"The sea, once it casts its spell, holds one in its net of wonder forever."
Spoiler : CURRENT MAP :
In this RP, each player controls a team of 4 characters, members of a crew, as they embark on epic journeys across the sea. It is inspired by the likes of Etrian Odyssey, Adventure Games, and the idea of controlling an entire unit instead of a single character as is the norm. The characters must use their wits, cunning, and whatever items they gather to survive and thrive, while keeping enough gold on hand to keep their ships running.
The goal of the game is to explore the uncharted realms of the sea, make your fortune, and have grand adventures. Each island, oddity, or encounter is an opportunity for adventure, some big and some small, and your 4 character squad will allow you to engage these encounters in multiple ways. GMs will update the adventure as you move along and test your skills. Compete or ally with your fellow pirate squads, improve your ship, and get all the gold you can carry.
Also, if you're wondering, the quote is from Jacques Cousteau.
Spoiler : :
It's the golden age of Piracy for this world; a world quite similar to our own. The seas are vast and unexplored, and maps are always waiting to be filled. The seas are a dangerous place, filled with monsters, oddities, and mysteries yet to be understood by man. While a floundering Navy struggles in vain to conquer the wild seas, pirates are free to take to the seas and explore, steal, discover, and plunder. Technology is limited, magical curses are still trying to be understood, and sea monsters are frightfully real. The world is full of undiscovered oddities, and on the open sea, anything is possible.
Your story begins on the island of Mermaid’s Purse, in one of three Ports: Mermaid, Seaweed, or Coin. It matters little where your journey begins, as your destination is the only thing that matters. Stock up on supplies, prepare for the coming adventures, and be ready for anything as you set sail onto the Sea of Thieves.
Your story begins on the island of Mermaid’s Purse, in one of three Ports: Mermaid, Seaweed, or Coin. It matters little where your journey begins, as your destination is the only thing that matters. Stock up on supplies, prepare for the coming adventures, and be ready for anything as you set sail onto the Sea of Thieves.
Spoiler : :
Sailing takes place on the World Map and is governed by stats and random rolls, while Adventuring is free-form RPing without any special mechanics. You can still roleplay on the seas, but this will not affect how battles end. You’ll have to be prepared if you want to stay above water!
Each crew will begin a Port, then head out across the grid. Each post, your ship can move a certain amount of spaces (determined by Speed stat, see below). In charted waters (Light Blue), you simply make a post moving your ship however far you want, then keep moving along until you reach a special space, or you can request a random event, which could be anything from bonus movement to a monster encounter. However, in uncharted territory (Tan), a GM will provide you with a random event. Each of these rolls will be decided by randomizer, and you will be given chances to act (determined by Firepower or Maneuver stats, see below). When these actions have concluded, you may move again.
Whenever a new area is discovered, the map will be updated and a portion of the map will become charted, along with whatever new areas are found. The map will contain hints to push players towards some of the adventures out on the sea.
Each crew will begin a Port, then head out across the grid. Each post, your ship can move a certain amount of spaces (determined by Speed stat, see below). In charted waters (Light Blue), you simply make a post moving your ship however far you want, then keep moving along until you reach a special space, or you can request a random event, which could be anything from bonus movement to a monster encounter. However, in uncharted territory (Tan), a GM will provide you with a random event. Each of these rolls will be decided by randomizer, and you will be given chances to act (determined by Firepower or Maneuver stats, see below). When these actions have concluded, you may move again.
Whenever a new area is discovered, the map will be updated and a portion of the map will become charted, along with whatever new areas are found. The map will contain hints to push players towards some of the adventures out on the sea.
Spoiler : :
You may run into many things on the open seas, but a constant will be Ports, Islands, and Adventure spots. GMs will let you know when you've arrived and give you a brief introductory post, and the player will decide how to proceed from there.
Ports are essential rest stops on your journey, Ports allow players to buy and sell goods, accept Quests, repair their ship for 50 Gold, or upgrade a ship's stat for 1000 Gold. Each Port has different goods for sale, different rates, and some will be overall more helpful than others. Plan your routes carefully, these Ports will be one of your few allies out on the ocean.
- Each Port has a Merchant/Shop, which will sell you things. Merchants are also NPCs that can be spoken to or asked for information. Be sure to talk to your Merchants, kids.
- You can only get one Upgrade per visit to a port, and no, you can't go out, sail two spaces, then come back. Besides if you're rich enough to afford multiple Upgrades you probably can afford to make a longer trip.
- Some Ports will have better prices than others, and some will have terrible prices. Make note of where to go for buying/repairing.
- Both buying and selling is done by simply writing "I buy/sell X" and waiting for a GM to confirm. Keep track of your cash, though, that isn't the GM's job.
Buying items will be important, as you can use these objects in the free-form sections or on the seas. For example, Repair Kits can be bought at every port, and will fix your ship for one point each, allowing you to extend your journeys or save you in a rough spot. You can use bait to find monsters if you're itching for a fight, or try to make a smoke bomb to escape your enemies. Your inventory allows you freedom to try and solve problems and find solutions even in dire situations. If you think quickly and use the right things, you can make it out of any situation.
- Each player is responsible for their own inventory. If you don't keep track, that's on you.
- One-use items like Repair Kits, any kinds of food, matches, etc. do not remain in the Inventory after use.
- The Inventory has no specific limits, but if you hoard a lot of stuff or try to carry more than is believable, we will let you know and make adjustments.
- When you want to take an object not specifically for sale, write "X adds Y to the Inventory", and no GM influence will be needed. Some things cannot be taken and GMs will let you know when that happens.
Every Port has an island home, and on each there are things to do! Adventures can be found on islands with ports, and GMs will let you know when there's more to do than simply fuel up and buy goods. Some islands might just be worth exploring a bit.
Ports are essential rest stops on your journey, Ports allow players to buy and sell goods, accept Quests, repair their ship for 50 Gold, or upgrade a ship's stat for 1000 Gold. Each Port has different goods for sale, different rates, and some will be overall more helpful than others. Plan your routes carefully, these Ports will be one of your few allies out on the ocean.
- Each Port has a Merchant/Shop, which will sell you things. Merchants are also NPCs that can be spoken to or asked for information. Be sure to talk to your Merchants, kids.
- You can only get one Upgrade per visit to a port, and no, you can't go out, sail two spaces, then come back. Besides if you're rich enough to afford multiple Upgrades you probably can afford to make a longer trip.
- Some Ports will have better prices than others, and some will have terrible prices. Make note of where to go for buying/repairing.
- Both buying and selling is done by simply writing "I buy/sell X" and waiting for a GM to confirm. Keep track of your cash, though, that isn't the GM's job.
Buying items will be important, as you can use these objects in the free-form sections or on the seas. For example, Repair Kits can be bought at every port, and will fix your ship for one point each, allowing you to extend your journeys or save you in a rough spot. You can use bait to find monsters if you're itching for a fight, or try to make a smoke bomb to escape your enemies. Your inventory allows you freedom to try and solve problems and find solutions even in dire situations. If you think quickly and use the right things, you can make it out of any situation.
- Each player is responsible for their own inventory. If you don't keep track, that's on you.
- One-use items like Repair Kits, any kinds of food, matches, etc. do not remain in the Inventory after use.
- The Inventory has no specific limits, but if you hoard a lot of stuff or try to carry more than is believable, we will let you know and make adjustments.
- When you want to take an object not specifically for sale, write "X adds Y to the Inventory", and no GM influence will be needed. Some things cannot be taken and GMs will let you know when that happens.
Every Port has an island home, and on each there are things to do! Adventures can be found on islands with ports, and GMs will let you know when there's more to do than simply fuel up and buy goods. Some islands might just be worth exploring a bit.
Spoiler : :
When Players are off the ship, the game is handled in a free-form RP style between players and GMs, where players take actions based on the situation and GMs give responses. Players are asked to bold actions so GMs can easier notice them, and post their location for each character. During this part, the players will have to work out their own solutions to the puzzles and dangers that come their way, and while there are semi-planned events for each Adventure, there is no surefire way for any event to go, and both players and GMs will likely be improvising and working to move the Adventure along. Adventures can be just as profitable as they are dangerous, and if you play it smart you can get out with a good reward for your troubles.
Adventures can range from straightforward (Goal is clear from the start, focus is more on solving a problem than exploring or finding things), or more open-ended (no specific goal, focus is on exploration and finding cool things). Feel free to try lots of things and let your imagination go wild. Nothing is outright banned, but every move has consequences. While you totally CAN kill that NPC, make sure they won't turn out to be important down the line.
Because these segments will require more effort on the part of the GM, please be patient and aware that Adventure segments will likely be much slower than the Sailing segments. Adventures aren't exactly something characters can easily leave, so please do your best to keep up, as will the GMs. Adventures might be slow or quick, depending, but we can reveal OOC whether there's a lot written or if it is fairly straightforward, if need be. Please don't hesitate to ask GMs for help or to communicate if there are issues!
Note that multiple players can join the same Adventure, either as adversaries or allies. If you want to throw your hat in with another, feel free! Just make sure you trust them to stab monsters and not you.
Adventures can range from straightforward (Goal is clear from the start, focus is more on solving a problem than exploring or finding things), or more open-ended (no specific goal, focus is on exploration and finding cool things). Feel free to try lots of things and let your imagination go wild. Nothing is outright banned, but every move has consequences. While you totally CAN kill that NPC, make sure they won't turn out to be important down the line.
Because these segments will require more effort on the part of the GM, please be patient and aware that Adventure segments will likely be much slower than the Sailing segments. Adventures aren't exactly something characters can easily leave, so please do your best to keep up, as will the GMs. Adventures might be slow or quick, depending, but we can reveal OOC whether there's a lot written or if it is fairly straightforward, if need be. Please don't hesitate to ask GMs for help or to communicate if there are issues!
Note that multiple players can join the same Adventure, either as adversaries or allies. If you want to throw your hat in with another, feel free! Just make sure you trust them to stab monsters and not you.
Spoiler : :
Being out in the ocean is a dangerous thing, and you're likely to run into trouble while out there. Monsters or other Pirates will threaten you on the ocean, and if you're unprepared, you might be in real trouble. When you encounter a Monster or Pirate, you can choose to either try to fight or try to run. Combat is a risky prospect on the seas, and is a high-risk, high-reward scenario. When you choose to battle on the seas, the GM will check your Firepower stat, and roll to see if you win the encounter. If you choose to try and flee, the GM will check your Maneuverability stat, and roll to see if you manage to escape. Your chance of escaping is higher, but winning battles yields great rewards. Failure of either roll will result in your ship taking damage. If you're sunk out there, it's game over, so be careful.
The exception to these maritime battles is PvP ship battles. Should they occur, PvP ship battles will be free form RP, using each ship's stats as a general guideline.
- Pirate Encounters: When facing Pirates, you have the third option to pay half your current Gold and leave the encounter. Pirates only want gold and if you have none, the encounter will end. Otherwise, defeating other Pirates nets you 600 Gold, as well as use their ship parts to boost any of your stats by one rank.
- Monster Encounters: Monsters are far more unpredictable than pirates. They may be looking for a fight, hungry for food, or just happened to get in your way. There are many kinds of monsters that are possible to encounter, and each kind reacts differently. Some will be impossible to kill, while for others, your only option is to fight. Due to this, monster encounters will be much rarer, but for those brave or foolish enough to try, buying or using bait will attract monsters to fight.
To learn more about monsters, make sure to consult the Book of Monsters. This handy guide will give you hints on how to deal with monsters, should you encounter them, and what you can expect from each. The guide is free to edit, so you can record your own characters' encounters and details.
The exception to these maritime battles is PvP ship battles. Should they occur, PvP ship battles will be free form RP, using each ship's stats as a general guideline.
- Pirate Encounters: When facing Pirates, you have the third option to pay half your current Gold and leave the encounter. Pirates only want gold and if you have none, the encounter will end. Otherwise, defeating other Pirates nets you 600 Gold, as well as use their ship parts to boost any of your stats by one rank.
- Monster Encounters: Monsters are far more unpredictable than pirates. They may be looking for a fight, hungry for food, or just happened to get in your way. There are many kinds of monsters that are possible to encounter, and each kind reacts differently. Some will be impossible to kill, while for others, your only option is to fight. Due to this, monster encounters will be much rarer, but for those brave or foolish enough to try, buying or using bait will attract monsters to fight.
To learn more about monsters, make sure to consult the Book of Monsters. This handy guide will give you hints on how to deal with monsters, should you encounter them, and what you can expect from each. The guide is free to edit, so you can record your own characters' encounters and details.
Spoiler : :
Alright, now that we got all that wordy stuff out of the way, let's get to the fun part: your ship. Your ship's gonna be real important out there, and you're gonna want to make sure it stays afloat, or your adventures will come to an untimely end. Most important are your ships' Stats, which can be upgraded or downgraded depending on how well you do. Upgrades can be bought if you have enough cash, or as rewards for jobs well done, and downgrades happen when you really mess up and mess with the wrong people/sea beasts, or if you do something bad and the GMs have to punish you.
So what are these Stats? There are four, and each of them covers a different aspect of sailing. Each stat is ranked by letter, (S-A-B-C-D-F) with "S" being the highest and "F" being the lowest.
Firepower: Determines whether or not you win a battle. Fighting on the seas is always a risky prospect, but winning nets you good rewards.
Durability: Determines how many hits your ship can take. If your ship runs out of hits, you will be sunk, so be careful. (Rank S = 6 hits, Rank F = 1 hit.) Remember, you can always fix your boat by keeping Repair Kits on hand.
Speed: Determines how many spaces your ship can move per post. (Rank S = 7 Spaces, Rank F = 2 Spaces)
Maneuverability: Determines whether or not your ship can escape a battle. Maneuverability stats are higher than Firepower, but running gets you less than fighting.
When applying, all stats are set at "C", average. You can downgrade any one stat to boost another, but be warned that Fs on the open seas are asking for trouble. If you're unsure, stick with all Cs.
Next is the Crew. The specialty of this RP is that you are allowed to control an entire group of up to four characters, with the option to add more or remove them at any time. Each character will likely be less fleshed out than an average RP character, but this gives different options, and the challenge of trying to balance multiple characters as you go, and work out different dynamics between them.
There's very little restrictions on the kind of characters or number for this RP, and I don't intend to restrict many characters. But I will set a few ground rules/give a bit of context for character creation:
- Max your ship can take is 8 characters. I doubt anyone will get this high, but let's just set this here just in case someone wants to be "I hire an entire army to my ship".
- Supernatural powers are not banned, but should be used sparingly. It kinda clashes with the adventure element if characters all have cursed amulets that let them become ninja skeleton dragons. Furthermore, while magic and supernatural elements do exist in this world, there are few, if any, people who know how to use them, and very little understanding of them as a whole.
- Non-human races are fine, but they are minorities in this world. Just make sure you specify their abilities, and keep it consistent with the world of the game.
- Technology is generally as it was in the 1700s, but a few anachronisms are fine to have stuff like cameras, record players, or other things that might not have existed at the time. A bit of anachronism is fine, and you can have some steampunk-y designs to boot. Having anachronistic fashion is also fine, so grab your business suit and hipster glasses.
- Try not to go overboard on details; four characters is a good many to manage, and if your apps are a mile long it's going to be a pain for GMs to look through if we need to check something. Brevity is the soul of wit.
So what are these Stats? There are four, and each of them covers a different aspect of sailing. Each stat is ranked by letter, (S-A-B-C-D-F) with "S" being the highest and "F" being the lowest.
Firepower: Determines whether or not you win a battle. Fighting on the seas is always a risky prospect, but winning nets you good rewards.
Durability: Determines how many hits your ship can take. If your ship runs out of hits, you will be sunk, so be careful. (Rank S = 6 hits, Rank F = 1 hit.) Remember, you can always fix your boat by keeping Repair Kits on hand.
Speed: Determines how many spaces your ship can move per post. (Rank S = 7 Spaces, Rank F = 2 Spaces)
Maneuverability: Determines whether or not your ship can escape a battle. Maneuverability stats are higher than Firepower, but running gets you less than fighting.
When applying, all stats are set at "C", average. You can downgrade any one stat to boost another, but be warned that Fs on the open seas are asking for trouble. If you're unsure, stick with all Cs.
Next is the Crew. The specialty of this RP is that you are allowed to control an entire group of up to four characters, with the option to add more or remove them at any time. Each character will likely be less fleshed out than an average RP character, but this gives different options, and the challenge of trying to balance multiple characters as you go, and work out different dynamics between them.
There's very little restrictions on the kind of characters or number for this RP, and I don't intend to restrict many characters. But I will set a few ground rules/give a bit of context for character creation:
- Max your ship can take is 8 characters. I doubt anyone will get this high, but let's just set this here just in case someone wants to be "I hire an entire army to my ship".
- Supernatural powers are not banned, but should be used sparingly. It kinda clashes with the adventure element if characters all have cursed amulets that let them become ninja skeleton dragons. Furthermore, while magic and supernatural elements do exist in this world, there are few, if any, people who know how to use them, and very little understanding of them as a whole.
- Non-human races are fine, but they are minorities in this world. Just make sure you specify their abilities, and keep it consistent with the world of the game.
- Technology is generally as it was in the 1700s, but a few anachronisms are fine to have stuff like cameras, record players, or other things that might not have existed at the time. A bit of anachronism is fine, and you can have some steampunk-y designs to boot. Having anachronistic fashion is also fine, so grab your business suit and hipster glasses.
- Try not to go overboard on details; four characters is a good many to manage, and if your apps are a mile long it's going to be a pain for GMs to look through if we need to check something. Brevity is the soul of wit.
Spoiler : :
At the time of this writing, I, Sleuth, am the only GM. What I've done is basically make all the flashy graphics, design the map, write the currently 32-page long GM Document detailing pretty much everything that's available to do in this world, and try to make everything function. Credit is also due to Kwando1313 and Enthalpy for, respectively, making the very useful Random Event Generators and for helping edit/critiquing the OP and game mechanics.
However, if I remain the only GM for this game, then responses and the game as a whole is going to be considerably slower, and I don't think anyone really wants that. If you don't feel particularly interested in joining the RP itself, I would greatly appreciate adding a co-GM willing to help with any of the following responsibilities:
Random Generation: The job here is very simple. When players go out into uncharted waters or request an event, you simply use the Generator (made by Kwando) to produce a result, then post the result and the pre-written flavor text. The only follow-up is if a monster/pirate attack occurs, which brings me to the next part: the Generator also features a Stat Check to use when players attempt to perform an action on the ocean. For example, a player gets a random monster encounter, and chooses to run. You simply check the player ship's Maneuverability stat, select it from the generator, and check to see if it passes, then post the result. This will require very little effort on the GM's part, but will really speed things up, and won't keep players waiting on my schedule. This option also allows you to continue playing in the RP, as you can still take part in adventures.
Shop Running: Similar to Random Generation, this also involves mainly posting pre-written material. This job specifically handles non-Adventure scenarios: namely, Shops and Quests. Shops and Quests can be accessed when a player reaches any port, and all one needs to do is post the pre-written Shop/Quest lists for any player that requests them, then verifying completion and posting whatever reward they have received. This is a very low-effort job but would also help out a lot and cut down on reliance on me.
Adventure Running: This one is a bigger task. Adventure Running means that you'll basically be a dungeon master for whatever adventure a character runs into and will work either with or in my stead via posting the pre-written text or by RPing out results, NPCs, etc. Though I have written basic scenarios and outlined each adventure, I can't account for a lot of player action and left a lot of it open with room for improvisation, expansion, or just plain rewriting. This one will involve pretty heavy spoilers since you'll be seeing my plans, secrets, and general outlines of how the adventure can kinda play out, so you can't really take this role while also being a player. If you don't wish to participate in the RP as a player, but are still interested, I definitely could use the help. I'm fully open to reworking or adapting the adventures, if you don't want to just regurgitate my setups blindly.
Please let me know if you'd be willing to help! Together we can make this ship run smoothly. oh god i'm making ship metaphors please help
However, if I remain the only GM for this game, then responses and the game as a whole is going to be considerably slower, and I don't think anyone really wants that. If you don't feel particularly interested in joining the RP itself, I would greatly appreciate adding a co-GM willing to help with any of the following responsibilities:
Random Generation: The job here is very simple. When players go out into uncharted waters or request an event, you simply use the Generator (made by Kwando) to produce a result, then post the result and the pre-written flavor text. The only follow-up is if a monster/pirate attack occurs, which brings me to the next part: the Generator also features a Stat Check to use when players attempt to perform an action on the ocean. For example, a player gets a random monster encounter, and chooses to run. You simply check the player ship's Maneuverability stat, select it from the generator, and check to see if it passes, then post the result. This will require very little effort on the GM's part, but will really speed things up, and won't keep players waiting on my schedule. This option also allows you to continue playing in the RP, as you can still take part in adventures.
Shop Running: Similar to Random Generation, this also involves mainly posting pre-written material. This job specifically handles non-Adventure scenarios: namely, Shops and Quests. Shops and Quests can be accessed when a player reaches any port, and all one needs to do is post the pre-written Shop/Quest lists for any player that requests them, then verifying completion and posting whatever reward they have received. This is a very low-effort job but would also help out a lot and cut down on reliance on me.
Adventure Running: This one is a bigger task. Adventure Running means that you'll basically be a dungeon master for whatever adventure a character runs into and will work either with or in my stead via posting the pre-written text or by RPing out results, NPCs, etc. Though I have written basic scenarios and outlined each adventure, I can't account for a lot of player action and left a lot of it open with room for improvisation, expansion, or just plain rewriting. This one will involve pretty heavy spoilers since you'll be seeing my plans, secrets, and general outlines of how the adventure can kinda play out, so you can't really take this role while also being a player. If you don't wish to participate in the RP as a player, but are still interested, I definitely could use the help. I'm fully open to reworking or adapting the adventures, if you don't want to just regurgitate my setups blindly.
Please let me know if you'd be willing to help! Together we can make this ship run smoothly. oh god i'm making ship metaphors please help
Spoiler : :
Basic RP etiquette applies here; if you're unduly rude or cause problems for other players, the GMs can punish you, and can remove you from the RP. Please don't do that, and be respectful to other players.
Don't take control of NPCs, or create results for yourself in the middle of an Adventure (i.e. "And then the Navy showed up and shot the enemy") and solutions that are pulled out of nowhere won't be accepted by GMs. (i.e. "I quickly dodge every single bullet shot at me", "I reveal a hole in the floor that I dug while nobody was looking") These actions won't be accepted. Try to keep things in the realm of reality. Well. Pirate Sea Monster Mythology Reality. You know what I mean.
The general rule is that most anything goes, but bad choices will lead to consequences.
Don't take control of NPCs, or create results for yourself in the middle of an Adventure (i.e. "And then the Navy showed up and shot the enemy") and solutions that are pulled out of nowhere won't be accepted by GMs. (i.e. "I quickly dodge every single bullet shot at me", "I reveal a hole in the floor that I dug while nobody was looking") These actions won't be accepted. Try to keep things in the realm of reality. Well. Pirate Sea Monster Mythology Reality. You know what I mean.
The general rule is that most anything goes, but bad choices will lead to consequences.
Spoiler : Ship App :
Code: Select all
[b]Ship Name:[/b] (NaruSasu is the only acceptable answer.)
[b]Flag:[/b] (Describe your flag briefly here. It will be your icon on the world map.)
[b]Crew:[/b] (List all the members of your crew here. Max 4)
[b]Gold:[/b] (All players begin with a salary of 300 Gold. Remember to keep track.)
[b]Starting Location:[/b] (Port Mermaid, Coin, or Seaweed. See map.)
[b]Firepower:[/b]
[b]Durability:[/b]
[b]Speed:[/b]
[b]Maneuverability:[/b]
Spoiler : Character App :
Code: Select all
[b]Name:[/b] (You can call yourself whatever you want.)
[b]Role:[/b] (What do you do on the ship?)
[b]Bio:[/b] (Describe your character, talk as much or as little as you want.)
[b]Possessions:[/b] (Your character gets up to three special items that they bring aboard.)
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Reserved for Game Info/Player Resources
Players:
co-GMs:
Alnar
Reserved for Game Info/Player Resources
Players:
Spoiler : :
The Fruit Salad - Trybien
The Pirate Ship - NihilisticNinja
The HRMS Conqueror - Enigma
The Neptune's Doubloon - Spongesonic IN COURT
The Ceartus - Reecer6
The Duchess Eldritch - Detective Luke Atmey
The Shadow Serpent - The Ash Raichu
The Drunken Antelope - Kwando1313
The Bell of Destiny - Topaz
The Chimera's Tongue - ZetaAzuel
The Pirate Ship - NihilisticNinja
The HRMS Conqueror - Enigma
The Neptune's Doubloon - Spongesonic IN COURT
The Ceartus - Reecer6
The Duchess Eldritch - Detective Luke Atmey
The Shadow Serpent - The Ash Raichu
The Drunken Antelope - Kwando1313
The Bell of Destiny - Topaz
The Chimera's Tongue - ZetaAzuel
co-GMs:
Alnar