[center] You're welcomed to join a open world with fantasy brimming to its very fibers. Get lost in this mysterious land. Discover lore. Fight, survive, find love, make enemies, change the world. The premise is to choose a bloodline and join as a character of your choice. Someone who is a bit new at fighting, or a novice even is just as viable as someone who is well trained. Though death is possible in this world I want to see characters grow. Use your characters motivation to keep them going through out their journey from place to place in this world. Due to the number of various things that can be done and the actual time needed to travel place to place will make this roleplay long term. The world is mapped but when traveling things will likely occur. So traveling will not be boring. The people you will be playing with. The Descendants, will be varying in looks depending on their bloodline. The idea is to have a diverse cast of characters who can learn from each others differences. This will require you to play as a descendant than just a normal human. Being a descendant means being more attuned to the elements in some way and living a more natural yet structured life. Think of a clash of ancient Greece and medieval days with magic, magical technology, and steam punk technology slowly budding in. [hider=Fancy some reading music?][youtube]https://www.youtube.com/watch?v=YMxY21UJR-8[/youtube][/hider] [img]https://s9.postimg.cc/cylck0jyn/LTKrebjoc.png[/img][/center] [color=#566D7E][i]These are the Descendants and their bloodlines.[/i] [url=https://i.pinimg.com/originals/a2/d5/db/a2d5dbb63429f4801a204e229cd0236b.jpg]Tyro image[/url] [u][b]Tyro / Fire / Earth[/b][/u] [i]Born of the volcano.[/i] Rulers of Fotia. A kingdom built within in-circulating volcanoes. Their activity is kept to a minimum due to the heat's transfer. Blessed with knowledge the Fotians have forged technologies to improve their situation. Trains, elevators, and explosive powered projectiles. The early stages of steampunk technology has risen to prominence within their land. Despite their love of physical combat, lack of attire due to the heat of their land, and desire to constantly hunt dragons. Their element is fire. [url=https://artfiles.alphacoders.com/110/thumb-110270.jpg]Nayu Image[/url] [u][b]Nayu / Darkness [/b][/u] [i]Born of the shadow.[/i] Rulers of Nero. Elegant aristocratic people who live mostly by sound rather than sight. They are the most finely clothed of descendant races. Their solitude within their dark underground kingdom has left them isolated. Underground caverns that stretch out endlessly into the depths are found throughout their lands. Including terrible Basilisks. Many born blind and cast aside unless able to be cured. They are the creators of fine musics, text books that use touch, and the blood selling trade attracts strictly Nayu buyers, because of this many fear their blood drinking. Their element is darkness. [url=https://i.pinimg.com/originals/f3/4d/8b/f34d8bbeaff30ce895b3cf0619fcb6f3.jpg]Image of Oro[/url] [u][b]Oro / Earth / Wind[/b][/u] [i]Born of the mountain.[/i] Rulers of Gaia. Many Oro are born with wings, claws or tail. A rare few are born with jewel like scales on their skin. They are also known for having superior strength. High atop the mountain peaks sits the stone towers of the ancient rulers. Dragon statues. Hardy and unscathed yet beautiful and rare. Very similar to their people. The Oro of Gaia have the most massive royal palaces. Ones big enough to house their many pet dragons. The Oro have a kinship with dragons and even protect the wild ones that live behind their mountain. The Oro are known to have thick hides and thick heads. Given their high altitude they also wear thick coats and are the main buyers of furs. Their elements are earth and wind. [url=https://s9.postimg.cc/5dmx2rrbz/ae2264c00d78853f21f1d483f76f5080.jpg]Sol Image[/url] [u][b]Sol / Light [/b][/u] [i]Born of the sun.[/i] Rulers of Vrondi. The Sol have a king who the land itself was named after. He has lived since before the ancient war and has remained as a ever lasting spirit. The Sol do not wear much. Their lives revolve around sunlight and they are able to replenish their bodies with it. Their land is a place of rest where they protect the small number of seraphim within the lands. Plants are also under their command and they live mostly eating them. Vrondi itself is a extremely lush jungle with vegetation and fruit a plenty. Their homes always have vines or flowers sprouting around. Their element is light. [url=https://s9.postimg.cc/p6z0uy1zj/f7c73f70d5925885416814322aeeb9e7.jpg]Lassa Image[/url] [u][b]Lassa / Water / Electricity[/b][/u] [i]Born of the sea.[/i] Rulers of Tearia. At the oceans floor near the oceans surface sits a city within a dome. The dome is filled with air which allows foreign blooded descendants to visit though very few do. The waters belong to the Lassa even if they contend with pirates the most. Many Lassa are born with webbed hands and or feet making walking on land hard. Yet their ability to breathe both water and air is a minority, a special fish once found can grant one the ability to breathe air. Within the depths of the ocean they have found remnants of ancient magic that worked like technology. Much like a budding Atlantis Tearia is able to use underwater vehicles, rapid fire projectiles and have their own weapons forged through countless experiments. The capital is blocked off by two large mountains and is only accessible through a drenched murky cave. There are small islands surrounding them. Their element is water. [/color] [color=#7D6655][i]And these are their ancestral blood.[/i] [u][b]Seraphim / Divine[/b][/u] [i]Born of the Divine will.[/i] These are the rare few born with seraphim blood. They are sought after for their pure looks. Their tender flesh and smell and their connection to the divine. The highest worth of slaves are seraphim ones. They are often born with wings and or a halo. Seraphim find it hard to impossible to hide their bloodline. the Divine is their affinity. [u][b]Dragon / Chaos[/b][/u] Born of primal chaos. Dragons are not stupid. Though many run in the wilds without a bit of knowledge of the descendants a few dragons remain in the know. Some remain from times of ancient. Some Dragons know good magic. Can transform into a descendant and live among them. Having Dragons blood is hard to hide for the most part though the destructive power is not to be trifled with. Primal Chaos is their affinity.[/color] [hider=Well Known Groups][color=#954535]There are six organizations. The majority act in the light of day. Two however are shrouded in mystery. [u]Forthright Groups[/u] [b]The Sureiya / Dragon Slayers / Fotia's Dogs[/b] The guild for Dragon slayers and swordsman. Magnixx is also the leader of this group for his forefathers are the founders who used the heat of their natural environment to forge weapons to slay dragons and other beasts. Only the head of a full grown feral dragon however can earn you a place here. Represented by a flaming sword. [b]The Aion / Seraphim Knights [/b] The supporters of angelic beings forced to work in secret due to the Therosi Guild. Their leader is a Seraphim named Mirror. Represented by a blue feather. [b]The Taxi / The Healing Church / Purifiers / Knights of the Sun[/b] The guild for the followers of healing and order. Their leader is king Vrondi and they make most of the security and military force of the Vrondi kingdom.They hunt and destroy cannibals, mass murderers, abominations, and heal and aid the sick with a combination of healing remedies from all over. They often work closely with the Vrondi and Aion. Represented by a green sun. [b] The Magoi / Spell casters Society / School of the spell channeling arts[/b] Spellcaster alliance. Must know at least 4 spells to enter this guild. They produce spells and collect knowledge on all spells. Most spells people learn to master come from them. All races combine their knowledge to create new spells. They often seek spells that have not been recorded which sometimes made by those outside the Magoi. Represented by a lightning bolt.[/color] [color=#0D5E6E][u]Shadow Groups[/u] [b]The Therosi / Blood Mages / Crimson Priests[/b] A secretive organization of descendants all over the Edafos who work to capture, enslave and oppress those with near pure angelic traits. They have blood magic that has many unknown uses for what is required to use it. Whispers in the dark corners of dark places have said they have a way to make one immortal. However they seem to be mostly top level slavers. Represented by a Dragon claw grasping a sphere. [b] The Dolofon / Shadow League / Black hand [/b] League of Assassins. Their leader is the king of Nero, Sleeth. Only dropping bodies without a trace on contract can earn you a seat in this guild. They are funded and work closely with the kingdom of Nero. Represented by a red droplet. [/color][/hider] [i][b]The Edafos. The Map of the land.[/b][/i] land mass 2460 miles across. Taking about 2-3 months to travel from Gaia to Nero on foot. [hider=X][img]https://s9.postimg.cc/au0zjcaqn/20180425_232919.jpg[/img][/hider] Low Res View [hider=X-2][img]https://s9.postimg.cc/rujvs438f/14633462_1114304445317894_1556390795802152759_o.jpg[/img][/hider] Towns and their locations. [hider=X]Nero / Vrondi [hider=Twilight Town] A town best illuminated from dusk till dawn. Several homes rest here. The town is quiet and most business is done indoors. A weapon shop that specializes in silent projectiles and tools for hunting. A bar & inn named 'Dusk till Dawn'. A store specializing in herbal remedies and a doctor working within. Nightrider stables for swift transport throughout Nero. Dolofon second headquarters sits here in eerie silence. Tour guides for Nero's jungles await here for hefty pay to help people survive the trip into Nero's capital and back. The simple town of Twilight. The bar and inn and the simple general stores reside infront of the well in the middle of town. The tour guides to Nero's capital and back reside to the west near the towns entrance and exit. Vrondi guards keep watch of this area but do so lightly. The presence of Nayu soldiers linger in and out every once in a while to keep the power over this simple place divided. Those who live here are mostly Sol but many of them have Nayu blood. Thus the town is home to the moonlight sorcerers and warriors, those who harbor both blood and commune at night in the light of the moon. Awakening rare spells and abilities that manipulate darkness and light. [/hider] Vrondi [hider=Sunfire Town]A mother tree giving birth to a bustling town of carefree neighbors. Solar powered technology. A flame burns at its highest center, never ending, engrasped by tree limbs. Several homes sit on and within. A bar & inn named 'Rest Easy'. A store with remedies and food all of the plant variety. The headquarters of the Aion lay within as a adoption center while the Taxis heal within the temple. First Floor The first level. Homes of those who live in Sunfire. Most are workers and shop owners. Though a home is always available for purchase through the temple. The second floor. Shops and other essential locations. The shops were open. The temple was busy with injured soldiers. The Taxis were there doing their healing and mending. The third floor is a circular flat wooden area on top of the tree. This is where gatherings are held by the Taxis and is decorated with stone statues of king Vrondi and angelic beings holding candle lights. The fires here can be seen from miles away sometimes making the tree appear as if it is on fire from a distance. [/hider] Fotia [hider=Blaze]Warm town high grade industrial technology. Gentle waters streaming down its center and used for alternate power. A working class town with busy machines mining and serving an array of functions. A warm mist surrounds this town. A bar & inn called 'Foggy Bottom'. Not hospitable homes as work is the priority. The head of material production for Advanced Apparatuses and their production is centered here. The Town of Blaze. An industrial town that housed mostly Fotians. The other less rarely seen group are Gaians. The flow of earth and fire keeping the machines drilling into the ground both in sea and on land. A mist forming on the waters from the redirected lava flowing beneath its surface through pipes and directed to massive crude machines above the water and within that act as factories to heat metals and shape them for many different needs. [/hider] Fotia [hider=Flare]Another warm town with a single crevice. Many homes and just about every shop and convenient building is located here. A bar & inn named 'Fire Den' is located here. Homes and simple convenient stores sit on the top. Within the crevice walls are more advanced shops and buildings. Deep below all lies the Therosi Headquarters. Unreachable to the common folk and shrouded in secrecy.[/hider] Gaia [hider=Pearl] Mostly white clean fresh and aired place. A farming town growing fruits and vegetation. Their meats are met through hunting as the people of Gaia do not believe in capturing and imprisoning Dragons. The head quarters of the Merchants guild is here. The town is bustling with merchants and farmers work closely with them. A bar & inn named 'Savvan's Inn'.[/hider] Gaia [hider=Onyx] Another bustling town identical to Pearl but with darker stone buildings and homes. Another Headquarters for the merchants guild where hunting is the focal point.[/hider] Tearia [hider=Tide]A simple small town with buildings in high places. The guild of the Magoi resides here. Not many homes. The Lassa use the river to go to their capital and back.[/hider][/hider] [color=#50C3E6] [b]Character Creation[/b] -------------- [b]Name:[/b] Your characters full name and nickname [b]Age:[/b] Descendants live longer than humans naturally to about 170 years and don't age from their twenties until their forties. [b]Bloodline:[/b] What blood heritage do they have. Split by most prominent if mixed. For example Tyro/ Lassa / Seraphim. [b]Appearance[/b] Most Descendants look like humans/ elves but with one or two horns. Their bloodline also affects their looks. For example Dragon blood or seraphim blood will make more or less horns. Seraphim have no horns typically. [b]Group:[/b]Which Group do they belong to? [b]Physique:[/b] What is their body type? [b]Abilities:[/b] What abilities does your character have that are relevant? For example, special durability? Strength? Agility etc. [b]Spells:[/b] What spells have they learned? Remain within your bloodline's elements for most of your spells. [b]Pet:[/b] Your pet. Nothing too strong. [b]Experience:[/b] What has your character done to learn what they know. What level is their prowess in their abilities and spells? [b]Motivation:[/b] What drives your character in life and what is their personal goal in this world? [b]Birthplace:[/b] Where were they born? If no where specific can be thought of just tell which territory they were on. [b]Extra Info:[/b] Anything more. -----------------[/color] [color=orange][u]Rules[/u] Basic rules apply. No Godmoding, Powerplaying etc. This is casual to advanced so at least three paragraphs is needed for each post. No ongoing details of sex and mutilation etc. Some is ok. The [b]IG[/b] stands for In Game. What is allowed must be achieved in the roleplay. The descendants range from demon, angel, dragon, and mixes between these. Nothing more or less. The world is as it is, confusing and mysterious. Keep it that way, however your own history and even something like a village can be created to fit it. The overall world must remain the same. Fighting and dealing with death is based on how I decide things should go. But as this is story driven Ill be lax on that as it is not my focus. I dont intend to allow anyone to survive everything either. [H1]Rules for combat [/h1] Try not to do these. Its not a big deal if it happens as what makes the most sense story wise will be what will likely happen. Autohit - Establishing a confirmed hit or contact in the same turn an action was initiated on an opponent is prohibited. Participating parties are allowed to react to any action when applicable, and recipient of a perceived hit is permitted options in response to the proposal of an enemy player in accordance with Play-By Post rules. Ruling An interception may infer an autohit if the receiving party is unable to respond to the action of the proponent. Godmodding - Control of the opponent or their actions is forbidden. Negation and Immunities may full under this category. Meta-Game - Using Out Of Character knowledge and information in character. Blatant unjustified actions is prohibited pertaining to precise disassembling of a character or ability/power they control. Retroactions and Precognition fall under this category. Information your character does not have access to constitutes as Meta-gaming. Precognition - The power to perceive predetermined events is not allowed. Calculations and heuristic creativity is permissible. Retroaction - To undo an action proposed by the original party in the next post is unacceptable. An action can be cancelled by a player with minimum committal when applicable, but the act of reseting or reversing a previously stated action is disallowed. Example: creating an action, and upon the enemy player's response, deciding that said established action never occurred. Meta-gaming with explicit intent in a Retroaction is forbidden. [/color]