GENRE: Dark Fantasy LEVEL: Intermediate to Advanced THEME: [x] STATUS: Full[/hr]
Today is the anniversary of the Unification that happened 547 years ago. It celebrates the first day, and the beginning, of peace in Aeon at the hands of High King Exis and the six Immortals. The Citadel, the capital of Aeon, is covered in flags and banners. People have come from all over to witness the marvels of the Citadel, like its floating castle and advanced technology. They laugh, they drink, and they watch the fireworks over the Citadel’s buildings. They don’t know that on the borders of their great world something sinister is starting to brew.
High King Exis has called a few of the most skilled members of the Army of the Dead to the Citadel. They are to meet in the shadows and receive their orders from an emissary of the Rat King. They learn that entire cities are going missing, the dead are stirring, and horrible abominations are cropping up and killing everything in sight. Even worse, the High King suspects that the other Immortals may have a hand in this. He’s asked the Army of the Dead not only to look into these rumors but to end them as quickly as possible.
He doesn’t want fear and panic to grip Aeon again. He refuses to allow the wars to return.
As a member of the Army of the Dead, you’ve been tasked with carrying out High King Exis’s will. Little do you know where it will take you and what you will learn. All you know is that you cannot return without completing the High King's orders.
The first army formed underneath the six general during the Unification. It was not composed of soldiers or peasants but prisoners of war. They were talented men and women that had been sentenced to death. They were a small group, but highly trained and very loyal to the generals. They did whatever was asked of them, even if that meant sacrificing their lives. They were dead anyway, why prolong the matter?
After the Unification happened, most of the armies were disbanded or turned into peacekeepers. The Army of the Dead remained intact as the High King’s personal force. Nowadays, they are comprised of those that volunteered for the service and the were chosen by the High King.
Unlike how they were formed initially, there are very few criminals that are allowed to join. Mostly they’re men or women who committed small crimes but were judged harshly due to their station. Murderers and thieves are not welcomed.
The Army of the Dead work in the background of all the bureaucracy and heroics. They make sure that the people of Aeon are barely aware that darker forces claw at Aeon’s borders.
The World of Aeon used to not be united. The world was divided harshly into varying kingdoms, and those kingdoms knew nothing but war. Hundreds of years passed as the world died and mortals clashed against mortals. Historians have tried to predict what started it all, but ironically they quarreled amongst themselves. What can be agreed upon, though, was how the wars ended.
It was called The Unification, and it changed everything. Six generals from six different armies abandoned their posts and formed a covenant. They promised to end this. They gathered soldiers from their own armies, from peasants, from nobles, and even from criminals. They used their combined intellect, prowess, and skills to end the war once and for all. And on the first day of peace, they were granted immortality by the old gods and took their place as the deities of Aeon. Yet, they did not ascend to some greater plane. Instead, they stayed in Aeon.
They became known as many things, the most common names being the Immortals or the Walking Gods. Four of the six disappeared in time, still around but not in the public eye. The two that remind, High King Exis and the Rat King Sol, formed the Citadel. It was the capital of the newly unified Aeon, and the floating castle tethered to it was to be a beacon for all.
Aeon- Name of our beloved country and possibly the world. No one has ever exceeded the borders of the lands.
Regions- The country is divided up into numerous regions all with their own cities, a capitol to govern them and a regent that reports directly to Emperor Exis. Most regions vary with culture to the point that there are small nuances that make each and every one different.
Citadel- In the heart of Aeon exists the Citadel. A city so large it is a region within itself. From there is the Floating City, the epicenter of Aeon and the seat of the Emperor. Only a select few are allowed in, not even members of the Army of the Dead are allowed to step foot in those hallowed halls.
North- Northward from the Citadel the terrain gets more rocky and soon erupts into hills and from there mountains. Beyond that point though, it is known as the Endless Mountains; a no man’s land.
Endless Mountains- At one point does the terrain turn into nothing but tumultuous mountains, rocks and gorges into the ground. It is hard to say what is beyond here, because many do not care to venture too far. Groundborne find their home here, but even they don’t know.
East- Eastern from the Citadel it turns into lush and fertile lands, making for prime farming land. From there the forests begin to sprout up until there is nothing but trees. At that point is the Far Woods, in which no man lives.
Far Woods- A forest that is alive with the bodies and spirits of the dead. Haunting creatures of black hunt about there, and it is said that the paths in the woods change daily. A few Shiftborne settlements dot it here and there but none of them travel too far as it becomes perilous with all the magic that has soaked into the vegetation.
South- Southern from the Citadel is the coastland areas, long stretches of white sand beaches and clear water. From there along the horizon is a dotting of small islands.
Floating Isles- though most of the smaller islands manage to stay in the water, there is a strange phenomenon that happens every few years where entire Isles will erupt from the sea and then hover a few miles above the ocean’s waves. Most attribute this to the constant flux of magic. Among them is the dreaded prison- the Black Isle- said to house the worse of all the beings on Aeon.
West- Westward from the Citadel is sparsely covered plains that soon erupt into the Eversands. The desert itself has very few settlements and too far to the West and there is nothing but desolation.
Eversands- While there are many nomadic tribes that make the Eversands their home, most people don’t dare to venture that far. As the sand turns from its normal hue to an almost iridescent white, that is a sign that every footfall might lead you to death. When traveling across the Eversands you are not to stop or slow down, the constant tread of motion keeps you above the ever shifting sand. The only places that are safe are the large plateau shaped rocks that litter the Eversands here and there.
No one knows how the Immortals actually became what they are today though there are countless rumors. Since the phenomenon has not happened again most believe it to be a reward for finally uniting this broken world.
High King Exis- During his time he was also known as Exis of the North, a very popular general and quite adept at swordplay. He is also noted for being a brilliant politician and very charismatic. No one knows what his abilities are only that they manage to trump the other four immortals. Exis rules with a fair hand, but of recently has not been seen outside the Floating City.
The Rat King, Sol- Sol of the South. The man responsible for amassing the army. A brilliant manager of propaganda and rumors, he managed to turn every negative thing said against the five into a positive light. He was also known to be extremely talented with poisons and slayed most of his enemies without them ever drawing their weapon. He is the only Immortal that remained loyal to Exis and serves as his right-hand. Even so it is well known that Sol has his own agenda, but the contents of them are the mysterious part. Everyone knows of the Rat King's abilities, he has a small army of spies at his disposal, each of them branded with his powers so he can not only see what they see but also speak and act through them. Though most of the Rat King's minions know what they are, there are a few that do not. Expect them to be watching your every move.
The Goblin Queen, Anon- Anon of the West. She was the brilliant tactician behind the armies' unfailing movements. Though most of their forces were civilians, she was able to utilize them to their fullest. She also had a very keen eye for finding openings in the enemy’s defenses, she never went into battle without the assurance that she was going to win. The Goblin Queen fled to the West, far beyond any providence and made her home in the tangled Far Woods. Her powers are unknown, but there are rumors that those who seek her out never come back. Yet it is well known that they don't die butare slaves to the Goblin Queen's will.
The Puppet King, Markus- Markus comes from far beyond the East, from the Ever Sands. Markus was a very respected engineer from the Eversands. It is accredited to him that he finished the design of several magic born airships, created the air gun, and improved the functionality of the flintlock. In truth, Markus was a particularly powerful magic user, capable of wielding any magic-based technology. Even so he spent most of his time trying to create a technological advancement from other sources, ala steam. With this, their armies had the advantage of always having working machines in battle, no matter if magic users were present or not. Markus went to the South and made his home on an island far from shore. He has been seen in several coast towns off and on throughout the years, and everyone always comments on his wonderful demeanor. It is rumored he has created artificial beings from a new technology.
The Forgotten Queen, Arselle- True to her name, not much is known about Arselle. During the Unification she served as arms master to the army. She was responsible for locating, creating, updating, and dispensing weapons. While many people say that Exis was unbeatable, it's believed that Arselle beat him. It is also said she was his wife. Yet, after they became Immortals, she disappeared. It is rumored she lives in the Eversands.
The Corpse King, Gob- Gob is not mentioned in many history books, or at least his job within the Unification is left to guesses. Yet, if someone was to open one of the older books they'd discover that Gob was the chief surgeon of the army. He oversaw all medical treatments and resources and was good at his job. So good, he was able to resurrect the dead. Because of that fact, his occupation has been struck from the records. No one knew where Gob went to after he became an Immortal. There aren't any guesses. Many believe he lives in the Citadel, still treating the wounded. Others believe that he was never really an Immortal to begin with.
The countless races of Aeon are known for their variety and countless nuances. Yet there are four categories in which all races fall under, these categories each have certain rules and guidelines that are followed along with a possible racial hatred against others.
Highborne: As their names implies they were the first set of races to ever exist upon the surface of Aeon, and so have staked claim to much of its ruling territories. They are known for their humanoid appearance, bipedal and with knowledge in all Highborne languages along with some basic Shiftborne and Groundborne. The Highborne have mixed aptitude, not really falling to one side or the other in magical or strength capabilities. Racial dislike: Brokenborne and Shiftborne, just for the fact they do not know much of their cultures.
Groundborne: They came into existence underneath the surface of Aeon. Having lived countless years surrounded by rock and tone, they were forced to come to the surface for basic trade and welfare. Unfortunately in the past few years, many of their underground cities have caved in due to the earthquakes that have happened in Aeon. Many Groundborne now live on the surface, though most are still sensitive to light and known to be primarily nocturnal. They are quite a hardy race, and while can't wield magic as well as others, can handle physical tasks better. This race is also bipedal. Have a basic knowledge of Groundborne languages and some Highborne. Though they are not usually prejudice, will return racial prejudice against them.
Brokenborne: Is a polite way of saying that the people of Aeon don't know where this race came from, or how it arrived on Aeon. This category holds the races that can't be described within the others. There isn't much loyalty within this group, other than the occasional familiar race with the category. They are for the most part bipedal, though may not have the natural four limbs; and usually, some nuance that sets them apart from the other groups. They speak whatever language they grew up around, though most can speak basic Brokenborne and Highborne. They don't have a particular racial hatred but are wary of all other races, even some other Brokenborne.
Shiftborne: They live on the outskirts of Aeon, and are never really have become fully integrated into society. Most Shiftborne contain two forms, now what these forms are, are up to their particular race. They can shift between humanoid forms and animals forms, or between two humanoid, or between two animals; the possibilities are near endless. The Shiftborne are widely accepted due to the fact that they can look like any of the other races in one form. Language wise, they are the only category that is well versed in most other languages. Still they have a racial hatred against: Groundborne and some Highborne who do not understand their life in two worlds.
Magic is not really the proper term for what happens in the world of Aeon. More like a casual invocation of reality, affecting molecules and cells. Yet they have given it such a primitive name such as magic. Every person within Aeon, upon birth are given a test to decide whether or not they have this capability. If they do, they are branded on the right wrist with a tattoo and on the left is what category they belong too. They are categorised thusly:
Thread- The ability to understand and exploit the capabilities of the mind, to view every different person as a thread in a far larger web. These magic-users are able to tap into the minds of others and be able to read other’s thoughts. That being said, they cannot read the thought verbatim but have quick glimpses of patterns. They can also see when there is a valid connection between two or more people, and also the only magic-user class to be able to see when one person in under the control of another. Also, in some more complex branches there are vague remnants of mind control, but it takes years of practice and control. This is one of the more common forms of magic.
Thermal- The ability to either afflict those with heat or to remove it; it affects the body mostly though other heat sources can also be tampered with. This is one of the most common forms of magic, and the easiest to master. Still there are higher branches of this magic that can make even blood boil or a body freeze in an instant. Seeing as this a broad application of the magic, all Thermal magic-users can warm and cool things but they may be more suited to do one better than the other.
Anatomical- The ability to rend one’s flesh from their insides out and make their own blood into a harvest for a plague. They also can seize or relax muscles and purge the body of impurities. This magic can be used for either harm or healing, but not both. Harm-based anatomical magic-users are rare and highly policed by the powers that be; they also manage to usually damage their body while they are still learning how to use their abilities. While Heal-based anatomical magic-users are more common and allowed into pretty much any home in any region; these magic-users are normally in better than perfect condition and manage to live longer than most.
Core- The ability to affect the gravitational pull of objects towards oneself. They can both relinquish gravity upon both living and inanimate objects or place a heavy amount upon them. With some mastery they can also change the object in which holds the gravitational pull, making all things with a radius gravitate towards it. This ability, while not rare, is not allowed in many regions due to its cataclysmic effect.; so most Core Magic-Users are banned.
Aural- The ability to sense auras and then to manipulate them. By sensing an aura, these magic-users can find hidden peoples, learn when others have passed away and communicate with living creatures no matter the language or cultural differences. With mastery, they can syphon away other’s auras or manipulate them into changing (some call it brain washing.) Aural magic-users are common at a mediocre level, more experience ones are rare.
Wild- The ability to confer and alter the elements around oneself. This is one of the stronger magics, and the most coveted. They can cause foliage to grow, water to rebel, wind to change directions, and the earth to shake. Any form of element around them will bend, of course only if they have created a pact with that element. No Wild magic-user has a pact with all elements, just one or two. These magic-users are rare and when found they are either put to death or under the direct command of the Royal Army. This magic is not useable in the RP but will show up.
Ephemeral- The only ability that has no set standards. This magic is also called the Jester’s Magic, due to the fact that every few days, with no pattern the magic changes. The abilities are never extremely powerful or heightened, they are actually random and almost impractical. Still every single one has a use no matter if fits the present situation or seems to be completely nonsensical. This magic cannot be mastered for obvious reasons, and the magic-users that wield it are normally thought to be a joke among the others. The ability is rare, but not as much as you would think. This magic is playable, but I have to be 100% assured that you are a creative person and don’t plan to use this to create a power character; as I said whimsical and random.
Though Aeon's technology has had a boom in the past thousand years it is by no means modern. Airships and floating islands are the extent of its marvels. There are also mechanized transportation units, but they are expensive to use and to maintain so they are only for inner city travel.
Guns have also taken a forefront, but seeing as their usage is limited to a single shot, that needs to be reloaded, they are rarely used in one on one combat. Magic guns are more commonly seen as magic-users can direct their powers through them and into their assailant. Then there are air guns, they are large and fire massive bouts of pressurized oxygen at whatever they are aimed at. Still these are also only good for one shot until they have to spend a day recharging. Most battles and skirmishes are still fought with sword, shield, bow or magic- as the newest of technologies proves hazardous for use.
The most good that has come out of these are the machines that have been invented to help harvest crops, maintain pure water supplies, and to help with day to day manual labor. It has also progressed medical sciences now to the point that many civilians do not die as frequently due to childbirth or sepsis. In some of the richer regions, one can even get a limb replaced that functions the same or better as the organic one.
- Everyone has forgotten whom they worshipped before the Immortals came into power- but you can still find statues of the old gods here and there and you won’t recognize them. Now all worship falls to Exis and his immortal companions- because the populus assume that the world itself gave the immortals that power so that they could rule like gods. And five hundred years have passed and they have kept well on their promise.
1. NO GODMODDING. I feel like I shouldn't have to write this, but I still see it from time to time in RPs--especially fantasy ones. Your characters are skilled, yes, but they're not all-powerful. If one of the Immortals wanted to crush you, they could. Keep that in mind.
2. NO POWERPLAYING. Don't take control of other people's characters. There are exceptions to this rule, the most obvious being that you asked them, and they said yes. The other exception is it being something minor like the characters are moving and in a conversation. If I see powerplaying, I will question you about it. Also, if your character is controlled, tell me.
3. I AM THE GM. Another thing I feel like I shouldn't have to mention, but I've noticed an odd trend of players arguing with the GM. What I say, goes. That being said, you can always ask me, civilly, to change things. I do make mistakes.
4. READ ABOUT THE WORLD. I can't stress this enough. I'm not asking you to study it. I just don't want to read your character sheet and find contradicting information in there. I didn't write that information for my health. Also, PM if you have things you want to add to it. I may reject it, but it never hurts to ask.
5. FOLLOW THE CHARACTER CREATION GUIDE. I created it to make balanced characters, and so I could assess characters at a glance. I find that people like to hide over-powered skills/magic in their character sheets. This is me making sure you didn't.
6. I HAVE THE RIGHT TO REFUSE YOU. If I don't like your character sheet, or you don't seem like a good fit for the RP I will refuse your character sheet. I promise I'm not doing it out of maliciousness. I'm just trying to keep my RP alive. I may ask you to tweak a few things, but that's not an outright refusal.
7. BE AN ADULT. Seriously. The first moment I see you possibly acting like a spoiled brat, I will reprimand you. You get one reprimand before I kick you.
8. POSTING. I require you to post once a week (unless you are incapable of doing so do to another player). Let me know if you cannot make it to post. I understand things happen. After a week, I'll check in with you. At this time, your character will be skipped (but not out of the RP.) A week after I've seen a PM and not heard anything back, I will kick you out. That being said, I'll keep your character on reserve. If you happen to come back (and apologize a lot), I may let you back in. If you tell me you're going to post and you don't, I'll let your character be skipped three times until I kick you out. There is no leeway on this rule.
9. FIGHTING. Please keep all attacks open-ended. Do not auto-hit. This involves when you attack a player character AND monsters. I'll decide what you did to the monster. The better written your post is and the more logical your attack is, the more likely you are to hit. Once again, I'm trying to tone down the over-powered nature of some characters.
10. TALK TO ME. I can't know what you're thinking all the time. You have questions, ask. If you have concerns, PM me. If you have ideas, also PM me. I love working out subplots with your characters. I may also come to you with ideas. If you don't like them, tell me. I promise I won't kill you.
11. I WILL UPDATE THESE RULES AS I SEE FIT. Don't worry. I'll tell you, though. Especially as the RP gets into full swing and new elements are added.[/hr]
Since there are Stats, will there be dice rolls?
These are RP stats and not incorporated in dice rolls. Though we can always roll dice if the moment calls for it. These stats help define the strengths and weakness of your character in a quick glance fashion. So, you aren't wondering why the alchemist over there is lifting up a boulder. Maybe he is excessively strong but horribly uncoordinated. You probably need to take that boulder from him.
Can you explain the race categories better?
Sure. Consider the categories (Highborne, Groundborne, Shiftborne, and Brokenborne) like primary colors. You have red, blue, yellow, and green. Lets say Groundborne is Red. Within the red, there are numerous shades. You can even have some reds that look downright yellowish. The races are the shades. On one end of the spectrum you can have dwarf-like races and on the other you can have golem-like characters. Their shared attribute is that they come from. The dwarf-like races may live in hills or the on the sides of mountains, while the golem-like races might actually live in the ground. The categories are a blanket term. Much like we blanket by skin color and not nationality/geography/religion/beliefs. Groundborne HAVE to come from/live in the ground. Shiftborne have to shift, from whatever to whatever. The Highborne have to be the most aesthetically pleasing. Brokenborne is pretty much everything else.
Does that make a lot of races? Yes. This world avoided its apocalypse event (which was its eternal warring). There has been a lot of mixed breeding to the point that the lines are no longer as clear. So these blanket terms come to rest. It's also because I want you to make what you want to play. Have a picture you've been dying to use? Make a race for it!
Can I make a common race trope? Like an elf, dwarf, orc, etc?
Yes and no. Say you want to create an elf. Obviously don't call it an elf, but you can pick similar characteristics and slap that bad boy underneath Highborne. I'm not forbidding anyone from doing this, because I know how hard it is to find pictures. Just make it unique.[/hr]
Aolan :: Highborne (Low Folk) :: Manhunter (Ranged/Might) :: N.A :: Male :: 40
Renvar :: Highborne (High Folk) :: Flesh Mage (Magic/Magic) :: Anatomical (Harm) :: Male :: 31
Rhi'Ihs :: Brokenborne (Gorovehk) :: Destroyer (Might/Might) :: N.A :: Female :: 38
Saree Nett :: Highborne (Ma'archy) :: Druid (Magic/Ranged) :: Anatomical (Heal) :: Male :: 24
Claudia Cardinale :: Highborne (Ma'archy) :: Inquisitor (Might/Magic) :: Core :: Female :: 24
Lakkta Iosapp :: Brokenborne (Jaibred) :: Flowshifter (Might/Ranged) :: Core :: Female :: 27
Keren Chaikin :: Brokenborne (Ker'ata) :: War Angel (Magic/Might) :: Anatomical (Heal) :: Alum :: 27
Olyane Ghebb :: Shiftborne (Wydaen) :: Oleth Ar'kerym (Might/Magic) :: Aural :: Female :: 159
Vando Ulles :: Shiftborne (Ascalaphus) :: Witch Hunter (Ranged/Magic) :: Aural :: Male :: 28
Toran Ibaki :: Groundborne (Half-Ogre) :: Breaker (Might/Magic) :: Aural :: Male :: 24
Desken O'Esollen :: Groundborne (the Exiled) :: Arcane Investigator (Magic/Ranged) :: Thread :: Male :: 32[/hr][/hr]
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