Over a thousand years ago, the armies of the Achaean Empire pushed deep into the terrifying untamed lands of the Southwestern Wilds and established a great fortress there, in hopes of expanding their borders into the peninsula. They gave their great new keep a simple name, meant to inspire fear in the natives of the land: Castle Blood. Made of dark volcanic stone and seated atop a great hill, the castle kept watch over the Imperial border for many years, until the reign of the despised Mage-Emperor Ildrius.
Emperor Ildrius put one of his Mage-Kings - a man known as Albador the Twisted - in charge of Castle Blood, with instructions to capture and experiment on the beastfolk of the Southwestern Wilds, to discover the source of their strength so that they might harness it. During the fall of the Mage-Emperor years later, the castle came under siege from its own Legions, as they attempted to overthrow Mage-King Albador. The warlock unleashed his magic and some of his terrifying creations upon the soldiers, decimating them... but he was unprepared for an attack from another front.
The beastfolk of the Wilds, united under the leadership of the Minotaurs, took advantage of the Empire's infighting to attack the castle while Albador was distracted. As the Mage-King stood atop his tower, confidently raining spells upon the Imperial soldiers like a living god, a Seiren assassin swooped down from above and drove a spear through his back, and then let his corpse fall deep into the pit of his own dungeon. Then the rest of the Beastfolk army charged in, slaughtering the weakened Imperials along with the Mage-King's servants.
On that day, the Minoan Alliance succeeded in pushing back the Imperial border almost all the way to Heliora. But they never were able to hold Castle Blood. For when the Mage-King Albador fell, his terrible magical creations and slaves and prisoners within the keep were set free. And while they could not leave the castle due to the mage's powerful wards, they slaughtered any who set foot inside. Stories talk of a secret power deep within Castle Blood, waiting to be seized by any brave enough to delve into the castle dungeons. But of all the beastfolk tribes and adventurers who have tried, none have ever made it back out alive.
Now, the winds are once again changing. Now, the Achaean Empire's vast Legions have once again marched into the Wilds, trying to retake the old border, and have seized control of Castle Blood. Their troops have surrounded and fortified the hill, and they are sending in knights and heroes to slaughter the mage-creations that still guard the interior, in hopes of cleansing it even to the depths of the darkest dungeon.
But they are not the only ones. Fearing what power the Imperials may find within, and wishing to prevent the Imperials from pushing deeper into their Wilds, the Minoan Alliance has called for heroes from all those who dwell on the peninsula. The bravest and most capable will be selected to form a team to slip past the Imperial ranks and rush deep into the castle dungeon, to steal the power within before the Imperials can reach it.
Whether driven by patriotism for your home in the Wilds, or by lust for the power and riches that might lie within Caslte Blood... YOU are volunteering to be part of that team.
SIGN-UP SPECIFICATIONS
This will be a good old-fashioned dungeon romp, heavy on stats and skills and combat, although there will still be plenty of story and lore to be found within the dungeon. The Minoan leadership will be selecting around 8 to 10 individuals to form the strike team that the Minoan Alliance is sending into Castle Blood. Each character is expected to have useful skills that will fill a role in the group. Since this team is being assembled by the Minoans, beastfolk characters are favored, and some races are restricted. You may NOT sign up as a male human, an undead, a giant, or any of the chaos races, and only certain elf and dwarf races are allowed. Also no dragon-kin, for balance reasons. Details follow:
Minotaur: As the founding species of the Minoan Alliance, they are highly favored and most likely to be group leader.
Centaur or Satyr: Also highly favored as founding members of the Alliance, likely to be leader or second-in-command.
Any other beastfolk: Favored above non-beastfolk.
Dryads, Trolls, Pixies, and Vargs: Are considered friends/members of the Minoan Alliance and defenders of the Wilds.
Human: Only female humans of the Amazon tribe are allowed, as they are the only human members of the Minoan Alliance. Males of the Amazon tribe would never be sent on such a mission, so they're out.
Elf: Only the local wood elves are considered part of the Alliance, but other types of elves might be tolerated as hired adventurers.
Dwarf: The Minoan Alliance has worked with sea dwarves and hill dwarves, although they are not considered members of the group. Other types of dwarves will be viewed with great suspicion.
Demon-kin/vampire/werewolf/etc.: Although this is a "monster" group, they are still highly suspicious of beings they view as unnatural or cursed. While such beings as these might be tolerated, they will probably not be trusted.
Other Half-Bloods: Half-humans are tolerated only if they favor their non-human side. More human ones may be shunned and/or distrusted.
Some racial stat bonuses may be nerfed for balance reasons. I want this to be a difficult journey to survive. Some may not make it to the end.
A note about Factions: Your character will be either a member or an ally of the Minoan Alliance no matter what, so you can simply put your tribe here - even if it's a tribe you make up! If you decide to make one up, then feel free to include a short description. I'll list the major tribes of the alliance, however:
The Bulls of Minos (Minotaurs): The tribe of Minotaurs who lead the Alliance from their island capital Knossos. Their emblem is the Labrys, or double-axe. They have access to advanced armor, weapons, and education compared to most beastfolk. Technically, only members of this group may be called Minotaurs - all other bull-beastfolk are called Taurians.
The Burning Tree Tribe: The most violent and vicious tribe of Centaurs alive, these merciless raiders are masters of light cavalry hit-and-run combat. They fight against the Empire constantly, ensuring that the Legions never march too deep into the Wilds. They are known to enjoy human sacrifice. Their symbol is a tree surrounded by fire.
The Merry Free Folk of Cro-Cabra: A tribe of satyrs who dwell in the caves at Cro-Cabra, growing grapes and making wine there. Non-satyrs are also permitted to join the tribe, especially wood elves and dryads. They are a mostly pacifist folk who prefer wine, women, and song over fighting, but will defend themselves when necessary. They often butt heads (sometimes literally) with the vicious Burning Tree Tribe. Their symbol is an amphora or harvest jug.
The Amazons: The only humans in the Minoan Alliance, they live on an island along the northern cost of the Southwestern Wilds. A matriarchal society in which only women have any real power, and men are not even permitted to fight. Their symbol is a bow and arrow pointed downward to form the symbol of Venus.
MY DM NPC
(This is an example sign-up. This NPC will guide the players during the first few rounds of the RP, but afterward might be killed or separated from the group so that the players can take the reins.)
Spoiler
Name: Driu
Gender: Male
Race: Satyr
Affinity: Air
Deity: Orcus
Faction: The Merry Free Folk of Cro-Cabra
Talents: Diplomacy, Subtlety, Demonic Pact
Strength: 4
Agility: 8
Constitution: 4
Perception: 8
Intelligence: 6
Spirit: 6
Luck: 6
Appearance: A stocky, almost dwarf-like satyr with long black hair bound up in a top-knot. While his features are not handsome, he has a friendly face and manner that tends to inspire trust.
Inventory: 5 soulstones, bag of dried travel food, waterskin, small pick axe, knife, 2 smoke bombs
Biography: Driu is infamous even among his people for his skills at subtlety and deceit. Although he has always lived as an outsider on the fringes of society, he has frequently risked his life on scouting missions for the Alliance, reporting valuable intelligence on Imperial movements. Because of this - and his generally friendly and respectful attitude - he enjoys a good deal of trust from the leadership of Cro-Cabra and the rest of the Alliance. This is why they chose him to join the mission to infiltrate Castle Blood. Though not terribly skilled at combat, there are rumors that he dabbles in dark magic.
SPECIAL RULES
I will post a major DM update once a week, OR at any point after every player has taken an action. For the sake of the rules and such, I'm calling each week a "round." I will make smaller posts to react to minor actions, like conversation with an NPC or close inspection of an object. Major DM posts will be clearly marked as the beginning of a new round.
The area around and inside Castle Blood is thick with strange magic. The longer you stand idle, the more it seeps into your mind and soul. What this means in RP terms is that you will take 1d6 HP damage every time you fail to take an action this round. An action can be something major, like attacking an enemy, or something as simple as picking up an object or speaking with another player or NPC. An action does NOT mean reflecting inwardly upon your situation, or (for example) speaking telepathically with your animal companion. It has to be something that other players can react to, or something that will cause a reaction in the environment or advance the quest.
"Time" will also play a factor in this RP. You are in a race of sorts to beat the party of Imperial heroes to the bottom of Castle Blood's deep dungeons. The longer you take, the further the enemy party progresses, and this can cause changes in the planned encounters inside the castle and dungeon. With every major DM post, time advances 1 round. Within a certain number of rounds, the enemy party will reach the bottom, and then things will REALLY change. Also, every time any player remains idle during a round, not only is that player punished with HP damage (see above paragrph), but the entire party is also punished because 1/4 of a round will be added to the clock. So if 4 players are idle in a round, the timer will actually advance TWO rounds.
If you decide to drop out at any time, that's fine! But I will horribly slaughter your character and punish the rest of your team with a +1 round time penalty (and perhaps other difficulties), so they may resent you for leaving!
SPECIAL ABILITIES FOR RACES/TALENTS
Since I want this RP to rely heavily on cold, hard rules and numbers, I'm making a list of abilities and spells available for particular races and "classes" (talents). If you choose any of the following talents, you'll have access to the related abilities. The numerous passive advantages of most talents will not be listed here. So just because a talent is not listed here does not mean it is useless. Education, for example, confers lots of general knowledge.
Here is the list!:
Spoiler
General Combat Abilities (available for everyone):
Spoiler
Inspect: Take some time to look around the area carefully for anything you might have missed initially.
Unskilled Attack: If you attack an enemy with a weapon or with your bare hands but do not have any type of combat skill, it will be counted as a regular unskilled attack. Relatively low chance to hit and low damage. Success based on the stat associated with that weapon type.
Grapple: Attempt to grab an enemy and hold him in place. May involve putting away or dropping a large weapon, if you have one. Success based on strength.
Knockdown: Attempt to knock an down using your shield, shoulder, head, or whatever else you have available. Causes no damage but may knock enemy prone, leaving them immobile and open to easy attack for 1 round. Success based on strength.
Racial Abilities:
Spoiler
Minotaur/Taurian/Centaur/Satyr/Beetle-man: "Gore" - Attack with your horns and/or hooves. May cause bleeding and/or knock opponent prone. Based on Strength.
Saurian/Crocodilian/Felesian/Foxman/Hyetzu/Shark-man/Rat-man/Werewolf/Vampire: "Ravage" - Attack with your claws and/or teeth. High critical damage. Causes bleeding. Based on Strength.
Beetle-Man/Khelonian/Troll: "Hunker Down" - Defensive mode. Retreat into your natural armor. Reduces mobility and attack damage while vastly increasing armor.
Arachnian/Amphibian/Formican/Naga/Octopian/Scorpion-man: "Poison Strike" - Use your natural poison against an enemy. Can be used melee or "spit" at range. Causes damage over time. Based on Agility.
Avian/Seiren/Pixie/Celestial: "Take Flight" - Enter this mode to fly above your enemies. Provokes an attack of opportunity if already engaged (possibly avoided if Acrobatic). While flying, you cannot be hit in melee except by another flying opponent or a leaping Acrobatic opponent. Your next melee attack can be made from any direction and has increased accuracy, but flyby attacks without returning to the ground will provoke attacks of opportunity.
Charisma and/or Diplomacy:
Appear Nonthreatening: Try to look small and weak. When this ability is used instead of attacking this round, enemies may stop attacking you and move to engage a stronger opponent. Based on Spirit.
Intimidation:
Taunt: When this ability is used, enemies will start attacking you instead of their current target. May be used in addition to a standard attack on the same round. Based on Spirit or Strength, whichever is higher.
Survival:
Spoiler
Note: Although Survival is based on Constitution, some aspects rely on Perception or Intelligence. Your advanced skills in navigation and tracking (perception) and creature lore (intelligence) are passive and not listed below.
Survival Instinct: Combat skill. You attempt to retreat from the enemy and avoid their attack of opportunity. The enemy may change targets after your retreat. Based on Constitution.
Will to Survive: For this round, you concentrate on making it through this journey alive, no matter what it takes. Restores some Sanity. Cannot be used in combat, and takes time to use again. Based on Constitution or Spirit, whichever is higher.
Minor Herbalism: After long years of surviving in the wilderness, you can locate Healing Ingredients and create Healing Salves and Antidotes like an Herbalist, but you cannot locate more advanced ingredients or make more advanced potions. Based on Constitution.
Find Food: After long years of surviving in the wilderness, you are adept at locating and identifying items that are edible, and/or cooking them to make them edible. Some items may grant secondary, potion-like advantages. Based on Constitution.
Herbalism:
Spoiler
Note: The power of any potion created is based on the herbalist's Intelligence.
Find Herbs: Search the area for useful herbs (or parts of an enemy creature's corpse) to use for ingredients in making potions. Can be used on the same turn as any other action.
Healing Salve: Use 2 Healing Ingredients to create a paste that can be applied to wounds when outside combat, to stop bleeding and promote healing.
Antidote: Use 2 Healing Ingredients to create a potion that will cure poisons and diseases, and fortify the drinker against further poison or disease applications for several rounds.
Poison: Use 2 Toxic Ingredients to create a bottle of poison that can be applied to a weapon before an attack, or fed to an enemy to weaken or possibly kill them.
Smoke Bomb: Use 1 Volatile Ingredient and 1 Toxic Ingredient to create a bottle of poison that can be thrown like a weapon. When it shatters, it creates a cloud of smoke that partially blinds enemies and causes coughing fits.
Achaean Fire: Use 2 Volatile Ingredients to create a bottle of flammable liquid that can be applied to a weapon to grant it temporary fire damage, or thrown at an enemy to set them and others nearby aflame. Achaean Fire floats on water and cannot be put out by water (only by smothering).
Potion of Power: Use 2 Rare Ingredients to create a potion that increases strength and constitution for several rounds.
Potion of Acuity: Use 2 Rare Ingredients to create a potion that increases agility and perception for several rounds.
Potion of Mind: Use 2 Rare Ingredients to create a potion that increases Intelligence and Spirit for several rounds.
Potion of Luck: Use 2 Rare Ingredients to create a potion that greatly increases Luck for several rounds.
Acrobatics:
Spoiler
Disengage: When this ability is used, you attempt to flee from an attacking opponent and avoid his attack of opportunity. May be used on the same turn as a standard attack. Based on Agility.
Flying Leap: When used against a flying opponent, this allows you to attack them in midair with a jumping melee strike. When used against a grounded opponent, you leap over his head and attack from behind. Based on Agility.
Climbing Attack: When attacking an extremely large enemy, you can use this skill to climb up to their head or other weak point and then attack. You will remain clinging to the enemy and exposed to retaliation (reduced chance to dodge) until the next round, when you can either attack again or jump down.
Noble/Martial/Finesse Combat:
Spoiler
Defensive Stance: You may activate this stance to gain a significant defense bonus at the expense of your accuracy and damage.
Skilled Attack: General-purpose attack against a single opponent. High chance to hit, but relatively low damage unless a critical hit is rolled. Good vs. light-armored opponents, weak vs. heavy armor.
Heavy Blow: Put some muscle into it! Reduced chance to hit or crit, but increased general damage. Best against slow or immobilized opponents who can't dodge. May damage an opponent's armor.
Critical Strike: A precise attack at an opponent's weak point. High chance to miss, but extreme extra damage that ignores an opponent's armor if successful. Great against immobilized targets.
Sweeping Attack: Swing your weapon wide at multiple opponents. Relatively low chance to hit, but may drive opponents back for a time.
Marksmanship:
Spoiler
Craft Arrow: If you can find some wood and a good material for an arrowhead, you can craft either a broadhead (good vs. light armor) or bodkin (good vs. heavy armor) arrow.
Aimed Shot: General-purpose attack against a single opponent. High chance to hit, but relatively low damage unless a critical hit is rolled. Good vs. light-armored opponents, weak vs. heavy armor.
Power Shot: Put extra power into your draw. Reduced chance to hit or crit, but increased general damage. Best against slow or immobilized opponents who can't dodge. May knock an opponent back.
Critical Shot: A precise attack at an opponent's weak point. High chance to miss, but extreme extra damage that ignores an opponent's armor if successful. Great against immobilized targets.
Multi-Shot: Fire 2 or 3 projectiles at once. Relatively low chance to hit, but may strike or drive back multiple enemies.
Subtlety:
Spoiler
Disengage: When this ability is used, you attempt to flee from an attacking opponent and avoid his attack of opportunity. May be used on the same turn as a standard attack. Based on Agility.
Appear Nonthreatening: Try to look small and weak. When this ability is used instead of attacking this round, enemies may stop attacking you and move to engage a stronger opponent. Based on Spirit.
Sneak Mode: Disappear from sight. Hard to do in combat, and can only be done if no enemy is currently attacking you.
Sneak Attack: Can only be used if the enemy has not yet spotted you or has lost sight of you. Always a critical hit.
Thievery:
Spoiler
Pick Lock/Disarm Trap: What it says on the tin. Failure will cause the lock to break or the trap to go off. Critical success on a trap may recover it for your own use. Success based on Perception.
Set Trap: Set (or re-set) a trap for an enemy to stumble upon. Must have a trap to work with. Failure may cause the trap to break or go off in your face. Success based on Perception.
Steal: Pick someone's pocket. Can be done while brushing past someone or while in sneak mode via Subtlety. You can aim for a particular item or just see what you get. Based on Perception.
Divine Devotion Spells:
Spoiler
Success of all divine spells depends on the favor of your god for both the caster and the recipient(s) of the magic. Favored beings will gain increased beneficial effects and decreased damage. Vice versa for disfavored beings. Gain favor by following the tenets of your god and possibly devoting sacrifices to them, depending on your chosen deity or pantheon.
Lay On Hands: Lay your hands upon a wound and pray. Gods willing, the pain will be reduced and healing will be sped up. Takes 1 round if used in combat, and leaves you open for attack.
Holy Chant: Chant a memorized prayer to your god(s). If they favor you, you and your allies will gain a large increase to Luck for several rounds, along with possibly other beneficial effects. Can be used in combat at the same time as a regular attack.
Pray for Retribution: Concentrate, and pray to your god(s) to smite your enemies. If successful, results can range from striking fear in the hearts of your foes to a bolt of holy fire called forth from the heavens. Cannot be done in the same round as another attack.
Curse: Concentrate, and curse a single enemy. Gods willing, they will suffer reduced Luck or possibly be inflicted with some type of damage by the gods. Cannot be done in the same round as another attack.
Pray for Salvation: Concentrate, and pray to your god(s) for aid. If successful, they may strengthen your defense and remove debilitations, or possibly more extreme effects like granting you holy power. Cannot be done in the same round as another attack.
Pray for Forgiveness: Forgive your enemy in the name of your god(s). If both you and your enemies are favored by your god(s), they may become pacified, or the gods may strike them down for turning against you (and by extension, them).
Spiritual Connection:
Spoiler
Commune with the Spirits: Reach out for any nearby spirits and try to 'speak' with them. This includes spirits of the land or animals, and spirits of the dead which have not passed on to the afterlife. This power can be used to call animals to aid the caster or even convince the spirits of the very land to help. When cast, the DM will list the spirits nearby that can be called upon for aid and the aid that they can provide, which may vary from gusts of wind to earthquakes.
Dreamwalk: Enter a meditative trance and enter the dreams of anyone nearby who is also sleeping or unconscious. Can be used to manipulate or to communicate with them.
Open the Third Eye: Close your physical eyes and gaze out with your spiritual one, allowing you to see a hazy version of the Spirit Realm. You can use this to see spirits nearby, including the souls of living enemies who might be hiding behind a wall.
Eyes of the Beast: While communing with the spirit of an animal, enter a deep trance and take "control" of the beast, seeing the world through its eyes. Your own body will be immobile and unprotected for the duration.
Touch of Torment: When touching your victim's physical form you can also touch their spirit and exert spiritual torment, the power of which depends upon a high Spirit stat for the caster, and low Spirit for the victim. Can weaken or stun a victim, or even cause them to lose consciousness. If the touch is maintained for more than 2 rounds while passing increasingly hard Spirit checks, it may even shatter the victim's weak mind and kill them.
Spirit Control: If you cannot convince a spirit to help you, you can attempt to exert your will directly. This causes pain in the spirit and it will fight back, requiring a high Spirit stat to win. Cannot be used against living sapient beings, only spirits of the land or animals that you find uncooperative.
Inner Peace: Meditate and sooth your spirit, or sooth the spirit of another party member. Restores 4 Sanity.
Arcane Gift:
Spoiler
Note: For all spell types that allow you to select an element, the power will be stronger or weaker depending on your affinity. Fire causes burning, ice causes freezing, lightning causes stun, earth causes bleeding or knockdown, light causes holy damage or blindness, shadow may reduce physical attributes and cause blindness, and arcane may cause a random unpredictable effect.
Arcane Blast: Throw out your hand and unleash a blast of power. You can specify an element. Hits a single enemy. Can be used melee or ranged.
Arcane Wave: Sent out a wave of energy that washes over your enemies, either in one direction or all around you. You can specify an element. Hits multiple enemies in a cone or circle radiating from you.
Arcane Explosion: Form a concentrated sphere of energy and then launch it toward your enemies. You can specify an element. Explodes in an area when it hits, damaging multiple enemies. Note: Instead of the standard Earth effects, Earth explosions will form a cloud of toxic dust.
Arcane Wall: Summon a wall of power in a line across the ground at the specified location. You may specify the element. Enemies caught in the line will be damaged, and those who cross will have difficulty or take damage. Most walls are temporary, but some will "naturalize" and become permanent under the right circumstances, especially Earth.
Arcane Shield: Form a circle of power around you to protect you from enemies. You can specify an element. Arcane is the most protective, forming a defensive sphere around you for 3 rounds. Most other rings or spheres are temporary also, but some form rings that will "naturalize" and become permanent under the right circumstances, especially Earth.
Empower Runes: Ancient runes can be reactivated by those with the Gift, although Arcane Lore is required to actually read the runes or try to carve new ones.
ARCANE LORE Section - The following spells are only available to mages who ALSO have the Arcane Lore talent. They have enough knowledge to cast the spells below, but their raw arcane blasts from the list above will be slightly weaker than someone without Arcane Lore:
Spoiler
Summon Ally: Summon a being from another realm of existence. You can specify an elemental realm, and declare how powerful you want the being to be on a scale of 1-10. More powerful beings take more rounds to summon and stand a higher chance of turning on you if you fail your Spirit check. Extremely powerful beings cannot be controlled, and can only be contained with a summoning circle on the ground, so be careful. Most elemental beings will return to their own realm after about 5 rounds.
Illusory Image: Create an illusion of a person or object. Can be used to create a double of yourself to distract enemies. Can also be used to disguise yourself temporarily. Illusions are broken if the mage loses concentration.
Arcane Invisibility: Become invisible for a number of rounds depending on your Spirit. Note that the spell is imperfect, and creates a light-bending effect that can still be noticed by those with high Perception.
Sound of Silence: Send out a wave of intense silence that drowns out all sound in the area.
Force Manipulation: Project your will as an invisible force to carefully manipulate objects. Can be used to try to pull the weapon from an opponent's hand, for example, or move a lever located across a gorge. More powerful uses of this spell are more difficult and require more concentration. Manipulating living objects is more difficult due to the protection of their Spirit. A powerful Spirit and even powerful physical Strength can overcome a mage's force unless the mage's Spirit is stronger than both combined.
Demonic Pact:
Spoiler
Note: If you choose this talent, it's advised you bring some soulstones in your inventory. Your limit is 5 at the beginning.
Create Soulstone: Carve a demonic rune into a stone to use it as a vessel to capture the soul of someone recently deceased. Once filled, the stone can then be used to fuel your spells without draining your own soul and risking demonic possession.
Capture Soul: Mark a victim with a spell that will draw his soul into your soulstone as soon as they die. Causes no damage, so the victim must be killed some other way for it to work. Necromancers who also have the Spiritual Connection talent may be able to capture the soul of someone recently dead even if they were not marked by this spell.
Vampiric Touch: Drain the spirit energy from a victim you touch, taking some of it for yourself. Roll Strength to hit in combat, Spirit to determine damage and healing done. Every use drains half a soulstone.
Hellfire: Summon red Hellfire, which burns both body and soul. The fire can be shaped into a Blast, Wave, Explosion, Wall, or Shield (see Arcane Gift section for descriptions of each). Depending on the demon one has selected, other elemental attacks may be summoned instead of Hellfire, if desired. Every use drains 1 soulstone.
Summon Demon: Summon a minor servant of the greater demon from whom you take your power. This lesser demon is bound to your will for 5 rounds, after which it will return to its own realm unless you fail your Spirit check, in which case it may break free and attack you. More powerful demons are more dangerous, take more rounds to summon, and have a greater chance of breaking free. The caster may select a power level from 1-10 to summon. Demon Lords cannot be summoned. Power level of demon equal to half a soulstone, so a level 1 demon only drains half a soulstone, while a level 10 will drain 5.
All the Powers of Hel: Call for a unique and powerful gift from your demon patron or matron. Results will vary depending on demon selected. This powerful spell can result in immediate loss of one's soul and subsequent demonic possession if not powered by captured souls. Drains 2-3 soulstones.
Sign-ups will be open for probably a little over a week, since I may be on a vacation next week. So take your time, and feel free to ask questions! It's been a while since I tried running a forum RP, so suggestions from more experienced folks are welcome too. Thanks for looking!
Weird question: I thinking of making a rare Lepidopteran character. I mean he could technically pass as a "true-bug" (Hemiptera) which is close enough to beetles and the like, but having him be a full-on moth man would be the most true to character. But if that's pushing the lore, I'm pretty much fine with signing up as anything else.
EDIT: the stats for it would be pretty much Felecian, no flight.
If you decide to drop out at any time, that's fine! But I will horribly slaughter your character and punish the rest of your team with a +1 round time penalty (and perhaps other difficulties), so they may resent you for leaving!
Can... can you not?
I mean, I know people dropping out of RPs with no explanation is unfortunately common and seen as a large problem, but... this makes me want to run around the sign-up topic telling people to shove off if I know they have a record for dropping out. Trust me, from experience, just killing the guilty party is enough of a punishment to keep most people in. Punishing everyone else just... frankly, makes me reconsider joining at all.
Weird question: I thinking of making a rare Lepidopteran character. I mean he could technically pass as a "true-bug" (Hemiptera) which is close enough to beetles and the like, but having him be a full-on moth man would be the most true to character. But if that's pushing the lore, I'm pretty much fine with signing up as anything else.
EDIT: the stats for it would be pretty much Felecian, no flight.
A moth-man would be a type of faerie or pixie. They were once descendants of the Shifters, like the beastfolk, but they retreated to the Spirit Realm to avoid the curse that befell their kin. Now they are strange, fey creatures whose ways seem alien to inhabitants of the mortal realm.
They're listed under Special Races right now. We've been revising the Wulfgard lore surrounding them lately. Specifically, they will probably be closely related with Spirit magic rather than Arcane magic now. This RP is a good chance for me to flesh out the lore and experiment with it, so feel free to sign up as one, and ask if you have any questions!
So, can I be this?
He sure does have a strangely small head, but yes, you can be a centaur. Please note that this RP will largely take place in a dungeon which may be difficult for equine quadrupeds to easily navigate, but it will still be possible.
Can... can you not?
I mean, I know people dropping out of RPs with no explanation is unfortunately common and seen as a large problem, but... this makes me want to run around the sign-up topic telling people to shove off if I know they have a record for dropping out. Trust me, from experience, just killing the guilty party is enough of a punishment to keep most people in. Punishing everyone else just... frankly, makes me reconsider joining at all.
MUAHAHAHA! Don't you appreciate the added challenge? Castle Blood is not for the faint of heart...
I will be taking counsel from Werewolf on whom I should accept into the group, but you should certainly feel free to threaten RP-ers you know to be fickle! Go right ahead! Advise the Minoan leadership that they are not to be trusted...
I'm planning to sign up for this, too, but who/what I play as depends on what other people play as. I'd like to fill in a gap, if I can, in terms of race, character type, and skills. Right now I'm looking at being a satyr, an Amazon, a lion felesian, or possibly something... stranger. We'll see. Looking forward to finding out what other people pick.
Oh man, I have so many character ideas, including:
An Insane Centaur Mage/Bezerker
An Amazon
Bringing back Maulfield
A Two-Headed Troll or Giant
A Bombadir Beetle Guy
A Minotaur
Any preferences, Scorp?
If not, I'll go with the Centaur or the Amazon.
Well, giants are too big for this RP, so they're out, sorry. Centaurs are slightly big for a dungeon crawl, but I'll still allow them. Trolls come in a variety of sizes, so a roughly man-sized troll would be fine.
A Minotaur would likely be the leader of the group, so unless more than one Minotaur signs up, you might end up in command! Not sure if you'd want that or not. Just mentioning it.
An Amazon would be fine. I like the Bombardier Beetle idea. That could be fun. I'd be sure to give you an acid spray ability.
Those are some things to think about, but otherwise it's totally up to you!
-Scorp
"Come a day there won't be room for naughty men like us to slip about at all..."
I think I'll get onto the boat with you guys, but I'll have to ask about the posting schedule. How many posts a week? Update dates?
I will post a major DM update once a week, OR at any point after every player has taken an action. For the sake of the rules and such, I'm calling each week a "round." I will make smaller posts to react to minor actions, like conversation with an NPC or close inspection of an object. Major DM posts will be clearly marked as the beginning of a new round.
I think I'll get onto the boat with you guys, but I'll have to ask about the posting schedule. How many posts a week? Update dates?
I will post a major DM update once a week, OR at any point after every player has taken an action. For the sake of the rules and such, I'm calling each week a "round." I will make smaller posts to react to minor actions, like conversation with an NPC or close inspection of an object. Major DM posts will be clearly marked as the beginning of a new round.
If anyone wants to know what it's like to work in the IT field, this sums it up so perfectly it hurts.
Also I am down, I've had a wood elf I have been slowly building and shaping and suddenly he has a purpose and I am very happy for that
Appearance: A towering hulk of muscle coated in sheer black fur, topped with a might pair of deadly curved horns capped in polished metal, Metallon strikes an imposing and heroic figure. He stands tall and proud, with strong arms and crafty hands that could shatter a man's bones or forge the finest sword in the south. Despite all this, his dark brown eyes are warm, and while they might strike terror into the hearts of man, they easily inspire camaraderie in his brothers.
Inventory: Two Mighty Warhammers, a pair of sharpened metal covers over his horns, three throwing axes tucked into his belt, and some flint, steel and a tinderbox.
Biography: Metallon is the descendant of a long and noble Minotaur family, stemming from a warrior who was part of the original raid on Castle Blood. An indomitable force and unparalleled blacksmith himself, Metallon forged his own pair of mighty hammers to take up the fight for freedom against the encroaching Imperial menace. The champion of many battles and an inspiring hero to many, Metallon's name even makes its rounds through some Imperial circles in fearful whispers. So when the challenge of conquering Castle Blood reached his ears, Metallon dutifully stepped forth to stop the Empire from establishing a foothold, and to finish the legacy of his ancestor, once and for all.
Oh, and look, he's a dragon now... with... glasses?
Nova Member
2,213 posts
Posted 02 March 2016 - 10:02 PM
Name: Mastus Ironhoof Gender: Male Race: Minotaur Affinity: Clay Deity: Minos, though Mastus is liable to pray to whichever god or goddess may listen, depending on the situation. Faction: Bulls of Minos Talents: Martial Combat, Intimidation, Acrobatics, Education (Old Achaean and High Imperial)
Appearance: Tall, broad, and heavy as any proper minotaur, Mastus would be a model specimen of his race, if not for the many scars on his hide. Some might argue that the scars compliment a minotaur, though, as they have fought Achaean incursions into the Wilds the hardest, and Mastus exemplifies that attribute of his people. Indeed, his whole persona seems intended to strike fear into the hearts of men, as well as anything else that might anger him. From his crude, savage looking armor, to his over-sized weapon, to his proud displaying of his many scars, Mastus has carefully crafted his appearance for the purpose of intimidation. His face even honors the more wild-looking taurians of his ancestry, who originally came to Knossos from their home in the Jagged Edge many generations ago.
Inventory: Though his armor and weapon appear barbaric, this is a stylistic choice, and not a reflection of their level of craftsmanship. If one took a closer look at them, one would find the materials to be of superior quality, and the workmanship to be quite good. Mastus carries a small pack with him when traveling. Inside are parchment, ink and quill for writing, and charcoal for making rubbings of inscriptions, as well a few necessities for making camp, if the need arises. Otherwise, he prefers to be unburdened by anything that would not aid him in combat or his scholarly pursuits.
Biography: Mastus has proven himself time and again in battle against many foes of the Minoan Alliance. Despite that, he is not a hero, nor is he boastful. While he is as strong and resilient and fierce as any minotaur warrior could hope to be, he lacks both the desire and force of personality to lead. He would much rather spend his time away from battle reading ancient scrolls and studying ruins than jockeying for social position among his peers. Still, he strives to improve and better serve the Alliance, his fellow minotaurs, and himself.
Recently, he has been paired for continued training and mission work with a young fox-folk woman. Keya Navarre has proven herself both cunning and smart on the few occasions Mastus has gotten to work with her. Generally, he does the heavy lifting and she does the finesse work, but both do a decent job of watching the other's back. He did feel guilty, however, when she volunteered to go to Castle Blood after he pledged himself to the task. But with as treacherous a place as that dungeon promisses to be, his worry is tempered by the thought that her mix of swiftness and smarts will serve the group well.
Well, assuming multiple characters that aren't duos are allowed...
Spoiler
Name: Keya Navarre
Gender: Female
Race: Fox-folk
Affinity: Lightning
Deity: Nature spirits
Faction: Minoan Alliance
Talents: Charisma, Acrobatics, Thievery, Subtlety
Attributes
Strength: 2 + 2 = 4
Agility: 9 + 6 = 15
Constitution: 3 + 2 = 5
Perception: 7 + 2 = 9
Intelligence: 8
Spirit: 8
Luck: 5 - 2 = 3
Appearance: Tall, slim, and overall rather attractive for a half-fox woman, Keya has been taught to use her ravishing fur and figure to the best advantage to get what she wants. It also has the dual advantage of helping her stay out of sight, given there isn’t too much meat on her bones.
Biography: Born to a couple of fox-folk spies under the employ of the Minoan Alliance, Keya was raised to join the two in their work, and coped admirably. Early on she took a fancy to the art of lurking in the shadows, and it didn’t take long for her natural charisma to kick in. While her parents noticed she had some bad luck, her sharp mind and sharper senses made up for it, and soon she was being sent on various missions by the Minoan Alliance, ranging from diplomacy to sabotage to - on rare occasions - assassination.
She performed exceptionally in every case, gaining the attention of higher echelons, and thus getting herself assigned to assist one of their best fighters, and vice versa. Navarre hasn’t known Mastus Ironhoof for long, and they have had little chance to work together the situation at Castle Blood arose. While Keya wouldn’t have volunteered if Mastus hadn’t, she decided that if she’s going in with a big, muscle-y minotaur, it can’t be all bad...
Inventory:
(1x) Cloak
(1x) Steel dagger
(1x) Light cloth/leather armor outfit
(3x) Vials of poison
(2x) Smoke bombs
(1x) Long, thick rope with a grappling hook
(1x) Crossbow for sending said grappling hook longer distances
(1x) Satchel for basic supplies (food, flint and steel, etc.)
Appearance: Often sticking to the tiny size pixies have available to them, Fen glows a bright, leafy green in this form. Well, usually, anyway, and typically intense enough his actual form is difficult to spy.
Biography: Born in a small village well within the borders of the Minoan Alliance, Fen’s powerful magical gifts were quickly noticed by his fellow kin, and thus he was taught every trick in the book. He found this thorough education of nearly all things arcane to be tiresome and constrictive, but his sharp mind and powerful will not only helped him through it, but also had allowed him to keep these lessons in mind to become one of the Minoan Alliance’s most powerful mages. Of course, this was only in recent times, with most of his life up until this point spent flying across the lands owned by the Alliance to learn arcane secrets from a variety of races and locations.
When his education was finally deemed complete, Fen found himself free to wander the land, and now charged with quite a bit of power. Fortunately, before he could let it get to his head too far, he caught wind of the situation brewing at Castle Blood. Having heard of some of the magic-related incidents happening in the old place, he was largely intrigued by what he could glean from old Castle… without some old pixie or minotaur shaman breathing down his neck.
Inventory:
(1x) Steel dagger (pictured)
(1x) Pack of chalk
(1x) Outfit (pictured)
(1x) Backpack loaded with pixie-scale supplies (thus pretty much useless to anyone else) (food, flint and steel, etc.)
The hair does little to help this, but by centaur standards, Sven is tall and broad. His lower half resembles a Clydesdale, and his upper half is scaled to match.
Inventory: 2 long swords sheathed at his hips. Armor seen in the photo. Saddlebags to keep additional supplies, such as a waterskin, small daggers, and some food.
Biography: Sven Martagh, son of Dervn Martagh, took over as chieftain when his father died of old age not two years prior. His calm, fair demeanor and kindness towards all living things earned him respect from his tribe, and his fighting prowess earned him renown when combat could not be avoided. He is a great warrior, but not because he finds any joy in that. If a situation can be solved peacefully, he will always seek that solution long before he resorts to violence.
Castle Blood has been an eyesore for the Martagh tribe for eons, and a source of many a terrifying bedtime story. But, such stories are founded in truth, and the Martagh lands are close enough to this evil place for Sven to take notice. When the chance came to eradicate the evil, he gladly volunteered his strength to the cause. He cares little for petty disputes among the various beastfolk, and wants only to see some bit of darkness purged from the world. Many of his tribe volunteered to go in his place, but Sven would not have it.
He would go, personally. And come back only when his task is complete.
((Will probably be poking at this later. Wanted to get my sign-up in though before all the tank/physical attack types were taken))
Oh, and look, he's a dragon now... with... glasses?
Nova Member
2,213 posts
Posted 03 March 2016 - 05:39 PM
Modified my sign-up to make Mastus a little more rounded with some shifting of attribute points and the talent of Education. Gotta have somebody who an read Ancient Achaean and High Imperial, right?
*insert meaningless song lyrics and/or hilarious gif here*
Well, assuming multiple characters that aren't duos are allowed...
I'm not sure about multiple characters... I'll wait and see how many sign-ups I get. If there are only a few, then I'll probably allow it. If I get a lot, then you might have to pick one character or the other.