[center][u][b]World of Sacred Arms [/b][/u][/center] The world of Galadia is filled with magic and myth, Adventurers, with great power or little power. Many often travel from nation to nation in search of treasures, most notably, powerful tools called "Arcane Arms" powerful and old that grant the wielder their potential unlocked and fully realised. They have a opposite, almost "Brother" opposite known simply as "Eldritch Arms." While Arcane Arms unlock the hidden magical potential, Eldritch Arms grant their wielder untold magical power but at a great cost, physically metaphorically or symbolically. Galladia and the surrounding nations have only just ended a three century long war, accumulating into peace treaty. What was known as "The Age of Wars and Blood" as ended and paved the path for a new, seemingly lighter age; "The Age of Adventurers." No time of peace lasts forever, and a dark force is stirring, awaiting for its time to rise. A scribe, a story teller-in training has searched long and hard to join a band of powerful adventurers so he can pen their tales of heroism and bloody battles along side his pet pig, Hammy. You are an adventurer of great worth, even owning your own Arcane Arm, your experience can range from a few years, to centuries, whether you're a "Hardened Stalwart Knight" or a "Happy go lucky Thief", you are seeking an adventure for whatever reason has compelled you to. You have taken a liking to this Scribe's sense of wonder and adventure and have decided to join him [center][b]XXXXXXXXXX[/b][/center] [u][b]World Information/Arcane Arms and Eldritch Arms[/b][/u] [b]Arcane Arms:[/b] Powerful tools used to unlock the wielder's true magical potential and grant them untold power. While they are common, and sometimes often mistakenly used by those of little to no magical potential, they only show their true power and strength to whomever they deem "worthy" enough to unleash the hidden power within. To the current races, they are a mystery and tools of legend that have been a part of the World's history for as long as the nations have existed, some speculate they are far older and may have had a hand in shaping the world. [b]Eldritch Arms:[/b] If Arcane Arms represent "light" and "good" then Eldritch Arms are often seen as the darker, more twisted twin. An Eldritch Arm is rarely seen without a wielder, preferring to "offer" it's power to anyone who find themselves in times of dire need. They grant their weilder untold power and strength to destroy and eradicate with ease. This comes at a great, heavy price to burden. They share a sortof symbiotic history with the Arcane Arms; wherever one or the other appears, it is not long before it runs into a ounterpart of the opposite. [b]Galadia:[/b] The Nation of Galadia is the largest of the Southern Gaia Continent Nations, and perhaps the more diverse in terms of Terrain, with snowy mountains, Green Plains, a large magical forest and a coast.. Right in the middle lies the Grand Forest known as Sylvala, and often acts as the main connection to the various towns and Kingdoms that have settled within Galadia. Galadia prides itself in its fantastical architecture, the advancement of Magitech, and it's unified King Council, that leads Galadia's affairs. Sylvans are often associated as "Galadians" formally when it comes to politics. [b]Brumas:[/b] Brumas is a nation of tribal warriors and shamans. Situated to the east of Galadia, They are the least hostile out of the three surrounding nations. Their homeland is mostly great stretches of brown and gree plains, with little to no forests. Brumans are often rowdy, loud and ready for a fight and are highly skilled Cavaliers, Archers and Spearmen. They are led by a "Grand Warlord" A powerful individual both physically and mentally. They allow magic to practiced, but under careful and watchful eyes. [b]Vroncroft:[/b] Vroncoft is the northern nation, their region is much harsher and colder than the other three. Vroncroft is often seen as the most hostile of nations, definitely the more militant. Their adament "Anti-magic" stance is infamously known, since the Templar Order has taken control of the nation. They view Eldritch Arms as "abominations of the world" whilst believing that Arcane Arms are the gift of the "One True Lord" to battle and destroy demonic sorcery. They are led by a "King Templar" a title recently coined for the then Knight Commander [b]Rumbia:[/b] Rumbia is more secretive, and arguably the smallest of the nations and situated to the west of Galadia. Considered more magically attuned with the world, they study magic as a path of Enlightenment. They are trained Monks, often seen to be peaceful and non-war like, however, this gives The Rumbians a slight advantage, for they are quite skillfuly talent in the art of combat, and often will fight if cornered or push enough. They are led by an "Emperor" who guides his people on the path of wisdom. [center][b]XXXXXXXXXX [/b][/center] [u][b]Races of Galadia[/b][/u] [b]Giants:[/b] The titans of Galadia. Giants are enormous humanoids similar to humans in appearance, usually ranging between ten and fifteen feet tall, and with sturdy, muscular builds. Despite their enormous frames, giants are a remarkably calm and noble people, seeing themselves as protectors of the smaller races and upholders of peace and law. This is embodied by the giants of Granwald, the only large settlement of giants in the known world. Typically giants live in clans and are nomadic; they wander place to place, occasionally settling in abandoned forts and watchtowers to rest before moving on again. Others stay longer, but all giants move on eventually, even if it may take their clan a generation to do so. Some old forts have been home to dozens of giant clans over the years, who may vanish one day only to be replaced by another in the next. Furthermore, giant clans are flexible. Those who wish to leave, whether for personal goals or conflicting interest with the other clan members, are free to do so, and may form their own clan or join another, on the condition they swear fealty to the matriarch or patriarch, the leading individual, of the new clan. Because of this, Granwald still retains much of its nomadic culture despite being static. It is ruled by its own matriarch, Molivia, and roving clans join the city frequently. The individuals swear fealty to the matriarch during the stay, promising to abide by the rules of her clan and by extension the city, only to reform their old clan once they leave. Most citizens of Granwald live this way, acting only as temporary residents before leaving. The city itself is ever changing, as giants set up camps and temporary structures around the centre of the city, some of the only permanent structures in it. Those who dedicate themselves to Granwald are an entirely different kind of giant, who dedicate themselves to their crafts, and are known as some of the world's most brilliant crafstmen and weaponsmiths. The city guard are knights in armour, having undergone rigorous training and equipped with the finest weapons and armour, contrasting greatly with their berserker cousins who still keep travelling. While giants are known for their calm, determined, and practical nature, they are not without emotions, and are known to experience bloodrages. When under times of extreme stress, either mental or physical, a giant may enter a bloodrage, in which they cease to experience pain or restraint and act on only the basest of instincts. Most giants possess remarkable mental fortitude and can resist these urges should they arise, and those of particular note can use this to trigger or surpress it at will, transforming into juggernauts on the battlefield at a moment's notice. [b]Sylvans:[/b] Descendants of the world's nature spirits, the sylvans are powerful, if erratic, supernatural creatures that inhabit the world's wilderness. Sylvans come in many forms, from the lofty treants to the cunning goblins and pixies, and are equally varied in their disposition and abilities, united only in a common ancestor and a shared connection to the Sacred Oak, an enormous tree that acts as the heart of the sylvan capital, Sylvala. While their ancestors, nature spirits, were bound to the tree by supernatural forces, sylvans are no longer forced to remain within the confines of the Oak's territory, but the tree still has important spiritual and historical importance to them. Sylvala encompasses almost all of the network of trees and roots that connect to the Sacred Oak, a hundred thousand miles of seemingly untouched forestland that hides a complex and oftentimes mysterious society of the sylvans. The Sacred Oak is a parent and a guardian, protecting the forestland from harm that might come to it, but Sylvala itself is guided by an individual with a strong connection to the Oak known as the Chosen. The Chosen acts as a link between the tree and the sylvan people. Because of their varied forms, sylvans have numerous strengths and weaknesses that vary depending on their kind. Treants are physically powerful beyond even that of giants but are patient and wise, and should fate be kind they can live onwards of a thousand years. The sheer variation between sylvans makes listing all of their traits impossible. Goblins are feral and short-tempered, more animal than anything, and can live up to thirty years if their impatience does not end it sooner. By far the most common kind of sylvan is the pixie though; small, winged humanoids that most sylvans believe to be closest to the nature spirits of old. They are playful and inquisitive, highly talented with magic, and if the Sacred Oak stands, immortal. [center][b]XXXXXXXXXX[/b][/center] [u][b]Character Sheet [/b][/u] [b]Name: Age: Race:[/b] (Human, Giant, Sylvan) [b]Gender: Appearance: Bio: Other:[/b] [b]Arcane/Eldritch Arm: [/b](name, appearance and power/abilities description of your Arm Weapon. History of it is optional.) [b]Standard Form:[/b] [b]Alternate Form:[/b] (Example: if you have a Shield, it may change to an Axe, or something) [b]Overbreak Form: [/b](Powered up form, gives you a boost too as well as giving you some new abilities) [b]Unleashed Form:[/b] (your Arms true form. I don't need I need to say any more about that ) [center][b]XXXXXXXXXXXXX[/b][/center] [center][u][b]Guidelines [/b][/u][/center] - Don't be a dick to people. Don't be a dick to the GM and Co-GM as well. - This RP is more narrative driven, so please, build up the world if you want, and at least move the plot on your end along whenever can. - Character Death can happen, but not without reason. If a character dies as part of the story? You will get a chance to create another. - My word is law! please take my words into consideration on your CS or post if there's a problem that needs to be fixed. - At first your Arm Weapon will only have two forms; Standard and Alternative. I will talk to you about when your character awakens the other forms. Feel free to discuss your idea with me or my Co-GM as well if you have ideas - Posts will be expected every two weeks. I may sometimes post once a week, given I get free time to do so. So try to at least post a week after I put up the GM post. if you fail the first time, that's okay, I'll give you a two extended period. Let me know if you can't for whatever reason. I'm super understandable and will mostly allow you to post the next time round :p. - the most important; HAVE FUN!