Lands of Lemea (OOC/Signups)

Discussion in 'THREAD ARCHIVES' started by gamer5, Feb 3, 2015.

  1. Lands of Lemea
    Link to IC

    Far, far on the eastern edge of the known world stands Lemea,
    There is said, that somewhere north from the Lacremia Mountains stands,
    The Well of Wishes, which is said to grant any wish that those which reach it may have.
    Lured by such promise thousands of people, marked as adventures,
    Leave for Lemea, with only a few returning from the journey...
    From the "Legend of Lemea"

    Map of Lemea (open)


    A bit more about the parts of Lemea
    Kaymari (open)
    Name: Province of Kaymari (Elv. Saro'Gavis)
    Political Rule: Judicial & Executive Rule under the Governor of Kaymari, Legislative Rule under the Emperor of Alagora.
    Status: Part of Empire of Alagora under the crown of the Kingdom of Everas.
    Location: The west most part of southern Lemea.
    History: Kaymari (and Lemea) was first discovered by the explore Gamier di Massiar, which sailed past it during his voyage around the world, somewhere in late 476 E.A. It took almost a decade for the next expedition to come to Kaymari, this one lead by the Geworian explorer (in Alagorian service) Limoy di Krama, which stumble upon the land while searching for the east entrance to the Northern Sea Route (a naval route passing north of Ainyas). They set up a small port and explored the west areas of the province, coming into contact with the local elven folk and four years later founding the Colony of Torvey (named after Limoy's first son). It was next year in December of 489 A.E., after a man speaking of wonders in the far Kingdom of Ayya that the legend of the Well of Wishes started to invite, at first more explorers and soon adventurers to come to this land, leading to a influx of settlers and quickly expanding along the coast southwards. This sudden change made the elves quite agitated and in year 495 they struck into Kaymari, taking the port of Arunin, but were unable to hold it for long as resistance from both local populace and a quickly assembled but experienced army of Alagora soldiers and adventurers armed with firearms and mounted on horses brought from Ainyas colonies. After two more years of war on 31st May 497, a peace treaty was signed between Sear and Alagora, in which all land between the rivers Ivenia and Selkiar were to become a part of Alagora in return for a promise of elven observes in all military institutions in Kaymari as well as that Alagora never keeps more than 25 thousand soldiers and 5 thousands guns in Kaymari. Later a agreement that traders of both nations would have a favored trade position in the other nation was added; as well as an unofficial promise (which until now remains unbroken) of the Alagorian Emperor to never keep military force or build fortifications inside a day's walking from river Ivenia. After this a peaceful time fell over Kaymari with only occasional raids by powerful Orc Chiefs quickly being stopped by the local military. Thanks to this and the fertility of the province Kaymari is quickly rising in both population and wealth, promising to become a second Kingdom of Sorka inside half a century.
    Notable places:
    Torvey - Port Town - Founded in 486 by Limoy di Krama.
    Iglian - Port Town - Founded in 489 by Limoy di Krama.
    Arunin - Port Town - Founded in 491 by Elasia Sirawisah (Sira's Sisterhood).
    Semera - Port Town - Founded in 491 by Semera deas Ilmas.
    Cullia - Port Town - Founded in 492 by Cullia the Great (A bastard son of an Alagorian prince).
    Covania - Port Town - Founded in 492 by Covania the Wise (Fourth princess of, at the time, the Holy King of Geworia)
    Kaymari - City, Province Capital - Founded in 497 by Aresin III (the Emperor of Alagora at that time) Kaymari Settlement Mission.
    Torvey, once the only town of Kaymari, now it primary serves as a secondary port as most merchants and adventurers chose to rather land in Arunin, Semera or Cullia.

    Fort Ligura, a well-built and maintained fortification protecting the southern-most of thee three bridges across River Selkiar. It is the most common fort trough which adventurers pass on their way to the Well of Wishes.

    Sear Kingdom (open)
    Name: High Elven Kingdom of Sear (Elv. Aisa'Sear)
    Political Rule: Executive Rule under the King (Ais), Judicial Rule under the Queen (Isa) and Legislative Rule under the Council of People (Sear).
    Location: North of Ivenia River and west of Kazuh Mountains.
    History: Once spreading across much of Lemea, Sear is now confined a shadow of itself, but it still has many wonders and riches, as well as some of the oldest buildings in constant use since the time even before Rheas ruled Everan. (The whole history would take books so a short overview will be enough). Until around 14 centuries B.E.A. Sear was unchallenged in ruling Lemea but then humans from Ainyas, pushed by the Orc migrations, came pouring into the lands, forcing the Elves all the way back to what today is the Middle Orclands. For four centuries this situation stood still, except for the increasingly close relations between the human newcomers and elves as Orcs pushed southwards from Ainyas into Lemea. As the 9th century B.E.A. begun the Orcs reached the northernmost parts of southern Lemea - today's High Orclands - and two centuries later took the whole Orclands, pushing Sear across the river Selkiar and humans south and west, ones into today's Yana and the others into Ayya. This was the extend of their progress as even united, the tribes could do nothing against the powerful magical defenses that Sear raised on river Selkiar and the Driders and witches which kept the forests of Aen'Rain (Liguria) and Aen'Isoneya (Black Forest) a deathtrap for Orcs for centuries, until in 1st century E.A. the Great Elven King Lians'Omeyu and Queen Ayia'Suya lead a campaign and pushed the Orcs back all the way to the High Orclands. This stayed the same until in late 5th century E.A. Alagorian explores and settlers started to arrive in the south-west part of the country at a rate which greatly worried and angered the King and Queen leading to a three years war which ended with the loss of all land south of Ivenia River. Using the opportunity Orcs also retook most of their lands, with only the south most part of Orclands under partial Alagorian control.
    Notable places:
    Lea'Veas - City - Founded in 43th Century B.E.A.
    Osi'Loas - City - Founded in 44th Century B.E.A.
    Asi'Nalea - City - Founded in 45th Century B.E.A.
    Asi'Sear - Capital City - Founded in 45th Century B.E.A.
    The city of Lea'Veas is the main trading port of Sear. This is also the reason that over the centuries this city became quite similar to human cities due to many human sailors settling in it.
    The eternally snow-covered Kazuh mountains make most of Sear's land border while also being the natural protection against the Orcs that occupy the lands on the other side of this mountain ridge.

    Orclands (open)
    Name: Orclands (Elv. Yari'Mena)
    Political Rule: Tribes (usually ruled by a Council of Elders or a Chief). Sometimes more tribes are untied under a Warchief.
    Location: Between the Kazuh and Lacremia Mountains, east of river Selkiar and north of Ligura Forest.
    History: Once a part of the Kingdom of Sear, then split amongst many human states after they arrived while running away from Orcs and finally taken over by Orcs until the Sear retook most of this area until a few years after the arrival of Alagora. Today Orcs are slowly working on repopulating the southern parts which were abandoned in the face of the Sear invasion.
    Notable places:
    Hohg'Shar - Ruins of the elven city of Lar'S'Kaya which once stood on the west shore of Kaya's mouth into Sey'Olasa Lake.

    Ligura (open)
    Name: Ligura Forest (Elv. Aen'Rian)
    Political Rule: None/Matriarchy under Queen Shhir Raag
    Location: Southeast of Kaymari, south of Orclands, eastward until Lumina river.
    History: For centuries by the Sesv'Elis-Garr Errha agreement except for the shore of Lumina was given to the Driders and their Queens. That remains so until today and driders still inhabit the depths of this forest. As peaceful people they only attack those which conduct large-scale woodcutting or those seeking to take their land and make it their own, like Orcs. For centuries this has kept the Orcs at a bay but a century ago Yana managed to use forest fire in south-east Ligura to take and expand a small territory which now driders have no way and wish to retake.
    Notable places: Ahhar Shhar the nest of the drider Queen somewhere deep in the western parts of the forest.

    Black Forest (open)
    Name: Black Forest (Elv. Aen'Soneya)
    Political Rule: None, trough some places have a basic political rule
    Location: East of Ligura Forest across the Lumina River until the River Silvinia
    History: Even in elven times this forest was a refugee for those marked or scorned for society and until their departure from some distant land at the beginning of 1st century E.A. the home of the Night Elven race. Today it remains covered both in dark evergreen forest, danger, secrets & magic.
    Notable Places:
    Witch Village – Deep in the western part of the forest stands a small village of witches, the largest known settlement of such kind outside of Ainyas. Ruled by a council of all witches older then 100 years. Founded sometime in the 2nd millennium B.E.A.
    Ancient Dwarven Tunnels of Lacremia – Just north of the forest stands the entrance to the tunnels which once connected a long forgotten dwarven city with both the Black Forest and Ayya. Now it is one of the paths which can be taken to get to Ayya from Karans, but dangerous and vile creatures now inhabit it and the city they lead to.

    Yana (open)
    Name: Empire of Yana (Elv. Seya'Losi/Yan. Oyana Teekoku)
    Political Rule: All power is in the hands of the Emperor, trough local lords with large armed forces have some influence, at least in their own fiefs.
    Location: Islands of Yana which number in thousands, a part of cleared out Ligura Forest.
    History: Settled by these running from the Orc migrations southward in 9th century B.E.A. the country was first nothing more than scattered settlements and farms, but during the next ten centuries aristocracy slowly grew in power until a state of almost constant war erupted. It was the will of four men, in quick succession, to unite the country that finally end the war in 250 E.A. by the establishment of the Empire of Yana. But soon a new problem appeared before the country, from east the Karano people arrived, settling on the coastlands east of Silvin forest and on the islands of Karans. This lead to the policy of closed borders as well as, after a forest fire cleared a large part of Ligura, to establishing a military stronghold and settlement there so one could take it and use it as a invasion point towards Yana. Even today the leaders and most people of Yana remain fearful of strangers, even adventurers, only a few places have been left open for all to pass trough that are: Wayana, Daitsuka, Asunaka and Konasu, all which stand either on artificial islands or the Ligura coast, so no foreigner steps into Yana, trough a few foreign military & science experts have been in secret (at least to the people of Yana) brought to the Imperial Palace in Yanakyo.
    Notable Places:
    Wayana – Special Port – A small port settlement which allows adventurers to head eastwards to Daitsuka
    Konasu – City – The only city open to foreigners in Yana, still the Ligura forest and distant naval trip from Kaymari make it a next to no existent Alagora trading spot
    Isuna – City – A large city facing the Ligura Coast
    Kurai – City – A large city in Yana
    Nakui – City – A large city near Daitsuka
    Daitsuka – Port Town/Artificial Island – A port town which allows adventurers to rest and then conntine towards Asunaka
    Yokazu – City – A large city, was the last city on the largest island of Yana to become the part of the Empire
    Yanakyo – Capital City – The capital of Yana. The Imperial Palace stands there.
    Asunaka – Port Town/Artificial Island – A port town which allows adventurers to rest and then leave for Karans
    Urime – City – A large Yanian city
    Ezui – City – A large city near Asunaka

    Karans (open)
    Name: United Republic of Karans (Elv. Alsia’Karano/Yan. Karano Kyowakoku)
    Political Rule: A Council made out of 12 representatives of the Port Towns, 7 representatives of the City of Karans and five experts (military, diplomacy, economy, internal affairs and legislation) [23 total] is the Executive, Legislative and Judicial body of the country.
    Location: Islands of Karans and the coastlands east from the Silvina River.
    History: Little is known from where do the Karano, the primary inhabitants come from, but they have first been noted by the Empire Yana in 312 E.A. and only eight years later Karans was build and soon afterwards the Republic was formed. Trough lacking in land command, both technologically and somehow physically & psychologically, the Karano were at home on the sea. They were so efficient in naval combat that a single victory of one small Karano vessel over three large Yana ships made the large country decide to ignore the existence of Karans rather than to risk a total naval defeat of their island country. From then the Karano people and the Republic of Karano have spread both inland, trough not to much and eastward finding and calming the strange but amber-rich Amber Coast.
    Notable Places:
    Fort Resea – The most inland and west point of Karans is a fort which marks the end of the Karans Republic and the start of the trip along Silvinia River
    Silvis, Elugia, Limina – Three port towns on the coastlands north of Karans isle.
    Karans – The capital city of the country a located on a peninsula sticking out from the island bearing the same name
    Yuyna, Oiai, Amber – Three ports leading to the Amber Coast
    Last Outpost – A small outpost build by the Karans military and maintained by passing adventurers which marks the end of the Amber Coast and the start of the sail towards Ayya

    Ayya (open)
    Name: Kingdom of Ayya (Ayy. Ayya Ehokko)
    Political Rule: A Queen holds Executive power, the Council of Sages is the Judicial body of the country and the Voices of People (a council) is in charge of Legislation.
    Location: Between the Irria and Lacremia (Ayy. Serra) Mountains.
    History: First settled by those on the run from the Orc somewhere in 12th century B.E.A. for centuries the country, safeguarded by Oppan and its Yorra fortress, stood split into small countries ruled by the great cities of that time. It was only that in 1st century E.A. with the founding of the city of Ayya, dedicated to the land and the Goddess Iunna that the unification of the country trough the standardized religion made by Ayya’s priestess and the political marriages of the ruling family of Ayya. And so as the light dawned on the first day of year 462 E.A. that Ayya was unified by the silent passing of Lord Arran of Oppan, without even a single battle or war being waged. This peace is also why Ayya is full of wonders, scattered through this land, its cities and settlements and the reason it is believed to be the home of the Well of Wishes.
    Notable Places:
    Kenni – Northernmost Ayyan city from which Ayya plans to star exploration sailings eastward.
    Awwari – A city lodged between two rivers and hills also known as “the land of wind and water mills”.
    Risse – A city known for its beautiful handcrafts.
    Nakka – Also known as “three-walled city”.
    Simma – Located roughly half the way along the Ayyan coast it is a city of merchants.
    Ayya – The Capital, “The most beautiful human city”. The center of Ayya.
    Sunna – The southernmost Ayyan city and a large industrial and agricultural center.
    Oppan – Know for many mines, blacksmiths and for manning the Yorra fortress for centuries.
    Yorra Fortress – A large fortress overseeing the only mountain pass between Ayya and the Orclands.
    (Names in these are in diffrent languages: Elv. - Elven, Yan.-Yanian, Ayy.-Ayyan)

    Notable countries or areas outside of Lemea (open)

    Name: Empire of Alagora
    Political Rule: The Emperor holds the highest Executive, Judicial and Legislative rule trough the feudal system gives a certain degree of autonomy to regions not governed by a emperor-appointed Governors.
    Location: The Alago Peninsula in Everan, Sorka region in south Lowenar, parts of coastlands north of Altakar Kingdom, Kaymari province in southern Lemea, town-sized trading ports in Ainyas and Lowenar.
    Info: Untied from the countries of Alago Peninsula on 24th August 0 E.A. Today it is the most powerful Everan country doe its advanced military technology, immense wealth generated trough trade and large population.

    Name: Holy Kingdom of Geworia
    Political Rule: Executive power lays in the Holy King’s hands while the Council of Bishops is highest Judicial body. The Legislative part of the country is in the hands of the Holy Father, a elected priest and the head of the Mersian Church (which exhibits much power over quite a few countries in Everan).
    Location: Taking large parts of west and central Everan Geworia borders Alagora's home territory to the north (trough the Alagor Mountains block all but a few miles of coast for easy travel).
    Info: Formed by the Roseliua Family from the Kingdom of Geworia this country is most notable for its almost blind devotion to the Mersian Church which teaches that all inhuman is bad and the demons and that “corrupted” by them are messengers of evil and should be destroyed. This leads to Geworia leading, roughly each twelve years, an expedition into Aiynas, the home of demons, to wage war and conduct genocide in the name of their religion.

    Name: Kingdom of Dormedon
    Political Rule: The king and a council of nobles share all power in the country.
    Location: Far East of Everan, the south of the Dorme subcontinent.
    Info: In 201 E.A. the Kings of Dormedon started to work closely with powerful nobles from their own and nearby human countries and used all possible resources to expand from a small kingdom in south-west Dorme to the second human country by area of Everan under its rule.

    Name: Orc High Chiefdom (Karz-Dera)
    Political Rule: The High Chief (Karz-De) is the highest ruler in all meters, trough local Warchiefs and Chiefs have a certain degree of autonomy.
    Location: Plains, taiga and tundra in north-west Dorma.
    Info: As Dormedon finished the unification of south-east Dorma it looked like the Orcs north from it, split in many tribes and constantly fighting amongst themselves would be an easy target for Dormedon, but then Karz-Surga (Karz the Great also The Great Chief) quickly united the Orcs by axe and then proceeded to mend the centuries of wounds caused by wars between tribes. Through its successors still had many troubles, the might of Karz-Dera makes Dormadon thread carefully and focus on the south-west rather than the north-west.

    Name: Centaur Plains
    Political Rule: Only unofficial Dormadon rule over human settlements and the Keaton, an advising council of Centaur Chiefs which rule over the nomadic Centaur tribes after being selected by the whole tribe by a decisive majority.
    Location: North-east from Dormedon.
    Info: From before written history the Centaur tribes ruled the plains of north-east Dorma and that stays so until now.

    Name: Republic of Kamay
    Info: A small country located on a strip of tundra north of the salt Lieh’s Lake and on the volcanic islands of Kamay. Little is known about it except hear-say tales of snow-white skinned blonde people who run around next to naked in a land where only two summer months melt the permafrost of its tundra.

    Name: Kingdom of Rheas (Once Empire of Rheas)
    Political Rule: All Executive is in the hands of the ruling King/Queen (in Rheas the oldest child, no matter the gender, takes the throne), while the Legislative is split with the House of Lords and the Council of Commoners (a tax based system in which those which pay more tax have greater political power). The High Court of Rheas is the highest Judicial body.
    Location: A small strip of land between the Souna River, Fealbuth River and the sea.
    Info: Once ruling most of Everan, from the coasts of present-day Alagora to the lush forests of north Geworia, now Rheas is a duchy-sized kingdom. Today it remains one of the rare places where, backed by almost a thousand years of such practice, all are equal before the law, no matter the race, creed or gender. It is also a place where the freedom of thought, speech and emancipation are on the highest level of all known lands. This is one of the main reasons that Rheas is a source of new philosophy, medical breakthroughs and engineering practices, only falling second in terms of military technology where the guns and soldiers of Alagora defeat them.

    Name: Yaes Numir Seyur (Union, Military, of Demons)
    Political Rule: Military Alliance with no shared political elements.
    Location: All of Ainyas except a few small Alagorian ports and the Rark Soval/Coast of Salvation which is occupied by a large Geworian force.
    Info: A military alliance of demons and other inhabitants of this continent against the, next to regular, military attacks of Geworia. Little is known about most of this land except that the rare spices and commodities that it generates prompted Alagora in opening a number of trading colonies on the coast of Ainyas.

    Name: Altakar Kingdom (Alt. Merak Altakar)
    Political Rule: The King has full Executive power, shares some Legislative power with local nobles. The Elasia Sirawisah (Sira's Sisterhood) provides priestess for Sirawmah (Moon’s Council) the highest Judicial body.
    Location: North-west Lowenar, right south (over the sea) from Alagora.
    Info: Formed from the breaking up of the great Arhovan Empire now only Sirawisam (a religion which worships the Moon Deity Sira) which is the most practiced religion, points out that this county once belonged to Arhovan, as with time their customs grew into a mixture of Arhovan, ancient Rhean, Algorian and even some from the lands south of the great deserts of Lowenar. Still even with this they hold tightly to the Arhovan custom of scholastics and have some of the best mathematicians, astronomers and medical experts in the world of which many decide to leave Altakar work in Alagora.

    Name: Sorka
    Political Rule: King of Sorka, a vassal of Emperor of Alagora, has full rule in all matters in all lands in Sorka not belonging to the crown of Alagora.
    Location: Southern tip of Lowenar .
    Info: This region doted by Alagora ports and mining settlement and rich in livestock, ores and farming land is it the largest continuous part of Alagora outside of its homeland. The wealth and size of the region allowed it to become the first area outside of the Alagora homeland to be put under its own crown (the crown of Sorka). Except for this Sorka is an important stop for resupplies and rest of ships heading to the east or those returning from such a trip.

    Name: Mahiras
    Location: Half way to the Far East of Lowenar
    Info: A large subcontinent, inhabited by many races is split up in many smaller or larger states with many governing systems. Alagora has a number of trading colonies established for the sake of importing ivory, gold, silver and spices as well as to supply ships heading eastwards towards Far East Lowenar.

    Name: Loraya & Inichi
    Location: Halfway between Mahiras and Orientar.
    Info: Loraya (an island chain) & Inichi (an subcontinent) are lands covered in jungle spanning around the straits of Merkkas, which allow quicker voyage from Mahiras to Orientar. It is also rich in spices and other commodities, meaning that many trade ports of Alagora dot the area.

    Name: Orientar
    Location: Far on the east end of Lowenar.
    Info: Orientar, a land in which many wonders are found and in which luxury goods are bought and sold everyday. Unfortunately the wealth of farmlands and resources means that is heavily populated and the Alagora has no way of projecting its military power more then to protect a few scattered trading ports. It should be noted that Mugen Okoku (Lit. Land of Fantasy) a country populated by Youkai is also located here. Also the ports of Orientar, in particularly Eroku-minato, are the stating locations for sailings to Lemea.

    Noteworthy stuff:
    The most advanced technologies are those of the Empire of Alagora which is as developed as the 1550's Spain.
    Elves have the highest understanding (and development) of magic and use that to counterweight humanity's technology and numbers.

    This RP will definitely include Magic, Adventure, Encounters with Hostile Life forms.
    This RP might include PC Deaths, An End, Kittens, Reference to Manga & More.
    This RP probably will not include Science Fiction, Aliens, Spaceships, Computers.

    The year is 523 of the Era Alagoria (E.A.) and now we shall follow those which dare to become adventurers and travel trough Lemea to search for the Well of Wishes.

    Before you head to making a character:
    Obviously no Godmodding. Silly stuff, references and so on are OK.

    This RP will stay always open, new characters will join the group(s) or form one when a opportunity for that arises.

    Character Sheet: (open)

    Country of Birth:
    Country of Origin:


    Combat Skills:
    Adventuring & Survival Skills:
    Other Skills:

    Reason for traveling:

    Notes on making the CS:
    If you plan to make a country or a race than use the Sheets provided for that!
    Country of Birth, is obviously, the country (or general area of one of the continents) where was your character born.
    Country of Origin is the country (or general area of one of the continents) where your character decided to start its journey towards Lemea.
    A good description would work for an Appearance, trough I would then probably go around and try to find a picture to go with that description.
    Skill sections are manly to have an easier look on what skills our characters have. Note that almost all magic in the RP has to be linked to an ELEMENT or CELESTIAL body. For making things easy, the world of Lemea is located at the exactly the same spot as Earth in a Universe in which everything except Earth (which is replaced by Lemea’s world) is exactly the same.

    YOU MUST PUT A REASON FOR TRAVELING! It is the plot driver after all.

    Race Creation Sheet: (open)

    Common Physical Features:
    Common Psychological (Mental) Features:
    Common Magical Features:

    You don’t need to be the controller of your homeland. If you have no country to call your own put the one where your race has the highest overall population.

    Common Features are what features does the race share and which indentify a race as one. Magical ones are how common does the race provide natural magic user and if (and which) some elements specially influence (and in which way) the race.

    Country Creation Sheet: (open)

    Political System:

    Note all and any race that is significant in the country in the history or notes.
    If you wish you can make your own country and place it somewhere outside of Lemea and inside the known world.
    I used Earth as a template but there are many differences between Earth and this world.
    Everan is similar to Europe with an undiscovered connection with Lowenar.
    Lowenar is Africa and Asia - note the lack of the Red Sea. There will be no Suez channel counterpart in this world.
    Aniyas is the Americas. There is a chain of islands in the cold north connecting Ainyas and Lowenar.

    Lemea is actually a large subcontinent in the area of what would be the Pacific Ocean west of north California and Oregon. It is connected to Aniyas.

    Race List (open)

    Country List (open)

    I will be waiting for sheets, questions, spot reservations and so on.

    Oh Lemea, once home of the Elves
    Now you stand divided,
    Long has time of your glory run past,
    Trough your name
    Still inspires people of all creeds,
    Oh Land of Lemea!
    #1 gamer5, Feb 3, 2015
    Last edited: Mar 12, 2015
  2. Name: Karnage Urabrask Vorinclex
    Age: Approximately 300 years old, he can't say for certain because he measures years differently. He knows he's been in this world for at least ten years.
    Race: Demonic Orc
    Country of Birth: Not born in this world
    Country of Origin: Started out in Yana

    Bio: Karnage was not born in the lands of Lemea, or even in this world. He identifies as an orc, but also admits that he has become a demonic entity due to events in the past. As he tells it, he simply found himself in these strange lands one day while exploring a realm known as "The Inferno", and has not been back since. Karnage himself didn't really get a chance to explore this world before he was made into the servant of some wizard. She apparently thought that she had summoned him during her ritual and expected him to serve her loyally. He could have chosen to simply slay her since she had no sway over him, but he decided against it. She was pretty, and from her garb and the location which he found himself in, rich. He suppose that being the servant of someone like her wouldn't be the worse thing that could happen to him, so he worked for her initially.

    Karnage spent his initial years pretty much being an attack dog for the young wizard, who herself was some apprentice. She boasted about Karnage being more powerful than the other summoned demons other apprentice wizards summon, and for a while he enjoyed the glory. He also grew to like his new master just a bit, at least enough to actually help her improve her magic instead of simply following her orders blindly. He also used her to get to know more about the world, though Yana isn't exactly well known for it's cultural awareness of others. Still, he was interested in what this world had to offer and wanted to explore. But before he would do that, he wanted to leave his host in good hands.

    It took him about three years to help her graduate from her magical academy, two years ahead of her peers. And he didn't do so by simply cheating or making her reliant on an outside source of magic. He helped her hone and master her own magic enough to the point that she became a minor celebrity for how young she graduated from her school. Karnage did this only so she could rely on herself instead of him, but it had the opposite affect. She grew to like and become appreciative of Karnage and wanted him to serve her forever. This clashed with his own desire to see the world, and before the girl could force him into servitude he fled Yana.

    Karnage managed to escape through a series of mishaps including a merchant vessel, a herd of cats, a barrel of mash potatoes, and a lot of paper clips. Regardless of his wanted status in Yana, he at least was now free to explore the world at his leisure. He had taken the job as a mercenary for the adventure and entertainment, picking up many rumors and stories along the way. He gathered quite a bounty for himself and made some friends and many enemies. But alas, he has grown tired of this world. He wishes to return to his home, but has no idea how he had even gotten here, certain that he was not summoned. And that's when he heard of a thing known as the Well of Wishes...

    Combat Skills:

    Karnage is generally proficient with many weapons (That is to say, he doesn't have a hard time trying to kill something with a sword or axe), though lacks any refined techniques beyond their obvious usages. He personally prefers axes and cudgels, though he's quite capable with spears and short blades as well. Karnage also can manipulate his body to create natural weapons. He can increase the muscle mass in his arms to increase his already incredible strength tenfold for a short while. Karnage can also enlarge his hands and turn them into sharp claws that are also highly dexterous, which he can use with his muscle mass at the price of expanding exponentially more essence. Alternatively, he can also turn his arms into elongated clawed hands to give him more of a range option which are no less deadly than if he was fighting in melee. His most used and most offensive shapeshifting form is where he can turn his entire arm into an incredible durable blade. He can also combine this with his muscle mass to put even more force behind his slashes, if need be. He's not much of an archer though he at least knows how to use a bow. He is more likely to hurl something at his target if he needs to attack at range.

    In terms of fighting style some would think Karnage as slow, but it's more like he is methodical. That is to say, he's in no rush to try to destroy you. He is slow the same way a boulder is: he doesn't act until something makes him act, but once he does, he comes quickly and often is unstoppable. A reactive fighter if nothing else, but don't think that he's slow. He's just patient.

    Karnage is also a tough person, and that's before he dons armor. His flesh has noted to be metallic but also chitin like. He claims it was because when he was turned into a demon he was fused into his steel armor, which now has become something akin to a second skin that covers his whole body. It is because of this that he can manipulate his body as it is technically a metal, yet also flesh.

    Karnage has magical abilities, namely he can manipulate earthly materials like stone and metal. He also has some fire magic in his disposal, but they most take the form of runic flames: He can enchant object with fire, either giving it flaming properties, immunity to fire, or cause them to burn. He has to physical inscribe the rune in order for the effects to take place, and if the rune is altered the effect stops.

    Adventuring & Survival Skills:

    Karnage was an avid hunter in the past and much of those skills still remain now. He is able to stalk and track his targets with ease, but he also has a good ability to navigate and sense his surroundings. He has some rudimentary knowledge on medical aid, but only when it comes to some types of physical wounds, as he doesn't know the native fauna well enough to deal with poisons or venom. Karnage is a good climber as well, and he can climb up a bare wall as long as he can just touch the thing. There are little obstacles he can't circumvent if he can climb over/around it. Karnage has a strong immune system that allows him to withstand most poisons and illnesses, and can derive nutrients from things that would normally kill others.

    Other Skills:

    Karnage is a master smith, not only in weapons, but also in armor, locks, architecture, and other metal devices. He's an avid inventor who relies on his many years of experience to keep his skills sharp. Karnage is also a decent chef, though thanks to his immune system he often doesn't cook his food thoroughly knowing that it won't harm him. Still, he cooks it simply so he eats something that taste good. He's also a violinist.

    Reason for traveling: Finding a way back home.
    Other: He has a bounty in Yana, but he is to be claimed alive. Namely, his former master has made him the twenty-seventh most wanted person in the world thanks to her new found fame and fortune, which means occasionally he has to fight off bounty hunters and get out of town. Even more of an incentive for him to get out of here.

    Karnage also leaks a demonic ichor when his second skin is pierced, which is corrosive and toxic. A good poison, though Karnage doesn't use it often since that would require cutting himself open, which he doesn't really like to do often for obvious reasons.
    #2 Lucius Cypher, Feb 3, 2015
    Last edited: Feb 3, 2015
  3. Glad to see you. Hope others, from the interest check and new arrivals alike, join us soon.
  4. I'm willing to make both a character and a race.
  5. [​IMG]

    Name: Feilia Woodsong
    Age: 84
    Race: Elf
    Country of Birth: High Elven Kingdom of Sear (Asi'Sear)
    Country of Origin: High Elven Kingdom of Sear (?)

    Appearance: Feilia is a tall, beautiful elvish woman, with long, flowing hair reaching down to her waist, and a thin figure. Her hair has blue streaks all over, that reach from the roots to the end. She never ties up her hair, absolutely detesting braids, feeling that they are uncomfortable, preferring to let her hair be "free." She wears clothes that allow her to move freely.
    Bio: Feilia grew up in a house of highborn magic users, and began being taught magical arts at an early age. Her father was on a high council of combat magic users, while her mother was a healer at a hospital. Her mother always wanted her to learn more delicate magics, such as healing, yet she was always drawn to the more destructive arts. She began sneaking out at night to learn pyromancy from the combat instructor at the manor her family lived at. When her father found out, he was furious, yet when he saw her talent in pyromancy, he decided to train her himself, as he was also a pyromancer earlier in life.

    Feilia continued to train in the arts of pyromancy, growing stronger and stronger as the years went by. However, this training had attracted unwanted attention, and people were displeased with her father for training his daughter this magic. In 519 E.A., her father was framed for a crime he did not commit, and her entire family was forced out of the highborn lifestyle, into poverty, after he lost his seat on the council. Her mother's job at the hospital brought in enough income to survive, but they could only afford a small house and enough food to live on. The pyromancy lessons from her father was the only thing she lived for. In this year, 523, Feilia decided to find the Well of Wishes.
    Personality: Feilia is mostly self-centered, save for her family, who she is embarking on this journey for. She is also very sarcastic, not really caring about what others think of her, and handles herself as such. Still, she is actually a caring, kind person, and loves meeting new people. While she did not have many friends in Asi'Sear, she hopes to meet new people on her journey.

    Combat Skills: Very proficient in pyromancy, basic knowledge of hand-to-hand combat
    Adventuring & Survival Skills: Can start fires well enough, also learned how to pitch a tent for the journey and cook animals, yet not much else, having lived the high life for so many years.
    Other Skills: Proficient with healing magic from her earlier years of magic training.

    Reason for traveling: Feilia wishes to restore her family to its former glory, or even raise her family to the throne of the kingdom.
    Other: Comments are appreciated! I'm not entirely sure how magic works in this world, so pyromancy seemed a safe idea, but if it works differently, let me know.
    #5 SereneDeity, Feb 3, 2015
    Last edited by a moderator: Feb 4, 2015
  6. Reserving this spot for some sheetssss.
  7. Nice to see new people (@Mei-Mei-Mei) , people from the interest check (@SereneDeity) and people which are also in another of my RPs (BTW @DPM The Game IC started. Also love your Dice avatar!)
  8. Race (open)

    Name: Giratabilu
    Homeland: Ebana
    Country(s): Ebana, The Black Forest
    Common Physical Features: The lower Scorpion half is often either dark-brown or black. Their skin is tanned and they often have unnatural hair colors such as light green and in some cases are even born with spines instead of hair.
    Common Psychological (Mental) Features: Often are prone to be somewhat cruel. Dominant in nature and will force submission upon enemies.
    Common Magical Features: Are known to more often than not be able to wield magic. Magic is often related to Sand, Death, Venom, or Fire. Possibly some of the most physically defensive mages in existence, due to their natural armor.
    Armored Appearence (open)

    Country (open)

    Name: Ebana [Part of Lowenar]
    Political System: Tribes/Little
    Location: south/Southeast of Altaker Kingdom
    History: This Desert land seems desolate and unlivable. But in this environment, it's only known sentient race, the Giratabilu, rose to establish multiple tribes near the small Oasis dotted throughout the desert. The races unique ability to go long periods without water allowed them to travel between tribes, trading and spreading messages. This expansive country is a natural defense for the Giratabilu, as it's desolate nature weakens, if not killing off most enemies they might have long before they reach the tribes themselves.
    Notable Places:
    Boiling River [Only river in desert, but intense heat from sun and sand makes water boiling hot]
    Archeos Tribe [Main tribe with largest population, located in center of country.]
    Silvara Tribe [Located closest to Black Forest, known to attempt exploration of Forest]
    Veraka tribe [Located at Southernmost point, only source of Ocean, and thus, fish]
    Etralon Tribe [Located to the West, known for Beast-Taming skills.]
    Aris Tribe [Most magically gifted tribe, located 4 miles to the east of the Archeos Tribe]

    Character (open)

    Name: Th'kea
    Age: 15 [Bodily Maturation that of Human Adult]
    Race: Giratabilu
    Country of Birth: Ebana
    Country of Origin: Ebana

    Appearance: [​IMG]
    Bio: Th'keas was like most female Giratabilu, she grew up under the pretense that she would either live as one of a great warriors many wives, or get a job and remain barren for the rest of her life. However, this seemed a somewhat flawed logic to her. Why couldn't she have a job and have children? She opted to get a job, but her parents protested greatly. In the end, she still got a job, but something about her. She worked preparing meat, skinning the animals and preparing the meat for consumption. But, the actual Butcher who ran the place found that she was much more apt at killing and dragging in the animals than preparing the meat. Not long after, she was approached by the head of military. It was definitely surprising to her, why would he approach her? Apparently, his spies had been watching her, to make sure she wasn't dangerous to the tribe, but instead, the head decided she would make an effective assassin. Her training began right there, she left her old job and began training as an assassin, a job that not many were offered, as only born killers could do it. Now her training has been completed and she has already performed many contracts. Now she desires something...more.
    Personality: Not very emotional, but is extremely seductive in her way of acting. Of course, not everyone can be seduced by a scorpion woman, so when she knows there is no hope of getting close through seduction, she sticks to the shadows. In terms of social interaction. She is somewhat of an 'Ice Princess" Not showing much reaction to things, however, get her embarrassed [no matter how hard that is] and she will react very...funnily.

    Combat Skills: Assassination, Stealth, Venom-based Magic
    Adventuring & Survival Skills: Extreme Survivalist, Knowledge of Alchemy, Ability to climb on walls and ceilings.
    Other Skills: Poison in tail: This poison causes loss of coordination. It is extremely difficult to mix with other substances. On its own, it is opalescent white and tastes somewhat like fine wine.

    Reason for traveling: Greed, very strong Bloodlust and looking for a mate. [Won't focus on that last bit too much]
    Other: Has a pet: A lively vulture that has copper-colored feathers and grey eyes. He is somewhat large and is pretty intelligent. He likes breaking things and biting people. He hates spicy food, and being left alone.
    #8 100 % Snek, Feb 3, 2015
    Last edited by a moderator: Feb 4, 2015
  9. I posted my CS! Check it please.
  10. @Lucius Cypher- your character is good to go will be adding it soon.

    @SereneDeity - your character is good too. Trough it would be better if you multiplied her age by x3-x5. Elves life longer then human and mature slower. They are also masters of magic - feel free to boost her magical capacity in moderation. Also here a picture that generally fits her description for you to use. CLICK HERE TO SEE PICTURE.

    @Mei-Mei-Mei ... all is good except for the location of your country - I would suggest the hot deserts of Lowenar - south or south-east from Altakar Kingdom would be a nice location. The Black Forest is just like the name suggests a large forests so no deserts there. Also there is no such thing as SALT rivers - the world of Lamea still follows the same physical laws as Earth - so change it to a ordinary river or a long, stretched salt lake. (I quite like the idea and character)
    #10 gamer5, Feb 3, 2015
    Last edited: Feb 3, 2015
  11. All right, I'll change it
  12. Name: Aerrea h's Fargur Zeharr
    Age: 26
    Race: Human
    Country of Birth: Geworia (Solvis Province)
    Country of Origin: Orientar (Eroku-minato)

    Aerrea (open)

    Aerrea, (open)
    when overloaded with demonic magic
    Naikawa (open)
    Immes (open)
    Sword Short
    Long (plus one of Immes' many human appearances)
    Immes Human (open)
    Most common one.

    Early Childhood (open)

    Aerrea was born in a small village in Solvis, a mountains part of Geworia from which is almost isolated from the rest of the country, so isolated that many of the demons of Everian sought refugee in the mountains of this area. Dotted by small villages and town in river valley, near mountain lakes or the high pastures, it was a peaceful area ans Aerrea lived a simple life for the first four years of her life. But no peace lasts forever in the lands under the Geworian crown and a few weeks before Aerrea's fifth birthday a hunting party discovered the entrance to a mountain hideout of demons. A council was held to decide what to do, but demons did not wish to risk anything and put the whole village to sleep and changed the memories so they would not remember the demon's hideout.
    Unfortunately one of the villagers, a zealous Mersian, already sent a message to the Geworian Inquisition. Two weeks after this a small military task force, roughly two hundreds in number, came to the village, lead by a Geworian Inquisitor and started to question the villagers about the hideout of the demons. Angered by the lack of answers coming from the villagers whose memories were changed and realizing that the demons were the ones behind this the Inquisitor, in a burst of anger, ordered the troops escorting him to wipe the village off the face of the world. The troops proceeded to do this and only two things saved Aerrea from death, the fact that her father was a retired soldier and knew the searching methods of the military and that their house was the one furthest from the troops.
    Following her father's orders; to hide in a small pond and use a hallowed reed to breath until the Moon rises. Hours passed in which the soldiers restlessly killed the villagers and then, still many hours from moonrise set all ablaze before heading off to form a patrol zone around the village so no one escapes. As flames engulfed her home, the young Aerrea could only watch and wait. It took almost half of the night for the Moon to come out, allowing Aerrea to do so.
    What laid in front of Aerrea was a dreadful scene, although fires were still burning away at the few stone buildings in the village the, all made out of wood was now chars except for the largest and thickest beams and all over the village, where they fell, were bodies of dozens and dozens of villagers, including Aerrea's parents. Before the few other survivors, a priest hiding in an apparently sealed sarcophagus, a few children and adults from hoses which had hiding places left from more turbulent eras and a old knight which managed do blockade himself in the small stone tower of the village, a demon, which was sent to investigate the bright light coming from the settlement, noticed her, and feeling pity for Aerrea, which was crying tears over her dead parent's bodies, took the small child in his hands and disappeared in the darkness of the night.
    In Fharis (open)
    The demon, named Zeharr, which saved Aerrea was no other than the sword master of Fharis, the local demon hideout, which was once a dwarven mine although it was extend by demons trough many years. He presented her to the local demon leader, Yurras, which trough concerned, allowed the child to stay in Fharis.
    From then Zeharr and his lover at that time, Verrka, raised Aerrea together, teaching her the knowledge, stories and ways of their kind as well as of humanity, at least which the ones they knew about. In such a way two years passed when the two demons deduced that Aerrea was ready to start basic training in arms. Under her foster-father Zeharr, she trained her body and begun learning the basics of using a sword. Three years later she begun slowly learning more advanced techniques, but she wished to reach the maximal what could her body reach and started learning the secret ways of Shadow-Walking which using mixture of acrobatics, sneaking and multiple techniques to evade detection, fool enemies and strike from where the enemy expects it.
    When she was seventeen she suffered a injury and was forced to case all heavier exercise from some time, but not being a person which can do nothing for long she found a female Night Elf, one of the rares races that one can meet, resting in one of the forgotten and long-abandoned dwarven mining storage, and after many tries finally managed to get the elf to teach her something, and this was the Night Elven Moon Dance, a form of magical channeling which allowed even those with no magical capability to make use of the Moonlight to aid oneself with magic. The last day of her recovery and training with the elf she found the cave empty except for a single earring in the shape of the Crescent Moon, one from the pair that until then hanged from the elf's ears.
    Meeting Naikawa (open)
    The next day the final stage of Aerrea's training begun as well as deciding what to do whit her life from now on, the demons were allowing her to leave Fharis, is she wished so, when she turned eighteen. During the time she was given to think about it she meet a rare kind of demon, a cloth(ing) demon, haling from Mugen Okoku, and befriended him. The demon, named Naikawa, was extremely knowledgeable about many things, as well as one of the many demons which worked for Yaes Numir Seyur as information gatherers, he took her interest by a proposition that he made - that she, under him, becomes an apprentice information gatherer, before going on to become a full fledged one under the flag of Yaes Numir Seyur. She accepted this and after turning 18 she and Naikawa went to travel the whole Everan, gathering information, experiencing adventurers and living on the road, all while Naikawa though her the secrets of the trade as well as many other things.
    The city of Laggara (open)
    Finally, three years later, on a cold day in December, Naikawa said that they will traveling to Ainyas to finish to make her an official informer of Yaes Numir Seyur. After a long trip, which included riding one of the last dragons, the two arrived at the unofficial capital of Yaes Numir Seyur, the city of Laggara.
    There while Naikawa took care of the paperwork Aerrea was left to wonder the city and in one of the long forgotten parts of the city found a single sword which bewitched her to take it in her arms. She slowly gripped the handle and was startled when the sword spoke up, trough it soon cleared the situation. The sword was Immes, at least that was the oldest name it carried, and it was a powerful demon which chose to take the form of a sword while resting and waited for someone who cloud wake him up. After he finished explaining Immes changed his appearance to a young human's and then accompanied Aerrea all around the city, showing her the wonders of it, many of which Immes helped build. The two felt a attraction to each other, trough not one of love, but deep friendship and decided to travel together, trough Immes said that he was an old demon already so he would need to stay a sword most of the time to conserve energy.
    When the sun set, in the inn in which they were staying in, Aerrea introduces Immes to Naikawa, while Naikawa informed that all but a single thing, requiring her signature, were left and that they would take care of this the next morning. Aerrea and the two demons did this formality first thing after breakfast, but before leaving, on Immes' suggestion, they visited a small shrine that Immes said had the best and most accurate advices that he knew. They did so and Aerrea was told to head alone into the Great Forest, a part of western Ainyas which was covered under a enormous and dense forest dangerous even to demons.
    Mystery of the Great Forest (open)
    Trough skeptical she was raised to give at least some regard to such omens and left to the GreatForest, asking Naikawa and Immes to wait half a year before giving up on her returning back. The trip itself and the events which happened on it are shrouded in mystery and Aerrea rarely start talking about it and if she does until now always ended the story after the point in which she entered the forest.
    What is know is what the experts in Laggare established, somehow, Aerrea had all the traits of being a demon but without any trace of being one, except when she was subjected to a directed flow of demonic magic which was also followed with her going berserk, just like a real demon would if his body was overloaded with demonic magic. After being under observation for some time she was given the "all green" to start her service as a informant of Yaes Numir Seyur she begun to traveling together with Naikawa and Immes.
    Years have passed and the rumors of the Well of Wishes reached Yaes Numir Seyur and they decided to send their closes information gatherer, which was Aerrea & gang to Lemea to learn if the rumors are true or not.

    Aerrea is a person able to put any kind of front need for gathering information. Her real personality is one which wishes to always be doing something, even just studying something incredibly boring (like maths) and is incredibly open towards strangers which she thinks are trustworthy. Has quite a thing for cute things, especially people. Her being brought up with both human and demon customs, made her much more open to "bedroom stuff" that other humans would, trough she knows, unlike demons, where/when is the right place/time for such things.
    Naikawa is a talkative demon which is ready to chatter almost about anything except ravens (for some reason).
    Immes is a stern, serious grandfather-like demon which rarely speaks but his words usually carry good advices.

    Combat Skills:
    Swordsmanship of advanced levels, for the needs of one information she won the title of sword champion of Sorka.
    Shadow-Walking, a skill similar to Ninjitsu joined with some basic shadow & light manipulation magic for greater effect.
    Moon Dance, a multipurpose Celestial magic based on Moonlight.
    A physique of a demon which is quite better then a human's.

    Adventuring & Survival Skills:
    Pretty much an average to above average knowledge of all skills a eternal traveler needs, from bartering to fishing.

    Other Skills:
    Information gathering of many kinds.

    Reason for traveling: Says that she wants to add "Reaching the Well of Wishes" to her adventuring achievements. Actually on a mission for the Yaes Numir Seyur.
    Other: Carries all sorts of equipment for her needs, from a hunting bow to a shovel. Wears Naikawa as her outfit (over her undergarments), which can change into any desired clothing and color pattern.
  13. Thanks for the picture and info, fixed my CS.
  14. I'll save this one for my CS then.
  15. Perhaps we could being and wait for the others to join when they're ready?
  16. I will think about that. For now I will put up an ad banner to gather more ppl to increase the chances of this RP working out.
  17. Imma consider this one. Unsure as of yet

    Also, hello @Lucius Cypher
    #18 Thieving Goblin, Feb 17, 2015
    Last edited: Feb 17, 2015
  18. Pretty much boss. Also...

    @WitchChild We meet again. A migrant or visitor?