Kamotz
Chronicler
- 142
- Posts
- 17
- Years
- Beyond the edge and over the hills where spirits f
- Seen Nov 4, 2023
Conquest: Heroes of Arcadia
((Rated T for mild violence, language, and implied sexual situations))
In ancient times, monsters and nightmares ruled the continent of Arcadia. Humanity was stamped down, forced to fight tooth and nail just to survive, or succumb to the darkness and become monsters themselves. Were it not for the heroes humanity might not have prevailed over the darkness, but through their efforts - their determination, hope, and sheer force of will - they were able to turn back the tide and light the way for humanity to thrive across Arcadia.((Rated T for mild violence, language, and implied sexual situations))
The continent of Arcadia has been ruled by kings and warlords for hundreds of years. The nobility prospered in this era; using the pretense of "preventing war" to grow in wealth and power, enforcing their will upon the lower classes through private armies and political pressure. Dissenters, and any who spoke out against their oppressive rule, were dealt with swiftly and mercilessly.
The people suffering most were those in the kingdom of Halcyon; ruled over by King Gerard Morgenstern and a noble class drunk with power. Seeking to right the wrongs caused by his father's crass indifference, the king's disgraced bastard son - Ryder Falkenrath - set forward to overthrow his father's reign. Because of his low-born status, he was looked down upon and despised by his siblings and father. It gave him a very different perspective on the suffering of the people in his kingdom.
He used his birth privilege to enroll in the Halcyon Special Military Academy, during which time he was conscripted to engage in conflicts along Halcyon's border. In a particularly brutal encounter that saw most of his Academy class wiped out, Ryder held the line and led the survivors to victory. Credited with protecting the nation, Ryder was named Hero of Halcyon.
Ryder used this new position and status to begin recruiting close friends and loyalists who shared his ideals. With the backing of a few devoted patrons, he finally made his move and led a revolution against his father, later ascending to the throne. And thus began the reign of the Hero King of Halcyon.
Ryder's ascension caused shockwaves throughout the Seven Kingdoms. Across the continent, the nobility began fearing for their positions; if Halcyon's king was willing to reduce the power and privilege of the nobility, what would happen if their own people attempted to do the same? The Empire of Acheron, desperate to stop Ryder's reforms from taking hold within its own borders, and perceiving weakness in Halcyon, staged an attack, but Ryder's leadership and skill in commanding battle led to Acheron's quick defeat.
The furious Ryder set forth and called together the lords of the Seven Kingdoms. Chastising them for their blatant disregard for their people and their seeming eagerness for further bloodshed, he proposed an armistice; one where nations would cease fighting over land and resources and instead work together to raise the standard of living for all their people; where nations need not fear one another but would instead look forward to mutually beneficial cooperation and dialogue. He finally convinced the ruling noble classes that the wars were being fought at too great a cost. Swayed by Ryder's impassioned speech and backed by the cooler heads in the room, the lords signed the Grand Arcadian Treaty. They ended the conflict almost overnight, instituting the "Great Peace."
But peace is easier to win than it is to maintain. Behind the scenes in Halcyon nobles plot against Ryder to regain their power; and in neighboring kingdoms the nobility fears that what happened in Halcyon could happen to them, too. Increased pressure from within and beyond Halcyon's borders has pushed Ryder to search for more effective ways to maintain the peace. To this end he has tasked his knight and royal guard, Thalia Valke, with forming a task group to track down the ancient relics of heroes past to ensure that war never again threatens the entire continent.
Spoiler:
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The Seven Kingdoms:
Spoiler:
Halcyon Empire - the (current) home of our characters. Located along the southern tip of Arcadia, Halcyon is ruled by the Hero King, Ryder Falkenrath. The empire has recently begun a series of sweeping reforms to improve the lives and living conditions of its populace - not just the nobility. Halcyon is the country of Arcadia where the common people remains strong and safe, sheltered behind Ryder's leadership from the high walls of Thraben, the largest city of the country.
Acheron Empire - the historical rival of Halcyon, Acheron is located along the eastern edge of Arcadia. Its capital, Paliano, is located high in the mountains, which serve as shield between its holdings and the rest of Arcadia. The Acherons are half-mythical even within their own time. They are known to be the most feared warriors of Arcadia. They have lived and died by the sword in the name of countless kings, hardening their armies generation after generation by fostering a culture that revolves around perfecting the body and the mind for combat.
Imperial Rodagand - Rodagand is located in the northernmost reaches of Arcadia. Rodagand is Arcadia's darkest country, both literally and figuratively, but also the most unexplored and the most legendary. Its valleys range from pasture fields to sinister swamps where dead conifer sink slowly. Its wooded lands, crossed by a dense fog, shows chromatic colors of dark green, purple and gray. Its indigo and black mountains disappear in the clouds, and humans can only imagine are living in their veiled peaks. The sun never seems to get through the colorful clouds in Rodagand. The powers that govern Rodagand, the imperial bloodline, reap the benefits of the isolation in the region. The chain of mountains of Geier Reach that dominates the country, separates the valleys from each other, making them easier to monitor and control. The suffering common people of Rodagand have an irrational home loyalty, but strictly speaking, have few options, they are trapped in the narrow mountain passes of their provinces and attached to their customs and lives of meetings.
Republic of Albica - Albica is situated just to the south of Halcyon. The country of Albica consists of rolling farmlands surrounded by grasping fingers of dense, dark woods. The woods are reported to hide werewolves, ghosts, and other supernatural menaces, while the farmlands support a hardscrabble rural livelihood for Albica's civilian populace. For the Albican, life is work. Albicans are farmers, millers, weavers, stonemasons: they are close to the land and must work hard for every meal. This makes them self reliant, pragmatic, and plainspoken. An Albican doesn't purchase tools from the general store; he forges them himself. She doesn't learn arithmetic or memorize the names of royal families; she learns harvest dates and the shapes of edible weeds. He doesn't quote great works of literature; he calls it like he sees it, in his own simple words.
Orvale Republic - Orvale is nestled on the southeast coast of Arcadia, just alongside Acheron and Halcyon. Orvale is a country of learning, magic, and progress. It is a land of progressive thinkers, pious thaumaturges, and wise oracles. Orvale was born from the defeat of tyranny, and to this day it retains a spirit of the triumph of free thought over brutish force. Orvalians pride themselves on their great temples to the gods, their thaumaturgical academy, their great works of architecture, and for their Reverent Army. The Twelve, a council of philosophers headed by Perisophia, serves as the ruling body of Orvale. Orvale is home to the Dekatia, the legendary academy at Myrinis; the most elite academy for mages on Arcadia.
Imperial Belmoor - Belmoor is located towards the center of Arcadia along its western edge. Arcadians interested in trade are attracted by Belmoor. This coastal nation is home to a number of small-to-medium port towns, most situated at the mouth of a river that leads further inland. Belmoor's sloughs, sea mists, and mysteries cloak its commerce and crimes, its populace tends to seek business, secrets, or solitude. The country's silver sand beaches, punctuated with rocky promontories and sea caves, afford easiest access to its fog-shrouded ocean. Merchant caravans filled the trade routes between the cities of Belmoor, and unscrupulous alchemists and necromancers traffic with sinister items in the underground body market. Many coastal cities of Belmoor are subject to Nebelgast, the salty mist that rises and falls with the tide, rumored to lead hordes of geists from countless shipwrecks.
Kingdom of Escas - Escas is located to the southeast. The population consists of craftworkers, shipbuilders, smiths, and traders. The Escian church has ensured a strong presence here to take part in the burgeoning trade and marketplace, but many Escians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from the rest of the continent, they are given a pass from the key players in Escas. Escas's capital, Gallycea, encompasses a sprawling area on the border between the Nistos Forest and the open chaparral.
Arcaea - The island continent of Arcaea is a vast, steep-walled plateau that rises sharply from the sea. Although smaller than the mainland, Arcaea conceals an incredible diversity of environments hidden behind its sheer, stony cliffs. Inland from these cliffs, the land drops off sharply, wreathing Arcaea in an irregular "wall" of mountainous cliffs.
Northern Wastes - Stark, beautiful, and extreme, the Wastes are a vast, icy tundra. Pelted by storms of ice and wind, its freezing wastes are a breeding ground for natural hazards. Travelers here must contend with brittle ice bridges over rapidly-flowing rivers, predators, and the threat of avalanches across the landscape.
Evos Isle - Near to the northern coast of the Arcadian mainland is Evos Isle. Evos has largely been written off by explorers due to the swirling sea currents that encircle it, but wizards contend that magic of great value and power lurks there. A beam of pure blue light can sometimes be seen shooting straight up out of the island—or down on it from above—leading to strange rumors about the significance of the island. Huge, alien-looking, granite heads loom all around the island, many of them half-buried in the ground, tilting at odd angles. The heads radiate strong magic, but their purpose and history are unknown. Some claim to have heard them speak in forbidding tones, but in a language unknown to modern scholars.
The Skourge - a massive, hive-like structure located deep within the mountains at the center of the continent. The Skourge is home to the Skorn, a strange, primal race of alien creatures.
God's Eye - a watchtower located atop the highest peak in Halcyon, the surrounding mountainside is highly fortified, allowing the nation to retain tactical superiority over the area. The tower at God's Eye contains many enchanted rooms, allowing sentries to see miles in all directions.
Krosa - a forest region in the east. It is home to various species of large animals, as well as numerous clans of shamans. Halcyon legend also tells of fantastic beasts that inhabit the darker depths of the forests.
Pendelhaven - an ancient city located on an island off the coast of mainland Arcadia. Pendelhaven was captured by Halcyon in a war with Albica. The populace is still split on the issue, with riots calls for secession a common occurrence.
Thune - an old city and religious capital of the empire. Thune is a gathering place for clerics the world over. In Thune, advokists are trained in the mystical arts of banishment and detainment.
Krosa - a forest region in the east. It is home to various species of large animals, as well as numerous clans of shamans. Halcyon legend also tells of fantastic beasts that inhabit the darker depths of the forests.
Pendelhaven - an ancient city located on an island off the coast of mainland Arcadia. Pendelhaven was captured by Halcyon in a war with Albica. The populace is still split on the issue, with riots calls for secession a common occurrence.
Thune - an old city and religious capital of the empire. Thune is a gathering place for clerics the world over. In Thune, advokists are trained in the mystical arts of banishment and detainment.
Acheron Empire - the historical rival of Halcyon, Acheron is located along the eastern edge of Arcadia. Its capital, Paliano, is located high in the mountains, which serve as shield between its holdings and the rest of Arcadia. The Acherons are half-mythical even within their own time. They are known to be the most feared warriors of Arcadia. They have lived and died by the sword in the name of countless kings, hardening their armies generation after generation by fostering a culture that revolves around perfecting the body and the mind for combat.
Akoum - a city at the head of a river. The surrounding area is a mountainous region where magma glows from crevasses in the earth. Gases occasionally spew from the ground, and around these vents, bizarre trees and plant life have arisen in pockets of weird biome. The region is plagued by geological instability, causing magma geysers to erupt unexpectedly and shards of rock to rain down unexpectedly.
Emeria - The shattered remains of a sky-castle. Acherons believe it was once the home of the goddess of the sky. When the castle was destroyed in a cataclysmic upheaval, the enchantment that protected it was dispelled, and the shattered remnants plummeted from the heavens.
Oran Rief - A gigantic, twisted, ever-expanding twisted reef-rock forest, occupying most of the interior of Acheron.
Stensia - Stensia is where the Acheron nobles under their imperial progenitor, established their ancestral manor and their center of commerce outside of Paliano. Although the progenitor is long dead, the manor is meticulously maintained. Smaller manor homes exist around the castle, but Castle Stensia is the home base from which Stensia's most dominant families conduct their ambitions.
Turntimber - a vast temperate forest on the Acheron interior. Turntimber's famous corkscrew-like trees twist into staggering heights, tracing lazy circles on the sky and providing the inspiration for the woodland's name. Over decades and centuries, the trees bend and twist around invisible spikes of mana like a climbing vine around a pole.
Emeria - The shattered remains of a sky-castle. Acherons believe it was once the home of the goddess of the sky. When the castle was destroyed in a cataclysmic upheaval, the enchantment that protected it was dispelled, and the shattered remnants plummeted from the heavens.
Oran Rief - A gigantic, twisted, ever-expanding twisted reef-rock forest, occupying most of the interior of Acheron.
Stensia - Stensia is where the Acheron nobles under their imperial progenitor, established their ancestral manor and their center of commerce outside of Paliano. Although the progenitor is long dead, the manor is meticulously maintained. Smaller manor homes exist around the castle, but Castle Stensia is the home base from which Stensia's most dominant families conduct their ambitions.
Turntimber - a vast temperate forest on the Acheron interior. Turntimber's famous corkscrew-like trees twist into staggering heights, tracing lazy circles on the sky and providing the inspiration for the woodland's name. Over decades and centuries, the trees bend and twist around invisible spikes of mana like a climbing vine around a pole.
Imperial Rodagand - Rodagand is located in the northernmost reaches of Arcadia. Rodagand is Arcadia's darkest country, both literally and figuratively, but also the most unexplored and the most legendary. Its valleys range from pasture fields to sinister swamps where dead conifer sink slowly. Its wooded lands, crossed by a dense fog, shows chromatic colors of dark green, purple and gray. Its indigo and black mountains disappear in the clouds, and humans can only imagine are living in their veiled peaks. The sun never seems to get through the colorful clouds in Rodagand. The powers that govern Rodagand, the imperial bloodline, reap the benefits of the isolation in the region. The chain of mountains of Geier Reach that dominates the country, separates the valleys from each other, making them easier to monitor and control. The suffering common people of Rodagand have an irrational home loyalty, but strictly speaking, have few options, they are trapped in the narrow mountain passes of their provinces and attached to their customs and lives of meetings.
Murasa - Rising hundreds of feet high out of the mountain basin is the ruin site known as Tal Terig, or "The Puzzle Tower." One of the most famous sites on the continent, the ruin's exterior is a pillar of seemingly randomly assembled geometric shapes of all sizes - ranging from tiny decorative cubes jutting from the surface to enormous tetrahedrons, making up a significant portion of the structure, twenty feet on a side. The angles and lines of the tower appear to defy the bounds of logic; some have reported headaches and nosebleeds after looking at its surface for short spans of time.
Republic of Albica - Albica is situated just to the south of Halcyon. The country of Albica consists of rolling farmlands surrounded by grasping fingers of dense, dark woods. The woods are reported to hide werewolves, ghosts, and other supernatural menaces, while the farmlands support a hardscrabble rural livelihood for Albica's civilian populace. For the Albican, life is work. Albicans are farmers, millers, weavers, stonemasons: they are close to the land and must work hard for every meal. This makes them self reliant, pragmatic, and plainspoken. An Albican doesn't purchase tools from the general store; he forges them himself. She doesn't learn arithmetic or memorize the names of royal families; she learns harvest dates and the shapes of edible weeds. He doesn't quote great works of literature; he calls it like he sees it, in his own simple words.
Trokair - A ruin of wood and brick now stands where Albica's county seat stood. Only a year ago it was a thriving small town of manor houses called Trokair, and you can still find wooden signs among the splintered wood and broken gates that say "Trokair" in cheery paint. But a new name has caught on—a vulgar name, a commoners' name: Hollowhenge.
Orvale Republic - Orvale is nestled on the southeast coast of Arcadia, just alongside Acheron and Halcyon. Orvale is a country of learning, magic, and progress. It is a land of progressive thinkers, pious thaumaturges, and wise oracles. Orvale was born from the defeat of tyranny, and to this day it retains a spirit of the triumph of free thought over brutish force. Orvalians pride themselves on their great temples to the gods, their thaumaturgical academy, their great works of architecture, and for their Reverent Army. The Twelve, a council of philosophers headed by Perisophia, serves as the ruling body of Orvale. Orvale is home to the Dekatia, the legendary academy at Myrinis; the most elite academy for mages on Arcadia.
Valkas - the Ovalian soldiers defend this huge stone bridge with all their might against any who would enter Orvale without permission. Some claim that the massive chasm it spans leads to the Underworld, and that foul creatures emerge from its depths.
Imperial Belmoor - Belmoor is located towards the center of Arcadia along its western edge. Arcadians interested in trade are attracted by Belmoor. This coastal nation is home to a number of small-to-medium port towns, most situated at the mouth of a river that leads further inland. Belmoor's sloughs, sea mists, and mysteries cloak its commerce and crimes, its populace tends to seek business, secrets, or solitude. The country's silver sand beaches, punctuated with rocky promontories and sea caves, afford easiest access to its fog-shrouded ocean. Merchant caravans filled the trade routes between the cities of Belmoor, and unscrupulous alchemists and necromancers traffic with sinister items in the underground body market. Many coastal cities of Belmoor are subject to Nebelgast, the salty mist that rises and falls with the tide, rumored to lead hordes of geists from countless shipwrecks.
Kalonia - the foggy, quiet city of Kalonia is where the Nebelgast is most active. The mist almost perpetually covers the town and the nearby swamp. Because of the preternatural activity here, it has repelled some humans, but it has attracted others—namely the skaberen and alchemists who experiment with geist energy. The elite of Kalonia dwell within towers and spires that set this town apart from others of Belmoor, which is why the phrase "the spires of Kalonia" is often used when Belmoorans talk of their southernmost city.
Tidehollow - a community encampment settled near a collection ancient ruins. The influence of the nearby ruins is clear in the architecture of the settlement; the architecture of Tidehollow mimics and incorporates the shapes and glyphs from the stone. Notable is the Tidehollow Conservatory, a small academy which sponsors research of the ruins. Some of the Conservatory's recent research concerns the way that certain types of magic respond best near the ruin fields. Others have studied the architecture, claiming that, far from a simple artistic trend, it may actually represent a deep safety problem for the citizens of Belmoor.
Kingdom of Escas - Escas is located to the southeast. The population consists of craftworkers, shipbuilders, smiths, and traders. The Escian church has ensured a strong presence here to take part in the burgeoning trade and marketplace, but many Escians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from the rest of the continent, they are given a pass from the key players in Escas. Escas's capital, Gallycea, encompasses a sprawling area on the border between the Nistos Forest and the open chaparral.
Nephalia - one of the largest of Escian cities, Nephalia stands at the mouth of a large lake. The population consists of craft workers, shipbuilders, smiths, and traders. The Halcyon church has a strong presence here to take part in the burgeoning trade and marketplace, but many Nephalians are wary of the priesthood and watch them like hawks. As long as the church brings trade to and from Thraben, they are given a pass from the key players in Nephalia.
Arcaea - The island continent of Arcaea is a vast, steep-walled plateau that rises sharply from the sea. Although smaller than the mainland, Arcaea conceals an incredible diversity of environments hidden behind its sheer, stony cliffs. Inland from these cliffs, the land drops off sharply, wreathing Arcaea in an irregular "wall" of mountainous cliffs.
Otaria - the gutted, cratered remains of a massive palace. A great bonfire burns within, marking a place of tradition for the ancient Arcadians.
Xantas - a massive necropolis situated in a sprawling, inland, coastal marsh. Xantas contains the tombs of the the ancient Arcadian kings and queens. It is a pilgrimage site for diabolists and other dark mages.
Xantas - a massive necropolis situated in a sprawling, inland, coastal marsh. Xantas contains the tombs of the the ancient Arcadian kings and queens. It is a pilgrimage site for diabolists and other dark mages.
Northern Wastes - Stark, beautiful, and extreme, the Wastes are a vast, icy tundra. Pelted by storms of ice and wind, its freezing wastes are a breeding ground for natural hazards. Travelers here must contend with brittle ice bridges over rapidly-flowing rivers, predators, and the threat of avalanches across the landscape.
Agadeem - Nestled into the canyons is the Crypt of Agadeem, a natural cavern converted into a burial site. The mouth of the cavern is a huge natural archway lined with innumerable small, etched hedrons. The entrance chamber, called the Crypt Maw, is a cavern the size of a cathedral. It is home to thousands of bats and is believed by some to be haunted by malevolent spirits.
Valakut - the mountain range of the Wastes is actually several small volcanoes connected by bridges of cooled magma. A ring of jagged, volcanic peaks rises from the center of the range, resembling a monarch's crown. The Crown range is home to a number of volcanoes, including Valakut, the Molten Pinnacle, largest and most active peak of the Crown range.
Valakut - the mountain range of the Wastes is actually several small volcanoes connected by bridges of cooled magma. A ring of jagged, volcanic peaks rises from the center of the range, resembling a monarch's crown. The Crown range is home to a number of volcanoes, including Valakut, the Molten Pinnacle, largest and most active peak of the Crown range.
Evos Isle - Near to the northern coast of the Arcadian mainland is Evos Isle. Evos has largely been written off by explorers due to the swirling sea currents that encircle it, but wizards contend that magic of great value and power lurks there. A beam of pure blue light can sometimes be seen shooting straight up out of the island—or down on it from above—leading to strange rumors about the significance of the island. Huge, alien-looking, granite heads loom all around the island, many of them half-buried in the ground, tilting at odd angles. The heads radiate strong magic, but their purpose and history are unknown. Some claim to have heard them speak in forbidding tones, but in a language unknown to modern scholars.
The Skourge - a massive, hive-like structure located deep within the mountains at the center of the continent. The Skourge is home to the Skorn, a strange, primal race of alien creatures.
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Notable People (NPCs):
Spoiler:
Ryder Falkenrath - the Hero King of Halcyon and patron of this RP's mission. Ryder is well loved by his people and his servants. Ryder is a tactical genius and perfectly willing to make sacrifices so the greater good can be accomplished, even if the method is often extreme, though he is frequently troubled when forced to choose between the lesser of two evils.
Jocoul Delacroix - Ryder's right-hand man and Field Marshal of the Halcyon army. Despite the fact that he is not in complete agreement on many of the tough decisions that Ryder had to make out of necessity, he remains absolutely loyal to Ryder. Jocoul dislikes putting himself in a safe place while others are fighting, and prefers to use his muscles to handle the military side of the country, than to use his head to work out the intricacies of politics, policies, among other stuff.
Felix Lockhart - Ryder's left hand, Felix is charge of mainly the domestic and administrative affairs of Roland but also holds a military rank of major general. Felix has a reputation of being a philanderer, and this appears to stem partly from his way with dealing with stress from the dissented nobles daily, as well as him holding the belief that military people like him may die any time and should not be involved in a long-term relationship.
Luther Vondrak - a mysterious man that serves Ryder's will from the shadows, Luther is not one to be trifled with. Luther believes that the only way to attain maximum peace is to unite the whole continent under one rule. He will stop at nothing to achieve his goals with the maximum possible efficiency. Despite his extreme methods, sometimes carried out on autonomy without the knowledge or permission of Ryder, he holds a deep loyalty towards his king, and is willing to risk his life if necessary, to achieve the grander goal of uniting Arcadia under Halcyon.
Sieghard Valke - Thalia's older brother and personal guard to King Ryder. Sieghard is a swordsman of unparalleled skill and power. Sieghard is a mysterious and rarely-seen individual within the king's court.
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Species:
Spoiler:
Humans - by far the most populous race across Arcadia. Humans have established themselves so well, in fact, that most of them are not even aware of other sentient races (having once) existed. Humans have thrived, becoming the dominant species on Arcadia.
The Skorn - a strange race living near the central plane of the continent, no one knows where the Skorn originated or evolved from. Skorn are creatures that share a hive mind, which allows them to share their abilities with other nearby skorn. Skorn have gleaming, gemlike eyes and "hair" more like the squirming tentacles of a jelly-fish or polypod. Many still have a bestial appearance, but a few could generously be considered humanoid. All are covered with chitinous plates that glisten and slide about like oiled pieces of machinery. The creatures use a chittered speech and inhabit "the Skourge" a hive-like structure located high in the mountains.
Other races - various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they're still around, however, is less certain. More info will be added here as we encounter them.
The Skorn - a strange race living near the central plane of the continent, no one knows where the Skorn originated or evolved from. Skorn are creatures that share a hive mind, which allows them to share their abilities with other nearby skorn. Skorn have gleaming, gemlike eyes and "hair" more like the squirming tentacles of a jelly-fish or polypod. Many still have a bestial appearance, but a few could generously be considered humanoid. All are covered with chitinous plates that glisten and slide about like oiled pieces of machinery. The creatures use a chittered speech and inhabit "the Skourge" a hive-like structure located high in the mountains.
Other races - various other races are rumored to have existed in the ancient past. Enormous dragons, vicious werewolves, harrowing undead, cryptic sphinx, mischievous fairies and devils, malevolent ogres, and reclusive gorgons still exist in fables and stories of the past. Whether they're still around, however, is less certain. More info will be added here as we encounter them.
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Magic:
Spoiler:
Magic is a commonly used method of combat; citizens of Arcadia can cast a vast array of spells—they can drain the life of a foe, supplement their allies with arcane strength, even summon a dragon. All magic requires mana, the magical energy that powers spells. Mana comes from the land and the world around you. Its use doesn't seem to require any special characteristics on the part of the user, but it does require training and talent. Spellcasters spend years building a connection to the flow of mana, building up personal reserves of it, and honing their abilities to craft spells at a moment's notice.
Nonetheless, mana is scarce, so spellcasters don't have infinite energy to cast spells. It is also deeply interconnected with the life-force of the world, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana's density is very low, lifeforms become emaciated and weak. Each country has developed its own style of magic, all of which require a chant unique to that particular spell to activate and most of them have devastating effects once unleashed.
Easily the most common form of magic is that of Sigil or Rune Magic. Practiced spellcasters use their words of invocation to create elaborate runes that call forth their magic and spells. As the mage becomes more experienced, their runes become easier to summon at a moment's notice; allowing them to add further embellishment to the spell and add to its effect.
Abjuration: the power to protect and heal
Conjuration: the power to transport living and nonliving things.
Divination: the power to gain information.
Enchantment: the power to influence the mind and emotions.
Evocation: the power to control forces of nature and reality for a variety of effects.
Illusions: the power to create illusions.
Necromancy: the power to manipulate the forces of Death.
Transmutation: the power to transform living or nonliving things. In Arcadia, the trasmutation of living things is considered highly controversial; with laws differing from kingdom to kingdom. What remains consistent, however, is the illegality of human trasmutation.
Below are further explanations on some of the more common forms of magic I'm expecting us to use.
Elemental Magic (Evocation):
Elemental magic calls upon the power of the elements for offensive purposes. Elemental magic consists of the four Prime Elements - Air, Water, Earth, and Fire - as well as more advanced elements that often derive from a combination of two or more Primes - Wood, Ice, Steam, Metal, Magma, Lightning, etc. Elemental magic is usually the easiest offensive-type magic to summon, and is usually done so by reciting an invocation to a higher spirit of that element (examples: "I offer up this contract to the Spirit of the Endless Sky" - to create a wind spell. "What I seek is the Fire Within" - to create a fire spell). Each school and style of magic has its own styles of invocation that are usually consistent across its various spell types.
Light/Darkness Magic (Evocation):
Light and Darkness magic exist as two halves of the same coin - one does not exist without the other. They are complementary but clashing entities. Their abilities are usually more nuanced than the generally more straightforward Elemental magic. Both can be used to create illusions and deceptions, solidify into weapons/constructs, and allow for ease of movement. Because this magic is more nuanced, the invocation spells are more intricate (examples: "I implore the Gods Above, to bestow thy servant with the Piercing Light that Drives Away the Darkness" - to create a light spell. "I invoke the name of the Beast Beneath the Mountain, to grant me the Voice of the Void" - to create a darkness spell).
Defensive Magic (Abjuration):
These are simple but effective spells that help defend against either physical or magic-based attacks. While the spell itself consumes very little energy, its prolonged use will quickly cause its caster to tire. The energy consumed is proportional to the energy withstood. Also included in this category is Healing magic.
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Class:
Your class is your career or calling in life. There are as many classes as there are professions and within each class are a myriad of skills and specializations that are entirely up to you. As a general rule, magic usage is rather restricted among non-dedicated mages. A warrior or soldier may know a handful of combat-based spells, but won't have nearly the proficiency that his or her mage counterpart would.
Spoiler:
Soldier: Soldiers are trained combatants who are part of a formal army. They are tough and disciplined, adept at fighting in concert and overwhelming the enemy. Trained extensively in armed combat, most specialize in bladed weapons and polearms. Soldiers acknowledge for their great deeds, honor, and bravery may be recognized as Knights, while soldiers who specialize in duels of valor become recognized Duelists; unparalleled in one-on-one combat. Knights who continue their training and increasing skill may further specialize in continued fighting while part of the military Dragoons or instead may choose to fight for loftier ideals as Paladins. Either way, a Knight's path lays in serving others before him/herself. On the other hand, duelists who achieve high enough notoriety and numerous victories may eventually become Champions; entrusted by their lords to serve as representatives in conflicts and protect a lord's interest in their stead.
Advanced Classes: Knight → Paladin/Dragoon
Advanced Classes: Duelist → Champion
Warrior: Warriors are combatants who fight alone or in loose clans and hordes. Unlike soldiers, whose strength is in their numbers, a single warrior is often content to take on the world all by him - or herself. Warriors favor brute strength over cunning, sheer will over tactics. Warriors who end up seeking glory may become famous Gladiators, fighting in the Arenas, or representing their clan in organized combat. On the other hand, warriors who choose only to fight for themselves, looking only for the next battle and further combat become known as Slayers; vicious fighters feared across the land. Finally, those who embrace the warrior's lifestyle and then choose to follow their own path - to leave behind fame or ferocity and search for warlike perfection - become Ronin: wandering warriors.
Advanced Classes: Slayer/Gladiator/Ronin
Rogue: Rogues are those who live by their wits, using stealth and cunning to make their way in life. Many rogues are notoriously tricky and amoral, as their clever minds and silver tongues give them an advantage over most others; a good rogue can steal the clothes right off an unwitting target's back. Many rogues are skilled with daggers, rapiers, and other light weapons. Those that embrace this as a way of life rather than just a way to make a living are known as Mercenaries, professional soldiers willing to sell their skills to the highest bidder. Furthermore, rogues that choose to offer their skills only to kill are Assassins, professional killers.
Advanced Classes: Assassin/Mercenary
Archer: Archers are combatants who specialize in fighting with bow and arrows. These tend to follow diverging paths; either as the long-distance Marksman - a master of the battlefield and tactics, with unparalleled intuition and a sense of enemy movement; or as an Acrobat - a close-quarters bowman, a fighter skilled in urban and wilderness warfare. Those who surpass both become known as Verdants - elite combatants capable of astounding feats of agility and marksmanship.
Advanced Classes: Marksman/Acrobat → Verdant
Monk: Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. Some monks live their lives in solitude, while others come together in monasteries. Some monks are devoted to a specific faith, while others seek enlightenment away from religion. In time, most monks tend to focus on either the physical or spiritual aspect of their journeys and abilities. Those who focus on the spiritual become known as Mystics while those who focus on the physical become known as Masters. Over the course of their long lives and continuous journey, however, a monk may learn to balance both aspects and transcend their boundaries to become Radiants.
Advanced Classes: Mystic/Master → Radiant
Mage: Mages are masters of channeling mana into powerful spells. They are ubiquitous throughout the continent. Mages come by their powers in different ways:Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some mages come together in huge schools or guilds to pool their resources and train neophytes. Mages have the greatest diversity in their subsets. Mages of faith are known as Clerics. Mages of nature are known as Shamans. Mages of law are known as Advokists. Mages of dark forces are known as Diabolists. Mages devoted to the study of magic are known as Wizards. Mages devoted to discovering methods for transmuting base metals into gold, finding a universal solvent and an elixir of immortality are known as Alchemists. These mages, once becoming proficient may become Sorcerers - masters of the arcane arts who travel the land to hone their abilities; Sages- who impart their knowledge to a select few students; Hermits - elusive individuals who spend their days perfecting spells and are often driven to eccentricity; or Warlocks - powerful spellmasters who gather a devoted coven of followers. Those who achieve full mastery of magic and their chosen course through it become Paragons- the living embodiments of magic and mystical forces.
Advanced Classes: Sorcerer/Sage/Warlock/Hermit → Paragon
Barbarian: Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures. They value ferocity and strength above subtlety and skill in battle. Many barbarians charge into battle in a state of madness, gaining great speed and battle prowess. These are known as Berserkers. Those who remain in the berserker state for too long are permanently changed and warped by the process. They become less-than-human: animalistic Reavers.
Advanced Classes: Berserker → Reaver
Tamer: Tamers are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. Tamers have an affinity for animals and nature and are able to communicate with animals and form beneficial partnerships with them. Some Tamers are part of a formal military organization and may have some skill in combat. Those who specialize in combat are known as Rangers, and may perfect their craft to become a Wildspeaker - one who has complete knowledge of the wilderness and its denizens. Tamers who instead embrace the wild within become known as Huntmasters, and those who rise to the top of the food chain become Alphas - apex predators.
Advanced Classes: Ranger → Wildspeaker
Advanced Classes: Huntmaster → Alpha
Advanced Classes: Knight → Paladin/Dragoon
Advanced Classes: Duelist → Champion
Warrior: Warriors are combatants who fight alone or in loose clans and hordes. Unlike soldiers, whose strength is in their numbers, a single warrior is often content to take on the world all by him - or herself. Warriors favor brute strength over cunning, sheer will over tactics. Warriors who end up seeking glory may become famous Gladiators, fighting in the Arenas, or representing their clan in organized combat. On the other hand, warriors who choose only to fight for themselves, looking only for the next battle and further combat become known as Slayers; vicious fighters feared across the land. Finally, those who embrace the warrior's lifestyle and then choose to follow their own path - to leave behind fame or ferocity and search for warlike perfection - become Ronin: wandering warriors.
Advanced Classes: Slayer/Gladiator/Ronin
Rogue: Rogues are those who live by their wits, using stealth and cunning to make their way in life. Many rogues are notoriously tricky and amoral, as their clever minds and silver tongues give them an advantage over most others; a good rogue can steal the clothes right off an unwitting target's back. Many rogues are skilled with daggers, rapiers, and other light weapons. Those that embrace this as a way of life rather than just a way to make a living are known as Mercenaries, professional soldiers willing to sell their skills to the highest bidder. Furthermore, rogues that choose to offer their skills only to kill are Assassins, professional killers.
Advanced Classes: Assassin/Mercenary
Archer: Archers are combatants who specialize in fighting with bow and arrows. These tend to follow diverging paths; either as the long-distance Marksman - a master of the battlefield and tactics, with unparalleled intuition and a sense of enemy movement; or as an Acrobat - a close-quarters bowman, a fighter skilled in urban and wilderness warfare. Those who surpass both become known as Verdants - elite combatants capable of astounding feats of agility and marksmanship.
Advanced Classes: Marksman/Acrobat → Verdant
Monk: Monks are individuals who have devoted their lives to quiet introspection and meditation, though many monks are skilled at magic, martial arts, or both. Some monks live their lives in solitude, while others come together in monasteries. Some monks are devoted to a specific faith, while others seek enlightenment away from religion. In time, most monks tend to focus on either the physical or spiritual aspect of their journeys and abilities. Those who focus on the spiritual become known as Mystics while those who focus on the physical become known as Masters. Over the course of their long lives and continuous journey, however, a monk may learn to balance both aspects and transcend their boundaries to become Radiants.
Advanced Classes: Mystic/Master → Radiant
Mage: Mages are masters of channeling mana into powerful spells. They are ubiquitous throughout the continent. Mages come by their powers in different ways:Some study for years on end to unlock the secrets of magic, while others are just born with the knack. Some mages come together in huge schools or guilds to pool their resources and train neophytes. Mages have the greatest diversity in their subsets. Mages of faith are known as Clerics. Mages of nature are known as Shamans. Mages of law are known as Advokists. Mages of dark forces are known as Diabolists. Mages devoted to the study of magic are known as Wizards. Mages devoted to discovering methods for transmuting base metals into gold, finding a universal solvent and an elixir of immortality are known as Alchemists. These mages, once becoming proficient may become Sorcerers - masters of the arcane arts who travel the land to hone their abilities; Sages- who impart their knowledge to a select few students; Hermits - elusive individuals who spend their days perfecting spells and are often driven to eccentricity; or Warlocks - powerful spellmasters who gather a devoted coven of followers. Those who achieve full mastery of magic and their chosen course through it become Paragons- the living embodiments of magic and mystical forces.
Advanced Classes: Sorcerer/Sage/Warlock/Hermit → Paragon
Barbarian: Barbarians are unorganized fighters, usually from primitive and/or uncivilized cultures. They value ferocity and strength above subtlety and skill in battle. Many barbarians charge into battle in a state of madness, gaining great speed and battle prowess. These are known as Berserkers. Those who remain in the berserker state for too long are permanently changed and warped by the process. They become less-than-human: animalistic Reavers.
Advanced Classes: Berserker → Reaver
Tamer: Tamers are individuals who are adept at getting along in the wild, often sharing the benefits of their prowess with others. Tamers have an affinity for animals and nature and are able to communicate with animals and form beneficial partnerships with them. Some Tamers are part of a formal military organization and may have some skill in combat. Those who specialize in combat are known as Rangers, and may perfect their craft to become a Wildspeaker - one who has complete knowledge of the wilderness and its denizens. Tamers who instead embrace the wild within become known as Huntmasters, and those who rise to the top of the food chain become Alphas - apex predators.
Advanced Classes: Ranger → Wildspeaker
Advanced Classes: Huntmaster → Alpha
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=====Name:
Age:
Gender:
Class: (Or as close as you can pin it down)
Appearance:
Personality:
History:
Abilities: (Describe the types of spells, summons, and/or powers your character can use)
Equipment: (Any sort of items or artifacts the character carries with him/her)
Official Rules:
1. No god-modding.
2. Two/three character maximum.
3. Only control your own character unless given permission otherwise by the other character's owner.
4. No killing other OC's without their owner's permission.
5. If you wish to make an NPC with a large part then please just state that on the sign-ups so that it doesn't get killed. Otherwise it's open season.
6. You must have good grammar! Get a proofreader for all I care! Use the spell-check! Anything, just make sure things make sense. I can tolerate some slip-ups, but nothing on a constant basis.
7. Please try to post at least once every 2-5 days (unless you give me a reason why you can't). Any longer than that and we might lose you or leave you behind.
8. No making up histories for characters (even NPCs) that aren't your own.
9. I reserve the right to kick you out of this RPG if you break one of these rules seriously enough. I will, however, give you a chance to explain or redeem yourself so it won't be a "BAM goodbye" sort of deal
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