Here is my interest check thread for a new group RP I've had in mind. Post or PM me if you are interested, once I have enough people I'll make the thread proper. Also feel free to post any questions you have, I'm more than happy to help.Main ThreadProfile Thread
To Hell and Back
There are things outside our world. Terra is a place of wonder and magic, where people are born with amazing powers, or learn to harness the natural magic of the world. It is a place where mortals such as humans, elves, dwarves, and other races have thrived for millennia. All the while, the illusive and mysterious fey have lived alongside them, in an unsteady, but mostly peaceful coexistence. But they have always known that there are other worlds, places outside Terra.
It wasn't long after the advent of magic that mortals learned to summon beings from other worlds. Demons, Angels, and other spirits were called from their native planes to do their summoner's bidding then returned to whence they came. But this had unfortunate side effects: the demons who were summoned to Terra became curious about our world, and when they returned to Hell, they told their peers all about it. It wasn't long before an ambitious demon lord decided he might like Terra for himself, and set about opening a permanent portal from Hell to Terra. This demon lord is known as Krathen Kairaku, the Lord of Desire, the Father of Demons, the most powerful lust demon in existance. He earned his second tittle by siring thousands of demons. Krathen also has a penchant for mating with his own daughters, meaning that many of his children are also his grandchildren, and some of those are also his great-grandchildren. His record is currently ten generations of breeding with his own daughters, resulting in a child who is his daughter, his great-to-the-eighth-power-granddaughter, and everything in between.
The situation is now dire. Terra faces a true invasion. The mortals, fey, and the few angels who have involved themselves in this conflict have banded together to defend Terra, while Krathen and his brood seek to conquer and enslave the entire world. It is this war for control and freedom that frames our story, and you are one or more of the participants in this conflict. One thing is for sure: regardless of who wins, Terra faces the Lord of Desire. This is going to be messy, in more ways than one.
Terra, much like our own planet, is a very diverse place. It is similar to our own world in some ways, but not many. To most people, the word 'technology' is a fancy word for magic, since on Terra they are virtually the same thing. There are no guns, cars, or phones on Terra, but there are wands, magical mounts, and enchanted items that serve the same purposes. The major difference is the availability of these items. In our world, most people have a phone and a car, and guns aren't too hard to find. On Terra, magic is a status symbol, for only the wealthy can afford enchanted items or the schooling necessary to learn magic for themselves. There are exceptions, people naturally born with magical abilities, but even these people tend to become wealthy very quickly thanks to the demand for their services. Magic and money go hand in hand, and either one can lead to the other. This of course only applies to mortals, as the naturally magical fey have no concept of money or commerce, and are largely self-sufficient.
However, despite their impressive abilities, the fey are the vast minority on Terra. There are thousands of mortals for every fey, and given how scattered and disorganized fey tend to be, there was never much concern the the fey would seize power. Most power on Terra has rested in the hands of those who already had enough power to take more: monarchs, dictators, archmagi... these were the movers and shakers on Terra.
The following is a list of the major areas of the globe and the ones who hold sway there.
The Frozen North
Known in the native tongue as Icar, but to the rest of the world simply as the Frozen North, Terra's northern reaches are divided into two parts: The Teeth, and the Savage-lands. The Teeth is what the world's largest mountain range is known as to outsiders. The dwarves who live within these mountains have a far loftier name for it, but that name is a bit too hard to pronounce for most. The dwarves do their best not to get involved with 'surface-dwellers', preferring to remain underground and deal only with themselves, their government something akin to a constitutional monarchy. They are a proud race, with hardy warriors, and lay claim to some of the most skilled enchanters in the world. The Savage-lands, are a place no one would visit by choice, and yet it is where the Glacier-Born make their homes. The Glacier-Born are strange breed of elf, unusual in both habitat and appearance. Unlike most elves who live in forests and tend to be a few inches shorter than humans on average, the Glacier-Born average between six and a half and seven feet tall, and are among the most ferocious sentient creatures on Terra. Despite their reputation as savages, the Glacier-Born have a surprisingly complex tribal culture, and in addition to their unsurpassed hunters and fierce warriors, produce a staggering number of magi and oracles.
Quite possibly the most powerful and prosperous region of the globe, Zenith claims to be the exact center of the world, and few can refute the claim with much more than a scoff. Zenith is a place of commerce and trade above all else. If you want something and you have enough money, you can find it in Zenith. It is a beautiful area, with lovely weather, fertile fields, and clean, bustling cities. But for all it's wonders, Zenith can be a nasty place for those who aren't careful. Zenith is run more like a corporation than a government, and individual rights often take a back seat to progress and profit. Add to that the fact that in addition to its more wholesome products, Zenith is the place to buy drugs, slaves, and many other illicit items, and it becomes clear that this beacon of light has a dark side as well. Zenith has a leader known as a Executive, more of a CEO than a president or king. And like a CEO, he or she answers to the investors, the people who have the most money. In no other place is the gap between the rich and poor clearer than in Zenith. Humans are a majority in Zenith, but other races are welcome. It matters more how much coin one has, not who is holding it.
To the East is the Wood, the home of the elves. Contrary to the name, only part of the wood consists of a massive forest. The rest consists of majestic cities and towers, places of learning and knowledge. The elves value physical and mental fitness, and the ones they admire most are those who can master both martial and mystical pursuits. While the Wood is a great place to live for most elves, with such grandeur and beauty comes very high standards, and those who don't measure up are looked down upon. It is not money that determines social status in the wood, it is intellect and talent, but this does not mean their is not quite a gap between the haves and the have-nots. The Wood is governed by a council known simply as the Elders. As the name implies, it consists of the oldest, wisest, and cleverest elves in the Wood. While this government generally works quite well, it does mean the elves are slow to accomplish things, and their government tends to be... old-fashioned. The Wood is also home to many fey, who enjoy a mostly peaceful relationship with the elves, who are slightly less mistrustful of the fey than most mortals, but that isn't really saying that much.
To the west, at the edge of the great ocean, lies a vast archipelago, a majestic field of islands, some larger, some smaller, but each ruled by its own prince. As one might reasonably expect, the political climate in such an area is... volatile, to say the least. Conflicts are common, be they economic, military, political, or even social (many a rivalry has been started by a poorly chosen jibe at a party). It is this political bickering that has kept the Principalities from becoming one of the most powerful forces on Terra, for they are home to some of the most powerful magi in the world, many eclipsing even the elves in talent. The current theory is that the Principalities are located in something of a magical 'hotspot', an area where mana gathers naturally. This would explain the disproportionately large percentage of the population born with natural magical abilities, as well as the abundance of sea-dwelling fey in the area.
The Beastlands/The Heart of Sin
The southern area previously known as the Beastlands but now known only as the Heart of Sin used to be the home of the orcs, a strong, powerful race of barbarians. For all the prejudice orcs faced as violent brutes, the majority of them were far more civilized than the raiders most other species encountered. The uncivilized fringes of the Beastlands were indeed home to savages and brutish thugs, but at the heart of the Beastlands, the Orcs were a race of honorable warriors, very similar in both martial prowess and code to the Samurai of our world. But all that changed with the invasion. The Beastlands were the first place hit by the demons, and the orcs were attacked from within. The Demon Lord correctly identified the orcs as a major threat, and decided to hit them first, nearly wiping them out before they could mount much of a resistance. Now little remains of the proud orc code or their culture, as the newly named Heart of Sin has been transformed from frigid swampland into a profane mixture of Hell and paradise. The very ecosystem of the area has been altered by the demon's presence. Most plants now possess hallucinogenic and/or aphrodisiac properties, and the animals have all become even more vicious than before. What few orcs remain have been forced to flee to the edges of the land they once owned, where they still fight the demons, most of them too proud to surrender or accept help from the other races.
It should be noted that while all these disparate areas are now technically united under one ruler, the King/Queen of Terra, they view this as a temporary alliance. None of them intend to swear fealty to the new ruler once the war is over. And while they all agree that an alliance is absolutely necessary for the good of the world, that does not mean tensions between these groups have suddenly vanished.
This RP lends itself to incredibly diverse cast, and almost any character is possible. However, these are the basic roles into which most (but not all) characters will fit. If you want to claim one of the positions that can only be occupied by a single character, send me a PM with a quick description of your idea, and if I approve, we can flesh it out in more detail.The Demons
The Demon Lord: Krathen Kairaku, played by me.
The Demon General: Krathen's second in command, currently unclaimed. One of the highest ranking members of Krathen's organization who is specifically not
one of Krathen's children. This is the person Krathen keeps around to second guess him, who he respects enough to give a certain amount of leeway to. Can be any gender, and even if female, Krathen will probably be trying
to keep their relationship professional (that doesn't mean he will succeed, he is a lust demon after all).
The Demon Lord's Consort: Krathen's favorite lover, a very competitive position, currently claimed (though competition is welcome). Krathen is a fickle creature, and earning his favor for any extended period of time shows considerable skill. This position requires a truly impressive woman, not just sexually, but in all area. Krathen can afford to be fairly picky after all. Any demoness who occupies this position must be more than just a pretty face and a sexy body, she must also have a mind for intrigue, as maintaining this position with so many other demonesses eager to replace you takes a certain amount of scheming. This role can be filled by one of Krathen's daughters, or an unrelated demoness, so long as they are suitably impressive. This role has no official authority, but any demon who refuses a direct order from the Demon Lord's Consort clearly has no dreams of advancement, or of living a long life.
The Felguard: The champions of the demon forces, think of them like elite soldiers who exist outside the normal rank system, and answer only to the demon lord himself. Each member of the Felguard is far more skilled and powerful than the average demon, and they are usually handpicked by Krathen himself, The Demon General, or recommended by a current member of the Felguard.
Krathen's Brood: More of a subcategory. As stated, Krathen has thousands of children, and a sizable percentage of his troops is composed of his own sons and daughters. To be honest, being one of Krathen's children usually sucks. Krathen has very high standards, and expects the best from his children. Those who fail to live up to his expectations are deemed unworthy of his attention, and usually end up as basic infantry or expendable concubines to be used and discarded. But for those of Krathen's spawn who show promise, being the son or daughter of the Demon Lord can be a very nice position. Any of Krathen's children skilled enough to merit the status of Felguard enjoy a certain unofficial boost to their authority by virtue of being one of the Demon Lord's favorite children. They are technically equals to their peers, but they quickly notice that the other Felguard listen a bit more carefully when they speak.The Mortals, Fey, and Angels
The King/Queen of Terra: The leader of the mortal forces, currently claimed (though do not ask for this position lightly, will require a time commitment). The King/Queen of Terra is no posh figurehead, s/he leads his/her troops from the front lines, and is one of the most powerful mortals in the world. The King/Queen did not inherit his/her crown, s/he was chosen when the prophets of every kingdom and every race unanimously declared that s/he was the only leader who had a chance of fending off this invasion, though even with him/her, the chances would be slim. This is not a character who ever desired power, it is one who had no choice but to accept power in order to save his/her world.
The Fey: The fey have no real command structure, being spirits of nature, such as nymphs, dryads, gremlins, fairies, etc., who are connected to the life force of Terra itself. The fey have mixed relations with mortals, having long mistrusted one another. Many fey see mortals as dangerous and greedy, damaging and destroying areas of natural beauty in their relentless pursuit of progress. For their part, the mortals are suspicious and superstitious of the fey, and in olden times blamed them for everything from diseases and natural disasters to mold and tooth decay. As a result, the alliance between mortals and fey is an uneasy one, but one that both sides realize is absolutely necessary.
The Champions: The counterpoint to the Felguard, the Champions are mortals, fey, and one or two angels who were chosen to serve as elite soldiers, the vanguard against this coming invasion. As with the Felguard, the Champions are far more skilled and mighty than a normal soldier, and are appointed mostly by each other, though one can also become a Champion by royal appointment.
The Angels: The angels deserve special mention here, because a few restrictions apply to them. Very few angels have joined this conflict, for they are still recovering from their own war with the demons, a war they soundly lost. The angel forces have been vastly diminished, and the few that remain are focused on shoring up their own defenses in Heaven should the demons mount another assault. As such, only a handful of brave angels are aiding in the defense of Terra. Because of this, I will only allow one or two angel characters in this game, three at the most once we have enough characters of other types.
Note About Allegiance: The race of your character does not necessarily determine your role and/or allegiance. They are exceptionally rare, but every war has its traitors, and there are mortals, fey, and even one or two angels who serve the demons, and there are even a few demons who are fighting in Terra's defense. Much like the angels however, I will be drastically limiting the number of turncoat characters, though your character may switch allegiances in game (though try to keep such drastic changes of heart to a minimum so we can make this seem believable).
Note About Race: Interestingly, there is no such thing as a half-demon or half-angel. The offspring of a demon is a demon, regardless of the race of the other parent, and the offspring of an angel is an angel. If (for some bizarre reason) an angel were to breed with a demon, the result would be either an angel or a demon, with a fifty-fifty chance of each. It should also be noted that demons, angels, and fey only produce offspring when they desire it, so there is no chance of them becoming pregnant or impregnating another unless they are actively trying to do so.
A new categorization, Elite NPCs are like normal NPCs, in that they can be controlled by whatever character happens to be near them, but unlike normal NPCs, characters are not allowed to auto-hit them. These NPCs have no powers, but in terms of skill, they should be treated like Champions or Felguard. Here are the current categories of characters that qualify as Elite.
Wild Runners: The Queen's royal guard, a team of highly trained soldiers that all ride dire wolves, usually trained in the use of scimitars as well as bows and arrows. All of them have been groomed for this role essentially since birth, and are skilled riders and warriors both, having been raised alongside their mounts.
Reapers: The Demon Lord's personal guard, scythe wielding demons that ride nightmares (essentially pitch-black horses with fire instead of hair, capable of flight). Each of the Reapers must have slain hundreds of foes to attain their status, and all of them have undergone a brutal training regimen, the exact details of which are kept secret.
Note: Both of these units can have a leader, and anyone who wants to can make a PC who is said leader. These units are usually controlled by either the leader or the Queen/Demon Lord respectively, but sometimes they will be assigned to another champion or felguard, in which case said champion/felguard can control them instead.
The RP will be fairly freeform. Since most of the players are Felguard, Champions, or even higher ranked characters, they will be given a great deal of freedom. The war will be an essential part of the plot, but how the individual PCs interact with the war is up to them. They can wade in and start killing NPC soldiers if they desire, or they can act more behind the scenes, more secret agents than super-soldiers. The only thing that must be kept in mind are the ultimate goals of this RP: try to make your team win, but above all, have fun.
1. PM all profiles to me for approval before posting them.
2. No auto-hitting. You can't just say you hit someone, with your power, you describe your attack, they describe their defense.
3. Try to be fair. If you honestly think your opponent did a good job with their attack, let some of it hit you, don't just dodge or block everything, or the game gets boring really fast.
4. No killing another player's character without their permission. If you win a fight with a main character, drama dictates you capture them instead of kill them. That way, fun can be had 'interrogating' them, and they have a chance to escape and fight again.
5. The very nature of this RP dictates that there will be NC scenes. If you aren't okay with that, duck out now.
6. Fill out your Ons and Offs.
I can not stress this enough. With big group RPs, it is hard to keep track of who is into what. The only way for the other players to avoid doing things that are turn-offs for you and to maximize your enjoyment is for you to provide them with information about what you do and do not like.
7. Multiple characters are fine and even encouraged, but start with one, and add more later. I just want to avoid the scenario of someone creating four characters, getting involved, and then dropping out.
8. Tittle all PMs containing profiles “To War With Love” so I know you read the rules.
9. Less a rule, and more a bit of advice, but try to make characters who can enjoy both the times when there is fighting going on, and the times where there is none. This RP involves a lot of violence, a lot of sex, and a lot of time to get friendly, so make sure you can enjoy all of those. ^_^
Here is the basic formula that profiles will follow. Attention! PM all profiles to me for approval! I will post a profile thread soon. Do NOT post profiles until they have been approved.
Name: (Your Character's Name)
Player: (Your Name)
Sexuality: (Heterosexual, Homosexual, Bisexual etc. Also include whether your character is a Dom, Sub, Switch, or none of the above).
Age: (No underage characters, angels, demons and fey don't age, so they can be very old, and elves still live a very long time)
Powers: (Choose two powers, three for the King/Queen and the Demon Lord. These powers have to somewhat specific, but not too specific. For example “Magic” is way to general to be a power, that is about a hundred different powers. On the other hand, don't pick something that would only be useful in very specific circumstances either. Try to give a detailed description of what exactly your powers can do. I will let you know if your power is too general or too specific. Also, certain powers, such as mind control, will not be allowed, as they can ruin the game for other players by dictating what their character does. I reserve the right to veto any power I deem unbalancing.)
Appearance: (Either an anime picture or a detailed description. The example is probably a bit more detailed than is necessary, but not by too much.)
Bio: (Your character's backstory and personality, a chance to let people know what your character is like. Again, detail is always appreciated.)
Here is Krathen's profile as an example
Name: Krathen Kairaku
Race: Lust Demon
Role: The Demon Lord
Sexuality: Heterosexual Dom
Age: Unknown, certainly the oldest being still alive today. His age is unknown because there is no one left who predates him, so all those alive today just assume he has been around forever.
Powers: Master of Illusions – Krathen is the most powerful illusionist the world has ever seen. He can play a person's senses like a finely tuned instrument, making them perceive exactly what he wants them to perceive and nothing else. His illusions can even alter a person's perceptions of time, cramming years worth of sensation into seconds. Of course, however real his illusions seem, they can not inflict real harm, they aren't real after all.
Profane Aura – Krathen is more than just a powerful lust demon he is sexuality made manifest. Those around him can not help but be drawn to him, his very presence inspires nearly uncontrollable lust. Females near him can not help but lust for him, even if they hate everything about him, and males are filled with vile, perverse thoughts about those they are attracted to, and feel compelled to act on these thoughts. Krathen's very being corrupts those around him, filling their minds with depraved, dirty thoughts and cravings. One side effect of this aura is that attacking Krathen is very difficult, and anyone trying to hurt him has to resist his aura. Even then, it causes hesitation, making it easier for Krathen to avoid their attacks.
Sexual Mastery – Krathen's last power is his control over sexuality. Krathen feeds on lust and sex, and as such, he can rejuvenate himself by having sex, restoring his energy, healing his wounds, and washing away his fatigue. This mastery also extends to others in a slightly unique fashion: Krathen can alter the sex and sexual preferences of anyone he can see, also changing their form to make them more sexually appealing to Krathen. He is quite fond of using this power to turn men into women, since a mental change accompanies the physical one, and he enjoys watching the former men slowly becoming more and more feminine until their personalities match their new bodies. Interestingly, the only person who's sex and preferences Krathen can not alter are his own, he is a heterosexual male, and that is how he will remain. Such a limitation often disappoints Krathen, but not too much. When anyone can be made into a willing, attractive girl, it is hard for him to grow bored.
Appearance: To describe Krathen physically is to do him injustice, for he is lust given flesh, and no words could truly describe how profanely attractive the man is. His dark, piercing red eyes seem to see right through you, promising to satisfy all those cravings you never knew you had or never wanted to admit. His smile sends a chill down your spine, setting your heart racing with fear and desire, offering ecstasy beyond your wildest imaginings. His long black hair does nothing to conceal two proudly jutting horns, thick and rigid as if standing in defiance of all those Krathen observes. His red skin seems almost tight over his body, accentuating his wiry, cord-like muscles, tense like coiled springs. His long, whip-like spaded tail and black, leathery wings reveal his otherworldly nature.
Bio: Krathen is one of the most vile and powerful demons in all Hell, a man for whom there is no line he will not cross in pursuit of power. His power comes not just from his own magic, but from his intelligence. With age comes wisdom, and Krathen is the oldest being in existence. He has built careful alliances over the years, and has spawned enough children to serve as an army. There are many demons who hate Krathen's guts, but would never betray him and would fight to protect him, simply because Krathen has arranged events so that his continued rule benefits them more than anything they could gain from his downfall. Krathen is also a very unique father. As stated, he has very high expectations for his children, and if they fail, he is quick to discard them. However, for those children who please him, Krathen is at times almost a doting father, encouraging and supporting his children to help them succeed. And even if they fail, Krathen never gives up on his children completely, and while he relegates them to rather menial tasks as grunt soldiers or concubines, he still keeps an eye on them, and occasionally will give them a subtle opportunity to redeem themselves.