
Dominant: Nekos
Enigmatic: Raised
Fields set ablaze, or with dead grass. The ancient aqueducts that came through here were destroyed, crumbling as the fresh supply of water died. Whoever did it cut it off around a tiny stone masonry-built castle. Looking gutted, it's fountains have run stagnant. All that is known of this place is it had been perfect, once, and somebody came and ruined it.
The only one that thrive are the Raised, the disciples of their Goddess Lunaris, they raised the land from hell and made it into a heaven, closely held near the moon. Yet below some manage to survive. Nekos have adapted to the harsh environment, caste from man and made to roam for a new one. Discovering this place, they reworked the aqueducts main system, unplugging debris to bring in ancient water brought from a far-off lake. With the fountains running, hope returned to the cat people, slowly fixing the marks of age and making themselves homes out of the little resources they could locate.
With the Neko working to put out the rest of the fires and with a village built on the ruins, a great secret is still held, one that no one has yet to find out. The reason the land died is linked to the aqueduct, but only the brave will ever find a way to reach the Promised Land above and ask them what really happened.

Quote:

Steceros
Steceros are slow and clumsy to the point that one may wonder how they have managed to not go extinct. Until their tail was introduced. To your face. They are gentle herbivores when left alone, but should one step too close, they will charge with all the might of a armored beast.
Starting Stats
HP:6
SP:3
Damage: 4
Abilities:
-Techniques and Weapon Damage +1

Every Non-Job related post must have a number generated between 1 to 10.
Please refer to this [THREAD]
[1]
Quote:

Formicidean Scout [F-Balanced]
Level Cap 5
Roll a 6D
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x Damage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Critical Hit! Deal 2x of damage/buff/heal. Does not apply to summonings or Illusions.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5x damage
6. Your opponent has managed to disrupt your actions. Damage/Buff/Heal cut in half.
[2]
Quote:

Dire Wolf [F-Balanced]
Description: Common inhabitant of Forest and Mountains, these large canine have a terrible bite and a powerful howl.
Level Cap 5
Roll a 6D
1. Your spell/move has been successful and uninterrupted.
2. The Dire Wolf has interrupted your actions and landed a blow on you. Receive 1x Damage
3. The Dire Wolf has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Critical Hit! Deal 2x of damage/buff/heal. Does not apply to summonings or Illusions.
5. The Dire Wolf has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5x damage
6. The Dire Wolf has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: Once it is below 50% HP, roll a 2nd 6D die. 1 to 3 inclusively will summon a 2nd Dire Wolf. Only need to do this once per fight, summon of second Dire Wolf can only happen once in a fight
[3]
Quote:

Di-Shi [F-Sturdy]
Level Cap 3
Roll a 6D
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1x Damage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. Your move has been successful and uninterrupted.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5x damage
6. Your opponent has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: Once its HP is below 50%, critical hit does twice the usual (4x damage)
[4]
Quote:

A wind guardian that is a bit too playful for comfort.
Roll a 6D
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive 1xDamage
3. Your opponent has interrupted your actions and has landed a critical blow on you. Receive 2x Damage
4. The creature has fled! Coward, get back! No exp gained.
5. Your opponent has managed to interrupt your actions while landing a hit, but it has been blocked. Receive 0.5 damage
6. Your opponent has managed to disrupt your actions. Damage/Buff/Heal cut in half.
Ability: All Wind Spells are reflected onto their caster.
[5] You've caught sight of a rare indigenous species! Should you be a Breeder by profession, this is your chance to attempt to capture and tame it!
[6] You've caught sight of a rare indigenous species! Should you be a Breeder by profession, this is your chance to attempt to capture and tame it!
[7]
Quote:
[H]Ambush Robber[F-Balanced]
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive [1x] damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 25HP
6. Your move has been successful and uninterrupted
7. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
█
Minor Health Potion:Restores ❖ Each RP post for 5 posts
Roll a D8
1. Your move has been successful and uninterrupted.
2. Your opponent has interrupted your actions and landed a blow on you. Receive [1x] damage
3. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
4. Your move has been successful and uninterrupted.
5. Your opponent has used a healing potion and healed itself of 25HP
6. Your move has been successful and uninterrupted
7. Your opponent has interrupted your actions and landed a critical blow. Receive [2x] damage
8. Your move has been successful and uninterrupted.
Abilities:
Rewards:
Obtained if an even number is obtained after rolling a 4D
█

[8] Safe passage through the area. Nothing particular happened.
[9] Safe passage through the area. Nothing particular happened
[10] Safe passage through the area. Nothing particular happened.
