A land of Creatures, bonded by instinct; one and all, each distinct.
A land of war, adventure and legend; but each must have its end.
In a land where chaos is nigh, where will your loyalty lie?
Status: Semi-active, snail-mode engaged
Season: Clearsky (warm days, calm weather)
Illustration Requests thread
Welcome to Creature Kin. This is a roleplay about mythical creatures and a land ready to be explored.
You can fight for your honour for your Kingdom, the most important thing for any aspiring adventurer. Or perhaps you would rather start your own clan to earn honour for instead, or become a bandit leader with a bounty to their name. Maybe you simply wish to bond to the other mythical creatures out there and have them as your familiars.
Whether you are a lone wolf or a team player, you will find your Calling in the land of Anaia.
~Rules~ - - - - - - - - - - - - - - - - - - - - - - - - - - ~Rules, read them before applying~
~Character Species~ - - - - - ~The mythical creatures that you can choose from~
~Familiar Species~ - - - - - - - - - - - - - ~The mythical creatures you can bond to~
~History of Anaia~ - - ~Information on the land of Anaia and where things are~
~Form~ - - - - - - - ~Fill this in to apply; send in a message to me, not as a post~
~Proficiencies~ - - - - ~Information on proficiencies and what they help you do~
~Gold Worth Index~ - - - - - - - - - - - - - ~Rough reference guide to earning gold~
~World Quests~ - - - - - - - ~Events initiated in stages which could change Anaia~
~World Map~ - - ~A rough diagram of the continent showing cities and regions~
Disclaimer: none of the images I use in this thread are mine, unless otherwise stated
Edited By Falconetti on 9/30/2022 at 12:47 PM.
Posted: 3/29/2019 at 4:33 PM
~I am the narrator, I control everything - including your familiars - except your character's actions/decisions~
~You have the right to let me know if there's something I've missed, and I encourage you to do so. I'm not perfect and I can easily miss things that are important to your storyline~
~Either quote or put in bold what I have narrated while you go, it makes a speedy reply much easier~
~I can choose or deny any application form for my own reasons~
~I am willing to give you leeway for certain things in and out of roleplay if you have a good reason for it~
~If you can let me know before periods of absence then that would be ideal, but in no way necessary. This is quite a slow RPG and I respond infrequently, so this is really just so that I know you're still there and interested to continue~
~If you're inactive for a while and I haven't heard from you I'll probably archive your player profile. It will easily be moved back as soon as you return~
~More rules may be added depending on problems that may arise~
Edited By Falconetti on 8/25/2022 at 2:18 PM.
Posted: 3/30/2019 at 7:27 AM
There are many different species in Anaia, but none as mighty as the Higher Creatures. Using their intelligence and natural gifts, the Higher Creatures leave behind their wild ancestors for favour of shelter and safety. Of course, often they are presented different threats to their people: war and inequality.
These are the Higher Creatures you can choose from:
Centuars are the wildest of the Higher Creatures, their towns and cities mostly remaining lawless. Centaurs are known to become bandits and raiders, fighting among themselves, but just as often become traders and noble warriors. Those who travel around on their own or in small merchant parties are well known for creating well-needed trade in Anaia.
Weapons of choice: polearms; bows
Dwarves are short, strong and resilient. They are renowned for their mining, though sometimes travel around Anaia in trading caravans. They currently possess the vast bulk of Anaia's gold, having mined it from the earth themselves, and will often capitalise on this - trading the rare stuff so they don't need to complete favours.
Weapons of choice: axes; shields
Goblins are small and scrawny and are known to live in tribes with orcs, but often lone goblins travel around Anaia. They are more intelligent than the orcs but aren't as strong, and have pointy ears and small sharp teeth.
Weapons of choice: Goblins are unspecialised and aren't picky with their weapons
Elves are noble Higher Creatures, being strong and agile and often becoming great warriors. Most elves are quite close to the Wild Creatures - it is rare to see an elf that isn't bonded to one or more. This is primarily because from a young age most elves have a chance to bond to a griffin from the elven aeries.
Weapons of choice: swords and bows
On the whole orcs aren't known for their intelligence, but make up for it in brute strength. They are incredibly strong and can sustain many injuries without it affecting their performance. They have incredibly good night vision. They form tribes or much larger war bands and used wreak havoc across kingdoms, plundering and pillaging. Now it is rare to see groups of orcs outside of their territories, but individuals do roam around Anaia often as mercenaries.
Weapons of choice: mostly blunt weapons, varying from clubs to hammers
Edited By Falconetti on 7/14/2022 at 9:48 AM.
Posted: 3/30/2019 at 12:18 PM
In Anaia, your Familiar is your best friend. When you win its trust you have it for life. Only you can break that trust through how you treat it.
There are many Wild Creatures that you can bond to:
Hellhounds resemble normal dogs. Their fur ranges from black to a rusty red colour and they have glowing red eyes. They can see in the dark and breathe fire. They mostly band together in packs and are known to be expert hunters.
Roams: mountain and lavaplains
A Pegasus is a winged white horse that is often reclusive. They are rarely seen though the few that have encountered them tell of their stubborn but intelligent nature.
Griffin - Restricted Creature
The Griffin is a noble creature that is only bred in Elven aeries as they no longer roam the wilds. For this reason, Griffins are restricted to the Elven race. It is fierce and deadly, often being used as a symbol on Elven shields and coat-of-arms. Elves will ride into war on a Griffin's back. Most Elves bond to a Griffin from childhood.
Roams: Elven aeries
A Hippogrif is half Griffin, half horse. They are the only descendants of the Griffin that still roam in the wilds. They are proud, stubborn and easily offended. It is best to approach a Hippogrif with caution and respect, as any wrong move will make it attack you.
Roams: forest and river
The Phoenix is an immortal creature, as when it grows old it burns down to ashes and from those ashes rises anew. It is a fearsome creature that can light on fire at will, with devastating consequences.
Roams: lava fields or volcano
A Roc is a colossal bird that is so big it can pluck large boats from the sea. Often the only time that a Roc is seen is soaring high up in the air, hunting or nesting. If it has eggs or hatchlings, never approach it. If you are lucky enough to come across a lone, sleeping Roc, then you might have a chance to befriend it. They are highly independent though, so showing your worth to it will be difficult.
Roams: islands or grassland
Dragons come in all shapes and sizes, but their agressive behaviour and natural weapons to match stays the same no matter what. They breathe fire and their diamond-hard scales are almost impenetrable, but if you manage to tame one of these rare creatures then you will have a powerful fighter by your side.
Roams: mountain or cliffs
Wyverns are similar to dragons, but don't breathe fire. Instead, their mouths are filled with a deadly poison that, if you survive getting that close to its teeth, will slowly kill you over a few days. Often the Wyvern will coat its claws and spikes in its poisonous saliva, making it all the more deadly. The antidote for its poison is the Wyvern's blood.
Yeti are big and dopey, but can be provoked into being incredibly destructive. Most of the time they are friendly, but are hard to find and often they shy away from others.
Roams: glacier and mountain
Edited By Falconetti on 8/19/2021 at 2:17 PM.
Posted: 4/1/2019 at 10:01 AM
History of Anaia
Anaia is a large continent home to many mythical creatures. These creatures have lived there for centuries relatively peacefully, with a few skirmishes here or there. Elves have kept the peace as best they can, while Orcs and Goblins cause chaos around them. Centuars mainly battle among themselves while the Dwarves keep belowground, out of everyone's way.
Forests: Elven territory
Grassland: Centaur territory
Mountain: Dwarven territory
Valley: Dwarven territory
Lavaplain: Orc and Goblin territory
Volcano: Orc and Goblin territory
Elvenor: Elven capital city - Forest
~Flight restrictions are enforced here - if you're flying, you're breaking Elven law~
Vanguard: Dwarven capital city - Mountain
Thatchburg: Centuar capital city - Grassland
Boulder: Orc and Goblin capital city - Volcano/Lava Plains
Adventurer's Crossroads: mixed merchants/travellers city - Grassland
Flintswood: middleground for dwarves who don't fit into the underground cities in the north - Foothills (between the grasslands and the mountains)
The Central Territories include: River and Grassland
~From here you can go to the: Northern Territories, Eastern Territories, Southern Territories and Western Territories
The Northern Territories include: Mountain, Valley and Glacier
~From here you can go to the: Central Territories and Eastern Territories
The Eastern Territories include: Forest
~From here you can go to the: Northern Territories and Central Territories
The Southern Territories include: Volcano and Lavaplains
~From here you can go to the: Central Territories
The Western Territories include: Cliff and Islands
~From here you can go to the: Central Territories
Edited By Falconetti on 6/2/2021 at 1:24 PM.
Posted: 4/8/2019 at 7:01 AM
Send your application form in a message to me.
Character Appearance: (optional)
Magic Element: (fire/water/air/earth)
In-Character Short: (just as many sentences that you wish in-character that you think sums up your character best)
Optional for players who are Elves
Appearance: (Description or image)
Character Name: Andromedus
Character Species: Dwarf
Magic Element: Air
In-Character Short: Andromedus swung his mace at the rushing hordes of Goblins while blasting them back down the tunnel with his air magic. The new wave surged toward him as his power set the chamber glowing. The cries of fellow Dwarves that had gotten trapped down here fell on his deaf ears; they were getting in the way, and once he defeated this Goblin army the treasure trove in this vault was all his.
Edited By Falconetti on 12/3/2019 at 2:08 PM.
Posted: 4/8/2019 at 7:05 AM
Getting better at things through practice is important. There are various things you can improve in that will later aid you, and sometimes save your life.
The rate at which you gain proficiency points.
Stamina will keep you moving for longer. Also, if you are able to manipulate your magic for spellcasting and various other things like that, your magic reserves will last longer.
Stage 0: You can walk for a couple of hours before needing a rest
Stage 1: You can walk for hours before needing a rest
Stage 2: You can jog for a couple of hours before needing to rest. You can also repeatedly use your magic for roughly an hour
Stage 3: You can keep up a jog for hours before needing a rest.
Stage 4: You can jog through a full day across flat terrain without rest. You can also use your magic repeatedly for a couple of hours
Stage 5: You can jog across any terrain for a full day without rest.
Stage 6: You can run over flat terrain for hours without rest. You can also repeatedly use your magic for hours on end
Stage 7: You can run over flat terrain for a full day without rest.
Stage 8: You can run across any terrain for a full day without rest. You can also use your magic repeatedly for a whole day
Stealth Boosted by Air - Water - Earth
Stealth will keep you hidden from other creature's senses. With it, you can sneak around while avoiding detection long enough to perform tasks that others must not see. But it wholly depends on the environment and various things that may prevent you from being stealthy.
Stage 0: Most creatures know you're there and can mostly notice any actions you make
Stage 1: Higher creatures can ignore you and if they're focusing can notice any actions you make
Stage 2: Higher creatures can't realise you're there and can miss most actions you make
Stage 3: Wild creatures can ignore you and can mostly notice any actions you make
Stage 4: Higher creatures can be completely ignorant to your existance and your actions
Stage 5: Wild creatures can sometimes not realise you're there and can miss some actions you take
Stage 6: Wild creatures can mostly not realise you're there
Stage 7: Wild creatures can't realise you're there and miss most actions you take
Stage 8: Wild creatures can be completely ignorant to your existance and your actions
Magic Strength is vital to any spellcaster who wishes to use complex and powerful spells. It can be very useful for everyday life.
Stage 0: Other proficiencies boosted by +1, and you can summon very small things that are of your element and slowly use more of your power to build them up without much control over them
Stage 1: You can affect/better control other things in the world that are of your element
Stage 2: Other proficiencies boosted by +2
Stage 3: You can completely control other things in the world that are of your element
Stage 4: Other proficiencies boosted by +3
Stage 5: You can properly summon things that are of your element
Stage 6: Other proficiencies boosted by +4
Stage 7: You can grant things that are of your element conscience
Stage 8: Other proficiencies boosted by +5
Charisma Boosted by Water - Fire
Charisma is required for getting creatures to do what you want. It is essential for bonding with multiple Familiars and leading Clans.
Stage 0: You can trade with other Higher creatures if they want to and you can bond with one Familiar
Stage 1: You can get other creatures to do what you want if they want to and lead a small Clan
Stage 2: You can bond to a second Familiar and any that hatch under your care
Stage 3: You can haggle while trading with goods and convince other creatures to do basic tasks
Stage 4: You can convince other creatures to do most tasks and lead quite a large Clan of trustworthy members
Stage 5: You can bond to a third Familiar and any that you help if they are hurt
Stage 6: You can convince other creatures to do any task within reason
Stage 7: You can lead a large Clan full of loyal members
Stage 8: You can bond do as many Familiars as you wish within reason
Combat Boosted by Fire - Air - Earth
Attacking and defending is critical to your survival, whether you are hunting or protecting things you care about. It depends on the weapons and defences that the other creature has.
Stage 0: You are helpless without a weapon - with one you can barely fight
Stage 1: With a weapon you can barely hunt
Stage 2: Without a weapon you can barely defend yourself - with one you can defend yourself
Stage 3: With a weapon you can hunt decently, striking most of your targets
Stage 4: Without a weapon you can defend yourself
Stage 5: With a weapon you can fight and hunt well
Stage 6: With a weapon you can defend yourself well
Stage 7: You can fight without a weapon
Stage 8: You hunt, fight and defend with expert ease
Edited By Falconetti on 10/27/2021 at 11:40 AM.
Posted: 4/8/2019 at 7:06 AM
Gold Worth Index
An index of how much gold items and favours are worth. Subject to specific cases and characters' skill in bartering, and so is just a rough reference point rather than a source of exact values.
[General Items] - 5-10G
[Weapons] - 8-15G
[Tools] - 8-15G
[Foodstuffs] - 1G per portion/unit (fraction which will feed you for a day)
[Shelters] - 10-20G
[Magical/Enchanted Items] - 20-50G
Simple task - 1-5G
Task taking majority of day - 5-15G
Task which gives character negative effects - 15-30G
Edited By Falconetti on 12/27/2020 at 7:34 AM.
Posted: 4/8/2019 at 7:06 AM
World quests are initiated in stages by players. Your actions, or inaction, will choose the fate of the whole of Anaia.
Each stage has a specialised story for the player who discovers it. Otherwise, if another player decides to complete the stage, the story will carry out normally.
A Brewing Storm
The orc and goblin tribes have remained mostly dormant for as long as anyone can remember. Lately, minor skirmishes involving these roving clans have started to escalate.
Stage 1 : Dwarf snow clearers are being targeted by orc warbands. They may not be able to clear the mountain passes if nothing is done about it - isolating the dwarves from the rest of Anaia.
Stage 2 : The orcs are capturing Anaian citizens and using them as leverage. Their goals are unknown, but the stakes are getting higher as conspirators working with the orc leadership are revealed.
Stage 3 : ???
Stage 4 : ???
Stage 5 : ???
Edited By Falconetti on 8/15/2021 at 7:00 PM.
Posted: 4/8/2019 at 7:06 AM
Map of Anaia
Created using Inkarnate
Edited By Falconetti on 9/18/2021 at 8:03 AM.
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