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Dice Ara - Fate Core

Ara

In the world of Ara, a darkness is rising on the continent of Lu'Arla, it's up to a group of adventurers to find it and stop it in it's tracks.


Well, at least when they find out about it.


Right now there's a mage named Marcus Vizara is making a big deal and putting on a show to present a new magic he's invented to the world.


Though... only two of them are offically there for that. The others just hopped along for the wagon ride and brought a harlot, ahem "Maid", along.




This is a Fate Core game with a small group and is at the moment invite only as it's moving away from being a scheduled affair on Skype to being Play by Post.


The Fate Core SRD can be found here: http://fate-srd.com/fate-core/basics


The Google Docs sheet previously used for managing this game can be found here: https://docs.google.com/spreadsheets/d/1pUbJLkK5GtjYYbYH1VwKS8gABAwAm4pWE3f2neo3m3E/edit?usp=sharing




Table of Contents
 
Races of Lu'Arla

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The continent of Lu'Arla is home to twelve main races and the eleven different nations they inhabit.


The twelve races are as follows:

  • Humanoids: While all of the races in this list have a bipedal body structure, humanoids are characterized by the fact that they don't have fur, feathers, scales, etc.

    Humans: Humans appear here and there all over the world, but the ones that inhabit Lu'Arla take after real life European ethnicities with pale skin and brown/blonde/red hair.
    Some humans are are born with more magical affinities than others, a trait is passed by blood and genetics. In cases of extreme magical affinities strange hair and eye colors may occur with strange eye colors being more common than strange hair colors in that case.
    Humans are known for shamelessly taking the magical and technological works of any race or anything they can get their hands on and not only using it effectively but innovating on it... and there are many stories of that sort of thing going awry.
    The majority of Humans live in the Kingdom of Freehold, though they can also be found the other northern nations.
  • Elves: The Elves in Lu'Arla are tall, slender, and generally possess a 'graceful" body type. Most elves are fair skinned with pale/blonde hair with hints of green or red; these are 'City Elves'. Some elves have more brown skin and green hair in various shades of green, orange, or red. Such elves belong to the 'Forest Elf' minority. Among both ethnicities ear pointiness and length widely varies, though there are still called 'knife ears' as a slur by many races. Elves tend to live up to at least two hundred years old.
    Elves in general have more magical affinity than humans though it is much more averaged out among all the members of the race (with Forest Elves having an affinity more geared towards nature magic) when compared with Humans.
    Elves are generally known for their gracefulness which is almost always coupled with a sense of haughtiness. They also loudly proclaim that they are the masters of nature and their grand gardens with the trees and plants being bend to grow into various shapes with magic certainly lends credibility to this. Though the form of magic that they are the most known for is their enchanting which after an encounter with some Human mages long ago is a closely held state secret along with the secret of how to create mythril from silver.
    The majority of Elves live in Calenluthil, though they can also be found in Greenvale and Wulfhiem.


  • Halflings: Basically half-sized humans with the same types of skin/hair/eye colors, though red hair is more common. Halflings also live a little longer than humans on average.
    They have the interesting characteristic of being 'magically grounded'. While this makes them more resistant to magic, proper Halfling mages are almost unheard of. Though they can more easily handle magically charged materials and even evade magical detection since to magic they just don't seem to exist.
    Their 'groundedness' seems to spread to the rest of their personality since they are known for being as a whole more laid back and easy going than the other races. Though some call their race stagnant for this. Halflings are known as master farmers, even able grow magical flora normally only found in Tir na Nog or other places. Related to this they are also known for crafting the best potions and other alchemical things.
    Almost all of the Halflings live in Greenvale, though some groups of them live in Freehold, Calenluthil, and Nido.


[*]Draconic: These races are covered in scales and interestingly seem to all have some kind of animal counterpart in the world. Krynn have dragons (which in Lu'Arla are large-and sometimes massive-quadrupedal winged creatures that can breathe fire, so western style dragons), Kobolds are most often compared to common lizards, and Naga's have snakes. (Though there are said to be smaller varieties of dragons are the true counterparts to the latter two races.)


Instead of things such as hair/facial hair, all Draconic races can be seen with details such as spines, horns, find, and/or crests upon their heads called their "Crown". In the cases of the Naga, some of them even have hoods or flexible spines. Horns can be "styled" by wearing special metal wire frames or just by filing/carving them, though the wire method is typically reserved for those who can afford it and have the patience for it. For the truly wealthy, they have access to special magics for this purpose, though drastic changes of one's crown are still beyond what mages can currently do.

  • Krynn: Basically anthropomorphic dragons and though they are much more solidly built, they stand at around the same height as humans. Some of them have wings and some don't, splitting them between the subraces of Winged and Grounded Krynn.
    This is not the only physical characteristic that divides their race, they also vary widely in scale colors with the "commoners" having brown, tan, and in general more dull scale colors while the "nobles" have scale colors that are spread across the entire spectrum. In general, the more naturally shiny and/or colorful one's scales are, the more noble blood they are considered to have (this is also the reason why scale polish is used in massive amounts by all Krynn that can afford it).
    Krynn have a fair baseline magical affinity, though with shinier scales often have more of it (aka the nobles). Many Krynn learn how to breathe fire (which is a magical process), either by figuring out on their own or being taught. A Krynn is also capable of using other elemental breath attacks, though most don't learn more than one element and such techniques are often passed on from generation to generation.
    Outside of breath attacks, Krynn also are known to excel in the Arcana style of magic with other specialized styles of magic existing inside some of the noble houses.
    They are well known for their stubborn steadfastness to tradition and in general traditional ways of thinking. Part of their tradition is being the best at magic and any dedicated Krynn mage will not just know Arcana, but other styles of magic as well. They also self-proclaimed to be the best at magic in general and no one can deny that master Krynn archmages are powerful indeed as well as outnumbering the archmages of other races.
    Most Krynn live in Irowwall, though they are not uncommon in the western parts of Freehold. Some groups also live in Luandis and Nido, though they are more often than not branches of noble families.
  • Kolbold: Kobolds are squat and scrawny lizard-people, standing shorter than halflings even, with long tails for their size. They have dull brown, green, or grey scale color and their eyes range from yellow to green to light blue. Kobolds can have colorful scale patterns and if they have the right bloodline, be born with wings. (Based on DnD Kobolds.)
    Kobolds don't have the greatest magical affinity in the world, but it is said that what they do have is an unnatural amount of luck and general good fortune. It is a common story that if you send a kobold to carve out a statue that while carving it's junk they'll find a diamond or some other precious stone and run off to the nearest bar to spend it before you can look twice. So far no mage to this point has figured out how their luck actually works. Still, the occasional kobold mage does pop up and if one of them has figured out how it works, they're not telling. Not every kobold is this lucky and it only seems to pop up in those with at least a fair amount of magical affinity.
    They are well known for being the go-to slave and/or servant race and can be found serving the wealthy in every nation; to the point where they do not have a nation of their own after the Krynn conquered them. They are generally considered as dumb, uncreative, and simple creatures whose loyality can be bought fairly easily with food and 'shinies'. They have a talent for repetitive tasks of all kinds and once trained in something they never seem to forget how to do it. People theorize that this is because they have a different kind of intelligence than most people (and the same people use this as an argument for keeping them as slaves and servants), though a kobold dedicated to something is said to be quite dangerous.
    All in all, most people just treat kobolds like very smart dogs. Kobolds with more skills or more interesting/colorful colorations are more valuable while those with wings are highly prized by the elite.
    Kobolds can be found in every nation in positions of servitude and sometimes outright slavery. Though there are some groups of "free" kobolds that live in Felisilva, Nido, and Greenvale.
  • Naga: The defining characteristic of Naga compared to the other Draconic races is that instead of legs they have a long tail that stretches out for two-and-a-half to four times their torso length. They have various scale colors and often have patterns on their scales. The top halves of their bodies are covered in scales and they have snake-like heads (as opposed to naga in other fantasy worlds) and whatever patterns they have on their scales continue up their backs and onto the backs of their arms. Contrary to popular belief, they are not coldblooded, though they are not physically suited to the cold either.
    Magic wise, Naga do not have the greatest affinity compared to other races, though they often naturally put what magic they have to enhancing their senses (leading to the common belief that it's near impossible to sneak up on a Naga). Proper Naga mages are a rarity.
    Naga are well known for being traders of just about anything and everything and for it being near impossible to steal from one due to their enhanced senses. This is aided by the fact that they are damn good marksmen, a skill that leads naturally from their ambush predator natures. Branching off from that also is their skill in making and using all kinds of poisons. Proper Naga magic also tends towards effecting the mind and illusions, adding to the air of mystery that the Naga in Marisma like to cultivate about themselves.
    Most Naga hail from Marisma and they can be found far and wide selling their wares. Some groups of Naga do hail from Freehold or Greenvale.




  • Bestial:
  • Mythic:
 
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