Overview
Aenosh is a fantasy nationbuilding RP which takes place in the continent of Aenosh on the world of Sildha. In order to participate in Aenosh you must be a member of Aeia, and have an approved nation in the Regional RP. Aenosh is not an official regional RP of Aeia, but is run by an Aeian for Aeians. At the point of creation Aenosh is an RP with a generic fantasy setting with the specifics of different fantasy races, magic, gods, and technologies being developed by a nationbuilding process. Links to specific creations will be provided in this post as the content is created. If you wish to participate then you will need to fill in an application, the details of which can be found in this post. If you wish to use default fantasy concepts as described in this thread then this is the only application you need concern yourself with; however if you wish to use a customised race or other customised elements in your initial application you will need to have these custom elements approved into the Aenosh canon.
Aenosh: The Location
The continent of Aenosh is a continent isolated from the wider world of Sildha by curious quirks of geography and magical phenomena. No-one is really sure why the peoples of Aenosh are confined in this way, but one thing is certain, no-one has ever managed to pass beyond the limits of the continent. Impassable mountain ranges block the land routes to the west, while hostile oceans bar passage to the south and east, finally to the north an icebound wasteland kills even the hardiest adventurers before they have the opportunity to venture out. The closer to one of the edges of Aenosh one gets the stranger things become, with twisted ethereal beings and magical phenomena slaying those who somehow survive the inhospitable conditions. Even the greatest of Aenosh's scholars, theologians, and magi have been unable to study this peculiar state of affairs in detail and as such none have managed to come up with a substantive explanation for this state of affairs; besides Aenosh is a vast and varied continent in which everything the civilised nations need can be found, what reason have they then to try to leave?
Aenosh itself is separated into several large Regions which cartographers use to help in their work; these Regions were demarcated and named in ages past by the enigmatic Eladari Civilisation and though the names have been twisted to fit the languages of successive nations and races the origin of the terms and the lands to which they apply are always the same. The Eladari ruled a vast empire which stretched across much of Aenosh and it is believed that the Regions represented the different provinces into which they divided their empire for administrative purposes, none however have succeeded in translating the Eladari written language and so certainty on the matter is lacking. Regardless the Regions of Aenosh are Marturia, Hethran, Kasessia, Skyne, West Belavria, East Belavria, Alithria, and Ulrecia. In the present day these Regions mean little in terms of politics, climate, or geography and serve only as artificial points of reference on maps.
In terms of climate Aenosh is divided into five zones, from the icy northern wastes down to the tropics of the south. Within this vast stretch are a variety of different distinct types of terrain which in turn have spawned all manner of flora and fauna as well as a multitude of civilisations and cultures. Among the most notable features in Aenosh is the Irrian Sea which is arguably the beating heart of the continent, providing direct trade routes between its most populous areas. Further north is the Hethran Bay, a vast natural bay on the shores of which can be found numerous harbours and ports. On the southern tip of the Irrian Sea is the great Belavrian Canal, built across the Belavrian Isthmus by the Eladari to unite the Irrian with the Merchant Coast. Various islands dot the seas to the south of the mainland, notable among them the tropical Iblesian Isles which house the Grave of Sailors, and the Corsair Straits, and the distant land of Far Ulrecia, one of the furthest points to which a sailor can travel. The Northeastern Region of Skyne is defined by it frozen tundra and mountainous terrain with natural harbours and fjords all along its coastline.
Aenosh: The Time
The people of Aenosh use a calendar much like ours, but with different names for the days of the week and for the month. The current year is 618 of the Fourth Era; each Era is three thousand years in length and the number of the Era marks how many Eras have passed since fall of the Eladari Civilisation. Each nation and language has its own names for the days of the week and the months but most agree on the year and Era system and for those merchants and travellers who frequently move between nations or who speak many languages the date can be easily referred to by number, for instance the Eighth Day of the Seventh Month would for us be 8th July.
The technological level of Aenosh is hard to pin down; on the one hand some nations have learned how to mix and use black powder to great effect, and works of complex machinery and engineering can be witnessed, but conversely most wars are still fought with swords, spears, and bows. Such technology as exists has developed in a world where magic is prevalent and a magical solution is often more readily available and simpler than some complex doodad. The result is that technological advancement is in no way comparable to a real world period in history largely because of the influence of magic on technology. The simplest example is the use of magic in forging armour, enabling a skilled smith to work different magical energies and properties into metals to achieve varied effect; a more complex example could be an advanced machine designed to drill tunnels which would never function without the use of magical parts and power sources. Some races prefer to develop their esoteric technologies while others delve deep into magical mysteries.
As a general rule the technological level of Aenosh is at a point where gunpowder is just entering use on the battlefield with early handguns and cannon.
Aenosh: The Races
As a generic fantasy setting Aenosh features a number of 'default' playable races, namely; human, elves, dwarfs, and halflings. However you are by no means confined by this list. Aenosh is such a varied place that numerous other races and subraces are bound to exist and it is only a matter of having your very own race accepted into the canon. To a large degree most fantasy races are allowed, however races with a direct link to the Divine or Infernal are not permitted, this is because the Gods and Devils of Aenosh are simultaneously so diverse and so uninvolved in the regular doings and happenings of Aenosh that the presence of such angelic or demonic beings would be impractical. If you wish to create a race which look like angels or have devil horns then by all means, but they cannot have any tangible link to the Divine or Infernal.
Aenosh: Magic
In Aenosh Magic is a diverse yet tangible force. Magical energy can be drawn from a number of sources and once raw magical energy has been formed it can then be converted into the various spells and other forms magic typically takes in a fantasy setting. For example a Wizard would use some kind of focus such as a wand or staff to draw upon their own magical energy, then through a series of incantations and gestures they would shape that energy into a desired outcome, for instance a fireball. Most races have some level of magical energy residing with in them, however only a small number among them will have a sufficient affinity that they can turn this energy into a practical magical result; however magical energy also comes from a variety of other sources. Many religions claim to be able to draw upon the magical powers of their gods, and it would seem that such mage-priests are indeed able to draw upon some external source of magic (whether it truly is Divine in nature is up to debate); meanwhile a druid or shaman will draw magical energy from the natural world. Others such as warlocks and blood-magi draw their power from the life energy of those around them, or from some pact with a powerful magical being.
Whatever use it is turned to and whatever the source all magical energy is the same and thus can be shaped into any desired result. While certain races and cultures have a closer affinity to one type of spell or source as a general rule any magically attuned individual of any race can, if they wish, draw upon magic from any source and shape it into any spell. Many magically attuned individuals must undergo years of intensive study to master the effective use of magic and such practitioners and scholars generally group magical use into different Schools based upon the results they have (note the use of magic to manipulate time is not possible):
- Red Magic - The conversion of magical energy into light or heat. (Includes fire)
- Blue Magic - The conversion of magical energy into cold. Conjuration allows a Blue Mage to cast bolts of ice and water.
- Yellow Magic - The conversion of magical energy into lightning, sound, and/or electricity.
- Brown Magic - The use of magical energy to manipulate the earth.
- Grey Magic - The use of magical energy to manipulate metals.
- White Magic - The use of magical energy to manipulate the air and gases.
- Black Magic - The use of magical energy to manipulate darkness and shadows.
- Green Magic - The use of magical energy to manipulate living organisms. (Includes healing)
- Conjuration - The conversion of magical energy into an inanimate object.
- Teleportation - The use of magical energy to rapidly transport objects (living or inanimate) from one place to another.
- Telekinesis - The use of magical energy to lift objects through mental command.
- Psychomancy - The use of magical energy to manipulate emotions and thought.
- Vulgar Necromancy - The use of magical energy to animate corpses.
- True Necromancy - The use of magical energy to restore life to the dead.
- Summoning - The use of magical energy to summon magical entities. Also the conversion of magical energy into a living (but not intelligent) being.
Aenosh: Religion
The religions of Aenosh are as diverse as the continent's population. As with the real world there is no single accepted faith or explanation for the world and existence and in such an environment many faiths have had a chance to spread. Some are highly organised with religious texts and institutions, many however are more informal. For some there is but one god, for others there are a strictly defined number of gods, for others the god or gods they worship are among a plethora of deities floating around in a nebulous godspace into which all other gods fit. This situation is perhaps made more confusing by the fact that no-one can agree on what a god is and what traits they have. Some believe that their gods are immortal and invulnerable, eternal beings gazing down on mortals from on high; others believe that their gods are very much mortal with limited scope; a few even believe that their gods have an earthly form. What this means for you is that you can go nuts on the religion front; so long as no immortal eternal invulnerable sky gods start hurling bolts of lightning from on high you're good to go. As with races however new gods need to be accepted into the canon before they can be RPed.
Applications
Nation Application Guidelines
When making your nation claim try to be reasonable in terms of balance. Your nation must be balanced in terms of its strengths, weaknesses, population, and land area. There are no hard and fast rules for this however, and as the OP I reserve the right to approve or reject applications at my own discretion. Of course this is a collaborative project and I will never reject an application out of hand without discussing the matter thoroughly and trying to reach a compromise.
Nation Application Template
- Code: Select all
[b]IC Nation Name:[/b]
[b]Capital City:[/b]
[b]Ruling Race:[/b]
[b]Primary Race:[/b]
[b]Population:[/b]
[b]Language(s):[/b]
[b]Brief Description of Nation's Strengths and Weaknesses:[/b]
[b]Brief Description of Government:[/b]
[b]Brief Description of Religion:[/b]
[b]Brief History of Nation:[/b]
[b]Map Claim:[/b]
Race Application:
When applying to create a new race you first need to use the following checklist to work out if a new race is necessary:
- Is my race sufficiently unique and different from existing races?
- Is my race thematically feasible?
- Is my race vital to the creation of my nation?
- Can my race be sufficiently represented under the existing rules for player created races?
When creating your race you will need to take into account the following rules:
- Your racial attributes do not need to balance; the total score can be 32.
- Your Magical Potential represents the percentage of the population that can use magic, it cannot exceed 5%.
- Adaptability represents the climate area your race is most suited to. Note that if you choose Versatile your Racial Attributes level reduces to 30.
- Immortality is not permitted. As a general rule lifespans of more that 800 years are not allowed.
- Code: Select all
[b]Race Name:[/b]
[i]Parent Race:[/i] (If Any)
[b]Lifespan:[/b]
[b]Magical Potential:[/b]
[b]Adaptability:[/b]
[u]Strength:[/u] /10
[u]Endurance:[/u] /10
[u]Dexterity:[/u] /10
[u]Intellect:[/u] /10
[u]Willpower:[/u] /10
[u]Perception:[/u] /10
[b]Description:[/b]
Links
Nations
- The Empire of the Isles
- Ikon State of Lyesh
- This Most Serene Republic of Sannerby-Annestad
- Dol-I-Dharrum
- Nukhirin-Zeshur
- Aesnirheim
- Empire of Kabryon
- Karzevan Union
Races