Lifting the Heart of Divinity from its prison
And from that fragment of Primordium created
Cormiria, carved by the Son of Corvon!" -unknown

It is a time of change. That is what the augurs in the temples of the Imperial Cult cry, and the Prophet of Par'an, and the soothsayers and oracles, all of them shouting the same thing to any who will listen; it is a time of change. From Cormiria in the North to Albenmoor in the West and Par'anaq in the South, the rich and the powerful are told that now is the time for conquest and apotheosis. Even the mages, usually content to sit in their palaces or towers and study the arcane, have heeded the cries of the clergy, and even now they toil away, seeking the secrets of the Primordium.
In the venerable Empire of Calrody, the Imperial Legions are being mustered by the Emperor, Cortaeus IV, descendant of Cormir the Great, so that the young sovereign may prove himself his ancestor's equal by uniting the entire world beneath the Crimson Banner. In the South, the chosen people of Par'an march inexorably North, to bring the mercy of the Sun God to the barbarians. The fortress-city of Arkadis, ruled by a council of Protectors, is the only thing standing between the Suladh Al'eakimat and their goal, and His Most Sublime Imperial Majesty, Qasir ahn Yuzuf il-Par'an, has declared that Arkadis will fall, and with it the North. Even the usually isolated Western Kingdoms are in chaos, with the Valish kings warring with each other for the high kingship, and the chivalrous knights of Merovia find themselves battling masked raiders from the Far North in greater numbers than ever seen before.
Now is a time of change. A time when even the lowliest may find themselves making history as Cormir Calrody, a humble farmer turned Mage-Emperor, once did 700 years ago when the last time of change was declared. Now is a time when mortal magic can create wonders, or nightmares. Now is a time when civilization can advance in leaps and bounds, or be sent into a dark age. Now, now is the end of an age, for good or ill.
Hello, and welcome to "The End of an Age" RP! Now, unless you decided to skip the wall of text above this box, then you probably have a good idea of what this RP is about, but I will explain the nature of this RP in greater danger anyway, because I need to add some fluff to this box anyway. The End of an Age is, unsurprisingly, about the end of the status quo that has dominated the Known World for 700 years. I referenced several locations and countries in the OP, and while I'll have a dedicated lore section below, I'll give you all an out-of-character explanation on the most important concepts and nations.
First up we have the Empire of Calrody, which acts sort of like this RP's Rome, except for a few key differences. The biggest being it is, effectively, a magocracy (think the Tevinter Imperium but with less blood sacrifice), with the Emperors being the most powerful mages in the Empire, followed by the High Generals, then the generals, then other senior military officers, the nobility, and then all other mages. If you want to play as literally anyone of import in Calrody, you'll have to have some magical talent. Or you could decide that you don't like the magocracy and perhaps do something along the lines of, oh I don't know, cough a revolution cough.
Next up we have the Suladh Al'eakimat, also known as Great Par'anjar. Great Par'anjar is very loosely based on a mix of the early Islamic conquests and the various Iranian Zoroastrian empires. Ruled by a Divine Emperor who is sequestered within the Palace of the Sun, most power in Great Par'anjar is held by the clergy and enforced by the Temple Orders, holy warriors in service to the clergy and the Prophet of Par'an, an immortal being that spread the faith of Par'an to the Southern Continent. Notably, Great Par'anjar has complete equality among the genders and different races, as long as they worship Par'an, of course.
Now onto magic. I'll just give a brief rundown on how magic works, since I'll be writing a far more detailed lore post below. To put it simply, magic relies on two things; willpower and Primordium essence. If a mage is absolutely determined to change something, or conversely absolutely unwilling to fail, then as long as they have sufficient Primordium essence, they can change reality however they want. Now the thing that prevents every stubborn mage from ascending to godhood is Primordium essence, a crystalline material that periodically forms around places touched by the Primordials, beings that ruled the world before the Dawn of Humanity. Only a few areas grow sufficient amounts of essence to allow truly wonderous spells to be cast, and these are either directly controlled by rulers, powerful mage-lords, or the temples.
And that is it for the walls of text that aren't hidden behind spoilers!
Rules:
1. No godmodding/metagaming.
2. Don't be a dick.
3. My word is law.
4. Posts should be a minimum of two paragraphs.
5. Have fun!
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