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Lillian Gray

Craft Master
Original poster
FOLKLORE MEMBER
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Writing Levels
  1. Give-No-Fucks
  2. Advanced
  3. Adaptable
Genres
Fantasy, Romance, Medieval, Action, Magic, Sci-fi

A F F I N I T Y
Information and Lore

Interest Check 1 2 | Lore | Sign-ups | OOC | IC

The year is 1286. The country of Netima is breaking. The Republic is on the cusp of fracturing by the hands of the Insurgency, those who have deserted from the militant forces decades ago. Centuries of structure and order remain steadfast, a stone wall in the face of thousand roguish needles. Slowly, steadily, the remnants of the Republic Order are beginning to fall away. Would the Insurgency's long war with the Republic finally come to a bitter end? The two sides clashed day in and day out across the country, with no ceasefire in clear sight.

They would either conquer or fall.

Legend states that there are five true sources of power, one for each Alchemic Affinity. When all five sources come together, stories from older times regale of untold power and destruction. They remain a bitter point of contention between the two opposing sides. The Republic holds one source at Oxholm Academy, the Air Affinity. Zachariah Beckett, leader of the Insurgency, is said to have another, but will not reveal which of the remaining four he holds. Rumors are spreading that a third has been located, it's only a matter of time before someone gets their hands on it.

Whoever holds the Sources holds the future of Netima.

In the trading hub of Mirefield, Matthias Clarke and Kingsley Lee have a job for you, if you're up to the task. Travel the skies as a traitor to the Republic, free as a bird as one the Insurgency crew of the Nerissa, as they hunt down the last three Sources for the Insurgency.


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PLEASE DO NOT REPLY TO THIS THREAD - THANK YOU


 
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General Information



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    A full sized map is available for viewing here.

    For reference, it can take more than 2 weeks to travel by air from Lindon to Bexley.

    The country of Netima is large and ever expanding. Virtually everything to the West of Mirefield is territory of the Republic, and everything to the East is territory of the Insurgency. The town itself marks a ceasefire zone for a fifty mile radius, though there are incidents from time to time.

    The currency is called Credits, and is marked by the following symbol ¤

    There is no major religion dominating Netima, however people will often make references to 'the Five', who were the Terraformers of the landmass several thousand years ago. The Five gifted the Sources to humans, who were then able to use Alchemy by learning from that power.

    Locations of importance are listed below.



    Almora Mountain - location of an old Sage Artifact site, believed to be a place of origin of the five Affinity sources


    Bexley - Insurgency Capital


    Farnworth - the site of a failed chemical experiment gone wrong in 1272, a perimeter has been established to keep the public out


    Hampton - location of the Oxholm Academy


    Lindon - Republic Capital


    Mirefield - largest trading post in the known world, marks the ceasefire zone


  • Founded sometime in the early 500's, Oxholm Academy is home to the best and brightest students of Netima. Here, anyone can come to study under several acclaimed masters of Alchemy. The five schools of study correlate to the five major Affinities of Alchemy; Bio, Earth, Fire, Water, and Air.

    The Academy is also home to a single Source, the Air Affinity. It is located centrally in the main hall for public viewing, though unfortunately not much is known about the stone itself. All written records of the stone were destroyed sometime after the founding of the Academy, and studying the stone has proven to be mostly fruitless. As of today, it's true purpose remains undiscovered, but it has shown capability to amplify a user's Affinity exponentially when nearby.

    The original building burned down shortly after it was built, and a second was reconstructed over the ruins in the mid 600's. Since then, each Affinity has had its own building constructed as an addition to the central hall.

    Classes are held throughout the year, with each year beginning on the first day of the year. Living at the Academy is not mandatory, but dormitories are available to those without housing in the nearby city of Hampton. Typically, each student will enter the Academy with a declared Affinity, and spend anywhere from five to fifty years honing their skills.

    The youngest student to be admitted to Oxholm Academy was a young girl, aged 12, around 820. Since her admittance, the required age to become a student has been set at 16 years, though most students are 18 upon admission.

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  • Affinity - the kind of alchemy a person is in tune with

    Alchemy - five major sources of power a person can learn, Bio, Earth, Fire, Water, and Air

    Credits - currency of Netima

    The Five - the five terraformers of the earth, creators of Alchemy

    Gliding - a popular sport for Air Affinity enthusiasts, involves gliding around courses

    Keeper - an old title, the person responsible for watching the five Sources

    Sage - master of Alchemy, able to attune to each of the five major Affinities

    Sources - five gems hidden throughout the country of Netima by the last living Sages. Each gem is said to hold limitless power for the Affinity within, also said to be the original source of Alchemy

    Terraformer(s) - the original five creators of the world as it is, they have no recorded names, but can be referred to by their respective Affinities

    Walking - a popular sport for Air Affinity enthusiasts, involves air obstacle courses


    • Posting speed is 1-2x weekly, minimum
    • If you are inactive for more than 2 weeks, your character will be unceremoniously killed off by the GM or her Mods
    • If you plan on being inactive, let me know! I don't enjoy killing off characters you've worked so hard to create, and I would be more than happy to put you on standby
    • Be kind to one another, I will not tolerate harassment, name calling, or generally rude behavior towards other players, OOC.
    • Avoid plot bunnying or god modding
    • If it gets to that point, sexual content must fade to black
    • Listen to the GM and her Mods

  • Can I have multiple Affinities?
    No.

    Well then, can I change Affinities?
    Yes and no. A person can only practice and use one Affinity to its maximum potential at any given time. Yes, a person can change their affinity through study and practice. No, a person is usually born with a natural affinity, and thus favors one element over another.

    An affinity is not easy to change, and once changed, you cannot go back for now.

    The Affinity I want isn't listed, what gives?
    If you have an idea for a sub Affinity, please PM me so we can work something out.

    Can my character use items inscribed with runes not of my Affinity?
    Yes, but at a decreased rate of power. It's the same as if a person tried to practice an Affinity other than their own without being in tune with it.

    Can my character be from the Republic?
    Yes, of course! Please PM me if you have an idea. This rp will be based from the Insurgency side of things, but I would be more than happy to work a Republic character into the mix.

    Can my character be from another country besides Netima?
    Yes! But before you make up a country out of the blue, please check with me.

    Can I be a Sage? How about some kind of magical/mythical creature?
    No. The art of becoming a Sage has been long lost. There are otherwise no humanoid mythical creatures.

    Can I romance the GM?
    Only if you buy me dinner first.

    Can I romance other players?
    Sure, why not! The objective of the story is not romance based, but you're more than welcome to build different relationships with other players.

    Is there a posting order?
    Nope! Just don't hog the thread going back and forth with someone.

    How advanced is the technology?
    Pretty far along. There are near modern age guns, so long range is a thing. Communication technology is a thing, but there are no cell phones. Computers are nearly non existent and far too expensive for common people. It's steampunk, things are weird.


 
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Republic




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    HQ: Lindon
    Current Leader: General of the entire Republic Military, Ethan Rousseau

    The Republic is a centuries old militant faction controlled by a select group of top officials. Every five years, two members of the public are elected into the top circle, the remaining three consists of the General of the Army, General of the Air Navy, and General of the Military. More often than not, the remaining two officials are the Chief of Research and the residing Oxholm Headmaster. The primary objective of the Republic is to conquer new territory and destroy outlying threats.

    The Republic used to be controlled by a family of royal lineage, but their place is more of an honorary title and public figurehead rather than the one who controls the entirety of the Republic. It wasn't until 1250 that the Oxholm family officially transferred power to the military faction of the Republic of Netima. The Oxholm family comes from a long line of of powerful Alchemists and Sages, and currently operate the most prestigious academies for the study and training in all things Alchemical. The current head of the Oxholm family is Luther Oxholm.

    Ranks associated with the Republic align with U.S. Air Force Officers. When on deck, the following ranks also apply. Airman, Airman First Class, and Lieutenant. Those without an official ranking are simply known as Privates.

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  • Crew of the Kolossi - Republic Battalion, equipped with ten biker models


    William Nordy
    Major of the Republic Air Navy
    Earth Affinity
    Age:???



    Katrina Ivanov
    Academic of Oxholm Academy
    Bio - Neuro Affinity
    Age: ???


    The current Crew of the Kolossi was founded after the Astor twins reunited and stole an important artifact from the hands of the Republic. Major Nordy was tasked with finding, and eliminating the Astor twins in order to retrieve the artifact - a crown of crystal that leaves the bearer unable to lie. Katrina was brought on as an exceptional student out of Oxholm for her research as a Bioalchemist. She studied under Annalisa Verdenelli. Her primary reason for being on the Kolossi is to oversee torture of Insurgency captives and to research the crown once it is obtained.
  • The Top Officials of the Republic of Netima go through an election process every five years. This is only true for the last two officials, who were elected in 1280, while the first three consist of leading military Officials.

    Collectively, they are referred to as the Board.




    Ethan Rousseau
    General of the entire Republic Military
    Earth Affinity
    Age: ???



    Lucas Dubois
    General of the Republic Air Navy
    Air Affinity
    Age: 46



    Theodore Wilkins
    General of the Republic Army
    Earth Affinity
    Age: 48



    Doctor Annalisa Verdenelli
    Chief of the Office of Alchemical Study and Research
    Bio Affinity
    Age: ???



    Luther Oxholm
    Headmaster of Oxholm Academy
    Air Affinity
    Age: 52

  • The Republic uniform has been standardized in opposition to the lackadaisical Insurgency standards for non conformity. The uniform color changes depending on which department it is for. Men and women wear the same uniforms. The General of the entire Republic Military wears red to symbolize his position of power, no one else is allowed to wear the color but the Oxholm family for ceremonial purposes.

    Administration: Black
    Air Navy: Blue
    Military: Green
    Research: White



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Insurgency




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    HQ:
    Bexley
    Current Leader: Zachariah Beckett

    The Insurgency formed in secret sometime in the early 1240s as an official state, but its roots reach to an older time based on ideals of resistance and freedom from military control. The Sages have the earliest records of public rebellion dating as far back as 800, with notable Alchemists among the rebels. Their primary objective is peace with the Republic for the sake of knowledge and freedom, but it remains unattainable.

    Not much is known about the top officials of the Insurgency. Military intel has limited knowledge on the matter, and is eager to learn more about the five most wanted men (and single woman) in the country. Beyond the structure of the Commander and four Watchers, it is believed to be an independent military consisting of free ranging Captains, who fall under the command of a Major, Colonel, and finally a Watcher. The position of a Watcher is relative to the position of Bexley.

    Ranks associated with the Insurgency forces are similar to that of the Republic, but skip a majority of the high ranking officials. LTC, BG, MG, LTG are all ranks not associated with the Insurgency forces. Watchers are considered an equivalent rank of a General. When on deck, the following ranks also apply. Airman, and Airman First Class. Those without an official ranking are simply known as Privates.

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  • The Nerissa is a modified Striker piloted by Matthias Clarke and Kingsley Lee. It is slower than a typical Striker due to the modifications applied by Lee throughout the years. The crew is in constant fluctuation and it is partly because of Matthias' obsessive research and dedication to finding the five Alchemical Sources of legend.

    The Nerissa, Insurgency Striker - equipped with two bike models


    Matthias Clarke | Bounty ¤ 750.000
    Insurgency Air Major
    Bioalchemy Affinity
    Age: 28



    Kingsley Lee | Bounty ¤ 750.000
    Insurgency Air Captain
    Earth Affinity
    Age: 33



    The following layout is an approximate example of the space aboard the Nerissa.



    A1/2 - Engine and Boiler
    A3 - Kingsley's Gauss Project
    A4/5 - Storage

    B1 - Medical Bay
    B2-7 - Crew Sleeping Quarters, and Mess Hall
    B8/9 - Workshop

    C1 - War Room
    C2 - Armory
    C3 - Crew Commons
    C5 - Captain's Quarters

    D/E - Storage


  • The Twins are a two ship 'fleet' of sorts with Jessamine and Theresa Astor as the Captains of both. They have their own story, but this is not it. They may be referenced from time to time as collectors of ancient artifacts, and as such, information on their two ships will appear below.



    The Taivas, Insurgency Striker - equipped with two bike models


    Jessamine Astor | Bounty ¤ 1.000.000
    Insurgency Air Colonel
    Air Affinity, former Water
    Age: 26



    Clint "The Bear" Anderson | Bounty ¤ 800.000
    Insurgency Bioalchemist Specialist
    Bioalchemy Affinity
    Age: 31


    The main crew of the Taivas consists of four men and their female Captain, Jessamine Astor. Each of them was hired for their discretion and ability for combat. Of the crew, the three most notable members are their scout, weapons expert, and combat expert.

    It is also worth noting that Clint Anderson and Theresa Astor are a couple, and Daelron Cooper and Jessamine Astor are a couple with a baby on the way.

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    Deik Mallone - Scout, Water Affinity
    Rodney Pale - Weapons Expert, Fire - Arc Affinity
    William Varez - Combat Expert, Earth Affinity



    The Esper, Stolen Republic Scout - equipped with four bike models


    Theresa Astor | Bounty ¤ 1.000.000
    Former Air Navy Captain, Insurgency Major
    Air Affinity, former Fire
    Age: 26



    Daelron Christopher Cooper | Bounty ¤ 800.000
    Former Air Navy Major, Insurgency Major
    Water Affinity
    Age: 29


    The main crew of the Esper consists of ex-Republic individuals who turned traitor after a major event in the Astor twins lives. Most of the rest of the crew were hired Insurgency individuals known to Theresa's sister, Jessamine.

    It is also worth noting that Clint Anderson and Theresa Astor are a couple, and Daelron Cooper and Jessamine Astor are a couple with a baby on the way.

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    Peter Thatcher - Spymaster, no Affinity
    Shauna Buri - Carpenter, Earth Affinity
    Quinn Skyre - Former Pilot, Earth - Golemancy Affinity
    Doctor Amy Fremont - Surgeon, Bioalchemy Affinity.
  • The Top Officials of the Insurgency of Netima consist of the five highest ranking officials. The Watchers of each cardinal direction have the option to pass on their title whenever they so choose.




    Zachariah Beckett | Bounty ¤ 10.000.000
    Commander of the Insurgency
    Affinity ???
    Age: ???



    Alex Wolfstein | Bounty ¤ 8.200.000
    Captain of the Bane, Watcher of the North
    Water Affinity
    Age: 37



    Rina Aoki | Bounty ¤ 5.900.000
    Captain of the Fukushū (復讐), Watcher of the East
    Fire - Arc Affinity
    Age: 40



    Fahim Ase | Bounty ¤ 6.400.000
    Captain of the Pandora, Watcher of the South
    Air Affinity
    Age: 32



    Thorne | Bounty ¤ 9.700.000
    Captain of the Fair Lady, Watcher of the West
    Earth Affinity
    Age: ???


  • Although the Insurgency has no official uniform, the standard issue garments upon joining are simple in appearance and feature the 'I' insignia on the left coat pocket in gold embroidery. Members are allowed to wear whatever they want so long as they don the standard Insurgency insignia in some manner.

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    Full images can be found here
    Men | Coat | Women



 
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Alchemy




  • There are five major affinities which a person can study under, each with unique traits. Bio, Water, Earth, Air, and Fire are the five Affinities that dictate the basis for Alchemical study. Each have several branches and Sub-Affinities. In older times, people called Sages learned to be the master of all five Affinities. This information has been lost to the world when the last sage died in 1103. That being said, a person can use abilities from another Affinity, but will only be adept at one particular Affinity at a time - thus the term, Affinity.

    Affinities are usually passed on from parent to child, and the child will exhibit a natural tendency towards one Affinity over the others. However, through study and practice, a particular affiliation towards one Affinity can be changed.

    Each Affinity is rated on a five star scale based on the difficulty to master, and will be categorized as a primarily combat or supportive Affinity. Although categorized, the Affinities are not exclusive to their classes. For example, although categorized as a support Affinity, Bioalchemy can still be used defensively in battle.

  • Difficulty | ☆☆☆☆☆
    Support

    The most difficult to practice and master, Bioalchemy consists of learning basic anatomy in order to break apart, and repair the body. It can take years to master the proper form of reconstructing a simple fracture, and mistakes can be deadly. Faltering when performing Bioalchemy results in a kind of organic slush, and the result is more often than not fatal.

    In recent years, Republic scientists have been experimenting more with Bioalchemy and its potential on the neurological side of the human body. The results have been kept top secret to those with clearance.

    Runes of the body, spirit, and direction are used in application.

    Sub Affinities
    Neuro | Cosmetic | Tactical


  • Difficulty | ☆
    Combat

    A form suited for the strong, Earth Alchemy is the easiest of skills to learn. The best Earth Alchemists are often physically in shape. Although the easiest to learn, it can be difficult to master due to the body's physical limitations of strength. It is one of the most common Affinities within the Republic military.

    On the shared application of Smithing with Fire; Earth forged weapons are much more durable than their Fire forged counterparts, and will last much longer. They are typically much heavier as well.

    On the Sub-Affinity of Runic Crafting; Earth users have the capability to inscribe runes of any Affinity, and have them used at full capacity. They are the only users who have this ability. Otherwise, Water users must craft their own Water runes for full power, and so on.

    Runes of the earth, nature, and power are used in application.

    Sub Affinities
    Golemancy | Magnetism | Runic Crafting | Smithing


  • Difficulty | ☆☆☆
    Combat

    A fluid form, but the destructive nature of this affinity leads to extreme caution when being taught. Fire Alchemy is the most ancient of the affinities, dating back to the creation of man. This Affinity extends into applications of Air Affinity as well as limited Arc (lightning) affinity, an unpracticed and old art. Some of the main uses of this Affinity include the creation and storage of power.

    On the shared application of Smithing with Earth; Fire forged weapons are light and agile, meant for speed and stealth tactics. They are easier to craft than their Earth forged counterparts, and are very light weapons.

    Runes of fire, sun, and man are used in application.

    Sub Affinities
    Alchemy | Arc | Smithing


  • Difficulty | ☆☆
    Support

    Also a fluid form which is often the first Affinity taught to Alchemy users due to the seemingly simple nature. It is the least dangerous due to its fluidity and non destructive nature. This Affinity extends into applications of Air Affinity. Due to its calming nature, applications in combat have been difficult to produce.

    Runes of water, ice, and joy are used in application.

    Sub Affinities
    Ice | Steam


  • Difficulty | ☆☆☆☆
    Support

    This Affinity is complex in nature, as it involves the study of both Water and Fire in order to regulate certain pressures. Simple practice includes moving gushes of air, while sophisticated practice involves free floating in air on pressure pockets. Only advanced users are able to craft the runes involved in free floating. This kind of alchemy has incredible uses in the Air Navy. Sub-Affinities and uses include recreational sports like gliding.

    Runes of air, journey, and spirit are used in application.

    Sub Affinities
    Steam | Walking

  • Each person is said to be 'in tune' with one particular Affinity at any given time. They draw power from a single Source at a time in order to use runes and incantations to manifest a physical reaction of their Affinity. A person can still use all the runes available to the Alchemic language, but it will not be nearly as powerful as someone who is in tune with that Affinity.

    When two people share an Affinity they are able to transfer energy through touch. Energy can still be shared, but at a less efficient rate between two people who do not share Affinities. For example, the rate of transfer for a Water to Water would be 100%, but Water to Air would be 50% or lower. This can be an extremely useful skill in the heat of battle regardless of the transfer rate. The only exception to this transfer rate synchronization are Bioalchemists.


  • Alchemy is not a means of shooting fire from your hands at will. Runes must be etched or carved into a physical object which can imbue it with a particular element. You can place runes on skin, but the results might be painful! Etch runes onto your glove instead! Alchemy is a way to use the elements in favor of the user through the use of runes.

    The most common applications of runes are to etch them on weapons, which then become a sort of catalyst for using a particular element. For example, etching 'fire' onto a sword would allow the sword to become engulfed in flame. However, the etching must also represent the Affinity a person is in tune with. A user will still be able to use a fire weapon, albeit at a much weaker rate than a true Fire Affinity. There are many applications beyond weaponry, so please use your imagination freely!

    Let it be understood that there are old items called Artifacts. These items were crafted by the Sages of old, and no matter the Affinity of the user, the item can be used at full power. Modern made weapons with runes inscribed can only be used at their full power when used by someone of the inscribed Affinity.

    Let it also be understood that there are common items that do not require constant activation by the user in order to function. For example, the Sol sails many ships use to fly can collect solar energy through application by a Fire Alchemist, but after the application has happened, it does not need a Fire user to constantly collect the energy. It can effectively function on its own.

    A runic alphabet can be referenced here. Please use this when creating spells or describing inscriptions. The Old English pronunciations will be used if speaking the runes.

    CeNRRg-vJdKlKcTmlxMO5hqbz194mvH6HhbqfQWAB3eq9aiNf5aarUuoFerm8MOCgOitaaSrKKUjno3bJ3--Fla6jXF_B4GobLbkvZA5AqmAF3OBFWUPbb2FOZPZVyCqKf__Zm7H




 
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Airships




  • Airships are the current form of travel. Through the use of Air Affinity users and complex machinery, large vessels take to the skies of Netima. There are two popular styles which power the airships, each with a distinctive look, along with several models of ships with their own variations. Even the Republic military uses airships, though most of their units are grounded. With the adaptations of Sol and Aer sails, airships are now the main form of transportation. Naval travel has been virtually abandoned.

    There are two types of airships that have gained popularity. The first, has an assortment of solar sails. The second has a series of turbine like cylinders Respectively, they are known as Sol and Aer type ships.

    The Sol and Aer types must be occasionally tuned up by the respective Affinity user. Sol sails require a Fire Affinity user to maintain them, and Aer turbines require an Air Affinity user. Other Affinities can maintain both types however they will not be able to max out the energy drawn in or used due to the decreased synchronization.

    Pilots are the most likely of any to have an Air Affinity, but it is not completely necessary. Due to the mechanics behind the Sol and Aer sails, there has been high demand for pilots to possess knowledge of the Affinity in the event the vessel should have any problems while in flight.


  • Through the applications of fire and air Affinities, solar power is able to be collected through specially made sails. The energy is collected and stored in order to power generators on board the smaller models of airships. Sol sails are only used alone on smaller models or single user vehicles.


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  • Through applications of the air Affinity, energy from specially made fans is stored on descent and lift off from the base of larger models. Typically, these fans are located beneath or behind the airship, but it is not uncommon to have them in other places.


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  • Bike
    Single or dual user model, short energy cycle with low tolerance for heavy turbulence, most rely on small Sol wings on either side of the vehicle. This model is used for short distance transportation after docking or while in the air. Attack capabilities are entirely up to the modulation by the user.

    Size | ☆
    Attack | ☆
    Speed | ☆☆



    Cruiser
    Standard model, fitted with cabins for a small crew. Most merchant ships are cruisers of varying sizes, though they are usually smaller than most models and flock in large fleets.

    Size | ☆☆
    Attack | ☆☆
    Speed | ☆☆☆☆



    Striker
    Attack model typically used for stealth missions, much more deadly than its Scout twin. This model is by far the most popular among Insurgency Captains for its reliability in the dark.

    Size | ☆☆☆
    Attack | ☆☆☆
    Speed | ☆☆☆



    Scout
    Exploration model typically used for reconnaissance, much faster than its Striker twin. Scout models are typically the fastest models created, even though they are the same size as a Striker model.

    Size | ☆☆☆
    Attack | ☆
    Speed | ☆☆☆☆☆



    Battalion
    Larger standard model, fitted with cabins for a medium to large crew. This model is popular among the Republic Air Navy for its destructive capabilities, but the resources to create one are staggering. They are only awarded to high ranking officials for that reason.

    Size | ☆☆☆☆
    Attack | ☆☆☆☆
    Speed | ☆☆



    Dreadnought
    Large model, only two in existence, each is half a mile long and heavily armed. Their creation takes years, thus why only a pair of the models were made in order to head the Air Navy and Military. They are the last line of defense in any major dogfight.

    Size | ☆☆☆☆☆
    Attack | ☆☆☆☆☆
    Speed | ☆



 

Lore




  • Creation of Alchemy


    A long, long time ago, when Netima wasn't an inkling of an idea and the oceans still separated continents, when Alchemy wasn't practiced and the world was in its infancy, a poor village prayed for prosperity. Their mountain village suffered from five plagues, which no man was able to cure.

    The children died at birth.
    The soil would not yield crops.
    The sun provided no warmth.
    The rain did not fall.
    The air never stirred.

    The inhabitants feared they would soon die if they could not find a way to cure their disparaged village. Until one day, when five travellers came to the village offering gifts and knowledge.

    The first, an elderly woman with a healing touch, taught their doctor how to mend broken bones and care for mothers. And soon, no children were dying. The second, a powerful young man in physical shape, plowed the earth with nothing more than his own two feet. And soon, sprouts began to grow. The third, a dark skinned man with eyes for his partner, rose his hands to the sky and beckoned the sun to shine on them. And soon, they were warm. The fourth, a fair skinned woman with eyes for her partner, brought forth clouds to shield them from the powerful sun. And soon, the rain did begin to fall. And finally, the last, a woman draped in exotic fabrics, danced in the square and summoned a whirlwind from her hips. And soon, the wind rustled the village.

    When the village elder came to thank the five travellers, they acknowledged themselves as the answer to all of his prayers and wishes. The diligence of the villagers to bring prosperity to their humble place inspired the strangers to reveal their true selves. The five strangers were instead the five terraformers of the world, and had one last gift to bestow upon the human race.

    Upon a pedestal made of silver, the five terraformers each placed a single crystal of varying color. One for life, earth, fire, water, and air. From these sources of power, humans would be able to practice Alchemy so long as the crystals remained intact. And, so long as the crystals remained together, no misfortune would befall them. Apart, the crystals would become deadly sources of power and the target of infatuation. The Five warned the villagers not to misuse this gracious power. The village was grateful for the gifts, and soon, the five strangers disappeared. Their essence remained trapped inside the crystals.

    But, as the Five were gracious, the humans were greedy.

    It began innocently enough. Farmers by trade would learn the Affinity of Earth to till the lands, but soon they wanted to learn another Affinity, and then another, until the entire village became obsessed with the knowledge of the crystals. Be it farmer or fool, everyone wanted to learn the five Affinities bestowed upon them through the power of the Source crystals. They relied too heavily on what the Five had given them to survive.

    The village soon fought over the crystals. Some wanted to use them to expand beyond their lonely mountain and to cross the sea in search of others, while the rest wanted to change the Five's design and become wealthy. One by one, they were stolen away to the corners of the earth, until only one crystal remained. It was as the Five had warned. The last villagers on the mountain longed to take the stone for themselves.

    The village elders' son was tasked with taking the stone and never to return. So he did, and took an Ox with him down the mountain to find a way to reunite the gift of the Five. To resist the temptation of the crystal, he locked it away in a small silver locket. As he descended the mountain with the crystal, the mountain village he was born to became weak.

    The children died at birth.
    The soil would not yield crops.
    The sun provided no warmth.
    The rain did not fall.
    The air never stirred.

    Almora Mountain became nothing more than a desolate ruin with a silver pedestal at the peak.

  • Together at Last


    It is said that the elder's son learned from the air crystal granted to him by his father, and he flew on the back of his Ox in search of the four Sources that were stolen from the mountain. But when the time came, and he had all five in hand, he remembered he was never to return to Almora Mountain with the stones.

    The elder's son traveled far, across the sea and to a place where no one would find him. When his Ox could no longer carry him, he stopped, and guarded the Sources in a secluded glade far from the mountain. He was granted an unnaturally long life by the stones. So he stayed in deep meditation in order to resist the temptation to draw unfathomable power from the Sources he held.

    In time, he grew to appreciate their power, and formed the first ever school with the intent to study the Sources in their entirety. Only those with a desire for knowledge were allowed to draw from all five stones. The elder's son allowed himself ten students, and no more. These men and women would become the first Sages in existence, with the elder's son as their grand master, the Keeper of the Sources.

  • The Oxholm Family Name


    The elder's son found happiness in his unnaturally long life. He found love in a mortal woman, and soon his wife gave birth to two sons. The elder's son gave them the name of Oxholm, and trained them to take over his sacred duty as Keeper. They, too, gained their father's unnatural lifespan. By the time they had matured into young men, their mother had been gone from the world for decades, new Sages had come and gone.

    In time, death finally found the elder's son, and took him peacefully in his sleep.

    When their father died, the eldest son continued to take care of the five Sources in his stead, while the younger attended to the masses of students who wished to study a single Affinity by founding the the aptly named, Oxholm Academy.

    This is where legend and history become blurry.

    History mentions little on the founder of Oxholm Academy, having no recorded birth or death of the elusive man. His descendants can trace themselves as far back as the founding of Oxholm, and no further. Records mention a so called 'Keeper' and ten Sages, but after a certain date the Sources and Keeper disappear from all known history.

    Three Sages were housed at the Academy, and passed on their multitudinous abilities in Alchemy to one prodigy when their time to pass on was due. The last living sage passed away in 1103 before he could pass on the ability to master each Affinity to the next prodigy. Since then, no one has been able to become a master of each Affinity. The current Oxholm family does have an obvious innate ability to use the Affinities, however.

    Legend tells that the brothers fought, years after the official opening of Oxholm. The elder Keeper wanted to hide the sources away from the prying eyes of the Academy, and his young brother the Founder disagreed. They bickered for a century before finally coming head to head in an epic fight on the steps of the Academy. They battled, summoning the forces of the original Terraformers themselves from the very heart of the Sources until the Keeper sealed away his brother's long life.

    It is said that upon his retreat, the Keeper burned the written records of the Sources, taking all of his knowledge with him. The Sages fractured, some remained at the Academy while others fled. Their whereabouts became more of a myth than actual fact.

    The founder swore revenge on his younger brother, but without his long life or understanding of the Sources, he was at the disadvantage. It became the Oxholm mission to find and secure the remaining Sources, wherever they might be.


    One thing remains clear, whether legend or fact. The Oxholm family name is a long and prestigious one. Their intent is clear - to find the Alchemic Sources of power, in order to study their capabilities, and to one day master the five elements again.


 
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Character Name
Age | Sex | Affiliation (exRepublic/Ins/None)



About

Name: NAME
Age: (16-90) AGE
Sex: SEX
Orientation: ORIENTATION
Birthplace: BIRTHPLACE - SEE INFORMATION ON NETIMA
Rank: RANK (most of you will be Captain or lower, in training, etc - this line is not required)

(Anything else you want to add if necessary)


Description

(A short paragraph describing what your character looks like beyond the picture)

Identifying Features: IF(anything else you'd like to add like scars, tattoos, etc)
Height: HEIGHT, METRIC OR US IS FINE
Weight: WEIGHT


Personal

Personality: PERSONALITY(A short paragraph on your character's personality)

History: HISTORY(A short paragraph on your character's history, as well as how they ended up on board the Nerissa looking for the three Sources)


Combat

Affinity:
AFFINITY(Please keep in mind Bio is the most difficult and is not common for younger characters, you also do not have to have an affinity at all)
Skills: SKILLS(Any useful skills outside of Alchemy)
Preferred Weapon: PREFERRED WEAPON IF ANY(Sword, gun, saber, etc)

 
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