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Fantasy God's Watch Dogs(Open/Accepting)

Dendyne

Senior Member
(( A lot of lore and back story I know but for those who want to know just want they need to, feel free to skip the origins sections.. ))


Guildhouse of God's Watch Dogs.


( The hall that goes down to 9 will instead be a target range for archers and spellcasters, the spiral staircase by 4D will be nonexistent. )


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1: Front Entrance.



2A: Public Access Hall.



2B: Pendulum Trap.



2C: Advocate's Stage. Public pleas for assistance directly to The Archangel are performed here.



2D: Private Outer Sanctum.



3A: Guardian Restricted Hall.



3B: Seraph's Quarters.



3C: Vice & Virtue's Quarters.



3D: Archangel's Quarters.



4A&B: Secret passage from Archangel's Quarters to Advocate's Stage and vice-versa.



4C: Torture Chamber.



4D: Inner Sanctum.



5A: Dining Hall.



5B: Recreational/Sparring Hall.



5C&D: VIP Prisoner Cells.



6A: Auxiliary Barracks.



6B&C: Guardian Quarters.



6D: General Storage Area.



7A: Client Meeting Room.



7B: Historian's Hall.



7C: Restricted Access Library.



7D: Divine Arms Storage.



8: Prayer Chamber.



The Region of Tyvendall at the brink of the 13th century
.


Tyvendall.jpg



The Current Tale





It has been several hundred years since The White Rose's passing, a young warlock with dreams of grandeur learned to transport himself to The Barrows where he would wake The Scarlet Mistress in an attempt to learn The Dominator's secret. To learn the spell that makes loyal servants out of your most bitter rivals, but he was fooled by the Mistress and slain before. The Scarlet Mistress then roused her husband's generals and transported them back to realm of humanity, abandoning her husband in the Barrows.


Upon her arrival on this World she easily took over the Capital, Wilstable, and began a campaign to take over all of Tyvendall.


Meanwhile God's Watch Dog's who currently operate out of their guild house in Worborough are in the midst of deciding whether or not they should kill Sybil, the city's lord, for missing payment on their last two jobs. This new age of war means more contracts are opening up everyday and The Archangel had already received a letter from the Scarlet Mistress requesting their service against the growing rebel faction.


Origin of God's Watch Dogs


Since the beginning of recorded history this region and many others have been plagued by demonic beings and mythological creatures powerful enough to rend apart entire platoons of soldiers single-handedly as well as a sadistic criminal element that has always put a massive strain on the political climate.


War and death was an everyday event but the kings of this land were always well protected and gave little heed to the perils of the commoner.


Until an exceptionally powerful warlock known only as The Dominator, along with his wife, The Scarlet Mistress, and his 9 generals know as the Taken, came to Tyvendall and usurped the throne. His rule was cruel and sadistic to the point that several rebellions broke out but it wasn't until the great military genius Sera, The White Rose, came forth to lead the 5th great rebel army to successfully defeat The Dominator. Unfortunately his power was so great that Sera and her rebel generals could do little more than knock him, his wife and his generals unconscious before having their most powerful sorcerers banish them to the Ethereal Plane known as The Barrows.


With this great evil defeated, The White Rose decided to create a mercenary guild filled with exceptional warriors to rid the Tyvendall of the mythos plague and punish the cruel and sadistic lords that still reigned over the lands. She called her mercenary band, God's Watch Dogs believing this was the purpose the Gods had placed her on this World for.


The Watch Dogs quickly became famed for waging intense battles against numerous archdemons and pulling off raids on dens of mythos using their brotherhood, skill-at-arms and religious zeal to come out victorious in the grimmest of situations. The darker side of The Watch Dog's is that they are often used by the king to destroy political opponents or keep order when the peasantry begins to violently riot, as much of these unsavory acts that could be swept under the rug have been but it proved impossible to completely keep under the rug.


All things being equal, since it's creation the guild has been consistently overrun by glory seekers, do-gooders and honor bound knights looking to prove their worth for one reason or another but due to the intensively brutal nature of their foes, combined with a dauntingly high mortality rate the Watch Dogs typically have very high standards for recruitment. Most often the chosen few are elites in their profession, known demigods or sometimes simply have that certain spark that makes an unlikely hero. Even with this precautions however, few ever make it back from their first mission alive.


Your past does not matter, who are were and what you did to get here are of no consequence.


All that matters now is what you are, and who you're willing to become to survive.


Origin of Pantheon, Gods and Humanity


In the beginning, there was only Chaos. Then out of the void appeared Providence, The Divine Will, That which is the Universe, an all encompassing and ever present being made up of every particle, action and emotion of our reality as well as reality itself, and Entropy, The Eternal Night.


Then Providence created Light, and from Light came Ether, the heavenly light and Day, the worldly light, followed by The World.


Entropy slept with Providence, who eventually gave birth to 3 Creationist Gods.


Anu, The Sea and Lord of Gods by birthright. He created the oceans and seas that allowed for life to flourish. Second was Marduk, The Paladin, who was formed in bright white armor and holding a similar long-sword which he first used to carve a kingdom for the Gods name Mashu into the tallest peak of the Vindilian Spike. Third born was Druaga, The Liche, who wove his own magics into this world's reality and created a bridge to the 7 Ethereal Planes, where the Gods and spirits of the dead reside.


After some time the Gods became restless so Marduk decided to create humans out of clay and dirt that Druaga then whispered Divine Will into. Unfortunately this gave rise to Asakku, The Primordial Chaos, who was given form by Chaos.


Marduk and Asakku fought many times, sundering mountains and shaking the Earth where they met in battle, The Primordial Chaoshowever, is wily and has never taken a lethal blow, fleeing battle whenever necessary. So to combat this threat more effectively Marduk used his sword to cut off his right arm completely then cut out a portion of Anu's brain to use as materials to create a Goddess. Nanshe, The Judge, who was formed with a bronze short-sword and scale, that brings order from chaos and defines morality for all in her realm.


During this time of war and strife many great war chiefs have risen to power and fallen but one human of unmatched strength and will named Nergal, The Conquerer, that lived and breathed battle nearly conquered the known world at the time before challenging the Gods at Mashu to single combat. Rather than fight however, Anu offered Nergal a seat in their fledgling pantheon and taught her the secrets of Godhood.


Once Nanshe had brought some order and justice to our world Anuwed her and they had fraternal twins together, Siris, The Saint, who wove a portions of The Liche's magics into Compassion and Empathy that she fused with both the Gods and Humanity. The son was named Humbaba, The People's Champion, who revels in defiance and brought the first Divine Materials to our world along with Siris, who also taught Humanity how to use the magics of our world much to the ire of Druaga.


Enraged, The Liche, believing only the Gods should have ever been allowed control of the World's magics implored Providence to help him take back this knowledge and smite the lowly humans that attempted to use it. In response, Druaga was gifted twin daughters pulled down from the constellations by Entropy.


He named his daughters Eresh and Kigal, The Witch-Hunters, who had magics woven into their the fabric of their being and were taught innumerable amount of anti-magic techniques before being set loose on humanity along with an army of chimeras and mythological creatures.


Then Marduk wed Siris, who had fallen in love with Kigal but could not bear to scorn Marduk's affections or her father's wishes, and they had a son named Shara who he planned to have take over his seat in the pantheon after his time had passed.


After a short period of peace, the still furious Druaga plotted to kidnap by having Eresh and Kigal convince her to abandon Mashu for The 7 Ethereal Planes. Once in his realm, Druaga put a powerful taint on Siris causing her to fall deathly ill while the vengeful Marduk tried time and time again to destroy Druaga and rescue his beloved. Kigal who genuinely loved Siris was blindsided by her father's plan to kill her beloved and ultimately convinced her sister to join her in helping Marduk kill Druaga.


After they had dispatched The Liche, committing him to Chaos once more, Marduk stepped down feeling he had too been tainted by his time in Druaga's realm and to care for his dying wife.


Most recently Asakku, has been slain in the open fields of the World and committed to Chaos as well by a previously unknown entity only known as Rabisu, The Joker. Rabisu immediately claimed Primordial Chaos' seat in an unprecedented move that has garnered the entire pantheon's attention.


The Current Pantheon


(( Please note that the Basic Powers and Abilities are only the starting abilities every follower of that respective God will have, everyone will have their own unique powers on top of them and more powers are gained through feats or accomplishments in the name of your God.


Also keep in mind that Innate Abilities are passive ones that are constantly in effect while Active Powers are acts of divinity at the command of the wielder.


Finally, to clear up some confusion on how certain Divine Abilities work with Magic, Magic will be considered a weapon and spells receive all of the boons that any other Dog's weapon would from the same abilities. ))


Shara, The Paladin's Son
: God of Lawful Righteousness.


Master of Chivalry, Honor, Valor and The Sun.


Usually seen as a blonde haired, blue-eyed youth in unnaturally bright, white armor bearing a matching kite shield and long-sword. His shield is unbreakable and lighter than air while his sword burns with divine powers that easily glides through any material.


Shara's followers tend to be brave, dependable warriors with extremely strong principles and a stalwart stubbornness sometimes bordering on ignorance.


Basic Powers and Abilities:


Innate:


Endure The Elements - Subject is unaffected by hot or cold environments to a degree.


Protection From Chaos - Subject cannot be affected by mind control and fear attacks.


Active:


Shield of Faith - Subject's shield shines with blinding light even if it is in complete darkness, undead are weakened in this light.


Symbol of Courage - All allied targets within a short radius are filled with burning fervor that replaces any fear.


Mark of Shara - Subject's weapon becomes imbued with Divine Will causing it to glow dimly, every strike releases a burst of Divine energy until the ability's end.


Nanshe, The Judge: Goddess of Lawful Neutrality.


Master of Balance, Morality, Punishment and Truth.


Short, dark brown hair and dressed in fine robes, holding a bronze scale of justice that can weighs sin against virtue and armed with a bronze short-sword that is naturally drawn to evil entities with sins far outweighing their virtues.


Nanshe's followers tend to be stoic, opinionated warriors of varying backgrounds with a penchant for honesty and merciless retribution.


Basic Powers and Abilities:


Innate:


True Sight - Allows subject to see through illusion spells.


Discern Lies - Subject is automatically aware whether or what they hear is fact or fiction.


Active:


Dictum - Touch ability that causes blindness, deafness, paralyses or even death depending on the relative strength and how much chaos is within the target.


Foresight - Subject gains a sixth sense that warns of impending danger for a moderate length of time.


Symbol of Nanshe - Subject's weapon becomes imbued with Divine Will that gravitates to chaotic beings, this makes every strike naturally move into chaotic foes until the ability's end.


Nergal, The Conqueror: Goddess of Lawful Dissonance.


Master of War, Power, Conflict, Slaughter and Tyranny.


Clad in cruel black iron armor and wielding a steel greatmace that generates enough force to cause boulders to explode with a single tap. She generally doesn't wear a helmet though, revealing her jet-black locks typically in a tight bun over her taut face and intensively white eyes.


Nergal's followers tend to be mighty, fearsome warriors preferring warhammers and greataxes to smaller arms with a lust for battle and unmatched fury when provoked.


Basic Powers and Abilities:


Innate:


Divine Might - Divine Will runs through the subjects muscles allowing for greater feats of strength and a high standard for power.


Entropic Shield - Any ranged attacks have a 20% greater chance of missing the subject.


Active:


Stone Skin - Subject flesh hardens to a flexible stone for a moderate length of time.


Battle Cry - Subject let's out a shout that causes foes to be filled with dread and terror, can cause deafness depending on the relative distance to targets.


Token of Nergal - Subject's weapon doubles in weight but feels weightless to the wielder allowing for faster strikes with devastating consequences.


Siris, The Saint: Goddess of True Righteousness.


Master of Compassion, Love, Mercy, Fine Arts, Music and Hope.


Dressed in white linens with tumbles of chestnut hair and soft, jade eyes. Siris is often seen carrying around a harp, flute or other instrument her very presence has a calming affect on all those within a fair radius of her.


Siris' followers tend to be gentle, empathetic beings that often become poets, musicians, healers and occasional spies when pushed the right way.


Basic Powers and Abilities:


Innate:


Tongues - Subject is able to speak any language they first hear.


Figure of Siris - Subject's emotional state is imbued into anybody within a short radius to the subject, making it harder for foes to concentrate on striking the subject,


Active:


Cure - Heals disease and afflictions.


Heal - Mends flesh wounds and minor fractures.


Regenerate - Heals all diseases and afflictions while mending deep flesh wounds, bone breaks and regenerating up to one full limb that has been lost.


Anu, The Sea and Lord of Gods: God of True Neutrality.


Master of Nature, The Seas, Freedom and Travel.


Wearing mostly robes with steel greaves, gauntlets and a breastplate, usually seen as an older man with a short graying beard.


Anu's followers are typically resourceful, free-spirited vagabonds with a willingness to do whatever it takes to survive whatever situation they put into.


Basic Powers and Abilities:


Innate:


Water Breathing - Subject able to breath underwater..


Nature's Ally - Subject able to understand and speak with foliage and animals.


Active:


Control Fauna - Subject able to control the actions of 1 or more plant creatures depending on how powerful the subject is for a short time.


Longstrider - Subject gains the ability to effortlessly walk up walls or on ceilings at double the regular speed for a moderate length of time.


Emblem of Anu - Subject is able to control water depending on how powerful the subject is for a short time.


Eresh and Kigal, The Witch-Hunters: Goddesses of True Evil.


Masters of Discipline, Vanity, Hunting, Envy, Vengeance and Malice.


Both sisters have deep plum hued hair down to the smalls of their backs, soft features and dark blue eyes. Clad in boiled leather studded with black iron they wield short bows and twin short-swords made of steel that dispels any magics they touch.


Eresh and Kigal's followers tend to be passionate, strict warriors with ruthless reputations and a willingness to do whatever it takes to complete a job.


Basic Powers and Abilities:


Innate:


Spell Resistance - Subject has a greater resistance to any magical attacks.


Cloak of Kigal - Any damage the Subject endures adds to their strength and speed, making them deadlier opponents the more hits they take.


Active:


Dispel Magic - All spells with continuous effects within within a short radius are ended with the exception of Divine abilities.


Spell Turn - The next spell to hit the Subject causes damage as if they had no spell resistance but also reflects the spell back onto the caster.


Badge of Eresh - Imbues Subject's weapon with Divine Will that can cut through magic barriers, armors and does slightly greater damage than usual.


Humbaba, The People's Champion: God of Chaotic Righteousness.


Master of Defiance, Alcohol, Humor, Daring and Music.


Short copper toned hair with a curt goatee, wearing an earthy colored and leggings with a longbow strapped across his back.


Humbaba's followers are typically clever, enigmatic rogues with a love for fun and a willingness to do evil for the sake of good.


Basic Powers and Abilities:


Innate:


Undetectable - Subject is hidden from scrying, presence is incredibly hard to detect.


Hawk-eyed - Subject has greater than 20/20 vision making ranged attacks much easier for them.


Active:


Song of Discord - Subject sings or plays a melody that causes foes to turn on each other for a short time.


Displacement - Any attacks directed at the Subject have a 50% chance of missing for a short time.


Humbaba's Design - Causes one enemy to believe they are your ally for a moderate length of time.


Rabisu, The Jester: God/Goddess of Primordial Chaos


Master of Deceit, Murder, Pain, Torture and Chaos.


This particular God/Goddess has been seen as both male and female, is typically seen with brightly colored hair of unnatural colors, most often green or purple. Wears a leather tunic over linen underclothes and wields dual daggers that can move of their own volition.


Rabisu's followers are typically sadistic, twisted assassins or con artists that find pleasure in all trickery and pain of the World.


Basic Powers and Abilities:


Innate :


Suffering - Any wounds inflicted by the subject cause great amounts of pain that does not relent for a long period of time.


Glibness - Subject is exceptional at lying, subject lies cannot be revealed by using Discern Lies.


Active :


Alter Self - Subject takes the form of another person or humanoid creature for a moderate amount of time.


Zone of Silence - A short radius around the Subject becomes devoid of sounds for a short time.


Image of Rabisu - Turns subject invisible and creates an illusory double for a short time.


Anonymous, The Unknown: Typically a God, of Chaotic Dissonance.


Master of Death, Darkness, The Afterlife, Magic and The Night.


Anonymous' followers are typically lost, broken magic users with a fascination with death and the macabre.


Basic Powers and Abilities:


Innate:


Cat's Eyes - Subject has excellent low-light vision.


Detect Magic - Subject can detect spells and magical items with a 40 foot radius.


Active:


Mage Armor - Gives the Subject's clothing the same resistance as steel, effectively making it into a flexible armor.


Darkness - Creates a supernatural shadow with a moderate radius around the Subject.


Regalia of Anonymous - Raises 1 or more dead creatures to fight by Subject's side for a short time.


God's Watch Dogs


Races



Demigods
: Born between the union of a human and a God/Goddess, inherently imbued with an abundance of Divine Will and various powers both latent and active.


Devout: Mundane humans that through devout worship have gained an abundance of Divine Will and various powers both latent and active from the God/Goddess they respectfully worship.


Classes



Archangel
: The guild master and leader of each Chapter of God's Watch Dogs, this not a playable class.


Seraph: Commander Officers and Squad Leaders of 4-8 person teams, clever and mindful veterans of no less than 8 missions. Tasked with finding jobs in the appropriate tab, recruiting in the OOC to create a team on a per-mission basis and controlling the NPC troops on their respective teams.


Guardian
: Regular Troops that have been tested in the fires of no less than 3 missions, have great skill-at-arms, intense resolve and religious zeal.


Cherub
: Recruits that are typically experts in their previous fields of work but have never faced off against demons and mythos at the level they are going to have to.


Virtue
: Medical Officers that provide healing and emotional support for their respective squads.


Vice: Infiltration Experts that work in small teams and occasionally with squads led by a Seraph as advanced scouts, assassins and saboteurs.


Roles


Paladin:


Armored swordsmen with moderate offensive capabilities, high defensive abilities and low speed/maneuverability.


Cleric:


Armored warriors of extreme faith with moderate offensive capabilities, high defensive abilities and low speed/maneuverability.


Barbarian:



Ferocious berserkers that have an extreme lust for battle with high offensive capabilities, low defensive abilities and moderate speed/maneuverability.


Monk:



Faith driven martial artists with moderate offensive capabilities, low defensive abilities and high speed/maneuverability.


Ranger:



Wily archers with moderately high offensive capabilities, moderately low defensive abilities and moderate speed/maneuverability.


Sellsword:



Warriors for hire with moderately high offensive capabilities, moderate defensive abilities and moderately low speed/maneuverability.


Errant Knight:



Lightly armored adventurers with moderate offensive capabilities, moderate defensive abilities and moderate speed/maneuverability.


Rogue:



Thieves and scoundrels with high offensive capabilities, low defensive abilities and moderate speed/maneuverability.


Spellsword:



Warriors that use weapon enchantments and magics to buff themselves for battles with moderate offensive capabilities, moderate defensive abilities and moderate speed/maneuverability.


Druid:



Magic users with strong ties to the nature and the wild with moderately high offensive capabilities, moderately low defensive abilities and moderate speed/maneuverability.


Sorcerer:



Magic users having great power imbued at birth with high offensive capabilities, low defensive abilities and moderate speed/maneuverability.


Warlock:



Magic users that have corrupted themselves to gain great powers with moderately high offensive capabilities, moderately low defensive abilities and moderate speed/maneuverability.


3 Tenets



Faith:
Above all, take up the shield of faith, wherewith ye shall be able to quench all the fiery darts of the wicked.


Loyalty: Honor all people. Love the brotherhood. Fear the Gods. Honor the pact.


Respect: Let not steadfast love and brotherhood forsake thee; bind them about thy neck, write them upon the tablet of thine heart.


14 Maxims:


1.
A Guardian in motion outranks a Seraph who doesn't know what's going on.


2. Your name is in the mouth of others, be sure it has teeth.


3. The longer everything goes according to plan, the bigger the impending disaster.


4. The enemy of my enemy is my enemy's enemy. No more. No less.


5. A little trust goes a long way. The less you use, the further you'll go.


6. That which does not kill you has made a grave tactical error.


7. There is no such thing as 'overkill.'


8. If violence wasn't your last resort, you failed to use enough of it.


9. Don't be afraid to be the first one to resort to violence.


10. A soft answer turneth away wrath. Once wrath is looking the other way, put a bolt in it's skull.


11. Do unto others.


12. If you're leaving tracks, you're being followed.


13. Every client is one missed payment away from becoming a target.


14. Let them see you sharpen your sword before you fall on it.
 
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