Nakuzami
[img]https://i.imgur.com/iwlpePA.png[/img]
- 6,896
- Posts
- 14
- Years
- Age 26
- The Forgotten Crossroads
- Seen Feb 16, 2025
Hello! For those of you who don't know me, I'm Nakuzami. I'm p cool. You can trust me. Probably.
Anyways, welcome to my little planning thread for a high fantasy RP I've been slowly planning, Medieval. What I'm looking for here is people who might be interested with helping to build the roleplay, assisting with various aspects. From the plan I've concocted thus far, it's going to take a lot of world building, and I simply do not have the time to do it all myself, if I have any interest in having it completed in the near future.
The main roles I'm looking for are writers to help with various aspects of the world, being:
I do, however, reserve the right to reject any suggested ideas, for whatever reason.
So, as for Medieval itself. The basic premise is that it's a sandbox high fantasy roleplay, where players can be pretty much anything and do whatever they want. You can find the rest of the details I have so far below.
Now, you might ask, "why help with this?" Well . . . roleplaying is, by its nature, collaborative. And if so many people have a hand in its creation, does it not stand to reason that they might be more inclined to see it through? I think so, and it allows everyone to have a say in the world that they'll be playing in, which could make it both more interesting and more entertaining for all involved.
Now, for the roleplay itself. Please pay attention to any gold text.
Anyways, welcome to my little planning thread for a high fantasy RP I've been slowly planning, Medieval. What I'm looking for here is people who might be interested with helping to build the roleplay, assisting with various aspects. From the plan I've concocted thus far, it's going to take a lot of world building, and I simply do not have the time to do it all myself, if I have any interest in having it completed in the near future.
The main roles I'm looking for are writers to help with various aspects of the world, being:
- Detailing the geography of the world where the roleplay shall take place
- Detailing the society of the world
- Detailing the cultures of the individual races that inhabit the world
- Detailing the creatures that populate the world
- Detailing the types of magicks and items that can be found within the world
- Detailing the main plot of the roleplay
- Detailing the side plots of the roleplay, primarily those of the major factions
I do, however, reserve the right to reject any suggested ideas, for whatever reason.
So, as for Medieval itself. The basic premise is that it's a sandbox high fantasy roleplay, where players can be pretty much anything and do whatever they want. You can find the rest of the details I have so far below.
Now, you might ask, "why help with this?" Well . . . roleplaying is, by its nature, collaborative. And if so many people have a hand in its creation, does it not stand to reason that they might be more inclined to see it through? I think so, and it allows everyone to have a say in the world that they'll be playing in, which could make it both more interesting and more entertaining for all involved.
Now, for the roleplay itself. Please pay attention to any gold text.
Medieval
[insert introduction here]
The Story
Nothing much as of yet. The story that I do have planned is something that will come into play partway into the roleplay, and I'd rather not spoil it until it actually occurs. What we need is a beginning arc to reach that point.
The World
I've sketched a tentative map of the (potential) region, but I'll produce something more concrete later. If there's someone skilled at mapmaking, the help would be appreciated. Of course, you may request to see the tentative map that I've created. Below is a brief and rather vague description of it. Beyond the map, however, there is a general setting and timeline that should be established, as well as lore.
In total, there are eighteen major settlements. In the north, there's the city of Charisia, the seat of the empire. It's enclosed on three sides by mountains, giving it a powerful defensive position. Far to the northern border of the region is a large area of forest, within which the Ape Folk dwell. To the east of that, in the northeast corner, is the settlement of the Cubi.
Just northeast of Charisia, surrounded by mountains, is the settlement of the Dragon Folk. On the east side of the mountains from there is the home of the Seraphkin. All the way to the west, by the end of a river that splits into four smaller rivers, is the home of the Arvecians. Just south of that is the home of the Wystanites. To the east of that, on the opposite side of the mountain range that splits the northern half of the region, is the home of the Orcs, Ogres, and their currently nameless cousin race. Within the largest portion of said mountain range is the city of the Dwarves.
The Dwarves lie on the split between the northern and southern parts of the region. The southern part is ruled over by the elven city, where the High, Tropical and Celestial elves dwell, though this city is still under the control of the empire. Directly south of the dwarven city is the home of the Bird Folk, sitting south of the mountain range, between two rivers and within a forest. To the southeast of that is the home of the wood elves, and further southeast is the home of the Fauns. To the west, on the border of the forest, is the home of the Cat Folk. Northwest of that, in the plains area, is the home of the Djinn, and in the desert to the southwest dwell the Lizard Folk. There's a large bay in the far south, directly north of which is the southern capital. On the west side of the bay is the home of the Fox Folk, and on the east side is the home of the Wolf Folk.
In total, there are eighteen major settlements. In the north, there's the city of Charisia, the seat of the empire. It's enclosed on three sides by mountains, giving it a powerful defensive position. Far to the northern border of the region is a large area of forest, within which the Ape Folk dwell. To the east of that, in the northeast corner, is the settlement of the Cubi.
Just northeast of Charisia, surrounded by mountains, is the settlement of the Dragon Folk. On the east side of the mountains from there is the home of the Seraphkin. All the way to the west, by the end of a river that splits into four smaller rivers, is the home of the Arvecians. Just south of that is the home of the Wystanites. To the east of that, on the opposite side of the mountain range that splits the northern half of the region, is the home of the Orcs, Ogres, and their currently nameless cousin race. Within the largest portion of said mountain range is the city of the Dwarves.
The Dwarves lie on the split between the northern and southern parts of the region. The southern part is ruled over by the elven city, where the High, Tropical and Celestial elves dwell, though this city is still under the control of the empire. Directly south of the dwarven city is the home of the Bird Folk, sitting south of the mountain range, between two rivers and within a forest. To the southeast of that is the home of the wood elves, and further southeast is the home of the Fauns. To the west, on the border of the forest, is the home of the Cat Folk. Northwest of that, in the plains area, is the home of the Djinn, and in the desert to the southwest dwell the Lizard Folk. There's a large bay in the far south, directly north of which is the southern capital. On the west side of the bay is the home of the Fox Folk, and on the east side is the home of the Wolf Folk.
The Organizations
Beyond the obvious need of being fleshed out in general, these factions need official names to be known by.
Spoiler: National
The Royal Guard
The elite warriors of the Charisian Empire.
The Templar Order
Holy warriors that patrol the lands.
The Mages' Guild
Should be self-explanatory.
The Warriors' Guild
A place for prospective soldiers to gather and hone their skills.
A Mercenary Group
Much like the above, but these are soldiers for hire.
The Thieves' Guild
For those who enjoy the finer things in life, but don't quite like the traditional means of attaining such things.
A Spy Network
Could range from being an official network of the empire, or a secret network that helps anyone that can pay, or who holds certain ideals. There could be multiple networks, perhaps.
The Assassin's Guild
For those with a penchant for murder.
Spoiler: Race Exclusive
Heaven's Order
The holy warriors of the Seraphkin.
An Elven Magistry
A secondary "guild" of mages that is ran by and composed of elves, with no exceptions.
A "Wild Hunt"
A group of warriors composed of Beast Folks, having their own unique styles of combat and craft.
A "Natural Order"
An order consisting of Fauns and Wood Elves that favors natural magicks and remedies. They are a peaceful group.
Dwarven Engineers
Dragon Warriors
Orcish Circles
Races
All race names are subject to change. The beast folk do not have actual names yet at all. The races themselves may also be altered or changed altogether if people have any ideas.
The Three Kingdoms of Man
Spoiler: Human Races
Charisians
Skilled strategists and rulers. Adept with Frost Magicks.
Wystanites
Skilled craftsmen from the south. Adept with Fire Magicks.
Arvecians
Descendants of Lady Arvecia. Peaceful people from the west. Skilled botanists and alchemists.
The Four Kingdoms of Elves
Spoiler: Elven Races
High Elves
The most highly skilled race with respect to magicks.
Wood Elves
Can influence animals. Utilize living and bone weapons.
Tropical Elves
From lands far to the south. Skilled with exotic magicks and creatures.
Celestial Elves
They once sought to control the magicks of the very heavens, and for that they were punished. Now they have no connection to magical forces at all, and so have no ability to wield them.
The Beast Clans
Spoiler: Beast Races
Cat Beast Race
Fox Beast Race
Wolf Beast Race
Ape Beast Race
Bird Beast Race
Lizard Beast Race
Dragon Beast Race
The Outside Provinces
Spoiler: Miscellaneous Races
Halflings
Dwarves
Orcs
???
Close cousins of the Orc. Years of genetic mutations and separated breeding led to the loss of tusks, but the gaining of horns.
Ogres
Fauns
The Daemon Tribes
Spoiler: Daemon Races
Cubi
Incubi and Succubi. Gorgeous creatures that prey upon the lust of mortal races. They were supposedly exiled here many centuries ago, and now share rather pleasant, albeit tenuous at times, relations with the mortal races.
Djinn
Fire spirits and masters of magic. Brought here millenia ago by the greed of mortal races looking to have their deepest desires granted.
Seraphkin
Said to be a tribe of angels that fell from grace many ages ago. They resemble a perfect cross between humans and elves, with the added trait of having wings. Seraphkin society has a rigid hierarchy based upon that of the heavens, with normal angels comprising the lowest caste. The highest caste belongs to the seraphim.
The Hybrid Races
The hybrid races are the product of the breeding of two of the above races. There are numerous hybrids, some with very little differences, and some with major differences. The exact differences cannot be determined until the main races are fleshed out. Most of the beast folk cannot interbreed with other races, save for the Ape Folk.Spoiler: Mixed Races
Elf Hybrids
Halfling Hybrids
Dwarf Hybrids
Orc Hybrids
Ogre Hybrids
Faun Hybrids
Cambion
The offspring of a Cubi and a mortal race, typically humans.
Djinn Hybrids
Seraphkin Hybrids
Fox-Wolf Hybrid
Ape Hybrids
Lizard-Dragon Hybrid
The Creatures
Certainly there shall be the generic fantasy monsters, but let's get a bit more . . . creative.
Also, there was talk of having this be a high fantasy x Pokémon roleplay. If people would prefer that, this is where details on the Pokémon and how they fit into the world would go, instead.
Also, there was talk of having this be a high fantasy x Pokémon roleplay. If people would prefer that, this is where details on the Pokémon and how they fit into the world would go, instead.
Your Role
It's a sandbox roleplay, so players can be from any listed race and faction, and can be aligned with whomever they want. Of course, no one is going to start in a position of too much power. There will likely be some sort of event that places all roleplayers on the same page at the beginning, regardless of their past.
Mechanics
There's a lot to be worked out here. Or perhaps very little. It depends on the route that is taken.
One thing I had in mind was that there could be levels and such (like a typical RPG), and there would be quests with certain level recommendations, and being below the recommendation could result in consequences, including death. This could be offset by bringing along companions (being other roleplayers), which would create a sort of "combined level."
One thing I had in mind was that there could be levels and such (like a typical RPG), and there would be quests with certain level recommendations, and being below the recommendation could result in consequences, including death. This could be offset by bringing along companions (being other roleplayers), which would create a sort of "combined level."
Rules
Irrelevant at this stage
Application
Also unnecessary at this point.
Players
Obviously, there are none. Contributors to the creation process will be listed in the introduction area later.