"FOR THERE ONCE LAY SOMETHING BEYOND THIS PRISTINE LAND; AN ENDLESS CITY OF TIMELESS BEAUTY AMIDST AN INFERNAL BACKDROP OF CHAOS AND DISORDER.
WHAT NOW DO WE HAVE TO CELEBRATE BEYOND A BROKEN HEAVEN, REMEMBERED IN THIS SHATTERED, OLD WORLD?"
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A MAJOR PART OF THE RISE STORY IS UNCOVERING THE LORE AND DISCOVERING WHAT BECAME OF THE WORLD BEFORE YOUR RISE.
ALL THAT IS YET KNOWN OF THE WORLD BEFORE YOU WAS WHOEVER CAME BEFORE MET A SWIFT END, LEAVING BEHIND A WORLD FULL OF MYSTERIOUS WONDER AND BEAUTY - BUT FOR SOME, SIMPLY WONDERING WHAT HAPPENED IS NOT ENOUGH...
AS YOU UNCOVER THE MYSTERY OF THE WORLD, THIS SECTION WILL UPDATE TO REVEAL THE EPIC TALE OF ATONE'S PAST, AND MAYBE IN DOING SO YOU WILL SECURE IT'S FUTURE... OR CONDEMN IT TO A REPEAT OF HISTORY.
"THIS LAND IS DANGEROUS AS IT IS BEAUTIFUL. STORIES AND TALES DO NOT DO OUR HOME JUSTICE, NOR DO THEY GIVE SOLACE TO THE INCREDIBLE PEOPLE THAT CALL IT HOME."
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WELCOME TO THE WORLD OF ATONE, AN ANCIENT LAND THAT IS NEVERTHELESS QUITE NEW FOR MANY OF ITS INHABITANTS! ATONE IS A FANTASY UNIVERSE, SET UPON A LAND DOTTED WITH THE DILAPIDATED AND CRUMBLING RUINS OF AN OLD CIVILIZATION THAT HAS LONG SINCE PASSED INTO THE BEYOND. HERE, SEVERAL FACTIONS HAVE MADE THEIR HOME, NUMEROUS AND PRESENT IN NEARLY EVERY CORNER OF ATONE. AS A FACTION LEADER YOU MUST GUIDE YOUR COUNTRY TO SUCCESS, PROTECTING YOUR LAND, PEOPLE, AND PRIDE FROM THE OPPOSING EYES OF ANOTHER.
HOWEVER, IT SEEMS AS THOUGH YOUR WORLD IS NOT TRULY WHAT IT SEEMS TO BE. WILL YOU SIT IDLY BY AS THE SUN COMES AND GOES, THE WINDS BLOW, THE SEAS RISE AND FALL, SATISFIED WITH YOUR KNOWLEDGE OF ATONE? OR WILL YOU BOLDLY VENTURE OUT TO UNDERSTAND THE STRANGE HAPPENINGS AND CHARACTERISTICS OF YOUR VERY HOME? WHO KNOWS, MAYBE YOU WILL DISCOVER SOMETHING MORE IMPORTANT AND VALUABLE THAN YOU EVER THOUGHT POSSIBLE.
ATONE IS A HIGH-FANTASY REALM, THOUGH WITH VERY APPARENT LIMITS. WHILE THE MAGIC IS OUT THERE, FOR ANY INDIVIDUAL IN A FACTION TO BE CAPABLE OF USING IT IS A RARE OCCURRENCE. THERE ARE FEW MAGES IN ATONE, AND EVEN FEWER WHO COULD CALL THEMSELVES EXPERTS OR MASTERS. THE TECHNOLOGY ALLOWS FOR THE CREATION OF WOODEN BUILDINGS FAIRLY EASILY, WHILE STONE MASONRY TAKES TIME AND QUITE A BIT OF EFFORT. STEEL IS USEABLE, AND CROSSBOWS AND CATAPULTS ARE THE PEAK OF MILITARY WEAPONRY.
"DO NOT UNDERESTIMATE WHAT BELONGS OUT THERE IN THE WILD HEARTLANDS OF ATONE. NOBODY YET KNOWS WHY THEY ROAM THIS WORLD AS WE DO. ALL I CAN BE SURE OF IS THAT YOU ARE NOT THE MOST DANGEROUS OR FEARSOME BEING WALKING THIS DESOLATE LAND. DO NOT FALL INTO THE TRAP OF THINKING THIS IS UNTRUE."
"THE GREY BALANCE CONTAINS THE LOCKED FEW SECRETS OF THE ART OF BENDING OUR WORLD. NONE KNOW YET HOW WE CAME TO PASS WITH SUCH BLESSING - YET OTHERS WONDER WHY WE WERE CURSED WITH SUCH POWER."
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MAGIC IN ATONE IS A RARE PHENOMENON, A SKILL WHICH ONLY A GIFTED FEW POSSESS, AND EVEN FEWER THAN THAT EVER MASTER THE ART. MANY CULTURES IN ATONE RIGHTLY FEAR THE GIFTED MAGES OF THE LAND AS THEY POSSESS EXTREME POWER AND POTENTIAL FOR DESTRUCTION. IT IS NOT UNHEARD OF FOR EVEN AN AMATEUR MAGE TO ANNIHILATE ENTIRE ARMIES BY CALLING FORTH THE POWER OF THE UNKNOWN, DEVASTATING SETTLEMENTS IN STORMS OF FIRE OR HORDES OF UNDEAD.
MAGIC IS SPLIT INTO TWO SECTIONS THAT DETERMINE THE TYPE OF MAGE: CHARGE AND FOCUS.
C h a r g e
The process by which the mage powers his or her magical abilities. If the Charge criteria is met, then casting any spell within the mage's power is possible. A Ritual Pyromancer could cast his spells provided he performed his magical ritual, despite the distinct lack of fire in the vicinity.
http://img10.imageshack.us/img10/6593/elementala.jpg
E l e m e n t a l A mage that draws his power from the world around him is considered to have an Elemental Charge. They literally pull the energy from the Earth, Air, Water and Plasma to source and fuel their own abilities. This Charge allows for Focii to be relatively powerful, at a little risk to the caster being overwhelmed by this energy and promptly exploding.
http://img23.imageshack.us/img23/331/planeui.jpg P l a n e A mage that taps into worlds beyond Atone is said to be a mage with a Plane Charge. Abilities powered by this charge are the most powerful they can be, though the caster is at extreme risk of loosing his mind or worse.
http://img94.imageshack.us/img94/8070/souln.jpg S o u l A Soul mage utilities the life force of himself and those around him to power his abilities. This does not drain the life of those affected, it merely manipulates the energy that is created by their presence. This focus is safe, and increases in power with more souls present, though the caster can occasionally find himself unable to cast in complete solitude.
http://img90.imageshack.us/img90/7236/divineq.jpg D i v i n e Divine Charges are the most unpredictable of their kind. This calls upon greater beings in order to supply power to the mage. The effect and danger is entirely down to the whims of the being in question. It could grant weak or powerful spells, but also kill it's caster outright should it feel it is simply being 'used' for it's boons.
http://img7.imageshack.us/img7/3479/ritual.jpg R i t u a l Spells cast by mages with a Ritual Focus are the weakest of their kind, and take the longest to cast due to the nature of having to perform incantations or other rituals in order to supply the power. However, this Charge is the safest, and will never harm or kill it's user in any way; it is also completely reliable.
F o c u s
The actual magical abilities used by the Mage. Focii are diverse in their effect and application. A Mage can choose two Focii
E l e m e n t a l
Earth Stone Stone Elementalists can manipulate rock and stone, Earth and soil.
Metal Metal Elementalists can manipulate metallic substances that both reside in the earth and one that have since been excavated and put to use.
Organics An Organic Elementalist can command the flora of a land and bend it to their will.
Plasma Combustion Pyromancers have the ability to manipulate, control and create extreme heat in the form of intense flames.
Electricity An Electrical Elementalist can create bolts of lightning and tremendous thunderclaps at a whim, but also shock and electrify enemies with his touch and empower objects with the force of electricity.
Water Solid A Glacial Elementalist can control Ice, as well as create it in many different shapes and forms.
Liquid An Aquüs Elementalist has control of liquid water, and can bend it into any form he/she wishes.
Vapor A Vapor Elementalist has control of the air and other gaseous substances, allowing them to control gas and all it's ferocity.
Air Weather Weather Mages can control, change and manipulate the very weather, calling down terrific storms and blizzards, but also burning away darkening clouds or snowfall.
Motion Motion Casters have the ability to empower his/her own movements with incredible speed. These mages can dash forward with incredible speed, or attack with lightning fast motions.
N e c r o m a n c y
Corporeal Corporeal Necromancers have the ability to raise the dead in the form of skeletons, zombies and flesh fiends and beseech them to perform their bidding.
Ethereal Ethereal Necromancers can control and manipulate spiritual power found both in living and residual power in the dead. They can use this spiritual power to assault the enemy in a manner of ways.
Blood Bloodweavers have the power to control blood, causing it to boil or expand, and to shape and solidify spilled blood.
Decay Rotweavers have the ability to force decay and rot upon any object of their choosing, causing it to begin to be eaten away by the ravening hunger of accelerated time.
K i n e t i c s
Telekinesis Telekineticists have the ability to control and move objects with nothing but the power of their own mind, requiring no physical contact. Such movements can be incredibly powerful and forceful.
F o r c e s
Gravity Gravitational Mages can manipulate, increase, decrease or outright stop the effects of gravity either locally, or force the effects on an object of their choosing.
Electromagnetism Electromagnetic Mages can force magnetism on objects, causing them to tether and crash together with unbreakable force.
A r c a n e
Energy An Arcane Energy Mage uses pure magical energy to attack a foe. This Focus usually takes the form of beams of energy.
Shield An Arcane Shield Mage form shields and protective barriers from nothing but pure energy.
Portal A Portalweaver can form portals which can instantaneously move the caster and several other bodies a moderate distance, ignoring the land and it's hindrance.
D a r k n e s s
Shadow Shadowmancers can manipulate and create shadows and darkness.
Entropy Entropy Mages can manipulate the pure power of pain and destruction to damage enemies and objects.
L i g h t
Light Lightbringers can manipulate the power of pure light for attacks and boons for his allies.
Healing Healing Mages can, obviously, heal themselves or others rapidly with the power of magic.
S h i f t (Can only choose ONE)
Beast A Beast Shifter can shift his body periodically and temporarily into the form of a ferocious creature or beast. This transform must be specified.
Avatar An Avatar Shifter can transform his body into a representation of some power or force. He becomes an avatar made mostly of energy, and becomes empowered by these effects. (Must be based upon your OTHER Focus in some way ((E.g, a Pyromancer that uses this Focus could basically go Balrog mode, for instance), and must be specified.)
Transmutation Transmutation Shifters can change the shape and function of other objects. They can transform any object into another one of similar size and essence - though transmuting strong-willed humans into other forms is impossible
I l l u s i o n
Sensory Sensory Illusionists can alter and manipulate the vision, taste, smell and hearing of another individual and make them perceive things which do not really exist.
Phantasm Phantasm Illusionists can force their enemies to feel intense pain. This can be done directly, or by creating illusionary weaponry that forces the feeling of pain onto their targets.
C u r s e
Emotion An Emotion Curse Mage has the ability to alter and control the emotions of others. This can be from extreme happiness and recklessness to extreme depression and suicidal thoughts.
Malevolence Malevolent Curse Mages have the ability to, over time, weaken and harm their enemies with ruinous curses and hexes.
S u m m o n i n g
Nightmare Nightmare Summoners can manifest the very essence of a Nightmare to aid them. These takes the forms of demons and other horrifying creatures that repulse and break opponents with their mere aesthetic - that is before they launch their assaults.
Dream Dreamweavers summon the essence of Dreams to do their bidding. These are often heavenly and divine creatures that inspire courage in their allies and dread in their foes as they fight with divine ferocity.
Elemental Elemental Summoners can summon a creature forged from the elements themselves. Beasts made of fire, water, ice or electricity are the most common.
Otherworld Otherworld Wielders summon the very manifestation of insanity and pandemonium. The effects of Otherworld Summoning are subtle at first, but soon all feel the crazed spirits influencing their actions.
"THE GREY BALANCE WAS THE MOST FOUL FRAGMENT OF THE PAST WE HAD EVER LAID EYES UPON. WITHIN IT'S CORRUPTED PAGES IS EVERYTHING THE SOUL WISHES TO KNOW; IT DOES NOT BELONG HERE, NOT IN THIS WORLD, NOR IN ANY OTHER. IT IS BEYOND WHAT SHOULD EXIST AND NO MERE MAN CAN CONTROL IT'S TERRIBLE CONTENTS AND HOPE TO RETAIN HIS MIND."
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GREY BALANCE IS MYSTERIOUS TOME DISCOVERED NOT LONG AFTER THE RISE OF POST-DISSAPEARANCE HOLDS AND FAMILIES FROM THE ANNALS OF THE GREAT UNTOUCHED LIBRARY WITHIN HERO'S REACH, THOUGH THE INNER SANCTUM OF THAT SACRED PLACE HAS NEVER BEEN INTRUDED UPON. THE TOME ITSELF IS A MYSTIC BOOK, LINED AND BRANDED WITH STRANGE AND OTHERWORLDLY MATERIALS. THE CONTENTS OF THE GREY BALANCE IS NONEXISTANT AND THE PAGES ARE BLANK - IT SELECTIVELY CHOOSES TO ENDOW KNOWLEDGE UPON THOSE IT DEEMS WORTHY, AND THOSE FEW CURSED INDIVIDUALS COME BACK FROM IT'S INDUCED TRANCE WITH LITTLE TO SHOW OF THEIR PREVIOUS HUMANITY. THOSE IT SELECTS, THE JUSTICARS OF BALANCE, ARE RIGHTLY FEARED BECAUSE OF THEIR EXPERIENCE AND KNOWLEDGE THAT COULD RUIN ANY LESSER MEN.
"CIRCUMSTANCE IS A SHREWD MISTRESS, THOUGH HER UNFEELING GAZE DID BRING FORTH THE AGE OF MAN. WITHOUT THOSE STONE-HEARTED INDIVIDUALS AT OUR BACK, WE MAY HAVE PLAYED MERCY TO THE RAVENOUS MYSTERY OF ATONE - WHO KNOWS WHAT SUCH A FATE WOULD ENTAIL. "
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IN RISE, A 'HERO' IS THE GO-TO TERM FOR THOSE SPECIAL INDIVIDUALS WHO WALK THE LAND. THEY CAN BE A PART OF YOUR FACTION, EVEN A FOCUS OF IT, OR A ROGUE BANDIT OR RENEGADE - THE POSSIBILITIES ARE ENDLESS. BUT A HERO DOES NOT NECESSARILY HAVE TO BE A MYTHICAL WARRIOR OR POWERFUL MAGE, THEY CAN BE THE GIFTED DIPLOMATS, MERCHANTS OR FARMERS THAT MAKE YOUR FACTION GREAT. THIS IS NOT TO SAY, OBVIOUSLY, THAT A HERO CANNOT BE A WARRIOR, BUT THEY DO NOT HAVE TO BE.
ALL HEROES IN ATONE ARE ALLOWED ACCESS TO MAGICAL POWERS SHOULD YOU WISH TO DESIGN THEM AS SUCH.
EVERY HERO REQUIRES THEIR OWN SMALL CHARACTER SHEET, FOUND BELOW.
Hero Name:
Appearance and Physicality: (If it is an image, place it at the top of the Hero sheet)
Gender:
Age:
Origin: (Where your Hero emerged from, be it a town in your faction's lands, or in the unoccupied wilderness of Atone)
Short History: (Gives us a brief history of your Hero; what they've done so far, and what they intend to do. Don't make your Hero a completely revered and powerful individual just yet. Give them some time to become great!)
Equipment: (What special things does your Hero keep/carry? They don't necessarily need a army-destroying sword! Take into account that their equipment itself can become famous when the Hero progresses through time!)
Magic: (Start with a Charge and a single Focus. The hero can learn more as they progress and learn)
"IT WAS THEN THAT THE GREAT HOUSES AND HOLDS OF ATONE DID FLARE INTO LIFE AMIDST THE BLACKNESS - AND OUR WORLD WAS NEVER THE SAME THEREAFTER."
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SO YOU WISH TO TAKE YOUR PLACE IN THE WORLD OF ATONE? A HARSH AND UNFORGIVING LAND, YET SO FULL OF SECRETS AND TREASURES TO BE FOUND. IF THIS IS TRULY YOUR DESIRE, READ ON TO BE PROVIDED WITH A FACTION SHEET APPLICATION STRUCTURE, AND SOME THINGS TO BEAR IN MIND WHILST BREATHING LIFE INTO YOUR FACTION.
IT IS IMPORTANT TO NOTE THAT A FACTION IS IN NO RESPECT A 'NATION', LIKE IN OTHER ROLEPLAYS OF THIS KIND - IT IS RATHER A HOLD, A SMALL REGIONAL POWER. YOUR FACTION IS COMPRISED OF A LARGE TOWN THAT SERVES AS THE CENTER OF YOUR HOLD AND A CULTURAL MODEL FOR THE REST OF YOUR LANDS, AND A NUMBER OF OUTLYING VILLAGES AND OTHER ASSORTED SETTLEMENTS. MILITIA FORCES AND GUARD COMPANIES WILL USUALLY BE FORMED FROM EITHER MERCENARIES OR PULLED DIRECTLY FROM THE SETTLEMENTS IN YOUR HOLD.
Faction name: (The name of your Faction / Hold)
Region: (Wintertide, Cinder, Glade, The Ridge or Splinter)
Central Town / City name:
Central Town / City Overview: (Tell us about the main town that defines your hold)
Social Overview: (Tell us about the general demeanour of your hold. How do the people interact? How are criminals treated? Are they warlike or peaceful? Things along those lines...)
Culutural Overview: (What is the culture of your Hold like? What kind of architecture do they have? What about the arts and superstitions and rituals?)
Hold Overview: Outlying Settlements: (Names. Details. Sizes. Ect.) Populace and Demographics: Guards: (tell us about your guards and militia. How many are there, tell us about their equipment, recruitment, and all that other juicy stuff)
People of Importance / Heroes: (Place seperate Hero sheets below your Faction Sheet. Just name them in this section. Not every Person of Importance has to be a Hero.)
Hold History: (History of your hold. Bear in mind that your history cannot stretch beyond 500 years before present. Anything before that would have been loose tribes with no written knowledge of times beforehand)
Resource Details: (Leave blank until I message you this section. Is based on location)
"SOMETIMES IT IS BENEFICIAL TO ADHERE TO THE RULES SET BY BEINGS HIGHER THAN YOURSELF. NEVER FORGET THOSE LESSONS, THEY MAY SAVE YOU IN YOUR TIME OF NEED."
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I
THE WORD OF SILUX AND ASURAS IS TO BE CONSIDERED ABSOLUTE LAW
I I
OOC ARGUMENTS ARE FORBIDDEN. PERIOD. E-PENIS ARGUMENTS SHALL BE ENDED VIOLENTLY
I I I
SILUX AND ASURAS WILL DO THEIR BEST TO BE AS FAIR TO EVERYBODY INVOLVED. DON'T BE A LITTLE BITCH IF THINGS DON'T GO YOUR WAY
I V
NO GODMODDING. NO MIN-MAXING. NOTHING OF THAT SORT
V
PLACE "UNTO THE HEARTS OF MEN" INTO YOUR FACTION SHEET APPLICATION TO SHOW YOU HAVE READ THE RULES
S e c t i o n III: A u k l U k l L a s t W o r d s I W i l l G i v e Y o u A N e w H e a r t A n d P u t A N e w S p i r i t I n Y o u
"SING TO ME A SWEET SONG OF FREEDOM BEFORE A SHADOW DOES FALL UPON US ALL. WATCH ME BURN AND NEVER LOOK BACK, FOR WHAT LIES BEYOND IS MORE TERRIBLE THAN YOU DARE TO IMAGINE"