Post by Haven on Aug 18, 2023 0:46:14 GMT -5
For as long as history has been recorded, the clans had lived apart from one another. Once they warred, but now they simply avoid mingling too much. From the canine Longfang clan to the aquatic Deepfin clan, we animal folk have long drawn lines in the sand between us.
Yet, now there grows a darkness on the horizon. At first it was simply silence from the fleet-footed Nimblehooves, who have always been an anxious lot due to sharing ancient roots with common prey like deer and cattle. It had not been the first time they had withdrawn from the outside world. But then the Broadhide's disappeared, and that was not common. Sharing genetics with bears and larger predators, Broadhides are often seen as a crass and boastful lot. Their silence was concerning. Scouts sent to their clan territories have brought back rumors of ancient, evil magic and many, many empty homes.
It is my belief that this danger could come for all the clans, and that now is the time for us all to band together.
A fool's errand, I'm aware.
So, instead I request just one. One candidate from every clan to track down this evil. I beseech you, if you will not believe me, then send one of your own to see for themselves what looms in the land of the fallen.
I humbly await your response.
-Queen Lilliana D. Sire
Folkland is a place covered in thick forests, jungles, and meadowlands. While it's inhabited by many animals found in our own world, long ago many of these creatures split off to grow more human features due to the natural magic found within the land. Catfolk, Wolffolk, Rabbitfolk, even Fishfolk... they exist in all shapes and patterns, and yet in spite of their greater intelligence and common languages--divides remain. The folk have split into their own clans, keeping mostly to their own kind in what they call a clan.
Over time each clan developed their own way of living, their own culture, and even their own innate gifts. They guard these differences jealously, mistrust turning into negative stigma. While individuals may pass through or trade with one another, they largely keep to their own.
It was not until recently they ever had a reason to change that. Yet now, in a forest on the far side of the continent, trouble is brewing. Two clans have disappeared, leaving only traces of evil that spreads through their former territories.
The clans must unite, but with longstanding prejudices still dividing them, it will take a small group to venture out to the lost territories first and see for themselves what it will take to bring together the remaining folk clans.
Rules
- Each person can have up to two characters-a male and a female (obvs nonbinary is allowed, I just want to keep things somewhat even)
- Clans and Lifestyles are first come, first serve
- I'd like to fill out all 8 roles, but if we start and reach the third page without all of them being claimed, current players can make another character until all are claimed.
- Every clan has a shared magical ability, these should not be overpowered. You get to choose this ability, just try to keep it balanced with drawbacks and remember a whole nation of people share this power to some degree.
Ex. Berserk: Can make their adrenaline start pumping to enter a rage mode that increases their physical prowess for a short time. When their berserk state ends, they'll need to rest as soon as they can to recover. (Someone is free to use this)
- Please be respectful to other players and their autonomy in the rp.
- One or more paragraphs are preferred, but try to keep at least three sentences on average.
-Pets are allowed, and there is some minimal communication allowed between a clanfolk and an animal of their own kind. Just don't get too crazy.
- I know this is a lot to read, type the word Folklore in your first post to show you've gotten this far
Clan Folk
All taken clans will be crossed out
Longfang
Canines mostly, but also canine adjacent folk like maned wolves. Basically, if it looks like a dog and doesn't fit the other clans, it's a Longfang. These folk are one of the most tight knit and work well with their animal counterparts.
Quickclaw
Felines of all shapes and sizes, from lions to housecats. Nimble and quick, they are as graceful as they are deadly.
Crookedtail
A clan of primates from monkeys to apes to lemurs. While they were one of the first folk clans to start using tools, they're also driven to flights of fancy.
Cloudfall
If it can fly high into the air, it's likely part of the Cloudfall Clan. These are mostly filled with birds and bats, and are usually counted as the people who do the most travelling.
Smallfur
Where as the Broadhide were filled with large mammals, the Smallfur consists mostly of smaller mammals like rodents, rabbits, weasels, and the like. Think of hobbits in that they're a people who value their creature comforts, though they stand as tall as most other clans.
Coldscale
Most think of reptiles like lizards, gators, and snakes when thinking of a coldscale, but they also include semi aquatic amphibians like frogs and newts. They have a reputation for being coldblooded in body and personality, but it's unknown how much of that is rumor.
Sylpheye
While they were once a minuscule people, the Sylpheye clan is now as large as their fellow clan folk. Spiders, bees, butterflies, beetles-these people are typically an organized lot.
Deepfin
If it swims in the sea or the lake fulltime, it's a creature that became part of the Deepfin clan. Whether they were once saltwater or freshwater, these folk consist of a variety of fish, porpoise, and other underwater species. While they can walk on land as easily as the rest, they are the most likely to keep to themselves.
Lifestyles
Each clan has developed a lifestyle all their own. In most rpg's these would be called classes, but for the clans, their lifestyle has become tied to their own specific culture.
All taken lifestyles will be crossed out.
Hunter
Trackers who specialize in trapping and long range weaponry.
The Hunter clan is relied on for their skills as they are looked down upon for them. While some hunters may range and trade outside their clans, it's become a thankless lifestyle where the hand that feeds often gets bitten.
Bard
Entertainers who use their innate charisma and magical spectacle to charm others.
The Bard clan is a rather ostentatious group of people who are most known for being entertainers. While they have their own territory, it isn't uncommon for family troops to travel around plying their trade. That doesn't erase the suspicion surrounding their pseudo-magical charm wherever they go.
Martial Artist
Adaptable fighters who can turn just about anything into a weapon, including their own bodies.
The Martial Artists clan are known for their wide range of fighting prowess that can be used just about anywhere and in any situation. Their techniques are held close to their chest and when someone of this clan walks into a room, everyone hopes they find no reason to fight.
Guardian
Disciplines fighters who have mastered using armor, weapons, and shields of steal.
The Guardian clan often see themselves as the most civilized and have an organized army of some sort (think samurai, knights, or soldiers). They fight for their leader and to protect their people. While they see themselves as protectors of those weaker, those same people being protected often see them as haughty and full of themselves.
Mage
Licensed spellcasters who use their magic to benefit others.
The Mage clan is one of a scholarly nature. Whether their magic is black, white, or green, mages all go to school to learn their magic and use their abilities to uplift their clans further. Their wide array of abilities combined with their organized schooling does cause other clans to see them as thinking they're smarter than everyone else.
Alchemist
Potion masters whose knowledge of nature and magic allow them to create potions and tinctures.
The Alchemist clan is often looked at as dark and witchy because their lifestyle tends to be antisocial, but they're a clan that uses knowledge passed on by their ancestors to further their research. Each Alchemist seeks to further that knowledge to have an affect on what is left behind.
Shadowmaster
A rogue who uses shadow and deception to achieve their goals.
The Shadowmaster clan is a clan that long ago lost the trust of the wider world in exchange for their gifts in stealth and deceit. Unfortunately, such talents mean that even amongst themselves there is a lack of trust and organization.
Machinist
A tinker who relies on their intelligence to invent a variety of helpful tools and constructs.
The Machinist clan are mad scientists in nature and are rarely afraid of getting their hands dirty or exploding a few workshops. This lack of caution for their work however does cause others to give them a wide berth in case one of their inventions suddenly catches on fire.
Yet, now there grows a darkness on the horizon. At first it was simply silence from the fleet-footed Nimblehooves, who have always been an anxious lot due to sharing ancient roots with common prey like deer and cattle. It had not been the first time they had withdrawn from the outside world. But then the Broadhide's disappeared, and that was not common. Sharing genetics with bears and larger predators, Broadhides are often seen as a crass and boastful lot. Their silence was concerning. Scouts sent to their clan territories have brought back rumors of ancient, evil magic and many, many empty homes.
It is my belief that this danger could come for all the clans, and that now is the time for us all to band together.
A fool's errand, I'm aware.
So, instead I request just one. One candidate from every clan to track down this evil. I beseech you, if you will not believe me, then send one of your own to see for themselves what looms in the land of the fallen.
I humbly await your response.
-Queen Lilliana D. Sire
Folkland is a place covered in thick forests, jungles, and meadowlands. While it's inhabited by many animals found in our own world, long ago many of these creatures split off to grow more human features due to the natural magic found within the land. Catfolk, Wolffolk, Rabbitfolk, even Fishfolk... they exist in all shapes and patterns, and yet in spite of their greater intelligence and common languages--divides remain. The folk have split into their own clans, keeping mostly to their own kind in what they call a clan.
Over time each clan developed their own way of living, their own culture, and even their own innate gifts. They guard these differences jealously, mistrust turning into negative stigma. While individuals may pass through or trade with one another, they largely keep to their own.
It was not until recently they ever had a reason to change that. Yet now, in a forest on the far side of the continent, trouble is brewing. Two clans have disappeared, leaving only traces of evil that spreads through their former territories.
The clans must unite, but with longstanding prejudices still dividing them, it will take a small group to venture out to the lost territories first and see for themselves what it will take to bring together the remaining folk clans.
Rules
- Each person can have up to two characters-a male and a female (obvs nonbinary is allowed, I just want to keep things somewhat even)
- Clans and Lifestyles are first come, first serve
- I'd like to fill out all 8 roles, but if we start and reach the third page without all of them being claimed, current players can make another character until all are claimed.
- Every clan has a shared magical ability, these should not be overpowered. You get to choose this ability, just try to keep it balanced with drawbacks and remember a whole nation of people share this power to some degree.
Ex. Berserk: Can make their adrenaline start pumping to enter a rage mode that increases their physical prowess for a short time. When their berserk state ends, they'll need to rest as soon as they can to recover. (Someone is free to use this)
- Please be respectful to other players and their autonomy in the rp.
- One or more paragraphs are preferred, but try to keep at least three sentences on average.
-Pets are allowed, and there is some minimal communication allowed between a clanfolk and an animal of their own kind. Just don't get too crazy.
- I know this is a lot to read, type the word Folklore in your first post to show you've gotten this far
Clan Folk
All taken clans will be crossed out
Longfang
Canines mostly, but also canine adjacent folk like maned wolves. Basically, if it looks like a dog and doesn't fit the other clans, it's a Longfang. These folk are one of the most tight knit and work well with their animal counterparts.
Felines of all shapes and sizes, from lions to housecats. Nimble and quick, they are as graceful as they are deadly.
A clan of primates from monkeys to apes to lemurs. While they were one of the first folk clans to start using tools, they're also driven to flights of fancy.
Cloudfall
If it can fly high into the air, it's likely part of the Cloudfall Clan. These are mostly filled with birds and bats, and are usually counted as the people who do the most travelling.
Smallfur
Where as the Broadhide were filled with large mammals, the Smallfur consists mostly of smaller mammals like rodents, rabbits, weasels, and the like. Think of hobbits in that they're a people who value their creature comforts, though they stand as tall as most other clans.
Coldscale
Most think of reptiles like lizards, gators, and snakes when thinking of a coldscale, but they also include semi aquatic amphibians like frogs and newts. They have a reputation for being coldblooded in body and personality, but it's unknown how much of that is rumor.
Sylpheye
While they were once a minuscule people, the Sylpheye clan is now as large as their fellow clan folk. Spiders, bees, butterflies, beetles-these people are typically an organized lot.
Deepfin
If it swims in the sea or the lake fulltime, it's a creature that became part of the Deepfin clan. Whether they were once saltwater or freshwater, these folk consist of a variety of fish, porpoise, and other underwater species. While they can walk on land as easily as the rest, they are the most likely to keep to themselves.
Lifestyles
Each clan has developed a lifestyle all their own. In most rpg's these would be called classes, but for the clans, their lifestyle has become tied to their own specific culture.
All taken lifestyles will be crossed out.
Hunter
Trackers who specialize in trapping and long range weaponry.
The Hunter clan is relied on for their skills as they are looked down upon for them. While some hunters may range and trade outside their clans, it's become a thankless lifestyle where the hand that feeds often gets bitten.
Entertainers who use their innate charisma and magical spectacle to charm others.
The Bard clan is a rather ostentatious group of people who are most known for being entertainers. While they have their own territory, it isn't uncommon for family troops to travel around plying their trade. That doesn't erase the suspicion surrounding their pseudo-magical charm wherever they go.
Martial Artist
Adaptable fighters who can turn just about anything into a weapon, including their own bodies.
The Martial Artists clan are known for their wide range of fighting prowess that can be used just about anywhere and in any situation. Their techniques are held close to their chest and when someone of this clan walks into a room, everyone hopes they find no reason to fight.
Guardian
Disciplines fighters who have mastered using armor, weapons, and shields of steal.
The Guardian clan often see themselves as the most civilized and have an organized army of some sort (think samurai, knights, or soldiers). They fight for their leader and to protect their people. While they see themselves as protectors of those weaker, those same people being protected often see them as haughty and full of themselves.
Mage
Licensed spellcasters who use their magic to benefit others.
The Mage clan is one of a scholarly nature. Whether their magic is black, white, or green, mages all go to school to learn their magic and use their abilities to uplift their clans further. Their wide array of abilities combined with their organized schooling does cause other clans to see them as thinking they're smarter than everyone else.
Alchemist
Potion masters whose knowledge of nature and magic allow them to create potions and tinctures.
The Alchemist clan is often looked at as dark and witchy because their lifestyle tends to be antisocial, but they're a clan that uses knowledge passed on by their ancestors to further their research. Each Alchemist seeks to further that knowledge to have an affect on what is left behind.
A rogue who uses shadow and deception to achieve their goals.
The Shadowmaster clan is a clan that long ago lost the trust of the wider world in exchange for their gifts in stealth and deceit. Unfortunately, such talents mean that even amongst themselves there is a lack of trust and organization.
Machinist
A tinker who relies on their intelligence to invent a variety of helpful tools and constructs.
The Machinist clan are mad scientists in nature and are rarely afraid of getting their hands dirty or exploding a few workshops. This lack of caution for their work however does cause others to give them a wide berth in case one of their inventions suddenly catches on fire.