Avatar of Mokley

Status

Recent Statuses

3 mos ago
Current I would like two months alone in the forest in a comfortable cabin with good wifi and a stocked library please and thank you
3 likes
5 mos ago
the library just gets more amazing.
2 likes
5 mos ago
brb my reality is being challenged
1 like
6 mos ago
One more day.
1 like
7 mos ago
Anemia sucks. I feel like there's an invisible vampire sucking my energy through a straw.

Bio



I have no idea what I'm doing.

Most Recent Posts

@Hexaflexagon That is an impressive amount of detail! Ila is approved, please go ahead and post her to the Characters tab.

I think I may compile some kind of short guide on the first post over there to note everyone's worldbuilding efforts in their sheets. Hm Hmmm . . .
@Incanus Your ideas for the stone sound fair to me! Perhaps once the RP starts rolling we'll have a better idea of how best to proceed. It may come up in the plot.

As for an herblore reference, I can't fathom any reason it wouldn't be automatically approved. Unless anyone has objections, just go ahead and post that in the Characters tab, and continuously add to it if you like.

If Mat has any of these herbs or potions on his person at the beginning, just note that in his CS. Otherwise, just go for it and go nuts. :)
@Incanus Great points on the herbalism -- that'd be something to include with the CS for others' use.

As for a lucky charm, you could say that Mat has seemed to have luck in the past as long as he's had it with him, but in the rp I'd rather control its effects as moderator (or at least mention OOC when you plan to invoke its effects IC). I trust you, but it seems like an easy deus ex machina. Also, once again, it may not be what it appears. ;)
Whoa, character sheets already!! You guys are amazing. Ok, I'm gonna go through these, and I'm sorry if the first few sheets are guinea pigs for the CS questions. I already see that I'm gonna have to change some things (but hopefully they're not huge things). No fault of yours, of course, but I hope I don't give you a headache.

@Darkraven
So far so good! As you go along, some notes:

Sofre is a wonderful addition and I wouldn't change it, but just making sure you only plan to play Pedre in the RP. If you're willing to give me control over Sofre, she can be a part of the plot. Or we can come to some arrangement where you can switch between them, or have her join in later. I just have trouble keeping track of two characters. ^^'

@Vesuvius00
Great character! I should've asked for more info about magic from the getgo, though, and I apologize for leaving it so open-ended. I'm going to add the following specifics under Magic:

Focus: (What type of magic does your tribe focus on? No magic system is all-encompassing, and each should have its own single, narrow use. Any spell that falls outside the focus of the magic will require severe effort and an enormous sacrifice, if it is possible at all. Healing, weather-magic, protection, communication, summoning, etc.)

Balance: (For every advantage there is an equal and opposite sacrifice: throughout the world, magic is ruled by balance. In your magic system, what is sacrificed for the sake of spells? Personal health/exhaustion, sacrificial animals, valuable offerings, contracts/promises, meditation, time, etc.)

Process: (How is a spell cast, and how long does it take? Rituals, sigils, chanting, dancing, writing, spoken word, etc.)

In your particular case, if I may make a suggestion, there may be a practical reason each tribe may only have one shaman at a time. What if the shaman draws life energy from everyone in the tribe in order to heal one person? Everyone in the tribe must trust and freely offer their energy to the shaman. They may all dance or chant or participate in the ritual in order to give their energy to the shaman. This also means that while the shaman is alone, or among people who don't trust her, she is extremely weak or powerless. The focus should be solely on healing, with a possible minor application to protection and barriers. I'd have to advise against any spells that don't fall into one of those two categories.

@Incanus
Great character! Your formatting seems to be off, though -- you have line breaks in the middle of sentences, which makes it hard to read.

Uncle Tam seems to be a big part of Matin's life. Just making sure you only plan to play Matin in this story (as I don't do well keeping track of more than one character per player). With your permission he might become a part of the plot, or we can make an arrangement for him to appear later.

Regarding the Drea: It's absolutely cool for the tribe to believe there are gods of the forest, but the reality might be entirely different. Just an FYI things might not always be what they appear.

Your description of the tribe's magic sounds great! I've changed the CS a bit where it concerns magic, but it doesn't affect your CS because Mat doesn't have magic, himself. So you're good.

With those minor points in mind, Matin Dripwood is approved. Please copy his CS to the Characters tab.
@Aura Lodestone it looks like everyone has actually been waiting on everyone else - I'll hold the mod post til everyone who has said they'll post actually does. ;)
Aaaaand thread is up!

World and RP Information


Characters



Places

The Drea Rainforest, home of the Dryads
The Arctic North, home of the Iqniq Tribe
Colchetta, an oasis of civilization in the old Kingdom of Airedale
A Jungle Island, home of the Rosario Chus-Cande
The Rune Desert, home of the Roshan Tribe
Moran, in the jungles south of the river Ti-ain, on the continent of Witherings, home of the Madakam Tribe
The Mountain home of the Skeiron Tribe


Languages

Dryadic
Nrupiaq
Cantran
Chus-Cande
Taki Madakam
English, Spanish, Avestan, Persian, Zulu, Gilaki, Luri, Old Persian, Arabic


Gods and Goddesses

Drea, Goddess of the Forest
Lutok, (absent) Creator, and the Great Spirits
Casper, the Creator
The Constellations
Ma-Ruk The Life-Giver, and the Ruse
The Four Winds


Magic and/or Religion

Dryadism and the Witch Mothers
Shamanism of the Iqniq Tribe
Shamanism of the Rosario Chus-Cande
Zoroastrian Astrology
Anemonism of the Four Tribes of the Wind
Magnetism of the Madakam Tribe


Regarding the Ruse

Ayonil, a magical draught brewed by the Witch-Mothers that gives the village protection against Ruses.
Madness of the Ruse-To date, no cure for the madness has been found. While Colians aren’t especially susceptible to it, those found with its symptoms are executed, as it is considered both a “mark of the Ruse” and a threat to society.
The Madakams believe that the Ruse are the living embodiment of pure energy on the planet sent to stand vigil over the plant kingdom and ensure that no one may destabilize the fragile equilibrium of the planet.
The Four Tribes of the Wind believe that the Ruse are past guardians who manage crossing the Dead Winds back to the living realm for the protection of the world against the Oncoming Storm.


Bestiary

Delian retain a very deer-like appearance, but are much larger with thicker legs, long white tails of “horsehair,” and have no antlers.
Reptilian creatures, which are semi-intelligent, use poisons against their prey.
Furry creatures of the north: a cross between a bear and a saber tooth tiger; a bipedal giant that walks at night; leviathans and sharklike man-eaters of the ocean.
The Goo, the Plague of the Jungle


Lore



Natural Disasters

The Big Storm, seven years ago


Three hundred years ago, your grandmother said, the last kings and castles fell to the Ruse.

Nobody paid mind to them at first. They were strange, and hollow, and not quite right. They came in every shape and size -- a Ruse could be tiny as a firefly or big as a mountain -- but you could always tell them by the empty of their eyes. They were harmless, funny, creepy things that should have been left to themselves.

And then the kingdoms collapsed. Kings went mad, crops failed, floods washed away whole towns, and the emperor vanished. Wars wiped out what was left. You'll hear people tell you that the Ruse are not to blame, that people are just corrupt and destructive on their own, and that's why we live now the way we do. Those people have never seen them. I pray you never will.

Premise
Your character has grown up in a world dominated by nature, where the only memories of countries or kingdoms are in the ruins of crumbling castles and overgrown palaces; the last of civilization fell in the Dark Ages. Only a few very small, very fortified towns survive; the rest of humanity lives a nomadic life following game, herding livestock or trading with passing tribes.

Death and natural disasters are common: landslides, sinkholes, floods, tornadoes, hurricanes, ice storms, strange illnesses and stranger madness are daily struggles. The weather can be freakish, and the woods have a tendency to keep whoever walks into them. According to the writings of the old kingdoms, things weren't always this way. But it's all your character has ever known.

Different tribes may have different names and origins for the Ruse, but everyone knows of them. Many tribes worship them or try to appease them with offerings or rituals. Many others believe the Ruse died long ago, and their absence is what caused nature and civilization to fall to chaos. Some scoff and say the Ruse never existed at all, that life has always been this way and the old kings were fools.
Character Sheet
Post your character sheet in the OOC for review and comments. Once it's approved, you'll be instructed to transfer it to the Characters section. You don't necessarily have to answer every single point, but details make GMs happy. Only one character per player, please.
Some Considerations

  • Average, powerless, blank-slate characters are highly encouraged. The underprepared character will meet with stranger situations, learn new skills and magic, and gain curious artifacts and knowledge along the way. Characters should be ripe for learning and development and growth, so that they may discover their true nature as the story goes on.
  • Diversity! The world is at your disposal. Create a character who grew up in the desert, or the arctic, or on top of the mountains, or on the rainy plains, or at sea, or underground. Use different world cultures as a base for your tribe. Geographical location is no object.



Other Articles
Some players may wish to contribute to the worldbuilding effort at large, and that is quite wonderful. Feel free to contribute animals, locations, other tribes, magic systems, maps, etc. as separate posts in the OOC forum for review and comments. Once approved, you'll be instructed to move those articles to the Characters section.
<Snipped quote by Mokley>

That language barrier though.

Have you decided what will draw us all together?

The language barrier is covered.

I have no idea on the second point. Will see what characters there are to work with.

. . . Once I finally quit procrastinating and get the thread up.
Yo @Mokley I was wondering if my character could come from a city state of a distant land? The word "city state" may come off as something too civilized to be in this setting, but remember that a city state is literally one city and it's surrounding area under one flag. Of course, the city itself would still be heavily fortified and whatnot, and teeter-tottering on the brink of collapse.

Also are two dogs too much?

We're going on the assumption that every character is from a land distant from the others -- encouraging a lot of very different types of settings (from arctic to desert to jungle). And sure, as long as you keep in mind the difficulties of the environment, go for it.

Two dogs are logical. :)
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