Tales of Graces: War of Lastalia
Valkines Cryases, the preservers of human survival on the planet Ephinea. A mineral substance like no other, cryas is the basis for electric power, transports, water, and even the provider for man's ability to fight with forms of magic. The three kingdoms of Ephinea thrived off of their own valkines cryas, an enormous collection of cryas directly powered by Ephinea's core, or Lastalia. At one time in the planet's history, a very potent threat was discovered on a nearby planet: Lambda. Unlike any power Ephinea had ever contacted, Lambda was capable of draining the planet's core, therefore making it inhabitable to any living creature. Asbel Lhant and his companions rose to many challenges in order to secure the cryas' safety, and defeated Lambda. The three kingdoms, Fendel, Windor, and Strahta, had entered an era of peace. But as Lhant and his companions passed on, people began to simply forget what they had done.
Now, new troubles brew, waiting for their chance to drive the kingdoms to war. Gloandi, Duplemar, and Forbrannir, the three valkines cryas, have mysteriously gone dormant, making cryas extremely valuable. This predicament that fell upon the nations proved that a new power source was needed. Many research teams have gone looking, only to wind up unsuccessful or dead. Many propose that the central source has been cut off. Rumors spread that the planet itself is dying. Disputes over cryas territory soon followed, and the three kingdoms turned on each other, replacing trust with a bitter sense of hatred.
The planet of Ephinea has always been abundant with monsters, but, as if connected to the malfunction of the valkines cryas, monster activity has increased to a point only previously seen during the Dark Times, when Lambda was present on Ephinea. Along with raids from bandits and other kingdoms, each country is reliant now on their own group of cryas-possessing individuals known as spell casters. Spell casters, as common humans could long ago, can control a form of airborne cryas to heal wounds and bend the elements to their will.
Notes:
Kingdom / character overviews:
Strahta - Despite their desert surroundings and lack of natural resources, the kingdom of Strahta has remained alive
only through trade. Large amounts of trading caravans have become recently present in the land, and many have tamed
monsters in order to construct such networks.
Fendel - Once a large dependant on cryas due to the land's bitter coldness, Fendel took a large impact at the dormancy of Fobrannir.
The government, once a strong and influential power, has nearly no control. Although the cities inside Fendel are still called a country,
they are independent in all but name. Much of the population is poor, with little food other than monsters and no heat. Natural death tolls have
become catastrophic.
Windor - Although Windor has been effected by the cease of Gloandi's power, they are still the most powerful kingdom
in all of Ephinea. Their knight academy is second to none, producing the most effective army of all. Trouble in Windor
comes solely from their geological disadvantages. Northward Fendel and westward Strahta, although weakened, are not easily
beaten. Trade embargos against Windor have also effected their economic stance.
Races:
Human-
Fighting only with weapons and no cryas ability, regular humans seem to be the weakest of the races. However, they are the most abundant,
and there is power in numbers.
Amarcians -
Undisputed technological geniuses of Ephinea, the first generation of these people worked
as engineers on the once prosperous planet of Fodra. They are experts in the field of cryas technology and
are very efficient logical thinkers. Although they have no blood-relations, they are considered
an individual people. None of the original Amarcians are alive today, but their legacy can be found in their descendants
and in many underground ruins located in various areas around Ephinea.
Spell Casters-
Spell casters have the very crucial ability to use cryas powers to their advantage. Cryas artes can be used to heal and conjure up the
forces of nature on their foes. Due to the high concentration of cryas in monsters, they also make very good beast tamers. Although
spell casters provide protection for many cities, people tend to shun them because of their differences. A number of them have also been
used in excruciatingly painful experiments, conducted to discover how they had retained cryas usage. Now found in very small quantities,
the fear of extinction has driven most spell casters away from their homelands, in search of a place of acceptance in the world.
Monsters-
Mostly mindless creatures, monsters are a potential threat to anyone who lets their guard down. Although the cryas in monsters in unobtainable,
they can be used as a food source if necessary. Constant human encounters have made them more comfortable around humans, so they are
not scared off easily. Few monsters, with irregularly high levels of cryas, can think farther in-depth than average humans, making them very dangerous. These monsters can come in (mostly) any form imaginable, possessing many cryas abilities similar to those of spell casters.
I could allow a mix of some of the races, but these cases require top-notch characters
in order to be accepted
Experience in the "Tales of" series will help tremendously, but it's not required
Since this is my first RP in a while, plz inform me of any slip-ups I made
standard rules apply
- No Godmodding
- Be as polite as your character allows
- No killing other characters w/o consent
- Plz inform me if you are confused or seek additional info