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HellOfALife
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~: Currently accepting characters :~
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The Key to Eternity
The planet of Rhye is diverse in its temporal status, but its races are its prized achievement. Well…considering their discoveries, not how they currently live. Apart from the mortal races, you have the occasional man versus mother nature conflict, and the natural semblance of chaos that is followed by stability. But unlike the other planets, Rhye has long since been infested by a brooding, and corroding darkness. Brought on by the very organisms that inhabit its surface; a price for the rich veins of magic that seep through the Earth, Water, and Skies of the planet.
This darkness eventually came to be known as a force of mutated beings transformed by dark magical essences, the mortals had ignored their presence at first, instead believing their existence to be nothing but myth. That was until an army was raised, a thousand times formidable than what was originally perceived. In the end, these mortals were somehow able to push back these beings. The First Anathem, gave birth to the worldwide knowledge of Daemons. Now that the mortals knew their enemy, they would know that these Daemons were not to be easily eradicated. With only the information gathered on the malignant species, they passed on what they could to future generations. A cycle of Anathems occurred, forcing all species to join together as one and fight these abominations off. But as time progressed the Daemons nearly overwhelmed the resident races. The previous Anathem was proof to this; it was during this plague that the mortals were able to comprehend their goals. The Daemons wanted nothing more but absolute power from the Divinity Well, the location from which all life and magic was born.
The victory of the last Anathem is unclear to this day, few can remember the heroes who set out to destroy the Daemon army, though in records, and in physical evidence left in previous battlefields the last Anathem introduced the Daemon King Lumos, who was originally a meekly spirit with a strong conviction even during its transformation into a daemon. It collected power over the dormant years before the Anathem, and ruled its army with effortless grace and brutality. Who this abomination was is unknown. The remnants of its siege still exist, in fact the carcass of its body which has solidified; lies in an extensive grassy plain in Laurel, as time turns forward from the last Anathem. Society has gone under a complete redecoration; discrimination further isolate races from one another, causing turbulent tides over the continents. As history repeats itself, a new Anathem lies on the horizon.
But what does this mean for the rest of the races? Will they be able to overcome their differences and band together in order to stop the Anathem? More importantly, is there any way to stop the cyclical plague? The answers can only lie within Fulton J. Hawke Academy. An academy established to enjoin all races stands in the forefront of this debate. You are a student or teacher of this academy, coming face to face with the real threat of Daemons. In the end, you must choose where you will stand in this conflict.
What you need to know:
Game Master: HellOfALife
Co-Game Master #1: None, but feel free to PM me about it
Co-Game Master #2: None, but feel free to PM me about it
I'm Hell, and I'm the overall game master of this roleplay. I'm looking for dedicated players who'll be able to collaborate on the plot, and flesh out their characters in this (strangely) fantasy/futuristic world. The roleplay plays with the fantasy genre, with the added strife of racial inequality and futuristic elements within. I should mention that the Academy is not the general setting of the entire plot and it will turn into an adventure as events unfold. The co-creator of this game has (I believe) left RP, but I wouldn't be crazy enough not to include credit to the wonderful Nevada (wherever they are). There is no limit as to who can join unless it would somehow hinder the plot currently set. To make the opening post more cohesive, the Locations and Races are separated by posts, this makes much of the information coherent and orderly.
~Hell (HOAL)
Rules
- No Godmodding, Metagaming, or Powerplaying, doing so will most likely end in you being removed from this roleplay.
- No Flaming/Trolling, Arguments should be kept in a friendly manner
- This roleplay will be considerably mature, I expect you guys to be just as mature as well, explicit subject matter should be taken to Pm's.
- Romance is encouraged, but please be considerate of how real relationships work, don't simply fall in love at first sight.
- Relationships between students (whether romantic, friendly, or adverse) is an important part of this roleplay, be wary of this.
- Age limit for students is set at 15-25, Teachers must be at least 25 and up.
- No one lining or chat speaking, at least 1 paragraph (five sentences) in IC posts.
- IC posting will begin when I choose, please do not write any IC posts until I have written the first, and until your application has been approved.
- All IwakuRoleplay rules apply, please respect them.
- If you have any problems, or want to add some addition you're not sure about to your OC's character sheet, please feel free to PM me.
- Dedicated players should try to post at least twice a week.
- Please try to interact with other characters.
- Players are only allowed to have 3 characters, they shouldn't all be human or Mythic, introduce some variety.
- Reservations last for only 3 days, afterwards your spot will be relinquished.
- Convo's are allowed between characters when scenes require focus on two or even three characters.
- Most of all, enjoy yourself! It is a roleplay after all :)
Character Creation Guidelines:
[*]Your character can be any of the races mentioned below, I will not allow the creation of any other races considering the multitude already provided.
[*]Two characters per player please.
[*]Characters can be either teachers or students. Students must be 15-25 years of age, and Teachers must be 26 and up (the older the better). Being a teacher does not give an automatic advantage over students. Although the older the teacher the more experience and detail will be needed for the CS.
[*]Characters will continue to be accepted until the plot develops past a certain point, although other positions will be opened to other characters when we reach certain plot points.
[*]Halflings (any character whose lineage include two different races) will be restricted and will probably be allowed in a very limited aspect considering the way racism prevails in this roleplay.
[*]Abilities listed under each race denotes certain attributes applied to the race this does not mean your character has to be created around it.
[*]If you want one of the attributes assigned to certain races, some would require your character not only be older than most but having expert training which should be detailed within their history. Although, if a certain race has a certain ability that is shared by one of the main Magic or Sol archetypes listed, more than likely your character can learn it without much of a problem. (E.g abilities like Magical Absorption, Geomancy, and ESP)
[*]In the last roleplay, players seemed to only pick abilities that fit under their races, in this one you can pick any type of discipline, magical attribute, or the newest addition; Sol archetypes for your characters. I want to stress freedom with who your character(s) becomes over the course of the RP, so have fun creating them.
Other Information
Magic/Sol
In Rhye, magic is an overly abundant source, to the point that it helps move economies and expands trade. All races have the propensity to cast magic, but some have a greater affinity for certain types than others. Magic is so deeply imbued into Rhye's society that many speculate that the planet would simply die without it, it is the one remaining factor that links all the races together. Of course, each race has a certain skill with magic; the closer and more spiritual inclined one is the more tailored they are towards the use of magic. Several archetypes exist, and no one is restricted to any one skill as long as they find the appropriate training to cast spells. Staffs are found to be a rarity in our world as it dramatically increases the intensity of spells cast, only higher order sorcerers are able to find these ancient artifacts, and staffs are neither easily made, meaning that most magic is done by hand. Below the types of magic that exist in Rhye are included in the list below but is not limited to any of these. In fact, if you have an idea for a magic archetype pass it by me and we can work together to mold your character. As far as who or what has the most aptitude for magic, it is all contained in the list below.
Racial Aptitude for Magic
1.Golems
2.Daemons
3.Elves*
4.Asharii
5.Nephilon
6.Okari
7.Nixies
8.Humans
9.Fayun
10.Azrul
11.Dalen
12.Dwarves
13.Kilarion
Magical Archetypes
Elemental Magic:
(This is limited to Fire, Water, Ice, Air, Plant, Lightning, Light, Dark, and Sound)
Holy Magic:
(Can be used for restoration, but mainly for battling demons, possessed individuals and Black magic)
Black Magic:
(Poisons, Hexes, Charms)
Necromancy/Blood Magic:
(Using Blood to posses dead bodies, or even another individual)
Conjuration:
(Much like Alchemy, except with magic, can only be used for a short period of time, Usually used to make weapons or shields.)
Technopathy:
(Using Magic to control or even meld with technology.)
Magical negation:
(Power to negate magical effects, distinctive to Asharii)
Magical mimicry:
(Ability to Mimic not only magical abilities but some Sol abilities to a limited effect)
Magical absorption:
(Distinctive to Nephilon and Asharii, very hard to ascertain in other races, allows user to absorb magical power)
More can be added at the request of the players, and at my discretion.
Other than magic, there also exists something known as the Sol which are abilities that use the essence of spirit or consciousness to grant the user power. Sol abilities are noted for their lack of magic, and given the right circumstance can be even more powerful than the magic blessed by the Divinity Well, leading others to believe that perhaps there is something inherent in the spirits of all the beings inhabiting Rhye. Yet, seeing as magic is a commodity Sol abilities are rarely found in use, take into account that these abilities are the hardest to learn and master, training and upkeep is needed and these abilities have often proven to be the most dangerous to utilize. Being a practitioner of Sol should mean that you have either little magical prowess/Spells, or do not have proficiency with Magic at all, the same goes for practitioners of Magic, Sol abilities would be very hard to learn for either archetype, but the advantage here is, being a magic user allows much more variety in power, but being a Sol user allows more power but less maneuverability and a higher chance of death or coma due to overwhelming the spirit, it's all up to want you want for your character. As far as who or what has the most aptitude for Sol, it is all contained in the list below.
Racial Aptitude for Sol
1.Dalen
2.Humans
3.Fayun
4.Azrul
5.Dwarves
6.Kilarion
7.Elves
8.Asharii
9.Nephilon
10.Okari
11.Nixies
12.Golems
13.Daemons
Sol Archetypes
Physical Alchemy:
Considered to be a vital part of Dalen society; Physical Alchemy revolves around using the human essence to craft weapons, constructs, and soul gems. These objects range in size, but most require only a fraction of life energy which can be quickly replenished. This art is the most prevalent type of Sol, and considered to be one of the most dangerous to learn, one must train and subject their bodies and souls to quotidian meditation in order to balance the threat of another soul invading. It is similar to the art of conjuration, with the exception of how these objects are brought along. Constructs take up the least amount of energy and are easily deconstructed without harm to the user. Weapons require more energy and are proven to last longer. (Think of Full Metal Alchemist)
Illusion:
(Trickery of the senses)
ESP:
(This includes weak Telekinesis, Telepathy, Psychometry, and Astral Projection/Trapping (trapping the soul within confined measures, or projecting the soul if the body cannot move)
Mediumship:
(Used as a way to communicate and with coercion control and summon spirits to battle for you)
Gravity manipulation:
(Much like Telekinesis, packs more oomph)
Magnetism manipulation
(The ability to move and control metal, and magnetic fields, useful against Techopathy)
Geomancy:
(While this is normally restricted to the Dalen race, anyone who holds a strong belief in the Sand God Rion can have access to this power, seeing as how it is not one of the original elements)
Pheromone manipulation
(Ability to manipulate Pheromones, very dominant in Asharii culture)
Superhuman senses
(Notice it says human, this means having a higher order of sense than than of humans, although other races may not find this all too useful)
Hand-to-Hand Combat:
(Probably one of the purest forms of Sol, is hand-to-hand combat; it originated in Luna society meaning most practitioners originate from there. While one can go without the use of empowering any attacks using the limbs, utilizes your inherent Sol powers makes this art much more effective.)
More can be added at the request of the players, and at my discretion.
Weapons:
Weapons in Rhye come in all shapes, sizes and varieties, most are enchanted (you aren't required to tell what with) as to keep the weapon strong against other magical substances. Staffs; as previously mentioned are a rarity and are usually owned by magisters of age, meaning you won't anybody below the age of 60 wielding one. Guns (with actual bullets) are highly restricted and are only carried by wealthy individuals existing in places like Croy, Detino, and possibly the Umpire and Kozamu. Otherwise they are all but restricted from public access and delegated to those in high governmental positions or noble status. Guns that use magic (such as MagiTech) are in supply but are more difficult to utilize since the guns operate on the users current magical reserves, and take time to boot up. Most people stick to weapons like swords, bows, axes, tomahawks, and spears.Character Sheet
HTML:
[b]Appearance:[/b]
[FONT=Castellar](Description or Image, image preferred, descriptions should be at least 1 paragraph long)[/FONT]
[FONT=Castellar][b]Name: [/b] [/FONT]
[FONT=Castellar](I'm looking for names that fit fantasy or even futuristic characters, not Bob, or Marie, it should fit the setting)[/FONT]
[FONT=Castellar][b]Age: [/b] [/FONT]
[FONT=Castellar](For now, students are required to be between 15-25. Teachers on the other hand, will be generally 26 and up, the older the better)[/FONT]
[FONT=Castellar][b]Gender:[/b][/FONT]
[FONT=Castellar](Female, Male, or Undefined)[/FONT]
[FONT=Castellar][b]Year: [/b] [/FONT]
[FONT=Castellar](1-10, usually 1st Year students are at the minimum age of 15, the Academy boasts a 10 year long course, with applicants staring as early as 15, and ending their intended course at the age of 25, Thereby graduating. This field is empty if you're a teacher.)[/FONT]
[FONT=Castellar][b]Race: [/b][/FONT]
[FONT=Castellar](Any of the ones mentioned in the opening post. If a Humarian add nationality in parentheses. Halflings are also allowed, though the number of these will be very limited.)[/FONT]
[FONT=Castellar][B]Role [/B][/FONT]
[FONT=Castellar](Teacher or Student)[/FONT]
[FONT=Castellar][b]Personality: [/b] [/FONT]
[FONT=Castellar](What are your motivations? Fears, Pleasures, General outlook on life, how do you feel about other races? At least one paragraph.)[/FONT]
[FONT=Castellar][b]Biography:[/b][/FONT]
[FONT=Castellar](What or who made you who you are today? Parents, friends...etc...At least two paragraphs)[/FONT]
[FONT=Castellar][B]Magic/Sol: [/B][/FONT]
[FONT=Castellar](Enter Sol/Magic archetype(s) your character uses here. 3 Archetypes allowed for Sol types, 5 for Magic. You can make your own, but please add a short description of what it does. )[/FONT]
[FONT=Castellar][b]Strengths:[/b] [/FONT]
[FONT=Castellar](Proficiency with Magic/Sol. Must be at least two sentences long.)[/FONT]
[FONT=Castellar][b]Weaknesses:[/b] [/FONT]
[FONT=Castellar](Express any impotency with Magic/Sol here. Must be at least two sentences long. )[/FONT]
[FONT=Castellar][b]Weapons:[/b] [/FONT]
[FONT=Castellar](Any specific weapon(s) your character uses, could even be smaller weapons like shuriken, the limit is three weapons.)[/FONT]
[FONT=Castellar][b]Strengths:[/b] [/FONT]
[FONT=Castellar](Proficiency with weapons of any kind. Must be at least two sentences long.)[/FONT]
[FONT=Castellar][b]Weaknesses:[/b][/FONT]
[FONT=Castellar](Express any impotency with weapons here. Must be at least two sentences long.)[/FONT]
[FONT=Castellar][B]Miscellaneous:[/B][/FONT]
[FONT=Castellar](Anything else could be put here, Theme songs, any additional items your character carries on them, Family, Economic status, Pets, etc…)
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