Rerri
Junior Member
Intro Info:
I'm just using this thread to sort of practice making Interest-checks and my own RPs. I may or may not play it, depending on how much interest is expressed. If someone really wants to make this happen, I would gladly set things up and let them GM, or co-GM this RP.
I should also note that, while there are several races and classes listed below, anyone can be anything in this RP. Just not everything. Let me know below if you have any questions.
Adventure, survival, battle! - Welcome, Explorers!
Civilization is at an all-time high. After millennia of bloodshed and battle, hardship, famine, plagues and just general devastation, Eternia has finally achieved stability and order. The world, for the most part, has been tamed.
Oh sure, the occasional war breaks out every now and then, and diplomacy and politics will always lead to bitter feelings amongst some people, but systems have been put in place to ensure that civilization as a whole continues to prosper with no threat of relapse.
The problem is that while most of the world is settled, with stable governments in place, there exists a rather large landmass of unexplored territory, full to the brim with monsters and uncertainty, not far from the shores of Eternia, known as The Unclaimed Wilds. For centuries, explorers have landed on its shore in the hopes of being the one to crack its secrets, find a way to put a stop to the scourge of beasts it seems to produce, only to fall prey to its many evils.
That's where you come in! The Council of Elders, the committee representing all the nations and races of the world, has offered a sizable reward to any and all explorers willing to travel to this land and complete two objectives:
1. Scout a sizable territory and create a detailed map of it and...
2. Thin the hordes of monsters there to allow for further expeditions to take place.
You can't do this alone. Parties of explorers will be formed to ensure maximum survivability and exploration in the Unclaimed Wilds. Powerful magic, destructive technology, wits and bravery - you'll need everything you can bring if you want to survive. Do you have what it takes to brave the wilds? Will your skill, your magic, your might be enough to protect you here? It may seem normal at first, even tame, but darkness lies within the thick jungles of this island, and things sinister and old lurk deeper still.
Classes/ Races:
The main classes:
Learned Magic - Pretty self-explanatory. Learned Magic is magic learned from years of hard study. It can be spells, rituals, potions, etc. Many use wands or staffs to focus their magic, but it's not required. This type of magic is not as powerful as Bred Magic, but it's much more diverse and generally useful.
Bred Magic - This is innate magic, unique to an individual's bloodline. These magic users can do/ control one or two things really, really well. But that's it. And their affinity prevents them from using Learned Magic. They usually come from long lines or clans of Bred Magic users.
*So whereas a Bred Magic user might naturally be able to control fire, raining down hell upon any opponents they might face (after years of practice), a Learned Magic user could do an assortment of things, from levitating small objects, to super-growing plants, to making unclean water potable.
Tinker - High intelligence craftsmen. These inventive people can forge weapons and tools for any purpose. they have to have a power-source, which usually means steam or Starstone, a rare earth gem coveted by dwarves. Tinkers have been known to make incredible sets of armor that move by themselves, weapons that can shift and change into different weapons to serve different purposes and much, much more. Sadly, they rarely reveal their secrets, so the technology is often lost to the world after their deaths.
Warrior - Tough as nails, these folk are trained to use all forms of weaponry and will be given first pick of the party's weapon finds. Hard-hitting but agile, they can bob, weave and wear armor. If supplied with enchanted weaponry and armor, or clank technology (including firearms) they can be a force to be reckoned with.
The main races:
The world is a buffet of different races that all live in relative harmony with one another. There are a few, however, that are more numerous and have more control over things than others. These 'Primary Races' are the ones represented on the Council of Elders. They are:
Human - Jack of all trades, master of none. Humans have the largest population out of all the races and have generally seen achievements in all fields. They tend to wage wars a lot, and have some large militant settlements even in modern times.
Dwarf - Short. Sturdy. Hearty. And darn good with machinery. They're master of making 'clank' (steampunky) technology. And out of pure spite for overplayed tropes, they're best friends with the elves, historically.
Elf - Tall, pale with pointed ears. Elves have natural affinity for magic, and tend to produce numerous magical masters from both schools. Many clans of Elves devote themselves to the study of magic, and they are most well known for having incredible healers.
Dragonfolk - While they still roamed the world, the dragons lived in Igniria alongside settlements of humans, who very slowly absorbed their residual magic and learned their tongue. After millennia of weird evolution, these people are humanoid, but scaly, winged, and have red, yellow, orange, or purple eyes. Huge affinity for bred magic.
Wicca - Like humans but generally a little shorter and with distinctive white pupils and very colorful iris. They always have jet black hair and darker skin tones. Masters of learned magic, Wiccans were once feared for the strange and powerful things they could do and the rituals they performed. There was a lot of burning happening at stakes. We don't talk about it anymore... Many sects of Wiccans study monsters and monster physiology. Some can tame and summon monsters. Others can raise "shadows" of the dead.
Nymph - Colorful, all female, beings attuned to the energies of nature. Expect their skin and eyes to somehow reflect their natural environments. These creatures are almost always bred-magic users. A nymph without nature magic is an outcast. How do they reproduce if they're all female, you ask? Life finds a way.
*While these are the primary races that inhabit the world of Eternia, there are dozens, if not hundreds of sub-races that are wither very rare in modern society, or are considered similar enough to one of the primary races to act as a kind of sub-government within that races nation/ kingdom. So if you want to be something different, just describe it well in your CS!
**There are also rumors of intelligent creatures inhabiting the Unclaimed Wilds. If you want to be a villain, go for it! you could be any number of monster-like races (Phantom, wraith, ogre, troll, beastman, etc.).
CS: https://www.rpnation.com/threads/unclaimed-wilds-cs.350027/
I'm just using this thread to sort of practice making Interest-checks and my own RPs. I may or may not play it, depending on how much interest is expressed. If someone really wants to make this happen, I would gladly set things up and let them GM, or co-GM this RP.
I should also note that, while there are several races and classes listed below, anyone can be anything in this RP. Just not everything. Let me know below if you have any questions.
Adventure, survival, battle! - Welcome, Explorers!
Civilization is at an all-time high. After millennia of bloodshed and battle, hardship, famine, plagues and just general devastation, Eternia has finally achieved stability and order. The world, for the most part, has been tamed.
Oh sure, the occasional war breaks out every now and then, and diplomacy and politics will always lead to bitter feelings amongst some people, but systems have been put in place to ensure that civilization as a whole continues to prosper with no threat of relapse.
The problem is that while most of the world is settled, with stable governments in place, there exists a rather large landmass of unexplored territory, full to the brim with monsters and uncertainty, not far from the shores of Eternia, known as The Unclaimed Wilds. For centuries, explorers have landed on its shore in the hopes of being the one to crack its secrets, find a way to put a stop to the scourge of beasts it seems to produce, only to fall prey to its many evils.
That's where you come in! The Council of Elders, the committee representing all the nations and races of the world, has offered a sizable reward to any and all explorers willing to travel to this land and complete two objectives:
1. Scout a sizable territory and create a detailed map of it and...
2. Thin the hordes of monsters there to allow for further expeditions to take place.
You can't do this alone. Parties of explorers will be formed to ensure maximum survivability and exploration in the Unclaimed Wilds. Powerful magic, destructive technology, wits and bravery - you'll need everything you can bring if you want to survive. Do you have what it takes to brave the wilds? Will your skill, your magic, your might be enough to protect you here? It may seem normal at first, even tame, but darkness lies within the thick jungles of this island, and things sinister and old lurk deeper still.
Classes/ Races:
The main classes:
Learned Magic - Pretty self-explanatory. Learned Magic is magic learned from years of hard study. It can be spells, rituals, potions, etc. Many use wands or staffs to focus their magic, but it's not required. This type of magic is not as powerful as Bred Magic, but it's much more diverse and generally useful.
Bred Magic - This is innate magic, unique to an individual's bloodline. These magic users can do/ control one or two things really, really well. But that's it. And their affinity prevents them from using Learned Magic. They usually come from long lines or clans of Bred Magic users.
*So whereas a Bred Magic user might naturally be able to control fire, raining down hell upon any opponents they might face (after years of practice), a Learned Magic user could do an assortment of things, from levitating small objects, to super-growing plants, to making unclean water potable.
Tinker - High intelligence craftsmen. These inventive people can forge weapons and tools for any purpose. they have to have a power-source, which usually means steam or Starstone, a rare earth gem coveted by dwarves. Tinkers have been known to make incredible sets of armor that move by themselves, weapons that can shift and change into different weapons to serve different purposes and much, much more. Sadly, they rarely reveal their secrets, so the technology is often lost to the world after their deaths.
Warrior - Tough as nails, these folk are trained to use all forms of weaponry and will be given first pick of the party's weapon finds. Hard-hitting but agile, they can bob, weave and wear armor. If supplied with enchanted weaponry and armor, or clank technology (including firearms) they can be a force to be reckoned with.
The main races:
The world is a buffet of different races that all live in relative harmony with one another. There are a few, however, that are more numerous and have more control over things than others. These 'Primary Races' are the ones represented on the Council of Elders. They are:
Human - Jack of all trades, master of none. Humans have the largest population out of all the races and have generally seen achievements in all fields. They tend to wage wars a lot, and have some large militant settlements even in modern times.
Dwarf - Short. Sturdy. Hearty. And darn good with machinery. They're master of making 'clank' (steampunky) technology. And out of pure spite for overplayed tropes, they're best friends with the elves, historically.
Elf - Tall, pale with pointed ears. Elves have natural affinity for magic, and tend to produce numerous magical masters from both schools. Many clans of Elves devote themselves to the study of magic, and they are most well known for having incredible healers.
Dragonfolk - While they still roamed the world, the dragons lived in Igniria alongside settlements of humans, who very slowly absorbed their residual magic and learned their tongue. After millennia of weird evolution, these people are humanoid, but scaly, winged, and have red, yellow, orange, or purple eyes. Huge affinity for bred magic.
Wicca - Like humans but generally a little shorter and with distinctive white pupils and very colorful iris. They always have jet black hair and darker skin tones. Masters of learned magic, Wiccans were once feared for the strange and powerful things they could do and the rituals they performed. There was a lot of burning happening at stakes. We don't talk about it anymore... Many sects of Wiccans study monsters and monster physiology. Some can tame and summon monsters. Others can raise "shadows" of the dead.
Nymph - Colorful, all female, beings attuned to the energies of nature. Expect their skin and eyes to somehow reflect their natural environments. These creatures are almost always bred-magic users. A nymph without nature magic is an outcast. How do they reproduce if they're all female, you ask? Life finds a way.
*While these are the primary races that inhabit the world of Eternia, there are dozens, if not hundreds of sub-races that are wither very rare in modern society, or are considered similar enough to one of the primary races to act as a kind of sub-government within that races nation/ kingdom. So if you want to be something different, just describe it well in your CS!
**There are also rumors of intelligent creatures inhabiting the Unclaimed Wilds. If you want to be a villain, go for it! you could be any number of monster-like races (Phantom, wraith, ogre, troll, beastman, etc.).
CS: https://www.rpnation.com/threads/unclaimed-wilds-cs.350027/
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