In the beginning, there was nothing but chaos. In that chaos, a being slowly came into form. Xalsyn it would call itself, and after spending untold time in chaos by itself. Xalsyn, tired of the loneliness, decided on making others to keep itself company. The firstborn of Xalsyn, as they would later be called, were two beings. Imthar and Niagi, brothers they were. One of light and one of darkness.
At first, there was peace between the three of them, and seeing the empty void that was chaos. Xalsyn wanted to make something for its sons. So it created the first planet, Teunia, and filled it with life. Along with something for its sons, a divine spark that would form into others begins like its sons. Not as strong or powerful but, something to keep its sons' company, and Xalsyn would soon depart and make the rest of the universe.
With their parent gone, Imthar and Niagi would be friendly with each other for a time. Exploring the world that their parent has created and once the divine sparks have formed into beings. These Secondborn, or Titans as they would be called. They came under the rule of the Firstborn. Imthar and Niagi would rule jointly as kings of Teunia. But this arrangement would not last.
For as the years went by, both Imthar and Niagi would grow wary of each other. For it was during these times that the brothers started to see what their nature really was. Imthar the Lord of Light, was compassionate, friendly, and acted with grace. Niagi the Lord of Darkness, was petty, cruel, and acted with malice. Without Xalsyn to act as a mediator between the two. The relations between the two sons started to break down as neither wanted the other to be King of Teunia.
Both brothers started to court the Titans to their side, and it would be Niagi that would strike first. Starting the Firstborn War. The war lasted for years before the two brothers would meet in a final clash. The fight was intense as the two brothers moved with such speed and power that no Titan would dare try to join the fight for fear of death. In the end, Imthar and Niagi would kill each other and leave the Titans without a leader.
However, while they did die, their souls did not. For they would linger in Teunia and the Titans of both sides tried to take the souls for themselves to restart the war and become king. Only when they tried it, it ended in death. The Titans realized that no one could handle the power of a Firstborn, as any that tried to use the power of a Firstborn soul would die within a minute of taking on the soul. So seeing how they could not take on the souls of the Firstborn, they decided on hiding the souls away from those that may try to experiment with them and once they were done. The surviving Titans made peace with each other and worked to rebuild their world as the war left it in ruins.
So the Titans rebuilt the world and soon their children. The Thirdborn or, as they would be known, the Gods. Started to mature and pave the way to the world that the mortals would know. New life was created, the first mortals were born, and new land was made. But, while the Gods grew and thrived. The Titans declined, and soon they would depart for the remote places of Teunia, and they could rest in peace or fulfill their duties in peace.
All but for one though, the Titan Ryborh, the new king of the Gods, and later the Fourthborn, also called the Gods. He would stay active and lead his divine brethren, at first, he was a good king. But as time passed as the Fourthborn were growing. He became more tyrannical and cruel. Paranoid that someone might try and take his throne in his old age. His actions would lead to some of the Gods to rise up against him. Started the Divine civil war and split the Gods between those loyal to Ryborh and those seeking to end his rule.
Now it has been a year into the war, and neither side has the edge over the other. But, the rebels from their secret base called Sanctuary, a place hidden deep within the planet. Are still no closer to ending Ryborh's rule and freeing Teunia from his tyranny. This is where our tale starts and the rebels' journey to overthrow Ryborh and free the world from his tyrannical rule. If they can, that is.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Overview
Hello, and so the premise of the rp is that the gods of Teunia are currently in a civil war. Those that support the King of the Gods, the Titan Ryborh, and the rebels, those that rose up against his rule. In the rp, you will be playing as gods, either the Thirdborn or Fouthborn, that have joined up with the rebels. So the rp will be primarily PvE
Thirdborn and Fourthborn
Now what I mean by Thirdborn and Fourthborn is that it is both a generational thing and power thing. As in being a Thirdborn or Fourthborn means you are either the third or fourth generation of divines that are descended from Xalsyn's power. Even though the Firstborn did not have any descendants, the Secondborn were still created by Xalsyn but not as directly as the Firstborn were.
So when it comes to power, while the Third and Fourthborn are similar in power levels. The Secondborn are more powerful than the Third and Fourthborn. This is due to the Secondborn being created indirectly by Xalsyn. The Thirdborn are the children of the Secondborn and are a generation removed from Xalsyn's power. So while still powerful in their own right and divine and with the Fourthborn being children of the Secondborn and still on the sameish level of their parents. They are not as powerful as a Secondborn. Though it is not to say a Third or Fourthborn could not win in a fight with a Secondborn. It just means you should probably get some help with taking down a Secondborn if you are planning on doing it.
Also, the Fourthborn are the newest generation of gods and are still considered new to the world and to the gods. Plus, having the least experience overall and being around the least.
Neutrals
Now there are those among the gods that are neutral during the civil war. Choosing to not take a side and simply wait out the war. Though Ryborh has shown his disdain for those that choose to be neutral and not fight at his side. He has yet to do anything about it. Despite this, some have shown to be willing to offer safety for those wounded in the war or have taken it upon themselves to safeguard the mortal races that find themselves in the crossfire.
The most powerful of these neutral gods are the Three. The three gods that deal with the cycle of life and death. Anera, the Goddess of Life, Voi, the God of Souls and Ezla the Goddess of Death. Together they pose a serious threat but for now. They are focused on maintaining the cycle and are not interested in the war.
It has been ten years since the end of the cataclysmic Galactic War. A war fought between the two great powers of the galaxy. The United Systems League and the Tiberian Empire. A war that spread throughout the galaxy as both sides and their allies fought and caused devastation to most of the galaxy. The war ended with no clear winner and only made peace as the war entered into a stalemate, and neither side could defeat the other. So, as both sides work to rebuild their territories, some think that one day, since both sides still have unresolved issues with the other. A second Galactic war could happen again, and people feel uneasy at that thought.
But unbeknownst to most, there is a conflict going on in the remote desert world of Yuita. A world that managed to escape the horrors and devastation of the Galactic War and remained intact. It even saw some immigration by refugees and others who sought a new start and somewhere that was not damaged by the war.
However, this conflict can have ramifications for the galaxy. The conflict being a civil war between the Vigil of Order and the Disciples of Fire. Two groups that once were apart of the same group, simply called the Order. Founded by a human veteran of the Galactic War, Daven Tun, for he experienced something during the war. Something that he believes saved his life, and after performing an experiment to prove to himself what he experienced. He left the USL military and went to gather those that he could sense who had the same ability that he has and moved to the Yuita for its remoteness and a place that Daven could sense had a strong Source presence on it. For what Daven experienced during the war was the ability to manipulate what he would later call the Source.
The Source as the Order would explore and study. It is a force found in all living things, but only a few have the ability to manipulate and control it. Gaining access to a host of Source based abilities. But as the Order experimented and studied the Source. Did they discover that a Source user's abilities are based on emotions and the more powerful emotion, the more powerful the ability. Which after learning this, two ideologies formed within the Order. One based on strict control of one's emotions, and the other based on embracing one's emotions.
While at first, the two sides were civil with each other, but as time passed. There were debates over the Order's future, and when the debates became intense. Daven had to intervene many times to keep the peace. Then, one day, after a particularly nasty debate. Daven disappeared, and both sides blamed each other for his disappearance, soon without Daven's presence. A civil war erupted between the two sides, now the Vigil of Order and the Disciples of Fire.
Now, with the two sides fighting for the future of their ideologies and the Order. A call by an archaeologist on Yuita for assistance. For she is studying the ancient ruins that lie on Yuita and is asking for both assistants and security while the archaeologist's hired help do not know it yet. But their actions will determine the fate of not just the Vigil and the Disciples but also the planet itself.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraph
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
The Galactic Alliance, a organization formed in the aftermath of the Great War four hundred years ago by the remaining powers of the region that united the known galaxy. Realizing that it is better for all that the region remains united in the case of another major threat. Since its founding, the known galaxy has been rebuilt and is at peace.
However, to say that there are no problems is an understatement. Pirates-plagued trade routes, terrorists, and rogue elements are gaining in power, and the Alliance's normal response to this, the Galactic Alliance Rangers, has been mixed in its efforts to curtail these developments.
The Galactic Alliance Rangers are a group that was founded two hundred years ago by the order of the Alliance Council. The Rangers are a group of peacekeepers who are trained and equipped to deal with situations and operate in ways that normal peacekeepers or law enforcement cannot. Part law enforcement and part special agent, Rangers were called upon when they were needed or pursued their own missions.
However, when it became clear that the Rangers were not performing as well as expected. Their training was evaluated and given a longer
Normally operating in teams of two or more or less, given the situation.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Overview
Background Info
The galaxy was a different place four hundred years ago, back when the known galaxy was divided between the six powers. The Tiron Union, the Autanian Commonwealth, the Sonriri Empire, the Insectoid Vryr'yks Republic, the High Koridorn Kingdom, and lastly, the Human United Earth Federation.
Back then, there was peace between the six powers, this would change due of the arrival of the Therns. A newcomer to the known galaxy, and while at first, they seemed peaceful though expansionist. They were secretly plotting to take over the six powers and claim their territory as their own. Though they had respect for the Vryr'yks as their cultures were similar and the two nations grew close. However, as tensions between the Therns and the rest of the six nations grew, two sides formed, and only the Vryr'yks Republic stayed neutral. Though both sides tried to court the Vryr'yks, and when the Therns discovered that the Vryr'yks were secretly planning on joining the other group. The Therns angered by this betrayal, they launched their invasion and started with the Vryr'yks. The Vryr'yks were caught by surprise and were unable to fight the Therns. The Therns burned their worlds and exterminated the Vryr'yks. Sending a warning to the rest about the price for defying them and reveling their true nature.
This caused the remaining five powers to unite into the Solar Alliance and the war between the Alliance and the Therns called the Great War lasted for five years before the Therns were defeated and were seemly wiped out. The Alliance's winning ace in the war was the secret weapon, the Vindicator. A powerful ship that while it was destroyed during the final battle of the war, its massive firepower secured the Solar Alliance's victory over the Therns.
The year is 2070, and the world has changed much early twenty-first century. From the aftermath of World War 3 that erupted in 2031 between the United States, EU, versus Russia, and China. Lasting for five years before it ended in a bloody stalemate. With both sides agreeing to end the war, and given how the war ended. No one was sure if the peace would last long, and the world had to see if the world had learned from its mistakes after World War 3.
While the world worked to rebuild, advancements in technology made during the war helped to both rebuild and make the lives of people better. It also allowed for groups such as corporations to gain in power. Instead of openly displaying their newfound power. They are set on working behind the scenes and waging a shadow conflict with other corporations for power and influence. While keeping their public appearances intact and becoming more prominent in the lives of people.
Meanwhile, the space race was reignited when the United States established the first lunar colony of New Armstrong in 2040. Other nations seeking the glory and resources of the moon and mars. Nations launched their own spaceships and established their own colonies on the moon. Now the attention is set on Mars, and by 2070, there are several colonies which the largest is the Chinese colony of New Shanghai.
But, on earth, tensions still linger between the west and the east in the aftermath of world war 3. Much of the problems that started the conflict have yet to be resolved after 39 years of peace. Some fear that a fourth world war is on the horizon. While other minor conflicts erupted on the planet, and some see them as proxy wars between the two groups.
But alas, this story is not about those on earth or mars no. This is the story about the moon and those that have found themselves trapped in the lunar colony of Solyra. Not trapped in the conventional sense but are still trapped in the lunar city. For a group of people have unknowingly messed with an unknown but powerful group that, while they would normally kill these individuals. They have found these problem individuals to be potentially useful to them and have spared them for now. So instead of death, this group has secretly manipulated these people into moving to the moon colony. There individuals now find themselves working for a contact named Outcast, who is unknown to them is apart of the unknown group and uses them to advance the unknown group's goals in the colony.
Now, these individuals are unknowingly trapped on Solyra and working for the unknown group. They will have to work together and slowly figure out that they can not leave the colony. Eventually, learning that they are being used and rebel against the unknown group to regain their freedom and stop whatever is their plans for Solyra. If they can, and it will be up to fate whenever they can survive the crime-ridden colony and whatever this unknown group throws at them.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. A max of two characters 4. Minimum of one paragraph 5. No OP characters
Overview
Hello, and welcome to the rp. In this rp the year is 2070, and you will be playing a char that has unknowingly crossed an unknown but powerful group and have been secretly manipulated to move to the lunar city of Solyra. Where they are unknowingly stuck there and working for the unknown group by the contact Outcast. There they have to survive in the crime-ridden colony and what tasks this unknown group has for them. Meanwhile, realizing they are trapped in Solyra and eventually rebel to get their freedom back and stop the unknown group's plans.
In which case, you are free to think about how your char somehow messed with the unknown group. Just remember that your char is alive because they have skills that make them useful. So keep that in mind when making your char. Along with adding to the lore just as long as it does not contradict what I have already.
Technology:
As for what technology is allowed in the rp I am going to be somewhat lenient with what is going to be allowed, like what you can find in the game Cyberpunk 2077. Anything else just asks me about it, as it is not overpowered or too advanced for the setting. Also, what is not allowed is no A.I.s or bioaugments, as in cat ears, tails, that sort of thing. Laser weapons and exo suits are a thing in the setting but are rare outside of the military so it is unlikely your char gets either off the bat.
Solyra
Founded in 2043 by the European Space Agency and is located in the Aryabhatus Crater. Originally founded as a research colony and as a staging point to eventually launch missions to mars. But, as the years passed, the colony grew well past its original purpose and was converted into a general colony, and the research was moved to another site. The first wave of colonists was from throughout the European Union, but the biggest groups were the and the French. But, while the colony grew and grew prosperously for up to 2055 when a series of terrorist attacks rocked the station. Causing major damage to the infrastructure of the colony. And in the aftermath, and while the colony was starting to rebuild itself. The lowly crime gangs, new and old, took advantage of the situation and expanded their territory and power in the colony. Plunging the once-fair colony into turmoil as criminals started gaining in influence and power. And the corporations that had established themselves in the colony did not care about the growing crime problem and only used the opportunity to increase their own power and holdings in the colony. By 2070, Solyra has crime riddled in most parts of the colony and with no end in sight.
Major Corporations:
A Swedish arms corporation based in Stockholm. Mjolnir was founded sometime before World War 3 and was an up-and-coming firearms manufacturer that, by "luck" managed to secure a contract to make firearms for the Swedish military. Which due to World War 3, the corp soon became rich during the war. After the war, the corp expanded throughout Scandinavia and later Europe. With having one branch on the moon in Solyra colony. There are rumors that the corp secretly sells weapons to the gangs but, Mjolnir Corp fervorly denied such claims.
A Korean Technologies corporation based out of Seoul. Founded before WW3 and specialized in making drones. Originally making civilian drones, the war, however, under pressure from the South Korean government, the corp started making military drones. Earning a nice sum for the corp and it realized it would make more money making military drones than civilian ones. So after the war, the corp expanded its products to include both civilian and military drones and became a popular brand in Asia. Eventually, forming a branch on Solrya where the corp sells its drones to the local security force and police forces.
A Colombian pharmaceutical corporation based in Bogotá. Founded in the aftermath of WW3, Green Heart Pharmaceuticals initial goal was the replace the failing Venta Corporation that used to be powerful drug company but after scandal after scandal. It had become a shell of itself and was finally forced into bankruptcy after GHP brought up its contacts. Now with little compaction in South America. GHP expanded throughout South America. Soon establish a branch in Solyra, and while it does supply the colony's med centers with quality drugs. They secretly sell a drug called the Crimson Blitz that is both additive and popular among the junkies of the colony.
Major Gangs:
A old gang in Solrya. From their beginnings as a minor street gang, it was not until a man by the name of Howard Landcaster took control of the gang by killing its previous leader and under his leadership. The Lunar Wolves started to grow in power and territory. Either by killings rival gangs or by absorbing minor ones. But their big break was the terrorist attacks of the late 2055s. With the colony recovering, Howard seeing the opportunity, ruthlessly expanded the Luna Wolves to the most powerful gang in the colony.
Far ago in the distant past, in a forgotten age. The Earth was then known as Alrara in this age. It was one of magic and gods. A planet where elves, dwarfs, and other non-human beings thrived alongside humanity, and magic was alive and plentiful. An era of peace was going strong, and the gods. The divines of the mightily Varian Pantheon were highly respected and revered. Having guided the people of the world towards peace and prosperity.
Then came one day, the Varmari, outer-worldly beings that invaded and tried to conquer Alrana. Coming together as one, the gods went out and battled with the Varmari. After a long and strenuous battle. The gods were able to defeat the Varmari and sent them back into space where they came from. The people celebrated as the gods were victorious. However, the gods were exhausted after the invasion and chose to slumber in order to recover. Expecting it to be a relatively short slumber, the gods went fell asleep in a place known as the Bastion, and the people waited for when the gods would return.
However, while the gods slept, an unknown group of humans using forbidden magic took advantage of the sleeping gods. They managed to locate and access the Bastion and did the unthinkable. This group siphoned off most of the gods' power and took it as their own. Becoming gods in their own right and had an increased lifespan to boot. Seeing how they managed to become gods, the group did one last thing before they set out into the world. They placed a spell on the sleeping gods that ensure that they would never wake up. Satisfied at this, the group left Bastion and went out to rule the world.
Time would pass, and these new gods would die, and their godly power was open for anyone with the knowledge to take it. Eventually, another group would take the godly power as their own, and a cycle of "mortal" gods began. When a group of gods dies, another group seemly takes its place. The gods of old, the Greeks, Norse, Indian and other pantheons, were those that took the godly power over the centuries. In a seemly endless cycle that was broken when the Godless came to be.
The Godless was a group of people that had suffered under the reign of the most recent group of mortal gods. Seeing how the gods had abused their powers and used humans as pawns for their conflicts. This group, instead of taking the godly power for themselves when the gods died. They chose to contain it and lock the godly power away, far from prying eyes. Wishing an end to the cycle of gods and would call themselves the Godless, for that is what they wished the world to be. So the Gods' power was locked away in vaults around the world. Enuring the end of the mortal gods and the world went on unknowing of the truth.
But, what happened to the world of Alrara, you might ask. Well, during the early reign of the mortal gods. There was a cataclysm caused by the infighting with a group of mortal gods. Causing devastation across the world, and the magic started to slowly fade. Humanity suffered the worst and then a plague of unknown origin appeared. Killing millions of humans and humanity thinking that the non-humans were to blame for the plague and trying to finish off humanity. Went on a series of wars with non-humans, and in the end, the non-humans were forced to create magically hidden sanctuaries to hide from the humans. Now safe and hidden from the humans' eyes. The humans were satisfied with this and started to rebuild, and magic would drop to near dead levels before stabilizing. More cataclysms would follow caused by gods and nature, and humanity started to forget about their past, and the truth started to become legends and myth to the point that the old world of Alrara was forgotten and only a few tablets about this lost age remained when the world reached the modern times. The non-humans still safe in their sanctuaries and would send out spies to keep an eye on the humans and none were the wiser about the truth.
In 2024 that by sheer luck that a man named Kyle Khan discovered an ancient tablet that listed the spell needed to steal a god's power and where the Bastion was. Seeing an opportunity to have real power, he took the chance he was given. Traveling to the Bastion and tried to steal what was left of the gods' power. However, Kyle would botch the spell and instead broke the spell that was keeping the gods asleep. Causing them to finally wake up and quickly felt unusually weak. Confused about why this is and spotted the lonely human. The now frightened Kyle was questioned by the gods, and they realized that not only that, but the world they knew was gone. That their powers were stolen from them.
Furious about this, the gods went out to explore and learn about his new world, and their first act was to contact a powerful spirit that, despite the thousands of years that had passed. She should still be around, and the gods head to the city that the humans call Paris. There, the gods hope to get their answers and find a way to regain their missing powers.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. A max of one charactera 4. Minimum of one paragraph 5. It is going to be first come first served when it comes to domains for which you have a max of two domains. 6. No straight-up mind control powers or time powers.
Overview
Hello and welcome to the rp and my take on god rps. So, since you will be playing as custom gods. What their domain is, and what powers they have is up to you. As long as it makes sense for them to have them and nothing op. Since these are mostly depowered gods, what powers they should have are street level powers. Also you can come up with details of the old age of Alrana.
It has been one hundred years since the humans won their freedom from the vile Vanvin. A hostile race that appeared at humanity's doorstep five hundred years ago during humanity's golden age. By using magic, a power unknown to humanity and twisted war beasts. They conquered humanity and enslaved them.
For four hundred years, humanity was subject to the Vanvin's wishes. Being treated as slaves and used in their experiments. From this, the Vanvin created monsters such as vampires, werewolves, and countless other monstrosities. They use these creations to augment their forces by using their magic to control their new creations. For centuries, this went on, and while there were revolts by the humans to regain their freedom. They would largely fail and be suppressed.
Then, one day, they appeared, the two immortals. No one knows where they came from or how they gained their immortality. But, when they showed up, they were set on freeing humanity from the Vanvin. It took years of subterfuge and cunning. But, when the immortals were ready, they launched the largest rebellion in history, and one major factor that the immortals used that surprised the Vanvins was that somehow, not only were the immortals capable of using magic. But found a way to gift it to humans. Using their newfound power and with the immortals disrupting their control over their creations.
It took two years for humanity to regain their freedom from the Vanvin, and by the time it was over. Most of the Vanvin were killed, and the ones that remained fled into the wilds. The Vanvins' creations were now themselves free from Vanvin's control and before they could be killed by the humans. They, too, fled into the wilds, where they now reside.
Finally, being free once again, the first thing that humanity did was elect the immortals as their rulers in their role in freeing humanity from the Vanvin. But, they declined this, saying that humanity should rule themselves, not them. The immortals would instead choose to establish an order meant for two things. Hunting the monsters that now live in the world and safeguarding humanity for if the Vanvins return. The Vigil it was called, and many chose to join it.
Now, a century later, the Vigil is still going strong and so far. There has been no sign of the Vanvin but their creations still remain at large and plaguing humanity. But unknown to the humans, a new threat is on the horizon that if it is not dealt with. This could lead to humanity once again being enslaved once again or worse.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Overview
Hello and welcome to the rp. So in this rp
Magic
The Continent
In the past, the humans of Aetruin had lived alone on the continent. It was divided into many kingdoms before being united through both diplomacy and war by the Telan Empire. But united humans would start to advance ahead and usher in a golden age.
Vanvin
The Vanvin are a hostile magic using race from place unknown to humans.
The world was a different place 300 years ago. Eynia was celebrating a time of peace, and its nations were basking in it. Trade was prospering along with the lifeblood of Eynia, magic. Magic was a major part of life in Eynia and had become intertwined with technological advancement. As inventive minds had discovered how to channel magic into a power source, technology advanced at a fast rate soon after the discovery. Airships were a common sight, powered mechanical suits used for hard labor, and even automobiles were being introduced to the public. More marvels were created, and creativity was the only limit. The future of Eynia was looking bright and then, in an instant in the ancient land of Qaeris did the unthinkable happen.
No one living knows what caused it, but a colossal amount of magical energy was suddenly unleashed from deep in Qaeris, and the world violently reacted to the magical surge. The land shifted and turned as magic forced it to contort. The weather became violent as magical storms started to ravage the planet. Living beings tied to magic, like magi and spirits, were burning out in doves as they could not handle the huge amount of magic being unleashed on their souls. The upheaval died out over a span of a few days, and had taken magic with it. Any technology that was left was useless, and spirits had disappeared as well. The survivors called the event the Cataclysm and started to rebuild themselves in this new world.
300 years later on the continent of Anoris, magic was unexpectedly returning at a slow pace. The Creunians of the Albion Isle were the first to realize this and, using what pre-cataclysm knowledge they had. They created an academy and have spent five years training anyone with magical talent. Not as an eagerness to help train others to use magic. Rather for a need to train magi to fight a threat that was discovered in the Central Wasteland. The Arattai are now that they are now called, are beasts of unknown origin that are highly resistant to normal weapons. It was discovered by chance by a Creunian mage investigating a ruin in the wasteland that their only weakness is magic. Not sure of where the where the Arattai came from and concerned about the increasing frequency of attacks in and around the Central Wasteland. A newly trained group of magi have been sent from academy to the mainland to both help deal with the Arattai threat and to investigate their origins.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Overview
This rp is a partial reboot of a rp I made of the same name. This time things are set in the fantasy world of Eynia and will be set mainly in continent of Anoris and in the southern lands of Vaesai. The year is A.C. 305. You will be magi that have been trained at the Ireasmia Academy in the nation of Creunia and have been sent to the mainland to help deal with the Arattai threat and to investigate them. Currently everyone will start in the frontier city of Crilas in the nation of Braidor.
As you will see, not all nations on the map have information about them. I am letting people make up lore for the other nations and add on to what I already have. Plus, I am willing to let players make a magic class. That will be under greater scrutiny and it must be accessible to others. Enchanted weapons are a option to start with but, are very rare to have. You must have a good reason to have one at the start of the rp and the weapon can not be op.
Arattai variants
(more will be added as the rp progress and the sizes in the links are not to scale in the rp.) Hound
Adinar - Sometimes know as the high elves. The Adinar are a people known call the land of Acreuna their home. The Adinar were known for their nobility, honor and faith. Often helping others in need and being among the most faithful of the Ankni. Also, being the most magical reliant race in Anoris. Magic was used in every aspect of their life from the simple to the important. The Cataclysm and the loss of magic devastated them the most. It was unthinkable for them to consider a life without magic. That and a part of Acreuna was submerged during the Cataclysm and the remains is the now island of Iesmar. The Adinar were forced to adapt and has turned the Adinar into a harded people that recognize how far they have fallen since the Cataclysm. Today, the Adinar still try to uphold of their past ideals that made their people great. Though those ideals can be casted aside on a whim if it impedes them. Mainly nobles and others lords living the Acreuna Principality are known for this. The largest Adinar nation is the Acreuna Principality and is by Grand Prince Ralnor Farven
Humanity has also been a divided and diverse people. Being spread out throughout Anoris and Vaesai. Ranging from the clans of the Albion Isle to the independent nomads that roam Vaeasi. Humans can generally be noted for their tenacity, resourcefulness and drive. Unlike the other races who know of have a idea of where their is homeland. It is unknown to where the humanityâs demi-god ancestors choose to settle on Eynia.
Kar'Tui - The Kar'Tul are people mainly know for their dark heritage. Though like the other races who are descended from ancient demi-gods that watched over by the Aunki. The KarâTul ancestors were demonic demi-gods that served demons before betraying their masters to the Aukni. It is lost to history to why their betrayed the demons and why the Aukni choose to forgive them. Only that their were purified in some way by the Aukni and were allowed to call Eynia home. The KarâTuiâs demonic past has made others wary of their presence. The KarâTui themselves do not care how the others races see them. Thinking others to be foolish to take still take into account the ancient beginnings of their race. For the KarâTui despite their appearance, can hardly be called demons. Their culture was one of loyalty, respect and cunning. Though loyalty and cunning are conflicting principles. KarâTui values both equally and it is a important aspect of their culture.
For while it is uncommon for KarâTui to be spies or agents with no set loyalties. There is a sacred oath of loyalty called the Undying Pledge, which once a KarâTui chooses undertake the pledge to a person. That KarâTui is forever sworn to that person. It is a oath not to be taken lightly and KarâTui that undertake the pledge are highly honored for their commitment. Breaking the Undying Pledge by the KarâTui that swore it is the most heinous crime a KarâTui can commit and are fervorous hunted down and killed.
Their culture has not changed much since the Cataclysm, only becoming more independent in the years since. It is debated if the original homeland of the KarâTui is the Osnain Peninsula in Anoris or the area around the Grand Oasis in Vaesai in present day Snieya. Both regions have a large KarâTui population and have been greatly influenced by them for centuries. However the KarâTui led Osnain League is considered to be the main KarâTui nation. Which is led by Head Magister Ovoku Vosath.
Norhiar - The Norhiar or sometimes known as the Dark Elves. Come from the land of Nrimhelm. A land of ice and fire, Nrimhelm is located in the northern part of Anoris and is home to a series of of now mostly dead volcanoes. The most known are the Fireâs Might Mountains, a semi active volcanic mountain range. The cold climate and unforgiving nature of the north forged the Norhiar into a hardy and resilient race. Being able to flourish in the cold and taking advantage of the land. Tapping into the geothermal activity of the nearby volcanoes and using it to power their cities.
Nrimhelm was one of the more badly destroyed land due to the Cataclysm causing the volcanoes in the region to violently erupt on a scale never seen. Cities near the volcanoes and thought safe by magic were buried in lava. Others destroyed like the capital which was destroyed by the lava violently exploding from beneath the surface. The survivors saw their great cities either buried under lava or filled littered with craters. Rather then rebuild those once great cities near the volcanoes, the survivors choose to leave the sites untouched. Serving as memorials for the fallen and places of remembrance.
The Norhiar were apart of a Union with their Adinar cousins. A Union that benefited both races and showed a strong of cooperation after centuries of mutual distrust and war. This Union would not survive the Cataclysm and the new Adinar and Norhiar nations have not thought to recreate this union. The biggest Norhiar nation is the Kavaršciai Kingdom and is led by High Queen Sakaala Winjum.
Telm - The Telm are a people who have always had respect for nature. Choosing to build their civilization with minimal impact to their environment as possible. Earning the respect and friendship of the spirits made their home in the many forests in the Telm homeland. This preservation of nature does not mean the Telm shunned technology or were a primitive society. It was the Telm that created the first airships and helped to build the floating sky cities of Fliaria. Since the Cataclysm, mainly the Telm tribes in the Rowhye Confederacy have continued their respect for nature. While others have adapted a relaxed stance and are willing to take more from nature then they should. The Telm since magic was discovered to return have both focused to reconnect with the spirits and to rediscover certain pre-cataclysm technology. The Rowhye Confederacy is the primary Telm nation and is led by council of Elders and Elder Ozanti Moonleaf of the Veilmore tribe is considered to be the leader of the nation.
Qaerians - The scholarly Qaerians have not fared well after the Cataclysm despite having retaining the most pre-cataclysm knowledge. For their homeland of Qaeris was ground zero for the Cataclysm and has rendered what is left of it into a place that none that have ventured there ever returned. Before the Cataclysm, the Qaerians were a race that valued knowledge, tradition and magic. Their libraries were the oldest in the world and mages were highly honored in their society. The loss of magic and their homeland was a bitter blow to the survivors. Today, they have yet to settle a new homeland for their people. Most Qaerians today are mainly descended from refugees that managed to escape the Qaeris before the it was destroyed. Despite the the losses they have suffered, they have been discriminated against for their perceived role in causing the Cataclysm. Since their homeland was seemly the source of the Cataclysm. Today the stigma is still around but, in smaller degrees then in the past. The largest group of Qaerians live in the Pleyji Republic. They are represented by Councillor Zoltsiss.
Orcs - the beings known as Orcs were not always seen as the brutes and raiders that now make up most of their race. Before the Orcs had a strong shamanistic culture and had a good connection with the spirits that made up the world. After the loss of magic, their people realizing their connection to the spirits was dead. Became divided on how to rebuild their civilization. Most choose to embrace the lifestyle of raiders and bandits becoming warlords while a few chose to cling to ways of their ancestors. With the discovery that magic has returned and their connection to the spirits can being restored. It is still uncertain if the Orcs will return to their shamanistic roots as shamans are trained or they will continue their warmongering ways. The strongest and perhaps only Orc nation is Zruzrin. It is lead by a warlord named Yathaz Ushaam. Despite his title, Yathaz acts more like a tribal leader and is slowly starting to embrace the old ways as magic is returning.
Magic Types
Arcane magic is manipulating magical energy through a magical object. The object is required to in order to properly use arcane magic and and the object can vary from person from person. It can be as small as a ring to a normal sized staff. The medium has to be infused with a portion of the user's innate magic to be attune with it. Then needs to be in close proximity with the medium in order to use arcane magic. If the object lost, destroyed or out of range, a temporary object can be made. But a arcane magi will be weaker till they found their object or make a new one. While capable of offensive abilities like shooting magical projectiles. Arcane magic is best used defensively. Creating magical barriers to shield others and themselves from both magical and mundane attacks. Along with creating magical traps in the form of creating arcane sigils on surfaces. Ranging from traps meant to cause damage to trapping foes in place.
Destruction magic is the only magic so far that has been created after the Cataclysm. There are few users of it due to its a very new form of magic and the significant chance of dying while trying to learn it. For when magic returned in some places, it was unstable. Destruction magi had figured out by staying near there unstable magical areas and extent enough control and direct it. Despite how dangerous these unstable areas are and the several magi that died in the process. These magi have able to focus unstable magic into offensive spells. Their offensive attacks are limited to either a beam attack or small projectiles. A beam attack gets stronger the longer it is focused on a target. Though the more powerful the beam gets, the more stationary a Destruction magi has to be in order to control it.
However, Destruction magi can only safely use this magic in short bursts or risk losing control and suffering a magic overload. Which could range from being burnt out by magic to exploding in a magical fireball. Thus, most shy away from the art and only a few choose to learn it. Destruction magi also tend to train with weapons in order to not solely relied on their magic.
Divine magic was thought to be lost as the connection to the Aukni was severed by the Cataclysm. Even now the gods remain silent for most of the world. However, there are now mortals being granted this lost art by the Aukni. To be considered worthy of Divine magic, one must be of good character. Selflessly helping others, protecting the weak and other good traits. Those worthy to be granted Divine magic become skilled healers. Being capable of healing themselves and others though their faith. From a single healing touch to creating a area of healing light. This magic is not permanent as a Divine magi can lose their magic if the Aunki deems them unworthy.
As one could gather from the title, Elementalists use magic to control the four elements. Fire, water, earth and air and in order to control the elements. They temporary infuse magic into the elements they are controlling at the time. The process is automatic and only one element can be channeled at a time. Elementalists can swap between the four elements in combat but, can tired out the user quickly if done in quick succession. Most Elementalists naturally lean to a certain element in training and some only use their preferred element. Also, Elementalists can use certain sub-elements within the four like ice or lighting.
Shadow magic is a ancient art is apart of the KarâTuiâs legacy. For the KarâTui were the creators of this art and it is debated how KarâTui discovered it. The most popular theories are that shadow magic was passed from their demi-god ancestors from either being granted this power by the Aukni or gaining this ability when they were purified. Regardless how the Kar'Tui created this magic, shadow magic allows one power over shadows and darkness. Practitioners of shadow magic use it to make traps and making areas unable to be crossed. Creating shadow traps that cause a being to either be damaged by shadow energy or trapped in place by shadows. Along with creating zones of pure darkness can be set up that if someone tries to cross, the being experiences intense terror that stops any in their tracks.
The path of the spirits is one that is closely associated with the old ways of the Orcs. Shamans are magi that choose act as mediator between spirits and mortals. Developing close ties with spirits and being able to call upon their aid. Everything shaman has formed a close bond with a single spirit that they can call upon at anytime. Animal spirits being the most common of spirit a shaman bonds with. Thus, a shaman can reliably call at least one spirit to aid them at any time. Along with calling on the aid of nearby spirits and can be used to support others in combat. Ranging from boasting a allyâs magic, morale or help attack a target.
Summoner magi are magi that use magic to conjure magical creatures to aid them. Using their minions to support others in battle in several ways. From summoning a tough creature to survive blows from threats to having a swarm of smaller creatures to overwhelm a target. Summoner magi have a limit to how many creatures their can summon and used without their losing control over their summon. The larger the swarm, size and power of a creature requires more magic to summon and control. Summoners can lose control of their creatures if they overextend what they can safely control and the uncontrolled creatures will always attack everything around them. Small creatures are weak in power and are best used in numbers. Large creatures are strong in power but, can only be a single summon. Medium creatures are the mix, average in power and summoned in groups of three to five. The size limit for these creatures is the size of a small bird to the size of a mammoth . A summoner can only use summon one type of creature at once. Only being able to summon a new creature when the previous one has died or enough time has passed to unsummon a creature.
Important Locations
The Albion Isle or the Isle of the Four Kingdoms, is a island off the coast of Anoris in the northwest. The isle was once united under the banner of the Pretani Kingdom. The kingdom collapsed during the Cataclysm and four nations have risen in its place. The four nations are Khruim, Estyae, Creunia and Imerica. Each kingdom is based in the old provinces of Pretani and each one has its own culture and language. One thing that each kingdoms shares is the reverence of the greatest of the ancient heroes of their province. Anraoi Cú Uladh the Tempest of Estyae, Mà ili Mà rtainn the Highland Sage of Khruim, Ceinwen Llewellyn the Blessed Medic of Creunia and Olyn Avelson the Grand Magus of Imerica.
Imerica being the largest of the four and has recently tried to conquer the Isle in the War for Albion. The war ended with Khruim, Estyae and Creunia forming the Elari Pact and defeating Imerica. Reclaiming lost territory from earlier conflicts in the process. Currently Imerica is still recovering from its losses while the Pact remains watchful of their common foe. King Anraoi à Ciaráin leds Estyae, King Eoghann Tà ileach leds Khruim, Queen Olwina Bivin leds Creunia and newly crowned Queen Edith Deyne leds Imerica.
Republic was formed by a alliance of humans and Qaerians settlements in the southern Pleyji Peninsula. Growing tired and under threat of the various warlords that made up most the Pleyji Peninsula. The Republic was formed with the goal of ending the conflict engulfing the region. Under the leadership of the first consuls, the Republic was able conquer their neighbors and eventuality kill the last of the Pleyjian warlords. After securing the peninsula, the Pleyji Republic has shifted between improving the life's of its citizens and trying to expanding their borders. Which has achieved mixed results and now the Republic is dealing with a problem that could spell trouble if not dealt with. Despite the major contributions of the Qaerians since the formation of the Republic. Anti-Qaerian sentiment is growing within the Republic as more humans dislike the Qaerian's significant influence and power in the republic. Due to the Qaerians being a minority in the republic and the stigma that is still associated with them. The Qaerians in turn are annoyed by the growing resentment that is unfair to them and do not want to lose their power to those that want to keep the Qaerians down.
This problem has been made worse by the questionable election of the human Marcus Gala. For it is tradition that a human and Qaerian rule the Republic together and Marcus used a loophole to make himself a candidate for the Qaerian held Consul position. Coupled with the odd amount high votes from Qaerians in support of him despite the strong indication of most Qaerians to vote for the Qaerian candidate. A investigation into the election is in progress but, it has not stopped tensions for becoming high. The current leaders of the Republic are the two human Consuls, Marcus Gala and Rosita Nolfi
Formed in the homeland of the Adinar. The Acreuna Principality is led by a grand prince or grand princess of the Farven dynasty. The creator of the Principality and the founder of the Farven dynasty choose not to name his nation after the fallen Adinar Empire of Astea. Choosing to reflect loss of land and power of the empire. Though he and his descendants have the goal of regaining the lost holdings of the empire and become the Astean Empire reborn. Thus under the Farven dynasty, the Principality has been making inroads in reclaiming the lost territory. To the dismay of the neighboring nations of the Principality both Adinar and non Adinar alike. Their latest reclamation attempt was the invasion of the Adinar island nation of Iesmar. Only though the determined resistance of the defenders and aid from the nation of Braidor was the invasion repelled. This has not discouraged the Principality from further attempts to conquer the island and a second attempt could start a major war with Braidor. The Acreuna Principality is led by Grand Prince Ralnor Farven.
The Kavarsciai Kingdom is a elected monarchy that was formed in one of the few surviving great cities of Nrimhelm, Ebonhold. The founder of the kingdom choose to revitalize the ancient traditions of the Norhiar before the formation of the united Norhiar kingdom that was destroyed in the Cataclysm. Where only the most worthy among the Norhiar are given a chance to rule the nation. The process is not a easy one and requires one to pass a series of harsh trials to test a candidateâs character, resolve and physical limits. Any Norhiar citizen is able to apply to be a candidate for high king or high queen. Given the responsibility of being high ruler and the brutal nature of the trials. Only those that truly believe they are able to properly lead are willing to attempt the trials. Even nobles and other important positions are required to pass their own trials in order to see if they worthy of the responsibility. Currently, the kingdom is focusing internally. Rebuilding the ancient infrastructure in their lands and trying to repair the geothermal power network in Nrimhelm. Unlike their Adinar cousins who are have bad relations with their neighbors that lie in their ancient holdings. The Kavarsciai Kingdom has shown little interest in reclaiming the former lands of the united Norhiar kingdom. To the relief to the Norhiar island nation of Vachal and the two enjoy friendly relations. The Kavarsciai Kingdom is led by High Queen Sakaala Winjum.
The orc nation of Zruzrin has become odd case over the years since its formation. Created from the most powerful warlord in the steppes of Anoris. The warlordâs ideas proved to be cross between the ruthless raider nature of most post-Cataclysm orcs and the honorable shamanic ways of old. The warlord formed a new mixed path that would come to dominate the culture of the orcs of Zruzrin. Becoming more akin to honorable warriors then mere bandits. Zruzrin is the only orc held-territory where orc followers of the old ways can safely live without being attacked or harassed by other orcs. As Zruzrin has changed leadership over centuries since the Cataclysm. The warlords of Zruzrin have slowly acted less like warlords and more like tribal leaders. Warlord Yathaz Ushaam being the latest with the knowledge that magic slowly returning to Eynia and spirits are returning as well. He is encouraging orc-magi to become shamans and is behind a major revival of the old ways. It is rumored that Yathaz is planning a reformation of Zruzrin into a nation befitting the old ways of the orcs and even rejecting the mixed way that the first warlord has established.
Located in the homeland of the Telm and contains most of the ancient Strywonn Forest. The Rowhye Confederacy is a union of the Telm tribes in the region. Coming together partly because of the rising Braidor nation that started to expand into the Telm homeland. Rather than be conquered one by one by Braidor and lose their homes to humans. The Telm tribes banded together and quickly set up a border with Braidor. Relations between the two powers were tense in the beginning but, have since cooled. Led by council of elders from the most powerful and influential tribes in the Confederacy with Elder Ozanti Moonleaf of the Veilmore tribe being considered the leader.
The Osnain League is a mutual alliance between the independent city-states that make up the Osnain Peninsula. The League was formed by the work of the charismatic leader of the city-state of Veil. She saw need for the Peninsula to be united after the Pleyji Republic tried to conquer the peninsula. While the Osnain city-states were able to united and defeat the invasion, they quickly went back to plotting against each other. She knew that if the city-states weakened themselves by counting to warring with each other. They may not be able to last another invasion. Using diplomacy and some less reputable methods. The Osnain League was formed and it would be ruled by a council made of one representative from each city-state. However, the city-states would still retain most of their autonomy and are free to make their own decisions. As long as it does not endanger or hinder the League. The current head of the League Council is Head Magister Ovoku Vosath
The orc nation of Zruzrin has become odd case over the years since its formation. Created from the most powerful warlord in the steppes of Anoris. The warlordâs ideas proved to be cross between the ruthless raider nature of most post-Cataclysm orcs and the honorable shamanic ways of old. The warlord formed a new mixed path that would come to dominate the culture of the orcs of Zruzrin. Becoming more akin to honorable warriors then mere bandits. Zruzrin is the only orc held-territory where orc followers of the old ways can safely live without being attacked or harassed by other orcs. As Zruzrin has changed leadership over centuries since the Cataclysm. The warlords of Zruzrin have slowly acted less like warlords and more like tribal leaders. Warlord Yathaz Ushaam being the latest with the knowledge that magic slowly returning to Eynia and spirits are returning as well. He is encouraging orc-magi to become shamans and is behind a major revival of the old ways. It is rumored that Yathaz is planning a reformation of Zruzrin into a nation befitting the old ways of the orcs and even rejecting the mixed way that the first warlord has established.
A major point of interest in the Central Wasteland. The independent city located in the Knylk mountains in the Central Wasteland. Founded by a KarâTei mercenary in the ruins of a mountain town. Highever is a well defended city that raiders and bandits would be foolish to attack or dare try to take it. Granted this place serves said bandits along with the rest of the people that live in the wasteland. Acting as a safe haven in the wasteland where all visitors are not allowed to harm each other while in the city under penalty of death or worse. Along other strict rules and are strictly enforced by the Highever watch. Or as they are known as, Higheverâs Enforcers and they are known to have little patience for those that think they escape Higheverâs rules. Highever is currently experiencing a influx of wastelanders trying to move into the city. Most fleeing or scared of the Darkari threat and see Highever as the safest place in the wasteland for them. Which is causing tensions in the city and has yet to been formally addressed by the leadership. Currently Highever is ruled by the Archon, the Qaerian Hoksa.
Thum Scya is a sacred island to the people of Anoris and Vaesai. For it is the location of the World Tree Fariassil. Legends say Fariassil is as old as Eynia and predates the formation of the Aukni, the union of Itur titans and the Voza gods. The loss of magic affected Fariassil severely as it lost the ability to heal the damage it received from Cataclysm. For centuries it stayed looking like a partly charred tree and the natives of the Island became fiercely protective of Fariassl. The natives were among the first to see the signs that magic was returning as Fariassil was starting to slowly recover for the first time. Word of the world treeâs recovering has cause a large influx of pilgrims to see the recovering tree. Sparking hope in the pilgrims that the world can return to what it once was and truly recover.
The Scar of Qaeris is what remains of the ancient Qaerian homeland. The epicenter of the Cataclysm and cause the land to violently split apart and the Tlelm sea filling in the cracks. Turning the once fertile land into a barren husk where nothing can grow. Violent storms ranging from sand to thunder are near-constant in the outer part of the Scar. Animals avoided the going close to the border of the Scar and it has even been observed that fish do not swim into the Scar. Those foolish, brave or just desperate for a chance of finding ancient knowledge in the broken land has never returned after venturing into Scar. The Scar is considered a cursed land and it is speculated to why it is. Normally magic could be blamed for Scarâs state, however, with only now returning. It is uncertain to what is causing the Scarâs state. The popular and generally accepted theory is that the Cataclysm was so destructive on the planet that the Scar is a permanently warped area and that not even magic can heal it. Thus, the Scar is avoid at all costs and no one dares to settle near its borders.
The Central Wasteland is the name for the central part of Anoris that still is unclaimed by any nation since the Cataclysm. Along with the area being known for being littered with the ruins of major cities and how dangerous life can be for those that live in it. Since magic has started to returned, some of those ruins have started to become magically unstable. Becoming hotspots of wild, chaotic and unpredictable magic that is dangerous for anything thing living in or around it. One prominent site of this unstable magic is the Fliariaâs Rest. Which the magic at the crater is known for randomly causing anything in the area to start floating. Word of the Arattai and their threat has started to spread throughout the wasteland. Causing wastelanders to be afraid if their settlement is next. Most are either preparing for a possible attack or fleeing for safer lands. There are still safe locations in the wasteland like Highever. Though at the rate the Arattai are destroying settlements, there may not any safe place in the wasteland for long.
Other dimensions, other realities, or even interdimensional travel things, most would consider this to be pseudoscience. For what proof that there are these topics real or even possible to discover that they exist?
For one research group based in the United States and funded by MIT, pseudoscience would turn into fact. For while they were testing an experimental power source when they accidentally opened a portal to another dimension. The portal was tiny and only lasted a couple of seconds. But it was enough to convince the lead scientists, the twins Reece and Mae Gardner, of the value of the accident after they realized what happened. So after managing to convince their superiors of the value of what they have discovered and getting the funding. They set about creating a portal to another dimension and further the accomplishments of humanity.
For weeks the twins worked hard to create a working portal to another dimension, and after repeated failures. They managed to open a stable portal to another dimension. The twins and their team celebrated, but it was cut short when without warning. Monsters started to pour in through the portal. The lab was quickly overrun, and Reece sacrificed himself to save his sister and what was left of the team by locking down the lab.
A military team was dispatched to the lab and after clearing the lab of the monsters. Mae tried to shut down the portal but could not. For something on the other side was keeping the portal active. So now, without any alternatives, it was decided that a team would be sent through the portal to find what is keeping the portal active and deal with any hostiles they come across.
This team, made up of volunteers, will venture forth into the portal and both discover and explore this new world and discover what plagues this world.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of one character 5. Minimum of one paragraph
Overview
Hello, and welcome to the rp. So the rp set in 2023 and is about a team sent through a portal at first to determine what is causing it to remain active and fight the monsters they come across. Showing up at an unknown facility as they explore it, and turn it into an outpost. They will explore the world beyond the facility and discover this new world and meet both friendly and hostile beings along with the natives of this world. Along with what evil plagues it.
So that is the general idea of the rp. You will be playing as a member of the first team sent through the portal and later apart of an expedition group to explore this new world based in the facility after being cleared of hostiles.
First contact with aliens was in 2235 when an Zerine survey ship stumbled upon the human colony of New Carthage. Despite a rocky start. formal talks started between the two and humanity was introduced to the wider galaxy by the Zerine. Meeting other races and finding out fast who is friend to humanity and who is foe. The first war humanity had with an alien race was in 2265 with the Icnsian over an incident that claimed the lives of a thousand humans. The war lasted for three years before the Ainver intervened and found a diplomatic end to the war. Since then relations with the Icnsian have cooled and formal relations with them had improved.
After the war, the UED had taken a neutral stance with foreign wars and has stayed out of alien affairs. That changed in 2420 when the Ustan Republic started a massive war that the UED was forced to join on the side of the Zerine and Ainver. Defeating the Ustan and while the UEC was against parts of it, the Ustan suffered harsh restrictions for several reasons by the Zerine. That was ten years ago and there has been peace since. Though tensions between the aliens have risen, it does not seem that war is on the horizon. None the less, the UEC has ordered a series of military exercises to be carried out. One such exercise is happening on the colony of Tarth for two special forces units. The SIST 2nd Battalion and a detachment from the MSTR. While they do not know it yet, both of them will play an important role in the largest war the galaxy has ever seen. One that if they fail, humanity and the rest of the galaxy may fall.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Iros, the continent that was once the beating heart of the known world. The homeland of civilization and many a homeland of the people of the known world.
But that was centuries ago before the calamity struck and turned this once-beating heart into a dying one. No one knows what caused the calamity or the Starfall, as some call it. Only its after-effects are known that turned Iros into a cursed land. The survivors fled to the islands around Iros, with most settling on the large Sanrath Archipelago.
This does concern you, exile. Most do not concern themselves with learning about this cursed land, for who should care about it? But it will be your new home, for there is where we send your kind. It does not matter to me why you were exiled to Iros for some crime or offense. Maybe death would have been better for you than what awaits you on, Iros. Make no mistake, exile, you will die on that cursed land, and you will be forgotten. Just like the rest of the exiles that have been sent there.
Now we are only a day away from Iros, and you better pray to what gods you believe. Since Iros will show no mercy when we throw you to the beach. So prepare yourself exile, if you can, and maybe you will last a while. Either way,
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraph
It has been five years since the devastating civil war in the grand empire of Shu. That conflict nearly tore the empire apart when prince Qiu rebelled against his elder sister Lingxin when their father, Emperor Zemin, on his deathbed made Lingxin his heir.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraph
Overview
Races
Human
Half Yokai
Yokai
Yokai is the name for the supernatural beings, spirits, and demons that exist in the world. However, they vary in what they in appearance, abilities, and temperaments. Some are friendly spirits that aid mortals or could be beings that seek violence. Also, it is possible for a Yokai and a human to produce a child. It is always a Yokai that either has a humanoid form or can shapeshift into a human form. A Kitsune, for example, is capable of producing a child with a human. These Half-Yokai vary in appearance and abilities depending on their Yokai parent and are either welcomed, tolerated, or hatred.
Yokai Lords
The Yokai Lords are the six strongest Yokai that have ascended to positions of great power and authority. They are both greatly respected and feared in the Yokai world and tend to be leaders of the Yokai. There can only be six Yokai Lords at a time, and who is a Yokai Lord has changed over the centuries, often when a Yokai is strong enough that they challenge a Yokai Lord to a battle over it. The winner is crowned Yokai Lord, and the loser is either killed or disgraced and becomes an outcast in the Yokai World. Only a Yokai can become a Yokai Lord, and Half-Yokai, despite their heritage, are unable to claim the position for themselves. Here are the current Yokai Lords.
Isuzu(F) - Kitsune Lord
Heiru(M) - Tengu Lord
Keroji(M) - Tennin Lord
Okuzo(M) - Oni Lord
Rosahi(F) - JorÅgumo Lord
Nirime(F) - Takaonna Lord
Magic
Magic in humans is possible thanks to the ability to manipulate the chi in their bodies. Chi is found everywhere in nature and in Yokai. Those able to manipulate chi are called mages and are able to control the elements with their chi. Air, Earth, Water, Fire, Lightning, and Ice.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Personal Log of archaeologist Arthur H. Conway October 25, 2024
For years they thought I was crazy. For years, I was the laughing stock of the scientific community. My theories were treated as conspiracy theories or pseudoarchaeology. That we know all, there is to be known about Earth. But, I found proof that suggested something else, a long lost charter of human history that would change everything we know about the planet and ourselves. Unfortunately, I lost that piece of evidence due to the ruin I was studying collapsed, and the proof was shattered into pieces. Along with any creditably I had up to that moment, still did I give up no. I persevered, using what was left of my family's fortune to find proof of what I saw and convince others of the truth.
After years of relentless searching, digging, and going off what I remember about the ruin, I found something hidden in the Middle East, something deep underground. An ancient underground city of unknown architecture which its size I could not have guessed. We found that the city predates any of the earliest civilizations we know of, and besides, how intact the city is. The most fantastic part of it was a massive glowing crystal in the middle of the ceiling. Lighting up the whole city and even giving off radiation similar to sunlight. In the middle of the city was what I guessed to be a temple or a throne room, or both. In there, I found all the proof I needed to prove that I am not crazy. That I am right, and there is more to this world than we know. There is a long lost charter of human history, and this city is just the start. From what my team and I could decipher from what ancient writings we could find. There are references that indicate that an island of great importance called Yawuxa which lies in the Pacific Ocean and is referred to as "." That and a key called a "Piece of Chamrath" is needed to access the island.
After searching the temple for clues on where a Piece of Chamrath could be found, I found a lead to where a piece could be found. By following the information, I discovered a remote ancient temple hidden in the Himalayas. While we did find a Piece of Chamrath within, we also found.... something that I did not expect. Let's just say when I mean we are uncovering new information about the world and ourselves, I mean it! Still with the Piece of Chamrath in my care and after securing the funding for an expedition to the island. I, Arthur Henry Conway, am going with a team to uncover more about humanity's past and explore this island where the gods last walked. Surely we will find more pieces about this lost age of humanity and discover its secrets. I do not know what we will encounter on this island or the challenges we may face. Going off of what we encountered at the temple in the Himalayas, things may get very... interesting for us. Regardless I have faith that we will persevere and uncover information about our ancient past. That I am certain, and who knows what we will discover in Yawuxa. Whatever we find, I am confident that it will change how we know about the past.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs
Overview
Welcome to the expedition under the formerly disgraced Arthur H. Conway. As you can guess, you will be playing as members of Arthur's expedition to the mysterious island called Yawuxa. You can be anything you want as long as it makes sense for the expedition to have. Scientists, explorers, security guards, etc... Players will be starting onboard the expedition ship Discovery as it is about to reach the storm wall that surrounds the island.
Rules: 1. Expected to follow standard site rules 2. No godmodding or powergaming or etc... 3. No OP characters 4. A max of two characters 5. Minimum of one paragraphs