[hr] [center][img]http://i.imgur.com/YfYLTdU.png?1[/img][/center] [hr] [center][h2]Prelude[/h2][/center] [i]As long as anyone can remember, life has been governed by the unstable flux of arcane energy. Humans have always striven to unlock the hidden potential of the arcane through any means possible, from scientific extrapolation, to innate application through blind talent. It has pushed many to look for potential in areas which most thought to be dangerous, unnatural, or outright horrifying. Despite the many doubts that still linger in the minds of the masses though, mages, both traditional and professional, have pushed their boundaries, birthing magic and technology that has shaped the structure of life as we know it. Regardless of the positive influence of their progress however, curiosity and perseverance ultimately acted as a catalyst for conflict and disagreement between factions, both big and small, across the scope of the entire world. Thankfully, due to the combined efforts of the Arcadian nation, and their allies within the super continent of Thorisa, peace has been present for the past 120 years, and shows no real signs of waning any time soon. Despite disagreements between traditionalists and scientific methodists, life has never been better for civilians, and progress continues to flourish in both fields of arcane study. Even so, the tension between factions remains high, giving rise to very strained relations between the capital nations of Thorisa. Even though there's a mutual understanding to keep the peace, and none have been foolish enough to contradict this ideal, very few stable national connections exist outside of the Quadra-Powers of Arcadia, Hyznia, Illon, and Teknoh. Towns, Cities and small Countries are completely separate from one another, spread unevenly across the continent, and physically divided by large, unclaimed expanses of land. Dangerous creatures, and untapped magics lay scattered across the empty recesses of no-man's-land for the strong of heart to discover, at their own risk, of course. Very few actually choose to venture outside the borders of civilization, hunting for relics, nodes, and knowledge to further assist in the progression of arcane resources, all for different reasons. Some study independently from the conglomerates in any given city, developing or deconstructing magic in their own way, while others sell what they find to avoid the troubles of prolonged labor. Regardless of the intentions that these treasure hunters harbor, they're all looked upon as filth, and carry a horrible reputation alongside their profession. Thus, they have been labeled as 'Divers' akin to their habit of diving into the dangers that present themselves out in the mysterious wilds of no-man's-land. Although they put their lives at risk for the greater good of progress, there aren't many who respect their sacrifices at all. After all, bravery is idiotic in Thorisa, or at least that's what the governments would like the general populace to believe. Why? Nobody really knows. There's one advantage that Divers have over even the most esteemed mages and scientists of the Arcadian order, though. They're the only ones who have the slightest idea of what's going on in no-man's-land. If Arcadia is the power mediating the largest civilizations across Thorisa, Divers are the power that mediate no-man's-land, effectively turning it into the 'Diver's paradise' for the experienced, and turning the ill-thought title of 'Diver' into a badge of courage to wear with pride. Some think that the Divers have established something of a rogue nation within no-man's-land, but information on their habits is sparse, and nobody is willing to leave the safety of their home nations to look into this theory any further. In that respect, Divers are safe from the eyes of Arcadia, and the nations under their supervision. Now the world of Thorisa is waiting for you, fellow Divers. Are you ready to traverse no-man's-land for fame, fortune, and glory beyond your recognition- among your fellow Divers, anyways, haha![/i] [hr] [center][h1]Recent History[/h1][/center] [hider] Joint in harmony with their sister nations, the conglomerate of Arcadia's Arch mages and head scientists have brought promise of a new golden age as a potential fruit of their labors over the past 15 years. With the support of their government, the Council of Magic and Arcane Science have been approved to construct a synthetic Arcane node. With enough arcane nodes, and man power, the nation of Arcadia is predicted to triple in size over the next five years as they colonize the surrounding territory with these manufactured Nodes. The reasoning for this decision to expand has been attributed to the population density in Arcadia and Teknoh reaching critical levels. Sustaining their civilization has proven to become a difficult endeavor within the constraints of their land, even with all the advancements in Arcane science over the past 100 or so years. Furthermore, the government has voiced their concerns regarding the well-being of Divers, and claim that this expansion might be able to save them a great deal of trouble in scavenging through the infinite expanse surrounding their nations. In light of this new expansion project, the government has approved a new bill known as the 'Survey Initiative' which allows the CMAS to organize survey teams that consist mostly of Divers. The purpose of these teams is to scout out the regions near Arcadia for suitable locations from which new Arcadian Cities can be built. The CMAS claim that the newly manufactured nodes cannot be within several miles of one another without disastrous effects, begging the need for the survey initiative, and forcing the government to comply with their request. With the assistance of licensed Divers, the CMAS is confident that colonization will be highly optimal for the nation of Arcadia. This faith placed in Divers has brought tension in Arcadia to an all-time high, and any who have accepted the generous offer of employment from the CMAS have acquired a bad reputation in no-man's-land. Most of the more experienced Divers think poorly of Arcadia's new expansion plan, and have voiced their concerns rather audibly. However, the government has paid no mind to the concerns of Divers in light of the expansion project, aptly titled 'Scattered Shades' or S-S, as it holds far too much potential to cancel, or limit in any way. The CMAS have begun sending out 'licensed' Divers to survey the most suitable patches of land for expansion. These licensed Divers are referred to as 'Junkers' by any who look down upon their decision to work for the Arcadian government. Needless to say, Divers around the world have mixed feelings about this plan of action, and have gathered en'mass near Arcadia's capitol to either peacefully protest their ideas, or enroll in the Survey Initiative willingly for profit. The largest supporter of S-S is the nation of Teknoh, whose population density has been on the verge of rupturing for nearly a year now. Most of the licensed Divers hail from Teknoh, making up nearly 55% of those who have signed up for the Survey initiative. Being the closest sister Nation to Arcadia, this shouldn't come as a surprise to anyone. Teknoh's branch of the CMAS has been working on a massive transport vessel as a part of project S-S to support Arcadia's expansion, but production is rumored to be delayed significantly, to a point where it might be a major factor in delaying the execution of the project. Due to the faltering economy, Teknoh has been heavily mediating access to their city, making its borders a haven for civilians and Divers alike, as dangerous as it may be. Daily incidents of injury and death at the hands of creatures in no-man's-land have been reported as commonplace. Meanwhile, there have been rumors mucking about the people who predominantly live in the expanse of no-man's-land of a particular group of individuals who target powerful Divers and murder them without reason. It is assumed that bounties have been issued, or that this group of individuals simply find the Diver's way of life too disgusting to allow. Details on this rumor are vague, and there is no evidence to support this, aside from the rise in reported Diver deaths over the past few weeks. That being said, information on the well being of Divers is based on an unreliable set of sources, namely a group of popular Divers who exchange news for payment. There have also been reports from nations bordering the infinite ocean, regarding a strange race of humans with emerald green eyes, and powerful magical abilities that supersede the current understanding on Arcane manipulation. These people have reportedly landed on Thorisa's shores en'mass. These individuals are considered extremely dangerous, but there is no confirmation that they harbor any violent intentions. They have been labeled as 'Eel' people by many who have heard of this story. Some call them 'Emerald Fish' or 'Swimmers' but there is a consensus that they are far too secretive about their origins to be trusted. Arcane energy is abundant in most nations, and sparse in others. Notably, the southern expanse of Thorisa has suffered from a severe drop in node production, forcing several smaller villages to migrate into larger territories. This has created a lot of variety in southern villages, including the super power of Illon. There hasn't been much investigation into why this is happening in the south, but it's considered negligible. The Survey initiative itself has already begun. Two groups have been sent out to scout the southern, and eastern expanses of no-man's-land, both consisting of 20+ licensed Divers. Both teams have been spearheaded by high-ranking CMAS officials, including the likes of Haley Corisan, Talon Vvindamere, and Jonathan Yumi. Several popular Divers are involved in the first survey groups as well, such as [i]the man simply known as Dan[/i], and [i]Quicksilver[/i] Zay. Neither group has returned to the capitol yet, but hopes are high within the CMAS.[/hider] [hr] [center][h1]Map of Thorisa[/h1][/center] [hider=Map][img]http://i.imgur.com/MHkg8rm.png[/img] Raw Link: http://i.imgur.com/MHkg8rm.png[/hider] [hr] [center][h1]Important Terminology In Thorisa[/h1][/center] [hider][center][h3]Divers[/h3][/center] A Diver is any individual who decides to leave the safety of his/her nation to explore no-man's-land. Divers are usually seen as treasure hunters, but they often have their own reason for leaving their homes. Most Divers are capable of using magic, but some possess natural skills sufficient enough to defend themselves and survive in the wilds. Divers have a very bad reputation in most nations, but they are still capable of obtaining informal contracts from just about anyone. [center][h3]Arcane Nodes[/h3][/center] Arcane nodes are natural conductors of the arcane energy found in the air, and within the earth. These conductors are capable of releasing a constant flow of raw energy powerful enough to fuel advanced mechanisms, or persistent magical effects. These nodes are rare, and often act as a base to establish a new nation. Without a node, sustaining a stable civilization is practically impossible. [center][h3]M-3 FFG[/h3][/center] The Model-3 Force Field Generator is a mechanism that most scientific communities use to protect their nations from dangers that exist in no-man's-land. These machines create an extremely powerful force-field that only allows specific life signatures through it, namely those who are citizen to any given nation. They require an insane amount of arcane energy to sustain them, which means that without an arcane node to power them, they are impossible to use efficiently. [center][h3]Project S-S[/h3][/center] Project Scattered Shades is a combination of efforts put into the creation and implementation of an Arcane node outside of any current national borders. Through the combined efforts of popular Arch mages and arcane scientists, production of the very first synthetic node has begun. Machinists from Teknoh are creating a transport vehicle to contribute in this project. Additionally, a new law known as the 'survey initiative' allows the CMAS to hire Divers to survey no-man's-land for suitable expansion locations. This project has increased tensions in no-man's-land between Divers, along with raising concerns among civilians in Arcadia. [center][h3]A/B[/h3][/center] An Arcanite Battery is the most common way to store Arcane energy in Thorisa. These smooth, durable storage devices vary in size and shape, from inch-wide cubes, to spheres with several feet of diameter. A/B's are a conductive matrix of solid Arcanite encased in stone, metal, wood, or any other sturdy materiel. Arcanite itself it not a natural resource, but it can easily be created by solidifying a small amount of arcane energy. Arcanite is often very erratic in design when created, and very fragile, which is why many choose to encase it in another material, for safety and security. A small A/B that can fit in a person's hand contains more arcane energy than most humans do in their bodies, and is capable of powering many small weapons or mechanisms that are fitted to accept them as a power source. Most people cannot absorb the energy directly into their bodies, despite being able to fill the batteries manually using magic. These batteries often sell for a sizable sum if they are filled, making them very attractive to Divers. [center][h3]A/D[/h3][/center] The Arcane Detector is a very crude device for quantifying arcane energy. It emits an arcane-infused humming noise when activated. The pitch heightens when the sound-waves are interrupted by residual arcane energy of in the immediate area, assuming it is of a high enough volume. These are very rare, difficult to create, tend to malfunction, and are impractical for anything other than finding arcane nodes in no-man's-land. [center][h3]A/A[/h3][/center] Arcane ammo is the primary source of firepower used in all sorts of projectile like weapons. There are several types of A/A that fit into different weapon models, but the principal is the same regardless. An arcane element is infused into the tip of a special arcanite casing, and once triggered by a secondary A/B, it detonates and travels up the reinforced barrel, producing a different effecting depending on both the ammo type, and the weapon design. [Center][h3]Staves[/h3][/center] Staves are long, arcanite-infused objects that extend the length of a person's arcane network by matching their affinity. This is accomplished by loosening the physical bond of the arcanite, and coating it in wood, steel, or another stable material. These staves can be topped off with conductive elements, but it isn't necessary despite sometimes improving or changing the effect of a person's arcane magic altogether. Staves allows humans to use dangerous magic much easier, as they circumvent the need to practice safe casting, especially with elemental spells like Fire and electric conjurings. [center][h3]No-Man's-Land[/h3][/center] This is the massive expanse of unclaimed land between the nations in Thorisa. No-Man's-Land is lush with latent arcane energy, and wilderness of all shapes and forms, ranging from forests, to deserts. The wildlife is unpredictable, vicious, and completely uncatalogued, making the creatures in the wild very dangerous, even to the protected nations. Additionally, food can be sparse, fresh water is infrequently found, and each type of landscape is full of unique dangers, from excessive heat, to crippling cold. If you were to compare the amount of land between nations, No-man's-Land would cover over 95% of Thorisa. The possibilities are endless out there. [center][h3]Quadra-Powers[/h3][/center] The Quadra Powers are the four nations under Arcadia's rule. There is the capitol of Arcadia, Teknoh City, Illon Republic, and the castle town of Hyznia. These four nations are the biggest, and most powerful in Thorisa. They are also the only union of nations known across the continent, making them somewhat of a ruling government, despite the fact that they don't meddle in the affairs of other civilizations. They do express distaste for war, and are not subtle in their intention to snuff out conflict before it grows with their overwhelming influence. [center][h3]CMAS[/h3][/center] CMAS, or the Council of Magic and Arcane Science, is Arcadia's authority on everything Arcane. Compared to the government, the CMAS hold just about the same amount of influence, if not more, considering that they control the military, manage everything magical, and have full reign of the capitol's M-3 FFG, among other things. All mages and Arcane Scientists who reside in any of the Quadra-Powers are under watch, or part of the CMAS, but not all who are classified as members hold very much sway at all. The CMAS is in place to regulate and control the use of magic and arcane study within Arcadian borders. Anyone registered under the CMAS are disallowed to leave Nation borders unless they are permitted by the figureheads of the council. Any who leave while registered as a Mage or Scientist are considered criminal to the nation of Arcadia. The CMAS are very selective about who they allow into their upper ranks, but aren't very secretive about what they study, or what they practice. At least, they don't seem to be. [center][h3]Arch Mages[/h3][/center] The highest ranked mages registered within CMAS. Arch mages, unlike any scientists, are considered extremely dangerous, and are often capable of using exceedingly powerful magic. Arch mages are also responsible for most unique magic in Arcadia's history. Some mages with extensive magical capabilities claim the title of Arch-mage outside of Arcadia, but they are not acknowledged as such, especially considering their lack of affiliation with the government, or CMAS. [center][h3]Diver's Paradise[/h3][/center] A community of Divers rumored to exist in No-Man's-Land. Nobody knows much about it, and most consider it a true myth. [center][h3]Junkers[/h3][/center] These are Divers who have subscribed to the Arcadian Survey initiative. They have a very bad reputation with other Divers, alongside the negative aspects that Divers already carry. Junkers are paid very well. [center][h3]Wizard[/h3][/center] A slang term for anyone who uses magic. Calling somebody a 'wizard' is considered extremely patronizing, and offensive. The word is looked down upon, and rarely uttered as anything more than an insult [center][h3]Infinite Ocean[/h3][/center] Thorisa is a super-massive continent that covers nearly 1/3rd of the planet's surface. The rest of the world is covered in an endless ocean that has never been explored by man successfully. Its dangers are absolutely unknown, and nobody dares enter its waters. No-Man's-Land is nothing when compared to the sea. [center][h3]Warlocks[/h3][/center] Warlocks are mages who study forbidden, or ancient magic that cannot be reliably studied within the parameters of arcane science. These mages are inferred to be capable of using void energy with the help of arcane rituals that thin the veil between reality and the void. Demonlogy, Void Templar rites, and Warping are a few studies considered to use 'warlock magic' effectively. [center][h3]Machinist[/h3][/center] Machinists are those who practice Arcane construction. They are capable of building all sorts of things using arcane energy from A/B and their trusty tools. Many arcane scientists are also Machinists if they aren't capable of using magic themselves. Mages can become machinists as well, but it's well known that people with an active arcane network usually make very sloppy machinists. [center][h3]Warper[/h3][/center] A very rare individual who is capable of warping humans and objects across insanely long distances. This type of magic is very unstable, and without very precise control, warping can either be ineffective, or outright kill the subject of the warp. The study of warping is forbidden in Arcadia, and it is very hard to find texts on warping anywhere in Thorisa. [center][h3]Void Templar[/h3][/center] A very group of individuals who are capable of negating all forms of magic through an unknown means. Void Templar claim that they use the void, which they worship as 'that which judges the flow of time and power' to cancel out whatever they claim to be a 'blatant misuse of arcane energy'. Their weapons and armor seem to be the source of their powers, but it's been reported that a few Templar can cancel magic without them. The Void Templar are very prominent in the southern regions of Thorisa, but do not show any signs of spreading across the continent. [center][h3]Aracanic Cancer[/h3][/center] A magical ailment wherein a person's arcane network is damaged severely, rather than sealed. This disease slowly cuts off the flow of arcane energy to the body, leading to a loss of magical abilities over time, physical fatigue starting in the extremities, and eventually, once the heart and lungs cease functioning, death. It is caused by improperly preformed Silencing rituals, straining the arcane network beyond its limits on too many occasions, and rare magic that is meant to damage a person's network directly. The life expetency of a victim can be anywhere from 2 months to 10 years when diagnosed. [center]~More to be added as the story progresses, or upon request~[/center][/hider] [hr] [center][h1]The Three Philosophies of Energy[/h1][/center] [hider][center][h2][color=00aeef]The Philosophy of Arcane[/color][/h2][/center] Arcane energy is clearly abundant in Thorisa, and it's theorized to exist at every corner of the universe as the glue that binds the very fabric of existence together. Although different elemental compounds produce arcane energy at different rates and with different affinities, arcane energy is created indefinitely at the core of every atom in the universe. That being said, all matter and energy in the universe consists of one form of arcane energy or another, which ultimately ties the study of magic into the practical sciences that can be observed with relative ease. Arcane energy naturally crystallizes to form new atoms as well, and can be forced to do so with diminishing returns of different significance, making it possible to replicate every element known to mankind with varying degrees of difficulty. Taking this into account, many have inferred that the creation and destruction of the universe is a constant cycle, with arcane energy being the core element that exacerbates this progress. Furthermore, it can be assumed the universe will continue to expand for eternity, since Arcane energy is produced by all atoms throughout their entire lifetime. Arcane energy also plays a part sustaining human life, as humans are merely a conglomeration of matter and energy. All humans have an arcane network that allows them to interact with the energy around them. By applying their own energy to their environment, humans are able to use magic, which varies tremendously in power and capability. There are no foreseeable limits to this ability, but some are more gifted than others, and many are completely incapable of using magic at all. However, the arcane network itself acts like a muscle in the body, and can sustain a larger stream of power if it is used often enough. Some of the most powerful mages have a reserve nearly 100x that of a normal human being. Despite the extensive modern understanding of the body's arcane network, it is still the least understood of all arcane aspects, and there are many things that cannot be explained through magical science alone. Lastly, arcane energy can be used to power a myriad of technological machines. Once might assume that mechanics use arcane energy to produce electricity, but the energy loss in this conversion is far too substantial, so scientists have developed a way to directly harness the arcane with a complex Arcanite interface. This makes modern technology very energy-efficient, but there is still quite a demand for usable arcane energy, since the arcane node of each city has a limited output, despite their infinite potential. The most obvious use for this technological breakthrough is for housing amenities, transport vehicles, Projectile/Melee Weapons, and all sorts of interesting contraptions. Computers, phones, and other electronic devices like them do not exist in the world, and nobody has come close to creating anything resembling these complex mechanical wonders as of yet. Communication through magic is far more common than through the use of letters or animals, despite being a rare talent in and of itself. The limits of arcane energy are endless, and there are mages discovering new ways to apply their talents every day. Likewise, there are arcane scientists learning more about how arcane energy functions. What can you do with this endless array of options? [center][h2][color=gold]The Philosophy of Ki[/color][/h2][/center] What the Arcane cannot explain about the body, is instead extrapolated upon through faith. Ki is known worldwide as the energy that sustains living creatures, giving them a unique presence that stands out beyond that of the arcane. It is believed that Ki shapes who a person is, from their personality to their capabilities and limitations. It is a presence that exists at each person's core. That being said, the studies of Ki are based solely on faith, and have absolutely no place in modern science whatsoever. In fact, despite all of the answers that Ki offers, it is frowned upon and sometimes outright belittled by arcane scientists and mages throughout Thorisa. Ki is thought to affect the body's physical attributed directly, improving one's strength, speed, healing factor, and thinking power despite the physical limitations that should not allow such feats. There are many who claim to harness Ki through rigorous training, who are capable of performing incredible feats, such as lifting objects hundreds of times their own size, or running faster than even the most dexterous land vehicle. In rare occasions, it is said that one can actually extend their Ki beyond their body's shell, creating energy waves that can outright destroy matter and external energy with otherworldly ratios. Scientists who acknowledge Ki, although very few in number, theorize that its power is 100x more condensed than that of the most refined arcane energy. Ki cannot exist outside the body for long, however. This, paired with the doubts in the scientific community, has prevented any attempts to harness Ki for practical use. Many know better than the prudes in the scientific community, though. Ki is very real, and it rests within us all. But unlike arcane energy, it is limited by an individual's determination and resolve, rather than their skill and dedication. Where can your faith bring you? [center][h2][color=Purple]The Philosophy of Void[/color][/h2][/center] The void is an enigma, and even less evident than Ki. Put simply though, it is the lack of space, time, or energy. It is the impossibility that exists when nothing exists. Technically speaking, it is the counter thesis to both Ki, and arcane energy, ergo reality itself. In theory, if Void was literal, it would devour all it could, until it expended itself. Of course, this could bring about the end of the universe, but only if there was a steady flow of void into an otherwise stable dimension of space and time. It could eat away at the arcane with ease, and would be attracted to the most powerful concentrations of energy, namely Ki, like a moth to a flame. Theories on void energy are sparse, and based on the ramblings of insane mages who have claimed resonance with the [i]void between worlds[/i] itself. Although it is not acknowledged as a reality in the scientific world, the studies supporting it are remarkably well structured. Void energy Theory, or [i]VET[/i], is a fearsome study indeed.[/hider] [hr] [center][h1]Known Nations[/h1][/center] [hider] [center][h3]Arcadia[/h3][/center] Arcadia is the largest and most powerful Nation in Thorisa, covering a massive expanse of land and having access to the largest Arcane node known to mankind. Their population easily reaches a rough estimate of 23'000 people, and their kingdom covers about 6 square kilometers. The borders of Arcadia are not only protected by the M-3 FFG, but also a massive Arcanite-infused steel wall, 20 yards thick, and 100 yards tall. The town itself is littered with skyscrapers and large research buildings, with the capitol government building standing high in the city's center, easily visible from a kilometer away. From afar, Arcadia looks like a giant walled off fortress, more than it looks like a nation. The CMAS headquarters is near the main government building, and it is where project S-S is lead. The people of Arcadia are willfully ignorant of most goings-on within the CMAS, despite how adamant the government is about stressing news about their progress. People work mundane jobs, and those who can't are granted significant pension regardless of their service prior. Arcadia's massive Arcane deposit makes up for their high population density, but distribution has become more of an issue lately. You'll rarely find homeless vagrants in Arcadia, as most of her citizens are well taken care of by the government. [center][h3]Teknoh[/h3][/center] Teknoh is the second largest Nation in Thorisa, and sits only 2 kilometers away from Arcadia, close than any other nation by a wide margin. Because of this, there's a well established route between the two cities used for trading and support. Unlike Arcadia, Teknoh's borders are not covered in large walls, but rather a trench where they dump raw material for decomposition using their arcane node at a catalyst. This is only passable through flight, or by using the draw bridges that surround the city. Teknoh city is only 4 square kilometers in size, with a population of roughly 17'000 people, making it the densest city in Thorisa to Arcadia's knowledge. They have the most technological advancements, thanks to the branch of CMAS within the city supporting the local Machinists with production. Although they are more efficient than Arcadia, their population density forces the Teknoh Government to refuse new citizens. Teknoh's civilians are often in tune with technology, and living standards are far more advanced than in most other cities. The skyscrapers in Teknoh are also far larger than anywhere else, and are by-in-large created from a unique mineral known as 'living steel' by most. The Teknoh Government building is underground, as are a great deal of their important facilities. [center][h3]Illon[/h3][/center] Illon is the black sheep within the Quadra-Powers, being the most aggressive Nation in Thorisa prior to the introduction of Arcadia's rule. Illon is known for its corrupt politics, blatant disregard for mutual agreements between nations, and barbaric traditions. Somehow they've been able to keep under the radar in light of more important matters, but most would agree that Illon is not a nice place to live. The republic is only 3 square kilometers in size, and has a population of about 6000 people, though that number continues to dwindle each passing year as people either leave, or are killed by unfortunately circumstances. The homeless count in Illon is outrageously high, but they keep this hidden from their allies surprisingly well. As far as appearances go, Illon is not very well guarded. Aside from the M-3 FFG, there are no defenses surrounding the city. They also don't incorporate very many large buildings to house their citizens, which is part of the reason as to why the homeless rate is so significant. Citizens in Illon are disgruntled, but very loyal to their government. Although CMAS still keeps track of all mages within the city, Illon isn't fond of magic, and actively discourages it with their government, preferring physical science as the best alternative. This makes the republic far more akin to chemistry, and alchemy, which originates from their nation, despite how private they are about their studies. [center][h3]Hyznia[/h3][/center] Being one of the least developed nations linked to Arcadia, Hyznia gets a bad rep, especially since its government isn't fond of the arcane sciences. Hyznia is a mage's paradise, harboring some of the most powerful Arch-Mages in the CMAS and acting as their most important reference for all things magic. The CMAS Hyznia Sect members are incredible at Arcane manipulation, and encourage all to become attuned to the magic within themselves. Hyznia has a rough population of 3'000 people and exists as a castle-city, constantly guarded by vigilant mages around the clock. Unlike the other three Quadra-powers, a part of the local CMAS is dedicated to maintaining a natural barrier using the power of the local arcane node, rather than using a M-3 FFG, which makes maintaining the barrier a chore, and requires constant vigilance. Within the castle city, citizens are free to roam as they please, as long as they don't enter the CMAS HQ uninvited. People in Hyznia tend to speak with a strange accent, since they do not ever accept outsiders as permanent residents. If anything, Hyznia is the most medieval nation in Thorisa, to the knowledge of most. [center][h3]Saiga[/h3][/center] Saiga is a small rural province less than a square kilometer in size, with a scarce population of around 500 people. It is home of many traditionalists who forsake the ideals of technological advancement and prefer to learn from the teachings of Kho, their hero-god and prophet. The province is an Anarcho-Syndicalist Commune-- a self-sufficient government without the need of government, nor economy. The people are often farmers or monks, contributing to society with the peaceful application of martial arts and philosophy. The Teachings of Kho are one of the more popular Philosophies on Ki in Thorisa. Kho was once a guru and prophet to the people of Saiga back when it was a much larger nation. In ancient legends, it is said that he was the pioneer of Saiga's modern martial arts, and one of the first humans to discover, and quantify the concept of Ki. He had used his immense power to turn the tides of war, training many others to use his secret knowledge to their advantage. When the wars that ravaged Saiga ended, he had opened a school and taught martial arts to the youth and developed the true purpose of Ki: Enlightenment. These teachings are passed down even to this day by his successors. [center][h3]Mortuum[/h3][/center] Mortuum is the Nation of Void Templar, and happens to have a strong distaste for most arcane studies, including what machinists and alchemists create. They deem only a few arcane revolutions as necessary or allowed in their nation, and adamantly enforce this belief to any who they come across. Mortuum has a decent population of about 2'500 people, and covers about 1 square kilometer of ground. The nation is not walled off, nor do they use a M-3 FFG to protect themselves. Creatures around their land are oddly dissuaded from attacking them, but the reason for this is completely unknown. [center][h3]Anu[/h3][/center] To the Northeast of Arcadia and Teknoh lies the city of Anu at the mouth of the great river Namu that runs into Infinite Ocean. Here, separated from the other civilization by the great mountain range: Tala lives the people of An’shin that legend tells arrived at the shores of Thorisa many centuries ago. The An’shin people are often spoken about in legends and tales filled with rumors and unknowns, what is known about this mysterious society is that they are one of the few that worships The Void as the one true being. They are a people of feared warriors that is said to wield both the power of technology and nature itself, but their walled off city that reaches into the sky only inhabits around 1500 people. The reason for this is the high mortality rate that consumes so many of their people: at the temple of The Void, where the chosen ones get trialed by The Void and only a few are deemed worthy. The nation has been ruled by the royal Kross family for as long as legends foretells: a family said to possess both a connection to The Void and high fertility: the latter of which ensures their survivability as each firstborn is trialed at the Temple of the Void and only those that are deemed worthy goes on to become a warrior and ruler. The nation of An’shin holds a fragile peace with the other nations that only uphold because of their land’s rich natural resources that they trade through their ambassadors. Because they worship The Void they are often seen as lunatics, but their skill in war and their resources mean that the other nations accept them, though they are not part of the Quadra-powers.[/hider] [hr] [center][h1]Unique Magical Studies[/h1] [/center][hider] [center][h2]Alchemy[/h2][/center] Although not practiced very often outside of the Illon republic, there exists a very intricate magical study known as alchemy, wherein one uses refined arcane liquids to create potions that interact with the human body in ways that most arcane scientists have a hard time understanding. It's a simple process where ingesting these potions, the body's arcane network undergoes a temporary, or permanent, mutation that can affect many aspects of the host's physical form, or magical affinity. Alchemy is considered dangerous and unpredictable by most, and it is shunned as a crime in Arcadia's capitol. [center][h2]Arcane Construction[/h2][/center] Some arcane scientists are just outright incapable of harnessing their arcane network, but they absolutely cannot give up the opportunity to contribute in a significant way to the world of magic! This is where Arcane construction comes in. Arcane constructors, or 'Machinists' as they are commonly referred to, are individuals who use unique tools to harness their own arcane networks, which allows them to create all manners of machines that can use arcane energy in different ways. Some of the most common creations of machinists are A/B and of course, the well known and widely used M-3 FFG. Machinists are also very well known for their body mods, which act just like normal body parts, which even includes organs! Although they vary in specialization very widely, Machinists will usually agree that innovation is the way forward, and creativity is the fuel of their craft. If the possibilities for magic are limits, why can't they be limitless for magical machines as well? [/hider] [hr] [center][h1]Technical Stuph[/h1][/center] [hr] [center][h2]Tex's [color=aba000]Golden[/color] Rules[/h2][/center] [hider] 1: Do not Godmod, metagame, Powerplay, Autohit or Assume that I won't catch you trying to do all four. -Godmodding: Affecting the environment, or your character, as if you were a god. E.G. changing the time of day, messing with the environment significantly, granting yourself abilities you don't have, etc. -Metagaming: Knowing things you shouldn't, period. You can't just 'know' everything about the universe or 'read' minds. Explain your knowledge in the character sheet/in character, and don't metagame. -Powerplaying: Controlling other characters to your whims. Just... Just don't. -Autohitting: Hitting with an attack without consent. If the opponent cannot feasibly dodge, they should take the damage, and I will be the judge of what an unfeasible dodge is. 2: Do not spam the IC with an endless stream of posts. You may post as much as you want, but do not double post, and please don't go too far ahead of other player unless you are not anywhere near them. 3: Do not be rude OOC. You are allowed to be rude IC obviously. Just don't start fights in the OOC, or your ass is [i]graaassss[/i] 4: Consult me if you would like to add to the lore or history of Thorisa. I'm always open to new ideas, and I'd love to hear yours! 5: There are no other immediate rules. I'll speak up if something unruly happens. Just have fun, don't step on each other, we'll be alright [/hider] [hr] [center][h2]Character Sheet Template[/h2][/center] [hider=Template][code][sub]- - - - (Personal Details)[/sub] [b]First Name:[/b] [b]Last Name:[/b] [b]Age:[/b] [b]Sex:[/b] [b]Home Nation:[/b] [b]Appearance:[/b] <1-2 paragraphs minimum. You can also provide a picture if you're like. We just need to know what your character's hair, face, and body look like. Also remember to include Height and weight, I like those.> [b]Personality:[/b] <1-2 paragraphs. You can expand on this in-character, but please provide a basic understanding of how your character acts> [b]History:[/b] <1-2 paragraphs is fine, but I encourage you to expand on this as much as possible> [b]Occupation:[/b] [hr] [sub]- - - - (Power Matrix)[/sub] [b]Primary Focus:[/b] [b]Magical Capabilities:[/b] [b]Body Modifications:[/b] [b]Weapons and Equipment:[/b] [b]Specialties:[/b] [/code][/hider] Here's an example sheet: [hider=Example] [sub]- - - - (Personal Details)[/sub] [b]First Name:[/b] Dude-Guy Extreamo [b]Last Name:[/b] Douche-Nozzle [b]Age:[/b] 21 [b]Sex:[/b] Male [b]Home Nation:[/b] Arcadia [b]Appearance:[/b] Self explanatory. [b]Personality:[/b] Self explanatory [b]History:[/b] Self explanatory. [b]Occupation:[/b] Junker [sub]- - - - (Power Matrix)[/sub] [b]Primary Focus:[/b] Ki [b]Magical Capabilities:[/b] -Fire conjuring -More fire conjuring -Absorbing fire or whatever, idk man. -More fire stuff -Solidifying Fire into crystals that have explosive properties -More flammmmes [b]Body Modifications:[/b] Robot eye. It's robotic and shit. [b]Weapons and Equipment:[/b] A knife made of HUMAN BONES (It's just white plastic) [b]Specialties:[/b] Being an all around bad ass, and also knowledge of nuclear fission.[/hider] [hr] [center]Author's Notes:[/center] If you are interested in adding to the lore of the world, creating nations, bouncing your ideas off of me, or contributing in any way at all, please let me know either in the OOC, or through private messaging. I'm always willing to hear new ideas as the world develops, or discuss your characters in depth, as well as their involvement in the overarching plot line. Without further Ado, you may submit your sheets, or ask questions at your leisure.