[center][h1][color=0072bc][u]Scattered Shades[/u][/color][/h1] [h2]Arcadia Chronicles[/h2][/center] [hider=Summary of current events (Updated 16/04/16)]Yvette Eridal is the head of Survey group Alpha. She and 11 other CMAS mages were tasked with the survey initiative's first attempt at surveying no-mans land. This group consisted of Onweer Daybreak, Brian Tormal, Kenny the machinst, Ebenezer, and Cecil, along with a few other nameless Divers. This group has left Arcadia already, to the north, in search of an arcane node, or anything else of entrance. The Diver group were at Divers paradise, a haven for Divers everywhere, lead by Luke Juuno. Luke took 24 Divers to sabotage the Survey initiative, including Jenso, And nobody else important because all the other Divers dropped out/were kicked from the RP. The Divers encountered the Survey Group in Xena rock fields, a large plain full of stones of varying shapes and sizes. While attacking the Survey groups Z-ATV (A large armored vehicle) many Divers were killed, and many Junkers were killed. Eventually, after the Divers outright overpowered the CMAS mages, the Xena serpent interrupted this battle forcing the two groups to unite. They defeated it, ultimately, and agreed to stop the fighting, since Luke and his team wrecked their only means of transport. Meanwhile, the head of the CMAS, Sydney Duvell, has been shown to have knowledge of this attack somehow, and is pleased to know that the Survey group was combating Luke and his squad. Sydney shown to have malicious intent, as well as an information source of some sort. Back at Diver's paradise, many CMAS mages have begun attacking, attempting to topple the under-ground haven by destroying the supporting pillars and killing the people there. Luke's sister, Laura Juuno, has contacted him via long-range psychic link, forcing him to retreat from the ambush site in Xena, and defend his home. He has still not arrived. Jenso followed him. Due to Alvios' help (A very powerful Diver, and right hand to Luke Juuno) the attacking CMAS forces are being dispatched rather effectively, despite the damage they are inflicting. Tinon seems surprised that Alvios is still at the paradise. Brian and Onweer are speaking about Yvette possibly being traitorous, Onweer has discovered that she is rather confused about the ambush they just suffered. Yvette has decided they will continue their mission anyways, to her subordinate's disappointment. Meanwhile, Sydney has ordered Survey Group 1, the [i]real[/i] survey group, to head south in search of nodes. It consists of 20 very adept Junkers, is far more prepared than Survey group alpha was with 3 ATVs, has quite a few very popular names within the group, and is now about to leave. This group includes 'buttercup' a steel golem PC. All the while, Sulfrax Lauchlin, the previous head of project S-S, has gone to Hyznia, and met up with Rem, a Diver who's adapted to No-mans-land like few others. He is currently questioning him. Important-ish plot points: Sydney, despite being completely un-suspicious, has been shown IC to have malicious intent. Nobody knows this IC however. Yvette and Luke may be conspiring with each-other atm, nothing is for certain. Tinon's behavior is suspicious.[/hider] [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, 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 connections between nations exist outside of the Quadra-Power 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. News has spread like wildfire throughout Thorisa due to the combined efforts of popular Divers, and the limited relationships shared among nations directly connected to the Quadra-Powers. With the support of their government, the Council of Magic and Arcane Science have been approved to begin construction on a synthetic Arcane node. Based on the limited reports that have been drifting throughout Thorisa, news states that construction is thought to be going well, and the node will be ready for planting within the next few months. 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 civilization has proven to be difficult, 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 mostly of Divers who hold vastly different capabilities and levels of experience in No-man's-land. With their assistance, 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, holding 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 and her surrounding territories in No-man's-land, making up nearly 70% 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. 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 Diver deaths over the past few weeks. There have also been reports from nations that border the infinite ocean that surrounds the Super-continent of Thorisa regarding a strange race of humans with emerald green eyes, and strange magical abilities that supersede the current understanding on Arcane manipulation, who have landed on Thorisan 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 central 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 continent's center, but it's considered negligible for the most part. All in all, life is swell for most civilians, but Divers are usually concerned with the new expansion, or involved in it. Relations in no-man's-land are unsteady, and continue to grow weaker by the day.[/hider] [hr] [center][h1]Map of Thorisa[/h1][/center] [hider=Map][img]http://i.imgur.com/3lHvjxX.png[/img][/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 village, town, city, etc. 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 powerful 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, 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 inherently 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. [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 mythical 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 the subject 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 constantly produced by the core of every atom in the universe. Furthermore, all forms of energy are simply a by-product of Arcane dispersal through elemental reactions, tying 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 that since Arcane energy is produced by all atoms throughout their entire lifetime that the universe will continue to expand for eternity. This much we can assume to be fact, but arcane energy also plays a part sustaining human life. All humans have an arcane network that allows them to interact with the energy around them by applying their own energy to their environment. Alternatively, since living beings harness and produce arcane energy at such an alarming rate, as if they were minuscule nodes, they can spend a considerable amount of their own reserves to produce hundreds of thousands of different effects. There are no foreseeable limits to this ability, but some are more gifted than others, and some are completely incapable of doing this at all. However, the arcane network acts like a muscle, 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 and this can be extended even further, scientists say. Since the Arcane network interacts directly with the human brain, and our central nervous system, it is possible to directly perform medical procedures using magic, as one would expect. However, some have dedicated their lives to manipulating the brain's arcane stability to control other humans, or erase their memories. Such techniques are difficult, since the brain is protected by the thickest part of the body's arcane network, but finesse and power can be used to pierce this shell with ease. Regardless, mind control is not considered an ethical type of magic, and is frowned upon as a criminal act in Arcadia, punishable by silence, wherein a person's network is permanently sealed against their will. However, despite the intricate understanding of the body's arcane network that has been established, it is still the least understood of all arcane aspects, and there are many things that cannot be explained. 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 technology in Thorisa 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 that is not used to consistently power the M-3 FFG's that protect the nations across the world. 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 Thorisa, and nobody has come close to creating anything resembling them yet. Communication through magic is far more common than through the use of letters or animals. The limits of arcane energy are endless, and there are mages discovering new ways to apply their talents every day. Likewise, there are scientists learning more about how the magic functions, while inventing doo-dads left and right, powered by arcane energy. What can you do with this endless array of options? [center][h2][color=gold]The Philosophy of Ki[/color][/h2][/center] Ki is a tricky subject, and although many subscribe to the belief that it exists within all living things, there has not been enough study, or evidence to support these beliefs. The basic principal of Ki is simple, though. Within all living things, regardless of size or shape, there exists an innate source of infinite energy that dies with the host. This energy is what makes a person who they are, regardless of what their brain might imply. Without it, life is not life. Humans would be zombies, animals would lose all instinct, and plants would never evolve. Ki is the single most important energy in the universe, and it is hundreds of times more powerful than that of Arcane. However, it is implied that Ki cannot leave its hosts body, or it will simply cease to be, and fade into the void for eternity. This does not stop humans from harnessing their ki however. In doing so, they can harmlessly exceed their body's natural limitations, increasing their strength and speed to insane levels, improving their perception of reality to the point of being able to perceive the very essence of all energy, or even communicating with the dead. It is told, that with proper mediation, one can even fire ki from their bodies at excelled rates, allowing it to persist for a small amount of time outside of their bodies. This materialized Ki is theorized to be powerful enough to pierce the strongest forced fields, or crush the most powerful magical influences. That is Ki, and with Ki, life remains untouched by the void. A bunch of mumbo-jumbo religious garbage, or so the CMAS would have you believe. There have never been any confirmed documentations of Ki-usage since it is apparently impossible to detect and measure. Although there have been recorded situations where humans with abnormal strength and speed have demonstrated their capabilities first hand, scientists refuse to believe that Ki is responsible, despite the fact that there is no other viable explanation for these capabilities. You might believe in Ki, or you might not. Regardless, one thing is certain. There are many things that the arcane alone can't explain. [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, Void is the lack of space, time, or energy. Void is the impossibility that exists when nothing exists. Technically speaking, it is the counter thesis to both Ki, and arcane energy. In theory, if Void was literal, it would devour all it could until it expends itself. Of course, this could bring about the end of the universe, but only if there was a steady flow of void into our otherwise stable dimension of space and time. It could eat away at the arcane like tissue paper, and would be attracted to the most powerful concentrations of energy, namely Ki, like a moth to a flame. In a word, Void is Armageddon. If it is real, let all humanity hope it never leaks into any world that harbors life.[/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 taking place. 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]Sinon[/h3][/center] Sinon is a very small Nation, south of Teknoh with little political impact or popularity. It is however, home to the founders of Jujitsu, and Judo, two martial arts that can be found all over Thorisa. It is still taught by living martial artists in Sinon, though there is no formal Dojo or platform in which the arts are taught. Rather, it is passed on from master to student, surviving through the ages as the arts have weaved their way into the very life-force of Thorisa. [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. [/hider] [hr] [center][h1]Unique Magical Studies[/h1] [/center][hider] [center][h2]Demonology[/h2][/center] According to the CMAS, there are no such things as Demons. As far as they're concerned, Demons are silly myths thought up by desperate scholars who have no real understanding of how arcane science actually works. Because of this, no school will actually teach Demonology openly, and you will rarely find mention of it within the curriculum of most classes. But where there's a will, there's a way, and any who are dedicated to the study of demonology stress the very real possibilities that it can present. Although there is no real evidence supporting the field of study, the CMAS keep a sharp eye on anyone who proclaims to be a Demonologist. As much as most Arch mages like to deny the possibility that demons exist, they can't deny that demon rituals rouse a curious amount of arcane activity, and that the core theory of demonology is sound enough to warrant their attention. Namely, this theory infers that demons exist in a realm separate from ours, and Demonologists infer that this realm is indeed the anti-thesis to reality as humans know it, or more simply put, the void. With this in mind, the CMAS keep a cautious thumb on demonology study, as to prevent any dangerous outcomes from sprouting forth. There are two types of Demons according to Demonology. The first type are considered Class A Demons. These demons can cross into the world from the void without aid of a summoner, although there has never been a thoroughly documented cased of this occurring. It's theorized that there are "weak" spots between our universe, and the void, which these class A demons can phase through. It's thought that these weak spots are caused by misuse of magic, or evil acts in general, giving a very vague idea of how to prevent demons from entering our world. Class A Demons are often very large, standing as tall as a person, or several times taller. They are often characterized by having more than four limbs. The second type is the Class B Demon, or as they are more commonly referred to, 'Imps'. These demons cannot cross into our world without the aid of a summoner. They are usually considered useless, but they're capable of being utilized as surveyors, making them efficient spies, or watch dogs. They are most often described as being small in stature, about the size of a big cat or small dog. The actual description of Imps varies wildly, which sometimes leads people to the conclusion that they are fake since nobody can agree on an apt description. The act of summoning a demon is long a laborious. If done incorrectly it will result in death. Only the most fool hearty actually attempt to summon demons. [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]Bestiary[/h1][/center] [hider] [center][h3]Xena Serpent[/h3] [sub]Subterranean Nidhogg[/sub][/center] The Xena serpent is a massive beast that many believe to be nothing more than a myth. The rumors say that it's so large, that seeing the entire monster above ground would be practically impossible, as its body is said to 'wrap around the world's core several times over' or something to that end. As its name implies, the subterranean Nidhogg burrows through the ground using its shark-like rows of teeth, and horned head as digging tools. Many believe that it only surfaces once a year to fulfill its hunger, before hibernating for another 12 months, but this is all speculation based on tall-tales and Diver word of mouth. [/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: Do [b]not[/b] create a mary sue. Your characters need to have flaws. They need to be evident. Please don't ruin this for everyone else by acting like you're the main fucking protagonist or antagonist or whatever-the-hell-messiah-twat with a god-complex. 5: 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! 6: 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. The first post in the in-character thread will be reserved for a news feed that updates sporadically. This news is considered common knowledge among the continent of Thorisa. Word travels fast between Diver mages, after all. Keep an eye on it for the most recent news regarding your characters as well, as I will track important events there.