[center][img]https://k62.kn3.net/taringa/1/9/9/7/4/5/19/xslayers003/788.jpg[/img] [h1]Feast Fantasy[/h1][/center] [hr] [center][i]Calling all adventurers, monster hunters, and cooks! The opportunity of a lifetime awaits you! Enlist in the Wild Hunt at your local guild hall, and you will get the chance to see the world, try exotic new foods, and be handsomely rewarded for doing so, all for simple monster hunting! Further details will be provided prior to enlistment by your local guildmaster.[/i][/center] The notice, despite seemingly having made its way onto just about every noticeboard in the city, didn’t seem to have grabbed the attention of anywhere near as many people as you might’ve expected it to. Then again, measuring the rewards that were promised to the seeming lack of information provided, it was exceedingly possible that most of those who might have taken it had deemed it too good to be true, if not just a little too sketchy to get themselves involved with. For reasons known only to you though, the advertisement had managed to get you intrigued enough to, if nothing else, at least see what it’s all about. Time to see if this ‘opportunity of a lifetime’ is the real deal… [hr] Alright, we’re finally here and ready to get this started! As most of you guys know, the idea of the RP is that you guys will be working for the guild as a team of monster hunters and cooks. Many of the worlds nations and guilds, believe that a great famine may be on the way. In addition to this, monster attacks are on the rise. In an attempt to find a solution, the guild is recruiting adventurers and chefs to go on an epic quest to take ‘em down, cook ‘em up, and see which ones taste good enough that the guild can present them as an alternative food source to last through the famine. Of course, the way most civilized people view monsters, [i]especially[/i] the concept of eating them, means this will be an uphill battle, hence the omission of that particular detail in the initial advertisement. While I do have a bit of plot ready and waiting, this is still going to largely be a sandbox fantasy cooking adventure. The group/s can explore the world freely. I promise this isn’t just my way of tricking all of you into teaching me how to write cooking well. [hr] [hider=Basic World Info] The continent of Riadne is vast, with many different nations and biomes. The greatest of these nations lie to the east, with the desert empire of Entei Bahara to the south, and the great empire of Xin Lu in the plains and mountains heading further towards the north. Even further to their north lies Hiyuki, a harsh land of taigas and volcanic tundra and the homeland of the Oni. While Xin Lu and Entei Bahara are currently at peace, relations are generally quite tense between the two. Moving further west towards the center of the continent, one will find the lands known as the Middle Kingdoms, a chaotic mess of countless small nations and kingdoms, many of which will either be allied, feuding with, or outright at war with each other at any given time. These extend all the way to the desert nations of the southern coast, who are no less quarrelsome than their northern neighbours. However, the Middle Kingdoms region does not extend very far to the north, stopping at Tullei, a surprisingly powerful city state built out of the remains of an enormous, ancient mountain citadel. Finally, the vast majority of the western side of the continent is covered by the Spiritwild, a great stretch of wilderness covered in mountains, forests and plains named for the abundance of spirits that enter through the numerous tears between worlds found in the area. Along with spirits, a vast amount of mana flows through these tears, allowing it to gather extremely thick. While many have tried to settle in the area due to the density of mana, it is also that mana which has made it all but impossible to do so, affecting and warping much of the flora and fauna around it. However, a few of the hardier or more adaptable settlements have managed to stubbornly cling on, and some of the other races have called the area home for centuries, such as the Orcs, Elves, and many tribes of Greater Beastfolk. Some believe the area to hide the remains of what was once a great empire, the tears between worlds caused by some great magical calamity that caused it to fall in the ancient past. However, these ruins have never been found, and other evidence of this theory is rare. [/hider] [hider=Playable Races] [b]Humans:[/b] Humans, you probably know a little about them, considering I'm pretty sure you are one. One of the more common races in Riadne, humans are one of the few races who build large cities, and they currently hold the title of having the most countries where they make up the majority of the population. Widely known for being something of a middle ground between many other races, and therefore surprisingly adaptable. The white bread of race selection. [b]Elves:[/b] Elves are a tall, lean race with pointed ears and large eyes. These allow them incredibly precise hearing and eyesight, which they use well as hunters and marksman. They tend to avoid large settlements, instead building small villages high on mountain tops. The majority of these villages double as eyries, where small mountain wyverns build their nests and can be trained to assist elven hunters in a manner similar to human falconry. [b]Dwarves:[/b] Dwarves are a short, stocky race of humanoids, generally only reaching about four feet tall in height. They are famous for having an insane attention to detail, and their architecture is widely known as some of, if not [i]the[/i] best and sturdiest in Riadne, both above and below the ground. While traditionally a subterranean race, more and more dwarven cities have been founded across the continent in the last few centuries. Despite not having a gift for utilizing magic directly, their attention to detail means that many of the worlds greatest runesmiths and enchanters have been dwarves, and these days they make up some of the foremost minds in the research and production of magic-based technology. [b]Orcs:[/b] Orcs are a large, muscular race who generally grow to about seven or eight feet tall. They live mostly in nomadic tribes, with the occasional larger permanent village dotting the western highlands and forests they have called home for millennia. Despite the fearsome reputation of orc warriors and bandits, the vast majority of orcs have a very communal outlook, doing what they can to assist the tribe as a whole. While not always particularly open to other races, they usually aren't especially xenophobic either, and if a visitor comes offering trade or assistance, it usually isn't too hard to endear yourself to a certain tribe. One of the few races who are known to eat certain types of monsters. [b]Gnomes:[/b] Gnomes are a very short race who, despite being generally physically weak, are believed to be more in tune with magic and the world of spirits than just about any other race. Other races tend to find them rather odd due to their customs, such as growing buildings out of trees or giant mushrooms, and a curious and mischievous nature that seems to be present no matter where the gnome was raised. They make excellent scholars, with a particular knack for working in fields like archaeology that let them go out and see what they're researching in person. They are even shorter than Dwarves, only reaching about three and a half feet tall at maximum. [b]Greater Beastfolk:[/b] Greater Beastfolk is a catch all term for a number of races, many of whom are quite rare now, who resemble humanoid animals. These include races like Minotaurs, Apelings and Gnolls. Little is known about the exact origins of the Greater Beastfolk, but the most widely accepted theory is that an ancient magus created them as servants, or possibly an attempt at creating their own army. Nowadays, those who remain generally form small tribes and clans, inhabiting the same environments as their animal counterparts. Occasionally though, one might find a wandering Beastman in a city or town, usually working as a mercenary. [b]Lesser Beastfolk:[/b] Lesser Beastfolk are not necessarily a race in their own right, but many people do consider them to be. They can be found in any other race, and are generally born to those who work particularly close with spirits and familiars. While not immediately visibly different from normal children of their race, around the age of two to three, isolated animal features will appear on their bodies, occasionally going so far as to alter their former features. Ears and eyes are the most common features to change, but occasionally larger features such as horns or tails can grow as well, and sometimes even limbs can change, such as the case of those who have come to be known as Fauns. [b]Lizardmen:[/b] While technically considered Greater Beastfolk, Lizardmen have far outstripped the rest of their peers in numbers, being a fairly common sight in this day and age. Tending to settle in jungles and warm wetlands, Lizardmen have a number of cities dotting the southern portion of the continent, with a very pyramid-centric architecture. Like with mammalian beastfolk, there are a number of different subraces within the Lizardman umbrella, but for whatever reason, the numerous Lizardman variants managed to live peacefully together and form a larger society where their mammalian brethren did not. They have an unnerving habit of eating small animals whole, and occasionally still alive. [b]Oni:[/b] Oni are large, horned humanoids with a muscular structure similar to that of orcs. There are two subtypes, the stockier Red Oni, who are generally louder and more excitable, and the slimmer Blue Oni who tend to be more calm and composed. Oni are rare outside of their homeland of Hiyuki, a country of snowy forests and volcanic tundras. As such, they are a strong, resourceful race, who have found ways to survive on almost whatever they can find around them. This includes monsters, and they are one of the few races that actively hunt them for food. They also use materials from monsters to create clothes, weapons, and occasionally even buildings with some of the larger bones.[/hider] [hider=Magic] [h2]Od[/h2] Also known as 'The World of Magic' or ‘The Spirit World’, Od is not only the point of origin of all spirits, but also the source of mana. In terms of appearance, it’s features are very similar to our own world if everything was taken to the extreme, with trees that tower into the heavens, and mountains so vast that they could drive regular people insane. [h2]Mana[/h2] Mana is the energy that makes up the entirety of Od and the spirits that inhabit it, and is used to cast magic. It originates in Od, where it flows through tears in the veil between worlds into ______. From there, it naturally gathers in certain areas, like the high atmosphere or deep beneath the earth. While the vast majority will stay in these areas, some of it will drift down towards the ground, where it is passively absorbed by most lifeforms. While a dose of this quantity has little effect on these lifeforms, should mana be absorbed in large enough doses, results can be rather chaotic and unpredictable, especially if that lifeform is more sensitive to mana than others, as tends to be the case in certain races like Lesser Beastfolk, Elves and Gnomes. [hider=Magitech] Magitech, as the name implies, is any technology created using magic. When it comes to variety, there is an enormous range of different forms and applications magitech can take, from weapons to transport to household appliances, and it is considered a common part of daily life in most nations. Even now, research is going into further expanding the number of tasks it can cover. While magitech can come in many different forms, almost all of them have two fundamental components, without which they would not be able to function. These are Aetherium and Runes. [h3]Aetherium[/h3] Aetherium is a type of crystal similar in appearance to quartz, which naturally absorbs and conducts mana. Clusters can be found relatively commonly in underground caverns where large amounts of mana have gathered, and once mined, carved and processed, are used as batteries to fuel magitech. These can be recharged once depleted, either through a long process using the wielders own mana, or by bringing it into an area where mana is thick. With exposure to certain elements alongside the mana, aetherium can also gain a basic elemental charge. However, that is as far as you can get without the use of runes. [h3]Runes[/h3] Runes is the term used to describe the series of patterns and sigils applied to magitech in order to dictate more specific effects. Without them, magitech would not be capable of anything other than basic elemental effects. Thanks to them though, those who craft magitech are able to choose whether a weapon using ice aetherium creates a snowy wind, shoots a spike made of ice, or is just too cold to wield without getting frostbite.[/hider] [hider=Spirits] Spirits are the inhabitants of Od, eternal beings made entirely of mana. They come in all shapes and sizes, and as beings of mana, they are capable of utilising magic, with many of the older ones being more than a match for even the most modern magitech. However, while this is a relatively simple process in the world of spirits, the mundane world has far less mana to absorb in most areas, and even small spells will drain a spirits mana. If this happens, the spirit will fade away, reverting back to pure mana, until it can eventually drift back into Od and someday reform, with nothing more than faint inklings and fuzzy images to remind them who they were before. Of course, this can also occur if the spirit takes enough damage, even within Od. Ways to avoid this are limited, but the most common countermeasure taken is to form a contract with a host in the mundane world, becoming a familiar. [h3]Familiars[/h3] Familiars are spirits who have formed a contract with a host from the mundane world. This is a symbiotic relationship, allowing the host access to the magic naturally available to the spirit, and allowing the spirit to sustain itself on the hosts mana to avoid fading. For the most part, spirits will remain in physical form, able to interact with the world independently as long as they remain within a certain range of their host. This form allows them to work alongside their hosts in any task they are physically capable of. In many cases this means fighting, using their magic to attack enemies or provide support and defence for their hosts. However, this is not the only possibility, and many hosts will never even see combat, instead having their familiars assist with mundane tasks. Many can even be found helping their hosts in their profession, such as tending storefronts, working crops, or even researching magic and it’s properties. However, there are two other known forms a familiar may take. The first is quite common, where they revert to a stable mana form and reside in an enchanted object known as a Shikigami. Shikigami can come in many forms, but the most common are wooden or paper talismans. While resting in a Shikigami, a spirit may still absorb mana from their host and the atmosphere, but require next to none to sustain their forms. This lets them heal from intense damage easily, or avoid fading during points where either they have no current master, or their master is unable to provide them with mana for whatever reason. The second, on the other hand, is far rarer, and potentially dangerous enough that some faiths are willing to hunt hosts and familiars who take part. It involves allowing a familiar spirit to meld with the mana in your body directly, essentially temporarily combining familiar and host into a single being. The host's physical body changes to match this, taking on many features of the spirit’s physical form, along with all of the strengths, abilities and weaknesses that come with it. This process is called Possession. However, there are many dangers to this even discluding the potential extra weaknesses. As a combination of two separate entities, the minds and personalities of host and familiar are also combined. First time possessions are always unpredictable in which aspects of both personalities will find their way to the forefront of this new one. It could be all the best traits, but at the same time it could be all of the worst. Along with that, improper possession can make it difficult, or even impossible to separate. This is often accompanied by horrific side effects, like an insatiable hunger for flesh, or worse, souls. In fact, evidence points to improper possession being the origin of the vast majority of the beings known as ‘night creatures’, such as werewolves or hags. In the end though, some feel the potential rewards are worth the risk, as successful possession can result in an incredibly powerful being, capable of turning the tide in many situations. It [i]is[/i] in their best interest to follow the commands of their hosts, of course, as an unsatisfied host can easily end the contract and leave the spirit to wander until they fade. However, should the familiar be commanded to do something they are fundamentally against, such as attacking those they would not wish to harm, they can easily do the same.[/hider] [/hider] [hr] [h2]CS[/h2] [noparse] [hider=CS] [center][h2]Name here, image goes above this text (center it please!)[/h2][/center] [sub][h3][indent][i]𝔽irst 𝕀mpressions[/i][/indent][/h3][/sub][hr] [b]Name:[/b] [color=d3d3d3][i]Who are you?[/i][/color] [b]Race:[/b] [color=d3d3d3][i]Human, Elf, Dwarf, Orc, Gnome, Greater/Lesser Beastfolk, Lizardman, Red/Blue Oni[/i][/color] [b]Age:[/b] [color=d3d3d3][i]Babey or Boomer?[/i][/color] [b]Gender:[/b] [color=d3d3d3][i]Are you a boy? Or a Girl?[/i][/color] [b]Appearance:[/b] [color=d3d3d3][i]Judge the book by its cover.[/i][/color] [sub][h3][indent][i]𝔾et to 𝕂now 𝕐ou[/i][/indent][/h3][/sub][hr] [b]Occupation:[/b] [color=d3d3d3][i]Cook, Mercenary, Researcher, Accountant, Dermatologist, Babysitter, Rental Boyfriend...[/i][/color] [b]Repuation:[/b] [color=d3d3d3][i]How do those around your character see them? Are they renowned across the land? This is like a personality section, but it's from the point of view of someone who knows your character.[/i][/color] [b]Affiliation:[/b] [color=d3d3d3][i]Guild, country of origin, etc.[/i][/color] [b]Backstory:[/b] [color=d3d3d3][i]"Ever since I was a child, I had to grow up on the back streets... wrestling alley bears for food and fighting guards for my own freedom...[/i][/color] [sub][h3][indent][i]𝕌tility[/i][/indent][/h3][/sub][hr] [b]Skills:[/b] [color=d3d3d3][i]What are you capable of?[/i][/color] [b]Magic:[/b] [b]Equipment:[/b] [sub][h3][indent][i]𝕄iscellaneous[/i][/indent][/h3][/sub][hr] [b]Favorite Foods:[/b] [b]Disliked Foods:[/b] [/hider] [/noparse]