Open The Dungeons Call [High Fantasy/Adventure/Mystery] (Group!)

ItsFulgrim

❤︎⊹𝓢𝓪𝓲𝓷𝓽⊹❤︎
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As requested by @illirica , you won't get only ONE story from me. but instead TWO

Did this in a bit of a rush so uh, don't expect super good writing yet-

The basics as I write is this: Atalaya, a Medieval Fantasy in a world where dungeons are so common that everyone works with their lives revolving around dungeons; cooks, adventurers, armourers and echanters all thrive and live thanks to the ancient dungeons found all around the world.

General instructions and so on, blah blah

As mentioned, this is High Fantasy, therefore our characters have to be set in this style of story, of course.

I'd say most fantasy creatures are allowed within the story, including as playable characcters, if you want to get creative and do something like a mushroom person, well be my guest (anything but that specifically though, I am going to be a mushroom person :] )

As a rule of thumb for this world, humans are tolerable and even get along with other sentient species as long as they are similar enough to humans, aka, merfolk, elves, etc; BUT they do NOT get along too well with less humanoid foilk, like goblins or tieflings for example. I WOULD reccomend humans or at least more humanoids as the main focus, since idk how we are getting a mermaid ot anything like that into a dungeon, but I won't stop you if you have a solution that is reasonable.

The story will begin AT the guild where our characters will meet and such, that way it will all be much easier to manage.



You are free to use npcs to your advantage and moving your side of the story, HOWEVER, I will play key npcs, such as the guild master who puts the team together or the main villain within the dungeon.

Why? You may ask, simple, if I let someone else do it, things will get all confusing, if every player tries to control an npc that is meant to move the story forward and they all have different ideas, I think you can guess what will happen, so, let's not :')


Submit your characters if you wish oooor, you can check out my OTHER group Rp that I am currently preparing, why not both, you know?

wink wink.




-

Atalaya's Culture

Atalaya, our world, is a place of stark contrasts, where towering mountains and vast plains shape the landscape. While the natural beauty is undeniable, the true fascination for its people lies beneath the surface. The mountains and plains are merely the cover of a world filled with secrets and mysteries.

Atalaya's terrain features sky-high peaks and wide-open plains. The mountains reach into the clouds, while the plains stretch out endlessly. Rivers wind through the valleys, and dense forests are home to a variety of wildlife. Despite all this beauty, the people of Atalaya are drawn to something else entirely: the dungeons.

What really grabs everyone's attention in Atalaya are the ancient, mysterious dungeons scattered throughout the land. These dungeons are filled with unknown magic and strange creatures. They hide beneath mountains, spread out under the plains, and sometimes even appear above ground in forgotten ruins. For the people of Atalaya, exploring these dungeons is far more exciting than anything on the surface.

Recently, a new network of dungeons has been discovered, sparking a fresh wave of excitement among adventurers. Rumors of hidden treasures, powerful artifacts, and lost knowledge have everyone buzzing. The guilds, which are the heart of the adventuring community, are now busier than ever. Both seasoned and new adventurers flock to the guilds to form teams and gear up for their underground explorations.

However, the newest dungeon has become the center of a dark plot. An evil demon king (or a sinister wizard, depending on the tale you hear) has created this dungeon to lure prey, filling it with even more perilous traps, monstrous creatures, and dark magic. This corruption spreads through the dungeon, making it incredibly difficult and dangerous to explore. Adventurers must be cautious, as the darkness' influence can twist the very fabric of the dungeon, unpredictably changing its layout and challenges. Even worse, it seems to grow like a living being, connecting to other dungeons underground, becoming larger and even more dangerous.

Scholars and experienced adventurers have named this strange phenomenon the Plague of Madness, due to the frenzied state it induces in monsters.

The Guilds of Atalaya

The guilds in Atalaya are lively places full of activity. They are where adventurers gather to share stories, gather information, and form groups. The walls are covered with maps of known dungeons, missing adventurer notices, and calls for help. Guildmasters, often retired adventurers themselves, run the show, giving advice and ensuring everyone is well-prepared. Being an adventurer in Atalaya is all about thrill and danger. Whether you're a newbie or a seasoned explorer, the pull of the dungeons is hard to resist. You head to the guild, swap tales of past adventures, and form a team with a common goal: to uncover the secrets hidden underground. Each expedition tests your skills, wits, and bravery as you navigate treacherous halls, face fierce foes, and hunt for treasures.

The magic in Atalaya's dungeons is varied and powerful. You'll find enchanted artifacts, ancient runes, and mystical creatures, each with its own story. The dungeons themselves seem almost alive, constantly shifting and changing to challenge those who dare to enter. For many, the real allure of Atalaya lies not just in the riches, but in the knowledge and power that await those who can solve the mysteries of this strange world.
 
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A terrible influence, I can see this coming back to bite me later, but for now I shall rejoice lol.
 


Decided to go with a more dnd style for this one, I think it fits since its all, dungeon.

mushmush.png

Art by me, again- She's actually really good, I might just have to keep her design for my personal projects.

Name: Favyarua Holangis
Age: 253 (That's what she says, she in fact around 25)

Gender: Female

Race: Myconid (Mushroom Person)

Class: Druid/Healer



Appearance

Favyarua has a strikingly humanoid appearance with a unique fungal twist. She stands at about 5'6" (168 cm) with a slender yet sturdy build. Her skin has a pale, slightly luminescent quality, reminiscent of bioluminescent fungi in the forest. Her hair is made up of delicate, cascading filaments that resemble mushroom gills, with hues of soft white and light brown.

Her eyes are a deep, earthy brown with flecks of green, giving her a wise yet youthful look. She has patches of mushroom caps growing from her shoulders and down her back, which glow faintly in the dark. Her clothes are woven from forest materials, with a cloak made of large, overlapping mushroom caps that provide protection from the elements.

She is rare among the Myconid, considered too- Humanoid by her own kind, leaving her in this odd state of rejection from both her species and humanity, she's generally quite pretty, at least in human standards, but her other traits leave her to be considered monstrous.

Personality

Favyarua is fiercely protective of the forest and its creatures. Her heart aches with anger and disappointment towards humans who neglect the natural world for the thrill of dungeon exploration. While she remains kind and caring towards those who respect nature, she is quick to show her wrath to those who desecrate the forest. Her empathy and nurturing spirit are matched by a fiery determination to defend her home at all costs.

Background

Favyarua Holangis has witnessed the impact of human activity on her beloved forest for what she claims to be 253 years. In reality, she was born no longer than 25 years ago, from the heart of an ancient mushroom grove, curiously matching the date of the very first sighting of the Plague of Madness.

She was blessed with the ability to control and communicate with fungi. Her deep connection with nature allows her to sense the health of the forest and detect any disturbances.

Her anger grew as she watched more adventurers abandoning the beauty of the forest for the dangers and treasures of the dungeons. Determined to remind them of the forest's value, she made it her mission to protect and preserve it. She uses her powers to defend her home and educate those willing to listen, hoping to spark a change in their hearts.

Favyarua spends her days patrolling the forest, ensuring its safety from invaders and healing any damage done by careless explorers. She often confronts those who enter the forest with harmful intentions, using her abilities to ward them off and protect the woodland creatures.

Lately. she has seen animals become dangerous, even those that would be considered completely harmless to humans, the forest and its trees twist and curl in unnatural ways as the dungeons underneath them grow and spread further, the Plague of Madness taking hold of the lands even outside of the dungeons themselves. She will not allow this, so she, as the very first Myconid adventurer, decided to stop the dark growth, even if the humans are against the idea of her joining them in their party. She will try her best to find someone willing to go with her.

Abilities:


Spore Cloud: Releases a cloud of spores that can heal allies or hinder enemies.

Fungal Growth: Causes mushrooms to grow rapidly, creating barriers or trapping foes.

Mycelium Network: Allows her to communicate and sense through a network of fungal roots spread throughout the forest.

Bioluminescent Glow: Emits a soft light that can brighten dark areas or provide a soothing aura to allies.

Regeneration: Can heal herself and others by channeling the life energy of the forest.

Equipment:


Staff of the Myconid: A wooden staff adorned with glowing mushrooms that amplifies her magical abilities.

Potion Pouch: Carries a variety of potions made from forest herbs and mushrooms for healing and other purposes.

Cloak of Fungal Cap: Provides protection and camouflage within the forest.

Fungal Familiars: Small, sentient mushrooms that assist her in various tasks and can be used for scouting and communication.
 
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"Okay, so you know how this story goes. The lands are beset by an Evil Wizard, and a group of plucky young adventurers bands together at a local tavern, fights their way through, oh, I don't know, a few monsters here and there, maybe a bit with a dangerous cliff or - ooh, a boat, everyone loves a bit with a boat, right? They get more powerful but they never lose the goodness of their hearts, so when they get to the Dark Castle - really, more of a Dark Tower - anyway, they knock out all the Evil Wizard's Henchmen and then destroy him once and for all, blah blah blah. So. That's my tale."

The storyteller eyed the mug of ale in his hands, as if wondering whether it held the secrets to the universe or just pondering the dubious cleanliness of the glass, or perhaps wondering if that bit there was just foam or a bit of cat hair. He either failed to find the universal truths, or failed to find explanations for some of the spots on the glass, or simply failed to believe that it was only foam. Either way, he had failed at something.

The cat, to whom he was addressing this tale, meowed in a way that might have been encouraging had it not been quite so indifferent, and began to wash her paws. The man sighed, relinquishing the glass for her to sprinkle more fuzz upon, and scratched her ears.

"They never want to hear the part where you wake up in your underthings tied up in the pantry, with weird runes all over your body and no memory of the past five years, do they?"


Name: Nicholas

Age: 24

Gender: Male

Race: Human

Class: Fighter? Probably.

Role: Henchman, evil, ex.


Appearance: Large and muscular, occasionally with a stubble of black hair on his head and face, both of which he shaves when he can, which is less often than he'd like. His skin is a weather-tanned brown, at least, in the places between the grayish ink of the runes that cover his body like a tapestry. They're wizardly in nature, and someone could probably read him like a book, if they had a stomach strong enough for the story. His clothing isn't particularly high quality or particularly new, but it is neatly mended and impeccably clean.


Personality: Quietly intelligent, but doesn't tend to think of himself that way, in the manner of many large people who were large children and often called stupid because others assumed they were several years older than they were on account of their size. He tends towards introspection and being quiet around other people, but often talks to animals. He finds them less judgmental, except for the cats, but cats are judging of everyone and so it doesn't feel as bad.


Abilities:

Nick can fight, though often with more force than finesse. Evil wizards aren't generally too caring about the latest training methods, and so much of Nick's experience revolved around hitting the other guy hard enough that form didn't matter - not that this is particularly relevant, since he doesn't remember any of it anyway. His body remembers more than his mind, and sometimes he'll find himself making the right moves before he knows what they are.


He also has a weird set of runes, courtesy of the wizard. Nick's not sure what all of them do, just that some of them do their own thing sometimes. Some of them might be for protection, or at least to keep him going longer. Others might be for loyalty, though he doesn't really have anyone to be loyal to any more. And a few of them get very glowy when he's in danger and then slime oozes out through the runes, shapes itself into a little guy, and starts attacking people. Nick tries not to think about it. It doesn't work.


Equipment:

A mace - it's not a good one, but if you swing it hard enough, that doesn't have to matter.

A shield - because if you're going to be the shield, you'd like to have one too. It's not very good either, being made mostly of wood and decorated with a bit of iron.

A cloak - made of wool, with a few patches. It keeps the rain off. Decorated with cat hair, perhaps not deliberately.
 
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Mr. Bad Baddington Bad Bads, accepted!

Expect him to be forcefully adopted into the group by Favyarua.
 
We love a forceful adoption! I'll try to get something up on the main thread soon - might not be today as I've a few more things to take care of before I pick up my kid from practice, but we'll see.
 
My submission:

Name: Alory Othall

Age: 55

Gender: Female

Race: Elf

Class: Warlock

Appearance: She's what female elves are supposed to look like: tall, willowy, long blonde hair, big blue eyes, and sharp, beautifully symmetrical features. In a room full of elves, she'd hardly stand out at all. While seemingly in decent physical shape, her hands are soft, her nails trimmed and filed, and her clothes look brand new, even if they are practical.

Hidden beneath a decorative leather cuff is a strange scorpion tattoo. The tattoo is exquisitely detailed and lifelike in appearance, so realistic one could swear it moves. At least, they could if she didn't keep it hidden.

Personality: Upbeat and almost sickenly optimistic, Alory is obviously young (for an elf) and clearly eager to head to the dungeons. She's terribly naive and socially awkward, often unable to "read the room."

Getting out from under the shadow of a well-known and wealthy family has not been easy and the desperate measures she took to escape is not something she thinks about if she can help it. She'll jabber away about anything and everything except her past. Or that weird, shifting tattoo.

Abilities: Well, she's still figuring that out for reasons she won't want to discuss. So far, she can blast things with raw power from her hands and manipulate the standard elements, although she can't create them. She has some ability with telekinesis, although it doesn't always work the way she wants it to.

The tattoo she hides is a demon mark, evidence of a deal she made. Only once has the tattoo come to life and stung someone...killing them almost instantly. But they deserved it so she doesn't feel a lot of guilt about that. The problem is she has no control over it, and that kind of creeps her out.

Equipment: She's all decked out with the standard gear one needs when adventuring - rope, rations, flint, etc. Along with a cloak, an oak walking stick (no magical properties but it would thunk someone over the head nicely,) and a new pair of leather boots enchanted for maximum comfort.
 
Alright then, update! You two are free to make your starter/reaction anytime! We should have one more person joining us if things go as expected, if not, I'll just continue from where you leave your posts!

I'm so excited to get this story going, any input or comments are always appreciated :]
 
Ok, so... I'm really late with this, but hope it makes things interesting.

- "People likes complicated things, complicated lives... They doesn't seems to understand the nature, and why all this is happening, why the World is angry at us... And I won't be the one making the explanations." -

Name: Xah' Ak' Thut (Or Xatu to make it easier).

Age: He doesn't really know, but something around between 120 to 160 years.

Gender: Male.

Race: Half elf/half human.

Class: Ranger/cartografer.

Appearance: He seems... Shady. He's covered by a thick leather hooded coat that covers from his head to his thighs, an old bandana covers his lower face, and his abundant hair cobers most of the upper part, under the coat he uses a leather chestplate reinforced with chainmail, his pants are aswell made of leather and chainmail, a somewhat simple and light armor but appropriate for someone who needs to move a lot and be as fast and silent as posible, he uses a pair of leather boots that goes up to his knees, and almost ever have a big backpack on his shoulders, with a old pan hanghing around unless he needs to move fast when he takes his backpack off. Ever carries his quiver with as much arrows as posible, his bow, a weird looking dagger in his waist and an old pendant hanghing from his neck.

WhatsApp Image 2024-11-28 at 14.34.53.jpeg WhatsApp Image 2024-11-28 at 15.32.00.jpeg
- A pair of fast sketches of the appearance, sorry for the bad drawing, I didn't have too much time to draw it. -

Personality: He's quiet most of the time, don't like to talk too much, but if he feels relaxed and like the ones around him, he can became quite talkative like some old man telling fantasy stories to his grandchildrens, out of that, while working is extremly professional with the way he treats others, don't like strangers to try get information about his past becose to he those are worthless memories and doesn't have anything to do with his job. He like sweets even if it doesn't seams to go with all his apparience and the rest of his personality. He is a very organized person despite his appearance.

Abilities: Those proper of a well experienced explorer:

Great tracking abilities, full knowledge of the nature, survival techniques, hunting and fishing, he knows which plants are edibles and which aren't, and who to cook them, great stealth and concealment abilities, he is always well oriented and great at navigation even inside dungeons and caves, enhanced sight and hearing senses.

He's experienced in fighting using a bow and a dagger, but can fight unarmed too, he never tried another weapons so anything else would just be a nuisance, also he can barely use a lesser earth-based magic, but he don't like magic that much so usually he doesn't use it.

Thanks to his many years of experience he's well skilled in cartography, being able to draw a decent map with just some minutes of time, but for a good detailed one he whould need much time and effort, and once he starts workin on a map he leaves everything else and focus just on it, also as part of being a cartographer, he enjoys the exploration of new and unknown areas and make the first maps of them, even if he won't admit that he enjoys it.

Equipment:

Full leather armor:
reinforced with chainmail.

A regular bow with a quiver: with a whole 40 regular iron headed arrows.

A Dagger: a weird-looking dagger.

Kit for cooking: a kit for cooking a buch of dishes, incluiding an old pan.

Kit of the Cartographer: A kit for draw maps with enough material to make 5 of them.

An old pendant: a memento from his past.
 
Hello! Is this rp is still accepting new people? It looks really neat, and I love the vibe of the world. (No worries if it's full, just thought I'd check. You have some really neat story ideas, Fulgrim!)
 
Hello once again!

Yes, this story is still accepting new members!

I do have to inform you that this is currently in a small pause as one of our members is having technical difficulties, but feel free to share your CS in the meantime!
 
Name: Quill Thorne*
*Alias - they don’t lightly give their True Name
Age: 20
Gender: Fluid - currently they/he
Race: Fae (Changeling - currently masquerading as a wood elf)
Class: Arcane Trickster Rogue - Thief/Lockpick/Scrapper

Appearance: Fluid - current appearance described below:
With deeply sun-tanned skin and prominent freckles, Quill stands just above average height and has an unremarkable build; they seem to be a healthy weight, perhaps slightly on the side of one-too-many second cookies, but are neither strong nor shrimpy. They have pointed ears and the beginning of branch-like antlers poking through their wood-brown hair, and an easy smile that lights up their gold-flecked green eyes. They would look right at home in a waitstaff’s outfit, slinging drinks and sharing stories by the fire, but their white shirt and dark brown trousers fit them just as well, and their leather boots are soft and worn-in from traveling. One would be sorely pressed to take notice of the sheathed dagger at their hip, or the way their fingers dance in and out of their deep pockets and leather satchel.

Personality: Distractingly charming, with a slippery undertow. Surely they can’t be up to anything nefarious, when they’re smiling so genuinely and acting so friendly. You probably just misplaced your coinpurse somewhere - do you want them to help you look for it?

Abilities: Quick fingers and a knack for charming their way out of trouble have carried Quill to most of the places they want to go, but when exploring dungeons they tend to market their proficiency for picking locks and disarming traps. It helps that they’re good in a scrap, too, as speedy with a knife as they are with a lock. Their magic is mostly smoke and mirrors, and occasionally acts as an extra hand when they need it.

Equipment:
  • Lockpicking kit
  • Trap disarming kit
  • Two steel daggers with leather-wrapped handles, only the blade bare
  • One ivory dagger with a cloth-wrapped handle
  • Spell components
  • Rations, rope, etc.
  • A staggering amount of silver (squirreled away in various spots)
  • Bits and Bobs
 
Name: Tornir Silverthread
Age: 185
Gender: Female
Race: Gnome
Class: Alchemist Artificer, Tinkerer

Appearance
Tornir appears quite boxy in appearance, if only because of the amount of equipment she carries. Standing at an impressive 3'7" (109cm), most of Tornir's body and face are obscured at one point or another. Large goggles magnify her eyes, while several different lenses jut out at the sides, ready to be applied and adjusted at a moment's notice. Leather gloves protect her hands while still allowing a remarkable amount of dexterity. Her main attire consists of an odd jacket/leather worker's apron combination, with pockets that seem to be far deeper than they look. All of these are dyed in a variety of garish colors, complimented by a shock of brightly-colored hair (currently fuschia), a deep set of laugh lines around her eyes and mouth, and a near-permanent grin.

Personality
Tornir is brilliant, if a bit eccentric. With a frequent habit of talking to herself and often voicing her thoughts aloud, it's easy to mistake the walking painter's palette as little more than an air-headed tinkerer. But if you delve further, beneath the offered sweets and the smiles, you will find a gnome who is deeply curious about the world around her, who wishes to unravel its secrets and store them in her pockets, and will use every part of her razor-sharp mind to do just that.

Abilities
Tornir is quite the talented alchemist, storing various regents, tonics, potions, and the like within the deep pockets of her coat. She greatly enjoys mixing alchemical formulas on the fly, often preferring shoving two liquids into one vial, shaking it, and throwing it at an enemy to document the reaction during combat. Her potions are more oriented towards healing, buffing, debuffing, and crowd control. While some may have their doubts about an old gnome handling glass vials on the battlefield, those who've watched her work swear there's not a steadier set of hands in all of Atalaya.

Equipment:
Glasses of Artifice

- These goggles have several unique lenses that let Tornir do all sorts of things, from read foreign languages to detect an aura of magic itself. Unfortunately, she hasn't quite figured out how to activate them yet, although she insists that they do indeed work.

Ring of (Temporary) Invisibility
- This ring allows Tornir to turn invisible for as long as she holds her breath. Unfortunately, at her age she can't hold her breath for very long, and the ring is stuck on her thumb.

(Empty) Banishing Staff
- A staff said to be able to send its target to the furthest reaches of the world at but a command. Unfortunately, Tornir found it after it ran out of magic, so now it's just a very good walking/bonking stick.

Miscellaneous equipment
  • Standard dungeoneering equipment
  • Various instruments of measurement
  • Alchemical set, for creating new potions on the road
  • Several different notebooks and sets of writing utensils.
 
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