A
Abracadabra
Guest
Original poster
– A N A R C H Y –
A blood-curdling fantasy RPG about an epic betrayal … and the anarchy that follows. Three countries at the brink of war. Three governments at the brink of decimation. Nine races at the brink of survival – or annihilation. Who will outlast this chaos, and who will drive it? Whose name will be remembered once the flood has ebbed? Who will lead the blinded out of the dark? Who will rise from the ashes, and who will feed the flames? -- Over 40 possible character combinations! 9 races, 9 magics, and 3 countries with a unique and innovative culture! -- JOIN US |
<tbody>
</tbody>
IC
[ STORY ]
At the Midsummer Solstice in the land of Triera, the young heirs of the three estranged countries Argentum, Eliydar and Shear meet on an obscure island in the middle of the Open Sea. Sick of endless overseas warfare and interested in exchanging cultural achievements, their parents, the Kings and Queens of the three Trieran countries, have sent them on a voyage to Sacra, known by the same name in all three countries' legends to be a blessed isle in the Holy Sea. Once there, the Majesties are expected to bring wisdom and peace back to Triera, and, having shared several months and even, potentially, years together, are favorably inclined towards each other, allowing for some semblance of future peace.
But, five days after they set off, the ship, Serenity, lands in a port in Ellien, Triera's northernmost island, far off course. Yet that is irrelevant in the face of the catastrophe now come upon Argentum, Eliydar and Shear: the vessel is totally devoid of life. Not only that, it is streaked with blood and torn clothing – and imbued with intense magic that set it on its course towards Ellien. All three rulers are furious and, since only they knew the ship's route, are certain that only one – or more – among them could have committed such an atrocity. It seems that their children are all dead, but since there are no bodies, no one is quite certain where they are and what has happened to them.
The three lands are in an uproar. They have already divided themselves into factions, all of which are distrustful of another and most of which are even hostile towards those of other nations. But all of them have the purpose (or seem to have the purpose) of locating the lost heirs, finding the Blessed Isle of Sacra, restoring peace to Triera, avenging the terrible betrayal and discovering the true perpetrator of this anarchy.
A NOTE ON MAGIC
When you choose your character's Magic, please write only the Magic in the application and no types. I will then randomly roll a dice to determine your skill, which will dictate the Types of this Magic you can then choose for your character, and which will be seen in your final form. A roll of 1-2 will let you choose 2 minor Types. A roll of 3-4 will let you choose 1 major Type or 2 minor Types. A roll of 5-6 will let you choose 1 major and 2 minor Types or 1 major Type or 2 minor Types.
If your race has a racial affinity to a magic, your dice roll score is improved by +1 if you choose that magic. Several races have racial affinities to a certain magic. This does not mean your character must have this magic; it means this magic lies to a weak degree dormant in your character, and should you choose this magic, your character will be notably more proficient in it than other races.
Your character may have up to 2 magics, but both must be in accord with your character's nationality. Also, this will result in a penalty deduction of skills – a roll of 1-3 will let you choose 2 minor types, and a roll of 4-6 will let you choose 1 major and 1 minor type or 2 minor types.
[ MAP ]
[ ARGENTUM ]
Argentum is the Eastern Land. It is possessed of a temperate, appealing climate, and famous for its beautiful nature. The country is quite peaceful but solitary and has attempted to excluded itself from most conflict, though this has proven to be a virtually impossible mission, as it has had to defend itself viciously against merciless attacks from other nations, who misunderstand Argentum's reclusiveness for weakness. Creative and introspective, Argenians greatly value hospitality and honesty, and the betrayal has harshly impacted their generous and optimistic culture. Argentum's capital city is Edel, located in the southeast of the center continent on the shore nearest to Iola. The homes and buildings are some of the oldest in all of Triera, lovingly restored through magic monthly (yes, there are people who do this as a job) and built entirely of wood and vines, the crevices bursting with wildflowers. However, since the wooden constructions are so ancient and sensitive, only Argenian citizens are granted permission to enter its sacred premises. Thus, the royal family also has another stronghold on Iola for diplomatic meetings. The royal family consists of: King Oryf, Queen Rejina, and the lost heir Prince Aralute.
[ RACES ]
> BOWER
The Bower are the most common Argenian race. Slender and small, they are lithe and remarkably fast as well as flexible. They possess an incredible endurance and energy, able to run at high speeds for hours on end. Many of them are sharp-witted, with a shrewd sense of humor, and they are often very curious and adventurous, eager to explore the unknown. Their agility allows them to get out of plenty of awkward situations, so they are sometimes bolder than their diminutive physique and inquisitive nature should allow. Bower are known for their beautiful, fragile translucent wings; however, these are too small and weak to enable flight.
Racial Affinities: None
> ELEK
The Elek are a lot stronger than their Bower cousins, but not as fast. Still, they are an acrobatic race, and short in stature. A frequent prejudice is that Elek are stupid, but some are even smarter than Bower, though more at a strategic than creative level. Elek are fiercely loyal, and once they have sworn allegiance they will never stray; thus, their personal patron deities are as important to them, especially since they depend on their gods' good graces to survive. They are courageous, but not as curious or innovative as Bower.
Racial Affinities: Shield
> GWYDDE
The Gwydde are a rare and awesome sight. A race innately connected with nature, they have an intrinsic bond with the vegetation around them. However, they are reclusive and lonesome, disliking most company and keeping to themselves. They are strong believers in nonverbal communication, and their special racial language is sign language. They would never clap or holler – such foolish and ignorant behavior is looked upon with disapproval and occasionally even contempt. Due to their solitary nature, they rarely mate, which contributes to their scarcity. Often, they look a little like plants, too, with thick skin like bark and a physique similar to the flora surrounding them. Many have brown or olive skin, with green or blue hair and eyes.
Racial Affinities: Nature
The Bower are the most common Argenian race. Slender and small, they are lithe and remarkably fast as well as flexible. They possess an incredible endurance and energy, able to run at high speeds for hours on end. Many of them are sharp-witted, with a shrewd sense of humor, and they are often very curious and adventurous, eager to explore the unknown. Their agility allows them to get out of plenty of awkward situations, so they are sometimes bolder than their diminutive physique and inquisitive nature should allow. Bower are known for their beautiful, fragile translucent wings; however, these are too small and weak to enable flight.
Racial Affinities: None
> ELEK
The Elek are a lot stronger than their Bower cousins, but not as fast. Still, they are an acrobatic race, and short in stature. A frequent prejudice is that Elek are stupid, but some are even smarter than Bower, though more at a strategic than creative level. Elek are fiercely loyal, and once they have sworn allegiance they will never stray; thus, their personal patron deities are as important to them, especially since they depend on their gods' good graces to survive. They are courageous, but not as curious or innovative as Bower.
Racial Affinities: Shield
> GWYDDE
The Gwydde are a rare and awesome sight. A race innately connected with nature, they have an intrinsic bond with the vegetation around them. However, they are reclusive and lonesome, disliking most company and keeping to themselves. They are strong believers in nonverbal communication, and their special racial language is sign language. They would never clap or holler – such foolish and ignorant behavior is looked upon with disapproval and occasionally even contempt. Due to their solitary nature, they rarely mate, which contributes to their scarcity. Often, they look a little like plants, too, with thick skin like bark and a physique similar to the flora surrounding them. Many have brown or olive skin, with green or blue hair and eyes.
Racial Affinities: Nature
[ MAGIC ]
> SHIELD
Shield magic is chiefly defensive. Shielders can fortify things, for example, rejuvenating their strength, perhaps, or improving the resilience of a weapon, which can be developed to the point of repair – knitting together a shallow cut, merging a splintered spear back together. Still, true restoration takes decades of practice, and cannot actually heal anything. Shield magic is most commonly performed in an army, when each member of a regiment lends strength to the whole, allowing them to cooperate with amazing endurance, and finding strength in numbers. Individuals traveling alone have been known to pride themselves by a lack of any protective armor, but this is only recommended to the truly powerful.
Types
• Support (minor): lending power to a large group
• Revive (major): restoring energy to a very weak or dying person; imbuing oneself with a lot more power; significantly increasing one's endurance
• Mend (minor): repairing things
• Restore (major): totally restoring broken things, to the point of making them unbreakable later
> LIGHT
Light magic is a hallucinatory art, based on the user's creativity more than talent. There are four Echelons of skill in Light magic – Sight, Smell, Sound and Touch, each indicating which senses the practitioner can appeal to when making a hallucination. Lightenings can use their talent to distract as well, such as a suspicious sound or cloud of smoke to momentarily divert an assailant. These can even be developed to serve mildly offensive purposes – an excruciatingly bright flash of light can damage the unsuspecting eye; a blaring sound can harm the unprotected ear. It is important to note that the amount of magic needed to produce the same effect increases incrementally for each time a Lightening targets the same person. Also, a hallucination is seen by everyone nearby, though some Lightenings have been known to cloud or block their vision if the hallucination is intended for only one among them.
Types
• Mirage (minor):choose from two Echelons of hallucination (Sight and Smell, Sight and Sound, Sight and Touch, Smell and Sound, Smell and Touch, or Sound and Touch)
• Apparition (major):all four Echelons of hallucination: Sight, Smell, Sound and Touch
• Sustain (minor): the ability to, as this skill is developed, benefit from an increased endurance (prolonging the hallucination's duration) and power (making up for the decrease in effect after the same individual has been targeted several times)
• Potent (major): the ability to intensify a hallucination to the point of making it harmful to the victim
> NATURE
Nature magic is the bond with all flora. The ability to communicate with and even slightly control them springs only from careful and time-consuming observation. A Nurturer is familiar with each species of plant, flower and tree in Triera, and knows their every purpose. Whether in search of food, poison or an herb with curative properties, they will know where to find it. However, they greatly value life, believing its destruction to be a sin, and do not tolerate misusing of the Nature magic to harm others. Thus, their craft centers around their amazing healing skills, and their ability to cure even some terminal conditions such as blindness or a crippled arm. Yet Nature magic does have offensive uses. A Nurturer can keep an assailant in a choke of vines, or have him fall unconscious after inhaling an opium flower's potent aroma. Nurturers protect Nature as well as harness its power, and will hunt down and exterminate anyone who dares harm their domain without good reason.
Types
• Treat (minor): the ability to heal either any wound, any condition or any illness except deafness and muteness
• Spring (major): control plants offensively
• Trance (minor): the ability to communicate with plants and have a vision of the location of anything they seek; they cannot see the person or thing itself but they can sense their surroundings
• Cure (major): heal any wound, condition or illness except deafness and muteness
[ ELIYDAR ]
Eliydar is the Northern Land. It is cold and austere, filled with mountains, canyons and wide, open steppes. The country is strong and resourceful, with the largest population, the mightiest military, and a reputation of being meddlesome. Eliydans tend to be of a conservative mind, with stern adherence to traditional values and strict ideas about right and wrong. The betrayal has made most of them absolutely furious, and rumors are spreading that the royal family is already plotting means of attacking Shear. Eliydar's capital city is Aisak, located in the northeastern shore of the main continent bordering the Ancillan Strait. Built entirely of marble and bedecked in jewels, it is a marvelous site, and would attracts many travelers if the country wasn't so hostile and the climate not so … cold. The royal family consists of: King Dredgard, Queen Bovala, and the lost heirs, the twins Prince Lok and Princess Ura.
[ RACES ]
> ACLUV
The Acluu are the most common Eliydan race. Aggressive and hardy, the burly Acluu are stout and rugged, taking great pride in their ability to wear armor so heavy any other race would buckle beneath it. The majority of Acluu are unfortunately simple-minded, but their strength keeps them out of most uncomfortable situations where a canny mind would be required. An Acluv values freedom above all else, and they rejoice in fresh air and movement; several scientists throughout the ages have speculated whether their below-average intelligence is actually a result of an inability to adhere to the focused, restraining demands of an education.
Racial Affinities: None
> GELU
The Geli are masters of the outdoors, spending the better part of their lives achieving harmony with their surroundings. In their attention and specific aim, they are almost polar opposites of the Acluu, and they take pride in their differentiated thinking. They form strong bonds among one another and when pitted cooperatively against a foe they are fearsome enemies. Though they usually focus more on knowledge and exploration than offense, years of learning through experiencing the world has certainly paid off and most Geli are uncannily informed about the vaguest of topics. As their studies progress, a Gelu will gradually become physically similar to the element of their soul, growing gray and hard-skinned or yellow-haired and blue-eyed or dark and slick. All are famous for their towering height, often twice that of the average Acluu.
Racial Affinities: Elemental
> EROG
The Erogs are probably the most interesting and unfortunately also the rarest of Eliydan races, known best for their racial affinity to an esoteric magic known as Alter, which they like to refer to as "the Twain", a slang arguably derived from "in between". Often underestimated, the ordinary-looking Erogs are a terror upon the unsuspecting thief or swindler. They believe firmly in their sense of justice and spreading it is their purpose in life. However, the nature of their magic makes them far more susceptible to a change of ideals than other races, and an Erog who has begun to abuse the Twain is a dangerous rival indeed. More cerebral than other Eliydan races, Erogs tend towards intellectual pursuits and are highly observant, spending their lives pondering strategies rather than throwing themselves into a fray.
Racial Affinities: Alter
[ MAGIC ]
> SWORD
This is an intensely offensive magic, one that focuses on decimating an opponent's defenses and piercing through them to deal physical harm. Sworders can break things – snap heavy branches off a tree trunk high above without touching it; splinter a perfectly good spear into a dozen shards of wood and iron. They are infamous for imbuing their weapon with such annihilating magics, letting it cut through stone, metal, gemstones and wood as seamlessly as a knife through butter; however, such a weapon is unable to pierce the actual skin. That is a different, but even more deadly element of a Sworder's skill that requires separate training; thus, a Sworder will commonly only be gifted greatly in one or the other. Certain weapons are designed and imbued to shatter bones as soon as they touch them, or burst organs at the moment of contact. However, Sword magic has virtually no defensive properties whatsoever, and its users must wear heavy armor at all times.
Types
• Drain (minor): sapping power from a large group; taking away considerable physical energy from an individual
• Carve (major): the ability to imbue a weapon with the power to cut through any material they touch
• Break (minor): the ability to break things
• Sever (major): the ability to imbue a weapon with the power to harm any part of an opponent's body they touch, no matter how soft the blow is
> ALTER
Also known as "the Twain", this is a tricky magic, perilous to the user and ambiguous to all. It is chiefly an instrument of reversal, used to backfire, make opposite, or even transform magics directed at an Alterer. When this magic is abused, it can warp others' spells into instruments of incredible destruction, caused by the most unlikely of magical combinations. A skilled Alterer is a fearsome sight, and one to best stay away from. An unskilled Alterer, lacking control over most natural magical responses, is even more at risk of endangering him/herself and those around him/her.
Types
• Ricochet (minor): cause a positive spell directed at you to backfire and affect the user instead, but in a far more potent form
• Polar (major): reverse the effects of a spell to make them the exact opposite of their original intention
• Rebound (minor): cause a negative spell directed at you to backfire and affect the user instead, but in a far more mild form
• Permute (major): transform a spell directed at you in any way that does not break the Rules or save your life
> ELEMENTAL
This is the magic of Three Elements – Stone, Water and Air. Ancient and highly skilled Elementals have been known to wander the lands bare of any weapons or armor, able to defend themselves purely by summoning the elements to do their bidding. Stone Elementals can move, break, mend and elevate pebbles, stones, and boulders. Water Elementals can summon water into a container, release it from a container, and manipulate its movement. They can make the water be a harsh, harmful jet or a soothing, drizzling shower. Air Elementals can manipulate wind and temperature, but cannot affect the weather. Sometimes an Elemental practices hard enough to be able to Transcend one Element. Stone Elementals are now also Metal Elementals, with the ability to move, break, mend and elevate metal and gemstones. Water Elementals are now also Ice Elementals, able to break, move, elevate, summon, release and manipulate ice. Air Elementals are now also Lightning Elementals, able to manipulate clouds and lightning, and able to affect the weather in a concentrated area no larger than a mile.
Types
• Component (minor): any combination of two Elements can be practiced (Stone and Water, Stone and Air, Water and Air)
• Maven (major): all three Elements can now be practiced
• Compound (minor): temporarily be able to trade a Type with another practitioner of Elemental magic
• Transcend (major): one Element can now be transcended: Stone becomes Metal, Water becomes Ice, or Air becomes Lightning.
[ SHEAR ]
Shear is the Southern Land. Its climate is devilishly hot all year round, and water is fiercely coveted. The country is unusual in that it actually consists of three separate, large and I-shaped islands that were created volcanically millions of years ago. The culture has only in recent years become moderately democratic, but customs deemed barbaric by Eliydans and Argenians such as slavery and bribery remain a fundamental element of their society. Though hardly as aggressive as the Eliydans, they retaliate with decimating ruthlessness when provoked, and have the unnerving tendency to lash out at perceived threats during times of ambivalence; thus, they are commonly the unwitting cause of all sorts of chaotic international conflicts. Shear is not a country for the weak-willed, as only the brilliant, the harsh or the brave can make a name for themselves there. The betrayal has elicited mixed feelings among them; some thirst for revenge, others seek malicious opportunity, and yet others could really care less. Shear's capital city and home of the Royal Family is Pallas, a city crafted of obsidian and found in the Onyx Mountains of Ebon. The royal family consists of: King Morcaln, Queen Zaiida, and the lost heir Princess Arakmet.
[ RACES ]
> ENSER
The Ensers are the most common Shear race. From birth they share a connection with animals, and this kinship with the world of beasts develops differently in each individual. While most just become exemplary horse trainers or fishermen, others transcend to become masters of human manipulation, and their frequency has made trickery and exploitation a way of life in Shear. Yet unlike their darker cousins, the Tarnen and the Snaca, Ensers are usually not deliberately destructive, genuinely caring about people and society, and seeking to make it a better place while aiding in their own social climb. Appearance and stature are vastly important to them, and they will do anything to make the desired impression, be it that of an imperious Majesty or a groveling beggar. Several who specialize in the magic of people have been known to actually become more attractive as their magic developed, and some Ensers more skilled in Wild magic might develop a thin layer of scales or fur, or perhaps discover they can hold their breath for an unusually extended period of time.
Racial Affinity: Wild
> TARNEN
The Tarna are believed by some to be helplessly corrupted and even evil, but this is a largely ignorant view. It is said that the God of Death Himself breathed life into them, infusing them with an insatiable hunger for human obliteration. While this is one of the most persisting and widely accepted legends to survive the aeons, in the millennia since, Tarnen have evolved farther from their dark roots and developed potential to be perfectly kind, upstanding citizens – but all Tarna feel the emotion of greed much stronger than other races. Not as tall as Geli, Tarna do grow to an impressive height. They are every bit as acrobatic as the Bower, but less energetic and more focused, possessed of a fierce intelligence unlike that of any other race. Their skin, eyes and hair are pale and sometimes described as "ghostly", especially in those that dabble frequently in the darker arts. Their fearsome intellect has provided ample distraction for some of the well-meaning among them, who stay away from external and/or internal conflicts regarding their racial history and instead devote their life to research or other intellectual engagements that enrich Shear society.
Racial Affinity: None
> SNACA
The Snacas are the rarest Shear race, and hardly ever seen. Experts in distinguishing and implementing the many different toxins, most of them are shady characters, some even assassins, though a few have put their knowledge to constructive use. This obsession with chemicals and botany has resulted in the deterioration of most individuals' physique, resulting in a hallmark gaunt appearance and thick, yellowish skin. Besides that, their slitted pupils always give away their racial heritage, a trait separating them from other Shear races. Snacas have highly developed senses and an unusually potent visual intelligence, able to envision shapes in their mind's eye, and may possess a photographic memory. Still, they are nowhere near as brilliant as their cousins the Tarna, and lack the intuition of Ensers, being infamous for an indifferent nature devoid of compassion. They are skilled with all kinds of weapons, especially long range, and will treat them with various toxins. Some Snacas are paranoid, setting traps in their own homes to poison unwary intruders. All are known to hoard their lethal knowledge and protect it to the death.
Racial Affinity: Toxin
[ MAGIC ]
> TOXIN
This is an extremely deadly magic with purely offensive purpose. While all Toxics can harm people, they are divided into Venom Toxics and Poison Toxics. Venom Toxics specialize in doling out nasty afflictions, though the worst of them, such as blindness or muteness, are most often only temporary. They can cause extreme and prolonged pain or numbness of certain limbs. Poison Toxics specialize in causing swift and sudden death. Strictly defined, poison substances are those that will kill within 24 hours of being administered, but some Poison Toxics have been known to manipulate these effects and prolong the duration of death up to seven days. Some symptoms are obvious and others are virtually undetectable, but certain venoms and poisons can be disguised with the use of other substances. Many Toxics like to disguise poisoned or venomed items in their home or clothing, hidden weapons unseen by others. Assassins, for example, may have poison-tipped needles built into their brooches or hair fasteners, or perhaps a ring with venomous properties when kissed. For these and other reasons, Toxics remain largely untrusted.
Types
• Profusion (minor): the toxin remains in the body for a much longer period of time and has stronger effects
• Venom (major): venoms cause malevolent afflictions
• Veil (minor): the ability to hide toxic items from sight, or in plain sight, and know how to temper toxins with other substances so as to keep symptoms nonexistent, deceptive or ambiguous
• Poison (major): all poisons lead to fatality within 24 hours
> DARK
Dark magic is chiefly an instrument of illusion. It is important to differentiate here between hallucination and illusion. While practitioners of Light magic can form a hallucination out of thin air, illusions are anchored in reality and merely warped renditions of it. Only the victim of an illusion will be able to see it. While at first Dark magic may seem less useful than Light, it can be far more dangerous. Several victims have been killed as the Dark magic affecting them caused them to see a bridge where there was only a chasm, or a butterfly where there was really a scorpion. Powerful Darks can cause their victims to go insane for the rest of their lives or even commit suicide by distorting their reality so extremely it is unbearable. As with hallucinations, there are Four Echelons of illusion: Sight, Smell, Sound and Touch, each of which name the different senses an illusion can appeal to.
Types
• Distortion (minor): choose from two Echelons of illusion (Sight and Smell, Sight and Sound, Sight and Touch, Smell and Sound, Smell and Touch, or Sound and Touch)
• Delusion (major): all four Echelons of illusion: Sight, Smell, Sound and Touch
• Incarcerate (minor): the ability to not just make one or two specific things in the victim's world be illusory, but to also make all of his or her surroundings be totally distorted, usually in a thematic way
• Phobia (major): the ability to sense an individual's worst fears and read their emotional reactions to any illusion inflicted upon them
> WILD
Wildes can communicate with animals, and some even move on to manipulate other people, as well. However, different from Nature magic, Wild magic is riddled with loopholes and deception, allowing for generous lying to take place, and Wildes are therefore far more manipulative than other practitioners of magic. Though several Wildes of weak magical strength are sympathetic and well-willing people, those who are more powerful are easily tempted to abuse their potent magic to serve their own needs. While Wildes can sense, influence and evoke certain feelings, they cannot sense, directly influence or make someone think certain thoughts.
Types
• Awareness (minor): the ability to sense what animals feel but not what they think, and the ability to understand but not communicate with them
• Insight (major): the ability to directly communicate with animals and evoke certain feelings but not certain thoughts
• Empathy (minor): the ability to sense what other people feel but not what they think, and understand spoken languages even if they can't read, write or speak them
• Charisma (major): the ability to influence other people and make them feel certain emotions but not think certain thoughts
-