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Beyond Light's Reach (Fantasy, OOC, OPEN)

PostPosted: Tue Jun 25, 2019 12:47 pm
by Tomia
Beyond Light's Reach
A Catnip Plantation Production!

The Great Wars

For thousands of years the Elvesh, an ancient race, lived alone on the continent of Eboris. Only conquering and taming the wild landscape for their own benefit. They fought hard to forge a prosperous and peaceful kingdom where they ruled uncontested over the entire continent. However, this reign of dominance would not last, as one day an event known as the Conflict would change the world forever. Simply put, the Conflict was when two different realities collided and merged together. No one has ever known what caused it but the results were immediately apparent. New races of intelligent life suddenly appeared on Eboris, and while none were as advanced or organized as the Elvesh, they had a distinct advantage over their native counterparts: magic. An unknown force that these otherworldly races brought with them, magic proved to be extraordinarily useful and deadly. While there was originally an uneasy peace between the Elvesh and these new races - humans, dwarves, beastfolk and merfolk - soon war broke out as the new races sought to establish their own territories and empires.

The Elvesh quickly found themselves outmatched by the sheer power and potential held by magic. A human mage could burn down an entire forest or village before the Elvesh were able to stop them. Hopelessly outmatched, the Elvesh turned to prayer. The Elvesh had a history of worshiping the concept of light and purity as something that protects them against the darkness that lay over the untamed world. After centuries of meditation and study Elvesh priests learned to hone their bodies and senses to use the power of the light around them. While this had initially been used exclusively for religious purposes, the emergence of magic necessitated that they seek a counter to this foriegn and destructive force. It is at this time that a Elvesh priest allegedly received a holy vision in which he discovered the ability to purify the space around him with light. This power served to nullify the effects of otherworldly things such as magic. This new found power turned the tide in the war, and while the Elvesh had lost a great deal of territory to the new invading races, they managed to keep their foes at bay and force them to make peace. Thus the First Great War ended, and the mortal races started to build and thrive in co-existence. The humans took much of the land to the south, eventually separating out into multiple different countries and subcultures. The beastfolk spread out across the continent, favoring the lush forests found on the western half, and the merfolk claimed the shallow waters surrounding the continent. Meanwhile the dwarves found comfort in land just below the surface, where they thrived through mining ore and gems. On the other hand, the Elvesh (now known as elves), had retained most of their land to the north, where they tended to take an isolationist stance towards the other races.

This period of relative peace between the surface races lasted for centuries, until the demon race from below began to stir. They noticed the surface races, particularly the dwarves, exploring deeper and deeper below and felt threatened. They had dwelled beneath in silence for too long and could no longer tolerate the abominations that were surface dwellers. The attack came swiftly and the other races were far from prepared. Just as the elves had created a response to magic by utilizing the natural force of light, the demons created a powerful weapon through darkness. While light allowed for purification, darkness created corruption. Demons had learned how to take magic and distort it’s users, turning them into monstrous abominations. Legends say they also managed to corrupt beasts and non-mages, turning them into servants of the demon horde. By the time the surface races noticed the rash of kidnappings of magic users it was already far too late.

The dwarves were the first to be attacked, as hordes of demons rushed through the since forgotten tunnels that connected their world to the surface. The Dwarvish kingdom of Agrosh was all but wiped out, and its survivors forced to flee to the surface world. They spread the word of the coming attack, of the demon army and their hordes of monsters. Thus began a war unlike any other in the history of Eboris. The forces of all the surface race had to unite in order to combat the demon threat. The army that was created as a result of this alliance was referred to as the Hammer of Eboris. Eventually the surface alliance was able to drive back the demon horde as the elves purified the abominations, the beastfolk rushed to battle in beast form and humans and dwarves used magic to overwhelm their foes. The demons had no choice but to retreat deep underground, vowing to return. In response, human mages developed a spell to seal the tunnels for good, locking away demons below the surface forever, or so they thought.

Small pockets of demons had remained on the surface, becoming little more than wild animals over time. After a thousand years the idea of demon empire below the surface faded to legend, but the demons never forgot about the surface.

The World Today

The current year is 1318 and while Eboris has recently seen two decades of relative peace, the last few years have brought turbulence and conflict. This is in large part caused by the recent interest in ancient magical and holy artifacts that are being discovered across the continent. These treasure troves are being discovered in underground chambers and tunnels and hold riches and weapons that could change the balance of power irreparably. This discovery has functionally created a three way war between the nations of Dascus, Athela, and Tashar who over the last year have skirmished over these artifacts wherever they are discovered. For example Athela and Dascus fought a bloody battle at Eckers, a border city between the two countries, when an underground library filled with texts regarding magic was discovered.

As this spills across the continent, smaller countries have taken sides or involved themselves in the fight. The Eshon Confederacy has sided with Dascus in conflicts with Tashar, as the Confederacy fears that new power and magic granted by these artifacts would embolden Tashar to start a new invasion of Eshon; on the other hand, Tashar has called upon the aid of their allies, the Sartharians, to even the odds. Dascus seeks to study the magical potential and origin of these artifacts while Athela seeks to destroy and censor them altogether. Meanwhile the Freelands have mostly stayed out of the conflict, their only involvement being expelling and refusing any parties searching for these artifacts. The Antoran League and Hercynia have likewise opted to remain neutral, with the latter aggressively driving out any attempts by Tashar to search for artifacts in their territory.

Certain factions have found themselves involved with these artifacts as well. The Bank of Ashar and the Street Crawlers have created a black market for these items, and even some religious factions such as the Knights of Shotarr are seeking them out for their own purposes. The Foresters have entered the fray as well, fighting to ensure that the woods and groves of Eboris aren’t destroyed in the fight for the ancient relics.

Recently this conflict has escalated as a massive temple was discovered on the border of Dascus and Tashar, and both have rallied their armies in preparation for battle. To make things worse Athela has marched in their army as well, creating a three way seige around the temple that threatens to turn into a massive battle. As the days turned into weeks, the war camps grew and grew as mercenaries, priests, mages, thieves, and many others flock to these camps, seeking the opportunity such an event presents.

Your characters, for whatever reason, find themselves at the looming Battle of Haden Hill where the temple was discovered. However neither the battle nor anything else will go as planned and Eboris will soon be thrown into conflict and turmoil like it has never seen before. This begins an epic adventure where players join forces to rebuild the legendary army, the Hammer of Eboris, to unite the warring nations and preserve a future for all mortal kind.

The World of Eboris

The most populous race on Eboris, humans are average in most respects. A male human’s average height is 5’9 and neither their senses nor their reflexes are particularly refined. However humans have proven very adept at magic and are the most common race to be a mage. Humans have proved adept at political maneuvering and kingdom making, and often organize themselves through social hierarchies of nobility.

The only race of Eboris that is unable to use magic, the elves are an ancient race that believe themselves to be the only native race of this world. They are on average a little taller than humans, with Elvish males averaging around 5’11 in height. Elves are mostly a modern race by Eboris’ standard, particularly in Athela. There are some elves such as in the Freelands who prefer the wilderness as their home, but most dwell in cities and towns. In religious terms elves primarily follow the Path of Light and their beliefs steer them to be against magic and its uses. Elves are fairly similar to humans in appearance, the biggest difference being that elves have paler skin, pointed ears, and sharper narrower faces. While elves are unable to use magic, their culture has a history of studying and mastering the art of purification, which nullifies magical properties around the user.

Dwarves more than any race are spread out and decentralized. While they have the city of Ashar, they have no real country to call their own. The Dwarves are also the smallest race on Eboris, in terms of size.The average dwarf stands at 4’7 and it very common for male dwarves to have beards. The dwarves once had a mighty empire deep below the surface but legends say that they lost it to demons during the Demon War. Many believe this to be a myth however, and the Dwarven nations below the surface simply fell because of the common causes of infighting, corruption or famine. Despite losing their empires most dwarves have made good lives for themselves in the various nations. They are sometimes referred to as the peacekeeping race because of their lack of ties or allegiance to any particular factions.

The Thalari, commonly referred to as beastfolk, are creatures with an anthropoid shape who possess features in common with the winged, terrestrial and amphibian beasts of Eboris. Beastfolk are the second most populous race on the continent and can be found virtually anywhere. They come in two varieties, thal’gol or ‘lifeblood-kin’ and thal’kal or ‘soulfire-kin’; the latter possess only a handful of superficial features in common with beasts, such as horns, claws, wings, pupil shape and patches of fur or scales, while the former retain their anthropoid shape but are far more animalistic, often fully covered in scales, fur, or bristles and with more drastic features such as nose and limb shapes. Both types in general share the same abilities and treat each other the same. Thalari are further divided into tribes depending on the animal they resemble, and their physique can vary quite a bit: Mu’el or ‘rodentfolk’ are barely taller than Dwarves, while Ga’el or ‘lionfolk’ often tower over Elves and Ko’el or ‘dragonfolk’ can easily reach 8 feet.

Beastfolk have a dual culture, greatly valuing strength but also wisdom - their differences are offset by the Thalai. The Thalai is an innate spiritual bond with nature, which they revere religiously - some identify it as an aspect of Qrodia, while others worship it in a religion exclusive to the beastfolk - and which grants them an empathic bond with other members of their tribes and with the beasts they resemble, as well as heightened instincts. Those who cultivate the Thalai possess the ability to adopt powerful beast forms while retaining much of their lucidity, though novice shapeshifters often find themselves carried away by their instincts. On the other side of the spectrum, there are those who reject the Thalai and sever themselves from it, an act considered sacrilegious by the rest of the Thalari. These ser’ana’thal or ‘kin-no-more’ no longer have the heightened, sometimes overpowering instincts their brethren have, and some of them can learn the ability to control the beasts they resemble completely.

As a rule of thumb, it is very rare for Thalari to be born with the gift of magic. Their profound connection with nature makes them largely ineffective at manipulating it by force, though they often find ways to harness its power when necessary. Ser’ana’thal can be far more talented mages than their counterparts.

This elusive race originated back during the Conflict as one of many races that were spawned in the event but these happened to end up in the ocean. Merfolk are on average 8 feet long and have a humanoid upper half with a piscine lower half being a highly flexible tail and two flippers around their hips act as rudders. While they have a set of gills in their neck they are still capable of breathing in the surface. They are a mostly purely carnivorous species as most underwater plants have too much silica in them to be digestible save for harvested seaweed and the delicacy of coconuts plus whatever is received from surface dwellers. Merfolk eat all manner of fish, crustaceans, mollusks, and even have thriving oyster farms where their meat is harvested for food and byssal threads for clothing. Seabirds are also utilized for food and decoration and domesticated dolphins are very common.

Merfolk almost exclusively live in shallow seas and coastal areas since the open ocean and deep seafloor are nothing more than a desert to them. Merfolk society revolves around the commune, a pod of a dozen to several hundred members, and several communes make a tribe with a common culture. Metalworking is nonexistent but its is supplemented by intricate bone tools such as bone spears and for fighting against surface dwellers they use hook and ropes. Merfolk are also masters of selective breeding and animal husbandry as over the centuries they have manipulated sea life to fill every need such as cone snails that fire pneumatic harpoons, mobile towers from enormous shellfish, bioluminescent jellyfish lamps and much more. While some merfolk live in cave systems or small coral villages the kingdoms hold vast underwater cities built using fast breeding coral polyps.
The Path of Light
The Followers of the Path, as they are known, worship light as a purifying force of nature, brought forth by the Great Creator as a means to purge the world of its unnatural elements. The Path prioritizes values such as temperance, discipline, and faith as its core beliefs.The religion is led by the High Seeker, who is supposedly chosen by the Creator through a secretive process, but the faith is most commonly represented by the priests and priestesses of the Path, who dedicate their lives to meditation, prayer, and study, in order to further develop the powers that the light is able to bestow upon it’s faithful. The Path also has a military wing called the Guardians of the Light, most commonly known as the Guardians. These elite knights specialize in magic nullification and dealing with feral demons and rogue mages. The Guardians are known to be a bit aggressive in their desire to protect and it is no secret that they hold prejudices against mages and mage bearing races. While the Path is predominated followed by elves it sometimes attracts the non-mage members of other races as well.

The Pantheon
The Pantheon is the most popular religion on the continent and is common among all races. The Pantheon is diverse and diffuse in its beliefs but at its core it peaches that the world was created by powerful gods and goddess’ who merged their own world of spirits and magic with the mortal world to create the world that is known today. The Pantheon is made up of eleven deities, all of which have their own priesthoods and holy orders. The Pantheon is also known for its granting of boons to its followers that range from abilities in combat to enchanted items and even increased skills such as smithing. Skeptics claim that these gifts are simply crafted by the priesthoods but the faithful believe these are gifts granted to them by their benevolent creators.

Deities of the Pantheon
Imera, Goddess of Truth
Imera represents honesty and genuineness. Though she is not necessarily the most prominently worshipped deity, she is well respected among the mortal races. Merchants in particular often hold Imera in high regard and seek the favor of her priests to better their reputation. Imera’s sacred image is a golden mirror and her sacred animal is the cat.

Datune, Goddess of Penance
Datune is a somewhat controversial goddess because while her domain is a noble one the people that make her followers are far from high standing citizens. Instead the Goddess of Penance is popular among reformed criminals and the poor. She is seen as one of the more merciful and caring gods, and is associated with concepts of rebirth and second chances. Followers of Datune believe their good deeds in life will be rewarded in their next lives. Her sacred image is a blooming flower and her sacred animal is the butterfly.

Sualdir, God of Time
A secretive and elusive god, Sualdir is said to have had a hand in the making of the world itself. His followers believe that all of time is recorded in Sualdir’s hourglass and that the world will end when the last grain of sand falls to the bottom. Sauldir is rarely prayed to by your average citizen but when he is it is usually regarding questions of fate, or for the quick passing of bad times. His sacred image is the hour glass and his sacred animal is the phoenix.

Zoros, God of The Hunt
While representing the literal act of hunting, Zoros also embodies values of competition, strength, and instinct. Zoros is commonly revered and his most famous followers are a group of skilled dragon hunters who fight in his name. His sacred symbol is the bow and his sacred animal is the wolf.

Benthoral, God of Prosperity
A popular and well liked deity that represents celebrations, good luck, and fortune. His name is cast during parties, and festivals in hopes of great abundance and merriment coming forth to the faithful. He is depicted as a jolly man in a flowing robe with a smiling porcelain mask and a giant vase in his hands. His sacred symbol is the grape vine and his sacred animal is the frog.

Chtholes, God of Judgement
A mysterious and feared deity, spoken of in hushed voices, that judges the souls of the departed based on their sin. He stands apart from the rest of the gods ruling the underworld as the ultimate judge and arbiter. He is mostly invoked during funerals, times of mourning, or after great disasters. He is often depicted as an armored knight whose armor resembles a skeleton. His sacred symbol is the skull and his sacred animal is the centipede.

Oadot, Goddess Of the Moon
Oadot is a very popular goddess who symbolizes hope, perseverance, and strength against evil. Oadot is seen as a protector against demons and beasts, and myth says that she once walked among mortals on Eboris before sacrificing her material form to create the moon to protect mortals from the dark. Her sacred symbol is the moon and her sacred animal is the white owl.

Qrodia, Goddess of the Sun
Since farming is so pivotal to society’s prosperity, Qrodia is often associated with crops and fertility. She is prayed to both by farmers hoping for a plentiful harvests and those hoping to start families. She is often thought of as a benevolent yet unpredictable goddess. Her sacred symbol is a crowned sun and her sacred animal is the rooster.

Faenar, Goddess Of Shadows
A feared Goddess, Faenar stands for all that lurks in the dark. While she is often thought of negatively to represent danger and beasts, she is revered by spies and assassins as a champion of the underdog and a goddess who humbles mortal ambition. Her sacred symbol is a well and her sacred animal is a bat.

Shotarr, God of War
A fierce and somewhat unforgiving deity, Shotarr is perhaps the most well-known of the Pantheon. Said to have been forged in a volcano as a weapon of destiny by Sualdir and Chtholes, Shotarr is depicted as a giant made of metal swinging a massive greataxe at his foes. While he is often seen as a savage warrior, he also represents honor in battle and the bravery and sacrifice needed to serve the gods. His sacred symbol is a golden axe and his sacred animal is the lion.

Qhelaos, God Of Storms
Of the gods whose name is most often cursed, Qhelaos ranks high among them. He is depicted as angry and somewhat spiteful, and certainly temperamental. However he is very respected, especially among sailors who believe that to disrespect Qhelaos is to face certain death on the high seas. His sacred symbol is the tidal wave and his sacred animal is the white whale.

Magika is the third most common religion in Eboris, and rather than worship a god or a divine being, the practicers of Magika believe that magic itself is a divine force of nature worthy of worship and study. Magika is a decentralized and informal religion that is most prominently practiced by human mages, though it is not an uncommon belief system for mages of all races.

Thalai worship is a religion unique to the beastfolk, as they are the only ones that possess such a connection. In general, Thalai worshipers believe themselves to be a part of nature, which they consider a divine entity. Their method of worship varies from individual to individual, with meditation regarding one’s place in nature being as valid as fully surrendering to one’s instincts during a hunt or other similar activity, which can induce a sort of religious ecstasy in some. However, all Thalai worshipers have in common a profound respect and a desire to protect the wild.
Magic is a mysterious and hotly debated topic on Eboris. Why only certain people can use magic, what exactly is the source of magic, and are there limits to what can be done with magic are all questions that mortal scholars and mages have long tried to answer. There are things that are commonly observed or agreed upon however. All races besides elves can use magic. Magic is something a person is born with; while the reason for this is not known, it is clear that some natural component is required for magic. Magic specifically refers to the ability to manipulate the energy and life force of the things around you in order to produce a new energy force known as magika. In order to cast magic, a mage must have a source of energy they are drawing from. This can range from environmental sources such as fire, the sun, the moon, running water to things like the energy of living things. A caster can even draw energy from their own life force in order to produce magika. The source of magika heavily influences what type of spell is cast. If a caster is drawing from the sun, light or fire magic is most likely to be produced. Drawing from the life force of one’s self or another living creature allows for significantly more versatility in terms of the type of magic that is produced, but drawing away too much of a being’s life force results in death.

Despite their natural abilities, mages are not the only ones who can master the use of supernatural power. Alchemy, while similar to magic, works instead to unlock the power held within natural minerals and plants. While mages use natural sources to create magika, alchemists instead use the magika that already exists in nature. Minerals such as gratium and wraithstone, when exposed to the proper treatment, release magika. Alchemists then mix this with different ingredients in order to produce potions of various types. Healing potions, as well as elemental attacks can be produced by alchemy. Alchemy is also able to produce effects that casting has been unable to achieve, such as temporary invisibility, increased strength, and heightened reflexes.

A valuable skill that allows magika to be infused into material weapons. This a rare and dangerous form of smithing and if not handled properly can result in deadly explosions. Still many see the art as worth the risk as master rune smiths have managed to create incredibly powerful weapons through their craft. Runesmithing is done by all races but dwarves in particular have honed the ability over generations are generally regarded as the masters of the craft.

Purification is the art of nullifying magical abilities as well as removing the influence of demonic corruption. Purification is achieved by years of study and meditation that allow an individual to create enough internal tranquility to access the power. This is a technique almost exclusively used by elves but it is available to all non-mages with enough practice. For example, the Enchanters Order keeps around practicers of Purification in case their younger mages lose control of their abilities.
Eboris is a large continent with jagged coastlines and a somewhat rectangular shape. The western half of the continent tends to have a warmer climate and flatter terrain, with the continent’s sole desert in the south, while the eastern half is filled with mountain ranges and hilly terrain. There are scattered islands around the continent but Treodor in the Southwest represents the only populated islands. A large mountain range spreads east to west across the continent known as the Dracian Mountains that cross over into both Dascus and Tashar. The mountains gained their name due to being a habitat favored by dragons.

The Theocracy of Athela
The ancestral home of the Elven race, Athela was once an empire that spanned most of the continent. However after centuries of warring with the foreign races of man, dwarf, beastfolk, and even merfolk, Athela is seen by many as having fallen from glory. It now occupies the northernmost part of Eboris and despite being weakened still holds a great deal of land and power. Athela is a theocracy whose laws strictly follow those set by the Path of Light. The High Seeker is the highest authority in Athela and just below him is the Council of Chancellors, which is made up of high ranking members of the church. Chancellorship is not hereditary but rather earned. After ten years of service to the church a citizen of Athela is eligible to seek a chancellorship which must be approved by a majority of the council. Because the Path controls the country’s laws this expectedly means that use of magical abilities without the approval of the High Seeker or Council of Chancellors is strictly forbidden. The very few mages that are allowed to exist in Athela are watched with suspicion. Non-elves are not granted citizenship and therefore are ineligible to join the council. Athelaian society functions very differently than others, as it has little in the way of private property and no sense of nobility outside of the council. The path is responsible with educating children who are then assigned careers based on their teachers' recommendations. All resources, housing, and other needs are provided by the government, though citizens have far more privileges than non-citizens. Therefore for elvish members of the Path life is quite peaceful but for those outside this favored group life in Athela can be quite difficult, and most non-elves lives as servants or criminals.

The Hurelan Freelands
Despite elves largely being associated with Athela, not all elves live within its borders and follow the Path, in fact the Freelands were founded over a hundred years ago by elves who had forsaken the traditions of their homeland. The Freelands were founded after a bloody civil war between Athela and the separatists known as the Hurelan which in elvish means rebels. This war came to be known as the War of the Marshes, as the Freelands are mostly made up of marshlands as well as a river valley. Once having gained their hard fought freedom from the Theocracy they went about establishing independent communities based on the principles of religious freedom and racial equality. Since then the Freelands have had mixed success. Some cities such Durnhal have grown to be successful and well managed while others like Southrun are riddled with crime and corruption. The Freelands occasionally war among themselves as well as skirmish with the Athelaian Guardians who attempt to enforce the Path outside the Theocracy.

The Kingdom of Dascus
Dascus is a large nation in the southwest of the continent. It is a human kingdom that has strong ties to magic. Many of the world’s most powerful mages come from Dascus and it is known for studying and experimenting with magic. As can be expected this creates tensions between Dascus and Athela and it is not uncommon for the two of them to be fighting. Dascus is a wondrous but somewhat elitist society. Power is consolidated amongst the king, the noble class and the mage Guild. As such the royal court in Halsha, the country’s capital, is notorious for being a political viper’s den. Dascus is seen as a wondrous place of possibility but it is also rife with corruption and danger.

The Kingdom of Treodor
Treodor is an island chain kingdom off of the southwest coast of the Eboris. As expected it is a seafaring nation with a powerful navy. It has conquered all of the known islands in the Sea of Quar and is a formidable if slightly isolated power. Treodor has an uneasy relationship with merfolk as they have historically had a number of conflicts with them over resources and territory disputes. Most Treodors look down on the mainlanders as soft, but others see potential in the mainland. It is also very common for Treodors to join the Storm Chasers, as much as it so for them to be the pirates and bandits that are being chased.

The Confederacy of Eshon
A tribal like human country that lives in the tundra like conditions of the northeast. The different tribes are united by a council that represents them all equally. The Eshonies are mostly modern despite their tribal nature, few are nomadic given the harsh realities of their environment. The Eshonie mostly try to keep to themselves but have had to fend off invasions from the south by Tashar, though there are some tribes that chose to return the hostilities. The Eshonie population is small but their warriors are fierce. They are especially feared for the moose cavalry that they employ. A Tasharen general once said that no one has felt greater fear than staring down an armored Eshonie moose.

The Empire of Tashar
The human realm that makes up the southeast. It by far has the most warlike tendencies, as its emperor is often looking to expand into new territories to make wealth and reputation. Tashar is less industrial and urban that their western rivals Dascus. While there are a few cities like the capital, Varum, most of the country is farmland or wilderness. Tashar is not as magic oriented as Dascus, but is heavily influenced by the holy orders such as the Knights of Shotarr. One of Tashar’s most notable traits is its large dwarf population. It in fact holds the last great dwarven city of Ashar. The dwarves and the humans have a mutually beneficial relationship where the humans allow the dwarves political autonomy and the dwarves provide them with weapons and trade.

The Antoran League
The largest and most well-known beastfolk nation, the Antoran League is named after the legendary Gryphon King, Antores, who rallied the scattered Thalari tribes in the western and central regions of Eboris under a single banner in order to fight back the tides of the demon invasion. The Antoran League occupies a large territory in the middle of western Eboris which encompasses many forests, grasslands and even part of the Gules Desert to the south, and stretches out to the western coastline. It is comprised of dozens of separate Thalari tribes that remain largely autonomous, but have pledged to come together and act as one in times of war or tribulation. A central council, made up of representatives chosen by the tribes’ rulers, oversees various matters in the capital city of Argrand. Though in theory every tribe is equal under the League, the Wolf, Gryphon and Turtle tribes hold most of the political power. In general, the inhabitants of the Antoran League are friendly, if temperamental, and welcome outsiders as long as they can keep the pace. The Thalari population is evenly split between worshipers of the Pantheon and those who follow the Thalai itself; both groups have managed to co-exist peacefully thus far, though tension between them is not unknown.

The Ouranocracy of Hercynia
Though the majority of beastfolk in Eboris are a part of the League, there are those who exist outside their rule. One such nation is the kingdom of Hercynia, formed three hundred years ago by the Dragon Lord Zahhak, who believed in the superiority of winged Thalari over all else, and attracted many of them to his cause. Thus the kingdom was founded on a massive forest by the eastern coast of Eboris. True to their founder’s creed, Hercynians believe themselves to be superior to the rest of the beastfolk and all the other land-dwelling races of Eboris and are fiercely territorial, allowing no outsiders into their territory except for fellow winged Thalari. Hercynians live in the treetops and in massive stone spires erected both within the forest and on its borders, where they also serve as watchtowers to ward against any invasion attempt. There is only one city within the forest, the capital, which shares its name with the kingdom and rises above the treeline, serving as a hub of trade and socialization for the normally aloof Hercynians. Due to their proximity and their territorial nature, the winged Thalari often find themselves at odds with the Tasharen, and border skirmishes are far from uncommon. Hercynians exclusively worship the Thalai, believing all other religions to be the invention of lesser people. Originally ruled by Zahhak’s dynasty, a recent coup has placed the throne in the hands of the Eagle tribe.

The Kritarchy of Sarthares
The Kritarchy is another Thalari state that exists outside of the League. Sartheres was created just over a hundred years ago by a group of beastfolk that no longer wished to be subject to the precepts of the Thalai and the ‘law of strength’ that was pervasive among the many tribes of the League. Formed to the southeast of Antora with a vision of answering to more rational precepts, Sarthares is ruled by a group of Judges, who are elected every five years and are in charge of establishing, maintaining and enforcing the law within Sartherian territory, aided by numerous well-trained city guards. Their lifestyle is more akin to that of other modern states than that of their Antoran and Hercynian counterparts, and they readily allow outsiders to settle within their borders. Given the diminished prevalence of Thalai worship in Sartharian society, the Kritarchy has a large population of ser’ana’thal, which is often the cause of tensions between them and the League, though relations between the two Thalari states are otherwise cordial, and Sarthares remains a part of the mutual protection pledge between the tribes despite being otherwise separate from the League. After being protected against a Treodor invasion by Tasharen coastal guards, Sarthares has become a military ally of the empire.

The Kingdom of Molokai
The kingdom of Molokai is the largest and most organized community of the usually tribal merfolk. Nominally they don’t have traditional borders but their area of control spans a vast swathe of shallow seas on the southern portion of Eboris with some enclaves on the west and eastern seas. It has an extensive trade network with the surface thanks to the natural curiosity of merfolk for the surface. The seat of power rests in the city of Kanaloa, a large coral city that’s hybridized with both underwater and a surface portion, with the area around it being home to the largest commune. Other merfolk communes dot the rest of its territory and pay fealty to the crown in exchange for protection and trade with the surface. It has a fierce rivalry with Treodor that has often come to blows over resources and other conflicts but in recent times it has been an uneasy peace. Molokai came into existence four and a half centuries ago when several eternally squabbling petty merfolk kingdoms were overrun by a monstrous race of invaders from the deep seas who were eventually driven off by the current dynasty that united the merfolk. Nowadays, the king holds a firm hand over the scattered merfolk communities allowing autonomy where necessary and keeping a peace in the sea.
The Honor Guild
Holy order of Imera that seeks to uphold the principles of truth and honesty. The Guild is mostly made up of priests who spread her teachings however it also has a more militant and somewhat extreme wing of warriors. These warriors exist to enforce the Holy Oath, which is a binding contract made between parties. If you can present the Guild with evidence of a broken Holy Oath the punishment is death, and the warriors of Guild are duty bound to enforce it. For this reason the Guild is simultaneously respected and feared by the people.

The Repentant
The Repentant are an order of knights that serve the goddess Datune. Some balk at calling them knights, seeing them as nothing more than wandering vigilantes and outcasts. The knights are, in fact, traveling warriors who have given up rights to wealth, land, and possessions in order to redeem themselves for their past crimes. The Repentant are mostly seen as equivalent to town guards, however amongst the order there are a handful of powerful warriors who are able to access the blessing of Datune. This blessing is an old and mystical power that grants those chosen Repentant the ability to give life back to the dead. However this can not be done lightly nor often, as each time the Repentant uses the ability they risk their life being taken as payment.

Keepers of the Glass
A secretive organization of mages, charged with enforcing the prophecies and will of Sualdir. It is claimed that members of the organization experience visions and dreams that share these prophecies with them. These Keepers are then tasked with ensuring no outside forces prevent these events from occurring. In addition to being powerful mages, the Keepers are granted the unique ability to slow down time, through spells passed down through generations.

The Order of Evrouin
Commonly known as the Dragon Killers, the Order of Evrouin is among the most popular and glamorous of the holy orders, and it isn’t uncommon for younger sons of lords or common children to dream of finding glory in their ranks. Simply put the Dragon Killers are monster hunters, an organization tasked with dealing with the most dangerous beasts across the continent. The Dragon Killers are an elite order, but in recent years corruption and hubris has damaged their reputation. Rumors claim that one member let a dragon burn a village to the ground before slaying it because they refused to offer tribute. Beyond that the life of a Dragon Killer is far from all glamour and glory. It is a dangerous job, and it is said the initiation process can be perilous at best. Each initiate class is required to kill dragon by any means necessary. They must then harvest the dragon’s blood and return it to the order. When initiated however, the Dragon Killers are granted a powerful boon. Not only can they grant themselves temporary immunity to fire, but they can coat themselves in holy flames that are extremely deadly to beasts and demons alike. While there is no requirement on what type of dragon the initiates must kill the stronger the dragon the greater the boon that is received.

The Merry Men of the Vine
A monastic organization dedicated to Benthoral that does double duty as a holy order of monks and a thriving business that distributes wine and all manner of alcoholic beverages to the faithful. Dedicated to fulfilling their god’s wishes to their very limit they donate and manufacture wine from the vast orchards they own in multiple countries. They wish to spread Benthoral’s chosen drink to every celebration or event thus they have a vast information network so they are up to date on every festival and fair hosted by the Pantheon’s faithful. Most monks of the order are excellent public speakers so as to better share in the festivities when distributing wine and seem to be supernaturally adept at persuasion. They are a fairly small organization whose members usually live in abbeys surrounded by orchards.

The Slayers of the Crypt
A secretive military organization dedicated to the eradication and purification of necromancers and undead wherever they may be to protect the living. They see necromancy as an insult to Chtholes’ creed and purpose and do all in their power to let the dead rest. They have secret bases scattered throughout Eboris that act as safe havens for members in between missions, which is especially helpful as the Slayers’ numbers are in the low hundreds. In order to become a Slayer one must be scouted by a recruiter and from then on they are assigned to one of the organization’s seven schools in which they are taught the Slayers’ combat arts and equipped for duty. All Slayers are given a weapon crafted from a special metal that is especially damaging to the undead and assigned a magical crow that can relay messages. A holy boon given to exceptional members is the ability to come back to life exactly once a few moments after death.

Oadot's Chosen
The priests and priestesses of Oadot are well liked and respected across the continent. The Chosen are a devout and pious group, who dedicated their lives to serving their goddess. That service primarily comes in the form of healing, which the Chosen are extremely adept at. Using what is called Oadot’s blessing, her followers are able to heal most wounds depending on their experience and skills. The Chosen have sanctuaries that dot the landscape, which are often serve as the primary places of healing for poorer villages and towns. While the Chosen swear off violence, it is not uncommon for them to use the blessing for offensive purposes if their sanctuaries are attacked by feral demons or unholy beasts.

The Holy Order of Fire
The sacred followers of Qrodia are a powerful but feared holy order whose history and inner works are shrouded in mystery and unsettling rumors. The Holy Order of the Fire believe that the element of fire is the greatest gift given to mortal kind, and that harnessing it is key to bringing about prosperity for all people. Many see they the members of the Order as fanatics who have twisted Qrodia’s meaning, but few would speak out against them. This is because the Order of Fire are granted very powerful magical control over the element of fire, that far surpasses any normal mage’s mastery over the element. For non-mages, the order grants rune’s that are powered by the sun in order to produce fire and light magic. These runes are powerful but can only be used during the day. Despite their seemingly dangerous nature, the Order of Fire mostly keep to themselves, their primary function being to search the continent for clues to unleashing and harnessing the true power of the sun. Still, every few decades or so a rogue follower will attack a village or burn down a forest, and this trend makes it so that they are rarely welcomed in civilized settlements.

Faenar's Faithful
One of the more controversial holy orders, the Faithful serve more as a loose band of rebels than a traditional holy order. The Faithful are united by the belief that human ambition and its capacity for cruelty and destruction must be kept in check. For this reason, they serve as a sort of rebel organization that seeks to thwart political intrigue and help the common people. They have been responsible for many revolutions and rebellions across history and actively strike out against slavery and oppression. However many, particularly those of noble birth, view them as extremists and murders. This view has been furthered by the fact that there are those among the faithful that adopt an ends justify the means attitude in achieving their goals. It is not known outside the order if the faithful have a holy boon, as they are naturally very good at keeping secrets. In reality their boon is able to make others forget they had ever seen them. This can only be used on an individual once, but proves incredibly useful in the faithful’s line of work.

The Knights of Shotarr
In keeping with his nature as a war god, Shotarr’s holy order is an army in simplest terms. This army is particularly concerned with keeping the peace across the continent and protecting it from rogue magic. The knights are a large and proud organization and serve many purposes across Eboris. Some knights are assigned as city guards, or members of royal guards during particularly tumultuous times. Others represent the order within royal militaries to ensure righteousness and honor is being upheld by its soldiers. However the Knights are always prepared for a declaration of a holy war, which can only be declared by the High Master and his advisory council. Holy wars are serious matters and are often declared by the Knights against country’s who attempt to engage in dark magic, or other vile acts. Because of this the Knights are probably the most powerful Holy Order but also the most susceptible to political corruption. In combat they are famous for using enchanted weapons, forged by their legendary blacksmiths.

The Storm Chasers
A holy order that most never interact with but whose purpose is universally seen as noble. The Storm Chasers serve Qhelaos by protecting those who respectfully navigate the sea and punishing those who do so dishonorably. This means while shipwrecked sailors can hope to see the Chasers coming to their aid, poachers and pirates dread to see a ship flying the tidal wave flag coming in their direction. As expected, the Chasers have the highest number of merfolk amongst their ranks. Befitting Qhelaos’ temperamental nature, the boon granted to Storm Chasers is often random and sometimes more of a curse than a blessing.

The Guardians
An elvish order of knights, the Guardians are trained warriors who master the art of purification and serve as the military wing of the Path of Light. The Guardians are primarily a domestic peace keeping force, whose purpose is to root out magical threats as well as feral demons and beasts that stray into Athela. They are skilled soldiers and generally feared by mages for their ability to nullify magic.

The Magi Consortium
One of the most influential organizations in Dascus and possibly all of Eboris, the Consortium is the ruling body for magic in the Kingdom of Dascus. The Consortium organizes itself through colleges that are spread across the country, each dedicated to a different magical disciplines. Each college is run by a Grand Mage who together make up a ruling council overseen by the Arch Mage. The Consortium is very much in favor of magical experimentation and is often out in front of ground breaking magical discoveries. However some, particularly the more conservative nobles of Dascus, question the ethicality and safety of their practices. However the Consortium is generally popular and holds a great deal of influence. Mages from the Consortium are more likely to be academics or political advisors than they are to be warriors but of course there are plenty of warriors in their ranks.

The Enchanter Order
Unlike Dascus, Tashar has more strict regulation and control over its mages. In Tashar the Enchanter Order is under direct control of the emperor who oversees the teaching and policing of magical arts. The Order regularly searches the country for those with magical abilities, bringing them into the Order by force if necessary. While not having produced as many new ideas or skills as the Consortium, the Order has produced many powerful mages in its own right. These mages tend to be trained as battle mages and are feared when seen on the battlefield.

The Foresters
An order of Thalari who have abandoned their duties to their respective nations and pledged to serve Eboris itself, the Foresters, or yal’ahar as they call themselves, are warriors who dwell in the forests and jungles of the continent, seeking to protect them from greedy kingdoms, callous invaders and uncontrolled mages alike. Far from being hostile to anyone who sets foot in the territories they claim, however, they also aid those who lose themselves in the wilderness, provide safe passage to travelers and protect nearby ranches and farmsteads from predator attacks.

The Bank of Ashar
The most powerful merchants guild and bank in Eboris bases its strength in Dwarven city. It is a very influential organization and while it is officially a lawful organization it has ties to criminal organizations that are far from secret. Much of the Bank’s trade is legitimate and most of their value to foriegn powers comes in the form of their mining and forging of rare and useful metals such as Damirite and Eruvien. Damirite is often used for weapons because of malleability and staffs because of its conduciveness to magical activity whereas Eruvien is used for shields and armor because of its natural hardness and durability.

The Street Crawlers
A loosely organized thieves guild that has sects scattered across the continent, though they are most common in the Freelands and Dascus. The tactics and goals of each sect change based on their location and leadership however they are all criminal organizations that focus on developing networks of agents, particularly among the lower class. Some sects are simply in it for the money while others have larger political desire in minds.

The Wanderers
A strange organization by all accounts, the Wanderers are best described as a group of knights errant. They are soldiers who have lost allegiance with their past armies, or factions. They know follow a simple code, protect the innocent, punish the wicked. Because of this the Wanderers are very much vigilantes, who travel the continent seeking to enforce their own personal sense of justice. Mostly Wanderers work alone but sometimes they have been known to work in groups. Nothing is known about the group’s structure, whether they are just strangers who use the same creed, or are actually bound together. The strongest piece of evidence of actual organizational structure is that each Wanderer will leave a sign of their presence when they enforce justice, and it is not unheard of for a Wanderer to show up dead at the hands of another of their creed.
  • Elves from Athela and Mages have a strained history for obvious reasons. These elves blame mages for the fall of their past empire while Mages see Elves as tyrannical elitists.
  • Members of the Magi Consortium and the Enchanter’s Order have a fierce rivalry, where the Magi often view Enchanters as boring novices without imagination while Enchanters think of the Magi as thoughtless academics.
  • The Wanderers tend to be a controversial subject, some see them as murders, others as good people forced to the extreme by societal neglect.
  • The Slayers of the Crypt are not popular among the Magi Consortium because of their tendency to target necromancers, but are viewed favorably by the Enchanters.
  • Feanar’s Faithful have a longstanding conflict with Dascus, as they view the country’s court culture as everything wrong with nobility. They are known to rob Dascus’ nobles, expose their crimes, and even assassinated the more corrupt among them.
  • The Holy Order of Fire are sometimes revered by mages who see them as dedicated to magic, while others see them as dangerous fanatics.
  • While the Knights of Shotarr are generally controversial, their fiercest critics tend to be the Repentant, who believe that the core purpose of knighthood is service and sacrifice and dislike how self servicing the knights of Shotarr tend to be.
  • The Merry Men of the Vine are very popular among commoners and nobles alike. Their only critics tend to be members of other holy orders who feel that the Merry Men make a mockery of faith.
  • Beastfolk, especially those from Antora and Hercynia, are often looked down upon by the humans of Dascus for their lack of proficiency in magic.
  • Zoros and the Order of Evrouin are generally disliked by beastfolk in general, who see their creed as a glorification of nature’s destruction - they often find themselves at odds with the Foresters.
  • The Foresters often come into conflict with the nations of the world due to their reluctance to allow them to overexploit Eboris’ natural resources.

Rules & Applications

  1. Respect the OP and his Co-OPs (Zarkenis Ultima, Absolon-7, Finland SSR) we’re here to make the game run smoothly and be the best it can for everyone.
  2. Please read the whole OP, it provides all necessary info to make characters with rich backstories and personalities so we will be keeping in mind how well an app takes that into account in the review process.
  3. Follow all of the site’s rules, keep things PG-13 and be as kind to others as possible.
  4. Follow standard RP etiquette (no godmodding, metagaming, etc).
  5. Make sure to keep your grammar, writing quality, and effort up to par, if you need help with ideas or writing tips ask any of the Co-ops and they will be more than happy to help.
  6. Five line minimum (from a desktop view); this can be bent in situations where there is little to respond to but try your best to adhere to it.
  7. Stay as active as you can and try not to leave anyone hanging. If you’re going to be gone for a period of time and we can accommodate/work around the issue, as long as we’re informed beforehand.
  8. Obligatory “have fun” rule.
  9. Remove ALL parentheses from your apps, please.
Code: Select all
[b][u]Appearance (pics if possible):[/u][/b]
[b][u]Bio (Please treat this as a replacement for a writing sample. No more than a few paragraphs is necessary but it should be well written):[/u][/b]
[b][u]Fighting Style (Warrior, Mage, Archer, etc):[/u][/b]
[box][list][*][b][Insert Ability Here]:[/b] (Insert description of ability here)
[*][b][Insert Ability Here]:[/b] (Insert description of ability here)
(Note, you do not have a maximum or minimum of 2 abilities. Include both your character’s mundane abilities and any magic they have. If you don’t need all those, delete them. If you need more, copy and paste.)[/list][/box]
[b][u]Limitations (Reasons why your char can’t singlehandedly conquer a kingdom):[/u][/b]
[box][list][*] (Insert Limitation)
[*] (Insert Limitation)
(Note, you do not have a maximum or minimum of 2 limitations. If you don’t need all those, delete them. If you need more, copy and paste.)[/box]
[box][list][*][b][Insert Equipment][/b]
[*][b][Insert Equipment][/b]
(Note, you do not have a maximum or minimum of 2 equipment. If you don’t need all those, delete them. If you need more, copy and paste. If it is a special piece of equipment please include a description. Also keep in mind your character’s background and what sort of wealth they would have as this greatly influences your starting equipment)[/list][/list][/box]

[size=150]Optional Questionnaire[/size]
[b][u]Personal Quest:[/u][/b]
[b][u]Favorite Factions:[/u][/b]
[b][u]Least Favorite Factions:[/u][/b]
[b][u]Favorite Memory:[/u][/b]
[b][u]Greatest Fear:[/u][/b]


PostPosted: Tue Jun 25, 2019 12:47 pm
by Zarkenis Ultima

PostPosted: Tue Jun 25, 2019 12:49 pm
by Absolon-7

PostPosted: Tue Jun 25, 2019 12:49 pm
by Finland SSR

PostPosted: Tue Jun 25, 2019 3:09 pm
by Tomia
Name: Sir Quentin "Wolf" Raeden
Age: 32
Gender: Male
Race: Human
Appearance : Quentin
Mage?: No
Bio: Quentin Raeden, known affectionately as Wolf by his friends and comrades is a Knight of Shotarr and is a respected leader in the organization. Earning the rank of Knight Commander, Quentin now commands a battalion of one hundred knights. However before his rise in status, Quentin was a foot soldier in the Tashar army. He had been conscripted from his farm at the age of sixteen by the lord of his land to fight in a land dispute between him and an Eshonie tribe. At sixteen he barely knew how to hold a sword, and was totally lost in the chaos of battle. He was nearly trampled by a member of the legendary moose cavalry, which left him frozen in fear. Terrified and having no experience in battle, Quentin ran from the field. Knowing that he if he went back home he would be hanged as a deserter so he fled for the forest. Alone and hungry as night started to fall, Quentin wasn't sure how long he could survive until he started to hear noises, the growling of wolves. He slowly moved towards the sound until he finally saw the source of the noise in a clearing. A knight in fancy blue armor, wearing the sigil of Shotarr, was wounded and cornered by a wolf. He had already killed three others, but the one that remained was closing in for the kill. Quentin's hands started shaking, as he stood there frozen again, his sword pointed to the ground. He had already ran away once, could he do it again at the cost of a man's life?

He couldn't.

Quentin rushed in, barely thinking straight from the fear. However his survival instincts kicked in and he swung with all his strength at the wolf. Caught by surprise, the wolf slowly backed away as it sized up its prey. Soon it lunged and Quentin stabbed forward reflexively. He fell to the ground, the wolf skewered on top of him. He managed to get out from under it and approached the knight. His leg was hurt but he was still alive. Quentin used some bandages the knight had to stop the bleeding and they then made camp for the knight.

Quentin learned that the man he saved was Sir Daniel Hartrift, an officer in the Knights of Shotarr. They got to talking, and Sir Daniel offered to take Quentin with him to the Knight's keep, to become an initiate in the order. Quentin was shocked, but the knight insisted Quentin was worthy of being an initiate, even after the young man admitted he had deserted battle. Sir Daniel explained that refusing to fight in an unjust or pointless war was no crime. Since he couldn't risk returning home and had nowhere else to go, the former conscript agreed to go with the knight.

Once Daniel had healed enough to travel they headed for the capital of Tashar and from there Quentin began his training. After hearing the story of how he single handily defeated a wolf and saved a knight, Quentin became quiet popular among the recruits as they gave him the flattering nickname "Wolf Knight" which was eventually shortened to wolf.

Now having served in the order for fourteen years, Quentin has grown somewhat weary of the cause. He had fought in so many wars and killed so many people yet they were no more closer to the "peace" they were supposedly meant to seek out. He has watched the order grow complacent and corrupt around him and believes things must change. His former master and mentor Sir Daniel is now an adviser to the High Master, who urges patience from his protegee. Now Quentin is with most of the rest of his order at Haden Hill. Technically the Knights are there as a neutral party seeking to prevent conflict, but they have vowed to side against anyone who starts hostilities. Many whisper that they plan to join the side of Tashar regardless of how fighting starts.
Fighting Style: Two handed warrior
  • Master of Combat: Quentin has fourteen years of combat experience, and his skill with a great sword puts fear in the heart of most reasonable people.
  • [Enchanted Blade: Quentin's sword Requiem, is forged from Damirite and enchanted to not only spark with electricity but allow the user to aim short ranged electrical attacks at his opponent thanks to the rune at the base of the blade.

Limitations :
  • Speed- Considering the weight of his weapon and armor, Quentin is not particularly mobile in battle and can be outmaneuvered by a lighter opponent
  • Defense- A two handed weapon increases his strength and danger in battle, but also opens him up to more attacks, particularly ranged ones.

  • Requiem Quentin's sword, a well crafted and durable blade, it is by far his most valuable possession.
  • Necklace After leaving his home for the knights, Quentin's parents sent him a family heirloom, a necklace with a silver star for a pendant. It represented Oadot, the goddess of the moon and was meant to bring heal and luck whoever wore it. Quentin still wears it today as a reminder of the life he left behind.
  • HorseQuentin's current horse is named Galen and is large with brown hair. When fully armored Galen and Quentin can be as frightening as the moose cavalry he had fought all those years ago.

Optional Questionnaire
Personal Quest: To find his parents who he has lost contact with
Favorite Factions: the Knights of Shotarr, Oadot's Chosen
Least Favorite Factions: Street Crawlers, the Guardians,
Favorite Memory: Being knighted
Goals: To restore the Knights of Shotarr to their original purpose
Greatest Fear: Dying a coward's death
Religion: The Pantheon

PostPosted: Tue Jun 25, 2019 3:21 pm
by The Anarcho-Syndicalist Commune
Most interesting, will app I think

PostPosted: Tue Jun 25, 2019 4:15 pm
by Tomia
The Anarcho-Syndicalist Commune wrote:Most interesting, will app I think

Thanks for the interest! Let me know if you have any question about the lore while making your app :)

PostPosted: Tue Jun 25, 2019 4:58 pm
by Turmenista
Hmmmmmmmm this piques my interest, so I'll see what I can do for an app.

EDIT: Bank of Ashar agent confirmed.

PostPosted: Tue Jun 25, 2019 5:31 pm
by Tomia
Turmenista wrote:Hmmmmmmmm this piques my interest, so I'll see what I can do for an app.

Happy to have your interest Turm!

PostPosted: Tue Jun 25, 2019 5:31 pm
by The Great Swedish Empire
Ooooooh. Intresting.

PostPosted: Tue Jun 25, 2019 5:45 pm
by Tomia
The Great Swedish Empire wrote:Ooooooh. Intresting.

Thanks for the interest! any thoughts for chars?

PostPosted: Tue Jun 25, 2019 5:52 pm
by Skyggeheim
This piques my interest. A few questions.

1.) What are the limits of mages? My first idea for a character stems around a younger female who can "summon" an alter-ego that is essentially a strong knight. Difficult to explain without fleshing her out in-app.

2.) Is there a Dragon Rider faction? I initially thought one would be cool, sort of at odds with the Dragon Killers.

3.) Character limit for each individual RPer?

PostPosted: Tue Jun 25, 2019 6:04 pm
by Tomia
Skyggeheim wrote:This piques my interest. A few questions.

1.) What are the limits of mages? My first idea for a character stems around a younger female who can "summon" an alter-ego that is essentially a strong knight. Difficult to explain without fleshing her out in-app.

2.) Is there a Dragon Rider faction? I initially thought one would be cool, sort of at odds with the Dragon Killers.

3.) Character limit for each individual RPer?

1) The concept is very interesting. I think it can work, and I'm fairly open to unique interpretations to magic. So I say give this one a shot and I'll look through it.
2) There is no faction, but there are def ways to make an individual character ride a dragon. A beast folk who is a ser’ana’thal for example could likely tame a dragon. And I wouldn't be against someone else just managing to do it. Would have to work on balancing that char though as dragons are pretty strong.
3) As many as you can handle, if you have a few chars you haven't posted with we'll probably advise against a new app

PostPosted: Tue Jun 25, 2019 6:09 pm
by North America and the Pacific Islands
Reserved asf

PostPosted: Tue Jun 25, 2019 6:10 pm
by Skyggeheim
Tomia wrote:
Skyggeheim wrote:This piques my interest. A few questions.

1.) What are the limits of mages? My first idea for a character stems around a younger female who can "summon" an alter-ego that is essentially a strong knight. Difficult to explain without fleshing her out in-app.

2.) Is there a Dragon Rider faction? I initially thought one would be cool, sort of at odds with the Dragon Killers.

3.) Character limit for each individual RPer?

1) The concept is very interesting. I think it can work, and I'm fairly open to unique interpretations to magic. So I say give this one a shot and I'll look through it.
2) There is no faction, but there are def ways to make an individual character ride a dragon. A beast folk who is a ser’ana’thal for example could likely tame a dragon. And I wouldn't be against someone else just managing to do it. Would have to work on balancing that char though as dragons are pretty strong.
3) As many as you can handle, if you have a few chars you haven't posted with we'll probably advise against a new app


I'll app for a dragon-rider, the concept of her should make sense. I'll let you be the judge, though.

PostPosted: Tue Jun 25, 2019 6:12 pm
by Sarderistan
Interesting... is the Magi Consortium related to one of the Nations?

Would like to make a Warcraft Gandalf here.

PostPosted: Tue Jun 25, 2019 6:17 pm
by Tomia
Sarderistan wrote:Interesting... is the Magi Consortium related to one of the Nations?

Would like to make a Warcraft Gandalf here.

Yes, the Consortium is based in Dascus. They arent controlled by the government or anything but obviously influenced by their location

PostPosted: Tue Jun 25, 2019 6:27 pm
by The Anarcho-Syndicalist Commune
Tempted to make one of the Lion beastfolk. Is there culture set or could I freeball a bit with it?

PostPosted: Tue Jun 25, 2019 6:29 pm
by Zarkenis Ultima
The Anarcho-Syndicalist Commune wrote:Tempted to make one of the Lion beastfolk. Is there culture set or could I freeball a bit with it?

Feel free to fiddle with it. There's some broad cultural notes on the beastfolk blurb and scattered across the OP but otherwise none of the tribes have their culture set in stone.

PostPosted: Tue Jun 25, 2019 6:46 pm
by Skyggeheim
What's the geography of the continent like?

PostPosted: Tue Jun 25, 2019 6:49 pm
by Tomia
Skyggeheim wrote:What's the geography of the continent like?

Theres a brief discussion of it at the top of the nations sections. And each country description should help fill in the blanks a bit. We're hoping to have a map at some point though

PostPosted: Tue Jun 25, 2019 7:12 pm
by Skyggeheim
Tomia wrote:
Skyggeheim wrote:What's the geography of the continent like?

Theres a brief discussion of it at the top of the nations sections. And each country description should help fill in the blanks a bit. We're hoping to have a map at some point though

I wrote in my bio that there's a wee mountain range in the far west, where my character's tribe was. Is that okay?

EDIT: East. I'm making her Hercynian.

PostPosted: Tue Jun 25, 2019 7:14 pm
by Tomia
Skyggeheim wrote:
Tomia wrote:Theres a brief discussion of it at the top of the nations sections. And each country description should help fill in the blanks a bit. We're hoping to have a map at some point though

I wrote in my bio that there's a wee mountain range in the far west, where my character's tribe was. Is that okay?

Ya that should be fine

PostPosted: Tue Jun 25, 2019 7:15 pm
by Zarkenis Ultima
Skyggeheim wrote:
Tomia wrote:Theres a brief discussion of it at the top of the nations sections. And each country description should help fill in the blanks a bit. We're hoping to have a map at some point though

I wrote in my bio that there's a wee mountain range in the far west, where my character's tribe was. Is that okay?

Maybe it's the western edge of the Dracian Mountains?

PostPosted: Tue Jun 25, 2019 7:17 pm
by Skyggeheim
Tomia wrote:
Skyggeheim wrote:I wrote in my bio that there's a wee mountain range in the far west, where my character's tribe was. Is that okay?

Ya that should be fine

Sorry, peek the latest edit. She'll be Hercynian.