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Fantasy Looking for someone to explore a new world with me. (Moriten)

Kiwikat

The best dog gone kat in the south
Roleplay Availability
Roleplay Type(s)
Hello! I am Kiwikat and this is the part where I ask you to dive headfirst into a completely unique universe with lore that I have been mulling over for over 8 years! I tried this in-group but oddly enough, people aren't interested in going into a brand new universe blind. So I think I should start smaller. If there is any brave soul willing to take a step into this new world I am accepting with open arms.

Feel free to ask any questions ^_^
 
So it is something I ***Eventually**** might maybe one day if I wish on a star turn into a videogame. For now though its a bootleg DND thing I do with my friends and I wanted to see if the world translates well to RP nation.

Short version. Moriten is the name of this continent that is just perpetually thrown into chaos every hundred years. Though, the chaos is not necessarily always a world-ending disaster. One time it was just a mysterious tower appeared out of nowhere. Another time the deity of death just spontaneously died and a bunch of mortals scrambled to take his place. And another time it was just one earthquake happened (that was a slow hundred years). It is home to about 18 "Civil" races (that is to say, races that people will openly do business with and allow to own property). I will put a list of them and some other things here if you want to look at it.

Humans: The most basic and all-around neutral race, they have no particular specialties, yet can excel at anything if they try. They have no outstanding stereotypes to their race’s name, so others have no pre-existing feelings about them one way or another.

High-Elves: The most distinguished and noble of the 3 elf races, they specialize in anything having more to do with intelligence rather than brute force or agility. They can most often be recognized by their long faces, yellow or blue eyes, and naturally luscious hair. Their kind is often very elitist and narcissistic so they don’t give much attention to anyone who isn’t their kind. Dark Elves don’t get along with them, but everyone else is generally apathetic about them.

Wood-elves: The most unpredictable and sociable of the 3 elf races, they specialize in classes that let them use their surroundings and rely mostly on their agility, grace, and charisma. Wood elves are a generally friendly race and are always excited to have a party and interact with other people. They are most often recognized by their short cut hair, stouter faces, and wild assortments of tattoos they put on themselves. Other races have no outstanding issues with them. Wood Elves have the ability to talk to animals and plants.

Dark-Elves: The strongest and most secluded of the 3 elf races, they specialize in classes with a good mix of Strength and cunning. They are most often recognized by their purple skin, red eyes, and sharp teeth. Dark-Elves are always perceived to be evil (mostly because High-Elves never pass an opportunity to soil that race’s name) because of this, almost every race will be hesitant to assist them. That isn’t to say they aren’t all good, but just like any race, they have good and bad within them. Dark Elves have the ability to create “Fairy Fire” which doesn’t burn anything but creates a bright light for as long as the fire continues.

Rattigans: A race of Rodent people who are as tiny as they are mighty. In general, they specialize in scouting and supporting. They are most often recognized by their assortments of fur colors and styles, having squirrel styles, mouse styles, rat styles, and badger styles among others. Rattigans keep to themselves and have a strong sense of family and brotherhood among those they trust. Others have no outstanding problems with the race generally. Rattigans have the ability to see shiny things around and can spring traps without getting hurt.

Froads: A race of amphibious frog/lizardman hybrids with incredible strength and charisma. They do great in just about any class that requires brute strength or singing. They are easily discerned by their long snouts, melodious voices, and vibrantly colored bodies. No one is quite sure how to generalize that race’s archetypes. On the one hand, when trained and motivated enough, they make fine additions to any army and will even die for their cause if they believe in it enough. On the other hand, when left alone, they have been known to act as sirens on the coasts and cause the deaths of countless sailors. Anyone who has anything to do with sailing hates this race, but everyone else is pretty okay with them. They have the ability to breathe underwater and charm a person once a day.

Drakes/Naga: A very strange race as the gender difference is so extreme, yet they are the same race. Drakes are dragons the size of men who can walk, talk, and live like a human, yet fly, breathe fire, and bite like dragons. Nagas, on the other hand, are beings who, from the torso up, are human women, but from there down are snakes, they can spit venom and coil just as a snake can, but talk and live just as women do. Drakes specializes in classes that require ferocity and brutality, Nagas specialize in classes that require cunning and charm. Drakes and Nagas are very easily recognized due to the bizarreness of their race. Drakes have massive, strong wings that can lift their well-built bodies up into the air. Nagas have long sharp fangs and slim, slender bodies that allow them to hide in cracks and strike quickly. Both Drakes and Nagas are not well-liked by most people, though they are the only ally to the Dark-Elves (which just makes people distrust both races even more). Drakes have the ability to fly and breathe fire, Nagas have the ability to spit poison and coil up poles and things.

Goblins: A race of nonsensical, goofy, tribal little green people. Goblins aren’t very good at anything really, though it doesn’t stop them from trying. Goblins are easily discerned by their green skin, long pointed ears, and big wide eyes. Goblins are not taken seriously by anyone, they live anywhere they please, but because they never cause too much irreparable damage, most people just let them be. Some, however, take advantage of their naivety and blind trusting nature and enslave them. When angered, goblins become feral, wretched, evil things known as hobgoblins who lose every good aspect of the goblin it once was and intensifies every bad aspect. Goblins have the ability to wield any weapon regardless of its weight, and they have the ability to use a spoon as a weapon

Dormant: Originally created by a lonely wizard, this mannequin esq race is just that, a sentient, living, mortal mannequin. They specialize in classes that require tricking the opponent or taking a lot of hits. This race is completely bland with no facial features, extremely consistent height and body type (Women and Men are obviously different, but other than that there is not much else different). This race is somewhat of a mystery to everyone. They seldom speak, not even to each other, yet they can reproduce, eat, produce waste, exert energy, and every other thing that a living organism can do. They have no organs and only eat socially. They are very good at taking orders and would rather die than have no one to answer to or protect. The only race that doesn’t like these are goblins because “Thems are scary fings...” Dormants have the ability to “play dead” and make enemies leave.

Hobbit: A peaceable and civilized race of little people. Hobbits don’t do much fighting but if they are inclined to, prefer scouting or thieving to actual fighting. Hobbits are easily discerned by their big hairy feet, curly hair, and unassuming faces. Hobbits live in their shires around any rivers or streams. They enjoy honest work and having the amenities that honest work brings you. Dark-Elves and Drakes/Nagas dislike them because they have no ambition for greater things than their home and their family, and High-Elves dislike them because they are never jealous of the High-Elves and it makes them mad. Hobbits have the ability to turn invisible for a short time

Barbarian: Imagine if you took the strongest man and woman in the world, got their child, and then raised him to be even stronger than both of them combined. That is the entire Barbarian race. Obviously, they specialize in any sort of physical fighting and hate anything that involves thinking for longer than a minute. They are easily discerned by their staggering height, impressive natural muscle mass, and severe lack of social skills beyond yelling general statements. Almost everyone is annoyed by Barbarians but few are brave enough to speak their discomfort except other Barbarians. Barbarians have the ability to use “Berserker’s rage” regardless of their class.

Neko: A race of Cat human hybrids known for their ability to put anyone of the opposite gender in a love-struck daze. They are easily discerned by their cat ears and tails, big wondering eyes, and their different colored coats and fur patterns. Nekos are good at being sneaky and striking quickly but struggle at fighting face to face. Almost every single race distrusts them due to their mischievous and dishonest nature, but especially Gnolls hate them. The goblins, however, would do anything for a girl Neko to even notice that they are there. Nekos have the ability to charm someone of the opposite gender once a day.

Fairykin: A race of fairy-like people known for their vibrant and elegant wings and tricky personality. Fairykin are either extremely shy and secluded, or extremely outgoing. You would be hard-pressed to find one who is serious and somber. Some say that Fairykin are the result of fairies imbuing their magic into elf children who are abandoned. Fairykin serve their queen who they respect very very much, though she never impedes on their free will. Fairykin make good mages and rogues. Fairykin gain the ability to fly and see invisible things.

Gnolls: A race of dog people known for their savage lifestyle and intense hunting parties. Gnolls excel in classes that need strength and agility. They are easily recognizable by their slender pointed maw, black, white, or golden fur, and pointed ears. Gnolls usually live in caves, because of this most people will stay far away from them. Gnolls are wild though not exactly evil. They prefer living wild and on instincts. Gnolls are not very well-liked by most people, but especially hated by nekos

Undead: A race of skeletons, zombies, and vampires who have only recently been given rights to be citizens of Moriten. What they lack in appearance and intelligence they make up for in resilience and determination. Even among themselves, there is a cast system, with zombies being the lowest and most serval, and vampires being the highest and most commonly interacted with by the people of Moriten. Zombies have the ability to ignore the effects of the damage and not lose focus when injured. Skeletons have the ability to disassemble themselves and hide in the dirt. Vampires have the ability to fly and gain health by drinking blood. All undead are made much weaker in the sunlight.

Fighter: Generic fighters have no specific abilities or strengths. They can use Swords, shields, two-handed swords, one and a half handed swords, battle axes, one-handed axes, spears, rapiers, staves, hammers, and knuckles.

Champion: Champions are fighters who are masters of only one type of weapon. Their strength and endurance must be at its best as they will always be the one to be right in front of a fight. Champions start the game with every special ability of their weapon but cannot use any other kind of weapon.

Guardian: Guardians are fighters who are willing and ready to take a hit for those they need to protect. Guardians need a lot of endurance and strength. Their primary goal is defense, so dealing damage is not nearly as important, they have abilities that allow them to survive longer, and siphon damage from the one they want to protect onto themselves. They can use heavy weapons or sword and shield. Guardians are well-liked by other Guardians and Knights

Knight: The stereotypical hero in armor. Knights have the ability to boost the morale of their group, single out an opponent from a group and duel them, and can even be very durable in fights. Knights start the game with a horse that they can call as long as they are outside. Knights can use a sword and shield, a lance, or a rapier. Knights are liked by everyone except High-Elves who think Knights are a superfluous waste of armor and money. (Knights have a code of Chivalry if at any time they break this code, knights will come and fight them. If they survive, they have the same skills and abilities as a Knight, but everyone dislikes them, they can no longer call their horse, and other Knights will attack them on sight.)

Paladin: Much like a Knight, they are known for being heroic and Chivalrous. Unlike a Knight, they fight for what they believe is morally right instead of what a king tells them is morally right. Paladins are less durable than knights but can heal their allies, deal extra damage to undead beings, and can even revive fallen allies. Paladins are well-liked by everyone but Dark-Elves because they don’t like the rules involved with being a Paladin. Paladins can use sword and shield, two-handed swords and maces. (Paladins have a set of rules, if at any time these any of these rules are broken, you are cast out from the guild of Paladins, lose all special abilities and have your class changed to generic fighter.)

Shadowknight: The exact opposite of what a Paladin seeks to accomplish. Shadowknights rely on fear and brute force to get what they want. Mostly what they fight for are power and fame, they care very little about honor or justice. Shadowknights have the same sort of abilities as Paladins, just the other way around. They can steal life from others and heal themselves, they can command the undead, though they can still revive people. People fear Shadowknights, they have no rules and morals. Regardless of race, Shadowknights are immediately perceived as evil. Shadowknights can use sword and shield, two-handed swords, battle axes, and scythes.

Mercenary: Basically just wandering wild men who know the tools and tips for survival against the elements. Mercenaries are well equipped with knowledge of trapping, field dressing, and how to test substances for poison. Mercenaries are never generalized as all Mercenaries are different. They can heal wounds, trap, and can test things for poison. Mercenaries can use any kind of sword, one-handed axes, and crossbows.

Anti-Mage: More of a culture than a class, Anti-mages believe magic, regardless of what kind or what it is used for, is evil and should be destroyed. Their hatred for magic is so powerful, in fact, that they are completely immune to any kind of magic. Anti-mages are not exactly hated, though most people think them very strange for their beliefs, they don’t cause trouble to anyone who isn’t a mage of some kind. Anti-Mages can use any kind of fighter weapon, but cannot use enchanted weapons of any kind. Anti-Mages cannot consume potions of any kind, Anti-mages cannot be healed by magic.

Battle-Mage: viable in both fighting and magic, Battle-Mages are proficient enough at both trades to use both effectively, but they cannot master either. Battlemages have no outstanding issues about them, other than Anti-mages. Battlemages can use swords, maces, or staves. They can use fire, ice, and electricity magic. They cannot master any weapon and they cannot master any magic type.


Bruiser: A fighter class that doesn’t use any weapon but their own body. They are the only class that can master using unarmed combat. Bruisers can also heal themselves by focusing and meditating. When mastered they can execute very powerful techniques.

Berserker: The embodiment of Brawn over Brain. This class is for the meatiest of meatheads. Berserkers have very little regard for anything that isn’t battle or loot, and there is nothing they enjoy more than a good long fight. Berserkers can even channel this ferocity into a Berserk rage, where they refuse to be killed no matter what pain or damage is inflicted on them. The longer it lasts, the weaker they are afterward, but it can be used to live for just one more fight. Berserkers can use Swords, 2 handed swords, maces, battle-axes, and hammers.

Swashbucklers: While they have both aspects of a Rogue class and a Fighter class, both halves are essential to what makes a Swashbuckler. The silver-tongued, dashing, adventurous sailors who leave a trail of plundered loot and broken hearts in their wake. Swashbuckler’s rely on their charm, agility, and charisma to carry them through life, and their wit, strength, and cunning to get them through any fight. Swashbucklers are usually very fragile, but they can pack quite a punch. They are also known for their singing and usually carry a poetry book along with them. Swashbucklers use rapiers and that is it. Swashbucklers start the game with 3 songs of their choice and can find up to 20.

Elementalist: Elementalists are mages that can master the four elements, fire, water (and ice), wind, and earth. Elementalists can also only master one but never be able to use the others. Elementalists don’t need weapons.

Battle-Mage: viable in both fighting and magic, Battle-Mages are proficient enough at both trades to use both effectively, but they cannot master either. Battlemages have no outstanding issues about them, other than Anti-mages. Battlemages can use swords, maces, or staves. They can use fire, ice, and electricity magic. They cannot master any weapon and they cannot master any magic type.

Spellthief: A class that requires as much agility as it does intelligence. Spellthieves are mages with no magical ability of their own, but they can steal spells used on or around them to use for themselves. Spelltheives can use daggers or wands. They are disliked by any mage class, and anti-mages still hate them because technically they still use magic.

Summoners: For anyone that really doesn’t like to do things by themselves, summoners are a good choice. Summoners (like their names imply) can summon creatures to help them in battle or just for companionship. Summoners do not need weapons.

Stormcaller: Mages that specifically use electricity magic. Storm callers are perhaps the only magic tolerated by Anti-mages because their power can be used to power their machines. Storm callers can use staves and books.


Shapeshifter: Shapeshifters are mages who will shed their original form in favor of something more fitting for the task at hand. Shapeshifters can turn into anything they have read about. They start the game being able to turn into three things of their choice (Horse, mouse, hummingbird, eagle, shark, bass)

Illusionists: Illusionists are mages that use weak minds to their advantage, making their opponents see things or believe things that really there. They can summon a reflection of themselves to do their bidding, and can even manipulate light to be more or less intense as they see fit. Illusionists can use staves, wands, and books.
Rogue: Generic Rogues have no specific abilities or strengths. They can use Daggers, katanas, blowguns, bows, crossbows, throwing knives, rapiers, and chains

Assassin: This class is immediately considered evil. As the name implies their job is to take out their target quickly and efficiently. They can become invisible, and deal bonus damage from behind. Assassins rely entirely on their agility and don’t need to bother having charisma, strength, endurance, or intelligence. Assassins can use daggers, blowguns, Katanas, and chains.

Brigand: Also a not very well-liked class, Brigands focus more on the stealing aspect of sneaking around than the killing. They can also become invisible and they can pickpocket people who don’t know they are there. Brigands can only use daggers.

Swashbucklers: While they have both aspects of a Rogue class and a Fighter class, both halves are essential to what makes a Swashbuckler. The silver-tongued, dashing, adventurous sailors who leave a trail of plundered loot and broken hearts in their wake. Swashbucklers rely on their charm, agility, and charisma to carry them through life, and their wit, strength, and cunning to get them through any fight. Swashbucklers are usually very fragile, but they can pack quite a punch. They are also known for their singing and usually carry a poetry book along with them. Swashbucklers use rapiers and that is it. Swashbucklers start the game with 3 songs of their choice and can find up to 20.

Hunters: Another self-explanatory name. Hunters do not do very well in the middle of fights and prefer trapping their opponents or crippling them first before moving in. Hunters need a good deal of agility and endurance to do the things they need to do. Hunters can create traps, climb trees, and make their shots extremely accurate by holding their breath. Hunters can use Bows and daggers.

Sharpshooter: The ideal class for anyone who doesn’t want to get their hands dirty. Sharpshooters are masters with every kind of ranged weapon at the cost of being extremely fragile if their target survives the trip to them, they are in for a world of hurt. Sharpshooters can “scope” in with any ranged weapon, they deal extra damage from headshots. Sharpshooters can use Bows, crossbows, and blowguns

Spellthief: A class that requires as much agility as it does intelligence. Spellthieves are mages with no magical ability of their own, but they can steal spells used on or around them to use for themselves. Spelltheives can use daggers or wands. They are disliked by any mage class, and anti-mages still hate them because technically they still use magic.

Bard: A support Rogue class that brings joy and triumphant songs of victory to their allies, but gloom and sad dirges to their enemies. Bards must be charismatic and knowledgeable on all kinds of different kinds of songs and instruments. Bards can play all kinds of different music that can do different things like turning themselves invisible, speed up their movement, or things that can be used offensively like put them to sleep or cause them to run away. Bards cannot use weapons but start with drums, harp, flute, or trumpet and start with 10 songs of their choice, they can learn every song in the game. If a swashbuckler and Bard play the same song the effect is double if a Bard and battle dance play the same song the effect is double if all of them play the same song the effect is quadrupled.

Battle dancer: A rogue class that combines agility and endurance into a spectacular display. As dangerous as it is beautiful, battle dancers use the rhythm in their hearts to perform deadly maneuvers with suits and clothes made from scales, daggers, chains, etc. With a Bard or Swashbuckler to lead a song, their skill and speed are intimidating, to say the least. Battle dancers don’t have weapons, they have specific armor.

Beast Tamer: This class lives under a code that all animals shall be protected and treated with civility and respect. They are trained with a unique gift to calm any animal regardless of how ferocious or feral it may be. Beast Tamers use chains and start the game with an animal companion of their choice ( Squirrel, Falcon, Spider, Snake)

Angler: A class that is obviously only popular among those living on some kind of coast. Anglers have found more useful than one for their fishing rod and use it to defend themselves. They are good in battle and even better while fishing. Anglers can see where prime fishing spots are. Anglers can only use fishing rods, but the rod can never break, and the hook causes bleeding on enemies.

Scout: This class specializes in being fast and unhittable, and it’s a good thing too because they are usually very fragile. Scouts can go invisible and can sprint faster and longer than any other class can. Scouts can use daggers and blowguns.
Support: Generic supports have the ability to dress wounds and use healing magic. Supports can use maces, knives, spears, shields, or staves.

Chef: Chefs are culinary masters who are skilled enough to make the highest quality food with low-quality ingredients. Chefs can make food that can buff, heal, and even revive allies. Chefs start the game with 5 recipes of their choice. Chefs, Anglers, and Hunters get along very well as their jobs all go with each other. Chefs can use knives.

Bard: A support Rogue class that brings joy and triumphant songs of victory to their allies, but gloom and sad dirges to their enemies. Bards must be charismatic and knowledgeable on all kinds of different kinds of songs and instruments. Bards can play all kinds of different music that can do different things like turning themselves invisible, speed up their movement, or things that can be used offensively like put them to sleep or cause them to run away. Bards cannot use weapons but start with drums, harp, flute, or trumpet and start with 10 songs of their choice, they can learn every song in the game. If a swashbuckler and Bard play the same song the effect is double if a Bard and battle dance play the same song the effect is double if all of them play the same song the effect is quadrupled.

Paladin: Much like a Knight, they are known for being heroic and Chivalrous. Unlike a Knight, they fight for what they believe is morally right instead of what a king tells them is morally right. Paladins are less durable than knights but can heal their allies, deal extra damage to undead beings, and can even revive fallen allies. Paladins are well-liked by everyone but Dark-Elves because they don’t like the rules involved with being a Paladin. Paladins can use sword and shield, two-handed swords and maces. (Paladins have a set of rules, if at any time these any of these rules are broken, you are cast out from the guild of Paladins, lose all special abilities and have your class changed to generic fighter.)

Gravedigger: A grim, but necessary class. Gravediggers have very little charisma and almost no interaction with the living if any. People don’t affiliate with them much, not to be rude, but because they are never places where people spend time. Gravediggers can only make sure the living live well before they require their services again. They can get rid of curses and make them take no damage from anything for a short time. Their strength comes more from the dead, they can summon and call aid from the undead, can “bless” dead bodies and prepare them for whichever afterlife they chose, and can see into different afterlives. (see Religion and afterlife section). Gravediggers can use shovels and that is it. Gravediggers cannot loot corpses, and they must bury everything they kill (if anything).

Surgeon: A class that specializes in non-magic healing. They can cure major wounds and can stop bleeding. Offensively, Surgeons have a vast knowledge of pressure points, muscle structure, and bone placement which makes their precise knife that much more deadly. Surgeons are feared, but when one is needed they are more than welcome places. Surgeons can use knives.

Plague doctor: This is a class that is feared and almost never welcome anywhere. Plague doctors are named horribly, as more often than not they create and cause plague more than cure it. Plague doctors are distrusted by everyone (though some have been known to do very good things for people). Plague doctors experiment and test never before tried remedies and medicines on the sick with very little regard for if it will work or not. Plague doctors can use knives or staves. Plague doctors must wear the mask at all times. Plague doctors start with 5 recipes for potions.

Defiler: A class that takes a sick joy out of ruining the lives of everyone. Defilers are immediately perceived as evil. Defilers can heal their allies using dark rituals, but their true immorality is shown in how they can lay curses of rot and death upon their adversaries and the plants and animals and can curse dead bodies so their souls cannot travel to any afterlife. Because of this, Gravediggers especially will go out of their way to make sure all defilers are destroyed. Defilers cannot form relationships with any NPC that isn’t also evil, every ability a defiler uses costs their own life, defilers have no afterlife. Defilers gain double loot from corpses. Defilers can use spears.

Naturalist: A class that must follow “The Worldpainter” (See Religion and Afterlife section). This class uses nature and its elements to aid them and their allies. They also know how to make remedies out of the plants and know what things are poisonous. Naturalists can speak to animals. Beast Tamers get along very well with Naturalists. Naturalists can use staves.

Shield Bearer: ShieldBearers (much like guardians) focus more on protecting their allies rather than fighting enemies or sneaking around. Unlike guardians, ShieldBearers can summon magical shields for their allies. ShieldBearers can only dual-wield shields, their shields cannot break.

Inquisitor: A class that must have a religion (see religion and afterlife section). They can heal and buff their allies (their allies must be of the same religion), Inquisitors deal bonus damage to people of a different religion. Inquisitors are immediately perceived as evil by people of different religions than you. Inquisitors can use maces, shields, knives, and staves.
The Worldpainter: The religion’s leader is The Worldpainter, an angel human with a big afro who just enjoys painting nature and its wildlife. If you are an inquisitor under him, you can cause happiness and max affection in any NPC for one day. If you are a grave digger and you follow this religion, digging a grave creates a random plant.

Led Ufer: The religion dedicated to music. This is lead by an angel Wood elf who is brandished with every kind of musical instrument. If you are an inquisitor under him you can use some bard spells. If you are a gravedigger under him, you can use your shovel as an instrument. Generally, people under Led Ufer tend to do better at music.

Sha Insel: The religion dedicated to Love. This is led by an angel High elf who is said to be the most beautiful thing in all of Moriten. If you are an inquisitor under her you can marry yourself to someone else without needing an NPC to do it for you.

Onyx: The religion of war and strength led by a dark elf angel who fights with a sword and a mace. If you are an inquisitor under him you gain no penalties for attacking villagers, if you are a grave digger under him your summoned undead deal extra damage.

Nathaniel: The religion of power, but mostly fire. Nathaniel is a wood elf angel who really likes fire or anything that is near as destructive and demanding as a well placed spontaneous bonfire or two. As an inquisitor under this religion, you take no damage from fire. If you are a gravedigger under this religion you can turn your minions on fire.

Zander Marr: The religion of peace and civility. Zander Marr is a Fairykin boy whose wings look like blue birdwing butterfly wings. Zander Marr is very popular with the goblins, being under this religion makes goblins like you more, being a goblin under this religion makes your spoon do less damage, but it heals you overtime as you hold it. Being an inquisitor under this religion gives you the ability to stop a fight once per day. Being a grave digger under this religion makes people like you more.

Chelsey: The religion of sailing, the ocean, and mystery. If you follow this religion on the expedition you feel as though she is watching over you along the way. Nobody's quite sure what she looks like, or if she is even real. Sailors will swear that they have seen her and they saved their lives. Sailors will tell stories of how she moved or changed the currents, or lifted fog for them just in time. Some would even be so bold as to say that when they arrive back to shore they see a beautiful woman waving to them in particular, and oddly enough, the description they give of her is always the same. Inquisitors or Gravediggers gain no bonuses from following this religion

Jack: The religion of fishing. This is led by a Froad angel named Jack who spends all his days fishing and telling stories. If you are an inquisitor under him you gain better fishing skills. If you are a grave digger under him you can use your shovel as a fishing rod.

Squeaks/ Phoenix: The religion of hunting and the circle of life. Squeaks is rabbit Ratigan angel, and Phoenix is a Neko Angel who constantly chases each other but also helps the other to survive. Inquisitors following this religion heal for more when consuming meat that was hunted for, and deal extra damage to Nekos, Nagas, and Froads. Gravediggers following this religion gain bonuses for burying fallen animals.

Shadow Marik: The Diety of Death and darkness. A demon who only recently got his position after the Overlord catastrophe which left the position open to him. Inquisitors and gravediggers under this religion can become undead and enter the realm of the dead

Moriten: Known for its spontaneous and catastrophic events caused by, what will eventually be identified as, chaos catalysts. They have been the cause of such calamities as: Splitting the world into 1000 square foot areas connected only by strange magic, ripping a hole in the mortal realm to the realm of the dead, unleashing an ancient and uncontrollable magic into the world known as "The void", etc.

Kie-yen: The "capital" of Moriten, this is the city people of think of when someone says "the good city". A benevolent Monarch rules the land and gives justice to those who seek it. The city is characterized by the white and gold streets with art and statues around nearly every turn. High elves and humans make a vast majority of the city with rattigans, dormants, and dark elves making a very very small minority.

Xorn: A grimy, dirty, evil place where there are no laws. crime runs the streets and nobody is safe. Dark elves, drakes/nagas, and rattigans occupy the majority of Xorn. Highelves are killed on sight, and humans are generally not welcome. It is characterized by its black purple and red towers overlooking dirty gray and brown streets.

Mount Nur: The highest point in Moriten. From there it is said that you can hear the voices of the order beings.

The Mount of Disdain: a mountain range toward the south end of Moriten. It is almost entirely Drakes and Nagas. It is ruled by 9 councilmen who are all after one thing. Power. The caste is very strict, and those who dare step out of line are dewinged and/or exiled.



a 1 on 1 (for now) would certainly not take place in or around any of the major events that might happen in Moriten. It would either take place between catalysts.
 

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