[center][color=Gold][h1]T I T A N O M A K H I A[/h1][/color] [url=https://www.youtube.com/watch?v=wQmA0Bd9d00]Theme[/url][/center] [hider=Terminology] Dunamis: The planet that the story is set on. Approximately three times the size of Earth, and possessed of innumerable biomes and bizarre creatures. Hunters: Those who hunt monsters. While Hunters are required to earn a Hunting License before being able to officially accept requests, they ultimately aren't beholden to any greater organization, acting as mercenaries of a sort. It is no small stretch to assume that those who have taken up this job, and have lived long enough to be considered "veterans", are incredible specimens in some aspects. Hunting "Parties" and "Guilds": Hunting monsters is a dangerous job, and even moreso when one is doing it alone. As such, many hunters have taken it upon themselves to put together groups of Hunters known as "Parties". While membership tends to vary, one of the tried-and-true party compositions involves a frontline fighter (typically a Ki user), a "Gunner" (who is often also a mechanic) and a Mage, if one can find one of suitable competence. There are some Hunting Parties, however, that become big enough to be considered a "Guild". While most Hunting Parties number between three to five members, some of the premier Hunting Guilds have hundreds of members, often breaking off into regional subdivisions that report back to their central "Prowler" Base for updates. Prowlers: The "Rolling Fortresses" employed by Hunting Parties. Can take a variety of forms, but Guilds often sport the largest ones among them, often operating out of Airships for their primary Prowler. There are even some rookie teams who forgo the use of a Prowler due to the expense of actually obtaining one, and the following maintenance. Having a Prowler is a badge of honour, and often seen as the mark of a "true" Hunting Party, since those without one tend to stick to one area. Magic and "Mana": The act of using one's spiritual essence (known as "Mana") to enforce one's will upon reality. All living creatures possess Mana in varying amounts, but it typically takes applied training and study in order to properly use it to one's own ends. Those who are trained to use magic are known as "Mages", and among them there are many who choose to specialize in certain schools of Magecraft. The applications of Magic itself appear to be seemingly endless, and there are some Mages and devices that are capable of drawing Mana from the surrounding world in order to create the desired effects. Ki: On the flipside of the coin from "Mana" is the energy known as Ki. Much like Mana, it is something that exists within all living beings. Ki is the essence of one's physical being and overall vigor. While ultimately capable of far less (or, at least far more simple things) than the feats brought about by Magic, the use of Ki is no less valuable to a Hunter. Ki allows one to strengthen all aspects of their body and, with great enough levels of Ki, coupled with great control, one is capable of unleashing blasts of energy that are not too dissimilar from those done by a magic user. It is not unusual for Ki specialists to be able to leak their Ki out into the surrounding area as an act of intimidation, exerting pressure onto other creatures. "Over-Skill": Distinct from the use of Mana or Ki in that the origin of this ability is unknown. Possessed of no particular rules other than the fact that they appear to be unique to each individual, an Over-Skill can take on a variety of forms. On that note, however, not everyone happens to possess an Over-Skill, a fact which prompts many Mages to try and figure out what the conditions are to develop an Over-Skill. Casting Devices: A tool of the trade for many Mages, a casting device can take many forms (though, some of the more "old-school" Mages prefer things like staves, wands and even tomes), but their purpose is ultimately the same. By running Mana through a Casting Device, Mages are capable of bypassing some steps in the process of casting spells, often programming spells into their Devices for quick access. Higher-quality Devices are capable of empowering a Mage's spells, often drawing Mana from the atmosphere and incorporating it into said feats. “Spirits”: Often referred to in scholarly articles as “Eidolons”, Spirits are theorized to be wild manifestations of Dunamis’ consciousness, similarly to Dragons. As beings composed purely of “wild” mana, Spirits take on a variety of forms, and higher level spirits appear to be capable of changing forms at will. Throughout history there have been particularly exceptional individuals that have managed to enter contracts with Spirits, taking the on as “Familiars” of sorts. Recent developments in magecraft have devised a process by which one can create an artificial Spirit, although this process is only achievable through a combination of high amounts of pure mana stones and an exceptional spellcaster, thereby making the creation of artificial Eidolons a rare case. To note, the existence of races like the Nymphs is often attributed to somehow being descended from Greater Spirits, though the process by which that may have happened is currently unknown.[/hider] [Hider=Races of Dunamis] Humans: Pretty self-explanatory. The most numerous race on Dunamis, and easily the one with the most "nicknames" among the races, whether they be derogatory or endearing. Eldrin: Essentially the equivalent of "Elves" on the planet of Dunamis. Long-lived and regal, the Eldrin are most known for their contributions to the realm of Magic and the research of its potential applications. Beastfolk: The appearance of the Beastfolk is much like that of humans, except with some key differences. Beastfolk often possess the ears (and, although not always, the tails) of animals. The actual origins and evolutionary necessity of these traits is unknown, but ultimately irrelevant at this point in history. Dragnan: Similarly to the Beastfolk, the Dragnan are also mostly human in appearance. However, they are possessed of horns of varying shape and number that jut out from their heads. Many Dragnan see the size of their horns as a sign of virility and strength. Horvin: A diminutive people who rarely stand above three feet tall. Babyfaced and long-eared, the Horvin are considered to be the most "adorable" of the races on Dunamis, and even those who take of the career of Hunting are often not taken seriously, much to their chagrin. Beastmen: Not to be confused with the Beastfolk, the Beastmen are those whose animal traits extend far beyond simply having ears and tails. There was a period in history where the "civilized" races treated the anthropomorphic Beastmen as monsters as well, but time has managed to integrate a great many Beastmen into the rest of society. However, there are also a great many Beastmen who prefer the wilderness to bustling city life. Drakon: Essentially the "reptillian" equivalent of the Beastfolk, and subject to a similar history, albeit there are more of them who prefer the city life. Many believe that they are descended from the mighty "Dragons", and it might not be the most ridiculous of claims considering their strength and great aptitude for working feats of Magic.[/hider] [hider=Character Sheet] [center][h1]CHARACTER NAME[/h1] [Character Appearance Goes Here] [Theme Song, if Applicable, Here] [Witty Quote, if ya like][/center] [b]Name:[/b] [b]Age:[/b] [b]Gender:[/b] [b]Sexuality:[/b] [b]Race:[/b] [b]Hunter?:[/b] Y/N [b]Affiliations:[/b] (i.e Hunting Party/Guild, Royal Guard, etc.) [b]Personality:[/b] [b]History:[/b] (Probably doesn't need to be too long, but feel free to go nuts.) [b]Skills and Abilities:[/b] (Includes things like Magic specialties, Proficiency in Ki, Over-Skills, "Special Moves", you name it) [b]Equipment:[/b] [/hider]