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Mystic Empyrean (OOC/Signups/Open)

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Kershya
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Mystic Empyrean (OOC/Signups/Open)

Postby Kershya » Sun Dec 29, 2013 8:25 am

Image


No need to justify,
No need to explain,
We are as we are,
Such is becoming.

Inscription on the Grand Cornerstone


Empyrean is a shattered world. Nearly one thousand years ago, Grand Cornerstone, the root of the world, was destroyed in a terrible cataclysm. Some say it was war between Eidolons. Others believe it was unrest amongst the spirits of Anima. Others still imagine that the Aether crept in through some tear in the fabric of reality, and began to devour everything.

The mist of Aether spread over the whole world, unraveling and consuming reality, until only an endless desert of blank, white infinity remained in its wake. Now, only a few tiny islands of existence remain in a sea of oblivion. These last few remaining realms are the final bastions of civilization and life. They too will soon fall, unless something is done to repair the ravages done to Grand Cornerstone.


Mystic Empyrean is a unique tabletop RPG where not only do people play as the characters, they can also do the world building, or rebuilding. I will try to make the RP as like the game as possible while keeping the open sandbox feel of a forum RP.

Now, for the technical stuff.

P.S. Everything that's bold is taken directly from the corebook.

Image


Eidolon


The Eidolons are the children of Anima, the inheritors of the world, and its protectors and servants as well. These immortal forces of nature are pure life energy give n form and will, and live only according to their own goals and ideals.

The heart of an Eidolon is the core of his being. A stone of crystallized Anima just a little larger than a closed fist, the heart sustains the Eidolon, such that he needs neither food nor air nor sleep. An Eidolon’s entire body is a construct of Anima that flows out from his heart, and the heart is capable of rebuilding the body. Thus, Eidolons can survive any physical wound or injury, so long as their hearts remain intact.

Eidolons also have a powerful and innate connection to the world around them. Only Eidolons are able to rebuild Grand Cornerstone by returning its lost shards. Only Eidolons are able to see and speak to the Great Spirits of the world. Only Eidolons have the power to reshape the lands according to their wills.

Within Empyrean, these beings are regarded with respect, both among their own kind and among the other races of the world. Even the weakest and youngest of their kind are capable and powerful beyond measure, and their requests and wills are not to be taken lightly or denied outright.

An Eidolon’s heart is formed by certain traits, called Persona Traits, that grant him powers linked to his desires and deeds. An Eidolon who possesses deep curiosity is able to open a third eye and see many mysteries. One who is filled with envy can repaint his flesh to look however he desires. One with a cold, solitary heart can create ice and chill with a touch or a breath. As he lives on and acquires more traits, an Eidolon will acquire more and more power and change his face many times. Only by experiencing the breadth of emotion and deed – the highest goods and darkest evils, the purest ideals and most decadent pleasures – can an Eidolon unlock his full potential and become what he must be in order
to rebuild the world.

An innate desire to restore the world rests within all Eidolons. Perhaps it is put there by the spirits of Anima, or perhaps it is a simple extension of their personal connections to the world. No matter what the case, every Eidolon wishes to see Empyrean restored to its full glory. While all Eidolons share in this desire, there are many differing views on how it must be done. Eidolons mark the lands they unlock with a tinge of their own personalities, and thus, each rebuilds the world according to his own image of a perfect Empyrean. This great power is easily coveted, and there is much dissent among the Eidolons over whose right it is to rebuild Grand Cornerstone and reshape the world.

Most Eidolons are born as Nascent, the tribal races that inhabit Empyrean, though this is not always the case. Some are formed by the Great Spirits in order to execute their bidding. Others are born directly from the land, and instinctively know the will of Grand Cornerstone in their hearts.


We will play as beginner Eidolons, former normal people who suddenly become, practically, living gods. As living tabula rasa, or blank slates, our actions will define our character and they would develop character traits, these traits would be the source of our powers. But the world is not filled with Eidolons alone.

Nascent


The Nascent are basically mortals. Sentient beings who live and build civilization of the Realm. There are hundreds if not thousands of Nascent per Eidolon in the Realm. While not all Eidolons were former Nascent, a majority are. Unlike the Eidolons, whose actions and decisions shape their appearance and capabilities, it is their birth and homeland that determines their appearance and capabilities. The Nascent are divided into tribes (basically races in a fantasy sense), one tribe might be able to live underwater, another might be cyborgs, and even another tribe might be like ghosts. While Nascent like their mediocrity, the Eidolon do not, whatever path they choose will be driven to be the best in their chosen path. Those Nascent who are not content with their lives, their selves, their world and/or their mediocrity are capable in becoming Eidolons.

Cornerstone


A Cornerstone is a fragment of the Grand Cornerstone. In it is a piece of existence waiting to be release. An Eidolon who find and use a Cornerstone might release a Realm of his own influence, a Paradigm of knowledge and technology to become universal to the world, or a Conceit of secret that gives the Eidolon a special power unique to him until his death. Nascent who end up using a Cornerstone might become an Eidolon.

Realm


The world of Empyrean is loosely divided into areas called Realms. Each of these realms has a distinct climate, culture, natural life, and features. They are filled with natural wonders, places of power, and mysteries to be discovered by the curious explorer.

The Realms of Empyrean are more than just geographic areas, however. They are each like tiny worlds, with their own conventions and
possibilities. One realm might possess space-age technology, and its citizens will live among the stars rather than on the earth. Another might be a blistering desert that stretches infinitely on, no matter how far one walks towards the horizon.

Yet another could be haunted by aberrant monsters and unspeakable horrors caged up within it long ago. Natural laws and potentialities such as magic, length of days, and eve n chemistry and physics draw their boundaries at the edges of the realms, and can work completely different in disparate realms.

Each realm possesses a different balance of Anima, and this balance determines the look of the creatures there – especially the Nascent, as we ll as what the weather, terrain, and natural wildlife in the area are.

Despite that all the realms are connected, they may not necessarily share technologies or cultures, for reasons listed above. Just because one Nascent race can move at the speed of light and live among the stars does not mean that they can accomplish these same feats beyond the borders of their realm. However, unlocking paradigms from Old Empyrean can spread the potential of technologies beyond these borders.


The Balance


The elemental nature of Anima divides it into seven major classes. Each of the elements of Anima governs different ideas, aspects of living, actions, technologies, and more. Every thing, person, place, or idea in Empyrean is aligned with Anima in different degrees. These alignments form the foundation of natural order, called the Balance.

Eidolons, being creatures of pure Anima themselves, each have their own Personal Balance, while most animals, Nascent, and realms share a collective World Balance.

Since Anima governs ideas and actions, the World Balance (and the Personal Balance for Eidolons) determines the potential for different activities, sciences, and outcomes. In realms saturated with fire, destruction and rage run deep. In those filled with light, science and knowledge thrive. Anima permeates everything in Empyrean, even down to the minds and bodies of its inhabitants. Nascent from a realm saturated with Stone will have tougher skins and stockier builds, and may even have rocks or jewels set into their bodies. Those who live in Air-saturated realms might develop wings and learn to fly, and have fragile, hollow bones like birds.


Persona Traits


Eidolons wear their souls as a skin, and the desires and morals within their hearts manifest outwardly in the form of Persona Traits. These
traits grant the Eidolon great power, but when they grow too great, they may choke his heart, and grant that power only at a heavy price. Traits begin as telltale signs, gradually growing into complete features that mark the Eidolon unmistakably with the light or darkness that resides within his heart.

Despite their changing nature, Eidolons are recognizable. They seem to retain the same facial features and the same force of personality. Those
who know an Eidolon will recognize him, eve n after several years of not having seen him. No matter what his features, an Eidolon’s nature is clear – he will not be mistaken for a Nascent, animal, or Great Spirit.


Since the character has just recently became an Eidolon, they won't have any Persona Trait just yet. But because of the unique interaction of the original RPG, it is what the other players perception of a character that would influence what kind of Persona Trait he/she may develop. If the group thinks that a character is a coward, that character will develop a Persona Trait from that. Please know that knowing the personality trait of a character, like in real life, will take time, perhaps after some number of posts. You can't just say that so-and-so is cruel due to a single action alone.

Becoming


Eidolons are not static creatures. Their outward appearances reflect the virtues and vices of their hearts, and they change constantly as they develop new powers and personalities. The process of changing appearances and powers is called Becoming.

The first Becoming is often a violent and strange occurrence – it is the one when a Nascent realizes his potential and is transformed from a being bound by Anima into a creature able to master and control it. The Eidolon may look quite similar to or quite different from the Nascent he was born from. He still retains all of his memories and morals from being a Nascent – in fact, it is the strength of these convictio ns that likely sparked the transformation in the first place.

As Eidolons grow, they develop more and more traits, and continue to change. These changes are much more gradual than the change from Nascent to Eidolon, though they may at times surprise or shock. Usually, when an Eidolon develops a trait, he finds it useful or empowering, rather than repulsive. After all, his choices of word and deed are what brought the trait on, and each persona trait accentuates the potential for the personality that it grows from.

Many Eidolons are careful of what they say, do, and think, for they know that it will determine what they ultimately become. Others follow only their wills, determined to become whatever their natures dictate.


Heritage Site


These are special places in Empyrean. Each offers a different function and possibility. Most of them are lost in the mists of Aether. Some are still in operation, such as the headquarters of the Eidolon factions. The greatest of these sites is the Grand Cornerstone Shrine, where the Grand Cornerstone once stands over the world that it sustained.

Aether


The Aether spreads out over all of the lands of Empyrean that fall outside the glow of Grand Cornerstone. As it is reassembled, the light and power of Grand Cornerstone pushes the Aether further back, restoring lands, cultures, and mysteries that were lost to time and age. Still, the mist grows, pushing forward against the boundaries of the world even as Eidolons work to restore Grand Cornerstone and destroy it forever.

At the edges of the world are areas called boundaries. These places where the world is coming loose – where the Anima gives way to the Aether –
are half-real ghost lands. Legends say that at the boundaries can be found the spirits of those departed, as well as terrible monsters of corrupted creation and nightmare. These dangerous places ring the edges of the world, and whatever dark forces are at work in them often prove a threat to local populations.

The Aether is not an empty place. It is populated by strange, alien creatures called Aetherlings. Some have called them the Eidolons of Aether, while others view them little more than animals. These beings display a curious intelligence, a disregard for the natural laws of physics, and a hatred towards all the beings composed of Anima. Just as Aether weakens Eidolons, however, the Aetherlings are unable to venture far past the boundaries of the world’s edge. They mostly hunt on the boundaries, destroying and corrupting what they can of the world.


Factions


During the time of the Old Empyrean, the Five Great Societies once held sway over the world, each dealing with certain aspects of life and culture of the Empyreans. When the Great Calamity struck and the Aether consume the world, these factions fell to fighting each other and became buried under the mist. If a Realm with a faction HQ is to be returned to the world, that faction can be joined and those members will gain special privileges.

Great Anima Spirits


There is a Great Spirit for each of the seven elements that the world, and everything in it, is made of. As of now, the Great Anima Spirits are trap in their homes hidden in the mist of the Aether. Like the factions, those that free the Realm where the Great Anima Spirit's home is located will be given a blessing from the Great Spirit. Unlike the factions, they would also influence the world by adding their element into the anima, unbalancing the world if their opposites are not freed as well.

This is considered to be in an adequate state but maybe subject to improvement. Anyone can join in and help in improving this RP.
Last edited by Kershya on Tue Dec 31, 2013 7:40 pm, edited 4 times in total.
Full Name:
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Postby Kershya » Sun Dec 29, 2013 8:26 am

The Balance Details


Mystic Empyrean uses a unique system of conflict resolution and storytelling prompts called The Balance. The Balance has two parts – one is the world, shared by all players. The other is the self, specific to each player. These are referred to as the World Balance and the Personal Balance when they need to be differentiated. Only a World Balance is represented by cards. The personal balance of an Eidolon is determined by the types of Anima recorded on his character sheet.

The Balance contains nine different suites, which are as follows:

Fire - Associated with strength, destruction, power, and force. Fire governs the following ideas: Destruction, Aggression, Power, Lust, Ambition, Anger, and Bravery. Opposite of Stone and Water.

Water - Associated with peace, healing, tranquility, and growth. Water embodies the following ideas: Life, Nature, Plants, Kindness, Charity, Compromise, and Art. Opposite of Fire and Air.

Air - Associated with speech, business, travel, and ego. Air embodies these ideas: Trade, Talk, Boasting, Begging, Intimidation, and Cooperation. Opposite of Water and Electricity.

Stone - Associated with resistance, establishment, structure, and temperance. Stone governs the following ideas: Stubbornness, Resistance, Selflessness, Support, Obedience, and Stoicism. Opposite of Fire and Light.

Light - Associated with faith, discernment, authority, and knowledge. Light governs these ideas: Knowledge, Truth, Discernment, Religion, Order, Hierarchy, and Pride. Opposite of Stone and Darkness.

Darkness - Associated with secrets, deception, ambition, and death. Darkness is closely tied to these ideas: Conspiracy, Secrets, Treachery, Lies, Envy, Crime, and Sabotage. Opposite of Light and Electricity.

Electricity - Associated with creativity, mutability, inspiration, and surprise. Electricity is closely tied to these ideas: Excitement, Speed, Surprise, Invention, Change, Agility, and Confusion. Opposite of Darkness and Air.

Pure Anima - Associated with existence, and all positive aspects of the elements.

Aether - Associated with nonexistence, and all negative aspects of the elements.


Great Anima Spirit Details


Information will be added once a Great Anima Spirit is freed.

Faction Details


Information will be added once a faction is freed.
Last edited by Kershya on Sun Dec 29, 2013 9:28 am, edited 1 time in total.
Full Name:
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Kershya
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Founded: Jan 08, 2012
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Postby Kershya » Sun Dec 29, 2013 8:26 am

Empyrean


Image


A basic map of the Empyrean.

World Balance


Fire: 1
Light: 1
Electricity: 1
Water: 1
Stone: 1
Darkness: 1
Air: 1
Anima: 1
Aether: 0

Realms


Nascent Tribes: Humanity

Attributes:

Terrain: Mixed
Technology: Electronic
Government: Meritocracy
Wildlife: Natural
Culture: Commercial
Society: Mercantile
Creed: Rational

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Slightly pacifist
Light (deals with superstition/education): Rather educational
Electricity (deals with stagnation/innovation): Slightly innovative
Water (deals with exploitation/conservation): Rather exploitative
Stone (deals with mobility/tradition): Slightly mobile
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very multicultural


Nascent Tribes: Humanity and Sallors

Attributes:

Terrain: Mixed
Technology: Primitive
Government: Tyranny (Absolute Monarchy)
Wildlife: Exotic
Culture: Honorable
Society: Centralized
Creed: Ritualistic

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Slightly militaristic
Light (deals with superstition/education): Rather superstitious
Electricity (deals with stagnation/innovation): Rather stagnated
Water (deals with exploitation/conservation): Very conservative
Stone (deals with mobility/tradition): Rather traditional
Darkness (deals with honor/corruption): Very honorable
Air (deals with introversion/multiculturalism): Rather introverted


Nascent Tribes: Fey

Attributes:

Terrain: Mountainous and Forest
Technology: Thaumics (powered by magic contracts)
Government: Plutocracy (He who has the most contracts rules the Realm)
Wildlife: Unnatural (elemental spirits and spirits of inanimate objects) and Dire (Animals also made contracts with the spirits)
Culture: Honorable
Society: Outposts
Creed: Shamanic (One must make a contract with the spirits for their blessings. Beware though, the spirits will gleefully warp the exact words of a contract for the own ends. Be careful on how you worded any contract you made with them.)

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Very militaristic
Light (deals with superstition/education): Rather Superstitious
Electricity (deals with stagnation/innovation): Slightly stagnant
Water (deals with exploitation/conservation): Very Exploitative
Stone (deals with mobility/tradition): Slightly Traditional
Darkness (deals with honor/corruption): Rather Corrupt
Air (deals with introversion/multiculturalism): Very Introverted


Nascent Tribes: Djinn, which divided into Blue Djinn and Red Djinn, rule this realm. Djinn at first is a single Nascent race that live on Shavala, but somehow divided until now. Red Djinn lost their ability to perform and use magic, while Blue Djinn still able to do so. This makes Shavala torn between two different culture and technology.

Realm Attributes:
Terrain: Caverns (Red Djinn) and Desert (Blue Djinn)
Technology: Steam (Red Djinn) and Thaumic (Blue Djinn)
Government: Technocracy (Red Djinn) and Plutocracy (Blue Djinn)
Wildlife: Mostly Exotic with some Natural
Culture: Industrious and Progressive (Red Djinn) and Artisan and Commercial (Blue Djinn)
Society: Wondrous (Red Djinn) and a mix of Exploitative and Mercantile (Blue Djinn)
Creed: Rational (Red Djinn) and Shamanic (Blue Djinn)

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Balanced
Light (deals with superstition/education): Rather Education
Electricity (deals with stagnation/innovation): Very Innovative
Water (deals with exploitation/conservation): Balanced
Stone (deals with mobility/tradition): Rather Mobility
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very Multiculturalism


Nascent Tribes


Human: Default humans, they range between pale skin and blonde hair to black skin and black hair.
Sallor: Humanoid Reptiles that can take near human form, there are five distinct races. The turtle like Morkhan, the snake like Phayang, the lizard like Toshugan, the dragon like Leilung, and the forgotten Dalitum.
Fey: Known for the beautiful insect like wing and vulnerability to iron.
Djinn: The Djinn were divided into two races. The Red Djinn lost their ability to do magic, while the Blue can still do magic. This has caused a technological and cultural divide.

Paradigm


Paradigm is an idea, a concept, or a technology that has become global, instead of being restricted to a Realm. A person with a Cornerstone who decided to release a Paradigm can choose what to become universal. It could be anything, from the internet to space travel to reincarnation to shapeshifting.

No Paradigms as of yet.

Developments


Developments are events which depends on the results of the missions, and what the background events might happen. The release of new realms, the discovery of a Heritage Site, the release of a Paradigm, the occurrence of new missions, and the such.

Nothing big is happening
Last edited by Kershya on Mon Dec 30, 2013 10:48 pm, edited 12 times in total.
Full Name:
The United Nine Constitutional Monarchies of Kershya

Economy

Economic Left/Right: -6.88
Social Libertarian/Authoritarian: -4.72

User avatar
Kershya
Minister
 
Posts: 2427
Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Sun Dec 29, 2013 8:27 am

Image

Name: Tellus
Capital: Pax Eterna
Nascent Tribes: Humanity
Inspired by: Earth, mostly the West

Terrain: Mostly Plains (other terrains are available)
Technology: Electronic (modern day tech)
Government: Meritocracy (mostly republics)
Wildlife: Natural (normal Earth animals)
Culture: Commercial (free trade)
Society: Mercantile (capitalist)
Creed: Rational (the laws of nature governs the world)

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Slightly pacifist
Light (deals with superstition/education): Rather educational
Electricity (deals with stagnation/innovation): Slightly innovative
Water (deals with exploitation/conservation): Rather exploitative
Stone (deals with mobility/tradition): Slightly mobile
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very multicultural

Remos Republic (purple) - Capital: Pax Eterna. The most powerful country in the Realm. Known for its military, economic, and cultural might, anything that happens in Remos, especially in Pax Eterna, will have both widespread and lasting consequences.

Holy City State of Petera (red) - Capital: Petera. The seat of the Church of Aeon, it once held massive political sway over the Realm until the High God Aeon retired and made the Laws of Nature as his successor. Thousands of faithful pilgrims still visit the holy city, either to listen to his holiness' sermons, appreciate the art and architecture, or getting a glimpse of the retired High God.

Levitel Republic (the light blue on the right) - Capital: Jerinem. The holy land of three similar yet different faiths, it is the home of Aeon's favored people, the Levits, who will fight to protect the land of their ancestors.

Muhaddim Union (dark green) - Capital: Al-Qurtobah. The vast Muhaddim desert has made the country's people nomads, with towns and cities by lakes, rivers, and oasis being the exception, followers of the Words of Aeon, they value following the laws and the traditions of their ancestors, which is forming tensions with their neighbors due to their opposing views.

Ptolaem Republic (light green) - Capital: Cartens. Famous for its ruins and tombs, Ptolaem is said to be the one of the oldest civilizations in the Realm. Discoveries and expeditions are still going on in the country.

The United Kingdom of Braethon and Gael (reddish-purple) - Capital: Braethanny. A constitutional monarchy, the people are known for their high culture, nice accents, and strange food. Recently, many are worried over the increasing surveillance on their lives.

Nors-Kiven Federation (orange) - Capital: Copenburg. The Federation is a known rival to Remos' might. There are rumors circulating that they're trying to shift the balance of power, whatever means necessary.

Aussian Empire (the light blue on the left) - Capital: Vielin. The divided Aussian people has finally united under a strong ruler. The question is, what would this autocrat do in a Realm of democracies?

Asturiam Kingdom (yellow) - Capital: Madelo. After the return to parliamentary democracy by the king after decades of military control, the country is in a slow demilitarization campaign. But fabled riches from beyond the horizon has made disgruntled servicemen take both mercenary work and explorers.

Yonglu Republic (brown island) - Capital: Ullarra. The shamanistic people of Yonglu are getting desparate. The spirits of their ancestors are rising up from the earth in anger and hatred. The republic is divided over foreign relations and politics.

Haudenosee Republic (teal) - Capital: Oneirora. A nation known for their spiritualism, the Haudenosians are said to commune with the land and animals around them. Introductions to more modern ways of living has caused a great social distress.

Tawanica (light blue part of the island) - Capital: Picchu. Almost impossible to reach due to weather conditions and sea monsters, the legendary Tawanica is said to have cities of gold hidden in their mountainous country.

Maitec (salmon part of the island) - Capital: Tectocoatl. Frightening rumors surround this land, it is said that these people would sacrifice people in order to gain more gold from their gods.


Pax Eterna - The city that never sleeps. As the saying goes, if you can make it here, you can make it anywhere. Pax Eterna is a great metropolis situated by the Remos bay.
Eterna Market - A combination of a bazaar, a mall, and a stock market, it is the largest market in the Realm. A Place of Wonder.
The United Republics - The diplomatic center of the Realm. It is founded on the ideals of freedom, peace, and democracy.

Aether Wastes (grey) - By the northern boundary of the realm, monsters of the Aether is slowly eating away the Anima of the land.

Wilderness (grey part of the island) - The wild lands, also known as the Land of the Great Beasts. In this land that time forgot, giant animals wander peacefully in their isolation. Rare herbs, spices, flowers, and plants are be a boon to researchers, if they can find them.


(Only one mission can be chosen at a time. These missions have an effect in the Realm, or even the World. Bold missions means they're currently in session.)

In Pax Eterna, as a beginner Eidolon, you slowly cope on your new existence, learn the basics, and develop your first Persona Trait. (Basically, a tutorial.)

In Jerinem, a madman was arrested before he bombs the Levits' holy temple. A mysterious connection is found with a long forgotten cult. Will the group stop the cult's plan? Reward: Paradise Horn, a legendary item that calms down any animal that hears it's sound. Doesn't work on Eidolons or Nascent.

In the holy city of Petera, there is an attempted murder of the life of his holiness, the High Pontiff Lyons IV, and an attempted robbery in the Peteran Archives. What's the connection between a ring, a staff, and a map? Reward: The Legendary Weapon, Fatalistic Grey, an unbreakable spear that can return to its owner on command.

In the Aether Wastes, a wandering Colossus is spotted. Kill it by ripping the Cornerstone in its heart. Reward: A Cornerstone, and the possibility to make your own Realm, release a Paradigm, or gain a special Conceit.

In the southern edges of the ocean, marine explorers have found a wreckage of one of the Eidolon factions. It is necessary to retrieve anything important inside before the Aether reaches it. Reward: Unknown.

In Sevalla, the group is hired by an exploration group to find a legendary city of gold. But the explorers are not what they appear. Reward: Unknown.

In Oneirora, the group is hired to help researchers find a rare medicinal herb that grows in the Wilderness. Reward: Unknown.

In Ullarra, protests and marches are getting worse as people fear for their lives. The group is tasked to figure out what's wrong and calm the angry spirits down. Reward: Unknown.


Results and Consequences:

Nothing of note.




Image

Name: Wudigou
Nascent Tribes: Humanity and Sallors
Inspired by: Earth, blatantly the East

Attributes:

Terrain: Mixed
Technology: Primitive
Government: Tyranny (Absolute Monarchy)
Wildlife: Exotic
Culture: Honorable
Society: Centralized
Creed: Ritualistic

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Slightly militaristic
Light (deals with superstition/education): Rather superstitious
Electricity (deals with stagnation/innovation): Rather stagnated
Water (deals with exploitation/conservation): Very conservative
Stone (deals with mobility/tradition): Rather traditional
Darkness (deals with honor/corruption): Very honorable
Air (deals with introversion/multiculturalism): Rather introverted

Mugdalstan Empire (orange) - Capital: Dalim. The only human majority empire, Mugdalstan began as humans from Muhaddim who usurper the empire from its Dalitum natives. Now the crocodile like Dalitum are biding their time, hiding in the expansive sewer system of the Western Empire to retake what was theirs.

Khiam Empire (red) - Capital: Attuyata. Ruled by the snake like Phayang, the Southern Empire is known for its exotic plants and animals. Quite mercantile, many people would travel to this distant land to buy even the smallest of spices.

Honokage Empire (blue) - Capital: Eto. Ruled by the lizard like Toshugan, the Eastern Empire is known for its rituals and traditions. They're famous for their large and powerful navy.

Yungal Empire (green) - Capital: Khanokorum. Ruled by the turtle like Morkhan, the Northern Empire is known for its animal husbandry and nomadic lifestyle. They're famous for their formidable army.

Hanton Empire (yellow) - Capital: Weiling. Ruled by the dragon like Leilung, the Central Empire is known for is agriculture and culture. They're famous for their their long stable nation.

Kousang Kingdom (bright purple) - Capital: Seoyan. A rival to the Honokage Empire, the Kousang people are fighting for both their independence and naval supremacy.

Holy Nirbet Empire (teal) - Capital: Amsha. Considered by some as the successor to the title of the Western Empire, there is a great shock by the people when his holiness, the Sallor Dhama, reincarnated as a human.


Temple of the Cardinal Directions - Found in the exact center of the Realm, the temple is where the famous Festival of Wind and Water occurs that following the yearly change of Tao flow. A Place of Wonder.


In Kokatam, mysterious disappearances are occurring and rumors are spreading about the Dalitum in the area. Reward: Unknown.

In Johapor, a cornerstone is found as one of the exotic items for sale, the group is assign to retrieve the cornerstone before a rival group, or worse, gets it. Reward: A Cornerstone.

In Eto, the joyous Festival of the Cherry Blossom has turned to fear, attacks on the noble houses has increase both military and police action to protect the emperor during the Cherry Blossom ritual. Reward: Unknown.

In Amsha, the group is charged with protecting the Sallor Dhama from possible assassins. Reward: Lotus Wheel, a legendary indestructable metal ring that can quickly spin to create a shield of force around its owner.

In Weiling, tensions are running high as Mugdalstan continues to fail in doing the proper rituals, plunging the realm off-balance. The group is tasked in keeping the peace and prove to the Sallor that a human can do the proper rituals. Reward: A Cornerstone.

In Khanokorum, the nomadic people are getting restless, Aetheric monsters from the north is slowly heading towards the capital. The group is tasked to help protect the city until the Northern Emperor finishes the neccessary ritual. Reward: Unknown.

In Seoyan, the group is task to sabotage Honokage naval supremacy by piracy and commandeering of ships. Reward: Unknown.


Results and Consequences:

Nothing of note.
Last edited by Kershya on Mon Dec 30, 2013 9:21 pm, edited 7 times in total.
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Kershya
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Postby Kershya » Sun Dec 29, 2013 8:27 am

Realm Creation


Realm Traits are basically what your realm is filled with, or its majority at least. There are seven traits, each with possible choices to choose from.

Desert - Deserts are harsh places of extreme temperature. Between the searing heat of the day and the cold emptiness of night, the one constant is a dearth of water that forces all manner of life to conserve and innovate to survive. Desert peoples are usually nomadic, and any city that does spring up is built on the foundation of a renewable water source that is intertwined inseparably with every aspect of life.

Plains - Wide rolling plains make a region easy to traverse and idea for civilized living. Trading posts, cities, farming villages, and even more can fill the grasslands of Empyrean. Animal life can vary from the mice and horses of the prairies to exotic animals like zebras and giraffes, or anything in between.

Mountain - Towering mountains provide an excellent refuge for airborne creatures, as well as mountain cities and monasteries—many of which are carved right into the heart of the rock. The tops of mountains are difficult to reach, and some mist-covered peaks are explored only by the stories of what wonders or horrors lie upon their peaks. Due to their remote nature, most mountain settlements are sparse and self-contained. Many may be wary of outsiders, or have strange and foreign customs. Mountain creatures are usually hardy and tough, able to withstand the harsh elements that come to bear atop the mountains.

Forest - The deep forest is host to life and civilization in endless varieties. Large creatures stalk the forest floor, roaming in packs or herds and seeking food, while smaller creatures bound and fly among the canopy provided by the cover of trees. Small towns spring up in groves or near sources of water, primarily hunting villages that move with the seasons. Other cultures make their homes in the hollows of the oldest and greatest trees in the forest. Living in harmony with nature and attaining balance is a key to survival for these forest cultures.

Swamp - Swamps and bayous are stuffy, sultry places where the heat of the day is locked beneath a humid canopy of air and trees, and the waters stand at knee level all throughout the area. Small islands rise above the misty bog, often connected by bridges of rope, wood, or stone. Towns are built on stilts to stand above the muck, or float upon boats, forming a mobile community whose geography changes everyday. The swamp is filled with beautiful and dangerous creatures, such as snakes, frogs, birds, and alligators.

Caverns - In the eternal darkness within the earth, cavern creatures and societies are adapted to eking out an existence with the merest resources, most especially light. Many search for mushrooms or algae that do not need light to grow, while others fish from underground lakes or hunt the bats that live atop the roofs of their cavern homes. Cities within these caverns are lit day and night by great beacons, while others, inhabited entirely by the blind, forego light completely. Trade and technological exchange with those who live upon the surface differs by society,
but can vastly impact living conditions for the cavern dwellers.

Seaside - Lakes and seas provide abundant support for stationary communities and for a wide variety of wildlife. Some societies live on the islands near an ocean, or near the fertile delta land created by whatever river feeds into it. More advanced societies can support cities that lie below the surface of lakes and seas, or which float entirely upon the surface. Based on the depth and size of the surrounding body of water, it may contain anything from rare fish to massive aquatic monsters. Many treasures and sunken ships can also be found beneath the surface of the water, and undersea mining is extremely profitable for many cultures.


Steam - Steam based technology.
Thaumics - Magic based technology.
Neotech - Sci-Fi based technology.
Biotechnology - Biopunk based technology.
Primitive - Technology before Steam.
Pandoran - Lovecraftian technology.
Electronic - Electronic technology.


Plutocracy - Rule of the wealthy.
Kingdom - A Parliamentary Constitutional Monarchy.
Theocracy - Rule by the divine.
Tyranny - Absolute Monarchy/Dictatorship.
Technocracy - Those who control technology reigns supreme.
Meritocracy - Those most deserving of rule obtain power.
Aristocracy - Rule of the nobility.


Dire - Anima infused animals. Has an elemental alignment and immune to said element. Has uncanny powers, speed, or even intelligence, depending on the nature of the transformations.
Natural - Normal animals.
Aberrant - Aether infused animals. Developed twisted and impossible powers as well as a cruel impulse to destroy any creature of Anima. They're incredibly dangerous and commonly inhabit the boundaries of the world. They have short lifespans due to the Aether's corruptive poison.
Exotic - Developed unique adaptations and talents for its strange locale. Due to the small ecological niche they fill, they're aggressive and territorial.
Epic - Creatures of myth and legend.
Unnatural - Found in realms where it's impossible for normal life to exist, like a barren lunar landscape. The resulting wildlife is strange, like the undead, ghosts, elementals, and the like.
Organized - Animals have rudimentary intelligence and live in communities. While they have intelligence and use technology, they still follow their base animal instincts.


Militant - Militant cultures value security, power, and self sufficiency. They believe that the strong control the weak according to natural order, and will only show respect to outsiders capable of commanding it by a demonstration of power.

Honorable - Honorable cultures value strength, integrity, and ability. A good reputation and sincerity will take outsiders far towards becoming accepted in these places, as will being able to keep promises and do one’s part to aid those in need.

Progressive - Progressive cultures value innovation, exploration, and mobility. They are quick to adopt new ideas and seek out new knowledge, and are rarely bound by traditions or fear of change.

Artisan - Artisan cultures value beauty and aesthetics, and can create many wondrous treasures and tools. While these cultures focus primarily on the arts and the development of their own civilizations, many are also interested in learning of the wonders in the greater world, as well as in trading their artisan crafts with outsiders.

Industrious - Industrious cultures value hard work, self sufficiency, and ingenuity. Industrious cultures are often wary of outsiders who are not willing to do their fair share of work, or who would capitalize on the initiative and ideas they create.

Ascetic - Ascetic cultures value peace, meditation, and introspection. They often have strong religious traditions, and are permissive of new ideas, though not necessarily new ways of life. Most Ascetic cultures are content to be left alone and not to bother outsiders if they are not bothered.

Commercial - Commercial cultures place emphasis on wealth, good relationships, and mutual prosperity. They value outside influences that will expand their economies and contribute to the ease of living their citizens experience.


Outposts - Societies that form outposts often have scarce resources and infrastructure, leading to a lawless “wild west” sort of society that manages itself.

Wondrous - Wondrous societies build their civilizations around natural or man-made wonders. Often, the cities themselves are wonders of architecture, design, and beauty, and have deep artistic or religious significance.

Exploitative - Exploitative societies are built around exploiting renewable natural resources. Their settlements are built to harvest specific resources, and the quantity of the resource that can be gathered usually determines the size and grandeur of the city built around it.

Nomadic - Wandering tribes set up and break down their cities as they travel across the realm. Normally very decentralized, the tribes are united in their fight to survive, but often resources are so scarce that building cities and setting up infrastructure is impossible.

Centralized - Centralized Societies have extremely well developed infrastructures that originate from their capitals. The capital city is the jewel of the realm, and it is by the careful management of labor and resources from above that the civilization stays afloat.

Underworld - Underworld societies are driven by corruption and vast criminal networks. Rife with conspiracy and decadence, the people of these societies carve niches for themselves in a dog-eat-dog world where trust is rare and precious.

Mercantile - Mercantile societies spend much of their time traveling and working to improve their networks. Trade is important to them, because only by trading can they make sure that all of their cities and outposts receive the resources they need to flourish.


God Kings - Many civilizations worship their rulers as divine, especially those who are bound by oppressive rule or ancient tradition. Whether the worship of the people actually confers divine power may depend on the realm itself. In Empyrean, god kings are very likely to possess actual supernatural power over their realm, or to be spiritually connected to it, in such capacity that they actually do cause the sun to rise and set, or whatever else their claims to divinity may be.

Theological - Theological civilizations have made the study of the divine into a science. Miracles are often repeatable, observable phenomenon, and the gods may walk among men and teach them directly.

Rational - Rational civilizations rely on knowledge, reason, and empirical observation as the basis for determining truth. While the society may still have legends, myths, and traditions, these are largely cultural, and are not ingrained in the daily lives of the populace so much as science and reason are.

Shamanic - Shamanic cultures believe in the cycles of life and an individual’s connection to the living and spirit worlds. In these realms, the barriers between these worlds can vanish at a moment’s notice, and the shaman is a guide to individuals seeking the secrets of the other side.

Ritualistic - Ritualistic cultures see religion not as a path to enlightenment or everlasting life, but as a way to keep nature in balance and appease the spirits that govern the world. Rituals must be carried out with precision and delicate timing, or else the balance will fail and the consequences will be dire.

Cults - Cults are secret religions, whispered in the dark but never spoken of in daylight. The cults often serve a sinister or mysterious deity, with motives and methods unknown to the general populace. Unlike a typical religion, the cult is wrapped in secrecy, and even members may not know the full extent of its beliefs or intentions.

Spiritual - Spiritual civilizations seek enlightenment and harmony through their actions and meditations. While the religion may be either centralized or decentralized, the spiritual struggle is an individual affair, and each member of the society must make his own journey towards understanding.


Code: Select all
Name:
Nascent Tribes:

Realm Attributes:
Terrain:
Technology:
Government:
Wildlife:
Culture:
Society:
Creed:

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism):
Light (deals with superstition/education):
Electricity (deals with stagnation/innovation):
Water (deals with exploitation/conservation):
Stone (deals with mobility/tradition):
Darkness (deals with honor/corruption):
Air (deals with introversion/multiculturalism):


Character Creation


Technical stuff:

Persona Trait is a power based on a personality trait. You don't have a power by saying you have so-and-so trait and not show it. A persona trait appears and develops from both your roleplaying and what others think of your character. One person's friendly jab might be another person's cruel remark.

There are three ranks, Superficial, Deep, and All-Consuming. Basically, a Persona Trait is the manifestation of a character's personality trait. The more a person uses the Persona Trait, and doing the coresponding Personality Trait, the stronger it gets. Unfortunately, once the trait reaches All-Consuming, you basically become a stereotype or a cliche, and so not only it your Persona Trait becomes very powerful, it also develops a drawback. Each rank

At the end of each mission, well look at the RP and see what sort of personality traits a character has expressed, and well add a point to each Persona Trait that corresponds to a Personality Trait.

Creed is basically an Eidolon's unbreakable personal morals and code of ethics. If one where to go against his creed, one would make a permanent Heart Wound that is problematic to the character, at the very least. So word your creed carefully.

There are three kinds of wounds:

A Superficial Wound is simply physical damage, since Eidolons are immortal beings, these wounds only temporarily disable some of his traits.

A Deep Wound is caused from damage by a Wonder (A legendary item basically), or any action performed with deep emotional investment (love, hate, etc), even if its not a physical attack. A Deep Wound removes 1 Anima in a character's Personal Balance, if there's no Anima in his Personal Balance, then the Deep Wound becomes a Heart Wound instead.

A Heart Wound is the rarest and deadliest of wounds. It occurs when an Eidolon's heart is struck or damaged directly, to consciously violate his creed, or when he's expose to a powerful source of Aether. These wounds can permanently alter an Eidolon's traits and physical features, or even imbue him with new alien traits.

Code: Select all
Name:
Title: (A simple title that's related to your Persona Traits and/or goal)
Age:
Appearance: (Remember, you have yet to develop your powers, so you're still normal looking)
Goal:
Background:
Creed: (A creed is three simple rules that you must never break, order of importance. It is influenced by the character's background.)
1.
2.
3.
Inventory:
Persona Traits: (None right now)

Personal Balance:
Fire - 1
Light - 1
Electricity - 1
Water -1
Stone - 1
Darkness - 1
Air - 1
Anima - 1
Last edited by Kershya on Tue Dec 31, 2013 2:11 am, edited 9 times in total.
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Kershya
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Scandinavian Liberal Paradise

Postby Kershya » Sun Dec 29, 2013 8:31 am

A Persona Trait has three levels, Superficial, Deep, and All-Consuming. After each encounter/event, we will talk in the OOC about what Personality Trait a character has likely to have developed, and so it is advised to make a detailed IC post unless you want your character to develop unwanted Persona Traits.

The top three Personality Traits the group thinks a character has shown will be given a point. It takes seven points to make a Personality Trait into a Superficial rank Persona Trait. So at the end of each encounter, we'll collectively consider how hard the encounter is to the group. The harder the encounter is, the larger the amount of points given.

Another thing to remember is the fact that you as a player isn't giving the points to a particular trait, it is what the other players job. If they, for example, feels that your character is more unstable than capricious, they'll add the earn points to unstable. This is usually based on how a Personality Trait is perceived by other people.

Each rank adds an one point to the Persona Trait's corresponding element. It means that it's easier for you to do things based on that element but harder for its corresponding opposites. A Fire based warrior would have an easier time to attack but a harder time to defend (Stone) and/or to dodge an enemy attack (Water)

And another thing, a character can only handle 10 ranks of Persona Traits in total and once a Persona Trait has filled its 28 points max, it has to be removed. A character can only have 1 All-Consuming Persona Trait as well. A Superficial Trait is 1 rank, Deep Trait is 2, and an All-Consuming Trait is 3. A removed Persona Trait will become an Anima Pearl.

Anima Pearls are highly useful and is considered a form of currency for the Eidolons. They can also be used to create items and, with the proper skills and tools, Wonders (basically a legendary item). The higher the Persona Trait's rank, the bigger it will be. An Anima Pearl made from a maxed out Persona Trait is highly coveted due to its rarity and usefulness.

There are three kinds of encounters. Puzzle, Social, and Conflict.

Puzzle - Puzzle encounters present the players with a challenge that prevents them from moving forward until they meet that challenge. Puzzles might be difficulties such as finding lost keys, opening sealed doors, answering riddles, crossing huge chasms, or meeting the demands of some
guardian. Commonly, puzzles will occur in sequence. When a large string of puzzles are encountered in sequence, the result is called a Dungeon Encounter.

Social - Social encounters are the most freeform, and give players the greatest freedom to roleplay. These are also the most difficult to GM in rotation. It is often useful to break a social encounter down into ‘conversations’ where the party meets one or more NPCs. The GM-ship only passes at the end of a conversation.

Conflict - Combat encounters directly put the players into harm as they work actively against opposing forces. Conflict is not necessarily combat— it could be large scale military conflict, a race, a contest of skill or wit, or other similar indirect confrontations. In Empyrean, conflict is a different kind of puzzle challenge—one where the obstacles directly work against the players.

NPC


Name: Ramirez
Title: The Guide
Age: 564
Appearance: Ramirez appears to be a young Asturiam adult with a lightly tanned skin. He has brown hair and a friendly face with equally brown eyes. His Persona Traits has made him have a hidden internal compartment and six arms.
Goal: To help guide new Eidolons
Background: The Organizer of the Haven Institute, he is known for being tolerant, compassionate, and helpful to others. He is seen as the diplomat and negotiator of the Eidolons to the local Nascent nations.
Creed:
1. Beginner Eidolons needs guidance.
2. Everyone has the right to call sanctuary.
3. Peaceful ways of dealing with problems are always better.
Inventory:
Persona Traits: A Persona Trait follows this format Persona Trait - Attribute - Personality Trait - Element - Rank

Always Prepared - Talent - Organized - Light - Deep - 14 points
The Eidolon's internal compartment is larger, and can contain and disgorge larger objects and tools, some as large as himself. Though living things can never be stored in this way, organic objects like food can be. The Eidolon does not need to spend Anima to draw things from this compartment.

Handy - Virtue - Helpful - Air - Superficial - 7 points
The Eidolon possesses additional limbs that are just as strong as dextrous as his standard pair. These additional arms make him an expert climber, swimmer, melee fighter and grappler.

Healing Hand - Virtue - Kind - Water - Superficial - 7 points
With a touch of his hand, the Eidolon can heal any superficial wound. Although he cannot heal herself, he can repair the wounds of others, including those of animals and spiritual beings.

Personal Balance:
Fire - 1
Light - 3
Electricity - 1
Water -2
Stone - 1
Darkness - 1
Air - 2
Anima - 5


PC


Name: Alexander Caesar
Title:
Age: 21
Appearance: A young Remosian man, he has black hair, fair skin, and brown eyes.
Goal: To improve himself, to learn more, and to travel around the world.
Background: He is studying in college when it happened. He woke up one day feeling strange. It could have been the extra hours of practice he did to improve himself, or those times he help out in the community. But the day started out rather unusual, a simply punch from a football team player felt like nothing. He no longer have a desire to eat, to drink, to even sleep. And during class, he suddenly vanish. When he come to, he realize he is now in Haven Institute, the home base of the Eidolons in the realm.
Creed: (A creed is three simple rules that you must never break, order of importance. It is influenced by the character's background.)
1. Self-improvement in any way, shape, and form is good.
2. Knowledge is strength.
3. Acts of kindness has no reward.
Inventory:
Persona Traits: (None right now)

Personal Balance:
Fire - 1
Light - 1
Electricity - 1
Water -1
Stone - 1
Darkness - 1
Air - 1
Anima - 1


Ferrous Lex, The Wise Prince

Arcalon
Last edited by Kershya on Wed Jan 15, 2014 5:17 pm, edited 14 times in total.
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Dutch Union of Americana
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Postby Dutch Union of Americana » Sun Dec 29, 2013 8:36 am

Taggy Tag.
Fortitudenem- Sibling
Torroca- Younger Brother
Lonbonia- Heart-Of-Gold-Hobo
Hladgos- Crazy Grandpa
Morlodania-Cool Cousin
Kylistan- Bro

AurentineAnarchistCollectiveParty

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Zarkenis Ultima
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Postby Zarkenis Ultima » Sun Dec 29, 2013 10:57 am

Well, the premise sounds quite interesting, and the setting is mostly well explained. The only problem I find is that you have some grammar errors, but nothing terrible.

I'd help you further, but I know nothing about what you're basing this off of, so yeah. :P.
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Kershya
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Postby Kershya » Sun Dec 29, 2013 11:22 am

Zarkenis Ultima wrote:Well, the premise sounds quite interesting, and the setting is mostly well explained. The only problem I find is that you have some grammar errors, but nothing terrible.

I'd help you further, but I know nothing about what you're basing this off of, so yeah. :P.


The background and mechanics are pretty much based on the RPG Mystic Empyrean. Other than that, you can do anything you wish, within reason. I'm currently working on the map of the starting Realm so we can actually start somewhere. A World Map would be made later.
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Zarkenis Ultima
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Democratic Socialists

Postby Zarkenis Ultima » Sun Dec 29, 2013 11:24 am

Kershya wrote:
Zarkenis Ultima wrote:Well, the premise sounds quite interesting, and the setting is mostly well explained. The only problem I find is that you have some grammar errors, but nothing terrible.

I'd help you further, but I know nothing about what you're basing this off of, so yeah. :P.


The background and mechanics are pretty much based on the RPG Mystic Empyrean. Other than that, you can do anything you wish, within reason. I'm currently working on the map of the starting Realm so we can actually start somewhere. A World Map would be made later.


Sounds good.

Well, consider me interested at any rate.
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Gomthia
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Postby Gomthia » Sun Dec 29, 2013 8:26 pm

Interesting I have some ideas for some realms.

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Kershya
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Postby Kershya » Sun Dec 29, 2013 8:31 pm

Gomthia wrote:Interesting I have some ideas for some realms.


Ok, just wait while I work the Realm creation format. There's 2 to 3 open spots for realms, the rest has to be freed from the Aether.
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Calces millia
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Postby Calces millia » Sun Dec 29, 2013 10:37 pm

Tag, maybe will post an app later. Very detailed OP by the way.. :bow:
"Let me get this straight, you think surrendering, and offering yourself will stop the war? How arrogant. The life of each human is worth one, that’s it. Nothing more, nothing less."
- FMA: Brotherhood

Do not believe in anything simply because you have heard it.
Do not believe in anything simply because it is spoken and rumored by many.
Do not believe in anything simply because it is found written in your religious books.
Do not believe in anything merely on the authority of your teachers and elders.
Do not believe in traditions because they have been handed down for many generations."

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Kershya
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Postby Kershya » Sun Dec 29, 2013 10:43 pm

Calces millia wrote:Tag, maybe will post an app later. Very detailed OP by the way.. :bow:


It's mostly a copy-paste from the RPG corebook really.
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Gomthia
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Postby Gomthia » Sun Dec 29, 2013 10:45 pm

Realm Name: Tirnanog
Nascent Tribes: Fey known for the beautiful insect like wing and vulnerability to iron
Realm Attributes:
Terrain: Mountainous and Forest
Technology:Thaumics ( all technology is powered by magical contracts)
Government:Plutocracy ( Those with the most contract are the one who rule this realm)
Wildlife: Unnatural (Elemental spirit and spirit of inanimate object roam or rather are the land) Dire (they like every being in this realm have contracts with the spirits)
Culture:Honorable ( The laws of physics make this the only viable culture)
Society:Outposts
Creed:Shamanic Fire will not warm you, water will not quench your thirst,and roads will not lead you to your destination unless you make a contract it. For they are alive in this realm and like all living things they have wants in needs. So they withhold your wants and needs from you unless you can fulfill their wants and needs. By warned however the spirit and the other of the inhabitants of this land only understand the word of the law they can't comprehend its spirit.They will gleefully wrap the exact words of a contract for the own ends. Be careful on how any contract you forge are worded.

Realm Balance and Disposition:
Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Very Militaristic
Light (deals with superstition/education): Rather Superstitious
Electricity (deals with stagnation/innovation): Slightly stagnant
Water (deals with exploitation/conservation): Very Exploitative
Stone (deals with mobility/tradition): Slightly Traditional
Darkness (deals with honor/corruption): Rather Corrupt
Air (deals with introversion/multiculturalism): Very Introverted
Last edited by Gomthia on Sun Dec 29, 2013 11:04 pm, edited 1 time in total.

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Kershya
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Postby Kershya » Sun Dec 29, 2013 10:51 pm

Gomthia wrote: Realm Name: Tirnanog
Nascent Tribes: Fey known for the beautiful insect like wing and vulnerability to iron
Realm Attributes:
Terrain: Mountainous and Forest
Technology:Thaumics ( all technology is powered by magical contracts)
Government:Plutocracy ( Those with the most contract are the one who rule this realm)
Wildlife: Unnatural (Elemental spirit and spirit of inanimate object roam or rather are the land) Dire (they like every being in this realm have contracts with the spirits)
Culture:Honorable ( The laws of physic make this the only viable culture)
Society:Outposts
Creed:Shamanic Fire will not warm you, water will not quench your thirst,and roads will not lead you to your destination unless you make a contract it. For they are alive in this realm and like all living things they have wants in needs. So they withhold your wants and needs from you unless you can fulfill their wants and needs. By warned however the spirit and the other of the inhabitants of this land only understand the word of the law they can't comprehend it spirit.They will gleefully wrap the exact words of a contract for the own ends. Be careful on how any contract you forge are worded.

Realm Balance and Disposition:
Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Very militaristic
Light (deals with superstition/education): Rather Superstitious
Electricity (deals with stagnation/innovation): Slightly stagnant
Water (deals with exploitation/conservation): Very Exploitative
Stone (deals with mobility/tradition): Slightly Traditional
Darkness (deals with honor/corruption): Rather Corrupt
Air (deals with introversion/multiculturalism): Very Introverted


Ok, where would this realm be placed?

I imagine it being east of Wudigou or southwest of Tellus.
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Gomthia
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Postby Gomthia » Sun Dec 29, 2013 10:57 pm

Kershya wrote:
Gomthia wrote: Realm Name: Tirnanog
Nascent Tribes: Fey known for the beautiful insect like wing and vulnerability to iron
Realm Attributes:
Terrain: Mountainous and Forest
Technology:Thaumics ( all technology is powered by magical contracts)
Government:Plutocracy ( Those with the most contract are the one who rule this realm)
Wildlife: Unnatural (Elemental spirit and spirit of inanimate object roam or rather are the land) Dire (they like every being in this realm have contracts with the spirits)
Culture:Honorable ( The laws of physic make this the only viable culture)
Society:Outposts
Creed:Shamanic Fire will not warm you, water will not quench your thirst,and roads will not lead you to your destination unless you make a contract it. For they are alive in this realm and like all living things they have wants in needs. So they withhold your wants and needs from you unless you can fulfill their wants and needs. By warned however the spirit and the other of the inhabitants of this land only understand the word of the law they can't comprehend it spirit.They will gleefully wrap the exact words of a contract for the own ends. Be careful on how any contract you forge are worded.

Realm Balance and Disposition:
Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Very militaristic
Light (deals with superstition/education): Rather Superstitious
Electricity (deals with stagnation/innovation): Slightly stagnant
Water (deals with exploitation/conservation): Very Exploitative
Stone (deals with mobility/tradition): Slightly Traditional
Darkness (deals with honor/corruption): Rather Corrupt
Air (deals with introversion/multiculturalism): Very Introverted


Ok, where would this realm be placed?

I imagine it being east of Wudigou or southwest of Tellus.


Southwest of Tellus sounds good.

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Dec 29, 2013 11:18 pm

This looks pretty good and I'd like to join, but the app confuses me a bit. Do we decide the titles now? Shouldn't there be a background field in the app? What nascent race can we be derived off of, and if we can be 'pure' Eidolons, what should they look like?
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Kershya
Minister
 
Posts: 2427
Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Sun Dec 29, 2013 11:26 pm

Zarkenis Ultima wrote:This looks pretty good and I'd like to join, but the app confuses me a bit. Do we decide the titles now? Shouldn't there be a background field in the app? What nascent race can we be derived off of, and if we can be 'pure' Eidolons, what should they look like?


The titles are either added when we get a Persona Trait, or we use our goals. So it's like, if for example, you get a trait that allows you to kill people with your touch, then your title would be like Something, the Death Bringer. If its your goal then it would be like, Someone, World Builder.

There is a background field in the app.

You can choose from the given list, but since we start in Tellus, I suggest you start as a human, unless you want to play as a reptile person, or a fey. Or a race of your design, there's still a Realm or two open.

Pure Eidolons are something else. One, they're very rare or at least uncommon, since a majority of Eidolons were once Nascent. And two, it's hard to visualize and role play a living force of nature in human form.
Full Name:
The United Nine Constitutional Monarchies of Kershya

Economy

Economic Left/Right: -6.88
Social Libertarian/Authoritarian: -4.72

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Sun Dec 29, 2013 11:29 pm

Kershya wrote:
Zarkenis Ultima wrote:This looks pretty good and I'd like to join, but the app confuses me a bit. Do we decide the titles now? Shouldn't there be a background field in the app? What nascent race can we be derived off of, and if we can be 'pure' Eidolons, what should they look like?


The titles are either added when we get a Persona Trait, or we use our goals. So it's like, if for example, you get a trait that allows you to kill people with your touch, then your title would be like Something, the Death Bringer. If its your goal then it would be like, Someone, World Builder.

There is a background field in the app.

You can choose from the given list, but since we start in Tellus, I suggest you start as a human, unless you want to play as a reptile person, or a fey. Or a race of your design, there's still a Realm or two open.

Pure Eidolons are something else. One, they're very rare or at least uncommon, since a majority of Eidolons were once Nascent. And two, it's hard to visualize and role play a living force of nature in human form.


Ah, alright.

I can't believe I missed that. It's right above Creed. >.>
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Calces millia
Diplomat
 
Posts: 944
Founded: May 20, 2013
Ex-Nation

Postby Calces millia » Mon Dec 30, 2013 12:11 am

Name: Shavala
Nascent Tribes: Djinn, which divided into Blue Djinn and Red Djinn, rule this realm. Djinn at first is a single Nascent race that live on Shavala, but somehow divided until now. Red Djinn lost their ability to perform and use magic, while Blue Djinn still able to do so. This makes Shavala torn between two different culture and technology.

Realm Attributes:
Terrain: Desert (Blue Djinn) and Caverns (Red Djinn)
Technology: Thaumic (Blue Djinn) and Steam (Red Djinn)
Government: Plutocracy rules the desert while Technocracy have it's own regime down under the caverns.
Wildlife: Exotic lifeforms rule the wildlife of Shavala, while occasional natural animal still thrive in this hard realm
Culture: Industrious and Progressive is the main culture of Red Djinn, while Blue Djinn is living their live with mixed culture of Artisan and Commercial
Society: Wondrous society (Red Djinn) and mix of Exploitative and Mercantile society (Blue Djinn)
Creed: Blue Djinn stick with their Shamanic culture, while Red Djinn choose to believe in Rational culture

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Balanced
Light (deals with superstition/education): Rather Education
Electricity (deals with stagnation/innovation): Very Innovative
Water (deals with exploitation/conservation): Balanced
Stone (deals with mobility/tradition): Rather Mobility
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very Multiculturalism

Hope it's good enough... :?
Last edited by Calces millia on Mon Dec 30, 2013 12:12 am, edited 1 time in total.
"Let me get this straight, you think surrendering, and offering yourself will stop the war? How arrogant. The life of each human is worth one, that’s it. Nothing more, nothing less."
- FMA: Brotherhood

Do not believe in anything simply because you have heard it.
Do not believe in anything simply because it is spoken and rumored by many.
Do not believe in anything simply because it is found written in your religious books.
Do not believe in anything merely on the authority of your teachers and elders.
Do not believe in traditions because they have been handed down for many generations."

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Kershya
Minister
 
Posts: 2427
Founded: Jan 08, 2012
Scandinavian Liberal Paradise

Postby Kershya » Mon Dec 30, 2013 12:22 am

Calces millia wrote:Name: Shavala
Nascent Tribes: Djinn, which divided into Blue Djinn and Red Djinn, rule this realm. Djinn at first is a single Nascent race that live on Shavala, but somehow divided until now. Red Djinn lost their ability to perform and use magic, while Blue Djinn still able to do so. This makes Shavala torn between two different culture and technology.

Realm Attributes:
Terrain: Desert (Blue Djinn) and Caverns (Red Djinn)
Technology: Thaumic (Blue Djinn) and Steam (Red Djinn)
Government: Plutocracy rules the desert while Technocracy have it's own regime down under the caverns.
Wildlife: Exotic lifeforms rule the wildlife of Shavala, while occasional natural animal still thrive in this hard realm
Culture: Industrious and Progressive is the main culture of Red Djinn, while Blue Djinn is living their live with mixed culture of Artisan and Commercial
Society: Wondrous society (Red Djinn) and mix of Exploitative and Mercantile society (Blue Djinn)
Creed: Blue Djinn stick with their Shamanic culture, while Red Djinn choose to believe in Rational culture

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Balanced
Light (deals with superstition/education): Rather Education
Electricity (deals with stagnation/innovation): Very Innovative
Water (deals with exploitation/conservation): Balanced
Stone (deals with mobility/tradition): Rather Mobility
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very Multiculturalism

Hope it's good enough... :?


Hmm, this would be west of Tellus. Now there might be only one spot left for a Realm.
Full Name:
The United Nine Constitutional Monarchies of Kershya

Economy

Economic Left/Right: -6.88
Social Libertarian/Authoritarian: -4.72

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Calces millia
Diplomat
 
Posts: 944
Founded: May 20, 2013
Ex-Nation

Postby Calces millia » Mon Dec 30, 2013 12:24 am

Kershya wrote:
Calces millia wrote:Name: Shavala
Nascent Tribes: Djinn, which divided into Blue Djinn and Red Djinn, rule this realm. Djinn at first is a single Nascent race that live on Shavala, but somehow divided until now. Red Djinn lost their ability to perform and use magic, while Blue Djinn still able to do so. This makes Shavala torn between two different culture and technology.

Realm Attributes:
Terrain: Desert (Blue Djinn) and Caverns (Red Djinn)
Technology: Thaumic (Blue Djinn) and Steam (Red Djinn)
Government: Plutocracy rules the desert while Technocracy have it's own regime down under the caverns.
Wildlife: Exotic lifeforms rule the wildlife of Shavala, while occasional natural animal still thrive in this hard realm
Culture: Industrious and Progressive is the main culture of Red Djinn, while Blue Djinn is living their live with mixed culture of Artisan and Commercial
Society: Wondrous society (Red Djinn) and mix of Exploitative and Mercantile society (Blue Djinn)
Creed: Blue Djinn stick with their Shamanic culture, while Red Djinn choose to believe in Rational culture

Realm Balance and Disposition:

Very - Rather - Slightly - Balance - Slightly - Rather - Very

Fire (deals with pacifism/militarism): Balanced
Light (deals with superstition/education): Rather Education
Electricity (deals with stagnation/innovation): Very Innovative
Water (deals with exploitation/conservation): Balanced
Stone (deals with mobility/tradition): Rather Mobility
Darkness (deals with honor/corruption): Slightly corrupt
Air (deals with introversion/multiculturalism): Very Multiculturalism

Hope it's good enough... :?


Hmm, this would be west of Tellus. Now there might be only one spot left for a Realm.


West of Tellus seems nice, thank you.
"Let me get this straight, you think surrendering, and offering yourself will stop the war? How arrogant. The life of each human is worth one, that’s it. Nothing more, nothing less."
- FMA: Brotherhood

Do not believe in anything simply because you have heard it.
Do not believe in anything simply because it is spoken and rumored by many.
Do not believe in anything simply because it is found written in your religious books.
Do not believe in anything merely on the authority of your teachers and elders.
Do not believe in traditions because they have been handed down for many generations."

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Zarkenis Ultima
Post Czar
 
Posts: 43663
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Dec 30, 2013 2:07 pm

I think you referred to the Guide using both male and female pronouns.
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P2TM Community Discussion Thread

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Gomthia
Spokesperson
 
Posts: 119
Founded: Oct 07, 2013
Ex-Nation

Postby Gomthia » Mon Dec 30, 2013 3:43 pm

Name: Ferrous Lex
Title: The wise prince
Age: 112
Appearance: Ferrous has the wings of an owl butterfly which he hides under trench coat. His pointed ear are hidden under a mess of sandy blond hair. He quite tall and rather leanly built.
Goal: Depose Nuada and rule wisely in his stead
Background: The Fey weren't always vulnerable to iron. In fact they used able to work iron without peer.That was until Nuada ascended to the throne of the county of Redhall. The young lord had inherited the title for his mother. To say that the say he was wildly inept would be an understatement. Nuada single handedly rendered every contract every Fey had made with iron void and enraged iron to the point where burns the flesh of any fey it comes in contact with. As can be imagined Nuada's leadership did not set well amongst the people. It was long after his great blunder that their was an open revolt. Among the many revolting was Ferrous Lex a young blacksmith hos trade was made untenable by the incompetent lord. None the less Nuada was able to easily put down the rebellion due to the many powerful contracts he had inherited from his mother.

The remnants of the revolt Ferrous included went underground fighting the regime from the shadows. One day Ferrous was caught by Nuada's secret police. No matter what threats the leveled what tortures the inflicted he would not divulge his secrets to them. Finding Ferrous of no use to them he was sentenced to death. When the day of his execution came they found to their surprise they could not kill him. For he had became so much more than Fey. Not being able to be killed Ferrous was banished to the sidereal scablands a place where none have traveled to have returned. In his wandering through the scablands Ferrous somehow ended up in Tellus. A first he was baffled by the laws that governed the land fire would not come to him when called, he could not fly on his wing, and twisting the words of the law to suite your needs is considered underhanded rather than prudent .In time he came understand the laws of Tellus and found he was safe from irons wrath here. For now Ferrous is bidding his time waiting until he is strong enough to reclaim his homeland.

Creed:
1. Folly must be pointed out where ever it lies
2. Justice is what ever keep a community functioning in the most efficient way.
3. Strive toward Justice

Persona Traits: (None right now)

Personal Balance:
Fire - 1
Light - 1
Electricity - 1
Water -1
Stone - 1
Darkness - 1
Air - 1
Anima - 1

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