The Foglands are a series of Islands who's climate tends to be a tropical paradise. Just as days may turn to night so too does the weather here change from the tropic beauty to horrendous downpours with crackling lightning. The main island houses the town of Reliquia on its northern shores and is divided only by a river delta whose waters spread throughout the island and that the natives use for fishing. It is said that the main island is divided into three areas; the first is the outer rim of the island, a vast white sand beach touching elegant sea foam green waters and vibrant lush greenery, this area is known as Tutum and houses many of the herbivorous wild life. Further in you have the second area known as Caute. The lush greenery that was found in Tutum now becomes a forest though still fairly spread out and easily managed through, Caute houses the Omnivorous creatures of The Foglands. Finally there is the islands center Periculum. This area is a dense forest whose canopy yields medium amounts of lighting throughout. It is said that in some sections of Periculum one can smell the scent of death and decay and often times corpses of fell beast lie there, this is where the carnivores live.
Dungeon: There are two dungeons located in The Foglands. One is "Hell's Lid" located on the northern most island which is also the second largest island, and the other is located on the southern most point of the main island and is Known as "Sea Glass Cove." Hell's Lid is a massive volcanic cavern system on the island of Mons Igneus. The island's nature and seclusion has caused the monsters there to mutate from the ones found on the main island and have special properties to them. The cave system is full of areas to explore but around every corner may lurk grave danger as aggressive monsters inhabit the inside and attack all who enter.
Sea Glass Cove is an underwater system that was formed beneath the island. It is comprised entirely of sea glass and thus one can view the aquatic life in the ocean through the walls and floors of the dungeon. Though vast and breath taking this dungeon is not without its dangers and is only ventured by the bravest of warrior natives when precious stones and other items are needed.
A new area means new gathering nodes! A variety of new leathers, fish, plants, minerals, ores and more are scattered throught out the islands and can be utilized towards crafting better weapons, clothing, and jewelry.
New materials can also be used for new food recipes as well as colors and dyes for painting and clothing. Help the locals with their missions to attain Renn, new items and weapons as well as new friends. Brave the wilds and tame new monsters like you've never seen! Any creature here is sure to be a great new companion for trainers.
first of all... would like to apologize for my general lack of activity lately. Been extremely busy with 3D laifu shenanigans.
^ me atm
Second of all... I think I may have come up with a stable schedule for the timetable of this RP. Been working on this for some time now, in an attempt to stop fluctuating activity amount like we've been having. Basically if you DO have to go offline for some time, this will allow you to predict what's happening and such. Here's the gist...
This will pretty much stay identical;
- 2 posts required per week, GM post will be on SUNDAY and THURSDAY (midnight, UTC 10 - Eastern American). Meaning you have 4 days and 3 days to post.
- Failure to post without prior notice is 1 solid warning, since this is a group effort.
- Prior notice MUST be informed 24 hours BEFORE GM post.
So this was the tricky part because people can split and do their own things. But I think I figured it out.
- 2 post minimum per week, if you don't you will get a visit from the GM (me). Continuation of this trend may will result in a warning. I will overlook 1 post a week if its a good post and/or if you have a decent reason (eg. sleep).
- GM post will be SUNDAY, WEDNESDAY and FRIDAY for Morning, Noon and Night. (Today's post will count as WEDNESDAY post since its outlining around noontime). Basically you DO NOT have to post for every time, just do a hider post per usual for times not covered previously.
- ANY AND ALL back-and-forth communication between 2 players MUST be done on Discord and then posted as combined post.
- Write summary like you do for dungeon posts. This will stop me from slipping up any details or forget to give you items and such. Also will allow me to not forget to calculate for food/water intake and such. Of course, as well as remind others.
- I know I've been saying this from the beginning but keep the posts shorter but more frequent. Makes it easier to process information for everyone if its bite-sized chunk. Most of you are good with this though.
Hey everyone, just a short but important reminder.... update your CS!
- IF YOU HAD CHEAP CLOTHES AND CHEAP SHOES (starting items) they are broken now. Please proceed to the nearest tailor to avoid public embarrassment. - Do write down your clothes / shoes on your item list. They required to be worn (even if you are wearing armor - game system wise it just counts as wearing "both")
Floor 4*: The Orient *(earlier is better for this one, I think)
The land is divided by two countries: In the east, the Celestial Shogunate; and in the west, the Heavenly Empire. A large mountain range divides the nations—and contains two dungeons: The Top of the World; and the Deep Naraka. An ocean surrounds the land, offering an easier route for traders to go between the two nations.
In the West: Qigong
The capital city of the Heavenly Empire, Qigong lies at the heart of the land. Characterized by majestic structures reaching into the sky, the capital is a beautiful city. The streets are paved and well-maintained; countless shops offer the nation’s wares; and the Palace rising in the very center is home to the Heavenly Emperor himself. Also, the portal gate is here. Surrounding the capital proper is the less affluent residential zone. Small, single-story homes fan out for better than a mile. Beyond those are endless rows of farms, broken only by the occasional, large, community hut rising from the mire. The distinction between rich and poor is, as has been the case throughout history, enormous. As a culture, the people of the Heavenly Empire value song and drama. Skilled singers and actors are sought after, and those with the clearest voices have the greatest prestige.
Beneath the Heavenly Empire is another land, a frozen wasteland filled with demons and curses.
In the East: Edo
The city of Edo is geographically enormous. The buildings rarely stand higher than two stories, and through most of the city they are spread out to allow space for yards and gardens. The only exception is the dock area, where most of the trading occurs. Here the shops and warehouses are built close together—but that isn’t a concern, as only the eccentric would live there. The people of the Celestial Shogunate value nature and the natural spirits greatly, and verdant life can be seen throughout all their cities and villages. They also value performers who can blend with nature, be it through instruments or the dance. Vocal performance isn’t as sought after, as speech is seen as a disruption of the natural song; but those able to dance with the reeds or harmonize with the winds are praised and respected.
Beneath the lands of the Edo lies this world consumed in flame. Distinctly demonic creatures attempt to consume anyone foolish enough to enter their domain—and they don’t mind eating their food extra-crispy.
In the Mountains: Deep Naraka
When you reach the center mountains, you can choose to go up or down. When you go down, you enter the Deep Naraka, a lightless place haunted by incorporeals. Going in without several sources of light would surely end in failure and death. Similarly, not being prepared to deal with the restless souls haunting its halls would bring your downfall.
Floor Dungeon – The Top of the World
If you choose to go up, you will find the Floor Dungeon. This dungeon is remarkably straightforward: players will go through a series of tests to prove they are fit to ascend to the next floor. It demands more than brute force from a party—although the final test at the end will demand a lot of that. Much of this dungeon will require players to think and skill their way through.
Floor 32*: The Divided Lands *(totally just a suggestion; move it anywhere except a safety (non-raid) floor)
Gate City: Fortuna
Formerly, the city Fortuna was a place of wealth and prosperity. It stands in the center of the floor, at the crossroads between the various tribes, and became the hub for trade. The city fell to ruin, though, when the Great War ended all ties between tribes. Each person returned to the place of his ancestry; the few who remained quickly fell prey to monsters. The gate still stands unharmed before what used to be the governor’s palace. Everything else is deteriorated and overgrown.
Northern Mountains: Bornztun
The Bornzun settled in the mountains of the far north. Mountain springs provide their city with water, and the mountains provide an endless supply of stone and ores. The access to raw minerals has made Bornztun the most productive city on the floor. Its soldiers are well-equipped and well-trained in close-quarter combat.
As it has been some generations since the fall of Fortuna, the common language has separated to some degree. The Bornzun speak something close to common; if you’ll tilt your ears while listening, most players can understand the message being sent.
Northern Dungeon: The Haunted Mines
Years ago the Bornzun tapped too deeply into a mountain and opened a portal to hell itself (or so they believed). They closed up the mineshaft as best they could, but have occasionally had small problems arise from within. The town guard has been able to handle it without much damage. But recently something much bigger has been shifting deep in the abandoned mine. If left unchecked, calamity may befall Bornztun.
Eastern Plains: The Hrosen
The Hrosen, rather than settle a city and fortify against monsters, live a nomadic lifestyle. They roam the wide plains, hunting and gathering their food. Their battle prowess is not to be scoffed at; it is said a Hrosen on his steed can slay five men on their feet. The connection a Hrosen has with his horse is far deeper than that of a human and a pet; the two are companions in survival and combat. Some whispers even speak of their ability to communicate with their mounts as one man speaks to another.
With no permanent home, the Hrosen pass their history through oral tradition and a few, rare scrolls. Literacy is low, and the language has drifted a fair distance from the standard.
Western Forest: Vainaxht
Living in the deep forests, the presence of monsters was a constant in their lives. The Vainazzi mastered the ability to tame monsters; now monsters are an everyday matter in a whole new way. Beasts of burden, defense forces, skilled labor (and what bizarre skills some of them have!), and so on; the people live surrounded by tamed monsters that do the hardest work. In learning to coexist with these bizarre creatures, their language and customs have grown similarly foreign. From clicks to guttural fricatives, to putting their front doors dozens of meters above the ground, the Vainazzi are different; understanding and working with them is a tremendous challenge.
Southwestern Dungeon: The Forgotten Temple
Hidden in the far depths of the forest lies the remains of an ancient temple. It predates even the three great tribes. Archaic symbols cover the walls and ceilings—those that haven’t collapsed, hidden beneath centuries of overgrowth. All the tribes will agree that the temple is a place of mystery and magic. The Vainazzi, though, have tales of strange happenings more recently. They speak of a darkness building in the heart of the temple and beginning to leak out. Beasts enraged and driven by the darkness do not succumb to the Vainazzi’s taming abilities; and as the occurrences grow more frequent, they find their home increasingly endangered.
A group walks into a murky, abandoned dungeon - A paladin, Mage, and a swordsman. The promise of loot and treasure of obscene amounts were circulating the nearby taverns, and the party had come to see if they could scavenge for some. After several floors of eery silence, they finally arrived at the lowest floor - and to their surprise, the rumors were true! Gold and mithril coins were stacked into a massive pile along the corner of the room, taking up nearly an entire corner of the room. The mage and paladin jumped for joy, as the swordsman ran forwards and grabbed a fallen golden coin, examining it's authenticity. He yelled out in joy. "They're real guys! We'll never go hungry agai-" Immediately, a black fist nearly as large as the swordsman himself smashed into him, and he quickly flew across the room and into a wall. A massive monstrosity, seemingly alerted to the party for no apparent reason. The paladin and Mage were in shock, and after a few more seconds, the swordsman was nearly dead. The Mage had just enough time to heal the man, before the Monolith of black rock crashed down on her back, crushing her beneath more than a ton of the stone.The Paladin successfully grabbed aggro, and the Glowing red eye of the creature turned to the woman in her giant armor. The Paladin was able to last the longest against the monster, but even her impenetrable defense was unable to save her - she only lasted for about ten minutes before the beast finally crushed her skull. The swordsman, barely alive, had dragged himself out to the previous floor. He snickered, 25 mithril coins in his hands. with this, he'd never have to go in a dungeon again - he would bu a home, start a business, and practice a skill until someone beats the game. The swordsman stopped - a room, illuminated by a single candle, showed the shadow of a man. An older, grayed man bearing robes and counting coins in the light. The swordsman hobbled faster, eager to ask for help. Before he could, however, the old man opened their menu, tapped a few buttons, and the floor underneath him quickly began to rise, smashing him against the ceiling. The old man picked up the coins that the thieves attempted to steal, snickering as he did so.
Misers are a class that is similar to a trainer and mage, but possesses special mechanics that differentiate them. A miser grows more powerful as their number of possessions increases, gaining strength through their greed. This is measured through Renn - As the amount of Renn a Miser owns increases, they rapidly gain access to more powerful abilities. The main boons of the Miser are their ability to construct bases and traps, their access to special features locked to other players, and their Golems. A Miser without access to Renn is essentially a sitting duck.
While player owned buildings like shops and guild houses are possible, Misers are able to construct buildings virtually anywhere - A flying castle? Easy. An underground dungeon? Child's play. A mansion on a giant turtle's back? If you can get the turtle to agree, no problem. Of course, the more extravagant the building and exotic the locale, the more Renn the building will cost to construct. So, while constructing a flying castle may seem fun, the miser must consider if the sacrifice of millions of Renn is worth flying over one's opponent. Along with this, Misers are also able to construct traps - while simple bear traps and pitfalls could be made nearly anywhere, complex ones like arrow launchers and rising platforms may only be built in a building that the Miser had constructed. A Misers traps will always be of poorer quality than that of a similarly leveled Tinker. And, similar to the buildings, a traps price is directly related to the complexity.
Misers start out play just like every other player - it is only after gaining a certain amount of Renn that they are able to purchase special features and options that are unavailable to other players. Don't kid yourself - their isn't enough Renn in the damn game to afford an exit button. But other options are available - the cheapest are mostly aesthetic or simple convenience. Adjusting the volume of sounds that you perceive, light levels, and many small UI changes that other players lack. With more Renn, options become more practical - Auction houses that allow Misers to trade items over large distances and many floors apart instantly, adjusting the misers pain level within a certain degree, and even causing NPC's to spawn in certain areas - essentially allowing the wealthiest of Misers to create their own Towns and dungeons. Of course, for something comparable to a natural town or dungeon, a Miser would require Renn measuring in the hundreds of Millions, if not more - unlikely for even the wealthiest of players.
The final cornerstone of the Miser is their Golem - this is how a Miser will primarily defend themselves. Misers are nowhere near as competent as mages in terms of magic, so they possess Golems of varying designs and power in order to defend themselves. While initially starting out a s nothing more than a rock-like creature standing at about half a person's height, the Golem can be upgraded by the Miser through spending Renn. Similar to a Mechanic's creation, Golems can be specialized in many ways - from a physical tank, a magical glass cannon, and even an intelligent companion, Golems can fill roles normally reserved for players in a party. Like all of the Misers abilities, upgrading a Golem grows exponentially more expensive as the Miser pours more and more Renn into their Protector. While large and physically tanky Golems are the most popular, small and more scout-like Golems are not uncommon, especially considering most Misers prefer to avoid combat. Should their Golems be destroyed, the Miser must spend half of the Renn they own in order to rebuild it - Not much compared to the Renn most high level players spend on building their Golem into machines of murder.
While the Miser is strong, they possess several weaknesses that severely limit them - the most detrimental being their carrying capacity. While all players are able to access an inventory with relatively infinite space, a Miser may only hold 100 pounds of equipment in their inventory at one time - including their Renn. This, when combined with the obscene amount of Renn needed for many abilities, causes the Miser to resort to creating a hoard of Renn in a safe location - this is because any player is able to steal from a Miser's hoard. Many Misers don't find interest in the base and trap construction included in their class, but must use it in order to defend their hoard of Renn and items. Banks will not hold a Misers Renn and money - leading to the difficulty Misers face when they wish to move their hoard to other floors.
Misers gain Exp like any other class - but leveling up gives them no stat or skill points. Instead, a Miser must purchase their stat and skill points, at a price of (level*2) Renn per point. Leveling up merely increases the number of points a Miser can buy, but also increases the price they must pay. Finally, even having purchased all the points they could for a single level, a Miser will generally have 25% less stat points, but has the same number of skill points as other classes.
The final detriment of the Miser is their general weakness - they have very few damaging actions, and are entirely reliant on fundamental disciplines and Golems for damage.
Strengths: Ability to construct Traps and Buildings anywhere, Quality of Life improvements, and upgradable Golems. Weaknesses: Limited Inventory, Paying for stat and skill points, Lack of damaging abilities, and incredibly reliant on Renn. Starting Bonus: Misers start with an additional 1000 Renn. Spells: Misers May learn from Greed and one Fundamental Discipline of their choice.
Alright, here's the deal guys. It seems like for college students (which from what I've been seeing is most of us) its the unholy time of finals... so I'm freezing the RP for a couple of weeks. We'll resume in about 2 weeks from now, please please please do NOT go afk afterwards =_=
Hey everyone, GM here. So I think we'll be resuming the RP on MONDAY (5/7). Here's what you need to do / know...
1. In-game time during starting on Monday will be Day 9, Morning. 2. You should go figure out what you did during the previous few days, especially if you've been a little inactive before the RP pause. 3. Post here on OOC what you've been doing for Day 7 and 8 so we are all caught up with each other.