C
camolot the creator
Guest
Original poster
Welcome to Miir, a planet of magic and sorcery, as well as many species of beings. You were born in the nation of Firnin (Fear-nin), the largest nation on the planet and home to at least some of every sentient species. The many peoples of this land have lived in peace for centuries, but now a shadow is cast across the country, from the highest peaks of the High Mountains to the coastal cities. Monsters, hostile and sadistic, have inhabited the ruins of Firnin and spread out across the land, endangering cities and the way of life held so long by the citizens of this great land. In response, the Guild Counsel, a parliament formed to govern the land, has gathered the guilds together to defend against the rising threat, and have even convinced solitary heroes like myself, known for their independence, to form parties and teams to work together against this common threat.
My name is Tazmael, and i am a Dragon as well as a red mage, fighting with both magic and blade. In recent years i have also taken up the responsibility of documenting these dangerous times along with thinning the tide of monsters that have invaded our land.
who are you, and where will your story lead?
INFORMATION ABOUT THE WORLD
Every being can use magic, though most choose not to inundate themselves with the years of study and practice necessary to achieve mastery, relying on the most basic magic and wands already equipped permanently with one type of spell, though they have to be recharged after a few uses.
SPECIES
Humans: Humans inhabit the lowlands, and are known for their warriors and merchants. Human characters get bonuses to weapons and armor skills. Humans also gain the Jack of All Trades perk, which allows them to gain knowledge of any skill.
Humans worship the god Anturas, who has a domain over fire.
Elves: Elves inhabit the Great Forest that covers the northern part of Firnin, known for their closeness to nature and their alliance with humans. Elvish characters get bonuses to magic, enchantment, intelligence, speed, woodcraft, agility, evasion, and archery skills. Elvish characters gain the Eagle Eye perk, which allows them to fire superaccurate shots every time.
Elves worship the goddess Yiiran, who has domain over nature.
Dwarves: the Dwarves live in a huge underground city around and beneath the mostly extinct volcano known as the Cauldron to other races, and are known for their stonework and metalwork. Dwarvish characters get bonuses with smithing and smashing weapon skills, as well as heavy armor. Dwarvish characters gain the Examine perk, which allows them to locate weak points in their enemy's armor.
Dwarves worship the god Crowkarz, who has domain over smithing and metal.
Giant Spiders: the Spiders are a mostly peaceful race of weavers and artisans that share the Great Forest with the Elves, and the two have co-existed for millenia. Spider characters get bonuses to agility, speed, evasion and weaving, as well as the Poison Fang ability, which causes damage for a varying period of time.
Spiders worship the god Garonti, who has domain over artisan crafts and darkness.
Anthropomorphics: there are a variety of anthro species scattered throughout the land.
Dragons worship no god in particular.
Trolls: Trolls inhabit in the highlands, and are known for their architectural mastery, which is largely marked with Scottish/Gaelic influences. ironically, troll warriors specialize in smashing weapons. Troll characters gain bonuses in strength, intelligence and intimidation. Trolls gain the Architect perk, which allows them to use weak points in structures to their advantage.
Trolls worship no god in particular.
Orcs: Orcs inhabit the plains, and closely resemble Native American cultures from the Great Plains. Orc characters gain bonuses to speed, strength and woodcraft skills. Orcs also gain the Natural perk, which allows them to summon animals to their side.
Orcs worship the goddess Yiiran, who has domain over nature.
Goblins: Goblins inhabit various underground cities scattered throughout the land, and are known for being capable alchemists. Goblin characters gain bonuses to alchemy, intelligence, evasion and assassin weapon skills. Goblins gain the Alchemetical perk, which allows them to brew higher quality potions as well as poison enemies in combat.
Goblins worship the god Terrsmandie, who has domain over alchemy and creativeness.
Gnomes: Gnomes once inhabited huge cities home to many mechanical marvels, but now exist in scattered villages. Gnome characters gain bonuses to mechanics, intelligence, evasion and mechanical weapon skills. Gnomes gain the Inventor perk, which allows them to construct traps and weapons even in combat.
Gnomes worship the goddes Osmandie, who has domain over mechanics and inventiveness.
All humanoid species are reproductively compatible save goblins and gnomes, who are only compatible with each other. any offspring produced through relationships can join their parents as companions, providing that they have matured, and will share abilities with them as well as proficiency for their parent's chosen skills.
Dragon, Spider, Goblin and Gnome offspring mature in weeks, Anthros a year, and every other race takes 2 years, due to rapid aging caused by an unknown source.
The nation is based around a guild-type system, with a ranking system like this:
Guild Members
High-Class Guild Members
Master Guild Members
Regional Guild Master's Forum
Forum Representatives
Guild Parliament
submit character sheet like this:
name: Tazmael
species: Dragon (anthro)
class: Red Mage (capable of using both weapons and magic
Age: 26
theme: Man's Road
Story:
Tazmael was the first Dragon in two centuries to have wanderlust, and his father, one of the most prodigious mages in Dragon society, was dismayed over his obsession with wandering the world, and could only discourage him from leaving home until he was 26, leaving bitter and broken ties behind, knowing that his father would disown and banish him. he immediately went to the nearest troll village in the Highlands and registered himself with the Guild Parliament as a Solo Hero, after which he began wandering the world, searching out sights and knowledge to bring back to his people, if he could.
Taz comes from a long line of powerful and skilled mages, and his wanderlust was actually encouraged by his grandparents and his mother.
consequentially, he knows next to nothing about the developments in the outside world that happened in the last two centuries.
Good luck to all of you, and may the goddess Miir watch over you.
My name is Tazmael, and i am a Dragon as well as a red mage, fighting with both magic and blade. In recent years i have also taken up the responsibility of documenting these dangerous times along with thinning the tide of monsters that have invaded our land.
who are you, and where will your story lead?
INFORMATION ABOUT THE WORLD
Every being can use magic, though most choose not to inundate themselves with the years of study and practice necessary to achieve mastery, relying on the most basic magic and wands already equipped permanently with one type of spell, though they have to be recharged after a few uses.
SPECIES
Humans: Humans inhabit the lowlands, and are known for their warriors and merchants. Human characters get bonuses to weapons and armor skills. Humans also gain the Jack of All Trades perk, which allows them to gain knowledge of any skill.
Humans worship the god Anturas, who has a domain over fire.
Elves: Elves inhabit the Great Forest that covers the northern part of Firnin, known for their closeness to nature and their alliance with humans. Elvish characters get bonuses to magic, enchantment, intelligence, speed, woodcraft, agility, evasion, and archery skills. Elvish characters gain the Eagle Eye perk, which allows them to fire superaccurate shots every time.
Elves worship the goddess Yiiran, who has domain over nature.
Dwarves: the Dwarves live in a huge underground city around and beneath the mostly extinct volcano known as the Cauldron to other races, and are known for their stonework and metalwork. Dwarvish characters get bonuses with smithing and smashing weapon skills, as well as heavy armor. Dwarvish characters gain the Examine perk, which allows them to locate weak points in their enemy's armor.
Dwarves worship the god Crowkarz, who has domain over smithing and metal.
Giant Spiders: the Spiders are a mostly peaceful race of weavers and artisans that share the Great Forest with the Elves, and the two have co-existed for millenia. Spider characters get bonuses to agility, speed, evasion and weaving, as well as the Poison Fang ability, which causes damage for a varying period of time.
Spiders worship the god Garonti, who has domain over artisan crafts and darkness.
Anthropomorphics: there are a variety of anthro species scattered throughout the land.
- Equinus: Horse anthros, known for speed and strength, as well as endurance. Equinus characters get bonuses to speed, strength, agility and smashing weapons. Equinus characters gain the Runner perk, which allows them to increase their Speed and agility stats by 15%. Equinus worship the god Evnus, who had domain over speed.
- Vulpinus: Fox anthros, known for their trickery and mischievous natures. Vulpinus characters get bonuses to agility, evasion, intelligence, illusion magics and assassin weapons. Vulpinus characters gain the Kitsune perk, which allows them to raise all of their stats by 15%. Vulpinus worship the goddess Santi, who has domain over trickery and intelligence.
- Lupinus: Wolf anthros, known for their tactics and ferocity, as well as endurance. Lupinus characters get bonuses to endurance, intelligence, and sword skills. Lupinus also gain the Pack Tactics perk, which raises all stats by 15% in battle. Lupinus worship the god Varnis, who has domain over the hunt.
Dragons worship no god in particular.
Trolls: Trolls inhabit in the highlands, and are known for their architectural mastery, which is largely marked with Scottish/Gaelic influences. ironically, troll warriors specialize in smashing weapons. Troll characters gain bonuses in strength, intelligence and intimidation. Trolls gain the Architect perk, which allows them to use weak points in structures to their advantage.
Trolls worship no god in particular.
Orcs: Orcs inhabit the plains, and closely resemble Native American cultures from the Great Plains. Orc characters gain bonuses to speed, strength and woodcraft skills. Orcs also gain the Natural perk, which allows them to summon animals to their side.
Orcs worship the goddess Yiiran, who has domain over nature.
Goblins: Goblins inhabit various underground cities scattered throughout the land, and are known for being capable alchemists. Goblin characters gain bonuses to alchemy, intelligence, evasion and assassin weapon skills. Goblins gain the Alchemetical perk, which allows them to brew higher quality potions as well as poison enemies in combat.
Goblins worship the god Terrsmandie, who has domain over alchemy and creativeness.
Gnomes: Gnomes once inhabited huge cities home to many mechanical marvels, but now exist in scattered villages. Gnome characters gain bonuses to mechanics, intelligence, evasion and mechanical weapon skills. Gnomes gain the Inventor perk, which allows them to construct traps and weapons even in combat.
Gnomes worship the goddes Osmandie, who has domain over mechanics and inventiveness.
All humanoid species are reproductively compatible save goblins and gnomes, who are only compatible with each other. any offspring produced through relationships can join their parents as companions, providing that they have matured, and will share abilities with them as well as proficiency for their parent's chosen skills.
Dragon, Spider, Goblin and Gnome offspring mature in weeks, Anthros a year, and every other race takes 2 years, due to rapid aging caused by an unknown source.
The nation is based around a guild-type system, with a ranking system like this:
Guild Members
High-Class Guild Members
Master Guild Members
Regional Guild Master's Forum
Forum Representatives
Guild Parliament
submit character sheet like this:
name: Tazmael
species: Dragon (anthro)
class: Red Mage (capable of using both weapons and magic
Age: 26
theme: Man's Road
Story:
Tazmael was the first Dragon in two centuries to have wanderlust, and his father, one of the most prodigious mages in Dragon society, was dismayed over his obsession with wandering the world, and could only discourage him from leaving home until he was 26, leaving bitter and broken ties behind, knowing that his father would disown and banish him. he immediately went to the nearest troll village in the Highlands and registered himself with the Guild Parliament as a Solo Hero, after which he began wandering the world, searching out sights and knowledge to bring back to his people, if he could.
Taz comes from a long line of powerful and skilled mages, and his wanderlust was actually encouraged by his grandparents and his mother.
consequentially, he knows next to nothing about the developments in the outside world that happened in the last two centuries.
Good luck to all of you, and may the goddess Miir watch over you.
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