1. Obey the Mod [Topknot/Kristin]. This is her world and her word is law. Bwahaha. No, but seriously. If I ask something of you, you need to do it.
2. All players must be 18 or older.
3. You may only use species from the species list. Characters that are half one thing and half another may be allowed, just run them by me first.
4. Do not God Mod. You won't like what will happen.
5. Obey the GM/Mod and any assistants she appoints. If you feel something isn't fair, the rules, a call I make, a roll I make, please let me know.Opening:
The story of Good Fortune takes place in a world that’s theme is a sort of magical renaissance, similar to your basic D&D style game. The great majority of the people on this planet live within a day’s ride of the ocean, and as such, most commerce and travel are done on water. Most of the people on this planet rely on the ocean and its tributaries to survive. The greater part of the world's cultures are also built around water, their Gods, jobs, and lives depend on the ocean and its tributaries. This is also a planet of magic and real, true Gods who revel in mucking around in the affairs of mortals. There are no atheists here, as Gods make themselves known on a regular basis.Species Choices:
Humans: Are Humans. They are varied in coloration, build, height, and culture. Many Elves view Humans as lesser beings because they are considered a “young species". It is said they were brought to this world when theirs was in danger, but the myths surrounding that time are from long ago and have grown foggy and cracked with age. Humans have a greater talent than any other Humanoid for various kinds of Magics, the species spawning Mages, Magicians, Hedge-Witches, Seers, and many more magic professions besides. Humans generally have a very short lifespan. usually reaching old age at 100 years, with an even shorter youth of only twenty five years or so Those adept in magic have been known to live as much as five times longer [the same life span of the average Elf, though still 200 years shorter than a Vampire’s average life span], with a much longer youth that often lasts most of their lives. Humans live everywhere, in their own cities, in mixed cities, and in the cities of others. They worship many Gods and work in many professions, and have become the most populous species on the planet, weaving in and out of other cultures, having no qualms, generally, with children that are only half human, for the sake of love, an emotion they hold in very high regard.Weapons:
Humans don’t specialize in any particular weapons. per say. They are limited by the way their bodies work to simpler, smaller weapons, but are as capable of wielding the weapons they can use as well as anyone else. Warriors are known to devote their whole lives to learning a single weapon, starting from children.Weakness
: Humans have senses that are dull compared to Elves and even more so when compared to Vampires or Werewolves, and are not particularly strong, or graceful. They suffer injuries worse than any other species.Strengths:
As a whole, humans are clever and persistent. Their healths are not as delicate as many of the other species. They have invented many things that the rest of the world make use of, most notably gun powder and the subsequent creations crafted to use it. They can easily and naturally harness magic in ways that other species must struggle for years to master.
Elves:A Note on Elves as a Whole:
Elves usually keep their emotions behind a mask. If something makes them want to laugh hard enough to fall off their chair, they're more likely to let out a small chuckle. An Elf will often cover a smile or frown with their hand. This also means that they hide their anger well, but because they pen it up, it can sometimes explode. Elves, when forced to fight, let their bad feelings flow forth, much like when they celebrate, they do so in the most raucous and playful ways possible.Wood Elf:
Wood Elves are believed by most people to be extinct, and are the least populous species on the planet. Not much is known about their culture, though they are known to live simple, tribal lives, and that their Mythos is centered around a Goddess of healing named Yalta. Yalta teaches that every life has meaning .The following is not common knowledge. Wood Elves honor animals killed to feed and clothe their people and give thanks to plants they use and consume as well. Wood Elves that do not honor their Goddess or religion properly are cast out from their tribes, cursed for all eternity, bared from ever entering paradise after death. These outcasts are easily identified by their purple eyes, a mutation that develops as a result of the spell that keeps them from returning to their forest homes. They are cursed not only out of their tribes but out of the afterlife as well, destined to wander the world as restless ghosts for all eternity instead of their spirits flying to the Southern Isles, a haven where they are free to spend eternity to pursue knowledge and peace. Other banished Elves also bear these purple eyes. Wood Elves are fair skinned, have dark hair that is usually wavy or curly, and most often have eyes that are green, brown, or a combination of both. Unlike other Elves who speak their own Dialects
of Elfish, Wood Elves have their own language
They are as at home in the trees as they are on the ground, have impeccable balance, can jump very high, land easily from long falls, and are very graceful, even by elven standards.Weaknesses:
They are very naive in the ways of the world, due to their almost cult like way of tribal life, and are relatively weak in strength when compared to other Elves. Wood Elves are often spooked by large crowds and wide, open spaces.Weapons:
Wood Elves are adept at making traps and using and making bows and arrows, tools they learn to utilize at a young age when learning to hunt and gather food. Wood elves often also carry the tools necessary to carry out a hunt, even when in a city setting, such as a dagger and scraper.Sea Elf:
Sea Elves are the most populous of the Elf species and are known all over the world as the best ship builders to ever exist, and have the craft pinned down so well other species building them have almost died out, leaving he Sea Elves with a fabulists monopoly, They live almost exclusively on islands or near the shore on the mainland and their religion is built around the Goddess of the Sea, Willacony, and her lover, the God of Wind, Elenom. These two Gods share a volatile relationship, whipping the sea with storms when they are in disagreement. Sea Elves have mid toned, brown skin, with pale hair. They have short, pointed ears and webbed fingers and toes, and their eyes run the gamut from green, to blue, to brown. Sea Elves are usually tall and thin, their lithe bodies often reaching heights of six and a half feet. Sea Elves are the true merchants of the world, selling, trading, and creating, to build a culture that is both rich in history, experience, and gold. They are well respected nearly everywhere they go.Strengths:
Sea Elves swim as if born for the water and are capable of learning to hold their breaths underwater for amazingly long periods of time. The culture has a general interest in gunpowder, a Human invention, and have even invented some weapons to harness them, such as throwing grenades and have perfected others, such as cannons. They are trained from small children to be at home on nearly any ship, learn how to navigate, and are excellent map makers and star readers.Weaknesses:
Most Sea Elves have “sea legs”, and this means they are clumsy on land. They are also susceptible to a strange phenomenon that makes them suffer paranoia and sickness when away from the water. The further they get from the water the worse it gets, to the point where, when many miles from a source of water, a Water Elf may suffer delirium to where they will think non-existent attackers are after them. No one is quite sure why Water Elves suffer this phenomenon, but legends say that they are “bounded to the water”, and that their essence tries to stretch to keep them tuned in to the water, stretching them so thin that they begin to suffer.Weapons
: Sea Elves are known to use any weapons common to pirates and other sea faring folk, that is to say, anything that can be tucked politely away for a meeting or trade, but easily accessed if need be. Many of them are knowledgeable in explosive weaponry, perfecting something that humans invented.Sun Elf/Desert Elf:
Sun Elves, also called Desert Elves, are known for their short stature, dark skin and darker hair, and for their ships that can sail on mysteriously sand. They live in the desert, in small tribes, each a day’s ride from the next by Sand Ship. Unlike Sea Elves, Sun Elves do not sell their ships; instead they make a living taking payment for their fine clay creations and world renowned glass products, as well as safe passage though the desert on their sand ships. They dress from head to toe in complicated, bright colored wraps which reveal only their heavily tattooed hands and their eyes. The removal of these garments around an outsider shows ultimate trust in that person. Only Wood Elves match them for rarity, as there is only one desert, and only the tribes that live within it.Strengths:
They require much less water to stay hydrated than other Humanoids and their hard life in the desert means they are very hearty and rarely get sick, and are immune to things like sun blindness and sun burn. Sun Elves have almost supernatural eyesight, and are especially adept at seeing things well from a great distance. Sun Elves are also in tune with the weather, able to sense changes in wind patterns and barometric pressure, which is part of what allows them to pilot their ships so well.Weaknesses:
They are extremely susceptible to cold and generally have no experience with water, meaning they cannot swim, are not used to sailing on ships, etc. Sun Elves are easily taken with a shiny bauble or impressive clay made item, and sometimes steal things without meaning to. They have no memories of this when it happens, which can often land them in trouble.Weapons:
Sun Elves tend to favor weapons that can be thrown, things like daggers, throwing stars, tomahawks, short spears, and throwing knives. They like any weapon that is easy to pack away, takes up little room, and does not require extra energy to carry.Night Elf:
Night Elves have pale, silvery skin. As they grow older their inner glow, along with any magic they may possess, fades, rather than growing stronger as with other Humanoids. They generally have blonde or red hair, though black or brown hair is not uncommon. Their eyes are dark and they have pointed teeth. Night Elves hide their villages with magic, letting only their own kind in. They deal in secrets and spies, dark magics and dangerous beasts, feeding a lively black market that runs through nearly every city on the planet. Adept, natural shape-shifters, Night Elves are generally mistrusting of anyone outside their species, especially of other Elves, and shun Halflings. Not every Night Elf you meet is a thief or a murderer, but all should be treated with extreme caution, as they have been known to “befriend” a person, to gather information during the time they spend together, only to kill them years later.Strengths
: Their ability to shape shift make them naturally inclined to blend in, in every sense. They are skilled at picking up languages and excellent judges of character, and often sport the ability to tell when a person is lying. When they can they will stand in the back and direct others, but when they are forced to fight they are as fierce as a cornered wild animal.Weaknesses
: Night Elves are instantly judged wherever they go. They are easily distinguished from any other Humanoid by their skin, eyes, and teeth, and their defining traits are not easy to hide, as one or the other, generally their teeth, show through their shape shifting. Their reputations are known to every person on the planet, and they are followed by mistrust and hatred all their days, by even their own from other clans.Weapons:
Night Elves love basic, easy to care for, small, sleek weapons. A collection of easily concealed daggers or knives are a thing to treasure, a short sword tied against one's leg like a dear friend. Nearly every Night Elf clan, family, or village has its own weapons smith.
A Note about the Pure Night Elves
: There is a family of Night Elves, who’s bloodline goes back to the dawn of time, who’s skin is an inky black. They are all trained in secret to promote the family’s agenda, though what that is is still a mystery. They excel in ice or water based magics. This family is not capable of shape shifing.Vampires:
Vampires are born, not created/Blooded. Though Half Vampires can be created through Blooding, they are not considered by Vampires to be part of their species, and are almost exclusively lovers or past lovers to a Vampire. Vampires have a rich culture based on the worship and absolute devotion to their King or Queen, and the species is divided into four kingdoms, North, South, East, and West. As a whole they believe in Gods but choose to worship their monarchs over any Gods, as their monarchs have true and easily proven power. Most Vampires are pale skinned and either tawny or brown eyes. Their hair runs the gamut of any natural hair color, and a royal vampire is easily spotted by their silvery hair. Vampires also have their own language, Vampuric, though it is rare to find a Vampire that does not also speak Common.Strengths
: They do not need blood to survive, but it works to heighten their senses. A Vampire’s sense of smell, touch, and hearing all improve when blood is consumed, and the intensity of the improvement depends on what the quality of the blood is. During this time of heightened senses their eyes turn red. Animal blood has almost no affect, though it should be noted that most Vampires do eat all their red meat raw because of simple preference. Only mammalian blood is consumed, it is both taboo and dangerous to drink the blood of an avian or reptilian, and deadly to drink Werewolf blood. The blood of a Sentient [Elves, Humans, Demons, etc] is most common and tends to work the best. Vampire blood has no effect, but is often drunk as a sign of the drinker’s devotion to the one the blood comes from. For example, couples often drink small amounts of each other’s blood during intimate moments and courtiers often drink the blood of their Kings and Queens. Once digested, the effects of the blood consumed, if there was any, goes away.Weaknesses
: Vampires are weakened by sunlight. They are so sensitive to the sun that their skin can develop third degree burns in a matter of minutes. As such, Vampire cities have covered walkways on all major streets, and when traveling outside their cities they must wear clothing that covers all of their skin if they want to travel during the day. Vampires cannot learn magic of their own but can use spells that have been purchased and are known for strong, effective potions of all sorts. Vampire are also known to be quick to anger, and to have rapid mood swings, feeling whatever emotion takes them very strongly.Weapons:
Classic swords and shields are the most common weapons used by Vampires, though bows are a traditional weapon of all the royal families, and all the children of the royals are trained in archery to prove their worth to the other kingdoms. Various types of daggers and knives are carried by most adults.Werewolves:
Werewolves are created, not born. Any Humanoid that is not a Vampire can become a Werewolf. Generally, there is no culture as Werewolves are not a species unto themselves. Some Werewolves are created with permission of the “victim”, and these “victims” are the luckiest of those who are Turned. The Werewolf that created them will often stick with them for years, helping them through their first few changes, teaching them what they need to eat and how best to protect themselves [and if the Turner is particularly responsible, they will teach the new Werewolf how to protect others as well]. If not, the “victim” is left to suffer, sometimes to die from the initial “attack”, other times to die in their first turning. Those who survive live to learn the harsh reality that is the life of a Werewolf. The first turning, which takes place the full moon following the “attack” is the most painful; as the body is forced to adjust to a rapid change of bone and muscle structure, organs changing, and even changes in the brain. The change will be painful for the rest of their lives, but the first several turnings will be painful enough that those that are turning can actually die of pain. Some people are able to master their therein forms, to regain a base level of thinking that will keep them from killing innocents. Anyone is capable of this with an adept teacher, but since most Werewolf’s do not have capable teachers, most never learn this skill. Werewolves have a pack instinct, and any that turn tend to head for wooded areas [weather this is because they seek the primal protection that the forest offers or because they prefer to hunt for animal prey is a topic of debate], and so many large forests near cities are host to packs of therians that appear at the full moon. Many other species of Weres exist, but Werewolves are far and away the most populous species of Weres on the planet. The gene that creates the mutation cannot be passed on to the children of Weres.Strengths
: Someone who has learned to master their therian thoughts can also, with more study, stay in their forms when the sun rises. As they improve this skill they can stay in their wolf forms for longer and longer periods of time. Spells also exist that will allow a Werewolf to stay in their wolf forms forever. As a Werewolf grows older their wolf forms slowly infect their human forms, they are harrier, and have a better sense of smell and hearing, and easily gain muscle mass. When transformed, most of their senses are heightened, but the sense of touch dulls, making Werewolves less concerned with pain.Weakness:
Feeling pain weakly often means that a Warewolf can suffer major damage and not notice it, sometimes until it is too late. Without training a Werewolf in Wolf form is nothing but a mindless beast bent on pack hunting and blood. Like Vampires, werewolves cannot learn magic, but can also not cast spells, even premade ones. A Werewolves’ wolf from will never be as smart as their Humanoid form, no matter how long they spend mastering their beast side, though those that live long lives can come close enough to fight by the sides of their friends or as solders, often bonding with and obeying one person over any others.Weapons
: While Werewolves are very strong, and therefor naturally inclined to excel in hand to hand combat, they are also known to favor large blunt weapons like staffs and clubs.Note – The relationship between Vampires and Werewolves
: It has recently come to light, through years and years of research, that Vampires and Werewolves share a common ancestor. Beyond this, where their blood feud came from, why Werewolves transform and Vampires do not, why Werewolf blood is so deadly to Vampires, nothing is known, though many talented historians are working hard to discover the answers day and night.Note – The Moons
: There are two moons in the world of Good, a large moon called Mother Moon, and a smaller moon, called Daughter Moon. All Weres are prone to transform under the full face of either moon.Daemons
: Demons are humanoids that, far back in their ancestry, interbred with dark Gods. Some of this darkness remains in them today. Daemons generally live to be an average age of 80 years, but can live much longer should they devote themselves to rigorous prayers to any of their dark ancestors and that God chooses to favor them. They have bluish black skin that grows across their bodies in iridescent scales and large, retractable fangs. Long, snake-like tails are a natural trait to all Daemons but it is common practice now to dock the tail of an infant. Their hair is either a dark green or black.Weapons
: Demons tend to favor spells and incantations and any weapon that will allow them to fight long range. Their eyesight lends itself particularly well to archery.Weaknesses
: Deamons, being a mostly segregated race, stick out easily in crowds. Their dark green haired heads are easy to conceal but their iridescent scales are not. Spells that would normally easily conceal people's natural forms seem to have no effect what so ever on the daemon's skin.Strengths
: They see well in the dark, easily learn simple magic spells and how to mix simple potions, are able to communicate on simple levels with nocturnal animals, and can choose to emit a pheromone for short amounts of time [generally five minutes or less] that allow them to "sweet talk" people. The fangs of the females also carry a deadly poison but it is slow acting.Avians:
Avians a are tall, humanoid race that lives high in red wood forests atop mountains and in hidden away valleys of the world. Their faces are flat and they have wide, lens like eyes that sparkle in jewel tones, and are most often compared to owls. Their mouths are small, owl like beaks that are tucked so far within their feathers, one might miss them. All Avians are black, and are covered, mostly, in soft downy feathers. Their flight feathers are prized simple for their rarity, as a jewel might be, for only from an Avain might something so long and angled come. Some have bands of color on their wing feathers, ranging from the natural tones of browns and tans, to the more tropical iridescent colors of the colors their distant cousins the feathered lizards. Their language consists of normal bird calls as well as clicks and snaps of their beaks, and simple body sign language. Very few speak Common, those that do never loose their heavy accent, a way of speaking that turns k and c sounds to clicks, ch sounds into chirps, and sh sounds into low hissings. Avians do not wear clothes when in their rookery homes, but females are adorned by suitors with trinkets. Families live in multilayered nests, single birds live in smaller nests, and a new mating pair begin their lives together by building a nest, sometimes in a new tree when there is not room in the Mother's tree. They live only in the tall, lofty red woods, the best in the world for ship masts, and social standing is dictated by how far up one is permitted to build a nest. Fighting is common, pecking order is no joke here, as both males and females are often clawed to death in disputes over everything from shiny rocks to how to barter with other sentiants for the sale of a tree. Most Avians have evolved to have scaly arms to match their long, back bending legs, but a few still have only wings. When among other sentiants, since they have no sexual similarities to them, Avians mostly wear only specially made boots and sometimes scarves, though those that have lived away from their kind longer may choose to be fitted for full dress, often choosing garish colors and getting men's and wemon's fashions mixed up.Strengths:
Those that have them fly easily with their huge wings, and are skilled at masking their feelings in their unique faces and strange voices. Though most prefer to fight with just their feet alone, some have discovered a talent for mimicking noises, while still others, who have hands, use their claws as weapons. This comes in handy for all sorts of trickery.Weakness:
Avians stick out like sore thumbs, but are not feared. They must weather staring eyes, probing questions, and general rudeness. They often will pretend they don't understand common when this happens. An Avian's bones are hallow and light to allow them to fly, and this does not allow for much armor, or any at all if they want to be able to fly. Feather pulling, when from the proper places, can stop them in their tracks. The same is true of sudden movements and bright colors for younglings. They also have a restrictive diet that does not allow for salted meats, making sailing a challenge if fishing is not going well.Weapons
: Despite their stick thin appearance, an Avian's legs are powerful, and tipped with a foot similar to an Earth's raptor. Three long toes sport knife sharp claws that can grow to six inches in length, added with a semi-retractable curved fifth toe higher on the leg. Some also chose to add their hands to the fray. An Avian can tear an unknowing creature to bloody shreds in minutes
Species concepts are (c) to me, Kristin Steelman AKA topknot_dear.