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PATHS

Each god is represented by a Path. Paths work similarly to guilds, and serve to both worship a specific deity as well as regulate activities that fall under their expertise. Citizens must have a moderate level of skill in the craft of a Path to apply for and become a member of it.

  • Example: The path of Plenitude regulates all areas related to the academia and medicine. A doctor doesn't need to be a member of the path to act out their role, however, they must abide by the regulations set by it regardless.

Each path had +5 points distributed, and -3 points removed.

THE WAR

ATONEMENT
[22/22 HP]

One of the three military paths. The misunderstood, brutish, and odd. Those who have never felt like they fully belonged, or have always sensed they weren't the same as those around them. While their personality type varies from chaotic evil to lawful good, their wild inner nature is the same. Members of The War are the main soldiers of the Polis' military, tasked with fighting on the frontlines during external conflict and extreme situations.

 

 The War has a bad reputation in Areté, being stereotyped as mindlessly violent and dangerously similar to The Chaos; This is also in part due to the acceptance of ex-prisoners and former outlanders (from other Polis) into this path. Still, these are the characters responsible for keeping the Polis from being invaded. 

 

These characters use heavy two-handed weapons. They tend to be more muscled and have scars.

* spears in FoF are a two-handed weapon.

All military path ocs must wear at least a chestplate.

 

SKILLS

Attack without thinking, dealing an additional d8 and dealing the same additional amount to one ally.

Lower your defenses, dealing an additional d8, and taking the same additional amount as damage to yourself.

STR:+3 DEX:-1 CON:+1 WIS:+1 INT:-2 CHA:0

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THE ORDER

DISCIPLINE
[20/20 HP]

One of the three military paths. Those who have a strong sense of righteousness and little fear to speak their truth, as blunt as it may be. They're studious and diligent, given this is the hardest path to get into. 

Members of The Order are tasked with all that relates to law, such as patrolling cities and resolving citizen conflicts, guarding the prison, and passing on punishment to criminals. 

 

Public opinion on this path varies, being glorified by some but seen negatively by others. 

 

These characters use one-handed/light weapons, optionally together with a small shield. 

 

All military path ocs must wear at least a chestplate.

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SKILLS

Bash your target with your shield, dealing an additional d4. Small enemies have the chance to become stunned (they flip coin for save throw).

Strategically lunge towards your target, dealing an additional d6.

STR:+2  DEX:-2  CON:0  WIS:0   INT:+3   CHA:-1

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THE CONSERVATION

TOLERANCE
[24/24 HP]

One of the three military paths. Those who don't necessarily agree with what is common knowledge or opinion, curious and ambitious to find their own sense of right and wrong and learn more about the world around them. They tend to be neutral or good-natured, and would rather take on a defensive role in protecting others. Members of The Conservation are tasked with fighting on the frontlines together with The War during external or more serious conflicts. However, as a special division of the military, they're only deployed at times of need. And so, for the remaining time, they may work in any other profession at the Polis (as long as it doesn't clash under another path). 

 

These characters use special large shields, which may have sharp or blade-like edges to be used as both defense and attack. They tend to have bigger or taller builds, given their role.

 

Conservation members wear the most armor, needing at minimum a chestplate, an arm brace, and a leg greave.

 

SKILLS

Avenge your allies, counterattacking every enemy with half the damage dealt to up to 3 allies in the next turn.

Taunt your target, making it prone to attacking you for one turn. During this, take -2 DMG per attack. Only one character may use this skill in a round.

STR:+1 DEX:-3 CON:+3 WIS:0 INT:0 CHA:+1

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THE PLENITUDE

AMBITION
[18/18 HP]

The wise and studious, always ambitious in their search for knowledge. Members of this path are usually more mature in age (given their experience), however, there are also a few youthful prodigies who have dedicated themselves to knowledge from a young age. Active members of the academia, Plenitude path members have diverse roles; They may be philosophers, doctors, researchers… The only requirement is that all plenitude members have basic knowledge of medicine.

 

These characters use quarterstaffs. They must wear some sort of bag, given they carry around items to aid party members.

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Plenitude skills may be used to remove one debuff per usage. For it, specify what character and which debuff you intend to remove when using the skill, and then flip a coin for success or failure.

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SKILLS

Aid two targets, healing by rolling 1d4 for each.

Aid one target, healing by rolling a 1d8.

STR:-2 DEX:0 CON:-1 WIS:+2 INT:+3 CHA:0

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THE EUPHORIA

PASSION
[16/16 HP]

Those with artistic skills who are (or try to be) honed in their craft. They tend to be easygoing and dramatic, taking joy in entertaining big crowds and showing off their skills. Hedonists, artists, musicians, and the alike– All who indulge in the creative pleasures life has to offer, and share with others their crafts or skills. 

 

These characters use one-handed weapons, commonly concealed inside the tools of their trade (optional). They must always carry at least one of these tools (such as an instrument, modeling tools, etc.)

 

SKILLS

*Buffs/Debuffs stack to a maximum of 1 on a target

motivate a target, rolling a 1d6; The result number will be additional damage in the target's next attack.

mock a target, rolling a 1d6; The result number will be reduced damage in the target's next attack. 

STR:-1 DEX:+2 CON:-2 WIS:+1 INT:0 CHA:+2

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THE HUNT

FREEDOM
[18/18 HP]

The keen and observant who take life easy, as well as those who feel a stronger connection to nature. They're intuitive and pay close attention to their surroundings, though their social skills may seem lacking. Farmers, hunters, and all other aspirations relating to nature, harvesting, and hunting. 

 

In general, members of The Hunt are perceived as strange and eccentric, and stereotyped as countryside bumpkins.

 

These characters use either a ranged weapon OR dual-wield one-handed weapons. They must wear light clothing to reflect their agility

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SKILLS

Shoot up to two targets, dealing an additional d2 for each. Alternatively shoot a single target, dealing an additional d4

Hide and attack with opportunity, dealing an additional d6 (must flip coin for successful hiding; If failure: additional d4 instead). 

STR:0 DEX:+3 CON:-1 WIS:+2 INT:-2 CHA:0

Players must pick one skill from their path

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 Skills may be used once per quest, with the exception of Plenitude, who may use their skills twice per quest.

 when using a skill, players must roleplay it– creativity is encouraged.

         ex. plenitude path member cooks a healing meal during combat.

SPECIES

Your character may be a dog or a cat. We encourage players to play into their character's animalistic traits and have fun with it. 

  ex. A dog wagging their tail, a cat purring or hissing

DOGS

  • the average dog is much taller than a cat– a small dog is around the size of an average cat.

  • dogs are resistant to fear, and only flip a coin once during save throws for fear status; in exchange, they’re weaker to control, and must flip a coin twice during save throws for control status.

  • some dogs have a strong prey drive, and may have the natural instinct to see cats as prey. This is a chosen optional trait, and being prejudiced or attacking a cat would have in-game consequences. 

  • In general, dogs are more susceptible to manipulation and provocation, but also show higher loyalty and stronger morals.

  • because of their jaw strength, dogs may use biting as an attack (solely for fun)

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CATS

  • cats will almost always be smaller than the average dog. A very big cat is around the size of a medium dog.

  • cats are weaker to fear, and must flip a coin twice during save throws for fear status; in exchange, they're resistant to control, and must flip a coin once during save throws for control status.

  • they’re more cautious with how they approach danger. When faced with it, some cats will prefer to cower or run before having to fight. In general, cats are more susceptible to stress and fear, but are more insightful and perceptive.

CLOTHES & ANATOMY

These dogs and cats are anthropomorphic. While the lower body should remain similar to a feral animal, their upper body is humanoid– they have collarbones, defined shoulders, humanoid arms, and hands with small paw pads.

It's important to note that their chests are always flat, and they have no humanoid torso and waist/hip curves; even when an animal is muscled, there are no defined abs or pecs (because of this, armor also cannot be shaped like abs/pecs).

 

All characters must wear clothing. At a minimum, their lower half should still be covered. Note that it's most common for citizens to wear tunics or robes and layered accessories– the less clothing worn and the more skin shown, the stranger someone is perceived as. 

 

Keep in mind the info provided in setting, as well as the historical base we are using; for both your character’s outfit and name, we expect something based in ancient greco-roman. Star-related symbolism is also extremely common due to their culture & religion, and is often made into patterns and accessories.

BACKSTORY

All characters must have been born under The Empire. Those born from another Polis as well as ex-criminals have a much lower acceptance %, and must be part of The War; most characters were born in Ousia, regardless of whether they’ve lived thus far in smaller cities in the territory or in the Polis itself.


They must be a young adult even pre-timeskip, and have skills or a profession that justifies their acceptance into a path at the Polis.  Age gap relationships will be allowed during the campaign, considering all characters are reasonably aged adults; Certain companions or characters may however be uninterested in characters much younger than themselves.

 

Middle aged characters may have participated in the war– if so, they must have been affected by it, and be part of one of the three military paths (War, Order and Conservation) or Plenitude.

 

Before the prologue happens, an introduction event will celebrate the birth of a child born from the path leaders of Order and War. This celebration will also mark the start of a new season, in which a large number of citizens have been newly accepted into paths; characters may be written to have just been accepted into their path, if desired.

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When it comes to professions, characters are free to work on any professions that are regulated by their path (ex. The Hunt may be farmers, hunters, merchants, etc). The only exceptions are War and Order, who work full-time as soldiers for the Polis.

 

OCs cannot have any type of pre-established relationship with each other, however, players may make NPCs for their own backstories. Keep in mind admin may decide and write what happens to these NPCs as the story progresses.

CHARACTER NOTES

  • We’ll follow the rule of semi-realism. Characters may have full hairstyles and there’s certain leniency when it comes to colors and markings, however, it must still be a believable animal. No overly saturated or unrealistic colors (pink, purple, green..) pelts are allowed, and markings cannot be shapes/patterns that are overly unnatural (such as squares or markings that resemble symbols/drawings). We recommend players use natural colored palettes for their characters.

  • Keep in mind the 6-year timeskip that will occur from before to after the prologue quest. Players are free to decide and write about what their OC has gone through in those 6 years once the prologue has been completed, as well as any changes made to their personality or appearance. We recommend players not to give characters overly heavy or angsty backgrounds pre-timeskip, as there will be plenty of opportunity both during those 6 years and the campaign itself.

  • In the case of a path change after timeskip, there must be proper in-depth reasoning written somewhere in the biography. Path changes greatly lower your acceptance %.

  • Breeds do not exist. Animals can have traits and pelt patterns that resemble real-life breeds, however, IC they are simply genetic traits, the same way someone has curly or straight hair. Due to this, traits from human overbreeding also do not exist: overly short muzzles and limbs, overly long torsos, complete lack of fur, etc…

  • Similarly, dog characters based on breeds that get their ears/tail cut off by humans must have their natural traits. Scarring from battle is allowed, but cropping does not exist here, and imitating it is not allowed.

  • Though starting disabilities and conditions are accepted, they must be well written in the biography and will apply a permanent stat debuff (as acquired ones would as well.) Albinism counts as a disability.

  • Though no specific ages will be used, if players have difficulty visualizing age ranges, these relative ranges can be referenced: young adults should be thought of as recently entering adulthood, adults should be thought of  ≈24-29, and middle-aged adults should be thought of as 30+ (42 is the cutoff, as this is the beginning of seniorhood.)

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