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Fantasy [Lore] Demetia [a fantasy-themed isekai]

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Risotoo

pulling for snek boss
The Rumors of Demetia​


  • Yggdrasil
    Tower of trade and timber, piercing the white veil.

    Jove
    Lonely path of rock under hands of darkness.

    Atlas
    Vigilant fortress that dominates the blue plains.

    Palestine
    Perfection of order.

    The Wanderers
    A speckle of life populating the lands between.

    Qasae
    Karmic bonds ensnare the land of hate.
 
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    The land swathed in shadow and rock, the city takes place in the deep and cavernous regions of Demetia. Here, rock formations and greenery form a large canopy that blots out most of the sunlight during daytime. Many pillars dot the it's map to uphold the granite ceiling above, supported with a bit of earth magic. Still, many bases are stationed and regularly checked.

    Far away from the rest of civilization, the city's resources are mostly pooled into researching the various sciences that make up the world. It's only neighbor, Qasae, rarely ever visits the Royal Palace, even moreso the residents of the city itself. Their only visitors seem to be the many moons that they worship, seen only slightly by the crevices between leaf and stone.

    As of right now, the Kingdom of Jove worships the Lunari, a pantheon of gods that dominate the many moons orbiting Demetia, each of them upholding one of the city's virtues.

 
  • Although the current stigma of magic twists it into sorcery produced seemingly out of thin air, rather, it is a product of science. The current general theory about magic is that everything holds some form of energy, originating from one of the four elements of the world.

    In this plane of existence, graces allow people to perceive the energies around them and, with it, gives the ability to move the flow of magic. When beings use magic, they disrupt the calm reserves, creating thousands of ripples that are interpreted as the spells we use.

    However, everything must eventually come down, and magic is no exception. When the harmful energies of a spell finally dissipate, the unstable matter breaks down into simpler products: sympathetic magic or healing magic. When this happens, the energy will eventually remember where it's origin is and slowly seep back into its former vessel.
 
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  • The leveling system is fixed at certain points of the story, and requires your character to face these scripted tribulations to proceed to the next level. In other words: do the main quest.

    Each level gives different rewards, ranging from new side characters to new dungeons and features, but the distributable stat points are only available through this process at the moment.
 
  • Post-Based Combat
    In a turn, or a post in this case, a player can make up to two actions/rolls, with the four types of rolls as their choices. All of the three rolls will currently be using !roll 1d10 for the channel #dice-rolls. These actions include:

    Attack Rolls
    Succeding an attack roll allows you to land a move, ranging from a simple dunk with your club, or complex spells far beyond anyone's comprehension. Essentially, these are there to measure whether your attack lands. This is further modified by Dexterity.

    The number that would be considered successful is dictated by the remainder of 10 - (Hit Chance - Dodge Chance).
    Hit Chance: Base Hit Chance (7) + Dexterity Stat
    Dodge Chance: Base Dodge Chance (3) + Reflex Stat

    Block Rolls
    The character will assume a defensive stance that's primed to reduce the damage of all incoming attacks until their next turn. For every attack that's targetted towards them, the player will have to perform a block roll which will reduce the effects of the current incoming move depending on the success of the character. High rolls will leave the enemy stumbling, leaving them vulnerable to a critical hit. This can be modified either by Vitality or Grace, depending on an attack.

    The amount of damage negated by a block is determined by calculating Enemy's Total Damage - (Vitality + Dice Roll on a 10-sided die).

    Movement Rolls
    Moving across the battlefield, the player predicts the incoming attacks from any passersby. If the player succeeds this roll, the player immediately evades one hit. High rolls will cause the character to automatically deal a critical hit. If they fail a movement roll on the other hand, they will Stumble, which, when attacked, will cause a critical hit to land upon the player. This is further modified by Reflex.

    The number that would be considered successful is dictated by the remainder of 10 - (Hit Chance - Dodge Chance).
    Hit Chance: Base Hit Chance (7) + Dexterity Stat
    Dodge Chance: Base Dodge Chance (3) + Reflex Stat

    Resistance
    When the character becomes afflicted with status effects, they have the option to withstand or resist. Withstanding the status effect means that they'll postpone the negation of such a status effect. Choosing to resist it, however, will use up a turn as the character will attempt to rid themselves of the status effect. (Ex. Amara's clothes are burning, inflicting her with the Burn status effect. She loses an action by resisting it and trying to put out the fire.)
 

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