Thank you.. and get rrrreaaaadyyy too rrrrrumble!
It has been many years since the last dragon coming, Gran Soren has been rebuilt. We have extended our engineering prowess and extended our knowledge of magic, we were all happy, until the dragon came again. But this was a rare one, pawns appeared everywhere and as did many Arisen, Could this be the work of one, or many, we do not know if this dragon has lowered standards, but it might have. The Duchy has been passed to the Arisen, and his wife Aelinore, The Duke and Duchess lived on in their son and daughter, the twin Duchy. It is rumoured they have an incestuous relationship, but they both hold a wife and a husband. The twin Duchy are called Sophia and Sarot.
- Races: Due to the time, Gransys has become more of a melting pot for races.
- Humans: Hails from Gransys, Hearthstone, Boldoa and other countries, they range from Hispanic to African to Caucasian, covering many spectrums.
- Kildes: A distant cousin of the Saurians, a Kilde are human like, with thick scaly skin, they are able to breed with those who hail from Gransys, but none truly have tried. They hail from the island nations of Kilde, They are often unaffected by the Brine.
- Phenti: Hailing from the Dark Country of Whispergen, far to the north of Gransys. This race is very humanoid in nature, if a bit... spooky. They are close to Phantoms and Will’O’Wisps, at times of great mental exertion they can become untouched by the physical realm, but much more harmed by the magical. A single Phentus can potentially pass on this ability to others at the cost of the giver losing their ethereal ability forever. They often look fragile, almost see though skin.
- Faith: Just for those to have something to follow
- Church of the Faith: The main religion has split into two, The Rionists and The Kelinists. They have split over strictness of the rules, The Rionists believe they should be more lax, while the Kelinists are often uptight but more forgiving.
- Followers of the scar: The followers of the scar are a lonely isolated sect, that worships the Arisen, they are often identified with a necklace in the shape of a scar, which, by rather strategic planning, reaches to rest over their heart.
- Salvation: After the death of their leader at the hands of Grigori, they colligated together, and made their own foothold in politics. They are seen often as nuisances, but revere the dragon as a saint, a god given gift.
- Towns: Many encampments have grown to be small towns.
- Greatwall encampment is now called Dragons Gate.
- Bluemoon tower: has been rebuilt and is a bustling fishing place, it has water ways and houses upon the water, Saurians are known to attack this place frequently.
- Heavenspeak fort: The bandits have gone legit and set up a gate town; it spreads into the mountains on both sides. It is a matriarchy town, with men believed to be lessers.
- The Shadow fort and Frontier Caverns: These have been turned into a militant town, it churns out soldiers many times better than others and the caverns are used as a proving ground.
Red is under the control of Heavenspeak Fort
Blue is under the control of Shadow Fort
Yellow is under the control of Aernest Castle, a bandit hub land.
- Vocations:
- Mage: The basic spell caster, may branch off into Warlock, Sorcerer, Magick Archer, Mystic Knight or Alchemist.
- Strider: The basic fast attacker, may branch off into Ranger, Sniper, Magick Archer, Assassin or Poisoner.
- Fighter: The basic sword and shield man, may branch off into Warrior, Spearman, Mystic Knight, Assassin or Nightblade.
- Herbalist: These are the bare handed fighters; they use poisons and potions to fight. Blinding powder, chocking dust and such are their bread and butter, they may also heal. May branch off into Monk, Healer, Alchemist, Poisoner, or Nightblade
- Under Mage
- Warlocks: These are the masters of the dark arts, they are commonly shunned in fear of their magical prowess and things they must do, their spells take longer than normal to cast, but that is because they summon the un-dead and use the might of death to their call, around them, your body will be a tool.
- Sorcerer: Powerful enough to summon a tsunami, the magic of the sorcerer has only increased in the years, they can control the very earth at will, the air and water.
- Under Strider:
- Sniper: Calculating, accurate, fierce, the sniper can shoot an ant in the eye from a hundred paces, able to get even the most improbable shots from simply eyeballing the surroundings. They use guns and crossbows almost religiously, the gun for speed, crossbow for power.
- Ranger: Quick and agile these can shoot on the move, able to counter the weight of a long bow. If a ranger is shooting, you would be best to move.
- Under Fighter:
- The Warrior: capable of taking and dishing out terrible amounts of punishment. Using greatswords, two handed maces and hammers like it is as natural as breathing they are sluggish but quick.
- Spearman: capable of using a spear in one hand they have strength and grace. The spearmen are great guards and even greater soldiers.
- Under Herbalist:
- Monk: using herbs and fists, the monks are often underestimated, their power allow them to defeat even the strongest of warriors.
- Healer: Forsaking the wounding to the fighters the healer knows how to use the greatest of poisons to the benefit of the human body; they can cure most everything upon a person.
- Hybrid Vocations
- Mage/Herbalist: The Alchemist: said to be able to turn lead into gold, These alchemist can turn a chimera into dust, slow and sluggish with a mortar and pestle always at hand they can create deadly mixtures and charge them with magic.
- Strider/Fighter: Assassin: Skilled with many weapons, bow, blade, shield and dagger, this is a jack of all trades, quick and efficient; yet lacking the brute strength a Warrior would have people within this class work best alone or in packs of other assassins.
- Fighter/Herbalist: Nightblade: Nightblades have little to no honour, poisoning their weapons and using the tricks of the herbalists they strike once, and that is all they need to do, their weapons seem to never lose the potent poisons.
- Fighter/Mage: Mystic Knight: Behind a magick shield and armed with a mace, these men have strong defences and strong arms, due to the massive nature of their shield they can cover a friend from harm.
- Strider/Mage: Magick Archer: Weaving spells with every bow shot and dagger swings the Magick Archer knows little to nothing of defence, they often move quickly to dispatch their foes.
- Strider/Herbalist: Poisoner: The poisoners use the best of their knowledge to double their efficiency on the field. Rubbing oil on their bullets and daggers they can kill from the littlest of scratches.
Equipment and starting skills
- Mage: Staff, Ripped robes. Ingle (Fireball), Anodyne (healing sigil, AoE)
- Fighter: Chipped shield, Cracked armour, Rusty boots, Broken Sword. Blink Strike(Rush forward in the blink of an eye, dealing a quick and deadly blow.), Shield Summons(Bash on shield with weapon, attracts monsters towards you.)
- Strider: Soft leather boots, Rusty chest guard, Rusty Daggers, old Bow/Crossbow/Gun. Scarlet kiss (flurry of blows followed by a strong kick), Threefold Arrow/Bullet/Bolt (Shoots off three ammunition in quick succession.)
- Herbalist: Picking gloves, Ragged Apron (with pouches), Cracked Mortar and Pestle. Brew(whips up a potion to use.), Blinding powder(throws some powder in front at an enemy, can potentially blind them.)
Character Sheet
Name:
Race:
Village/Town;
Age:
Description:
History:
Vocation:
Oromis - Hissien Stance on Religion: Nature gods, God of the earth.
Damion - Justice Stance on Religion: Unconfirmed.
Vorguthix - POMC Stance on Religion: Unconfirmed.
Markus - Nova Stance on Religion: Follower of the Scar.
The map was done by Pomc, I do not own it but it was edited by pomc and the actual map belongs to capcom, as does the Dragon's Dogma series aside from assorted ideas and vocations done by me, I do not mean any offense by the stuff in this roleplay
There may be sexytimes and scenes of distrubing nature, join at risk.




