficulties describing personalities applications may still be accepted without this filled in)
Known Languages: (All characters are able to speak and understand up to 2 languages, not including languages included with species. One should normally be Common/English, but that technically isn't required.)
Backstory: (Recommended, but not strictly necessary)
--=STATS=--
HP: (Base starting HP is between 10 and 20)
CURRENCY: (Base starting CURRENCY is between 0 and 25)
Stats: (You can add +2 to one stat and +1 to a second stat, but you must have at least -1 from one stat. You cannot split the increase of 2 into two 1s. You can reduce more than just -1, if you want to for some reason. These stat changes are applied before changes from species.)
Strength: (Base starting Strength is 10)​
Agility: (Base starting Agility is 10)​
Endurance: (Base starting Endurance is 10)​
Intelligence: (Base starting Intelligence is 10)​
Charisma: (Base starting Charisma is 10)​
Abilities: (Abilities that can be actively used by your character, and use an action.)
Passive Traits: (Effects that are always active and part of your character. They can be either positive, negative, or both.)
Items/Inventory: (Add here starting items your characters have. Limited to 3 starting items.)


Coming Soon


There's some stuff I haven't been able to really add properly to the thread so far, and this release might have a few errors in it, so please feel free to ask questions or provide feedback.'


Here's the map:
Varanitil WIP 1 (1).jpg
 
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- @Animus Viral : Krome
- @CasuallyChillin’ : Sunlijanirou
- @Champion Greninjoid : Serprus
- @Elemental 131 : Kari
- @Esther : Silvaro Everburn
- @Firewing : Unkiza Filize
- @Ganransu : Void
- @RazorBlade : Vix Earthtalon



29.04.2022-A : Fixed a few errors in the template.
29.04.2022 : Added Aquatic Dragons.
15.04.2022-A : Added an extra sentence for expending an action to dodge.
15.04.2022 : Added the rules for dodging attacks to the Gameplay Rules, dividing the Gameplay Rules into subsections.
15.03.2022 : Updated Current Characters
14.03.2022 : Updated Current Characters
12.03.2022 : Began work on adding the religion to the main post.
11.03.2022 : Fixed a number of typos and added continued changes to spells. I forgot to make entries for the changes earlier, so here's this.
08.02.2022 : Changed the light sensitivity of dragons and kobolds, and added it to deep Satrytes.
19.01.2022 : Fixed a few typos, made a few changes to stats, and began work adding more of the combat rules.
15.01.2022 : Added a map and releases the IC.
13.01.2022 : Added a few things to the spell.
11.01.2022 : Added Spell List and Language List.
10.01.2022 : Fixed a few things with the rules, including adding some to the template, and updated Current Characters.
09.01.2022 : Fixed a few errors with the character template, updated Current Characters, and added some more information to the thread.
08.01.2022 : Posted Thread.
 
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"Please insert fancy quote here."
-Me.



The Dark Arisen

FIRST RELEASE | NOW ACCEPTING FEEDBACK AND CHARACTER APPLICATIONS

For 379 years, dragons and wyverns have ruled over the continent of Varanitil, using magical artifacts to subjugate the other species who once held dominion over the land. A caste system based on species was put in place, with a ruling council of wyverns and dragons taking the titles of gods. The rule was at first harsh, however as time passed most species higher in the caste grew tired and allowed more freedoms to those they grew comfortable with. This eventually led to jealousy and fighting within the castes, as members fought to gain the favour of those above them. As time passed the ruling caste no longer even needed to lift a finger, as those below them would deal with any threats themselves in their fight for power. However, the wyverns slowly began viewing themselves as superior, and recently began fighting to gain power over the dragons, while creatures from the deep slowly corrupted the minds and wills of those on either side. Now a conflict is brewing at the highest levels of power, and a darkness is spreading, blocking out the sun and allowing creatures previously unknown to walk freely upon the surface.



@Chir' will be helping run this RP.
Also special thanks to @Firewing and @Champion Greninjoid for helping with names, ideas, and feedback for the RP before its release.

-No metagaming, or otherwise acting on information your character would not know.
-Character limit is 2, but is subject to change.
-Only species provided in the list of playable species may be used.
-No time manipulation or time travel abilities.
-Please use (parentheses) for OOC and "quotes" for when your character is speaking.
-This is a turn-based roleplay, so after you post an action you have to wait for a response from the GM. Certain things, such as talking between characters, do not take up an action, however please do not progress the RP too much while people are offline.
-If you have to go offline for more than a week, please inform me or one of the other people running this RP.
-There will be ways to cheat death, and bring back dead characters, but try not to die in the first place.

The level cap is currently 100, but you will probably finish unlocking anything around level 20-30, I'm not sure yet.
Every level requires 10000×(L×1.5/100) exp. to reach the next level, with "L" being your current level.
Each level you get +2 points to spend on improving your characters stats, but you cannot improve any stat above 30.
Each level also gives you +5 HP.
There are five stats which determine your characters physical and mental abilities.
-Strength improves your characters physical strength, and tasks related to that. It also generally helps with melee combat.​
-Agility improves your characters speed and dexterity. It generally helps with ranged combat, stealth, and dodging.​
-Endurance effects how much damage your characters can take, and how long they can perform certain tasks, among other things.​
-Intelligence is used to improve magical abilities, and skills related to knowledge and information.​
-Charisma effects how your character interacts with other NPCs.​
Combat is based on dice rolls (or a random number generator when dice aren't available), so in any fight that a character can escape from, they can die. So if a battle isn't going your way, always remember that running is an option.
Players always act before enemies, unless an enemy has a certain ability, or a player is under an effect which forces them to act after enemies.
One such effect is being ambushed, which always allows enemies to attack once without players being able to respond, before switching to normal turn order.​
Players will need to eat, sleep, and drink, so if you're going on a long journey, remember to pack supplies for it.
Temperature and weather can also play a role in certain situations.

Spells can be learned once the RP has started, and spells do not count as abilities.

More information will be available later, as I'm mostly just releasing the OOC so people can work on characters, and provide feedback on anything here.

Humans are the baseline species. They are used as the average for most things, and are rather boring. However, they can at the very least do pretty much anything if they try hard enough, even if they can't do it very well.
Kin are humans that have, in some way, taken on some of the traits of another species.
Elves are species similar to humans, but have a more bluish skin, and are generally taller than most humans.
Humans:
Str +0, Agl +0, End +0, Int +0, Cha +0​
Their average height, weight, and lifespan are the same as humans IRL.​
They're just normal humans, so they have no special abilities related to their species.​
Elves:
Str +0, Agl +2, End -2, Int +0, Cha +0​
Height: 1.8 - 2.2m Weight: 55 - 70kg Lifespan: 280 - 620​
Elves have a -10% weakness to Poison, but a +10% resistance to Slash damage. They also have a +4 to hit chance with any weapon based on Agility.​
Kin:
Str +0, Agl +0, End +0, Int +0, Cha +0​
The same average height as humans, normally with a slightly higher average weight than humans because of the features of their other species.​
Kin gain the highest and lowest stat of their second species, and also a few physical features from it as well. Kin can gain wings, but cannot use them to fly. However, once a day, then can become the species of their kin type and gain all of the attributes from that species. The transformation only lasts for three turns in combat, or 1 hour outside of combat.​
Satrytes are a species of goat-like dwarves, with rough, almost stone-like skin, as well as the legs, horns, and tail of a goat. They live in and around mountains, and work as farmers or miners.

All Satrytes have the following changes:
Height: 0.8 - 1.2m​
Weight: 90 - 120kg​
Lifespan: 70 - 90 years​
+5% resistance to Fire and Frost.​
-10% weakness to Viral, Acid, and Poison damage.​
-Can only wear armour designed for them.​
Hill Satrytes
Str +1, Agl -2, End +2, Int -1, Cha +0​

Mountain Satrytes
Str +2, Agl -3, End +3, Int -1, Cha +0​

Deep Satrytes
Str -1, Agl +2, End -3, Int +2, Cha +0​
Canids are a humanoid species made up of the various species in the Canidae family, native to the Eastern regions of Varanitil. They are split into the more fox-like and the more dog, wolf, or coyote-like Canids. Due to how common they are, they don't really have much of a reputation.

All Canids have the following changes:
Height: 1.3 - 1.5m​
Weight: (Currently undecided)​
Lifespan: 60 - 80 years​
+Improved hearing and sense of smell.​
+They can attack by biting if required, which does 1d6 extra damage on top of their normal unarmed attack, and its damage is changed to piercing.​
-Their ears are quite sensitive, so loud noises can be harmful.​
-5% weakness to Fire.​
Fox-like Canids:
Str +0, Agl +2, End +1, Int +0, Cha +0​

Wolf and Coyote-like Canids:
Str +2, Agl +0, End +1, Int +0, Cha +0​
Sivits are a cat-like species native to the southwestern desert regions of Varanitil, where they trade various fabrics and spices in exchange for various goods to aid their survival. They are a nomadic people, rarely staying in place for long, however some have settled down in towns or cities for an easier life. Less common are the more serval-like Sirveks, which are mostly known for being mages skilled in esoteric spells and magic types.

All Sivits have the following changes:
Height: 1.4 - 1.85m​
Weight:​
Lifespan:​
+Improved hearing.​
+5% resistance to Fire, Frost, and Viral damage types.​
+Improved vision at night.​
+5 to Agility saving throws.​
-15% weakness to Dark damage types.​
-Can't swim.​
Sivits:
Str -1, Agl +2, End +0, Int +1, Cha +1​
Sivits have a reputation as theives outside of the desert, but in the desert they are known for being reliable traders and merchants, giving them a bonus or penalty to bartering and haggling depending on whether or not they are in the desert.​

Sirveks:
Str -2, Agl +2, End -1, Int +3, Cha +0​
Serveks are a more Serval like subspecies of Sivits, and have quite a high capability for magic, however they also are quite good with stealth, due to them being able to gain a +10 bonus to stealth in a sandstorm, blizzard, heavy rain, fog, or other similar environmental conditions.​
Celyries are an otter-like species, known for being traders and merchants, and quite friendly. However, under their friendly demeanor lies a violent temper, and the two subgroups of Celyrie-Calypheos and Felyreos-have a history or bloody wars against each other. However, there is currently a peace between them, due to the Felyreos now mostly inhabiting the water, while the Calypheos remain on land.

All Celyrie have the following changes:
Height: 1.2 - 1.4m​
Weight: 45 - 60kg​
Lifespan: Approximately 50 -70 years​
+They are able to swim faster than they can run, and see perfectly while underwater.​
+Using magic they can create a small bubble of air around their heads to breathe in, and can hold their breath for three times as long as other species.​
-They have -5 on any Intimidation checks.​
-5% weakness to Poison, Viral, Dark, and Necrotic damage types.​
Calypheos:
Str +0, Agl +0, End -3, Int +1, Cha +4​
Calypheos have advantage on all Charisma checks involving bartering or haggling.​
Felyreos:
Str -2, Agl +2, End -3, Int +2, Cha +2​
Felyreos have the ability to change between anthro and feral forms at will, with the feral form not being able to use equipment, and having -2 Endurance, but having +8 Agility.​
Nagas are a species of snake hybrids, created when a group of humans attempted to use magic to adapt their bodies to the desert and become stronger. The results of this range from anthropomorphic snakes to humans with a snake-like tail in the place of their legs. Their society is now based on what snake-like features one has, often with the most snake-like form being considered superior to ones with more human characteristics.

All Nagas have the following changes:
Height: Depends on subspecies​
Weight: Depends on subspecies​
Lifespan: Approximately 70-95 years.​
+They have the ability to sense heat from up to 30 metres away.​
+15% resistance to Poison, Viral, Necrotic, and Dark damage.​
-20% weakness to Frost and Fire damage.​
-10% weakness to Radiant damage.​
-Can't swim.​
-Nagas are carnivores, and can only eat meat or other such things.​
True Naga/Pure Naga:
Str +3, Agl -2, End +2, Int +0, Cha -3​
Pure Nagas are often seen as the leaders of groups of Nagas, due to them being closest creature to being a snake. Their entire body is snake-like, with a tail instead of legs. They have the ability to spit venom up to 10 metres, which does 4d4 Poison damage, with +1d4 every 5 levels, to a maximum of 10 additional d4s. They can also lunge at targets up to 5 metres away.​

Half Naga/Part Naga/Serpentaur:
Str +2, Agl -1, End +1, Int +0, Cha -2​
Half Nagas, also known as Part Nagas or Serpentaurs, have a human upper body, but with a snake tail instead of legs. They have the ability to lunge at targets up to 5 metres away, similar to a Pure Naga, but lack any kind of venom.​

Anthro Naga:
Str +1, Agl +0, End +1, Int +0, Cha -2​
Anthro Nagas, also known as (), have normal legs, unlike other types of Naga. Their lower body is still scale-covered however, and they do have a tail. Their upper body has varying amounts of scales and other snake like features, but they always have snake-like eyes, and the ability to spit venom. Their venom has a range of 5 metres, and does 4d4 Poison damage, with +1d4 every 5 levels, to a maximum of 8 additional d4s.​
Cervitaurs are a species of creatures that have the body of a deer, however in the place where its head should be if it were a normal deer is the upper body of another creature, or in some cases, a humanoid deer. They're known for being quite popular around bars and taverns, and being quite friendly and helpful. However the full deer Cervituars, and a few others, do sometimes find those stereotypes quite demeaning, and prefer to live a quiet life away from other species.

All Cervitaurs have the following changes:
Height: 1.8 - 2.4m​
Weight: 140 - 250kg.​
Lifespan: 80 - 125 years.​
+They can run quite fast and carry much more than other species.​
+12% resistance to Blunt damage.​
-Cervitaurs are unable to wear most armour unless it is specifically designed for them, however they can wear gauntlets and chestplates designed for humanoid species.​
-10% weakness to Slash damage.​
-Cerivtaurs are herbivores, and can only eat plants and other such things.​
Full Deer Cervitaur:
Str +1, Agl +0, End +2, Int +1, Cha -2​
Full Deer Cervitaurs have a deer-like upper body, and are known to have some kind of force making them want to protect nature. Once a day they can manipulate the growth of any nearby plants to perform some kind of action, such as tying someone up, or impaling them with thorns.​

Part Deer Cervitaur:
Str +1, Agl +0, End +2, Int -2, Cha +1​
Part Deer Cervitaurs can have the upper body of a Human, Elf, Canid, Sivit, or Kobold, however they will always have antlers. They lack any of the nature magic Full Deer Cervituars have.​
Avians are bird-like humanoids, once known for having a large empire famous for its art and literature, but now are often seen as just messengers and couriers since the rise of the dragons. Harpies are a combination of an Avian and a Human, and some believe that they are related to the Kin, having the legs, wings, and tail of a bird, while the rest of their body is human, except for a small number of Harpies that also have beaks.

All Avians have the following changes:
+Can speak and understand Avian.​
+Can fly.​
+1d6 damage when attacking while flying.​
-Can't perform actions or use items that require the use of hand while flying.​
-15% weakness to Shock damage.​
-5% weakness to Fire or Frost damage.​
Avians:
Str +0, Agl +2, End -2, Int +0, Cha +0​
Avians gain a +5% resistance to either Frost or Fire, depending on which they have a weakness to. They are also able to perform a magical attack where they can summon 3 to 5 feathers and launch them towards enemies, dealing 1d4 damage per a feather.​
Harpies:
Str +0, Agl +2, End -1, Int +0, Cha -2​
Harpies are nowhere near as common as regular Avians, due to them living in mountainous regions away from most civilisations. Despite this, and common stereotypes depicting them as child stealers, they are quite civilised, and are just as capable of regular Avians. Depending on if their feathers are light or dark, they get a bonus to stealth during the day or night respectively.​
Kobolds, despite being normally known for being clumsy and cowardly, are actually surprisingly skilled at various skills, such as trapmaking and magic. They can be especially dangerous in groups, as their individual weakness can be made up for by their greater agility and numbers.

All kobolds have the following changes:
Height: Between 0.6 and 1 metres.​
Weight: Between 10 and 20 kilograms.​
Lifespan: Approximately 110-130 years.​
+Can speak and understand Draconic.​
+Base unarmed attack increased by 3 and changed to slash damage.​
+Increased attack when fighting with allies, with +2 damage for each ally nearby.​
+Improved sight in dark environments.​
+Being a draconic species, non-draconic species may be forced to follow your commands if they are under the influence of the artifacts.​
-Eyes sensitive to sunlight, causing a decrease in perception and an increased chance of missing while in bright areas.​
-Kobolds, due to their nature, and the artifacts, have a disadvantage against resisting the influence of dragons in charisma checks.​
Northern
Str -2, Agl +1, End +1, Int +1, Cha -1​
Northern Kobolds have fur in addition to the normal scales of other kobolds, which help insulate them from the cold weather of their natural home in the north. They also have a 15% resistance to frost, and a 20% weakness to fire.​
Southern
Str -1, Agl +2, End -1, Int +1, Cha -1​
Southern Kobolds are found in the forest regions of the southeast, and are pretty average when it comes to kobolds. They often have varying amounts of feathers, and are what most people think of when they think of kobolds.​
Western
Str -2, Agl +2, End +0, Int -1, Cha +1​
The Western Kobolds, being adapted to the desert environment of the southwest, have a 15% resistance to fire, and a 20% weakness to frost.​
Eastern
Str -1, Agl +3, End -3, Int +0, Cha +0​
Eastern Kobolds are based off Eastern Dragons, also known as Lung Dragons, or noodles. They rely mostly on greater agility over endurance, and have advantage on dodging attacks.​
Deep
Str +1, Agl +1, End -1, Int +2, Cha -3​
Deep Kobolds naturally live underground, and have a reputation for evil. Because of this reputation, it has been quite difficult for them to interact with other species, and normally they resort to crime. They have a natural ability to briefly become invisible, but can go permanently blind when exposed to light. In addition to that they have the ability to spit paralytic venom at others.​
Mineral
Str -2, Agl +1, End +2, Int +1, Cha -2​
Mineral Kobolds are primarily made of various metals, with one metal taking the place of their blood, and making up most of their body. Any non-living object (not including undead) can slowly be turned into the same metal that the Mineral Kobold has as their blood. Possible metals for a Mineral Kobold are: Copper, Silver, Titanium, Tungsten, Tin, Aluminum, Lead, Bismuth, Nickel, Zinc, Brass, and Bronze.​
Dragons are one of the most powerful species in Varanitil, due to their physical and magical abilities, and their use of magical artifacts to improve their power. They are the current rulers of the continent, and their rule will likely never end, unless attacked from the inside.


All dragons have the following changes:
Height: Between 2.5 and 10 metres.​
Weight: Varies​
Lifespan: Approximately 1000-1200 years.​
+Can speak and understand Draconic.​
+Can fly.​
+Base unarmed damage increased by 6 and changed to slash damage.​
+Improved vision in dark environments.​
+Being a draconic species, non-draconic species may be forced to follow your commands if they are under the influence of the artifacts.​
-Eyes sensitive to sunlight, causing a decrease in perception and an increased chance of missing while in bright areas.​
-Most dragons are too big to fit in most areas.​
-Dragons are seen as the enemy by most, due to their use of the artifiacts, so they have Disadvantage on certain Charisma checks.​
-Dragons are unable to wear armour not designed specifically for the wearer, due to their differing sizes snd shapes.​
Northern
Str +2, Agl -1, End +1, Int +1, Cha -2​
Northern Dragons are often mostly covered in fur, helping insulate them from the cold environment they live in. They have a 20% resistance to frost, and a 25% weakness to fire. They also have a bonus of +3 to Intimidation, and an Frost breath attack.​
Southern
Str +2, Agl +1, End -1, Int +0, Cha -2​
Southern Dragons are the average dragons found in the world, often having varying amounts of feathers, and are normally a bit smaller than other types of dragons. They have a breath attack, that can be either Poison, Acid, Shock, Fire, or Frost.​
Western
Str +3, Agl +0, End -2, Int -2, Cha +1​
Western Dragons are native to the southwestern deserts, and have a 20% resistance to fire, and a 25% weakness to frost. They have a Fire breath attack.​
Eastern
Str -1, Agl +4, End -3, Int +2, Cha +0​
Eastern Dragons, being similar Lung Dragons, also known as noodles, are focused more on agility, relying on dodging over taking hits. They have advantage on dodging, but take 15% more slash and blunt damage. They also lack any kind of breath attack.​
Deep
Str +1, Agl +0, End +2, Int +3, Cha -4​
Deep Dragons have a reputation for evil, and are often associated with things like war, death, disease, and other such things. Other species hate them, and most Deep Dragons hate other species. They are also highly skilled with magic, especially blood magic, even having special organs related to it. However, exposure to light can cause permanent blindness, and healing and food items that are not related to blood or blood magic are not as effective.​
Mineral
Str +2, Agl -2, End +4, Int -3, Cha -3​
Mineral Dragons are primarily made of various metals, with few organic parts. One metal in particular takes the place of their blood, and makes up most of their body. Anything they touch is slowly be turned into the same metal that they have as their blood, even if they don't want to. Some clothing however can be used to prevent them from turning things to metal. Possible metals for a Mineral Dragon are: Copper, Silver, Gold, Osmium, Platinum, Palladium, Rhodium, Rhenium, Titanium, Zirconium, Tungsten, Tin, Molybdenum, Aluminum, Lead, Bismuth, Nickel, Cobalt, Chromium, Zinc, Brass, and Bronze.​
They are also able to convert Mineral Kobolds to be the same metal as the Mineral Dragon that converted them, and have a habit of hoarding valuble or shiny objects. Mineral Dragons also have a breath attack, with sprays molten meltal of the same type they are, and targets hit by it are converted to metal faster when a Mineral Dragon attempts to do so.​
Most undead are known as mindless beings brought back from the dead by nercomancers, often to serve in various plots. However, certain rituals can be performed while a creature is still living to prevent it's soul from leaving its body. This allows it to retain its mind and free will, even after becoming undead.
Anyway species can become undead, however they lose any abilities that come from being that species, including flight. However, they gain the following changes.
+1 to Agility.​
+ Immune to Poison and Disease.​
+10% Resistance to Frost.​
-/+ Healing magic harms you, however certain types of normally harmful magic heal you.​
-10% Resistance to Fire.​
-1 to either Strength or Endurance, as well as -1 Charisma.​
- Most citizens will fear you, and guards will attack on sight, unless you can hide that you are undead, or join certain groups and carry their symbol.​

Name/Nickname/Alias:
--=ATTRIBUTES=--
Species: (Please refer to the list for available species)
Appearance: (Images, descriptions, or both)
Sex & Gender:
Height & Weight: (Metric or Imperial)
Alignment: (Whether you work for The Light, The Dark, some other faction, or no one.)
Personality: (If you can, please add this, but as I know there are people who have difficulties describing personalities applications may still be accepted without this filled in)
Known Languages:
Backstory: (Recommended, but not strictly necessary)
--=STATS=--
HP: (Base starting HP is between 10 and 20)
CURRENCY: (Base starting CURRENCY is between 0 and 25)
Strength: (Base starting Strength is 10)
Agility: (Base starting Agility is 10)
Endurance: (Base starting Endurance is 10)
Knowledge: (Base starting knowledge is 10)
Charisma: (Base starting Charisma is 10)
Abilities: (Abilities that can be actively used by your character, and use an action.)
Passive Traits: (Effects that are always active and part of your character. They can be either positive, negative, or both.)
Items/Inventory: (Add here starting items your characters have. Limited to 3 starting items.)


There's some stuff I haven't been able to really add properly to the thread so far, and this release might have a few errors in it, so please feel free to ask questions or provide feedback.
To the southwest is desert, to the west are mountains that range up into the north, the north is various snow covered and cold areas, to the east is a jungle, to the south is a large prairie, and to the southeast is a forest.
More information about the RP will be added later before the IC is created.
For abilities and passive traits, do we just use the ones for the species? And would spells go in the ability section (If the character has any, of course)?
 
Abilities are the custom ones you can create with your character, same with passive traits. The stuff that comes with species is pretty much just assumed. The application template also isn't the same as what will be used to track the character's current state once the RP starts. That way people can look back and see the original application and what's changed since then.
 
Something else I’m wondering while I’m reading the rules again:
Do average people know about the power struggle among the dragons, or about the darkness that’s spreading? This is mostly so I don’t break the rule about metagaming, since I’m not sure whether characters would know all of the information listed in the backstory paragraph.
 
I think I’m going to start working on my character application now. It should be ready either within the next few hours, or sometimes tomorrow depending on how much time I have.
 
I’m almost done with my application, but I’m stuck on height and weight since it says that it depends on the subspecies for Naga, but it doesn’t specify in the subspecies information.
 
Well, I had the exact same idea on species as you, so... time to change :/

Name/Nickname/Alias: Unkiza Filize
--=ATTRIBUTES=--
Species: Mountain Satryte.
Appearance: Unkiza appears to have light gray skin, wearing some sort of short Ronin-esque robes that double as 'mining suit'. He also has a long beard and chipped horns.
Sex & Gender: Male
Height & Weight: 86 cm & 112 kg
Alignment: This satryte fights and digs for himself, as a digger with no 'master society'. However, he will protect his kin if there happens to be a fight, and it takes priority to be loyal to his kin than to party.
Personality: Unkiza appears to be dwarfishly stubborn - as in, never gives up on the dig if he knows that he can defeat it, no matter if it is improbable otherwise. He also is mighty fan of a booze to drink, as well as pickaxe warriors who used to fend off monsters from the deep. He hates people needlessly trying to break his personal space, as well as people who want to enslave him.
Known Languages: Satryte Dialect, Oriental Dialect, Common Dialect
Backstory: Unkiza, like every other dwarf, was born in the caverns of Stallara, an oriental-looking Satryte city located in the mountains. Those Satrytes were known for their honour code, yet not for abstinence to booze, as underage drinking was a norm encouraged by even the abstinent dwarves. To put it lightly, the entire community was composed of drunkards.

Unkiza himself came from a lower caste of 'Filizes', which means 'Harvesters' in their language. This means that Unkiza had to dig ever since he finished six years. At first it were well-known shafts to accommodate the youth to long work, but after that, he started working in more dangerous shafts.

One said that the free Satryte is a lost Satryte, as Unkiza seemed to accept at first. The problems appeared when Filizes began being treated by Tzilnes as a slave labour, reducing their pay and making sure no one of them gets enough pay to rise up. Which meant that the satryte had to meet ends together, not able to drink as much before. And like any other failed attempt at that, the Filizes rose up. He took a part in it, so did his family, at cost of having Unkiza's mother killed in part of the protest. Tzilnes were broken, but not without any repercussions. Filizes were treated as the criminals now, locked en-masse. In a last ditch escape attempt, those who weren't locked up yet decided to wear the robes dedicated for the celebrations, go into the work and 'conveniently go missing'. So did Unkiza, at age of 32 years. The tunnel had him shown the world... but no directions to go from.
--=STATS=--
HP: 11
CURRENCY: 9
Strength: 12 (including racial)
Agility: 7 (including racial)
Endurance: 14 (including racial)
Intelligence: 8 (including racial)
Charisma: 12
Abilities:
Cleaver of Rocks - Swing the pickaxe at enemy at -10 accuracy modifier (of d100), or -2 (of d20), but with added 2d5 piercing damage. This might also make a foe bleed.
Voice of Strength - Unkiza makes a loud, inspiring command, temporarily adding +2 to damage negation and +1 to damage increase for allies.
Ram - This attack has priority penalty. Deals 3d4 blunt damage with chance to stun user and enemy. The enemy stun chance is higher than Satryte's stun chance. Critical misses stun the user instead.
Passive Traits:
Known Drunkard: +15 to disposition checks when drunk.
Dwarven Heritage: When digging add +2 to Mining rolls. (d20)
Criminal (Stallara): Even despite rising up for a good reason, gain -50 mutual disposition against Stallara.
Items/Inventory: A bottle of fine Stallaran rum, an old-fashioned weakened iron pickaxe and his mother's horn.
 
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I am interested, might take a look at the species again!

edit: Height and Weight may be a problem (since people who know me will know I skip the height and weight..) but I try to push through!
 
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I’m almost done with my application, but I’m stuck on height and weight since it says that it depends on the subspecies for Naga, but it doesn’t specify in the subspecies information.
Alright seems I may have forgotten to put that part in...

I also have now noticed I added Knowledge to the template instead of Intelligence, so I'm going to quickly change that. Doesn't really make any difference tschnically, but does make it fit with everything else better.
Well, I had the exact same idea on species as you, so... time to change :/

Name/Nickname/Alias: Unkiza Filize
--=ATTRIBUTES=--
Species: Mountain Satryte.
Appearance: Unkiza appears to have light gray skin, wearing some sort of short Ronin-esque robes that double as 'mining suit'. He also has a long beard and chipped horns.
Sex & Gender: Male
Height & Weight: 86 cm & 112 kg
Alignment: This satryte fights and digs for himself, as a digger with no 'master society'. However, he will protect his kin if there happens to be a fight, and it takes priority to be loyal to his kin than to party.
Personality: Unkiza appears to be dwarfishly stubborn - as in, never gives up on the dig if he knows that he can defeat it, no matter if it is improbable otherwise. He also is mighty fan of a booze to drink, as well as pickaxe warriors who used to fend off monsters from the deep. He hates people needlessly trying to break his personal space, as well as people who want to enslave him.
Known Languages: Satryte Dialect, Oriental Dialect, Common Dialect
Backstory: Unkiza, like every other dwarf, was born in the caverns of Stallara, an oriental-looking Satryte city located in the mountains. Those Satrytes were known for their honour code, yet not for abstinence to booze, as underage drinking was a norm encouraged by even the abstinent dwarves. To put it lightly, the entire community was of a drunkyards.

Unkiza himself came from a lower caste of 'Filizes', which means 'Harvesters' in their language. This means that Unkiza had to dig ever since he finished six years. At first it were well-known shafts to accommodate the youth to long work, but after that, he started working in more dangerous shafts.

One said that the free Satryte is a lost Satryte, as Unkiza seemed to accept at first. The problems appeared when Filizes began being treated by Tzilnes as a slave labour, reducing their pay and making sure no one of them gets enough pay to rise up. Which meant that the satryte had to meet ends together, not able to drink as much before. And like any other failed attempt at that, the Filizes rose up. He took a part in it, so did his family, at cost of having Unkiza's mother killed in part of the protest. Tzilnes were broken, but not without any repercussions. Filizes were treated as the criminals now, locked en-masse. In a last ditch escape attempt, those who weren't locked up yet decided to wear the robes dedicated for the celebrations, go into the work and 'conveniently go missing'. So did Unkiza, at age of 32 years. The tunnel had him shown the world... but no directions to go from.
--=STATS=--
HP: 11
CURRENCY: 9
Strength: 12 (including racial)
Agility: 7 (including racial)
Endurance: 13 (including racial)
Intelligence: 8 (including racial and passive)
Charisma: 10
Abilities:
Cleaver of Rocks - Swing the pickaxe at enemy at -10 accuracy modifier (of d100), or -2 (of d20), but with added 2d5 piercing damage. This might also make a foe bleed.
Voice of Strength - Unkiza makes a loud, inspiring command, temporarily adding +2 to damage negation and +1 to damage increase for allies.
Passive Traits:
Known Drunkyard: -1 Intelligence at all times. When drunk, gain +1 Strength and Charisma.
Dwarven Heritage: When digging add +2 to Mining rolls. (d20)
Criminal (Stallara): Even despite rising up for a good reason, gain -50 mutual disposition against Stallara.
Items/Inventory: A bottle of fine Stallaran rum, an old-fashioned weakened iron pickaxe and his mother's horn.
And accepted.
 
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