[center][h1]The Burning World[/h1] [img]http://img15.deviantart.net/b664/i/2012/321/f/c/lords_of_wasteland_by_frankatt-d5l9bg9.jpg[/img][/center] [h2]Story[/h2] [i][color=Gold]A woman, shrouded in golden light, appears before you, extending her hand. She speaks in a strange, melodic language, more beautiful than any one you have heard before. "You are the last defenders of this land. Will you join me, and defeat the evil, or will you turn away?" [/color][/i] [i]The world has always been a desert. For as long as anyone can remember, humanity has either lived on the tops of mountains, where there were springs, and arable land, or in the depths of the many chasms that scar the landscape. However, the titanic struggle between Good and Evil is new. It's the only thing that's changed in the last thousand years. Take that how you will. The Heroine has been recruiting everyone to her cause, no matter their background. For some, it's a chance for glory, treasure, or simple bloodlust. For others, it's a chance at redemption, a chance to protect those weaker than themselves, or self-preservation. Whoever you are, she will accept you, as long as you don't try and betray them. In her eyes, betrayal is one of the greatest sins. [/i] [center][img]http://cdn3.howtogeek.com/wp-content/uploads/gg/up/sshot4fd5993f00ba6.jpg[/img][/center] [h2]Setting[/h2] Kospeovis is a barren world. Even with magical advancements, civilization is not able to escape from its perpetual existence in the mountaintop citadels. In any other place, whenever they try and build, it is wiped away by nature. Natural catastrophes, weird and strange creatures, and internal dissent all happen within the year. The Chasms are many, even if they mainly ring the equatorial zone. No significant mass of water larger than a lake has been discovered anywhere on the planet, even if the southern hemisphere is unknown, cut off by the Chasms. [h3]Citadels[/h3] There are eight great Citadels, each on the eight greatest mountains of the known world. Each city is named after the peak it rests on. [list] [*] Uscah: The largest, and northernmost Citadel. It is the center of learning and culture, populated by all races. [*] Shamra: The stronghold farthest to the west, a barrier between Uscah and the Shifting Frontier. It is populated by orcs and members of all races who seek adventure. (Think fantasy cowboy town, except on a mountaintop.) [*] Riyaha: The Citadel farthest to the south, looking directly into the Maw, the Chasm that allows access to all other chasms. Populated by treasure hunters and profiteers. [*] Sdimat: To the east, looking above a sea of dead, cracked soil. However, its mountain is the most rich in minerals and materiel, and provides most metal and stone to the others. Populated by mainly Humans and Dwarves, merchants and miners. [*] Gare-Ruvure: Less of a walled city on a mountaintop than a large farm, providing the other cities with food, livestock, and wood. However, it is not undefended. It is protected by a fierce Ork band called the Red Blade. They take their duties very seriously, and are very disciplined. Populated by Humans, Orks, and Halflings. Dwarves don't like speaking about the Citadel, but they trade with it anyways, so it's something. [*] Amshan: The smallest city, but the one that applies the most technological advancements to their daily life, Amshan is the Citadel on the mountain that hides the largest underground sea of freshwater in the world. The Pumps are the center of everything in Amshan, the culture based on engineers, nothing else. Populated by all other races except Orks. [*] Qoioria: A recent addition, Qoioria was founded one hundred years ago, and is in the center of the Homeland, the area the Citadels are located. It hasn't been around long, in the eyes of the High Council, so its Council is largely disregarded. It is a largely Halfling city, with Art, Music, and Theater being the foremost professions. A small university dedicated to connecting magic to music has sprouted up, and most technology invented there is extremely beautiful. [*] Skeluff [color=Red][DESTROYED][/color]: The oldest Citadel, Skeluff was once the most valuble city on the planet, opulence overflowing. The Dwarves that formed the city's aristocracy grew fat and complacent, however, leading to their downfall by the Overlord. [/list] [h3]Government[/h3] The Citadels have a loose government of Councils, a group of leaders directing their cities, and then, above them, is a High Council, a collection of the Council Heads. They generally only debate on major changes to policy, leaving the rest to the citadel inhabitants themselves. [h3]Money[/h3] There is a monetary system in place, but bartering is more valued. On Kospeovis, if you have something I need, and I have something that you need, it's much simpler to just trade one for the other, rather than try and work out a payment from a system created from scrap metal. [list] [*] 1 Talq = 1 Copper [i]The Talq is the most worthless of all the coins, formed usually from rough pieces of rusty metal, stamped with the Council's seal. [/i] [*] 1 Kavin = 10 Talqs [i]Kavin are the most used coin, generally formed from spare nickel and aluminium. [/i] [*] 1 Darik = 100 Kavin [i]The rarest coin, used only by the extremely wealthy, is created from actual silver or gold. The metal doesn't seem to matter to most people, just the value. It is slightly smaller than the other coins, and crafted better than them, as well.[/i] [/list] [h3]Races[/h3] There are many races on Kospeovis. Sometimes, they just don't get along. However, they have to cooperate to survive, and have all settled into an understanding. Currently, the grudges between races are more of a grumpy sort, the kind that simply leads one to shout insults at, and get in a barfight with. [list] [*] Humans - The least populous race on Kospeovis, Humans are forced to get along with everyone. They kind of resent this, but not in a bad way. This drives them, as a race, to become better, to become [i]more.[/i] Among this race, there are a lot of scientists, treasure hunters, and explorers. There are a few in other professions, but for the most part, they prefer to map out the land, and discover things that will help them survive, and maybe one day expand. [*] Dwarves - The race that has thrived the most some blame it on their affinity for dirt and stone. And beer. Lots of beer. They're stubborn, muleheaded, and quite impossible to get to change their minds, but you wouldn't tell them that, now would you? They wouldn't listen, anyways. Among this race is generally anything to do with construction, although they do like shiny things quite a bit, so they do have many merchants, miners, and treasure hunters. [*] Halflings - The second most populous race on Kospeovis, they are friendly and congenial people. They enjoy stories, and are great actors, musicians, and artists. However, this doesn't mean that they're helpless. An Ork, who had picked a fight with a Halfling musician was later found, unconscious, with a trumpet shoved up his nose. A cornered Halfling is more dangerous than a wild Shifter Beast, some might say. Among this race is generally artists (painters, musicians, actors, etc.), explorers, and mages. The last is surprising to most, but every Halfling has a natural connection to the realm of Arcana, with the Halflings learning to cast cantrips and small spells at a young age. [*] Orks - Along with Dwarves, Orks have thrived in the desert, their tough bodies able to withstand extreme environments. However, this hasn't left much room upstairs in the way of mental development. They do make wonderful laborers, guards, and explorers, however. Of all the races, they are the most disagreeable, causing them to generally have problems with the law enforcement. (Racial profiling, yo.) However, some have found a good place for themselves in the law enforcement agencies, renowned for their strength. There is also a rumored band of Orks who have found a way to survive in the desert, living as Nomads. [*] Elves - Insufferable pricks who said, "Screw this," and took their magical pointy ears, and left. Nobody knows where the Elven race went, and nobody really much cares. [/list] [h2]Rules[/h2] [list] [*]No Godmodding (duh) [*]No forcing other player characters to do anything. If you do, it should be discussed via PM or in the OOC, and please notify me. [*]Have fun, I want this to be a good experience! [/list] [h2]Character Sheet[/h2] Name: Physical Form: ((Here you can put your person's appearance, and some brief info on your character's species/race as well)) Abilities: ((Any magic that they're good at? What about melee? If they can fly or something, mention that. You get the picture.)) Personality: Wants/Needs: ((Is your character driven by bloodlust? Greed? Do they just want promotions? Do they strive to explore? Save others? Put that here.)) Relationships: ((If you want to start off with friends or rivals you can. Otherwise this can be filled out as we go along.)) Backstory: ((So what has your character done? How did they arrive at the place that the Heroine is recruiting them?)) Other: ((Anything else that you want to mention?)) Please post CSes in the OOC thread to be approved. [hider=The Heroine][center] [h1]Sarin Raekyn, the Heroine[/h1] [img]http://orig09.deviantart.net/b600/f/2011/191/d/4/stupid_female_paladin_by_swerc-d3lklej.jpg[/img] Physical Form: A tall, beautiful woman, standing at 5'11", with long blonde hair and brown eyes, with flecks of gold speckled in. She is muscular, yet attractive and slim, even with the scars that mark her body. Abilities: [i][color=Gold][u]Holy Fire -[/u] Sarin summons a ball of holy flame, that burns evil creatures and constructs, and lights up the area, as if it was in sunlight. Against creatures of the night, this is similarly effective.[/color][/i] [i][color=Gold][u]Consecrate -[/u] Sarin purifies an area, person, or object/construct, freeing it from curses, mind-altering effects, and all negative energies.[/color][/i] [i][color=Gold][u]Divine Sword -[/u] Sarin summons a giant sword, which is formed from divine energy, and floats above her. She is able to control it with her mind, but it is easier to control it by synching it up with her normal weapon. [/color][/i] [i][color=Gold][u]Divine Wrath: Purge -[/u] Sarin calls upon the power of Heaven's Gates to grant her next ability or attack the ability to multiply it's power tenfold. [/color][/i] [i][color=Gold][u]Sense Evil -[/u] Sarin can sense evil in all forms, from lying, to concealment, to the specific location in a building where an imp is attacking a family.[/color][/i] [i][color=Gold][u]Create Temple -[/u] Sarin creates a holy area, in which she has almost complete control over what happens. However, this can only be created in one spot in one world, forcing her to save it, or place it strategically. Also, it takes a lot out of her, forcing her to recover for weeks afterward.[/color][/i] [i][color=Gold][u]Leadership -[/u] Sarin is an inspiring leader, pure of heart, selfless, and caring. She regrets every death, except those of that would harm the innocent.[/color][/i] [i][color=Gold][u]Weapons Master -[/u] Sarin can fight with almost any weapon, including magical or technological ones, understanding them completely the moment she touches them. [/color][/i] Personality: Sarin is kind, benevolent, and perfect in almost every way. She cares for everyone, and will do anything to purge evil from the face of the earth. However, she has gotten a bit sarcastic, over the years, and is a bit sad, having seen what she had. Wants/Needs: Sarin is the incarnation of Good in the world, so she wants to save everyone from all evil, creating a perfect world where everyone can live in harmony. Relationships: [color=Black][b][i][u]The Overlord -[/u] Sarin, the Heroine, has not yet revealed how she knows the Overlord, but it is clear that they will fight until the other is defeated. [/i][/b][/color] Backstory: N/A (Will put here when revealed.) Other: N/A [/center][/hider] [h1]Credits[/h1] I came up with the setting, but I stole the CS from Cyclone, the GM of The Horde of Evil, a spinoff of the Dungeon Keepers RP series.