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Fantasy TITANBOUND - An All-Original Fantasy RP (You know you've been aching for a good one.)

Sub Genres
  1. Action
  2. Adventure
  3. Magical


Hello all, and thank you for checking out my new roleplay concept, set in a high fantasy world of my own devising!

I am a long-time fan of building worlds for other people to play in, but I was starting to get a little tired of the usual tropes of D&D-esque settings.
So I've shaken things up! The following is a world that largely does not abide by the usual rules - in terms of player classes, magic, and the very geography.

I will be taking open submissions for players in the proper Character Biographies thread - and feel free to use the Lore thread to ask any questions you might have about the setting!

Now, fair warning, there is a WALL of text inbound, which is why I am subdividing longer descriptions into spoiler boxes.
For a proper overview of the setting it's helpful to read them all, but you may want to take a break to rest your eyes sometime!

(Shout-out to my friend Weazel Weazel for the Beastkin race, Redrock setting and for generously giving feedback on the material!)


“You’d never see it all.” The old man’s dented tankard glistened in firelight as he put it to his lips, one clouded eye looking over the small crowd of children gathered at his feet. He had come to trade stories for a night’s boarding and provisions, and had more than paid his dues with the tales of his adventures. “That is what I’ve learned. Oh, I’ve seen much - but it might be nothing at all, compared to what is. Not if you lived a thousand years, not on the back of a flying beast; you’d never see it all.”

He wiped foam from his mouth with a dusty sleeve. “But that don’t mean it’s not worth seeing all you can. I’ve lived with the Thu Scain, the elves of the endless Athestani sand wastes… climbed trees the size of mountains in the Madresi swamps, which thousands of yuka-il build their cities into. Oh, and the beastkin of Redrock, the ironworks from which they build ships made of steel…”

He leaned in closer to the children, smiling conspiratorially. “The world’s a scary place, aye, so of course we shelter behind walls and stick close to our kin. But! If ever you do get that itch, to see more of the world - follow it. Find good folk to travel with, to watch your back as you watch theirs, but by the Spirits, do travel. The world is vast… and every bit of it worth seeing.”


The lands of this world are as astounding to witness as they are dangerous to the ill-prepared. The magic of its glorious Creation still reverberates through, suffusing every grain of sand, breath of wind, and living thing - us included - with the arcane. It is for this reason that the world is filled with wonderful, strange and dangerous things to encounter, often all three at once; but it drives us mortals too, and through practice and fortitude of mind, we enact change upon it.

From the coldest north to the relentless heat of the south, much of our world rises to the sky; mountains, sand dunes, great trees, massive pillars of stone poised over lands below in defiance of gravity - all serve to remind us of the vastness of existence as we carve out our lives within. We build our homes into these structures or the valleys between them, aiming to keep ourselves safe from...

… the Great Beasts, or Titans, most of whom could smite us without second thought. Since the earliest days of our forebears, though, we have lived alongside them and gleaned the knowledge of how to stay safely out of their way. A fool might try to stand against a Great Beast to slay it; an impossible feat without at least an army of mages at one’s back. Each breed of Great Beast is different - but they are invariably deadly if provoked.

While a Titan will only hunt us mortals in desperate hunger, we are predated on by Fiends - Spirits twisted by arcane corruption that latch onto our darkest thoughts and vices and worsen them, turning us into husks with sinister powers to hurt our kin, if not exorcised in time. Still, most Spirits are beings of peace, maintaining the lushness of our world through their bond with the land, and they are present everywhere life blossoms; you need only look hard enough.

While many of us live in close harmony with nature, the long march of progress and ancient examples have led us to develop material applications of magic to better our lives and residences, which we call “artificery”; the blending of magic and technologies to forge miracles. But we must heed the warnings of our past, which cry out desperate to temper our hunger for unbridled advancement...

The Sentient Races

“Etannui” is the word most used to refer to the tapestry of cultures that inhabit the southern reaches of the world, where the sun shines most unbearably onto vast deserts, treacherous savannah plains and some lush rainforest. The archaic term, ‘sand-elves’, is widely considered to be in poor taste; Etannui, in the Thusc language of the largest tribe (the Thu Scain), translates to ‘the living legacy’. Between the majority of these cultures a tentative peace has lasted for several decades now, with trade and cooperation having increased since the last tribal conflict.

Generally, Etannui are decently tall and particularly lithe in build, showing few curves unless very well fed. They resemble the Orner most closely of all races, though with the marked difference of the large, pointed and expressive ears that point back at variable angles. In bright light, one can see the blood vessels that run through, serving to cool the body.

Though they are considered one race, there is a vital distinction between two groups of Etannui; the Sunfarers (Lumnalus) and Moonfarers (Somnalus). The origin of their division is a matter of ancient legend, but the differences are fundamental. Sunfarers can stomach all but the worst of the sun’s heat, their complexion varying shades of tanned to dark, their bodies adept at displacing heat - though also making them susceptible to cold, forcing them to find shelter and warmth in the night.

Moonfarers, conversely, often pale as bleached bone and with smaller ears, avoid the heat of day in their (subterranean) abodes and only walk the surface under the guise of night. The incredible sensitivity of their eyes lets them see in all but total darkness, but also nearly blinds them in daylight, which also burns their skin. A Moonfarer travelling by day would wrap up every inch of their skin and don darkened goggles, hoping not to overheat.

Some tribes of Lumnalus and Somnalus life in strife, struggling over liveable territory in their respective times of day. In the sprawling sandstone cities that center around oases, though, a comfortable rhythm plays between the Sunfarers who fill the city by daylight, then find their way home at sunset as the Moonfarers take their place. Within such a city one might find two partially overlapping cultures existing in the same space.

Within and below the desert lie ruins of some of the most ancient societies known, each so far advanced in the field of artificery that even today’s most cutting-edge spellwrights can only begin to guess at the function of some of their artifacts - which are highly sought after, brought up by delvers. What brought this era of great development to an end, ancient reports also seem conflicted on; war between states, attacks by Titans, or possibly both. Certain Etannui tribes make ancient artificery their singular focus, aiming to revive old glory and reconstitute their dominion.

To call the Beastkin one race is akin to calling all animals one species, but the term is an oft-used shorthand given the many names of the many groupings. No races vary more in size, shape and attributes than the Beastkin, who may range from three foot tall mice-kin to seven foot canines; some resemble a wild animal in all but their bipedal stature, dexterous hands and intelligence, while others look closer to Orner with a light coating of fur and minor attributes such as animalesque ears, clawed feet or a tail. The wild aspects are not merely for show, either - they grant Beastkin much of the same abilities that they do for the animal they resemble. There are limitations; no cat-kin runs as fast as a jaguar, and winged Beastkin are flightless, their vestigial wings turned largely into arms.

Relationships between Beastkin and the other races are varyingly prosperous or antagonistic, which holds true for many interracial connections, but Beastkin in particular tend to suffer judgement in certain territories for being supposedly more “feral and uncivilized”. The belief is unjustified by fact; they do not have greater amounts of raiding or warlike groups than other races, and though their forays into artificery and civil technology are more recent (in terms of centuries), they have proven particularly adept at it, some citystates even equalling or surpassing the modernity and industrial enterprise of the Orner’s busiest nations.

While the frequency of conflicts with other territories has waned, their long history of it has kept communities of the Beastkin fairly insular as they sought protection in numbers and isolation. Some are entirely or a majority one kind of Beastkin, hesitant to trust others; some have dozens of kin, living in a complex form of symbiosis that mirrors nature itself. As with any people, plenty also wander and even settle down in mixed communities, and in most territories they are not at all a strange sight, though they may still find more scrutiny than with their kin.

At a glance, a Khuruzan could be mistaken for a reptilian Beastkin, with a leathery skin coated in minute lizard-like scales that feel rough to the touch. They bear few other resemblances to beasts, though - the scales grow and thicken around limbs and joints to offer a layer of protection, often darker in hue than most of their complexion, which falls anywhere on a spectrum from dark grey to marine blue to bright teal. Black horns branch in angular and asymmetric ways from the front of their scalps to the back, most closely resembling lightning in shape.

In stature, they too resemble Orner more closely than other races, one exception being their eyes, which are featureless but for their black, white, or golden hue. They do not see out of them as other races do; the Khuruzan’s sense of sight is arcane, facilitated by their iun - an inherent mind’s eye. Nearly all Khuruzan intricately paint or tattoo symbols of eyes around the point - or points - on their forehead where the focus of their sense lies. The iun sees more than light, attuning easily to Spirits and, with trained effort, even the threads of magic that connect all things.

Khuruzan are, of all races, the least populous, the least often seen and principally the most scrutinized by others. All these issues stem back to one of the darkest aeons in history, in which they were front and center to the world stage - some time after the fall of the Etannui’s great forebears, but now nearly rivalling the elves’ grandiose achievements through their innate aptitude to the arcane. In their prosperity they are thought to have grown arrogant, their pursuits ever stranger. Something was unleashed at the zenith of their progress, in the heart of their empire - the floating mountain of Atromorus - that blackened and withered all life within many leagues, deeply corrupted the magic of the land and twisted Spirits, turning Fiends from a once-in-a-generation problem to an epidemic that equalled Great Beasts in danger in surrounding territories.

At a moment’s notice the Khuruzan population was cut in half, and in the ensuing years of chaos it fell further still as they became targets of blame and vindication, refused sanctuary at every turn or even hunted down by people who thought they brought the tide of Fiends with them wherever they went. To survive, the remnants sought isolation in the far north, using their innate resistance to cold to survive and turning to hunting and gathering as they made their homes in caves and deep forests.

Over a thousand years since that fateful date, the tide of Fiends largely stemmed, Khuruzan have slowly reintegrated to the world, though a majority remains north where they have rebuilt a functioning society. Though many groups and schools of thought have come forth as they try to wrestle back control of their destiny, two are prevalent; that the Khuruzan should atone through good deeds and never again dabble in artificery or advanced magic, and the opposite- that old mistakes can be avoided as they return to days of glory, deeply dividing the race.

Yuka-il do not often travel from their ancestral swamplands, mangroves and jungles; those who do are often envoys, merchants or scouts and make their way back home regularly. A more individually minded Yuka-il is rare - their societies center around a familial, nearly hive-like structure of roles, each community inhabiting a single “mother-tree” - enormous and permeated by tunnels and rooms - and its surrounding saplings. Few know exactly the intricacies of Yuka-il hierarchy, but what is known is that they follow matriarchal lineages with a council of elder females spearheading the decisionmaking for the good of their tribe. Other roles include those who gather fish and hunt for meat, those who farm fruits and roots, those who build and maintain, those who defend the tree from threats, those who look after the mother-tree, those who cook and share the food - every niche is filled in a harmonious system that is not ruled by tyranny or pressure, but seeming contentment with one’s assignments and belief in the greater whole.

Though coupling and childbirth between roles is not commonly forbidden, the vast majority of it happens within roles. This practice, going back as far as memory stretches, has led to members of each group showing slight differences in attributes to fit their role (protectors growing taller and stronger, hunters more stealthy and nimble and fishers into prodigious swimmers). Still, they share similar colouring (usually the shade of the mother-tree leaves they rest in) and other physicalities.

The insectoid Yuka-il’s skin consists of chitinous plates in some places, and a slightly humid amphibious skin in others; their hairless heads are plated with their lower jaw nestling below the face-plate, commonly red or orange-tinted eyes with black sclera set at the sides of a nose that is barely more than two carved slits. Perhaps their most notable feature is the elongated torso and two equally sized pairs of arms, one set just below the other, ending in clawed hands. Their legs also end in two-toed talons that are useful for gripping branches.

Of all races, Yuka-il are the least involved with anything resembling artificery, lacking not just any history with the field but seemingly also any interest in it. Some find this especially odd considering their relative geographic closeness to the ancient Etannui forebears, who through records they remember having a history of trade and diplomacy with. The few that do show interest in such things often make their home in outside communities and tend to have left the old ways and their kin behind - or are survivors of a tribe destroyed by Titans or tribal conflict.

It’s questioned whether the Orner or Beastkin are the most populous race, but the Orner are doubtlessly spread the farthest over the world. Owing to eons of migration, expansion and a foolhardy readiness to adapt to whatever circumstances arise, communities of Orner can be found virtually wherever one travels, even the furthest and most inhospitable reaches of the world. They range from tribal, migratory communities to capitols of millions hewn from stone, and long-lasting isolation has given rise to innumerable, at times mutually unintelligible cultures and languages, causing conflict in turn.

Orner are not as variable in size and shape as Beastkin and less adorned than other races, lacking real furs or the elongated ears of Etannui, the scales and horns of Khuruzan and the hide, talons and extraneous arms of Yuka-il. There are theories surmising that the Orner were the “original” template of intelligent life at Creation, and that during their earliest dispersal magic made their adaptations to the land physical, giving birth to all other races. Largely, these theories are only prevalent amongst Orner scholars and much derided by others, though some have set out to find proof.

Since the collapse of the Khuruzan’s empire, the Orner have been the foremost champions of artificery, and their great cities are exemplary of the limitless applications that the craft has; a fact that has led to a sense of superiority in some prosperous cultures. Largely, Orner lack the careful reverence that the Etannui have for technology, and their industriousness is only matched by Beastkin, with whom they have begun something of an academic rivalry that some fear could eventually grow to conflict, though many states on both sides also depend heavily on one another for trade and cooperation takes place in mixed communities.

Something similar to the word “ornery” is found in many languages of other races, meaning “foolhardy, single-minded”; consequently, some Orner champion different terms, like the Khrenos Dominion’s word “human”, meaning “hard-working”.

Adventurer Classes

The first ability that many who practice their Gifts develop is that of “canting”, or lifting and moving objects through force of will. A convenience to most - but for Strikers, it’s the crux of their lethal skillset. Rather than depending on physical strength to wield massive weapons, Strikers work to master the art of canting them rapidly across the battlefield, to strike at foes as if wielded by a great spectral hand. In many cultures, the practice first arose as a method of defending against or even slaying minor Great Beasts, but ultimately its use in interpersonal conflict and even on the battlefield became apparent.

Through intensive training, the weight that can be canted far surpasses what mortal bodies could lift; among adepts, broad blades of greater height than their wielders and several times the weight are not uncommon - the broadness serving to shield the Striker from ranged attacks in a pinch. Weapons other than blades are less commonly seen, but some Strikers take great pride in their mastery of a specific, uncommon kind of weapon and making use of its unique applications. Naturally, the ability to lift such heavy objects has use beyond combat; anything from lifting a tree to a heavy gate is more easily accomplished, and Strikers can push back enemies' bodies if they forego their focus on their weapon momentarily.

Certain Strikers choose to wield many smaller blades instead, a practice that requires far greater focus and expertise, but increases versatility and angles of attack. The lifting power of canting decreases exponentially with distance from the Striker, so most do not extend their reach past thirty feet.

The domain of a Psykist is the living mind. Through empathic connections to those around them, the Psykist can influence emotions to enrage or pacify, transmit thoughts without the need to speak, implant ideas for the target to act on, alter their perception to stay hidden or confuse them and even totally dominate their will. Not all their skills are subterfuge; they can soothe their allies' fears, steel their resolve, and even in the heat of battle the Psykist can blight the minds of their enemies, impairing them long enough for a killing blow.

Of course, given they're possessive of sufficient willpower, any target can notice and even resist the Psykist's attempts to manipulate them - and many in positions of influence and power undergo training to do just so, given the havoc that could otherwise be wreaked. Success also depends on the Psykist's ability to gauge how their target thinks, and differences in race, culture, and sanity can complicate matters greatly. Unlike the reach of a Fiender, usually no more than one target can be affected at any given time.

With the tendency of strangers to fear and mistrust them, most Psykists keep their nature hidden outside of trusted company. Conversely, some carry it openly and serve their community as soothsayers and mind-healers. The abilities of the Psykist do not generally extend to the simple minds of beasts, let alone Great Beasts, or the alien ones of Spirits. Line of sight is required, except for sensing the presence of minds; close proximity and eye contact massively increase the potency of psychic incursions.

Fiends are spirits that prey on dark thoughts and emotions, taking possession of mortals to exacerbate their issues and arcanely twist them into thralls that cause greater harm still to others. Their incursions into innocent minds are sometimes met with greater resistance than expected, and the domination of will is left incomplete - resulting in Fienders, those who turn the tables and gain access to the sinister powers of the spirit they house but retain their faculties and conscious control of their actions.

Largely, the Fiender’s powers are based on the sentiment that the Fiend was exploiting; the holder of a Vengeful Fiend may instill mindless rage in targets or project corroding energies, while the wielder of a Gluttonous Fiend may drain the lifeforce from their foe’s bodies and wither or tear at their flesh.

As long as the Fiend lives within the mind of a Fiender, it continues to gnaw at their sanity and attempt to take deeper root, requiring constant vigilance and upkeep of strong will on the Fiender’s end. Above all, they take great care not to indulge in the vices of their invader’s choice and ignore the intrusive whispers. The dreamscape in sleep is especially perilous ground - due to which nearly all Fienders wear some variation of a “chimeric ward”, an enchanted collar that prevents dreaming entirely, but also makes sleep far less restful.

With few and fabled exceptions, the vast majority of Fienders eventually either succumb to their Fiend and are put down, or seek the help of a powerful Animist to drive it out in time. Even after exorcism, the damage to one’s psyche is often lifelong. The appeal of wielding great power at that cost still drives some to even seek Fiends out in cursed places, in the hope of dominating it - though some Fienders were unwitting victims who make the best of their curse. Though a Psykist may be able to alleviate symptoms, only an experienced Animist assisted by several potent Spirits can fully drive out a Fiend, in a complicated ritual known as the Sunder.

To wield the tempestuous energies of Creation is an endeavour only the most determined mortals aspire to; and none put themselves at greater risk to do so than the Invokers, who command the elements by embodying them in the most literal sense. Through processes alchemical and arcane, the Invoker can set their body and soul aflame to cast gouts of fire - or chill their body to freezing to propel masses of ice at their quarry. To stand near an Enflamed Invoker is to be hurt by their searing body heat, as the Frozen Invoker barrages those nearby with an aura of sharp hail.

The third forme is that of the Grimed Invoker, who channels rock, soil and steel alike to plate their body in protective layers and can quake or shift the ground in their vicinity. Though fledgling Invokers are generally taught all three formes, some find their niche within one and stick to it, thereby avoiding the difficulties associated with switching from one to another in a short timespan (the time it takes, the strain it puts on one’s body and one’s relative vulnerability between states). Still, many Invokers find clever ways to apply various elemental formes to different situations.

The plight of the Invoker is to know and stay within their limits, in terms of time spent invoking and the expenditure of power, lest their body start to scar from the flames or their cells die off from the cold. Invoking more than twice or thrice a day is not recommended, nor is spending more than a short handful of minutes in that state, as not only the body is damaged but the powers may run rampant and become a danger to any around.

To curb the risk and stretch the use of their powers, Invokers also train to adopt their forme only partially when full expenditure isn’t needed; One might Enflame only their hands to cast lesser burning spells, or Grime only their feet to steady themselves against heavy blows. These partial embodiments do not inflict the same radius of damage or offer full protection but can be sufficient for a battle, allowing the Invoker to save their strength for greater foes.

Though the practice was started by a small number of cultures eons past, the massive expansion of and developments in the field of “artificery” in recent decades have made spellwrights a more common sight. These inquisitive and academically minded pioneers are at times not even much gifted in the ways of inherent magic, but through clever and efficient application of the energies they do possess through various foci produce equally potent effects as any Invoker might.

Among the most commonly seen implements are complicated brass-and-crystal amulets or bracelets capable of raising momentary wards of hard light to shield from attacks. Gauntlets or handheld devices that concentrate magical energy into blasts of lightning are also seeing increasing use, though due to reliability issues, much combat still happens with arcanely enhanced versions of martial weapons, such as bows that shoot at greater velocity or melee weapons that deal more devastating blasts upon connecting.

Through enchantment and transmutation, nothing seems out of reach for those clever enough to see the underlying workings of the world. Confidence, though, can lead to downfall. The hunt for ancient spellwrought artifacts that lie buried have made more than one scholar meet their end, and despite careful testing and constant maintenance a spellwright’s tools can falter, especially if used without the usual precautions or against (or near) sources of unstable magic.

Possibly the greatest issue Spellwrights face when travelling is the fact that their artificats and weapons require regular maintenance, and to be repaired when damaged in battle; and finding the parts necessary outside of larger cities is no easy feat. For this reason many carry spare parts and each owns a tinkering kit of crystal foci and other tools needed to repair on the go.

When it comes to Spirits, the maliciousness of Fiends is an exception to the rule; the vast majority of Spirits are both entirely neutral towards and largely uninterested in mortals, content to stay unseen and unbothered. From this lack of interaction spawn many myths on what Spirits are capable of and their intentions - but the Animist’s craft is to separate fact from fiction as they navigate complex interactions with these arcane beings, and they can receive great boons for their efforts.

Spirits are found wherever there is semblance of life, from lush forests to bare mountaintops to lightless caves. The Animist, gifted in sensing their presence, communes with these capricious beings and convinces them to help, trades small favours, or offers recompense for services rendered. The light of these beings, once persuaded, flows through the Animist’s hands to enact change upon the world. Recompense often takes the form of pieces of magical essence, the lifeblood Spirits feed on - drops of water from a hallowed spring, bits of charged gemstone, or other odds and ends the Animist collects throughout their travels.

The most coveted ability of Animists is that of rapidly healing mortal flesh with a touch, through the Spirits’ unique power to regrow what was harmed and drive out impurities. With a more dauntless spirit in tow, they’re also not inept at fighting; vines may sprout from the ground to entangle and tear at enemies, javelins of thorny branch can strike out at a distance, and mystifying lights can dazzle or blind. The semi-ethereal body of the Spirit can even cover the Animist as a second skin, absorbing some of the damage received.

Even outside of channeling their powers, the Animist finds use in Spirits everywhere; requesting they guide their party out of mazelike forests or towards their destination (if they know it), inquiring about the history of a place or who has walked through it, or asking them to raise the alarm if danger approaches. Through Spirits, Animists are one with nature and the wonders of the world.


As with mortals and all smaller living things, the Great Beasts have existed since Creation, paying smaller things little heed as they preoccupy themselves with their cycles of grazing or hunting others of their ilk for sustenance, finding a mate and raising young. The most telling difference between an ordinary animal and a Great Beast is sheer scale; from house-sized (such as the Bucrani, horned bovines that roam the northern steppe in herds) to capable of flattening a fortress underfoot. “Great Beast” and “Titan” are terms often used interchangeably, though beast may refer to one more resembling an upscaled animal, while Titan is usually reserved for the very largest - and the strangest-looking.

Outside of the odd herds, or mated pairs and their young, few Great Beasts are found in groups; most claim large swathes of a particular landscape as their territory, and guard it furiously, hunting smaller interlopers if they are predatory (or in desperation, leaving to prey on a neighbor). Their lives operate on a greater timescale than most mortals can conceive of, generally only needing a meal once every few days to months, taking decades to grow from birth or hatching to adulthood and living for centuries, if not millennia. Scholarly theories have long presumed that the Great Beasts only continue to exist through primordial ties with the arcane, enabling them to live when, by all sensibilities of the natural world, they should not, and explaining the strange abilities of some - such as that of the Draconid (great winged serpents), who breathe gouts of flame.

To avoid interference from Great Beasts, many smaller settlements are built where they do not tread; dense forests, deep crevasses, atop or inside cliffs or mountains. Though no place is ever truly safe - especially against the Beasts who fly, climb or burrow - many get by through the fact that mortal settlements are rarely sought out anyway, offering Titans no source of food and posing no threat to their lives. Travelers’ maps often indicate, alongside roads and terrain, which Titans roam where. To encounter one still poses danger; of being trampled underfoot, and there are those of a scale to predate on mortals.

Spirits, as the Animist well knows, almost never pose a threat to mortals. There are those that engage in playful trickery, but even they mean no harm, and a vast majority are entirely indifferent towards (and slightly wary of) mortal beings. They preoccupy themselves with feeding off exposure to wild magic, and with it nourishing nature in turn, by spurring and guarding the cycle of growth and decay. Spirits are not mindless and seem to possess will, a capacity to learn and remember, and though they are thought of speaking every language the likelier truth is that they merely read the feelings and intent of whoever speaks to them. In turn, Spirits only speak through actions and displays of gentle, coloured light that Animists can decode their mood from.

The bodies of Spirits are nebulous and ethereal; intangible to all but magic, they can take the shape of hovering spheres of light to blobby, salamander- or axolotl-like shapes with any number of pudgy limbs and button eyes, though mouthless. Mostly, though, they are not seen unless they want to be, which is usually at the beckoning of an Animist or when they take interest in a passing mortal.

In places of poisoned arcana, resultant of old curses, great malice or heedless experimentation, Spirits can be twisted into Fiends, disconnected from the land and needing to seek out the misery of mortal souls to live. Fiends are similarly shapeless, often no more than slowly crawling pools of living shade, and fairly powerless in this raw forme; once they invade and feed on a victim, though, they are exceptionally dangerous to others unless the victim resists or is put down. The effects of its invasion take hold of the victim as well as lashing out at other mortals nearby to further spur misery and panic.

There are three general classifications of Fiends shared by many cultures;
  • Vengeful, projecting blind rage and slaughter, slowly corroding matter.
  • Gluttonous, draining lifeforce from mortal flesh to keep itself lively, withering flesh.
  • Sullen, instilling lethargy and despair in victims, arresting their movements.

So, if you made it through all of that - Thanks so much for your attention, and I hope to see you in the submissions thread!
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MrReaves MrReaves I can tell a lot of thought went into this, and it's a breath of fresh fantasy air from the Tolkien formula. I think the classes you came up with are the most interesting part, though it does feel like magic is a necessity to be an adventurer. Is magic just that common place, or is arcana-supremacy a widely held view (i.e. the idea that people that can use magic are superior to those that can't)?


MrReaves MrReaves I can tell a lot of thought went into this, and it's a breath of fresh fantasy air from the Tolkien formula. I think the classes you came up with are the most interesting part, though it does feel like magic is a necessity to be an adventurer. Is magic just that common place, or is arcana-supremacy a widely held view (i.e. the idea that people that can use magic are superior to those that can't)?
Thank you! Magic is not an outright necessity for adventuring, but you're a LOT more vulnerable without. Those without decent fighting ability who need to travel would probably at least hire one or two skilled adventurers to protect themselves.


MrReaves MrReaves Lol, I get that magic can be really useful. I was more curious about how common the ability to use magic is. If it's not very common, then it being a job "requirement" would mean that there aren't many adventurers for people to hire. If magic is common, then everyone and their pet rat could be an adventurer if they tried.


MrReaves MrReaves Lol, I get that magic can be really useful. I was more curious about how common the ability to use magic is. If it's not very common, then it being a job "requirement" would mean that there aren't many adventurers for people to hire. If magic is common, then everyone and their pet rat could be an adventurer if they tried.
I sort of alluded to this in the Striker description, but nearly everyone in this world has access to small acts of magic - but some are vastly more prodigious than others, or they just might grow up having better things to do than throwing themselves at a life of dangerous arcane studies! Adventurers are largely the people who facilitate the necessary travel between townships or who have some grander calling that necessitates them facing the dangers of the world. It's true that a lot more people could be adventurers if they really put their mind to it, but as is always the case, most people don't go out of their way to seek danger.


MrReaves MrReaves Got another lore question. For animist, are there other kinds of spirits other than plant based? For example, could there be a wind spirit? Or are spirits always tied to nature?


Everyone probably already realized this but I'm not going to be able to start this RP off. Sorry for neglecting to notify you all earlier. I've landed at a, let's say, difficult place in my life and don't think I can commit to anything other than the RP I'm already running, and even that has proven difficult. Sorry again to all you hopefuls, hope to see you again in the future when I'm healthy again and launch something new!

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    5. Platonic
    6. Romance
    7. Super Powers
    8. Supernatural
  • Sub Genres:
    1. Action
    2. Adventure
    3. LGTBQ
    4. Magical
    5. Mystery
    6. Slice of Life
    7. Supernatural
  • Sub Genres:
    1. Action
    2. Adventure
    3. LGTBQ
    4. Magical
    5. Romance
  • Sub Genres:
    1. Action
    2. Adventure
    3. Foreign
    4. Horror
    5. LGTBQ
    6. Magical
    7. Mystery
    8. Slice of Life