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Fantasy Rabbit House: A home for travelers

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TrashRabbit

probably from space
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Rabbit house

Royes land is a small country just over, or just after the rough Mountains of steel, nestled in the thick temperate rainforest that guards the steep fjords and bays of the rocky coast. Its a secluded place with simple folk, the grand wars of heroes never touched this place, but if you are to cross the steel mountains there are no safer passes than the grand leap, a religiously decorated four foot bridge spanning the ever trench that splits the steel mountain range in twain. At the mouth of the river Seprant’s Gold, lies an ancient natural formation worshiped as a goddess, a pilgrimage location for much of the country and those upstream of it- the river has many names; serpents’ tears, the winding woman, the dragons thirst. It is a sacred river known for it off pink colored headwaters in a quiet oasis several countries away in the desert beyond the steel mountains. Beyond the goddess of pearls lies the islands of Fye known for their magicks. To the south is the bustling land of Qin, full of invention, the holy city Ru-ten and beyond that the warm sea of Carpathi, from across which comes the tastier spices. To the north is land of the Hoji and the city of Ket, beyond that in the tundra reindeer herders roam.

Just outside the port of Royes is a grand house that has seen better days- a carry over from ancient time and richer folks. It’s seated high on the hills where the last cascade of the serpents mouth crosses the road up towards the pass. For some Rabbit house may will be all they see of Royes land on their way to the grand leap. However Rabbit house is a liminal place, it is a place that travelers find themselves along the way- staying longer than they anticipated but never taking it as a home.

The world itself is lush, mysterious and joyus. It is a studio gibly film that never was crossed with a beatrix potter story book. People are hospitable and travelers, merchants and pilgrims are welcome visitors. Much of the world we would consider medieval but what technology exists is of a magical-punk variety. There are no telephone wires, people uses horses and wagons, but so and so in town has a magical flying machine powered by spirit orbs left over from the war. There are many wonders in this world but Royes land itself is pastoral- but not old fashioned or backwards compared to the rest. Animals here are left of center, two head draft horses are the norm in Royes land, giant boars, multi colored squirrels and elk of questionable size and magical power roam the forests.

The rp will focus on some goal of the character, who is staying temporarily at Rabbit house. For whatever reason this character cannot continue their journey either for overly materialistic reasons; their flying machine is broken, they lost their offering for pilgrimage in the mountains, Their sword is broken ect. Or perhaps more existential woes plague the traveler, they doubt their journey, their magics have abandoned them, the land feels almost like home and they are so very weary.

The goal of the rp is to help your character leave Rabbit house and move on with their journey. When this happens you may roll a new character and begin again.


Gods and their pilgrimage places
The god of all animals- Ruten in land of Qin
The goddess of pearls- Royes land
The serpent who cried the tears of the world- the oasis headwaters of the Serpents Gold.
The snow maiden- Hoji in the land of ket

Stats:
Magic: this is your ability to work small spells, miracles or inventions that use magic.
Heart: This is your ability to convey and understand vulnerable feelings
Discovery: This is your ability to find new things in and about the world
Creation: This is your ability to bring forth new ideas into reality.
Renewal: This is your most abstract skill, breathing new life into something that already exists, weather it be a room, a workspace or a garden or even yourself and others.

When assigning stats each skill should be no more than 3 and add up to 8; negative stats are allowed.


Character goals
These should be simple and tie directly into why the character is staying in Rabbit house. If the characters sword is broken their goal may be to have their sword fixed. However this not the real problem the character is facing, the underlying problem of the broken sword is actually the burden of inheritance left to the character by their warrior father. They must learn to forge their own path before they leave and even fixing the sword will not release them back to their journey.

Dice
The dice will not function on a win/lose mechanic. They will function on a mundane | exciting | magical scale. If your character ventures into the woods to look for herbs you may roll discovering. On a Fail (6 or below) something something pleasant and mundane happens, on a mixed success 7-9 unexpected/scary/ exciting happens. On a 10+ Something magical happens! on 14+ something miraculous or impossible happens. When assigning stats each skill should be no more than two and add up to 6, negative stats are allowed.

It is possible that some sort of point system could be arranged for completing your characters goals and strengthening ties by helping one another achieve them, however we have chosen to play them out honestly and see where they lead us.

The DM
As the dm my job will be to complicate your characters personal quest- if you find a black smith in town willing to fix your sword you may find he is interested in bartering only very rare herbs that grow out in the forest and your character knows nothing of the forest or herbs- they must befriend someone who does and venture out many times. And even when this goal is complete you may find that goal posts is once again moved.

Leaving Rabbit house
In order to leave Rabbit house your character must finish what feels like a sufficient number of personal goals and assist others with a sufficient number of personal goals as well as narratively address the underlying reason they are trapped in limbo at Rabbit house. Once they are on their way you are free to roll a new character to assist those your former character left behind. Letters from Rabbit house alumni could be a fun mechanic. When a character leaves Rabbit house they do so in one of three ways; With renewed vigor and confidence for their journey, by beginning a new journey, or by beginning the trek home, having found what you were looking for all the while.
 
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