Welcome to Ataraxia


Ataraxia Online is a chat-based dice RPG, combining elements of classic pen-and-paper roleplaying with a system rooted in stats and dice rolls. Set in a feudal-Japanese and medieval fantasy world, the game draws inspiration from traditional J-RPGs and has been evolving since its inception in 2001.

In Ataraxia, you can play as a Dark Elf, Angelic, Fairy, Garou, Half-Demon, Elf, Human, Naga, Nekolian, South Elf, Vampire, or Dwarf, exploring a vast world filled with diverse realms, cities, and dungeons. Immerse yourself in a rich and wondrous setting that bridges the gaps between science and religion, humanity and monsters, magic and technology.

Ataraxia is both the name of the RPG system and the mystical world where it takes place—a land teeming with magic and mythical creatures. The gameplay emphasizes freeform roleplaying but also features campaigns led by Game Masters (GMs).



HISTORY


A desolate planet drifts slowly through the vast expanse of space—ancient and overgrown, inhabited only by wild, bloodthirsty creatures whose origins are buried deep within the planet’s roots. Suddenly, a cataclysmic impact occurs: a flash of blinding light heralds the arrival of god-like beings. This moment marks the start of Ataraxia's timeline and is known as the “Spirit Impact.”

The Spirit Impact unleashed immense magical energies, transforming the planet's life forms. Some monstrous beasts became mere animals, while the divine beings, known as gods, reshaped the land and bore descendants. However, the gods soon turned on one another in brutal conflicts, and many were destroyed, leaving only a few survivors in the present era.

Their offspring and generations to come gave rise to a race known today as the “Humanoids,” shaped over thousands of years from the legacy of these divine beings.

 

LORE:

The level of civilization across Ataraxia varies greatly depending on the region and culture. The world features everything, from simple desert settlements to massive Gothic-style cities and feudal-asian towns inspired by the Edo period. The most advanced cultures emulate the grandeur of the Baroque era, primarily reflected in their architecture and fashion. However, some areas still retain the rustic and rugged styles of the late Middle Ages. In the deserts, cities are constructed from sandstone, while in the mountains, impressive settlements are carved from solid rock. Ancient dwarven cities, architectural marvels in their own right, even exist within vast cave networks.

Monarchy is the most common form of government in Ataraxia. The land is often divided into grand empires, further split into smaller counties. At the top of the hierarchy is typically an emperor or empress, followed by kings and queens who oversee the nobility, which includes counts, princes, and grand dukes. These nobles manage the land and its resources, often supported by servants, guards, and occasionally soldiers. Additionally, the Church stands as a neutral entity, represented by temples dedicated to various deities. Faith and religion remain integral to daily life, with different cultures worshipping different gods based on their beliefs and values.
 

Gameplay Guidelines:

WITHOUT GM: Freeplay

  • In Freeplay mode is an unsupervised roleplay among players. Basically roleplay from players, for players, with much conversation etc.
  • Players should generally avoid involving monsters in this roleplay mode.
  • If monsters must be included, defeated creatures will not yield experience points (EXP), currency (Cell), or items. Players can, however, record the EXP for TIME and PLAY at the end of a session.
    • TIME EXP is calculated based on session duration: 30 EXP per hour, multiplied by the character's level.
    • PLAY EXP is self-assessed, ranging from 10 to 250 EXP, based on the quality of roleplaying.
  • Important figures (NPCs) like kings, emperors, gods, or high priests (whose stats are unknown) should not be played or killed in Freeplay mode.

WITH GM: Freeplay

  • When a Game Master (GM) is present, the standard BATTLE-EXP rules apply: each character receives EXP equal to half of the enemy's base HP.
  • Only the GM can introduce monsters into the roleplay.
  • TIME EXP is calculated as before: 30 EXP per hour, multiplied by the character's level.
  • PLAY EXP is determined by the GM, ranging from 10 to 300 EXP, based on the quality of play.

WITH GM: Storyplay

  • Storyplay sessions must have a GM present. The standard BATTLE-EXP rules apply, with each character earning EXP equal to half of the enemy's base HP.
  • TIME EXP is calculated as usual: 30 EXP per hour, multiplied by the character's level.
  • PLAY EXP is assessed by the GM, from 10 to 500 EXP, reflecting how effectively the session was played and sometimes used to round off the overall score.
 
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