[center][img]https://i.imgur.com/HkWioQY.jpg[/img][/center] [i]Long has it been since Man first arrived on the shores of what is now Burgher's Bay, fleeing cataclysm and plague in their homelands overseas. When First King Ulrain viewed this vast, empty realm, he claimed dominion over the land in the name of his people. And so was Ulrania born, a realm that marked a new beginning, a beacon of hope on frozen shores. But the land was not so empty as Man first thought, and those that dwelt in Ulrania first did not take kindly to strangers in their midst. As King Ulrain's people laid claim to the cold, wood-covered expanse, they clashed with the great giants, with the elves and the dwarves, and with the grayskins as well. They fought with the land itself as they tore down whole forests to make their cities and their spears. Still too they battled the long, terrible winters and the creeping dark of that season. And, just as importantly, Ulrain's people battled themselves. It was not the elves nor dwarves nor grayskins that rent the kingdom in twain. No, it was the greed of Man that broke the realm. Ulrain the Fourth, the great grandson of the First King, died a sudden and unexpected death in his sleep. He left two sons who each coveted the throne. Neither would bear the thought of letting the other rule, and so each rallied followers to their banner to wage war with the other. The fighting was terrible, and it gave the enemies of Ulrain's descendants a chance to strike. It took but a single generation for the one kingdom to become several. Even as the civilized world fell apart, so too did the almighty Wizards duel over the broken land. Though they were few in number, as they have always been, the practitioners of magic had their own conflicts and relations to the petty lords of the realm. Their conflicts marred the face of Ulrania. The Beastshaper, the Necromancer, the Frost Queen; none were innocent, and their deeds reverberated throughout history. Ultimately, it was wizardry that saved humanity's light from being extinguished, but also wizardry that left the whole of Ulrania in an apocalyptic shock. As the War of the Wizards came to a close, a quiet, solemn peace fell over the land. Each of the peoples needed time to recover from the horrors of yesteryear. Elves, dwarves, grayskins, humans, and now the beastkin focused on rebuilding. It was not a permanent peace, but it allowed them all time to recover. It is the year 943 of the New Dawn. Change is coming once again to Ulrania. The largest successor states to the old order - the Reunited Kingdom and the Theocracy of Stennar - stand poised for war with one another, neither willing to deliver the first blow without a distinct advantage. The petty lords of the south watch them with bated breath, ready to pounce on them or on each other should there be an opportunity to do so. Meanwhile, the Elven Realm has closed its borders to humans, and the dwarves of Thal Burzak whisper of dark prophecies. Rumors abound in the north that the grayskins are raiding more fiercely than ever, and the tales have arisen that say the Wildwood is overtaking the fields of Larisar's farmers. News has slowed to a trickle from the border forts overlooking the Graylands, and banditry has become commonplace. Perhaps the most dire news of all is that dark clouds have begun to gather over the Nightwood, much as they did during the reign of the Beastshaper... It is in this hour of peril that the strands of fate are woven around the special few. Heroes and villains, serfs and lieges, Wizards and warlords - all can feel the tug on their hearts. Ulrania shall be shaped once again by the deeds of those who feel... [/i] [url=https://www.youtube.com/watch?v=GwmrrLbjwUM][center][h1]Destiny's Call[/h1][h3]Tales from a throttled land[/h3][/center][/url] [hr][hr] Welcome to [b]Destiny's Call[/b], a roleplay where you play whoever you want (within reason) in the world! This roleplay is what I'll be labeling 'Grand Fantasy.' It's set in Ulrania, a region of the world colonized by humans over a thousand years ago, and it's a land of mystery. It's so mysterious, in fact, that you don't know who the other player characters are! Let me repeat that: you don't know who the other player characters are. Yes, really! I'll be acting solely as the narrator and GM in this adventure. You can play... really anyone that you want. You want to be an adventurer? Ulrania's got plenty of those. You want to be a noble? Of course! A monarch? Absolutely! You want to be a goblin warlord, a dashing highwayman, a runaway princess, a beggar, one of the Wizards, an actual freaking dragon? Yes, yes, and yes to all of those things. Essentially, the OOC section of this roleplay is largely for players to chit-chat with each other, and the IC section is for me - and really only me - to post in. The IC section will be filled with rumors, major events, and so on and so forth. I'll probably look like I'm talking to myself. I do that anyway, so that's probably fine. So, you're probably thinking something along the lines of: "Reia, what the heck? How are you going to run this roleplay if people can't even use the IC section?" Well, friend, the answer is simple: we'll be handling individual character arcs privately. Whether it be via 1x1 threads, private messages, or scheduled Discord roleplaying sessions, I'll be interacting directly with the other roleplayers. "But wait!" you might be thinking. "Why even make it a group roleplay if, like, people aren't actually interacting with each other?" Well, they WILL be - if they find each other. When one player finds another, I will hook them up so they can interact directly. Moreover, the actions of one player may affect another even if they're not at the same location. If Darius the Conqueror, y'know, conquers something and enslaves the populace, you can be darned sure that Irelia the goodly elven adventurer is going to shove her nose into that hot mess. So, without further ado, let's go over the rules and mechanics of the roleplay. They're actually quite simple! [hider=RULES AND MECHANICS][b]RULES[/b] [list][*]Firstly, all standard RPGuild rules apply. [*]Secondly, respect your fellow players OOCly no matter what happens. Be excellent to each other! [*]Thirdly, respect the mechanics of the roleplay. They're simple and straightforward, so that shouldn't be a problem! [*]Fourthly, try to post once a week if possible, or to hold a roleplay session over Discord with me once a week. I'll be holding myself to the same standard. If you need to take extended leave, just let me know! [*]Fifthly, remember that you should be keeping who your character is a secret. I can't force you to do this, but I'd like you to do this so that people are surprised when they meet each other. [*]Finally, please understand that death can happen. I am not intending to make this roleplay a meatgrinder into which you throw your characters, but there are very real risks of defeat in whatever you do. Sometimes, it is best to heed the better part of valor. [*]Something I forgot initially - let's generally keep things PG13. A lot of people may end up interacting, and I'd rather not worry about NSFW content reaching the wrong people! [/list] [b]MECHANICS[/b] [color=violet][b]Destiny[/b][/color] - Every character in this roleplay has a measure of [color=violet]Destiny.[/color] This is the power of fate, that strange, divine string that pulls the chosen into the places they need to be. Each character starts with a limited pool of Destiny, though more powerful, influential characters have less starting Destiny than more mundane ones. You may invoke the power of [color=violet]Destiny[/color] at any time to do one of several things: [list][*]Get out of a bad situation [*]Narrate a change to the scene [*]Ask for an unexpected intervention, such as from an ally or someone with a common foe [*]Force an encounter with another player (within reason; you must know their identity and you must be in the same area) [*]Do something beyond the normal limits of your character (within reason) [*]Uncover a vital secret or clue if you are lost [*]Activate a powerful magical artifact [*]Cheat death[/list] ...and whatever else may come up during play. That should cover most uses, however. [color=Violet]Destiny[/color] does not replenish easily. In fact, it's very rare that you will recover any during play. Treat your starting pool of [color=Violet]Destiny[/color] as your ONLY pool, because you may not get any more after the game's start. [color=crimson][b]Peril[/b][/color] - Sometimes you may find yourself wandering into an area that spells almost certain doom for your character, or perhaps you will get an uneasy feeling, a warning of some dire event to come. When in such a [color=crimson]perilous[/color] situation, I will code text with crimson so that you are well aware of the danger ahead. This isn't necessarily a guaranteed demise, but it does mean that you should tread carefully, because these circumstances are very dangerous for your character. [b]Music[/b] - You may have noticed that the headers of different sections are actually URL links. They lead to songs on YouTube that I think fit the situation. You don't have to click them, but feel free to do so if you want to get a sense of the mood I'm trying to set![/hider] With the rules and mechanics out of the way, let's discuss the setting. I'll keep it as brief as I can! [hr] [url=https://www.youtube.com/watch?v=YqNeZ4WhN9g][h2][center][b]Ulrania, the Throttled Land[/b][/center][/h2][/url][center][h3]The Big Picture[/h3][/center] Ulrania is called the 'Throttled Land' because it is choked by wilderness on all sides. When First King Ulrain and his people arrived, they carved out a home from the thick, wild forests that covered his domain, but the wilds still stretch out to the south, the east, and the west. This is a cold land. The northernmost part of Ulrania is almost eternally covered in snow, and the sea to the north can be dangerous to sail due to glaciers. Winters take up two fifths of the year rather than a mere quarter, and the wildlife has adapted accordingly. This is a ruined land. Empty shells of cities and villages dot the landscape, remnants from the old wars and the machinations of the Wizards. Adventurers will find no shortage of strange places to delve, and would-be colonists sometimes take up in one of these ruins and use the foundations of a previous, prouder people. This is a dangerous land. Wandering monsters, bandits, capricious fey, werecreatures, beastkin, warlords... Many threats exist in this land (some of which may be controlled by another player!). Some regions are more dangerous than others, but no part of Ulrania is truly safe - not even the cities. This is a feudal land. Technology is comparable to Dark Ages Europe, or Viking Age Europe, whichever you would prefer to call it. You will not find plate armor, crossbows, or guns here. You [i]will[/i] find mail armor and shields, knights and their lieges, peasants and serfs... This is a diverse land. Many kinds of people sailed across the sea to colonize Ulrania. Some were light-skinned; others were dark-skinned; and now you can find all sorts of people in the realm. The demihumans - elves, dwarves, and littlefolk - are similarly diverse. If you're ever in doubt what the aesthetics of the roleplay should be - what sort of music is played, the kind of food that's cooked, how people dress, etc. - think of the broader culture as being a mish-mash of real world Germanic, Celtic, Slavic, and east coast Native American cultures. Bear in mind the previous note on technology - 8-10th century Europe should give you a good idea of where the world is in most things. [center][h3]Species of Ulrania[/h3][/center] There are many species that live within Ulrania. The most common humanoid beings are listed below, but note that this is not a comprehensive list. If you wish to play something that isn't listed, just let me know and we'll see if we can make it fit! [hider=Humans][b]Humans[/b] are a diverse bunch of people. They consider themselves the most civilized and intelligent of the various races by and large, and they're known to have prejudices. Many races still perceive them to be invaders to this day. The most noteworthy trait of humans is they are the most likely to produce [b]Wizards[/b]. Humans normally have no magic at all in their blood, but on incredibly rare occasions a human may be born with an incredible talent for magic. There is no way to predict when or where such a child will be born, but other Wizards usually try to either adopt them as pupils or kill them before they become a threat. [/hider] [hider=Demihumans]Demihumans are species that seem to be related to humans somehow, though they are all natives to Ulrania and not foreigners like humanity. Each of them can have children with humans, lending credence to the idea of them being related somehow. The [b]Elves[/b] are tall, graceful beings of longevity and wisdom. They are usually patient beings, and they possess a natural talent for magic that humans lack. Where it is rare for a human to have even so much as a spark of magic in them - making Wizards all the more incredible - most elves have an inherent connection to the world around them. They are known to be gifted enchanters, able to weave magic into mundane items, and can hear whispers on the wind, in the soil, and from the river that guide them. Some of them can command the elements, albeit not with the same mastery as a Wizard. The [b]Dwarves[/b] are a people who are known to master any craft they dedicate themselves to. No finer weapons and armor can be forged elsewhere; and it is in partnership with the elves that the dwarves make truly impressive and magical weaponry. They are a dour folk with a strictly regimented society, one with a complex caste system. Some dwarves choose to live among humans instead. Such dwarves tend to be the sort to chafe in strictly organized societies, or otherwise are exiles, adventurers, or ne'er-do-wells. Thus, dwarves tend to be stereotyped as a rowdy folk who love to drink, which is only true of dwarves who live outside of the clan homes. Not all dwarves have magic, but there are those who have mastered the art of runes: spells which are drawn with special powders, paints, and metals. The [b]Littlefolk[/b] are the last of the demihuman races. Rather than fighting against the humans when they arrived, they chose to side with them, and have long been friends and companions to their much taller friends. They have about as much magical talent as humans (which is to say almost none!), but they have keen eyesight and are incredibly stealthy. Littlefolk tend to be congenial and easygoing folk who prefer the safety of home to life on the road. They sometimes serve as marksmen, hunters, or scouts for human armies. [/hider] [hider=Grayskins]Grayskins - named for the color of their skin - have long been enemies of humanity, though it was humanity that struck first. They come in various shapes and sizes, but are always strong for their size. They may not seem very intelligent at first glance, but they typically possess an unpredictable cunning. Most Grayskins dwell either in the northernmost reaches of Ulrania, in the Nightwood, or in the Graylands. However, pockets of them can be found elsewhere. While there are many breeds of grayskins, the two most common are listed below. [b]Goblins[/b] are the most common - and the most meager - variety of grayskins. Small and quick, they are famous cowards who will only pick a fight if they have a considerable numerical advantage... or if they have a trick up their sleeve, which they often do. Poisoned arrows, net traps, diseased meat to drop into an enemy's food and water supplies - these are the sort of tools that have allowed goblins to thrive despite the considerable difference in size and strength between them and humans. Goblins are known to dwell not only among other grayskins but in small tribes in the various marshes of the world. They seem to be masters of such territories. [b]Orcs[/b] are much larger than goblins, and indeed are larger than humans. They are powerfully built and predisposed to facing challenges head on in all things. This is not because they are stupid - far from it - but rather because they have little patience. It is easier and quicker to be direct, after all. This applies to all aspects of orcish society: cooking, conversation, battle, courtship... They don't like wasting time. [/hider] [hider=Beastkin]The Beastkin were created by the Beastshaper, though nobody knows exactly how this was done. Some theorize they were made from people. Others still think they began their lives as animals. Whatever may be the case, they are incredibly varied, and the beastkin listed below are only the most common. Some breeds of beastkin are wild and savage, driven more by instinct than rational thought, whereas others can live among humans without difficulty. For the most part, beastkin live outside of civilized society and are mistrusted by humans and demihumans. There are exceptions to this rule, however. [b]Gnolls[/b] are humanoids with wolf-like or hyena-like heads and slouched builds. They are one of the wildest breeds of beastkin and have a penchant for violence and cannibalism. They dwell largely in the Graylands and the Nightwood. They are by far the most common of all the beastkin races, and their natural speed, their sense of smell, and their sharp teeth and claws make facing a gnoll in battle a dangerous prospect. Hiding from one is just about impossible once they have your scent. [b]Minotaurs[/b] - also known as the bullmen - were the elite shock troops of the Beastshaper in ancient times. During the Wizard Wars they were known for their terrible ferocity and their dedication to the Beastshaper. However, most of them surrendered at the end of the Wizard Wars when their master was slain. They are massively tall, standing at around nine feet or more in height, and are a dying species. They are all male and are all infertile, though they do not seem to age. Thus, all the Minotaurs who still walk the earth were present during the Wizard Wars. Most of them are calmer now and are without purpose. Most are employed as mercenaries, and others have become the loyal guardians of royal families. Others still try to live a life without fighting. [b]Fauns[/b] are a unique breed of beastkin. Nobody knows exactly how they came to appear in the Everbloom Forest - not even the fauns - but these beastkin are an all-female species. They look like human women with goat-like or doe-like legs and pointed ears, often sprouting small horns or antlers with spots on their bodies. They have naturally keen senses, are incredible runners, and a talent for singing and playing music. They seem to get along well in the woods. They can have children with humans and demihumans, but any female descendant of a faun - no matter how distant - will be born a faun herself. The men will be born of their father's species. Fauns are slowly becoming a common sight in the southern realms and can be found among the elves, but they are entirely mistrusted in the north. A long time ago, the Falkerns was a military outpost, which meant that it was largely occupied by men. When it was cut off from the rest of the world, those men didn't have wives; so when they noticed strange women with legs like deer and goats, they found themselves enticed. Many of them married faun women. Nowadays, one is more likely to find a faun woman among the Falks than they are to find a human woman. [/hider] [hider=Faeries]The [b]Faeries[/b], otherwise known as the Fey, too varied and different to define. There are brownies and gnomes, pixies and leprechauns, redcaps and dryads... What is universal is they are capricious, tricky creatures, bound by magical laws and possessing minds that are truly alien to mere mortals. One should be wary when entering the Everbloom Forest, home to the fey, for one may regret taking part in the games they play. [/hider] [hider=Undead][b]Undead[/b] are not a species so much as a construct. They come in a variety of forms: skeletons, walking corpses, stiched-together monstrosities, restless spirits, vampires... It is a terrible fate to become one of the undead, and only a select few varieties retain enough of their old selves to be considered people. Most are just soulless shells of their past selves, driven by some dark purpose, hunger, or terrible anger. [/hider] [center][h3]The Landscape[/h3][/center] [hider=Terrain Map][img]https://i.imgur.com/NSsxlPv.png[/img][/hider] [hider=Political Map][img]https://i.imgur.com/dXfuAwY.png[/img][/hider] [hider=Travel Times]Someone in Discord asked me about the size of the region and about travel times. I freaked out and then proceeded to puke some math into the chat. Below is the excerpt from Discord explaining the matter: [quote][b]TRAVEL TIMES AND THE SIZE OF THE REGION[/b] Okay, so I'm going to use Germany as a comparison. This whole region is about 2x the size of Germany, AKA about the size of Texas, in square kilometers. For exact measurements, I'll say that the map's vertical (North/South) is 960 kilmoneters long, AKA 596 miles. Its horizantal distance (East/West) is 720 kilometers or 447 miles. This gives us 691,200‬ kilometers squared / 266874 miles squared, roughly speaking. Going by medieval travel times, you can travel at roughly... - Travel on foot, with luggage: 15 km / 9 miles. (75 km / 46 miles per week with 1-2 days rest) - Travel on foot, minimum luggage: 20-22 km / 12.5-14 miles. (100-110 km, 65 miles per week with 1-2 days rest) - Travel on horseback, no spare horse: 30-40 km, 19-25 miles. (150-200 km, 95-125 miles per week with 1-2 days rest) - Travel on horseback, with a spare horse: 40-60 km, 25-37 miles. (200-300 km, 125-185 miles per week with 1-2 days rest) So, let's say you wanted to go from the center of Burgher's Bay to the center of the Theocracy. That's roughly 1/4 the vertical distance of the map. Assuming flat, level terrain the whole way without any bends in the road, that would be 240 kilometers. Traveling a distance of 240 kilometers by foot with minimal luggage would give you a travel time of roughly 14-15 days. However, there's also swampy terrain, hills, twists in the road, and other such difficulties. Therefore, you're probably looking at something closer to 18-20. Traveling by horseback, depending on the steed and the skill of the rider and the terrain, could shorten the trip to perhaps 9-15 days. If you didn't take a day off, you could shorten travel times further. Also, bear the seasons in mind. This is a cold land - a really cold land. When winter hits, it becomes much harder to travel. Increase travel times by around 50% in winter, and moreover it's just more dangerous. Likewise, spring and autumn rains can turn unpaved roads into muddy messes. Summer is really the best time to do your traveling. Now, specifics as to WHERE you're traveling are important. Going along a road? Easy! (Bear in mind that the roads on the map aren't the ONLY roads/paths. They're just the main roads, and the most likely to be paved in any way.) Going through a forest? Not so easy at all. Traveling to the other side of the mountains? [i]Get ready for a trip.[/i] Now... There is a mountain pass in the mountains. You can probably see it on the map. It's MUCH quicker than going around the mountains. But here be tariffs, matey![/quote][/hider] Below you will find quick descriptions of Ulrania's regions. You don't have to read all of them, though you certainly can! When creating your character, you can reference these regions to get an idea of their homeland. There is more lore than what is written here, but this is all common knowledge. [hider=Burgher's Bay]The northeastern part of Ulrania is a frozen shore called Burgher's Bay. Multiple rich settlements sit here, merchant ports that take vessels from distant lands. Nearby are the freezing White Marshes, home to grayskins and worse, and to the east is Rainbow Lake, a place named for the lights that dance over it on winter nights. The dwarves of Thal Kazar call the southern edge of the lake their home while the fierce men of Ulfheim have claimed the northern edge.[/hider] [hider=The Shimmering Meadows]Directly south of Burgher's Bay lies the Shimmering Meadows, named for how the grass seems to gleam with dewdrops. This is the home of the Theocracy of Stennar, a recently risen power led by a powerful priest-king that claims to be the harbinger of the Gods. He has performed great miracles, so surely this must be true... West of the Theocracy lies Varpe Duchy, a small but independent land, which in turn is adjacent to Lake Bracken.[/hider] [hider=Lake Bracken]Adjacent to the Shimmering Meadows is Lake Bracken, and beside it the mountain-home of Thal Burzak, the greater of the two dwarf-homes. The dwarves of Thal Burzak trade regularly with the Elven Realm to their south, riding boats across the dangerous Cinderbog separating them. The Cinderbog is no place for the foolhardy, and wise travelers take a dwarven or elven guide through it.[/hider] [hider=Everbloom Forest]South of Lake Bracken and the Cinderbog is the Everbloom Forest, home to the Elven Realm. The elves keep their settlements located near the Green River as it flows from the Cinderbog into their home. Its waters are said to be enchanted. The southern half of the Everbloom Forest is much more dangerous. Home to faerie creatures, it can be quite dangerous to tread into the Everbloom Forest without one of the woodwise elves or fauns as a guide. They alone are said to be immune to the tricks of the fey. Others who go too far into these woods vanish entirely, or sometimes return... changed.[/hider] [hider=Robber's Retreat]South of the Shimmering Meadows and south-east of Lake Bracken is a small forest called Robber's Retreat. It is a home to a large number of brigands, though whether they are merry men or ruthless cutthroats depends on who's telling the story. It provides the fastest route between the Theocracy and the Falcon Duchy.[/hider] [hider=The Southlands]The Southern Kingdoms, also known as the Southern Realms, are a small collection of petty realms ruled by minor lords. Falcon Duchy, Redhill Barony, and the Kingdom of Bolten are chief among these realms, but they are not the only ones. War between these nobles is not at all uncommon, and who owns what land changes frequently.[/hider] [hider=The Stormlash Moutains]A mountain range stretches out from near the northern coast all the way down toward the southernmost regions of the land. This mountain range is called 'The Stormlash Mountains' due to the tempestuous nature of the weather there, and it is incredibly difficult to cross. Its northern peaks are called 'The Daggers' due to their shape. There are three ways to contend with the great, stormy, snow-capped peaks of the mountains. First, one may go south through the Kingdoms of Bolten and Larisar, which is a very long way around. Second, one may go north instead, but this either means taking a ferry across Rainbow Lake or trying to cross the White Marshes. The former task leads to an extended trip, and the latter is incredibly dangerous. Finally, one can take the sole mountain pass through the mountains, paying steep tariffs to both the Theocracy (which guards the western half of the pass) and the Reunited Kingdom (which guards the eastern half). It is said the tower of the Frost Queen lies somewhere in the Stormlash Mountains.[/hider] [hider=The Nightwood]East of Rainbow Lake stands the infamous Nightwood. The once-home of the Beastshaper, this place is where most of the beastkin were made. It is an accursed wood, and only a few lonely villages sit near its borders. Some of these villages are nominally ruled by the Reunited Kingdom while others are entirely independent. The Nightwood was once home to another group of elves that violently fought the mass deforestation caused by the humans, but they were wiped out by First King Ulrain's folk. It is believed the Beastshaper was a descendant of theirs.[/hider] [hider=The Reunited Kingdom]South of the Nightwood and East of the Stormlash Mountains is the Reunited Kingdom. Its people believe themselves to be the true heirs of First King Ulrain, and the believe the whole of the known world belongs to them by birthright. The Putrid Bog - a swamp full of disease and undeath - lies within their territory. It neighbors the cursed land known as Avistar's Folly.[/hider] [hider=Avistar's Folly]Avistar was a desperate king in ancient days that aligned himself with one of the most dreaded wizards, the Necromancer. When his realm was being conquered, he asked the Necromancer to help him destroy his enemies one last time, and so the Necromancer brought a terrible blight upon the land that killed the invaders... and everyone else. The river that runs from the Putrid Bog through Avistar's Folly grows foul and fetid before it disperses into the Songlake to the south. Avistar's Folly is overrun with the diseased and the undead, and is also home to a few secretive cults. The plantlife there is blighted, purple in hue, and the landscape is dotted with twisted forests and ruined settlements. The Crimson Order, perhaps the most famous of knightly orders, maintains a close watch over Avistar's Folly to ensure no undead monstrosities make it out to infect the rest of Ulrania.[/hider] [hider=The Graylands]East of the Reunited Kingdom is the Graylands, so named for the gray tinge of those dusty, windswept wastes. It is a harsh environment, cold, rocky, and without much shelter, with cracked and infertile earth. The lifeblood of the Graylands is the river that courses through it into the Reunited Kingdom and south into the Songlake. The Graylands are home to tribes of wild beastkin as well as to all sorts of deadly monsters, especially chimeric beasts - leftovers from the Beastshaper's reign. The Reunited Kingdom keeps a border guard at the edge of the Graylands, but it is a far cry from the armies they have posted elsewhere. But there is trouble stirring in the wastes. Always do raiders and marauders try to attack the poorly-defended border villages near it... And of late, the attacks have been growing more frequent.[/hider] [hider=The Songlake]Named for the strange, haunting melody that can sometimes be heard on its waters, the Songlake was once considered the most beautiful place in Ulrania. Now, however, the foul waters of Avistar's Folly flow into the Songlake, tainting it and poisoning its aquatic life. The southern Songlake - the waters just north of and south of Wizard's Isle - are much purer than the northern half. The Wizard's Isle is named such for an obvious reason: a nameless Wizard constructed a tower there long ago. Whether the tower is abandoned or still occupied is a mystery, as Wizards are enigmatic creatures that are said to be nigh-eternally living. People generally don't go knocking on Wizards' doors, either, because that's a quick way to end up turned into a toad or worse.[/hider] [hider=The Kingdom of Larisar]Of all the great realms, Larisar is the one which has most capably avoided getting tangled in the others' wars. Sitting in the hilly, craggy region near the Wildwood, the people of the Kingdom of Larisar are stout and hardy folk that keep to themselves. They deal with enough trouble from the Wildwood and also with raids from the Graylands. Larisar does, however, hire out some of its forces as mercenaries in the wars of other realms.[/hider] [hider=The Wildwood]A forest full of magical beasts, the Wildwood seems to have a mind of its own. Larisan foresters muse that they've seen the trees themselves move, though it seems implausible at best, and in recent days people have sworn that they've seen winged shapes on the horizon when traveling near the wood. People take [i]those[/i] rumors a little more seriously.[/hider] [hider=The Falkerns]The most isolated of human realms, the Falkerns sit at the southern edge of the land of Ulrania. The people here are more rugged than anywhere else in the land, for they are truly alone. Dwelling near the great river descending south from the Songlake, the people of the Falkerns - otherwise called Falks - are squashed between the Everbloom Forest and the Wildwood, and bandits harry any travel northward. Moreover, a meteor impact site called 'The Twins' sits to the north of them. Strange and unusual creatures have been sighted there, too... The Falkerns are home to an unusually large number of the beastkin species known as fauns. The Falkerns were originally a military outpost, meaning they were largely housed by men, and so many of them took fauns as their wives. Generations have passed since then, and it is now more common for a traveler passing through to find a woman that has doe-like or goat-like features than it is to find a human woman.[/hider] [center][h3]Magic in Ulrania[/h3][/center] Understand that the practice of magic is not a common affair in the realms of mortals. Spellslingers don't march around throwing fireballs. Clerics don't wield the power of the gods to heal wounds. Magical phenomena might be common enough, especially where creatures such as faeries are concerned, but you don't really see mages running around. [b]Wizards[/b] are rare. Wizards are, in fact, incredibly rare. They can come from virtually any intelligent species, but most commonly are of human stock. There may be perhaps seven or eight wizards present in the known world at any given time at most. However, they wield incredible powers, not unlike Merlin from Arthurian myth or Gandalf from Tolkein's works. While actual spellcasters may be rare, magical items are less so. Elves and dwarves both create magical trinkets and minor artifacts, and sometimes they have worked in concert to create truly amazing, powerful pieces. Artifacts can come from other sources, too. Wizards have been known to craft them, for instance, and dragons somehow seem to get their claws on them... Finally, understand that magical creatures are much more common than magic users, especially in the wake of the Beastshaper, the Necromancer, and other such powerful wizards. It is worth noting that you can potentially play a character who begins play with a magical artifact or trinket, and you can even play a wizard. It's also worth noting that you can play someone that was cursed by magic, perhaps turned into a different form. Perhaps there is some truth to the idea that beastkin were made from humans? Or perhaps the faeries played some sort of devilish trick on your character? [center][h3]Religion in Ulrania[/h3][/center] There are several religions in the world of Ulrania. Most minor religions are heresies of one of a major one, but there are also various cults to be contended with as well. It is noteworthy that not all people worship with the same fervor, nor do they always embody the virtues of their religion. Some, in fact, pay only lip service to their faith, believing that in the end prayer matters little. Perhaps it is true. Below you will find the most common religions in Ulrania. However, there are certainly more than these. [hider=The Word]In the old world, it was believed there was but one Divinity, and that it was with his Word that the world was born. This monotheistic religion treats First King Ulrain as a prophet of the Word, though scholars debate how holy a man King Ulrain was. Whatever the case, it is a religion that values temperance above all other things. "Temperance in all things" is a common phrase, and it is believed that being able to balance all facets of one's personality - bravery with caution, pride with humility, wrath with mercy - is the greatest of virtues. After all, an unbalanced heart is an impure heart. Those who adhere to this faith pray to Heaven, to Divinity, or to the ancestors, with Frst King Ulrain being chief among them. It is the chief faith of the Theocracy. Long has it been held that miracles are granted by Heaven and by the First King to those who have true faith. Sometimes these miracles have been hard to prove, though legends of great miracles performed in their name exist. Such miracles seem to have come to life in recent years: when the Priest-King and his Bishops make divine proclamations, it seems their words eventually come true. Could Heaven be watching over the Theocracy? Is this the dawn of a new era? Heresies of this belief often take umbrage with specific ancestors being included, or have differences of opinion on the nature of the Divine. Others still believe First King Ulrain to be no prophet at all, and others have extremist virtues and worldviews applied to the faith (such as self-flagellation or the prospect that only humans have souls). These cults are many and varied.[/hider] [hider=Druidism]There are many druidic faiths spread around the world of Ulrania. They are nominally different, though there are similarities between each. They commonly revere nature, and they appeal to the spirits of the world around them. This is a worship often practiced by woodfolk, elves, and particularly rural people. Druidism is the most common religion in the Falkerns and among the elves. There are plenty of stories of nature spirits both benign and malignant. Most do not come from the old world, but from Ulrania itself. It is quite plausible that there are spirits of nature, though they could also be the ever-clever Fey playing more games. After all, the Fey are protectors of nature... or at least of the Everbloom Forest. Some druidic cults see civilization as a blight to be removed, but those are rare.[/hider] [hider=Wizard Cults]Wizards are incredibly powerful beings, and it is not unknown for someone to take up worship of them. Cults to the Necromancer, Beastshaper and Frost Queen are still around to this day, even after their disappearance from the world. It should not come as a surprise: if anyone could be compared to a deity walking upon Ulrania, it would be one of the Wizards. Wizard cults of all kinds are almost universally illegal, but that does not stop them from forming. The Beastshaper's followers have proven to be a particularly resilient cult. Gnolls in particular, not being part of normal society, revere the Beastshaper.[/hider] [hider=Atheism]Some contend that there are no gods, a belief chief among the grayskins. Grayskins are a very practical people that see no use in worrying about the afterlife; they focus solely on what lies ahead of them.[/hider] [hider=Dwarven Religion]Dwarves have a religion, but they are a secretive folk and to divulge their religion to an outsider without good reason would be a crime among their people. Even exiled dwarves keep quiet about what it is they believe exactly. (Only a dwarf player would be told what the dwarves believe.)[/hider] [hr] [center][h3]Submitting a Character[/h3][/center] Submitting a character is actually fairly straightforward: [u]Firstly, make sure to send me your character sheet with a PM that begins with the words [b]Destiny's Call.[/b][/u] This is so that I can easily organize my inbox. (I intend to move conversations related to the roleplay into my Archives so I can handle them all in one place separate from other PMs.) Secondly, just fill out the following: [hider=Character Submission Form] [color=ffce99][b]High Concept:[/b][/color] In a few words or a single sentence, summarize what your character concept is about. Note that you don't have to play one of the species I listed. Just pitch whatever you want to play at me! (Examples: Arrogant Nobleman; A frightened werewolf trying to come to grips with his new existence; young faun ranger; the Winged Terror of the Wildwood.) [color=ffce99][b]Playstyle:[/b][/color] Tell me what you're looking for in brief. Do you want a dramatic roleplay? Comedy? Are you a casual writer, advanced writer, complete newbie? There's no wrong answers here. [color=ffce99][b]Name:[/b][/color] Pretty self-explanatory. What is your character's name? [color=ffce99][b]Gender:[/b][/color] Male, female, nonbinary, agender, and anything in between. [color=ffce99][b]Appearance:[/b][/color] Write 2-6 sentences with a brief description of your character's appearance. No more than that many sentences, please, and don't take that as an excuse to make some giant monster paragraph with run-on sentences. [i]I will hurt you.[/i] You can also post a picture instead if you wish, or you can do both! [color=ffce99][b]Personality:[/b][/color] Again, 2-6 sentences. Don't write me a novel, just give me the facts! [color=ffce99][b]Abilities:[/b][/color] Just a description of your character's abilities. There's no minimum description here; just summarize their skillset and any extraordinary abilities in as clean and crisp a manner as you can. [color=ffce99][b]History:[/b][/color] I don't expect this to be a complete history. Just write a paragraph or two summarizing your character's history. It doesn't have to be elegant prose. [color=ffce99][b]Ambition:[/b][/color] Make sure to define in whatever length you wish what your character's overarching goal is. It can be a few words, a few sentences, a paragraph... Why does [color=violet]Destiny[/color] tug at your character's soul? What is their ambition? Once you've filled out the above information, we'll hammer out any details of your character that still need fixing and you'll be ready for the roleplay when it officially starts![/hider] [hr] If you've made it this far, I hope I haven't bored you to death. Hopefully you have some ideas in your head. I got this roleplay written up quicker than expected because my brain was going absolutely freaking bonkers thinking about it and I couldn't sleep. Speaking of, I probably need to catch an hour or two of shuteye. Post here or PM me if you're interested! Remember, title your PM as [b]Destiny's Call:[/b] blah blah blah or whatever and stuff. If you post here, just please don't reveal your character concept to everyone! We want it to be a surprise when you meet another player, right? Feel free to ask if you have any questions about the setting. I know I didn't fill out everything (such as religion); my take is "less is more." EDIT: One last thing! If anyone wants to play with a group of other players - such as if you have a friend or two you really want to participate with - remember that you can reach out to me with a group PM and say "Hey, can we roleplay as a group?" For instance, you might do this if you want to form a team of adventurers, or if you want to be a group of nobles serving the same liege-lord. Or perhaps you're a young couple in love running away from home, or... etc.