[center][IMG]http://i67.tinypic.com/ighixe.png[/IMG] [IMG]http://i67.tinypic.com/2e6a805.jpg[/IMG] [IMG]http://i63.tinypic.com/35lvnkk.png[/IMG][/center]It is said that all things are on half of one whole; that everything is completed, or opposed, by something else. That is balance, according to men with too much time on their hands to remunerate such matters. In the world of Arilyth, the curse of undeath has haunted its peoples for thousands of years. Men and women drawn to macabre sorceries make mockery of life and death, raising corpses from their graves and fuelling their power with the souls of the silent dead. It is from the whims of necromancers that a greater menace has taken root in the world, a scourge that cannot be eradicated, a plague that spreads from one to another: the vamphiir. Vamphiirs are a sentient undead creature, unshackled by necromancers, and chained by their inhuman hunger for the vitality of the living. The life of one brought down to a few seconds of utter euphoria, to experience the warmth of life once again, to remember, to feel… As there is darkness in the world, so is there light to oppose it. In this case, fire – the Order of Cinders. For three thousand years, men and women have flocked to the Order, pushed by vengeance, hatred and circumstance to endure a lifetime of peril hunting creatures and sorcerers that would otherwise threaten the world. It is a thankless task, and one often appreciated with chagrin, complaint, and in many unfortunate cases, the death of a hunter. Their mission is simple – purge the dark. Yet such a sacred duty, one avowed in blood, is complicated by the nature of their foes and an enemy that they cannot face – the fear of those who do not know any better. However, the nights grow longer. An unsettling chill has taken hold in the world. The stars dim, and black clouds cage the gaze of the moon. A new menace has made itself known, and for the sake of the world, the Order of Cinders must embark on what may be their last great hunt. [hr][h2][b]Premise[/b][/h2] Welcome to Black Cinders, a story based in the fantastical world of Arilyth. You are one of the Hunters or Huntresses of the Order of Cinders, an organisation dedicated to the eradication of the undead. Prior to the events of this story, you were on the hunt or preparing for one, but your plans were interrupted by an urgent summons issued by the Huntress-General Valla Dagan. Your characters have been commanded to travel to the port of Isamanca, where you are expected by the Duke and Duchess Chavarra. Our tale begins in Isamanca, a city of extravagance and indulgence, a hedonist paradise caught in a cultural renaissance. [hr][h2][b]Gameplay[/b][/h2] This is a fantasy adventure, interwoven with elements of a darker and grittier world and storyline. Players will remain together throughout the majority of the RP. Character depth and development will be important here, and more importantly, character interaction. There will be some action, some combat, some intrigue and some mystery. Players may have to make hard decisions, decisions that will impact how you are viewed and how the story plays out. I haven’t planned everything out - I have a vague overview of the major plot points. How we arrive at these plot points falls to how the players interact with the story. I encourage side-stories, and I encourage players as a collective to work to achieve certain goals and forge a brilliant story together. This is, in my opinion anyway, what makes a great roleplay for all involved. Black Cinders will begin in Isamanca. However, it will leave the port eventually, and our characters will find themselves caught in a malicious web that will at times divide us. [hr][h2][b]Character[/b][/h2] In this section, I will summarise details about your characters and the Order of Cinders. The Order of Cinders was founded by a pyromancer named Kal Dagan three thousand years ago in the ruins of an ancient city following the birth (or, rebirth, rather) of the first vamphiir. The influence of Kal Dagan has remained strong throughout the longevity of the organisation, as it has taken the Crowned Wyrm of the Dagan Clan as its crest, and made many of his descendants leaders of the Order. One such example is the current Huntress-General, Valla. Upon the mountains of northern Sivar Velg is the House of Fire, also known as the Hold of the Hunters, a monolithic bastion of stone the colour of ash. Massive fires burn all day and night, their light a beacon in the intense blizzards native to the region. All Hunters and Huntresses know the House of Fire to be their home. In many cases, it is the place that they were raised. Subsequently, it acts as their headquarters, their armoury, their school and their family. Most Hunters and Huntresses come to the Order of Cinders as orphans, or those touched by the plight of the dead. Many are traumatised and frightened, but their rigorous training transforms fear and breeds it with hate, creating a lethal fighter out of the most impacted victims. This does not break them though, for all Hunters and Huntresses have already known great pain and loss, and it is their hatred and desire for vengeance that spurs them onward. Members are referred to as Hunter or Huntress (the capitalisation is an important distinction). Hunters and Huntresses of great skill and experience are promoted to the rank of Hunter/Huntress-Captain. They are the only members of the Order, save the Hunter/Huntress-General, permitted to teach or lead a group of Hunters/Huntresses. As mentioned before, the leader of the Order is the Hunter/Huntress-General. Members of the Order adorn themselves in supple, flexible black leathers and cloth, depending on where they are of course. The object that distinguishes them as a Hunter or Huntress is a black coat bound by one single brass button. It is important to remember that members are almost always hunting, and that their hunt can take them to all kinds of places. Consequently, they are well-travelled, cultured and quite worldly, and many are bi- or even multilingual. When on a hunt, only Hunter/Huntress-Captains are formally allowed to recruit individuals and bring them to the House of Fire, though individual Hunters and Huntresses are known to make the suggestion to those they see potential in. The pyromancers of this guild specialise in a particular type of magic called ‘ebon pyromancy’, a sorcery that is unique to the Order. The fires they produce take an unnatural red colour, marred by streaks of black whenever undead are nearby. Whilst any fire is able to kill a vamphiir, ebon pyromancy is doubly effective. The Order of Cinders’ words are, “by will of fire, darkness becomes cinder.” As a member of the Order of Cinders, you have taken a blood-oath to the eradication of undeath. You despise anything and everything that does not live, and any individual dabbling in foul sorceries that invoke these unnatural forces. You have walked a road filled with hardship, and now live a life of untold danger. This journey has defined you, perhaps in more ways than you can imagine. [b]CHARACTER SKELETON[/b] [b]Name:[/b] [self-explanatory. I hope.] [b]Appearance:[/b] [this includes age. Feel free to use a picture, though a description is always appreciated.] [b]Biography:[/b] [your backstory. Where you come from, what events have shaped you, when and how did you end up with the Order of Cinders? And as a side-piece, where you were when you received the summons to Isamanca.] [b]Personality:[/b] [normally I shy away from this, but your characters will essentially know each other, or are aware of each other, so there are likely to be elements of your character and their behaviour that other members of the Order, and thus other characters, would know about. This isn’t a psychoanalysis. This is a chance for you to express what others will or should know about how your character ticks. I hope this inspires some camaraderie or conflict between our cast.] [hr][h2][b]Setting[/b][/h2] The following is a brief compendium of information relevant to the story and character creation. Isamanca, and the Revosso Peninsula at large, will be written about in length in my first story post. [b]ESSENTIAL INFORMATION[/b] [b]World:[/b] Arilyth [b]Year:[/b] It is the 831st Year of the Third Era [b]Happenings:[/b] In Sivar Velg, the lonely town of Balgath is raided by barbarians under Cherak Gundagir. Balgath, being the heart of most trade in southern Sivar Velg, will likely not recover from this attack. The Sivarans continue to be their own demise. Meanwhile, Sigga, Queen of Maegul, colonises parts of the Thousand Glades and marries Auvil Margeir, Lord of the Freehold of the Glades. Adrion Meryn is crowned as King of Lorinth. He is expected to marry Annebeth Asere, a union that is likely to consolidate the vassal of Alassia with the power of Lorinth. The Revosso Peninsula prepares for the autumn solstice, where the people celebrate the culture and prosperity of the peninsula and the cities governing it. The dukes and duchesses of these city-states prepare for their annual meeting in Isamanca to discuss the politics of their cities and the looming threat of Jzarea. Ibzya receives emissaries from Jzarea, a move that has greatly angered the principalities, whom are already fighting the Jzareans. The Jade Sea is a graveyard for the fleets of both the principalities and the empire. The Jzareans were not able to overcome the Ashareen Armada, but were able to successfully land in Varazhyr and take Bashra, along with the Gulf of Khelat. Tensions in the south are rising, yet despite the war, the Ashareen economy is thriving. Despite decades of rivalry, the Republic of Paerium has allied with the principalities. Meanwhile, in Jzarea, it is said that the saviour of the druidai (currently enslaved) has been born. [b]MAGIC[/b] [hider=Magic]Magic is the ability to control, to bend and to change. The definition varies between the four types of magic, but they all agree that magic is the essence of change. Some even go far enough to say that magic is the manifestation of chaos in the world. That being said, however, magic is a part of the world. It is a natural force, and as such it exhibits qualities that are both benevolent and malevolent. In Arilyth, the source of all arcane magic is At’aine, the Well of the World. It is a font of power and the meeting place of the world’s ley-lines, rivers of energy that flow freely beneath the world. The ithuri are connected to the Well of the World (fuelling their belief that they created it, and that they are entitled to it over humanity), and as such all ithuri are born maegi. This is different for humans. In the Dawning Age of Arilyth, 100 men and women were invited to consume its iridescent waters, and through it attained power equivalent to a gods. The first maegi are known as the Primals, or Primal Maegi, and it is from them that all maegi are descended. All human maegi are part of the Bloodlines. However, they do not have the power of their ancestors, as their hallowed blood has been muddied by non-maegi and the natural decline of magic over the course of generations. There are two families that claim to be pure, however, and they are the Vaetharians of Maltheria and the Quelanthans of Ibzya. Physiologically, magic acts like a muscle. To cast magic, one requires a source to draw from, and a great deal of concentration and focus. Every time one uses magic, he or she strengthens their potential. However, that being said, magic does take its tolls. Physically, over-use can result in tiredness. In extreme cases, it can result in internal damage or even comatose and death. Emotionally and mentally, magic can damage your thinking patterns or severely alter your persona. Both cases apply most definitely to those who dabble in black magic (also known as daemonic magic). Warlocks in particular are prone to corruption of mind and body. Age is also a factor in magic. The fitter and younger you are, the more potent your power is. That being said, it is possible for energetic elders to also channel powerful magic, but this is often with the aid of a medium such as an orb, a staff or tool, anything to reduce the full impact of the arcane. Another factor is power cap. Every maege is born with a different power cap that generally doesn’t expand. Your power cap determines how strong your magic will become and how much you can channel at one time. Unfortunately, most people with high power caps die very young. There are four types of magic. Firstly, there is arcane magic, which is derived entirely from the Well of the World. Pyromancer of any sort is a form of arcane magic. Practitioners of arcane magic who delve too deep into the energy of the Well are able to access the daemonic world of Maexarran and link (either forcefully, or voluntarily) with a daemon. The powers they wield are otherworldly – this is referred to as black, or daemonic, magic. Then, there is blood magic. Blood magic is any kind of spell that the maegi invokes using the power of their own blood, which allows maegi to perform feats of magic impossible with other forms. This includes necromancy. The final kind of magic is an outlier to the others, in that it is not derived from the Well of the World. In the south, humans and fey mingled, and the result were people capable of commanding the forces of the wild. These includes Jzareans. The differences between ebon pyromancy and normal pyromancy are few, yet there are key divisions. Ebonfire is an almost unnatural red colour and emits an intense heat that can sometimes be overwhelming. It was developed by pyromancers of the Order, for pyromancers of the Order, and is thus its secrets are maintained by the Order of Cinders’ Keeper of Flames. It is more malleable than natural fire, and is thus used in artifices by the Order, and will also kill undead quicker. A major distinguishing visual is that ebonfire develops streaks of black throughout it when nearing the presence of the undead; these streaks darken as you approach any source of undeath or necromancy.[/hider] [b]THE HUMAN FACE OF ARILYTH[/b] [hider=Nations][b]Ashara:[/b] from a glorious empire to splintered kingdoms governed by tyrants known as the Sword Kings, to now six united principalities. It was a lineage of queens that liberated the golden lands around the Bay of Blades, and helped construct the River of Riches to hasten the flow of trade across Ashara. They are an industrious and mercantile people, with a colourful culture and aesthetic to match. The principalities are Ezaraj, Aminah, Kalabad, Sabasar, Varazhyr and Moqorro. These are the nation of the Ashareen, descendants of the glorious Empire of Habbis. The Ashareen tend to be olive-skinned with manes of brown or black hair, with light eyes (from shades of golden brown to blue and green). Some are darker-skinned. The capital city of the region, and home to the ceremonial queen, is Ezarashe. Their culture is inspired by Persia, India and Arabia. [b]Ibzya:[/b] a large and inhospitable desert dominates this queendom. Ibzya, the Searing West, is nestled at the western part of the subcontinent of Araasyr. It is a land of all manner of peculiarities, of whimsical doodads and zoological oddities, all of which inspire foreigners to visit and trade with the hardy (and often hostile) Ibzyans. Ibzya is ruled by its dervishes, priests of their sun god, who drive them to wage war with the neighbouring gnolls for the underground lakes that their people so desperately require. They are of medium build, with brown skin, dark eyes and adorn themselves in whatever equipment is necessary to ward off the heat and the sand. The capital city of Ibzya is Qaithus. Their culture is inspired by Northern Africa. [b]Jzarea:[/b] the southern super-continent of Jeinei is home to the wild Jzarean Empire. Their might encompasses most of Jeinei, from its lush jungles to its oak forests. They are considered to be a barbaric culture, an assertion made based on their practices in slavery and the ruthlessness with which they have conquered the Jeinei. They worship a snake goddess, to whom they make human sacrifices daily. They are brown of skin and eye, with a vibrant sense of aesthetic, often adorning themselves in stones and piercing their bodies with gold. Their jungle home favour lithe and athletic builds, awarding them flexibility and also dexterity. The capital of Jzarea is Xan Balanque. Their culture is inspired by the Aztecs and Mesoamerica. [b]Lorinth:[/b] the northern subcontinent of Veldonn is the location of Lorinth, and the former kingdoms of Dumat, Alassia, Cheldaine, Baruvad and Pavellione. Lorintines are devoted to the worship of the Saints, paragons of their kingdom that helped forge it into the kingdom it is today. Their military and their faith are one in the same, as the knight-priests of Lorinth act as the pillars of their civilisation, protecting law and order, repairing buildings, giving alms and protecting the innocent. Despite the governance of Lorinth, its vassals are frequently host to rebellions and defiance, as proud nations pray desperately for liberty and independence. The capital city of Lorinth is Merynnas. Their cultures are inspired by England, France, Germany and the Holy Roman Empire. [b]Maltheria:[/b] the kingdom of stone, its fortresses etched into mighty peaks, linked by the tall, unyielding bridges of the Chain of Olgoroth. Maltheria was established six centuries before our tale by the Conclave of Maegi as a line of defence against the ithuri and anyone else threatening the Well of the World. Their endurance, resilience and propensity for hard labour and battle made them the ideal candidates for this, and it is their duty that has shaped them into the fighters they are known to be today. They tend to be tall and well-built, their muscles toned from years of training and battle, with brown hair and fair complexions. Their strength is unparalleled, and many are left shocked when in the presence of Maltherians working or fighting. The capital city of Maltheria is Aldaran-under-Shadow. Their culture is inspired by Greece, specifically Ancient Sparta. [b]Paerium:[/b] a small, unassuming nation trapped between the Peaks of Paerius. Paerium is minute in population and territory, yet it benefits from the mineral-dense mountains that cage and protect them. One such mineral is targium, a stone of great properties equivalent to gunpowder. The discovery and experimentation of this ore has resulted in Paerium becoming a place of invention and ingenuity, a land of inspiration, where cannons and rifles have been invented and tinkered with. The industrious nature of the Republic of Paerium has earned it quite a reputation, and it now enjoys economic, especially with war on the horizon in the south. The Paeric are a tall and proud race, dark of skin and eyes, and are closely linked to the first humans of the world. The capital city of Paerium is Paerium. Their culture is inspired by Ancient Rome. [b]Revosso:[/b] the Revosso Peninsula, a place of perpetual autumn and spring, is the focus of our tale. The duchies of Revosso are autonomous and rule in their own right, yet maintain a plethora of trade agreements and alliances that serve to significantly bolster their economy. It is the unity and the geography of Revosso that has aided them in usurping the Principalities of Ashara as the trading capital of the world. The culture here is vibrant, centred on food, wine, art, music, and hedonism. Indulgence, extravagance and culture are of great importance to the people here, even establishing a religion around Love & Beauty. The people of this region tend to be of a medium build. Their eyes vary from a muddy brown to a lusty burgundy (an oddity unique to the people of this region), while their hair maintains a subtle scarlet quality to it. An olive complexion, excellent quality of life and diet protects them from the stresses of the world. There is no capital on the Revosso Peninsula, but the centre of their faith is Oras Vedrid. Their culture is inspired by Renaissance Italy and Spain. [b]Sivar Velg:[/b] the roof of the world, a continent all on its lonesome, separated from Veldonn by the Sea of Musinir. It is the birthplace of necromancy, of vamphiirs, and the Order of Cinders, and also the location of the House of Fire. Sivar Velg was once the home of the giants, and following this, a proud nation of humans united under the Horned Bear. Such majesty is a far-cry from the desolation that it has now become. Though many attempts have been made to unite the tribes and peoples of this unforgiving place, all have been unsuccessful. The Sivarans are a warrior people: tall, proud, and strong, with muscular builds and hair of reds and golds and whites, pale skin and piercing blue and grey eyes. There is no capital in Sivar Velg, but the closest thing to it are the city of Roinnvar and the town of Balgath. Their culture is inspired by Viking Scandinavia.[/hider] [hr][h2][b]Rules[/b][/h2] [list][*]Don’t be a dickhead. Simple. [*]If you’re going to be absent or no longer wish to participate, be honest. Tell me. [*]At least three posts a week please. I will try to post every day, depending on where the story is. [*]Communicate with me if you have an issue, whether with the story or in real life. [*]Be realistic, be dark, be gritty, dive into those characters and interact with the story. Don’t hesitate. [*]An active OOC is always appreciated. Throw ideas around, discuss the story, encourage, etc. [*]This is high casual, therefore, good grammar, spelling and paragraphing are a requirement.[/list] If there are any questions or queries, feel free to ask!