Yigros [OOC | High Fantasy]
Posted: Sun Jul 14, 2019 12:37 pm
Yigros is an ancient world that has weathered wars and strife poured out by gods and monsters; by mortals and beasts. Still, it remains. Gods reign in the heavens above and the hells below while mortal-kind stride the surface, going about their lives as they have now for millennia. Not all is well, however. Dangerous forces plot and ancient horror stir from their slumber. This is not reason to despair: it is the nature of heroes to rise from the storms of fear and chaos to send forward the beacon of hope, to drive back the darkness.
Always has this been, and always shall it be as long as the chains of fate hold fast.
Fate hold all; Memories betrothed to the Eldest and preserved in the Tome of the Ages.
On the Races
The extent of the Human empires is vast and varied across the globe. Nearly every god is worshiped and every profession permitted in one place or another from the great walled empire of Endervald to the sprawling lands Acraenalon. In the western lands live the ancestral homes of the elves whose great families stand as markers of their proud history and symbols of their immense culture. To the East lie the Orc holds build up on the tradition of martial art and battle. Though once thought of as savages and barbarians, Orcs are much more than mindless wielders of the blades. Deep in the mountain halls beats the heart of the Dwarves, masters of craft and chiefs of industry. Hailing from the tundra in the North lumber the mighty Ergrasar and Snjókall.
Guard yourself in the wild; monsters of all sizes stalk those lands.
On Politics
Aside from the established cities and towns, there is scarce civilization. The wilds of Yigros are swarming with all manner of beasts and monsters looking for a meal. Arguably more deadly are the roving bands of bandits and goblins that stalk unwary travelers.
As a result of this unforgiving expanse, communication is sparse between different kingdoms over land. Instead, most trade and discourse are carried out by sea. Even with limited contact, there has not been open war between any human Kingdoms in nearly fifty years. There has been a simmering feud between the Human Kingdom of Acraenalon and the Orcish hold of Tuil'de Heg. Neither side has gained any significant victory over the other in nearly a year, but there is rumor the king of Acraenalon is near death. As a result, the Lionhearts have been recalled to the capital, depriving the front line of it's strongest fighters.
Piracy on Fyilehan shipping vessels by raiders hailing from Eithermark have put a strain on the relationship between the two nations, though no formal action has been taken by either side.
Remembering wounds from wars past, the Elves have remained withdrawn to their own lands save for the relative handful that seek interaction with foreign places.
A spell requires three things: A source of power, structure, and a target.
Magic
Though it is becoming exceedingly more rare in recent years, magic is a powerful tool for shaping the world to the will of the caster.
The three primary archetypes of magic are:
- Ether
- Thaumatic
- Aether
Ether magic can only be used by the Astra and the order of the Aarkin. It manipulates Ether, the very light of Solanas, with holy fury.
Thaumatic magic is the kind most people think of when they consider spells. Using the ancient language of the Irra, mages manipulate energies to accomplish nearly any goal set before them. The words of the spell can be either spoken, written, carved, or even thought, though each method has it's shortcomings. As a general rule, shorter spells can be cast faster, but take much more energy than longer, more wordy spells that seek to accomplish the same task. This is because time will permit a caster to locate appropriate sources of power to fuel their spells, or structure the spell to be more efficient.
As a last resort, a mage can always tap into their own soul, though this is exceedingly dangerous and runs the risk of ending the caster's life.
Aether magic is the dark counterpart to Ether. An amorphous substance drawn from the pit of Sheol corrupts, molds, and reshapes the physical plane. All can tap into the power of this dark magic, though almost none can resist becoming corrupted themselves.
Information
Map
Message from the OP
Hey everyone, and welcome back to Yigros, or if this is your first time here, it's nice to meet you. In this RP, you as players are encouraged (with some help from forces outside of your control) to band together and go on adventures, and maybe foil the plot of an ancient horror or two. Below you will find the application form. Please delete everything in parenthesis before you submit, and while I wasn't able to fit anything close the entire lore of Yigros in this OP post, I ask that you ask questions so your app fits within the world.
You may be any of the playable races, and be in any of the factions listed above; I only ask that you create your bio in such a way that you are a novice or new initiate in the faction you choose. No grand-master wizards or High priests here.
For equipment, feel free to be creative, but don't be overpowered. A regular sword will suffice, it doesn't need a list of enchantments. In-fact, that will get your app rejected. Moreover, ALL the items you carry with you must be disclosed. Anything not included in your app (that you don't RP picking up) will not be allowed.
Now, if that hasn't scared you away, I await your apps!
Rules
- Respect the OP and co-OPs
- Don't be a dick
- Don't godmod, metagame, or try to be overpowered
- Inactivity will result in your character being left out/killed/taken over by OPs
- Doing dangerous things may get you killed
- Respect the mechanics of the world, and ask questions when you don't know something