Overview Rules The History of Rhiracien Map The Gods of Rhiracien The Artifacts of Deities The Realms of Gods The Circles of Magi Core Races of Rhiracien Core Classes Traits Character Sheet 450 BF (Before Foundation): After The First Great Blight that Rhiracien has ever suffered, civilization splintered off into Rhiracien’s many isles to deal with the loss of so many brethren, and the need to murder their reanimated corpses once more. Those who blamed the Fae and Mages for the Blight that murdered their brothers, sisters, mothers and fathers moved west and formed The Confederacy. Those who blamed the lack of human effort, and the lack of assistance to deal with the metaphysical threat of the Blighted moved east, and formed the Ministry. Those who believed that humanity had done its very best, and curbed the greatest disaster they had ever faced, moved north, and formed the Lands of Triumph. Those who maintained their wealth moved to what seemed like the realm’s centre, and the Dynasty of Xialong claimed the island their home, as well as the largest merchant’s quarters in the realm, and finally, those who believed in the nihilistic view that there was no saving what had become of the realm, but believed magic could protect from all harm, moved to an island off the coast of what became the Ministry to form the xenophobic nation known as Primordium. 10 AF (After Foundation)- Lord Draco Greycliff defeats the Ministry of the Fae at the Battle of Cydonia. Battle was fought due to differences over governance concerning the reach and containment of magic. Lord Etheriel Vermont, High Minister of the Fae, is pushed back toward Tempest Keep, the last section of land dominated by Faelish forces. 15 AF- Morgoth Ghulwood is elected newest Inquisitor of the Confederacy through trial by combat, murdering Namiros Xialong, brother of Gangdian City’s leader, Lord Longwei Xialong. Longwei soon learned about the news, turning to the Faelish forces to assist in combatting the problem. Lord Etheriel agrees to support the Xialong dynasty if they provide capital and trading routes for the Faelish forces, from Gangdian City, to the wastes north of the island. The trade routes ensure that Faelish forces are well supplied, their forces steadily growing. The Seeker Order was established. 17 AF- High Inquisitor Morgoth insists to his commander Ventus Ghidorah send a contingent of Seekers, warriors who are skilled in anti-magic techniques, from Briarmere to Stoneshade Hollow in order to eliminate a supposed cult gathering of rogue Paladins from the city of Indominus. Ghidorah and his contingent move to Stoneshade Hollow after weeks of travelling and sailing, only to find that Stoneshade Hollow was in fact the base of operations for these rogue Paladins, newly christened as the Fadesteel. Ghidorah and his men proceeded to pillage, devastate and desecrate the entirety of the town, murdering Paladin and innocent man, woman and child alike. Lord Etheriel soon finds out about the news by raven, and swears he will ‘purge the west of its stained and tainted human evils.’ 19 AF- After years of growth, both the Confederacy and the Ministry have colossal armies. The Confederacy is the first to make a move, and moves from Briarmere once more into the conquered territory of Stoneshade Hollow. The Ministry’s stealthiest mages lay in wait, however, using invisibility and intangibility magics to conceal themselves. Soon, the streets of Stoneshade were aflame once more, as the Inquisitor’s forces were burnt alive by the tens, those who were burnt to a crisp used as an example to warn the Inquisition of their power. This solitary action began the “War of The Fade”. 20 AF- The War of The Fade enters into its first year. Lord Morgoth sends a letter by raven to Lord Greycliff, petitioning for forces to be sent to the Inquisition to crush the Fae for having butchered their soldiers. Soon after, Lord Greycliff agrees, and a thousand men are sent to Indominus and indoctrinated into the Seeker Order. Lord Greycliff, moved by the news, sends a contingency of warriors from the Tempest Keep to that of Tetras by navy, an approximate of 100 naval vessels sail past Gangdian City. The Xialong Fleet, captained by Longwei’s wife, Fenfang. Fenfang’s navy proceeds to decimate the enemy fleet, leaving little over 20 ships left to sail to the Isle of the Fae. Arriving in Tetras a night later, the Triumph forces heal their wounds, before consequently, a night after, laying siege to Tetras, a town in which the majority of citizens were Fae civilians. No Fae is left alive, and the town is pillaged for its resources. Lord Etheriel is outraged to hear the news, yet congratulatory of Fenfang’s destruction of the human menace. He orders for his most powerful Fae Mage, Leenadrel, to be sent as an ambassador to the Inquisitor. Leena is sent to Briarmere by boat, and is captured and escorted to Salem by the Inquisitor’s forces. She is imprisoned and questioned, before being released to the Inquisitor. They discuss the possibility of a peace treaty, to which the Inquisitor scoffs. However, Leena, magic brewing in her eyes, places a glamour on the Inquisitor, which forces him to bend to Leenadrel’s will. Leenadrel then ordered him to send a large contingency of Seekers to the Lands of Triumph, in order to stomp out a threat of revolution against him, before it can occur. 22 AF- Morgoth sends the contingency from the port of Cascadia, to the city of Wyverntooth. In Phalanx formation, the contingency moves into Wyverntooth and conquers the city within a week of vicious fighting. The last survivor sends a raven to Cydonia before being beheaded by a Seeker. One month later, Lord Greycliff receives the note from the dead scout’s raven, and formulates a plan with his army’s advisors. He decides he must lure the Ministry and the Inquisition to the Lands of Triumph with offers of helping each other spite their enemy. However, Greycliff prioritises the building of his own army beforehand. 26 AF- There were two years of inactivity for all opposing fronts. The Ministry and Inquisition had many small skirmishes during this time, but no large source of deaths. All armies have reached the tens of thousands in size. Confident in his plan, Lord Greycliff contacts both the Inquisition and the Ministry of the Fae. Both countries mobilise their forces, and march on Wyverntooth and Tempest Keep. Lord Greycliff’s forces wait in the wastes between the two cities, and in a short week, the three armies meet. Lord Greycliff petitions to the two sides to commit to a treaty and forge peace. Both sides adamantly refuse, and the War of The Fade’s climax begins. The damage is immeasurable, as thousand upon thousands of men from all sides are slaughtered. In the midst of the fighting, Morgoth’s arm is amputated by a Faelish longsword, whilst Etheriel’s eyes were gouged out by Inquisition arrows. Lord Greycliff, in the madness, falls off of his horse due to a stray crossbow bolt implanted in the beast’s thigh, and in it’s braying madness, Greycliff is stampeded to death, telling his lieutenant, Faowind Shadow, to create peace for the children of Rhiracien with his last dying breath. Climbing atop a pile of corpses belonging to both Triumph, Inquisition and Faelish forces, Faowind stops the armies from finishing their catastrophe with a speech, displaying the dead corpse of the man who tried to save the peace humanity and the Fae should long for. All soldiers reconsider their meaning in life, and Morgoth, and Etheriel’s advisor Ellenderel forge a peace treaty stating that within Inquisition land, no mages or Fae are to be tolerated, meanwhile in the Ministry, no Seekers are to set foot on the Ministry land. The terms are agreed to and signed, and the War of the Fade came to an end. The land in which they fought was transformed into a prosperous city, named Greycliff after the Commander who sacrificed his life to create the semblance of peace within Rhiracien. 27 AF- The Inquisition finds an abandoned dwarven gold mine, and after months of smelting and manufacturing, becomes the richest nation in Rhiracien, controlling the Xialong Dynasty and in turn that of Gangdian City. Tyhmjir- The God of The Earth: Tyhmjir is a god with control over the mountains and soil of Rhiracien. He is a mainly peaceful god, however, Tyhmjir’s Wrath consists of creating volcanic eruptions from long dormant mountain ranges, earthquakes that ravage the earth, creating ravines, and toppling cities. Ydrios- The God of Magic and Mages: Ydrios is the overlord of magic, the lifeblood of many natural processes in Rhiracien. Without Ydrios, mages would cease to exist. Ydrios’ Wrath consists of summon a rift that tears open the sky itself, pouring beings of pure magic into the world to rend the mortal world asunder. Nahvatrix- The Fae Goddess: Nahvatrix is the worshipped goddess of the Fae, a goddess with dominion over the forests and nature magic itself. Her Wrath is encasing the world in trees and vines, its citizens trapped in enormous Venus flytraps, and their life energy converted to energy for the imprisoning plants to grow for all eternity. Nedione- Godess of Life and The Afterlife: Nedione is the last face a mortal sees before they perish, a pale face with infinitely caring and deep blue eyes. Her Wrath is that of The Blight; she can reanimate the dead and spread the death sickness throughout the land. She was once in love with an ancient phoenix known as Fireheart, but the phoenix left her heartbroken, and in a fit of rage, she spread the First Blight across the land as compensation for his betrayal. Thereses- God of Judgement: Fereses is the scales of judgement in which humanity decides the moral high ground. Those who act as judge, jury and executioner pray to Fereses so that their decision may be held on highly. Fereses’ Wrath turns brother against brother, father against son, as an unavoidable mania spreads throughout the world, creating anarchy and devastation. Avianna- Goddess of the Sky and Angels: Avianna is the mistress of the sky and the clouds, and all of the beasts that inhabit the air. The Wrath of Avianna is consistent of tornadoes that ravage the earth below them, rainstorms and typhoons in accompaniment. Ydrios' Containment Vial: This vial is the only container for Ydrios’ essence, and when release from its containment, can suffocate those in the room with its exponential magical presence. The vial’s contents can then be used to create Miasma, beings or objects of pure mana energy in a hardened form. This vial can also seal away great amounts of mana, and subdue it. The Rafflesia of Nahvatrix: A staff of great natural power, this staff can bend the will of the very soil itself, creating small mountains, or vines to encase cities. Fereses' Tome of Indication: This tome contains all known subjugation magics in the known world, created in order to stop those from harming others, without killing them. Such magics include restrictive magics which will seal the enemy’s ability to use magic, or physically restrict their arms or legs. The Axe of Tyhmjir: A battleaxe that spews lava, covered in volcanic rock and crafted into a battleaxe with steel axe blades. Offensively and magically powerful in the hands of pyromancers or Seekers. Nedione's Ultimata Hourglass: This hourglass is arguably the most powerful artifact, as when someone bleeds, it can be transferred onto the sands of the hourglass, and then the person bonded to the hourglass can see the time of death of the person whose blood stains the sand. Null Sanctum: The Realm of Nedione Stratos: The Realm of Avianna Achathis Machina: The Realm of Thereses Vexirath: The Realm of Nahvatrix Estridell Nexus: The Realm of Ydrios The Circle of Haemotophium: Blood Magi- Those who study Haemotophia are known as Haemotophes, Mages who can manipulate their blood and the blood of others to bend their enemies to their will. This practice is very exclusive, as it is seen as demonic by mages and non-mages alike. Moral Alignment: Chaotic, Chaotic Evil, Neutral Evil, Lawful Evil The Circle of Prohibarata: Abjuration Magi- Those who are within the Prohibarata circle study Abjuration magics, magic that can cancel out or defend against enemy attacks and enemy magics. Moral Alignment: Lawful Good, Neutral Good, Chaotic Good The Circle of Chroma Maxima: Chromaturgy Magi- Chroma Maxima is a circle of magi who can manipulate the light spectrum into its different colours, and then with those colours, can create weapons, objects, tools, traps and even armour. Those who are Chromats have coloured eyes representative of the colours they can draft, such as red, orange, yellow and green. Moral Alignment: Lawful Good, Neutral Good, Chaotic Good, Chaotic Evil, Lawful Evil, Neutral Evil The Circle of Animalia Dominatus: Beastmaster Magi- This school is a powerful school in its own right, as they are able to tame the very beasts of Rhiracien to fight at their side against their enemies. Moral Alignment: Lawful, Neutral The Circle of Gaias: Nature Magi- One of the largest mage circles, those who study nature magic are known as the Gaias, magi with the ability to call the earth to their will, creating mountains, forests or even manipulating the water, fire or lava. Moral Alignment: Chaotic, Lawful The Circle of Terrarum Incedo: Realm Magi- Those who belong to the Terrarum Incedo circle are extremely powerful for one reason alone. They are the Realmwalkers, mages who can traverse between the realm of gods and the realms of men. Only the most powerful mages from other circles can be trained in the art of the Realmwalker. Moral Alignment: Lawful Snow Orcs: A race of pale green-skinned giants with tusks, Snow Orcs make perfect mercenaries and warriors due to their sheer size and strength. The race itself is reclusive, residing in the Frontier of the Demiurge, however some tribes of Snow Orc are known to be nomadic and travel south to a warmer climate. Example Skills: One Handed Weaponry, Two Handed Weaponry, Heavy Armour Humans: A race that is the progenitor of war, development and evolution, humans are one of the most geographically diverse and dispersed races, equal only to the Fae in that respect. Example Skills: Diplomacy, One Handed Weaponry, Two Handed Weaponry Fae: Fae are an ancient race of elves with natural, latent magical ability. One can tell an elf apart from a Fae by the luminescence of a Fae's eyes, whether they come in colours of violet, green, blue, or many other colours of the spectrum. Example Skills: One Handed Weaponry, Magic Dwarves: Miniature humans with a flair for the metals of Rhiracien, these men and women are the most talented builders and inventors of the realm. Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors. Example Skills: One Handed Weaponry, Two Handed Weaponry, Blacksmithing Elves: The Elves of Rhiracien are a discriminated race due to their species relatives the Fae. These beings are tall, slender with long, pointed ears. What differs them to their cousins is that elves are not born with latent magical ability, but can still obtain it by tapping into the veil between realms, as many mages do. Example Skills: Archery, Magic, One Handed, Two Handed. Warrior: Warriors are true fighters and experts at melee combat. Preferring to mix offensive power with defensive ability, warriors prefer to use a good sword or axe with a shield and shrug off attacks with heavy armor. Warriors do not tire easily and are capable of repairing their own gear. The men and women of the blade are valiant, and willing to protect any cause they choose. Moral Alignment: Lawful, Neutral Magi: A controversial and frowned upon line of work, Magi have access to the magic leylines of Rhiracien, gaining the ability to conjure flames, control the most vicious of beasts, and even traverse the realms of Gods. Those who are naturally gifted with magic, or somehow obtain, become indentured to a Circle of Magi so as they can not harm another being of Rhiracien with their powers. However, some magi rebel from their Circles, with dire consequence. Moral Alignment: Neutral, Chaotic Blackguard: There are those who prey on the innocent. Whether it be coffers or lives for the taking, those who are Blackguard take for pleasure, vengeance or even just to take. These people are varied in their professions, from pickpockets to cutthroats and even assassins. They will stop at nothing to obtain a reward. Beware the Blackguards, for they have no honor. Moral Alignment: Neutral, Chaotic Offense (Move your mouse to reveal the content) Offense (open) Offense (close) Warrior (Move your mouse to reveal the content) Warrior (open) Warrior (close) ONE HANDED Duelist (RANK 1): Your weapon of choice leaves your other hand free, meaning you have more agility to dodge enemy blows effectively. Pinpoint (RANK 2): With your keen observational skills, you are able to pinpoint key weaknesses in the enemy and their armor, making your attacks more critically damaging. Ambidexterity: (RANK 3): You are able to, with your high skill in one handed weaponry, swap to your other hand if needed be, and wield your blade with just as much effectiveness. This would allow the fighter to use potions, pickpocket their enemy, or create a distraction with their empty hand. Dance of Death: (RANK 4): Your agility and your skill with a one handed blade means you can acquire another blade for your other hand, and wield both with dangerous effectiveness. Flash Advance: (RANK 5): Your skill with a blade and your speed and agility are unparalleled. You can dodge most blows and come out without a scratch. TWO HANDED: Treesplitter: (RANK 1): Your skill with a large, two handed weapon, means that those before you are like trees to be cleaved. Your hits are much harder against an enemy. Skullshatter: (RANK 2): With a two handed weapon, you are able to pulverize the armor and skulls of your enemy, meaning you have bonus damage against armored enemies. Forced Ascent: (RANK 3): Due to the length of a two handed weapon, you can easily grasp an enemy with the weapon, being able to fling them into the air, or into walls or damaging objects. Rockrend: (RANK 4): With strength behind your arms and your trusty two handed weapon at your side, you now have the strength to shatter solid rock with your weapon, dealing extra damage to elemental beings and castle walls. Defensive Purge: (RANK 5): You are a person of such strength, the weak fear you. You now have the ability to completely shatter an enemy's weapon, shield or armor. Magi (Move your mouse to reveal the content) Magi (open) Magi (close) OFFENSIVE: Swell of the Tide: (RANK 1)- As a magi, you can focus and harness your magical prowess, in order to expel greater amounts of magical energy at foes and deal more damage. Conservationist (RANK 2)- You have become more economical with your magical power, and now you can expend more power, for less stamina. Gemini Wielding (RANK 3)- Your skill in magic means now that you can dual cast your Circle's magical ability, for less cost. Gunshot Caster: (RANK 4)- Your skill in magic means now that you can cast powerful magics with greater speed. Complete Dredge: (RANK 5)- You can completely dredge your well of magic for one turn of combat in order to cast an extremely powerful version of a spell. Blackguard (Move your mouse to reveal the content) Blackguard (open) Blackguard (close) ARCHERY: Quickdraw: (RANK 1)- As an archer, you can fire more arrows with faster speed. Elementalist: (RANK 2)- As an experiment, you began to craft elemental arrows for your bow. You can now do elemental damage. Crackshot (RANK 3): You have become skilled in attacking pinpointed targets from long or small distances. You miss your enemies less. Dualshot (RANK 4:)As you become more skilled with your bow, you are able to fire two arrows instead of one to hit your enemy. Tell's Apple: (RANK 5): You are now almost a sniper in the art of using a bow and arrow, and can often shoot an enemy in a vital spot with a blindfold on. Dagger Wielding: Jackalope Slash: (RANK 1)- As a Blackguard who wields daggers, you have a spring in your step, meaning your jump is just as deadly. You have increased agility. Black As Night: (RANK 2)- You hide in the shadows, waiting for enemies to strike, and your strikes are deadly when doing so. You gain bonus damage to enemies when stealthily attacking them. Party Trickster: (RANK 3)- You are a fan of partying, and your favorite party piece is to be able to toss your daggers at your enemies. You are able to use your daggers as long range weapons, and do damage with them. [/COLOR] Cyclonic Cutter: (RANK 4)- You are a skilled wielder of daggers, and your attacks are almost compared to mini cyclones. You are much faster and agile. Twilight Slaughterer: (RANK 5)- You are so skilled with daggers that being stealthy at night is your biggest combat advantage. You are unmatched in speed, agility and stealth. Defense (Move your mouse to reveal the content) Defense (open) Defense (close) Warrior (Move your mouse to reveal the content) Warrior (open) Warrior (close) Dug-In: (RANK 1)- You are a versatile warrior, with an almost perfect center of gravity, meaning that you can't be knocked onto the ground by enemies often. Stoneskin: (RANK 2) You are skilled as a warrior, however, you are even more skilled in a plate of armour, meaning you take less damage in heavy armour. Juggernaut: (RANK 3)- You have become accustomed to heavy and medium armours, and can move quickly and with agility whilst in them. This means, in addition, that if you charge, you can knock enemies down in the path of your devastation. Unstoppable Force: (RANK 4)- You are a moving object, and unstoppable force, and whilst wearing heavy or medium armour, you have much increased agility and speed. The Mountain:(RANK 5)- You are a mountain, able to withstand the majority of damage that enemies can deal to you. Magi (Move your mouse to reveal the content) Magi (open) Magi (close) Coat of Arms: (RANK 1)- You summon a coat of armour made from magical energy in order to create a secondary means of defense against weaponry and magic. Doppleganger's Plea: (RANK 2)- You can create an insubstantial clone of yourself, in order to fool an enemy into attacking whilst you heal yourself. Anti-Magic Barrier: (RANK 3)-You can summon a barrier that will only allow physical attacks to pass through. Supernova: (RANK 4)- You can expel a blast of ineffective light from your body, blinding your enemies and stunning them for a short duration. Final Exodus: (RANK 5)- To protect yourself from mortal injury, you can cast a defensive spell that completely counters an attack, however you will lose all stamina and be unable to fight. Blackguard (Move your mouse to reveal the content) Blackguard (open) Blackguard (close) Shadowstep: (RANK 1)- Blackguards have the ability to almost fade into the background, and blend into the crowds and the darkness, preventing them from being seen. Dirty Fighter: (RANK 2) Blackguards are masters at fighting with no honor, and will often throw sand at their foes' eyes, or kick them in the privates to disable them. Pirouette of Distrust (RANK 3): In close quarters combat, Blackguards can physically pin an enemy down by reversing the enemy's attack onto themselves. Manufacturer of Smoke: (RANK 4): You have found a blueprint for Smoke Bombs, and are able to make them and use them to distract your enemies. Anti-Glamour: (RANK 5): You have become attuned to magic, and are able to detect it, avoid it and dodge it's effects. Name: Age: Race:[If the race of your character is not one of the Core Races, please send me a PM about the race you wish to use, describe it to me, and I will see if it fits within the boundaries of the roleplay.] Class: [If Mage, please state what circle they are from.] Moral Alignment: Personality: Appearance: Skills: [FIVE SKILLS ALLOWED- SOME MUST BE CLASS BASED] Traits: [You have two points to spend on traits at the beginning of the roleplay. As chapters are completed, you will have more trait points to spend.] Inventory: [You can have one armour set, one weapon, or a bow and a quiver of arrows in a suitable size.] Writing Sample: Those in Rhiracien remember the First Blight. It destroyed their families, their brothers, sisters, mothers, fathers, children, only to have them brought back to life to kill their relatives too. However, the denizens of Rhiracien had banded together to fight the menace and bring back peace to the realm. They had done so. Hopwever, with every story of success comes tales of woe in following. Those who believed it was the fault of the Humans and Warriors for the Great Blight's creation moved to the south and formed the Ministry, a land full of the Elves and Fae. Those who believed magic was to blame, as well as the elves and Fae, moved east and formed the Inquisitor's Confederacy, a land that would kill these species on sight, as well as the magi. Those who believed that the denizens of Rhiracien had done all they could, moved north and formed the Lands of Triumph. However, the land is a shattered realm, of broken promises and prejudices decades old. In such a dangerous time to be alive, how will you contribute to Rhiracien? Will you cause it to rise to peace? Or fall into anarchy? @Fijoli @The Returner @Red Velvet @Grothnor @Cahill @Slade @PersonaWolf @Deathbyicecream @Rain of the Night ACTIVE PLAYERS; 8/9 ACCEPTED APPLICATIONS: 7/9 MAGIC LAWS 1) MAGES MAY NOT USE THEIR POWERS TO HARM THE DENIZENS OF RHIRACIEN. 2) THOSE WHOSE PERSONALITY SUCCUMBS TO NEFARIOUSNESS WILL BECOME A SERENE. 3) A SERENE CANNOT HARM. A SERENE CANNOT ARGUE. A SERENE HAS NO PASSION FOR VENGEANCE. 4) THOSE WHO ARE THE MOST POWERFUL MAY RISE TO THE POSITION OF REALM MAGE. 5) MAGES ARE TO NEVER DISOBEY THE RULING OF THEIR CIRCLE. IF THEY ARE TO DO SO, THEY WILL BE FACED WITH SERENITY. 6) MAGES MAY BE EMPLOYED BY THE COURT, OR AS A CITY’S DEFENSIVE MEASURE. GM RULES: 1) The GM's word is law. 2) Sexual scenes will not take place between members of blue stars and red stars. If a sex scene is to ensue between a red star and a red star, black it out, or take it to PM. Otherwise, the offending parties will be reported. 3)If you have any questions, ask. I'm always attentive and ready to help. 4) In terms of traits, each higher rank trait requires the previous trait to be unlocked. You cannot have a Rank 5 trait after unlocking the 2nd. 5) No Godmodding, Powergaming, or anything else that can be deemed unfair. As GM, I reserve the right to do with your characters as I wish as punishment. 6)You can make two characters, maximum. 7) You will be required to post once a week.