The Beginning
Not much is known about what happened to humans. As far as anyone can tell, they simply stopped existing. There are skeletal remains of humans in the world, but for the most part, humans simply disappeared. For some people, it doesn't matter, and for others, it's something that needs answers to.
After the disappearance, many of the remaining animals gained greater sentience. The Mouselings were the first race to grow strong. Many more races followed, but Mouselings harnessed magical energy quickly and efficiently. It was almost scary how fast they worked. And as the great wizard city of Dia stood proud in the north of Moisson, all the Mouselings watched as the Magic War destroyed the city, obliterated most of the northern continent, and left a magical irradiated ruin known as the Wasteland. Those that hadn't fled were irradiated and mutated, which many consider as a just punishment.
That wasn’t too long ago, you always think. A mere couple of centuries, and people are still wary about magic. Sure, some still try to study it, but it exists more as a taboo than as an actual practice, which unfortunately results more in parlor tricks rather than true magic. Those with the advanced knowledge keep it hidden and secret, so as not to cause another Magic War or worse.
Overall, life in Moisson had been fairly peaceful recently. There were occasional uprisings and battles, but in the grand scheme of the world, it was quiet. You heard about all the great adventures of old, and you wished it to be you. But quiet makes for terrible adventures.
So when rumors spread of a Lionfellow looking for adventurers (who aren’t ALWAYS liars, you had to convince yourself), you set about your way to edge of the Tourmaline Mountains to find him. The journey, long or short, wasn’t too bad. There are tents and camps set up close to where the rumors said to go, and you ask whoever looks like they were in charge if this was the right destination.
The Lionfellow’s graying hair and crooked back tell you about as much as his murky eyes that this adventure might not be nearly what you thought it was. Your mind instantly starts backpedaling until you hear his voice, surprisingly stronger and younger than the rest of him, and his eyes gained a sudden sheen to them that flooded its way into his words.
“I am Felix, and I want you to help save my sister.” His voice echos inside your head as if his words are being said by multiple people at once.
There had been promises of gold, of treasure, and even of power. Honestly, you weren't even sure if the trip would even amount to anything close to that, let alone an adventure. But, whichever it was that called to you, you could tell that he had a way to give you it, and that even if he didn’t, that there was something extraordinary that you had to be a part of.
You accept.
Welcome to Moissonic Tales, a mostly serious RtD adventure for you and narrative practice for me. I have attached, as my collateral to prove I wish to continue this game for as long as possible, a long list of information on Moisson and Terra. If you choose not to read any of this, I don’t blame you, and you can likely skip straight to the character creation after a brief skimming and go from there.
Roleplaying will be encouraged, but not enforced. Between each turn, you can and should talk to each other or NPCs, provided there wouldn’t be a reason you couldn’t. You are also always free to talk out of character to each other.
Metagaming is unacceptable, so maintain character ((or use ooc)). If you need additional information, feel free to either ask in thread or PM me. Information is a commodity, so if there are plans you wish to keep secret until they are ready, I will gladly help you out.
Please respect other players’ characters. If you wish to impede another character in their actions, please ask the player first. Generally, this is acceptable if both players agree to it, since it’s more fun to be in control. You may have fights if need be, but only
Turns will be longer between updates. It may take a week or longer, depending on how much time I have available, but my goal is to maintain the game for as long as possible.
When a player dies, a replacement will be added. This may happen immediately or after several turns, depending on the current state of the game. If all players are killed or the main story has been completed, the game will end. At this point the saga will wrap up, and an ending will be written.
Rolls will all be done on a d6. This will typically be done with random.org, unless said service is unavailable.
Rolls will typically follow this set:
1- - Complete failure
2 - Failure
3 - Partial success
4 - Success
5 - Perfect success
6+ - Overshoot
While these are the general rule, as GM, I retain the right to add modifiers or interpret rolls as I see fit. You may always ask what the chances are of your roll succeeding, or at least what it would seem like to your character. Various rolls will be hidden for things that might not need your knowing.
Aid:
Characters may choose to aid other characters in their actions. Aiding another character takes the higher of the two rolls as the final result, including overshots. Hindering another character
Environment:
The environment is occasionally useful or harmful to you. Effects and consequences will be shown the turn before. Use these to your advantage.
Fighting:
Fighting is not always the answer, but it may become necessary at times. Remember that the tides of battle can turn easily with the roll of a die, and that no battle is ever won or lost until its conclusion. Be careful in who and how you fight.
All players start with 12 HP. A player will die if their health is reduced to -6 or less, where players at 0 or less are merely incapacitated. Incapacitated players do not take actions, but still roll.
Accuracy is rolled against dodge, and then damage is rolled against defense with ties going to the attacker. If an accuracy rolls is 3 more or greater than the dodge roll, damage is multiplied after the defense roll. If a character takes 6 or more damage in a single attack, that player will automatically take a random secondary status.
Example:
Player A is fighting Monster B. This would be a single round of combat. A turn might have several rounds of combat before ending in either defeat, victory, or a stalemate.
A attacks B. {Aim: 5} {Dodge: 5} {Attack: 5} {Defense: 5} A struggles, landing a few hits onto B, but the attacks are weak, hitting at poor angles and with terrible form, and fail to do any damage to B.
B counterattacks A. {Aim: 6} {Dodge: 3} {Attack: 6} {Defense: 1} B launches a vicious counterattack, hitting A multiple times in the head. A's attempts to block are repeatedly too slow, and B lands a savage blow to A's skull. {A: HP - 12 - (5*2) 10! = 2} A’s mind reels, causing him to stagger a bit. A feels as though the ground underneath him is shaking, and his movements become uncoordinated. A tries to steady himself, but he vomits as he tries before getting a temporary hold on himself. {A: Status Gained - Dizzy: -1 to Aim, -1 to Dodge}
Mouselings - Mouselings descend from rodents and were among the first to harness magical energy. They created the wizard city of Dia and are responsible for most of the advancement in magical studies. The few remaining Mouselings descend from those that fled during the war. Mouselings are covered in fur and have large rounded ears, buck teeth, whiskers, and a long thin tail.
Mouselings are extremely adventurous and rarely settle down. Mouselings tend to be very charismatic and have a natural talent for magic but are much shorter and weaker than other races.
Mouselings are disliked and not trusted by other races in spite of their friendliness as a result of the Magic War. They tend to get along surprisingly well with Ursan, Flora, and Leporides, however.
Wastelings - Wastelings descend from the Mouselings that survived the Magic War. The magical radiation that lingers mutated the survivors, leaving them ugly and disfigured. Wastelings are similar to Mouselings, but they are bald, save for random patches of fur, and their skin tends to sag. Wastelings are the smartest of all the races but are prone to mental illness and insanity.
Wastelings live in small groups. Wastelings spend most of their days scavenging and thieving. Wastelings are universally hated, especially by other Wastelings, and are seldomly found outside the Wastelands. Wastelings have small latent magical abilities and are resistant to many forms of magic.
Ursan - Ursan are solitary beings descended from bears that live in the Tourmaline Mountains. Ursan are covered in fur, walk on four legs while relaxed, have large sharp claws and teeth which they enjoy brandishing at any opportunity. Ursan are the biggest of all races, and their strength is terrifying. Ursan are territorial and defend their homes with extreme ferocity. They make enemies easily, but rarely consider this a feat and often forget arguments the next day. They typically live carefree lives.
Ursan are extremely unreliable, both in how they will react and in everyday dealings. They seldomly let others in on what they know or what they should do. A normally aggressive Ursa might choose to save someone on a whim. Ursa are fearsome fighters, using anything to their advantage, and enjoy doing things on their own.
Canides - Canides are descendants of wolves, dogs, and foxes. Canides are covered in reddish, brown, white, or black fur and have pointed ears. They have small but sharp teeth and claws and walk on two legs. They are astoundingly average among those on Moisson, except for their sense of smell. Canides tend to be adequate at most things, and finding one that excels at something is rare.
Canides are social creatures and tend to be friendly and loyal to those they trust, and cautious and stubborn to those they don’t. Canides typically live in nomadic or farming communities in the Emerald Plains. They are not well known for traveling, but seeing a Canide anywhere in Moisson is not entirely uncommon.
Canides make friends easily but have a rivalry with Lionfolk that transcends mere competition. The two will try to outdo the other at anything. Lionfellow and Canide friends act more like siblings than anything else.
Lionfolk - Lionfolk descend from felines. Lionfolk are covered in fur of various colors, have pointed ears, whiskers, a long tail, and small, sharp claws and teeth. Their pupils are slitted, much like Reptilians’ and can be offputting. They are easily the most acrobatic of all the races, being known for traveling circuses.
Lionfolk are untrusted due to their propensity to both lie and manipulate others with half-truths. They are savvy and tend to listen to their instincts, which are usually more right than wrong. Lionfolk have excellent vision at night and enjoy solitary walks in the moonlight.
Lionfolk do tend to settle down, but rarely return to their origins. Lionfolk are a common sight anywhere in Moisson, and scrap together a living doing whatever can or needs to be done. Lionfolk have a strange mutual rivalry with Canides and strive to outperform them whenever possible, which they usually do. A Lionfellow and Canide friendship will contain much arguing and bickering but tends to remain strong.
Primae - Primae are what remains of primates after the disappearance of man. Primae are usually covered in brown or black fur, have three fingers and a thumb, and a long and extraordinarily strong tail. They pride themselves in their tail that they use as an extra appendage. Primae are not native to Moisson, sailing across the Western Ocean from the continent of Jasperi and trading with the villages on the Iolite River or northern Citrine Desert.
Primae are generally carefree in how they live their lives, typically doing just enough to get by. This generally leaves Primae with even an ounce of determination or ambition to gain power, which tends to create poor leaders.
Primae are generally well liked but occasionally get into pointless fights, usually as a result of them avoiding some responsibility. Primae can be excellent fighters should they strike the mood, but very few have ever taken up a weapon for a cause.
Leporides - Leporides descend from rabbits, growing long ears that can point up or lay against their head. Leporides traveled from across the Eastern Ocean from the continent of Alexandrita, acting as traders for the Canides and Lionfolk. Leporides are shrewd businessmen and know a good deal when it’s given. Leporides tend to be more loyal to gold than personal relationships, but they will remember friendships and grudges their entire lives.
Leporides living in Moisson tend to travel alone or with close friends. They are excellent traders, and would prefer to battle with words than weapons or magic.
Flora - The Flora are recent additions to Moisson. Sometime after the Magic Wars, the Onyx Forest began storing excess magical energy from the Wastelands. It is believed that the first Flora formed from the blossom of a corrupted onyx tree.
Flora are humanoid plant beings. They have ashy black skin and shine slightly in light. Flora are almost always vegetarians, but they can absorb small amounts of energy from light when needed. Flora have a strong affinity for magic and typically exhibit magical qualities. Since magic is typically disliked, Flora tend to stay in the Onyx Forest, but those that do leave tend to travel alone.
Aquarians - Aquarians are water-dwelling beings and are occasionally mistaken for merpeople. Aquarians can breathe both in water and on land. The have scaled bodies, slitted nostrils, webbed feet and hands, and long, thin arms and legs. Their ears are simply holes in their head, giving them generally poor hearing on land. Their small but pointy teeth exude a numbing venom that can spread quickly, which is valued by healers.
Aquarians live in large groups among coral, which they shape into housing. They are usually playful and enjoy making friends. They tend to be very naive and too trusting, as well as recklessly brave. Aquarians prefer to be in water, and extended periods without submerging in water can cause nervous breakdowns.
Reptilians - Reptilians are descendants from reptiles. Reptilians are large, scaled creatures with long snouts and sharp jagged teeth, many of which are visible while their mouths are closed. Reptilians have long tails, slitted pupils and are much taller than other races. A Reptilian’s voice is uncharacteristically indicative of their personality.
Reptilians tend to live in towns along the Iolite River. Elections often devolve into battles to the death, and are usually held every time someone starts to dislike their current leader, typically leaving highly efficient or well-liked leaders. Reptilians are far from the brightest race, relying far more on their ferocity and strength in a battle of wits, and occasionally winning through intimidation. While they are extremely brutal, Reptilians are much more likely to end a fight than start one.
Avian - Avians are tall, feathered creatures with wings instead of arms, descended from birds. Near the end of their wings are two clawed fingers and one clawed thumb. They have sharp beaks and taloned feet. They can be a variety of colors.
Avian society is split into two distinct types: Lowborn and highborn. Highborns exhibit sharper, sleeker beaks and talons. Highborns have wide wingspans and incredible flying ability, but suffer from brittle bones and are easily injured. Lowborns typically have their wings clipped shortly after birth. Lowborns rarely have the ability to fly, but they do enjoy gliding.
Insectoids - Insectoids have begun popping up recently in Moisson. Insectoids have large compound eyes, thick carapaces, antennae, and six limbs. Insectoids typically have low intelligence but unnatural strength and regenerative abilities.
Insectoids live in hollowed out caverns of their own making. Not much is known about the societal structure of Insectoids other than there exist the common Insectoids known as the drones and the ruling Insectoids. These ruling class Insectoids can be spotted by their wings, and taller, skinnier bodies. Royal Insectoids are much smarter, but lack the regenerative abilities and strength of their drone counterparts.The study of magic has increased slightly in recent eras, much to the relief of thaumatologists. While its use and practice is still secretive since the destruction of Dia, the first wizard city, there are a few brave mages that practice openly and encourage its study.
Types:
All living beings exhibit a magical aura. This aura natural acts as a protective barrier against all forms of magic and replenishes off of one’s energy. Those with better control over this aura or practice can manipulate it. This manipulation, as well as all magic that results from it, is known as wizardry. Wizardry is perhaps one of the easier types of magic, as one’s own magic is easily available and less restrictive but involves more energy than the other types. A strong wizard will also be more resilient against magical energy.
The universe itself also houses a magical field. This field is always fluctuating and inconsistent but acts as a conductor or resistor to other types of magic. The manipulation, as well as all magic that results from it, is known as druidry. Druidry is considered to be the hardest of all magic types to use, as the available magical energy is ever-changing and unreliable. However, this type of magic is typically replenishing but known for having unintended consequences.
Non-living objects may also contain magical energy. This magical energy can be transferred directly or indirectly, and can be used as a source of magic when needed. This manipulation or usage, as well as the magic that results from it, is known as sorcery. Sorcery is one of the easier types of magic, especially for those with little magical endurance. Unfortunately, this magic is limited by the amount and strength of the stored magic and ceases as soon as the magic is gone. This is NOT the same as souls or spirits bound to non-living objects, which would be considered living.
Beings are able to grants others access to their powers. This is a common practice among gods, spirits, and demons that will make bargains or deals in exchange for access to their power. The use of this type of magic is known as theurgy. Theurgy relies on the source of magic for its power, so if the source ever disappears, dies, or stops lending its power, a theurge would be unable to use this power. This makes theurgy both easy and difficult to use and can rely on the source’s willingness and magical endurance.
There are those that enlist the aid of lesser demons and spirits (and even gods), typically as familiars. In essence, this acts much like a reversal of theurgy, granting other beings access to your power in return for their loyalty. This type of magic is known as witchcraft. Witchcraft relies on funnelling magical energy to your servants or using your power through other beings. Witches almost universally specialize in summoning, since a majority of witches plan to use familiars for magic, and the ability to summon them is important.
There are those that wish to practice a fabled type of magic known as aseity. Aseity is the use of magic without a source, deriving energy from nothing.
Schools:
Schools of magic are not necessarily self-contained. Spells typically belong to multiple schools at once, depending on how the magic is performed. As an example, an Illusion and Conjuration spell may create an item from nothing that exists as long as the mage holds the spell, while an Abjuration and Divination spell may prevent others from spying on the mage. Mages tend to focus on a particular school or two, but specialization is not required. A few schools have been listed as examples.
Illusion - Illusion magic is magic that alters the perception of those affected. An illusion may make something that isn’t there appear to be so (and stronger illusions to even feel like they are there) or to make something that is there appear not to be so. Strong illusion magic may even bind others to the will of the mage.
Divination - Divination magic is magic that obtains knowledge of the past, present, or future. This magic is typically found to be unreliable at best and disastrous at worst. Divination may call forward spirits or talk at distances to someone or be used to spy on a person. Divination is one of the most difficult magics to accurately use.
Manipulation - Manipulation magic is magic that manipulates objects, the user, or the environment. All magic users have some knowledge of manipulation magic, as almost all magic is the manipulation of energy in some base form, whether the magic user knows it or not. Advanced manipulation magic can consist of conjuration (summoning magic) or abjuration (warding magic). Wizards tend to be extremely adept at manipulation magic.
Conjuration - Conjuration magic is a subschool of manipulation magic that summons objects or other beings from one place to another. Conjuring beings that don’t wish to be conjured requires a strong mage.
Abjuration - Abjuration magic is a subschool of manipulation magic. Abjuration magic is typically used for restoring objects back to their original form. Similarly, abjuring beings that don’t wish to be abjured requires a strong mage.
Transmutation - Transmutation magic is magic that converts energy or matter from one form to another. The ability to create fire or lightning would be transmutation magic, as would melting rocks or freezing water. This is the other basic magic type that most magic users would know.
Thaumaturgy - Thaumaturgy is not quite a school of magic, but rather a well known combination of schools. Thaumaturgy is the use of magic for healing, requiring advanced knowledge of the human body and magic to do even perform minor fixes. However, working on dead bodies requires much less practice, as they do not resist magic in the same way that living bodies do. As such, necromancy tends to be far simpler than thaumaturgy.The gods of Moisson tend to have a hands-off approach to most aspects of life, instead engaged in petty disputes and arguments with other gods, demons, spirits, and, in rarer cases, mortals. There are many that serve and act in proxy of gods in exchange for power or favor.
Those gods that are willing to mettle in the affairs of mortals may take on favorites, granting them magical abilities, items, or even titleship.
Domains:
While there are a near infinite number of gods, as well as disputes over which gods hold reign over which domains, this list contains many current powerful or popular gods for worship:
Null, god of the Void, Shadows, and Nothingness
There is not much to say about Null. Null is not one to make trouble or have stories told about him. In fact, little is known about him, and Null always refuses to say anything about it.
Null is a relatively quiet god. Since his domain is an unpopular one among other gods, he never has to defend his claim, and instead spends much of his time exploring the Void. Those that worship him can sometimes be confused by his answers to their prayers, which might be nothing.
Null takes the form of a young Mouseling made entirely of darkness. He maintains a meditative position, occasionally murmuring wisdom. His eyes shine bright like stars on the brief occasions that he opens them. He carries with him a large sword that absorbs light.
Arrow, god of Air, Storms, and Lightning
Arrow rules the skies, having a large say on the weather, and it is said that those he looks out for bring clear skies wherever they go. Arrow is not easy to anger and finds music calming and relaxing. A talented bard will find incredibly luck in his presence. Arrow is incredibly fond of Aqus’ musical abilities.
Arrow takes the form of an Avian, making him a popular god among them. Arrow’s feathers reflect a rainbow color, and his claws and talons can cut through any material. Arrow is the fastest of the gods, and his servants commonly act as couriers for the other gods. Arrow’s weapon is an silver bow with no string, which loads itself when he mimics the motion of a bow.
Gaia, god of Earth, Mountains, and Farming
Gaia, god of land, is one of the oldest gods of Moisson. It is said that his wife, Terra, died in childbirth of all the races, after which he cried over her body, eroded away the rock, creating the mountains and lands that now formed Terra. Once his depression had cleared, he cursed the races to mortality, and forced them to live on her body.
Gaia is a vengeful god, but his demeanor is typically sad. He is often caught up in thought, having little time for others. Those that serve him light candles on rainy days for him and thank him for life.
Gaia takes a form similar to a Canide. He leaves no footprints when he walks, and always mourns when he must walk Terra. His weapon is a shield, with an image of Terra on it. His shield is impenetrable and frictionless, and no weapon can dent or scratch it.
Ssoal, goddess of Fire and Anger
Ssoal is an odd god, being one of the few gods to not die while losing her original domain. As the original holder of the Sun domain, Ssoal lost the domain to Kurrono. As a result, Ssoal does not allow timepieces to her worshippers, refusing even to admit that there is a passage of time. An odd result is that those that use sundials tend to be much more unlucky than the average person. Ssoal is quick to anger but blesses those that serve her well. Torches blessed by her will remain burning forever in a light much like the moon.
Ssoal takes the form of a Reptilian. He scales are varying shades of red, orange, and yellow. Her eyes are deep pits of white flame, and those that look directly into them go blind. Her words are laced with fire and hate as she speaks. She carries with her a heated axe, and anything the axe touches burns.
Aqus, God of Water, Fish, and Music
Aqus started out life as a humble servant of Osheana, the former Goddess of Water. In her service, she gave him a quest to defeat a demon that was plaguing several Aquarian cities. His adventure was no ordinary one, and this demon turned out to be vying for control over the Water domain. In the end, the demon managed to trick a lesser god, Qill, God of Fish, into killing Osheana before the demon was slain by Aqus. Aqus took control over the Water domain and avenged the former Goddess.
A favorite among Aquarians for obvious reasons, Aqus is said to be the only god that can calm Ssoal. Aqus tends to be carefree and adventurous as well as loyal in his approach to life, and he enjoys listening to tales, especially about him.
Aqus takes the form of an Aquarian, but he can change forms to any sea creature he chooses. He is a deep blue, and blends into water whenever he touches it. He always carries with him a panpipe, which whistles the sounds of the ocean when wind passes by it. Those that have heard him play only remember the first few notes of what he plays, which has given the song the title of “Aqus’ Lullaby.”
Aparrati, God of Gravity and Metal
Apparati is considered the greatest smith of all beings. However, he only makes items that require his talents. He makes many of the gods’ weapons and items, and passes his talents to those looking to create. Those that serve him and take only the things that challenge are favored by him.
Apparati takes the form of a Primae. He has black fur and goggles, and he is covered in scars and burns from his work. His weapon is not a hammer, as some might think, which he only uses for smithing. This hammer is a tarnished and deep black metal block attached to an unknown wood. His weapon is a gauntlet made of a pure white metal that can withstand any temperature and grants Apparati extreme strength.
Phytta, Goddess of Nature
Phytta was born of the first flower on Terra, and daughter to Gaia. When the flower bloomed, she was laying asleep inside. Gaia saw this and was initially angry, but when he looked into his daughter’s eyes, he saw Terra and left the Nature domain which had been Terra’s to Phytta.
Phytta is kind-natured and caring to those heed her words, and unforgiving to those that cross her. Phytta spends most of her time in the Flowering Garden, a place of her own creation. Only those that have proven themselves to Phytta are allowed there.
Phytta takes the form of a female Flora with green skin. In her hair are multiple flowers of various colors. Her eyes are a glowing light green. She wears a shimmering dress of translucent white. Wherever she walks, flowers bloom behind her. She is gifted in healing magic and carries sap with her that can cure any wound.
Kurrono, god of Time, Space, the Sun, the Moon, and Chaos
Kurrono has spent much of his time as a god making enemies. First, by killing Lliuna, goddess of the Moon. This move angered Ssoal, Lliuna’s sister, who challenged him for control over the Moon. Ssoal lost, losing the Sun domain, and gaining Kurrono several more enemies. Those who serve Kurrono gain the ire of the other gods, but Kurrono is seen as the most powerful of all the gods. Those that maintain good relations with Kurrono live youthful lives.
Kurrono takes the form of an Ursan. He possesses time magic, and can speed and slow time to his will, which is incredibly flippant. His fur perpetually waves as if in the wind, and his eyes are said to contain all of time itself. His growl is said to ripple time and space. His weapon is a staff topped with a sundial. The pole is made entirely of steel, and the sundial has a sun with a slivered moon decorating it.
The nameless goddess of Luck and Secrets
There are those that have said that the goddess does have a name, but that the mere utterance of it is a death sentence. Others suggest that her name is cursed, and those that say it have complete power over her. She will never reveal her name to anyone, and to ask her to is to make an instant enemy.
The goddess does not exactly reward those who worship her. Instead, she makes deals for those that require her assistance. What she wants is just as mysterious as how she helps. It is assumed that dealings with her will always come out with her ahead.
The goddess takes the form of a Lionfellow, but no one is quite sure what color she is. Those that befall good fortune praise her, but whether she is the one responsible is unknown. Her weapon is a dagger with a jewel encrusted in the hilt. The jewel itself never remains any one color.
Geldfer, Goddess of Wealth and Treasure
There are those that worship money and wealth above all things. There are those that serve gold. But, Geldfer knows that this is merely the way greed works, and takes it as service in her name.
Geldfer is known for her greed, never letting any get the better of a bargain. Those that serve her know that any service they provide may only provide half its worth. However, those that serve her know that she and the nameless goddess do pick favorites, and take the chance regardless. However, she will gladly make a deal with most of those that ask for assistance, as she tends to follow the motto “One can never have enough treasure.”
Geldfer takes the form of a Leporide with grey fur with white patches of fur around her head and stomach. Geldfer wears excessive amounts of jewelry, but her most prized possession is a mirrored crown on her head. The crown can turn any object into solid gold that the wearer chooses. Geldfer’s choice of weapon is a gold coin, which always returns to its owner.
Death
Death is not a god but is listed here for simplicity. Those that worship Death are foolish, hoping for a salvation that will never come or praying for an answer that cannot be had. Death serves no one but itself, and those that attempt to serve it are doing nothing extra. It answers to no one and is an unstoppable force, and those that attempt to change it find that this is always true. All beings answer to Death, and to call it a god would be over-representing gods.
Death's appearance is that of a cloaked human skeleton. It carries with it a scythe which is used to remove souls from their containers. It never talks nor walks, instead simply levitating anywhere it needs to be, transcending time and space itself. Those that see it seldom live to tell the tale.
The Wastelands - The Wastelands lie in the north and are what remains of the first, and only, wizard city in Moisson. A large scale war took place, reducing the the city and miles around it to a magic-laden desert. These wastelands perpetually exudes magical radiation, corrupting the few plants, animals, and people that manage to survive there. Bluish crystalline structures, known simply as crystal trees, have begun growing on their own as a result of the radiation with the smaller ones being valued as gifts. While the Wastelands are nearly uninhabitable, many relics and powerful artifacts have been known to hide in the Wastelands.
The Emerald Plains - The Emerald Plains lie on in the east and take up about one-third of Moisson, from the tip of the Wastelands down to the Tourmaline Mountains. The Sapphire River runs through the middle of the plains, meeting where the Onyx Forest and the Amber Swamps touch. Canides and Lionfolk are the main residents of the Emerald Plains, but it is not rare to see Avians among them. Mouselings also tend to live here, finding less discrimination here than most other places.
Tiger’s Eye Island - Where the three great rivers meet sits Tiger Lake, and in the middle of this lake sits Tiger’s Eye Island. Tiger’s Eye Island is the name of the island and city that resides on it and is the biggest and most well known city. The city is surrounded by a giant wall and contains many richer Avian noble families, as well as at least a couple non-Avian nobles. The city is a favored trading spot for both Primae and Leporides, as well as many other traders. The city is connected by a long stone bridge several meters wide to the mainland on its east side. The surrounding area by the bridge lies in the Emerald Plains, and houses many more residents.
The Tourmaline Mountains - The Tourmaline Mountains rest on the south side of Moisson, lying between the Citrine Desert and the Emerald Plains, and just south of the Malach Hills. The Tourmaline Mountains is the main home for Ursan, who rarely venture out. The highest peak in the range is Mount Spinel, which is guarded by the strongest of all Ursan.
The Onyx Forest - Just south of the Wastelands and northwest of the Emerald Plains lies the Onyx Forest. This forest is populated mainly by onyx trees and Flora, a race that recently appeared in Moisson. Most people avoid the forest on instinct alone, but those that do travel within find oddly peaceful sights.
Citrine Desert - Citrine Desert lies on the western edge of Moisson, taking up about 20% of the landmass, between the Wastelands and the Tourmaline Mountains. The desert is split into two by the Iolite River, the majority of which lies southward. The southern desert is uncannily dry, and hardly anything grows in it. Areas close to the ocean have a few plants, but for the most part, the southern desert is uninhabitable. The northern desert, on the other hand, has many small plants and animals, and is much milder than its southern counterpart.
The Jade Plains - The Jade Plains lies west of Tiger Lake and east of the Citrine Desert. It is several times smaller than the Emerald Plains and is inhabited by the same amount less of Avians and Reptilians, as well as the rare Aquarian and Lionfolk.
Sapphire River - The Sapphire River runs from east to west, meeting up with Tiger Lake, traveling through the Emerald Plains. The river connects with the Fluorite River and Iolite at Tiger Lake. Many Canide farming villages and even a few Lionfolk towns lie on the Sapphire River. Smaller Leporide trading vessels sail up and down the river, stopping at these villages.
Fluorite River - The Fluorite River runs from south to north, traveling through the Tourmaline Mountain and the Malach Hills. Many Avian towns lie on the northern part of the river, as the southern part travels through canyons.
Iolite River - The Iolite travels from Tiger Lake westward to the Western Ocean. It travels through the Amber Swamps and the Citrine Desert and borders on the Jade Plains, and many towns exist on its northern side, and smaller Primae trade ships travel through it on their way to Tiger Lake.
Amber Swamps - Just south of the Wastelands and between Citrine Desert and the Onyx Forest lies the Amber Swamps. It is right north of Tiger Lake, and contains a few Reptilian camps and a relatively small Insectoid colony. The Wastelands to the north corrupts most of the land that borders it, and this corruption spreads little by little as time passes.
The Malach Hills - The Malach Hills are home to many Avian cities and Lionfolk towns, and sit south of Tiger Lake and north of the Tourmaline Mountains. The Malach Hills have a fair amount of rain which tends to flood the Fluorite River that runs through it during springtime. The hills themselves tends to be rocky with few patches of grass, but the valleys tend to have fertile land when they aren’t flooded.Fill out this simple form. The more detail you can provide, the better. Not all of these are necessary, so you do not have to fill out everything if you don’t want. If you are looking for a particular domain that doesn't match any of the gods or have any questions about your character or the character creation process, feel free to post or PM me.
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